From cb20cc91188d46f5b7709bf60450f5b84abd0083 Mon Sep 17 00:00:00 2001 From: The Kandiman Date: Wed, 31 Aug 2011 12:16:25 -0400 Subject: Tab conversion project. Maps 003-1 through 006-1 complete. --- world/map/npc/005-1/npcs.txt | 6 +- world/map/npc/005-1/spirit.txt | 473 +++++++++++++++++++---------------------- world/map/npc/005-1/tree.txt | 215 +++++++++---------- 3 files changed, 323 insertions(+), 371 deletions(-) (limited to 'world/map/npc/005-1') diff --git a/world/map/npc/005-1/npcs.txt b/world/map/npc/005-1/npcs.txt index d8f08cc1..2c40697f 100644 --- a/world/map/npc/005-1/npcs.txt +++ b/world/map/npc/005-1/npcs.txt @@ -1,15 +1,15 @@ // -005-1.gat,69,76,0 shop George 115,ShortBow :-1,Arrow :1,IronArrow :-1,Beer :-1,ChickenLeg :-2 +005-1.gat,69,76,0|shop|George|115,ShortBow :-1,Arrow :1,IronArrow :-1,Beer :-1,ChickenLeg :-2 -005-1.gat,66,75,0 script Kieron 132,{ +005-1.gat,66,75,0|script|Kieron|132,{ mes "[Kieron]"; mes "\"Be careful if you're going in that cave,"; mes "it's packed full of monsters.\""; close; } -005-1.gat,91,23,0 script William 131,{ +005-1.gat,91,23,0|script|William|131,{ mes "[William]"; mes "\"Going in the cave?"; mes "You better watch your step, last time I checked it was full of monsters!\""; diff --git a/world/map/npc/005-1/spirit.txt b/world/map/npc/005-1/spirit.txt index d6723c8e..dd0f9e65 100644 --- a/world/map/npc/005-1/spirit.txt +++ b/world/map/npc/005-1/spirit.txt @@ -1,305 +1,270 @@ -function script EarthImpTouch { - if (getskilllv(SKILL_MAGIC)) - goto L_message; +function|script|EarthImpTouch|{ + if (getskilllv(SKILL_MAGIC)) goto L_message; - mes "[Well]"; - mes "You hear noises from within the well."; - close; + mes "[Well]"; + mes "You hear noises from within the well."; + close; L_message: - set @Q_MASK, NIBBLE_0_MASK; - set @Q_SHIFT, NIBBLE_0_SHIFT; - set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + set @Q_MASK, NIBBLE_0_MASK; + set @Q_SHIFT, NIBBLE_0_SHIFT; + set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_NATURE; + set @SUP_name$, "Nature Magic"; + set @Q_STATUS_INITIAL, 0; + set @Q_STATUS_ONQUEST, 1; + set @Q_STATUS_STUDENT0, 2; + set @Q_STATUS_STUDENT1, 3; + set @Q_STATUS_STUDENT2, 4; + set @Q_STATUS_STUDENT3, 5; + + set @s$, "girl"; + if (Sex) set @s$, "boy"; + + if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) goto L_wb; + + mes "[Well]"; + mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!"; + next; + + mes "[Well]"; + mes "\"Hey! You there! Yes, I'm talking to you!\""; + mes "That strange voice seems to be coming from inside your head!"; + next; + menu + "Who, me?", -, + "Leave me alone!", L_close, + "Aaah! I'm hearing voices!", L_silly_close; + mes "[Well]"; + mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\""; + next; + menu + "Who are you?", -, + "Aaaah! The voices are after me!", L_silly_close, + "Whatever it is, I'm not interested.", L_close; + mes "[Earth Spirit]"; + mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\""; + next; + + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_IMP; + + goto L_main; - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_NATURE; - set @SUP_name$, "Nature Magic"; - - set @Q_STATUS_INITIAL, 0; - set @Q_STATUS_ONQUEST, 1; - set @Q_STATUS_STUDENT0, 2; - set @Q_STATUS_STUDENT1, 3; - set @Q_STATUS_STUDENT2, 4; - set @Q_STATUS_STUDENT3, 5; - - set @s$, "girl"; - if (Sex) - set @s$, "boy"; - - if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) - goto L_wb; - - mes "[Well]"; - mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!"; - next; - - mes "[Well]"; - mes "\"Hey! You there! Yes, I'm talking to you!\""; - mes "That strange voice seems to be coming from inside your head!"; - next; - - menu - "Who, me?", -, - "Leave me alone!", L_close, - "Aaah! I'm hearing voices!", L_silly_close; - - mes "[Well]"; - mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\""; - next; - - menu - "Who are you?", -, - "Aaaah! The voices are after me!", L_silly_close, - "Whatever it is, I'm not interested.", L_close; - - mes "[Earth Spirit]"; - mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\""; - next; - - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_IMP; - - goto L_main; L_wb: - mes "[Earth Spirit]"; - mes "\"It's excellent to see you again!\""; - next; + mes "[Earth Spirit]"; + mes "\"It's excellent to see you again!\""; + next; L_main: - menu - "How did you get trapped?", L_Q_trapped, - "Can you teach me magic and spells?", L_Q_magic, - "What do you know about...", L_Q, - "Goodbye!", -; - close; - + menu + "How did you get trapped?", L_Q_trapped, + "Can you teach me magic and spells?", L_Q_magic, + "What do you know about...", L_Q, + "Goodbye!", -; + close; + L_Q_trapped: - mes "[Earth Spirit]"; - mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\""; + next; + goto L_main; L_Q: - mes "[Earth Spirit]"; - mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\""; + next; + goto L_main; L_Q_magic: - if (@Q_status == @Q_STATUS_ONQUEST) - goto L_Q_magic_1; - if (@Q_status == @Q_STATUS_STUDENT0) - goto L_Q_magic_2; - if (@Q_status == @Q_STATUS_STUDENT1) - goto L_Q_magic_3; - if (@Q_status == @Q_STATUS_STUDENT2) - goto L_Q_magic_4; - - mes "[Earth Spirit]"; - mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\""; - next; - - mes "[Earth Spirit]"; - mes "\"North-west of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\""; - next; - - menu - "No way.", L_silly_close, - "Sure.", L_Q_tree_ok, - "Why that particular tree?", -; - - mes "[Earth Spirit]"; - mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\""; - next; - - menu - "Yuck.", L_silly_close, - "Sure, whatever.", L_Q_tree_ok, - "Isn't that like cutting off someone's arm?", -; - - mes "[Earth Spirit]"; - mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\""; - next; - - mes "[Earth Spirit]"; - mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\""; - next; - - menu - "No way.", L_silly_close, - "Alright, that makes sense.", L_Q_tree_ok; + if (@Q_status == @Q_STATUS_ONQUEST) goto L_Q_magic_1; + if (@Q_status == @Q_STATUS_STUDENT0) goto L_Q_magic_2; + if (@Q_status == @Q_STATUS_STUDENT1) goto L_Q_magic_3; + if (@Q_status == @Q_STATUS_STUDENT2) goto L_Q_magic_4; + + mes "[Earth Spirit]"; + mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\""; + next; + mes "[Earth Spirit]"; + mes "\"North-west of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\""; + next; + menu + "No way.", L_silly_close, + "Sure.", L_Q_tree_ok, + "Why that particular tree?", -; + mes "[Earth Spirit]"; + mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\""; + next; + menu + "Yuck.", L_silly_close, + "Sure, whatever.", L_Q_tree_ok, + "Isn't that like cutting off someone's arm?", -; + mes "[Earth Spirit]"; + mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\""; + next; + mes "[Earth Spirit]"; + mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\""; + next; + menu + "No way.", L_silly_close, + "Alright, that makes sense.", L_Q_tree_ok; L_Q_tree_ok: - mes "[Earth Spirit]"; - mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\""; - set @Q_status, @Q_STATUS_ONQUEST; - callsub S_update_var; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\""; + set @Q_status, @Q_STATUS_ONQUEST; + callsub S_update_var; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE; + next; + goto L_main; L_Q_magic_1: - mes "[Earth Spirit]"; - mes "\"Yes, yes, if you bring me the branch and the money, then I will!\""; - next; - menu - "Here are the branch and the money.", -, - "How much money did you want again?", L_Q_tree_howmuch, - "How can I cut it?", L_Q_tree_how, - "Where was the tree again?", L_Q_tree_where, - "What is that tree?", L_Q_tree_what; - - if (countitem("DruidTreeBranch") < 1) - goto L_Q_tree_none; - if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE)) - goto L_Q_tree_dry; - if (zeny < 100000) - goto L_Q_tree_nomoney; - - set zeny, zeny - 100000; - delitem "DruidTreeBranch", 1; - - mes "[Earth Spirit]"; - mes "Following the earth sprite's instructions, you throw branch and GP into the well."; - next; - - mes "[Earth Spirit]"; - mes "\"Well done, very well done! Consider yourself my student now.\""; - - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callfunc "SkillUp"; - next; - - set @Q_status, @Q_STATUS_STUDENT0; - callsub S_update_var; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Yes, yes, if you bring me the branch and the money, then I will!