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// celestia quest
// allocation: 8 bit (byte) => QL_CELESTIA (id 22)
// uses 3rd byte of QUEST_Hurnscald (16th bit to 23th bit)
// (0000 0000) (0000 0000) (XXXX XXXX) (0000 000-)
// could stretch to use 7 more bits to the right if need be
//
// QL_CELESTIA states:
// 000  can not do the easy quest
// 001  can do the easy quest (show quest marker)
// 002  got the easy quest (show in quest log)
// 003  completed the easy quest, can not do the adv quest
// 004  can do the adv quest, scared celestia (show quest marker)
// 005  got the adv quest (show in quest log)
// 006  killed 1 yeti
//  [...]
// 205  killed 200 yetis
// 206  got reward

009-8,31,123,0|script|Celestia|144
{
    callfunc "CelestiaState";
    if (getequipid(equip_head) == 4027) // check if yeti mask (4027) is equipped
        goto L_YetiMask;
    if (getequipid(equip_head) == 647) // check if Developer's Cap (647) is equipped
        goto L_Debug;
    if (QL_CELESTIA == 2) // check if the player has the easy quest
        goto L_ExplainEasy;
    if (QL_CELESTIA >= 5 && QL_CELESTIA < 206) // check if the player has the adv quest
        goto L_ExplainAdv;
    if (QL_CELESTIA > 1) // the player finished a quest or both
        goto L_ThankYou;
    goto L_Intro; // if all checks fail go to L_Intro (first meeting)

L_YetiMask:
    mes "Celestia is clearly alarmed upon seeing you."; // send message to dialog window
    next; // require the player to press the "next" button in the dialog window
    mes "Before you have a chance to speak, she screams,"; // every use of "mes" creates a new line
    mes "##B\"YETI IN MY HOUSE!\"##b"; // here we created a new line to add emphasis (and ##B to make bold)
    mes "as she jumps back a few feet.";
    next;
    mes "You catch a glimpse of a black bow while some kind of dark mist quickly overcomes you.";
    next;
    mes "You feel a sharp pain in your heart and everything fades into darkness.";
    heal -Hp, 0; // set the current hp to 0 (kill the player)
    set @scared_celestia, 1; // set a temporary variable (resets on log out) in the player scope (variable is stored in the player, not in the npc)
    close; // terminate the script and require the player to press the "close" button

L_Intro:
    mes "\"Hi, my name is Celestia.\"";
    next;
    mes "\"I used to be a great adventurer who's hunted thousands of yeti single-handedly, though, since I moved to Hurnscald I've been hosting tea parties instead.\"";
    next;
    goto L_MainMenu;

L_MainMenu:
    mes "\"Are you here for this afternoon's tea party?\"";
    if (QL_CELESTIA == 1) // check if the player can do the easy quest
        goto L_EasyQuestMenu; // go to a special menu that has one more option to start the easy quest
    if (QL_CELESTIA == 4) // check if the player can do the quest
        goto L_AdvQuestMenu; // go to a special menu that has one more option to start the adv quest
    menu // else we just show a boring menu
        "Party! Of course I came out for the party!", L_CameForParty,
        "I'm sorry, life is much too serious for tea.", L_SrsBsns,
        "(Walk away)", L_InstaClose;

L_EasyQuestMenu:
    menu // here we display a special menu
        "Party! Of course I came out for the party!", L_CameForParty,
        "I'm sorry, life is much too serious for tea.", L_SrsBsns,
        "Is there anything that I can do to help?", L_OfferHelp, // <= this will start the first quest
        "(Walk away)", L_InstaClose;

L_AdvQuestMenu:
    menu // here we display a special menu
        "Party! Of course I came out for the party!", L_CameForParty,
        "I'm sorry, life is much too serious for tea.", L_SrsBsns,
        "I heard you were looking for help from experienced adventurers...", L_Scared, // <= this will start the adv quest
        "(Walk away)", L_InstaClose;

