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authorThe Kandiman <kandiman@kandiman.(none)>2011-08-31 12:16:25 -0400
committerJessica Tölke <jtoelke@mail.upb.de>2011-09-01 18:01:31 +0200
commitcb20cc91188d46f5b7709bf60450f5b84abd0083 (patch)
tree340400347718741da4b61a485b26f92853ccc17b /world/map/npc/005-1
parenteeeb6bf662bbc65556d9149ac73fb511b19b6acd (diff)
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Tab conversion project. Maps 003-1 through 006-1 complete.
Diffstat (limited to 'world/map/npc/005-1')
-rw-r--r--world/map/npc/005-1/npcs.txt6
-rw-r--r--world/map/npc/005-1/spirit.txt473
-rw-r--r--world/map/npc/005-1/tree.txt215
3 files changed, 323 insertions, 371 deletions
diff --git a/world/map/npc/005-1/npcs.txt b/world/map/npc/005-1/npcs.txt
index d8f08cc1..2c40697f 100644
--- a/world/map/npc/005-1/npcs.txt
+++ b/world/map/npc/005-1/npcs.txt
@@ -1,15 +1,15 @@
//
-005-1.gat,69,76,0 shop George 115,ShortBow :-1,Arrow :1,IronArrow :-1,Beer :-1,ChickenLeg :-2
+005-1.gat,69,76,0|shop|George|115,ShortBow :-1,Arrow :1,IronArrow :-1,Beer :-1,ChickenLeg :-2
-005-1.gat,66,75,0 script Kieron 132,{
+005-1.gat,66,75,0|script|Kieron|132,{
mes "[Kieron]";
mes "\"Be careful if you're going in that cave,";
mes "it's packed full of monsters.\"";
close;
}
-005-1.gat,91,23,0 script William 131,{
+005-1.gat,91,23,0|script|William|131,{
mes "[William]";
mes "\"Going in the cave?";
mes "You better watch your step, last time I checked it was full of monsters!\"";
diff --git a/world/map/npc/005-1/spirit.txt b/world/map/npc/005-1/spirit.txt
index d6723c8e..dd0f9e65 100644
--- a/world/map/npc/005-1/spirit.txt
+++ b/world/map/npc/005-1/spirit.txt
@@ -1,305 +1,270 @@
-function script EarthImpTouch {
- if (getskilllv(SKILL_MAGIC))
- goto L_message;
+function|script|EarthImpTouch|{
+ if (getskilllv(SKILL_MAGIC)) goto L_message;
- mes "[Well]";
- mes "You hear noises from within the well.";
- close;
+ mes "[Well]";
+ mes "You hear noises from within the well.";
+ close;
L_message:
- set @Q_MASK, NIBBLE_0_MASK;
- set @Q_SHIFT, NIBBLE_0_SHIFT;
- set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT;
+ set @Q_MASK, NIBBLE_0_MASK;
+ set @Q_SHIFT, NIBBLE_0_SHIFT;
+ set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT;
+
+ // Set up SkillUp function
+ set @SUP_id, SKILL_MAGIC_NATURE;
+ set @SUP_name$, "Nature Magic";
+ set @Q_STATUS_INITIAL, 0;
+ set @Q_STATUS_ONQUEST, 1;
+ set @Q_STATUS_STUDENT0, 2;
+ set @Q_STATUS_STUDENT1, 3;
+ set @Q_STATUS_STUDENT2, 4;
+ set @Q_STATUS_STUDENT3, 5;
+
+ set @s$, "girl";
+ if (Sex) set @s$, "boy";
+
+ if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) goto L_wb;
+
+ mes "[Well]";
+ mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!";
+ next;
+
+ mes "[Well]";
+ mes "\"Hey! You there! Yes, I'm talking to you!\"";
+ mes "That strange voice seems to be coming from inside your head!";
+ next;
+ menu
+ "Who, me?", -,
+ "Leave me alone!", L_close,
+ "Aaah! I'm hearing voices!", L_silly_close;
+ mes "[Well]";
+ mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\"";
+ next;
+ menu
+ "Who are you?", -,
+ "Aaaah! The voices are after me!", L_silly_close,
+ "Whatever it is, I'm not interested.", L_close;
+ mes "[Earth Spirit]";
+ mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\"";
+ next;
+
+ set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_IMP;
+
+ goto L_main;
- // Set up SkillUp function
- set @SUP_id, SKILL_MAGIC_NATURE;
- set @SUP_name$, "Nature Magic";
-
- set @Q_STATUS_INITIAL, 0;
- set @Q_STATUS_ONQUEST, 1;
- set @Q_STATUS_STUDENT0, 2;
- set @Q_STATUS_STUDENT1, 3;
