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-rw-r--r--npc/001-3-0/_import.txt6
-rw-r--r--npc/001-3-0/_mobs.txt39
-rw-r--r--npc/001-3-0/_warps.txt8
-rw-r--r--npc/001-3-0/gates.txt201
-rw-r--r--npc/001-3-0/mundane.txt208
5 files changed, 462 insertions, 0 deletions
diff --git a/npc/001-3-0/_import.txt b/npc/001-3-0/_import.txt
new file mode 100644
index 00000000..502507be
--- /dev/null
+++ b/npc/001-3-0/_import.txt
@@ -0,0 +1,6 @@
+// Map 001-3-0: Sewer
+// This file is generated automatically. All manually added changes will be removed when running the Converter.
+"npc/001-3-0/_mobs.txt",
+"npc/001-3-0/_warps.txt",
+"npc/001-3-0/gates.txt",
+"npc/001-3-0/mundane.txt",
diff --git a/npc/001-3-0/_mobs.txt b/npc/001-3-0/_mobs.txt
new file mode 100644
index 00000000..49443d5a
--- /dev/null
+++ b/npc/001-3-0/_mobs.txt
@@ -0,0 +1,39 @@
+// This file is generated automatically. All manually added changes will be removed when running the Converter.
+// Map 001-3-0: Sewer mobs
+001-3-0,175,32,2,2 monster Ratto 1005,2,60000,30000
+001-3-0,201,54,2,2 monster Ratto 1005,3,25000,10000
+001-3-0,151,97,18,1 monster Ratto 1005,3,40000,15000
+001-3-0,101,111,8,3 monster Ratto 1005,4,30000,15000
+001-3-0,145,68,2,2 monster Ratto 1005,2,60000,30000
+001-3-0,146,28,2,1 monster Ratto 1005,2,60000,30000
+001-3-0,89,66,2,4 monster Ratto 1005,3,35000,15000
+001-3-0,56,50,8,4 monster Ratto 1005,4,35000,15000
+001-3-0,42,102,3,3 monster Ratto 1005,3,40000,20000
+001-3-0,157,80,2,2 monster Green Slime 1024,3,15000,80000
+001-3-0,190,58,3,19 monster Cave Maggot 1027,7,5000,15000
+001-3-0,172,46,1,2 monster Cave Maggot 1027,3,5000,15000
+001-3-0,175,50,0,4 monster Ratto 1005,2,60000,30000
+001-3-0,175,64,3,2 monster Cave Maggot 1027,4,5000,15000
+001-3-0,104,75,48,43 monster Cave Maggot 1027,25,500,2000
+001-3-0,90,68,1,6 monster Cave Maggot 1027,3,500,2000
+001-3-0,128,86,3,5 monster Green Slime 1024,3,500,2000
+001-3-0,42,103,3,5 monster Green Slime 1024,3,500,2000
+001-3-0,120,85,7,2 monster Little Green Slime 1025,2,500,2000
+001-3-0,147,122,3,5 monster Green Slime 1024,2,500,2000
+001-3-0,147,122,3,5 monster Green Slime 1024,2,500,2000
+001-3-0,107,109,4,2 monster Green Slime 1024,3,500,2000
+001-3-0,139,32,10,4 monster Little Green Slime 1025,2,500,2000
+001-3-0,86,131,4,2 monster Little Green Slime 1025,3,500,2000
+001-3-0,175,31,4,2 monster Little Green Slime 1025,2,500,2000
+001-3-0,147,67,4,2 monster Little Green Slime 1025,2,500,2000
+001-3-0,55,50,5,3 monster Giant Maggot 1076,1,25000,20000,Henry#001-3-2::OnGiantMaggot
+001-3-0,117,60,5,0 monster Cave Maggot 1027,25,500,2000
+001-3-0,156,43,5,2 monster Crafty 1018,3,12000,20000
+001-3-0,178,76,5,1 monster Crafty 1018,3,12000,20000
+001-3-0,86,97,5,1 monster Crafty 1018,3,12000,20000
+001-3-0,86,48,5,1 monster Crafty 1018,3,12000,20000
+001-3-0,61,104,5,0 monster Tortuga 1004,1,35000,300000
+001-3-0,54,85,5,0 monster Tortuga 1004,1,35000,300000
+001-3-0,114,62,5,0 monster Tortuga 1004,1,35000,300000
+001-3-0,167,100,6,1 monster Tortuga 1004,1,35000,300000
+001-3-0,41,104,2,3 monster Giant Maggot 1076,1,15000,15000,Henry#001-3-2::OnGiantMaggot
diff --git a/npc/001-3-0/_warps.txt b/npc/001-3-0/_warps.txt
new file mode 100644
index 00000000..d192e4ef
--- /dev/null
+++ b/npc/001-3-0/_warps.txt
@@ -0,0 +1,8 @@
+// This file is generated automatically. All manually added changes will be removed when running the Converter.
