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authorJesusaves <cpntb1@ymail.com>2019-09-17 10:10:11 -0300
committerJesusaves <cpntb1@ymail.com>2019-09-17 10:10:11 -0300
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parenta827211f1a52bdae5bc05f56eceb45de52aad220 (diff)
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Rename file gmbot → mkbot
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diff --git a/npc/functions/mkbot.txt b/npc/functions/mkbot.txt
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+// TMW-2 Script
+// Author:
+// 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
+// $@MK_THROTTLE - Event Throttler
+//
+// 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 and Lightbringer seeks
+// a wielder
+// 4 - The Rite is in progress. Players must walk to MK evil lair and fight.
+// 5 - The Monster King is dead. Or something. Depends on players.
+//
+// $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:
+ end;
+OnBourneAgain:
+ if (playerattached()) {
+ channelmes("#world", strcharinfo(0)+" did an act worth of notice.");
+ dispbottom l("Oh well, this sucks, but that was only an illusion.");
+ dispbottom l("The real Monster King is probably on his fortress. It'll take more than that to take him down.");
+ getexp BaseLevel**3, 0;
+ Mobpt = Mobpt + 165;
+ $MOST_HEROIC$=strcharinfo(0);
+ }
+ // We need to start over
+ .bar=true;
+OnInit:
+ $@MK=monster("boss", 45, 45, "The Monster King", MonsterKing, 1, "Monster King::OnBourneAgain");
+
+ if (!.bar) {
+ // Variables which other NPCs must take in account
+ $@MK_AGGRO=0;
+ $@MK_SCENE=0;
+ } else {
+ .bar=false;
+ }
+
+ // Variables only for this NPC
+ .users=getusers(1);
+ .nearby=getusers(8);
+ .mp$="boss";
+ .aid="200000";
+ .cid="150002";
+ // Constants
+
+ // We should jump straight to loop (it runs every 90 seconds)
+OnTimer90000:
+ // Regenerate some data, and kill spurious mobs
+ .users=getusers(1);
+ if (mobcount(.mp$, "Monster King::OnSlaveDie")) {
+ announce ("Monster King: Noobs, you are all a bunch of noobs!"), bc_map|bc_npc;
+ killmonster(.mp$, "Monster King::OnSlaveDie");
+ }
+
+ // We are on an event, so skip this loop
+ if ($@MK_SCENE || $@GM_EVENT) {
+ initnpctimer;
+ end;
+ }
+
+ // The Monster King is online. This loop is not needed
+ if (isloggedin(.aid, .cid)) {
+ if (!$@MK_SCENE)
+ unitwarp($@MK, "boss", 45, 45);
+ else
+ rodex_sendmail(.cid, "MKBot", "Running Event", "An event is currently running by the MK Bot. Please logout and suppress it.");
+ initnpctimer;
+ }
+
+ // Raise aggro (1 pt per 2 users)
+ $@MK_AGGRO+=(.users/2);
+
+ // Mana Stone
+ if (.mp$ == "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($@MK, "boss", 45, 45);
+ initnpctimer;
+ end;
+ }
+
+ // Select a random map. Never shows up at Candor and cities, nor indoors. Not all maps either.
+ setarray .@m$, "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", "009-1", "010-1", "010-1-1", "010-2", "011-1",
+ "012-1", "014-1", "014-2", "014-3", "014-4", "014-5", "015-1", "015-2", "015-3", "015-5",
+ "018-1-1", "018-2", "018-3", "018-4", "018-4-1",
+ "019-1", "019-2", "019-4", "020-1", "021-1", "022-1", "023-1";
+ .mp$=any_of(.@m$);
+
+ // Try to warp randomly, up to 30 attempts
+ .@e=0; .@x=0; .@y=0;
+ do {
+ if (.@e >= 30) {
+ .mp$="boss";
+ .@x=45;
+ .@y=45;
+ break;
+ }
+ .@x = rand2(20, 300);
+ .@y = rand2(20, 300);
+ .@e+=1;
+ } while (!checknpccell(.mp$, .@x, .@y, cell_chkpass));
+ if (!checknpccell(.mp$, .@x, .@y, cell_chkpass)) {
+ Exception("gm.bot runtime error: GM_ERR_128 highlight @Jesusalva", RB_DEBUGMES|RB_IRCBROADCAST); .mp$="boss"; .@x=45; .@y=45;
+ }
+ unitwarp($@MK, .mp$, .@x, .@y);
+ sleep(50); // For some reason or other, adding sleep(norid) and sleep2(rid).
