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Pasted by Fipsi ( 14 years ago )
mapname,x,y,look script Warp-Cutze Sprite-ID,{

if ( !$npc_activity[4] )
//When NPC is deactivated
{
 mes .name$;
 mes "Ich werde grade gewartet. Versuchs später noch einmal.";
 close;
} else

//When NPC is activated
{
 mes .name$;
 mes "Hallo "+strcharinfo(0)+". Wohin soll's gehen?";
 switch (select("Letzer Warp.","Stadt","Dungeon","Field","WoE"))
 {
  //Lastwarp
  case 1:
  if ( lastmap$ == "" ) { next; mes .name$; mes "Du warst bisher noch nirgends. Wähle erst ein Ziel."; close; }
  set zeny,zeny - .cost;
  warp lastwarpmap$,lastwarpx,lastwarpy;
  end;

  //Townmenu
  case 2:
  next;
  mes .name$;
  mes "Wähle dein Ziel.";
  select(.townname$[1]+": "+getmapusers(.townname$[1]),
   .townname$[2]+": "+getmapusers(.townname$[2]),
   .townname$[3]+": "+getmapusers(.townname$[3]),
   .townname$[4]+": "+getmapusers(.townname$[4]),
   .townname$[5]+": "+getmapusers(.townname$[5]),
   .townname$[6]+": "+getmapusers(.townname$[6]),
   .townname$[7]+": "+getmapusers(.townname$[7]),
   .townname$[8]+": "+getmapusers(.townname$[8]),
   .townname$[9]+": "+getmapusers(.townname$[9]),
   .townname$[10]+": "+getmapusers(.townname$[10]),
   .townname$[11]+": "+getmapusers(.townname$[11]),
   .townname$[12]+": "+getmapusers(.townname$[12]),
   .townname$[13]+": "+getmapusers(.townname$[13]),
   .townname$[14]+": "+getmapusers(.townname$[14]),
   .townname$[15]+": "+getmapusers(.townname$[15]),
   .townname$[16]+": "+getmapusers(.townname$[16]),
   .townname$[17]+": "+getmapusers(.townname$[17]),
   .townname$[18]+": "+getmapusers(.townname$[18]),
   .townname$[19]+": "+getmapusers(.townname$[19]),
   .townname$[20]+": "+getmapusers(.townname$[20]),
   .townname$[21]+": "+getmapusers(.townname$[21]),
   .townname$[22]+": "+getmapusers(.townname$[22]),
   .townname$[23]+": "+getmapusers(.townname$[23]),
   .townname$[24]+": "+getmapusers(.townname$[24]),
   .townname$[25]+": "+getmapusers(.townname$[25]),
   .townname$[26]+": "+getmapusers(.townname$[26])
   )
  callsub .warp,.townname$[@menu],.townx[@menu],.towny[@menu];

  //Main-Dungeon Menu
  case 3:
  next;
  mes .name$;
  mes "Wähle den Main-Dungeon.";
  switch ( select (.dunmainname$[1],
    .dunmainname$[2],
    .dunmainname$[3],
    .dunmainname$[4],
    .dunmainname$[5],
    .dunmainname$[6],
    .dunmainname$[7],
    .dunmainname$[8],
    .dunmainname$[9],
    .dunmainname$[10],
    .dunmainname$[11],
    .dunmainname$[12],
    .dunmainname$[13],
    .dunmainname$[14],
    .dunmainname$[15],
    .dunmainname$[16],
    .dunmainname$[17],
    .dunmainname$[18],
    .dunmainname$[19],
    .dunmainname$[20],
    .dunmainname$[21],
    .dunmainname$[22],
    .dunmainname$[23],
    .dunmainname$[24],
    .dunmainname$[25],
    .dunmainname$[26],
    .dunmainname$[27],
    .dunmainname$[28],
    .dunmainname$[29],
    .dunmainname$[30],
    .dunmainname$[31],
    .dunmainname$[32],
    .dunmainname$[33],
    .dunmainname$[34],
    .dunmainname$[35])
    )
  {
   //Abbey
   case 1:
   next;
   mes .name$;
   mes "Wähle deine Ebene.";
  }
 }
}


//Initialization & Basic Parameters
OnInit:
set .name$,"[^FF8000Cutzen^000000]";
set .cost,10000;

