private void FnDRAGON_1B(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : AddEncounter(player, 0x01, 0x06); L0015 : AddEncounter(player, 0x02, 0x06); L0027 : AddEncounter(player, 0x03, 0x19); L0039 : AddEncounter(player, 0x04, 0x19); L004B : AddEncounter(player, 0x05, 0x1B); L005D : AddEncounter(player, 0x06, 0x13); L006F : ax = HasItem(player, YsIndexes.ItemRanbowGemRed); L007D : if (JumpEqual) { goto L00A1; } L007F : AddTreasure(player, 0x07D0, 0x00, 0x00, 0x00, 0xC6, 0xB7); L009F : goto L00D0; L00A1 : ShowMessage(player, doMsgs, String1335); // A glowing red gem casts a beam from under the dragon's lair. L00AE : AddTreasure(player, 0x2328, 0x00, 0x14, 0xD0, 0xD0, YsIndexes.ItemRanbowGemRed); SetFlag(player, FlagTypeDungeon, YsIndexes.FlagMedievaLandsSeenRedGem, 1); L00D0 : return; // RETURN; }
private void FnLKPKDOOR_0A(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : ax = HasUsedItem(player, type, ref doMsgs, 0xC0, 0xC4); L0016 : if (JumpNotEqual) { goto L0029; } L0018 : Compare(HasUsedSkill(player, type, ref doMsgs, 0x0E), 0x0004); L0027 : if (JumpBelow) { goto L0068; } L0029 : SetWallPassable(player, 0x6F, 0x03, 0x01); L003F : SetWallItem(player, 0x01, GetCurrentTile(player), 0x03); L0059 : ShowMessage(player, doMsgs, String046F); // You successfully picked the locked door. L0066 : goto L008A; L0068 : SetWallPassable(player, 0x6F, 0x03, 0x00); L007D : ShowMessage(player, doMsgs, String0498); // The door is locked. L008A : return; // RETURN; }
private void FnLKPKDOOR_08(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : ax = HasUsedItem(player, type, ref doMsgs, 0xBF, 0xC4); L0016 : if (JumpNotEqual) { goto L0029; } L0018 : Compare(HasUsedSkill(player, type, ref doMsgs, 0x0E), 0x0006); L0027 : if (JumpBelow) { goto L0074; } L0029 : SetWallPassable(player, GetCurrentTile(player), GetFacing(player), 0x01); L0047 : SetWallItem(player, 0x01, GetCurrentTile(player), GetFacing(player)); L0065 : ShowMessage(player, doMsgs, String04DE); // You skillfully pick the door lock. L0072 : goto L009E; L0074 : SetWallPassable(player, GetCurrentTile(player), GetFacing(player), 0x00); L0091 : ShowMessage(player, doMsgs, String0501); // The door is locked. L009E : return; // RETURN; }
private void FnLKPKDOOR_06(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : ax = HasUsedItem(player, type, ref doMsgs, 0xC2, 0xC4); L0016 : if (JumpNotEqual) { goto L0029; } L0018 : Compare(HasUsedSkill(player, type, ref doMsgs, 0x0E), 0x0005); L0027 : if (JumpBelow) { goto L006C; } L0029 : SetWallPassable(player, GetCurrentTile(player), 0x01, 0x01); L0043 : SetWallItem(player, 0x01, GetCurrentTile(player), 0x01); L005D : ShowMessage(player, doMsgs, String04EB); // You successfully picked the locked door. L006A : goto L0092; L006C : SetWallPassable(player, GetCurrentTile(player), 0x01, 0x00); L0085 : ShowMessage(player, doMsgs, String0514); // The door is locked. L0092 : return; // RETURN; }
private void FnGOLDCENC_0D(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : Compare(GetFlag(player, FlagTypeDungeon, YsIndexes.FlagSoldiersQuartersScorpionGold), 0x0001); L0017 : if (JumpNotEqual) { goto L0047; } L0019 : ShowMessage(player, doMsgs, String052B); // You hear the angry snapping of pincers. L0026 : AddTreasure(player, 0x0032, 0x00, 0x00, 0x00, 0x00, 0xCB); L0045 : goto L0088; L0047 : AddTreasure(player, 0x02EE, 0x00, 0x00, 0x00, 0x00, 0xCE); L0066 : ShowMessage(player, doMsgs, String0553); // As you step forward to pick up some gold on the floor... L0073 : SetFlag(player, FlagTypeDungeon, YsIndexes.FlagSoldiersQuartersScorpionGold, 0x01); L0088 : Compare(PartyCount(player), 0x0001); L0093 : if (JumpNotEqual) { goto L00A9; } L0095 : AddEncounter(player, 0x01, 0x09); L00A7 : goto L0124; L00A9 : Compare(PartyCount(player), 0x0002); L00B4 : if (JumpNotEqual) { goto L00DC; } L00B6 : AddEncounter(player, 0x01, 0x08); L00C8 : AddEncounter(player, 0x02, 0x09); L00DA : goto L0124; L00DC : AddEncounter(player, 0x01, 0x08); L00EE : AddEncounter(player, 0x02, 0x08); L0100 : AddEncounter(player, 0x03, 0x09); L0112 : AddEncounter(player, 0x04, 0x09); L0124 : return; // RETURN; }