+ .nearby=getusers(8);
+
+ // Handle Mana Stone
+ if (.mp$ == "011-1")
+ disablenpc "Mana Stone";
+
+ // Debug markers
+ if ($@GM_OVERRIDE)
+ debugmes "Monster King (bot): "+.mp$+" ("+.@x+", "+.@y+")";
+
+ // If too few players are online, we don't need an event AT ALL!
+ if (.users < rand2(2,4)) {
+ initnpctimer;
+ end;
+ }
+
+ // Siege events (req. 300 aggro, 3 users, and 70% chances to begin)
+ if ($@MK_AGGRO >= ($GAME_STORYLINE == 2 ? 300 : 500) && .users >= 3 && rand2(0,100) < 70 &&
+ is_between(1, 3, $GAME_STORYLINE) && $@MK_THROTTLE < gettimetick(2)){
+ // Delta handles the compulsory wait time between waves.
+ // 6 hours normally, 12 hours if the army is in disarray.
+ .@delta=6;
+ if ($GAME_STORYLINE == 3)
+ .@delta=12;
+ // Tulimshar
+ if (compare(.mp$, "003-")) {
+ announce ("Monster King: I smell humans! Humans must die!"), bc_map|bc_npc;
+ $@MK_THROTTLE=gettimetick(2)+.@delta*60*60;
+ $@MK_SCENE=MK_SIEGE_TULIM;
+ donpcevent("Lieutenant Dausen::OnMKSiege");
+ }
+ // Halinarzo
+ else if (compare(.mp$, "009-")) {
+ announce ("Monster King: I smell humans! Humans must die!"), bc_map|bc_npc;
+ $@MK_THROTTLE=gettimetick(2)+.@delta*60*60;
+ $@MK_SCENE=MK_SIEGE_HALIN;
+ donpcevent("Lieutenant Jacob::OnMKSiege");
+ }
+ // Hurnscald
+ else if (compare(.mp$, "012-")) {
+ announce ("Monster King: I smell humans! Humans must die!"), bc_map|bc_npc;
+ $@MK_THROTTLE=gettimetick(2)+.@delta*60*60;
+ $@MK_SCENE=MK_SIEGE_HURNS;
+ donpcevent("#HurnscaldSiege::OnMKSiege");
+ }
+ // Nivalis
+ else if (compare(.mp$, "020-")) {
+ announce ("Monster King: I smell humans! Humans must die!"), bc_map|bc_npc;
+ $@MK_THROTTLE=gettimetick(2)+.@delta*60*60;
+ $@MK_SCENE=MK_SIEGE_NIVAL;
+ donpcevent("Lieutenant Joshua::OnMKSiege");
+ }
+ }
+
+ // 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 && $@MK_THROTTLE >= gettimetick(2)) )){
+ // We should decide event kind, but that's NYI
+ announce ("Monster King: I smell humans! Humans must die!"), bc_map|bc_npc;
+
+ getmapxy(.@m$, .@x, .@y, UNITTYPE_MOB, $@MK);
+
+ // Spawn stuff
+ areamonster(.@m$, .@x-20, .@y-20, .@x+20, .@y+20, "Monster", ManaGhost, ($@MK_AGGRO/10)+.nearby, "Monster King::OnSlaveDie");
+ $@MK_AGGRO=($@MK_AGGRO*$GAME_STORYLINE)/5;
+ }
+
+ // Maybe, just maybe, game storyline must be updated here
+ if ($GAME_STORYLINE == 1 && $MK_TEMPVAR &&
+ $MK_TEMPVAR <= 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;
+ $MK_TEMPVAR=0;
+ }
+ if ($GAME_STORYLINE == 2 &&
+ $MK_TEMPVAR >= 500) {
+ kamibroadcast("##1##BThe Monster King army is in total disarray and disorder!", "Saulc");
+ sleep(2500);
+ kamibroadcast("##1##BIt's our chance to strike back!", "Saulc");
+ sleep(2500);
+
+ // Apply the changes
+ $GAME_STORYLINE=3;
+ $MK_TEMPVAR=0; // In past, we forced 1 month wait. Now we have KW mechs...
+ }
+
+ // We're done, restart loop timer
+ initnpctimer;
+ end;
+}
+