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Commit e679009d authored by DarkGod's avatar DarkGod
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melinda always erupts

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......@@ -80,7 +80,7 @@ newChat{ id="scars",
text = [[Yes it has mostly healed, though I still do nightmares. I feel like something is still lurking.
Ah well, the bad dreams are still better than the fate you saved me from!]],
answers = {
{"Shall I come across a way to help you during my travels I will try to help.", quick_reply="Thank you, you are most welcome."},
{"Should I come across a way to help you during my travels, I will try to help.", quick_reply="Thank you, you are most welcome."},
{"Most certainly, so what are your plans now?", jump="plans"},
}
}
......@@ -88,12 +88,12 @@ newChat{ id="rewelcome",
text = [[Hi @playername@! I am feeling better now, even starting to grow restless...]],
answers = {
{"So what are your plans now?", jump="plans"},
{"About that, I was thinking that maybe you'd like to hang out sometime?", jump="hiton", cond=function() return not ql.inlove and not ql.nolove end},
{"About that, I was thinking that maybe you'd like to go out with me sometime ...", jump="hiton", cond=function() return not ql.inlove and not ql.nolove end},
}
}
newChat{ id="rewelcome-love",
text = [[#LIGHT_GREEN#*Melinda appears at the door and kisses you*#WHITE#
Hi my dear, so happy to see you!]],
Hi my dear, I'm so happy to see you!]],
answers = {
{"I am still looking out for an explanation of what happened at the beach."},
{"About what happened on the beach, I think I have found something.", jump="home1", cond=function() return ql:isStatus(engine.Quest.COMPLETED, "can_come_fortress") end},
......@@ -106,7 +106,7 @@ local is_mage = (p.faction == "angolwen") or p:isQuestStatus("mage-apprentice",
newChat{ id="plans",
text = [[I do not know yet, my father won't let me out until I'm fully healed. I've always wanted to do so many things.
That is why I got stuck in that crypt, I want to see the world.
My father gave me some funds to take my future in hands. I have some friends in Derth, maybe open my own little shop there. ]]..(
My father gave me some funds so that I can take my future into my own hands. I have some friends in Derth, maybe I will open my own little shop there. ]]..(
is_am and
[[I have seen how you fought those corruptors, the way you destroyed their magic. I want to learn to do the same, so that such horrors never happen again. To anyone.]]
or (is_mage and
......@@ -117,16 +117,16 @@ or [[]])),
{"Derth has its up and downs but I think they could do with a smart girl yes.", action=function() ql.wants_to = "derth" end, quick_reply="Thanks!"},
} or {
{"Derth has its up and downs but I think they could do with a smart girl yes.", action=function() ql.wants_to = "derth" end, quick_reply="Thanks!"},
{"You wish to join our noble crusade against magic, wonderful! I will talk to them for you.", action=function() ql.wants_to = "antimagic" end, cond=function() return is_am end, quick_reply="That would be very nice!"},
{"You wish to join our noble crusade against magic? Wonderful! I will talk to them for you.", action=function() ql.wants_to = "antimagic" end, cond=function() return is_am end, quick_reply="That would be very nice!"},
{"I happen to be welcome among the people of Angolwen, I could say a word for you.", action=function() ql.wants_to = "magic" end, cond=function() return is_mage end, quick_reply="That would be very nice!"},
}
}
newChat{ id="hiton",
text = [[Wait, so you think that the fact you rescued me from moderately-to-extremely certain death means you're entitled to sleep with me?!]],
text = [[What?!? Just because you rescued me from a moderately-to-extremely gruesome death, you think that entitles you to take liberties?!]],
answers = {
{"WHY AREN'T WOMEN ATTRACTED TO ME I'M A NICE "..(p.female and "GIRL" or "GUY")..".", quick_reply="Uhh, sorry I hear my father calling, see you.", action=function() ql.nolove = true end},
{"Wait, I just meant -", jump="reassurance"},
{"Just a minute, I was just ...", jump="reassurance"},
}
}
......@@ -164,14 +164,14 @@ newChat{ id="home2",
text = [[An ancient fortress of a mythical race?! How #{bold}#exciting#{normal}#!
