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author | Jesusaves <cpntb1@ymail.com> | 2022-10-23 21:44:22 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2022-10-23 21:44:22 -0300 |
commit | a7c45a192268da2601cef47a4cdba987ae2327ca (patch) | |
tree | c5fb5b97db109fe7106496dd96498c475881046b /npc/042-6 | |
download | serverdata-a7c45a192268da2601cef47a4cdba987ae2327ca.tar.gz serverdata-a7c45a192268da2601cef47a4cdba987ae2327ca.tar.bz2 serverdata-a7c45a192268da2601cef47a4cdba987ae2327ca.tar.xz serverdata-a7c45a192268da2601cef47a4cdba987ae2327ca.zip |
Initial commit (Moubootaur Legends fork)
Diffstat (limited to 'npc/042-6')
-rw-r--r-- | npc/042-6/_import.txt | 4 | ||||
-rw-r--r-- | npc/042-6/_warps.txt | 3 | ||||
-rw-r--r-- | npc/042-6/ctrl.txt | 116 |
3 files changed, 123 insertions, 0 deletions
diff --git a/npc/042-6/_import.txt b/npc/042-6/_import.txt new file mode 100644 index 0000000..5b46268 --- /dev/null +++ b/npc/042-6/_import.txt @@ -0,0 +1,4 @@ +// Map 042-6: Camelot Sewer East Path +// This file is generated automatically. All manually added changes will be removed when running the Converter. +"npc/042-6/_warps.txt", +"npc/042-6/ctrl.txt", diff --git a/npc/042-6/_warps.txt b/npc/042-6/_warps.txt new file mode 100644 index 0000000..d67d255 --- /dev/null +++ b/npc/042-6/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually added changes will be removed when running the Converter. +// Map 042-6: Camelot Sewer East Path warps +042-6,55,20,0 warp #042-6_55_20 0,0,042-10,149,135 diff --git a/npc/042-6/ctrl.txt b/npc/042-6/ctrl.txt new file mode 100644 index 0000000..819d8d8 --- /dev/null +++ b/npc/042-6/ctrl.txt @@ -0,0 +1,116 @@ +// TMW 2 Script +// Author: +// Jesusalva +// Micksha +// Description: +// Controls sewers. +// FIXME: People should not be able to return here once they leave to 042-10 +// Spawn monsters and respawns them. + +// A simple random treasure chest - to be sure players were introduced to this +// awesome system. Same rules as any treasure box still applies. +042-6,65,89,0 script #chest_0426 NPC_CHEST,{ + KamelotTreasure(8); + specialeffect(.dir == 0 ? 24 : 25, AREA, getnpcid()); // closed ? opening : closing + close; + +OnInit: + .distance = 2; + end; + +OnInstanceInit: + // Yes, we just hope it works out of box + explode(.@map$, .map$, "@"); + .@g=atoi(.@map$[1]); + if (.@g < 1) { + consolewarn "[ERROR] [KAMELOT] Unable to spawn for Kamelot %s", .map$; + debugmes "[ERROR] [KAMELOT] Using dummy data (returned: %d)", .@g; + .@g=0; + } + debugmes "Spawning monsters for guild %d", .@g; + .@mx=getguildavg(.@g); + + // Corritors + KamelotCaveSpawn(2, 21, 75, 50, 85, .@mx, "042-6"); + KamelotCaveSpawn(7, 45, 45, 74, 80, .@mx, "042-6"); + KamelotCaveSpawn(5, 52, 21, 90, 60, .@mx, "042-6"); + KamelotCaveSpawn(3, 54, 28, 82, 39, .@mx, "042-6"); + + // Boss Chamber + KamelotCaveSpawn(5, 59, 71, 82, 91, .@mx, "042-6"); + KamelotBoss("042-6", 74, 80, .@mx+1, .name$); + + // Boss monster + // TODO + + // Neutral monsters + areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, YellowSlime), YellowSlime, 5); + areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, ManaGhost), ManaGhost, max(1, .@mx/10)); + areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, CaveMaggot), CaveMaggot, 30); + + // Bonus monsters + if (!rand2(2)) + areamonster(.map$, 45, 20, 90, 90, strmobinfo(1, MagicBif), MagicBif, 2); + if (!rand2(2)) + areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, GoldenChest), GoldenChest, 1); + if (!rand2(2)) + areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, SilverChest), SilverChest, 2); + if (!rand2(2)) + areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, BronzeChest), BronzeChest, 3); + end; + +OnKillBoss: + if (!playerattached()) + goto OnRespawn; + // Maybe a reward is due + .@g=getcharid(2); + if (.@g < 1) die(); + getitem GuildCoin, 2+min(13, $KAMELOT_MX[.@g]/10); + getexp $KAMELOT_MX[.@g]*14, $KAMELOT_MX[.@g]*8; + mapannounce getmap(), strcharinfo(0)+" has defeated the boss!", 0; + .@delay=max(5000, 22000-$KAMELOT_PC[.@g]*1500); + goto OnRespawn; + +OnKillMob: + if (!playerattached()) + goto OnRespawn; + // Maybe a reward is due + .@g=getcharid(2); + if (.@g < 1) die(); + getexp $KAMELOT_MX[.@g]*7, $KAMELOT_MX[.@g]*4; + .@delay=max(7000, 42000-$KAMELOT_PC[.@g]*2000); + // FALLTHROUGH + +OnRespawn: + .@delay=(.@delay ? .@delay : 7000); + sleep(.@delay); + // Yes, we just hope it works out of box + explode(.@map$, .map$, "@"); + .@g=atoi(.@map$[1]); + if (.@g < 1) { + consolewarn "[ERROR] [KAMELOT] Unable to respawn for Kamelot %s", .map$; + .@g=0; + } + KamelotCaveSpawn(1, 20, 20, 115, 100, $KAMELOT_MX[.@g], "042-6"); + end; + +} + + +// The exit only works before chest is looted +042-6,21,76,0 script #KDoor0426 NPC_HIDDEN,0,3,{ + end; + +OnTouch: + .@g=getcharid(2); + if (.@g < 1) die(); + if ($KAMELOT_KEYMASK[.@g] & 8) goto L_NoAccess; + warp "042-5@"+.@g, 58, 53; + end; + + +L_NoAccess: + dispbottom l("OH NOES! The ceiling seems to have collapsed when the chest was open! We are forced to go forward!!"); + end; +} + |