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+// The following auxiliary function is used both by appropriate magic and within the regular script:
+
+function script QuestMoubooHeal {
+ set @Q_MASK, NIBBLE_2_MASK;
+ set @Q_SHIFT, NIBBLE_2_SHIFT;
+
+ set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
+ set @Q_status_upper, @Q_status & 12;
+ set @Q_status, @Q_status & 3;
+
+ set @STATE_INITIAL, 0;
+ set @STATE_HEALED_MOUBOO, 3;
+
+ if (@Q_status != @STATE_INITIAL)
+ goto L_nothing;
+
+ set @Q_status, @STATE_HEALED_MOUBOO;
+ callsub S_update_var;
+ mes "[Injured Mouboo]";
+ mes "A soft white glow surrounds the mouboo's leg, which slowly shifts back into place.";
+ mes "As the glow subsides, the mouboo gets up, carefully, and takes a few steps. It seems to be fully healed!";
+ mes "[5000 experience points]";
+ getexp 5000, 0;
+ next;
+
+ mes "[Injured Mouboo]";
+ mes "Visibly happy, the mouboo lies down on the ground and snuggles with a black piece of cloth it had been lying on.";
+ mes "The healing process must have been exhausting, for it is asleep in an instant.";
+ next;
+ set @value, 15;
+ callfunc "QuestSagathaHappy";
+ close;
+
+L_nothing:
+ mes "Your spell has no effect.";
+ close;
+
+S_update_var:
+ set @Q_wr_status, @Q_status | @Q_status_upper;
+ set QUEST_MAGIC,
+ (QUEST_MAGIC & ~(@Q_MASK)
+ | (@Q_wr_status << @Q_SHIFT));
+ return;
+}
+
+
+
+012-1.gat,57,153,0 script Mouboo 171,{
+ set @Q_MASK, NIBBLE_2_MASK;
+ set @Q_SHIFT, NIBBLE_2_SHIFT;
+
+ set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
+ set @Q_status_upper, @Q_status & 12;
+ set @Q_status, @Q_status & 3;
+
+ set @STATE_INITIAL, 0;
+ set @STATE_KILLED_MOUBOO, 1;
+ set @STATE_TOOK_KILL_REWARD, 2;
+ set @STATE_HEALED_MOUBOO, 3;
+
+ if (@Q_status == @STATE_KILLED_MOUBOO)
+ goto L_dead;
+ if (@Q_status == @STATE_TOOK_KILL_REWARD)
+ goto L_took_reward;
+ if (@Q_status == @STATE_HEALED_MOUBOO)
+ goto L_healed;
+
+ mes "[Injured Mouboo]";
+ mes "You notice a mouboo lying on the ground, groaning, as if in pain.";
+ next;
+
+L_menu:
+ menu
+ "Examine the mouboo", L_examine,
+ "Give the mouboo something", L_give,
+ "Kill the mouboo", L_kill,
+ "Leave", -;
+ close;
+
+L_examine:
+ mes "[Injured Mouboo]";
+ mes "Looking closer, you notice that the mouboo's left hind leg is bent at a very unnatural angle-- that seems to be the cause for its pain.";
+ next;
+ mes "[Injured Mouboo]";
+ mes "You also notice that the mouboo is lying on top of what appears to be a black turtleneck sweater.";
+ mes "Do you want to pick up the sweater?";
+ next;
+ menu
+ "Yes.", L_pickup_alive,
+ "No.", L_menu;
+ goto L_menu;
+
+L_pickup_alive:
+ mes "[Injured Mouboo]";
+ mes "The Mouboo groans and pushes your hand away. It seems to be rather fond of the sweater.";
+ next;
+ goto L_menu;
+
+L_give:
+ set @items_nr, 12;
+ setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion";
+ setarray @itemeat, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0;
+
+ setarray @menuItems$, "", "", "", "", "", "", "", "", "", "", "", "", "";
+ set @choices_nr, 0;
+ setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", "";
+ setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0;
+
+ set @n, 0;
+ set @ct, 0;
+L_nloop:
+ set @k$, @items$[@n];
+ if (countitem(@k$) == 0)
+ goto L_nloop_skip;
+
+ set @name$, getitemname(@k$);
+ set @menuItems$[@ct], @name$;
+ set @menuNames$[@ct], @k$;
+ set @choice_eat[@ct], @itemeat[@n];
+ set @ct, @ct + 1;
+
+L_nloop_skip:
+
+ set @n, @n+1;
+ if (@n < @items_nr)
+ goto L_nloop;
+
+ set @menuItems$[@ct], "Nevermind";
+
+ menu @menuItems$[0], -,
+ @menuItems$[1], -,
+ @menuItems$[2], -,
+ @menuItems$[3], -,
+ @menuItems$[4], -,
+ @menuItems$[5], -,
+ @menuItems$[6], -,
+ @menuItems$[7], -,
+ @menuItems$[8], -,
+ @menuItems$[9], -,
+ @menuItems$[10], -,
+ @menuItems$[11], -,
+ @menuItems$[12], -;
+
+ set @menu, @menu - 1;
+
+ if (@menu == @ct) goto L_menu;
+
+ set @choice$, @menuNames$[@menu];
+ set @verb$, "drinks";
+ if (@choice_eat[@menu])
+ set @verb$, "eats";
+
+ if (@choice$ != "" && countitem(@choice$))
+ goto L_consume;
+
+ goto L_menu;
+
+L_consume:
+ mes "[Injured Mouboo]";
+ mes "The mouboo " + @verb$ + " your " + getitemname(@choice$) + ".";
+ delitem @choice$, 1;
+ next;
+
+ if (@choice$ == "LargeHealingPotion")
+ goto L_do_heal;
+
+
+ mes "[Injured Mouboo]";
+ mes "Unfortunately, it seems to have had no effect.";
+ next;
+ goto L_menu;
+
+L_do_heal:
+ callfunc "QuestMoubooHeal";
+
+L_kill:
+ mes "[Injured Mouboo]";
+ if (BaseLevel > 44)
+ goto L_kill_success;
+ mes "The mouboo deflects your attack and counterattacks!";
+ mes "It misses you only barely.";
+ mes "Injured though it may be, this mouboo is still more than a match for you!";
+ next;
+ goto L_menu;
+
+L_kill_success:
+ mes "After some wrestling, the mouboo succumbs to your attacks.";
+ mes "[100 experience points]";
+ getexp 100, 0;
+
+ set @Q_status, @STATE_KILLED_MOUBOO;
+ callsub S_update_var;
+
+ next;
+
+L_dead:
+ mes "[Dead Mouboo]";
+ mes "The dead mouboo is lying on top of a black T-neck sweater.";
+
+ getinventorylist;
+ if (@inventorylist_count == 100)
+ goto L_nopickup;
+
+ getitem "BlackTurtleneckSweater", 1;
+ mes "You pull out the sweater and stuff it into your backpack.";
+
+ set @Q_status, @STATE_TOOK_KILL_REWARD;
+ callsub S_update_var;
+ close;
+
+L_took_reward:
+ mes "[Dead Mouboo]";
+ mes "You see a dead mouboo.";
+ close;
+
+L_nopickup:
+ mes "Unfortunately, you can't carry any more.";
+ close;
+
+L_healed:
+ mes "[Mouboo]";
+ mes "The mouboo is sleeping soundly, smiling in its dreams.";
+ close;
+
+S_update_var:
+ set @Q_wr_status, @Q_status | @Q_status_upper;
+ set QUEST_MAGIC,
+ (QUEST_MAGIC & ~(@Q_MASK)
+ | (@Q_wr_status << @Q_SHIFT));
+ return;
+}