summaryrefslogtreecommitdiff
path: root/world/map/npc/009-1/jack.txt
diff options
context:
space:
mode:
Diffstat (limited to 'world/map/npc/009-1/jack.txt')
-rw-r--r--world/map/npc/009-1/jack.txt287
1 files changed, 0 insertions, 287 deletions
diff --git a/world/map/npc/009-1/jack.txt b/world/map/npc/009-1/jack.txt
deleted file mode 100644
index 7a4f6573..00000000
--- a/world/map/npc/009-1/jack.txt
+++ /dev/null
@@ -1,287 +0,0 @@
-//#################################################################################
-//# #
-//# This script file contains the npc scripts for two quests: #
-//# #
-//# Quest1: Obtaining a Forest bow #
-//# Needed: About 20 Raw logs, 5000gp, some chatting and running #
-//# Reward: Forest bow #
-//# #
-//# Quest2: Obtaining a Wooden shield #
-//# Needed: 40 Raw logs, 5000gp #
-//# Reward: Wooden shield and 2500exp #
-//# #
-//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 #
-//#################################################################################
-
-// Lumberjack
-009-1,40,45,0|script|Jack|141
-{
- set @RAWLOGS_AMOUNT, 40;
- set @SHIELD_COST, 5000;
- set @QUEST_SHIELD_EXP, 2500;
-
- set @Q_Forestbow_MASK, NIBBLE_0_MASK;
- set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;
-
- set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
- set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;
-
- set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
- set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
-
- set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
-
- if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
- if (@Q_Woodenshield == 2) goto L_Shield_state_2;
- if (@Q_Woodenshield == 1) goto L_Shield_state_1;
- if (@Q_Forestbow > 1) goto L_Bow_state_2;
-
- mes "[Jack Lumber]";
- mes "\"Hello there! My name is Jack Lumber, the enemy of all trees. If you need some firewood, just let me know.\"";
- if (@inspector == 1)
- goto L_NohMask_Ask;
- goto L_NotInspector;
-
-L_NotInspector:
- next;
- if (@Q_Forestbow < 1)
- goto L_Close;
- mes "I heard you aren't delivering any more living wood. Why not?";
- next;
- goto L_Next;
-
-L_Next:
- mes "[Jack Lumber]";
- mes "\"Why not?! I value my life, that's why!.\"";
- next;
- menu
- "What do you mean?", L_Next1;
-
-L_Next1:
- mes "[Jack Lumber]";
- mes "\"A week ago, I was going to chop down one of those twigleaf trees in the forest to the southwest – these twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe, and guess what happened? One of its branches hit me! At first, I thought it fell down or the wind blew it, but it hurt! After I shook it off and struck the tree again with my axe, another branch hit me! I got angry and started to chop off all the low-hanging branches so this couldn't happen anymore. Even after all that though, I still can't believe what happened next.\"";
- next;
- menu
- "What happened? ", L_Next2;
-
-L_Next2:
- mes "[Jack Lumber]";
- mes "\"You'll think I'm insane if I tell you...\"";
- next;
- menu
- "I won't. I promise.", L_Next3;
-
-L_Next3:
- mes "[Jack Lumber]";
- mes "\"Alright, well... After I chopped off a few branches, the whole tree started to move! Its roots tore out of the earth, all the branches started to wave around, and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
- next;
- menu
- "Did you run away?", L_Next4,
- "Did you fight it?", L_Next4;
-
-L_Next4:
- mes "[Jack Lumber]";
- mes "\"I fought it, of course! I took my axe and attacked the beast! 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.* But I didn't give up! I chopped away at it, branch after branch, and in the end I chopped off its roots, and it fell to the ground – motionless.\"";
- next;
- menu
- "So you beat the monster? Then why are you so scared?", L_Next5;
-
-L_Next5:
- mes "[Jack Lumber]";
- mes "\"Well, I was exhausted and had to rest. A few minutes passed, and suddenly I was practically surrounded by a dozen or more of these living trees!\"";
- next;
- menu
- "Did you fight them too? ", L_Next6;
-
-L_Next6:
- mes "[Jack Lumber]";
- mes "\"Are you crazy? I barely destroyed one of those beasts; I was in no shape to fight again! I ran away as fast as I could, and lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
- next;
- menu
- "So, I guess you aren't chopping down trees anymore?", L_Next7;
-
-L_Next7:
- mes "[Jack Lumber]";
- mes "\"I still do; it's my job. But I'll no longer chop those twigleafs – I'll tell you that. I know the bow master wants some twigleaf wood, but I don't care. I won't risk MY life for a few gold pieces! If you really want to, just go to the southwest, but I can't help you. I won't go there ever again.\"";
- next;
- menu
- "Southwest you say? OK, thank you.", L_Next8;
-
-L_Next8:
- set @Q_Forestbow, 2;
- callsub S_Update_Mask;
- goto L_Close;
-
-L_Bow_state_2:
- // Bow state 4: The player has found a perfect piece of wood.
