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authorJesusaves <cpntb1@ymail.com>2019-03-31 12:30:32 -0300
committerJesusaves <cpntb1@ymail.com>2019-03-31 12:30:32 -0300
commitcc1bec4e1559fdebd385f668f893cd062a8ac8b8 (patch)
tree19e3e143c5c5ae4913eb28c8a2f46ff2e48e1c1a /npc/006-1
parent6f10a59cc422594c0810411ed508c06511d02140 (diff)
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Every 5 Crazyfefe rounds make monsters stronger.
Prevents excessive difficulty trimming when total difficulty >= 250.
Diffstat (limited to 'npc/006-1')
-rw-r--r--npc/006-1/crazyfefe.txt10
1 files changed, 6 insertions, 4 deletions
diff --git a/npc/006-1/crazyfefe.txt b/npc/006-1/crazyfefe.txt
index 5f32f7e71..aac877ccd 100644
--- a/npc/006-1/crazyfefe.txt
+++ b/npc/006-1/crazyfefe.txt
@@ -6,7 +6,7 @@
// Crazyfefe will wake up when he smells battle
// Variables:
// $@FEFE_CAVE_LEVEL
-// Tracks if a fight is going on, and the current round if true.
+// Tracks if a fight is going on, and the magic number to determine how many mobs show up.
// $@FEFE_DELAY
// Tracks the delay between challenges. Also used to start the combat. Set it to zero so you can start fight at once.
// $@FEFE_CAVE_HERO$
@@ -84,7 +84,7 @@ L_StartFight:
L_Enjoy:
npctalk3 l("Pay attention to the fight, @@!", strcharinfo(0));
if (is_gm())
- dispbottom l("Round @@", $@FEFE_CAVE_LEVEL);
+ dispbottom l("Round @@", $@FEFE_WAVE);
end;
L_NotEnough:
@@ -168,8 +168,9 @@ L_NextRound:
.wtime=0;
$@FEFE_WAVE = $@FEFE_WAVE + 1;
// Prepare next round, and reward survivors
- $@FEFE_CAVE_LEVEL = $@FEFE_CAVE_LEVEL + $@FEFE_CAVE_PLAYER_COUNT + rand(1,3) + $@FEFE_WAVE;
+ $@FEFE_CAVE_LEVEL = $@FEFE_CAVE_LEVEL + $@FEFE_CAVE_PLAYER_COUNT + rand(1,3) + ($@FEFE_WAVE*3);
$@FEFE_DIFFICULTY+=$@FEFE_CAVE_PLAYER_COUNT+$@FEFE_WAVE*6;
+ $@FEFE_DIFFICULTY+=(($@FEFE_WAVE/5)*10);
areatimer "006-1", 20, 20, 70, 60, 10, "Crazyfefe::OnReward";
mapannounce "006-1", "The wave nÂș "+$@FEFE_WAVE+" is starting with " + $@FEFE_CAVE_PLAYER_COUNT + " player(s) left alive." , 0;
@@ -228,7 +229,8 @@ L_Summon:
}
areamonster "006-1", 20, 20, 70, 60, strmobinfo(1, .@monsterId), .@monsterId, 1, "Crazyfefe::OnPetDeath";
// We must lower difficulty according to summoned monster. Only 60% is lowered.
- $@FEFE_DIFFICULTY=$@FEFE_DIFFICULTY-max(1, .@lv*6);
+ // If total level exceeds 250, it will cap at that to prevent excessive "slooping"
+ $@FEFE_DIFFICULTY=$@FEFE_DIFFICULTY-max(1, min(25, .@lv)*6);
}
freeloop(false);
initnpctimer;