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authornmaligec <wouldnot@hotmail.com>2011-01-05 00:34:26 -0500
committernmaligec <wouldnot@hotmail.com>2011-01-05 00:34:26 -0500
commited8cac19500c515cae40c1fd4b2d87abd96ae3ba (patch)
tree3136c4b4bac4db3a432384390efcc22f88ff2790 /npc/009-2_Hurnscald
parent21156bed9c3d6eb3cf66a1e1557f4fc8c87a4194 (diff)
parent1e1e26e1255a487a14ca99c60c3ab51ad3988f9b (diff)
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merging updates from previous test repo ta-testing.
Diffstat (limited to 'npc/009-2_Hurnscald')
-rw-r--r--npc/009-2_Hurnscald/_import.txt1
-rw-r--r--npc/009-2_Hurnscald/lena.txt105
-rw-r--r--npc/009-2_Hurnscald/nicholas.txt114
-rw-r--r--npc/009-2_Hurnscald/nurse.txt551
-rw-r--r--npc/009-2_Hurnscald/peter.txt23
-rw-r--r--npc/009-2_Hurnscald/wyara.txt16
6 files changed, 696 insertions, 114 deletions
diff --git a/npc/009-2_Hurnscald/_import.txt b/npc/009-2_Hurnscald/_import.txt
index 25d4868d..1ee969c2 100644
--- a/npc/009-2_Hurnscald/_import.txt
+++ b/npc/009-2_Hurnscald/_import.txt
@@ -7,6 +7,7 @@ npc: npc/009-2_Hurnscald/doctor.txt
npc: npc/009-2_Hurnscald/drunks.txt
npc: npc/009-2_Hurnscald/inspector.txt
npc: npc/009-2_Hurnscald/kfahr.txt
+npc: npc/009-2_Hurnscald/lena.txt
npc: npc/009-2_Hurnscald/mapflags.txt
npc: npc/009-2_Hurnscald/misc.txt
npc: npc/009-2_Hurnscald/nicholas.txt
diff --git a/npc/009-2_Hurnscald/lena.txt b/npc/009-2_Hurnscald/lena.txt
new file mode 100644
index 00000000..52144a35
--- /dev/null
+++ b/npc/009-2_Hurnscald/lena.txt
@@ -0,0 +1,105 @@
+// Quest for Fairy Hat and Forest Armor
+
+009-2.gat,146,43,0 script Lena 182,{
+
+ if (TMW_Quest >= 46) goto L_Lena_Done;
+ if (TMW_Quest == 45) goto L_Lena_Success;
+ if (TMW_Quest == 44) goto L_Lena_Bandit_Leader_Fail;
+ if (TMW_Quest == 43) goto L_Lena_Bandit_Leader_Fail;
+ if (TMW_Quest == 42) goto L_Lena_Bandit_Leader;
+ if (TMW_Quest == 41) goto L_Lena_Fairy_Hat;
+ if (TMW_Quest == 40) && (baselevel >= 30) goto L_Lena_Start;
+
+ mes "[Lena]";
+ mes "\"I got ambushed by a group of bandits and one of them stabbed me pretty good. Hopefully I heal up soon so I can fight this menace.\"";
+ close;
+
+L_Lena_Start:
+ mes "[Lena]";
+ mes "\"While wandering through the forest, I was ambushed by bandits. Though I got them all, one of them stabbed me pretty good. I'm still healing from that encounter. I'm worried that the bandit threat may spread.\"";
+ menu
+ "Don't worry, I can take out some of these scumbags.", L_Lena_Approves,
+ "I think I left my courage in another pair of pants. See you later!", L_Lena_No_Fan;
+ close;
+
+L_Lena_Approves:
+ set TMW_Quest, 41;
+ mes "[Lena]";
+ mes "\"You look like you can handle yourself in a fight. If you can take on this scourge I'll reward you with a hat like mine. In order to prove your mettle, bring me 10 [Bandit Hood]s so I know they've met their match.\"";
+ areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::";
+ areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::";
+ close;
+
+L_Lena_No_Fan:
+ mes "[Lena]";
+ mes "\"What will Hurnscald do if these bandits overrun the town? I hope you reconsider.\"";
+ close;
+
+L_Lena_Fairy_Hat:
+ if (countitem("BanditHood") < 10) goto L_Lena_NotEnough;
+ getinventorylist;
+ if (@inventorylist_count - (countitem("BanditHood")== 10) > 99) goto L_TooMany;
+ set TMW_Quest, 42;
+ delitem "BanditHood", 10;
+ getitem "FairyHat", 1;
+ mes "[Lena]";
+ mes "\"Ah, you've brought me the [Bandit Hood]s. As promised, here is a hat like mine.\"";
+ next;
+ mes "\"Unfortunately, I feel this bandit threat may of grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\"";
+ menu
+ "Consider it done!", L_Lena_Bandit_Leader_Yes,
+ "Woah there, that sounds a bit harder than what I can suceed at.", L_Lena_NoWay;
+ close;
+
+L_Lena_NotEnough:
+ mes "[Lena]";
+ mes "\"You don't have enough [Bandit Hood]s to prove you are taking care of this threat. Please come back with 10 [Bandit Hood]s to show you are taking care of these bandits.\"";
+ close;
+
+L_Lena_Bandit_Leader:
+ mes "[Lena]";
+ mes "\"I feel this bandit threat may of grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\"";
+ menu
+ "Consider it done!", L_Lena_Bandit_Leader_Yes,
+ "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay;
+ close;
+
+L_Lena_Bandit_Leader_Yes:
+ set TMW_Quest, 43;
+ areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::";
+ areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::";
+ mes "[Lena]";
+ mes "\"You have a brave heart. Though I know you can suceed on your own, I recommend finding others to help you defeat the bandit leader. I believe he could pose a significant threat to solitary individuals seeking to challenge him. Good luck!\"";
+ close;
+
+L_Lena_NoWay:
+ mes "[Lena]";
+ mes "\"That is too bad. Feel free to return at any time. This bandit threat needs to be pushed back.\"";
+ close;
+
+L_Lena_Bandit_Leader_Fail:
+ set TMW_Quest, 43;
+ mes "[Lena]";
+ mes "\"You haven't killed the bandit leader yet. This is a big problem. Please be careful.\"";
+ close;
+
+L_Lena_Success:
+ getinventorylist;
+ if (@inventorylist_count == 100) goto L_TooMany;
+ set TMW_Quest, 46;
+ getitem "ForestArmor", 1;
+ mes "[Lena]";
+ mes "\"Excellent! You killed the bandit leader. Here is the armor as I promised you. Safe journeys!\"";
