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// TMW2 Scripts
// Author:
//    Jesusalva
// Description:
//    Controls Forgotten Shrine

018-6-3	mapflag	nowarpto

// 01863_RelevanceCheck ( Room ID )
function	script	01863_RelevanceCheck	{
    .@id=getarg(0);
    .@q=getq(LoFQuest_Barbara);
    .@q2=getq2(LoFQuest_Barbara);
    .@q3=getq3(LoFQuest_Barbara);
    if (.@q < 3)
        Exception("INVALID QUEST STATE, REVCHECK", RB_DEFAULT|RB_ISFATAL);
    if (.@q != 3)
        return false;
    if (.@q3 & .@id)
        return false;
    return true;
}

// Shut down the enabled warps.
function	script	01863_DisableAllWarps	{
    .@q=getq(LoFQuest_Barbara);
    .@q2=getq2(LoFQuest_Barbara);
    .@q3=getq3(LoFQuest_Barbara);
    if (.@q < 3)
        Exception("ERROR, INVALID WARP", RB_DEFAULT|RB_ISFATAL);

    disablenpc instance_npcname("#01863_fromNorthtoOut", .@q2);
    disablenpc instance_npcname("#01863_fromNorthtoNW", .@q2);
    disablenpc instance_npcname("#01863_fromNorthtoNE", .@q2);
    disablenpc instance_npcname("#01863_fromSouthtoOut", .@q2);
    disablenpc instance_npcname("#01863_fromSouthtoSW", .@q2);
    disablenpc instance_npcname("#01863_fromSouthtoSE", .@q2);
    disablenpc instance_npcname("#01863_fromNWtoNorth", .@q2);
    disablenpc instance_npcname("#01863_fromNWtoNC", .@q2);
    disablenpc instance_npcname("#01863_fromNWtoSW", .@q2);
    disablenpc instance_npcname("#01863_fromSWtoSouth", .@q2);
    disablenpc instance_npcname("#01863_fromSWtoSC", .@q2);
    disablenpc instance_npcname("#01863_fromSWtoNW", .@q2);
    disablenpc instance_npcname("#01863_fromNEtoNorth", .@q2);
    disablenpc instance_npcname("#01863_fromNEtoNC", .@q2);
    disablenpc instance_npcname("#01863_fromNEtoSE", .@q2);
    disablenpc instance_npcname("#01863_fromSEtoSouth", .@q2);
    disablenpc instance_npcname("#01863_fromSEtoSC", .@q2);
    disablenpc instance_npcname("#01863_fromSEtoNE", .@q2);
    disablenpc instance_npcname("#01863_fromNCtoNW", .@q2);
    disablenpc instance_npcname("#01863_fromNCtoNE", .@q2);
    //disablenpc instance_npcname("#01863_fromNCtoCC", .@q2);
    disablenpc instance_npcname("#01863_fromSCtoSW", .@q2);
    disablenpc instance_npcname("#01863_fromSCtoSE", .@q2);
    //disablenpc instance_npcname("#01863_fromSCtoCC", .@q2);
    disablenpc instance_npcname("#01863_fromCCtoNC", .@q2);
    disablenpc instance_npcname("#01863_fromCCtoSC", .@q2);
    return;
}

// Main Controller for Instanced maps
018-6-3,0,0,0	script	#01863_InstCtrl	NPC_HIDDEN,{
    end;

// Map, x1, y1, x2, y2, mob, amount
function AreaMonsterB {
    .@m$=getarg(0);
    .@x1=getarg(1);
    .@x2=getarg(3);
    .@y1=getarg(2);
    .@y2=getarg(4);
    .@mi=getarg(5);
    .@am=getarg(6);
    if (!.@am)
        return;
    areamonster(.@m$, .@x1, .@y1, .@x2, .@y2, strmobinfo(1, .@mi), .@mi, .@am);
    //, instance_npcname(.name$)+"::OnKill"+.@mi);
    return;
}

// Map, x1, y1, x2, y2, mob, bossID
function AreaMonsterBoss {
    .@m$=getarg(0);
    .@x1=getarg(1);
    .@x2=getarg(3);
    .@y1=getarg(2);
    .@y2=getarg(4);
    .@mi=getarg(5);
    .@id=getarg(6);
    areamonster(.@m$, .@x1, .@y1, .@x2, .@y2, strmobinfo(1, .@mi), .@mi, 1, instance_npcname(.name$)+"::OnKill"+.@id);
    return;
}

