// TMW2 Script
// Author:
// TMW Org. (original code)
// Jesusalva
// Description:
// Crazyfefe will wake up when he smells battle
// Variables:
// $@FIGHT_CAVE_LEVEL
// Tracks if a fight is going on, and the current round if true.
// $@FEFE_DELAY
// Tracks the delay between challenges. Also used to start the combat.
// $@FIGHT_CAVE_HERO$
// Whoever started a fight. Also used to know if a fight is about to begin.
// $@FIGHT_CAVE_PLAYER_COUNT
// How many players are there
006-1,47,22,0 script Crazyfefe NPC_STATUE_EVILMAN,{
if ($@FIGHT_CAVE_LEVEL) goto L_Enjoy;
if ($@FEFE_DELAY > gettimetick(2)) goto L_Wait;
mesn;
mesq l("Who dares to disturb my slumber?");
next;
menu
l("Sorry, sorry! Please rest, great Crazyfefe!"), L_Exit,
l("I do. I want to challenge the Candor Cave!"), L_Next,
l("What is this place anyway?"), L_Explain;
L_Next:
mesn;
mesq l("Very well, but for a fee of @@ GP. There's no free lunch, after all!", .price);
select
l("Sorry, I misclicked the first button. Have a nice nap, great Crazyfefe!"),
l("Yeah, I have the money. Give me FIVE minutes, and Bring it on!"),
l("Yeah, I have the money. Give me TEN minutes, and Bring it on!"),
l("Yeah, I have the money. Give me FIFTEEN minutes, and Bring it on!"),
"","",
rif(is_gm(), l("I'm GM and got the money. Gimme HALF HOUR to invite everybody!"));
// Cancel?
if (@menu == 1)
goto L_Exit;
// Already started?
if ($@FIGHT_CAVE_LEVEL || $@FIGHT_CAVE_HERO$ != "")
goto L_AlreadyStarted;
// Enough money?
if (Zeny < .price)
goto L_NotEnough;
Zeny = Zeny - .price;
// Time delay
$@FEFE_DELAY = gettimetick(2)+300*(@menu-1);
$@FIGHT_CAVE_HERO$ = strcharinfo(0);
initnpctimer;
announce $@FIGHT_CAVE_HERO$+" invites everyone to a challenge against Candor Cave. It'll start in "+FuzzyTime($@FEFE_DELAY,2,2)+". Prepare yourselves!", bc_all|bc_npc;
mesn;
mesq l("Please wait, the fight will start in @@, as requested.", FuzzyTime($@FEFE_DELAY,2,2));
close;
L_StartFight:
/* FIXME debug
if (getmapusers("006-1") < 3)
goto L_NotEnoughPlayers;
*/
$@FIGHT_CAVE_LEVEL = 1;
$@FEFE_DELAY = gettimetick(2)+.delay;
$@FIGHT_CAVE_PLAYER_COUNT = getmapusers("006-1");
mapannounce("006-1", "Let the battle begin!", bc_map);
initnpctimer;
end;
L_Enjoy:
npctalk3 l("Pay attention to the fight, @@!", strcharinfo(0));
end;
L_NotEnough:
mesn;
mesq l("You lack money. Go sell your stuff. And don't ask why a statue needs money!");
close;
L_AlreadyStarted:
mesn;
mesq l("Sorry, @@ already started the fight.", $@FIGHT_CAVE_HERO$);
close;
L_Wait:
.@time$=FuzzyTime($@FEFE_DELAY,2,2);
mesn;
mesq l("Be Patient... You still need to wait @@.", .@time$);
goto L_Exit;
L_NotEnoughPlayers:
mapannounce("006-1", "Oh noes! There's not enough players. Fight aborted, no refunds!", bc_map);
goto L_CleanUp;
L_Explain:
mesn;
mesq l("I am @@, guardian of Candor Cave. Below this cave, lies the legendary Fefe, arch-wizard from the Great War.", .name$);
next;
mesn;
mesq l("During the war, the Monster King cursed the place where he died, but he fought back, and cursed the curse.");
next;
mesn;
mesq l("For short, they had a fight with curses, and now there's a talking statue over his grave which can spawn monsters here.");
next;
mesn;
mesq l("If you pay the fee, I'll spawn them. You should not fight alone, instead, you need a group of at least three, because, you know, the curse. Or something.");
next;
menu
l("I need to think about this."), L_Exit,
l("I'm interested."), L_Next;
L_Exit:
close;
// Check if we're ready for next wave. Otherwise, do this check again after 5 seconds.
