Bugfix and clean-up

- Added NPC const
- Added checkdragon() in F_CashReset
- Clean-up books.txt, fortune.txt, card_trader.txt, 3rd_trader.txt, stone_change.txt, quests_brasilis.txt
- Minor fix about Weight in comodo_gambling.txt
- Change to F_GM_NPC function in Mercenary Guild Switch follow up bdab851129ceee57a38ccc9d819b42011ef19fb7
- added Mercenary Switch in gm_npcs.txt list
- change to common green maiden in 2010 Headgear Quests

Signed-off-by: Capuche <capucrath@gmail.com>
This commit is contained in:
Capuche 2014-07-04 02:14:30 +02:00
parent a051af4cf1
commit af26677740
12 changed files with 4538 additions and 5733 deletions

View File

@ -4545,6 +4545,9 @@ THANATOS_KEEP 10009
4_M_DEATH2 10092
4_S_KADOMATSU 10093
4_B_KADOMATSU 10094
4_F_08 10095
4_F_08_STATUE 10096
4_M_DARKPRIEST 10097
4_JP_GARM_H 10098
4_JP_MEDUSA_H 10099
4_CHN_GVG_01 10100

View File

@ -30,7 +30,7 @@
1105,0,1513,50,0,0,0,0,"Solo at Louyang!"
1106,0,1375,20,0,0,0,0,"Solo at Amatsu Dungeon!"
1107,0,1403,40,0,0,0,0,"Solo at Amatsu Dungeon!"
1108,0,1519,20,0,0,0,0,"Solo at Louyang!"
1108,0,1631,20,0,0,0,0,"Solo at Louyang!"
// Ropewa & Yuridi Quest
1109,0,0,0,0,0,0,0,"Ropewa & Yuridi - Survivors of the Labyrinth"

View File

@ -26,6 +26,7 @@
//= 1.6 Updated Teleport functions and added Curious_Snowball. [Euphy]
//= 1.7 Added Dungeon Teleport Scroll II maps. [Euphy]
//= 1.8 Added VIP function. [Euphy]
//= 1.9 Added checkdragon() in F_CashReset. [Capuche]
//============================================================
// Kafra Card
@ -62,7 +63,7 @@ function script F_CashPartyCall {
// - Reset players skills. Weight must be 0, options must be off.
// - No arguments.
function script F_CashReset {
if (Class != Job_Novice && Weight == 0 && !checkriding() && !checkfalcon() && !checkcart() && !ismounting()) {
if (Class != Job_Novice && Weight == 0 && !checkriding() && !checkfalcon() && !checkcart() && !ismounting() && !checkdragon()) {
resetskill;
sc_end SC_ALL;
if (countitem(12213)) delitem 12213,1;

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
//= 1.2
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
@ -12,20 +12,18 @@
//===== Additional Comments: =================================
//= 1.0 First Version, rescripted to Aegis 10.3 standard. [L0ne_W0lf]
//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.2 Little clean-up. [Capuche]
//============================================================
prt_in,168,56,4 script Monster Encyclopedia#prt 111,{
prt_in,168,56,4 script Monster Encyclopedia#prt HIDDEN_NPC,{
mes "^FF0000[Monster Encyclopedia]^000000";
mes "This is a Monster Encyclopedia";
mes "containing information on Water,";
mes "Wind and Ghost property monsters.";
next;
set .@loop1,1;
while(.@loop1) {
set .@loop2,1;
switch(select("Water Property Monsters:Wind Property Monsters:Spritual Property Monsters:Cancel")) {
case 1:
while(.@Loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
@ -214,14 +212,12 @@ prt_in,168,56,4 script Monster Encyclopedia#prt 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 2:
while(.@loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
@ -326,14 +322,12 @@ prt_in,168,56,4 script Monster Encyclopedia#prt 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 3:
while(.@loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 7: Small Ghost Monsters]^000000";
@ -380,33 +374,24 @@ prt_in,168,56,4 script Monster Encyclopedia#prt 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 4:
close2;
set .@loop1,0;
end;
}
close;
}
}
prt_in,159,56,4 script Monster Encyclopedia#2pr 111,{
prt_in,159,56,4 script Monster Encyclopedia#2pr HIDDEN_NPC,{
mes "^FF0000[Monster Encyclopedia]^000000";
mes "This is a Monster Encyclopedia";
mes "containing information on Earth,";
mes "Fire and Neutral property";
mes "monsters.";
next;
set .@loop1,1;
while(.@loop1) {
set .@loop2,1;
switch(select("Earth Property Monsters:Fire Property Monsters:Neutral Property Monsters:Cancel")) {
case 1:
while(.@loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
@ -649,14 +634,12 @@ prt_in,159,56,4 script Monster Encyclopedia#2pr 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 2:
while(.@loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 13: Small Fire Monsters]^000000";
@ -784,14 +767,12 @@ prt_in,159,56,4 script Monster Encyclopedia#2pr 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 3:
while(.@loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
@ -859,32 +840,23 @@ prt_in,159,56,4 script Monster Encyclopedia#2pr 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 4:
close2;
set .@loop1,0;
end;
}
close;
}
}
prt_in,161,50,4 script Monster Encyclopedia#3pr 111,{
prt_in,161,50,4 script Monster Encyclopedia#3pr HIDDEN_NPC,{
mes "^FF0000[Monster Encyclopedia]^000000";
mes "This is a Monster Encyclopedia";
mes "containing information on Dark,";
mes "Poison and Undead monsters.";
next;
set .@loop1,1;
while(.@loop1) {
set .@loop2,1;
switch(select("Dark Property Monsters:Poison Property Monsters:Undead Property Monsters:Cancel")) {
case 1:
while(.@loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
@ -1012,13 +984,11 @@ prt_in,161,50,4 script Monster Encyclopedia#3pr 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 2:
while(.@loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 22: Small Poison Monsters]^000000";
@ -1100,14 +1070,12 @@ prt_in,161,50,4 script Monster Encyclopedia#3pr 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 3:
while(.@loop2) {
while(1) {
switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) {
case 1:
mes "^FF0000[Vol. 25: Small Undead Monsters]^000000";
@ -1227,29 +1195,23 @@ prt_in,161,50,4 script Monster Encyclopedia#3pr 111,{
next;
break;
case 4:
close2;
set .@loop2,0;
end;
close;
}
}
case 4:
close2;
set .@loop,0;
end;
}
close;
}
}
prt_in,172,96,4 script Monster Encyclopedia#4pr 111,{
prt_in,172,96,4 script Monster Encyclopedia#4pr HIDDEN_NPC,{
mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
mes "This is an Encyclopedia describing";
mes "monsters living in Dungeons.";
next;
set .@loop1,1;
switch(select("Ant Hell:Geffen Tower:Sphinx:Cancel")) {
case 1:
while(.@loop1) {
while(1) {
switch(select("1F:2F:Cancel")) {
case 1:
mes "^FF0000[Ant Hell 1F Monsters]^000000";
@ -1351,14 +1313,12 @@ prt_in,172,96,4 script Monster Encyclopedia#4pr 111,{
next;
break;
case 3:
close2;
set .@loop1,0;
end;
close;
}
}
case 2:
while(.@loop1) {
while(1) {
switch(select("1F:2F:3F:4F:Cancel")) {
case 1:
mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
@ -1548,14 +1508,12 @@ prt_in,172,96,4 script Monster Encyclopedia#4pr 111,{
next;
break;
case 5:
close2;
set .@loop1,0;
end;
close;
}
}
case 3:
while(.@loop1) {
while(1) {
switch(select("1F:2F:3F:4F:5F:Cancel")) {
case 1:
mes "^FF0000[Sphinx 1F Monsters]^000000";
@ -1711,27 +1669,23 @@ prt_in,172,96,4 script Monster Encyclopedia#4pr 111,{
next;
break;
case 6:
close2;
set .@loop1,0;
end;
close;
}
}
case 4:
close;
}
}
prt_in,164,96,4 script Monster Encyclopedia#5pr 111,{
prt_in,164,96,4 script Monster Encyclopedia#5pr HIDDEN_NPC,{
mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
mes "This is an Encyclopedia describing";
mes "Monsters living in Dungeons.";
next;
set .@loop1,1;
switch(select("Orc Dungeon:Byalan Cave near Izlude:Prontera Culvert")){
case 1:
while(.@loop1) {
while(1) {
switch(select("1F:2F:Cancel")) {
case 1:
mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
@ -1804,14 +1758,12 @@ prt_in,164,96,4 script Monster Encyclopedia#5pr 111,{
next;
break;
case 3:
close2;
set .@loop1,0;
end;
close;
}
}
case 2:
while(.@loop1) {
while(1) {
switch(select("1F:2F:3F:4F:5F:Cancel")) {
case 1:
mes "^FF0000[Byalan Cave 1F Monsters]^000000";
@ -2066,14 +2018,12 @@ prt_in,164,96,4 script Monster Encyclopedia#5pr 111,{
next;
break;
case 6:
close2;
set .@loop1,0;
end;
close;
}
}
case 3:
while(.@loop1) {
while(1) {
switch(select("1F.:2F.:3F.:4F.:Cancel.")) {
case 1:
mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
@ -2291,9 +2241,7 @@ prt_in,164,96,4 script Monster Encyclopedia#5pr 111,{
next;
break;
case 5:
close2;
set .@loop1,0;
end;
close;
}
}
case 4:
@ -2301,15 +2249,14 @@ prt_in,164,96,4 script Monster Encyclopedia#5pr 111,{
}
}
prt_in,172,102,4 script Monster Encyclopedia#6pr 111,{
prt_in,172,102,4 script Monster Encyclopedia#6pr HIDDEN_NPC,{
mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
mes "This is an Encyclopedia describing";
mes "Monsters living in Dungeons.";
next;
set .@loop1,1;
switch(select("Mjolnir Dead Pit:Payon Cave:Pyramid")) {
case 1:
while(.@loop1) {
while(1) {
switch(select("1F:2F:3F:Cancel")) {
case 1:
mes "^FF0000[Dead Pit 1F Monsters]^000000";
@ -2406,14 +2353,12 @@ prt_in,172,102,4 script Monster Encyclopedia#6pr 111,{
next;
break;
case 4:
close2;
set .@loop1,0;
end;
close;
}
}
case 2:
while(.@loop1) {
while(1) {
switch(select("1F:2F:3F:4F:5F:Cancel")) {
case 1:
mes "^FF0000[Payon Cave 1F Monsters]^000000";
@ -2584,14 +2529,12 @@ prt_in,172,102,4 script Monster Encyclopedia#6pr 111,{
next;
break;
case 6:
close2;
set .@loop1,0;
end;
close;
}
}
case 3:
while(.@loop1) {
while(1) {
switch(select("1F:2F:3F:4F:5F:6F:Cancel")) {
case 1:
mes "^FF0000[Pyramid 1F Monsters]^000000";
@ -2798,26 +2741,22 @@ prt_in,172,102,4 script Monster Encyclopedia#6pr 111,{
next;
break;
case 7:
close2;
set .@loop1,0;
end;
close;
}
}
case 4:
close;
}
}
prt_in,164,102,4 script Monster Encyclopedia#7pr 111,{
prt_in,164,102,4 script Monster Encyclopedia#7pr HIDDEN_NPC,{
mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
mes "This is an Encyclopedia describing";
mes "Monsters living in Dungeons.";
next;
set .@loop1,1;
switch(select("Sunken Ship near Alberta:Prontera Maze")) {
case 1:
while(.@loop1) {
while(1) {
switch(select("1F:2F:Cancel")) {
case 1:
mes "^FF0000[Sunken Ship 1F Monsters]^000000";
@ -2948,14 +2887,12 @@ prt_in,164,102,4 script Monster Encyclopedia#7pr 111,{
next;
break;
case 3:
close2;
set .@loop1,0;
end;
close;
}
}
case 2:
while(.@loop1) {
while(1) {
switch(select("1F:3F:Cancel")) {
case 1:
mes "^FF0000[Prontera Maze 1F Monsters]^000000";
@ -3443,18 +3380,15 @@ prt_in,164,102,4 script Monster Encyclopedia#7pr 111,{
next;
break;
case 3:
close2;
set .@loop1,0;
end;
close;
}
}
case 3:
close;
}
}
prt_in,162,68,4 script Vending Guide#pront 111,{
prt_in,162,68,4 script Vending Guide#pront HIDDEN_NPC,{
mes "^FF0000[Vending Guide for Dummies]^000000";
mes "So you want to open your own shop";
mes "so that you can sell items to other";
@ -3551,7 +3485,7 @@ prt_in,162,68,4 script Vending Guide#pront 111,{
close;
}
prt_in,168,68,4 script Blacksmith Guide#pront 111,{
prt_in,168,68,4 script Blacksmith Guide#pront HIDDEN_NPC,{
mes "^FF0000[Blacksmith Guide for Dummies]^000000";
mes "This is a useful guide detailing";
mes "the process of Ore Refining and";
@ -3655,7 +3589,6 @@ prt_in,168,68,4 script Blacksmith Guide#pront 111,{
mes "smithing fails, any items used to";
mes "create the new weapon will still be";
mes "consumed. Good luck!";
close;
case 3:
close;
}

