// TMW2 scripts.
// Authors:
// Saulc
// Jesusalva
// acsvln
// gnulinux
// Description:
// Help Tulimshar guards
// Quest variable:
// TulimsharQuests_Guards
// Quest stages:
// 0 - not started
// 1 - Lieutenant Dausen asked for help Tulimshar guards
// 2 - completed
// 3 - Reward given
003-1,111,84,0 script Lieutenant Dausen NPC_PLAYER,{
// The Monster King guild have a special menu
if (strcharinfo(2) == "Monster King") goto L_MKControl;
.@has = getq(TulimsharQuest_WaterForGuard);
switch (.@has) {
case 0:
callsub(L_Greetings);
break;
case 1:
callsub(L_InProgress);
break;
case 2:
callsub(L_Reward);
break;
case 3:
callsub(L_QuestDone);
break;
default:
end;
}
close;
L_Greetings:
speech S_LAST_BLANK_LINE, l("Greetings, wanderer. I am @@, chief of the Tulimshar guards. My wards are dying from dehydration in the sun. Bring them water and you will earn a reward.", .name$);
select
l("Yes sir. I will help them."),
rif(getq(TulimsharQuest_Hasan) == 1, l("A guy named Hasan stole me!")),
menuaction(l("Quit"));
switch (@menu) {
case 1:
setq TulimsharQuest_WaterForGuard, 1;
mes "";
mesn;
mesq l("Good luck! Come for remuneration when you finish!");
next;
mesc l("Protip: You need an @@ full of water to get a reply from guards.", getitemlink(EmptyBottle));
next;
break;
case 2:
setq TulimsharQuest_Hasan, 2;
speech S_FIRST_BLANK_LINE, lg("Ah, Hasan... Sorry pal, afraid I can't do anything for you. Try talking to his mother Sorfina, she is on Mahoud's house, near the Inn.");
break;
case 3:
closedialog;
goodbye;
break;
}
return;
L_InProgress:
mesn;
mesq l("Please help my wards!");
if (getq(TulimsharQuest_Hasan) == 1) goto L_Hasan;
return;
L_Reward:
mesn;
mesq l("Thank you, here is your reward.");
inventoryplace TulimsharGuardBoots, 1, TulimsharGuardCard, 1;
getitem TulimsharGuardBoots, 1;
getitem TulimsharGuardCard, 1;
setq TulimsharQuest_WaterForGuard, 3;
next;
speech 0x0,
l("Wait a minute..."),
l("The Tulimshar guards needs an freelance employee who would help us in our work. We are searching for people as you."),
l("Take this badge, so you can get access to the guard house. You will find more work there. Bye, and good luck!");
return;
L_QuestDone:
mesn;
mesq l("Thank you for your help.");
if (getq(TulimsharQuest_Hasan) == 1) goto L_Hasan;
return;
L_Hasan:
select
rif(getq(TulimsharQuest_Hasan) == 1, l("A guy named Hasan stole me!")),
menuaction(l("Quit"));
switch (@menu) {
case 1:
setq TulimsharQuest_Hasan, 2;
speech S_FIRST_BLANK_LINE, lg("Ah, Hasan... Sorry pal, afraid I can't do anything for you. Try talking to his mother Sorfina, she is on Mahoud's house, near the Inn.");
break;
default:
closedialog;
goodbye;
break;
}
return;
L_MKControl:
mesn;
mes l("Oh noes! You've found the Tulimshar control panel!");
next;
select
l("Abort"),
l("Initiate a siege");
mes "";
if (@menu == 2) {
doevent "Lieutenant Dausen::OnStartSiege";
closedialog;
}
close;
OnMKSiege:
$@SIEGE_TULIM=rand(1,10);
OnStartSiege:
siege_setup("004-1");
kamibroadcast(col("WARNING! WARNING! Monster Army marching towards Tulimshar!!",1));
siege_cast("004-1", .name$, 0, TP_TULIM);
initnpctimer;
end;
OnGuardDeath:
end;
