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// Evol scripts.
// Author:
// Reid
// Description:
// Captain Nard dialogs.
// Nard does the introduction with a small quest.
// This quest is meant to teach the player how to use a weapon,and to bring food to the ship.
// 2 bits array:
// ShipQuests
// Variable:
// ShipQuests_Nard
// Values:
// 0 Introduction of the box and Nard. This is displayed when the player never spoke to Nard or his box.
// 1 Nard spoke and gave access to the outdoor of the ship.
// 2 Completed the quest.
// 3 Opened the chest and finished the introduction.
000-2-3.gat,25,26,0,1 script Nard 306;5,{
set @q, getq(ShipQuests_Nard);
l_Checker:
if (@q == 1) goto l_NotYet;
if (@q == 2) goto l_Give;
if (@q > 2) goto l_Already;
mesn;
mesq l("Hello.");
next;
mesq l("Let me introduce myself, I am Nard, captain of this ship.");
next;
mesq lg("It is nice to see that you woke up fine at the same time. Elmo came here to tell me this good news!");
next;
mesn "Elmo";
mesq l("Oh... Err, yes I did, or, well, good day to you!");
next;
mesn;
mesq l("Hehehe, he is a bit nervous, please forgive him, it is not everyday we have a new member in the crew!");
next;
mesq l("So, how do you feel? I see that Julia did a marvelous job! You look like you're in good health now.");
next;
l_Menu:
menu
lg("I feel ok."), l_Ok,
l("Who's this Julia?"), l_Julia,
lg("I'm a bit sick..."), -;
mes "";
mesn;
mesq l("Oh, I was going to ask you if you wanted to help the crew search for some food and explore the island out there.");
next;
l_MenuQuest:
menu
l("What do you need?"), -,
l("Is there a reward?"), l_NeedHead;
mes "";
mesn;
mesq l("Oh! I like that sort of answer!");
next;
mesq g(l("We need manpower on the island... Oh forgive me, women are also welcome, of course."),
l("We need manpower on the island."));
next;
goto l_NeedContent;
l_NeedHead:
mes "";
mesn;
l_NeedContent:
mesq l("Sure, there is a reward for your task.");
next;
mesq l("Our crew is like a family, and if you agree to help us, I would like to invite you to join our family!");
next;
mesq l("What? It's not a good reward?");
next;
mesq l("Oh well. I'll also give you one of these hats from the box around you, but only after you complete your task!");
next;
mesq l("Go outside and talk with Gugli, he'll tell you what we need.");
next;
setq ShipQuests_Nard, 1;
close;
l_Ok:
mes "";
mesn;
mesq l("Good to know.");
next;
mesq l("We made a stop at a little island, before making it to the port of Artis.");
next;
mesq l("It would be good for you to do some exercise, the ship isn't big enough for that.");
next;
goto l_SpecialTask;
l_Julia:
mes "";
mesn;
mesq l("You have an awful amnesia.");
next;
mesq l("She is the nurse and shipkeeper of this ship, and also an excellent chef!");
next;
mesq lg("But most important, she is the one who took care of you when you were unconscious.");
next;
l_SpecialTask:
mesq l("I know that you are just starting to feel better, but I'd like to give you a special task.");
next;
goto l_MenuQuest;
l_NotYet:
mesn;
mesq l("You still haven't completed your task.");
close;
l_Give:
mesn;
mesq l("Congrats!");
next;
mesq l("You are now part of the crew! Thanks again for your help.");
setq ShipQuests_Nard, 3;
getitem "Bandana", 1;
// Need to add a skill for the crew at this line.
close;
l_Already:
mesn;
mesq l("I don't need any help right now, come back later.");
close;
}
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