//===== eAthena Script ======================================= //= War of Emperium Guild Treasure Room Functions //===== By: ================================================== //= holyAngelX (1.0) Akaru and ho|yAnge|X (1.1) //===== Current Version: ===================================== //= 2.0 //===== Compatible With: ===================================== //= eAthena 1+; RO Episode 4+ //===== Description: ========================================= //= F_GldTreas spawns treasure chests used by the guild master. //= F_GldTreasSw allows the player to get out of the treasure room. //= F_TreasProtect removes non-guild master players from treasure room. //============================================== //= Break down of arguments used in the F_GldTreas: //= arg(0): name of guild castle //= arg(1): name of script that called the function //= arg(2): the box number amount //= arg(3): temp variable (count) //= arg(4): temp variable (box/monster id#) //= arg(5): box/monster id# //= arg(6): x1 coordinate for areamonster call //= arg(7): y1 coordinate for areamonster call //= arg(8): x2 coordinate for areamonster call //= arg(9): y1 coordinate for areamonster call //= //= Break down of arguments used in the F_GldTreasSw: //= arg(0): name of guild castle. //= arg(1): x1 coordinate for warp back to guild castle //= arg(2): y1 coordinate for warp back to guild castle // //= Break down of arguments used in the F_TreasProtect: //= arg(0): name of guild castle. //= arg(1): name of warp-to city //= arg(2): x1 coordinate for warp-to city //= arg(3): y1 coordinate for warp-to city //===== Additional Comments: ================================= //= 1.2 Treasure room Spawn, and Treasure room Switch scripts now use these functions.[kobra_k88] //= 1.2a Function now returns to script that called it. Removed TreasureSpawn2. //= Changed back to using specific global variables for number of boxes and the box id. [kobra_k88] //= 1.2b Added a check to allow un broken treasure chests to respawn after map server restart.[kobra_k88] //= 1.3 Fixed treasure boxes spawn. (Unrolled one loop a bit) [Lupus] //= 1.4 New number of Treasure Boxes per castle: 25 at 100 Economic pts [Lupus] //= So you get your first chest only when your Economic Pts >= 4 //= 1.5 Fixed treasure number 'round exploit' [Lupus] //= 1.6 to Aegis X.2 formula 4..24 Treasure Chests [Lupus] //= 1.7 Box Count fix by Zoc. Now it spawns 1st/2nd Treasure Chest 50%/50% [Lupus] //= 1.8 Official Treasure Spawn in Novice Castles. Had to add +1 in odd/even formula to leave correct ID of NG Treasure Box 8) [Lupus] //= 1.9 Added F_TreasProtect to remove players who are not guild master from treasure room. [L0ne_W0lf] //= 2.0 Updated F_GldTreas, no longer uses gotos, swapped out for a 'for' loop. [L0ne_W0lf] //============================================================ //================================================ // Treasure Spawning Function //================================================ function script F_GldTreas { if(getarg(10) != 1) { setcastledata getarg(0),4,0; setcastledata getarg(0),5,0; // Why on earth are we killing old treasure chest spawns? //killmonster getarg(0),"Treasure_"+getarg(1)+"::OnDied"; // Don't spawn treasures if Castle is empty, or Eco is greater than 100 if(GetCastleData(getarg(0),2) > 100 || GetCastleData(getarg(0),1) == 0) return; // Only spawn one treasure chest for notice castles. if (compare(getarg(0),"nguild")) set getarg(2),1; else set getarg(2),GetCastleData(getarg(0),2)/5+4; if (getarg(2) <= 0) return; //sets the counter variable = to the box number amount set getarg(3), getarg(2); } for (set .@i,1; .@i <= getarg(3) ; set .@i,.@i+1) { // set treasure box ID set getarg(4), getarg(5) + (.@i+1) % 2; areamonster getarg(0),getarg(6),getarg(7),getarg(8),getarg(9),"Treasure Chest",getarg(4),1,"Treasure_"+getarg(1)+"::OnDied"; } return; } //============================================================== // Treasure Room Switch //=============================================================== function script F_GldTreasSw { mes " "; mes "There's a small lever. Will you pull it? "; next; if (select("Pull.:Do not.") == 1) { warp getarg(0),getarg(1),getarg(2); return; } close; } //============================================================== // Treasure Room Protrection //=============================================================== function script F_TreasProtect { if (strcharinfo(0) != getguildmaster( GetCastleData(getarg(0),1) )) warp getarg(1),getarg(2),getarg(3); }