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+
+009-1,40,45,0 script Jack NPC141,{
+ @RAWLOGS_AMOUNT = 40;
+ @SHIELD_COST = 5000;
+ @QUEST_SHIELD_EXP = 2500;
+
+ @Q_Forestbow_MASK = NIBBLE_0_MASK;
+ @Q_Forestbow_SHIFT = NIBBLE_0_SHIFT;
+
+ @Q_Woodenshield_MASK = NIBBLE_1_MASK;
+ @Q_Woodenshield_SHIFT = NIBBLE_1_SHIFT;
+
+ @Q_Forestbow = ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
+ @Q_Woodenshield = ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
+
+ @inspector = ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
+
+ if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
+ if (@Q_Woodenshield == 2) goto L_Shield_state_2;
+ if (@Q_Woodenshield == 1) goto L_Shield_state_1;
+ if (@Q_Forestbow > 1) goto L_Bow_state_2;
+
+ mes "[Jack Lumber]";
+ mes "\"Hello there! My name is Jack Lumber, the enemy of all trees. If you need some firewood, just let me know.\"";
+ if (@inspector == 1)
+ goto L_NohMask_Ask;
+ goto L_NotInspector;
+
+L_NotInspector:
+ next;
+ if (@Q_Forestbow < 1)
+ goto L_close;
+ select
+ l("I heard you aren't delivering any more living wood. Why not?");
+ mes "";
+ goto L_Next;
+
+L_Next:
+ mes "[Jack Lumber]";
+ mes "\"Why not?! I value my life, that's why!.\"";
+ next;
+ menu
+ "What do you mean?", L_Next1;
+
+L_Next1:
+ mes "[Jack Lumber]";
+ mes "\"A week ago, I was going to chop down one of those twigleaf trees in the forest to the southwest – these twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe, and guess what happened? One of its branches hit me! At first, I thought it fell down or the wind blew it, but it hurt! After I shook it off and struck the tree again with my axe, another branch hit me! I got angry and started to chop off all the low-hanging branches so this couldn't happen anymore. Even after all that though, I still can't believe what happened next.\"";
+ next;
+ menu
+ "What happened? ", L_Next2;
+
+L_Next2:
+ mes "[Jack Lumber]";
+ mes "\"You'll think I'm insane if I tell you...\"";
+ next;
+ menu
+ "I won't. I promise.", L_Next3;
+
+L_Next3:
+ mes "[Jack Lumber]";
+ mes "\"Alright, well... After I chopped off a few branches, the whole tree started to move! Its roots tore out of the earth, all the branches started to wave around, and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
+ next;
+ menu
+ "Did you run away?", L_Next4,
+ "Did you fight it?", L_Next4;
+
+L_Next4:
+ mes "[Jack Lumber]";
+ mes "\"I fought it, of course! I took my axe and attacked the beast! It hit me here *points at a bruise on his shoulder,* here *lifts his trouser leg to show another bruise,* and here *lifts his shirt and reveals even worse bruises.* But I didn't give up! I chopped away at it, branch after branch, and in the end I chopped off its roots, and it fell to the ground – motionless.\"";
+ next;
+ menu
+ "So you beat the monster? Then why are you so scared?", L_Next5;
+
+L_Next5:
+ mes "[Jack Lumber]";
+ mes "\"Well, I was exhausted and had to rest. A few minutes passed, and suddenly I was practically surrounded by a dozen or more of these living trees!\"";
+ next;
+ menu
+ "Did you fight them too? ", L_Next6;
+
+L_Next6:
+ mes "[Jack Lumber]";
+ mes "\"Are you crazy? I barely destroyed one of those beasts; I was in no shape to fight again! I ran away as fast as I could, and lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
+ next;
+ menu
+ "So, I guess you aren't chopping down trees anymore?", L_Next7;
+
+L_Next7:
+ mes "[Jack Lumber]";
+ mes "\"I still do; it's my job. But I'll no longer chop those twigleafs – I'll tell you that. I know the bow master wants some twigleaf wood, but I don't care. I won't risk MY life for a few gold pieces! If you really want to, just go to the southwest, but I can't help you. I won't go there ever again.\"";
+ next;
+ menu
+ "Southwest you say? OK, thank you.", L_Next8;
+
+L_Next8:
+ @Q_Forestbow = 2;
+ callsub S_Update_Mask;
+ goto L_close;
+
+L_Bow_state_2:
+ // Bow state 4: The player has found a perfect piece of wood.
