diff options
Diffstat (limited to 'npc/027-2_Caretakers_House/innkeeper.txt')
-rw-r--r-- | npc/027-2_Caretakers_House/innkeeper.txt | 56 |
1 files changed, 49 insertions, 7 deletions
diff --git a/npc/027-2_Caretakers_House/innkeeper.txt b/npc/027-2_Caretakers_House/innkeeper.txt index 855168bd..489dcaa3 100644 --- a/npc/027-2_Caretakers_House/innkeeper.txt +++ b/npc/027-2_Caretakers_House/innkeeper.txt @@ -6,8 +6,7 @@ set @Graveyard_Inn_SHIFT, NIBBLE_0_SHIFT; set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - - //TODO: determine correct nibble + set @Graveyard_Inn_Kid_MASK, NIBBLE_2_MASK; set @Graveyard_Inn_Kid_SHIFT, NIBBLE_2_SHIFT; @@ -23,7 +22,7 @@ if (@state == 3) goto L_Bring_Tears; if (@state == 2) goto L_Offer_Help2; if (@state == 1) goto L_After_Welcome; - + mes "You see a dead women lying on the floor, something that appears to be her ghost floating above her dead body."; next; mes "[Ghost]"; @@ -46,10 +45,11 @@ L_After_Welcome: L_Ask_Dead: if (baselevel < 85) goto L_Close; + menu "What happened to you?", - , "Thank you, I'll surely enjoy my visit.", L_Close; - + mes "[Reids Ghost]"; mes "\"What happened to me? What do you mean?\""; //TODO: add more possible answers @@ -79,6 +79,13 @@ L_Ask_Dead: L_Offer_Help2: mes "Reids Ghost is still staring into space."; + + if (@kidstate == 5) + menu + "Shall I help you to find out what happened with you?", L_Skip1, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "I don't want to bother you.", L_Close; +L_Skip1: menu "Shall I help you to find out what happened with you?", -, "I don't want to bother you.", L_Close; @@ -96,6 +103,17 @@ L_Bring_Tears: mes "[Reids Ghost]"; mes "\"Did you find something, which 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_Bracelet, + "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_Bracelet, + "I'm still searching.", L_Close; if (countitem("FrozenYetiTear") > 0) menu @@ -110,6 +128,8 @@ L_Check_Tears: goto L_Not_Enough_Tears; delitem "FrozenYetiTear", @YETI_TEAR_AMOUNT; + getexp @YETI_TEAR_EXP, 0; + set @state, 4; callsub S_Update_Mask; @@ -121,6 +141,12 @@ L_Ask_Life: mes "\"How do you plan to help me?\""; next; + if (@kidstate == 5) + menu + "Please tell me about your life. Maybe this gives a clue what happened.",L_Skip2, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Bracelet, + "I need to think about that.", L_Close; +L_Skip2: menu "Please tell me about your life. Maybe this gives a clue what happened.",-, "I need to think about that.", L_Close; @@ -162,10 +188,9 @@ L_Ask_Life: if (Sex == 0) goto L_Woman; //TODO: think, if gender change should be checked - //TODO: determine correct value for kidstate if ((Sex == 1) && (@kidstate < 5)) goto L_Man; - mes "\"What I'm going to tell you is very personal, but you showed me you're a sensitive person with helping my child.\""; + mes "\"What I'm going to tell you is very personal, but you showed me you're a sensitive person with bringing me the bracelet.\""; L_Lovestory: mes "[Reids Ghost]"; @@ -225,14 +250,31 @@ L_Woman: next; goto L_Lovestory; +L_Bracelet: + mes "[Reids Ghost]"; + mes "\"Oh, this - I - it's mine. It was a present from a very precious person.\""; + next; + mes "She reaches out to take the bracelet, but her fingers go just through it. She looks sad."; + next; + mes "\"Ah, I forgot again. It pains me not being able to hold it. Please, take it with you, I don't want it anymore. It hurts too much.\""; + set @kidstate, 6; + callsub S_Update_Mask_Kid; + close; + L_Helped_Kid: mes "[Reids Ghost]"; - mes "\"You showed me you're a sensitive person with helping my child.\""; + mes "\"You showed me you're a sensitive person with bringing me the bracelet.\""; next; goto L_Lovestory; L_Close: close; + +S_Update_Mask_Kid: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) + | (@kidstate << @Graveyard_Inn_Kid_SHIFT); + return; S_Update_Mask: set QUEST_Graveyard_Inn, |