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authorJessica Tölke <jtoelke@mail.upb.de>2011-02-10 23:46:20 +0100
committerJessica Tölke <jtoelke@mail.upb.de>2011-02-10 23:46:20 +0100
commit5957a40b55d18bfaedc3470744a2ba1def565806 (patch)
tree8b51651d2dfeadf30cfe648f506e2a58715b1fc8 /npc/027-2_Caretakers_House
parent14fd99a9d7c2665d7b42361c3b68e4ede0e278b0 (diff)
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gy inn: adding some more dialogue in various npcs
Diffstat (limited to 'npc/027-2_Caretakers_House')
-rw-r--r--npc/027-2_Caretakers_House/_import.txt2
-rw-r--r--npc/027-2_Caretakers_House/cerhan.txt32
-rwxr-xr-xnpc/027-2_Caretakers_House/testnpcs.txt115
-rw-r--r--npc/027-2_Caretakers_House/werewolf.txt97
4 files changed, 137 insertions, 109 deletions
diff --git a/npc/027-2_Caretakers_House/_import.txt b/npc/027-2_Caretakers_House/_import.txt
index bdea4bf2..6b2cf46d 100644
--- a/npc/027-2_Caretakers_House/_import.txt
+++ b/npc/027-2_Caretakers_House/_import.txt
@@ -4,6 +4,7 @@ npc: npc/027-2_Caretakers_House/_warps.txt
npc: npc/027-2_Caretakers_House/alacrius.txt
//npc: npc/027-2_Caretakers_House/alacrius2.txt
npc: npc/027-2_Caretakers_House/caretaker.txt
+npc: npc/027-2_Caretakers_House/cerhan.txt
npc: npc/027-2_Caretakers_House/evil_guard.txt
npc: npc/027-2_Caretakers_House/diary.txt
npc: npc/027-2_Caretakers_House/door.txt
@@ -14,3 +15,4 @@ npc: npc/027-2_Caretakers_House/innkeeper.txt
npc: npc/027-2_Caretakers_House/crying_child.txt
npc: npc/027-2_Caretakers_House/lover.txt
npc: npc/027-2_Caretakers_House/testnpcs.txt
+npc: npc/027-2_Caretakers_House/werewolf.txt
diff --git a/npc/027-2_Caretakers_House/cerhan.txt b/npc/027-2_Caretakers_House/cerhan.txt
new file mode 100644
index 00000000..33ee7895
--- /dev/null
+++ b/npc/027-2_Caretakers_House/cerhan.txt
@@ -0,0 +1,32 @@
+027-2.gat,70,77,0 script Cerhan 311,{
+ mes "[Cerhan]";
+ mes "\"Ah, hello! It is good to see another normal human at this strange place!\"";
+ next;
+ menu
+ "That's true. What are you doing here?",L_Story,
+ "Yes, this place is really strange. I'm going to have another look around.",-;
+ close;
+
+L_Story:
+ mes "[Cerhan]";
+ mes "\"I came from Thermin, a town in Kazei area.\"";
+ next;
+ mes "\"I'm an experienced weapon master and thinking about establishing a smithy here. But I'll need some more equipment.\"";
+ next;
+ if (countitem("MylarinDust") > 0)
+ menu
+ "Do you know something about 'Mylarin Dust'?", L_Mylarin,
+ "Good luck with that.",-;
+ mes "[Cerhan]";
+ mes "\"If you are interested in weapons and armor, you may want to come back later.\"";
+ close;
+
+L_Mylarin:
+ mes "[Cerhan]";
+ mes "\"Mylarin dust?! Where did you get that? That's amazing!\"";
+ next;
+ mes "\"I can craft you an amazing strong armor with that - uhm, well, I first need to set up my smithy here.\"";
+ next;
+ mes "\"Please come back, when I'm ready with that. Mylarin dust... amazing.\"";
+ close;
+}
diff --git a/npc/027-2_Caretakers_House/testnpcs.txt b/npc/027-2_Caretakers_House/testnpcs.txt
index 2389d0d4..b30c08a9 100755
--- a/npc/027-2_Caretakers_House/testnpcs.txt
+++ b/npc/027-2_Caretakers_House/testnpcs.txt
@@ -1,22 +1,3 @@
-// Temporary placing of all non shop npcs
-// A proper break down of files will need to be done later
-
-// drunk lover: quest,
-// werewolf: gambling,
-// chef's helper: simple dialog,
-// horn mage: golbenez,
-// drunker: simple dialog,
-// barman: crafting related,
-// swordguy: weapon master,
-// ghost from dead drunk: simple dialog,
-// crying child: I don't know,
-// Innkeeper's ghost: quest,
-// evil guard: simple dialog,
-// hangman: quest,
-// headless: quest or simple dialog,
-// lightman: quest,
-
-
027-2.gat,80,34,0 script Drunk Lover 303,{
mes "You see a man and a woman holding each other very tight.";
next;
@@ -28,91 +9,6 @@
close;
}
-027-2.gat,118,23,0 script Werewolf 305,{
- set @Graveyard_Inn_MASK, NIBBLE_5_MASK;
- set @Graveyard_Inn_SHIFT, NIBBLE_5_SHIFT;
-
- set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT);
-
- set @ANIMALBONES_AMOUNT, 30;
- set @ANIMALBONES_EXP, 75000;
-
- if (@state > 1) goto L_Happy;
- if (@state == 1) goto L_Bones;
-
- mes "[Werewolf]";
- mes "\"What a nice place here, isn't it?\"";
- next;
- mes "\"Just the stuff they call 'food' in here is awful, bah.\"";
- if (baselevel < 80) goto L_Close;
- next;
- mes "\"I like bones from big animals, the best would be with some raw flesh at it. But only the bones are fine too.\"";
- next;
- mes "\"Can you bring me " + @ANIMALBONES_AMOUNT + " of them?\"";
- set @state, 1;
- callsub S_Update_Mask;
- close;
-
-L_Bones:
- mes "[Werewolf]";
- mes "\"Do you have " + @ANIMALBONES_AMOUNT + " bones of an animal for me?\"";
- next;
- if ((countitem("Bone") > 0) && (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT))
- menu
- "Yes, here they are.",L_Bring,
- "What about this normal bone?",L_Human,
- "Not yet.",L_Close;
- if (countitem("Bone") > 0)
- menu
- "What about this normal bone?",L_Human,
- "Not yet.",L_Close;
- if (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT)
- menu
- "Yes, here they are.",L_Bring,
- "Not yet.",L_Close;
- menu
- "Not yet.",-;
- close;
-
-L_Bring:
- if (countitem("AnimalBones") < @ANIMALBONES_AMOUNT)
- goto L_Not_Enough;
- delitem "AnimalBones", @ANIMALBONES_AMOUNT;
- getexp @ANIMALBONES_EXP, 0;
- mes "[Werewolf]";
- mes "\"Ah! Wonderful! Thank you.\"";
- set @state, 2;
- callsub S_Update_Mask;
- close;
-
-L_Human:
- mes "[Werewolf]";
- mes "\"What?! That's a humans bone! I don't eat humans. That brings only trouble.\"";
- next;
- mes "\"Beside of that I heard, they taste is bad.\"";
- close;
-
-L_Not_Enough:
- mes "[Werewolf]";
- mes "\"Are you trying to kid me? I do can count.\"";
- close;
-
-L_Happy:
- mes "You see the werewolf happily crunching the bones you brought him.";
- mes "[Werewolf]";
- mes "\"Delicious. Thanks again.\"";
- close;
-
-L_Close:
- close;
-
-S_Update_Mask:
- set QUEST_Graveyard_Inn,
- (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK))
- | (@state << @Graveyard_Inn_SHIFT);
- return;
-}
-
027-2.gat,110,30,0 script Debug 305,{
set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK;
set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT;
@@ -206,7 +102,12 @@ S_Update_Mask_Woman:
}
027-2.gat,75,29,0 script Archibald 306,{
- end;
+// the broken grammar is intentional
+ mes "[Archibald]";
+ mes "\"Me need to prepare the food. Me helping the chef cook.\"";
+ next;
+ mes "\"Person doesn't disturb me when me is making the food\"";
+ close;
}
027-2.gat,77,40,0 script Drunker 308,{
@@ -238,10 +139,6 @@ L_3:
end;
}
-027-2.gat,70,77,0 script Cerhan 311,{
- end;
-}
-
027-2.gat,110,23,0 script Ghost Drunker 312,{
mes "[Ghost Drunker]";
mes "\"Ohh... My head is killing me! I have to stop "
diff --git a/npc/027-2_Caretakers_House/werewolf.txt b/npc/027-2_Caretakers_House/werewolf.txt
new file mode 100644
index 00000000..ffde29d9
--- /dev/null
+++ b/npc/027-2_Caretakers_House/werewolf.txt
@@ -0,0 +1,97 @@
+027-2.gat,118,23,0 script Werewolf 305,{
+ set @Graveyard_Inn_MASK, NIBBLE_5_MASK;
+ set @Graveyard_Inn_SHIFT, NIBBLE_5_SHIFT;
+
+ set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT);
+
+ set @ANIMALBONES_AMOUNT, 30;
+ set @ANIMALBONES_EXP, 75000;
+
+ if (@state > 1) goto L_Happy;
+ if (@state == 1) goto L_Bones;
+
+ mes "[Werewolf]";
+ mes "\"What a nice place here, isn't it?\"";
+ next;
+ mes "\"Just the stuff they call 'food' in here is awful, bah.\"";
+ if (baselevel < 80) goto L_Close;
+ next;
+ mes "\"I like bones from big animals, the best would be with some raw flesh at it. But only the bones are fine too.\"";
+ next;
+ mes "\"Can you bring me " + @ANIMALBONES_AMOUNT + " of them?\"";
+ set @state, 1;
+ callsub S_Update_Mask;
+ close;
+
+L_Bones:
+ mes "[Werewolf]";
+ mes "\"Do you have " + @ANIMALBONES_AMOUNT + " bones of an animal for me?\"";
+ next;
+ if ((countitem("Bone") > 0) && (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT))
+ menu
+ "Yes, here they are.",L_Bring,
+ "What about this normal bone?",L_Human,
+ "Not yet.",L_Close;
+ if (countitem("Bone") > 0)
+ menu
+ "What about this normal bone?",L_Human,
+ "Not yet.",L_Close;
+ if (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT)
+ menu
+ "Yes, here they are.",L_Bring,
+ "Not yet.",L_Close;
+ menu
+ "Not yet.",-;
+ close;
+
+L_Bring:
+ if (countitem("AnimalBones") < @ANIMALBONES_AMOUNT)
+ goto L_Not_Enough;
+ delitem "AnimalBones", @ANIMALBONES_AMOUNT;
+ getexp @ANIMALBONES_EXP, 0;
+ mes "[Werewolf]";
+ mes "\"Ah! Wonderful! Thank you.\"";
+ set @state, 2;
+ callsub S_Update_Mask;
+ close;
+
+L_Human:
+ mes "[Werewolf]";
+ mes "\"What?! That's a humans bone! I don't eat humans. That brings only trouble.\"";
+ next;
+ mes "\"Beside of that I heard, they taste is bad.\"";
+ close;
+
+L_Not_Enough:
+ mes "[Werewolf]";
+ mes "\"Are you trying to kid me? I do can count.\"";
+ close;
+
+L_Happy:
+ mes "You see the werewolf happily crunching the bones you brought him.";
+ mes "[Werewolf]";
+ mes "\"Delicious. Thanks again.\"";
+ next;
+ mes "\"By the way... would you be interested in a little round of black jack?\"";
+ mes "He pulls a card game out of his pocket.";
+ next;
+ mes "[Werewolf]";
+ mes "\"You will need TODO: how much? GP.\"";
+ menu
+ "Sure, why not?",L_Game,
+ "No, thanks.",-;
+ close;
+
+L_Game:
+//TODO: add
+ close;
+
+L_Close:
+ close;
+
+S_Update_Mask:
+ set QUEST_Graveyard_Inn,
+ (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK))
+ | (@state << @Graveyard_Inn_SHIFT);
+ return;
+}