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authorStefan Beller <stefanbeller@googlemail.com>2010-12-02 19:03:25 +0100
committerStefan Beller <stefanbeller@googlemail.com>2010-12-02 19:03:25 +0100
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adding nivalis packrat: baktar
a strange person additionally: remove taro and startrek from nivalis
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+//#=========================
+//#== NPC Baktar
+//# Authors: Lien, PjotrOrial
+//# Review: BigCrunch, Mistakes
+//# This NPC has two stages:
+//#
+//# In the first stage you need to bring 7 different items, but only one of each kind.
+//#
+//#
+//# In the second stage he tells you what hard life he is living. He will be very aggressive telling you some stuff.
+//# He will send you to kill Scroticular. That npc will be located in the labyrinth caves.
+//# (its a mob actually, to be spawned only, if the players knows his name and his location)
+//#
+//# variables used:
+//# @QUEST_Nivalis_state: NIBBLE0, NIBBLE1, NIBBLE2, NIBBLE3:
+//# BYTE0 ( == NIBBLE0 | NIBBLE1) stores in each bit information if that item was already brought.
+//# bits:
+//# bit 0 if you have met the npc already
+//# bit 1 Desert Hat
+//# bit 2 Desert Shirt
+//# bit 3 Serf Hat
+//# bit 4 tongue_Item
+//# bit 5 eggs_Item
+//# bit 6 skin_Item
+//# bit 7 bugleg
+//# NIBBLE2 store the progress after the item collecting stage:
+//# =0 he will thank you for bringing all stuff.
+//# =1 talking about his youth
+//# =2 talking, you get the mission to hunt down Scroticular
+//# =3 you get information where Scroticular can be found.
+//# NIBBLE3 a bitmasking nibble for stage 2 again
+//# bit 0 knows the name of the opponent
+//# bit 1 killed the ugly opponent
+//#=========================
+020-2.gat,70,61,0 script Baktar 183,{
+ set @npcname$, "[Baktar]";
+
+ set @Q_MASK, BYTE_0_MASK;
+ set @Q_SHIFT, BYTE_0_SHIFT;
+ set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT;
+
+ set @Q_MASK2, NIBBLE_2_MASK;
+ set @Q_SHIFT2, NIBBLE_2_SHIFT;
+ set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2;
+
+ set @Q_MASK2_BITS, NIBBLE_3_MASK;
+ set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT;
+ set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS;
+
+ // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc.
+ if(@Q_status == @Q_MASK) goto L_2_init;
+
+ set @BIT_KNOWHIM, 0;
+
+ set @BIT_DESERTHAT,1;
+ set @MONEY_DESERTHAT, 1500;
+ set @XP_DESERTHAT, 500;
+
+ set @BIT_DESERTSHIRT,2;
+ set @MONEY_DESERTSHIRT, 1500;
+ set @XP_DESERTSHIRT, 600;
+
+ set @BIT_SERFHAT,3;
+ set @MONEY_SERFHAT, 800;
+ set @XP_SERFHAT, 350;
+
+ set @BIT_MS_TONGUE,4;
+ set @MONEY_MS_TONGUE, 800;
+ set @XP_MS_TONGUE, 350;
+
+ set @BIT_MS_EGG,5;
+ set @MONEY_MS_EGG, 800;
+ set @XP_MS_EGG, 350;
+
+ set @BIT_SNAKESKIN,6;
+ set @MONEY_SNAKESKIN, 800;
+ set @XP_SNAKESKIN, 350;
+
+ set @BIT_BUGLEG,7;
+ set @MONEY_BUGLEG, 20000;
+ set @XP_BUGLEG, 10000;
+
+ if(sex)
+ set @type$, "Man";
