diff options
Diffstat (limited to 'npc/new_19-1-woodland-village')
-rw-r--r-- | npc/new_19-1-woodland-village/jack.txt | 504 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/milly.txt | 50 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/old_man.txt | 68 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/old_woman.txt | 112 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/sabine.txt | 52 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/soul-menhir.txt | 16 |
6 files changed, 401 insertions, 401 deletions
diff --git a/npc/new_19-1-woodland-village/jack.txt b/npc/new_19-1-woodland-village/jack.txt index 05524dfb..721c4cce 100644 --- a/npc/new_19-1-woodland-village/jack.txt +++ b/npc/new_19-1-woodland-village/jack.txt @@ -1,252 +1,252 @@ -//#################################################################################
-//# #
-//# This script file contains the npc scripts for two quests: #
-//# #
-//# Quest1: Obtaining a Forest bow #
-//# Needed: About 20 Raw logs, 5000gp, some chatting and running #
-//# Reward: Forest bow #
-//# #
-//# Quest2: Obtaining a Wooden shield #
-//# Needed: 40 Raw logs, 5000gp #
-//# Reward: Wooden shield and 2500exp #
-//# #
-//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 #
-//#################################################################################
-
-// Lumberjack
-new_19-1.gat,40,45,0 script Jack 141, {
- set @RAWLOG, 569;
- set @RAWLOGS_AMOUNT, 40;
- set @WOODENSHIELD, 602;
- set @SHIELD_COST, 5000;
- set @QUEST_SHIELD_EXP, 2500;
-
- set @Q_Forestbow_MASK, NIBBLE_0_MASK;
- set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;
-
- set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
- set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;
-
- set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
- set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
-
- if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
- if (@Q_Woodenshield == 2) goto L_Shield_state_2;
- if (@Q_Woodenshield == 1) goto L_Shield_state_1;
- if (@Q_Forestbow > 1) goto L_Bow_state_2;
-
- mes "[Jack Lumber]";
- mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\"";
- next;
- if (Inspector == 1) callsub S_NohMask_Ask;
- if (@Q_Forestbow < 1) close;
-
- menu
- "I heard you aren't delivering any more living wood. Why that?", -;
-
- mes "[Jack Lumber]";
- mes "\"Why not?! I value my life, that's why!.\"";
-
- next;
- menu
- "What do you mean?", -;
-
- mes "[Jack Lumber]";
- mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\"";
-
- next;
- menu
- "What happened? ", -;
-
- mes "[Jack Lumber]";
- mes "\"You'll think I am insane when I tell you.\"";
-
- next;
- menu
- "I won't. I promise.", -;
-
- mes "[Jack Lumber]";
- mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
- next;
- menu
- "Did you run away?", -,
- "Did you fight it?", -;
-
- mes "[Jack Lumber]";
- mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\"";
-
- next;
- menu
- "So you beat the monster? Then why are you so scared?", -;
-
- mes "[Jack Lumber]";
- mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\"";
-
- next;
- menu
- "Did you fight them, too? ", -;
-
- mes "[Jack Lumber]";
- mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as i could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
-
- next;
- menu
- "So you aren't chopping down trees anymore?", -;
-
- mes "[Jack Lumber]";
- mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But i won't go there ever again.\"";
-
- next;
- menu
- "Southwest you say? OK, thank you.", -;
-
- set @Q_Forestbow, 2;
- callsub S_Update_Mask;
-
- close;
-
-L_Bow_state_2:
- // Bow state 4: The player has found a perfect piece of wood.
