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author | Frost <networktoy@cox.net> | 2011-09-15 10:44:23 -0700 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2011-09-15 22:02:28 +0200 |
commit | 55fd1a9a3f04c94d3d1455559db29acde5f7f5e4 (patch) | |
tree | 2d9257df18fc2b52d99a3fe1b7db6e1acd583adc /world/map/npc/020-2/baktar.txt | |
parent | 9f132a0a2b8f5d7afa11b281673c1f26ed0da95d (diff) | |
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Removed tabs from 020-2 NPCs
Diffstat (limited to 'world/map/npc/020-2/baktar.txt')
-rw-r--r-- | world/map/npc/020-2/baktar.txt | 550 |
1 files changed, 275 insertions, 275 deletions
diff --git a/world/map/npc/020-2/baktar.txt b/world/map/npc/020-2/baktar.txt index 1bcbf152..9c441417 100644 --- a/world/map/npc/020-2/baktar.txt +++ b/world/map/npc/020-2/baktar.txt @@ -31,234 +31,234 @@ //# bit 0 knows the name/location of the opponent //# bit 1 killed the ugly opponent //#========================= -020-2.gat,70,61,0 script Baktar 191,{ - set @npcname$, "[Baktar]"; +020-2.gat,70,61,0|script|Baktar|191,{ + set @npcname$, "[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_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, 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; + 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. - // this is not ready yet, so do not enable that stage - // if(@Q_status == @Q_MASK) goto L_2_init; + // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc. + // this is not ready yet, so do not enable that stage + // if(@Q_status == @Q_MASK) goto L_2_init; - set @BIT_KNOWHIM, 0; + set @BIT_KNOWHIM, 0; - set @BIT_DESERTHAT,1; - set @MONEY_DESERTHAT, 1500; - set @XP_DESERTHAT, 500; + 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_DESERTSHIRT,2; + set @MONEY_DESERTSHIRT, 1500; + set @XP_DESERTSHIRT, 600; - set @BIT_SERFHAT,3; - set @MONEY_SERFHAT, 800; - set @XP_SERFHAT, 350; + 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_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_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_SNAKESKIN,6; + set @MONEY_SNAKESKIN, 800; + set @XP_SNAKESKIN, 350; - set @BIT_BUGLEG,7; - set @MONEY_BUGLEG, 20; - set @XP_BUGLEG, 130; + set @BIT_BUGLEG,7; + set @MONEY_BUGLEG, 20; + set @XP_BUGLEG, 130; - if(sex) - set @type$, "man"; - if(!sex) - set @type$, "woman"; + 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; + 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$; - mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; - goto L_startitem; + mes @npcname$; + mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; + goto L_startitem; close; L_exotic: - mes @npcname$; - mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\""; - menu "I have some items on me maybe you'll like them ", L_startitem, - "Don't touch my stuff!", -, - "I'll get them. Bye.", -; - close; + mes @npcname$; + mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one 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; + 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$[@c], "a Desert Shirt ?"; - set @menuid[@c], 1; - set @c, @c + 1; + if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat; + set @exotic_item$[@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$[@c], "a Serf Hat ?"; - set @menuid[@c], 2; - set @c, @c + 1; + if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue; + set @exotic_item$[@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$[@c], "a Mountain Snake Tongue ?"; - set @menuid[@c], 3; - set @c, @c + 1; + if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg; + set @exotic_item$[@c], "a Mountain Snake Tongue ?"; + set @menuid[@c], 3; + set @c, @c + 1; L_egg: - if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; - set @exotic_item$[@c], "a Mountain Snake Egg?"; - set @menuid[@c], 4; - set @c, @c + 1; + if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; + set @exotic_item$[@c], "a Mountain 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$[@c], "a Snake Skin?"; - set @menuid[@c], 5; - set @c, @c + 1; + if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg; + set @exotic_item$[@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$[@c], "a Bug Leg?"; - set @menuid[@c], 6; - set @c, @c + 1; + if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind; + set @exotic_item$[@c], "a Bug Leg?"; + set @menuid[@c], 6; + set @c, @c + 1; L_NeverMind: - set @exotic_item$[@c], "Nevermind"; - set @menuid[@c], 6; + set @exotic_item$[@c], "Nevermind"; + 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$[6], -; - - set @menu, @menu -1; - - if (@menuid[@menu] == 0) goto L_DesertHat_Item; - if (@menuid[@menu] == 1) goto L_DesertShirt_Item; - if (@menuid[@menu] == 2) goto L_SerfHat_Item; - if (@menuid[@menu] == 3) goto L_tongue_Item; - if (@menuid[@menu] == 4) goto L_egg_Item; - if (@menuid[@menu] == 5) goto L_skin_Item; - if (@menuid[@menu] == 6) goto L_BugLegItem; + menu + @exotic_item$[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$; - mes "\"Ok, goodbye then.