- set @Q_STATUS_STUDENT2, 4;
- set @Q_STATUS_STUDENT3, 5;
-
- set @s$, "girl";
- if (Sex)
- set @s$, "boy";
-
- if (MAGIC_FLAGS & MFLAG_KNOWS_IMP)
- goto L_wb;
-
- mes "[Well]";
- mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!";
- next;
-
- mes "[Well]";
- mes "\"Hey! You there! Yes, I'm talking to you!\"";
- mes "That strange voice seems to be coming from inside your head!";
- next;
-
- menu
- "Who, me?", -,
- "Leave me alone!", L_close,
- "Aaah! I'm hearing voices!", L_silly_close;
-
- mes "[Well]";
- mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\"";
- next;
-
- menu
- "Who are you?", -,
- "Aaaah! The voices are after me!", L_silly_close,
- "Whatever it is, I'm not interested.", L_close;
-
- mes "[Earth Spirit]";
- mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\"";
- next;
-
- set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_IMP;
-
- goto L_main;
L_wb:
- mes "[Earth Spirit]";
- mes "\"It's excellent to see you again!\"";
- next;
+ mes "[Earth Spirit]";
+ mes "\"It's excellent to see you again!\"";
+ next;
L_main:
- menu
- "How did you get trapped?", L_Q_trapped,
- "Can you teach me magic and spells?", L_Q_magic,
- "What do you know about...", L_Q,
- "Goodbye!", -;
- close;
-
+ menu
+ "How did you get trapped?", L_Q_trapped,
+ "Can you teach me magic and spells?", L_Q_magic,
+ "What do you know about...", L_Q,
+ "Goodbye!", -;
+ close;
+
L_Q_trapped:
- mes "[Earth Spirit]";
- mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\"";
+ next;
+ goto L_main;
L_Q:
- mes "[Earth Spirit]";
- mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\"";
+ next;
+ goto L_main;
L_Q_magic:
- if (@Q_status == @Q_STATUS_ONQUEST)
- goto L_Q_magic_1;
- if (@Q_status == @Q_STATUS_STUDENT0)
- goto L_Q_magic_2;
- if (@Q_status == @Q_STATUS_STUDENT1)
- goto L_Q_magic_3;
- if (@Q_status == @Q_STATUS_STUDENT2)
- goto L_Q_magic_4;
-
- mes "[Earth Spirit]";
- mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\"";
- next;
-
- mes "[Earth Spirit]";
- mes "\"North-west of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\"";
- next;
-
- menu
- "No way.", L_silly_close,
- "Sure.", L_Q_tree_ok,
- "Why that particular tree?", -;
-
- mes "[Earth Spirit]";
- mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\"";
- next;
-
- menu
- "Yuck.", L_silly_close,
- "Sure, whatever.", L_Q_tree_ok,
- "Isn't that like cutting off someone's arm?", -;
-
- mes "[Earth Spirit]";
- mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\"";
- next;
-
- mes "[Earth Spirit]";
- mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\"";
- next;
-
- menu
- "No way.", L_silly_close,
- "Alright, that makes sense.", L_Q_tree_ok;
+ if (@Q_status == @Q_STATUS_ONQUEST) goto L_Q_magic_1;
+ if (@Q_status == @Q_STATUS_STUDENT0) goto L_Q_magic_2;
+ if (@Q_status == @Q_STATUS_STUDENT1) goto L_Q_magic_3;
+ if (@Q_status == @Q_STATUS_STUDENT2) goto L_Q_magic_4;
+
+ mes "[Earth Spirit]";
+ mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\"";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"North-west of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\"";
+ next;
+ menu
+ "No way.", L_silly_close,
+ "Sure.", L_Q_tree_ok,
+ "Why that particular tree?", -;
+ mes "[Earth Spirit]";
+ mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\"";
+ next;
+ menu
+ "Yuck.", L_silly_close,
+ "Sure, whatever.", L_Q_tree_ok,
+ "Isn't that like cutting off someone's arm?", -;
+ mes "[Earth Spirit]";
+ mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\"";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\"";
+ next;
+ menu