- if (@Q_Forestbow > 3) goto L_Bow_state_4;
-
- mes "\"Good luck hunting those tree monsters - you will need it.\"";
- if (Inspector == 1) goto L_NohMask_Ask;
- close;
-
-L_Bow_state_4:
- mes "[Jack Lumber]";
- mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\"";
-
- next;
- menu
- "I couldn't afford the bow, though...", L_Shield_state_0,
- "No, I'm still looking.", L_Bow_state_4_reaffirm,
- "Yes, I've got the Forest bow now.", -,
- "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
-
- // Check if the player tells the truth (continue on in any case)
- if (@Q_Forestbow > 4) goto L_Shield_state_0;
-
- mes "[Jack Lumber]";
- mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
-
- next;
- goto L_Shield_state_0;
-
-L_Bow_state_4_reaffirm:
- mes "[Jack Lumber]";
- mes "\"You should go talk to Alan again.\"";
- close;
-
-L_Shield_state_0:
- set @Q_Woodenshield, 1;
- callsub S_Update_Mask;
-
- if (Sex == 0) set @child_of_jack$, "daughter";
- if (Sex == 1) set @child_of_jack$, "son";
-
- mes "[Jack Lumber]";
- mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\"";
- next;
- goto L_Shield_state_1;
-
-L_Shield_state_1:
- mes "[Jack Lumber]";
- mes "\"I have an idea. What would you say about a new shield?\"";
- next;
-
- if (Inspector == 1)
- menu
- "No thanks.", L_End,
- "Yes, please!", -,
- "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
- if (Inspector != 1)
- menu
- "No thanks.", L_End,
- "Yes, please!", -;
-
- mes "[Jack Lumber]";
- mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
- next;
-
- set @Q_Woodenshield, 2;
- callsub S_Update_Mask;
- close;
-
-L_End:
- close;
-
-L_Shield_state_2:
- mes "[Jack Lumber]";
- mes "\"Let's see if you have enough of everything.\"";
- next;
-
- if (countitem(@RAWLOG) < @RAWLOGS_AMOUNT) goto L_Not_enough_logs;
- if (zeny < @SHIELD_COST) goto L_Not_enough_money;
-
- delitem @RAWLOG, @RAWLOGS_AMOUNT;
- set zeny, zeny - @SHIELD_COST;
- getexp @QUEST_SHIELD_EXP, 0;
- getitem @WOODENSHIELD, 1;
-
- set @Q_Woodenshield, 3;
- callsub S_Update_Mask;
- mes "[Jack Lumber]";
- mes "\"Have a seat.\"";
- mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch.";
- mes "Applying some strong-smelling liquid, he tans them in darker hues.";
- next;
-
- mes "[Jack Lumber]";
- mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell.";
- next;
-
- mes "[Jack Lumber]";
- mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
- mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
- next;
-
- mes "[Jack Lumber]";
- mes "Finally, he hands the shield to you.";
- mes "\"Enjoy your new shield!\"";
- mes "[" + @QUEST_SHIELD_EXP + " experience points]";
- next;
- goto L_End;
-
-L_Not_enough_logs:
- mes "[Jack Lumber]";
- mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
- close;
-
-L_Not_enough_money:
- mes "[Jack Lumber]";
- mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\"";
- close;
-
-L_Shield_state_3:
- mes "[Jack Lumber]";
- mes "\"I hope that my shield will serve you well!\"";
- if (Inspector == 1)
- menu
- "Me too.", -,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- close;
-
-L_NohMask_Ask:
- menu
- "I'll keep that in mind.", -,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- return;
-
-L_NohMask_Answer:
- mes "[Jack Lumber]";
- mes "\"Sorry, no.\"";
- close;
-
-S_Update_Mask:
- set QUEST_Forestbow_state,
- (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK))
- | (@Q_Forestbow << @Q_Forestbow_SHIFT)
- | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
- return;
-}