+ close;
+
+L_Lena_Done:
+ mes "[Lena]";
+ mes "\"Thank you for all your help. With your efforts, we can only hope this scourge doesn't see a resurgence.\"";
+ close;
+
+L_TooMany:
+ mes "[Lena]";
+ mes "\"You have too many items in your inventory. Please get rid of something so I can reward you.\"";
+ close;
+
+}
diff --git a/npc/009-2_Hurnscald/nicholas.txt b/npc/009-2_Hurnscald/nicholas.txt
index 8c820849..d3767a97 100644
--- a/npc/009-2_Hurnscald/nicholas.txt
+++ b/npc/009-2_Hurnscald/nicholas.txt
@@ -36,54 +36,44 @@
set @Q_SHIELD_status, (QUEST_Forestbow_state & @Q_SHIELD_MASK) >> @Q_SHIELD_SHIFT;
mes "[Nicholas]";
- mes "\"Hello there,";
- mes "I'm an expert blacksmith.";
- mes "If you get me some coal and iron ingots";
- mes "I could make you a very valuable shield";
- mes "or helmet.\"";
+ mes "\"Hello, there! I'm an expert blacksmith. If you get me some [Coal] and [Iron Ingot]s, I could make you a very valuable shield or helmet.\"";
next;
menu
- "I have iron ingots!", L_Check,
- "Where can I get coal and iron Ingots?", L_Info,
+ "I have Iron Ingots!", L_Check,
+ "Where can I get Coal and Iron Ingots?", L_Info,
"I'm okay, thanks.", L_Pass;
L_Check:
mes "[Nicholas]";
- mes "\"Let me take at look at how much you have...\"";
+ mes "\"Let me take a look at how much you have...\"";
next;
- if ( (countitem("IngotIron")<3) | (countitem("Coal") < 6) ) goto L_NoItem;
- if ( (countitem("IngotIron")<6) | (countitem("Coal") < 12) ) goto L_StageA;
- if ( (countitem("IngotIron")<9) | (countitem("Coal") < 18) ) goto L_StageB;
+ if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) goto L_NoItem;
+ if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_StageA;
+ if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_StageB;
goto L_StageC;
L_Info:
mes "[Nicholas]";
- mes "\"You can find coal and iron ore in mines.";
- mes "\"Once you have coal and iron ore, find a smith that will smelt the iron ore and cast them into iron ingots.";
- mes "\"Come back here with more coal and the iron ingots and I'll make something nice for you.\"";
+ mes "\"You can find [Coal] and [Iron Ore] in mines. Once you have [Coal] and [Iron Ore], find a smith that will smelt the [Iron Ore] and cast them into [Iron Ingot]s.\"";
+ next;
+ mes "[Nicholas]";
+ mes "\"Come back here with some [Coal] and [Iron Ingot]s, and I'll make something nice for you.\"";
close;
L_Pass:
mes "[Nicholas]";
- mes "\"Oh, okay";
- mes "Come back any time.\"";
+ mes "\"Oh, okay. Come back any time.\"";
close;
L_StageA:
mes "[Nicholas]";
- mes "\"That's just enough for me to make you";
- mes "a winged Knight's Helmet.";
- mes "But it'll cost you 10,000GP,";
- mes "6 Coal and 3 Iron Ingots.\"";
+ mes "\"That's just enough for me to make you a winged [Knight's Helmet], but it'll cost you 10,000GP, 6 [Coal] and 3 [Iron Ingot]s.\"";
next;
goto L_main_menu;
L_StageB:
mes "[Nicholas]";
- mes "\"Ahh, with that much coal and iron ingots I can";
- mes "make you one of two helmets,";
- mes "for only 10,000GP, or I can";
- mes "make you a shield, for 20,000GP.\"";
+ mes "\"Ahh, with that much [Coal] and [Iron Ingot]s I can make you one of two helmets, for only 10,000GP, or I can make you a shield, for 20,000GP.\"";
mes "";
mes "\"What would you like?\"";
next;
@@ -91,13 +81,9 @@ L_StageB:
L_StageC:
mes "[Nicholas]";
- mes "\"Excellent, that's enough to make";
- mes "three different types of helmet.";
- mes "My fee is 10,000GP.";
- mes "I can also make a shield, but that";
- mes "that will cost you 20,000 GP.\"";
+ mes "\"Excellent, that's enough to make three different types of helmet. My fee is 10,000GP. I can also make a shield, but that will cost you 20,000 GP.\"";
mes "";
- mes "\"Which helmet or shield will it be?\"";
+ mes "\"Which will it be?\"";
next;
goto L_main_menu;
@@ -115,30 +101,30 @@ L_main_menu:
setarray @choice_idx, 0, 0, 0, 0, 0, 0;
if (countitem("ShortSword") < 1) goto L_main_menu_post_setzer;
- set @choice$[@choices_nr], "Can you make my short sword better?";
+ set @choice$[@choices_nr], "Can you make my Short Sword better?";
set @choice_idx[@choices_nr], @CHOICE_SETZER;
set @choices_nr, 1 + @choices_nr;
L_main_menu_post_setzer:
- if ( (countitem("IngotIron")<3) | (countitem("Coal") <6) ) goto L_no_more_helmets;
- set @choice$[@choices_nr], "Knight's Helmet. (3 Iron Ingots & 6 Coal)";
+ if ( (countitem("IngotIron")<3) || (countitem("Coal") <6) ) goto L_no_more_helmets;
+ set @choice$[@choices_nr], "Knight's Helmet (3 Iron Ingots & 6 Coal).";
set @choice_idx[@choices_nr], @CHOICE_KNIGHT;
set @choices_nr, 1 + @choices_nr;
- if ( (countitem("IngotIron")<6) | (countitem("Coal") < 12) ) goto L_no_more_helmets;
+ if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_no_more_helmets;
- set @choice$[@choices_nr], "Crusade Helmet. (6 Iron Ingots & 12 Coal)";
+ set @choice$[@choices_nr], "Crusade Helmet (6 Iron Ingots & 12 Coal).";
set @choice_idx[@choices_nr], @CHOICE_CRUSADE;
set @choices_nr, 1 + @choices_nr;
- set @choice$[@choices_nr], "Steel Shield. (6 Iron Ingots)";
+ set @choice$[@choices_nr], "Steel Shield (6 Iron Ingots & 12 Coal).";
set @choice_idx[@choices_nr], @CHOICE_SHIELD;
set @choices_nr, 1 + @choices_nr;
- if ( (countitem("IngotIron")<9) | (countitem("Coal") < 18) ) goto L_no_more_helmets;
+ if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_no_more_helmets;
