* 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: OnInit:
OnHide: OnHide:
misceffect 16; specialeffect EF_BASH;
disablenpc strnpcinfo(0); disablenpc strnpcinfo(0);
end; end;
OnUnhide: OnUnhide:
enablenpc strnpcinfo(0); enablenpc strnpcinfo(0);
misceffect 215; specialeffect EF_SUMMONSLAVE;
end; end;
OnTouch: OnTouch:
@ -669,13 +669,13 @@ OnTouch:
OnInit: OnInit:
OnHide: OnHide:
misceffect 16; specialeffect EF_BASH;
disablenpc strnpcinfo(0); disablenpc strnpcinfo(0);
end; end;
OnUnhide: OnUnhide:
enablenpc strnpcinfo(0); enablenpc strnpcinfo(0);
misceffect 215; specialeffect EF_SUMMONSLAVE;
end; end;
} }

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

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@ -29,7 +29,7 @@ bat_room,133,178,5 script Flavius Officer#01a 418,{
next; next;
switch(select("I want to join your army!:End Conversation")) { switch(select("I want to join your army!:End Conversation")) {
case 1: case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) { if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]"; 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."; 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; next;
switch(select("I want to join your army!:End Conversation")) { switch(select("I want to join your army!:End Conversation")) {
case 1: case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) { if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]"; 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."; 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; next;
switch(select("I want to join your army!:End Conversation")) { switch(select("I want to join your army!:End Conversation")) {
case 1: case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) { if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]"; 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."; 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; next;
switch(select("I want to join your army!:End Conversation")) { switch(select("I want to join your army!:End Conversation")) {
case 1: case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) { if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]"; 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."; 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.";
} }

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

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

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

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

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@ -30,7 +30,7 @@ bat_room,124,178,5 script Tierra Gorge Officer#01a 418,{
next; next;
switch(select("I want to join your army!:End Conversation")) { switch(select("I want to join your army!:End Conversation")) {
case 1: case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) { if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]"; 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."; 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; next;
switch(select("I want to join your army!:End Conversation")) { switch(select("I want to join your army!:End Conversation")) {
case 1: case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) { if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]"; 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."; 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; next;
switch(select("I want to join your army!:End Conversation")) { switch(select("I want to join your army!:End Conversation")) {
case 1: case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) { if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]"; 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."; 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; next;
switch(select("I want to join your army!:End Conversation")) { switch(select("I want to join your army!:End Conversation")) {
case 1: case 1:
if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) { if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]"; 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."; 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 ======================================= //===== rAthena Script =======================================
//= Al De Baran Town //= Al De Baran Town
//===== By: ================================================== //===== By: ==================================================
//= rAthena dev team; L0ne_W0lf //= rAthena Dev Team; L0ne_W0lf
//===== Current Version: ===================================== //===== Current Version: =====================================
//= 2.3 //= 2.3
//===== Compatible With: ===================================== //===== Compatible With: =====================================
@ -10,7 +10,7 @@
//= [Official Conversion] //= [Official Conversion]
//= Al De Baran Town NPCs //= Al De Baran Town NPCs
//===== Additional Comments: ================================= //===== Additional Comments: =================================
//= v1.1 Added RS125 NPC. Added another Kafra Reserve points agent. //= 1.1 Added RS125 NPC. Added another Kafra Reserve points agent.
//= The 2nd reserve points agent is not complete yet. //= The 2nd reserve points agent is not complete yet.
//= 1.2 Lottery input number fix [Lupus], 1.2a - label typo fixed //= 1.2 Lottery input number fix [Lupus], 1.2a - label typo fixed
//= 1.3 Gatekeeper's bug fixed (wrong check and wrong item ID //= 1.3 Gatekeeper's bug fixed (wrong check and wrong item ID
@ -687,7 +687,7 @@ aldeba_in,156,179,4 script Master#alde 61,{
mes "Who's your"; mes "Who's your";
mes "favorite Kafra girl?"; mes "favorite Kafra girl?";
next; next;
if (sex == 0) { if (Sex == 0) {
mes "[Master]"; mes "[Master]";
mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are."; mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are.";
next; next;

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@ -98,7 +98,7 @@
mes "[Walter Moers]"; mes "[Walter Moers]";
mes "Alright, I will start the engine!"; mes "Alright, I will start the engine!";
close2; close2;
set zeny,zeny-10000; set Zeny, Zeny-10000;
warp "amatsu",197,83; warp "amatsu",197,83;
end; end;
} }

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@ -58,7 +58,7 @@
mes "Let us be off! Back to my"; mes "Let us be off! Back to my";
mes "beautiful Ayotaya!"; mes "beautiful Ayotaya!";
close2; close2;
set zeny,zeny-10000; set Zeny, Zeny-10000;
warp "ayothaya",149,71; warp "ayothaya",149,71;
end; end;
} }

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

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@ -214,7 +214,7 @@ einbech,39,215,5 script Train Station Staff#ein3 852,{
mes "we hope you enjoy"; mes "we hope you enjoy";
mes "the ride. All aboard!"; mes "the ride. All aboard!";
close2; close2;
set zeny,zeny-200; set Zeny, Zeny-200;
warp "einbroch",226,276; warp "einbroch",226,276;
end; end;
} }
@ -989,7 +989,7 @@ einbech,148,246,5 script Franz#ein 851,{
mes "Now those aggressive teddy"; mes "Now those aggressive teddy";
mes "bears are scattered all over"; mes "bears are scattered all over";
mes "the place and the government"; 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; next;
mes "[Franz]"; mes "[Franz]";
mes "According to adventurers"; mes "According to adventurers";

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@ -130,7 +130,7 @@ function script EinTower {
mes "using our services."; mes "using our services.";
mes "Let me guide you to"; mes "Let me guide you to";
mes "the tower right away."; mes "the tower right away.";
set zeny,zeny-10; set Zeny, Zeny-10;
close2; close2;
warp "einbroch",181,196; warp "einbroch",181,196;
end; end;
@ -157,7 +157,7 @@ function script EinTower {
mes "using our services."; mes "using our services.";
mes "Let me guide you to"; mes "Let me guide you to";
mes "the tower right away."; mes "the tower right away.";
set zeny,zeny-20; set Zeny, Zeny-20;
getitem 512,1; //Apple getitem 512,1; //Apple
close2; close2;
warp "einbroch",174,204; 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 "Have a safe trip.";
mes "^333333*Ahem*^000000 All aboard!"; mes "^333333*Ahem*^000000 All aboard!";
close2; close2;
set zeny,zeny-200; set Zeny, Zeny-200;
warp "einbech",43,215; warp "einbech",43,215;
end; end;
} }
@ -836,7 +836,7 @@ ein_in01,206,224,3 script Hotel Employee#ein 855,{
mes "Please enjoy"; mes "Please enjoy";
mes "your rest~"; mes "your rest~";
close2; close2;
set zeny,zeny-5000; set Zeny, Zeny-5000;
percentheal 100,100; percentheal 100,100;
warp "ein_in01",272,167; warp "ein_in01",272,167;
end; end;

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

View File

@ -102,7 +102,7 @@
mes "[Wa Bai Hu]"; mes "[Wa Bai Hu]";
mes "Thank you, let me guide you there immediately."; mes "Thank you, let me guide you there immediately.";
close2; close2;
set zeny,zeny-10000; set Zeny, Zeny-10000;
warp "gon_fild01",258,82; warp "gon_fild01",258,82;
end; end;
} }

