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-rw-r--r--world/map/npc/055-1/pumpkins.txt155
1 files changed, 0 insertions, 155 deletions
diff --git a/world/map/npc/055-1/pumpkins.txt b/world/map/npc/055-1/pumpkins.txt
deleted file mode 100644
index 87dfca4c..00000000
--- a/world/map/npc/055-1/pumpkins.txt
+++ /dev/null
@@ -1,155 +0,0 @@
-055-1,0,0,0|script|_N-Pumpkin|32767
-{
-
-//////////////////////////////////
-// puppet logic below
-
- 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!";
- set @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;
-
- set @mobID, 1063;
- callfunc "MobPoints";
- goto L_Destroy;
-
-L_EnoughSeeds:
- message strcharinfo(0), "Pumpkin : " + $@halloween_num_seeds + " should be enough seeds for Oscar. And this pumpkin gas gets too bad to stand it any longer...";
- set Quest_Halloween, 2;
- // Reset this to get the message for the "heavy" poison
- set @discover_poisonous_pumpkin, 0;
- goto L_Destroy;
-
-L_HeavyPoison:
- if (@discover_poisonous_pumpkin == 0)
- goto L_HeavyPoison0;
- if (@discover_poisonous_pumpkin == 1)
- goto L_HeavyPoison1;
- goto L_HeavyPoison2;
-
-L_HeavyPoison0:
- set @discover_poisonous_pumpkin, @discover_poisonous_pumpkin + 1;
- message strcharinfo(0), "Pumpkin : Ouch, this pumpkin is totally poisonous! Let's get away from them!";
- misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
- heal -150,0;
- sc_start sc_poison, 1, 60;
- goto L_Destroy;
-
-L_HeavyPoison1:
- set @discover_poisonous_pumpkin, @discover_poisonous_pumpkin + 1;
- message strcharinfo(0), "Pumpkin : This is really awful! I should not touch them!";
- misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
- heal -350,0;
- sc_start sc_poison, 1, 120;
- goto L_Destroy;
-
-L_HeavyPoison2:
- set @discover_poisonous_pumpkin, @discover_poisonous_pumpkin + 1;
- misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
- heal -Hp, 0;
- goto L_Destroy;
-
-OnAppear:
- fakenpcname strnpcinfo(0), strnpcinfo(0), 1063; // set the sprite (implies enablenpc)
- end;
-
-L_Destroy:
- disablenpc strnpcinfo(0); // makes the npc invisible, unclickable
- addnpctimer .death_t, strnpcinfo(0) + "::OnReallyDestroy"; // schedule a respawn
- end;
-
-OnReallyDestroy:
- set .nodes[.i], get(.nodes[.i], "_N-Pumpkin") - 1, "_N-Pumpkin"; // tell the puppeteer we lost an egg
- destroy;
-
-
-//////////////////////////////////
-// puppeteer logic below
-
-S_MakeNode:
- set .nID, .nID + 1; // give the node an id
- set .@name$, "#_Pkin" + chr(3) + .nID;
- if (.nID == 2147483647)
- set .nID, 0; // start over if id = 0x7FFFFFFF
- goto S_FindXY;
-
-S_FindXY:
- set .@x, rand(.x1[.i], .x2[.i]);
- set .@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
- set .nodes[.i], .nodes[.i] + 1;
- return;
-
-S_IterateObjects:
- if (.min_nodes[.i] == 0)
- set .min_nodes[.i], (.min * min(1, ((.x2[.i] - .x1[.i]) * (.y2[.i] - .y1[.i])) / .divisor));
- if (.max_nodes[.i] == 0)
- set .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:
- set .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;
- set .started, 1;
- addnpctimer 10000, strnpcinfo(0)+"::OnHeartbeat"; // first heartbeat
- end;
-}