diff options
Diffstat (limited to 'npc/001-3-0/mundane.txt')
-rw-r--r-- | npc/001-3-0/mundane.txt | 142 |
1 files changed, 120 insertions, 22 deletions
diff --git a/npc/001-3-0/mundane.txt b/npc/001-3-0/mundane.txt index ff4d51b9..b653fa0d 100644 --- a/npc/001-3-0/mundane.txt +++ b/npc/001-3-0/mundane.txt @@ -1,13 +1,23 @@ - // Evol Scripts // Author: // Jesusalva // Description: // Mundane (anagram of Unnamed) is Mona's father - -// Note: Due technical limitations do not make Mundane move -// Note: Temporary sprite -001-3-0,161,59,0 script Mundane NPC_MUNDANE,{ +// 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 { @@ -17,14 +27,21 @@ 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 these blubs and rattos... And worse, I am lost..."), - l("I already killed many strong monsters, but I everyone have fears, right?!"), - l("My daughter is probably worried with me. Could you perhaps lead me out of here?")); + l("Scary... I am afraid of these Slimes, Rattos and Maggots... And worse, I am lost..."), + l("I already killed many strong monsters, 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 Blubs and Rattos!"))) + switch (select(l("Yes, follow me!"), l("Not now. You see, I am also afraid of Slimes and Rattos!"))) { case 1: mes ""; @@ -38,11 +55,11 @@ } .@ID=getcharid(0); .@MAP_NAME$="mona@"+str(.@ID); - .@MUNDANE_INSTID = instance_create("001-3-0@a"+(.@ID), getcharid(3), IOT_CHAR); + @MUNDANE_INSTID = instance_create("001-3-0@a"+(.@ID), getcharid(3), IOT_CHAR); //debugmes "You are "+str(.@ID); - //if (.@MUNDANE_INSTID < 0) debugmes "Error: No instance ID"; - //debugmes "new instance id: " + str(.@MUNDANE_INSTID); + //if (@MUNDANE_INSTID < 0) debugmes "Error: No instance ID"; + //debugmes "new instance id: " + str(@MUNDANE_INSTID); // XXX - Important Note - XXX // We currently have only FOUR chars to name the map. "001-3-0" or "mundane" have 7 chars, so that cannot be used. @@ -50,27 +67,49 @@ // // Rationale: We have only 11 chars available, but 7 are reserved. So, longest name would be "abcd" + "@" + getcharid(0) // Some test reported that (apparently) we have 15 whitespaces at map name start, not sure why. - .@instanceMapName$ = instance_attachmap("001-3-0", .@MUNDANE_INSTID, 0, .@MAP_NAME$); - - //if (.@instanceMapName$ == "") debugmes "Error: Map 001-3-0 X failed"; - //debugmes "Created map: "+ str(.@instanceMapName$); + .@instanceMapName$ = 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 died just before. 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); + instance_set_timeout(300, 300, @MUNDANE_INSTID); + instance_init(@MUNDANE_INSTID); dispbottom(l("Mona Father's is right behind you. You have five minutes to bring him out of sewers!")); // Not sure if Green Slimes are exactly what we want here - and shouldn't it be "Slime"? (mind upper-case) areamonster(.@MAP_NAME$, 119, 51, 162, 85, l("Green Slime"), slime, 3); + areamonster(.@MAP_NAME$, 190, 65, 193, 68, l("Ratto"), Ratto, 5); + areamonster(.@MAP_NAME$, 90, 67, 92, 72, l("Cave Maggot"), CaveMaggot, 3); + areamonster(.@MAP_NAME$, 99, 106, 102, 111, l("Green Slime"), slime, 3); + areamonster(.@MAP_NAME$, 115, 93, 115, 75, l("Green Slime"), slime, 3); + areamonster(.@MAP_NAME$, 120, 85, 7, 2, l("Little Green Slime"), slime-littleslime, 7); + areamonster(.@MAP_NAME$, 114, 65, 121, 68, l("Cave Maggot"), CaveMaggot, 5); + areamonster(.@MAP_NAME$, 137, 76, 130, 87, l("Spider"), Spider, 4); + areamonster(.@MAP_NAME$, 98, 92, 101, 94, l("Green Slime"), slime, 3); setq ArtisQuests_MonaDad, 2; - warp(.@MAP_NAME$, 161,59); + warp(.@MAP_NAME$, 96,66); + addtimer(150, "Mundane::OnMove"); + + // Important temporary variables + @MUNDANE_OLDX=96; + @MUNDANE_OLDY=66; close; } .@q=getq(ArtisQuests_MonaDad); - if (.@q != 1) quest_completed(); + if (.@q >= 3) quest_completed(); + if (.@q == 2) quest_inprogress(); if (.@q == 1) rescue_mundane(); + // Impossible situation, but let's not trust this. You must talk to Mona first! + if (.@q == 0) quest_completed(); hello; end; @@ -80,16 +119,75 @@ OnInit: .distance = 3; end; +/* +// If we are to use a fake-NPC (a monster which actually is a NPC, for example), +// We need to uncomment this code block. As we are moving the actual NPC, this is +// not needed (and harmful, too) OnInstanceInit: disablenpc(instance_npcname(.name$)); 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."); + 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, "Mundane::OnMove"); + end; + } + + // movenpc() will cause NPC to "jump" to player position. + // npcwalkto(x, y) could be better, but there are concerns about instance NPC, + // and the server code behind this function would need to be changed to actually + // use NPC walking animation (instead of just sliding it around). + // + // Mind the note about instance_npcname and about ignoring your position + // We should in future at least figure out the right direction to display too + movenpc(instance_npcname(.name$, @MUNDANE_INSTID), @MUNDANE_OLDX, @MUNDANE_OLDY); + + // We now update the misleading @MUNDANE_OLD* variable with your current + // position. + @MUNDANE_OLDX=.@x; + @MUNDANE_OLDY=.@y; + // We must handle this every 150ms or so, which is player walk delay. + // When you leave the map this timer will die. + addtimer(150, "Mundane::OnMove"); + end; OnPCDieEvent: if (getq(ArtisQuests_MonaDad) != 2) end; setq ArtisQuests_MonaDad, 1; dispbottom l("What a pity! You've died."); - //warp("Save",0,0); // That works, but won't revive you without recovery(); + + // We must disable Mona's Dad NPC sprite if you are still on the map + // This will cause the NPC to "vanish", player is left to guess that he ran + // back to where he originally was. + // (ie. The NPC won't be fine without you if we have code to handle that). + getmapxy(.@m$, .@x, .@y, 0); + if (.@m$ ~= "mona@*") { + disablenpc(instance_npcname(.name$, @MUNDANE_INSTID)); + } + + // Uncommenting the code piece will warp you back to your savepoint. + // It's better to don't use this if the previous code works. + //recovery(); + //warp("Save",0,0); end; } -// >>>>>>> Initial proof-of-concept version, works, but quest cannot be completed yet |