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// TMW2 Scripts
// Author:
//   Jesusalva
// Description:
//   Celestia Yeti King's quest. This controls Soren's House Indoors. It will
//   handle Lobby event, and is called by Soren's House script.
//   It'll then spawn monsters and/or items, but with addtimer technology.
//   Once all monsters are dead, and minimum time is over, a portal will show up.
//   This later control is done by npctimer. The spawn logic continues, though.
//   The addtimer will use compareandsetq, and the warp will use it too, so if
//   you haven't spawned your quota, you won't be able to use the portal.
//
//      The use of         compareandsetq HurnscaldQuest_Celestia
//      Ensures you're NOT capable of skipping to final stage in order to finish
//      the quest. Nice attempt, but that won't work. The scripts will advance,
//      but you'll stay at the same quest state, and when it's checked, you will
//      be with bound hands.
//
//  OnCheck:
//      Everytime you kill a monster, this checks if all mobs are dead, and you
//      have finished your share of spawns. Friends can really make your life
//      harder.
//  OnSanctum:
//      This runs every once in a while, and may either spawn things, or drop
//      items. ...Needless to say, if it spawn things, everyone on the room will
//      get mad at you. Luck you, here's not PVP.
//      
//      One last thing. If you're way past your share, you'll get warnings about
//      messing other players life. Simply use the warp, or leave the house and
//      come back. If you don't, you'll be kicked from the game via @kick.
//      Why? Because Jesusalva did this script.

soren-2,38,29,0	script	#SorenSanctum	NPC_NO_SPRITE,0,0,{
    if (@sorensanctum == 0 && $@GM_OVERRIDE && is_admin())
        doevent("#SorenSanctum::OnStart");
    end;

OnTouch:
    if (@sorensanctum >= 5 && !mobcount(.map$, "#SorenSanctum::OnCheck")) {
        /*
        dispbottom l("Error, contact Jesusalva! Missing warp. Healing & Reseting temporaly.");
        percentheal 100, 100;*/
        @sorensanctum=0;
        compareandsetq HurnscaldQuest_Celestia, 4, 5;
        warp "001-7", 30, 42;
    }
    end;

OnCheck:
    // This doesn't works (or didn't used to), maybe because the way it's called
    if (!mobcount("soren-2", "#SorenSanctum::OnCheck"))
        setnpcdisplay "#SorenSanctum", NPC_SUMMONING_CIRC;
    end;

OnSanctum:
    ++@sorensanctum;
    if (ispcdead() || !isin("soren-2", 24, 27, 40, 36))
        end;

    // Decide if we'll spawn or add items. Previous failures are NOT considerated.
    .@odds=rand(1, 10000);
    .@amount=rand(1, 3);
    .@lx=24; .@ly=27;
    .@ux=40; .@uy=36;

    // Core Logic, Part 1
    // Decide rarity

    // 1%: Super Rare drop
    // 9%: Rare Drop
    // 10%: Normal Drop
    // 50%: Normal Spawn
    // 10%: Rare Spawn
    // 19%: Drop + Spawn
    // 1%: Super Rare Spawn

    if (.@odds <= 100 || .@odds >= 9900) {
        .@bonus=2;
    } else if (.@odds <= 1000 || (.@odds >= 7000 && .@odds < 8000)) {
        .@bonus=1;
    }

    // Generate which monster/item would be dropped, depending on your (un)luck at ODDS
    .@mid=rand(1,10)+.@bonus;
    switch (.@mid) {
        case 1:
                .@monsterId = RedScorpion ; break;
        case 2:
                .@monsterId = CaveMaggot ; break;
        case 3:
                .@monsterId = SeaSlime ; break;
        case 4:
                .@monsterId = Mouboo ; break;
        case 5:
                .@monsterId = LavaSlime ; break;
        case 6:
                .@monsterId = BlackScorpion ; break;
        case 7:
                .@monsterId = Snake ; break;
        case 8:
                .@monsterId = FallenGuard2 ; break;
        case 9:
                .@monsterId = Moonshroom ; break;
        default:
                .@monsterId = Yeti ; break;
    }
    // Item Gen
    .@mid=rand(1,10)+.@bonus;
    switch (.@mid) {
        case 1:
                .@itemId = Acorn ; break;
        case 2:
                .@itemId = Bread ; break;
        case 3:
                .@itemId = Aquada ; break;
        case 4:
                .@itemId = BlackScorpionStinger ; break;
        case 5:
                .@itemId = Plushroom ; break;
        case 6:
                .@itemId = Piberries ; break;
        case 7:
                .@itemId = Croconut ; break;
        case 8:
                .@itemId = Chagashroom ; break;
        case 9:
                .@itemId = Manana ; break;
        case 10:
                .@itemId = HastePotion ; break;
        default:
                .@itemId = rand(CopperOre, TitaniumOre) ; break;
    }

