// TMW2 Scripts
// Author:
// Jesusalva
// Description:
// Controls Elenium Mines, specially the instances
// Main Controller for Instanced maps
018-6-1,0,0,0 script #01861_InstCtrl NPC_HIDDEN,{
end;
// Map, x, y, width, height, mob, amount
function AreaMonsterB {
.@m$=getarg(0);
.@x1=getarg(1);
.@x2=.@x1+getarg(3);
.@y1=getarg(2);
.@y2=.@y1+getarg(4);
.@mi=getarg(5);
.@am=getarg(6);
areamonster(.@m$, .@x1, .@y1, .@x2, .@y2, strmobinfo(1, .@mi), .@mi, .@am, instance_npcname(.name$)+"::OnKill"+.@mi);
return;
}
// (var, value)
function SetIfVoid {
if (!getarg(0))
return getarg(1);
return 0;
}
// Bifs won't respawn
OnKill1226:
OnKill1227:
OnKill1228:
end;
// Others: Wait 30 seconds and respawn
OnKill1178:
.@mi=SetIfVoid(.@mi, 1178);
OnKill1051:
.@mi=SetIfVoid(.@mi, 1051);
OnKill1074:
.@mi=SetIfVoid(.@mi, 1074);
OnKill1123:
.@mi=SetIfVoid(.@mi, 1123);
OnKill1176:
.@mi=SetIfVoid(.@mi, 1176);
OnKill1026:
.@mi=SetIfVoid(.@mi, 1026);
// Common utils
getmapxy(.@m$, .@x, .@y, 0);
sleep(30000);
AreaMonsterB(.@m$, .@x-2, .@y-2, 4, 4, .@mi, 1);
end;
OnInstanceInit:
// Generate map ID
getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC);
// Bif monsters
AreaMonsterB(.@m$, 40, 49, 7, 8, BigEleniumBif, 5);
AreaMonsterB(.@m$, 95, 51, 7, 8, BigEleniumBif, 5);
AreaMonsterB(.@m$, 145, 83, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 62, 86, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 65, 130, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 125, 158, 6, 5, SmallEleniumBif, 4);
AreaMonsterB(.@m$, 129, 183, 6, 5, SmallEleniumBif, 4);
AreaMonsterB(.@m$, 34, 181, 5, 5, SmallEleniumBif, 4);
// Common Monsters
AreaMonsterB(.@m$, 80, 172, 54, 25, BlackSlime, 16);
AreaMonsterB(.@m$, 89, 167, 54, 25, DarkLizard, 8);
AreaMonsterB(.@m$, 96, 103, 56, 29, BlackScorpion, 17);
AreaMonsterB(.@m$, 101, 105, 54, 25, MountainSnake, 9);
AreaMonsterB(.@m$, 70, 45, 44, 25, WickedMushroom, 14);
AreaMonsterB(.@m$, 68, 45, 31, 21, Archant, 7);
end;
}
/////////////////////////////
018-6-1,83,26,0 script #ToForgottenChamber NPC_SUMMONING_CIRC,0,0,{
dispbottom l("It looks dangerous.");
end;
OnTouch:
.@q=getq(LoFQuest_Barbara);
.@q2=getq2(LoFQuest_Barbara);
.@q3=getq3(LoFQuest_Barbara);
// Skipped cutscenes, show you the EXIT
if (.@q == 1 && .@q3 != 1)
cwarp "017-1", 32, 45;
if (.@q >= 1) {
warp BarbaraInstCheck(0), 90, 91;
// Complete the first arc if possible
if (.@q == 1) {
setnpcdialogtitle l("Forgotten Chamber");
mesn l("Forgotten Chamber");
mesq l("You see yourself in a strange chamber. Drawings of stones surronds the walls.");
next;
mesn l("Forgotten Chamber");
mesq l("You can see in distance two portals working, and two portals offline.");
next;
mesn l("Forgotten Chamber");
mesq l("It seems to be a puzzle, you can only imagine what needs to be done in order to enable the right portals.");
next;
setq1 LoFQuest_Barbara, 2;
setq3 LoFQuest_Barbara, 0;
closeclientdialog;
}
// Update M0 NPCs based on quest state
if (.@q > 2)
enablenpc instance_npcname("#ToForgottenShrine", .@q2);
if (.@q == 2) {
if (.@q3 == 5)
enablenpc instance_npcname("#ToForgottenShrine", .@q2);
if (.@q3 == 3)
enablenpc instance_npcname("#ToSouthHall", .@q2);
// Note: state 64 and 128 are temporary and must be removed
if (.@q3 & 64)
setq3 LoFQuest_Barbara, .@q3^64;
// Safety update
.@q3=getq3(LoFQuest_Barbara);
if (.@q3 & 128)
setq3 LoFQuest_Barbara, .@q3^128;
}
} else {
Exception("ERROR, YOU SHOULD NOT BEEN SEEING THIS. 018-6-1.TFC");
}
end;
OnInit:
disablenpc .name$;
end;
}
///////////////////////////// Minievents
018-6-1,128,131,0 script Wounded Soldier#01861 NPC_GUARD_DEAD,{
//npctalk3 l("Please find her and don't worry with me! And be careful!");
npctalk3 l("*scream in pain*");
close;
OnMain:
mesn l("Wounded Soldier");
mesq l("Hey, you! Are you here on Kenton's orders?!");
next;
setnpcdialogtitle l("Benjamin, Wounded Soldier");
mesn l("Benjamin, Wounded Soldier");
mesq l("My name is Benjamin, and I was in charge of an incursion here to capture Barbara.");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("My unit, however, was attacked! An assassin snuck up on us!");
mesc l("You help Benjamin in getting up.");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("I hope my men are safe, that was yesterday. I am barely alive.");
mesc l("You know what is worse? THIS WHOLE CAVE HAVE DEATH PENALTY ON!!!"), 1;
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("I shall report to Kenton. I now entrust this quest in your hands!");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("And please, bring those criminals to justice! Barbara and the Assassin!");
next;
mesc l("With a wave, Benjamin returns to report Kenton about the outcome.");
setq3 LoFQuest_Barbara, 1;
disablenpc instance_npcname(.name$); // NPC will now go to rest
close;
OnInit:
disablenpc .name$;
end;
OnInstanceInit:
setnpcdisplay instance_npcname(.name$), NPC_WOUNDEDSOLDIER;
disablenpc instance_npcname(.name$);
end;
}
// Event trigger
018-6-1,121,132,0 script #01861TriggerWS1 NPC_HIDDEN, 0, 10,{
end;
OnTouch:
.@q=getq(LoFQuest_Barbara);
.@q2=getq2(LoFQuest_Barbara);
.@q3=getq3(LoFQuest_Barbara);
if (.@q == 1 && .@q3 == 0) {
enablenpc instance_npcname("Wounded Soldier#01861", .@q2);
addtimer2(500, instance_npcname("Wounded Soldier#01861", .@q2)+"::OnMain");
}
end;
OnInit:
disablenpc .name$;
end;
}