* Script style standardization.

- Standardized cases on constants (Zeny, Sex, BaseLevel, etc.).
- Replaced numerics with constants.
- Standardized parts of script headers.
- Changed some script styles to K&R.
- Added some official script file names as comments.
- Replaced most 'misceffect' commands with 'specialeffect'.

Signed-off-by: Euphy <euphy@rathena.org>
This commit is contained in:
Euphy 2013-08-27 03:28:41 -04:00
parent 1083475207
commit bf68ccefa3
248 changed files with 6771 additions and 8323 deletions

View File

@ -23,13 +23,13 @@ airplane,243,73,0 script #AirshipWarp-1 45,1,1,{
OnInit:
OnHide:
misceffect 16;
specialeffect EF_BASH;
disablenpc strnpcinfo(0);
end;
OnUnhide:
enablenpc strnpcinfo(0);
misceffect 215;
specialeffect EF_SUMMONSLAVE;
end;
OnTouch:
@ -669,13 +669,13 @@ OnTouch:
OnInit:
OnHide:
misceffect 16;
specialeffect EF_BASH;
disablenpc strnpcinfo(0);
end;
OnUnhide:
enablenpc strnpcinfo(0);
misceffect 215;
specialeffect EF_SUMMONSLAVE;
end;
}

View File

@ -507,7 +507,7 @@ bat_room,160,150,3 script Erundek 109,{
mes "[Erundek]";
mes "We have many items, so please take a look and purchase deliberately.";
close2;
ReadBook 11010,1;
readbook 11010,1;
end;
}
set .@menu$,"";

View File

@ -29,7 +29,7 @@ bat_room,133,178,5 script Flavius Officer#01a 418,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]";
mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@ -96,7 +96,7 @@ bat_room,133,121,1 script Flavius Officer#01b 414,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]";
mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@ -253,7 +253,7 @@ bat_room,148,178,5 script Flavius Officer#02a 418,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]";
mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@ -320,7 +320,7 @@ bat_room,148,121,1 script Flavius Officer#02b 414,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]";
mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}

View File

@ -55,11 +55,11 @@ bat_room,169,211,0 warp #kvm802 2,2,bat_room,154,150
end;
OnKvM01One:
misceffect EF_CHANGECOLD;
specialeffect EF_CHANGECOLD;
end;
OnKvM01Two:
misceffect EF_CHANGEPOISON;
specialeffect EF_CHANGEPOISON;
end;
}

View File

@ -57,11 +57,11 @@ bat_room,197,211,0 warp #kvm602 2,2,bat_room,154,150
end;
OnKvM02One:
misceffect EF_CHANGECOLD;
specialeffect EF_CHANGECOLD;
end;
OnKvM02Two:
misceffect EF_CHANGEPOISON;
specialeffect EF_CHANGEPOISON;
end;
}

View File

@ -56,11 +56,11 @@ bat_room,225,211,0 warp #kvm702 2,2,bat_room,154,150
end;
OnKvM03One:
misceffect EF_CHANGECOLD;
specialeffect EF_CHANGECOLD;
end;
OnKvM03Two:
misceffect EF_CHANGEPOISON;
specialeffect EF_CHANGEPOISON;
end;
}

View File

@ -57,7 +57,7 @@ bat_room,151,144,3 script KVM Logistic Officer#a 734,{
mes "points. So, be carefull when";
mes "selecting a reward.";
close2;
ReadBook 11017,1;
readbook 11017,1;
end;
case 2:
mes "[Logistics]";

View File

@ -30,7 +30,7 @@ bat_room,124,178,5 script Tierra Gorge Officer#01a 418,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]";
mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@ -97,7 +97,7 @@ bat_room,140,178,5 script Tierra Gorge Officer#02a 418,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]";
mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@ -262,7 +262,7 @@ bat_room,125,121,1 script Tierra Gorge Officer#01b 414,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]";
mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@ -329,7 +329,7 @@ bat_room,140,121,1 script Tierra Gorge Officer#02b 414,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]";
mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}

View File

@ -1,7 +1,7 @@
//===== rAthena Script =======================================
//= Al De Baran Town
//===== By: ==================================================
//= rAthena dev team; L0ne_W0lf
//= rAthena Dev Team; L0ne_W0lf
//===== Current Version: =====================================
//= 2.3
//===== Compatible With: =====================================
@ -10,8 +10,8 @@
//= [Official Conversion]
//= Al De Baran Town NPCs
//===== Additional Comments: =================================
//= v1.1 Added RS125 NPC. Added another Kafra Reserve points agent.
//= The 2nd reserve points agent is not complete yet.
//= 1.1 Added RS125 NPC. Added another Kafra Reserve points agent.
//= The 2nd reserve points agent is not complete yet.
//= 1.2 Lottery input number fix [Lupus], 1.2a - label typo fixed
//= 1.3 Gatekeeper's bug fixed (wrong check and wrong item ID
//= for underground), fixed some typos [Lupus]
@ -23,8 +23,8 @@
//= 1.7 Fixed exploits [Lupus] 1.8 Removed Duplicates [Silent]
//= 1.9 Fixed a bunch of typos with information from Crono/Hollengrhen [Evera]
//= 1.9a Now Pavianne doesn't sell Kafra Passes. She refunds them [Lupus]
//= 2.0 Re-made all the dialog-only NPCs with official dialogs.
//= Kafra and Clock Tower NPCs pending remake. [DZeroX]
//= 2.0 Re-made all the dialog-only NPCs with official dialogs.
//= Kafra and Clock Tower NPCs pending remake. [DZeroX]
//= 2.01 removed all .GATs [Lupus]
//= 2.1 Rescripted most NPCs to Aegis 10.3 standards. [L0ne_W0lf]
//= 2.2 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
@ -687,7 +687,7 @@ aldeba_in,156,179,4 script Master#alde 61,{
mes "Who's your";
mes "favorite Kafra girl?";
next;
if (sex == 0) {
if (Sex == 0) {
mes "[Master]";
mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are.";
next;

View File

@ -11,7 +11,7 @@
//= Amatsu Town Script
//===== Additional Comments: =================================
//= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
//= Moved elemental stone trader to 'elemental_trader.txt'
//= Moved elemental stone trader to 'elemental_trader.txt'
//= 1.4 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
@ -98,7 +98,7 @@
mes "[Walter Moers]";
mes "Alright, I will start the engine!";
close2;
set zeny,zeny-10000;
set Zeny, Zeny-10000;
warp "amatsu",197,83;
end;
}

View File

@ -58,7 +58,7 @@
mes "Let us be off! Back to my";
mes "beautiful Ayotaya!";
close2;
set zeny,zeny-10000;
set Zeny, Zeny-10000;
warp "ayothaya",149,71;
end;
}
@ -304,8 +304,8 @@ ayothaya,241,264,5 script Young Man#5ayothaya2 843,{
//= 0.1 Added a Sailor NPC to get back to Alberta [ZoDIaC]
//= 0.2 fixed coords, dialogues
//= 0.3 Fixed Warp name, ayotaya doesn't exist, even though iRO
//= decided to call it Ayotaya, it really is Ayothaya, like
//= that Yuno/Juno thing
//= decided to call it Ayotaya, it really is Ayothaya, like
//= that Yuno/Juno thing
//= 0.4 Added the official warp npc for Ayothaya. [MasterOfMuppets]
//= 1.0 Added most of the official npcs. The following quests were added: [MasterOfMuppets]
//= Tom Yum Goong quest, Holy Threads quest and Holier threads quest.

View File

@ -351,12 +351,12 @@ cmd_fild07,299,83,4 script Zain#cmd 100,{
switch(select("Alberta - 600 Zeny:Izlude - 800 Zeny:Cancel")) {
case 1:
if (Zeny < 600) break;
set zeny,zeny-600;
set Zeny, Zeny-600;
warp "alberta",192,169;
end;
case 2:
if (Zeny < 800) break;
set zeny,zeny-800;
set Zeny, Zeny-800;
if(checkre(0))
warp "izlude",195,212;
else

View File

@ -18,7 +18,7 @@
//= 1.0 Added the last of the town npcs, [MasterOfMuppets]
//= all credits to muad_dib for scripting them.
//= 1.1 Made some changes according to the Shinokas quest, [MasterOfMuppets]
//= thanks to Dj-Yhn for scripting them.
//= thanks to Dj-Yhn for scripting them.
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Implemented the Lover's quest. [MasterOfMuppets]
//= 1.4 Moved quests to quests/quests_ein.txt [Evera]
@ -214,7 +214,7 @@ einbech,39,215,5 script Train Station Staff#ein3 852,{
mes "we hope you enjoy";
mes "the ride. All aboard!";
close2;
set zeny,zeny-200;
set Zeny, Zeny-200;
warp "einbroch",226,276;
end;
}
@ -989,7 +989,7 @@ einbech,148,246,5 script Franz#ein 851,{
mes "Now those aggressive teddy";
mes "bears are scattered all over";
mes "the place and the government";
mes " has classified them as monsters. Kill with extreme prejudice!";
mes "has classified them as monsters. Kill with extreme prejudice!";
next;
mes "[Franz]";
mes "According to adventurers";

View File

@ -15,14 +15,14 @@
//= 0.4a Added exp bonus for the factory quest, borrowed from a Korean fansite.
//= 0.4b Added missing close [Komurka]
//= 0.5 Added Temporal Locations of Gunslinger Job Change map.
//= Info provided by RockmanEXE [erKURITA]
//= Info provided by RockmanEXE [erKURITA]
//= 0.6 Implemented a crap quest [MasterOfMuppets]
//= 0.7 Implemented an inn NPC [MasterOfMuppets]
//= 0.8 Implemented the Shinokas quest, thanks to [MasterOfMuppets]
//= Dj-Yhn for scripting it.
//= Dj-Yhn for scripting it.
//= 0.9 Removed Duplicates [Silent]
//= 1.0 Implemented the Lover's quest. [MasterOfMuppets]
//= 1.1 Split quests into quests/cities_einbroch.txt [Evera]
//= 1.1 Split quests into quests/cities_einbroch.txt [Evera]
//= 1.2 Split more quests into above file [Evera]
//= 1.3 Added (finally) the Garrison quest npc [erKURITA]
//= 1.4 Implemented the polution script. [MasterOfMuppets]
@ -130,7 +130,7 @@ function script EinTower {
mes "using our services.";
mes "Let me guide you to";
mes "the tower right away.";
set zeny,zeny-10;
set Zeny, Zeny-10;
close2;
warp "einbroch",181,196;
end;
@ -157,7 +157,7 @@ function script EinTower {
mes "using our services.";
mes "Let me guide you to";
mes "the tower right away.";
set zeny,zeny-20;
set Zeny, Zeny-20;
getitem 512,1; //Apple
close2;
warp "einbroch",174,204;
@ -205,7 +205,7 @@ einbroch,232,272,3 script Train Station Staff#ein1::EinbrochTrain 852,{
mes "Have a safe trip.";
mes "^333333*Ahem*^000000 All aboard!";
close2;
set zeny,zeny-200;
set Zeny, Zeny-200;
warp "einbech",43,215;
end;
}
@ -836,7 +836,7 @@ ein_in01,206,224,3 script Hotel Employee#ein 855,{
mes "Please enjoy";
mes "your rest~";
close2;
set zeny,zeny-5000;
set Zeny, Zeny-5000;
percentheal 100,100;
warp "ein_in01",272,167;
end;

View File

@ -102,7 +102,7 @@ geffen,147,26,0 script Ralphie 97,{
mes "With that, anyone could be as strong as Hercules... Even a weakling like me! Hahahahahah,";
mes "I must have it!";
next;
Emotion e_gasp;
emotion e_gasp;
mes "[Ralphie]";
mes "...Good Heavens!";
mes "Since when were";
@ -131,7 +131,7 @@ geffen,111,48,0 script Stacey 101,{
mes "Is that an Orc Helm you're wearing?! That's so cool! Wow...";
next;
mes "[Stacey]";
if (sex) {
if (Sex) {
mes "You look so...";
mes "Rugged and manly~";
}
@ -152,11 +152,11 @@ geffen,111,48,0 script Stacey 101,{
mes "of Orc Hero!";
next;
mes "[Stacey]";
if (sex) {
if (Sex) {
mes "It's...";
mes "It's like you're surrounded by this incredibly masculine aura! Oooh~! You must be irresistable to all the girls!";
next;
Emotion e_lv;
emotion e_lv;
mes "[Stacey]";
mes "And I'm no exception.";
}
@ -226,7 +226,7 @@ OnTouch:
mes "You wanna get your hands on some great stuff? Come on over!^000000";
next;
mes "[Suspicious Guy]";
if (sex)
if (Sex)
mes "Hey there tough guy. You look smart enough to recognize a bargain when it's right in front of your eyes.";
else
mes "Well, well, well. Aren't you a pretty girl. Today just happens to be your lucky day!";
@ -261,7 +261,7 @@ OnTouch:
input .@input;
if (.@input == 0) {
mes "[Suspicious Guy]";
if (sex)
if (Sex)
mes "Ah duuuuuude~ You're breakin' my heart! I mean, at these prices, I'm practically performing charity!";
else
mes "W-waaaait! You didn't let me tell you the part about how Red Potions help you lose and gain weight in all the right places! Waaaaait!";
@ -288,12 +288,12 @@ OnTouch:
mes "^333333Now I gotta find some other sucker to dump this junk on!^000000 *Ahem* I mean, come again!";
close;
}
set zeny,zeny-.@Red_potion_hap;
set Zeny, Zeny-.@Red_potion_hap;
getitem 501,.@input; //Red_Potion
break;
case 2:
mes "[Suspicious Guy]";
if (sex) {
if (Sex) {
mes "What would a strong guy like you want a knife for? Those will just break under the force of your incredibly powerful swings!";
next;
mes "[Suspicious Guy]";
@ -353,12 +353,12 @@ OnTouch:
mes "When the greatest deal in your life is right before your eyes?! Tragic, truly tragic...";
close;
}
set zeny,zeny-.@Main_gauche_hap;
set Zeny, Zeny-.@Main_gauche_hap;
getitem 1207,.@input; //Main_Gauche
break;
case 3:
mes "[Suspicious Guy]";
if (sex)
if (Sex)
mes "A Manteau? That's old news! You know what's the latest in protective armors?";
else
mes "Now why would such a beautiful woman wear something out of style? You know what would make you look even better?";
@ -399,13 +399,13 @@ OnTouch:
break;
}
set .@Hood__hap,.@input * 930;
if (zeny < .@Hood__hap) {
if (Zeny < .@Hood__hap) {
mes "[Suspicious Guy]";
mes "Oh nuts...";
mes "Short on zeny, eh?";
close;
}
set zeny,zeny-.@Hood__hap;
set Zeny, Zeny-.@Hood__hap;
getitem 2501,.@input; //Hood
break;
case 4:
@ -460,7 +460,7 @@ geffen_in,22,125,1 script Crumpler 52,{
mes "[Crumpler]";
mes "Ooooooooh";
mes "crraaaap!";
Emotion e_gasp;
emotion e_gasp;
next;
mes "[Crumpler]";
mes "Help meeeee!";
@ -498,7 +498,7 @@ geffen_in,22,125,1 script Crumpler 52,{
mes "[Crumpler]";
mes "A...";
mes "Sage?";
Emotion e_What;
emotion e_what;
next;
mes "[Crumpler]";
mes "I don't know what that is. But I guess it can't be half as bad as a Mage.";
@ -612,7 +612,7 @@ geffen_in,27,134,5 script Waitress#elen 91,{
mes "I hear there's this person somewhere in Rune-Midgard...";
next;
mes "[Elenore]";
if (sex)
if (Sex)
mes "Tell me, have you ever heard of "+strcharinfo(0)+"? He's supposed to be the suavest hero around!";
else
mes "Have you ever heard of "+strcharinfo(0)+"? People say she's one of the prettiest girls in all of Rune-Midgard!";
@ -652,7 +652,7 @@ geffen_in,27,134,5 script Waitress#elen 91,{
mes "^990000Hey you sex crazed bastard!! Stop looking at my daughter like that before I rip out your eyes, and eat them with pasta!^000000";
next;
mes "["+strcharinfo(0)+"]";
if (sex) {
if (Sex) {
mes "Huh...?";
mes "C-come again?";
next;
@ -768,7 +768,7 @@ geffen_in,70,67,3 script Waitress#elise 90,{
mes "^990000Stay away from my daughter, or I'll beat your brains out, punk! Elisa's gonna marry a doctor! Or a lawyer!^000000";
next;
mes "["+strcharinfo(0)+"]";
if (sex) {
if (Sex) {
mes "Y-y-y-yes, sir!";
next;
mes "^3355FFThat was scary...!";
@ -1039,7 +1039,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
break;
case 3:
mes "Um...";
if (sex)
if (Sex)
mes "The girl that you";
else
mes "The boy that you";
@ -1056,8 +1056,8 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "[Psychic Advisor]";
mes "You didn't let me finish my sentence. What I meant to say was...";
next;
mes "[Psychic Advisor]" ;
if (sex)
mes "[Psychic Advisor]";
if (Sex)
mes "The girl that you";
else
mes "The boy that you";
@ -1076,7 +1076,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "Sometimes, I get the future and the present mixed up. You know, since I'm always looking into the future...?";
next;
mes "[Psychic Advisor]";
if (sex) {
if (Sex) {
mes "What I meant to say was";
mes "^3355FFyou and the perfect woman will soon fall in love^000000. Yes, that's what I meant!";
}

View File

@ -11,7 +11,7 @@
//= Kunlun Town Script
//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= Moved Lost Knife mini-quest to quest file.
//= Moved Lost Knife mini-quest to quest file.
//= 1.6 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
@ -102,7 +102,7 @@
mes "[Wa Bai Hu]";
mes "Thank you, let me guide you there immediately.";
close2;
set zeny,zeny-10000;
set Zeny, Zeny-10000;
warp "gon_fild01",258,82;
end;
}

View File

@ -14,13 +14,13 @@
//= Plus no one knows what the NPCs are talking right now :/ [Poki#3]
//= Note: Not all the sprites were correct :P [erKURITA]
//= 1.0 Added the first shop, firecrackers. Thanks RockmanEXE for the info [erKURITA]
//= Added more missing npc, but again, only locations and temp names =/ [erKURITA]
//= Started the basis of Poring Track. [erKURITA]
//= Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
//= Special thanks to RockmanEXE who provided all necesary info =3
//= Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
//= Added more missing npc, but again, only locations and temp names =/ [erKURITA]
//= Started the basis of Poring Track. [erKURITA]
//= Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
//= Special thanks to RockmanEXE who provided all necesary info =3
//= Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
//= 1.1 Commented out the whole list of dummy npcs. They're there for nothing anyway,
//= just using up memory. [erKURITA]
//= just using up memory. [erKURITA]
//= 1.2 Added a few NPCs scripted by Munin and fixed up format a little [Playtester]
//= 1.3 Moved some quests-related NPCs to proper file. [SinSloth]
//= 1.4 Optimized the Party Supplies Shop [DZeroX]

View File

@ -16,19 +16,19 @@
//= 1.2 Fixed a lot of typos [Nexon]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Added a Jawaii related npc. 1.4a Fixed a small bug to
//= the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
//= the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
//= 1.5 Replaced iz_move_alberta with MISC_QUEST & 16 [Lupus]
//= 1.6 Removed Duplicates [Silent]
//= 1.7 Split quest to quests/quests_izlude.txt [Evera]
//= 1.71 Optimized. Also thanks to CAHTEXHuK [Lupus]
//= 1.72 Small bugfix [Paradox924X]
//= 1.8 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
//= Removed Honeymoon Helper, as she is a Jawaii NPC.
//= Moved Signs to the msg_boards file.
//= Removed Honeymoon Helper, as she is a Jawaii NPC.
//= Moved Signs to the msg_boards file.
//= 1.8a Made Red/Cebalis as a single NPC + duplicate [Lupus]
//= 1.9 Fixed a small problem with Dega. (Ne default case) [L0ne_W0lf]
//= Re-added NPC dialog for Cebalis. The dialog differs
//= (even if slightly,) after the five or so lines.
//= Re-added NPC dialog for Cebalis. The dialog differs
//= (even if slightly,) after the five or so lines.
//= 1.9a A part of Kylick's dialogue is Pre-Renewal only. [Euphy]
//============================================================