    // Core Logic, part 3
    // Make Items or Monsters
    if (.@odds <= 2000) {
        makeitem(.@itemId, 1, .map$, rand(.@lx, .@ux), rand(.@ly, .@uy));
    } else if (.@odds <= 8000 || .@odds > 9900) {
        areamonster .map$, .@lx, .@ly, .@ux, .@uy, strmobinfo(1, .@monsterId), .@monsterId, .@amount;
    } else {
        areamonster .map$, .@lx, .@ly, .@ux, .@uy, strmobinfo(1, .@monsterId), .@monsterId, .@amount;
        makeitem(.@itemId, 1, .map$, rand(.@lx, .@ux), rand(.@ly, .@uy));
    }

    // Revert sprite if needed
    if (.@odds > 2000) {
        setnpcdisplay .name$, NPC_NO_SPRITE;
    } else if (!mobcount(.map$, "#SorenSanctum::OnCheck")) {
        setnpcdisplay .name$, NPC_SUMMONING_CIRC;
    }

    // Handle maximum overtime you can do here: 10 cycles, or 3m20s ~ 6m40s
    if (@sorensanctum == 8) {
        specialeffect(28);
        dispbottom col("WARNING: Do not spend unecessary time on Soren's House, you'll be disconnected!", 1);
        percentheal -5, -20;
    }
    if (@sorensanctum == 9) {
        specialeffect(28);
        dispbottom col("FINAL WARNING: Do not spend unecessary time on Soren's House, you'll be disconnected!!", 1);
        percentheal -20, -100;
    }
    if (@sorensanctum >= 10) {
        atcommand "@kick "+strcharinfo(0);
        npctalk l("The power of Soren's House kicks @@ like a game master.", strcharinfo(0));
    }

    // Random 20~40 seconds before next cycle. (Minimum 100~200 seconds, or 1m40s~3m20s)
    // If you're past minimum, it'll be a little slower to don't affect other players too much.
    if (@sorensanctum < 5)
        addtimer(rand(20000, 40000), "#SorenSanctum::OnSanctum");
    else
        addtimer(rand(30000, 40000), "#SorenSanctum::OnSanctum");
    end;




OnStart:
    // If you're not on stage 4, skip this. I could set here to stage 5, so this
    // intro won't play again. But if it plays again, your progress is reset, and
    // it is harder this way, so I'm not touching on quest state :>
    if (getq(HurnscaldQuest_Celestia) != 4)
        end;
    addtimer(200, "#SorenSanctum::OnStep1"); // Allow client to update stuff
    end;

OnStep1:
    // When we reach here, we have both a player attached, and the player was already warped.
    // I don't know if you walked in and out the house, though. If you do, this will loop...
    // Which is actually bad for you, as that will reset your progress!!
    npctalk3 l("Well well well, @@, good job in reaching Soren's House.", strcharinfo(0));
    addtimer(3000, "#SorenSanctum::OnStep2");
    end;

OnStep2:
    //setnpcdisplay .name$, NPC_YETI_KING;
    npctalk3 l("You done well in getting so far. I didn't thought you would make it.");
    addtimer(3000, "#SorenSanctum::OnStep3");
    end;

OnStep3:
    npctalk3 l("The Cave Of Trials, and the Soren's Village... There's only one thing left.");
    addtimer(3000, "#SorenSanctum::OnStep4");
    end;

OnStep4:
    npctalk3 l("...You still have not overcome his house.");
    addtimer(3000, "#SorenSanctum::OnStep5");
    end;

OnStep5:
    //setnpcdisplay .name$, NPC_NO_SPRITE;
    npctalk3 l("May the last line of defense of Soren's happen. Once you're done, this will become a warp. Hurry before it closes.");
    @sorensanctum=0;
    addtimer(5000, "#SorenSanctum::OnSanctum");
    end;

OnInit:
    end;
}