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009-2,24,99,0	script	Inspector#Hurnscald	NPC150,{
    @inspector = ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);

    if (@inspector == 0 && BaseLevel >= 30) goto L_Start;
    if (@inspector == 1) goto L_AskVillage;
    if (@inspector == 2) goto L_OldWoman;
    if (@inspector == 3) goto L_TheaterMask;
    if (@inspector == 4) goto L_TravelingTroupe;
    if (@inspector == 5) goto L_OldMan;
    if (@inspector == 6) goto L_OldMan_2;
    if (@inspector == 7) goto L_Alibi;
    if (@inspector == 8) goto L_Alibi_2;
    if (@inspector == 9) goto L_Alibi_3;
    if (@inspector == 10) goto L_Satchel;
    if (@inspector == 11) goto L_Basement;
    if (@inspector == 12) goto L_Note;
    if (@inspector == 13) goto L_TravelingTroupe_2;
    if (@inspector == 14) goto L_Over;
    if (@inspector == 15) goto L_End;
    mes "[Inspector]";
    mes "\"I'm sorry, but I'm busy looking into this string of robberies.\"";
    goto L_close;

L_Start:
    mes "\"Hmm...what to do.\"";
    mes "He looks up and into your face.";
    next;
    mes "[Inspector]";
    mes "\"You look capable, will you help me solve these robberies?\"";
    next;
    menu
        "Yes.", L_Accept,
        "No.", L_close;

L_Accept:
    @inspector = 1;
    callsub S_Update_Mask;
    mes "[Inspector]";
    mes "\"Ok then. I'd like you to ask the villagers about the recent string of robberies.\"";
    goto L_close;

L_AskVillage:
    mes "[Inspector]";
    mes "\"Please continue talking to the villagers.\"";
    goto L_close;

L_OldWoman:
    mes "[Inspector]";
    mes "\"Hm...I don't know if I trust her eyesight or memory. See if someone else knows anything.\"";
    goto L_close;

L_TheaterMask:
    @inspector = 4;
    callsub S_Update_Mask;
    mes "[Inspector]";
    mes "\"Someone in a theater mask, eh? There was a traveling theater troupe in town recently, but they've moved on to Tulimshar. Please go talk to their leader about this.\"";
    goto L_close;

L_TravelingTroupe:
    mes "[Inspector]";
    mes "\"Please go talk to the leader of the traveling troupe about the theater mask.\"";
    goto L_close;

L_OldMan:
    @inspector = 6;
    callsub S_Update_Mask;
    mes "[Inspector]";
    mes "\"Hm...an old man? Could you interrogate him for me?\"";
    goto L_close;

L_OldMan_2:
    mes "[Inspector]";
    mes "\"Have you talked with the old man yet?\"";
    goto L_close;

L_Alibi:
    mes "[Inspector]";
    mes "\"Can you verify that with his wife?\"";
    goto L_close;

L_Alibi_2:
    @inspector = 9;
    callsub S_Update_Mask;
    mes "[Inspector]";
    mes "\"Hm...then it couldn't be him. I'm not sure where to go from here, maybe you can find something else. Try talking to everyone again.\"";
    goto L_close;

L_Alibi_3:
    mes "[Inspector]";
    mes "\"Made any progress yet?\"";
    goto L_close;

L_Satchel:
    mes "[Inspector]";
    mes "\"Then go north and investigate!\"";
    goto L_close;

L_Basement:
    mes "[Inspector]";
    mes "\"Did you look over the basement?\"";
    goto L_close;

L_Note:
    @inspector = 13;
    callsub S_Update_Mask;
    mes "[Inspector]";
    mes "\"What a strange note. I'll keep track of this, while you return the mask to the troupe.\"";
    mes "";
    mes "\"By the way, stay sharp! I may call upon you again.\"";
    goto L_close;

L_TravelingTroupe_2:
    mes "[Inspector]";
    mes "\"Please return the mask to the traveling troupe.\"";
    goto L_close;

L_Over:
    @inspector = 15;
    callsub S_Update_Mask;
    mes "[Inspector]";
    mes "\"My men have found all of the stolen items. They were all in the mining camp. We still don't know who did it.\"";
    mes "[2500 experience points]";
    getexp 2500, 0;
    goto L_close;

L_End:
    mes "[Inspector]";
    mes "\"Remember to stay sharp. I might need your help on another case.\"";
    goto L_close;

L_close:
    @inspector = 0;
    close;

S_Update_Mask:
    QUEST_Hurnscald = (QUEST_Hurnscald & ~(NIBBLE_3_MASK)) | (@inspector << NIBBLE_3_SHIFT);
    return;
}