-- Quest: C:\QUESTS\WORKING\M0B00Y17.Qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 0
-- QuestId: 17
Messages: 62
Quest: M0B00Y17
DisplayName: Runaway Pet
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                            %pcn, isn't it?
<ce>                      Just who I was looking for.
<ce>                   We have a rather interesting job,
<ce>                   requiring a bit of brains rather
<ce>                    than brawn. Are you interested?

RefuseQuest:  [1001]
<ce>                  Yeah, you're right, I did say this
<ce>                      job needed brains didn't I?

AcceptQuest:  [1002]
<ce>                  Here's the situation. Seems _dummy_
<ce>                has this pet sabertooth tiger -- don't
<ce>                 ask -- and it ran off a few days ago.
<ce>                   %g had it tracked to ___mondung_,
<ce>                but now we need someone to go in there
<ce>                  and bring it out. Alive. The trick
<ce>                 is that it's been trained to respond
<ce>                 to this bell. The tiger should become
<ce>               docile if you ring the bell in its face.
<ce>                  Of course, _dummy_ did say it isn't
<ce>               trained too well -- are you surprised? --
<ce>                so you may have to smack it upside the
<ce>               head once or twice to get its attention.
<ce>                Just don't kill it, OK?  Bring it back
<ce>                  to _dummy_ at __dummy_ in one piece
<ce>                  within =qtime_ days, and %g'll pay
<ce>                      you _gold_ gold. Good luck.

QuestFail:  [1003]
<ce>                    Don't look at me. The tiger is
<ce>                       in ___mondung_. Take your
<ce>                      little bell and get going.

QuestComplete:  [1004]
<ce>                  Oh, =tiger_, darling, you're safe!
<ce>                   Thank you so much for bringing my
<ce>                    baby back home to me. I'm sure
<ce>                    he didn't give you any trouble,
<ce>                   did he? He's just a big kitty cat
<ce>                    at heart, wouldn't hurt a fly.
<ce>                  Here's your _gold_ gold, just like
<ce>                   I promised that nice _questgiver_
<ce>                        at the Fighter's Guild.

RumorsDuringQuest:  [1005]
<ce>     Did you hear that _dummy_'s tiger escaped again?  Killed and
<ce>                      ate three people this time.

RumorsPostfailure:  [1006]
<ce>    _dummy_'s tiger seems to have disappeared for good. Thank %god!

RumorsPostsuccess:  [1007]
<ce>     _dummy_ actually hired someone from the Fighter's Guild to go
<ce>fetch %g3 pet tiger for %g2. What sap would take a silly job like that?

QuestorPostsuccess:  [1008]
<ce>                Howdy, %pcf, you old tiger-lover, you!

QuestorPostfailure:  [1009]
<ce>  I can't really think of an easier job than finding a pet tiger, but
<ce>           you managed to screw it up. What do you want now?

Message:  1020
%qdt:
 I have been hired by ___questgiver_'s
 Fighters Guild to find a pet sabertooth
 tiger that has run off into ___mondung_.
 Supposedly the tiger is trained to respond
 to a bell I was given, but _questgiver_
 warned me that it may not really be trained
 very well. I am to bring the tiger back
 to its owner, _dummy_, at __dummy_
 of ___dummy_ within =qtime_ days.
 %g'll pay me _gold_ gold.

Message:  1021
%qdt:
 I found the tiger in ___mondung_,
 and now it seems to like me. It has
 started following me, at least. Now
 I just have to get it back to _dummy_
 in ___dummy_.

 Message:  1022
%qdt:
 I found the tiger in ___mondung_,
 but I killed it. The best I can do now
 is go to __dummy_ of ___dummy_
 and apologize to _dummy_
 for the botched job.

Message:  1030
<ce>                      Oops. You killed the tiger.
<ce>                    I wonder what _dummy_ will say?

Message:  1040
<ce>                       You ring the bell loudly,
<ce>                      but it doesn't seem to have
<ce>                              any effect.

Message:  1041
<ce>                      The tiger's ears perk up at
<ce>                       the sound of the bell. It
<ce>                    shakes its great head from side
<ce>                     to side, and begins emitting
<ce>                      a low growling sound. Is it
<ce>                     purring? The tiger pads over
<ce>                      and rubs against your legs,
<ce>                       nearly knocking you over.
<ce>                                    
<ce>                    The tiger is now following you.

Message:  1050
<ce>                      You horrible horrible %ra!
<ce>                     I can't believe you killed my
<ce>                      poor innocent =tiger_. Just
<ce>                      a sweet lost kitty, and you
<ce>                       just had to slaughter it.
<ce>                       Get out of here at once,
<ce>                      before I have you arrested
<ce>                         for murder. Get out!

