summaryrefslogtreecommitdiff
path: root/npc/020-2_Nivalis/baktar.txt
blob: b037d7bb09abadb764565c6e39dc11676b842a79 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
//#=========================
//#== NPC Baktar
//# Authors: Lien, PjotrOrial
//# Review: BigCrunch, Mistakes, Jenalya
//# This NPC has two stages:
//#
//# In the first stage you need to bring 7 different items, but only one of each kind.
//#
//#
//# In the second stage he tells you what hard life he is living. He will be very aggressive telling you some stuff.
//# He will send you to kill Scroticular. That npc will be located in the labyrinth caves.
//# (its a mob actually, to be spawned only, if the players knows his name and his location)
//#
//# variables used:
//# @QUEST_Nivalis_state: NIBBLE0, NIBBLE1, NIBBLE2, NIBBLE3:
//# BYTE0 ( == NIBBLE0 | NIBBLE1)        stores in each bit information if that item was already brought.
//# bits:
//# bit 0        if you have met the npc already
//# bit 1        Desert Hat
//# bit 2        Desert Shirt
//# bit 3        Serf Hat
//# bit 4        tongue_Item
//# bit 5        eggs_Item
//# bit 6        skin_Item
//# bit 7        bugleg
//# NIBBLE2      store the progress after the item collecting stage:
//# =0 he will thank you for bringing all stuff.
//# =1 talking about his youth
//# =2 talking, you get the mission to hunt down Scroticular
//# =3 you get information where Scroticular can be found.
//# NIBBLE3     a bitmasking nibble for stage 2 again
//# bit 0  knows the name/location of the opponent
//# bit 1  killed the ugly opponent
//#=========================
020-2.gat,70,61,0	script	Baktar	183,{
        set @npcname$, "[Baktar]";

        set @Q_MASK, BYTE_0_MASK;
        set @Q_SHIFT, BYTE_0_SHIFT;
        set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT;

        set @Q_MASK2, NIBBLE_2_MASK;
        set @Q_SHIFT2, NIBBLE_2_SHIFT;
        set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2;

        set @Q_MASK2_BITS, NIBBLE_3_MASK;
        set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT;
        set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS;

        // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc.
        mes @Q_status;
        if(@Q_status == @Q_MASK) goto L_2_init;

        set @BIT_KNOWHIM, 0;

        set @BIT_DESERTHAT,1;
        set @MONEY_DESERTHAT, 1500;
        set @XP_DESERTHAT, 500;

        set @BIT_DESERTSHIRT,2;
        set @MONEY_DESERTSHIRT, 1500;
        set @XP_DESERTSHIRT, 600;

        set @BIT_SERFHAT,3;
        set @MONEY_SERFHAT, 800;
        set @XP_SERFHAT, 350;

        set @BIT_MS_TONGUE,4;
        set @MONEY_MS_TONGUE, 800;
        set @XP_MS_TONGUE, 350;

        set @BIT_MS_EGG,5;
        set @MONEY_MS_EGG, 800;
        set @XP_MS_EGG, 350;

        set @BIT_SNAKESKIN,6;
        set @MONEY_SNAKESKIN, 800;
        set @XP_SNAKESKIN, 350;

        set @BIT_BUGLEG,7;
        set @MONEY_BUGLEG, 20;
        set @XP_BUGLEG, 130;

        if(sex)
                set @type$, "man";
        if(!sex)
                set @type$, "woman";

        if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready;
                mes @npcname$;
                mes "\"Hello, " +  @type$ + ", did you come from Tulimshar? Because you have a nice tan. \"";
        menu
                "Yes, I'm from Tulimshar", L_exotic,
                "Well, I just like sunbathing", -,
                "Good bye", -;
        close;

L_KnowAlready:
                mes @npcname$;
                mes "\"So, you have a new item?\"";
        goto L_startitem;
close;

L_exotic:
                mes @npcname$;
                mes "\"I said that because I love Tulimshar's stuff ... if you give me an interesting item maybe I can give you a nice reward. But I don't need lots of stuff, I need only one example of each item.\"";
        menu        "I have some items on me maybe you'll like them ", L_startitem,
                        "Don't touch my stuff!", -,
                        "I'll get them. Bye.", -;
        close;

L_startitem:
        setarray @exotic_item$, "", "", "", "", "", "", "";
        set @c, 0;
        set @Q_status, @Q_status | (1<<@BIT_KNOWHIM);
        callsub S_Update_Var;
        if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt;
        set @exotic_item$[@c], "a Desert Hat ?";
        set @menuid[@c], 0;
        set @c, @c + 1;