private void FnSTRMNST_0F(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : Compare(PartyCount(player), 0x0001); L000E : if (JumpNotEqual) { goto L0025; } L0010 : AddEncounter(player, 0x01, 0x21); L0022 : goto L010A; L0025 : Compare(PartyCount(player), 0x0002); L0030 : if (JumpNotEqual) { goto L0059; } L0032 : AddEncounter(player, 0x01, 0x21); L0044 : AddEncounter(player, 0x02, 0x22); L0056 : goto L010A; L0059 : Compare(PartyCount(player), 0x0003); L0064 : if (JumpNotEqual) { goto L00B0; } L0066 : AddEncounter(player, 0x01, 0x21); L0078 : AddEncounter(player, 0x02, 0x21); L008A : AddEncounter(player, 0x03, 0x23); L009C : AddEncounter(player, 0x04, 0x23); L00AE : goto L010A; L00B0 : AddEncounter(player, 0x01, 0x24); L00C2 : AddEncounter(player, 0x02, 0x24); L00D4 : AddEncounter(player, 0x03, 0x23); L00E6 : AddEncounter(player, 0x04, 0x23); L00F8 : AddEncounter(player, 0x05, 0x22); L010A : return; // RETURN; }
private void FnSTRMNSTR_08(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : Compare(PartyCount(player), 0x0001); L000E : if (JumpEqual) { goto L001D; } L0010 : Compare(PartyCount(player), 0x0002); L001B : if (JumpNotEqual) { goto L0056; } L001D : AddEncounter(player, 0x01, 0x1A); L002F : AddEncounter(player, 0x02, 0x1A); L0041 : AddEncounter(player, 0x03, 0x1A); L0053 : goto L0119; L0056 : Compare(PartyCount(player), 0x0003); L0061 : if (JumpNotEqual) { goto L00AD; } L0063 : AddEncounter(player, 0x01, 0x1C); L0075 : AddEncounter(player, 0x02, 0x1C); L0087 : AddEncounter(player, 0x03, 0x1B); L0099 : AddEncounter(player, 0x04, 0x1B); L00AB : goto L0119; L00AD : AddEncounter(player, 0x01, 0x1C); L00BF : AddEncounter(player, 0x02, 0x1C); L00D1 : AddEncounter(player, 0x03, 0x1C); L00E3 : AddEncounter(player, 0x04, 0x1C); L00F5 : AddEncounter(player, 0x05, 0x1B); L0107 : AddEncounter(player, 0x06, 0x1B); L0119 : return; // RETURN; }
private void FnCYCLQUST_13(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : ShowPortrait(player, 0x002C); L0010 : ax = HasItem(player, YsIndexes.ItemGoldenBoat); L001E : if (JumpEqual) { goto L0023; } L0020 : goto L00DD; L0023 : ax = HasItem(player, YsIndexes.ItemCyclopsHead); L0031 : if (JumpEqual) { goto L0099; } L0033 : ShowMessage(player, doMsgs, String0D66); // A mean, twisted smile appears across the face of the dwarf blacksmith. L0040 : ShowMessage(player, doMsgs, String0DAD); // 'You have killed the cyclop! My gold caves are won! L004D : ShowMessage(player, doMsgs, String0DE2); // Hmmph. It is my debt to repay you. And I shall!' L005A : ShowMessage(player, doMsgs, String0E15); // A few hours pass as the blacksmith weaves a magnificent treasure from golden threads. Then she appears again. L0067 : ShowMessage(player, doMsgs, String0E84); // 'Here. My proudest work! A golden boat that can ride the rainbows. May you find treasure wherever you go.' L0074 : ShowMessage(player, doMsgs, String0EF2); // Then she scoots away. SetFlag(player, FlagTypeDungeon, YsIndexes.FlagMedievaLandsGotGoldenBoat, 1); L0081 : RemoveItem(player, YsIndexes.ItemCyclopsHead); L008D : GiveItem(player, YsIndexes.ItemGoldenBoat); L0099 : ax = HasItem(player, YsIndexes.ItemCyclopsHead); L00A7 : if (JumpNotEqual) { goto L00DD; } L00A9 : ShowMessage(player, doMsgs, String0F08); // The