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path: root/npc/006-1/crazyfefe.txt
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// 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. Only that.
//      $@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,{
    function pleaseWait;
    function Scoreboard;
    function Challenge;
    function aboutCandor;
    function StartFight;
    function CleanUp;
    function CaveLogic;
    function NextRound;

    // Battle already begun
    if ($@FEFE_WAVE)
    {
        npctalk3 l("Pay attention to the fight, @@!", strcharinfo(0));
        dispbottom l("Round @@", $@FEFE_WAVE);
        end;
    }
    if ($@FEFE_CAVE_HERO$ != "") {
        pleaseWait();
        close;
    }

    // Main Loop
    mesn;
    mesq l("Who dares to disturb my slumber?");
    next;
    do
    {
        select
            l("Sorry, sorry! Please rest, great Crazyfefe!"),
            l("I do. I want to challenge the Candor Cave!"),
            l("What are current leaderboard?"),
            l("What is this place anyway?");
        mes "";
        switch (@menu) {
            case 1: close; break;
            case 2: Challenge(); break;
            case 3: Scoreboard(); break;
            case 4: aboutCandor(); break;
        }
    } while (true);
    close;

/// Functions
function pleaseWait {
    // Battle in delay (either to begin or to allow new challenges)
    if ($@FEFE_DELAY > gettimetick(2))
    {
        .@time$=FuzzyTime($@FEFE_DELAY,2,2);
        // Less than 30 seconds left, do not open a message window.
        if ($@FEFE_DELAY-gettimetick(2) <= 30) {
            npctalk3 l("@@!", .@time$);
            end;
        }
        mesn;
        mesq l("Be Patient... You still need to wait @@.", .@time$);
        close;
    }
    return;
}

function Scoreboard {
    mesc l("All leaderboards are refreshed hourly."), 1;
    mesc l("Your current score: @@", CRAZYPOINTS), 3;
    HallOfCandor();
    next;
    return;
}

function aboutCandor {
    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;
    return;
}

function Challenge {
    pleaseWait();
    mesn;
    mesq l("Very well, but for a fee of @@ GP. There's no free lunch, after all!", .price);
    mesc l("A minimum of 3 players at the time of start is required!"), 1;

    // Not enough money? We end here.
    if (Zeny < .price)
        close;
    next;

    menuint
         l("Sorry, I misclicked the first button. Have a nice nap, great Crazyfefe!"), -1,
         rif(is_gm(), l("I'm GM and got the money. START THIS CRAP ALREADY!")), 0,
         l("Yeah, I have the money. Give me FIVE minutes, and Bring it on!"), 5,
         l("Yeah, I have the money. Give me TEN minutes, and Bring it on!"), 10,
         l("Yeah, I have the money. Give me FIFTEEN minutes, and Bring it on!"), 15,
         rif(is_gm(), l("I'm GM and got the money. Gimme HALF HOUR to invite everybody!")), 30;

    // Cancel?
    if (@menuret < 0)
        close;

    // Already started?
    if ($@FEFE_WAVE || $@FEFE_CAVE_HERO$ != "")
    {
        mesn;
        mesq l("Sorry, @@ already started the fight.", $@FEFE_CAVE_HERO$);
        close;
    }

    // Use the money
    Zeny = Zeny - .price;
    // Time delay
    $@FEFE_DELAY = gettimetick(2)+60*@menuret;
    $@FEFE_CAVE_HERO$ = strcharinfo(0);

    // We must begin at once, so ignore normal procedure
    if (!@menuret) {
        logmes "candor fight - start without announce", LOGMES_ATCOMMAND;
        closeclientdialog;
        StartFight();
    }

    // Give you a bonus for starting the fight, and announce the fight.
    @crazypoints=1;
    initnpctimer;
    .@msg$=$@FEFE_CAVE_HERO$+" invites everyone to a challenge against Candor Cave. It'll start in "+FuzzyTime($@FEFE_DELAY,2,2)+". Prepare yourselves!";
    announce .@msg$, bc_all|bc_npc;
    channelmes("#world", .@msg$);
    mesn;
    mesq l("Please wait, the fight will start in @@, as requested.", FuzzyTime($@FEFE_DELAY,2,2));
    close;
    return;
}

function StartFight {
    if (getmapusers("006-1") < 3 && !$@GM_OVERRIDE) {
        mapannounce("006-1", "Oh noes! There's not enough players. Fight aborted, no refunds!", bc_map);
        CleanUp();
    }

    $@FEFE_CAVE_LEVEL = 1;
    $@FEFE_WAVE = 0;
    $@FEFE_DELAY = gettimetick(2)+.delay;
    $@FEFE_CAVE_PLAYER_COUNT = getmapusers("006-1");
    mapannounce("006-1", "The battle is about to begin!", bc_map);
    killmonsterall("006-1"); // Saulc likes to spawn stuff to heat stuff up
    // Recalculate difficulty
    $@FEFE_DIFFICULTY=0;
    areatimer "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnSumLevel";
    initnpctimer;
    end;
}




// Recalc difficulty
OnSumLevel:
    if (ispcdead()) end;
    $@FEFE_DIFFICULTY+=BaseLevel;
    end;

// Check if we're ready for next wave. Otherwise, do this check again after 5 seconds.
function CaveLogic {
    .wtime+=5; // This is looped every 5 s
    $@FEFE_CAVE_PLAYER_COUNT = getmapusers("006-1");

    // 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 ($@FEFE_CAVE_PLAYER_COUNT <= 1 && !$@GM_OVERRIDE || gettimetick(2) >= $@FEFE_DELAY - 300) {
        CleanUp();
    }

    // Recalculate difficulty
    $@FEFE_DIFFICULTY=0;
    areatimer "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnSumLevel";

    // New wave condition: All mobs dead, or 2 minutes have passed
    if (mobcount("006-1", "Crazyfefe::OnPetDeath") <= 0 || .wtime >= 120)
        NextRound();

    // reset timer
    initnpctimer;
    end;
}

function NextRound {
    .wtime=0;
    $@FEFE_WAVE = $@FEFE_WAVE + 1;
    // Prepare next round, and reward survivors
    $@FEFE_DIFFICULTY+=$@FEFE_CAVE_PLAYER_COUNT+$@FEFE_WAVE*6;
    $@FEFE_DIFFICULTY+=(($@FEFE_WAVE/5)*10);
    areatimer "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnReward";

    mapannounce "006-1", "The wave nº "+$@FEFE_WAVE+" is starting with " + $@FEFE_CAVE_PLAYER_COUNT + " player(s) left alive." , 0;

    .@amount=$@FEFE_WAVE+$@FEFE_CAVE_PLAYER_COUNT+rand(1,2);
    freeloop(true);
	for (.@i = 0; .@i < .@amount; ++.@i) {

        .@monsterId=Piou;
        .@lv=max(1, $@FEFE_DIFFICULTY/10);

        // Luck shall interfer with .@lv (up to +20 random levels)
        // This prevents from excess of House Maggots, for example
        .@lv+=any(0, 0, 0, 1, 1, 2);
        //debugmes("[Candor] Difficulty is %d, pool is %d", .@lv, $@FEFE_DIFFICULTY);
        .@lv=rand(0, .@lv);

        switch (.@lv) {
            case 0:
            case 1:
            case 2:
                //.@monsterId = any(HouseMaggot, HouseMaggot, SlimeBlast, HouseMaggot) ; break;
            case 3:
            case 4:
                .@monsterId = any(AngryScorpion, CaveMaggot, MagicGoblin, ViciousSquirrel, AngryBat, HouseMaggot, SlimeBlast) ; break;
            case 5:
            case 6:
                .@monsterId = any(AngryBat, RedSlime, AngryRedScorpion, DesertBandit, Bandit, Sarracenus, VampireBat, Skeleton, GreenSlime) ; break;
            case 7:
            case 8:
                .@monsterId = any(GreenSlime, LavaSlime, Bluepar, RedMushroom, CandiedSlime, RobinBandit, AngryYellowSlime, OldSnake, GrassSnake, BlueSlime) ; break;
            case 9:
            case 10:
                .@monsterId = any(BlueSlime, SaxsoGhost, Snake, BlackSlime, Wolvern, FireSkull, DarkLizard, BlackScorpion) ; break;
            case 11:
            case 12:
                .@monsterId = any(BlackScorpion, DustRifle, DustGatling, DustRevolver) ; break;
            case 13:
            case 14:
                .@monsterId = any(DustRifle, DustGatling, DustRevolver, MountainSnake, Yeti, FallenGuard1, FallenGuard2) ; break;
            case 15:
            case 16:
                .@monsterId = any(FallenGuard1, FallenGuard2, BanditLord, Yeti, WickedMushroom) ; break;
            case 17:
            case 18:
                .@monsterId = any(Forain, BlackMamba, Michel, Terranite) ; break;
            case 19:
            case 20:
                .@monsterId = any(Forain, BlackMamba, JackO, TerraniteProtector) ; break;
            default:
                .@monsterId = any(Tipiu, GiantMutatedBat, TerraniteProtector, Reaper) ; break;
        }
        areamonster "006-1", 20, 20, 70, 60, strmobinfo(1, .@monsterId), .@monsterId, 1, "Crazyfefe::OnPetDeath";
        // We must lower difficulty according to summoned monster. Only 60% is lowered.
        // If total level exceeds 250, it will cap at that to prevent excessive "slooping"
        $@FEFE_DIFFICULTY=$@FEFE_DIFFICULTY-max(1, min(25, .@lv)*6);
    }
    freeloop(false);
    return;
}

function 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::OnReward2";
    $@FEFE_CAVE_LEVEL = 0;
    $@FEFE_WAVE = 0;
    $@FEFE_CAVE_HERO$ = "";
    $@FEFE_DELAY=gettimetick(2)+180;
    .wtime=0;
    killmonster "006-1", "Crazyfefe::OnPetDeath";
    stopnpctimer;
    initnpctimer;
    stopnpctimer;
    end;
}





// Special case for survivors.
OnReward2:
    if (@crazypoints > CRAZYPOINTS) {
        CRAZYPOINTS=@crazypoints;
        dispbottom l("Crazyfefe Cave: New Highscore: @@ points", CRAZYPOINTS);
        @crazypoints=0;
    }
// Rewards surviving players between rounds, according to performance, and get rid of dead PCs.
OnReward:
    if (ispcdead()) {
        recovery(getcharid(3));
        warp "Save", 0, 0;
        // If your current points is more than your top, update
        if (@crazypoints > CRAZYPOINTS) {
            CRAZYPOINTS=@crazypoints;
            dispbottom l("Crazyfefe Cave: New Highscore: @@ points", CRAZYPOINTS);
            @crazypoints=0;
        }
        end;
    }
    // Player reward is a random number based on current wave
    .@prize=rand($@FEFE_WAVE/2,$@FEFE_WAVE)*2;
    // $@FEFE_DIFFICULTY might not be available anymore
    if ($@FEFE_WAVE % 5 == 0)
        Zeny=Zeny+.@prize;
    getexp .@prize, rand(1,3);
    @crazypoints+=1;
    end;

// Every 5 seconds, handle cave, if fighting. Does nothing when waiting.
OnTimer5000:
    if ($@FEFE_CAVE_LEVEL)
        CaveLogic();
    end;

// Announces and attempts to start the fight once time run out (assuming there are enough players)
OnTimer300000:
    if ($@FEFE_CAVE_LEVEL > 0) end;
    if ($@FEFE_DELAY <= gettimetick(2)) StartFight();
    .@msg$=$@FEFE_CAVE_HERO$+" invites everyone to a challenge against Candor Cave. It'll start in "+FuzzyTime($@FEFE_DELAY,2,2)+". Prepare yourselves!";
    announce .@msg$, bc_all|bc_npc;
    //channelmes("#world", .@msg$);
    initnpctimer;
    end;

OnPetDeath:
    end;

OnInit:
    .sex=G_OTHER;
    .distance=5;
    .price=400;
    .delay=(60*25);
    .wtime=0;
    end;
}