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// TMW2 Scripts.
// Author:
// Jesusalva
// Original File
004-1,119,96,0 script Cassia NPC_FEMALE,{
mesn;
/*
//if ($@BattleOn) goto L_Busy;
mesq l("Hello! I am @@, currently in charge of the Desert Pass.", .name$);
next;
atcommand("@time");
mesq l("The Fallen Kings challenge ownership of this pass at ##B08:00##b, ##B16:00##b and ##B00:00##b.");
next;
mesq l("Right click on one of their representatives, and choose to join a \'Chat\' when it is close of the time!");
next;
mesq l("Just as a warning, main chat will change. Use it to discuss the strategy!");
if (!getgmlevel()) goto L_Close;
mes "";
menu
rif(!$@BattleOn, l("Init!")), L_Init,
l("Join team 1."), L_T1,
l("Join team 2."), L_T2;
*/
if ($@BGMaster1) goto L_Busy;
mesq l("Hello! I am Cassia, Ambassator. During the Monster War outbreak, Frostia and Halirnazo felt.");
next;
mesq l("To train their soldiers, they frequently face one against other in duels. Adventurers are welcome to join their drills.");
next;
mesq l("To join a drill, right click on one of the lieutenants and join their Battle Stations. The drill can last up to 10 minutes.");
next;
mesq l("The sides accept only one adventurer. You'll also lose access to General Chat upon joining, and will have to use #world.");
next;
mesq l("Be sure to have a friend before joining, or you may have to logout in order to be able to move again!");
close;
L_T1:
mesn;
if (bg_join_team($@FK_Team1))
goto L_SuccessJoin;
mes "An error happened.";
goto L_Close;
L_T2:
mesn;
if (bg_join_team($@FK_Team1))
goto L_SuccessJoin;
mes "An error happened.";
goto L_Close;
L_SuccessJoin:
mesq l("Done!");
next;
warp "testbg", 0, 0;
close;
L_Init:
.@Froz = getwaitingroomstate(0,"Emissary#1");
.@Hali = getwaitingroomstate(0,"Emissary#2");
if (!.@Froz || !.@Hali) {
mapannounce("004-1", "The Fallen King Event was cancelled.", bc_map);
}
mesn;
next;
$@BattleOn=1;
donpcevent("Emissary#1::SendToBattle");
donpcevent("Emissary#2::SendToBattle");
//bg_warp $@FK_Team1, "testbg", 13, 4;
//bg_warp $@FK_Team2, "testbg", 13, 26;
mesn;
next;
mesq str( bg_get_data($@FK_Team1, 0) );
mesq str( bg_get_data($@FK_Team2, 0) );
next;
//setbgteam $@FK_Team1, 1;
//setbgteam $@FK_Team2, 2;
//mesn;
//next;
mapannounce("testbg", "May the fight begin!", bc_map);
mesn;
next;
$@FKing_T1 = bg_monster($@FK_Team1, "testbg", 1, 1, "OldFallen", 1079, "Cassia::OnVictor2");
$@FKing_T2 = bg_monster($@FK_Team2, "testbg", 13, 28, "OldFallen2", 1080, "Cassia::OnVictor1");
mesn;
next;
initnpctimer();
close;
L_Close:
close;
L_Busy:
if ($@BGMaster1 == 2) {
mesq l("The soldiers are resting. You can join them starting at ##B07:00, 15:00 and 23:00##b in UTC.");
} else {
mesq l("People are challenging now.");
}
close;
OnPcQuit:
warp "002-4", 0, 0;
bg_leave();
end;
OnPcDeath:
warp "002-4", 0, 0;
bg_leave();
end;
OnTimer60000:
if (getmapusers("testbg") < 2 || .BGC > 10) goto L_Cancel;
mapannounce("testbg", "Reinforcements raise!", bc_map);
$@FKing_T1 = bg_monster($@FK_Team1, "testbg", 1, 1, "FallenGuard1", 1081, "Cassia::OnSkip");
$@FKing_T2 = bg_monster($@FK_Team2, "testbg", 13, 28, "FallenGuard2", 1082, "Cassia::OnSkip");
.BGC+=1;
stopnpctimer();
initnpctimer();
end;
// Arena Cooldown (every 8 hours) (CET time)
OnClock0000:
OnClock0800:
OnClock1600:
if ($@BGMaster1 == 2) $@BGMaster1=0;
end;
OnSkip:
end;
L_Skip:
end;
L_RestartTimer:
stopnpctimer();
initnpctimer();
end;
L_Cancel:
stopnpctimer();
announce "The Fallen Kings Duel ended in a draw!", bc_all;
killmonsterall "testbg";
mapwarp "testbg", "004-2", 29, 23;
bg_destroy($@FK_Team1);
bg_destroy($@FK_Team2);
$@BGMaster1=2;
end;
OnVictor1:
if (!$@BGMaster1) goto L_Skip;
stopnpctimer();
announce "Team 1 raises victorious at the Fallen Kings Duel!", bc_all;
killmonsterall "testbg";
mapwarp "testbg", "004-2", 29, 23;
bg_destroy($@FK_Team1);
bg_destroy($@FK_Team2);
$@BGMaster1=2;
end;
OnVictor2:
if (!$@BGMaster1) goto L_Skip;
stopnpctimer();