+//################################################################################# +//# # +//# This script file contains the npc scripts for two quests: # +//# # +//# Quest1: Obtaining a Forest bow # +//# Needed: About 20 Raw logs, 5000gp, some chatting and running # +//# Reward: Forest bow # +//# # +//# Quest2: Obtaining a Wooden shield # +//# Needed: 40 Raw logs, 5000gp # +//# Reward: Wooden shield and 2500exp # +//# # +//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 # +//################################################################################# + +// Lumberjack +new_19-1.gat,40,45,0 script Jack 141, { + set @RAWLOG, 569; + set @RAWLOGS_AMOUNT, 40; + set @WOODENSHIELD, 602; + set @SHIELD_COST, 5000; + set @QUEST_SHIELD_EXP, 2500; + + set @Q_Forestbow_MASK, NIBBLE_0_MASK; + set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT; + + set @Q_Woodenshield_MASK, NIBBLE_1_MASK; + set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT; + + set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT); + set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT); + + if (@Q_Woodenshield >= 3) goto L_Shield_state_3; + if (@Q_Woodenshield == 2) goto L_Shield_state_2; + if (@Q_Woodenshield == 1) goto L_Shield_state_1; + if (@Q_Forestbow > 1) goto L_Bow_state_2; + + mes "[Jack Lumber]"; + mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\""; + next; + if (Inspector == 1) callsub S_NohMask_Ask; + if (@Q_Forestbow < 1) close; + + menu + "I heard you aren't delivering any more living wood. Why that?", -; + + mes "[Jack Lumber]"; + mes "\"Why not?! I value my life, that's why!.\""; + + next; + menu + "What do you mean?", -; + + mes "[Jack Lumber]"; + mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\""; + + next; + menu + "What happened? ", -; + + mes "[Jack Lumber]"; + mes "\"You'll think I am insane when I tell you.\""; + + next; + menu + "I won't. I promise.", -; + + mes "[Jack Lumber]"; + mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\""; + next; + menu + "Did you run away?", -, + "Did you fight it?", -; + + mes "[Jack Lumber]"; + mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\""; + + next; + menu + "So you beat the monster? Then why are you so scared?", -; + + mes "[Jack Lumber]"; + mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\""; + + next; + menu + "Did you fight them, too? ", -; + + mes "[Jack Lumber]"; + mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as i could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\""; + + next; + menu + "So you aren't chopping down trees anymore?", -; + + mes "[Jack Lumber]"; + mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But i won't go there ever again.\""; + + next; + menu + "Southwest you say? OK, thank you.", -; + + set @Q_Forestbow, 2; + callsub S_Update_Mask; + + close; + +L_Bow_state_2: + // Bow state 4: The player has found a perfect piece of wood. + if (@Q_Forestbow > 3) goto L_Bow_state_4; + + mes "\"Good luck hunting those tree monsters - you will need it.\""; + if (Inspector == 1) goto L_NohMask_Ask; + close; + +L_Bow_state_4: + mes "[Jack Lumber]"; + mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\""; + + next; + menu + "I couldn't afford the bow, though...", L_Shield_state_0, + "No, I'm still looking.", L_Bow_state_4_reaffirm, + "Yes, I've got the Forest bow now.", -, + "I'm a melee warrior, I don't need bows.", L_Shield_state_0; + + // Check if the player tells the truth (continue on in any case) + if (@Q_Forestbow > 4) goto L_Shield_state_0; + + mes "[Jack Lumber]"; + mes "\"Hrmph. I'm someone who respects those speaking the truth.\""; + + next; + goto L_Shield_state_0; + +L_Bow_state_4_reaffirm: + mes "[Jack Lumber]"; + mes "\"You should go talk to Alan again.