//Set Town-Arrays: Name,X,Y
{setarray .townname$[1],"Prontera",    //Capitol City
   "Moscovia",   //Second Capitol
   "Alberta",
   "Aldebaran",
   "Amatsu",
   "Ayothaya",
   "Comodo",
   "Einbech (Mining Village)",
   "Einbroch",
   "Geffen",
   "Gonryun",
   "Hugel",
   "Izlude",
   "Jawaii",
   "Lighthalzen",
   "Louyang",
   "Lutie",
   "Morroc",
   "Nameless Island",
   "Niflheim",
   "Payon",
   "Rachel",
   "Thor Camp",
   "Veins",
   "Yuno",
   "Umbala";
//X-Coordinates
setarray .townx[1],156,     //Prontera
  223,     //Moscovia
  106,     //Alberta
  140,     //Aldebaran
  197,     //Amatsu
  150,     //Ayothaya
  205,     //Comodo
  190,     //Einbech
  178,     //Einbroch
  120,     //Geffen
  159,     //Gon Ryun
  95,     //Hugel
  128,     //Izlude
  213,     //Jawaii
  159,     //Lighthalzen
  218,     //Louyang
  148,     //Lutie/Xmas
  159,     //Morroc
  256,     //Nameless Island
  85,     //Niflheim
  156,     //Payon
  130,     //Rachel
  254,     //Thor Camp
  215,     //Veins
  157,     //Yuno
  100;     //Umbala
//Y-Coordinates
setarray .towny[1],183,     //Prontera
  192,     //Moscovia
  133,     //Alberta
  115,     //Aldebaran
  89,     //Amatsu
  113,     //Ayothaya
  69,     //Comodo
  79,     //Einbech
  167,     //Einbroch
  64,     //Geffen
  117,     //Gon Ryun
  147,     //Hugel
  87,     //Izlude
  230,     //Jawaii
  90,     //Lighthalzen
  115,     //Louyang
  131,     //Lutie/Xmas
  91,     //Morroc
  215,     //Nameless Island
  154,     //Niflheim
  223,     //Payon
  111,     //Rachel
  90,     //Thor Camp
  122,     //Veins
  165,     //Yuno
  159;     //Umbala
}

//Set Array Main-Dungeon: Name
{setarray .dunmainname$,"Abbey, Cursed Monastery",
   "Abyss Lakes",
   "Amatsu Dungeon",
   "Anthell",
   "Ayothaya Dungeons",
   "Beach Dungeon",
   "Byalan Dungeon",
   "Clock Tower",
   "Coal Mines",
   "Culverts",
   "Einbroch Dungeons",
   "Gefenia",
   "Geffen Dungeon",
   "Glast Heim",
   "Gonryun Dungeon",
   "Hidden Dungeon",
   "Ice Dungeon",
   "Juperos Dungeons",
   "Kiel Dungeons",
   "Lighthalzen",
   "Louyang Dungeons",
   "Magma Dungeon",
   "Moscovia Dungeon",
   "Orc Dungeon",
   "Payon Dungeon",
   "Pyramids",
   "Rachel Sanctuary",
   "Sphinx",
   "Sunken Ship",
   "Thanatos Tower",
   "Thor Volcano",
   "Toy Factory",
   "Turtle Dungeon",
   "Umbala Dungeons",
   "Dimensonal Gorge";
}

//Set Array Sub-Dungeon Abbey: Name,X,Y
{setarray .abbeyname$[1],"Abbey01",
   "Abbey02",
   "Abbey03";
setarray .abbeyx[1],51,     //Abbey01
  150,     //Abbey02
  120;     //Abbey03
setarray .abbeyy[1],14,     //Abbey01
  11,     //Abbey02
  10;     //Abbey03
}

//Set Array Sub-Dungeon Abyss: Name,X,Y
{setarray .abyssname$[1],"Abyss_01",
   "Abyss_02",
   "Abyss_03";
setarray .abyssx[1],192,     //Abyss_01
  275,     //Abyss_02
  116;     //Abyss_03
setarray .abyssy[1],207,     //Abyss_01
  270,     //Abyss_02
  28;     //Abyss_03
}

//Set Array Sub-Dungeon Amatsu-Dun: Name,X,Y
{setarray .amatsuname$[1],"Ama_Dun01",
   "Ama_Dun02",
   "Ama_Dun03";
setarray .amatsux[1],228,     //Ama_Dun01
  34,     //Ama_Dun02
  119;     //Ama_Dun03
setarray .amatsuy[1],11,     //Ama_Dun01
  41,     //Ama_Dun02
  14;     //Ama_Dun03
}

//Set Array Sub-Dungeon Anthell: Name,X,Y
{setarray .anthellname$[1],"Anthell01",
   "Anthell02";
setarray .anthellx[1],35,     //Anthell01
  168;     //Anthell02
setarray .anthelly[1],262,     //Anthell01
  170;     //Anthell02
}

