// Evol Scripts // Author: // Jesusalva // Description: // Mundane (anagram of Unnamed) is Mona's father // He likes to smoke cigarettes while looking for the strange sounds. // He is an old bowman of the Legion. He was married but it is not clear // what happened to his wife. // Lore Problems: // If he is missing for a week already, how is he eating anyway? // Also, is he afraid of blubs/rattos or of Green Slimes? // Note: Jesusalva is not someone to care a lot with code styling, and he uses // a convention of his own, gumi will need to cleanse the code before it gets // compliant with Evol Coding Style Guidelines. // Note 2: Logout is not handled. Making logout at an instanced map may randomly // warp you back to Drasil Island (000-1) or something like that. I don't know. // This behavior remains to be checked. 001-3-0,96,66,0 script Mundane NPC_MUNDANE,{ function quest_completed { speech(0x0, l("No matter how many times I come here, I can't find the reason for the strange sounds..."), l("It is either a huge monster, some cultists, or someone throwing strange stuff into sewers.")); close; } function quest_inprogress { speech(0x0, l("We need to get out of here soon. I'm scared of the Slimes!")); close; } function rescue_mundane { speech(S_LAST_NEXT, l("Scary... I am afraid of all these Slimes, Rattos and Maggots... And worse, I am lost..."), l("I was an archer of the Legion and shouldn't be scared of a few maggots, but everyone has fears, right?!"), l("My daughter is probably worried about me. Could you perhaps lead me out of here?")); switch (select(l("Yes, follow me!"), l("Not now. You see, I am also afraid of Slimes and Rattos!"))) { case 1: mes ""; break; case 2: speech(S_FIRST_BLANK_LINE, l("That's too bad... Although I think you're lying."), l("If so, please take some courage and help me!")); close; break; } .@ID=getcharid(0); .@MAP_NAME$="mona@"+str(.@ID); @MUNDANE_INSTID = instance_create("001-3-0@a"+(.@ID), getcharid(3), IOT_CHAR); // XXX - Important Note - XXX // We currently have only FOUR chars to name the map. "001-3-0" or "mundane" have 7 chars, so that cannot be used. // Thankfully, "mona" have 4 chars, so it's the name. // // Rationale: We have only 11 chars available, but 7 are reserved. So, longest name would be "abcd" + "@" + getcharid(0) // Some test reported that (apparently) we have 15 whitespaces at map name start, not sure why. .@instanceMapName$ = instance_attachmap("001-3-0", @MUNDANE_INSTID, 0, .@MAP_NAME$); // This can be a bug, but most likely is because instance already exists. // I don't know what would happen if we continue, so let's "penalize" the player if (.@instanceMapName$ == "") { speech(0x0, l("Wait... You are that @@ from earlier, aren't you?", strcharinfo(0)), l("If my memory serves me right, you were just defeated. Why don't you go out to buy better equipment?")); close; } // You have 5 minutes to complete the quest. This does not results in failure by itself, getq2 does that instance_set_timeout(300, 300, @MUNDANE_INSTID); instance_init(@MUNDANE_INSTID); dispbottom(l("Mona's father is right behind you. You have five minutes to bring him out of sewers!")); // Note: Difficulty is based on your level .@BLVLBOOST=BaseLevel/10; areamonster(.@MAP_NAME$, 119, 51, 162, 85, strmobinfo(1, Slime), Slime, 3+.@BLVLBOOST); areamonster(.@MAP_NAME$, 190, 65, 193, 68, strmobinfo(1, Ratto), Ratto, 5); areamonster(.@MAP_NAME$, 90, 67, 92, 72, strmobinfo(1, CaveMaggot), CaveMaggot, 3+.@BLVLBOOST); areamonster(.@MAP_NAME$, 99, 106, 102, 111, strmobinfo(1, Slime), Slime, 3+.@BLVLBOOST); areamonster(.@MAP_NAME$, 115, 93, 115, 75, strmobinfo(1, Slime), Slime, 3+.@BLVLBOOST); areamonster(.@MAP_NAME$, 120, 85, 7, 2, strmobinfo(1, LittleSlime), LittleSlime, 7+.@BLVLBOOST); areamonster(.@MAP_NAME$, 114, 65, 121, 68, strmobinfo(1, CaveMaggot), CaveMaggot, 5+.