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|
// TMW2 scripts.
// Author:
// Jesusalva
// Description:
// 023-3-1 The First Monster King's Throne Room Configuration File
023-3-1 mapflag zone MMO
023-3-1,45,27,0 script #Finish02331 NPC_HIDDEN,0,0,{
end;
OnTouch:
if (instance_id() < 0)
cwarp "014-2-2", 35, 20;
.@m$=getmap();
.@n=getq(General_Narrator);
.@q=getq(FrostiaQuest_Homunculus);
// Cheater Detected
if (.@n < 15) {
warp "Save", 0, 0;
die();
end;
}
if (.@q < 3) {
dispbottom l("The magic power outflowing in the room prevents you from leaving.");
end;
}
if (mobcount(.@m$, "#Core02331::OnMobDie")) {
dispbottom l("These assassins will catch me if I do that now!");
end;
}
.@mapn$="023-3-2";
warp .@mapn$, any(39,40), 58;
end;
}
023-3-1,45,80,0 script #Exit02331 NPC_HIDDEN,1,0,{
end;
OnTouch:
if (instance_id() < 0)
cwarp "014-2-2", 35, 20;
.@n=getq(General_Narrator);
.@q=getq3(FrostiaQuest_Homunculus);
// Cheater Detected
if (.@n < 15) {
warp "Save", 0, 0;
die();
end;
}
if (.@n == 15) {
dispbottom lg("I'm not a coward! I must press forward!");
end;
}
.@mapn$="001-7";
warp .@mapn$, 59, 45;
end;
}
// To the traps!
023-3-1,45,63,0 script #Ambush02331 NPC_HIDDEN,10,0,{
OnTouch:
.@q=getq(FrostiaQuest_Homunculus);
if (.@q < 2) {
dispbottom l("Error, cheater detected");
die();
end;
}
.@q=getq3(FrostiaQuest_Homunculus);
if (!.@q) {
.@m$=getmap();
.@mobID1=monster(.@m$, 43, 55, l("Assassin"), HoodedNinja, 1, "#Core02331::OnMobDie");
.@mobID2=monster(.@m$, 48, 55, l("Assassin"), HoodedNinja, 1, "#Core02331::OnMobDie");
monster(.@m$, 43, 60, l("Assassin"), Assassin, 1, "#Core02331::OnMobDie");
monster(.@m$, 43, 65, l("Assassin"), Assassin, 1, "#Core02331::OnMobDie");
monster(.@m$, 48, 60, l("Assassin"), Assassin, 1, "#Core02331::OnMobDie");
monster(.@m$, 48, 65, l("Assassin"), Assassin, 1, "#Core02331::OnMobDie");
if (any(true,false))
unittalk(.@mobID1, l("Kill 'em!"));
else
unittalk(.@mobID2, l("Kill 'em!"));
setq3 FrostiaQuest_Homunculus, 1;
}
end;
}
// Main event core
023-3-1,45,52,0 script #Core02331 NPC_HIDDEN,10,0,{
OnTouch:
if (instance_id() < 0)
end;
.@q=getq(FrostiaQuest_Homunculus);
if (.@q < 2) {
dispbottom l("Error, cheater detected");
die();
end;
}
.@n$=instance_npcname(.name$);
.@q=getq3(FrostiaQuest_Homunculus);
if (.@q == 1) {
// Begin the event core
setq3 FrostiaQuest_Homunculus, 2;
addtimer(1100, .@n$+"::OnEvent01");
attachnpctimer();
initnpctimer();
}
end;
OnEvent01:
.@m$=getmap();
.@n$=instance_npcname(.name$);
warp .@m$, 45, 42;
@ISBAMUTH=monster(.@m$, 45, 34, l("Isbamuth"), Isbamuth, 1, .name$+"::OnIsbamuthDefeat");
immortal(@ISBAMUTH); // Prevent Isbamuth from being killed
.@g1=monster(.@m$, 42, 37, l("Assassin"), HoodedNinja, 1, .name$+"::OnMobDie");
.@g2=monster(.@m$, 48, 37, l("Assassin"), HoodedNinja, 1, .name$+"::OnMobDie");
.@g3=monster(.@m$, 39, 40, l("Assassin"), Assassin, 1, .name$+"::OnMobDie");
.@g4=monster(.@m$, 51, 40, l("Assassin"), Assassin, 1, .name$+"::OnMobDie");
// Block everyone for cutscene (includes invencibility boost)
setpcblock(PCBLOCK_HARD, true);
sleep2(10);
sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, @ISBAMUTH);
sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@g1);
sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@g2);
sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@g3);
sc_start(SC_STUN, 7500, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@g4);
unittalk(@ISBAMUTH, l("Seems like the rat have come after the cheese."));
addtimer(1500, .@n$+"::OnE02");
end;
OnE02:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("HAHAHAHA! How foolish of you, didn't even bother trying to sneak in!"));
addtimer(1500, .@n$+"::OnE03");
end;
OnE03:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("Remember my name: I am Isbamuth, and I've took the Throne which rightfully belongs to me."));
addtimer(1500, .@n$+"::OnE04");
end;
OnE04:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("This throne is not from the Monster King... IT BELONGS ONLY TO ME!"));
