// TMW 2 Script // Author: // Jesusalva // Micksha // Description: // Controls jails and lockpicks // Also creates siege towers to keep prisoners in check :3 042-3,0,0,0 script #KSlimeSpawn NPC_HIDDEN,{ end; OnKillSlime: debugmes "Slime slain"; .@label$=instance_npcname(.name$)+"::OnKillSlime"; if (!playerattached()) { debugmes "[ERROR] Player not Attached on Slime Death D:"; debugmes "[ERROR] Cannot retrieve coordinates!!"; } if (@lockpicks) end; if (rand2(10000) > 1000) { goto OnFirstSlime; } @lockpicks=true; getitem Lockpicks, 1; getitem TreasureKey, 1; end; OnFirstSlime: if (!playerattached()) { debugmes "[ERROR] Player not Attached on Slime Spawn D:"; debugmes "[ERROR] Cannot retrieve coordinates!!"; } getmapxy(.@m$, .@x, .@y, 0); sleep2(1800); .@mob=monster(.@m$, .@x, .@y, strmobinfo(1, CopperSlime), CopperSlime, 1, .@label$); // This should wipe the monster experience value setunitdata(.@mob, UDT_LEVEL, 1); debugmes "Slime is back"; end; // Spawn Siege Towers OnInstanceInit: .@m$=instance_mapname("042-3"); debugmes "Kamelot Init: Original %s Target %s", .map$, .@m$; // Fun fact monster(.@m$, 89, 133, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 67, 114, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 30, 121, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 23, 137, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 29, 103, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 61, 91, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 75, 69, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 34, 72, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 60, 59, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 87, 32, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 47, 32, strmobinfo(1, SiegeTower), SiegeTower, 1); monster(.@m$, 31, 35, strmobinfo(1, SiegeTower), SiegeTower, 1); end; } // Lockpicks functions function script KamelotLockpick { // Args: x, y, name. Needs player attached .@x=getarg(0); .@y=getarg(1); .@name$=getarg(2); mes l("A complex lock seems to be posing a threat to you."); next; mes l("But thanks to your %s skills, maybe you can pry this open.", thiefrank()); next; .@s=LockPicking(5, 3, false); // You broke free! if (.@s) { .@label$=instance_npcname(.@name$)+"::OnKamelotSlide"; addtimer 10, .@label$; areatimer getmap(), .@x-1, .@y-1, .@x+1, .@y, 10, .@label$; return; } mes l("What's this dark magic, the password has changed!"); .@label$=instance_npcname("#KSlimeSpawn")+"::OnKillSlime"; // Give player a easy way to get lockpicks for this // (Overrides original .@x/.@y variables) if (countitem(Lockpicks) <= 1) { @lockpicks=false; getmapxy(.@m$, .@x, .@y, 0); .@mob=monster(.@m$, .@x, .@y, strmobinfo(1, CopperSlime), CopperSlime, 1, .@label$); // This should wipe the monster experience value setunitdata(.@mob, UDT_LEVEL, 1); } return; } // Cell Doors 042-3,33,137,0 script Cell Door#K01 NPC_NO_SPRITE,{ KamelotLockpick(.x, .y, .name$); close; OnInit: OnInstanceInit: .distance=2; end; OnKamelotSlide: .@label$=instance_npcname(.name$)+"::OnKamelotSlide"; deltimer .@label$; dispbottom l("You're finally free!"); slide .x, .y+1; @lockpicks=true; end; } // Duplication of doors 042-3,84,129,0 duplicate(Cell Door#K01) Cell Door#K02 NPC_NO_SPRITE 042-3,41,121,0 duplicate(Cell Door#K01) Cell Door#K03 NPC_NO_SPRITE 042-3,74,109,0 duplicate(Cell Door#K01) Cell Door#K04 NPC_NO_SPRITE 042-3,36,98,0 duplicate(Cell Door#K01) Cell Door#K05 NPC_NO_SPRITE 042-3,57,86,0 duplicate(Cell Door#K01) Cell Door#K06 NPC_NO_SPRITE 042-3,79,65,0 duplicate(Cell Door#K01) Cell Door#K07 NPC_NO_SPRITE 042-3,43,69,0 duplicate(Cell Door#K01) Cell Door#K08 NPC_NO_SPRITE 042-3,24,69,0 duplicate(Cell Door#K01) Cell Door#K09 NPC_NO_SPRITE 042-3,86,24,0 duplicate(Cell Door#K01) Cell Door#K10 NPC_NO_SPRITE 042-3,59,51,0 duplicate(Cell Door#K01) Cell Door#K11 NPC_NO_SPRITE 042-3,38,29,0 duplicate(Cell Door#K01) Cell Door#K12 NPC_NO_SPRITE // Leave the dungeon 042-3,62,19,0 script #KDoor0423 NPC_HIDDEN,1,0,{ end; OnTouch: .@g=getcharid(2); warp "042-4@"+.@g, any(59,60), 77; addtimer 1000, .name$+"::OnHey"; end; OnHey: dispbottom l("Oh, here the path seems to split. Which way should we go?"); addtimer 3000, .name$+"::OnHey2"; end; OnHey2: dispbottom l("Or should we even split ourselves to check all possible ways?")+" "+col(l("[Caution, this may be dangerous!]"), 1); end; } // Required exit. This one has no conditions, so it is not really required // But I do not trust Instancing System, so better safe than sorry! 042-3,58,140,0 script #KDoor0423B NPC_HIDDEN,0,0,{ end; OnTouch: .@g=getcharid(2); warp "042-2@"+.@g, 41, 23; end; }