// --------------------------------- Cave 1 ----------------------------------- 025-4.gat,41,91,0 script #StartCaveFight1 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave1 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave1_loop, $@cave1_loop + 1; areamonster "025-4.gat",26,63,60,97,"",$@CAVE1_MONSTERS_IDS[$@cave1_loop],$@CAVE1_MONSTERS_QTY[$@cave1_loop],"#StartCaveFight1::OnMonsterDeath"; if ($@cave1_loop <= getarraysize($@CAVE1_MONSTERS_IDS)) goto L_Summon; set $@cave1_loop, 0; set $@wave_cave1, $@wave_cave1 + 1; end; L_Done: set $@cave1_kills, 0; attachrid(getcharid(3,$@cave1fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave1 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave1 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave1 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty."; if ($@wave_cave1 != $@CAVE1_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE1); warp "025-3.gat", 78, 129; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave1fighter$)); set $@wave_cave1, 0; set $@cave1_kills, 0; set $@cave1start, 0; set $@cave1fighter$, ""; set $@cave1fighterdeaths$, 0; set $@battlecave1, 0; killmonster "025-4.gat", "#StartCaveFight1::OnMonsterDeath"; end; OnMonsterDeath: set $@cave1_kills, $@cave1_kills + 1; if ($@cave1_kills >= $@CAVE1_MONSTERS_QTY[1] + $@CAVE1_MONSTERS_QTY[2] + $@CAVE1_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE1_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE1_MONSTERS_QTY[1], 3, 2, 1; // Number of waves. set $@CAVE1_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE1_TIME, 30; } // --------------------- Cave 1 Checker ---------------------------- 025-4.gat,41,97,0 script #CheckCaveFight1 127,1,1,{ if (cavefight & BATTLE_CAVE1) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 78, 130; end; } // --------------------------------- Cave 2 --------------------------------------- 025-4.gat,110,90,0 script #StartCaveFight2 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave2 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave2_loop, $@cave2_loop + 1; areamonster "025-4.gat",97, 62, 126, 96,"",$@CAVE2_MONSTERS_IDS[$@cave2_loop],$@CAVE2_MONSTERS_QTY[$@cave2_loop],"#StartCaveFight2::OnMonsterDeath"; if ($@cave2_loop <= getarraysize($@CAVE2_MONSTERS_IDS)) goto L_Summon; set $@cave2_loop, 0; set $@wave_cave2, $@wave_cave2 + 1; end; L_Done: set $@cave2_kills, 0; attachrid(getcharid(3,$@cave2fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave2 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave2 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave2 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty."; if ($@wave_cave2 != $@CAVE2_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE2); warp "025-3.gat", 53, 109; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave2fighter$)); set $@wave_cave2, 0; set $@cave2_kills, 0; set $@cave2start, 0; set $@cave2fighter$, ""; set $@cave2fighterdeaths$, 0; set $@battlecave2, 0; killmonster "025-4.gat", "#StartCaveFight2::OnMonsterDeath"; end; OnMonsterDeath: set $@cave2_kills, $@cave2_kills + 1; if ($@cave2_kills >= $@CAVE2_MONSTERS_QTY[1] + $@CAVE2_MONSTERS_QTY[2] + $@CAVE2_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE2_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE2_MONSTERS_QTY[1], 5, 3, 2; // Number of waves. set $@CAVE2_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE2_TIME, 30; } // --------------------- Cave 2 Checker ---------------------------- 025-4.gat,110,96,0 script #CheckCaveFight2 127,1,1,{ if (cavefight & BATTLE_CAVE2) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 53, 110; end; } // ------------------------------------ Cave 3 -------------------------------------- 025-4.gat,168,111,0 script #StartCaveFight3 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave3 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave3_loop, $@cave3_loop + 1; areamonster "025-4.gat",150, 84, 177, 117,"",$@CAVE3_MONSTERS_IDS[$@cave3_loop],$@CAVE3_MONSTERS_QTY[$@cave3_loop],"#StartCaveFight3::OnMonsterDeath"; if ($@cave3_loop <= getarraysize($@CAVE3_MONSTERS_IDS)) goto L_Summon; set $@cave3_loop, 0; set $@wave_cave3, $@wave_cave3 + 1; end; L_Done: set $@cave3_kills, 0; attachrid(getcharid(3,$@cave3fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave3 