@BLVLBOOST); areamonster(.@MAP_NAME$, 137, 76, 130, 87, strmobinfo(1, Spider), Spider, 4+.@BLVLBOOST); areamonster(.@MAP_NAME$, 98, 92, 101, 94, strmobinfo(1, Slime), Slime, 3+.@BLVLBOOST); // Important temporary variables and move you accordingly @MUNDANE_OLDX=.x; @MUNDANE_OLDY=.y; warp(.@MAP_NAME$, .x, .y); // Move NPC as well unitwarp(getnpcid(instance_npcname(.name$, @MUNDANE_INSTID)), .@MAP_NAME$, .x, .y); setq ArtisQuests_MonaDad, 2; addtimer(150, instance_npcname(.name$, @MUNDANE_INSTID)+"::OnMove"); updateSpotlight(true); close; } .@q=getq(ArtisQuests_MonaDad); if (.@q >= 3) quest_completed(); if (.@q == 2) quest_inprogress(); if (.@q == 1) rescue_mundane(); // Impossible situation, but let's not trust this. You must talk to Mona first! if (.@q == 0) quest_completed(); hello; end; // This functions serves two major purposes: // 1- Move Mundane accordingly // 2- Be able to determine if you brought Mundane to exit or cheat (warp, etc.) // NOTE: Using instance_npcname(.name$) can be unreliable at times. // It should work with addtimer(), but if it breaks, move @MUNDANE_INSTID to // the @ varspace, and use instance_npcname(.name$, @MUNDANE_INSTID) // That'll fix any problem when playtesting. OnMove: getmapxy(.@m$, .@x, .@y, 0); // You left the map, we don't need to move NPC anymore if (!(.@m$ ~= "mona@*") && (.@m$ != "001-3-0")) { disablenpc(instance_npcname(.name$, @MUNDANE_INSTID)); // This check shouldn't be needed but better safe than sorry if (.@m$ == "001-1") dispbottom l("Mundane ran straight home. He must be missing his daughter."); else dispbottom l("Mundane ran away, he did not trust the path you chose."); end; } // We actually won't move the NPC to your position, but to where you were last. // The NPC should not walk right in you because I thought it looks weird ingame. if (.@x == @MUNDANE_OLDX && .@y == @MUNDANE_OLDY) { addtimer(150, instance_npcname(.name$, @MUNDANE_INSTID)+"::OnMove"); end; } // movenpc() will cause NPC to "jump" to player position. // npcwalkto(x, y) will make it walk to your position. npcwalkto @MUNDANE_OLDX, @MUNDANE_OLDY; // We now update the misleading @MUNDANE_OLD* variable with your current // position. @MUNDANE_OLDX=.@x; @MUNDANE_OLDY=.@y; // We must handle this every 150ms or so, which is player walk delay. // When you leave the map this timer will die. addtimer(150, instance_npcname(.name$, @MUNDANE_INSTID)+"::OnMove"); end; OnInit: .sex = GENDER_HIDDEN; .distance = 3; .speed = 140; // Move Mundane every Sunday, Wednesday, and Friday // to be less repetitive, and save also where it is OnSun0000: OnWed0000: OnFri0000: if (.begin) delcells "MundaneProtection"; // Micksha may tweak this. setarray .@valid_x, 96, 132, 150, 49; setarray .@valid_y, 66, 86, 118, 47; .@index=rand(0,getarraysize(.@valid_x)-1); movenpc .name$, .@valid_x[.@index], .@valid_y[.@index]; // Create a 3x3 monster collision block over Mundane setcells .map$, .x-3, .y-3, .x+3, .y+3, 6, "MundaneProtection"; .begin=true; end; OnInstanceInit: .speed = 140; // Double-sure end; } function script MundaneLogout { if (getq(ArtisQuests_MonaDad) != 2) return; setq ArtisQuests_MonaDad, 1; return; } function script MundaneDeath { if (getq(ArtisQuests_MonaDad) != 2) return; setq ArtisQuests_MonaDad, 1; dispbottom l("What a pity! You've died."); // We must disable Mona's Dad NPC sprite if you are still on the map // This will cause the NPC to "vanish", player is left to guess that he ran // back to where he originally was. // (ie. The NPC won't be fine without you if we have code to handle that). // NOTE: Maybe we could send the NPC running back to his original position? // For future thought and testing by anyone interested. if (strpos(getmap(), "mona@") >= 0) { disablenpc(instance_npcname(.name$, @MUNDANE_INSTID)); } return; }