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Diffstat (limited to 'npc/008-1/jack.txt')
-rw-r--r-- | npc/008-1/jack.txt | 314 |
1 files changed, 314 insertions, 0 deletions
diff --git a/npc/008-1/jack.txt b/npc/008-1/jack.txt new file mode 100644 index 00000000..fd16d965 --- /dev/null +++ b/npc/008-1/jack.txt @@ -0,0 +1,314 @@ +// Evol scripts. +// Author: +// gumi +// Quest states (forest bow): +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - alan wants to ask jack +// [1] 3 - jack explained problem +// [1] 4 - alan asks to find wood +// [1] 5 - found perfect wood +// [1] 6 - got the bow +// [2] fail count +// [3] unused +// [t] unused +// Quest states (wooden shield): +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - jack proposes shield +// [1] 3 - player accepted quest +// [1] 4 - got the shield +// [2] unused +// [3] unused +// [t] unused +// Description: +// Jack Lumber, the handsome lumberjack + + +008-1,241,116,0 script Jack NPC_LUMBERJACK,{ + + function bow_intro { + speech(4, + l("Why not?!"), + l("I value my life, that's why!")); + + selectd(l("What do you mean?")); + + speech(4, + l("A week ago, I was going to chop down one of those twigleaf trees in the forest to the southwest."), + l("These twigleafs are the trees that give me the living wood you speak of."), // XXX: were Log Heads named "Twigleaf" at some point in the past? + l("I was just chopping away with my axe, and guess what happened?"), + l("One of its branches hit me!"), + l("At first, I thought it fell down or the wind blew it, but it hurt!"), + l("After I shook it off and struck the tree again with my axe, another branch hit me!"), + l("I got angry and started to chop off all the low-hanging branches so this couldn't happen anymore."), + l("Even after all that though, I still can't believe what happened next.")); + + selectd(l("What happened?")); + + speech(4, + l("You'll think I'm insane if I tell you...")); + + selectd(l("I won't. I promise.")); + + speech(4, + l("Alright, well..."), + l("After I chopped off a few branches, the whole tree started to move!"), + l("Its roots tore out of the earth, all the branches started to wave around, and a face appeared on the trunk."), + l("The whole tree CAME TO LIFE! It was mad!")); + + selectd(l("Did you run away?"), l("Did you fight it?")); + + speech(4, + l("I fought it, of course!"), + l("I took my axe and attacked the beast!"), + l("It hit me here *points at a bruise on his shoulder*, here *lifts his trouser leg to show another bruise*, and here *lifts his shirt and reveals even worse bruises*."), // XXX: that's kinda dirty imho... maybe we could use the narrator? + l("But I didn't give up!"), + l("I chopped away at it, branch after branch, and in the end I chopped off its roots, and it fell to the ground, motionless.")); + + selectd(l("So you beat the monster? Then why are you so scared?")); + + speech(4, + l("Well, I was exhausted and had to rest."), + l("A few minutes passed, and suddenly I was practically surrounded by a dozen or more of these living trees!")); + + selectd(l("Did you fight them too?")); + + speech(4, + l("Are you crazy?"), + l("I barely destroyed one of those beasts."), + l("I was in no shape to fight again!"), + l("I ran away as fast as I could, and lucky for me the monsters aren't that fast on their tiny root legs, Ha!")); + + selectd(l("So, I guess you aren't chopping down trees anymore?")); + + speech(4, + l("I still do; it's my job."), + l("But I'll no longer chop those twigleafs, I'll tell you that."), + l("I know the bow master wants some twigleaf wood, but I don't care."), + l("I won't risk MY life for a few gold pieces!"), + l("If you really want to, just go to the southwest, but I can't help you."), + l("I won't go there ever again.")); + + selectd(l("Southwest you say? OK, thank you.")); + + speech(l("Don't say I didn't warn you!")); + + // What a huge text wall, I feel sorry for the players + + close2; + setq(.quest_bow, 3); + end; + } + + function bow_good_luck { + if (getq(.quest_inspector) == 2) + { + speech(4, + l("Good luck hunting those tree monsters – you'll need it.")); + + selectd(l("Have you seen anything that might be connected to the recent robberies in town?")); + + speech(l("Sorry, no.")); + close; + } + + npctalk3(l("Good luck hunting those tree monsters – you'll need it.")); + end; + } + + function shield_intro { + speech(4, + l("I have an idea."), + l("What would you say about a new shield?")); + + setq(.quest_shield, 2); + + selectd( + l("No thanks."), + l("Yes, please!"), + rif(getq(.quest_inspector) == 2, l("Have you seen anything that might be connected to the recent robberies in town?"))); + + switch (@menu) + { + case 1: closeclientdialog(); close; + case 