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author | The Kandiman <kandiman@kandiman.(none)> | 2011-09-05 00:59:06 -0400 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2011-09-06 11:15:32 +0200 |
commit | a023cf16f0ec841620c975862cb5a96de99c577f (patch) | |
tree | 130b6e00993dbe275444743102031a2117c2f423 /world/map/npc/009-1/jack.txt | |
parent | 7ee49eb4acf3a6c047e18f36695c407740cfc523 (diff) | |
download | serverdata-a023cf16f0ec841620c975862cb5a96de99c577f.tar.gz serverdata-a023cf16f0ec841620c975862cb5a96de99c577f.tar.bz2 serverdata-a023cf16f0ec841620c975862cb5a96de99c577f.tar.xz serverdata-a023cf16f0ec841620c975862cb5a96de99c577f.zip |
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.txt | 398 |
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; } |