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-rw-r--r--npc/009-4/orum.txt20
-rw-r--r--npc/027-2_Caretakers_House/_import.txt3
-rw-r--r--npc/027-2_Caretakers_House/crying_child.txt8
-rw-r--r--npc/027-2_Caretakers_House/golbenez.txt (renamed from npc/027-2_Caretakers_House/golbanez.txt)144
-rw-r--r--npc/027-2_Caretakers_House/headless_man.txt197
-rw-r--r--npc/027-2_Caretakers_House/husband.txt10
-rw-r--r--npc/027-2_Caretakers_House/lover.txt36
-rwxr-xr-xnpc/027-2_Caretakers_House/testnpcs.txt3
8 files changed, 308 insertions, 113 deletions
diff --git a/npc/009-4/orum.txt b/npc/009-4/orum.txt
index 6c2681f8..9857aa80 100644
--- a/npc/009-4/orum.txt
+++ b/npc/009-4/orum.txt
@@ -144,10 +144,10 @@ L_Start_Quest:
mes "He pulls a crumpled piece of paper from his pocket, smooths it out and writes a list on it before handing it to you..";
next;
- mes "" + @B0_WISPPOWDER + " Wisp Powders,";
- mes "" + @B0_POLTERGEISTPOWDER + " Poltergeist Powders,";
- mes "" + @B0_SPECTREPOWDER + " Spectre Powders,";
- mes "" + @B0_HARDSPIKES + " Hard Spikes";
+ mes "" + @B0_WISPPOWDER + " [Wisp Powder]s,";
+ mes "" + @B0_POLTERGEISTPOWDER + " [Poltergeist Powder]s,";
+ mes "" + @B0_SPECTREPOWDER + " [Spectre Powder]s,";
+ mes "" + @B0_HARDSPIKES + " [Hard Spike]s";
next;
menu
@@ -197,10 +197,10 @@ L_List_Materials:
mes "He scavenges around in his pocket for another piece of paper then writes a new list..";
next;
- mes @B0_WISPPOWDER + " Wisp Powders,";
- mes @B0_POLTERGEISTPOWDER + " Poltergeist Powders,";
- mes @B0_SPECTREPOWDER + " Spectre Powders,";
- mes @B0_HARDSPIKES + " Hard Spikes";
+ mes @B0_WISPPOWDER + " [Wisp Powder]s,";
+ mes @B0_POLTERGEISTPOWDER + " [Poltergeist Powder]s,";
+ mes @B0_SPECTREPOWDER + " [Spectre Powder]s,";
+ mes @B0_HARDSPIKES + " [Hard Spike]s";
next;
mes "[Orum]";
@@ -427,7 +427,7 @@ L_Gather_More:
mes @BT_PILESOFASH + " Piles of Sand or Ash,";
mes @BT_HERBS + " Gamboge Herbs,";
mes @BT_HERBS + " Alizarin Herbs,";
- mes @BT_HERBS + " Cobalt herbs";
+ mes @BT_HERBS + " Cobalt Herbs";
next;
menu
@@ -466,7 +466,7 @@ L_List_Materials_More:
mes @BT_PILESOFASH + " Piles of Sand or Ash,";
mes @BT_HERBS + " Gamboge Herbs,";
mes @BT_HERBS + " Alizarin Herbs,";
- mes @BT_HERBS + " Cobalt herbs";
+ mes @BT_HERBS + " Cobalt Herbs";
next;
mes "[Orum]";
diff --git a/npc/027-2_Caretakers_House/_import.txt b/npc/027-2_Caretakers_House/_import.txt
index 6b2cf46d..2c6a658b 100644
--- a/npc/027-2_Caretakers_House/_import.txt
+++ b/npc/027-2_Caretakers_House/_import.txt
@@ -8,8 +8,9 @@ npc: npc/027-2_Caretakers_House/cerhan.txt
npc: npc/027-2_Caretakers_House/evil_guard.txt
npc: npc/027-2_Caretakers_House/diary.txt
npc: npc/027-2_Caretakers_House/door.txt
-npc: npc/027-2_Caretakers_House/golbanez.txt
+npc: npc/027-2_Caretakers_House/golbenez.txt
npc: npc/027-2_Caretakers_House/gy_inn_shops.txt
+//npc: npc/027-2_Caretakers_House/headless_man.txt
npc: npc/027-2_Caretakers_House/husband.txt
npc: npc/027-2_Caretakers_House/innkeeper.txt
npc: npc/027-2_Caretakers_House/crying_child.txt
diff --git a/npc/027-2_Caretakers_House/crying_child.txt b/npc/027-2_Caretakers_House/crying_child.txt
index c9cc0e87..82a842b8 100644
--- a/npc/027-2_Caretakers_House/crying_child.txt
+++ b/npc/027-2_Caretakers_House/crying_child.txt
@@ -39,7 +39,7 @@ L_intro:
next;
mes "\"*Sniffle*\"";
next;
- mes "You bend your knees near the child, trying to gain his confidence and ask why he is crying. But looking close, you feel surprised to see that his skin color is an awful cadaveric grey...";
+ mes "You bend your knees near the child, trying to gain his confidence and ask why he is crying. But looking close, you are surprised to see that his skin color is an awful cadaveric grey...";
menu
"Calm down kid, what happened?",-,
"Leave the kid alone",L_close;
@@ -47,7 +47,7 @@ L_intro:
mes "\"Oh, what? Who are you "+@madamsir$+", what are you doing here?\"";
next;
menu
- "My name is "+strcharinfo(0)+", I heard you cry and decided to ask if you need help.",-;
+ "My name is "+strcharinfo(0)+". I heard you cry and decided to ask if you need help.",-;
mes "The child looks at you from head to toe and say: \"" +@madamsir$+ ", aren't you scared of me?\"";
next;
menu
@@ -86,7 +86,7 @@ L_intro:
L_return:
mes "[Aldred]";
- mes "\"Please, help me " +@madamsir$+ ". If you find the beetle I think things can be a little better between me and my parents\"";
+ mes "\"Please, help me " +@madamsir$+ ". If you find the beetle I think things can be a little better between me and my parents.\"";
close;
@@ -117,7 +117,7 @@ L_return2:
menu
"Don't worry, you don't need to give me anything...",-;
