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-- coliseum - "Coliseum west of Sunarin"
-- /*
-- {
-- Get the 6th PM after the battle
-- Of course, we shouldn't let him/her join except if we do a side-quest.
-- }
-- */
function autoexec()
set_ent_active(12, 0)
if (get_progress(P_ROUNDNUM) > 0) then
x, y = marker("after_battle")
place_ent(6, x + 1, y + 1)
end
end
function entity_handler(en)
if (en == 0) then
bubble(en, "I actually made it to the second round!")
elseif (en == 1) then
bubble(en, "I'm out of practice.")
elseif (en == 2) then
bubble(en, "I can't stand waiting like this!")
elseif (en == 3) then
bubble(en, "There's not enough women in these competitions.")
elseif (en == 4) then
bubble(en, "I came all this way and then found out that I didn't have enough money for the registration fee!")
elseif (en == 5) then
bubble(en, "I'm waiting for my next match.")
elseif (en == 6) then
local a, b
if (get_progress(P_OPALSHIELD) == 1) then
bubble(en, "This is where you register.")
bubble(en, "Hey, wait a minute... you're the one who defeated Trayor. We can't let you register again... you're too good for these guys.")
return
end
if (get_progress(P_ROUNDNUM) == 0) then
bubble(en, "This is where you register.")
if (get_progress(P_FIRSTTIME) == 0) then
bubble(en, "Before I explain the rules, I should tell you that the registration fee is 2000 gp!")
bubble(en, "If you lose even once, you are done... and will have to register again.")
bubble(en, "As well, after you register you can't leave the coliseum grounds. If you leave, you will be forced to register again.")
bubble(en, "Now, let's talk about the actual fights!")
bubble(en, "The first three battles are more or less just preliminary fights to make sure you have what it takes.")
bubble(en, "If you win the first three rounds, you qualify for more advanced matches.")
bubble(en, "The more advanced matches are against more skilled opponents and will determine whether or not your skills are balanced enough.")
bubble(en, "If you manage to defeat the advanced warriors, you will be given a chance to fight Trayor for the grand prize.")
a = prompt(en, 2, 0, "So, are you willing to pay the",
"2000 gp entrance fee?",
" no ",
" yes ")
set_progress(P_FIRSTTIME, 1)
else
a = prompt(en, 2, 0, "The registration fee is 2000 gp.",
"Are you in?",
" no ",
" yes ")
end
if (a == 0) then
bubble(en, "Oh well. Come back when you're ready.")
else
if (get_gp() >= 2000) then
set_gp(get_gp() - 2000)
bubble(en, "Consider yourself registered. After each battle, come back and talk to me.")
set_ent_script(en, "U2R1F2")
wait_for_entity(en, en)
set_progress(P_ROUNDNUM, 1)
set_progress(P_BATTLESTATUS, 0)
else
bubble(en, "Umm... you don't seem to have enough. I would suggest selling some junk. In any case, you can't register at this point.")
end
end
else
a = get_progress(P_BATTLESTATUS)
if (a == 0) then
if (get_progress(P_ROUNDNUM) == 7) then
bubble(en, "Wow! This is it... your next battle is with Trayor. Good luck... you'll need it!")
else
bubble(en, "Battle number "..get_progress(P_ROUNDNUM)..". Just head on through that door when you are ready.")
end
elseif (a == 1) then
if (get_progress(P_ROUNDNUM) == 7) then
bubble(en, "Astounding! Whoever you are, you're going to go far!")
bubble(en, "Well, I guess this is yours.")
sfx(5)
msg("Opal Shield procured", 255, 0, xofs, yofs)
set_progress(P_OPALSHIELD, 1)
if (get_ent_tilex(HERO1) == get_ent_tilex(en)) then
set_ent_script(HERO1, "L1")
wait_for_entity(HERO1, HERO1)
end
if (get_numchrs() == 1) then
move_entity(HERO1, "prebattle", 0)
wait_for_entity(HERO1, HERO1)
set_ent_facing(HERO1, FACE_UP)
else
move_entity(HERO1, "prebattle", 0)
move_entity(HERO2, get_marker_tilex("prebattle"), get_marker_tiley("prebattle") + 1, 0)
wait_for_entity(HERO1, HERO2)
set_ent_facing(HERO1, FACE_UP)
set_ent_facing(HERO2, FACE_UP)
orient_heroes()
end
set_ent_script(en, "L1D2")
wait_for_entity(en, en)
bubble(en, "Good luck in your endeavours.")
