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dantoki

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Everything posted by dantoki

  1. how can implement this on latest rathena? Header: Type: ITEM_DB Version: 1 Footer: Imports: - Path: db/pre-re/item_db.yml Mode: Prerenewal - Path: db/re/item_db.yml Mode: Renewal - Path: db/import/item_db.yml already have this
  2. About this update, did we have any converter for the older ones? I mean about the custom items that added on import/item_db.txt is there any converter to make it yaml as well? Anyways, Thanks for this update . More Power rAthena
  3. @Katazui can you me this one compatible with the lastet item_db which is yaml?
  4. great work!!! @Katazui thanks! can i request about the weight of the item can we make it default to 1 instead of 100?
  5. // Automated GvG Event 2.0 Beta version // Event runs every hour via OnMinute timer. // Feel free to edit as you wish // By : Mabuhay // Free release // Dont remove credit // Updated to v 2.0 /* - Added gepard support and check to every members - More flexible options - Can set cash, members, timer, and winpoints if gm starts the command. New mechanics. - When using @gvgeventjoin, all your members must be around you by 5x5 cell. NOTE: item rewards are only to be set here in script because adding them in the GM option would be quite troublesome for me :D */ // - script gvg_event -1,{ OnInit: // Enable gepard check? // set to true to enable .gepard = true; // How many guild members are required? // 3 = 3v3 // 5 = 5v5 // etc.. // only to be set once.. if ( !$gvgevent_mem ) $gvgevent_mem = 2; // registration timer in mins. // only to be set once.. if ( !$gvgevent_time ) $gvgevent_time = 1; // how much points to win? Points is earned per kill // only to be set once.. if ( !$gvgevent_winpts ) $gvgevent_winpts = 2; // item reward // <item_id>, <amount> setarray .item, 501, 10, 502, 5; // how much cash points earned // set to 0 to disable if ( !$gvgevent_cash ) $gvgevent_cash = 100; .size = getarraysize(.item); bindatcmd "gvgeventstart", strnpcinfo(0)+"::OnStartEvent",60,60; bindatcmd "gvgeventend", strnpcinfo(0)+"::OnEndEvent",60,60; bindatcmd "gvgeventjoin", strnpcinfo(0)+"::OnJoinEvent"; end; OnStartEvent: mes "Hi GM, what do you want to do?"; mes "Current settings :"; mes "Member count : "+ $gvgevent_mem; mes "Registration time : "+ $gvgevent_time; mes "Win points : "+ $gvgevent_winpts; mes "Cashpoint reward : "+ $gvgevent_cash; next; switch(select("Start Event:Set Mem Count:Set Reg timer:Set Win Points:Set Cashpoint Reward")) { case 1: mes "Starting event.."; close2; break; case 2: mes "Enter member count value"; mes "current : "+ $gvgevent_mem; next; input .@amt, 1; mes "Do you want to set member count to "+ .@amt +"?"; next; select("Yes"); mes "Done!"; close2; $gvgevent_mem = .@amt; end; case 3: mes "Enter registration time value"; mes "current : "+ $gvgevent_time; next; input .@amt, 1; mes "Do you want to set registration time to "+ .@amt +"?"; next; select("Yes"); mes "Done!"; close2; $gvgevent_time = .@amt; end; case 4: mes "Enter win points value"; mes "current : "+ $gvgevent_winpts; next; input .@amt, 1; mes "Do you want to set win points to "+ .@amt +"?"; next; select("Yes"); mes "Done!"; close2; $gvgevent_winpts = .@amt; end; case 5: mes "To disable, set to zero (0)"; mes "current : "+ $gvgevent_cash; next; input .@amt; mes "Do you want to set cashpoints to "+ .@amt +"?"; next; select("Yes"); mes "Done!"; close2; $gvgevent_cash = .@amt; end; } OnMinute00: // runs every hour.. if ( .start ) end; .start = 1; .@m = $gvgevent_mem; gvgoff "guild_vs1"; for ( .@j = 1; .@j < 9; .@j++ ) enablenpc "#bari0"+.@j; setwall "guild_vs1", 12, 48, 4, DIR_NORTH, 0, "wonderwall_1"; setwall "guild_vs1", 87, 48, 4, DIR_NORTH, 0, "wonderwall_2"; for ( .@i = $gvgevent_time; .@i > 0; .@i-- ) { if ( .start < 2 ) { announce "<"+.@m+"v"+.@m+" Guild Event> Event start in "+.@i+" min(s) until slots are taken. Register now.", bc_all; sleep 60000; } } if ( !.slot1 || !.slot2 ) { announce "<"+.@m+"v"+.@m+" Guild Event> Event is cancelled. Not enough participants.", bc_all; donpcevent strnpcinfo(0)+"::OnEndEvent"; end; } announce "<"+.@m+"v"+.@m+" Guild Event> Guild ["+getguildname(.slot1)+"] vs Guild ["+getguildname(.slot2)+"].", bc_all; end; OnJoinEvent: .@GID = getcharid(2); if (.@GID == 0) { mes "Sorry, you are not in a guild."; close; } if (!is_guild_leader(.@GID)) { mes "Sorry, only your guild master can register."; close; } if ( !.start ) { mes "Event has not started."; close; } else if ( .start == 2 ) { mes "Event is still on-going."; close; } else { if ( .slot1 && .slot2 ) { mes "All slots has been taken."; close; } if ( !.slot1 ) .@slot = 1; else if ( !.slot2) .@slot = 2; if ( .slot1 == .@GID ) { mes "You're guild has already registered."; close; } getmapxy(.@map$, .@x, .@y, BL_PC); getareaunits(BL_PC,.@map$,.@x+5,.@y+5,.@x-5,.@y-5,.@char_name$[0]); freeloop(true); for(.@i=0;.@i<getarraysize(.@char_name$);.@i++) if ( getcharid(2, .@char_name$[.@i] ) == .@GID ) { if ( .gepard ) { query_sql("SELECT `last_unique_id` FROM `login` WHERE `account_id` = '"+ getcharid(3, .@char_name$[.@i] ) +"'", .@unique_id$); .@gvg_gepard$[.@gsize++] = .@unique_id$; if ( countinarray( .@gvg_gepard$[0], .@unique_id$ ) > 1 ) .@duplicate++; } .@current_mem++; .@aid[.@size++] = convertpcinfo(.@char_name$[.@i], CPC_ACCOUNT); .@validmem$[.@size2++] = .@char_name$[.@i]; } freeloop(false); if ( .@current_mem < $gvgevent_mem ) { mes "You need at least "+$gvgevent_mem+" guild members around you"+(.gepard ? " with unique gepard id":"")+"."; close; } if ( .@current_mem > $gvgevent_mem ) { mes "You need only need "+$gvgevent_mem+" guild members around you"+(.gepard ? " with unique gepard id":"")+"."; close; } if ( .gepard && .@duplicate ) { mes "Gepard ID duplicate detected."; mes "A member around you is using dual account."; close; } mes "Participating members are :"; for ( .@i = 0; .@i < .@size2; .@i++) mes "~ "+ .@validmem$[.@i]; next; mes "Are you ready ?"; next; select("Yes"); switch ( .@slot ) { case 1: .slot1 = .@GID; break; case 2: .slot2 = .@GID; break; } for ( .@j = 0; .@j < .@size; .@j++ ) { attachrid(.@aid[.@j]); .@gid = getcharid(2); sc_end SC_ALL; // remove all status buffs percentheal 100,100; // heals before warp warp "guild_vs1", ( .slot1 == .@gid ) ? 7 : 92, 50; } detachrid; if ( .slot1 && .slot2 ) { .start = 2; awake strnpcinfo(0); sleep 3000; mapannounce "guild_vs1", "Get ready !~", bc_blue; sleep 2000; for ( .@i = 5; .@i > 0; --.@i ) { mapannounce "guild_vs1", .@i +" !~", bc_blue; sleep 1000; } mapannounce "guild_vs1", "Start !~", bc_blue; gvgon "guild_vs1"; for ( .@j = 1; .@j < 9; .@j++ ) disablenpc "#bari0"+.@j; delwall "wonderwall_1"; delwall "wonderwall_2"; } } end; OnPCKillEvent: if ( .start && strcharinfo(3) == "guild_vs1" ) { .@GID = getcharid(2); if ( .@GID == .slot1 ) .guild1_score++; else if ( .@GID == .slot2 ) .guild2_score++; mapannounce "guild_vs1", strcharinfo(0) +" of Guild ["+getguildname(.@GID)+"] has pawned "+ rid2name(killedrid), bc_blue; mapannounce "guild_vs1", "Guild ["+getguildname(.slot1)+"] - "+.guild1_score+" || Guild ["+getguildname(.slot2)+"] - "+.guild2_score+"", bc_blue; if ( .guild1_score == $gvgevent_winpts || .guild2_score == $gvgevent_winpts ) { gvgoff "guild_vs1"; if ( .guild1_score > .guild2_score ) { .winner = .slot1; .loser = .slot2; } else { .winner = .slot2; .loser = .slot1; } .@m = $gvgevent_mem; announce "<"+.@m+"v"+.@m+" Guild Event> Guild ["+getguildname(.winner)+"] is victorious against Guild ["+getguildname(.loser)+"] !", bc_all; mapannounce "guild_vs1", "Rewards will be delivered in few seconds before warping out.", bc_blue; sleep 8000; // 8 sec pause so participating members can re-warp if dead getmapunits(BL_PC, "guild_vs1", .@aid[0]); for(.@i=0;.@i<getarraysize(.@aid);.@i++) { attachrid(.@aid[.@i]); if ( getcharid(2) == .winner ) { // if winner for ( .@j = 0; .@j < .size; .@j+=2 ) getitem .item[.@j], .item[.@j+1]; if ( $gvgevent_cash ) { #CASHPOINTS += $gvgevent_cash; dispbottom "You have gained "+$gvgevent_cash+" cashpoints. Total : "+ #CASHPOINTS; } } else if ( getcharid(2) == .loser ) { // if loser dispbottom "Thank you for participating GvG Event."; } } detachrid; sleep 2000; // 2 sec pause.. donpcevent strnpcinfo(0)+"::OnEndEvent"; end; } attachrid( killedrid ); .@GID = getcharid(2); if ( .@GID == .slot1 || .@GID == .slot2 ) { dispbottom "You will be warped back to the battle area in few secs."; sleep2 4000; // return to battle in 5 sec warp "guild_vs1", (.@GID == .slot1) ? 7:(.@GID == .slot2) ? 92:50, 50; sleep2 1000; // heal in 1 sec percentheal 100,100; } } end; OnEndEvent: if ( !.start ) end; .start = .slot1 = .slot2 = .loser = .winner = .guild1_score = .guild2_score = false; mapwarp "guild_vs1", "prontera", 150, 180; end; } // Barricades guild_vs1,12,48,0 script #bari01 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,12,49,0 script #bari02 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,12,50,0 script #bari03 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,12,51,0 script #bari04 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,87,48,0 script #bari05 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,87,49,0 script #bari06 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,87,50,0 script #bari07 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,87,51,0 script #bari08 1906,{ end; OnInit: disablenpc strnpcinfo(0); } Can someone help me about this script. make score to another team when someone crash on the other team or someone disconnects during the game. and make player don't go back to the GVG area when it die. make it GVG + 8 party members including the Guild master who can type @gvgeventjoin TIA sorry for my bad english
  6. I want to make a combo set that goes 1 Kiel are Working = 30% Reduce Aftercast delay. 2 Kiels are only = 35% Reduce Aftercast delay. 3 Kiels are only = 35% Reduce Aftercast delay. 2 Kiels + 1 Expert Ring = 35% Reduce Aftercast delay. 2 Kiels + 2 Expert Ring = 80% Reduce Aftercast delay. 3 Kiels + 2 Expert Ring = 80% Reduce Aftercast delay. i found this code at old request but it doesn't work nowadays. a little help? 4403,Kiel_Card,Kiel-D-01 Card,6,20,,10,,,,,,,,769,,,,,{ if ( isequippedcnt(4403) >= 2 && isequippedcnt(2703) < 2 ) bonus bDelayRate, -40 / isequippedcnt(4403); else bonus bDelayRate, -30; },{},{}
  7. its not about the server time its about the set time.
