// TMW 2 Script // Author: // Jesusalva // Micksha // Description: // Controls sewers. // This one is simple, it just sends a message about path splitting // And spawn several monsters when instance is initialized D: // Also handles their respawn. // A simple random treasure chest - to be sure players were introduced to this // awesome system. Same rules as any treasure box still applies. 042-4,94,47,0 script #chest_0424 NPC_CHEST,{ function monster0424; TreasureBox(); specialeffect(.dir == 0 ? 24 : 25, AREA, getnpcid()); // closed ? opening : closing close; OnInit: .distance = 2; end; OnInstanceInit: // Yes, we just hope it works out of box explode(.@map$, .map$, "@"); .@g=atoi(.@map$[1]); if (.@g < 1) { debugmes "[ERROR] [KAMELOT] Unable to spawn for Kamelot %s", .map$; debugmes "[ERROR] [KAMELOT] Using dummy data (returned: %d)", .@g; .@g=0; } debugmes "Spawning monsters for guild %d", .@g; .@mx=getguildavg(.@g); monster0424(1, 20, 20, 115, 100, .@mx); monster0424(4, 20, 51, 51, 71, .@mx); monster0424(5, 85, 56, 115, 100, .@mx); monster0424(2, 79, 40, 97, 52, .@mx); monster0424(5, 51, 20, 80, 50, .@mx); // Neutral monsters areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, Blub), Blub, 5); areamonster(.map$, 20, 20, 115, 100, strmobinfo(1, ManaGhost), ManaGhost, max(1, .@mx/10)); // Bonus monsters if (!rand2(3)) areamonster(.map$, 20, 20, 115, 100, "Micksha's Tortuga", Tortuga, 1); end; OnKillMob: if (!playerattached()) goto OnRespawn; // Maybe a reward is due .@g=getcharid(2); if (.@g < 1) die(); getexp $KAMELOT_MX[.@g]*7, $KAMELOT_MX[.@g]*3; .@delay=max(7000, 42000-$KAMELOT_PC[.@g]*2000); // FALLTHROUGH OnRespawn: .@delay=(.@delay ? .@delay : 7000); sleep(.@delay); // Yes, we just hope it works out of box explode(.@map$, .map$, "@"); .@g=atoi(.@map$[1]); if (.@g < 1) { debugmes "[ERROR] [KAMELOT] Unable to respawn for Kamelot %s", .map$; .@g=0; } monster0424(1, 20, 20, 115, 100, $KAMELOT_MX[.@g]); end; function monster0424 { .@label$=instance_npcname(.name$)+"::OnKillMob"; .@gcount=getarg(0); .@x1=getarg(1); .@y1=getarg(2); .@x2=getarg(3); .@y2=getarg(4); .@avg=getarg(5); .@m$=instance_mapname("042-4"); //debugmes "Total %d, map %s (power %d)", .@gcount, .@m$, .@avg; freeloop(true); for (.@i=0; .@i < .@gcount; .@i++) { .@mobId=any(CursedSoldier, CursedArcher); // 50-50 ratio .@mob=areamonster(.@m$, .@x1, .@y1, .@x2, .@y2, strmobinfo(1, .@mobId), .@mobId, 1, .@label$); // Reconfigure the monster setunitdata(.@mob, UDT_LEVEL, .@avg); setunitdata(.@mob, UDT_STR, 1+.@avg*3/10); setunitdata(.@mob, UDT_AGI, 1+.@avg*3/10); setunitdata(.@mob, UDT_VIT, 1+.@avg*3/10); setunitdata(.@mob, UDT_INT, 1+.@avg*3/10); setunitdata(.@mob, UDT_DEX, 1+.@avg*3/10); setunitdata(.@mob, UDT_LUK, 1+.@avg*3/10); setunitdata(.@mob, UDT_ADELAY, 1572); setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(6,7) : any(1,2))); // Battle Status setunitdata(.@mob, UDT_MAXHP, .@avg*36); setunitdata(.@mob, UDT_HP, .@avg*36); setunitdata(.@mob, UDT_ATKMIN, .@avg*42/10); setunitdata(.@mob, UDT_ATKMAX, .@avg*62/10); setunitdata(.@mob, UDT_DEF, 1+.@avg*10/10); setunitdata(.@mob, UDT_MDEF, 1+.@avg*6/10); setunitdata(.@mob, UDT_HIT, .@avg*55/10); // Advised: x3 setunitdata(.@mob, UDT_FLEE, .@avg*37/10); // Advised: x4 // Critical calculation .@min=5; .@max=max(.@min, min(30, .@avg/4)); setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max)); // Loop through } freeloop(false); return; } }