diff options
Diffstat (limited to 'npc/001-2-23/ratto.txt')
-rw-r--r-- | npc/001-2-23/ratto.txt | 98 |
1 files changed, 0 insertions, 98 deletions
diff --git a/npc/001-2-23/ratto.txt b/npc/001-2-23/ratto.txt deleted file mode 100644 index 24bb1e1a..00000000 --- a/npc/001-2-23/ratto.txt +++ /dev/null @@ -1,98 +0,0 @@ -// 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). - -001-2-23,0,0,0 script RattosControl#Artis 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$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl#Artis::OnRatto1Death"; - end; - -OnRatto2Respawn: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2^2; - areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl#Artis::OnRatto2Death"; - end; - -OnRatto3Respawn: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2^4; - areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl#Artis::OnRatto3Death"; - end; - -OnRatto4Respawn: - .@q2=getq2(ShipQuests_Peter); - setq2 ShipQuests_Peter, .@q2^8; - areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl#Artis::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#Artis::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#Artis::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#Artis::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#Artis::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. -L_Victor: - deltimer("RattosControl#Artis::OnRatto1Respawn"); - deltimer("RattosControl#Artis::OnRatto2Respawn"); - deltimer("RattosControl#Artis::OnRatto3Respawn"); - deltimer("RattosControl#Artis::OnRatto4Respawn"); - addtimercount("Peter#Artis::OnTimeout", 5000); - addtimer(5000, "Peter#Artis::OnDone"); - dispbottom l("It looks like all monsters were killed."); - end; -} |