summaryrefslogblamecommitdiff
path: root/npc/009-1_Hurnscald/jack.txt
blob: 84dc15d9c079732f699feb8c9f9d2abd52ff9591 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16















                                                                                   
                                              






























































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  
                                                  







































































                                                                                                                                                                                                                                                                                                                                                                     

                                                        







































                                                                                                                                                                               




                                                                                    


                                                             

             





                                                                                                                            
              
             
















                                                                                                                    
//#################################################################################
//#                                                                               #
//# This script file contains the npc scripts for two quests:                     #
//#                                                                               #
//# Quest1: Obtaining a Forest bow                                                #
//# Needed: About 20 Raw logs, 5000gp, some chatting and running                  #
//# Reward: Forest bow                                                            #
//#                                                                               #
//# Quest2: Obtaining a Wooden shield                                             #
//# Needed: 40 Raw logs, 5000gp                                                   #
//# Reward: Wooden shield and 2500exp                                             #
//#                                                                               #
//# Variables used:  @QUEST_Forestbow_state, nibbles 0 and 1			  #
//#################################################################################

// Lumberjack
009-1.gat,40,45,0	script	Jack	141, {
	set @RAWLOG, 569;
	set @RAWLOGS_AMOUNT, 40;
	set @WOODENSHIELD, 602;
	set @SHIELD_COST, 5000;
	set @QUEST_SHIELD_EXP, 2500;

        set @Q_Forestbow_MASK, NIBBLE_0_MASK;
        set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;

        set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
        set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;

        set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
        set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);

	if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
	if (@Q_Woodenshield == 2) goto L_Shield_state_2;
	if (@Q_Woodenshield == 1) goto L_Shield_state_1;
	if (@Q_Forestbow > 1) goto L_Bow_state_2;

	mes "[Jack Lumber]";
	mes "\"Hello there, my name is Jack Lumber, the enemy of all trees.  If you need some firewood just let me know.\"";
	next;
	if (Inspector == 1) callsub S_NohMask_Ask;
	if (@Q_Forestbow < 1) close;

	menu
		"I heard you aren't delivering any more living wood. Why that?", -;

	mes "[Jack Lumber]";
	mes "\"Why not?! I value my life, that's why!.\"";

	next;
	menu
		"What do you mean?", -;

	mes "[Jack Lumber]";
	mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\"";

	next;
	menu
		"What happened? ", -;

	mes "[Jack Lumber]";
	mes "\"You'll think I am insane when I tell you.\"";

	next;
	menu
		"I won't. I promise.", -;

	mes "[Jack Lumber]";
	mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
	next;
	menu
		"Did you run away?", -,
		"Did you fight it?", -;

	mes "[Jack Lumber]";
	mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\"";

	next;
	menu
		"So you beat the monster? Then why are you so scared?", -;

	mes "[Jack Lumber]";
	mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\"";

	next;
	menu
		"Did you fight them, too? ", -;

	mes "[Jack Lumber]";
	mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as i could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";

	next;
	menu
		"So you aren't chopping down trees anymore?", -;

	mes "[Jack Lumber]";
	mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But i won't go there ever again.\"";

	next;
	menu
		"Southwest you say? OK, thank you.", -;

	set @Q_Forestbow, 2;
        callsub S_Update_Mask;

	close;

L_Bow_state_2:
	// Bow state 4: The player has found a perfect piece of wood.
	if (@Q_Forestbow > 3) goto L_Bow_state_4;

	mes "\"Good luck hunting those tree monsters - you will need it.\"";
	if (Inspector == 1) callsub S_NohMask_Ask;
	close;

L_Bow_state_4:
	mes "[Jack Lumber]";
	mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\"";

	next;
	menu
		"I couldn't afford the bow, though...", L_Shield_state_0,
		"No, I'm still looking.", L_Bow_state_4_reaffirm,
		"Yes, I've got the Forest bow now.", -,
		"I'm a melee warrior, I don't need bows.", L_Shield_state_0;