// Respawn monster from $@SIEGE_TMPMOBS memory
OnRespawn:
getmapxy(.@m$,.@x,.@y,0);
siege_spawn(.@m$, any_of($@SIEGE_TMPMOBS), 1, .name$+"::OnRespawn");
if (rand(10000) <= $coinsrate+($@SIEGE_TULIM*50))
makeitem StrangeCoin, 1, .@m$, .@x, .@y;
end;
// Timers
OnTimer35000:
siege_setup("003-1");
siege_cast("004-1", .name$, 0, TP_TULIM);
siege_cast("003-1", .name$, 0, TP_TULIM);
mapannounce("003-1", "##2Message to all Tulimshar NPCs: Take shelter!", bc_map);
disablenpc "Ched";
disablenpc "Aahna";
disablenpc "Constable Perry";
disablenpc "Cyndala";
disablenpc "Eomie";
disablenpc "Eugene";
disablenpc "Gladys";
disablenpc "Inac";
disablenpc "Ishi";
disablenpc "Itka";
disablenpc "Jakod";
disablenpc "Jerican";
disablenpc "Mahoud";
disablenpc "Marius The Bard";
disablenpc "Michel";
disablenpc "Neko";
disablenpc "Nina The Traveler";
disablenpc "Sarah";
disablenpc "Silvia";
disablenpc "Tamiloc";
disablenpc "Tinris";
disablenpc "#water_animation0";
disablenpc "Sailors#003-1";
disablenpc "Guard Philip";
disablenpc "Guard Defou";
disablenpc "Guard Avou";
disablenpc "Guard Benji";
disablenpc "Guard Valou";
disablenpc "Guard Nutelo";
disablenpc "Guard Moustacha";
disablenpc "Guard Popaul";
disablenpc "Guard Yen";
disablenpc "Guard Maxim";
disablenpc "Guard Totor";
disablenpc "Guard Roukin";
disablenpc "Guard Falko";
disablenpc "Guard Froma";
disablenpc "Guard Tetric";
disablenpc "Guard Biscop";
// Create guards
monster("003-1", 98, 100, ("Guard Philip"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 98, 121, ("Guard Defou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1",102, 121, ("Guard Avou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 58, 158, ("Guard Benji"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 62, 158, ("Guard Valou"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 71, 138, ("Guard Nutelo"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 58, 128, ("Guard Moustacha"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 58, 100, ("Guard Popaul"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 51, 73, ("Guard Yen"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 54, 52, ("Guard Maxim"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 50, 36, ("Guard Totor"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 53, 36, ("Guard Roukin"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1", 35, 34, ("Guard Falko"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1",111, 101, ("Guard Froma"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1",102, 80, ("Guard Tetric"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
monster("003-1",107, 80, ("Guard Biscop"), FallenGuard3, 1, "Lieutenant Dausen::OnGuardDeath", Size_Medium, 1);
end;
OnTimer65000:
siege_cast("004-1", .name$, $@SIEGE_TULIM, TP_TULIM);
siege_cast("003-1", .name$, $@SIEGE_TULIM, TP_TULIM);
disablenpc "Aidan";
disablenpc "Inar";
disablenpc "Malivox";
disablenpc "Estard";
disablenpc "Malindou";
disablenpc "Jhedia";
disablenpc "Swezanne";
disablenpc "Luca";
disablenpc "Colin";
end;
OnTimer96000:
siege_cast("003-1", .name$, $@SIEGE_TULIM, TP_TULIM);
end;
// The |BOSS| is here!
