//# see detailed description at orum.txt
function script GetTorchColor {
if (@Torch < 0 || @Torch > 2) goto L_Error;
set @Mask, 15;
set @Shift, 4 * @Torch;
set @TorchColor, (OrumQuestTorch >> @Shift) & @Mask;
return;
L_Error:
mes "Torch number is out of range.";
close;
}
function script SetTorchColor {
if (@Torch < 0 || @Torch > 2) goto L_Error;
if (@Color < 0 || @Color > 12) goto L_Error2;
set @Mask, (15 << (4 * @Torch));
set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Color << (4 * @Torch);
return;
L_Error:
mes "Torch number is out of range.";
close;
L_Error2:
mes "Torch color is out of range.";
close;
}
function script GetTorchIntensity {
if (@Torch < 0 || @Torch > 2) goto L_Error;
set @Mask, 15;
set @Shift, 4 * (@Torch + 3);
set @TorchIntensity, (OrumQuestTorch >> @Shift) & @Mask;
return;
L_Error:
mes "Torch number is out of range.";
close;
}
function script SetTorchIntensity {
if (@Torch < 0 || @Torch > 2) goto L_Error;
if (@Intensity < 0 || @Intensity > 2) goto L_Error2;
set @Mask, (15 << (4 * (@Torch + 3)));
set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Intensity << (4 * (@Torch + 3));
return;
L_Error:
mes "Torch number is out of range.";
close;
L_Error2:
mes "Torch intensity is out of range.";
close;
}
function script DoneWithTorches {
if (OrumQuest < 11 && OrumQuest >= 8)
return;
if (OrumQuest < 7) goto L_Different;
if (OrumQuest >= 11)
mes "The flame on the torch looks ordinary.. Lowering the final barrier seems to have drained them of their magic.";
if (OrumQuest < 8)
mes "Without that powder the note mentions there isn't much you can do with this torch..";
close;
L_Different:
mes "The flame on this torch looks different than the rest.. You better tell Orum about it before doing anything.";
set OrumQuest, 6;
close;
}
// To make sure in range of torches
function script InRangeTorch1 {
if (isin("009-4.gat",67,20,69,25))
return;
mes "You're too far away to do anything with that torch.";
close;
}
function script InRangeTorch2 {
if (isin("009-4.gat",65,41,69,46))
return;
mes "You're too far away to do anything with that torch.";
close;
}
function script InRangeTorch3 {
if (isin("009-4.gat",33,84,37,88))
return;
mes "You're too far away to do anything with that torch.";
close;
}
// First Torch
009-4.gat,68,21,0 script Torch 127,{
callfunc "InRangeTorch1";
callfunc "DoneWithTorches";
set @Torch, 0;
callfunc("GetTorchColor");
callfunc("GetTorchIntensity");
set @lastColor, @TorchColor;
setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple";
setarray @intensities$,"calm","bright","blinding";
mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it.";
goto L_Color_Loop;
L_Color_Loop:
callfunc("GetTorchColor");
menu
"Add Red Powder", L_Use_Red,
"Add Yellow Powder", L_Use_Yellow,
"Add Blue Powder", L_Use_Blue,
"Leave it alone.", -;
mes "The flame flickers as if it's laughing at you..";
close;
L_Use_Red:
if (countitem("RedPowder") < 1) goto L_No_Powder;
if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1;
if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1;
if (@TorchColor == 12) set @Color, 1;
if (@TorchColor == 0) set @Color, 1;
callfunc("SetTorchColor");
delitem "RedPowder", 1;
goto L_Show_Color;
L_Use_Yellow:
if (countitem("YellowPowder") < 1) goto L_No_Powder;
if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1;
if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1;
if (@TorchColor == 0) set @Color, 5;
callfunc("SetTorchColor");
delitem "YellowPowder", 1;
goto L_Show_Color;
L_Use_Blue:
if (countitem("BluePowder") < 1) goto L_No_Powder;
if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1;
if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1;
if (@TorchColor == 1) set @Color, 12;
if (@TorchColor == 0) set @Color, 9;
callfunc("SetTorchColor");
delitem "BluePowder", 1;
goto L_Show_Color;
L_No_Powder:
mes "You notice you're all out of that color of powder.. Perhaps Orum can make you some more.";
close;
L_Show_Color:
callfunc("GetTorchColor");
callfunc("GetTorchIntensity");
if (@TorchColor == @lastColor) goto L_Wrong_Color;
misceffect 5;
set @lastColor, @TorchColor;
mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + "..";
goto L_Color_Loop;
L_Wrong_Color:
set @Intensity, @TorchIntensity + 1;
if (@Intensity > 2) goto L_Failed;
callfunc("SetTorchIntensity");
callfunc("GetTorchIntensity");
misceffect 5;
mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + "..";
goto L_Color_Loop;
L_Failed:
mes "As you pour the powder into the flame it flares violently before bursting into your face!";
misceffect 5;
misceffect 16;
