summaryrefslogtreecommitdiff
path: root/npc/008-2-24/troupe-leader.txt
diff options
context:
space:
mode:
Diffstat (limited to 'npc/008-2-24/troupe-leader.txt')
-rw-r--r--npc/008-2-24/troupe-leader.txt119
1 files changed, 119 insertions, 0 deletions
diff --git a/npc/008-2-24/troupe-leader.txt b/npc/008-2-24/troupe-leader.txt
new file mode 100644
index 00000000..8b10fed8
--- /dev/null
+++ b/npc/008-2-24/troupe-leader.txt
@@ -0,0 +1,119 @@
+// 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:
+// robberies in hurnscald
+
+008-2-24,41,39,0 script Troupe Leader NPC_DIMOND,{
+
+ function nohmask_question {
+ // XXX: shouldn't the player ask a question before she replies Yes? this feels too abrupt
+ speech(4,
+ l("Yes, a mask was stolen from us the last night we were in Hurnscald."));
+
+ selectd(
+ l("Any ideas on who might have taken it?"),
+ l("Are you sure one of your troupe members didn't hide it and commit those robberies?"),
+ l("Hmm..."));
+
+ switch (@menu)
+ {
+ case 1:
+ speech(
+ l("Hm..."),
+ l("I did see an old man hang out near the theater after our last show."));
+ close2;
+ setq(.quest_inspector, 6);
+ close;
+
+ case 2:
+ speech(
+ l("I am absolutely positive."),
+ l("None of my troupe have left the city since we got here."),
+ l("Good day!"));
+ close;
+ }
+
+ closeclientdialog();
+ close;
+ }
+
+ function nohmask_found {
+ // XXX: shouldn't the player say "I found your mask" before the npc says thanks?
+ speech(4,
+ l("Thank you for finding the mask."),
+ l("You did such a good job, you should keep it."));
+
+ if (checkweight(.reward_item, 1) != true)
+ {
+ speech(8,
+ l("It seems you can't carry it right now..."));
+ close;
+ }
+
+ setq(.quest_inspector, 15);
+ getexp(.reward_exp, 0);
+ getitem(.reward_item, 1);
+
+ speech(
+ l("We don't need it anymore."),
+ l("We're doing different shows here."));
+ close;
+ }
+
+ // OnTalk:
+ switch (getq(.quest_inspector))
+ {
+ case 5: nohmask_question; break;
+ // XXX: shouldn't it have an in-between state where it says good luck or something?
+ case 14: nohmask_found; break;
+ // XXX: shouldn't it have a "completed" state where it says thanks, come back any time?
+ }
+
+ // initial intro
+ speech(
+ l("Hello."),
+ l("I'm the leader of a traveling theater troupe."),
+ l("We'll be staying here in Tulimshar for a while."));
+ close;
+
+OnInit:
+ .reward_item = NohMask; // FIXME: change this when we get NohMask
+ .reward_exp = 1500;
+
+ .quest_inspector = HurnscaldQuests_Inspector;
+ .quest_debug = .quest_inspector;
+ .sex = G_FEMALE;
+ .distance = 3;
+
+////////// UNFINISHED //////////
+////////////////////////////////
+// REMOVE THIS CODE WHEN THIS //
+// NPC IS NO LONGER A WIP //////
+////////////////////////////////
+//if (!debug) disablenpc(.name$);
+///////// UNFINISHED ///////////
+
+ end;
+}