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author | gumi <mekolat@users.noreply.github.com> | 2017-04-13 13:02:59 -0400 |
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committer | Micksha <Micksha@users.noreply.github.com> | 2018-11-05 21:34:37 +0100 |
commit | 7330d282726f62cdb63dcca5b49c4607cbbdc199 (patch) | |
tree | 8d46ba4a0a43f08403ad8456c60ff22b16dac189 /npc | |
parent | e34d012804b9a10283c3b2ced98c73542833a731 (diff) | |
download | serverdata-7330d282726f62cdb63dcca5b49c4607cbbdc199.tar.gz serverdata-7330d282726f62cdb63dcca5b49c4607cbbdc199.tar.bz2 serverdata-7330d282726f62cdb63dcca5b49c4607cbbdc199.tar.xz serverdata-7330d282726f62cdb63dcca5b49c4607cbbdc199.zip |
Hurnscald mega-commit
Diffstat (limited to 'npc')
32 files changed, 2923 insertions, 12 deletions
diff --git a/npc/001-2-33/_mobs.txt b/npc/001-2-33/_mobs.txt new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/npc/001-2-33/_mobs.txt diff --git a/npc/001-2-33/_savepoints.txt b/npc/001-2-33/_savepoints.txt new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/npc/001-2-33/_savepoints.txt diff --git a/npc/008-1/doors.txt b/npc/008-1/doors.txt deleted file mode 100644 index de8ed1d8..00000000 --- a/npc/008-1/doors.txt +++ /dev/null @@ -1,6 +0,0 @@ -008-1,104,27,0 script CottageDoor NPC_WARP,0,0,{ - end; - -OnTouch: - dispbottom(l("Locked.")); -} diff --git a/npc/008-1/wateranimation.txt b/npc/008-1/wateranimation.txt index 8b66f637..74ff5fd9 100644 --- a/npc/008-1/wateranimation.txt +++ b/npc/008-1/wateranimation.txt @@ -5,5 +5,5 @@ // Description: // Water animations, splash, fishes, etc... -008-1,139,32,0 duplicate(#water_animation0) #water_animation16 NPC_WATER_SPLASH -008-1,140,40,0 duplicate(#water_animation0) #water_animation17 NPC_WATER_SPLASH +008-1,311,97,0 duplicate(#water_animation0) #water_animation16 NPC_WATER_SPLASH +008-1,314,139,0 duplicate(#water_animation0) #water_animation17 NPC_WATER_SPLASH diff --git a/npc/commands/debug-quest.txt b/npc/commands/debug-quest.txt index 2c590a2d..468e5af2 100644 --- a/npc/commands/debug-quest.txt +++ b/npc/commands/debug-quest.txt @@ -90,6 +90,31 @@ function script GlobalQuestDebug { } while (1); } + function qDebugHurnscald { + do + { + clear; + setnpcdialogtitle l("Quest debug") + " - Hurnscald"; + mes l("This menu gives access to quest debug menus for @@ quests.", "Hurnscald"); + next; + mes l("Please select a quest:"); + + menuint + menuimage("actions/back", l("Go back")), -1, + "Hinnak", HurnscaldQuests_Hinnak, + l("Maggot soup"), HurnscaldQuests_Soup, + l("Inspector"), HurnscaldQuests_Inspector, + l("Forest bow"), HurnscaldQuests_ForestBow, + l("Wooden shield"), HurnscaldQuests_WoodenShield; + + switch (@menuret) + { + case -1: return; + default: callfunc "QuestDebug" + @menuret; + } + } while (1); + } + function qDebugGeneral { do { @@ -125,6 +150,7 @@ function script GlobalQuestDebug { select l("Prologue"), "Artis", + "Hurnscald", l("Other"), rif(getarg(0,0), menuimage("actions/back", l("Return to Debug menu"))); @@ -132,8 +158,9 @@ function script GlobalQuestDebug { { case 1: qDebugShip; break; case 2: qDebugArtis; break; - case 3: qDebugGeneral; break; - case 4: return; + case 3: qDebugHurnscald; break; + case 4: qDebugGeneral; break; + case 5: return; } } while (1); } diff --git a/npc/functions/generic-text.txt b/npc/functions/generic-text.txt new file mode 100644 index 00000000..ede6e954 --- /dev/null +++ b/npc/functions/generic-text.txt @@ -0,0 +1,120 @@ +// Evol functions. +// Authors: +// gumi +// Description: +// text register + +function script generic { + .@flags = getarg(0, 1); + + .@villager = (1 << 0); + .@old = (1 << 1); + .@kid = (1 << 2); + .@sailor = (1 << 3); + .@busy = (1 << 4); + .@tired = (1 << 5); + .@angry = (1 << 6); + .@legion = (1 << 7); + .@crazy = (1 << 8); + + if (.@flags == 0) + return l("I'm sorry, I can't talk right now."); + + if (.@flags & .@villager) + { + setarray(.@array$[.@count], + l("It is a sunny day, don't you think?"), + l("I just want to live my life in peace."), + l("Isn't this place pretty? I love hanging out here!")); + + .@count += 3; + } + + if (.@flags & .@old) + { + setarray(.@array$[.@count], + l("Come closer dear, I can't hear you."), + l("Hmm... where did I put it again?"), + l("I miss the good old days.")); + + .@count += 3; + } + + if (.@flags & .@kid) + { + setarray(.@array$[.@count], + l("Mommy doesn't want me to talk to strangers.")); + + .@count += 1; + } + + if (.@flags & .@sailor) + { + setarray(.@array$[.@count], + l("So finally someone has came to visit me?"), + l("A-hoy matey!")); + + .@count += 2; + } + + if (.@flags & .@busy) + { + setarray(.@array$[.@count], + l("Can't talk right now."), + l("Can't you see I'm busy?"), + l("Come back later."), + l("I'm a little busy right now.")); + + .@count += 4; + } + + if (.@flags & .@tired) + { + setarray(.@array$[.@count], + l("I had a long day, come back tomorrow."), + l("I need to rest."), + l("*snores*")); + + .@count += 3; + } + + if (.@flags & .@angry) + { + setarray(.@array$[.@count], + l("Go pester someone else."), + l("I don't feel like talking to you."), + l("Stop wasting my time."), + l("Go fly a kite"), + l("Not in the mood to chat."), + l("Give me some space."), + l("Can you please go away?")); + + .@count += 7; + } + + if (.@flags & .@legion) + { + setarray(.@array$[.@count], + l("My breath smells bad."), + l("Don't distract me, I have to stay alert."), + l("Can't talk right now, I'm on patrol duty."), + l("I can't stay here and talk all day. I have a job to do."), + l("Keep moving."), + l("So you think you're tough? A warrior must also be loyal and patient."), + l("Practice! There are no secrets to becoming a warrior."), + l("There is no honor in fighting a weak opponent.")); + + .@count += 8; + } + + if (.@flags & .@crazy) + { + setarray(.@array$[.@count], + l("Do I look like a tree? I feel like one."), + l("What're you looking at?!")); + + .@count += 2; + } + + return .@array$[rand(.@count)]; +} diff --git a/npc/functions/quest-debug/036-HurnscaldQuests_Hinnak.txt b/npc/functions/quest-debug/036-HurnscaldQuests_Hinnak.txt new file mode 100644 index 00000000..61dc294e --- /dev/null +++ b/npc/functions/quest-debug/036-HurnscaldQuests_Hinnak.txt @@ -0,0 +1,32 @@ +// Hinnak quest debug +// Author: +// gumi + +function script QuestDebug36 { + do + { + clear; + setnpcdialogtitle l("Quest debug"); + mes "HurnscaldQuests_Hinnak"; + mes "---"; + mes l("Quest state: @@, @@", + getq(HurnscaldQuests_Hinnak), + getq2(HurnscaldQuests_Hinnak)); + next; + + GenericQuestDebug HurnscaldQuests_Hinnak, + l("Cannot do the quest"), 0, + l("Can do the quest"), 1, + l("Hinnak asked for help"), 2, + l("Helped Hinnak"), 3; + + switch (@menuret) + { + case 0: + case 1: + case 2: setq HurnscaldQuests_Hinnak, getq(HurnscaldQuests_Hinnak), 0; break; + default: if (@menuret < 0) return; + } + + } while (1); +} diff --git a/npc/functions/quest-debug/037-HurnscaldQuests_Soup.txt b/npc/functions/quest-debug/037-HurnscaldQuests_Soup.txt new file mode 100644 index 00000000..43eba0d6 --- /dev/null +++ b/npc/functions/quest-debug/037-HurnscaldQuests_Soup.txt @@ -0,0 +1,32 @@ +// Mikhail & Bernard quest debug +// Author: +// gumi + +function script QuestDebug37 { + do + { + clear; + setnpcdialogtitle l("Quest debug"); + mes "HurnscaldQuests_Soup"; + mes "---"; + mes l("Quest state: @@", + getq(HurnscaldQuests_Soup)); + next; + + GenericQuestDebug HurnscaldQuests_Soup, + l("Cannot do the quest"), 0, + l("Can do the quest"), 1, + l("Bernard wants roasted maggot"), 2, + l("brought maggot"), 3, + l("Bernard wants maggot slime"), 4, + l("brought