diff options
-rw-r--r-- | npc/027-1_Graveyard/monsters.txt | 14 | ||||
-rw-r--r-- | npc/027-2_Caretakers_House/crying_child.txt | 44 | ||||
-rw-r--r-- | npc/027-2_Caretakers_House/husband.txt | 20 | ||||
-rw-r--r-- | npc/027-2_Caretakers_House/innkeeper.txt | 24 |
4 files changed, 51 insertions, 51 deletions
diff --git a/npc/027-1_Graveyard/monsters.txt b/npc/027-1_Graveyard/monsters.txt index 17cabce7..9ddb6ac5 100644 --- a/npc/027-1_Graveyard/monsters.txt +++ b/npc/027-1_Graveyard/monsters.txt @@ -27,12 +27,12 @@ _MOBCOUNT_ZOMBIES: set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); if (@state != 1) return; - set @bracelet, @bracelet + 1; + set @ring, @ring + 1; //TODO: remove debug -// if (@bracelet < 10) return; +// if (@ring < 10) return; // if (rand(8) != 0) return; - message strcharinfo(0), "Debug: got bracelet with one kill instead of many"; - message strcharinfo(0), "You found a strange bracelet hidden in the zombie's rotten rags. Maybe this is what Aldred was looking for..."; + message strcharinfo(0), "Debug: got Ring with one kill instead of many"; + message strcharinfo(0), "You found a ring hidden in the zombie's rotten rags. Maybe this is what Aldred was looking for..."; set @state, 2; callsub S_Update_Mask; return; @@ -45,10 +45,10 @@ _MOBCOUNT_FALLENS: set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); if (@state != 1) return; - set @bracelet, @bracelet + 1; - if (@bracelet < 10) return; + set @ring, @ring + 1; + if (@ring < 10) return; if (rand(8) != 0) return; - message strcharinfo(0), "You found a strange bracelet inside the fallen's broken helmet. Maybe this is what Aldred was looking for..."; + message strcharinfo(0), "You found a ring inside the fallen's broken helmet. Maybe this is what Aldred was looking for..."; set @state, 2; callsub S_Update_Mask; return; diff --git a/npc/027-2_Caretakers_House/crying_child.txt b/npc/027-2_Caretakers_House/crying_child.txt index 51476106..d7cbeac3 100644 --- a/npc/027-2_Caretakers_House/crying_child.txt +++ b/npc/027-2_Caretakers_House/crying_child.txt @@ -5,13 +5,13 @@ // Crying Child subquest // Variable states: -// 1 = You agree to help the child to find the bracelet outside -// 2 = You found the bracelet (see _mobs.txt) -// 3 = You gave the bracelet to the child -// 4 = You decided to help the child again, by investigating what the bracelet means to them. -// 5 = The father/husband told you what he thinks of the bracelet -// 6 = The mother/wife told you what he thinks of the bracelet -// 7 = The kid decided that the bracelet has no value to their parents, so you can have it. +// 1 = You agree to help the child to find the ring outside +// 2 = You found the ring (see 027-1.../monsters.txt) +// 3 = You gave the ring to the child +// 4 = You decided to help the child again, by investigating what the ring means to them. +// 5 = The father/husband told you what he thinks of the ring +// 6 = The mother/wife told you what he thinks of the ring +// 7 = The kid decided that the ring has no value to their parents, so you can have it. set @Graveyard_Inn_MASK, NIBBLE_2_MASK; set @Graveyard_Inn_SHIFT, NIBBLE_2_SHIFT; @@ -68,31 +68,31 @@ L_intro: menu "Here, here, don't cry... What did you do?",-; mes "[Aldred]"; - mes "\"Err.. I was looking at my parents stuff and I found this funny thing! It looks like a big blue beetle... I thought it would be fun to play with it for a while, so I took it with me. But I... *sniffle*... I lost it...\""; + mes "\"Err.. I was looking at my parents stuff and I found this funny thing! It looked like a normal ring, but with a round empty space... I thought it would be fun to take it with me and maybe look for a stone or a gem to fill the empty space. But I... *sniffle*... I lost it...\""; next; mes "\"I don't know what happened. I was in this room and... I heard some very loud noises, people screaming, cracking sounds... and a smell, a terrible smell, like something rotten. And then I can't remember anything else!