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path: root/npc/003-1/lieutenantdausen.txt
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                                                      
// TMW2 scripts.
// Authors:
//    Saulc
//    Jesusalva
//    acsvln
//    gnulinux
// Description:
//    Help Tulimshar guards
// Quest variable:
//    TulimsharQuests_Guards
// Quest stages:
//    0 - not started
//    1 - Lieutenant Dausen asked for help Tulimshar guards
//    2 - completed
//    3 - Reward given

003-1,111,84,0	script	Lieutenant Dausen	NPC_PLAYER,{

    .@q = getq(TulimsharQuest_WaterForGuard);

    switch (.@q) {
    case 0:
        mesn;
        mesq l("Greetings, wanderer. I am @@, chief of the Tulimshar guards. My wards are dying from dehydration in the sun. Bring them water and you will earn a reward.", .name$);
        break;
    case 1:
        mesn;
        mesq l("Please help my wards!");
        break;
    case 2:
        goto L_Reward;
        break;
    case 3:
        mesn;
        mesq l("Thank you for your help.");
        break;
    default:
        end;
    }
    next;
    select
        rif(!.@q, l("Yes sir. I will help them.")),
        rif(getq(TulimsharQuest_Hasan) == 1, l("A guy named Hasan stole me!")),
        rif (strcharinfo(2) == "Monster King", l("I'm with the Monster King.")),
        l("What can you say about the monsters here?"),
        l("Good bye, sir.");
    mes "";
    switch (@menu) {
        // Thristy Guards Quest
        case 1:
            setq TulimsharQuest_WaterForGuard, 1;
            mes "";
            mesn;
            mesq l("Good luck! Come for remuneration when you finish!");
            next;
            mesc l("Protip: You need an @@ full of water to get a reply from guards.", getitemlink(EmptyBottle));
            break;
        // Hasan Quest
        case 2:
            setq TulimsharQuest_Hasan, 2;
            speech S_FIRST_BLANK_LINE, lg("Ah, Hasan... Sorry pal, afraid I can't do anything for you. Try talking to his mother Sorfina, she is on Mahoud's house, near the Inn.");
            break;
        // The Monster King guild have a special menu
        case 3:
            if (strcharinfo(2) == "Monster King") goto L_MKControl;
            break;
        // Monster info
        case 4:
            mesn;
            mesq l("Eh? Well, you're in a desert. You can see Maggots and Scorpions, they're very common on these parts. Giant Maggots are very dangerous, but also very slow. If you know how to fight, they will yield you lots of experience.");
            next;
            mesn;
            mesq l("West of here is a beach. In said beach there are blubs, they don't attack but they walk in packs. Be careful if you provoke too many of them.");
            next;
            mesn;
            mesq l("Also, south of here are mines. Talk to Tycoon for information about it.");
            next;
            mesn;
            mesq l("By last, east of here are the Canyons. Do not go there before level 20, and even then, do not engage snakes in combat. They are fast and very dangerous.");
            break;
        default:
            closedialog;
            goodbye;
            break;
    }
    close;

// Reward for quest completion
L_Reward:
        mesn;
        mesq l("Thank you, here is your reward.");

        inventoryplace TulimsharGuardBoots, 1, TulimsharGuardCard, 1;
        getitem TulimsharGuardBoots, 1;
        getitem TulimsharGuardCard, 1;
        setq TulimsharQuest_WaterForGuard, 3;

        next;

        speech 0x0,
            l("Wait a minute..."),
            l("The Tulimshar guards needs an freelance employee who would help us in our work. We are searching for people as you."),
            l("Take this badge, so you can get access to the guard house. You will find more work there. Bye, and good luck!");
    return;

// The Monster King guild have a special menu
L_MKControl:
    mesn;
    mes l("Oh noes! You've found the Tulimshar control panel!");
    next;
    select
        l("Abort"),
        l("Initiate a siege");
    mes "";
    if (@menu == 2) {
        doevent "Lieutenant Dausen::OnStartSiege";
        closedialog;
    }
    close;

OnGuardDeath:
    end;

OnMKSiege:
OnStartSiege:
    kamibroadcast(col("WARNING! WARNING! Monster Army marching towards Tulimshar!!",1));
    do_siege("003-1", "004-1", "TULIM", TP_TULIM, .name$, .siegetime);
    initnpctimer;
    end;

// Timers
OnTimer5000:
    .siegetime+=5;
    do_siege("003-1", "004-1", "TULIM", TP_TULIM, .name$, .siegetime);
    switch (.siegetime) {
    // Monster Army arrives in town
    case 60:
        disablenpc "Ched";
        disablenpc "Aahna";
        disablenpc "Constable Perry";
        disablenpc "Cyndala";
        disablenpc "Eomie";
        disablenpc "Eugene";
        disablenpc "Gladys";
        disablenpc "Inac";
        disablenpc "Ishi";
        disablenpc "Itka";
        disablenpc "Jakod";
        disablenpc "Jerican";
        disablenpc "Mahoud";
        disablenpc "Marius The Bard";
        disablenpc "Michel";
        disablenpc "Neko";
        disablenpc "Nina The Traveler";
        disablenpc "Sarah";
        disablenpc "Silvia";
        disablenpc "Tamiloc";
        disablenpc "Tinris";
        disablenpc "#water_animation0";
        disablenpc "Sailors#003-1";
        disablenpc "Guard Philip";
        disablenpc "Guard Defou";
        disablenpc "Guard Avou";
        disablenpc "Guard Benji";
        disablenpc "Guard Valou";
        disablenpc "Guard Nutelo";
        disablenpc "Guard Moustacha";
        disablenpc "Guard Popaul";
        disablenpc "Guard Yen";
        disablenpc "Guard Maxim";
        disablenpc "Guard Totor";
        disablenpc "Guard Roukin";
        disablenpc "Guard Falko";
        disablenpc "Guard Froma";
        disablenpc "Guard Tetric";
        disablenpc "Guard Biscop";

        // Create guards
        monster("003-1", 98, 100, ("Guard Philip"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 98, 121, ("Guard Defou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1",102, 121, ("Guard Avou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 58, 158, ("Guard Benji"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 62, 158, ("Guard Valou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 71, 138, ("Guard Nutelo"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 58, 128, ("Guard Moustacha"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 58, 100, ("Guard Popaul"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 51,  73, ("Guard Yen"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 54,  52, ("Guard Maxim"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 50,  36, ("Guard Totor"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 53,  36, ("Guard Roukin"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1", 35,  34, ("Guard Falko"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1",111, 101, ("Guard Froma"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1",102,  80, ("Guard Tetric"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        monster("003-1",107,  80, ("Guard Biscop"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
        break;
    // Monster Army deployed in town
    case 90:
        disablenpc "Aidan";
        disablenpc "Inar";
        disablenpc "Malivox";
        disablenpc "Estard";
        disablenpc "Malindou";
        disablenpc "Jhedia";
        disablenpc "Swezanne";
        disablenpc "Luca";
        disablenpc "Colin";
        break;
    // Monster army have withdrawn completly
    case MK_SIEGE_DURATION:
        .siegetime=0;
    announce(("Tulimshar siege is over!"), bc_all);
        enablenpc "Ched";
        enablenpc "Aahna";
        enablenpc "Constable Perry";
        enablenpc "Cyndala";
        enablenpc "Eomie";
        enablenpc "Eugene";
        enablenpc "Gladys";
        enablenpc "Inac";
        enablenpc "Ishi";
        enablenpc "Itka";
        enablenpc "Jakod";
        enablenpc "Jerican";
        enablenpc "Mahoud";
        enablenpc "Marius The Bard";
        enablenpc "Michel";
        enablenpc "Neko";
        enablenpc "Nina The Traveler";
        enablenpc "Sarah";
        enablenpc "Silvia";
        enablenpc "Swezanne";
        enablenpc "Tamiloc";
        enablenpc "Tinris";
        enablenpc "#water_animation0";
        enablenpc "Aidan";
        enablenpc "Inar";
        enablenpc "Malivox";
        enablenpc "Luca";
        enablenpc "Colin";
        enablenpc "Estard";
        enablenpc "Malindou";
        enablenpc "Jhedia";
        enablenpc "Sailors#003-1";
        enablenpc "Guard Philip";
        enablenpc "Guard Defou";
        enablenpc "Guard Avou";
        enablenpc "Guard Benji";
        enablenpc "Guard Valou";
        enablenpc "Guard Nutelo";
        enablenpc "Guard Moustacha";
        enablenpc "Guard Popaul";
        enablenpc "Guard Yen";
        enablenpc "Guard Maxim";
        enablenpc "Guard Totor";
        enablenpc "Guard Roukin";
        enablenpc "Guard Falko";
        enablenpc "Guard Froma";
        enablenpc "Guard Tetric";
        enablenpc "Guard Biscop";
        stopnpctimer;
        end;
        break;
    }

