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Diffstat (limited to 'npc/020-2_Nivalis/baktar.txt')
-rwxr-xr-x | npc/020-2_Nivalis/baktar.txt | 388 |
1 files changed, 388 insertions, 0 deletions
diff --git a/npc/020-2_Nivalis/baktar.txt b/npc/020-2_Nivalis/baktar.txt new file mode 100755 index 00000000..410e4c33 --- /dev/null +++ b/npc/020-2_Nivalis/baktar.txt @@ -0,0 +1,388 @@ +//#========================= +//#== NPC Baktar +//# Authors: Lien, PjotrOrial +//# Review: BigCrunch, Mistakes, Jenalya +//# This NPC has two stages: +//# +//# In the first stage you need to bring 7 different items, but only one of each kind. +//# +//# In the second stage he tells you what hard life he is living. He will be very aggressive telling you some stuff. +//# He will send you to kill Scroticular. That npc will be located in the labyrinth caves. +//# (its a mob actually, to be spawned only, if the players knows his name and his location) +//# +//# variables used: +//# @QUEST_Nivalis_state: NIBBLE0, NIBBLE1, NIBBLE2, NIBBLE3: +//# BYTE0 ( == NIBBLE0 | NIBBLE1) stores in each bit information if that item was already brought. +//# bits: +//# bit 0 if you have met the npc already +//# bit 1 Desert Hat +//# bit 2 Desert Shirt +//# bit 3 Serf Hat +//# bit 4 tongue_Item +//# bit 5 eggs_Item +//# bit 6 skin_Item +//# bit 7 bugleg +//# NIBBLE2 store the progress after the item collecting stage: +//# =0 he will thank you for bringing all stuff. +//# =1 talking about his youth +//# =2 talking, you get the mission to hunt down Scroticular +//# =3 you get information where Scroticular can be found. +//# NIBBLE3 a bitmasking nibble for stage 2 again +//# bit 0 knows the name/location of the opponent +//# bit 1 killed the ugly opponent +//#========================= +020-2.gat,70,61,0 script Baktar 191,{ + set @npcname$, "[Baktar]"; + + set @Q_MASK, BYTE_0_MASK; + set @Q_SHIFT, BYTE_0_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + + set @Q_MASK2, NIBBLE_2_MASK; + set @Q_SHIFT2, NIBBLE_2_SHIFT; + set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2; + + set @Q_MASK2_BITS, NIBBLE_3_MASK; + set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT; + set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS; + + // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc. + // this is not ready yet, so do not enable that stage + // if(@Q_status == @Q_MASK) goto L_2_init; + + set @BIT_KNOWHIM, 0; + + set @BIT_DESERTHAT,1; + set @MONEY_DESERTHAT, 1500; + set @XP_DESERTHAT, 500; + + set @BIT_DESERTSHIRT,2; + set @MONEY_DESERTSHIRT, 1500; + set @XP_DESERTSHIRT, 600; + + set @BIT_SERFHAT,3; + set @MONEY_SERFHAT, 800; + set @XP_SERFHAT, 350; + + set @BIT_MS_TONGUE,4; + set @MONEY_MS_TONGUE, 800; + set @XP_MS_TONGUE, 350; + + set @BIT_MS_EGG,5; + set @MONEY_MS_EGG, 800; + set @XP_MS_EGG, 350; + + set @BIT_SNAKESKIN,6; + set @MONEY_SNAKESKIN, 800; + set @XP_SNAKESKIN, 350; + + set @BIT_BUGLEG,7; + set @MONEY_BUGLEG, 20; + set @XP_BUGLEG, 130; + + if(sex) + set @type$, "man"; + if(!sex) + set @type$, "woman"; + + if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready; + mes @npcname$; + mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \""; + menu + "Yes, I'm from Tulimshar", L_exotic, + "Well, I just like sunbathing", -, + "Good bye", -; + close; + +L_KnowAlready: + mes @npcname$; + mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; + goto L_startitem; +close; + +L_exotic: + mes @npcname$; + mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\""; + menu "I have some items on