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// Evol scripts.
// Authors:
// Qwerty Dragon
// Reid
// Description:
// There are two kinds of dialogues in this script.
// Dan will randomly choose between a useless sentence, and a quest in Artis.
000-2-1,32,31,0 script Dan#000-2-1 NPC_DEMON_MAN,{
if (getq(General_Narrator) > 0)
{
sailortalk;
close;
}
mesn;
.@q = rand(3);
if (.@q == 0) goto L_QuestStory;
mesq l("You see these pious around us?");
next;
mesq l("It seems that we are close to an island, we should take a look at the upper level.");
close;
L_QuestStory:
mesq l("It's so hard to find the motivation...");
next;
menu
l("Why?"), -,
l("I guess so... I will leave you alone."), L_Quit;
mes "";
mesn;
mesq l("Oh, it's you.");
next;
mesq lg("So, you finally woke up? We all thought you were in something like... You know, one of these long comas.");
next;
menu
l("I'm still in a coma, but my ghost is haunting you!"), L_Quit,
l("It was something like a long nap."), -;
mes "";
mesn;
mesq l("It's good, good... I have a friend who is still in a coma, but I can't be with her without working...");
next;
mesq l("The fear to see her sleeping on this quiet and lonely bed is becoming more and more unbearable, I think that I won't get the bravery to see her this time...");
next;
menu
l("Who is she?"), L_She,
l("Do you want me to go see her instead of you?"), L_Quest,
l("I don't know what to say..."), -;
mes "";
mesn;
mesq lg("There's nothing to say, don't worry miss.", "There's nothing to say, don't worry sir.");
close;
L_She:
mes "";
mesn;
mesq l("She is a good friend of mine... We wanted to move together a few weeks before her accident but...");
next;
goto L_Quit2;
L_Quest:
mes "";
mesn;
mesq l("I don't think that we are in a good place to talk about this...");
next;
L_Quit:
mes "";
mesn "Narrator";
mesc(l("Dan keeps silent since your last question."), 9);
close;
L_Quit2:
mesn "Narrator";
mesc(l("Dan ends the conversation and resumes to write his letter."), 9);
close;
OnInit:
.bodytype = BODYTYPE_3;
.distance = 2;
end;
}
|