  8. // Original script by sandbox. // Edit by Mabuhay - script Event_Dice -1,{ OnInit: // item reward setarray .item, 40002, 3; //502, 5; // @dicestart - gm manual start bindatcmd "dicestart", strnpcinfo(0)+"::OnStart",60,60; // @dice - player join event bindatcmd "dice", strnpcinfo(0)+"::OnJoinEvent"; // Event cooldown .event_cd = 60 * 60 * 6; // 1hr // Mapflags setarray .@mapflag, mf_nowarp, mf_nowarpto, mf_noskill, mf_noteleport, mf_nomemo, mf_nosave, mf_noicewall, mf_nobranch, mf_noreturn; for ( .@i = 0; .@i < getarraysize(.@mapflag); .@i++) setmapflag "quiz_02", .@mapflag[.@i]; .@min = gettime(DT_MINUTE)*60; .@sec = gettime(DT_SECOND); .event_time = (gettimetick(2) - ( .@min + .@sec )) + .event_cd - 5; end; OnJoinEvent: mes " [ Event Status ] "; if ( !.start ) mes "Next schedule starts in ^FF0000"+ Time2Str(.event_time) +"^000000."; if ( .start == 1 ) mes "Event is currently active."; if ( .start == 2 ) mes "Event is currently on-going."; next; switch(select( "Dice Event - "+ ((.start == 1) ? "^00ff00Join Event":((.start == 2) ? "^00ff00Event On-Going":"^ff0000Not Available"))+"^000000" )) { case 1: if ( !.start ) { mes "Event is not available."; close; } else if ( .start == 2 ) { mes "Event is on-going"; close; } else warp "quiz_02",55,87; } end; OnStart: .@force = true; OnClock0100: OnClock0700: OnClock1300: OnClock1900: // runs hourly .@time = gettimetick(2); .@min = gettime(DT_MINUTE)*60; .@sec = gettime(DT_SECOND); if ( .event_time > .@time && !.@force || .start && !.@force ) end; // doesnt start if cd isn't done. .event_time = (.@time - ( .@min + .@sec )) + .event_cd - 5; .start = 1; for(.@i = 1;.@i <= 4;.@i++) { disablenpc "Back#"+.@i; disablenpc "Box "+.@i; } announce "Dice: We are going to have a Dice event.",0; sleep 10000; announce "Dice: For those who wants to join, use @dice",0; sleep 10000; announce "Dice: After 1 Minute Event will close.",0; sleep 10000; announce "Dice: So please if you want to join. use @dice",0; sleep 60000; announce "Dice: The entry to the event is now closed.",bc_all,0x0ceedb; if ( !getmapusers("quiz_02") ) { announce "Dice: Not enough participants.",bc_all,0x0ceedb; .start = false; end; } .start = 2; sleep 3500; mapannounce "quiz_02","We're about to begin the event.",bc_map,0x0ceedb; sleep 2500; mapannounce "quiz_02","The rules are simple.",bc_map,0x0ceedb; sleep 2500; mapannounce "quiz_02","You'll have to enter one of the 4 avaiaible boxes.",bc_map,0x0ceedb; sleep 2500; mapannounce "quiz_02","Then a four sides dice will be thrown. The number it shows will be the saved number.",bc_map,0x0ceedb; sleep 2500; mapannounce "quiz_02","Remember to enter the boxes!",bc_map,0x0ceedb; sleep 2000; mapannounce "quiz_02","That's all. Let's begin.",bc_map,0x0ceedb; sleep 3000; while(!.@end && .start && .@rounds < 5) { for(.@i = 1;.@i <= 4;.@i++) { enablenpc "Back#"+.@i; enablenpc "Box "+.@i; } sleep 1500; mapannounce "quiz_02","The dice will soon be thrown. Enter the desired box clicking the metalic number inside them.",bc_map,0x0ceedb; sleep 20000; for(.@i = 5;.@i > 0;.@i--) { mapannounce "quiz_02",.@i+"...",bc_map,0x0ceedb; sleep 990; } for(.@i = 1;.@i <= 4;.@i++) { disablenpc "Back#"+.@i; disablenpc "Box "+.@i; } areawarp "quiz_02",32,95,79,76,"prontera",rand(148,163),rand(167,186); areawarp "quiz_02",80,85,80,76,"prontera",rand(148,163),rand(167,186); areawarp "quiz_02",31,85,31,76,"prontera",rand(148,163),rand(167,186); .@n = rand(1,4); mapannounce "quiz_02","Time! The dice shows the number "+.@n+".",bc_map,0x0ceedb; setarray .@cords1[0],33,41; setarray .@cords2[0],45,53; setarray .@cords3[0],57,65; setarray .@cords4[0],69,77; for(.@i = 1;.@i <= 4;.@i++) { if(.@i != .@n) areawarp "quiz_02",getd(".@cords"+.@i+"[0]"),52,getd(".@cords"+.@i+"[1]"),73,"aretnorp",220,157; } sleep 3000; .@players = getmapusers("quiz_02"); if(.@players <= 3 && .start && .@players) { mapannounce "quiz_02","The event is now over! Winners, enjoy your prizes!",bc_map,0x0ceedb; .@size = getmapunits(BL_PC,"quiz_02",.@players); .@amt = getarraysize(.item); .start = false; for(.@i = 0;.@i < .@size;.@i++) { attachrid .@players[.@i]; announce strcharinfo(0)+" has won the Dice Event.",bc_all,0x0ceedb; for ( .@j = 0; .@j < .@amt; .@j += 2 ) getitem .item[.@j], .item[.@j+1]; warp "aretnorp",220,157; } } else if( !.@players ) { .@end = true; .start = false; announce "There was no winner on the Dice Event.",bc_all,0x0ceedb; } else { mapannounce "quiz_02","There's no clear winners yet, let's roll the dice again.",bc_map,0x0ceedb; } .@rounds++; } if(.@rounds >= 5) { mapannounce "quiz_02","There were no winner clear in all of the event. The event is now over.",bc_map,0x0ceedb; .start = false; } end; } quiz_02,37,80,3 script Box 1 HIDDEN_NPC,{ warp "quiz_02",rand(33,41),rand(52,73); end; } quiz_02,49,80,3 script Box 2 HIDDEN_NPC,{ warp "quiz_02",rand(45,53),rand(52,73); end; } quiz_02,61,80,3 script Box 3 HIDDEN_NPC,{ warp "quiz_02",rand(57,65),rand(52,73); end; } quiz_02,73,80,3 script Box 4 HIDDEN_NPC,{ warp "quiz_02",rand(69,77),rand(52,73); end; } quiz_02,55,90,3 script Back to Maintown#dice 4_BULLETIN_BOARD2,{ warp "aretnorp",220,157; end; } quiz_02,37,64,3 script Back#1 4_BULLETIN_BOARD2,{ warp "quiz_02",55,76; end; } quiz_02,49,64,3 duplicate(Back#1) Back#2 4_BULLETIN_BOARD2 quiz_02,61,64,3 duplicate(Back#1) Back#3 4_BULLETIN_BOARD2 quiz_02,73,64,3 duplicate(Back#1) Back#4 4_BULLETIN_BOARD2 i set this script starts every 1am, 7am, 1pm and 7pm but the next schedule is not appropriate to the event times. can i request a modified script? Thanksss
  9. its working thanks @HaARiZz you're so great.
