// TMW 2 Script
// Author:
// Jesusalva
// Micksha
// Description:
// Controls jails and lockpicks
// TODO: Spawn slime as players are warped, so they always have the chance
// TODO: Stationary guards outside the cells (can be spawn with player)
// We can set their speed to nil, after all. Make them all archers :3
042-3,0,0,0 script #KSlimeSpawn NPC_HIDDEN,{
end;
OnKillSlime:
.@label$=instance_npcname(.name$)+"::OnKillSlime";
if (@lockpicks)
end;
if (rand2(10000) > 1000) {
getmapxy(.@m$, .@x, .@y, 0);
.@mob=monster(.@m$, .@x, .@y, strmobinfo(1, CopperSlime), CopperSlime, .@label$);
// This should wipe the monster experience value
setunitdata(.@mob, UDT_LEVEL, BaseLevel);
end;
}
@lockpicks=true;
getitem Lockpicks, 1;
getitem TreasureKey, 1;
end;
}
// Lockpicks functions
function script KamelotLockpick {
// Args: x, y. Needs player attached
.@x=getarg(0);
.@y=getarg(1);
mes l("A complex lock seems to be posing a threat to you.");
next;
mes l("But thanks to your %s skills, maybe you can pry this open.", thiefrank());
next;
.@s=LockPicking(3, 5, false);
// You broke free!
if (.@s) {
dispbottom l("You're finally free!");
slide .@x, .@y+1;
@lockpicks=true;
return;
}
// Give player a easy way to get lockpicks for this
// (Overrides original .@x/.@y variables)
if (!countitem(Lockpicks)) {
@lockpicks=false;
getmapxy(.@m$, .@x, .@y, 0);
.@mob=monster(.@m$, .@x, .@y, strmobinfo(1, CopperSlime), CopperSlime, .@label$);
// This should wipe the monster experience value
setunitdata(.@mob, UDT_LEVEL, BaseLevel);
}
return;
}
// Cell Doors
042-3,33,135,0 script Cell Door#K01 NPC_NO_SPRITE,{
KamelotLockpick(.x, .y);
close;
OnInit:
.distance=1;
end;
}
// Duplication of doors
042-3,84,127,0 duplicate(Cell Door#K01) Cell Door#K02 NPC_NO_SPRITE
042-3,41,119,0 duplicate(Cell Door#K01) Cell Door#K03 NPC_NO_SPRITE
042-3,74,107,0 duplicate(Cell Door#K01) Cell Door#K04 NPC_NO_SPRITE
042-3,36,96,0 duplicate(Cell Door#K01) Cell Door#K05 NPC_NO_SPRITE
042-3,57,84,0 duplicate(Cell Door#K01) Cell Door#K06 NPC_NO_SPRITE
042-3,79,63,0 duplicate(Cell Door#K01) Cell Door#K07 NPC_NO_SPRITE
042-3,43,67,0 duplicate(Cell Door#K01) Cell Door#K08 NPC_NO_SPRITE
042-3,24,67,0 duplicate(Cell Door#K01) Cell Door#K09 NPC_NO_SPRITE
042-3,86,22,0 duplicate(Cell Door#K01) Cell Door#K10 NPC_NO_SPRITE
042-3,59,49,0 duplicate(Cell Door#K01) Cell Door#K11 NPC_NO_SPRITE
042-3,38,27,0 duplicate(Cell Door#K01) Cell Door#K12 NPC_NO_SPRITE