+ "No way.", L_silly_close,
+ "Alright, that makes sense.", L_Q_tree_ok;
L_Q_tree_ok:
- mes "[Earth Spirit]";
- mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\"";
- set @Q_status, @Q_STATUS_ONQUEST;
- callsub S_update_var;
- set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE;
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\"";
+ set @Q_status, @Q_STATUS_ONQUEST;
+ callsub S_update_var;
+ set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE;
+ next;
+ goto L_main;
L_Q_magic_1:
- mes "[Earth Spirit]";
- mes "\"Yes, yes, if you bring me the branch and the money, then I will!\"";
- next;
- menu
- "Here are the branch and the money.", -,
- "How much money did you want again?", L_Q_tree_howmuch,
- "How can I cut it?", L_Q_tree_how,
- "Where was the tree again?", L_Q_tree_where,
- "What is that tree?", L_Q_tree_what;
-
- if (countitem("DruidTreeBranch") < 1)
- goto L_Q_tree_none;
- if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE))
- goto L_Q_tree_dry;
- if (zeny < 100000)
- goto L_Q_tree_nomoney;
-
- set zeny, zeny - 100000;
- delitem "DruidTreeBranch", 1;
-
- mes "[Earth Spirit]";
- mes "Following the earth sprite's instructions, you throw branch and GP into the well.";
- next;
-
- mes "[Earth Spirit]";
- mes "\"Well done, very well done! Consider yourself my student now.\"";
-
- set @SUP_xp, 5000;
- set @SUP_lvl, 2;
- callfunc "SkillUp";
- next;
-
- set @Q_status, @Q_STATUS_STUDENT0;
- callsub S_update_var;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Yes, yes, if you bring me the branch and the money, then I will!\"";
+ next;
+ menu
+ "Here are the branch and the money.", -,
+ "How much money did you want again?", L_Q_tree_howmuch,
+ "How can I cut it?", L_Q_tree_how,
+ "Where was the tree again?", L_Q_tree_where,
+ "What is that tree?", L_Q_tree_what;
+
+ if (countitem("DruidTreeBranch") < 1) goto L_Q_tree_none;
+ if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE)) goto L_Q_tree_dry;
+ if (zeny < 100000) goto L_Q_tree_nomoney;
+
+ set zeny, zeny - 100000;
+ delitem "DruidTreeBranch", 1;
+ mes "[Earth Spirit]";
+ mes "Following the earth sprite's instructions, you throw branch and GP into the well.";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"Well done, very well done! Consider yourself my student now.\"";
+ set @SUP_xp, 5000;
+ set @SUP_lvl, 2;
+ callfunc "SkillUp";
+ next;
+ set @Q_status, @Q_STATUS_STUDENT0;
+ callsub S_update_var;
+ goto L_main;
L_Q_magic_finish:
- mes "[1000 experience points]";
- set @Q_status, @Q_status + 1;
- callsub S_update_var;
- getexp 1000,0;
- next;
- goto L_main;
+ mes "[1000 experience points]";
+ set @Q_status, @Q_status + 1;
+ callsub S_update_var;
+ getexp 1000,0;
+ next;
+ goto L_main;
L_Q_magic_2:
- mes "[Earth Spirit]";
- mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\"";
- next;
-
- menu
- "Here you are.", -,
- "No.", L_main;
-
- if (zeny < 20000)
- goto L_no20k;
-
- set zeny, zeny - 20000;
-
- mes "[Earth Spirit]";
- mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\"";
- next;
-
- mes "[Earth Spirit]";
- mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + getspellinvocation("flying-backpack") + "', and feel it float!\"";
- goto L_Q_magic_finish;
+ mes "[Earth Spirit]";
+ mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\"";
+ next;
+ menu
+ "Here you are.", -,
+ "No.", L_main;
+
+ if (zeny < 20000) goto L_no20k;
+
+ set zeny, zeny - 20000;
+ mes "[Earth Spirit]";
+ mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\"";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + getspellinvocation("flying-backpack") + "', and feel it float!\"";