//Set Array Sub-Dungeon Ayothaya-Dun: Name,X,Y
{setarray .ayothayaname$[1],"Ayo_Dun01",
   "Ayo_Dun02";
setarray .ayothayax[1],275,     //Ayo_Dun01
   24;    //Ayo_Dun02
setarray .ayothayay[1],19,     //Ayo_Dun01
   26;    //Ayo_Dun02
}

//Set Array Sub-Dungeon Beach-Dun: Name,X,Y
{setarray .beachname$[1],"Beach_Dun",
   "Beach_Dun2",
   "Beach_Dun3";
setarray .beachx[1],266,     //Beach_Dun
  255,     //Beach_Dun2
  23;     //Beach_Dun3
setarray .beachy[1],67,     //Beach_Dun
  244,     //Beach_Dun2
  260;     //Beach_Dun3
}

//Set Array Sub-Dungeon Byalan-Dun: Name,X,Y
{setarray .byalanname$[1],"Iz_Dun00",
   "Iz_Dun01",
   "Iz_Dun02",
   "Iz_Dun03",
   "Iz_Dun04";
setarray .byalanx[1],168,     //Iz_Dun00
  253,     //Iz_Dun01
  236,     //Iz_Dun02
  32,     //Iz_Dun03
  26;     //Iz_Dun04
setarray .byalany[1],168,     //Iz_Dun00
  252,     //Iz_Dun01
  204,     //Iz_Dun02
  63,     //Iz_Dun03
  27;     //Iz_Dun04
}

//Set Array Sub-Dungeon Clock Tower: Name,X,Y
{setarray .clockname$[1],"C_Tower1",
   "C_Tower2",
   "C_Tower3",
   "C_Tower4",
   "Alde_Dun01",
   "Alde_Dun02",
   "Alde_Dun03",
   "Alde_Dun04";
setarray .clockx[1],199,     //C_Tower1
  148,     //C_Tower2
  65,     //C_Tower3
  56,     //C_Tower4
  297,     //Alde_Dun01
  127,     //Alde_Dun02
  277,     //Alde_Dun03
  268;     //Alde_Dun04
setarray .clocky[1],159,     //C_Tower1
  283,     //C_Tower2
  147,     //C_Tower3
  155,     //C_Tower4
  25,     //Alde_Dun01
  169,     //Alde_Dun02
  178,     //Alde_Dun03
  74;     //Alde_Dun04
}

//Set Array Sub-Dungeon Coal Mines: Name,X,Y
{setarray .coalname$[1],"Mjo_Dun01",
   "Mjo_Dun02",
   "Mjo_Dun03";
setarray .coalx[1],52,     //Mjo_Dun01
  381,     //Mjo_Dun02
  302;     //Mjo_Dun03
setarray .coaly[1],17,     //Mjo_Dun01
  343,     //Mjo_Dun02
  262;     //Mjo_Dun03
}

//Set Array Sub-Dungeon Culverts: Name,X,Y
{setarray .culvertname$[1],"Prt_Sewb1",
   "Prt_Sewb2",
   "Prt_Sewb3",
   "Prt_Sewb4";
setarray .culvertx[1],131,     //Prt_Sewb1
  19,     //Prt_Sewb2
  180,     //Prt_Sewb3
  100;     //Prt_Sewb4
setarray .culverty[1],247,     //Prt_Sewb1
  19,     //Prt_Sewb2
  169,     //Prt_Sewb3
  92;     //Prt_Sewb4
}

//Set Array Sub-Dungeon Einbroch Dungeon: Name,X,Y
{setarray .einbrochname$[1],"Ein_Dun01",
   "Ein_Dun02";
setarray .einbrochx[1],22,     //Ein_Dun01
  292;     //Ein_Dun02
setarray .einbrochy[1],14,     //Ein_Dun01
  290;     //Ein_Dun02
}

//Set Array Sub-Dungeon Gefenia Dungeon: Name,X,Y
{setarray .gefenianame$[1],"Gefenia01",
   "Gefenia02",
   "Gefenia03",
   "Gefenia04";
setarray .gefeniax[1],104,     //Gefenia01
  115,     //Gefenia02
  106,     //Gefenia03
  203;     //Gefenia04
setarray .gefeniay[1],99,     //Gefenia01
  236,     //Gefenia02
  132,     //Gefenia03
  200;     //Gefenia04
}

//Set Array Sub-Dungeon Geffen Dungeon: Name,X,Y
{setarray .gefname$[1],"Gef_Dun00",
   "Gef_Dun01",
   "Gef_Dun02",
   "Gef_Dun03";
setarray .gefx[1],104,     //Gef_Dun00
  115,     //Gef_Dun01
  106,     //Gef_Dun02
  203;     //Gef_Dun03
setarray .gefy[1],99,     //Gef_Dun00
  236,     //Gef_Dun01
  132,     //Gef_Dun02
  200;     //Gef_Dun03
}

