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authorThe Kandiman <kandiman@kandiman.(none)>2011-09-05 00:59:06 -0400
committerJessica Tölke <jtoelke@mail.upb.de>2011-09-06 11:15:32 +0200
commita023cf16f0ec841620c975862cb5a96de99c577f (patch)
tree130b6e00993dbe275444743102031a2117c2f423 /world/map/npc/009-1/jack.txt
parent7ee49eb4acf3a6c047e18f36695c407740cfc523 (diff)
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Tab conversion project. Maps 007-1 to 010-2 complete.
Diffstat (limited to 'world/map/npc/009-1/jack.txt')
-rw-r--r--world/map/npc/009-1/jack.txt398
1 files changed, 185 insertions, 213 deletions
diff --git a/world/map/npc/009-1/jack.txt b/world/map/npc/009-1/jack.txt
index a0ee0b43..c8a4e586 100644
--- a/world/map/npc/009-1/jack.txt
+++ b/world/map/npc/009-1/jack.txt
@@ -10,251 +10,223 @@
//# Needed: 40 Raw logs, 5000gp #
//# Reward: Wooden shield and 2500exp #
//# #
-//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 #
+//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 #
//#################################################################################
// Lumberjack
-009-1.gat,40,45,0 script Jack 141, {
- set @RAWLOGS_AMOUNT, 40;
- set @SHIELD_COST, 5000;
- set @QUEST_SHIELD_EXP, 2500;
-
- set @Q_Forestbow_MASK, NIBBLE_0_MASK;
- set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;
-
- set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
- set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;
-
- set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
- set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
-
- if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
- if (@Q_Woodenshield == 2) goto L_Shield_state_2;
- if (@Q_Woodenshield == 1) goto L_Shield_state_1;
- if (@Q_Forestbow > 1) goto L_Bow_state_2;
-
- mes "[Jack Lumber]";
- mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\"";
- if (Inspector == 1) callsub S_NohMask_Ask;
- next;
- if (@Q_Forestbow < 1) close;
-
- menu
- "I heard you aren't delivering any more living wood. Why not?", -;
-
- mes "[Jack Lumber]";
- mes "\"Why not?! I value my life, that's why!.\"";
-
- next;
- menu
- "What do you mean?", -;
-
- mes "[Jack Lumber]";
- mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\"";
-
- next;
- menu
- "What happened? ", -;
-
- mes "[Jack Lumber]";
- mes "\"You'll think I am insane when I tell you.\"";
-
- next;
- menu
- "I won't. I promise.", -;
-
- mes "[Jack Lumber]";
- mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
- next;
- menu
- "Did you run away?", -,
- "Did you fight it?", -;
-
- mes "[Jack Lumber]";
- mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\"";
-
- next;
- menu
- "So you beat the monster? Then why are you so scared?", -;
-
- mes "[Jack Lumber]";
- mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\"";
-
- next;
- menu
- "Did you fight them, too? ", -;
-
- mes "[Jack Lumber]";
- mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as I could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
-
- next;
- menu
- "So you aren't chopping down trees anymore?", -;
-
- mes "[Jack Lumber]";
- mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But I won't go there ever again.\"";
-
- next;
- menu
- "Southwest you say? OK, thank you.", -;
-
- set @Q_Forestbow, 2;
- callsub S_Update_Mask;
-
- close;
+009-1.gat,40,45,0|script|Jack|141,{
+ set @RAWLOGS_AMOUNT, 40;
+ set @SHIELD_COST, 5000;
+ set @QUEST_SHIELD_EXP, 2500;
+
+ set @Q_Forestbow_MASK, NIBBLE_0_MASK;
+ set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;
+
+ set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
+ set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;
+
+ set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
+ set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
+
+ if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
+ if (@Q_Woodenshield == 2) goto L_Shield_state_2;
+ if (@Q_Woodenshield == 1) goto L_Shield_state_1;
+ if (@Q_Forestbow > 1) goto L_Bow_state_2;
+
+ mes "[Jack Lumber]";
+ mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\"";
+ if (Inspector == 1) callsub S_NohMask_Ask;
+ next;
+ if (@Q_Forestbow < 1) close;
+ menu
+ "I heard you aren't delivering any more living wood. Why not?", -;
+ mes "[Jack Lumber]";
+ mes "\"Why not?! I value my life, that's why!.\"";
+ next;
+ menu
+ "What do you mean?", -;
+ mes "[Jack Lumber]";
+ mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\"";
+ next;
+ menu
+ "What happened? ", -;
+ mes "[Jack Lumber]";
+ mes "\"You'll think I am insane when I tell you.\"";
+ next;
+ menu
+ "I won't. I promise.", -;
+ mes "[Jack Lumber]";
+ mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
+ next;
+ menu
+ "Did you run away?", -,
+ "Did you fight it?", -;
+ mes "[Jack Lumber]";
+ mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\"";
+ next;
+ menu
+ "So you beat the monster? Then why are you so scared?", -;
+ mes "[Jack Lumber]";
+ mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\"";
+ next;
+ menu
+ "Did you fight them, too? ", -;
+ mes "[Jack Lumber]";
+ mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as I could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
+ next;
+ menu
+ "So you aren't chopping down trees anymore?", -;
+ mes "[Jack Lumber]";
+ mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But I won't go there ever again.\"";
+ next;
+ menu
+ "Southwest you say? OK, thank you.", -;
+ set @Q_Forestbow, 2;
+ callsub S_Update_Mask;
+ close;
L_Bow_state_2:
- // Bow state 4: The player has found a perfect piece of wood.