mes "[Aldred]";
- mes "\"Are you serious? That is why you are so great! But hey, I have an idea. What if you talk to my parents about this item? If it is not important or valuable, I don't think it would be a problem to let you keep it. And I really want to know If they are acting all weird because I lost it. Would you do this for me?\"";
+ mes "\"Are you serious? That is why you are so great! But hey, I have an idea. What if you talk to my parents about this item? If it is not important or valuable, I don't think it would be a problem to let you keep it. And I really want to know if they are acting all weird because I lost it. Would you do this for me?\"";
next;
menu
"Sounds interesting... But who are your parents?",-,
diff --git a/npc/027-2_Caretakers_House/golbanez.txt b/npc/027-2_Caretakers_House/golbenez.txt
index 980afcf6..decc0794 100644
--- a/npc/027-2_Caretakers_House/golbanez.txt
+++ b/npc/027-2_Caretakers_House/golbenez.txt
@@ -46,14 +46,14 @@
if (@state == 2) goto L_Reid;
if (@state == 1) goto L_Back;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"How do you like my place of leisure, mortal?\"";
menu
"What is this place? Why is it full of dead people?",-,
"You look different here. Nice horns.",L_Horns,
"I'm enjoying myself, thanks for asking.",L_Close;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Mortal, this is way over your head. Don't worry about that and enjoy your time.\"";
if (@lover < 2)
@@ -61,21 +61,21 @@
menu
"I want to know. Try me.",-;
- mes "Golbanez takes a piercing look at you.";
- mes "[Golbanez]";
+ mes "Golbenez takes a piercing look at you.";
+ mes "[Golbenez]";
mes "\"Fine.\"";
next;
mes "\"This place was a usual inn many many of your years ago. I found it by chance and it became one of my favorite playgrounds ever.\"";
next;
- mes "Golbanez laughs in a way which really gives you the creeps.";
+ mes "Golbenez laughs in a way which really gives you the creeps.";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Unfortunately - it got destroyed. So I took the memories of the dead and recreated this place.\"";
menu
"What do you mean by 'playground?'",-,
"Recreated? What do you mean by that?",-;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"As I said, you don't understand. You start to bore me. Leave.\"";
set @state, 1;
@@ -86,23 +86,23 @@
L_Back:
if (@lover >= 3)
goto L_Memory;
- mes "Golbanez decides to ignore your presence.";
+ mes "Golbenez decides to ignore your presence.";
close;
L_Memory:
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Mortal, you're back. Are you going to bore me with other stupid questions?\"";
menu
"I want to know what happened in the inn before it was destroyed.",-,
"Nevermind.",L_Close;
if ((@woman >= 7) && (@lover >= 3) && (@husband >= 4))
goto L_Detective;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"I was watching you playing detective. It is amusing. Play it a little longer and I may show you some of the memories from that time.\"";
close;
L_Detective:
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Watching you digging in this dirty little love story of those foolish humans has certainly been amusing so far.\"";
next;
mes "\"I can show you all their memories. Would you like that?\"";
@@ -112,21 +112,21 @@ L_Detective:
"No!",-,
"That's too expensive. Make another offer.",-,
"My soul?!",-;
- mes "Golbanez giggles, which looks strange on such an intimidating being as he is.";
- mes "[Golbanez]";
+ mes "Golbenez giggles, which looks strange on such an intimidating being as he is.";
+ mes "[Golbenez]";
mes "\"You should have seen your face. Really, mortals can be so funny.\"";
next;
- mes "\"Ok, I'll show you the birdbrained womans memories if you bring me " + @ROTTENRAGS_AMOUNT + " rotten rags. And an orange cake.\"";
+ mes "\"Ok, I'll show you the birdbrained womans memories if you bring me " + @ROTTENRAGS_AMOUNT + " [Rotten Rags]. And an [Orange Cake].\"";
set @state, 2;
callsub S_Update_Mask;
close;
L_Reid:
- mes "[Golbanez]";
- mes "\"So, do you have the " + @ROTTENRAGS_AMOUNT + " rotten rags I want?\"";
+ mes "[Golbenez]";
+ mes "\"So, do you have the " + @ROTTENRAGS_AMOUNT + " [Rotten Rags] I want?\"";
if (countitem("RottenRags") < @ROTTENRAGS_AMOUNT)
menu
- "What do you need that for?",L_Why_Stuff,
+ "What do you need them for?",L_Why_Stuff,
"I'm working on that.",L_Close;
menu
"Here you go.",-,
@@ -139,10 +139,10 @@ L_Reid:
delitem "OrangeCake", 1;
getexp @ROTTENRAGS_EXP, 0;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Very nice. I will show you the womans memories of that night. Come closer.\"";
next;