\""; + next; + menu + "Here are the branch and the money.", -, + "How much money did you want again?", L_Q_tree_howmuch, + "How can I cut it?", L_Q_tree_how, + "Where was the tree again?", L_Q_tree_where, + "What is that tree?", L_Q_tree_what; + + if (countitem("DruidTreeBranch") < 1) goto L_Q_tree_none; + if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE)) goto L_Q_tree_dry; + if (zeny < 100000) goto L_Q_tree_nomoney; + + set zeny, zeny - 100000; + delitem "DruidTreeBranch", 1; + mes "[Earth Spirit]"; + mes "Following the earth sprite's instructions, you throw branch and GP into the well."; + next; + mes "[Earth Spirit]"; + mes "\"Well done, very well done! Consider yourself my student now.\""; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callfunc "SkillUp"; + next; + set @Q_status, @Q_STATUS_STUDENT0; + callsub S_update_var; + goto L_main; L_Q_magic_finish: - mes "[1000 experience points]"; - set @Q_status, @Q_status + 1; - callsub S_update_var; - getexp 1000,0; - next; - goto L_main; + mes "[1000 experience points]"; + set @Q_status, @Q_status + 1; + callsub S_update_var; + getexp 1000,0; + next; + goto L_main; L_Q_magic_2: - mes "[Earth Spirit]"; - mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\""; - next; - - menu - "Here you are.", -, - "No.", L_main; - - if (zeny < 20000) - goto L_no20k; - - set zeny, zeny - 20000; - - mes "[Earth Spirit]"; - mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\""; - next; - - mes "[Earth Spirit]"; - mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + getspellinvocation("flying-backpack") + "', and feel it float!\""; - goto L_Q_magic_finish; + mes "[Earth Spirit]"; + mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\""; + next; + menu + "Here you are.", -, + "No.", L_main; + + if (zeny < 20000) goto L_no20k; + + set zeny, zeny - 20000; + mes "[Earth Spirit]"; + mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\""; + next; + mes "[Earth Spirit]"; + mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + getspellinvocation("flying-backpack") + "', and feel it float!\""; + goto L_Q_magic_finish; L_Q_magic_3: - mes "[Earth Spirit]"; - mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\""; - next; - - menu - "Here you are.", -, - "No.", L_main; - - if (zeny < 20000) - goto L_no20k; - - set zeny, zeny - 20000; - - mes "[Earth Spirit]"; - mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\""; - next; - - mes "[Earth Spirit]"; - mes "\"Next, say '" + getspellinvocation("protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\""; - goto L_Q_magic_finish; + mes "[Earth Spirit]"; + mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\""; + next; + menu + "Here you are.", -, + "No.", L_main; + + if (zeny < 20000) goto L_no20k; + set zeny, zeny - 20000; + mes "[Earth Spirit]"; + mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\""; + next; + mes "[Earth Spirit]"; + mes "\"Next, say '" + getspellinvocation("protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\""; + goto L_Q_magic_finish; L_Q_magic_4: - mes "[Earth Spirit]"; - mes "\"Naah, you're too weak now! Come back later when you have grown!\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Naah, you're too weak now! Come back later when you have grown!\""; + next; + goto L_main; L_no20k: - mes "[Earth Spirit]"; - mes "\"You can't pay me 20,000 if you don't have that much!\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"You can't pay me 20,000 if you don't have that much!\""; + next; + goto L_main; L_Q_tree_none: - mes "[Earth Spirit]"; - mes "\"Where is your branch?\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Where is your branch?\""; + next; + goto L_main; L_Q_tree_dry: - mes "[Earth Spirit]"; - mes "\"That won't do. This branch is completely dead; you'll have to get another.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"That won't do. This branch is completely dead; you'll have to get another.\""; + next; + goto L_main; L_Q_tree_nomoney: - mes "[Earth Spirit]"; - mes "\"No, you don't have enough money! Come back when you have 100,000.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"No, you don't have enough money! Come back when you have 100,000.