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author | Jessica Tölke <jtoelke@mail.upb.de> | 2011-01-28 19:32:07 +0100 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2011-01-28 19:32:07 +0100 |
commit | ac9dcf7724e860e41704837b903d2263bf476256 (patch) | |
tree | 950f30872d5acea0be5f634bbc4d4f0fa98cbbc6 /npc/027-2_Caretakers_House/husband.txt | |
parent | 8a5978fe24024877b6014f699e3744798586f613 (diff) | |
download | serverdata-ac9dcf7724e860e41704837b903d2263bf476256.tar.gz serverdata-ac9dcf7724e860e41704837b903d2263bf476256.tar.bz2 serverdata-ac9dcf7724e860e41704837b903d2263bf476256.tar.xz serverdata-ac9dcf7724e860e41704837b903d2263bf476256.zip |
gy inn: adding lover and golbanez
Diffstat (limited to 'npc/027-2_Caretakers_House/husband.txt')
-rw-r--r-- | npc/027-2_Caretakers_House/husband.txt | 75 |
1 files changed, 36 insertions, 39 deletions
diff --git a/npc/027-2_Caretakers_House/husband.txt b/npc/027-2_Caretakers_House/husband.txt index f53c6386..79451642 100644 --- a/npc/027-2_Caretakers_House/husband.txt +++ b/npc/027-2_Caretakers_House/husband.txt @@ -4,7 +4,7 @@ set @Graveyard_Inn_SHIFT, NIBBLE_3_SHIFT; set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - + set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK; set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT; @@ -14,7 +14,7 @@ set @Graveyard_Inn_Kid_SHIFT, NIBBLE_2_SHIFT; set @kidstate, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Kid_MASK) >> @Graveyard_Inn_Kid_SHIFT); - + //TODO: determine sane values set @ICE_CUBE_AMOUNT, 100; set @ICE_CUBE_EXP, 10000; @@ -22,11 +22,11 @@ set @BONE_AMOUNT, 100; set @SKULL_AMOUNT, 50; set @BONE_EXP, 30000; - - if (@state >= 3) goto L_Brought_Bones; + + if (@state == 3) goto L_Brought_Bones; if (@state == 2) goto L_Check_Bones; if (@state == 1) goto L_Ice_Cube; - + mes "[Pale Man]"; mes "\"Hello, I hope you're enjoying your time in Reid's Inn. My name is Hamond, and I'm running this inn together with my beautiful wife Reid. If there is anything I can do for you, please let me know.\""; if (baselevel < 85) goto L_Close; @@ -35,7 +35,7 @@ "I'd like to know why all the people in here are dead.",-, "Are you feeling well? You look very pale... In fact, deathly pale.",-, "Thank you, but I'm fine.", L_Close; - + mes "Hamond seems very confused. Then he notices the grey color of his hands and begins to shake his head in panic."; mes "[Hamond]"; mes "\"WHAT IS THIS?\""; @@ -52,28 +52,28 @@ mes "\"How can I be dead, if I am walking around and talking? This is very strange. \""; next; mes "\"But nevertheless, I will continue to run this inn and do my best to make all our patrons happy and satisfied - be they alive or dead.\""; - next; + next; menu "Can I help with that?", -; mes "[Hamond]"; mes "\"Help me? I would never ask you for this, but actually, I need something to cool the drinks. Maybe you can find something.\""; - + set @state, 1; callsub S_Update_Mask; - - close; + + close; L_Ice_Cube: mes "[Hamond]"; mes "\"Hello my friend! Good to see you again. Did you find something to cool the drinks?\""; next; - + if ((@kidstate == 4) && countitem("IceCube") > 0) menu - "Maybe this never melting Ice Cubes?", L_Check_Ice, - "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "Maybe this never melting Ice Cubes?", L_Check_Ice, + "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, "I'm still searching.", L_Close; - + if (@kidstate == 4) menu "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, @@ -81,22 +81,22 @@ L_Ice_Cube: if (countitem("IceCube") > 0) menu - "Maybe this never melting Ice Cubes?", L_Check_Ice, + "Maybe this never melting Ice Cubes?", L_Check_Ice, "I'm still searching.", L_Close; - + mes "\"You didn't? Too bad.