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-- camp - "Orc forest encampment south of Randen"
-- /*
-- {
-- P_FOUNDMAYOR:
-- (0) Mayor is still behind bars
-- (1) Mayor has been freed and is now home
-- P_MAYORGUARD1:
-- (0) The first of the mayor's guards is still being held
-- (1) The first guard was released (and spoken to)
-- P_MAYORGUARD2:
-- (0) The second of the mayor's guards is still being held
-- (1) The second guard was released (and spoken to)
-- }
-- */
function autoexec()
local en
en = 37
if (get_progress(P_SIDEQUEST2) == 0) then
set_ent_id(en, CASANDRA)
else
set_ent_active(en, 0)
set_ent_tiley(2, get_ent_tiley(en))
end
if (get_progress(P_FOUNDMAYOR) > 0) then
for en = 0, 4, 1 do
set_ent_active(en, 0)
end
for en = 25, 28, 1 do
set_ent_active(en, 0)
end
end
if (get_progress(P_MAYORGUARD1) > 0) then
set_ent_active(5, 0)
end
if (get_progress(P_MAYORGUARD2) > 0) then
set_ent_active(6, 0)
end
refresh()
end
function entity_handler(en)
if (en == 0 or en == 1 or en == 3 or en == 4) then
bubble(en, "It sure it clammy in here...")
elseif (en == 2) then
-- This should never happen, but just incase...
LOC_rescue_mayor(en)
elseif (en == 5) then
if (get_progress(P_MAYORGUARD1) == 0) then
bubble(en, "Wow, thanks for helping me! When we get back to my place, feel free to stop by sometime!")
set_progress(P_MAYORGUARD1, 1)
else
bubble(en, "My place is right next to the mayor's.")
end
elseif (en == 6) then
if (get_progress(P_MAYORGUARD2) == 0) then
bubble(en, "Thanks for your help! I should be able to find my way out.")
set_progress(P_MAYORGUARD2, 1)
else
bubble(en, "Don't worry about me. I'm still looking for the exit...")
end
elseif (en == 7 or en == 8) then
if (LOC_orc_battle(1, en) == 1) then
return
end
elseif (en >= 9 and en <= 11) then
if (LOC_orc_battle(2, en) == 1) then
return
end
elseif (en >= 12 and en <= 15) then
if (LOC_orc_battle(3, en) == 1) then
return
end
elseif (en >= 16 and en <= 18) then
if (LOC_orc_battle(4, en) == 1) then
return
end
elseif (en >= 19 and en <= 22) then
if (LOC_orc_battle(5, en) == 1) then
return
end
elseif (en == 23 or en == 24 or (en >= 29 and en <= 36) or en == 38) then
if (LOC_orc_battle(8, en) == 1) then
return
end
set_ent_active(en, 0)
elseif (en >= 25 and en <= 28) then
if (LOC_orc_battle(7, en) == 1) then
return
end
elseif (en == 37) then
LOC_rescue_mayor(en)
end
end
function postexec()
return
end
function refresh()
local x, y
showch("treasure1", 55)
showch("treasure2", 56)
showch("treasure3", 57)
showch("treasure4", 58)
showch("treasure5", 59)
showch("treasure6", 60)
showch("treasure7", 61)
if (get_progress(P_FOUNDMAYOR) > 0) then
x, y = marker("cage")
set_ftile(x, y - 3, 0)
set_obs(x, y - 3, 0)
end
end
-- Show the status of a chest
function showch(which_marker, which_chest)
-- Set tiles if -1 passed in as 'which_chest' or if chest already opened
if (which_chest < 0 or get_treasure(which_chest) == 1) then
set_mtile(which_marker, 265)
set_zone(which_marker, 0)
end
end
function zone_handler(zn)
if (zn == 1) then
change_map("main", "camp", 0, -1)
elseif (zn == 2) then
change_map("main", "camp", 0, 1)
elseif (zn == 3) then
if (LOC_orc_battle(1, 8) == 1) then
return
end
elseif (zn == 4) then
if (LOC_orc_battle(3, 12) == 1) then
return
end
elseif (zn == 5) then
if (LOC_orc_battle(4, 16) == 1) then
return
end
elseif (zn == 6) then
if (LOC_orc_battle(5, 20) == 1) then
return
end
elseif (zn == 7) then
if (LOC_orc_battle(6, 17) == 1) then
return
end