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@ -241,13 +241,13 @@ jawaii,141,200,3 script Employee#sroom 798,{
next; next;
if (select("Use.:Cancel.") == 1) { if (select("Use.:Cancel.") == 1) {
mes "[Alowa]"; mes "[Alowa]";
if (zeny > 999) { if (Zeny > 999) {
mes "T-Thank you ssso much!"; mes "T-Thank you ssso much!";
mes "L-Let open the room door"; mes "L-Let open the room door";
mes "ffffor you. Thank y-you."; mes "ffffor you. Thank y-you.";
mes "Ha-have a good time."; mes "Ha-have a good time.";
close2; close2;
set zeny,zeny-1000; set Zeny, Zeny-1000;
warp "jawaii_in",116,64; warp "jawaii_in",116,64;
end; end;
} }
@ -260,7 +260,7 @@ jawaii,141,200,3 script Employee#sroom 798,{
mes "[Alowa]"; mes "[Alowa]";
mes "^666666*Sniff*^000000"; 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!"; 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; close;
} }
@ -288,7 +288,7 @@ jawaii,108,199,5 script Employee#antroom 74,{
next; next;
if (select("Use.:Cancel.") == 1) { if (select("Use.:Cancel.") == 1) {
mes "[Pine Oran]"; mes "[Pine Oran]";
if (zeny > 999) { if (Zeny > 999) {
mes "Thank you"; mes "Thank you";
mes "for using"; mes "for using";
mes "our services."; mes "our services.";
@ -296,7 +296,7 @@ jawaii,108,199,5 script Employee#antroom 74,{
mes "Make yourself"; mes "Make yourself";
mes "comfortable."; mes "comfortable.";
close2; close2;
set zeny,zeny-1000; set Zeny, Zeny-1000;
warp "jawaii_in",129,110; warp "jawaii_in",129,110;
end; end;
} }
@ -323,11 +323,11 @@ jawaii,107,189,5 script Employee#horoom 93,{
next; next;
if (select("Use.:Cancel.") == 1) { if (select("Use.:Cancel.") == 1) {
mes "[Sharkie Rania]"; mes "[Sharkie Rania]";
if (zeny > 999) { if (Zeny > 999) {
mes "Eh, alright."; mes "Eh, alright.";
mes "Let's get going."; mes "Let's get going.";
close2; close2;
set zeny,zeny-1000; set Zeny, Zeny-1000;
warp "jawaii_in",86,117; warp "jawaii_in",86,117;
end; end;
} }
@ -366,11 +366,11 @@ jawaii,112,173,7 script Employee#villroom 93,{
next; next;
if (select("Use.:Cancel.") == 1) { if (select("Use.:Cancel.") == 1) {
mes "[Larks Rania]"; mes "[Larks Rania]";
if (zeny > 999) { if (Zeny > 999) {
mes "Thank you~"; mes "Thank you~";
mes "Enjoy your stay."; mes "Enjoy your stay.";
close2; close2;
set zeny,zeny-1000; set Zeny, Zeny-1000;
warp "jawaii_in",87,75; warp "jawaii_in",87,75;
end; end;
} }
@ -414,8 +414,8 @@ jawaii,214,168,5 script Honeymoon Helper#Jawaii 71,{
next; next;
if (select("I shall buy it.:No, thanks.") == 1) { if (select("I shall buy it.:No, thanks.") == 1) {
mes "[Helper]"; mes "[Helper]";
if (zeny > 49999) { if (Zeny > 49999) {
set zeny,zeny-50000; set Zeny, Zeny-50000;
getitem 681,1; //Memory_Of_Wedding getitem 681,1; //Memory_Of_Wedding
mes "Thank you very much~!"; mes "Thank you very much~!";
mes "Please remember, you"; mes "Please remember, you";
@ -457,10 +457,10 @@ jawaii_in,25,94,0 script Employee#jaw1 724,{
close; close;
OnWelcome: OnWelcome:
Emotion e_kis; emotion e_kis;
end; end;
OnSolo: OnSolo:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -487,10 +487,10 @@ jawaii_in,25,96,0 script Employee#jaw2 724,{
close; close;
OnWelcome: OnWelcome:
Emotion e_kis; emotion e_kis;
end; end;
OnSolo: OnSolo:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -503,7 +503,7 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
mes "Oh~"; mes "Oh~";
mes "Look at you..."; mes "Look at you...";
mes "You look perfect"; mes "You look perfect";
if (sex) if (Sex)
mes "for your wife~"; mes "for your wife~";
else else
mes "with your husband~"; mes "with your husband~";
@ -517,7 +517,7 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
mes "Hmm...?"; mes "Hmm...?";
mes "You don't look like"; mes "You don't look like";
mes "you're married, are you?"; mes "you're married, are you?";
if (sex) { if (Sex) {
next; next;
mes "[Employee Buffy]"; mes "[Employee Buffy]";
mes "I'm pretty good"; mes "I'm pretty good";
@ -531,10 +531,10 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
close; close;
OnWelcome: OnWelcome:
Emotion e_kis; emotion e_kis;
end; end;
OnSolo: OnSolo:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -570,10 +570,10 @@ jawaii_in,25,100,0 script Employee#jaw4 724,{
close; close;
OnWelcome: OnWelcome:
Emotion e_kis; emotion e_kis;
end; end;
OnSolo: OnSolo:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -603,10 +603,10 @@ jawaii_in,30,94,4 script Employee#jaw5 724,{
close; close;
OnWelcome: OnWelcome:
Emotion e_kis; emotion e_kis;
end; end;
OnSolo: OnSolo:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -628,10 +628,10 @@ jawaii_in,30,96,4 script Employee#jaw6 724,{
close; close;
OnWelcome: OnWelcome:
Emotion e_kis; emotion e_kis;
end; end;
OnSolo: OnSolo:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -662,10 +662,10 @@ jawaii_in,30,98,4 script Employee#jaw7 724,{
close; close;
OnWelcome: OnWelcome:
Emotion e_kis; emotion e_kis;
end; end;
OnSolo: OnSolo:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -686,10 +686,10 @@ jawaii_in,30,100,4 script Employee#jaw8 724,{
close; close;
OnWelcome: OnWelcome:
Emotion e_kis; emotion e_kis;
end; end;
OnSolo: OnSolo:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -727,7 +727,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
mes "[Waitress]"; mes "[Waitress]";
mes "Hello,"; mes "Hello,";
mes "how can I help you?"; mes "how can I help you?";
Emotion e_kis; emotion e_kis;
next; next;
switch(select("Give me food.:Bring me drink.:Where's the bar?")) { switch(select("Give me food.:Bring me drink.:Where's the bar?")) {
case 1: case 1:
@ -738,8 +738,8 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
next; next;
if (select("Yes.:Wha--! It's too expensive!") == 1) { if (select("Yes.:Wha--! It's too expensive!") == 1) {
mes "[Waitress]"; mes "[Waitress]";
if (zeny > 999) { if (Zeny > 999) {
set zeny,zeny-1000; set Zeny, Zeny-1000;
getitem 517,1; //Meat getitem 517,1; //Meat
mes "There you go~"; mes "There you go~";
mes "Enjoy your meal~!"; mes "Enjoy your meal~!";
@ -764,8 +764,8 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
next; next;
if (select("Yes.:Wha--! It's too expensive!") == 1) { if (select("Yes.:Wha--! It's too expensive!") == 1) {
mes "[Waitress]"; mes "[Waitress]";
if (zeny > 999) { if (Zeny > 999) {
set zeny,zeny-1000; set Zeny, Zeny-1000;
getitem 503,1; //Yelow_Potion getitem 503,1; //Yelow_Potion
mes "There you go~"; mes "There you go~";
mes "Enjoy your meal~!"; mes "Enjoy your meal~!";
@ -789,7 +789,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
close; close;
} }
} }
Emotion e_omg; emotion e_omg;
mes "[Waitress]"; mes "[Waitress]";
mes "Hey, hey...!"; mes "Hey, hey...!";
mes "I have no idea"; mes "I have no idea";
@ -838,7 +838,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
mes "What would you"; mes "What would you";
mes "like to drink?"; mes "like to drink?";
next; next;
if (zeny < 99) { if (Zeny < 99) {
set .@r_jaw,rand(1,100); set .@r_jaw,rand(1,100);
mes "[Bartender]"; mes "[Bartender]";
if (.@r_jaw > 29) { if (.@r_jaw > 29) {
@ -897,7 +897,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
percentheal -100,0; percentheal -100,0;
end; end;
} }
if (zeny > 99) set zeny,zeny-100; if (Zeny > 99) set Zeny, Zeny-100;
switch(rand(4)) { switch(rand(4)) {
case 1: case 1:
mes "[Bartender]"; mes "[Bartender]";
@ -1107,7 +1107,7 @@ S_KillChar:
percentheal -100,0; percentheal -100,0;
end; end;
} }
if (zeny > 99) set zeny,zeny-100; if (Zeny > 99) set Zeny, Zeny-100;
set .@roof_jaw,.@roof_jaw+getarg(0); set .@roof_jaw,.@roof_jaw+getarg(0);
mes "[Bartender]"; mes "[Bartender]";
mes "There you go."; mes "There you go.";
@ -1118,7 +1118,7 @@ S_KillChar:
jawaii_in,43,115,0 script Customer#jaw_1 97,{ jawaii_in,43,115,0 script Customer#jaw_1 97,{
if (!getpartnerid()) { if (!getpartnerid()) {
if (zeny > 99) { if (Zeny > 99) {
mes "[Buchi]"; mes "[Buchi]";
mes "Grrrr..."; mes "Grrrr...";
mes "Damn! I don't"; 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!"; mes "After all, everyone knows marriage is a sham for desperate, lonely people!";
next; next;
mes "[Cage]"; mes "[Cage]";
if (sex) { if (Sex) {
mes "I don't trust anybody!"; mes "I don't trust anybody!";
mes "You're a fool for chaining"; mes "You're a fool for chaining";
mes "yourself to some gorgeous"; mes "yourself to some gorgeous";
@ -1359,7 +1359,7 @@ prt_in,173,13,4 script Customer#SoloHan 86,{
mes "...Wha!?"; mes "...Wha!?";
mes "Oh man!"; mes "Oh man!";
mes "Get outta my face!"; mes "Get outta my face!";
if (sex) { if (Sex) {
mes "You smell like,"; mes "You smell like,";
mes "whupped boyfriend"; mes "whupped boyfriend";
mes "or something!"; 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?"; mes "Unfortunately, singles are not allowed on the island. Why don't you go forget your loneliness in the Prontera pub?";
close; close;
} }
else if (zeny > 99999) { else if (Zeny > 99999) {
set zeny,zeny-100000; set Zeny, Zeny-100000;
mes "Bon Voyage...!!"; mes "Bon Voyage...!!";
mes "Let me guide"; mes "Let me guide";
mes "you to 'Jawaii!'"; mes "you to 'Jawaii!'";

View File

@ -595,7 +595,7 @@ lighthalzen,182,102,3 script Lucius#zen5 866,{
mes "as much as you possibly can..."; mes "as much as you possibly can...";
close; close;
} }
set zeny,zeny-.@input; set Zeny, Zeny-.@input;
set $donatedzeny,$donatedzeny + .@input; set $donatedzeny,$donatedzeny + .@input;
mes "[Lucius]"; mes "[Lucius]";
mes "So far, I've received"; mes "So far, I've received";
@ -1052,7 +1052,7 @@ OnTouch:
mes "[" + strcharinfo(0) + "]"; mes "[" + strcharinfo(0) + "]";
mes "Here you go,"; mes "Here you go,";
mes "take this."; mes "take this.";
set zeny,zeny-50; set Zeny, Zeny-50;
next; next;
mes "[Beggar]"; mes "[Beggar]";
mes "Thank you so much."; mes "Thank you so much.";

View File

@ -72,7 +72,7 @@
mes "Ready!"; mes "Ready!";
mes "Have fun!"; mes "Have fun!";
close2; close2;
set zeny,zeny-10000; set Zeny, Zeny-10000;
warp "lou_fild01",190,101; warp "lou_fild01",190,101;
end; 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 "We are trying to provide you with the best of service. Please";
mes "come again."; mes "come again.";
next; next;
set zeny,zeny-500; set Zeny, Zeny-500;
warp "lou_in01",17,19; warp "lou_in01",17,19;
end; end;
case 3: case 3:
@ -329,11 +329,11 @@ louyang,84,254,0 script Exit#lou 111,{
// Old changelog // Old changelog
//============================================================ //============================================================
//= Originally made for Vidar //= Originally made for Vidar
//= 1.2 - Added official warp NPC's //= 1.2 Added official warp NPC's
//= 1.3 - Fixed gramatical errors. (Like wtf's with the weird //= 1.3 Fixed gramatical errors. (Like wtf's with the weird
// texts celest? xD) //= texts celest? xD)
//= 2.0 - Completely rewrote the current scripts based on iRO. //= 2.0 Completely rewrote the current scripts based on iRO.
// Added the 'Shouting Quest' and the 'Medicine Quest' //= Added the 'Shouting Quest' and the 'Medicine Quest'
//= 2.1 Optimized, made quest vars unique [Lupus] //= 2.1 Optimized, made quest vars unique [Lupus]
//= 2.1a minor fix, 2.1b Fixed Typos [Nexon] //= 2.1a minor fix, 2.1b Fixed Typos [Nexon]
//= 2.2 Fixed exploits [Lupus] //= 2.2 Fixed exploits [Lupus]