View File

@ -27,9 +27,9 @@
//= 2.02 Fixed Classic Suite NPC warping directly above a warp [Evera]
//= 3.0 Rescripted to Aegis 10.3 standard. Contains all Jawaii-related NPCs. [L0ne_W0lf]
//= 3.1 Fixed bugs with getpartnerid() (it never returns 1), fixed some conditons,
//= replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
//= replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
//= 3.2 Reverted ispartneron() BACK to getpartnerid(). [L0ne_W0lf]
//= None of the NPCs need the player's partner to be online.
//= None of the NPCs need the player's partner to be online.
//= 3.3 Just a small fix up on the Bartender. [L0ne_W0lf]
//= 3.3a Just a little typo error. [Samuray22]
//= 3.4 Added missing checkweights. [L0ne_W0lf]
@ -241,13 +241,13 @@ jawaii,141,200,3 script Employee#sroom 798,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Alowa]";
if (zeny > 999) {
if (Zeny > 999) {
mes "T-Thank you ssso much!";
mes "L-Let open the room door";
mes "ffffor you. Thank y-you.";
mes "Ha-have a good time.";
close2;
set zeny,zeny-1000;
set Zeny, Zeny-1000;
warp "jawaii_in",116,64;
end;
}
@ -260,7 +260,7 @@ jawaii,141,200,3 script Employee#sroom 798,{
mes "[Alowa]";
mes "^666666*Sniff*^000000";
mes "B-but I promise th-that this room is the nicest and cl-cleanest room! P-Please! C-come back!";
Emotion e_sob;
emotion e_sob;
close;
}
@ -288,7 +288,7 @@ jawaii,108,199,5 script Employee#antroom 74,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Pine Oran]";
if (zeny > 999) {
if (Zeny > 999) {
mes "Thank you";
mes "for using";
mes "our services.";
@ -296,7 +296,7 @@ jawaii,108,199,5 script Employee#antroom 74,{
mes "Make yourself";
mes "comfortable.";
close2;
set zeny,zeny-1000;
set Zeny, Zeny-1000;
warp "jawaii_in",129,110;
end;
}
@ -323,11 +323,11 @@ jawaii,107,189,5 script Employee#horoom 93,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Sharkie Rania]";
if (zeny > 999) {
if (Zeny > 999) {
mes "Eh, alright.";
mes "Let's get going.";
close2;
set zeny,zeny-1000;
set Zeny, Zeny-1000;
warp "jawaii_in",86,117;
end;
}
@ -366,11 +366,11 @@ jawaii,112,173,7 script Employee#villroom 93,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Larks Rania]";
if (zeny > 999) {
if (Zeny > 999) {
mes "Thank you~";
mes "Enjoy your stay.";
close2;
set zeny,zeny-1000;
set Zeny, Zeny-1000;
warp "jawaii_in",87,75;
end;
}
@ -414,8 +414,8 @@ jawaii,214,168,5 script Honeymoon Helper#Jawaii 71,{
next;
if (select("I shall buy it.:No, thanks.") == 1) {
mes "[Helper]";
if (zeny > 49999) {
set zeny,zeny-50000;
if (Zeny > 49999) {
set Zeny, Zeny-50000;
getitem 681,1; //Memory_Of_Wedding
mes "Thank you very much~!";
mes "Please remember, you";
@ -457,10 +457,10 @@ jawaii_in,25,94,0 script Employee#jaw1 724,{
close;
OnWelcome:
Emotion e_kis;
emotion e_kis;
end;
OnSolo:
Emotion e_omg;
emotion e_omg;
end;
}
@ -487,10 +487,10 @@ jawaii_in,25,96,0 script Employee#jaw2 724,{
close;
OnWelcome:
Emotion e_kis;
emotion e_kis;
end;
OnSolo:
Emotion e_omg;
emotion e_omg;
end;
}
@ -503,7 +503,7 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
mes "Oh~";
mes "Look at you...";
mes "You look perfect";
if (sex)
if (Sex)
mes "for your wife~";
else
mes "with your husband~";
@ -517,7 +517,7 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
mes "Hmm...?";
mes "You don't look like";
mes "you're married, are you?";
if (sex) {
if (Sex) {
next;
mes "[Employee Buffy]";
mes "I'm pretty good";
@ -531,10 +531,10 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
close;
OnWelcome:
Emotion e_kis;
emotion e_kis;
end;
OnSolo:
Emotion e_omg;
emotion e_omg;
end;
}
@ -570,10 +570,10 @@ jawaii_in,25,100,0 script Employee#jaw4 724,{
close;
OnWelcome:
Emotion e_kis;
emotion e_kis;
end;
OnSolo:
Emotion e_omg;
emotion e_omg;
end;
}
@ -603,10 +603,10 @@ jawaii_in,30,94,4 script Employee#jaw5 724,{
close;
OnWelcome:
Emotion e_kis;
emotion e_kis;
end;
OnSolo:
Emotion e_omg;
emotion e_omg;
end;
}
@ -628,10 +628,10 @@ jawaii_in,30,96,4 script Employee#jaw6 724,{
close;
OnWelcome:
Emotion e_kis;
emotion e_kis;
end;
OnSolo:
Emotion e_omg;
emotion e_omg;
end;
}
@ -662,10 +662,10 @@ jawaii_in,30,98,4 script Employee#jaw7 724,{
close;
OnWelcome:
Emotion e_kis;
emotion e_kis;
end;
OnSolo:
Emotion e_omg;
emotion e_omg;
end;
}
@ -686,10 +686,10 @@ jawaii_in,30,100,4 script Employee#jaw8 724,{
close;
OnWelcome:
Emotion e_kis;
emotion e_kis;
end;
OnSolo:
Emotion e_omg;
emotion e_omg;
end;
}
@ -727,7 +727,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
mes "[Waitress]";
mes "Hello,";
mes "how can I help you?";
Emotion e_kis;
emotion e_kis;
next;
switch(select("Give me food.:Bring me drink.:Where's the bar?")) {
case 1:
@ -738,8 +738,8 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
next;
if (select("Yes.:Wha--! It's too expensive!") == 1) {
mes "[Waitress]";
if (zeny > 999) {
set zeny,zeny-1000;
if (Zeny > 999) {
set Zeny, Zeny-1000;
getitem 517,1; //Meat
mes "There you go~";
mes "Enjoy your meal~!";
@ -764,8 +764,8 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
next;
if (select("Yes.:Wha--! It's too expensive!") == 1) {
mes "[Waitress]";
if (zeny > 999) {
set zeny,zeny-1000;
if (Zeny > 999) {
set Zeny, Zeny-1000;
getitem 503,1; //Yelow_Potion
mes "There you go~";
mes "Enjoy your meal~!";
@ -789,7 +789,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
close;
}
}
Emotion e_omg;
emotion e_omg;
mes "[Waitress]";
mes "Hey, hey...!";
mes "I have no idea";
@ -838,7 +838,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
mes "What would you";
mes "like to drink?";
next;
if (zeny < 99) {
if (Zeny < 99) {
set .@r_jaw,rand(1,100);
mes "[Bartender]";
if (.@r_jaw > 29) {
@ -897,7 +897,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
percentheal -100,0;
end;
}
if (zeny > 99) set zeny,zeny-100;
if (Zeny > 99) set Zeny, Zeny-100;
switch(rand(4)) {
case 1:
mes "[Bartender]";
@ -1107,7 +1107,7 @@ S_KillChar:
percentheal -100,0;
end;
}
if (zeny > 99) set zeny,zeny-100;
if (Zeny > 99) set Zeny, Zeny-100;
set .@roof_jaw,.@roof_jaw+getarg(0);
mes "[Bartender]";
mes "There you go.";
@ -1118,7 +1118,7 @@ S_KillChar:
jawaii_in,43,115,0 script Customer#jaw_1 97,{
if (!getpartnerid()) {
if (zeny > 99) {
if (Zeny > 99) {
mes "[Buchi]";
mes "Grrrr...";
mes "Damn! I don't";
@ -1176,7 +1176,7 @@ jawaii_in,41,106,3 script Customer#Cage 98,{
mes "After all, everyone knows marriage is a sham for desperate, lonely people!";
next;
mes "[Cage]";
if (sex) {
if (Sex) {
mes "I don't trust anybody!";
mes "You're a fool for chaining";
mes "yourself to some gorgeous";
@ -1359,7 +1359,7 @@ prt_in,173,13,4 script Customer#SoloHan 86,{
mes "...Wha!?";
mes "Oh man!";
mes "Get outta my face!";
if (sex) {
if (Sex) {
mes "You smell like,";
mes "whupped boyfriend";
mes "or something!";
@ -1432,8 +1432,8 @@ prt_in,170,14,0 script Customer#Bachewcca 89,{
mes "Unfortunately, singles are not allowed on the island. Why don't you go forget your loneliness in the Prontera pub?";
close;
}
else if (zeny > 99999) {
set zeny,zeny-100000;
else if (Zeny > 99999) {
set Zeny, Zeny-100000;
mes "Bon Voyage...!!";
mes "Let me guide";
mes "you to 'Jawaii!'";

View File

@ -22,19 +22,19 @@
//= 1.0a added constants to emotions, minor optimization [Lupus]
//= 1.0b npcid fix [KarLaeda]
//= 1.1 Added new NPC by $ephiroth and merged other NPCs
//= from npc\other\lighthalzen_???.txt [Lupus]
//= from npc\other\lighthalzen_???.txt [Lupus]
//= 1.2 Moved some NPCs to Lighthalzen quests. [SinSloth]
//= 1.3 Moved some other NPCs for quests purposes. [SinSloth]
//= 1.3 Moved some other NPCs for quests purposes. [SinSloth]
//= 1.4 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.6 Massive NPC clean up, includes corrected dialogs and [L0ne_W0lf]
//= added missing dialogs, fixed indentation, corrected some NPC
//= facing positions, NPC names are more unique now. Removed
//= whitespace (empty lines after header and before end curly)
//= reduced usage of the command "goto", grammatical corrections.
//= Added additional missing NPCs.
//= added missing dialogs, fixed indentation, corrected some NPC
//= facing positions, NPC names are more unique now. Removed
//= whitespace (empty lines after header and before end curly)
//= reduced usage of the command "goto", grammatical corrections.
//= Added additional missing NPCs.
//= 1.7 Removed Auciton Staff as the offical auction file has been added. [L0ne_W0lf]
//= Corrected Lucius so he checks the donation variable. (bugreport:1103) [L0ne_W0lf]
//= Corrected Lucius so he checks the donation variable. (bugreport:1103) [L0ne_W0lf]
//= 1.7a Another fix to Lucius. (bugreport:1118) [L0ne_W0lf]
//= 1.7b Another fix to Lucius (trivial). (bugreport:1125)
//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
@ -595,7 +595,7 @@ lighthalzen,182,102,3 script Lucius#zen5 866,{
mes "as much as you possibly can...";
close;
}
set zeny,zeny-.@input;
set Zeny, Zeny-.@input;
set $donatedzeny,$donatedzeny + .@input;
mes "[Lucius]";
mes "So far, I've received";
@ -1052,7 +1052,7 @@ OnTouch:
mes "[" + strcharinfo(0) + "]";
mes "Here you go,";
mes "take this.";
set zeny,zeny-50;
set Zeny, Zeny-50;
next;
mes "[Beggar]";
mes "Thank you so much.";

View File

@ -72,7 +72,7 @@
mes "Ready!";
mes "Have fun!";
close2;
set zeny,zeny-10000;
set Zeny, Zeny-10000;
warp "lou_fild01",190,101;
end;
}
@ -294,7 +294,7 @@ lou_in01,25,23,5 script Friendly Looking Lady#lo 817,{
mes "We are trying to provide you with the best of service. Please";
mes "come again.";
next;
set zeny,zeny-500;
set Zeny, Zeny-500;
warp "lou_in01",17,19;
end;
case 3:
@ -329,18 +329,18 @@ louyang,84,254,0 script Exit#lou 111,{
// Old changelog
//============================================================
//= Originally made for Vidar
//= 1.2 - Added official warp NPC's
//= 1.3 - Fixed gramatical errors. (Like wtf's with the weird
// texts celest? xD)
//= 2.0 - Completely rewrote the current scripts based on iRO.
// Added the 'Shouting Quest' and the 'Medicine Quest'
//= 1.2 Added official warp NPC's
//= 1.3 Fixed gramatical errors. (Like wtf's with the weird
//= texts celest? xD)
//= 2.0 Completely rewrote the current scripts based on iRO.
//= Added the 'Shouting Quest' and the 'Medicine Quest'
//= 2.1 Optimized, made quest vars unique [Lupus]
//= 2.1a minor fix, 2.1b Fixed Typos [Nexon]
//= 2.2 Fixed exploits [Lupus]
//= 2.2a Updated the color codes a little and fixed the shouting quest
//= to broadcast green text.
//= to broadcast green text.
//= 2.2b A small fix to the shout quest npc in louyang field not warping you
//= back up to the tower if you died or teleported out of there. [MasterOfMuppets]
//= back up to the tower if you died or teleported out of there. [MasterOfMuppets]
//= 2.3 A small fix, the code is so messy I can't believe I scripted it >.< [MasterOfMuppets]
//= 2.4 Implemented a few more npcs, thanks to Prometheus for them. [MasterOfMuppets]
//= 2.5 Implemented the Poison King quest, beware of potential bugs. [MasterOfMuppets]

View File

@ -1,7 +1,7 @@
//===== rAthena Script =======================================
//= Lutie Town
//===== By: ==================================================
//= rAthena dev team
//= rAthena Dev Team
//===== Current Version: =====================================
//= 1.7
//===== Compatible With: =====================================
@ -10,7 +10,7 @@
//= Lutie - City NPCs
//===== Additional Comments: =================================
//= 1.1 Edited some text and updated/enabled some triggers
//= for the quest.[kobra_k88]
//= for the quest.[kobra_k88]
//= 1.2 Fixed exploit. Checked for Bard Job Quest compatibility [Lupus]
//= 1.3 Fixed typos [Nexon]
//= 1.4 Fixed exploit [Lupus]
@ -29,42 +29,42 @@ aldebaran,223,222,4 script Mr. Claus 718,{
mes "and Christmas cheer!";
next;
switch(select("Info about Lutie:Move to 'Lutie':Cancel")) {
case 1:
mes "[Mr. Claus]";
mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
next;
mes "[Mr. Claus]";
mes "Ho Ho Ho~";
mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
next;
mes "[Mr. Claus]";
mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
close;
case 2:
mes "[Mr. Claus]";
mes "Ho Ho Ho~";
mes "The only way to get to Lutie is here in Al de Baran!";
next;
mes "[Mr. Claus]";
mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
next;
mes "[Mr. Claus]";
mes "Ho Ho Ho~";
mes "Well, are you ready?";
mes "Have a nice trip!";
mes "Meeeeerry Christmas!";
close2;
warp "xmas_fild01",78,68;
end;
case 3:
mes "[Mr. Claus]";
mes "Ho Ho Ho~";
mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
next;
mes "[Mr. Claus]";
mes "Ho ho hooooo!!";
mes "Haaaaappy Holidays!";
close;
case 1:
mes "[Mr. Claus]";
mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
next;
mes "[Mr. Claus]";
mes "Ho Ho Ho~";
mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
next;
mes "[Mr. Claus]";
mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
close;
case 2:
mes "[Mr. Claus]";
mes "Ho Ho Ho~";
mes "The only way to get to Lutie is here in Al de Baran!";
next;
mes "[Mr. Claus]";
mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
next;
mes "[Mr. Claus]";
mes "Ho Ho Ho~";
mes "Well, are you ready?";
mes "Have a nice trip!";
mes "Meeeeerry Christmas!";
close2;
warp "xmas_fild01",78,68;
end;
case 3:
mes "[Mr. Claus]";
mes "Ho Ho Ho~";
mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
next;
mes "[Mr. Claus]";
mes "Ho ho hooooo!!";
mes "Haaaaappy Holidays!";
close;
}
}
@ -92,7 +92,7 @@ xmas_in,100,96,4 script Santa Claus 718,{
}
xmas_in,167,173,4 script Duffle 711,{
if(xmas_npc == 1) {
if (xmas_npc == 1) {
mes "[Duffle]";
mes "Merry Christmas!";
mes "Welcome to Lutie!";
@ -152,7 +152,7 @@ xmas_in,167,173,4 script Duffle 711,{
}
xmas_in,27,103,4 script Lenient Aunt 701,{
switch (xmas_npc) {
switch (xmas_npc) {
case 5:
mes "[Thachentze]";
mes "Hmm? The Hairy guy";
@ -277,7 +277,7 @@ switch (xmas_npc) {
// Lutie
//============================================================
xmas,117,304,4 script Poze 713,{
if(xmas_npc == 3 || xmas_npc == 4) {
if (xmas_npc == 3 || xmas_npc == 4) {
mes "[Poze]";
mes "You've gone to";
mes "^3355FFSnowysnow^000000 and he";
@ -300,7 +300,7 @@ xmas,117,304,4 script Poze 713,{
mes "But that's pretty much all I know. For the actual details, you should ask ^3355FFUncle Hairy Cantata^000000.";
set xmas_npc,4;
close;
}else{
} else {
mes "[Poze]";
mes "Welcome to Lutie,";
mes "the town which blesses";
@ -321,13 +321,13 @@ xmas,117,304,4 script Poze 713,{
}
xmas,176,236,4 script Uncle Hairy 712,{
if(xmas_npc == 4) {
if(countitem(1024) > 0 && countitem(938) > 0) {
if (xmas_npc == 4) {
if (countitem(1024) > 0 && countitem(938) > 0) {
mes "[Cantata]";
mes "Oh? Y-y-you've got the stuff? Goooooooood. It's been so long since I've been able to have some of this... G-give it to me!";
next;
delitem 1024,1; // Chinese_Ink
delitem 938,1; // Sticky_Mucus
delitem 1024,1; // Chinese_Ink
delitem 938,1; // Sticky_Mucus
mes "^3355FFYou quickly handed him the Squid Ink and Sticky Mucus and watched with a little disgust as he relished the flavor.^000000";
next;
mes "[Cantata]";
@ -385,7 +385,7 @@ xmas,176,236,4 script Uncle Hairy 712,{
mes "^3355FFThachentze^000000, that lovely pickle maker, knows more about it. So if you're curious, you should go talk to her. Alrighty then, Merry Christmas!";
set xmas_npc,5;
close;
}else{
} else {
mes "[Cantata]";
mes "Oh yeah? Heard about me from Poze, did you? Haw haw haw! Yeah, I know a little bit about Snowysnow. In fact, I may even be his weak point, since...";
next;
@ -461,7 +461,9 @@ xmas,134,112,4 script Snowman 710,{
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you loose some weight. -";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
}
cutin "rutie_snownow03.bmp",2;
mes "[Snowysnow]";
@ -507,8 +509,10 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "So will you be my friend? If you do, I'll be your friend too~";
close2; cutin "",255; end;
}else{
close2;
cutin "",255;
end;
} else {
switch(xmas_npc) {
case 2:
cutin "rutie_snownow01.bmp",2;
@ -537,7 +541,9 @@ xmas,134,112,4 script Snowman 710,{
mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
mes "^3355FFfixated on Poze's memento.^000000";
set xmas_npc,3;
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 3:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@ -545,7 +551,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
mes "^3355FFfixated on Poze's memento.^000000";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 4:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@ -565,7 +573,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "But I know that's because she likes him a whole whole lot! Hee hee hee!";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 5:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@ -579,7 +589,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "Of course, he still enjoys drinking strange things. They say it's a miracle that he doesn't have a tummyache. Hee hee~! Oh, I love that guy!";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 6:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@ -595,14 +607,18 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "I like her cooking because it's soooo delicious! Sometimes, she gives me grape syrup on snow flakes. Anyway, please deliver that salt for me, buddy~!";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 7:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
mes "'^3355FFThe roughest";
mes "salt in the world^000000...'";
mes "Wow. Now, that's rough! Aunt Tachentze is always making pickles, so she sure could use it soon!";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 8:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@ -610,7 +626,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "He's always trying his best to make those two orphans laugh and forget their troubles...";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 9:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@ -620,7 +638,9 @@ xmas,134,112,4 script Snowman 710,{
mes "[Snowysnow]";
mes "I'm sure of it!";
mes "Hee hee hee~!";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 10:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@ -642,7 +662,7 @@ xmas,134,112,4 script Snowman 710,{
switch(.@snownow) {
case 1:
set xmas_npc,11;
getitem 529,5; // Candy
getitem 529,5; // Candy
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Wow~!";
@ -651,7 +671,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 2:
set xmas_npc,11;
getitem 529,10; // Candy
getitem 529,10; // Candy
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Ooh~!";
@ -659,7 +679,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 3:
set xmas_npc,11;
getitem 530,5; // Candy_Striper
getitem 530,5; // Candy_Striper
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Hoooraaaay~!";
@ -667,7 +687,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 4:
set xmas_npc,11;
getitem 530,10; // Candy_Striper
getitem 530,10; // Candy_Striper
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Wow, that's so great!";
@ -675,7 +695,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 5:
set xmas_npc,11;
getitem 539,1; // Piece_Of_Cake
getitem 539,1; // Piece_Of_Cake
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Aren't you lucky!";
@ -683,7 +703,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 6:
set xmas_npc,11;
getitem 539,2; // Piece_Of_Cake
getitem 539,2; // Piece_Of_Cake
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Now, isn't that nice?";
@ -691,7 +711,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 7:
set xmas_npc,11;
getitem 538,5; // Well_Baked_Cookie
getitem 538,5; // Well_Baked_Cookie
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Oh woooooow~!";
@ -699,7 +719,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 8:
set xmas_npc,11;
getitem 538,10; // Well_Baked_Cookie
getitem 538,10; // Well_Baked_Cookie
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "*Gasp!* Ooh~";
@ -709,7 +729,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "My dear friend, please visit me from time to time, so that we can chitchat, okay? See you soon! And Merry Christmas!";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 11:
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
@ -717,7 +739,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "You're always welcome in Lutie, especially by me, Snowysnow! Happy Kwanza, Happy Hannukah and Merry Christmas~!";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
}
}
case 2:
@ -731,14 +755,18 @@ xmas,134,112,4 script Snowman 710,{
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
mes "Isn't that soooo exciting?! *Sigh* Even if it is a dungeon, I would like to go inside just to look. If only I was a real boy, or even had legs...";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
case 3:
cutin "rutie_snownow03.bmp",2;
mes "[Snowysnow]";
mes "Bye bye, friend~!";
mes "Thank you for listening me~";
mes "I'll see you again, someday! You'll always be in my heart~";
close2; cutin "",255; end;
close2;
cutin "",255;
end;
}
}
@ -787,7 +815,7 @@ xmas,146,136,4 script Hashokii 715,{
mes "Why don't you go meet those 2 children? They might tell you the story we've never got the chance to hear. Okay then, good luck~! Bye bye!";
set xmas_npc,9;
close;
}else{
} else {
mes "[Hashokii]";
mes "Ah... ^3355FFSnowysnow^000000?";
mes "Of course I know him! Anyone who doesn't know Snowysnow is a total stranger around here! Sometimes, he and I share a nice chat...";
@ -827,7 +855,7 @@ xmas,206,168,4 script Little Boy 706,{
mes "He's a nice snowman!";
mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!";
close;
}else{
} else {
mes "[Charu Charu]";
mes "Merry Merry Christmas!";
mes "Heheheheheh~!";
@ -898,7 +926,7 @@ xmas,208,168,4 script Little Girl 703,{
mes "More than anybody else, you know the most about Snowysnow! Please talk to Mr.Snowysnow, he'll be happy to know you care about him. Merry Christmas!";
close;
}
}else{
} else {
mes "[Marcell]";
mes "Merry Christmas~!";
next;

View File

@ -723,8 +723,8 @@ morocc_in,166,76,3 script Bartender#02 46,{
next;
switch(select("Tropical Sograt:Vemillion the Beach:Nothing.")) {
case 1:
if (zeny >= 1000 ) {
set zeny,zeny-1000;
if (Zeny >= 1000 ) {
set Zeny, Zeny-1000;
getitem 12112,1;
mes "[Bartender]";
mes "Here you go.";
@ -734,8 +734,8 @@ morocc_in,166,76,3 script Bartender#02 46,{
}
break;
case 2:
if (zeny >= 1000 ) {
set zeny,zeny-1000;
if (Zeny >= 1000 ) {
set Zeny, Zeny-1000;
getitem 12113,1;
mes "[Bartender]";
mes "Here you go.";

View File

@ -14,7 +14,7 @@
//= 1.2 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
// Moscovia Transportation
// Moscovia Transportation :: mosk_trans
//============================================================
- script ::PR_Officer_moscovia -1,{
mes "[Moscovia P.R. Officer]";
@ -75,7 +75,7 @@
mes "to go to Moscovia";
mes "Thank you.";
close;
}else{
} else {
mes "[Moscovia P.R. Officer]";
mes "Ok then, we're leaving now.";
close2;
@ -116,7 +116,8 @@ moscovia,166,53,4 script Moscovia P.R. Officer#2 960,{
end;
}
// Generic Moscovia NPCs
// Moscovia Palace :: mos_swan
//============================================================
moscovia,253,166,4 script Soldier#mosk1 966,{
mes "[Soldier]";
@ -126,14 +127,11 @@ moscovia,253,166,4 script Soldier#mosk1 966,{
close;
}
// Moscovia Palace
//============================================================
- script Soldier#mosk::MoscSoldier 966,{
mes "[Soldier]";
mes "Please be silent or the Csar will be angry.";
close;
}
mosk_in,118,66,5 duplicate(MoscSoldier) Soldier#mosk02 966
mosk_in,133,110,3 duplicate(MoscSoldier) Soldier#mosk03 966
mosk_in,133,73,3 duplicate(MoscSoldier) Soldier#mosk04 966

View File

@ -11,10 +11,10 @@
//===== Description: =========================================
//= Official NPC's for Niflheim
//= 1.01 Splitted file(guides, shops). Fixed rand() bugs,
//= missing labels bugs, optimization [Lupus]
//= missing labels bugs, optimization [Lupus]
//= 1.03 fixed end; -> close;
//= 1.04-1.05 fixed several bugs with missing CLOSE button, wrong var name
//= in Piano Keys quest
//= in Piano Keys quest
//= fixed zeny/item, exploit in Sairin, some optimizations [Lupus]
//= 1.06 some typos in some variables fixed (thx 2 Dr.Evil) [Lupus]
//= 1.07 Fixed typos [Nexon]
@ -24,7 +24,7 @@
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Moved Book of Devil and Piano quest to quests/quests_niflheim.txt [Evera]
//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= Removed Cursed Spirits as they were custom.
//= Removed Cursed Spirits as they were custom.
//= 1.5 Added dummy "OnMyMobDead" event to Cursed Spirit. [L0ne_W0lf]
//============================================================

View File

@ -142,7 +142,7 @@ payon,249,156,1 script Woman#payon 66,{
mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000";
next;
mes "[Woman]";
if (sex == 1)
if (Sex == 1)
mes "Whoa~! I just noticed those arms of yours look pretty solid. You look pretty strong, guy. Just how many monsters have you killed?!";
else
mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm.";
@ -191,7 +191,7 @@ payon,246,158,5 script Woman#2payon 66,0,0,{
mes "of the people living in Payon by her behavior. She's the only loudmouth. I guess she's just too excited about what the fortune teller told her.";
next;
mes "[Jim's Mother]";
if (sex == 1) {
if (Sex == 1) {
mes "Ooh...!";
mes "You've got";
mes "such broad shoulders!";
@ -387,8 +387,8 @@ payon_in01,180,7,2 script Waitress#payon 90,{
mes "And lonely...";
next;
mes "[Pub Lady]";
if (sex == 1)
mes "Where I can find the right person, a hot and sexy hunk who can take me away from here? Um, hey mister, are you listening?";
if (Sex == 1)
mes "Where I can find the right person, a hot and Sexy hunk who can take me away from here? Um, hey mister, are you listening?";
else {
mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?";
mes "Um, hey lady, are";
@ -979,7 +979,7 @@ payon_in03,102,185,5 script Guard#payon 708,{
mes "Go back outside!";
close;
}
if (Baselevel > 30) {
if (BaseLevel > 30) {
mes "[Guard]";
mes "I'm sorry,";
mes "but you're";

View File

@ -475,7 +475,7 @@ prt_in,177,18,2 script Marvin#pront 80,{
mes "Whether it's schmoozing with a member of the opposite sex, or battling monsters, I gotta say, it's all about ^333399skills^000000.";
next;
mes "[Marvin]";
if (sex)
if (Sex)
mes "I can't help you much when it comes to the subject of talking to attractive women such as myself, but I can tell you a little more about skills that help in battle.";
else
mes "I don't really have any advice for skills when it comes to talking to a cute guy, but I can let you in on what I know about skills that help in battle.";

View File

@ -276,7 +276,7 @@ rachel,206,30,3 script Freya's Priest#play 920,{
mes "[Freya's Priest]";
mes "You!";
mes "Entertain me!";
Emotion e_ag;
emotion e_ag;
next;
if (select("What? You can't tell me what to do!:You got it.") == 1) {
mes "[Freya's Priest]";
@ -342,7 +342,7 @@ rachel,197,137,3 script Bard#aru 51,{
mes ".........";
mes ".........";
mes ".........";
Emotion e_sob;
emotion e_sob;
close;
}

View File

@ -460,7 +460,7 @@ OnTouch:
// ep13_spl_extra
spl_in01,172,225,3 script Wandering Poet#ep13 51,{
cutin "god_nelluad02",2;
mes "[Poet Nell]" ;
mes "[Poet Nell]";
mes "Hi~~ do you hear the beautiful music comeing from afar~?";
next;
select("Who are you?");
@ -540,7 +540,7 @@ spl_in01,172,225,3 script Wandering Poet#ep13 51,{
next;
mes "^4d4dff Alberich swears with the last of his breath, that his treasured ring will curse it's wearer till death.";
next;
mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy." ;
mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy.";
break;
}
break;
@ -559,7 +559,7 @@ spl_in01,172,225,3 script Wandering Poet#ep13 51,{
next;
mes "[Poet Nell]";
mes "Yes, I look quite common...";
mes "But I doubt we've ever met before." ;
mes "But I doubt we've ever met before.";
next;
cutin "god_nelluad01",255;
mes "- Nell seems embarrassed, then starts playing very complicated music -";

View File

@ -10,18 +10,18 @@
//- [Official Conversion]
//= Umbala Town Npcs
//===== Additional Comments: =================================
//= 1.0 - Done By jAthena (dunno Who)
//= 1.1 - Translated by Fusion Dev Team
//= 1.2 - Fixed Something by Muad Dib
//= 1.3 - Fixed up For eA by Darkchild
//= 1.4 - Fixed some wrong item names [Lupus]
//= 1.5 - Spell Checked [massdriller]
//= 1.6 - Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
//= 1.7 - Fixed bugs and exploits [Lupus]
//= 1.8 - Warps you to Niff with 1HP [Lance]
//= 1.9 - Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
//= 2.0 - Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
//= 2.1 - Updated to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.0 Done By jAthena (dunno Who)
//= 1.1 Translated by Fusion Dev Team
//= 1.2 Fixed Something by Muad Dib
//= 1.3 Fixed up For eA by Darkchild
//= 1.4 Fixed some wrong item names [Lupus]
//= 1.5 Spell Checked [massdriller]
//= 1.6 Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
//= 1.7 Fixed bugs and exploits [Lupus]
//= 1.8 Warps you to Niff with 1HP [Lance]
//= 1.9 Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
//= 2.0 Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
//= 2.1 Updated to Aegis 10.3 standards. [L0ne_W0lf]
//============================================================
comodo,170,137,7 script La Ed#um 84,{
@ -78,7 +78,7 @@ comodo,171,137,1 script Haith#um 92,{
next;
if (select("Pay 1,000 zeny:Refuse to pay") == 1) {
if (Zeny > 999) {
set zeny,zeny-1000;
set Zeny, Zeny-1000;
mes "[Haith]";
mes "Hahahaha! You the man!";
next;
@ -274,8 +274,8 @@ umbala,70,106,3 script Utan Kid#um 781,{
mes "Whoaaaa!!";
mes "You the man~!";
mes "Thank you so much, yay~!";
if (zeny > 1000) {
set zeny,zeny-1000;
if (Zeny > 1000) {
set Zeny, Zeny-1000;
if (checkweight(517,1)) {
getitem 517,1; //Meat
}
@ -335,8 +335,8 @@ umbala,70,106,3 script Utan Kid#um 781,{
mes "Umbaumbah!!";
mes "Um~bahumbah~ Um~baumbah~";
mes "Um~baumbah~ um~baumbah~";
if (zeny > 1000) {
set zeny,zeny-1000;
if (Zeny > 1000) {
set Zeny, Zeny-1000;
if (checkweight(517,1)) {
getitem 517,1; //Meat
}

View File

@ -18,7 +18,7 @@
//= 1.3.2 Started updating Juno NPCs based on iRO. 30% complete.
//= 1.3.3 Removed Noyee NPC (it's implemented in sleipnir_seal.txt)
//= 1.4 Updated to Aegis 10.3 standards. [L0ne_W0lf]
//= Added Juno Airship Representative.
//= Added Juno Airship Representative.
//= 1.4a Corrected a Typo error (bugreport:716) [Samuray22]
//= 1.5 Added Renewal coordinates for Payon and Izlude. [Euphy]
//= Split Soldier NPCs into Pre-RE/RE (sprite change).
@ -78,7 +78,7 @@ yuno,337,227,4 script Juno Granny#juno 103,{
mes "[Granny]";
mes "*Giggle*";
mes "There you go~";
set zeny,zeny-1000;
set Zeny, Zeny-1000;
getitem 529,1; //Candy
next;
mes "[Granny]";
@ -169,7 +169,7 @@ yuno,165,111,4 script Juno Sage#juno 123,,{
if (select("Choose ^FF3355Red Herb^000000:Choose ^3355FFBlue Herb^000000.") == 1) {
mes "[Le Morpheus]";
mes "As you have chosen, you will forget everything, and remain in this virtual reality.";
set zeny,zeny-5000;
set Zeny, Zeny-5000;
getitem 507,1; //Red_Herb
close2;
warp "prontera",182,206;
@ -177,7 +177,7 @@ yuno,165,111,4 script Juno Sage#juno 123,,{
}
mes "[Le Morpheus]";
mes "You will see the truth.";
set zeny,zeny-5000;
set Zeny, Zeny-5000;
getitem 510,1; //Blue_Herb
close2;
warp "pay_dun03",200,222;
@ -380,7 +380,7 @@ yuno,142,183,5 script Airship Representative 100,{
S_Warp:
if (Zeny >= 1800) {
set zeny,zeny-1800;
set Zeny, Zeny-1800;
warp getarg(0),getarg(1),getarg(2);
end;
}

View File

@ -1237,7 +1237,7 @@ bat_room,160,150,3 script Erundek 109,{
mes "[Erundek]";
mes "We have many items, so please take a look and purchase deliberately.";
close2;
Readbook 11010,1;
readbook 11010,1;
end;
case 5:
mes "[Erundek]";

View File

@ -364,7 +364,7 @@ OnBGStop:
end;
OnTimer24000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer25000:
@ -386,7 +386,7 @@ OnBGStop:
end;
OnTimer24000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer25000:

View File

@ -364,7 +364,7 @@ OnBGStop:
end;
OnTimer24000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer25000:
@ -386,7 +386,7 @@ OnBGStop:
end;
OnTimer24000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer25000:

View File

@ -35,9 +35,9 @@ OnEnterBG:
bat_c01,54,123,0 script #bat_c01a 111,{
end;
OnKvM01LightA: misceffect 54; end;
OnKvM01LightB: misceffect 55; end;
OnKvM01LightC: misceffect 56; end;
OnKvM01LightA: specialeffect EF_BEGINSPELL2; end;
OnKvM01LightB: specialeffect EF_BEGINSPELL3; end;
OnKvM01LightC: specialeffect EF_BEGINSPELL4; end;
}
bat_c01,56,125,0 duplicate(#bat_c01a) #bat_c01b 111

View File

@ -35,9 +35,9 @@ OnEnterBG:
bat_c02,54,123,0 script #bat_c02a 111,{
end;
OnKvM02LightA: misceffect 54; end;
OnKvM02LightB: misceffect 55; end;
OnKvM02LightC: misceffect 56; end;
OnKvM02LightA: specialeffect EF_BEGINSPELL2; end;
OnKvM02LightB: specialeffect EF_BEGINSPELL3; end;
OnKvM02LightC: specialeffect EF_BEGINSPELL4; end;
}
bat_c02,56,125,0 duplicate(#bat_c02a) #bat_c02b 111

View File

@ -35,9 +35,9 @@ OnEnterBG:
bat_c03,54,123,0 script #bat_c03a 111,{
end;
OnKvM03LightA: misceffect 54; end;
OnKvM03LightB: misceffect 55; end;
OnKvM03LightC: misceffect 56; end;
OnKvM03LightA: specialeffect EF_BEGINSPELL2; end;
OnKvM03LightB: specialeffect EF_BEGINSPELL3; end;
OnKvM03LightC: specialeffect EF_BEGINSPELL4; end;
}
bat_c03,56,125,0 duplicate(#bat_c03a) #bat_c03b 111

View File

@ -420,7 +420,7 @@ OnBGStop:
end;
OnTimer19000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer20000:
@ -442,7 +442,7 @@ OnBGStop:
end;
OnTimer24000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer25000:
@ -464,7 +464,7 @@ OnBGStop:
end;
OnTimer24000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer25000:

View File

@ -420,7 +420,7 @@ OnBGStop:
end;
OnTimer19000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer20000:
@ -442,7 +442,7 @@ OnBGStop:
end;
OnTimer24000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer25000:
@ -464,7 +464,7 @@ OnBGStop:
end;
OnTimer24000:
misceffect 83;
misceffect EF_SANCTUARY;
end;
OnTimer25000:

View File

@ -90,7 +90,7 @@ prt_in,28,73,4 script Wise Old Woman#eAcustom 78,{
}
mes "[Wise Old Woman]";
mes "Very well. I shall begin.";
set zeny,zeny - (.zenycost+(.@cardcount * .percardcost));
set Zeny, Zeny - (.zenycost+(.@cardcount * .percardcost));
delitem 1000,1;
delitem 715,1;

View File

@ -254,8 +254,8 @@ L_Nope:
Notime:
mes "^FF0000[Porter]^000000";
if(sex==0) mes "Sorry, ma'am, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary.";
if(sex==1) mes "Sorry, sir, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary.";
if(Sex==0) mes "Sorry, ma'am, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary.";
if(Sex==1) mes "Sorry, sir, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary.";
next;
menu "Yes, please.",Itin,"No thanks.",L_Nope;
close;
@ -365,8 +365,8 @@ Lnope:
Notime:
mes "^FF0000[Airplane Attendant]^000000";
if(sex==0) mes "Sorry, ma'am, but the plane currently isn't docked. Please wait.";
if(sex==1) mes "Sorry, sir, but the plane currently isn't docked. Please wait.";
if(Sex==0) mes "Sorry, ma'am, but the plane currently isn't docked. Please wait.";
if(Sex==1) mes "Sorry, sir, but the plane currently isn't docked. Please wait.";
close;
Nowhere:

View File

@ -50,7 +50,7 @@ L_NoIncomeToday:
if(@kafrabank<1000) goto L_LESS_1000;
if(@kafrabank>zeny) goto L_NOT_ENOUGH;
set zeny,zeny-@kafrabank;
set Zeny, Zeny-@kafrabank;
set #kafrabank,#kafrabank+@kafrabank;
mes"[Maniss]";
mes "You've made a deposit of ^135445" + @kafrabank + "z^000000.";
@ -69,7 +69,7 @@ M_WITHDRAW:
if(@kafrabank<1) goto B_EXIT2;
if(@kafrabank>#kafrabank) goto L_NOT_ENOUGH;
set #kafrabank,#kafrabank-@kafrabank;
set zeny,zeny+@kafrabank;
set Zeny, Zeny+@kafrabank;
mes"[Maniss]";
mes "Here is your ^135445" + @kafrabank + "z^000000, put your sign here...";
//we log these zeny operations into the log db

View File

@ -108,8 +108,8 @@ L_Buy:
mes "The Jackpot is ^FF0000" + $L_Prize_Money + "z^000000.";
next;
menu "Buy Ticket",-,"Cancel",L_Cancel;
if (zeny < $L_TicketPrice) goto L_NoZeny;
set zeny,zeny-$L_TicketPrice;
if (Zeny < $L_TicketPrice) goto L_NoZeny;
set Zeny, Zeny-$L_TicketPrice;
mes "[Lottery]";
mes "Would you like your numbers hand picked or computer generated?";
next;
@ -294,7 +294,7 @@ LWinBig:
mes "You have matched all six numbers!";
mes "Jackpot!";
mes "You've won ^0000FF" + $L_Prize_Money + "z^000000.";
set zeny,zeny+$L_Prize_Money;
set Zeny, Zeny+$L_Prize_Money;
Announce "Lottery: " + strcharinfo(0) + " has won the JACKPOT of " + $L_Prize_Money + "z!",8;
set #LID,0;
close;
@ -304,7 +304,7 @@ LWinSmall:
mes "[Lottery]";
mes "You have matched at least 4 numbers!";
mes "You've won ^0000FF" + $L_Prize_Money_Small + "z^000000.";
set zeny,zeny+$L_Prize_Money_Small;
set Zeny, Zeny+$L_Prize_Money_Small;
Announce "Lottery: " + strcharinfo(0) + " has won a prize of " + $L_Prize_Money_Small + "z!",8;
set #LID,0;
close;

