// TMW2 scripts.
// Author:
// Jesusalva
// Description:
// 001-7 Monster King's Village Configuration File
// Part of Player Quest, see 023-3 scope and 024-16
// (C) Moubootaur Legends, 2019
001-7,91,89,0 script #Init0233 NPC_HIDDEN,0,0,{
end;
OnTouch:
.@q=getq(General_Narrator);
.@q2=getq2(General_Narrator);
// Cheater Detected
if (.@q < 15) {
warp "Save", 0, 0;
percentheal -100, -100;
end;
}
if (.@q == 15) {
dispbottom lg("I'm not a coward! I must press forward!");
end;
}
.@mapn$="023-3";
warp .@mapn$, 48, 23;
end;
}
001-7,59,44,0 script #Init02331 NPC_HIDDEN,0,0,{
end;
OnTouch:
.@n=getq(General_Narrator);
.@q=getq2(FrostiaQuest_Homunculus);
// Cheater Detected
if (.@n < 15) {
warp "Save", 0, 0;
percentheal -100, -100;
end;
}
mesn l("Magically Sealed Gate");
mesc l("The door is sealed. The riddle says: “I drink, I become, I am. Don't say my name, but say why you know me. For, I am the best in the world.”");
if (!(.@q & 1)) {
mesc l("You have no idea what that means."), 1;
close;
} else {
mesc l("You know the answer can only be @@.", getitemlink(Coffee)), 3;
}
next;
mesn l("Magically Sealed Gate");
if (!(.@q & 256)) {
mesc l("Even after breaking the first layer, a second layer keeps active. The first layer gets back to work shortly after. What have I missed or forgotten to do?"), 1;
close;
} else {
if (.@q != 511)
Exception("Invalid quest state: "+.@q, RB_DEFAULT|RB_SPEECH|RB_ISFATAL);
mesc l("Are you sure you want to proceed? You CANNOT COME BACK!"), 1;
if (askyesno() == ASK_NO)
close;
}
closeclientdialog;
// We can create instance without recording the ID etc.
// Map name limit: 4 chars (hmc1) - as of homunculus
.@mapn$="hmc1@"+getcharid(0);
.@map2$="hmc2@"+getcharid(0);
.@inst = instance_create("Homunculus "+getcharid(0), getcharid(3), IOT_CHAR);
if (.@inst >= 0) {
instance_attachmap("023-3-1", .@inst, false, .@mapn$);
instance_attachmap("023-3-2", .@inst, false, .@map2$);
// Instance lasts one hour
instance_set_timeout(3600, 3600, .@inst);
instance_init(.@inst);
}
setq1 FrostiaQuest_Homunculus, 2;
warp .@mapn$, any(45,46), 79;
end;
}
001-7,50,112,0 script Abandoned Fountain#MKH NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
mesn;
mesc l("At a first glance, it seems to be full of water, but inspecting closer, it is not.");
next;
mesn;
mesc l("It is difficult to describe, it is like if it was mixed with mana itself. Drinking a bit of it was enough to recover your MP.");
percentheal 0, 100;
if (!(.@q & .hcID))
setq2 FrostiaQuest_Homunculus, .@q|.hcID;
close;
OnInit:
.hcID=1;
.distance=2;
end;
}
001-7,48,111,0 script Sign#MKH NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
mesn;
mesc l("Welcome to") + " --_--_-___--__-_-_.";
mesc l("Yes, we have @@!", getitemlink(Coffee));
next;
mesn;
mesc l("The village name is difficult to read.");
if (!(.@q & .hcID))
setq2 FrostiaQuest_Homunculus, .@q|.hcID;
close;
OnInit:
.hcID=2;
.distance=2;
end;
}
001-7,41,104,0 script Abandoned House#MKH1 NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
mesn;
mesc l("The door won't budge.");
if (!(.@q & .hcID))
setq2 FrostiaQuest_Homunculus, .@q|.hcID;
close;
OnInit:
.hcID=4;
.distance=2;
end;
}
001-7,59,104,0 script Abandoned House#MKH2 NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
mesn;
mesc l("It seems to have been abandoned a long time ago, but the chimney is still going?");
if (!(.@q & .hcID))
setq2 FrostiaQuest_Homunculus, .@q|.hcID;
close;
OnInit:
.hcID=8;
.distance=2;
end;
}
001-7,41,99,0 script Abandoned House#MKH3 NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
mesn;
mesc l("The knob has... melted down? What?");
if (!(.@q & .hcID))
setq2 FrostiaQuest_Homunculus, .@q|.hcID;
close;
OnInit:
.hcID=16;
.distance=1;
end;
}
001-7,59,99,0 script Abandoned House#MKH4 NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
mesn;
mesc l("There seems to be signs of a fight long forgotten, but it still reeks blood.");
if (!(.@q & .hcID))
setq2 FrostiaQuest_Homunculus, .@q|.hcID;
close;
OnInit:
.hcID=32;
.distance=1;
end;
}
001-7,33,89,0 script Apple Trees#MKH1 NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
mesn;
mesc l("It seems to be growing apples, but by the amount of magic particles...");
next;
mesn;
mesc l("A close inspection reveals nothing out of ordinary. It seems to be well kept.");
next;
if (!(.@q & 1)) {
mesn strcharinfo(0);
mesc l("You're hesitant to pick one, they could be dangerous.");
close;
}
mesn strcharinfo(0);
mesc l("You carefully pick a @@. It looks delicious, but you probably will need it later.", getitemlink(RedApple));
if (!(.@q & .hcID)) {
inventoryplace RedApple, 1;
getitem RedApple, 1;
setq2 FrostiaQuest_Homunculus, .@q|.hcID;
}
close;
OnInit:
.hcID=64;
.distance=2;
end;
}
001-7,40,88,0 script Abandoned House#MKH6 NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
if (!(.@q & 64)) {
mesn strcharinfo(0);
mesc l("I should check the Apple Garden first.");
close;
}
// I hope this is right
if (!(
(.@q & 4) &&
(.@q & 8) &&
(.@q & 16) &&
(.@q & 32)) ) {
mesn strcharinfo(0);
mesc l("I better not disturb the hut owner.");
close;
}
mesn;
mesc l("It's locked. But a close inspection reveals a small key under the rug.");
next;
mesn;
mesc l("Maybe there's a locked door somewhere, and this key will fit?");
if (!(.@q & .hcID))
setq2 FrostiaQuest_Homunculus, .@q|.hcID;
close;
OnInit:
.hcID=128;
.distance=1;
end;
}
001-7,50,99,0 script Abandoned House#MKH5 NPC_NO_SPRITE,{
.@q=getq2(FrostiaQuest_Homunculus);
if (!(.@q & 128)) {
mesn;
mesc l("It's locked.");
close;
}
mesn;
mesc l("It's locked.");
next;
mesn;
mesc l("You use the small key from the apple garden hut. It fits neatly.");
next;
mesn;
mesc l("The hut is... empty. And it doesn't have a fireplace, either.");
next;
mesn;
mesc l("You don't know how the chimney keeps producing smoke. It must be using hiding magic.");
next;
mesn;
mesc l("However took control of this village is no ordinary mage. There's a switch on the wall.");
next;
mesn;
mesc l("You flip the switch. Nothing happens.");
// You can unflip it :>
setq2 FrostiaQuest_Homunculus, .@q^.hcID;
close;
OnInit:
.hcID=256;
.distance=1;
end;
}