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-rw-r--r--npc/042-0/arthur.txt157
-rw-r--r--npc/042-1/door.txt2
-rw-r--r--npc/042-3/jail.txt3
3 files changed, 161 insertions, 1 deletions
diff --git a/npc/042-0/arthur.txt b/npc/042-0/arthur.txt
index 878502077..075a7fa51 100644
--- a/npc/042-0/arthur.txt
+++ b/npc/042-0/arthur.txt
@@ -196,3 +196,160 @@ OnTouch:
+
+
+042-0,86,27,0 script Guinevere NPC_GUINEVERE,{
+ function guinevereSpawn;
+ .@g=getcharid(2);
+ .@pos=getguildrole(.@g, getcharid(3));
+ if (.@pos > GPOS_VICELEADER) goto L_Refusal;
+ if ($KAMELOT_QUEST[.@g] & 1) goto L_Hint;
+ npctalk3 l("Oh, hello %s.", strcharinfo(0));
+
+L_Refusal:
+ mesn;
+ mesq l("Hello, %s.", strcharinfo(0));
+ next;
+ mesc "["+strcharinfo(0)+"]";
+ mesc l("She doesn't seems to trust me... Maybe I should bring a guild vice-leader, or even better, the guild master himself.");
+ close;
+
+L_Hint:
+ mesc l("Guinevere is the King's Wife. If you talk to her, the King will be upset and will send soldiers to you."), 1;
+ next;
+ mesc l("However, she may have a better assessment of the current situation better than you and your allies."), 1;
+ next;
+ mesc l("Continue anyway? You'll die if your allies cannot protect you!"), 1;
+ next;
+ if (askyesno() == ASK_NO)
+ close;
+
+ // Okay... So here we go (again), spawning monsters
+ guinevereSpawn(1);
+ mesn;
+ mesq l("Ah, %s, a good thing you're here. You must help!", strcharinfo(0));
+ next;
+ guinevereSpawn(1);
+ mesn;
+ mesq l("Something very terrible happened.");
+ next;
+ guinevereSpawn(2);
+ mesn;
+ mesq l("They're back - and they took hold of your majesty - my husband - king Arthur!");
+ next;
+ guinevereSpawn(2);
+ mesn;
+ mesq l("Of course, he doesn't likes the fact you're talking to me.");
+ next;
+ guinevereSpawn(3);
+ mesn;
+ mesq l("*They* couldn't take hold of me, but I'm bound to this castle; I can't leave.");
+ next;
+ guinevereSpawn(3);
+ mesn;
+ mesq l("They are in the basement, pulling the strings from behind.");
+ next;
+ guinevereSpawn(3);
+ mesn;
+ mesq l("The way is full of dangers. Not only king soldiers, but the beast has an army of their own!");
+ next;
+ guinevereSpawn(4);
+ mesn;
+ mesq l("You need to be very careful. Use the sewers to reach... them.");
+ next;
+ guinevereSpawn(4);
+ mesn;
+ mesq l("Also, listen well, because there are traps and dangers on the whole way. Their leader sealed themselves in safety.");
+ next;
+ guinevereSpawn(5);
+ mesn;
+ mesq l("I'm afraid you'll need a key to reach them. But there's a fork on the way.");
+ next;
+ guinevereSpawn(3);
+ mesn;
+ switch ($KAMELOT_KEYMASK[.@g]) {
+ case 1:
+ .@path$=l("West"); break;
+ case 2:
+ .@path$=l("North West"); break;
+ case 4:
+ .@path$=l("North East"); break;
+ case 8:
+ .@path$=l("East"); break;
+ default:
+ .@path$=l("ERROR, REPORT ME: Invalid: %d", $KAMELOT_KEYMASK[.@g]); break;
+ }
+ mesq l("The key is on the sewer %s path. Be careful. May the light be with you.", b(.@path$));
+ if ($KAMELOT_QUEST[.@g] & 2)
+ close;
+ next;
