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author | Jessica Tölke <jtoelke@mail.upb.de> | 2013-02-12 23:06:27 +0100 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2013-02-12 23:06:27 +0100 |
commit | 627a802f4eeb0872ab84d32ef952ca8884cea795 (patch) | |
tree | b62300599d9f82f986769d0b501d9b18c83123f6 /world/map/npc/009-1/jack.txt | |
parent | 776515d46c6ffe47334537c32fc1b55f26fe47e4 (diff) | |
parent | e0e679a8a695641d1845c28bebe1c7e83c21a39f (diff) | |
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Merge branch 'variables'
Several older scripts were changed to use bitmasking for the player variables.
Variables that are or became unused were added to the clear_vars function.
Diffstat (limited to 'world/map/npc/009-1/jack.txt')
-rw-r--r-- | world/map/npc/009-1/jack.txt | 63 |
1 files changed, 37 insertions, 26 deletions
diff --git a/world/map/npc/009-1/jack.txt b/world/map/npc/009-1/jack.txt index 6f08c719..9e1ebbe1 100644 --- a/world/map/npc/009-1/jack.txt +++ b/world/map/npc/009-1/jack.txt @@ -15,6 +15,8 @@ // Lumberjack 009-1.gat,40,45,0|script|Jack|141,{ + callfunc "ClearVariables"; + set @RAWLOGS_AMOUNT, 40; set @SHIELD_COST, 5000; set @QUEST_SHIELD_EXP, 2500; @@ -28,6 +30,8 @@ set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT); set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT); + set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT); + if (@Q_Woodenshield >= 3) goto L_Shield_state_3; if (@Q_Woodenshield == 2) goto L_Shield_state_2; if (@Q_Woodenshield == 1) goto L_Shield_state_1; @@ -35,9 +39,11 @@ mes "[Jack Lumber]"; mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\""; - if (Inspector == 1) callsub S_NohMask_Ask; + if (@inspector == 1) + callsub S_NohMask_Ask; next; - if (@Q_Forestbow < 1) close; + if (@Q_Forestbow < 1) + goto L_Close; menu "I heard you aren't delivering any more living wood. Why not?", -; mes "[Jack Lumber]"; @@ -83,15 +89,16 @@ "Southwest you say? OK, thank you.", -; set @Q_Forestbow, 2; callsub S_Update_Mask; - close; + goto L_Close; L_Bow_state_2: // Bow state 4: The player has found a perfect piece of wood. if (@Q_Forestbow > 3) goto L_Bow_state_4; mes "\"Good luck hunting those tree monsters - you will need it.\""; - if (Inspector == 1) callsub S_NohMask_Ask; - close; + if (@inspector == 1) + callsub S_NohMask_Ask; + goto L_Close; L_Bow_state_4: mes "[Jack Lumber]"; @@ -114,7 +121,7 @@ L_Bow_state_4: L_Bow_state_4_reaffirm: mes "[Jack Lumber]"; mes "\"You should go talk to Alan again.\""; - close; + goto L_Close; L_Shield_state_0: set @Q_Woodenshield, 1; @@ -134,24 +141,22 @@ L_Shield_state_1: mes "[Jack Lumber]"; mes "\"I have an idea. What would you say about a new shield?\""; next; - if (Inspector == 1) + if (@inspector == 1) menu - "No thanks.", L_End, - "Yes, please!", -, + "No thanks.", L_Close, + "Yes, please!", L_Yes, "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer; - if (Inspector != 1) - menu - "No thanks.", L_End, - "Yes, please!", -; + menu + "No thanks.", L_Close, + "Yes, please!", L_Yes; + +L_Yes: mes "[Jack Lumber]"; mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\""; next; set @Q_Woodenshield, 2; callsub S_Update_Mask; - close; - -L_End: - close; + goto L_Close; L_Shield_state_2: mes "[Jack Lumber]"; @@ -187,33 +192,35 @@ L_Shield_state_2: mes "\"Enjoy your new shield!\""; mes "[" + @QUEST_SHIELD_EXP + " experience points]"; next; - goto L_End; + goto L_Close; L_Not_enough_logs: mes "[Jack Lumber]"; mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\""; - close; + goto L_Close; L_Not_enough_money: mes "[Jack Lumber]"; mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\""; - close; + goto L_Close; L_TooMany: mes "[Jack Lumber]"; mes "\"You don't have enough room for the shield. Come back when you do.\""; - close; + goto L_Close; L_Shield_state_3: mes "[Jack Lumber]"; mes "\"I hope that my shield will serve you well!\""; + if (@inspector != 1) + goto L_Close; next; - if (Inspector == 1) - menu - "Me too.", -, - "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; - close; + menu + "Me too.", L_Close, + "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; +// This is an ugly violation of the scripting standards, +// but it's somewhat complicated to fix. S_NohMask_Ask: next; menu @@ -224,6 +231,10 @@ S_NohMask_Ask: L_NohMask_Answer: mes "[Jack Lumber]"; mes "\"Sorry, no.\""; + goto L_Close; + +L_Close: + set @inspector, 0; close; S_Update_Mask: |