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-rw-r--r--world/map/npc/functions/treasure_hunt.txt11
1 files changed, 6 insertions, 5 deletions
diff --git a/world/map/npc/functions/treasure_hunt.txt b/world/map/npc/functions/treasure_hunt.txt
index 4db5d2ef..0e97adce 100644
--- a/world/map/npc/functions/treasure_hunt.txt
+++ b/world/map/npc/functions/treasure_hunt.txt
@@ -103,8 +103,8 @@ OnDig:
mobcount($TREASURE_MAP$, "TreasureDigAux::OnMobKill") +
mobcount($TREASURE_MAP$, "TreasureDigAux::OnPirateKill");
if ($TREASURE_DEBUG) debugmes "OnDig: mob count = " + @treasureMobs;
- if (@treasureMobs > 220) message strcharinfo(0), "Its too crowded here to dig! Perhaps kill some mob first?";
- if (@treasureMobs > 220) end; // Do not let users spam server by mobs indefinitely
+ if (@treasureMobs > 300) message strcharinfo(0), "Its too crowded here to dig! Perhaps kill some mob first?";
+ if (@treasureMobs > 300) end; // Do not let users spam server by mobs indefinitely
set .@puppet$, "#"+strnpcinfo(0)+"#"+BL_ID;
set .@puppet, puppet(getmap(), POS_X, POS_Y, .@puppet$, 127);
if (.@puppet < 1) end; // It also denies player launching N instances at once.
@@ -206,6 +206,7 @@ OnBootyRound:
L_Finalize:
addtimer 0, "TreasureDigAux::OnMainBooty", .digger; // Hand over to final reward handler.
+ mapannounce strnpcinfo(3), "Treasure : Digger " + .diggernm$ + " found treasure!", 0;
npctalk strnpcinfo(0), "Digging : ##3##B [TREASURE] Victory! Treasure hunter " + .diggernm$ + " got booty!";
destroy;
@@ -222,7 +223,7 @@ OnInit:
// Main digging round handling logic happens here, spawns + dig fallouts
// Input: Arg0: round #
// Arg1: players str
-// Returns: 0 if all ok, 1 = failure,
+// Returns: 0 if all ok, 1 = failure, 9 = max round reached.
function|script|treasure_dig_round
{
set .@round, getarg(0, -1);
@@ -432,7 +433,7 @@ OnPlayerEstimate:
// Emit few collateral items spawner
OnCollateral1:
if ($TREASURE_DEBUG) debugmes "OnCollateral1";
- setarray .@items1[0], SulphurPowder, IronPowder, BlackScorpionStinger;
+ setarray .@items1[0], SulphurPowder, IronPowder, BlackScorpionStinger, TreasureKey, Bone, Skull;
set .@itemID, .@items1[rand(getarraysize(.@items1))]; // random collateral
if ($TREASURE_DEBUG) debugmes "OnCollateral1 .@itemID=" + .@itemID;
makeitem .@itemID, 1, getmap(), rand(POS_X-2,POS_X+2), rand(POS_Y-2,POS_Y+2);
@@ -441,7 +442,7 @@ OnCollateral1:
// Emit plenty of collateral items spawner (treasure reward mode)
OnCollateral10:
if ($TREASURE_DEBUG) debugmes "OnCollateral10";
- setarray .@items10[0], Pearl, Sapphire, Amethyst, GoldenTooth, GoldOre;
+ setarray .@items10[0], Pearl, Sapphire, Amethyst, GoldenTooth, GoldOre, CoinBag;
set .@count, 0;
goto L_RandomItems;