2: + speech( + l("All I need is %d %s.", .logs_amount, getitemlink(.logs_item)), + l("This needn't be high quality wood; pretty much any log you can find should work."), + l("Oh, and I'll also need %s E for other materials.", format_number(.shield_cost))); + + close2; + setq(.quest_shield, 3); + end; + case 3: speech(l("Sorry, no.")); close; + } + } + + function bow_congrats { + speech(4, + l("You've finally found that perfect piece of living wood that Alan needs to make a Forest Bow, haven't you?")); + + selectd( + l("I couldn't afford the bow, though..."), + l("No, I'm still looking."), + l("Yes, I've got the Forest bow now."), + l("I'm a melee warrior, I don't need bows."), + rif(getq(.quest_inspector) == 2, l("Have you seen anything that might be connected to the recent robberies in town?"))); + + switch (@menu) + { + case 3: + if (getq(.quest_bow) <= 5) + { + speech(4, + l("Hrmph."), + l("I'm someone who respects those speaking the truth.")); + } + // fallthrough + case 1: + case 4: + speech(4, + l("You no doubt remember how I struggled with those beasts, fighting for my life."), + l("Scared me, those seven-branched little stumps did!"), + l("Never since that day have I strayed near them, and yet there you are, cutting them down one by one."), + l("I'm proud of you – to dare to fight those trunks is admirable indeed."), + l("You're as strong as if you were my own child!")); + + shield_intro; + break; + case 2: speech(l("You should go talk to Alan again.")); close; + case 5: speech(l("Sorry, no.")); close; + } + } + + function shield_make { + speech(4, + l("Do you have the %d %s and %s E for the shield?", + .logs_amount, getitemlink(.logs_item), format_number(.shield_cost))); + + selectd( + rif(countitem(.logs_item) >= .logs_amount && Zeny >= .shield_cost, + l("Here it is.")), + l("I'll come back later.")); + + if (@menu != 1) { + closeclientdialog(); + close; + } + + speech(4, + l("Have a seat.")); + + narrator(4, + l("Jack saws the logs into pieces and then sands them until they are smooth to the touch."), + l("Applying some strong-smelling liquid, he tans them to a darker hue."), + l("Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece – shield handles from what you can tell."), + l("Meanwhile, the sun has dried the other pieces."), + l("Jack places them next to each other, adds a frame, and nails everything together."), + l("The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments."), + l("Finally, he hands the shield to you.")); + + if (checkweight(.shield_item, 1) != true) + { + speech( + l("It seems you can't carry the %s.", getitemlink(.shield_item)), + l("Come back when you do.")); + close; + } + + if (Zeny < .shield_cost || countitem(.logs_item) < .logs_amount) + close; // double-check + + setq(.quest_shield, 4); + delitem(.logs_item, .logs_amount); + getitem(.shield_item, 1); + Zeny -= .shield_cost; + quest_xp(.maxLevel, .shield_exp); + + speech( + l("Enjoy your new shield!")); + + close; + } + + function wood_daily { + speech(4, + l("I hope that my shield will serve you well!")); + + selectd( + l("Me too."), + rif(getq(.quest_inspector) == 2, l("Have you seen anything that might be connected to the recent robberies in town?"))); + + switch (@menu) + { + case 2: speech(l("Sorry, no.")); close; + } + + closeclientdialog(); // TODO: daily quest (needs the generic daily quest script) + close; + } + + // OnTalk: + switch (getq(.quest_shield)) + { + case 2: shield_intro; break; + case 3: shield_make; break; + case 4: wood_daily; break; + } + + switch (getq(.quest_bow)) + { + case 3: + case 4: bow_good_luck; break; + case 5: + case 6: bow_congrats; break; + } + + // initial intro + { + speech(4, + l("Hello there!"), + l("My name is Jack Lumber, the enemy of all trees."), + l("If you need some firewood, just let me know.")); + + selectd( + l("I'll keep that in mind."), + rif(getq(.quest_inspector) == 2, l("Have you seen anything that might be connected to the recent robberies in town?")), + rif(getq(.quest_bow) == 2, l("I heard you aren't delivering any more living wood. Why not?"))); + + switch (@menu) + { + case 2: speech(l("Sorry, no.")); close; + case 3: bow_intro; break; + } + + } + + closeclientdialog(); + close; + +OnInit: + .logs_item = RawLog; + .logs_amount = 40; // XXX: maybe nlogn? + .shield_cost = 5000; // XXX: maybe nlogn? + .shield_exp = 2500; + .shield_item = WoodenShield; + .maxLevel = getiteminfo(WoodenShield, ITEMINFO_ELV) + 20; + + .quest_bow = HurnscaldQuests_ForestBow; + .quest_shield = HurnscaldQuests_WoodenShield; + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_bow; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +//if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} |