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author | Jesusaves <cpntb1@ymail.com> | 2019-05-23 21:50:12 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2019-05-23 21:50:12 -0300 |
commit | ff47c0a3d923353a66b40f7f460a35871452091a (patch) | |
tree | 7198408f7fbdf131674e9c5a9a4af9b39ba8365e /npc/functions/siege.txt | |
parent | 887803a8a82649a4408b3856074a0bb3303e1b73 (diff) | |
download | serverdata-ff47c0a3d923353a66b40f7f460a35871452091a.tar.gz serverdata-ff47c0a3d923353a66b40f7f460a35871452091a.tar.bz2 serverdata-ff47c0a3d923353a66b40f7f460a35871452091a.tar.xz serverdata-ff47c0a3d923353a66b40f7f460a35871452091a.zip |
Siege Boss is now fixed, this is good for Tulimshar.
Diffstat (limited to 'npc/functions/siege.txt')
-rw-r--r-- | npc/functions/siege.txt | 54 |
1 files changed, 51 insertions, 3 deletions
diff --git a/npc/functions/siege.txt b/npc/functions/siege.txt index d5ca43c8d..dfe48324f 100644 --- a/npc/functions/siege.txt +++ b/npc/functions/siege.txt @@ -196,6 +196,7 @@ function script siege_boss { if (!.@s) return; + /* Uncomment this to use common monsters as staff // We will now prepare the boss // It must be stronger than players in at least 15 levels, so the mob group // is different. The siege difficulty, as usual, gives an extra level to them. @@ -227,19 +228,66 @@ function script siege_boss { .@mobId=Yetifly; Exception("[WARNING] Insufficient monsters in database: Highlight @jesusalva - Broken reference: "+siege_calcdiff(.@m$, .@val), RB_DEBUGMES|RB_IRCBROADCAST); } + */ + + // We now select based on player average level and a seed of randomness + .@val=siege_calcdiff(.@m$)+.@s; + + // Nobody is on map: Be TRULY random + if (.@val < 10) { + .@val=rand(20,100); + } + + // Switch an adequate boss + if (.@val < 20) { + .@mobId=MonsterSergeant; + .@ts$="Sergeant"; + } else if (.@val < 40) { + .@mobId=MonsterLieutenant; + .@ts$="Lieutenant"; + } else if (.@val < 60) { + .@mobId=MonsterCaptain; + .@ts$="Captain"; + } else if (.@val < 80) { + .@mobId=MonsterColonel; + .@ts$="Colonel"; + } else { + .@mobId=MonsterGeneral; + .@ts$="General"; + } // We want spawn point to be fixed .@lx=array_find($@LOCMASTER_MAP$, .@m$); .@xm=$@LOCMASTER_X[.@lx]; .@ym=$@LOCMASTER_Y[.@lx]; + .@xm=.@xm+rand(-1,1); + .@ym=.@ym+rand(-1,1); + // Announce and spawn - areamonster(.@m$, .@xm-1, .@ym-1, .@xm+1, .@ym+1, .@ts$+" "+strmobinfo(1, .@mobId), .@mobId, 1, "#SiegeCtrl::On"+.@ts$+"Death"); + .@mGID=monster(.@m$, .@xm, .@ym, strmobinfo(1, .@mobId), .@mobId, 1, "#SiegeCtrl::On"+.@ts$+"Death"); + + // Boost the boss stats based on difficulty and nÂș of players online + .@bhp=getunitdata(.@mGID, UDT_MAXHP); + .@bat=getunitdata(.@mGID, UDT_ATKMAX); + .@bdf=getunitdata(.@mGID, UDT_DEF); + .@bcr=getunitdata(.@mGID, UDT_CRIT); + + .@s+=getusers(1); + + setunitdata(.@mg, UDT_MAXHP, .@bhp+(.@s*45)); + setunitdata(.@mg, UDT_HP, .@bhp+(.@s*45)); + + setunitdata(.@mg, UDT_ATKMAX, .@bat+(.@s*5)); + setunitdata(.@mg, UDT_DEF, .@bdf+(.@s*4)); + setunitdata(.@mg, UDT_CRIT, .@bcr+(.@s*3)); // Spawn some scouts - areamonster(.@m$, .@xm-1, .@ym-1, .@xm+1, .@ym+1, "Scout", any(GreenSlime,RedSlime,AngryYellowSlime), 3); + areamonster(.@m$, .@xm-1, .@ym-1, .@xm+1, .@ym+1, "Scout", any(GreenSlime,RedSlime,AngryYellowSlime), 2); + areamonster(.@m$, .@xm-1, .@ym-1, .@xm+1, .@ym+1, "Scout", any(GreenSlime,RedSlime,AngryYellowSlime), 2); + areamonster(.@m$, .@xm-1, .@ym-1, .@xm+1, .@ym+1, "Scout", any(GreenSlime,RedSlime,AngryYellowSlime), 2); - announce("##1The Monster "+.@ts$+" arrived! It is a "+strmobinfo(1, .@mobId), bc_all); + announce("##1The Monster "+.@ts$+" arrived! Watch out!", bc_all); return; } |