// Halloween 2011
// Authors: alastrim, enchilado, o11c
// This is a function that implements the whole quest (or at least stage 1)
// Note: this function doesn't usually return
// In the appropriate NPCs, do something like:
//+ set @hw2011_npc_id, $@hw2011_npc_vincent;
//+ if (gettime(7) == $@hw2011_year && gettime(6) == 10 && gettime(5) >= $@hw2011_start_day)
//+ callfunc "TrickOrTreat2011";
// Variables:
// $@hw2011_maskmemory = Sliced Array containing the record of the last masks used to trick or treat each NPC.
// @hw2011_npc_id = NPC id, this variable is set when calling this function by an NPC
// hw2011 = Permanent variable used to control your progress in the quest.
// The high bits are used to keep track of the NPCs you already tricked while showing your face.
// The low bits are used to keep track of how many times you've gotten treats.
// Currently, the vague plan is 16 for each, but we may need to use this variable for the second part of the quest.
function|script|TrickOrTreat2011|{
if (BaseLevel < $@hw2011_min_level)
goto L_QuickReturn;
menu
"Trick or Treat", -,
"[Go to normal NPC dialog]", L_QuickReturn;
set @mask, getequipid(equip_head);
if (@mask == 647)
menu
"Reset my quest state", L_ResetMe,
"Reset this NPC's mask memory", L_ResetMask,
"Just do the quest", -;
L_Begin:
set @karma, hw2011 & 0xffff;
// must be early to handle all the one-off mes;s in the init stuff
mes $@hw2011_npc_names$[@hw2011_npc_id];
if (@mask == -1)
goto L_NoMask;
// set the scare factor of the equipped mask
set @mask_index, 0;
set @scare_factor, 1;
L_MaskLoop:
if ($@hw2011_mask_IDs[@mask_index] == @mask)
goto L_FoundMask;
set @mask_index, @mask_index + 1;
if ($@hw2011_mask_IDs[@mask_index])
goto L_MaskLoop;
// not a mask in the list
set @mask, 0;
goto L_MaskDone;
L_FoundMask:
set @scare_factor, $@hw2011_scare_factors[@mask_index];
if (@mask != 616)
goto L_MaskDone;
mes "\"Aaargh... Gross! This is sick! I can't even look at your face...\"";
// I would have done this instead of having the dialog explain
//set @mask, 0;
L_MaskDone:
set @mask_index, 0;
// check if the mask is in the memory
set @loop, 0;
// Note: we don't handle remembered faces until they get their candy
if (!@mask)
goto L_MaskMemoryNo;
// check if the mask is remembered
L_MaskMemoryCheck:
set @tmp, $@hw2011_maskmemory[8 * @hw2011_npc_id + @loop];
if (!@tmp)
goto L_MaskMemoryNo;
if (@tmp == @mask)
goto L_MaskMemoryYes;
set @loop, @loop + 1;
if (@loop != $@hw2011_memory_count)
goto L_MaskMemoryCheck;
goto L_MaskMemoryNo;
L_MaskMemoryYes:
// not necessarily true
mes "\"I remember you, " + getequipname(equip_head) + " person. No more treats for you!\"";
goto L_Close;
L_MaskMemoryNo:
// player will probably get treats
set @loop, 0;
set @sweets_types, 0;
L_Count_Sweets:
if ($@hw2011_sweets$[@loop] == "")
goto L_Check_Inventory;
if (countitem($@hw2011_sweets$[@loop]))
set @sweets_types, @sweets_types + 1;
set @loop, @loop + 1;
goto L_Count_Sweets;
L_Check_Inventory:
getinventorylist;
if (@inventorylist_count + (@loop - @hw2011_invy) > 100)
goto L_Full_Inventory;
if (@mask)
goto L_Check_Karma;
// check if the player's face is remembered
if (hw2011 & (0x1 << (31 - @hw2011_npc_id)))
goto L_Remember_Face;
goto L_Tricking_Trick_or_Treat;
L_Check_Karma:
// Please don't change this, you'll break stuff.
