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authorJessica Tölke <jtoelke@mail.upb.de>2013-02-07 16:27:45 +0100
committerJessica Tölke <jtoelke@mail.upb.de>2013-02-12 23:05:14 +0100
commite6db4af9d0873d1b1b31680d54e5f8452000ea2b (patch)
tree7c8b2df6678625d2decc6095cfd87a207db034a0 /world/map/npc/009-2
parentc88ef1cbf878acd5439c3aef1cdac2f68436e0b5 (diff)
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Variable restructuring: move Inspector quest to nibble 3 of QUEST_Hurnscald.
Diffstat (limited to 'world/map/npc/009-2')
-rw-r--r--world/map/npc/009-2/alan.txt71
-rw-r--r--world/map/npc/009-2/doctor.txt27
-rw-r--r--world/map/npc/009-2/inspector.txt99
-rw-r--r--world/map/npc/009-2/nurse.txt39
4 files changed, 136 insertions, 100 deletions
diff --git a/world/map/npc/009-2/alan.txt b/world/map/npc/009-2/alan.txt
index 1715fe72..65a36c0d 100644
--- a/world/map/npc/009-2/alan.txt
+++ b/world/map/npc/009-2/alan.txt
@@ -9,6 +9,8 @@
// Archer Shop Master
009-2.gat,99,23,0|script|Alan|125,{
+ callfunc "ClearVariables";
+
set @Q_MASK, NIBBLE_0_MASK;
set @Q_SHIFT, NIBBLE_0_SHIFT;
@@ -16,6 +18,8 @@
set @BROKENLOG_EXP, 15;
+ set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
+
if (@Q_status == 1) goto L_State_1;
if (@Q_status == 2) goto L_State_2;
if (@Q_status == 3) goto L_State_3;
@@ -25,16 +29,16 @@
mes "[Alan]";
mes "\"When you want to buy something then please speak to my apprentice. I am only doing special requests.\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
"OK, thanks.", -,
"Can you make me a really good bow?", L_State_0_1,
"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
- if (Inspector != 1)
+ if (@inspector != 1)
menu
"OK, thanks.", -,
"Can you make me a really good bow?", L_State_0_1;
- close;
+ goto L_Close;
L_State_0_1:
mes "[Alan]";
@@ -46,9 +50,8 @@ L_State_0_1:
mes "\"Sorry, I am not making these anymore.\"";
next;
menu
- "Oh, too bad.", -,
+ "Oh, too bad.", L_Close,
"What? Why not?", L_State_0_2;
- close;
L_State_0_2:
mes "[Alan]";
@@ -59,48 +62,46 @@ L_State_0_2:
callsub S_Update_Var;
next;
menu
- "Too bad.", -,
+ "Too bad.", L_Close,
"Did you ask him why?", L_State_0_3;
- close;
L_State_0_3:
mes "[Alan]";
mes "\"Sure I did. But he just told me to leave him alone. Maybe you could ask him what's wrong?\"";
next;
menu
- "OK, I'll ask him.", -,
+ "OK, I'll ask him.", L_Close,
"I am sure he got his reasons.", -;
- close;
L_State_1:
mes "[Alan]";
mes "\"Did you already ask Jack why he won't deliver me any more living wood?\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
"No, I haven't had the time yet.", -,
"No, I didn't find him yet.", L_State_1_1,
"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
- if (Inspector != 1)
+ if (@inspector != 1)
menu
"No, I haven't had the time yet.", -,
"No, I didn't find him yet.", L_State_1_1;
- close;
+ goto L_Close;
L_State_1_1:
mes "[Alan]";
mes "\"When you leave my shop just go southwest over the village plaza. You can't miss it.\"";
- close;
+ goto L_Close;
L_State_2:
mes "[Alan]";
mes "\"Did you already ask Jack why he won't deliver me any more living wood?\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
"Yes, I did. He said that the trees turned into dangerous monsters.", -,
"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
- if (Inspector != 1)
+ if (@inspector != 1)
menu
"Yes, I did. He said that the trees turned into dangerous monsters.", -;
mes "[Alan]";
@@ -109,23 +110,24 @@ L_State_2:
mes "Maybe you will find a piece of wood that is strong enough to become one of my forest bows.\"";
set @Q_status, 3;
callsub S_Update_Var;
- close;