OnTimer180000:
siege_boss("003-1", $@SIEGE_TULIM);
siege_cast("003-1", .name$, $@SIEGE_TULIM, TP_TULIM);
end;
// At certain moments, the difficulty rises
OnTimer210000:
OnTimer420000:
OnTimer540000:
$@SIEGE_TULIM+=1;
// Spawn each 30s after timer 120, difficulty raisers exempt (same for boss)
OnTimer120000:
OnTimer150000:
//OnTimer180000: BOSS WAVE
//OnTimer210000: difficulty raiser
OnTimer240000:
OnTimer270000:
OnTimer300000:
OnTimer330000:
OnTimer360000:
OnTimer390000:
//OnTimer420000: difficulty raiser
OnTimer450000:
OnTimer480000:
OnTimer510000:
//OnTimer540000: difficulty raiser
OnTimer570000:
siege_cast("003-1", .name$, $@SIEGE_TULIM, TP_TULIM);
end;
OnTimer600000:
mapannounce("003-1", "##1The Monster Army is getting tired of resistance!", bc_map);
siege_cast("003-1", .name$, $@SIEGE_TULIM, TP_TULIM);
end;
OnTimer660000:
$@MK_SCENE=MK_NONE;
$@MK_AGGRO=$@MK_AGGRO/20;
mapannounce("003-1", "##1The Monster King army is preparing to withdraw!", bc_map);
end;
OnTimer690000:
siege_revert("003-1");
siege_revert("004-1");
enablenpc("Mana Stone");
$@SIEGE_TULIM=0;
announce(("Tulimshar siege is over!"), bc_all);
enablenpc "Ched";
enablenpc "Aahna";
enablenpc "Constable Perry";
enablenpc "Cyndala";
enablenpc "Eomie";
enablenpc "Eugene";
enablenpc "Gladys";
enablenpc "Inac";
enablenpc "Ishi";
enablenpc "Itka";
enablenpc "Jakod";
enablenpc "Jerican";
enablenpc "Mahoud";
enablenpc "Marius The Bard";
enablenpc "Michel";
enablenpc "Neko";
enablenpc "Nina The Traveler";
enablenpc "Sarah";
enablenpc "Silvia";
enablenpc "Swezanne";
enablenpc "Tamiloc";
enablenpc "Tinris";
enablenpc "#water_animation0";
enablenpc "Aidan";
enablenpc "Inar";
enablenpc "Malivox";
enablenpc "Luca";
enablenpc "Colin";
enablenpc "Estard";
enablenpc "Malindou";
enablenpc "Jhedia";
enablenpc "Sailors#003-1";
enablenpc "Guard Philip";
enablenpc "Guard Defou";
enablenpc "Guard Avou";
enablenpc "Guard Benji";
enablenpc "Guard Valou";
enablenpc "Guard Nutelo";
enablenpc "Guard Moustacha";
enablenpc "Guard Popaul";
enablenpc "Guard Yen";
enablenpc "Guard Maxim";
enablenpc "Guard Totor";
enablenpc "Guard Roukin";
enablenpc "Guard Falko";
enablenpc "Guard Froma";
enablenpc "Guard Tetric";
enablenpc "Guard Biscop";
stopnpctimer;
end;
OnInit:
.sex = G_MALE;
.distance = 4;
end;
}
// Debug - purpose NPC
003-1,110,84,0 script LieutenantDausenDebug NPC_MONA,{
showavatar NPC_MONA; // this is handled by avatars.xml
mesn;
mesq l("Reset?");
next;
menu
l("Yes."), L_Reset,
l("No."), L_Close;
L_Reset:
GUARDS_DONE_BITARRAY=0;
setq TulimsharQuest_WaterForGuard, 0;
mes l("Reset!");
goto L_Close;
L_Close:
//showavatar; // Use this to hide the showavatar
close;
// Use @shownpc to enable AyashaDebug
OnInit:
if (!debug)
disablenpc .name$;
end;
}
// Render random guard answer after bringing him water
function script GuardsGratitude {
switch (rand(6))
{
case 0:
.@message$ = l("God bless you! You have saved me from sweltering!");
break;
case 1:
.@message$ = l("I am happy that such responsible citizens live in Tulimshar. Thank you for your help. It's really hot nowdays!");
break;
case 2:
.@message$ = l("Thanks, this is very handy.");
break;
case 3:
.@message$ = l("Our service is dangerous and difficult. But I would not want any other. Thanks for the help.");
break;
case 4:
.@message$ = l("My mother told me, do not go work like a guard. You will die from overheating in the sun during the summer time.");
break;
case 5:
.@message$ = l("Who are you? Thanks for the help.");
break;
default:
.@message$="Thank you!";
break;
}
// TODO: Maybe we should see the guard gender too, and if it's matching, pat. Otherwise, air kiss.