L_CameForParty:
    mes "\"Wonderful, I am happy to have you over.";
    mes "Lets get things started with some puerh tea.\"";
    next;
    mes "Celestia hands you a cup filled with some type of tea that is unlike anything you have seen before.";
    mes "It has a very dark color and an unusual aroma reminiscent of a moist forest.";
    next;
    mes "For a moment you wonder if Celestia might have gotten confused and tossed in a handful of forest dirt into the teapot.";
    mes "You ponder whether or not it would be wise to drink it.";
    menu
        "(Drink the tea, hoping for the best)", L_DrinkTea,
        "Uh are you sure this is fit to drink?", L_QuestionTea;

L_DrinkTea:
    mes "To your pleasant surprise the tea is actually quite good.";
    next;
    mes "Despite its initial dubious fragrance, the tea comes off as very smooth and mellow with a bit of natural sweetness and a touch of an earthy forest like flavour, but in a very good way.";
    next;
    mes "Clearly an exotic tea, with a refined flavor fit for a refined woman such as Celestia.";
    close;

L_QuestionTea:
    mes "\"Yes, did you really think I was some kind of monster that would try to poison you in my own house?\"";
    mes "##a(it would be way too messy anyway)##0";
    next;
    mes "Celestia then picks up the cup of tea and drinks it in front of you to demonstrate that it is not only harmless but also quite delectable.";
    close;

L_SrsBsns:
    mes "\"Have it your way.\"";
    close;

L_OfferHelp:
    mes "\"Yes there is.\"";
    next;
    mes "\"I am a bit frustrated by the lack of a decent grocery store in Hurnscald, and there is only so much that I can get from Hinnak and Oscar.\"";
    next;
    mes "\"This poses a problem as the few items that I am not able to pick up locally are required for the tea parties that I host.\"";
    next;
    set QL_CELESTIA, 2; // set state to "got the easy quest"
    goto L_ExplainEasy;

L_ExplainEasy:
    npcaction 9; // clear npc dialog to make room for the item list
    mes "\"Please go out and find these items and I will make it more than worth your time and effort.\"";
    mes; // send a blank line (line break)
    mes "  %%E  100 ["+ getitemlink("ChocolateBar") +"]"; // use getitemlink to display a click-able item link in the dialog
    mes "  %%E  50 ["+ getitemlink("GingerBreadMan") +"]";
    next;
    mes "\"I really hope you can find a reliable provider for these items before it forces me to put an end to my tea parties.\"";
    if (countitem("ChocolateBar") >= 100 && countitem("GingerBreadMan") >= 50) // check if the player has the items
        menu // if yes then allow the player to give them
            "I have the grocery order of Chocolate Bars and Ginger Bread Men for you.", L_GiveGroceries,
            "I will come back later.", L_InstaClose;
    close;

L_GiveGroceries:
    mes "Celestia smiles.";
    next;
    mes "\"Wonderful, I am so glad you were able to track them down.";
    mes "That will be enough to keep me in supply for some time.\"";
    next;
    mes "\"Here, take this Beret.";
    mes "I hope it looks better on you than it does on me, as it does not go well with my fine dresses.\"";
    next;
    mes "Celestia also hands you a heavy pouch filled with gold pieces.";
    mes;
    mes "["+getitemlink("Beret")+"]";
    mes "[10,000 GP]";
    mes "[20,000 EXP]";
    delitem "ChocolateBar", 100; // remove chocolate bars
    delitem "GingerBreadMan", 50; // remove ginger bread men
    getitem "Beret", 1; // give beret
    getexp 20000, 0; // XXX is this amount reasonable?
    set Zeny, Zeny + 10000; // XXX is this amount reasonable?
    set QL_CELESTIA, 3; // set the state to "completed easy quest"
    close;

L_ThankYou:
    mes "\"Welcome back %%1\"";
    next;
    goto L_MainMenu;

L_Scared:
    mes "Celestia takes a close look at you and seems to be satisfied.";
    next;
    mes "\"Wonderful, I am glad you came out.";
    mes "I am really concerned about the growing yeti threat.";
    mes "There simply does not seem to be enough yeti hunters out there to keep their population from growing.\"";
    next;
    mes "\"To the point that a few days ago a yeti somehow managed to get inside my house, and I have never heard of one moving this far south before.\"";
    next;
    menu
        "A Yeti in your house, did you kill it?", L_YetiHouse,
        "A Yeti in your house, are you alright?", L_YetiHouse;

