summaryrefslogtreecommitdiff
path: root/world/map/npc/027-2/innkeeper.txt
diff options
context:
space:
mode:
authorThe Kandiman <kandiman@kandiman.(none)>2011-09-11 20:33:46 -0400
committerThe Kandiman <kandiman@kandiman.(none)>2011-09-11 20:33:46 -0400
commitea8bb7b0cd86321ad0f85cc7a145671c527c10f9 (patch)
tree58128461e815f6aef84d7989e6fc5e0463b00235 /world/map/npc/027-2/innkeeper.txt
parent1cb0e75cbd356485ebe35bb3f5af10e1454e57a5 (diff)
downloadserverdata-ea8bb7b0cd86321ad0f85cc7a145671c527c10f9.tar.gz
serverdata-ea8bb7b0cd86321ad0f85cc7a145671c527c10f9.tar.bz2
serverdata-ea8bb7b0cd86321ad0f85cc7a145671c527c10f9.tar.xz
serverdata-ea8bb7b0cd86321ad0f85cc7a145671c527c10f9.zip
Tab conversion and script formatting project.
Final commit, maps 024-1 through 042-2 complete.
Diffstat (limited to 'world/map/npc/027-2/innkeeper.txt')
-rw-r--r--world/map/npc/027-2/innkeeper.txt94
1 files changed, 50 insertions, 44 deletions
diff --git a/world/map/npc/027-2/innkeeper.txt b/world/map/npc/027-2/innkeeper.txt
index d3f7589a..b1732ee0 100644
--- a/world/map/npc/027-2/innkeeper.txt
+++ b/world/map/npc/027-2/innkeeper.txt
@@ -74,33 +74,31 @@
L_After_Welcome:
mes "[Reid's Ghost]";
mes "\"Please enjoy yourself!\"";
- if (baselevel < 85) goto L_Close;
+ if (baselevel < 85)
+ goto L_Close;
L_Ask_Dead:
- if (baselevel < 85) goto L_Close;
+ if (baselevel < 85)
+ goto L_Close;
menu
"What happened to you?", - ,
"Thank you, I'll surely enjoy my visit.", L_Close;
-
mes "[Reid's Ghost]";
mes "\"What happened to me? What do you mean?\"";
menu
"Ahm, you don't look very well - actually, you look dead.",-,
"You don't seem to be in the best condition.",-,
"You are dead!",-;
-
mes "Reid looks down at her body and turns even more pale, if this is possible.";
next;
mes "[Reid's Ghost]";
mes "\"OH?\"";
next;
-
menu
"I'm sorry. I didn't know you weren't aware of that.",-,
"Yes - do you understand my question now?",-,
"Shall I help you to find out what happened to you?", L_Offer_Help1;
-
mes "[Reid's Ghost]";
mes "\"I'm dead? But why? And why am I still here?\"";
next;
@@ -117,6 +115,7 @@ L_Offer_Help2:
"Shall I help you to find out what happened to you?", L_Offer_Help1,
"Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring,
"I don't want to bother you.", L_Close;
+
L_Skip1:
menu
"Shall I help you to find out what happened to you?", -,
@@ -136,22 +135,20 @@ L_Bring_Tears:
mes "\"Did you find something that can represent my sadness?\"";
next;
- if ((@kidstate == 5) && countitem("FrozenYetiTear") > 0)
- menu
- "I found this frozen tear to represent your sadness.", L_Check_Tears,
- "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring,
- "I'm still searching.", L_Close;
-
+ if ((@kidstate == 5)
+ && countitem("FrozenYetiTear") > 0)
+ menu
+ "I found this frozen tear to represent your sadness.", L_Check_Tears,
+ "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring,
+ "I'm still searching.", L_Close;
if (@kidstate == 5)
menu
"Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring,
"I'm still searching.", L_Close;
-
if (countitem("FrozenYetiTear") > 0)
menu
"I found this frozen tear to represent your sadness.", L_Check_Tears,
"I'm still searching.", L_Close;
-
mes "\"You didn't? It seems you're not serious with your offer to help me.\"";
close;
@@ -168,6 +165,7 @@ L_Check_Tears:
mes "[Reid's Ghost]";
mes "\"These tears.. how they shimmer in the candle light. Yes, it seems you are serious about your offer. I think maybe you have the sensibility to help me find out the real meaning behind this terrible feeling.\"";
next;
+
L_Ask_Life:
mes "[Reid's Ghost]";
mes "\"But how do you plan to help me?\"";
@@ -178,11 +176,11 @@ L_Ask_Life:
"Please tell me about your life. Maybe this will give us a clue about what happened.",L_Skip2,
"Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring,
"I need to think about that.", L_Close;
+
L_Skip2:
menu
"Please tell me about your life. Maybe this will give us a clue about what happened.",-,
"I need to think about that.", L_Close;
-
mes "[Reid's Ghost]";
mes "\"About my life? Well, ok.\"";
next;
@@ -201,11 +199,9 @@ L_Skip2:
mes "Reid seems to be tortured by her memories.";
next;