+ goto L_Close;
L_State_3:
mes "[Alan]";
mes "\"How is the hunt going? Did you bring me any wood?\"";
- if (countitem("RawLog") < 1) close;
+ if (countitem("RawLog") < 1)
+ goto L_Close;
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
"Here, take a look!", L_State_3_try,
"Yes, but I need it for something else.", -,
"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
- if (Inspector != 1)
+ if (@inspector != 1)
menu
"Here, take a look!", L_State_3_try,
"Yes, but I need it for something else.", -;
- close;
+ goto L_Close;
L_State_3_try:
if (countitem("RawLog") < 1)
@@ -142,12 +144,12 @@ L_State_3_try:
next;
mes "[Alan]";
mes "\"Sorry, this log was too weak for one of my forest bows. Now it is junk. Give me another.\"";
- if (countitem("RawLog") < 1) close;
+ if (countitem("RawLog") < 1)
+ goto L_Close;
next;
menu
"Sure, here you go.", L_State_3_try,
- "Hey! Stop breaking my stuff!", -;
- close;
+ "Hey! Stop breaking my stuff!", L_Close;
L_State_3_success:
mes "Alan tries as hard as he can but the log won't bend.";
@@ -162,16 +164,16 @@ L_State_4:
mes "[Alan]";
mes "\"I can make you a really nice forest bow out of this. I just need 10,000 GP for material and work time.\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
"10,000??? What a ripoff!", -,
"Sure, here you go!", L_State_4_pay,
"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
- if (Inspector != 1)
+ if (@inspector != 1)
menu
"10,000??? What a ripoff!", -,
"Sure, here you go!", L_State_4_pay;
- close;
+ goto L_Close;
L_State_4_pay:
if (Zeny < 10000)
@@ -185,36 +187,39 @@ L_State_4_pay:
callsub S_Update_Var;
mes "[Alan]";
mes "\"Here you go - have fun with it.\"";
- close;
+ goto L_Close;
L_State_4_nocash:
mes "[Alan]";
mes "\"Seems like you are out of cash.\"";
- close;
+ goto L_Close;
L_State_4_TooMany:
mes "[Alan]";
mes "\"Seems like you don't have room for this bow. Come back later.\"";
- close;
+ goto L_Close;
L_State_5:
mes "[Alan]";
mes "\"I hope you are satisfied with your forest bow. It is one of my best works.\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
- "I am!", -,
+ "I am!", L_Close,
"Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
- close;
L_NohMask_Answer:
mes "[Alan]";
mes "\"No.\"";
- close;
+ goto L_Close;
L_No_Log:
mes "[Alan]";
mes "\"Where should I look at? You don't have a raw log.\"";
+ goto L_Close;
+
+L_Close:
+ set @inspector, 0;
close;
S_Update_Var:
diff --git a/world/map/npc/009-2/doctor.txt b/world/map/npc/009-2/doctor.txt
index 7b6931e0..c9b5684a 100644
--- a/world/map/npc/009-2/doctor.txt
+++ b/world/map/npc/009-2/doctor.txt
@@ -1,6 +1,10 @@
// Doctor
009-2.gat,148,25,0|script|Doctor|107,{
+ callfunc "ClearVariables";
+
+ set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
+
if (getequipid(equip_head) == 616) goto L_Axe;
if (getequipid(equip_head) == 621) goto L_Eyepatch;
@@ -8,26 +12,27 @@
mes "\"Hello, can I help you?\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
"I think I am sick!", L_Cure,
"No, I feel fine.", -,
"Have you seen anything strange in town? Anything that might have to do with the robberies?", L_NohMask;
- if (Inspector != 1)
+ if (@inspector != 1)
menu
"I think I am sick!", L_Cure,
"No, I feel fine.", -;
mes "[Doctor]";
mes "\"Then please stop wasting my precious time.\"";
- close;
+ goto L_Close;
L_Cure:
mes "[Doctor]";
- if (sc_check(sc_poison)) goto L_CurePoison;
+ if (sc_check(sc_poison))
+ goto L_CurePoison;
mes "The doctor examines you briefly.";
mes "\"Nonsense! You look fine and dandy to me. All you need is a bit more exercise and fresh fruit in your diet!\"";
- close;
+ goto L_Close;