elseif (zn == 8) then
chest(55, I_NLEAF, 2)
refresh()
elseif (zn == 9) then
chest(56, 0, 250)
refresh()
elseif (zn == 10) then
chest(57, I_RRUNE, 1)
refresh()
elseif (zn == 11) then
chest(58, I_SALVE, 2)
refresh()
elseif (zn == 12) then
chest(59, I_EDROPS, 1)
refresh()
elseif (zn == 13) then
chest(60, I_SPEAR1, 1)
refresh()
elseif (zn == 14) then
chest(61, I_ARMOR2, 1)
refresh()
elseif (zn == 15) then
touch_fire(party[0])
end
end
function LOC_fight_cleanup(fight_num)
local x, y
if (fight_num == 1) then
set_ent_active(7, 0)
set_ent_active(8, 0)
x, y = marker("fight_1")
set_zone(x, y - 1, 0)
set_zone(x + 1, y - 1, 0)
elseif (fight_num == 2) then
set_ent_active(9, 0)
set_ent_active(10, 0)
set_ent_active(11, 0)
elseif (fight_num == 3) then
set_ent_active(12, 0)
set_ent_active(13, 0)
set_ent_active(14, 0)
set_ent_active(15, 0)
x, y = marker("fight_3")
set_zone(x, y - 1, 0)
set_zone(x + 1, y - 1, 0)
elseif (fight_num == 4 or fight_num == 6) then
set_ent_active(16, 0)
set_ent_active(17, 0)
set_ent_active(18, 0)
set_zone("fight_4a", 0)
x, y = marker("fight_4b")
set_zone(x, y, 0)
set_zone(x, y + 1, 0)
elseif (fight_num == 5) then
set_ent_active(19, 0)
set_ent_active(20, 0)
set_ent_active(21, 0)
set_ent_active(22, 0)
x, y = marker("fight_5")
set_zone(x, y + 1, 0)
set_zone(x + 1, y + 1, 0)
elseif (fight_num == 7) then
set_ent_active(25, 0)
set_ent_active(26, 0)
set_ent_active(27, 0)
set_ent_active(28, 0)
end
end
function LOC_orc_battle(fight_num, en)
local x, y, which_combat = 0
if (fight_num == 1) then
x, y = marker("fight_1")
move_entity(7, x + 1, y, 0)
move_entity(8, x, y, 0)
wait_for_entity(7, 8)
set_ent_facing(7, FACE_UP)
set_ent_facing(8, FACE_UP)
bubble(en, "You're not welcome here!")
which_combat = 2
elseif (fight_num == 2) then
if (get_numchrs() > 1) then
bubble(en, "Intruders!")
else
bubble(en, "Intruder!")
end
x, y = marker("fight_2")
move_entity(10, x + 1, y + 1, 0)
move_entity(11, x, y, 0)
wait_for_entity(10, 11)
set_ent_facing(10, FACE_UP)
set_ent_facing(11, FACE_UP)
which_combat = 3
elseif (fight_num == 3) then
x, y = marker("fight_3")
set_ent_movemode(14, 2)
move_entity(12, x + 1, y, 0)
move_entity(13, x, y, 0)
move_entity(14, x, y + 1, 0)
move_entity(15, x + 1, y + 1, 0)
wait_for_entity(12, 15)
set_ent_facing(12, FACE_UP)
set_ent_facing(13, FACE_UP)
set_ent_facing(14, FACE_UP)
set_ent_facing(15, FACE_UP)
which_combat = 4
elseif (fight_num == 4) then
x, y = marker("fight_4a")
move_entity(16, x, y - 1, 0)
move_entity(17, x - 1, y + 1, 0)
if (get_numchrs() == 2) then
if (get_ent_tiley(HERO2) > get_ent_tiley(HERO1)) then
move_entity(18, x, y + 2, 0)
else
move_entity(18, x, y + 1, 0)
end
end
wait_for_entity(16, 18)
which_combat = 3
elseif (fight_num == 5) then
x, y = marker("fight_5")
move_entity(19, x + 1, y)
move_entity(20, x, y)
move_entity(21, x, y - 1)
move_entity(22, x + 1, y - 1)
wait_for_entity(19, 22)
set_ent_facing(19, FACE_DOWN)
set_ent_facing(20, FACE_DOWN)
set_ent_facing(21, FACE_DOWN)
set_ent_facing(22, FACE_DOWN)
which_combat = 4
elseif (fight_num == 6) then
-- Move this monster as close as possible to you before fighting
x, y = get_ent_tile(HERO1)
move_entity(16, x - 1, y - 1)
x, y = marker("fight_4b")
set_ent_speed(16, 6)
move_entity(17, x + 1, y)
move_entity(18, x + 1, y + 1)
wait_for_entity(16, 18)
set_ent_facing(16, FACE_DOWN)
set_ent_facing(17, FACE_LEFT)
set_ent_facing(18, FACE_LEFT)
which_combat = 3
elseif (fight_num == 7) then
bubble(en, "You have to get through us to get to them.")