- if (@Q_Forestbow > 3) goto L_Bow_state_4;
+ // Bow state 4: The player has found a perfect piece of wood.
+ if (@Q_Forestbow > 3) goto L_Bow_state_4;
- mes "\"Good luck hunting those tree monsters - you will need it.\"";
- if (Inspector == 1) callsub S_NohMask_Ask;
- close;
+ mes "\"Good luck hunting those tree monsters - you will need it.\"";
+ if (Inspector == 1) callsub S_NohMask_Ask;
+ close;
L_Bow_state_4:
- mes "[Jack Lumber]";
- mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\"";
-
- next;
- menu
- "I couldn't afford the bow, though...", L_Shield_state_0,
- "No, I'm still looking.", L_Bow_state_4_reaffirm,
- "Yes, I've got the Forest bow now.", -,
- "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
-
- // Check if the player tells the truth (continue on in any case)
- if (@Q_Forestbow > 4) goto L_Shield_state_0;
-
- mes "[Jack Lumber]";
- mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
-
- next;
- goto L_Shield_state_0;
+ mes "[Jack Lumber]";
+ mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\"";
+ next;
+ menu
+ "I couldn't afford the bow, though...", L_Shield_state_0,
+ "No, I'm still looking.", L_Bow_state_4_reaffirm,
+ "Yes, I've got the Forest bow now.", -,
+ "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
+
+ // Check if the player tells the truth (continue on in any case)
+ if (@Q_Forestbow > 4) goto L_Shield_state_0;
+
+ mes "[Jack Lumber]";
+ mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
+ next;
+ goto L_Shield_state_0;
L_Bow_state_4_reaffirm:
- mes "[Jack Lumber]";
- mes "\"You should go talk to Alan again.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"You should go talk to Alan again.\"";
+ close;
L_Shield_state_0:
- set @Q_Woodenshield, 1;
- callsub S_Update_Mask;
+ set @Q_Woodenshield, 1;
+ callsub S_Update_Mask;
- if (Sex == 0) set @child_of_jack$, "daughter";
- if (Sex == 1) set @child_of_jack$, "son";
+ if (Sex == 0)
+ set @child_of_jack$, "daughter";
+ if (Sex == 1)
+ set @child_of_jack$, "son";
- mes "[Jack Lumber]";
- mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\"";
- next;
- goto L_Shield_state_1;
+ mes "[Jack Lumber]";
+ mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\"";
+ next;
+ goto L_Shield_state_1;
L_Shield_state_1:
- mes "[Jack Lumber]";
- mes "\"I have an idea. What would you say about a new shield?\"";
- next;
-
- if (Inspector == 1)
- menu
- "No thanks.", L_End,
- "Yes, please!", -,
- "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
- if (Inspector != 1)
- menu
- "No thanks.", L_End,
- "Yes, please!", -;
-
- mes "[Jack Lumber]";
- mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
- next;
-
- set @Q_Woodenshield, 2;
- callsub S_Update_Mask;
- close;
+ mes "[Jack Lumber]";
+ mes "\"I have an idea. What would you say about a new shield?\"";
+ next;
+ if (Inspector == 1)
+ menu
+ "No thanks.", L_End,
+ "Yes, please!", -,
+ "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
+ if (Inspector != 1)
+ menu
+ "No thanks.", L_End,
+ "Yes, please!", -;
+ mes "[Jack Lumber]";
+ mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
+ next;
+ set @Q_Woodenshield, 2;
+ callsub S_Update_Mask;
+ close;
L_End:
- close;
+ close;
L_Shield_state_2:
- mes "[Jack Lumber]";
- mes "\"Let's see if you have enough of everything.\"";
- next;
-
- if (countitem("RawLog") < @RAWLOGS_AMOUNT) goto L_Not_enough_logs;
- if (zeny < @SHIELD_COST) goto L_Not_enough_money;