- mes "\"You're hesitating but then take a step towards Golbanez. He grabs your head with his claw-like fingers.\"";
+ mes "\"You're hesitating but then take a step towards Golbenez. He grabs your head with his claw-like fingers.\"";
next;
callsub S_Reidsmem;
set @state, 3;
@@ -151,17 +151,17 @@ L_Reid:
"Can I see it again?",-,
"Wow, that was interesting.",-,
"Why do you collect such personal memories?",-;
- mes "Golbanez takes an amused look at you.";
+ mes "Golbenez takes an amused look at you.";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"I'll explain the deal to you. Once you have paid for a memory, you can come and see it again as often as you like. And I collect whatever memory I want to. Mortals can be very amusing.\"";
next;
- mes "\"I have more memories you might want to see. Bring me "+ @UNDEADEAR_AMOUNT + " undead ears. And a chocolate cake.\"";
+ mes "\"I have more memories you might want to see. Bring me "+ @UNDEADEAR_AMOUNT + " [Undead Ear]s. And a [Chocolate Cake].\"";
close;
L_Hamond:
- mes "[Golbanez]";
- mes "\"Ah, mortal. Do you have the " + @UNDEADEAR_AMOUNT + " undead ears I want?\"";
+ mes "[Golbenez]";
+ mes "\"Ah, mortal. Do you have the " + @UNDEADEAR_AMOUNT + " [Undead Ear]s I want?\"";
if (countitem("UndeadEar") < @UNDEADEAR_AMOUNT)
menu
"I want to see Reids memory again.",L_R_Again,
@@ -178,24 +178,24 @@ L_Hamond:
delitem "UndeadEar", @UNDEADEAR_AMOUNT;
delitem "ChocolateCake", 1;
getexp @UNDEADEAR_EXP, 0;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Good. I'll show you the memories of the dumb husband now. Come to me.\"";
next;
- mes "You step closer to Golbanez and he holds your head again.";
+ mes "You step closer to Golbenez and he holds your head again.";
callsub S_Hamondsmem;
set @state, 4;
callsub S_Update_Mask;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "It's really interesting how illogical humans behave.";
next;
mes "\"And how predictable they are. I can see in your eyes that you want to know how this drama went on.\"";
next;
- mes "\"Bring me " + @UNDEADEYE_AMOUNT + " undead eyes and an apple cake.\"";
+ mes "\"Bring me " + @UNDEADEYE_AMOUNT + " [Undead Eye]s and an [Apple Cake].\"";
close;
L_Savaric:
- mes "[Golbanez]";
- mes "\"I hope you bring me the " + @UNDEADEYE_AMOUNT + " undead eyes I want.\"";
+ mes "[Golbenez]";
+ mes "\"I hope you are bringing me the " + @UNDEADEYE_AMOUNT + " [Undead Eye]s I want.\"";
if (countitem("UndeadEye") < @UNDEADEYE_AMOUNT)
menu
"I want to see Reids memory again.",L_R_Again,
@@ -214,26 +214,26 @@ L_Savaric:
delitem "UndeadEye", @UNDEADEYE_AMOUNT;
delitem "AppleCake", 1;
getexp @UNDEADEYE_EXP, 0;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Very Good. Now I'll show you the pitiful mages memory.\"";
next;
mes "He holds your head and everything grows black again.";
callsub S_Savaricsmem;
set @state, 5;
callsub S_Update_Mask;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Humans can be so amusing!\"";
menu
"YOU CRUEL MONSTER!",-,
"I agree. What a bunch of idiots.",-;
- mes "Golbanez smiles";
- mes "[Golbanez]";
+ mes "Golbenez smiles";
+ mes "[Golbenez]";
mes "\"Oh, thank you.\"";
close;
L_All:
if (@lover == 6) goto L_Negotiate;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Did you come back to see the memories again?\"";
menu
"I want to see Reids memory again.",L_R_Again,
@@ -243,8 +243,8 @@ L_All:
close;
L_Negotiate:
- mes "Golbanez eyes are glowing greedily";
- mes "[Golbanez]";
+ mes "Golbenez eyes are glowing greedily";
+ mes "[Golbenez]";
mes "\"Did you come back to see the memories again? Or are you going to offer me another deal?\"";
menu
"I want Savarics soul back.",-,
@@ -253,7 +253,7 @@ L_Negotiate:
"I want to see Savarics memory again.",L_S_Again,
"Nevermind.",L_Close;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Savarics soul, yes. It is a pretty nice soul, you know. From a mage... no, even better... from a loving mage. It is valuable.\"";
next;
mes "\"Why do you think it would be easy to get it back? Do you have anything of equal worth to offer?\"";
@@ -263,14 +263,14 @@ L_Negotiate:
"I'm not sure. What do you want?",-,
"No.",L_Close;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Bring me a soul of at least equal power as the mages one. I don't care where you get it.\"";
set @state, 6;
callsub S_Update_Mask;
close;
L_Soul:
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"So, did you get a soul for me?\"";
L_Soul_Try:
if (countitem("JackOSoul") < 1)
@@ -284,13 +284,13 @@ L_Soul_Try:
delitem "JackOSoul", 1;
set @soul, rand(50);
if (@soul == 0) goto L_Soul_Success;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"No, this one isn't as powerful as the mage one. Bring me another one of them.\"";
