1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
|
020-2,24,26,0 script Agostine Debug NPC137,{
mes "[Agostine Debug]";
mes "What do you want to do?";
menu
"Show Quest State", L_ShowState,
"Set Quest State", L_SetState,
"Reset", L_Reset,
"Nothing.", L_close;
L_ShowState:
@wg_state = ((QUEST_WG_state & BYTE_0_MASK) >> BYTE_0_SHIFT);
mes "Current State is " + @wg_state;
goto L_close;
L_SetState:
mes "What state do you want?";
input @wg_state;
callfunc "setWGState";
mes "Set to " + @wg_state;
goto L_close;
L_Reset:
@wg_state = 0;
callfunc "setWGState";
mes "Reset!";
goto L_close;
L_close:
close;
OnInit:
if (!debug)
disablenpc "Agostine Debug";
end;
}
020-2,27,26,0 script Agostine NPC137,{
@CUTFUR_EXP = 10;
@FINEDRESS_COTTON_CLOTHS = 20;
@FINEDRESS_GP = 20000;
@wg_state = ((QUEST_WG_state & BYTE_0_MASK) >> BYTE_0_SHIFT);
if (@wg_state == 1) goto L_State_0_3;
if (@wg_state == 2) goto L_State_1;
if (@wg_state == 3) goto L_State_2;
if (@wg_state == 4) goto L_State_4;
if (@wg_state == 5) goto L_State_4_success;
if (@wg_state == 6) goto L_State_6;
if (@wg_state == 7) goto L_State_11;
if (@wg_state == 8) goto L_State_12;
if (@wg_state >= 9 && @wg_state < 11) goto L_State_13;
if (@wg_state == 11) goto L_State_14;
if (@wg_state == 12) goto L_State_14_AA;
if (@wg_state == 13) goto L_State_15;
if (@wg_state > 13 && @wg_state < 16) goto L_State_15_Repeat;
if (@wg_state == 16) goto L_State_16;
if (@wg_state > 16 && @wg_state < 20) goto L_State_16_Repeat;
if (@wg_state == 20) goto L_State_17;
if (@wg_state == 21) goto L_State_17_AskItems;
if (@wg_state == 22) goto L_State_17_PBD;
if (@wg_state >= 23) goto L_State_18;
mes "\"This goes up, this goes left...\"";
next;
mes "\"Mmmm...?\"";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"Oh, a customer! Let me introduce myself! My name is Agostine!";
mes "Some people say that I am the best tailor in the world,";
mes "but I think I am the best one in the universe!";
mes "So, What can I do for you, my friend?\"";
next;
menu
"I want something new for my wardrobe!", L_State_0_1,
"Oh, nothing, thanks!", L_close;
L_State_0_1:
mes "[Agostine, The Legendary Tailor]";
mes "\"Well.. you know... working so hard makes me so tired!";
mes "Can you bring me something tasty to drink, my friend?\"";
next;
menu
"Sure, what kind of drink you like?", L_State_0_2,
"I'm not your waiter!", L_close;
L_State_0_2:
mes "[Agostine, The Legendary Tailor]";
mes "\"Here we do not have a bar. Let me taste different beverages.";
mes "I want something new to drink.\"";
next;
menu
"I'll bring you different drinks to try!", L_State_Accept,
"Maybe a bar will open soon, wait for it.", L_close;
L_State_Accept:
mes "[Agostine, The Legendary Tailor]";
mes "\"Thanks so much.\"";
@wg_state = 1;
callfunc "setWGState";
goto L_close;
L_State_0_3:
mes "[Agostine, The Legendary Tailor]";
mes "\"Well, what have you brought me?\"";
next;
menu
"A Cactus Drink.", L_State_0_4,
"A Cactus Potion.", L_State_0_5,
"Some milk.", L_State_0_6,
"A pint of beer.", L_State_0_7,
"An Iron potion.", L_State_0_9,
"A Concentration Potion.", L_State_0_8,
"Nothing, at the moment.", L_close;
L_State_0_4:
mes "[Agostine, The Legendary Tailor]";
mes "\"So, a Cactus Drink?\"";
if (countitem("CactusDrink") < 1) goto L_State_neg;
delitem "CactusDrink", 1;
goto L_State_bad;
L_State_0_5:
mes "[Agostine, The Legendary Tailor]";
mes "\"So, a Cactus Potion?\"";
if (countitem("CactusPotion") < 1) goto L_State_neg;
delitem "CactusPotion", 1;
goto L_State_bad;
L_State_0_6:
mes "[Agostine, The Legendary Tailor]";
mes "\"So, some milk for me?\"";
if (countitem("Milk") < 1) goto L_State_neg;
delitem "Milk", 1;
goto L_State_bad;
L_State_0_7:
mes "[Agostine, The Legendary Tailor]";
mes "\"So, a beer?\"";
if (countitem("Beer") < 1) goto L_State_neg;