\""; + next; + goto L_main; L_Q_tree_howmuch: - mes "[Earth Spirit]"; - mes "\"It's only 100,000 GP to become my student.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"It's only 100,000 GP to become my student.\""; + next; + goto L_main; L_Q_tree_how: - mes "[Earth Spirit]"; - mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\""; + next; + goto L_main; L_Q_tree_where: - mes "[Earth Spirit]"; - mes "\"North-west of here.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"North-west of here.\""; + next; + goto L_main; L_Q_tree_what: - mes "[Earth Spirit]"; - mes "\"Just some silly druid who turned himself into a tree; nothing important.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Just some silly druid who turned himself into a tree; nothing important.\""; + next; + goto L_main; L_silly_close: - if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) - mes "[Earth Spirit]"; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP)) - mes "[Well]"; + if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) + mes "[Earth Spirit]"; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP)) + mes "[Well]"; mes "\"Silly " + @s$ + ".\""; + L_close: - close; + close; S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; } -005-1.gat,118,70,0 script #EarthImp0#_M 127,{ - callfunc "EarthImpTouch"; +005-1.gat,118,70,0|script|#EarthImp0#_M|127,{ + callfunc "EarthImpTouch"; } -005-1.gat,119,70,0 script #EarthImp1#_M 127,{ - callfunc "EarthImpTouch"; +005-1.gat,119,70,0|script|#EarthImp1#_M|127,{ + callfunc "EarthImpTouch"; } diff --git a/world/map/npc/005-1/tree.txt b/world/map/npc/005-1/tree.txt index 54b7ed1c..bd7a0a6d 100644 --- a/world/map/npc/005-1/tree.txt +++ b/world/map/npc/005-1/tree.txt @@ -1,162 +1,149 @@ -function script QuestTreeTrigger { - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; +function|script|QuestTreeTrigger|{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - set @Q_status_lower, @Q_status & 3; - set @Q_status, (@Q_status & 12) >> 2; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + set @Q_status_lower, @Q_status & 3; + set @Q_status, (@Q_status & 12) >> 2; - if (@Q_status & @flag) - close; // already did that + if (@Q_status & @flag) close; // already did that - if (@flag == 2) - goto L_hug; + if (@flag == 2) goto L_hug; L_cont: - set @Q_status, @Q_status | @flag; - callsub S_update_var; + set @Q_status, @Q_status | @flag; + callsub S_update_var; - if (@Q_status != 3) - close; + if (@Q_status != 3) close; - if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) - close; + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) close; - mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger."; - mes "[20000 experience points]"; - getexp 20000, 0; - set @value, 15; - callfunc "QuestSagathaHappy"; - close; + mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger."; + mes "[20000 experience points]"; + getexp 20000, 0; + set @value, 15; + callfunc "QuestSagathaHappy"; + close; L_hug: - mes "You hug the tree."; - next; - goto L_cont; + mes "You hug the tree."; + next; + goto L_cont; S_update_var: - set @Q_wr_status, (@Q_status << 2) | @Q_status_lower; - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_wr_status << @Q_SHIFT)); - return; + set @Q_wr_status, (@Q_status << 2) | @Q_status_lower; + set QUEST_MAGIC, (QUEST_MAGIC & ~(@Q_MASK) | (@Q_wr_status << @Q_SHIFT)); + return; } -function script QuestTreeTouch { - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; +function|script|QuestTreeTouch|{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - set @Q_status, (@Q_status & 12) >> 2; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + set @Q_status, (@Q_status & 12) >> 2; - if (@Q_status == 3) - goto L_happy; + if (@Q_status == 3) goto L_happy; - if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE) - goto L_cut; + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE) goto L_cut; - if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE) - goto L_water; + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE) goto L_water; - if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set - goto L_both; + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set + goto L_both; - mes "[Dying Tree]"; - mes "You see a strange tree."; - close; + mes "[Dying Tree]"; + mes "You see a strange tree."; + close; L_cut: - mes "[Dying Tree]"; - mes "This must be the tree that the earth spirit was referring to."; - next; - menu - "Cut off a branch", L_do_cut, - "Leave it alone", -; - close; + mes "[Dying Tree]"; + mes "This must be the tree that the earth spirit was referring to."; + next; + menu + "Cut off a branch", L_do_cut, + "Leave it alone", -; + close; L_water: - mes "[Dying Tree]"; - mes "This must be the druid tree."; - next; - menu - "Water the tree", L_givewater, - "Kiss tree", L_kiss, - "Leave it alone", -; - close; + mes "[Dying Tree]"; + mes "This must be the druid tree."; + next; + menu + "Water the tree", L_givewater, + "Kiss tree", L_kiss, + "Leave it alone", -; + close; L_both: - mes "[Dying Tree]"; - mes "This must be the druid tree that Wyara and the earth spirit were talking about."; - next; - menu - "Water the tree", L_givewater, - "Kiss tree", L_kiss, - "Cut off a branch", L_do_cut, - "Leave it alone", -; - close; + mes "[Dying Tree]"; + mes "This must be the druid tree that Wyara and the earth spirit were talking about."; + next; + menu + "Water the tree", L_givewater, + "Kiss tree", L_kiss, + "Cut off a branch", L_do_cut, + "Leave it alone", -; + close; L_givewater: - if (countitem("BottleOfWater") < 1) - goto L_no_water; - delitem "BottleOfWater", 1; - getitem "EmptyBottle", 1; + if (countitem("BottleOfWater") < 1) goto L_no_water; + delitem "BottleOfWater", 1; + getitem "EmptyBottle", 1; - mes "[Dying Tree]"; - mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect."; - close; + mes "[Dying Tree]"; + mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect."; + close; L_no_water: - mes "[Dying Tree]"; - mes "You don't have any water."; - close; + mes "[Dying Tree]"; + mes "You don't have any water."; + close; L_kiss: - mes "[Dying Tree]"; - mes "You pluck out a splinter from your lip."; - mes "Somehow, you don't think that this helped."; - close; + mes "[Dying Tree]"; + mes "You pluck out a splinter from your lip."; + mes "Somehow, you don't think that this helped."; + close; L_do_cut: - if (countitem(570) < 1) - goto L_no_boneknife; + if (countitem(570) < 1) goto L_no_boneknife; - if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) - goto L_really_cut; + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_really_cut; - mes "[Dying Tree]"; - mes "You find a suitable branch and put your bone knife in position."; - mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you..."; - mes "Do you want to continue cutting?"; - next; - - menu - "Nah... better not.", -, - "Yes, let's cut!", L_really_cut; - close; + mes "[Dying Tree]"; + mes "You find a suitable branch and put your bone knife in position."; + mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you..."; + mes "Do you want to continue cutting?"; + next; + menu + "Nah... better not.", -, + "Yes, let's cut!", L_really_cut; + close; L_really_cut: - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE; - getitem "DruidTreeBranch", 1; - mes "[Dying Tree]"; - mes "You cut off a branch from the tree."; - mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand..."; - close; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE; + getitem "DruidTreeBranch", 1; + mes "[Dying Tree]"; + mes "You cut off a branch from the tree."; + mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand..."; + close; L_no_boneknife: - mes "[Dying Tree]"; - mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?"; - close; + mes "[Dying Tree]"; + mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?"; + close; L_happy: - mes "[Druid Tree]"; - mes "The tree looks younger and healthier now."; - close; + mes "[Druid Tree]"; + mes "The tree looks younger and healthier now."; + close; } -005-1.gat,79,41,0 script #DruidTree0#_M 127,{ - callfunc "QuestTreeTouch"; +005-1.gat,79,41,0|script|#DruidTree0#_M|127,{ + callfunc "QuestTreeTouch"; } -005-1.gat,80,41,0 script #DruidTree1#_M 127,{ - callfunc "QuestTreeTouch"; +005-1.gat,80,41,0|script|#DruidTree1#_M|127,{ + callfunc "QuestTreeTouch"; } -- cgit v1.2.3-60-g2f50