// --------------------------------- Cave 1 -----------------------------------
025-4.gat,41,91,0 script #StartCaveFight1 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave1 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave1_loop, $@cave1_loop + 1;
areamonster "025-4.gat",26,63,60,97,"",$@CAVE1_MONSTERS_IDS[$@cave1_loop],$@CAVE1_MONSTERS_QTY[$@cave1_loop],"#StartCaveFight1::OnMonsterDeath";
if ($@cave1_loop <= getarraysize($@CAVE1_MONSTERS_IDS)) goto L_Summon;
set $@cave1_loop, 0;
set $@wave_cave1, $@wave_cave1 + 1;
end;
L_Done:
set $@cave1_kills, 0;
attachrid(getcharid(3,$@cave1fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave1 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave1 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave1 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty.";
if ($@wave_cave1 != $@CAVE1_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE1);
warp "025-3.gat", 78, 129;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave1fighter$));
set $@wave_cave1, 0;
set $@cave1_kills, 0;
set $@cave1start, 0;
set $@cave1fighter$, "";
set $@cave1fighterdeaths$, 0;
set $@battlecave1, 0;
killmonster "025-4.gat", "#StartCaveFight1::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave1_kills, $@cave1_kills + 1;
if ($@cave1_kills >= $@CAVE1_MONSTERS_QTY[1] + $@CAVE1_MONSTERS_QTY[2] + $@CAVE1_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE1_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE1_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE1_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE1_TIME, 900;
}
// --------------------- Cave 1 Checker ----------------------------
025-4.gat,41,97,0 script #CheckCaveFight1 127,1,1,{
if (cavefight & BATTLE_CAVE1) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 78, 130;
end;
}
// --------------------------------- Cave 2 ---------------------------------------
025-4.gat,110,90,0 script #StartCaveFight2 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave2 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave2_loop, $@cave2_loop + 1;
areamonster "025-4.gat",97, 62, 126, 96,"",$@CAVE2_MONSTERS_IDS[$@cave2_loop],$@CAVE2_MONSTERS_QTY[$@cave2_loop],"#StartCaveFight2::OnMonsterDeath";
if ($@cave2_loop <= getarraysize($@CAVE2_MONSTERS_IDS)) goto L_Summon;
set $@cave2_loop, 0;
set $@wave_cave2, $@wave_cave2 + 1;
end;
L_Done:
set $@cave2_kills, 0;
attachrid(getcharid(3,$@cave2fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave2 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave2 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave2 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty.";
if ($@wave_cave2 != $@CAVE2_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE2);
warp "025-3.gat", 53, 109;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave2fighter$));
set $@wave_cave2, 0;
set $@cave2_kills, 0;
set $@cave2start, 0;
set $@cave2fighter$, "";
set $@cave2fighterdeaths$, 0;
set $@battlecave2, 0;
killmonster "025-4.gat", "#StartCaveFight2::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave2_kills, $@cave2_kills + 1;
if ($@cave2_kills >= $@CAVE2_MONSTERS_QTY[1] + $@CAVE2_MONSTERS_QTY[2] + $@CAVE2_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE2_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE2_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE2_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE2_TIME, 900;
}
// --------------------- Cave 2 Checker ----------------------------
025-4.gat,110,96,0 script #CheckCaveFight2 127,1,1,{
if (cavefight & BATTLE_CAVE2) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 53, 110;
end;
}
// ------------------------------------ Cave 3 --------------------------------------
025-4.gat,168,111,0 script #StartCaveFight3 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave3 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave3_loop, $@cave3_loop + 1;
areamonster "025-4.gat",150, 84, 177, 117,"",$@CAVE3_MONSTERS_IDS[$@cave3_loop],$@CAVE3_MONSTERS_QTY[$@cave3_loop],"#StartCaveFight3::OnMonsterDeath";
if ($@cave3_loop <= getarraysize($@CAVE3_MONSTERS_IDS)) goto L_Summon;
set $@cave3_loop, 0;
set $@wave_cave3, $@wave_cave3 + 1;
end;
L_Done:
set $@cave3_kills, 0;
attachrid(getcharid(3,$@cave3fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave3 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave3 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave3 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty.";
if ($@wave_cave3 != $@CAVE3_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE3);
warp "025-3.gat", 71, 85;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave3fighter$));
set $@wave_cave3, 0;
set $@cave3_kills, 0;
set $@cave3start, 0;
set $@cave3fighter$, "";
set $@cave3fighterdeaths$, 0;
set $@battlecave3, 0;
killmonster "025-4.gat", "#StartCaveFight3::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave3_kills, $@cave3_kills + 1;
if ($@cave3_kills >= $@CAVE3_MONSTERS_QTY[1] + $@CAVE3_MONSTERS_QTY[2] + $@CAVE3_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE3_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE3_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE3_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE3_TIME, 900;
}
// --------------------- Cave 3 Checker ----------------------------
025-4.gat,168,117,0 script #CheckCaveFight3 127,1,1,{
if (cavefight & BATTLE_CAVE3) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 71, 85;
end;
}
// --------------------------- Cave 4 --------------------------------
025-4.gat,32,150,0 script #StartCaveFight4 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave4 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave4_loop, $@cave4_loop + 1;
areamonster "025-4.gat",28, 124, 57, 156,"",$@CAVE4_MONSTERS_IDS[$@cave4_loop],$@CAVE4_MONSTERS_QTY[$@cave4_loop],"#StartCaveFight4::OnMonsterDeath";
if ($@cave4_loop <= getarraysize($@CAVE4_MONSTERS_IDS)) goto L_Summon;
set $@cave4_loop, 0;
set $@wave_cave4, $@wave_cave4 + 1;
end;
L_Done:
set $@cave4_kills, 0;
attachrid(getcharid(3,$@cave4fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave4 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave4 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave4 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty.";
if ($@wave_cave4 != $@CAVE4_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE4);
warp "025-3.gat", 80, 85;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave4fighter$));
set $@wave_cave4, 0;
set $@cave4_kills, 0;
set $@cave4start, 0;
set $@cave4fighter$, "";
set $@cave4fighterdeaths$, 0;
set $@battlecave4, 0;
killmonster "025-4.gat", "#StartCaveFight4::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave4_kills, $@cave4_kills + 1;
if ($@cave4_kills >= $@CAVE4_MONSTERS_QTY[1] + $@CAVE4_MONSTERS_QTY[2] + $@CAVE4_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE4_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE4_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE4_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE4_TIME, 900;
}
// --------------------- Cave 4 Checker ----------------------------
025-4.gat,32,156,0 script #CheckCaveFight4 127,1,1,{
if (cavefight & BATTLE_CAVE4) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 80, 85;
end;
}
// ---------------------------- Cave 5 ------------------------------
025-4.gat,100,154,0 script #StartCaveFight5 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave5 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave5_loop, $@cave5_loop + 1;
areamonster "025-4.gat",91, 131, 124, 160,"",$@CAVE5_MONSTERS_IDS[$@cave5_loop],$@CAVE5_MONSTERS_QTY[$@cave5_loop],"#StartCaveFight5::OnMonsterDeath";
if ($@cave5_loop <= getarraysize($@CAVE5_MONSTERS_IDS)) goto L_Summon;
set $@cave5_loop, 0;
set $@wave_cave5, $@wave_cave5 + 1;
end;
L_Done:
set $@cave5_kills, 0;
attachrid(getcharid(3,$@cave5fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave5 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave5 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave5 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty.";
if ($@wave_cave5 != $@CAVE5_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE5);
warp "025-3.gat", 71, 32;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave5fighter$));
set $@wave_cave5, 0;
set $@cave5_kills, 0;
set $@cave5start, 0;
set $@cave5fighter$, "";
set $@cave5fighterdeaths$, 0;
set $@battlecave5, 0;
killmonster "025-4.gat", "#StartCaveFight5::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave5_kills, $@cave5_kills + 1;
if ($@cave5_kills >= $@CAVE5_MONSTERS_QTY[1] + $@CAVE5_MONSTERS_QTY[2] + $@CAVE5_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE5_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE5_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE5_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE5_TIME, 900;
}
// --------------------- Cave 5 Checker ----------------------------
025-4.gat,100,160,0 script #CheckCaveFight5 127,1,1,{
if (cavefight & BATTLE_CAVE5) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 71, 33;
end;
}
// -------------------------------- Cave 6 -----------------------------------------
025-4.gat,159,168,0 script #StartCaveFight6 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave6 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave6_loop, $@cave6_loop + 1;
areamonster "025-4.gat",153, 143, 178, 174,"",$@CAVE6_MONSTERS_IDS[$@cave6_loop],$@CAVE6_MONSTERS_QTY[$@cave6_loop],"#StartCaveFight6::OnMonsterDeath";
if ($@cave6_loop <= getarraysize($@CAVE6_MONSTERS_IDS)) goto L_Summon;
set $@cave6_loop, 0;
set $@wave_cave6, $@wave_cave6 + 1;
end;
L_Done:
set $@cave6_kills, 0;
attachrid(getcharid(3,$@cave6fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave6 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave6 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave6 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty.";
if ($@wave_cave6 != $@CAVE6_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE6);
warp "025-3.gat", 128, 37;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave6fighter$));
set $@wave_cave6, 0;
set $@cave6_kills, 0;
set $@cave6start, 0;
set $@cave6fighter$, "";
set $@cave6fighterdeaths$, 0;
set $@battlecave6, 0;
killmonster "025-4.gat", "#StartCaveFight6::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave6_kills, $@cave6_kills + 1;
if ($@cave6_kills >= $@CAVE6_MONSTERS_QTY[1] + $@CAVE6_MONSTERS_QTY[2] + $@CAVE6_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE6_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE6_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE6_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE6_TIME, 900;
}
// --------------------- Cave 6 Checker ----------------------------
025-4.gat,159,174,0 script #CheckCaveFight6 127,1,1,{
if (cavefight & BATTLE_CAVE6) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 128, 38;
end;
}
// -------------------------------- Cave 7 -----------------------------------
025-4.gat,39,215,0 script #StartCaveFight7 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave7 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave7_loop, $@cave7_loop + 1;
areamonster "025-4.gat",27, 185, 61, 219,"",$@CAVE7_MONSTERS_IDS[$@cave7_loop],$@CAVE7_MONSTERS_QTY[$@cave7_loop],"#StartCaveFight7::OnMonsterDeath";
if ($@cave7_loop <= getarraysize($@CAVE7_MONSTERS_IDS)) goto L_Summon;
set $@cave7_loop, 0;
set $@wave_cave7, $@wave_cave7 + 1;
end;
L_Done:
set $@cave7_kills, 0;
attachrid(getcharid(3,$@cave7fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave7 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave7 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave7 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty.";
if ($@wave_cave7 != $@CAVE7_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE7);
warp "025-3.gat", 70, 59;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave7fighter$));
set $@wave_cave7, 0;
set $@cave7_kills, 0;
set $@cave7start, 0;
set $@cave7fighter$, "";
set $@cave7fighterdeaths$, 0;
set $@battlecave7, 0;
killmonster "025-4.gat", "#StartCaveFight7::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave7_kills, $@cave7_kills + 1;
if ($@cave7_kills >= $@CAVE7_MONSTERS_QTY[1] + $@CAVE7_MONSTERS_QTY[2] + $@CAVE7_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE7_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE7_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE7_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE7_TIME, 900;
}
// --------------------- Cave 7 Checker ----------------------------
025-4.gat,42,219,0 script #CheckCaveFight7 127,1,1,{
if (cavefight & BATTLE_CAVE7) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 70, 60;
end;
}
// --------------------------- Cave 8 -------------------------------
025-4.gat,105,210,0 script #StartCaveFight8 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave8 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave8_loop, $@cave8_loop + 1;
areamonster "025-4.gat",90, 193, 119, 216,"",$@CAVE8_MONSTERS_IDS[$@cave8_loop],$@CAVE8_MONSTERS_QTY[$@cave8_loop],"#StartCaveFight8::OnMonsterDeath";
if ($@cave8_loop <= getarraysize($@CAVE8_MONSTERS_IDS)) goto L_Summon;
set $@cave8_loop, 0;
set $@wave_cave8, $@wave_cave8 + 1;
end;
L_Done:
set $@cave8_kills, 0;
attachrid(getcharid(3,$@cave8fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave8 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave8 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave8 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty.";
if ($@wave_cave8 != $@CAVE8_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE8);
warp "025-3.gat", 138, 94;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave8fighter$));
set $@wave_cave8, 0;
set $@cave8_kills, 0;
set $@cave8start, 0;
set $@cave8fighter$, "";
set $@cave8fighterdeaths$, 0;
set $@battlecave8, 0;
killmonster "025-4.gat", "#StartCaveFight8::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave8_kills, $@cave8_kills + 1;
if ($@cave8_kills >= $@CAVE8_MONSTERS_QTY[1] + $@CAVE8_MONSTERS_QTY[2] + $@CAVE8_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE8_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE8_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE8_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE8_TIME, 900;
}
// --------------------- Cave 8 Checker ----------------------------
025-4.gat,105,216,0 script #CheckCaveFight8 127,1,1,{
if (cavefight & BATTLE_CAVE8) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 138, 95;
end;
}
// --------------------------- Cave 9 -------------------------------
025-4.gat,157,220,0 script #StartCaveFight9 111,{
if (Rossy_Quest < 15) goto L_Cheat;
if ($@battlecave9 == 1) goto L_Summon;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Summon:
set $@cave9_loop, $@cave9_loop + 1;
areamonster "025-4.gat",144, 192, 173, 226,"",$@CAVE9_MONSTERS_IDS[$@cave9_loop],$@CAVE9_MONSTERS_QTY[$@cave9_loop],"#StartCaveFight9::OnMonsterDeath";
if ($@cave9_loop <= getarraysize($@CAVE9_MONSTERS_IDS)) goto L_Summon;
set $@cave9_loop, 0;
set $@wave_cave9, $@wave_cave9 + 1;
end;
L_Done:
set $@cave9_kills, 0;
attachrid(getcharid(3,$@cave9fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave9 == 1) message strcharinfo(0), "Oh no, more monsters?!";
if ($@wave_cave9 == 2) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave9 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. You found a strange key into the chest.";
if ($@wave_cave9 != $@CAVE9_WAVES) goto L_Summon;
set cavefights, (cavefights ^ BATTLE_CAVE9);
warp "025-3.gat", 138, 158;
goto L_Cleaning;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave9fighter$));
set $@wave_cave9, 0;
set $@cave9_kills, 0;
set $@cave9start, 0;
set $@cave9fighter$, "";
set $@cave9fighterdeaths$, 0;
set $@battlecave9, 0;
killmonster "025-4.gat", "#StartCaveFight9::OnMonsterDeath";
end;
OnMonsterDeath:
set $@cave9_kills, $@cave9_kills + 1;
if ($@cave9_kills >= $@CAVE9_MONSTERS_QTY[1] + $@CAVE9_MONSTERS_QTY[2] + $@CAVE9_MONSTERS_QTY[3]) goto L_Done;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned.
setarray $@CAVE9_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE9_MONSTERS_QTY[1], 4, 2, 3, 2;
// Number of waves.
set $@CAVE9_WAVES, 3;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE9_TIME, 900;
}
// --------------------- Cave 9 Checker ----------------------------
025-4.gat,157,226,0 script #CheckCaveFight9 127,1,1,{
if (cavefight & BATTLE_CAVE9) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Done:
warp "025-3.gat", 138, 158;
end;
}
// --------------------- Boss Cave ----------------------------
025-4.gat,157,42,0 script #StartBossCaveFight 111,{
if (Rossy_Quest == 16) goto L_Found;
if ($@battlebosscave == 1 && cavefights & BATTLE_CAVE1 && cavefights & BATTLE_CAVE2 && cavefights & BATTLE_CAVE3 && cavefights & BATTLE_CAVE4 && cavefights & BATTLE_CAVE5 && cavefights & BATTLE_CAVE6 && cavefights & BATTLE_CAVE7 && cavefights & BATTLE_CAVE8 && cavefights & BATTLE_CAVE9 && Rossy_Quest == 15) goto L_Summon;
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Found:
message strcharinfo(0), "You found a golden key.";
set Killed_Boss, 1;
end;
L_Summon:
set $@cave10_loop, $@cave10_loop + 1;
areamonster "025-4.gat",142, 24, 172, 48,"",$@CAVE10_MONSTERS_IDS[$@cave10_loop],$@CAVE10_MONSTERS_QTY[$@cave10_loop],"#StartBossCaveFight::OnMonsterDeath";
if ($@cave10_loop <= getarraysize($@CAVE10_MONSTERS_IDS)) goto L_Summon;
set $@cave10_loop, 0;
set $@wave_cave10, $@wave_cave10 + 1;
end;
L_SummonBoss:
attachrid(getcharid(3,$@cave10fighter$));
message strcharinfo(0), "WHaaat? What is this?!";
areamonster "025-4.gat",142, 24, 172, 48,"",$@BOSS,1,"#StartBossCaveFight::OnBossDeath";
stopnpctimer;
setnpctimer 0;
end;
L_Done:
set $@cave10_kills, 0;
attachrid(getcharid(3,$@cave10fighter$));
// Here you can define the messages to be shown for the players on the beginning of each wave.
// Remember to adjust the number of conditionals according to the number of waves.
if ($@wave_cave10 == 1) message strcharinfo(0), "I can't give up now!";
if ($@wave_cave10 == 2) message strcharinfo(0), "I feel I'm getting close to the end...";
if ($@wave_cave10 == 3) message strcharinfo(0), "What? This is harder than I imagined!";
if ($@wave_cave10 == 4) message strcharinfo(0), "Finally! It seems I have defeated all of them! Wait... what is that?!";
if ($@wave_cave10 != $@CAVE10_WAVES) goto L_Summon;
set $@wave_cave10, 5;
startnpctimer;
end;
L_Cleaning:
attachrid(getcharid(3,$@cave10fighter$));
set $@wave_cave10, 0;
set $@cave10_kills, 0;
set $@cave10start, 0;
set $@cave10fighter$, "";
set $@cave10fighterdeaths$, 0;
set $@battlebosscave, 0;
killmonster "025-4.gat", "#StartBossCaveFight::OnMonsterDeath";
killmonster "025-4.gat", "#StartBossCaveFight::OnBossDeath";
end;
OnTimer4000:
attachrid(getcharid(3,$@cave10fighter$));
set @boss, @boss + 1;
if (@boss == 1) message strcharinfo(0), "Due to the number of monsters in this cave, you feel you have more time to kill them all before other monsters come.";
if (@boss == 2) goto L_SummonBoss;
setnpctimer 0;
end;
OnMonsterDeath:
set $@cave10_kills, $@cave10_kills + 1;
if ($@cave10_kills >= $@CAVE10_MONSTERS_QTY[1] + $@CAVE10_MONSTERS_QTY[2] + $@CAVE10_MONSTERS_QTY[3]) goto L_Done;
end;
OnBossDeath:
attachrid(getcharid(3,$@cave10fighter$));
set $@wave_cave10, 0;
set $@cave10_kills, 0;
set $@cave10start, 0;
set $@cave10fighter$, "";
set $@cave10fighterdeaths$, 0;
message strcharinfo(0), "What a harsh battle! Oh, a golden key, it might open the chest!";
set Rossy_Quest, 16;
end;
onInit:
// Here you can define the specifics of each battle cave.
// Monsters IDs to be spawned. before the boss.
setarray $@CAVE10_MONSTERS_IDS[1], 1050, 1051, 1083, 1084;
// Number of monsters of each ID.
setarray $@CAVE10_MONSTERS_QTY[1], 4, 2, 3, 2;
// ID of the boss monster.
set $@BOSS, 1085;
// Number of waves. before the boss.
set $@CAVE10_WAVES, 4;
// Maximum time (in seconds) for the player to finish the fight.
set $@CAVE10_TIME, 1500;
}
// --------------------- Boss Cave Checker ----------------------------
025-4.gat,157,48,0 script #CheckCaveFightBoss 127,1,1,{
if (Rossy_Quest >= 17) goto L_Done;
if (Killed_Boss == 1) goto L_Done;
message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out.";
end;
L_Killed:
message strcharinfo(0), "The little girl seems so close, you can't let her stay here.";
end;
L_Done:
warp "025-3.gat", 77, 168;
end;
}
// --------------------- Julia Cave Checker Outside ----------------------------
025-4.gat,157,24,0 script #CheckJuliaCaveOutside 127,1,1,{
if (Killed_Boss == 1) goto L_Done;
message strcharinfo(0), "As you try to walk through, you bump into an invisible door. You might need a key to open it.";
end;
L_Done:
warp "025-4.gat", 93, 33;
end;
}
// --------------------- Julia Cave Checker Inside ----------------------------
025-4.gat,93,35,0 script #CheckJuliaCaveInside 127,1,1,{
if (Rossy_Quest >= 17 && Killed_Boss == 1) goto L_Done;
if (Rossy_Quest >= 17 && Killed_Boss == 0) goto L_Cheat2;
if (Rossy_Quest == 16 && Killed_Boss == 1) goto L_Save;
if (Rossy_Quest == 16 && Killed_Boss == 0) goto L_Cheat3;
if (Rossy_Quest <= 15) goto L_Cheat;
end;
L_Cheat:
message strcharinfo(0), "You shouldn't be here, you cheater.";
percentheal -100, 0;
end;
L_Cheat2:
message strcharinfo(0), "You saved Julia without having killed the boss? Is that even possible?";
percentheal -100, 0;
end;
L_Cheat3:
message strcharinfo(0), "You can save Julia without killing the boss? Cheating isn't fair.";
percentheal -100, 0;
end;
L_Done:
warp "025-4.gat", 157, 26;
end;
L_Save:
message strcharinfo(0), "You can't leave Julia here, all alone!";
end;
}