  10. i have trouble setting cell this
  11. i have this code from but it still announces on Teleport or Fly wing on same map can anyone make this to only announce once upon entering a Map? - script where_am_i -1,{ OnPCLoadMapEvent: set .@map$, replacestr(replacestr(strcharinfo(3), "@","_"), "-","_"); if (getd("."+.@map$+"$") != "") announce "[ " + getd("."+.@map$+"$") + " ]",bc_self, 0x00FFFF,FW_NORMAL,16; end; OnInit: set .06guild_01$, "Guild War Arena"; set .06guild_02$, "Guild War Arena"; set .06guild_03$, "Guild War Arena"; set .06guild_04$, "Guild War Arena"; set .06guild_05$, "Guild War Arena"; set .06guild_06$, "Guild War Arena"; set .06guild_07$, "Guild War Arena"; set .06guild_08$, "Guild War Arena"; set .06guild_r$, "Guild War Arena - Waiting Room"; set .1_cash$, "Octopus Cave"; set .1_cata$, "Catacomb"; // set .1_ecl$, "¿¡Å¬¶óÃê ³»ºÎ"; // set .1_lhz$, "º¸¸£¼¼ºêÀÇ ¿¬±¸½Ç"; set .1_ma_b$, "Bakonawa Hideout"; set .1_ma_c$, "Buwaya Cave"; set .1_ma_h$, "Bangungot Hospital 2F"; set .1_mist$, "The Hazy Maze Forest"; set .1_nyd$, "Nidhoggur's Nest"; set .1_orcs$, "Subterranean Orc Cave"; set .1_pump$, "Drain"; set .1_tower$, "Endless Tower"; set .2007rwc_01$, "2007 USRC Arena"; set .2007rwc_02$, "2007 USRC Arena"; set .2007rwc_03$, "2007 USRC Arena"; set .2007rwc_04$, "2007 USRC Arena"; set .2007rwc_05$, "2007 USRC Arena"; set .2007rwc_06$, "2007 USRC Arena"; set .2007rwc_07$, "2007 USRC Arena"; set .2007rwc_08$, "2007 USRC Arena"; set .2007rwc_09$, "2007 Ragnarok World Championship Arena 9"; set .2007rwc_10$, "2007 Ragnarok World Championship Arena 10"; set .2007rwc_r$, "2007 Ragnarok World Championship Arena Waiting Room"; set .2009rwc_01$, "RWC Arena"; set .2009rwc_02$, "RWC Arena"; set .2009rwc_03$, "RWC Arena"; set .2009rwc_04$, "RWC Arena"; set .2009rwc_05$, "RWC Arena"; set .2009rwc_06$, "RWC Arena"; set .2009rwc_07$, "RWC Arena"; set .2009rwc_08$, "RWC Arena"; set .2009rwc_f01$, "RWC Arena"; set .2009rwc_f02$, "RWC Arena"; set .2009rwc_r$, "RWC Arena"; set .2010rwc_01$, "RWC Arena"; set .2010rwc_02$, "RWC Arena"; set .2010rwc_03$, "RWC Arena"; set .2010rwc_04$, "RWC Arena"; set .2010rwc_05$, "RWC Arena"; set .2010rwc_06$, "RWC Arena"; set .2010rwc_07$, "RWC Arena"; set .2010rwc_08$, "RWC Arena"; set .2010rwc_r$, "RWC Arena"; set .2_cata$, "Sealed Shrine"; set .2_nyd$, "Nidhoggur's Nest"; set .2_orcs$, "Subterranean Orc Cave"; set .2_pump$, "Drain"; set .2_tower$, "Endless Tower"; set .3_tower$, "Endless Tower"; set .4_tower$, "Endless Tower"; set .5_tower$, "Endless Tower"; set .6_tower$, "Endless Tower(Unknown Area)"; set .abbey01$, "Cursed Monastery"; set .abbey02$, "Cursed Monastery"; set .abbey03$, "Cursed Monastery"; set .abyss_01$, "Abyss Lake Underground Cave"; set .abyss_02$, "Abyss Lake Underground Cave"; set .abyss_03$, "Abyss Lake Underground Cave"; set .airplane$, "Airship"; set .airplane_01$, "Airship"; set .airport$, "Airport"; set .alb2trea$, " Alberta Island"; set .alberta$, "Alberta"; set .alberta_d$, "Alberta"; set .alberta_in$, "Inside Alberta"; set .alberta_x$, "Alberta"; set .alb_ship$, "Alberta Ship"; set .aldebaran$, " Al De Baran"; set .aldebaran_x$, "Aldebaran"; set .aldeba_in$, "Inside Al De Baran"; set .aldeg_cas01$, "Luina Guild"; set .aldeg_cas02$, "Luina Guild"; set .aldeg_cas03$, "Luina Guild"; set .aldeg_cas04$, "Luina Guild"; set .aldeg_cas05$, "Luina Guild"; set .alde_alche$, "Alchemist Realm"; set .alde_dun01$, "Clock Tower B1f"; set .alde_dun02$, "Clock Tower B2f"; set .alde_dun03$, "Clock Tower B3f"; set .alde_dun04$, "Clock Tower B4f"; set .alde_gld$, "Luina the satellite of Al De Baran"; set .amatsu$, "Amatsu, the Land of Destiny"; set .ama_dun01$, "Tatami Maze"; set .ama_dun02$, "Battle Field in the Underground Forest"; set .ama_dun03$, "Amatsu Underground Shrine"; set .ama_fild01$, "Amatsu Field"; set .ama_in01$, "Inside Amatsu"; set .ama_in02$, "Inside Himezi Castle"; set .ama_test$, "Momotaro Experience Place"; set .anothership$, "Another Ship"; set .anthell01$, "Ant Hell"; set .anthell02$, "Ant Hell"; set .arena_room$, "Waiting room"; set .arug_cas01$, "Valfreyja Guild"; set .arug_cas02$, "Valfreyja Guild"; set .arug_cas03$, "Valfreyja Guild"; set .arug_cas04$, "Valfreyja Guild"; set .arug_cas05$, "Valfreyja Guild"; set .arug_dun01$, "Subterranean Guild Dungeon"; set .arug_que01$, "Morestone Prairie"; set .aru_gld$, "Valfreyja"; set .auction_01$, "Auction Hall"; set .auction_02$, "Auction Hall"; set .ayothaya$, "Ayotaya"; set .ayothaya_e$, "Ayothaya Excavation Site"; set .ayo_dun01$, "Ancient Shrine Maze"; set .ayo_dun02$, "Inside Ancient Shrine"; set .ayo_fild01$, "Ayotaya Field"; set .ayo_fild02$, "Ayotaya Field"; set .ayo_in01$, "Inside Ayotaya"; set .ayo_in02$, "Inside Ayotaya"; set .baby_para$, "Playground"; set .bat_a01$, "Tierra Canyon"; set .bat_a02$, "Tierra Canyon"; set .bat_b01$, "Flavian"; set .bat_b02$, "Flavian"; set .bat_c01$, "Krieger von Midgards"; set .bat_c02$, "Krieger von Midgards"; set .bat_c03$, "Krieger von Midgards"; set .bat_room$, "Battle Field Waiting Room"; set .beach_dun$, "Karu, the West cave"; set .beach_dun2$, "Ruande the northern cave"; set .beach_dun3$, "Mao, the East Cave"; set .bif_fild01$, "Bifrost Bridge"; set .bif_fild02$, "Bifrost Bridge"; set .bossnia_01$, "Bossnia"; set .bossnia_02$, "Bossnia"; set .bossnia_03$, "Bossnia"; set .bossnia_04$, "Bossnia"; set .brasilis$, "Brasilis"; set .bra_dun01$, "Beyond the Waterfall"; set .bra_dun02$, "Beyond the Waterfall"; set .bra_fild01$, "Brasilis Field"; set .bra_in01$, "Inside Brasilis"; set .cave$, "Cave Village"; set .cmd_fild01$, "Papuchicha Forest"; set .cmd_fild02$, "Kokomo beach"; set .cmd_fild03$, "Zenhai Marsh"; set .cmd_fild04$, "Kokomo beach"; set .cmd_fild05$, "Border of Papuchica forest"; set .cmd_fild06$, "Fortress Saint Darmain(West)"; set .cmd_fild07$, "Beacon Island, Pharos"; set .cmd_fild08$, "Fortress Saint Darmain (East)"; set .cmd_fild09$, "Fortress Saint Darmain (South)"; set .cmd_in01$, "Inside Comodo"; set .cmd_in02$, "Inside Comodo"; set .comodo$, "Beach town,Comodo"; set .c_tower1$, "Clock Tower 1f"; set .c_tower2$, "Clock Tower 2f"; set .c_tower3$, "Clock Tower 3f"; set .c_tower4$, "Clock Tower 4f"; set .darkness_z$, "Darkness Island"; set .dewata$, "Dewata"; set .dew_dun01$, "Volcanic Island of Krakatoa"; set .dew_dun02$, "Tina Grace Cave"; set .dew_fild01$, "Dewata Field (Tribal Village)"; set .dew_in01$, "Inside Dewata"; set .dicastes01$, "El Dicastes, the Sapha Capital"; set .dicastes02$, "Dicastes Diel"; set .dic_dun01$, "Kamidal Tunnel"; set .dic_dun02$, "Scaraba Hall"; set .dic_dun03$, "Scaraba Hole - Nightmare Mode"; set .dic_fild01$, "Outskirts of Kamidal Mountain"; set .dic_fild02$, "Outskirts