// The following auxiliary function is used both by appropriate magic and within the regular script: function|script|QuestMoubooHeal { set @Q_MASK, NIBBLE_2_MASK; set @Q_SHIFT, NIBBLE_2_SHIFT; set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; set @Q_status_upper, @Q_status & 12; set @Q_status, @Q_status & 3; set @STATE_INITIAL, 0; set @STATE_HEALED_MOUBOO, 3; if (@Q_status != @STATE_INITIAL) goto L_nothing; set @Q_status, @STATE_HEALED_MOUBOO; callsub S_update_var; mes "[Injured Mouboo]"; mes "A soft white glow surrounds the mouboo's leg, which slowly shifts back into place."; mes "As the glow subsides, the mouboo gets up, carefully, and takes a few steps. It seems to be fully healed!"; mes "[5000 experience points]"; getexp 5000, 0; next; mes "[Injured Mouboo]"; mes "Visibly happy, the mouboo lies down on the ground and snuggles with a black piece of cloth it had been lying on."; mes "The healing process must have been exhausting, for it is asleep in an instant."; next; set @value, 15; callfunc "QuestSagathaHappy"; close2; return; L_nothing: mes "Your spell has no effect."; close2; return; S_update_var: set @Q_wr_status, @Q_status | @Q_status_upper; set QUEST_MAGIC, (QUEST_MAGIC & ~(@Q_MASK) | (@Q_wr_status << @Q_SHIFT)); return; } 012-1,57,153,0|script|Mouboo|171 { set @Q_MASK, NIBBLE_2_MASK; set @Q_SHIFT, NIBBLE_2_SHIFT; set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; set @Q_status_upper, @Q_status & 12; set @Q_status, @Q_status & 3; set @STATE_INITIAL, 0; set @STATE_KILLED_MOUBOO, 1; set @STATE_TOOK_KILL_REWARD, 2; set @STATE_HEALED_MOUBOO, 3; if (@Q_status == @STATE_KILLED_MOUBOO) goto L_dead; if (@Q_status == @STATE_TOOK_KILL_REWARD) goto L_took_reward; if (@Q_status == @STATE_HEALED_MOUBOO) goto L_healed; mes "[Injured Mouboo]"; mes "You notice a mouboo lying on the ground, groaning, as if in pain."; next; goto L_menu; L_menu: menu "Examine the mouboo", L_examine, "Give the mouboo something", L_give, "Kill the mouboo", L_kill, "Leave", L_Close; L_examine: mes "[Injured Mouboo]"; mes "Looking closer, you notice that the mouboo's left hind leg is bent at a very unnatural angle – that seems to be the cause for its pain."; next; mes "[Injured Mouboo]"; mes "You also notice that the mouboo is lying on top of what appears to be a black turtleneck sweater."; mes "Do you want to pick up the sweater?"; next; menu "Yes.", L_pickup_alive, "No.", L_menu; L_pickup_alive: mes "[Injured Mouboo]"; mes "The Mouboo groans and pushes your hand away. It seems to be rather fond of the sweater."; next; goto L_menu; L_give: set @items_nr, 12; setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion"; setarray @itemnames$, "Cactus Drink", "Cactus Potion", "Chocolate Bar", "Milk", "Orange Cupcake", "Red Apple", "Beer", "Bottle of Water", "Tiny Healing Potion", "Small Healing Potion", "Medium Healing Potion", "Large Healing Potion"; setarray @itemeat, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0; setarray @menuItems$, "", "", "", "", "", "", "", "", "", "", "", "", ""; set @choices_nr, 0; setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", ""; setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0; set @n, 0; set @ct, 0; goto L_nloop; L_nloop: set @k$, @items$[@n]; if (countitem(@k$) == 0) goto L_nloop_skip; set @menuItems$[@ct], @itemnames$[@n]; set @menuNames$[@ct], @k$; set @choice_eat[@ct], @itemeat[@n]; set @ct, @ct + 1; goto L_nloop_skip; L_nloop_skip: set @n, @n+1; if (@n < @items_nr) goto L_nloop; set @menuItems$[@ct], "Nevermind"; menu @menuItems$[0], L_MenuItems, @menuItems$[1], L_MenuItems, @menuItems$[2], L_MenuItems, @menuItems$[3], L_MenuItems, @menuItems$[4], L_MenuItems, @menuItems$[5], L_MenuItems, @menuItems$[6], L_MenuItems, @menuItems$[7], L_MenuItems, @menuItems$[8], L_MenuItems, @menuItems$[9], L_MenuItems, @menuItems$[10], L_MenuItems, @menuItems$[11], L_MenuItems, @menuItems$[12], L_MenuItems; L_MenuItems: set @menu, @menu - 1; if (@menu == @ct) goto L_menu; set @choice$, @menuNames$[@menu]; set @verb$, "drinks"; if (@choice_eat[@menu]) set @verb$, "eats"; if (@choice$ != "" && countitem(@choice$)) goto L_consume; goto L_menu; L_consume: mes "[Injured Mouboo]"; mes "The mouboo " + @verb$ + " your " + getitemlink(@choice$) + "."; delitem @choice$, 1; next; if (@choice$ == "LargeHealingPotion") goto L_do_heal; mes "[Injured Mouboo]"; mes "Unfortunately, it seems to have had no effect."; next; goto L_menu; L_do_heal: callfunc "QuestMoubooHeal"; end; L_kill: mes "[Injured Mouboo]"; if (BaseLevel > 44) goto L_kill_success; mes "The mouboo deflects your attack and counterattacks!"; mes "It misses you only barely."; mes "Injured though it may be, this mouboo is still more than a match for you!"; next; goto L_menu; L_kill_success: mes "After some wrestling, the mouboo succumbs to your attacks."; mes "[100 experience points]"; getexp 100, 0; set @Q_status, @STATE_KILLED_MOUBOO; callsub S_update_var; next; goto L_dead; L_dead: mes "[Dead Mouboo]"; mes "The dead mouboo is lying on top of a black T-neck sweater."; getinventorylist; if (@inventorylist_count == 100) goto L_nopickup; getitem "BlackTurtleneck", 1; mes "You pull out the sweater and stuff it into your backpack."; set @Q_status, @STATE_TOOK_KILL_REWARD; callsub S_update_var; close; L_took_reward: mes "[Dead Mouboo]"; mes "You see a dead mouboo."; close; L_nopickup: mes "Unfortunately, you can't carry any more."; close; L_healed: mes "[Mouboo]"; mes "The mouboo is sleeping soundly, smiling in its dreams."; close; L_Close: close; S_update_var: set @Q_wr_status, @Q_status | @Q_status_upper; set QUEST_MAGIC, (QUEST_MAGIC & ~(@Q_MASK) | (@Q_wr_status << @Q_SHIFT)); return; }