L_CurePoison:
mes "\"Well, well, well! Look at all those green bubbles coming out of your head; that looks like poisoning to me! Did you eat something rotten?\"";
@@ -41,7 +46,7 @@ L_CurePoison:
sc_end(sc_slowpoison);
mes "*Ouch!*";
mes "\"Next time, be more careful! Make sure to cook any meats before you eat them, and don't eat fish once it starts to smell.\"";
- close;
+ goto L_Close;
L_Axe:
mes "[Doctor]";
@@ -49,7 +54,7 @@ L_Axe:
next;
mes "[Doctor]";
mes "\"Wait. Thats just a fake. Shame on you!\"";
- close;
+ goto L_Close;
L_Eyepatch:
mes "[Doctor]";
@@ -60,7 +65,7 @@ L_Eyepatch:
"No thank you", -;
mes "[Doctor]";
mes "\"If you change your mind, please come back and see me.\"";
- close;
+ goto L_Close;
L_Eyepatch_GlassEye:
mes "[Doctor]";
@@ -69,10 +74,14 @@ L_Eyepatch_GlassEye:
next;
mes "[Doctor]";
mes "\"I can't seem to find where I put that box. You should come back later, I may have found them by then.\"";
- close;
+ goto L_Close;
L_NohMask:
mes "[Doctor]";
mes "\"No, I haven't seen anything.\"";
+ goto L_Close;
+
+L_Close:
+ set @inspector, 0;
close;
}
diff --git a/world/map/npc/009-2/inspector.txt b/world/map/npc/009-2/inspector.txt
index e1461584..59bbd067 100644
--- a/world/map/npc/009-2/inspector.txt
+++ b/world/map/npc/009-2/inspector.txt
@@ -1,25 +1,29 @@
//
009-2.gat,24,99,0|script|Inspector#Hurnscald|150,{
- if (Inspector == 0 && BaseLevel >= 30) goto L_NohMask_Start;
- if (Inspector == 1) goto L_NohMask_AskVillage;
- if (Inspector == 2) goto L_NohMask_OldWoman;
- if (Inspector == 3) goto L_NohMask_TheaterMask;
- if (Inspector == 4) goto L_NohMask_TravelingTroupe;
- if (Inspector == 5) goto L_NohMask_OldMan;
- if (Inspector == 6) goto L_NohMask_OldMan_2;
- if (Inspector == 7) goto L_NohMask_Alibi;
- if (Inspector == 8) goto L_NohMask_Alibi_2;
- if (Inspector == 9) goto L_NohMask_Alibi_3;
- if (Inspector == 10) goto L_NohMask_Satchel;
- if (Inspector == 11) goto L_NohMask_Basement;
- if (Inspector == 12) goto L_NohMask_Note;
- if (Inspector == 13) goto L_NohMask_TravelingTroupe_2;
- if (Inspector == 14) goto L_NohMask_Over;
- if (Inspector == 15) goto L_NohMask_End;
+ callfunc "ClearVariables";
+
+ set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
+
+ if (@inspector == 0 && BaseLevel >= 30) goto L_NohMask_Start;
+ if (@inspector == 1) goto L_NohMask_AskVillage;
+ if (@inspector == 2) goto L_NohMask_OldWoman;
+ if (@inspector == 3) goto L_NohMask_TheaterMask;
+ if (@inspector == 4) goto L_NohMask_TravelingTroupe;
+ if (@inspector == 5) goto L_NohMask_OldMan;
+ if (@inspector == 6) goto L_NohMask_OldMan_2;
+ if (@inspector == 7) goto L_NohMask_Alibi;
+ if (@inspector == 8) goto L_NohMask_Alibi_2;
+ if (@inspector == 9) goto L_NohMask_Alibi_3;
+ if (@inspector == 10) goto L_NohMask_Satchel;
+ if (@inspector == 11) goto L_NohMask_Basement;
+ if (@inspector == 12) goto L_NohMask_Note;
+ if (@inspector == 13) goto L_NohMask_TravelingTroupe_2;
+ if (@inspector == 14) goto L_NohMask_Over;
+ if (@inspector == 15) goto L_NohMask_End;
mes "[Inspector]";
mes "\"I'm sorry, but I'm busy looking into this string of robberies.\"";
- close;
+ goto L_Close;
L_NohMask_Start:
mes "\"Hmm...what to do.\"";
@@ -29,97 +33,110 @@ L_NohMask_Start:
mes "\"You look capable, will you help me solve these robberies?\"";
next;
menu
- "Yes", L_NohMask_Accept,
- "No", -;
- close;
+ "Yes.", L_NohMask_Accept,
+ "No.", L_Close;
L_NohMask_Accept:
- set Inspector, 1;
+ set @inspector, 1;
+ callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Ok then. I'd like you to ask the villagers about the recent string of robberies.\"";
- close;
+ goto L_Close;
