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// TMW2 scripts.
// Author:
// Jesusalva
// Description:
// PUZZLES and TRAPS submodule - Sagratha's Cave Boss Room - 015-8-1
// Exit area
015-8-1,50,79,0 script #Exit01581 NPC_HIDDEN,1,0,{
end;
OnTouch:
.@q=getq(HurnscaldQuest_Sagratha);
// Cheater Detected
if (!MAGIC_LVL || .@q < 5) {
setq HurnscaldQuest_Sagratha, 0, 0, 0;
sc_end SC_CASH_PLUSEXP;
sc_end SC_OVERLAPEXPUP;
sc_start SC_OVERLAPEXPUP, 300000, -20;
warp "Save", 0, 0;
end;
}
if (.@q == 5) {
dispbottom l("You are NOT allowed to leave here!");
} else {
warp "015-8", 94, 21;
}
end;
}
015-8-1,0,0,0 script #SaggyBossTrap01 NPC_TRAP,0,0,{
end;
OnTouchNPC:
OnTouch:
// instance_id()
if (instance_id() >= 0)
SteelTrap(rand2(10, 40), 5, any(0,0,0,1), instance_npcname(.name$));
else
SteelTrap(rand2(10, 40), 5, any(0,0,0,1));
end;
OnTimer10000:
stopnpctimer;
setnpctimer 0;
setnpcdisplay instance_npcname(.name$), NPC_TRAP;
end;
OnInstanceInit:
.@x=rand(20,80);
.@y=rand(20,80);
movenpc instance_npcname(.name$), .@x, .@y;
// It's on a wall, let's remove it
if (!checkcell(instance_mapname("015-8-1"), .@x, .@y, cell_chkpass)) {
disablenpc instance_npcname(.name$);
}
end;
OnInit:
disablenpc .name$;
end;
}
// Create more traps. (They can be on walls so amount is random >.<)
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
// Transitional, dummy NPCs
015-8-1,25,34,0 script #LockedDoor01581A NPC_NO_SPRITE,0,0,{
end;
OnTouch:
npctalkonce l("This door is locked.");
end;
}
015-8-1,26,68,0 duplicate(#LockedDoor01581A) #LockedDoor01581B NPC_NO_SPRITE,0,0
015-8-1,37,68,0 duplicate(#LockedDoor01581A) #LockedDoor01581C NPC_NO_SPRITE,0,0
015-8-1,53,31,0 script #PaperNote01581A NPC_NO_SPRITE,{
npctalkonce any(l("You cannot decipher what's written in there."), l("It's written in Mananese, you cannot read."), l("It's full of Mouboo drawings."), l("This note is too old and difficult to read."), l("The only readable thing is an old stain of blood."), l("This note is not interesting, maybe the obelisk is more."));
end;
OnInit:
.distance=2;
end;
}
015-8-1,56,31,0 duplicate(#PaperNote01581A) #PaperNote01581B NPC_NO_SPRITE
015-8-1,59,31,0 duplicate(#PaperNote01581A) #PaperNote01581C NPC_NO_SPRITE
015-8-1,62,31,0 duplicate(#PaperNote01581A) #PaperNote01581D NPC_NO_SPRITE
015-8-1,65,31,0 duplicate(#PaperNote01581A) #PaperNote01581E NPC_NO_SPRITE
015-8-1,68,31,0 duplicate(#PaperNote01581A) #PaperNote01581F NPC_NO_SPRITE
015-8-1,71,31,0 duplicate(#PaperNote01581A) #PaperNote01581G NPC_NO_SPRITE
015-8-1,42,51,0 script #Sign01581A NPC_NO_SPRITE,{
npctalkonce l("It's a strange drawing of a Mouboo.");
dispbottom l("Where is here? What was this place used for?!");
end;
OnInit:
.distance=2;
end;
}
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