// TMW2 Script
// Notes: The Monster King will retake the town every
// OnTue0000
// (Tuesday, midnight)
// Only the world hero may begin a siege.
// Only one siege per day is allowed
// Writes to MK Temp Var. This variable will unlock the castle gates
// Then the inner gates, and finally, will be a co-requisite to the floors
// Variables:
// $FORTRESS_STATE = int
// 0 - Locked
// 1 - Unlocked
// $@FORTRESS_STATUE = bitmask
// 1,2,4,8... broken statues
// TODO: Use bg() - maybe with dummysd? What will increase allies count?
// mapwarp() everyone outside when FTCleanup(false)
// TODO: Gate control during siege (not $FORTRESS_STATE). Gate monster.
// TODO: Spawn the monster general for each statue. Count their deaths.
// TODO: Spawn Monster Governor (and add it) once statue is broken. ::OnConquest
// TODO: Record nº of victories. Strengthen the governor.
// TODO: Provide a way to resume failed attempts. Move Phoenix inside.
// TODO: Testing.
// Use setwall() instead of builtin collision? (Deprecates out NPC)
// TODO: NPCs from inside: Tolchi. Phoenix. Free Status Reset. Aeros Shop. Etc.
// TODO: Spawn inside and outside when siege begins.
// TODO: Heartbeat - (Re)Spawn monsters inside every X seconds
// MAPFLAGS
025-1 mapflag zone MMO
025-1 mapflag nosave 025-2 100 27
/////////////////////////////////////////
// FUNCTIONS
// FTCleanup(status)
function script FTCleanup {
$FORTRESS_STATE=getarg(0);
// TODO: Magic Statues (FTStatue)
$@FORTRESS_STATUE=0;
//enablenpc "Magic Statue#F_1";
//enablenpc "Magic Statue#F_2";
//enablenpc "Magic Statue#F_4";
//enablenpc "Magic Statue#F_8";
//enablenpc "Magic Statue#F_16";
// TODO: Gate
// TODO: ::OnConquest
// TODO: Kill stray monsters
//killmonsterall
// Main gate
if ($FORTRESS_STATE) {
disablenpc "Fortress Gate";
donpcevent "#025-1_99_112::OnDisable";
} else {
enablenpc "Fortress Gate";
donpcevent "#025-1_99_112::OnEnable";
mapwarp("025-1", "025-2", 100, 27);
}
return;
}
// FTStatue(id)
function script FTStatue {
.@id=getarg(0);
mesn l("Magic Statue");
mes l("There is a reading: The Mana Source. The Moubootaur. The Monster King.");
mes l("The war. The blood. The inspiration. The mana. The world. The defiance.");
mes l("The guard. The heir. The originals. The races. The later. The seal.");
mes l("The fragments. The war. The Terranite. AEGIS MAGNA PROTECTIVE SCUTUM.");
next;
mesc l("It seems to be a defensive spell.");
if ($FORTRESS_STATE)
return;
// Break the statues?
mesc l("Break the Statue?"), 1;
next;
if (askyesno() == ASK_YES) {
if ($@FORTRESS_STATUE & .@id)
return;
sc_start SC_STUN, 10000, 1;
//getmapxy();
//areamonster();
//mapannounce();
//maybe spawn monster governor
$@FORTRESS_STATUE=$@FORTRESS_STATUE|.@id;
}
return;
}
/////////////////////////////////////////
// NPC SCRIPTS
// Main gate - Also where the World Hero can begin the siege
025-1,100,112,0 script Fortress Gate NPC_NO_SPRITE,{
// Main Story block - WHAT
if ($GAME_STORYLINE < 3)
die();
// Still open
if ($FORTRESS_STATE)
end;
// Only World Hero may interact
if (strcharinfo(0) != $MOST_HEROIC$) {
dispbottom l("I will not assault the Fortress Island. I'll wait for %s.", $MOST_HEROIC$);
end;
}
// Hey, you can assault the town!
mesc ".:: "+l("THE FORTRESS ISLAND TOWN") + " ::.", 1;
mes l("Behind this gate, lies the Fortress Island Town.");
//monster(FortressGate, ::OnOpenGate)
close;
OnInit:
FTCleanup($FORTRESS_STATE);
end;
OnTue0000:
FTCleanup(false);
end;
OnConquest:
FTCleanup(true);
end;
}
// This exit must work even if gate is closed
025-1,99,111,0 script #FortressTownOut NPC_HIDDEN,1,0,{
end;
OnTouch:
if (!$FORTRESS_STATE)
slide 100, 114;
end;
}