+ goto L_Q_magic_finish;
L_Q_magic_3:
- mes "[Earth Spirit]";
- mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\"";
- next;
-
- menu
- "Here you are.", -,
- "No.", L_main;
-
- if (zeny < 20000)
- goto L_no20k;
-
- set zeny, zeny - 20000;
-
- mes "[Earth Spirit]";
- mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\"";
- next;
-
- mes "[Earth Spirit]";
- mes "\"Next, say '" + getspellinvocation("protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\"";
- goto L_Q_magic_finish;
+ mes "[Earth Spirit]";
+ mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\"";
+ next;
+ menu
+ "Here you are.", -,
+ "No.", L_main;
+
+ if (zeny < 20000) goto L_no20k;
+ set zeny, zeny - 20000;
+ mes "[Earth Spirit]";
+ mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\"";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"Next, say '" + getspellinvocation("protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\"";
+ goto L_Q_magic_finish;
L_Q_magic_4:
- mes "[Earth Spirit]";
- mes "\"Naah, you're too weak now! Come back later when you have grown!\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Naah, you're too weak now! Come back later when you have grown!\"";
+ next;
+ goto L_main;
L_no20k:
- mes "[Earth Spirit]";
- mes "\"You can't pay me 20,000 if you don't have that much!\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"You can't pay me 20,000 if you don't have that much!\"";
+ next;
+ goto L_main;
L_Q_tree_none:
- mes "[Earth Spirit]";
- mes "\"Where is your branch?\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Where is your branch?\"";
+ next;
+ goto L_main;
L_Q_tree_dry:
- mes "[Earth Spirit]";
- mes "\"That won't do. This branch is completely dead; you'll have to get another.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"That won't do. This branch is completely dead; you'll have to get another.\"";
+ next;
+ goto L_main;
L_Q_tree_nomoney:
- mes "[Earth Spirit]";
- mes "\"No, you don't have enough money! Come back when you have 100,000.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"No, you don't have enough money! Come back when you have 100,000.\"";
+ next;
+ goto L_main;
L_Q_tree_howmuch:
- mes "[Earth Spirit]";
- mes "\"It's only 100,000 GP to become my student.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"It's only 100,000 GP to become my student.\"";
+ next;
+ goto L_main;
L_Q_tree_how:
- mes "[Earth Spirit]";
- mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\"";
+ next;
+ goto L_main;
L_Q_tree_where:
- mes "[Earth Spirit]";
- mes "\"North-west of here.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"North-west of here.\"";
+ next;
+ goto L_main;
L_Q_tree_what:
- mes "[Earth Spirit]";
- mes "\"Just some silly druid who turned himself into a tree; nothing important.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Just some silly druid who turned himself into a tree; nothing important.\"";
+ next;
+ goto L_main;
L_silly_close:
- if (MAGIC_FLAGS & MFLAG_KNOWS_IMP)
- mes "[Earth Spirit]";
- if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP))
- mes "[Well]";
+ if (MAGIC_FLAGS & MFLAG_KNOWS_IMP)
+ mes "[Earth Spirit]";
+ if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP))
+ mes "[Well]";
mes "\"Silly " + @s$ + ".\"";
+
L_close:
- close;
+ close;
S_update_var:
- set QUEST_MAGIC2,
- (QUEST_MAGIC2 & ~(@Q_MASK)
- | (@Q_status << @Q_SHIFT));
- return;
+ set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT));
+ return;
}
-005-1.gat,118,70,0 script #EarthImp0#_M 127,{
- callfunc "EarthImpTouch";
