From 8a4bf716002a017de77fe7df301ef8e4aaf00a2e Mon Sep 17 00:00:00 2001 From: Jesusaves Date: Fri, 9 Apr 2021 11:00:49 -0300 Subject: Initial commit --- npc/008-2-6/_import.txt | 6 + npc/008-2-6/_warps.txt | 3 + npc/008-2-6/alan.txt | 311 +++++++++++++++++++++++++++++++++++++++++++++++ npc/008-2-6/donald.txt | 39 ++++++ npc/008-2-6/mapflags.txt | 1 + 5 files changed, 360 insertions(+) create mode 100644 npc/008-2-6/_import.txt create mode 100644 npc/008-2-6/_warps.txt create mode 100644 npc/008-2-6/alan.txt create mode 100644 npc/008-2-6/donald.txt create mode 100644 npc/008-2-6/mapflags.txt (limited to 'npc/008-2-6') diff --git a/npc/008-2-6/_import.txt b/npc/008-2-6/_import.txt new file mode 100644 index 00000000..38c19068 --- /dev/null +++ b/npc/008-2-6/_import.txt @@ -0,0 +1,6 @@ +// Map 008-2-6: Two Guys One Bed +// This file is generated automatically. All manually added changes will be removed when running the Converter. +"npc/008-2-6/_warps.txt", +"npc/008-2-6/alan.txt", +"npc/008-2-6/donald.txt", +"npc/008-2-6/mapflags.txt", diff --git a/npc/008-2-6/_warps.txt b/npc/008-2-6/_warps.txt new file mode 100644 index 00000000..ed2e74a0 --- /dev/null +++ b/npc/008-2-6/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually added changes will be removed when running the Converter. +// Map 008-2-6: Two Guys One Bed warps +008-2-6,27,34,0 warp #008-2-6_27_34 0,0,008-1,260,106 diff --git a/npc/008-2-6/alan.txt b/npc/008-2-6/alan.txt new file mode 100644 index 00000000..a439c91a --- /dev/null +++ b/npc/008-2-6/alan.txt @@ -0,0 +1,311 @@ +// Evol scripts. +// Author: +// Jesusalva +// Micksha +// Description: +// Alan the bow-maker. +// Quest states (forest bow): +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - alan wants to ask jack +// [1] 3 - jack explained problem +// [1] 4 - alan asks to find wood +// [1] 5 - found perfect wood +// [1] 6 - got the bow +// [2] fail count +// [3] unused +// [t] unused + +008-2-6,31,26,0 script Alan NPC_YOUNG_MAN_KFAHR,{ + + function bow_intro { + speech(4, + l("When you want to buy something then please speak to my apprentice."), + l("I am only doing special requests.")); + + selectd( + l("OK, thanks."), + rif(BaseLevel >= .min_level, l("Can you make me a really good bow?")), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + switch (@menu) + { + case 1: closeclientdialog(); close; + case 3: speech(l("No.")); close; + } + + speech(4, + l("You mean like one of my legendary forest bows?")); + + selectd( + l("Yes, that would be nice.")); + + speech(4, + l("Sorry, I am not making these anymore.")); + + selectd( + l("Oh, too bad."), + l("What? Why not?")); + + if (@menu == 1) { + closeclientdialog(); + close; + } + + speech(4, + l("The problem is that I am short of material."), + l("My forestbows are not made of regular wood, you know."), + l("They are made of special living wood."), + l("And only the best logs of living wood are good enough for them."), + l("I used to get these logs from Jack, the handsome lumberjack."), + l("But the last time I asked him for a new delivery he said that he would never again get any for me.")); + + selectd( + l("Too bad."), + l("Did you ask him why?")); + + if (@menu == 1) { + closeclientdialog(); + close; + } + + speech(4, + l("Sure I did."), + l("But he just told me to leave him alone."), + l("Maybe you could ask him what's wrong?")); + + selectd( + l("OK, I'll ask him."), + l("I am sure he got his reasons.")); + + setq(.quest_bow, 2); + closeclientdialog(); + close; + } + + function bow_reminder { + if (getq(.quest_inspector) == 2) + { + speech(4, + l("Did you already ask Jack why he won't deliver me any more living wood?")); + + selectd( + l("Have you seen anything strange recently that might be connected to the robberies?")); + + speech(l("No.")); + close; + } + + npctalk3(l("Did you already ask Jack why he won't deliver me any more living wood?")); + end; + } + + function bow_explain { + speech(4, + l("Did you already ask Jack why he won't deliver me any more living wood?")); + + selectd( + l("Yes, I did. He said that the trees turned into dangerous monsters."), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + if (@menu != 1) + { + speech(l("No.")); + close; + } + + speech( + l("Oh, that's really bad news."), + l("Maybe you can do his job?"), + l("If you kill some of these tree monsters and bring me their wood I could take a look at them."), + l("Maybe you will find a piece of wood that is strong enough to become one of my forest bows.")); + + close2; + setq(.quest_bow, 4); + end; + } + + function bow_make { + speech(4, + l("I can make you a really nice forest bow out of this."), + l("I just need %s E for material and work time.", + format_number(.req_esp))); + + selectd( + l("%s??? What a ripoff!", format_number(.req_esp)), + rif(Zeny >= .req_esp, l("Sure, here you go!")), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + switch (@menu) + { + case 1: speech(l("Fine, I'll just hold on to this log should you ever change your mind.")); close; + case 3: speech(l("No.")); close; + } + + // XXX: maybe here we could make the player wait real-world hours for Alan to finish? + + if (checkweight(.reward_item, 1) != true) + { + speech( + l("It seems you can't carry the bow right now."), + l("Go clean up your inventory and come back.")); + close; + } + + if (Zeny < .req_esp) + close; // double-check + + setq(.quest_bow, 6); + Zeny -= .req_esp; + getitem(.reward_item, 1); + quest_xp(.maxLevel, .reward_exp); + + speech( + l("Here you go - have fun with it.")); + close; + } + + function bow_check_wood { + speech(4, + l("How is the hunt going?"), + l("Did you bring me any wood?")); + + selectd( + l("No, sorry."), + rif(countitem(.req_item) >= 1, l("Here, take a look!")), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + switch (@menu) + { + case 1: closeclientdialog(); close; + case 3: speech(l("No.")); close; + } + + .@first = true; + + do { + if (countitem(.req_item) < 1) + break; + + if (.@first == false) + { + narrator(4, + l("You hand him another log.")); + } + + delitem(.req_item, 1); + .@first = false; + + speech(4, + l("Hmmm... looks ok, but is it strong enough?")); + + narrator(4, + l("Alan bends the log over his knee.")); + + .@fails=getq2(.quest_bow); + if (rand(.minfail, .maxfail) - .@fails <= 0) + { + narrator(4 | 8, + l("Alan tries as hard as he can but the log won't bend.")); + + speech(4, + l("Aaah!"), + l("Yes!"), + l("That is a really fine piece of wood you brought me."), + l("It will make an excellent bow!")); + + setq(.quest_bow, 5); + setq(.quest_shield, 1); + + narrator(4, + l("He proceeds to further scrutinize the log.")); + + bow_make; + end; + } + setq2(.quest_bow, .@fails+1); + + narrator(4 | 8, + l("The log breaks with a loud crack.")); + + speech(4, + l("Sorry, this log was too weak for one of my forest bows."), + l("Now it is junk."), + l("Do you wish to try again?")); + + selectd( + l("Sure, here you go."), + l("Hey! Stop breaking my stuff!")); + + if (@menu != 1) { + closeclientdialog(); + close; + } + + } while (true); + + speech(l("It seems you have no wood left.")); + close; + } + + function bow_done { + speech(4, + l("I hope you are satisfied with your forest bow."), + l("It is one of my best works.")); + + selectd( + l("I am!"), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + switch (@menu) + { + case 2: speech(l("No.")); close; + default: closeclientdialog(); close; + } + } + + // OnTalk: + switch (getq(.quest_bow)) + { + case 0: + case 1: bow_intro; break; + case 2: bow_reminder; break; + case 3: bow_explain; break; + case 4: bow_check_wood; break; + case 5: bow_make; break; + default: bow_done; break; + } + + closeclientdialog(); + close; + +OnPCLoginEvent: +OnPCBaseLvUpEvent: + if (BaseLevel >= .min_level && getq(.quest_bow) < 1) + { + setq(.quest_bow, 1); // allow the player to do the quest + dispbottom(l("New quest available: %s (level %d+)", + getquestlink(.quest_bow), .min_level)); // XXX: requires new manaplus versions, maybe show a different message for old versions? + } + end; + +OnInit: + .min_level = 25; // min level to do the quest + .maxLevel = 50; // max level to obtain full rewards + + .req_item = RawLog; // item required to make the bow + .req_esp = 10000; // amount of Esperin required to make the bow + .reward_item = ForestBow; // quest reward (item) + .reward_exp = 500; // quest reward (exp) + + // one in X chances to get a perfect log + .minfail = 10; + .maxfail = 30; + + .quest_bow = HurnscaldQuests_ForestBow; + .quest_shield = HurnscaldQuests_WoodenShield; + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_bow; + .distance = 3; + end; +} diff --git a/npc/008-2-6/donald.txt b/npc/008-2-6/donald.txt new file mode 100644 index 00000000..5c75896e --- /dev/null +++ b/npc/008-2-6/donald.txt @@ -0,0 +1,39 @@ +// The Mana World scripts. +// Author: +// Micksha +// Description: +// Alan's Apprentice. + +008-2-6,29,27,0 script Donald NPC_YOUNG_MAN_APPRENTICE,{ + if (shopcount(TrainingArrow) <= 0 && shopcount(IronArrow) <= 0) { + speech + l("Good day."), + l("Sorry, we are sold out for today."), + l("Come back later."); + + } else { + speech + l("Good day."), + l("We got new supplies of arrows!"); + + next; + + closeclientdialog; + shop .name$; + } + + close; + +OnInit: + .distance = 4; + tradertype(NST_MARKET); + + sellitem TrainingArrow, -1, 20000+rand2(5000); + sellitem IronArrow, -1, 20000+rand2(5000); + end; + +OnClock0002: + restoreshopitem TrainingArrow, 20000+rand2(5000); + restoreshopitem IronArrow, 20000+rand2(5000); + end; +} diff --git a/npc/008-2-6/mapflags.txt b/npc/008-2-6/mapflags.txt new file mode 100644 index 00000000..c07673a4 --- /dev/null +++ b/npc/008-2-6/mapflags.txt @@ -0,0 +1 @@ +008-2-6 mapflag town -- cgit v1.2.3-60-g2f50