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// TMW 2 Script
// Author:
//  Jesusalva
//  Micksha
// Description:
//  This NPC is a work on progress. It measures all players equal.
//  Controls the weekly guild dungeon feature.
// Variable structure:

// $@KAMELOT_ID [ guild_id ] = instance id
// $@KAMELOT_WAVE [ guild_id ] = contains a temporary control value
// $KAMELOT_MX [ guild_id ] = player average level - difficulty record
// $KAMELOT_PC [ guild_id ] = total members in guild
// $KAMELOT_QUEST [ guild_id ] = quest status (bitmask)
    // 0 - Not started
    // 1 - Quest Assigned by Arthur (new players cannot enter anymore)
    // 2 - Guinevere dialog clear
    // 4 - Weapon Room cutscene seen
    // 8 - Magic Seal 01 Broken
    // 16 - Magic Seal 02 Broken
    // 32 - Door opened
    // 64 - Boss defeated
// $KAMELOT_KEYMASK [ guild_id ] = (bitmask) Keys and Lockpicks
    // 1 - Treasure A (Boss Room key)
    // 2 - Treasure B
    // 4 - Treasure C
    // 8 - Treasure D
    // 16 - Weapon Room Key
// $KAMELOT_PASSMASK [ guild_id ] = (bitmask) Switches in 042-10

// $KAMELOT_KEY [ guild_id ] = Which bit was assigned as the key
// $KAMELOT_PASSCODE [ guild_id ] = A bitmask of passcode to use the key
// $KAMELOT_COOLDOWN [ guild_id ] = Last attempt (weekly attempts)

// KamelotCleanup(guildid)
function	script	KamelotCleanup	{
    .@g=getarg(0);
    //$@KAMELOT_ID[.@g]=0;
    $@KAMELOT_WAVE[.@g]=0;
    $KAMELOT_MX[.@g]=0;
    $KAMELOT_PC[.@g]=0;
    $KAMELOT_KEY[.@g]=0;
    $KAMELOT_QUEST[.@g]=0;
    $KAMELOT_KEYMASK[.@g]=0;
    $KAMELOT_PASSCODE[.@g]=0;
    $KAMELOT_PASSMASK[.@g]=0;
    // TODO: Instance Destroy? D:
    // And it couldn't be ran from Arthur? D:
    // Timers keep running and previous attempts leave artifacts D:
    return;
}

014-4,67,26,0	script	#KamelotEnter	NPC_HIDDEN,0,0,{
    end;

OnTouch:
    // XXX STATUS: STAGING XXX
    if (!is_staff())
        end;

    // Not in a guild: Gate is sealed (MK might be excluded as well)
    if (getcharid(2) < 1) {
        dispbottom l("The gates are firmly shut. A warning is on the door, \"DO NOT ENTER. Guild Only.\"");
        end;
    }

    // Save your GID for reference
    .@g=getcharid(2);

    // Quest already started
    if ($KAMELOT_QUEST[.@g] & 1) {
        // Quest started but Cooldown expired
        // Needs to cleanup - wipe all variables
        if ($KAMELOT_COOLDOWN[.@g] < gettimeparam(GETTIME_WEEKDAY)) {
            KamelotCleanup(.@g);
        } else {
            dispbottom l("The gates are firmly shut by some weird magical power.");
            end;
        }
    }

