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