View File

@ -394,19 +394,19 @@ OnTimer55000:
//Subfunction: Checks that the groom/bride is still wearing their stuff.
function SF_equip_check {
if (sex && getequipid(2) != 7170) {
if (Sex && getequipid(2) != 7170) {
mes "["+@name$+"]";
mes "Child, what did you do with your "+getitemname(7170)+"?";
emotion e_dots;
return 0;
}
if (sex == 0 && getequipid(2) != 2338) {
if (Sex == 0 && getequipid(2) != 2338) {
mes "["+@name$+"]";
mes "Child, you are supposed to wear a "+getitemname(2338)+" at all times during the ceremony...";
emotion e_dots;
return 0;
}
if (sex == 0 && $@wed_veil && getequipid(1) != 2206) {
if (Sex == 0 && $@wed_veil && getequipid(1) != 2206) {
mes "["+@name$+"]";
mes "Child, you can't take off your "+getitemname(2206)+" yet....";
emotion e_dots;
@ -489,7 +489,7 @@ function SF_Register {
mes "Very well, whom would you like to register as?";
next;
set @submenu, select("Groom","Bride","Cancel");
} else if (sex) { //Groom
} else if (Sex) { //Groom
mes "["+@name$+"]";
mes "Very well, will you register as the Groom?";
next;
@ -549,7 +549,7 @@ function SF_WedProgress {
mes "Tell your groom to register, what is taking so long? Time is running out.";
close;
}
if (($wed_groom_progress == 0) && (sex == 1 || $@wed_allow == 1)) {
if (($wed_groom_progress == 0) && (Sex == 1 || $@wed_allow == 1)) {
mes "["+@name$+"]";
mes $wed_bride$+" is waiting for the groom to register. Are you the one who came to register as groom?";
next;
@ -571,7 +571,7 @@ function SF_WedProgress {
}
}
if (($wed_bride_progress == 0) && (sex == 0 || $@wed_allow == 1)) {
if (($wed_bride_progress == 0) && (Sex == 0 || $@wed_allow == 1)) {
mes "["+@name$+"]";
mes $wed_groom$+" is waiting for the bride to register. Are you the one who came to register as the bride?";
next;
@ -687,7 +687,7 @@ function SF_TryRegister {
emotion e_gasp;
close;
}
if (sex)
if (Sex)
set @item, 7170;
else
set @item, 2338;
@ -697,7 +697,7 @@ function SF_TryRegister {
mes "You should be wearing a "+getitemname(@item)+" if you want to get married.";
close;
}
if (sex == 0 && $@wed_veil && getequipid(1) != 2206) {
if (Sex == 0 && $@wed_veil && getequipid(1) != 2206) {
mes "["+@name$+"]";
mes "Where is your "+getitemname(2206)+"? It's a necessary complement to your dress.";
close;
@ -723,13 +723,13 @@ function SF_TryRegister {
if (@bride) {
set $wed_bride_progress,1;
set $wed_bride$,strcharinfo(0);
set $wed_bride_sex, sex;
set $wed_bride_sex, Sex;
if ($@wedding_effect == 1) //Store account id for effect.
set $wedding_effect_id, getcharid(3);
} else {
set $wed_groom_progress,1;
set $wed_groom$,strcharinfo(0);
set $wed_groom_sex, sex;
set $wed_groom_sex, Sex;
if ($@wedding_effect == 2) //Store account id for effect.
set $wedding_effect_id, getcharid(3);
}

View File

@ -290,8 +290,8 @@ gon_test,52,103,6 script Monster Trainer 87,{
next;
menu "Yes",-,"No",L_Exit;
if (zeny < 1000) goto L_NoZeny;
set zeny,zeny-1000;
if (Zeny < 1000) goto L_NoZeny;
set Zeny, Zeny-1000;
set #monster,10;
mes "[Monster Trainer]";
mes "Congratulations!";
@ -329,7 +329,7 @@ L_Sell:
if (@sellexp > #monpoints) goto L_NoExp;
set #monpoints,#monpoints-@sellexp;
set @sellearn,100*@sellexp; // Price of exp
set zeny,zeny+@sellearn;
set Zeny, Zeny+@sellearn;
mes "[Monster Trainer]";
mes "You earned ^0000FF" + @sellearn + "^000000z.";
close;

View File

@ -88,7 +88,7 @@ OnCount3000:
announce "[1]",1;
end;
OnCount4000:
emotion 27;
emotion e_go;
specialeffect EF_CHIMTO;
announce "[GO!]",1;
set $@race,1;

View File

@ -18,8 +18,8 @@
sec_pri,36,58,1 script Chief Warder 105,{
mes "[Saddeus]";
emotion 1;
if(sex) {
emotion e_what;
if (Sex) {
mes "Mr. Prisoner #"+BaseLevel+JobLevel+",";
} else {
mes "Ms. Prisoner #"+BaseLevel+JobLevel+",";
@ -125,7 +125,7 @@ M_NO_THANKS:
mes "[Saddeus]";
if (rand(2)) mes "Is today X-Mas time, huh?";
mes "Now shut up and back off!";
if (rand(2)) emotion 23;
if (rand(2)) emotion e_omg;
close;
}

View File

@ -546,8 +546,10 @@ stampcard:
mes "Let me check what Towns you have.";
callfunc "QWS_TownStamps";
mes "You collected^00FF00 "+@Tstamp+" of "+@MaxTstamp+" ^000000Towns.";
if (@Tstamp == 15) mes "They say there is an island you can only get to when married...";
if (@Tstamp == 15) emotion 18;
if (@Tstamp == 15) {
mes "They say there is an island you can only get to when married...";
emotion e_heh;
}
next;
mes "Let me check what dungeons you have.";
callfunc "QWS_DungeonStamps";

View File

@ -26,12 +26,12 @@ cmd_in02,182,126,2 script Crazy Boris 85,{
WIN:
mes "Damnit, You Win!";
emotion 19;
emotion e_swt2;
next;
goto OPPPULL;
LOSE:
emotion 18;
emotion e_heh;
mes "Boorah! You Lose!";
next;
goto YOUPULL;
@ -43,9 +43,9 @@ PLAY:
ROCK:
if (@lastchoice == 1) set @opp,rand (1,3);
if (@opp == 1) emotion 11;
if (@opp == 2) emotion 10;
if (@opp == 3) emotion 12;
if (@opp == 1) emotion e_rock;
if (@opp == 2) emotion e_scissors;
if (@opp == 3) emotion paper;
set @lastchoice,1;
if (@opp == 1) goto SAME;
if (@opp == 2) goto WIN;
@ -53,9 +53,9 @@ ROCK:
SCISSORS:
if (@lastchoice == 2) set @opp,rand (1,2);
if (@opp == 1) emotion 11;
if (@opp == 2) emotion 10;
if (@opp == 3) emotion 12;
if (@opp == 1) emotion e_rock;
if (@opp == 2) emotion e_scissors;
if (@opp == 3) emotion paper;
set @lastchoice,2;
if (@opp == 1) goto LOSE;
if (@opp == 2) goto SAME;
@ -63,9 +63,9 @@ SCISSORS:
PAPER:
if (@lastchoice == 3) set @opp,rand (2,3);
if (@opp == 1) emotion 11;
if (@opp == 2) emotion 10;
if (@opp == 3) emotion 12;
if (@opp == 1) emotion e_rock;
if (@opp == 2) emotion e_scissors;
if (@opp == 3) emotion paper;
set @lastchoice,3;
if (@opp == 1) goto WIN;
if (@opp == 2) goto LOSE;
@ -185,21 +185,21 @@ SIXa:
if (@pull != 1) goto SAFE;
SAFE:
emotion 32;
emotion e_pif;
mes "*^0000FFClick^000000* whew...";
goto PLAY;
DIE:
specialeffect2 183;
emotion 29;
specialeffect2 EF_SUI_EXPLOSION;
emotion e_gg;
percentheal -100,-100;
mes "*^0000FFClick^000000* *^FF0000BANG^000000*";
mes "You're dead!";
close;
KILL:
specialeffect 183;
emotion 23;
specialeffect EF_SUI_EXPLOSION;
emotion e_omg;
mes "*^0000FFClick^000000* *^FF0000BANG^000000*";
mes "OWWW @#$%^!! THAT HURT LIKE HELL!!";
next;

View File

@ -50,14 +50,14 @@ M_Buy:
if ($ninja_avail < 1) goto NoNinjas;
if ($ninja_avail < @buy) goto NotEnoughNinjas;
set @price,@buy*$ninja_price;
if (zeny < @price ) goto NoZeny;
if (Zeny < @price) goto NoZeny;
mes "[Shifty Assassin]";
mes "That will cost you ^0000FF" + @price + " zeny^000000.";
next;
menu "Continue",-,"Cancel",M_Exit;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
set #ninjas,#ninjas+@buy;
set $ninja_avail,$ninja_avail-@buy;

View File

@ -279,15 +279,15 @@ S_Sell:
set @sellamount,0;
input @sellamount;
if (@sellamount < 1) goto S_SellInv;
if (zeny < $S_Trans) goto S_NoZeny;
set zeny,zeny-$S_Trans;
if (Zeny < $S_Trans) goto S_NoZeny;
set Zeny, Zeny-$S_Trans;
SELLS1:
if (@sellname$ != $S1N$) goto SELLS2;
if (@sellamount > #S1) goto S_SellTooHigh;
set @price,@sellamount*$S1;
set #S1,#S1-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S1N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -299,7 +299,7 @@ SELLS2:
if (@sellamount > #S2) goto S_SellTooHigh;
set @price,@sellamount*$S2;
set #S2,#S2-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S2N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -311,7 +311,7 @@ SELLS3:
if (@sellamount > #S3) goto S_SellTooHigh;
set @price,@sellamount*$S3;
set #S3,#S3-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S3N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -323,7 +323,7 @@ SELLS4:
if (@sellamount > #S4) goto S_SellTooHigh;
set @price,@sellamount*$S4;
set #S4,#S4-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S4N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -335,7 +335,7 @@ SELLS5:
if (@sellamount > #S5) goto S_SellTooHigh;
set @price,@sellamount*$S5;
set #S5,#S5-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S5N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -347,7 +347,7 @@ SELLS6:
if (@sellamount > #S6) goto S_SellTooHigh;
set @price,@sellamount*$S6;
set #S6,#S6-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S6N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -359,7 +359,7 @@ SELLS7:
if (@sellamount > #S7) goto S_SellTooHigh;
set @price,@sellamount*$S7;
set #S7,#S7-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S7N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -371,7 +371,7 @@ SELLS8:
if (@sellamount > #S8) goto S_SellTooHigh;
set @price,@sellamount*$S8;
set #S8,#S8-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S8N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -383,7 +383,7 @@ SELLS9:
if (@sellamount > #S9) goto S_SellTooHigh;
set @price,@sellamount*$S9;
set #S9,#S9-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S9N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -395,7 +395,7 @@ SELLS10:
if (@sellamount > #S10) goto S_SellTooHigh;
set @price,@sellamount*$S10;
set #S10,#S10-@sellamount;
set zeny,zeny+@price;
set Zeny, Zeny+@price;
next;
mes "Sold " + @sellamount + " " + $S10N$ + " shares.";
mes "Earned ^0000FF"+@price+"z^000000.";
@ -444,18 +444,18 @@ S_Buy:
// Checks valid number //
if (@buyamount < $S_BuyMin) goto S_TooLow;
if (@buyamount > $S_BuyMax) goto S_TooHigh;
if (zeny < $S_Trans) goto S_NoZeny;
set zeny,zeny-$S_Trans;
if (Zeny < $S_Trans) goto S_NoZeny;
set Zeny, Zeny-$S_Trans;
// Purchases the shares //
PURS1:
if (@buyname$ != $S1N$) goto PURS2;
set @price,@buyamount*$S1;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S1,#S1+@buyamount;
set @price,@buyamount*$S1;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S1N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -464,9 +464,9 @@ PURS1:
PURS2:
if (@buyname$ != $S2N$) goto PURS3;
set @price,@buyamount*$S2;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S2,#S2+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S2N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -475,9 +475,9 @@ PURS2:
PURS3:
if (@buyname$ != $S3N$) goto PURS4;
set @price,@buyamount*$S3;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S3,#S3+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S3N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -486,9 +486,9 @@ PURS3:
PURS4:
if (@buyname$ != $S4N$) goto PURS5;
set @price,@buyamount*$S4;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S4,#S4+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S4N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -497,9 +497,9 @@ PURS4:
PURS5:
if (@buyname$ != $S5N$) goto PURS6;
set @price,@buyamount*$S5;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S5,#S5+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S5N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -508,9 +508,9 @@ PURS5:
PURS6:
if (@buyname$ != $S6N$) goto PURS7;
set @price,@buyamount*$S6;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S6,#S6+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S6N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -519,9 +519,9 @@ PURS6:
PURS7:
if (@buyname$ != $S7N$) goto PURS8;
set @price,@buyamount*$S7;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S7,#S7+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S7N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -530,9 +530,9 @@ PURS7:
PURS8:
if (@buyname$ != $S8N$) goto PURS9;
set @price,@buyamount*$S8;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S8,#S8+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S8N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -541,9 +541,9 @@ PURS8:
PURS9:
if (@buyname$ != $S9N$) goto PURS10;
set @price,@buyamount*$S9;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S9,#S9+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S9N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;
@ -552,9 +552,9 @@ PURS9:
PURS10:
if (@buyname$ != $S10N$) goto PURS11;
set @price,@buyamount*$S10;
if (zeny < @price) goto S_NoZeny;
if (Zeny < @price) goto S_NoZeny;
set #S10,#S10+@buyamount;
set zeny,zeny-@price;
set Zeny, Zeny-@price;
mes "Bought " + @buyamount + " " + $S10N$ + " shares.";
mes "Lost ^0000FF"+@price+"z^000000.";
next;

View File

@ -25,17 +25,17 @@ prontera,156,219,4 script Cluckers 800,{
if (.startcluck) {
specialeffect2 2;
switch(rand(15)) {
case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion e_omg; break;
case 1: npctalk "Cluuuuuck!~"; break;
case 2: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
case 3: sc_start SC_Freeze,10000,0; break;
case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion e_omg; break;
case 5: sc_start SC_Sleep,10000,0; break;
case 6: sc_start SC_Stone,10000,0; emotion 29; break;
case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 6: sc_start SC_Stone,10000,0; emotion e_gg; break;
case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion e_omg; break;
case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion e_omg; break;
case 9: sc_start SC_Stun,10000,0; break;
case 10: sc_start SC_Sleep,10000,0; emotion 29; break;
case 10: sc_start SC_Sleep,10000,0; emotion e_gg; break;
case 11: npctalk "Cluck! Cluck!"; break;
case 12: sc_start SC_Stun,10000,0; break;
case 13: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
@ -63,7 +63,7 @@ prontera,156,219,4 script Cluckers 800,{
case 1:
mes "[Cluckers]";
mes "CLUCK! ^FF0000~Sure thing!~^000000";
emotion 33;
emotion e_ok;
close2;
announce "[Cluck! Cluck! Boom!] is about to start in Prontera!",bc_blue;
initnpctimer;
@ -84,7 +84,7 @@ prontera,156,219,4 script Cluckers 800,{
next;
mes "[Cluckers]";
mes "Cluck cluck..? Cluck. ^FF0000~So, the prize is^000000 ^008000"+ $cluck_item_amount +" "+ getitemname($cluck_item_id) +"^000000? ^FF0000Great.~^000000";
emotion 33;
emotion e_ok;
next;
break;
case 4:

View File

@ -175,7 +175,7 @@ OnTimer30000:
set .Change,0;
setnpcdisplay "Disguise Event",795;
npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again.";
specialeffect 725;
specialeffect EF_DETECT2;
set $MonsterName$,"";
deletepset 1;
stopnpctimer;

View File

@ -72,7 +72,7 @@ prontera,257,313,5 script Mother Mathana 79,{
mes "I'm afraid there's something wrong with our old cemetery...";
if ($UNEASY_H$==strcharinfo(0)) mes "But thanks to you, "+$UNEASY_H$+", we'll be able to sleep " + $UNEASY_DL + " nights!";
if ($UNEASY_H$!=strcharinfo(0)) mes "But thanks to "+$UNEASY_H$+"'s support, we've got " + $UNEASY_DL + " easy nights!";
emotion 0;
emotion e_gasp;
close;
L_Undead_Walk:

View File

@ -20,14 +20,14 @@ prontera,156,172,4 script Tine 58,{
// Debug info for item effects and tricky conditions 8)
// mes "@dsv: "+@dsv;
// mes "ispartneron()=="+ispartneron();
// mes "sex == "+sex;
// mes "Sex == "+Sex;
// if(@dsv == gettime(3)+1) mes "@dsv == gettime(3)+1";
mes "[Tine]";
mes "The legend says that on 14th February... on the Day of Saint Valentine...";
mes "Only in Run-Midgard kingdom...";
next;
specialeffect 417;
specialeffect EF_HITBODY;
mes "[Tine]";
mes "Some married chocolate lovers almost double their experience at trainings!";
mes "But everything isn't so simply...";
@ -62,9 +62,9 @@ M_INFO:
OnInit:
//559,Hand-made_Chocolate
setitemscript 559,"{ itemheal 50,50; if(sex==0 || @dsv == gettime(3)+1 || ispartneron()==0)end; set @dsv,gettime(3)+1; misceffect 113; }";
setitemscript 559,"{ itemheal 50,50; if(Sex==0 || @dsv == gettime(3)+1 || ispartneron()==0)end; set @dsv,gettime(3)+1; misceffect 113; }";
//560,Hand-made_White_Chocolate
setitemscript 560,"{ itemheal 50,50; if(sex || @dsv == gettime(3)+1 || ispartneron()==0)end; set @dsv,gettime(3)+1; misceffect 113; }";
setitemscript 560,"{ itemheal 50,50; if(Sex || @dsv == gettime(3)+1 || ispartneron()==0)end; set @dsv,gettime(3)+1; misceffect 113; }";
//2634,Wedding_Ring_M,Wedding Ring,5,,10,0,,0,,0,127918079,7,1,136,,0,0,0,{ skill 334,1; skill 335,1; skill 336,1; }
setitemscript 2634,"{ skill 334,1; skill 335,1; skill 336,1; if(@dsv == gettime(3)+1 && ispartneron()){ bonus2 bExpAddRace,5,50; bonus2 bExpAddRace,6,50; bonus2 bExpAddRace,7,50; bonus2 bExpAddRace,8,50; bonus2 bExpAddRace,1,50; } }";

