|
|
//===== eAthena Script =======================================
//= War of Emperium Guild Treasure Room Functions
//===== By: ==================================================
//= holyAngelX (1.0) Akaru and ho|yAnge|X (1.1)
//===== Current Version: =====================================
//= 2.0
//===== Compatible With: =====================================
//= eAthena 1+; RO Episode 4+
//===== Description: =========================================
//= F_GldTreas spawns treasure chests used by the guild master.
//= F_GldTreasSw allows the player to get out of the treasure room.
//= F_TreasProtect removes non-guild master players from treasure room.
//==============================================
//= Break down of arguments used in the F_GldTreas:
//= arg(0): name of guild castle
//= arg(1): name of script that called the function
//= arg(2): the box number amount
//= arg(3): temp variable (count)
//= arg(4): temp variable (box/monster id#)
//= arg(5): box/monster id#
//= arg(6): x1 coordinate for areamonster call
//= arg(7): y1 coordinate for areamonster call
//= arg(8): x2 coordinate for areamonster call
//= arg(9): y1 coordinate for areamonster call
//=
//= Break down of arguments used in the F_GldTreasSw:
//= arg(0): name of guild castle.
//= arg(1): x1 coordinate for warp back to guild castle
//= arg(2): y1 coordinate for warp back to guild castle
//
//= Break down of arguments used in the F_TreasProtect:
//= arg(0): name of guild castle.
//= arg(1): name of warp-to city
//= arg(2): x1 coordinate for warp-to city
//= arg(3): y1 coordinate for warp-to city
//===== Additional Comments: =================================
//= 1.2 Treasure room Spawn, and Treasure room Switch scripts now use these functions.[kobra_k88]
//= 1.2a Function now returns to script that called it. Removed TreasureSpawn2.
//= Changed back to using specific global variables for number of boxes and the box id. [kobra_k88]
//= 1.2b Added a check to allow un broken treasure chests to respawn after map server restart.[kobra_k88]
//= 1.3 Fixed treasure boxes spawn. (Unrolled one loop a bit) [Lupus]
//= 1.4 New number of Treasure Boxes per castle: 25 at 100 Economic pts [Lupus]
//= So you get your first chest only when your Economic Pts >= 4
//= 1.5 Fixed treasure number 'round exploit' [Lupus]
//= 1.6 to Aegis X.2 formula 4..24 Treasure Chests [Lupus]
//= 1.7 Box Count fix by Zoc. Now it spawns 1st/2nd Treasure Chest 50%/50% [Lupus]
//= 1.8 Official Treasure Spawn in Novice Castles. Had to add +1 in odd/even formula to leave correct ID of NG Treasure Box 8) [Lupus]
//= 1.9 Added F_TreasProtect to remove players who are not guild master from treasure room. [L0ne_W0lf]
//= 2.0 Updated F_GldTreas, no longer uses gotos, swapped out for a 'for' loop. [L0ne_W0lf]
//============================================================
//================================================
// Treasure Spawning Function
//================================================
function script F_GldTreas {
if(getarg(10) != 1) {
setcastledata getarg(0),4,0;
setcastledata getarg(0),5,0;
// Why on earth are we killing old treasure chest spawns?
//killmonster getarg(0),"Treasure_"+getarg(1)+"::OnDied";
// Don't spawn treasures if Castle is empty, or Eco is greater than 100
if(GetCastleData(getarg(0),2) > 100 || GetCastleData(getarg(0),1) == 0) return;
// Only spawn one treasure chest for notice castles.
if (compare(getarg(0),"nguild"))
set getarg(2),1;
else
set getarg(2),GetCastleData(getarg(0),2)/5+4;
if (getarg(2) <= 0) return;
//sets the counter variable = to the box number amount
set getarg(3), getarg(2);
}
for (set .@i,1; .@i <= getarg(3) ; set .@i,.@i+1) {
// set treasure box ID
set getarg(4), getarg(5) + (.@i+1) % 2;
areamonster getarg(0),getarg(6),getarg(7),getarg(8),getarg(9),"Treasure Chest",getarg(4),1,"Treasure_"+getarg(1)+"::OnDied";
}
return;
}
//==============================================================
// Treasure Room Switch
//===============================================================
function script F_GldTreasSw {
mes " ";
mes "There's a small lever. Will you pull it? ";
next;
if (select("Pull.:Do not.") == 1) {
warp getarg(0),getarg(1),getarg(2);
return;
}
close;
}
//==============================================================
// Treasure Room Protrection
//===============================================================
function script F_TreasProtect {
if (strcharinfo(0) != getguildmaster( GetCastleData(getarg(0),1) )) warp getarg(1),getarg(2),getarg(3);
}
|