if (Sex == SEX_FEMALE)
{
.@narrator_message$ = l("The Guard sends an air kiss to you.");
} else {
.@narrator_message$ = l("The Guard patted you on the back.");
}
speech S_LAST_BLANK_LINE, .@message$;
narrator S_LAST_BLANK_LINE, .@narrator_message$;
return;
}
// Do TulimsharQuest_WaterForGuard quest
function script CheckGuard {
.@guard_id = getarg(0);
.@guard_count = 0;
.@count_tmp = 0;
if (debug)
npctalk3 l("Hello, I am G-@@, of the @@ order.", .@guard_id, $@GuardBits[.@guard_id]);
if (GUARDS_DONE_BITARRAY & $@GuardBits[.@guard_id])
{
mesn;
mesq l("Thanks for help! Other guards may need help too!");
close;
} else {
while (.@count_tmp < 18)
{
if (GUARDS_DONE_BITARRAY & $@GuardBits[.@count_tmp])
.@guard_count = (.@guard_count + 1);
.@count_tmp = (.@count_tmp + 1);
}
if ( countitem(BottleOfTonoriWater) == 0 ) {
legiontalk;
} else {
delitem BottleOfTonoriWater, 1;
getitem EmptyBottle, 1;
getexp 32, 2;
Zeny = (Zeny + 30);
GUARDS_DONE_BITARRAY = GUARDS_DONE_BITARRAY | $@GuardBits[.@guard_id];
setq2 TulimsharQuest_WaterForGuard, .@guard_count; // Update questlog
if (.@guard_count >= 17) {
message strcharinfo(0), "That must have been the last guard.";
setq TulimsharQuest_WaterForGuard, 2;
}
GuardsGratitude();
narrator(l("You receive 32 exp and 30 GP."));
close;
}
}
return;
}
// Handle Guard's logic
function script GuardHandler {
if (getq(TulimsharQuest_WaterForGuard) == 1) {
CheckGuard(getarg(0));
} else {
legiontalk;
}
return;
}
003-1,98,100,0 script Guard Philip NPC_GUARD1,{
GuardHandler(0);
end;
OnTimer1000:
domovestep;
OnInit:
// Check items.xml for info about this.
// NOTE: Why Dausen item list is on Philip...?
.@npcId = getnpcid("Lieutenant Dausen");
setunitdata(.@npcId, UDT_HEADTOP, Bull);
setunitdata(.@npcId, UDT_HEADMIDDLE, LieutenantArmor);
setunitdata(.@npcId, UDT_HEADBOTTOM, RaidTrousers);
setunitdata(.@npcId, UDT_SHIELD, LousyMoccasins); // TODO FIXME: Display Boots
setunitdata(.@npcId, UDT_WEAPON, Backsword);
setunitdata(.@npcId, UDT_HAIRSTYLE, 7);
setunitdata(.@npcId, UDT_HAIRCOLOR, 17);
initpath "move", 98, 104,
"dir", DOWN, 0,
"wait", 60, 0,
"move", 84, 100,
"dir", DOWN, 0,
"wait", 45, 0,
"move", 93, 110,
"dir", DOWN, 0,
"wait", 70, 0,
"move", 101, 106,
"dir", RIGHT, 0,
"wait", 12, 0,
"move", 98, 104,
"dir", DOWN, 0,
"wait", 68, 0,
"move", 93, 110,
"dir", DOWN, 0,
"wait", 90, 0,
"move", 111, 109,
"dir", DOWN, 0,
"wait", 11, 0;
initialmove;
initnpctimer;
.distance = 5;
setarray $@GuardBits, 1, (1 << 1), (1 << 2), (1 << 3), (1 << 4), (1 << 5), (1 << 6), (1 << 7), (1 << 8), (1 << 9), (1 << 10), (1 << 11), (1 << 12), (1 << 13), (1 << 14), (1 << 15), (1 << 16), (1 << 17);
}
003-1,98,121,0 script Guard Defou NPC_GUARD1,{
GuardHandler(1);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,102,121,0 script Guard Avou NPC_GUARD1,{
GuardHandler(2);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,58,158,0 script Guard Benji NPC_GUARD1,{
GuardHandler(3);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,62,158,0 script Guard Valou NPC_GUARD1,{
GuardHandler(4);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,71,138,0 script Guard Nutelo NPC_GUARD1,{
GuardHandler(5);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,58,128,0 script Guard Moustacha NPC_GUARD1,{
GuardHandler(6);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,58,100,0 script Guard Popaul NPC_GUARD1,{
GuardHandler(7);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 58, 100,
"dir", DOWN, 0,
"wait", 100, 0,
"move", 62, 100,
"dir", DOWN, 0,
"wait", 35, 0,
"move", 62, 93,
"dir", DOWN, 0,
"wait", 48, 0,
"move", 58, 104,
"dir", DOWN, 0,