maggot slime"), 5, + l("Mikhail needs maggot slime"), 6, + l("brought maggot slime"), 7; + + if (@menuret < 0) + { + return; + } + + } while (1); +} diff --git a/npc/functions/quest-debug/038-HurnscaldQuests_Inspector.txt b/npc/functions/quest-debug/038-HurnscaldQuests_Inspector.txt new file mode 100644 index 00000000..053f085e --- /dev/null +++ b/npc/functions/quest-debug/038-HurnscaldQuests_Inspector.txt @@ -0,0 +1,41 @@ +// Inspector quest debug +// Author: +// gumi + +function script QuestDebug38 { + do + { + clear; + setnpcdialogtitle l("Quest debug"); + mes "HurnscaldQuests_Inspector"; + mes "---"; + mes l("Quest state: @@", + getq(HurnscaldQuests_Inspector)); + next; + + GenericQuestDebug HurnscaldQuests_Inspector, + l("Cannot do the quest"), 0, + l("Can do the quest"), 1, + l("Talked to Inspector (1)"), 2, + l("Talked to Old Woman (1)"), 3, + l("Talked to Old Woman (2)"), 4, + l("Talked to Inspector (2)"), 5, + l("Talked to Troupe Leader (1)"), 6, + l("Talked to Inspector (3)"), 7, + l("Talked to Old Man"), 8, + l("Talked to Old Woman (3)"), 9, + l("Talked to Inspector (4)"), 10, + l("Talked to Old Woman (4)"), 11, + l("Talked to Malek"), 12, + l("Searched the bookcase"), 13, + l("Talked to Inspector (5)"), 14, + l("Talked to Troupe Leader (2)"), 15, + l("Talked to Inspector (6)"), 16; + + if (@menuret < 0) + { + return; + } + + } while (1); +} diff --git a/npc/functions/quest-debug/039-HurnscaldQuests_ForestBow.txt b/npc/functions/quest-debug/039-HurnscaldQuests_ForestBow.txt new file mode 100644 index 00000000..c6a61a1b --- /dev/null +++ b/npc/functions/quest-debug/039-HurnscaldQuests_ForestBow.txt @@ -0,0 +1,42 @@ +// Jack Lumber quest debug +// Author: +// gumi + +function script QuestDebug39 { + do + { + clear; + setnpcdialogtitle l("Quest debug"); + mes "HurnscaldQuests_ForestBow"; + mes "---"; + mes l("Quest state: @@", getq(HurnscaldQuests_ForestBow)); + mes "---"; + mes l("Related quests:"); + mes "HurnscaldQuests_WoodenShield: " + getq(HurnscaldQuests_WoodenShield); + next; + + GenericQuestDebug HurnscaldQuests_ForestBow, + menuimage("actions/manage", l("Debug Wooden Shield")), -1, + l("Cannot do the quest"), 0, + l("Can do the quest"), 1, + l("Alan wants to ask Jack"), 2, + l("Jack explained problem"), 3, + l("Alan asks to find wood"), 4, + l("Found perfect wood"), 5, + l("Got the bow"), 6; + + switch (@menuret) + { + case -1: callfunc "QuestDebug40"; break; + case 0: + case 1: + case 2: + case 3: + case 4: setq(HurnscaldQuests_WoodenShield, 0); break; + case 5: + case 6: setq(HurnscaldQuests_WoodenShield, max(1, getq(HurnscaldQuests_WoodenShield))); break; + default: if (@menuret < 0) return; + } + + } while (1); +} diff --git a/npc/functions/quest-debug/040-HurnscaldQuests_WoodenShield.txt b/npc/functions/quest-debug/040-HurnscaldQuests_WoodenShield.txt new file mode 100644 index 00000000..05d08130 --- /dev/null +++ b/npc/functions/quest-debug/040-HurnscaldQuests_WoodenShield.txt @@ -0,0 +1,37 @@ +// Jack Lumber quest debug +// Author: +// gumi + +function script QuestDebug40 { + do + { + clear; + setnpcdialogtitle l("Quest debug"); + mes "HurnscaldQuests_WoodenShield"; + mes "---"; + mes l("Quest state: @@", getq(HurnscaldQuests_WoodenShield)); + mes "---"; + mes l("Related quests:"); + mes "HurnscaldQuests_ForestBow: " + getq(HurnscaldQuests_ForestBow); + next; + + GenericQuestDebug HurnscaldQuests_WoodenShield, + menuimage("actions/manage", l("Debug Forest Bow")), -1, + l("Cannot do the quest"), 0, + l("Can do the quest"), 1, + l("Jack proposes shield"), 2, + l("Accepted the quest"), 3, + l("Got the shield"), 4; + + switch (@menuret) + { + case -1: callfunc "QuestDebug39"; break; + case 1: + case 2: + case 3: + case 4: setq(HurnscaldQuests_ForestBow, max(5, getq(HurnscaldQuests_ForestBow))); break; + default: if (@menuret < 0) return; + } + + } while (1); +} diff --git a/npc/placeholder/alan.txt b/npc/placeholder/alan.txt new file mode 100644 index 00000000..8e8e42b7 --- /dev/null +++ b/npc/placeholder/alan.txt @@ -0,0 +1,323 @@ +// 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] unused +// [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 + +008-2-6,31,26,0 script Alan NPC_HUMAN_M_ARTIS,{ + + function bow_intro { + speech(4, + l("When you want to buy something then please speak to my apprentice."), + l("I am only doing special requests.")); + + selectd( + l("OK, thanks."), + rif(BaseLevel >= .min_level, l("Can you make me a really good bow?")), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + switch (@menu) + { + case 1: closeclientdialog(); close; + case 3: speech(l("No.")); close; + } + + speech(4, + l("You mean like one of my legendary forest bows?")); + + selectd( + l("Yes, that would be nice.")); + + speech(4, + l("Sorry, I am not making these anymore.")); + + selectd( + l("Oh, too bad."), + l("What? Why not?")); + + if (@menu == 1) { + closeclientdialog(); + close; + } + + speech(4, + l("The problem is that I am short of material."), + l("My forestbows are not made of regular wood, you know."), + l("They are made of special living wood."), + l("And only the best logs of living wood are good enough for them."), + l("I used to get these logs from Jack, the handsome lumberjack."), + l("But the last time I asked him for a new delivery he said that he would never again get any for me.")); + + selectd( + l("Too bad."), + l("Did you ask him why?")); + + if (@menu == 1) { + closeclientdialog(); + close; + } + + speech(4, + l("Sure I did."), + l("But he just told me to leave him alone."), + l("Maybe you could ask him what's wrong?")); + + selectd( + l("OK, I'll ask him."), + l("I am sure he got his reasons.")); + + setq(.quest_bow, 2); + closeclientdialog(); + close; + } + + function bow_reminder { + if (getq(.quest_inspector) == 2) + { + speech(4, + l("Did you already ask Jack why he won't deliver me any more living wood?")); + + selectd( + l("Have you seen anything strange recently that might be connected to the robberies?")); + + speech(l("No.")); + close; + } + + npctalk3(l("Did you already ask Jack why he won't deliver me any more living wood?")); + end; + } + + function bow_explain { + speech(4, + l("Did you already ask Jack why he won't deliver me any more living wood?")); + + selectd( + l("Yes, I did. He said that the trees turned into dangerous monsters."), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + if (@menu != 1) + { + speech(l("No.")); + close; + } + + speech( + l("Oh, that's really bad news."), + l("Maybe you can do his job?"), + l("If you kill some of these tree monsters and bring me their wood I could take a look at them."), + l("Maybe you will find a piece of wood that is strong enough to become one of my forest bows.")); + + close2; + setq(.quest_bow, 4); + end; + } + + function bow_make { + speech(4, + l("I can make you a really nice forest bow out of this."), + l("I just need %s E for material and work time.", + format_number(.req_esp))); + + selectd( + l("%s??? What a ripoff!", format_number(.req_esp)), + rif(Zeny >= .req_esp, l("Sure, here you go!")), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + switch (@menu) + { + case 1: speech(l("Fine, I'll just hold on to this log should you ever change your mind.")); close; + case 3: speech(l("No.")); close; + } + + // XXX: maybe here we could make the player wait real-world hours for Alan to finish? + + if (checkweight(.reward_item, 1) != true) + { + speech( + l("It seems you can't carry the bow right now."), + l("Go clean up your inventory and come back.")); + close; + } + + if (Zeny < .req_esp) + close; // double-check + + setq(.quest_bow, 6); + Zeny -= .req_esp; + getitem(.reward_item, 1); + getexp(.reward_exp, 0); + + speech( + l("Here you go - have fun with it.")); + close; + } + + function bow_check_wood { + speech(4, + l("How is the hunt going?"), + l("Did you bring me any wood?")); + + selectd( + l("No, sorry."), + rif(countitem(.req_item) >= 1, l("Here, take a look!")), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + switch (@menu) + { + case 1: closeclientdialog(); close; + case 3: speech(l("No.")); close; + } + + .