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-rw-r--r--npc/000-0-1/_import.txt4
-rw-r--r--npc/000-0-1/mapflags.txt1
-rw-r--r--npc/000-0-1/narrator.txt180
3 files changed, 0 insertions, 185 deletions
diff --git a/npc/000-0-1/_import.txt b/npc/000-0-1/_import.txt
deleted file mode 100644
index ed783937..00000000
--- a/npc/000-0-1/_import.txt
+++ /dev/null
@@ -1,4 +0,0 @@
-// Map 000-0-1: Sailor's Room
-// This file is generated automatically. All manually added changes will be removed when running the Converter.
-"npc/000-0-1/mapflags.txt",
-"npc/000-0-1/narrator.txt",
diff --git a/npc/000-0-1/mapflags.txt b/npc/000-0-1/mapflags.txt
deleted file mode 100644
index 04d1aea5..00000000
--- a/npc/000-0-1/mapflags.txt
+++ /dev/null
@@ -1 +0,0 @@
-000-0-1 mapflag invisible
diff --git a/npc/000-0-1/narrator.txt b/npc/000-0-1/narrator.txt
deleted file mode 100644
index d1bf14e8..00000000
--- a/npc/000-0-1/narrator.txt
+++ /dev/null
@@ -1,180 +0,0 @@
-// Evol scripts.
-// Moubootaur Legends scripts.
-// Author:
-// Reid
-// Jesusalva
-// Description:
-// Narrator explain to the player that he is dreaming.
-// Variable:
-// Q General_Narrator
-// Values:
-// 0 PC is in the game introduction.
-// 1 PC arrived Artis.
-// 2 PC arrived in Argaes.
-
-000-0-1,25,28,0 script Narrator#000-0-1 NPC_NARRATOR,{
- function referralSystem;
- function travelToArtis;
- function travelToArgaes;
-
- switch (getq(General_Narrator)) {
- case 0:
- travelToArtis();
- break;
- case 1:
- travelToArgaes();
- break;
- default:
- mesc(l("ERROR - Corrupted quest state %d", getq(General_Narrator)), 1);
- mesc(l("Please contact the staff for technical support."), 1);
- mes("");
- mesc(l("Error message: Narrator#000-0-1 Invalid Quest State"));
- break;
- }
- closeclientdialog();
- close;
-
-OnInit:
-
- if (debug > 0) {
- // debug commands to skip the tutorial
- bindatcmd("force-referral", sprintf("%s::referralSystem", .name$));
- bindatcmd("force-artis", sprintf("%s::travelToArtis", .name$));
- }
- end;
-
- ///////////////////////////////////////////////////////////////////////
- // Quest state: 0
- public function travelToArtis {
- narrator(S_LAST_NEXT,
- l("Look, we finally meet."),
- l("I think that you already understood, you are asleep."),
- l("The ship, La Johanne, has left Drasil Island, finally."),
- l("Nard and his crew are taking us to the city of Artis."));
-
- // Legacy accounts are excluded
- // Only one referral per vault account
- .@refVault = bitwise_get(getvaultvar(REFERRAL_PROG), 0x00FFFFFF, 0);
-
- if (!islegacyaccount() && .@refVault < 1) {
- referralSystem();
- }
-
- narrator(S_LAST_CLOSE,
- l("There are a lot of things you must be wondering about."),
- l("So, search for answers."),
- l("..."),
- l("Ah, seagulls. We are arriving."),
- l("..."),
- l("Wake-up!"));
-
- if (.@cnt = countitem(JohanneKey)) {
- delitem(JohanneKey, .@cnt);
- }
-
- setq(General_Narrator, 1);
- setq(ShipQuests_Nard, 6);
- savepoint("001-2-22", 50, 38);
- warp("SavePoint", 0, 0);
- return;
- }
-
- ///////////////////////////////////////////////////////////////////////
- // Quest state: 1
- function travelToArgaes {
- narrator(S_LAST_NEXT,
- l("Oh, hello again!"),
- l("I hope you still remember me."),
- l("Now, this ship is not the most comfortable, don't you agree?"),
- l("Well, hopefully it won't be too long until you reach your destination."),
- l("Argaes, in the ancient continent of Ancea..."),
- l("What could be waiting for you there?"));
-
- // Special dialog for Legacy accounts
- // To relate to Doomsday event
- if (islegacyaccount()) {
- narrator(S_LAST_NEXT,
- l("Maybe you already have been on that continent before."),
- l("Also, don't you think this ship vaguely... familiar?"),
- l("Well, not like you would be able to remember. Even if you wanted."),
- l("Ah, sorry. I make too many rhetorical questions, don't I?"),
- l("I probably should let you rest, it must have been tiring!"),
- l("But before that, one last question..."));
- }
-
- narrator(S_LAST_CLOSE,
- l("Actually... Wouldn't now be a good time to wake up?"));
-
- setq(General_Narrator, 2);
- savepoint("008-1-1", 33, 63);
- warp("SavePoint", 0, 0);
- dispbottom(l("After a tiring, yet fast travel by ship, you arrive at %s.", l("Woodlands")));
- close;
- }
-
- ///////////////////////////////////////////////////////////////////////
- // Script Utils
- // referralSystem() is a Moubootaur Legends function
- public function referralSystem {
- mesc(l("But before we get there, I've been itching to know..."));
- next();
- mesc(l("Do we know someone on this world?"), 1); // FIXME: awkward wording: suddenly changes from singular first person (I) to plural second person (we)
-
- // Opt-out
- if (askyesno() == ASK_NO) {
- mesc(l("Yes. We truly don't remember anyone.")); // FIXME: juxtaposition of Yes and No (probably should be "No, we truly don't...")
- next();
- return;
- }
-
- // Opt-in
- mesc(l("Yes... We remember a fellow adventurer... What was their name again?"));
- next();
-
- do {
- mesc(l("(Which player invited you to this world?)"), 1); // FIXME: suddenly changes to the third person (invited "you" vs invited "us" or invited "me")
- input(.@refName$ = "");
- mes("");
-
- .@refName$ = strip(.@refName$); // clean it up
-
- if (.@refName$ == "") {
- mesc(l("Actually, nevermind. My memory is still too foggy to remember this.")); // FIXME: suddenly changes from plural second person to singular first person ("My" memory)
- next();
- break;
- }
-
- .@refVault = "playerCache"::name2vault(.@refName$);
-
- if (.@refVault == 0) {
- mesc(l("Oops, there is nobody known as %s on this word.", .@refName$)); // FIXME: this is too informal
- mesc(l("Maybe I don't remember their name, after all."));
- next();
- sleep2(400); // Anti-spam Forced cooldowns
- // FIXME: show a message to the player (use a variable to throttle instead of sleep2)
- continue;
- }
-
-
- if (.@refVault == getvaultid()) {
- mesc(l("Hahah, silly, that's ourselves!"));
- mesc(l("Try again!"));
- next();
- sleep2(200); // Anti-spam Forced cooldowns
- // FIXME: show a message to the player (use a variable to throttle instead of sleep2)
- continue;
- }
-
- bitwise_set(getvaultvar(REFERRAL_PROG), 0x00FFFFFF, 0, .@refVault);
- //getitembound(FriendGift, 1, 1);
- mesc(l("Ah yes, our trusty friend, %s.", .@refName$));
- mesc(l("They probably miss me. I mean, I probably have been away for a long time..."));
- next();
- mesc(l("Maybe they sent me a letter, or a gift? I'll see once I get in Artis."));
- next();
- break;
- } while (true);
-
- return;
- }
-}