\""; close; - + L_Check_Ice: if (countitem("IceCube") < @ICE_CUBE_AMOUNT) goto L_Not_Enough_Cubes; delitem "IceCube", @ICE_CUBE_AMOUNT; - + getexp @ICE_CUBE_EXP, 0; - + set @state, 2; callsub S_Update_Mask; - + mes "[Hamond]"; mes "\"Yes, wonderfull! That's exactly what I need.\""; next; @@ -123,7 +123,7 @@ L_Check_Ice: next; mes "\"Can you bring me a huge amount of bones and skulls? This way I can fulfill that peculilar wish and make another patron very happy!\""; close; - + L_Check_Bones: mes "[Hamond]"; mes "\"Welcome back! Let me see what you have.\""; @@ -131,9 +131,9 @@ L_Check_Bones: goto L_Not_Enough_B; delitem "Bone", @BONE_AMOUNT; delitem "Skull", @SKULL_AMOUNT; - + getexp @BONE_EXP, 0; - + set @state, 3; callsub S_Update_Mask; @@ -141,41 +141,38 @@ L_Brought_Bones: mes "[Hamond]"; mes "\"Thanks for your help! Now I'll be able to satisfy another strange request from one of our patrons.\""; next; - + if ((@kidstate == 4) && (@woman > 5)) menu "Would you tell me about this mage named Savaric?", L_Savaric, - "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, "You're welcome.", L_Close; - + if (@kidstate == 4) menu "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, "You're welcome.", L_Close; - - if (@woman > 5) + + if (@woman > 5) menu "Would you tell me about this mage named Savaric?", L_Savaric, "You're welcome.",-; mes "[Hamond]"; mes "\"Please make yourself at home.\""; - + close; - + L_Savaric: mes "Hamond's face turns into an ugly grimace."; mes "[Hamond]"; mes "\"This egomaniac cheekily - \""; next; - - //TODO: think, if gender change should be checked - //TODO: determine correct value for kidstate + if ((Sex == 0) && (@kidstate < 7)) goto L_Woman; - if ((Sex == 1) && (@kidstate < 7)) goto L_Man; - mes "\"Well, I have been thinking about you. You seem to be a very helpful and wise person. Even my son told me good things about you, making a long speech about how great you are and your ability to comprehend and deal with delicate matters. I wonder how he reached that conclusion... But anyway, I'll tell you about savaric.\""; + if ((Sex == 1) && (@kidstate < 7)) goto L_Man; + mes "\"Well, I have been thinking about you. You seem to be a very helpful and wise person. Even my son told me good things about you, making a long speech about how great you are and your ability to comprehend and deal with delicate matters. I wonder how he reached that conclusion... But anyway, I'll tell you about Savaric.\""; L_Jealousy: -//TODO: go on here mes "TODO: add story :P"; close; L_Man: @@ -195,7 +192,7 @@ L_Woman: // mes "[Hamond]"; // mes "\"It was very nice of you to help my son. He told me, you found something he lost. I think, I can tell you about Savaric.\""; // goto L_Jealousy; - + L_Bracelet: mes "[Hamond]"; mes "\"Well.. this is just a cheap bracelet, it is very popular with the young kids these days, specially the magic students. They call it 'Scarab Armlet'. Fancy name, huh? But for me it is just a cheap bracelet.\""; @@ -206,7 +203,7 @@ L_Bracelet: set @kidstate, 5; callsub S_Update_Mask_Kid; close; - + L_Not_Enough_B: if (countitem("Bone") < @BONE_AMOUNT) mes "\"I'm not sure, but I think more bones will be better.\""; @@ -220,7 +217,7 @@ L_Not_Enough_Cubes: close; L_Close: - close; + close; S_Update_Mask_Kid: set QUEST_Graveyard_Inn, |