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Diffstat (limited to 'npc/027-2_Caretakers_House/innkeeper.txt')
-rw-r--r--npc/027-2_Caretakers_House/innkeeper.txt56
1 files changed, 49 insertions, 7 deletions
diff --git a/npc/027-2_Caretakers_House/innkeeper.txt b/npc/027-2_Caretakers_House/innkeeper.txt
index 855168bd..489dcaa3 100644
--- a/npc/027-2_Caretakers_House/innkeeper.txt
+++ b/npc/027-2_Caretakers_House/innkeeper.txt
@@ -6,8 +6,7 @@
set @Graveyard_Inn_SHIFT, NIBBLE_0_SHIFT;
set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT);
-
- //TODO: determine correct nibble
+
set @Graveyard_Inn_Kid_MASK, NIBBLE_2_MASK;
set @Graveyard_Inn_Kid_SHIFT, NIBBLE_2_SHIFT;
@@ -23,7 +22,7 @@
if (@state == 3) goto L_Bring_Tears;
if (@state == 2) goto L_Offer_Help2;
if (@state == 1) goto L_After_Welcome;
-
+
mes "You see a dead women lying on the floor, something that appears to be her ghost floating above her dead body.";
next;
mes "[Ghost]";
@@ -46,10 +45,11 @@ L_After_Welcome:
L_Ask_Dead:
if (baselevel < 85) goto L_Close;
+
menu
"What happened to you?", - ,
"Thank you, I'll surely enjoy my visit.", L_Close;
-
+
mes "[Reids Ghost]";
mes "\"What happened to me? What do you mean?\"";
//TODO: add more possible answers
@@ -79,6 +79,13 @@ L_Ask_Dead:
L_Offer_Help2:
mes "Reids Ghost is still staring into space.";
+
+ if (@kidstate == 5)
+ menu
+ "Shall I help you to find out what happened with you?", L_Skip1,
+ "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet,
+ "I don't want to bother you.", L_Close;
+L_Skip1:
menu
"Shall I help you to find out what happened with you?", -,
"I don't want to bother you.", L_Close;
@@ -96,6 +103,17 @@ L_Bring_Tears:
mes "[Reids Ghost]";
mes "\"Did you find something, which can represent my sadness?\"";
next;
+
+ 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,
+ "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,
+ "I'm still searching.", L_Close;
if (countitem("FrozenYetiTear") > 0)
menu
@@ -110,6 +128,8 @@ L_Check_Tears:
goto L_Not_Enough_Tears;
delitem "FrozenYetiTear", @YETI_TEAR_AMOUNT;
+ getexp @YETI_TEAR_EXP, 0;
+
set @state, 4;
callsub S_Update_Mask;
@@ -121,6 +141,12 @@ L_Ask_Life:
mes "\"How do you plan to help me?\"";
next;
+ if (@kidstate == 5)
+ menu
+ "Please tell me about your life. Maybe this gives a clue what happened.",L_Skip2,
+ "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet,
+ "I need to think about that.", L_Close;
+L_Skip2:
menu
"Please tell me about your life. Maybe this gives a clue what happened.",-,
"I need to think about that.", L_Close;
@@ -162,10 +188,9 @@ L_Ask_Life:
if (Sex == 0) goto L_Woman;
//TODO: think, if gender change should be checked
- //TODO: determine correct value for kidstate
if ((Sex == 1) && (@kidstate < 5)) goto L_Man;
- mes "\"What I'm going to tell you is very personal, but you showed me you're a sensitive person with helping my child.\"";
+ mes "\"What I'm going to tell you is very personal, but you showed me you're a sensitive person with bringing me the bracelet.\"";
L_Lovestory:
mes "[Reids Ghost]";
@@ -225,14 +250,31 @@ L_Woman:
next;
goto L_Lovestory;
+L_Bracelet:
+ mes "[Reids 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.";
+ 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.\"";
+ set @kidstate, 6;
+ callsub S_Update_Mask_Kid;
+ close;
+
L_Helped_Kid:
mes "[Reids Ghost]";
- mes "\"You showed me you're a sensitive person with helping my child.\"";
+ mes "\"You showed me you're a sensitive person with bringing me the bracelet.\"";
next;
goto L_Lovestory;
L_Close:
close;
+
+S_Update_Mask_Kid:
+ set QUEST_Graveyard_Inn,
+ (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK))
+ | (@kidstate << @Graveyard_Inn_Kid_SHIFT);
+ return;
S_Update_Mask:
set QUEST_Graveyard_Inn,