+ if(!sex)
+ set @type$, "Woman";
+
+ if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready;
+ mes @npcname$;
+ mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \"";
+ menu
+ "Yes, I'm from Tulimshar", L_exotic,
+ "Well, I just like sunbathing", -,
+ "Good bye", -;
+ close;
+
+L_KnowAlready:
+ mes @npcname$;
+ mes "\"So, you have a new item?\"";
+ goto L_startitem;
+close;
+
+L_exotic:
+ mes @npcname$;
+ mes "\"I said that because I love Tulimshar's stuff ... if you give me an interesting item maybe I can give you a nice reward. But I don't need lots of stuff, I need only one example of each item.\"";
+ menu "I have some items on me maybe you'll like them ", L_startitem,
+ "Don't touch my stuff!", -,
+ "I'll get them. Bye.", -;
+ close;
+
+L_startitem:
+ setarray @exotic_item$ "", "", "", "", "", "", "";
+ set @c, 0;
+ set @Q_status, @Q_status & (1<<@BIT_KNOWHIM);
+ callsub S_Update_Var;
+ if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt;
+ set @exotic_item$[@c], "a Desert Hat ?";
+ set @menuid[@c], 0;
+ set @c, @c + 1;
+
+L_DesertShirt:
+ if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat;
+ set @exotic_item$[@c], "a Desert Shirt ?";
+ set @menuid[@c], 1;
+ set @c, @c + 1;
+
+L_SerfHat:
+ if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue;
+ set @exotic_item$[@c], "a Serf Hat ?";
+ set @menuid[@c], 2;
+ set @c, @c + 1;
+
+L_tongue:
+ if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg;
+ set @exotic_item$[@c], "a Mountain Snake Tongue ?";
+ set @menuid[@c], 3;
+ set @c, @c + 1;
+
+L_egg:
+ if (countitem("MoutainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin;
+ set @exotic_item$[@c], "a Moutain Snake Egg?";
+ set @menuid[@c], 4;
+ set @c, @c + 1;
+
+L_Skin:
+ if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg;
+ set @exotic_item$[@c], "a Snake Skin?";
+ set @menuid[@c], 5;
+ set @c, @c + 1;
+
+L_bugleg:
+ if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind;
+ set @exotic_item$[@c], "a Bug Leg?";
+ set @menuid[@c], 6;
+ set @c, @c + 1;
+
+L_NeverMind:
+ set @exotic_item$[@c], "Never Mind";
+ set @menuid[@c], 6;
+//menu for the item
+ menu
+ @exotic_item$[0], -,
+ @exotic_item$[1], -,
+ @exotic_item$[2], -,
+ @exotic_item$[3], -,
+ @exotic_item$[4], -,
+ @exotic_item$[5], -,
+ @exotic_item$[6], -;
+
+ set @menu, @menu -1;
+
+ if (@menuid[@menu] == 0) goto L_DesertHat_Item;
+ if (@menuid[@menu] == 1) goto L_DesertShirt_Item;
+ if (@menuid[@menu] == 2) goto L_SerfHat_Item;
+ if (@menuid[@menu] == 3) goto L_tongue_Item;
+ if (@menuid[@menu] == 4) goto L_egg_Item;
+ if (@menuid[@menu] == 5) goto L_skin_Item;
+ if (@menuid[@menu] == 6) goto L_BugLegItem;
+//if Never mind
+ mes @npcname$;
+ mes "\"ok, GoodBye then\"";
+ close;
+L_DesertHat_Item:
+ if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready;
+ if (countitem("DesertHat") < 1) goto L_Noitem;
+ delitem "DesertHat", 1;
+ set zeny, zeny + @MONEY_DESERTHAT;
+ getexp @XP_DESERTHAT,0;
