// Evol scripts. // Authors: // Qwerty Dragon // Reid // Description: // There are two kinds of dialogues in this script. // Dan will randomly choose between a useless sentence, and a quest in Artis. 000-2-1,32,31,0 script Dan#000-2-1 NPC_DEMON_MAN,{ if (getq(General_Narrator) > 0) { sailortalk; close; } mesn; .@q = rand(3); if (.@q == 0) goto L_QuestStory; mesq l("You see these pious around us?"); next; mesq l("It seems that we are close to an island, we should take a look at the upper level."); close; L_QuestStory: mesq l("It's so hard to find the motivation..."); next; menu l("Why?"), -, l("I guess so... I will leave you alone."), L_Quit; mes ""; mesn; mesq l("Oh, it's you."); next; mesq lg("So, you finally woke up? We all thought you were in something like... You know, one of these long comas."); next; menu l("I'm still in a coma, but my ghost is haunting you!"), L_Quit, l("It was something like a long nap."), -; mes ""; mesn; mesq l("It's good, good... I have a friend who is still in a coma, but I can't be with her without working..."); next; mesq l("The fear to see her sleeping on this quiet and lonely bed is becoming more and more unbearable, I think that I won't get the bravery to see her this time..."); next; menu l("Who is she?"), L_She, l("Do you want me to go see her instead of you?"), L_Quest, l("I don't know what to say..."), -; mes ""; mesn; mesq lg("There's nothing to say, don't worry miss.", "There's nothing to say, don't worry sir."); close; L_She: mes ""; mesn; mesq l("She is a good friend of mine... We wanted to move together a few weeks before her accident but..."); next; goto L_Quit2; L_Quest: mes ""; mesn; mesq l("I don't think that we are in a good place to talk about this..."); next; L_Quit: mes ""; mesn "Narrator"; mesc(l("Dan keeps silent since your last question."), 9); close; L_Quit2: mesn "Narrator"; mesc(l("Dan ends the conversation and resumes to write his letter."), 9); close; OnInit: .bodytype = BODYTYPE_3; .distance = 2; end; }