View File

@ -1,7 +1,7 @@
//===== rAthena Script ======================================= //===== rAthena Script =======================================
//= Lutie Town //= Lutie Town
//===== By: ================================================== //===== By: ==================================================
//= rAthena dev team //= rAthena Dev Team
//===== Current Version: ===================================== //===== Current Version: =====================================
//= 1.7 //= 1.7
//===== Compatible With: ===================================== //===== Compatible With: =====================================
@ -92,7 +92,7 @@ xmas_in,100,96,4 script Santa Claus 718,{
} }
xmas_in,167,173,4 script Duffle 711,{ xmas_in,167,173,4 script Duffle 711,{
if(xmas_npc == 1) { if (xmas_npc == 1) {
mes "[Duffle]"; mes "[Duffle]";
mes "Merry Christmas!"; mes "Merry Christmas!";
mes "Welcome to Lutie!"; 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,{ xmas_in,27,103,4 script Lenient Aunt 701,{
switch (xmas_npc) { switch (xmas_npc) {
case 5: case 5:
mes "[Thachentze]"; mes "[Thachentze]";
mes "Hmm? The Hairy guy"; mes "Hmm? The Hairy guy";
@ -277,7 +277,7 @@ switch (xmas_npc) {
// Lutie // Lutie
//============================================================ //============================================================
xmas,117,304,4 script Poze 713,{ xmas,117,304,4 script Poze 713,{
if(xmas_npc == 3 || xmas_npc == 4) { if (xmas_npc == 3 || xmas_npc == 4) {
mes "[Poze]"; mes "[Poze]";
mes "You've gone to"; mes "You've gone to";
mes "^3355FFSnowysnow^000000 and he"; 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."; mes "But that's pretty much all I know. For the actual details, you should ask ^3355FFUncle Hairy Cantata^000000.";
set xmas_npc,4; set xmas_npc,4;
close; close;
}else{ } else {
mes "[Poze]"; mes "[Poze]";
mes "Welcome to Lutie,"; mes "Welcome to Lutie,";
mes "the town which blesses"; mes "the town which blesses";
@ -321,8 +321,8 @@ xmas,117,304,4 script Poze 713,{
} }
xmas,176,236,4 script Uncle Hairy 712,{ xmas,176,236,4 script Uncle Hairy 712,{
if(xmas_npc == 4) { if (xmas_npc == 4) {
if(countitem(1024) > 0 && countitem(938) > 0) { if (countitem(1024) > 0 && countitem(938) > 0) {
mes "[Cantata]"; 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!"; 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; next;
@ -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!"; 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; set xmas_npc,5;
close; close;
}else{ } else {
mes "[Cantata]"; 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..."; 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; next;
@ -461,7 +461,9 @@ xmas,134,112,4 script Snowman 710,{
mes "- too many items with you. -"; mes "- too many items with you. -";
mes "- Please try again -"; mes "- Please try again -";
mes "- after you loose some weight. -"; mes "- after you loose some weight. -";
close2; cutin "",255; end; close2;
cutin "",255;
end;
} }
cutin "rutie_snownow03.bmp",2; cutin "rutie_snownow03.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -507,8 +509,10 @@ xmas,134,112,4 script Snowman 710,{
next; next;
mes "[Snowysnow]"; mes "[Snowysnow]";
mes "So will you be my friend? If you do, I'll be your friend too~"; mes "So will you be my friend? If you do, I'll be your friend too~";
close2; cutin "",255; end; close2;
}else{ cutin "",255;
end;
} else {
switch(xmas_npc) { switch(xmas_npc) {
case 2: case 2:
cutin "rutie_snownow01.bmp",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 "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
mes "^3355FFfixated on Poze's memento.^000000"; mes "^3355FFfixated on Poze's memento.^000000";
set xmas_npc,3; set xmas_npc,3;
close2; cutin "",255; end; close2;
cutin "",255;
end;
case 3: case 3:
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -545,7 +551,9 @@ xmas,134,112,4 script Snowman 710,{
next; next;
mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000"; mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
mes "^3355FFfixated on Poze's memento.^000000"; mes "^3355FFfixated on Poze's memento.^000000";
close2; cutin "",255; end; close2;
cutin "",255;
end;
case 4: case 4:
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -565,7 +573,9 @@ xmas,134,112,4 script Snowman 710,{
next; next;
mes "[Snowysnow]"; mes "[Snowysnow]";
mes "But I know that's because she likes him a whole whole lot! Hee hee hee!"; 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: case 5:
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -579,7 +589,9 @@ xmas,134,112,4 script Snowman 710,{
next; next;
mes "[Snowysnow]"; 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!"; 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: case 6:
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -595,14 +607,18 @@ xmas,134,112,4 script Snowman 710,{
next; next;
mes "[Snowysnow]"; 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~!"; 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: case 7:
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
mes "'^3355FFThe roughest"; mes "'^3355FFThe roughest";
mes "salt in the world^000000...'"; 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!"; 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: case 8:
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -610,7 +626,9 @@ xmas,134,112,4 script Snowman 710,{
next; next;
mes "[Snowysnow]"; mes "[Snowysnow]";
mes "He's always trying his best to make those two orphans laugh and forget their troubles..."; 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: case 9:
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -620,7 +638,9 @@ xmas,134,112,4 script Snowman 710,{
mes "[Snowysnow]"; mes "[Snowysnow]";
mes "I'm sure of it!"; mes "I'm sure of it!";
mes "Hee hee hee~!"; mes "Hee hee hee~!";
close2; cutin "",255; end; close2;
cutin "",255;
end;
case 10: case 10:
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -709,7 +729,9 @@ xmas,134,112,4 script Snowman 710,{
next; next;
mes "[Snowysnow]"; 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!"; 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: case 11:
cutin "rutie_snownow02.bmp",2; cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
@ -717,7 +739,9 @@ xmas,134,112,4 script Snowman 710,{
next; next;
mes "[Snowysnow]"; mes "[Snowysnow]";
mes "You're always welcome in Lutie, especially by me, Snowysnow! Happy Kwanza, Happy Hannukah and Merry Christmas~!"; 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: case 2:
@ -731,14 +755,18 @@ xmas,134,112,4 script Snowman 710,{
cutin "rutie_snownow01.bmp",2; cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]"; 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..."; 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: case 3:
cutin "rutie_snownow03.bmp",2; cutin "rutie_snownow03.bmp",2;
mes "[Snowysnow]"; mes "[Snowysnow]";
mes "Bye bye, friend~!"; mes "Bye bye, friend~!";
mes "Thank you for listening me~"; mes "Thank you for listening me~";
mes "I'll see you again, someday! You'll always be in my heart~"; 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!"; 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; set xmas_npc,9;
close; close;
}else{ } else {
mes "[Hashokii]"; mes "[Hashokii]";
mes "Ah... ^3355FFSnowysnow^000000?"; 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..."; 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 "He's a nice snowman!";
mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!"; mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!";
close; close;
}else{ } else {
mes "[Charu Charu]"; mes "[Charu Charu]";
mes "Merry Merry Christmas!"; mes "Merry Merry Christmas!";
mes "Heheheheheh~!"; 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!"; 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; close;
} }
}else{ } else {
mes "[Marcell]"; mes "[Marcell]";
mes "Merry Christmas~!"; mes "Merry Christmas~!";
next; next;

View File

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

View File

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

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"; mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000";
next; next;
mes "[Woman]"; 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?!"; 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 else
mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm."; 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."; 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; next;
mes "[Jim's Mother]"; mes "[Jim's Mother]";
if (sex == 1) { if (Sex == 1) {
mes "Ooh...!"; mes "Ooh...!";
mes "You've got"; mes "You've got";
mes "such broad shoulders!"; mes "such broad shoulders!";
@ -387,8 +387,8 @@ payon_in01,180,7,2 script Waitress#payon 90,{
mes "And lonely..."; mes "And lonely...";
next; next;
mes "[Pub Lady]"; mes "[Pub Lady]";
if (sex == 1) 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?"; 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 { else {
mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?"; 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"; mes "Um, hey lady, are";
@ -979,7 +979,7 @@ payon_in03,102,185,5 script Guard#payon 708,{
mes "Go back outside!"; mes "Go back outside!";
close; close;
} }
if (Baselevel > 30) { if (BaseLevel > 30) {
mes "[Guard]"; mes "[Guard]";
mes "I'm sorry,"; mes "I'm sorry,";
mes "but you're"; 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."; 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; next;
mes "[Marvin]"; 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."; 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 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."; 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 "[Freya's Priest]";
mes "You!"; mes "You!";
mes "Entertain me!"; mes "Entertain me!";
Emotion e_ag; emotion e_ag;
next; next;
if (select("What? You can't tell me what to do!:You got it.") == 1) { if (select("What? You can't tell me what to do!:You got it.") == 1) {
mes "[Freya's Priest]"; mes "[Freya's Priest]";
@ -342,7 +342,7 @@ rachel,197,137,3 script Bard#aru 51,{
mes "........."; mes ".........";
mes "........."; mes ".........";
mes "........."; mes ".........";
Emotion e_sob; emotion e_sob;
close; close;
} }

View File

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

View File

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

View File

@ -78,7 +78,7 @@ yuno,337,227,4 script Juno Granny#juno 103,{
mes "[Granny]"; mes "[Granny]";
mes "*Giggle*"; mes "*Giggle*";
mes "There you go~"; mes "There you go~";
set zeny,zeny-1000; set Zeny, Zeny-1000;
getitem 529,1; //Candy getitem 529,1; //Candy
next; next;
mes "[Granny]"; 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) { if (select("Choose ^FF3355Red Herb^000000:Choose ^3355FFBlue Herb^000000.") == 1) {
mes "[Le Morpheus]"; mes "[Le Morpheus]";
mes "As you have chosen, you will forget everything, and remain in this virtual reality."; 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 getitem 507,1; //Red_Herb
close2; close2;
warp "prontera",182,206; warp "prontera",182,206;
@ -177,7 +177,7 @@ yuno,165,111,4 script Juno Sage#juno 123,,{
} }
mes "[Le Morpheus]"; mes "[Le Morpheus]";
mes "You will see the truth."; mes "You will see the truth.";
set zeny,zeny-5000; set Zeny, Zeny-5000;
getitem 510,1; //Blue_Herb getitem 510,1; //Blue_Herb
close2; close2;
warp "pay_dun03",200,222; warp "pay_dun03",200,222;
@ -380,7 +380,7 @@ yuno,142,183,5 script Airship Representative 100,{
S_Warp: S_Warp:
if (Zeny >= 1800) { if (Zeny >= 1800) {
set zeny,zeny-1800; set Zeny, Zeny-1800;
warp getarg(0),getarg(1),getarg(2); warp getarg(0),getarg(1),getarg(2);
end; end;
} }

View File

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

View File

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

View File

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

View File

@ -35,9 +35,9 @@ OnEnterBG:
bat_c01,54,123,0 script #bat_c01a 111,{ bat_c01,54,123,0 script #bat_c01a 111,{
end; end;
OnKvM01LightA: misceffect 54; end; OnKvM01LightA: specialeffect EF_BEGINSPELL2; end;
OnKvM01LightB: misceffect 55; end; OnKvM01LightB: specialeffect EF_BEGINSPELL3; end;
OnKvM01LightC: misceffect 56; end; OnKvM01LightC: specialeffect EF_BEGINSPELL4; end;
} }
bat_c01,56,125,0 duplicate(#bat_c01a) #bat_c01b 111 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,{ bat_c02,54,123,0 script #bat_c02a 111,{
end; end;
OnKvM02LightA: misceffect 54; end; OnKvM02LightA: specialeffect EF_BEGINSPELL2; end;
OnKvM02LightB: misceffect 55; end; OnKvM02LightB: specialeffect EF_BEGINSPELL3; end;
OnKvM02LightC: misceffect 56; end; OnKvM02LightC: specialeffect EF_BEGINSPELL4; end;
} }
bat_c02,56,125,0 duplicate(#bat_c02a) #bat_c02b 111 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,{ bat_c03,54,123,0 script #bat_c03a 111,{
end; end;
OnKvM03LightA: misceffect 54; end; OnKvM03LightA: specialeffect EF_BEGINSPELL2; end;
OnKvM03LightB: misceffect 55; end; OnKvM03LightB: specialeffect EF_BEGINSPELL3; end;
OnKvM03LightC: misceffect 56; end; OnKvM03LightC: specialeffect EF_BEGINSPELL4; end;
} }
bat_c03,56,125,0 duplicate(#bat_c03a) #bat_c03b 111 bat_c03,56,125,0 duplicate(#bat_c03a) #bat_c03b 111

