// TMW2 scripts. // Author: // Jesusalva // Description: // 023-3-1 The First Monster King's Throne Room Configuration File 023-3-1 mapflag zone MMO 023-3-1,45,27,0 script #Finish02331 NPC_HIDDEN,0,0,{ end; OnTouch: .@m$=getmap(); .@n=getq(General_Narrator); .@q=getq(FrostiaQuest_Homunculus); // Cheater Detected if (.@n < 15) { warp "Save", 0, 0; die(); end; } if (.@q < 3) { dispbottom l("The magic power outflowing in the room prevents you from leaving."); end; } if (mobcount(.@m$, "#Core02331::OnMobDie")) { dispbottom l("These assassins will catch me if I do that now!"); end; } .@mapn$="023-3-2"; warp .@mapn$, any(39,40), 58; end; } 023-3-1,45,80,0 script #Exit02331 NPC_HIDDEN,1,0,{ end; OnTouch: .@n=getq(General_Narrator); .@q=getq3(FrostiaQuest_Homunculus); // Cheater Detected if (.@n < 15) { warp "Save", 0, 0; die(); end; } if (.@n == 15) { dispbottom lg("I'm not a coward! I must press forward!"); end; } .@mapn$="001-7"; warp .@mapn$, 59, 45; end; } // To the traps! 023-3-1,45,63,0 script #Ambush02331 NPC_HIDDEN,10,0,{ OnTouch: .@q=getq(FrostiaQuest_Homunculus); if (.@q < 2) { dispbottom l("Error, cheater detected"); die(); end; } .@q=getq3(FrostiaQuest_Homunculus); if (!.@q) { .@m$=getmap(); .@mobID1=monster(.@m$, 43, 55, l("Assassin"), HoodedNinja, 1, "#Core02331::OnMobDie"); .@mobID2=monster(.@m$, 48, 55, l("Assassin"), HoodedNinja, 1, "#Core02331::OnMobDie"); monster(.@m$, 43, 60, l("Assassin"), Assassin, 1, "#Core02331::OnMobDie"); monster(.@m$, 43, 65, l("Assassin"), Assassin, 1, "#Core02331::OnMobDie"); monster(.@m$, 48, 60, l("Assassin"), Assassin, 1, "#Core02331::OnMobDie"); monster(.@m$, 48, 65, l("Assassin"), Assassin, 1, "#Core02331::OnMobDie"); if (any(true,false)) unittalk(.@mobID1, l("Kill 'em!")); else unittalk(.@mobID2, l("Kill 'em!")); setq3 FrostiaQuest_Homunculus, 1; } end; } // Main event core 023-3-1,45,52,0 script #Core02331 NPC_HIDDEN,10,0,{ OnTouch: if (instance_id() < 0) end; .@q=getq(FrostiaQuest_Homunculus); if (.@q < 2) { dispbottom l("Error, cheater detected"); die(); end; } .@n$=instance_npcname(.name$); .@q=getq3(FrostiaQuest_Homunculus); if (.@q == 1) { // Begin the event core setq3 FrostiaQuest_Homunculus, 2; addtimer(1100, .@n$+"::OnEvent01"); attachnpctimer(); initnpctimer(); } end; OnEvent01: .@m$=getmap(); .@n$=instance_npcname(.name$); warp .@m$, 45, 42; @ISBAMUTH=monster(.@m$, 45, 34, l("Isbamuth"), Isbamuth, 1, .name$+"::OnIsbamuthDefeat"); .@g1=monster(.@m$, 42, 37, l("Assassin"), HoodedNinja, 1, .name$+"::OnMobDie"); .@g2=monster(.@m$, 48, 37, l("Assassin"), HoodedNinja, 1, .name$+"::OnMobDie"); .@g3=monster(.@m$, 39, 40, l("Assassin"), Assassin, 1, .name$+"::OnMobDie"); .@g4=monster(.@m$, 51, 40, l("Assassin"), Assassin, 1, .name$+"::OnMobDie"); // Block everyone for cutscene (includes invencibility boost) setpcblock(PCBLOCK_HARD, true); sleep2(10); sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, @ISBAMUTH); sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@g1); sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@g2); sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@g3); sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@g4); unittalk(@ISBAMUTH, l("Seems like the rat have come after the cheese.")); addtimer(1500, .@n$+"::OnE02"); end; OnE02: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("HAHAHAHA! How foolish of you, didn't even bother trying to sneak in!")); addtimer(1500, .@n$+"::OnE03"); end; OnE03: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("Remember my name: I am Isbamuth, and I've took the Throne which rightfully belongs to me.")); addtimer(1500, .