goto L_Soul_Try;
L_Soul_Success:
- mes "Golbanez suddenly gets excited.";
- mes "[Golbanez]";
+ mes "Golbenez suddenly gets excited.";
+ mes "[Golbenez]";
mes "\"Yes! This one is full of energy.\"";
next;
mes "\"So be it, mortal. I'll release Savarics soul in exchange for this one.\"";
@@ -299,19 +299,19 @@ L_Soul_Success:
close;
L_Done:
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"I hope you enjoyed your little detective game. I certainly did.\"";
close;
L_Cake:
- mes "Golbanez laughs.";
- mes "[Golbanez]";
+ mes "Golbenez laughs.";
+ mes "[Golbenez]";
mes "\"That's why I like you - also you're a human, you have a nice sense of humor.\"";
close;
L_S_Again:
callsub S_Savaricsmem;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"What a fool he was, even for a human.\"";
close;
@@ -322,29 +322,29 @@ L_R_Again:
L_H_Again:
callsub S_Hamondsmem;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Humans can be so stupid, can't they?\"";
close;
L_Horns:
- mes "Golbanez bursts out with laughter.";
+ mes "Golbenez bursts out with laughter.";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Mortals! They never stop surprising me.\"";
close;
L_Why_Stuff:
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"That is not your concern.\"";
close;
L_Betray:
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"I'm warning you, mortal. Don't try to betray me!\"";
close;
L_No_Cake:
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Fool! You forgot my cake!\"";
close;
@@ -352,7 +352,7 @@ L_Close:
close;
S_Reidsmem:
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"I'll send her memories into your brain now. Don't collapse or do something similarly foolish.\"";
next;
mes "Everything turns black. Then, slowly, you see something. You're standing outside and watch an alive-looking Hamond ride away on a carriage drawn by a mouboo.\"";
@@ -395,16 +395,16 @@ S_Reidsmem:
next;
mes "Reids feelings are like a firestorm and it's hard for you to concentrate on what is happening.";
next;
- mes "Savaric touches her body and - you suddenly stand in front of Golbanez again, wobbling around and then fall to the ground.";
+ mes "Savaric touches her body and - you suddenly stand in front of Golbenez again, wobbling around and then fall to the ground.";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"I told you not to collapse!\"";
next;
mes "\"It seems Reids feelings were too strong for you to stand against it.\"";
next;
- mes "Golbanez grins.";
+ mes "Golbenez grins.";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"But I guess you can imagine what followed.\"";
next;
return;
@@ -467,7 +467,7 @@ S_Hamondsmem:
mes "[Hamond]";
mes "\"What did I do? Reid... How could I ever hurt you?\"";
next;
- mes "Your sight turns black and with your next blink you're standing in front of Golbanez again.";
+ mes "Your sight turns black and with your next blink you're standing in front of Golbenez again.";
next;
return;
@@ -496,9 +496,9 @@ S_Savaricsmem:
next;
mes "Savaric seems to be ready with his magic ingredients and takes what he mixed together. You feel raising power inside of you. The moment you think you can't stand it anymore, the tension disappears and a purple light fills the room for a moment.";
next;
- mes "Golbanez is standing in front of you";
+ mes "Golbenez is standing in front of you";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Mortal! It was very rude of you to force me to this place with that spell - are you aware of the power you are playing around with?!\"";
next;
mes "Fear is rising inside of you, but also excitement and a feeling of power.";
@@ -510,43 +510,43 @@ S_Savaricsmem:
mes "[Savaric]";
mes "\"Tell me your charge.\"";
next;
- mes "Golbanez' behavior changes immediately and he suddenly seems much friendlier.";
+ mes "Golbenez' behavior changes immediately and he suddenly seems much friendlier.";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Ah, you're offering me a deal. That's something else. Let me see. I can free her from all pain and anything or anyone causing her trouble.\"";
next;
mes "You feel Savarics heart pounding.";
mes "[Savaric]";
mes "\"Yes. That's what I want. I want her to be safe from any harm.\"";
next;
- mes "Golbanez' face turns into a smile.";
- mes "[Golbanez]";
+ mes "Golbenez' face turns into a smile.";
+ mes "[Golbenez]";
mes "\"This requires some effort. It will have a remarkable price. I want your soul in exchange.\"";
next;
mes "The feeling of power disappears and is replaced with uncertainty.";
mes "[Savaric]";
