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|
// author: Jenalya
// state0: Cindy is totally scared and does nothing helpful
// state1: you are able to open the cage
// state2: Cindy is saved, she gives you a reward (wizard hat or wooden staff)
// state3: and greater: Cindy is saved, she asks you to visit them
031-4,42,42,0|script|Cindy|198
{
if ($@FIGHT_YETI_STATUS != 0) goto L_Yeti;
set @KEYS_AMOUNT, 10;
set @minlevel, 70;
set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;
set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
if (Sex == 0) set @title$, "Misses";
if (Sex == 1) set @title$, "Mister";
if (@rescue_Cindy >= 3) goto L_Please_Visit;
if (@rescue_Cindy == 2) goto L_Reward;
if (@rescue_Cindy == 1) goto L_Please_Help;
mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage.";
next;
mes "You don't know what to do.";
goto L_Close;
L_Please_Help:
mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage.";
next;
menu
"Hello Cindy, I'm here to save you.", L_Next;
L_Next:
mes "Cindy doesn't look so scared anymore.";
next;
mes "[Cindy]";
mes "\"Hello, dear " + @title$ + " adventurer. Did my mother send you?\"";
next;
mes "\"It's so cold in here! Can you please open the cage?\"";
next;
mes "\"But be careful. If the Yetis hear you, they will come!\"";
menu
"Try to open the cage", L_Try_Cage,
"Leave", L_Close;
L_Try_Cage:
if (BaseLevel < @minlevel)
goto L_To_Weak;
if (countitem("TreasureKey") < @KEYS_AMOUNT)
goto L_Not_Enough_Keys;
delitem "TreasureKey", @KEYS_AMOUNT;
mes "As you try to open the door of the cage, there is a loud squeaking noise.";
next;
mes "You get an uncomfortable feeling and Cindy starts to shiver.";
if ($@FIGHT_YETI_STATUS != 0)
goto L_Yeti;
npctalk "Oh no, the Yetis...";
// initialize fight
set $@FIGHT_YETI_STATUS, 1;
set $@FIGHT_YETI_WAVE, 0;
set $@YETI_COUNT, 1;
set $@FIGHT_YETI_PLAYER_COUNT, getmapusers("031-4");
areamonster "031-4", 0, 0, 95, 91, "", 1072, 1, "Cindy::OnPetDeath";
initnpctimer;
goto L_Close;
L_Yeti:
mes "[Cindy]";
mes "\"Watch out, the Yetis!\"";
goto L_Close;
L_Reward:
mes "[Cindy]";
mes "\"You are a hero! All these strong monsters!\"";
next;
mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\"";
next;
getinventorylist;
if (@inventorylist_count == 100)
goto L_Full_Inv;
set @reward, rand(15);
if (@reward < 10)
goto L_Wizard_Hat;
getitem "WoodenStaff", 1;
set @rescue_Cindy, 3;
callsub S_Update_Mask;
goto L_Visit;
L_Wizard_Hat:
// get a wizard hat in one of the ten colors - no white
setarray @wizardhats, 2200, 2201, 2202, 2203, 2204, 2205, 2206, 2207, 2208, 2209;
getitem @wizardhats[@reward], 1;
set @rescue_Cindy, 3;
callsub S_Update_Mask;
goto L_Visit;
L_Visit:
mes "\"Thank you so much; please come to my home. It's the house at the beach.\"";
next;
mes "\"I'm sure my mother wants to thank you as well.\"";
goto L_Close;
L_Please_Visit:
mes "[Cindy]";
mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\"";
goto L_Close;
L_To_Weak:
mes "You try to open the cage, but it's stuck. It seems you're too weak!";
goto L_Close;
L_Not_Enough_Keys:
mes "You don't have enough keys to open the cage.";
goto L_Close;
L_Full_Inv:
mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\"";
goto L_Close;
L_Close:
set @KEYS_AMOUNT, 0;
set @Q_Nivalis_state_MASK, 0;
set @Q_Nivalis_state_SHIFT, 0;
set @rescue_Cindy, 0;
set @title$, "";
set @minlevel, 0;
set @inventorylist_count, 0;
cleararray @wizardhats, 0, 10;
set @reward, 0;
close;
// Fight logic attached to npc
OnTimer5000:
setnpctimer 0;