@n$+"::OnE04"); end; OnE04: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("This throne is not from the Monster King... IT BELONGS ONLY TO ME!")); addtimer(1500, .@n$+"::OnE05"); end; OnE05: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("Now, as you gave yourself the trouble of coming here...")); addtimer(1500, .@n$+"::OnE06"); end; OnE06: .@m$=getmap(); .@n$=instance_npcname(.name$); setpcblock(PCBLOCK_HARD, false); unittalk(@ISBAMUTH, l("LET'S DANCE!")); mapannounce(.@m$, "##2"+l("Victory Conditions: Survive!"), 0); mapannounce(.@m$, "##1"+l("Defeat Conditions: Your death!"), 0); addtimer(15000, .@n$+"::OnW01"); addtimer(60000, .@n$+"::OnW02"); addtimer(180000, .@n$+"::OnE07"); end; OnE07: .@m$=getmap(); .@n$=instance_npcname(.name$); @SCOUT=monster(.@m$, 43, 29, l("Assassin"), HoodedNinja, 1, .name$+"::OnMobDie"); sc_start(SC_STUN, 14000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, @SCOUT); unitemote(@SCOUT, E_KITTY); unitstop(@ISBAMUTH); dispbottom l("Something seems to be happening close to the Throne."); deltimer(.@n$+"::OnW01"); deltimer(.@n$+"::OnW02"); addtimer(2000, .@n$+"::OnE08"); end; OnE08: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("What's it, scout.")); unitwalk(@ISBAMUTH, 45, 34); addtimer(2500, .@n$+"::OnE09"); end; OnE09: .@m$=getmap(); .@n$=instance_npcname(.name$); unitemote(@SCOUT, E_THUMBUP); unittalk(@ISBAMUTH, l("So, it is ready?")); addtimer(2000, .@n$+"::OnE10"); end; OnE10: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("I hate to leave you now, @@, but I have more important things to do.", strcharinfo(0))); addtimer(1500, .@n$+"::OnE11"); end; OnE11: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("Enjoy this world while it lasts. Heh. It's time to... detonate.")); addtimer(1500, .@n$+"::OnE12"); end; OnE12: .@m$=getmap(); .@n$=instance_npcname(.name$); // A warp to non-instanced version to prevent death sprite from showing up. unitwarp(@ISBAMUTH, "023-3-1", 45, 45); unitwarp(@SCOUT, "023-3-1", 45, 45); .@isb=@ISBAMUTH; @ISBAMUTH=0; unitkill(.@isb); unitkill(@SCOUT); setq1 FrostiaQuest_Homunculus, 3; mapannounce(.@m$, "##2"+l("Victory Conditions: Defeat all enemies!"), 0); mapannounce(.@m$, "##1"+l("Defeat Conditions: Your death!"), 0); end; // War events OnW01: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("Be cursed, you fool!")); sc_start(SC_CURSE, 3000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK); // Maybe you're stupidly ignoring what we just said? if (TUTORIAL) dispbottom col(l("REMINDER: You do not need to kill anything, you need to ##BSURVIVE##b!"), 3); addtimer(45000, .@n$+"::OnW01"); end; OnW02: .@m$=getmap(); .@n$=instance_npcname(.name$); unittalk(@ISBAMUTH, l("Come to my aid! Vanish this fool!")); monster(.@m$, 42, 37, l("Assassin"), any(Assassin,Bandit,RobinBandit), 1, .name$+"::OnMobDie"); monster(.@m$, 48, 37, l("Assassin"), HoodedNinja, 1, .name$+"::OnMobDie"); monster(.@m$, 39, 40, l("Assassin"), any(Assassin,Bandit,RobinBandit), 1, .name$+"::OnMobDie"); monster(.@m$, 51, 40, l("Assassin"), Assassin, 1, .name$+"::OnMobDie"); addtimer(60000, .@n$+"::OnW02"); end; // Secret events. Do not handle Isbamuth death as it should be impossible... OnIsbamuthDefeat: if (!@ISBAMUTH) end; Exception(l("Why do you bully me! - This is a bug: 02331.LOGIC.OID"), RB_DISPBOTTOM|RB_DEBUGMES); deltimer(.@n$+"::OnW01"); deltimer(.@n$+"::OnW02"); getexp 0, 1000; @ISBAMUTH=monster(.@m$, 45, 34, l("Isbamuth"), Isbamuth, 1, .name$+"::OnIsbamuthDefeat"); end; // For mobcount() only OnMobDie: end; OnTimer1000: .@m$=instance_mapname("023-3-1"); if (getmapusers(.@m$)) initnpctimer; OnTimerQuit: // Cleanup - you fail. killmonsterall(.@m$); stopnpctimer(); detachnpctimer(); end; }