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+// Evol Scripts
+// Author:
+// Jesusalva
+// Description:
+// Mundane (anagram of Unnamed) is Mona's father
+// He likes to smoke cigarettes while looking for the strange sounds.
+// He is an old bowman of the Legion. He was married but it is not clear
+// what happened to his wife.
+// Lore Problems:
+// If he is missing for a week already, how is he eating anyway?
+// Also, is he afraid of blubs/rattos or of Green Slimes?
+
+// Note: Jesusalva is not someone to care a lot with code styling, and he uses
+// a convention of his own, gumi will need to cleanse the code before it gets
+// compliant with Evol Coding Style Guidelines.
+// Note 2: Logout is not handled. Making logout at an instanced map may randomly
+// warp you back to Drasil Island (000-1) or something like that. I don't know.
+// This behavior remains to be checked.
+
+001-3-0,96,66,0 script Mundane NPC_MUNDANE,{
+
+ function quest_completed
+ {
+ speech(0x0,
+ l("No matter how many times I come here, I can't find the reason for the strange sounds..."),
+ l("It is either a huge monster, some cultists, or someone throwing strange stuff into sewers."));
+ close;
+ }
+
+ function quest_inprogress
+ {
+ speech(0x0,
+ l("We need to get out of here soon. I'm scared of the Slimes!"));
+ close;
+ }
+
+ function rescue_mundane
+ {
+ speech(S_LAST_NEXT,
+ l("Scary... I am afraid of all these Slimes, Rattos and Maggots... And worse, I am lost..."),
+ l("I was an archer of the Legion and shouldn't be scared of a few maggots, but everyone has fears, right?!"),
+ l("My daughter is probably worried about me. Could you perhaps lead me out of here?"));
+
+ switch (select(l("Yes, follow me!"), l("Not now. You see, I am also afraid of Slimes and Rattos!")))
+ {
+ case 1:
+ mes "";
+ break;
+ case 2:
+ speech(S_FIRST_BLANK_LINE,
+ l("That's too bad... Although I think you're lying."),
+ l("If so, please take some courage and help me!"));
+ close;
+ break;
+ }
+ .@ID=getcharid(0);
+ .@MAP_NAME$="mona@"+str(.@ID);
+ @MUNDANE_INSTID = instance_create("001-3-0@a"+(.@ID), getcharid(3), IOT_CHAR);
+
+ // XXX - Important Note - XXX
+ // We currently have only FOUR chars to name the map. "001-3-0" or "mundane" have 7 chars, so that cannot be used.
+ // Thankfully, "mona" have 4 chars, so it's the name.
+ //
+ // Rationale: We have only 11 chars available, but 7 are reserved. So, longest name would be "abcd" + "@" + getcharid(0)
+ // Some test reported that (apparently) we have 15 whitespaces at map name start, not sure why.
+ .@instanceMapName$ = instance_attachmap("001-3-0", @MUNDANE_INSTID, 0, .@MAP_NAME$);
+
+ // This can be a bug, but most likely is because instance already exists.
+ // I don't know what would happen if we continue, so let's "penalize" the player
+ if (.@instanceMapName$ == "") {
+ speech(0x0,
+ l("Wait... You are that @@ from earlier, aren't you?", strcharinfo(0)),
+ l("If my memory serves me right, you were just defeated. Why don't you go out to buy better equipment?"));
+ close;
+ }
+
+ // You have 5 minutes to complete the quest. This does not results in failure by itself, getq2 does that
+ instance_set_timeout(300, 300, @MUNDANE_INSTID);
+ instance_init(@MUNDANE_INSTID);
+ dispbottom(l("Mona's father is right behind you. You have five minutes to bring him out of sewers!"));
+
+ // Note: Difficulty is based on your level
+ .@BLVLBOOST=BaseLevel/10;
+ areamonster(.@MAP_NAME$, 119, 51, 162, 85, strmobinfo(1, Slime), Slime, 3+.@BLVLBOOST);
+ areamonster(.@MAP_NAME$, 190, 65, 193, 68, strmobinfo(1, Ratto), Ratto, 5);
+ areamonster(.@MAP_NAME$, 90, 67, 92, 72, strmobinfo(1, CaveMaggot), CaveMaggot, 3+.@BLVLBOOST);
+ areamonster(.@MAP_NAME$, 99, 106, 102, 111, strmobinfo(1, Slime), Slime, 3+.@BLVLBOOST);
+ areamonster(.@MAP_NAME$, 115, 93, 115, 75, strmobinfo(1, Slime), Slime, 3+.@BLVLBOOST);
+ areamonster(.@MAP_NAME$, 120, 85, 7, 2, strmobinfo(1, LittleSlime), LittleSlime, 7+.@BLVLBOOST);
+ areamonster(.@MAP_NAME$, 114, 65, 121, 68, strmobinfo(1, CaveMaggot), CaveMaggot, 5+.@BLVLBOOST);
+ areamonster(.@MAP_NAME$, 137, 76, 130, 87, strmobinfo(1, Spider), Spider, 4+.@BLVLBOOST);
+ areamonster(.@MAP_NAME$, 98, 92, 101, 94, strmobinfo(1, Slime), Slime, 3+.@BLVLBOOST);
+
+ // Important temporary variables and move you accordingly
+ @MUNDANE_OLDX=.x;
+ @MUNDANE_OLDY=.y;
+ warp(.@MAP_NAME$, .x, .y);
+ // Move NPC as well
+ unitwarp(getnpcid(instance_npcname(.name$, @MUNDANE_INSTID)), .@MAP_NAME$, .x, .y);
+
+ setq ArtisQuests_MonaDad, 2;
+ addtimer(150, instance_npcname(.name$, @MUNDANE_INSTID)+"::OnMove");
+ updateSpotlight(true);
+ close;
+
+ }
+
+ .@q=getq(ArtisQuests_MonaDad);
+ if (.@q >= 3) quest_completed();
+ if (.@q == 2) quest_inprogress();
+ if (.@q == 1) rescue_mundane();
+ // Impossible situation, but let's not trust this. You must talk to Mona first!
