// 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;
}