+// Map 001-3-0: Sewer warps
+001-3-0,196,35,0 warp #001-3-0_196_35 0,0,001-1,197,35
+001-3-0,172,41,0 warp #001-3-0_172_41 0,0,001-3-1,34,58
+001-3-0,162,40,0 warp #001-3-0_162_40 0,0,001-3-1,23,57
+001-3-0,198,60,0 warp #001-3-0_198_60 0,0,001-1,199,61
+001-3-0,152,55,0 warp #001-3-0_152_55 0,0,001-1,152,51
+001-3-0,85,130,0 warp #001-3-0_85_130 0,0,001-1,86,130
diff --git a/npc/001-3-0/gates.txt b/npc/001-3-0/gates.txt
new file mode 100644
index 00000000..e8accc96
--- /dev/null
+++ b/npc/001-3-0/gates.txt
@@ -0,0 +1,201 @@
+// Evol scripts.
+// Author:
+// Micksha
+// Description:
+// The Sewer Gates, and Wheels.
+
+001-3-0,90,62,0 script #ArtisThiefGate_1 NPC_SEWER_GATE,0,0,{
+ // Extract the quest ID from name (or fail trying)
+ explode(.@ni$, .name$, "_");
+ .@id=atoi(.@ni$[1]);
+
+ .@q=getq(ThiefQuests_Artis);
+ .@q2=getq2(ThiefQuests_Artis);
+
+ // Check what you can do with the gate
+ if (.@q != .@id) {
+ mes l("This gate is closed.");
+ mesc l("No need to go through here, so lets not bother with it now.");
+ } else if (.@q2 != 2) {
+ mes l("This gate is closed.");
+ mesc l("It seems that it can be open using the mechanism on the side.");
+ } else {
+ mes l("This gate is open.");
+ mesc l("I should still be careful to don't get caught.");
+ }
+ close;
+
+OnTouch:
+ updateSpotlight(true);
+ end;
+
+OnOpenSesame:
+ // Opening
+ if (!.busy) {
+ .dir=2;
+ .busy=true;
+ initnpctimer;
+ }
+ end;
+
+// Open
+OnTimer2200:
+ .dir=4;
+ end;
+
+// Closing
+OnTimer8000:
+ .dir=6;
+ end;
+
+// Closed
+OnTimer10400:
+ .dir=0;
+ end;
+
+// Don't reply immediately, wait a tiny bit
+OnTimer11000:
+ .busy = false;
+ stopnpctimer;
+
+OnInit:
+ .busy = false;
+ .distance = 1;
+ end;
+}
+
+
+
+001-3-0,92,61,0 script #ArtisThiefWheel_1 NPC_SEWER_WHEEL,{
+ // Extract the quest ID from name (or fail trying)
+ explode(.@ni$, .name$, "_");
+ .@id=atoi(.@ni$[1]);
+
+ .@q=getq(ThiefQuests_Artis);
+ .@q2=getq2(ThiefQuests_Artis);
+
+ if (.@q != .@id) {
+ speech
+ l("This wheel seems to be connected to the locked gate on the side."),
+ l("Having to reason to tinker with it, you don't.");
+ close;
+ }
+ speech
+ l("You try to move this wheel, but it is stuck. Something seems to be missing."),
+ l("Maybe some monster ate it, but what would be big enough to do that?!");
+
+ // Switch gearwheel status: 1(looted) 2(unlooted)
+ switch (.@q2) {
+ case 1:
+ // Looted but lost? D:
+ if (!countitem(Gearwheel)) {
+ mesc l("If we only had a %s.", getitemlink(Gearwheel));
+ close;
+ }
+
+ // Prompt player
+ mesc l("Should we install the %s and move it?", getitemlink(Gearwheel)), 1;
+ if (askyesno() == ASK_NO)
+ break;
+
+ delitem Gearwheel, 1;
+ setq2 ThiefQuests_Artis, 2;
+ // FALLTHROUGH
+ case 2:
+ mesc l("With the %s in place, it only takes a bit more effort to make it budge.", getitemlink(Gearwheel));
+ next;
+ closeclientdialog;
+ // Spin the wheel
+ if (!.busy) {
+ .dir = 4;
+ .busy = true;
+ initnpctimer;
+ }
+ // Open the gate
+ addtimer 500, "#ArtisThiefGate_"+.@id+"::OnOpenSesame";
+ break;
+ default:
+ }
+ close;
+
+// Done spinning?
