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authorJesusaves <cpntb1@ymail.com>2020-02-28 03:47:38 -0300
committerJesusaves <cpntb1@ymail.com>2020-02-28 03:47:38 -0300
commita02292994ca10c523def79aec6c6ff731839da62 (patch)
treeab01d419d4d7a3c888c224c43c16bd60ad552332 /npc
parentd2006095236f2b0374f122c87db33c392e7867dc (diff)
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I give up.
Connect MQ2 back to system with a few lame error messages, finish Lua, and it is "good enough".
Diffstat (limited to 'npc')
-rw-r--r--npc/003-0/mainquest.txt9
-rw-r--r--npc/003-1/magic.txt5
-rw-r--r--npc/003-2/lua.txt9
-rw-r--r--npc/functions/hub.txt6
4 files changed, 24 insertions, 5 deletions
diff --git a/npc/003-0/mainquest.txt b/npc/003-0/mainquest.txt
index f65ceb057..1b1c79ed1 100644
--- a/npc/003-0/mainquest.txt
+++ b/npc/003-0/mainquest.txt
@@ -51,13 +51,21 @@ OnBegin:
// At this time they are utterly deadly. You could use a skill to
// disable them... Perhaps... A grenade?
dispbottom col(l("SCRIPT ERROR (%s/%s)", .@m$, .@n$), 1);
+ dispbottom l("An error happened: unitwalk failed");
+ dispbottom l("An error happened: Unable to initialize timer");
+ dispbottom l("An error happened: Unable to spawn: 'Energy Ball'");
end;
OnAssassinDefeat:
.@m$=getmap();
.@n$=instance_npcname(.name$);
delcells "MQ2Wall"+getcharid(0);
+ LUA_ASKED_TO_SAVE_PROFESSOR=false;
dispbottom col(l("SCRIPT ERROR (%s/%s)", .@m$, .@n$), 1);
+ if (is_night())
+ dispbottom l("An error happened: professor_thankyou() error");
+ else
+ dispbottom l("An error happened: mission_well_done() error");
end;
OnInit:
@@ -77,6 +85,7 @@ OnInstanceInit:
end;
OnTouchNPC:
+ npctalk l("An error happened: professor_was_assasinated() error");
npctalk ("SCRIPT ERROR (OnTouch Game Over)");
end;
diff --git a/npc/003-1/magic.txt b/npc/003-1/magic.txt
index fada53a37..3eb936703 100644
--- a/npc/003-1/magic.txt
+++ b/npc/003-1/magic.txt
@@ -24,6 +24,11 @@ OnTouch:
instance_init(.@inst);
LUA_ASKED_TO_SAVE_PROFESSOR=.@inst;
}
+ /* else {
+ // Instance already exists: You've failed previously?
+ instance_set_timeout(900, 900, .@inst);
+ }
+ */
warp .@mapn$, 48, 51;
end;
}
diff --git a/npc/003-2/lua.txt b/npc/003-2/lua.txt
index 77208ca65..fda0c7ace 100644
--- a/npc/003-2/lua.txt
+++ b/npc/003-2/lua.txt
@@ -578,19 +578,18 @@ function luaCheckTask5 {
// Then we jump to L_Complete
// When you finish the last quest from Lua
L_Finish:
- inventoryplace MercBoxAA, 1, TreasureKey, 1;
+ inventoryplace TreasureKey, 1;
getexp BaseLevel*60, JobLevel*10; // Reference Levels: (20, 6)
setq General_Narrator, 3, 0;
- getitem MercBoxAA, 1;
getitem TreasureKey, 1;
mesn;
- mesq l("Great job! You can keep these items, they will be crucial to your journey.");
+ mesq l("Well done! I hope no more of those assassins show up. I'm afraid I cannot give you a proper reward, but...");
next;
mesn;
- mesq l("I'll also give you a @@. Open it to get a random Mercenary Card.", getitemlink(MercBoxAA));
+ mesq l("Ah, you might have seen a treasure chest on the mines. There are several of these chests to loot, and loot again! Here is a @@. Try it!", getitemlink(TreasureKey));
next;
mesn;
- mesq l("Ah, you might have seen a treasure chest on the mines. There are several of these chests to loot, and loot again! Here is a @@. Try it!", getitemlink(TreasureKey));
+ mesq l("Hopefully, you'll find something interesting on it to serve as a payment. It's up to luck, I guess....");
next;
L_Complete:
mesn;
diff --git a/npc/functions/hub.txt b/npc/functions/hub.txt
index 8367d9bdf..e38a072e3 100644
--- a/npc/functions/hub.txt
+++ b/npc/functions/hub.txt
@@ -84,6 +84,12 @@ function script HUB_Logout {
if (.@mapa$ == "020-7-1") {
callfunc("BSClearNest", @nestid);
}
+ // Died or logged out on Player Story 2 - Magic School Port
+ if (compare(.@mapa$, "0030")) {
+ if (@ASSASSIN > 0)
+ delcells "MQ2Wall"+getcharid(0);
+ killmonsterall(getmap());
+ }
// Died or logged out on Player Story 5 - Forgotten Throne Room
if (compare(.@mapa$, "hmc")) {
if (@instid > 0)