View File

@ -14,11 +14,11 @@
//= 1.2 Fixed char being stuck with breaks [Elias] (bugreport:5374)
//= 1.3 Optimized: reduced from 123kb to 7kb! [Euphy]
//= 1.4 Variables don't need to load OnInit. [Euphy]
//= 1.4a Misc. [Capuche]
//============================================================
prontera,115,90,0 script Putty 90,{
if (!.card[1]) {
setarray .card1[0], 4001,4006,4009,4019,4075,4033,4012,4016,4026,4022,
prontera,115,90,0 script Putty 4_F_01,{
setarray .@card1[0], 4001,4006,4009,4019,4075,4033,4012,4016,4026,4022,
4027,4028,4038,4025,4021,4050,4079,4081,4090,4094,
4101,4104,4110,4114,4119,4108,4095,4231,4280,4008,
4011,4013,4014,4015,4020,4032,4037,4039,4041,4045,
@ -31,7 +31,7 @@ prontera,115,90,0 script Putty 90,{
4200,4223,4194,4190,4189,4192,4224,4244,4248,4261,
4260,4259,4274,4275,4313,4299,4304,4294,4076,4127,
4154,4157,4156,4213,4214,4225,4235;
setarray .card2[0], 4293,4297,4288,4283,4295,4307,4308,4309,4132,4326,
setarray .@card2[0], 4293,4297,4288,4283,4295,4307,4308,4309,4132,4326,
4341,4335,4337,4345,4344,4331,4333,4332,4089,4161,
4177,4178,4180,4184,4191,4206,4199,4273,4282,4268,
4289,4321,4316,4343,4339,4369,4377,4385,4383,4382,
@ -44,7 +44,7 @@ prontera,115,90,0 script Putty 90,{
4117,4118,4120,4124,4125,4126,4138,4139,4141,4151,
4158,4164,4165,4182,4185,4159,4160,4166,4172,4175,
4188,4201,4202,4204,4205,4208,4209;
setarray .card3[0], 4120,4216,4217,4219,4221,4222,4230,4234,4233,4232,
setarray .@card3[0], 4120,4216,4217,4219,4221,4222,4230,4234,4233,4232,
4237,4238,4242,4243,4245,4246,4249,4252,4255,4258,
4262,4264,4276,4270,4271,4218,4239,4251,4253,4269,
4334,4105,4133,4136,4229,4272,4277,4279,4281,4284,
@ -57,9 +57,8 @@ prontera,115,90,0 script Putty 90,{
4429,4431,4432,4433,4434,4435,4436,4437,4438,4439,
4440,4442,4443,4444,4445,4447,4448,4449,4450,4452,
4453;
setarray .card[1], getarraysize(.card1), getarraysize(.card2), getarraysize(.card3);
}
set .@points,oversea_event9;
setarray .@size_card[1], getarraysize(.@card1), getarraysize(.@card2), getarraysize(.@card3);
.@points = oversea_event9;
if (!.@points) {
mes "[Putty]";
mes "Hi there.";
@ -86,7 +85,6 @@ prontera,115,90,0 script Putty 90,{
mes "[Putty]";
mes "Well, remember this offer!";
close;
break;
}
} else {
mes "[Putty]";
@ -105,13 +103,12 @@ prontera,115,90,0 script Putty 90,{
mes "Please tell me what card you want to exchange.";
next;
input .@i$;
set .@input$, "_"+.@i$;
set .@card,0;
.@input$ = "_"+.@i$;
freeloop(1);
for(set .@j,1; .@j<4; set .@j,.@j+1) {
for(set .@i,0; .@i<.card[.@j]; set .@i,.@i+1)
if (compare(.@input$,"_"+getitemname(getd(".card"+.@j+"["+.@i+"]")))) {
set .@card, getd(".card"+.@j+"["+.@i+"]");
for(.@j = 1; .@j<4; .@j++) {
for(.@i = 0; .@i<.@size_card[.@j]; .@i++)
if (compare(.@input$,"_"+getitemname(getd(".@card"+.@j+"["+.@i+"]")))) {
.@card = getd(".@card"+.@j+"["+.@i+"]");
break;
}
sleep2 10; // For good measure
@ -121,7 +118,7 @@ prontera,115,90,0 script Putty 90,{
mes "[Putty]";
if (!.@card) mes "Please, come back here if you want to exchange a monster card.";
else {
set .@count, countitem(.@card);
.@count = countitem(.@card);
if (!.@count) {
mes "You don't have any ^0055FF"+callfunc("F_GetPlural",getitemname(.@card))+"^000000 with you!";
close;
@ -133,7 +130,7 @@ prontera,115,90,0 script Putty 90,{
switch(select("Yes, please!","No, thank you.")) {
case 1:
delitem .@card,.@count;
set oversea_event9, (.@points+.@count);
oversea_event9 = (.@points+.@count);
mes "[Putty]";
mes "Alright, you have received ^CC0000"+.@count+"^000000 points.";
break;
@ -156,7 +153,7 @@ prontera,115,90,0 script Putty 90,{
mes "Great, I wish you the best";
mes "of luck with this album. I have a";
mes "very good feeling about this one!";
set oversea_event9, .@points - 100;
oversea_event9 = .@points - 100;
getitem 616,1;
close;
case 2:
@ -164,7 +161,7 @@ prontera,115,90,0 script Putty 90,{
mes "[Putty]";
mes "Oh, you must like adventures.";
mes "Here you go, just what you need!";
set oversea_event9, .@points - 50;
oversea_event9 = .@points - 50;
getitem 607,20;
close;
case 3:
@ -172,7 +169,7 @@ prontera,115,90,0 script Putty 90,{
mes "[Putty]";
mes "Blue Potions? Are you sure?";
mes "If that's what you want, here they are!";
set oversea_event9, .@points - 20;
oversea_event9 = .@points - 20;
getitem 505,10;
close;
case 4:
@ -181,7 +178,7 @@ prontera,115,90,0 script Putty 90,{
mes "It took many bees";
mes "to make all of this.";
mes "Make good use of it.";
set oversea_event9, .@points - 1;
oversea_event9 = .@points - 1;
getitem 518,4;
close;
case 5:
@ -195,8 +192,7 @@ prontera,115,90,0 script Putty 90,{
} else {
mes "[Putty]";
mes "You have 0 points. You need at least 1 point to exchange.";
}
break;
}
close;
}
}
}