addtimer(1500, .@n$+"::OnE05");
end;
OnE05:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("Now, as you gave yourself the trouble of coming here..."));
addtimer(1500, .@n$+"::OnE06");
end;
OnE06:
.@m$=getmap();
.@n$=instance_npcname(.name$);
setpcblock(PCBLOCK_HARD, false);
unittalk(@ISBAMUTH, l("LET'S DANCE!"));
mapannounce(.@m$, "##2"+l("Victory Conditions: Survive!"), 0);
mapannounce(.@m$, "##1"+l("Defeat Conditions: Your death!"), 0);
addtimer(15000, .@n$+"::OnW01");
addtimer(60000, .@n$+"::OnW02");
addtimer(180000, .@n$+"::OnE07");
end;
OnE07:
.@m$=getmap();
.@n$=instance_npcname(.name$);
@SCOUT=monster(.@m$, 43, 29, l("Assassin"), HoodedNinja, 1, .name$+"::OnMobDie");
sc_start(SC_STUN, 14000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, @SCOUT);
unitemote(@SCOUT, E_KITTY);
unitstop(@ISBAMUTH);
dispbottom l("Something seems to be happening close to the Throne.");
deltimer(.@n$+"::OnW01");
deltimer(.@n$+"::OnW02");
addtimer(2000, .@n$+"::OnE08");
end;
OnE08:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("What's it, scout."));
unitwalk(@ISBAMUTH, 45, 34);
addtimer(2500, .@n$+"::OnE09");
end;
OnE09:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unitemote(@SCOUT, E_THUMBUP);
unittalk(@ISBAMUTH, l("So, it is ready?"));
addtimer(2000, .@n$+"::OnE10");
end;
OnE10:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("I hate to leave you now, @@, but I have more important things to do.", strcharinfo(0)));
addtimer(1500, .@n$+"::OnE11");
end;
OnE11:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("Enjoy this world while it lasts. Heh. It's time to... detonate."));
addtimer(1500, .@n$+"::OnE12");
end;
OnE12:
.@m$=getmap();
.@n$=instance_npcname(.name$);
// A warp to non-instanced version to prevent death sprite from showing up.
unitwarp(@ISBAMUTH, "023-3-1", 45, 45);
unitwarp(@SCOUT, "023-3-1", 45, 45);
.@isb=@ISBAMUTH;
@ISBAMUTH=0;
unitkill(.@isb);
unitkill(@SCOUT);
setq1 FrostiaQuest_Homunculus, 3;
mapannounce(.@m$, "##2"+l("Victory Conditions: Defeat all enemies!"), 0);
mapannounce(.@m$, "##1"+l("Defeat Conditions: Your death!"), 0);
end;
// War events
OnW01:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("Be cursed, you fool!"));
sc_start(SC_CURSE, 3000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK);
// Maybe you're stupidly ignoring what we just said?
if (TUTORIAL)
dispbottom col(l("REMINDER: You do not need to kill anything, you need to ##BSURVIVE##b!"), 3);
addtimer(45000, .@n$+"::OnW01");
end;
OnW02:
.@m$=getmap();
.@n$=instance_npcname(.name$);
unittalk(@ISBAMUTH, l("Come to my aid! Vanish this fool!"));
monster(.@m$, 42, 37, l("Assassin"), any(Assassin,Bandit,RobinBandit), 1, .name$+"::OnMobDie");
monster(.@m$, 48, 37, l("Assassin"), HoodedNinja, 1, .name$+"::OnMobDie");
monster(.@m$, 39, 40, l("Assassin"), any(Assassin,Bandit,RobinBandit), 1, .name$+"::OnMobDie");
monster(.@m$, 51, 40, l("Assassin"), Assassin, 1, .name$+"::OnMobDie");
addtimer(60000, .@n$+"::OnW02");
end;
// Secret events. Do not handle Isbamuth death as it should be impossible...
OnIsbamuthDefeat:
if (!@ISBAMUTH)
end;
Exception(l("Why do you bully me! - This is a bug: 02331.LOGIC.OID"), RB_DISPBOTTOM|RB_DEBUGMES);
deltimer(.@n$+"::OnW01");
deltimer(.@n$+"::OnW02");
//getexp 0, 1000;
@ISBAMUTH=monster(.@m$, 45, 34, l("Isbamuth"), Isbamuth, 1, .name$+"::OnIsbamuthDefeat");
end;
// For mobcount() only
OnMobDie:
end;
OnTimer1000:
.@m$=instance_mapname("023-3-1");
if (getmapusers(.@m$))
initnpctimer;
OnTimerQuit:
// Cleanup - you fail.
killmonsterall(.@m$);
stopnpctimer();
detachnpctimer();
end;
}
023-3-1,45,33,0 script Isbamuth NPC_ISBAMUTH,{
mesn;
mesq l("I lost interest in you. Don't bother me - leave from where you've came.");
mesc l("Maybe if NetSysFire was around, she would finish coding this NPC.");
close;
OnInit:
.sex = G_MALE;
.distance = 5;
npcsit;
end;
OnInstanceInit:
disablenpc instance_npcname(.name$);
end;
}
|