// Evol scripts.
// Authors:
// Ablu
// Alige
// Qwerty Dragon
// Reid
// Vasily_Makarov
// Description:
// Hidden in a ship's hole.
// 2 bits array:
// ShipQuests
// Variable:
// ShipQuests_Alige
// Values:
// 0 Never talk.
// 1 First talk.
// 2 Accept the task.
// 3 Bring first food.
001-2-22,43,32,0 script AligeTrigger#Artis NPC_HIDDEN,1,1,{
OnTouch:
if (getareausers() <= 1)
{
setnpcdir "Alige#Artis", 2;
stopnpctimer;
initnpctimer;
}
if (getq(ShipQuests_Alige) > 0) close;
doevent "Alige#Artis::OnFirstEncounter";
close;
OnUnTouch:
if (getareausers() == 0)
{
setnpcdir "Alige#Artis", 4;
stopnpctimer;
initnpctimer;
}
close;
OnTimer190:
stopnpctimer;
if (getnpcdir("Alige#Artis") == 2) setnpcdir "Alige#Artis", 6;
if (getnpcdir("Alige#Artis") == 4) setnpcdir "Alige#Artis", 8;
end;
}
001-2-22,43,31,0 script Alige#Artis NPC_ALIGE,{
.@q = getq(ShipQuests_Alige);
if (.@q > 1) goto L_AskForFood;
goto OnFirstEncounter;
OnFirstEncounter:
setq ShipQuests_Alige, 1;
setcamnpc;
mesn "Hidden Person";
mesq l("Hey, psst! You're not a sailor, right?");
next;
restorecam;
menu
l("I am, who are you?"), -,
l("Indeed, I am not."), L_NeedHelp;
mes "";
mesn "Narrator";
mesc(l("The stowaway doesn't answer."), 9);
close;
L_NeedHelp:
setcamnpc;
mes "";
mesn "Hidden Person";
mesq l("Good, good... Hey, could you help me please? I beg you, please, pleeeease...");
next;
restorecam;
menu
l("Why not, but who are you, and what kind of help do you need?"), L_CanHelp;
l("Sorry but I have no time for this."), -;
closeclientdialog;
close;
L_CanHelp:
setcamnpc;
mes "";
mesn;
mesq l("My name is Alige, I've been hiding here for weeks. All I have to eat are these berries... berries... berries...");
next;
mesq l("I'm losing my mind here, I need something else to eat!");
next;
mesq l("Could you please bring me something which isn't a berry, and I'm not big on vegetables either. I need proteins!");
next;
restorecam;
menu
l("Sure, but what will you give me in exchange?"), L_AboutReward,
l("Why don't you come out?"), -;
L_ExplainHiding:
setcamnpc;
mes "";
mesn;
mesq l("No, I can't. I won't! All I wanted was to travel across the seas for fun, growl... sniff. And in this hole in the floor, as you can see, I have lots of fun.");
next;
mesq l("Oh... um... actually... all I wanted was to get to Artis. Err... but I didn't, uhm... have enough money to pay for the ferry!");
next;
mesq l("Please don't tell people you saw me. I don't want to be decapitated or get thrown into the sea as food for sharks, or get my hair mussed!");
next;
restorecam;
if (getq(ShipQuests_Alige) == 2) goto L_SoAskForFood;
goto L_Accept;
L_AboutReward:
setcamnpc;
mes "";
mesn;
mesq l("I'll share my berries with you if you help me.");
next;
restorecam;
L_Accept:
menu
l("Understood, I will help you."), L_FirstAccepted,
l("We arrived in Artis today."), L_Artis,
l("I think I should report you to the crew members."), -;
setcamnpc;
mesq l("Growl, sniff, grr! You'd better not tell anyone you saw me!");
close;
L_Artis:
setcamnpc;
mes "";
mesn;
mesq l("Of course, so why do I still see open sea from the porthole?");
next;
mesq l("I wonder who is in delarium now...");
next;
mesq l("But hey, back to me. Remember my mentioning that I'm hun...grrr...eee!");
next;
restorecam;
if (.@q == 2) goto L_SoAskForFood;
goto L_Accept;
L_FirstAccepted:
if (getq(ShipQuests_Alige) >= 2) goto L_Accepted;
setq ShipQuests_Alige, 2;
goto L_Accepted;
L_Accepted:
setcamnpc;
mes "";
mesn;
mesq l("Great, what food do you have for me today?");
next;
restorecam;
L_GiveFood:
mes "";
mes "##B" + l("Drag and drop an item from your inventory.") + "##b";
.@id = requestitem();
if (.@id <= 0) goto L_Quit; // Quit message.