- set @choice$[@choices_nr], "Warlord Helmet. (9 Iron Ingots & 18 Coal)";
+ set @choice$[@choices_nr], "Warlord Helmet (9 Iron Ingots & 18 Coal).";
set @choice_idx[@choices_nr], @CHOICE_WARLORD;
set @choices_nr, 1 + @choices_nr;
L_no_more_helmets:
@@ -172,8 +158,7 @@ L_no_more_helmets:
L_NoItem:
mes "[Nicholas]";
- mes "\"It appears you don't have enough Coal and Iron Ingots for me to work with.";
- mes "Please do come back when you have more though.\"";
+ mes "\"It appears you don't have enough [Coal] and [Iron Ingot]s for me to work with. Please do come back when you have more, though.\"";
close;
L_ComeBack:
@@ -188,6 +173,7 @@ L_NoMoney:
L_YesKnight:
if (zeny < 10000) goto L_NoMoney;
+ if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) goto L_NoItem;
getinventorylist;
if (@inventorylist_count == 100) goto L_TooMany;
set zeny, zeny - 10000;
@@ -198,6 +184,7 @@ L_YesKnight:
L_YesCrusade:
if (zeny < 10000) goto L_NoMoney;
+ if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_NoItem;
getinventorylist;
if (@inventorylist_count == 100) goto L_TooMany;
set zeny, zeny-10000;
@@ -208,6 +195,7 @@ L_YesCrusade:
L_YesWarlord:
if (zeny < 10000) goto L_NoMoney;
+ if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_NoItem;
getinventorylist;
if (@inventorylist_count == 100) goto L_TooMany;
set zeny, zeny-10000;
@@ -218,7 +206,7 @@ L_YesWarlord:
L_YesShield:
mes "[Nicholas]";
- mes "Nicholas examines your Iron Ingots.";
+ mes "Nicholas examines your [Iron Ingot]s.";
mes "\"No, this iron is too brittle; for something as large as a shield I need to mix in softer iron. Can I see if you have anything suitable?\"";
next;
@@ -229,8 +217,8 @@ L_YesShield:
if (countitem("InfantryHelmet") == 0) goto L_NoInfantry;
mes "[Nicholas]";
- mes "Nicholas pulls out two of your infantry helmets.";
- mes "\"I can use those... yes, that should work. Now all I need is a leather patch for the handle, and 20,000 GP.\"";
+ mes "Nicholas pulls out two of your [Infantry Helmet]s.";
+ mes "\"I can use those... yes, that should work. Now all I need is a [Leather Patch] for the handle, and 20,000 GP.\"";
if (@Q_SHIELD_status < @SHIELD_KNOWS_PATCH)
set @Q_SHIELD_status, @SHIELD_KNOWS_PATCH;
@@ -238,8 +226,8 @@ L_YesShield:
next;
- menu "Here you are.", -,
- "Where can I get a leather patch?", L_WhereLeather,
+ menu "Here you are!", -,
+ "Where can I get a Leather Patch?", L_WhereLeather,
"No way.", L_Pass;
if (zeny < 20000) goto L_ShieldNoZeny;
@@ -251,7 +239,7 @@ L_YesShield:
mes "[Nicholas]";
mes "\"Yes, it looks as if you have all that is needed!\"";
- mes "You watch Nicholas melt the ingots and helmets and form a shield out of the resulting iron. He then cuts your leather patch apart and adds it to the handles.";
+ mes "You watch Nicholas melt the ingots and helmets and form a shield out of the resulting iron. He then cuts your [Leather Patch] apart and adds it to the handles.";
mes "\"Here is your shield!\"";
delitem "InfantryHelmet", 1;
@@ -279,34 +267,34 @@ L_ShieldNoZeny:
L_ShieldNoInfantry:
mes "[Nicholas]";
- mes "\"Now this is strange... I could have sworn that you had two infantry helmets right here. Well, come back if you have some more!\"";
+ mes "\"Now this is strange... I could have sworn that you had two [Infantry Helmet]s right here. Well, come back if you have some more!\"";
close;
L_ShieldNoIngot:
mes "[Nicholas]";
- mes "\"How odd... didn't I put your iron ingots on the table right here? Well, I will need it back to make the shield.\"";
+ mes "\"How odd... didn't I put your [Iron Ingot]s on the table right here? Well, I will need them back to make the shield.\"";
close;
L_ShieldNoCoal:
mes "[Nicholas]";
- mes "\"How odd... didn't I put your coal on the table right here? Well, I will need it back to make the shield.\"";
+ mes "\"How odd... didn't I put your [Coal] on the table right here? Well, I will need it back to make the shield.\"";
close;
L_ShieldNoLeatherPatch:
mes "[Nicholas]";
- mes "\"You don't have a suitable leather patch. I'm sorry, but a shield without one would chafe terribly.\"";
+ mes "\"You don't have a suitable [Leather Patch]. I'm sorry, but a shield without one would chafe terribly.\"";
close;
L_MoreInfantry:
mes "[Nicholas]";
- mes "Nicholas takes your infantry helmet and examines it.";
+ mes "Nicholas takes your [Infantry Helmet] and examines it.";
mes "\"Yes, this is perfect! If you can bring me another one of those, I can make your shield.\"";
close;
L_NoInfantry:
mes "[Nicholas]";
mes "Nicholas shakes his head.";
- mes "\"No, none of these items are suitable. Try looking for somewhat large metal things.\"";
+ mes "\"No, none of these items are suitable. Try looking for somewhat large metal items.\"";
close;
L_WhereLeather:
@@ -319,8 +307,8 @@ L_SetzerQuest:
mes "[Nicholas]";
if (@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)
mes "\"Another one? Sure, why not.\"";
- mes "Nicholas examines your short sword, then nods.";
- mes "\"This is good quality. I can make something special out of it, with three ingot bars of iron and 50,000 GP-- but I will also need a potion of monster oil.\"";
+ mes "Nicholas examines your [Short Sword], then nods.";
+ mes "\"This is good quality. I can make something special out of it, with three ingot bars of iron, six lumps of coal and 50,000 GP -- but I will also need a potion of monster oil.\"";
