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function	script	QuestMoubooHeal	{
    @Q_MASK = NIBBLE_2_MASK;
    @Q_SHIFT = NIBBLE_2_SHIFT;

    @Q_status = (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
    @Q_status_upper = @Q_status & 12;
    @Q_status = @Q_status & 3;

    @STATE_INITIAL = 0;
    @STATE_HEALED_MOUBOO = 3;

    if (@Q_status != @STATE_INITIAL)
        goto L_Nothing;

    @Q_status = @STATE_HEALED_MOUBOO;
    callsub S_Update_Var;
    mes "[Injured Mouboo]";
    mes "A soft white glow surrounds the mouboo's leg, which slowly shifts back into place.";
    mes "As the glow subsides, the mouboo gets up, carefully, and takes a few steps. It seems to be fully healed!";
    mes "[5000 experience points]";
    getexp 5000, 0;
    next;
    mes "[Injured Mouboo]";
    mes "Visibly happy, the mouboo lies down on the ground and snuggles with a black piece of cloth it had been lying on.";
    mes "The healing process must have been exhausting, for it is asleep in an instant.";
    next;
    @value = 15;
    callfunc "QuestSagathaHappy";
    close2;
    return;

L_Nothing:
    mes "Your spell has no effect.";
    close2;
    return;

S_Update_Var:
    @Q_wr_status = @Q_status | @Q_status_upper;
    set QUEST_MAGIC,
        (QUEST_MAGIC & ~(@Q_MASK)
        | (@Q_wr_status << @Q_SHIFT));
    return;
}

012-1,57,153,0	script	Mouboo	NPC171,{
    @Q_MASK = NIBBLE_2_MASK;
    @Q_SHIFT = NIBBLE_2_SHIFT;

    @Q_status = (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
    @Q_status_upper = @Q_status & 12;
    @Q_status = @Q_status & 3;

    @STATE_INITIAL = 0;
    @STATE_KILLED_MOUBOO = 1;
    @STATE_TOOK_KILL_REWARD = 2;
    @STATE_HEALED_MOUBOO = 3;

    if (@Q_status == @STATE_KILLED_MOUBOO)
        goto L_Dead;
    if (@Q_status == @STATE_TOOK_KILL_REWARD)
        goto L_took_reward;
    if (@Q_status == @STATE_HEALED_MOUBOO)
        goto L_healed;

    mes "[Injured Mouboo]";
    mes "You notice a mouboo lying on the ground, groaning, as if in pain.";
    next;
    goto L_Menu;

L_Menu:
    menu
        "Examine the mouboo", L_examine,
        "Give the mouboo something", L_Give,
        "Kill the mouboo", L_Kill,
        "Leave", L_close;

L_examine:
    mes "[Injured Mouboo]";
    mes "Looking closer, you notice that the mouboo's left hind leg is bent at a very unnatural angle – that seems to be the cause for its pain.";
    next;
    mes "[Injured Mouboo]";
    mes "You also notice that the mouboo is lying on top of what appears to be a black turtleneck sweater.";
    mes "Do you want to pick up the sweater?";
    next;
    menu
        "Yes.", L_pickup_alive,
        "No.", L_Menu;

L_pickup_alive:
    mes "[Injured Mouboo]";
    mes "The Mouboo groans and pushes your hand away. It seems to be rather fond of the sweater.";
    next;
    goto L_Menu;

L_Give:
    @items_nr = 12;
    setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion";
    setarray @itemnames$, "Cactus Drink", "Cactus Potion", "Chocolate Bar", "Milk", "Orange Cupcake", "Red Apple", "Beer", "Bottle of Water", "Tiny Healing Potion", "Small Healing Potion", "Medium Healing Potion", "Large Healing Potion";
    setarray @itemeat, 0,   0,   1,   0,   1,   1,   0,   1,   0,   0,   0,   0;

    setarray @menuitems$, "", "", "", "", "", "", "", "", "", "", "", "", "";
    @choices_nr = 0;
    setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", "";
    setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0;

    @n = 0;
    @ct = 0;
    goto L_nloop;

L_nloop:
    @k$ = @items$[@n];
    if (countitem(@k$) == 0)
        goto L_nloop_skip;

    @menuitems$[@ct] = @itemnames$[@n];
    @menuNames$[@ct] = @k$;
    @choice_eat[@ct] = @itemeat[@n];
    @ct = @ct + 1;
    goto L_nloop_skip;

L_nloop_skip:
    @n = @n+1;
    if (@n < @items_nr)
        goto L_nloop;

    @menuitems$[@ct] = "Nevermind";

    menu
        @menuitems$[0], L_MenuItems,
        @menuitems$[1], L_MenuItems,
        @menuitems$[2], L_MenuItems,
        @menuitems$[3], L_MenuItems,
        @menuitems$[4], L_MenuItems,
        @menuitems$[5], L_MenuItems,
        @menuitems$[6], L_MenuItems,
        @menuitems$[7], L_MenuItems,
        @menuitems$[8], L_MenuItems,
        @menuitems$[9], L_MenuItems,
        @menuitems$[10], L_MenuItems,
        @menuitems$[11], L_MenuItems,
        @menuitems$[12], L_MenuItems;

L_MenuItems:
    @menu = @menu - 1;
    if (@menu == @ct)
        goto L_Menu;
    @choice$ = @menuNames$[@menu];
    @verb$ = "drinks";
    if (@choice_eat[@menu])
        @verb$ = "eats";
    if (@choice$ != "" && countitem(@choice$))
        goto L_consume;
    goto L_Menu;

L_consume:
    mes "[Injured Mouboo]";
    mes "The mouboo " + @verb$ + " your " + getitemlink(@choice$) + ".";
    delitem @choice$, 1;
    next;
    if (@choice$ == "LargeHealingPotion")
        goto L_do_heal;
    mes "[Injured Mouboo]";
    mes "Unfortunately, it seems to have had no effect.";
    next;
    goto L_Menu;

L_do_heal:
    callfunc "QuestMoubooHeal";
    end;

L_Kill:
    mes "[Injured Mouboo]";
    if (BaseLevel > 44)
        goto L_Kill_success;
    mes "The mouboo deflects your attack and counterattacks!";
    mes "It misses you only barely.";
    mes "Injured though it may be, this mouboo is still more than a match for you!";
    next;
    goto L_Menu;

L_Kill_success:
    mes "After some wrestling, the mouboo succumbs to your attacks.";
    mes "[100 experience points]";
    getexp 100, 0;
    @Q_status = @STATE_KILLED_MOUBOO;
    callsub S_Update_Var;
    next;
    goto L_Dead;

L_Dead:
    mes "[Dead Mouboo]";
    mes "The dead mouboo is lying on top of a black T-neck sweater.";
    getinventorylist;
    if (@inventorylist_count == 100)
        goto L_Nopickup;
    getitem "BlackTurtleneck", 1;
    mes "You pull out the sweater and stuff it into your backpack.";
    @Q_status = @STATE_TOOK_KILL_REWARD;
    callsub S_Update_Var;
    close;

L_took_reward:
    mes "[Dead Mouboo]";
    mes "You see a dead mouboo.";
    close;

L_Nopickup:
    mes "Unfortunately, you can't carry any more.";
    close;

L_healed:
    mes "[Mouboo]";
    mes "The mouboo is sleeping soundly, smiling in its dreams.";
    close;

L_close:
    close;

S_Update_Var:
    @Q_wr_status = @Q_status | @Q_status_upper;
    set QUEST_MAGIC,
        (QUEST_MAGIC & ~(@Q_MASK)
        | (@Q_wr_status << @Q_SHIFT));
    return;
}