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// Evol scripts.
// Authors:
//    Qwerty Dragon
//    Reid
// Description:
//    Captain Nard dialogs.
//    Nard is a fair merchant ship's captain.
//    This quest is meant to teach the player how to use a weapon.
//    4 bits array:
//    ShipQuests
// Variable:
//    0    ShipQuests_Nard
//    1    ShipQuests_Gugli
//    2    ShipQuests_ChefGado
// Values:
//    00   Introduction of the boxes and Nard. This is displayed when the player never spoke to Nard or his box.
//    01   Nard spoke and gave access to the outdoor of the ship.
//    02   Completed the Gugli quest.
//    03   ChefGado Quest accepted.
//    04   ChefGado Quest completed and "Introduction" chapter finalized.
//    05   Reward taken from the box.
//    06   Intro finished
//    10   Never talked with Gugli.
//    11   Gugli gives you the task.
//    12   Gave all of the boxes to Gugli.

002-4,25,26,0	script	Nard	NPC_NARD,{
    .@nard = getq(ShipQuests_Nard);
    .@gugli = getq(ShipQuests_Gugli);
    .@gado = getq(ShipQuests_ChefGado);
    .@narrator = getq(General_Narrator);
    .@price=2000;

L_Checker:
    if (getq(CandorQuest_Barrel) == 4 && getq(CandorQuest_HAS) == 3) .@price-=500; // Check Elmo's script. You can do quests later... FOR NOW.
    if (.@gado > 3 && .@nard == 3) goto L_ChefQuestComplete;
    if (.@nard == 2) goto L_ChefQuestStart;
    if (.@nard == 3) goto L_ChefQuestGiven;
    if (.@nard == 4) goto L_Reward;
    if (.@nard > 5) goto L_GoBackArtis;
    if (.@nard > 4) goto L_Already;
    if (.@gugli == 2) goto L_Done;
    if (.@nard == 1) goto L_NotYet;
    if (.@narrator == 1) goto L_Travel;
    if (LOCATION$ != "") goto L_NotYet;

    mesn;
    mesq l("Hello.");
    next;
    mesq l("Let me introduce myself, I am Nard, captain of this ship.");
    next;
    mesq lg("I am pleased to see that you have woken up and are active. Elmo came here to tell me this good news!");
    next;

    //setcamnpc "Elmo";
    //mesn "Elmo";
    //mesq l("Oh... Err, yes I did, or, well, good day to you!");
    //next;
    //restorecam;

    mesn;
    mesq l("Hehehe, he is a bit nervous, please forgive him, it is not everyday we have a new member in the crew!");
    next;
    mesq l("So, how do you feel? I see that Juliet did a marvellous job! You look like you're in good health now.");
    next;

L_Menu:
    menu
        lg("I feel ok."), L_Ok,
        l("Who's this Juliet?"), L_Juliet,
        lg("I'm a bit sick..."), -;

    mes "";
    mesn;
    mesq l("Oh, I was going to ask you if you wanted to help the crew search for some food and explore the island out there.");
    next;

L_MenuQuest:
    menu
        l("What do you need?"), -,
        l("Is there a reward?"), L_NeedHead,
        l("Wait, you never came here before?"), L_CandorIsland;

    mes "";
    //mesn;
    //mesq l("Oh! I like that sort of answer!");
    //next;
    //mesq lg("We need manpower on the island... Oh forgive me, women are also welcome, of course.", "We need manpower on the island.");
    mesn;
    mesq l("Ship travels are not free. See if you can gather some money, and I'll bring you to Tulimshar!");
    next;
    mesn;
    mesq l("Why Tulimshar, you say? Because well, believe me, if you want to find out anything, the best place to ask around is Tulim!");
    LOCATION$ = "Candor";

    //inventoryplace JohanneKey, 1;
    //setq ShipQuests_Nard, 1;
    //getitem JohanneKey, 1;

    close;


L_NeedHead:
    mes "";
    mesn;
    mesq l("You're pretty much stranded on this forsaken island if you don't help me!");
    next;
    mesq l("Also, I believe hard work always pay off.");
    next;
    goto L_MenuQuest;

L_Ok:
    mes "";
    mesn;
    mesq l("Good to know.");
    next;
    mesq l("We have made a stop at a little island, before making it on to the port of Tulimshar.");
    next;
    mesq l("It would be good for you to do some exercise, the ship isn't big enough for that.");
    next;

    goto L_SpecialTask;

L_Juliet:
    mes "";
    mesn;
    mesq l("You have an awful case of amnesia.");
    next;
    mesq l("She is the nurse and shipkeeper of this ship.");
    next;
    mesq lg("But most important, she is the one who took care of you when you were unconscious.");
    next;

L_SpecialTask:
    mesq l("I know that you are just starting to feel better, but I'd like you to explore the island we're currently at.");
    next;

    goto L_MenuQuest;

