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Text File | 1999-09-28 | 41.1 KB | 2,354 lines |
-
-
- OBJECT "FAIRYENT"
- BEGIN
- CUBE 9600,16134,0 9646,16233,100
- BEGIN
- FADESCREENOUT
- WAIT SCREENFADE
- LOCKE.POS 7900 9200 760 39
- FADESCREENIN
- END
- END
-
-
- OBJECT "AUSTIN"
- BEGIN
- CUBE 12190,17514,110 12194,17518,114
- BEGIN
- IF RINGSTATE = 0
- BEGIN
- CONTROL OFF
- PLAYER.PIVOT 64
- CHICK1.TRY CHEER
- SCROLLTO BAEZ
- WAIT 48
- NOWAIT BAEZ.GOTO 12482 17265
- NOWAIT CHICK2.GOTO 12403 17092
- CHICK3.GOTO 12547 17094
- NOWAIT CHICK2.TRY STANDR
- CHICK3.TRY STANDL
- WAIT 24
- BAEZ.TRY WALK
- BAEZ.TRY COMBAT
- BAEZ.TRY ROAR
- BAEZ.STAT AGGRESSIVE = 1
- WAIT 24
- SCROLLTO PLAYER
- WAIT 24
- NOWAIT CHICK1.DELETE
- NOWAIT CHICK2.DELETE
- CHICK3.DELETE
- RINGWALL.TOGGLE NOWALK = 0
- NOWAIT CONTROL ON
- SET RINGSTATE = 1
- TOGGLE PAUSE = 1
- END
- END
- END
-
-
- OBJECT "Shari1"
- BEGIN
- DIALOG
- BEGIN
- SETCDVOLUME HALF
- WAIT 1
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT PIVOTOBJECT player
- player.PIVOTOBJECT SHARIL1
- SAY II23TW300
- SAY II23TW301
- SAY II23TW302
- SAY II23TW303
- PIVOT 30
- CONTROL ON
- SETCDVOLUME FULL
- END
- END
-
-
-
- OBJECT "Pepper1"
- BEGIN
- DIALOG
- BEGIN
- SETCDVOLUME HALF
- WAIT 1
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT PIVOTOBJECT player
- player.PIVOTOBJECT PEPPER1
- SAY II23TM500
- SAY II23TM501
- PIVOT 64
- CONTROL ON
- SETCDVOLUME FULL
- END
- END
-
-
- OBJECT "BOY1"
- BEGIN
- DIALOG
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT player.PIVOTOBJECT BOY1
- PIVOTOBJECT player
- WAIT 48
- PIVOT 240
- CONTROL ON
- END
- END
-
-
- OBJECT "GIRL1"
- BEGIN
- DIALOG
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT player.PIVOTOBJECT GIRL1
- PIVOTOBJECT player
- WAIT 48
- PIVOT 220
- CONTROL ON
- END
- END
-
-
- OBJECT "Lucas1"
- BEGIN
- DIALOG
- BEGIN
- SETCDVOLUME HALF
- WAIT 1
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT player.PIVOTOBJECT LUCAS1
- PIVOTOBJECT player
-
- IF MISTSTATE < 4
- BEGIN
- IF LUCASSTATE = 1
- BEGIN
- say II11LUC11
- END
- IF LUCASSTATE = 0
- BEGIN
- player.say II11LOC07
- say II11LUC00
- say II11LUC01
- say II11LUC02
- say II11LUC03
- player.say II11LOC08
- say II11LUC04
- say II11LUC05
- say II11LUC06
- player.say II11LOC09
- say II11LUC07
- say II11LUC08
- player.say II11LOC10
- say II11LUC09
- say II11LUC10
- say II11LUC11
- player.say II11LOC11
- say II11LUC12
- SET LUCASSTATE = 1
- END
- END
- IF MISTSTATE > 3
- BEGIN
- IF MISTSTATE < 6
- BEGIN
- IF LUCASSTATE = 2
- BEGIN
- say II21LUC08
- END
- IF LUCASSTATE < 2
- BEGIN
- say II21LUC00
- say II21LUC01
- say II21LUC02
- player.say II21LOC10
-
- :Start1
-
- Choice Boat II21LOC11
- Choice Hidden II21LOC12
- wait response
-
- :Hidden
-
- player.say II21LOC12
- say II21LUC03
- say II21LUC04
- Jump Start1
-
- :Boat
-
- player.say II21LOC11
- say II21LUC05
- say II21LUC06
- player.say II21LOC13
- say II21LUC07
- say II21LUC08
- player.say II21LOC14
- SET LUCASSTATE = 2
- END
- END
- END
- IF MISTSTATE > 5
- BEGIN
- IF LUCASSTATE = 3
- BEGIN
- say V8LUC00
- player.say V8LOC10
- END
- IF LUCASSTATE < 3
- BEGIN
- say V8LUC00
- player.say V8LOC10
- say V8LUC01
- player.say V8LOC11
- player.say V8LOC12
- say V8LUC02
- say V8LUC03
- player.say V8LOC13
- say V8LUC04
- SET LUCASSTATE = 3
- END
- END
- PIVOT 128
- CONTROL ON
- SETCDVOLUME FULL
- END
- END
-
-
-
- OBJECT "FORSTYXXTOMB"
- BEGIN
- ALWAYS
- BEGIN
- IF THIS.STAT LOCKED = 0
- BEGIN
- STYXXCHEST.TOGGLE NOWALK = 0
- STYXXCHEST.TOGGLE INVISIBLE = 0
- PLAYER.DELINV ROSE
- ADDAT 4268 23080 105 CYANFONT
- TOGGLE PAUSE = 1
- END
- IF THIS.STAT LOCKED = 1
- BEGIN
- STYXXCHEST.TOGGLE NOWALK = 1
- STYXXCHEST.TOGGLE INVISIBLE = 1
- WAIT 24
- END
- END
- END
-
-
- OBJECT "Olihoot1"
- BEGIN
- DIALOG
- BEGIN
- SETCDVOLUME HALF
- WAIT 1
- IF MISTSTATE < 5
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT player.PIVOTOBJECT OLIHOOT1
- PIVOTOBJECT player
- IF OLIHOOTSTATE = 1
- BEGIN
- say III11OLI19
- TRY "FLOATING"
- END
- IF OLIHOOTSTATE < 1
- BEGIN
- player.say III11LOC00
- say III11OLI00
- player.say III11LOC01