\""; + close; + +L_Shield_state_0: + set @Q_Woodenshield, 1; + callsub S_Update_Mask; + + if (Sex == 0) set @child_of_jack$, "daughter"; + if (Sex == 1) set @child_of_jack$, "son"; + + mes "[Jack Lumber]"; + mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\""; + next; + goto L_Shield_state_1; + +L_Shield_state_1: + mes "[Jack Lumber]"; + mes "\"I have an idea. What would you say about a new shield?\""; + next; + + if (Inspector == 1) + menu + "No thanks.", L_End, + "Yes, please!", -, + "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer; + if (Inspector != 1) + menu + "No thanks.", L_End, + "Yes, please!", -; + + mes "[Jack Lumber]"; + mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\""; + next; + + set @Q_Woodenshield, 2; + callsub S_Update_Mask; + close; + +L_End: + close; + +L_Shield_state_2: + mes "[Jack Lumber]"; + mes "\"Let's see if you have enough of everything.\""; + next; + + if (countitem(@RAWLOG) < @RAWLOGS_AMOUNT) goto L_Not_enough_logs; + if (zeny < @SHIELD_COST) goto L_Not_enough_money; + + delitem @RAWLOG, @RAWLOGS_AMOUNT; + set zeny, zeny - @SHIELD_COST; + getexp @QUEST_SHIELD_EXP, 0; + getitem @WOODENSHIELD, 1; + + set @Q_Woodenshield, 3; + callsub S_Update_Mask; + mes "[Jack Lumber]"; + mes "\"Have a seat.\""; + mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch."; + mes "Applying some strong-smelling liquid, he tans them in darker hues."; + next; + + mes "[Jack Lumber]"; + mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell."; + next; + + mes "[Jack Lumber]"; + mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together."; + mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments."; + next; + + mes "[Jack Lumber]"; + mes "Finally, he hands the shield to you."; + mes "\"Enjoy your new shield!\""; + mes "[" + @QUEST_SHIELD_EXP + " experience points]"; + next; + goto L_End; + +L_Not_enough_logs: + mes "[Jack Lumber]"; + mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\""; + close; + +L_Not_enough_money: + mes "[Jack Lumber]"; + mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\""; + close; + +L_Shield_state_3: + mes "[Jack Lumber]"; + mes "\"I hope that my shield will serve you well!\""; + if (Inspector == 1) + menu + "Me too.", -, + "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; + close; + +L_NohMask_Ask: + menu + "I'll keep that in mind.", -, + "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; + return; + +L_NohMask_Answer: + mes "[Jack Lumber]"; + mes "\"Sorry, no.\""; + close; + +S_Update_Mask: + set QUEST_Forestbow_state, + (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) + | (@Q_Forestbow << @Q_Forestbow_SHIFT) + | (@Q_Woodenshield << @Q_Woodenshield_SHIFT); + return; +} diff --git a/npc/new_19-1-woodland-village/milly.txt b/npc/new_19-1-woodland-village/milly.txt index 35f5fda6..b8bf7460 100644 --- a/npc/new_19-1-woodland-village/milly.txt +++ b/npc/new_19-1-woodland-village/milly.txt @@ -1,25 +1,25 @@ -new_19-1.gat,81,41,0 script Milly 114, {
- mes "[Milly]";
- mes "\"Hello.\"";
- next;
- if (Inspector == 1) goto L_NohMask;
- close;
-
-L_NohMask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Strange,
- "Do you know anything about the recent robberies?", L_NohMask_Robbery,
- "Yes, it is.", -;
- close;
-
-L_NohMask_Strange:
- mes "[Milly]";
- mes "\"I haven't seen anything strange.\"";
- close;
-
-L_NohMask_Robbery:
- mes "[Milly]";
- mes "\"No, sorry.\"";
- close;
-}
-
