1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
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Scene
WildMap
% V1 = Location to exit to
% V2 = Identity of NPC
% V3 = NPC has started moving
% XMAX and YMAX are assumed to be 50 in the following line.
% I don't think I'll be changing them anytime soon, but that
% may be a bad assumption to make anyhow... Better to use a
% named constant.
TM2 <if= V3 1 ifG NPCX V2 3 else GoExitBoard ifG 47 NPCX V2 else GoExitBoard ifG NPCY V2 3 else GoExitBoard ifG 47 NPCY V2 else GoExitBoard>
GoExitBoard <V= 3 2 MoveChar V2 V1 Print 1 Reputation 6 1 Reputation 1 1>
Msg1 <\PERSONA V2 has left the area.>
nu1 <if= T1 0 Return>
nu2 <if= T2 0 ifNPCOK V2 MoveChar V2 V1>
Clue14 <Print 2>
Msg2 <The animals probably have their breeding ground in a swamp around here.>
sub
Team 1
SetEnemy 3
Team 2
SetAlly 1
SetEnemy 3
home <Cabin>
stat 1 3
Team 3
SetEnemy 1 2
type <Forest Animal Mutant Swamp>
stat 2 8
home <Spawning Ground>
room 10 10
name <Cabin>
Swamp
Width 15
height 15
name <Spawning Ground>
end
inv
Prop 20
name <Whisky Still>
home <Cabin>
use <Print 1>
msg1 <It's a still used to produce alcohol.>
CLUE29 <Print 102 if= V102 0 Reputation 7 d3 V= 102 1>
Msg102 <You remember having used a distilling apparatus like this in your high school chemistry class... not for recreational purposes, unfortunately.>
end
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