summaryrefslogtreecommitdiff
path: root/npc/006-10/logic.txt
blob: a56c66e341e28b3c4fcd8fcb53b3a6080ac8bbfd (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
// TMW2 Script
// Author:
//  Jesusalva
// Description:
//  Crazyfefe's Shrine (remastered)

006-10	mapflag	zone	MMO
026-2	mapflag	zone	MMO

// We need to refactor this warp system, replace NPC_HIDDEN, and include the boss
006-10,54,58,0	script	Blanc	NPC_BLANC,{
    if (getunittype(.blanc) >= 0) end;
    mesc l("Isn't that Blanc? Should we attempt to capture him?");
    mesc l("Advised: 6+ players"), 1;
    mesc l("Advised: 1+ mage, 1+ tanker, 2+ healers"), 1;
    mesc l("No Time Limit"), 1;
    mesc l("Enter/Leave after start: %s", b(l("YES"))), 1;
    next;
    select
        l("Not yet."),
        l("Bring it on!"),
        rif(is_gm() || (##01_CRQUEST & MLP_CR_DEBUT), l("Bring me, my worst nightmare."));
    mes "";
    if (@menu == 1) {
        closeclientdialog;
        close;
    }
    if (@menu == 2)
        .hard = false;
    else
        .hard = true;

    // Create the boss
    .blanc = monster("006-10", 54, 61, "Blanc Halifax", Blanc, 1);
    .@mlt = (.hard ? 15 : 10);

    // Basic attributes
    .maxhp = (750000 * .@mlt / 10); // 750k ~ 1250k
    setunitdata(.blanc, UDT_MAXHP, .maxhp);
    setunitdata(.blanc, UDT_HP,    .maxhp);
    setunitdata(.blanc, UDT_ATKRANGE, (.hard ? 7 : 6));

    // Reconfigure the AI
    .@opt=getunitdata(.blanc, UDT_MODE);
    // Disable looting
    if (.@opt & MD_LOOTER)
        .@opt=.@opt^MD_LOOTER;
    // Add knockback immunity
    .@opt=.@opt|MD_NOKNOCKBACK;
    // Mark as boss
    .@opt=.@opt|MD_BOSS;
    // Mark as aggressive
    .@opt=.@opt|MD_AGGRESSIVE;
    .@opt=.@opt|MD_ANGRY;
    // Make it more op
    .@opt=.@opt|MD_DETECTOR;
    .@opt=.@opt|MD_CASTSENSOR_CHASE;
    .@opt=.@opt|MD_CASTSENSOR_IDLE;
    .@opt=.@opt|MD_CHANGECHASE;
    .@opt=.@opt|MD_CHANGETARGET_MELEE;
    .@opt=.@opt|MD_CHANGETARGET_CHASE;
    setunitdata(.blanc, UDT_MODE, .@opt);

    // Nerf the damage, but never miss a hit
    setunitdata(.blanc, UDT_ATKMIN,   60 * .@mlt / 10); // 60~90 dmg
    setunitdata(.blanc, UDT_ATKMAX,   60 * .@mlt / 10);
    setunitdata(.blanc, UDT_ADELAY, 2220 / .@mlt * 10); // 2220 or 1480ms
    setunitdata(.blanc, UDT_HIT,      2400);

    // Boosting the defense is not necessary
    // It nerfs weapons to 40% (bows to 20%)
    // Then it resists 50% of Neutral element.
    // Note it is strong against Water (25% dmg)
    // And weak against Fire (snow) and Wind (100% dmg)
    // Otherwise, behave as Ghost element

    // Make Blanc damn hard to damage until his reinforcements appear
    sc_start SC_PRESTIGE, 5000, 120000, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE, .blanc;
    // TODO: Defense and attributes are wrong?
    disablenpc .name$;
    initnpctimer;
    closeclientdialog;
    close;

OnRw:
    dispbottom l("Mission accomplished. Well played!");
    // Mark as "done" on Mirror Lake Quest Tracker
    ##01_CRQUEST = ##01_CRQUEST | MLP_CR_DEBUT;
    specialeffect(FX_FANFARE, AREA, getcharid(3));
    sleep2(15000);
    $@EVENT_08 = PORTHOS_ACTIVE;
    warp("033-1", 72, 191);
    end;

