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-- cult - "Cult of the Shadow Walker base on island west of Sunarin"
function autoexec()
local a
if (get_progress(67) < 2) then
set_zone("front_door", 32)
set_obs("front_door", 1)
else
set_zone("fight", 31)
set_obs("front_door", 0)
for a = 0, 19, 1 do
set_ent_active(a, 0)
end
set_ent_active(23, 0)
end
set_ent_active(20, 0)
set_ent_active(21, 0)
set_ent_active(22, 0)
refresh()
end
function entity_handler(en)
if (en == 0) then
if (get_progress(66) == 0) then
bubble(0, "What th...")
bubble(200, "Where's the girl?")
bubble(0, "Do you really think that I'm going to tell you?")
bubble(200, "That depends... do you want to live?")
bubble(0, "Bah! Don't be deceived by the robes. I'm all muscle under here.")
drawmap()
screen_dump()
set_run(0)
combat(22)
set_run(1)
if (get_alldead() == 1) then
return
end
drawmap()
screen_dump()
set_ent_active(0, 0)
set_progress(66, 1)
sfx(5)
msg("Iron key procured", 255, 0)
end
end
end
function postexec()
return
end
function refresh()
showch("treasure1", 75)
showch("treasure2", 76)
showch("treasure3", 77)
showch("treasure4", 78)
showch("treasure5", 79)
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, 65)
set_zone(which_marker, 0)
end
end
function zone_handler(zn)
local x, y
if (zn == 0) then
if (get_progress(67) < 2) then
-- combat(19)
end
elseif (zn == 1) then
change_map("main", "cult")
elseif (zn == 2) then
warp("dstairs2", 8)
elseif (zn == 3) then
warp("ustairs1", 8)
elseif (zn == 4) then
warp("dstairs3", 8)
elseif (zn == 5) then
warp("ustairs2", 8)
elseif (zn == 6) then
warp("ustairs4", 8)
elseif (zn == 7) then
warp("dstairs1", 8)
elseif (zn == 8) then
warp("ustairs5", 8)
elseif (zn == 9) then
warp("dstairs4", 8)
elseif (zn == 10) then
warp("ustairs6", 8)
elseif (zn == 11) then
LOC_freed(20, 21, 22, 23)
elseif (zn == 12) then
LOC_open_door("door1")
elseif (zn == 13) then
LOC_open_door("door2")
elseif (zn == 14) then
LOC_open_door("door3")
elseif (zn == 15) then
LOC_open_door("door4")
elseif (zn == 16) then
LOC_open_door("door5")
elseif (zn == 17) then
LOC_open_door("door6")
elseif (zn == 18) then
if (get_progress(66) == 0) then
bubble(200, "Locked tight.")
else
if (get_progress(66) == 1) then
bubble(200, "Unlocked.")
set_progress(66, 2)
end
LOC_open_door("door7")
end
elseif (zn == 19) then
LOC_open_door("door8")
elseif (zn == 20) then
chest(75, 70, 1)
refresh()
elseif (zn == 21) then
chest(76, 0, 900)
refresh()
elseif (zn == 22) then
chest(77, 58, 1)
refresh()
elseif (zn == 23) then
chest(78, 42, 1)
refresh()
elseif (zn == 24) then
chest(79, 85, 1)
refresh()
elseif (zn == 25) then
bubble(200, "Egad, these books are horrible!")
elseif (zn == 26) then
bubble(200, "These are just sick!")
elseif (zn == 27) then
bubble(200, "These books are just plain bad.")
elseif (zn == 28) then
bubble(200, "There is nothing here but common supplies.")
elseif (zn == 29) then
if (get_progress(67) == 0) then
bubble(200, "Breanne... are you in here?")
wait(50)
bubble(23, "Huh?")
bubble(200, "Breanne... are you in here?")
wait(50)
set_ent_script(23, "R2D4W50")
wait_for_entity(23, 23)
bubble(23, "Who are you?")
bubble(200, "Your parents sent us to rescue you.")
bubble(23, "You'll have to get me out later. Those creeps took some of my blood and they are going to do something evil with it.")
bubble(23, "You've got to stop them!")
bubble(200, "Well... I guess we should hurry then. We'll be back shortly to get you out.")
bubble(23, "Thanks! Now hurry!")
set_progress(67, 1)
return
elseif (get_progress(67) == 1) then
bubble(23, "What are you waiting for?")
end
elseif (zn == 30) then
LOC_fight(17, 18, 19)
elseif (zn == 32) then
bubble(200, "Hey! The door is sealed!")
elseif (zn == 33) then
touch_fire(party[0])
end
end
function LOC_avatar_abounds()
local a, b, dx, dy
local ax, ay, z
local x, y
create_df("mpcx.dat", "LFLAME_PCX")
create_bmp(0, 24, 24)
df2bmp(0, 0, 16, 0, 0, 24, 24)
create_bmp(1, 64, 16)
df2bmp(1, 0, 0, 0, 0, 64, 16)
destroy_df()
ax = get_vx()
ay = get_vy()
move_camera(1032, 576, 1)
for a = 1, 23, 1 do
for b = 0, 3, 3 do
drawmap()
for dx = 0, 6, 1 do
for dy = 1, 5, 1 do
maskblit(1, b * 16, 0, dx * 16 + 104, dy * 16 + 64, 16, 16)
end
end
for dx = 1, 5, 1 do
maskblit(1, b * 16, 0, dx * 16 + 104, 64, 16, 16)
maskblit(1, b * 16, 0, dx * 16 + 104, 160, 16, 16)
end
maskblit(0, 0, 0, 148, 128 - a, 24, a)
screen_dump()
rest(40)
end
end
destroy_bmp(0)
destroy_bmp(1)
for a = 1, 19, 1 do
set_ent_active(a, 0)
end
x, y = marker("avatar")
set_mtile(x, y - 1, 270)
set_mtile(x - 1, y, 271)
set_mtile(x, y, 272)
set_mtile(x + 1, y, 273)
set_mtile(x - 1, y + 1, 274)
set_mtile(x, y + 1, 275)
set_mtile(x + 1, y + 1, 276)
move_camera(ax, ay, 1)
end
function LOC_fight(guard1, guard2, guard3)
bubble(5, "Hey! Who is that?")
bubble(5, "You three take care of them!")
wait(50)
set_ent_script(guard1, "L1D1")
set_ent_script(guard2, "D1L1")
set_ent_script(guard3, "D1L2")
wait_for_entity(guard1, guard3)
wait(50)
set_run(0)
combat(20)
set_run(1)
if (get_alldead() == 1) then
return
end
x, y = marker("fight")
set_zone(x, y, 31)
set_zone(x, y + 1, 31)
set_ent_active(guard1, 0)
set_ent_active(guard2, 0)
set_ent_active(guard3, 0)
set_mtile("avatar", 250)
set_autoparty(1)
set_ent_script(200, "R4U1")
if (get_numchrs() == 2) then
set_ent_script(201, "R5")
wait_for_entity(200, 201)
set_ent_facing(201, 1)
else
wait_for_entity(200, 200)
end
set_autoparty(0)
wait(50)
bubble(200, "Uh oh!")
LOC_avatar_abounds()
drawmap()
screen_dump()
wait(50)
bubble(200, "The time to attack is now!")
drawmap()
screen_dump()
set_autoparty(1)
set_ent_script(200, "U2")
if (get_numchrs() == 2) then
set_ent_script(201, "U2")
wait_for_entity(200, 201)
else
wait_for_entity(200, 200)
end
set_autoparty(0)
orient_heroes()
set_run(0)
combat(21)
set_run(1)
if (get_alldead() == 1) then
return
end
x, y = marker("avatar")
set_mtile(x, y - 1, 0)
set_mtile(x - 1, y, 0)
set_mtile(x, y, 0)
set_mtile(x + 1, y, 0)
set_mtile(x - 1, y + 1, 0)
set_mtile(x, y + 1, 0)
set_mtile(x + 1, y + 1, 0)
set_progress(67, 2)
set_obs("front_door", 0)
set_zone("front_door", 1)
end
function LOC_freed(guard1, guard2, guard3, breanne)
if (get_progress(67) == 2) then
x, y = marker("rescue")
set_ent_active(guard1, 1)
set_ent_active(guard2, 1)
set_ent_active(guard3, 1)
set_ent_active(breanne, 1)
place_ent(breanne, x, y)
set_ent_facing(breanne, 3)
set_btile(x, y - 2, 160)
set_ftile(x, y - 2, 0)
set_zone (x, y - 2, 0)
set_obs (x, y - 2, 0)
end
warp("dstairs5", 8)
if (get_progress(67) == 2) then
set_autoparty(1)
if (get_numchrs() == 2) then
set_ent_script(200, "L1")
wait_for_entity(200, 200)
set_ent_script(200, "L6")
set_ent_script(201, "L6")
wait_for_entity(200, 201)
else
set_ent_script(200, "L7")
wait_for_entity(200, 200)
end
set_autoparty(0)
orient_heroes()
bubble(200, "Hey, you're free!")
bubble(breanne, "Yes, some of my father's men were waiting outside. Once the doors became unsealed they figured things were safe.")
bubble(breanne, "It seems that you've taken care of the Cult of the Shadow.")
bubble(200, "Yeah, that avatar wasn't very strong. It was probably weak due to just having been summoned.")
bubble(breanne, "Don't be modest, you did a great job.")
bubble(breanne, "By the way, these men here mentioned that you came here because you wanted my Opal Band.")
bubble(200, "Well, that was partly the reason we came, but once we found about this Cult and the Avatar, we had to act.")
bubble(breanne, "That's okay... I believe you. I want you to have the Band... you've earned it.")
bubble(200, "Are you sure?")
bubble(breanne, "Yes.")
drawmap()
screen_dump()
sfx(5)
msg("Opal Band procured", 255, 0)
set_progress(69, 1)
drawmap()
screen_dump()
bubble(200, "Thank you very much!")
bubble(breanne, "No problem, and good luck!")
bubble(200, "See ya!")
set_ent_script(guard1, "L1U1")
wait_for_entity(guard1, guard1)
set_ent_script(guard1, "L3")
set_ent_script(guard2, "L3")
set_ent_script(breanne, "L3")
wait_for_entity(guard1, guard2)
wait_for_entity(breanne, breanne)
set_ent_script(guard3, "D1L1")
wait_for_entity(guard3, guard3)
set_ent_script(guard1, "L8")
set_ent_script(guard2, "L8")
set_ent_script(breanne, "L8")
set_ent_script(guard3, "L8")
wait_for_entity(guard1, breanne)
set_ent_active(guard1, 0)
set_ent_active(guard2, 0)
set_ent_active(guard3, 0)
set_ent_active(breanne, 0)
set_progress(67, 3)
set_progress(64, 3)
end
end
function LOC_open_door(which_marker)
local x, y = marker(which_marker)
sfx(26)
set_btile(x, y + 1, 176)
set_ftile(x, y, 175)
set_zone(x, y, 0)
set_obs(x, y, 0)
end
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