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|
033-1,74,32,0 script Kimarr NPC218,{
@halloween_npc_id = $@halloween_npc_kimarr;
callfunc "TrickOrTreat";
if ($@Fluffy_FighterID == getcharid(3))
goto L_Attention;
@state = ((QUEST_Barbarians & $@Q_Barbarians_MASK) >> $@Q_Barbarians_SHIFT);
if (@state >= 3) goto L_Again;
if (@state == 2) goto L_Reward;
if (@state == 1) goto L_Ask;
mes "[Barbarian]";
mes "\"Greetings, little person.\"";
next;
mes "\"I am Kimarr, hunter and warrior of the Mangarr.\"";
next;
mes "\"You are very small and must be careful in these snowy mountains. It is cold, and dangerous monsters are here.\"";
menu
"Hello, my name is " + strcharinfo(0) + " and I'm not small. I'm a great warrior!",L_Next,
"I'm " + strcharinfo(0) + ", don't underestimate me. I'm an experienced adventurer!",L_Next,
"I'm the legendary " + strcharinfo(0) + ", I've fought countless battles.",L_Next;
L_Next:
mes "Kimarr seems to be amused.";
mes "[Kimarr]";
mes "\"Really? Do you want to prove it?\"";
menu
"Sure! What shall I do?",L_Continue,
"No, I don't need to prove anything.",L_close;
L_Continue:
mes "\"Every young member of our tribe proves his or her worth by hunting monsters.\"";
next;
mes "\"The first monsters to hunt are Fluffies. Fluffies give a good meal for a young person and the fur can be used to make clothes and blankets.\"";
next;
@state = 1;
callsub S_Update_Mask;
goto L_ExplainGame;
L_ExplainGame:
mes "[Kimarr]";
mes "\"In that cave there are living Fluffies. They like to eat apples.\"";
next;
mes "\"I also saw one of them getting excited about one of those sweet things you call 'cake'.\"";
next;
mes "\"Go to the cave entrance and throw food on the floor to make them come out.\"";
next;
mes "\"You should be careful, other monsters living here might like the food as well.\"";
next;
mes "\"Hunt as many Fluffies as you can until I tell you to stop.\"";
next;
mes "\"Drop more food when no Fluffies are left.\"";
next;
goto L_Ask;
L_Ask:
mes "[Kimarr]";
mes "\"So, are you going to try?\"";
menu
"Yeah, let's start!",L_Game,
"Could you explain again?",L_ExplainGame,
"Can you tell me who were the most successful Fluffy hunters?",L_ShowRecord,
"Maybe later.",L_close;
L_AlreadyGotReward:
npctalk strcharinfo(0) + " killed " + $@Fluffy_Kills + " Fluffies and has once again proven to be a good hunter.";
message strcharinfo(0), "Kimarr: Once again you prove your worth as a hunter! You killed " + $@Fluffy_Kills + " Fluffies.";
callsub S_Clean;
goto L_close;
L_Reward1:
@state = ((QUEST_Barbarians & $@Q_Barbarians_MASK) >> $@Q_Barbarians_SHIFT);
if (@state >= 2)
goto L_AlreadyGotReward;
npctalk "Hooray! " + strcharinfo(0) + " killed " + $@Fluffy_Kills + " Fluffies and is now a worthy hunter.";
// as far as I can tell, this fails because it won't resume from the "next"
// when the script is executed via the "OnFluffyDeath" callback
// (I haven't tried via the 301st call of OnTimer1000)
