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-rw-r--r--npc/001-2-23/_import.txt6
-rw-r--r--npc/001-2-23/_warps.txt3
-rw-r--r--npc/001-2-23/doors.txt75
-rw-r--r--npc/001-2-23/mapflags.txt1
-rw-r--r--npc/001-2-23/ratto.txt98
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;
-}