delitem "Beer", 1;
goto L_State_bad;
L_State_0_8:
mes "[Agostine, The Legendary Tailor]";
mes "\"So, a Concentration Potion?\"";
if (countitem("ConcentrationPotion") < 1) goto L_State_neg;
delitem "ConcentrationPotion", 1;
goto L_State_bad;
L_State_0_9:
mes "[Agostine, The Legendary Tailor]";
mes "\"So, an Iron Potion?\"";
if (countitem("IronPotion") < 1) goto L_State_neg;
delitem "IronPotion", 1;
next;
mes "Agostine looks pleased as he drinks the potion.";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"Oh! This is damn good! I feel a new man, my friend!\"";
next;
Zeny = Zeny + 500;
mes "[Agostine, The Legendary Tailor]";
mes "\"This is a little reward for your help. Take 500 GP, my friend!\"";
@wg_state = 2;
callfunc "setWGState";
goto L_close;
L_State_neg:
next;
mes "\"Seems that you lied. You don't have the drink you told me.\"";
goto L_close;
L_State_bad:
next;
mes "\"Well, I don't like it so much. Bring me something else.\"";
goto L_close;
L_State_1:
mes "[Agostine, The Legendary Tailor]";
mes "\"Mmmm... Let me see... This year light colours are fashionable!";
mes "Would you like a pair of snow-white Winter Gloves?\"";
next;
menu
"No, thanks. I love dark clothes...", L_close,
"You really can do this for me?", L_State_2;
L_State_2:
mes "[Agostine, The Legendary Tailor]";
mes "\"Well, Winter Gloves are so fashionable for their lovable fur!";
mes "Only the best furs can be used for these gloves!";
mes "But, as you see, I am a tailor, not a hunter! So, why don't you bring me the best fluffy's fur you can find?\"";
@wg_state = 3;
callfunc "setWGState";
next;
menu
"You are crazy! I won't kill any animal for this!", L_close,
"Sure, I will be back soon!", L_State_3;
L_State_3:
mes "[Agostine, The Legendary Tailor]";
mes "\"Remember, I want the best of fur!\"";
@wg_state = 4;
callfunc "setWGState";
goto L_close;
L_State_4:
mes "[Agostine, The Legendary Tailor]";
mes "\"Oh, my friend! Have you brought me some good furs?\"";
if (countitem("WhiteFur") < 1) goto L_close;
next;
menu
"Here, take a look!", L_State_4_try,
"Yes, but I need it for something else.", L_close;
L_State_4_try:
mes "[Agostine, The Legendary Tailor]";
mes "\"Let me see, my friend! It needs to be perfect for my gloves!\"";
mes "Agostine examines the patch of fur.";
next;
if (countitem("WhiteFur") < 1) goto L_No_Fur;
delitem "WhiteFur", 1;
@Temp1 = rand(30);
if (@Temp1 == 0) goto L_State_4_success;
mes "Agostine throws away the white fur.";
getexp @CUTFUR_EXP, 0;
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"It was awfully cut! You should pay more attention when you kill fluffies!\"";
if (countitem("WhiteFur") < 1) goto L_close;
next;
menu
"Here I have another one!", L_State_4_try,
"Sorry, I will be careful...", L_close;
L_State_4_success:
mes "Agostine breaks into a smile";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"It's perfect! Perfect! Good job, my friend! I will prepare your gloves right now!\"";
next;
@wg_state = 5;
callfunc "setWGState";
goto L_State_5;
L_State_5:
mes "[Agostine, The Legendary Tailor]";
mes "\"Ehm, my friend, my work is not free. I need 15,000 GP for the work.\"";
next;
menu
"You are not a tailor, you are a thief!!", L_close,
"I think it's a reasonable price...", L_State_5_pay;
L_State_5_pay:
if (Zeny < 15000) goto L_State_5_nocash;
getinventorylist;
if (@inventorylist_count == 100) goto L_TooMany;
Zeny = Zeny - 15000;
getitem "WinterGloves", 1;
@wg_state = 6;
callfunc "setWGState";
mes "[Agostine, The Legendary Tailor]";
mes "\"Here they are. You will have the most fashionable hands in the world!\"";
goto L_close;
L_State_5_nocash:
mes "[Agostine, The Legendary Tailor]";
mes "\"Seems like you are out of cash. Come back when you have the money.\"";
goto L_close;
