// TMW2 Script
// Author:
// TMW Org. (original code)
// Jesusalva
// Description:
// Crazyfefe will wake up when he smells battle
// Variables:
// $@FEFE_CAVE_LEVEL
// Tracks if a fight is going on, and the magic number to determine how many mobs show up.
// $@FEFE_DELAY
// Tracks the delay between challenges. Also used to start the combat. Set it to zero so you can start fight at once.
// $@FEFE_CAVE_HERO$
// Whoever started a fight. Also used to know if a fight is about to begin.
// $@FEFE_CAVE_PLAYER_COUNT
// How many players are there
// $@FEFE_WAVE
// Current wave
// $@GM_OVERRIDE
// Only possible with @set command, overrides the co-op requeriment. Affects other scripts.
006-1,47,22,0 script Crazyfefe NPC_STATUE_EVILMAN,{
goto L_Main;
L_Main:
if ($@FEFE_CAVE_LEVEL) goto L_Enjoy;
if ($@FEFE_DELAY > gettimetick(2)) goto L_Wait;
mesn;
mesq l("Who dares to disturb my slumber?");
next;
menu
l("Sorry, sorry! Please rest, great Crazyfefe!"), L_Exit,
l("I do. I want to challenge the Candor Cave!"), L_Next,
l("What are current leaderboard?"), L_Scoreboard,
l("What is this place anyway?"), L_Explain;
L_Scoreboard:
mesc l("All leaderboards are refreshed hourly."), 1;
HallOfCandor();
next;
goto L_Main;
L_Next:
mesn;
mesq l("Very well, but for a fee of @@ GP. There's no free lunch, after all!", .price);
select
rif(is_gm(), l("I'm GM and got the money. START THIS CRAP ALREADY!")),
l("Sorry, I misclicked the first button. Have a nice nap, great Crazyfefe!"),
l("Yeah, I have the money. Give me FIVE minutes, and Bring it on!"),
l("Yeah, I have the money. Give me TEN minutes, and Bring it on!"),
l("Yeah, I have the money. Give me FIFTEEN minutes, and Bring it on!"),
"","",
rif(is_gm(), l("I'm GM and got the money. Gimme HALF HOUR to invite everybody!"));
// Cancel?
if (@menu == 2)
goto L_Exit;
// Already started?
if ($@FEFE_CAVE_LEVEL || $@FEFE_CAVE_HERO$ != "")
goto L_AlreadyStarted;
// Enough money?
if (Zeny < .price)
goto L_NotEnough;
Zeny = Zeny - .price;
// Time delay
$@FEFE_DELAY = gettimetick(2)+300*(@menu-2);
$@FEFE_CAVE_HERO$ = strcharinfo(0);
if (@menu == 1) {
closeclientdialog;
goto L_StartFight;
}
@crazypoints=1;
initnpctimer;
announce $@FEFE_CAVE_HERO$+" invites everyone to a challenge against Candor Cave. It'll start in "+FuzzyTime($@FEFE_DELAY,2,2)+". Prepare yourselves!", bc_all|bc_npc;
mesn;
mesq l("Please wait, the fight will start in @@, as requested.", FuzzyTime($@FEFE_DELAY,2,2));
close;
L_StartFight:
if (getmapusers("006-1") < 3 && !$@GM_OVERRIDE)
goto L_NotEnoughPlayers;
$@FEFE_CAVE_LEVEL = 1;
$@FEFE_DELAY = gettimetick(2)+.delay;
$@FEFE_CAVE_PLAYER_COUNT = getmapusers("006-1");
mapannounce("006-1", "The battle is about to begin!", bc_map);
killmonsterall("006-1"); // Saulc likes to spawn stuff to heat stuff up
initnpctimer;
end;
L_Enjoy:
npctalk3 l("Pay attention to the fight, @@!", strcharinfo(0));
if (is_gm())
dispbottom l("Round @@", $@FEFE_WAVE);
end;
L_NotEnough:
mesn;
mesq l("You lack money. Go sell your stuff. And don't ask why a statue needs money!");
close;
L_AlreadyStarted:
mesn;
mesq l("Sorry, @@ already started the fight.", $@FEFE_CAVE_HERO$);
close;
L_Wait:
.@time$=FuzzyTime($@FEFE_DELAY,2,2);
if ($@FEFE_DELAY-gettimetick(2) <= 30) {
npctalk3 l("@@!", .@time$);
end;
}
mesn;
mesq l("Be Patient... You still need to wait @@.", .@time$);
goto L_Exit;
L_NotEnoughPlayers:
mapannounce("006-1", "Oh noes! There's not enough players. Fight aborted, no refunds!", bc_map);
goto L_CleanUp;
L_Explain:
mesn;
mesq l("I am @@, guardian of Candor Cave. Below this cave, lies the legendary Fefe, arch-wizard from the Great War.", .name$);
next;
mesn;
mesq l("During the war, the Monster King cursed the place where he died, but he fought back, and cursed the curse.");
next;
mesn;
mesq l("For short, they had a fight with curses, and now there's a talking statue over his grave which can spawn monsters here.");
next;
mesn;
mesq l("If you pay the fee, I'll spawn them, for no longer than 20 minutes. You should not fight alone, instead, you need a group of at least three, because, you know, the curse. Or something.");
next;
menu
l("I need to think about this."), L_Exit,
l("I'm interested."), L_Next;
L_Exit:
close;
// Recalc difficulty
OnSumLevel:
if (ispcdead()) end;
$@FEFE_DIFFICULTY+=BaseLevel; end;
// Check if we're ready for next wave. Otherwise, do this check again after 5 seconds.
L_CaveLogic:
.wtime+=5; // This is looped every 5 s
$@FEFE_CAVE_PLAYER_COUNT = getmapusers("006-1");
// New wave condition: All mobs dead, or 5 minutes have passed
if (mobcount("006-1", "Crazyfefe::OnPetDeath") <= 0 || .wtime >= 240)
goto L_NextRound;
// Victory conditions: Too few players are alive OR twenty minutes went on.
// WARNING, dead players still in cave are counted, we might never finish the fight.
// And a GM might be called to ban everyone inside.
if ($@FEFE_CAVE_PLAYER_COUNT <= 1 && !$@GM_OVERRIDE || gettimetick(2) >= $@FEFE_DELAY - (60*20)) {
goto L_CleanUp;
}
// Recalculate difficulty
$@FEFE_DIFFICULTY=0;
areatimer "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnSumLevel";
// reset timer
initnpctimer;
end;
L_NextRound:
.wtime=0;
$@FEFE_WAVE = $@FEFE_WAVE + 1;
// Prepare next round, and reward survivors
$@FEFE_CAVE_LEVEL = $@FEFE_CAVE_LEVEL + $@FEFE_CAVE_PLAYER_COUNT + rand(1,3) + ($@FEFE_WAVE*3);
$@FEFE_DIFFICULTY+=$@FEFE_CAVE_PLAYER_COUNT+$@FEFE_WAVE*6;
$@FEFE_DIFFICULTY+=(($@FEFE_WAVE/5)*10);
areatimer "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnReward";
mapannounce "006-1", "The wave nº "+$@FEFE_WAVE+" is starting with " + $@FEFE_CAVE_PLAYER_COUNT + " player(s) left alive." , 0;
goto L_Summon;
// TODO
L_Summon:
.@amount=($@FEFE_CAVE_LEVEL/rand(4,6))+1;
freeloop(true);
for (.@i = 0; .@i < .@amount; ++.@i) {
.@monsterId=Piou;
.@lv=max(1, $@FEFE_DIFFICULTY/10);
// Luck shall interfer with .@lv (up to +20 random levels)
// This prevents from excess of House Maggots, for example
.@lv+=any(0, 0, 0, 1, 1, 2);
//debugmes("[Candor] Difficulty is %d, pool is %d", .@lv, $@FEFE_DIFFICULTY);
.@lv=rand(0, .@lv);
switch (rand(0,.@lv)) {
case 0:
case 1:
case 2:
.@monsterId = any(HouseMaggot, SlimeBlast) ; break;
case 3:
case 4:
//.@monsterId = Wolvern ; break;
.@monsterId = any(AngryScorpion, CaveMaggot, MagicGoblin, ViciousSquirrel, AngryBat) ; break;
case 5:
case 6:
.@monsterId = any(AngryBat, RedSlime, AngryRedScorpion, DesertBandit, Bandit, Sarracenus, VampireBat, Skeleton, GreenSlime) ; break;
case 7:
case 8:
.@monsterId = any(GreenSlime, LavaSlime, Bluepar, RedMushroom, CandiedSlime, RobinBandit, AngryYellowSlime, OldSnake, GrassSnake, BlueSlime) ; break;
case 9:
case 10:
.@monsterId = any(BlueSlime, SaxsoGhost, Snake, BlackSlime, Wolvern, FireSkull, DarkLizard, BlackScorpion) ; break;
case 11:
case 12:
.@monsterId = any(BlackScorpion, DustRifle, DustGatling, DustRevolver) ; break;
case 13:
case 14:
.@monsterId = any(DustRifle, DustGatling, DustRevolver, MountainSnake, Yeti, FallenGuard1, FallenGuard2) ; break;
case 15:
case 16:
.@monsterId = any(FallenGuard1, FallenGuard2, BanditLord, Yeti, WickedMushroom) ; break;
case 17:
case 18:
.@monsterId = any(Forain, BlackMamba, Michel) ; break;
case 19:
case 20:
.@monsterId = any(Forain, BlackMamba, JackO, Terranite) ; break;
default:
.@monsterId = any(Tipiu, GiantMutatedBat, Terranite, Reaper) ; break;
}
areamonster "006-1", 20, 20, 70, 60, strmobinfo(1, .@monsterId), .@monsterId, 1, "Crazyfefe::OnPetDeath";
// We must lower difficulty according to summoned monster. Only 60% is lowered.
// If total level exceeds 250, it will cap at that to prevent excessive "slooping"
$@FEFE_DIFFICULTY=$@FEFE_DIFFICULTY-max(1, min(25, .@lv)*6);
}
freeloop(false);
initnpctimer;
end;
L_CleanUp:
mapannounce "006-1", "Game over! Who will be the next to fall on Crazyfefe's Cave?", 0;
areatimer "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnReward2";
$@FEFE_CAVE_LEVEL = 0;
$@FEFE_WAVE = 0;
$@FEFE_CAVE_HERO$ = "";
.wtime=0;
killmonster "006-1", "Crazyfefe::OnPetDeath";
stopnpctimer;
initnpctimer;
stopnpctimer;
end;
// Special case for survivors.
OnReward2:
if (@crazypoints > CRAZYPOINTS) {
CRAZYPOINTS=@crazypoints;
dispbottom l("Crazyfefe Cave: New Highscore: @@ points", CRAZYPOINTS);
@crazypoints=0;
}
// Rewards surviving players between rounds, according to performance, and get rid of dead PCs.
OnReward:
if (ispcdead()) {
recovery(getcharid(3));
warp "Save", 0, 0;
// If your current points is more than your top, update
if (@crazypoints > CRAZYPOINTS) {
CRAZYPOINTS=@crazypoints;
dispbottom l("Crazyfefe Cave: New Highscore: @@ points", CRAZYPOINTS);
@crazypoints=0;
}
end;
}
// Player reward is a random number based on current wave + lvl/50 (1 point ~= 12~8 mobs)
.@prize=rand($@FEFE_WAVE/2,$@FEFE_WAVE) + ($@FEFE_CAVE_LEVEL/50);
Zeny=Zeny+.@prize;
getexp .@prize, rand(1,3);
@crazypoints+=1;
end;
// Every 5 seconds, handle cave, if fighting. Does nothing when waiting.
OnTimer5000:
if ($@FEFE_CAVE_LEVEL)
goto L_CaveLogic;
end;
// Announces and attempts to start the fight once time run out
//OnTimer30000: // If you need to start without 5 minutes delay, this line must be uncommented.
OnTimer300000:
if ($@FEFE_CAVE_LEVEL > 0) end;
if ($@FEFE_DELAY <= gettimetick(2)) goto L_StartFight;
announce $@FEFE_CAVE_HERO$+" invites everyone to a challenge against Candor Cave. It'll start in "+FuzzyTime($@FEFE_DELAY,2,2)+". Prepare yourselves!", bc_all|bc_npc;
initnpctimer;
end;
OnPetDeath:
end;
OnInit:
.sex=G_OTHER;
.distance=5;
.price=400;
.delay=(60*45);
.wtime=0;
end;
}