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
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
|
// TMW2 scripts.
// Authors:
// Jesusalva
// Description:
// Town Siege utilities
// Siege Spawn
// Can be used anywhere to spawn on the whole map, margins respected.
// siege_spawn( map, mobID, Amount, eventID )
function script siege_spawn {
.@mp$=getarg(0);
.@mid=getarg(1);
.@qnt=getarg(2);
.@ev$=getarg(3);
areamonster(.@mp$, 20, 20, getmapinfo(MAPINFO_SIZE_X, .@mp$)-20, getmapinfo(MAPINFO_SIZE_Y, .@mp$)-20, strmobinfo(1, .@mid), .@mid, .@qnt, .@ev$);
return;
}
// Calculate player average level
// flag 1 - Don't count dead players
// flag 2 - Return highest player level, instead of average.
// flag 4 - Return the total sum of levels instead.
// siege_calcdiff ( map{, flags} )
function script siege_calcdiff {
.@bsum=0;
if (getarg(1,0) & 1)
.@deadcount=true;
if (getarg(1,0) & 2)
.@onlyhighest=true;
if (getarg(1,0) & 4)
.@onlytotal=true;
.@c = getunits(BL_PC, .@players, false, getarg(0));
.@skip=0;
// There is at least one player, do things properly
for (.@i = 0; .@i < .@c; .@i++) {
// Dead players are not counted
if (.@deadcount) {
if (ispcdead(strcharinfo(0, "", .@players[.@i]))) {
.@skip+=1;
continue;
}
}
.@b=readparam(BaseLevel, .@players[.@i]);
// GMs are not counted
if (getgroupid(.@players[.@i]) >= 60) {
.@skip+=1;
.@b=0;
}
.@bsum+=.@b;
if (.@b > .@highest)
.@highest=.@b;
}
// Sanitize and fallback if needed
.@c-=.@skip;
if (!.@c)
.@c=1;
//debugmes "calcdiff: Total %d Average %d Highest %d", .@bsum, (.@bsum/.@c), .@highest;
if (.@onlyhighest)
return .@highest;
else if (.@onlytotal)
return .@bsum;
else
return (.@bsum/.@c);
}
// push to $@SIEGE_TMPMOBS the <mobID> if their level is within a x levels range
// above or below <level>
// siege_push ( mobID, {level{, variation}} )
function script siege_push {
.@mi=getarg(0);
.@lv=getarg(1,0);
.@var=getarg(2,14); // Old Default: 15, and then 10
if ( is_between(.@lv-.@var, .@lv+(.@var/2), strmobinfo(3, .@mi)) ) {
//debugmes "Monster %s (%d) level %d ~= %d", strmobinfo(1, .@mi), .@mi, strmobinfo(3, .@mi), .@lv;
array_push($@SIEGE_TMPMOBS, .@mi);
}
return;
}
// Selects a monster based on player average strength and base difficulty
// It'll select monsters from 20 levels below to 20 levels above
// tp_mask is the same as TP_* constants and changes mobs present. Only TP_TULIM,
// TP_HURNS and TP_NIVAL are supported. You can use them with the "|" operand, eg.,
// TP_TULIM | TP_HURNS.
//
// It currently only creates $@SIEGE_TMPMOBS, you need to use any_of() manually.
// siege_selectmob ( blvl, difficulty{, tp_mask} )
function script siege_selectmob {
.@blv=getarg(0);
.@dif=getarg(1, 0);
.@tp=getarg(2, 0);
// We don't need .@dif, so we convert difficulty to levels
.@blv+=(.@dif/any(2,2,3));
deletearray $@SIEGE_TMPMOBS;
setarray $@SIEGE_TMPMOBS, ManaGhost, CandiedSlime, Bif, SlimeBlast;
// Now we must select mobs, using array_push() to $@SIEGE_TMPMOBS
// First, mobs on all envs
siege_push(BlackScorpion, .@blv);
siege_push(GreenSlime, .@blv);
siege_push(CaveMaggot, .@blv);
siege_push(MagicGoblin, .@blv);
siege_push(AngryBat, .@blv);
siege_push(BlackSlime, .@blv);
siege_push(BlackScorpion, .@blv);
siege_push(Forain, .@blv);
siege_push(Terranite, .@blv);
siege_push(JackO, .@blv);
siege_push(BlackMamba, .@blv);
siege_push(TerraniteProtector, .@blv);
siege_push(Reaper, .@blv);
// What if we are trying to select a boss and they're... overleveled?