L_NohMask_AskVillage:
mes "[Inspector]";
mes "\"Please continue talking to the villagers.\"";
- close;
+ goto L_Close;
L_NohMask_OldWoman:
mes "[Inspector]";
mes "\"Hm...I don't know if I trust her eyesight or memory. See if someone else knows anything.\"";
- close;
+ goto L_Close;
L_NohMask_TheaterMask:
- set Inspector, 4;
+ set @inspector, 4;
+ callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Someone in a theater mask, eh? There was a traveling theater troupe in town recently, but they've moved on to Tulimshar. Please go talk to their leader about this.\"";
- close;
+ goto L_Close;
L_NohMask_TravelingTroupe:
mes "[Inspector]";
mes "\"Please go talk to the leader of the traveling troupe about the theater mask.\"";
- close;
+ goto L_Close;
L_NohMask_OldMan:
- set Inspector, 6;
+ set @inspector, 6;
+ callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Hm...an old man? Could you interrogate him for me?\"";
- close;
+ goto L_Close;
L_NohMask_OldMan_2:
mes "[Inspector]";
mes "\"Have you talked with the old man yet?\"";
- close;
+ goto L_Close;
L_NohMask_Alibi:
mes "[Inspector]";
mes "\"Can you verify that with his wife?\"";
- close;
+ goto L_Close;
L_NohMask_Alibi_2:
- set Inspector, 9;
+ set @inspector, 9;
+ callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Hm...then it couldn't be him. I'm not sure where to go from here, maybe you can find something else. Try talking to everyone again.\"";
- close;
+ goto L_Close;
L_NohMask_Alibi_3:
mes "[Inspector]";
mes "\"Made any progress yet?\"";
- close;
+ goto L_Close;
L_NohMask_Satchel:
mes "[Inspector]";
mes "\"Then go north and investigate!\"";
- close;
+ goto L_Close;
L_NohMask_Basement:
mes "[Inspector]";
mes "\"Did you look over the basement?\"";
- close;
+ goto L_Close;
L_NohMask_Note:
- set Inspector, 13;
+ set @inspector, 13;
+ callsub S_Update_Mask;
mes "[Inspector]";
mes "\"What a strange note. I'll keep track of this, while you return the mask to the troupe.\"";
mes "";
mes "\"By the way, stay sharp! I may call upon you again.\"";
- close;
+ goto L_Close;
L_NohMask_TravelingTroupe_2:
mes "[Inspector]";
mes "\"Please return the mask to the traveling troupe.\"";
- close;
+ goto L_Close;
L_NohMask_Over:
- set Inspector, 15;
+ set @inspector, 15;
+ callsub S_Update_Mask;
mes "[Inspector]";
mes "\"My men have found all of the stolen items. They were all in the mining camp. We still don't know who did it.\"";
mes "[2500 experience points]";
getexp 2500, 0;
- close;
+ goto L_Close;
L_NohMask_End:
mes "[Inspector]";
mes "\"Remember to stay sharp. I might need your help on another case.\"";
+ goto L_Close;
+
+L_Close:
+ set @inspector, 0;
close;
+
+S_Update_Mask:
+ set QUEST_Hurnscald, (QUEST_Hurnscald & ~(NIBBLE_3_MASK)) | (@inspector << NIBBLE_3_SHIFT);
+ return;
}
diff --git a/world/map/npc/009-2/nurse.txt b/world/map/npc/009-2/nurse.txt
index 7052edc0..b89d1f60 100644
--- a/world/map/npc/009-2/nurse.txt
+++ b/world/map/npc/009-2/nurse.txt
@@ -28,6 +28,8 @@
goto L_TrickOrTreat;
L_Begin:
+ callfunc "ClearVariables";
+
set @SNAKET_AMOUNT, 5;
set @BSCORPIONST_AMOUNT, 10;
// This quest can be done very often: so give less xp
@@ -45,6 +47,8 @@ L_Begin:
set @Q_poison_SHIFT, NIBBLE_7_SHIFT;
set @Q_poison, (QUEST_Forestbow_state & @Q_poison_MASK) >> @Q_poison_SHIFT;
+ set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
+
if (@Q_poison == 7) goto state7;
if (@Q_poison == 6) goto state6;
if (@Q_poison == 5) goto state5;
@@ -59,25 +63,25 @@ L_Usual:
mes "\"How can I help you?\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
"Oooh, these wounds! They hurt so much!", L_Heal,
