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// author: Jenalya
// reviewed by: 
// state0: Angela is to upset to tell you anything, needs a concentration potion
// state1: got the mission to save Cindy
// state2 and state3: Cindy is saved Angela invites you to visit them for giving a reward
// state greater than 3: Angela invites and asks you to bring present boxes 

//TODO: picture
031-1.gat,79,24,0	script	Angela	154, {

	set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
	set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;

	set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);

    if (@rescue_Cindy > 3) goto L_Please_Visit_Again;  
	if (@rescue_Cindy > 1) goto L_Please_Visit;
	if (@rescue_Cindy == 1) goto L_Please_Help;

	mes "[Angela]";
	mes "\"Please, I need help! My little daugther!\"";
	next;
	mes "\"It's terrible, oh my dear child!\"";
	next;

	if (countitem("ConcentrationPotion") > 0) goto L_Menu_Potion;
	
	menu
		"\"Please calm down and tell me what happened.\"", L_Whining,
		"Leave", -;
	close; 

L_Whining:	
	mes "[Angela]";
//TODO: add more whining, enough to make it annoying to read it all
	mes "\"My poor little daugther, please! Oh no, oh no...\"";
	next;
	mes "\"We need to do something! My poor little Cindy! My cute little girl!\"";
	next;
	mes "\"It's so terrible, how could that happen? Please, I need help, it's so terrible.\"";
	next;
	mes "\"That awful filthy monsters - terrible!\"";
	next;
	mes "\"Oh Cindy, my little Cindy - oh no...\"";
	next;
	mes "\"Please help, we need to do something!\"";
	next;
	mes "\"It's so terrible, my poor cute little Cindy...\"";
	next;
	mes "\"Oh, when I think, what might happen to her right now!\"";
	next;
	mes "\"She is crying and sobbing.\"";
	next;
	mes "\"It seems, she is too upset to tell you anything helpful. If she would just calm down and concentrate a bit...\"";
	close;
	
L_Menu_Potion:	
	menu
		"\"Please calm down and tell me what happened.\"", L_Whining,
		"Give her a concentration potion.", L_Calm_Down, 
		"Leave", -;
	close; 

L_Calm_Down:
	if (countitem("ConcentrationPotion") == 0) goto L_No_Potion;
	delitem "ConcentrationPotion", 1;
	mes "She drinks the concentration potions and calms down.";
	mes "[Angela]";
	mes "\"Thank you, this was helpful.\"";
	next;
	mes "\"My daughter Cindy and me were on our way to Santa, to bring him some presents. Many people here in Nivalis are helping Santa with his business.\"";
	next;	
	mes "\"When we passed the entrance of this cave, a pack of Yetis came out there. It's disturbing, usually, they are very shy.\"";
	next;	
	mes "\"We tried to run away, but there were to many of them. They took my poor little Cindy and all the presents with them.\"";
	next;	
	mes "\"Oh my poor little girl. I'm so worried - what might they do with her? Oh no!\"";
	next;	
	mes "\"You look like an adventurer! Please, can you go in that cave and rescue my little Cindy? I beg you for help!\"";	
	set @rescue_Cindy, 1;
	callsub S_Update_Mask;
	close;
	
L_No_Potion:
	mes "You don't have a concentration potion.";
	close;

L_Please_Help:
	mes "[Angela]";
	mes "\"Please rescue my daughter!\"";
	close;
	
L_Please_Visit:	
	mes "[Angela]";
	mes "\"Thank you so much for rescueing my beloved Cindy. Please come to visit us in our house at the beach.\"";
	next;
	mes "\"My husband is an adventurer like you, and I want to give you something he got on his travels to show my gratitude.\"";
	close;
	
L_Please_Visit_Again:
	mes "[Angela]";
	mes "\"Hello! You are welcome to visit us in our house at the beach everytime. Cindy loves to see you!\"";
	next;
	mes "\"If you have found any present boxes, the Yetis took away, please bring them to our house. Usually, the Yetis are very shy... their behavior is a bit odd.\"";
	close;
	
S_Update_Mask:
        set QUEST_Nivalis_state,
        	(QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
                | (@rescue_Cindy << @Q_Nivalis_state_SHIFT);
        return;
}

031-1.gat,80,25,0	script	Debug	154, {

//TODO: remove DEBUG

	set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
	set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;

	set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
	
	mes "This menu is for debugging and will be removed";
	menu 
		"close", L_close,
		"reset quest", -,
		"magic", magic;
	set @rescue_Cindy, 0;
	callsub S_Update_Mask;
	mes "quest variable is now " + @rescue_Cindy;
	close;
L_close:
	close;

magic:
		// Set up SkillUp function general magic
        set @SUP_id, SKILL_MAGIC;
        set @SUP_name$, "Magic";

		set @SUP_xp, 5000;
        set @SUP_lvl, 2;
        callfunc "SkillUp";
        
        // Set up SkillUp function war magic
        set @SUP_id, SKILL_MAGIC_WAR;
        set @SUP_name$, "War Magic";

		set @SUP_xp, 5000;
        set @SUP_lvl, 2;
        callfunc "SkillUp";
        
        // Set up SkillUp function life magic
        set @SUP_id, SKILL_MAGIC_LIFE;
        set @SUP_name$, "Life Magic";

		set @SUP_xp, 5000;
        set @SUP_lvl, 2;
        callfunc "SkillUp";

	mes "Lightning invocation: " + getspellinvocation("lightning-strike");
	mes "Flare-dart invocation: " + getspellinvocation("flare-dart");
	mes "Lesser-heal invocation: " + getspellinvocation("lesser-heal");
	mes "Lay-on-hands invocation: " + getspellinvocation("lay-on-hands");
	close;
	
S_Update_Mask:
        set QUEST_Nivalis_state,
        	(QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
                | (@rescue_Cindy << @Q_Nivalis_state_SHIFT);
        return;
}