mes "\"My - soul? Can't it be something else?\"";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"Think about what you get! This woman will never feel any harm again!\"";
next;
mes "Savarics hesitation vanishes.";
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"So be it. Take my soul and prevent Reid from feeling pain ever again.\"";
next;
- mes "Golbanez' smile changes to an ugly grin of malice. He reaches out to Savaric and seems to pull something out of him. Suddenly, you feel very weak and empty.";
+ mes "Golbenez' smile changes to an ugly grin of malice. He reaches out to Savaric and seems to pull something out of him. Suddenly, you feel very weak and empty.";
next;
- mes "In the next moment, you're laying on the ground and see Golbanez raising his arms. You sense an unbelievable magic force - what is he doing?";
+ mes "In the next moment, you're laying on the ground and see Golbenez raising his arms. You sense an unbelievable magic force - what is he doing?";
next;
mes "Undeads are entering the room and one of them steps to the bed and breaks Reid neck with a quick movement. A dark and black feeling of despair is rising inside of you.";
next;
mes "[Savaric]";
mes "\"NO!! What are you doing?\"";
next;
- mes "[Golbanez]";
+ mes "[Golbenez]";
mes "\"She will never feel any harm anymore. Just like everyone else in this inn - besides you, foolish mortal.\"";
next;
- mes "Golbanez leaves the room and you feel Savaric giving in to his pain. He is laying on the floor and tries to understand what he did.";
+ mes "Golbenez leaves the room and you feel Savaric giving in to his pain. He is laying on the floor and tries to understand what he did.";
next;
mes "After a few moments of only feeling Savarics suffering, he finally manages to stand up again. He can't stand to see Reids dead body anymore and stumbles out of the room.";
next;
@@ -563,7 +563,7 @@ S_Savaricsmem:
mes "[Savaric]";
mes "\"Now there's only one thing left for me to do.\"";
next;
- mes "Your eyesight turns black again and you're standing in front of Golbanez.";
+ mes "Your vision turns black again and you're standing in front of Golbenez.";
return;
S_Update_Mask:
diff --git a/npc/027-2_Caretakers_House/headless_man.txt b/npc/027-2_Caretakers_House/headless_man.txt
new file mode 100644
index 00000000..21e49f72
--- /dev/null
+++ b/npc/027-2_Caretakers_House/headless_man.txt
@@ -0,0 +1,197 @@
+// author: TheKandiman, input from Jenalya and Pjotr Orial
+// simple quest for headless man in gy inn
+// state 0: first contact
+// state 1: quest accepted
+// state 2: items delivered, return for reward and followup story
+// state 3: quest completed
+
+027-2.gat,22,76,0 script Thurstan 318,{
+
+ if (Sex == 0) set @madamsir$, "Madam";
+ if (Sex == 1) set @madamsir$, "Sir";
+
+ set @Graveyard_Inn_MASK, NIBBLE_6_MASK;
+ set @Graveyard_Inn_SHIFT, NIBBLE_6_SHIFT;
+
+ set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT);
+
+ set @Wisp_Powder, 10; // TODO: set proper values for powders and dyes
+ set @Polt_Powder, 10;
+ set @Spec_Powder, 10;
+ set @Iron_Pot, 10;
+ set @Conc_Pot, 10;
+ set @Red_Dye, 2;
+ set @Yellow_Dye, 2;
+ set @LB_Dye, 2;
+
+ if (@state == 1) goto L_Quest_progress;
+ if (@state == 2) goto L_Quest_finished;
+ if (@state == 3) goto L_Final;
+
+ mes "You see a man, propped up against the foot of the bed.";
+ mes "In his hand, he is holding what you assume to be his own head.";
+ next;
+ mes "You jump back a bit, startled, as the head starts talking to you!";
+ mes "It's a little strange watching him talk, but it's better than looking at what's left of his neck.";
+ next;
+ if (baselevel < 85) goto L_greet;
+ mes "[Headless Man]";
+ mes "\"Hello " + @madamsir$ + ". My name is Thurstan. Could I ask your assistance with something? I seem to be in a spot of difficulty.\"";
+ menu
+ "I'll listen, just keep that thing from dripping on me.", L_Quest_ask,
+ "Ack, a bloody talking head! Gross, no way!", L_Quest_close;
+
+L_greet:
+
+ mes "[Headless Man]";
+ mes "\"Greetings " + @madamsir$ + "! Do you have any duck tape?\"";
+ close;
+
+L_Quest_ask:
+
+ mes "[Thurstan]";
+ mes "\"I am trying to get ingredients to make an adhesive that my alchemist friend told me about. I want to see if it will work to keep my head where it's supposed to be. However, it's rather hard to gather things when I have to carry it around all day.\"";
+ next;
+ mes "[Thurstan]";
+ mes "\"I have a list of items and how many of each are needed. Would you mind gathering them for me?\"";
+ menu
+ "Lay it on me, Mr. Noggin!", L_Quest_start,
+ "Sorry, I'm kinda busy with, you know, living.", L_Quest_no;