- say III11OLI01
- player.say III11LOC02
- say III11OLI02
- say III11OLI03
- player.say III11LOC03
- say III11OLI04
- player.say III11LOC04
- say III11OLI05
- player.say III11LOC05
-
- :Start
-
- Choice Useful III11LOC06
- Choice Recover III11LOC07
- Choice Getthere III11LOC08
- Choice Nothing III11LOC09
- wait response
-
- :Useful
-
- player.say III11LOC06
- say III11OLI06
- say III11OLI07
- say III11OLI08
- Jump Start
-
- :Recover
-
- player.say III11LOC07
- say III11OLI09
- say III11OLI10
- say III11OLI11
- say III11OLI12
- Jump Start
-
- :Getthere
-
- player.say III11LOC08
- say III11OLI13
- say III11OLI14
- Jump Start
-
- :Nothing
-
- player.say III11LOC09
- NOWAIT say III11OLI15
- player.ADDINV "SKY"
- say III11OLI16
- say III11OLI17
- player.say III11LOC10
- say III11OLI18
- say III11OLI19
- TRY "FLOATING"
- SET OLIHOOTSTATE = 1
- END
- END
- IF MISTSTATE = 5
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT player.PIVOTOBJECT OLIHOOT1
- PIVOTOBJECT player
- IF OLIHOOTSTATE = 2
- BEGIN
- say III13OLI17
- say III13OLI18
- TRY "FLOATING"
- END
- IF OLIHOOTSTATE < 2
- BEGIN
- say III13OLI00
-
- :Start2
-
- Choice Quest III13LOC00
- Choice Caves III13LOC01
- Choice Help III13LOC02
- wait response
-
- :Quest
-
- player.say III13LOC00
- say III13OLI01
- say III13OLI02
- Jump Start2
-
- :Caves
-
- player.say III13LOC01
- say III13OLI05
- player.say III13LOC03
- say III13OLI06
- say III13OLI07
- Jump Start3
-
- :Help
- player.say III13LOC02
- say III13OLI03
- say III13OLI04
- Jump Start2
-
- :Start3
-
- Choice Killer III13LOC04
- Choice Treasure III13LOC05
- Choice Fools III13LOC06
- wait response
-
- :Killer
-
- player.say III13LOC04
- say III13OLI08
- say III13OLI09
- Jump Start3
-
- :Treasure
-
- player.say III13LOC05
- say III13OLI10
- say III13OLI11
- Jump Start3
-
- :Fools
-
- player.say III13LOC06
- say III13OLI12
- say III13OLI13
- say III13OLI14
- say III13OLI15
- player.say III13LOC07
- say III13OLI16
- say III13OLI17
- say III13OLI18
- TRY "FLOATING"
- SET OLIHOOTSTATE = 2
- END
- END
- IF MISTSTATE = 6
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT player.PIVOTOBJECT OLIHOOT1
- PIVOTOBJECT player
-
- IF OLIHOOTSTATE = 3
- BEGIN
- say III14OLI17
- TRY "FLOATING"
- END
- IF OLIHOOTSTATE < 3
- BEGIN
- player.say III14LOC00
- say III14OLI00
- player.say III14LOC01
- say III14OLI01
- player.say III14LOC02
- say III14OLI02
- say III14OLI03
-
- :Start4
-
- Choice Why III14LOC03
- Choice Empire III14LOC04
- Choice Vision III14LOC05
- wait response
-
- :Vision
-
- player.say III14LOC05
- say III14OLI04
-
- :Why
-
- player.say III14LOC03
- say III14OLI05
- say III14OLI06
- player.say III14LOC06
- say III14OLI07
- say III14OLI08
- say III14OLI09
- player.say III14LOC07
- say III14OLI10
- Jump Start5
-
- :Empire
-
- player.say III14LOC04
- say III14OLI05
- say III14OLI06
- player.say III14LOC06
- say III14OLI07
- say III14OLI08
- say III14OLI09
- player.say III14LOC07
- say III14OLI10
-
- :Start5
-
- Choice Something III14LOC08
- Choice Cav III14LOC09
- wait response
-
- :Cav
-
- player.say III14LOC09
- say III14OLI11
- say III14OLI12
-
- :Something
-
- player.say III14LOC08
- player.say III14LOC10
- player.say III14LOC11
- player.say III14LOC12
- player.say III14LOC13
- say III14OLI13
- say III14OLI14
- say III14OLI16
- player.say III14LOC14
- say III14OLI17
- TRY "FLOATING"
- SET OLIHOOTSTATE = 3
- END
- END
- IF MISTSTATE = 7
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- player.GOTO 5857 24869
- NOWAIT player.PIVOTOBJECT OLIHOOT1
- PIVOTOBJECT player
- player.say III15LOC00
- say III15OLI00
- player.say III15LOC01
- say III15OLI01
- say III15OLI02
- say III15OLI03
- player.say III15LOC02
- player.say III15LOC03
- say III15OLI04
- player.say III15LOC04
- player.say III15LOC05
- player.say III15LOC06
- say III15OLI05
- player.say III15LOC07
- say III15OLI06
- say III15OLI07
- say III15OLI08
- say III15OLI09
- say III15OLI10
- say III15OLI11
- Sardok9.POS 5742 24924 35
- NOWAIT SARDOK9.TOGGLE INVISIBLE
- NOWAIT FADECHARACTERIN SARDOK9
- NOWAIT SARDOK9.TRY SPELL
- ADDAT 5742 24924 35 TELEPORTER
