// TMW2 Scripts
// Author:
// Jesusalva
// Description:
// Controls Elenium Mines, specially the instances
// Main Controller for Instanced maps
018-6-1,0,0,0 script #01861_InstCtrl NPC_HIDDEN,{
end;
// Map, x, y, width, height, mob, amount
function AreaMonsterB {
.@m$=getarg(0);
.@x1=getarg(1);
.@x2=.@x1+getarg(3);
.@y1=getarg(2);
.@y2=.@y1+getarg(4);
.@mi=getarg(5);
.@am=getarg(6);
areamonster(.@m$, .@x1, .@y1, .@x2, .@y2, strmobinfo(1, .@mi), .@mi, .@am, instance_npcname(.name$)+"::OnKill"+.@mi);
return;
}
// (var, value)
function SetIfVoid {
if (!getarg(0))
return getarg(1);
return 0;
}
// Bifs won't respawn
OnKill1226:
OnKill1227:
OnKill1228:
end;
// Others: Wait 30 seconds and respawn
OnKill1178:
.@mi=SetIfVoid(.@mi, 1178);
OnKill1051:
.@mi=SetIfVoid(.@mi, 1051);
OnKill1074:
.@mi=SetIfVoid(.@mi, 1074);
OnKill1123:
.@mi=SetIfVoid(.@mi, 1123);
OnKill1176:
.@mi=SetIfVoid(.@mi, 1176);
OnKill1026:
.@mi=SetIfVoid(.@mi, 1026);
// Common utils
/*
// Respawn monster after 30s
getmapxy(.@m$, .@x, .@y, 0);
sleep(30000);
AreaMonsterB(.@m$, .@x-2, .@y-2, 4, 4, .@mi, 1);
*/
end;
OnInstanceInit:
// Generate map ID
getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC);
// Bif monsters
AreaMonsterB(.@m$, 40, 49, 7, 8, BigEleniumBif, 5);
AreaMonsterB(.@m$, 95, 51, 7, 8, BigEleniumBif, 5);
AreaMonsterB(.@m$, 145, 83, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 62, 86, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 65, 130, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 125, 158, 6, 5, SmallEleniumBif, 4);
AreaMonsterB(.@m$, 129, 183, 6, 5, SmallEleniumBif, 4);
AreaMonsterB(.@m$, 34, 181, 5, 5, SmallEleniumBif, 4);
// Common Monsters
AreaMonsterB(.@m$, 80, 172, 54, 25, BlackSlime, 16);
AreaMonsterB(.@m$, 89, 167, 54, 25, DarkLizard, 8);
AreaMonsterB(.@m$, 96, 103, 56, 29, BlackScorpion, 17);
AreaMonsterB(.@m$, 101, 105, 54, 25, MountainSnake, 9);
AreaMonsterB(.@m$, 70, 45, 44, 25, WickedMushroom, 14);
AreaMonsterB(.@m$, 68, 45, 31, 21, Archant, 7);
end;
}
/////////////////////////////
018-6-1,83,26,0 script #ToForgottenChamber NPC_SUMMONING_CIRC,0,0,{
dispbottom l("It looks dangerous.");
end;
OnTouch:
.@q=getq(LoFQuest_Barbara);
.@q2=getq2(LoFQuest_Barbara);
.@q3=getq3(LoFQuest_Barbara);
// Skipped cutscenes, show you the EXIT
if (.@q == 1 && .@q3 != 1)
cwarp "017-1", 32, 45;
if (.@q >= 1) {
warp BarbaraInstCheck(0), 90, 91;
// Complete the first arc if possible
if (.@q == 1) {
setnpcdialogtitle l("Forgotten Chamber");
mesn l("Forgotten Chamber");
mesq l("You see yourself in a strange chamber. Strange drawings litter the walls.");
next;
mesn l("Forgotten Chamber");
mesq l("You can see in distance two portals working, and two portals offline.");
next;
mesn l("Forgotten Chamber");
mesq l("It seems to be a puzzle, you can only imagine what needs to be done in order to enable the right portals.");
next;
setq1 LoFQuest_Barbara, 2;
setq3 LoFQuest_Barbara, 0;
closeclientdialog;
}
// Update M0 NPCs based on quest state
if (.@q > 2)
enablenpc instance_npcname("#ToForgottenShrine", .@q2);
if (.@q == 2) {
// Note: state 64 and 128 are temporary and must be removed
if (.@q3 & 64)
setq3 LoFQuest_Barbara, .@q3^64;
// Safety update
.@q3=getq3(LoFQuest_Barbara);
if (.@q3 & 128)
setq3 LoFQuest_Barbara, .@q3^128;
// Safety update
.@q3=getq3(LoFQuest_Barbara);
if (.@q3 == 5)
enablenpc instance_npcname("#ToForgottenShrine", .@q2);
if (.@q3 == 3)
enablenpc instance_npcname("#ToSouthHall", .@q2);
}
} else {
Exception("ERROR, YOU SHOULD NOT BEEN SEEING THIS. 018-6-1.TFC");
}
end;
OnInit:
disablenpc .name$;
end;
}
///////////////////////////// Minievents
018-6-1,128,131,0 script Wounded Soldier#01861 NPC_GUARD_DEAD,{
//npctalk3 l("Please find her and don't worry with me! And be careful!");
npctalk3 l("*scream in pain*");
close;
OnMain:
mesn l("Wounded Soldier");
mesq l("Hey, you! Are you here on Kenton's orders?!");
next;
setnpcdialogtitle l("Benjamin, Wounded Soldier");
mesn l("Benjamin, Wounded Soldier");
mesq l("My name is Benjamin, and I was in charge of an incursion here to capture Barbara.");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("My unit, however, was attacked! An assassin snuck up on us!");
mesc l("You help Benjamin in getting up.");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("I hope my men are safe, that was yesterday. I am barely alive.");
mesc l("You know what is worse? THIS WHOLE CAVE HAVE DEATH PENALTY ON!!!"), 1;
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("I shall report to Kenton. I now entrust this quest in your hands!");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("And please, bring those criminals to justice! Barbara and the Assassin!");
next;
mesc l("With a wave, Benjamin returns to report Kenton about the outcome.");
setq3 LoFQuest_Barbara, 1;
disablenpc instance_npcname(.name$); // NPC will now go to rest
close;
OnInit:
.sex=G_MALE;
disablenpc .name$;
end;
OnInstanceInit:
if (debug) setnpcdisplay instance_npcname(.name$), NPC_WOUNDEDSOLDIER;
disablenpc instance_npcname(.name$);
end;
}
// Event trigger
018-6-1,121,132,0 script #01861TriggerWS1 NPC_HIDDEN, 0, 10,{
end;
OnTouch:
.@q=getq(LoFQuest_Barbara);
.@q2=getq2(LoFQuest_Barbara);
.@q3=getq3(LoFQuest_Barbara);
if (.@q == 1 && .@q3 == 0) {
enablenpc instance_npcname("Wounded Soldier#01861", .@q2);
addtimer2(500, instance_npcname("Wounded Soldier#01861", .@q2)+"::OnMain");
}
end;
OnInit:
disablenpc .name$;
end;
}
///////////////////////////// Minievents
018-6-1,89,70,0 script Barbara#01861 NPC_INJURIED_GIRL,{
//npctalk3 l("Please find her and don't worry with me! And be careful!");
npctalk3 l("*scream in pain*");
close;
OnMain:
slide 82, 70; // Safety
showavatar NPC_INJURIED_GIRL; // this is handled by avatars.xml
.@q=getq(LoFQuest_Barbara);
.@q2=getq2(LoFQuest_Barbara);
.@q3=getq3(LoFQuest_Barbara);
sleep2(50);
// Barbara was taken hostage or murdered - save this data
@evil=0; // Temporary variable to show the murder option or not
setnpcdialogtitle l("Wounded Girl");
mesn l("Wounded Girl");
mesq l("...");
next;
mesn l("Wounded Girl");
mesq l("...I guess I can't hide anymore...");
next;
sshake(rand2(3,5), false);
mesn l("Wounded Girl");
mesq l("Ah!");
next;
setnpcdialogtitle l("Barbara, Wounded Girl");
mesn l("Barbara, Wounded Girl");
mesq l("Sorry, I haven't seen you. My name is Barbara.");
next;
select
l("My name is ")+strcharinfo(0),
l("I'm here to arrest you.");
mes "";
if (@menu == 1) {
mesn l("Barbara, Wounded Girl");
mesq l("Pleased to meet you. What brings you down here?");
next;
mesn strcharinfo(0);
mesq l("I'm here to arrest a criminal.");
next;
} else {
@evil+=1;
}
mesn l("Barbara, Wounded Girl");
mesq l("Please spare me. I'm gravely wounded. I'm innocent, I swear!");
next;
select
l("Why should I spare you?"),
l("Where is the item you've stolen?");
mes "";
mesn l("Barbara, Wounded Girl");
mesq l("I... I confess. I did steal an apple. I was hungry! I am very poor.");
next;
mesn l("Barbara, Wounded Girl");
mesq l("My family died when I was just a little girl... I have been trying to survive...");
next;
select
l("Cut the chat short and go straight to the point!"),
l("I'm listening, but don't hope me to buy your story.");
mes "";
if (@menu == 2) {
mesn l("Barbara, Wounded Girl");
mesq l("You know, if you're poor, you can't get too close to the Noble district.");
next;
mesn l("Barbara, Wounded Girl");
mesq l("They left me no inheritance, either. Even surviving has been a struggle. I'm not strong enough to kill the living potatoes for @@.", getitemlink(Potatoz));
next;
mesn l("Barbara, Wounded Girl");
mesq l("The monsters here are too strong, and as I said before, I can't get close to the Transcendence Portal nor to get training.");
next;
select
l("I'm not here to listen stories, I need you to return what you've stole.");
} else {
@evil+=1;
}
mesn l("Barbara, Wounded Girl");
mesq l("I can't give you the Apple I've stole. Because, I was stolen first!");
next;
select
l("I don't believe you."),
l("Let's say I believe you. Who stole you? Benjamin?");
mes "";
if (@menu == 1) {
mesn l("Barbara, Wounded Girl");
mesq l("But- But you have to! It is the ")+b(l("truth"))+"!";
next;
select
l("And whom do you claim to be the thief?"),
rif(@evil, l("[Kill her]")),
l("Barbara. You're under arrest by Kenton's orders. Please surrend peacefully.");
mes "";
@evil+=1;
switch (@menu) {
case 2:
mesn l("Barbara, Wounded Girl");
mesq l("OH MY, PLEASE DON'T!");
next;
mesn l("Barbara, Wounded Girl");
mesq l("I NEVER TOUCHED THE SOUL MENHIR! I SWEAR YOU, I'M INNOCENT! PLEASE HAVE MERCY!!");
next;
mesc l("Really kill Barbara?"), 1;
mesc l("WARNING: THIS ACTION IS IRREVERSIBLE."), 1;
if (askyesno() == ASK_YES) {
mes "";
mesc l("She falls in a single blow. You'll attribute her death to the Mysterious Assassin.");
BARBARA_STATE=1;
setq1 LoFQuest_Barbara, 5;
disablenpc instance_npcname(.name$); // NPC will now go to rest
close;
} else {
@evil=false;
mesn l("Barbara, Wounded Girl");
mesc l("*sigh*");
mesq l("Thank you...");
next;
}
break;
case 3:
mesn l("Barbara, Wounded Girl");
mesq l("...I have no other choice, do I?");
next;
mesn l("Barbara, Wounded Girl");
mesq l("But be warned, I don't have the Apple with me. It's further in.");
// The quest is not over yet - do not set BARBARA_STATE
setq1 LoFQuest_Barbara, 5;
disablenpc instance_npcname(.name$); // NPC will now go to rest
close;
break;
}
} else {
mesn l("Barbara, Wounded Girl");
mesq l("Oh no, Benjamin is a city guard, he would never do that. I hope.");
next;
}
L_MainStory:
mesn l("Barbara, Wounded Girl");
mesq l("A hooded man attacked me, and left me in this state.");
next;
mesn l("Barbara, Wounded Girl");
mesq l("The hooded man was about to deliver me a final blow, but then he saw the Apple I've stole...");
next;
mesn l("Barbara, Wounded Girl");
mesq l("...And for some reason he took the apple and went further in the caves.");
next;
mesn l("Barbara, Wounded Girl");
mesq l("Maybe if you go back the way you're coming, you find him...");
next;
mesn l("Barbara, Wounded Girl");
mesq l("By the way, I can't say for sure it was a man. He smelled like onions, and his face was shinning.");
next;
// FIXME: Should she be so blunt?
mesn l("Barbara, Wounded Girl");
mesq l("I'm only assuming it was a man because the lack of boobs.");
next;
mesn l("Barbara, Wounded Girl");
mesq l("So... I'm at your hands now... What will you do with me?");
next;
select
l("Listen to her story again."),
rif(@evil, l("[Kill her]")),
l("You're under arrest. I have to bring you back to Kenton."),
l("I have some healing items with me, we should tend your wounds first.");
mes "";
switch (@menu) {
// Murder
case 2:
mesn l("Barbara, Wounded Girl");
mesq l("OH MY, PLEASE DON'T!");
next;
mesn l("Barbara, Wounded Girl");
mesq l("I NEVER TOUCHED THE SOUL MENHIR! I SWEAR YOU, I'M INNOCENT! PLEASE HAVE MERCY!!");
next;
mesc l("Really kill Barbara?"), 1;
mesc l("WARNING: THIS ACTION IS IRREVERSIBLE."), 1;
if (askyesno() == ASK_YES) {
mes "";
mesc l("She falls in a single blow. You'll attribute her death to the Mysterious Assassin.");
BARBARA_STATE=1;
setq1 LoFQuest_Barbara, 5;
disablenpc instance_npcname(.name$); // NPC will now go to rest
close;
} else {
@evil=false;
mesn l("Barbara, Wounded Girl");
mesc l("*sigh*");
mesq l("Thank you...");
next;
}
// Repeat
case 1:
goto L_MainStory;
break;
// Healing
case 4:
mesn l("Barbara, Wounded Girl");
mesq l("I'm afraid my wounds are too critical. I'm bleeding. I was cursed. And I can't even move.");
next;
if (countitem(ElixirOfLife)) {
mesc l("You have an @@ - Should you give her that?", getitemlink(ElixirOfLife));
if (askyesno() == ASK_YES) {
mes "";
mesn l("Barbara, Wounded Girl");
mesq l("It's true enough an @@ could heal even a dead tree, and would dispel almost every status ailment I could have.", getitemlink(ElixirOfLife));
next;
mesn l("Barbara, Wounded Girl");
mesq l("But my case requires extended treatment. I need to be hospitalized. I'm afraid it is too late for the Elixir to have effect...");
next;
}
}
mesn strcharinfo(0);
mesq l("...You're right. My medicine cannot heal you.");
next;
mesn l("Barbara, Wounded Girl");
mesq l("I think the Doctor, on Dimond's Cove could help me, but that means passing by Kenton...");
next;
// Arrest
case 3:
mesn l("Barbara, Wounded Girl");
mesq l("...I have no other choice, do I?");
next;
mesn l("Barbara, Wounded Girl");
mesc l("*sigh*");
mesq l("But be warned, I don't have the Apple with me. It's further in.");
mes "";
mesc l("Barbara was apprehended. It would be weird to show her on your inventory, so we won't.");
// The quest is not over yet - do not set BARBARA_STATE
setq1 LoFQuest_Barbara, 5;
disablenpc instance_npcname(.name$); // NPC will now go to rest
close;
}
Exception("Invalid Barbara Dialog State - 0");
close;
OnInit:
.sex=G_FEMALE;
disablenpc .name$;
end;
OnInstanceInit:
disablenpc instance_npcname(.name$);
end;
}
// Event trigger
018-6-1,84,71,0 script #01861TriggerBB1 NPC_HIDDEN, 0, 10,{
end;
OnTouch:
.@q=getq(LoFQuest_Barbara);
.@q2=getq2(LoFQuest_Barbara);
.@q3=getq3(LoFQuest_Barbara);
if (.@q == 4) {
enablenpc instance_npcname("Barbara#01861", .@q2);
addtimer2(500, instance_npcname("Barbara#01861", .@q2)+"::OnMain");
}
end;
OnInit:
disablenpc .name$;
end;
}