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path: root/world/map/npc/051-3/ambush.txt
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//-----------------------------------------------------------------------------
// Bandit cave
// $@illia_progress = 2
//
// Level progress:
//     0: Did not start the task yet
//     1: Players are ambushed
//     2: Players escaped their jails
//     3: Reinforcements come when they approach the exit of the cave
//     4: Key of the door found, to leave the cave
//-----------------------------------------------------------------------------

051-3.gat,40,52,0|script|#WayBlockedTrigger|32767,2,2,
{
    message strcharinfo(0), "There is no way I can pass here. Let's find another way.";
    end;
}

051-3.gat,31,70,0|script|#AmbushReadyTrigger|32767,2,2,
{
    set @step, 2;
    if ($@illia_progress < @step) goto L_ShouldNotBeHere;
    if (strcharinfo(0) == $@ILLIA_HERO$ && $@illia_level_2_progress == 0) goto L_PrepareAmbush;
    end;

L_PrepareAmbush:
    disablenpc "Sneaky Bandit";
    disablenpc "Another Sneaky Bandit";
    end;

L_ShouldNotBeHere:
    percentheal -100, 0;
    end;

}

051-3.gat,31,93,0|script|#BanditAmbushTrigger|32767,3,3,
{
    set @step, 2;
    if ($@illia_progress < @step) goto L_ShouldNotBeHere;
    if ($@illia_level_2_progress == 0 && strcharinfo(0) == $@ILLIA_HERO$) goto L_MakeAmbush;
    end;

L_MakeAmbush:
    set $@illia_level_2_progress, 1;
    cmdothernpc "#BndtTl", "Ambush";
    end;

L_ShouldNotBeHere:
    percentheal -100, 0;
    message strcharinfo(0), "Your throat got cut by a sneaky bandit!";
    end;
}

051-3.gat,1,1,0|script|#BndtTl|127,
{
    end;

OnCommandAmbush:
    initnpctimer;
    end;

OnTimer1000:
    enablenpc "Sneaky Bandit";
    cmdothernpc "Sneaky Bandit", "Talk";
    enablenpc "Another Sneaky Bandit";
    cmdothernpc "Another Sneaky Bandit", "Talk";
    end;

OnTimer9000:
    areawarp "051-3.gat", 22, 45, 42, 97, "051-3.gat", 101, 13;
    end;

OnTimer11000:
    areatimer "051-3.gat", 22, 12, 102, 97, 500, "#BndtTl::onOuch";
    areatimer "051-3.gat", 22, 12, 102, 97, 3000, "#BndtTl::onA";
    stopnpctimer;
    setnpctimer 0;
    end;

onOuch:
    message strcharinfo(0), "Ouch my head...";
    end;

onA:
    if (strcharinfo(0) == $@ILLIA_HERO$)
        goto L_CaptureHero;
    if (strcharinfo(0) == $@ILLIA_HELPER1$)
        goto L_CaptureHelper1;
    if (strcharinfo(0) == $@ILLIA_HELPER2$)
        goto L_CaptureHelper2;
    if (strcharinfo(0) == $@ILLIA_HELPER3$)
        goto L_CaptureHelper3;
    // kill that player otherwise, since not part of the quest.
    percentheal -100,0;
    end;

L_CaptureHero:
    // Simulate the capture of the player.
    // Unequip all equipments
    nude;
    // put the health at 40%.
    percentheal 100, 0;
    percentheal -60, 0;
    warp "051-3.gat", 69, 109;
    message strcharinfo(0), "Meh... Where am I?";
    end;

L_CaptureHelper1:
    // Simulate the capture of the player.
    // Unequip all equipments
    nude;
    // put the health at 40%.
    percentheal 100, 0;
    percentheal -60, 0;
    warp "051-3.gat", 64, 102;
    message strcharinfo(0), "Meh... Where am I?";
    end;

L_CaptureHelper2:
    // Simulate the capture of the player.
    // Unequip all equipments
    nude;
    // put the health at 40%.
    percentheal 100, 0;
    percentheal -60, 0;
    warp "051-3.gat", 62, 102;
    message strcharinfo(0), "Meh... Where am I?";
    end;

L_CaptureHelper3:
    // Simulate the capture of the player.
    // Unequip all equipments
    nude;
    // put the health at 40%.
    percentheal 100, 0;
    percentheal -60, 0;
    warp "051-3.gat", 58, 102;
    message strcharinfo(0), "Meh... Where am I?";
    end;

}

051-3.gat,29,94,0|script|Sneaky Bandit|127,
{
    end;

OnCommandTalk:
    initnpctimer;
    end;

OnTimer100:
    npctalk "Did you think you could sneak in our den without a problem?";
    end;

OnTimer3600:
    npctalk "Drop your weapons, and come with us!";
    stopnpctimer;
    setnpctimer 0;
    end;

}

051-3.gat,33,95,0|script|Another Sneaky Bandit|127,
{
    end;

OnCommandTalk:
    initnpctimer;
    end;

OnTimer1500:
    npctalk "W00t! More slaves!";
    end;

OnTimer5500:
    npctalk "Ahaha, that was easy! Ok, knock them out!";
    stopnpctimer;
    setnpctimer 0;
    end;

}