// TMW2 scripts. // Author: // Jesusalva // Description: // 001-7 Monster King's Village Configuration File // Part of Player Quest, see 023-3 scope and 024-16 // (C) Moubootaur Legends, 2019 001-7,91,89,0 script #Init0233 NPC_HIDDEN,0,0,{ end; OnTouch: .@q=getq(General_Narrator); .@q2=getq2(General_Narrator); // Cheater Detected if (.@q < 15) { warp "Save", 0, 0; percentheal -100, -100; return false; } if (.@q == 15) { dispbottom lg("I'm not a coward! I must press forward!"); end; } .@mapn$="023-3"; warp .@mapn$, 48, 23; end; } 001-7,59,44,0 script #Init02331 NPC_HIDDEN,0,0,{ end; OnTouch: .@n=getq(General_Narrator); .@q=getq2(FrostiaQuest_Homunculus); // Cheater Detected if (.@n < 15) { warp "Save", 0, 0; percentheal -100, -100; return false; } if (.@q < 15) { dispbottom l("It seems to be sealed."); end; } .@mapn$="023-3-1"; warp .@mapn$, any(45,46), 79; end; } // Okay, we're done with basic warps 001-7,50,112,0 script Abandoned Fountain#MKH NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); mesn; mesc l("At a first glance, it seems to be full of water, but inspecting closer, it is not."); next; mesn; mesc l("It is difficult to describe, it is like if it was mixed with mana itself. Drinking a bit of it was enough to recover your MP."); percentheal 0, 100; if (!(.@q & .objID)) setq2 FrostiaQuest_Homunculus, .@q|.objID; close; OnInit: .objID=1; .distance=2; end; } 001-7,48,111,0 script Sign#MKH NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); mesn; mesc l("Welcome to ###########."); mesc l("Yes, we have @@!", getitemlink(Coffee)); next; mesn; mesc l("The village name is difficult to read."); if (!(.@q & .objID)) setq2 FrostiaQuest_Homunculus, .@q|.objID; close; OnInit: .objID=2; .distance=2; end; } 001-7,41,104,0 script Abandoned House#MKH1 NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); mesn; mesc l("The door won't budge."); if (!(.@q & .objID)) setq2 FrostiaQuest_Homunculus, .@q|.objID; close; OnInit: .objID=4; .distance=2; end; } 001-7,59,104,0 script Abandoned House#MKH2 NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); mesn; mesc l("It seems to have been abandoned a long time ago, but the chimney is still going?"); if (!(.@q & .objID)) setq2 FrostiaQuest_Homunculus, .@q|.objID; close; OnInit: .objID=8; .distance=2; end; } 001-7,41,99,0 script Abandoned House#MKH3 NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); mesn; mesc l("The knob has... melted down? What?"); if (!(.@q & .objID)) setq2 FrostiaQuest_Homunculus, .@q|.objID; close; OnInit: .objID=16; .distance=1; end; } 001-7,59,99,0 script Abandoned House#MKH4 NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); mesn; mesc l("There seems to be signs of a fight long forgotten, but it still reeks blood."); if (!(.@q & .objID)) setq2 FrostiaQuest_Homunculus, .@q|.objID; close; OnInit: .objID=32; .distance=1; end; } 001-7,33,89,0 script Apple Trees#MKH1 NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); mesn; mesc l("It seems to be growing apples, but by the amount of magic particles..."); next; mesn; mesc l("A close inspection reveals nothing out of ordinary. It seems to be well kept."); next; if (!(.@q & 1)) { mesn strcharinfo(0); mesc l("You're hesitant to pick one, they could be dangerous."); close; } mesn strcharinfo(0); mesc l("You carefully pick a @@. It looks delicious, but you probably will need it later.", getitemlink(Manapple)); if (!(.@q & .objID)) { inventoryplace Manapple, 1; getitem Manapple, 1; setq2 FrostiaQuest_Homunculus, .@q|.objID; } close; OnInit: .objID=64; .distance=2; end; } 001-7,40,88,0 script Abandoned House#MKH6 NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); if (!(.@q & 64)) { mesn strcharinfo(0); mesc l("I should check the Apple Garden first."); close; } // I hope this is right if ((.@q & 60) < 4) { mesn strcharinfo(0); mesc l("I better not disturb the hut owner."); close; } mesn; mesc l("It's locked. But a close inspection reveals a small key under the rug."); next; mesn; mesc l("Maybe there's a locked door somewhere, and this key will fit?"); if (!(.@q & .objID)) setq2 FrostiaQuest_Homunculus, .@q|.objID; close; OnInit: .objID=128; .distance=1; end; } 001-7,50,99,0 script Abandoned House#MKH5 NPC_NO_SPRITE,{ .@q=getq2(FrostiaQuest_Homunculus); if (!(.@q & 128)) { mesn; mesc l("It's locked."); close; } mesn; mesc l("It's locked."); next; mesn; mesc l("You use the small key from the apple garden hut. It fits neatly."); next; mesn; mesc l("The hut is... empty. And it doesn't have a fireplace, either."); next; mesn; mesc l("You don't know how the chimney keeps producing smoke. It must be using hiding magic."); next; mesn; mesc l("However took control of this village is no ordinary mage. There's a switch on the wall."); next; mesn; mesc l("You flip the switch. Nothing happens."); // You can unflip it :> setq2 FrostiaQuest_Homunculus, .@q^.objID; close; OnInit: .objID=256; .distance=1; end; }