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Diffstat (limited to 'world/map/npc/009-1/jack.txt')
-rw-r--r--world/map/npc/009-1/jack.txt49
1 files changed, 28 insertions, 21 deletions
diff --git a/world/map/npc/009-1/jack.txt b/world/map/npc/009-1/jack.txt
index 6f08c719..4ccc5d82 100644
--- a/world/map/npc/009-1/jack.txt
+++ b/world/map/npc/009-1/jack.txt
@@ -15,6 +15,8 @@
// Lumberjack
009-1.gat,40,45,0|script|Jack|141,{
+ callfunc "ClearVariables";
+
set @RAWLOGS_AMOUNT, 40;
set @SHIELD_COST, 5000;
set @QUEST_SHIELD_EXP, 2500;
@@ -28,6 +30,8 @@
set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
+ set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_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;
@@ -35,9 +39,11 @@
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;
+ if (@inspector == 1)
+ callsub S_NohMask_Ask;
next;
- if (@Q_Forestbow < 1) close;
+ if (@Q_Forestbow < 1)
+ goto L_Close;
menu
"I heard you aren't delivering any more living wood. Why not?", -;
mes "[Jack Lumber]";
@@ -83,15 +89,16 @@
"Southwest you say? OK, thank you.", -;
set @Q_Forestbow, 2;
callsub S_Update_Mask;
- close;
+ goto L_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;
+ if (@inspector == 1)
+ callsub S_NohMask_Ask;
+ goto L_Close;
L_Bow_state_4:
mes "[Jack Lumber]";
@@ -114,7 +121,7 @@ L_Bow_state_4:
L_Bow_state_4_reaffirm:
mes "[Jack Lumber]";
mes "\"You should go talk to Alan again.\"";
- close;
+ goto L_Close;
L_Shield_state_0:
set @Q_Woodenshield, 1;
@@ -134,24 +141,21 @@ L_Shield_state_1:
mes "[Jack Lumber]";
mes "\"I have an idea. What would you say about a new shield?\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
- "No thanks.", L_End,
+ "No thanks.", L_Close,
"Yes, please!", -,
"Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
- if (Inspector != 1)
+ if (@inspector != 1)
menu
- "No thanks.", L_End,
+ "No thanks.", L_Close,
"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;
+ goto L_Close;
L_Shield_state_2:
mes "[Jack Lumber]";
@@ -187,32 +191,31 @@ L_Shield_state_2:
mes "\"Enjoy your new shield!\"";
mes "[" + @QUEST_SHIELD_EXP + " experience points]";
next;
- goto L_End;
+ goto L_Close;
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;
+ goto L_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;
+ goto L_Close;
L_TooMany:
mes "[Jack Lumber]";
mes "\"You don't have enough room for the shield. Come back when you do.\"";
- close;
+ goto L_Close;
L_Shield_state_3:
mes "[Jack Lumber]";
mes "\"I hope that my shield will serve you well!\"";
next;
- if (Inspector == 1)
+ if (@inspector == 1)
menu
- "Me too.", -,
+ "Me too.", L_Close,
"Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- close;
S_NohMask_Ask:
next;
@@ -224,6 +227,10 @@ S_NohMask_Ask:
L_NohMask_Answer:
mes "[Jack Lumber]";
mes "\"Sorry, no.\"";
+ goto L_Close;
+
+L_Close:
+ set @inspector, 0;
close;
S_Update_Mask: