// 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:
.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;
}