announce "Team 2 raises victorious at the Fallen Kings Duel!", bc_all;
killmonsterall "testbg";
mapwarp "testbg", "004-2", 29, 23;
bg_destroy($@FK_Team1);
bg_destroy($@FK_Team2);
$@BGMaster1=2;
end;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, 1322); // Dress
setunitdata(.@npcId, UDT_HEADMIDDLE, 2204); // Not needed
setunitdata(.@npcId, UDT_HEADBOTTOM, 1800); // Shoes
setunitdata(.@npcId, UDT_WEAPON, 3501);
setunitdata(.@npcId, UDT_HAIRSTYLE, 12);
setunitdata(.@npcId, UDT_HAIRCOLOR, 5);
npcsit;
.sex = G_FEMALE;
.distance = 7;
/*
// This script is TODO
if (!debug) {
disablenpc "Cassia";
}*/
end;
OnDoEvent:
.BGC=0;
mapannounce("testbg", "May the fight begin!", bc_map);
$@FKing_T1 = bg_monster($@FK_Team1, "testbg", 1, 1, "OldFallen", 1079, "Cassia::OnVictor2");
$@FKing_T2 = bg_monster($@FK_Team2, "testbg", 13, 28, "OldFallen2", 1080, "Cassia::OnVictor1");
initnpctimer();
end;
}
// This script is TODO WIP
/*
004-1,115,93,0 script Emissary#1 NPC_ELF,{
hello;
OnSendToBattle:
$@FK_Team1=waitingroom2bg("testbg", 13, 4, "Cassia::OnPcQuit", "Cassia::OnPcDeath");
setbgteam $@FK_Team1, 1;
bg_warp $@FK_Team1, "testbg", 13, 4;
end;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, 1312); // Light armor
setunitdata(.@npcId, UDT_HEADMIDDLE, 2212); // Pants
setunitdata(.@npcId, UDT_HEADBOTTOM, 1800); // Shoes
setunitdata(.@npcId, UDT_WEAPON, 3501);
setunitdata(.@npcId, UDT_HAIRSTYLE, 13);
setunitdata(.@npcId, UDT_HAIRCOLOR, 7);
waitingroom("Winterfall", 30, "Cassia::OnSkip", 1);
.sex = G_OTHER;
.distance = 5;
end;
}
004-1,117,93,0 script Emissary#2 NPC_ELF,{
hello;
OnSendToBattle:
$@FK_Team2=waitingroom2bg("testbg", 13, 26, "Cassia::OnPcQuit", "Cassia::OnPcDeath");
setbgteam $@FK_Team2, 2;
bg_warp $@FK_Team2, "testbg", 13, 26;
end;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, 1311); // Terran armor
setunitdata(.@npcId, UDT_HEADMIDDLE, 2212); // Pants
setunitdata(.@npcId, UDT_HEADBOTTOM, 1800); // Shoes
setunitdata(.@npcId, UDT_WEAPON, 3501);
setunitdata(.@npcId, UDT_HAIRSTYLE, 13);
setunitdata(.@npcId, UDT_HAIRCOLOR, 7);
waitingroom("Summerfall", 30, "Cassia::OnSkip", 1);
.sex = G_OTHER;
.distance = 5;
end;
}
*/
004-1,115,93,0 script Lt. Randy NPC_ELF,{
hello;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, 1312); // Light armor
setunitdata(.@npcId, UDT_HEADMIDDLE, 2212); // Pants
setunitdata(.@npcId, UDT_HEADBOTTOM, 1800); // Shoes
setunitdata(.@npcId, UDT_WEAPON, 3501);
setunitdata(.@npcId, UDT_HAIRSTYLE, 13);
setunitdata(.@npcId, UDT_HAIRCOLOR, 7);
waitingroom("Battle Station", 2, "start#bat_a02::OnReadyCheck", 1);
end;
OnEnterBG:
$@FK_Team1 = waitingroom2bg("testbg",13, 4,"start#bat_a02::OnGuillaumeQuit","");
end;
}
004-1,117,93,0 script Lt. Gerry NPC_ELF,{
hello;
OnInit:
.@npcId = getnpcid(0, .name$);
setunitdata(.@npcId, UDT_HEADTOP, 1311); // Terranite armor
setunitdata(.@npcId, UDT_HEADMIDDLE, 2212); // Pants
setunitdata(.@npcId, UDT_HEADBOTTOM, 1800); // Shoes
setunitdata(.@npcId, UDT_WEAPON, 3501);
setunitdata(.@npcId, UDT_HAIRSTYLE, 13);
setunitdata(.@npcId, UDT_HAIRCOLOR, 7);
waitingroom("Battle Station", 2, "start#bat_a02::OnReadyCheck", 1);
end;
OnEnterBG:
$@FK_Team2 = waitingroom2bg("testbg",13,28,"start#bat_a02::OnCroixQuit","");
end;
}
//== Tierra Gorge Battleground Engine ======================
testbg,15,15,3 script start#bat_a02 NPC_HIDDEN,{
OnInit:
//mapwarp "bat_a02","bat_room",154,150;
end;
OnEnable:
end;
OnGuillaumeQuit:
OnCroixQuit:
bg_leave;
end;
OnReadyCheck:
if( $@BGMaster1 )
end;
.@Guillaume = getwaitingroomstate(0,"Lt. Randy");
.@Croix = getwaitingroomstate(0,"Lt. Gerry");
if( !.@Guillaume && !.@Croix ) {
donpcevent "#bat_a02_timer::OnStop";
end;
}
else if( .@Guillaume < 1 || .@Croix < 1 )
end;
$@BGMaster1 = 1;
donpcevent "Lt. Randy::OnEnterBG";
donpcevent "Lt. Gerry::OnEnterBG";
donpcevent "Cassia::OnDoEvent";
bg_warp $@FK_Team1,"testbg",13,4;
bg_warp $@FK_Team2,"testbg",13,28;
//initnpctimer;
end;
}
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