View File

@ -24,10 +24,10 @@
//= 1.3 Added missing item. [Kisuka]
//= 1.4 Updated Script to match AEGIS file. [Masao]
//= 1.4a Minor script updates. [Euphy]
//= 1.4b Minor fix about Weight and miscs updates. [Capuche]
//============================================================
comodo,219,158,6 script Kachua 91,{
comodo,219,158,6 script Kachua 4_F_02,{
if (checkweight(1201,1) == 0) {
mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
close;
@ -102,288 +102,286 @@ comodo,219,158,6 script Kachua 91,{
switch (select("Weapon", "Armor", "Garment", "Helmet", "Shoes", "Shield")) {
case 1: // Weapons
set .@gamble1,rand(1,1000);
.@gamble1 = rand(1,1000);
if ((.@gamble1 > 920) && (.@gamble1 < 931)) {
set .@gamble2,rand(1,85);
if (.@gamble2 == 1) set .@item,1128; // Haedonggum[2]
else if (.@gamble2 == 2) set .@item,1120; // Tsurugi[2]
else if (.@gamble2 == 3) set .@item,1127; // Saber[3]
else if (.@gamble2 == 4) set .@item,1158; // Two-Handed Sword[2]
else if (.@gamble2 == 5) set .@item,1155; // Bastard Sword[3]
else if (.@gamble2 == 6) set .@item,1220; // Gladius[3]
else if (.@gamble2 == 7) set .@item,1222; // Damascus[1]
else if (.@gamble2 == 8) set .@item,1253; // Katar[2]
else if (.@gamble2 == 9) set .@item,1529; // Iron Driver
else if (.@gamble2 == 10) set .@item,1251; // Jur[3]
else if (.@gamble2 == 11) set .@item,1361; // Two-Handed Axe[2]
else if (.@gamble2 == 12) set .@item,1258; // Katar of Raging Blaze
else if (.@gamble2 == 13) set .@item,1257; // Katar of Quaking
else if (.@gamble2 == 14) set .@item,1256; // Katar of Frozen Icicle
else if (.@gamble2 == 15) set .@item,1259; // Katar of Piercing Wind
else if (.@gamble2 == 16) set .@item,1260; // Sharpened Legbone of Ghoul
else if (.@gamble2 == 17) set .@item,1716; // Gakkung Bow[2]
else if (.@gamble2 == 18) set .@item,1715; // Arbalest[2]
else if (.@gamble2 == 19) set .@item,1711; // Crossbow[3]
else if (.@gamble2 == 20) set .@item,1702; // Bow[4]
else if (.@gamble2 == 21) set .@item,1520; // Chain[3]
else if (.@gamble2 == 22) set .@item,1610; // Arc Wand[1]
else if (.@gamble2 == 23) set .@item,1615; // Evil Bone Wand
else if (.@gamble2 == 24) set .@item,1602; // Rod[4]
else if (.@gamble2 == 25) set .@item,1461; // Trident[3]
else if (.@gamble2 == 26) set .@item,1402; // Javelin[4]
else if (.@gamble2 == 27) set .@item,1961; // Whip[2]
else if (.@gamble2 == 28) set .@item,1957; // Rante Whip[1]
else if (.@gamble2 == 29) set .@item,1552; // Tablet[1]
else if (.@gamble2 == 30) set .@item,1551; // Bible[2]
else if (.@gamble2 == 31) set .@item,1553; // Book of Billows
else if (.@gamble2 == 32) set .@item,1554; // Book of Mother Earth
else if (.@gamble2 == 33) set .@item,1555; // Book of the Blazing Sun
else if (.@gamble2 == 34) set .@item,1556; // Book of Gust of Wind
else if (.@gamble2 == 35) set .@item,1951; // Rope[4]
else if (.@gamble2 == 36) set .@item,1959; // Tail Whip[2]
else if (.@gamble2 == 37) set .@item,1953; // Whip[3]
else if (.@gamble2 == 38) set .@item,1955; // Wire Whip[3]
else if (.@gamble2 == 39) set .@item,1810; // Claw[2]
else if (.@gamble2 == 40) set .@item,1910; // Harp[2]
else if (.@gamble2 == 41) set .@item,1906; // Lute[3]
else if (.@gamble2 == 42) set .@item,1902; // Violin[4]
else if (.@gamble2 == 43) set .@item,1904; // Mandolin[3]
else if (.@gamble2 == 44) set .@item,1912; // Gumoongoh[2]
else if (.@gamble2 == 45) set .@item,1908; // Guitar[1]
else if (.@gamble2 == 46) set .@item,1808; // Fist[1]
else if (.@gamble2 == 47) set .@item,1802; // Waghnak[4]
else if (.@gamble2 == 48) set .@item,1812; // Finger[2]
else if (.@gamble2 == 49) set .@item,1806; // Studded Knuckles[3]
else if (.@gamble2 == 50) set .@item,1804; // Knuckle Duster[3]
else if (.@gamble2 == 51) set .@item,1550; // Book[3]
else if (.@gamble2 == 52) set .@item,1246; // Cinquedea[2]
else if (.@gamble2 == 53) set .@item,1147; // Town Sword
else if (.@gamble2 > 53 && .@gamble2 < 56) set .@item,1264; // Specialty Jur[4]
else if (.@gamble2 > 55 && .@gamble2 < 58) set .@item,1262; // Loki's Nail
else if (.@gamble2 > 57 && .@gamble2 < 60) set .@item,1622; // Hypnotist's Staff[2]
else if (.@gamble2 == 60) set .@item,1723; // Luna Bow[2]
else if (.@gamble2 > 60 && .@gamble2 < 63) set .@item,1965; // Red Flame Whip
else if (.@gamble2 > 62 && .@gamble2 < 65) set .@item,1966; // Icicle Whip
else if (.@gamble2 > 64 && .@gamble2 < 67) set .@item,1967; // Gaia Whip
else if (.@gamble2 > 66 && .@gamble2 < 69) set .@item,1968; // Skipping Rope
else if (.@gamble2 > 68 && .@gamble2 < 71) set .@item,1914; // Burning Passion Guitar
else if (.@gamble2 > 70 && .@gamble2 < 73) set .@item,1915; // Loner's Guitar
else if (.@gamble2 > 72 && .@gamble2 < 75) set .@item,1916; // Green Acre Guitar
else if (.@gamble2 > 74 && .@gamble2 < 77) set .@item,1917; // Gentle Breeze Guitar
else if (.@gamble2 > 76 && .@gamble2 < 79) set .@item,13004; // Cowardice Blade[2]
else if (.@gamble2 > 78 && .@gamble2 < 81) set .@item,1307; // Windhawk
else if (.@gamble2 == 81) set .@item,1560; // Sage's Diary[2]
else if (.@gamble2 == 82) set .@item,1618; // Survivor's Rod[1]
else if (.@gamble2 == 83) set .@item,1620; // Survivor's Rod[1]
else if (.@gamble2 > 83 && .@gamble2 < 86) set .@item,1971; // Electric Wire
.@gamble2 = rand(1,85);
if (.@gamble2 == 1) .@item = 1128; // Haedonggum[2]
else if (.@gamble2 == 2) .@item = 1120; // Tsurugi[2]
else if (.@gamble2 == 3) .@item = 1127; // Saber[3]
else if (.@gamble2 == 4) .@item = 1158; // Two-Handed Sword[2]
else if (.@gamble2 == 5) .@item = 1155; // Bastard Sword[3]
else if (.@gamble2 == 6) .@item = 1220; // Gladius[3]
else if (.@gamble2 == 7) .@item = 1222; // Damascus[1]
else if (.@gamble2 == 8) .@item = 1253; // Katar[2]
else if (.@gamble2 == 9) .@item = 1529; // Iron Driver
else if (.@gamble2 == 10) .@item = 1251; // Jur[3]
else if (.@gamble2 == 11) .@item = 1361; // Two-Handed Axe[2]
else if (.@gamble2 == 12) .@item = 1258; // Katar of Raging Blaze
else if (.@gamble2 == 13) .@item = 1257; // Katar of Quaking
else if (.@gamble2 == 14) .@item = 1256; // Katar of Frozen Icicle
else if (.@gamble2 == 15) .@item = 1259; // Katar of Piercing Wind
else if (.@gamble2 == 16) .@item = 1260; // Sharpened Legbone of Ghoul
else if (.@gamble2 == 17) .@item = 1716; // Gakkung Bow[2]
else if (.@gamble2 == 18) .@item = 1715; // Arbalest[2]
else if (.@gamble2 == 19) .@item = 1711; // Crossbow[3]
else if (.@gamble2 == 20) .@item = 1702; // Bow[4]
else if (.@gamble2 == 21) .@item = 1520; // Chain[3]
else if (.@gamble2 == 22) .@item = 1610; // Arc Wand[1]
else if (.@gamble2 == 23) .@item = 1615; // Evil Bone Wand
else if (.@gamble2 == 24) .@item = 1602; // Rod[4]
else if (.@gamble2 == 25) .@item = 1461; // Trident[3]
else if (.@gamble2 == 26) .@item = 1402; // Javelin[4]
else if (.@gamble2 == 27) .@item = 1961; // Whip[2]
else if (.@gamble2 == 28) .@item = 1957; // Rante Whip[1]
else if (.@gamble2 == 29) .@item = 1552; // Tablet[1]
else if (.@gamble2 == 30) .@item = 1551; // Bible[2]
else if (.@gamble2 == 31) .@item = 1553; // Book of Billows
else if (.@gamble2 == 32) .@item = 1554; // Book of Mother Earth
else if (.@gamble2 == 33) .@item = 1555; // Book of the Blazing Sun
else if (.@gamble2 == 34) .@item = 1556; // Book of Gust of Wind
else if (.@gamble2 == 35) .@item = 1951; // Rope[4]
else if (.@gamble2 == 36) .@item = 1959; // Tail Whip[2]
else if (.@gamble2 == 37) .@item = 1953; // Whip[3]
else if (.@gamble2 == 38) .@item = 1955; // Wire Whip[3]
else if (.@gamble2 == 39) .@item = 1810; // Claw[2]
else if (.@gamble2 == 40) .@item = 1910; // Harp[2]
else if (.@gamble2 == 41) .@item = 1906; // Lute[3]
else if (.@gamble2 == 42) .@item = 1902; // Violin[4]
else if (.@gamble2 == 43) .@item = 1904; // Mandolin[3]
else if (.@gamble2 == 44) .@item = 1912; // Gumoongoh[2]
else if (.@gamble2 == 45) .@item = 1908; // Guitar[1]
else if (.@gamble2 == 46) .@item = 1808; // Fist[1]
else if (.@gamble2 == 47) .@item = 1802; // Waghnak[4]
else if (.@gamble2 == 48) .@item = 1812; // Finger[2]
else if (.@gamble2 == 49) .@item = 1806; // Studded Knuckles[3]
else if (.@gamble2 == 50) .@item = 1804; // Knuckle Duster[3]
else if (.@gamble2 == 51) .@item = 1550; // Book[3]
else if (.@gamble2 == 52) .@item = 1246; // Cinquedea[2]
else if (.@gamble2 == 53) .@item = 1147; // Town Sword
else if (.@gamble2 > 53 && .@gamble2 < 56) .@item = 1264; // Specialty Jur[4]
else if (.@gamble2 > 55 && .@gamble2 < 58) .@item = 1262; // Loki's Nail
else if (.@gamble2 > 57 && .@gamble2 < 60) .@item = 1622; // Hypnotist's Staff[2]
else if (.@gamble2 == 60) .@item = 1723; // Luna Bow[2]
else if (.@gamble2 > 60 && .@gamble2 < 63) .@item = 1965; // Red Flame Whip
else if (.@gamble2 > 62 && .@gamble2 < 65) .@item = 1966; // Icicle Whip
else if (.@gamble2 > 64 && .@gamble2 < 67) .@item = 1967; // Gaia Whip
else if (.@gamble2 > 66 && .@gamble2 < 69) .@item = 1968; // Skipping Rope
else if (.@gamble2 > 68 && .@gamble2 < 71) .@item = 1914; // Burning Passion Guitar
else if (.@gamble2 > 70 && .@gamble2 < 73) .@item = 1915; // Loner's Guitar
else if (.@gamble2 > 72 && .@gamble2 < 75) .@item = 1916; // Green Acre Guitar
else if (.@gamble2 > 74 && .@gamble2 < 77) .@item = 1917; // Gentle Breeze Guitar
else if (.@gamble2 > 76 && .@gamble2 < 79) .@item = 13004; // Cowardice Blade[2]
else if (.@gamble2 > 78 && .@gamble2 < 81) .@item = 1307; // Windhawk
else if (.@gamble2 == 81) .@item = 1560; // Sage's Diary[2]
else if (.@gamble2 == 82) .@item = 1618; // Survivor's Rod[1]
else if (.@gamble2 == 83) .@item = 1620; // Survivor's Rod[1]
else if (.@gamble2 > 83 && .@gamble2 < 86) .@item = 1971; // Electric Wire
}
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,1201; // Knife[3]
else if ((.@gamble1 > 200) && (.@gamble1 < 301)) set .@item,1101; // Sword[3]
else if ((.@gamble1 > 300) && (.@gamble1 < 401)) set .@item,1601; // Rod[3]
else if ((.@gamble1 > 400) && (.@gamble1 < 501)) set .@item,1116; // Katana[3]
else if ((.@gamble1 > 500) && (.@gamble1 < 601)) set .@item,1250; // Jur[2]
else if ((.@gamble1 > 600) && (.@gamble1 < 701)) set .@item,1301; // Axe[3]
else if ((.@gamble1 > 700) && (.@gamble1 < 801)) set .@item,1701; // Bow[3]
else if ((.@gamble1 > 800) && (.@gamble1 < 851)) set .@item,1504; // Mace[3]
else if ((.@gamble1 > 850) && (.@gamble1 < 901)) set .@item,1604; // Wand[2]
else if ((.@gamble1 > 900) && (.@gamble1 < 911)) set .@item,1108; // Blade[4]
else if ((.@gamble1 > 910) && (.@gamble1 < 921)) set .@item,1163; // Claymore
else if ((.@gamble1 > 930) && (.@gamble1 < 961)) set .@item,1522; // Stunner
else if ((.@gamble1 > 960) && (.@gamble1 < 971)) set .@item,1608; // Staff[3]
else if ((.@gamble1 > 970) && (.@gamble1 < 981)) set .@item,1408; // Pike[4]
else if ((.@gamble1 > 980) && (.@gamble1 < 991)) set .@item,1452; // Guisarme[3]
else if ((.@gamble1 > 990) && (.@gamble1 < 1001)) set .@item,1208; // Main Gauche[4]
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 1201; // Knife[3]
else if ((.@gamble1 > 200) && (.@gamble1 < 301)) .@item = 1101; // Sword[3]
else if ((.@gamble1 > 300) && (.@gamble1 < 401)) .@item = 1601; // Rod[3]
else if ((.@gamble1 > 400) && (.@gamble1 < 501)) .@item = 1116; // Katana[3]
else if ((.@gamble1 > 500) && (.@gamble1 < 601)) .@item = 1250; // Jur[2]
else if ((.@gamble1 > 600) && (.@gamble1 < 701)) .@item = 1301; // Axe[3]
else if ((.@gamble1 > 700) && (.@gamble1 < 801)) .@item = 1701; // Bow[3]
else if ((.@gamble1 > 800) && (.@gamble1 < 851)) .@item = 1504; // Mace[3]
else if ((.@gamble1 > 850) && (.@gamble1 < 901)) .@item = 1604; // Wand[2]
else if ((.@gamble1 > 900) && (.@gamble1 < 911)) .@item = 1108; // Blade[4]
else if ((.@gamble1 > 910) && (.@gamble1 < 921)) .@item = 1163; // Claymore
else if ((.@gamble1 > 930) && (.@gamble1 < 961)) .@item = 1522; // Stunner
else if ((.@gamble1 > 960) && (.@gamble1 < 971)) .@item = 1608; // Staff[3]
else if ((.@gamble1 > 970) && (.@gamble1 < 981)) .@item = 1408; // Pike[4]
else if ((.@gamble1 > 980) && (.@gamble1 < 991)) .@item = 1452; // Guisarme[3]
else if ((.@gamble1 > 990) && (.@gamble1 < 1001)) .@item = 1208; // Main Gauche[4]
break;
case 2: // Armors
set .@gamble1,rand(1,500);
.@gamble1 = rand(1,500);
if ((.@gamble1 > 299) && (.@gamble1 < 303)) {
set .@gamble2,rand(1,30);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2315; // Chain Mail[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2336; // Thief Clothes[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2318; // Lord's Clothes[1]
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,2326; // Saint's Robe[1]