\""; next; - mes "\"I think it was something very bad, because, after all that, I woke up the way I am now and the blue beetle was lost. Oh, and my parents are acting like they are not themselves. I don't know what happened, maybe it was my fault... I shouldn't have played with that... *sniffle*... \""; + mes "\"I think it was something very bad, because, after all that, I woke up the way I am now and I couldn't find the ring in my pocket. Oh, and my parents are acting like they are not themselves. I don't know what happened, maybe it was my fault... I shouldn't have played with that ring... *sniffle*... \""; next; menu "Don't worry, I will look around. Maybe I can find it for you...",-, "Hey, you messed up, now you deal with this.",L_close; mes "[Aldred]"; - mes "\"Thank you " +strcharinfo(0)+"! Find it for me, pleeeease! Ohh, and don't tell my parents I lost their beetle, okay?\""; + mes "\"Thank you " +strcharinfo(0)+"! Find it for me, pleeeease! Ohh, and don't tell my parents I lost their ring, okay?\""; set @state, 1; callsub S_Update_Mask; close; L_return: mes "[Aldred]"; - mes "\"Please, help me " +@madamsir$+ ". If you find the beetle I think things can be a little better between me and my parents.\""; + mes "\"Please, help me " +@madamsir$+ ". If you find that ring I think things can be a little better between me and my parents.\""; close; L_return1: menu - "Hi Aldred. I found the blue beetle!",-; + "Hi Aldred. I found the ring!",-; mes "[Aldred]"; mes "\"Great! You are the best! Where did you find it?\""; next; @@ -112,7 +112,7 @@ L_return1: L_return2: mes "[Aldred]"; - mes "\"Hi "+strcharinfo(0)+ "! I was thinking... you were sooo nice helping me find the beetle... I think I should give you a gift, but I'm just a dead kid, I have nothing to give you!\""; + mes "\"Hi "+strcharinfo(0)+ "! I was thinking... you were sooo nice helping me find the ring... I think I should give you a gift, but I'm just a dead kid, I have nothing to give you!\""; next; menu "Don't worry, you don't need to give me anything...",-; @@ -127,22 +127,22 @@ L_return2: mes "[Aldred]"; mes "\"Ok, great... But please, don't tell them about it. I don't want my parents to know I was playing with their stuff. My father is always carrying a lantern... I guess he is still afraid of the dark. My mother is the innkeeper. She is very beautiful and she is wearing a red dress.\""; next; - mes "\"Don't forget to come back with the beetle after you talk to my parents.\""; - message strcharinfo(0), "Aldred hands you the strange item and you keep it in a small pocket of your backpack"; + mes "\"Don't forget to come back with the ring after you talk to my parents.\""; + message strcharinfo(0), "Aldred hands you the ring and you keep it in a small pocket of your backpack"; close; L_return3: mes "[Aldred]"; - mes "\"I hope this thing doesn't mean a lot to my parents. This way you can keep it as a gift and I won't feel guilty about playing with it.\""; + mes "\"I hope this ring doesn't mean a lot to my parents. This way you can keep it as a gift and I won't feel guilty about taking it.\""; close; L_return4: menu "Hi, I talked to your parents.",-; mes "[Aldred]"; - mes "\"Really? What did my father say about that thing?\""; + mes "\"Really? What did my father say about it?\""; menu - "He said it is just a cheap bracelet. And it does not belong to him.",-; + "He said it is just a cheap ring. And it does not belong to him.",-; mes "[Aldred]"; mes "\"And what did my mother say?\""; menu @@ -151,13 +151,13 @@ L_return4: mes "\"Really? A gift? And why she doesn't want it?\""; next; menu - "She said it makes her sad",-; - mes "\"Ohh... really? I don't like when my mother gets sad... If this thing is making her feel bad, I should keep it away from her. \""; + "She said it makes her sad.",-; + mes "\"Ohh... really? I don't like when my mother gets sad... If this ring is making her feel bad, I should keep it away from her. \""; next; mes "\"Well, I guess you can keep it, but don't show it to my mother again, she is already very sad. But now I am really curious, who else would give a gift to my mother? There are so many strange things happening lately...