// TMW2 scripts. // Author: // Jesusalva // Description: // Fires of Steam: The Death of Andrei Sakar ////////////////////////////////////////// // Pentagram Core 029-1,35,32,0 script Pentagram#FoS_1 NPC_NO_SPRITE,{ .@n$=strnpcinfo(0, "_0"); explode(.@ni$, .@n$, "_"); .@id=atoi(.@ni$[1]); debugmes "ID %d", .@id; if (.@id < 1) end; if ($FIRESOFSTEAM[.@id] < 1) end; mesn; mesq l("Power remaining: %s", fnum($FIRESOFSTEAM[.@id])); next; mesc l("Use items to drain the pentagram. Final result is affected by int!"); mesc l("WARNING: Monsters will appear!"), 1; select l("Cancel"), l("Dark Crystal (5 power)"), l("Terranite Ore (3 power)"), l("Coal (2 power)"), l("Cotton Cloth (1 power)"); mes ""; switch (@menu) { case 2: .@val=5;.@it=DarkCrystal; break; case 3: .@val=3;.@it=TerraniteOre; break; case 4: .@val=2;.@it=Coal; break; case 5: .@val=1;.@it=CottonCloth; break; default: close; } closeclientdialog; if (!countitem(.@it)) end; .@val*=countitem(.@it); .@val*=(readparam2(bInt)+100)/100; // Each int gives +1% delitem .@it, countitem(.@it); $FIRESOFSTEAM[.@id]-=.@val; getexp 0, .@val*2; // TODO: Check & unlock if ($FIRESOFSTEAM[.@id] < 1) disablenpc .name$; // Create monsters based on effectivity areamonster("029-1", .x-3, .y-3, .x+3, .y+3, strmobinfo(1, MagicGoblin), MagicGoblin, (.@val/15)+1, "SteamFire#Ctrl::OnEvent1"); dispbottom l("Power remaining: %s", fnum($FIRESOFSTEAM[.@id])); close; OnInit: .distance=3; end; } // Now we duplicate 029-1,258,39,0 duplicate(Pentagram#FoS_1) Pentagram#FoS_2 NPC_NO_SPRITE 029-1,113,148,0 duplicate(Pentagram#FoS_1) Pentagram#FoS_3 NPC_NO_SPRITE 029-1,229,188,0 duplicate(Pentagram#FoS_1) Pentagram#FoS_4 NPC_NO_SPRITE 029-1,38,257,0 duplicate(Pentagram#FoS_1) Pentagram#FoS_5 NPC_NO_SPRITE