+
+L_Quest_close:
+
+ close;
+
+L_Quest_start:
+
+ mes "[Thurstan]";
+ mes "\"Great! I will need the following things.\"";
+ mes "\"" + @Wisp_Powder + " [Wisp Powder],\"";
+ mes "\"" + @Polt_Powder + " [Poltergeist Powder],\"";
+ mes "\"" + @Spec_Powder + " [Spectre Powder],\"";
+ mes "\"" + @Iron_Pot + " [Iron Potion],\"";
+ mes "\"" + @Conc_Pot + " [Concentration Potion],\"";
+ mes "\"" + @Red_Dye + " vials of [Red Dye],\"";
+ mes "\"" + @Yellow_Dye + " vials of [Yellow Dye],\"";
+ mes "\"and...\"";
+ mes "\"" + @LB_Dye + " vials of [Light Blue Dye],\"";
+ next;
+ mes "[Thurstan]";
+ mes "\"My friend also said that I should use a metal bowl instead of a wooden one. I don't have one and I think a cauldron from the kitchen would be too big. Perhaps we could use an [Infantry Helmet] to serve that task.\"";
+ next;
+ mes "[Thurstan]";
+ mes "\"I know it probably doesn't seem like that much to you, but it is a really big deal for me. I will try to find something to compensate you for your efforts.\"";
+ set @state, 1;
+ callsub S_Update_Mask;
+ close;
+
+L_Quest_no:
+
+ mes "[Thurstan]";
+ mes "\"Very well. Just don't come looking to me when your own head falls off!\"";
+ close;
+
+L_Quest_progress:
+
+ mes "[Thurstan]";
+ mes "Have you managed to find those items yet?\"";
+ menu
+ "Yes, here you go!", L_Quest_check,
+ "What was I supposed to get again?", L_Quest_items,
+ "No, I'm still working on it.", L_Quest_close;
+
+L_Quest_check:
+
+ if (countitem("WispPowder") < @Wisp_Powder ||
+ countitem("PoltergeistPowder") < @Polt_Powder ||
+ countitem("SpectrePowder") < @Spec_Powder ||
+ countitem("IronPotion") < @Iron_Pot ||
+ countitem("ConcentrationPotion") < @Conc_Pot ||
+ countitem("RedDye") < @Red_Dye ||
+ countitem("YellowDye") < @Yellow_Dye ||
+ countitem("LightBlueDye") < @LB_Dye ||
+ countitem("InfantryHelmet") < 1) goto L_Quest_notenough;
+
+ delitem "WispPowder", @Wisp_Powder;
+ delitem "PoltergeistPowder", @Polt_Powder;
+ delitem "SpectrePowder", @Spec_Powder;
+ delitem "IronPotion", @Iron_Pot;
+ delitem "ConcentrationPotion", @Conc_Pot;
+ delitem "RedDye", @Red_Dye;
+ delitem "YellowDye", @Yellow_Dye;
+ delitem "LightBlueDye", @LB_Dye;
+ delitem "InfantryHelmet", 1;
+ mes "[Thurstan]";
+ mes "\"Excellent, excellent!\"";
+ mes "";
+ mes "Thurstan takes your ingredients and seperates them into little piles according to some complex formula he is reading, seemingly from the tops of his shoes.";
+ next;
+ mes "[Thurstan]";
+ mes "\"Now if I could prevail upon you to mix the ingredients according to the instructions I have here, I would be greatly indebted.\"";
+ next;
+ mes "You mix the powders together in the Infantry bowl, adding potions and dyes as instructed. Gradually, the concoction starts to get tacky and takes on a hue similar to Thurstan's skin.";
+ mes "You can see him starting to get excited beside you...";
+ next;
+ mes "[Thurstan]";
+ mes "\"Oh this is perfect! I'll be back in action in no time!\"";
+ next;
+ mes "Thurstan covers the base of his neck with a thick coat of the glue using his free hand. He then lifts his head in both hands, places it on the layer of adhesive, and makes some minor adjustments to the position. He mutters an incantation that you can't make out and the wound across his neck seems to fade away.";
+ next;
+ mes "Thurstan is practically jumping for joy now.";
+ mes "";
+ mes "[Thurstan]";
+ mes "\"Thank you so much! That is such a weight on my shoulders! Now that I have some mobility back, let me see what I can do to repay you. Would you mind coming back in a few minutes?\"";
+ set @state, 2;
+ callsub S_Update_Mask;
+ close;
+
+L_Quest_notenough:
+
+ mes "Thurstan quickly looks through the items you've brought.";
+ mes "[Thurstan]";
+ mes "\"It seems you are missing a few things. Please come back once you have everything on the list.\"";
+ close;
+
+L_Quest_items:
+
+ mes "[Thurstan]";
+ mes "\"" + @Wisp_Powder + " [Wisp Powder],\"";
+ mes "\"" + @Polt_Powder + " [Poltergeist Powder],\"";
+ mes "\"" + @Spec_Powder + " [Spectre Powder],\"";
+ mes "\"" + @Iron_Pot + " [Iron Potion],\"";
+ mes "\"" + @Conc_Pot + " [Concentration Potion],\"";
+ mes "\"" + @Red_Dye + " vials of [Red Dye],\"";
+ mes "\"" + @Yellow_Dye + " vials of [Yellow Dye],\"";
+ mes "\"" + @LB_Dye + " vials of [Light Blue Dye],\"";
+ mes "\"We'll also need 1 [Infantry Helmet] to use as a bowl for mixing everything together.\"";
+ close;
+
+L_Quest_finished:
+
+ mes "[Thurstan]";
+ mes "\"Thank you for all your help.\"";
+ next;
+ mes "[Thurstan]";
