// TMW2 scripts.
// Authors:
// Saulc
// Jesusalva
// acsvln
// gnulinux
// Description:
// Help Tulimshar guards
// Quest variable:
// TulimsharQuests_Guards
// Quest stages:
// 0 - not started
// 1 - Lieutenant Dausen asked for help Tulimshar guards
// 2 - completed
// 3 - Reward given
003-1,111,84,0 script Lieutenant Dausen NPC_PLAYER,{
function DausenMobTutorial;
.@q = getq(TulimsharQuest_WaterForGuard);
.@t = getq(TulimsharQuest_MobTutorial);
switch (.@q) {
case 0:
mesn;
mesq l("Greetings, wanderer. I am @@, chief of the Tulimshar guards. My wards are dying from dehydration in the sun. Bring them water and you will earn a reward.", .name$);
break;
case 1:
mesn;
mesq l("Please help my wards!");
break;
case 2:
goto L_Reward;
break;
case 3:
mesn;
mesq l("Thank you for your help.");
break;
default:
end;
}
next;
select
rif(!.@q, l("Yes sir. I will help them.")),
rif(getq(TulimsharQuest_Hasan) == 1, l("A guy named Hasan stole me!")),
rif (strcharinfo(2) == "Monster King", l("I'm with the Monster King.")),
l("What can you say about the monsters here?"),
l("Good bye, sir.");
mes "";
switch (@menu) {
// Thristy Guards Quest
case 1:
setq TulimsharQuest_WaterForGuard, 1;
mes "";
mesn;
mesq l("Good luck! Come for remuneration when you finish!");
next;
mesc l("Protip: You need an @@ full of water to get a reply from guards.", getitemlink(EmptyBottle));
break;
// Hasan Quest
case 2:
setq TulimsharQuest_Hasan, 2;
speech S_FIRST_BLANK_LINE, lg("Ah, Hasan... Sorry pal, afraid I can't do anything for you. Try talking to his mother Sorfina, she is on Mahoud's house, near the Inn.");
break;
// The Monster King guild have a special menu
case 3:
if (strcharinfo(2) == "Monster King") goto L_MKControl;
break;
// Monster info
case 4:
DausenMobTutorial();
break;
default:
closedialog;
goodbye;
break;
}
close;
// Reward for quest completion
L_Reward:
mesn;
mesq l("Thank you, here is your reward.");
inventoryplace TulimsharGuardBoots, 1, TulimsharGuardCard, 1;
getitem TulimsharGuardBoots, 1;
getitem TulimsharGuardCard, 1;
setq TulimsharQuest_WaterForGuard, 3;
next;
speech 0x0,
l("Wait a minute..."),
l("The Tulimshar guards needs an freelance employee who would help us in our work. We are searching for people as you."),
l("Take this badge, so you can get access to the guard house. You will find more work there. Bye, and good luck!");
return;
// Mob Tutorial Quest
function DausenMobTutorial {
.@t = getq(TulimsharQuest_MobTutorial);
.@k = getq2(TulimsharQuest_MobTutorial);
switch (.@t) {
case 0:
case 1:
// Level Requeriment (same as scorpions)
if (BaseLevel < 9) {
mesn;
mesq l("They're strong, so keep fighting Maggots and Scorpions which you're used to, until you get stronger.");
close;
}
// Reward
if (.@k >= 10) {
// 30% of exp values, and 6 GP/Level
getexp 75, 0;
Zeny+=54;
mesn;
mesq l("Welp, you killed 10 Crocs. They're not dangerous, as you see. That's why we don't bother in cleaning them up.");
setq TulimsharQuest_MobTutorial, 2, 0;
close;
}
// Quest Body
mesn;
mesq l("So. Uhm. The monsters here have varying levels of strength... I think the best way is to witness that yourself.");
next;
mesn;
mesq l("Do you see the crocs, with their claws and such? They have high defense, this means your attacks deal less damage.");
next;
mesn;
mesq l("They're not too dangerous, but takes a lot to kill. So, if you kill 10 of them, I'll know you're dedicated in learning which monsters are out there.");
next;
mesn;
mesq l("Can you do that? I'll be waiting!");
compareandsetq TulimsharQuest_MobTutorial, 0, 1;
case 2:
case 3:
// TODO: Blubs, Ducks or Bats?