if ($@FIGHT_YETI_STATUS != 0)
goto L_CaveLogic;
goto L_Return_1;
L_Return_1:
set $@FIGHT_YETI_PLAYER_COUNT, 0;
areatimer "031-4", 0, 0, 95, 91, 10, "Cindy::OnTick";
end;
L_CaveLogic:
set $@FIGHT_YETI_ROUND_PEN, $@FIGHT_YETI_PLAYER_COUNT;
if ($@FIGHT_YETI_ROUND_PEN > 60)
set $@FIGHT_YETI_ROUND_PEN, 60;
if ($@FIGHT_YETI_PLAYER_COUNT <= 0)
goto L_CleanUp;
set $@FIGHT_YETI_ROUND_TIMER, $@FIGHT_YETI_ROUND_TIMER + 5; // Advance 5 seconds
if (mobcount("031-4", "Cindy::OnPetDeath") < 0)
goto L_NextWave;
if ($@FIGHT_YETI_ROUND_TIMER + $@FIGHT_YETI_ROUND_PEN >= 120)
goto L_NextWave;
goto L_Return_1;
L_NextWave:
set $@FIGHT_YETI_ROUND_TIMER, 0;
set $@FIGHT_YETI_WAVE, $@FIGHT_YETI_WAVE + 1;
if ($@FIGHT_YETI_WAVE > 10
&& $@YETI_COUNT == 0)
goto L_CleanUp;
if ($@FIGHT_YETI_WAVE > 10
&& $@FIGHT_YETI_WAVE < 22)
goto L_Return_1;
if ($@FIGHT_YETI_WAVE > 22)
areamonster "031-4", 0, 0, 95, 91, "", 1072, $@FIGHT_YETI_WAVE*2 + $@FIGHT_YETI_PLAYER_COUNT*5, "Cindy::OnPetDeath";
if ($@FIGHT_YETI_WAVE > 22)
set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_WAVE*2 + $@FIGHT_YETI_PLAYER_COUNT*5;
set $@FIGHT_YETI_NUMBER, (5 + (1 * $@FIGHT_YETI_WAVE) + (2 * $@FIGHT_YETI_PLAYER_COUNT))/4;
set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_NUMBER;
areamonster "031-4", 0, 0, 95, 91, "", 1072, $@FIGHT_YETI_NUMBER, "Cindy::OnPetDeath";
set $@msg$, $@FIGHT_YETI_MESSAGES$[$@FIGHT_YETI_WAVE];
if ($@msg$ == "")
goto L_Return_1;
mapannounce "031-4", $@msg$, 0;
mapannounce "031-3", $@msg$, 0;
set $@msg$, "";
goto L_Return_1;
// Called on each player once every 5 seconds
OnTick:
if (isdead()) end;
set $@FIGHT_YETI_PLAYER_COUNT, $@FIGHT_YETI_PLAYER_COUNT + 1;
end;
OnPetDeath:
set $@YETI_COUNT, $@YETI_COUNT - 1;
end;
L_CleanUp:
areatimer "031-4", 0, 0, 95, 91, 10, "Cindy::OnReward";
set $@FIGHT_YETI_STATUS, 0;
set $@FIGHT_YETI_PLAYER_COUNT, 0;
set $@FIGHT_YETI_WAVE, 0;
set $@FIGHT_YETI_ROUND_TIMER, 0;
set $@YETI_COUNT, 0;
set $@FIGHT_YETI_ROUND_PEN, 0;
set $@FIGHT_YETI_NUMBER, 0;
killmonster "031-4", "Cindy::OnPetDeath";
stopnpctimer;
setnpctimer 0;
end;
OnReward:
if (isdead()) end;
set @bonus, (BaseLevel/2);
set DailyQuestBonus, DailyQuestBonus + @bonus;
message strcharinfo(0), "You feel a temporary rush of power and zest for action. " + @bonus + " daily bonus gained." ;
set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;
set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
if (@rescue_Cindy != 1 )
goto L_End;
set @rescue_Cindy, 2;
callsub S_Update_Mask;
message strcharinfo(0), "Cindy looks relieved and as if she wants to talk with you.";
set BOSS_POINTS, BOSS_POINTS + 70;
message strcharinfo(0), "You gain 70 Boss Points giving you a total of " + BOSS_POINTS + ".";
goto L_End;
L_End:
set @bonus, 0;
set @Q_Nivalis_state_MASK, 0;
set @Q_Nivalis_state_SHIFT, 0;
set @rescue_Cindy, 0;
end;
OnInit:
setarray $@FIGHT_YETI_MESSAGES$,
"", // unused
// ":* " is magic so that it says "global announcement from"
"Cindy:* Yetis!",
"Cindy:* Watch out!",
"Cindy:* More of them are coming!",
"Cindy:* Be careful! More of them!",
"Cindy:* Attention! There is another bunch of them!",
"Cindy:* Hang on! More of them!",
"Cindy:* More Yetis! Will this never end?",
"Cindy:* There are coming more and more!",
"Cindy:* Watch your back! There are so many of them!",
"Cindy:* This seems to be their final attack! I believe in you!";
end;
/////////
S_Update_Mask:
set QUEST_Nivalis_state,
(QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
| (@rescue_Cindy << @Q_Nivalis_state_SHIFT);
return;
}
|