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-- town6 - "Ajantara"
function autoexec()
if (get_progress(P_OPALSHIELD) == 0) then
-- Remove the guards from the map
set_ent_active(5, 0)
set_ent_active(6, 0)
end
if (get_progress(P_OPALSHIELD) == 1 and get_progress(P_SAVEBREANNE) < 3) then
-- Remove Breanne
set_ent_active(9, 0)
end
refresh()
end
function entity_handler(en)
if (en == 0) then
LOC_lord_ajantara(en)
elseif (en == 1) then
LOC_lady_ajantara(en)
elseif (en == 2) then
bubble(en, "This is a lovely little town. Don't you think so?")
elseif (en == 3) then
if (get_progress(P_OPALSHIELD) == 0) then
bubble(en, "Wanna play tag with me?")
return
end
if (get_progress(P_SAVEBREANNE) < 3) then
bubble(en, "I miss Breanne.")
else
bubble(en, "This town rocks!")
end
elseif (en == 4) then
bubble(en, "Sorry, I'm far too busy and you have terrible breath.")
elseif (en == 5) then
if (get_progress(P_SAVEBREANNE) < 3) then
bubble(en, "There has been a lot of Cult activity around these parts lately.")
else
bubble(en, "Has the Cult really been rousted?")
end
elseif (en == 6) then
bubble(en, "Lord and Lady Ajantara have hired us to watch the town.")
elseif (en == 7) then
if (get_progress(P_OPALSHIELD) == 0) then
bubble(en, "Lord Ajantara's grandfather founded this town.")
return
end
if (get_progress(P_SAVEBREANNE) == 0) then
if (get_progress(P_TALKGRAMPA) == 0) then
bubble(en, "Lord and Lady Ajantara's daughter, Breanne, was kidnapped last night. They are looking for someone to help find her!")
set_progress(P_TALKGRAMPA, 1)
else
bubble(en, "You should go and speak with the Ajantaras.")
end
else
if (get_progress(P_SAVEBREANNE) < 3) then
bubble(en, "You truly are kind.")
else
bubble(en, "It's a lovely day isn't it?")
end
end
elseif (en == 8) then
bubble(en, "Everything in this town is owned by Lord and Lady Ajantara.")
elseif (en == 9) then
if (get_progress(P_OPALSHIELD) == 0) then
bubble(en, "Hiya!")
return
end
bubble(en, "Thank you very much. Please feel free to come and visit any time.")
end
end
function postexec()
return
end
function refresh()
showch("treasure1", 67)
showch("treasure2", 68)
showch("treasure3", 69)
showch("treasure4", 70)
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 treasure4 needs to change its obstacle setting
if (which_marker == "treasure4") then
set_obs(which_marker, 0)
end
end
function zone_handler(zn)
if (zn == 1) then
change_map("main", "town6")
elseif (zn == 2) then
door_in("store_1i")
elseif (zn == 3) then
door_in("store_2i")
elseif (zn == 4) then
door_in("inn_i")
elseif (zn == 5) then
door_in("shop_1i")
elseif (zn == 6) then
door_in("room_1i")
elseif (zn == 7) then
door_in("shop_2i")
elseif (zn == 8) then
door_in("room_2i")
elseif (zn == 9) then
door_in("family_i")
elseif (zn == 10) then
door_out("store_1o")
elseif (zn == 11) then
door_out("store_2o")
elseif (zn == 12) then
door_out("inn_o")
elseif (zn == 13) then
door_out("shop_1o")
elseif (zn == 14) then
door_out("room_1o")
elseif (zn == 15) then
door_out("shop_2o")
elseif (zn == 16) then
door_out("room_2o")
elseif (zn == 17) then
door_out("family_o")
elseif (zn == 18) then
bubble(HERO1, "Locked.")
elseif (zn == 19) then
shop(15)
elseif (zn == 20) then
shop(16)
elseif (zn == 21) then
if (get_progress(P_TOWN6INN) > 0) then
inn("Ajantara Inn", 1, 1)
else
inn("Ajantara Inn", 150, 1)
end
elseif (zn == 22) then
shop(17)
elseif (zn == 23) then
shop(18)
elseif (zn == 24) then
chest(67, I_B_BLIZZARD, 1)
elseif (zn == 25) then
chest(68, I_EDAENRA, 1)
elseif (zn == 26) then
chest(69, I_NLEAF, 1)
elseif (zn == 27) then
chest(70, I_HPUP, 1)
refresh()
elseif (zn == 28) then
book_talk(party[0])
elseif (zn == 29) then
LOC_complain()
elseif (zn == 30) then
if (get_progress(P_WARPSTONE) == 0) then
set_progress(P_WARPSTONE, 1)
end
change_map("town2", "travelpoint")
elseif (zn == 31) then
touch_fire(party[0])
-- Door in the item shop
elseif (zn == 32) then
bubble(HERO1, "Locked.")
end
end
function LOC_complain()
if (get_progress(P_SAVEBREANNE) == 1) then
if (get_numchrs() == 1) then
bubble(HERO1, "Ugh... I getting real sick of this running around crap! Why is nothing I need where it's supposed to be?")
bubble(HERO1, "I'll bet that even if I had waited a month and come here for the Band, the Ajantara's daughter would have just been kidnapped.")
bubble(HERO1, "When will this end?")
else
face_each_other(HERO1, HERO2)
wait(50)
bubble(HERO1, "You know what? I'm getting real sick of this running around crap!")
bubble(HERO2, "What are you talking about?")
bubble(HERO1, "The same thing happened with the Helmet. The minute I show up to get the stupid thing... it's gone.")