if (rand($@hw2011_num_npcs, 0xffff) <= @karma)
goto L_Cheater;
// this is a cheap, limited form of ilog2
if ((@karma >= 0x10) && !(rand( 4 - (@karma >= 0x40) + (@karma >= 0x100) + (@karma >= 0x400) )))
goto L_Cheater;
if (hw2011 & $@hw2011_got_big_reward)
goto L_Tricking_Trick_or_Treat;
// assert: @karma < $@hw2011_num_npcs
if (rand($@hw2011_num_npcs - @karma))
goto L_Tricking_Trick_or_Treat;
mes "\"All this candy isn't healthy, here take this to have a break from it.\"";
getitem $@hw2011_big_reward$, 1;
set hw2011, hw2011 | $@hw2011_got_big_reward;
// you get the big reward first, then the main treats
// otherwise it would be too complicated, and/or possibly unfair
goto L_Tricking_Trick_or_Treat;
L_Cheater:
mes "\"I recognize you despite your mask, you have been taking sweets you do not deserve.\"";
if (@karma != 0xFFFF)
set hw2011, hw2011 + 1;
goto L_Close;
L_Remember_Face:
// mes "You've been here before; I remember your face";
mes "\"I remember your face, " + strcharinfo(0) + ". No more treats for you!\"";
goto L_Close;
L_Tricking_Trick_or_Treat:
// moved above
// mes $@hw2011_npc_names$[@hw2011_npc_id];
mes $@hw2011_greetings$[@hw2011_npc_id];
next;
// TODO: should we randomize these? (in a subsequent commit)
menu
$@hw2011_trick_notscary$[@hw2011_npc_id], L_Tricking_Notscary,
$@hw2011_trick_scary$[@hw2011_npc_id], L_Tricking_Scary,
$@hw2011_trick_veryscary$[@hw2011_npc_id], L_Tricking_Veryscary;
L_Tricking_Notscary:
mes $@hw2011_npc_names$[@hw2011_npc_id];
mes $@hw2011_react_notscary$[@hw2011_npc_id];
goto L_Tricking_Reward;
L_Tricking_Scary:
mes $@hw2011_npc_names$[@hw2011_npc_id];
mes $@hw2011_react_scary$[@hw2011_npc_id];
set @scare_factor, @scare_factor * 2;
goto L_Tricking_Reward;
L_Tricking_Veryscary:
mes $@hw2011_npc_names$[@hw2011_npc_id];
mes $@hw2011_react_veryscary$[@hw2011_npc_id];
set @scare_factor, @scare_factor * 3;
goto L_Tricking_Reward;
L_Tricking_Reward:
next;
if (@karma >= 0x10)
set @scare_factor, rand(@scare_factor / 2, @scare_factor);
if (@karma >= 0x100)
set @scare_factor, rand(@scare_factor / 2, @scare_factor);
if (@karma >= 0x1000)
set @scare_factor, rand(@scare_factor / 2, @scare_factor);
if (@scare_factor < 1)
set @scare_factor, 1;
L_Tricking_Reward_Loop:
if (!@scare_factor)
goto L_Tricking_End;
// NOTE: it gives out one piece at a time, but can loop several times
getitem $@hw2011_sweets$[rand($@hw2011_sweets_num)], 1;
set @scare_factor, @scare_factor - 1;
goto L_Tricking_Reward_Loop;
L_SetRememberFace:
set hw2011, hw2011 | (0x1 << (31 - @hw2011_npc_id));
goto L_Close;
L_Tricking_End:
mes $@hw2011_npc_names$[@hw2011_npc_id];
mes "\"That should be enough sweets for you. Thanks for participating!\"";
if (!@mask)
goto L_SetRememberFace;
// add the player's mask to the list
set @loop, 7;
L_SetRememberMask:
set $@hw2011_maskmemory[8 * @hw2011_npc_id + @loop], $@hw2011_maskmemory[8 * @hw2011_npc_id + @loop - 1];
set @loop, @loop - 1;
if (@loop)
goto L_SetRememberMask;
set $@hw2011_maskmemory[8 * @hw2011_npc_id], @mask;
set hw2011, hw2011 + 1;
goto L_Close;
L_Full_Inventory:
mes $@hw2011_npc_names$[@hw2011_npc_id];
mes "\"You are trying to collect candy but you have no space to carry all the kinds of stuff that I have to offer! Please, save room for more stuff and come back.\"";
goto L_Close;
L_ScaryFace:
mes "\"Eeeeeeeeeeeeeeeeeeeeeeeeeeekkkkkkkkkkkkkkkkk!!!\"";
mes "\"Oh, that's your face ...\"";
next;
set @mask, 0;
set @scarefactor, 2 + rand(3);
goto L_MaskDone;
L_NoMask:
// TODO: are there any other players to make fun of?
if (getcharid(3) == 2160466 || getcharid(3) == 2177906 || getcharid(3) == 2157647)
goto L_ScaryFace;
mes $@hw2011_npc_names$[@hw2011_npc_id];
mes "\"Hey " + strcharinfo(0) + ", are you trying to scare me with your face? Interesting! hahaha...\"";
goto L_Close;
L_Close:
set @tmp, 0;
set @mask, 0;
set @karma, 0;
set @loop, 0;
set @menu, 0;
set @hw2011_npc_id, 0;
close;
L_QuickReturn:
set @hw2011_npc_id, 0;
return;
L_ResetMe:
set hw2011, 0;
goto L_Close;
L_ResetMask:
// the rest will be implicitly cleared
set $@hw2011_maskmemory[8 * @hw2011_npc_id], 0;
goto L_Close;
}