+ if (.@q == 0) quest_completed();
+
+ hello;
+ end;
+
+// This functions serves two major purposes:
+// 1- Move Mundane accordingly
+// 2- Be able to determine if you brought Mundane to exit or cheat (warp, etc.)
+// NOTE: Using instance_npcname(.name$) can be unreliable at times.
+// It should work with addtimer(), but if it breaks, move @MUNDANE_INSTID to
+// the @ varspace, and use instance_npcname(.name$, @MUNDANE_INSTID)
+// That'll fix any problem when playtesting.
+OnMove:
+ getmapxy(.@m$, .@x, .@y, 0);
+ // You left the map, we don't need to move NPC anymore
+ if (!(.@m$ ~= "mona@*") && (.@m$ != "001-3-0")) {
+ disablenpc(instance_npcname(.name$, @MUNDANE_INSTID));
+ // This check shouldn't be needed but better safe than sorry
+ if (.@m$ == "001-1")
+ dispbottom l("Mundane ran straight home. He must be missing his daughter.");
+ else
+ dispbottom l("Mundane ran away, he did not trust the path you chose.");
+ end;
+ }
+ // We actually won't move the NPC to your position, but to where you were last.
+ // The NPC should not walk right in you because I thought it looks weird ingame.
+ if (.@x == @MUNDANE_OLDX && .@y == @MUNDANE_OLDY) {
+ addtimer(150, instance_npcname(.name$, @MUNDANE_INSTID)+"::OnMove");
+ end;
+ }
+
+ // movenpc() will cause NPC to "jump" to player position.
+ // npcwalkto(x, y) will make it walk to your position.
+ npcwalkto @MUNDANE_OLDX, @MUNDANE_OLDY;
+
+ // We now update the misleading @MUNDANE_OLD* variable with your current
+ // position.
+ @MUNDANE_OLDX=.@x;
+ @MUNDANE_OLDY=.@y;
+ // We must handle this every 150ms or so, which is player walk delay.
+ // When you leave the map this timer will die.
+ addtimer(150, instance_npcname(.name$, @MUNDANE_INSTID)+"::OnMove");
+ end;
+
+OnInit:
+ .distance = 3;
+ .speed = 140;
+
+// Move Mundane every Sunday, Wednesday, and Friday
+// to be less repetitive, and save also where it is
+OnSun0000:
+OnWed0000:
+OnFri0000:
+ if (.begin)
+ delcells "MundaneProtection";
+
+ // Micksha may tweak this.
+ setarray .@valid_x, 96, 132, 150, 49;
+ setarray .@valid_y, 66, 86, 118, 47;
+ .@index=rand(0,getarraysize(.@valid_x)-1);
+ movenpc .name$, .@valid_x[.@index], .@valid_y[.@index];
+
+ // Create a 3x3 monster collision block over Mundane
+ setcells .map$, .x-3, .y-3, .x+3, .y+3, 6, "MundaneProtection";
+ .begin=true;
+ end;
+
+OnInstanceInit:
+ .speed = 140; // Double-sure
+ end;
+
+}
+
+function script MundaneLogout {
+ if (getq(ArtisQuests_MonaDad) != 2) return;
+ setq ArtisQuests_MonaDad, 1;
+ return;
+}
+
+function script MundaneDeath {
+ if (getq(ArtisQuests_MonaDad) != 2) return;
+ setq ArtisQuests_MonaDad, 1;
+ dispbottom l("What a pity! You've died.");
+
+ // We must disable Mona's Dad NPC sprite if you are still on the map
+ // This will cause the NPC to "vanish", player is left to guess that he ran
+ // back to where he originally was.
+ // (ie. The NPC won't be fine without you if we have code to handle that).
+ // NOTE: Maybe we could send the NPC running back to his original position?
+ // For future thought and testing by anyone interested.
+ if (strpos(getmap(), "mona@") >= 0) {
+ disablenpc(instance_npcname(.name$, @MUNDANE_INSTID));
+ }
+ return;
+}
+