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// 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: 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:
@lofcanjump=true;
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,{
// Do you want to jump?
if (!@lofcanjump) {
dispbottom l("What interesting water. Just don't ask me why.");
end;
}
// Are you in the bridge?
if (!isin("017-1", 158, 222, 1)) {
dispbottom l("I'm too far to jump there.");
end;
}
mesc l("Are you really going to jump here?");
next;
if (askyesno() == ASK_YES) {
// Do the jump!
closeclientdialog;
slide .x, .y;
if (is_between(5220, 5270, .x*32) && is_between(7330, 7390, .y*32))
goto L_GoodJump;
dispbottom l("The water was too shallow...");
die();
end;
}
closeclientdialog;
end;
L_GoodJump:
dispbottom l("You jump in deep waters.");
// You can only carry exact 2kg with full health.
// Weight will be 2000g - so penalty will be 100% HP.
.@penalty=max(0, (Weight/20)-1);
percentheal -.@penalty, 0;
@finalhp = Hp;
// 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;
setparam(Hp, @finalhp);
@finalhp=0;
addtimer(3000, "#01850SwimmingCtrl::OnLoop");
warp "018-5-0", 20, 25;
end;
OnInit:
.alwaysVisible=true;
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
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