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; mes "I heard you aren't delivering any more living wood. Why not?"; next; 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; }