L_DesertShirt:
        if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat;
        set @exotic_item$[@c], "a Desert Shirt ?";
        set @menuid[@c], 1;
        set @c, @c + 1;

L_SerfHat:
        if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue;
        set @exotic_item$[@c], "a Serf Hat ?";
        set @menuid[@c], 2;
        set @c, @c + 1;

L_tongue:
        if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg;
        set @exotic_item$[@c], "a Mountain Snake Tongue ?";
        set @menuid[@c], 3;
        set @c, @c + 1;

L_egg:
        if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin;
        set @exotic_item$[@c], "a Mountain Snake Egg?";
        set @menuid[@c], 4;
        set @c, @c + 1;

L_Skin:
        if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg;
        set @exotic_item$[@c], "a Snake Skin?";
        set @menuid[@c], 5;
        set @c, @c + 1;

L_bugleg:
        if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind;
        set @exotic_item$[@c], "a Bug Leg?";
        set @menuid[@c], 6;
        set @c, @c + 1;

L_NeverMind:
        set @exotic_item$[@c], "Nevermind";
        set @menuid[@c], 6;
//menu for the item
        menu
                @exotic_item$[0], -,
                @exotic_item$[1], -,
                @exotic_item$[2], -,
                @exotic_item$[3], -,
                @exotic_item$[4], -,
                @exotic_item$[5], -,
                @exotic_item$[6], -;

        set @menu, @menu -1;

        if (@menuid[@menu] == 0) goto L_DesertHat_Item;
        if (@menuid[@menu] == 1) goto L_DesertShirt_Item;
        if (@menuid[@menu] == 2) goto L_SerfHat_Item;
        if (@menuid[@menu] == 3) goto L_tongue_Item;
        if (@menuid[@menu] == 4) goto L_egg_Item;
        if (@menuid[@menu] == 5) goto L_skin_Item;
        if (@menuid[@menu] == 6) goto L_BugLegItem;
//if Never mind
                mes @npcname$;
                mes "\"Ok, goodbye then.\"";
        close;
L_DesertHat_Item:
        if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready;
        if (countitem("DesertHat") < 1) goto L_Noitem;
                delitem "DesertHat", 1;
                set zeny, zeny + @MONEY_DESERTHAT;
                getexp @XP_DESERTHAT,0;
                set @Q_status, @Q_status | (1<<@BIT_DESERTHAT);
                callsub S_Update_Var;
        close;
L_DesertShirt_Item:
        if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready;
        if (countitem("DesertShirt") < 1) goto L_Noitem;
                delitem "DesertShirt", 1;
                set zeny, zeny + @MONEY_DESERTSHIRT;
                getexp @XP_DESERTSHIRT,0;
                set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT);
                callsub S_Update_Var;
		close;
L_SerfHat_Item:
        if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready;
        if (countitem("SerfHat") < 1) goto L_Noitem;
                delitem "SerfHat", 1;
                set zeny, zeny + @MONEY_SERFHAT;
                getexp @XP_SERFHAT,0;
                set @Q_status, @Q_status | (1<<@BIT_SERFHAT);
                callsub S_Update_Var;
		close;
L_tongue_Item:
        if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready;
        if (countitem("MountainSnakeTongue") < 1) goto L_Noitem;
                delitem "MountainSnakeTongue", 1;
                set zeny, zeny + @MONEY_MS_TONGUE;
                getexp @XP_MS_TONGUE,0;
                set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE);
                callsub S_Update_Var;
close;
L_egg_Item:
        if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready;
        if (countitem("MountainSnakeEgg") < 1) goto L_Noitem;
                delitem "MountainSnakeEgg", 1;
                set zeny, zeny + @MONEY_MS_EGG;
                getexp @XP_MS_EGG,0;
                set @Q_status, @Q_status | (1<<@BIT_MS_EGG);
                callsub S_Update_Var;
close;
L_skin_Item:
        if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready;
        if (countitem("SnakeSkin") < 1) goto L_Noitem;
                delitem "SnakeSkin", 1;
                set zeny, zeny + @MONEY_SNAKESKIN;
                getexp @XP_SNAKESKIN,0;
                set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN);
                callsub S_Update_Var;
close;
L_BugLegItem:
        if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready;
        if (countitem("BugLeg") < 1) goto L_Noitem;
                delitem "BugLeg", 1;
                set zeny, zeny + @MONEY_BUGLEG;
                getexp @XP_BUGLEG,0;
                set @Q_status, @Q_status | (1<<@BIT_BUGLEG);
                callsub S_Update_Var;
close;

