summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJesusaves <cpntb1@ymail.com>2019-01-11 16:58:50 -0200
committerJesusaves <cpntb1@ymail.com>2019-01-11 16:58:50 -0200
commit63110ff1cfc3dde7ab5c5229591be1840520674a (patch)
tree60cdb1be2069db6a7cefa153b89e1f24aad42c98
parentbb94d160d6021ad6521703788d33665cb5f17ae2 (diff)
downloadserverdata-63110ff1cfc3dde7ab5c5229591be1840520674a.tar.gz
serverdata-63110ff1cfc3dde7ab5c5229591be1840520674a.tar.bz2
serverdata-63110ff1cfc3dde7ab5c5229591be1840520674a.tar.xz
serverdata-63110ff1cfc3dde7ab5c5229591be1840520674a.zip
Update map warp positions to reflect 000-0-0 update
-rw-r--r--npc/000-0-0/sailors.txt36
-rw-r--r--npc/000-0/sailors.txt2
-rw-r--r--npc/002-1/arpan.txt40
-rw-r--r--npc/commands/warp.txt3
4 files changed, 39 insertions, 42 deletions
diff --git a/npc/000-0-0/sailors.txt b/npc/000-0-0/sailors.txt
index 7336a6551..1d5b19304 100644
--- a/npc/000-0-0/sailors.txt
+++ b/npc/000-0-0/sailors.txt
@@ -10,16 +10,27 @@
// Elmo will handle dialogs between both NPCs. Modified for TMW2 by Jesusalva
// Translation
// FR translated
-000-0-0,26,23,0 script Elmo#sailors NPC_ELMO,{
+000-0-0,29,45,0 script Elmo#sailors NPC_ELMO,{
OnTalk:
deltimer("Elmo#sailors::OnSlow");
setcamnpc;
showavatar NPC_ELMO;
mesn "Elmo";
- mesq lg("This girl is lucky we found her before a shark did. I have no idea where she comes from.", "This guy is lucky we found him before a shark did. I have no idea where he comes from.");
+ mesq l("Hey. You. You were in need of medical attention earlier. Do you remember how to walk, talk, attack, etc?");
next;
+ select
+ l("Actually, a tutorial would be good!"),
+ l("Yes, I do.");
+ if (@menu == 2) {
+ mesn l("Magic Arpan");
+ mesq l("Yeye don't need to train here anymore! Let's head back to the ship before the sun sets, shall we?");
+ next;
+ goto L_Ready;
+ }
+
+ // TODO
showavatar NPC_MAGIC_ARPAN;
mesn "Magic Arpan";
mesq lg("Yeye should go see the capt'n. We still don't know if she's friend or foe...", "Yeye should go see the capt'n. We still don't know if he's friend or foe...");
@@ -55,6 +66,7 @@ OnTalk:
mesc l("(Protip: Use ##Barrow keys##b to walk around once you wake up.)");
next;
+L_Ready:
restorecam;
adddefaultskills;
setq General_Narrator, 0;
@@ -66,25 +78,17 @@ OnTalk:
closedialog;
close;
+// Prevent players from forgetting what they were meant to do
+// But if they logout, this will never trigger
OnSlow:
- /*
- setcamnpc;
- showavatar NPC_ELMO;
- mesn;
- mesc l("Pst, speak lower, you may wake @@ up...", strcharinfo(0));
- next;
- mesn;
- mesc l("(Click on me to hear the conversation and advance. I am a NPC, and NPCs can be interact by clicking.)");
- mesc l("(That was already explained on the intro. Read the dialogs! Important stuff can be found on them.)");
- */
- npctalk3 l("Pst! Speak lower! Otherwise we'll wake @@ up!", strcharinfo(0));
- dispbottom l("Click on Elmo or Magic Arpan to continue...");
+ npctalk3 l("Hey @@! You haven't clicked on me yet!", strcharinfo(0));
addtimer(30000,"Elmo#sailors::OnSlow2");
end;
OnSlow2:
npctalk3 l("@@, do you need help? Are you lost? Click me!", strcharinfo(0));
