* Corrected warnings (and errors on some compilers) from r14327.
* Actually added Manul/Splendide shop files from r14327. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14329 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2010/06/01
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2010/06/01
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* Rev. 14329 Corrected warnings (and errors on some compilers) from r14327. [L0ne_W0lf]
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* Rev. 14327 Implemented the Manuk and Splendide item status effects, thanks to Epoque. [L0ne_W0lf]
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* Rev. 14327 Implemented the Manuk and Splendide item status effects, thanks to Epoque. [L0ne_W0lf]
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2010/05/31
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2010/05/31
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* Added support for using 'town', 'autotrade', 'allowks', 'monster_noteleport', 'pvp_nocalcrank' and 'battleground' mapflags in scripts (bugreport:4226). [Paradox924X]
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* Added support for using 'town', 'autotrade', 'allowks', 'monster_noteleport', 'pvp_nocalcrank' and 'battleground' mapflags in scripts (bugreport:4226). [Paradox924X]
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@ -1,6 +1,7 @@
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Date Added
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Date Added
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======
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======
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2010/06/01
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2010/06/01
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* Rev. 14329 Actually added Manul/Splendide shop files from r14327. [L0ne_W0lf]
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* Rev. 14327 Added Splendide and Manuk merchants. [L0ne_W0lf]
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* Rev. 14327 Added Splendide and Manuk merchants. [L0ne_W0lf]
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2010/05/30
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2010/05/30
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* Rev. 14315 Shop update, and added Wanderer pet food maker NPC. [L0ne_W0lf]
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* Rev. 14315 Shop update, and added Wanderer pet food maker NPC. [L0ne_W0lf]
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117
npc/merchants/manuk.txt
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117
npc/merchants/manuk.txt
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@ -0,0 +1,117 @@
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//===== eAthena Script =======================================
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//= Manuk Merchant
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//===== By: ==================================================
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//= eAthena dev team
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//===== Current Version: =====================================
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//= 1.0
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//===== Compatible With: =====================================
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//= eAthena SVN
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//===== Description: =========================================
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//= [Aegis Conversion]
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//= Manuk coin redemption NPC.
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//===== Additional Comments: =================================
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//= 1.0 First version
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//============================================================
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man_in01,286,16,1 script Merchant of Manuk 454,{
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if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
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set .@anrp_test,1201;
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if (anrp_test == 1) {
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mes "[Merchant of Manuk]";
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mes "It looks like you're carrying too many things.";
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mes "Why not put some of your items in storage and come back?";
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close;
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}
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mes "[Merchant of Manuk]";
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mes "Hello.";
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mes "What are you looking for?";
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next;
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switch(select("View item description:Manuk's Opportunity:Manuk's Courage:Manuk's Faith:Cancel")) {
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case 1:
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mes "[Merchant of Manuk]";
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mes "Here are the item descriptions.";
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close2;
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ReadBook 11019,1;
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end;
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case 2:
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mes "[Merchant of Manuk]";
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mes "I can sell you 3 Manuk's Opportunity for^3131FF 1 coin^000000";
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next;
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switch(select("Purchase:Do not purchase.")) {
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case 1:
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if (countitem(6080) > 0) {
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mes "[Merchant of Manuk]";
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mes "Thank you for coming.";
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delitem 6080,1; //Manuk_Coin
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getitem 12342,3; //Manuk's_Opportunity
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close;
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}
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else {
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mes "[Merchant of Manuk]";
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mes "You don't have enough coins.";
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close;
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}
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case 2:
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mes "[Merchant of Manuk]";
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mes "Come again if you change your mind.";
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close;
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}
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case 3:
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mes "[Merchant of Manuk]";
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mes "I can sell you 3 Manuk's Courage for^3131FF 1 coin^000000";
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next;
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switch(select("Purchase:Do not purchase.")) {
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case 1:
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if (countitem(6080) > 0) {
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mes "[Merchant of Manuk]";
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mes "Thank you for coming.";
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delitem 6080,1; //Manuk_Coin
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getitem 12343,3; //Manuk's_Courage
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close;
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}
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else {
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mes "[Merchant of Manuk]";
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mes "You don't have enough coins.";
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close;
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}
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case 2:
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mes "[Merchant of Manuk]";
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mes "Come again if you change your mind.";
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close;
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}
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case 4:
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mes "[Merchant of Manuk]";
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mes "I can sell you 3 Manuk's Faith for^3131FF 1 coin^000000";
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next;
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switch(select("Purchase:Do not purchase.")) {
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case 1:
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if (countitem(6080) > 0) {
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mes "[Merchant of Manuk]";
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mes "Thank you for coming.";
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delitem 6080,1; //Manuk_Coin
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getitem 12348,3; //Manuk's_Faith
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close;
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}
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else {
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mes "[Merchant of Manuk]";
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mes "You don't have enough coins.";
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close;
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}
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case 2:
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mes "[Merchant of Manuk]";
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mes "Come again if you change your mind.";
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close;
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}
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case 5:
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mes "[Merchant of Manuk]";
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mes "Come again if you change your mind.";
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close;
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}
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}
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else {
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mes "[Merchant of Manuk]";
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mes "Rtt od d";
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mes "Qwo hd is d irr";
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close;
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}
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}
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117
npc/merchants/splendide.txt
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117
npc/merchants/splendide.txt
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//===== eAthena Script =======================================
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//= Splendide Merchant
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//===== By: ==================================================
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//= eAthena dev team
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//===== Current Version: =====================================
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//= 1.0
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//===== Compatible With: =====================================
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//= eAthena SVN
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//===== Description: =========================================
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//= [Aegis Conversion]
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//= Splendide coin redemption NPC.
