summaryrefslogtreecommitdiff
path: root/npc/009-2_Hurnscald/alan.txt
blob: 0235ad3392a2c02866a50e99c5e1f5553b2ec479 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
//#################################################################################
//#                                                                               #
//# This script file contains the npc scripts for the quest to obtain a forestbow #
//#                                                                               #
//# Needed: 10 Raw Logs, 5000gp, some chatting and running.                       #
//#                                                                               #
//# Reward: Forest Bow                                                            #
//#################################################################################

// Archer Shop Master
009-2.gat,99,23,0	script	Alan	125, {
	set @Q_MASK, NIBBLE_0_MASK;
	set @Q_SHIFT, NIBBLE_0_SHIFT;

        set @Q_status, ((QUEST_Forestbow_state) & @Q_MASK) >> @Q_SHIFT;

	if (@Q_status == 1) goto L_State_1;
	if (@Q_status == 2) goto L_State_2;
	if (@Q_status == 3) goto L_State_3;
	if (@Q_status == 4) goto L_State_4;
	if (@Q_status == 5) goto L_State_5;
	
	mes "[Alan]";
	mes "\"When you want to buy something then please speak to my apprentice. I am only doing special requests.\"";
	next;
	if (Inspector == 1)
		menu
			"OK, thanks", -,
			"Can you make me a really good bow?", L_State_0_1,
			"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
	if (Inspector != 1)
		menu
			"OK, thanks", -,
			"Can you make me a really good bow?", L_State_0_1;
	close;
	
L_State_0_1:
	mes "[Alan]";
	mes "\"You mean like one of my legendary forest bows?\"";
	next;
	menu
		"Yes, that would be nice.", -;
	mes "[Alan]";
	mes "\"Sorry, I am not making these anymore.\"";
	next;
	menu
		"Oh, too bad.", -,
		"What? Why that?", L_State_0_2;
	close;

L_State_0_2:
	mes "[Alan]";
	mes "\"The problem is that I am short of material. My forestbows are not made of regular wood, you know.";
	mes "They are made of special living wood. And only the best logs of living wood are good enough for them.";
	mes "I used to get these logs from Jack, the lumberjack. But the last time I asked him for a new delivery he said that he would never again get any for me.\"";

	set @Q_status, 1;
        callsub S_Update_Var;

	next;
	menu
		"Too bad.", -,
		"Did you ask him why?", L_State_0_3;
	close;

L_State_0_3:
	mes "[Alan]";
	mes "\"Sure I did. But he just told me to leave him alone. Maybe you could ask him what's wrong?\"";
	next;
	menu
		"OK, I'll ask him.", -,
		"I am sure he got his reasons.", -;
	close;

L_State_1:
	mes "[Alan]";
	mes "\"Did you already ask Jack why he won't deliver me any more living wood?\"";
	next;
	if (Inspector == 1)
		menu
			"No, I haven't had the time yet", -,
			"No, I didn't find him yet.", L_State_1_1,
			"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
	if (Inspector != 1)
		menu
			"No, I haven't had the time yet", -,
			"No, I didn't find him yet.", L_State_1_1;
	close;

L_State_1_1:
	mes "[Alan]";
	mes "\"When you leave my shop just go southwest over the village plaza. You can't miss it.\"";
	close;
	
L_State_2:
	mes "[Alan]";
	mes "\"Did you already ask Jack why he won't deliver me any more living wood?\"";
	next;
	if (Inspector == 1)
		menu
			"Yes, I did. He said that the trees turned into dangerous monsters.", -,
			"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
	if (Inspector != 1)
		menu
			"Yes, I did. He said that the trees turned into dangerous monsters.", -;
	mes "[Alan]";
	mes "\"Oh, that's really bad news. Maybe you can do his job?";
	mes "When you kill some of these tree monsters and bring me their wood I can take a look at them.";
	mes "Maybe you will find a piece of wood that is strong enough to become one of my forest bows.\"";

	set @Q_status, 3;
        callsub S_Update_Var;

	close;
	
L_State_3:
	mes "[Alan]";
	mes "\"How is the hunt going? Did you bring me any wood?\"";
	if (countitem(569) < 1) close;
	next;
	if (Inspector == 1)
		menu
			"Here, take a look!", L_State_3_try,
			"Yes, but I need it for something else.", -,
			"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
	if (Inspector != 1)
		menu
			"Here, take a look!", L_State_3_try,
			"Yes, but I need it for something else.", -;
	close;

L_State_3_try:
	mes "[Alan]";
	mes "\"Hmmm... looks ok, but is it strong enough?\"";
	mes "Alan bends the log over his knee.";
	next;
	delitem 569, 1;
	set @Temp1, rand(20);
	if (@Temp1 == 0) goto L_State_3_success;
	mes "The log breaks with a loud crack";
	next;
	mes "[Alan]";
	mes "\"Sorry, this log was too weak for one of my forest bows. Now it is junk. Give me another.\"";
	if (countitem(569) < 1) close;
	next;
	menu
		"Sure, here you go.", L_State_3_try,
		"Hey! Stop breaking my stuff!", -;
	close;
	
L_State_3_success:
	mes "Alan tries as hard as he can but the log won't bend.";
	next;
	mes "[Alan]";
	mes "\"Aaah! Yes! That is a really fine piece of wood you bought me. It will make an excelent bow!\"";
	next;
	set @Q_status, 4;
        callsub S_Update_Var;
	
L_State_4:
	mes "[Alan]";
	mes "\"I can make you a really nice forest bow out of this. I just need 10,000 GP for material and work time.\"";
	next;
	if (Inspector == 1)
		menu
			"10,000??? What a ripoff!", -,
			"Sure, here you go!", L_State_4_pay,
			"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
	if (Inspector != 1)
		menu
			"10,000??? What a ripoff!", -,
			"Sure, here you go!", L_State_4_pay;
	close;

L_State_4_pay:
	if (zeny < 10000) goto L_State_4_nocash;
	set zeny, zeny - 10000;
	getitem 545, 1;
	set @Q_status, 5;
        callsub S_Update_Var;
	mes "[Alan]";
	mes "\"Here you go - have fun with it.\"";
	close;

L_State_4_nocash:
	mes "[Alan]";
	mes "\"Seems like you are out of cash.\"";
	close;

L_State_5:
	mes "[Alan]";
	mes "\"I hope you are statisfied with your forest bow. It is one of my best works.\"";
	next;

	if (Inspector == 1)
		menu
			"I am!", -,
			"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
	close;

L_NohMask_Answer:
	mes "[Alan]";
	mes "\"No.\"";
	close;

S_Update_Var:
        set QUEST_Forestbow_state,
        	(QUEST_Forestbow_state & ~(@Q_MASK)
                | (@Q_status << @Q_SHIFT));
        return;
}