//#################################################################################
//# #
//# 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.gat,99,23,0|script|Alan|125,
{
callfunc "ClearVariables";
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.", -,
"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;
if (@inspector != 1)
menu
"OK, thanks.", -,
"Can you make me a really good bow?", L_State_0_1;
goto L_Close;
L_State_0_1:
mes "[Alan]";
mes "\"You mean like one of my legendary forest bows?\"";
next;
menu
"Yes, that would be nice.", -;
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:
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.", -,
"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;
if (@inspector != 1)
menu
"No, I haven't had the time yet.", -,
"No, I didn't find him yet.", L_State_1_1;
goto L_Close;
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.", -,
"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.", -;
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.", -,
"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
if (@inspector != 1)
menu
"Here, take a look!", L_State_3_try,
"Yes, but I need it for something else.", -;
goto 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;
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!", -,
"Sure, here you go!", L_State_4_pay,
"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
if (@inspector != 1)
menu
"10,000??? What a ripoff!", -,
"Sure, here you go!", L_State_4_pay;
goto L_Close;
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;
}