- SARDOK9.STAT MANA = 1000
- WAIT 24
- NOWAIT PIVOTOBJECT SARDOK9
- player.PIVOTOBJECT SARDOK9
- WAIT 48
- SARDOK9.PIVOTOBJECT OLIHOOT1
- SARDOK9.say III15SAR00
- WAIT 24
- NOWAIT SARDOK9.CAST "napalm"
- NOWAIT SARDOK9.TRY spell
- player.PIVOTOBJECT OLIHOOT1
- BURN
- NOWAIT PLAY III15OLI12
- BURN
- STATE 9
- TRY DEAD
- player.PIVOTOBJECT SARDOK9
- NOWAIT player.say III15LOC08
- NOWAIT SARDOK9.PIVOTOBJECT playeR
- FADECHARACTEROUT OLIHOOT1
- WAIT 24
- Sardok9.say III15SAR01
- player.say III15LOC09
- OLIHOOT1.TOGGLE INVISIBLE = 1
- OLIHOOT1.POS 5744 24800 35
- Sardok9.say III15SAR02
- Sardok9.say III15SAR03
- player.say III15LOC10
- Sardok9.say III15SAR04
- Sardok9.say III15SAR05
- NOWAIT SARDOK9.TRY SPELL
- ADDAT 5742 24924 35 TELEPORTER
-
- //ADDAT 5857 24869 35 TELEPORTER
-
- WAIT 48
- SARDOK9.TOGGLE INVISIBLE = 1
- SARDOK9.POS 5622 24734 46
-
- //FADESCREENOUT
- //CONTROL ON
- //WAIT SCREENFADE
- //FADESCREENIN
- //player.POS 11973 9645 304 2
-
- END
-
- CONTROL ON
- SETCDVOLUME FULL
- END
- ALWAYS
- BEGIN
- TRY "FLOATING"
- WAIT 24
- END
- END
-
- // TOWN
-
-
- OBJECT "KEEPIN"
- BEGIN
- USE
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- player.GOTORELATIVEPOSITION THIS 0 60
- player.FACEOBJECT THIS
- STATE "OPENING"
- WAIT 12
- FADESCREENOUT
- WAIT SCREENFADE
- CONTROL ON
- FADESCREENIN
- player.POS 12212 12688 161 2
- STATE "CLOSED"
- STATE "CLOSED"
- END
- END
-
-
- OBJECT "TOWERIN"
- BEGIN
- USE
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- player.GOTORELATIVEPOSITION THIS 60 0
- player.FACEOBJECT THIS
- STATE "OPENING"
- WAIT 12
- FADESCREENOUT
- WAIT SCREENFADE
- CONTROL ON
- FADESCREENIN
- player.POS 10412 10080 18 3
- STATE "CLOSED"
- STATE "CLOSED"
- END
- END
-
-
- OBJECT "Jong1"
- BEGIN
- DATA
- BEGIN
- NUMBER MUDOX1 0
- NUMBER MUDOY1 0
- END
- DIALOG
- BEGIN
- IF TRAINSTATE = 1
- BEGIN
- JUMP NOCOMPLETE1
- END
- IF TRAINSTATE = 2
- BEGIN
- JUMP NOCOMPLETE2
- END
- IF TRAINSTATE = 3
- BEGIN
- JUMP NOCOMPLETE3
- END
- IF TRAINSTATE = 4
- BEGIN
- JUMP NOCOMPLETE4
- END
- IF TRAINSTATE = 5
- BEGIN
- JUMP NOCOMPLETE5
- END
- IF TRAINSTATE = 6
- BEGIN
- JUMP NOCOMPLETE6
- END
- IF TRAINSTATE = 7
- BEGIN
- JUMP NOCOMPLETE7
- END
- IF TRAINSTATE = 8
- BEGIN
- JUMP NOCOMPLETE8
- END
- IF TRAINSTATE = 9
- BEGIN
- JUMP NOCOMPLETE9
- END
-
- SETCDVOLUME HALF
- WAIT 1
- SET MUDOKONSTATE = 1
- COMBAT2IN.STAT LOCKED = 1
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- NOWAIT player.PIVOTOBJECT JONG1
-
- IF JONGMEETSTATE = 1
- BEGIN
- IF MISTSTATE < 4
- BEGIN
- SAY II6JON00
-
- :START
-
- CHOICE SPARYES SPAR
- CHOICE COMBAT FIGHT
- WAIT RESPONSE
- END
- IF MISTSTATE > 3
- BEGIN
- IF MISTSTATE < 6
- BEGIN
- SAY II14JON00
- player.SAY II14LOC00
- SAY II14JON01
- SAY II14JON02
- :START2
-
- CHOICE SPARYES SPAR
- CHOICE COMBAT FIGHT
- WAIT RESPONSE
- END
- END
- IF MISTSTATE = 6
- BEGIN
- SAY V2JON00
- :START3
-
- CHOICE SPARYES SPAR
- CHOICE COMBAT FIGHT
- WAIT RESPONSE
- END
- IF MISTSTATE = 7
- BEGIN
- player.SAY VIII3LOC00
- SAY VIII3JON00
- player.SAY VIII3LOC01
- SAY VIII3JON01
- player.SAY VIII3LOC02
- player.SAY VIII3LOC03
- SAY VIII3JON02
- player.SAY VIII3LOC04
- SAY VIII3JON03
- player.SAY VIII3LOC05
- :START4
-
- CHOICE SPARYES SPAR
- CHOICE COMBAT FIGHT
- WAIT RESPONSE
- END
- END
- IF JONGMEETSTATE < 1
- BEGIN
- player.SAY II2LOC00
- SAY II2JON00
- player.SAY II2LOC01
- SAY II2JON01
- player.SAY II2LOC02
- SAY II2JON02
- SAY II2JON03
- player.TRY combat
- WAIT 48
- SAY II2JON04
- SAY II2JON05
- SAY II2JON06
- SAY II2JON07
- SAY II2JON08
- SAY II2JON09
- SAY II2JON10
- SAY II2JON11
- player.SAY ANIM COMBAT II2LOC03
- PLAYER.TRY WALK
- WAIT 12
- SAY II2JON12
- player.SAY II2LOC04
- SAY II2JON13
- SAY II2JON14
- SAY II2JON15
- player.SAY II2LOC05
- SET JONGMEETSTATE = 1
- END
-
-
- // ***** player PRACTICES NEW COMBAT MOVES *****
-
- :COMBAT
-
-
-
- // ***** THE CHARGING THRUST - LEVEL 1 REQUIREMENT *****
-
- IF player.STAT LEVEL > 0
- BEGIN
- IF player.STAT ATTACKLEVEL < 1
- BEGIN
- player.STAT ATTACKLEVEL = 1
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS1
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS1
-
- GOTORELATIVEPOSITION MUDOKON1 -150 0
- SCROLLTO JONG1
- MESSAGE JONGM1
- MESSAGE JONGM1B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT SPECIFICATTACK 25
- WAIT 48
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- NOWAIT pivotobject player
- SCROLLTO player
- WAIT 24
- SET TRAINSTATE = 1
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete1
-
- if player.lastattack = "CHARGETHRUST"
- begin
- jump complete1
- end
-
- wait 4
- jump nocomplete1
-
- :complete1
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
-
- // ***** THE SPINNING SLASH - LEVEL 3 REQUIREMENT *****
-
- IF player.STAT LEVEL > 2
- BEGIN
- IF player.STAT ATTACKLEVEL < 3
- BEGIN
- player.STAT ATTACKLEVEL = 3
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS2
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS2
-
- GOTORELATIVEPOSITION MUDOKON1 -120 0
- SCROLLTO JONG1
- MESSAGE JONGM2
- MESSAGE JONGM2B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT SPECIFICATTACK 26
- WAIT 48
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- pivotobject player
- SCROLLTO player
- WAIT 12
- SET TRAINSTATE = 2
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete2
-
- if player.lastattack = "SPINSWING"
- begin
- jump complete2
- end
-
- wait 4
- jump nocomplete2
-
- :complete2
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
-
- // ***** THE JUMPING CHOP - LEVEL 6 REQUIREMENT *****
-
- IF player.STAT LEVEL > 5
- BEGIN
- IF player.STAT ATTACKLEVEL < 6
- BEGIN
- player.STAT ATTACKLEVEL = 6
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS3
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS3
-
- GOTORELATIVEPOSITION MUDOKON1 -160 0
- SCROLLTO JONG1
- MESSAGE JONGM3
- MESSAGE JONGM3B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT SPECIFICATTACK 27
- WAIT 48
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- pivotobject player
- SCROLLTO player
- WAIT 12
- SET TRAINSTATE = 3
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete3
-
- if player.lastattack = "JUMPCHOP"
- begin
- jump complete3
- end
-
- wait 4
- jump nocomplete3
-
- :complete3
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
-
-
- // ***** COMBO A - LEVEL 9 REQUIREMENT *****
-
- IF player.STAT LEVEL > 8
- BEGIN
- IF player.STAT ATTACKLEVEL < 9
- BEGIN
- player.STAT ATTACKLEVEL = 9
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS4
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS4
-
- GOTORELATIVEPOSITION MUDOKON1 -120 0
- SCROLLTO JONG1
- MESSAGE JONGM4
- MESSAGE JONGM4B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT GOTORELATIVEPOSITION MUDOKON1 -100 0
- WAIT 12
- NOWAIT SPECIFICATTACK 0
- WAIT 24
- NOWAIT SPECIFICATTACK 1
- WAIT 48
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- pivotobject player
- SCROLLTO player
- WAIT 12
- SET TRAINSTATE = 4
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete4
-
- if player.lastattack = "COMBOA2"
- begin
- jump complete4
- end
-
- wait 4
- jump nocomplete4
-
- :complete4
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
- // ***** THRUST COMBO - LEVEL 12 REQUIREMENT *****
-
- IF player.STAT LEVEL > 11
- BEGIN
- IF player.STAT ATTACKLEVEL < 12
- BEGIN
- player.STAT ATTACKLEVEL = 12
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS5
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS5
-
- GOTORELATIVEPOSITION MUDOKON1 -130 0
- SCROLLTO JONG1
- MESSAGE JONGM5
- MESSAGE JONGM5B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT GOTORELATIVEPOSITION MUDOKON1 -120 0
- WAIT 12
- NOWAIT SPECIFICATTACK 10
- WAIT 24
- NOWAIT SPECIFICATTACK 11
- WAIT 2
- NOWAIT SPECIFICATTACK 12
- WAIT 48
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- pivotobject player
- SCROLLTO player
- WAIT 12
- SET TRAINSTATE = 5
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete5
-
- if player.lastattack = "THRUSTCHAIN3"
- begin
- jump complete5
- end
-
- wait 4
- jump nocomplete5
-
- :complete5
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
-
-
- // ***** SWING COMBO - LEVEL 15 REQUIREMENT
-
- IF player.STAT LEVEL > 14
- BEGIN
