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Quest: BOUNTY2
DisplayName: Bounty
-- Message panels
QRC:
QuestComplete: [1004]
<ce> You say you have _bandit_?
<ce> That's fantastic, %pcf
<ce> Here's your reward
RumorsDuringQuest: [1005]
_house_ in __house_ was sold for a suspiciously low price a few days ago.
<--->
The previous owner of _house_ in __house_ left in a hurry.
<--->
Nice weather!
<--->
%t %rn is a vampire! I'm serious! I have proof!
<--->
You know _friend_, the merchant from ___friend_? %g might look nice, but they say %g's friends with criminals, thieves... all sorts of unsavory people.
<--->
Suspicious people have been seen entering _goal_ in __goal_ at night.
Message: 1010
<ce> By the authority of %t %rn of %reg,
<ce> General _general_ of __palace_ orders
<ce> the capture of _bandit_, a smuggler
<ce> who has been a constant thorn on the
<ce> side of %reg's law for far too long.
<ce> No information about current whereabouts.
<ce> Bring the criminal to _general_ at
<ce> the __palace_ palace in the next =timer_ days
<ce> to claim the reward.
<ce> Reward: =gold_ gold pieces.
<ce> _general_ wants this person alive.
Message: 1011
_bandit_? I think %g used to own a house in __house_.
<--->
_bandit_ is friends with _friend_. Used to visit %g2 at ___friend_ all the time.
<--->
_bandit_... my friend from __store_ says %g was usually found at _store_ once every couple of weeks.
<--->
_bandit_? My cousin knows %g2. %g used to live at _house_ in __house_.
Message: 1012
_friend_? %g's a rich merchant. I think %g lives in __friend_
<--->
_friend_ owns _store_ in __store_ but %g actually lives at __friend_ in ___friend_.
<--->
_friend_... I think %g lives in ___friend_
<--->
_friend_? %g was recently in __goal_. Visiting a friend at _goal_
Message: 1013
My cousin was once asked to do a delivery from there to _store_ in __store_
<--->
The previous sold it and left in quite a hurry.
<--->
People from __house_ say suspicious people were always coming in and out of _house_.
Message: 1014
A new person moved in recently.
<--->
I was recently asked to deliver a letter there from _store_ in __store_.
<--->
The new owner is kind of suspicious.
Message: 1015
_store_? In __store_? It's owned by _friend_, a rich merchant. %g lives in ___friend_, though.
<--->
It's owned by _friend_. Kind of a shady character, if you ask me.
<--->
It gets visits from shady character quite often.
Message: 1016
<ce> This is the evelope of a letter.
<ce> "To: _bandit_, __house_.
<ce> "From: _friend_, ___friend_"
Message: 1017
<ce> This is the receipt of a courier delivery to _goal_ in __goal_
Message: 1018
<ce> Alright, alright, I'll tell you!
<ce> _bandit_ lives at _goal_ in __goal_
<ce> Don't you dare tell %g2 i told you.
<--->
<ce> Alright, you convinced me. _bandit_ is at
<ce> _goal_, in __goal_. Just don't hurt me, alright?
Message: 1020
<ce> _bandit_? I'm afraid I've enever heard that name.
<--->
<ce> _bandit_? The criminal? Why do you ask me? I don't mix
<ce> with criminals.
<--->
<ce> _bandit_? And why would I tell you anything abut %g2?
<--->
<ce> Of course I know _bandit_. But why would I tell you where %g is?
<ce> BEGONE!
Message: 1021
<ce> With _bandit_ dead, you'll be unable to claim the reward.
Message: 1022
<ce> Alright, I'll come with you, %oth
<--->
<ce> %oth I know when I'm outmatched.
Message: 1023
<ce> You really shouldn't have done that!
<ce> Guys, attack!
<ce> (You hear a multitude of steps running towards you)
<--->
<ce> Give up, you're outnumbered!
<ce>
<ce> (You hear a multitude of steps running towards you)
Message: 1024
<ce> (_bandit_ seems impressed at how easily you kill %g3 bodyguards)
<ce> Alright... you're a worthy enemy.
<ce> %oth.
<ce> I guess I'll turn myself in.
Message: 1019
%qdt
I picked up a bounty for _bandit_
I have to capture %g2 and bring %g2
to _general_ at __palace_ in =timer_
days to claim the reward.
I must not kill _bandit_,
instead bring %g2 alive
Message: 1025
<ce> So, you're after the _bandit_ bounty?
<ce> Good luck, we have no idea where %g is.