message strcharinfo(0), "Kimarr: Hooray! You hunted " + $@Fluffy_Kills + " Fluffies. Talk to me for your reward.";
@state = 2;
callsub S_Update_Mask;
callsub S_Clean;
goto L_close;
L_Reward:
mes "[Kimarr]";
mes "\"That was very impressive. Now you can call yourself a hunter, " + strcharinfo(0) + ".\"";
next;
getinventorylist;
if (@inventorylist_count == 100)
goto L_Full_Inv;
@inventorylist_count = 0;
mes "\"Take this as a symbol of your strength. You're a member of our tribe now.\"";
getitem "YetiSkinShirt", 1;
@state = 3;
callsub S_Update_Mask;
goto L_close;
L_Full_Inv:
mes "\"You can't carry the reward I want to give you.\"";
goto L_close;
L_Again:
mes "[Kimarr]";
mes "\"Does the hunter " + strcharinfo(0) + " want to hunt some Fluffies again?\"";
menu
"Yeah!",L_Game,
"Can you tell me who were the most successful Fluffy hunters?",L_ShowRecord,
"Not now.",L_close;
L_Game:
if ($@Fluffy_Hunting)
goto L_Someone_Else;
$@Fluffy_Hunting = 1;
$@Fluffy_Kills = 0;
$@Fluffy_PC_Deaths = PC_DIE_COUNTER;
$@Fluffy_Fighter$ = strcharinfo(0);
$@Fluffy_FighterID = getcharid(3);
$@Fluffy_Time = 180;
$@Fluffy_Min = 1 + (BaseLevel*7)/10;
warp "033-1", 79, 34;
initnpctimer;
goto L_close;
L_Someone_Else:
mes "[Kimarr]";
mes "\"Someone else is hunting right now. Let's wait until that hunt has ended.\"";
goto L_close;
L_Attention:
message strcharinfo(0), "Kimarr: You should be focused on hunting Fluffies, not talking.";
end;
OnTimer1000:
if ($@Fluffy_Hunting == 3)
goto L_Action;
$@Fluffy_Hunting = $@Fluffy_Hunting + 1;
goto L_ContinueTimer;
L_Action:
if (attachrid($@Fluffy_FighterID) == 0)
goto L_GotOut;
if (getareausers("033-1", 79, 28, 88, 42) == 0)
goto L_GotOut;
if (PC_DIE_COUNTER > $@Fluffy_PC_Deaths)
goto L_Died;
if (getareausers("033-1", 79, 28, 88, 42) > 1)
areatimer 0, "033-1", 79, 28, 88, 42, 10, "Kimarr::OnTooMany";
if ($@Fluffy_Time == 180)
npctalk strcharinfo(0) + ", you have 3 minutes.";
if ($@Fluffy_Time == 120)
npctalk "You have 2 minutes left.";
if ($@Fluffy_Time == 60)
npctalk "You have 1 minute left.";
if ($@Fluffy_Time == 30)
npctalk "You have 30 seconds left.";
if ($@Fluffy_Time == 15)
npctalk "You have 15 seconds left.";
if ($@Fluffy_Time == 10)
npctalk "You have 10 seconds left.";
if ($@Fluffy_Time == 5)
npctalk "You have 5 seconds left.";
$@Fluffy_Time = $@Fluffy_Time - 1;
if ($@Fluffy_Time < 0)
goto L_TimeOver;
goto L_CheckDrops;
L_ContinueTimer:
setnpctimer 0;
end;
L_GotOut:
npctalk "What a strange thing... " + $@Fluffy_Fighter$ + " just disappeared!";
callsub S_Clean;
end;
OnTooMany:
if (getcharid(3) == $@Fluffy_FighterID)
end;
npctalk "Hey " + strcharinfo(0) + "! What are you doing there? This hunt is for " + $@Fluffy_Fighter$ + " alone!";
warp "033-1", 77, 34;
end;
L_Died:
warp "033-1", 77, 34;
message strcharinfo(0), "You are dead.";
npctalk "Oh no! " + $@Fluffy_Fighter$ + " got overwhelmed!";
callsub S_Clean;
end;
L_TimeOver:
message strcharinfo(0), "Your time is over.";
goto L_MaybeRecordScore;
L_CheckDrops:
@Fluffy_RedApple = getareadropitem("033-1", 79, 29, 88, 42, "RedApple", 1);
@Fluffy_XmasCake = getareadropitem("033-1", 79, 29, 88, 42, "XmasCake", 1);
@Fluffy_Cake = getareadropitem("033-1", 79, 29, 88, 42, "Cake", 1);
@Fluffy_GreenApple = getareadropitem("033-1", 79, 29, 88, 42, "GreenApple", 1);
if (@Fluffy_RedApple || @Fluffy_XmasCake || @Fluffy_Cake || @Fluffy_GreenApple)
goto L_BeginHunting;
goto L_ContinueTimer;
L_BeginHunting:
$@Fluffy_Spawn = @Fluffy_RedApple + 5 * @Fluffy_XmasCake + 3 * @Fluffy_Cake + @Fluffy_GreenApple;
// limit the number of monsters that can be spawned, to prevent people creating lag with massive amount of monsters
if (($@Fluffy_Spawn + $@Fluffy_Alive) <= 100)
goto L_SpawnFluffies;
message strcharinfo(0), "Wow, calm down, there are already too many Fluffies around here.";
$@Fluffy_Spawn = 100 - $@Fluffy_Alive;
if ($@Fluffy_Spawn <= 0)
goto L_ContinueTimer;
goto L_SpawnFluffies;
L_SpawnFluffies:
areamonster "033-1", 79, 29, 88, 42, "", 1089, $@Fluffy_Spawn, "Kimarr::OnFluffyDeath";
$@Fluffy_Extra = 5 * @Fluffy_XmasCake + 3 * @Fluffy_Cake + 12 * ($@Fluffy_Alive + $@Fluffy_Spawn) + 7 * BaseLevel;
if ((BaseLevel > 40) && (rand($@Fluffy_Extra) > 500)) // Ice Goblin
areamonster "033-1", 79, 29, 88, 42, "", 1058, 1, "Kimarr::OnIceGoblinDeath";
if ((BaseLevel > 60) && (rand($@Fluffy_Extra) > 550)) // Wolvern
areamonster "033-1", 79, 29, 88, 42, "", 1090, 1, "Kimarr::OnWolvernDeath";
if ((BaseLevel > 70) && (rand($@Fluffy_Extra) > 600)) // Yeti
areamonster "033-1", 79, 29, 88, 42, "", 1072, 1, "Kimarr::OnYetiDeath";
$@Fluffy_Extra = 0;
@Fluffy_RedApple = 0;
@Fluffy_XmasCake = 0;
@Fluffy_Cake = 0;
@Fluffy_GreenApple = 0;
$@Fluffy_Alive = $@Fluffy_Alive + $@Fluffy_Spawn;
goto L_ContinueTimer;
OnIceGoblinDeath:
@mobId = 1058;
if (getcharid(3) != $@Fluffy_FighterID)
goto L_Punish;
@mobId = 0;
end;
OnWolvernDeath:
@mobId = 1090;
if (getcharid(3) != $@Fluffy_FighterID)
goto L_Punish;
@mobId = 0;
end;
OnYetiDeath:
@mobId = 1072;
if (getcharid(3) != $@Fluffy_FighterID)
goto L_Punish;
@mobId = 0;
end;
OnFluffyDeath:
@mobId = 1089;
if ($@Fluffy_Hunting == 0)
end;
if (getcharid(3) != $@Fluffy_FighterID)
goto L_Punish;
@mobId = 0;
$@Fluffy_Kills = $@Fluffy_Kills + 1;
$@Fluffy_Alive = $@Fluffy_Alive - 1;
if ($@Fluffy_Alive != 0)
end;
if (attachrid($@Fluffy_FighterID) == 1)
goto L_Killedall;
goto L_GotOut;
L_Punish:
if (@mobId == 1089)
areamonster "033-1", 79, 29, 88, 42, "", 1089, 1, "Kimarr::OnFluffyDeath";
if (@mobId == 1058)
areamonster "033-1", 79, 29, 88, 42, "", 1058, 1, "Kimarr::OnIceGoblinDeath";
if (@mobId == 1090)
areamonster "033-1", 79, 29, 88, 42, "", 1090, 1, "Kimarr::OnWolvernDeath";
if (@mobId == 1072)
areamonster "033-1", 79, 29, 88, 42, "", 1072, 1, "Kimarr::OnYetiDeath";
npctalk strcharinfo(0) + "! This hunt is for " + $@Fluffy_Fighter$ + " alone!";
die();
@mobId = 0;
end;
L_Killedall:
message strcharinfo(0), "Good job, but you still have time to throw more food on the ground.";
end;
S_Clean:
stopnpctimer;
$@Fluffy_Hunting = 0;
$@Fluffy_Time = 0;
$@Fluffy_PC_Deaths = 0;
$@Fluffy_Fighter$ = "";
$@Fluffy_FighterID = 0;
$@Fluffy_Kills = 0;
$@Fluffy_Spawn = 0;
$@Fluffy_Alive = 0;
killmonster "033-1", "Kimarr::OnIceGoblinDeath";
killmonster "033-1", "Kimarr::OnWolvernDeath";
killmonster "033-1", "Kimarr::OnYetiDeath";
killmonster "033-1", "Kimarr::OnFluffyDeath";
@state = 0;
return;
L_MaybeRecordScore:
warp "033-1", 77, 34;
if ($@Fluffy_Kills < $@Fluffy_Min)
goto L_NotGoodEnough;
@rank = 0;
goto L_MaybeInsertNext;
L_MaybeInsertNext:
if ($@Fluffy_Kills > $Record_Fluffy_Kills[@rank])
goto L_InsertScore;
// you already had a better score
if (strcharinfo(0) == $Record_Fluffy_Name$[@rank])
goto L_Reward1;
@rank = @rank + 1;
if (@rank == MAX_HIGH_SCORES)
goto L_Reward1;
goto L_MaybeInsertNext;
L_InsertScore:
@loop = @rank;
goto L_FindLastScore;
L_FindLastScore:
// comment this out to allow the player to be in the list more than once
// though actually, it might be better just to assume the list is full
if (strcharinfo(0) == $Record_Fluffy_Name$[@loop])
goto L_MoveStuff;
@loop = @loop + 1;
if (@loop == MAX_HIGH_SCORES)
goto L_MoveStuff;
goto L_FindLastScore;
L_MoveStuff:
if (@loop == @rank)
goto L_FinallyInsertMe;
$Record_Fluffy_Kills[@loop] = $Record_Fluffy_Kills[@loop - 1];
$Record_Fluffy_Name$[@loop] = $Record_Fluffy_Name$[@loop - 1];
$Record_Fluffy_Date$[@loop] = $Record_Fluffy_Date$[@loop - 1];
@loop = @loop - 1;
goto L_MoveStuff;
L_FinallyInsertMe:
$Record_Fluffy_Kills[@rank] = $@Fluffy_Kills;
$Record_Fluffy_Name$[@rank] = strcharinfo(0);
callfunc "time_stamp";
$Record_Fluffy_Date$[@rank] = @ts_date$ + " " + @ts_time$;
@ts_date$ = "";
@ts_time$ = "";
goto L_Reward1;
L_NotGoodEnough:
npctalk "What a disappointment, " + strcharinfo(0) + " hunted only " + $@Fluffy_Kills + " Fluffies.";
message strcharinfo(0), "Kimarr: What a disappointment, you hunted only " + $@Fluffy_Kills + " Fluffies.";
callsub S_Clean;
end;
L_ShowRecord:
@rank = 0;
@loop = 0;
goto L_ShowNextRecord;
L_ShowNextRecord:
if ($Record_Fluffy_Kills[@loop] == 0)
goto L_close;
mes (@loop + 1) + " - " + $Record_Fluffy_Name$[@loop] + " - " + $Record_Fluffy_Kills[@loop] + " Fluffies killed at " + $Record_Fluffy_Date$[@loop];
@loop = @loop + 1;
goto L_ShowNextRecord;
L_close:
// clear all temporary player variables that are not otherwise cleared
// it is not feasible to otherwise clear @loop
// but, not all jumpers to L_close have necessarily used it ...
// still, I think it's a good precent to ALWAYS exit via L_close
@loop = 0;
// if you unset @state, it might break the script
// If only we had the concept of "local constants" ...
close;
S_Update_Mask:
set QUEST_Barbarians,
(QUEST_Barbarians & ~($@Q_Barbarians_MASK)) | (@state << $@Q_Barbarians_SHIFT);
return;
}
|