// TMW2 scripts. // Authors: // Jesusalva // Description: // Sagratha // SaggyScoreUpdate( amount ) function script SaggyScoreUpdate { .@val=getarg(0); SAGRATHA_SCORE=max(-50, min(50, SAGRATHA_SCORE+.@val)); return; } function script SaggyMobCount { switch (killedrid) { // She gets angry case Mouboo: case AlphaMouboo: SaggyScoreUpdate(-5); break; case Pollet: case Fluffy: case IcedFluffy: SaggyScoreUpdate(-3); break; case PoisonSpikyMushroom: case LogHead: case ForestMushroom: SaggyScoreUpdate(-2); break; case Squirrel: case SpringSquirrel: case LofSquirrel: case FrozenSquirrel: case FairysSquirrel: SaggyScoreUpdate(-1); break; // She may get happy. Who knows. case ViciousSquirrel: case WickedMushroom: case Bluepar: case BlackScorpion: case AngryScorpion: case AngryRedScorpion: SaggyScoreUpdate(any(0,0,1)); break; } return; } 014-5-1,33,37,0 script Sagratha NPC_SAGRATHA,{ if (array_find(.SaggyHats, getequipid(EQI_HEAD_TOP)) >= 0) goto L_HatAttack; if (SAGRATHA_SCORE < 0) goto L_Unhappy; goodbye; end; L_HatAttack: mesn; mesc l("@@ seems to be trembling with disgust as she stares at your headgear.", .name$); mes l("\"Do you think that is funny?\" she snarls."); next; mesn; mesq l("You have no idea what that poor creature felt!"); next; mesn; mesc l("She snaps her fingers."); mesq l("Let me show you..."); specialeffect 312, SELF, getcharid(3); heal -300, 0; close; L_Unhappy: mesn; mesc l("@@ glares at you in anger.", .name$); mesq l("I wonder if you can still sleep after killing those innocent forest creatures!"); next; mesn; mesq l("I am sure that they will come back to haunt you in your dreams!"); close; OnInit: setarray .SaggyHats, FluffyHat, MoubooHat, AlphaMoubooHat; .distance=5; npcsit; end; OnInstanceInit: disablenpc instance_npcname(.name$); end; }