diff options
Diffstat (limited to 'npc/017-1')
-rw-r--r-- | npc/017-1/_import.txt | 1 | ||||
-rw-r--r-- | npc/017-1/drowned_man.txt | 163 |
2 files changed, 164 insertions, 0 deletions
diff --git a/npc/017-1/_import.txt b/npc/017-1/_import.txt index b122baf2e..51b49f981 100644 --- a/npc/017-1/_import.txt +++ b/npc/017-1/_import.txt @@ -4,6 +4,7 @@ "npc/017-1/_mobs.txt", "npc/017-1/_warps.txt", "npc/017-1/boringnpc.txt", +"npc/017-1/drowned_man.txt", "npc/017-1/estate.txt", "npc/017-1/fairy_collector.txt", "npc/017-1/guards.txt", diff --git a/npc/017-1/drowned_man.txt b/npc/017-1/drowned_man.txt new file mode 100644 index 000000000..1b0477b08 --- /dev/null +++ b/npc/017-1/drowned_man.txt @@ -0,0 +1,163 @@ +// TMW2/TMWBR Script +// Author: +// Jesusalva +// Description: +// Access to Lilit - He aids you in jumping off the bridge and reaching Lilit +// Of course, to swim such large distance, you need to have plenty vit and str... +// Right spot: (164,230) - Between the crack (shallow) and the plant (shallow). + +// .@q = LilitQuest_Access +// 0 - Access not granted +// 1 - Access granted +// 2 - Tree Minigame complete. + +// TODO: Only allow "I want to swim" if the game knows you know about Lilit +// That is what Saulc wants, after all + +017-1,160,227,0 script #DrownedMan NPC_NO_SPRITE,{ + if (!isin("017-1", 158, 222, 1)) + end; + mesc l("Someone seems to be drowned in the water."); + select + l("Hello! Do you need help?"), + l("Why shouldn't I jump here?"), + l("But I want to swim!"); + mes ""; + switch (@menu) + { + case 1: + mesn l("Drowned Man"); + mesq l("I'm afraid you can't help me... I still have one HP left."); + next; + mesn l("Drowned Man"); + mesq l("I also broke my bones, and I was equipping a weapon which prevents HP regen..."); + next; + mesn l("Drowned Man"); + mesq l("I did some tritan friends, though. They teached me how to breath underwater. It's not so bad."); + next; + mesn l("Drowned Man"); + mesq l("In the first eight months I wanted to go back, but now I'm pretty used to living here. Please don't rescue me."); + break; + case 2: + mesn l("Drowned Man"); + mesq l("Because it may be a fatal fall!"); + next; + mesn l("Drowned Man"); + mesq l("Look the height of this bridge! Worse, the water around here is pretty shallow."); + next; + mesn l("Drowned Man"); + mesq l("Well, there might be a deep water spot, but it would still be dangerous."); + next; + mesn l("Drowned Man"); + mesq l("Unless you're looking forward a death penalty, DO NOT JUMP!"); + // We're in town, are you stupid >.> + break; + case 3: + mesn l("Drowned Man"); + mesq l("Well, you see, you can't jump very far. And the water near land is shallow."); + next; + mesn l("Drowned Man"); + mesq l("I guess, there might be a single spot where water is a bit deeper, but I wasn't lucky."); + next; + mesn l("Drowned Man"); + mes l("Remember to store somewhere any heavy stuff you might be carrying."); + mes l("I guess you cannot bring more than 1kg with full health. Less, if you're hurt."); + next; + mesn l("Drowned Man"); + mesq l("Also, you need vitality and strength to survive the swimming trip. The closest island is very far away."); + mesc l("You need