// BossRoom ( RoomID, x1, y1, x2, y2, adjustment )
// Adjustment is for bigger rooms. Defaults to false.
function BossRoom {
    .@id=getarg(0);
    .@x1=getarg(1);
    .@y1=getarg(2);
    .@x2=getarg(3);
    .@y2=getarg(4);
    .@ad=getarg(5, false);
    // True: Must spawn boss, False: Allow to use warps
    if (01863_RelevanceCheck(.@id)) {
        mapannounce getmap(), l("BOSS FIGHT!"), bc_map|bc_pc;
        // Spawn a boss. Aggressive chance: 33%
        AreaMonsterBoss(getmap(), .@x1, .@y1, .@x2, .@y2, any(HolyPixie, NulityPixie, VanityPixie, TerraniteProtector, GoboBear, Centaur), .@id);

        // BIG ROOM: 6~12 support units
        // SMALL ROOM: 5~10 support units
        AreaMonsterB(getmap(), .@x1, .@y1, .@x2, .@y2, BlackSlime, rand2(2,4)+.@ad);
        AreaMonsterB(getmap(), .@x1, .@y1, .@x2, .@y2, DarkLizard, rand2(1,2)+.@ad);
        AreaMonsterB(getmap(), .@x1, .@y1, .@x2, .@y2, BlackScorpion, rand2(1,2));
        AreaMonsterB(getmap(), .@x1, .@y1, .@x2, .@y2, Archant, rand2(1,2)-.@ad);
        // Only spawn the fast Hooded Ninja on big rooms
        if (.@ad) {
            AreaMonsterB(getmap(), .@x1, .@y1, .@x2, .@y2, HoodedNinja, any(0,0,1));
        }
        return false;
    }
    return true;
}

// W - West, C - Center, E - East, N - North, S - South
OnRoomNorth:
L_Room1:
    if (BossRoom(1, 62, 41, 121, 58, true)) {
        enablenpc instance_npcname("#01863_fromNorthtoNW");
        enablenpc instance_npcname("#01863_fromNorthtoNE");
        enablenpc instance_npcname("#01863_fromNorthtoOut");
    }
    end;

OnRoomNW:
L_Room2:
    if (BossRoom(2, 48, 65, 68, 85)) {
        enablenpc instance_npcname("#01863_fromNWtoNorth");
        enablenpc instance_npcname("#01863_fromNWtoNC");
        enablenpc instance_npcname("#01863_fromNWtoSW");
    }
    end;

OnRoomNC:
L_Room4:
    if (BossRoom(4, 77, 65, 103, 76)) {
        enablenpc instance_npcname("#01863_fromNCtoNW");
        enablenpc instance_npcname("#01863_fromNCtoNE");
        //enablenpc instance_npcname("#01863_fromNCtoCC");
    }
    end;

OnRoomNE:
L_Room8:
    if (BossRoom(8, 111, 65, 131, 85)) {
        enablenpc instance_npcname("#01863_fromNEtoNorth");
        enablenpc instance_npcname("#01863_fromNEtoNC");
        enablenpc instance_npcname("#01863_fromNEtoSE");
    }
    end;

OnRoomSW:
L_Room16:
    if (BossRoom(16, 48, 95, 68, 115)) {
        enablenpc instance_npcname("#01863_fromSWtoSouth");
        enablenpc instance_npcname("#01863_fromSWtoSC");
        enablenpc instance_npcname("#01863_fromSWtoNW");
    }
    end;

OnRoomSC:
L_Room32:
    if (BossRoom(32, 77, 104, 103, 115)) {
        enablenpc instance_npcname("#01863_fromSCtoSW");
        enablenpc instance_npcname("#01863_fromSCtoSE");
        //enablenpc instance_npcname("#01863_fromSCtoCC");
    }
    end;