View File

@ -16,9 +16,9 @@
prontera,156,174,4 script Snower 713,{
mes "[Snower]";
if(Q_XMSRINGS==2){
mes "Oh.. is it true? You've helped my sis Sneewy? Thank you.";
}else if(Q_XMSRINGS==3){
if (Q_XMSRINGS == 2) {
mes "Oh... is it true? You've helped my sis Sneewy? Thank you.";
} else if (Q_XMSRINGS == 3) {
mes "Snoowy's sent me a bird with a message. She told me about your help...";
mes "I'll tell you a secret of the magic rings.";
emotion e_no1;
@ -33,7 +33,7 @@ prontera,156,174,4 script Snower 713,{
mes "If you put on both rings their power would be doubled.";
mes "Have a nice day!";
close;
}else{
} else {
mes "Hi! Two my sisters and I are preparing gifts for the whole 3 holidays!";
}
emotion e_sob;
@ -67,7 +67,7 @@ M_WRAP:
menu "Wrap them, please!",-, "No, thanks.",M_QUEST;
set @prizes, countitem(664)+countitem(665)+countitem(666)+countitem(667);
if( @prizes == 0){
if (@prizes == 0) {
mes "[Snower]";
mes "I don't see any gifts in fancy boxes on you...";
if(countitem(644))mes "You've got only gray boxes.";
@ -86,7 +86,7 @@ M_WRAP:
M_QUEST:
mes "[Snower]";
mes "I wish you find my sisters ASAP... They need help.";
if(Q_XMSRINGS==0) set Q_XMSRINGS,1;
if (Q_XMSRINGS == 0) set Q_XMSRINGS,1;
close;
OnInit:
@ -101,12 +101,12 @@ OnInit:
louyang,224,249,4 script Sneewy 717,{
mes "[Sneewy]";
if(Q_XMSRINGS==0){
if (Q_XMSRINGS == 0) {
mes "Hi! I'm waithing for my sister's birdy with mail...";
emotion e_sob;
close;
}
if(Q_XMSRINGS==1){
if (Q_XMSRINGS == 1) {
mes "I wish I had 4 more gray Gift Boxes for native children...";
emotion e_sob;
next;
@ -116,7 +116,7 @@ louyang,224,249,4 script Sneewy 717,{
menu "Here are your 4 Gift Boxes",-, "I don't know any Snowhatevers...",M_END;
mes "[Sneewy]";
if(countitem(644)<4){
if (countitem(644) < 4) {
mes "Gimme 4 gifts for poor kids... Wait, you haven't got 4 of them!";
emotion e_sry;
close;
@ -144,12 +144,12 @@ M_END:
izlu2dun,133,160,2 script Snoowy 714,{
mes "[Snoowy]";
if(Q_XMSRINGS==0){
if (Q_XMSRINGS == 0) {
mes "Helloooou! Do you know my bro and sis? How so? My brother Snower's well known in Prontera!! Just ask any child there.";
emotion e_hmm;
close;
}
if(Q_XMSRINGS==1){
if (Q_XMSRINGS == 1) {
mes "Darn... How could poor children be more important than the marine folks.. Am I wrong?";
next;
mes "[Snoowy]";
@ -159,7 +159,7 @@ izlu2dun,133,160,2 script Snoowy 714,{
mes "Look, it's something like 'yang' in the very end... Hmm... She must be misspelled 'Al Doo Boryang'...";
close;
}
if(Q_XMSRINGS==2){
if (Q_XMSRINGS == 2) {
mes "You've helped my sis? It's just great!";
next;
mes "[Snoowy]";
@ -168,7 +168,7 @@ izlu2dun,133,160,2 script Snoowy 714,{
menu "Have these gifts!",-, "I need a li'l something in return",M_END;
mes "[Snoowy]";
if(countitem(644)<3){
if (countitem(644) < 3) {
mes "Oops!! You haven't got 3 gray gift boxes on you.";
emotion e_sry;
close;
@ -182,7 +182,8 @@ izlu2dun,133,160,2 script Snoowy 714,{
}
emotion e_thx;
mes "Oh... the whole marine folk send you their thanks! They love presents so much!!!";
if(rand(2))mes "Didn't you know that Santa's Hat reveals the real power of the rings?";
if (rand(2))
mes "Didn't you know that Santa's Hat reveals the real power of the rings?";
close;
M_END:

View File

@ -30,7 +30,7 @@ umbala,126,129,4 script Bearded Man#bandit 120,{
mes "[Bearded Man]";
mes "HoHo~ So you want some whiskers.";
emotion 18;
emotion e_heh;
mes "Well I would give you my beards but there not cheap.";
mes "Matter of fact I have only one left...";
mes "but I'm not selling it.";
@ -59,14 +59,14 @@ L_LIST:
M_NO:
mes "[Bearded Man]";
mes "Fine, be that way!";
emotion 7;
emotion e_ag;
close;
L_DONE:
mes "[Bearded Man]";
mes "Sorry, I can only make one per person.";
mes "We don't want too many beards now. Right?";
emotion 29;
emotion e_gg;
close;
L_MAKE:
@ -90,14 +90,14 @@ L_MAKE:
set BEARD_QUEST, 5;
mes "[Bearded Man]";
mes "Have a nice day!";
emotion 29;
emotion e_gg;
close;
L_NOITEMS:
mes "[Bearded Man]";
mes "What the hell! I can't make a beard without the items!";
mes "Here is the list again:";
emotion 23;
emotion e_omg;
goto L_LIST;
}
@ -174,7 +174,7 @@ alberta,65,123,6 script Man#bandit 85,{
if($@beardmob > 0) mes "Kill! Kill them already!!!";
if($@beardmob > 0) close;
mes "Are you here to help me?";
emotion 1;
emotion e_what;
next;
menu "Yes",-,"No",M_NO;
@ -184,7 +184,7 @@ alberta,65,123,6 script Man#bandit 85,{
next;
mes "[Thread Merchant]";
mes "Oh NO! Here they come!!";
emotion 19;
emotion e_swt2;
donpcevent "BRDQ_MOBS::OnStart";
close;
@ -199,7 +199,7 @@ L_KILLED:
L_DONE:
mes "[Thread Merchant]";
mes "Thank you again!";
emotion 15;
emotion e_thx;
close;
M_NO:

View File

@ -19,7 +19,7 @@ gonryun,187,140,4 script Yakima 850,{
mes callfunc("F_Hi");
mes "I can make some items for you.";
mes "They are quite rare novadays...";
specialeffect 417;
specialeffect EF_HITBODY;
next;
menu "Bird Nest",-,"Lion Mask",M_2,"Skeleton Manteau",M_3,"Fashion Hip Sack",M_4,"Sales Banner",M_5,"Leave",M_EXIT;

View File

@ -27,14 +27,14 @@ yuno_in01,124,164,6 script Guild Leader 108,{
mes "Umm... Well that is all you need to do. Hahaha.";
next;
menu "Pay ^FF000025,000z^000000.",-,"Thats way to high!!",N_HighPrice;
if (zeny < 25000) goto N_NoZeny;
if (Zeny < 25000) goto N_NoZeny;
set Zeny,Zeny-25000;
//getitem 7950, 1;
//getitem 7951, 1;
set Event_THQS,1;
mes "[Keegan]";
mes "Congratulations!";
emotion 46;
emotion e_grat;
next;
mes "[Keegan]";
mes "Welcome to the Guild of Treasure Hunters.";

View File

@ -32,7 +32,7 @@ yuno_in01,112,151,6 script Quest Manager 62,{
mes "Good well get back out there.";
close;
N_PayZeny:
if (zeny < 2500) goto N_ZenyFail;
if (Zeny < 2500) goto N_ZenyFail;
set one_qset, 0;
set two_qset, 0;
set three_qset, 0;
@ -50,7 +50,7 @@ N_PayZeny:
mes "[Guy]";
mes "Its sad to see someone give a quest up...";
mes "Shame on you.";
emotion 7;
emotion e_ag;
close;
N_ZenyFail:
@ -74,7 +74,7 @@ N_NewQuest:
mes "The quest names in ^FF0000This Colour^000000 mean that they are more challanging then the rest, but have better rewards.";
next;
set #THQ_DELAY,(GetTime(7)*12*31*24+GetTime(6)*31*24+GetTime(5)*24+GetTime(3) + 1); //you can get another quest after 1 hour [Lupus]
emotion 21;
emotion e_no1;
if(@treasure_job==0) set @treasure_job,rand(1,10); //doesn't allow cheaters to pick any quest they want
if(@treasure_job==2) goto N_JobList2;
if(@treasure_job==3) goto N_JobList3;
@ -90,20 +90,20 @@ N_NewQuest:
N_NoTime:
mes "[Guy]";
mes "Alright maybe next time "+strcharinfo(0)+".";
emotion 20;
emotion e_hmm;
close;
N_Signup:
mes "[Guy]";
mes "I'm afraid you must sign up for the guild before you can go on a quest!";
emotion 17;
emotion e_sry;
close;
L_NoQuestsForYet:
mes "[Guy]";
mes "I'm afraid there aren't any Quests for you yet.";
mes "Call in "+ (#THQ_DELAY - (GetTime(7)*12*31*24+GetTime(6)*31*24+GetTime(5)*24+GetTime(3)) )+" hours later.";
emotion 17;
emotion e_sry;
close;
L_QuestGiven:

View File

@ -53,7 +53,7 @@ N_Shop:
close;
N_GetZeny1k:
set #Treasure_Token,#Treasure_Token-1;
set zeny,zeny+1000;
set Zeny, Zeny+1000;
close;
N_10T:
if (#Treasure_Token > 9) goto N_GetZeny10k;
@ -61,7 +61,7 @@ N_10T:
close;
N_GetZeny10k:
set #Treasure_Token,#Treasure_Token-10;
set zeny,zeny+10000;
set Zeny, Zeny+10000;
close;
N_100T:
if (#Treasure_Token > 99) goto N_GetZeny100k;
@ -69,7 +69,7 @@ N_100T:
close;
N_GetZeny100k:
set #Treasure_Token,#Treasure_Token-100;
set zeny,zeny+100000;
set Zeny, Zeny+100000;
close;
N_BuyWeps:

View File

@ -24,7 +24,7 @@ prontera,149,193,4 script WOE Information 835,{
end;
OnAgitStart:
while(agitcheck()) {
misceffect EF_BEGINSPELL6;
specialeffect EF_BEGINSPELL6;
sleep 425;
}
end;

View File

@ -17,7 +17,7 @@
// Lauds
//============================================================
prontera,182,214,4 script Lauds#Memorial 58,{
if(Memorial08 < 1) {
if (Memorial08 < 1) {
mes "[Mad Sago Lauds]";
mes "Hey, yo!";
mes "What are you doing there!?";
@ -29,7 +29,7 @@ prontera,182,214,4 script Lauds#Memorial 58,{
next;
mes "[Mad Sago Lauds]";
mes "What is this!?";
emotion 0;
emotion e_gasp;
next;
mes "[Mad Sago Lauds]";
mes "Where is your towel!?";
@ -69,14 +69,14 @@ prontera,182,214,4 script Lauds#Memorial 58,{
close;
}
else if(Memorial08 == 1) {
else if (Memorial08 == 1) {
if (countitem(1059) < 30 || countitem(914) < 20) {
mes "[Mad Sago Lauds]";
mes "What are these? They aren't enough?!";
mes "*Sigh* Do I really have to tell you again?!";
mes "Bring me ^FF000030 Fabric and 20 Fluffs^000000.";
close;
}else{
} else {
mes "***Mad Sago Lauds appears to be muttering to himself***";
next;
mes "[Mad Sago Lauds]";
@ -98,7 +98,7 @@ prontera,182,214,4 script Lauds#Memorial 58,{
}
}
else if(Memorial08 == 2) {
else if (Memorial08 == 2) {
mes "[Mad Sago Lauds]";
mes "Ah, you have fluffy new towel now I even put your name on it";
next;
@ -120,20 +120,20 @@ prontera,182,214,4 script Lauds#Memorial 58,{
close;
}
else if(Memorial08 == 3) {
else if (Memorial08 == 3) {
mes "[Mad Sago Lauds]";
mes "What are you still doing here?";
mes "I told you to go speak to Grast in Prontera!";
close;
}
else if(Memorial08 == 4 || Memorial08 == 5 || Memorial08 == 6) {
else if (Memorial08 == 4 || Memorial08 == 5 || Memorial08 == 6) {
mes "[Mad Sago Lauds]";
mes "Go help Grast, and then come back.";
close;
}
else if(Memorial08 == 7) {
else if (Memorial08 == 7) {
mes "[Mad Sago Lauds]";
mes "Oh, you've brought them all.";
mes "Hahaha!";
@ -155,38 +155,38 @@ prontera,182,214,4 script Lauds#Memorial 58,{
close;
}
else if(Memorial08 == 8) {
else if (Memorial08 == 8) {
mes "[Mad Sago Lauds]";
mes "Stop trying to give me your garbage!";
mes "Go to the plaque at 12 o'clock direction in Prontera for your journey!";
close;
}
else if(Memorial08 >= 9) {
else if (Memorial08 >= 9) {
set .@RandomMsg, rand(1,5);
if(.@RandomMsg == 1) {
if (.@RandomMsg == 1) {
mes "[Mad Sago Lauds]";
mes "Don't panic!";
emotion 0;
emotion e_gasp;
close;
}
else if(.@RandomMsg == 2) {
else if (.@RandomMsg == 2) {
mes "[Mad Sago Lauds]";
mes "Life... is like a grapefruit.";
mes "It's orange and squishy, and has a few pips in it, and some folks have half a one for breakfast.";
close;
}
else if(.@RandomMsg == 3) {
else if (.@RandomMsg == 3) {
mes "[Mad Sago Lauds]";
mes "There was a point to this story, but it has temporarily escaped the chronicler's mind.";
close;
}
else if(.@RandomMsg == 4) {
else if (.@RandomMsg == 4) {
mes "[Mad Sago Lauds]";
mes "42!";
close;
}
else if(.@RandomMsg == 5) {
else if (.@RandomMsg == 5) {
mes "[Mad Sago Lauds]";
mes "It is a mistake to think you can solve any major problems just with potatoes.";
close;
@ -197,13 +197,13 @@ prontera,182,214,4 script Lauds#Memorial 58,{
// Memorial Plaque
//============================================================
prontera,153,286,4 script Memorial Plaque#Memorial 857,{
if(Memorial08 < 8) {
if (Memorial08 < 8) {
mes "[" + strcharinfo(0) + "]";
mes "- It's a dusty old plaque.-";
close;
}
else if(Memorial08 == 8) {
else if (Memorial08 == 8) {
mes "[" + strcharinfo(0) + "]";
mes "- It's a dusty old plaque.-";
mes "'This must be what Lauds was talking about.'";
@ -214,7 +214,7 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
goto L_CleanPlaque;
}
else if(Memorial08 >= 9) {
else if (Memorial08 >= 9) {
goto L_CleanPlaque;
}
@ -225,7 +225,7 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
mes "-nor engraved stone bear record of their deeds,-";
mes "-yet will their remembrance be as lasting as the land they honored.-";
mes "-Daniel Webster-";
if(Memorial08 == 9) {
if (Memorial08 == 9) {
getexp 93750,43750;
}
next;
@ -234,7 +234,7 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
mes "-I may not have gone where I intended to go,-";
mes "-but I think I have ended up where I needed to be.-";
mes "- Douglas Adams.-";
if(Memorial08 == 9) {
if (Memorial08 == 9) {
getexp 93750,43750;
}
next;
@ -244,7 +244,7 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
mes "-It is not the urge to surpass all others at whatever cost,-";
mes "- but the urge to serve others at whatever cost. -";
mes "- Arthur Ashe -";
if(Memorial08 == 9) {
if (Memorial08 == 9) {
getexp 93750,43750;
set Memorial08,10;
}
@ -254,14 +254,14 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
// Grast
//============================================================
prontera,150,270,4 script Grast#Memorial 900,{
if(Memorial08 < 3) {
if (Memorial08 < 3) {
mes "[Grast]";
mes "Memorial Day is a sad and yet glorious day.";
mes "I wonder how many people remember them...";
close;
}
else if(Memorial08 == 3) {
else if (Memorial08 == 3) {
mes "[Grast]";
mes "Oh, isn't that a Towel of Memory?";
mes "I'm so glad to meet someone who understands the meaning of Memorial Day.";
@ -279,7 +279,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
close;
}
else if(Memorial08 == 4) {
else if (Memorial08 == 4) {
if (countitem(501) < 1 || countitem(506) < 1 || countitem(656) < 1 || countitem(602) < 1) {
mes "[Grast]";
mes "Oops, you haven't brought all materials.";
@ -295,7 +295,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
goto L_GiveUp;
}
goto L_Continue;
}else{
} else {
mes "[Grast]";
mes "Oh, you've brought the materials I asked.";
next;
@ -310,7 +310,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
}
}
else if(Memorial08 == 5) {
else if (Memorial08 == 5) {
if (countitem(1065) < 1 || countitem(610) < 1 || countitem(717) < 1 || countitem(747) < 1 || countitem(517) < 1 || countitem(515) < 1) {
mes "[Grast]";
mes "Oops, you haven't brought all materials.";
@ -325,7 +325,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
goto L_GiveUp;
}
goto L_Continue;
}else{
} else {
mes "[Grast]";
mes "Oh, you've brought everything I asked.";
mes "Hmm, I think you need just a little bit more.";
@ -337,7 +337,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
}
}
else if(Memorial08 == 6) {
else if (Memorial08 == 6) {
if (countitem(643) < 1 || countitem(12018) < 1 || countitem(741) < 1 || countitem(745) < 1) {
mes "[Grast]";
mes "Oops, you haven't brought all materials.";
@ -356,7 +356,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
goto L_GiveUp;
}
goto L_Continue;
}else{
} else {
mes "[Grast]";
mes "Have you brought the materials I asked?";
mes "Ah, thank you for your hard work you've brought all of them.";
@ -392,14 +392,14 @@ prontera,150,270,4 script Grast#Memorial 900,{
}
}
else if(Memorial08 == 7) {
else if (Memorial08 == 7) {
mes "[Grast]";
mes "Have you met Lauds?";
mes "I hope you'll remember your freedom and happiness are built on thousands of lives sacrificed in war.";
close;
}
else if(Memorial08 >= 8) {
else if (Memorial08 >= 8) {
mes "[Grast]";
mes "A towel is about the most massively useful thing an adventurer can have.";
close;

View File

@ -26,7 +26,7 @@
//= 1.0 First version. [Kisuka]
//= 1.1 Fixed checkitems for ale, fixed ale prize(gives the correct one now). [Kisuka]
//= 1.2 Optimized. Uses only one variable now. [L0ne_W0lf]
//= Corrected EXP rewards, and some typos.
//= Corrected EXP rewards, and some typos.
//= 1.3 Corrected random in item function. [L0ne_W0lf]
//= 1.4 Replaced effect numerics with constants. [Samuray22]
//= 1.5 Revamped the script. [Kisuka]

View File

@ -14,20 +14,20 @@
//============================================================
prontera,146,91,5 script Pandit chacha#child07 61,{
if(BaseLevel > 50) {
if (BaseLevel > 50) {
mes "[Pandit chacha]";
mes "Hahaha~";
mes "It is special day, comes only one time in a year.";
mes "If you see little adventurers around you send to me~";
mes "I will give the special gift.";
close;
} else if(BaseLevel < 20) {
} else if (BaseLevel < 20) {
mes "[Pandit chacha]";
mes "Hahaha~";
mes "You are a baby adventurer not little adventurer.";
mes "When you more grow up, come back again. hahaha.";
close;
} else if(oversea_event9 < 1) {
} else if (oversea_event9 < 1) {
mes "[Pandit chacha]";
mes "Hahaha~";
mes "Welcome, little adventurers!";
@ -35,7 +35,7 @@ prontera,146,91,5 script Pandit chacha#child07 61,{
mes "I would like to give the small gift to little adventurer...";
mes "What about you? Do you want to take it?";
next;
if(select("No. I will take it later.","Sure, i want.") == 1) {
if(select("No. I will take it later.:Sure, I want.") == 1) {
mes "[Pandit chacha]";
mes "That's too bad.... hum...";
mes "I gathered some stuffs from far a way world to make it....";
@ -43,21 +43,21 @@ prontera,146,91,5 script Pandit chacha#child07 61,{
close;
}
set oversea_event9,1;
getitem 11705,10; //Children's Potion
getitem 11705,10; //Special_White_Potion
mes "[Pandit chacha]";
mes "Look. This is a child Potion.";
mes "The weight is just 1 but recover much HP.";
mes "If you want to get more, bring the 1 Wedding Bouquet and 1 Witherless Rose.";
close;
} else if(oversea_event9 == 1) {
if(countitem(745) > 0 && countitem(748) > 0) {
} else if (oversea_event9 == 1) {
if (countitem(745) > 0 && countitem(748) > 0) {
mes "[Pandit chacha]";
mes "Ahha!!";
mes "You have remembered my beautiful composition.";
mes "You did good work.";
mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? ";
next;
if(select("Not yet.","Sure, take it.") == 1) {
if(select("Not yet.:Sure, take it.") == 1) {
mes "[Pandit chacha]";
mes "If you are not prepared yet, call me when you ready.";
close;
@ -68,10 +68,10 @@ prontera,146,91,5 script Pandit chacha#child07 61,{
mes "Here, I will exchange to the 50 child potion.";
mes "Once you get this 50 child potion, I won't give any more.";
close2;
delitem 745,1; //Wedding Bouquet
delitem 748,1; //Witherless Rose
delitem 745,1; //Wedding_Bouquet
delitem 748,1; //Witherless_Rose
set oversea_event9,2;
getitem 11705,50; //Children's Potion
getitem 11705,50; //Special_White_Potion
end;
}
mes "[Pandit chacha]";