- addtimer(30000,"Elmo#sailors::OnSlow");
+ dispbottom l("Click on Elmo or Magic Arpan to continue and begin the game...");
+ addtimer(60000,"Elmo#sailors::OnSlow");
end;
OnInit:
@@ -92,7 +96,7 @@ OnInit:
end;
}
-000-0-0,25,23,0 script Magic Arpan#sailors NPC_MAGIC_ARPAN,{
+000-0-0,29,34,0 script Magic Arpan#sailors NPC_MAGIC_ARPAN,{
doevent "Elmo#sailors::OnTalk";
close;
diff --git a/npc/000-0/sailors.txt b/npc/000-0/sailors.txt
index 3f6bdbd76..84a156cab 100644
--- a/npc/000-0/sailors.txt
+++ b/npc/000-0/sailors.txt
@@ -101,7 +101,7 @@ OnTouch:
next;
addtimer(15000,"Elmo#sailors::OnSlow");
- warp "000-0-0", 26, 28;
+ warp "000-0-0", 30, 36;
closedialog;
close;
diff --git a/npc/002-1/arpan.txt b/npc/002-1/arpan.txt
index fbcc12ee7..4f33ded0d 100644
--- a/npc/002-1/arpan.txt
+++ b/npc/002-1/arpan.txt
@@ -111,12 +111,24 @@ OnTalk:
setq ShipQuests_Arpan, 1, 0;
deltimer("Magic Arpan::OnSlow");
- mesq lg("Yeye, you are really lucky to be alive. You are in good enough shape for walking, do you remember what happened?");
+ mesq lg("Yeye, are you finally ready to go?");
next;
- menu
- lg("I only remember I was rescued by you."), L_Story,
- lg("I can't remember anything."), L_OhWell;
+ select
+ l("Yes, I want to find out who I am."),
+ l("No, but what option do I have? I'm railroaded!");
+
+ mes "";
+ mesq lg("You were yaying sleeping for quite some time there. Our shipkeeper, Juliet, was here with you, and she did her best to heal your injuries.");
+ next;
+ if (.@q_julia == 0)
+ setq ShipQuests_Julia, 1;
+ mesq lg("Yaya, you should go see her! She'll be happy to see you.");
+ next;
+ mesq lg("Also, we took your yayed clothes, as they were... Yeyeye... In a bad shape. Go check the chest near your bed, there are some other ones inside.");
+ setcamnpc "Chest";
+ goto L_Menu;
+
OnClothNotTaken:
showavatar NPC_MAGIC_ARPAN;
@@ -138,26 +150,6 @@ OnEquip:
close;
-L_OhWell:
- mes "";
- mesq lg("Oh well, we rescued you when you were yaying adrift in the sea.");
- next;
-
- select
- l("And then what happened?");
-
-L_Story:
- mes "";
- mesq lg("You were yaying sleeping for quite some time there. Our shipkeeper, Juliet, was here with you, and she did her best to heal your injuries.");
- next;
- if (.@q_julia == 0)
- setq ShipQuests_Julia, 1;
- mesq lg("Yaya, you should go see her! She'll be happy to see you.");
- next;
- mesq lg("Also, we took your yayed clothes, as they were... Yeyeye... In a bad shape. Go check the chest near your bed, there are some other ones inside.");
- setcamnpc "Chest";
-
- close;
L_Menu:
mesq l("What yeye could I do for you today?");
diff --git a/npc/commands/warp.txt b/npc/commands/warp.txt
index 873ba2216..c40e9dcee 100644
--- a/npc/commands/warp.txt
+++ b/npc/commands/warp.txt
@@ -63,7 +63,8 @@ OnInit:
"^START|^BEGIN", "000-0 22 24", // starting point
"^NARD|^SHIP", "002-1 53 38", // nard's ship (outside instance)
"^000-0", "000-0 34 17", // Intro Lookout Area
- "^000-0-0", "000-0-0 29 28", // Intro B Lookout Area
+ "^000-0-0", "000-0-0 33 26", // Intro B Lookout Area
+ "^LOOKOUT", "000-0-0 33 26", // Intro B Lookout Area
// TMW2
"^TULIM", "003-1 41 48", // Tulishmar