View File

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

View File

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

View File

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

View File

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

View File

@ -50,7 +50,7 @@ L_NoIncomeToday:
if(@kafrabank<1000) goto L_LESS_1000; if(@kafrabank<1000) goto L_LESS_1000;
if(@kafrabank>zeny) goto L_NOT_ENOUGH; if(@kafrabank>zeny) goto L_NOT_ENOUGH;
set zeny,zeny-@kafrabank; set Zeny, Zeny-@kafrabank;
set #kafrabank,#kafrabank+@kafrabank; set #kafrabank,#kafrabank+@kafrabank;
mes"[Maniss]"; mes"[Maniss]";
mes "You've made a deposit of ^135445" + @kafrabank + "z^000000."; 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<1) goto B_EXIT2;
if(@kafrabank>#kafrabank) goto L_NOT_ENOUGH; if(@kafrabank>#kafrabank) goto L_NOT_ENOUGH;
set #kafrabank,#kafrabank-@kafrabank; set #kafrabank,#kafrabank-@kafrabank;
set zeny,zeny+@kafrabank; set Zeny, Zeny+@kafrabank;
mes"[Maniss]"; mes"[Maniss]";
mes "Here is your ^135445" + @kafrabank + "z^000000, put your sign here..."; mes "Here is your ^135445" + @kafrabank + "z^000000, put your sign here...";
//we log these zeny operations into the log db //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."; mes "The Jackpot is ^FF0000" + $L_Prize_Money + "z^000000.";
next; next;
menu "Buy Ticket",-,"Cancel",L_Cancel; menu "Buy Ticket",-,"Cancel",L_Cancel;
if (zeny < $L_TicketPrice) goto L_NoZeny; if (Zeny < $L_TicketPrice) goto L_NoZeny;
set zeny,zeny-$L_TicketPrice; set Zeny, Zeny-$L_TicketPrice;
mes "[Lottery]"; mes "[Lottery]";
mes "Would you like your numbers hand picked or computer generated?"; mes "Would you like your numbers hand picked or computer generated?";
next; next;
@ -294,7 +294,7 @@ LWinBig:
mes "You have matched all six numbers!"; mes "You have matched all six numbers!";
mes "Jackpot!"; mes "Jackpot!";
mes "You've won ^0000FF" + $L_Prize_Money + "z^000000."; 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; Announce "Lottery: " + strcharinfo(0) + " has won the JACKPOT of " + $L_Prize_Money + "z!",8;
set #LID,0; set #LID,0;
close; close;
@ -304,7 +304,7 @@ LWinSmall:
mes "[Lottery]"; mes "[Lottery]";
mes "You have matched at least 4 numbers!"; mes "You have matched at least 4 numbers!";
mes "You've won ^0000FF" + $L_Prize_Money_Small + "z^000000."; 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; Announce "Lottery: " + strcharinfo(0) + " has won a prize of " + $L_Prize_Money_Small + "z!",8;
set #LID,0; set #LID,0;
close; close;

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -175,7 +175,7 @@ OnTimer30000:
set .Change,0; set .Change,0;
setnpcdisplay "Disguise Event",795; setnpcdisplay "Disguise Event",795;
npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again."; npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again.";
specialeffect 725; specialeffect EF_DETECT2;
set $MonsterName$,""; set $MonsterName$,"";
deletepset 1; deletepset 1;
stopnpctimer; 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..."; 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$==strcharinfo(0)) mes "But thanks to you, "+$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 " + $UNEASY_DL + " easy nights!"; if ($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; close;
L_Undead_Walk: 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) // Debug info for item effects and tricky conditions 8)
// mes "@dsv: "+@dsv; // mes "@dsv: "+@dsv;
// mes "ispartneron()=="+ispartneron(); // mes "ispartneron()=="+ispartneron();
// mes "sex == "+sex; // mes "Sex == "+Sex;
// if(@dsv == gettime(3)+1) mes "@dsv == gettime(3)+1"; // if(@dsv == gettime(3)+1) mes "@dsv == gettime(3)+1";
mes "[Tine]"; mes "[Tine]";
mes "The legend says that on 14th February... on the Day of Saint Valentine..."; mes "The legend says that on 14th February... on the Day of Saint Valentine...";
mes "Only in Run-Midgard kingdom..."; mes "Only in Run-Midgard kingdom...";
next; next;
specialeffect 417; specialeffect EF_HITBODY;
mes "[Tine]"; mes "[Tine]";
mes "Some married chocolate lovers almost double their experience at trainings!"; mes "Some married chocolate lovers almost double their experience at trainings!";
mes "But everything isn't so simply..."; mes "But everything isn't so simply...";
@ -62,9 +62,9 @@ M_INFO:
OnInit: OnInit:
//559,Hand-made_Chocolate //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 //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; } //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; } }"; 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,{ prontera,156,174,4 script Snower 713,{
mes "[Snower]"; mes "[Snower]";
if(Q_XMSRINGS==2){ if (Q_XMSRINGS == 2) {
mes "Oh.. is it true? You've helped my sis Sneewy? Thank you."; mes "Oh... is it true? You've helped my sis Sneewy? Thank you.";
}else if(Q_XMSRINGS==3){ } else if (Q_XMSRINGS == 3) {
mes "Snoowy's sent me a bird with a message. She told me about your help..."; 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."; mes "I'll tell you a secret of the magic rings.";
emotion e_no1; 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 "If you put on both rings their power would be doubled.";
mes "Have a nice day!"; mes "Have a nice day!";
close; close;
}else{ } else {
mes "Hi! Two my sisters and I are preparing gifts for the whole 3 holidays!"; mes "Hi! Two my sisters and I are preparing gifts for the whole 3 holidays!";
} }
emotion e_sob; emotion e_sob;
@ -67,7 +67,7 @@ M_WRAP:
menu "Wrap them, please!",-, "No, thanks.",M_QUEST; menu "Wrap them, please!",-, "No, thanks.",M_QUEST;
set @prizes, countitem(664)+countitem(665)+countitem(666)+countitem(667); set @prizes, countitem(664)+countitem(665)+countitem(666)+countitem(667);
if( @prizes == 0){ if (@prizes == 0) {
mes "[Snower]"; mes "[Snower]";
mes "I don't see any gifts in fancy boxes on you..."; mes "I don't see any gifts in fancy boxes on you...";
if(countitem(644))mes "You've got only gray boxes."; if(countitem(644))mes "You've got only gray boxes.";
@ -86,7 +86,7 @@ M_WRAP:
M_QUEST: M_QUEST:
mes "[Snower]"; mes "[Snower]";
mes "I wish you find my sisters ASAP... They need help."; 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; close;
OnInit: OnInit:
@ -101,12 +101,12 @@ OnInit:
louyang,224,249,4 script Sneewy 717,{ louyang,224,249,4 script Sneewy 717,{
mes "[Sneewy]"; mes "[Sneewy]";
if(Q_XMSRINGS==0){ if (Q_XMSRINGS == 0) {
mes "Hi! I'm waithing for my sister's birdy with mail..."; mes "Hi! I'm waithing for my sister's birdy with mail...";
emotion e_sob; emotion e_sob;
close; close;
} }
if(Q_XMSRINGS==1){ if (Q_XMSRINGS == 1) {
mes "I wish I had 4 more gray Gift Boxes for native children..."; mes "I wish I had 4 more gray Gift Boxes for native children...";
emotion e_sob; emotion e_sob;
next; 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; menu "Here are your 4 Gift Boxes",-, "I don't know any Snowhatevers...",M_END;
mes "[Sneewy]"; 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!"; mes "Gimme 4 gifts for poor kids... Wait, you haven't got 4 of them!";
emotion e_sry; emotion e_sry;
close; close;
@ -144,12 +144,12 @@ M_END:
izlu2dun,133,160,2 script Snoowy 714,{ izlu2dun,133,160,2 script Snoowy 714,{
mes "[Snoowy]"; 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."; 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; emotion e_hmm;
close; 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?"; mes "Darn... How could poor children be more important than the marine folks.. Am I wrong?";
next; next;
mes "[Snoowy]"; 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'..."; mes "Look, it's something like 'yang' in the very end... Hmm... She must be misspelled 'Al Doo Boryang'...";
close; close;
} }
if(Q_XMSRINGS==2){ if (Q_XMSRINGS == 2) {
mes "You've helped my sis? It's just great!"; mes "You've helped my sis? It's just great!";
next; next;
mes "[Snoowy]"; 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; menu "Have these gifts!",-, "I need a li'l something in return",M_END;
mes "[Snoowy]"; mes "[Snoowy]";
if(countitem(644)<3){ if (countitem(644) < 3) {
mes "Oops!! You haven't got 3 gray gift boxes on you."; mes "Oops!! You haven't got 3 gray gift boxes on you.";
emotion e_sry; emotion e_sry;
close; close;
@ -182,7 +182,8 @@ izlu2dun,133,160,2 script Snoowy 714,{
} }
emotion e_thx; emotion e_thx;
mes "Oh... the whole marine folk send you their thanks! They love presents so much!!!"; 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; close;
M_END: M_END:

View File

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

View File

@ -19,7 +19,7 @@ gonryun,187,140,4 script Yakima 850,{
mes callfunc("F_Hi"); mes callfunc("F_Hi");
mes "I can make some items for you."; mes "I can make some items for you.";
mes "They are quite rare novadays..."; mes "They are quite rare novadays...";
specialeffect 417; specialeffect EF_HITBODY;
next; next;
menu "Bird Nest",-,"Lion Mask",M_2,"Skeleton Manteau",M_3,"Fashion Hip Sack",M_4,"Sales Banner",M_5,"Leave",M_EXIT; 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."; mes "Umm... Well that is all you need to do. Hahaha.";
next; next;
menu "Pay ^FF000025,000z^000000.",-,"Thats way to high!!",N_HighPrice; 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; set Zeny,Zeny-25000;
//getitem 7950, 1; //getitem 7950, 1;
//getitem 7951, 1; //getitem 7951, 1;
set Event_THQS,1; set Event_THQS,1;
mes "[Keegan]"; mes "[Keegan]";
mes "Congratulations!"; mes "Congratulations!";
emotion 46; emotion e_grat;
next; next;
mes "[Keegan]"; mes "[Keegan]";
mes "Welcome to the Guild of Treasure Hunters."; 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."; mes "Good well get back out there.";
close; close;
N_PayZeny: N_PayZeny:
if (zeny < 2500) goto N_ZenyFail; if (Zeny < 2500) goto N_ZenyFail;
set one_qset, 0; set one_qset, 0;
set two_qset, 0; set two_qset, 0;
set three_qset, 0; set three_qset, 0;
@ -50,7 +50,7 @@ N_PayZeny:
mes "[Guy]"; mes "[Guy]";
mes "Its sad to see someone give a quest up..."; mes "Its sad to see someone give a quest up...";
mes "Shame on you."; mes "Shame on you.";
emotion 7; emotion e_ag;
close; close;
N_ZenyFail: 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."; mes "The quest names in ^FF0000This Colour^000000 mean that they are more challanging then the rest, but have better rewards.";
next; 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] 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==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==2) goto N_JobList2;
if(@treasure_job==3) goto N_JobList3; if(@treasure_job==3) goto N_JobList3;
@ -90,20 +90,20 @@ N_NewQuest:
N_NoTime: N_NoTime:
mes "[Guy]"; mes "[Guy]";
mes "Alright maybe next time "+strcharinfo(0)+"."; mes "Alright maybe next time "+strcharinfo(0)+".";
emotion 20; emotion e_hmm;
close; close;
N_Signup: N_Signup:
mes "[Guy]"; mes "[Guy]";
mes "I'm afraid you must sign up for the guild before you can go on a quest!"; mes "I'm afraid you must sign up for the guild before you can go on a quest!";
emotion 17; emotion e_sry;
close; close;
L_NoQuestsForYet: L_NoQuestsForYet:
mes "[Guy]"; mes "[Guy]";
mes "I'm afraid there aren't any Quests for you yet."; 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."; 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; close;
L_QuestGiven: L_QuestGiven:

View File

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

View File

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

View File

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

View File

@ -14,20 +14,20 @@
//============================================================ //============================================================
prontera,146,91,5 script Pandit chacha#child07 61,{ prontera,146,91,5 script Pandit chacha#child07 61,{
if(BaseLevel > 50) { if (BaseLevel > 50) {
mes "[Pandit chacha]"; mes "[Pandit chacha]";
mes "Hahaha~"; mes "Hahaha~";
mes "It is special day, comes only one time in a year."; mes "It is special day, comes only one time in a year.";
mes "If you see little adventurers around you send to me~"; mes "If you see little adventurers around you send to me~";
mes "I will give the special gift."; mes "I will give the special gift.";
close; close;
} else if(BaseLevel < 20) { } else if (BaseLevel < 20) {
mes "[Pandit chacha]"; mes "[Pandit chacha]";
mes "Hahaha~"; mes "Hahaha~";
mes "You are a baby adventurer not little adventurer."; mes "You are a baby adventurer not little adventurer.";
mes "When you more grow up, come back again. hahaha."; mes "When you more grow up, come back again. hahaha.";
close; close;
} else if(oversea_event9 < 1) { } else if (oversea_event9 < 1) {
mes "[Pandit chacha]"; mes "[Pandit chacha]";
mes "Hahaha~"; mes "Hahaha~";
mes "Welcome, little adventurers!"; 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 "I would like to give the small gift to little adventurer...";
mes "What about you? Do you want to take it?"; mes "What about you? Do you want to take it?";
next; 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 "[Pandit chacha]";
mes "That's too bad.... hum..."; mes "That's too bad.... hum...";
mes "I gathered some stuffs from far a way world to make it...."; 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; close;
} }
set oversea_event9,1; set oversea_event9,1;
getitem 11705,10; //Children's Potion getitem 11705,10; //Special_White_Potion
mes "[Pandit chacha]"; mes "[Pandit chacha]";
mes "Look. This is a child Potion."; mes "Look. This is a child Potion.";
mes "The weight is just 1 but recover much HP."; 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."; mes "If you want to get more, bring the 1 Wedding Bouquet and 1 Witherless Rose.";
close; close;
} else if(oversea_event9 == 1) { } else if (oversea_event9 == 1) {
if(countitem(745) > 0 && countitem(748) > 0) { if (countitem(745) > 0 && countitem(748) > 0) {
mes "[Pandit chacha]"; mes "[Pandit chacha]";
mes "Ahha!!"; mes "Ahha!!";
mes "You have remembered my beautiful composition."; mes "You have remembered my beautiful composition.";
mes "You did good work."; mes "You did good work.";
mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? "; mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? ";
next; next;
if(select("Not yet.","Sure, take it.") == 1) { if(select("Not yet.:Sure, take it.") == 1) {
mes "[Pandit chacha]"; mes "[Pandit chacha]";
mes "If you are not prepared yet, call me when you ready."; mes "If you are not prepared yet, call me when you ready.";
close; 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 "Here, I will exchange to the 50 child potion.";
mes "Once you get this 50 child potion, I won't give any more."; mes "Once you get this 50 child potion, I won't give any more.";
close2; close2;
delitem 745,1; //Wedding Bouquet delitem 745,1; //Wedding_Bouquet
delitem 748,1; //Witherless Rose delitem 748,1; //Witherless_Rose
set oversea_event9,2; set oversea_event9,2;
getitem 11705,50; //Children's Potion getitem 11705,50; //Special_White_Potion
end; end;
} }
mes "[Pandit chacha]"; mes "[Pandit chacha]";

View File

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

View File

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

View File

@ -93,7 +93,7 @@ prontera,111,99,5 script Egg Salesman#prt::EggVendor 98,{
} }
else { else {
set .@egg_zeny,.@input*500; set .@egg_zeny,.@input*500;
if (zeny < .@egg_zeny) { if (Zeny < .@egg_zeny) {
mes "[Egg Salesman]"; mes "[Egg Salesman]";
mes "You don't have enough Zeny."; mes "You don't have enough Zeny.";
next; next;
@ -120,7 +120,7 @@ prontera,111,99,5 script Egg Salesman#prt::EggVendor 98,{
mes "them, but I don't know anything"; mes "them, but I don't know anything";
mes "about that. Well, have a good"; mes "about that. Well, have a good";
mes "time, and I'll see you again!"; mes "time, and I'll see you again!";
set zeny,zeny-.@egg_zeny; set Zeny, Zeny-.@egg_zeny;
getitem 7605,.@input; //Chicken_Egg getitem 7605,.@input; //Chicken_Egg
close; 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~!"; mes "When is that person coming? I am very bored~!";
close; close;
} }
emotion 18; emotion e_heh;
mes "[Pierrot Pier]"; mes "[Pierrot Pier]";
mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep."; mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
next; 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~!"; mes "When is that person coming? I am very bored~!";
close; close;
} }
emotion 18; emotion e_heh;
mes "[Pierrot Pier]"; mes "[Pierrot Pier]";
mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep."; mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
next; next;

View File

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

View File

@ -18,8 +18,7 @@
//============================================================ //============================================================
payon,162,176,4 script Halloween Magician#iRO08 704,{ payon,162,176,4 script Halloween Magician#iRO08 704,{
if (Hallow08 < 1) {
if(Hallow08 < 1) {
mes "[Halloween Magician]"; mes "[Halloween Magician]";
mes "Kkkkkkkkk!"; mes "Kkkkkkkkk!";
mes "I have a special event this Halloween that tests your luck and agility."; 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; next;
goto MainMenu; goto MainMenu;
} }
if (Hallow08Kill == 1) { if (Hallow08Kill == 1) {
mes "[Halloween Magician]"; mes "[Halloween Magician]";
mes "You a 'fraidy cat or something?!"; mes "You a 'fraidy cat or something?!";
@ -45,7 +43,6 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
} }
goto Participate; goto Participate;
} }
if (Hallow08Kill == 2) { if (Hallow08Kill == 2) {
mes "[Halloween Magician]"; mes "[Halloween Magician]";
mes "Oh, well done! You are alright!"; mes "Oh, well done! You are alright!";
@ -61,8 +58,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "You can get Halloween tickets for cool items."; mes "You can get Halloween tickets for cool items.";
close; close;
} }
if (Hallow08 > 0) {
if(Hallow08 > 0) {
mes "[Halloween Magician]"; mes "[Halloween Magician]";
mes "Well, do you want to hear the rules again or, just get back to it..."; mes "Well, do you want to hear the rules again or, just get back to it...";
next; next;
@ -98,7 +94,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "Hey..."; mes "Hey...";
mes "Come back once you're ready."; mes "Come back once you're ready.";
close; close;
}else{ } else {
goto MainMenu; goto MainMenu;
} }
@ -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 think I wouldn't notice that your weight is above '0'?";
mes "You're overweight..."; mes "You're overweight...";
close; close;
}else{ } else {
mes "[Halloween Magician]"; mes "[Halloween Magician]";
mes "You seem good to go, and your weight is just right."; mes "You seem good to go, and your weight is just right.";
next; next;
@ -161,45 +157,45 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
next; next;
switch(select("Pumpkin Pie:Pumpkin-Head:Old Blue Box:Old Purple Box:Old Card Album")) { switch(select("Pumpkin Pie:Pumpkin-Head:Old Blue Box:Old Purple Box:Old Card Album")) {
case 1: case 1:
if(countitem(7941) < 5) { if (countitem(7941) < 5) {
goto NotEnough; goto NotEnough;
}else{ } else {
delitem 7941,5; delitem 7941,5;
getitem 12192,1; getitem 12192,1;
goto Enough; goto Enough;
} }
break; break;
case 2: case 2:
if(countitem(7941) < 20) { if (countitem(7941) < 20) {
goto NotEnough; goto NotEnough;
}else{ } else {
delitem 7941,20; delitem 7941,20;
getitem 5134,1; getitem 5134,1;
goto Enough; goto Enough;
} }
break; break;
case 3: case 3:
if(countitem(7941) < 50) { if (countitem(7941) < 50) {
goto NotEnough; goto NotEnough;
}else{ } else {
delitem 7941,50; delitem 7941,50;
getitem 603,1; getitem 603,1;
goto Enough; goto Enough;
} }
break; break;
case 4: case 4:
if(countitem(7941) < 70) { if (countitem(7941) < 70) {
goto NotEnough; goto NotEnough;
}else{ } else {
delitem 7941,70; delitem 7941,70;
getitem 617,1; getitem 617,1;
goto Enough; goto Enough;
} }
break; break;
case 5: case 5:
if(countitem(7941) < 200) { if (countitem(7941) < 200) {
goto NotEnough; goto NotEnough;
}else{ } else {
delitem 7941,200; delitem 7941,200;
getitem 616,1; getitem 616,1;
goto Enough; goto Enough;
@ -233,7 +229,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
next; next;
if (Hallow08 == 1) { if (Hallow08 == 1) {
goto MainMenu2; goto MainMenu2;
}else{ } else {
goto MainMenu; goto MainMenu;
} }
} }
@ -242,7 +238,7 @@ evt_zombie,16,142,1 script zombiewarp001 45,2,2,{
OnTouch: OnTouch:
if (@Hallow08Warp == 1) { if (@Hallow08Warp == 1) {
set Hallow08Kill,2; set Hallow08Kill,2;
specialeffect 16; specialeffect EF_BASH;
warp "payon",28,142; warp "payon",28,142;
} }
end; end;
@ -252,7 +248,7 @@ evt_zombie,122,27,1 script zombiewarp002 45,2,2,{
OnTouch: OnTouch:
if (@Hallow08Warp == 2) { if (@Hallow08Warp == 2) {
set Hallow08Kill,2; set Hallow08Kill,2;
specialeffect 16; specialeffect EF_BASH;
warp "payon",121,40; warp "payon",121,40;
} }
end; end;
@ -262,7 +258,7 @@ evt_zombie,267,89,1 script zombiewarp003 45,2,2,{
OnTouch: OnTouch:
if (@Hallow08Warp == 3) { if (@Hallow08Warp == 3) {
set Hallow08Kill,2; set Hallow08Kill,2;
specialeffect 16; specialeffect EF_BASH;
warp "payon",253,95; warp "payon",253,95;
} }
end; 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 "Maybe you should borrow some zeny from a friend.";
mes "Cuz, I'm not gonna be here everyday."; mes "Cuz, I'm not gonna be here everyday.";
close; close;
}else{ } else {
mes "[Marco Bassinio]"; mes "[Marco Bassinio]";
mes "Good for you!"; mes "Good for you!";
mes "It's also perfect as a gift!"; 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 "You also need to pay 500 zeny to carve your name on the box.";
mes "Are you all prepared...?"; mes "Are you all prepared...?";
next; 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 "[Marco Bassinio]";
mes "Hmm.. Looks like you don't have enough materials to decorate the gift box.."; 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.."; 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!!"; mes "Oh, also bring 500 zeny, and don't forget to bring your true loving heart with you!!";
close; close;
} }
if(countitem(558) < 1) { if (countitem(558) < 1) {
mes "[Marco Bassinio]"; mes "[Marco Bassinio]";
mes "Hey, look, adventurer!"; mes "Hey, look, adventurer!";
mes "I can't create something right away!"; 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."; mes "Please check your wallet.";
next; next;
break; break;
}else{ } else {
mes "[Packs Trader]"; mes "[Packs Trader]";
mes "Here they are."; mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!"; 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."; mes "Please check your wallet.";
next; next;
break; break;
}else{ } else {
mes "[Packs Trader]"; mes "[Packs Trader]";
mes "Here they are."; mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!"; 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."; mes "Please check your wallet.";
next; next;
break; break;
}else{ } else {
mes "[Packs Trader]"; mes "[Packs Trader]";
mes "Here they are."; mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!"; 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!"; mes "Just follow your heart!";
close; 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 "[Event Ring Maker]";
mes "Well, you don't have enough materials to make a gift box."; 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."; 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; set iROval09ring,1;
if (Sex) { if (Sex) {
getnameditem 12742,strcharinfo(0); getnameditem 12742,strcharinfo(0);
}else{ } else {
getnameditem 12743,strcharinfo(0); getnameditem 12743,strcharinfo(0);
} }
mes "[Event Ring Maker]"; mes "[Event Ring Maker]";
@ -466,7 +466,7 @@ prontera,157,185,4 script Valentine Vote Manager#v 113,{
} }
next; next;
break; break;
}else{ } else {
if (countitem(7946) > .@input) { if (countitem(7946) > .@input) {
mes "[Valentine Vote Manager]"; mes "[Valentine Vote Manager]";
mes "Seems like the value you entered is too small."; 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.."; mes "Please.. I feel like my soul is lost..";
close; close;
} }
if(countitem(558) < 3) { if (countitem(558) < 3) {
mes "[Charles Orleans]"; mes "[Charles Orleans]";
mes "Ahhh, Mademoiselle."; mes "Ahhh, Mademoiselle.";
mes "I'm not an alchemist, or a magician."; 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 "Adios, Mademoiselle.....";
mes "I'll be waiting for you."; mes "I'll be waiting for you.";
close; close;
}else{ } else {
if (!checkweight(559,1)) { if (!checkweight(559,1)) {
mes "[Charles Orleans]"; mes "[Charles Orleans]";
mes "You're carrying too many items."; mes "You're carrying too many items.";