which_combat = 5
elseif (fight_num == 8) then
if (get_numchrs() > 1) then
bubble(en, "Intruders!")
else
bubble(en, "Intruder!")
end
which_combat = 1
end
if (which_combat == 0) then
return 0
end
drawmap()
screen_dump()
set_run(0)
combat(which_combat)
set_run(1)
if (get_alldead() == 1) then
return 1
end
LOC_fight_cleanup(fight_num)
return 0
end
function LOC_rescue_mayor(en)
local a, x, y
x, y = marker("cage")
bubble(en, "Hey, $0! Am I ever glad to see you! We're in a bit of a jam here.")
if (en ~= 2) then
bubble(en, "I took a small job to help guard the mayor on his trip to Andra.")
end
bubble(en, "We were on the Brayden bridge when we were ambushed by these orcs. During the fight, one of them used a fire spell.")
bubble(en, "The bridge was engulfed in flames and we were trapped.")
bubble(HERO1, "But how did you end up here?")
bubble(en, "Well, we had no choice but to go back the way we came, and we ran into the whole tribe.")
bubble(en, "We were horribly out-numbered and forced to surrender. They brought us here and then most of them left for somewhere else.")
bubble(HERO1, "Hmm... this almost sounds as though the whole thing was planned.")
bubble(en, "Hmm...")
if (en ~= 2) then
bubble(HERO1, "Excuse me, Mr. Mayor.")
bubble(2, "Yes?")
end
bubble(HERO1, "Do you think that this could have possibly been a planned attack with the purpose of trying to kidnap you?")
bubble(2, "I don't see why they would want to kidnap me, but uh... could we possibly get out of here now?")
if (en ~= 2) then
set_ent_facing(en, FACE_UP)
bubble(en, "Yes sir!")
set_ent_facing(en, FACE_DOWN)
bubble(en, "I'll go back to Randen with the mayor. Why don't you meet me there after?")
end
bubble(HERO1, "Sure.")
set_progress(P_FOUNDMAYOR, 1)
set_progress(P_SIDEQUEST2, 1)
refresh()
set_autoparty(1)
move_entity(HERO1, x + 1, y)
if (get_numchrs() == 2) then
move_entity(HERO2, x + 1, y + 1)
end
wait_for_entity(HERO1, HERO2)
set_ent_facing(HERO1, FACE_LEFT)
set_ent_facing(HERO2, FACE_LEFT)
set_autoparty(0)
orient_heroes()
-- TT: This keeps the dead brigands from trying to move too
for a = 5, 36, 1 do
set_ent_movemode(a, 0)
end
if (en == 2) then
x, y = get_ent_tile(2)
move_entity(2, x, y - 1)
wait_for_entity(2)
end
set_ent_script(37, "D5")
set_ent_script(4, "L1D4")
set_ent_script(3, "D1L1D3")
set_ent_script(2, "R1D1L1D2")
set_ent_script(1, "R2D1L1D1")
set_ent_script(0, "R3D1L1F0")
wait_for_entity(0, 37)
set_ent_script(37, "L4D10K")
set_ent_script(4, "D1L4D10K")
set_ent_script(3, "D2L4D10K")
set_ent_script(2, "D3L4D10K")
set_ent_script(1, "D4L4D10K")
set_ent_script(0, "D5L4D10K")
wait_for_entity(0, 37)
set_ent_active(en, 0)
for a = 0, 4, 1 do
set_ent_active(a, 0)
end
end
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