L_State_6:
mes "[Agostine, The Legendary Tailor]";
mes "\"Oh, I remember you! Your gloves are sooo fashionable, my friend!";
mes "Well, I have a good news for you. In this issue of 'TMW Fashion'";
mes "I saw a pretty accessory, a pair of Furry Boots, my friend.";
mes "I can make your own pair, if you want!\"";
next;
menu
"It's a great idea!", L_State_10,
"I'm glamourous enough, thanks", L_close;
L_State_10:
mes "[Agostine, The Legendary Tailor]";
mes "\"Perfect! For satisfying your request I need another perfect White Fur";
mes "and a pair of Boots, like those you can find in the mines.";
mes "They will make you lovely, my friend!\"";
@wg_state = 7;
callfunc "setWGState";
goto L_close;
L_State_11:
mes "[Agostine, The Legendary Tailor]";
mes "\"So, my friend, have you brought me the right Fur?\"";
if (countitem("WhiteFur") < 1) goto L_close;
next;
menu
"Sure, I'm a fluffy hunter!", L_State_11_try,
"Not yet, sorry.", L_close;
L_State_11_try:
mes "[Agostine, The Legendary Tailor]";
mes "\"I'd rather see the patch of fur, first.\"";
next;
mes "Agostine examines the patch of fur.";
next;
if (countitem("WhiteFur") < 1) goto L_No_Fur;
delitem "WhiteFur", 1;
@Temp2 = rand(30);
if (@Temp2 == 0) goto L_State_11_success;
mes "Agostine rips the white fur.";
getexp @CUTFUR_EXP, 0;
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"That fur was terrible. I won't work with it!\"";
if (countitem("WhiteFur") < 1) goto L_close;
next;
menu
"Well, maybe this is better!", L_State_11_try,
"I will hunt other fluffies...", L_close;
L_State_11_success:
mes "Agostine breaks into a smile";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"This one is good enough, my friend. Good job.\"";
@wg_state = 8;
callfunc "setWGState";
goto L_State_12;
L_State_12:
mes "[Agostine, The Legendary Tailor]";
mes "\"I need also a pair of Boots for the work.";
mes "And my payment, obviously. 15,000 GP is right.\"";
next;
menu
"Sure, here it all is.", L_State_12_pay,
"I missed something, I will be back soon!", L_close;
L_State_12_pay:
if (Zeny < 15000) goto L_State_12_missing;
if (countitem("Boots") < 1) goto L_State_12_missing;
// No inventory check needed, as boots are removed, opening a slot
Zeny = Zeny - 15000;
delitem "Boots", 1;
getitem "FurBoots", 1;
@wg_state = 9;
callfunc "setWGState";
mes "[Agostine, The Legendary Tailor]";
mes "\"Enjoy your new boots, my friend!\"";
goto L_close;
L_State_12_missing:
mes "[Agostine, The Legendary Tailor]";
mes "\"Seems you have forgotten something. Check your inventory";
mes "and your pockets!\"";
goto L_close;
L_State_13:
mes "[Agostine, The Legendary Tailor]";
mes "\"You are so glamourous, my dear friend!";
mes "I have done a very good job on your clothes!\"";
goto L_close;
L_TooMany:
mes "[Agostine, The Legendary Tailor]";
mes "\"You don't have anywhere to put them. Come back when you do.\"";
goto L_close;
L_No_Fur:
mes "[Agostine, The Legendary Tailor]";
mes "\"You don't have any white fur! Stop talking nonsense.\"";
goto L_close;
L_State_14:
if (BaseLevel < 60)
goto L_State_13;
mes "[Agostine, The Legendary Tailor]";
mes "\"You are so glamourous, my dear friend!";
mes "I have done a very good job on your clothes... But...\"";
next;
menu
"But?", L_Next;
L_Next:
mes "[Agostine, The Legendary Tailor]";
mes "\"There is a new fashion I've been dying to try out!";
mes "But I don't have all the knowledge in the world about seaming this wonderful fashion.\"";
next;
menu
"Ah, that's too bad...", L_close,
"I know another tailor who might know!", L_Next1;
L_Next1:
mes "[Agostine, The Legendary Tailor]";
mes "\"What tailor may that be?";
mes "I haven't been out of Nivalis for quite some time since I have been busy with clothes for the people of the town.";
