summaryrefslogtreecommitdiff
path: root/npc/006-1/crazyfefe.txt
blob: 86472070221bfc8cc9cb12e23c61e2c1a7deba12 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
// TMW2 Script
// Author:
//    TMW Org. (original code)
//    Jesusalva
// Description:
//    Crazyfefe will wake up when he smells battle
// Variables:
//      $@FEFE_CAVE_LEVEL
//          Tracks selected difficulty level.
//          0 - Not started
//          1 - Easy
//          2 - Normal
//          3 - Hard
//          4 - Out of Mind (Exclusive for top 3)
//          5 - Cronqvist Mode (Exclusive for Candor Battle Season)
//      $@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;
}

// Are you a Candor Top 3?
// ISCANDORTOP3( - )
function ISCANDORTOP3 {
    return (strcharinfo(0) == $@cfefe_name$[0] ||
            strcharinfo(0) == $@cfefe_name$[1] ||
            strcharinfo(0) == $@cfefe_name$[2]);
}

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();
    if ($EVENT$ != "Candor") {
        mesn;
        mesq l("Very well, but for a fee of @@ GP. There's no free lunch, after all!", .price);
        //mesc l("A minimum of %d players at the time of start is required!", 2), 1;
        mesc l("If at any moment in the fight there's less than %d players in the room, a severe penalty will be applied, so watch out!", 3), 1;

        // Not enough money? We end here.
        if (Zeny < .price)
            close;
        next;
    } else {
        mesn;
        mesq l("Very well, let's see what you are made of!");
        mesc l("A minimum of %d players at the time of start is required!", 2), 1;
        next;
    }

    // Difficulty Selection
    mesc l("Select difficulty."), 1;
    mesc l("Out of Mind mode is only available for Top 3.");
    mesc l("Cronqvist mode is only available during Candor Battle.");
    mesc l("Only Cronqvist Mode yields more points per wave!");
    menuint
        l("Easy"), 1,
        l("Hard"), 3,
        rif(ISCANDORTOP3() || is_master(), l("Out of Mind")), 5,
        rif($EVENT$ == "Candor" || is_master(), l("Cronqvist Mode")), 12,
        rif($EVENT$ == "Candor" && ISCANDORTOP3() || is_master(), l("Crazyfefe Mode")), 25,
        rif($EVENT$ == "Candor" && $GAME_STORYLINE >= 4 || is_master(), l("Monster King Mode")), 100,
        rif($EVENT$ == "Candor" && ISCANDORTOP3() && $GAME_STORYLINE >= 4 || is_master(), l("Mooubootaur Mode")), 250;
    .@cdif=@menuret;
    next;

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

    menuint
         l("Sorry, I misclicked the first button. Have a nice nap, great Crazyfefe!"), -1,
         rif(is_gm() || $EVENT$ == "Candor", l("WHAT ARE WE WAITING FOR?! START 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
    if ($EVENT$ != "Candor")
        Zeny -= .price;
    // Time delay
    $@FEFE_DELAY = gettimetick(2)+60*@menuret;
    $@FEFE_CAVE_HERO$ = strcharinfo(0);
    .DIFFICULTY = .@cdif;

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

    $@FEFE_CAVE_LEVEL = .DIFFICULTY;
    .DIFFICULTY = 0;
    $@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";
    sleep(15);

    // Penalty for being below the player count thresholds
    // It merely assumes you *are* within the threshold
    if ($@FEFE_CAVE_PLAYER_COUNT < 2)
        $@FEFE_DIFFICULTY *= 3;
    else if ($@FEFE_CAVE_PLAYER_COUNT < 3)
        $@FEFE_DIFFICULTY *= 2;

    // New wave condition: All mobs dead, or 90 seconds have passed
    if (mobcount("006-1", "Crazyfefe::OnPetDeath") <= 0 || .wtime >= 90)
        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*8;
    $@FEFE_DIFFICULTY+=(($@FEFE_WAVE/5)*10);
    .@mult=10+(3*$@FEFE_CAVE_LEVEL); // +30% per difficulty setting
    $@FEFE_DIFFICULTY=$@FEFE_DIFFICULTY*.@mult/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+rand2(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:
                .@monsterId = any(AngryScorpion, CaveMaggot, MagicGoblin, ViciousSquirrel, AngryBat, HouseMaggot, SlimeBlast) ; break;
            case 4:
            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, ArmoredSkeleton, Grenadier) ; break;
            case 13:
            case 14:
                .@monsterId = any(DustRifle, DustGatling, DustRevolver, MountainSnake, Yeti, HoodedNinja, FallenGuard1, FallenGuard2) ; break;
            case 15:
            case 16:
                .@monsterId = any(FallenGuard1, FallenGuard2, BanditLord, Yeti, WickedMushroom, Thug, Grenadier) ; break;
            case 17:
            case 18:
                .@monsterId = any(Forain, WickedMushroom, BlackMamba, Michel, Terranite) ; break;
            case 19:
            case 20:
            case 21:
                .@monsterId = any(Forain, Archant, BlackMamba, JackO, TerraniteProtector, EliteDuck) ; break;
            default:
                .@monsterId = any(GoboBear, GiantMutatedBat, TerraniteProtector, Reaper) ; break;
        }
        .@m=areamonster("006-1", 20, 20, 70, 60, strmobinfo(1, .@monsterId), .@monsterId, 1, "Crazyfefe::OnPetDeath");
        set_aggro(.@m);
        // 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"
        .@lower=(limit(1, .@lv, 25)*6);
        .@lower=.@lower*7/10; // 70%
        $@FEFE_DIFFICULTY=$@FEFE_DIFFICULTY-.@lower;
    }
    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_OLD = $@FEFE_CAVE_LEVEL;
    $@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;
    }
    if (!ispcdead() && $@FEFE_OLD >= .BONUS_LVL)
        getitem StrangeCoin, limit(1, @crazypoints/25, 5);
// Rewards surviving players between rounds, according to performance, and get rid of dead PCs.
OnReward:
    if (ispcdead()) {
        recovery(getcharid(3));
        warp "Save", 0, 0;
        // If your current points is more than your top, update
        if (@crazypoints > CRAZYPOINTS) {
            CRAZYPOINTS=@crazypoints;
            dispbottom l("Crazyfefe Cave: New Highscore: @@ points", CRAZYPOINTS);
            @crazypoints=0;
        }
        end;
    }
    // Player reward is a random number based on current wave
    .@prize=rand($@FEFE_WAVE/2,$@FEFE_WAVE)*2;
    // $@FEFE_DIFFICULTY might not be available anymore
    if ($@FEFE_WAVE % 5 == 0)
        Zeny+=.@prize;
    getexp .@prize, rand(1,3);
    @crazypoints+=($@FEFE_CAVE_LEVEL >= .BONUS_LVL && $EVENT$ == "Candor" ? 2 : 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)+". Prepare yourselves!";
    announce .@msg$, bc_all|bc_npc;
    //channelmes("#world", .@msg$);
    //kamibroadcast(.@msg$);
    initnpctimer;
    end;

OnPetDeath:
    end;

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