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009-2,24,99,0 script Inspector#Hurnscald NPC150,{
@inspector = ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
if (@inspector == 0 && BaseLevel >= 30) goto L_Start;
if (@inspector == 1) goto L_AskVillage;
if (@inspector == 2) goto L_OldWoman;
if (@inspector == 3) goto L_TheaterMask;
if (@inspector == 4) goto L_TravelingTroupe;
if (@inspector == 5) goto L_OldMan;
if (@inspector == 6) goto L_OldMan_2;
if (@inspector == 7) goto L_Alibi;
if (@inspector == 8) goto L_Alibi_2;
if (@inspector == 9) goto L_Alibi_3;
if (@inspector == 10) goto L_Satchel;
if (@inspector == 11) goto L_Basement;
if (@inspector == 12) goto L_Note;
if (@inspector == 13) goto L_TravelingTroupe_2;
if (@inspector == 14) goto L_Over;
if (@inspector == 15) goto L_End;
mes "[Inspector]";
mes "\"I'm sorry, but I'm busy looking into this string of robberies.\"";
goto L_close;
L_Start:
mes "\"Hmm...what to do.\"";
mes "He looks up and into your face.";
next;
mes "[Inspector]";
mes "\"You look capable, will you help me solve these robberies?\"";
next;
menu
"Yes.", L_Accept,
"No.", L_close;
L_Accept:
@inspector = 1;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Ok then. I'd like you to ask the villagers about the recent string of robberies.\"";
goto L_close;
L_AskVillage:
mes "[Inspector]";
mes "\"Please continue talking to the villagers.\"";
goto L_close;
L_OldWoman:
mes "[Inspector]";
mes "\"Hm...I don't know if I trust her eyesight or memory. See if someone else knows anything.\"";
goto L_close;
L_TheaterMask:
@inspector = 4;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Someone in a theater mask, eh? There was a traveling theater troupe in town recently, but they've moved on to Tulimshar. Please go talk to their leader about this.\"";
goto L_close;
L_TravelingTroupe:
mes "[Inspector]";
mes "\"Please go talk to the leader of the traveling troupe about the theater mask.\"";
goto L_close;
L_OldMan:
@inspector = 6;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Hm...an old man? Could you interrogate him for me?\"";
goto L_close;
L_OldMan_2:
mes "[Inspector]";
mes "\"Have you talked with the old man yet?\"";
goto L_close;
L_Alibi:
mes "[Inspector]";
mes "\"Can you verify that with his wife?\"";
goto L_close;
L_Alibi_2:
@inspector = 9;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Hm...then it couldn't be him. I'm not sure where to go from here, maybe you can find something else. Try talking to everyone again.\"";
goto L_close;
L_Alibi_3:
mes "[Inspector]";
mes "\"Made any progress yet?\"";
goto L_close;
L_Satchel:
mes "[Inspector]";
mes "\"Then go north and investigate!\"";
goto L_close;
L_Basement:
mes "[Inspector]";
mes "\"Did you look over the basement?\"";
goto L_close;
L_Note:
@inspector = 13;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"What a strange note. I'll keep track of this, while you return the mask to the troupe.\"";
mes "";
mes "\"By the way, stay sharp! I may call upon you again.\"";
goto L_close;
L_TravelingTroupe_2:
mes "[Inspector]";
mes "\"Please return the mask to the traveling troupe.\"";
goto L_close;
L_Over:
@inspector = 15;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"My men have found all of the stolen items. They were all in the mining camp. We still don't know who did it.\"";
mes "[2500 experience points]";
getexp 2500, 0;
goto L_close;
L_End:
mes "[Inspector]";
mes "\"Remember to stay sharp. I might need your help on another case.\"";
goto L_close;
L_close:
@inspector = 0;
close;
S_Update_Mask:
QUEST_Hurnscald = (QUEST_Hurnscald & ~(NIBBLE_3_MASK)) | (@inspector << NIBBLE_3_SHIFT);
return;
}
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