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2327; // Holy Robe
else if ((.@gamble2 > 10) && (.@gamble2 < 13)) set .@item,2342; // Legion Plate Armor[1]
else if ((.@gamble2 > 12) && (.@gamble2 < 15)) set .@item,2331; // Tights[1]
else if ((.@gamble2 > 14) && (.@gamble2 < 17)) set .@item,2342; // Legion Plate Armor[1]
else if ((.@gamble2 > 16) && (.@gamble2 < 19)) set .@item,2311; // Mink Coat[1]
else if ((.@gamble2 > 18) && (.@gamble2 < 21)) set .@item,2320; // Formal Suit[1]
else if ((.@gamble2 > 20) && (.@gamble2 < 23)) set .@item,2319; // Glittering Jacket[1]
else if ((.@gamble2 > 22) && (.@gamble2 < 25)) set .@item,2344; // Lucius's Fierce Armor of Volcano
else if ((.@gamble2 > 24) && (.@gamble2 < 27)) set .@item,2346; // Saphien's Armor of Ocean
else if ((.@gamble2 > 26) && (.@gamble2 < 29)) set .@item,2348; // Aebeccee's Raging Typhoon Armor
else if ((.@gamble2 > 28) && (.@gamble2 < 31)) set .@item,2350; // Claytos Cracking Earth Armor
.@gamble2 = rand(1,30);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2315; // Chain Mail[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2336; // Thief Clothes[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2318; // Lord's Clothes[1]
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 2326; // Saint's Robe[1]
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2327; // Holy Robe
else if ((.@gamble2 > 10) && (.@gamble2 < 13)) .@item = 2342; // Legion Plate Armor[1]
else if ((.@gamble2 > 12) && (.@gamble2 < 15)) .@item = 2331; // Tights[1]
else if ((.@gamble2 > 14) && (.@gamble2 < 17)) .@item = 2342; // Legion Plate Armor[1]
else if ((.@gamble2 > 16) && (.@gamble2 < 19)) .@item = 2311; // Mink Coat[1]
else if ((.@gamble2 > 18) && (.@gamble2 < 21)) .@item = 2320; // Formal Suit[1]
else if ((.@gamble2 > 20) && (.@gamble2 < 23)) .@item = 2319; // Glittering Jacket[1]
else if ((.@gamble2 > 22) && (.@gamble2 < 25)) .@item = 2344; // Lucius's Fierce Armor of Volcano
else if ((.@gamble2 > 24) && (.@gamble2 < 27)) .@item = 2346; // Saphien's Armor of Ocean
else if ((.@gamble2 > 26) && (.@gamble2 < 29)) .@item = 2348; // Aebeccee's Raging Typhoon Armor
else if ((.@gamble2 > 28) && (.@gamble2 < 31)) .@item = 2350; // Claytos Cracking Earth Armor
}
else if ((.@gamble1 > 0) && (.@gamble1 < 51)) set .@item,2301; // Cotton Shirt
else if ((.@gamble1 > 50) && (.@gamble1 < 101)) set .@item,2302; // Cotton Shirt[1]
else if ((.@gamble1 > 100) && (.@gamble1 < 151)) set .@item,2303; // Jacket
else if ((.@gamble1 > 150) && (.@gamble1 < 201)) set .@item,2304; // Jacket[1]
else if ((.@gamble1 > 200) && (.@gamble1 < 251)) set .@item,2305; // Adventurer's Suit
else if ((.@gamble1 > 250) && (.@gamble1 < 300)) set .@item,2301; // Cotton Shirt
else if ((.@gamble1 > 301) && (.@gamble1 < 351)) set .@item,2307; // Mantle
else if ((.@gamble1 > 350) && (.@gamble1 < 401)) set .@item,2309; // Coat
else if ((.@gamble1 > 400) && (.@gamble1 < 402)) set .@item,2322; // Silk Robe[1]
else if ((.@gamble1 > 401) && (.@gamble1 < 403)) set .@item,2310; // Coat[1]
else if ((.@gamble1 > 402) && (.@gamble1 < 411)) set .@item,2306; // Adventurer's Suit[1]
else if ((.@gamble1 > 410) && (.@gamble1 < 416)) set .@item,2308; // Mantle[1]
else if ((.@gamble1 > 415) && (.@gamble1 < 421)) set .@item,2313; // Padded Armor[1]
else if ((.@gamble1 > 420) && (.@gamble1 < 426)) set .@item,2337; // Ninja Suit
else if ((.@gamble1 > 425) && (.@gamble1 < 431)) set .@item,2341; // Legion Plate Armor
else if ((.@gamble1 > 430) && (.@gamble1 < 436)) set .@item,2325; // Saint's Robe
else if ((.@gamble1 > 435) && (.@gamble1 < 441)) set .@item,2317; // Full Plate
else if ((.@gamble1 > 440) && (.@gamble1 < 446)) set .@item,2330; // Tights
else if ((.@gamble1 > 445) && (.@gamble1 < 451)) set .@item,2314; // Chain Mail
else if ((.@gamble1 > 450) && (.@gamble1 < 456)) set .@item,2335; // Thief Clothes
else if ((.@gamble1 > 455) && (.@gamble1 < 461)) set .@item,2324; // Scapulare[1]
else if ((.@gamble1 > 460) && (.@gamble1 < 466)) set .@item,2329; // Wooden Mail[1]
else if ((.@gamble1 > 465) && (.@gamble1 < 471)) set .@item,2340; // Novice Breastplate[1]
else if ((.@gamble1 > 470) && (.@gamble1 < 476)) set .@item,2312; // Padded Armor
else if ((.@gamble1 > 475) && (.@gamble1 < 481)) set .@item,2339; // Pantie
else if ((.@gamble1 > 480) && (.@gamble1 < 486)) set .@item,2328; // Wooden Mail
else if ((.@gamble1 > 485) && (.@gamble1 < 491)) set .@item,2321; // Silk Robe
else if ((.@gamble1 > 490) && (.@gamble1 < 501)) set .@item,2323; // Scapulare
else if ((.@gamble1 > 0) && (.@gamble1 < 51)) .@item = 2301; // Cotton Shirt
else if ((.@gamble1 > 50) && (.@gamble1 < 101)) .@item = 2302; // Cotton Shirt[1]
else if ((.@gamble1 > 100) && (.@gamble1 < 151)) .@item = 2303; // Jacket
else if ((.@gamble1 > 150) && (.@gamble1 < 201)) .@item = 2304; // Jacket[1]
else if ((.@gamble1 > 200) && (.@gamble1 < 251)) .@item = 2305; // Adventurer's Suit
else if ((.@gamble1 > 250) && (.@gamble1 < 300)) .@item = 2301; // Cotton Shirt
else if ((.@gamble1 > 301) && (.@gamble1 < 351)) .@item = 2307; // Mantle
else if ((.@gamble1 > 350) && (.@gamble1 < 401)) .@item = 2309; // Coat
else if ((.@gamble1 > 400) && (.@gamble1 < 402)) .@item = 2322; // Silk Robe[1]
else if ((.@gamble1 > 401) && (.@gamble1 < 403)) .@item = 2310; // Coat[1]
else if ((.@gamble1 > 402) && (.@gamble1 < 411)) .@item = 2306; // Adventurer's Suit[1]
else if ((.@gamble1 > 410) && (.@gamble1 < 416)) .@item = 2308; // Mantle[1]
else if ((.@gamble1 > 415) && (.@gamble1 < 421)) .@item = 2313; // Padded Armor[1]
else if ((.@gamble1 > 420) && (.@gamble1 < 426)) .@item = 2337; // Ninja Suit
else if ((.@gamble1 > 425) && (.@gamble1 < 431)) .@item = 2341; // Legion Plate Armor
else if ((.@gamble1 > 430) && (.@gamble1 < 436)) .@item = 2325; // Saint's Robe
else if ((.@gamble1 > 435) && (.@gamble1 < 441)) .@item = 2317; // Full Plate
else if ((.@gamble1 > 440) && (.@gamble1 < 446)) .@item = 2330; // Tights
else if ((.@gamble1 > 445) && (.@gamble1 < 451)) .@item = 2314; // Chain Mail
else if ((.@gamble1 > 450) && (.@gamble1 < 456)) .@item = 2335; // Thief Clothes
else if ((.@gamble1 > 455) && (.@gamble1 < 461)) .@item = 2324; // Scapulare[1]
else if ((.@gamble1 > 460) && (.@gamble1 < 466)) .@item = 2329; // Wooden Mail[1]
else if ((.@gamble1 > 465) && (.@gamble1 < 471)) .@item = 2340; // Novice Breastplate[1]
else if ((.@gamble1 > 470) && (.@gamble1 < 476)) .@item = 2312; // Padded Armor
else if ((.@gamble1 > 475) && (.@gamble1 < 481)) .@item = 2339; // Pantie
else if ((.@gamble1 > 480) && (.@gamble1 < 486)) .@item = 2328; // Wooden Mail
else if ((.@gamble1 > 485) && (.@gamble1 < 491)) .@item = 2321; // Silk Robe
else if ((.@gamble1 > 490) && (.@gamble1 < 501)) .@item = 2323; // Scapulare
break;
case 3: // Garments
set .@gamble1,rand(1,500);
.@gamble1 = rand(1,500);
if ((.@gamble1 > 200) && (.@gamble1 < 204)) {
set .@gamble2,rand(1,16);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2506; // Manteau[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2504; // Muffler[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 8)) set .@item,2508; // Ragamuffin Manteau
else if ((.@gamble2 > 7) && (.@gamble2 < 11)) set .@item,2507; // Ancient Cape
else if (.@gamble2 == 11) set .@item,2513; // Heavenly Maiden Robe[1]
else if (.@gamble2 == 12) set .@item,2514; // Pauldron[1]
else if (.@gamble2 == 13) set .@item,2523; // Undershirt[1]
else if (.@gamble2 == 14) set .@item,2530; // Rider Insigna[1]
else if (.@gamble2 == 15) set .@item,2509; // Survivor's Manteau
else if (.@gamble2 == 16) set .@item,2515; // Eagle Wing[1]
.@gamble2 = rand(1,16);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2506; // Manteau[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2504; // Muffler[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 8)) .@item = 2508; // Ragamuffin Manteau
else if ((.@gamble2 > 7) && (.@gamble2 < 11)) .@item = 2507; // Ancient Cape
else if (.@gamble2 == 11) .@item = 2513; // Heavenly Maiden Robe[1]
else if (.@gamble2 == 12) .@item = 2514; // Pauldron[1]
else if (.@gamble2 == 13) .@item = 2523; // Undershirt[1]
else if (.@gamble2 == 14) .@item = 2530; // Rider Insigna[1]
else if (.@gamble2 == 15) .@item = 2509; // Survivor's Manteau
else if (.@gamble2 == 16) .@item = 2515; // Eagle Wing[1]
}
else if ((.@gamble1 > 0) && (.@gamble1 < 101)) set .@item,2503; // Muffler
else if ((.@gamble1 > 100) && (.@gamble1 < 201)) set .@item,2505; // Manteau
else if ((.@gamble1 > 203) && (.@gamble1 < 451)) set .@item,2501; // Hood
else if ((.@gamble1 > 450) && (.@gamble1 < 501)) set .@item,2502; // Hood[1]
else if ((.@gamble1 > 0) && (.@gamble1 < 101)) .@item = 2503; // Muffler
else if ((.@gamble1 > 100) && (.@gamble1 < 201)) .@item = 2505; // Manteau
else if ((.@gamble1 > 203) && (.@gamble1 < 451)) .@item = 2501; // Hood
else if ((.@gamble1 > 450) && (.@gamble1 < 501)) .@item = 2502; // Hood[1]
break;
case 4: // Headgears
set .@gamble1,rand(1,1000);
.@gamble1 = rand(1,1000);
if ((.@gamble1 > 299) && (.@gamble1 < 304)) {
set .@gamble2,rand(1,93);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2251; // Monk Hat
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2285; // Apple of Archer
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2255; // Evil Wing
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,5045; // Magician Hat
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2233; // Circlet[1]
else if ((.@gamble2 > 10) && (.@gamble2 < 13)) set .@item,2231; // Gemmed Sallet[1]
else if ((.@gamble2 > 12) && (.@gamble2 < 15)) set .@item,2217; // Biretta[1]
else if ((.@gamble2 > 14) && (.@gamble2 < 17)) set .@item,2206; // Wedding Veil
else if ((.@gamble2 > 16) && (.@gamble2 < 19)) set .@item,2246; // Golden Gear
else if ((.@gamble2 > 18) && (.@gamble2 < 21)) set .@item,2261; // Army Cap
else if ((.@gamble2 > 20) && (.@gamble2 < 23)) set .@item,2287; // Pirate Bandana
else if ((.@gamble2 > 22) && (.@gamble2 < 25)) set .@item,5012; // Ph.D Hat
else if ((.@gamble2 > 24) && (.@gamble2 < 27)) set .@item,2244; // Big Ribbon
else if ((.@gamble2 > 26) && (.@gamble2 < 29)) set .@item,2213; // Kitty Band
else if ((.@gamble2 > 28) && (.@gamble2 < 31)) set .@item,2248; // Western Grace
else if ((.@gamble2 > 30) && (.@gamble2 < 33)) set .@item,2223; // Turban[1]
else if ((.@gamble2 > 32) && (.@gamble2 < 35)) set .@item,2247; // Romantic Gent
else if ((.@gamble2 > 34) && (.@gamble2 < 37)) set .@item,2245; // Sweet Gent
else if ((.@gamble2 > 36) && (.@gamble2 < 39)) set .@item,5003; // Joker Jester
else if ((.@gamble2 > 38) && (.@gamble2 < 41)) set .@item,2225; // Goggles[1]
else if ((.@gamble2 > 40) && (.@gamble2 < 43)) set .@item,5017; // Bone Helm
else if ((.@gamble2 > 42) && (.@gamble2 < 45)) set .@item,5030; // Panda Hat
else if ((.@gamble2 > 44) && (.@gamble2 < 47)) set .@item,5035; // Poring Hat
else if ((.@gamble2 > 46) && (.@gamble2 < 49)) set .@item,2250; // Cute Ribbon
else if ((.@gamble2 > 48) && (.@gamble2 < 51)) set .@item,2277; // Nurse Cap
else if ((.@gamble2 > 50) && (.@gamble2 < 53)) set .@item,5011; // Aerial
else if ((.@gamble2 > 52) && (.@gamble2 < 55)) set .@item,2290; // Funeral Hat
else if ((.@gamble2 > 54) && (.@gamble2 < 57)) set .@item,5010; // Indian Fillet
else if ((.@gamble2 > 56) && (.@gamble2 < 60)) set .@item,2259; // Mini Propeller
else if ((.@gamble2 > 59) && (.@gamble2 < 62)) set .@item,5008; // Puppy Love
else if ((.@gamble2 > 61) && (.@gamble2 < 63)) set .@item,2249; // Coronet
else if ((.@gamble2 > 62) && (.@gamble2 < 65)) set .@item,2229; // Helm[1]
else if (.@gamble2 == 65) set .@item,2258; // Spiky Band
else if (.@gamble2 == 66) set .@item,2274; // Ghost Bandana
else if (.@gamble2 == 67) set .@item,5019; // Corsair
else if (.@gamble2 == 68) set .@item,2254; // Angel Wing
else if (.@gamble2 == 69) set .@item,5007; // Grand Circlet
else if (.@gamble2 == 70) set .@item,5066; // Succubus Horn
else if (.@gamble2 == 71) set .@item,2235; // Crown
else if (.@gamble2 == 72) set .@item,2234; // Tiara
else if (.@gamble2 == 73) set .@item,2256; // Majestic Goat
else if (.@gamble2 == 74) set .@item,5093; // Coif[1]
else if (.@gamble2 == 75) set .@item,5072; // Incubus Horn
else if (.@gamble2 == 76) set .@item,5002; // Jewel Crown
else if (.@gamble2 > 76 && .@gamble2 < 80) set .@item,5118; // Puppy Headband
else if (.@gamble2 > 79 && .@gamble2 < 83) set .@item,5120; // Bucket Hat[1]
else if (.@gamble2 > 82 && .@gamble2 < 86) set .@item,5111; // Galapago Cap
else if (.@gamble2 > 85 && .@gamble2 < 89) set .@item,5116; // Banana Hat