- IF player.STAT ATTACKLEVEL < 15
- BEGIN
- player.STAT ATTACKLEVEL = 15
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS6
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS6
-
- GOTORELATIVEPOSITION MUDOKON1 -130 0
- SCROLLTO JONG1
- MESSAGE JONGM6
- MESSAGE JONGM6B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT GOTORELATIVEPOSITION MUDOKON1 -120 0
- WAIT 12
- NOWAIT SPECIFICATTACK 13
- WAIT 24
- NOWAIT SPECIFICATTACK 14
- WAIT 2
- NOWAIT SPECIFICATTACK 15
- WAIT 48
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- pivotobject player
- SCROLLTO player
- WAIT 12
- SET TRAINSTATE = 6
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete6
-
- if player.lastattack = "SWINGCHAIN3"
- begin
- jump complete6
- end
-
- wait 4
- jump nocomplete6
-
- :complete6
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
-
- // ***** CHOP COMBO - LEVEL 18 REQUIREMENT *****
-
- IF player.STAT LEVEL > 17
- BEGIN
- IF player.STAT ATTACKLEVEL < 18
- BEGIN
- player.STAT ATTACKLEVEL = 18
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS7
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS7
-
- GOTORELATIVEPOSITION MUDOKON1 -130 0
- SCROLLTO JONG1
- MESSAGE JONGM7
- MESSAGE JONGM7B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT GOTORELATIVEPOSITION MUDOKON1 -120 0
- WAIT 12
- NOWAIT SPECIFICATTACK 16
- WAIT 24
- NOWAIT SPECIFICATTACK 17
- WAIT 2
- NOWAIT SPECIFICATTACK 18
- WAIT 48
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- pivotobject player
- SCROLLTO player
- WAIT 12
- SET TRAINSTATE = 7
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete7
-
- if player.lastattack = "CHOPCHAIN3"
- begin
- jump complete7
- end
-
- wait 4
- jump nocomplete7
-
- :complete7
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
-
-
- // ***** COMBO B - LEVEL 21 REQUIREMENT *****
-
- IF player.STAT LEVEL > 20
- BEGIN
- IF player.STAT ATTACKLEVEL < 21
- BEGIN
- player.STAT ATTACKLEVEL = 21
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS8
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS8
-
- GOTORELATIVEPOSITION MUDOKON1 -120 0
- SCROLLTO JONG1
- MESSAGE JONGM8
- MESSAGE JONGM8B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT GOTORELATIVEPOSITION MUDOKON1 -100 0
- WAIT 12
- NOWAIT SPECIFICATTACK 2
- WAIT 24
- NOWAIT SPECIFICATTACK 3
- WAIT 2
- NOWAIT SPECIFICATTACK 4
- WAIT 24
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- pivotobject player
- SCROLLTO player
- WAIT 12
- SET TRAINSTATE = 8
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete8
-
- if player.lastattack = "COMBOB3"
- begin
- jump complete8
- end
-
- wait 4
- jump nocomplete8
-
- :complete8
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
-
-
- // ***** COMBO C - LEVEL 24 REQUIREMENT *****
-
- IF player.STAT LEVEL > 23
- BEGIN
- IF player.STAT ATTACKLEVEL < 24
- BEGIN
- player.STAT ATTACKLEVEL = 24
- SAY II2JON16
- WAIT 24
- SET JONGLOOKSTATE = 2
- SET EQUIPSTATE = 1
-
- // ***** REPOSITION MUDUKON IF OUT OF RANGE *****
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- IF MUDOX1 > 1114
- BEGIN
- IF MUDOX1 < 1200
- BEGIN
- IF MUDOY1 > 29852
- BEGIN
- IF MUDOY1 < 29952
- BEGIN
- JUMP REPOS9
- END
- END
- END
- END
-
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 48
- MUDOKON1.POS 1155 29902 17
- WAIT 48
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :REPOS9
-
- GOTORELATIVEPOSITION MUDOKON1 -120 0
- SCROLLTO JONG1
- MESSAGE JONGM9
- MESSAGE JONGM9B
- PIVOTOBJECT MUDOKON1
- TOGGLE AI = 0
- BEGINFIGHTING MUDOKON1
- WAIT 48
- NOWAIT GOTORELATIVEPOSITION MUDOKON1 -100 0
- WAIT 12
- NOWAIT SPECIFICATTACK 5
- WAIT 24
- NOWAIT SPECIFICATTACK 6
- WAIT 24
- NOWAIT SPECIFICATTACK 7
- WAIT 24
- NOWAIT SPECIFICATTACK 8
- WAIT 24
- NOWAIT SPECIFICATTACK 9
- WAIT 48
- TOGGLE AI = 1
- COMBAT OFF
- WAIT 12
- GOTORELATIVEPOSITION JONGWAY00 0 0
- pivotobject player
- SCROLLTO player
- WAIT 12
- SET TRAINSTATE = 9
- CONTROL ON
- SET JONGLOOKSTATE = 1
-
- :nocomplete9
-
- if player.lastattack = "COMBOC5"
- begin
- jump complete1
- end
-
- wait 4
- jump nocomplete9
-
- :complete1
-
- MESSAGE "EXCELLENT !"
