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// TMW2 scripts.
// Authors:
//    Jesusalva
// Description:
//    Sagratha Quest (field 3)

015-8-1,49,38,0	script	#SaggyDungeonCore	NPC_NO_SPRITE,{
    // Not in instance, we don't care.
    if (instance_id() < 0)
        end;

    end;

// There is no instance init
OnBegin:
    .@m$=getmap();
    .@n$=instance_npcname(.name$);

    //.@in=getq2(HurnscaldQuest_Sagratha);
    //debugmes "Initialized - Inst ID %d", .@in;
    //debugmes "Map %s.gat - NPC Name %s", .@m$, .name$;
    //debugmes "NPC UUID %s (%s)", instance_npcname(.name$), instance_npcname(.name$, .@in);

    setpcblock(PCBLOCK_ATTACK|PCBLOCK_SKILL|PCBLOCK_USEITEM|PCBLOCK_COMMANDS|PCBLOCK_SITSTAND|PCBLOCK_IMMUNE|PCBLOCK_CHAT|PCBLOCK_MOVE, true); // Same as 255
    setq3 HurnscaldQuest_Sagratha, 1;
    // We're in an instance, ofc. Here we still have player attached.
    //npctalk3 l("Open your eyes!");
    //npctalk("Sagratha: Open your eyes!", instance_npcname(.name$, .@in), false);
    //npctalk("Sagratha: Open your eyes!");
    //mapannounce(.@m$, l("Sagratha: Open your eyes!"), 0);

    .SAGRATHA=monster(.@m$, 52, 40, "Sagratha", Sagratha, 1, .@n$+"::OnSagrathaDie", Size_Medium, 2);
    .BOSS=monster(.@m$, 52, 40, l("Masked Assassin"), HoodedAssassin, 1, .@n$+"::OnSagrathaWin");

    unitstop(.SAGRATHA);
    unitstop(.BOSS);

    unittalk(.SAGRATHA, l("What are you doing here, @@!", get_race()));

    addtimer(1000, .@n$+"::OnS02");
    end;

OnS02:
    .@m$=getmap();
    .@n$=instance_npcname(.name$);

    unitstop(.SAGRATHA);
    unitstop(.BOSS);

    unittalk(.SAGRATHA, l("I don't need help!"));
    unittalk(.BOSS, l("Die already!"));

    addtimer(1500, .@n$+"::OnS03");
    end;

OnS03:
    .@m$=getmap();
    .@n$=instance_npcname(.name$);

    unitstop(.SAGRATHA);
    unitstop(.BOSS);

    unittalk(.SAGRATHA, l("If you don't want to die, fight!"));
    unittalk(.BOSS, lg("Murder her too!", "Murder him too!"));

    addtimer(1500, .@n$+"::OnS04");
    end;

OnS04:
    .@m$=getmap();
    .@n$=instance_npcname(.name$);

    // Assassin's Army
    areamonster .@m$, 44, 40, 55, 50, strmobinfo(1, HoodedNinja), HoodedNinja, 4;
    areamonster .@m$, 44, 40, 55, 50, strmobinfo(1, Assassin), Assassin, 7;

    // Sagratha's Army
    areamonster .@m$, 44, 40, 55, 50, strmobinfo(1, Mouboo), Mouboo, 2, .@n$+"::OnError", Size_Medium, 2;
    areamonster .@m$, 44, 40, 55, 50, strmobinfo(1, ForestMushroom), ForestMushroom, 2, .@n$+"::OnError", Size_Medium, 2;

    // Heal them because you should not be fighting (yet).
    setunitdata(.BOSS,     UDT_HP,    getunitdata(.BOSS,     UDT_MAXHP));
    setunitdata(.SAGRATHA, UDT_HP,    getunitdata(.SAGRATHA, UDT_MAXHP));

    // Objective announce
    mapannounce(.@m$, "##2"+l("Victory Conditions: Defeat the assassin!"), 0);
    mapannounce(.@m$, "##1"+l("Defeat Conditions: Sagratha gets killed!"), 0);

    // Status cleanup
    setpcblock(PCBLOCK_ATTACK|PCBLOCK_SKILL|PCBLOCK_USEITEM|PCBLOCK_COMMANDS|PCBLOCK_SITSTAND|PCBLOCK_IMMUNE|PCBLOCK_CHAT|PCBLOCK_MOVE, false);
    end;

// Assassin, HoodedNinja, HoodedAssassin (boss)
// Mouboo, ForestMushroom, Fluffy, Sagratha (boss)
OnSagrathaDie:
    npctalk "Defeat";
    end;

OnSagrathaWin:
    npctalk "Victory";
    end;

OnError:
    //unittalk(.SAGRATHA, l("Watch out!"));
    //debugmes "Error";
    //npctalk "Error";
    end;

OnInit:
    .SAGRATHA=0;
    end;

}

// Dummy NPC to fire #SaggyDungeonCore when you get close to battle scene
015-8-1,49,39,0	script	#SaggyDungeonFire	NPC_HIDDEN,1,0,{
    end;

OnTouch:
    if (instance_id() < 0)
        end;

    if (!getq3(HurnscaldQuest_Sagratha)) {
        .@in=getq2(HurnscaldQuest_Sagratha);
        doevent(instance_npcname("#SaggyDungeonCore", .@in)+"::OnBegin");
    }
    end;

OnInit:
    .distance=0;
    end;

}