+ if (@Q_Forestbow > 3) goto L_Bow_state_4;
+
+ mes "\"Good luck hunting those tree monsters – you'll need it.\"";
+ if (@inspector != 1)
+ goto L_close;
+ goto L_NohMask_Ask;
+
+L_Bow_state_4:
+ mes "[Jack Lumber]";
+ mes "\"You've finally found that perfect piece of living wood that Alan needs to make a Forest Bow, haven't you?\"";
+ next;
+ menu
+ "I couldn't afford the bow, though...", L_Shield_state_0,
+ "No, I'm still looking.", L_Bow_state_4_reaffirm,
+ "Yes, I've got the Forest bow now.", L_Next9,
+ "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
+
+L_Next9:
+ // Check if the player tells the truth (continue on in any case)
+ if (@Q_Forestbow > 4) goto L_Shield_state_0;
+
+ mes "[Jack Lumber]";
+ mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
+ next;
+ goto L_Shield_state_0;
+
+L_Bow_state_4_reaffirm:
+ mes "[Jack Lumber]";
+ mes "\"You should go talk to Alan again.\"";
+ goto L_close;
+
+L_Shield_state_0:
+ @Q_Woodenshield = 1;
+ callsub S_Update_Mask;
+
+ mes "[Jack Lumber]";
+ mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them, and yet there you are, cutting them down one by one. I'm proud of you – to dare to fight those trunks is admirable indeed. You're as strong as if you were my own child!\"";
+ next;
+ goto L_Shield_state_1;
+
+L_Shield_state_1:
+ mes "[Jack Lumber]";
+ mes "\"I have an idea. What would you say about a new shield?\"";
+ next;
+ if (@inspector == 1)
+ menu
+ "No thanks.", L_close,
+ "Yes, please!", L_Yes,
+ "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
+ menu
+ "No thanks.", L_close,
+ "Yes, please!", L_Yes;
+
+L_Yes:
+ mes "[Jack Lumber]";
+ mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be high quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
+ next;
+ @Q_Woodenshield = 2;
+ callsub S_Update_Mask;
+ goto L_close;
+
+L_Shield_state_2:
+ mes "[Jack Lumber]";
+ mes "\"Do you have the " + @RAWLOGS_AMOUNT + " raw logs and " + @SHIELD_COST + " GP for the shield?\"";
+ menu
+ "Here it is.", L_Next10,
+ "I'll come back later.", L_close;
+
+L_Next10:
+ if (countitem("RawLog") < @RAWLOGS_AMOUNT)
+ goto L_Not_enough_logs;
+ if (Zeny < @SHIELD_COST)
+ goto L_Not_enough_money;
+ getinventorylist;
+ if (@inventorylist_count == 100)
+ goto L_TooMany;
+ delitem "RawLog", @RAWLOGS_AMOUNT;
+ Zeny = Zeny - @SHIELD_COST;
+ getexp @QUEST_SHIELD_EXP, 0;
+ getitem "WoodenShield", 1;
+ @Q_Woodenshield = 3;
+ callsub S_Update_Mask;
+ mes "[Jack Lumber]";
+ mes "\"Have a seat.\"";
+ mes "Jack saws the logs into pieces and then sands them until they are smooth to the touch.";
+ mes "Applying some strong-smelling liquid, he tans them to a darker hue.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece – shield handles from what you can tell.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
+ mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Finally, he hands the shield to you.";
+ mes "\"Enjoy your new shield!\"";
+ mes "[" + @QUEST_SHIELD_EXP + " experience points]";
+ next;
+ goto L_close;
+
+L_Not_enough_logs:
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
+ goto L_close;
+
+L_Not_enough_money:
+ mes "[Jack Lumber]";
+ mes "\"I'm afraid that you don't have enough gold. I need " + @SHIELD_COST + " GP to finish your shield.\"";
+ goto L_close;
+
+L_TooMany:
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough room to carry the shield. Come back when you do.\"";
+ goto L_close;
+
+L_Shield_state_3:
+ mes "[Jack Lumber]";
+ mes "\"I hope that my shield will serve you well!\"";
+ next;
+ if (@inspector != 1)
+ goto L_Made_Shield;
+ menu
+ "Me too.", L_Made_Shield,
+ "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
+
+L_NohMask_Ask:
+ menu
+ "I'll keep that in mind.", L_close,
+ "I heard you aren't delivering any more living wood. Why not?", L_Next,
+ "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
+
+L_NohMask_Answer:
+ mes "[Jack Lumber]";
+ mes "\"Sorry, no.\"";
+ goto L_close;
+
+L_Made_Shield:
+ mes "[Jack Lumber]";
+ mes "\"Speaking of that shield...\"";
+ mes "\"It has put me behind on all these new Nivalis orders, now that the ship is running there.\"";
+ next;
+ mes "\"Care to help out? I'll pay you for your time.\"";
+ goto L_Daily;
+
+L_Daily:
+ @dq_level = 30;
+ @dq_cost = 25;
+ @dq_count = 30;
+ @dq_name$ = "RawLog";
+ @dq_friendly_name$ = "raw logs";
+ @dq_money = 4000;
+ @dq_exp = 4000;
+
+ callfunc "DailyQuest";
+
+ next;
+
+ mes "[Jack Lumber]";
+ mes "\"Check back with me tomorrow, and I'll let you know if I need any help with that shipment.\"";
+
+ goto L_close;
+
+L_close:
+ @inspector = 0;
+ close;
+
+S_Update_Mask:
+ QUEST_Forestbow_state = (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) | (@Q_Forestbow << @Q_Forestbow_SHIFT) | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
+ return;
+}