// TMW2 scripts.
// Authors:
// The Mana World Team
// Jesusalva
// Description:
// Cindy Cave core logic. You must flip 5 switches to free Cindy, and kill every
// Yeti to leave the Yeti's King Throne Room. Each passing minute, a new Yeti will
// spawn. Amount relies on how long this has been dragging on.
// Flipping switches creates yetis on the other switches.
// You must try flip all 5 switches at once. Once all switches are flipped, there'll
// be various waves of Yetis. More time passing = more penalty Yetis, with a safety
// check to abort script after a hour. If this happen, everyone inside the cave
// will be banned for cheating. This should not be possible without @monsterignore anyway :<
// Switches
function script CindySwitch_Check_214 {
.@st1=getvariableofnpc(.lifetime, "#CindySwitch_06")-gettimetick(2);
.@st2=getvariableofnpc(.lifetime, "#CindySwitch_07")-gettimetick(2);
.@st3=getvariableofnpc(.lifetime, "#CindySwitch_08")-gettimetick(2);
.@st4=getvariableofnpc(.lifetime, "#CindySwitch_09")-gettimetick(2);
.@st5=getvariableofnpc(.lifetime, "#CindySwitch_10")-gettimetick(2);
.@i=0;
if (.@st1 > 0) .@i++;
if (.@st2 > 0) .@i++;
if (.@st3 > 0) .@i++;
if (.@st4 > 0) .@i++;
if (.@st5 > 0) .@i++;
return .@i;
}
021-4,101,33,0 duplicate(#CindySwitch_01) #CindySwitch_06 NPC_SWITCH_OFFLINE
021-4,90,79,0 duplicate(#CindySwitch_01) #CindySwitch_07 NPC_SWITCH_OFFLINE
021-4,49,65,0 duplicate(#CindySwitch_01) #CindySwitch_08 NPC_SWITCH_OFFLINE
021-4,47,21,0 duplicate(#CindySwitch_01) #CindySwitch_09 NPC_SWITCH_OFFLINE
021-4,80,49,0 duplicate(#CindySwitch_01) #CindySwitch_10 NPC_SWITCH_OFFLINE
// Cindy
// Global Variable: $@CINDY_STATE
021-4,66,49,0 script Cindy#Outside NPC_CINDY_CAGE,{
if (getq(NivalisQuest_Cindy) < 4)
goto L_Cheat;
if ($@CINDY_STATE > 150000) goto L_Reset;
if ($@CINDY_STATE % 2 == 0) goto L_Start;
if (CindySwitch_Check_214() == 5 && !.canfinish) {
// Gate is open, advance to stage 2
.canfinish=1;
.lifetime+=3;
.wtime=0;
mapannounce "021-4", "*roaaaaar*",0;
npctalk "Take care! More Yetis! And they have friends!!";
setnpcdisplay .name$, NPC_CINDY_UNCAGE;
.@pl = getmapusers("021-4")+1;
areamonster "021-4", 20, 20, 100, 80, "Yeti", Yeti, (.@pl/2)+rand(2,6), "Cindy#Outside::OnPetDeath";
areamonster "021-4", 20, 20, 100, 80, "Moggun", Moggun, ($@CINDY_STATE/2)+1, "Cindy#Outside::OnPetDeath";
areamonster "021-4", 20, 20, 100, 80, "Slime Blast", SlimeBlast, $@CINDY_STATE+1;
}
hello; end;
// Edge Cases
L_Cheat:
warp "Save", 0, 0; atcommand "@jail "+strcharinfo(0); dispbottom l("Cheater detected.");
end;
L_Reset:
if (is_gm()) {
$@CINDY_STATE=0;
npctalk l("*beeep*");
} else if ($@CINDY_HERO == strcharinfo(0)) {
goto L_Winner;
}
end;
L_Reckless:
announce("People failed to rescue Cindy!"), bc_all|bc_npc;
areatimer "021-4", 20, 20, 100, 80, 10, "Cindy#Outside::OnFail";
goto L_CleanUp;
// Start
L_Start:
mesn;
mesq l("Have you came here to rescue me?");
mes ""; mes "";
mesc l(".:: WARNING ::."), 1;
mesc l("Once you decide to rescue Cindy, nobody else will be able to enter or leave this room."), 1;
mesc l("The blame of failure will be over you, but so will be the glory of success. There's no death penalty for others."), 1;
mes "";
select
l("Not yet, I'm waiting for friends"),
l("Yes. Let me try to open this."),