- getinventorylist;
- if (@inventorylist_count == 100) goto L_TooMany;
-
- delitem "RawLog", @RAWLOGS_AMOUNT;
- set zeny, zeny - @SHIELD_COST;
- getexp @QUEST_SHIELD_EXP, 0;
- getitem "WoodenShield", 1;
-
- set @Q_Woodenshield, 3;
- callsub S_Update_Mask;
- mes "[Jack Lumber]";
- mes "\"Have a seat.\"";
- mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch.";
- mes "Applying some strong-smelling liquid, he tans them in darker hues.";
- next;
-
- mes "[Jack Lumber]";
- mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell.";
- next;
-
- mes "[Jack Lumber]";
- mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
- mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
- next;
-
- mes "[Jack Lumber]";
- mes "Finally, he hands the shield to you.";
- mes "\"Enjoy your new shield!\"";
- mes "[" + @QUEST_SHIELD_EXP + " experience points]";
- next;
- goto L_End;
+ mes "[Jack Lumber]";
+ mes "\"Let's see if you have enough of everything.\"";
+ next;
+ if (countitem("RawLog") < @RAWLOGS_AMOUNT)
+ goto L_Not_enough_logs;
+ if (zeny < @SHIELD_COST)
+ goto L_Not_enough_money;
+ getinventorylist;
+ if (@inventorylist_count == 100)
+ goto L_TooMany;
+ delitem "RawLog", @RAWLOGS_AMOUNT;
+ set zeny, zeny - @SHIELD_COST;
+ getexp @QUEST_SHIELD_EXP, 0;
+ getitem "WoodenShield", 1;
+ set @Q_Woodenshield, 3;
+ callsub S_Update_Mask;
+ mes "[Jack Lumber]";
+ mes "\"Have a seat.\"";
+ mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch.";
+ mes "Applying some strong-smelling liquid, he tans them in darker hues.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
+ mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Finally, he hands the shield to you.";
+ mes "\"Enjoy your new shield!\"";
+ mes "[" + @QUEST_SHIELD_EXP + " experience points]";
+ next;
+ goto L_End;
L_Not_enough_logs:
- mes "[Jack Lumber]";
- mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
+ close;
L_Not_enough_money:
- mes "[Jack Lumber]";
- mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\"";
+ close;
L_TooMany:
- mes "[Jack Lumber]";
- mes "\"You don't have enough room for the shield. Come back when you do.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough room for the shield. Come back when you do.\"";
+ close;
L_Shield_state_3:
- mes "[Jack Lumber]";
- mes "\"I hope that my shield will serve you well!\"";
- next;
-
- if (Inspector == 1)
- menu
- "Me too.", -,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- close;
+ mes "[Jack Lumber]";
+ mes "\"I hope that my shield will serve you well!\"";
+ next;
+ if (Inspector == 1)
+ menu
+ "Me too.", -,
+ "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
+ close;
S_NohMask_Ask:
- next;
- menu
- "I'll keep that in mind.", -,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- return;
+ next;
+ menu
+ "I'll keep that in mind.", -,
+ "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
+ return;
L_NohMask_Answer:
- mes "[Jack Lumber]";
- mes "\"Sorry, no.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"Sorry, no.\"";
+ close;
S_Update_Mask:
- set QUEST_Forestbow_state,
- (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK))
- | (@Q_Forestbow << @Q_Forestbow_SHIFT)
- | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
- return;
+ set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) | (@Q_Forestbow << @Q_Forestbow_SHIFT) | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
+ return;
}