Message:  1060
Dear _love_,
 
 I am sorry I can't be with you today
 in __lovehouse_, but I wanted to take a
 moment to let you know that you are
 in my thoughts as always, my sweet.
 I am sitting here under a tree, on a
 beautiful afternoon that reminds me
 of you. Everything reminds me of you,
 my darling, the shining sun in the sky,
 the chirping birds in the trees, even
 the pretty pet tiger walking with its
 owner over there. Ha ha! The tiger has
 gotten loose, the scamp. It is bounding
 over my way. See how its coat gleams in
 the sun, like your hair in the firelight.
 Its owner is shouting something and ringing
 a little bell, but it doesn't listen. Such
 a high spirited beast! It seems friendly
 enough, here it comes to say hello...

Message:  1061
<ce>                   Yes, what do you want?  Oh...good
<ce>                   gracious, a letter from _victim_!
<ce>                     Why is it stained with blood?
<ce>                    %g's dead?  Dear me. %g always
<ce>                    was so sweet to me, I'm afraid
<ce>                   %g had the delusion that we were
<ce>                   in love. Poor soul, what a tragic
<ce>                    end. I certainly appreciate you
<ce>                    telling me what happened. I'll
<ce>                   make sure %g3 family knows. Here,
<ce>                    why don't you take this _magic_
<ce>                     %g gave me. I certainly don't
<ce>                         have any use for it.


-- Symbols used in the QRC file:
--
--                %g occurs 7 times.
--               %g2 occurs 2 times.
--               %g3 occurs 3 times.
--              %god occurs 2 times.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--           =qtime_ occurs 2 times.
--           =tiger_ occurs 2 times.
--         ___dummy_ occurs 3 times.
--       ___mondung_ occurs 4 times.
--    ___questgiver_ occurs 1 time.
--          __dummy_ occurs 2 times.
--      __lovehouse_ occurs 1 time.
--           _dummy_ occurs 13 times.
--            _gold_ occurs 6 times.
--            _love_ occurs 2 times.
--           _magic_ occurs 1 time.
--      _questgiver_ occurs 2 times.
--          _victim_ occurs 1 time.

QBN:
Item _I.00_ bell
Item _I.01_ dead_body
Item _gold_ gold
Item _letter_ letter used 1060
Item _magic_ magic_item

Person _questgiver_ group Questor male
Person _victim_ face 1 group Group_6.0
Person _love_ face 1 group Group_7.0
Person _dummy_ group Noble male

Place _mondung_ remote dungeon6
Place _newdung_ remote dungeon
--unneeded dungeon variable
Place _lovehouse_ local house2

Clock _qtime_ 00:00 0 flag 17 range 0 2

Foe _tiger_ is Sabretooth_tiger

--	Quest start-up:
	place item _I.01_ at _mondung_ 
	dialog link for location _lovehouse_ person _love_ 
	start timer _qtime_ 
	reveal _mondung_ 
	log 1020 step 0 
	get item _I.00_ 
	pick one of _S.10_ _S.10_ _S.11_ _S.11_ 
	place foe _tiger_ at _mondung_ 
	create npc _dummy_ 
	have _I.01_ set _deadbody_

_deadbody_ task:
	take _I.01_ from pc
--added deadbody task. otherwise body would clog inventory

_qtime_ task:
	end quest 

_S.01_ task:
	say 1040 

_S.02_ task:
	injured _tiger_ 
	_I.00_ used do _S.04_ 

until _S.02_ performed:
	_I.00_ used do _S.01_ 

_S.03_ task:
	killed 1 _tiger_ 
	say 1030 
	log 1022 step 1
--adds log in case user missed kill message

variable _S.04_
_S.05_ task:
	when _S.04_ and not _S.03_ 
	log 1021 step 1 
	say 1041 
	--remove foe action used here instead of attempting to transfer it to another dungeon
	remove foe _tiger_
-	unset _S.01_ _S.04_ 
--prevented quest from giving reward. don't know the purpose of this unset.

_S.06_ task:
	clicked npc _dummy_ 

_pcgetsgold_ task:
	when _S.06_ and _S.05_ 
	give pc _gold_  
	take _I.00_ from pc
	end quest 
--removed unnecessary delay

_S.08_ task:
	when _S.06_ and _S.03_ 
	say 1050 
	unset _S.06_ 

variable _duelist_
-unused variable
_S.10_ task:
	_letter_ used do _readletter_ 
	place item _letter_ at _mondung_ 
	place npc _love_ at _lovehouse_ 

variable _S.11_
_S.12_ task:
	toting _letter_ and _love_ clicked 
	get item _magic_ 
	say 1061 
	make _magic_ permanent 

_readletter_ task:
	add dialog for location _lovehouse_ person _love_ 

_qgclicked_ task:
	clicked npc _questgiver_
	say 1003