else if (.@gamble2 > 88 && .@gamble2 < 92) set .@item,5119; // Super Novice Hat[1]
else if (.@gamble2 > 91 && .@gamble2 < 94) set .@item,5141; // Marionetta Doll[1]
.@gamble2 = rand(1,93);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2251; // Monk Hat
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2285; // Apple of Archer
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2255; // Evil Wing
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 5045; // Magician Hat
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2233; // Circlet[1]
else if ((.@gamble2 > 10) && (.@gamble2 < 13)) .@item = 2231; // Gemmed Sallet[1]
else if ((.@gamble2 > 12) && (.@gamble2 < 15)) .@item = 2217; // Biretta[1]
else if ((.@gamble2 > 14) && (.@gamble2 < 17)) .@item = 2206; // Wedding Veil
else if ((.@gamble2 > 16) && (.@gamble2 < 19)) .@item = 2246; // Golden Gear
else if ((.@gamble2 > 18) && (.@gamble2 < 21)) .@item = 2261; // Army Cap
else if ((.@gamble2 > 20) && (.@gamble2 < 23)) .@item = 2287; // Pirate Bandana
else if ((.@gamble2 > 22) && (.@gamble2 < 25)) .@item = 5012; // Ph.D Hat
else if ((.@gamble2 > 24) && (.@gamble2 < 27)) .@item = 2244; // Big Ribbon
else if ((.@gamble2 > 26) && (.@gamble2 < 29)) .@item = 2213; // Kitty Band
else if ((.@gamble2 > 28) && (.@gamble2 < 31)) .@item = 2248; // Western Grace
else if ((.@gamble2 > 30) && (.@gamble2 < 33)) .@item = 2223; // Turban[1]
else if ((.@gamble2 > 32) && (.@gamble2 < 35)) .@item = 2247; // Romantic Gent
else if ((.@gamble2 > 34) && (.@gamble2 < 37)) .@item = 2245; // Sweet Gent
else if ((.@gamble2 > 36) && (.@gamble2 < 39)) .@item = 5003; // Joker Jester
else if ((.@gamble2 > 38) && (.@gamble2 < 41)) .@item = 2225; // Goggles[1]
else if ((.@gamble2 > 40) && (.@gamble2 < 43)) .@item = 5017; // Bone Helm
else if ((.@gamble2 > 42) && (.@gamble2 < 45)) .@item = 5030; // Panda Hat
else if ((.@gamble2 > 44) && (.@gamble2 < 47)) .@item = 5035; // Poring Hat
else if ((.@gamble2 > 46) && (.@gamble2 < 49)) .@item = 2250; // Cute Ribbon
else if ((.@gamble2 > 48) && (.@gamble2 < 51)) .@item = 2277; // Nurse Cap
else if ((.@gamble2 > 50) && (.@gamble2 < 53)) .@item = 5011; // Aerial
else if ((.@gamble2 > 52) && (.@gamble2 < 55)) .@item = 2290; // Funeral Hat
else if ((.@gamble2 > 54) && (.@gamble2 < 57)) .@item = 5010; // Indian Fillet
else if ((.@gamble2 > 56) && (.@gamble2 < 60)) .@item = 2259; // Mini Propeller
else if ((.@gamble2 > 59) && (.@gamble2 < 62)) .@item = 5008; // Puppy Love
else if ((.@gamble2 > 61) && (.@gamble2 < 63)) .@item = 2249; // Coronet
else if ((.@gamble2 > 62) && (.@gamble2 < 65)) .@item = 2229; // Helm[1]
else if (.@gamble2 == 65) .@item = 2258; // Spiky Band
else if (.@gamble2 == 66) .@item = 2274; // Ghost Bandana
else if (.@gamble2 == 67) .@item = 5019; // Corsair
else if (.@gamble2 == 68) .@item = 2254; // Angel Wing
else if (.@gamble2 == 69) .@item = 5007; // Grand Circlet
else if (.@gamble2 == 70) .@item = 5066; // Succubus Horn
else if (.@gamble2 == 71) .@item = 2235; // Crown
else if (.@gamble2 == 72) .@item = 2234; // Tiara
else if (.@gamble2 == 73) .@item = 2256; // Majestic Goat
else if (.@gamble2 == 74) .@item = 5093; // Coif[1]
else if (.@gamble2 == 75) .@item = 5072; // Incubus Horn
else if (.@gamble2 == 76) .@item = 5002; // Jewel Crown
else if (.@gamble2 > 76 && .@gamble2 < 80) .@item = 5118; // Puppy Headband
else if (.@gamble2 > 79 && .@gamble2 < 83) .@item = 5120; // Bucket Hat[1]
else if (.@gamble2 > 82 && .@gamble2 < 86) .@item = 5111; // Galapago Cap
else if (.@gamble2 > 85 && .@gamble2 < 89) .@item = 5116; // Banana Hat
else if (.@gamble2 > 88 && .@gamble2 < 92) .@item = 5119; // Super Novice Hat[1]
else if (.@gamble2 > 91 && .@gamble2 < 94) .@item = 5141; // Marionetta Doll[1]
}
else if ((.@gamble1 > 0) && (.@gamble1 < 101)) set .@item,2226; // Cap
else if ((.@gamble1 > 100) && (.@gamble1 < 201)) set .@item,2211; // Bandana
else if ((.@gamble1 > 200) && (.@gamble1 < 300)) set .@item,2209; // Ribbon[1]
else if ((.@gamble1 > 303) && (.@gamble1 < 401)) set .@item,2220; // Hat
else if ((.@gamble1 > 400) && (.@gamble1 < 501)) set .@item,2232; // Circlet
else if ((.@gamble1 > 500) && (.@gamble1 < 601)) set .@item,2216; // Biretta
else if ((.@gamble1 > 600) && (.@gamble1 < 701)) set .@item,2230; // Gemmed Sallet
else if ((.@gamble1 > 700) && (.@gamble1 < 801)) set .@item,2224; // Goggles
else if ((.@gamble1 > 800) && (.@gamble1 < 901)) set .@item,2222; // Turban
else if ((.@gamble1 > 900) && (.@gamble1 < 906)) set .@item,2228; // Helm
else if ((.@gamble1 > 905) && (.@gamble1 < 911)) set .@item,2252; // Wizard Hat
else if ((.@gamble1 > 910) && (.@gamble1 < 916)) set .@item,2227; // Cap[1]
else if ((.@gamble1 > 915) && (.@gamble1 < 921)) set .@item,2221; // Hat[1]
else if ((.@gamble1 > 920) && (.@gamble1 < 926)) set .@item,2299; // Orc Helm
else if ((.@gamble1 > 925) && (.@gamble1 < 931)) set .@item,2236; // Santa Hat
else if ((.@gamble1 > 930) && (.@gamble1 < 936)) set .@item,2275; // Red Bandana
else if ((.@gamble1 > 935) && (.@gamble1 < 941)) set .@item,5015; // Egg Shell
else if ((.@gamble1 > 940) && (.@gamble1 < 946)) set .@item,2215; // Flower Band
else if ((.@gamble1 > 945) && (.@gamble1 < 951)) set .@item,5092; // Coif
else if ((.@gamble1 > 950) && (.@gamble1 < 1001)) set .@item,2226; // Cap
else if ((.@gamble1 > 0) && (.@gamble1 < 101)) .@item = 2226; // Cap
else if ((.@gamble1 > 100) && (.@gamble1 < 201)) .@item = 2211; // Bandana
else if ((.@gamble1 > 200) && (.@gamble1 < 300)) .@item = 2209; // Ribbon[1]
else if ((.@gamble1 > 303) && (.@gamble1 < 401)) .@item = 2220; // Hat
else if ((.@gamble1 > 400) && (.@gamble1 < 501)) .@item = 2232; // Circlet
else if ((.@gamble1 > 500) && (.@gamble1 < 601)) .@item = 2216; // Biretta
else if ((.@gamble1 > 600) && (.@gamble1 < 701)) .@item = 2230; // Gemmed Sallet
else if ((.@gamble1 > 700) && (.@gamble1 < 801)) .@item = 2224; // Goggles
else if ((.@gamble1 > 800) && (.@gamble1 < 901)) .@item = 2222; // Turban
else if ((.@gamble1 > 900) && (.@gamble1 < 906)) .@item = 2228; // Helm
else if ((.@gamble1 > 905) && (.@gamble1 < 911)) .@item = 2252; // Wizard Hat
else if ((.@gamble1 > 910) && (.@gamble1 < 916)) .@item = 2227; // Cap[1]
else if ((.@gamble1 > 915) && (.@gamble1 < 921)) .@item = 2221; // Hat[1]
else if ((.@gamble1 > 920) && (.@gamble1 < 926)) .@item = 2299; // Orc Helm
else if ((.@gamble1 > 925) && (.@gamble1 < 931)) .@item = 2236; // Santa Hat
else if ((.@gamble1 > 930) && (.@gamble1 < 936)) .@item = 2275; // Red Bandana
else if ((.@gamble1 > 935) && (.@gamble1 < 941)) .@item = 5015; // Egg Shell
else if ((.@gamble1 > 940) && (.@gamble1 < 946)) .@item = 2215; // Flower Band
else if ((.@gamble1 > 945) && (.@gamble1 < 951)) .@item = 5092; // Coif
else if ((.@gamble1 > 950) && (.@gamble1 < 1001)) .@item = 2226; // Cap
break;
case 5: // Footgear
set .@gamble1,rand(1,500);
.@gamble1 = rand(1,500);
if ((.@gamble1 > 299) && (.@gamble1 < 303)) {
set .@gamble2,rand(1,10);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2406; // Boots[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2412; // Greaves[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 8)) set .@item,2404; // Shoes[1]
else if ((.@gamble2 > 7) && (.@gamble2 < 11)) set .@item,2407; // Crystal Pumps
.@gamble2 = rand(1,10);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2406; // Boots[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2412; // Greaves[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 8)) .@item = 2404; // Shoes[1]
else if ((.@gamble2 > 7) && (.@gamble2 < 11)) .@item = 2407; // Crystal Pumps
}
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,2401; // Sandals
else if ((.@gamble1 > 200) && (.@gamble1 < 300)) set .@item,2408; // Shackles
else if ((.@gamble1 > 302) && (.@gamble1 < 351)) set .@item,2411; // Greaves
else if ((.@gamble1 > 350) && (.@gamble1 < 401)) set .@item,2403; // Shoes
else if ((.@gamble1 > 400) && (.@gamble1 < 451)) set .@item,2405; // Boots
else if ((.@gamble1 > 450) && (.@gamble1 < 476)) set .@item,2409; // High Heels
else if ((.@gamble1 > 475) && (.@gamble1 < 501)) set .@item,2402; // Sandals[1]
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 2401; // Sandals
else if ((.@gamble1 > 200) && (.@gamble1 < 300)) .@item = 2408; // Shackles
else if ((.@gamble1 > 302) && (.@gamble1 < 351)) .@item = 2411; // Greaves
else if ((.@gamble1 > 350) && (.@gamble1 < 401)) .@item = 2403; // Shoes
else if ((.@gamble1 > 400) && (.@gamble1 < 451)) .@item = 2405; // Boots
else if ((.@gamble1 > 450) && (.@gamble1 < 476)) .@item = 2409; // High Heels
else if ((.@gamble1 > 475) && (.@gamble1 < 501)) .@item = 2402; // Sandals[1]
break;
case 6: // Shields
set .@gamble1,rand(1,500);
.@gamble1 = rand(1,500);
if ((.@gamble1 > 200) && (.@gamble1 < 205)) {
set .@gamble2,rand(1,10);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) set .@item,2104; // Buckler[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) set .@item,2106; // Shield[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) set .@item,2102; // Guard[1]
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) set .@item,2111; // Sacred Mission
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,2109; // Memory Book
.@gamble2 = rand(1,10);
if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2104; // Buckler[1]
else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2106; // Shield[1]
else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2102; // Guard[1]
else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 2111; // Sacred Mission
else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2109; // Memory Book
}
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) set .@item,2101; // Guard
else if ((.@gamble1 > 204) && (.@gamble1 < 301)) set .@item,2103; // Buckler
else if ((.@gamble1 > 300) && (.@gamble1 < 401)) set .@item,2107; // Mirror Shield
else if ((.@gamble1 > 401) && (.@gamble1 < 481)) set .@item,2105; // Shield
else if ((.@gamble1 > 480) && (.@gamble1 < 501)) set .@item,2108; // Mirror Shield[1]
else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 2101; // Guard
else if ((.@gamble1 > 204) && (.@gamble1 < 301)) .@item = 2103; // Buckler
else if ((.@gamble1 > 300) && (.@gamble1 < 401)) .@item = 2107; // Mirror Shield
else if ((.@gamble1 > 401) && (.@gamble1 < 481)) .@item = 2105; // Shield
else if ((.@gamble1 > 480) && (.@gamble1 < 501)) .@item = 2108; // Mirror Shield[1]
break;
default: // Cancel button / hack
cutin "katsua01.bmp",255;
close;
break;
}
getitem .@item,1;
cutin "katsua01.bmp",255;
cutin "katsua02.bmp",2;
mes "[Kachua]";
@ -394,8 +392,7 @@ comodo,219,158,6 script Kachua 91,{
end;
}
comodo,204,148,7 script Devellin 90,{
comodo,204,148,7 script Devellin 4_F_01,{
mes "[Devellin]";
mes "It seems some traveller showed";
mes "a huge diamond to Kachua a while ago. Ever since then, all she's been talking about is diamonds and how much she wants them.";
@ -408,8 +405,7 @@ comodo,204,148,7 script Devellin 90,{
close;
}
comodo,210,154,2 script Suspicious Guy#cmd 118,{
comodo,210,154,2 script Suspicious Guy#cmd 2_M_THIEFMASTER,{
if (BaseClass == Job_Thief){
mes "[Cain]";
mes "Heeeey...";
@ -476,7 +472,7 @@ comodo,210,154,2 script Suspicious Guy#cmd 118,{
next;
mes "[Cain]";
mes "I guess it can't hurt to gather some Diamonds there and try to exchange them for whatever the old lady's got. Take care, pal~";
set Zeny,Zeny-500;
Zeny = Zeny-500;
close;
}
mes "[Cain]";
@ -491,8 +487,7 @@ comodo,210,154,2 script Suspicious Guy#cmd 118,{
}
}
mjolnir_02,85,362,3 script Blacksmith Miner 726,{
mjolnir_02,85,362,3 script Blacksmith Miner 4_F_JOB_BLACKSMITH,{
if (checkweight(1201,1) == 0) {
mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
close;
@ -538,8 +533,8 @@ mjolnir_02,85,362,3 script Blacksmith Miner 726,{
mes "Please enter 500 or less.";
close;
}
set .@cost,.@amount * 55000;
set .@weight,.@amount * 100;
.@cost = .@amount * 55000;
.@weight = .@amount * 100;
if (Zeny < .@cost){
mes "[Dwayne]";
mes "Errr...";
@ -549,14 +544,14 @@ mjolnir_02,85,362,3 script Blacksmith Miner 726,{
mes "I sell them at that price.";
close;
}
if (Weight < .@weight){
if ((MaxWeight - Weight) < .@weight){
mes "[Dwayne]";
mes "Errr...";
mes "You're carrying too many items.";
mes "I don't think give you anything if there's no room in your inventory. Why don't you put some of your stuff into Kafra Storage?";
close;
}
set Zeny,Zeny - .@cost;
Zeny = Zeny - .@cost;
getitem 732,.@amount;
mes "[Dwayne]";
mes "Thank you for";