me maybe you'll like them ", L_startitem, + "Don't touch my stuff!", -, + "I'll get them. Bye.", -; + close; + +L_startitem: + setarray @exotic_item$, "", "", "", "", "", "", ""; + set @c, 0; + set @Q_status, @Q_status | (1<<@BIT_KNOWHIM); + callsub S_Update_Var; + if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt; + set @exotic_item$[@c], "a Desert Hat ?"; + set @menuid[@c], 0; + set @c, @c + 1; + +L_DesertShirt: + if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat; + set @exotic_item$[@c], "a Desert Shirt ?"; + set @menuid[@c], 1; + set @c, @c + 1; + +L_SerfHat: + if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue; + set @exotic_item$[@c], "a Serf Hat ?"; + set @menuid[@c], 2; + set @c, @c + 1; + +L_tongue: + if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg; + set @exotic_item$[@c], "a Mountain Snake Tongue ?"; + set @menuid[@c], 3; + set @c, @c + 1; + +L_egg: + if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; + set @exotic_item$[@c], "a Mountain Snake Egg?"; + set @menuid[@c], 4; + set @c, @c + 1; + +L_Skin: + if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg; + set @exotic_item$[@c], "a Snake Skin?"; + set @menuid[@c], 5; + set @c, @c + 1; + +L_bugleg: + if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind; + set @exotic_item$[@c], "a Bug Leg?"; + set @menuid[@c], 6; + set @c, @c + 1; + +L_NeverMind: + set @exotic_item$[@c], "Nevermind"; + set @menuid[@c], 6; +//menu for the item + menu + @exotic_item$[0], -, + @exotic_item$[1], -, + @exotic_item$[2], -, + @exotic_item$[3], -, + @exotic_item$[4], -, + @exotic_item$[5], -, + @exotic_item$[6], -; + + set @menu, @menu -1; + + if (@menuid[@menu] == 0) goto L_DesertHat_Item; + if (@menuid[@menu] == 1) goto L_DesertShirt_Item; + if (@menuid[@menu] == 2) goto L_SerfHat_Item; + if (@menuid[@menu] == 3) goto L_tongue_Item; + if (@menuid[@menu] == 4) goto L_egg_Item; + if (@menuid[@menu] == 5) goto L_skin_Item; + if (@menuid[@menu] == 6) goto L_BugLegItem; +//if Never mind + mes @npcname$; + mes "\"Ok, goodbye then.\""; + close; +L_DesertHat_Item: + if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready; + if (countitem("DesertHat") < 1) goto L_Noitem; + delitem "DesertHat", 1; + set zeny, zeny + @MONEY_DESERTHAT; + getexp @XP_DESERTHAT,0; + set @Q_status, @Q_status | (1<<@BIT_DESERTHAT); + callsub S_Update_Var; + close; +L_DesertShirt_Item: + if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready; + if (countitem("DesertShirt") < 1) goto L_Noitem; + delitem "DesertShirt", 1; + set zeny, zeny + @MONEY_DESERTSHIRT; + getexp @XP_DESERTSHIRT,0; + set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT); + callsub S_Update_Var; + close; +L_SerfHat_Item: + if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready; + if (countitem("SerfHat") < 1) goto L_Noitem; + delitem "SerfHat", 1; + set zeny, zeny + @MONEY_SERFHAT; + getexp @XP_SERFHAT,0; + set @Q_status, @Q_status | (1<<@BIT_SERFHAT); + callsub S_Update_Var; + close; +L_tongue_Item: + if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready; + if (countitem("MountainSnakeTongue") < 1) goto L_Noitem; + delitem "MountainSnakeTongue", 1; + set zeny, zeny + @MONEY_MS_TONGUE; + getexp @XP_MS_TONGUE,0; + set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE); + callsub S_Update_Var; +close; +L_egg_Item: + if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready; + if (countitem("MountainSnakeEgg") < 1) goto L_Noitem; + delitem "MountainSnakeEgg", 1; + set zeny, zeny + @MONEY_MS_EGG; + getexp @XP_MS_EGG,0; + set @Q_status, @Q_status | (1<<@BIT_MS_EGG); + callsub S_Update_Var; +close; +L_skin_Item: + if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready; + if (countitem("SnakeSkin") < 1) goto L_Noitem; + delitem "SnakeSkin", 1; + set zeny, zeny + @MONEY_SNAKESKIN; + getexp @XP_SNAKESKIN,0; + set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN); + callsub S_Update_Var; +close; +L_BugLegItem: + if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready; + if (countitem("BugLeg") < 1) goto L_Noitem; + delitem "BugLeg", 1; + set zeny, zeny + @MONEY_BUGLEG; + getexp @XP_BUGLEG,0; + set @Q_status, @Q_status | (1<<@BIT_BUGLEG); + callsub S_Update_Var; +close; + +L_Noitem: + mes @npcname$; + mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; + close; + +L_havealready: + mes @npcname$; + mes "\"I already collected what you can offer me.\""; + close; + +S_Update_Var: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; + + + +//# The following stage is completely cutoff the first. +//# So there is no linking between the upper and lower part, except for one goto at the very beginning +// + +L_2_init: + +//# NIBBLE3 a bitmasking nibble for stage 2 again +//# bit 0 knows the name of the opponent +//# bit 1 killed the ugly opponent + set @BIT_KNOWS_NAME, 0; + set @BIT_KILLED_HIM, 1; + + if (@Q_status2 == 1) goto L_2_talk1; + if (@Q_status2 == 2) goto L_2_talk2; + if (@Q_status2 == 3) goto L_2_talk3; + if (@Q_status2 == 4) goto L_2_talk4; + // fall through @Q_status2==0: + // need to thank for bringing all stuff. + mes @npcname$; + 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$; + mes "\"In my childhood I was called a packrat, because I collected old cans.\""; + next; + mes "\"But everybody does collect things right?\""; + next; + mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\""; + next; + mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\""; + next; + mes "He picks in his nose"; + next; + mes @npcname$; + mes "\"Ok erm, talk to you later.\""; + next; + mes "\"Ok.\""; + set @Q_status2, 2; + callsub S_Update_Var2; + close; + +L_2_talk2: + mes @npcname$; + mes "\"Could you do me a favor? This ugly guy, who always attacked me....\""; + next; + mes "\"*sob*\""; + next; + mes "\"I was always bullied by him. You know in the early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier."; + next; + mes "\"Or another day he was the chieftain and I was the redskin.\""; + next; + mes "\"but to tell you the truth, HE was ALWAYS the one who directed me.\""; + next; + mes "\"I DO NOT LIKE THAT!\""; + next; + mes "\"I WANT TO BE THE LEADER!\""; + next; + mes "\"STOP HIM DOING NASTY THINGS\""; + next; + mes "\"I WANT YOU TO KILL THAT BASTARD!!\""; + set @Q_status2, 3; + callsub S_Update_Var2; + close; + +L_2_talk3: + menu "Ok, I am a professional in doing such things", L_2_professional, + "Hey do you really mean it? ", L_2_professional, + "You calmed down again?", -, + "Oh a packrat! By the way, is that trash over there yours?", L_2_name, + "Nevermind", -; + mes @npcname$; + 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$; + mes "\"What is your name again?\""; + + menu "I am sorry for the joke... Please forgive me", -, + "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -; + mes @npcname$; + mes "\"Alright, I see. Ok maybe I really need to calm down. Please let 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)); + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK2_BITS) + | (@Q_status2_bits << @Q_SHIFT2_BITS)); + return; +} + |