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author | Jesusaves <cpntb1@ymail.com> | 2021-07-07 20:34:27 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2021-07-07 20:34:27 -0300 |
commit | 9877fd4ad81120af8e63e96d5d429092014dc017 (patch) | |
tree | ec045a0535109a2e0d82e0e8155eb01ed9776452 /world/map/npc/009-2/alan.txt | |
parent | aedbeb335a5ec5f55d22eace389076a18241ac9a (diff) | |
download | serverdata-9877fd4ad81120af8e63e96d5d429092014dc017.tar.gz serverdata-9877fd4ad81120af8e63e96d5d429092014dc017.tar.bz2 serverdata-9877fd4ad81120af8e63e96d5d429092014dc017.tar.xz serverdata-9877fd4ad81120af8e63e96d5d429092014dc017.zip |
Remove all Legacy files
Diffstat (limited to 'world/map/npc/009-2/alan.txt')
-rw-r--r-- | world/map/npc/009-2/alan.txt | 226 |
1 files changed, 0 insertions, 226 deletions
diff --git a/world/map/npc/009-2/alan.txt b/world/map/npc/009-2/alan.txt deleted file mode 100644 index 6e0e6f21..00000000 --- a/world/map/npc/009-2/alan.txt +++ /dev/null @@ -1,226 +0,0 @@ -//################################################################################# -//# # -//# This script file contains the npc scripts for the quest to obtain a forestbow # -//# # -//# Needed: 10 Raw Logs, 5000gp, some chatting, and running. # -//# # -//# Reward: Forest Bow # -//################################################################################# - -// Archer Shop Master -009-2,99,23,0|script|Alan|125 -{ - set @Q_MASK, NIBBLE_0_MASK; - set @Q_SHIFT, NIBBLE_0_SHIFT; - - set @Q_status, ((QUEST_Forestbow_state) & @Q_MASK) >> @Q_SHIFT; - - set @BROKENLOG_EXP, 15; - - set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT); - - if (@Q_status == 1) goto L_State_1; - if (@Q_status == 2) goto L_State_2; - if (@Q_status == 3) goto L_State_3; - if (@Q_status == 4) goto L_State_4; - if (@Q_status == 5) goto L_State_5; - - mes "[Alan]"; - mes "\"When you want to buy something then please speak to my apprentice. I am only doing special requests.\""; - next; - if (@inspector == 1) - menu - "OK, thanks.", L_Close, - "Can you make me a really good bow?", L_State_0_1, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - menu - "OK, thanks.", L_Close, - "Can you make me a really good bow?", L_State_0_1; - -L_State_0_1: - mes "[Alan]"; - mes "\"You mean like one of my legendary forest bows?\""; - next; - menu - "Yes, that would be nice.", L_Next; - -L_Next: - mes "[Alan]"; - mes "\"Sorry, I am not making these anymore.\""; - next; - menu - "Oh, too bad.", L_Close, - "What? Why not?", L_State_0_2; - -L_State_0_2: - mes "[Alan]"; - mes "\"The problem is that I am short of material. My forestbows are not made of regular wood, you know."; - mes "They are made of special living wood. And only the best logs of living wood are good enough for them."; - mes "I used to get these logs from Jack, the lumberjack. But the last time I asked him for a new delivery he said that he would never again get any for me.\""; - set @Q_status, 1; - callsub S_Update_Var; - next; - menu - "Too bad.", L_Close, - "Did you ask him why?", L_State_0_3; - -L_State_0_3: - mes "[Alan]"; - mes "\"Sure I did. But he just told me to leave him alone. Maybe you could ask him what's wrong?\""; - next; - menu - "OK, I'll ask him.", L_Close, - "I am sure he got his reasons.", L_State_1; - -L_State_1: - mes "[Alan]"; - mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; - next; - if (@inspector == 1) - menu - "No, I haven't had the time yet.", L_Close, - "No, I didn't find him yet.", L_State_1_1, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - menu - "No, I haven't had the time yet.", L_Close, - "No, I didn't find him yet.", L_State_1_1; - -L_State_1_1: - mes "[Alan]"; - mes "\"When you leave my shop just go southwest over the village plaza. You can't miss it.