@first = true; + + do { + if (countitem(.req_item) < 1) + break; + + if (.@first == false) + { + narrator(4, + l("You hand him another log.")); + } + + delitem(.req_item, 1); + .@first = false; + + speech(4, + l("Hmmm... looks ok, but is it strong enough?")); + + narrator(4, + l("Alan bends the log over his knee.")); + + if (rand(.success_rate) == 0) + { + narrator(4 | 8, + l("Alan tries as hard as he can but the log won't bend.")); + + speech(4, + l("Aaah!"), + l("Yes!"), + l("That is a really fine piece of wood you brought me."), + l("It will make an excellent bow!")); + + setq(.quest_bow, 5); + setq(.quest_shield, 1); + + narrator(4, + l("He proceeds to further scrutinize the log.")); + + bow_make; + end; + } + + narrator(4 | 8, + l("The log breaks with a loud crack.")); + + speech(4, + l("Sorry, this log was too weak for one of my forest bows."), + l("Now it is junk."), + l("Do you wish to try again?")); + + selectd( + l("Sure, here you go."), + l("Hey! Stop breaking my stuff!")); + + if (@menu != 1) { + closeclientdialog(); + close; + } + + } while (true); + + speech(l("It seems you have no wood left.")); + close; + } + + function bow_done { + speech(4, + l("I hope you are satisfied with your forest bow."), + l("It is one of my best works.")); + + selectd( + l("I am!"), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange recently that might be connected to the robberies?"))); + + switch (@menu) + { + case 2: speech(l("No.")); close; + default: closeclientdialog(); close; + } + } + + // OnTalk: + switch (getq(.quest_bow)) + { + case 0: + case 1: bow_intro; break; + case 2: bow_reminder; break; + case 3: bow_explain; break; + case 4: bow_check_wood; break; + case 5: bow_make; break; + default: bow_done; break; + } + + closeclientdialog(); + close; + +OnPCLoginEvent: +OnPCBaseLvUpEvent: + if (BaseLevel >= .min_level && getq(.quest_bow) < 1) + { + setq(.quest_bow, 1); // allow the player to do the quest + dispbottom(l("New quest available: %s (level %d+)", + getquestlink(.quest_bow), .min_level)); // XXX: requires new manaplus versions, maybe show a different message for old versions? + } + end; + +OnInit: + .min_level = 25; // min level to do the quest + + .req_item = RawLog; // item required to make the bow + .req_esp = 10000; // amount of Esperin required to make the bow + .reward_item = ForestBow; // quest reward (item) + .reward_exp = 0; // quest reward (exp) + .success_rate = 20; // one in X chances to get a perfect log + + .quest_bow = HurnscaldQuests_ForestBow; + .quest_shield = HurnscaldQuests_WoodenShield; + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_bow; + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/bernard.txt b/npc/placeholder/bernard.txt new file mode 100644 index 00000000..5c3f25ff --- /dev/null +++ b/npc/placeholder/bernard.txt @@ -0,0 +1,230 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - bernard wants roasted maggot +// [1] 3 - brought maggot +// [1] 4 - bernard wants maggot slime +// [1] 5 - brought maggot slime +// [1] 6 - mikhail needs maggot slime +// [1] 7 - brought maggot slime +// [2] unused +// [3] unused +// [t] unused +// Description: +// Bernard wants to make a maggot slime soup + +008-2-4,34,29,0 script Bernard NPC_HUMAN_M_ARTIS,{ + + if (BaseLevel < .min_level) + { + npctalk3 generic(16 | 32); + end; + } + + function soup_intro { + if (rand(2) == 1) + { + speech 4, + l("The fields are crawling with maggots."), + l("Where is Mikhail?"), + l("What is taking them so long?"), + l("Could I ask a favor of you?"); + } + else + { + speech 4, + l("The taste of maggots in soup is... unforgettable."), + l("They taste simply divine!"), + l("I sent someone to kill me some maggots and they have yet to return."), + l("Would you help me kill some?"); + } + + if (selectd(l("Yes."), l("No.")) == 2) + { + return; + } + + if (rand(2) == 1) + { + speech 4, + l("Great!"), + l("I need a %s for my soup.", getitemlink(.first_item)); + } + else + { + speech 4, + l("Bring me a %s.", getitemlink(.first_item)), + l("I'll give you something if you do."); + } + + speech 8, + l("Please bring it to me!"); + + setq .quest, 2; + close; + } + + function soup_reminder_roasted { + speech + l("Oh, please hurry and bring me a %s.", getitemlink(.first_item)), + l("I'm yearning for maggot soup!"); + close; + } + + function soup_no_room { + speech 1 | 8, + "...", + l("It seems you don't have room for my reward."), + l("I'll wait until you do."); + close; + } + + function soup_reward_roasted { + speech 4, + l("Oooh, perfect! It's perfect!"), + l("You brought me my %s!", getitemlink(.first_item)), + l("Here, have some %s for your troubles.", + getitemlink(.first_reward_item)); + + if (checkweight(.first_reward_item, .first_reward_amount) != true) + soup_no_room; + + if (countitem(.first_item) < 1) + close; + + delitem .first_item, 1; + getitem .first_reward_item, .first_reward_amount; + getexp .first_reward_exp, 0; + setq .quest, 3; + + speech 8, + l("Now let's see..."); + close; + } + + function soup_ask_slime { + speech + l("Thank you so much!"), + l("But... something is missing to make the soup creamy."), + l("I need %d %s for that.", + .second_item_qty, getitemlink(.second_item)), + l("Bring them to me, and I'll give you something nice."); + + setq .quest, 4; + close; + } + + function soup_reminder_slime { + speech + l("Please do hurry and bring me %d %s, so I can finish my soup!", + .second_item_qty, getitemlink(.second_item)); + close; + } + + function soup_reward_slime { + speech + l("Nice!"), + l("They're perfect, just perfect!"), + l("You brought me the %d %s!", + .second_item_qty, getitemlink(.second_item)), + l("Here, have some %s as reward.", + getitemlink(.second_reward_item)); + + if (checkweight(.second_reward_item, .second_reward_amount) != true) + soup_no_room; + + if (countitem(.second_item) < .second_item_qty) + close; + + delitem .second_item, .second_item_qty; + getitem .second_reward_item, .second_reward_amount; + getexp .second_reward_exp, 0; + setq .quest, 5; + + close; + } + + function soup_thanks_slime { + speech + l("I didn't mention it before, but I also put beer in my soup."), + l("I hope you like beer as much as I do, because, you see..."), + l("Beer is life!"); + close; + } + + function soup_thanks_mikhail { + speech + l("My help, Mikhail, finally returned with the slimes I needed."), + l("I wonder what took him so long?"); + close; + } + + + // OnTalk: + switch (getq(.quest)) + { + case 0: + case 1: soup_intro; break; + case 2: + if (countitem(.first_item) < 1) + soup_reminder_roasted; + else + soup_reward_roasted; + break; + case 3: soup_ask_slime; break; + case 4: + if (countitem(.second_item) < .second_item_qty) + soup_reminder_slime; + else + soup_reward_slime; + break; + case 5: + case 6: soup_thanks_slime; break; + default: soup_thanks_mikhail; + } + + closeclientdialog(); + close; + +OnPCLoginEvent: +OnPCBaseLvUpEvent: + if (BaseLevel >= .min_level && getq(.quest) < 1) + { + setq .quest, 1; // allow the player to do the quest + dispbottom l("New quest available: %s (level %d+)", + getquestlink(.quest), .min_level); // XXX: requires new manaplus