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-- town4 - "Maldea"
-- /*
-- {
-- Need a rewrite so we accurately lose the character.
-- You also find out that you can't wear the Opal armour because it's cursed.
-- }
-- */
function autoexec()
if (get_progress(P_WARPEDTOT4) == 1) then
if (get_numchrs() > 1) then
set_progress(P_OLDPARTNER, get_pidx(1) + 1)
remove_chr(get_pidx(1))
set_ent_active(HERO2, 0)
else
set_progress(P_OLDPARTNER, 0)
end
set_progress(P_WARPEDTOT4, 2)
set_desc(0)
end
-- We do not want to call this in refresh() because we want to keep the
-- guy on the screen until you walk into the house
if (get_progress(P_BOUGHTHOUSE) == 1) then
set_ent_active(6, 0)
end
-- Warped inside "bounded area #0", the house of the player
if (get_bounds(HERO1) == 0) then
set_sstone(0)
set_desc(0)
end
refresh()
end
function entity_handler(en)
if (en == 0) then
if (get_progress(P_TALKGELIK) == 0) then
bubble(en, "Opal armor? I have no idea where you would find something like that.")
bubble(en, "You should go talk to Gelik. He's old... he knows all kinds of stuff. He lives up in the north end of town.")
else
bubble(en, "So how do you like our little town?")
if (party[0] == CASANDRA) then
bubble(HERO1, "Oh, not too bad. Needs more flowers, though...")
end
end
elseif (en == 1) then
bubble(en, "I planted all of the flowers in this town. I love flowers.")
if (party[0] == CASANDRA) then
bubble(HERO1, "Well, you've certainly done a good job on them. Have you ever considered birchleaf fertilizer for extra color?")
wait(50)
end
bubble(en, "Did I mention that I love flowers?")
elseif (en == 2) then
bubble(en, "Did you meet the old flower lady? She's nuts!")
elseif (en == 3) then
bubble(en, "You should go talk to Trezin on the other side of town. He's selling his house, and it's a really good deal.")
elseif (en == 4) then
bubble(en, "Oh, how I love to look into your eyes...")
elseif (en == 5) then
bubble(en, "Oh, you're so sweet!")
elseif (en == 6) then
LOC_buy_house(en)
elseif (en == 7) then
LOC_talk_gelik(en)
elseif (en == 8) then
bubble(en, "Hello, nice day isn't it?")
elseif (en == 9) then
bubble(en, "So the duck says, 200 gp... same as in town.")
bubble(en, "Ha ha ha ha!")
bubble(en, "Don't you get it?")
wait(50)
bubble(en, "You don't get it.")
elseif (en == 10) then
bubble(en, "My roommate tells the worst jokes.")
elseif (en == 11) then
bubble(en, "...Huh?",
"Oh, hi... I'm sick.")
elseif (en == 12) then
bubble(en, pick("zzz", "ZZZ", "ZZZ... Long live KQlives!... zzz..."))
elseif (en == 13) then
bubble(en, "My son is sick in bed.")
end
end
function postexec()
if (get_progress(P_WARPEDTOT4) == 2) then
LOC_lost_partner()
end
end
function refresh()
showch("treasure1", 51)
showch("treasure2", 52)
showch("treasure3", 53)
showch("warp_spell", 81)
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 the table where the warp spell is located needs to change its tile
if (which_marker == "warp_spell") then
set_mtile(which_marker, 237)
end
end
function zone_handler(zn)
if (zn == 1) then
change_map("main", "town4")
elseif (zn == 2) then
door_in("room_1i")
set_ent_active(6, 0)
elseif (zn == 3) then
door_in("gelik_i")
elseif (zn == 4) then
door_in("shop_1i")
elseif (zn == 5) then
door_in("room_2i")
elseif (zn == 6) then
door_in("room_3i")
elseif (zn == 7) then
door_in("room_4i")
elseif (zn == 8) then
door_in("room_5i")
elseif (zn == 9) then
door_in("room_6i")
elseif (zn == 10) then
door_in("room_7i")
elseif (zn == 11) then
door_in("shop_2i")
elseif (zn == 12) then
door_in("shop_3i")
elseif (zn == 13) then
door_in("inn_i")
elseif (zn == 14) then
door_out("room_1o")
elseif (zn == 15) then
door_out("gelik_o")
elseif (zn == 16) then
door_out("shop_1o")
elseif (zn == 17) then
door_out("room_2o")
elseif (zn == 18) then
door_out("room_3o")
elseif (zn == 19) then
door_out("room_4o")
elseif (zn == 20) then
door_out("room_5o")
elseif (zn == 21) then
door_out("room_6o")
elseif (zn == 22) then
door_out("room_7o")
elseif (zn == 23) then
door_out("shop_2o")
elseif (zn == 24) then
door_out("shop_3o")
elseif (zn == 25) then
door_out("inn_o")
elseif (zn == 26) then
shop(10)
elseif (zn == 27) then
shop(11)
elseif (zn == 28) then
shop(12)
elseif (zn == 29) then
inn("Seaside Inn", 60, 1)
elseif (zn == 30) then
bubble(HERO1, "Locked.")
