summaryrefslogblamecommitdiff
path: root/npc/008-1/old-woman.txt
blob: 03de9bfe6b986e924e363443ae2463c590d1c44f (plain) (tree)
1
                 























                                                     
                                                           
 
                                                      

                           

                                                                       

























































































                                                                                                                    
                       








                                                              
                                 



                                
/// Evol scripts.
// Author:
//    gumi
// Quest states:
//    [1] 0  - cannot do the quest
//    [1] 1  - can do the quest
//    [1] 2  - talked to inspector (1) <= start
//    [1] 3  - talked to old woman (1)
//    [1] 4  - talked to old woman (2)
//    [1] 5  - talked to inspector (2)
//    [1] 6  - talked to troupe leader (1)
//    [1] 7  - talked to inspector (3)
//    [1] 8  - talked to old man
//    [1] 9  - talked to old woman (3)
//    [1] 10 - talked to inspector (4)
//    [1] 11 - talked to old woman (4)
//    [1] 12 - talked to malek
//    [1] 13 - searched the bookcase
//    [1] 14 - talked to inspector (5)
//    [1] 15 - talked to troupe leader (2) <= reward
//    [1] 16 - talked to inspector (6) <= reward, end
//    [2] unused
//    [3] unused
//    [t] unused
// Description:
//    Old Lady in the flower field, Robberies in Hurnscald.

008-1,231,114,0	script	Old Woman	NPC_OLD_LADY,{

    function is_inspector {
        return (getequipcardid(EQI_HEAD_MID, 0) == NavyBlueCottonDye &&
                getequipcardid(EQI_HEAD_LOW, 0) == NavyBlueCottonDye);
    }

    function oldwoman_ask {
        speech(4,
            l("Hello deary."));

        selectd(
            l("Have you seen anything strange lately?"),
            l("Do you know anything about the recent robberies?"));

        .@q = getq(.quest_inspector);

        if (!is_inspector())
        {
            speech(l("Yes, but I'm only talking to the inspector himself!"));

            close2;
            if (.@q < 3)
                setq(.quest_inspector, 3);
            end;
        }

        if (.@q == 2 || .@q == 3)
        {
            speech(
                l("I saw someone sneaking around town wearing a theater mask."),
                l("It looked like one of the masks used by the troupe that was in town recently."));

            close2;
            setq(.quest_inspector, 4);
        }

        else if (.@q == 10)
        {
            speech(
                l("I've remembered something else."),
                l("The night the troupe left, I saw someone with a theater mask take a large satchel out of town."),
                l("He was heading north."));

            close2;
            setq(.quest_inspector, 11);
        }

        end;
    }

    function oldwoman_alibi {
        speech(4,
            l("Hello deary."));

        selectd(
            l("Was your husband with you at home all night the last night that the troupe was in town?"));

        speech(
            l("Yes, we were both at home all night."));

        close2;
        setq(.quest_inspector, 9);
        end;
    }

    function oldwoman_filler {
        npctalk3(l("I hope you catch that naughty person!"));
        end;
    }

    // OnTalk:
    switch (getq(.quest_inspector))
    {
    case 2:
    case 3: oldwoman_ask; break;
    case 4:
    case 5:
    case 6:
    case 7: oldwoman_filler; break;
    case 8:
    case 9: oldwoman_alibi; break;
    case 10: oldwoman_ask; break;
    }

    // initial intro
    if (BaseLevel < 40)
        npctalk3(l("Watch out for these flowers. They don't like to be messed with."));
    else
        npctalk3(l("Hello deary."));
    end;

OnInit:
    .quest_inspector = HurnscaldQuests_Inspector;
    .quest_debug = .quest_inspector;
    .sex = GENDER_MALE;
    .distance = 1; // this npc has bad hearing
    .speed = 2000; // this npc is very old
    // TODO: move graph (after the Hurnscald map is finalized)

////////// UNFINISHED //////////
////////////////////////////////
// REMOVE THIS CODE WHEN THIS //
// NPC IS NO LONGER A WIP //////
////////////////////////////////
//if (!debug) disablenpc(.name$);
///////// UNFINISHED ///////////

    end;
}