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// TMW2 scripts.
// Author:
// Jesusalva
// Description:
// The Impregnable Fortress Control Files
// Quest: General_Fortress
// (MaxFloor+1, internal, internal)
026-1,60,26,0 script Impregnable#B1F NPC_HIDDEN,0,0,{
end;
OnTouch:
if (getq(General_Fortress) > 1) goto L_Warp;
mesc l(".:: Impregnable Fortress, %sF ::.", "B1"), 3;
msObjective(getq(General_Fortress) == 2, l("* Obtain clearance"));
msObjective($MK_TEMPVAR < MKIF_LV_B1F, l("Minimum wins: %d/%d", $MK_TEMPVAR, MKIF_LV_B2F));
mes "";
mesc l("Hint: You might need to come back later.");
end;
L_Warp:
// Not unlocked
if ($GAME_STORYLINE >= 3 && $MK_TEMPVAR < MKIF_LV_B2F) {
mesc l("The gate is sealed shut."), 1;
mesc l("The monster army is still strong on this floor!"), 1;
mesc l("Minimum wins: %d/%d", $MK_TEMPVAR, MKIF_LV_B2F), 1;
close;
}
//warp "026-2", X, Y;
dispbottom l("Coming Soon, in Moubootaur Legends!");
end;
// Disarm & reset everything
OnMinute15:
OnMinute45:
if ($@DATA_0261[12])
setcells "026-1", 58, 76, 62, 76, 1, "026-1_58_76";
if ($@DATA_0261[13])
setcells "026-1", 25, 32, 25, 32, 1, "026-1_25_32";
if ($@DATA_0261[14])
setcells "026-1", 30, 32, 30, 32, 1, "026-1_30_32";
setnpcdisplay "#026-1_24_28", NPC_SWITCH_ONLINE;
setnpcdisplay "#026-1_26_28", NPC_SWITCH_ONLINE;
setnpcdisplay "#026-1_62_28", NPC_SWITCH_ONLINE;
callfunc "0261_CheckReset";
end;
}
// Other misc controllers
function script 0261_GateChange {
//if (Sp < MaxSp) end;
if (Hp < MaxHp) {die(); end;}
$@DATA_0261[12] = true;
percentheal -99, -100;
dispbottom "*snap* - Oh noes, there was a trap!";
return;
}
function script 0261_Flip25 {
$@DATA_0261[13] = true;
return;
}
function script 0261_Flip30 {
$@DATA_0261[14] = true;
return;
}
function script 0261_CheckReset {
if ($@DATA_0261[0] == 1 &&
$@DATA_0261[1] == 1 &&
$@DATA_0261[2] == 1 &&
$@DATA_0261[3] == 1 &&
$@DATA_0261[4] == 1 &&
$@DATA_0261[5] == 1 &&
$@DATA_0261[6] == 1 &&
$@DATA_0261[7] == 1 &&
$@DATA_0261[8] == 1 &&
$@DATA_0261[9] == 1 &&
$@DATA_0261[10] == 1 &&
$@DATA_0261[11] == 1)
.@r=true;
if ($@DATA_0261[0])
delcells "026-1_D0";
if ($@DATA_0261[1])
delcells "026-1_D1";
if ($@DATA_0261[2])
delcells "026-1_D2";
if ($@DATA_0261[3])
delcells "026-1_D3";
if ($@DATA_0261[4])
delcells "026-1_D4";
if ($@DATA_0261[5])
delcells "026-1_D5";
if ($@DATA_0261[6])
delcells "026-1_D6";
if ($@DATA_0261[7])
delcells "026-1_D7";
if ($@DATA_0261[8])
delcells "026-1_D8";
if ($@DATA_0261[9])
delcells "026-1_D9";
if ($@DATA_0261[10])
delcells "026-1_D10";
if ($@DATA_0261[11])
delcells "026-1_D11";
deletearray $@DATA_0261;
if (.@r) {
$@DATA_0261[12] = true;
delcells "026-1_58_76";
}
return .@r;
}
026-1,29,76,0 script Important Note#B1F NPC_NO_SPRITE,{
function noteBegin;
if ($@DATA_0261[12]) end;
if (getq2(General_Fortress) == 0) noteBegin();
mesc l("Flip the manaplace?"), 1;
next;
if (askyesno() == ASK_YES) {
.@r=0261_CheckReset();
if (!.@r)
warp "003-1", 82, 119;
else
setq General_Fortress, 2, 0, 0;
}
close;
function noteBegin {
mes l("To the monster army:");
mes "";
mes l("There has been a lot of movement here as of late.");
mes l("Your Highness does not like it, and you're dirtying the floor faster than staff can clean.");
mes "";
mes l("Therefore, we have restricted access to and from B0F/B2F.");
mes l("If you could not attend to the meeting (may the king forgive your soul), just restore the objects to their proper position and flip the switch on this manaplace.");
mes "";
mes l("Be careful to don't flip the manaplace before all objects are ordered correctly.");
mes "";
mes l("-- The Keeper");
next;
setq2 General_Fortress, 1;
return;
}
OnInit:
.distance=3;
end;
}
// Flip flop
026-1,26,89,0 script #0261_FF@0 NPC_NO_SPRITE,{
explode(.@ni$, .name$, "@");
.@x=atoi(.@ni$[1]);
.@v$=sprintf("$@DATA_0261[%d]", .@x);
.@i=getd(.@v$);
if (.@i == 0) {
setd(.@v$, 1);
setcells "026-1", .x-1, .y, .x+1, .y, 2, "026-1_D"+.@x;
} else if (.@i == 1) {
setd(.@v$, 2);
delcells "026-1_D"+.@x;
setcells "026-1", .x-1, .y, .x+1, .y, 3, "026-1_D"+.@x;
} else {
setd(.@v$, 0);
delcells "026-1_D"+.@x;
}
end;
OnInit:
.distance=2;
end;
}
026-1,32,89,0 duplicate(#0261_FF@0) #0261_FF@1 NPC_NO_SPRITE
026-1,26,86,0 duplicate(#0261_FF@0) #0261_FF@2 NPC_NO_SPRITE
026-1,32,86,0 duplicate(#0261_FF@0) #0261_FF@3 NPC_NO_SPRITE
026-1,71,76,0 duplicate(#0261_FF@0) #0261_FF@4 NPC_NO_SPRITE
026-1,71,81,0 duplicate(#0261_FF@0) #0261_FF@5 NPC_NO_SPRITE
026-1,78,76,0 duplicate(#0261_FF@0) #0261_FF@6 NPC_NO_SPRITE
026-1,78,81,0 duplicate(#0261_FF@0) #0261_FF@7 NPC_NO_SPRITE
026-1,85,76,0 duplicate(#0261_FF@0) #0261_FF@8 NPC_NO_SPRITE
026-1,85,81,0 duplicate(#0261_FF@0) #0261_FF@9 NPC_NO_SPRITE
026-1,92,76,0 duplicate(#0261_FF@0) #0261_FF@10 NPC_NO_SPRITE
026-1,92,81,0 duplicate(#0261_FF@0) #0261_FF@11 NPC_NO_SPRITE
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