elseif (zn == 31) then
book_talk(party[0])
elseif (zn == 32) then
touch_fire(party[0])
elseif (zn == 33) then
chest(51, I_FRUNE, 1)
elseif (zn == 34) then
chest(52, I_EDROPS, 1)
elseif (zn == 35) then
chest(53, I_RUBYBROOCH, 1)
elseif (zn == 36) then
chest(81, I_B_WARP, 1)
refresh()
elseif (zn == 37) then
if (prompt(255, 2, 0, "Take a nap?",
" yes",
" no") == 0) then
do_inn_effects(1)
end
elseif (zn == 38) then
set_save(1)
elseif (zn == 39) then
set_save(0)
elseif (zn == 40) then
warp("room_8stairs1", 8)
elseif (zn == 41) then
warp("room_1stairs", 8)
elseif (zn == 42) then
door_out("room_1escape")
elseif (zn == 43) then
door_in("room_8stairs2")
elseif (zn == 44) then-- item shop door
bubble(HERO1, "Locked.")
elseif (zn == 45) then-- armor shop door
bubble(HERO1, "Locked.")
end
end
function LOC_buy_house(en)
if (get_progress(P_BOUGHTHOUSE) == 0) then
bubble(en, "Hey, the name's Trezin, and have I got a deal for you!")
if (party[0] == CASANDRA) then
thought(HERO1, "Oh great. This guy sounds like another used-chariot salesman. Sign...")
end
if (prompt(en, 2, 0, "You can have this lovely house",
"for a mere 7500 GP. Sound good?",
" no",
" yes") == 0) then
bubble(en, "So be it. You know where I am if you change your mind.")
else
if (get_gp() >= 7500) then
set_gp(get_gp() - 7500)
else
bubble(en, "Hmm... looks like you're a bit short on funds. Fear not. I'll be here should you manage to find enough money.")
if (party[0] == AYLA) then
thought(HERO1, "Yea, or swipe it out of your purse, you old windbag...")
elseif (party[0] == CASANDRA) then
thought(HERO1, "Yea; fear not, maybe I'll even consider buying it!",
"Jerk...")
end
return
end
bubble(en, "Fantastic! You know a good deal when you see one.")
bubble(en, "Oh, there are some things you should know about the house.")
bubble(en, "First off, you can sleep here fully recover HP and MP for free!")
if (party[0] == CASANDRA) then
thought(HERO1, "No way! Did he say free?! You mean I can sleep in my OWN house, in my OWN bed for free?! Oh wow!")
end
bubble(en, "Secondly, there is a save spot right in the house! How's that for convenience?")
if (party[0] == CASANDRA) then
thought(HERO1, "Yea, and how's a nice knuckle sandwich sound for convenience? Just LEAVE already you old geezer!")
end
bubble(en, "And lastly, I've even left a little something inside for you. It's a very handy spell called Warp.")
bubble(en, "The Warp spell lets you escape from dungeons and other such places.")
bubble(en, "As a bonus, you can use Warp from anywhere on the world map and it will bring you back to the house! Great huh?")
if (party[0] == CASANDRA) then
thought(HERO1, "Not if you're anywhere around it when I get back, it's not!")
end
bubble(en, "Well, enough of my yapping. Go in and see for yourself!, I've got to go put this money somewhere safe!")
if (party[0] == CASANDRA) then
thought(HERO1, "Oh, I can tell you where to put it that'll keep it really safe...")
end
set_ent_movemode(en, 2)
set_ent_obsmode(en, 0)
if (get_ent_facing(en) == 3) then
set_ent_script(en, "D1R1")
else
set_ent_script(en, "R1D1")
end
wait_for_entity(en, en)
set_progress(P_BOUGHTHOUSE, 1)
end
else
bubble(en, "What are you waiting for? Go in and take a look around.")