View File

@ -53,7 +53,7 @@ xmas_in,89,92,5 script Louise Kim#designer 714,{
mes "";
emotion e_lv;
next;
if(countitem(2236) > 0) {
if (countitem(2236) > 0) {
if (select("Here.:It's ok.") == 1) {
mes "[Designer Louise Kim]";
mes "Nice choice!!";
@ -296,7 +296,7 @@ prontera,155,285,3 script Enjoy#enjoy 753,{
end;
}
}
else if((christ_solo05 > 0) && (christ_solo05 < 5)){
else if ((christ_solo05 > 0) && (christ_solo05 < 5)){
mes "[Enjoy]";
mes "Each should have one person's phone number.";
mes "We must keep it secret before we put in action.";
@ -397,7 +397,7 @@ prontera,155,285,3 script Enjoy#enjoy 753,{
donpcevent "Christ#christ02::OnCommandEmotion";
donpcevent "Mas#mas02::OnCommandEmotion";
donpcevent "Event#event02::OnCommandEmotion";
misceffect 376; //_HITLINE2
misceffect EF_HITLINE2;
delitem 604,5; //Branch_of_Dead_Tree
set christ_solo05,6;
donpcevent "Happymerry#happymerry02::OnCommandOff";
@ -721,7 +721,7 @@ prontera,62,339,3 script Christ#christ 875,{
set christ_solo05,3;
close;
}
else if(christ_solo05 > 2) {
else if (christ_solo05 > 2) {
mes "[Christ]";
mes "Than,see you there!!";
mes "I'll go meet Enjoy!";
@ -757,7 +757,7 @@ prontera,62,339,3 script Christ#christ 875,{
}
prontera,163,66,7 script Mas#mas 748,{
if(christ_solo05 == 3) {
if (christ_solo05 == 3) {
mes "[Mas]";
mes "Herds!!!!!How long does it take!";
mes "Somebody know the regenerating time of Herb?!!";
@ -812,7 +812,7 @@ prontera,163,66,7 script Mas#mas 748,{
set christ_solo05,4;
close;
}
else if(christ_solo05 > 3) {
else if (christ_solo05 > 3) {
mes "[Mas]";
mes "If you excuse me, I'll go ahead and meat Enjoy.";
mes "And don't forget to tell ^0000FFEvent^000000 about this.";
@ -839,7 +839,7 @@ prontera,163,66,7 script Mas#mas 748,{
}
prontera,35,209,5 script Event#event 881,{
if(christ_solo05 == 4) {
if (christ_solo05 == 4) {
mes "[Event]";
mes "........................";
next;
@ -893,7 +893,7 @@ prontera,35,209,5 script Event#event 881,{
set christ_solo05,5;
close;
}
else if(christ_solo05 > 4) {
else if (christ_solo05 > 4) {
mes "[Event]";
mes "Wait for me miss Kafra~~~";
mes "Don't be so lonely~.";
@ -1106,7 +1106,7 @@ prontera,156,242,0 script Oholy#pron::OholyDup 79,{
close;
}
}
else if(christ_carol05 == 1) {
else if (christ_carol05 == 1) {
mes "[Oholy]";
mes "He should not be able to escape";
mes "from the town. Please find the";
@ -1115,8 +1115,8 @@ prontera,156,242,0 script Oholy#pron::OholyDup 79,{
mes "Punish the wicked devil who is ruining Christmas!!!";
close;
}
else if(christ_carol05 == 2) {
if(!checkweight(1201,1)) {
else if (christ_carol05 == 2) {
if (!checkweight(1201,1)) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@ -1125,8 +1125,7 @@ prontera,156,242,0 script Oholy#pron::OholyDup 79,{
mes "to store some of your items.^000000";
close;
}
set .@now_weight,MaxWeight-Weight;
if(.@now_weight < 2000) {
if (MaxWeight - Weight < 2000) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";

View File

@ -31,7 +31,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Merry Christmas!";
mes "Hey! You! What comes to mind when you think about Christmas?";
next;
}else{
} else {
mes "[Caroller]";
mes "Jingle Bells! Jingle Bells! Jingle all the way!";
next;
@ -43,7 +43,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Merry Christmas!";
if (Sex) {
mes "Hey, boy! What comes to mind when";
}else{
} else {
mes "Hey, girl! What comes to mind when";
}
mes "you think about Christmas?";
@ -69,7 +69,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "If you win over Santa, you can get a gift. Would you go for it?";
next;
emotion 18;
emotion e_heh;
mes "[Caroller]";
mes "Caroller's hot news! Ha!";
mes "Isn't that big news?";
@ -87,7 +87,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "Furthermore, he has put bad magic on the gifts so that they become monsters!";
next;
emotion 18;
emotion e_heh;
mes "[Caroller]";
mes "Caroller's hot news! Ha!";
mes "Isn't it amazing?";
@ -115,7 +115,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
close;
}else{
} else {
mes "[Caroller]";
mes "Wow, you have them.";
next;
@ -133,13 +133,13 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
next;
emotion 18;
emotion e_heh;
delitem 6092,6;
getnameditem 12354,"+strcharinfo(0)+";
mes "[Caroller]";
mes "Let's care about others around you on this Christmas season!";
close;
}else{
} else {
mes "[Caroller]";
mes "Oh!";
mes "Shyness!";
@ -154,7 +154,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
next;
emotion 18;
emotion e_heh;
delitem 6092,6;
getitem 12354,1;
mes "[Caroller]";
@ -232,7 +232,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Please, for our children's hope!!!?";
mes "Please bring me 6 Singing Crystal Pieces from ^0000FFViolent Gift Boxes^000000!";
next;
emotion 33;
emotion e_ok;
mes "[Caroller]";
mes "They're definitely as harsh as their name.";
mes "Go on please!";
@ -254,7 +254,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Are there some spcial abilities within them?";
mes "There's still the designer in the Christmas village... How about asking her to make that costume?";
next;
emotion 18;
emotion e_heh;
mes "[Caroller]";
mes "Caroller's hot news! Ha!";
mes "It's hot, huh?";
@ -272,7 +272,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "And he isn't alone anymore... is what I heard...";
next;
emotion 18;
emotion e_heh;
mes "[Caroller]";
mes "Caroller's hot news! Ha!";
mes "Hotness, right?";
@ -295,13 +295,13 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "For all of the children of this world!!!";
mes "Please bring me ^0000FFSinging Crystal Pieces^000000 from ^0000FFViolent Gift Boxes^000000!";
next;
emotion 33;
emotion e_ok;
mes "[Caroller]";
mes "Be careful!";
mes "They're definitely as harsh as their name.";
mes "Take care!!!";
close;
}else{
} else {
specialeffect EF_GLORIA;
mes "[Caroller]";
mes "Don't cry, don't cry!";
@ -337,7 +337,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
next;
delitem 6092,6;
emotion 33;
emotion e_ok;
set iROxmas08carol,2;
mes "[Caroller]";
mes "Those are all needed.";
@ -356,12 +356,12 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "So, we need more of some materials.";
mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
next;
emotion 33;
emotion e_ok;
mes "[Caroller]";
mes "That's all we need.";
mes "Isn't that easy?";
close;
}else{
} else {
specialeffect EF_GLORIA;
mes "[Caroller]";
mes "Jingle bells, jingle bells,";
@ -416,7 +416,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "Don't worry, it tastes good.";
next;
emotion 33;
emotion e_ok;
getitem 2784,1;
getnameditem 12354,"+strcharinfo(0)+";
delitem 1019,10;
@ -456,7 +456,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Santa Claus]";
if (Sex) {
mes "Ho ho ho! What a good boy!";
}else{
} else {
mes "Ho ho ho! What a good girl!";
}
next;
@ -528,7 +528,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Let's get started!";
next;
while(.@SantaCardTurn != 5) {
emotion 56;
emotion e_loud;
mes "[Santa Claus]";
mes "First let me shuffle up these cards... Ok!!!";
next;
@ -595,16 +595,16 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
set .@SantaCardTurn,.@SantaCardTurn+1;
if (.@SantaCardP == .@SantaCardNpc) {
set .@SantaCardWins,.@SantaCardWins+1;
emotion 0;
emotion 5,1;
emotion e_gasp;
emotion e_ic,1;
cutin "",255;
mes "[Santa Claus]";
mes "You're lucky.";
mes "Can you guess the right card the next time around?";
next;
}else{
emotion 0;
emotion 23,1;
} else {
emotion e_gasp;
emotion e_omg,1;
cutin "",255;
mes "[Santa Claus]";
mes "Aww maybe next time...";
@ -619,7 +619,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Santa Claus]";
mes "Whenever you want.";
close;
}else{
} else {
mes "[Santa Claus]";
mes "You're so good!";
next;
@ -689,7 +689,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "........................";
if (Sex) {
mes "Oh! Poor boy...";
}else{
} else {
mes "Oh! Poor girl...";
}
next;
@ -697,7 +697,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "........................";
if (Sex) {
mes "Oh! Poor boy...";
}else{
} else {
mes "Oh! Poor girl...";
}
mes "...";
@ -730,7 +730,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "The reason catching up to him is so hard, is that his clothes have been given strong power!";
mes "I blessed them with good luck!";
next;
emotion 3;
emotion e_lv;
mes "[Louise Kim]";
mes "Preta Porter!!";
mes "Which is quite luxurious but sold at good price ~";
@ -747,7 +747,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "Ah!";
mes "You're silly! You lost your big chance!";
next;
emotion 18;
emotion e_heh;
mes "[Louise Kim]";
mes "Come to me later if you want to get the mission.";
mes "I, Louise Kim, am generous enough to accept you next time.";
@ -765,7 +765,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "Anyway, can you bring me some stuff?";
next;
if (select("Why not? What do you need?:Sorry, no time.") == 2) {
emotion 18;
emotion e_heh;
mes "[Louise Kim]";
mes "What?";
mes "You will definitely regret it.";
@ -783,13 +783,13 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "[Louise Kim]";
mes "If you were to bring me all the stuff, I would make you a wonderful costume, for free...";
next;
emotion 3;
emotion e_lv;
mes "[Louise Kim]";
mes "Please see me again if you are interested.";
close;
}else{
} else {
select("Here you are.");
emotion 33;
emotion e_ok;
mes "[Louise Kim]";
mes "Oh! Good!";
mes "Let's not delay.";
@ -801,7 +801,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "-and many blessings she sings.-";
next;
specialeffect EF_BLESSING;
emotion 2;
emotion e_ho;
mes "[Louise Kim]";
mes "By artist, Louise Kim!";
mes "All over the world will be blessed tonight!";
@ -815,7 +815,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "-Count your blessings and sing!-";
next;
specialeffect EF_GLORIA;
emotion 2;
emotion e_ho;
mes "[Louise Kim]";
mes "By artist, Louise Kim!";
mes "All over the world will be blessed tonight!";
@ -827,7 +827,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "-cheer and goodwill!-";
next;
specialeffect EF_BENEDICTIO;
emotion 3;
emotion e_lv;
mes "[Louise Kim]";
mes "This is miraculous!";
mes "I am a genius of the world.";
@ -839,7 +839,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "My fashion is radiant.";
mes "I ain't envious of Designer Pierre.";
next;
emotion 18;
emotion e_heh;
mes "[Louise Kim]";
mes "I am supposed to get paid well, however I will just let it be free, since this is Christmas!";
next;

View File

@ -93,7 +93,7 @@ prontera,111,99,5 script Egg Salesman#prt::EggVendor 98,{
}
else {
set .@egg_zeny,.@input*500;
if (zeny < .@egg_zeny) {
if (Zeny < .@egg_zeny) {
mes "[Egg Salesman]";
mes "You don't have enough Zeny.";
next;
@ -120,7 +120,7 @@ prontera,111,99,5 script Egg Salesman#prt::EggVendor 98,{
mes "them, but I don't know anything";
mes "about that. Well, have a good";
mes "time, and I'll see you again!";
set zeny,zeny-.@egg_zeny;
set Zeny, Zeny-.@egg_zeny;
getitem 7605,.@input; //Chicken_Egg
close;
}

View File

@ -905,7 +905,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 715,{
mes "When is that person coming? I am very bored~!";
close;
}
emotion 18;
emotion e_heh;
mes "[Pierrot Pier]";
mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
next;

View File

@ -904,7 +904,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 715,{
mes "When is that person coming? I am very bored~!";
close;
}
emotion 18;
emotion e_heh;
mes "[Pierrot Pier]";
mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
next;

View File

@ -42,8 +42,7 @@ OnEffect2:
}
prontera,164,69,3 script Cool Devi#06_hw 738,{
set .@now_weight,MaxWeight-Weight;
if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@ -239,8 +238,7 @@ prontera,164,69,3 script Cool Devi#06_hw 738,{
geffen,145,132,3 script Hoirin#06_hw 729,{
set .@now_weight,MaxWeight-Weight;
if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@ -395,8 +393,7 @@ OnTouch:
}
nif_in,19,32,3 script Deviruchi#06_hw 738,{
set .@now_weight,MaxWeight-Weight;
if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@ -488,8 +485,7 @@ nif_in,19,32,3 script Deviruchi#06_hw 738,{
// Creation of Pumpkin Pie (Event 2)
//============================================================
nif_fild01,165,115,3 script Chicken Masta#06_hw 794,{
set .@now_weight,MaxWeight-Weight;
if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";

View File

@ -18,8 +18,7 @@
//============================================================
payon,162,176,4 script Halloween Magician#iRO08 704,{
if(Hallow08 < 1) {
if (Hallow08 < 1) {
mes "[Halloween Magician]";
mes "Kkkkkkkkk!";
mes "I have a special event this Halloween that tests your luck and agility.";
@ -32,7 +31,6 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
next;
goto MainMenu;
}
if (Hallow08Kill == 1) {
mes "[Halloween Magician]";
mes "You a 'fraidy cat or something?!";
@ -45,7 +43,6 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
}
goto Participate;
}
if (Hallow08Kill == 2) {
mes "[Halloween Magician]";
mes "Oh, well done! You are alright!";
@ -61,14 +58,13 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "You can get Halloween tickets for cool items.";
close;
}
if(Hallow08 > 0) {
if (Hallow08 > 0) {
mes "[Halloween Magician]";
mes "Well, do you want to hear the rules again or, just get back to it...";
next;
goto MainMenu2;
}
Rules:
mes "[Halloween Magician]";
mes "This village is like a virtual Payon.";
@ -98,10 +94,10 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "Hey...";
mes "Come back once you're ready.";
close;
}else{
} else {
goto MainMenu;
}
Participate:
mes "[Halloween Magician]";
mes "Ok, you are ready.";
@ -116,7 +112,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "You think I wouldn't notice that your weight is above '0'?";
mes "You're overweight...";
close;
}else{
} else {
mes "[Halloween Magician]";
mes "You seem good to go, and your weight is just right.";
next;
@ -140,7 +136,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
warp "evt_zombie",155,246;
end;
}
TicketExchange:
mes "[Halloween Magician]";
mes "You want to exchange tickets for prizes?";
@ -160,52 +156,52 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "What would you like to exchange for?";
next;
switch(select("Pumpkin Pie:Pumpkin-Head:Old Blue Box:Old Purple Box:Old Card Album")) {
case 1:
if(countitem(7941) < 5) {
goto NotEnough;
}else{
delitem 7941,5;
getitem 12192,1;
goto Enough;
}
break;
case 2:
if(countitem(7941) < 20) {
goto NotEnough;
}else{
delitem 7941,20;
getitem 5134,1;
goto Enough;
}
break;
case 3:
if(countitem(7941) < 50) {
goto NotEnough;
}else{
delitem 7941,50;
getitem 603,1;
goto Enough;
}
break;
case 4:
if(countitem(7941) < 70) {
goto NotEnough;
}else{
delitem 7941,70;
getitem 617,1;
goto Enough;
}
break;
case 5:
if(countitem(7941) < 200) {
goto NotEnough;
}else{
delitem 7941,200;
getitem 616,1;
goto Enough;
}
case 1:
if (countitem(7941) < 5) {
goto NotEnough;
} else {
delitem 7941,5;
getitem 12192,1;
goto Enough;
}
break;
case 2:
if (countitem(7941) < 20) {
goto NotEnough;
} else {
delitem 7941,20;
getitem 5134,1;
goto Enough;
}
break;
case 3:
if (countitem(7941) < 50) {
goto NotEnough;
} else {
delitem 7941,50;
getitem 603,1;
goto Enough;
}
break;
case 4:
if (countitem(7941) < 70) {
goto NotEnough;
} else {
delitem 7941,70;
getitem 617,1;
goto Enough;
}
break;
case 5:
if (countitem(7941) < 200) {
goto NotEnough;
} else {
delitem 7941,200;
getitem 616,1;
goto Enough;
}
}
NextTime:
mes "[Halloween Magician]";
mes "Ok, see you then.";
@ -233,7 +229,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
next;
if (Hallow08 == 1) {
goto MainMenu2;
}else{
} else {
goto MainMenu;
}
}
@ -242,7 +238,7 @@ evt_zombie,16,142,1 script zombiewarp001 45,2,2,{
OnTouch:
if (@Hallow08Warp == 1) {
set Hallow08Kill,2;
specialeffect 16;
specialeffect EF_BASH;
warp "payon",28,142;
}
end;
@ -252,7 +248,7 @@ evt_zombie,122,27,1 script zombiewarp002 45,2,2,{
OnTouch:
if (@Hallow08Warp == 2) {
set Hallow08Kill,2;
specialeffect 16;
specialeffect EF_BASH;
warp "payon",121,40;
}
end;
@ -262,7 +258,7 @@ evt_zombie,267,89,1 script zombiewarp003 45,2,2,{
OnTouch:
if (@Hallow08Warp == 3) {
set Hallow08Kill,2;
specialeffect 16;
specialeffect EF_BASH;
warp "payon",253,95;
}
end;

View File

@ -84,7 +84,7 @@ prontera,164,174,4 script Trader#Val09 58,{
mes "Maybe you should borrow some zeny from a friend.";
mes "Cuz, I'm not gonna be here everyday.";
close;
}else{
} else {
mes "[Marco Bassinio]";
mes "Good for you!";
mes "It's also perfect as a gift!";
@ -105,7 +105,7 @@ prontera,164,174,4 script Trader#Val09 58,{
mes "You also need to pay 500 zeny to carve your name on the box.";
mes "Are you all prepared...?";
next;
if(countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 500) {
if (countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 500) {
mes "[Marco Bassinio]";
mes "Hmm.. Looks like you don't have enough materials to decorate the gift box..";
mes "You can't just put your gift into some plain looking box..";
@ -116,7 +116,7 @@ prontera,164,174,4 script Trader#Val09 58,{
mes "Oh, also bring 500 zeny, and don't forget to bring your true loving heart with you!!";
close;
}
if(countitem(558) < 1) {
if (countitem(558) < 1) {
mes "[Marco Bassinio]";
mes "Hey, look, adventurer!";
mes "I can't create something right away!";
@ -204,7 +204,7 @@ prontera,147,171,5 script Packs Trader#Val09 58,{
mes "Please check your wallet.";
next;
break;
}else{
} else {
mes "[Packs Trader]";
mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!";
@ -245,7 +245,7 @@ prontera,147,171,5 script Packs Trader#Val09 58,{
mes "Please check your wallet.";
next;
break;
}else{
} else {
mes "[Packs Trader]";
mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!";
@ -286,7 +286,7 @@ prontera,147,171,5 script Packs Trader#Val09 58,{
mes "Please check your wallet.";
next;
break;
}else{
} else {
mes "[Packs Trader]";
mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!";
@ -365,7 +365,7 @@ prontera,154,185,5 script Event Ring Maker#Val09 721,{
mes "Just follow your heart!";
close;
}
if(countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 1000) {
if (countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 1000) {
mes "[Event Ring Maker]";
mes "Well, you don't have enough materials to make a gift box.";
mes "Check what you have, and come back later with all the materials.";
@ -382,7 +382,7 @@ prontera,154,185,5 script Event Ring Maker#Val09 721,{
set iROval09ring,1;
if (Sex) {
getnameditem 12742,strcharinfo(0);
}else{
} else {
getnameditem 12743,strcharinfo(0);
}
mes "[Event Ring Maker]";
@ -466,7 +466,7 @@ prontera,157,185,4 script Valentine Vote Manager#v 113,{
}
next;
break;
}else{
} else {
if (countitem(7946) > .@input) {
mes "[Valentine Vote Manager]";
mes "Seems like the value you entered is too small.";
@ -554,7 +554,7 @@ prt_castle,42,35,3 script Dessert Manager#Val09 47,{
mes "Please.. I feel like my soul is lost..";
close;
}
if(countitem(558) < 3) {
if (countitem(558) < 3) {
mes "[Charles Orleans]";
mes "Ahhh, Mademoiselle.";
mes "I'm not an alchemist, or a magician.";
@ -592,7 +592,7 @@ prt_castle,42,35,3 script Dessert Manager#Val09 47,{
mes "Adios, Mademoiselle.....";
mes "I'll be waiting for you.";
close;
}else{
} else {
if (!checkweight(559,1)) {
mes "[Charles Orleans]";
mes "You're carrying too many items.";