L_CaveLogic:
$@FIGHT_CAVE_PLAYER_COUNT = getmapusers("006-1");
if (mobcount("006-1", "Crazyfefe::OnPetDeath") <= 0)
goto L_NextRound;
// reset timer
initnpctimer;
end;
// TODO
L_NextRound:
// Victory conditions
// FIXME debug
//if ($@FIGHT_CAVE_LEVEL >= 2200 || $@FIGHT_CAVE_PLAYER_COUNT == 1)
if ($@FIGHT_CAVE_LEVEL >= 2200)
goto L_CleanUp;
// Prepare next round
$@FIGHT_CAVE_LEVEL = $@FIGHT_CAVE_LEVEL + $@FIGHT_CAVE_PLAYER_COUNT + rand(1,3);
mapannounce "006-1", "The next round is starting with " + $@FIGHT_CAVE_PLAYER_COUNT + " player(s) left alive." , 0;
goto L_Summon;
// TODO
L_Summon:
.@amount=($@FIGHT_CAVE_LEVEL/3);
for (.@i = 0; .@i < .@amount; ++.@i) {
.@mid=rand(1,15);
.@monsterId=Piou;
switch (.@mid) {
case 1:
.@monsterId = CaveMaggot ; break;
case 2:
.@monsterId = Wolvern ; break;
case 3:
.@monsterId = DarkLizard ; break;
case 4:
.@monsterId = MagicGoblin ; break;
case 5:
.@monsterId = Bandit ; break;
case 6:
.@monsterId = GreenSlime ; break;
case 7:
.@monsterId = LavaSlime ; break;
case 8:
.@monsterId = Snake ; break;
case 9:
.@monsterId = DesertBandit ; break;
case 10:
.@monsterId = Sarracenus ; break;
case 11:
.@monsterId = AngryRedScorpion ; break;
case 12:
.@monsterId = BlackScorpion ; break;
case 13:
.@monsterId = FallenGuard1 ; break;
case 14:
.@monsterId = Yeti ; break;
default:
.@monsterId = AngryScorpion ; break;
}
areamonster "006-1", 20, 20, 70, 60, "", .@monsterId, .@amount, "Crazyfefe::OnPetDeath";
}
end;
L_CleanUp:
mapannounce "006-1", "Game over! Who will be the next to fall on Crazyfefe's Cave?", 0;
areatimer 0, "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnReward";
$@FIGHT_CAVE_LEVEL = 0;
$@FIGHT_CAVE_HERO$ = "";
killmonster "006-1", "Crazyfefe::OnPetDeath";
stopnpctimer;
end;
// Rewards surviving players, according to performance
OnReward:
if (ispcdead())
end;
// TODO: Find a good reward according to level
Zeny=Zeny+($@FIGHT_CAVE_LEVEL);
getexp $@FIGHT_CAVE_LEVEL, 0;
dispbottom l("You've gained @@ GP and EXP", ($@FIGHT_CAVE_LEVEL));
end;
// Every 5 seconds, handle cave, if fighting. Does nothing when waiting.
OnTimer5000:
if ($@FIGHT_CAVE_LEVEL)
goto L_CaveLogic;
end;
// Announces and attempts to start the fight once time run out
OnTimer30000: // FIXME debug
OnTimer300000:
if ($@FEFE_DELAY <= gettimetick(2)) goto L_StartFight;
announce $@FIGHT_CAVE_HERO$+" invites everyone to a challenge against Candor Cave. It'll start in "+FuzzyTime($@FEFE_DELAY,2,2)+". Prepare yourselves!", bc_all|bc_npc;
initnpctimer;
end;
OnPetDeath:
end;
OnInit:
.sex=G_OTHER;
.distance=5;
.price=8000;
.delay=(60*60*4);
end;
}