summaryrefslogtreecommitdiff
path: root/npc/027-2_Caretakers_House/husband.txt
diff options
context:
space:
mode:
Diffstat (limited to 'npc/027-2_Caretakers_House/husband.txt')
-rw-r--r--npc/027-2_Caretakers_House/husband.txt75
1 files changed, 36 insertions, 39 deletions
diff --git a/npc/027-2_Caretakers_House/husband.txt b/npc/027-2_Caretakers_House/husband.txt
index f53c6386..79451642 100644
--- a/npc/027-2_Caretakers_House/husband.txt
+++ b/npc/027-2_Caretakers_House/husband.txt
@@ -4,7 +4,7 @@
set @Graveyard_Inn_SHIFT, NIBBLE_3_SHIFT;
set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT);
-
+
set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK;
set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT;
@@ -14,7 +14,7 @@
set @Graveyard_Inn_Kid_SHIFT, NIBBLE_2_SHIFT;
set @kidstate, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Kid_MASK) >> @Graveyard_Inn_Kid_SHIFT);
-
+
//TODO: determine sane values
set @ICE_CUBE_AMOUNT, 100;
set @ICE_CUBE_EXP, 10000;
@@ -22,11 +22,11 @@
set @BONE_AMOUNT, 100;
set @SKULL_AMOUNT, 50;
set @BONE_EXP, 30000;
-
- if (@state >= 3) goto L_Brought_Bones;
+
+ if (@state == 3) goto L_Brought_Bones;
if (@state == 2) goto L_Check_Bones;
if (@state == 1) goto L_Ice_Cube;
-
+
mes "[Pale Man]";
mes "\"Hello, I hope you're enjoying your time in Reid's Inn. My name is Hamond, and I'm running this inn together with my beautiful wife Reid. If there is anything I can do for you, please let me know.\"";
if (baselevel < 85) goto L_Close;
@@ -35,7 +35,7 @@
"I'd like to know why all the people in here are dead.",-,
"Are you feeling well? You look very pale... In fact, deathly pale.",-,
"Thank you, but I'm fine.", L_Close;
-
+
mes "Hamond seems very confused. Then he notices the grey color of his hands and begins to shake his head in panic.";
mes "[Hamond]";
mes "\"WHAT IS THIS?\"";
@@ -52,28 +52,28 @@
mes "\"How can I be dead, if I am walking around and talking? This is very strange. \"";
next;
mes "\"But nevertheless, I will continue to run this inn and do my best to make all our patrons happy and satisfied - be they alive or dead.\"";
- next;
+ next;
menu
"Can I help with that?", -;
mes "[Hamond]";
mes "\"Help me? I would never ask you for this, but actually, I need something to cool the drinks. Maybe you can find something.\"";
-
+
set @state, 1;
callsub S_Update_Mask;
-
- close;
+
+ close;
L_Ice_Cube:
mes "[Hamond]";
mes "\"Hello my friend! Good to see you again. Did you find something to cool the drinks?\"";
next;
-
+
if ((@kidstate == 4) && countitem("IceCube") > 0)
menu
- "Maybe this never melting Ice Cubes?", L_Check_Ice,
- "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet,
+ "Maybe this never melting Ice Cubes?", L_Check_Ice,
+ "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet,
"I'm still searching.", L_Close;
-
+
if (@kidstate == 4)
menu
"I found this in the main hall. Do you know to whom it belongs?", L_Bracelet,
@@ -81,22 +81,22 @@ L_Ice_Cube:
if (countitem("IceCube") > 0)
menu
- "Maybe this never melting Ice Cubes?", L_Check_Ice,
+ "Maybe this never melting Ice Cubes?", L_Check_Ice,
"I'm still searching.", L_Close;
-
+
mes "\"You didn't? Too bad.\"";
close;
-
+
L_Check_Ice:
if (countitem("IceCube") < @ICE_CUBE_AMOUNT)
goto L_Not_Enough_Cubes;
delitem "IceCube", @ICE_CUBE_AMOUNT;