// Level Requeriment (same as blubs)
if (BaseLevel < 14) {
mesn;
mesq l("There's some diversity, but you should keep aiming at helping people and killing small-fry. If you ever want a challenge, there's a Giant Maggot inside the town which will one-shot you.");
close;
}
// Reward
if (.@k >= 3) {
// 30% of exp values, and 6 GP/Level
getexp 210, 0;
Zeny+=84;
mesn;
mesq l("Hmm, that's some progress. Nobody goes to the beach because the slimes, but maybe you'll have scared them off. Please come back later.");
setq TulimsharQuest_MobTutorial, 4, 0;
close;
}
// Quest Body
mesn;
mesq l("Have you found Tulimshar's Secret Beach yet? Tulimshar is full of secrets. Some NPCs which only say hi may say something else depending on your level or insistence.");
next;
mesn;
mesq l("Anyway, west of here is a beach. There's a secret passage to it, underground. In there you'll find slime-like creatures called Blubs.");
next;
mesn;
mesq l("Some are small, others are bigger. But they all fight togheter, so be mindful when they're in groups.");
next;
mesn;
mesq b(l("The big one without hat"))+" "+l("is your target. Kill 3 of them and make the beach safe for tourists.");
compareandsetq TulimsharQuest_MobTutorial, 2, 3;
case 4:
case 5:
// TODO: Desert Log Head? Desert Bandits?
// Toppy Blubs and Sarracenus
// Giant Maggot
// Level Requeriment (same as D.L.H)
if (BaseLevel < 20) {
mesn;
mesq l("Have you visited the mines already? Tycoon is in charge of the security operations in there. He might need your help more than I do.");
close;
}
// Reward
if (.@k >= 10) {
// 30% of exp values, and 6 GP/Level
getexp 210, 0;
Zeny+=84;
mesn;
mesq l("Hmm, that's some progress. Nobody goes to the beach because the slimes, but maybe you'll have scared them off. Please come back later.");
setq TulimsharQuest_MobTutorial, 4, 0;
close;
}
// Quest Body
mesn;
mesq l("So...");
next;
mesn;
mesq l("Anyway, west of here is a beach. There's a secret passage to it, underground. In there you'll find slime-like creatures called Blubs.");
next;
mesn;
mesq l("Some are small, others are bigger. But they all fight togheter, so be mindful when they're in groups.");
next;
mesn;
mesq b(l("The big one without hat"))+" "+l("is your target. Kill 3 of them and make the beach safe for tourists.");
compareandsetq TulimsharQuest_MobTutorial, 2, 3;
default:
mesn;
mesq l("Eh? Well, you're in a desert. You can see Maggots and Scorpions, they're very common on these parts. Giant Maggots are very dangerous, but also very slow. If you know how to fight, they will yield you lots of experience.");
next;
mesn;
mesq l("West of here is a beach. In said beach there are blubs, they don't attack but they walk in packs. Be careful if you provoke too many of them.");
next;
mesn;
mesq l("Also, south of here are mines. Talk to Tycoon for information about it.");
next;
mesn;
mesq l("By last, east of here are the Canyons. Do not go there before level 20, and even then, do not engage snakes in combat. They are fast and very dangerous.");
break;
}
return;
}
// The Monster King guild have a special menu
L_MKControl:
mesn;
mes l("Oh noes! You've found the Tulimshar control panel!");
next;
select
l("Abort"),
l("Initiate a siege");
mes "";
if (@menu == 2) {
doevent "Lieutenant Dausen::OnStartSiege";
closedialog;
}
close;
OnGuardDeath:
end;
OnMKSiege:
OnStartSiege:
kamibroadcast(col("WARNING! WARNING! Monster Army marching towards Tulimshar!!",1));
do_siege("003-1", "004-1", "TULIM", TP_TULIM, .name$, .siegetime);
initnpctimer;
end;
// Timers
OnTimer5000:
.siegetime+=5;
do_siege("003-1", "004-1", "TULIM", TP_TULIM, .name$, .siegetime);
switch (.siegetime) {
// Monster Army arrives in town
case 60:
disablenpc "Ched";
disablenpc "Aahna";
disablenpc "Constable Perry";
disablenpc "Cyndala";
disablenpc "Eomie";
disablenpc "Eugene";
disablenpc "Gladys";
disablenpc "Inac";
disablenpc "Ishi";
disablenpc "Itka";
disablenpc "Jakod";
disablenpc "Jerican";
disablenpc "Mahoud";
disablenpc "Marius The Bard";
disablenpc "Michel";
disablenpc "Neko";
disablenpc "Nina The Traveler";
disablenpc "Sarah";
disablenpc "Silvia";
disablenpc "Tamiloc";
disablenpc "Tinris";
disablenpc "#water_animation0";