QBN:
Person _general_ faction Random_Knight
Place _palace_ remote palace
Place _house_ remote house1 anyInfo 1013
Foe _enemy_ is Burglar
Foe _enemy1_ is 2 Thief
Person _bandit_ faction Default anyInfo 1011
Person _friend_ faction The_Merchants anyInfo 1012
Place _goal_ remote house anyInfo 1014
Place _store_ remote jewelryshop anyInfo 1015
Item _paper_ letter used 1010
Item _delivery1_ letter used 1016
Item _delivery2_ letter used 1017
Item _altreward_ Holy_relic
Item _gold_ gold
Clock _timer_ 00:00 0 flag 17 range 0 2
-- Quest start-up:
get item _paper_
start timer _timer_
place npc _general_ at _palace_
place foe _enemy_ at _goal_
place item _delivery1_ at _house_
place item _delivery2_ at _store_
give item _altreward_ to _enemy_
make _altreward_ permanent
pc at goal set _inside_
add dialog for person _bandit_
dialog link for person _friend_
dialog link for place _house_
dialog link for place _store_
dialog link for place _goal_
log 1019 step 0
_timer_ task:
end quest
_inside_ task:
_s0_ task:
when skill Streetwise is at least 0
_s20_ task:
when skill Streetwise is at least 20
_s40_ task:
when skill Streetwise is at least 40
_s60_ task:
when skill Streetwise is at least 60
_s80_ task:
when skill Streetwise is at least 80
_0to20_ task:
when _s0_ and not _s20_
_20to40_ task:
when _s20_ and not _s40_
_40to60_ task:
when _s40_ and not _s60_
_60to80_ task:
when _s60_ and not _s80_
_80to100_ task:
when _s80_
_hit_ task:
injured _enemy_
_chance1_ task:
when _0to20_ and _hit_
pick one of _capture_ _nocapture_ _nocapture_ _nocapture_ _nocapture_
_chance2_ task:
when _20to40_ and _hit_
pick one of _capture_ _capture_ _nocapture_ _nocapture_ _nocapture_
_chance3_ task:
when _40to60_ and _hit_
pick one of _capture_ _capture_ _capture_ _nocapture_ _nocapture_
_chance4_ task:
when _60to80_ and _hit_
pick one of _capture_ _capture_ _capture_ _capture_ _nocapture_
_chance5_ task:
when _80to100_ and _hit_
pick one of _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _nocapture_
_qclicked_ task:
clicked npc _general_
_done_ task:
_clearclick_ task:
when _qclicked_ and not _done_
say 1025
clear _qclicked_
_hit_ task:
injured _enemy_
_kill_ task:
killed _enemy_
say 1021
end quest
_chance1_ task:
when _0to20_ and _hit_
pick one of _capture_ _nocapture_ _nocapture_ _nocapture_ _nocapture_
_chance2_ task:
when _20to40_ and _hit_
pick one of _capture_ _capture_ _nocapture_ _nocapture_ _nocapture_
_chance3_ task:
when _40to60_ and _hit_
pick one of _capture_ _capture_ _capture_ _nocapture_ _nocapture_
_chance4_ task:
when _60to80_ and _hit_
pick one of _capture_ _capture_ _capture_ _capture_ _nocapture_
_chance5_ task:
when _80to100_ and _hit_
pick one of _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _capture_ _nocapture_
_capture_ task:
say 1022
remove foe _enemy_
add _bandit_ face
start task _done_
_nocapture_ task:
say 1023
_attack_ task:
when _nocapture_ and _inside_ and not _killed2_
create foe _enemy1_ every 1 minutes 6 times with 80% successs
_killed2_ task:
killed 5 _enemy1_
remove foe _enemy_
say 1024
add _bandit_ face
restrain foe _enemy1_
start task _done_
_tell_ task:
say 1018
_notell_ task:
say 1020
_reward_ task:
when _qclicked_ and _done_
give pc _gold_
legal repute +2
end quest
_friendclicked_ task:
clicked npc _friend_
_ask1_ task:
when _0to20_ and _friendclicked_
pick one of _tell_ _notell_ _notell_ _notell_ _notell_
_ask2_ task:
when _20to40_ and _friendclicked_
pick one of _tell_ _tell_ _notell_ _notell_ _notell_
_ask3_ task:
when _40to60_ and _friendclicked_
pick one of _tell_ _tell_ _tell_ _notell_ _notell_
_ask4_ task:
when _60to80_ and _friendclicked_
pick one of _tell_ _tell_ _tell_ _tell_ _notell_
_ask5_ task:
when _80to100_ and _friendclicked_
pick one of _tell_ _tell_ _tell_ _tell_ _tell_ _tell_ _tell_ _tell_ _tell_ _notell_