    // Loop again
    initnpctimer;
    end;

OnInit:
    .siegetime=0;
    .sex = G_MALE;
    .distance = 4;
    end;
}

// Render random guard answer after bringing him water
function	script	GuardsGratitude	{

    switch (rand2(6))
    {
        case 0:
            .@message$ = l("God bless you! You have saved me from sweltering!");
            break;
        case 1:
            .@message$ = l("I am happy that such responsible citizens live in Tulimshar. Thank you for your help. It's really hot nowdays!");
            break;
        case 2:
            .@message$ = l("Thanks, this is very handy.");
            break;
        case 3:
            .@message$ = l("Our service is dangerous and difficult. But I would not want any other. Thanks for the help.");
            break;
        case 4:
            .@message$ = l("My mother told me, do not go work like a guard. You will die from overheating in the sun during the summer time.");
            break;
        case 5:
            .@message$ = l("Who are you? Thanks for the help.");
            break;
        default:
            .@message$=l("Thank you!");
            break;
    }

    // TODO: Maybe we should see the guard gender too, and if it's matching, pat. Otherwise, air kiss.
    if (Sex == SEX_FEMALE)
    {
        .@narrator_message$ = l("The Guard sends an air kiss to you.");
    } else {
        .@narrator_message$ = l("The Guard patted you on the back.");
    }

    speech S_LAST_BLANK_LINE, .@message$;
    narrator S_LAST_BLANK_LINE, .@narrator_message$;

    return;
}

// Do TulimsharQuest_WaterForGuard quest
function	script	CheckGuard	{
    .@guard_id = getarg(0);
    .@guard_count = 0;
    .@count_tmp = 0;

    if (debug)
        npctalk3 l("Hello, I am G-@@, of the @@ order.", .@guard_id, $@GuardBits[.@guard_id]);

    if (GUARDS_DONE_BITARRAY & $@GuardBits[.@guard_id])
    {
        mesn;
        mesq l("Thanks for help! Other guards may need help too!");
        close;
    } else {
        while (.@count_tmp < 18)
        {
            if (GUARDS_DONE_BITARRAY & $@GuardBits[.@count_tmp])
               .@guard_count = (.@guard_count + 1);

            .@count_tmp = (.@count_tmp + 1);
        }

        if ( countitem(BottleOfTonoriWater) == 0 ) {
            legiontalk;
        } else {
            delitem BottleOfTonoriWater, 1;
            getitem EmptyBottle, 1;

            getexp 32, 2;
            Zeny = (Zeny + 30);

            GUARDS_DONE_BITARRAY = GUARDS_DONE_BITARRAY | $@GuardBits[.@guard_id];
            setq2 TulimsharQuest_WaterForGuard, .@guard_count; // Update questlog

            if (.@guard_count >= 17) {
                message strcharinfo(0), "That must have been the last guard.";
                setq TulimsharQuest_WaterForGuard, 2;
            }

            GuardsGratitude();
            narrator(l("You receive 32 exp and 30 GP."));
            close;
        }
    }

    return;
}

// Handle Guard's logic
function	script	GuardHandler	{
    if (getq(TulimsharQuest_WaterForGuard) == 1) {
        CheckGuard(getarg(0));
    } else {
        legiontalk;
    }

    return;
}

003-1,98,100,0	script	Guard Philip	NPC_GUARD1,{
    GuardHandler(0);

    end;

OnTimer1000:
    domovestep;

OnInit:

    // Check items.xml for info about this.
    // NOTE: Why Dausen item list is on Philip...?
    .@npcId = getnpcid("Lieutenant Dausen");
    setunitdata(.@npcId, UDT_HEADTOP, Bull);
    setunitdata(.@npcId, UDT_HEADMIDDLE, LieutenantArmor);
    setunitdata(.@npcId, UDT_HEADBOTTOM, RaidTrousers);
    setunitdata(.@npcId, UDT_SHIELD, LousyMoccasins);    // TODO FIXME: Display Boots
    setunitdata(.@npcId, UDT_WEAPON, Backsword);
    setunitdata(.@npcId, UDT_HAIRSTYLE, 7);
    setunitdata(.@npcId, UDT_HAIRCOLOR, 17);

    initpath "move", 98, 104,
             "dir", DOWN, 0,
             "wait", 60, 0,
             "move", 84, 100,
             "dir", DOWN, 0,
             "wait", 45, 0,
             "move", 93, 110,
             "dir", DOWN, 0,
             "wait", 70, 0,
             "move", 101, 106,
             "dir", RIGHT, 0,
             "wait", 12, 0,
             "move", 98, 104,
             "dir", DOWN, 0,
             "wait", 68, 0,
             "move", 93, 110,
             "dir", DOWN, 0,
             "wait", 90, 0,
             "move", 111, 109,
             "dir", DOWN, 0,
             "wait", 11, 0;
    initialmove;
    initnpctimer;
    .distance = 5;

    setarray $@GuardBits, 1, (1 << 1), (1 << 2), (1 << 3), (1 << 4), (1 << 5), (1 << 6), (1 << 7), (1 << 8), (1 << 9), (1 << 10), (1 << 11), (1 << 12), (1 << 13), (1 << 14), (1 << 15), (1 << 16), (1 << 17);
}
003-1,98,121,0	script	Guard Defou	NPC_GUARD1,{
    GuardHandler(1);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-1,102,121,0	script	Guard Avou	NPC_GUARD1,{
    GuardHandler(2);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-1,58,158,0	script	Guard Benji	NPC_GUARD1,{
    GuardHandler(3);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-1,62,158,0	script	Guard Valou	NPC_GUARD1,{
    GuardHandler(4);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-1,71,138,0	script	Guard Nutelo	NPC_GUARD1,{
    GuardHandler(5);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-1,58,128,0	script	Guard Moustacha	NPC_GUARD1,{
    GuardHandler(6);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-1,58,100,0	script	Guard Popaul	NPC_GUARD1,{
    GuardHandler(7);
    end;

OnTimer1000:
    domovestep;

OnInit:
    initpath "move", 58, 100,
             "dir", DOWN, 0,
             "wait", 100, 0,
             "move", 62, 100,
             "dir", DOWN, 0,
             "wait", 35, 0,
             "move", 62, 93,
             "dir", DOWN, 0,
             "wait", 48, 0,
             "move", 58, 104,
             "dir", DOWN, 0,
             "wait", 55, 0,
             "move", 54, 102,
             "dir", RIGHT, 0,
             "wait", 82, 0;

    initialmove;
    initnpctimer;
    .distance = 5;
}
003-1,51,73,0	script	Guard Yen	NPC_GUARD1,{
    GuardHandler(8);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-2,41,37,0	script	Guard Yuna	NPC_GUARD2,{
    if (getq(TulimsharQuest_WaterForGuard) == 1)
    {
        CheckGuard(9);
    } else {
        npctalkonce l("I like to sing.");
    }
    end;
OnInit:
    .sex = G_FEMALE;
    .distance = 3;
    end;
}
003-1,54,52,0	script	Guard Maxim	NPC_GUARD1,{
    GuardHandler(10);
    end;

OnTimer1000:
    domovestep;

OnInit:
    initpath "move", 54, 52,
             "dir", DOWN, 0,
             "wait", 85, 0,
             "move", 54, 45,
             "dir", DOWN, 0,
             "wait", 70, 0,
             "move", 67, 30,
             "dir", LEFT, 0,
             "wait", 11, 0,
             "move", 49, 46,
             "dir", DOWN, 0,
             "wait", 55, 0,
             "move", 31, 41,
             "dir", LEFT, 0,
             "wait", 6, 0,
             "move", 35, 36,
             "dir", UP, 0,
             "wait", 9, 0,
             "move", 49, 52,
             "dir", DOWN, 0,
             "wait", 70, 0;
    initialmove;
    initnpctimer;
    .distance = 5;

}
003-1,50,36,0	script	Guard Totor	NPC_GUARD1,{
    GuardHandler(11);
    end;

OnTimer1000:
    domovestep;

