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authorJesusaves <cpntb1@ymail.com>2019-04-26 00:50:51 -0300
committerJesusaves <cpntb1@ymail.com>2019-04-26 00:50:51 -0300
commitb7e223c55e272e99cd0a01a60979e3e79a888f62 (patch)
treef500637a77c21dd8b5f4258fd976f1ae0315b4ed /npc/functions/gmbot.txt
parent808378d0e4f6615b6ac55bd76c17e4ff507398c1 (diff)
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Game Storyline Interface, past event transitions accounted!
Diffstat (limited to 'npc/functions/gmbot.txt')
-rw-r--r--npc/functions/gmbot.txt62
1 files changed, 57 insertions, 5 deletions
diff --git a/npc/functions/gmbot.txt b/npc/functions/gmbot.txt
index f47562a2c..1b6516d90 100644
--- a/npc/functions/gmbot.txt
+++ b/npc/functions/gmbot.txt
@@ -3,6 +3,30 @@
// Jesusalva
// Description:
// GM Bot for the Monster King.
+// VARIABLES
+// $GAME_STORYLINE - Current Storyline status
+// $@MK - Monster King Game ID
+// $@MK_SCENE - Current event being handled by the Monster King
+// $MK_TEMPVAR - Temporary Variable
+//
+// Storyline statuses:
+// 0 - The Monster King is inactive (leading sieges to Hurnscald and Nivalis)
+// 1 - The Monster King is known by players and is giving them a month break
+// 2 - The Monster King is currently sieging towns at random
+// 3 - The Monster King is preparing to perfom the Rite
+// 4 - The Rite is in progress. Players must walk to MK evil lair.
+//
+// $MK_TEMPVAR meaning depends on GAME STORYLINE
+// GS 0
+// Ignored
+// GS 1
+// Tracks the day since 1970 when the town was cleared. A month break.
+// GS 2
+// Player score (1pt per Lieutenant, 10pts per Colonel)
+// Affects the end of Game Story 2 and begin of Game Story 3
+// Because we must wait players...
+// GS 3
+// Stage TBD
000-0,0,0,0 script Monster King NPC_HIDDEN,{
OnSlaveDie:
@@ -63,6 +87,14 @@ OnTimer90000:
if (.mp$ == "011-1")
enablenpc "Mana Stone";
+ // The Monster King will not move anymore because story
+ if ($GAME_STORYLINE == 0 ||
+ $GAME_STORYLINE == 4) {
+ if (.mp$ != "boss")
+ unitwarp($@MK, "boss", 45, 45);
+ initnpctimer;
+ }
+
// Select a random map. Never shows up at Candor and cities, nor indoors. Not all maps either.
setarray .@m$, "boss", "boss", "001-1", "001-3", "001-4", "001-5", "001-6", "001-7", "001-10",
"003-1", "003-1-3", "004-1", "004-2", "007-1", "010-1", "010-1-1", "010-2", "011-1",
@@ -102,8 +134,9 @@ OnTimer90000:
end;
}
- // Siege events (req. 80 aggro, 3 users, and 70% chances to begin)
- if ($@MK_AGGRO >= 80 && .users >= 3 && rand(0,100) < 70) {
+ // Siege events (req. 300 aggro, 3 users, and 70% chances to begin)
+ if ($@MK_AGGRO >= 300 && .users >= 3 && rand(0,100) < 70 &&
+ $GAME_STORYLINE == 2){
// Tulimshar
if (.mp$ ~= "003-*") {
announce ("Monster King: I smell humans! Humans must die!"), bc_map|bc_npc;
@@ -118,9 +151,10 @@ OnTimer90000:
}
}
- // If a player is nearby, MK might randomly make an event for said player
- // Of course, this is unlikely, unless we have too few players
- if (.nearby > 1 && $@MK_AGGRO >= 120){
+ // If a player is nearby while the Monster King prepares, event may happen
+ // Minimum 60 Aggro
+ if (.nearby > 1 && $@MK_AGGRO >= 80 &&
+ ($GAME_STORYLINE == 1 || $GAME_STORYLINE == 3)){
// We should decide event kind, but that's NYI
announce ("Monster King: I smell humans! Humans must die!"), bc_map|bc_npc;
@@ -134,6 +168,24 @@ OnTimer90000:
$@MK_AGGRO=$@MK_AGGRO/5;
}
+ // Maybe, just maybe, game storyline must be updated here
+ if ($GAME_STORYLINE == 1 && $MK_TEMP &&
+ $MK_TEMP <= gettimeparam(GETTIME_DAYOFMONTH)) {
+ // Game Story Change: Idle MK -> Active MK
+ kamibroadcast("I can't handle it anymore! NO MORE!", "Monster King");
+ sleep(2500);
+ kamibroadcast("Come, my minions! Lay siege to towns! LEAVE NO OPPOSITION TO ME!", "Monster King");
+ sleep(2500);
+ kamibroadcast("Burn, destroy, do whatever you need, until your last breath, my lieutenants and colonels!", "Monster King");
+ sleep(2500);
+ kamibroadcast("##4 .:: Game Story Instructions on #world ::.");
+ channelmes("#world", "##1 **GAME STORY CHANGE** - The Monster King minions will now attack cities and lay waste to them.");
+ channelmes("#world", "##1 Players must defeat the lieutenants and colonels in order to prevent sieges from continuing.");
+
+ // Apply the changes
+ $GAME_STORYLINE=2;
+ }
+
// We're done, restart loop timer
initnpctimer;
end;