-
+
getexp @ICE_CUBE_EXP, 0;
-
+
set @state, 2;
callsub S_Update_Mask;
-
+
mes "[Hamond]";
mes "\"Yes, wonderfull! That's exactly what I need.\"";
next;
@@ -123,7 +123,7 @@ L_Check_Ice:
next;
mes "\"Can you bring me a huge amount of bones and skulls? This way I can fulfill that peculilar wish and make another patron very happy!\"";
close;
-
+
L_Check_Bones:
mes "[Hamond]";
mes "\"Welcome back! Let me see what you have.\"";
@@ -131,9 +131,9 @@ L_Check_Bones:
goto L_Not_Enough_B;
delitem "Bone", @BONE_AMOUNT;
delitem "Skull", @SKULL_AMOUNT;
-
+
getexp @BONE_EXP, 0;
-
+
set @state, 3;
callsub S_Update_Mask;
@@ -141,41 +141,38 @@ L_Brought_Bones:
mes "[Hamond]";
mes "\"Thanks for your help! Now I'll be able to satisfy another strange request from one of our patrons.\"";
next;
-
+
if ((@kidstate == 4) && (@woman > 5))
menu
"Would you tell me about this mage named Savaric?", L_Savaric,
- "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet,
+ "I found this in the main hall. Do you know to whom it belongs?", L_Bracelet,
"You're welcome.", L_Close;
-
+
if (@kidstate == 4)
menu
"I found this in the main hall. Do you know to whom it belongs?", L_Bracelet,
"You're welcome.", L_Close;
-
- if (@woman > 5)
+
+ if (@woman > 5)
menu
"Would you tell me about this mage named Savaric?", L_Savaric,
"You're welcome.",-;
mes "[Hamond]";
mes "\"Please make yourself at home.\"";
-
+
close;
-
+
L_Savaric:
mes "Hamond's face turns into an ugly grimace.";
mes "[Hamond]";
mes "\"This egomaniac cheekily - \"";
next;
-
- //TODO: think, if gender change should be checked
- //TODO: determine correct value for kidstate
+
if ((Sex == 0) && (@kidstate < 7)) goto L_Woman;
- if ((Sex == 1) && (@kidstate < 7)) goto L_Man;
- mes "\"Well, I have been thinking about you. You seem to be a very helpful and wise person. Even my son told me good things about you, making a long speech about how great you are and your ability to comprehend and deal with delicate matters. I wonder how he reached that conclusion... But anyway, I'll tell you about savaric.\"";
+ if ((Sex == 1) && (@kidstate < 7)) goto L_Man;
+ mes "\"Well, I have been thinking about you. You seem to be a very helpful and wise person. Even my son told me good things about you, making a long speech about how great you are and your ability to comprehend and deal with delicate matters. I wonder how he reached that conclusion... But anyway, I'll tell you about Savaric.\"";
L_Jealousy:
-//TODO: go on here
mes "TODO: add story :P";
close;
L_Man:
@@ -195,7 +192,7 @@ L_Woman:
// mes "[Hamond]";
// mes "\"It was very nice of you to help my son. He told me, you found something he lost. I think, I can tell you about Savaric.\"";
// goto L_Jealousy;
-
+
L_Bracelet:
mes "[Hamond]";
mes "\"Well.. this is just a cheap bracelet, it is very popular with the young kids these days, specially the magic students. They call it 'Scarab Armlet'. Fancy name, huh? But for me it is just a cheap bracelet.\"";
@@ -206,7 +203,7 @@ L_Bracelet:
set @kidstate, 5;
callsub S_Update_Mask_Kid;
close;
-
+
L_Not_Enough_B:
if (countitem("Bone") < @BONE_AMOUNT)
mes "\"I'm not sure, but I think more bones will be better.\"";
@@ -220,7 +217,7 @@ L_Not_Enough_Cubes:
close;
L_Close:
- close;
+ close;
S_Update_Mask_Kid:
set QUEST_Graveyard_Inn,