From 1195ea1eb880ca9c77f2471e036d8bb8009fd70d Mon Sep 17 00:00:00 2001
From: Jared Adams <jaxad0127@gmail.com>
Date: Wed, 19 Nov 2008 13:38:20 +0000
Subject: Change all script folders

Script files fixes are comming
---
 npc/new_19-1-woodland-village/jack.txt | 252 ---------------------------------
 1 file changed, 252 deletions(-)
 delete mode 100644 npc/new_19-1-woodland-village/jack.txt

(limited to 'npc/new_19-1-woodland-village/jack.txt')

diff --git a/npc/new_19-1-woodland-village/jack.txt b/npc/new_19-1-woodland-village/jack.txt
deleted file mode 100644
index 721c4cce..00000000
--- a/npc/new_19-1-woodland-village/jack.txt
+++ /dev/null
@@ -1,252 +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
-new_19-1.gat,40,45,0	script	Jack	141, {
-	set @RAWLOG, 569;
-	set @RAWLOGS_AMOUNT, 40;
-	set @WOODENSHIELD, 602;
-	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.\"";
-	next;
-	if (Inspector == 1) callsub S_NohMask_Ask;
-	if (@Q_Forestbow < 1) close;
-
-	menu
-		"I heard you aren't delivering any more living wood. Why that?", -;
-
-	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) goto L_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;
-
-	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_Shield_state_3:
-	mes "[Jack Lumber]";
-	mes "\"I hope that my shield will serve you well!\"";
-	if (Inspector == 1)
-		menu
-			"Me too.", -,
-			"Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
-	close;
-
-L_NohMask_Ask:
-	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;
-}
-- 
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