// 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 = GENDER_MALE; .distance = 3; ////////// UNFINISHED ////////// //////////////////////////////// // REMOVE THIS CODE WHEN THIS // // NPC IS NO LONGER A WIP ////// //////////////////////////////// //if (!debug) disablenpc(.name$); ///////// UNFINISHED /////////// end; }