at least 35 str and 35 vit to do the trip safely - bonuses not counted - or you will lose HP."); // Can be safely mixed + break; + } + close; + +OnWarn: + npctalkonce l("@@, don't jump there! It may be fatal!", strcharinfo(0)); + end; + +// DO NOT LOWER +OnInit: + .distance=7; + end; +} + +// Warning Event +017-1,158,222,0 script #DrownedManArea NPC_NO_SPRITE,0,0,{ + end; +OnTouch: + doevent("#DrownedMan::OnWarn"); + end; +OnInit: + .distance=1; + end; +} + + +// Any Jump. Code is obfuscated to inhibit cheaters :< +// Of course, I could use a blackbox too, but this is not the purpose. +// You don't want to solve the map hint, then you'll solve my formula!! /tableflip +017-1,162,226,0 script #JumpArea01 NPC_NO_SPRITE,0,0,{ + // TODO: Check if you want to jump + if (!isin("017-1", 158, 222, 1)) + end; + mesc l("Are you really going to jump here?"); + next; + if (askyesno() == ASK_YES) { + closeclientdialog; + slide .x, .y; + if (VarDiffValue(5220, 5270, .x*32) && VarDiffValue(7330, 7390, .y*32)) + goto L_GoodJump; + dispbottom l("The water was too shallow..."); + percentheal -100, -100; + end; + } + closeclientdialog; + end; + +L_GoodJump: + dispbottom l("You jump in deep waters."); + // You can only carry exact 1kg with full health. + // Weight will be 1000g - so penalty will be 100% HP. + .@penalty=max(0, (Weight/10)-1); + percentheal -.@penalty, 0; + + // vit/str counts on swimming minigame + mesn l("Drowned Man"); + mesq l("Good job! I wish you luck, because now you need to SWIM!"); + next; + closeclientdialog; + addtimer(3000, "#01850SwimmingCtrl::OnLoop"); + warp "018-5-0", 20, 25; + end; + +OnInit: + .distance=9; + end; +} + +017-1,162,227,0 duplicate(#JumpArea01) #JumpArea02 NPC_NO_SPRITE +017-1,162,228,0 duplicate(#JumpArea01) #JumpArea03 NPC_NO_SPRITE +017-1,162,229,0 duplicate(#JumpArea01) #JumpArea04 NPC_NO_SPRITE +017-1,162,230,0 duplicate(#JumpArea01) #JumpArea05 NPC_NO_SPRITE +017-1,162,231,0 duplicate(#JumpArea01) #JumpArea06 NPC_NO_SPRITE + +017-1,163,226,0 duplicate(#JumpArea01) #JumpArea07 NPC_NO_SPRITE +017-1,163,227,0 duplicate(#JumpArea01) #JumpArea08 NPC_NO_SPRITE +017-1,163,228,0 duplicate(#JumpArea01) #JumpArea09 NPC_NO_SPRITE +017-1,163,229,0 duplicate(#JumpArea01) #JumpArea10 NPC_NO_SPRITE +017-1,163,230,0 duplicate(#JumpArea01) #JumpArea11 NPC_NO_SPRITE +017-1,163,231,0 duplicate(#JumpArea01) #JumpArea12 NPC_NO_SPRITE + +017-1,164,226,0 duplicate(#JumpArea01) #JumpArea13 NPC_NO_SPRITE +017-1,164,227,0 duplicate(#JumpArea01) #JumpArea14 NPC_NO_SPRITE +017-1,164,228,0 duplicate(#JumpArea01) #JumpArea15 NPC_NO_SPRITE +017-1,164,229,0 duplicate(#JumpArea01) #JumpArea16 NPC_NO_SPRITE +017-1,164,230,0 duplicate(#JumpArea01) #JumpArea17 NPC_NO_SPRITE +017-1,164,231,0 duplicate(#JumpArea01) #JumpArea18 NPC_NO_SPRITE + +017-1,165,226,0 duplicate(#JumpArea01) #JumpArea19 NPC_NO_SPRITE +017-1,165,227,0 duplicate(#JumpArea01) #JumpArea20 NPC_NO_SPRITE +017-1,165,228,0 duplicate(#JumpArea01) #JumpArea21 NPC_NO_SPRITE +017-1,165,229,0 duplicate(#JumpArea01) #JumpArea22 NPC_NO_SPRITE +017-1,165,230,0 duplicate(#JumpArea01) #JumpArea23 NPC_NO_SPRITE +017-1,165,231,0 duplicate(#JumpArea01) #JumpArea24 NPC_NO_SPRITE + |