L_CandorIsland:
    mes "";
    mesn;
    mesq l("I never said that. I come here frequently to trade. It is you who should explore the island.");
    next;
    mesq l("This is ##BCandor Island##b. A very small community lives here.");
    next;
    mesq l("If they were any bigger, monsters would come and kill everyone.");
    next;

    goto L_MenuQuest;

L_NotYet:
    mesn;
    if (Zeny >= .@price) {
        mesq l("Ten, fifty, thousand... Yep, this is the amount I've asked for.");
        next;
        setq General_Narrator, 1;
        set Zeny, Zeny-.@price;
        LOCATION$="Tulim";
        mesq l("Set sail! We're going to Tulimshar!");
    } else {
        mesq l("You still haven't completed your tasks.");
        next;
        mesq l("You still need @@ GP for the trip to Tulimshar.", (.@price-Zeny));
    }
    close;

L_Travel:
    mesn;
    mesq l("Hi @@.", strcharinfo(0));
    next;
    mesq l("You are currently at @@.", LOCATION$);
    mes "";
    mes l("A ship travel will cost you @@ GP.", .@price);

    if (Zeny >= .@price) {
        menu
            rif(LOCATION$ != "Candor", l("To Candor Island.")), L_TCandor,
            rif(LOCATION$ != "Tulim", l("To Tulimshar.")), L_TTulim,
            l("No, I'll save my money."), -;
    } else {
        mes l("You still need @@ GP to afford it.", (.@price-Zeny));
    }

    close;

L_TCandor:
    set Zeny, Zeny-.@price;
    LOCATION$="Candor";

    mes "";
    mesn;
    mesq l("Candor Island, then? Yes, that is a pretty island, right?");
    next;
    mesq l("I was planning to go there soon, anyway. All aboard!");
    close;

L_TTulim:
    set Zeny, Zeny-.@price;
    LOCATION$="Tulim";

    mes "";
    mesn;
    mesq l("Tulimshar, right? The oldest human city-state!");
    next;
    mesq l("I was planning to go there soon, anyway. All aboard!");
    close;


// Deprecated, will be removed later
L_Done:
    mesn;
    mesq l("Hi @@.", strcharinfo(0));
    next;
    mesq l("Elmo and Gugli told me that you did all of the tasks outside, congrats!");

    setq ShipQuests_Nard, 2;
    next;
    goto L_ChefQuestRedir;

L_ChefQuestStart:
    mesn;
    mesq lg("Elmo told me you are now considered family and are numbered among us in our activities on the island. I do so very much appreciate the efforts you did down there.");
    next;

L_ChefQuestRedir:
    mesq l("Unfortunately, we still need help from you. This time it will be a delicate task, here onboard.");
    next;
    mesq l("Elmo brought reports to me about some frictions between my old and new lieutenants. You probably already met Juliet and Chef Gado.");
    next;
    mesq l("They are each valued individuals and I need them both. In the past, I probably made my share of mistakes. I regret good management is so difficult. I was wondering if you could investigate and... Sort out this situation.");
    next;

    select
        l("Of the two of them, who has 'good' on their side?");

    mes "";
    mesq l("I do not want to go pointing my finger at someone. I want to be honorable and fair, and I sense the same quality in you, so I put my trust in you. I am sure you will be able to judge and solve this troubling situation.");

    setq ShipQuests_Nard, 3;

    close;

L_ChefQuestGiven:
    mesn;
    mesq l("It seems you still have some work to do.");

    close;

L_ChefQuestComplete:
    mesn;
    mesq l("Congratulations!");
    next;
    mesq l("You are now officially part of my crew! Thanks again for your help.");
    next;
    mesq l("Take your reward from the box next to my desk!");
    next;

    select
        l("I will take it! Thank you captain!");

    setq ShipQuests_Nard, 4;
    getexp 50, 0;

//  Need to add a skill for the crew at this line.
    mes "";

L_Already:
    speech
        l("I recommend you to take a nap on the inferior level, we will soon leave this place.");

    close;

L_GoBackArtis:
    checkclientversion;
    speech S_LAST_NEXT,
        l("Enough of this island?"),
        l("Where would you like to go now?");
    switch (select(l("Let's go to Artis."),
                   l("Tell me, where are we right now?"),
                   l("I would like to stay here a bit more.")))
    {
        case 1:
            speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
                l("Let's set sail then!");

            savepoint "001-2-22", 50, 38;
            if (!getmapxy(.@map$, .@x, .@y, 0))
            {
                warp "001-2-24", .@x, .@y;
            }
            else
            {
                warp "001-2-24", 22, 27;
            }

            closedialog;
            close;

        case 2:
            closedialog;
            npctalk3 l("This is Drasil Island, I named it after an ancient mythical tree.");
            close;

        case 3:
            speech S_FIRST_BLANK_LINE | S_LAST_NEXT,
                l("Ok I stay here with my paperwork if you need my help.");

            closedialog;
            close;
    }

L_Reward:
    mesn;
    mesq l("You may already claim your reward.");

    close;

OnInit:
    .sex = G_MALE;
    .distance = 5;
    end;
}