if (@Q_SETZER_status < @SETZER_KNOWS_OIL)
set @Q_SETZER_status, @SETZER_KNOWS_OIL;
callsub L_Update_Var;
@@ -328,16 +316,16 @@ L_SetzerQuest:
menu "Here you are.", -,
"Monster oil? What's that?", L_ExplainMonsterOil,
- "HOW much? Never mind.", L_Pass;
+ "HOW much? Nevermind then!", L_Pass;
if (zeny < 50000) goto L_SetzerNoZeny;
- if ( (countitem("IngotIron") < 3) | (countitem("Coal") < 6) ) goto L_SetzerNoIngot;
+ if ( (countitem("IngotIron") < 3) || (countitem("Coal") < 6) ) goto L_SetzerNoIngot;
if (countitem("MonsterOilPotion") < 1) goto L_SetzerNoMonsterOil;
if (countitem("ShortSword") < 1) goto L_SetzerNoSword;
// No inventory check needed, as the short sword is removed, opening a slot
mes "[Nicholas]";
- mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. Before your eyes it turns thinner and flatter. Finally he pours the monster oil over it, heats it up again and douses it in water.";
+ mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. As you watch, it turns thinner and flatter. Finally he pours the monster oil over it, heats the metal up again and douses it in water.";
set zeny, zeny - 50000;
delitem "IngotIron", 3;
@@ -356,16 +344,16 @@ L_SetzerQuest:
mes "[Nicholas]";
mes "Nicholas hands you the completed sword. It feels strangely light in your hands.";
- mes "\"I made it lighter and faster, it should also cut a little better now. This kind of sword is called a Setzer, after a famous gambler who invented it as a weapon in between a knife and a sword.\"";
+ mes "\"I made it lighter and faster, it should also cut a little better now. This kind of sword is called a [Setzer], after a famous gambler who invented it as a weapon in between a knife and a sword.\"";
next;
mes "[Nicholas]";
- mes "\"I'm quite happy with this one. Be careful around the edge, though, it is quite sharp.\"";
+ mes "\"I'm quite happy with this one. Be careful around the edge, though, it is quite sharp!\"";
close;
L_ExplainMonsterOil:
mes "[Nicholas]";
- mes "\"Monster oil is a special oil that can be used to harden thin sheets of metal, if used properly. Unfortunately it is very hard to get. Perhaps one of our local alchemists can help you with it?\"";
+ mes "\"Monster oil is a special oil that can be used to harden thin sheets of metal, if used properly. Unfortunately, it is very hard to get. Perhaps one of our local alchemists can help you with it?\"";
close;
L_SetzerNoZeny:
@@ -375,7 +363,7 @@ L_SetzerNoZeny:
L_SetzerNoIngot:
mes "[Nicholas]";
- mes "\"Without 3 ingots of iron, I can't improve your sword.\"";
+ mes "\"Without 3 ingots of iron, and six lumps of coal, I can't improve your sword.\"";
close;
L_SetzerNoMonsterOil:
@@ -385,7 +373,7 @@ L_SetzerNoMonsterOil:
L_SetzerNoSword:
mes "[Nicholas]";
- mes "\"I will need your old short sword as a basis. Please bring it to me first.\"";
+ mes "\"I will need your old [Short Sword] as a basis. Please bring it to me first.\"";
close;
L_end:
@@ -400,7 +388,7 @@ L_Done:
L_Update_Var:
set QUEST_Forestbow_state,
- (QUEST_Forestbow_state & ~(@Q_SHIELD_MASK | Q_SETZER_MASK)
+ (QUEST_Forestbow_state & ~(@Q_SHIELD_MASK | @Q_SETZER_MASK)
| (@Q_SHIELD_status << @Q_SHIELD_SHIFT)
| (@Q_SETZER_status << @Q_SETZER_SHIFT));
return;
diff --git a/npc/009-2_Hurnscald/nurse.txt b/npc/009-2_Hurnscald/nurse.txt
index 9fd759c8..f4d5df40 100644
--- a/npc/009-2_Hurnscald/nurse.txt
+++ b/npc/009-2_Hurnscald/nurse.txt
@@ -1,48 +1,521 @@
-// Nurse
-
-// heals player below level 10 for free and tells players about the doctor on the 3rd floor.
-009-2.gat,147,65,0 script Nurse 119,{
- mes "[Nurse]";
- mes "\"Can I help you?\"";
- next;
-
- if (Inspector == 1)
- menu
- "Oooh, these wounds! They hurts so much!", L_Heal,
- "I don't feel so well, I might be sick.", L_Doctor,
- "Have you seen anything out of the ordinary?", L_NohMask,
- "No, I'm fine.", -;
- if (Inspector != 1)
- menu
- "Oooh, these wounds! They hurts so much!", L_Heal,
- "I don't feel so well, I might be sick.", L_Doctor,
- "No, I'm fine.", -;
- mes "[Nurse]";
- mes "\"Then I would ask you to leave. There are people who really need our help.\"";
- close;
+ //######################################################################################
+//# Nurse
+//# AUTHORS: Jenalya and Pjotr Orial
+//# REVIEWED BY:
+//# heals player below level 20 for free and tells players about the doctor on the 3rd floor.
+//#
+//# gives the resist-poison skill, used global (!) variable: "$NPC_NURSE", split up in 4 bytes:
+//# byte0 (bit 0-7) = healing_needed, byte1 (bit 8-15) = venum_needed, byte2 (bit 16-23) = stabilizer_needed
+//# byte3 (bit 24-31) still unused
+//# used player-variable: QUEST_Forestbow, nibble7
+//# states:
+//# 0 if skills are available, she tells you about her plans of doing the antidote,
+//# need black scorpion stingers and snake tongues
+//# 1 waits for ingredients: black scorpion stingers and snake tongues
+//# 2 waits for ingredients: acorns, apples, orange, healing potion, when these ingreds are there,
+//# she mixes the stuff (modify global variable!)
+//# 3 you can start the minigame, 3 tries remaining
+//# 4 you can start the minigame, 2 tries remaining
+//# 5 you can start the minigame, 1 try remaining
+//# 6 not enough stuff remaining, jump to state 1
+//# 7 yay! you made it!
