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-rw-r--r--npc/042-4/ctrl.txt6
-rw-r--r--npc/042-5/_import.txt1
-rw-r--r--npc/042-5/ctrl.txt114
3 files changed, 118 insertions, 3 deletions
diff --git a/npc/042-4/ctrl.txt b/npc/042-4/ctrl.txt
index c70bf5141..fb9bc8bef 100644
--- a/npc/042-4/ctrl.txt
+++ b/npc/042-4/ctrl.txt
@@ -76,7 +76,7 @@ function monster0424 {
.@y2=getarg(4);
.@avg=getarg(5);
.@m$=instance_mapname("042-4");
- debugmes "Total %d, map %s (power %d)", .@gcount, .@m$, .@avg;
+ //debugmes "Total %d, map %s (power %d)", .@gcount, .@m$, .@avg;
freeloop(true);
for (.@i=0; .@i < .@gcount; .@i++) {
.@mobId=any(CursedSoldier, CursedArcher); // 50-50 ratio
@@ -94,8 +94,8 @@ function monster0424 {
// Battle Status
setunitdata(.@mob, UDT_MAXHP, .@avg*36);
setunitdata(.@mob, UDT_HP, .@avg*36);
- setunitdata(.@mob, UDT_ATKMIN, .@avg*50/10);
- setunitdata(.@mob, UDT_ATKMAX, .@avg*70/10);
+ setunitdata(.@mob, UDT_ATKMIN, .@avg*47/10);
+ setunitdata(.@mob, UDT_ATKMAX, .@avg*67/10);
setunitdata(.@mob, UDT_DEF, 1+.@avg*10/10);
setunitdata(.@mob, UDT_MDEF, 1+.@avg*6/10);
setunitdata(.@mob, UDT_HIT, .@avg*5); // Advised: x3
diff --git a/npc/042-5/_import.txt b/npc/042-5/_import.txt
index 3b84e6ab4..cacf2e909 100644
--- a/npc/042-5/_import.txt
+++ b/npc/042-5/_import.txt
@@ -1,3 +1,4 @@
// Map 042-5: Camelot - Sewer Paths
// This file is generated automatically. All manually added changes will be removed when running the Converter.
"npc/042-5/_warps.txt",
+"npc/042-5/ctrl.txt",
diff --git a/npc/042-5/ctrl.txt b/npc/042-5/ctrl.txt
new file mode 100644
index 000000000..d017a9bc1
--- /dev/null
+++ b/npc/042-5/ctrl.txt
@@ -0,0 +1,114 @@
+// TMW 2 Script
+// Author:
+// Jesusalva
+// Micksha
+// Description:
+// Controls sewers.
+// FIXME: The warps back should only work if treasure was found
+// Spawn monsters and respawns them.
+
+// A simple random treasure chest - to be sure players were introduced to this
+// awesome system. Same rules as any treasure box still applies.
+042-5,0,0,0 script #ctrl0425 NPC_CHEST,{
+ function monster0425;
+ end;
+
+OnInstanceInit:
+ // Yes, we just hope it works out of box
+ explode(.@map$, .map$, "@");
+ .@g=atoi(.@map$[1]);
+ if (.@g < 1) {
+ debugmes "[ERROR] [KAMELOT] Unable to spawn for Kamelot %s", .map$;
+ debugmes "[ERROR] [KAMELOT] Using dummy data (returned: %d)", .@g;
+ .@g=0;
+ }
+ debugmes "Spawning monsters for guild %d", .@g;
+ .@mx=getguildavg(.@g);
+ monster0425(1, 20, 20, 115, 100, .@mx);
+ monster0425(4, 20, 51, 51, 71, .@mx);
+ monster0425(5, 85, 56, 115, 100, .@mx);
+ monster0425(2, 79, 40, 97, 52, .@mx);
+ monster0425(5, 51, 20, 80, 50, .@mx);
+
+ // Neutral monsters
+ areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, Blub), Blub, 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, $KAMELOT_MX[.@g]*3;
+ // FALLTHROUGH
+
+OnRespawn:
+ sleep(3000);
+ // Yes, we just hope it works out of box
+ explode(.@map$, .map$, "@");
+ .@g=atoi(.@map$[1]);
+ if (.@g < 1) {
+ debugmes "[ERROR] [KAMELOT] Unable to respawn for Kamelot %s", .map$;
+ .@g=0;
+ }
+ monster0425(1, 20, 20, 115, 100, $KAMELOT_MX[.@g]);
+ end;
+
+function monster0425 {
+ .@label$=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("042-5");
+ //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);
+ setunitdata(.@mob, UDT_STR, 1+.@avg*5/10);
+ setunitdata(.@mob, UDT_AGI, 1+.@avg*4/10);
+ setunitdata(.@mob, UDT_VIT, 1+.@avg*5/10);
+ setunitdata(.@mob, UDT_INT, 1+.@avg*5/10);
+ setunitdata(.@mob, UDT_DEX, 1+.@avg*5/10);
+ setunitdata(.@mob, UDT_LUK, 1+.@avg*4/10);
+ setunitdata(.@mob, UDT_ADELAY, 1472);
+ setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(6,7) : any(1,2)));
+ // Battle Status
+ setunitdata(.@mob, UDT_MAXHP, .@avg*38);
+ setunitdata(.@mob, UDT_HP, .@avg*38);
+ setunitdata(.@mob, UDT_ATKMIN, .@avg*50/10);
+ setunitdata(.@mob, UDT_ATKMAX, .@avg*70/10);
+ setunitdata(.@mob, UDT_DEF, 1+.@avg*11/10);
+ setunitdata(.@mob, UDT_MDEF, 1+.@avg*7/10);
+ setunitdata(.@mob, UDT_HIT, .@avg*6); // Advised: x3
+ setunitdata(.@mob, UDT_FLEE, .@avg*40/10); // Advised: x4
+ // Critical calculation
+ .@min=8;
+ .@max=max(.@min, min(35, .@avg/4));
+ setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
+ // Loop through
+ }
+ freeloop(false);
+ return;
+ }
+
+}
+
+
+