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authorJesusaves <cpntb1@ymail.com>2020-02-28 03:47:38 -0300
committerJesusaves <cpntb1@ymail.com>2020-02-28 03:47:38 -0300
commita02292994ca10c523def79aec6c6ff731839da62 (patch)
treeab01d419d4d7a3c888c224c43c16bd60ad552332 /npc/003-0
parentd2006095236f2b0374f122c87db33c392e7867dc (diff)
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I give up.
Connect MQ2 back to system with a few lame error messages, finish Lua, and it is "good enough".
Diffstat (limited to 'npc/003-0')
-rw-r--r--npc/003-0/mainquest.txt9
1 files changed, 9 insertions, 0 deletions
diff --git a/npc/003-0/mainquest.txt b/npc/003-0/mainquest.txt
index f65ceb057..1b1c79ed1 100644
--- a/npc/003-0/mainquest.txt
+++ b/npc/003-0/mainquest.txt
@@ -51,13 +51,21 @@ OnBegin:
// At this time they are utterly deadly. You could use a skill to
// disable them... Perhaps... A grenade?
dispbottom col(l("SCRIPT ERROR (%s/%s)", .@m$, .@n$), 1);
+ dispbottom l("An error happened: unitwalk failed");
+ dispbottom l("An error happened: Unable to initialize timer");
+ dispbottom l("An error happened: Unable to spawn: 'Energy Ball'");
end;
OnAssassinDefeat:
.@m$=getmap();
.@n$=instance_npcname(.name$);
delcells "MQ2Wall"+getcharid(0);
+ LUA_ASKED_TO_SAVE_PROFESSOR=false;
dispbottom col(l("SCRIPT ERROR (%s/%s)", .@m$, .@n$), 1);
+ if (is_night())
+ dispbottom l("An error happened: professor_thankyou() error");
+ else
+ dispbottom l("An error happened: mission_well_done() error");
end;
OnInit:
@@ -77,6 +85,7 @@ OnInstanceInit:
end;
OnTouchNPC:
+ npctalk l("An error happened: professor_was_assasinated() error");
npctalk ("SCRIPT ERROR (OnTouch Game Over)");
end;