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-- main - "World map of Anistal"
function autoexec()
local x, y
if (get_progress(8) < 2) then
x, y = marker("bridge")
if (get_progress(8) == 0) then
set_mtile(x, y, 82)
end
set_btile(x - 1, y, 80)
set_btile(x + 1, y, 80)
set_obs(x, y, 1)
set_zone(x - 1, y, 7)
set_zone(x + 1, y, 71)
end
if (get_progress(32) == 1 or
get_progress(32) == 3) then
x, y = marker("tower")
set_obs(x, y - 1, 0)
end
if (get_progress(44) > 0 and
get_progress(106) > 0 and
get_progress(107) > 0) then
x, y = marker("camp")
set_zone(x, y, 0)
end
if ((get_progress(43) == 1) and
(get_progress(50) == 1) and
(get_progress(69) == 1) and
(get_progress(90) == 1)) then
x, y = marker("cave6a")
set_zone(x, y - 1, 73)
end
end
function entity_handler(en)
return
end
function postexec()
return
end
function zone_handler(zn)
local x, y
if (zn == 1) then
change_map("manor", "entrance")
elseif (zn == 2) then
if (get_progress(0) == 1) then
if (in_forest(200)) then
combat(27)
else
combat(28)
end
end
elseif (zn == 3) then
change_map("town1", "entrance")
elseif (zn == 4) then
change_map("town2", "entrance")
elseif (zn == 5) then
if (in_forest(200)) then
combat(29)
else
combat(30)
end
elseif (zn == 6) then
if (in_forest(200)) then
combat(31)
else
combat(32)
end
elseif (zn == 7) then
if (get_progress(10) == 5) then
set_ent_facing(200, 2)
change_map("bridge2", "entrance")
else
set_ent_facing(200, 2)
change_map("bridge", "entrance")
end
elseif (zn == 8) then
change_map("town3", "entrance")
elseif (zn == 9) then
change_map("grotto", "entrance")
elseif (zn == 10) then
change_map("fort", "entrance")
elseif (zn == 11) then
change_map("fort", "exit")
elseif (zn == 12) then
change_map("cave3a", "entrance")
elseif (zn == 13) then
change_map("cave3a", "exit")
elseif (zn == 14) then
if (get_progress(32) == 0) then
if (get_progress(17) == 1) then
set_progress(32, 1)
set_progress(17, 2)
bubble(200, "Hey! The pendant is glowing!")
bubble(255, "The doors fly open and the pendant disappears in a puff of smoke.")
elseif (get_progress(55) == 2) then
set_progress(32, 1)
bubble(200, "The doors open with a shower of rust.")
else
bubble(200, "The tower appears to be sealed. Maybe we need something to get in here?")
end
end
if (get_progress(32) == 2) then
bubble(200, "I can't get in here anymore!")
elseif (get_progress(32) > 0) then
change_map("tower", "entrance")
end
elseif (zn == 15) then
if (in_forest(200)) then
combat(33)
else
combat(34)
end
elseif (zn == 16) then
if (in_forest(200)) then
combat(35)
else
combat(36)
end
elseif (zn == 17) then
change_map("temple1", "entrance")
elseif (zn == 18) then
change_map("town4", "entrance")
elseif (zn == 19) then
change_map("camp", "entrance")
elseif (zn == 20) then
change_map("estate", "entrance")
elseif (zn == 21) then
if (get_progress(103) == 7) then
set_progress(103, 6)
change_map("town5", "exit")
else
change_map("town5", "entrance")
end
elseif (zn == 22) then
if (in_forest(200)) then
combat(37)
else
combat(38)
end
elseif (zn == 23) then
if (in_forest(200)) then
combat(39)
else
combat(40)
end
elseif (zn == 24) then
if (in_forest(200)) then
combat(41)
else
combat(42)
end
elseif (zn == 25) then
if (in_forest(200)) then
combat(43)
else
combat(44)
end
elseif (zn == 26) then
if (in_forest(200)) then
combat(45)
else
combat(46)
end
elseif (zn == 27) then
if (in_forest(200)) then
combat(47)
else
combat(48)
end
elseif (zn == 28) then
if (get_progress(49) < 2) then
bubble(200, "The Coliseum is closed.")
if (get_progress(49) == 0) then
set_progress(49, 1)
end
else
change_map("coliseum", "entrance")
end
elseif (zn == 29) then
if (get_progress(55) == 1) then
bubble(255, "You are not allowed in the village.")
msg("You sneak in anyway.", 255, 0)
end
change_map("dville", "entrance")
elseif (zn == 30) then
change_map("cave4", "entrance")
elseif (zn == 31) then
LOC_cave4()
elseif (zn == 32) then
change_map("town6", "entrance")
elseif (zn == 33) then
warp("colis_w", 16)
elseif (zn == 34) then
warp("colis_e", 16)
elseif (zn == 35) then
change_map("pass", "entrance")
elseif (zn == 36) then
change_map("pass", "exit")
elseif (zn == 37) then
change_map("town7", "entrance")
elseif (zn == 38) then
LOC_giant()
elseif (zn == 39) then
warp("giant_e", 16)
elseif (zn == 40) then
change_map("cult", "entrance")
elseif (zn == 41) then
change_map("goblin", "entrance")
elseif (zn == 42) then
-- Will be fortress for Malkaron
msg("This will be fortress for Malkaron", 255, 0)
elseif (zn == 43) then
change_map("town8", "entrance")
elseif (zn == 44) then
warp(255, 73, 16)
elseif (zn == 45) then
warp(61, 58, 16)
elseif (zn == 46) then
warp(29, 33, 16)
elseif (zn == 47) then
warp(26, 53, 16)
elseif (zn == 48) then
warp(69, 56, 16)
elseif (zn == 49) then
warp(37, 81, 16)
elseif (zn == 50) then
warp(20, 47, 16)
elseif (zn == 51) then
warp(37, 52, 16)
elseif (zn == 52) then
warp(44, 71, 16)
elseif (zn == 53) then
warp(70, 40, 16)
elseif (zn == 54) then
warp(45, 45, 16)
elseif (zn == 55) then
warp(20, 53, 16)
elseif (zn == 56) then
warp(66, 45, 16)
elseif (zn == 57) then
warp(12, 85, 16)
elseif (zn == 58) then
warp(26, 47, 16)
elseif (zn == 59) then
warp(31, 77, 16)
elseif (zn == 60) then
warp(15, 94, 16)
elseif (zn == 61) then
warp(33, 119, 16)
elseif (zn == 62) then
warp(44, 84, 16)
elseif (zn == 63) then
warp(108, 101, 16)
elseif (zn == 64) then
warp(28, 118, 16)
elseif (zn == 65) then
warp(85, 129, 16)
elseif (zn == 66) then
warp(86, 137, 16)
elseif (zn == 67) then
warp(18, 135, 16)
elseif (zn == 68) then
warp(79, 130, 16)
elseif (zn == 69) then
warp(41, 54, 16)
elseif (zn == 70) then
warp(12, 24, 16)
elseif (zn == 71) then
set_ent_facing(200, 2)
change_map("bridge2", "exit")
elseif (zn == 72) then
LOC_cave6()
elseif (zn == 73) then
change_map("cave6a", "entrance")
elseif (zn == 74) then
change_map("cave6b", "exit")
elseif (zn == 75) then
bubble(200, "The underwater tunnel should go here.")
warp("underwater_w", 16)
elseif (zn == 76) then
bubble(200, "The second part of the underwater tunnel should go here.")
warp("underwater_e", 16)
elseif (zn == 77) then
bubble(200, "This is where the castle town of Xenar goes.")
bubble(200, "It's not finished yet.")
elseif (zn == 78) then
bubble(200, "This is the cave behind the Xenar Castle. Sorry, you can't go in there yet.")
elseif (zn == 79) then
bubble(200, "This is as far as the dock goes.")
warp("dock_n", 16)
elseif (zn == 80) then
bubble(200, "This is as far as the dock goes.")
warp("dock_s", 16)
elseif (zn == 81) then
msg("This is where a short pass or cave goes.", 255, 0)
warp("malk_pass_w", 8)
elseif (zn == 82) then
msg("This is where a short pass or cave goes.", 255, 0)
warp("malk_pass_e", 8)
elseif (zn == 83) then
msg("This is where a new cave goes.", 255, 0)
elseif (zn == 84) then
msg("This is Binderak's cave.", 255, 0)
elseif (zn == 85) then
change_map("sunarin", "entrance")
end
end
function LOC_cave4()
local x, y = marker("cave4")
if (get_progress(55) == 0) then
bubble(200, "Hmm... there's a huge iron door blocking the entrance to this cave.")
elseif (get_progress(55) == 1) then
bubble(200, "This seems strange. I wonder if this has something to do with the Denorian's request.")
else
bubble(200, "Stones 1, 4 then 3...")
set_btile(x, y - 1, 54)
set_zone(x, y - 1, 30)
set_obs(x, y - 1, 0)
sfx(26)
bubble(200, "Bingo.")
end
end
function LOC_cave6()
local x, y = marker("cave6a")
if ((get_progress(90) == 1) and
(get_progress(43) == 1) and
(get_progress(50) == 1) and
(get_progress(69) == 1)) then
set_btile(x, y - 1, 54)
set_zone(x, y - 1, 73)
set_obs(x, y - 1, 0)
sfx(26)
bubble(200, "Ah, there we go.")
else
bubble(200, "I think this entrance will open once I have all the opal stuff.")
end
end
function LOC_giant()
if (get_progress(68) == 0) then
combat(49)
if (get_alldead() == 1) then
return
else
set_progress(68, 1)
end
else
warp("giant_w", 16)
end
end
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