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authorMicksha <Micksha@users.noreply.github.com>2018-10-24 21:03:20 +0200
committerMicksha <Micksha@users.noreply.github.com>2018-11-05 21:34:37 +0100
commit11dd6fe5569be003d6582319594c315bac193d21 (patch)
tree28c23eb319cdd745c6edf1661ca80f77e8a1c123 /npc/008-2-6/alan.txt
parent12a7c290fec01b70f269818faab0f7860dbab63a (diff)
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Add Gumis scripts - delete placeholders. Disable debugs.
Diffstat (limited to 'npc/008-2-6/alan.txt')
-rw-r--r--npc/008-2-6/alan.txt299
1 files changed, 291 insertions, 8 deletions
diff --git a/npc/008-2-6/alan.txt b/npc/008-2-6/alan.txt
index b34f7bef..eebd11cd 100644
--- a/npc/008-2-6/alan.txt
+++ b/npc/008-2-6/alan.txt
@@ -2,19 +2,302 @@
// Author:
// Micksha
// Description:
-// Alan the bow-seller.
-// THIS IS A PLACEHOLDER!
+// Alan the bow-maker.
-008-2-6,31,25,0 script Alan#008-2-4 NPC_YOUNG_MAN_KFAHR,{
- speech
- l("Hi Sir."),
- l("Bad timing when you are asking for bows. Our bowmaker Gumi hasn't been seen for days now."),
- lg("Come back later, perhaps we are lucky and he teaches you how to chop trees for wood.");
+008-2-6,32,24,0 script Alan NPC_YOUNG_MAN_KFAHR,{
+ function bow_intro {
+ speech(4,
+ l("When you want to buy something then please speak to my apprentice."),
+ l("I am only doing special requests."));
+
+ selectd(
+ l("OK, thanks."),
+ rif(BaseLevel >= .min_level, l("Can you make me a really good bow?")),
+ rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?")));
+
+ switch (@menu)
+ {
+ case 1: closeclientdialog(); close;
+ case 3: speech(l("No.")); close;
+ }
+
+ speech(4,
+ l("You mean like one of my legendary forest bows?"));
+
+ selectd(
+ l("Yes, that would be nice."));
+
+ speech(4,
+ l("Sorry, I am not making these anymore."));
+
+ selectd(
+ l("Oh, too bad."),
+ l("What? Why not?"));
+
+ if (@menu == 1) {
+ closeclientdialog();
+ close;
+ }
+
+ speech(4,
+ l("The problem is that I am short of material."),
+ l("My forestbows are not made of regular wood, you know."),
+ l("They are made of special living wood."),
+ l("And only the best logs of living wood are good enough for them."),
+ l("I used to get these logs from Jack, the handsome lumberjack."),
+ l("But the last time I asked him for a new delivery he said that he would never again get any for me."));
+
+ selectd(
+ l("Too bad."),
+ l("Did you ask him why?"));
+
+ if (@menu == 1) {
+ closeclientdialog();
+ close;
+ }
+
+ speech(4,
+ l("Sure I did."),
+ l("But he just told me to leave him alone."),
+ l("Maybe you could ask him what's wrong?"));
+
+ selectd(
+ l("OK, I'll ask him."),
+ l("I am sure he got his reasons."));
+
+ setq(.quest_bow, 2);
+ closeclientdialog();
+ close;
+ }
+
+ function bow_reminder {
+ if (getq(.quest_inspector) == 2)
+ {
+ speech(4,
+ l("Did you already ask Jack why he won't deliver me any more living wood?"));
+
+ selectd(
+ l("Have you seen anything strange recently that might be connected to the robberies?"));
+
+ speech(l("No."));
+ close;
+ }
+
+ npctalk3(l("Did you already ask Jack why he won't deliver me any more living wood?"));
+ end;
+ }
+
+ function bow_explain {
+ speech(4,
+ l("Did you already ask Jack why he won't deliver me any more living wood?"));
+
+ selectd(
+ l("Yes, I did. He said that the trees turned into dangerous monsters."),
+ rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?")));
+
+ if (@menu != 1)
+ {
+ speech(l("No."));
+ close;
+ }
+
+ speech(
+ l("Oh, that's really bad news."),
+ l("Maybe you can do his job?"),
+ l("If you kill some of these tree monsters and bring me their wood I could take a look at them."),
+ l("Maybe you will find a piece of wood that is strong enough to become one of my forest bows."));
+
+ close2;
+ setq(.quest_bow, 4);
+ end;
+ }
+
+ function bow_make {
+ speech(4,
+ l("I can make you a really nice forest bow out of this."),
+ l("I just need %s E for material and work time.",
+ format_number(.req_esp)));
+
+ selectd(
+ l("%s??? What a ripoff!", format_number(.req_esp)),
+ rif(Zeny >= .req_esp, l("Sure, here you go!")),
+ rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?")));
+
+ switch (@menu)
+ {
+ case 1: speech(l("Fine, I'll just hold on to this log should you ever change your mind.")); close;
+ case 3: speech(l("No.")); close;
+ }
+
+ // XXX: maybe here we could make the player wait real-world hours for Alan to finish?