mes "If you can tell me the name of this great tailor, maybe we can work something out, like a collaboration!\"";
next;
menu
"Well... There is a tailor in Dimond's Cove who makes pretty good clothing. Her name is Lora Tay.", L_Next2;
L_Next2:
mes "[Agostine, The Legendary Tailor]";
mes "\"I had almost forgotten about Lora Tay.";
mes "She has tried to put me out of business a few times long ago.";
mes "But I am willing to collaborate with her to make this fine fashion come alive.";
mes "Will you go ask her if she is willing to help sew and seam this fashion I will create?\"";
menu
"Sure thing! Be back soon.", L_State_14_Accept,
"It will never happen. I won't waste my time.", L_close;
L_State_14_Accept:
@wg_state = 12;
callfunc "setWGState";
goto L_close;
L_State_14_AA:
mes "[Agostine, The Legendary Tailor]";
mes "\"Please my friend, go talk to Lora Tay about our possible collaboration!\"";
goto L_close;
L_State_15:
mes "[Agostine, The Legendary Tailor]";
mes "\"Hi there fashionable friend, have you talked to Lora Tay about my request?\"";
next;
menu
"Yes, but she would like to know more information about it and I'm kind of curious myself.", L_Next3,
"I haven't yet, sorry.", L_close;
L_Next3:
mes "[Agostine, The Legendary Tailor]";
mes "\"Well I had a dream of a woman in a beautiful dress I would like to recreate from my dream...";
mes "But the thing is I have never sewn a dress this fabulous in my life!";
mes "This is why I wanted an experienced tailor to help me with it.\"";
next;
menu
"You must be thinking of fashion a lot if it's in your dreams! I shall bring this information to Lora Tay.", L_Next4,
"You're obsessed, I cant help you.", L_close;
L_Next4:
mes "[Agostine, The Legendary Tailor]";
mes "\"Please take these materials with you to show Lora Tay the kind of vision I have!";
mes "These are the finest materials in my whole house and have been saving them for something special such as this.\"";
next;
message strcharinfo(0), "Agostine gives you bundles of luxurious cloth that you carefully put in your backpack.";
mes "Agostine gives you bundles of luxurious cloth that you carefully put in your backpack.";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"Hurry back my friend!\"";
@wg_state = 14;
callfunc "setWGState";
goto L_close;
L_State_15_Repeat:
mes "[Agostine, The Legendary Tailor]";
mes "\"Please take these materials with you to show Lora Tay the kind of vision I have!";
mes "Hurry back my friend!\"";
goto L_close;
L_State_16:
mes "[Agostine, The Legendary Tailor]";
mes "\"Hello there! Did you tell Lora Tay about the type of fashion I was hoping to create?\"";
next;
menu
"Yes, she is also working on threading to sew the materials together.", L_Next5,
"Why would I do that for?", L_close;
L_Next5:
mes "[Agostine, The Legendary Tailor]";
mes "\"Wow she did not only accept but she is willing to sew these materials for me?";
mes "This is amazing... I was quite worried I would ruin these fine cloths sewing them myself.\"";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"Is there anything I can do in the meanwhile?\"";
next;
menu
"Actually she wanted the design drawings to know what it should look like.", L_Next6;
L_Next6:
mes "[Agostine, The Legendary Tailor]";
mes "\"Of course! How could I forget, I drew the designs right after the dream I had.";
mes "Please take these to Lora Tay and ask her to try and make it as close as she can.\"";
next;
menu
"Sure thing be back soon!", L_Next7,
"... I'll take a nap first.", L_close;
L_Next7:
@wg_state = 17;
callfunc "setWGState";
message strcharinfo(0), "Agostine gives you a folio containing his designs, that you put in a hidden compartment in your backpack.";
mes "Agostine gives you a folio containing his designs, that you put in a hidden compartment in your backpack.";
