summaryrefslogblamecommitdiff
path: root/npc/031-3_Cave/cindyCave.txt
blob: 1a374f90697b8dede63c01af6c8a63e448e247e6 (plain) (tree)
1
2
3
4
5
6
7
8
9
10



                                                           

                                                                              
 
                                              

                                                  





































                                                                                                                                                   
                                           






                                                                                          



                                                  
                                 
                            




                                                                                  

              





                                        








                                                                                                




                                            


                     




                                                                                            




                                                                                          





                                                                                                           



                                                                                   








                                                                                                       
                              




















                                                                                        

                                                                        
                                                                                                   
                                                             

                                                                                                     
                                                                                                                                                        








                                                                     
                                           

















                                                                      


                                                                                                                              
                                                  


                                                                                             
              


                        


















                                                                
// author: Jenalya
// reviewed by: 
// state0: Cindy is totally scared and does nothing helpful
// state1: you are able to open the cage
// state2: Cindy is saved, she gives you a reward (wizard hat or wooden staff)
// state3: and greater: Cindy is saved, she asks you to visit them

031-3.gat,122,52,0	script	Cindy	198, {
	if ($@FIGHT_YETI_STATUS != 0) goto L_Yeti;
	
	set @KEYS_AMOUNT, 10;

	set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
	set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;

	set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
	
	if (Sex == 0) set @title$, "Misses";
	if (Sex == 1) set @title$, "Mister";
       
    if (@rescue_Cindy >= 3) goto L_Please_Visit;  
	if (@rescue_Cindy == 2) goto L_Reward;
	if (@rescue_Cindy == 1) goto L_Please_Help;

	mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage.";
	next;
	mes "You don't know, what to do.";
	close; 

L_Please_Help:
	mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage.";
	next;
	menu
		"Hello Cindy, I'm here to save you.", - ;
	mes "Cindy doesn't look so scared anymore.";
	next;
	mes "[Cindy]";
	mes "\"Hello, dear " + @title$ + " adventurer. Did my mother send you?\"";
	next;
	mes "\"It's so cold in here! Can you please open the cage?\"";
	next;
	mes "\"But be careful, if the Yetis hear you, they will come!\"";
	menu
		"Try to open the cage", L_Try_Cage, 
		"Leave", -;
	close;

L_Try_Cage:
	if (baselevel < 65) goto L_To_Weak;
	if (countitem("TreasureKey") < @KEYS_AMOUNT) goto L_Not_Enough_Keys;
	delitem "TreasureKey", @KEYS_AMOUNT;
	mes "As you try to open the door of the cage, there is a loudly squeaking noise.";
	next;
	mes "You get an uncomfortable feeling and Cindy starts to shiver.";
	next;
	mes "\"Oh no, the Yetis...\"";
	if ($@FIGHT_YETI_STATUS != 0) goto L_Yeti;
	
	// initialize fight
	set $@FIGHT_YETI_STATUS, 1;
	set $@FIGHT_YETI_WAVE, 0;
	set $@YETI_COUNT, 0;
	set $@FIGHT_YETI_PLAYER_COUNT, getareausers("031-3.gat", 80, 20, 160, 90);

	startnpctimer;
	goto L_Exit;

L_Exit:
	close;
	
L_Yeti:
	mes "[Cindy]";
	mes "\"Watch out, the Yetis!\"";
	close;

L_Reward:	
	mes "[Cindy]";
	mes "\"You are a hero! All this strong monsters!\"";
	next;
	mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\"";
	next;
	getinventorylist;
	if (@inventorylist_count == 100) goto L_Full_Inv;
	
	set @reward, rand(15);
	if (@reward < 10) goto L_Wizard_Hat;
	getitem "WoodenStaff", 1;
	set @rescue_Cindy, 3;
	callsub S_Update_Mask;
	goto L_Visit;
	
L_Wizard_Hat:
	// get a wizard hat in one of the ten colors - no white
	setarray @wizardhats[0], 2200, 2201, 2202, 2203, 2204, 2205, 2206, 2207, 2208, 2209;
	getitem @wizardhats[@reward], 1;
	set @rescue_Cindy, 3;
	callsub S_Update_Mask;
	
L_Visit:
	mes "\"Thank you so much, please come to my home. It's the house at the beach.\"";
	next;
	mes "\"I'm sure, my mother want to thank you as well.\"";	
	close;
	