versions, maybe show a different message for old versions? + } + end; + +OnInit: + .min_level = 10; // min level to do the quest + + .first_item = Aquada; // FIXE: change this when we have RoastedMaggot + .first_reward_item = Aquada; // reward item // FIXME: change this when we have CherryCake + .first_reward_amount = 5; + .first_reward_exp = 100; + + .second_item = Aquada; // FIXE: change this when we have MaggotSlime + .second_item_qty = 3; + .second_reward_item = Aquada; // reward item // FIXME: change this when we have Beer + .second_reward_amount = 3; + .second_reward_exp = 100; + + .quest = HurnscaldQuests_Soup; + .quest_debug = .quest; + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/books.txt b/npc/placeholder/books.txt new file mode 100644 index 00000000..3407e0cd --- /dev/null +++ b/npc/placeholder/books.txt @@ -0,0 +1,60 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-1,247,40,0 script bookcase NPC_HUMAN_M_ARTIS,{ + + if (getq(.quest_inspector) != 12) + { + dispbottom(l("You see an ordinary bookcase.")); + end; + } + + narrator( + l("You see an ordinary bookcase."), + l("Looking over closely, you find a book that is upside down."), + l("The book has been hollowed out."), + l("Inside is a theater mask and a note that you cannot even begin to read.")); + + close2; + setq(.quest_inspector, 13); + end; + +OnInit: + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; + .distance = 1; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/doctor.txt b/npc/placeholder/doctor.txt new file mode 100644 index 00000000..af36d1e2 --- /dev/null +++ b/npc/placeholder/doctor.txt @@ -0,0 +1,80 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-2-14,29,30,0 script Doctor NPC_HUMAN_M_ARTIS,{ + + speech(4, + l("Hello, can I help you?")); + + // TODO: check for AxeHat when we get it + // TODO: check for EyePatch when we get it + + selectd( + l("I think I am sick!"), + l("No, I feel fine."), + rif(getq(.quest_inspector) == 2, l("Have you seen anything strange in town? Anything that might have to do with the robberies?"))); + + switch (@menu) + { + case 1: + narrator(4, + l("The doctor examines you briefly.")); + // TODO: check for poison or other status conditions currently in use + speech( + l("Nonsense!"), + l("You look fine and dandy to me."), + l("All you need is a bit more exercise and fresh fruit in your diet!")); + close; + case 2: + speech( + l("Then please stop wasting my precious time.")); + close; + case 3: + speech( + l("No, I haven't seen anything.")); + close; + } + + + end; + +OnInit: + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/hinnak.txt b/npc/placeholder/hinnak.txt new file mode 100644 index 00000000..f4937f4b --- /dev/null +++ b/npc/placeholder/hinnak.txt @@ -0,0 +1,352 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - hinnak asked for help +// [1] 3 - helped hinnak +// [2] kill counter +// Description: +// Hinnak needs help to get rid of {mobname} + +008-1,270,77,0 script Hinnak NPC_HUMAN_M_ARTIS,{ + + if (BaseLevel < .min_level) + { + npctalk3 generic(1 | 16 | 64); + end; + } + + function hinn_new_player + { + if(getequipid(EQI_HEAD_TOP) == .bad_hat) + { + narrator 4, + l("The farmer lunges at you with a farming implement."); + heal -50, 0; + + selectd + l("I'm out of here."), + l("Whoa, what are you doing?"); + + if (@menu == 1) + { + return; + } + + speech 4 | 1, + l("Sorry, you look like a pinkie."), + l("They've been destroying my fields, and I guess I got a bit worked up."); + } + + else + { + speech 4, + l("Argh!"), + l("I hate them!"), + l("I @#$% hate them!"), + l("I @#$% hate these @#$% pinkies!"); + + selectd + l("You need some anger control therapy."), + l("Why do you hate them?"); + + if (@menu == 1) + { + return; + } + + speech 4 | 1, + l("These @#$% beasts are jumping around in my fields destroying all my harvest."), + l("But they are too fast."), + l("I can't catch them."); + } + + selectd + l("Want me to help you?"); + + speech 4 | 1, + l("Yes, you look quite fast."), + l("Maybe you can catch some of them."), + l("That will pay them a lesson."), + l("Slay some of them and bring me %d of their antennae.", .drop_count); + + setq .quest, 2, 0; + + selectd + l("How much is this worth to you?"); + + speech 1, + l("Well, I can't offer you much."), + l("But I got an old scythe laying around."), + l("Maybe you can use it as a weapon."); + + close; + } + + function hinn_help + { + if (getequipid(EQI_HEAD_TOP) == .bad_hat) + { + narrator 4, + l("The farmer glares at your hat."); + } + + speech 4, + l("Have you got the %d antennae?", .drop_count); + + selectd + l("Not yet, but I am working on it."), + rif(countitem(.monster_drop) >= .drop_count, l("Sure, here they are!")); + + if (@menu == 1) + { + return; + } + + if (getq2(.quest) < .kill_count) + { + speech 1, + l("Don't try to fool me!"), + l("I know you didn't kill them yourself!"), + l("Kill at least %d pinkies and come back.", .kill_count); + close; + } + + speech 1, + l("Thank you very much"), + l("As promised, here's my old scythe."), + l("Maybe you can use it as a weapon."), + l("It is a bit cumbersome but its strikes are deadly."); + + if (countitem(.monster_drop) >= .drop_count) + { + delitem .monster_drop, .drop_count; + getitem .reward_item, 1; + Zeny += .reward_money; + //getexp .reward_exp, 0; + setq .quest, 3; + } + close; + } + + function hinn_thanks + { + if (getequipid(EQI_HEAD_TOP) == .bad_hat) + { + speech 4, + l("That better be a trophy on your head."); + + selectd + l("It is."); + + speech 4 | 1, + l("Good then."), + l("Thanks for your help with the pinkies."); + } + + else + { + speech 4, + l("Good to see you again."), + l("Thanks again for helping me with the pinkies!"); + } + + selectd + l("Sure, any time!"), + l("Anything else you want me to do?"), + l("You're welcome. Bye!"); + + if (@menu == 3) + { + return; + } + + speech 4 | 1, + l("Actually, it's been a long day."), + l("If it's no trouble, could you get me a %s?", + getitemlink(.drink_item)); + + selectd + rif(countitem(.drink_item) >= 1, l("Here you are.")), + l("Sure, I'll go get one. Bye!"), + l("You shouldn't drink while working!"); + + do + { + switch (@menu) + { + case 2: return; + case 3: + speech 1, + l("Well, I'm done for the day, and I'm quite old enough to decide when I can have a %s, thank you!", + getitemname(.drink_item)); + selectd + rif(countitem(.drink_item) >= 1, l("Sorry... here you are.")), + l("I don't have any."); + break; + default: + if (countitem(.drink_item) < 1) + { + return; + } + delitem .drink_item, 1; + + narrator 4 | 8 | 2 | 1, + l("%s takes a sip.", .name$); + + speech 4, + l("Aaah!"), + l("Nothing like a well-deserved %s after a long day of tending the crops!", + getitemname(.drink_item)), + l("Thanks, that was very kind of you!"); + + narrator 4 | 8 | 1 | 2, + l("He takes another sip."); + + speech 4, + l("Thanks!"), + l("You know, I had the strangest thing happen to me."), + l("I had this patch of ground that was really clumpy; lots of clay, you see."), + l("Right over there."), + // TODO: move cam to the spot + l("Looks much better now, doesn't it?"), + // TODO: restore cam + l("But how I got there is kind of scary..."), + l("I'd been trying to break it up for a while, but that kind of work is a pain."), + l("So my wife said that I should go and see the witch, just in case she knows something."), + l("And sure enough I ask the witch, and she has a look at it."), + l("“Nothing I can do”, she says, “but I can ask a friend”."), + l("So the next day another witch shows up."), + l("Gorgeous woman, but when she looked at me, the scares went scuttling down my