View File

@ -11,10 +11,10 @@
//= Auto-start for War of Emperium FE. //= Auto-start for War of Emperium FE.
//= For instructions, see doc/woe_time_explanation.txt. //= For instructions, see doc/woe_time_explanation.txt.
//===== Additional Comments: ================================= //===== Additional Comments: =================================
//= v1.1a changed OnInit to OnAgitInit.[kobra_k88] //= 1.1a changed OnInit to OnAgitInit.[kobra_k88]
//= v1.2 added gettime checks. removed $AgitStarted var.[kobra_k88] //= 1.2 added gettime checks. removed $AgitStarted var.[kobra_k88]
//= v1.3 Moved treasure spawn time here.[kobra_k88] //= 1.3 Moved treasure spawn time here.[kobra_k88]
//= v1.3a Implemented Shadowlady's idea to allow for different //= 1.3a Implemented Shadowlady's idea to allow for different
//= start/stop times on different days.[kobra_k88] //= start/stop times on different days.[kobra_k88]
//= 1.4 Fixed treasure chests spawn! We had to unroll some loops //= 1.4 Fixed treasure chests spawn! We had to unroll some loops
//= Now they appear in castles from 00:01 to 00:24. [Lupus] //= Now they appear in castles from 00:01 to 00:24. [Lupus]

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

View File

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

View File

@ -92,7 +92,7 @@ que_ng,152,167,3 script Master Miller 901,{
setquest 6020; setquest 6020;
close; close;
} }
else if(GUNS_Q == 1) { else if (GUNS_Q == 1) {
mes "[Master Miller]"; mes "[Master Miller]";
mes "Take that letter of"; mes "Take that letter of";
mes "introduction I've written"; mes "introduction I've written";
@ -102,7 +102,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "Gunslinger material."; mes "Gunslinger material.";
close; close;
} }
else if(GUNS_Q == 2) { else if (GUNS_Q == 2) {
mes "[Master Miller]"; mes "[Master Miller]";
mes "Hmm... Wise Bull Horn"; mes "Hmm... Wise Bull Horn";
mes "asked you to collect the"; 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."; mes "part of his qualification test.";
close; close;
} }
else if(GUNS_Q == 3) { else if (GUNS_Q == 3) {
mes "[Master Miller]"; mes "[Master Miller]";
mes "Wise Bull Horn asked"; mes "Wise Bull Horn asked";
mes "you to bring him some"; 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."; mes "for favors. Good luck, friend.";
close; close;
} }
else if(GUNS_Q == 4) { else if (GUNS_Q == 4) {
mes "[Master Miller]"; mes "[Master Miller]";
mes "I expect to hear good"; mes "I expect to hear good";
mes "news from you soon. You"; 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."; mes "you'll become a Gunslinger.";
close; close;
} }
else if(GUNS_Q == 5) { else if (GUNS_Q == 5) {
if (Skillpoint != 0) { if (SkillPoint != 0) {
mes "[Master Miller]"; mes "[Master Miller]";
mes "Hey, you have leftover"; mes "Hey, you have leftover";
mes "Skill Points. You better"; mes "Skill Points. You better";
@ -185,12 +185,12 @@ que_ng,152,167,3 script Master Miller 901,{
completequest 6024; completequest 6024;
if (rand(1,2) == 1) { if (rand(1,2) == 1) {
getitem 13100,1; // Six_Shooter getitem 13100,1; // Six_Shooter
}else{ } else {
getitem 13150,1; // Branch getitem 13150,1; // Branch
} }
close; close;
} }
}else{ } else {
if (Class == Job_Gunslinger) { if (Class == Job_Gunslinger) {
mes "[Master Miller]"; mes "[Master Miller]";
mes "Oh! Long time, no see,"; 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 "Take care of it, and it'll take";
mes "care of you. Remember it."; mes "care of you. Remember it.";
close; close;
}else{ } else {
mes "[Master Miller]"; mes "[Master Miller]";
mes "If you don't have"; mes "If you don't have";
mes "any business with me,"; mes "any business with me,";
@ -266,7 +266,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
changequest 6020,6021; changequest 6020,6021;
close; 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) { if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) {
mes "[Wise Bull Horn]"; mes "[Wise Bull Horn]";
mes "I can make a voucher that"; mes "I can make a voucher that";
@ -310,7 +310,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "I should be finished with it."; mes "I should be finished with it.";
close; close;
} }
else if(GUNS_Q == 3) { else if (GUNS_Q == 3) {
mes "[Wise Bull Horn]"; mes "[Wise Bull Horn]";
mes "Oh, you've arrived just"; mes "Oh, you've arrived just";
mes "in time. It's been a while"; mes "in time. It's been a while";
@ -350,7 +350,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
changequest 6022,6023; changequest 6022,6023;
close; close;
} }
else if(GUNS_Q == 4) { else if (GUNS_Q == 4) {
if (countitem(519) < 1) { if (countitem(519) < 1) {
mes "[Wise Bull Horn]"; mes "[Wise Bull Horn]";
mes "I'm an old man that will"; mes "I'm an old man that will";
@ -390,7 +390,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "Yippee Yippee Yai Yocaiyay~"; mes "Yippee Yippee Yai Yocaiyay~";
close; close;
} }
else if(GUNS_Q == 5) { else if (GUNS_Q == 5) {
mes "[Wise Bull Horn]"; mes "[Wise Bull Horn]";
mes "Please take this voucher"; mes "Please take this voucher";
mes "to Miller, the Black Fox, with"; 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~"; mes "Yippee Yippee Yai Yocaiyay~";
close; close;
} }
else if(GUNS_Q == 6) { else if (GUNS_Q == 6) {
mes "[Wise Bull Horn]"; mes "[Wise Bull Horn]";
mes "AAh, long time no see."; mes "AAh, long time no see.";
mes "I hope that you become"; mes "I hope that you become";

View File

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

View File

@ -256,9 +256,9 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "you to the office."; mes "you to the office.";
close2; close2;
set ASSIN_Q,0; set ASSIN_Q,0;
if(checkquest(8000) != -1) { if (checkquest(8000) != -1) {
changequest 8000,8001; changequest 8000,8001;
}else{ } else {
setquest 8001; setquest 8001;
} }
warp "in_moc_16",19,76; 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,{ in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
mes "[Assassin 'Khai']"; mes "[Assassin 'Khai']";
mes "Umm?!"; mes "Umm?!";
Emotion e_gasp; emotion e_gasp;
next; next;
mes "[Assassin 'Khai']"; 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."; 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; close;
case 2: case 2:
mes "[Assassin 'Khai']"; mes "[Assassin 'Khai']";
if (sex) { if (Sex) {
mes "Huh. You must have a lot of self confidence to be a Thief nowadays."; mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
next; next;
mes "[Assassin 'Khai']"; mes "[Assassin 'Khai']";
@ -1108,12 +1108,10 @@ OnInit:
OnStartArena: OnStartArena:
warpwaitingpc "in_moc_16", 66, 151; warpwaitingpc "in_moc_16", 66, 151;
attachrid($@warpwaitingpc[0]); attachrid($@warpwaitingpc[0]);
if(ASSIN_Q2<5) if (ASSIN_Q2 < 5) {
{
warpchar "in_moc_16",20,145,getcharid(0); warpchar "in_moc_16",20,145,getcharid(0);
end; end;
} }
donpcevent "Beholder#ASNTEST::OnEnable"; donpcevent "Beholder#ASNTEST::OnEnable";
donpcevent "Keeper of the Door#ASN::OnDisable"; donpcevent "Keeper of the Door#ASN::OnDisable";
set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0; 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."; mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
next; next;
mes "[Guildmaster]"; 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."; mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
else else
mes "But you must never reveal to him the Assassin side of your life, no matter what it takes."; mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";