	// Check if the player tells the truth (continue on in any case)
	if (@Q_Forestbow > 4) goto L_Shield_state_0;

	mes "[Jack Lumber]";
	mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";

	next;
	goto L_Shield_state_0;

L_Bow_state_4_reaffirm:
	mes "[Jack Lumber]";
	mes "\"You should go talk to Alan again.\"";
	close;

L_Shield_state_0:
	set @Q_Woodenshield, 1;
        callsub S_Update_Mask;

	if (Sex == 0) set @child_of_jack$, "daughter";
	if (Sex == 1) set @child_of_jack$, "son";

	mes "[Jack Lumber]";
	mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did!  Never since that day have I strayed near them.  And here comes you, cutting them down one by one.  I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\"";
	next;
	goto L_Shield_state_1;

L_Shield_state_1:
	mes "[Jack Lumber]";
	mes "\"I have an idea.  What would you say about a new shield?\"";
	next;

	if (Inspector == 1)
		menu
			"No thanks.", L_End,
			"Yes, please!", -,
			"Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
	if (Inspector != 1)
		menu
			"No thanks.", L_End,
			"Yes, please!", -;

	mes "[Jack Lumber]";
	mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs.  This needn't be highest-quality wood; pretty much any log you can find should work.   Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
	next;

	set @Q_Woodenshield, 2;
        callsub S_Update_Mask;
	close;

L_End:
	close;

L_Shield_state_2:
	mes "[Jack Lumber]";
	mes "\"Let's see if you have enough of everything.\"";
	next;

	if (countitem(@RAWLOG) < @RAWLOGS_AMOUNT) goto L_Not_enough_logs;
	if (zeny < @SHIELD_COST) goto L_Not_enough_money;
	getinventorylist;
	if (@inventorylist_count == 100) goto L_TooMany;

	delitem @RAWLOG, @RAWLOGS_AMOUNT;
	set zeny, zeny - @SHIELD_COST;
	getexp @QUEST_SHIELD_EXP, 0;
	getitem @WOODENSHIELD, 1;

	set @Q_Woodenshield, 3;
        callsub S_Update_Mask;
	mes "[Jack Lumber]";
        mes "\"Have a seat.\"";
        mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch.";
        mes "Applying some strong-smelling liquid, he tans them in darker hues.";
        next;

	mes "[Jack Lumber]";
        mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell.";
        next;

	mes "[Jack Lumber]";
        mes "Meanwhile, the sun has dried the other pieces.  Jack places them next to each other, adds a frame, and nails everything together.";
        mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
        next;

	mes "[Jack Lumber]";
        mes "Finally, he hands the shield to you.";
	mes "\"Enjoy your new shield!\"";
        mes "[" + @QUEST_SHIELD_EXP + " experience points]";
	next;
	goto L_End;

L_Not_enough_logs:
	mes "[Jack Lumber]";
	mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
	close;

L_Not_enough_money:
	mes "[Jack Lumber]";
	mes "\"You don't have enough gold, I'm afraid.  I need " + @SHIELD_COST + " GP to finish your shield.\"";
	close;

L_TooMany:
	mes "[Jack Lumber]";
	mes "\"You don't have enough room for the shield. Come back when you do.\"";
	close;

L_Shield_state_3:
	mes "[Jack Lumber]";
	mes "\"I hope that my shield will serve you well!\"";
	next;

	if (Inspector == 1)
		menu
			"Me too.", -,
			"Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
	close;

S_NohMask_Ask:
	next;
	menu
		"I'll keep that in mind.", -,
		"Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
	return;

L_NohMask_Answer:
	mes "[Jack Lumber]";
	mes "\"Sorry, no.\"";
	close;

S_Update_Mask:
        set QUEST_Forestbow_state,
        	(QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK))
                | (@Q_Forestbow << @Q_Forestbow_SHIFT)
                | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
        return;
}