// 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 current round if true. // $@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 // $@GM_OVERRIDE // Only possible with @set command, overrides the co-op requeriment. Affects other scripts. 006-1,47,22,0 script Crazyfefe NPC_STATUE_EVILMAN,{ if ($@FEFE_CAVE_LEVEL) goto L_Enjoy; if ($@FEFE_DELAY > gettimetick(2)) goto L_Wait; mesn; mesq l("Who dares to disturb my slumber?"); next; menu l("Sorry, sorry! Please rest, great Crazyfefe!"), L_Exit, l("I do. I want to challenge the Candor Cave!"), L_Next, l("What is this place anyway?"), L_Explain; L_Next: mesn; mesq l("Very well, but for a fee of @@ GP. There's no free lunch, after all!", .price); select l("Sorry, I misclicked the first button. Have a nice nap, great Crazyfefe!"), l("Yeah, I have the money. Give me FIVE minutes, and Bring it on!"), l("Yeah, I have the money. Give me TEN minutes, and Bring it on!"), l("Yeah, I have the money. Give me FIFTEEN minutes, and Bring it on!"), "","", rif(is_gm(), l("I'm GM and got the money. Gimme HALF HOUR to invite everybody!")); // Cancel? if (@menu == 1) goto L_Exit; // Already started? if ($@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-1); $@FEFE_CAVE_HERO$ = strcharinfo(0); 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); initnpctimer; end; L_Enjoy: npctalk3 l("Pay attention to the fight, @@!", strcharinfo(0)); if (is_gm()) dispbottom l("Round @@", $@FEFE_CAVE_LEVEL); 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; // 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 $@FEFE_CAVE_PLAYER_COUNT = getmapusers("006-1"); // New wave condition: All mobs dead, or 5 minutes have passed if (mobcount("006-1", "Crazyfefe::OnPetDeath") <= 0 || .wtime >= 300) goto L_NextRound; // Victory conditions: Too few players are alive OR twenty minutes went on. // WARNING, dead players still in cave are counted, we might never finish the fight. // And a GM might be called to ban everyone inside. if ($@FEFE_CAVE_PLAYER_COUNT <= any(1,1,1,1,1,1,1,1,1,2) && !$@GM_OVERRIDE || gettimetick(2) >= $@FEFE_DELAY - (60*35)) { goto L_CleanUp; } // 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) + $@FEFE_WAVE; areatimer "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnReward"; mapannounce "006-1", "The wave nÂș "+$@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) { .@mid=rand(1,22); .@monsterId=Piou; switch (.@mid) { case 1: .@monsterId = CaveMaggot ; break; case 2: //.@monsterId = Wolvern ; break; .@monsterId = FallenGuard2 ; break; case 3: .@monsterId = DarkLizard ; break; case 4: .@monsterId = MagicGoblin ; break; case 5: .@monsterId = Bandit ; break; case 6: .@monsterId = GreenSlime ; break; case 7: .@monsterId = LavaSlime ; break; case 8: .@monsterId = Snake ; break; case 9: .@monsterId = DesertBandit ; break; case 10: .@monsterId = Sarracenus ; break; case 11: .@monsterId = AngryRedScorpion ; break; case 12: .@monsterId = BlackScorpion ; break; case 13: .@monsterId = FallenGuard1 ; break; case 14: .@monsterId = Yeti ; break; case 15: .@monsterId = JackO ; break; case 16: .@monsterId = RobinBandit ; break; case 17: .@monsterId = CandiedSlime ; break; case 18: .@monsterId = BlackMamba ; break; case 19: .@monsterId = WickedMushroom ; break; case 20: .@monsterId = BlackSlime ; break; case 21: .@monsterId = RedMushroom ; break; default: .@monsterId = AngryScorpion ; break; } areamonster "006-1", 20, 20, 70, 60, strmobinfo(1, .@monsterId), .@monsterId, 1, "Crazyfefe::OnPetDeath"; } 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::OnReward"; $@FEFE_CAVE_LEVEL = 0; $@FEFE_WAVE = 0; $@FEFE_CAVE_HERO$ = ""; .wtime=0; killmonster "006-1", "Crazyfefe::OnPetDeath"; stopnpctimer; initnpctimer; stopnpctimer; end; // Rewards surviving players between rounds, according to performance, and get rid of dead PCs. OnReward: if (ispcdead()) { recovery(); warp "Save", 0, 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) + ($@FEFE_CAVE_LEVEL/50); Zeny=Zeny+.@prize; getexp .@prize, rand(1,3); end; // Every 5 seconds, handle cave, if fighting. Does nothing when waiting. OnTimer5000: if ($@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=6000; .delay=(60*40); .wtime=0; end; }