bubble(HERO1, "It's as if someone is purposely trying to make me go crazy.")
bubble(HERO2, "Don't you think that you're exaggerating just a little?")
bubble(HERO2, "Sure it may seem that things are out of our control, but what we're doing is of the utmost importance.")
bubble(HERO2, "This is our chance to do something good. I mean, originally this quest was nothing more than a fetch mission.")
bubble(HERO2, "However, as we've pursued our quest we've managed to do some good along the way. That's what really counts.")
bubble(HERO1, "Hmm... I guess you're right. I just don't like being out of control. We still don't really know what's going on!")
bubble(HERO2, "I'm sure we'll come to understand what this is all about in time. If nothing else, all this running around is making us stronger.")
bubble(HERO2, "We'll be better prepared for Malkaron and anybody else who gets in our way.")
bubble(HERO1, "That's true... I have learned a lot since we've started, and I sure feel much better about myself.")
bubble(HERO2, "So does that mean that you're ready to go?")
bubble(HERO1, "Yes! This isn't about me... this is about rescuing an innocent little girl and saving the world.")
bubble(HERO2, "Saving the world?")
bubble(HERO1, "Stuff it, I'm on a roll here.")
end
set_progress(P_SAVEBREANNE, 2)
end
end
function LOC_lady_ajantara(en)
if (get_progress(P_OPALSHIELD) == 0) then
bubble(en, "Welcome... enjoy your stay.")
return
end
if (get_progress(P_SAVEBREANNE) == 0) then
bubble(en, "Oh poor Breanne!")
else
if (get_progress(P_SAVEBREANNE) < 3) then
bubble(en, "Good luck to you!")
else
bubble(en, "Breanne is a dear.")
end
end
end
function LOC_lord_ajantara(en)
if (get_progress(P_OPALSHIELD) == 0) then
bubble(en, "How do you like our little town?")
return
end
if (get_progress(P_SAVEBREANNE) == 0) then
bubble(en, "You must help save our daughter! We'll give you anything, just please bring her back to us.")
if (get_progress(P_TALKGRAMPA) == 1) then
bubble(HERO1, "We were told she was kidnapped, but by who? Where did they take her?")
bubble(en, "The ones who took her are members of a cult... the Cult of the Shadow Walker. They took her to their tower on Sharia island.")
else
bubble(HERO1, "What happened to her? Where did she go?")
bubble(en, "She was kidnapped by cult members from the Cult of the Shadow Walker. They took her to their tower on Sharia island.")
end
bubble(en, "They have the travel stone to the island guarded by a giant!")
bubble(HERO1, "Why did they take her?")
bubble(en, "They took her because she is descended from the legendary half-dragon king Elgar.")
bubble(en, "They are trying to summon an avatar of the Shadow Walker, and they plan on using Breanne to do it!")
bubble(HERO1, "Doesn't that mean that one of you is also descended from Elgar?")
bubble(en, "No. We adopted Breanne eight years ago. She doesn't even know that we are not her real parents!")
bubble(HERO1, "Fear not, we will get your daughter back safely, and we'll put a stop to this summoning as well!")
bubble(HERO1, "Just one thing.")
bubble(en, "Yes?")
bubble(HERO1, "Where is the travel stone to Sharia island?")
bubble(en, "Oh, it's on the other side of Kragar's Pass.")
bubble(en, "I'll send word to the guards to let you through because normally only caravans are allowed into the Pass.")
bubble(HERO1, "Oh. Okay. Thanks!")
bubble(HERO1, "By the way, do you know anything about an Opal Band? I was told that it was in this town. I need to borrow it.")
bubble(en, "If you save my daughter, you can have it!")
bubble(HERO1, "Really? Great! Where is it?")
bubble(en, "It belongs to my daughter. She is probably wearing it.")
bubble(HERO1, "Of course. Well, time to go!")
set_progress(P_SAVEBREANNE, 1)
return
end
if (get_progress(P_SAVEBREANNE) == 4) then
bubble(en, "Things are finally back to normal.")
return
end
if (get_progress(P_SAVEBREANNE) < 3) then
bubble(en, "Please be careful.")
else
bubble(en, "Breanne told us she gave you the Band. We're glad everything has worked out so great. Thank you very much!")
bubble(en, "I know it's not much, but to show our appreciation, we want you to feel welcome in our town.")
bubble(en, "Therefore, any time you need to stay at our inn, you'll only be charged 1 GP!")
set_progress(P_TOWN6INN, 1)
bubble(HERO1, "That's very kind of you. Thank you!")
bubble(en, "Oh, and by the way. You should take this.")
sfx(5)
msg("Cave Key procured", 255, 0)
set_progress(P_CAVEKEY, 1)
drawmap()
screen_dump()
bubble(HERO1, "What's this for?")
bubble(en, "That will unlock the doors in the mountain pass.")
bubble(en, "After thinking about this Opal stuff for a while, I remembered a story about the Opal Armor.")
bubble(en, "Apparently, there is a magical suit of Opal Armor locked away deep in the mountain.")
bubble(en, "That key will unlock the sealed entrances to the dungeons below.")
bubble(HERO1, "That's perfect! The next item we were on our way to find was the Opal Armor.")
bubble(en, "Well, I'm glad we could help. However, I must warn you to be extra cautious on this quest.")
bubble(en, "A dark race of Larinon live in the dungeons down there and they are most unpleasant.")
bubble(HERO1, "Thanks for the warning, and thank you again for the key.")
set_progress(P_SAVEBREANNE, 4)
end
end
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