View File

@ -11,11 +11,11 @@
//= Auto-start for War of Emperium FE.
//= For instructions, see doc/woe_time_explanation.txt.
//===== Additional Comments: =================================
//= v1.1a changed OnInit to OnAgitInit.[kobra_k88]
//= v1.2 added gettime checks. removed $AgitStarted var.[kobra_k88]
//= v1.3 Moved treasure spawn time here.[kobra_k88]
//= v1.3a Implemented Shadowlady's idea to allow for different
//= start/stop times on different days.[kobra_k88]
//= 1.1a changed OnInit to OnAgitInit.[kobra_k88]
//= 1.2 added gettime checks. removed $AgitStarted var.[kobra_k88]
//= 1.3 Moved treasure spawn time here.[kobra_k88]
//= 1.3a Implemented Shadowlady's idea to allow for different
//= start/stop times on different days.[kobra_k88]
//= 1.4 Fixed treasure chests spawn! We had to unroll some loops
//= Now they appear in castles from 00:01 to 00:24. [Lupus]
//= 1.5 Fixed WOE end messages on non-WOE days, by Avaj
@ -26,7 +26,7 @@
//= 1.8a Will now report unoccupied castles at start/end. [L0ne_W0lf]
//= 1.8b Whoops. Fixed a mistake :D [L0ne_W0lf]
//= 1.9 Rearranged the time-checks so they no longer use goto. [L0ne_W0lf]
//= Removed treasure spawning function calls. (No longer needed)
//= Removed treasure spawning function calls. (No longer needed)
//= 2.0 Added WoE Battle Log support for broadcasts. [L0ne_W0lf]
//============================================================

View File

@ -146,7 +146,7 @@ alberta,214,77,6 script Captain Janssen 709,{
mes "Sure, no problem. I'll be waiting for your return.";
close;
case 2:
if (zeny < 10000) {
if (Zeny < 10000) {
mes "[Captain Janssen]";
mes "I'm sorry, but you don't have enough money. I need at least 10,000 Zeny to restock our supplies...";
close;
@ -154,7 +154,7 @@ alberta,214,77,6 script Captain Janssen 709,{
else {
mes "[Captain Janssen]";
mes "Excellent! Now we're good to go. Let's pull up the anchor again!";
set zeny,zeny-10000;
set Zeny, Zeny-10000;
close2;
warp "e_tower",70,114;
end;
@ -182,7 +182,7 @@ alberta,214,77,6 script Captain Janssen 709,{
mes "[Captain Janssen]";
mes "Huh? Are you sure that you don't mind giving me that much money? Wow, thank you so much!";
next;
if (zeny < 10000) {
if (Zeny < 10000) {
mes "[Captain Janssen]";
mes "...I'm sorry, but I don't think you have 10,000 Zeny. Thank you for your kindness, but I need more than that.";
close;
@ -194,7 +194,7 @@ alberta,214,77,6 script Captain Janssen 709,{
next;
mes "[Captain Janssen]";
mes "Thank you so much! Now I can stock up on food and materials for my ship. You're kind, very kind!";
set zeny,zeny-10000;
set Zeny, Zeny-10000;
set in_102tower,1;
close;
}

View File

@ -280,7 +280,7 @@ prt_monk,261,91,3 script Rust Blackhand#edq 826,{
delitem 2256,1; //Magestic_Goat
delitem 7799,30; //Dark_Crystal
delitem 7798,50; //Dark_Debris
set zeny,zeny-990000;
set Zeny, Zeny-990000;
completequest 3043;
getitem 5374,1; //L_Magestic_Goat
mes "[Rust Blackhand]";

View File

@ -11,16 +11,16 @@
//===== Additional Comments: =================================
//= 1.0 Made the NPC [erKURITA]
//= 1.5 Couple fixes to the npc, aswell as adding the missing
//= 3 green herbs. [erKURITA]
//= 3 green herbs. [erKURITA]
//= 1.6 job number->const, commonized variable name,
//= optimized [Lupus]
//= optimized [Lupus]
//= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
//= 1.7b Parenthesis fixes [KarLaeda]
//= 1.8 Fixed the reward you can get [Playtester]
//= 1.9 Removed some 'clever' script constructs [ultramage]
//= 2.0 Updated to official version - Thanks to Omega for
//= his first try [SinSloth] 1.10b - removed .GATs [Lupus]
//= his first try [SinSloth] 1.10b - removed .GATs [Lupus]
//= 2.1 Wise Bull Horn now deletes all items. Thanks to yyCC. [L0ne_W0lf]
//= 2.1a Corrected a Typo error ";;". [Samuray22]
//= 2.1b Corrected some typos errors. (bugreport:1549) [Samuray22]
@ -92,7 +92,7 @@ que_ng,152,167,3 script Master Miller 901,{
setquest 6020;
close;
}
else if(GUNS_Q == 1) {
else if (GUNS_Q == 1) {
mes "[Master Miller]";
mes "Take that letter of";
mes "introduction I've written";
@ -102,7 +102,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "Gunslinger material.";
close;
}
else if(GUNS_Q == 2) {
else if (GUNS_Q == 2) {
mes "[Master Miller]";
mes "Hmm... Wise Bull Horn";
mes "asked you to collect the";
@ -111,7 +111,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "part of his qualification test.";
close;
}
else if(GUNS_Q == 3) {
else if (GUNS_Q == 3) {
mes "[Master Miller]";
mes "Wise Bull Horn asked";
mes "you to bring him some";
@ -120,7 +120,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "for favors. Good luck, friend.";
close;
}
else if(GUNS_Q == 4) {
else if (GUNS_Q == 4) {
mes "[Master Miller]";
mes "I expect to hear good";
mes "news from you soon. You";
@ -128,8 +128,8 @@ que_ng,152,167,3 script Master Miller 901,{
mes "you'll become a Gunslinger.";
close;
}
else if(GUNS_Q == 5) {
if (Skillpoint != 0) {
else if (GUNS_Q == 5) {
if (SkillPoint != 0) {
mes "[Master Miller]";
mes "Hey, you have leftover";
mes "Skill Points. You better";
@ -184,13 +184,13 @@ que_ng,152,167,3 script Master Miller 901,{
set GUNS_Q,6;
completequest 6024;
if (rand(1,2) == 1) {
getitem 13100,1; // Six_Shooter
}else{
getitem 13150,1; // Branch
getitem 13100,1; // Six_Shooter
} else {
getitem 13150,1; // Branch
}
close;
}
}else{
} else {
if (Class == Job_Gunslinger) {
mes "[Master Miller]";
mes "Oh! Long time, no see,";
@ -200,7 +200,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "Take care of it, and it'll take";
mes "care of you. Remember it.";
close;
}else{
} else {
mes "[Master Miller]";
mes "If you don't have";
mes "any business with me,";
@ -266,7 +266,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
changequest 6020,6021;
close;
}
else if(GUNS_Q == 2) {
else if (GUNS_Q == 2) {
if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) {
mes "[Wise Bull Horn]";
mes "I can make a voucher that";
@ -293,12 +293,12 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "a Gunslinger.";
close;
}
delitem 912,3; // Zargon
delitem 914,3; // Fluff
delitem 1019,1; // Wooden_Block
delitem 935,10; // Shell
delitem 511,3; // Green_Herb
delitem 1013,3; // Colorful_Shell
delitem 912,3; // Zargon
delitem 914,3; // Fluff
delitem 1019,1; // Wooden_Block
delitem 935,10; // Shell
delitem 511,3; // Green_Herb
delitem 1013,3; // Colorful_Shell
set GUNS_Q,3;
changequest 6021,6022;
mes "[Wise Bull Horn]";
@ -310,7 +310,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "I should be finished with it.";
close;
}
else if(GUNS_Q == 3) {
else if (GUNS_Q == 3) {
mes "[Wise Bull Horn]";
mes "Oh, you've arrived just";
mes "in time. It's been a while";
@ -350,7 +350,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
changequest 6022,6023;
close;
}
else if(GUNS_Q == 4) {
else if (GUNS_Q == 4) {
if (countitem(519) < 1) {
mes "[Wise Bull Horn]";
mes "I'm an old man that will";
@ -360,7 +360,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "a cold glass of Milk, please?";
close;
}
delitem 519,1; // Milk
delitem 519,1; // Milk
set GUNS_Q,5;
changequest 6023,6024;
mes "[Wise Bull Horn]";
@ -390,7 +390,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "Yippee Yippee Yai Yocaiyay~";
close;
}
else if(GUNS_Q == 5) {
else if (GUNS_Q == 5) {
mes "[Wise Bull Horn]";
mes "Please take this voucher";
mes "to Miller, the Black Fox, with";
@ -406,7 +406,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "Yippee Yippee Yai Yocaiyay~";
close;
}
else if(GUNS_Q == 6) {
else if (GUNS_Q == 6) {
mes "[Wise Bull Horn]";
mes "AAh, long time no see.";
mes "I hope that you become";

View File

@ -53,7 +53,7 @@ alberta,30,65,3 script Akagi 730,{
warp "amatsu",178,176;
end;
}
}else{
} else {
mes "[Akagi]";
mes "Hm? I cannot be";
mes "of any service to";
@ -61,7 +61,7 @@ alberta,30,65,3 script Akagi 730,{
mes "a little stronger...";
close;
}
}else{
} else {
mes "[Akagi]";
mes "Hmm...";
mes "You and I...";
@ -192,7 +192,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
setquest 6015;
close;
}
else if(NINJ_Q == 1) {
else if (NINJ_Q == 1) {
mes "[Cougar]";
mes "Even if this task";
mes "isn't that urgent,";
@ -201,7 +201,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "my letter to Wildcat Joe.";
close;
}
else if(NINJ_Q == 2) {
else if (NINJ_Q == 2) {
mes "[Cougar]";
mes "Did you deliver that";
mes "letter to Wildcat Joe?";
@ -211,7 +211,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "if you can needle him for it.";
close;
}
else if(NINJ_Q == 3) {
else if (NINJ_Q == 3) {
mes "[Cougar]";
mes "Ah, you've returned.";
mes "So did Wildcat Joe send";
@ -259,7 +259,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
changequest 6017,6018;
close;
}
else if(NINJ_Q == 4) {
else if (NINJ_Q == 4) {
if (countitem(7053) < 5 || countitem(1010) < 1) {
mes "[Cougar]";
mes "Hurry and bring";
@ -270,7 +270,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "against Wildcat Joe!";
close;
}
if (Skillpoint != 0) {
if (SkillPoint != 0) {
mes "[Cougar]";
mes "Whoa, whoa...";
mes "You still have some";
@ -350,7 +350,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "the respect of any Ninja~";
close;
}
}else{
} else {
if (Class == Job_Ninja) {
mes "[Cougar]";
mes "How have you been?";
@ -360,7 +360,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "can do that, you'll get";
mes "the respect of any Ninja~";
close;
}else{
} else {
mes "[Cougar]";
mes "What...?";
mes "How were you able";
@ -436,7 +436,7 @@ einbroch,184,194,3 script Suspicious Man#nq 881,{
changequest 6015,6016;
close;
}
else if(NINJ_Q == 2) {
else if (NINJ_Q == 2) {
if (countitem(7053) < 5 || countitem(1010) < 1) {
mes "[Suspicious Man]";
mes "Please bring";
@ -532,7 +532,7 @@ einbroch,184,194,3 script Suspicious Man#nq 881,{
warp "amatsu",113,127;
end;
}
else if(NINJ_Q == 3) {
else if (NINJ_Q == 3) {
mes "[Red Leopard Joe]";
mes "Eh? I'm not sure what";
mes "happened, but it seems";
@ -555,7 +555,7 @@ einbroch,184,194,3 script Suspicious Man#nq 881,{
warp "amatsu",113,127;
end;
}
else if(NINJ_Q == 4) {
else if (NINJ_Q == 4) {
mes "[Red Leopard Joe]";
mes "Cougar asked you to";
mes "gather some materials";
@ -565,7 +565,7 @@ einbroch,184,194,3 script Suspicious Man#nq 881,{
mes "to beat him in a fair fight~";
close;
}
else if(NINJ_Q == 5 && Class == Job_Ninja) {
else if (NINJ_Q == 5 && Class == Job_Ninja) {
mes "[Red Leopard Joe]";
mes "Oh, you're a Ninja~";
mes "I hope you continue to";

View File

@ -11,25 +11,25 @@
//= Job Change quest for Assassin class.
//===== Additional Comments: =================================
//= 1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
//= Also converted the booby traps from the aegis script.[kobra_k88]
//= Also converted the booby traps from the aegis script.[kobra_k88]
//= 1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
//= Fixed some duplicate npc names. Added missing waitingroom triggers.
//= Fixed warp in "TimerSin", was supposed to be an areawarp.
//= For some reason sometimes the "Nameless One" would have message windows
//= without controls. Changed the doevent that triggers him to an
//= addtimer and that seemed make the prob. go away[kobra_k88]
//= Fixed some duplicate npc names. Added missing waitingroom triggers.
//= Fixed warp in "TimerSin", was supposed to be an areawarp.
//= For some reason sometimes the "Nameless One" would have message windows
//= without controls. Changed the doevent that triggers him to an
//= addtimer and that seemed make the prob. go away[kobra_k88]
//= 1.2 Fixed WRONG skillpoint check! [Lupus]
//= 1.2b Fixed missing commands and typos [Lupus]
//= 1.3 Baby class Support added [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I
//= was still able to bypass it) [Toms]
//= was still able to bypass it) [Toms]
//= 2.4 Fixed skipping of Nameless NPC [Lupus]
//= 2.5 Fixed a Rogue exploit [Lupus]
//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
@ -256,9 +256,9 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "you to the office.";
close2;
set ASSIN_Q,0;
if(checkquest(8000) != -1) {
if (checkquest(8000) != -1) {
changequest 8000,8001;
}else{
} else {
setquest 8001;
}
warp "in_moc_16",19,76;
@ -295,7 +295,7 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
mes "[Assassin 'Khai']";
mes "Umm?!";
Emotion e_gasp;
emotion e_gasp;
next;
mes "[Assassin 'Khai']";
mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
@ -383,7 +383,7 @@ OnTouch:
close;
case 2:
mes "[Assassin 'Khai']";
if (sex) {
if (Sex) {
mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
next;
mes "[Assassin 'Khai']";
@ -1108,12 +1108,10 @@ OnInit:
OnStartArena:
warpwaitingpc "in_moc_16", 66, 151;
attachrid($@warpwaitingpc[0]);
if(ASSIN_Q2<5)
{
if (ASSIN_Q2 < 5) {
warpchar "in_moc_16",20,145,getcharid(0);
end;
}
donpcevent "Beholder#ASNTEST::OnEnable";
donpcevent "Keeper of the Door#ASN::OnDisable";
set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
@ -1885,7 +1883,7 @@ OnTouch:
mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
next;
mes "[Guildmaster]";
if (sex )
if (Sex)
mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
else
mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";

View File

@ -16,13 +16,13 @@
//===== Additional Comments: =================================
//= Changed some npc names to the iRO names. Changed some variable
//= names and labels. Edited some text.[kobra_k88]
//= Removed "if(JobLevel > 48) goto higher". It was a left over line.
//= Removed "if (JobLevel > 48) goto higher". It was a left over line.
//= Thx to "Decker".[kobra_k88]
//= Fixed some typos, thanks to Riotblade [celest]
//= 1.3-1.5 Added Baby Class support [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 1.7 item quantity/ids typos fix
//= 1.8 Moved the Quest to Einbroch [Poki#3]
//= 2.0 Changed numbers to constants. [Vicious]
@ -74,7 +74,7 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{
mes "and tools is truly a form of art!";
next;
if (BaseClass == Job_Novice) {
if (sex == 0) {
if (Sex == 0) {
mes "[Altiregen]";
mes "Oh~";
mes "what a very";
@ -250,7 +250,7 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{
else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) {
mes "[Altiregen]";
mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith.";
if(checkquest(2015) != -1) {
if (checkquest(2015) != -1) {
changequest 2015,2016;
}
next;
@ -485,9 +485,9 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
mes "Let's see...your score is..." + .@black_q + " points.";
if (.@black_q == 100) {
set BSMITH_Q,3;
if(checkquest(2001) != -1) {
if (checkquest(2001) != -1) {
changequest 2001,2002;
}else{
} else {
changequest 2000,2002;
}
mes "Oh ho ho~";
@ -502,7 +502,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
close;
}
set BSMITH_Q,2;
if(checkquest(2001) == -1) {
if (checkquest(2001) == -1) {
changequest 2000,2001;
}
mes ".............";
@ -655,7 +655,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 9:
mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
getitem 1610,1; //Arc_Wand
if(checkquest(2003) != -1) {
if (checkquest(2003) != -1) {
changequest 2003,2008;
}
next;
@ -680,7 +680,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 10:
mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
getitem 1219,1; //Gladius
if(checkquest(2004) != -1) {
if (checkquest(2004) != -1) {
changequest 2004,2009;
}
next;
@ -705,7 +705,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 11:
mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
getitem 1119,1; //Tsurugi
if(checkquest(2005) != -1) {
if (checkquest(2005) != -1) {
changequest 2005,2010;
}
next;
@ -731,7 +731,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 12:
mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt.";
getitem 1713,1; //Arbalest
if(checkquest(2006) != -1) {
if (checkquest(2006) != -1) {
changequest 2006,2011;
}
next;
@ -755,7 +755,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 13:
mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
getitem 1122,1; //Ring_Pommel_Saber
if(checkquest(2007) != -1) {
if (checkquest(2007) != -1) {
changequest 2007,2012;
}
next;
@ -852,16 +852,16 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
if (countitem(1073) > 0) {
set BSMITH_Q,15;
delitem 1073,1; //Merchant_Voucher_1
if(checkquest(2008) != -1) {
if (checkquest(2008) != -1) {
changequest 2008,2013;
}
else if(checkquest(2009) != -1) {
else if (checkquest(2009) != -1) {
changequest 2009,2013;
}
else if(checkquest(2010) != -1) {
else if (checkquest(2010) != -1) {
changequest 2010,2013;
}
else if(checkquest(2011) != -1) {
else if (checkquest(2011) != -1) {
changequest 2011,2013;
}
else {
@ -1618,7 +1618,7 @@ geffen_in,109,170,3 script Blacksmith Guildsman#gef 726,{
mes "Excuse me, but you do not have enough money.";
close;
}
set zeny,zeny-600;
set Zeny, Zeny-600;
warp "izlude",94,103;
end;
case 3:

View File

@ -22,8 +22,8 @@
//= 1.3 Added Baby Class support [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that
//= reported the bug) [Lupus]
//= 1.7 Moved the Job QUest to Hugel [Poki#3]
@ -46,10 +46,10 @@
//= 3.0a Corrected a Typo error ";;". [Samuray22]
//= 3.1 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
//= 3.2 Fixes a bug where the timer was stopped causing the [L0ne_W0lf]
//= test to freeze. (bugreport:1099)
//= test to freeze. (bugreport:1099)
//= 3.3 Added missing next. [L0ne_W0lf]
//= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22]
//= -Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179)
//= Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179)
//= 3.5 Added Quest Log commands. [Kisuka]
//= 3.6 Removed the need for use of 'goto.' [L0ne_W0lf]
//= 3.7 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
@ -125,7 +125,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
close;
}
else if (Baseclass == Job_Merchant) {
else if (BaseClass == Job_Merchant) {
mes "[Hunter Guildsman]";
mes "Oh...";
mes "How's your business coming along?";
@ -182,7 +182,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
mes "[Hunter Sherin]";
mes "Tada~ Congratulations!";
mes "You look great as a Hunter!!";
set .@joblvl,joblevel;
set .@joblvl, JobLevel;
completequest 4013;
callfunc "Job_Change",Job_Hunter;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
@ -438,7 +438,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
next;
mes "[Hunter Sherin]";
if (sex)
if (Sex)
mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!";
else
mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~";

View File

@ -30,7 +30,7 @@
//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//= 2.4 Minor fixes to timer#knt. [L0ne_W0lf]
//= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf]
//= Corrected usages of killmonster and killmonsterall.
//= Corrected usages of killmonster and killmonsterall.
//= 2.6 Corrected an improper areawarp destination. [L0ne_W0lf]
//= 2.7 Deleted unused variables. [Samuray22]
//= 2.7a Corrected a Typo error ";;". [Samuray22]
@ -373,7 +373,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "to Amy's opinion.";
next;
mes "[Lady Amy]";
if (sex) {
if (Sex) {
mes "Mmm~ He's so polite!";
mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
}
@ -392,7 +392,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "your mind.";
next;
mes "[Sir Edmond]";
if (sex) {
if (Sex) {
mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
mes "as the sun.";
}
@ -694,7 +694,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
close;
}
else if (Baseclass == Job_Novice) {
else if (BaseClass == Job_Novice) {
mes "Oh?";
mes "What is a Novice";
mes "doing here?";
@ -2028,8 +2028,7 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
close;
case 2:
set .@now_weight,MaxWeight-Weight;
if (.@now_weight < 1800) {
if (MaxWeight - Weight < 1800) {
mes "[Sir Gray]";
mes "Oh no...";
mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";

