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-- cave2 - "Pit in grotto north of Ekla"
--
function autoexec()
refresh()
end
function entity_handler(en)
return
end
function postexec()
if (get_progress(11) == 0) then
bubble(200, "Ouch!")
bubble(200, "This is no ordinary gopher hole!")
end
end
function refresh()
-- Show the shiny, glowing rescue spot
if (get_progress(11) > 0) then
set_btile("exit", 30)
set_zone("exit", 3)
end
end
function zone_handler(zn)
if (zn == 1) then
--
if (get_progress(11) == 0) then
bubble(200, "There's some kind of barrier here. I can't get past it.")
set_progress(11, 1)
refresh()
bubble(200, "Hey... What's that thing down there?")
--
else
bubble(200, "This barrier is still here. I can't get out.")
end
elseif (zn == 2) then
chest(16, 103, 1)
refresh()
elseif (zn == 3) then
if (get_progress(36) == 0) then
if (get_progress(9) == 1) then
--
bubble(200, "This doesn't do anything; I can't get out of here. I'll give up and just go to sleep.")
set_progress(9, 2)
inn("You decide to sleep.", 0, 0)
elseif (get_progress(9) == 2) then
--
bubble(200, "Oops, I'm stuck down here again. I'll try sleeping again to get back out.")
inn("You decide to sleep.", 0, 0)
end
set_ent_facing(200, 3)
change_map("grotto", "by_fire")
elseif (get_progress(36) == 1) then
bubble(200, "Hmm... this doesn't look like it does anything.")
msg("Hello? Who's there? Is that somebody down there?", 255, 0)
bubble(200, "Yeah... I fell down here and the door's blocked.")
msg("Hang on, let me get you out of there.", 255, 0)
set_progress(9, 3)
change_map("grotto", "by_pit")
else
--
bubble(200, "Derig, can you help me out of here?")
msg("Sure thing. Here you go.", 255, 0)
set_ent_facing(200, 3)
change_map("grotto", "by_fire")
end
end
end
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