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author | Jessica Tölke <jtoelke@mail.upb.de> | 2011-02-10 23:46:20 +0100 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2011-02-10 23:46:20 +0100 |
commit | 5957a40b55d18bfaedc3470744a2ba1def565806 (patch) | |
tree | 8b51651d2dfeadf30cfe648f506e2a58715b1fc8 | |
parent | 14fd99a9d7c2665d7b42361c3b68e4ede0e278b0 (diff) | |
download | serverdata-5957a40b55d18bfaedc3470744a2ba1def565806.tar.gz serverdata-5957a40b55d18bfaedc3470744a2ba1def565806.tar.bz2 serverdata-5957a40b55d18bfaedc3470744a2ba1def565806.tar.xz serverdata-5957a40b55d18bfaedc3470744a2ba1def565806.zip |
gy inn: adding some more dialogue in various npcs
-rw-r--r-- | npc/027-2_Caretakers_House/_import.txt | 2 | ||||
-rw-r--r-- | npc/027-2_Caretakers_House/cerhan.txt | 32 | ||||
-rwxr-xr-x | npc/027-2_Caretakers_House/testnpcs.txt | 115 | ||||
-rw-r--r-- | npc/027-2_Caretakers_House/werewolf.txt | 97 |
4 files changed, 137 insertions, 109 deletions
diff --git a/npc/027-2_Caretakers_House/_import.txt b/npc/027-2_Caretakers_House/_import.txt index bdea4bf2..6b2cf46d 100644 --- a/npc/027-2_Caretakers_House/_import.txt +++ b/npc/027-2_Caretakers_House/_import.txt @@ -4,6 +4,7 @@ npc: npc/027-2_Caretakers_House/_warps.txt npc: npc/027-2_Caretakers_House/alacrius.txt //npc: npc/027-2_Caretakers_House/alacrius2.txt npc: npc/027-2_Caretakers_House/caretaker.txt +npc: npc/027-2_Caretakers_House/cerhan.txt npc: npc/027-2_Caretakers_House/evil_guard.txt npc: npc/027-2_Caretakers_House/diary.txt npc: npc/027-2_Caretakers_House/door.txt @@ -14,3 +15,4 @@ npc: npc/027-2_Caretakers_House/innkeeper.txt npc: npc/027-2_Caretakers_House/crying_child.txt npc: npc/027-2_Caretakers_House/lover.txt npc: npc/027-2_Caretakers_House/testnpcs.txt +npc: npc/027-2_Caretakers_House/werewolf.txt diff --git a/npc/027-2_Caretakers_House/cerhan.txt b/npc/027-2_Caretakers_House/cerhan.txt new file mode 100644 index 00000000..33ee7895 --- /dev/null +++ b/npc/027-2_Caretakers_House/cerhan.txt @@ -0,0 +1,32 @@ +027-2.gat,70,77,0 script Cerhan 311,{ + mes "[Cerhan]"; + mes "\"Ah, hello! It is good to see another normal human at this strange place!\""; + next; + menu + "That's true. What are you doing here?",L_Story, + "Yes, this place is really strange. I'm going to have another look around.",-; + close; + +L_Story: + mes "[Cerhan]"; + mes "\"I came from Thermin, a town in Kazei area.\""; + next; + mes "\"I'm an experienced weapon master and thinking about establishing a smithy here. But I'll need some more equipment.\""; + next; + if (countitem("MylarinDust") > 0) + menu + "Do you know something about 'Mylarin Dust'?", L_Mylarin, + "Good luck with that.",-; + mes "[Cerhan]"; + mes "\"If you are interested in weapons and armor, you may want to come back later.\""; + close; + +L_Mylarin: + mes "[Cerhan]"; + mes "\"Mylarin dust?! Where did you get that? That's amazing!\""; + next; + mes "\"I can craft you an amazing strong armor with that - uhm, well, I first need to set up my smithy here.\""; + next; + mes "\"Please come back, when I'm ready with that. Mylarin dust... amazing.\""; + close; +} diff --git a/npc/027-2_Caretakers_House/testnpcs.txt b/npc/027-2_Caretakers_House/testnpcs.txt index 2389d0d4..b30c08a9 100755 --- a/npc/027-2_Caretakers_House/testnpcs.txt +++ b/npc/027-2_Caretakers_House/testnpcs.txt @@ -1,22 +1,3 @@ -// Temporary placing of all non shop npcs -// A proper break down of files will need to be done later - -// drunk lover: quest, -// werewolf: gambling, -// chef's helper: simple dialog, -// horn mage: golbenez, -// drunker: simple dialog, -// barman: crafting related, -// swordguy: weapon master, -// ghost from dead drunk: simple dialog, -// crying child: I don't know, -// Innkeeper's ghost: quest, -// evil guard: simple dialog, -// hangman: quest, -// headless: quest or simple dialog, -// lightman: quest, - - 027-2.gat,80,34,0 script Drunk Lover 303,{ mes "You see a man and a woman holding each other very tight."; next; @@ -28,91 +9,6 @@ close; } -027-2.gat,118,23,0 script Werewolf 305,{ - set @Graveyard_Inn_MASK, NIBBLE_5_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_5_SHIFT; - - set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - - set @ANIMALBONES_AMOUNT, 30; - set @ANIMALBONES_EXP, 75000; - - if (@state > 1) goto L_Happy; - if (@state == 1) goto L_Bones; - - mes "[Werewolf]"; - mes "\"What a nice place here, isn't it?\""; - next; - mes "\"Just the stuff they call 'food' in here is awful, bah.\""; - if (baselevel < 80) goto L_Close; - next; - mes "\"I like bones from big animals, the best would be with some raw flesh at it. But only the bones are fine too.\""; - next; - mes "\"Can you bring me " + @ANIMALBONES_AMOUNT + " of them?