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// 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, 32, "026-5", 65); // Initiate Lv 145 mobs
MazeMobs(175, false, 96, "026-5", 30); // Initiate Lv 175 mobs
debugmes "Reloaded B5F, %d", gettimetick(0);
goto OnClock1843;
// 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;
setmapflag("026-5", mf_zone, "SuperMMO");
goto OnMon2358;
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;
}
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