spine..."), + l("First thing she asked was if I'm a farmer."), + l("Said her friend had told her that I needed help."), + l("I show her what the problem is, and she tells me to go inside and wait."); + + narrator 4 | 8 | 1 | 2, + l("%s drains his mug in one long sip, then hesitates.", .name$); + + speech 4, + l("So I go inside."), + l("I'm barely in when it starts raining outside, pouring cats and mouboos!"), + l("Not so weird, perhaps, except that it was been bright and sunny just a second before!"), + l("So I rush out, my wife telling me to leave the witch alone, and I see her standing there in the middle of the rain..."), + l("None of the raindrops touched her, as if they were afraid!"), + l("Then she yells out some gobbledygook word, and out of the ground there comes a swarm of maggots, crawling and digging and climbing over each other's backs..."), + // XXX: maybe here insert a reference to SUSAN? + l("And then she turns to me!"), + l("Seeing her gaze, for a moment there I thought she would turn me into a pinkie, for sure..."), + l("But all she says is, “had you stayed inside, you wouldn't be wet now”."); + + selectd + l("Hahaha!"), + l("Whoah, scary..."), + l("What was that gobbledygook word?"), + l("I better go now. Bye."); + + switch (@menu) + { + case 1: + speech 1, + l("Yeah, funny now..."), + l("But you should've seen that gaze!"), + l("Ah, well, never mind."); + close; + case 2: + speech 1, + l("Yeah, you could say that..."); + close; + case 3: + speech 1, + l("Oh, I can't be sure..."), + l("But something like “Nanaj princino”, I think."); // this is "Dwarven Princess" translated to Esperanto + close; + } + return; + } + } while(true); + } + + // OnTalk: + + if (getq(.quest_inspector) == 11) + { + selectd + l("Did you see anyone in a mask come by here at night?"), + l("Did you see anyone with a large satchel come by here at night?"), + l("Hello."); + + switch (@menu) + { + case 1: + speech + l("No."), + l("It tends to be too dark to see a mask."); + close; + + case 2: + speech + l("Yes, I saw someone with a large sack on their back go to the mining camp."); + close; + } + } + + switch (getq(.quest)) + { + case 0: + case 1: hinn_new_player; break; + case 2: hinn_help; break; + default: hinn_thanks; + } + + closeclientdialog(); + close; + +OnNPCKillEvent: + // XXX: maybe have a OnTakeScript on the pinky antena item so we count pickups instead of kills + if (killedrid == .monster_id && getq(.quest) == 2 && + getq2(.quest) < .kill_count && strcharinfo(PC_MAP) == .map$) + { + setq .quest, 2, getq2(.quest) + 1; + } + end; + +OnPCLoginEvent: +OnPCBaseLvUpEvent: + if (BaseLevel >= .min_level && getq(.quest) < 1) + { + setq .quest, 1; // allow the player to do the quest + dispbottom l("New quest available: %s (level %d+)", + getquestlink(.quest), .min_level); // XXX: requires new manaplus versions, maybe show a different message for old versions? + } + end; + +OnInit: + .min_level = 15; // min level to do the quest + .monster_id = Fluffy; // monster to kill // FIXME: change this when we have pinkies + .monster_drop = FluffyFur; // monster drop to collect // FIXME: change this when we have pinkies + .drop_count = 10; // amount of that drop needed + .kill_count = 10; // min number of kills + .reward_item = WoodenSword; // reward item // FIXME: change this when we have he Scythe + .reward_money = 0; // reward money + .reward_exp = 0; // reward exp + .bad_hat = BrimmedFlowerHat; // hinnak attacks you when you wear this hat // FIXME: make this pinky hat when we get it + .drink_item = PumpkishJuice; // the item hinnak asks to drink // FIXME: make this beer when we have it + + .quest = HurnscaldQuests_Hinnak; + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest; + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/inspector.txt b/npc/placeholder/inspector.txt new file mode 100644 index 00000000..f25ef1dd --- /dev/null +++ b/npc/placeholder/inspector.txt @@ -0,0 +1,190 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-2-1,30,35,0 script Inspector NPC_HUMAN_M_ARTIS,{ + + if (BaseLevel < .min_level) + { + npctalk3(l("I'm sorry, but I'm busy looking into this string of robberies.")); + end; + } + + // OnTalk: + switch (getq(.quest)) + { + case 0: + case 1: + speech(4, + l("Hmm... what to do.")); + narrator(4, + l("He looks up and into your face.")); + speech(4, + l("You look capable, will you help me solve these robberies?"), + l("I would go myself, but for some reason I'm a non-walking NPC.")); + + if (selectd("Yes", "No") == 2) { + closeclientdialog(); + close; + } + + speech( + l("Ok then."), + l("I'd like you to ask the villagers about the recent string of robberies.")); + + close2; + setq(.quest, 2); + end; + + case 2: + npctalk3(l("Please continue talking to the villagers.")); + end; + + case 3: + speech( + l("Hm..."), + l("I don't know if I trust her eyesight or memory."), + l("See if someone else knows anything.")); + close; + + case 4: + speech( + l("Someone in a theater mask, eh?"), + l("There was a traveling theater troupe in town recently, but they've moved on to Tulimshar."), + l("Please go talk to their leader about this.")); + + close2; + setq(.quest, 5); + end; + + case 5: + npctalk3(l("Please go talk to the leader of the traveling troupe about the theater mask.")); + end; + + case 6: + speech( + l("Hm... an old man?"), + l("Could you interrogate him for me?")); + + close2; + setq(.quest, 7); + end; + + case 7: + npctalk3(l("Have you talked with the old man yet?")); + end; + + case 8: + npctalk3(l("Can you verify that with his wife?")); + end; + + case 9: + speech( + l("Hm... then it couldn't be him."), + l("I'm not sure where to go from here, maybe you can find something else."), + l("Try talking to everyone again.")); + + close2; + setq(.quest, 10); + end; + + case 10: + npctalk3(l("Made any progress yet?")); + end; + + case 11: + npctalk3(l("Then go north and investigate!")); + end; + + case 12: + npctalk3(l("Did you look over the basement?")); + end; + + case 13: + speech( + l("What a strange note."), + l("I'll keep track of this, while you return the mask to the troupe."), + l("I would go myself, but the developers were too lazy to make me walk."), + "...", + l("By the way, stay sharp! I may call upon you again.")); + + close2; + setq(.quest, 14); + end; + + case 14: + npctalk3(l("Please return the mask to the traveling troupe.")); + end; + + case 15: + speech( + l("My men have found all of the stolen items."), + l("They were all in the mining camp."), + l("We still don't know who did it.")); // XXX: feel free to extend this quest beyond this point + + close2; + setq(.quest, 16); + getexp(.reward_exp, 0); + end; + + case 16: + npctalk3(l("Remember to stay sharp. I might need your help on another case.")); + end; + } + + closeclientdialog(); + close; + +OnPCLoginEvent: +OnPCBaseLvUpEvent: + if (BaseLevel >= .min_level && getq(.quest) < 1) + { + setq(.quest, 1); // allow the player to do the quest + dispbottom(l("New quest available: %s (level %d+)", + getquestlink(.quest), .min_level)); // XXX: requires new manaplus versions, maybe show a different message for old versions? + } + end; + +OnInit: + .min_level = 30; // min level to do the quest + + .reward_exp = 2500; + + .quest = HurnscaldQuests_Inspector; + .quest_debug = .quest; + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/jack.txt b/npc/placeholder/jack.txt new file mode 100644 index 00000000..1f205a59 --- /dev/null +++ b/npc/placeholder/jack.txt @@ -0,0 +1,313 @@ +// 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] unused +// [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 + +008-1,242,117,0 