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-// Evol Script.
-// Author:
-// Ablu
-// Alastrim
-// Jesusalva
-// Reid
-// Description:
-// Ratto killer.
-// The only "lose" conditions are:
-// 1- dying, but this is not handled anywhere
-// 2- Time running out, Peter handles that automatically.
-// Note that if you die here, you won't be able to return and will need to
-// start the quest over again. (I wonder why it is not handled by an OnDeath event)
-// iirc, logout will automatically destroy the instance and clear timers, so it
-// doesn't needs the script writer to handle logout cleanup (only death).
-
-000-2-2,0,0,0 script RattosControl NPC_HIDDEN,{
- end;
-
-// Each monster on the basement have its own respawn cycle.
-// We use a XOR (^) operand to mark that the killed monster is not dead anymore.
-// This is to reproduce as accurate as possible the legacy behavior of the quest.
-OnRatto1Respawn:
- .@q2=getq2(ShipQuests_Peter);
- setq2 ShipQuests_Peter, .@q2^1;
- areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl::OnRatto1Death";
- end;
-
-OnRatto2Respawn:
- .@q2=getq2(ShipQuests_Peter);
- setq2 ShipQuests_Peter, .@q2^2;
- areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl::OnRatto2Death";
- end;
-
-OnRatto3Respawn:
- .@q2=getq2(ShipQuests_Peter);
- setq2 ShipQuests_Peter, .@q2^4;
- areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl::OnRatto3Death";
- end;
-
-OnRatto4Respawn:
- .@q2=getq2(ShipQuests_Peter);
- setq2 ShipQuests_Peter, .@q2^8;
- areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl::OnRatto4Death";
- end;
-
-// When you kill a monster on basement, we must check the mob as dead, see if you
-// finally killed the last one and quest is complete, and add a timer to respawn it
-// after 1m25s (for flavor purposes, makes quest harder though)
-OnRatto1Death:
- .@q2=getq2(ShipQuests_Peter);
- setq2 ShipQuests_Peter, .@q2|1;
- .@q2=getq2(ShipQuests_Peter);
- if (.@q2 == 15)
- goto L_Victor;
- addtimer(85000, "RattosControl::OnRatto1Respawn");
- end;
-
-OnRatto2Death:
- .@q2=getq2(ShipQuests_Peter);
- setq2 ShipQuests_Peter, .@q2|2;
- .@q2=getq2(ShipQuests_Peter);
- if (.@q2 == 15)
- goto L_Victor;
- addtimer(85000, "RattosControl::OnRatto2Respawn");
- end;
-
-OnRatto3Death:
- .@q2=getq2(ShipQuests_Peter);
- setq2 ShipQuests_Peter, .@q2|4;
- .@q2=getq2(ShipQuests_Peter);
- if (.@q2 == 15)
- goto L_Victor;
- addtimer(85000, "RattosControl::OnRatto3Respawn");
- end;
-
-OnRatto4Death:
- .@q2=getq2(ShipQuests_Peter);
- setq2 ShipQuests_Peter, .@q2|8;
- .@q2=getq2(ShipQuests_Peter);
- if (.@q2 == 15)
- goto L_Victor;
- addtimer(85000, "RattosControl::OnRatto4Respawn");
- end;
-
-// This label is reached when all rattos are dead. We clear the respawn timers
-// (as we are going to delete the instance map anyway), warp you outside, and
-// from there onwards, Peter handles properly rewarding you.
-OnVictor:
- deltimer("RattosControl::OnRatto1Respawn");
- deltimer("RattosControl::OnRatto2Respawn");
- deltimer("RattosControl::OnRatto3Respawn");
- deltimer("RattosControl::OnRatto4Respawn");
- addtimercount("Peter::OnTimeout", 5000);
- addtimer(5000, "Peter::OnDone");
- dispbottom l("It looks like all monsters were killed.");
- end;
-}