diff options
Diffstat (limited to 'npc/new_19-1-woodland-village')
-rw-r--r-- | npc/new_19-1-woodland-village/jack.txt | 252 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/milly.txt | 25 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/old_man.txt | 34 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/old_woman.txt | 56 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/passages.txt | 30 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/sabine.txt | 26 | ||||
-rw-r--r-- | npc/new_19-1-woodland-village/soul-menhir.txt | 8 |
7 files changed, 0 insertions, 431 deletions
diff --git a/npc/new_19-1-woodland-village/jack.txt b/npc/new_19-1-woodland-village/jack.txt deleted file mode 100644 index 721c4cce..00000000 --- a/npc/new_19-1-woodland-village/jack.txt +++ /dev/null @@ -1,252 +0,0 @@ -//################################################################################# -//# # -//# This script file contains the npc scripts for two quests: # -//# # -//# Quest1: Obtaining a Forest bow # -//# Needed: About 20 Raw logs, 5000gp, some chatting and running # -//# Reward: Forest bow # -//# # -//# Quest2: Obtaining a Wooden shield # -//# Needed: 40 Raw logs, 5000gp # -//# Reward: Wooden shield and 2500exp # -//# # -//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 # -//################################################################################# - -// Lumberjack -new_19-1.gat,40,45,0 script Jack 141, { - set @RAWLOG, 569; - set @RAWLOGS_AMOUNT, 40; - set @WOODENSHIELD, 602; - set @SHIELD_COST, 5000; - set @QUEST_SHIELD_EXP, 2500; - - set @Q_Forestbow_MASK, NIBBLE_0_MASK; - set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT; - - set @Q_Woodenshield_MASK, NIBBLE_1_MASK; - set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT; - - set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT); - set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT); - - if (@Q_Woodenshield >= 3) goto L_Shield_state_3; - if (@Q_Woodenshield == 2) goto L_Shield_state_2; - if (@Q_Woodenshield == 1) goto L_Shield_state_1; - if (@Q_Forestbow > 1) goto L_Bow_state_2; - - mes "[Jack Lumber]"; - mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\""; - next; - if (Inspector == 1) callsub S_NohMask_Ask; - if (@Q_Forestbow < 1) close; - - menu - "I heard you aren't delivering any more living wood. Why that?", -; - - mes "[Jack Lumber]"; - mes "\"Why not?! I value my life, that's why!.\""; - - next; - menu - "What do you mean?", -; - - mes "[Jack Lumber]"; - mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\""; - - next; - menu - "What happened? ", -; - - mes "[Jack Lumber]"; - mes "\"You'll think I am insane when I tell you.\""; - - next; - menu - "I won't. I promise.", -; - - mes "[Jack Lumber]"; - mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\""; - next; - menu - "Did you run away?", -, - "Did you fight it?", -; - - mes "[Jack Lumber]"; - mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\""; - - next; - menu - "So you beat the monster? Then why are you so scared?", -; - - mes "[Jack Lumber]"; - mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\""; - - next; - menu - "Did you fight them, too? ", -; - - mes "[Jack Lumber]"; - mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as i could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\""; - - next; - menu - "So you aren't chopping down trees anymore?", -; - - mes "[Jack Lumber]"; - mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But i won't go there ever again.\""; - - next; - menu - "Southwest you say? OK, thank you.", -; - - set @Q_Forestbow, 2; - callsub S_Update_Mask; - - close; - -L_Bow_state_2: - // Bow state 4: The player has found a perfect piece of wood. - if (@Q_Forestbow > 3) goto L_Bow_state_4; - - mes "\"Good luck hunting those tree monsters - you will need it.\""; - if (Inspector == 1) goto L_NohMask_Ask; - close; - -L_Bow_state_4: - mes "[Jack Lumber]"; - mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\""; - - next; - menu - "I couldn't afford the bow, though...", L_Shield_state_0, - "No, I'm still looking.", L_Bow_state_4_reaffirm, - "Yes, I've got the Forest bow now.", -, - "I'm a melee warrior, I don't need bows.", L_Shield_state_0; - - // Check if the player tells the truth (continue on in any case) - if (@Q_Forestbow > 4) goto L_Shield_state_0; - - mes "[Jack Lumber]"; - mes "\"Hrmph. I'm someone who respects those speaking the truth.