if (get_numchrs() > 1) then -- Skip this partnering up bit.
return
end
if (get_progress(P_OLDPARTNER) > 0) then
set_progress(P_FINALPARTNER, get_progress(P_OLDPARTNER))
else
if (party[0] == Casandra) then
if (krnd(10) < 5) then
set_progress(P_FINALPARTNER, TEMMIN + 1)
end
end
if (party[0] == Temmin) then
if (krnd(10) < 5) then
set_progress(P_FINALPARTNER, CASANDRA + 1)
end
end
while (get_progress(P_FINALPARTNER) == 0) do
z = krnd(8)
if (z ~= party[0].id) then
set_progress(P_FINALPARTNER, z + 1)
end
end
end
set_ent_id(en, get_progress(P_FINALPARTNER) - 1)
set_ent_active(en, 1)
else
bubble(en, "Congratulations! You should have a rest or heal up. Come back and talk to me again after you've prepared.")
set_progress(P_BATTLESTATUS, 0)
set_progress(P_ROUNDNUM, get_progress(P_ROUNDNUM) + 1)
end
elseif (a == 2) then
bubble(en, "Ooh... tough luck!")
set_progress(P_BATTLESTATUS, 0)
set_progress(P_ROUNDNUM, 0)
set_ent_script(HERO1, "D3F1")
wait_for_entity(0, 0)
set_ent_script(en, "L1D2")
wait_for_entity(en, en)
play_map_song()
end
end
elseif (en == 7) then
bubble(en, "Losing isn't so bad.")
bubble(en, "No wait, let me rephrase that!")
bubble(en, "Losing sucks!")
elseif (en == 8) then
bubble(en, "What a waste of money.")
bubble(HERO1, "How many matches did you fight?")
bubble(en, "Matches? I haven't left the bar yet!")
elseif (en == 9) then
bubble(en, "These fights are quite interesting.")
elseif (en == 10) then
bubble(en, "Wine puts losing in a whole new perspective.")
elseif (en == 11) then
bubble(en, "The Coliseum hasn't been the same since they discontinued betting on the fights.")
elseif (en == 12) then
if (get_progress(P_OLDPARTNER) == 0) then
bubble(en, "Wow! I saw you fighting. You cleaned up!")
bubble(en, "Oh yeah! I'm here because I ran into some guy named Derig. Well, he actually came looking for me.")
bubble(en, "Anyways, he wanted me to come and find you.")
bubble(HERO1, "Derig! What does he want now?")
bubble(en, "He said that he found out where all of the Opal armor is and he sent me to tell you.")
bubble(en, "He also figured that if you didn't have a partner by now, that I should make my services available to you.")
bubble(en, "And let me just say that after travelling all this way to find you... I won't take no for an answer!")
bubble(HERO1, "Well, in that case, welcome to the team.")
bubble(HERO1, "Now, I already found the Opal Helmet and the Opal Shield.")
bubble(en, "So what about the other stuff? Do you already know where the Band and Armor are?")
bubble(HERO1, "No... no, I don't know where the other pieces are.")
bubble(en, "Alrighty then, down to business. The Band belongs to a merchant in Ajantara south of here.")
bubble(en, "The Armor, however, is hidden deep in a cavern east of here.")
bubble(HERO1, "Well, where should we go first?")
bubble(en, "Derig said to get the Armor last and since all that leaves is the Band, then we should go for that.")
bubble(HERO1, "Fair enough... let's roll.")
add_chr(get_progress(P_FINALPARTNER) - 1)
LOC_partner_up()
set_progress(P_FINALPARTNER, 0)
copy_ent(en, HERO2)
set_ent_active(en, 0)
orient_heroes()
drawmap()
screen_dump()
msg("$1 joined!", 255, 0)
else
bubble(en, "Hey... long time no see. I saw you fighting. You were amazing!")
bubble(en, "Oh yeah! I'm here because I ran into some guy named Derig. Well, he actually came looking for me.")
bubble(en, "He knew that we were separated and he gave me some information to bring back.")
bubble(HERO1, "Speaking of that... where did you go?")