View File

@ -17,8 +17,8 @@
//= 1.3 Added Baby Class support, fixed 3 wrong constants bugs [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Merged JFunc [Lupus]
//= 2.1a Fixed typo [KarLaeda]
@ -49,7 +49,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
if (BaseJob == Job_Priest) {
mes "[Bishop Paul]";
mes "Ah...";
if (sex)
if (Sex)
mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
else
mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me.";
@ -116,7 +116,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
else if (BaseClass == Job_Novice) {
mes "[Bishop Paul]";
mes "May God be";
if (sex)
if (Sex)
mes "with you, brother.";
else
mes "with you, sister.";
@ -149,7 +149,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
else {
mes "[Bishop Paul]";
mes "May God be";
if (sex)
if (Sex)
mes "with you, brother.";
else
mes "with you, sister.";
@ -204,7 +204,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
if (PRIEST_Q == 0) {
mes "[Bishop Paul]";
mes "May God bless";
if (sex)
if (Sex)
mes "you, Brother.";
else
mes "you, Sister.";
@ -244,7 +244,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
set PRIEST_Q,1;
setquest 8009;
mes "[Bishop Paul]";
if (sex)
if (Sex)
mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + ".";
else
mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + ".";
@ -329,7 +329,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
mes "Thank you for asking.";
next;
mes "[Bishop Paul]";
if (sex)
if (Sex)
mes "I hope you will continue to go on your mission as God's servant, brother.";
else
mes "I hope you will continue to go on your mission as God's servant, sister.";
@ -501,7 +501,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
mes "[Bishop Paul]";
mes "God, grant your power to your servant standing before you.";
changequest 8015,8016;
if (sex)
if (Sex)
mes "Let him send your message throughout the ends of the earth.";
else
mes "Let her send your message throughout the ends of the earth.";
@ -577,7 +577,7 @@ prt_church,27,24,1 script Sister Cecilia 79,{
close;
}
if (PRIEST_Q == 0) {
if (sex)
if (Sex)
mes "May God bless you, brother.";
else
mes "May God bless you, sister.";
@ -658,7 +658,7 @@ prt_church,27,24,1 script Sister Cecilia 79,{
mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood.";
next;
mes "[Sister Cecilia]";
if (sex)
if (Sex)
mes "Brother "+ strcharinfo(0) +"...";
else
mes "Sister "+ strcharinfo(0) +"...";
@ -704,14 +704,14 @@ prt_church,27,24,1 script Sister Cecilia 79,{
}
next;
mes "[Sister Cecilia]";
if (sex)
if (Sex)
mes "Brother "+ strcharinfo(0) +"...";
else
mes "Sister "+ strcharinfo(0) +"...";
mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
next;
mes "[Sister Cecilia]";
if (sex)
if (Sex)
mes "Brother "+ strcharinfo(0) +",";
else
mes "Sister "+ strcharinfo(0) +",";
@ -802,7 +802,7 @@ prt_church,27,24,1 script Sister Cecilia 79,{
close;
}
mes "[Sister Cecilia]";
if (sex)
if (Sex)
mes "Brother "+ strcharinfo(0) +"...";
else
mes "Sister "+ strcharinfo(0) +"...";
@ -848,7 +848,7 @@ job_prist,24,187,4 script Peter S. Alberto 110,{
mes "[Father Peter]";
if (BaseJob == Job_Priest) {
mes "Welcome!";
if (sex)
if (Sex)
mes "Brother "+ strcharinfo(0) +"!";
else
mes "Sister "+ strcharinfo(0) +"!";
@ -1036,7 +1036,7 @@ job_prist,23,187,1 script Peter S. Alberto#2 110,{
mes "[Father Peter]";
if (BaseJob == Job_Priest) {
mes "Welcome!";
if (sex)
if (Sex)
mes "Brother "+ strcharinfo(0) +"!";
else
mes "Sister "+ strcharinfo(0) +"!";

View File

@ -18,7 +18,7 @@
//= 2.5c Bug fixes. Cleaned up some NPCs slightly. [L0ne_W0lf]
//= 2.6 Fixed Water Room not warping on time-up. [L0ne_W0lf]
//= 2.7 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
//= Other minor fixes to various NPCs.
//= Other minor fixes to various NPCs.
//= 2.7a Added end; :D (bugreport:2038) [Yommy]
//= 2.8 Fixed donpcevent to doevent. (bugreport:2311) [SoulBlaker]
//= 2.9 Reverted the change of donpcevent to doevent. [L0ne_W0lf]
@ -47,7 +47,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{
mes "Now, excuse me.";
next;
mes "[Catherine]";
if (sex)
if (Sex)
mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
else
mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!.";
@ -375,7 +375,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{
mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
next;
mes "[Catherine]";
if (sex) {
if (Sex) {
mes "Granted you're a mage, but how could a guy be so weak?!";
mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe";
}
@ -457,7 +457,7 @@ gef_tower,102,24,2 script Gloomy Wizard 735,{
next;
mes "[Raulel]";
mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!";
if (sex == 1) {
if (Sex) {
mes "If you don't want that to happen, then learn how to use spells properly!";
next;
mes "[Raulel]";

View File

@ -10,8 +10,8 @@
//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
//===== Additional Comments: =================================
//= v1.1 Made all into functions, additional checks, etc. [Lupus]
//= v1.2 Made numbers into constants. [Vicious]
//= 1.1 Made all into functions, additional checks, etc. [Lupus]
//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//============================================================

View File

@ -10,8 +10,8 @@
//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
//===== Additional Comments: =================================
//= v1.1 Made all into functions, additional checks, etc. [Lupus]
//= v1.2 Made numbers into constants. [Vicious]
//= 1.1 Made all into functions, additional checks, etc. [Lupus]
//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//============================================================

View File

@ -10,8 +10,8 @@
//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
//===== Additional Comments: =================================
//= v1.1 Made all into functions, additional checks, etc. [Lupus]
//= v1.2 Made numbers into constants. [Vicious]
//= 1.1 Made all into functions, additional checks, etc. [Lupus]
//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//============================================================

View File

@ -10,8 +10,8 @@
//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
//===== Additional Comments: =================================
//= v1.1 Made all into functions, additional checks, etc. [Lupus]
//= v1.2 Made numbers into constants. [Vicious]
//= 1.1 Made all into functions, additional checks, etc. [Lupus]
//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//============================================================

View File

@ -10,8 +10,8 @@
//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
//===== Additional Comments: =================================
//= v1.1 Made all into functions, additional checks, etc. [Lupus]
//= v1.2 Made numbers into constants. [Vicious]
//= 1.1 Made all into functions, additional checks, etc. [Lupus]
//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//============================================================

View File

@ -10,8 +10,8 @@
//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
//===== Additional Comments: =================================
//= v1.1 Made all into functions, additional checks, etc. [Lupus]
//= v1.2 Made numbers into constants. [Vicious]
//= 1.1 Made all into functions, additional checks, etc. [Lupus]
//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//============================================================

View File

@ -15,7 +15,7 @@
//= 1.1b Corrected NPC name length warning. [L0ne_W0lf]
//= 1.1c Changed item names to item IDs. [Samuray22]
//= 1.2 Another round of updates to the script. [L0ne_W0lf]
//= Removes the use of labels, and correcets other errors.
//= Removes the use of labels, and correcets other errors.
//= 1.3 Added Quest Log commands. [Kisuka]
//============================================================

View File

@ -11,7 +11,7 @@
//= Job quest for Alchemist classes
//===== Additional Comments: =================================
//= 2.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_BlockHigh"
//= No longer uses function "F_BlockHigh"
//= 2.6 Corrected a bug in advanced class checking. [L0ne_W0lf]
//= 2.7 Added missing checkweights. [L0ne_W0lf]
//= 2.8 Fixed minor typo in test section. [L0ne_W0lf]
@ -177,7 +177,7 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 744,{
mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application.";
close;
}
set zeny,zeny-50000;
set Zeny, Zeny-50000;
mes "[Parmy Gianino]";
mes "Let's see.";
mes "" + strcharinfo(0);
@ -442,7 +442,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 749,{
mes "Wait...";
mes "Maybe I've";
mes "misjudged you.";
if (sex == 1) {
if (Sex) {
mes "You might be a pretty boy,";
mes "but I can tell you're smart";
mes "from your eyes.";
@ -1890,8 +1890,7 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{
}
}
else if (ALCH_Q == 22) {
set .@now_weight,MaxWeight-Weight;
if (.@now_weight < 1370) {
if (MaxWeight - Weight < 1370) {
mes "[Nicholas Flamel]";
mes "Whoa...";
mes "You're carrying too much stuff! First, put some of your things in Kafra Storage.";
@ -1983,20 +1982,21 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{
//============================================================
// Old changelog
//============================================================
//= v1.0 Working.
//= npc/quests/counteragent_mixture.txt Also Needed
//= npc/quests/quests_yuno.txt Also Needed [Darkchild]
//= v1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit.
//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
//= 1.0 Working.
//= npc/quests/counteragent_mixture.txt Also Needed
//= npc/quests/quests_yuno.txt Also Needed [Darkchild]
//= 1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit.
//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
//= 1.2 fixed a few typos (have to hunt more) [Lupus]
//= 1.3 Added Baby Class Support [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 1.6a fixed some wrong answers, thanks to zlider for info [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.2 Got rid of 'al_morgen' var. Now uses (MISC_QUEST & 4) [Lupus]
//= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus]
//= 2.4 Added alternative prizes according to JobLevel [Lupus]
//= 2.4a Fixed 2 wrong answers in Rasputin's test [Lupus]
//============================================================

View File

@ -82,7 +82,7 @@ comodo,226,123,5 script Wandering Bard 741,{
mes "Always full of happy moments~";
next;
mes "[Lalo]";
if (sex) {
if (Sex) {
mes "Forget about your worries~";
mes "And enjoy everything~";
}
@ -96,7 +96,7 @@ comodo,226,123,5 script Wandering Bard 741,{
else if(BARD_Q == 0) {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
if (sex) mes "Hi! Delightful Archer.";
if (Sex) mes "Hi! Delightful Archer.";
else mes "Hello! Beautiful Archer Lady.";
mes "How can a wanderer like me help you?";
next;
@ -948,5 +948,6 @@ S_ChangeJob:
//= 1.2 Fixed wrong item ID, added missing commands [Lupus]
//= 1.3 Updated flower sub-quest according to official [Lupus]
//= 1.4 Changed priority for the gifts. Now you can win the 1st
//= prize, too. Added Izidor flower [Lupus]
//= prize, too. Added Izidor flower [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//============================================================

View File

@ -127,7 +127,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{
mes "Train yourself more as a Swordsman and wait for your calling. I understand your intent, but as of now, you cannot join us.";
close;
}
if (Skillpoint) {
if (SkillPoint) {
mes "[Michael Halig]";
mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
close;
@ -207,7 +207,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{
close;
}
mes "[Michael Halig]";
if (sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin.";
if (Sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin.";
else mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming.";
close;
}
@ -295,7 +295,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{
mes "[Michael Halig]";
mes "Now you are";
mes "one of us!";
if (sex) mes "...Brother.";
if (Sex) mes "...Brother.";
else mes "...Comrade.";
next;
if(.@JobLevel != 50) getitem 504, 6;
@ -346,7 +346,7 @@ prt_castle,164,32,1 script Man in Anguish 733,{
else if(CRUS_Q == 4) {
mes "What is it...?";
mes "Do you have business";
if (sex) mes "with me, man of the sword?";
if (Sex) mes "with me, man of the sword?";
else mes "with me, woman of the sword?";
next;
if (select("I'd like to take the Crusader test.:Nothing.") == 1) {
@ -1478,4 +1478,5 @@ OnStop:
//= Hand of God allow to skip item gathering [DracoRPG]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Fixed endless loop, wrong condition check [Lupus]
//= also changed all job numbers to constants, fixed logic
//= also changed all job numbers to constants, fixed logic
//============================================================

View File

@ -12,7 +12,7 @@
//= Job quest for Dancer classes
//===== Additional Comments: =================================
//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_BlockHigh"
//= No longer uses function "F_BlockHigh"
//= 3.2a Deleted unused variables. [Samuray22]
//= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
//= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
@ -133,7 +133,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) {
if (DANC_Q == 0 && Sex == 0 && BaseJob == Job_Archer) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Welcome~!";
@ -209,7 +209,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
else if (sex == 1) {
else if (Sex == 1) {
cutin "job_dancer_eir03",2;
mes "[Aile]";
mes "Welco--Mmm?";
@ -318,7 +318,7 @@ job_duncer,43,93,4 script Aile#da 724,{
mes "tuition fee.";
next;
cutin "job_dancer_eir01",2;
set zeny,zeny-10000;
set Zeny, Zeny-10000;
mes "[Aile]";
mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
set DANC_Q,5;
@ -1328,14 +1328,14 @@ job_duncer,63,110,4 script Backdancer#1 724,{
end;
OnSmile:
Emotion e_no1;
emotion e_no1;
donpcevent "Backdancer#2::OnSmile";
donpcevent "Backdancer#3::OnSmile";
donpcevent "Backdancer#4::OnSmile";
end;
OnOmg:
Emotion e_omg;
emotion e_omg;
donpcevent "Backdancer#2::OnOmg";
donpcevent "Backdancer#3::OnOmg";
donpcevent "Backdancer#4::OnOmg";
@ -1346,11 +1346,11 @@ job_duncer,66,113,4 script Backdancer#2 724,{
end;
OnSmile:
Emotion e_no1;
emotion e_no1;
end;
OnOmg:
Emotion e_omg;
emotion e_omg;
end;
}
@ -1358,11 +1358,11 @@ job_duncer,72,113,4 script Backdancer#3 724,{
end;
OnSmile:
Emotion e_no1;
emotion e_no1;
end;
OnOmg:
Emotion e_omg;
emotion e_omg;
end;
}
@ -1370,11 +1370,11 @@ job_duncer,75,110,4 script Backdancer#4 724,{
end;
OnSmile:
Emotion e_no1;
emotion e_no1;
end;
OnOmg:
Emotion e_omg;
emotion e_omg;
end;
}
@ -1390,15 +1390,15 @@ OnOmg:
//= along with some optimization. [Fredzilla]
//= 1.5 Added Baby Class Support [Fredzilla]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Script check #1. [Lance]
//= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
//= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
//= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
//= 2.5 Final fix of chrid issues, changed 'Improved
//= Concentration' to 'Attention Concentrate' [Lupus]
//= Concentration' to 'Attention Concentrate' [Lupus]
//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
//= 3.1 Implemented JOBLVL as in other quests [Lupus]
//============================================================

View File

@ -11,7 +11,7 @@
//= Job quest for Monk classes
//===== Additional Comments: =================================
//= 2.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_BlockHigh"
//= No longer uses function "F_BlockHigh"
//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 2.3a Deleted unused variables. [Samuray22]
//= 2.4 Added Quest Log commands. [Kisuka]
@ -2615,10 +2615,12 @@ job_monk,0,0,0,0 monster Thief Bug Larva 1051,20,0,0,0
//= 1.3 Added Baby Class Support [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus] 1.7 Fixed warps19/20 [Yor]
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 1.7 Fixed warps19/20 [Yor]
//= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus]
//= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris]
//= 1.9b Fixed another bug in Fuhai. [Zephiris]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//============================================================

View File

@ -11,10 +11,10 @@
//= Job quest for Rogue classes
//===== Additional Comments: =================================
//= 2.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_BlockHigh"
//= No longer uses function "F_BlockHigh"
//= 2.4a Deleted unused variables. [Samuray22]
//= 2.4b Changed a Problem with JobLevel what made
//= impossible get a Gladius [3]. (bugreport:481) [Samuray22]
//= impossible get a Gladius [3]. (bugreport:481) [Samuray22]
//= 2.4c Corrected a Typo error ";;" and a typo error with "rouge". (bugreport:909) [Samuray22]
//= 2.5 Added dummy "OnMyMobDead" labels. (bugreport:1100) [L0ne_W0lf]
//= 2.6 Fixed a few bugs in the Rogue Guildsman. [L0ne_W0lf]
@ -84,7 +84,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 747,{
mes "[Rogue Guildsman]";
mes "So what's a kid";
mes "like you doin' here?";
if (sex == 1) {
if (Sex) {
mes "Oh, I get it now...";
mes "The widdle boy wants";
}
@ -656,14 +656,14 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{
else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10;
else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
else if (ROGUE_Q == 6) {
if (zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
if (Zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
countitem(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 &&
countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 4 &&
countitem(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 &&
countitem(908) > 4 && countitem(945) > 4) {
mes "[Mr. Smith]";
mes "Ummm...let's see...";
set zeny,zeny-10000;
set Zeny, Zeny-10000;
delitem 915,5; //Chrysalis
delitem 713,5; //Empty_Bottle
delitem 1002,5; //Iron_Ore
@ -976,7 +976,7 @@ S_CheckItems:
if (Zeny > 9999 && countitem(getarg(0)) >= getarg(1) && countitem(getarg(2)) >= getarg(3) && countitem(getarg(4)) >= getarg(5) && countitem(getarg(6)) >= getarg(7)) {
mes "[Mr. Smith]";
mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"...";
set zeny,zeny-10000;
set Zeny, Zeny-10000;
delitem getarg(0),getarg(1);
delitem getarg(2),getarg(3);
delitem getarg(4),getarg(5);
@ -2019,12 +2019,13 @@ in_rogue,399,286,1 script switch#rogreset 88,{
//= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged JFunc [Lupus]
//= 2.3 Added a possibility for players doing Meginjyard quest
//= to enter Rogue guild as there's a NPC inside [SinSloth]
//= to enter Rogue guild as there's a NPC inside [SinSloth]
//= 2.3a fixed test4 person interaction, let BABY thieves pass
//= the test, too [Lupus]
//= the test, too [Lupus]
//============================================================

View File

@ -13,7 +13,7 @@
//= Job quest for Sage classes
//===== Additional Comments: =================================
//= 2.1 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_BlockHigh"
//= No longer uses function "F_BlockHigh"
//= 2.2 Small bug fix (== -> !=) thanks to Saithis. [L0ne_W0lf]
//= 2.2b ANotehr smaLL bugfix, pointed out by Cara. [L0ne_W0lf]
//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
@ -21,8 +21,8 @@
//= 2.4a Deleted unused variables. [Samuray22]
//= 2.5 Updated waiting room. (Removes global var) [L0ne_W0lf]
//= 2.5a Corrected some "mes"s without the getitemname. (bugreport:1564) [Samuray22]
// -Changed an incorrect "!=" to "==". (bugreport:1572)
// -And Small Typo Error
//= -Changed an incorrect "!=" to "==". (bugreport:1572)
//= -And Small Typo Error
//= 2.6 Fixed Kayron Grik cutin not being removed as reported by jc1991, bugreport:1825 [Brainstorm]
//= 2.6a Fixed a Little Bug with Whispers Summoned in the Last Test. (bugreport:2253) [Samuray22]
//= 2.7 Added Quest Log commands. [Kisuka]
@ -345,7 +345,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{
next;
if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) {
if (Zeny > 69999) {
set zeny,zeny-70000;
set Zeny, Zeny-70000;
mes "[Metheus Sylphe]";
mes "Thank you, your application has been accepted.";
mes "Next, you will take an entrance test.";
@ -517,7 +517,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{
next;
}
else if (Zeny > 69999) {
set zeny,zeny-70000;
set Zeny, Zeny-70000;
mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request.";
set SAGE_Q,4;
@ -547,7 +547,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{
if (Zeny > 29999) {
for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
delitem .@item[.@i], .@count[.@i];
set zeny,zeny-30000;
set Zeny, Zeny-30000;
mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request.";
set .@SAGE_Q_T,SAGE_Q;

View File

@ -10,8 +10,8 @@
//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
//===== Additional Comments: =================================
//= v1.1 Made all into functions, additional checks, etc. [Lupus]
//= v1.2 Made numbers into constants. [Vicious]
//= 1.1 Made all into functions, additional checks, etc. [Lupus]
//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//============================================================

View File

@ -10,11 +10,11 @@
//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
//===== Additional Comments: =================================
//= v1.1 Made all into functions, additional checks, etc. [Lupus]
//= v1.2 Made numbers into constants. [Vicious]
//= 1.1 Made all into functions, additional checks, etc. [Lupus]
//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//= 1.3a Corrected a Little Typo error. [Samuray22]
// -Thanks to Myllena.
//= Thanks to Myllena.
//============================================================
valkyrie,53,54,3 script Minstrel#Valkyrie 741,{

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