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
|
// TMW 2 Script
// Author:
// Jesusalva
// Micksha
// Description:
// Controls Weapons Room basement door
042-1,51,23,0 script #KDoor0421 NPC_HIDDEN,0,0,{
end;
OnTouch:
.@g=getcharid(2);
if ($KAMELOT_KEYMASK[.@g] & 16) {
warp "042-3@"+.@g, 44, 59;
} else {
dispbottom l("This door is locked.");
doevent instance_npcname(.name$)+"::OnKillMob"; // Double-check
}
end;
OnKillBoss:
.@g=getcharid(2);
dispbottom l("You found a key.");
getitem TreasureKey, 1;
$KAMELOT_KEYMASK[.@g]=$KAMELOT_KEYMASK[.@g]|16;
// Player Reward for completing this stage
getitem GuildCoin, min(1, $KAMELOT_MX[.@g]/20);
getexp $KAMELOT_MX[.@g]*25, $KAMELOT_MX[.@g]*5;
// Guild Reward for completing this stage
.@ggp=300+$KAMELOT_MX[.@g]*4;
.@gxp=$KAMELOT_MX[.@g]*5;
$GUILD_BANK[.@g]+=500;
guildgetexp(.@gxp); // 5xp per player average level (max 500/750)
// Announce
mapannounce getmap(), strcharinfo(0)+" has found the key for the door!", 0;
// Guild Master Notification
.@gm$=getguildmaster(.@g);
if (!getcharid(3, .@gm$)) end;
.@gma=getcharid(3, .@gm$);
.@gmb=getcharid(0, .@gm$);
if (!isloggedin(.@gma, .@gmb)) end;
message .@gm$, strcharinfo(0)+" found the key: Guild GP +"+.@ggp+" Guild XP +"+.@gxp;
end;
OnKillMob:
.@label$=instance_npcname(.name$)+"::OnKillMob");
// Oh noes! No player attached D:
// This kill is meaningless, RESPAWN IT, RESPAWN IT
if (!playerattached()) {
//.@i=instance_id();
.@m$=instance_mapname("042-1");
monster .@m$, 27, 67, "Intruder", Troll, 1, .@label$;
debugmes "Kamelot: Mob killed without player attached. Troll spawned.";
end;
}
// Now we have a player attached, we can do all checks.
// For example, if you're lame cheater
.@g=getcharid(2);
if (.@g < 1)
percentheal -100, -100;
// I also want to give you exp
getexp $KAMELOT_MX[.@g]*3, $KAMELOT_MX[.@g];
// And finally, check if you're still not done killing it.
if (mobcount(getmap(), .@label$))
end;
// Configure the wave
.@avg=$KAMELOT_MX[.@g];
// 2 is meaningless, as we're not using their acc ids, but sounded faster
getguildmember(.@g, 2);
.@gcount=$@guildmembercount;
.@m$=getmap();
// Maybe we should advance the wave
if ($@KAMELOT_WAVE == 3) {
debugmes "Boss Spawn";
initnpctimer;
setd("$@GTEMP_"+getmap(), .@avg);
.@mcount=.@gcount;
} else if ($@KAMELOT_WAVE == 2) {
.@mcount=.@gcount*2;
mapannounce getmap(), "Don't make me come there myself!! GET RID OF THEM ALREADY!", 0;
} else if ($@KAMELOT_WAVE == 1) {
.@mcount=.@gcount*3/2;
mapannounce getmap(), "Guards! What are you waiting for?? Arrest them!!", 0;
} else if ($@KAMELOT_WAVE == 0) {
.@mcount=.@gcount;
mapannounce getmap(), "Guards!! Attack the intruders!!!", 0;
} else {
end;
}
freeloop(true);
for (.@i=0; .@i < .@gcount; .@i++) {
.@mobId=any(CursedSoldier, CursedArcher); // 50-50 ratio
.@mob=areamonster(.@m$, 21, 24, 59, 99, strmobinfo(1, .@mobId), .@mobId, 1, .@label$);
// Reconfigure the monster
setunitdata(.@mob, UDT_LEVEL, .@avg);
setunitdata(.@mob, UDT_STR, 1+.@avg/5);
setunitdata(.@mob, UDT_AGI, 1+.@avg/5);
setunitdata(.@mob, UDT_VIT, 1+.@avg/5);
setunitdata(.@mob, UDT_INT, 1+.@avg/5);
setunitdata(.@mob, UDT_DEX, 1+.@avg/5);
setunitdata(.@mob, UDT_LUK, 1+.@avg/5);
setunitdata(.@mob, UDT_ADELAY, 1872);
setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(5,6,7) : any(1,1,2)));
// Battle Status
setunitdata(.@mob, UDT_MAXHP, .@avg*30);
setunitdata(.@mob, UDT_HP, .@avg*30);
setunitdata(.@mob, UDT_ATKMIN, .@avg*4);
setunitdata(.@mob, UDT_ATKMAX, .@avg*6);
setunitdata(.@mob, UDT_DEF, 1+.@avg*8/10);
setunitdata(.@mob, UDT_MDEF, 1+.@avg*4/10);
setunitdata(.@mob, UDT_HIT, .@avg*3); // Advised: x3
setunitdata(.@mob, UDT_FLEE, .@avg*3); // Advised: x4
// Critical calculation
.@min=1;
.@max=max(.@min, min(20, .@avg/5));
setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
// Loop through
}
freeloop(false);
$@KAMELOT_WAVE+=1;
end;
OnTimer100:
.@m$=instance_mapname("042-1");
mapannounce .@m$, "*sigh* You force me to come...", 0;
end;
OnTimer5000:
.@m$=instance_mapname("042-1");
mapannounce .@m$, "Stupid fools...", 0;
end;
OnTimer10000:
.@label$=instance_npcname(.name$)+"::OnKillBoss");
.@m$=instance_mapname("042-1");
mapannounce .@m$, "I'll get rid of you myself!!", 0;
.@mobId=any(CursedSoldier, CursedArcher);
.@mob=monster(.@m$, 27, 67, any("Lancelot", "Galahard", "Gawain"), .@mobId, 1, .@label$);
.@avg=getd("$@GTEMP_"+.@m$);
setd("$@GTEMP_"+.@m$, 0);
// Reconfigure the monster
setunitdata(.@mob, UDT_LEVEL, .@avg);
setunitdata(.@mob, UDT_STR, 1+.@avg/5);
setunitdata(.@mob, UDT_AGI, 1+.@avg/5);
setunitdata(.@mob, UDT_VIT, 1+.@avg/5);
setunitdata(.@mob, UDT_INT, 1+.@avg/5);
setunitdata(.@mob, UDT_DEX, 1+.@avg/5);
setunitdata(.@mob, UDT_LUK, 1+.@avg/5);
setunitdata(.@mob, UDT_ADELAY, 1672);
setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(6,7,8) : 2));
// Battle Status
setunitdata(.@mob, UDT_MAXHP, .@avg*50);
setunitdata(.@mob, UDT_HP, .@avg*50);
setunitdata(.@mob, UDT_ATKMIN, .@avg*5);
setunitdata(.@mob, UDT_ATKMAX, .@avg*7);
setunitdata(.@mob, UDT_DEF, 1+.@avg*11/10);
setunitdata(.@mob, UDT_MDEF, 1+.@avg*6/10);
setunitdata(.@mob, UDT_HIT, .@avg*8); // Advised: x3
setunitdata(.@mob, UDT_FLEE, .@avg*35/10); // Advised: x4
// Critical calculation
.@min=15;
.@max=max(.@min, min(40, .@avg/5));
setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
stopnpctimer;
end;
}
|