\""; - goto L_Close; - -L_State_2: - mes "[Alan]"; - mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; - next; - if (@inspector == 1) - menu - "Yes, I did. He said that the trees turned into dangerous monsters.", L_Next1, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (@inspector != 1) - menu - "Yes, I did. He said that the trees turned into dangerous monsters.", L_Next1; - goto L_Next1; - -L_Next1: - mes "[Alan]"; - mes "\"Oh, that's really bad news. Maybe you can do his job?"; - mes "When you kill some of these tree monsters and bring me their wood I can take a look at them."; - mes "Maybe you will find a piece of wood that is strong enough to become one of my forest bows.\""; - set @Q_status, 3; - callsub S_Update_Var; - goto L_Close; - -L_State_3: - mes "[Alan]"; - mes "\"How is the hunt going? Did you bring me any wood?\""; - if (countitem("RawLog") < 1) - goto L_Close; - next; - if (@inspector == 1) - menu - "Here, take a look!", L_State_3_try, - "Yes, but I need it for something else.", L_Close, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - menu - "Here, take a look!", L_State_3_try, - "Yes, but I need it for something else.", L_Close; - -L_State_3_try: - if (countitem("RawLog") < 1) - goto L_No_Log; - delitem "RawLog", 1; - mes "[Alan]"; - mes "\"Hmmm... looks ok, but is it strong enough?\""; - mes "Alan bends the log over his knee."; - next; - set @Temp1, rand(20); - if (@Temp1 == 0) goto L_State_3_success; - mes "The log breaks with a loud crack."; - getexp @BROKENLOG_EXP, 0; - next; - mes "[Alan]"; - mes "\"Sorry, this log was too weak for one of my forest bows. Now it is junk. Give me another.\""; - if (countitem("RawLog") < 1) - goto L_Close; - next; - menu - "Sure, here you go.", L_State_3_try, - "Hey! Stop breaking my stuff!", L_Close; - -L_State_3_success: - mes "Alan tries as hard as he can but the log won't bend."; - next; - mes "[Alan]"; - mes "\"Aaah! Yes! That is a really fine piece of wood you brought me. It will make an excellent bow!\""; - next; - set @Q_status, 4; - callsub S_Update_Var; - goto L_State_4; - -L_State_4: - mes "[Alan]"; - mes "\"I can make you a really nice forest bow out of this. I just need 10,000 GP for material and work time.\""; - next; - if (@inspector == 1) - menu - "10,000??? What a ripoff!", L_Close, - "Sure, here you go!", L_State_4_pay, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - menu - "10,000??? What a ripoff!", L_Close, - "Sure, here you go!", L_State_4_pay; - -L_State_4_pay: - if (Zeny < 10000) - goto L_State_4_nocash; - getinventorylist; - if (@inventorylist_count == 100) - goto L_State_4_TooMany; - set Zeny, Zeny - 10000; - getitem "ForestBow", 1; - set @Q_status, 5; - callsub S_Update_Var; - mes "[Alan]"; - mes "\"Here you go - have fun with it.\""; - goto L_Close; - -L_State_4_nocash: - mes "[Alan]"; - mes "\"Seems like you are out of cash.\""; - goto L_Close; - -L_State_4_TooMany: - mes "[Alan]"; - mes "\"Seems like you don't have room for this bow. Come back later.\""; - goto L_Close; - -L_State_5: - mes "[Alan]"; - mes "\"I hope you are satisfied with your forest bow. It is one of my best works.\""; - if (@inspector != 1) - goto L_Close; - next; - menu - "I am!", L_Close, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - -L_NohMask_Answer: - mes "[Alan]"; - mes "\"No.\""; - goto L_Close; - -L_No_Log: - mes "[Alan]"; - mes "\"Where should I look at? You don't have a raw log.\""; - goto L_Close; - -L_Close: - set @inspector, 0; - close; - -S_Update_Var: - set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); - return; -} |