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authorJesusaves <cpntb1@ymail.com>2019-06-03 15:26:15 -0300
committerJesusaves <cpntb1@ymail.com>2019-06-03 15:26:15 -0300
commit8b7bec52ffe5766426b8e4635d765ca85d1f6a83 (patch)
treec1021edce63e41274e1d4c50e123bb0fdfdb0cb4 /npc/015-8-1
parentffbe65bb05d0c58d46903bfdc82e1543a570785e (diff)
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Fix bugs and move Sagratha's Campaign to Alpha Testing State
Diffstat (limited to 'npc/015-8-1')
-rw-r--r--npc/015-8-1/campaign.txt18
-rw-r--r--npc/015-8-1/puzzle.txt22
2 files changed, 25 insertions, 15 deletions
diff --git a/npc/015-8-1/campaign.txt b/npc/015-8-1/campaign.txt
index 4f3b94473..24a6ffaa8 100644
--- a/npc/015-8-1/campaign.txt
+++ b/npc/015-8-1/campaign.txt
@@ -13,22 +13,32 @@
// There is no instance init
OnBegin:
+ .@m$=getmap();
+
setq3 HurnscaldQuest_Sagratha, 1;
// We're in an instance, ofc. Here we still have player attached.
- npctalk3 l("Open your eyes");
- initnpctimer; // Maybe addtimer() would be better?
+ npctalk3 l("Open your eyes!");
+
+ monster .@m$, 49, 45, "Real Monster", RedSlime, 1;
+ // max AI id 4. You are in 49,39
+ monster .@m$, 49, 41, "AI Tx", RedSlime, 1, .name$+"::OnError", Size_Medium, 2;
+ monster .@m$, 51, 41, "AI Xt", RedSlime, 1, .name$+"::OnError", Size_Medium, 2;
+
+ addtimer(5000, "#SaggyDungeonCore::OnError");
end;
// Assassin, HoodedNinja, HoodedAssassin (boss)
+// Mouboo, ForestMushroom, Fluffy, Sagratha (boss)
-OnTimer1000:
+OnError:
debugmes "Error";
+ npctalk "Error";
end;
}
// Dummy NPC to fire #SaggyDungeonCore when you get close to battle scene
-015-8-1,49,38,0 script #SaggyDungeonFire NPC_HIDDEN,0,0,{
+015-8-1,49,39,0 script #SaggyDungeonFire NPC_HIDDEN,1,0,{
end;
OnTouch:
if (instance_id() < 0)
diff --git a/npc/015-8-1/puzzle.txt b/npc/015-8-1/puzzle.txt
index 105187a8a..4824afee5 100644
--- a/npc/015-8-1/puzzle.txt
+++ b/npc/015-8-1/puzzle.txt
@@ -58,16 +58,16 @@ OnInit:
}
// Create more traps. (They can be on walls so amount is random >.<)
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap02 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap03 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap04 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap05 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap06 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap07 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap08 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap09 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap10 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap11 NPC_TRAP
-015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap12 NPC_TRAP
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap02 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap03 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap04 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap05 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap06 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap07 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap08 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap09 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap10 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap11 NPC_TRAP,0,0
+015-8-1,0,0,0 duplicate(#SaggyBossTrap01) #SaggyBossTrap12 NPC_TRAP,0,0
// twelve traps should be enough