- CONTROL OFF
- PLAYER.STOP
- WAIT 24
- player.TRY WALK
- SET EQUIPSTATE = 0
- SET TRAINSTATE = 0
- WAIT 24
- player.PIVOTOBJECT JONG1
- NOWAIT TRY CLAPPING
- player.TRY BOWING
- WAIT 12
- player.GOTORELATIVEPOSITION JONGWAY00 0 80
- player.PIVOTOBJECT JONG1
- player.UNEQUIP "TRAINING SWORD"
- WAIT 24
- player.DELINV "TRAINING SWORD"
- SET LEARNSTATE = 1
- END
- END
-
-
- // JONG AND player FINISH CONVERSATION
-
- IF LEARNSTATE = 1
- BEGIN
- IF MISTSTATE < 4
- BEGIN
- SAY II2JON17
- SAY II2JON18
- player.SAY II2LOC06
- END
- IF MISTSTATE > 3
- BEGIN
- IF MISTSTATE < 6
- BEGIN
- SAY V2JON06
- SAY V2JON07
- SAY V2JON08
- SAY V2JON09
- player.SAY V2LOC00
- END
- END
- END
- IF LEARNSTATE = 0
- BEGIN
- IF MISTSTATE < 5
- BEGIN
- SAY II6JON01
- SAY II6JON02
- END
- IF MISTSTATE = 5
- BEGIN
- SAY II14JON03
- SAY II14JON04
- END
- IF MISTSTATE = 6
- BEGIN
- SAY V2JON01
- SAY V2JON02
- END
- IF MISTSTATE = 7
- BEGIN
- SAY VIII3JON02
- END
- END
- CONTROL ON
- JUMP TRAINEND
-
- :SPARYES
-
- SET EQUIPSTATE = 1
- SET JONGLOOKSTATE = 3
- MUDOKON1.STAT AGGRESSIVE = 0
-
- // ***** REPOSITION MUDUKON *****
-
- NOWAIT SETPROTOVARIABLE MUDOX1 = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY1 = MUDOKON1.POSITION.Y
- PIVOTOBJECT MUDOKON1
- TRY CASTSPELL
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX1 MUDOY1 FIREFLASH
- WAIT 24
- MUDOKON1.POS 1000 29638 32
- PIVOTOBJECT player
- NOWAIT TRY BOWING
- player.TRY BOWING
- player.COMBAT ON
- TRY ROLLBACK
- STAT AGGRESSIVE = 1
- BEGINFIGHTING player
- CONTROL ON
-
- :START2
-
- CHOICE SPARENDYES ENDSPAR
- WAIT RESPCTRLON
-
- :SPARENDYES
-
- WAIT 12
- CONTROL OFF
- TOGGLE AI = 0
- STAT AGGRESSIVE = 0
- NOWAIT COMBAT OFF
- player.COMBAT OFF
- TOGGLE AI = 1
- SET EQUIPSTATE = 0
- WAIT 12
- player.UNEQUIP "TRAINING SWORD"
- WAIT 12
- player.DELINV "TRAINING SWORD"
- IF JONG1.POSITION.X < 940
- BEGIN
- GOTO JONGWAY00
- END
- GOTO JONGWAY00
- PIVOT 65
- MUDOKON1.POS 1155 29902 17
- TRY CASTSPELL
- NOWAIT ADDAT 1155 29902 FIREFLASH
- FADECHARACTERIN MUDOKON1
- MUDOKON1.STAT AGGRESSIVE = 1
- CONTROL ON
-
- :TRAINEND
-
- IF PLAYER.GETITEMAMOUNT "TRAINING SWORD" > 0
- BEGIN
- SET EQUIPSTATE = 0
- player.DELINV "TRAINING SWORD"
- JUMP TRAINEND
- END
- SET JONGLOOKSTATE = 1
- SET LEARNSTATE = 0
- combat2in.STAT LOCKED = 0
- SETCDVOLUME FULL
-
- END
- ALWAYS
- BEGIN
- WAIT 24
-
- IF JONGLOOKSTATE = 3
- BEGIN
- player.STAT HEALTH = LOKHEALTH
- END
- END
- END
-
-
- OBJECT "MUDOKON1"
- BEGIN
- DATA
- BEGIN
- NUMBER MUDOX 0
- NUMBER MUDOY 0
- NUMBER LOKHEALTH 0
- END
- ALWAYS
- BEGIN
- WAIT 24
- STAT HEALTH = 1800
- JONG1.STAT HEALTH = 1800
-
- IF MUDOKONSTATE = 1
- BEGIN
- SETPROTOVARIABLE LOKHEALTH = player.STAT HEALTH
- SET MUDOKONSTATE = 0
- END
- IF JONGLOOKSTATE = 3
- BEGIN
- player.STAT HEALTH = LOKHEALTH
- END
- IF JONGLOOKSTATE = 1
- BEGIN
- SETPROTOVARIABLE MUDOX = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY = MUDOKON1.POSITION.Y
- JONG1.PIVOTOBJECT player
-
- IF MUDOY < 29796
- BEGIN
- JUMP ORIGPOS
- END
- IF MUDOY > 30264
- BEGIN
- JUMP ORIGPOS
- END
- IF MUDOX < 750
- BEGIN
- JUMP ORIGPOS
- END
- IF MUDOX > 1416
- BEGIN
- JUMP ORIGPOS
- END
- IF MUDOY < 29990
- BEGIN
- IF MUDOX < 940
- BEGIN
- JUMP ORIGPOS
- END
- END
- IF MUDOY < 29910
- BEGIN
- IF MUDOX < 1021
- BEGIN
- JUMP ORIGPOS
- END
- END
-
- JUMP ORIGPOSEND
-
- :ORIGPOS
-
- NOWAIT SETPROTOVARIABLE MUDOX = MUDOKON1.POSITION.X
- SETPROTOVARIABLE MUDOY = MUDOKON1.POSITION.Y