if (countitem(.@id) == 0) goto L_Quit; // If don't have the food
if (array_find(.vegetables, .@id) >= 0) goto L_NoReward; // In case of wrong food.
if (array_find(.poisonable, .@id) >= 0) goto L_Poison; // In case of poisoned food (or food with effects).
if (.@id == Piberries) goto L_NoMore; // In case of Piberries.
if (.@id == RedPlushWine) goto L_Drunk; // In case of Alcohol.
// Default message for non food
if (array_find(.commonfood, .@id) == -1) goto L_NoFood;
inventoryplace Piberries, 3;
delitem .@id, 1;
setcamnpc;
mes "";
mesn;
mesq l("Thank you so much! Here, have some of my berries.");
setq ShipQuests_Alige, 3;
getitem Piberries, rand(1, 3);
next;
goto L_ReturnMenu;
L_NoReward:
setcamnpc;
mes "";
mesn;
mesq l("You don't expect me to eat that, do you? Give me something else!");
next;
restorecam;
goto L_GiveFood;
L_Drunk:
setcamnpc;
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("I asked for food but... *hips* Ah, that'll do!");
restorecam;
goto L_GiveFood;
L_NoFood:
setcamnpc;
// We must first determine if it is at least edible (IT_HEALING)
if (getiteminfo(.@id, ITEMINFO_TYPE) == IT_HEALING)
{
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("That looks too exotic for me to eat!");
}
else
{
speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
l("That doesn't looks edible to me!");
}
restorecam;
goto L_GiveFood;
L_ReturnMenu:
setcamnpc;
mesq l("Do you have anything else for me?");
next;
restorecam;
goto L_GiveFood;
L_NoMore:
setcamnpc;
mes "";
mesn;
mesq l("Grr, don't give me more berries! I don't want them, stupid berries, stupid... Stupid... Stupid!");
next;
goto L_ReturnMenu;
L_Poison:
setcamnpc;
mes "";
mesn;
mesq l("Don't try to poison me! I know what that does!");
next;
restorecam;
goto L_ReturnMenu;
L_SoAskForFood:
setcamnpc;
mesn;
mesq l("So, do you have anything for me today?");
next;
restorecam;
goto L_IntroMenu;
L_AskForFood:
setcamnpc;
mesn;
mesq l("Do you have anything for me today?");
next;
restorecam;
L_IntroMenu:
menu
l("Yes."), L_GiveFood,
l("Where can I find some food?"), L_FindFood,
l("Why are you hiding?") + " " + l("Why don't you come out?"), L_ExplainHiding,
l("We arrived in Artis today."), L_Artis,
l("I think I should report you to the crew members."), -;
setcamnpc;
mesq l("Growl, sniff, grr! You'd better not tell anyone you saw me!");
close;
L_FindFood:
setcamnpc;
mes "";
mesn;
mesq l("There are some flying yellow plushes around you. They're called pious. Getting a roasted leg of one of them would be perfect.");
next;
mesq l("I'd like to catch one of them, but they fly away when I try.");
next;
mesq l("Walking around a bit, it'll be easy for you to catch one, I bet. Impale one of them for me please.");
next;
restorecam;
mesn "Narrator";
mesc(l("You can attack a monster by clicking on it, or from your keyboard you can press the 'A' key to select the monster followed by 'Ctrl' to attack it."), 9);
next;
mesc(l("Once the monster is dead, click on the dropped items to add them to your inventory. You can also use the 'Z' key to claim the drops."), 9);
close;
L_Quit:
setcamnpc;
mes "";
mesn;
mesq l("Too bad... Come back when you'll have some nice food for me. Growl... grumble... grumble.");
close;
OnInit:
.distance = 2;
// Array of foods (remember to update in 000-2-1 as well)
setarray .commonfood, Bread, Fungus, Cheese, PiouLegs, Aquada, HalfCroconut, Plushroom, PumpkinJuice, Manana, Curshroom, Carrot, CarpSandwich, PioulegSandwich;
setarray .vegetables, Acorn, LettuceLeaf, Croconut, MananaSandwich;
setarray .poisonable, SeaDrops, PinkBlobime, PumpkinSeeds, UrchinMeat, EasterEgg;
end;
}