diff options
Diffstat (limited to 'npc')
-rw-r--r-- | npc/042-10/ctrl.txt | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/npc/042-10/ctrl.txt b/npc/042-10/ctrl.txt index 1e8bca386..453724976 100644 --- a/npc/042-10/ctrl.txt +++ b/npc/042-10/ctrl.txt @@ -160,13 +160,13 @@ function script KatazuliCore { if (.@power < 5 && @kataspam != 1) { unittalk(getcharid(3), "This circle is nearly at full power! We need to shut down it!", true); @kataspam=1; - } else if (.@power < 100 && @kataspam != 2) { + } else if (.@power >= 5 && .@power < 100 && @kataspam != 2) { unittalk(getcharid(3), "There is still too much power! Please drop "+getitemlink(DarkPetal)+" nearby!", true); @kataspam=2; - } else if (.@power < 200 && @kataspam != 3) { + } else if (.@power >= 100 && .@power < 200 && @kataspam != 3) { unittalk(getcharid(3), "At this rate, we will do it! Keep going! Please drop "+getitemlink(DarkPetal)+" nearby!", true); @kataspam=3; - } else if (.@power < 300 && @kataspam != 4) { + } else if (.@power >= 200 && .@power < 300 && @kataspam != 4) { unittalk(getcharid(3), "Guys I'm close to shut it down! Please drop "+getitemlink(DarkPetal)+" nearby!", true); @kataspam=4; } @@ -517,8 +517,8 @@ OnKillMob: goto OnRespawn; // Handle Dark Petal // XXX: How MX/PC should affect drop rates? - // I imagine a higher MX will increase DR.... (Right now, level 100 = +10% DR) - .@r=rand2(1000); + // I imagine a higher MX will increase DR.... (Right now, level 100 = +20% DR) + .@r=rand2(500); if (.@r < 100+$KAMELOT_MX[.@g]) { getmapxy(.@m$, .@x, .@y, 0); makeitem(DarkPetal, 1, .@m$, rand2(.@x-1, .@x+1), rand2(.@y-1, .@y+1)); @@ -556,11 +556,11 @@ OnInstanceInit: .@m$="042-10"; // or .@map$[0] // Spawns - KamelotCaveSpawn(.@pc*15/10, 60, 24, 115, 85, .@avg, .@m$); // Central Chambers (150% of player population) + KamelotCaveSpawn(.@pc*25/10, 60, 24, 115, 85, .@avg, .@m$); // Central Chambers (250% of player population) - // Fill the whole cave with at least, 1 per 1000 tiles - // There are 16800 tiles, so = 18 guards should do the trick - KamelotCaveSpawn(18, 20, 20, 160, 140, .@avg, .@m$); + // Fill the whole cave with at least, 1 per 500 tiles + // There are 16800 tiles, so = 36 guards should do the trick + KamelotCaveSpawn(36, 20, 20, 160, 140, .@avg, .@m$); end; } |