\""; - set @state, 1; - callsub S_Update_Mask; - close; - -L_Bones: - mes "[Werewolf]"; - mes "\"Do you have " + @ANIMALBONES_AMOUNT + " bones of an animal for me?\""; - next; - if ((countitem("Bone") > 0) && (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT)) - menu - "Yes, here they are.",L_Bring, - "What about this normal bone?",L_Human, - "Not yet.",L_Close; - if (countitem("Bone") > 0) - menu - "What about this normal bone?",L_Human, - "Not yet.",L_Close; - if (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT) - menu - "Yes, here they are.",L_Bring, - "Not yet.",L_Close; - menu - "Not yet.",-; - close; - -L_Bring: - if (countitem("AnimalBones") < @ANIMALBONES_AMOUNT) - goto L_Not_Enough; - delitem "AnimalBones", @ANIMALBONES_AMOUNT; - getexp @ANIMALBONES_EXP, 0; - mes "[Werewolf]"; - mes "\"Ah! Wonderful! Thank you.\""; - set @state, 2; - callsub S_Update_Mask; - close; - -L_Human: - mes "[Werewolf]"; - mes "\"What?! That's a humans bone! I don't eat humans. That brings only trouble.\""; - next; - mes "\"Beside of that I heard, they taste is bad.\""; - close; - -L_Not_Enough: - mes "[Werewolf]"; - mes "\"Are you trying to kid me? I do can count.\""; - close; - -L_Happy: - mes "You see the werewolf happily crunching the bones you brought him."; - mes "[Werewolf]"; - mes "\"Delicious. Thanks again.\""; - close; - -L_Close: - close; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; -} - 027-2.gat,110,30,0 script Debug 305,{ set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK; set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT; @@ -206,7 +102,12 @@ S_Update_Mask_Woman: } 027-2.gat,75,29,0 script Archibald 306,{ - end; +// the broken grammar is intentional + mes "[Archibald]"; + mes "\"Me need to prepare the food. Me helping the chef cook.\""; + next; + mes "\"Person doesn't disturb me when me is making the food\""; + close; } 027-2.gat,77,40,0 script Drunker 308,{ @@ -238,10 +139,6 @@ L_3: end; } -027-2.gat,70,77,0 script Cerhan 311,{ - end; -} - 027-2.gat,110,23,0 script Ghost Drunker 312,{ mes "[Ghost Drunker]"; mes "\"Ohh... My head is killing me! I have to stop " diff --git a/npc/027-2_Caretakers_House/werewolf.txt b/npc/027-2_Caretakers_House/werewolf.txt new file mode 100644 index 00000000..ffde29d9 --- /dev/null +++ b/npc/027-2_Caretakers_House/werewolf.txt @@ -0,0 +1,97 @@ +027-2.gat,118,23,0 script Werewolf 305,{ + set @Graveyard_Inn_MASK, NIBBLE_5_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_5_SHIFT; + + set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + + set @ANIMALBONES_AMOUNT, 30; + set @ANIMALBONES_EXP, 75000; + + if (@state > 1) goto L_Happy; + if (@state == 1) goto L_Bones; + + mes "[Werewolf]"; + mes "\"What a nice place here, isn't it?\""; + next; + mes "\"Just the stuff they call 'food' in here is awful, bah.\""; + if (baselevel < 80) goto L_Close; + next; + mes "\"I like bones from big animals, the best would be with some raw flesh at it. But only the bones are fine too.\""; + next; + mes "\"Can you bring me " + @ANIMALBONES_AMOUNT + " of them?\""; + set @state, 1; + callsub S_Update_Mask; + close; + +L_Bones: + mes "[Werewolf]"; + mes "\"Do you have " + @ANIMALBONES_AMOUNT + " bones of an animal for me?\""; + next; + if ((countitem("Bone") > 0) && (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT)) + menu + "Yes, here they are.",L_Bring, + "What about this normal bone?",L_Human, + "Not yet.",L_Close; + if (countitem("Bone") > 0) + menu + "What about this normal bone?",L_Human, + "Not yet.",L_Close; + if (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT) + menu + "Yes, here they are.",L_Bring, + "Not yet.",L_Close; + menu + "Not yet.",-; + close; + +L_Bring: + if (countitem("AnimalBones") < @ANIMALBONES_AMOUNT) + goto L_Not_Enough; + delitem "AnimalBones", @ANIMALBONES_AMOUNT; + getexp @ANIMALBONES_EXP, 0; + mes "[Werewolf]"; + mes "\"Ah! Wonderful! Thank you.\""; + set @state, 2; + callsub S_Update_Mask; + close; + +L_Human: + mes "[Werewolf]"; + mes "\"What?! That's a humans bone! I don't eat humans. That brings only trouble.\""; + next; + mes "\"Beside of that I heard, they taste is bad.\""; + close; + +L_Not_Enough: + mes "[Werewolf]"; + mes "\"Are you trying to kid me? I do can count.\""; + close; + +L_Happy: + mes "You see the werewolf happily crunching the bones you brought him."; + mes "[Werewolf]"; + mes "\"Delicious. Thanks again.\""; + next; + mes "\"By the way... would you be interested in a little round of black jack?\""; + mes "He pulls a card game out of his pocket."; + next; + mes "[Werewolf]"; + mes "\"You will need TODO: how much? GP.\""; + menu + "Sure, why not?",L_Game, + "No, thanks.",-; + close; + +L_Game: +//TODO: add + close; + +L_Close: + close; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; +} |