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authorJesusaves <cpntb1@ymail.com>2018-12-19 03:24:26 -0200
committerJesusaves <cpntb1@ymail.com>2018-12-19 03:24:26 -0200
commit665263cc27ab07bcdcca3803c11729dca27cbb50 (patch)
tree193279445d3c2d77f76efccba3b2b83321a3b0ed /npc/018-2-2
parent6eea4a8f6cdc2b75d97e123dafcaddc919396e72 (diff)
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I don't think anyone would be insane enough to even attempt it, but add Master Dungeon.
Once we estabilish the victory conditions, we can worry with rewards. (probably involves turning on a lot of switches and opening invisible walls)
Diffstat (limited to 'npc/018-2-2')
-rw-r--r--npc/018-2-2/main.txt12
1 files changed, 12 insertions, 0 deletions
diff --git a/npc/018-2-2/main.txt b/npc/018-2-2/main.txt
index d504b072f..1fd22c882 100644
--- a/npc/018-2-2/main.txt
+++ b/npc/018-2-2/main.txt
@@ -17,6 +17,10 @@ OnPlayerCycle:
end;
}
// TODO: Handle traps (We'll use isin() command because you can give 3~4 steps each counter)
+ if (rand(0,1000) <= @HH_LEVEL) {
+ dispbottom l("You step on a trap!");
+ heal -(@HH_LEVEL*rand(2,5)), 0;
+ }
// Continue the execution
addtimer(500, "#HH_CONTROLLER01::OnPlayerCycle");
@@ -271,6 +275,14 @@ OnInstanceInit:
}
freeloop(false);
}
+ // HH_MASTER
+ freeloop(true);
+ for (.@i=0;.@i<getarraysize(.Master_Mobs);.@i++) {
+ areamonster "018-2-3", 20, 20, 220, 220, strmobinfo(1, .Master_Mobs[.@i]), .Master_Mobs[.@i], .Master_Ammo[.@i], "#HH_CONTROLLER01::OnMaster"+.@i;
+ }
+ freeloop(false);
+
+ // TODO: We still need the main logic for this. I mean, what is the objective on each floor of Master Dungeon?
end;
}