// We need a level 105, 120 and a level 135 monsters
siege_push(FallenKing2, .@blv);
siege_push(TerraniteKing, .@blv);
// Now, mobs on only certain envs
if (.@tp & TP_TULIM) {
siege_push(AngryScorpion, .@blv);
siege_push(AngryRedScorpion, .@blv);
siege_push(DesertBandit, .@blv);
siege_push(LavaSlime, .@blv);
siege_push(OldSnake, .@blv);
siege_push(Snake, .@blv);
}
if (.@tp & TP_HURNS) {
siege_push(RedSlime, .@blv);
siege_push(Bandit, .@blv);
siege_push(RedMushroom, .@blv);
siege_push(RobinBandit, .@blv);
siege_push(AngryYellowSlime, .@blv);
siege_push(GrassSnake, .@blv);
siege_push(WickedMushroom, .@blv);
siege_push(GreenDragon, .@blv);
}
if (.@tp & TP_NIVAL) {
siege_push(Bluepar, .@blv);
siege_push(Wolvern, .@blv);
siege_push(Yeti, .@blv);
siege_push(Moggun, .@blv); // PS. Not aggressive
}
// Removed
//siege_push(DarkLizard, .@blv);
//siege_push(Crafty, .@blv);
return;
}
/////////////////////////////////////////////////////////////
// Prepare a siege with optional announce
// siege_setup ( map )
function script siege_setup {
.@m$=getarg(0);
// Save old map zone
if (getmapinfo(MAPINFO_ID, .@m$) < 1) {
return Exception("SIEGE ERROR, INVALID MAP ID: "+.@m$, RB_ISFATAL|RB_DEBUGMES|RB_IRCBROADCAST|RB_GLOBALANNOUNCE);
}
//$@MZONE$[getmapinfo(MAPINFO_ID, .@m$)]=getmapinfo(MAPINFO_ZONE, .@m$);
// Apply changes
addmapmask .@m$, MASK_MATTACK;
changemusic .@m$, any("mythica.ogg", "eric_matyas_ghouls.ogg", "misuse.ogg", "Arabesque.ogg");
disablenpc("Mana Stone");
pvpon(.@m$);
setmapflag(.@m$,mf_zone,"MMO"); // MMO Zone: Overrides GM Commands
setmapflag(.@m$,mf_bexp,rand2(135,142)); // 35~42% EXP UP on siege maps
return;
}
// Check if boss was killed or not
// siege_check ( map )
function script siege_check {
.@m$=getarg(0);
.@mb=0;
.@mb+=mobcount(.@m$, "#SiegeCtrl::OnSergeantDeath");
.@mb+=mobcount(.@m$, "#SiegeCtrl::OnLieutenantDeath");
.@mb+=mobcount(.@m$, "#SiegeCtrl::OnCaptainDeath");
.@mb+=mobcount(.@m$, "#SiegeCtrl::OnColonelDeath");
.@mb+=mobcount(.@m$, "#SiegeCtrl::OnGeneralDeath");
// Players failed, so reduce score in 1~5 (like Sergeant~General).
// In future, it could be inverse proportion (-9 for sergeant, -1 for general)
if (.@mb) {
if ($GAME_STORYLINE == 2)
$MK_TEMPVAR-=rand2(1, 5);
kamibroadcast("Players failed to defend the city!!");
debugmes "Number of boss grade monsters found: %d", .@mb;
$SIEGE_DIFFICULTY=max(1, ($SIEGE_DIFFICULTY/2));
// Lower the town reputation in 10%
.@var$="$"+MapToLoc(.@m$)+"_REPUTATION";
setd(.@var$, getd(.@var$)*9/10);
} else {
kamibroadcast("The city was defended with success! GG, everyone!");
$SIEGE_DIFFICULTY+=1;
}
return;
}
// Revert what siege_setup did
// siege_revert ( map )
function script siege_revert {
.@m$=getarg(0);
// Revert map zone (to town, or to blank) and delete backup
removemapflag(.@m$,mf_zone);
//setmapflag(.@m$,mf_zone,$@MZONE$[getmapinfo(MAPINFO_ID, .@m$)]);
setmapflag(.@m$,mf_zone,"Normal2"); // Normal doesn't works...
//setmapflag(.@m$,mf_zone,"All");
//$@MZONE$[getmapinfo(MAPINFO_ID, .@m$)]="";
removemapmask .@m$, MASK_MATTACK;
changemusic .@m$, "caketown.ogg"; // :>
pvpoff(.@m$);
removemapflag(.@m$,mf_bexp);
removemapflag(.@m$,mf_nosave);
setmapflag(.@m$,mf_bexp,100);
killmonsterall(.@m$);
return;
}
// Create the Siege Boss for #SiegeCtrl utility, DO NEVER CAST TWICE
// siege_boss ( map, difficulty )
function script siege_boss {
.@m$=getarg(0);
.@s=getarg(1,0);
// We now select based on player average level and a seed of randomness
.@val=siege_calcdiff(.@m$)+.@s;
// Nobody is on map: Be TRULY random
if (.@val < 10) {
.@val=rand(20,97)+.@s;
}
// Switch an adequate boss, almost always stronger
if (.@val <= 20) {
.@mobId=MonsterSergeant;
.@ts$="Sergeant";
} else if (.@val <= 40) {
.@mobId=MonsterLieutenant;
.@ts$="Lieutenant";
} else if (.@val <= 60) {
.@mobId=MonsterCaptain;
.@ts$="Captain";
} else if (.@val <= 80) {
.@mobId=MonsterColonel;
.@ts$="Colonel";
} else {
.@mobId=MonsterGeneral;
.@ts$="General";
}
// We want spawn point to be fixed
.@lx=array_find($@LOCMASTER_MAP$, .@m$);
.@xm=$@LOCMASTER_X[.@lx];
.@ym=$@LOCMASTER_Y[.@lx];
.@xm=.@xm+rand(-1,1);
.@ym=.@ym+rand(-1,1);
// Announce and spawn
.@mg=monster(.@m$, .@xm, .@ym, strmobinfo(1, .@mobId), .@mobId, 1, "#SiegeCtrl::On"+.@ts$+"Death");
// Boost the boss stats based on difficulty and nº of players online
.@bhp=getunitdata(.@mg, UDT_MAXHP);
.@bat=getunitdata(.@mg, UDT_ATKMAX);
.@bdf=getunitdata(.@mg, UDT_DEF);
.@bcr=getunitdata(.@mg, UDT_CRIT);
.@s+=getusers(1);
setunitdata(.@mg, UDT_MAXHP, .@bhp+(.@s*250)+.@val*5*getmapusers(.@m$));
setunitdata(.@mg, UDT_HP, .@bhp+(.@s*250)+.@val*5*getmapusers(.@m$));
setunitdata(.@mg, UDT_ATKMAX, .@bat+(.@s*5));
setunitdata(.@mg, UDT_DEF, .@bdf+(.@s*4));
setunitdata(.@mg, UDT_CRIT, .@bcr+(.@s*3));
// Spawn some scouts
areamonster(.@m$, .@xm-1, .@ym-1, .@xm+1, .@ym+1, "Scout", any(GreenSlime,RedSlime,AngryYellowSlime), 2);
areamonster(.@m$, .@xm-1, .@ym-1, .@xm+1, .@ym+1, "Scout", any(GreenSlime,RedSlime,AngryYellowSlime), 2);
areamonster(.@m$, .@xm-1, .@ym-1, .@xm+1, .@ym+1, "Scout", any(GreenSlime,RedSlime,AngryYellowSlime), 2);
announce("##1The Monster "+.@ts$+" arrived! Watch out!", bc_all);
return;
}
// Spawn some monsters
// siege_cast ( map, NPCName, {, difficulty{, tpflag}} )
function script siege_cast {
// mz - map ; n - name ; d - difficulty ; tp - teleport
// a - ammount ; e - mobId
.@mz$=getarg(0);
.@n$=getarg(1);
.@d=getarg(2,0);
.@tp=getarg(3,0);
// Difficulty doesn't applies to Tulimshar
if (.@mz$ == "003-1")
.@d=0;
siege_selectmob(siege_calcdiff(.@mz$), .@d, .@tp);
// How many monsters? This value is multiplied by 3;
// 1 per player (= 3 mobs), 1 each 5 difficulty, 1 always present.
.@a=getmapusers(.@mz$);
.@a+=(.@d/5)+1;
.@e=any_of($@SIEGE_TMPMOBS);
array_remove($@SIEGE_TMPMOBS, .@e);
siege_spawn(.@mz$, .@e, .@a, "#SiegeCtrl::OnRespawn");
.@e=any_of($@SIEGE_TMPMOBS);
array_remove($@SIEGE_TMPMOBS, .@e);
siege_spawn(.@mz$, .@e, .@a, "#SiegeCtrl::OnRespawn");
.@e=any_of($@SIEGE_TMPMOBS);
array_remove($@SIEGE_TMPMOBS, .@e);
siege_spawn(.@mz$, .@e, .@a, "#SiegeCtrl::OnRespawn");
return;
}
////////////////////////////////////////////
// Utility Function
// do_siege ( town, outskirts, varcode, flag, npc, timer )
function script do_siege {
.@m$=getarg(0);
.@o$=getarg(1);
.@c$=getarg(2);
.@tp=getarg(3);
.@n$=getarg(4);
.@t=getarg(5);
// If no active player, KILL THE SCRIPT
.@c = getunits(BL_PC, .@players, MAX_CYCLE_PC);
.@idle = 0;
for (.@i = 0; .@i < .@c; .@i++) {
attachrid(.@players[.@i]);
if (checkidle() < 300)
.@idle++;
detachrid();
}
// No one is active, cancel the event
if (!.@idle) {
kamibroadcast(col(b("EVENT CANCELLED DUE TO PLAYER INACTIVITY"),1));
$@MK_AGGRO=$@MK_AGGRO/5; // Lower aggro bar to 20%
// Cleanup and Garbage Collection
siege_revert(.@m$);
siege_revert(.@o$);
enablenpc("Mana Stone");
setd("$@SIEGE_"+.@c$, 0);
end;
}
// In past, we had a $@SIEGE_<town> to determine difficulty
// This behavior is now deprecated, we use a global $SIEGE_DIFFICULTY
// Which raises in 1 every victory and lowers in 1 every defeat (capped at 1)
// But this behavior can be overriden
if (!getd("$@SIEGE_"+.@c$)) {
.@difc=max(1, getd("$SIEGE_DIFFICULTY"));
// And then, we reset $@SIEGE_<town> so it can be manipulated
// And set .@difc to this value
setd("$@SIEGE_"+.@c$, .@difc);
}
// Set difficulty based on previous value
.@difc=getd("$@SIEGE_"+.@c$);
switch (.@t) {
// Warmup
case 70:
case 95:
siege_cast(.@m$, .@n$, .@difc, .@tp);
case 35:
siege_cast(.@o$, .@n$, .@difc, .@tp);
break;
// Setup and casts
case 0:
siege_setup(.@o$);
siege_cast(.@o$, .name$, 0, TP_HURNS);
break;
case 60:
siege_setup(.@m$);
siege_cast(.@o$, .@n$, 0, .@tp);
mapannounce(.@m$, "##2Message to all NPCs in town: Take shelter!", bc_map);
break;
case 90:
siege_cast(.@m$, .@n$, .@difc, .@tp);
siege_cast(.@o$, .@n$, .@difc, .@tp);
break;
// Boss stage
case 280:
siege_boss(.@m$, .@difc);
siege_cast(.@m$, .@n$, .@difc, .@tp);
break;
// Difficulty Raisers
case 310:
case 520:
case 640:
.@varsig=.@difc;
setd("$@SIEGE_"+.@c$, .@varsig+1);
// Regular flow
case 195:
case 220:
case 265:
//case 280: BOSS WAVE
//case 310: difficulty raiser
case 355:
case 400:
case 445:
case 490:
//case 520: difficulty raiser
case 535:
case 580:
case 625:
//case 640: difficulty raiser
case 670:
siege_cast(.@m$, .@n$, .@difc, .@tp);
break;
// Ending flow
// TODO: It would be better to make these values relative to MK_SIEGE_DURATION
case 700:
mapannounce(.@m$, "##1The Monster Army is planning to retreat soon!", bc_map);
siege_cast(.@m$, .@n$, .@difc, .@tp);
break;
case 760:
mapannounce(.@m$, "##1The Monster Army is withdrawing within 30 seconds!", bc_map);
$@MK_SCENE=MK_NONE;
$@MK_AGGRO=$@MK_AGGRO/20;
break;
// Check db/constants.conf to change this value!
case MK_SIEGE_DURATION:
siege_check(.@m$);
siege_revert(.@m$);
siege_revert(.@o$);
enablenpc("Mana Stone");
setd("$@SIEGE_"+.@c$, 0);
break;
}
return;
}
// Utility NPC
- script #SiegeCtrl NPC_HIDDEN,{
end;
OnRespawn:
if (playerattached()) {
getmapxy(.@m$,.@x,.@y,0);
if (rand(10000) <= $coinsrate)
makeitem StrangeCoin, 1, .@m$, .@x, .@y;
}
end;
// Boss Death Labels
OnSergeantDeath:
if ($GAME_STORYLINE == 2)
$MK_TEMPVAR+=1;
getitem StrangeCoin, rand2(1,5);
announce("##2The Monster Sergeant was defeated by "+strcharinfo(0)+"!", bc_all);
$@EXP_EVENT=rand2(1, 3);
$@EXP_EVENT_TIME=1;
donpcevent "@exprate::OnPlayerCall";
end;
OnLieutenantDeath:
if ($GAME_STORYLINE == 2)
$MK_TEMPVAR+=3;
getitem StrangeCoin, rand2(5,10);
announce("##2The Monster Lieutenant was defeated by "+strcharinfo(0)+"!", bc_all);
$@EXP_EVENT=rand2(4, 6);
$@EXP_EVENT_TIME=1;
donpcevent "@exprate::OnPlayerCall";
end;
OnCaptainDeath:
if ($GAME_STORYLINE == 2)
$MK_TEMPVAR+=5;
getitem StrangeCoin, rand2(10,15);
announce("##2The Monster Captain was defeated by "+strcharinfo(0)+"!", bc_all);
$@EXP_EVENT=rand2(7, 9);
$@EXP_EVENT_TIME=1;
donpcevent "@exprate::OnPlayerCall";
end;
OnColonelDeath:
if ($GAME_STORYLINE == 2) {
$MK_TEMPVAR+=7;
$MOST_HEROIC$=strcharinfo(0);
}
getitem StrangeCoin, rand2(15,20);
announce("##2The Monster Colonel was defeated by "+strcharinfo(0)+"!", bc_all);
$@EXP_EVENT=rand2(10, 12);
$@EXP_EVENT_TIME=1;
donpcevent "@exprate::OnPlayerCall";
end;
OnGeneralDeath:
if ($GAME_STORYLINE == 2)
$MK_TEMPVAR+=9;
getitem StrangeCoin, rand2(20,25);
$MOST_HEROIC$=strcharinfo(0);
announce("##2The Monster General was defeated by "+strcharinfo(0)+"!", bc_all);
$@EXP_EVENT=rand2(13, 15);
$@EXP_EVENT_TIME=1;
donpcevent "@exprate::OnPlayerCall";
end;
}
|