script Jack NPC_HUMAN_M_ARTIS,{ + + 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; + getexp(.shield_exp, 0); + + 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 = Aquada; // FIXME: change this when we get RawLog + .logs_amount = 40; // XXX: maybe nlogn? + .shield_cost = 5000; // XXX: maybe nlogn? + .shield_exp = 2500; + .shield_item = Aquada; // FIXME: change this when we get WoodenShield + + .quest_bow = HurnscaldQuests_ForestBow; + .quest_shield = HurnscaldQuests_WoodenShield; + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_bow; + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/ledmitz.txt b/npc/placeholder/ledmitz.txt new file mode 100644 index 00000000..df7b8d8e --- /dev/null +++ b/npc/placeholder/ledmitz.txt @@ -0,0 +1,55 @@ +// Evol scripts. +// Author: +// gumi + +008-2-2,43,34,0 script Ledd NPC_HUMAN_M_ARTIS,{ + // XXX: ^ I know it should be Led and Mitz but 4144 made names + // shorter than 4 characters illegal + + deltimer("Mitz::OnTalk"); + addtimer(rand(500, 900), "Mitz::OnTalk"); +OnTalk: + npctalk3(l("Ha! I'll drink muuuch mo.. more than you! Im not ooone biiit dr...dr..unk!")); + // TODO: add more sentences + // XXX: maybe instead of making them respond to a click they should just + // shout at each other at regular intervals? + end; + +OnInit: + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} + +008-2-2,46,34,0 script Mitz NPC_HUMAN_M_ARTIS,{ + + deltimer("Ledd::OnTalk"); + addtimer(rand(500, 900), "Ledd::OnTalk"); +OnTalk: + npctalk3(l("I can still drink more! Better give up you... you... teelotaler! MORE BEER MELINDA!")); + // TODO: add more sentences + end; + +OnInit: + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/macgowan.txt b/npc/placeholder/macgowan.txt new file mode 100644 index 00000000..2f65b9fe --- /dev/null +++ b/npc/placeholder/macgowan.txt @@ -0,0 +1,21 @@ +// Evol scripts. +// Author: +// gumi + +008-2-8,38,29,0 script Macgowan NPC_HUMAN_M_ARTIS,{ + npctalk3(l("Hello, I am Macgowan, apprentice to Nicholas.")); + end; + +OnInit: + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/malek.txt b/npc/placeholder/malek.txt new file mode 100644 index 00000000..219a059a --- /dev/null +++ b/npc/placeholder/malek.txt @@ -0,0 +1,65 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-1,233,42,0 script Malek NPC_HUMAN_M_ARTIS,{ + + if (getq(.quest_inspector) == 11) + { + speech(4, + l("Hi, can I help you at all?")); + + selectd( + l("The inspector sent me here to investigate.")); + + speech(4, + l("Yeah, we did hear a commotion."), + l("We thought we heard someone go down to the basement, but we checked the whole place over and didn't see anything out of the ordinary.")); + + close2; + setq(.quest_inspector, 12); + end; + } + + npctalk3(generic(32 | 256)); + end; + +OnInit: + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/mikhail.txt b/npc/placeholder/mikhail.txt new file mode 100644 index 00000000..e071e914 --- /dev/null +++ b/npc/placeholder/mikhail.txt @@ -0,0 +1,131 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - bernard wants roasted maggot +// [1] 3 - brought maggot +// [1] 4 - bernard wants maggot slime +// [1] 5 - brought maggot slime +// [1] 6 - mikhail needs maggot slime +// [1] 7 - brought maggot slime +// [2] unused +// [3] unused +// [t] unused +// Description: +// takes part in the slime soup quest (Bernard) + +008-1,308,72,0 script Mikhail NPC_HUMAN_M_ARTIS,{ + + function soup_scared { + speech 4, + l("Hello..."), + l("I'm supposed to be helping Bernard from the Inn but..."); + + narrator 4, + l("His eyes grow wide"); + + speech 4, + l("Eeekkk another one."); + + narrator + l("It seems that the boy would like to say more, but seems too terrified at the moment."), + l("Maybe you should help someone else first, so that he sees your intentions are good."); + + close; + } + + function soup_intro2 { + speech 4, + l("Bernard sent me to get %d %s from the %s in the fields, but they scare me so bad!", + .third_item_qty, getitemlink(.third_item), getmonsterlink(.third_item_mob)), + l("You look like a nice person."), + l("Would you go get them for me?"); + + selectd + l("Of course, I'll go get them for you."); + + speech + l("Thank you so much!"), + l("I'll wait for you here."); + + setq .quest, 6; + close; + } + + function soup_reminder_slime2 { + speech + l("Did you bring me the %d %s I need?", + .third_item_qty, getitemlink(.third_item)), + l("It doesn't look like you have them all..."); + close; + } + + function soup_reward_slime2 { + speech + l("Did you bring me the %d %s I need?", + .third_item_qty, getitemlink(.third_item)), + l("Ooh!"), + l("Thank you so much!"), + l("I can get back to Bernard now!"); + + if (countitem(.third_item) < .third_item_qty) + close; // double-check + + delitem .third_item, .third_item_qty; + setq .quest, 7; + getexp .third_reward_exp, 0; + close; + } + + function soup_thanks_slime2 { + speech + l("Thanks again for helping me!") + " %%Q"; + + close; + } + + switch(getq(.quest)) + { + + case 0: + case 1: + case 2: + case 3: + case 4: soup_scared; break; + case 5: soup_intro2; break; + case 6: + if (countitem(.third_item) < .third_item_qty) + soup_reminder_slime2; + else + soup_reward_slime2; + break; + default: soup_thanks_slime2; + } + + closeclientdialog(); + close; + +OnInit: + .third_item = Aquada; // FIXME: change this when we have MaggotSlime + .third_item_qty = 5; + .third_item_mob = Fluffy; // FIXME: change this when we have Maggot + + .third_reward_exp = 100; + + .quest = HurnscaldQuests_Soup; + .quest_debug = .quest; + .sex = G_MALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/milly.txt b/npc/placeholder/milly.txt new file mode 100644 index 00000000..03c39d42 --- /dev/null +++ b/npc/placeholder/milly.txt @@ -0,0 +1,109 @@ +// Evol scripts. +// Author: +// gumi +// Quest states (inspector): +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-1,282,112,0 script Milly NPC_HUMAN_M_ARTIS,{ + + // TODO: make the actual beanie copter quest after those are finished: + // [X] Inspector quest + // [ ] Bone knife quest + // [ ] Setzer quest + // [ ] Rossy quest + // [ ] Cindy quest + + .@q_inspector = getq(.quest_inspector); + + speech(4, + l("Hello traveler, welcome to Hurnscald."), + l("Have you met Kfahr yet?"), + l("He is the greatest hero that ever walked the land of Hurnscald!")); + + selectd( + l("Hi! No, I haven't seen him yet."), + l("Where can I find him?"), + l("Mh, I don't care for heroes."), + l("Hello, yes I have met him."), + rif(.@q_inspector == 2, l("Have you seen anything strange lately?")), + rif(.