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|
// TrainingRoom
//
// Author's
// jak1
//
// Story
// Reid
// Teru
//
// Spellchecking & Dialogs
// Reid
// ~~ VARS ~~
// $@FightingIsActive
// 0 = can Warp in Room (non active fight)
// 1 = can't Warp in Room (active fight)
//TODO adding rand messages like "try hit it harder..." for wave's
001-2-36,32,36,0 script FightNPCName NPC_LUCAS,{
set $@NPCNAME$, "FightNPCName";
set $@NPCNEXTNAME$, "Samantha";
set $@MOB_ID, 1021;
set $@MOB_NAME$, "Dummy";
set $@CURRENT_WAVE_LEVEL, 1;
set $@MAX_WAVES, 10;
//Room and Mobspawn Coordinates
// TL BR
setarray $@MOB_SPAWN_COORDINATES, 24, 34, 31, 41;
setarray $@MAP_NAME$, "001-2-36.gat";
set @roomPlayers, getmapusers($@MAP_NAME$);
if(@roomPlayers > 1)
goto NotAlone;
if ($@FightingIsActive == 1)
{
npctalk3 "You are not done now!";
end;
}
//call in Warp door if (1 = block)
set $@FightingIsActive, 1;
if (getgmlevel() <= 61)
goto start;
//can be removed later!
menu
"get debug vars", debug_it,
"reset char var", resetVar,
"start training", -;
start:
if (FIGHT_TRAINING >= 1)
goto JobIsDone;
getmapxy(.@map$, .@x, .@y, 0);
if (.@x < 24 || .@x > 32 || .@y < 33 || .@y > 43)
{
speech 1, l("Please enter the combat zone on the left.");
close;
}
setcells "001-2-36", 33, 35, 33, 38, 1, "fence";
initnpctimer;
setnpctimer 0;
startnpctimer;
npctalk3 l("Let's begin");
end;
//cancel all actions, the Player needs to be alone in this Room
NotAlone:
npctalk3 "You dont feel so great with audience!";
set $@FightingIsActive, 0;
end;
//If a Spawned Mob gets Killed
OnTrainingMobDead:
if ($@CURRENT_WAVE_LEVEL == $@MAX_WAVES )
goto FinishedTraining;
set $@CURRENT_WAVE_LEVEL, $@CURRENT_WAVE_LEVEL + 1;
setnpctimer 0;
startnpctimer;
end;
SpawnMonster:
if ( $@FightingIsActive == 1 )
{
if ($@CURRENT_WAVE_LEVEL == $@MAX_WAVES)
{
npctalk "Last Wave!", $@NPCNAME$;
}
else
{
npctalk "Wave " + $@CURRENT_WAVE_LEVEL + "!", $@NPCNAME$;
}
areamonster "001-2-36", $@MOB_SPAWN_COORDINATES[0], $@MOB_SPAWN_COORDINATES[1], $@MOB_SPAWN_COORDINATES[2], $@MOB_SPAWN_COORDINATES[3], $@MOB_NAME$, $@MOB_ID, 1, $@NPCNAME$ + "::OnTrainingMobDead";
stopnpctimer;
setnpctimer 0;
}
else
{
set $@CURRENT_WAVE_LEVEL, 0;
}
stopnpctimer;
setnpctimer 0;
end;
//15 Secounds Waiting (Regeneration for fightRoom)
OnTimer5000:
goto SpawnMonster;
FinishedTraining:
//... TODO
npctalk "Con. u finished it...", $@NPCNAME$;
stopnpctimer;
setnpctimer 0;
set $@CURRENT_WAVE_LEVEL, 0;
delcells "fence";
if (FIGHT_TRAINING >= 1)
end;
set FIGHT_TRAINING, 1;
end;
JobIsDone:
mes "Well done, you should talk to \"" + $@NPCNEXTNAME$ + "\"...";
close;
// ----- DEBUG START ! -----
debug_it:
mes "DEBUG INFO";
mes "- CharVariable:FIGHT_TRAINING "+ FIGHT_TRAINING;
mes "- maxWaves "+ $@MAX_WAVES;
mes "- currentWave "+ $@CURRENT_WAVE_LEVEL;
mes "- npcName "+ $@NPCNAME$;
mes "- mobName "+ $@MOB_NAME$;
mes "- mobID "+ $@MOB_ID;
close;
resetVar:
set FIGHT_TRAINING , 0;
// ----- DEBUG END ! -----
OnInit:
end;
}
|