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave3 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave3 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty."; if ($@wave_cave3 != $@CAVE3_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE3); warp "025-3.gat", 71, 85; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave3fighter$)); set $@wave_cave3, 0; set $@cave3_kills, 0; set $@cave3start, 0; set $@cave3fighter$, ""; set $@cave3fighterdeaths$, 0; set $@battlecave3, 0; killmonster "025-4.gat", "#StartCaveFight3::OnMonsterDeath"; end; OnMonsterDeath: set $@cave3_kills, $@cave3_kills + 1; if ($@cave3_kills >= $@CAVE3_MONSTERS_QTY[1] + $@CAVE3_MONSTERS_QTY[2] + $@CAVE3_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE3_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE3_MONSTERS_QTY[1], 5, 3, 2; // Number of waves. set $@CAVE3_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE3_TIME, 30; } // --------------------- Cave 3 Checker ---------------------------- 025-4.gat,168,117,0 script #CheckCaveFight3 127,1,1,{ if (cavefight & BATTLE_CAVE3) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 71, 85; end; } // --------------------------- Cave 4 -------------------------------- 025-4.gat,32,150,0 script #StartCaveFight4 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave4 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave4_loop, $@cave4_loop + 1; areamonster "025-4.gat",28, 124, 57, 156,"",$@CAVE4_MONSTERS_IDS[$@cave4_loop],$@CAVE4_MONSTERS_QTY[$@cave4_loop],"#StartCaveFight4::OnMonsterDeath"; if ($@cave4_loop <= getarraysize($@CAVE4_MONSTERS_IDS)) goto L_Summon; set $@cave4_loop, 0; set $@wave_cave4, $@wave_cave4 + 1; end; L_Done: set $@cave4_kills, 0; attachrid(getcharid(3,$@cave4fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave4 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave4 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave4 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty."; if ($@wave_cave4 != $@CAVE4_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE4); warp "025-3.gat", 80, 85; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave4fighter$)); set $@wave_cave4, 0; set $@cave4_kills, 0; set $@cave4start, 0; set $@cave4fighter$, ""; set $@cave4fighterdeaths$, 0; set $@battlecave4, 0; killmonster "025-4.gat", "#StartCaveFight4::OnMonsterDeath"; end; OnMonsterDeath: set $@cave4_kills, $@cave4_kills + 1; if ($@cave4_kills >= $@CAVE4_MONSTERS_QTY[1] + $@CAVE4_MONSTERS_QTY[2] + $@CAVE4_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE4_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE4_MONSTERS_QTY[1], 5, 3, 2; // Number of waves. set $@CAVE4_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE4_TIME, 30; } // --------------------- Cave 4 Checker ---------------------------- 025-4.gat,32,156,0 script #CheckCaveFight4 127,1,1,{ if (cavefight & BATTLE_CAVE4) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 80, 85; end; } // ---------------------------- Cave 5 ------------------------------ 025-4.gat,100,154,0 script #StartCaveFight5 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave5 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave5_loop, $@cave5_loop + 1; areamonster "025-4.gat",91, 131, 124, 160,"",$@CAVE5_MONSTERS_IDS[$@cave5_loop],$@CAVE5_MONSTERS_QTY[$@cave5_loop],"#StartCaveFight5::OnMonsterDeath"; if ($@cave5_loop <= getarraysize($@CAVE5_MONSTERS_IDS)) goto L_Summon; set $@cave5_loop, 0; set $@wave_cave5, $@wave_cave5 + 1; end; L_Done: set $@cave5_kills, 0; attachrid(getcharid(3,$@cave5fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave5 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave5 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave5 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty."; if ($@wave_cave5 != $@CAVE5_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE5); warp "025-3.gat", 71, 32; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave5fighter$)); set $@wave_cave5, 0; set $@cave5_kills, 0; set $@cave5start, 0; set $@cave5fighter$, ""; set $@cave5fighterdeaths$, 0; set $@battlecave5, 0; killmonster "025-4.gat", "#StartCaveFight5::OnMonsterDeath"; end; OnMonsterDeath: set $@cave5_kills, $@cave5_kills + 1; if ($@cave5_kills >= $@CAVE5_MONSTERS_QTY[1] + $@CAVE5_MONSTERS_QTY[2] + $@CAVE5_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE5_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE5_MONSTERS_QTY[1], 5, 3, 2; // Number of waves. set $@CAVE5_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE5_TIME, 30; } // --------------------- Cave 5 Checker ---------------------------- 025-4.gat,100,160,0 script #CheckCaveFight5 127,1,1,{ if (cavefight & BATTLE_CAVE5) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 71, 33; end; } // -------------------------------- Cave 6 ----------------------------------------- 025-4.gat,159,168,0 script #StartCaveFight6 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave6 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave6_loop, $@cave6_loop + 1; areamonster "025-4.gat",153, 143, 178, 174,"",$@CAVE6_MONSTERS_IDS[$@cave6_loop],$@CAVE6_MONSTERS_QTY[$@cave6_loop],"#StartCaveFight6::OnMonsterDeath"; if ($@cave6_loop <= getarraysize($@CAVE6_MONSTERS_IDS)) goto L_Summon; set $@cave6_loop, 0; set $@wave_cave6, $@wave_cave6 + 1; end; L_Done: set $@cave6_kills, 0; attachrid(getcharid(3,$@cave6fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave6 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave6 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave6 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty."; if ($@wave_cave6 != $@CAVE6_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE6); warp "025-3.gat", 128, 37; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave6fighter$)); set $@wave_cave6, 0; set $@cave6_kills, 0; set $@cave6start, 0; set $@cave6fighter$, ""; set $@cave6fighterdeaths$, 0; set $@battlecave6, 0; killmonster "025-4.gat", "#StartCaveFight6::OnMonsterDeath"; end; OnMonsterDeath: set $@cave6_kills, $@cave6_kills + 1; if ($@cave6_kills >= $@CAVE6_MONSTERS_QTY[1] + $@CAVE6_MONSTERS_QTY[2] + $@CAVE6_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE6_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE6_MONSTERS_QTY[1], 5, 3, 2; // Number of waves. set $@CAVE6_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE6_TIME, 30; } // --------------------- Cave 6 Checker ---------------------------- 025-4.gat,159,174,0 script #CheckCaveFight6 127,1,1,{ if (cavefight & BATTLE_CAVE6) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 128, 38; end; } // -------------------------------- Cave 7 ----------------------------------- 025-4.gat,39,215,0 script #StartCaveFight7 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave7 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave7_loop, $@cave7_loop + 1; areamonster "025-4.gat",27, 185, 61, 219,"",$@CAVE7_MONSTERS_IDS[$@cave7_loop],$@CAVE7_MONSTERS_QTY[$@cave7_loop],"#StartCaveFight7::OnMonsterDeath"; if ($@cave7_loop <= getarraysize($@CAVE7_MONSTERS_IDS)) goto L_Summon; set $@cave7_loop, 0; set $@wave_cave7, $@wave_cave7 + 1; end; L_Done: set $@cave7_kills, 0; attachrid(getcharid(3,$@cave7fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave7 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave7 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave7 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty."; if ($@wave_cave7 != $@CAVE7_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE7); warp "025-3.gat", 70, 59; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave7fighter$)); set $@wave_cave7, 0; set $@cave7_kills, 0; set $@cave7start, 0; set $@cave7fighter$, ""; set $@cave7fighterdeaths$, 0; set $@battlecave7, 0; killmonster "025-4.gat", "#StartCaveFight7::OnMonsterDeath"; end; OnMonsterDeath: set $@cave7_kills, $@cave7_kills + 1; if ($@cave7_kills >= $@CAVE7_MONSTERS_QTY[1] + $@CAVE7_MONSTERS_QTY[2] + $@CAVE7_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE7_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE7_MONSTERS_QTY[1], 5, 3, 2; // Number of waves. set $@CAVE7_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE7_TIME, 30; } // --------------------- Cave 7 Checker ---------------------------- 025-4.gat,42,219,0 script #CheckCaveFight7 127,1,1,{ if (cavefight & BATTLE_CAVE7) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 70, 60; end; } // --------------------------- Cave 8 ------------------------------- 025-4.gat,105,210,0 script #StartCaveFight8 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave8 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave8_loop, $@cave8_loop + 1; areamonster "025-4.gat",90, 193, 119, 216,"",$@CAVE8_MONSTERS_IDS[$@cave8_loop],$@CAVE8_MONSTERS_QTY[$@cave8_loop],"#StartCaveFight8::OnMonsterDeath"; if ($@cave8_loop <= getarraysize($@CAVE8_MONSTERS_IDS)) goto L_Summon; set $@cave8_loop, 0; set $@wave_cave8, $@wave_cave8 + 1; end; L_Done: set $@cave8_kills, 0; attachrid(getcharid(3,$@cave8fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave8 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave8 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave8 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. It was empty."; if ($@wave_cave8 != $@CAVE8_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE8); warp "025-3.gat", 138, 94; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave8fighter$)); set $@wave_cave8, 0; set $@cave8_kills, 0; set $@cave8start, 0; set $@cave8fighter$, ""; set $@cave8fighterdeaths$, 0; set $@battlecave8, 0; killmonster "025-4.gat", "#StartCaveFight8::OnMonsterDeath"; end; OnMonsterDeath: set $@cave8_kills, $@cave8_kills + 1; if ($@cave8_kills >= $@CAVE8_MONSTERS_QTY[1] + $@CAVE8_MONSTERS_QTY[2] + $@CAVE8_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE8_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE8_MONSTERS_QTY[1], 5, 3, 2; // Number of waves. set $@CAVE8_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE8_TIME, 30; } // --------------------- Cave 8 Checker ---------------------------- 025-4.gat,105,216,0 script #CheckCaveFight8 127,1,1,{ if (cavefight & BATTLE_CAVE8) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 138, 95; end; } // --------------------------- Cave 9 ------------------------------- 025-4.gat,157,220,0 script #StartCaveFight9 111,{ if (Rossy_Quest < 15) goto L_Cheat; if ($@battlecave9 == 1) goto L_Summon; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Summon: set $@cave9_loop, $@cave9_loop + 1; areamonster "025-4.gat",144, 192, 173, 226,"",$@CAVE9_MONSTERS_IDS[$@cave9_loop],$@CAVE9_MONSTERS_QTY[$@cave9_loop],"#StartCaveFight9::OnMonsterDeath"; if ($@cave9_loop <= getarraysize($@CAVE9_MONSTERS_IDS)) goto L_Summon; set $@cave9_loop, 0; set $@wave_cave9, $@wave_cave9 + 1; end; L_Done: set $@cave9_kills, 0; attachrid(getcharid(3,$@cave9fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave9 == 1) message strcharinfo(0), "Oh no, more monsters?!"; if ($@wave_cave9 == 2) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave9 == 3) message strcharinfo(0), "As you killed all the monsters, you opened the chest. You found a strange key into the chest."; if ($@wave_cave9 != $@CAVE9_WAVES) goto L_Summon; set cavefights, (cavefights ^ BATTLE_CAVE9); warp "025-3.gat", 138, 158; goto L_Cleaning; end; L_Cleaning: attachrid(getcharid(3,$@cave9fighter$)); set $@wave_cave9, 0; set $@cave9_kills, 0; set $@cave9start, 0; set $@cave9fighter$, ""; set $@cave9fighterdeaths$, 0; set $@battlecave9, 0; killmonster "025-4.gat", "#StartCaveFight9::OnMonsterDeath"; end; OnMonsterDeath: set $@cave9_kills, $@cave9_kills + 1; if ($@cave9_kills >= $@CAVE9_MONSTERS_QTY[1] + $@CAVE9_MONSTERS_QTY[2] + $@CAVE9_MONSTERS_QTY[3]) goto L_Done; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. setarray $@CAVE9_MONSTERS_IDS[1], 1002, 1003, 1004; // Number of monsters of each ID. setarray $@CAVE9_MONSTERS_QTY[1], 5, 3, 2; // Number of waves. set $@CAVE9_WAVES, 3; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE9_TIME, 30; } // --------------------- Cave 9 Checker ---------------------------- 025-4.gat,157,226,0 script #CheckCaveFight9 127,1,1,{ if (cavefight & BATTLE_CAVE9) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Done: warp "025-3.gat", 138, 158; end; } // --------------------- Boss Cave ---------------------------- 025-4.gat,157,42,0 script #StartBossCaveFight 111,{ if (Rossy_Quest == 16) goto L_Found; if ($@battlebosscave == 1 && cavefights & BATTLE_CAVE1 && cavefights & BATTLE_CAVE2 && cavefights & BATTLE_CAVE3 && cavefights & BATTLE_CAVE4 && cavefights & BATTLE_CAVE5 && cavefights & BATTLE_CAVE6 && cavefights & BATTLE_CAVE7 && cavefights & BATTLE_CAVE8 && cavefights & BATTLE_CAVE9 && Rossy_Quest == 15) goto L_Summon; message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Found: message strcharinfo(0), "You found a golden key."; set Killed_Boss, 1; end; L_Summon: set $@cave10_loop, $@cave10_loop + 1; areamonster "025-4.gat",142, 24, 172, 48,"",$@CAVE10_MONSTERS_IDS[$@cave10_loop],$@CAVE10_MONSTERS_QTY[$@cave10_loop],"#StartBossCaveFight::OnMonsterDeath"; if ($@cave10_loop <= getarraysize($@CAVE10_MONSTERS_IDS)) goto L_Summon; set $@cave10_loop, 0; set $@wave_cave10, $@wave_cave10 + 1; end; L_SummonBoss: attachrid(getcharid(3,$@cave10fighter$)); message strcharinfo(0), "WHaaat? What is this?!"; areamonster "025-4.gat",142, 24, 172, 48,"",$@BOSS,1,"#StartBossCaveFight::OnBossDeath"; stopnpctimer; setnpctimer 0; end; L_Done: set $@cave10_kills, 0; attachrid(getcharid(3,$@cave10fighter$)); // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. if ($@wave_cave10 == 1) message strcharinfo(0), "I can't give up now!"; if ($@wave_cave10 == 2) message strcharinfo(0), "I feel I'm getting close to the end..."; if ($@wave_cave10 == 3) message strcharinfo(0), "What? This is harder than I imagined!"; if ($@wave_cave10 == 4) message strcharinfo(0), "Finally! It seems I have defeated all of them! Wait... what is that?!"; if ($@wave_cave10 != $@CAVE10_WAVES) goto L_Summon; set $@wave_cave10, 5; startnpctimer; end; L_Cleaning: attachrid(getcharid(3,$@cave10fighter$)); set $@wave_cave10, 0; set $@cave10_kills, 0; set $@cave10start, 0; set $@cave10fighter$, ""; set $@cave10fighterdeaths$, 0; set $@battlebosscave, 0; killmonster "025-4.gat", "#StartBossCaveFight::OnMonsterDeath"; killmonster "025-4.gat", "#StartBossCaveFight::OnBossDeath"; end; OnTimer4000: attachrid(getcharid(3,$@cave10fighter$)); set @boss, @boss + 1; if (@boss == 1) message strcharinfo(0), "Due to the number of monsters in this cave, you feel you have more time to kill them all before other monsters come."; if (@boss == 2) goto L_SummonBoss; setnpctimer 0; end; OnMonsterDeath: set $@cave10_kills, $@cave10_kills + 1; if ($@cave10_kills >= $@CAVE10_MONSTERS_QTY[1] + $@CAVE10_MONSTERS_QTY[2] + $@CAVE10_MONSTERS_QTY[3]) goto L_Done; end; OnBossDeath: attachrid(getcharid(3,$@cave10fighter$)); set $@wave_cave10, 0; set $@cave10_kills, 0; set $@cave10start, 0; set $@cave10fighter$, ""; set $@cave10fighterdeaths$, 0; message strcharinfo(0), "What a harsh battle! Oh, a golden key, it might open the chest!"; set Rossy_Quest, 16; end; onInit: // Here you can define the specifics of each battle cave. // Monsters IDs to be spawned. before the boss. setarray $@CAVE10_MONSTERS_IDS[1], 1002, 1003, 1004, 1036; // Number of monsters of each ID. setarray $@CAVE10_MONSTERS_QTY[1], 5, 3, 2, 1; // ID of the boss monster. set $@BOSS, 1067; // Number of waves. before the boss. set $@CAVE10_WAVES, 4; // Maximum time (in seconds) for the player to finish the fight. set $@CAVE10_TIME, 120; } // --------------------- Boss Cave Checker ---------------------------- 025-4.gat,157,48,0 script #CheckCaveFightBoss 127,1,1,{ if (Rossy_Quest >= 17) goto L_Done; if (Killed_Boss == 1) goto L_Done; message strcharinfo(0), "Evil forces make you stop, you need to defeat them first before getting out."; end; L_Killed: message strcharinfo(0), "The little girl seems so close, you can't let her stay here."; end; L_Done: warp "025-3.gat", 77, 168; end; } // --------------------- Julia Cave Checker Outside ---------------------------- 025-4.gat,157,24,0 script #CheckJuliaCaveOutside 127,1,1,{ if (Killed_Boss == 1) goto L_Done; message strcharinfo(0), "As you try to walk through, you bump into an invisible door. You might need a key to open it."; end; L_Done: warp "025-4.gat", 93, 33; end; } // --------------------- Julia Cave Checker Inside ---------------------------- 025-4.gat,93,35,0 script #CheckJuliaCaveInside 127,1,1,{ if (Rossy_Quest >= 17 && Killed_Boss == 1) goto L_Done; if (Rossy_Quest >= 17 && Killed_Boss == 0) goto L_Cheat2; if (Rossy_Quest == 16 && Killed_Boss == 1) goto L_Save; if (Rossy_Quest == 16 && Killed_Boss == 0) goto L_Cheat3; if (Rossy_Quest <= 15) goto L_Cheat; end; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; L_Cheat2: message strcharinfo(0), "You saved Julia without having killed the boss? Is that even possible?"; percentheal -100, 0; end; L_Cheat3: message strcharinfo(0), "You can save Julia without killing the boss? Cheating isn't fair."; percentheal -100, 0; end; L_Done: warp "025-4.gat", 157, 26; end; L_Save: message strcharinfo(0), "You can't leave Julia here, all alone!"; end; }