disablenpc "Sailors#003-1";
disablenpc "Guard Philip";
disablenpc "Guard Defou";
disablenpc "Guard Avou";
disablenpc "Guard Benji";
disablenpc "Guard Valou";
disablenpc "Guard Nutelo";
disablenpc "Guard Moustacha";
disablenpc "Guard Popaul";
disablenpc "Guard Yen";
disablenpc "Guard Maxim";
disablenpc "Guard Totor";
disablenpc "Guard Roukin";
disablenpc "Guard Falko";
disablenpc "Guard Froma";
disablenpc "Guard Tetric";
disablenpc "Guard Biscop";
// Create guards
monster("003-1", 98, 100, ("Guard Philip"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 98, 121, ("Guard Defou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1",102, 121, ("Guard Avou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 58, 158, ("Guard Benji"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 62, 158, ("Guard Valou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 71, 138, ("Guard Nutelo"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 58, 128, ("Guard Moustacha"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 58, 100, ("Guard Popaul"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 51, 73, ("Guard Yen"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 54, 52, ("Guard Maxim"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 50, 36, ("Guard Totor"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 53, 36, ("Guard Roukin"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 35, 34, ("Guard Falko"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1",111, 101, ("Guard Froma"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1",102, 80, ("Guard Tetric"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1",107, 80, ("Guard Biscop"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
break;
// Monster Army deployed in town
case 90:
disablenpc "Aidan";
disablenpc "Inar";
disablenpc "Malivox";
disablenpc "Estard";
disablenpc "Malindou";
disablenpc "Jhedia";
disablenpc "Swezanne";
disablenpc "Luca";
disablenpc "Colin";
break;
// Monster army have withdrawn completly
case MK_SIEGE_DURATION:
.siegetime=0;
announce(("Tulimshar siege is over!"), bc_all);
enablenpc "Ched";
enablenpc "Aahna";
enablenpc "Constable Perry";
enablenpc "Cyndala";
enablenpc "Eomie";
enablenpc "Eugene";
enablenpc "Gladys";
enablenpc "Inac";
enablenpc "Ishi";
enablenpc "Itka";
enablenpc "Jakod";
enablenpc "Jerican";
enablenpc "Mahoud";
enablenpc "Marius The Bard";
enablenpc "Michel";
enablenpc "Neko";
enablenpc "Nina The Traveler";
enablenpc "Sarah";
enablenpc "Silvia";
enablenpc "Swezanne";
enablenpc "Tamiloc";
enablenpc "Tinris";
enablenpc "#water_animation0";
enablenpc "Aidan";
enablenpc "Inar";
enablenpc "Malivox";
enablenpc "Luca";
enablenpc "Colin";
enablenpc "Estard";
enablenpc "Malindou";
enablenpc "Jhedia";
enablenpc "Sailors#003-1";
enablenpc "Guard Philip";
enablenpc "Guard Defou";
enablenpc "Guard Avou";
enablenpc "Guard Benji";
enablenpc "Guard Valou";
enablenpc "Guard Nutelo";
enablenpc "Guard Moustacha";
enablenpc "Guard Popaul";
enablenpc "Guard Yen";
enablenpc "Guard Maxim";
enablenpc "Guard Totor";
enablenpc "Guard Roukin";
enablenpc "Guard Falko";
enablenpc "Guard Froma";
enablenpc "Guard Tetric";
enablenpc "Guard Biscop";
stopnpctimer;
end;
break;
}
// Loop again
initnpctimer;
end;
OnInit:
.siegetime=0;
.sex = G_MALE;
.distance = 4;
end;
}
// Render random guard answer after bringing him water
function script GuardsGratitude {
switch (rand2(6))
{
case 0:
.@message$ = l("God bless you! You have saved me from sweltering!");
break;
case 1:
.@message$ = l("I am happy that such responsible citizens live in Tulimshar. Thank you for your help. It's really hot nowdays!");
break;
case 2:
.@message$ = l("Thanks, this is very handy.");
break;
case 3:
.@message$ = l("Our service is dangerous and difficult. But I would not want any other. Thanks for the help.");
break;
case 4:
.@message$ = l("My mother told me, do not go work like a guard. You will die from overheating in the sun during the summer time.");
break;
case 5:
.@message$ = l("Who are you? Thanks for the help.");
break;
default:
.@message$=l("Thank you!");
break;
}
// TODO: Maybe we should see the guard gender too, and if it's matching, pat. Otherwise, air kiss.
