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author | wushin <pasekei@gmail.com> | 2014-04-11 14:32:22 -0500 |
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committer | wushin <pasekei@gmail.com> | 2014-04-15 20:26:28 -0500 |
commit | 47f790759ea3ea56d31e000bc3f3b7f142ee802d (patch) | |
tree | 369dc32bddb447076c5cf9298f6624366aa03ce2 /world/map/npc/020-2/baktar.txt | |
parent | 6e9543af67c5e027269bfc32e9c6f36111f3832a (diff) | |
download | serverdata-47f790759ea3ea56d31e000bc3f3b7f142ee802d.tar.gz serverdata-47f790759ea3ea56d31e000bc3f3b7f142ee802d.tar.bz2 serverdata-47f790759ea3ea56d31e000bc3f3b7f142ee802d.tar.xz serverdata-47f790759ea3ea56d31e000bc3f3b7f142ee802d.zip |
Npcs remaining script fixes
Npcs changed for travel
Npcs changed for new maps
Npcs changed for basic crypts
Diffstat (limited to 'world/map/npc/020-2/baktar.txt')
-rw-r--r-- | world/map/npc/020-2/baktar.txt | 135 |
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; } |