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authorJesusaves <cpntb1@ymail.com>2020-04-30 14:34:35 -0300
committerJesusaves <cpntb1@ymail.com>2020-04-30 14:34:35 -0300
commit15e75f3b96e0e5e156b5511590f3d4d7d10d5912 (patch)
tree8167e0246b85d1a0985c4130b92c095171cba1d6 /npc/042-6
parent97bc84d1f0d8aa72d965cbc8b6695d581ac90e09 (diff)
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Prototype for Kamelot Chests
The treasure chests are Iilia-level
Diffstat (limited to 'npc/042-6')
-rw-r--r--npc/042-6/_import.txt1
-rw-r--r--npc/042-6/ctrl.txt123
2 files changed, 124 insertions, 0 deletions
diff --git a/npc/042-6/_import.txt b/npc/042-6/_import.txt
index 03a6a9978..5b4626810 100644
--- a/npc/042-6/_import.txt
+++ b/npc/042-6/_import.txt
@@ -1,3 +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/ctrl.txt b/npc/042-6/ctrl.txt
new file mode 100644
index 000000000..99ce0732b
--- /dev/null
+++ b/npc/042-6/ctrl.txt
@@ -0,0 +1,123 @@
+// TMW 2 Script
+// Author:
+// Jesusalva
+// Micksha
+// Description:
+// Controls sewers.
+// FIXME: The warps back should only work if treasure was found
+// 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,{
+ function monster0426;
+ KamelotTreasure();
+ 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$[1]);
+ if (.@g < 1) {
+ debugmes "[ERROR] [KAMELOT] Unable to spawn for Kamelot %s", .map$;
+ debugmes "[ERROR] [KAMELOT] Using dummy data (returned: %d)", .@g;
+ .@g=0;
+ }
+ debugmes "Spawning monsters for guild %d", .@g;
+ .@mx=getguildavg(.@g);
+ monster0426(1, 20, 20, 115, 100, .@mx);
+ monster0426(4, 20, 51, 51, 71, .@mx);
+ monster0426(5, 85, 56, 115, 100, .@mx);
+ monster0426(2, 79, 40, 97, 52, .@mx);
+ monster0426(5, 51, 20, 80, 50, .@mx);
+
+ // Boss monster
+ // TODO
+
+ // Neutral monsters
+ areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, YellowSlime), YellowSlime, 5);
+ areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, ManaGhost), ManaGhost, max(1, .@mx/10));
+
+ // Bonus monsters
+ if (!rand2(2))
+ areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, MagicBif), MagicBif, 1);
+ if (!rand2(2))
+ areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, SilverChest), SilverChest, 1);
+ if (!rand2(2))
+ areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, BronzeChest), BronzeChest, 1);
+ // Next time I promise a Whirly Bird >.>
+ end;
+
+OnKillMob:
+ if (!playerattached())
+ goto OnRespawn;
+ // Maybe a reward is due
+ .@g=getcharid(2);
+ if (.@g < 1) percentheal -100, -100;
+ getexp $KAMELOT_MX[.@g]*7, $KAMELOT_MX[.@g]*4;
+ .@delay=max(3000, 21000-$KAMELOT_PC[.@g]*1000);
+ // FALLTHROUGH
+
+OnRespawn:
+ .@delay=(.@delay ? .@delay : 3000);
+ sleep(.@delay);
+ // Yes, we just hope it works out of box
+ explode(.@map$, .map$, "@");
+ .@g=atoi(.@map$[1]);
+ if (.@g < 1) {
+ debugmes "[ERROR] [KAMELOT] Unable to respawn for Kamelot %s", .map$;
+ .@g=0;
+ }
+ monster0426(1, 20, 20, 115, 100, $KAMELOT_MX[.@g]);
+ end;
+
+function monster0426 {
+ .@label$=instance_npcname(.name$)+"::OnKillMob";
+ .@gcount=getarg(0);
+ .@x1=getarg(1);
+ .@y1=getarg(2);
+ .@x2=getarg(3);
+ .@y2=getarg(4);
+ .@avg=getarg(5);
+ .@m$=instance_mapname("042-6");
+ //debugmes "Total %d, map %s (power %d)", .@gcount, .@m$, .@avg;
+ freeloop(true);
+ for (.@i=0; .@i < .@gcount; .@i++) {
+ .@mobId=any(CursedSoldier, CursedArcher); // 50-50 ratio
+ .@mob=areamonster(.@m$, .@x1, .@y1, .@x2, .@y2, strmobinfo(1, .@mobId), .@mobId, 1, .@label$);
+ // Reconfigure the monster
+ setunitdata(.@mob, UDT_LEVEL, .@avg+1);
+ setunitdata(.@mob, UDT_STR, 1+.@avg*6/10);
+ setunitdata(.@mob, UDT_AGI, 1+.@avg*5/10);
+ setunitdata(.@mob, UDT_VIT, 1+.@avg*5/10);
+ setunitdata(.@mob, UDT_INT, 1+.@avg*6/10);
+ setunitdata(.@mob, UDT_DEX, 1+.@avg*6/10);
+ setunitdata(.@mob, UDT_LUK, 1+.@avg*5/10);
+ setunitdata(.@mob, UDT_ADELAY, 1372);
+ setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(6,7) : any(1,2)));
+ // Battle Status
+ setunitdata(.@mob, UDT_MAXHP, .@avg*40);
+ setunitdata(.@mob, UDT_HP, .@avg*40);
+ setunitdata(.@mob, UDT_ATKMIN, .@avg*52/10);
+ setunitdata(.@mob, UDT_ATKMAX, .@avg*72/10);
+ setunitdata(.@mob, UDT_DEF, 1+.@avg*12/10);
+ setunitdata(.@mob, UDT_MDEF, 1+.@avg*8/10);
+ setunitdata(.@mob, UDT_HIT, .@avg*6); // Advised: x3
+ setunitdata(.@mob, UDT_FLEE, .@avg*45/10); // Advised: x4
+ // Critical calculation
+ .@min=15;
+ .@max=max(.@min, min(40, .@avg/3));
+ setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
+ // Loop through
+ }
+ freeloop(false);
+ return;
+ }
+
+}
+