OnRoomSE:
L_Room64:
    if (BossRoom(64, 111, 95, 131, 115)) {
        enablenpc instance_npcname("#01863_fromSEtoSouth");
        enablenpc instance_npcname("#01863_fromSEtoSC");
        enablenpc instance_npcname("#01863_fromSEtoNE");
    }
    end;

OnRoomSouth:
L_Room128:
    if (BossRoom(128, 62, 122, 121, 139, true)) {
        enablenpc instance_npcname("#01863_fromSouthtoSW");
        enablenpc instance_npcname("#01863_fromSouthtoSE");
        enablenpc instance_npcname("#01863_fromSouthtoOut");
    }
    end;

OnFinalRoom:
// Room: 74,83 ~ 106,97
    .@x1=74;
    .@y1=83;
    .@x2=106;
    .@y2=97;
    .@id=256;
    mapannounce getmap(), l("BOSS FIGHT!"), bc_map|bc_pc;
    .@mi=NightDragon;
    .@boss=monster(.@m$, 90, 89, strmobinfo(1, .@mi), .@mi, 1, instance_npcname(.name$)+"::OnKillBoss");

    // Spawn reinforcements based on difficulty
    AreaMonsterB(getmap(), .@x1, .@y1, .@x2, .@y2, MagicGoblin, (@difficulty_modulus ? 4 : 2));
    AreaMonsterB(getmap(), .@x1, .@y1, .@x2, .@y2, DeathCat, (@difficulty_modulus ? 2 : 0));
    end;

// Kill boss will use setq3 and also erase any remaining monster
// Then it'll cast again the room event to enable the warps.
OnKill1:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|1;
    killmonsterall(getmap());
    goto L_Room1;

OnKill2:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|2;
    killmonsterall(getmap());
    goto L_Room2;

OnKill4:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|4;
    killmonsterall(getmap());
    goto L_Room4;

OnKill8:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|8;
    killmonsterall(getmap());
    goto L_Room8;

OnKill16:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|16;
    killmonsterall(getmap());
    goto L_Room16;

OnKill32:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|32;
    killmonsterall(getmap());
    goto L_Room32;

OnKill64:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|64;
    killmonsterall(getmap());
    goto L_Room64;

OnKill128:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|128;
    killmonsterall(getmap());
    goto L_Room128;

OnKill256:
    .@q3=getq3(LoFQuest_Barbara);
    setq3 LoFQuest_Barbara, .@q3|256;
    killmonsterall(getmap());
    end;

OnKillBoss:
    Exception("Could not finish the Boss Fight!");
    end;

}

////////// Warp System below this file
018-6-3,86,32,0	script	#01863_fromOuttoNorth	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 86, 44;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNorth";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
}

018-6-3,86,43,0	script	#01863_fromNorthtoOut	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 86, 31;
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,64,50,0	script	#01863_fromNorthtoNW	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 58, 67;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNW";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,58,66,0	script	#01863_fromNWtoNorth	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 65, 50;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNorth";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,119,50,0	script	#01863_fromNorthtoNE	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 122, 68;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNE";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,122,67,0	script	#01863_fromNEtoNorth	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 118, 50;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNorth";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,67,75,0	script	#01863_fromNWtoNC	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 79, 71;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNC";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,78,71,0	script	#01863_fromNCtoNW	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 66, 75;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNW";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,57,83,0	script	#01863_fromNWtoSW	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 57, 97;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSW";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,57,96,0	script	#01863_fromSWtoNW	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 57, 82;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNW";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,112,75,0	script	#01863_fromNEtoNC	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 101, 70;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNC";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,102,70,0	script	#01863_fromNCtoNE	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 113, 75;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNE";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,121,84,0	script	#01863_fromNEtoSE	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 121, 97;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSE";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,121,96,0	script	#01863_fromSEtoNE	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 121, 83;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNE";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,57,113,0	script	#01863_fromSWtoSouth	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 64, 131;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSouth";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,63,131,0	script	#01863_fromSouthtoSW	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 57, 112;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSW";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,123,113,0	script	#01863_fromSEtoSouth	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 119, 131;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSouth";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,120,131,0	script	#01863_fromSouthtoSE	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 123, 112;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSE";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,66,106,0	script	#01863_fromSWtoSC	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 79, 110;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSC";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,78,110,0	script	#01863_fromSCtoSW	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 65, 106;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSW";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,112,110,0	script	#01863_fromSEtoSC	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 101, 110;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSC";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,102,110,0	script	#01863_fromSCtoSE	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 113, 110;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSE";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,92,137,0	script	#01863_fromSouthtoOut	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 92, 151;
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,92,150,0	script	#01863_fromOuttoSouth	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 92, 136;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSouth";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
}