of Kamidal Mountain"; set .dic_in01$, "Inside of El Dicastes"; set .dragon_nes2$, "Evil Dragon Nest"; set .dragon_nest$, "Evil Dragon Nest"; // set .eclage$, "¶óÇdz× ¼öµµ ¿¡Å¬¶óÃê"; // set .ecl_fild01$, "²ÉÀÌ ÇǾ ´ëÃö"; // set .ecl_hub01$, "¿¡Å¬¶óÃê µÑ·¹±æ"; // set .ecl_in01$, "¿¡Å¬¶óÃê ³»ºÎ"; // set .ecl_in02$, "¿¡Å¬¶óÃê ³»ºÎ"; // set .ecl_in03$, "¿¡Å¬¶óÃê ³»ºÎ"; // set .ecl_in04$, "¿¡Å¬¶óÃê ³»ºÎ"; // set .ecl_tdun01$, "ºñÇ÷νºÆ® ž 1Ãþ"; // set .ecl_tdun02$, "ºñÇ÷νºÆ® ž 2Ãþ"; // set .ecl_tdun03$, "ºñÇ÷νºÆ® ž 3Ãþ"; // set .ecl_tdun04$, "ºñÇ÷νºÆ® ž 4Ãþ"; set .einbech$, "Einbech, the mining village"; set .einbroch$, "Einbroch, the city of steel"; set .ein_dun01$, "Mine Dungeon"; set .ein_dun02$, "Mine Dungeon"; set .ein_fild01$, "Einbroch Field"; set .ein_fild02$, "Einbroch Field"; set .ein_fild03$, "Einbroch Field"; set .ein_fild04$, "Einbroch Field"; set .ein_fild05$, "Einbroch Field"; set .ein_fild06$, "Einbroch Field"; set .ein_fild07$, "Einbroch Field"; set .ein_fild08$, "Einbroch Field"; set .ein_fild09$, "Einbroch Field"; set .ein_fild10$, "Einbroch Field"; set .ein_in01$, "Inside Einbroch"; set .ein_polu$, "Indoor"; set .evt_hello$, "Dead Angel's landing"; set .evt_xmas$, "Toy Factory"; set .evt_zombie$, "Run_From_Zombies"; set .e_tower$, "Misty Island"; set .fay_vilg00$, "Payon Village"; set .fay_vilg01$, "Payon Village"; set .force_1_1$, "Time Limit Fight"; set .force_1_2$, "Time Limit Fight"; set .force_1_3$, "Time Limit Fight"; set .force_2_1$, "Time Limit Fight"; set .force_2_2$, "Time Limit Fight"; set .force_2_3$, "Time Limit Fight"; set .force_3_1$, "Time Limit Fight"; set .force_3_2$, "Time Limit Fight"; set .force_3_3$, "Time Limit Fight"; set .force_map1$, "Time Limit Fight"; set .force_map2$, "Time Limit Fight"; set .force_map3$, "Time Limit Fight"; set .gefenia01$, "Geffenia"; set .gefenia02$, "Geffenia"; set .gefenia03$, "Geffenia"; set .gefenia04$, "Geffenia"; set .geffen$, "Geffen"; set .geffen_in$, "Inside Geffen"; set .geffen_x$, "Geffen"; set .gefg_cas01$, "Britoniah Guild"; set .gefg_cas02$, "Britoniah Guild"; set .gefg_cas03$, "Britoniah Guild"; set .gefg_cas04$, "Britoniah Guild"; set .gefg_cas05$, "Britoniah Guild"; set .gef_dun00$, "Geffen Dungeon"; set .gef_dun01$, "Geffen Dungeon"; set .gef_dun02$, "Geffenia"; set .gef_dun03$, "Geffenia"; set .gef_fild00$, "Geffen Field"; set .gef_fild01$, "Geffen Field"; set .gef_fild02$, "Geffen Field"; set .gef_fild03$, "Geffen Field"; set .gef_fild04$, "Geffen Field"; set .gef_fild05$, "Geffen Field"; set .gef_fild06$, "Geffen Field"; set .gef_fild07$, "Geffen Field"; set .gef_fild08$, "Geffen Field"; set .gef_fild09$, "Geffen Field"; set .gef_fild10$, "Geffen Field"; set .gef_fild11$, "Geffen Field"; set .gef_fild12$, "Kordt Forest"; set .gef_fild13$, "Britoniah"; set .gef_fild14$, "West Orc Village"; set .gef_tower$, "Geffen Tower"; set .gef_vilg00$, "Geffen Village"; set .gef_vilg01$, "Geffen Village"; set .glast_01$, "Glast Heim"; // set .gld2_ald$, "½É¿¬ÀÇ ȸ¶û : ¿µ¿õÀÇ ´«¹°"; // set .gld2_gef$, "½É¿¬ÀÇ ȸ¶û : ¸ÃÀÚÀÇ ¾ð´ö"; // set .gld2_pay$, "½É¿¬ÀÇ ȸ¶û : ŰíÀÇ ¹Ù¶÷"; // set .gld2_prt$, "½É¿¬ÀÇ ȸ¶û : ˟ȍ˂ ±æ"; set .gld_dun01$, "Guild Dungeon"; // set .gld_dun01_2$, "±æµå ÃöÇà ´øÀü 2Ãþ"; set .gld_dun02$, "Guild Dungeon"; // set .gld_dun02_2$, "±æµå ÃöÇà ´øÀü 2Ãþ"; set .gld_dun03$, "Guild Dungeon"; // set .gld_dun03_2$, "±æµå ÃöÇà ´øÀü 2Ãþ"; set .gld_dun04$, "Guild Dungeon"; // set .gld_dun04_2$, "±æµå ÃöÇà ´øÀü 2Ãþ"; set .gl_cas01$, "Glast Heim 1f"; set .gl_cas02$, "Glast Heim 2f"; set .gl_church$, "Glast Heim St. Abbey"; set .gl_chyard$, "Glast Heim Churchyard"; set .gl_dun01$, "The Lowest Cave in Glast Heim"; set .gl_dun02$, "The Lowest Cave in Glast Heim"; set .gl_in01$, "Inside Glast Heim"; set .gl_in01_ev$, "Event Crazy Drops"; set .gl_knt01$, "Inside Glast Heim Chivalry"; set .gl_knt02$, "Inside Glast Heim Chivalry"; set .gl_prison$, "Glast Heim Underprison"; set .gl_prison1$, "Glast Heim Underprison"; set .gl_sew01$, "Glast Heim Culvert"; set .gl_sew02$, "Glast Heim Culvert"; set .gl_sew03$, "Glast Heim Culvert"; set .gl_sew04$, "Glast Heim Culvert"; set .gl_step$, "Glast Heim Staircase Dungeon"; set .gonryun$, "Gonryun, the Hermit Land"; set .gon_dun01$, "Shrine of Gonryun Queen"; set .gon_dun02$, "Hermit's Checkers"; set .gon_dun03$, "Arcadia"; set .gon_fild01$, "Gonryun Field"; set .gon_in$, "Inside Gonryun"; set .gon_test$, "Arena"; set .guild_room$, "Guild Arena Waiting Room"; set .guild_rwc1$, "Training Room"; set .guild_rwc2$, "Training Room"; set .guild_rwc3$, "Training Room"; set .guild_rwc4$, "Training Room"; set .guild_rwc5$, "Training Room"; set .guild_vs01$, "RWC Arena"; set .guild_vs02$, "RWC Arena"; set .guild_vs03$, "RWC Arena"; set .guild_vs04$, "RWC Arena"; set .guild_vs1$, "Guild Arena"; set .guild_vs1_1$, "Guild Arena"; set .guild_vs1_2$, "Guild Arena"; set .guild_vs1_3$, "Guild Arena"; set .guild_vs1_4$, "Guild Arena"; set .guild_vs2$, "Guild Arena"; set .guild_vs2_1$, "Guild Arena"; set .guild_vs2_2$, "Guild Arena"; set .guild_vs2ga$, "Geffen Room A"; set .guild_vs2gb$, "Geffen Room B"; set .guild_vs2gc$, "Geffen Room C"; set .guild_vs2ia$, "Izlude Room A"; set .guild_vs2ib$, "Izlude Room B"; set .guild_vs2ic$, "Izlude Room C"; set .guild_vs2ma$, "Morocc Room A"; set .guild_vs2mb$, "Morocc Room B"; set .guild_vs2mc$, "Morocc Room C"; set .guild_vs2pa$, "Prontera Room A"; set .guild_vs2pb$, "Prontera Room B"; set .guild_vs2pc$, "Prontera Room C"; set .guild_vs3$, "Guild Arena"; set .guild_vs4$, "Guild Arena"; set .guild_vs5$, "Guild Arena"; set .g_room1_1$, "Quiz Revolution"; set .g_room1_2$, "Quiz Revolution"; set .g_room1_3$, "Quiz Revolution"; set .g_room2$, "Quiz Revolution"; set .himinn$, "Valkyrie Hall (Himinn)"; set .holy_gold$, "Gold Sanctuary"; set .holy_silver$, "Silver Sanctuary"; set .hugel$, "Hugel, the Quaint Garden Village"; set .hunter_1_1$, "Hunter Guild"; set .hunter_2_1$, "Hunter Guild"; set .hunter_3_1$, "Hunter Guild"; set .hu_fild01$, "Thanatos Tower"; set .hu_fild02$, "Hugel Field"; set .hu_fild03$, "Hugel Field"; set .hu_fild04$, "Hugel Field"; set .hu_fild05$, "The Abyss Lake"; set .hu_fild06$, "Hugel Field"; set .hu_fild07$, "Hugel Field"; set .hu_in01$, "Inside Hugel"; set .ice_dun01$, "Ice Cave"; set .ice_dun02$, "Ice Cave"; set .ice_dun03$, "Ice Cave"; set .ice_dun04$, "Ice Cave"; set .in_hunter$, "Hunter Guild"; set .in_moc_16$, "Assassin Clan"; set .in_orcs01$, "Orc village"; set .in_rogue$, "Inside the Rogue Guild"; set .in_sphinx1$, "Sphinx"; set .in_sphinx2$, "Sphinx"; set .in_sphinx3$, "Sphinx"; set .in_sphinx4$, "Sphinx"; set .in_sphinx5$, "Sphinx"; set .itemmall$, "Kafra Shop"; set .itemmall_p$, "Item mall"; set .itemmall_s$, "Item mall"; set .izlu2dun$, "Byalan Island"; set .izlude$, "Izlude Town"; set .izlude07$, "Izlude Town"; // set .izlude_a$, "À§¼ºµµ½Ã ÀÌÃî·çµå"; // set .izlude_b$, "À§¼ºµµ½Ã ÀÌÃî·çµå"; // set .izlude_c$, "À§¼ºµµ½Ã ÀÌÃî·çµå"; // set .izlude_d$, "À§¼ºµµ½Ã ÀÌÃî·çµå"; set .izlude_in$, "Inside Izlude"; set .izlude_x$, "Izlude Town"; // set .iz_ac01$, "¾ÆÄ«µ¥¹Ì1Ãþ"; // set .iz_ac01_a$, "¾ÆÄ«µ¥¹Ì1Ãþ"; // set .iz_ac01_b$, "¾ÆÄ«µ¥¹Ì1Ãþ"; // set .iz_ac01_c$, "¾ÆÄ«µ¥¹Ì1Ãþ"; // set .iz_ac01_d$, "¾ÆÄ«µ¥¹Ì1Ãþ"; // set .iz_ac02$, "¾ÆÄ«µ¥¹Ì2Ãþ"; // set .iz_ac02_a$, "¾ÆÄ«µ¥¹Ì2Ãþ"; // set .iz_ac02_b$, "¾ÆÄ«µ¥¹Ì2Ãþ"; // set .iz_ac02_c$, "¾ÆÄ«µ¥¹Ì2Ãþ"; // set .iz_ac02_d$, "¾ÆÄ«µ¥¹Ì2Ãþ"; set .iz_dun00$, "Undersea Tunnel"; set .iz_dun00t$, "Overlook Water Dungeon"; set .iz_dun01$, "Undersea Tunnel"; set .iz_dun01t$, "Overlook Water Dungeon"; set .iz_dun02$, "Undersea Tunnel"; set .iz_dun02t$, "Overlook Water Dungeon"; set .iz_dun03$, "Undersea Tunnel"; set .iz_dun03t$, "Overlook Water Dungeon"; set .iz_dun04$, "Undersea Tunnel"; set .iz_dun04t$, "Overlook Water Dungeon"; set .iz_dun05$, "Undersea Tunnel"; // set .iz_int$, "ÀÎÆ®·Î"; // set .iz_int01$, "ÀÎÆ®·Î"; // set .iz_int02$, "ÀÎÆ®·Î"; // set .iz_int03$, "ÀÎÆ®·Î"; // set .iz_int04$, "ÀÎÆ®·Î"; // set .iz_ng01$, "´ÑÀÚÆ©Å丮¾ó¸Ê"; set .jawaii$, "Jawaii, the Honeymoon Island"; set .jawaii_in$, "Inside Jawaii"; set .job3_arch01$, "Waiting room for Arch Bishop Job Change"; set .job3_arch02$, "Odin Temple"; set .job3_arch03$, "Waiting room for Arch Bishop Job Change"; set .job3_gen01$, "Geneticist Lab"; set .job3_guil01$, "Secret Tavern"; set .job3_guil02$, "Inside the Old Warehouse"; set .job3_guil03$, "An isolated mansion"; set .job3_rang01$, "Waiting room for Ranger Job Change"; set .job3_rang02$, "Test room for Ranger Job Change"; set .job3_rune01$, "Inside of Rune Knight Templar"; set .job3_rune02$, "Test room for Rune Knight Job Change"; set .job3_rune03$, "Test room for Rune Knight Job Change"; set .job3_war01$, "Test room for Warlock Job Change"; set .job3_war02$, "Test room for Warlock Job Change"; set .job_cru$, "Crusader Realm"; set .job_duncer$, "Comodo Theatre"; set .job_hunte$, "Hunter Job Change Place"; set .job_hunter$, "Hunter Guild"; set .job_knight$, "The Chivalry"; set .job_knt$, "Knight Realm"; set .job_ko$, "Hidden Place"; set .job_monk$, "Saint Capitolina Abbey"; set .job_priest$, "The Sanctum"; set .job_prist$, "Priest Realm"; set .job_sage$, "Sage Realm"; set .job_soul$, "Your Heart"; set .job_star$, "The Sun, the Moon and the Stars"; set .job_sword1$, "Swordman Test Hall"; set .job_thief1$, "Mushroom Farm"; set .job_wiz$, "Wizard Realm"; set .job_wizard$, "Wizard Academy"; set .jp_castle$, "Halloween Castle"; set .jp_dress_a$, "Back Stage A"; set .jp_dress_b$, "Back Stage B"; set .jp_event02$, "Japanese Event 2"; set .jp_event03$, "Japanese Event 3"; set .jp_event04$, "Japanese Event 4"; set .jp_event05$, "Japanese Event 5"; set .jp_event06$, "Japanese Event 6"; set .jp_magic$, "House of Magical"; set .jp_ruins$, "Sandy Beach of Ruins"; set .jp_stage_a$, "Stage A"; set .jp_stage_b$, "Stage B"; set .juperos_01$, "Ruins of Juperos"; set .juperos_02$, "Ruins of Juperos"; set .jupe_area1$, "Juperos, Restricted Zone"; set .jupe_area2$, "Juperos, Restricted Zone"; set .jupe_cave$, "Ruins of Juperos Entrance"; set .jupe_core$, "Center of Juperos"; set .jupe_core2$, "The center of Juperos"; set .jupe_ele$, "Juperos Elevator"; set .jupe_ele_r$, "Juperos Elevator"; set .jupe_gate$, "Juperos, Restricted Zone"; set .kh_dun01$, "Robot Factory level 1"; set .kh_dun02$, "Robot Factory level 2"; set .kh_kiehl01$, "Kiehl's Room"; set .kh_kiehl02$, "Kiehl's Room"; set .kh_mansion$, "Kiel Hyre's Mansion"; set .kh_rossi$, "The Rosimier's Mansion"; set .kh_school$, "Kiel Hyre Academy"; set .kh_vila$, "Kiel Hyre's Cottage"; set .knight_1_1$, "The Chivalry"; set .knight_2_1$, "The Chivalry"; set .knight_3_1$, "The Chivalry"; set .lhz_airport$, "Lighthalzen Airport"; set .lhz_cube$, "Cube Room"; set .lhz_dun01$, "Somatology Laboratory"; set .lhz_dun02$, "Somatology Laboratory"; set .lhz_dun03$, "Somatology Laboratory"; set .lhz_dun04$, "Somatology Laboratory"; set .lhz_fild01$, "Lighthalzen Field"; set .lhz_fild02$, "Lighthalzen Field (Grim Reaper's Valley)"; set .lhz_fild03$, "Lighthalzen Field"; set .lhz_in01$, "Rekenber Corporation Headquarters"; set .lhz_in02$, "Inside Lighthalzen"; set .lhz_in03$, "Inside Lighthalzen"; set .lhz_que01$, "Inside Lighthalzen"; set .lighthalzen$, "Lightharlzen, the City-State of Prosperity"; set .louyang$, "Louyang, the highland"; set .louyang_e$, "Louyang Excavation Site"; set .lou_dun01$, "The Royal Tomb"; set .lou_dun02$, "Inside the Royal Tomb"; set .lou_dun03$, "Suei Long Gon"; set .lou_fild01$, "Louyang Field"; set .lou_in01$, "Inside Louyang"; set .lou_in02$, "Inside Louyang"; set .mag_dun01$, "Nogg Road"; set .mag_dun02$, "Nogg Road"; set .malangdo$, "Malangdo Island"; set .malaya$, "Port Malaya"; set .mal_dun01$, "Lagoon in the Stars"; set .mal_in01$, "Inside Malangdo Island"; set .mal_in02$, "Inside Ship"; set .manuk$, "Manuk"; set .man_fild01$, "Manuk Field"; set .man_fild02$, "Manuk Field"; set .man_fild03$, "Manuk Field"; set .man_in01$, "Inside Manuk"; set .ma_dun01$, "Bangungot Hospital 1F"; set .ma_fild01$, "Baryo Mahiwaga"; set .ma_fild02$, "Forest"; set .ma_in01$, "Inside of Malaya"; set .ma_scene01$, "Bakonawa Lake"; set .ma_zif01$, "Inside of Jeepney"; set .ma_zif02$, "Inside of Jeepney"; set .ma_zif03$, "Inside of Jeepney"; set .ma_zif04$, "Inside of Jeepney"; set .ma_zif05$, "Inside of Jeepney"; set .ma_zif06$, "Inside of Jeepney"; set .ma_zif07$, "Inside of Jeepney"; set .ma_zif08$, "Inside of Jeepney"; set .ma_zif09$, "Inside of Jeepney"; set .mid_camp$, "Rune Midgard Allied Forces Post"; set .mid_campin$, "Inside of the Rune Midgard Allied Forces Post"; set .mjolnir_01$, "Mt.Mjolnir"; set .mjolnir_02$, "Mt.Mjolnir"; set .mjolnir_03$, "Mt.Mjolnir"; set .mjolnir_04$, "Mt.Mjolnir"; set .mjolnir_05$, "Mt.Mjolnir"; set .mjolnir_06$, "Mt.Mjolnir"; set .mjolnir_07$, "Mt.Mjolnir"; set .mjolnir_08$, "Mt.Mjolnir"; set .mjolnir_09$, "Mt.Mjolnir"; set .mjolnir_10$, "Mt.Mjolnir"; set .mjolnir_11$, "Mt.Mjolnir"; set .mjolnir_12$, "Mt.Mjolnir"; set .mjo_dun01$, "Mjolnir Dead Pit"; set .mjo_dun02$, "Mjolnir Dead Pit"; set .mjo_dun03$, "Mjolnir Dead Pit"; set .moc_castle$, "Morroc Castle"; set .moc_dugn01$, "Morocc Dungeon"; set .moc_dugn02$, "Morocc Dungeon"; set .moc_fild01$, "Sograt Desert"; set .moc_fild02$, "Sograt Desert"; set .moc_fild03$, "Sograt Desert"; set .moc_fild04$, "Sograt Desert"; set .moc_fild05$, "Sograt Desert"; set .moc_fild06$, "Sograt Desert"; set .moc_fild07$, "Sograt