// Fail-safe Mechanism (will never happen)
OnTimer60000:
    consolebug("Warning! final fail-safe mechanism triggered to Blanc.");
    initnpctimer;
    end;
OnTimer25000:
OnTimer15000:
    consolewarn("Warning, fail-safe mechanism triggered to Blanc.");
// This is the boss' core
OnTimer5000:
    /* Regeneration & Defeat Loop */
    .@end = false;
    // FIXME: Don't check the WHOLE map, just the current platform?
    if (!getmapusers("006-10")) {
        .@hp = getunitdata(.blanc, UDT_HP);
        .@mh = .maxhp;
        .@hp = max(.@mh, .@hp + (.@mh / 500)); // Regenerates 0.2% HP
        // Fully healed, players lost
        if (.@hp >= .@mh)
            .@end = true;
        // Regeneration
        setunitdata(.blanc, UDT_HP, .@hp);
    }

    /* Maybe the fight is over */
    if (!mobcount("006-10", "all") || getunittype(.blanc) < 0) {
        $@EVENT_08 = PORTHOS_BUSY;
        maptimer2("006-10", 10, "Blanc::OnRw");
    }
    if (!mobcount("006-10", "all") || getunittype(.blanc) < 0 || .@end) {
        killmonsterall("006-10");
        enablenpc .name$;
        kamibroadcast("The battle is over!", "Blanc Showdown");
        .beats = 0;
        stopnpctimer;
        end;
    }

    /* Move platform according to HP threshold */
    .@hp = getunitdata(.blanc, UDT_HP) * 10 / .maxhp;
    .@state = 9 - limit(0, .@hp, 9); // The platform ID they should be on
    debugmes "HP %d / %d (%d%%) (S %d/%d) [%03d@%d]", getunitdata(.blanc, UDT_HP), .maxhp, .@hp, .@state, .state, .beats, .blanc;
    if (.state != .@state) {
        unittalk(.blanc, "Damn, you guys are tough! I must fall back!");
        sleep(100);
        unitwarp(.blanc, "006-10", $@BLANC_X[.@state], $@BLANC_Y[.@state]);
        sleep(100);
        unittalk(.blanc, "Outta the way!");
        .state = .@state;
    }

    /* Prepare some combat data */
    // TODO: Maybe not universal? Maybe we should impose a range?
    getmapxy(.@m$, .@x, .@y, UNITTYPE_MOB, .blanc);
    .@c=getunits(BL_PC, .@pcs, MAX_CYCLE_PC, .@m$);
    .@mvp=0;.@rnd=0;.@def=-1;
    for (.@i = 0; .@i < .@c; .@i++) {
        if (!.@rnd || !rand2(.@c))
            .@rnd=.@pcs[.@i];
        if (readbattleparam(.@pcs[.@i], UDT_DEF) > .@def) {
            if (readparam(Hp, .@pcs[.@i]) < 1) continue;
            .@mvp=.@pcs[.@i];
            .@def=readbattleparam(.@pcs[.@i], UDT_DEF);
        }
    }
    .beats += 1;

    /* Everyone is dead, get rid of their corpses */
    if (!.@mvp || !.@rnd) {
        mapwarp("006-10", "033-1", 72, 191);
        initnpctimer;
        end;
    }

