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// author: Jenalya
// state0: Angela is to upset to tell you anything, needs a concentration potion
// state1: got the mission to save Cindy
// state2 and state3: Cindy is saved Angela invites you to visit them for giving a reward
// state greater than 3: Angela invites and asks you to bring present boxes

031-1.gat,79,24,0|script|Angela|195,
{
    set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
    set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;

    set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);

    set @minlevel, 70;

    if (@rescue_Cindy > 3) goto L_Please_Visit_Again;
    if (@rescue_Cindy > 1) goto L_Please_Visit;
    if (@rescue_Cindy == 1) goto L_Please_Help;

    mes "[Angela]";
    mes "\"Please, I need help! My little daughter!\"";
    next;
    mes "\"It's terrible, oh my dear child!\"";
    next;
    if (countitem("ConcentrationPotion") > 0 && BaseLevel >= @minlevel)
        goto L_Menu_Potion;

    menu
        "\"Please calm down and tell me what happened.\"", L_Whining,
        "Leave", L_Close;

L_Whining:
    mes "[Angela]";
    mes "\"My poor little daughter, please! Oh no, oh no...\"";
    next;
    mes "\"We need to do something! My poor little Cindy! My cute little girl!\"";
    next;
    mes "\"It's so terrible, how could that happen? Please, I need help, it's so terrible.\"";
    next;
    mes "\"Those awful filthy monsters - terrible!\"";
    next;
    mes "\"Oh Cindy, my little Cindy - oh no...\"";
    next;
    mes "\"Please help, we need to do something!\"";
    next;
    mes "\"It's so terrible, my poor cute little Cindy...\"";
    next;
    mes "\"Oh, when I think what might happen to her right now!\"";
    next;
    mes "She is crying and sobbing.";
    next;
    mes "It seems she is too upset to tell you anything helpful. If she would just calm down and concentrate a bit...";
    goto L_Close;

L_Menu_Potion:
    menu
        "\"Please calm down and tell me what happened.\"", L_Whining,
        "Give her a concentration potion.", L_Calm_Down,
        "Leave", L_Close;

L_Calm_Down:
    if (countitem("ConcentrationPotion") == 0)
        goto L_No_Potion;
    delitem "ConcentrationPotion", 1;
    mes "She drinks the concentration potions and calms down.";
    mes "[Angela]";
    mes "\"Thank you, this was helpful.\"";
    next;
    mes "\"My daughter Cindy and I were on our way to Santa, to bring him some presents. Many people here in Nivalis are helping Santa with his business.\"";
    next;
    mes "\"When we passed the entrance of this cave, a pack of Yetis came out of there. It's disturbing, because usually they are very shy.\"";
    next;
    mes "\"We tried to run away, but there were too many of them. They took my poor little Cindy and all the presents with them.\"";
    next;
    mes "\"Oh my poor little girl. I'm so worried - what might they do with her? Oh no!\"";
    next;
    mes "\"You look like an adventurer! Please, can you go in that cave and rescue my little Cindy? I beg you for help!\"";
    set @rescue_Cindy, 1;
    callsub S_Update_Mask;
    goto L_Close;

L_No_Potion:
    mes "You don't have a concentration potion.";
    goto L_Close;

L_Please_Help:
    mes "[Angela]";
    mes "\"Please go in that cave and rescue my daughter!\"";
    goto L_Close;

L_Please_Visit:
    mes "[Angela]";
    mes "\"Thank you so much for rescuing my beloved Cindy. Please come to visit us in our house at the beach.\"";
    next;
    mes "\"My husband is an adventurer like you, and I want to give you something he got on his travels to show my gratitude.\"";
    goto L_Close;

L_Please_Visit_Again:
    mes "[Angela]";
    mes "\"Hello! You are welcome to visit us in our house at the beach everytime. Cindy loves to see you!\"";
    next;
    mes "\"If you have found any present boxes the Yetis took away, please bring them to our house. Usually, the Yetis are very shy... their behavior is a bit odd.\"";
    goto L_Close;

L_Close:
    set @Q_Nivalis_state_MASK, 0;
    set @Q_Nivalis_state_SHIFT, 0;
    set @rescue_Cindy, 0;
    set @minlevel, 0;
    close;

S_Update_Mask:
    set QUEST_Nivalis_state,
        (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
            | (@rescue_Cindy << @Q_Nivalis_state_SHIFT);
    return;
}