+ mes "\"It worked well and the bond seemed to be holding for a while. Then I started feeling a strange tingling in my neck. I suppose that was the adhesive starting to dissolve. I was leaned over my trunk digging around for something appropriate to give you..Aaaand once again my head left it's proper place.\"";
+ next;
+ set @state, 3;
+ callsub S_Update_Mask;
+ mes "[Thurstan]";
+ mes "\"Please take this for your efforts.\"";
+ //TODO: Set appropriate reward
+ close;
+
+L_Final:
+
+ mes "[Thurstan]";
+ mes "\"I guess I will need to find another way to re-attach my cranium. If you come across any good alchemists who might be able to help, please let me know.\"";
+ close;
+
+S_Update_Mask:
+
+ set QUEST_Graveyard_Inn,
+ (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK))
+ | (@state << @Graveyard_Inn_SHIFT);
+ return;
+
+}
diff --git a/npc/027-2_Caretakers_House/husband.txt b/npc/027-2_Caretakers_House/husband.txt
index 7a56ae6a..6b7432b6 100644
--- a/npc/027-2_Caretakers_House/husband.txt
+++ b/npc/027-2_Caretakers_House/husband.txt
@@ -94,7 +94,7 @@ L_Ice_Cube:
if (countitem("IceCube") > 0)
menu
- "Maybe this never melting Ice Cubes?", L_Check_Ice,
+ "Maybe this never melting Ice Cube?", L_Check_Ice,
"I'm still searching.", L_Close;
mes "\"You didn't? Too bad.\"";
@@ -260,14 +260,14 @@ L_News:
mes "[Hamond]";
mes "\"I- I need to apologize.\"";
next;
- 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.\"";
+ mes "\"" + strcharinfo(0) + "! Can you help me once more? Please get " + @RUBY_AMOUNT + " [Ruby]s and bring them to her as a symbol of my love and my remorse.\"";
set @state, 5;
callsub S_Update_Mask;
close;
L_Waiting:
mes "[Hamond]";
- mes "\"Did you bring Reid the " + @RUBY_AMOUNT + " rubies?\"";
+ mes "\"Did you bring Reid the " + @RUBY_AMOUNT + " [Ruby]s?\"";
close;
L_Apologize:
@@ -296,9 +296,9 @@ L_Thanks:
L_Not_Enough_B:
if (countitem("Bone") < @BONE_AMOUNT)
- mes "\"I need more bones than you have with you right now.\"";
+ mes "\"I need more [Bone]s 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.\"";
+ mes "\"Maybe you should come back with more [Skull]s than you have now. I don't think it is enough.\"";
close;
L_Not_Enough_Cubes:
diff --git a/npc/027-2_Caretakers_House/lover.txt b/npc/027-2_Caretakers_House/lover.txt
index d3c21dab..be3a1abe 100644
--- a/npc/027-2_Caretakers_House/lover.txt
+++ b/npc/027-2_Caretakers_House/lover.txt
@@ -1,8 +1,8 @@
// author: Jenalya
// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez
// state 0: if baselevel >= 85, tells he want dark crystals
-// state 1: needs @CRYSTAL_AMOUNT dark crystals to go on, tells the player to search the inn for source of magic (Golbanez)
-// state 2: if the player has talked to Golbanez, he tells you to negotiate with him to find out what happened
+// state 1: needs @CRYSTAL_AMOUNT dark crystals to go on, tells the player to search the inn for source of magic (Golbenez)
+// state 2: if the player has talked to Golbenez, he tells you to negotiate with him to find out what happened
// state 3: when player has seen all memories (@golbanez < 5), telling Savaric what happened. he asks the player to bring reid @DIAMOND_AMOUNT diamonds
// state 4: waiting for reid
// state 5: is set in reid, he thanks for help and asks to negotiate with golbanez for his soul
@@ -21,10 +21,10 @@
set @woman, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Woman_MASK) >> @Graveyard_Inn_Woman_SHIFT);
- set @Graveyard_Inn_Golbanez_MASK, NIBBLE_4_MASK;
- set @Graveyard_Inn_Golbanez_SHIFT, NIBBLE_4_SHIFT;
+ set @Graveyard_Inn_Golbenez_MASK, NIBBLE_4_MASK;
+ set @Graveyard_Inn_Golbenez_SHIFT, NIBBLE_4_SHIFT;
- set @golbanez, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golbanez_MASK) >> @Graveyard_Inn_Golbanez_SHIFT);
+ set @golbanez, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golbenez_MASK) >> @Graveyard_Inn_Golbenez_SHIFT);
set @CRYSTAL_AMOUNT, 500;
set @CRYSTAL_EXP, 200000;
@@ -55,14 +55,14 @@
mes "[Hanged Man]";
mes "\"Oh, someone is holding you back with magic! I sense a really dark and mighty power. What has happened!?\"";
next;
- mes "\"Can I ask you for a favor? Can you bring me lots of dark crystals? You might need to ask a dark mage for it. I want to try to break the barrier.\"";
+ mes "\"Can I ask you for a favor? Can you bring me lots of [Dark Crystal]s? You might need to ask a dark mage for it. I want to try to break the barrier.\"";
set @state, 1;
callsub S_Update_Mask;
close;
L_Crystals:
mes "[Hanged Man]";
- mes "\"Ah, you're back! Did you get the dark crystals?\"";
+ mes "\"Ah, you're back! Did you get the [Dark Crystal]s?\"";
if (countitem("DarkCrystal") == 0)
menu
@@ -120,7 +120,7 @@ L_News:
if ((@woman < 6) && (@golbanez > 0))
menu
- "Yes, let me tell you.",L_Golbanez,
+ "Yes, let me tell you.",L_Golbenez,
"I don't think so",L_Close;
if ((@woman >= 6) && (@golbanez == 0))
@@ -131,11 +131,11 @@ L_News:
if ((@woman >= 6) && (@golbanez >= 0))
menu
"Can you tell me about your relationship to Reid?",L_Reid,
- "Yes, let me tell you.",L_Golbanez,
+ "Yes, let me tell you.",L_Golbenez,
"I don't think so",L_Close;
-L_Golbanez:
- mes "You explain how you came in the inn and what Golbanez said to you.";
+L_Golbenez:
+ mes "You explain how you came in the inn and what Golbenez said to you.";
next;
mes "[Savaric]";
mes "\"This... this is very disturbing news. Playground he said? Mh.. \"";
@@ -147,11 +147,11 @@ L_Golbanez:
"Hey! I'm talking with you!",-;
mes "Savaric winces.";
next;
- mes "\"Oh, right - I was just thinking. It makes me feel uncomfortable to hear about Golbanez being involved in this.\"";
+ mes "\"Oh, right - I was just thinking. It makes me feel uncomfortable to hear about Golbenez being involved in this.\"";
next;
mes "\"I told you, I'm the apprentice of a demon summoner, remember? Well, this includes learning about the astral beings in this world.\"";
next;
- mes "\"And Golbanez - he is a very powerful being, a Demi-God, with a very questionable sense of humor. He was worshipped by a group of cultists some hundred years ago - uhm, some hundreds of years ago from my lifetime, I mean.\"";
+ mes "\"And Golbenez - he is a very powerful being, a Demi-God, with a very questionable sense of humor. He was worshipped by a group of cultists some hundred years ago - uhm, some hundreds of years ago from my lifetime, I mean.\"";
next;
mes "\"But most of his adherents died when he thought it would be funny to test their loyality by sending them on a journey over the sea to a paradise island he promised them - of course, there was no such island.\"";
next;
@@ -161,7 +161,7 @@ L_Golbanez:
next;
mes "\"He told you this inn was one of his favorite playgrounds - so it seems he was playing one of his evil games with the people in this inn. And now, he resurrected our memories to this parody of life!\"";
next;
- mes "\"" + strcharinfo(0) + "! I need your help again! Please return to Golbanez and try to get out of him what was happening here. But be careful when negotiating.. he will demand a service in return.\"";
+ mes "\"" + strcharinfo(0) + "! I need your help again! Please return to Golbenez and try to get out of him what was happening here. But be careful when negotiating.. he will demand a service in return.\"";
set @state, 3;
callsub S_Update_Mask;
close;
@@ -176,7 +176,7 @@ L_Golb:
"Now I know what happened. I'll tell you.",-,
"I'm sorry to tell you, but this was all your fault.",-;
- mes "You tell Savaric about what Golbanez showed to you.";
+ mes "You tell Savaric about what Golbenez showed to you.";
next;
mes "[Savaric]";
mes "\"I.. I can't believe.. My master told me, I need to be careful because of my temper - but I never thought, it would lead me to make such a terrible mistake. Oh, Reid - and all the people in the inn! What have I done?!\"";
@@ -186,14 +186,14 @@ L_Golb:
mes "[Savaric]";
mes "\"" + strcharinfo(0) + ", please, can you go to Reid and tell her about what I've done? And then ask her if she will ever be able to forgive me?\"";
next;
- mes "\"But wait. It is not enough just to ask for forgiveness. Please, can you bring her " + @DIAMOND_AMOUNT + " diamonds? They symbolize my pure feelings for her.\"";
+ mes "\"But wait. It is not enough just to ask for forgiveness. Please, can you bring her " + @DIAMOND_AMOUNT + " [Diamond]s? They symbolize my pure feelings for her.\"";
set @state, 4;
callsub S_Update_Mask;
close;
L_Waiting:
mes "[Savaric]";
- mes "\"Have you already brought the diamonds to Reid?\"";
+ mes "\"Have you already brought the [Diamond]s to Reid?\"";
close;
L_Apologize:
@@ -204,7 +204,7 @@ L_Apologize:
next;
mes "\"You did so much for me, can I ask you for one last favor?\"";
next;
- mes "\"Golbanez took my soul and I want it back. You were very clever how you negotiated with him so far. Could you get my soul back for me?\"";
+ mes "\"Golbenez took my soul and I want it back. You were very clever how you negotiated with him so far. Could you get my soul back for me?\"";
set @state, 6;
callsub S_Update_Mask;
close;
diff --git a/npc/027-2_Caretakers_House/testnpcs.txt b/npc/027-2_Caretakers_House/testnpcs.txt
index b30c08a9..062ce5d0 100755
--- a/npc/027-2_Caretakers_House/testnpcs.txt
+++ b/npc/027-2_Caretakers_House/testnpcs.txt
@@ -147,6 +147,3 @@ L_3:
close;
}
-027-2.gat,24,77,0 script Headless Man 318,{
- end;
-}