    //debugmes "----------- Skill Loop, beat is %d", .beats % 18;
    /* Decide the skill to use based on ~5s beats over 3 minutes */
    switch (.beats % 18) {
    // (1/6) Summon Reinforcements (every 60s)
    case 1:
    case 7:
    case 13:
        unittalk(.blanc, "Come forth, ##BHalifax's Crew##b, do not let these fools arrest your captain!");
        specialeffect(FX_MGWARP, AREA, .blanc); // Maybe 65 would also work
        sleep(1000);
        // Default amount: Half players + Half magnifying HP
        .@max = (getmapusers("006-10")/2) + (max(1, (11 - .@hp) / 10)/2);
        // Keep boundaries: Never less than 1, never more than 10
        .@max = limit(1, .@max, 10);
        for (.@i=0; .@i < .@max; .@i++) {
            .@mob = any(Thug, Grenadier, Swashbuckler);
            monster(.@m$, .@x, .@y, strmobinfo(1, .@mob), .@mob, 1);
        }
        break;
    // (2/6) Tanker (~30s)
    case 0:
    case 4:
    case 6:
    case 10:
    case 12:
    case 16:
        specialeffect(FX_ATTACK, AREA, .blanc);
        sleep(1000);
        if (.@hp < 3) {
            // Third Attack Pattern: Judgment
            unittalk(.blanc, sprintf("%s cannot stop me! ##BElectric Judgment##b!", strcharinfo(0, "cursed player", .@mvp)));
            .@PW=240; .@SPW=60; .@RG=3;
        } else if (.@hp < 7) {
            // Second Attack Pattern: Holy Light
            unittalk(.blanc, sprintf("%s, I'll show you no mercy! ##BThunder Bolt##b!", strcharinfo(0, "cursed player", .@mvp)));
            .@PW=125; .@SPW=25; .@RG=1;
        } else {
            // First Attack Pattern: Napalm Beat
            unittalk(.blanc, sprintf("This battle is over, %s! ##BThunder Neddle##b!", strcharinfo(0, "cursed player", .@mvp)));
            .@PW=35; .@SPW=5; .@RG=2;
        }
        .@mtk = calcdmg(.blanc, .@mvp, HARM_MAGI);
        .@dmg = .@mtk * .@PW / 100;
        .@dsb = .@mtk * .@SPW / 100;
        sleep(1000);
        specialeffect(FX_LIGHTNING, AREA, .@mvp);
        areaharm(.@mvp, .@RG, .@dsb, HARM_MAGI, Ele_Wind, "filter_always", BL_PC|BL_MER|BL_HOM);
        harm(.@mvp, .@dmg, HARM_MAGI, Ele_Holy);
        break;
    // (3/6) Random Target (~60s)
    case 2:
    case 8:
    case 14:
        specialeffect(FX_SMOKE, AREA, .blanc);
        sleep(1000);
        .@time=rand2(18000, 36000) + 10000 - (.@hp * 1000);
        // Switch between curse and disable
        if (any(true,false)) {
            unittalk(.blanc, sprintf("I hereby ##Bcurse##b you, %s!", strcharinfo(0, "cursed player", .@rnd)));
            sc_start(SC_CURSE, .@time, 1, 10000, SCFLAG_FIXEDRATE, .@rnd);
        } else {
            unittalk(.blanc, sprintf("I shall ##Bdisable##b you, %s!", strcharinfo(0, "cursed player", .@rnd)));
            sc_start(SC_BLIND, .@time / 2, 1, 10000, SCFLAG_FIXEDRATE, .@rnd);
            sc_start(SC_SILENCE, .@time / 2, 1, 10000, SCFLAG_FIXEDRATE, .@rnd);
        }
        // Second pattern: Bleeding ON
        if (.@hp < 7) {
            sc_start(SC_BLOODING, 10000, 1, 9000-(.@hp*1000), SCFLAG_FIXEDRATE, .@rnd);
        }
        specialeffect(FX_LIGHTNING, AREA, .@rnd);
        break;
    // (4/6) Traps (~60s)
    case 3:
    case 9:
    case 15:
        // Determine if there'll be 4 or 2 AoE explosions
        .@extra = (.@hp < 5 || .hard);
        // Coordinates are between origin and Blanc
        // ID 3 and ID 6 were disabled - the platforms are small
        .@mx=$@BLANC_X[.@state];
        .@my=$@BLANC_Y[.@state];
        .@x1=rand2(.@mx, .@x); .@x2=rand2(.@mx, .@x);
        .@y1=rand2(.@my, .@y); .@y2=rand2(.@my, .@y);
        // TODO: Maybe replace Dummy/EnergyBall with an invisible monster?
        .@t1=monster("006-10", .@x1, .@y1, "", EnergyBall, 1);
        .@t2=monster("006-10", .@x2, .@y2, "", EnergyBall, 1);
        specialeffect(67, AREA, .@t1);
        specialeffect(67, AREA, .@t2);
        immortal(.@t1); immortal(.@t2);
        if (.@extra) {
            .@x4=rand2(.@mx, .@x); .@x5=rand2(.@mx, .@x);
            .@y4=rand2(.@my, .@y); .@y5=rand2(.@my, .@y);
            .@t4=monster("006-10", .@x1, .@y1, "", EnergyBall, 1);
            .@t5=monster("006-10", .@x2, .@y2, "", EnergyBall, 1);
            specialeffect(67, AREA, .@t4);
            specialeffect(67, AREA, .@t5);
            immortal(.@t4); immortal(.@t5);
        }
        sleep(1500);