File diff suppressed because it is too large Load Diff

View File

@ -39,7 +39,7 @@ function script F_GM_NPC {
if (getarg(1) == 0) {
// Integer password
if (getarg(3,0)) {
set .@error, input(.@input,getarg(2),getarg(3));
.@error = input(.@input,getarg(2),getarg(3));
if (.@error)
return -2;
} else
@ -151,5 +151,8 @@ List of GM Management NPCs (incomplete)
- Monster Race Manager
- Vote Globalvar Girl#yuno (disabled)
- 2013questreset2#xmas (event, disabled)
--------------------------
- Mercenary Switch#Spear
- Mercenary Switch#Bow
- Mercenary Switch#Sword
*/

View File

@ -18,16 +18,17 @@
//= 1.4 Optimized and fixed wrong item id. [Joseph]
//= 1.5 Added Mercenary Guild Switch & fixed a bug
//= in izlude duplicate. [Capuche]
//= 1.5a Change to F_GM_NPC function in Mercenary Guild Switch
//============================================================
- script Mercenary Manager#main -1,{
setarray .@name$, "Spear", "Sword", "Bow";
setarray .@faith$, "SPEAR_MERC_GUILD", "SWORD_MERC_GUILD", "ARCH_MERC_GUILD";
setarray .@item, 12182, 12172, 12162;
set .@npc$, strnpcinfo(2);
for (set .@size, getarraysize(.@name$); .@type < .@size; set .@type, .@type + 1)
.@npc$ = strnpcinfo(2);
for (.@size = getarraysize(.@name$); .@type < .@size; .@type++)
if( compare( .@npc$,.@name$[.@type] ) ) break;
set .@faith_merc, mercenary_get_faith(getd(.@faith$[.@type]));
.@faith_merc = mercenary_get_faith(getd(.@faith$[.@type]));
mes "[Mercenary Manager]";
mes "Welcome to the";
mes .@name$[.@type] + " Mercenary Guild.";
@ -41,14 +42,14 @@
mes "Which Grade were you";
mes "interested in hiring?";
next;
for (set .@i, 1; .@i <= 9; set .@i, .@i + 1)
set .@menu$, .@menu$ + callfunc("F_GetNumSuffix",.@i) + " Grade " + .@name$[.@type] + " Mercenary:";
set .@Grade, select(.@menu$);
set .@BaseLevel, 5 + (.@Grade * 10);
set .@BaseLevel, (.@val > 90)? 90 : .@BaseLevel;
set .@ZenyCost, 7 * .@Grade;
for (.@i = 1; .@i <= 9; .@i++)
.@menu$ = .@menu$ + callfunc("F_GetNumSuffix",.@i) + " Grade " + .@name$[.@type] + " Mercenary:";
.@Grade = select(.@menu$);
.@BaseLevel = 5 + (.@Grade * 10);
.@BaseLevel = (.@val > 90)? 90 : .@BaseLevel;
.@ZenyCost = 7 * .@Grade;
setarray .@FaithCost[7], 50,100,300;
set .@FaithCost, .@FaithCost[.@Grade];
.@FaithCost = .@FaithCost[.@Grade];
mes "[Mercenary Manager]";
mes "So you want to hire a " + callfunc("F_GetNumSuffix",.@Grade);
mes "Grade " + .@name$[.@type] + " Mercenary?";
@ -97,7 +98,7 @@
mes "Summoned Mercenaries will";
mes "offer their support to you for";
mes "30 minutes. Take care now.";
set Zeny, Zeny - (.@ZenyCost * 1000);
Zeny = Zeny - (.@ZenyCost * 1000);
getitem .@item[.@type] - 10 + .@Grade, 1;
}
close;
@ -224,12 +225,12 @@ pay_arche,99,167,4 duplicate(Mercenary Manager#main) Mercenary Manager#Bow 4_M_J
next;
setarray .@item, 12184, 12185, 12241, 12242, 12243;
setarray .@cost, 1750, 3000, 560, 1050, 2100;
for (set .@size, getarraysize(.@item); .@i < .@size; set .@i, .@i + 1)
set .@menu$, .@menu$ + getitemname(.@item[.@i]) + ":";
set .@m, select(.@menu$)-1;
set .@str$, .@cost[.@m] + "";
set .@len, getstrlen(.@str$);
set .@str_cost$, (.@len <= 3)? .@str$ : insertchar(.@str$,",",.@len-3);
for (.@size = getarraysize(.@item); .@i < .@size; .@i++)
.@menu$ = .@menu$ + getitemname(.@item[.@i]) + ":";
.@m = select(.@menu$)-1;
.@str$ = .@cost[.@m] + "";
.@len = getstrlen(.@str$);
.@str_cost$ = (.@len <= 3)? .@str$ : insertchar(.@str$,",",.@len-3);
mes "[Mercenary Goods Merchant]";
mes getitemname(.@item[.@m]);
mes "each cost " + .@str_cost$ + " zeny.";
@ -283,7 +284,7 @@ pay_arche,99,167,4 duplicate(Mercenary Manager#main) Mercenary Manager#Bow 4_M_J
mes "Thank you, and please come";
mes "again when you need more";
mes "potions for your Mercenaries.";
set Zeny, Zeny - .@total_po;
Zeny = Zeny - .@total_po;
getitem .@item[.@m], .@input;
close;
}
@ -295,18 +296,20 @@ pay_arche,102,167,5 duplicate(MercMerchant) Mercenary Merchant#Bow 4_F_CAPEGIRL
- script Mercenary_Switch -1,{
setarray .@name$, "Spear","Sword","Bow";
set .@npc$, strnpcinfo(2);
for (set .@size, getarraysize(.@name$); .@type < .@size; set .@type, .@type + 1)
.@npc$ = strnpcinfo(2);
for (.@size = getarraysize(.@name$); .@type < .@size; .@type++)
if (.@npc$ == .@name$[.@type]) break;
mes "[Checker]";
mes "Please input a password.";
next;
if( input( .@check,0,10000 ) != 0 || .@check != 1854 ) {
mes "Wrong number";
close;
}
.@i = callfunc("F_GM_NPC",1854,0,0,10000);
mes "[Checker]";
if (.@i == -2)
mes "Error.";
else if (.@i == 0)
mes "Wrong number";
else if (.@i == 1) {
mes "Please select.";
next;
switch( select( "Turn off Mercenary NPC","Turn on Mercenary NPC" ) ) {
@ -314,13 +317,15 @@ pay_arche,102,167,5 duplicate(MercMerchant) Mercenary Merchant#Bow 4_F_CAPEGIRL
mes "NPCs are turned off.";
disablenpc "Mercenary Manager#" + .@name$[.@type];
disablenpc "Mercenary Merchant#" + .@name$[.@type];
close;
break;
case 2:
mes "NPCs are turned on.";
enablenpc "Mercenary Manager#" + .@name$[.@type];
enablenpc "Mercenary Merchant#" + .@name$[.@type];
close;
break;
}
}
close;
}
prontera,299,379,5 duplicate(Mercenary_Switch) Mercenary Switch#Spear 8W_SOLDIER
pay_arche,170,185,5 duplicate(Mercenary_Switch) Mercenary Switch#Bow 4_F_CAPEGIRL

