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Diffstat (limited to 'npc/008-1-1/cutscene.txt')
-rw-r--r-- | npc/008-1-1/cutscene.txt | 180 |
1 files changed, 0 insertions, 180 deletions
diff --git a/npc/008-1-1/cutscene.txt b/npc/008-1-1/cutscene.txt deleted file mode 100644 index a9d39a6c..00000000 --- a/npc/008-1-1/cutscene.txt +++ /dev/null @@ -1,180 +0,0 @@ -// TMW Script -// Author: -// Jesusalva -// Description: -// Cutscenes for Main Story - -008-1-1,42,63,0 script #MQ2Cutscene NPC_HIDDEN,0,1,{ - end; - -OnTouch: - .@q=getq(General_Narrator); - if (.@q != 2) - end; - if (getmap() != "008-1-1") - end; - // Cutscene time! - // m (from main quest) 02 map 1 - .@mapn$="m021@"+getcharid(0); - .@mapx$="m022@"+getcharid(0); - // Build instance if it doesn't exists or has been reallocated - // (This only happens if you escape the map - edge case scenarios) - if (instanceowner(@mainquestinst) != getcharid(3)) { - @mainquestinst = instance_create("m102@a"+getcharid(0), getcharid(3), IOT_CHAR); - instance_attachmap("008-1-1", @mainquestinst, false, .@mapn$); - instance_attachmap("008-2-32", @mainquestinst, false, .@mapx$); - // Instance lasts 60 minutes - instance_set_timeout(3600, 3600, @mainquestinst); - instance_init(@mainquestinst); - } else { - // Restart instance timer if it already exists - instance_set_timeout(3600, 3600, @mainquestinst); - } - getmapxy(.@m$, .@x, .@y, 0); - warp(.@mapn$, .@x, .@y); - addtimer(500, instance_npcname(.name$, @mainquestinst)+"::OnBegin"); - end; - -OnBegin: - .@n$=instance_npcname(.name$); - .@mc$=instance_npcname("Morcant"); - - // Freeze player - // (M+ may render this incorrectly but it is not my job to care with that) - setpcblock(PCBLOCK_ATTACK|PCBLOCK_SKILL|PCBLOCK_USEITEM|PCBLOCK_MOVE, true); - sc_start(SC_STUN, 360000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK); - - // Begin moving Morcant - npcwalkto(58, 64, .@mc$); - sleep2(3000); - getmapxy(.@m$, .@x, .@y, 0); - npcwalkto(.@x + 1, .@y, .@mc$); - sleep2(1000); - unitwarp(getnpcid(.@mc$), .@m$, .@x + 1, .@y); // FIXME PLACEHOLDER - npctalk l("Hoho!"), .@mc$; - sleep2(2500); - npctalk l("Look what the shore brought me!"), .@mc$; - sleep2(3000); - npctalk l("Rarely anyone uses this port."), .@mc$; - sleep2(3000); - npctalk l("...Well, anyone adhering to the law, at least! Hahahah!"), .@mc$; - sleep2(3000); - npctalk l("Anyway, come in! You must be hungry."), .@mc$; - sleep2(3000); - npcwalkto(51, 57, .@mc$); - sleep2(1000); - sc_end(SC_STUN); - setpcblock(PCBLOCK_ATTACK|PCBLOCK_SKILL|PCBLOCK_USEITEM|PCBLOCK_MOVE, false); - dispbottom col(l("1-1. Follow Morcant into his house."), 1); - sleep2(500); - .@mapx$="m022@"+getcharid(0); - unitwarp(getnpcid(.@mc$), .@mapx$, 40, 24); - end; -} - -// Series 2 -008-1-1,51,58,0 script #MQ2Cutscene2 NPC_HIDDEN,0,1,{ - end; -OnTouch: - if (getmap() == "008-1-1") end; - .@n$=instance_npcname(.name$); - .@mapx$="m022@"+getcharid(0); - warp(.@mapx$, 40, 36); - addtimer(3000, .@n$+"::OnStunlock"); - end; - -OnStunlock: - .@n$=instance_npcname(.name$); - addtimer(300, .@n$+"::OnBegin"); - // Freeze player - // (M+ may render this incorrectly but it is not my job to care with that) - setpcblock(PCBLOCK_ATTACK|PCBLOCK_SKILL|PCBLOCK_USEITEM|PCBLOCK_MOVE, true); - sc_start(SC_STUN, 360000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK); - end; - -OnBegin: - .@n$=instance_npcname(.name$); - .@mc$=instance_npcname("Morcant"); - .@tm$=instance_npcname("Thamas"); - npctalk l("Welcome to my humble abode."), .@mc$; - sleep2(500); - npctalk l("Who is that fellow?"), .@tm$; - sleep2(2500); - npctalk l("Thamas, this is a stowaway who reached here from Artis."), .@mc$; - sleep2(2500); - npctalk l("Yes, I remember."), .@tm$; - sleep2(3000); - npctalk l("Anyway, I assume you're trying to get into Hurnscald?"), .@mc$; - sleep2(2100); - npctalk l("Really? You should be careful, then."), .@tm$; - sleep2(2500); - npctalk l("Hurnscald is under the domain of the Brotherhood."), .@tm$; - sleep2(3000); - npctalk l("Shaddy fellas, I do not trust them the sightliest."), .@tm$; - sleep2(3500); - npctalk l("*ahem*!"), .@mc$; - sleep2(2000); - npctalk l("Hurnscald is just east of here."), .@mc$; - sleep2(2000); - npctalk l("Keep following the road, you can't miss it."), .@mc$; - sleep2(3000); - npctalk l("Do not venture into south, though."), .@mc$; - sleep2(2000); - npctalk l("It is haunted."), .@mc$; - sleep2(2500); - //atcommand("@refresh"); // FIXME -> Hercules upstream broke @refresh - // TODO FIXME: Check if x-1 is a collision, move to x+1 if it is - getmapxy(.@m$, .@x, .@y, 0); - npcwalkto(.@x - 1, .@y, .@mc$); - sleep2(1000); - unitwarp(getnpcid(.@mc$), .@m$, .@x - 1, .@y); // FIXME PLACEHOLDER - npctalk col(l("*Hey, psst.*"), 9), .@mc$; - sleep2(1000); - npctalk col(l("*I assume you're here for the Brotherhood, right?*"), 9), .@mc$; - sleep2(2500); - npctalk col(l("*Reaching Hurnscald, look for a girl called Airlia.*"), 9), .@mc$; - sleep2(2500); - npctalk col(l("*Whisper her the... password, and she'll lead you to Jonatas.*"), 9), .@mc$; - sleep2(3100); - npctalk col(l("*I don't know why Sophiahalla sent you here...*"), 9), .@mc$; - sleep2(2200); - npctalk col(l("*But I am just a retired merchant, hohoho!*"), 9), .@mc$; - sleep2(2200); - npctalk l("Anyway, that's it. Here, have a bowl of stew, Morcant special!"), .@mc$; - sleep2(2500); - npctalk l("I'll be back to the port, so see you later!"), .@mc$; - npcwalkto(40, 38, .@mc$); - sleep2(2000); - .@mapx$="m021@"+getcharid(0); - unitwarp(getnpcid(.@mc$), .@mapx$, 51, 58); - sc_end(SC_STUN); - setpcblock(PCBLOCK_ATTACK|PCBLOCK_SKILL|PCBLOCK_USEITEM|PCBLOCK_MOVE, false); - sleep2(1000); - getmapxy(.@m$, .@x, .@y, 0); - warp "008-2-32", .@x, .@y; - getitembound SailorStew, 1, IBT_ACCOUNT; - setq General_Narrator, 3; - end; -} - -// WHAT ARE YOU DOING -008-1-1,83,65,0 script #MQ2CutsceneWAYD NPC_HIDDEN,0,10,{ - end; - -OnTouch: - if (getmap() == "008-1-1") end; - // What are you doing?! - slide 51, 63; - mesc l("I really should follow Morcant into his house."); - close; -} - -008-2-32,40,37,0 script #MQ2Cutscene2WAYD NPC_HIDDEN,1,0,{ - end; -OnTouch: - if (getmap() == "008-2-32") end; - slide 40, 36; - dispbottom l("But you just arrived! Seriously. Stop."); - end; -} - |