old dwarf blacksmith at first does not hear you approach. Then she senses your presence and wheels on you. L00B6 : ShowMessage(player, doMsgs, String0F78); // 'A mean trick you play on a wise one! No matter. No doubt you're looking for another golden trinket of mine. L00C3 : ShowMessage(player, doMsgs, String0FE7); // Well, I will not give you any of my creations. Never! L00D0 : ShowMessage(player, doMsgs, String101E); // Unless, hmmm, Unless you are able to rid my gold caves of a horrible Cyclop! He fancies himself King of the Cyclops.' L00DD : return; // RETURN; }
private void FnTRAPDORK_17(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : Compare(HasUsedSkill(player, type, ref doMsgs, 0x0D), 0x0006); L0012 : if (JumpNotBelow) { goto L0063; } L0014 : RefreshCompareFlags(HasUsedSpell(player, type, ref doMsgs, 0x17)); L0022 : if (JumpNotEqual) { goto L0063; } L0024 : ax = HasUsedItem(player, type, ref doMsgs, 0xA2, 0xA2); L0037 : if (JumpNotEqual) { goto L0063; } L0039 : ax = HasUsedItem(player, type, ref doMsgs, 0xBD, 0xBD); L004C : if (JumpNotEqual) { goto L0063; } L004E : ax = HasUsedItem(player, type, ref doMsgs, 0xBE, 0xBE); L0061 : if (JumpEqual) { goto L008D; } L0063 : ShowMessage(player, doMsgs, String0CD9); // You detect a trapdoor in the floor, but not in time to prevent falling through! L0070 : TeleportParty(player, 0x02, 0x01, 0xE9, 0x03, type); L008B : goto L00B5; L008D : ShowMessage(player, doMsgs, String0D29); // A trapdoor in the floor opens. L009A : TeleportParty(player, 0x02, 0x01, 0xE9, 0x03, type); L00B5 : return; // RETURN; }
private void FnREGDORA_1F(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : RefreshCompareFlags(GetFlag(player, FlagTypeDungeon, YsIndexes.FlagVestibuleUnlockType)); L0015 : if (JumpEqual) { goto L002C; } L0017 : Compare(GetFlag(player, FlagTypeDungeon, YsIndexes.FlagVestibuleUnlockType), 0x0004); L002A : if (JumpNotEqual) { goto L008B; } L002C : SetFlag(player, FlagTypeDungeon, YsIndexes.FlagVestibuleUnlockType, 0x04); L0040 : ShowMessage(player, doMsgs, String0E81); // As you open the door, you hear locks click throughout the dungeon. L004D : SetWallItem(player, 0x01, GetCurrentTile(player), GetFacing(player)); L006B : SetWallPassable(player, GetCurrentTile(player), GetFacing(player), 0x01); L0089 : goto L00B5; L008B : ShowMessage(player, doMsgs, String0EC4); // The door is currently impassable. L0098 : SetWallPassable(player, GetCurrentTile(player), GetFacing(player), 0x00); L00B5 : return; // RETURN; }
private void FnLOWMNSTR_0D(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : ShowMessage(player, doMsgs, String06A9); // You encounter Rogues. L0010 : Compare(GetRandom(0x000F), 0x0006); L0020 : if (JumpAbove) { goto L0050; } L0022 : AddTreasure(player, 0x01F4, 0x00, 0x00, 0x00, 0x00, 0xB5); L0041 : ShowMessage(player, doMsgs, String06BF); // If you are skilled enough, you may find teleports that speed your way to various levels of this dungeon. L004E : goto L008A; L0050 : ShowMessage(player, doMsgs, String0728); // The Rogues snarl at you. L005D : ShowMessage(player, doMsgs, String0741); // They attack! L006A : AddTreasure(player, 0x03E8, 0x00, 0x00, 0x00, 0xBD, 0x03); L008A : Compare(PartyCount(player), 0x0001); L0095 : if (JumpEqual) { goto L00A4; } L0097 : Compare(PartyCount(player), 0x0002); L00A2 : if (JumpNotEqual) { goto L00CA; } L00A4 : AddEncounter(player, 0x01, 0x1B); L00B6 : AddEncounter(player, 0x02, 0x1A); L00C8 : goto L0112; L00CA : AddEncounter(player, 0x01, 0x1C); L00DC : AddEncounter(player, 0x02, 0x1A); L00EE : AddEncounter(player, 0x03, 0x19); L0100 : AddEncounter(player, 0x04, 0x1B); L0112 : return; // RETURN; }
private void FnTUFMNSTR_1A(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : ShowMessage(player, doMsgs, String0C3C); // You encounter Rogues. L0010 : Compare(GetRandom(0x000F), 0x0003); L0020 : if (JumpAbove) { goto L0031; } L0022 : ShowMessage(player, doMsgs, String0C52); // Bizarre creatures haunt this dungeon. Many know magic. A great evil must exist somewhere in the dungeon to spawn such a neverending host of monsters. L002F : goto L004B; L0031 : ShowMessage(player, doMsgs, String0CE8); // The Rogues refuse to talk. L003E : ShowMessage(player, doMsgs, String0D03); // They charge at you! L004B : Compare(PartyCount(player), 0x0001); L0056 : if (JumpNotEqual) { goto L006C; } L0058 : AddEncounter(player, 0x01, 0x22); L006A : goto L00E7; L006C : Compare(PartyCount(player), 0x0002); L0077 : if (JumpNotEqual) { goto L009F; } L0079 : AddEncounter(player, 0x01, 0x23); L008B : AddEncounter(player, 0x02, 0x23); L009D : goto L00E7; L009F : AddEncounter(player, 0x01, 0x24); L00B1 : AddEncounter(player, 0x02, 0x24); L00C3 : AddEncounter(player, 0x03, 0x23); L00D5 : AddEncounter(player, 0x04, 0x23); L00E7 : return; // RETURN; }
private void FnLOWMNSTR_17(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : Compare(PartyCount(player), 0x0001); L000E : if (JumpEqual) { goto L001D; } L0010 : Compare(PartyCount(player), 0x0002); L001B : if (JumpNotEqual) { goto L0043; } L001D : AddEncounter(player, 0x01, 0x1A); L002F : AddEncounter(player, 0x02, 0x1A); L0041 : goto L008B; L0043 : AddEncounter(player, 0x01, 0x1A); L0055 : AddEncounter(player, 0x02, 0x1A); L0067 : AddEncounter(player, 0x03, 0x1B); L0079 : AddEncounter(player, 0x04, 0x1B); L008B : return; // RETURN; }
private void FnSPCMONSB_0F(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : ShowMessage(player, doMsgs, String08D1); // Giants guard the corridor. L0010 : Compare(PartyCount(player), 0x0001); L001B : if (JumpNotEqual) { goto L0032; } L001D : AddEncounter(player, 0x01, 0x25); L002F : goto L0102; L0032 : Compare(PartyCount(player), 0x0002); L003D : if (JumpEqual) { goto L004C; } L003F : Compare(PartyCount(player), 0x0003); L004A : if (JumpNotEqual) { goto L0096; } L004C : AddEncounter(player, 0x01, 0x25); L005E : AddEncounter(player, 0x02, 0x25); L0070 : AddEncounter(player, 0x03, 0x25); L0082 : AddEncounter(player, 0x05, 0x25); L0094 : goto L0102; L0096 : AddEncounter(player, 0x01, 0x25); L00A8 : AddEncounter(player, 0x02, 0x25); L00BA : AddEncounter(player, 0x03, 0x25); L00CC : AddEncounter(player, 0x04, 0x25); L00DE : AddEncounter(player, 0x05, 0x25); L00F0 : AddEncounter(player, 0x06, 0x25); L0102 : return; // RETURN; }
private void FnCRWNNICH_06(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : ax = HasItem(player, 0x69); L0011 : if (JumpNotEqual) { goto L0028; } L0013 : ax = IsFlagOn(player, FlagTypeMap, 0x01); L0026 : if (JumpEqual) { goto L0072; } L0028 : RemoveItem(player, 0x69); L0034 : SetFlag(player, FlagTypeMap, 0x01, 0x01); L0049 : ShowMessage(player, doMsgs, String04C1); // Invisible hands take Cleowyn's Crown and place it in a niche in the wall. L0056 : ShowMessage(player, doMsgs, String050B); // The niche disappears. L0063 : ShowMessage(player, doMsgs, String0521); // You hear a rumbling sound in the distance L0070 : goto L007F; L0072 : ShowMessage(player, doMsgs, String054B); // There is a niche in the wall which seems designed to hold a crown. L007F : return; // RETURN; }