        // This is  just a prop
        specialeffect(FX_LIGHTNING, AREA, .@t1);
        specialeffect(FX_LIGHTNING, AREA, .@t2);
        if (.@extra) {
            specialeffect(FX_LIGHTNING, AREA, .@t4);
            specialeffect(FX_LIGHTNING, AREA, .@t5);
        }
        sleep(500);
        specialeffect(FX_CRITICAL, AREA, .@t1);
        specialeffect(FX_CRITICAL, AREA, .@t2);
        if (.@extra) {
            specialeffect(FX_CRITICAL, AREA, .@t4);
            specialeffect(FX_CRITICAL, AREA, .@t5);
        }
        areaharm(.@t1, 1, 450, HARM_MISC, Ele_Neutral, "filter_always", BL_PC|BL_MER|BL_HOM);
        areaharm(.@t2, 1, 450, HARM_MISC, Ele_Neutral, "filter_always", BL_PC|BL_MER|BL_HOM);
        if (.@extra) {
            areaharm(.@t4, 1, 450, HARM_MISC, Ele_Neutral, "filter_always", BL_PC|BL_MER|BL_HOM);
            areaharm(.@t5, 1, 450, HARM_MISC, Ele_Neutral, "filter_always", BL_PC|BL_MER|BL_HOM);
        }
        sleep(1000);
        // FIXME: M+ fails to remove them, need @refresh (maybe @refreshall?)
        // NOTE: The effect Nº 67 (halo circle) is also not cleaned by M+
        unitkill(.@t1); unitkill(.@t2);
        if (.@extra) {
            unitkill(.@t4); unitkill(.@t5);
        }
        break;
    // (5/6) Weak AOE (~60s)
    case 5:
    case 11:
    case 17:
        specialeffect(60, AREA, .blanc);
        sleep(500);
        switch (rand2(3)) {
        case 1:
            unittalk(.blanc, "Cease! I shall ##Bpoison##b all of you!");
            .@sc = (.@hp < 1 ? SC_DPOISON : SC_POISON);
            break;
        case 2:
            unittalk(.blanc, "Cease! I shall ##Bhurt##b all of you!");
            .@sc = SC_BLOODING;
            break;
        case 3:
            unittalk(.blanc, "Cease! I shall ##Bsilence##b all of you!");
            .@sc = SC_SILENCE;
            break;
        default:
            unittalk(.blanc, "Cease! I shall ##Bcripple##b all of you!");
            .@sc = SC_BLIND;
            break;
        }
        areasc((.hard ? 7 : 5), 30000, .@sc, BL_PC|BL_HOM|BL_MER, 1, "filter_always", .blanc, 95000);
        areaharm(.blanc, (.hard ? 7 : 5), 100, HARM_MAGI, Ele_Wind, "filter_always", BL_PC|BL_MER|BL_HOM);
        // Forces everyone to sit, for cosmetic effect
        areasc(18, 500, SC_BANANA_BOMB_SITDOWN_POSTDELAY, BL_PC|BL_HOM|BL_MER, 1, "filter_always", .blanc);
        break;
    }
    // Strong AOE: Every 3 minutes (case = 0)
    // Stalls all other skills for a while
    if (.beats % 18 == 0) {
        specialeffect(66, AREA, .blanc);
        unittalk(.blanc, "I am Blanc, Halifax's captain!");
        sleep((.hard ? 1000 : 1500));
        specialeffect(700, AREA, .blanc);
        unittalk(.blanc, "I'll never be caught by your ilk alive!");
        sleep((.hard ? 1000 : 1500));
        specialeffect(700, AREA, .blanc);
        if (.@hp < 3) {
            unittalk(.blanc, "Perish! ##BRage of Hungry Thunder##b!");
            .@dmg=rand2(900, 1100);
            areasc3((.hard ? 5 : 4), 11000, SC_STOMACHACHE, BL_PC|BL_HOM|BL_MER, (.hard ? 20 : 15), "filter_always", .blanc, 6000);
            areasc(6, 10000, SC_BLIND, BL_PC|BL_HOM|BL_MER, 1, "filter_always", .blanc, 2000);
        } else if (.@hp < 7) {
            unittalk(.blanc, "Perish! ##BVoracious Thunder Storm##b!");
            .@dmg=rand2(650, 900);
            areasc3((.hard ? 4 : 3), 11000, SC_STOMACHACHE, BL_PC|BL_HOM|BL_MER, (.hard ? 15 : 10), "filter_always", .blanc, 4500);
        } else {
            unittalk(.blanc, "Perish! ##BEletric Needles##b!");
            .@dmg=rand2(400, 650);
        }
        /* Three blocks */
        specialeffect(66, AREA, .blanc);
        areaharm(.blanc, (.hard ? 7 : 5), .@dmg, HARM_MAGI, Ele_Fire, "filter_always", BL_PC|BL_MER|BL_HOM);
        sleep(500);
        specialeffect(66, AREA, .blanc);
        areaharm(.blanc, (.hard ? 15 : 10), .@dmg, HARM_MAGI, Ele_Holy, "filter_always", BL_PC|BL_MER|BL_HOM);
        sleep(500);
        specialeffect(66, AREA, .blanc);
        specialeffect(FX_LIGHTNING, AREA, .blanc);
        areaharm(.blanc, (.hard ? 24 : 18), .@dmg, HARM_MAGI, Ele_Wind, "filter_always", BL_PC|BL_MER|BL_HOM);
        areasc((.hard ? 24 : 18), .@dmg*rand2(50, 100), SC_FROSTMISTY, BL_PC|BL_HOM|BL_MER, 1, "filter_always", .blanc, 10001 - (.@hp * 1000)); // SC_FROSTMISTY - General crippling
    }

