function script QuestTreeTrigger {
set @Q_MASK, NIBBLE_2_MASK;
set @Q_SHIFT, NIBBLE_2_SHIFT;
set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
set @Q_status_lower, @Q_status & 3;
set @Q_status, (@Q_status & 12) >> 2;
if (@Q_status & @flag)
close; // already did that
if (@flag == 2)
goto L_hug;
L_cont:
set @Q_status, @Q_status | @flag;
callsub S_update_var;
if (@Q_status != 3)
close;
if (MAGIC_FLAGS & MFLAG_DID_CUTTREE)
close;
mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger.";
mes "[20000 experience points]";
getexp 20000, 0;
set @value, 15;
callfunc "QuestSagathaHappy";
next;
close;
L_hug:
mes "You hug the tree.";
next;
goto L_cont;
S_update_var:
set @Q_wr_status, (@Q_status << 2) | @Q_status_lower;
set QUEST_MAGIC,
(QUEST_MAGIC & ~(@Q_MASK)
| (@Q_wr_status << @Q_SHIFT));
return;
}
function script QuestTreeTouch {
set @Q_MASK, NIBBLE_2_MASK;
set @Q_SHIFT, NIBBLE_2_SHIFT;
set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
set @Q_status, (@Q_status & 12) >> 2;
if (@Q_status == 3)
goto L_happy;
if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE)
goto L_cut;
if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE)
goto L_water;
if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set
goto L_both;
close;
L_cut:
mes "[Dying Tree]";
mes "This must be the tree that the earth spirit was referring to.";
next;
menu
"Cut off a branch", L_do_cut,
"Leave it alone", -;
close;
L_water:
mes "[Dying Tree]";
mes "This must be the druid tree.";
next;
menu
"Water the tree", L_givewater,
"Kiss tree", L_kiss,
"Leave it alone", -;
close;
L_both:
mes "[Dying Tree]";
mes "This must be the druid tree that Wyara and the earth spirit were talking about.";
next;
menu
"Water the tree", L_givewater,
"Kiss tree", L_kiss,
"Cut off a branch", L_do_cut,
"Leave it alone", -;
close;
L_givewater:
if (countitem("BottleOfWater") < 1)
goto L_no_water;
delitem "BottleOfWater", 1;
getitem "EmptyBottle", 1;
mes "[Dying Tree]";
mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect.";
next;
close;
L_no_water:
mes "[Dying Tree]";
mes "You don't have any water.";
next;
close;
L_kiss:
mes "[Dying Tree]";
mes "You pluck out a splinter from your lip.";
mes "Somehow, you don't think that this helped.";
next;
close;
L_do_cut:
if (countitem(570) < 1)
goto L_no_boneknife;
if (MAGIC_FLAGS & MFLAG_DID_CUTTREE)
goto L_really_cut;
mes "[Dying Tree]";
mes "You find a suitable branch and put your bone knife in position.";
mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you...";
mes "Do you want to continue cutting?";
next;
menu
"Nah... better not.", -,
"Yes, let's cut!", L_really_cut;
close;
L_really_cut:
set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE;
getitem "DruidTreeBranch", 1;
mes "[Dying Tree]";
mes "You cut off a branch from the tree.";
mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand...";
next;
close;
L_no_boneknife:
mes "[Dying Tree]";
mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?";
next;
close;
L_happy:
close;
}
005-1.gat,79,41,0 script #DruidTree0#_M 127,{
callfunc "QuestTreeTouch";
}
005-1.gat,80,41,0 script #DruidTree1#_M 127,{
callfunc "QuestTreeTouch";
}