diff options
Diffstat (limited to 'npc/001-2-23')
-rw-r--r-- | npc/001-2-23/_import.txt | 6 | ||||
-rw-r--r-- | npc/001-2-23/_warps.txt | 3 | ||||
-rw-r--r-- | npc/001-2-23/doors.txt | 75 | ||||
-rw-r--r-- | npc/001-2-23/mapflags.txt | 1 | ||||
-rw-r--r-- | npc/001-2-23/ratto.txt | 98 |
5 files changed, 0 insertions, 183 deletions
diff --git a/npc/001-2-23/_import.txt b/npc/001-2-23/_import.txt deleted file mode 100644 index 22778b22..00000000 --- a/npc/001-2-23/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// Map 001-2-23: Hold -// This file is generated automatically. All manually added changes will be removed when running the Converter. -"npc/001-2-23/_warps.txt", -"npc/001-2-23/doors.txt", -"npc/001-2-23/mapflags.txt", -"npc/001-2-23/ratto.txt", diff --git a/npc/001-2-23/_warps.txt b/npc/001-2-23/_warps.txt deleted file mode 100644 index d9434efb..00000000 --- a/npc/001-2-23/_warps.txt +++ /dev/null @@ -1,3 +0,0 @@ -// This file is generated automatically. All manually added changes will be removed when running the Converter. -// Map 001-2-23: Hold warps -001-2-23,48,29,0 warp #001-2-23_48_29 0,0,001-2-22,72,35 diff --git a/npc/001-2-23/doors.txt b/npc/001-2-23/doors.txt deleted file mode 100644 index 9c91e824..00000000 --- a/npc/001-2-23/doors.txt +++ /dev/null @@ -1,75 +0,0 @@ -// Evol scripts. -// Authors: -// Ablu -// Alastrim -// Jesusalva -// Reid -// Description: -// Doors NPCs. - -001-2-23,48,29,0 script DoorUpwards#Artis NPC_HIDDEN,0,0,{ - -OnTouch: - // Actually this will never work because Instanced map - if (mobcount("001-2-23","all") > 0) goto L_Warn; - - goto L_Warp; - -L_Warn: - .@q = getq(ShipQuests_Peter); - if (.@q >= 15) goto L_Warp; - - mesn "Narrator"; - mesc(l("There are still some monsters left! Do you want to abort the quest?"), 9); - next; - - menu - l("Yes."), L_Warp, - l("No."), -; - - slide 48, 28; - closeclientdialog; - close; - -L_Warp: - warp "001-2-22", 72, 36; - - deltimer("Peter#Artis::OnLowTime"); - deltimer("Peter#Artis::OnTimeout"); - closeclientdialog; - close; -} - -// Besides the door, Alige is hiding himself and would rather not be disturbed -001-2-23,24,31,0 script LeftDoor#Artis NPC_HIDDEN,0,0,{ - -OnTouch: - mesn "Narrator"; - mesc(l("It seems that you need a key to open this door."), 9); - next; - mesc(l("What do you want to do?"), 9); - next; - - menu - rif(countitem(JohanneKey) > 0, l("Use the key.")), L_Warp, - l("Break the door."), L_Break, - l("Go away."), -; - - closeclientdialog; - close; - -L_Break: - - mes ""; - mesn "Narrator"; - mesc(l("You hear a loud scream. It must be the creaking of the wooden door..."), 9); - - close; - -L_Warp: - mes ""; - mesn "Narrator"; - mesc(l("Wait, it seems someone is blocking the door from the other side!"), 9); - - close; -} diff --git a/npc/001-2-23/mapflags.txt b/npc/001-2-23/mapflags.txt deleted file mode 100644 index c8d2d7e7..00000000 --- a/npc/001-2-23/mapflags.txt +++ /dev/null @@ -1 +0,0 @@ -001-2-23 mapflag nosave 001-2-22,50,38 diff --git a/npc/001-2-23/ratto.txt b/npc/001-2-23/ratto.txt deleted file mode 100644 index 24bb1e1a..00000000 --- a/npc/001-2-23/ratto.txt +++ /dev/null @@ -1,98 +0,0 @@ -// Evol Script. -// Author: -// Ablu -// Alastrim -// Jesusalva -// Reid -// Description: -// Ratto killer. -// The only "lose" conditions are: -// 1- dying, but this is not handled anywhere -// 2- Time running out, Peter handles that automatically. -// Note that if you die here, you won't be able to return and will need to -// start the quest over again. (I wonder why it is not handled by an OnDeath event) -// iirc, logout will automatically destroy the instance and clear timers, so it -// doesn't needs the script writer to handle logout cleanup (only death). - -001-2-23,0,0,0 script RattosControl#Artis NPC_HIDDEN,{ - end; - -// Each monster on the basement have its own respawn cycle. -// We use a XOR (^) operand to mark that the killed monster is not dead anymore. -// This is to reproduce as accurate as possible the legacy behavior of the quest. -OnRatto1Respawn: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2^1; - areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl#Artis::OnRatto1Death"; - end; - -OnRatto2Respawn: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2^2; - areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl#Artis::OnRatto2Death"; - end; - -OnRatto3Respawn: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2^4; - areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl#Artis::OnRatto3Death"; - end; - -OnRatto4Respawn: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2^8; - areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl#Artis::OnRatto4Death"; - end; - -// When you kill a monster on basement, we must check the mob as dead, see if you -// finally killed the last one and quest is complete, and add a timer to respawn it -// after 1m25s (for flavor purposes, makes quest harder though) -OnRatto1Death: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2|1; - .@q2=getq2(ShipQuests_Peter); - if (.@q2 == 15) - goto L_Victor; - addtimer(85000, "RattosControl#Artis::OnRatto1Respawn"); - end; - -OnRatto2Death: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2|2; - .@q2=getq2(ShipQuests_Peter); - if (.@q2 == 15) - goto L_Victor; - addtimer(85000, "RattosControl#Artis::OnRatto2Respawn"); - end; - -OnRatto3Death: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2|4; - .@q2=getq2(ShipQuests_Peter); - if (.@q2 == 15) - goto L_Victor; - addtimer(85000, "RattosControl#Artis::OnRatto3Respawn"); - end; - -OnRatto4Death: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2|8; - .@q2=getq2(ShipQuests_Peter); - if (.@q2 == 15) - goto L_Victor; - addtimer(85000, "RattosControl#Artis::OnRatto4Respawn"); - end; - -// This label is reached when all rattos are dead. We clear the respawn timers -// (as we are going to delete the instance map anyway), warp you outside, and -// from there onwards, Peter handles properly rewarding you. -L_Victor: - deltimer("RattosControl#Artis::OnRatto1Respawn"); - deltimer("RattosControl#Artis::OnRatto2Respawn"); - deltimer("RattosControl#Artis::OnRatto3Respawn"); - deltimer("RattosControl#Artis::OnRatto4Respawn"); - addtimercount("Peter#Artis::OnTimeout", 5000); - addtimer(5000, "Peter#Artis::OnDone"); - dispbottom l("It looks like all monsters were killed."); - end; -} |