+005-1.gat,118,70,0|script|#EarthImp0#_M|127,{
+ callfunc "EarthImpTouch";
}
-005-1.gat,119,70,0 script #EarthImp1#_M 127,{
- callfunc "EarthImpTouch";
+005-1.gat,119,70,0|script|#EarthImp1#_M|127,{
+ callfunc "EarthImpTouch";
}
diff --git a/world/map/npc/005-1/tree.txt b/world/map/npc/005-1/tree.txt
index 54b7ed1c..bd7a0a6d 100644
--- a/world/map/npc/005-1/tree.txt
+++ b/world/map/npc/005-1/tree.txt
@@ -1,162 +1,149 @@
-function script QuestTreeTrigger {
- set @Q_MASK, NIBBLE_2_MASK;
- set @Q_SHIFT, NIBBLE_2_SHIFT;
+function|script|QuestTreeTrigger|{
+ set @Q_MASK, NIBBLE_2_MASK;
+ set @Q_SHIFT, NIBBLE_2_SHIFT;
- set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
- set @Q_status_lower, @Q_status & 3;
- set @Q_status, (@Q_status & 12) >> 2;
+ set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
+ set @Q_status_lower, @Q_status & 3;
+ set @Q_status, (@Q_status & 12) >> 2;
- if (@Q_status & @flag)
- close; // already did that
+ if (@Q_status & @flag) close; // already did that
- if (@flag == 2)
- goto L_hug;
+ if (@flag == 2) goto L_hug;
L_cont:
- set @Q_status, @Q_status | @flag;
- callsub S_update_var;
+ set @Q_status, @Q_status | @flag;
+ callsub S_update_var;
- if (@Q_status != 3)
- close;
+ if (@Q_status != 3) close;
- if (MAGIC_FLAGS & MFLAG_DID_CUTTREE)
- close;
+ if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) close;
- mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger.";
- mes "[20000 experience points]";
- getexp 20000, 0;
- set @value, 15;
- callfunc "QuestSagathaHappy";
- close;
+ mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger.";
+ mes "[20000 experience points]";
+ getexp 20000, 0;
+ set @value, 15;
+ callfunc "QuestSagathaHappy";
+ close;
L_hug:
- mes "You hug the tree.";
- next;
- goto L_cont;
+ mes "You hug the tree.";
+ next;
+ goto L_cont;
S_update_var:
- set @Q_wr_status, (@Q_status << 2) | @Q_status_lower;
- set QUEST_MAGIC,
- (QUEST_MAGIC & ~(@Q_MASK)
- | (@Q_wr_status << @Q_SHIFT));
- return;
+ set @Q_wr_status, (@Q_status << 2) | @Q_status_lower;
+ set QUEST_MAGIC, (QUEST_MAGIC & ~(@Q_MASK) | (@Q_wr_status << @Q_SHIFT));
+ return;
}
-function script QuestTreeTouch {
- set @Q_MASK, NIBBLE_2_MASK;
- set @Q_SHIFT, NIBBLE_2_SHIFT;
+function|script|QuestTreeTouch|{
+ set @Q_MASK, NIBBLE_2_MASK;
+ set @Q_SHIFT, NIBBLE_2_SHIFT;
- set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
- set @Q_status, (@Q_status & 12) >> 2;
+ set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
+ set @Q_status, (@Q_status & 12) >> 2;
- if (@Q_status == 3)
- goto L_happy;
+ if (@Q_status == 3) goto L_happy;
- if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE)
- goto L_cut;
+ if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE) goto L_cut;
- if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE)
- goto L_water;
+ if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE) goto L_water;
- if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set
- goto L_both;
+ if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set
+ goto L_both;
- mes "[Dying Tree]";
- mes "You see a strange tree.";
- close;
+ mes "[Dying Tree]";
+ mes "You see a strange tree.";
+ close;
L_cut:
- mes "[Dying Tree]";
- mes "This must be the tree that the earth spirit was referring to.";
- next;
- menu
- "Cut off a branch", L_do_cut,
- "Leave it alone", -;
- close;
+ mes "[Dying Tree]";
+ mes "This must be the tree that the earth spirit was referring to.";
+ next;
+ menu
+ "Cut off a branch", L_do_cut,
+ "Leave it alone", -;
+ close;
L_water:
- mes "[Dying Tree]";
- mes "This must be the druid tree.";
- next;