//Set Array Sub-Dungeon Glast Dungeon: Name,X,Y
{setarray .glastname$[1],"Glast_01",
   "Gl_Cas01",
   "Gl_Cas02",
   "Gl_Knt01",
   "Gl_Knt02",
   "Gl_Chyard",
   "Gl_Sew01",
   "Gl_Sew02",
   "Gl_Sew03",
   "Gl_Sew04",
   "Gl_Church",
   "Gl_Step",
   "Gl_Dun01",
   "Gl_Dun02",
   "Gl_Prison",
   "Gl_Prison1";
setarray .glastx[1],370,     //Glast_01
  199,     //Gl_Cas01
  104,     //Gl_Cas02
  150,     //Gl_Knt01
  157,     //Gl_Knt02
  147,     //Gl_Chyard
  258,     //Gl_Sew01
  108,     //Gl_Sew02
  171,     //Gl_Sew03
  68,     //Gl_Sew04
  156,     //Gl_Church
  12,     //Gl_Step
  133,     //Gl_Dun01
  224,     //Gl_Dun02
  14,     //Gl_Prison
  150;     //Gl_Prison1
setarray .glasty[1],304,     //Glast_01
  29,     //Gl_Cas01
  25,     //Gl_Cas02
  15,     //Gl_Knt01
  287,     //Gl_Knt02
  15,     //Gl_Chyard
  255,     //Gl_Sew01
  291,     //Gl_Sew02
  283,     //Gl_Sew03
  277,     //Gl_Sew04
  7,     //Gl_Church
  7,     //Gl_Step
  271,     //Gl_Dun01
  274,     //Gl_Dun02
  70,     //Gl_Prison
  14;     //Gl_Prison1
}

//Set Array Sub-Dungeon Gon Ryun Dungeon: Name,X,Y
{setarray .gonname$[1],"Gon_Dun01",
   "Gon_Dun02",
   "Gon_Dun03";
setarray .gonx[1],153,     //Gon_Dun01
  28,     //Gon_Dun02
  68;     //Gon_Dun03
setarray .gony[1],53,     //Gon_Dun01
  113,     //Gon_Dun02
  16;     //Gon_Dun03
}

//Set Array Sub-Dungeon Hidden Dungeon: Name,X,Y
{setarray .hiddenname$[1],"Prt_Maze01",
   "Prt_Maze02",
   "Prt_Maze03";
setarray .hiddenx[1],176,     //Prt_Maze01
  94,     //Prt_Maze02
  23;     //Prt_Maze03
setarray .hiddeny[1],7,     //Prt_Maze01
  9,     //Prt_Maze02
  8;     //Prt_Maze03
}

//Set Array Sub-Dungeon Ice Dungeon: Name,X,Y
{setarray .icename$[1],"Ice_Dun01",
   "Ice_Dun02",
   "Ice_Dun03",
   "Ice_Dun04";
setarray .icex[1],157,     //Ice_Dun01
  151,     //Ice_Dun02
  149,     //Ice_Dun03
  33;     //Ice_Dun04
setarray .icey[1],14,     //Ice_Dun01
  155,     //Ice_Dun02
  22,     //Ice_Dun03
  158;     //Ice_Dun04
}

//Set Array Sub-Dungeon Juperos Dungeon: Name,X,Y
{setarray .jupname$[1],"Juperos_01",
   "Juperos_02",
   "Jupe_Core";
setarray .jupx[1],53,     //Juperos_01
  37,     //Juperos_02
  150;     //Jupe_Core
setarray .jupy[1],247,     //Juperos_01
  63,     //Juperos_02
  285;     //Jupe_Core
}

//Set Array Sub-Dungeon Kiel Dungeon: Name,X,Y
{setarray .kielname$[1],"Kh_Dun01",
   "Kh_Dun02";
setarray .kielx[1],28,     //Kh_Dun01
  41;     //Kh_Dun02
setarray .kiely[1],226,     //Kh_Dun01
  198;     //Kh_Dun02
}

//Set Array Sub-Dungeon Lighthalzen Dungeon: Name,X,Y
{setarray .kielname$[1],"Lhz_Dun01",
   "Lhz_Dun02",
   "Lhz_Dun03";
setarray .kielx[1],150,     //Lhz_Dun01
  150,     //Lhz_Dun02
  140;     //Lhz_Dun03
setarray .kiely[1],228,     //Lhz_Dun01
  18,     //Lhz_Dun02
  133;     //Lhz_Dun03
}
end;

}

 

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