Desert"; set .moc_fild08$, "Sograt Desert"; set .moc_fild09$, "Sograt Desert"; set .moc_fild10$, "Sograt Desert"; set .moc_fild11$, "Sograt Desert"; set .moc_fild12$, "Sograt Desert"; set .moc_fild13$, "Sograt Desert"; set .moc_fild14$, "Sograt Desert"; set .moc_fild15$, "Sograt Desert"; set .moc_fild16$, "Sograt Desert"; set .moc_fild17$, "Sograt Desert"; set .moc_fild18$, "Sograt Desert"; set .moc_fild19$, "Sograt Desert"; set .moc_fild20$, "Sograt Desert - Continental Guard Quarantine"; set .moc_fild21$, "Dimensional Gorge"; set .moc_fild22$, "Dimensional Gorge"; set .moc_fild22b$, "Dimensional Gorge"; set .moc_intr00$, "Inside Morocc"; set .moc_intr01$, "Inside Morocc"; set .moc_intr02$, "Inside Morocc"; set .moc_intr04$, "Inside Morocc"; set .moc_para01$, "Inside of Paradise Group Building in Morroc"; set .moc_pryd01$, "Inside Pyramid"; set .moc_pryd02$, "Inside Pyramid"; set .moc_pryd03$, "Inside Pyramid"; set .moc_pryd04$, "Inside Pyramid"; set .moc_pryd05$, "Inside Pyramid"; set .moc_pryd06$, "Inside Pyramid"; set .moc_prydb1$, "Thief Guild"; // set .moc_prydn1$, "¸ð·ÎÅ© ÇǶó¹Ìµå ÃöÇà 1Ãþ - ³ªÀÌÆ®"; // set .moc_prydn2$, "¸ð·ÎÅ© ÇǶó¹Ìµå ÃöÇà 2Ãþ - ³ªÀÌÆ®"; set .moc_ruins$, "Morroc Ruins"; set .moc_vilg00$, "Morocc Village"; set .moc_vilg01$, "Morocc Village"; set .moc_vilg02$, "Morocc Village"; set .monk_in$, "Inside St. Abbey"; set .monk_test$, "Saint Capitolina Abbey"; set .moonlight_a$, "Moonlight A"; set .mora$, "Mora Village"; set .morocc$, "Morroc Town"; set .morocc_in$, "Inside Morroc"; set .morocc_mem$, "Memory of Morroc"; set .moscovia$, "Moscovia"; set .mosk_dun01$, "Les Forest"; set .mosk_dun02$, "Temny Forest"; set .mosk_dun03$, "Dremuci Forest"; set .mosk_fild01$, "somewhere in Moscovia"; set .mosk_fild02$, "Okrestnosti of Moscovia"; set .mosk_in$, "Inside Moscovia"; set .mosk_que$, "Marozka's Cave"; set .mosk_ship$, "Charabel"; set .nameless_i$, "Nameless Island"; set .nameless_in$, "Inside Nameless Island"; set .nameless_n$, "Nameless Island"; set .new_1_1$, "Training Ground"; set .new_1_2$, "Training Ground"; set .new_1_3$, "Training Ground"; set .new_1_4$, "Training Ground"; set .new_2_1$, "Training Ground"; set .new_2_2$, "Training Ground"; set .new_2_3$, "Training Ground"; set .new_2_4$, "Training Ground"; set .new_3_1$, "Training Ground"; set .new_3_2$, "Training Ground"; set .new_3_3$, "Training Ground"; set .new_3_4$, "Training Ground"; set .new_4_1$, "Training Ground"; set .new_4_2$, "Training Ground"; set .new_4_3$, "Training Ground"; set .new_4_4$, "Training Ground"; set .new_5_1$, "Training Ground"; set .new_5_2$, "Training Ground"; set .new_5_3$, "Training Ground"; set .new_5_4$, "Training Ground"; set .new_zone01$, "Training Ground"; set .new_zone02$, "Training Ground"; set .new_zone03$, "Training Ground"; set .new_zone04$, "Training Ground"; set .niflheim$, "Nifflheim, Realm of the Dead"; set .nif_fild01$, "Skellington, a Solitary Village in Nifflheim"; set .nif_fild02$, "Vally of Gyoll"; set .nif_in$, "Inside Nifflheim"; set .nyd_dun01$, "Yggdrasil Root"; set .nyd_dun02$, "Yggdrasil Root"; set .odin_tem01$, "Odin Shirine"; set .odin_tem02$, "Odin Shirine"; set .odin_tem03$, "Odin Shirine"; set .oldpayon$, "Old Payon"; set .oldpay_in01$, "Inside Old Payon"; set .oldpay_in02$, "Inside Old Payon"; set .orcsdun01$, "Orc Dungeon"; set .orcsdun02$, "Orc Dungeon"; set .ordeal_1_1$, "Battle Ordeal Mode"; set .ordeal_1_2$, "Battle Ordeal Mode"; set .ordeal_1_3$, "Battle Ordeal Mode"; set .ordeal_1_4$, "Battle Ordeal Mode"; set .ordeal_2_1$, "Battle Ordeal Mode"; set .ordeal_2_2$, "Battle Ordeal Mode"; set .ordeal_2_3$, "Battle Ordeal Mode"; set .ordeal_2_4$, "Battle Ordeal Mode"; set .ordeal_3_1$, "Battle Ordeal Mode"; set .ordeal_3_2$, "Battle Ordeal Mode"; set .ordeal_3_3$, "Battle Ordeal Mode"; set .ordeal_3_4$, "Battle Ordeal Mode"; set .ordeal_a00$, "Battle Ordeal Mode"; set .ordeal_a02$, "Battle Ordeal Mode"; set .payg_cas01$, "Greenwood Lake Guild"; set .payg_cas02$, "Greenwood Lake Guild"; set .payg_cas03$, "Greenwood Lake Guild"; set .payg_cas04$, "Greenwood Lake Guild"; set .payg_cas05$, "Greenwood Lake Guild"; set .payon$, "Payon Town"; set .payon_in01$, "Inside Payon"; set .payon_in02$, "Inside Payon"; set .payon_in03$, "Inside Payon "; set .payon_mem$, "Memory of Payon"; set .pay_arche$, "Archer Village"; set .pay_arche_s$, "Archer Village"; set .pay_dun00$, "Payon Cave"; set .pay_dun01$, "Payon Cave"; set .pay_dun02$, "Payon Cave"; set .pay_dun03$, "Payon Cave"; set .pay_dun04$, "Payon Cave"; set .pay_fild01$, "Payon Forest"; set .pay_fild02$, "Payon Forest"; set .pay_fild03$, "Payon Forest"; set .pay_fild04$, "Sograt Desert"; set .pay_fild05$, "Payon Forest"; set .pay_fild06$, "Payon Forest"; set .pay_fild07$, "Payon Forest"; set .pay_fild08$, "Payon Forest"; set .pay_fild09$, "Payon Forest"; set .pay_fild10$, "Payon Forest"; set .pay_fild11$, "Payon Forest"; set .pay_gld$, "Greenwood Lake"; set .poring_c01$, "Poring Waiting Room"; set .poring_c02$, "Poring Market"; set .poring_w01$, "Poring War - Waiting Room"; set .poring_w02$, "Poring War"; set .priest_1_1$, "The Sanctum"; set .priest_2_1$, "The Sanctum"; set .priest_3_1$, "The Sanctum"; set .probemap$, "Probe Map 1"; set .probemap02$, "Probe Map 2"; set .prontera$, "Prontera City, Capitol of Rune-Midgarts"; set .prontera_s$, "Prontera City, Capital of Rune Midgard"; set .prontera_x$, "Prontera City, Capital of Rune Midgard"; set .prtg_cas01$, "Valkyrie Realm Guild"; set .prtg_cas02$, "Valkyrie Realm Guild"; set .prtg_cas03$, "Valkyrie Realm Guild"; set .prtg_cas04$, "Valkyrie Realm Guild"; set .prtg_cas05$, "Valkyrie Realm Guild"; set .prt_are01$, "ARENA"; set .prt_arena01$, "ARENA"; set .prt_are_in$, "Waiting room"; set .prt_castle$, "Prontera Castle"; set .prt_church$, "the Sanctuary"; set .prt_church_x$, "The Sanctuary"; set .prt_cstl01$, "Prontera Castle"; set .prt_dugn00$, "Prontera Dungeon"; set .prt_dugn01$, "Prontera Dungeon"; set .prt_fild00$, "Prontera Field"; set .prt_fild01$, "Prontera Field"; set .prt_fild02$, "Prontera Field"; set .prt_fild03$, "Prontera Field"; set .prt_fild04$, "Prontera Field"; set .prt_fild05$, "Prontera Field"; set .prt_fild06$, "Prontera Field"; set .prt_fild07$, "Prontera Field"; set .prt_fild08$, "Prontera Field"; set .prt_fild08a$, "Prontera Field"; set .prt_fild08b$, "Prontera Field"; set .prt_fild08c$, "Prontera Field"; set .prt_fild08d$, "Prontera Field"; set .prt_fild09$, "Prontera Field"; set .prt_fild10$, "Prontera Field"; set .prt_fild11$, "Prontera Field"; set .prt_gld$, "Valkyrie Realm"; set .prt_in$, "Inside Prontera"; set .prt_intr01$, "Inside Prontera"; set .prt_intr01_a$, "Inside Prontera"; set .prt_intr02$, "Inside