bubble(en, "Heh... when we hit the teleporter, it sent me back to Ekla.")
bubble(en, "I was on the way back to the teleporter when I ran into Derig... and now I'm here.")
bubble(HERO1, "So, what did Derig tell you?")
bubble(en, "He told me where all the Opal stuff is... the Shield, the Band, the Armor, and the Helmet.")
bubble(HERO1, "I already snagged the Helmet and the Shield... where are the other parts?")
bubble(en, "You already found the Helmet and Shield! Wow! Well, the Band is in a town called Ajantara to the south.")
bubble(en, "The Armor is deep in a cavern to the east. And Derig said to get the Armor last, so we should go to Ajantara first. Okay?")
bubble(HERO1, "No problem... let's go.")
add_chr(get_progress(P_FINALPARTNER) - 1)
LOC_partner_up()
set_progress(P_FINALPARTNER, 0)
copy_ent(en, HERO2)
set_ent_active(en, 0)
orient_heroes()
drawmap()
screen_dump()
msg("$1 joined!", 255, 0)
end
end
end
function postexec()
return
end
function zone_handler(zn)
if (zn == 1) then
set_progress(P_ROUNDNUM, 0)
set_progress(P_BATTLESTATUS, 0)
change_map("main", "coliseum")
elseif (zn == 2) then
door_in("inn_i")
elseif (zn == 3) then
door_in("tournament_i")
elseif (zn == 4) then
door_in("shop_i")
elseif (zn == 5) then
door_out("inn_o")
elseif (zn == 6) then
door_out("tournament_o")
elseif (zn == 7) then
door_out("shop_o")
elseif (zn == 8) then
inn("The Coliseum Inn", 250, 1)
elseif (zn == 9) then
shop(22)
elseif (zn == 10) then
door_out("battle")
elseif (zn == 11) then
set_save(0)
elseif (zn == 12) then
bubble(HERO1, "Hmm. The sun feels very warm right here.")
set_save(1)
elseif (zn == 13) then
touch_fire(party[0])
elseif (zn == 14) then
door_in("after_battle")
elseif (zn == 15) then
if (get_progress(P_BATTLESTATUS) > 0) then
bubble(HERO1, "I'm not ready yet.")
return
end
set_run(0)
set_progress(P_USEITEMINCOMBAT, 1)
combat(11 + get_progress(P_ROUNDNUM))
set_progress(P_USEITEMINCOMBAT, 0)
set_run(1)
local x, y = marker("battle")
warp(x, y - 3, 16)
if (get_alldead() == 1) then
set_progress(P_BATTLESTATUS, 2)
set_party_hp(party[0], 1)
set_alldead(0)
else
set_progress(P_BATTLESTATUS, 1)
end
end
end
function LOC_partner_up()
local a
a = get_party_xp(party[0]) - get_party_xp(get_pidx(1))
if (a > 5000) then
a = a - 5000
end
a = a + krnd(500)
give_xp(get_pidx(1), a, 1)
a = get_progress(P_FINALPARTNER) - 1
if (a == SENSAR) then
set_all_equip(0, I_HAMMER2, I_SHIELD3, I_CAP3, I_ARMOR5, I_BAND2, 0)
elseif (a == SARINA) then
set_all_equip(1, I_SPEAR2, 0, I_CAP3, I_SUIT3, I_BAND2, 0)
elseif (a == CORIN) then
set_all_equip(2, I_ROD3, I_SHIELD3, I_CAP2, I_ROBE3, I_BAND2, 0)
elseif (a == AJATHAR) then
set_all_equip(3, I_HAMMER2, I_SHIELD3, I_CAP2, I_ROBE3, I_BAND2, 0)
elseif (a == CASANDRA) then
set_all_equip(4, I_STAFF2, 0, I_CAP2, I_ROBE3, I_BAND2, 0)
elseif (a == TEMMIN) then
set_all_equip(5, I_SWORD4, I_SHIELD3, I_HELM2, I_ARMOR5, I_BAND2, 0)
elseif (a == AYLA) then
set_all_equip(6, I_SWORD4, I_SHIELD3, I_CAP3, I_SUIT3, I_BAND2, 0)
elseif (a == NOSLOM) then
set_all_equip(7, I_ROD3, I_SHIELD3, I_CAP2, I_ROBE3, I_BAND2, 0)
end
end
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