- JONG1.TRY CASTSPELL
- WAIT 12
- NOWAIT FADECHARACTEROUT MUDOKON1
- ADDAT MUDOX MUDOY FIREFLASH
- WAIT 24
- POS 1155 29902 17
- NOWAIT FADECHARACTERIN MUDOKON1
- ADDAT 1155 29902 FIREFLASH
-
- :ORIGPOSEND
-
- END
- IF JONGLOOKSTATE = 2
- BEGIN
- player.PIVOTOBJECT JONG1
- END
- IF EQUIPSTATE = 1
- BEGIN
- IF player.GETITEMAMOUNT "TRAINING SWORD" = 0
- BEGIN
- WAIT 24
- "TRAINING SWORD".DELETE
- player.ADDINV "TRAINING SWORD"
- END
- player.EQUIP "TRAINING SWORD"
- END
- END
- END
-
-
-
- OBJECT "GUS3"
- BEGIN
- CUBE player 500,28250,0 600,28300,100
- BEGIN
- CONTROL OFF
- WAIT 12
- player.PIVOT 190
- WAIT 48
- say II13GUS12
- say II13GUS13
- say II13GUS14
- player.say II13LOC08
- say II13GUS15
- player.say II13LOC09
- say II13GUS16
- FADESCREENOUT
- WAIT SCREENFADE
- FADESCREENIN
- player.POS 10000 10000 16 4
- CONTROL ON
- TOGGLE PAUSE
- END
- END
-
-
-
-
-
- // DRUHG CAMP
-
-
- OBJECT "JASON1"
- BEGIN
- DIALOG
- BEGIN
- FACE 80
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
-
- PLAYER.GOTORELATIVEPOSITION JASON1 30 0
- PLAYER.PIVOT 190
- NOWAIT PLAYER.TRY SAY
- WAIT 24
- PLAYER.GOTORELATIVEPOSITION JASON1 140 0
- TRY WALKF
- player.PIVOTOBJECT JASON1
- WAIT 12
- SETCDVOLUME HALF
- WAIT 12
- Say III16JAS00
- say III16JAS01
- player.say III16LOC00
- say III16JAS02
- say III16JAS03
- player.say III16LOC01
- say III16JAS04
- player.say III16LOC02
- say III16JAS05
- player.ADDINV "GOLDEN SUN KEY"
- say III16JAS06
- say III16JAS07
- say III16JAS08
- GOTORELATIVEPOSITION DRUWAY03 0 0
- WAIT 1
- GOTORELATIVEPOSITION DRUWAY05 0 0
- WAIT 1
- CONTROL ON
- SET JASONSTATE = 3
- WAIT 1
- SETCDVOLUME FULL
- WAIT 1
-
- END
- ALWAYS
- BEGIN
- IF JASONSTATE = 1
- BEGIN
- TRY TIEDTOTREE
- WAIT 24
- END
- IF MISTSTATE > 1
- BEGIN
- IF JASONSTATE = 0
- BEGIN
- TOGGLE INVISIBLE = 0
- SET JASONSTATE = 1
- END
- IF JASONSTATE = 3
- BEGIN
- TOGGLE INVISIBLE = 1
- POS 3016 15870 47
- TOGGLE PAUSE = 1
- END
-
- WAIT 24
- END
- IF MISTSTATE = 1
- BEGIN
- TOGGLE INVISIBLE = 1
- WAIT 24
- END
- END
- END
-
-
- // OGROK CAMP
-
-
-
-
- OBJECT "Gatekeeper1"
- BEGIN
- DIALOG
- BEGIN
- SETCDVOLUME HALF
- WAIT 1
-
- IF MISTSTATE < 5
- BEGIN
-
- IF player.GETITEMAMOUNT "AMULET OF ROGOSS" = 0
- BEGIN
- IF gatekeeperstate = 1
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT PIVOTOBJECT player
- player.PIVOTOBJECT GATEKEEPER
- say III6GAT08
- say III6GAT09
- CONTROL ON
- END
- IF gatekeeperstate < 1
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT PIVOTOBJECT player
- player.PIVOTOBJECT GATEKEEPER
- say III6GAT00
- say III6GAT01
- player.say III6LOC00
- say III6GAT02
-
- :Start
-
- Choice CHIEF III6LOC01
- Choice THREAT III6LOC02
- wait response
-
- :CHIEF
-
- player.say III6LOC01
- say III6GAT03
-
- :THREAT
-
- player.say III6LOC02
- say III6GAT04
- player.say III6LOC03
- say III6GAT05
- say III6GAT06
- player.say III6LOC04
- say III6GAT07
- say III6GAT08
- SAY III6GAT09
- SET gatekeeperstate = 1
- CONTROL ON
- END
- END
-
- IF player.GETITEMAMOUNT "AMULET OF ROGOSS" = 1
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT PIVOTOBJECT player
- player.PIVOTOBJECT GATEKEEPER
-
- IF gatekeeperstate = 1
- BEGIN
- say III7GAT00
- SAY III7GAT01
- END
-
- PIVOT 0
- SAY III7GAT02
- player.SAY III7LOC00
- PIVOTOBJECT player
- SAY III7GAT03
- SAY III7GAT04
- FADESCREENOUT
- WAIT SCREENFADE
- FADESCREENIN
- player.POS 13500 17728 32
- CONTROL ON
- END
-
- END
-
- IF MISTSTATE > 4
