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-- sunarin - "Sunarin Tower"
function autoexec()
return
end
function entity_handler(en)
if (en == 0) then
local x, y = get_ent_tile(HERO1)
move_entity(HERO2, x, y + 1)
wait_for_entity(HERO2)
bubble(en, "I am the king of thieves!")
if (get_progress(P_AYLA_QUEST) == 7 and get_ent_chrx(HERO1) ~= 0) then
bubble(HERO1, "Yea? Well I'm Ayla... you know, "..pick("Daughter of Malkaron",
"Princess Ayla", "heir to Dungar's estate").."!")
bubble(en, "Oh really. Is that a fact?")
thought(HERO1, "Uh, oh. Wrong thing to say...")
bubble(en, "Guards!!")
move_entity(1, x - 1, y)
move_entity(2, x - 1, y + 1)
move_entity(3, x + 1, y)
move_entity(4, x + 1, y + 1)
wait_for_entity(1, 4)
set_run(0)
combat(61)
set_run(1)
if (get_alldead() == 1) then
bubble(en, "And now, your remains will be food for the fishes!")
return
end
set_ent_active(1, 0)
set_ent_active(2, 0)
set_ent_active(3, 0)
set_ent_active(4, 0)
bubble(en, "You shall rue the day you came against me!")
wait(50)
set_ent_active(0, 0)
wait(50)
bubble(HERO1, "Whoa! He just disappeared! Oh well, that treasure is still down there.")
else
bubble(en, "Honor me, for I am king!")
end
elseif (en == 1) then
bubble(en, "WE GUARD THE SACRED TREASURE!")
elseif (en == 2) then
bubble(en, "None shall inherit the treasure except who joins the guild!")
elseif (en == 3) then
bubble(en, "Who are you? Are you trying to steal from us?")
elseif (en == 4) then
bubble(255, "The man glowers at you, but says nothing.")
end
end
function postexec()
return
end
function refresh()
showch("treasure1", 32)
end
-- Show the status of 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 change 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", "town5", 2, -1)
elseif (zn == 2) then
LOC_door("door1")
elseif (zn == 3) then
touch_fire(party[0]);
elseif (zn == 4) then
bubble(HERO1, "The door appears to be locked.")
elseif (zn == 5) then
bubble(HERO1, "That's a treasure chest!")
bubble(HERO1, "Stay tuned for KQ 1.0 Final!")
end
end
function LOC_door(which_marker)
sfx(25)
local x, y = marker(which_marker)
set_mtile(x, y, 0)
set_mtile(x, y + 1, 0)
set_obs(x, y, 0)
set_shadow(x, y, 8)
set_zone(x, y, 0)
end
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