@q_inspector == 2, l("Do you know anything about the recent robberies?"))); + + switch (@menu) + { + case 3: + speech(4, + l("What?"), + l("Surely you do not appreciate what a hero he is!"), + l("Mh, or perhaps honor is dead in you; for you to be so slow to comprehend the good that his exploits have wrought for us."), // XXX: this sentence seems too complicated to come from a child's mouth + l("Put on your thinking cap and be propelled into high adventure!"), + l("Go to Kfahr, and listen to his stories."), + l("You can't have met him."), + l("No one who has met him would say such silly things.")); + // fallthrough + + case 1: + speech(4, + l("I highly recommend you seek him out!")); + // fallthrough + + case 2: + speech( + l("He is a regular at the inn, located in the north-west part of town."), + l("If you are lucky he might tell you a story about his adventures.")); + break; + + case 4: + speech( + l("Oh, I hope you stayed and listened to his stories about his adventures.")); + break; + + case 5: + speech( + l("I haven't seen anything strange.")); + break; + + case 6: + speech( + l("No, sorry.")); + break; + } + + close; + +OnInit: + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; // TODO: change this to the milly quest debug when it exists + .sex = G_FEMALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/nicholas.txt b/npc/placeholder/nicholas.txt new file mode 100644 index 00000000..17f44d19 --- /dev/null +++ b/npc/placeholder/nicholas.txt @@ -0,0 +1,26 @@ +// Evol scripts. +// Author: +// gumi + +008-2-8,40,27,0 script Nicholas NPC_HUMAN_M_ARTIS,{ + speech( + l("Hello, there!"), + l("I'm an expert blacksmith."), + l("If you get me some Coal and Iron Ingots, I could make you a very valuable shield or helmet.")); + + // TODO: setzer quest + close; + +OnInit: + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/note.txt b/npc/placeholder/note.txt new file mode 100644 index 00000000..f449ac89 --- /dev/null +++ b/npc/placeholder/note.txt @@ -0,0 +1,28 @@ +// Evol scripts. +// Author: +// gumi + +008-2-2,32,28,0 script Note#Hurnscald:pub NPC_PAPER_NOTE,{ + narrator(8, + l("We refuse service to anyone who:"), + l("• Has a bubblehead"), + l("• Is not properly shaded"), + l("• Can't walk without stopping after every step")); + + // In case you don't get the joke, know that it's a parody on Illutia. + + close; + +OnInit: + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/nurse.txt b/npc/placeholder/nurse.txt new file mode 100644 index 00000000..ee14cd9f --- /dev/null +++ b/npc/placeholder/nurse.txt @@ -0,0 +1,101 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-2-12,28,30,0 script Nurse NPC_HUMAN_M_ARTIS,{ + + speech(4, + l("How can I help you?")); + + // TODO: check for AxeHat when we get it + // XXX: this npc used to teach the resist poison skill, do we still want that? + + selectd( + l("Oooh, these wounds! They hurt so much!"), + l("I don't feel so well, I might be sick."), + l("No, I'm fine."), + rif(getq(.quest_inspector) == 2, l("Have you seen anything out of the ordinary?"))); + + switch (@menu) + { + case 1: + if (BaseLevel > .heal_max_level) + { + speech( + l("I'm sorry but I'm here only to help young people."), // XXX: this sounds cruel towards elderly people + l("Your level is already higher than %d.", .heal_max_level), + l("You can get some rest at the inn near here.")); + close; + } + speech(4, + l("Here, let me heal you.")); + + npcskill(AL_HEAL, .heal_skill_level, .heal_npc_stats, .heal_npc_level); + + speech( + l("There you go, like new.")); + close; + case 2: + speech( + l("Then you should better see the doctor."), + l("He is usually in his office on the 3rd floor.")); + close; + case 3: + speech( + l("Then I would ask you to leave."), + l("There are people who really need our help.")); + close; + case 4: + speech( + l("I'm too busy here to observe the town.")); + close; + } + + + end; + +OnInit: + .heal_max_level = 20; // she will only heal low level players + + .heal_skill_level = 10; // what level of the healing skill to use + .heal_npc_stats = 99; // what stat points the NPC has + .heal_npc_level = 60; // what level the npc has + + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; + .sex = G_FEMALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/old-man.txt b/npc/placeholder/old-man.txt new file mode 100644 index 00000000..6914e50c --- /dev/null +++ b/npc/placeholder/old-man.txt @@ -0,0 +1,90 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-1,293,124,0 script Old Man NPC_HUMAN_M_ARTIS,{ + + function oldman_ask { + speech(4, + l("Hi there, need something?")); + + selectd( + l("Have you seen anything strange lately?"), + l("Do you know anything about the recent robberies?")); + + speech( + l("I'm sorry, but I didn't see anything."), + l("You should ask my old woman.")); + close; + } + + function oldman_accuse { + speech(4, + l("Found anything new?")); + + selectd( + l("The leader of the troupe said you hung around them a lot while they were in town.")); + + speech( + l("Yes, I hung around the theater a lot."), + l("I was an actor when I was younger."), + l("But I wasn't there that night."), + l("Me and the wife were at home all night.")); + + close2; + setq(.quest_inspector, 8); + end; + } + + // OnTalk: + switch (getq(.quest_inspector)) + { + case 2: oldman_ask; break; + case 7: oldman_accuse; break; + } + + // initial intro + npctalk3(l("Don't let those monsters get to you.")); + end; + +OnInit: + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; + .sex = G_MALE; + .distance = 1; // this npc has bad hearing + .speed = 2000; // this npc is very old + // TODO: move graph (after the Hurnscald map is finalized) + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/old-woman.txt b/npc/placeholder/old-woman.txt new file mode 100644 index 00000000..2a2591b4 --- /dev/null +++ b/npc/placeholder/old-woman.txt @@ -0,0 +1,137 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-1,230,113,0 script Old Woman NPC_HUMAN_M_ARTIS,{ + + function is_inspector { + return (getequipcardid(EQI_HEAD_MID, 0) == NavyBlueCottonDye /*&& + getequipcardid(EQI_HEAD_LOW, 0) == NavyBlueCottonDye*/); // TODO / FIXME: remove the /* */ whenever we have cotton pants + } + + function oldwoman_ask { + speech(4, + l("Hello deary.")); + + selectd( + l("Have you seen anything strange lately?"), + l("Do you know anything about the recent robberies?")); + + .@q = getq(.quest_inspector); + + if (!is_inspector()) + { + speech(l("Yes, but I'm only talking to the inspector himself!")); + + close2; + if (.@q < 3) + setq(.quest_inspector, 3); + end; + } + + if (.@q == 2 || .@q == 3) + { + speech( + l("I saw someone sneaking around town wearing a theater mask."), + l("It looked like one of the masks used by the troupe that was in town recently.")); + + close2; + setq(.quest_inspector, 4); + } + + else if (.@q == 10) + { + speech( + l("I've remembered something else."), + l("The night the troupe left, I saw someone with a theater mask take a large satchel out of town."), + l("He was heading north.")); + + close2; + setq(.quest_inspector, 11); + } + + end; + } + + function oldwoman_alibi { + speech(4, + l("Hello deary.")); + + selectd( + l("Was your husband with you at home all night the last night that the troupe was in town?")); + + speech( + l("Yes, we were both at home all night.")); + + close2; + setq(.quest_inspector, 9); + end; + } + + function oldwoman_filler { + npctalk3(l("I hope you catch that naughty person!")); + end; + } + + // OnTalk: + switch (getq(.quest_inspector)) + { + case 2: + case 3: oldwoman_ask; break; + case 4: + case 5: + case 6: + case 7: oldwoman_filler; break; + case 8: + case 9: oldwoman_alibi; break; + case 10: oldwoman_ask; break; + } + + // initial intro + if (BaseLevel < 40) + npctalk3(l("Watch out for these flowers. They don't like to be messed with.")); + else + npctalk3(l("Hello deary.")); + end; + +OnInit: + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; + .sex = G_FEMALE; + .distance = 1; // this npc has bad hearing + .speed = 2000; // this npc is very old + // TODO: move graph (after the Hurnscald map is finalized) + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/sabine.txt b/npc/placeholder/sabine.txt new file mode 100644 index 00000000..1d0cc38a --- /dev/null +++ b/npc/placeholder/sabine.txt @@ -0,0 +1,64 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-1,291,97,0 script Sabine NPC_HUMAN_M_ARTIS,{ + + if (getq(.quest_inspector) != 2) + { + npctalk3(generic(1 | 16)); + end; + } + + speech(4, + l("Isn't this place pretty?"), + l("I love hanging out here!")); + + selectd( + l("Have you seen anything strange lately?"), + l("Do you know anything about the recent robberies?")); + + speech( + l("No, sorry.")); + + close; + +OnInit: + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; + .sex = G_FEMALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/soul-menhir.txt b/npc/placeholder/soul-menhir.txt new file mode 100644 index 00000000..0b2d177d --- /dev/null +++ b/npc/placeholder/soul-menhir.txt @@ -0,0 +1,58 @@ +// Evol scripts. +// Author: +// gumi +// Description: +// place of power, mana refills faster when sitting nearby + +008-1,253,112,0 script Soul Menhir#hurnscald NPC_HUMAN_M_ARTIS,{ + + end; + +OnRefill: + @menhir_lock = false; + getmapxy(.