1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
|
// TMW2 Scripts
// Author:
// Jesusalva
// Description:
// Controls Elenium Mines, specially the instances
// Main Controller for Instanced maps
018-6-1,0,0,0 script #01861_InstCtrl NPC_HIDDEN,{
end;
// Map, x, y, width, height, mob, amount
function AreaMonsterB {
.@m$=getarg(0);
.@x1=getarg(1);
.@x2=.@x1+getarg(3);
.@y1=getarg(2);
.@y2=.@y1+getarg(4);
.@mi=getarg(5);
.@am=getarg(6);
areamonster(.@m$, .@x1, .@y1, .@x2, .@y2, strmobinfo(1, .@mi), .@mi, .@am, instance_npcname(.name$)+"::OnKill"+.@mi);
return;
}
// (var, value)
function SetIfVoid {
if (!getarg(0))
return getarg(1);
return 0;
}
// Bifs won't respawn
OnKill1226:
OnKill1227:
OnKill1228:
end;
// Others: Wait 30 seconds and respawn
OnKill1178:
.@mi=SetIfVoid(.@mi, 1178);
OnKill1051:
.@mi=SetIfVoid(.@mi, 1051);
OnKill1074:
.@mi=SetIfVoid(.@mi, 1074);
OnKill1123:
.@mi=SetIfVoid(.@mi, 1123);
OnKill1176:
.@mi=SetIfVoid(.@mi, 1176);
OnKill1026:
.@mi=SetIfVoid(.@mi, 1026);
// Common utils
getmapxy(.@m$, .@x, .@y, 0);
sleep(30000);
AreaMonsterB(.@m$, .@x-2, .@y-2, 4, 4, .@mi, 1);
end;
OnInstanceInit:
// Generate map ID
getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC);
// Bif monsters
AreaMonsterB(.@m$, 40, 49, 7, 8, BigEleniumBif, 5);
AreaMonsterB(.@m$, 95, 51, 7, 8, BigEleniumBif, 5);
AreaMonsterB(.@m$, 145, 83, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 62, 86, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 65, 130, 6, 5, EleniumBif, 5);
AreaMonsterB(.@m$, 125, 158, 6, 5, SmallEleniumBif, 4);
AreaMonsterB(.@m$, 129, 183, 6, 5, SmallEleniumBif, 4);
AreaMonsterB(.@m$, 34, 181, 5, 5, SmallEleniumBif, 4);
// Common Monsters
AreaMonsterB(.@m$, 80, 172, 54, 25, BlackSlime, 16);
AreaMonsterB(.@m$, 89, 167, 54, 25, DarkLizard, 8);
AreaMonsterB(.@m$, 96, 103, 56, 29, BlackScorpion, 17);
AreaMonsterB(.@m$, 101, 105, 54, 25, MountainSnake, 9);
AreaMonsterB(.@m$, 70, 45, 44, 25, WickedMushroom, 14);
AreaMonsterB(.@m$, 68, 45, 31, 21, Archant, 7);
end;
}
/////////////////////////////
018-6-1,83,26,0 script #ToForgottenChamber NPC_SUMMONING_CIRC,0,0,{
dispbottom l("It looks dangerous.");
end;
OnTouch:
.@q=getq(LoFQuest_Barbara);
.@q2=getq2(LoFQuest_Barbara);
.@q3=getq3(LoFQuest_Barbara);
// Skipped cutscenes, show you the EXIT
if (.@q == 1 && .@q3 != 1)
cwarp "017-1", 32, 45;
if (.@q >= 1) {
warp BarbaraInstCheck(0), 90, 91;
// Complete the first arc if possible
if (.@q == 1) {
setnpcdialogtitle l("Forgotten Chamber");
mesn l("Forgotten Chamber");
mesq l("You see yourself in a strange chamber. Strange drawings litter the walls.");
next;
mesn l("Forgotten Chamber");
mesq l("You can see in distance two portals working, and two portals offline.");
next;
mesn l("Forgotten Chamber");
mesq l("It seems to be a puzzle, you can only imagine what needs to be done in order to enable the right portals.");
next;
setq1 LoFQuest_Barbara, 2;
setq3 LoFQuest_Barbara, 0;
closeclientdialog;
}
// Update M0 NPCs based on quest state
if (.@q > 2)
enablenpc instance_npcname("#ToForgottenShrine", .@q2);
if (.@q == 2) {
if (.@q3 == 5)
enablenpc instance_npcname("#ToForgottenShrine", .@q2);
if (.@q3 == 3)
enablenpc instance_npcname("#ToSouthHall", .@q2);
// Note: state 64 and 128 are temporary and must be removed
if (.@q3 & 64)
setq3 LoFQuest_Barbara, .@q3^64;
// Safety update
.@q3=getq3(LoFQuest_Barbara);
if (.@q3 & 128)
setq3 LoFQuest_Barbara, .@q3^128;
}
} else {
Exception("ERROR, YOU SHOULD NOT BEEN SEEING THIS. 018-6-1.TFC");
}
end;
OnInit:
disablenpc .name$;
end;
}
///////////////////////////// Minievents
018-6-1,128,131,0 script Wounded Soldier#01861 NPC_GUARD_DEAD,{
//npctalk3 l("Please find her and don't worry with me! And be careful!");
npctalk3 l("*scream in pain*");
close;
OnMain:
mesn l("Wounded Soldier");
mesq l("Hey, you! Are you here on Kenton's orders?!");
next;
setnpcdialogtitle l("Benjamin, Wounded Soldier");
mesn l("Benjamin, Wounded Soldier");
mesq l("My name is Benjamin, and I was in charge of an incursion here to capture Barbara.");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("My unit, however, was attacked! An assassin snuck up on us!");
mesc l("You help Benjamin in getting up.");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("I hope my men are safe, that was yesterday. I am barely alive.");
mesc l("You know what is worse? THIS WHOLE CAVE HAVE DEATH PENALTY ON!!!"), 1;
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("I shall report to Kenton. I now entrust this quest in your hands!");
next;
mesn l("Benjamin, Wounded Soldier");
mesq l("And please, bring those criminals to justice! Barbara and the Assassin!");
next;
mesc l("With a wave, Benjamin returns to report Kenton about the outcome.");
setq3 LoFQuest_Barbara, 1;
disablenpc instance_npcname(.name$); // NPC will now go to rest
close;
OnInit:
.sex=G_MALE;
disablenpc .name$;
end;
OnInstanceInit:
if (debug) setnpcdisplay instance_npcname(.name$), NPC_WOUNDEDSOLDIER;
disablenpc instance_npcname(.name$);
end;
}
// Event trigger
018-6-1,121,132,0 script #01861TriggerWS1 NPC_HIDDEN, 0, 10,{
end;
OnTouch:
.@q=getq(LoFQuest_Barbara);
.@q2=getq2(LoFQuest_Barbara);
.@q3=getq3(LoFQuest_Barbara);
if (.@q == 1 && .@q3 == 0) {
enablenpc instance_npcname("Wounded Soldier#01861", .@q2);
addtimer2(500, instance_npcname("Wounded Soldier#01861", .@q2)+"::OnMain");
}
end;
OnInit:
disablenpc .name$;
end;
}
|