OnInit:
    initpath "move", 50, 36,
             "dir", DOWN, 0,
             "wait", 45, 0,
             "move", 50, 39,
             "dir", DOWN, 0,
             "wait", 35, 0,
             "move", 35, 40,
             "dir", UP, 0,
             "wait", 1, 0,
             "move", 33, 34,
             "dir", DOWN, 0,
             "wait", 12, 0;
    initialmove;
    initnpctimer;
    .distance = 5;
}
003-1,53,36,0	script	Guard Roukin	NPC_GUARD1,{
    GuardHandler(12);
    end;

OnTimer1000:
    domovestep;

OnInit:
    initpath "move", 53, 36,
             "dir", DOWN, 0,
             "wait", 60, 0,
             "move", 56, 59,
             "dir", DOWN, 0,
             "wait", 1, 0,
             "move", 61, 76,
             "dir", RIGHT, 0,
             "wait", 5, 0,
             "move", 61, 105,
             "dir", RIGHT, 0,
             "wait", 8, 0,
             "move", 59, 129,
             "dir", LEFT, 0,
             "wait", 4, 0,
             "move", 60, 103,
             "dir", UP, 0,
             "wait", 1, 0,
             "move", 56, 82,
             "dir", LEFT, 0,
             "wait", 7, 0,
             "move", 56, 59,
             "dir", UP, 0,
             "wait", 1, 0,
             "move", 53, 39,
             "dir", DOWN, 0,
             "wait", 25, 0;
    initialmove;
    initnpctimer;
    .distance = 5;
}
003-1,35,34,0	script	Guard Falko	NPC_GUARD1,{
    GuardHandler(13);
    end;

OnTimer1000:
    domovestep;

OnInit:
    initpath "move", 35, 34,
             "dir", DOWN, 0,
             "wait", 60, 0,
             "move", 51, 38,
             "dir", DOWN, 0,
             "wait", 10, 0;
    initialmove;
    initnpctimer;
    .distance = 5;
}
003-3,39,37,0	script	Guard Malindax	NPC_GUARD1,{
    GuardHandler(14);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-1,111,101,0	script	Guard Froma	NPC_GUARD1,{
    GuardHandler(15);
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}
003-1,102,80,0	script	Guard Tetric	NPC_GUARD1,{
    GuardHandler(16);
    end;

OnTimer1000:
    domovestep;

OnInit:
    initpath "move", 110, 84,
             "dir", RIGHT, 0,
             "wait", 1, 0,
             "move", 110, 101,
             "dir", RIGHT, 0,
             "wait", 0, 0,
             "move", 99, 121,
             "dir", LEFT, 0,
             "wait", 1, 0,
             "move", 89, 136,
             "dir", DOWN, 0,
             "wait", 1, 0,
             "move", 65, 152,
             "dir", DOWN, 0,
             "wait", 1, 0,
             "move", 71, 139,
             "dir", RIGHT, 0,
             "wait", 1, 0,
             "move", 59, 128,
             "dir", LEFT, 0,
             "wait", 1, 0,
             "move", 47, 79,
             "dir", LEFT, 0,
             "wait", 1, 0,
             "move", 80, 73,
             "dir", RIGHT, 0,
             "wait", 1, 0,
             "move", 53, 52,
             "dir", RIGHT, 0,
             "wait", 1, 0,
             "move", 52, 37,
             "dir", RIGHT, 0,
             "wait", 1, 0,
             "move", 35, 35,
             "dir", RIGHT, 0,
             "wait", 1, 0,
             "move", 62, 105,
             "dir", DOWN, 0,
             "wait", 1, 0;
    initialmove;
    initnpctimer;
    .distance = 5;
}
003-1,107,80,0	script	Guard Biscop	NPC_GUARD1,{
    if (getq(TulimsharQuest_WaterForGuard) == 1)
    {
        CheckGuard(17);
    } else {
        npctalkonce l("No one is allowed past this point.");
    }
    end;
OnInit:
    .sex = G_OTHER;
    .distance = 3;
    end;
}


003-1,114,83,0	script	#tulim-guardhouse	NPC_HIDDEN,0,0,{
    end;

OnTouch:
    if (countitem(TulimsharGuardCard) >= 1) goto L_Warp;
    dispbottom l("Only Tulimshar Guards are allowed in this building.");
    end;

L_Warp:
    warp "003-10", 42, 79;
    end;
}