+
+ if (checkweight(.reward_item, 1) != true)
+ {
+ speech(
+ l("It seems you can't carry the bow right now."),
+ l("Go clean up your inventory and come back."));
+ close;
+ }
+
+ if (Zeny < .req_esp)
+ close; // double-check
+
+ setq(.quest_bow, 6);
+ Zeny -= .req_esp;
+ getitem(.reward_item, 1);
+ getexp(.reward_exp, 0);
+
+ speech(
+ l("Here you go - have fun with it."));
+ close;
+ }
+
+ function bow_check_wood {
+ speech(4,
+ l("How is the hunt going?"),
+ l("Did you bring me any wood?"));
+
+ selectd(
+ l("No, sorry."),
+ rif(countitem(.req_item) >= 1, l("Here, take a look!")),
+ rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?")));
+
+ switch (@menu)
+ {
+ case 1: closeclientdialog(); close;
+ case 3: speech(l("No.")); close;
+ }
+
+ .@first = true;
+
+ do {
+ if (countitem(.req_item) < 1)
+ break;
+
+ if (.@first == false)
+ {
+ narrator(4,
+ l("You hand him another log."));
+ }
+
+ delitem(.req_item, 1);
+ .@first = false;
+
+ speech(4,
+ l("Hmmm... looks ok, but is it strong enough?"));
+
+ narrator(4,
+ l("Alan bends the log over his knee."));
+
+ if (rand(.success_rate) == 0)
+ {
+ narrator(4 | 8,
+ l("Alan tries as hard as he can but the log won't bend."));
+
+ speech(4,
+ l("Aaah!"),
+ l("Yes!"),
+ l("That is a really fine piece of wood you brought me."),
+ l("It will make an excellent bow!"));
+
+ setq(.quest_bow, 5);
+ setq(.quest_shield, 1);
+
+ narrator(4,
+ l("He proceeds to further scrutinize the log."));
+
+ bow_make;
+ end;
+ }
+
+ narrator(4 | 8,
+ l("The log breaks with a loud crack."));
+
+ speech(4,
+ l("Sorry, this log was too weak for one of my forest bows."),
+ l("Now it is junk."),
+ l("Do you wish to try again?"));
+
+ selectd(
+ l("Sure, here you go."),
+ l("Hey! Stop breaking my stuff!"));
+
+ if (@menu != 1) {
+ closeclientdialog();
+ close;
+ }
+
+ } while (true);
+
+ speech(l("It seems you have no wood left."));
+ close;
+ }
+
+ function bow_done {
+ speech(4,
+ l("I hope you are satisfied with your forest bow."),
+ l("It is one of my best works."));
+
+ selectd(
+ l("I am!"),
+ rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?")));
+
+ switch (@menu)
+ {
+ case 2: speech(l("No.")); close;
+ default: closeclientdialog(); close;
+ }
+ }
+
+ // OnTalk:
+ switch (getq(.quest_bow))
+ {
+ case 0:
+ case 1: bow_intro; break;
+ case 2: bow_reminder; break;
+ case 3: bow_explain; break;
+ case 4: bow_check_wood; break;
+ case 5: bow_make; break;
+ default: bow_done; break;
+ }
+
+ closeclientdialog();
close;
+OnPCLoginEvent:
+OnPCBaseLvUpEvent:
+ if (BaseLevel >= .min_level && getq(.quest_bow) < 1)
+ {
+ setq(.quest_bow, 1); // allow the player to do the quest
+ dispbottom(l("New quest available: %s (level %d+)",
+ getquestlink(.quest_bow), .min_level)); // XXX: requires new manaplus versions, maybe show a different message for old versions?
+ }
+ end;
+
OnInit:
+ .min_level = 25; // min level to do the quest
+
+ .req_item = RawLog; // item required to make the bow
+ .req_esp = 10000; // amount of Esperin required to make the bow
+ .reward_item = ForestBow; // quest reward (item)
+ .reward_exp = 500; // quest reward (exp)
+ .success_rate = 20; // one in X chances to get a perfect log
+
+ .quest_bow = HurnscaldQuests_ForestBow;
+ .quest_shield = HurnscaldQuests_WoodenShield;
+ .quest_inspector = HurnscaldQuests_Inspector;
+ .quest_debug = .quest_bow;
.sex = G_MALE;
- .distance = 2;
+ .distance = 3;
+
+////////// UNFINISHED //////////
+////////////////////////////////
+// REMOVE THIS CODE WHEN THIS //
+// NPC IS NO LONGER A WIP //////
+////////////////////////////////
+//if (!debug) disablenpc(.name$);
+///////// UNFINISHED ///////////
+
end;
}