end
end
function LOC_lost_partner()
local a, b
if (get_progress(P_OLDPARTNER) > 0) then
bubble(HERO1, "What?")
set_autoparty(1)
set_ent_script(HERO1, "F0W25F2W25F1W25F3W25F0")
wait_for_entity(HERO1, HERO1)
set_autoparty(0)
a = get_progress(P_OLDPARTNER) - 1
b = "Where's "..get_party_name(a).."?"
bubble(HERO1, b)
bubble(HERO1, "Just great... how am I supposed to get back?")
wait(100)
if (party[0] == CASANDRA) then
if (get_progress(P_OLDPARTNER) - 1 == TEMMIN) then
bubble(HERO1, "I have to find him! I'm not letting him get away from me that easily.")
else
thought(HERO1, "Oh well...")
end
else
bubble(HERO1, "Sigh. I guess I'll just have to keep going and hope I find a way to get back.")
wait(50)
end
end
set_progress(P_WARPEDTOT4, 3)
end
function LOC_talk_gelik(en)
if (get_progress(P_OPALHELMET) == 0) then
if (get_progress(P_TALKGELIK) == 0) then
bubble(en, "So, you're looking for Opal armor eh? Well, I know of one piece.")
bubble(en, "The Opal Helmet belongs to a wealthy man named Dungar who lives in his own private estate east of town.")
bubble(en, "You should go and talk to him.")
bubble(en, "If you get the Helmet, come back here and hopefully by then I can find out a little bit more about the other pieces.")
set_progress(P_TALKGELIK, 1)
else
bubble(en, "There isn't anything else I can tell you about Opal Armor right now.")
end
end
if (get_progress(P_OPALSHIELD) == 0 and get_progress(P_OPALHELMET) > 0) then
if (get_progress(P_TALKGELIK) == 4) then
bubble(en, "Ah, you are back and you have the Helmet.")
bubble(en, "Oh, in case you are curious, you can't wear any of the armor until you get all of the pieces and go to the Water Shrine.")
bubble(HERO1, "Oh... that's why.")
bubble(en, "Yes, well anyways, I have found out where the next piece is.")
bubble(en, "You see, it turns out that the Opal Shield is the prize for besting the warrior Trayor at the Coliseum.")
if (get_progress(P_SEECOLISEUM) == 0) then
bubble(HERO1, "Coliseum?")
end
bubble(en, "The coliseum is west of Sunarin. You can't miss it.")
if (get_progress(P_SEECOLISEUM) == 1) then
bubble(HERO1, "But the Coliseum was closed when I went there.")
bubble(en, "Yes... well I'm sure it's open by now.")
bubble(HERO1, "Isn't that convenient?")
bubble(en, "Quite.")
end
bubble(HERO1, "So, I have to go there and ask Trayor for the shield?")
bubble(en, "No, you have to fight him for it.")
bubble(HERO1, "Fight, fight, fight. That's all I ever do.")
bubble(en, "Well, that's just how these things work.")
bubble(HERO1, "Well, I guess I'm off to fight Trayor. Oh by the way, what kind of battle is this? Is magic permitted?")
bubble(en, "Yes indeed. Anything goes... and Trayor is a very capable warrior. It won't be easy.")
bubble(HERO1, "Oh... well nothing is ever easy right?")
bubble(en, "Not if it's worth doing, no.")
bubble(HERO1, "Thanks. I'll see you after I get the Shield.")
set_progress(P_TALKGELIK, 5)
set_progress(P_SEECOLISEUM, 2)
return
else
bubble(en, "Good luck.")
end
end
if (get_progress(P_OPALSHIELD) == 1 and get_progress(P_TALKGELIK) < 6) then
bubble(en, "Oh... you're back. I'm sorry, but I haven't been able to find out where the other pieces are.")
bubble(HERO1, "Hey, don't worry about it.")
bubble(HERO1, "My friend here brought me information about the Band and the Armor. We'll have no trouble finding it now.")
bubble(HERO1, "I appreciate all your help in finding the Helmet and the Shield. Thanks!")
bubble(en, "Well, that's great... and you're welcome. I'm glad I was able to help.")
bubble(HERO1, "I'll see you around then.")
bubble(en, "Certainly. Good journey.")
set_progress(P_TALKGELIK, 6)
return
end
if (get_progress(P_TALKGELIK) == 6) then
bubble(en, "How are things going?")
end
end
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