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-- bridge2 - "On Brayden river Randen and Andra, complete"
-- /*
-- {
-- Which globals should we have for the (incomplete) bridge?
--
-- P_FIGHTONBRIDGE
-- (0)..(4) [Not calculated]: when this is <=4, we will not use bridge2
-- (5) Slept at the inn, bridge is pretty close to being done
-- (6) [Not calculated]: when this is >= 6, we will not even enter the map
--
-- P_LOSERONBRIDGE
-- (0) Have not spoken to man who forgot his sword
-- (1) Spoke to him after defeating the monsters
--
-- P_ASLEEPONBRIDGE
-- (0) Have not spoken to man sleeping on bridge
-- (1) Man is asleep again
-- }
-- */
function autoexec()
refresh()
end
function entity_handler(en)
if (en == 0) then
bubble(en, "There have been no further threats. Thank you.")
elseif (en == 1) then
if (get_progress(P_LOSERONBRIDGE) == 0) then
bubble(en, "It's a good thing you helped us out with that monster!")
bubble(HERO1, "Oh, it was nothing...")
bubble(en, "No, really! I don't have a sword!")
wait(50)
bubble(en, "I probably shouldn't have told you that.")
set_progress(P_LOSERONBRIDGE, 1)
elseif (get_progress(P_LOSERONBRIDGE) == 1) then
bubble(HERO1, "So what happened to your sword?")
bubble(en, "...")
wait(50)
bubble(en, "My dog ate it.")
set_progress(P_LOSERONBRIDGE, 2)
elseif (get_progress(P_LOSERONBRIDGE) == 2) then
bubble(en, "Hey, look! I found a board with a nail in it!")
thought(HERO1, "Oh, good grief!")
bubble(en, "Fear my wrath! Hi-yah!")
end
elseif (en == 2) then
bubble(en, "Just a few more planks and this will be finished!")
elseif (en == 3) then
bubble(en, "I... zzz... can't stay awak... zzz...")
elseif (en == 4) then
bubble(en, "*YAWN!* That other guy's yawning is contagious!")
elseif (en == 5) then
bubble(en, "My breaks are too short. I could really use another one.")
elseif (en == 6) then
bubble(en, "I've planted flowers underneath the bridge.")
elseif (en == 7) then
bubble(en, "I'm an architect. I'm building these pillars to reinforce the bridge.")
elseif (en == 8) then
if (get_progress(P_BANGTHUMB) == 0) then
bubble(en, "Yes, wha...")
msg("WHAM!", 255, 0)
bubble(en, "Yow!! My thumb! I banged my thumb!")
if (get_ent_tilex(HERO1) > get_ent_tilex(en)) then
set_ent_facing(en, FACE_RIGHT)
elseif (get_ent_tiley(HERO1) > get_ent_tiley(en)) then
set_ent_facing(en, FACE_DOWN)
end
bubble(en, "I hope that you're satisfied!")
else
bubble(en, "Owww, my poor thumb...")
end
elseif (en == 9) then
bubble(en, "Some moron rode a wagon over here with STONE RIMS! I'd like to find the no-good, lousy...")
end
end
function postexec()
return
end
function refresh()
showch("treasure1", 8)
showch("treasure2", 90)
end
-- Show the status of a treasures
function showch(which_marker, which_chest)
-- Set tiles if -1 passed in as 'which_chest' or if chest already opened
if (get_treasure(which_chest) == 1) then
set_zone(which_marker, 0)
end
if (which_marker == "treasure1") then
set_obs(which_marker, 0)
end
if (which_marker == "treasure2") then
set_ftile(which_marker, 0)
end
end
function zone_handler(zn)
if (zn == 1) then
change_map("main", "bridge", -1, 0)
elseif (zn == 2) then
-- // TT: This is still here incase the player didn't get it on the first
-- // (incomplete) bridge. They can only get it once.
chest(8, I_OSEED, 2)
refresh()
elseif (zn == 3) then
chest(90, I_REGENERATOR, 1)
refresh()
elseif (zn == 4) then
change_map("main", "bridge", 1, 0)
end
end
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