018-6-3,90,84,0	script	#01863_fromCCtoNC	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 90, 73;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomNC";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}

018-6-3,90,96,0	script	#01863_fromCCtoSC	NPC_SUMMONING_CIRC,0,0,{
    dispbottom l("I should be prepared before walking on this.");
    end;

OnTouch:
    // Disable any other active portal
    01863_DisableAllWarps();

    // Warp you to next room coordinates
    slide 90, 106;

    // Execute the next room code and finish
    doevent instance_npcname("#01863_InstCtrl", .@q2)+"::OnRoomSC";
    end;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}
/////////////////////////////
/////////////////////////////
/////////////////////////////
// Critical Room
// NCCC: 90.74 → 90,85
// SCCC: 90.105 → 90,95
// Altar: 90,90
// Room: 74,83 ~ 106,97

018-6-3,90,90,0	script	Mana Stone#01863	NPC_MANA_STONE,{
    mesn;
    mes l("The mighty Mana Stone does not reacts against you.");
    mes l("It's")+b(l("small, red, round and shiny."));
    mes l("If you fell ready, perhaps you should touch it?");
    mes "";
    select
        l("Touch it!"),
        l("Take it!"),
        l("Break it!"),
        l("Leave it alone!");
    mes "";
    switch (@menu) {
        case 1:
            mesc l("Curiously, you try to touch the Mana Stone.");
            next;
        case 2:
            mesc l("Determinately, you move your hand to grab it.");
            next;
        case 3:
            mesc l("Are you out of your mind?!");
            mesc l("If you break that, you will never go to the World's Edge!");
            next;
            mesc l("Attempt to break the Mana Stone?"), 1;
            if (askyesno() == ASK_NO)
                close;
            mes "";
            @difficulty_modulus=true;
            break;
        default:
            close;
    }
    mes "";
    mes ".:: " + l("The Mana Stone") + " ::.";
    mesq l("Do you think yourself worthy of my power?");
    next;
    // Both choices are valid, actually.
    askyesno();
    mes ".:: " + l("The Mana Stone") + " ::.";
    if (@menu == ASK_YES)
        mesq l("Then prove yourself!");
    else
        mesq l("But that's no excuse for cowardice!");
    next;
    mes ".:: " + l("The Mana Stone") + " ::.";
    mesq l("Foolish mortal, who doesn't knows what you are doing!");
    next;
    setnpcdisplay instance_npcname("Mana Stone#01863"), NPC_LIGHTBRINGER;
    mes ".:: " + l("The Mana Stone") + " ::.";
    mesq l("I shall decide here and now, if you are worth of living in this world!");
    next;
    mes ".:: " + l("The Mana Stone") + " ::.";
    mesq l("I am the Judge, and I shall make Judgment upon you!");
    mesc l("WARNING: ")+l("If you die or logout here, the quest will be reset!"), 1;
    next;
    01863_DisableAllWarps();
    doevent instance_npcname("#01863_InstCtrl")+"::OnFinalRoom";
    disablenpc instance_npcname(.name$);
    close;

// Mana Stone is the initial NPC, not hidden
OnInit:
    disablenpc .name$;
    end;
}

018-6-3,90,90,0	script	???#01863	NPC_NO_SPRITE,{
    mesc l("You see a red apple here. It is ")+b(l("small, red, round and shiny."));
    next;
    mesc l("Take it?");
    if (askyesno() == ASK_YES) {
        inventoryplace MagicApple, 1;
        getitem MagicApple, 1;
        //setq
        mes "";
        mesc l("You take the @@. It seems to be the stolen item.", getitemlink(MagicApple));
        disablenpc instance_npcname(.name$);
    }
    close;

// NPC must remain hidden.
OnInit:
    disablenpc .name$;
    end;
OnInstanceInit:
    disablenpc instance_npcname(.name$);
    end;
}