+new_19-1.gat,81,41,0 script Milly 114, { + mes "[Milly]"; + mes "\"Hello.\""; + next; + if (Inspector == 1) goto L_NohMask; + close; + +L_NohMask: + menu + "Have you seen anything strange lately?", L_NohMask_Strange, + "Do you know anything about the recent robberies?", L_NohMask_Robbery, + "Yes, it is.", -; + close; + +L_NohMask_Strange: + mes "[Milly]"; + mes "\"I haven't seen anything strange.\""; + close; + +L_NohMask_Robbery: + mes "[Milly]"; + mes "\"No, sorry.\""; + close; +} + diff --git a/npc/new_19-1-woodland-village/old_man.txt b/npc/new_19-1-woodland-village/old_man.txt index 0d6d1562..55812260 100644 --- a/npc/new_19-1-woodland-village/old_man.txt +++ b/npc/new_19-1-woodland-village/old_man.txt @@ -1,34 +1,34 @@ -// Old man
-
-new_19-1.gat,85,51,0 script Old Man 159,{
- mes "[Old Man]";
- mes "\"Don't let those monsters get to you.\"";
- next;
- if (Inspector == 1) goto L_NohMask_Ask;
- if (Inspector == 6) goto L_NohMask_Accuse;
- close;
-
-L_NohMask_Ask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Ask_Nothing,
- "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing,
- "I won't, thank you.", -;
- close;
-
-L_NohMask_Ask_Nothing:
- mes "[Old Man]";
- mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\"";
- close;
-
-L_NohMask_Accuse:
- menu
- "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond,
- "I won't, thank you.", -;
- close;
-
-L_NohMask_Accuse_Respond:
- mes "[Old Man]";
- mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\"";
- set Inspector, 7;
- close;
-}
+// Old man + +new_19-1.gat,85,51,0 script Old Man 159,{ + mes "[Old Man]"; + mes "\"Don't let those monsters get to you.\""; + next; + if (Inspector == 1) goto L_NohMask_Ask; + if (Inspector == 6) goto L_NohMask_Accuse; + close; + +L_NohMask_Ask: + menu + "Have you seen anything strange lately?", L_NohMask_Ask_Nothing, + "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing, + "I won't, thank you.", -; + close; + +L_NohMask_Ask_Nothing: + mes "[Old Man]"; + mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\""; + close; + +L_NohMask_Accuse: + menu + "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond, + "I won't, thank you.", -; + close; + +L_NohMask_Accuse_Respond: + mes "[Old Man]"; + mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\""; + set Inspector, 7; + close; +} diff --git a/npc/new_19-1-woodland-village/old_woman.txt b/npc/new_19-1-woodland-village/old_woman.txt index b4879340..c94fe63f 100644 --- a/npc/new_19-1-woodland-village/old_woman.txt +++ b/npc/new_19-1-woodland-village/old_woman.txt @@ -1,56 +1,56 @@ -// Old woman
-
-new_19-1.gat,29,43,0 script Old Woman 154,{
- mes "[Old Woman]";
- mes "\"Hello deary.\"";
- next;
- if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask;
- close;
-
-L_NohMask:
- if (Inspector == 7) goto L_NohMask_Alibi;
- callfunc "ProcessEquip";
- if (@torsoC == cDarkBlue && @legsC == cDarkBlue) goto L_NohMask_Fake;
- if (Inspector >= 3 && Inspector <= 6) close;
-
- menu
- "Have you seen anything strange lately?", L_NohMask_FirstAsk,
- "Do you know anything about the recent robberies?", L_NohMask_FirstAsk,
- "Hello", -;
- close;
-
-L_NohMask_FirstAsk:
- mes "[Old Woman]";
- mes "\"Yes, but I'm only talking to the inspector himself!\"";
- if (Inspector == 1) set Inspector, 2;
- close;
-
-L_NohMask_Alibi:
- menu
- "Was your husband with you at home all night the last night that the troupe was in town?", -;
-
- mes "[Old Woman]";
- mes "\"Yes, we were both at home all night.\"";
- set Inspector, 8;
- close;
-
-L_NohMask_Fake:
- if (Inspector == 9) goto L_NohMask_Fake_Satchel;
- if (Inspector >= 3 && Inspector <= 6) got L_NohMask_Filler;
-
- mes "[Old Woman]";
- mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\"";