set @Intensity, 0;
callfunc("SetTorchIntensity");
heal -Hp, 0;
close;
}
// Second Torch
009-4.gat,67,42,0 script Torch 127,{
callfunc "InRangeTorch2";
callfunc "DoneWithTorches";
set @Torch, 1;
callfunc("GetTorchColor");
callfunc("GetTorchIntensity");
set @lastColor, @TorchColor;
setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple";
mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it.";
goto L_Color_Loop;
L_Color_Loop:
callfunc("GetTorchColor");
menu
"Add Red Powder", L_Use_Red,
"Add Yellow Powder", L_Use_Yellow,
"Add Blue Powder", L_Use_Blue,
"Leave it alone.", -;
mes "The flame flickers as if it's laughing at you..";
close;
L_Use_Red:
if (countitem("RedPowder") < 1) goto L_No_Powder;
if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1;
if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1;
if (@TorchColor == 12) set @Color, 1;
callfunc("SetTorchColor");
delitem "RedPowder", 1;
goto L_Show_Color;
L_Use_Yellow:
if (countitem("YellowPowder") < 1) goto L_No_Powder;
if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1;
if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1;
callfunc("SetTorchColor");
delitem "YellowPowder", 1;
goto L_Show_Color;
L_Use_Blue:
if (countitem("BluePowder") < 1) goto L_No_Powder;
if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1;
if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1;
if (@TorchColor == 1) set @Color, 12;
callfunc("SetTorchColor");
delitem "BluePowder", 1;
goto L_Show_Color;
L_No_Powder:
mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more.";
close;
L_Show_Color:
callfunc("GetTorchColor");
callfunc("GetTorchIntensity");
if (@TorchColor == @lastColor) goto L_Wrong_Color;
misceffect 5;
set @lastColor, @TorchColor;
mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + "..";
goto L_Color_Loop;
L_Wrong_Color:
set @Intensity, @TorchIntensity + 1;
if (@Intensity > 2) goto L_Failed;
callfunc("SetTorchIntensity");
callfunc("GetTorchIntensity");
misceffect 5;
mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + "..";
goto L_Color_Loop;
L_Failed:
mes "As you pour the powder into the flame it flares violently before bursting into your face!";
misceffect 5;
misceffect 16;
set @Intensity, 0;
callfunc("SetTorchIntensity");
heal -Hp, 0;
close;
}
// Third Torch
009-4.gat,33,86,0 script Torch 127,{
callfunc "InRangeTorch3";
callfunc "DoneWithTorches";
set @Torch, 2;
callfunc("GetTorchColor");
callfunc("GetTorchIntensity");
set @lastColor, @TorchColor;
setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple";
setarray @intensities$,"calm","bright","blinding";
mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it.";
goto L_Color_Loop;
L_Too_Far:
mes "You're too far away to do anything with that torch.";
close;
L_Color_Loop:
callfunc("GetTorchColor");
menu
"Add Red Powder", L_Use_Red,
"Add Yellow Powder", L_Use_Yellow,
"Add Blue Powder", L_Use_Blue,
"Leave it alone.", -;
mes "The flame flickers as if it's laughing at you..";
close;
L_Use_Red:
if (countitem("RedPowder") < 1) goto L_No_Powder;
if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1;
if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1;
if (@TorchColor == 12) set @Color, 1;
callfunc("SetTorchColor");
delitem "RedPowder", 1;
goto L_Show_Color;
L_Use_Yellow:
if (countitem("YellowPowder") < 1) goto L_No_Powder;
if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1;
if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1;
callfunc("SetTorchColor");
delitem "YellowPowder", 1;
goto L_Show_Color;
L_Use_Blue:
if (countitem("BluePowder") < 1) goto L_No_Powder;
if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1;
if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1;
if (@TorchColor == 1) set @Color, 12;
callfunc("SetTorchColor");
delitem "BluePowder", 1;
goto L_Show_Color;
L_No_Powder:
mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more.";
close;
L_Show_Color:
callfunc("GetTorchColor");
callfunc("GetTorchIntensity");
if (@TorchColor == @lastColor) goto L_Wrong_Color;
misceffect 5;
set @lastColor, @TorchColor;
mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + "..";
goto L_Color_Loop;
L_Wrong_Color:
set @Intensity, @TorchIntensity + 1;
if (@Intensity > 2) goto L_Failed;
callfunc("SetTorchIntensity");
callfunc("GetTorchIntensity");
misceffect 5;
mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + "..";
goto L_Color_Loop;
L_Failed:
mes "As you pour the powder into the flame it flares violently before bursting into your face!";
misceffect 5;
misceffect 16;
set @Intensity, 0;
callfunc("SetTorchIntensity");
heal -Hp, 0;
close;
}