- menu
- "Water the tree", L_givewater,
- "Kiss tree", L_kiss,
- "Leave it alone", -;
- close;
+ mes "[Dying Tree]";
+ mes "This must be the druid tree.";
+ next;
+ menu
+ "Water the tree", L_givewater,
+ "Kiss tree", L_kiss,
+ "Leave it alone", -;
+ close;
L_both:
- mes "[Dying Tree]";
- mes "This must be the druid tree that Wyara and the earth spirit were talking about.";
- next;
- menu
- "Water the tree", L_givewater,
- "Kiss tree", L_kiss,
- "Cut off a branch", L_do_cut,
- "Leave it alone", -;
- close;
+ mes "[Dying Tree]";
+ mes "This must be the druid tree that Wyara and the earth spirit were talking about.";
+ next;
+ menu
+ "Water the tree", L_givewater,
+ "Kiss tree", L_kiss,
+ "Cut off a branch", L_do_cut,
+ "Leave it alone", -;
+ close;
L_givewater:
- if (countitem("BottleOfWater") < 1)
- goto L_no_water;
- delitem "BottleOfWater", 1;
- getitem "EmptyBottle", 1;
+ if (countitem("BottleOfWater") < 1) goto L_no_water;
+ delitem "BottleOfWater", 1;
+ getitem "EmptyBottle", 1;
- mes "[Dying Tree]";
- mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect.";
- close;
+ mes "[Dying Tree]";
+ mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect.";
+ close;
L_no_water:
- mes "[Dying Tree]";
- mes "You don't have any water.";
- close;
+ mes "[Dying Tree]";
+ mes "You don't have any water.";
+ close;
L_kiss:
- mes "[Dying Tree]";
- mes "You pluck out a splinter from your lip.";
- mes "Somehow, you don't think that this helped.";
- close;
+ mes "[Dying Tree]";
+ mes "You pluck out a splinter from your lip.";
+ mes "Somehow, you don't think that this helped.";
+ close;
L_do_cut:
- if (countitem(570) < 1)
- goto L_no_boneknife;
+ if (countitem(570) < 1) goto L_no_boneknife;
- if (MAGIC_FLAGS & MFLAG_DID_CUTTREE)
- goto L_really_cut;
+ if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_really_cut;
- mes "[Dying Tree]";
- mes "You find a suitable branch and put your bone knife in position.";
- mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you...";
- mes "Do you want to continue cutting?";
- next;
-
- menu
- "Nah... better not.", -,
- "Yes, let's cut!", L_really_cut;
- close;
+ mes "[Dying Tree]";
+ mes "You find a suitable branch and put your bone knife in position.";
+ mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you...";
+ mes "Do you want to continue cutting?";
+ next;
+ menu
+ "Nah... better not.", -,
+ "Yes, let's cut!", L_really_cut;
+ close;
L_really_cut:
- set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE;
- getitem "DruidTreeBranch", 1;
- mes "[Dying Tree]";
- mes "You cut off a branch from the tree.";
- mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand...";
- close;
+ set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE;
+ getitem "DruidTreeBranch", 1;
+ mes "[Dying Tree]";
+ mes "You cut off a branch from the tree.";
+ mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand...";
+ close;
L_no_boneknife:
- mes "[Dying Tree]";
- mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?";
- close;
+ mes "[Dying Tree]";
+ mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?";
+ close;
L_happy:
- mes "[Druid Tree]";
- mes "The tree looks younger and healthier now.";
- close;
+ mes "[Druid Tree]";
+ mes "The tree looks younger and healthier now.";
+ close;
}
-005-1.gat,79,41,0 script #DruidTree0#_M 127,{
- callfunc "QuestTreeTouch";
+005-1.gat,79,41,0|script|#DruidTree0#_M|127,{
+ callfunc "QuestTreeTouch";
}
-005-1.gat,80,41,0 script #DruidTree1#_M 127,{
- callfunc "QuestTreeTouch";
+005-1.gat,80,41,0|script|#DruidTree1#_M|127,{
+ callfunc "QuestTreeTouch";
}