// 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; } }