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 : " + $@halloween_num_seeds + " should be enough seeds for Oscar. And this pumpkin gas gets too bad to stand it any longer...";
set Quest_Halloween, 2;
// Reset this to get the message for the "heavy" poison
set @discover_poisonous_pumpkin, 0;
goto L_Destroy;
L_HeavyPoison:
if (@discover_poisonous_pumpkin == 0)
goto L_HeavyPoison0;
if (@discover_poisonous_pumpkin == 1)
goto L_HeavyPoison1;
goto L_HeavyPoison2;
L_HeavyPoison0:
set @discover_poisonous_pumpkin, @discover_poisonous_pumpkin + 1;
message strcharinfo(0), "Pumpkin : Ouch, this pumpkin is totally poisonous! Let's get away from them!";
misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
heal -150,0;
sc_start sc_poison, 1, 60;
goto L_Destroy;
L_HeavyPoison1:
set @discover_poisonous_pumpkin, @discover_poisonous_pumpkin + 1;
message strcharinfo(0), "Pumpkin : This is really awful! I should not touch them!";
misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
heal -350,0;
sc_start sc_poison, 1, 120;
goto L_Destroy;
L_HeavyPoison2:
set @discover_poisonous_pumpkin, @discover_poisonous_pumpkin + 1;
misceffect FX_PUMPKIN_EXPLOSION, strcharinfo(0);
set Hp, 1;
warp getsavepoint(0), getsavepoint(1), getsavepoint(2);
goto L_Destroy;
OnAppear:
fakenpcname strnpcinfo(0), strnpcinfo(0), 1063; // set the sprite (implies enablenpc)
end;
L_Destroy:
disablenpc strnpcinfo(0); // makes the npc invisible, unclickable
addnpctimer .death_t, strnpcinfo(0) + "::OnReallyDestroy"; // schedule a respawn
end;
OnReallyDestroy:
set .nodes[.i], get(.nodes[.i], "_N-Pumpkin") - 1, "_N-Pumpkin"; // tell the puppeteer we lost an egg
destroy;
//////////////////////////////////
// puppeteer logic below
S_MakeNode:
set .nID, .nID + 1; // give the node an id
set .@name$, "#_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;
}