View File

@ -17,6 +17,7 @@
//= 1.3 Added Malangdo/Mora Points NPC. [Euphy]
//= 1.4 Updated to match the official scripts. [Euphy]
//= 1.5 Added Izlude duplicates. [Euphy]
//= 1.5a Remove useless array & misc. [Capuche]
//============================================================
// Poison Herb Merchants (Guillotine Cross) :: poison_herb_3rd_trader
@ -36,16 +37,16 @@
mes "Each Herb costs 4,000 zeny.";
mes "What would you like?";
next;
set .@i, select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1;
.@i = select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1;
mes "[Poison Herb Merchant]";
if (.@i < 6) {
set .@item,7932+.@i;
set .@price,4000;
set .@max,2000;
.@item = 7932+.@i;
.@price = 4000;
.@max = 2000;
} else if (.@i == 6) {
set .@item,7931;
set .@price,5000;
set .@max,500;
.@item = 7931;
.@price = 5000;
.@max = 500;
mes "Each Poison Kit costs 5,000 zeny.";
} else {
mes "Well, I see. Come back again~!";
@ -66,22 +67,22 @@
mes "The number must be less than "+callfunc("F_InsertComma",.@max)+"!";
close;
}
set .@total, .@amount * .@price;
.@total = .@amount * .@price;
if (Zeny < .@total) {
mes "[Poison Herb Merchant]";
mes "You don't have enough money.";
mes "Check how much money you have first.";
close;
}
set Zeny, Zeny - .@total;
Zeny = Zeny - .@total;
getitem .@item, .@amount;
mes "[Poison Herb Merchant]";
mes "Thank you. Come back again~!";
close;
}
job3_guil01,79,96,3 duplicate(phs) Poison Herb Merchant 877
morocc,191,94,4 duplicate(phs) Poison Herb Merchant#moc 877 //Official: (190,96) -> in a wall
lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
job3_guil01,79,96,3 duplicate(phs) Poison Herb Merchant 4_F_YUNYANG
morocc,191,94,4 duplicate(phs) Poison Herb Merchant#moc 4_F_YUNYANG //Official: (190,96) -> in a wall
lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG
// Rune Stone Merchants (Rune Knight) :: rune_3rd_trader
//============================================================
@ -99,19 +100,18 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
mes "I sell all sorts of Rune Stones!";
mes "What would you like?";
next;
set .@i, select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones.");
.@i = select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones.");
mes "[Rune Merchant]";
if (.@i == 1) {
mes "High-quality Runes!";
mes "They cost 2,500 zeny each!";
set .@item,12734; //Runstone_Quality
set .@price,2500;
.@item = 12734; //Runstone_Quality
.@price = 2500;
} else {
mes "Ordinary Rune Stones?";
mes "They cost 1,000 zeny each!";
set .@item,12737; //Runstone_Ordinary
set .@price,1000;
setarray .@rune[0],12737,1000;
.@item = 12737; //Runstone_Ordinary
.@price = 1000;
}
mes "Tell me how many you want,";
mes "and remember, you can only";
@ -128,7 +128,7 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
mes "The number must be less than 2,000!";
close;
}
set .@total, .@amount * .@price;
.@total = .@amount * .@price;
if (Zeny < .@total) {
mes "[Rune Merchant]";
mes "Zeny! Zeny!";
@ -141,19 +141,19 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
mes "It doesn't seem like you are able to carry it all, why are you trying it?!";
close;
}
set Zeny, Zeny - .@total;
Zeny = Zeny - .@total;
getitem .@item, .@amount;
mes "[Rune Merchant]";
mes "Thank you.";
mes "Please come back again~!";
close;
}
job3_rune01,90,62,3 duplicate(runesale) Rune Merchant#job3 853
prontera,168,228,3 duplicate(runesale) Rune Merchant#prt 853
job3_rune01,90,62,3 duplicate(runesale) Rune Merchant#job3 4_M_YURI
prontera,168,228,3 duplicate(runesale) Rune Merchant#prt 4_M_YURI
// Rare Herb Merchants (Guillotine Cross) :: rare_herb_3rd_trader
//============================================================
job3_guil01,91,93,3 script Rare Herb Collector 49,{
job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
@ -166,7 +166,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "[Rare Poison Herb Collector]";
mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them.";
next;
set .@i, select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2;
.@i = select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2;
if (.@i == -1) {
mes "[Rare Poison Herb Collector]";
mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle.";
@ -176,8 +176,8 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
close;
} else {
setarray .@exchange[0],702,621,631,749,605,703;
set .@item, .@exchange[.@i];
set .@price, 10000;
.@item = .@exchange[.@i];
.@price = 10000;
mes "[Rare Poison Herb Collector]";
mes "How many do you want?";
@ -195,7 +195,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "The number must be less than 2,000!";
close;
}
set .@total, .@amount * .@price;
.@total = .@amount * .@price;
if (countitem(.@item) < .@amount || Zeny < .@total) {
mes "[Rare Poison Herb Collector]";
mes "Hey, come back when you have all the requirements for the exchange.";
@ -204,7 +204,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "[Rare Poison Herb Collector]";
mes "Good. I've received the money and the special item.";
delitem .@item, .@amount;
set Zeny, Zeny - .@total;
Zeny = Zeny - .@total;
getitem 709, .@amount; //Izidor
close;
}
@ -228,7 +228,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "[Point Merchant]";
mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?";
next;
set .@i, select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1;
.@i = select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1;
mes "[Point Merchant]";
if (.@i == 4) {
mes "You can't find the stuff you need?";
@ -254,27 +254,27 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
mes "You don't have enough space in your inventory to buy this amount.";
close;
}
set Zeny, Zeny-(.@amount*200);
Zeny = Zeny-(.@amount*200);
getitem .@itemid[.@i],.@amount;
mes "Thank you very much. See you~!";
close;
}
gef_tower,105,172,5 duplicate(pss) Point Merchant#Sorcerer 700
prt_in,131,66,0 duplicate(pss) Point Merchant#Prontera 700
alberta,105,52,7 duplicate(pss) Point Merchant#Alberta 700
aldebaran,133,114,5 duplicate(pss) Point Merchant#Aldebaran 700
comodo,193,159,5 duplicate(pss) Point Merchant#Comodo 700
geffen,129,49,5 duplicate(pss) Point Merchant#Geffen 700
izlude,138,163,5 duplicate(pss) Point Merchant#Izlude 700 // Old coordinates: izlude (135,121)
izlude_a,138,163,5 duplicate(pss) Point Merchant#Izlude_a 700
izlude_b,138,163,5 duplicate(pss) Point Merchant#Izlude_b 700
izlude_c,138,163,5 duplicate(pss) Point Merchant#Izlude_c 700
izlude_d,138,163,5 duplicate(pss) Point Merchant#Izlude_d 700
malangdo,214,163,5 duplicate(pss) Point Merchant#Malangdo 700
mora,115,118,3 duplicate(pss) Point Merchant#Mora 700
ra_in01,256,273,3 duplicate(pss) Point Merchant#Rachel 700
veins,202,128,5 duplicate(pss) Point Merchant#Veins 700
dicastes01,207,200,5 duplicate(pss) Point Merchant#Dicastes 700
manuk,261,206,3 duplicate(pss) Point Merchant#Manuk 700
splendide,207,160,5 duplicate(pss) Point Merchant#Splendide 700
mid_camp,224,237,3 duplicate(pss) Point Merchant#Midgard 700
gef_tower,105,172,5 duplicate(pss) Point Merchant#Sorcerer 8_F_GIRL
prt_in,131,66,0 duplicate(pss) Point Merchant#Prontera 8_F_GIRL
alberta,105,52,7 duplicate(pss) Point Merchant#Alberta 8_F_GIRL
aldebaran,133,114,5 duplicate(pss) Point Merchant#Aldebaran 8_F_GIRL
comodo,193,159,5 duplicate(pss) Point Merchant#Comodo 8_F_GIRL
geffen,129,49,5 duplicate(pss) Point Merchant#Geffen 8_F_GIRL
izlude,138,163,5 duplicate(pss) Point Merchant#Izlude 8_F_GIRL // Old coordinates: izlude (135,121)
izlude_a,138,163,5 duplicate(pss) Point Merchant#Izlude_a 8_F_GIRL
izlude_b,138,163,5 duplicate(pss) Point Merchant#Izlude_b 8_F_GIRL
izlude_c,138,163,5 duplicate(pss) Point Merchant#Izlude_c 8_F_GIRL
izlude_d,138,163,5 duplicate(pss) Point Merchant#Izlude_d 8_F_GIRL
malangdo,214,163,5 duplicate(pss) Point Merchant#Malangdo 8_F_GIRL
mora,115,118,3 duplicate(pss) Point Merchant#Mora 8_F_GIRL
ra_in01,256,273,3 duplicate(pss) Point Merchant#Rachel 8_F_GIRL
veins,202,128,5 duplicate(pss) Point Merchant#Veins 8_F_GIRL
dicastes01,207,200,5 duplicate(pss) Point Merchant#Dicastes 8_F_GIRL
manuk,261,206,3 duplicate(pss) Point Merchant#Manuk 8_F_GIRL
splendide,207,160,5 duplicate(pss) Point Merchant#Splendide 8_F_GIRL
mid_camp,224,237,3 duplicate(pss) Point Merchant#Midgard 8_F_GIRL

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
@ -11,11 +11,12 @@
//= Organizes ores in a player's inventory.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Clean-up. [Capuche]
//============================================================
// Main NPC :: stonechange
//============================================================
geffen_in,99,174,5 script Ore Tester#sorty 700,{
geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{
mes "[Ore Tester Sorty]";
mes "Do you have ^3131FFany same type of ores in your inventories^000000 which take many spaces?";
mes "I can distinguish your ores and organize them right away~!";
@ -29,29 +30,22 @@ geffen_in,99,174,5 script Ore Tester#sorty 700,{
mes "[Ore Tester Sorty]";
mes "So, would you like me to organize your ores?";
next;
set .@i, select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks.");
.@i = select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks.");
if (.@i == 5) {
mes "[Ore Tester Sorty]";
mes "Huh, I really hate messy people!";
close;
}
setarray .@ores[0],999,998,1002,756;
set .@item, .@ores[.@i-1];
.@item = .@ores[.@i-1];
if (countitem(.@item) == 0) {
mes "[Ore Tester Sorty]";
mes "You don't have any "+getitemname(.@item)+"...";
close;
}
while(1) {
if (countitem(.@item)) {
set .@count, countitem(.@item);
set .@total, .@total + .@count;
.@count = countitem(.@item);
delitem .@item, .@count;
} else {
getitem .@item, .@total;
break;
}
}
getitem .@item, .@count;
mes "[Ore Tester Sorty]";
mes "It's done. Looks great! Don't you think so?";
close;