\""; getinventorylist; if (@inventorylist_count == 100) goto L_full; - getitem "ScarabArmlet", 1; + getitem "RingSimple", 1; set @state, 7; callsub S_Update_Mask; mes "\"I will tell my parents how great and helpful you are. Maybe they can even let you stay here at the inn for free!\""; @@ -170,7 +170,7 @@ L_return5: L_full: mes "[Aldred]"; - mes "\"I dont think you can carry this bracelet... Your backpack is full! Throw something away and come back to get the bracelet.\""; + mes "\"I dont think you can carry this ring... Your backpack is full! Throw something away and come back to get it.\""; close; diff --git a/npc/027-2_Caretakers_House/husband.txt b/npc/027-2_Caretakers_House/husband.txt index 3c05a985..2ff39f60 100644 --- a/npc/027-2_Caretakers_House/husband.txt +++ b/npc/027-2_Caretakers_House/husband.txt @@ -1,9 +1,9 @@ // author: Jenalya // love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez // state 0: if baselevel >= 85, he asks for something to cool the drinks (ice cubes) -// state 1: can be asked about the bracelet. needs @ICE_CUBE_AMOUNT ice cubes, then asks for bones and skulls. +// state 1: can be asked about the ring. needs @ICE_CUBE_AMOUNT ice cubes, then asks for bones and skulls. // state 2: wants @BONE_AMOUNT and @SKULL_AMOUNT bones and skulls -// state 3: can be asked about the bracelet. needs @woman > 5 to be asked about savaric, tells, if crying child quest is completed +// state 3: can be asked about the ring. needs @woman > 5 to be asked about savaric, tells, if crying child quest is completed // state 4: if @golbanez < 5, can be told about the memories, then asks the player to bring @RUBY_AMOUNT rubies to reid // state 5: waiting // state 6: is set in reid, gives as reward a special bowler hat @@ -84,12 +84,12 @@ L_Ice_Cube: if ((@kidstate == 4) && countitem("IceCube") > 0) menu "Maybe this never melting Ice Cube?", L_Check_Ice, - "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, "I'm still searching.", L_Close; if (@kidstate == 4) menu - "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, "I'm still searching.", L_Close; if (countitem("IceCube") > 0) @@ -158,12 +158,12 @@ L_Brought_Bones: if ((@kidstate == 4) && (@woman > 5)) menu "Would you tell me about this mage named Savaric?", L_Savaric, - "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, "You're welcome.", L_Close; if (@kidstate == 4) menu - "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, "You're welcome.", L_Close; if (@woman > 5) @@ -218,13 +218,13 @@ L_Woman: mes "\"And, to be honest, I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\""; close; -L_Bracelet: +L_Ring: mes "[Hamond]"; - mes "\"Well.. this is just a cheap bracelet. It is very popular with the young kids these days, especially the magic students. They call it 'Scarab Armlet'. Fancy name, huh? But to me it is just a cheap bracelet.\""; + mes "\"Well.. this is just a cheap ring. It is very popular with the young kids, especially the magic students.\""; next; - mes "\"They also say it increases 'magic attack'. But, in fact, I think these kids are delusional. Magic, pah.\""; + mes "\"They say the ring increases 'magic attack' if you add a sapphire gem to it... But, in fact, I think these kids are delusional. Magic, pah.\""; next; - mes "\"Anyway, you can easily find one of these in a lot of small shops in this town. I am pretty sure that whoever lost it won't bother coming all the way back to get it.\""; + mes "\"Anyway, I remember you could easily find one of these in a lot of small shops in town. I am pretty sure that whoever lost it won't bother coming all the way back to get it.