if (Sex == SEX_FEMALE)
{
.@narrator_message$ = l("The Guard sends an air kiss to you.");
} else {
.@narrator_message$ = l("The Guard patted you on the back.");
}
speech S_LAST_BLANK_LINE, .@message$;
narrator S_LAST_BLANK_LINE, .@narrator_message$;
return;
}
// Do TulimsharQuest_WaterForGuard quest
function script CheckGuard {
.@guard_id = getarg(0);
.@guard_count = 0;
.@count_tmp = 0;
if (debug)
npctalk3 l("Hello, I am G-@@, of the @@ order.", .@guard_id, $@GuardBits[.@guard_id]);
if (GUARDS_DONE_BITARRAY & $@GuardBits[.@guard_id])
{
mesn;
mesq l("Thanks for help! Other guards may need help too!");
close;
} else {
while (.@count_tmp < 18)
{
if (GUARDS_DONE_BITARRAY & $@GuardBits[.@count_tmp])
.@guard_count = (.@guard_count + 1);
.@count_tmp = (.@count_tmp + 1);
}
if ( countitem(BottleOfTonoriWater) == 0 ) {
legiontalk;
} else {
delitem BottleOfTonoriWater, 1;
getitem EmptyBottle, 1;
getexp 32, 2;
Zeny = (Zeny + 30);
GUARDS_DONE_BITARRAY = GUARDS_DONE_BITARRAY | $@GuardBits[.@guard_id];
setq2 TulimsharQuest_WaterForGuard, .@guard_count; // Update questlog
if (.@guard_count >= 17) {
message strcharinfo(0), "That must have been the last guard.";
setq TulimsharQuest_WaterForGuard, 2;
}
GuardsGratitude();
narrator(l("You receive 32 exp and 30 GP."));
close;
}
}
return;
}
// Handle Guard's logic
function script GuardHandler {
if (getq(TulimsharQuest_WaterForGuard) == 1) {
CheckGuard(getarg(0));
} else {
legiontalk;
}
return;
}
003-1,98,100,0 script Guard Philip NPC_GUARD1,{
GuardHandler(0);
end;
OnTimer1000:
domovestep;
OnInit:
// Check items.xml for info about this.
// NOTE: Why Dausen item list is on Philip...?
.@npcId = getnpcid("Lieutenant Dausen");
setunitdata(.@npcId, UDT_HEADTOP, Bull);
setunitdata(.@npcId, UDT_HEADMIDDLE, LieutenantArmor);
setunitdata(.@npcId, UDT_HEADBOTTOM, RaidTrousers);
setunitdata(.@npcId, UDT_SHIELD, LousyMoccasins); // TODO FIXME: Display Boots
setunitdata(.@npcId, UDT_WEAPON, Backsword);
setunitdata(.@npcId, UDT_HAIRSTYLE, 7);
setunitdata(.@npcId, UDT_HAIRCOLOR, 17);
initpath "move", 98, 104,
"dir", DOWN, 0,
"wait", 60, 0,
"move", 84, 100,
"dir", DOWN, 0,
"wait", 45, 0,
"move", 93, 110,
"dir", DOWN, 0,
"wait", 70, 0,
"move", 101, 106,
"dir", RIGHT, 0,
"wait", 12, 0,
"move", 98, 104,
"dir", DOWN, 0,
"wait", 68, 0,
"move", 93, 110,
"dir", DOWN, 0,
"wait", 90, 0,
"move", 111, 109,
"dir", DOWN, 0,
"wait", 11, 0;
initialmove;
initnpctimer;
.distance = 5;
setarray $@GuardBits, 1, (1 << 1), (1 << 2), (1 << 3), (1 << 4), (1 << 5), (1 << 6), (1 << 7), (1 << 8), (1 << 9), (1 << 10), (1 << 11), (1 << 12), (1 << 13), (1 << 14), (1 << 15), (1 << 16), (1 << 17);
}
003-1,98,121,0 script Guard Defou NPC_GUARD1,{
GuardHandler(1);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,102,121,0 script Guard Avou NPC_GUARD1,{
GuardHandler(2);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,58,158,0 script Guard Benji NPC_GUARD1,{
GuardHandler(3);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,62,158,0 script Guard Valou NPC_GUARD1,{
GuardHandler(4);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,71,138,0 script Guard Nutelo NPC_GUARD1,{
GuardHandler(5);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,58,128,0 script Guard Moustacha NPC_GUARD1,{
GuardHandler(6);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,58,100,0 script Guard Popaul NPC_GUARD1,{
GuardHandler(7);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 58, 100,
"dir", DOWN, 0,
"wait", 100, 0,
"move", 62, 100,
"dir", DOWN, 0,
"wait", 35, 0,
"move", 62, 93,
"dir", DOWN, 0,
"wait", 48, 0,
"move", 58, 104,
"dir", DOWN, 0,