+
+
+//######################################################################################
+009-2.gat,147,65,0 script Nurse 119, {
+ set @SNAKET_AMOUNT, 5;
+ set @BSCORPIONST_AMOUNT, 10;
+ // This quest can be done very often: so give less xp
+ set @QUEST1_EXP, 300;
+ set @ACORNS_AMOUNT, 10;
+ set @GREENAPPLE_AMOUNT, 5;
+ set @REDAPPLE_AMOUNT, 5;
+ set @ORANGE_AMOUNT, 5;
+ set @HEALING_AMOUNT, 3;
+ // This quest can be done very often: so give less xp
+ set @QUEST2_EXP, 700;
+ set @ANTIDOTE_EXP, 10000;
+
+ set @Q_poison_MASK, NIBBLE_7_MASK;
+ set @Q_poison_SHIFT, NIBBLE_7_SHIFT;
+ set @Q_poison, (QUEST_Forestbow_state & @Q_poison_MASK) >> @Q_poison_SHIFT;
+
+ if (@Q_poison == 7) goto state7;
+ if (@Q_poison == 6) goto state6;
+ if (@Q_poison == 5) goto state5;
+ if (@Q_poison == 4) goto state4;
+ if (@Q_poison == 3) goto state3;
+ if (@Q_poison == 2) goto state2;
+ if (@Q_poison == 1) goto state1;
+ if (getskilllv(SKILL_POOL)) goto state0;
+
+L_Usual:
+ mes "[Nurse]";
+ mes "\"How can I help you?\"";
+ next;
+
+ if (Inspector == 1)
+ menu
+ "Oooh, these wounds! They hurts so much!", L_Heal,
+ "I don't feel so well, I might be sick.", L_Doctor,
+ "Have you seen anything out of the ordinary?", L_NohMask,
+ "No, I'm fine.", -;
+ if (Inspector != 1)
+ menu
+ "Oooh, these wounds! They hurts so much!", L_Heal,
+ "I don't feel so well, I might be sick.", L_Doctor,
+ "No, I'm fine.", -;
+ mes "[Nurse]";
+ mes "\"Then I would ask you to leave. There are people who really need our help.\"";
+ close;
L_Doctor:
- mes "[Nurse]";
- mes "\"Then you should better see the doctor. He is usually in his office on the 3rd floor.\"";
- close;
+ mes "[Nurse]";
+ mes "\"Then you should better see the doctor. He is usually in his office on the 3rd floor.\"";
+ close;
L_Heal:
- if (baselevel > 10) goto L_NoHeal;
- mes "[Nurse]";
- mes "\"Here, let me heal you.\"";
- next;
- heal 10000, 10000;
- close;
+ if (baselevel > 20) goto L_NoHeal;
+ mes "[Nurse]";
+ mes "\"Here, let me heal you.\"";
+ next;
+ heal 10000, 10000;
+ close;
L_NoHeal:
- mes "[Nurse]";
- mes "\"I'm sorry but I'm here only to help young people.";
- mes "Your level is already higher than 10.";
- mes "You can get some rest in the inn near here.\"";
- close;
+ mes "[Nurse]";
+ mes "\"I'm sorry but I'm here only to help young people.";
+ mes "Your level is already higher than 20.";
+ mes "You can get some rest in the inn near here.\"";
+ close;
L_NohMask:
- mes "[Nurse]";
- mes "\"I'm to busy here to observe the town.\"";
- close;
+ mes "[Nurse]";
+ mes "\"I'm to busy here to observe the town.\"";
+ close;
+
+state0:
+ mes "[Nurse]";
+ mes "\"Welcome! You really look like a competent person. Maybe you can help to deal with a problem we have.\"";
+ next;
+ mes "\"We recently had some accidents in the mines. It seems, that the creatures in the mines become more aggressive.\"";
+ next;
+ mes "\"Unfortunaly, some of them are poisonous and it is very difficult for us to help the miners.\"";
+ next;
+ mes "\"For that reason, I want to do some research on this subject, to create an anitdote. But I need help to get some ingredients, someone who is able to deal with the dangerous creatures in the mines.\"";
+ next;
+ menu
+ "I will do what I can. What do you need?", L_firstquest,
+ "I'm really sorry, but I don't think, I can help you.", -;
+
+ mes "\"That is disagreeable to hear. Maybe I can find another person to take this task.\"";
+ next;
+ goto L_Usual;
+
+L_firstquest:
+ set @Q_poison, 1;
+ callsub S_Update_Var;
+
+ mes "\"That's great! First, I need some parts of the creatures, that cause the poison.\"";
+ next;
+L_ExplainAgain1:
+ mes "\"Please bring me five tongues of snakes and ten stingers of black scorpions.\"";
+ close;
+
+state1:
+ mes "[Nurse]";
+ mes "\"You are back, wonderful! Did you get, what we need for the antidote?\"";
+ next;
+ menu
+ "Actually, I have another question.", L_Usual,
+ "Sorry, I forgot. What shall I bring you?", L_ExplainAgain1,
+ "I have what you asked for.", -,
+ "I'm still working on that.", quit;
+
+ if (countitem("SnakeTongue") < @SNAKET_AMOUNT || countitem("BlackScorpionStinger") < @BSCORPIONST_AMOUNT) goto L_NotEnough;
+ delitem "SnakeTongue", @SNAKET_AMOUNT;
+ delitem "BlackScorpionStinger", @BSCORPIONST_AMOUNT;
+ getexp @QUEST1_EXP, 0;
+
+ set @Q_poison, 2;
+ callsub S_Update_Var;
+
+ mes "[Nurse]";
+ mes "\"Very good. Now I have to extract the poison from this, it will take some time.\"";
+ next;
+ mes "\"But there are some other things we will need in any case. It would be courteous, if you could get them meanwhile.\"";
+ next;
+L_ExplainAgain2:
+ mes "\"Please bring me ten acorns, five red apples and five green apples, also five oranges. And we need some small healing potions. They will be useful to hold off the baneful effects. I guess, three of them will be enough.\"";
+ close;
+
+state2:
+ mes "You look at the nurse, who seems to be really tired with shadows under her eyes. When she regocnize you, she smiles.";
+ mes "[Nurse]";
+ mes "\"I managed to extract the poisonous components. We should be able to create an anitidote, if you have anything else we need.\"";
+ next;
+ menu
+ "Actually, I have another question.", L_Usual,
+ "I have a bad memory. Can you tell me again, what we need?", L_ExplainAgain2,
+ "I managed to get everything we need.", -,
+ "I will go and get it.", quit;
+
+ if (countitem("Acorn") < @ACORNS_AMOUNT || countitem("GreenApple") < @GREENAPPLE_AMOUNT || countitem("RedApple") < @REDAPPLE_AMOUNT || countitem("Orange") < @ORANGE_AMOUNT || countitem("SmallHealingPotion") < @HEALING_AMOUNT) goto L_NotEnough;
+ delitem "Acorn", @ACORNS_AMOUNT;
+ delitem "GreenApple", @GREENAPPLE_AMOUNT;
+ delitem "RedApple", @REDAPPLE_AMOUNT;
+ delitem "Orange", @ORANGE_AMOUNT;
+ delitem "SmallHealingPotion", @HEALING_AMOUNT;
+ getexp @QUEST2_EXP, 0;
+
+ set @Q_poison, 3;
+ callsub S_Update_Var;
+
+L_Chemistry:
+ callsub L_Shuffle_Need;
+ mes "The nurse takes the ingredients you brought and starts to squeeze the fruits and to crush the acorns. Then she put the fruit juices in some complicated looking chemical device.";
+ next;
+ mes "After some minutes, it is blubbering and steaming and some liquidity is dropping in a pot under the device.";
+ next;
+ mes "Then she takes the acorn flour and the liquidity and goes to a place back in the room, where she does something you don't see.";
+ next;
+ mes "After just a few moments, she comes back with a smiling face, holding two different bottles in her hand.";
+ next;
+ mes "[Nurse]";
+ mes "\"That was easy compared to the things to be done with the stingers and snake tongues.\"";
+ next;
+ mes "Then her facial expression gets more serious.";
+ next;
+ mes "\"When we try to find the right mixture for the antidote, we need to test it.\"";
+ next;
