// TMW 2 Script
// Author:
// Jesusalva
// Micksha
// Description:
// Controls sewers.
// This one is simple, it just sends a message about path splitting
// And spawn several monsters when instance is initialized D:
// Also handles their respawn.
// A simple random treasure chest - to be sure players were introduced to this
// awesome system. Same rules as any treasure box still applies.
042-4,94,47,0 script #chest_0424 NPC_CHEST,{
function monster0424;
TreasureBox();
specialeffect(.dir == 0 ? 24 : 25, AREA, getnpcid()); // closed ? opening : closing
close;
OnInit:
.distance = 2;
end;
OnInstanceInit:
// Yes, we just hope it works out of box
explode(.@map$, .map$, "@");
.@g=atoi(.@map$[1]);
if (.@g < 1) {
consolewarn "[ERROR] [KAMELOT] Unable to spawn for Kamelot %s", .map$;
debugmes "[ERROR] [KAMELOT] Using dummy data (returned: %d)", .@g;
.@g=0;
}
debugmes "Spawning monsters for guild %d", .@g;
.@mx=getguildavg(.@g);
monster0424(1, 20, 20, 115, 100, .@mx);
monster0424(4, 20, 51, 51, 71, .@mx);
monster0424(5, 85, 56, 115, 100, .@mx);
monster0424(2, 79, 40, 97, 52, .@mx);
monster0424(5, 51, 20, 80, 50, .@mx);
// Neutral monsters
areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, Blub), Blub, 5);
areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, ManaGhost), ManaGhost, max(1, .@mx/10));
// Bonus monsters
if (!rand2(3))
areamonster(.map$, 20, 20, 115, 100, "Micksha's Tortuga", Tortuga, 1);
end;
OnKillMob:
if (!playerattached())
goto OnRespawn;
// Maybe a reward is due
.@g=getcharid(2);
if (.@g < 1) die();
getexp $KAMELOT_MX[.@g]*7, $KAMELOT_MX[.@g]*3;
.@delay=max(7000, 42000-$KAMELOT_PC[.@g]*2000);
// FALLTHROUGH
OnRespawn:
.@delay=(.@delay ? .@delay : 7000);
sleep(.@delay);
// Yes, we just hope it works out of box
explode(.@map$, .map$, "@");
.@g=atoi(.@map$[1]);
if (.@g < 1) {
consolewarn "[ERROR] [KAMELOT] Unable to respawn for Kamelot %s", .map$;
.@g=0;
}
monster0424(1, 20, 20, 115, 100, $KAMELOT_MX[.@g]);
end;
function monster0424 {
.@label$=instance_npcname(.name$)+"::OnKillMob";
.@gcount=getarg(0);
.@x1=getarg(1);
.@y1=getarg(2);
.@x2=getarg(3);
.@y2=getarg(4);
.@avg=getarg(5);
.@m$=instance_mapname("042-4");
//debugmes "Total %d, map %s (power %d)", .@gcount, .@m$, .@avg;
freeloop(true);
for (.@i=0; .@i < .@gcount; .@i++) {
.@mobId=any(CursedSoldier, CursedArcher); // 50-50 ratio
.@mob=areamonster(.@m$, .@x1, .@y1, .@x2, .@y2, strmobinfo(1, .@mobId), .@mobId, 1, .@label$);
// Reconfigure the monster
setunitdata(.@mob, UDT_LEVEL, .@avg);
setunitdata(.@mob, UDT_STR, 1+.@avg*3/10);
setunitdata(.@mob, UDT_AGI, 1+.@avg*3/10);
setunitdata(.@mob, UDT_VIT, 1+.@avg*3/10);
setunitdata(.@mob, UDT_INT, 1+.@avg*3/10);
setunitdata(.@mob, UDT_DEX, 1+.@avg*3/10);
setunitdata(.@mob, UDT_LUK, 1+.@avg*3/10);
setunitdata(.@mob, UDT_ADELAY, 1572);
setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(6,7) : any(1,2)));
// Battle Status
setunitdata(.@mob, UDT_MAXHP, .@avg*36);
setunitdata(.@mob, UDT_HP, .@avg*36);
setunitdata(.@mob, UDT_ATKMIN, .@avg*42/10);
setunitdata(.@mob, UDT_ATKMAX, .@avg*62/10);
setunitdata(.@mob, UDT_DEF, 1+.@avg*10/10);
setunitdata(.@mob, UDT_MDEF, 1+.@avg*6/10);
setunitdata(.@mob, UDT_HIT, .@avg*55/10); // Advised: x3
setunitdata(.@mob, UDT_FLEE, .@avg*37/10); // Advised: x4
// Critical calculation
.@min=5;
.@max=max(.@min, min(30, .@avg/4));
setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
// Loop through
}
freeloop(false);
return;
}
}