function script QuestTreeTrigger {
@Q_MASK = NIBBLE_2_MASK;
@Q_SHIFT = NIBBLE_2_SHIFT;
@Q_status = (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
@Q_status_lower = @Q_status & 3;
@Q_status = (@Q_status & 12) >> 2;
if (@Q_status & getarg(0, @flag)) goto L_close; // already did that
if (getarg(0, @flag) == 2) goto L_hug;
goto L_Cont;
L_Cont:
@Q_status = @Q_status | getarg(0, @flag);
callsub S_Update_Var;
if (@Q_status != 3) goto L_close;
if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_close;
mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger.";
mes "[20000 experience points]";
getexp 20000, 0;
@value = 15;
callfunc "QuestSagathaHappy";
goto L_close;
L_hug:
mes "You hug the tree.";
next;
goto L_Cont;
L_close:
@Q_MASK = 0;
@Q_SHIFT = 0;
@Q_status = 0;
@Q_status_lower = 0;
@Q_wr_status = 0;
@value = 0;
return;
S_Update_Var:
@Q_wr_status = (@Q_status << 2) | @Q_status_lower;
QUEST_MAGIC = (QUEST_MAGIC & ~(@Q_MASK) | (@Q_wr_status << @Q_SHIFT));
return;
}
function script QuestTreeTouch {
@Q_MASK = NIBBLE_2_MASK;
@Q_SHIFT = NIBBLE_2_SHIFT;
@Q_status = (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
@Q_status = (@Q_status & 12) >> 2;
if (@Q_status == 3) goto L_Happy;
if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE) goto L_cut;
if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE) goto L_Water;
if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set
goto L_both;
mes "[Dying Tree]";
mes "You see a strange tree.";
goto L_close;
L_cut:
mes "[Dying Tree]";
mes "This must be the tree that the earth spirit was referring to.";
next;
menu
"Cut off a branch", L_do_cut,
"Leave it alone", L_close;
L_Water:
mes "[Dying Tree]";
mes "This must be the druid tree.";
next;
menu
"Water the tree", L_Givewater,
"Kiss tree", L_kiss,
"Leave it alone", L_close;
L_both:
mes "[Dying Tree]";
mes "This must be the druid tree that Wyara and the earth spirit were talking about.";
next;
menu
"Water the tree", L_Givewater,
"Kiss tree", L_kiss,
"Cut off a branch", L_do_cut,
"Leave it alone", L_close;
L_Givewater:
if (countitem("BottleOfWater") < 1) goto L_No_Water;
delitem "BottleOfWater", 1;
getitem "EmptyBottle", 1;
mes "[Dying Tree]";
mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect.";
goto L_close;
L_No_Water:
mes "[Dying Tree]";
mes "You don't have any water.";
goto L_close;
L_kiss:
mes "[Dying Tree]";
mes "You pluck out a splinter from your lip.";
mes "Somehow, you don't think that this helped.";
goto L_close;
L_do_cut:
if (countitem("BoneKnife") < 1) goto L_No_boneknife;
if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_really_cut;
mes "[Dying Tree]";
mes "You find a suitable branch and put your bone knife in position.";
mes "Holding the branch, you have an uneasy feeling – as if something inside the tree were trying to resist you...";
mes "Do you want to continue cutting?";
next;
menu
"Nah... better not.", L_close,
"Yes, let's cut!", L_really_cut;
L_really_cut:
MAGIC_FLAGS = MAGIC_FLAGS | MFLAG_DID_CUTTREE;
getitem "DruidTreeBranch", 1;
mes "[Dying Tree]";
mes "You cut off a branch from the tree.";
mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand...";
goto L_close;
L_No_boneknife:
mes "[Dying Tree]";
mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?";
goto L_close;
L_Happy:
mes "[Druid Tree]";
mes "The tree looks younger and healthier now.";
goto L_close;
L_close:
@Q_MASK = 0;
@Q_SHIFT = 0;
@Q_status = 0;
return;
}
006-1,82,59,0 script #DruidTree0#_M NPC400,{
callfunc "QuestTreeTouch";
close;
}