L_Noitem:
                mes @npcname$;
                mes "\"Where is your item?\"";
                close;

L_havealready:
                mes @npcname$;
                mes "\"Well, I already have one of those.\"";
                close;

S_Update_Var:
        set QUEST_Nivalis_state,
            (QUEST_Nivalis_state & ~(@Q_MASK)
                | (@Q_status << @Q_SHIFT));
        return;



//# The following stage is completely cutoff the first.
//# So there is no linking between the upper and lower part, except for one goto at the very beginning
//

L_2_init:

//# NIBBLE3     a bitmasking nibble for stage 2 again
//# bit 0  knows the name of the opponent
//# bit 1  killed the ugly opponent
        set @BIT_KNOWS_NAME, 0;
        set @BIT_KILLED_HIM, 1;

        if (@Q_status2 == 1) goto L_2_talk1;
        if (@Q_status2 == 2) goto L_2_talk2;
        if (@Q_status2 == 3) goto L_2_talk3;
        if (@Q_status2 == 4) goto L_2_talk4;
        // fall through @Q_status2==0:
        // need to thank for bringing all stuff.
        mes @npcname$;
        mes "\"Thanks a lot for bringing me all this nice stuff!\"";
        next;
        mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\"";
	next;
	mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\"";
	next;
	mes "\"So thank you for bringing me that stuff for my desert collection\"";
	next;
	mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\"";
	next;
        set @Q_status2, 1;
        callsub S_Update_Var2;
        close;

L_2_talk1:
        mes @npcname$;
        mes "\"In my childhood I was called a packrat, because I collected old cans.\"";
        next;
        mes "\"But everybody does collect things right?\"";
	next;
	mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\"";
	next;
	mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\"";
	next;
	mes "He picks in his nose";
	next;
        mes @npcname$;
	mes "\"Ok erm, talk to you later.\"";
	next;
	mes "\"Ok.\"";
        set @Q_status2, 2;
        callsub S_Update_Var2;
        close;

L_2_talk2:
        mes @npcname$;
        mes "\"Could you do me a favor? This ugly guy, who always attacked me....\"";
        next;
        mes "\"*sob*\"";
        next;
	mes "\"I was always bullied by him. You know in the early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier.";
	next;
	mes "\"Or another day he was the chieftain and I was the redskin.\"";
	next;
	mes "\"but to tell you the truth, HE was ALWAYS the one who directed me.\"";
	next;
	mes "\"I DO NOT LIKE THAT!\"";
	next;
	mes "\"I WANT TO BE THE LEADER!\"";
	next;
	mes "\"STOP HIM DOING NASTY THINGS\"";
	next;
        mes "\"I WANT YOU TO KILL THAT BASTARD!!\"";
        set @Q_status2, 3;
        callsub S_Update_Var2;
        close;

L_2_talk3:
        menu        "Ok, I am a professional in doing such things", L_2_professional,
                        "Hey do you really mean it? ", L_2_professional,
                        "You calmed down again?", -,
                        "Oh a packrat! By the way, is that trash over there yours?", L_2_name,
                        "Nevermind", -;
        mes @npcname$;
        mes "\"Get out of my way, prank!\"";
        close;

L_2_professional:
        mes @npcname$;
        mes "\"What are you talking about?\"";
        goto L_2_talk3;

L_2_name:
        mes @npcname$;
        mes "\"ONE DAY I WILL GET A HUGE REVENGE!\"";
        next;
        mes "\"AND I MEAN IT!\"";
        next;
        mes "\"You see I am a dangerous killer. Last week I killed five slimes and a pinkie!\"";
        next;
        mes "He takes out a piece of paper... mumbling";
        mes "\"Ok Scroticular first, and then ...\"";
        set @Q_status2, 4;
        set @Q_status2_bits, @Q_status2_bits | (1<<@BIT_KNOWS_NAME);
        callsub S_Update_Var2;

        mes @npcname$;
        mes "\"What is your name again?\"";

        menu        "I am sorry for the joke... Please forgive me", -,
                        "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -;
        mes @npcname$;
        mes "\"Alright, I see. Ok maybe I really need to calm down. Please let me alone... I will try to calm down, ok?\"";
        close;

S_Update_Var2:
        set QUEST_Nivalis_state,
            (QUEST_Nivalis_state & ~(@Q_MASK2)
                | (@Q_status2 << @Q_SHIFT2));
        set QUEST_Nivalis_state,
            (QUEST_Nivalis_state & ~(@Q_MASK2_BITS)
                | (@Q_status2_bits << @Q_SHIFT2_BITS));
        return;
}