diff options
Diffstat (limited to 'npc/020-1')
-rw-r--r-- | npc/020-1/KrickKrackKrock.txt | 121 | ||||
-rw-r--r-- | npc/020-1/_import.txt | 10 | ||||
-rw-r--r-- | npc/020-1/_mobs.txt | 8 | ||||
-rw-r--r-- | npc/020-1/_warps.txt | 12 | ||||
-rw-r--r-- | npc/020-1/mapflags.txt | 2 | ||||
-rw-r--r-- | npc/020-1/rockscissor.txt | 96 | ||||
-rw-r--r-- | npc/020-1/soul-menhir.txt | 12 | ||||
-rw-r--r-- | npc/020-1/well.txt | 119 |
8 files changed, 380 insertions, 0 deletions
diff --git a/npc/020-1/KrickKrackKrock.txt b/npc/020-1/KrickKrackKrock.txt new file mode 100644 index 00000000..b37dd0e1 --- /dev/null +++ b/npc/020-1/KrickKrackKrock.txt @@ -0,0 +1,121 @@ +// author: Lien +// reviewed by Pjotr Orial and Jenalya +//020-1.gat,82,82,0 script Criker 192, { + +L_Main: +//Var + + set @NPC_NAME$, "[Criker]"; + set @BET, 50; +//lots of array ;( + setarray @KRICK$, "Krick", "Krack", "Krock"; + setarray @ITEM_RAND, 613, 537, 631, 775, 703, 640, 641, 4006, 700; + setarray @ITEM_HEALTH, 684, 685, 686, 687; + +//ends of var + + mes @NPC_NAME$; + mes "\"Hello " + strcharinfo(0) + ", do you want to play Krick-Krack-Krock?\""; +L_Menu: + menu + "Let's start!", L_Start, + "What's this?", L_info, + "Well, not for the moment.", -; + close; +L_Start: + mes @NPC_NAME$; + mes "\"Well, how many do you want to bet?\""; + input @BET; + if(@BET < 50 ) goto L_poor; + if(@BET > 2000) goto L_Too_rich; + if(zeny < @BET) goto L_No_Money; + set zeny, zeny - @BET; + + + + set @NPC_KRICK, rand(2); + mes "\"Choose Krick, Krack or Krock.\""; + menu + @KRICK$[0], -, + @KRICK$[1], -, + @KRICK$[2], -; + + //menu = min 1 & not 0 so I change it + set @menu, @menu - 1; + + mes @NPC_NAME$; + mes "\" "+ @KRICK$[@NPC_KRICK] +"!\""; + if( @menu == @NPC_KRICK ) goto L_Work; + mes @NPC_NAME$; + mes "\"Too bad! You were not lucky!\""; + close; +L_Work: + mes @NPC_NAME$; + mes "\"Wow amazing... What kind of present do you want?\""; + menu + "Money!", L_Money, + "An item!", L_Item, + "Some healing potions would be cool!", L_Health_item; + close; + +L_Money: + mes @NPC_NAME$; + mes "\"Here is your money.\""; + set zeny, zeny + (@BET*2); + close; +L_Item: +//item +getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + + if( @BET > 50) getitem @ITEM_RAND[rand(1)], 1; + if( @BET > 200) getitem @ITEM_RAND[1 + rand(1)], 1; + if( @BET > 500) getitem @ITEM_RAND[2 + rand(1)], 1; + if( @BET > 1000) getitem @ITEM_RAND[3 + rand(1)], 1; + if( @BET > 1200) getitem @ITEM_RAND[4 + rand(1)], 1; + if( @BET > 1500) getitem @ITEM_RAND[5 + rand(1)], 1; + if( @BET == 2000) getitem @ITEM_RAND[6 + rand(1)], 1; + mes @NPC_NAME$; + mes "\"Here it is !\""; + close; + +L_Health_item: +// health item +getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + +if( @BET > 50) getitem @ITEM_HEALTH[rand(1)], 1; +if( @BET > 200) getitem @ITEM_HEALTH[ 1 +rand(1)], 1 + rand(1); +if( @BET > 500) getitem @ITEM_HEALTH[2 + rand(1)], 1 + rand(3); +if( @BET > 1000) getitem @ITEM_HEALTH[3], 2 + rand(1); +if( @BET > 1500) getitem @ITEM_HEALTH[3], 3 + rand(2); +if( @BET == 2000) getitem @ITEM_HEALTH[3], 5 + rand(10); + mes @NPC_NAME$; + mes "\"Here it is !\""; + close; + +L_Full_Inv: + mes @NPC_NAME$; + mes "\"What are you doing? You have so much stuff with you, you can't carry what you won. Ha, well, then I will keep it!\""; + close; + +L_poor: + mes @NPC_NAME$; + mes "\"Erm... if you want to play you HAVE to bet, and you can't bet "+ @BET +" gold pieces. You need at least 50gp.\""; + close; +L_Too_rich: + mes @NPC_NAME$; + mes "\"Mh... I have to bet too. How will I get a present which is "+ @BET +"? No, that's too much.\""; + close; +L_No_Money: + mes @NPC_NAME$; + mes "\"Oh? You don't have "+ @BET +" gold pieces.