View File

@ -16,7 +16,7 @@
//===== Additional Comments: ================================= //===== Additional Comments: =================================
//= Changed some npc names to the iRO names. Changed some variable //= Changed some npc names to the iRO names. Changed some variable
//= names and labels. Edited some text.[kobra_k88] //= 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] //= Thx to "Decker".[kobra_k88]
//= Fixed some typos, thanks to Riotblade [celest] //= Fixed some typos, thanks to Riotblade [celest]
//= 1.3-1.5 Added Baby Class support [Lupus] //= 1.3-1.5 Added Baby Class support [Lupus]
@ -74,7 +74,7 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{
mes "and tools is truly a form of art!"; mes "and tools is truly a form of art!";
next; next;
if (BaseClass == Job_Novice) { if (BaseClass == Job_Novice) {
if (sex == 0) { if (Sex == 0) {
mes "[Altiregen]"; mes "[Altiregen]";
mes "Oh~"; mes "Oh~";
mes "what a very"; 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) { else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) {
mes "[Altiregen]"; 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."; 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; changequest 2015,2016;
} }
next; next;
@ -485,9 +485,9 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
mes "Let's see...your score is..." + .@black_q + " points."; mes "Let's see...your score is..." + .@black_q + " points.";
if (.@black_q == 100) { if (.@black_q == 100) {
set BSMITH_Q,3; set BSMITH_Q,3;
if(checkquest(2001) != -1) { if (checkquest(2001) != -1) {
changequest 2001,2002; changequest 2001,2002;
}else{ } else {
changequest 2000,2002; changequest 2000,2002;
} }
mes "Oh ho ho~"; mes "Oh ho ho~";
@ -502,7 +502,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
close; close;
} }
set BSMITH_Q,2; set BSMITH_Q,2;
if(checkquest(2001) == -1) { if (checkquest(2001) == -1) {
changequest 2000,2001; changequest 2000,2001;
} }
mes "............."; mes ".............";
@ -655,7 +655,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 9: case 9:
mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt."; 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 getitem 1610,1; //Arc_Wand
if(checkquest(2003) != -1) { if (checkquest(2003) != -1) {
changequest 2003,2008; changequest 2003,2008;
} }
next; next;
@ -680,7 +680,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 10: case 10:
mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt."; 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 getitem 1219,1; //Gladius
if(checkquest(2004) != -1) { if (checkquest(2004) != -1) {
changequest 2004,2009; changequest 2004,2009;
} }
next; next;
@ -705,7 +705,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 11: case 11:
mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt."; mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
getitem 1119,1; //Tsurugi getitem 1119,1; //Tsurugi
if(checkquest(2005) != -1) { if (checkquest(2005) != -1) {
changequest 2005,2010; changequest 2005,2010;
} }
next; next;
@ -731,7 +731,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 12: case 12:
mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt."; 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 getitem 1713,1; //Arbalest
if(checkquest(2006) != -1) { if (checkquest(2006) != -1) {
changequest 2006,2011; changequest 2006,2011;
} }
next; next;
@ -755,7 +755,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 13: case 13:
mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt."; mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
getitem 1122,1; //Ring_Pommel_Saber getitem 1122,1; //Ring_Pommel_Saber
if(checkquest(2007) != -1) { if (checkquest(2007) != -1) {
changequest 2007,2012; changequest 2007,2012;
} }
next; next;
@ -852,16 +852,16 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
if (countitem(1073) > 0) { if (countitem(1073) > 0) {
set BSMITH_Q,15; set BSMITH_Q,15;
delitem 1073,1; //Merchant_Voucher_1 delitem 1073,1; //Merchant_Voucher_1
if(checkquest(2008) != -1) { if (checkquest(2008) != -1) {
changequest 2008,2013; changequest 2008,2013;
} }
else if(checkquest(2009) != -1) { else if (checkquest(2009) != -1) {
changequest 2009,2013; changequest 2009,2013;
} }
else if(checkquest(2010) != -1) { else if (checkquest(2010) != -1) {
changequest 2010,2013; changequest 2010,2013;
} }
else if(checkquest(2011) != -1) { else if (checkquest(2011) != -1) {
changequest 2011,2013; changequest 2011,2013;
} }
else { 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."; mes "Excuse me, but you do not have enough money.";
close; close;
} }
set zeny,zeny-600; set Zeny, Zeny-600;
warp "izlude",94,103; warp "izlude",94,103;
end; end;
case 3: case 3:

View File

@ -49,7 +49,7 @@
//= test to freeze. (bugreport:1099) //= test to freeze. (bugreport:1099)
//= 3.3 Added missing next. [L0ne_W0lf] //= 3.3 Added missing next. [L0ne_W0lf]
//= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22] //= 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] //= 3.5 Added Quest Log commands. [Kisuka]
//= 3.6 Removed the need for use of 'goto.' [L0ne_W0lf] //= 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). //= 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."; mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
close; close;
} }
else if (Baseclass == Job_Merchant) { else if (BaseClass == Job_Merchant) {
mes "[Hunter Guildsman]"; mes "[Hunter Guildsman]";
mes "Oh..."; mes "Oh...";
mes "How's your business coming along?"; 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 "[Hunter Sherin]";
mes "Tada~ Congratulations!"; mes "Tada~ Congratulations!";
mes "You look great as a Hunter!!"; mes "You look great as a Hunter!!";
set .@joblvl,joblevel; set .@joblvl, JobLevel;
completequest 4013; completequest 4013;
callfunc "Job_Change",Job_Hunter; callfunc "Job_Change",Job_Hunter;
callfunc "F_ClearJobVar"; // clears all job variables for the current player 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~"; mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
next; next;
mes "[Hunter Sherin]"; 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!!"; 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 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~"; 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

@ -373,7 +373,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "to Amy's opinion."; mes "to Amy's opinion.";
next; next;
mes "[Lady Amy]"; mes "[Lady Amy]";
if (sex) { if (Sex) {
mes "Mmm~ He's so polite!"; 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!"; 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."; mes "your mind.";
next; next;
mes "[Sir Edmond]"; 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 "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."; 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?"; mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
close; close;
} }
else if (Baseclass == Job_Novice) { else if (BaseClass == Job_Novice) {
mes "Oh?"; mes "Oh?";
mes "What is a Novice"; mes "What is a Novice";
mes "doing here?"; 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!"; 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; close;
case 2: case 2:
set .@now_weight,MaxWeight-Weight; if (MaxWeight - Weight < 1800) {
if (.@now_weight < 1800) {
mes "[Sir Gray]"; mes "[Sir Gray]";
mes "Oh no..."; 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."; 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

@ -49,7 +49,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
if (BaseJob == Job_Priest) { if (BaseJob == Job_Priest) {
mes "[Bishop Paul]"; mes "[Bishop Paul]";
mes "Ah..."; 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."; mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
else else
mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me."; 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) { else if (BaseClass == Job_Novice) {
mes "[Bishop Paul]"; mes "[Bishop Paul]";
mes "May God be"; mes "May God be";
if (sex) if (Sex)
mes "with you, brother."; mes "with you, brother.";
else else
mes "with you, sister."; mes "with you, sister.";
@ -149,7 +149,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
else { else {
mes "[Bishop Paul]"; mes "[Bishop Paul]";
mes "May God be"; mes "May God be";
if (sex) if (Sex)
mes "with you, brother."; mes "with you, brother.";
else else
mes "with you, sister."; mes "with you, sister.";
@ -204,7 +204,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
if (PRIEST_Q == 0) { if (PRIEST_Q == 0) {
mes "[Bishop Paul]"; mes "[Bishop Paul]";
mes "May God bless"; mes "May God bless";
if (sex) if (Sex)
mes "you, Brother."; mes "you, Brother.";
else else
mes "you, Sister."; mes "you, Sister.";
@ -244,7 +244,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
set PRIEST_Q,1; set PRIEST_Q,1;
setquest 8009; setquest 8009;
mes "[Bishop Paul]"; 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) + "."; 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 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) + "."; 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."; mes "Thank you for asking.";
next; next;
mes "[Bishop Paul]"; mes "[Bishop Paul]";
if (sex) if (Sex)
mes "I hope you will continue to go on your mission as God's servant, brother."; mes "I hope you will continue to go on your mission as God's servant, brother.";
else else
mes "I hope you will continue to go on your mission as God's servant, sister."; 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 "[Bishop Paul]";
mes "God, grant your power to your servant standing before you."; mes "God, grant your power to your servant standing before you.";
changequest 8015,8016; changequest 8015,8016;
if (sex) if (Sex)
mes "Let him send your message throughout the ends of the earth."; mes "Let him send your message throughout the ends of the earth.";
else else
mes "Let her send your message throughout the ends of the earth."; 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; close;
} }
if (PRIEST_Q == 0) { if (PRIEST_Q == 0) {
if (sex) if (Sex)
mes "May God bless you, brother."; mes "May God bless you, brother.";
else else
mes "May God bless you, sister."; 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."; 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; next;
mes "[Sister Cecilia]"; mes "[Sister Cecilia]";
if (sex) if (Sex)
mes "Brother "+ strcharinfo(0) +"..."; mes "Brother "+ strcharinfo(0) +"...";
else else
mes "Sister "+ strcharinfo(0) +"..."; mes "Sister "+ strcharinfo(0) +"...";
@ -704,14 +704,14 @@ prt_church,27,24,1 script Sister Cecilia 79,{
} }
next; next;
mes "[Sister Cecilia]"; mes "[Sister Cecilia]";
if (sex) if (Sex)
mes "Brother "+ strcharinfo(0) +"..."; mes "Brother "+ strcharinfo(0) +"...";
else else
mes "Sister "+ strcharinfo(0) +"..."; mes "Sister "+ strcharinfo(0) +"...";
mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart."; mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
next; next;
mes "[Sister Cecilia]"; mes "[Sister Cecilia]";
if (sex) if (Sex)
mes "Brother "+ strcharinfo(0) +","; mes "Brother "+ strcharinfo(0) +",";
else else
mes "Sister "+ strcharinfo(0) +","; mes "Sister "+ strcharinfo(0) +",";
@ -802,7 +802,7 @@ prt_church,27,24,1 script Sister Cecilia 79,{
close; close;
} }
mes "[Sister Cecilia]"; mes "[Sister Cecilia]";
if (sex) if (Sex)
mes "Brother "+ strcharinfo(0) +"..."; mes "Brother "+ strcharinfo(0) +"...";
else else
mes "Sister "+ strcharinfo(0) +"..."; mes "Sister "+ strcharinfo(0) +"...";
@ -848,7 +848,7 @@ job_prist,24,187,4 script Peter S. Alberto 110,{
mes "[Father Peter]"; mes "[Father Peter]";
if (BaseJob == Job_Priest) { if (BaseJob == Job_Priest) {
mes "Welcome!"; mes "Welcome!";
if (sex) if (Sex)
mes "Brother "+ strcharinfo(0) +"!"; mes "Brother "+ strcharinfo(0) +"!";
else else
mes "Sister "+ strcharinfo(0) +"!"; mes "Sister "+ strcharinfo(0) +"!";
@ -1036,7 +1036,7 @@ job_prist,23,187,1 script Peter S. Alberto#2 110,{
mes "[Father Peter]"; mes "[Father Peter]";
if (BaseJob == Job_Priest) { if (BaseJob == Job_Priest) {
mes "Welcome!"; mes "Welcome!";
if (sex) if (Sex)
mes "Brother "+ strcharinfo(0) +"!"; mes "Brother "+ strcharinfo(0) +"!";
else else
mes "Sister "+ strcharinfo(0) +"!"; mes "Sister "+ strcharinfo(0) +"!";

View File

@ -47,7 +47,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{
mes "Now, excuse me."; mes "Now, excuse me.";
next; next;
mes "[Catherine]"; mes "[Catherine]";
if (sex) if (Sex)
mes "Well, If you intended to ask me on a date... I appreciate it...hohoho."; mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
else else
mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!."; 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."; mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
next; next;
mes "[Catherine]"; mes "[Catherine]";
if (sex) { if (Sex) {
mes "Granted you're a mage, but how could a guy be so weak?!"; 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"; 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; next;
mes "[Raulel]"; 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!"; 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!"; mes "If you don't want that to happen, then learn how to use spells properly!";
next; next;
mes "[Raulel]"; mes "[Raulel]";

