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//-----------------------------------------------------------------------------
// Illia Forsaken Inn - Chest room
// $@illia_progress = 8
//
// Level progress:
//     No progress: Players pick the rewards, then leave,
//                  with the Hero forced to leave last.
// @illia_got_rewards value:
//     0: player did not pick his reward yet
//     1: player picked his common rewards
//     2: player picked his unique rewards
//     3: player choosed to leave the room
//-----------------------------------------------------------------------------

052-2.gat,136,73,0|script|Chest#illia|111
{
    set @step, 8;
    if ($@illia_progress < @step) goto L_ShouldNotBeHere;
    if (@illia_got_rewards > 2) end;
    if (@illia_got_rewards == 2) goto L_AlreadyGotReward;
    if (@illia_current_num_rewards > 0) goto L_ResumePick;
    set @illia_current_num_rewards, 0;
    mes "You find an opened chest which seems full of equipments.";
    next;
    mes "You realize again you were not the first one to visit this place. But where the others failed, you succeeded.";
    goto L_Pick;

L_ShouldNotBeHere:
    percentheal -100, 0;
    end;

OnInit:
    setarray $@illia_item_common_rewards, 601, 636, 637, 638, 639, 625, 626, 658, 571, 579, 876, 782, 545, 758, 4028, 602, 536, 720, 532, 570, 642;
    setarray $@illia_item_unique_rewards, 877, 878, 879, 880;
    end;

L_ResumePick:
    mes "Ok. I should continue to dig in this chest...";
    menu
        "... and quickly.", L_GetReward,
        "... or maybe not. I am out of time.", L_AskLeaving,
        "... but I can't carry more stuff.", L_AskLeaving,
        "... no, wait a minute.", L_Close;

L_Pick:
    menu
        "Let's take what I deserve for all this.", L_GetReward,
        "Wait.", L_Close;

L_GetReward:
    if (@illia_got_rewards == 0)
        goto L_GetCommonReward;
    if (@illia_got_rewards == 1)
        goto L_GetUniqueReward;
    goto L_Close;

L_GetCommonReward:
    if (@illia_current_num_rewards == $@illia_num_common_reward_items)
        goto L_RewardDone;
    getinventorylist;
    set @reward, $@illia_item_common_rewards[rand(getarraysize($@illia_item_common_rewards))];
    if ((checkweight(@reward, 1) == 0) || (@inventorylist_count == 100))
        goto L_InventoryNoSpace;
    set @illia_current_num_rewards, @illia_current_num_rewards + 1;
    getitem @reward, 1;
    mes "You found a " + getitemname(@reward) + "!";
    set @reward, 0;
    goto L_GetCommonReward;

L_GetUniqueReward:
    if (@illia_current_num_rewards == $@illia_num_unique_reward_items)
        goto L_RewardDone;
    if (Illia_Uniques_Count >= 2)
        goto L_GetUniqueReward2;
    getinventorylist;
    set @reward, $@illia_item_unique_rewards[rand(getarraysize($@illia_item_unique_rewards))];
    if ((checkweight(@reward, 1) == 0) || (@inventorylist_count == 100))
        goto L_InventoryNoSpace;
    next;
    mes "You notice an interesting shape hidden under a cover...";
    next;
    set @illia_current_num_rewards, @illia_current_num_rewards + 1;
    getitem @reward, 1;
    mes "You found a " + getitemname(@reward) + "!";
    set Illia_Uniques_Count, Illia_Uniques_Count + 1;
    set @reward, 0;
    goto L_GetUniqueReward;

L_GetUniqueReward2:
    next;
    mes "You find a bunch of gold pieces!";
    next;
    set Zeny, Zeny + 100000*($@illia_num_unique_reward_items - @illia_current_num_rewards);
    getexp 200000*($@illia_num_unique_reward_items - @illia_current_num_rewards), 0;
    set @illia_current_num_rewards, $@illia_num_unique_reward_items;
    goto L_GetUniqueReward;

L_AlreadyGotReward:
    mes "I already took my part.";
    next;
    goto L_AskLeaving;

L_RewardDone:
    set @illia_got_rewards, @illia_got_rewards + 1;
    set @illia_current_num_rewards, 0;
    next;
    if (@illia_got_rewards == 1)
        goto L_GetUniqueReward;
    goto L_AskLeaving; // @illia_got_rewards == 2

L_InventoryNoSpace:
    mes "You cannot carry more stuff. Make some room first.";
    close;

L_AskLeaving:
    mes "It's time to leave this place now.";
    next;
    // Force the hero to leave last, as this event triggers the end of the quest
    // as well as some dialogs from Valia, when the hero returns.
    if (strcharinfo(0) == $@ILLIA_HERO$ && getareausers("052-2.gat", 19, 8, 137, 88) > 1)
        goto L_WaitHelpersLeave;
    goto L_PrepareLeaving;

L_WaitHelpersLeave:
    mes "However, I'd better wait my friends leave before I do.";
    next;
    mes "I prefer to know they left safely this place.";
    close;

L_PrepareLeaving:
    mes "Use Valia's ring to teleport now?";
    menu
        "Yes. Time to make her pay for her trick!", L_Leave,
        "No, I still need to see things here.", L_Close;

L_Leave:
    set @illia_got_rewards, 3;
    set @illia_current_num_rewards, 0;
    addtimer 1000, "Chest#illia::OnMsg1";
    addtimer 4000, "Chest#illia::OnMsg2";
    addtimer 7000, "Chest#illia::OnMsg3";
    addtimer 9000, "Chest#illia::OnFx";
    addtimer 10000, "Chest#illia::OnRing";
    close;

OnMsg1:
    message strcharinfo(0), "At the moment you are wearing the ring, you start to feel dizzy...";
    end;

OnMsg2:
    message strcharinfo(0), "Who is Luvia? Something isn't right... It looks like your memory is rewritten.";
    end;

OnMsg3:
    message strcharinfo(0), "Damn, this ring! That Valia! Someone...";
    end;

OnFx:
    misceffect FX_MAGIC_BLUE_TELEPORT, strcharinfo(0);
    end;

OnRing:
    warp "007-1.gat", 85 + rand(0,2), 75 + rand(0,2);
    if (strcharinfo(0) == $@ILLIA_HERO$)
        goto L_ScheduleEnd;
    end;

L_ScheduleEnd:
    set $@ILLIA_STATUS, 253;
    startnpctimer "Valia";
    cmdothernpc "#IlliaDaemon", "Toggle";
    end;

L_Close:
    close;

}