// TMW2 scripts.
// Author:
// Jesusalva
// Description:
// 023-3 Abandoned Ice Caves Configuration File. Variables: $@LOGIC_0233BOSS
023-3 mapflag zone MMO
023-3,63,220,0 script #Exit0233 NPC_HIDDEN,0,0,{
end;
OnTouch:
.@q=getq(General_Narrator);
.@q2=getq2(General_Narrator);
// Cheater Detected
if (.@q < 15) {
warp "Save", 0, 0;
percentheal -100, -100;
return false;
}
mesc l("Return to Frostia's Castle?");
if (askyesno() == ASK_YES) {
.@mapn$="024-16";
warp .@mapn$, 30, 26;
}
closeclientdialog;
close;
}
023-3,48,22,0 script #Finish0233 NPC_HIDDEN,0,0,{
end;
OnTouch:
.@q=getq(General_Narrator);
.@q2=getq2(General_Narrator);
// Cheater Detected
if (.@q < 13) {
warp "Save", 0, 0;
percentheal -100, -100;
return false;
}
.@mapn$="001-7";
warp .@mapn$, 91, 90;
end;
}
001-7,91,89,0 script #Init0233 NPC_HIDDEN,0,0,{
end;
OnTouch:
.@q=getq(General_Narrator);
.@q2=getq2(General_Narrator);
// Cheater Detected
if (.@q < 13) {
warp "Save", 0, 0;
percentheal -100, -100;
return false;
}
if (.@q == 15) {
dispbottom lg("I'm not a coward! I must press forward!");
end;
}
.@mapn$="023-3";
warp .@mapn$, 48, 23;
end;
}
// A simple random treasure chest - to be sure players were introduced to this
// awesome system. Same rules as any treasure box still applies.
023-3,94,212,0 script #chest_02330 NPC_CHEST,{
TreasureBox();
specialeffect(.dir == 0 ? 24 : 25, AREA, getnpcid()); // closed ? opening : closing
close;
OnInit:
.distance = 2;
end;
}
// Miniboss fight must be enabled on right npc. No passing before that.
023-3,120,103,0 script #MiniBossTrap0233 NPC_HIDDEN,0,2,{
end;
OnTouch:
.@q=getq(FrostiaQuest_Homunculus);
if (!.@q) {
dispbottom l("A powerful magic barrier repels you!");
getmapxy(.@m$, .@x, .@y, 0);
slide .@x-2, .@y;
sit();
}
end;
}
// The scout which went ahead of you (+ miniboss mechanics)
023-3,86,88,0 script Elite Scout#MB0233 NPC_DARKSABER,{
if ($@LOGIC_0233BOSS) {
npctalkonce l("FIGHT!");
end;
}
if (getq(FrostiaQuest_Homunculus) >= 1) {
npctalkonce l("I'm not going any closer to that cursed place!");
end;
}
mesn;
mesq l("Congratulations in making this far, @@.", strcharinfo(0));
next;
select
l("Thanks, and bye."),
l("What should I do now?");
if (@menu == 1)
close;
mes "";
mesn;
mesq l("So, there is a magical barrier to the right, which is in place exactly to protect us.");
next;
mesn;
mesq l("Past this checkpoint, is the village where the Monster King was born.");
next;
mesn;
mesq l("If you want to pass through it, you'll need to defeat the Guardian which made the seal. You can bring friends for healing and support.");
next;
mesn;
mesq l("Once the fight begins, the barrier at your left will lock. It won't open until the fight is over.");
next;
mesn;
mesq l("Are you ready?");
mesc l("WARNING: DO NOT PROCEED UNLESS YOU'RE READY."), 1;
if (askyesno() == ASK_YES && !$@LOGIC_0233BOSS) {
$@LOGIC_0233BOSS=getcharid(3); // It could be 1.
$@LOGIC_0233BOXX=monster("023-3", any(85,94,103,113), any(91,96,102,111), "Guardian", Yeti, 1, .name$+"::OnYetiDefeat");
initnpctimer;
}
closeclientdialog;
end;
// Check if fight is still going on
OnTimer10000:
if (!attachrid($@LOGIC_0233BOSS)) {
killmonster("023-3", .name$+"::OnYetiDefeat");
$@LOGIC_0233BOSS=0;
end;
}
// You gave up, finish it now and not later
if (getmap() != "023-3") {
killmonster("023-3", .name$+"::OnYetiDefeat");
$@LOGIC_0233BOSS=0;
end;
}
// What if the Yeti left the chamber? O.o
// It's not like there was mob collision to prevent this from happening
// If that's the case, bring the Yeti to player position and order attack :>
getmapxy(.@m$, .@x, .@y, UNITTYPE_MOB, $@LOGIC_0233BOXX);
getmapxy(.@mx$, .@xx, .@yx, 0);
if (!(is_between(79, 120, .@x) && is_between(75, 125, .@y))) {
unitwarp($@LOGIC_0233BOXX, .@mx$, .@xx, .@yx);
unitattack($@LOGIC_0233BOXX, $@LOGIC_0233BOSS);
unittalk($@LOGIC_0233BOXX, "I did not forgot you, @@! %%e", strcharinfo(0));
end;
}
initnpctimer;
end;
// Yeti Defeated
OnYetiDefeat:
stopnpctimer;
.@rid=$@LOGIC_0233BOSS;
$@LOGIC_0233BOSS=0;
// In past, only MVP would count. Now, the requester count.
if (playerattached())
detachrid();
// Player decided to leave the game, annuled
if (!attachrid(.@rid))
end;
// Player decided to leave for a walk, annuled
if (!isin("023-3", 79, 75, 120, 125))
end;
// We don't need compareandsetq because it's now the requester
message(.@rid, l("You've slayed the Yeti."));
npctalk l("Good luck in your journey, @@.", rid2name(.@rid));
setq FrostiaQuest_Homunculus, 1;
end;
OnInit:
.distance = 5;
end;
}
// Cannot flee from Miniboss Fight
023-3,80,84,0 script #MiniBossTrapB0233 NPC_HIDDEN,5,0,{
end;
OnTouch:
.@q=getq(FrostiaQuest_Homunculus);
.@q2=getq(FrostiaQuest_Homunculus);
if ($@LOGIC_0233BOSS) {
dispbottom l("A powerful magic barrier repels you!");
slide 81, 86;
sit();
}
end;
}
// A not-so-simple treasure chest from Sagratha's Dungeon
023-3,0,0,0 script #0233ChestCtrl NPC_HIDDEN,{
end;
OnDelay:
initnpctimer;
end;
OnTimer180000:
stopnpctimer;
OnInit:
setarray .@x, 189, 191, 193, 186;
setarray .@y, 44, 42, 43, 45;
.@r=rand2(getarraysize(.@x));
monster "023-3", .@x[.@r], .@y[.@r], "Treasure Chest", any(BronzeChest,BronzeMimic,SilverChest,SilverMimic,GoldenChest,GoldenMimic), 1, "#0233ChestCtrl::OnDelay";
end;
}
// TODO: Spike traps and etc. at the corritor
// TODO: Rolling Stone Trap
// Delete rolling stones as they hit this wall
/*023-3,47,40,0 script #0233DelStone NPC_HIDDEN,1,0,{
OnTouch:
end;
OnTouchNPC:
//percentheal -100, -100;
//unitkill(0);
unitwarp(0, "023-3", 42, 26);
end;
}
// TODO: Rolling Stone core
023-3,0,0,0 script #0233RollStone NPC_HIDDEN,{
end;
OnInit:
$@0233_STONEA=monster("023-3", 47, 23, "Rolling Stone", RollingStone, 1);
$@0233_STONEB=monster("023-3", 48, 25, "Rolling Stone", RollingStone, 1);
$@0233_STONEC=monster("023-3", 47, 30, "Rolling Stone", RollingStone, 1);
$@0233_STONED=monster("023-3", 48, 37, "Rolling Stone", RollingStone, 1);
initnpctimer;
end;
OnTimer250:
unitwalk($@0233_STONEA, 47, 40);
unitwalk($@0233_STONEC, 47, 40);
unitwalk($@0233_STONEB, 48, 40);
unitwalk($@0233_STONED, 48, 40);
getmapxy(.@m$, .@x, .@y, UNITTYPE_MOB, $@0233_STONEA);
if (.@y >= 40)
unitwarp($@0233_STONEA, "023-3", 47, 23);
getmapxy(.@m$, .@x, .@y, UNITTYPE_MOB, $@0233_STONEB);
if (.@y >= 40)
unitwarp($@0233_STONEB, "023-3", 48, 23);
getmapxy(.@m$, .@x, .@y, UNITTYPE_MOB, $@0233_STONEC);
if (.@y >= 40)
unitwarp($@0233_STONEC, "023-3", 47, 23);
getmapxy(.@m$, .@x, .@y, UNITTYPE_MOB, $@0233_STONED);
if (.@y >= 40)
unitwarp($@0233_STONED, "023-3", 48, 23);
initnpctimer;
end;
}
*/
// TODO: NPC walking cannot trigger OnTouch events >.>
023-3,47,23,0 script #0233RollStoneA NPC_ROLLINGSTONE,0,0,{
end;
OnInit:
npcspeed(220);
initnpctimer;
npcwalkto(47, 41);
end;
OnTimer220:
if (.y >= 40) {
movenpc(.name$, 47, 23);
npcwalkto(47, 41);
}
if (getareausers("023-3", 0)) {
areatimer2("023-3", .x, .y, .x, .y, 10, .name$+"::OnTouch");
}
initnpctimer;
end;
OnTouch:
percentheal -100, -100;
end;
OnTouchNPC:
sc_start SC_COMA, 60000, 0;
end;
}
023-3,48,25,0 script #0233RollStoneB NPC_ROLLINGSTONE,0,0,{
end;
OnInit:
npcspeed(220);
initnpctimer;
npcwalkto(48, 41);
end;
OnTimer220:
if (.y >= 40) {
movenpc(.name$, 48, 23);
npcwalkto(48, 41);
}
if (getareausers("023-3", 0)) {
areatimer2("023-3", .x, .y, .x, .y, 10, .name$+"::OnTouch");
}
initnpctimer;
end;
OnTouch:
percentheal -100, -100;
end;
OnTouchNPC:
sc_start SC_COMA, 60000, 0;
end;
}
023-3,47,30,0 duplicate(#0233RollStoneA) #0233RollStoneC NPC_ROLLINGSTONE,0,0
023-3,48,37,0 duplicate(#0233RollStoneB) #0233RollStoneD NPC_ROLLINGSTONE,0,0