+ mes "\"For that purpose, I will poison you. Then you drink the antidote to see, if it works.\"";
+ next;
+ mes "\"If we make a mistake, this might be exhausting and painful, so you should rest a while and prepare yourself.\"";
+ next;
+ mes "\"Come back, when you feel ready for that task.\"";
+ close;
+
+state3:
+ mes "[Nurse]";
+ mes "\"Hello my friend. You feel prepared to test the antidote?\"";
+ next;
+ menu
+ "Actually, I have another question.", L_Usual,
+ "Yes, let us begin.",-;
+
+L_Exp_Game:
+ mes "[Nurse]";
+ mes "\"Listen carefully! I will explain, what you need to do.\"";
+ next;
+ mes "\"I have here two different distillates. One is the venom extract, the other one a stabilizer.\"";
+ next;
+ mes "\"We also have the healing potion.\"";
+ next;
+ mes "\"The problem is, that I can only guess the concentration of the venom and the stabilizer. My equipment isn't good enough to determine it precise.\"";
+ next;
+ mes "\"You need to find the right amount of each ingredient. I will tell you, what I can know with my analysis methods.\"";
+ next;
+ mes "\"Shall we start?\"";
+ next;
+ menu
+ "Please explain it again.", L_Exp_Game,
+ "Alright.", -;
+L_Game:
+ set @Q_poison, @Q_poison + 1;
+ callsub S_Update_Var;
+ // healing, venom, stabilizer
+ callsub L_Load_Need;
+ //descriptions
+ set @desc_length, 6;
+
+ setarray @desc$,"very little","only a little", "little","much", "a lot", "very much", "a huge amount";
+
+ set @divisor, @count / @desc_length;
+
+ set @hlIndex, (@hlNeed-@offset) /@divisor;
+ set @vnIndex, (@vnNeed-@offset) /@divisor;
+ set @stIndex, (@stNeed-@offset) /@divisor;
+
+ mes "[Nurse]";
+ mes "\"I guess you need " + @desc$[@hlIndex] + " of the healing potion.\"";
+ next;
+ mes "\"You need " + @desc$[@vnIndex] + " of the venom extracts, I suppose.\"";
+ next;
+ mes "\"As far as I can tell you will need " + @desc$[@stIndex] + " of the stabilizer.\"";
+ next;
+
+ if(@hlNeed/@vnNeed > 1 ) mes "\"I see that the healing potions are needed at least " + @hlNeed/@vnNeed + " times as much as the venom.\"";
+ if(@vnNeed/@hlNeed > 1 ) mes "\"I see that the venom extracts are needed at least " + @vnNeed/@hlNeed + " times as much as the healing potions.\"";
+ if ( (@hlNeed/@vnNeed > 1 ) || (@vnNeed/@hlNeed > 1 )) next;
+
+ if(@stNeed/@vnNeed > 1 ) mes "\"I see that the stabilizer is needed at least " + @stNeed/@vnNeed + " times as much as the venom extracts.\"";
+ if(@vnNeed/@stNeed > 1 ) mes "\"I see that the venom extracts are needed at least " + @vnNeed/@stNeed + " times as much as the stabilizer.\"";
+ if ((@vnNeed/@stNeed > 1 ) || (@stNeed/@vnNeed > 1 )) next;
+
+ if(@stNeed/@hlNeed > 1 ) mes "\"I see that the stabilizer is needed at least " + @stNeed/@hlNeed + " times as much as the healing potions.\"";
+ if(@hlNeed/@stNeed > 1 ) mes "\"I see that the healing potions are needed at least " + @hlNeed/@stNeed + " times as much as the stabilizer.\"";
+ if ((@hlNeed/@stNeed > 1 ) || (@stNeed/@hlNeed > 1 )) next;
+
+L_choosePut:
+ set @max, @count+@offset-1;
+ set @min, @offset;
+ mes "\"My scale goes up to " + @max + ". I suggest to put at least " + @min +" drops on the scale.\"";
+ next;
+
+ mes "\"How many drops of the healing potion should we use?\"";
+ input @hlPut;
+ if (@hlPut < @offset) goto L_Game_tooless;
+ if (@hlPut > @max) goto L_Game_toomuch;
+
+ mes "\"How many drops of the venom extract potion should we use? \"";
+ input @vnPut;
+ if (@vnPut < @offset) goto L_Game_tooless;
+ if (@vnPut > @max) goto L_Game_toomuch;
+
+ mes "\"How many drops of the stabilizer potion should we use? \"";
+ input @stPut;
+ if (@stPut < @offset) goto L_Game_tooless;
+ if (@stPut > @max) goto L_Game_toomuch;
+
+ mes "The nurse puts the potions together according to your instructions. Then she takes a spoon and stirs it.";
+ next;
+ mes "You take the glass and look suspiciously at the liquid, which has changed to an odd colour.";
+ next;
+ mes "[Nurse]";
+ mes "\"Allright, now I will inject the venom into you, then you should drink the antidote immidiatly. Are you ready?\"";
+ next;
+ mes "You take a deep breath and nod.";
+ next;
+ mes "The nurse take a scary looking syringe out of a drawer and swabs your arm with disinfection dabber.";
+ next;
+ mes "Then she stings the syringe in your vein and pushs it down. After a few seconds, your heart starts pounding quicker and you began to sweat all over your body.";
+ next;
+ mes "[Nurse]";
+ mes "\"Drink the antidote!\"";
+ next;
+ mes "You lift the glass to your lips and drink it all at once.";
+ next;
+
+ if ( (@hlPut > @hlNeed) && (@vnPut > @vnNeed) ) goto m_hl_m_vn;
+ if ( (@hlPut > @hlNeed) && (@vnPut <= @vnNeed) ) goto m_hl_l_vn;
+ if ( (@hlPut <= @hlNeed) && (@vnPut > @vnNeed) ) goto l_hl_m_vn;
+ if ( (@hlPut < @hlNeed) && (@vnPut < @vnNeed) ) goto l_hl_l_vn;
+
+ mes "You feel quite normal.";
+ mes "[Nurse]";
+ mes "\"Oh yes, the concentration of the healing potions and the venom extracts seem to be right.\"";
+ next;
+ set @hl_vn_ok, 1;
+ goto check_st;
+
+m_hl_m_vn:
+ //poison for 3 minutes
+ sc_start sc_poison, 1, 20;
+ mes "You began to feel really dizzy. And you feel so light - you can't help yourself and burst out with laughter. What a strange feeling!";
+ next;
+ mes "The nurse looks at you with a really worried look in her face. As you open your mouth to tell her, that you feel allright, the content of your stomache finds its way out through your throat and on the floor.";
+ next;
+ mes "The feeling of happieness disappears, but you seems to be still poisoned.";
+ goto check_st;
+
+m_hl_l_vn:
+ //poison for 1 minute
+ sc_start sc_poison, 1, 20;
+ mes "You feel the pain of the poison weaken. This seems promising. The thought, you might have been succesful makes you feel enormously happy.";
+ next;
+ mes "But a few seconds later, you wonder, what the reason for your happiness was.";
+ next;
+ mes "Anyway, what are you doing here? Actually, where are you?";
+ next;
+ mes "You don't care, you feel so great. You start to giggle and laugh uncontrollable. What a wonderful feeling. ";
+ next;
+ mes "Suddenly, the world has some really strange colors. As you watch this women in front of you chaning her color from dark green to a light purple, you become really tired.";
+ next;
+ mes "You lay down on the floor and fall asleep.";
+ next;
+ mes "As you open your eyes again, the nurse shines in your face with a lamp and pulls your eyelids open. Then she nodds.";
+ next;
+ mes "\"Very well, you are sober again.\"";
+ next;
+
+ goto check_st;
+
+l_hl_m_vn:
+ // first poison for 10 minutes, player will die anyway
+ sc_start sc_poison, 1, 20;
+ mes "You feel a sting in your stomach and your heart starts pounding loudly.";
+ next;
+ mes "The room is getting dark.";
+ next;
+ mes "...and darker...";
+ next;
+ mes ".......";
+ // bye bye player!
