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//#################################################################################
//# #
//# 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 not?", 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 "RawLog", 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 brought me. It will make an excellent 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;
getinventorylist;
if (@inventorylist_count == 100) goto L_State_4_TooMany;
set zeny, zeny - 10000;
getitem "ForestBow", 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_4_TooMany:
mes "[Alan]";
mes "\"Seems like you don't have room for this bow. Come back later.\"";
close;
L_State_5:
mes "[Alan]";
mes "\"I hope you are satisfied 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;
}
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