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author | The Kandiman <kandiman@kandiman.(none)> | 2011-09-11 20:33:46 -0400 |
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committer | The Kandiman <kandiman@kandiman.(none)> | 2011-09-11 20:33:46 -0400 |
commit | ea8bb7b0cd86321ad0f85cc7a145671c527c10f9 (patch) | |
tree | 58128461e815f6aef84d7989e6fc5e0463b00235 /world/map/npc/027-2/innkeeper.txt | |
parent | 1cb0e75cbd356485ebe35bb3f5af10e1454e57a5 (diff) | |
download | serverdata-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.txt | 94 |
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; } |