// author: Jenalya // reviewed by: // state0: Cindy is totally scared and does nothing helpful // state1: you are able to open the cage // state2 and greater: Cindy is saved, she asks you to visit them // //TODO: picture 031-3.gat,122,51,0 script Cindy 114, { set @KEYS_AMOUNT, 10; set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); if (Sex == 0) set @title$, "Misses"; if (Sex == 1) set @title$, "Mister"; if (@rescue_Cindy >= 3) goto L_Please_Visit; if (@rescue_Cindy == 2) goto L_Reward; if (@rescue_Cindy == 1) goto L_Please_Help; mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; next; mes "You don't know, what to do."; close; L_Please_Help: mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; next; menu "Hello Cindy, I'm here to save you.", - ; mes "Cindy doesn't look so scared anymore."; next; mes "[Cindy]"; mes "\"Hello, dear " + @title$ + " adventurer. Did my mother send you?\""; next; mes "\"It's so cold in here! Can you please open the cage?\""; next; mes "\"But be careful, if the Yetis hear you, they will come!\""; menu "Try to open the cage", L_Try_Cage, "Leave", -; close; L_Try_Cage: if (countitem("TreasureKey") < @KEYS_AMOUNT) goto L_Not_Enough_Keys; delitem "TreasureKey", @KEYS_AMOUNT; mes "As you try to open the door of the cage, there is a loudly squeaking noise."; next; mes "You get an uncomfortable feeling and Cindy starts to shiver."; next; mes "\"Oh no, the Yetis...\""; //TODO: start the battle and set state2 in case of success mes "DEBUG: ADD YETIFIGHT HERE, QUEST VARIABLE INCREASED"; set @rescue_Cindy, 2; callsub S_Update_Mask; close; L_Reward: mes "[Cindy]"; mes "\"You are a hero! All this strong monsters!\""; next; mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\""; next; getinventorylist; if (@inventorylist_count == 100) goto L_Full_Inv; set @reward, rand(1); if (@reward == 1) goto L_Wizard_Hat; //TODO: set right, when quarterstaff is in item_db //getitem "QuarterStaff", 1; mes "DEBUG: GET ACORN INSTEAD OF QUARTERSTAFF"; getitem "acorn", 1; goto L_Visit; L_Wizard_Hat: //TODO: set right, when quarterstaff is in item_db //getitem "WizardHat", 1; mes "DEBUG: GET ACORN INSTEAD OF WIZARDHAT"; getitem "acorn", 1; L_Visit: mes "\"Thank you so much, please come to my home. It's the house at the beach.\""; next; mes "\"I'm sure, my mother want to thank you as well.\""; set @rescue_Cindy, 3; callsub S_Update_Mask; close; L_Please_Visit: mes "[Cindy]"; mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\""; close; L_Not_Enough_Keys: mes "You don't have enough keys to open the cage."; close; L_Full_Inv: mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\""; close; S_Update_Mask: set QUEST_Nivalis_state, (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); return; }