\""; - - next; - goto L_Shield_state_0; - -L_Bow_state_4_reaffirm: - mes "[Jack Lumber]"; - mes "\"You should go talk to Alan again.\""; - close; - -L_Shield_state_0: - set @Q_Woodenshield, 1; - callsub S_Update_Mask; - - if (Sex == 0) set @child_of_jack$, "daughter"; - if (Sex == 1) set @child_of_jack$, "son"; - - mes "[Jack Lumber]"; - mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\""; - next; - goto L_Shield_state_1; - -L_Shield_state_1: - mes "[Jack Lumber]"; - mes "\"I have an idea. What would you say about a new shield?\""; - next; - - if (Inspector == 1) - menu - "No thanks.", L_End, - "Yes, please!", -, - "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer; - if (Inspector != 1) - menu - "No thanks.", L_End, - "Yes, please!", -; - - mes "[Jack Lumber]"; - mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\""; - next; - - set @Q_Woodenshield, 2; - callsub S_Update_Mask; - close; - -L_End: - close; - -L_Shield_state_2: - mes "[Jack Lumber]"; - mes "\"Let's see if you have enough of everything.\""; - next; - - if (countitem(@RAWLOG) < @RAWLOGS_AMOUNT) goto L_Not_enough_logs; - if (zeny < @SHIELD_COST) goto L_Not_enough_money; - - delitem @RAWLOG, @RAWLOGS_AMOUNT; - set zeny, zeny - @SHIELD_COST; - getexp @QUEST_SHIELD_EXP, 0; - getitem @WOODENSHIELD, 1; - - set @Q_Woodenshield, 3; - callsub S_Update_Mask; - mes "[Jack Lumber]"; - mes "\"Have a seat.\""; - mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch."; - mes "Applying some strong-smelling liquid, he tans them in darker hues."; - next; - - mes "[Jack Lumber]"; - mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell."; - next; - - mes "[Jack Lumber]"; - mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together."; - mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments."; - next; - - mes "[Jack Lumber]"; - mes "Finally, he hands the shield to you."; - mes "\"Enjoy your new shield!\""; - mes "[" + @QUEST_SHIELD_EXP + " experience points]"; - next; - goto L_End; - -L_Not_enough_logs: - mes "[Jack Lumber]"; - mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\""; - close; - -L_Not_enough_money: - mes "[Jack Lumber]"; - mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\""; - close; - -L_Shield_state_3: - mes "[Jack Lumber]"; - mes "\"I hope that my shield will serve you well!\""; - if (Inspector == 1) - menu - "Me too.", -, - "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; - close; - -L_NohMask_Ask: - menu - "I'll keep that in mind.", -, - "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; - return; - -L_NohMask_Answer: - mes "[Jack Lumber]"; - mes "\"Sorry, no.\""; - close; - -S_Update_Mask: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) - | (@Q_Forestbow << @Q_Forestbow_SHIFT) - | (@Q_Woodenshield << @Q_Woodenshield_SHIFT); - return; -} diff --git a/npc/new_19-1-woodland-village/milly.txt b/npc/new_19-1-woodland-village/milly.txt deleted file mode 100644 index b8bf7460..00000000 --- a/npc/new_19-1-woodland-village/milly.txt +++ /dev/null @@ -1,25 +0,0 @@ -new_19-1.gat,81,41,0 script Milly 114, { - mes "[Milly]"; - mes "\"Hello.\""; - next; - if (Inspector == 1) goto L_NohMask; - close; - -L_NohMask: - menu - "Have you seen anything strange lately?", L_NohMask_Strange, - "Do you know anything about the recent robberies?", L_NohMask_Robbery, - "Yes, it is.", -; - close; - -L_NohMask_Strange: - mes "[Milly]"; - mes "\"I haven't seen anything strange.\""; - close; - -L_NohMask_Robbery: - mes "[Milly]"; - mes "\"No, sorry.\""; - close; -} - diff --git a/npc/new_19-1-woodland-village/old_man.txt b/npc/new_19-1-woodland-village/old_man.txt deleted file mode 100644 index 55812260..00000000 --- a/npc/new_19-1-woodland-village/old_man.txt +++ /dev/null @@ -1,34 +0,0 @@ -// Old man - -new_19-1.gat,85,51,0 script Old Man 159,{ - mes "[Old Man]"; - mes "\"Don't let those monsters get to you.