goto L_close;
L_State_16_Repeat:
mes "[Agostine, The Legendary Tailor]";
mes "\"Please my friend, bring my designs to Lora Tay.\"";
goto L_close;
L_State_17:
mes "[Agostine, The Legendary Tailor]";
mes "\"Wow is that the dress?";
mes "It looks fabulous...\"";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"But I do notice it is missing something from my design.\"";
next;
menu
"Lora Tay mentioned the bottom has to be edged with cotton cloths but she cannot do the design you wanted.", L_Next8;
L_Next8:
mes "[Agostine, The Legendary Tailor]";
mes "\"That's fine. I will finish it with the cloth but it seems I don't have anymore around...\"";
next;
goto L_State_17_AskItems;
L_State_17_AskItems:
mes "[Agostine, The Legendary Tailor]";
mes "\"I will need about " + @FINEDRESS_COTTON_CLOTHS + " cotton cloths to finish this master piece. Do you think you can get some for me?\"";
next;
menu
"Sure thing, I will go get them!", L_Next9,
"Here you are!", L_State_17_GiveItems;
L_Next9:
@wg_state = 21;
callfunc "setWGState";
goto L_close;
L_State_17_NoItems:
mes "[Agostine, The Legendary Tailor]";
mes "\"My friend, sorry to disappoint you, but you are lacking some cloth.";
mes "I need exactly " + @FINEDRESS_COTTON_CLOTHS + " cotton cloths to finish this master piece.\"";
goto L_close;
L_State_17_GiveItems:
if (countitem ("CottonCloth") < @FINEDRESS_COTTON_CLOTHS)
goto L_State_17_NoItems;
delitem "CottonCloth", @FINEDRESS_COTTON_CLOTHS;
@wg_state = 22;
callfunc "setWGState";
mes "[Agostine, The Legendary Tailor]";
mes "\"Great now just a little cloth here........\"";
next;
mes "............................";
next;
mes "...................";
next;
mes "..............";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"It's finished!";
mes "The finest dress in my design is finally finished!\"";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"I don't know how I can repay you for all your hard work...\"";
next;
mes "[Agostine, The Legendary Tailor]";
mes "\"Hmmm I know something that will be good for you and for myself!\"";
next;
menu
"What is it?", L_Next10;
L_Next10:
mes "[Agostine, The Legendary Tailor]";
mes "\"How about I let you buy the dress off me?";
mes "This will allow you to have a fine dress and allow me to show the world what I'm capable of.";
mes "I would charge " + @FINEDRESS_GP +" GP, which I think is a magnificent price for something this fine.\"";
next;
goto L_State_17_BuyDress;
L_State_17_PBD:
mes "[Agostine, The Legendary Tailor]";
mes "\"Did you consider buying the dress off me?";
mes "I would charge " + @FINEDRESS_GP +" GP, which I think is a magnificent price for something this fine.\"";
next;
goto L_State_17_BuyDress;
L_State_17_BuyDress:
menu
"Wow that sounds great I'll take it!", L_Next11,
"I'll think about it...", L_close;
L_Next11:
if (Zeny < @FINEDRESS_GP)
goto L_State_17_NoMoney;
getinventorylist;
if (@inventorylist_count == 100)
goto L_State_17_InvFull;
Zeny = Zeny - @FINEDRESS_GP;
getitem "FineDress", 1;
@wg_state = 23;
callfunc "setWGState";
goto L_close;
L_State_17_NoMoney:
mes "[Agostine, The Legendary Tailor]";
mes "\"Check your pockets my friend,";
mes "and come back when you have the money.\"";
goto L_close;
L_State_17_InvFull:
mes "[Agostine, The Legendary Tailor]";
mes "\"My friend, you don't have room to carry my master piece. Come back when you do.\"";
goto L_close;
L_State_18:
// Same dialog as on state 13, but we could add something about the dress
mes "[Agostine, The Legendary Tailor]";
mes "\"You are so glamourous, my dear friend!";
mes "I have done a very good job on your clothes!\"";
goto L_close;
L_close:
@wg_state = 0;
close;
}
function script setWGState {
QUEST_WG_state = (QUEST_WG_state & ~(BYTE_0_MASK) | (@wg_state << BYTE_0_SHIFT));
return;
}
|