- if (@Q_Forestbow > 3) goto L_Bow_state_4;
-
- mes "\"Good luck hunting those tree monsters – you'll need it.\"";
- if (@inspector != 1)
- goto L_Close;
- goto L_NohMask_Ask;
-
-L_Bow_state_4:
- mes "[Jack Lumber]";
- mes "\"You've finally found that perfect piece of living wood that Alan needs to make a Forest Bow, haven't you?\"";
- next;
- menu
- "I couldn't afford the bow, though...", L_Shield_state_0,
- "No, I'm still looking.", L_Bow_state_4_reaffirm,
- "Yes, I've got the Forest bow now.", L_Next9,
- "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
-
-L_Next9:
- // Check if the player tells the truth (continue on in any case)
- if (@Q_Forestbow > 4) goto L_Shield_state_0;
-
- mes "[Jack Lumber]";
- mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
- next;
- goto L_Shield_state_0;
-
-L_Bow_state_4_reaffirm:
- mes "[Jack Lumber]";
- mes "\"You should go talk to Alan again.\"";
- goto L_Close;
-
-L_Shield_state_0:
- set @Q_Woodenshield, 1;
- callsub S_Update_Mask;
-
- mes "[Jack Lumber]";
- mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them, and yet there you are, cutting them down one by one. I'm proud of you – to dare to fight those trunks is admirable indeed. You're as strong as if you were my own child!\"";
- next;
- goto L_Shield_state_1;
-
-L_Shield_state_1:
- mes "[Jack Lumber]";
- mes "\"I have an idea. What would you say about a new shield?\"";
- next;
- if (@inspector == 1)
- menu
- "No thanks.", L_Close,
- "Yes, please!", L_Yes,
- "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
- menu
- "No thanks.", L_Close,
- "Yes, please!", L_Yes;
-
-L_Yes:
- mes "[Jack Lumber]";
- mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be high quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
- next;
- set @Q_Woodenshield, 2;
- callsub S_Update_Mask;
- goto L_Close;
-
-L_Shield_state_2:
- mes "[Jack Lumber]";
- mes "\"Do you have the " + @RAWLOGS_AMOUNT + " raw logs and " + @SHIELD_COST + " GP for the shield?\"";
- menu
- "Here it is.", L_Next10,
- "I'll come back later.", L_Close;
-
-L_Next10:
- if (countitem("RawLog") < @RAWLOGS_AMOUNT)
- goto L_Not_enough_logs;
- if (Zeny < @SHIELD_COST)
- goto L_not_enough_money;
- getinventorylist;
- if (@inventorylist_count == 100)
- goto L_TooMany;
- delitem "RawLog", @RAWLOGS_AMOUNT;
- set Zeny, Zeny - @SHIELD_COST;
- getexp @QUEST_SHIELD_EXP, 0;
- getitem "WoodenShield", 1;
- set @Q_Woodenshield, 3;
- callsub S_Update_Mask;
- mes "[Jack Lumber]";
- mes "\"Have a seat.\"";
- mes "Jack saws the logs into pieces and then sands them until they are smooth to the touch.";
- mes "Applying some strong-smelling liquid, he tans them to a darker hue.";
- next;
- mes "[Jack Lumber]";
- mes "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.";
- next;
- mes "[Jack Lumber]";
- mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
- mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
- next;
- mes "[Jack Lumber]";
- mes "Finally, he hands the shield to you.";
- mes "\"Enjoy your new shield!\"";
- mes "[" + @QUEST_SHIELD_EXP + " experience points]";
- next;
- goto L_Close;
-
-L_Not_enough_logs:
- mes "[Jack Lumber]";
- mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
- goto L_Close;
-
-L_not_enough_money:
- mes "[Jack Lumber]";
- mes "\"I'm afraid that you don't have enough gold. I need " + @SHIELD_COST + " GP to finish your shield.\"";
- goto L_Close;
-
-L_TooMany:
- mes "[Jack Lumber]";
- mes "\"You don't have enough room to carry the shield. Come back when you do.\"";
- goto L_Close;
-
-L_Shield_state_3:
- mes "[Jack Lumber]";
- mes "\"I hope that my shield will serve you well!\"";
- next;
- if (@inspector != 1)
- goto L_Made_Shield;
- menu
- "Me too.", L_Made_Shield,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
-
-L_NohMask_Ask:
- menu
- "I'll keep that in mind.", L_Close,
- "I heard you aren't delivering any more living wood. Why not?", L_Next,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
-
-L_NohMask_Answer:
- mes "[Jack Lumber]";
- mes "\"Sorry, no.\"";
- goto L_Close;
-
-L_Made_Shield:
- mes "[Jack Lumber]";
- mes "\"Speaking of that shield...\"";
- mes "\"It has put me behind on all these new Nivalis orders, now that the ship is running there.\"";
- next;
- mes "\"Care to help out? I'll pay you for your time.\"";
- goto L_Daily;
-
-L_Daily:
- set @dq_level, 30;
- set @dq_cost, 25;
- set @dq_count, 30;
- set @dq_name$, "RawLog";
- set @dq_friendly_name$, "raw logs";
- set @dq_money, 4000;
- set @dq_exp, 4000;
-
- callfunc "DailyQuest";
-
- next;
-
- mes "[Jack Lumber]";
- mes "\"Check back with me tomorrow, and I'll let you know if I need any help with that shipment.\"";
-
- goto L_Close;
-
-L_Close:
- set @inspector, 0;
- close;
-
-S_Update_Mask:
- set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) | (@Q_Forestbow << @Q_Forestbow_SHIFT) | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
- return;
-}