\""; set @kidstate, 5; callsub S_Update_Mask_Kid; close; diff --git a/npc/027-2_Caretakers_House/innkeeper.txt b/npc/027-2_Caretakers_House/innkeeper.txt index 9a8072cc..a8cd3778 100644 --- a/npc/027-2_Caretakers_House/innkeeper.txt +++ b/npc/027-2_Caretakers_House/innkeeper.txt @@ -2,9 +2,9 @@ // love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez // state 0: first talk // state 1: if baselevel >= 85 player can ask about the inn and dead -// state 2: reid knows now she's dead, can be asked about the bracelet -// state 3: can be asked about bracelet, player offered help to find out what happened, she wants something to represent her sadness (frozen yeti tears) -// state 4: can be asked about bracelet, can be asked about her life +// state 2: reid knows now she's dead, can be asked about the ring +// state 3: can be asked about ring, player offered help to find out what happened, she wants something to represent her sadness (frozen yeti tears) +// state 4: can be asked about ring, can be asked about her life // state 5: if crying child quest is completed she tells about savaric, and her rooms on the first floor can be entered now to read her diary // state 6: tells the player to read her diary // state 7: set in diary, if player has seen all memories (@golbanez < 5), can tell her about it @@ -115,7 +115,7 @@ L_Offer_Help2: if (@kidstate == 5) menu "Shall I help you to find out what happened to you?", L_Offer_Help1, - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, "I don't want to bother you.", L_Close; L_Skip1: menu @@ -139,12 +139,12 @@ L_Bring_Tears: if ((@kidstate == 5) && countitem("FrozenYetiTear") > 0) menu "I found this frozen tear to represent your sadness.", L_Check_Tears, - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, "I'm still searching.", L_Close; if (@kidstate == 5) menu - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, "I'm still searching.", L_Close; if (countitem("FrozenYetiTear") > 0) @@ -176,7 +176,7 @@ L_Ask_Life: if (@kidstate == 5) menu "Please tell me about your life. Maybe this will give us a clue about what happened.",L_Skip2, - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, "I need to think about that.", L_Close; L_Skip2: menu @@ -222,12 +222,12 @@ L_Check_Kid: if (@kidstate == 5) menu - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet; + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring; if ((Sex == 1) && (@kidstate < 7)) goto L_Man; if ((Sex == 0) && (@kidstate < 7)) goto L_Woman; - mes "\"What I'm going to tell you is very personal, but your acts have shown me that you're a person I can trust. You kindly asked me about that bracelet you have found... and also, even my son, who is always so reserved with strangers, came to me and spent a long time telling me a lot of nice things about you. So I will tell you about my sad love.\""; + mes "\"What I'm going to tell you is very personal, but your acts have shown me that you're a person I can trust. You kindly asked me about that ring you have found... and also, even my son, who is always so reserved with strangers, came to me and spent a long time telling me a lot of nice things about you. So I will tell you about my sad love.\""; next; L_Lovestory: @@ -393,13 +393,13 @@ L_Woman: mes "\"But I'm not sure if I want to tell you. I know you helped me already and showed me you are a sensitive woman, but I barely know you. I am sorry, but I have to think a little bit more. Maybe later, when I know you better, I can tell you more about it. \""; close; -L_Bracelet: +L_Ring: mes "[Reid's Ghost]"; mes "\"Oh, this - I - it's mine. It was a present from a very precious person.\""; next; - mes "She reaches out to take the bracelet, but her fingers go just through it. She looks sad."; + mes "She reaches out to take the ring, but it just go through her fingers. She looks sad."; next; - mes "\"Ah, I forgot again. It pains me not being able to hold it. Please, take it with you, I don't want it anymore. It hurts too much.\""; + mes "\"Ah, I forgot again. It pains me not being able to wear it. Please, take it with you, I don't want it anymore. It hurts too much.\""; set @kidstate, 6; callsub S_Update_Mask_Kid; close; |