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -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."; mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application.";
close; close;
} }
set zeny,zeny-50000; set Zeny, Zeny-50000;
mes "[Parmy Gianino]"; mes "[Parmy Gianino]";
mes "Let's see."; mes "Let's see.";
mes "" + strcharinfo(0); mes "" + strcharinfo(0);
@ -442,7 +442,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 749,{
mes "Wait..."; mes "Wait...";
mes "Maybe I've"; mes "Maybe I've";
mes "misjudged you."; mes "misjudged you.";
if (sex == 1) { if (Sex) {
mes "You might be a pretty boy,"; mes "You might be a pretty boy,";
mes "but I can tell you're smart"; mes "but I can tell you're smart";
mes "from your eyes."; mes "from your eyes.";
@ -1890,8 +1890,7 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{
} }
} }
else if (ALCH_Q == 22) { else if (ALCH_Q == 22) {
set .@now_weight,MaxWeight-Weight; if (MaxWeight - Weight < 1370) {
if (.@now_weight < 1370) {
mes "[Nicholas Flamel]"; mes "[Nicholas Flamel]";
mes "Whoa..."; mes "Whoa...";
mes "You're carrying too much stuff! First, put some of your things in Kafra Storage."; mes "You're carrying too much stuff! First, put some of your things in Kafra Storage.";
@ -1983,10 +1982,10 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{
//============================================================ //============================================================
// Old changelog // Old changelog
//============================================================ //============================================================
//= v1.0 Working. //= 1.0 Working.
//= npc/quests/counteragent_mixture.txt Also Needed //= npc/quests/counteragent_mixture.txt Also Needed
//= npc/quests/quests_yuno.txt Also Needed [Darkchild] //= npc/quests/quests_yuno.txt Also Needed [Darkchild]
//= v1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit. //= 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) //= 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] //= 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] //= 1.2 fixed a few typos (have to hunt more) [Lupus]
@ -2000,3 +1999,4 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{
//= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus] //= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus]
//= 2.4 Added alternative prizes according to JobLevel [Lupus] //= 2.4 Added alternative prizes according to JobLevel [Lupus]
//= 2.4a Fixed 2 wrong answers in Rasputin's test [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~"; mes "Always full of happy moments~";
next; next;
mes "[Lalo]"; mes "[Lalo]";
if (sex) { if (Sex) {
mes "Forget about your worries~"; mes "Forget about your worries~";
mes "And enjoy everything~"; mes "And enjoy everything~";
} }
@ -96,7 +96,7 @@ comodo,226,123,5 script Wandering Bard 741,{
else if(BARD_Q == 0) { else if(BARD_Q == 0) {
cutin "job_bard_aiolo01",2; cutin "job_bard_aiolo01",2;
mes "[Lalo]"; mes "[Lalo]";
if (sex) mes "Hi! Delightful Archer."; if (Sex) mes "Hi! Delightful Archer.";
else mes "Hello! Beautiful Archer Lady."; else mes "Hello! Beautiful Archer Lady.";
mes "How can a wanderer like me help you?"; mes "How can a wanderer like me help you?";
next; next;
@ -950,3 +950,4 @@ S_ChangeJob:
//= 1.4 Changed priority for the gifts. Now you can win the 1st //= 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] //= 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."; 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; close;
} }
if (Skillpoint) { if (SkillPoint) {
mes "[Michael Halig]"; 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."; mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
close; close;
@ -207,7 +207,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{
close; close;
} }
mes "[Michael Halig]"; 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."; 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; close;
} }
@ -295,7 +295,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{
mes "[Michael Halig]"; mes "[Michael Halig]";
mes "Now you are"; mes "Now you are";
mes "one of us!"; mes "one of us!";
if (sex) mes "...Brother."; if (Sex) mes "...Brother.";
else mes "...Comrade."; else mes "...Comrade.";
next; next;
if(.@JobLevel != 50) getitem 504, 6; 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) { else if(CRUS_Q == 4) {
mes "What is it...?"; mes "What is it...?";
mes "Do you have business"; 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?"; else mes "with me, woman of the sword?";
next; next;
if (select("I'd like to take the Crusader test.:Nothing.") == 1) { if (select("I'd like to take the Crusader test.:Nothing.") == 1) {
@ -1479,3 +1479,4 @@ OnStop:
//= 2.0 Changed numbers to constants. [Vicious] //= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Fixed endless loop, wrong condition check [Lupus] //= 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

@ -133,7 +133,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255; cutin "",255;
end; end;
} }
if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) { if (DANC_Q == 0 && Sex == 0 && BaseJob == Job_Archer) {
cutin "job_dancer_eir01",2; cutin "job_dancer_eir01",2;
mes "[Aile]"; mes "[Aile]";
mes "Welcome~!"; mes "Welcome~!";
@ -209,7 +209,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255; cutin "",255;
end; end;
} }
else if (sex == 1) { else if (Sex == 1) {
cutin "job_dancer_eir03",2; cutin "job_dancer_eir03",2;
mes "[Aile]"; mes "[Aile]";
mes "Welco--Mmm?"; mes "Welco--Mmm?";
@ -318,7 +318,7 @@ job_duncer,43,93,4 script Aile#da 724,{
mes "tuition fee."; mes "tuition fee.";
next; next;
cutin "job_dancer_eir01",2; cutin "job_dancer_eir01",2;
set zeny,zeny-10000; set Zeny, Zeny-10000;
mes "[Aile]"; 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."; 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; set DANC_Q,5;
@ -1328,14 +1328,14 @@ job_duncer,63,110,4 script Backdancer#1 724,{
end; end;
OnSmile: OnSmile:
Emotion e_no1; emotion e_no1;
donpcevent "Backdancer#2::OnSmile"; donpcevent "Backdancer#2::OnSmile";
donpcevent "Backdancer#3::OnSmile"; donpcevent "Backdancer#3::OnSmile";
donpcevent "Backdancer#4::OnSmile"; donpcevent "Backdancer#4::OnSmile";
end; end;
OnOmg: OnOmg:
Emotion e_omg; emotion e_omg;
donpcevent "Backdancer#2::OnOmg"; donpcevent "Backdancer#2::OnOmg";
donpcevent "Backdancer#3::OnOmg"; donpcevent "Backdancer#3::OnOmg";
donpcevent "Backdancer#4::OnOmg"; donpcevent "Backdancer#4::OnOmg";
@ -1346,11 +1346,11 @@ job_duncer,66,113,4 script Backdancer#2 724,{
end; end;
OnSmile: OnSmile:
Emotion e_no1; emotion e_no1;
end; end;
OnOmg: OnOmg:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -1358,11 +1358,11 @@ job_duncer,72,113,4 script Backdancer#3 724,{
end; end;
OnSmile: OnSmile:
Emotion e_no1; emotion e_no1;
end; end;
OnOmg: OnOmg:
Emotion e_omg; emotion e_omg;
end; end;
} }
@ -1370,11 +1370,11 @@ job_duncer,75,110,4 script Backdancer#4 724,{
end; end;
OnSmile: OnSmile:
Emotion e_no1; emotion e_no1;
end; end;
OnOmg: OnOmg:
Emotion e_omg; emotion e_omg;
end; end;
} }

View File

@ -2616,9 +2616,11 @@ job_monk,0,0,0,0 monster Thief Bug Larva 1051,20,0,0,0
//= 1.5 Fixed possible EXP abuse [Lupus] //= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing //= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where //= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus] 1.7 Fixed warps19/20 [Yor] //= to go. [Lupus]
//= 1.7 Fixed warps19/20 [Yor]
//= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus] //= 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] //= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris]
//= 1.9b Fixed another bug in Fuhai. [Zephiris] //= 1.9b Fixed another bug in Fuhai. [Zephiris]
//= 2.0 Changed numbers to constants. [Vicious] //= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent] //= 2.1 Removed Duplicates [Silent]
//============================================================

View File

@ -84,7 +84,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 747,{
mes "[Rogue Guildsman]"; mes "[Rogue Guildsman]";
mes "So what's a kid"; mes "So what's a kid";
mes "like you doin' here?"; mes "like you doin' here?";
if (sex == 1) { if (Sex) {
mes "Oh, I get it now..."; mes "Oh, I get it now...";
mes "The widdle boy wants"; 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 == 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 == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
else if (ROGUE_Q == 6) { 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(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 &&
countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 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(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 &&
countitem(908) > 4 && countitem(945) > 4) { countitem(908) > 4 && countitem(945) > 4) {
mes "[Mr. Smith]"; mes "[Mr. Smith]";
mes "Ummm...let's see..."; mes "Ummm...let's see...";
set zeny,zeny-10000; set Zeny, Zeny-10000;
delitem 915,5; //Chrysalis delitem 915,5; //Chrysalis
delitem 713,5; //Empty_Bottle delitem 713,5; //Empty_Bottle
delitem 1002,5; //Iron_Ore 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)) { 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 "[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))+"..."; 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(0),getarg(1);
delitem getarg(2),getarg(3); delitem getarg(2),getarg(3);
delitem getarg(4),getarg(5); delitem getarg(4),getarg(5);
@ -2028,3 +2028,4 @@ in_rogue,399,286,1 script switch#rogreset 88,{
//= 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 //= 2.3a fixed test4 person interaction, let BABY thieves pass
//= the test, too [Lupus] //= the test, too [Lupus]
//============================================================

View File

@ -21,8 +21,8 @@
//= 2.4a Deleted unused variables. [Samuray22] //= 2.4a Deleted unused variables. [Samuray22]
//= 2.5 Updated waiting room. (Removes global var) [L0ne_W0lf] //= 2.5 Updated waiting room. (Removes global var) [L0ne_W0lf]
//= 2.5a Corrected some "mes"s without the getitemname. (bugreport:1564) [Samuray22] //= 2.5a Corrected some "mes"s without the getitemname. (bugreport:1564) [Samuray22]
// -Changed an incorrect "!=" to "==". (bugreport:1572) //= -Changed an incorrect "!=" to "==". (bugreport:1572)
// -And Small Typo Error //= -And Small Typo Error
//= 2.6 Fixed Kayron Grik cutin not being removed as reported by jc1991, bugreport:1825 [Brainstorm] //= 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] //= 2.6a Fixed a Little Bug with Whispers Summoned in the Last Test. (bugreport:2253) [Samuray22]
//= 2.7 Added Quest Log commands. [Kisuka] //= 2.7 Added Quest Log commands. [Kisuka]
@ -345,7 +345,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{
next; next;
if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) { if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) {
if (Zeny > 69999) { if (Zeny > 69999) {
set zeny,zeny-70000; set Zeny, Zeny-70000;
mes "[Metheus Sylphe]"; mes "[Metheus Sylphe]";
mes "Thank you, your application has been accepted."; mes "Thank you, your application has been accepted.";
mes "Next, you will take an entrance test."; 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; next;
} }
else if (Zeny > 69999) { else if (Zeny > 69999) {
set zeny,zeny-70000; set Zeny, Zeny-70000;
mes "[Metheus Sylphe]"; mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request."; mes "Well done. Let me proceed with your application request.";
set SAGE_Q,4; set SAGE_Q,4;
@ -547,7 +547,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{
if (Zeny > 29999) { if (Zeny > 29999) {
for (set .@i, 0; .@i < .@size ; set .@i, .@i+1) for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
delitem .@item[.@i], .@count[.@i]; delitem .@item[.@i], .@count[.@i];
set zeny,zeny-30000; set Zeny, Zeny-30000;
mes "[Metheus Sylphe]"; mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request."; mes "Well done. Let me proceed with your application request.";
set .@SAGE_Q_T,SAGE_Q; set .@SAGE_Q_T,SAGE_Q;

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

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