\""; + close; +L_info: + mes @NPC_NAME$; + mes "\"Well, if you want to play Krick Krack Krock with me, you need to bet some money. We will both say a word (Krack, Krick or Krock). If we say the same, you can win double your money or an item worth what you bet. \""; + next; + mes "\"So, do you want to play? \""; + goto L_Menu; +} + diff --git a/npc/020-1/_import.txt b/npc/020-1/_import.txt new file mode 100644 index 00000000..704d916d --- /dev/null +++ b/npc/020-1/_import.txt @@ -0,0 +1,10 @@ +// Map 020-1: Nivalis +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 020-1.gat +npc: npc/020-1/KrickKrackKrock.txt +npc: npc/020-1/_mobs.txt +npc: npc/020-1/_warps.txt +npc: npc/020-1/mapflags.txt +npc: npc/020-1/rockscissor.txt +npc: npc/020-1/soul-menhir.txt +npc: npc/020-1/well.txt diff --git a/npc/020-1/_mobs.txt b/npc/020-1/_mobs.txt new file mode 100644 index 00000000..d236884e --- /dev/null +++ b/npc/020-1/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Nivalis mobs + + + +020-1.gat,0,0,0 script Mob020-1 -1,{ + end; +} diff --git a/npc/020-1/_warps.txt b/npc/020-1/_warps.txt new file mode 100644 index 00000000..5bac9e69 --- /dev/null +++ b/npc/020-1/_warps.txt @@ -0,0 +1,12 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Nivalis warps + +020-1.gat,76,38 warp ToIceCave 1,-1,020-3.gat,31,28 +020-1.gat,47,48 warp ToClothesShop -1,-1,020-2.gat,25,33 +020-1.gat,66,52 warp ToHouse -1,-1,020-2.gat,72,68 +020-1.gat,70,127 warp toSnowField 2,-1,019-1.gat,70,22 +020-1.gat,64,82 warp toInn -1,-1,020-2.gat,111,31 +020-1.gat,86,46 warp toWeaponShop -1,-1,020-2.gat,32,72 +020-1.gat,56,90 warp ToPotionsShop -1,-1,020-2.gat,66,25 +020-1.gat,70,127 warp toSnowField 2,-1,019-1.gat,70,22 +020-1.gat,107,55 warp toPort -1,-1,031-1.gat,38,55 diff --git a/npc/020-1/mapflags.txt b/npc/020-1/mapflags.txt new file mode 100644 index 00000000..203cf649 --- /dev/null +++ b/npc/020-1/mapflags.txt @@ -0,0 +1,2 @@ +020-1.gat mapflag no_player_drops +020-1.gat mapflag town diff --git a/npc/020-1/rockscissor.txt b/npc/020-1/rockscissor.txt new file mode 100644 index 00000000..d4a9d6f6 --- /dev/null +++ b/npc/020-1/rockscissor.txt @@ -0,0 +1,96 @@ +// author: Lien +// reviewed by Pjotr Orial and Jenalya +//##################################### +//== NPC [Player] # +// anyone want to do a funny bet # +// ------------------------ # +// Rock-Paper-Scissors can be playing # +// I hope that'll make fun # +// ------------------------ # +//##################################### + +//020-1.gat,74,78,0 script Gobmel 189, { + //var + set @NPC_name$, "[Gobmel]"; + set @NPC_point, 0; + set @PC_point, 0; + set @gamblerun, 0; + setarray @CHOOSE_PC$, "Scissors", "Paper", "Rock"; + setarray @CHOSE_ID, 0, 1, 2; + //0 : scissors; 1: Paper; 2: Rock; + // 0 cut 1 and 1 cover 3 and break 0 ... + //var ends + + mes @NPC_name$; + mes "\"Hello " + strcharinfo(0) + "! Do you want to do a little party of Rock-Paper-Scissors and bet some gold?\""; + menu + "Yes, I want.", L_RPS, + "Well, maybe later.", -; + close; + +L_RPS: + + mes @NPC_name$; + mes "\"How much money do you want to bet?\""; + input @MONEY_BET; + if(zeny < @MONEY_BET) goto L_poor; + set zeny, zeny - @MONEY_BET; + +L_Start: + if(@gamblerun == 3) goto L_finish; + //what chose the NPC ? + + set @CHOOSE_NPCID, rand(2); + + mes @NPC_name$; + mes "[ " + @gamblerun + "/3 ]"; + mes "\"1... 2... 3...\""; + mes ""; + mes"[chose what sign you do]"; + mes ""; + menu + @CHOOSE_PC$[0], -, + @CHOOSE_PC$[1], -, + @CHOOSE_PC$[2], -; + + set @CHOSEN, @menu -1; + mes "Gobmal: " + @CHOOSE_PC$[@CHOOSE_NPCID]; + mes strcharinfo(0)+" " + strcharinfo(0)+ ": " +@CHOOSE_PC$[@CHOSEN]; + mes ""; + if(@CHOSEN == @CHOOSE_NPCID) goto L_Start; + if(@CHOSEN == 0 && @CHOOSE_NPCID == 2) goto L_Lost; + if(@CHOSEN == 1 && @CHOOSE_NPCID == 0) goto L_Lost; + if(@CHOSEN == 2 && @CHOOSE_NPCID == 1) goto L_Lost; +L_Win: + set @PC_point, @PC_point + 1; + set @gamblerun, @gamblerun + 1; + mes "Oh no! I have lost."; + mes ""; + next; + goto L_Start; + +L_poor: + mes @NPC_name$; + mes "\"Go away from me...