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Diffstat (limited to 'npc/009-1/jack.txt')
-rw-r--r-- | npc/009-1/jack.txt | 260 |
1 files changed, 0 insertions, 260 deletions
diff --git a/npc/009-1/jack.txt b/npc/009-1/jack.txt deleted file mode 100644 index a0ee0b43..00000000 --- a/npc/009-1/jack.txt +++ /dev/null @@ -1,260 +0,0 @@ -//################################################################################# -//# # -//# This script file contains the npc scripts for two quests: # -//# # -//# Quest1: Obtaining a Forest bow # -//# Needed: About 20 Raw logs, 5000gp, some chatting and running # -//# Reward: Forest bow # -//# # -//# Quest2: Obtaining a Wooden shield # -//# Needed: 40 Raw logs, 5000gp # -//# Reward: Wooden shield and 2500exp # -//# # -//# 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; - -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; - - 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; - -L_Bow_state_4_reaffirm: - mes "[Jack Lumber]"; - mes "\"You should go talk to Alan again.\""; - close; - -L_Shield_state_0: - set @Q_Woodenshield, 1; - callsub S_Update_Mask; - - 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; - -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; - -L_End: - 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; - -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; - -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; - -L_TooMany: - 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; - -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; - -L_NohMask_Answer: - 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; -} |