+ heal -Hp, 0;
+ // close instead of telling how much stabilizer is needed
+ close;
+ // goto check_st;
+
+l_hl_l_vn:
+ //poison for 1 minute
+ sc_start sc_poison, 1, 20;
+ mes "The antidote seems to have no effect.";
+ goto check_st;
+
+check_st:
+ if ( (@stPut < @stNeed) ) goto l_st;
+ if ( (@stPut > @stNeed) ) goto m_st;
+ if (@hl_vn_ok == 1) goto allcorrect;
+
+ mes "[Nurse]";
+ mes "\"The amount of the stabilizer seems alright, but we have to think again about the other ingredients.\"";
+ next;
+ goto notallcorrect;
+
+l_st:
+ mes "[Nurse]";
+ mes "\"It seems, as if we took not enough of the stabilizer, the antidote would loose its effect after some time.\"";
+ next;
+ goto notallcorrect;
+m_st:
+ mes "[Nurse]";
+ mes "\"It seems, as if we took too much of the stabilizer. The antidote would turn into venom again after some time.\"";
+ next;
+ goto notallcorrect;
+allcorrect:
+ mes "You feel totally normal again.";
+ next;
+ mes "[Nurse]";
+ mes "\"Wonderfull! You made it! Now I will be able to help all the people, who get poisoned in the mines!\"";
+ next;
+ mes "\"Thank you so much! Oh, and it seems, as if you have gained the skill to resist posion someway. This is great.\"";
+ next;
+ mes "\"You should talk to someone, who can help you to focus on your skills.\"";
+ next;
+ getexp @ANTIDOTE, 0;
+ setskill TMW_POISON_RESISTANCE, 1;
+ set @Q_poison, 7;
+ callsub S_Update_Var;
+ close;
+
+notallcorrect:
+ mes "[Nurse]";
+ mes "\"It didn't work. You are a really brave person. Now you should rest and recover. I hope, you won't give up now. Please come back later, so we can try it again.\"";
+ next;
+
+ close;
+state4:
+ mes "The nurse has a worried look in her face.";
+ mes "[Nurse]";
+ mes "\"Hello. I hope you recovered well?\"";
+ next;
+ mes "\"There is enough of the distillates left to have another try.\"";
+ next;
+ mes "\"Oh no, with all that trouble, I forgot to label your distillate.\"";
+ next;
+ mes "She holds up two ampullas.";
+ next;
+ mes "\"I hope, this one are yours. I'm sorry.\"";
+ next;
+ mes "\"If you feel ok, we could try it again.\"";
+ next;
+
+ menu
+ "I still feel a bit dizzy, so I don't want to do it now.", L_Usual,
+ "I'm ok. We can try, but please explain again.", L_Exp_Game,
+ "Let's start right now.", L_Game;
+
+state5:
+ mes "The nurse looks at you pitiful.";
+ mes "[Nurse]";
+ mes "\"Hello. I'm really sorry for causing you so much pain.\"";
+ next;
+ mes "\"But if we can suceed, you are a hero! I will be able to help a lot of people.\"";
+ next;
+ mes "\"Next time you might remember me to label the distillates right. I am sorry that it is screwed up again.\"";
+ next;
+ mes "\"There is enough stuff left for one last try.\"";
+ next;
+ mes "\"If we don't get it this time, you will have to get new ingredients.\"";
+ next;
+ mes "\"Do you want to have another try?\"";
+ next;
+
+ menu
+ "I still feel a bit dizzy, so I don't want to do it now.", L_Usual,
+ "I'm ok. We can try, but please explain again.", L_Exp_Game,
+ "Let's start right now.", L_Game;
+
+state6:
+ mes "The nurse looks at you pitiful.";
+ mes "[Nurse]";
+ mes "\"There is not enough stuff left for another try.\"";
+ next;
+ mes "\"We should try again, right?\"";
+ set @Q_poison, 1;
+ callsub S_Update_Var;
+
+ goto L_ExplainAgain1;
+
+state7: // geschafft
+ mes "[Nurse]";
+ mes "\"Thanks a lot, you can call yourself a true hero now!\"";
+ next;
+ mes "\"I am able to help the poisoned miners quite well now.\"";
+ next;
+ goto L_Usual;
+
+L_NotEnough:
+ mes "[Nurse]";
+ mes "\"This must be a missunderstanding. You don't have all the things I asked you for.\"";
+ if (@Q_poison == 1) goto L_ExplainAgain1;
+ if (@Q_poison == 2) goto L_ExplainAgain2;
+ // the following close *should* never be reached, but who knows, whoever will mess this script up!
