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-rwxr-xr-xnpc/055-1/pumpkins.txt150
1 files changed, 150 insertions, 0 deletions
diff --git a/npc/055-1/pumpkins.txt b/npc/055-1/pumpkins.txt
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+055-1,0,0,0 script _N-Pumpkin NPC32767,{
+
+
+ set @distance_handler, 1; // silent
+ set @npc_distance, (1-2); // -1 means attack range
+ callfunc "PCtoNPCRange";
+ if (@npc_check) end;
+
+ if (Quest_Halloween != 1 || !(gettime(6) == 11 && (gettime(5) >= 4 && gettime(5) <= 30)))
+ goto L_HeavyPoison;
+ if (@discover_poisonous_pumpkin == 0)
+ message strcharinfo(0), "Pumpkin : Yuke, this pumpkin released some ugly poison gas!";
+ @discover_poisonous_pumpkin = 1;
+ misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
+ heal -15, 0;
+ sc_start SC_POISON, 1, 4;
+ if (rand(0,100) < 10)
+ getitem "PumpkinSeeds", 1;
+
+ if (countitem("PumpkinSeeds") >= $@halloween_num_seeds)
+ goto L_EnoughSeeds;
+
+ @mobId = 1063;
+ callfunc "MobPoints";
+ goto L_Destroy;
+
+L_EnoughSeeds:
+ message strcharinfo(0), "Pumpkin : " + $@halloween_num_seeds + " should be enough seeds for Oscar. And this pumpkin gas gets too bad to stand it any longer...";
+ Quest_Halloween = 2;
+ // Reset this to get the message for the "heavy" poison
+ @discover_poisonous_pumpkin = 0;
+ goto L_Destroy;
+
+L_HeavyPoison:
+ if (@discover_poisonous_pumpkin == 0)
+ goto L_HeavyPoison0;
+ if (@discover_poisonous_pumpkin == 1)
+ goto L_HeavyPoison1;
+ goto L_HeavyPoison2;
+
+L_HeavyPoison0:
+ @discover_poisonous_pumpkin = @discover_poisonous_pumpkin + 1;
+ message strcharinfo(0), "Pumpkin : Ouch, this pumpkin is totally poisonous! Let's get away from them!";
+ misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
+ heal -150,0;
+ sc_start SC_POISON, 1, 60;
+ goto L_Destroy;
+
+L_HeavyPoison1:
+ @discover_poisonous_pumpkin = @discover_poisonous_pumpkin + 1;
+ message strcharinfo(0), "Pumpkin : This is really awful! I should not touch them!";
+ misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
+ heal -350,0;
+ sc_start SC_POISON, 1, 120;
+ goto L_Destroy;
+
+L_HeavyPoison2:
+ @discover_poisonous_pumpkin = @discover_poisonous_pumpkin + 1;
+ misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
+ heal -Hp, 0;
+ goto L_Destroy;
+
+OnAppear:
+ fakenpcname strnpcinfo(0), strnpcinfo(0), 1063; // set the sprite (implies enablenpc)
+ end;
+
+L_Destroy:
+ disablenpc strnpcinfo(0); // makes the npc invisible, unclickable
+ addnpctimer .death_t, strnpcinfo(0) + "::OnReallyDestroy"; // schedule a respawn
+ end;
+
+OnReallyDestroy:
+ set .nodes[.i], get(.nodes[.i], "_N-Pumpkin") - 1, "_N-Pumpkin"; // tell the puppeteer we lost an egg
+ destroy;
+
+
+
+S_MakeNode:
+ set .nID, .nID + 1; // give the node an id
+ .@name$ = "#_Pkin" + chr(3) + .nID;
+ if (.nID == 2147483647)
+ set .nID, 0; // start over if id = 0x7FFFFFFF
+ goto S_FindXY;
+
+S_FindXY:
+ .@x = rand(.x1[.i], .x2[.i]);
+ .@y = rand(.y1[.i], .y2[.i]);
+ if (iscollision(.m$[.i], .@x, .@y) == 1)
+ goto S_FindXY;
+ goto S_ReallySpawn;
+
+S_ReallySpawn:
+ set .@p, puppet(.m$[.i], .@x, .@y, .@name$, 32767); // spawn the node (but not on map, because 32767)
+ if (.@p < 1) goto S_MakeNode; // silently retry
+ disablenpc .@name$; // make sure it can't be clicked by guessing the being id
+ set .i, .i, .@p; // tell the puppet what object contains it
+ set .death_t, rand(.death_t/2, .death_t), .@p; // tell the puppet when to die
+ set .@timer, if_then_else(.done_initial[.i], rand(.appear_t/2, .appear_t), 0); // timer depends on if first spawn or if respawned after death
+ addnpctimer .@timer, .@name$+"::OnAppear"; // we spawn the node instantly but it only appears after the timer
+ .nodes[.i] = .nodes[.i] + 1;
+ return;
+
+S_IterateObjects:
+ if (.min_nodes[.i] == 0)
+ .min_nodes[.i] = (.min * min(1, ((.x2[.i] - .x1[.i]) * (.y2[.i] - .y1[.i])) / .divisor));
+ if (.max_nodes[.i] == 0)
+ .max_nodes[.i] = (.max * max(1, ((.x2[.i] - .x1[.i]) * (.y2[.i] - .y1[.i])) / .divisor));
+
+ if (.nodes[.i] >= .max_nodes[.i])
+ goto S_NextObject;
+
+ callsub S_MakeNode;
+ if (.nodes[.i] < if_then_else(.done_initial[.i], .min_nodes[.i], .max_nodes[.i]))
+ goto S_IterateObjects;
+ goto S_NextObject;
+
+S_NextObject:
+ .done_initial[.i] = 1;
+ if (.i >= (.count - 1))
+ goto S_Return;
+ set .i, .i + 1; // object iterator++
+ goto S_IterateObjects;
+
+S_Return:
+ return;
+
+OnHeartbeat:
+ set .i, 0; // object iterator
+ freeloop 1;
+ callsub S_IterateObjects;
+ freeloop 0;
+ addnpctimer .spawn_t, strnpcinfo(0) + "::OnHeartbeat"; // heartbeat
+ end;
+
+OnMaybeStart:
+ if (.x1[1] == 0)
+ end;
+ set .min, 0; // relative min number of nodes per object => (min * (((x2 - x1) * (y2 - y1)) / divisor))
+ set .max, 5; // relative max number of nodes per object => (max * (((x2 - x1) * (y2 - y1)) / divisor))
+ set .divisor, 32; // see .min & .max ^
+ set .count, getarraysize(.x1); // number of nodes objects in TSX
+ set .spawn_t, 18000; // heartbeat rate
+ set .death_t, 1000; // rand(timer/2, timer) before a node triggers respawn after death
+ set .appear_t, 40000; // rand(timer/2, timer) before a node becomes visible after spawn
+ if (.started)
+ end;
+ .started = 1;
+ addnpctimer 10000, strnpcinfo(0)+"::OnHeartbeat"; // first heartbeat
+ end;
+}