@map$, .@x, .@y, UNITTYPE_PC); + + if (.@map$ != .map$ || distance(.x, .y, .@x, .@y) > .refill_distance || + !(issit())) + end; + + heal(0, .refill_rate); + end; + + +OnTimer500: + .@count = getunits(BL_PC, .@units[0], false, .map$, (.x - .refill_distance), + (.y - .refill_distance), (.x + .refill_distance), (.y + .refill_distance)); + + for (.@i = 0; .@i < .@count; ++.@i) + { + if (.@units[.@i] < 0) continue; // pre-check, just in case + deltimer(.name$ + "::OnRefill", .@units[.@i]); + if (gettimer(TIMER_COUNT, .@units[.@i], .name$ + "::OnRefill") > 0 || + getvariableofpc(@menhir_lock, .@units[.@i])) { + continue; + } + set(getvariableofpc(@menhir_lock, .@units[.@i]), true); + addtimer(rand(.refill_timer), .name$ + "::OnRefill", .@units[.@i]); + } + + initnpctimer(); + end; + +OnInit: + + .refill_rate = 1; // number of SP to give every refill + .refill_distance = 7; // max distance + .refill_timer = 200; // wait rand(X) ms before refill + initnpctimer(); + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/placeholder/troupe-leader.txt b/npc/placeholder/troupe-leader.txt new file mode 100644 index 00000000..05f20e6a --- /dev/null +++ b/npc/placeholder/troupe-leader.txt @@ -0,0 +1,119 @@ +// Evol scripts. +// Author: +// gumi +// Quest states: +// [1] 0 - cannot do the quest +// [1] 1 - can do the quest +// [1] 2 - talked to inspector (1) <= start +// [1] 3 - talked to old woman (1) +// [1] 4 - talked to old woman (2) +// [1] 5 - talked to inspector (2) +// [1] 6 - talked to troupe leader (1) +// [1] 7 - talked to inspector (3) +// [1] 8 - talked to old man +// [1] 9 - talked to old woman (3) +// [1] 10 - talked to inspector (4) +// [1] 11 - talked to old woman (4) +// [1] 12 - talked to malek +// [1] 13 - searched the bookcase +// [1] 14 - talked to inspector (5) +// [1] 15 - talked to troupe leader (2) <= reward +// [1] 16 - talked to inspector (6) <= reward, end +// [2] unused +// [3] unused +// [t] unused +// Description: +// robberies in hurnscald + +008-1,306,115,0 script Troupe Leader NPC_HUMAN_M_ARTIS,{ + + function nohmask_question { + // XXX: shouldn't the player ask a question before she replies Yes? this feels too abrupt + speech(4, + l("Yes, a mask was stolen from us the last night we were in Hurnscald.")); + + selectd( + l("Any ideas on who might have taken it?"), + l("Are you sure one of your troupe members didn't hide it and commit those robberies?"), + l("Hmm...")); + + switch (@menu) + { + case 1: + speech( + l("Hm..."), + l("I did see an old man hang out near the theater after our last show.")); + close2; + setq(.quest_inspector, 6); + close; + + case 2: + speech( + l("I am absolutely positive."), + l("None of my troupe have left the city since we got here."), + l("Good day!")); + close; + } + + closeclientdialog(); + close; + } + + function nohmask_found { + // XXX: shouldn't the player say "I found your mask" before the npc says thanks? + speech(4, + l("Thank you for finding the mask."), + l("You did such a good job, you should keep it.")); + + if (checkweight(.reward_item, 1) != true) + { + speech(8, + l("It seems you can't carry it right now...")); + close; + } + + setq(.quest_inspector, 15); + getexp(.reward_exp, 0); + getitem(.reward_item, 1); + + speech( + l("We don't need it anymore."), + l("We're doing different shows here.")); + close; + } + + // OnTalk: + switch (getq(.quest_inspector)) + { + case 5: nohmask_question; break; + // XXX: shouldn't it have an in-between state where it says good luck or something? + case 14: nohmask_found; break; + // XXX: shouldn't it have a "completed" state where it says thanks, come back any time? + } + + // initial intro + speech( + l("Hello."), + l("I'm the leader of a traveling theater troupe."), + l("We'll be staying here in Tulimshar for a while.")); + close; + +OnInit: + .reward_item = Aquada; // FIXME: change this when we get NohMask + .reward_exp = 1500; + + .quest_inspector = HurnscaldQuests_Inspector; + .quest_debug = .quest_inspector; + .sex = G_FEMALE; + .distance = 3; + +////////// UNFINISHED ////////// +//////////////////////////////// +// REMOVE THIS CODE WHEN THIS // +// NPC IS NO LONGER A WIP ////// +//////////////////////////////// +if (!debug) disablenpc(.name$); +///////// UNFINISHED /////////// + + end; +} diff --git a/npc/scripts.conf b/npc/scripts.conf index 3bb929a9..a5ed16ba 100644 --- a/npc/scripts.conf +++ b/npc/scripts.conf @@ -39,6 +39,7 @@ "npc/functions/npcmovegraph.txt", "npc/functions/fishing.txt", "npc/functions/mouboofunc.txt", +"npc/functions/generic-text.txt", "npc/functions/asklanguage.txt", "npc/functions/game-rules.txt", "npc/functions/riddle.txt", @@ -56,6 +57,7 @@ "npc/functions/quest-debug/005-ShipQuests_Knife.txt", "npc/functions/quest-debug/006-ShipQuests_ArpanMoney.txt", "npc/functions/quest-debug/007-ShipQuests_Door.txt", +// 008: ??? "npc/functions/quest-debug/009-ShipQuests_TreasureChest.txt", "npc/functions/quest-debug/010-ShipQuests_Ale.txt", "npc/functions/quest-debug/011-ShipQuests_Astapolos.txt", @@ -71,8 +73,8 @@ "npc/functions/quest-debug/021-ArtisQuests_CatchPiou.txt", "npc/functions/quest-debug/022-ArtisQuests_Fishman.txt", "npc/functions/quest-debug/023-ArtisQuests_QOnan.txt", -// 24: quest removed (Halloween_VisitArtis) -// 25: quest removed (Halloween_BarrelQuest) +// 024: removed quest (Halloween_VisitArtis) +// 025: removed quest (Halloween_BarrelQuest) "npc/functions/quest-debug/026-General_Rumly.txt", "npc/functions/quest-debug/027-ArtisQuests_Enora.txt", "npc/functions/quest-debug/028-General_Narrator.txt", @@ -81,6 +83,13 @@ "npc/functions/quest-debug/031-General_Janus.txt", "npc/functions/quest-debug/032-ArtisQuests_MonaDad.txt", "npc/functions/quest-debug/033-Artis_Legion_Progress.txt", +// 034: ??? +// 035: ??? +"npc/functions/quest-debug/036-HurnscaldQuests_Hinnak.txt", +"npc/functions/quest-debug/037-HurnscaldQuests_Soup.txt", +"npc/functions/quest-debug/038-HurnscaldQuests_Inspector.txt", +"npc/functions/quest-debug/039-HurnscaldQuests_ForestBow.txt", +"npc/functions/quest-debug/040-HurnscaldQuests_WoodenShield.txt", // Item functions "npc/items/croconut.txt", @@ -106,5 +115,30 @@ // config script "npc/config/hairstyle_config.txt", +// placeholder scripts +"npc/placeholder/hinnak.txt", +"npc/placeholder/mikhail.txt", +"npc/placeholder/bernard.txt", +"npc/placeholder/ledmitz.txt", +"npc/placeholder/jack.txt", +"npc/placeholder/inspector.txt", +"npc/placeholder/alan.txt", +"npc/placeholder/troupe-leader.txt", +"npc/placeholder/old-man.txt", +"npc/placeholder/old-woman.txt", +"npc/placeholder/books.txt", +"npc/placeholder/malek.txt", +"npc/placeholder/milly.txt", +"npc/placeholder/sabine.txt", +"npc/placeholder/doctor.txt", +"npc/placeholder/nurse.txt", +"npc/placeholder/soul-menhir.txt", +"npc/placeholder/note.txt", +"npc/placeholder/macgowan.txt", +"npc/placeholder/nicholas.txt", +//"npc/placeholder/angus.txt", +//"npc/placeholder/caul.txt", +//"npc/placeholder/receptionist.txt", + // Maps specific scripts @include "npc/_import.txt" |