//#========================= //#== NPC Baktar //# Authors: Lien, PjotrOrial //# Review: BigCrunch, Mistakes, Jenalya //# This NPC has two stages: //# //# In the first stage you need to bring 7 different items, but only one of each kind. //# //# In the second stage he tells you what hard life he is living. He will be very aggressive telling you some stuff. //# He will send you to kill Scroticular. That npc will be located in the labyrinth caves. //# (its a mob actually, to be spawned only, if the players knows his name and his location) //# //# variables used: //# @QUEST_Nivalis_state: NIBBLE0, NIBBLE1, NIBBLE2, NIBBLE3: //# BYTE0 ( == NIBBLE0 | NIBBLE1) stores in each bit information if that item was already brought. //# bits: //# bit 0 if you have met the npc already //# bit 1 Desert Hat //# bit 2 Desert Shirt //# bit 3 Serf Hat //# bit 4 tongue_Item //# bit 5 eggs_Item //# bit 6 skin_Item //# bit 7 bugleg //# NIBBLE2 store the progress after the item collecting stage: //# =0 he will thank you for bringing all stuff. //# =1 talking about his youth //# =2 talking, you get the mission to hunt down Scroticular //# =3 you get information where Scroticular can be found. //# NIBBLE3 a bitmasking nibble for stage 2 again //# bit 0 knows the name/location of the opponent //# bit 1 killed the ugly opponent //#========================= 020-2,70,61,0|script|Baktar|191 { set @npcname$, "[Baktar]"; set @Q_MASK, BYTE_0_MASK; set @Q_SHIFT, BYTE_0_SHIFT; set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; set @Q_MASK2, NIBBLE_2_MASK; set @Q_SHIFT2, NIBBLE_2_SHIFT; set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2; set @Q_MASK2_BITS, NIBBLE_3_MASK; set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT; set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS; set @BIT_KNOWHIM, 0; set @BIT_DESERTHAT,1; set @MONEY_DESERTHAT, 1500; set @XP_DESERTHAT, 500; set @BIT_DESERTSHIRT,2; set @MONEY_DESERTSHIRT, 1500; set @XP_DESERTSHIRT, 600; set @BIT_SERFHAT,3; set @MONEY_SERFHAT, 800; set @XP_SERFHAT, 350; set @BIT_MS_TONGUE,4; set @MONEY_MS_TONGUE, 800; set @XP_MS_TONGUE, 350; set @BIT_MS_EGG,5; set @MONEY_MS_EGG, 800; set @XP_MS_EGG, 350; set @BIT_SNAKESKIN,6; set @MONEY_SNAKESKIN, 800; set @XP_SNAKESKIN, 350; set @BIT_BUGLEG,7; set @MONEY_BUGLEG, 20; set @XP_BUGLEG, 130; set @run, ((QUEST_NorthTulimshar & TWOBIT_8_MASK) >> TWOBIT_8_SHIFT); set @state, ((QUEST_NorthTulimshar & NIBBLE_5_MASK) >> NIBBLE_5_SHIFT); if ((@run == 3) && (@state == 13)) goto L_Deliver; goto L_Start; L_Deliver: menu "I have a delivery for you", L_Delivery; L_Delivery: mes "[Baktar]"; mes "\"Ahh my delivery from Tulimshar, how nice it is to get some comforts from back home.\""; set @state, 14; callfunc "SetKylianQuest"; goto L_Close; L_Start: if(Sex) set @type$, "man"; if(!Sex) set @type$, "woman"; if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready; mes @npcname$; mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \""; menu "Yes, I'm from Tulimshar", L_exotic, "Well, I just like sunbathing", L_Close, "Good bye", L_Close; L_KnowAlready: mes @npcname$; mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; goto L_startitem; L_exotic: mes @npcname$; mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\""; menu "I have some items on me maybe you'll like them ", L_startitem, "Don't touch my stuff!", L_Close, "I'll get them. Bye.", L_Close; L_startitem: setarray @exotic_item$, "", "", "", "", "", "", ""; set @c, 0; set @Q_status, @Q_status | (1<<@BIT_KNOWHIM); callsub S_Update_Var; if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt; set @exotic_item$[@c], "a Desert Hat ?"; set @menuid[@c], 0; set @c, @c + 1; goto L_DesertShirt; L_DesertShirt: if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat; set @exotic_item$[@c], "a Desert Shirt ?"; set @menuid[@c], 1; set @c, @c + 1; goto L_SerfHat; L_SerfHat: if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue; set @exotic_item$[@c], "a Serf Hat ?"; set @menuid[@c], 2; set @c, @c + 1; goto L_tongue; L_tongue: if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg; set @exotic_item$[@c], "a Mountain Snake Tongue ?"; set @menuid[@c], 3; set @c, @c + 1; goto L_egg; L_egg: if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; set @exotic_item$[@c], "a Mountain Snake Egg?"; set @menuid[@c], 4; set @c, @c + 1; goto L_Skin; L_Skin: if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg; set @exotic_item$[@c], "a Snake Skin?"; set @menuid[@c], 5; set @c, @c + 1; goto L_bugleg; L_bugleg: if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind; set @exotic_item$[@c], "a Bug Leg?"; set @menuid[@c], 6; set @c, @c + 1; goto L_NeverMind; L_NeverMind: set @exotic_item$[@c], "Nevermind"; set @menuid[@c], 6; //menu for the item menu @exotic_item$[0], L_MenuItems, @exotic_item$[1], L_MenuItems, @exotic_item$[2], L_MenuItems, @exotic_item$[3], L_MenuItems, @exotic_item$[4], L_MenuItems, @exotic_item$[5], L_MenuItems, @exotic_item$[6], L_MenuItems; L_MenuItems: set @menu, @menu -1; if (@menuid[@menu] == 0) goto L_DesertHat_Item; if (@menuid[@menu] == 1) goto L_DesertShirt_Item; if (@menuid[@menu] == 2) goto L_SerfHat_Item; if (@menuid[@menu] == 3) goto L_tongue_Item; if (@menuid[@menu] == 4) goto L_egg_Item; if (@menuid[@menu] == 5) goto L_skin_Item; if (@menuid[@menu] == 6) goto L_BugLegItem; //if Never mind mes @npcname$; mes "\"Ok, goodbye then.\""; close; L_DesertHat_Item: if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready; if (countitem("DesertHat") < 1) goto L_Noitem; delitem "DesertHat", 1; set Zeny, Zeny + @MONEY_DESERTHAT; getexp @XP_DESERTHAT,0; set @Q_status, @Q_status | (1<<@BIT_DESERTHAT); callsub S_Update_Var; close; L_DesertShirt_Item: if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready; if (countitem("DesertShirt") < 1) goto L_Noitem; delitem "DesertShirt", 1; set Zeny, Zeny + @MONEY_DESERTSHIRT; getexp @XP_DESERTSHIRT,0; set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT); callsub S_Update_Var; close; L_SerfHat_Item: if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready; if (countitem("SerfHat") < 1) goto L_Noitem; delitem "SerfHat", 1; set Zeny, Zeny + @MONEY_SERFHAT; getexp @XP_SERFHAT,0; set @Q_status, @Q_status | (1<<@BIT_SERFHAT); callsub S_Update_Var; close; L_tongue_Item: if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready; if (countitem("MountainSnakeTongue") < 1) goto L_Noitem; delitem "MountainSnakeTongue", 1; set Zeny, Zeny + @MONEY_MS_TONGUE; getexp @XP_MS_TONGUE,0; set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE); callsub S_Update_Var; close; L_egg_Item: if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready; if (countitem("MountainSnakeEgg") < 1) goto L_Noitem; delitem "MountainSnakeEgg", 1; set Zeny, Zeny + @MONEY_MS_EGG; getexp @XP_MS_EGG,0; set @Q_status, @Q_status | (1<<@BIT_MS_EGG); callsub S_Update_Var; close; L_skin_Item: if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready; if (countitem("SnakeSkin") < 1) goto L_Noitem; delitem "SnakeSkin", 1; set Zeny, Zeny + @MONEY_SNAKESKIN; getexp @XP_SNAKESKIN,0; set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN); callsub S_Update_Var; close; L_BugLegItem: if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready; if (countitem("BugLeg") < 1) goto L_Noitem; delitem "BugLeg", 1; set Zeny, Zeny + @MONEY_BUGLEG; getexp @XP_BUGLEG,0; set @Q_status, @Q_status | (1<<@BIT_BUGLEG); callsub S_Update_Var; close; L_Noitem: mes @npcname$; mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; close; L_havealready: mes @npcname$; mes "\"I already collected what you can offer me.\""; close; L_Close: close; S_Update_Var: set QUEST_Nivalis_state, (QUEST_Nivalis_state & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); return; }