+ set @Q_status, @Q_status & (1<<@BIT_DESERTHAT);
+ callsub S_Update_Var;
+ close;
+L_DesertShirt_Item:
+ if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready;
+ if (countitem("DesertShirt") < 1) goto L_Noitem;
+ delitem "DesertShirt", 1;
+ set zeny, zeny + @MONEY_DESERTSHIRT;
+ getexp @XP_DESERTSHIRT,0;
+ set @Q_status, @Q_status & (1<<@BIT_DESERSHIRT);
+ callsub S_Update_Var;
+close;
+L_SerfHat_Item:
+ if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready;
+ if (countitem("SerfHat") < 1) goto L_Noitem;
+ delitem "SerfHat", 1;
+ set zeny, zeny + @MONEY_SERFHAT;
+ getexp @XP_SERFHAT,0;
+ set @Q_status, @Q_status & (1<<@BIT_SERFHAT);
+ callsub S_Update_Var;
+close;
+L_tongue_Item:
+ if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready;
+ if (countitem("MountainSnakeTongue") < 1) goto L_Noitem;
+ delitem "MountainSnakeTongue", 1;
+ set zeny, zeny + @MONEY_MS_TONGUE;
+ getexp @XP_MS_TONGUE,0;
+ set @Q_status, @Q_status & (1<<@BIT_MS_TONGUE);
+ callsub S_Update_Var;
+close;
+L_egg_Item:
+ if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready;
+ if (countitem("MountainSnakeEgg") < 1) goto L_Noitem;
+ delitem "MountainSnakeEgg", 1;
+ set zeny, zeny + @MONEY_MS_EGG;
+ getexp @XP_MS_EGG,0;
+ set @Q_status, @Q_status & (1<<@BIT_MS_EGG);
+ callsub S_Update_Var;
+close;
+L_skin_Item:
+ if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready;
+ if (countitem("SnakeSkin") < 1) goto L_Noitem;
+ delitem "SnakeSkin", 1;
+ set zeny, zeny + @MONEY_SNAKESKIN;
+ getexp @XP_SNAKESKIN,0;
+ set @Q_status, @Q_status & (1<<@BIT_SNAKESKIN);
+ callsub S_Update_Var;
+close;
+L_BugLegItem:
+ if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready;
+ if (countitem("BugLeg") < 1) goto L_Noitem;
+ delitem "BugLeg", 1;
+ set zeny, zeny + @MONEY_BUGLEG;
+ getexp @XP_BUGLEG,0;
+ set @Q_status, @Q_status & (1<<@BIT_BUGLEG);
+ callsub S_Update_Var;
+close;
+
+L_Noitem:
+ mes @npcname$;
+ mes "\"Where is your item?\"";
+ close;
+
+L_havealready:
+ mes @npcname$;
+ mes "\"Well, I already have one of those.\"";
+ close;
+
+S_Update_Var:
+ set QUEST_Nivalis_state,
+ (QUEST_Nivalis_state & ~(@Q_MASK)
+ | (@Q_status << @Q_SHIFT));
+ set QUEST_Nivalis_state,
+ (QUEST_Nivalis_state & ~(@Q_MASK2)
+ | (@Q_status2 << @Q_SHIFT2));
+ set QUEST_Nivalis_state,
+ (QUEST_Nivalis_state & ~(@Q_MASK2_BITS)
+ | (@Q_status2_bits << @Q_SHIFT2_BITS));
+ return;
+
+
+
+//# The following stage is completely cutoff the first.
+//# So there is no linking between the upper and lower part, except for one goto at the very beginning
+//
+
+L_2_init:
+
+//# NIBBLE3 a bitmasking nibble for stage 2 again
+//# bit 0 knows the name of the opponent
+//# bit 1 killed the ugly opponent
+ set @BIT_KNOWS_NAME, 0;
+ set @BIT_KILLED_HIM, 1;
+
+ if (@Q_status2 == 1) goto L_2_talk1;
+ if (@Q_status2 == 2) goto L_2_talk2;
+ if (@Q_status2 == 3) goto L_2_talk3;
+ if (@Q_status2 == 4) goto L_2_talk4;
+ // fall through @Q_status2==0:
+ // need to thank for bringing all stuff.
+ mes @npcname$;
+ mes "\"Thanks a lot for bringing me all this nice stuff!\"";
+ next;
+ mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has ben stolen from the inn.\"";
+ next;
+ mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\"";
+ next;
+ mes "\"So thank you for bringing me that stuff for my desert collection\"";
+ next;
+ mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\"";
+ next;
+ set @Q_status2, 1;
+ callsub S_Update_Var2;
+ close;
+
+L_2_talk1:
+ mes @npcname$;
+ mes "\"In my childhood I was called a packrat, because I collected old cans.\"";
+ next;
+ mes "\"But everybody does collect things right?\"";
+ next;
+ mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\"";
+ next;
+ mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\"";
+ next;
+ mes "He picks in his nose";
+ next;
+ mes @npcname$;
+ mes "\"Ok erm, talk to you later.\"";
+ next;
+ mes "\"Ok.\"";
+ set @Q_status2, 2;
+ callsub S_Update_Var2;
+ close;
+
+L_2_talk2:
+ mes @npcname$;
+ mes "\"Could you do me a favor? This ugly guy, who always attacked me....\"";
+ next;
+ mes "\"*sob*\"";
+ next;
+ mes "\"I was always bullied by him. You know in the early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier.";
+ next;
+ mes "\"Or another day he was the chieftain and I was the redskin.\"";
+ next;
+ mes "\"but to tell you the truth, HE was ALWAYS the one who directed me.\"";
+ next;
+ mes "\"I DO NOT LIKE THAT!\"";
+ next;
+ mes "\"I WANT TO BE THE LEADER!\"";
+ next;
+ mes "\"STOP HIM DOING NASTY THINGS\"";
+ next;
+ mes "\"I WANT YOU TO KILL THAT BASTARD!!\"";
+ set @Q_status2, 3;
+ callsub S_Update_Var2;
+ close;
+
+L_2_talk3:
+ menu "Ok, I am a professional in doing such things", L_2_professional,
+ "Hey do you really mean it? ", L_2_professional,
+ "You calmed down again?", -,
+ "Oh a packrat! By the way, is that trash over there yours?", L_2_name,
+ "Nevermind", -;
+ mes @npcname$;
+ mes "\"Get out of my way, prank!\"";
+ close;
+
+L_2_professional:
+ mes @npcname$;
+ mes "\"What are you talking about?\"";
+ goto L_2_talk3;
+
+L_2_name:
+ mes @npcname$;
+ mes "\"ONE DAY I WILL GET A HUGE REVENGE!\"";
+ next;
+ mes "\"AND I MEAN IT!\"";
+ next;
+ mes "\"You see I am a dangerous killer. Last week I killed five slimes and a pinkie!\"";
+ next;
+ mes "He takes out a piece of paper... mumbling";
+ mes "\"Ok Scroticular first, and then ...\"";
+ set @Q_status2, 4;
+ set @Q_status2_bits, @Q_status2_bits | (1<<@BIT_KNOWS_NAME);
+ callsub S_Update_Var2;
+
+ mes @npcname$;
+ mes "\"What is your name again?\"";
+
+ menu "I am sorry for the joke... Please forgive me", -,
+ "They call me Mistakes; I am a professional killer as well. You heard about that business in the terranite cave?", -;
+ mes @npcname$;
+ mes "\"Alright, I see. Ok maybe I really need to calm down. Please let me alone... I will try to calm down, ok?\"";
+ close;
+
+S_Update_Var2:
+ set QUEST_Nivalis_state,
+ (QUEST_Nivalis_state & ~(@Q_MASK2)
+ | (@Q_status2 << @Q_SHIFT2));
+ set QUEST_Nivalis_state,
+ (QUEST_Nivalis_state & ~(@Q_MASK2_BITS)
+ | (@Q_status2_bits << @Q_SHIFT2_BITS));
+ return;
+}
+