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authorJessica Tölke <jtoelke@mail.upb.de>2011-10-14 15:22:43 +0200
committerJessica Tölke <jtoelke@mail.upb.de>2011-10-14 16:35:08 +0200
commita5cc84660484054451ab8c912ec6fc4652eac1a0 (patch)
treea60b55aa8bdf8b654e2d0c2889464a685c950f04 /world/map/npc/027-2/husband.txt
parent196973261680a938b082e195c7d62cbb33e24216 (diff)
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Some clean-up in gy inn npcs:
Setting all locally used temporary player variables to zero before closing. Replacing baselevel with BaseLevel, zeny with Zeny and hp with Hp.
Diffstat (limited to 'world/map/npc/027-2/husband.txt')
-rw-r--r--world/map/npc/027-2/husband.txt59
1 files changed, 42 insertions, 17 deletions
diff --git a/world/map/npc/027-2/husband.txt b/world/map/npc/027-2/husband.txt
index 333470d1..72adb3bc 100644
--- a/world/map/npc/027-2/husband.txt
+++ b/world/map/npc/027-2/husband.txt
@@ -1,6 +1,6 @@
// author: Jenalya
// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez
-// state 0: if baselevel >= 85, he asks for something to cool the drinks (ice cubes)
+// state 0: if BaseLevel >= 85, he asks for something to cool the drinks (ice cubes)
// state 1: can be asked about the ring. needs @ICE_CUBE_AMOUNT ice cubes, then asks for bones and skulls.
// state 2: wants @BONE_AMOUNT and @SKULL_AMOUNT bones and skulls
// state 3: can be asked about the ring. needs @woman > 5 to be asked about savaric, tells, if crying child quest is completed
@@ -26,6 +26,12 @@
set @kidstate, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Kid_MASK) >> @Graveyard_Inn_Kid_SHIFT);
+ set @Graveyard_Inn_Golbenez_MASK, NIBBLE_4_MASK;
+ set @Graveyard_Inn_Golbenez_SHIFT, NIBBLE_4_SHIFT;
+
+ set @golbanez, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golbenez_MASK) >> @Graveyard_Inn_Golbenez_SHIFT);
+
+ set @minLevel, 85;
set @ICE_CUBE_AMOUNT, 100;
set @ICE_CUBE_EXP, 75000;
set @BONE_AMOUNT, 100;
@@ -43,7 +49,7 @@
mes "[Pale Man]";
mes "\"Hello, I hope you're enjoying your time in Reid's Inn. My name is Hamond, and I'm running this inn together with my beautiful wife Reid. If there is anything I can do for you, please let me know.\"";
- if (baselevel < 85)
+ if (BaseLevel < @minLevel)
goto L_Close;
next;
menu
@@ -74,7 +80,7 @@
set @state, 1;
callsub S_Update_Mask;
- close;
+ goto L_Close;
L_Ice_Cube:
mes "[Hamond]";
@@ -96,7 +102,7 @@ L_Ice_Cube:
"Maybe this never melting Ice Cube?", L_Check_Ice,
"I'm still searching.", L_Close;
mes "\"You didn't? Too bad.\"";
- close;
+ goto L_Close;
L_Check_Ice:
if (countitem("IceCube") < @ICE_CUBE_AMOUNT)
@@ -133,7 +139,7 @@ L_Check_Ice:
mes "\"I know, this is a bit strange - I'm still getting used to being dead. But a patron's wish is a patron's wish!\"";
next;
mes "\"Can you bring me a huge amount of bones and skulls? This way I can fulfill that peculiar wish and make another patron very happy!\"";
- close;
+ goto L_Close;
L_Check_Bones:
mes "[Hamond]";
@@ -170,7 +176,7 @@ L_Brought_Bones:
"You're welcome.",-;
mes "[Hamond]";
mes "\"Please make yourself at home.\"";
- close;
+ goto L_Close;
L_Savaric:
mes "Hamond's face turns into an ugly grimace.";
@@ -204,20 +210,20 @@ L_Jealousy:
mes "\"Ah, this is annoying.\"";
set @state, 4;
callsub S_Update_Mask;
- close;
+ goto L_Close;
L_Man:
mes "[Hamond]";
mes "\"You're a man - I think you would understand what is happening to me.\"";
mes "\"But, to be honest, I think I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\"";
- close;
+ goto L_Close;
L_Woman:
mes "[Hamond]";
mes "\"Hrm - I don't think you'll understand. It is a problem between men.\"";
next;
mes "\"And, to be honest, I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\"";
- close;
+ goto L_Close;
L_Ring:
mes "[Hamond]";
@@ -228,7 +234,7 @@ L_Ring:
mes "\"Anyway, I remember you could easily find one of these in a lot of small shops in town. I am pretty sure that whoever lost it won't bother coming all the way back to get it.\"";
set @kidstate, 5;
callsub S_Update_Mask_Kid;
- close;
+ goto L_Close;
L_News:
mes "[Hamond]";
@@ -262,12 +268,12 @@ L_News:
mes "\"" + strcharinfo(0) + "! Can you help me once more? Please get " + @RUBY_AMOUNT + " Rubies and bring them to her as a symbol of my love and my remorse.\"";
set @state, 5;
callsub S_Update_Mask;
- close;
+ goto L_Close;
L_Waiting:
mes "[Hamond]";
mes "\"Did you bring Reid the " + @RUBY_AMOUNT + " Rubies?\"";
- close;
+ goto L_Close;
L_Apologize:
mes "[Hamond]";
@@ -286,31 +292,50 @@ L_Apologize:
getitem "BowlerHatBrown", 1;
set @state, 7;
callsub S_Update_Mask;
- close;
+ goto L_Close;
L_Thanks:
mes "[Hamond]";
mes "\"Good to see you, my friend! The inn is running well and I'm getting used to being dead.\"";
- close;
+ goto L_Close;
L_Not_Enough_B:
if (countitem("Bone") < @BONE_AMOUNT)
mes "\"I need more Bones than you have with you right now.\"";
if (countitem("Skull") < @SKULL_AMOUNT)
mes "\"Maybe you should come back with more Skulls than you have now. I don't think it is enough.\"";
- close;
+ goto L_Close;
L_Not_Enough_Cubes:
mes "[Hamond]";
mes "\"Yes, they look good! But I think I need more of them. Maybe " + @ICE_CUBE_AMOUNT + "?\"";
- close;
+ goto L_Close;
L_Full_Inv:
mes "[Hamond]";
mes "\"You have a really full backpack, haven't you? Come back when you have some room in there.\"";
- close;
+ goto L_Close;
L_Close:
+ set @Graveyard_Inn_MASK, 0;
+ set @Graveyard_Inn_SHIFT, 0;
+ set @state, 0;
+ set @Graveyard_Inn_Woman_MASK, 0;
+ set @Graveyard_Inn_Woman_SHIFT, 0;
+ set @woman, 0;
+ set @Graveyard_Inn_Kid_MASK, 0;
+ set @Graveyard_Inn_Kid_SHIFT, 0;
+ set @Graveyard_Inn_Golbenez_MASK, 0;
+ set @Graveyard_Inn_Golbenez_SHIFT, 0;
+ set @golbanez, 0;
+ set @kidstate, 0;
+ set @minLevel, 0;
+ set @ICE_CUBE_AMOUNT, 0;
+ set @ICE_CUBE_EXP, 0;
+ set @BONE_AMOUNT, 0;
+ set @SKULL_AMOUNT, 0;
+ set @BONE_EXP, 0;
+ set @RUBY_AMOUNT, 0;
close;
S_Update_Mask_Kid: