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-- temple2 - "Second, underground part of temple north of Andra"
-- TT: Updated map; shifted entire map right 6 and down 4, then updated
-- coords appropriately below (left the xx+6 and xx+4 format in the code
-- until all coordinates can be thoroughly tested).
function autoexec()
set_ent_active(0, 0)
if (get_progress(P_TALK_TEMMIN) == 1 or
get_progress(P_TALK_TEMMIN) == 2) then
set_ent_id(1, TEMMIN)
else
set_ent_active(1, 0)
end
refresh()
end
function entity_handler(en)
if (en == 0) then
-- We should never encounter a direct conversation with
-- the blord, but if we do, go ahead and deal with it
LOC_blord(en)
elseif (en == 1) then
LOC_talk_temmin(en)
end
end
function postexec()
return
end
function refresh()
local x, y
x, y = marker("treasure1")
showch("treasure1", 21)
showch("treasure2", 22)
showch("treasure3", 23)
showch("treasure4", 24)
showch("treasure5", 25)
showch("treasure6", 26)
showch("treasure7", 27)
showch("treasure8", 28)
showch("treasure9", 29)
showch("treasure10", 30)
if (get_progress(P_TALK_TEMMIN) == 2) then
set_ent_facehero(1, 1)
end
if (get_progress(P_UNDEADJEWEL) ~= 0) then
set_btile("jewel", 237)
end
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 (get_treasure(which_chest) == 1) then
set_mtile(which_marker, 41)
set_zone(which_marker, 0)
end
end
function zone_handler(zn)
if (zn == 0 and get_progress(P_GOBLINITEM) == 0) then
combat(52)
elseif (zn == 1) then
change_map("temple1", "dstairs1")
elseif (zn == 2) then
warp("ustairs1", 8)
elseif (zn == 3) then
warp("dstairs1", 8)
elseif (zn == 4) then
warp("ustairs2", 8)
elseif (zn == 5) then
warp("dstairs2", 8)
elseif (zn == 6) then
warp("dstairs3", 8)
elseif (zn == 7) then
if (get_progress(P_KILLBLORD) == 0) then
LOC_blord(0)
else
warp("ustairs4", 8)
end
elseif (zn == 8) then
warp("ustairs3", 8)
elseif (zn == 9) then
chest(21, I_EAGLEEYES, 1)
refresh()
elseif (zn == 10) then
chest(22, 0, 500)
refresh()
elseif (zn == 11) then
chest(23, I_EDAENRA, 1)
refresh()
elseif (zn == 12) then
chest(24, I_IRUNE, 1)
refresh()
elseif (zn == 13) then
chest(25, I_SUIT2, 1)
refresh()
elseif (zn == 14) then
chest(26, I_GAUNTLET1, 1)
refresh()
elseif (zn == 15) then
chest(27, I_WENSAI, 1)
refresh()
elseif (zn == 16) then
chest(28, I_B_VENOM, 1)
refresh()
elseif (zn == 17) then
chest(29, I_RRUNE, 2)
refresh()
elseif (zn == 18) then
chest(30, I_OSEED, 1)
refresh()
elseif (zn == 19) then
warp("dstairs4", 8)
elseif (zn == 20) then
LOC_goblin_king(255)
elseif (zn == 21) then
sfx(7)
set_save(1)
set_sstone(1)
elseif (zn == 22) then
set_save(0)
set_sstone(0)
end
end
function LOC_blord(en)
local x, y = marker("dstairs4")
set_autoparty(1)
move_entity(HERO1, x, y - 1)
if (get_numchrs() == 1) then
wait_for_entity(HERO1, HERO1)
set_ent_facing(HERO1, FACE_DOWN)
else
move_entity(HERO2, x, y - 2)
wait_for_entity(HERO1, HERO2)
set_ent_facing(HERO1, FACE_DOWN)
set_ent_facing(HERO2, FACE_DOWN)
end
set_autoparty(0)
orient_heroes()
-- Show the enemy guarding the stairs
set_ent_active(en, 1)
bubble(en, "Halt!")
bubble(en, "Foolish humans... be gone!")
drawmap()
set_run(en)
combat(53)
set_run(1)
bubble(en, "Argh!")
drawmap()
set_ent_active(en, 0)
set_ent_active(1, 0)
msg("Goblin jewel procured", 19, 0);
set_progress(P_KILLBLORD, 1)
set_progress(P_TALK_TEMMIN, 3)
end
function LOC_goblin_king(en)
if (get_progress(P_GOBLINITEM) == 1) then
bubble(HERO1, "Ooohh... shiny.")
return
end
if (get_progress(P_SIDEQUEST3) == 0) then
local en = 255
bubble(HERO1, "Hey, that gem would fit here.")
sfx(5)
set_btile("jewel", 237)
rest(500)
bubble(en, "Thank you.")
set_ent_facing(0, FACE_DOWN)
if (get_numchrs() == 2) then
set_ent_facing(1, FACE_DOWN)
end
drawmap()
screen_dump()
bubble(HERO1, "Who are you?")
bubble(en, "My name is Kaleg... I am the Goblin king. This tomb is my home.")
bubble(HERO1, "I guess that would make you dead then?")
bubble(en, "That is correct.")
bubble(HERO1, "No problem. I'll just be going now.")
bubble(en, "Wait! I wanted to thank you for you help.")
if (get_numchrs() > 1) then
bubble(HERO1, "Well, we're not the ones who figured this all out.")
else
bubble(HERO1, "Well, I'm not the one who figured this all out.")
end
bubble(en, "Regardless, my brethren and I can rest again. Take this.")
sfx(5)
msg("Jade pendant procured", 255, 0)
refresh()
bubble(en, "This may help you in your quest.")
bubble(en, "I must go now. Fare thee well.")
if (get_numchrs() > 1) then
bubble(HERO1, "Hey! What do you know about our quest?")
else
bubble(HERO1, "Hey! What do you know about my quest?")
end
wait(50)
bubble(HERO1, "Hello?")
bubble(HERO1, "Urgh! I hate when they do that!")
set_progress(P_GOBLINITEM, 1)
set_progress(P_SIDEQUEST3, 1)
set_progress(P_UNDEADJEWEL, 1)
return
else
bubble(HERO1, "It looks like there should be something here.")
end
end
function LOC_talk_temmin(en)
if (get_progress(P_TALK_TEMMIN) == 1) then
if (get_numchrs() > 1) then
bubble(en, "$0! $1! I am pleased to see you.")
else
bubble(en, "$0! I am pleased to see you.")
end
bubble(HERO1, "Greetings Temmin. The priest upstairs said you came down here with the Goblin Jewel to try and stop these undead.")
bubble(en, "That is true, but I have failed. I was attacked by a sentient skeleton of considerable strength. It took the Jewel.")
bubble(HERO1, "Where is it?")
bubble(en, "I don't rightly recall. I ran for my life and didn't pay attention to where I was going.")
bubble(HERO1, "Well, let's go get it back.")
bubble(en, "You go ahead. I'm resting here and going back to the temple.")
set_ent_script(en, "F1W50")
wait_for_entity(en, en)
bubble(en, "I am a failure and a coward.")
bubble(HERO1, "But...")
bubble(en, "Save it. You won't change my mind.")
set_progress(P_TALK_TEMMIN, 2)
refresh()
else
bubble(en, "...")
end
end
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