//===== eAthena Script =======================================
//= PvP NPCs
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= PvP NPCs that are found in the Inns in major cities.
//= Includes Yoyo Mode, Nightmare Mode, and Event Mode
//=
//= Breakdown of function "F_PVPNarrator"
//= arg(0): Map to save player on
//= arg(1): X position on getarg(0) map to save player
//= arg(2): Y position on getarg(0) map to save player
//===== Additional Comments: =================================
//= 1.1 Fixed arena names for Nightmare mode. Added room limit
//= check.[kobra_k88]
//= 1.2 Fixed the bug that you aways savepoint in geffen.[shadowlady]
//= 1.2a Added PvP Narrator function. Using args for Fight
//= Square Helpers. [kobra_k88]
//= 1.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= Removed all receptioned for Yoyo mode, with the
//= exception of the "Free for all" mode.
//= Added PVP event NPCs.
//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.5 Duplicates now spawn from floating NPCs. [L0ne_W0lf]
//============================================================
// Floating NPC
//============================================================
- script Gate Keeper#dummy::PVPGateKeeper -1,{
mes "[Gate Keeper]";
mes "Glad to be of service.";
mes "I will open the PVP fight";
mes "square for you! If you have";
mes "any questions about the PVP";
mes "modes or rules, Please ask";
mes "the Narrator...";
next;
switch(select("^FF5533' PvP Nightmare Mode'^000000:^3355FF' PvP Yoyo Mode'^000000:^3355FF' PvP Event Mode'^000000:Quit")) {
case 1:
mes "[Gate Keeper]";
mes "I am sorry, but currently the Nightmare mode service is not available.";
mes "Please use the Yoyo mode instead. We apologize for the inconvenience.";
close;
case 2:
mes "[Gate Keeper]";
mes "The admission fee is 500 Zeny.";
mes "Do you want to move";
mes "to the Yoyo Mode";
mes "fight square?";
next;
switch(select("Move:Cancel")) {
case 1:
if (Zeny > 499 && BaseLevel > 30) {
set zeny,zeny-500;
warp "pvp_y_room",51,23;
end;
}
else {
mes "[Gate Keeper]";
mes "Excuse me, but";
mes "did you not come prepared?";
mes "Double check that you have the";
mes "500 Zeny entrance fee, and";
mes "that you are at least level 31!";
close;
}
case 2:
mes "[Gate Keeper]";
mes "In this war between Monsters";
mes "and Humans. This competition";
mes "between people, The PVP Mode!";
mes "Encourages us all to become";
mes "stronger. Come again.";
mes "We welcome your challenge!";
close;
}
case 3:
mes "[Gate Keeper]";
mes "Welcome";
mes "Please double check";
mes "That you have the admission or viewing ticket!";
next;
if (countitem(7028) == 0 && countitem(7029) == 0) {
mes "[Gate Keeper]";
mes "Eh? You don't have it? Then I";
mes "am sorry, this fight square is";
mes "only for people who have";
mes "admission or viewing tickets.";
mes "You cannot come in without it.";
close;
}
mes "[Gate Keeper]";
mes "Yes, thank you for participating. Have fun!";
close2;
warp "pvp_room",51,23;
end;
case 4:
mes "[Gate Keeper]";
mes "In this war between Monsters";
mes "and Humans. This competition";
mes "between people, The PVP Mode!";
mes "Encourages us all to become";
mes "stronger. Come again.";
mes "We welcome your challenge!";
close;
}
}
// Morroc
//============================================================
morocc_in,144,138,4 script PVPNarrator#moc 84,{
callfunc "F_PVPNarrator","morocc_in",141,139;
}
morocc_in,144,142,4 duplicate(PVPGateKeeper) Gate Keeper#moc 83,{
// Alberta
//============================================================
alberta_in,22,146,4 script PVP Narrator#alb 84,{
callfunc "F_PVPNarrator","alberta_in",22,148;
}
alberta_in,26,146,4 duplicate(PVPGateKeeper) Gate Keeper#alb 83
// Prontera
//============================================================
prt_in,56,140,4 script PVPNarrator#prt 84,{
callfunc "F_PVPNarrator","prt_in",54,137;
}
prt_in,52,140,4 duplicate(PVPGateKeeper) Gate Keeper#prt 83
// Geffen
//============================================================
geffen_in,67,63,4 script PVPNarrator#gef 84,{
callfunc "F_PVPNarrator","geffen_in",70,59;
}
geffen_in,63,63,4 duplicate(PVPGateKeeper) Gate Keeper#gef 83
// Payon
//============================================================
payon_in01,142,50,4 script PVPNarrator#pay 84,{
callfunc "F_PVPNarrator","payon_in01",142,46;
}
payon_in01,140,53,4 duplicate(PVPGateKeeper) Gate Keeper#pay 83
// PVP Yoyo Mode Staff
//============================================================
pvp_y_room,86,85,4 script Fight Square Reception#1 105,{
set .@mapcount_1,getmapusers("pvp_y_8-1");
set .@mapcount_2,getmapusers("pvp_y_8-2");
set .@mapcount_3,getmapusers("pvp_y_8-3");
set .@mapcount_4,getmapusers("pvp_y_8-4");
set .@mapcount_5,getmapusers("pvp_y_8-5");
while(1) {
switch(select("Prontera [ "+.@mapcount_1+" / 128 ]:Izlude [ "+.@mapcount_2+" / 128 ]:Payon [ "+.@mapcount_3+" / 128 ]:Alberta [ "+.@mapcount_4+" / 128 ]:Morroc [ "+.@mapcount_5+" / 128 ]:Cancel")) {
case 1:
callsub S_CheckPVPRoom,.@mapcount_1,"pvp_y_8-1";
break;
case 2:
callsub S_CheckPVPRoom,.@mapcount_2,"pvp_y_8-2";
break;
case 3:
callsub S_CheckPVPRoom,.@mapcount_3,"pvp_y_8-3";
break;
case 4:
callsub S_CheckPVPRoom,.@mapcount_4,"pvp_y_8-4";
break;
case 5:
callsub S_CheckPVPRoom,.@mapcount_5,"pvp_y_8-5";
break;
case 6:
close;
}
}
OnInit:
waitingroom "Free For All",0;
end;
S_CheckPVPRoom:
if (getarg(0) >= 128) {
mes "[PVP Fight Square Reception Staff]";
mes "This map is currently full.";
next;
return;
}
else {
warp getarg(1),0,0;
end;
}
}
// PVP Nightmare Mode Staff
//============================================================
pvp_n_room,30,85,4 script Fight Square Reception#2 105,{
set .@mapcount_1,getmapusers("pvp_n_8-1");
set .@mapcount_2,getmapusers("pvp_n_8-2");
set .@mapcount_3,getmapusers("pvp_n_8-3");
set .@mapcount_4,getmapusers("pvp_n_8-4");
set .@mapcount_5,getmapusers("pvp_n_8-5");
while(1) {
switch(select("Sandwich [ "+.@mapcount_1+" / 64 ]:Lock on [ "+.@mapcount_2+" / 32 ]:Four Room [ "+.@mapcount_3+" / 32 ]:Under cross [ "+.@mapcount_4+" / 32 ]:Compass Room [ "+.@mapcount_5+" / 32 ]:Cancel")) {
case 1:
callsub S_CheckPVPRoom,.@mapcount_1,"pvp_n_8-1",64;
break;
case 2:
callsub S_CheckPVPRoom,.@mapcount_2,"pvp_n_8-2",32;
break;
case 3:
callsub S_CheckPVPRoom,.@mapcount_3,"pvp_n_8-3",32;
break;
case 4:
callsub S_CheckPVPRoom,.@mapcount_4,"pvp_n_8-4",32;
break;
case 5:
callsub S_CheckPVPRoom,.@mapcount_5,"pvp_n_8-5",32;
break;
case 6:
close;
}
}
OnInit:
waitingroom "Free For All",0;
end;
S_CheckPVPRoom:
if (getarg(0) >= getarg(2)) {
mes "[PVP Fight Square Reception Staff]";
mes "This map is currently full.";
next;
return;
}
else {
warp getarg(1),0,0;
end;
}
}
// Function
//============================================================
function script F_PVPNarrator {
mes "[PVP Narrator]";
mes "Hello and welcome!";
mes "I am in charge of";
mes "explaining the PVP Mode.";
mes "I am the PVP Narrator!";
next;
switch(select("What is PVP?:What are the PVP Modes?:What are the rules for PVP?:Save Position.:End Dialog.")) {
case 1:
mes "[PVP Narrator]";
mes "In short form";
mes "PVP means,";
mes "' Player VS Player Mode '";
mes "It's a unique place for people";
mes "To duel with each other.";
next;
mes "[PVP Narrator]";
mes "Just tell the";
mes "^3355FFGate Keeper^000000";
mes "That you want to try. He will";
mes "let you into the PVP square.";
next;
mes "[PVP Narrator]";
mes "But, You need to be at";
mes "least level 31. And you";
mes "must pay the 500 zeny";
mes "entrance fee in order to";
mes "To enter a PVP Fight Square.";
close;
case 2:
mes "[PVP Narrator]";
mes "When you are qualified, You";
mes "can choose one of two Modes.";
mes "Yoyo Mode, Or";
mes "Nightmare Mode.";
next;
mes "[PVP Narrator]";
mes "Yoyo Mode is risk free.";
mes "You can experience PVP";
mes "without any restriction or";
mes "punishment. It is recommended";
mes "that you practice your skills";
mes "here before you move on.";
next;
mes "[PVP Narrator]";
mes "Nightmare Mode is very";
mes "dangerous! Please use caution.";
mes "You will lose some of your real";
mes "EXP when you are defeated. And";
mes "There is a small chance that";
mes "you will drop some equipment.";
next;
mes "[PVP Narrator]";
mes "However, if you win, the";
mes "rewards can be great!";
mes "To avoid misunderstanding.";
mes "You should think it over";
mes "twice before you go there...";
mes "Good Luck!";
close;
case 3:
mes "[PVP Narrator]";
mes "Each of the Fight squares";
mes "have a row of Narrators to";
mes "choose from based on your";
mes "qualifications.";
next;
mes "[PVP Narrator]";
mes "Each Narrator will ask";
mes "which of the five PVP maps";
mes "you wish to go to.";
mes "Choose, and go in!";
next;
mes "[PVP Narrator]";
mes "Each map has a limitation on";
mes "the number of people who can";
mes "participate. So you will see";
mes "figures in the corner showing";
mes "'Attendee/total'.";
next;
mes "[PVP Narrator]";
mes "Also, there is a hidden EXP";
mes "value in PVP mode. This EXP";
mes "score will only apply inside";
mes "of the PVP zone, so do not";
mes "worry.";
next;
mes "[PVP Narrator]";
mes "Every player's EXP at the";
mes "beginning is usually 5 points.";
mes "If you win, you will";
mes "increse your EXP by 1 point";
next;
mes "[PVP Narrator]";
mes "In the same way, when you";
mes "lose... Your EXP will";
mes "drop by 5 points.";
mes "So be careful!";
next;
mes "[PVP Narrator]";
mes "When you are defeated";
mes "And your EXP is equal";
mes "to or less than 0,";
mes "You will be removed from PVP";
mes "And your duel is finished!";
next;
mes "[PVP Narrator]";
mes "However, If your EXP is more";
mes "than 0. You can still get help";
mes "Through other players healing...";
mes "Do you get it?";
next;
mes "[PVP Narrator]";
mes "The fighting commands inside of";
mes "PVP Are the same as the normal.";
mes "All the basic controls are the";
mes "same.";
next;
mes "[PVP Narrator]";
mes "However, there is one thing...";
mes "Within the PVP fight square,";
mes "And in the PVP fighting zones";
mes "You cannot save your position.";
mes "Remember well... These rules";
mes "can help to ensure your victory.";
close;
case 4:
mes "[PVP Narrator]";
mes "Position saved...";
mes "Successfully.";
mes "Thank you very much, We";
mes "will see you again soon.";
close2;
savepoint getarg(0),getarg(1),getarg(2);
end;
case 5:
mes "[PVP Narrator]";
mes "In this war between Monsters";
mes "and Humans. This competition";
mes "between people, The PVP Mode!";
mes "Encourages us all to become";
mes "stronger. Come again.";
mes "We welcome your challenge!";
close;
}
}
// Event Contestant Entrance
//============================================================
pvp_room,54,85,4 script Registration Staff#1 105,{
if (countitem(7028) == 0) {
mes "[PVP Combat Square Register Staff]";
mes "Eh? How did you get in here?";
mes "This is the entrance for players only.";
mes "For details about viewers please proceed to the Register Staff on your right.";
close;
}
if (.pvp_close_n_room == 1 && .pvp_close_s_room == 1 && .pvp_close_w_room == 1 && .pvp_close_e_room == 1) {
Set .pvp_close_n_room,0;
Set .pvp_close_s_room,0;
Set .pvp_close_w_room,0;
Set .pvp_close_e_room,0;
}
if (select("Combat Square one :Cancel") == 1) {
mes "[PVP Combat Square Register Staff]";
mes "'"+ strcharinfo(0) +"'";
mes "Are you ready?!";
next;
if (select("Yes!:No!") == 1) {
mes "[PVP Combat Square Register Staff]";
mes "OK! I will send you inside";
mes "Good luck!";
close2;
delitem 7028,1; //Invite_For_Duel
while(1) {
switch(rand(1,4)) {
case 1:
if (.pvp_close_n_room == 0) {
set .pvp_close_n_room,1;
warp "pvp_2vs2",40,59;
end;
}
case 2:
if (.pvp_close_s_room == 0) {
set .pvp_close_s_room,1;
warp "pvp_2vs2",59,40;
end;
}
case 3:
if (.pvp_close_w_room == 0) {
set .pvp_close_w_room,1;
warp "pvp_2vs2",20,40;
end;
}
case 4:
if (.pvp_close_e_room == 0) {
set .pvp_close_e_room,1;
warp "pvp_2vs2",40,20;
end;
}
}
}
}
mes "[PVP Combat Square Register Staff]";
mes "Come back anytime you are ready.";
close;
}
close;
OnInit:
Set .pvp_close_n_room,0;
Set .pvp_close_s_room,0;
Set .pvp_close_w_room,0;
Set .pvp_close_e_room,0;
waitingroom "Combat Square players entrance only",0;
end;
}
// Spectator Entrance
//============================================================
- script Spectator's Entrance#dum::PVPSpectator -1,{
if (countitem(7029) == 0) {
mes "[PVP Compete Square Register Staff]";
mes "This is the entrance for viewers.";
mes "For details about players entrance please proceed to the Register Staff on your left.";
close;
}
if (select("Compete Square one:Cancel") == 1) {
mes "[PVP Combat Square Register Staff]";
mes "You got it, thanks for participating. Have fun!";
close2;
delitem 7029,1; //Admission_For_Duel
switch(rand(1,4)) {
case 1: warp "pvp_2vs2",39,7; end;
case 2: warp "pvp_2vs2",39,73; end;
case 3: warp "pvp_2vs2",7,39; end;
case 4: warp "pvp_2vs2",73,39; end;
}
}
close;
OnInit:
waitingroom "Compete Square viewer's entrance",0;
end;
}
pvp_room,62,85,4 duplicate(PVPSpectator) Spectator's Entrance#1 105
pvp_room,70,85,4 duplicate(PVPSpectator) Spectator's Entrance#2 105
pvp_room,78,85,4 duplicate(PVPSpectator) Spectator's Entrance#3 105
pvp_room,86,85,4 duplicate(PVPSpectator) Spectator's Entrance#4 105
// Spectator Warps
//============================================================
- script Combat Square Staff#dum::PVPSpecWarp -1,{
OnTouch:
mes "[Combat Square Staff]";
mes "May I help you?";
if (select("To the center viewer seat.:Leave Combat Square.") == 1) {
warp "pvp_2vs2",38,38;
end;
}
warp "pvp_room",84,39;
end;
}
pvp_2vs2,5,4,0 duplicate(PVPSpecWarp) Combat Square Staff#1 45,1,1,{
pvp_2vs2,5,74,0 duplicate(PVPSpecWarp) Combat Square Staff#2 45,1,1
pvp_2vs2,74,74,0 duplicate(PVPSpecWarp) Combat Square Staff#3 45,1,1
pvp_2vs2,74,5,0 duplicate(PVPSpecWarp) Combat Square Staff#4 45,1,1
pvp_2vs2,40,40,0 script Combat Square Staff#5 45,1,1,{
set mapmove,0;
mes "[Combat Square Staff]";
mes "May I help you?";
if (select("To the side viewer seat.:Leave Combat Square.") == 1) {
switch(rand(1,4)) {
case 1: warp "pvp_2vs2",39,7; end;
case 2: warp "pvp_2vs2",39,73; end;
case 3: warp "pvp_2vs2",7,39; end;
case 4: warp "pvp_2vs2",73,39; end;
}
}
warp "pvp_c_room",84,39;
end;
}
// PVP Area Exit warp
//============================================================
pvp_room,51,19,0 script out#eventpvp 45,4,2,{
OnTouch:
mes "[Combat Square Staff]";
mes "Did you have fun in Combat Square?";
mes "May I ask where you want to go?";
next;
switch(select("prontera.:morocc.:geffen.:payon.:alberta.:Cancel.")) {
case 1: warp "prontera",107,60; end;
case 2: warp "morocc",157,96; end;
case 3: warp "geffen",120,36; end;
case 4: warp "payon",96,100; end;
case 5: warp "alberta",41,243; end;
case 6: close;
}
}