// TMW2 scripts. // Author: // Jesusalva // Description: // The Impregnable Fortress Control Files // Quest: General_Fortress // (MaxFloor+2, internal, internal) // This script must set 026-5 up on init, and refresh it when needed // This one also contains a blackbox - script Impregnable#B5F NPC_HIDDEN,{ function _moveNpc; end; // On Tuesday, the map changes //OnTue0000: OnMon2358: if (!.InstId) end; // TODO: Reload .InstId // Check if this is causing time leak debugmes "Reloading B5F... %d", gettimetick(0); killmonsterall("026-5"); MazeMobs(145, false, 7, "026-5"); // Initiate Lv 145 mobs debugmes "Reloaded B5F, %d", gettimetick(0); end; // Initialize the dungeon OnInit: .InstId = false; sleep(7000); // Delay 7s before initialization .InstId = CreateMaze(IOT_NONE, MAZE_SIZE_A, "026-5"); instance_set_timeout(0, 0, .InstId); instance_init(.InstId); debugmes "Impregnable Fortress B5F (%d): Init OK", .InstId; MazeMobs(145, false, 7, "026-5"); // Initiate Lv 145 mobs setmapflag("026-5", mf_zone, "SuperMMO"); goto OnClock1843; OnClock1843: if (!.InstId) end; // Movement will need to happen here (daily modifications) // We need however to validate the coordinates they're jumping to... _moveNpc("026-5"); unitwarp(getnpcid("#026-5Switch_1"), "026-5", .npc_x, .npc_y); _moveNpc("026-5"); unitwarp(getnpcid("#026-5Switch_2"), "026-5", .npc_x, .npc_y); _moveNpc("026-5"); unitwarp(getnpcid("#026-5Switch_3"), "026-5", .npc_x, .npc_y); _moveNpc("026-5"); unitwarp(getnpcid("#026-5Switch_4"), "026-5", .npc_x, .npc_y); _moveNpc("026-5"); unitwarp(getnpcid("#026-5Switch_5"), "026-5", .npc_x, .npc_y); _moveNpc("026-5"); unitwarp(getnpcid("#026-5Switch_6"), "026-5", .npc_x, .npc_y); _moveNpc("026-5"); unitwarp(getnpcid("#026-5Switch_7"), "026-5", .npc_x, .npc_y); _moveNpc("026-5"); unitwarp(getnpcid("#026-5Gate"), "026-5", .npc_x, .npc_y); end; function _moveNpc { // Try to warp randomly, up to 30 attempts .@e=0; .@mx=getmapinfo(MAPINFO_SIZE_X, getarg(0))-20; .@my=getmapinfo(MAPINFO_SIZE_Y, getarg(0))-20; do { if (.@e >= 30) break; .npc_x = rand2(20, .@mx); .npc_y = rand2(20, .@my); .@e+=1; } while (!checknpccell(getarg(0), .npc_x, .npc_y, cell_chkpass)); return; } // _moveNpc } // The switches main code 000-0,0,0,0, script #026-5Switch_1 NPC_SWITCH_OFFLINE,{ // Retrieve my own metadata .@n$=strnpcinfo(0, "_0"); explode(.@ni$, .@n$, "_"); .@id=atoi(.@ni$[1]); .@bit = (2 ** (.@id - 1)); // Do not react if already done if (getq(General_Fortress) != 6) end; // If already flipped, then don't do pointless things if (getq2(General_Fortress) & .@bit) { dispbottom l("I already flipped this switch, no point flipping it again."); end; } // After used by someone, can't be used by others for ~30 seconds if (getnpcclass() == NPC_SWITCH_ONLINE) end; // The Riddled Switch: Assign random question (Miller + char ID + Switch ID) // Maze mobs should count (and qualify for mob points) // All target mobs should be Lv 100+ .@minKills = 10; mesn l("The Riddled Switch"); mes l("Our master respects %s, so those whom wish to meet him, the following shall they prove:", b(l("knowledge"))); // Blackbox will question and validate the answer if (!0235_Riddle_BlackBox(.@id)) { mesc l("The answer, apparently, was incorrect."), 1; close; } // Mark this switch as done setq2 General_Fortress, getq2(General_Fortress) | .@bit; dispbottom l("You hear a *clank*, it must have worked."); // Check if this was the last switch if (getq2(General_Fortress) == 127) { dispbottom l("This was the last one of them. Now to find the door..."); setq General_Fortress, 7, 0, 0; specialeffect(FX_MGWARP, SELF, getcharid(3)); } // Final decorators closeclientdialog; setnpcdisplay .name$, NPC_SWITCH_ONLINE; sleep(30000); // Detach the player (instead of sleep2) setnpcdisplay .name$, NPC_SWITCH_OFFLINE; end; OnInit: .distance=3; end; } 000-0,0,0,0 duplicate(#026-5Switch_1) #026-5Switch_2 NPC_SWITCH_OFFLINE 000-0,0,0,0 duplicate(#026-5Switch_1) #026-5Switch_3 NPC_SWITCH_OFFLINE 000-0,0,0,0 duplicate(#026-5Switch_1) #026-5Switch_4 NPC_SWITCH_OFFLINE 000-0,0,0,0 duplicate(#026-5Switch_1) #026-5Switch_5 NPC_SWITCH_OFFLINE 000-0,0,0,0 duplicate(#026-5Switch_1) #026-5Switch_6 NPC_SWITCH_OFFLINE 000-0,0,0,0 duplicate(#026-5Switch_1) #026-5Switch_7 NPC_SWITCH_OFFLINE // The main NPC which lets you out of here 000-0,0,0,0, script #026-5Gate NPC_ICE_CAGE,0,0,{ if (getq(General_Fortress) > 6) goto L_Warp; dispbottom l("After flipping all %s switches, I should go there.", l("seven")); end; OnTouch: if (getq(General_Fortress) > 6) goto L_Warp; mesc l(".:: Impregnable Fortress, %sF ::.", "B5"), 3; msObjective(getq(General_Fortress) == 7, l("* Flip all seven switches")); msObjective($MK_TEMPVAR >= MKIF_LV_B6F, l("Minimum wins: %d/%d", $MK_TEMPVAR, MKIF_LV_B6F)); mes ""; mesc l("Hint: The Riddled Switches."); close; L_Warp: fortwarp(MKIF_LV_B6F, "026-6", 100, 90); end; OnInit: .distance=3; end; }