+ close;
+
+quit:
+ close;
+
+S_Update_Var:
+ set QUEST_Forestbow_state,
+ (QUEST_Forestbow_state & ~(@Q_poison_MASK)
+ | (@Q_poison << @Q_poison_SHIFT));
+ return;
+
+L_Game_init_vars:
+ set @count, 24;
+ set @offset, 1;
+ return;
+
+L_Shuffle_Need:
+ callsub L_Game_init_vars;
+ set @hlNeed, @offset + rand(@count);
+ set @vnNeed, @offset + rand(@count);
+ set @stNeed, @offset + rand(@count);
+
+ set $NPC_NURSE,
+ ($NPC_NURSE & ~(BYTE_0_MASK | BYTE_1_MASK | BYTE_2_MASK)
+ | (@hlNeed << BYTE_0_SHIFT)
+ | (@vnNeed << BYTE_1_SHIFT)
+ | (@stNeed << BYTE_2_SHIFT));
+ return;
+
+L_Load_Need:
+ callsub L_Game_init_vars;
+ set @hlNeed, ($NPC_NURSE & BYTE_0_MASK) >> BYTE_0_SHIFT;
+ set @vnNeed, ($NPC_NURSE & BYTE_1_MASK) >> BYTE_1_SHIFT;
+ set @stNeed, ($NPC_NURSE & BYTE_2_MASK) >> BYTE_2_SHIFT;
+ return;
+
+L_Game_tooless:
+ mes "[Nurse]";
+ mes "\"That is nothing! So you need to put in there at least a small amount.";
+ goto L_choosePut;
+
+L_Game_toomuch:
+ mes "[Nurse]";
+ mes "\"This would be way too much for my scale. I don't want to break it.\"";
+ goto L_choosePut;
}
+
+
diff --git a/npc/009-2_Hurnscald/peter.txt b/npc/009-2_Hurnscald/peter.txt
index 1fcea250..995bfc31 100644
--- a/npc/009-2_Hurnscald/peter.txt
+++ b/npc/009-2_Hurnscald/peter.txt
@@ -3,14 +3,17 @@
009-2.gat,183,57,0 script Peter 157,{
mes "[Peter]";
- mes "\"Hello, I am Nicholas' apprentice, Peter.\"";
+ mes "\"Hello, I am Peter, apprentice to Nicholas.\"";
next;
- mes "\"I can make you some sturdy armor if you give me iron ingots to craft with and gold pieces for my efforts. What would you like me to make?\"";
+ mes "\"I can make you some sturdy armor: you must give me [Iron Ingot]s to craft with and some gold pieces for my efforts.\"";
+ next;
+ mes "[Peter]";
+ mes "\"What would you like me to make?\"";
menu
- "Chain Mail (10 coal, 5 ingots and 20000 GP)", L_Peter_Chain_Mail,
- "Light Plate (20 coal, 10 ingots and 50000 GP)", L_Peter_Light_Plate,
- "Warlord Plate (30 coal, 15 ingots and 100000 GP)", L_Peter_Warlord_Plate,
- "nevermind", -;
+ "Chain Mail (10 coal, 5 ingots and 20000 GP).", L_Peter_Chain_Mail,
+ "Light Plate (20 coal, 10 ingots and 50000 GP).", L_Peter_Light_Plate,
+ "Warlord Plate (30 coal, 15 ingots and 100000 GP).", L_Peter_Warlord_Plate,
+ "Nevermind.", -;
close;
L_Peter_Chain_Mail:
@@ -27,26 +30,28 @@ L_Peter_Chain_Mail:
close;
L_Peter_Light_Plate:
- if (zeny < 20000) goto L_Peter_NotEnough_Zeny;
+ if (zeny < 50000) goto L_Peter_NotEnough_Zeny;
if (countitem("IngotIron") < 10) goto L_Peter_NotEnough_Ingot;
if (countitem("Coal") < 20) goto L_Peter_NotEnough_Coal;
getinventorylist;
if (@inventorylist_count == 100) goto L_Peter_TooMany;
set zeny, zeny - 50000;
delitem "IngotIron", 10;
+ delitem "Coal", 20;
getitem "LightPlatemail", 1;
mes "[Peter]";
mes "\"Here you go!\"";
close;
L_Peter_Warlord_Plate:
- if (zeny < 20000) goto L_Peter_NotEnough_Zeny;
+ if (zeny < 100000) goto L_Peter_NotEnough_Zeny;
if (countitem("IngotIron") < 15) goto L_Peter_NotEnough_Ingot;
if (countitem("Coal") < 30) goto L_Peter_NotEnough_Coal;
getinventorylist;
if (@inventorylist_count == 100) goto L_Peter_TooMany;
set zeny, zeny - 100000;
delitem "IngotIron", 15;
+ delitem "Coal", 30;
getitem "WarlordPlate", 1;
mes "[Peter]";
mes "\"Here you go!\"";
@@ -64,7 +69,7 @@ L_Peter_NotEnough_Ingot:
L_Peter_NotEnough_Coal:
mes "[Peter]";
- mes "\"You don't have enough coal.\"";
+ mes "\"You don't have enough [Coal].\"";
close;
L_Peter_TooMany:
diff --git a/npc/009-2_Hurnscald/wyara.txt b/npc/009-2_Hurnscald/wyara.txt
index 256c036c..fc80798c 100644
--- a/npc/009-2_Hurnscald/wyara.txt
+++ b/npc/009-2_Hurnscald/wyara.txt
@@ -30,7 +30,7 @@
goto L_Magic_purify_once;
if (@Q_status == @STATUS_PURIFY_TWICE)
goto L_Magic_purify_done;
-
+
mes "[Wyara the witch]";
if (!Sex)
mes "\"Greetings, fair traveller! What can I do for you?\"";
@@ -71,6 +71,7 @@ L_Question:
if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel;
if (@c == @QQ_IMP) goto L_Q_imp;
if (@c == @QQ_OLDWIZ) goto L_Q_old_wizard;
+ if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul;
mes "[Wyara the Witch]";
mes "\"I fear that I can't help you with that.\"";
@@ -78,6 +79,15 @@ L_Question:
goto L_Main;
+L_Q_astralsoul:
+ mes "[Wyara the Witch]";
+ mes "\"The astral soul skill? Yes, I have heard about that. It can be taught by old and wise mages usually.\"";
+ next;
+ mes "\"You need lots of practise until you can handle the ability, and even more practises until you have the powers to teach it to someone else.\"";
+ next;
+ goto L_Main;
+
+
L_Q_old_wizard:
mes "[Wyara the Witch]";
mes "\"I don't know his name, but I do know that he has been living in the mountains since I first came here. He is a master of many schools of magic, I believe.\"";
@@ -340,7 +350,7 @@ L_Magic_purify_explained:
goto L_Magic_purify_lacking;
if (countitem("MaggotSlime") < 20)
goto L_Magic_purify_lacking;
-
+
delitem "MauveHerb", 20;
delitem "MaggotSlime", 20;
getitem "PurificationPotion", 1;
@@ -390,7 +400,7 @@ L_Magic_purify_once:
goto L_Magic_purify_lacking;
if (countitem("MaggotSlime") < 20)
goto L_Magic_purify_lacking;
-
+
delitem "MauveHerb", 20;
delitem "MaggotSlime", 20;
getitem "PurificationPotion", 1;