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-rw-r--r--npc/027-1_Graveyard/monsters.txt14
-rw-r--r--npc/027-2_Caretakers_House/crying_child.txt44
-rw-r--r--npc/027-2_Caretakers_House/husband.txt20
-rw-r--r--npc/027-2_Caretakers_House/innkeeper.txt24
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;