And you say it could cure me?]],
answers = {
{"The Fortress seems to think so. I know this might sound highly inappropriate but you would need to come live there, at least for a while.", jump="home3"},
{"The Fortress seems to think so. I know this might sound a bit .. inappropriate .. but you would need to come live there, at least for a while.", jump="home3"},
}
}
newChat{ id="home3",
text = [[#LIGHT_GREEN#*She looks at you cheerfully*#WHITE#
Ah the plan to sleep with me finally unfolds!
Shhh you dummy, I thought we were past such silliness, I will come, both for my health and my own pleasure.
Ah the plan to sleep with me is finally revealed!
Shhh you dummy, I thought we were past such silliness, I will come, both for my health and because I want to be with you.
#LIGHT_GREEN#*She kisses you tenderly*#WHITE#]],
answers = {
{"Then my lady, if you will follow me. #LIGHT_GREEN#[take her to the Fortress]", action=function(npc, player)
......@@ -181,7 +181,6 @@ Shhh you dummy, I thought we were past such silliness, I will come, both for my
}
}
end
return "welcome"
......@@ -18,7 +18,7 @@
-- darkgod@te4.org
newChat{ id="welcome",
text = [[What did just happen?!]],
text = [[What just happened?!]],
answers = {
{"I'm sorry I didn't manage to protect you and as you were about to die you... fired a powerful wave of blight.", jump="next1"},
}
......@@ -27,34 +27,34 @@ newChat{ id="welcome",
newChat{ id="next1",
text = [[But I have never cast a spell in my life!]],
answers = {
{"Perhaps the taint of the demon is not all gone.", jump="next_am", cond=function(npc, player) return player:attr("forbid_arcane") end},
{"Perhaps the taint of the demon is not all gone.", jump="next_notam", cond=function(npc, player) return not player:attr("forbid_arcane") end},
{"You are still tainted by that ... foul Demon! The taint is not all gone!", jump="next_am", cond=function(npc, player) return player:attr("forbid_arcane") end},
{"There must be some of that demon's taint still inside you.", jump="next_notam", cond=function(npc, player) return not player:attr("forbid_arcane") end},
}
}
newChat{ id="next_am",
text = [[This is terrible, I assure you I had no will in this, you must trust me!]],
text = [[This is terrible! I assure you I had no idea this would happen. You must trust me!]],
answers = {
{"I do, Ziguranth are not raving zealots you know, we will look for a way to cure you, as long as you reject the blight.", jump="next2"},
{"I do. The Ziguranth are not raving zealots, you know. We will look for a way to cure you, as long as you reject the blight.", jump="next2"},
}
}
newChat{ id="next_notam",
text = [[This is terrible, I assure you I had no will in this, you must trust me!]],
text = [[This is terrible! What is happening to me?!? You must help me!]],
answers = {
{"I do, I promise you, we will look for a way to cure you.", jump="next2"},
{"I will. We will find a cure for this together.", jump="next2"},
}
}
newChat{ id="next2",
text = [[I'm a very lucky girl, am I not... This is the second time you had to save me now.]],
text = [[I'm a very lucky girl, am I not... This is the second time I've had you to save me now.]],
answers = {
{"Over the last weeks you've become very important to me, I am glad to have you. But this is certainly not the place to talk, let's go.", jump="next3"},
{"Over the last weeks you've become very important to me, and I am glad to have you. This is certainly not the place to talk, though, let's go.", jump="next3"},
}
}
newChat{ id="next3",
text = [[You're right, thanks again!]],
text = [[You're right, let's get out of here.]],
answers = {
{"#LIGHT_GREEN#[go back to Last Hope]", action=function(npc, player)
game:changeLevel(1, "town-last-hope", {direct_switch=true})
......
......@@ -18,10 +18,24 @@
-- darkgod@te4.org
newChat{ id="welcome",
text = [[This was such a lovely idea!
I've had a great time.]],
text = [[#LIGHT_GREEN#*The two of you spend some time relaxing on the beach.
The air is fresh, the sand shimmers, and the surf roars softly.*#WHITE#
This was such a lovely idea!
I have had a wonderful time with you today.