\""; - next; - if (Inspector == 1) goto L_NohMask_Ask; - if (Inspector == 6) goto L_NohMask_Accuse; - close; - -L_NohMask_Ask: - menu - "Have you seen anything strange lately?", L_NohMask_Ask_Nothing, - "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing, - "I won't, thank you.", -; - close; - -L_NohMask_Ask_Nothing: - mes "[Old Man]"; - mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\""; - close; - -L_NohMask_Accuse: - menu - "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond, - "I won't, thank you.", -; - close; - -L_NohMask_Accuse_Respond: - mes "[Old Man]"; - mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\""; - set Inspector, 7; - close; -} diff --git a/npc/new_19-1-woodland-village/old_woman.txt b/npc/new_19-1-woodland-village/old_woman.txt deleted file mode 100644 index c94fe63f..00000000 --- a/npc/new_19-1-woodland-village/old_woman.txt +++ /dev/null @@ -1,56 +0,0 @@ -// Old woman - -new_19-1.gat,29,43,0 script Old Woman 154,{ - mes "[Old Woman]"; - mes "\"Hello deary.\""; - next; - if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask; - close; - -L_NohMask: - if (Inspector == 7) goto L_NohMask_Alibi; - callfunc "ProcessEquip"; - if (@torsoC == cDarkBlue && @legsC == cDarkBlue) goto L_NohMask_Fake; - if (Inspector >= 3 && Inspector <= 6) close; - - menu - "Have you seen anything strange lately?", L_NohMask_FirstAsk, - "Do you know anything about the recent robberies?", L_NohMask_FirstAsk, - "Hello", -; - close; - -L_NohMask_FirstAsk: - mes "[Old Woman]"; - mes "\"Yes, but I'm only talking to the inspector himself!\""; - if (Inspector == 1) set Inspector, 2; - close; - -L_NohMask_Alibi: - menu - "Was your husband with you at home all night the last night that the troupe was in town?", -; - - mes "[Old Woman]"; - mes "\"Yes, we were both at home all night.\""; - set Inspector, 8; - close; - -L_NohMask_Fake: - if (Inspector == 9) goto L_NohMask_Fake_Satchel; - if (Inspector >= 3 && Inspector <= 6) got L_NohMask_Filler; - - mes "[Old Woman]"; - mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\""; - set Inspector, 3; - close; - -L_NohMask_Filler: - mes "[Old Woman]"; - mes "\"I hope you castch that naughty person!\""; - close; - -L_NohMask_Fake_Satchel: - mes "[Old Woman]"; - mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\""; - set Inspector, 10; - close; -} diff --git a/npc/new_19-1-woodland-village/passages.txt b/npc/new_19-1-woodland-village/passages.txt deleted file mode 100644 index 990b50e7..00000000 --- a/npc/new_19-1-woodland-village/passages.txt +++ /dev/null @@ -1,30 +0,0 @@ -// West gate -new_19-1.gat,23,36 warp warp2 1,1,new_18-1.gat,53,61 - -// South gate -new_19-1.gat,48,56 warp warp2 3,1,new_18-1.gat,78,82 - -// East gate -new_19-1.gat,97,36 warp warp2 1,1,new_18-1.gat,129,60 - -// North gate -new_19-1.gat,48,23 warp warp2 3,1,new_18-1.gat,78,48 - -// indoor <-> outdoor and indoor <-> indoor - -// Inn -new_19-1.gat,35,29 warp out-in 1,1,new_20-1.gat,50,55 - -// Archer Shop -new_19-1.gat,59,33 warp out-in 0,0,new_20-1.gat,95,29 - -// Potion Shop -new_19-1.gat,71,30 warp out-in 0,0,new_20-1.gat,130,25 - -// Doctor -new_19-1.gat,80,31 warp out-in 0,0,new_20-1.gat,149,66 - -// Blacksmith - -// Mayor -new_19-1.gat,72,44 warp out-in 0,0,new_20-1.gat,113,77 diff --git a/npc/new_19-1-woodland-village/sabine.txt b/npc/new_19-1-woodland-village/sabine.txt deleted file mode 100644 index e45ae7a8..00000000 --- a/npc/new_19-1-woodland-village/sabine.txt +++ /dev/null @@ -1,26 +0,0 @@ -// Girl sitting on bench - -new_19-1.gat,89,27,0 script Sabine 106,{ - mes "[Sabine]"; - mes "\"Isn't this place pretty? I love hanging out here!\""; - next; - if (Inspector == 1) goto L_NohMask; - close; - -L_NohMask: - menu - "Have you seen anything strange lately?", L_NohMask_Strange, - "Do you know anything about the recent robberies?", L_NohMask_Robbery, - "Yes, it is.", -; - close; - -L_NohMask_Strange: - mes "[Sabine]"; - mes "\"I haven't seen anything strange.\""; - close; - -L_NohMask_Robbery: - mes "[Sabine]"; - mes "\"No, sorry.\""; - close; -} diff --git a/npc/new_19-1-woodland-village/soul-menhir.txt b/npc/new_19-1-woodland-village/soul-menhir.txt deleted file mode 100644 index 152f05be..00000000 --- a/npc/new_19-1-woodland-village/soul-menhir.txt +++ /dev/null @@ -1,8 +0,0 @@ -new_19-1.gat,53,40,0 script Soul Menhir 144, { - set @map$, "new_19-1.gat"; - set @x, 53; - set @y, 41; - callfunc "SoulMenhir"; -} - - |