l("No, I'll let you there to the Yeti's mercy.");
if (@menu == 2 && $@CINDY_STATE % 2 == 0) {
$@CINDY_STATE+=1;
$@CINDY_HERO=strcharinfo(0);
goto L_Begin;
}
close;
L_Begin:
initnpctimer;
enablenpc "#CindySwitch_06";
enablenpc "#CindySwitch_07";
enablenpc "#CindySwitch_08";
enablenpc "#CindySwitch_09";
enablenpc "#CindySwitch_10";
.@pl = getmapusers("021-4");
areamonster "021-4", 20, 20, 100, 80, "Yeti", Yeti, .@pl, "Cindy#Outside::OnPetDeath";
monster "021-4", 66, 49, "Yeti", Yeti, 1, "Cindy#Outside::OnPetDeath";
close;
// Winner Reward
L_Winner:
mesn;
mesq l("Thanks for saving me. I'll return home on my own, if you don't mind.");
mesq l("Here, take this reward. Good luck. %%1");
.@q=getq(NivalisQuest_Cindy);
// First time
if (.@q == 4)
getitem ApprenticeWand, 1;
else
Zeny=Zeny+rand(5000,15000);
$@CINDY_HERO="";
setq1 NivalisQuest_Cindy, 5;
next;
npctalk l("Cindy is gone...");
closedialog;
setnpcdisplay .name$, NPC_ICE_CAGE;
close;
// Events
OnPetDeath:
end;
OnFail:
percentheal -100, -100;
heal -1, -1;
end;
OnReward:
if (ispcdead()) {
recovery(getcharid(3));
warp "Save", 0, 0;
end;
}
if ($@CINDY_HERO == strcharinfo(0))
dispbottom l("Congratulations on rescuing Cindy. You should now talk to her before leaving.");
else
dispbottom l("Congratulations on rescuing Cindy.");
setq2 NivalisQuest_Cindy, getq2(NivalisQuest_Cindy)+1;
getexp 10000, JobLevel;
end;
OnCleanUp:
L_CleanUp:
.lifetime=0;
.wtime=0;
.canfinish=0;
$@CINDY_STATE+=1;
killmonsterall("021-4");
disablenpc "#CindySwitch_06";
disablenpc "#CindySwitch_07";
disablenpc "#CindySwitch_08";
disablenpc "#CindySwitch_09";
disablenpc "#CindySwitch_10";
setnpcdisplay .name$, NPC_CINDY;
end;
OnTimer2500:
.@y=mobcount("021-4", "Cindy#Outside::OnPetDeath");
.@v=CindySwitch_Check_214();
if (.@y == 0 && .@v >= 5 && .canfinish) {
$@CINDY_STATE=gettimetick(2)+60*rand(55,65)*rand(1,36); // It is way too random to I say how long it takes
announce "021-4", "Nivalis: Cindy is now safe!",bc_all|bc_npc;
areatimer "021-4", 20, 20, 100, 80, 10, "Cindy#Outside::OnReward";
goto L_CleanUp;
}
.wtime+=5;
if (.wtime >= rand(60,90)) {
.wtime=0;
.lifetime+=1;
.@pl = getmapusers("021-4")+1;
// If gate was unlocked, more Yetis will appear depending on switches state.
if (.canfinish)
.@pl+=5-CindySwitch_Check_214();
.@value=(.@pl/2)+($@CINDY_STATE/2)+(.lifetime/3);
areamonster "021-4", 20, 20, 100, 80, "Yeti", Yeti, (.@value+1)/2, "Cindy#Outside::OnPetDeath";
areamonster "021-4", 20, 20, 100, 80, "Moggun", Moggun, (.@value+1)/2, "Cindy#Outside::OnPetDeath";
npctalk any("Yetis!",
"Watch out!",
"More of them are coming!",
"Be careful! There's more!",
"More Yetis! Will this never end?",
"AAAAH! YETIS!",
"*shierks*",
"There are coming more and more!",
"More Yetis! We are hopeless!",
"Keep your guard up!",
"Hit and run, hit and run! More of them!");
}
areamonster "021-4", 20, 20, 100, 80, "Slime Blast", SlimeBlast, $@CINDY_STATE;
if (.lifetime >= 63)
goto L_Reckless;
initnpctimer;
end;
OnInit:
.distance=5;
.lifetime=0; // Controls Yeti Wave
.wtime=0; // Timer runs sort of often. WTime controls automatic Yeti advance
.canfinish=0;// Can finish or must talk to cage first?
$@CINDY_HERO="";
disablenpc "#CindySwitch_06";
disablenpc "#CindySwitch_07";
disablenpc "#CindySwitch_08";
disablenpc "#CindySwitch_09";
disablenpc "#CindySwitch_10";
end;
}