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authorHello=) <hello@themanaworld.org>2025-03-21 03:06:00 +0300
committerHello=) <hello@themanaworld.org>2025-03-21 03:24:09 +0300
commit2a88b8df63b880cb858d5e4a0f22ae473e77edb2 (patch)
tree6d59bf446728137941d4ffd06a296657b7d27e11
parent62592617a1f7c53735d004a6841609c5961e948a (diff)
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This commit fixes the fix.
Thorough testing shown that swamp mob logic wasn't preserved. Swamp been meant to give players 150 sec after "recent" mob kill to try to dispatch all mobs. However first fix implementation counted 150 seconds asynchronously vs mob kills and time frame been random in 0...150 seconds intead of predefined 150. I added var to track timeout, this restores mentioned logic while still avoiding stopping timer - and related bugs.
-rw-r--r--world/map/npc/099-7/boss.txt9
1 files changed, 6 insertions, 3 deletions
diff --git a/world/map/npc/099-7/boss.txt b/world/map/npc/099-7/boss.txt
index a20a4ae7..595e01da 100644
--- a/world/map/npc/099-7/boss.txt
+++ b/world/map/npc/099-7/boss.txt
@@ -604,7 +604,7 @@ L_Tools:
close;
OnInit:
- initnpctimer; // Timer will bring mobs itself. Radically fixes e.g. @killmonster2 on map
+ initnpctimer; // Timer will bring mobs itself.
end;
OnDeath8:
@@ -615,11 +615,13 @@ OnDeath9:
OnDeath:
// TODO: Only fire this if timer not running. Set timer to 5min
- initnpctimer;
+ if (.timed_out) setnpctimer 1;
+ set .timed_out, 0;
end;
OnBoss:
- initnpctimer;
+ if (.timed_out) setnpctimer 1;
+ set .timed_out, 0;
// If a player is attached, give them 20 Treasure Keys
getitem "TreasureKey", 20;
end;
@@ -642,6 +644,7 @@ OnTimer150000:
// Done
set $@KeshlamMc, 0;
+ set .timed_out, 1;
initnpctimer;
end;
}