- BEGIN
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- NOWAIT PIVOTOBJECT player
- player.PIVOTOBJECT GATEKEEPER
- SAY III7GAT04
- FADESCREENOUT
- WAIT SCREENFADE
- FADESCREENIN
- player.POS 13500 17728 32
- CONTROL ON
- END
-
- SETCDVOLUME FULL
- END
- ALWAYS
- BEGIN
- GOTORELATIVEPOSITION GATEWAY01 0 0
- WAIT 24
- PIVOT 120
- WAIT 24
- WAIT 24
- WAIT 24
- WAIT 24
- PIVOTOBJECT GATEWAY02
- WAIT 24
- GOTORELATIVEPOSITION GATEWAY02 0 0
- WAIT 24
- PIVOT 120
- WAIT 24
- WAIT 24
- WAIT 24
- WAIT 24
- PIVOTOBJECT GATEWAY01
- WAIT 24
- END
- END
-
-
- OBJECT "CHIEF1"
- BEGIN
- CUBE 13499,17727,0 13501,17729,100
- BEGIN
- IF player.GETITEMAMOUNT "AMULET OF ROGOSS" = 1
- BEGIN
- SETCDVOLUME HALF
- WAIT 1
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
- PIVOTOBJECT player
- player.PIVOTOBJECT CHIEF1
- say III8CHI00
- say III8CHI01
- player.say III8LOC00
- player.say III8LOC01
- say III8CHI02
- say III8CHI03
- say III8CHI04
- player.say III8LOC02
- say III8CHI05
-
- :Start
-
- Choice CAVES III8LOC03
- Choice TRYING III8LOC04
- wait response
-
- :TRYING
-
- player.SAY III8LOC04
- say III8CHI06
- JUMP START
-
- :CAVES
-
- player.SAY III8LOC03
- say III8CHI07
- say III8CHI08
- say III8CHI09
-
- :START2
-
- CHOICE WORTHY III8LOC05
- CHOICE NOTHING III8LOC06
- WAIT RESPONSE
-
- :NOTHING
-
- player.SAY III8LOC06
- say III8CHI10
- say III8CHI11
- say III8CHI12
- JUMP START2
-
- :WORTHY
-
- SET VINCESTATE = 1
-
- player.SAY III8LOC05
- say III8CHI13
- SAY III8CHI14
- player.SAY III8LOC07
- SAY III8CHI15
- SAY III8CHI16
- player.SAY III8LOC08
- player.SAY III8LOC09
- SAY III8CHI17
- PLAYER.DELINV "AMULET OF ROGOSS"
- WAIT 24
- SETCDVOLUME FULL
- WAIT 1
- FADESCREENOUT
- WAIT SCREENFADE
- FADESCREENIN
- player.POS 12192 17516 112
- TOGGLE INVISIBLE
- TOGGLE PAUSE = 1
- END
- END
- END
-
-
- OBJECT "CHIEF2"
- BEGIN
- DIALOG
- BEGIN
- SETCDVOLUME HALF
- WAIT 1
- CONTROL OFF
- player.STOP
- player.COMBAT OFF
-
- IF MISTSTATE = 5
- BEGIN
- SAY III9CHI08
- END
- IF MISTSTATE > 5
- BEGIN
- IF CHIEFSTATE = 2
- BEGIN
- SAY III12CHI01
- END
- IF CHIEFSTATE = 1
- BEGIN
- say III12CHI00
- player.SAY III12LOC00
- SAY III12CHI01
- SET CHIEFSTATE = 2
- END
- END
- CONTROL ON
- SETCDVOLUME FULL
- END
- ALWAYS
- BEGIN
- WAIT 24
-
- IF MISTSTATE < 5
- BEGIN
-
- IF VINCESTATE = 1
- BEGIN
- LOCKE.GIVEWEAPONS "CHIEF2"
- SET VINCESTATE = 2
- END
- IF BAEZ.STAT HEALTH < 1
- BEGIN
- WAIT 12
- player.COMBAT OFF
- WAIT 12
- PLAYER.GOTO 12272 17024
- NOWAIT CHIEF2.PIVOTOBJECT player
- player.PIVOTOBJECT CHIEF2
- CHIEF2.SAY III9CHI00
- CHIEF2.SAY III9CHI01
- CHIEF2.SAY III9CHI02
- CHIEF2.SAY III12CHI02
- CHIEF2.SAY III12CHI03
- CHIEF2.SAY III12CHI04
- CHIEF2.SAY III12CHI05
- CHIEF2.SAY III12CHI06
- CHIEF2.SAY III12CHI07
- player.ADDINV "SOUL CLEAVER"
- player.SAY III12LOC01
- CHIEF2.SAY III9CHI03
- CHIEF2.SAY III9CHI04
- player.SAY III9LOC00
- CHIEF2.SAY III9CHI05
- CHIEF2.SAY III9CHI06
-
- GIVEWEAPONS "LOCKE"
- SET CHIEFSTATE = 1
- SET MISTSTATE = 5
-
- MARK.DELETE
- VINCE.DELETE
- MATT.DELETE
- REDO.DELETE
- RIZ.DELETE
- AUSTIN.DELETE
- JASON.DELETE
- HERSH.DELETE
- REX.DELETE
- PAUL.DELETE
- CARL.DELETE
-
- CONTROL ON
- END
-
- END
- END
- END
-
-
-
- // CAVE ENTRANCE AND EXIT
-
- OBJECT "CAVENTER"
- BEGIN
- CUBE 14030,17150,0 14115,17195,100
- BEGIN
- NOWAIT CONTROL OFF
- player.STOP
- FADESCREENOUT
- WAIT SCREENFADE
- FADESCREENIN
- player.POS 10560 10496 16 30
- CONTROL ON
- END
- END
-
-
-