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// author: Jenalya
// reviewed by: 
// state0: Cindy is totally scared and does nothing helpful
// state1: you are able to open the cage
// state2 and greater: Cindy is saved, she asks you to visit them
//

//TODO: picture
031-3.gat,122,51,0	script	Cindy	114, {
	set @KEYS_AMOUNT, 10;

	set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
	set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;

	set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
	
	if (Sex == 0) set @title$, "Misses";
	if (Sex == 1) set @title$, "Mister";
       
    if (@rescue_Cindy >= 3) goto L_Please_Visit;  
	if (@rescue_Cindy == 2) goto L_Reward;
	if (@rescue_Cindy == 1) goto L_Please_Help;

	mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage.";
	next;
	mes "You don't know, what to do.";
	close; 

L_Please_Help:
	mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage.";
	next;
	menu
		"Hello Cindy, I'm here to save you.", - ;
	mes "Cindy doesn't look so scared anymore.";
	next;
	mes "[Cindy]";
	mes "\"Hello, dear " + @title$ + " adventurer. Did my mother send you?\"";
	next;
	mes "\"It's so cold in here! Can you please open the cage?\"";
	next;
	mes "\"But be careful, if the Yetis hear you, they will come!\"";
	menu
		"Try to open the cage", L_Try_Cage, 
		"Leave", -;
	close;

L_Try_Cage:
	if (countitem("TreasureKey") < @KEYS_AMOUNT) goto L_Not_Enough_Keys;
	delitem "TreasureKey", @KEYS_AMOUNT;
	mes "As you try to open the door of the cage, there is a loudly squeaking noise.";
	next;
	mes "You get an uncomfortable feeling and Cindy starts to shiver.";
	next;
	mes "\"Oh no, the Yetis...\"";
//TODO: start the battle and set state2 in case of success
	mes "DEBUG: ADD YETIFIGHT HERE, QUEST VARIABLE INCREASED";
	set @rescue_Cindy, 2;
	callsub S_Update_Mask;
	close;
		
L_Reward:	
	mes "[Cindy]";
	mes "\"You are a hero! All this strong monsters!\"";
	next;
	mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\"";
	next;
	getinventorylist;
	if (@inventorylist_count == 100) goto L_Full_Inv;
	
	set @reward, rand(1);
	if (@reward == 1) goto L_Wizard_Hat;
	//TODO: set right, when quarterstaff is in item_db
	//getitem "QuarterStaff", 1;
	mes "DEBUG: GET ACORN INSTEAD OF QUARTERSTAFF";
	getitem "acorn", 1;
	goto L_Visit;
	
L_Wizard_Hat:
	//TODO: set right, when quarterstaff is in item_db
	//getitem "WizardHat", 1;
	mes "DEBUG: GET ACORN INSTEAD OF WIZARDHAT";
	getitem "acorn", 1;
	
L_Visit:
	mes "\"Thank you so much, please come to my home. It's the house at the beach.\"";
	next;
	mes "\"I'm sure, my mother want to thank you as well.\"";	
	set @rescue_Cindy, 3;
	callsub S_Update_Mask;
	close;
	
L_Please_Visit:
	mes "[Cindy]";
	mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\"";
	close;

L_Not_Enough_Keys:
	mes "You don't have enough keys to open the cage.";
	close;

L_Full_Inv:
	mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\"";
	close;
	
S_Update_Mask:
        set QUEST_Nivalis_state,
        	(QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
                | (@rescue_Cindy << @Q_Nivalis_state_SHIFT);
        return;
}