"I don't feel so well, I might be sick.", L_Doctor,
"Have you seen anything out of the ordinary?", L_NohMask,
"No, I'm fine.", -;
- if (Inspector != 1)
+ if (@inspector != 1)
menu
"Oooh, these wounds! They hurt so much!", L_Heal,
"I don't feel so well, I might be sick.", L_Doctor,
"No, I'm fine.", -;
mes "[Nurse]";
mes "\"Then I would ask you to leave. There are people who really need our help.\"";
- close;
+ goto L_Close;
L_Doctor:
mes "[Nurse]";
mes "\"Then you should better see the doctor. He is usually in his office on the 3rd floor.\"";
- close;
+ goto L_Close;
L_Heal:
if (BaseLevel > 20) goto L_NoHeal;
@@ -85,19 +89,19 @@ L_Heal:
mes "\"Here, let me heal you.\"";
next;
heal 10000, 10000;
- close;
+ goto L_Close;
L_NoHeal:
mes "[Nurse]";
mes "\"I'm sorry but I'm here only to help young people.";
mes "Your level is already higher than 20.";
mes "You can get some rest in the inn near here.\"";
- close;
+ goto L_Close;
L_NohMask:
mes "[Nurse]";
mes "\"I'm too busy here to observe the town.\"";
- close;
+ goto L_Close;
state0:
mes "[Nurse]";
@@ -124,7 +128,7 @@ L_firstquest:
L_ExplainAgain1:
mes "\"Please bring me five tongues of snakes and ten stingers of black scorpions.\"";
- close;
+ goto L_Close;
state1:
mes "[Nurse]";
@@ -134,7 +138,7 @@ state1:
"Actually, I have another question.", L_Usual,
"Sorry, I forgot. What shall I bring you?", L_ExplainAgain1,
"I have what you asked for.", -,
- "I'm still working on that.", quit;
+ "I'm still working on that.", L_Close;
if (countitem("SnakeTongue") < @SNAKET_AMOUNT || countitem("BlackScorpionStinger") < @BSCORPIONST_AMOUNT)
goto L_NotEnough;
delitem "SnakeTongue", @SNAKET_AMOUNT;
@@ -150,7 +154,7 @@ state1:
L_ExplainAgain2:
mes "\"Please bring me ten acorns, five red apples, five green apples and also five oranges. And we need some small healing potions. They will be useful to hold off the baneful effects. Three of them will be enough, I guess.\"";
- close;
+ goto L_Close;
state2:
mes "You look at the nurse, who seems to be really tired, with shadows under her eyes. When she recognizes you, she smiles.";
@@ -161,7 +165,7 @@ state2:
"Actually, I have another question.", L_Usual,
"I have a bad memory. Can you tell me again what we need?", L_ExplainAgain2,
"I managed to get everything we need.", -,
- "I will go and get it.", quit;
+ "I will go and get it.", L_Close;
if (countitem("Acorn") < @ACORNS_AMOUNT
|| countitem("GreenApple") < @GREENAPPLE_AMOUNT
|| countitem("RedApple") < @REDAPPLE_AMOUNT
@@ -199,7 +203,7 @@ L_Chemistry:
mes "\"If we make a mistake, this might be exhausting and painful, so you should rest a while and prepare yourself.\"";
next;
mes "\"Come back when you feel ready for that task.\"";
- close;
+ goto L_Close;
state3:
mes "[Nurse]";
@@ -378,7 +382,7 @@ l_hl_m_vn:
// bye bye player!
heal -Hp, 0;
// close instead of telling how much stabilizer is needed
- close;
+ goto L_Close;
// goto check_st;
l_hl_l_vn:
@@ -426,13 +430,13 @@ allcorrect:
setskill SKILL_RESIST_POISON, 1;
set @Q_poison, 7;
callsub S_Update_Var;
- close;
+ goto L_Close;
notallcorrect:
mes "[Nurse]";
mes "\"It didn't work. You are a really brave person. Now you should rest and recover. I hope you won't give up now. Please come back later, so we can try it again.\"";
next;
- close;
+ goto L_Close;
state4:
mes "The nurse has a worried look in her face.";
@@ -500,9 +504,10 @@ L_NotEnough:
if (@Q_poison == 2)
goto L_ExplainAgain2;
// the following close *should* never be reached, but who knows, whoever will mess this script up!
- close;
+ goto L_Close;
-quit:
+L_Close:
+ set @inspector, 0;
close;
S_Update_Var: