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-- town7 - "Pulcannen"
--
function autoexec()
if ((get_progress(110) == 0) and
(get_progress(43) > 0) and
(get_progress(50) > 0) and
(get_progress(69) > 0) and
(get_progress(90) > 0)) then
set_progress(110, 1)
end
if (get_progress(112) == 1) then
set_progress(112, 0)
end
refresh()
end
function entity_handler(en)
if (en == 0) then
bubble(en, "You'll find great things here.")
elseif (en == 1) then
bubble(en, "Things here are rather pricey.")
elseif (en == 2) then
bubble(en, "It's quite peaceful here.", "I like it.")
elseif (en == 3) then
bubble(en, "I love the sea.")
elseif (en == 4) then
bubble(en, "Nothing exciting ever happens here.")
elseif (en == 5) then
bubble(en, "This town does not get a lot of visitors.")
elseif (en == 6) then
LOC_talk_oldman(en)
end
end
function postexec()
return
end
function refresh()
showch("treasure1", 71)
showch("treasure2", 72)
LOC_setup_oldman(6)
end
-- Show the status of a treasures
function showch(which_marker, which_chest)
-- Set tiles if chest already opened
if (get_treasure(which_chest) == 1) then
set_zone(which_marker, 0)
end
-- Only treasure1 needs to keep its obstacle setting
if (which_marker ~= "treasure1") then
set_obs(which_marker, 0)
end
end
function zone_handler(zn)
if (zn == 1) then
change_map("main", "town7")
elseif (zn == 2) then
door_in("shop_1i")
elseif (zn == 3) then
door_in("shop_2i")
elseif (zn == 4) then
door_in("shop_3i")
elseif (zn == 5) then
door_in("room_1i")
elseif (zn == 6) then
door_in("room_2i")
elseif (zn == 7) then
door_out("shop_1o")
elseif (zn == 8) then
door_out("shop_2o")
elseif (zn == 9) then
door_out("shop_3o")
elseif (zn == 10) then
door_out("room_1o")
elseif (zn == 11) then
door_out("room_2o")
elseif (zn == 12) then
if (get_progress(110) > 0) then
door_in("counter_i")
else
bubble(200, "Locked.")
end
elseif (zn == 13) then
shop(19)
elseif (zn == 14) then
shop(20)
elseif (zn == 15) then
shop(21)
elseif (zn == 16) then
inn("Pulcannen Inn", 200, 1)
elseif (zn == 17) then
warp("dstairs1", 8)
elseif (zn == 18) then
warp("dstairs2", 8)
elseif (zn == 19) then
warp("ustairs1", 8)
elseif (zn == 20) then
warp("ustairs2", 8)
elseif (zn == 21) then
chest(71, 117, 1)
elseif (zn == 22) then
chest(72, 120, 1)
refresh()
elseif (zn == 23) then
book_talk(party[0])
elseif (zn == 24) then
touch_fire(party[0])
elseif (zn == 25) then
door_out("counter_o")
elseif (zn == 26) then
entity_handler(6)
elseif (zn == 27) then
bubble(200, "This door appears locked.")
elseif (zn == 28) then
bubble(200, "This door appears locked.")
elseif (zn == 29) then
bubble(200, "Locked.")
elseif (zn == 30) then
bubble(200, "This barrel is filled with rainwater.")
elseif (zn == 31 or zn == 32) then
bubble(200, "The chest is locked.")
elseif (zn == 33) then
set_progress(112, 1)
change_map("cave3a", "portal")
end
end
-- Allow player to go visit the old man
function LOC_setup_oldman(en)
if (get_progress(110) == 1) then
set_obs("door1", 0)
elseif (get_progress(110) > 1) then
place_ent(en, "around_table")
set_ent_facing(en, 0)
local x, y = marker("counter")
set_zone(x, y - 3, 0)
set_zone(x, y, 0)
if (get_progress(110) == 5) then
--
set_obs("hdoor1", 0)
set_obs("hdoor2", 0)
end
end
end
function LOC_talk_oldman(en)
local x, y = marker("counter")
if (get_progress(110) == 0) then
bubble(en, "Hey, how did you get in here? Get out!")
elseif (get_progress(110) == 1) then
set_ent_speed(en, 5)
set_ent_movemode(en, 2)
-- Move the old man to the counter closest to you
if (get_ent_tiley(200) == 22) then
-- Move old man to top (northern) counter
move_entity(en, x, y - 2, 0)
wait_for_entity(en, en)
set_ent_facing(en, 1)
else
-- Move old man to bottom (southern) counter
move_entity(en, x, y - 1, 0)
wait_for_entity(en, en)
set_ent_facing(en, 0)
end
bubble(en, "Wow! You have all the Opal items! Quick, come up here to my study and let me see them!")
-- Unlock doors that lead behind his counters
set_obs("hdoor1", 0)
set_obs("hdoor2", 0)
set_ent_speed(en, 5)
move_entity(en, "around_table", 0)
wait_for_entity(en, en)
set_ent_facing(en, 0)
set_ent_movemode(en, 0)
set_progress(110, 2)
refresh()
elseif (get_progress(110) == 2) then
bubble(en, "I see you have everything! Here, take this key.")
sfx(5)
msg("Rusty key procured", 63, 0)
bubble(en, "This key will open the temple found in the Grotto around Ekla.")
if (get_numchrs() == 1) then
bubble(200, "The Grotto by Ekla? What will I find there?")
else
bubble(200, "The Grotto by Ekla? What will we find there?")
end
bubble(en, "It's an underwater tunnel that leads from the grotto to the island Malkaron is staying.")
bubble(200, "Oh. Thanks!")
set_progress(110, 3)
elseif (get_progress(110) == 3) then
bubble(en, "I hope the key still fits in the temple down in the Grotto by Ekla. It's a bit rusty.")
elseif (get_progress(110) == 4) then
bubble(en, "I see the key worked. Excellent.")
set_progress(110, 5)
else
bubble(en, "Good luck on your journey.")
end
end
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