Prontera"; set .prt_maze01$, "Labyrinth Forest"; set .prt_maze02$, "Labyrinth Forest"; set .prt_maze03$, "Labyrinth Forest"; set .prt_monk$, "St. Capitolina Abbey"; set .prt_sewb1$, "Prontera Culvert"; set .prt_sewb2$, "Prontera Culvert"; set .prt_sewb3$, "Prontera Culvert"; set .prt_sewb4$, "Prontera Culvert"; set .prt_vilg00$, "Prontera Village"; set .prt_vilg01$, "Prontera Village"; set .prt_vilg02$, "Prontera Village"; set .pvp_2vs2$, "PvP : Event Coliseum"; set .pvp_2vs2b$, "PvP : Event Coliseum"; set .pvp_2vs2c$, "PvP : Event Coliseum"; set .pvp_c_room$, "PvP : Waiting Room"; set .pvp_n_1_1$, "PvP : Room Sandwich"; set .pvp_n_1_2$, "PvP : Room Rock On"; set .pvp_n_1_3$, "PvP : Four Room"; set .pvp_n_1_4$, "PvP : Room Undercross"; set .pvp_n_1_5$, "PvP : Room Copass"; set .pvp_n_2_1$, "PvP : Room Sandwich"; set .pvp_n_2_2$, "PvP : Room Rock On"; set .pvp_n_2_3$, "PvP : Four Room"; set .pvp_n_2_4$, "PvP : Room Undercross"; set .pvp_n_2_5$, "PvP : Room Copass"; set .pvp_n_3_1$, "PvP : Room Sandwich"; set .pvp_n_3_2$, "PvP : Room Rock On"; set .pvp_n_3_3$, "PvP : Four Room"; set .pvp_n_3_4$, "PvP : Room Undercross"; set .pvp_n_3_5$, "PvP : Room Copass"; set .pvp_n_4_1$, "PvP : Room Sandwich"; set .pvp_n_4_2$, "PvP : Room Rock On"; set .pvp_n_4_3$, "PvP : Four Room"; set .pvp_n_4_4$, "PvP : Room Undercross"; set .pvp_n_4_5$, "PvP : Room Copass"; set .pvp_n_5_1$, "PvP : Room Sandwich"; set .pvp_n_5_2$, "PvP : Room Rock On"; set .pvp_n_5_3$, "PvP : Four Room"; set .pvp_n_5_4$, "PvP : Room Undercross"; set .pvp_n_5_5$, "PvP : Room Copass"; set .pvp_n_6_1$, "PvP : Room Sandwich"; set .pvp_n_6_2$, "PvP : Room Rock On"; set .pvp_n_6_3$, "PvP : Four Room"; set .pvp_n_6_4$, "PvP : Room Undercross"; set .pvp_n_6_5$, "PvP : Room Copass"; set .pvp_n_7_1$, "PvP : Room Sandwich"; set .pvp_n_7_2$, "PvP : Room Rock On"; set .pvp_n_7_3$, "PvP : Four Room"; set .pvp_n_7_4$, "PvP : Room Undercross"; set .pvp_n_7_5$, "PvP : Room Copass"; set .pvp_n_8_1$, "PvP : Room Sandwich"; set .pvp_n_8_2$, "PvP : Room Rock On"; set .pvp_n_8_3$, "PvP : Four Room"; set .pvp_n_8_4$, "PvP : Room Undercross"; set .pvp_n_8_5$, "PvP : Room Copass"; set .pvp_n_room$, "PvP : Waiting Room"; set .pvp_room$, "PvP : Waiting Room"; set .pvp_y_1_1$, "PvP : Room Prontera"; set .pvp_y_1_2$, "PvP : Room Izlude"; set .pvp_y_1_3$, "PvP : Room Payon"; set .pvp_y_1_4$, "PvP : Room Alberta"; set .pvp_y_1_5$, "PvP : Room Morroc"; set .pvp_y_2_1$, "PvP : Room Prontera"; set .pvp_y_2_2$, "PvP : Room Izlude"; set .pvp_y_2_3$, "PvP : Room Payon"; set .pvp_y_2_4$, "PvP : Room Alberta"; set .pvp_y_2_5$, "PvP : Room Morroc"; set .pvp_y_3_1$, "PvP : Room Prontera"; set .pvp_y_3_2$, "PvP : Room Izlude"; set .pvp_y_3_3$, "PvP : Room Payon"; set .pvp_y_3_4$, "PvP : Room Alberta"; set .pvp_y_3_5$, "PvP : Room Morroc"; set .pvp_y_4_1$, "PvP : Room Prontera"; set .pvp_y_4_2$, "PvP : Room Izlude"; set .pvp_y_4_3$, "PvP : Room Payon"; set .pvp_y_4_4$, "PvP : Room Alberta"; set .pvp_y_4_5$, "PvP : Room Morroc"; set .pvp_y_5_1$, "PvP : Room Prontera"; set .pvp_y_5_2$, "PvP : Room Izlude"; set .pvp_y_5_3$, "PvP : Room Payon"; set .pvp_y_5_4$, "PvP : Room Alberta"; set .pvp_y_5_5$, "PvP : Room Morroc"; set .pvp_y_6_1$, "PvP : Room Prontera"; set .pvp_y_6_2$, "PvP : Room Izlude"; set .pvp_y_6_3$, "PvP : Room Payon"; set .pvp_y_6_4$, "PvP : Room Alberta"; set .pvp_y_6_5$, "PvP : Room Morroc"; set .pvp_y_7_1$, "PvP : Room Prontera"; set .pvp_y_7_2$, "PvP : Room Izlude"; set .pvp_y_7_3$, "PvP : Room Payon"; set .pvp_y_7_4$, "PvP : Room Alberta"; set .pvp_y_7_5$, "PvP : Room Morroc"; set .pvp_y_8_1$, "PvP : Room Prontera"; set .pvp_y_8_2$, "PvP : Room Izlude"; set .pvp_y_8_3$, "PvP : Room Payon"; set .pvp_y_8_4$, "PvP : Room Alberta"; set .pvp_y_8_5$, "PvP : Room Morroc"; set .pvp_y_room$, "PvP : Waiting Room"; set .p_track01$, "Monster Race Arena"; set .p_track02$, "Monster Race Arena"; // set .que_avan01$, "¿¡À̹ÃÆ® ¿¬±¸½Ç"; set .que_ba$, "Unknown"; set .que_bingo$, "Bingo Game Room"; set .que_dan01$, "Hugel Field"; set .que_dan02$, "Inside of the Abandoned House in Juno"; set .que_god01$, "Quest Map"; set .que_god01t$, "Quest Map"; set .que_god02$, "Quest Map"; set .que_house_s$, "Strange House"; set .que_hugel$, "Odin Shrine's Underground"; set .que_job01$, "Private Pub"; set .que_job02$, "Job Quest 2"; set .que_job03$, "Job Quest 3"; // set .que_lhz$, "»ýü½ÇÇè ¿¬±¸¼Ò ÃöÇà 4Ãþ"; set .que_moc_16$, "Moon Palace, Mob Area"; set .que_moon$, "Moon Palace"; set .que_new01$, "New Year Day Place"; set .que_new02$, "New Year Day Place"; set .que_ng$, "Ninja - Gunslinger map"; set .que_qaru01$, "Fallacious Okolnir"; set .que_qaru02$, "Fallacious Okolnir"; set .que_qaru03$, "Fallacious Okolnir"; set .que_qaru04$, "Fallacious Okolnir"; set .que_qaru05$, "Fallacious Okolnir"; set .que_qsch01$, "Fallacious Okolnir"; set .que_qsch02$, "Fallacious Okolnir"; set .que_qsch03$, "Fallacious Okolnir"; set .que_qsch04$, "Fallacious Okolnir"; set .que_qsch05$, "Fallacious Okolnir"; set .que_rachel$, "Inside Temple"; set .que_san04$, "Inside Freya's Temple"; set .que_sign02$, "Valley of Gyoll"; set .que_temsky$, "Pope's Office - The Garden of Heaven"; set .que_thor$, "Thor Volcano Dungeon"; set .quiz_00$, "Quiz Revolrution"; set .quiz_01$, "Quiz Revolrutiona"; set .quiz_02$, "Quiz Arena"; set .quiz_test$, "Quiz Hall"; set .rachel$, "Capital of Arunafeltz States, Rachel"; set .ra_fild01$, "Audhumbla Grassland"; set .ra_fild02$, "Od Canyon"; set .ra_fild03$, "The Plain of Ida"; set .ra_fild04$, "Audhumbla Grassland"; set .ra_fild05$, "Audhumbla Grassland"; set .ra_fild06$, "Portus Luna"; set .ra_fild07$, "Od Canyon"; set .ra_fild08$, "The Plain of Ida"; set .ra_fild09$, "Audhumbla Grassland"; set .ra_fild10$, "Od Canyon"; set .ra_fild11$, "The Plain of Ida"; set .ra_fild12$, "The Plain of Ida"; set .ra_fild13$, "Shore of Tears"; set .ra_in01$, "Inside Rachel"; set .ra_san01$, "Holy Ground"; set .ra_san02$, "Holy Ground"; set .ra_san03$, "Holy Ground"; set .ra_san04$, "Holy Ground"; set .ra_san05$, "Holy Ground"; set .ra_temin$, "Inside Temple"; set .ra_temple$, "Freya Grand Temple - Cheshrumnir"; set .ra_temsky$, "Pope's Office - The Garden of Heaven"; set .room_00$, "Room 0"; set .room_01$, "Room 1"; set .room_02$, "Room 2"; set .rwc01$, "Ragnarok World Championship Arena 1"; set .rwc02$, "Ragnarok World Championship Arena 2"; set .rwc03$, "Ragnarok World Championship Arena 3"; set .schg_cas01$, "Nidhoggur Guild"; set .schg_cas02$, "Nidhoggur Guild"; set .schg_cas03$, "Nidhoggur Guild"; set .schg_cas04$, "Nidhoggur Guild"; set .schg_cas05$, "Nidhoggur Guild"; set .schg_dun01$, "Subterranean Guild Dungeon"; set .schg_que01$, "Morestone Prairie"; set .sch_gld$, "Nidhoggur"; set .sec_in01$, "Inside Valhalla"; set .sec_in02$, "Inside Valhalla"; set .sec_pri$, "Room of Meditation (Valhalla Prison)"; set .splendide$, "Splendide"; set .spl_fild01$, "Splendide Field"; set .spl_fild02$, "Splendide Field"; set .spl_fild03$, "Splendide Field"; set .spl_in01$, "Inside Splendide"; set .spl_in02$, "Inside Splendide"; set .sword_1_1$, "Swordman Test Hall"; set .sword_2_1$, "Swordman Test Hall"; set .sword_3_1$, "Swordman Test Hall"; set .s_atelier$, "Shadow Workshop"; set .tank_test$, "Tank Test 1"; set .tank_test2$, "Tank Test 2"; // set .teg_dun01$, "±æµå ÃöÇà ´øÀü"; // set .teg_dun02$, "±æµå ÃöÇà ´øÀü"; // set .test$, "Test Map"; // set .te_aldecas1$, "±Û¶ó¸®½º"; // set .te_aldecas2$, "µðÆ÷¸£Å×"; // set .te_aldecas3$, "¼Ò¸°"; // set .te_aldecas4$, "ºñ´Ö"; // set .te_aldecas5$, "´õºí·ù"; // set .te_alde_gld$, "Ä«Çöó°¡ÅÙ"; // set .te_prtcas01$, "°Ô¿Àº¸¸£±×"; // set .te_prtcas02$, "¸®Çø£Æ®"; // set .te_prtcas03$, "À§±×³Ê"; // set .te_prtcas04$, "ÇÃÀ̳×"; // set .te_prtcas05$, "³×¸®¿ì½º"; // set .te_prt_gld$, "±Û·Î¸®¾Æ"; set .thana_boss$, "Thanatos Tower - Unknown Area"; set .thana_scene01$, "Thanatos Tower Entrance"; set .thana_step$, "Thanatos Tower - Upper Level"; set .tha_scene01$, "Thanatos Tower Entrance"; set .tha_t01$, "Thanatos Tower - Lower Level"; set .tha_t02$, "Thanatos Tower - Lower Level"; set .tha_t03$, "Thanatos Tower - Lower Level"; set .tha_t04$, "Thanatos Tower - Lower Level"; set .tha_t05$, "Thanatos Tower - Upper Level"; set .tha_t06$, "Thanatos Tower - Upper Level"; set .tha_t07$, "Thanatos Tower - Upper Level"; set .tha_t08$, "Thanatos Tower - Upper Level"; set .tha_t09$, "Thanatos Tower - Upper Level"; set .tha_t10$, "Thanatos Tower - Upper Level"; set .tha_t11$, "Thanatos Tower - Upper Level"; set .tha_t12$, "Thanatos Tower - Upper Level"; set .thor_camp$, "Thor Volcano Camp"; set .thor_v01$, "Thor Volcano Dungeon"; set .thor_v02$, "Thor Volcano Dungeon"; set .thor_v03$, "Thor Volcano Dungeon"; set .tower_a0$, "Tower A0"; set .tower_a1$, "Tower A1"; set .tower_a10$, "Tower A10"; set .tower_a11$, "Tower A11"; set .tower_a12$, "Tower A12"; set .tower_a2$, "Tower A2"; set .tower_a3$, "Tower A3"; set .tower_a4$, "Tower A4"; set .tower_a5$, "Tower A5"; set .tower_a6$, "Tower A6"; set .tower_a7$, "Tower A7"; set .tower_a8$, "Tower A8"; set .tower_a9$, "Tower A9"; set .tower_b0$, "Tower B0"; set .tower_b1$, "Tower B1"; set .tower_b10$, "Tower B10"; set .tower_b11$, "Tower B11"; set .tower_b12$, "Tower B12"; set .tower_b2$, "Tower B2"; set .tower_b3$, "Tower B3"; set .tower_b4$, "Tower B4"; set .tower_b5$, "Tower B5"; set .tower_b6$, "Tower B6"; set .tower_b7$, "Tower B7"; set .tower_b8$, "Tower B8"; set .tower_b9$, "Tower B9"; set .tower_c0$, "Tower C0"; set .tower_c1$, "Tower C1"; set .tower_c10$, "Tower C10"; set .tower_c11$, "Tower C11"; set .tower_c12$, "Tower C12"; set .tower_c2$, "Tower C2"; set .tower_c3$, "Tower C3"; set .tower_c4$, "Tower C4"; set .tower_c5$, "Tower C5"; set .tower_c6$, "Tower C6"; set .tower_c7$, "Tower C7"; set .tower_c8$, "Tower C8"; set .tower_c9$, "Tower C9"; set .tower_d0$, "Tower D0"; set .tower_d1$, "Tower D1"; set .tower_d10$, "Tower D10"; set .tower_d11$, "Tower D11"; set .tower_d12$, "Tower D12"; set .tower_d2$, "Tower D2"; set .tower_d3$, "Tower D3"; set .tower_d4$, "Tower D4"; set .tower_d5$, "Tower D5"; set .tower_d6$, "Tower D6"; set .tower_d7$, "Tower D7"; set .tower_d8$, "Tower D8"; set .tower_d9$, "Tower D9"; set .treasure01$, "Sunken Ship"; set .treasure02$, "Sunken Ship"; set .treasure_n1$, "ÀÌÃî·çµå ³­ÆÄ¼± 1Ãþ"; set .treasure_n2$, "ÀÌÃî·çµå ³­ÆÄ¼± 2Ãþ"; set .turbo_e_16$, "Turbo Track Stadium"; set .turbo_e_4$, "Turbo Track Stadium"; set .turbo_e_8$, "Turbo Track Stadium"; set .turbo_n_1$, "Turbo Track Stadium"; set .turbo_n_16$, "Turbo Track Stadium"; set .turbo_n_4$, "Turbo Track Stadium"; set .turbo_n_8$, "Turbo Track Stadium"; set .turbo_room$, "Waiting Room"; set .tur_dun01$, "Turtle Island"; set .tur_dun02$, "Turtle Island Dungeon"; set .tur_dun03$, "Good Turtles Village"; set .tur_dun04$, "Turtle Palace"; set .tur_dun05$, "Underground swamp zone"; set .tur_dun06$, "Underground swamp zone"; set .umbala$, "Wootan Tribe's Village, Umbala"; set .um_dun01$, "Carpenter's Shop in the Tree"; set .um_dun02$, "Passage to a Foreign World"; set .um_fild01$, "Luluka Forest"; set .um_fild02$, "Hoomga Forest"; set .um_fild03$, "Kalala Swamp"; set .um_fild04$, "Hoomga Jungle"; set .um_in$, "Inside Umbala"; set .valkyrie$, "Valkyrie Hall, the Hall of Honor"; set .veins$, "Veins, the Canyon Village"; set .ve_fild01$, "Veins Field"; set .ve_fild02$, "Veins Field"; set .ve_fild03$, "Veins Field"; set .ve_fild04$, "Veins Field"; set .ve_fild05$, "Veins Field"; set .ve_fild06$, "Veins Field"; set .ve_fild07$, "Veins Field"; set .ve_in$, "Inside Veins"; set .ve_in02$, "Inside Veins"; set .wizard_1_1$, "Wizard Academy"; set .wizard_2_1$, "Wizard Academy"; set .wizard_3_1$, "Wizard Academy"; set .xmas$, "Lutie, Snow Village"; set .xmas_dun01$, "Toy Factory Warehouse"; set .xmas_dun02$, "Toy Monitoring Room"; set .xmas_fild01$, "Lutie Field"; set .xmas_in$, "Inside Lutie"; set .xmas_x$, "Lutie, the Snow Village"; set .yggdrasil01$, "Hvergelmir's Fountain (Trunk of Yggdrasil)"; set .yuno$, "Juno, the capital of Schwarzwald Republic"; set .yuno_fild01$, "Border Posts"; set .yuno_fild02$, "Kiel Hyre's Cottage"; set .yuno_fild03$, "El Mes Plateau"; set .yuno_fild04$, "El Mes Plateau"; set .yuno_fild05$, "El Mes Plateau"; set .yuno_fild06$, "El Mes Plateau"; set .yuno_fild07$, "El Mes Gorge (Valley of Abyss)"; set .yuno_fild08$, "Kiel Hyre's Academy"; set .yuno_fild09$, "Schwaltzwald Guards Camp"; set .yuno_fild10$, "Juno Field"; set .yuno_fild11$, "Juno Field"; set .yuno_fild12$, "Border Checkpoint"; set .yuno_in01$, "Inside Juno"; set .yuno_in02$, "Inside the Sage Castle"; set .yuno_in03$, "Inside Juno"; set .yuno_in04$, "Republic Library"; set .yuno_in05$, "Power Plant of Ymir's Heart"; set .yuno_pre$, "Schwaltzvalt Government Buildings"; set .y_airport$, "Juno Airport"; set .z_agit$, "Z Gang's Hideout"; set .aretnorp$, "Guardian Prontera, New Capital of Rune-Migarts"; end; }
  12. Can some one help me about cellpvp for latest git?
  13. i have a old git of rathena which is using 2013 client at mmo.h can i use 2015 clients on old git or nah? [Warning]: s aid=2000000 has an incorect version=55 in clientinfo. Server compiled for 46 [Info]: sd->version = 55
  14. can some one teach me automatically download the server?
  15. are this clients working with ignore error resources ? or still not like 2018 does. thanks for answering mwa
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