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-- town8 - "not yet named"
-- /*
-- {
-- We're going to learn about the Xenars for the first time here.
--
-- P_WALKING: Layer which the player is walking on
-- (0) You're on an elevated cliff: you walk OVER bridges
-- (1) You're on ground level: you walk UNDER bridges
-- }
-- */
function autoexec()
set_progress(P_WALKING, 0)
refresh()
end
function entity_handler(en)
if (en == 0) then
bubble(en, "This is a warm fire.")
elseif (en == 1) then
bubble(en, "I am an NPC. Do you know what that means? It means I have no will of my own, and must obey my programmer.")
elseif (en == 2) then
bubble(en, "I get teased a lot because I'm the only one with blonde hair. Neither of my parents have blonde hair...")
elseif (en == 3) then
bubble(en, "For a long time, we lived in peace. Now that monsters have attacked, we can't even leave the safety of our village.")
elseif (en == 4) then
bubble(en, "I wish I could find some opal armour. I hear there's some sort of magic that can make it very strong.")
elseif (en == 5) then
bubble(en, "I am a silhouette of the Oracle. I can't figure out how you're talking to me, as I'm floating above the water like this. Hmm... must be a bug in this game.")
elseif (en == 6) then
shop(24)
elseif (en == 7) then
inn("Long Journey Inn", 65, 1)
end
end
function postexec()
return
end
function refresh()
showch("treasure1", 91)
showch("treasure2", 92)
showch("treasure3", 93)
showch("treasure4", 94)
showch("treasure5", 95)
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)
-- Only treasure4 needs to keep its obstacle setting
if (which_marker ~= "treasure4") then
set_obs(which_marker, 0)
end
end
end
function zone_handler(zn)
if (zn == 1) then
change_map("main", "town8")
elseif (zn == 2) then
set_progress(P_WALKING, 0)
TOC_switch_layers(zn)
elseif (zn == 3) then
set_progress(P_WALKING, 1)
TOC_switch_layers(zn)
elseif (zn == 4) then
chest(91, 0, 1200)
refresh()
elseif (zn == 5) then
chest(92, 0, 150)
refresh()
elseif (zn == 6) then
chest(93, I_SALVE, 1)
refresh()
elseif (zn == 7) then
bubble(HERO1, "This appears to be a hologram of the Oracle!")
elseif (zn == 8) then
warp("dstairs1", 16)
elseif (zn == 9) then
warp("dstairs2", 16)
elseif (zn == 10) then
chest(94, I_ARMOR8, 1)
refresh()
elseif (zn == 11) then
bubble(HERO1, "This barrel is filled with rainwater.")
elseif (zn == 12) then
touch_fire(party[0])
elseif (zn == 13) then
bubble(HERO1, "Locked.")
elseif (zn == 14) then
chest(95, I_MACE3, 1)
refresh()
elseif (zn == 15) then
door_in("inn_1i")
elseif (zn == 16) then
door_in("inn_2i")
elseif (zn == 17) then
door_out("inn_1o")
elseif (zn == 18) then
door_out("inn_2o")
elseif (zn == 19) then
door_in("room_1i")
elseif (zn == 20) then
door_out("room_1o")
elseif (zn == 21) then
door_in("room_2i")
elseif (zn == 22) then
door_out("room_2o")
elseif (zn == 23) then
door_in("door_3i")
elseif (zn == 24) then
door_out("door_3o")
elseif (zn == 25) then
door_in("room_4i")
elseif (zn == 26) then
door_out("room_4o")
elseif (zn == 27) then
door_in("room_5i")
elseif (zn == 28) then
door_out("room_5o")
elseif (zn == 29) then
door_in("room_6i")
elseif (zn == 30) then
door_out("room_6o")
elseif (zn == 31) then
warp("room_7d", 8)
elseif (zn == 32) then
warp("room_6u", 8)
elseif (zn == 33) then
thought(HERO1, "This spa is relaxing.")
elseif (zn == 34) then
touch_fire(party[0])
end
end
function TOC_switch_layers()
local x1, y1 = marker("bridge1")
local x2, y2 = marker("bridge2")
if (get_progress(P_WALKING) == 0) then
set_obs(x1 - 1, y1 , 3)
set_obs(x1 , y1 - 2, 0)
set_obs(x1 , y1 + 2, 0)
set_obs(x1 + 1, y1 - 1, 5)
set_obs(x1 + 1, y1 , 5)
set_obs(x1 + 1, y1 + 1, 5)
set_mtile(x1, y1 - 1, 33)
set_ftile(x1, y1 - 1, 0)
set_mtile(x1, y1 , 33)
set_ftile(x1, y1 , 0)
set_mtile(x1, y1 + 1, 33)
set_ftile(x1, y1 + 1, 0)
set_obs(x2 , y2 - 1, 0)
set_obs(x2 - 1, y2 , 3)
set_obs(x2 + 1, y2 , 5)
set_obs(x2 , y2 + 1, 0)
set_mtile(x2, y2, 33)
set_ftile(x2, y2, 0)
elseif (get_progress(P_WALKING) == 1) then
set_obs(x1 - 1, y1 , 0)
set_obs(x1 , y1 - 2, 1)
set_obs(x1 , y1 + 2, 1)
set_obs(x1 + 1, y1 - 1, 0)
set_obs(x1 + 1, y1 , 0)
set_obs(x1 + 1, y1 + 1, 0)
set_mtile(x1, y1 - 1, 0)
set_ftile(x1, y1 - 1, 33)
set_mtile(x1, y1 , 0)
set_ftile(x1, y1 , 33)
set_mtile(x1, y1 + 1, 0)
set_ftile(x1, y1 + 1, 33)
set_obs(x2 , y2 - 1, 1)
set_obs(x2 - 1, y2 , 0)
set_obs(x2 + 1, y2 , 0)
set_obs(x2 , y2 + 1, 2)
set_mtile(x2, y2, 0)
set_ftile(x2, y2, 33)
end
end
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