- set Inspector, 3;
- close;
-
-L_NohMask_Filler:
- mes "[Old Woman]";
- mes "\"I hope you castch that naughty person!\"";
- close;
-
-L_NohMask_Fake_Satchel:
- mes "[Old Woman]";
- mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\"";
- set Inspector, 10;
- close;
-}
+// Old woman + +new_19-1.gat,29,43,0 script Old Woman 154,{ + mes "[Old Woman]"; + mes "\"Hello deary.\""; + next; + if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask; + close; + +L_NohMask: + if (Inspector == 7) goto L_NohMask_Alibi; + callfunc "ProcessEquip"; + if (@torsoC == cDarkBlue && @legsC == cDarkBlue) goto L_NohMask_Fake; + if (Inspector >= 3 && Inspector <= 6) close; + + menu + "Have you seen anything strange lately?", L_NohMask_FirstAsk, + "Do you know anything about the recent robberies?", L_NohMask_FirstAsk, + "Hello", -; + close; + +L_NohMask_FirstAsk: + mes "[Old Woman]"; + mes "\"Yes, but I'm only talking to the inspector himself!\""; + if (Inspector == 1) set Inspector, 2; + close; + +L_NohMask_Alibi: + menu + "Was your husband with you at home all night the last night that the troupe was in town?", -; + + mes "[Old Woman]"; + mes "\"Yes, we were both at home all night.\""; + set Inspector, 8; + close; + +L_NohMask_Fake: + if (Inspector == 9) goto L_NohMask_Fake_Satchel; + if (Inspector >= 3 && Inspector <= 6) got L_NohMask_Filler; + + mes "[Old Woman]"; + mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\""; + set Inspector, 3; + close; + +L_NohMask_Filler: + mes "[Old Woman]"; + mes "\"I hope you castch that naughty person!\""; + close; + +L_NohMask_Fake_Satchel: + mes "[Old Woman]"; + mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\""; + set Inspector, 10; + close; +} diff --git a/npc/new_19-1-woodland-village/sabine.txt b/npc/new_19-1-woodland-village/sabine.txt index f30bded2..e45ae7a8 100644 --- a/npc/new_19-1-woodland-village/sabine.txt +++ b/npc/new_19-1-woodland-village/sabine.txt @@ -1,26 +1,26 @@ -// Girl sitting on bench
-
-new_19-1.gat,89,27,0 script Sabine 106,{
- mes "[Sabine]";
- mes "\"Isn't this place pretty? I love hanging out here!\"";
- next;
- if (Inspector == 1) goto L_NohMask;
- close;
-
-L_NohMask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Strange,
- "Do you know anything about the recent robberies?", L_NohMask_Robbery,
- "Yes, it is.", -;
- close;
-
-L_NohMask_Strange:
- mes "[Sabine]";
- mes "\"I haven't seen anything strange.\"";
- close;
-
-L_NohMask_Robbery:
- mes "[Sabine]";
- mes "\"No, sorry.\"";
- close;
-}
+// Girl sitting on bench + +new_19-1.gat,89,27,0 script Sabine 106,{ + mes "[Sabine]"; + mes "\"Isn't this place pretty? I love hanging out here!\""; + next; + if (Inspector == 1) goto L_NohMask; + close; + +L_NohMask: + menu + "Have you seen anything strange lately?", L_NohMask_Strange, + "Do you know anything about the recent robberies?", L_NohMask_Robbery, + "Yes, it is.", -; + close; + +L_NohMask_Strange: + mes "[Sabine]"; + mes "\"I haven't seen anything strange.\""; + close; + +L_NohMask_Robbery: + mes "[Sabine]"; + mes "\"No, sorry.\""; + close; +} diff --git a/npc/new_19-1-woodland-village/soul-menhir.txt b/npc/new_19-1-woodland-village/soul-menhir.txt index 1943cae4..152f05be 100644 --- a/npc/new_19-1-woodland-village/soul-menhir.txt +++ b/npc/new_19-1-woodland-village/soul-menhir.txt @@ -1,8 +1,8 @@ -new_19-1.gat,53,40,0 script Soul Menhir 144, {
- set @map$, "new_19-1.gat";
- set @x, 53;
- set @y, 41;
- callfunc "SoulMenhir";
-}
-
-
+new_19-1.gat,53,40,0 script Soul Menhir 144, { + set @map$, "new_19-1.gat"; + set @x, 53; + set @y, 41; + callfunc "SoulMenhir"; +} + + |