L_Please_Visit:
	mes "[Cindy]";
	mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\"";
	close;
	
L_To_Weak:
	mes "You try to open the cage, but it's stuck. It seems, you're too weak!";
	close;

L_Not_Enough_Keys:
	mes "You don't have enough keys to open the cage.";
	close;

L_Full_Inv:
	mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\"";
	close;
	
// Fight logic attached to npc
OnTimer5000:
	setnpctimer 0;
	if ($@FIGHT_YETI_STATUS != 0) goto L_CaveLogic;
L_Return_1:
	set $@FIGHT_YETI_PLAYER_COUNT, 0;
	areatimer "031-3.gat", 80, 20, 160, 90, 10, "Cindy::onTick";
	end;

L_CaveLogic:
	set $@FIGHT_YETI_ROUND_PEN, $@FIGHT_YETI_PLAYER_COUNT;
	if ($@FIGHT_YETI_ROUND_PEN > 60) set $@FIGHT_YETI_ROUND_PEN, 60;
	if ($@FIGHT_YETI_PLAYER_COUNT <= 0) goto L_CleanUp;
	set $@FIGHT_YETI_ROUND_TIMER, $@FIGHT_YETI_ROUND_TIMER + 5; // Advance 5 seconds
	if (mobcount("031-3.gat", "Cindy::onPetDeath") <= 0) goto L_NextWave;
	if ($@FIGHT_YETI_ROUND_TIMER + $@FIGHT_YETI_ROUND_PEN >= 120) goto L_NextWave;
	goto L_Return_1;

L_NextWave:
	set $@FIGHT_YETI_ROUND_TIMER, 0;

	set $@FIGHT_YETI_WAVE, $@FIGHT_YETI_WAVE + 1;
	if ($@FIGHT_YETI_WAVE > 10 && $@YETI_COUNT == 0) goto L_CleanUp;
	if ($@FIGHT_YETI_WAVE > 10) goto L_Return_1;
	set $@FIGHT_YETI_NUMBER, (1 + (1 * $@FIGHT_YETI_WAVE) + (2 * $@FIGHT_YETI_PLAYER_COUNT))/4;
	set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_NUMBER;

	areamonster "031-3.gat", 80, 20, 160, 90, "", 1072, $@FIGHT_YETI_NUMBER, "Cindy::onPetDeath";
//	mapannounce "031-3.gat", "WAVE: " + $@FIGHT_YETI_WAVE + " NUMBER OF YETIS SPAWNED: " + $@FIGHT_YETI_NUMBER + " TOTAL YETIS: " + $@YETI_COUNT, 0;
	goto L_Return_1;

// Called on each player once every 5 seconds
onTick:
	if (isdead(0)) end;
	set $@FIGHT_YETI_PLAYER_COUNT, $@FIGHT_YETI_PLAYER_COUNT + 1;
	end;

onPetDeath:
	set $@YETI_COUNT, $@YETI_COUNT - 1;
	end;

onInit:
	initnpctimer;
	stopnpctimer;
L_CleanUp:
	areatimer "031-3.gat", 80, 20, 160, 90, 10, "Cindy::onReward";
	set $@FIGHT_YETI_STATUS, 0;
	set $@FIGHT_YETI_PLAYER_COUNT, 0;
	set $@FIGHT_YETI_WAVE, 1;
	set $@FIGHT_YETI_ROUND_TIMER, 0;
	killmonster "031-3.gat", "Cindy::onPetDeath";
	stopnpctimer;
	setnpctimer 0;
	end;

onReward:
	if (isdead(0)) end;
	set @bonus, (baselevel/2);
	set DailyQuestBonus, DailyQuestBonus + @bonus;	
	message strcharinfo(0), "You feel a temporary rush of power and zest for action. " + @bonus + " daily bonus gained." ;
	if (@rescue_Cindy < 1) goto L_No_Progress;
	set @rescue_Cindy, 2;
	callsub S_Update_Mask;
	message strcharinfo(0), "Cindy looks relieved and as if she wants to talk with you.";
L_No_Progress:
	end;
			
/////////	
S_Update_Mask:
        set QUEST_Nivalis_state,
        	(QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
                | (@rescue_Cindy << @Q_Nivalis_state_SHIFT);
        return;
}