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// TMW2 scripts.
// Authors:
// Jesusalva
// Description:
// Cave logic. Controls also switchs and false warps. See soren/main for more info.
// Logic
function script CindySwitch_Check_211 {
.@st1=getvariableofnpc(.lifetime, "#CindySwitch_01")-gettimetick(2);
.@st2=getvariableofnpc(.lifetime, "#CindySwitch_02")-gettimetick(2);
.@st3=getvariableofnpc(.lifetime, "#CindySwitch_03")-gettimetick(2);
.@st4=getvariableofnpc(.lifetime, "#CindySwitch_04")-gettimetick(2);
.@st5=getvariableofnpc(.lifetime, "#CindySwitch_05")-gettimetick(2);
.@i=0;
if (.@st1 > 0) .@i++;
if (.@st2 > 0) .@i++;
if (.@st3 > 0) .@i++;
if (.@st4 > 0) .@i++;
if (.@st5 > 0) .@i++;
return .@i;
}
// Passages
021-1,155,196,0 script #0211Logic NPC_NO_SPRITE,0,0,{
end;
OnTouch:
.@q=getq(NivalisQuest_Cindy);
if (.@q < 3) end;
if ($@CINDY_STATE > gettimetick(2)) goto L_Safe;
if ($@CINDY_STATE % 2 == 0) goto L_Blocked;
if (CindySwitch_Check_211() == 5) {
.@pos=rand(0,8);
if (.@q == 4)
warp "021-1", .xp[.@pos], .yp[.@pos];
else
warp "021-2", 80, 102;
} else {
switch (CindySwitch_Check_211()) {
case 0:
case 1:
end;
case 2:
case 3:
dispbottom l("A few switches aren't triggered yet."); break;
case 4:
case 5:
dispbottom l("A single switch is not online - Cannot pass without all of them on."); break;
}
}
end;
L_Blocked:
dispbottom l("This place is reeking blood. We better come again later.");
end;
L_Safe:
dispbottom l("There's no reason to enter these caves now.");
end;
OnInit:
setarray .xp, 25, 43, 97, 142, 274, 52, 36, 52, 120;
setarray .yp, 300, 300, 300, 300, 299, 176, 79, 77, 73;
end;
}
021-1,136,29,0 script #FrostiaGateway NPC_NO_SPRITE,0,0,{
end;
OnTouch:
npctalkonce l("You need to be using a @@ because extremely cold temperatures.", getitemlink(RedknightArmor));
end;
}
// Switches
021-1,282,34,0 script #CindySwitch_01 NPC_SWITCH_OFFLINE,{
.@q=getq(NivalisQuest_Cindy);
if (.@q < 3) {
mesn strcharinfo(0);
mesq l("This is a strange switch...");
close;
}
if (.lifetime-gettimetick(2) <= 0) {
mesc l("Insert a key and pull the switch?");
select
rif(countitem(TreasureKey), l("Pull it")),
l("Leave it");
if (@menu == 1) {
delitem TreasureKey, 1;
getexp rand(55, 110), rand(5, 11);
.lifetime=gettimetick(2)+rand(110, 150); // Something between 1m50s and 2m30s
specialeffect(27);
setnpcdisplay .name$, NPC_SWITCH_ONLINE;
initnpctimer;
.@r=rand(0,100);
getmapxy(.@m$, .@x, .@y,0);
if (.@r < 80)
monster .@m$, .@x, .@y, "Yeti", Yeti, 1;
else if (.@r > 99)
makeitem(Candy, 1, .@m$, .@x, .@y);
npctalk l("Automatic disarm in: @@", FuzzyTime(.lifetime));
closedialog;
}
close;
}
npctalk l("Automatic disarm in: @@", FuzzyTime(.lifetime));
end;
OnTimer1000:
if (.lifetime-gettimetick(2) <= 0) {
setnpcdisplay .name$, NPC_SWITCH_OFFLINE;
stopnpctimer;
} else {
initnpctimer;
}
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
.lifetime=0; // When will this switch turn off automatically
end;
}
021-1,231,36,0 duplicate(#CindySwitch_01) #CindySwitch_02 NPC_SWITCH_OFFLINE
021-1,34,29,0 duplicate(#CindySwitch_01) #CindySwitch_03 NPC_SWITCH_OFFLINE
021-1,25,297,0 duplicate(#CindySwitch_01) #CindySwitch_04 NPC_SWITCH_OFFLINE
021-1,30,168,0 duplicate(#CindySwitch_01) #CindySwitch_05 NPC_SWITCH_OFFLINE
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