+ guinevereSpawn(5);
+ mesn;
+ mesq l("And one more thing...");
+ next;
+ guinevereSpawn(2);
+ mesn;
+ mesq l("Take this with you. And please bring Arthur back, the world needs him!");
+ $KAMELOT_QUEST[.@g]=$KAMELOT_QUEST[.@g]|2;
+ // Player Reward for completing this stage
+ getitem SacredImmortalityPotion, 1;
+ getitem GuildCoin, 5;
+ // Guild Reward for completing this stage
+ .@ggp=100+$KAMELOT_MX[.@g]*4;
+ .@gxp=$KAMELOT_MX[.@g]*2;
+ $GUILD_BANK[.@g]+=.@ggp;
+ guildgetexp(.@gxp); // 2xp per player average level (max 200/300)
+ // Guild Master Notification
+ .@gm$=getguildmaster(.@g);
+ if (!getcharid(3, .@gm$)) end;
+ .@gma=getcharid(3, .@gm$);
+ .@gmb=getcharid(0, .@gm$);
+ if (!isloggedin(.@gma, .@gmb)) end;
+ message .@gm$, strcharinfo(0)+" cleared Guinevere: Guild GP +"+.@ggp+" Guild XP +"+.@gxp;
+ close;
+
+function guinevereSpawn {
+ .@gcount=getarg(0);
+ .@g=getcharid(2);
+ if (.@g < 1) percentheal -100, -100;
+ .@avg=$KAMELOT_MX[.@g];
+ .@m$=getmap();
+ for (.@i=0; .@i < .@gcount; .@i++) {
+ .@mobId=CursedSoldier;
+ .@mob=areamonster(.@m$, 82, 26, 90, 34, strmobinfo(1, .@mobId), .@mobId, 1, .@label$);
+ // Reconfigure the monster
+ setunitdata(.@mob, UDT_LEVEL, .@avg);
+ setunitdata(.@mob, UDT_STR, 1+.@avg/6);
+ setunitdata(.@mob, UDT_AGI, 1+.@avg/7);
+ setunitdata(.@mob, UDT_VIT, 1+.@avg/6);
+ setunitdata(.@mob, UDT_INT, 1+.@avg/6);
+ setunitdata(.@mob, UDT_DEX, 1+.@avg/7);
+ setunitdata(.@mob, UDT_LUK, 1+.@avg/6);
+ setunitdata(.@mob, UDT_ADELAY, 2072);
+ setunitdata(.@mob, UDT_ATKRANGE, 1);
+ // Battle Status
+ setunitdata(.@mob, UDT_MAXHP, .@avg*20);
+ setunitdata(.@mob, UDT_HP, .@avg*20);
+ setunitdata(.@mob, UDT_ATKMIN, .@avg*3);
+ setunitdata(.@mob, UDT_ATKMAX, .@avg*5);
+ setunitdata(.@mob, UDT_DEF, 1+.@avg*6/10);
+ setunitdata(.@mob, UDT_MDEF, 1+.@avg*3/10);
+ setunitdata(.@mob, UDT_HIT, .@avg*3); // Advised: x3
+ setunitdata(.@mob, UDT_FLEE, .@avg*25/10); // Advised: x4
+ // Critical calculation
+ .@min=1;
+ .@max=max(.@min, min(15, .@avg/6));
+ setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
+ // Loop through
+ }
+ freeloop(false);
+ return;
+}
+
+OnInit:
+OnInstanceInit:
+ .distance=4;
+ .sex=G_FEMALE;
+ end;
+}
+
diff --git a/npc/042-1/door.txt b/npc/042-1/door.txt
index 6b56784f0..a24e96eb4 100644
--- a/npc/042-1/door.txt
+++ b/npc/042-1/door.txt
@@ -29,7 +29,7 @@ OnKillBoss:
// Guild Reward for completing this stage
.@ggp=300+$KAMELOT_MX[.@g]*4;
.@gxp=$KAMELOT_MX[.@g]*5;
- $GUILD_BANK[.@g]+=500;
+ $GUILD_BANK[.@g]+=.@ggp;
guildgetexp(.@gxp); // 5xp per player average level (max 500/750)
// Announce
mapannounce getmap(), strcharinfo(0)+" has found the key for the door!", 0;
diff --git a/npc/042-3/jail.txt b/npc/042-3/jail.txt
index da738121d..038fe69ed 100644
--- a/npc/042-3/jail.txt
+++ b/npc/042-3/jail.txt
@@ -66,6 +66,7 @@ function script KamelotLockpick {
KamelotLockpick(.x, .y);
close;
OnInit:
+OnInstanceInit:
.distance=1;
end;
}
@@ -84,3 +85,5 @@ OnInit:
042-3,38,27,0 duplicate(Cell Door#K01) Cell Door#K12 NPC_NO_SPRITE
+
+