"wait", 55, 0,
"move", 54, 102,
"dir", RIGHT, 0,
"wait", 82, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,51,73,0 script Guard Yen NPC_GUARD1,{
GuardHandler(8);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-2,41,37,0 script Guard Yuna NPC_GUARD2,{
if (getq(TulimsharQuest_WaterForGuard) == 1)
{
CheckGuard(9);
} else {
npctalkonce l("I like to sing.");
}
end;
OnInit:
.sex = G_FEMALE;
.distance = 3;
end;
}
003-1,54,52,0 script Guard Maxim NPC_GUARD1,{
GuardHandler(10);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 54, 52,
"dir", DOWN, 0,
"wait", 85, 0,
"move", 54, 45,
"dir", DOWN, 0,
"wait", 70, 0,
"move", 67, 30,
"dir", LEFT, 0,
"wait", 11, 0,
"move", 49, 46,
"dir", DOWN, 0,
"wait", 55, 0,
"move", 31, 41,
"dir", LEFT, 0,
"wait", 6, 0,
"move", 35, 36,
"dir", UP, 0,
"wait", 9, 0,
"move", 49, 52,
"dir", DOWN, 0,
"wait", 70, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,50,36,0 script Guard Totor NPC_GUARD1,{
GuardHandler(11);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 50, 36,
"dir", DOWN, 0,
"wait", 45, 0,
"move", 50, 39,
"dir", DOWN, 0,
"wait", 35, 0,
"move", 35, 40,
"dir", UP, 0,
"wait", 1, 0,
"move", 33, 34,
"dir", DOWN, 0,
"wait", 12, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,53,36,0 script Guard Roukin NPC_GUARD1,{
GuardHandler(12);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 53, 36,
"dir", DOWN, 0,
"wait", 60, 0,
"move", 56, 59,
"dir", DOWN, 0,
"wait", 1, 0,
"move", 61, 76,
"dir", RIGHT, 0,
"wait", 5, 0,
"move", 61, 105,
"dir", RIGHT, 0,
"wait", 8, 0,
"move", 59, 129,
"dir", LEFT, 0,
"wait", 4, 0,
"move", 60, 103,
"dir", UP, 0,
"wait", 1, 0,
"move", 56, 82,
"dir", LEFT, 0,
"wait", 7, 0,
"move", 56, 59,
"dir", UP, 0,
"wait", 1, 0,
"move", 53, 39,
"dir", DOWN, 0,
"wait", 25, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,35,34,0 script Guard Falko NPC_GUARD1,{
GuardHandler(13);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 35, 34,
"dir", DOWN, 0,
"wait", 60, 0,
"move", 51, 38,
"dir", DOWN, 0,
"wait", 10, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-3,39,37,0 script Guard Malindax NPC_GUARD1,{
GuardHandler(14);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,111,101,0 script Guard Froma NPC_GUARD1,{
GuardHandler(15);
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,102,80,0 script Guard Tetric NPC_GUARD1,{
GuardHandler(16);
end;
OnTimer1000:
domovestep;
OnInit:
initpath "move", 110, 84,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 110, 101,
"dir", RIGHT, 0,
"wait", 0, 0,
"move", 99, 121,
"dir", LEFT, 0,
"wait", 1, 0,
"move", 89, 136,
"dir", DOWN, 0,
"wait", 1, 0,
"move", 65, 152,
"dir", DOWN, 0,
"wait", 1, 0,
"move", 71, 139,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 59, 128,
"dir", LEFT, 0,
"wait", 1, 0,
"move", 47, 79,
"dir", LEFT, 0,
"wait", 1, 0,
"move", 80, 73,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 53, 52,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 52, 37,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 35, 35,
"dir", RIGHT, 0,
"wait", 1, 0,
"move", 62, 105,
"dir", DOWN, 0,
"wait", 1, 0;
initialmove;
initnpctimer;
.distance = 5;
}
003-1,107,80,0 script Guard Biscop NPC_GUARD1,{
if (getq(TulimsharQuest_WaterForGuard) == 1)
{
CheckGuard(17);
} else {
npctalkonce l("No one is allowed past this point.");
}
end;
OnInit:
.sex = G_OTHER;
.distance = 3;
end;
}
003-1,114,83,0 script #tulim-guardhouse NPC_HIDDEN,0,0,{
end;
OnTouch:
if (countitem(TulimsharGuardCard) >= 1) goto L_Warp;
dispbottom l("Only Tulimshar Guards are allowed in this building.");
end;
L_Warp:
warp "003-10", 42, 79;
end;
}