    // Build instance if it doesn't exists or has been reallocated
    if (instanceowner($@KAMELOT_ID[.@g]) != .@g) {
        debugmes "Creating Instance for guild %d", .@g;
        .@inst=instance_create("Kamelot@"+.@g, .@g, IOT_GUILD);
        if (.@inst < 0)
            Exception("Kamelot Instance Error", RB_DEFAULT|RB_ISFATAL);
        instance_attachmap("042-0",  .@inst, .@g, "042-0@"+.@g);
        instance_attachmap("042-1",  .@inst, .@g, "042-1@"+.@g);
        instance_attachmap("042-2",  .@inst, .@g, "042-2@"+.@g);
        instance_attachmap("042-3",  .@inst, .@g, "042-3@"+.@g);
        instance_attachmap("042-4",  .@inst, .@g, "042-4@"+.@g);
        instance_attachmap("042-5",  .@inst, .@g, "042-5@"+.@g);
        instance_attachmap("042-6",  .@inst, .@g, "042-6@"+.@g);
        instance_attachmap("042-7",  .@inst, .@g, "042-7@"+.@g);
        instance_attachmap("042-8",  .@inst, .@g, "042-8@"+.@g);
        instance_attachmap("042-9",  .@inst, .@g, "042-9@"+.@g);
        instance_attachmap("042-10", .@inst, .@g, "042-10@"+.@g);
        instance_attachmap("042-11", .@inst, .@g, "042-11@"+.@g);
        instance_set_timeout(0, 0, .@inst); // FIXME: Bad Idea?
        instance_init(.@inst);
        $@KAMELOT_ID[.@g] = .@inst;
    }

    // You can enter in every other state
    if (is_admin())
        warp "042-0@"+.@g, any(59, 60), 80;
    end;

// Debug is only allowed if server is in override mode
OnDebug:
    if (!$@GM_OVERRIDE) end;
    .@g=getcharid(2);
    if (.@g < 1) end;
    mes "Kamelot Debug";
    mesf "Guild: %d", .@g;
    mes "";
    mesf "Keys: %d", $KAMELOT_KEYMASK[.@g];
    mesf "Quest: %d", $KAMELOT_QUEST[.@g];
    mes "";
    mesf "Maze Password: %d", $KAMELOT_PASSCODE[.@g];
    mesf "Maze Status: %d", $KAMELOT_PASSMASK[.@g];
    mes "";
    mesf "Guild Power: %d", $KAMELOT_MX[.@g];
    mesf "Guild Count: %d", $KAMELOT_PC[.@g];
    select
        l("Abort"),
        l("Reset"),
        l("Reset & Destroy"),
        l("Quest - Skip Weapons Room"),
        l("Quest - Skip Krukan fight"),
        l("Quest - Find all Keys"),
        l("Quest - Unlock Boss Room"),
        l("Quest - Mark as Completed"),
        "",
        l("Warp - Jump to Entrance"), // 10
        l("Warp - Jump to Weapon Room"),
        l("Warp - Jump to Basement"),
        l("Warp - Jump to Jail"),
        l("Warp - Jump to Sewer Entrance"),
        l("Warp - Jump to Cave Exit"),
        l("Warp - Arrest me!");
    mes "";
    switch (@menu) {
        case 2:
            KamelotCleanup(.@g);
            break;
        case 3:
            instance_destroy($@KAMELOT_ID[.@g]);
            KamelotCleanup(.@g);
            break;
        // We now order from bottom-up
        case 8:
            $KAMELOT_QUEST[.@g]=$KAMELOT_QUEST[.@g]|64;
            mes "WARNING: Quest concluded";
        case 7:
            $KAMELOT_QUEST[.@g]=$KAMELOT_QUEST[.@g]|8;
            $KAMELOT_QUEST[.@g]=$KAMELOT_QUEST[.@g]|16;
            $KAMELOT_QUEST[.@g]=$KAMELOT_QUEST[.@g]|32;
            mes "WARNING: Boss Room was unlocked";
        case 6:
            $KAMELOT_KEYMASK[.@g]=$KAMELOT_KEYMASK[.@g]|1;
            $KAMELOT_KEYMASK[.@g]=$KAMELOT_KEYMASK[.@g]|2;
            $KAMELOT_KEYMASK[.@g]=$KAMELOT_KEYMASK[.@g]|4;
            $KAMELOT_KEYMASK[.@g]=$KAMELOT_KEYMASK[.@g]|8;
            mes "WARNING: Kamelot Basement Chests skipped (not lootable).";
        case 5:
            $KAMELOT_QUEST[.@g]=$KAMELOT_QUEST[.@g]|4;
            mes "WARNING: Krukan Fight and jail skipped.";
        case 4:
            $KAMELOT_KEYMASK[.@g]=$KAMELOT_KEYMASK[.@g]|16;
            mes "WARNING: Weapons Room skipped.";
            break;
        // 10+ are the warp triggers
        case 10:
            warp "042-0@"+.@g, 60, 40; break;
        case 11:
            warp "042-1@"+.@g, 40, 65; break;
        case 12:
            warp "042-2@"+.@g, 44, 45; break;
        case 13:
            warp "042-3@"+.@g, 60, 130; break;
        case 14:
            warp "042-4@"+.@g, 60, 67; break;
        case 15:
            warp "042-10@"+.@g, 95, 52; break;
        case 16:
            .@t$="042-3@"+.@g;
            .@n$=instance_npcname("#KSlimeSpawn", $KAMELOT_ID[.@g]);
            setarray .@x,  33,  84,  41,  74, 36, 57, 79, 43, 24, 86, 59, 38;
            setarray .@y, 135, 127, 119, 107, 96, 84, 63, 67, 67, 22, 49, 27;
            specialeffect(FX_HIT, AREA, getcharid(3));
            .@v = (rand2(12) % 12);
            .@r=attachrid(getcharid(3));
            if (.@r) {
                warp .@t$, .@x[.@v], .@y[.@v];
                if (!countitem(Lockpicks))
                    addtimer 700, .@n$+"::OnFirstSlime";
                setpcblock(255, false);
            } else {
                unitwarp(getcharid(3), .@t$, .@x[.@v], .@y[.@v]); // And good luck D:
                debugmes "FATAL: Could not attach: %d", getcharid(3);
            }
            break;
    }
    close;

OnInit:
    bindatcmd "kdebug", "#KamelotEnter::OnDebug", 99, 100, 1;
    end;
}

/////////////////////////////////////////////////////////////////////////////
// KamelotCaveSpawn(Amount, x1, y1, x2, y2, power{, map})
function	script	KamelotCaveSpawn	{
    .@label$=instance_npcname(.name$)+"::OnKillMob";
    .@gcount=getarg(0);
    .@x1=getarg(1);
    .@y1=getarg(2);
    .@x2=getarg(3);
    .@y2=getarg(4);
    .@avg=getarg(5);
    .@m$=instance_mapname(getarg(6, .map$));
    //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+1);
        setunitdata(.@mob, UDT_STR, 1+.@avg*6/10);
        setunitdata(.@mob, UDT_AGI, 1+.@avg*5/10);
        setunitdata(.@mob, UDT_VIT, 1+.@avg*5/10);
        setunitdata(.@mob, UDT_INT, 1+.@avg*6/10);
        setunitdata(.@mob, UDT_DEX, 1+.@avg*6/10);
        setunitdata(.@mob, UDT_LUK, 1+.@avg*5/10);
        setunitdata(.@mob, UDT_ADELAY, 1372);
        setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(6,7) : any(1,2)));
        // Battle Status
        setunitdata(.@mob, UDT_MAXHP,    .@avg*40);
        setunitdata(.@mob, UDT_HP,       .@avg*40);
        setunitdata(.@mob, UDT_ATKMIN,   .@avg*52/10);
        setunitdata(.@mob, UDT_ATKMAX,   .@avg*72/10);
        setunitdata(.@mob, UDT_DEF,      1+.@avg*12/10);
        setunitdata(.@mob, UDT_MDEF,     1+.@avg*8/10);
        setunitdata(.@mob, UDT_HIT,      .@avg*6); // Advised: x3
        setunitdata(.@mob, UDT_FLEE,     .@avg*45/10); // Advised: x4
        // Critical calculation
        .@min=15;
        .@max=max(.@min, min(40, .@avg/3));
        setunitdata(.@mob, UDT_CRIT,     rand2(.@min, .@max));
        // Loop through
    }
    freeloop(false);
    return;
}