L_YetiHouse:
    mes "Seemingly out of nowhere Celestia pulls a black bow and a fistful of arrows from her dress.";
    mes "\"Don't worry about me, I am able to protect myself.";
    mes "The real concern is the safety of the children of Hurnscald, as yeti tend to prefer children.\"";
    next;
    mes "\"It is scary to think about how many children that yeti could have run into before stumbling into my house to meet its doom.";
    mes "If one yeti has already made it this far south it is only a matter of time before more will follow.\"";
    next;
    mes "\"What disturbs me the most is that Hurnscald is a favorite trading post for adventurers, yet none of them did anything when the yeti entered town.\"";
    next;
    mes "\"Since they are not concerned about keeping Hurnscald safe I am taking matters into my own hands and recruiting more yeti hunters.\"";
    next;
    set QL_CELESTIA, 5; // set state to "got advanced quest";
    goto L_ExplainAdv;

L_ExplainAdv:
    mes "\"Please, for the sake of the children of Hurnscald go out and ##Bslay at least 200 yetis##b to help knock down their growing numbers.\"";
    if (QL_CELESTIA == 205) // check if the player killed 200 yetis
        menu
            "I have returned from the great yeti hunt.", L_YetiComplete;
    if (QL_CELESTIA > 5) // check if at least 1 yeti killed
        menu
            "About those yetis...", L_Encourage;
    close;

L_YetiComplete:
    mes "\"You are my hero!\"";
    next;
    mes "\"Here, take it. This [@@677|family heirloom@@] has been passed from mother to daughter for countless generations now.\"";
    next;
    mes "\"It pains me to let it go, as it is the only remaining trinket of my late mother, but you have proven yourself worthy of it.\"";
    next;
    menu
        "Thank you, I will cherish it dearly.", L_AcceptTrinket,
        "This token is too important, you should keep it.", L_RefuseTrinket;

L_AcceptTrinket:
    mes "\"May our path cross again.\"";
    mes;
    mes "["+getitemlink("HeartNecklace")+"]";
    getitem "HeartNecklace", 1;
    set QL_CELESTIA, 206;
    close;

L_RefuseTrinket:
    mes "\"Really?\"";
    next;
    mes "\"Please at least accept this humble payment for your trouble.\"";
    next;
    mes "\"May out path cross again.\"";
    mes;
    mes "[150,000 GP]";
    set Zeny, Zeny + 150000;
    set QL_CELESTIA, 206;
    close;

L_Encourage:
    mes "\"You are doing great so far.";
    mes "Keep it up and I know you will be able to make a difference in the growing Yeti threat.\"";
    close;

L_InstaClose:
    close;



////////////// BORING DEBUG STUFF BELOW ////////////////
L_Debug:
    npcaction 9;
    mes "state: " + QL_CELESTIA;
    mes "scared: " + @scared_celestia;
    mes "---";
    mes "000 can not do easy quest";
    mes "001 can do easy quest";
    mes "002 has gotten easy quest";
    mes "003 completed easy quest";
    mes "004 can do adv quest";
    mes "005 got adv quest";
    mes "006 killed 1 yeti";
    mes "[...]";
    mes "205 killed 200 yeti";
    mes "206 got adv quest reward";
    mes "---";
    if (debug)
        menu
            "restart|reset quest", L_ResetState,
            "toggle|toggle scared", L_ToggleScared,
            // TODO set state to [...]
            "edit|set state manually", L_SetState,
            "close", L_InstaClose;
    close;

L_ToggleScared:
    set @scared_celestia, !(@scared_celestia);
    goto L_Debug;

L_ResetState:
    set QL_CELESTIA, 0;
    set @scared_celestia, 0;
    npcaction 5; // force close dialog
    warp "009-1", 72, 48;
    end;

L_SetState:
    input @cel_state;
    if (@cel_state >= 0 && @cel_state < 256)
        set QL_CELESTIA, @cel_state;
    goto L_Debug;
}

function|script|CelestiaState
{
    if (BaseLevel >= 40 && QL_CELESTIA == 0) // if the player is at least level 40
        set QL_CELESTIA, 1; // show the quest marker
    if (BaseLevel >= 90 && QL_CELESTIA == 3 && @scared_celestia) // check if level >= 90, if scared celestia and if easy quest done
        set QL_CELESTIA, 4; // show the quest marker for the secret advanced quest
    return;
}

009-1,74,50,0|script|Celestia Door|32767,0,0
{
    warp "009-8", 26, 123;
    callfunc "CelestiaState";
    end;
}
009-1,72,54,0|script|Celestia BackDoor|32767,0,0
{
    warp "009-8", 23, 134;
    callfunc "CelestiaState";
    end;
}
009-8,83,125,0|script|#cont-warp7|32767,0,0
{
    warp "009-8", 39, 126;
    end;
}
009-8,40,125,0|script|Celestia Basement|32767,0,0
{
    if ($DOOMSDAY == 2||countitem(647)||countitem(725)||countitem(1178)||countitem(5131)||countitem(5132)||countitem(5133)||countitem(5134)||countitem(5135)||countitem(5136)||countitem(5137)||countitem(5138)||countitem(5139)||countitem(5140)||(getgmlevel()>=20)||
        strcharinfo(1) == "Celestia's Tea Party")
        warp "009-8", 82, 126;
    if (strcharinfo(1) != "Celestia's Tea Party" && $DOOMSDAY != 2)
        sendcollision "009-8", 1, 62, 105, 77, 123;
    end;

OnPCLoginEvent:
    if (strcharinfo(1) != "Celestia's Tea Party" && getmap() == "009-8")
        sendcollision "009-8", 1, 62, 105, 77, 123;
    end;
}
009-8,68,123,0|script|Celestia Interceptor|32767,1,0
{
    if (strcharinfo(1) != "Celestia's Tea Party" && $DOOMSDAY != 2)
        goto L_Stomp;
    mapmask 1 | 8;
    end;

L_Stomp:
    set Hp, 0;
    end;
}

009-8,69,112,0|script|Celestia Mask1|32767,0,0
{
    set @cel_dir, 0;
    end;
}

009-8,69,113,0|script|Celestia Mask0|32767,0,0
{
    if (@cel_dir == 1)
        mapmask 1 | 4;
    else
        mapmask 1 | 8;
    end;

OnPCLoginEvent:
    if (getmap() != "009-8" || strcharinfo(1) != "Celestia's Tea Party")
        end;

    if (POS_Y >= 123)
        mapmask 1 | 2 | 8;
    elif (POS_Y >= 113)
        mapmask 1 | 8;
    else
        mapmask 1 | 4;
    end;
}

009-8,69,114,0|script|Celestia Mask2|32767,0,0
{
    set @cel_dir, 1;
    end;
}

// re-apply masks on exit:
069-2,97,127,0|script|Celestia Mask3|32767,1,0
{
    warp "009-8", 53, 41;
    mapmask 1 | 4;
    end;
}
069-2,116,127,0|script|Celestia Mask4|32767,1,0
{
    warp "009-8", 58, 41;
    mapmask 1 | 4;
    end;
}
069-2,44,127,0|script|Celestia Mask5|32767,2,0
{
    warp "009-8", 56, 56;
    mapmask 1 | 4;
    end;
}
069-2,117,62,0|script|Celestia Mask6|32767,0,0
{
    warp "009-8", 79, 100;
    mapmask 1 | 4;
    end;
}
069-2,86,62,0|script|Celestia Mask7|32767,0,0
{
    warp "009-8", 87, 79;
    mapmask 1 | 4;
    end;
}
069-2,55,62,0|script|Celestia Mask8|32767,0,0
{
    warp "009-8", 87, 57;
    mapmask 1 | 4;
    end;
}
069-2,24,62,0|script|Celestia Mask9|32767,0,0
{
    warp "009-8", 79, 40;
    mapmask 1 | 4;
    end;
}
069-2,117,31,0|script|Celestia Mask10|32767,0,0
{
    warp "009-8", 33, 40;
    mapmask 1 | 4;
    end;
}
069-2,86,31,0|script|Celestia Mask11|32767,0,0
{
    warp "009-8", 24, 57;
    mapmask 1 | 4;
    end;
}
069-2,55,31,0|script|Celestia Mask12|32767,0,0
{
    warp "009-8", 24, 79;
    mapmask 1 | 4;
    end;
}
069-2,24,31,0|script|Celestia Mask13|32767,0,0
{
    warp "009-8", 32, 99;
    mapmask 1 | 4;
    end;
}