//-----------------------------------------------------------------------------
// Bandit cave
// $@illia_progress = 2
//
// Level progress:
// 0: Did not start the task yet
// 1: Players are ambushed
// 2: Players escaped their jails
// 3: Reinforcements come when they approach the exit of the cave
// 4: Key of the door found, to leave the cave
//-----------------------------------------------------------------------------
051-3.gat,40,52,0|script|#WayBlockedTrigger|32767,2,2,{
message strcharinfo(0), "There is no way I can pass here. Let's find another way.";
end;
}
051-3.gat,31,70,0|script|#AmbushReadyTrigger|32767,2,2,{
set @step, 2;
if ($@illia_progress < @step) goto L_ShouldNotBeHere;
if (strcharinfo(0) == $@ILLIA_HERO$ && $@illia_level_2_progress == 0) goto L_PrepareAmbush;
end;
L_PrepareAmbush:
disablenpc "Sneaky Bandit";
disablenpc "Another Sneaky Bandit";
end;
L_ShouldNotBeHere:
percentheal -100, 0;
end;
}
051-3.gat,31,93,0|script|#BanditAmbushTrigger|32767,3,3,{
set @step, 2;
if ($@illia_progress < @step) goto L_ShouldNotBeHere;
if ($@illia_level_2_progress == 0 && strcharinfo(0) == $@ILLIA_HERO$) goto L_MakeAmbush;
end;
L_MakeAmbush:
set $@illia_level_2_progress, 1;
cmdothernpc "#BndtTl", "Ambush";
end;
L_ShouldNotBeHere:
percentheal -100, 0;
message strcharinfo(0), "Your throat got cut by a sneaky bandit!";
end;
}
051-3.gat,1,1,0|script|#BndtTl|127,{
end;
OnCommandAmbush:
initnpctimer;
end;
OnTimer1000:
enablenpc "Sneaky Bandit";
cmdothernpc "Sneaky Bandit", "Talk";
enablenpc "Another Sneaky Bandit";
cmdothernpc "Another Sneaky Bandit", "Talk";
end;
OnTimer9000:
areawarp "051-3.gat", 22, 45, 42, 97, "051-3.gat", 101, 13;
end;
OnTimer11000:
areatimer "051-3.gat", 22, 12, 102, 97, 500, "#BndtTl::onOuch";
areatimer "051-3.gat", 22, 12, 102, 97, 3000, "#BndtTl::onA";
stopnpctimer;
setnpctimer 0;
end;
onOuch:
message strcharinfo(0), "Ouch my head...";
end;
onA:
if (strcharinfo(0) == $@ILLIA_HERO$)
goto L_CaptureHero;
if (strcharinfo(0) == $@ILLIA_HELPER1$)
goto L_CaptureHelper1;
if (strcharinfo(0) == $@ILLIA_HELPER2$)
goto L_CaptureHelper2;
if (strcharinfo(0) == $@ILLIA_HELPER3$)
goto L_CaptureHelper3;
// kill that player otherwise, since not part of the quest.
percentheal -100,0;
end;
L_CaptureHero:
// Simulate the capture of the player.
// Unequip all equipments
nude;
// put the health at 40%.
percentheal 100, 0;
percentheal -60, 0;
warp "051-3.gat", 69, 109;
message strcharinfo(0), "Meh... Where am I?";
end;
L_CaptureHelper1:
// Simulate the capture of the player.
// Unequip all equipments
nude;
// put the health at 40%.
percentheal 100, 0;
percentheal -60, 0;
warp "051-3.gat", 64, 102;
message strcharinfo(0), "Meh... Where am I?";
end;
L_CaptureHelper2:
// Simulate the capture of the player.
// Unequip all equipments
nude;
// put the health at 40%.
percentheal 100, 0;
percentheal -60, 0;
warp "051-3.gat", 62, 102;
message strcharinfo(0), "Meh... Where am I?";
end;
L_CaptureHelper3:
// Simulate the capture of the player.
// Unequip all equipments
nude;
// put the health at 40%.
percentheal 100, 0;
percentheal -60, 0;
warp "051-3.gat", 58, 102;
message strcharinfo(0), "Meh... Where am I?";
end;
}
051-3.gat,29,94,0|script|Sneaky Bandit|127,{
end;
OnCommandTalk:
initnpctimer;
end;
OnTimer100:
npctalk "Did you think you could sneak in our den without a problem?";
end;
OnTimer3600:
npctalk "Drop your weapons, and come with us!";
stopnpctimer;
setnpctimer 0;
end;
}
051-3.gat,33,95,0|script|Another Sneaky Bandit|127,{
end;
OnCommandTalk:
initnpctimer;
end;
OnTimer1500:
npctalk "W00t! More slaves!";
end;
OnTimer5500:
npctalk "Ahaha, that was easy! Ok, knock them out!";
stopnpctimer;
setnpctimer 0;
end;
}