View File

@ -20,11 +20,12 @@
//= 1.2 Optimization. [Euphy]
//= 1.2a Added 'consumeitem' command. [Euphy]
//= 1.3 Added VIP features and fixed some EXP values. [Euphy]
//= 1.3a Clean-up. [Capuche]
//============================================================
// Lost Puppies :: dogdog.sc
//============================================================
brasilis,297,307,5 script Angelo#br 50,{
brasilis,297,307,5 script Angelo#br 1_M_04,{
if (BaseLevel < 40) {
mes "[Angelo]";
mes "Pets went out the village~!!";
@ -59,7 +60,7 @@ brasilis,297,307,5 script Angelo#br 50,{
setquest 9032;
specialeffect2 EF_ASSUMPTIO;
consumeitem 607; //Yggdrasilberry
set .@rand,rand(1,10);
.@rand = rand(1,10);
if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion
else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil
close;
@ -91,17 +92,17 @@ OnGo:
}
- script Puppy#bra -1,{
mes "[Puppy]";
mes "bow! wow wow!";
if (checkquest(9030) == 1) {
if (brazil_kid < 3) {
mes "[Puppy]";
mes "bow wow bow wow!!";
next;
set brazil_kid,brazil_kid+1;
brazil_kid++;
mes "[" + strcharinfo(0) + "]";
if (brazil_kid == 3) {
mes "Good. I found all 3 puppies.";
mes "Now I need to go tell Angelo.";
set brazil_kid,0;
brazil_kid = 0;
erasequest 9030;
setquest 9031;
}
@ -114,11 +115,8 @@ OnGo:
else setarray .@i[0],1,2;
donpcevent "Puppy#"+charat(strnpcinfo(2),0)+.@i[rand(2)]+"::OnEnable";
hideonnpc strnpcinfo(0);
close;
}
}
mes "[Puppy]";
mes "bow! wow wow!";
close;
OnInit:
@ -134,22 +132,22 @@ OnDisable:
end;
}
bra_fild01,98,96,3 duplicate(Puppy#bra) Puppy#a1 81
bra_fild01,59,116,5 duplicate(Puppy#bra) Puppy#a2 81
bra_fild01,62,142,3 duplicate(Puppy#bra) Puppy#a3 81
bra_fild01,80,163,3 duplicate(Puppy#bra) Puppy#b1 81
bra_fild01,73,210,3 duplicate(Puppy#bra) Puppy#b2 81
bra_fild01,80,210,3 duplicate(Puppy#bra) Puppy#b3 81
bra_fild01,38,235,3 duplicate(Puppy#bra) Puppy#c1 81
bra_fild01,307,64,3 duplicate(Puppy#bra) Puppy#c2 81
bra_fild01,260,60,3 duplicate(Puppy#bra) Puppy#c3 81
bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 81
bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 81
bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 81
bra_fild01,98,96,3 duplicate(Puppy#bra) Puppy#a1 4_DOG01
bra_fild01,59,116,5 duplicate(Puppy#bra) Puppy#a2 4_DOG01
bra_fild01,62,142,3 duplicate(Puppy#bra) Puppy#a3 4_DOG01
bra_fild01,80,163,3 duplicate(Puppy#bra) Puppy#b1 4_DOG01
bra_fild01,73,210,3 duplicate(Puppy#bra) Puppy#b2 4_DOG01
bra_fild01,80,210,3 duplicate(Puppy#bra) Puppy#b3 4_DOG01
bra_fild01,38,235,3 duplicate(Puppy#bra) Puppy#c1 4_DOG01
bra_fild01,307,64,3 duplicate(Puppy#bra) Puppy#c2 4_DOG01
bra_fild01,260,60,3 duplicate(Puppy#bra) Puppy#c3 4_DOG01
bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 4_DOG01
bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 4_DOG01
bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 4_DOG01
// Suspicious Beach :: Suspicious_Beach.sc
//============================================================
brasilis,192,133,6 script Lucia#brasilis 478,{
brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{
/* -------------- Hydra Ball -------------------------
if (countitem(12408) > 0) {
delitem 12408,1; //Leaf_Cat_Ball
@ -170,9 +168,8 @@ brasilis,192,133,6 script Lucia#brasilis 478,{
emotion e_sigh;
close;
}
else {
set .@nQState1,checkquest(9028);
set .@nQState2,checkquest(9029);
.@nQState1 = checkquest(9028);
.@nQState2 = checkquest(9029);
if (.@nQState1 == -1) {
mes "[Lucia]";
mes "Hello.";
@ -193,6 +190,7 @@ brasilis,192,133,6 script Lucia#brasilis 478,{
mes "See you then.";
close;
case 3:
L_whathappen:
mes "[Lucia]";
mes "One day ^FF0000Strange Hydra^000000s";
mes "came here and surrounded the town.";
@ -263,28 +261,7 @@ brasilis,192,133,6 script Lucia#brasilis 478,{
mes "Ok, please do me a favor.";
close;
case 2:
mes "[Lucia]";
mes "One day ^FF0000Strange Hydra^000000s";
mes "came here and surrounded the town.";
mes "We're not sure what attracted them but some say that it's because of you adventurers.";
next;
mes "[Lucia]";
mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
next;
mes "[Lucia]";
mes "If you still have the ^006400Hydra Ball^000000,";
mes "please use it on the ^FF0000Strange Hydra^000000s that";
mes "you can find at the beach.";
mes "If you are lucky, the tool will work perfectly.";
next;
mes "[Lucia]";
mes "I hope many adventurers";
mes "volunteer for this job.";
mes " ";
mes "I really hate Hydra!";
emotion e_sob;
close;
goto L_whathappen;
}
}
}
@ -292,7 +269,7 @@ brasilis,192,133,6 script Lucia#brasilis 478,{
else {
mes "[Lucia]";
mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
set .@nCheckTime,checkquest(9029,PLAYTIME);
.@nCheckTime = checkquest(9029,PLAYTIME);
if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) {
mes "I'm so grateful for your help.";
mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
@ -320,29 +297,7 @@ brasilis,192,133,6 script Lucia#brasilis 478,{
mes "See you then.";
close;
case 3:
mes "[Lucia]";
mes "One day ^FF0000Strange Hydra^000000s";
mes "came here and surrounded the town.";
mes "We're not sure what attracted them but some say that it's because of you adventurers.";
next;
mes "[Lucia]";
mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
next;
mes "[Lucia]";
mes "If you still have the ^006400Hydra Ball^000000,";
mes "please use it on the ^FF0000Strange Hydra^000000s that";
mes "you can find at the beach.";
mes "If you are lucky, the tool will work perfectly.";
next;
mes "[Lucia]";
mes "I hope many adventurers";
mes "volunteer for this job.";
mes " ";
mes "I really hate Hydra!";
emotion e_sob;
close;
}
goto L_whathappen;
}
}
}
@ -361,7 +316,7 @@ OnTimer7000:
// Guarana Quest :: brazil_tre.sc
//============================================================
brasilis,187,162,5 script Candy Maker 476,{
brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{
if (!checkweight(1201,1)) {
mes "- You can't start the quest. Please reduce the weight in your inventory. -";
close;
@ -407,7 +362,7 @@ brasilis,187,162,5 script Candy Maker 476,{
mes "If you can't find him in the city, go to museum.";
mes "He's a vain person so he likes to act big.";
mes "He's probably wandering in the museum trying to show off to someone for sure.";
set brazil_gua,1;
brazil_gua = 1;
setquest 2192;
close;
case 2:
@ -452,7 +407,7 @@ brasilis,187,162,5 script Candy Maker 476,{
mes "[Candy Maker]";
mes "Look! It's the popular guarana candy.";
mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
set brazil_gua,11;
brazil_gua = 11;
completequest 2200;
getitem 12414,1; //Guarana_Candy
if (VIP_SCRIPT && vip_status(1))
@ -478,7 +433,7 @@ brasilis,187,162,5 script Candy Maker 476,{
if (Zeny > 3999) {
mes "[Candy Maker]";
mes "Here is a delicious guarana candy.";
set Zeny, Zeny-4000;
Zeny = Zeny-4000;
getitem 12414,1; //Guarana_Candy
close;
}
@ -502,8 +457,8 @@ brasilis,187,162,5 script Candy Maker 476,{
}
}
bra_in01,95,179,3 script Cherto 477,{
if (brazil_gua == 0) {
bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{
if (brazil_gua <= 1) {
mes "[Cherto]";
mes "Hmm... hey man, you are from outside, aren't you?";
next;
@ -523,30 +478,12 @@ bra_in01,95,179,3 script Cherto 477,{
mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
mes "Cherto, I can read and figure out all at once! That is written in your face!";
next;
if (brazil_gua == 0) {
mes "[Cherto]";
mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
close;
}
else if (brazil_gua == 1) {
mes "[Cherto]";
mes "Hmm... hey man, you are from outside, aren't you?";
next;
mes "[Cherto]";
mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
mes "Cherto has sharp eyes like an eagle! Hahaha!";
next;
mes "[Cherto]";
mes "Ok, ok. Yes, yes. I see!";
next;
mes "[Cherto]";
mes "Anyway, you arrived in Brasilis but don't know what to do?";
mes "Am I right?";
mes "You don't know how fortunate you are to have found a really proper helper as myself.";
next;
mes "[Cherto]";
mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
mes "Cherto, I can read and figure out all at once! That is written in your face!";
next;
else {// brazil_gua == 1
mes "[Cherto]";
mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
next;
@ -582,9 +519,10 @@ bra_in01,95,179,3 script Cherto 477,{
mes "[Cherto]";
mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
mes "Come closer. Cherto will whisper so nobody can listen in.";
set brazil_gua,2;
brazil_gua = 2;
close;
}
}
else if (brazil_gua == 2) {
mes "[Cherto]";
mes "A Guarana boy was born.";
@ -612,7 +550,7 @@ bra_in01,95,179,3 script Cherto 477,{
mes "What about you?";
mes "Who is the guarana kid?";
mes "Will you figure out it? hohohhhhh~";
set brazil_gua,3;
brazil_gua = 3;
changequest 2192,2193;
close;
}
@ -651,7 +589,7 @@ bra_in01,95,179,3 script Cherto 477,{
mes "His name is Paje.";
mes "Take this note over to him.";
mes "He will show the solution for you and the kid.";
set brazil_gua,5;
brazil_gua = 5;
changequest 2194,2195;
close;
}
@ -662,7 +600,7 @@ bra_in01,95,179,3 script Cherto 477,{
}
}
brasilis,203,64,3 script Strange Kid#bra 706,{
brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{
if (brazil_gua < 3) {
mes "[Strange Kid]";
mes "................";
@ -707,7 +645,7 @@ brasilis,203,64,3 script Strange Kid#bra 706,{
mes "["+strcharinfo(0)+"]";
mes "He makes strange sound like an animals.";
mes "Should I ask advice from Cherto?";
set brazil_gua,4;
brazil_gua = 4;
changequest 2193,2194;
close;
}
@ -797,7 +735,7 @@ brasilis,203,64,3 script Strange Kid#bra 706,{
mes "["+strcharinfo(0)+"]";
mes "If I have this, I can make a guarana candy.";
mes "I better find that Candy Maker!";
set brazil_gua,10;
brazil_gua = 10;
changequest 2199,2200;
getitem 6237,1; //Guarana_Fruit
close;
@ -814,10 +752,9 @@ brasilis,203,64,3 script Strange Kid#bra 706,{
mes "- The kid is smiling. -";
close;
}
end;
}
brasilis,56,224,7 script Mage Paje#bra 704,{
brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{
mes "[Mage Paje]";
mes "Abracadabra~";
specialeffect EF_POISONHIT,AREA,"Poring#bra";
@ -858,15 +795,13 @@ brasilis,56,224,7 script Mage Paje#bra 704,{
next;
mes "[Mage Paje]";
mes "Good luck~!";
set brazil_gua,6;
brazil_gua = 6;
changequest 2195,2196;
specialeffect2 EF_ASSUMPTIO;
close;
}
brasilis,59,226,3 script Poring#bra 909,{
end;
}
brasilis,59,226,3 script Poring#bra 4_PORING,{}
bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{
OnTouch:
@ -913,7 +848,7 @@ OnTouch:
next;
mes "[Toucan]";
mes "Fly fly far away. bbaaaeeeccckkk--!";
set brazil_gua,7;
brazil_gua = 7;
changequest 2196,2197;
specialeffect2 EF_SEISMICWEAPON;
close2;
@ -976,7 +911,7 @@ OnTouch_:
mes "I will give you a Jaguar's high blessing.";
mes "Go to monkey by flowing through the wind like a bee.";
mes "Let's meet again my friend!";
set brazil_gua,8;
brazil_gua = 8;
changequest 2197,2198;
close2;
consumeitem 12016; //Speed_Up_Potion
@ -990,11 +925,9 @@ OnTouch_:
end;
}
bra_fild01,245,53,3 script #Monkeybra 1057,{
end;
}
bra_fild01,245,53,3 script #Monkeybra 1057,{}
bra_fild01,245,52,3 script Monkey#bra 111,{
bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{
if (brazil_gua == 8) {
mes "[Monkey]";
mes "What is it??!!";
@ -1029,7 +962,7 @@ bra_fild01,245,52,3 script Monkey#bra 111,{
next;
mes "["+strcharinfo(0)+"]";
mes "Good~ Now it's time to go back to the kid~!!";
set brazil_gua,9;
brazil_gua = 9;
changequest 2198,2199;
close;
}
@ -1042,7 +975,7 @@ bra_fild01,245,52,3 script Monkey#bra 111,{
// Water Lily Quest :: brazil_tre.sc
//============================================================
brasilis,203,286,3 script Botanist Karmen#bra 893,{
brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{
if (brazil_regia == 0) {
mes "[Karmen]";
mes "Brasilis' climate is special.";
@ -1073,7 +1006,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 893,{
mes "[Karmen]";
mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
mes "She is wise and knows lots of stories here in Brasilis.";
set brazil_regia,1;
brazil_regia = 1;
setquest 2201;
close;
}
@ -1094,7 +1027,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 893,{
mes "[Karmen]";
mes "I am so grateful that I met you.";
mes "The water lily must truly be a lucky flower. hahaha";
set brazil_regia,10;
brazil_regia = 10;
completequest 2207;
if (VIP_SCRIPT && vip_status(1))
getexp 75000,15000;
@ -1116,7 +1049,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 893,{
}
}
bra_in01,142,27,5 script Marta#bra 474,{
bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{
if (brazil_regia == 1) {
mes "[Brasilis Boy]";
mes "Grandma! That person has a weird smell.";
@ -1243,7 +1176,7 @@ bra_in01,142,27,5 script Marta#bra 474,{
mes "Did you enjoy this story?";
mes "If you want to listen to another story, just come to me.";
mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
set brazil_regia,2;
brazil_regia = 2;
close;
}
else if (brazil_regia > 1) {
@ -1266,159 +1199,9 @@ bra_in01,142,27,5 script Marta#bra 474,{
close;
}
}
bra_in01,145,27,3 duplicate(Marta#bra) Brasilis Boy#bra 472
bra_in01,145,27,3 script Brasilis Boy#bra 472,{
if (brazil_regia == 1) {
mes "[Brasilis Boy]";
mes "Grandma! That person has a weird smell.";
next;
mes "[Marta]";
mes "This person isn't from here.";
mes "Say hello to our guest.";
next;
mes "[Brasilis Boy]";
mes "heee~ hi!!";
mes "I am Kaka!!";
mes "Whats your name?";
next;
mes "["+strcharinfo(0)+"]";
mes "I am "+strcharinfo(0)+".";
next;
mes "[Brasilis Boy]";
mes "The outsider has a weird name!";
mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
next;
mes "[Marta]";
mes "Hehe...";
mes "So, why have you come here stranger~?";
next;
mes "["+strcharinfo(0)+"]";
mes "I heard you knows lots of stories, is that true?";
next;
mes "[Kaka]";
mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
mes "Grandma is really wise and kind so, I heard lotsa things.";
next;
mes "[Marta]";
mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
next;
mes "[Marta]";
mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
next;
mes "[Kaka]";
mes "Ok grandma~!!";
next;
mes "[Marta]";
mes "Hey~ do you have special story that you want to listen to?";
next;
mes "["+strcharinfo(0)+"]";
mes "About the mysterious water lily?";
next;
mes "[Marta]";
mes "Water lily....";
mes "It's from a long long time ago.";
next;
mes "[Marta]";
mes "Before Brasilis was established.";
mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
next;
mes "[Marta]";
mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
next;
mes "[Marta]";
mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
next;
mes "[Kaka]";
mes "Woooa, she's just like me!";
mes "Maybe she would be pretty... hehe.";
next;
mes "[Marta]";
mes "According to her mother...";
mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
next;
mes "[Marta]";
mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
next;
mes "[Kaka]";
mes "So, what did he say?";
next;
mes "[Marta]";
mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
next;
mes "[Kaka]";
mes "Did Naia wants to be the bride of the man?";
next;
mes "[Marta]";
mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
next;
mes "[Kaka]";
mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
next;
mes "[Marta]";
mes "Naia was really a nice girl.";
next;
mes "[Marta]";
mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
next;
mes "[Marta]";
mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
next;
mes "[Marta]";
mes "That's when.. Naia saw it.";
mes "It was the moon he was shining beautifully over the waving lake lightly.";
next;
mes "[Kaka]";
mes "I know, it's just the moon reflecting on the water. Right?!";
next;
mes "[Marta]";
mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
next;
mes "[Kaka]";
mes "Oh no.";
next;
mes "[Marta]";
mes "The moon was also watching her from the sky.";
mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
next;
mes "[Marta]";
mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
next;
mes "[Kaka]";
mes "How sad but beautiful!";
next;
mes "[Marta]";
mes "How about you stranger?";
mes "Did you enjoy this story?";
mes "If you want to listen to another story, just come to me.";
mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
set brazil_regia,2;
close;
}
else if (brazil_regia > 1) {
mes "[Kaka]";
mes "My grandma is really a bit tired doing some tribe stuff!";
mes "Could you come another day?";
close;
}
else {
mes "[Marta]";
mes "You are not from around here.";
mes "I can sense a strange earth smell.";
next;
mes "[Marta]";
mes "But your eyes shine with strength.";
mes "Indeed you are spreading out spirit and will from your whole body.";
next;
mes "[Marta]";
mes "If you work at it you will be a great person someday.";
close;
}
}
brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{
if (!checkweight(1201,1)) {
mes "- wait a second!! -";
mes "- you have too many items -";
@ -1590,7 +1373,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
mes "[Jasira]";
mes "Give him 10 Banana and tell him that I really miss him.";
mes "Sorry for ignoring you before. Please, only you can help me!";
set brazil_regia,3;
brazil_regia = 3;
changequest 2201,2202;
close;
}
@ -1637,7 +1420,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
next;
mes "["+strcharinfo(0)+"]";
mes "Thanks Jasira!";
set brazil_regia,6;
brazil_regia = 6;
changequest 2204,2205;
close;
}
@ -1675,8 +1458,8 @@ brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
next;
mes "[Jasira]";
mes "I know, I know! I'm the best...";
delitem 7553,1; //Lotus_Flower
set brazil_regia,9;
delitem 7553,1; //Lotus_Flower - untradable
brazil_regia = 9;
changequest 2206,2207;
setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card
getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat
@ -1707,7 +1490,7 @@ OnTouch:
end;
}
bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{
if (brazil_regia == 3) {
mes "[Recluse]";
mes "Oh, I haven't seen another person in such a long time.";
@ -1770,7 +1553,7 @@ bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
mes "I got it.";
mes "As you can see, there are lots of Brasilis water lily around here.";
mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
set brazil_regia,4;
brazil_regia = 4;
changequest 2202,2203;
close;
}
@ -1814,7 +1597,7 @@ bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
mes "Oh, can you tell that girl Jasira something for me?";
mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
delitem 11515,5; //Coconut
set brazil_regia,7;
brazil_regia = 7;
changequest 2205,2206;
close;
}
@ -1831,7 +1614,7 @@ OnTouchNPC:
end;
}
bra_dun02,71,200,3 script Water lily#bra 111,{
bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{
if (brazil_regia == 4) {
mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
next;
@ -1907,7 +1690,7 @@ bra_dun02,71,200,3 script Water lily#bra 111,{
mes "[Jasi]";
mes "If you bring 5 of those things, I will reconsider your suggestion.";
delitem 513,10; //Banana
set brazil_regia,5;
brazil_regia = 5;
changequest 2203,2204;
next;
mes "["+strcharinfo(0)+"]";
@ -1934,7 +1717,7 @@ bra_dun02,71,200,3 script Water lily#bra 111,{
close;
}
mes "- You take a beautiful water lily carefully in your hands. -";
set brazil_regia,8;
brazil_regia = 8;
getitem 7553,1; //Lotus_Flower
close;
}
@ -1942,7 +1725,7 @@ bra_dun02,71,200,3 script Water lily#bra 111,{
// Dungeon Access Quest :: brazil_tre.sc
//============================================================
brasilis,185,246,5 script Pedro#bra 62,{
brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{
if (brazil_ghost == 0) {
OnTalk:
mes "[Pedro]";
@ -2137,7 +1920,7 @@ brasilis,185,246,5 script Pedro#bra 62,{
next;
mes "[Fabio]";
mes "Maybe you're just scared...";
set brazil_ghost,1;
brazil_ghost = 1;
setquest 2208;
close;
}
@ -2168,7 +1951,7 @@ brasilis,185,246,5 script Pedro#bra 62,{
}
}
brasilis,187,244,1 script Mariana#bra 72,{
brasilis,187,244,1 script Mariana#bra 1_F_MARIA,{
if (brazil_ghost == 0) {
doevent "Pedro#bra::OnTalk";
end;
@ -2186,7 +1969,7 @@ brasilis,187,244,1 script Mariana#bra 72,{
}
}
brasilis,181,250,5 script Fabio#bra 706,{
brasilis,181,250,5 script Fabio#bra 4_M_KID1,{
if (brazil_ghost == 0) {
doevent "Pedro#bra::OnTalk";
end;
@ -2206,7 +1989,7 @@ brasilis,181,250,5 script Fabio#bra 706,{
}
}
brasilis,180,249,5 script Daniel#bra 706,{
brasilis,180,249,5 script Daniel#bra 4_M_KID1,{
if (brazil_ghost == 0) {
doevent "Pedro#bra::OnTalk";
end;
@ -2223,7 +2006,7 @@ brasilis,180,249,5 script Daniel#bra 706,{
}
}
bra_in01,149,184,3 script Door#bra 844,{
bra_in01,149,184,3 script Door#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- A key is inserted in the locked door.-";
next;
@ -2235,8 +2018,8 @@ bra_in01,149,184,3 script Door#bra 844,{
mes "["+strcharinfo(0)+"]";
mes .@input$;
next;
set .@braspell$,"Mother the door won't open!";
set .@chkspell,compare(.@braspell$,.@input$);
.@braspell$ = "Mother the door won't open!";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
@ -2276,7 +2059,7 @@ bra_in01,149,184,3 script Door#bra 844,{
next;
specialeffect2 EF_VENOMDUST;
mes "Faint laughing can be heard off in the direction of the toilet.";
set brazil_ghost,3;
brazil_ghost = 3;
changequest 2208,60351;
close;
}
@ -2312,7 +2095,7 @@ bra_in01,149,184,3 script Door#bra 844,{
}
}
bra_in01,144,187,3 script Toilet#bra 844,{
bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- Looks like an ordinary toilet -";
next;
@ -2337,8 +2120,8 @@ bra_in01,144,187,3 script Toilet#bra 844,{
mes "["+strcharinfo(0)+"]";
mes .@input$;
next;
set .@braspell$,"Mother the water is flooding!";
set .@chkspell,compare(.@braspell$,.@input$);
.@braspell$ = "Mother the water is flooding!";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
@ -2366,7 +2149,7 @@ bra_in01,144,187,3 script Toilet#bra 844,{
next;
specialeffect2 EF_VENOMDUST;
mes "Faint laughing can be heard off in the direction of the faucet.";
set brazil_ghost,4;
brazil_ghost = 4;
changequest 60351,60352;
close;
}
@ -2398,7 +2181,7 @@ bra_in01,144,187,3 script Toilet#bra 844,{
}
}
bra_in01,134,189,3 script Faucet#bra 844,{
bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- It seems like an ordinary faucet -";
next;
@ -2410,8 +2193,8 @@ bra_in01,134,189,3 script Faucet#bra 844,{
mes "["+strcharinfo(0)+"]";
mes .@input$;
next;
set .@braspell$,"Mother the drought has started!";
set .@chkspell,compare(.@braspell$,.@input$);
.@braspell$ = "Mother the drought has started!";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
@ -2445,7 +2228,7 @@ bra_in01,134,189,3 script Faucet#bra 844,{
next;
specialeffect2 EF_VENOMDUST;
mes "Faint laughing can be heard off in the direction of the carpet.";
set brazil_ghost,5;
brazil_ghost = 5;
changequest 60352,60353;
close;
}
@ -2473,7 +2256,7 @@ bra_in01,134,189,3 script Faucet#bra 844,{
}
}
bra_in01,138,184,3 script Carpet#bra 844,{
bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- A carpet with an intricate pattern on it -";
next;
@ -2485,8 +2268,8 @@ bra_in01,138,184,3 script Carpet#bra 844,{
mes "["+strcharinfo(0)+"]";
mes .@input$;
next;
set .@braspell$,"Mother where are my friends?";
set .@chkspell,compare(.@braspell$,.@input$);
.@braspell$ = "Mother where are my friends?";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
@ -2527,7 +2310,7 @@ bra_in01,138,184,3 script Carpet#bra 844,{
next;
specialeffect2 EF_VENOMDUST;
mes "Faint laughing can be heard off in the direction of the mirror.";
set brazil_ghost,6;
brazil_ghost = 6;
changequest 60353,60354;
close;
}
@ -2555,7 +2338,7 @@ bra_in01,138,184,3 script Carpet#bra 844,{
}
}
bra_in01,151,180,3 script Mirror#bra 844,{
bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- You can see a clean mirror without any marks or dust -";
next;
@ -2567,8 +2350,8 @@ bra_in01,151,180,3 script Mirror#bra 844,{
mes "["+strcharinfo(0)+"]";
mes .@input$;
next;
set .@braspell$,"Where are you mom?";
set .@chkspell,compare(.@braspell$,.@input$);
.@braspell$ = "Where are you mom?";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
@ -2612,8 +2395,8 @@ bra_in01,151,180,3 script Mirror#bra 844,{
switch(select("Take the eye bandage off.:Run away~.")) {
case 1:
while(1) {
set .@cpudice,rand(1,6);
set .@pcdice,rand(1,6);
.@cpudice = rand(1,6);
.@pcdice = rand(1,6);
if (.@cpudice != .@pcdice) {
emotion (57+.@cpudice),0,"Ghost#bra";
emotion (57+.@cpudice),1;
@ -2624,7 +2407,7 @@ bra_in01,151,180,3 script Mirror#bra 844,{
specialeffect2 EF_DEVIL;
mes "[Ghost]";
mes "^FF0000Go away!^000000";
set brazil_ghost,1;
brazil_ghost = 1;
changequest 60354,2208;
percentheal -50,-50;
close2;
@ -2637,7 +2420,7 @@ bra_in01,151,180,3 script Mirror#bra 844,{
mes "[Ghost]";
mes "^FF0000Ahh!^000000";
mes "The Ghost disappeared into the toilet.";
set brazil_ghost,7;
brazil_ghost = 7;
changequest 60354,60355;
close2;
disablenpc "Ghost#bra";
@ -2647,7 +2430,7 @@ bra_in01,151,180,3 script Mirror#bra 844,{
case 2:
mes "You run away from the ghost.";
close2;
set brazil_ghost,1;
brazil_ghost = 1;
changequest 60354,2208;
warp "bra_in01",12,183;
disablenpc "Ghost#bra";
@ -2679,7 +2462,7 @@ OnInit:
end;
}
bra_in01,7,181,5 script Curator#bra 477,{
bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{
if (BaseLevel < 40) {
mes "[Curator]";
mes "I'm sorry but this area is under construction right now.";
@ -2718,7 +2501,7 @@ bra_in01,7,181,5 script Curator#bra 477,{
next;
mes "The curator looks around calmly then opens the door.";
delitem 11515,1; //Coconut
set brazil_ghost,2;
brazil_ghost = 2;
close2;
warp "bra_in01",138,176;
end;
@ -2765,7 +2548,7 @@ bra_in01,7,181,5 script Curator#bra 477,{
}
}
bra_in01,12,185,0 script inbathroom#bra 45,1,1,{
bra_in01,12,185,0 script inbathroom#bra WARPNPC,1,1,{
OnTouch_:
if (brazil_ghost > 6)
warp "bra_in01",138,176;
@ -2779,7 +2562,7 @@ OnTouch_:
bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
bra_in01,206,188,1 script Open Manhole#todunbra 844,{
bra_in01,206,188,1 script Open Manhole#todunbra CLEAR_NPC,{
if (brazil_ghost == 7) {
enablenpc "Ghost#bra_end";
mes "[Ghost]";
@ -2804,7 +2587,7 @@ bra_in01,206,188,1 script Open Manhole#todunbra 844,{
mes "[Ghost]";
mes "I guess now I can finally rest in peace.";
mes "Thank you friend.";
set brazil_ghost,8;
brazil_ghost = 8;
//completequest 2208;
completequest 60355;
if (VIP_SCRIPT && vip_status(1))
@ -2819,12 +2602,12 @@ bra_in01,206,188,1 script Open Manhole#todunbra 844,{
}
bra_dun01,87,43,1 script Pipe#bra 844,{
bra_dun01,87,43,1 script Pipe#bra CLEAR_NPC,{
warp "bra_in01",206,185;
end;
}
bra_fild01,323,136,1 script Pipe#brafild 844,{
bra_fild01,323,136,1 script Pipe#brafild CLEAR_NPC,{
if (brazil_ghost > 6) {
mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
next;
@ -2855,8 +2638,8 @@ OnInit:
// Iara :: iara.sc
//============================================================
brasilis,315,334,5 script Shaman#nk 474,{
set .@iara_re,checkquest(4135,PLAYTIME);
brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{
.@iara_re = checkquest(4135,PLAYTIME);
if ((.@iara_re == 0) || (.@iara_re == 1)) {
mes "[Anori]";
mes "I'm still preparing.";
@ -2866,7 +2649,7 @@ brasilis,315,334,5 script Shaman#nk 474,{
}
else {
if (checkquest(4135) > 1) erasequest 4135;
set .@iara_q,checkquest(4133);
.@iara_q = checkquest(4133);
if ((.@iara_q == 0) || (.@iara_q == 1)) {
mes "[Anori]";
mes "To block Iara ";
@ -2921,7 +2704,7 @@ brasilis,315,334,5 script Shaman#nk 474,{
mes "The tribe is facing a major threat.";
close;
}
set .@re_q,checkquest(4134);
.@re_q = checkquest(4134);
if (.@re_q == 2) {
mes "[Anori]";
mes "you are...";
@ -3055,7 +2838,7 @@ brasilis,315,334,5 script Shaman#nk 474,{
}
}
bra_dun02,157,74,5 script Iara#nk 478,2,2,{
bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{
if (countitem(11517) > 0) {
mes "[" + strcharinfo(0) + "]";
mes "Should I use a Purification Potion?";
@ -3138,7 +2921,7 @@ OnTouch:
end;
}
bra_fild01,188,301,5 script Native Warrior#nk 472,{
bra_fild01,188,301,5 script Native Warrior#nk 4_M_BRZ_INDIAN,{
mes "[Native Warrior]";
mes "Ah... the face I would never forget even in my dreams.";
next;