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author | Jessica Tölke <jtoelke@mail.upb.de> | 2011-10-14 15:22:43 +0200 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2011-10-14 16:35:08 +0200 |
commit | a5cc84660484054451ab8c912ec6fc4652eac1a0 (patch) | |
tree | a60b55aa8bdf8b654e2d0c2889464a685c950f04 /world/map/npc/027-2/husband.txt | |
parent | 196973261680a938b082e195c7d62cbb33e24216 (diff) | |
download | serverdata-a5cc84660484054451ab8c912ec6fc4652eac1a0.tar.gz serverdata-a5cc84660484054451ab8c912ec6fc4652eac1a0.tar.bz2 serverdata-a5cc84660484054451ab8c912ec6fc4652eac1a0.tar.xz serverdata-a5cc84660484054451ab8c912ec6fc4652eac1a0.zip |
Some clean-up in gy inn npcs:
Setting all locally used temporary player variables to zero before closing.
Replacing baselevel with BaseLevel, zeny with Zeny and hp with Hp.
Diffstat (limited to 'world/map/npc/027-2/husband.txt')
-rw-r--r-- | world/map/npc/027-2/husband.txt | 59 |
1 files changed, 42 insertions, 17 deletions
diff --git a/world/map/npc/027-2/husband.txt b/world/map/npc/027-2/husband.txt index 333470d1..72adb3bc 100644 --- a/world/map/npc/027-2/husband.txt +++ b/world/map/npc/027-2/husband.txt @@ -1,6 +1,6 @@ // author: Jenalya // love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez -// state 0: if baselevel >= 85, he asks for something to cool the drinks (ice cubes) +// state 0: if BaseLevel >= 85, he asks for something to cool the drinks (ice cubes) // state 1: can be asked about the ring. needs @ICE_CUBE_AMOUNT ice cubes, then asks for bones and skulls. // state 2: wants @BONE_AMOUNT and @SKULL_AMOUNT bones and skulls // state 3: can be asked about the ring. needs @woman > 5 to be asked about savaric, tells, if crying child quest is completed @@ -26,6 +26,12 @@ set @kidstate, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Kid_MASK) >> @Graveyard_Inn_Kid_SHIFT); + set @Graveyard_Inn_Golbenez_MASK, NIBBLE_4_MASK; + set @Graveyard_Inn_Golbenez_SHIFT, NIBBLE_4_SHIFT; + + set @golbanez, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golbenez_MASK) >> @Graveyard_Inn_Golbenez_SHIFT); + + set @minLevel, 85; set @ICE_CUBE_AMOUNT, 100; set @ICE_CUBE_EXP, 75000; set @BONE_AMOUNT, 100; @@ -43,7 +49,7 @@ mes "[Pale Man]"; mes "\"Hello, I hope you're enjoying your time in Reid's Inn. My name is Hamond, and I'm running this inn together with my beautiful wife Reid. If there is anything I can do for you, please let me know.\""; - if (baselevel < 85) + if (BaseLevel < @minLevel) goto L_Close; next; menu @@ -74,7 +80,7 @@ set @state, 1; callsub S_Update_Mask; - close; + goto L_Close; L_Ice_Cube: mes "[Hamond]"; @@ -96,7 +102,7 @@ L_Ice_Cube: "Maybe this never melting Ice Cube?", L_Check_Ice, "I'm still searching.", L_Close; mes "\"You didn't? Too bad.\""; - close; + goto L_Close; L_Check_Ice: if (countitem("IceCube") < @ICE_CUBE_AMOUNT) @@ -133,7 +139,7 @@ L_Check_Ice: mes "\"I know, this is a bit strange - I'm still getting used to being dead. But a patron's wish is a patron's wish!\""; next; mes "\"Can you bring me a huge amount of bones and skulls? This way I can fulfill that peculiar wish and make another patron very happy!\""; - close; + goto L_Close; L_Check_Bones: mes "[Hamond]"; @@ -170,7 +176,7 @@ L_Brought_Bones: "You're welcome.",-; mes "[Hamond]"; mes "\"Please make yourself at home.\""; - close; + goto L_Close; L_Savaric: mes "Hamond's face turns into an ugly grimace."; @@ -204,20 +210,20 @@ L_Jealousy: mes "\"Ah, this is annoying.\""; set @state, 4; callsub S_Update_Mask; - close; + goto L_Close; L_Man: mes "[Hamond]"; mes "\"You're a man - I think you would understand what is happening to me.\""; mes "\"But, to be honest, I think I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\""; - close; + goto L_Close; L_Woman: mes "[Hamond]"; mes "\"Hrm - I don't think you'll understand. It is a problem between men.\""; next; mes "\"And, to be honest, I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\""; - close; + goto L_Close; L_Ring: mes "[Hamond]"; @@ -228,7 +234,7 @@ L_Ring: mes "\"Anyway, I remember you could easily find one of these in a lot of small shops in town. I am pretty sure that whoever lost it won't bother coming all the way back to get it.\""; set @kidstate, 5; callsub S_Update_Mask_Kid; - close; + goto L_Close; L_News: mes "[Hamond]"; @@ -262,12 +268,12 @@ L_News: mes "\"" + strcharinfo(0) + "! Can you help me once more? Please get " + @RUBY_AMOUNT + " Rubies and bring them to her as a symbol of my love and my remorse.\""; set @state, 5; callsub S_Update_Mask; - close; + goto L_Close; L_Waiting: mes "[Hamond]"; mes "\"Did you bring Reid the " + @RUBY_AMOUNT + " Rubies?\""; - close; + goto L_Close; L_Apologize: mes "[Hamond]"; @@ -286,31 +292,50 @@ L_Apologize: getitem "BowlerHatBrown", 1; set @state, 7; callsub S_Update_Mask; - close; + goto L_Close; L_Thanks: mes "[Hamond]"; mes "\"Good to see you, my friend! The inn is running well and I'm getting used to being dead.\""; - close; + goto L_Close; L_Not_Enough_B: if (countitem("Bone") < @BONE_AMOUNT) mes "\"I need more Bones than you have with you right now.\""; if (countitem("Skull") < @SKULL_AMOUNT) mes "\"Maybe you should come back with more Skulls than you have now. I don't think it is enough.\""; - close; + goto L_Close; L_Not_Enough_Cubes: mes "[Hamond]"; mes "\"Yes, they look good! But I think I need more of them. Maybe " + @ICE_CUBE_AMOUNT + "?\""; - close; + goto L_Close; L_Full_Inv: mes "[Hamond]"; mes "\"You have a really full backpack, haven't you? Come back when you have some room in there.\""; - close; + goto L_Close; L_Close: + set @Graveyard_Inn_MASK, 0; + set @Graveyard_Inn_SHIFT, 0; + set @state, 0; + set @Graveyard_Inn_Woman_MASK, 0; + set @Graveyard_Inn_Woman_SHIFT, 0; + set @woman, 0; + set @Graveyard_Inn_Kid_MASK, 0; + set @Graveyard_Inn_Kid_SHIFT, 0; + set @Graveyard_Inn_Golbenez_MASK, 0; + set @Graveyard_Inn_Golbenez_SHIFT, 0; + set @golbanez, 0; + set @kidstate, 0; + set @minLevel, 0; + set @ICE_CUBE_AMOUNT, 0; + set @ICE_CUBE_EXP, 0; + set @BONE_AMOUNT, 0; + set @SKULL_AMOUNT, 0; + set @BONE_EXP, 0; + set @RUBY_AMOUNT, 0; close; S_Update_Mask_Kid: |