"wait", 55, 0,
"move", 54, 102,
"dir", RIGHT, 0,
"wait", 82, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,51,73,0 script Guard Yen NPC_GUARD1,{
GuardHandler(8);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-2,41,37,0 script Guard Yuna NPC_GUARD2,{
if (getq(TulimsharQuest_WaterForGuard) == 1)
{
CheckGuard(9);
} else {
npctalkonce l("I like to sing.");
}
end;
OnInit:
.sex = G_FEMALE;
.distance = 3;
end;
}
003-1,54,52,0 script Guard Maxim NPC_GUARD1,{
GuardHandler(10);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 54, 52,
"dir", DOWN, 0,
"wait", 85, 0,
"move", 54, 45,
"dir", DOWN, 0,
"wait", 70, 0,
"move", 67, 30,
"dir", LEFT, 0,
"wait", 11, 0,
"move", 49, 46,
"dir", DOWN, 0,
"wait", 55, 0,
"move", 31, 41,
"dir", LEFT, 0,
"wait", 6, 0,
"move", 35, 36,
"dir", UP, 0,
"wait", 9, 0,
"move", 49, 52,
"dir", DOWN, 0,
"wait", 70, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,50,36,0 script Guard Totor NPC_GUARD1,{
GuardHandler(11);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 50, 36,
"dir", DOWN, 0,
"wait", 45, 0,
"move", 50, 39,
"dir", DOWN, 0,
"wait", 35, 0,
"move", 35, 40,
"dir", UP, 0,
"wait", 1, 0,
"move", 33, 34,
"dir", DOWN, 0,
"wait", 12, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,53,36,0 script Guard Roukin NPC_GUARD1,{
GuardHandler(12);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 53, 36,
"dir", DOWN, 0,
"wait", 60, 0,
"move", 56, 59,
"dir", DOWN, 0,
"wait", 1, 0,
"move", 61, 76,
"dir", RIGHT, 0,
"wait", 5, 0,
"move", 61, 105,
"dir", RIGHT, 0,
"wait", 8, 0,
"move", 59, 129,
"dir", LEFT, 0,
"wait", 4, 0,
"move", 60, 103,
"dir", UP, 0,
"wait", 1, 0,
"move", 56, 82,
"dir", LEFT, 0,
"wait", 7, 0,
"move", 56, 59,
"dir", UP, 0,
"wait", 1, 0,
"move", 53, 39,
"dir", DOWN, 0,
"wait", 25, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,35,34,0 script Guard Falko NPC_GUARD1,{
GuardHandler(13);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 35, 34,
"dir", DOWN, 0,
"wait", 60, 0,
"move", 51, 38,
"dir", DOWN, 0,
"wait", 10, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-3,39,37,0 script Guard Malindax NPC_GUARD1,{
GuardHandler(14);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,111,101,0 script Guard Froma NPC_GUARD1,{
GuardHandler(15);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,102,80,0 script Guard Tetric NPC_GUARD1,{
GuardHandler(16);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 110, 84,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 110, 101,
"dir", RIGHT, 0,
"wait", 0, 0,
"move", 99, 121,
"dir", LEFT, 0,
"wait", 1, 0,
"move", 89, 136,
"dir", DOWN, 0,
"wait", 1, 0,
"move", 65, 152,
"dir", DOWN, 0,
"wait", 1, 0,
"move", 71, 139,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 59, 128,
"dir", LEFT, 0,
"wait", 1, 0,
"move", 47, 79,
"dir", LEFT, 0,
"wait", 1, 0,
"move", 80, 73,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 53, 52,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 52, 37,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 35, 35,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 62, 105,
"dir", DOWN, 0,
"wait", 1, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,107,80,0 script Guard Biscop NPC_GUARD1,{
if (getq(TulimsharQuest_WaterForGuard) == 1)
{
CheckGuard(17);
} else {
npctalkonce l("No one is allowed past this point.");
}
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,114,83,0 script #tulim-guardhouse NPC_HIDDEN,0,0,{
end;
OnTouch:
if (countitem(TulimsharGuardCard) >= 1) goto L_Warp;
dispbottom l("Only Tulimshar Guards are allowed in this building.");
end;
L_Warp:
warp "003-10", 42, 79;
end;
}