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//-----------------------------------------------------------------------------
// Souless Desert
// $@illia_progress = 3
//
// Level progress:
//     0: Did not start the task yet
//     1: Players are instructed to collect souls
//     2: Players collected enough souls and gave the souls to the waterfall
//-----------------------------------------------------------------------------

051-1.gat,142,39,0|script|Bones|367
{
    mes "You find a ruined paper next to these bones.";
    mes "It says...";
    next;
    mes "\"This waterfall is cursed... it feeds on living souls... I could not get past throught it.\"";
    mes "\"God, they appeared from nowhere...\"";
    mes "\"...\"";
    next;
    mes "The rest isn't legible.";
    close;

}

051-1.gat,170,24,0|script|Cursed Waterfall|400
{
    set $@illia_num_sealed_souls, 7;
    set @step, 3;
    if ($@illia_progress < @step) goto L_ShouldNotBeHere;
    if ($@illia_level_3_progress == 0 && strcharinfo(0) == $@ILLIA_HERO$) goto L_GiveTask;
    if ($@illia_level_3_progress == 0 && strcharinfo(0) != $@ILLIA_HERO$) goto L_HintToHelpers;
    if ($@illia_level_3_progress == 1) goto L_GiveSouls;
    mes "Jump in the waterfall?";
    menu
        "Yes", L_Warp,
        "No", L_Close;

OnTimer1000:
    npctalk "Youuuuuuu... Bring me souls... " + $@illia_num_sealed_souls + " fresh souls... Nooooow. And you shall paaass.";
    end;

OnTimer4750:
    mapannounce "051-1.gat", "You hear a loud scream coming from the wind... Something terrifying raised out there.", 0;
    end;

OnTimer6500:
    npctalk "Nooooo... Do not let these things take them from youuuuuu!";
    stopnpctimer;
    setnpctimer 0;
    end;

L_ShouldNotBeHere:
    percentheal -100, 0;
    end;

L_HintToHelpers:
    mes "[Cursed Waterfall]";
    mes "\"Who are you?... Bring " + $@ILLIA_HERO$ + " to me!\"";
    close;

L_GiveTask:
    set $@illia_level_3_progress, 1;
    mes "[Cursed Waterfall]";
    mes "\"Yooouuuuuu...\"";
    next;

    mes "You look around and see this ghostly voice comes from the waterfall.";
    next;

    // This message will be in the timed messages,
    // but display it here anyway to be sure the hero sees it.
    mes "\"Youuuuuuu... Bring me souls... " + $@illia_num_sealed_souls + " fresh souls... Nooooow.\"";
    mes "\"And you shall paaass.\"";

    // Reset the soul eaters counters.
    set $@SoulEaters0_count, 0;
    set $@SoulEaters1_count, 0;
    set $@SoulEaters2_count, 0;
    set $@SoulEaters3_count, 0;
    set $@SoulEaters4_count, 0;
    // Spawn 7 additional soul snakes in the north building, as a bait.
    areamonster "051-1.gat", 125, 14, 143, 18, "", 1096, 7, "IlliaDMobs051-1::On1096";
    // Same with 5, in the island
    areamonster "051-1.gat", 138, 34, 145, 41, "", 1096, 5, "IlliaDMobs051-1::On1096";
    // Start timed messages
    initnpctimer;
    goto L_Close;

L_GiveSouls:
    if (strcharinfo(0) != $@ILLIA_HERO$)
        goto L_GiveSoulsToHero;
    mes "[Cursed Waterfall]";
    mes "\"Give me the souuuuuuls... Noooooooow!!\"";
    menu
        "Please, have a look at these.", L_CheckSouls,
        "Sorry, I don't have any.", L_Close;

L_GiveSoulsToHero:
    mes "[Cursed Waterfall]";
    mes "\"Who are you?.... I want the souuuuuuls from " + $@ILLIA_HERO$ + "!\"";
    goto L_Close;

L_CheckSouls:
    if (countitem ("SealedSoul") < $@illia_num_sealed_souls)
        goto L_NotEnough;
    delitem "SealedSoul", $@illia_num_sealed_souls;
    set $@illia_level_3_progress, 2;
    set $@illia_progress, 4;
    callfunc "UpdateIlliaProgress";
    set $@illia_max_time, $@illia_max_time + 540;

    // Clean all spawned monsters
    killmonster "051-1.gat", "IlliaDMobs051-1::On1096";
    killmonster "051-1.gat", "#SoulEaters0::OnSoulEaterDeath";
    killmonster "051-1.gat", "#SoulEaters1::OnSoulEaterDeath";
    killmonster "051-1.gat", "#SoulEaters2::OnSoulEaterDeath";
    killmonster "051-1.gat", "#SoulEaters3::OnSoulEaterDeath";
    killmonster "051-1.gat", "#SoulEaters4::OnSoulEaterDeath";


    mes "\"Goooood... Tasty souuuuuls...\"";
    mes "You shall pass now... before I change my mind...\"";
    next;
    mes "A blinding light appears from inside the waterfall.";

    // Display an effect to show the waterfall opens itself / kills remaining monsters
    misceffect FX_MEDIUM_BLINDINGLIGHT;
    goto L_Close;

L_NotEnough:
    mes "[Cursed Waterfall]";
    mes "\"Moooooooooore... Give me more...\"";
    goto L_Close;

L_Warp:
    warp "052-1.gat", 23, 52;
    // Count the player who reached the island.
    set $@illia_players_in_luvia_territory, $@illia_players_in_luvia_territory + 1;
    goto L_Close;

L_Close:
    close;
}