    initnpctimer;
    end;

OnInit:
    .distance = 4;
    .beats = 0; // Skill cooldown timer
    .hard = 0;  // Hard mode (for GMs)
    .blanc = 0; // Boss GID
    .state = 0; // Current platform ID
    .maxhp = 0; // Blanc's max HP (getunitdata(.blanc, UDT_MAXHP) is broken)

    // TODO: In general, we have no idea of platforms size
    setarray $@BLANC_X, 53, 72, 71, 72, 52, 36, 34, 35, 35, 52;
    setarray $@BLANC_Y, 63, 67, 53, 30, 30, 27, 48, 36, 63, 36;

    // .@index = miller_rand(.@state, getcharid(0), 10);
    end;
}

// Below be the warp system. Rightmost forwards, leftmost rewinds.

006-10,51,64,0	script	#00610XX	NPC_HIDDEN,1,0,{
    end;
OnTouch:
    // Now... WTF are we on miller rand?
    if (!@miller_fix) {
        for (.@i=0;.@i<10;.@i++) {
            if (miller_rand(.@i, getcharid(0), 10) == 0) {
                @miller_fix = .@i;
                break;
            }
        }
    }
    // Set "@state" properly
    @state = @miller_fix;
    end;
}
006-10,57,61,0	script	#00610WA+	NPC_FANCY_CIRCLE,0,0,{
    end;
OnTouch:
    // All portals are the same, anyway
    if (compare(strnpcinfo(2), "+"))
        @state = ((@state+1) % 10); // Technically, the loop is not needed
    else
        @state = ((@state-1) % 10); // Technically, this loop is not needed
    .@index = miller_rand(@state, getcharid(0), 10);
    slide $@BLANC_X[.@index], $@BLANC_Y[.@index];
    end;
}
// NOTE: Vampire Bats are aggressive, they're tasked in disposing non-fighters
006-10,49,60,0	duplicate(#00610WA+)	#00610WA-	NPC_FANCY_CIRCLE,0,0
006-10,75,65,0	duplicate(#00610WA+)	#00610WB+	NPC_FANCY_CIRCLE,0,0
006-10,68,64,0	duplicate(#00610WA+)	#00610WB-	NPC_FANCY_CIRCLE,0,0
006-10,75,50,0	duplicate(#00610WA+)	#00610WC+	NPC_FANCY_CIRCLE,0,0
006-10,67,49,0	duplicate(#00610WA+)	#00610WC-	NPC_FANCY_CIRCLE,0,0
006-10,76,27,0	duplicate(#00610WA+)	#00610WD+	NPC_FANCY_CIRCLE,0,0
006-10,68,26,0	duplicate(#00610WA+)	#00610WD-	NPC_FANCY_CIRCLE,0,0
006-10,56,27,0	duplicate(#00610WA+)	#00610WE+	NPC_FANCY_CIRCLE,0,0
006-10,48,26,0	duplicate(#00610WA+)	#00610WE-	NPC_FANCY_CIRCLE,0,0
006-10,40,24,0	duplicate(#00610WA+)	#00610WF+	NPC_FANCY_CIRCLE,0,0
006-10,32,24,0	duplicate(#00610WA+)	#00610WF-	NPC_FANCY_CIRCLE,0,0
006-10,37,51,0	duplicate(#00610WA+)	#00610WG+	NPC_FANCY_CIRCLE,0,0
006-10,30,45,0	duplicate(#00610WA+)	#00610WG-	NPC_FANCY_CIRCLE,0,0
006-10,41,33,0	duplicate(#00610WA+)	#00610WH+	NPC_FANCY_CIRCLE,0,0
006-10,30,33,0	duplicate(#00610WA+)	#00610WH-	NPC_FANCY_CIRCLE,0,0
006-10,44,63,0	duplicate(#00610WA+)	#00610WI+	NPC_FANCY_CIRCLE,0,0
006-10,35,57,0	duplicate(#00610WA+)	#00610WI-	NPC_FANCY_CIRCLE,0,0
006-10,55,37,0	duplicate(#00610WA+)	#00610WJ+	NPC_FANCY_CIRCLE,0,0
006-10,49,37,0	duplicate(#00610WA+)	#00610WJ-	NPC_FANCY_CIRCLE,0,0