private void FnGOLDFENC_10(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : Compare(GetFlag(player, FlagTypeDungeon, YsIndexes.FlagSoldiersQuartersSnakeGold), 0x0001); L0017 : if (JumpNotEqual) { goto L0047; } L0019 : ShowMessage(player, doMsgs, String063A); // You stumble upon an almost empty nesting area. L0026 : AddTreasure(player, 0x0000, 0x00, 0x00, 0x00, 0x00, 0xCB); L0044 : goto L0088; L0047 : AddTreasure(player, 0x05DC, 0x00, 0x00, 0x00, 0x00, 0xCB); L0066 : ShowMessage(player, doMsgs, String0669); // Angry hissing distracts you as you reach down for some gold coins. L0073 : SetFlag(player, FlagTypeDungeon, YsIndexes.FlagSoldiersQuartersSnakeGold, 0x01); L0088 : Compare(PartyCount(player), 0x0001); L0093 : if (JumpEqual) { goto L00A2; } L0095 : Compare(PartyCount(player), 0x0002); L00A0 : if (JumpNotEqual) { goto L00C8; } L00A2 : AddEncounter(player, 0x01, 0x07); L00B4 : AddEncounter(player, 0x02, 0x06); L00C6 : goto L0122; L00C8 : AddEncounter(player, 0x01, 0x06); L00DA : AddEncounter(player, 0x02, 0x06); L00EC : AddEncounter(player, 0x03, 0x07); L00FE : AddEncounter(player, 0x04, 0x07); L0110 : AddEncounter(player, 0x05, 0x06); L0122 : return; // RETURN; }
private void FnITEMAENC_07(YsPlayerServer player, MapEventType type, bool doMsgs) { int ax = 0, bx = 0, cx = 0, dx = 0, si = 0, di = 0, tmp = 0; L0000: // BEGIN; L0003 : Compare(GetFlag(player, FlagTypeDungeon, YsIndexes.FlagTreasuryWeapons), 0x0001); L0017 : if (JumpNotEqual) { goto L0048; } L0019 : ShowMessage(player, doMsgs, String072A); // Monsters jump out of the shadows. L0026 : AddTreasure(player, 0x0064, 0x00, 0x00, 0x00, 0xCE, 0xB5); L0046 : goto L008B; L0048 : AddTreasure(player, 0x1770, 0x00, 0x00, 0xCE, 0x42, 0x0A); L0069 : SetFlag(player, FlagTypeDungeon, YsIndexes.FlagTreasuryWeapons, 0x01); L007E : ShowMessage(player, doMsgs, String074C); // Monsters snarl as you approach a pile of weapons. L008B : Compare(PartyCount(player), 0x0001); L0096 : if (JumpEqual) { goto L00A5; } L0098 : Compare(PartyCount(player), 0x0002); L00A3 : if (JumpNotEqual) { goto L00CB; } L00A5 : AddEncounter(player, 0x01, 0x19); L00B7 : AddEncounter(player, 0x02, 0x1E); L00C9 : goto L0125; L00CB : AddEncounter(player, 0x01, 0x1B); L00DD : AddEncounter(player, 0x02, 0x1A); L00EF : AddEncounter(player, 0x03, 0x19); L0101 : AddEncounter(player, 0x05, 0x1E); L0113 : AddEncounter(player, 0x06, 0x1E); L0125 : return; // RETURN; }
private void FnPITFL_37(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 6, 6, "You make a sage choice."); }
private void FnPITFM_38(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 6, 7, "You have made a wise decision."); }
private void FnPITFJ_35(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 6, 4, "You move forward with confidence."); }
private void FnPITFK_36(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 6, 5, "You carefully selected your next step."); }
private void FnPITFH_33(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 6, 2, "You move safely ahead."); }
private void FnPITFI_34(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 6, 3, "Your move was correct."); }
private void FnPITEK_31(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 5, 5, "Your next step is assuredly taken."); }
private void FnPITFG_32(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 6, 1, "The next step is an intelligent one."); }
private void FnPITEJ_30(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 5, 4, "You walk ahead."); }
private void FnPITEI_2F(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 5, 3, "Good sense guides your feet."); }
private void FnPITEH_2E(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 5, 2, "You select your next move wisely."); }
private void FnPITEG_2D(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 5, 1, "You forge ahead."); }
private void FnPITDM_2C(YsPlayerServer player, MapEventType type, bool doMsgs) { DoAttemptWalkThroughVoid(player, 4, 7, "Your step is wisely selected."); }