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//===== Additional Comments: =================================
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//= 1.0 First version
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//============================================================
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spl_in01,110,326,5 script Merchant of Splendide 439,{
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if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
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set .@anrp_test,1201;
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if (anrp_test == 1) {
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mes "[Merchant of Splendide]";
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mes "It looks like you're carrying too many things.";
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mes "Why not put some of your items in storage and come back?";
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close;
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}
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mes "[Merchant of Splendide]";
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mes "Hello.";
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mes "What are you looking for?";
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next;
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switch(select("View item description:Buy Pinguicula's fruit Jam:Buy Luciola's Honey Jam:Buy Cornus' Tears:Do nothing")) {
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case 1:
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mes "[Merchant of Splendide]";
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mes "Would you like to see the item description?";
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close2;
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ReadBook 11018,1;
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end;
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case 2:
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mes "[Merchant of Splendide]";
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mes "I can sell you 3 Pinguicula's fruit Jam for^3131FF 1 coin^000000";
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next;
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switch(select("Purchase:Do not purchase.")) {
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case 1:
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if (countitem(6081) > 0) {
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mes "[Merchant of Splendide]";
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mes "Thank you for coming.";
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delitem 6081,1; //Splendide_Coin
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getitem 12344,3; //Pinguicula's_fruit_Jam
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close;
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}
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else {
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mes "[Merchant of Splendide]";
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mes "You don't have enough coins.";
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close;
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}
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case 2:
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mes "[Merchant of Splendide]";
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mes "Come again if you change your mind.";
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close;
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}
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case 3:
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mes "[Merchant of Splendide]";
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mes "I can sell you 3 Luciola's Honey Jam for^3131FF 1 coin^000000";
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next;
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switch(select("Purchase:Do not purchase.")) {
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case 1:
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if (countitem(6081) > 0) {
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mes "[Merchant of Splendide]";
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mes "Thank you for coming.";
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delitem 6081,1; //Splendide_Coin
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getitem 12345,3; //Luciola's_Honey_Jam
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close;
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}
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else {
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mes "[Merchant of Splendide]";
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mes "You don't have enough coins.";
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close;
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}
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case 2:
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mes "[Merchant of Splendide]";
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mes "Come again if you change your mind.";
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close;
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}
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case 4:
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mes "[Merchant of Splendide]";
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mes "I can sell you 3 Cornus' Tears for^3131FF 1 coin^000000";
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next;
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switch(select("Purchase:Do not purchase.")) {
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case 1:
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if (countitem(6081) > 0) {
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mes "[Merchant of Splendide]";
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mes "Thank you for coming.";
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delitem 6081,1; //Splendide_Coin
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getitem 12349,3; //Cornus'_Tears
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close;
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}
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else {
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mes "[Merchant of Splendide]";
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mes "You don't have enough coins.";
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close;
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}
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case 2:
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mes "[Merchant of Splendide]";
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mes "Come again if you change your mind.";
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close;
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}
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case 5:
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mes "[Merchant of Splendide]";
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mes "Come again if you change your mind.";
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close;
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}
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}
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else {
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mes "[Merchant of Splendide]";
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mes "BurWehAla";
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mes "tasnarAndu Ie Ru";
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close;
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}
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}
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@ -74,8 +74,8 @@ static struct {
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#define CLASSCHANGE_BOSS_NUM 21
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#define CLASSCHANGE_BOSS_NUM 21
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//Defines the Manuk/Splendide mob groups for the status reductions [Epoque]
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//Defines the Manuk/Splendide mob groups for the status reductions [Epoque]
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const int mob_manuk[] = { 1986, 1987, 1988, 1989, 1990, 1997, 1998, 1999 };
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const int mob_manuk[8] = { 1986, 1987, 1988, 1989, 1990, 1997, 1998, 1999 };
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const int mob_splendide[] = { 1991, 1992, 1993, 1994, 1995 };
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const int mob_splendide[5] = { 1991, 1992, 1993, 1994, 1995 };
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/*==========================================
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/*==========================================
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* Local prototype declaration (only required thing)
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* Local prototype declaration (only required thing)
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#define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM|BL_MER)
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#define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM|BL_MER)
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//Externals for the status effects. [Epoque]
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//Externals for the status effects. [Epoque]
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extern const int mob_manuk[];
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extern const int mob_manuk[8];
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extern const int mob_splendide[];
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extern const int mob_splendide[5];
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//Mob skill states.
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//Mob skill states.
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enum MobSkillState {
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enum MobSkillState {
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