mes "\"That was a very hard time.\"";
-
menu
"Yes, yes, but what about your life shortly before you died?",-,
"I can imagine. I'm very sorry for you",-;
-
mes "She doesn't seem to pay much attention to what you say.";
next;
mes "\"But Hamond, my friend since I was a child, helped me in those bad times. We built up the inn again and we - we married.\"";
@@ -219,13 +215,16 @@ L_Skip2:
callsub S_Update_Mask;
L_Check_Kid:
-
if (@kidstate == 5)
menu
"Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring;
- if ((Sex == 1) && (@kidstate < 7)) goto L_Man;
- if ((Sex == 0) && (@kidstate < 7)) goto L_Woman;
+ if ((Sex == 1)
+ && (@kidstate < 7))
+ goto L_Man;
+ if ((Sex == 0)
+ && (@kidstate < 7))
+ goto L_Woman;
mes "\"What I'm going to tell you is very personal, but your acts have shown me that you're a person I can trust. You kindly asked me about that ring you have found... and also, even my son, who is always so reserved with strangers, came to me and spent a long time telling me a lot of nice things about you. So I will tell you about my sad love.\"";
next;
@@ -296,11 +295,14 @@ L_Savaric:
L_Sorry:
mes "[Reid's Ghost]";
mes "\"Welcome back.\"";
- if ((@lover == 4) && (countitem("GemRawWhite") >= @DIAMOND_AMOUNT) && (countitem("GemRawRed") >= @RUBY_AMOUNT) && (@husband == 5))
- menu
- "Savaric asked me to give you something.",L_Diamond,
- "Hamond sent me to bring you this.",L_Ruby,
- "Nevermind.",-;
+ if ((@lover == 4)
+ && (countitem("GemRawWhite") >= @DIAMOND_AMOUNT)
+ && (countitem("GemRawRed") >= @RUBY_AMOUNT)
+ && (@husband == 5))
+ menu
+ "Savaric asked me to give you something.",L_Diamond,
+ "Hamond sent me to bring you this.",L_Ruby,
+ "Nevermind.",-;
if (@lover == 4 && (countitem("GemRawWhite") >= @DIAMOND_AMOUNT))
menu
"Savaric asked me to give you something.",L_Diamond,
@@ -312,7 +314,8 @@ L_Sorry:
close;
L_Diamond:
- if (countitem("GemRawWhite") < @DIAMOND_AMOUNT) goto L_Kidding;
+ if (countitem("GemRawWhite") < @DIAMOND_AMOUNT)
+ goto L_Kidding;
delitem "GemRawWhite", @DIAMOND_AMOUNT;
mes "You explain how Savaric feels and what the diamonds mean.";
next;
@@ -325,7 +328,8 @@ L_Diamond:
close;
L_Ruby:
- if (countitem("GemRawRed") < @RUBY_AMOUNT) goto L_Kidding;
+ if (countitem("GemRawRed") < @RUBY_AMOUNT)
+ goto L_Kidding;
delitem "GemRawRed", @RUBY_AMOUNT;
mes "You tell her about Hamonds feelings.";
next;
@@ -350,11 +354,13 @@ L_Thanks:
mes "[Reid's Ghost]";
mes "\"I'm so glad, now I know what happened and spoke to both Savaric and Hamond. Thank you so much. Please take this.\"";
getinventorylist;
- if (@inventorylist_count == 100) goto L_Full_Inv;
+ if (@inventorylist_count == 100)
+ goto L_Full_Inv;
getitem "MylarinDust", 1;
set @state, 11;
callsub S_Update_Mask;
next;
+
L_Mylarin:
mes "[Reid's Ghost]";
mes "\"This is called mylarin dust. My mother gave it to me when my father had his accident. She said it is very valuable.\"";
@@ -413,26 +419,26 @@ L_Close:
close;
S_Update_Mask_Kid:
- set QUEST_Graveyard_Inn,
- (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK))
- | (@kidstate << @Graveyard_Inn_Kid_SHIFT);
- return;
+ set QUEST_Graveyard_Inn,
+ (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK))
+ | (@kidstate << @Graveyard_Inn_Kid_SHIFT);
+ return;
S_Update_Mask_Husband:
- set QUEST_Graveyard_Inn,
- (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Husband_MASK))
- | (@husband << @Graveyard_Inn_Husband_SHIFT);
- return;
+ set QUEST_Graveyard_Inn,
+ (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Husband_MASK))
+ | (@husband << @Graveyard_Inn_Husband_SHIFT);
+ return;
S_Update_Mask_Lover:
- set QUEST_Graveyard_Inn,
- (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Lover_MASK))
- | (@lover << @Graveyard_Inn_Lover_SHIFT);
- return;
+ set QUEST_Graveyard_Inn,
+ (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Lover_MASK))
+ | (@lover << @Graveyard_Inn_Lover_SHIFT);
+ return;
S_Update_Mask:
- set QUEST_Graveyard_Inn,
- (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK))
- | (@state << @Graveyard_Inn_SHIFT);
- return;
+ set QUEST_Graveyard_Inn,
+ (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK))
+ | (@state << @Graveyard_Inn_SHIFT);
+ return;
}