#LIGHT_GREEN#*She looks longingly into your eyes.*#WHITE#]],
answers = {
{"#LIGHT_GREEN#[Lean closer and kiss her]#WHITE#", action=function() game.zone.start_yaech() end, jump="firstbase"},
}
}
newChat{ id="firstbase",
text = [[Just before your lips touch, you sense that something is very wrong.
]],
answers = {
{"Me too, now let's head back to Last Hope.", action=function() game.zone.start_yaech() end},
{"#LIGHT_GREEN#[Continue...]#WHITE#"},
}
}
......
......@@ -21,13 +21,19 @@ load("/data/general/grids/basic.lua")
newEntity{
define_as = "LOCK",
name = "sealed door", image = "terrain/sealed_door.png",
display = '+', color=colors.WHITE, back_color=colors.DARK_UMBER,
type = "floor", subtype = "floor",
name = "sealed door", image = "terrain/granite_door1.png",
display = '+', color_r=238, color_g=154, color_b=77, back_color=colors.DARK_UMBER,
nice_tiler = { method="door3d", north_south="LOCK_VERT", west_east="LOCK_HORIZ" },
notice = true,
always_remember = true,
block_sight = true,
block_sense = true,
block_esp = true,
does_block_move = true,
}
newEntity{ base = "LOCK", define_as = "LOCK_HORIZ", z=3, image = "terrain/granite_door1.png", add_displays = {class.new{image="terrain/granite_wall3.png", z=18, display_y=-1, add_mos={{image="terrain/padlock2.png", display_y=0.1}}}}}
newEntity{ base = "LOCK", define_as = "LOCK_VERT", image = "terrain/marble_floor.png", add_displays = {class.new{image="terrain/granite_door1_vert.png", z=17}, class.new{image="terrain/granite_door1_vert_north.png", z=18, display_y=-1, add_mos={{image="terrain/padlock2.png", display_x=0.2, display_y=-0.4}}}}}
newEntity{
define_as = "PENTAGRAM",
......
......@@ -56,6 +56,7 @@ newEntity{
local chat = require("engine.Chat").new("melinda-beach-end", melinda, game.player)
chat:invoke()
else
-- chat if you successfully defend her?
game.log("You have not finished your romantic time at the beach.")
end
return true
......
......@@ -53,7 +53,6 @@ newEntity{
combat_armor = 3, combat_def = 3,
on_resurrect = function(self)
game.bignews:saySimple(120, "#DARK_GREEN#As Melinda is about to die a powerful wave of blight emantes from her!")
game.level.map:particleEmitter(self.x, self.y, 10, "ball_blight", {radius=10})
local list = {}
for uid, e in pairs(game.level.entities) do
......@@ -65,6 +64,7 @@ newEntity{
end
self:doEmote("What..! Please lets run!", 120)
game.player:setQuestStatus("love-melinda", engine.Quest.COMPLETED, "saved-beach")
game.bignews:say(120, "#DARK_GREEN#As Melinda is about to die a powerful wave of blight emanates from her!")
end,
on_die = function(self)
......
......@@ -101,7 +101,7 @@ return {
end,
start_yaech = function()
game.level.data.yaech_start_in = 20
game.level.data.yaech_start_in = 10
end,
more_spawn = function()
......@@ -116,6 +116,7 @@ return {
m:setTarget(melinda)
end
end
game.level.data.blight_start_in = 30
end,
on_turn = function(self)
......@@ -137,8 +138,9 @@ return {
if game.level.data.nb_yaech_killed >= 4 then
local melinda = game.party:findMember{type="Girlfriend"}
if melinda then
game.bignews:saySimple(120, "#DARK_GREEN#Melinda seems to glow with uneerie forces!")
game.bignews:say(120, "#DARK_GREEN#Melinda begins to glow with an eerie aura!")
melinda.self_resurrect = 1
melinda.resists = {}
game.zone.more_spawn()
end
game.level.data.nb_yaech_killed = nil
......@@ -148,5 +150,15 @@ return {
end
end
end
if game.level.data.blight_start_in then
game.level.data.blight_start_in = game.level.data.blight_start_in - 1
if game.level.data.blight_start_in < 0 then
game.level.data.blight_start_in = nil
local melinda = game.party:findMember{type="Girlfriend"}
if melinda then
melinda:die(melinda)
end
end
end
end,
}
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