+OnTimer4000:
+ .dir = 0;
+ .busy = false;
+ stopnpctimer;
+
+OnInit:
+ .busy = false;
+ .distance = 2;
+ end;
+}
+
+
+
+// We're missing a gate!
+001-3-0,56,44,0 duplicate(#ArtisThiefGate_1) #ArtisThiefGate_4 NPC_SEWER_GATE,2,2
+001-3-0,58,43,0 duplicate(#ArtisThiefWheel_1) #ArtisThiefWheel_4 NPC_SEWER_WHEEL
+
+
+///////////////////////////
+// The controlled warps
+001-3-0,90,61,0 script #001-3-0_90_61 NPC_HIDDEN,0,0,{
+ end;
+
+OnTouch:
+ // No enter except when q1 and q2 matches
+ .@q=getq(ThiefQuests_Artis);
+ .@q2=getq2(ThiefQuests_Artis);
+ if (.@q != 1 || .@q2 != 2)
+ end;
+
+ // Delete previous timers. Makes easier to cheat but more reliable (FIXME)
+ deltimer("#ArtisThiefBook_0::OnBust1");
+ deltimer("#ArtisThiefBook_0::OnBust2");
+ deltimer("#ArtisThiefBook_0::OnBust3");
+ deltimer("#ArtisThiefBook_0::OnBust4");
+
+ // Archives: Begin
+ addtimer 30000, "#ArtisThiefBook_0::OnBust1";
+ warp "001-2-43", 51, 34;
+ end;
+}
+
+001-3-0,56,43,0 script #001-3-0_56_43 NPC_HIDDEN,0,0,{
+ end;
+
+OnTouch:
+ // No enter except when quest state allows you to
+ // I thought in letting you use this passage and get busted anytime...
+ // ...........Better not. Animation will not like it, anyway.
+ .@q=getq(ThiefQuests_Artis);
+ .@q2=getq2(ThiefQuests_Artis);
+ if (.@q != 4 || .@q2 != 2)
+ end;
+
+ warp "001-2-40", 56, 40;
+ addtimer2(rand2(3000, 7000), .name$+"::OnBusted");
+ end;
+
+// Henry said to you don't use the gate, because you are not discrete enough.
+// Poor player, this is what happens for not paying attention to Henry's advise.
+OnBusted:
+ if (getmap() != "001-2-40")
+ end;
+
+ mesn l("Legion Officer");
+ mes l("HEY! How you got here!?");
+ next;
+ // Check if you'll be caught
+ if (ArrestedChances()) {
+ mesc l("Arrested!");
+ mesc l("You'll now spend a few minutes on the jail to reflect on your actions.");
+ ArrestPlayer(5);
+ } else {
+ mesc l("You're almost found out, but manage to make a quick escape!");
+ warp "001-1", 41, 36;
+ }
+ close;
+}
+
+
diff --git a/npc/001-3-0/mundane.txt b/npc/001-3-0/mundane.txt
new file mode 100644
index 00000000..58a47cb2
--- /dev/null
+++ b/npc/001-3-0/mundane.txt
@@ -0,0 +1,208 @@
+// 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;
+}
+