\""; + close; + +L_Lost: + set @NPC_point, @NPC_point + 1; + set @gamblerun, @gamblerun + 1; + mes "I have won!"; + mes ""; + next; + goto L_Start; + +L_finish: + if(@PC_point > @NPC_point ) goto L_Won; + mes @NPC_name$; + mes "\"Nice! I have won, give me your gp!\""; + close; +L_Won: + mes @NPC_name$; + mes "\"Here is my money.\""; + set zeny, zeny + @MONEY_BET*2; + close; +} + diff --git a/npc/020-1/soul-menhir.txt b/npc/020-1/soul-menhir.txt new file mode 100644 index 00000000..f6e52869 --- /dev/null +++ b/npc/020-1/soul-menhir.txt @@ -0,0 +1,12 @@ +// + +020-1.gat,63,89,0 script Soul Menhir 144, { + callfunc "ClearVariables"; + set @map$, "020-1.gat"; + setarray @Xs, 62, 63, 64, 62, 64, 62, 63, 64; + setarray @Ys, 88, 88, 88, 89, 89, 90, 90, 90; + set @x, 0; + set @y, 0; + callfunc "SoulMenhir"; + close; +} diff --git a/npc/020-1/well.txt b/npc/020-1/well.txt new file mode 100644 index 00000000..ed025a0f --- /dev/null +++ b/npc/020-1/well.txt @@ -0,0 +1,119 @@ +//############################################ +//# NPC Well & Miler +//# Authors: Lien, PjotrOrial +//# Review: +//# +//# There is someone in the well. This can be found out by throwing some stuff +//# in there. +//# +//# When the npc in the well is detected they can be rescued by asking Miler +//# for help. +//# +//# The experience reward given by Miler is 111 * Baselevel +//# +//# used variables: QUEST_Nivalis_state Nibble4 +//############################################ + +020-1.gat,99,83,0 script #Well 127, { + + set @Q_MASK, NIBBLE_4_MASK; + set @Q_SHIFT, NIBBLE_4_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + +if(@Q_status == 2) goto L_Finished; + set @item_ID, 0; + setarray @quote_item$, "Yuck! Who has thrown that on me?","Ouch! Who hurts me?","White powder!? What's going on up there?","Ahw! It's raining ","","",""; + + mes "..."; + menu "Throw something in the well.", L_trew, + "Leave it alone.", -; + close; + +L_trew: + mes "What do you want to throw?"; + menu "Maggot slime", -, + "A raw log", -, + "Pile of ash", -, + "Bottle of water", -, + "Leave it alone", L_Close; + + set @menu, @menu - 1; + + // little IF to do @quote$ & @Item_ID + set @quote$, @quote_item$[@menu]; + if(@menu == 0) set @item_ID, 505; + if(@menu == 1) set @item_ID, 569; + if(@menu == 2) set @item_ID, 701; + if(@menu == 3) set @item_ID, 541; + + if(countitem(@item_ID) < 1) goto L_NO_ITEM; + if(@menu == 3) getitem 540, 1; + delitem @item_ID, 1; + + mes "[Mysterious voice inside the well]"; + mes "\" "+ @quote$ +"\""; + next; + menu + "Who are you?", -, + "How did you get there?", -, + "Do you need help?", -; + + set @menu, @menu - 1; + if(@menu == 0) set @quote$, "I'll talk about who I am after leaving the well."; + if(@menu == 1) set @quote$, "Well, someone has pushed me in the well, I don't know who did that."; + if(@menu == 2) set @quote$, ""; + mes "[Mysterious voice inside the well]"; + mes "\" "+ @quote$ +". So if you can call help for me... please do so!\""; + set @Q_status, 1; + callsub S_Update_Var; + close; + +L_NO_ITEM: + mes "You don't have such an item... Come back when you have it."; + close; + +L_Finished: + mes "This is a well."; + close; + +L_Close: + close; + +S_Update_Var: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} + +020-2.gat,100,28,0 script Miler 100, { + set @Q_MASK, NIBBLE_4_MASK; + set @Q_SHIFT, NIBBLE_4_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + + mes "[Miler]"; + mes "\"Hello!\""; + if(@Q_status == 2) close; + if(@Q_status == 1) + menu + "Hello.", -, + "Hello, Can you help me?", L_HELP; + close; +L_HELP: + mes "[Miler]"; + mes "\"What's the problem?\""; + menu "Someone has fallen in the well.", -; + mes "[Miler]"; + mes "\"Ho! I'll help him!\""; + getexp (BaseLevel * 111), 0; + set @Q_status, 2; + callsub S_Update_Var; + close; + +S_Update_Var: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} + |