\""; - close; + mes @npcname$; + 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; + 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_DESERTSHIRT); - callsub S_Update_Var; - close; + 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_DESERTSHIRT); + 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; + 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; + 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; + 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; + 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; + 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$; - mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; - close; + mes @npcname$; + mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; +close; L_havealready: - mes @npcname$; - mes "\"I already collected what you can offer me.\""; - close; + mes @npcname$; + mes "\"I already collected what you can offer me.\""; +close; S_Update_Var: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; @@ -271,118 +271,118 @@ 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$; - mes "\"Thanks a lot for bringing me all this nice stuff!\""; - next; - mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\""; - next; - mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\""; - next; - mes "\"So thank you for bringing me that stuff for my desert collection\""; - next; - mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\""; - next; - set @Q_status2, 1; - callsub S_Update_Var2; - close; + set @BIT_KNOWS_NAME, 0; + set @BIT_KILLED_HIM, 1; + + if (@Q_status2 == 1) goto L_2_talk1; + if (@Q_status2 == 2) goto L_2_talk2; + if (@Q_status2 == 3) goto L_2_talk3; + if (@Q_status2 == 4) goto L_2_talk4; + // fall through @Q_status2==0: + // need to thank for bringing all stuff. + mes @npcname$; + 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 been 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; + mes @npcname$; + mes "\"In my childhood I was called a packrat, because I collected old cans.\""; + next; + mes "\"But everybody does collect things right?\""; + next; + mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\""; + next; + mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\""; + next; + mes "He picks his nose"; + next; + mes @npcname$; + mes "\"Ok erm, talk to you later.\""; + next; + mes "\"Ok.\""; + set @Q_status2, 2; + callsub S_Update_Var2; +close; L_2_talk2: - mes @npcname$; - mes "\"Could you do me a favor? This ugly guy, who always attacked me....\""; - next; - mes "\"*sob*\""; - next; - mes "\"I was always bullied by him. You know in early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier."; - next; - mes "\"Or another day he was the chieftain and I was the redskin.\""; - next; - mes "\"But to tell you the truth, HE was ALWAYS the one who directed me.\""; - next; - mes "\"I DO NOT LIKE THAT!\""; - next; - mes "\"I WANT TO BE THE LEADER!\""; - next; - mes "\"STOP HIM DOING NASTY THINGS\""; - next; - mes "\"I WANT YOU TO KILL THAT BASTARD!!\""; - set @Q_status2, 3; - callsub S_Update_Var2; - close; + mes @npcname$; + 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 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$; - mes "\"Get out of my way, prank!\""; - close; + menu "Ok, I am a professional in doing such things", L_2_professional, + "Hey do you really mean it? ", L_2_professional, + "You calmed down again?", -, + "Oh a packrat! By the way, is that trash over there yours?", L_2_name, + "Nevermind", -; + mes @npcname$; + mes "\"Get out of my way, prank!\""; +close; L_2_professional: - mes @npcname$; - mes "\"What are you talking about?\""; - goto L_2_talk3; + mes @npcname$; + 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$; - mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\""; - close; + mes @npcname$; + 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 leave 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; + 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; } |