summaryrefslogtreecommitdiff
path: root/world/map/npc/020-2/baktar.txt
diff options
context:
space:
mode:
authorwushin <pasekei@gmail.com>2014-04-16 13:09:51 -0500
committerwushin <pasekei@gmail.com>2014-04-16 13:09:51 -0500
commite04e9eb0065caa6adf12ef36efbd3c5a3c5c3652 (patch)
treec57506b8665c9acc305bc6c85064bb4a7ab1fbc5 /world/map/npc/020-2/baktar.txt
parent566297bd2b1467cf23e88bb2c0ad210b7d5a2ffa (diff)
parentc84e27e10b0f6ed56ae0ee1b0ec4fe7e9d0fd507 (diff)
downloadserverdata-e04e9eb0065caa6adf12ef36efbd3c5a3c5c3652.tar.gz
serverdata-e04e9eb0065caa6adf12ef36efbd3c5a3c5c3652.tar.bz2
serverdata-e04e9eb0065caa6adf12ef36efbd3c5a3c5c3652.tar.xz
serverdata-e04e9eb0065caa6adf12ef36efbd3c5a3c5c3652.zip
Merge pull request #79 from wushin/Tile-Fixes-Map-Travelv2014.4.16
Tile map fixes sprite travel
Diffstat (limited to 'world/map/npc/020-2/baktar.txt')
-rw-r--r--world/map/npc/020-2/baktar.txt135
1 files changed, 3 insertions, 132 deletions
diff --git a/world/map/npc/020-2/baktar.txt b/world/map/npc/020-2/baktar.txt
index d47a6fe5..9a54694b 100644
--- a/world/map/npc/020-2/baktar.txt
+++ b/world/map/npc/020-2/baktar.txt
@@ -47,10 +47,6 @@
set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT;
set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS;
- // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc.
- // this is not ready yet, so do not enable that stage
- // if(@Q_status == @Q_MASK) goto L_2_init;
-
set @BIT_KNOWHIM, 0;
set @BIT_DESERTHAT,1;
@@ -268,137 +264,12 @@ L_havealready:
mes "\"I already collected what you can offer me.\"";
close;
-S_Update_Var:
- set QUEST_Nivalis_state,
- (QUEST_Nivalis_state & ~(@Q_MASK)
- | (@Q_status << @Q_SHIFT));
- return;
-
-//# The following stage is completely cutoff the first.
-//# So there is no linking between the upper and lower part, except for one goto at the very beginning
-//
-
-L_2_init:
-
-//# NIBBLE3 a bitmasking nibble for stage 2 again
-//# bit 0 knows the name of the opponent
-//# bit 1 killed the ugly opponent
- set @BIT_KNOWS_NAME, 0;
- set @BIT_KILLED_HIM, 1;
-
- if (@Q_status2 == 1) goto L_2_talk1;
- if (@Q_status2 == 2) goto L_2_talk2;
- if (@Q_status2 == 3) goto L_2_talk3;
- // fall through @Q_status2==0:
- // need to thank for bringing all stuff.
- mes @npcname$;
- mes "\"Thanks a lot for bringing me all this nice stuff!\"";
- next;
- mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\"";
- next;
- mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\"";
- next;
- mes "\"So thank you for bringing me that stuff for my desert collection\"";
- next;
- mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\"";
- next;
- set @Q_status2, 1;
- callsub S_Update_Var2;
- close;
-
-L_2_talk1:
- mes @npcname$;
- mes "\"In my childhood I was called a packrat, because I collected old cans.\"";
- next;
- mes "\"But everybody does collect things right?\"";
- next;
- mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\"";
- next;
- mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\"";
- next;
- mes "He picks his nose";
- next;
- mes @npcname$;
- mes "\"Ok erm, talk to you later.\"";
- next;
- mes "\"Ok.\"";
- set @Q_status2, 2;
- callsub S_Update_Var2;
- close;
-
-L_2_talk2:
- mes @npcname$;
- mes "\"Could you do me a favor? This ugly guy, who always attacked me....\"";
- next;
- mes "\"*sob*\"";
- next;
- mes "\"I was always bullied by him. You know in early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier.";
- next;
- mes "\"Or another day he was the chieftain and I was the redskin.\"";
- next;
- mes "\"But to tell you the truth, HE was ALWAYS the one who directed me.\"";
- next;
- mes "\"I DO NOT LIKE THAT!\"";
- next;
- mes "\"I WANT TO BE THE LEADER!\"";
- next;
- mes "\"STOP HIM DOING NASTY THINGS\"";
- next;
- mes "\"I WANT YOU TO KILL THAT BASTARD!!\"";
- set @Q_status2, 3;
- callsub S_Update_Var2;
- close;
-
-L_2_talk3:
- menu
- "Ok, I am a professional in doing such things", L_2_professional,
- "Hey do you really mean it? ", L_2_professional,
- "You calmed down again?", L_Close,
- "Oh a packrat! By the way, is that trash over there yours?", L_2_name,
- "Nevermind", L_Close;
-
L_Close:
- mes @npcname$;
- mes "\"Get out of my way, prank!\"";
close;
-L_2_professional:
- mes @npcname$;
- mes "\"What are you talking about?\"";
- goto L_2_talk3;
-
-L_2_name:
- mes @npcname$;
- mes "\"ONE DAY I WILL GET A HUGE REVENGE!\"";
- next;
- mes "\"AND I MEAN IT!\"";
- next;
- mes "\"You see I am a dangerous killer. Last week I killed five slimes and a pinkie!\"";
- next;
- mes "He takes out a piece of paper... mumbling";
- mes "\"Ok Scroticular first, and then ...\"";
- set @Q_status2, 4;
- set @Q_status2_bits, @Q_status2_bits | (1<<@BIT_KNOWS_NAME);
- callsub S_Update_Var2;
-
- mes @npcname$;
- mes "\"What is your name again?\"";
-
- menu
- "I am sorry for the joke... Please forgive me", L_Next,
- "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", L_Next;
-
-L_Next:
- mes @npcname$;
- mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\"";
- close;
-
-S_Update_Var2:
- set QUEST_Nivalis_state,
- (QUEST_Nivalis_state & ~(@Q_MASK2)
- | (@Q_status2 << @Q_SHIFT2));
+S_Update_Var:
set QUEST_Nivalis_state,
- (QUEST_Nivalis_state & ~(@Q_MASK2_BITS)
- | (@Q_status2_bits << @Q_SHIFT2_BITS));
+ (QUEST_Nivalis_state & ~(@Q_MASK)
+ | (@Q_status << @Q_SHIFT));
return;
}