summaryrefslogtreecommitdiff
path: root/npc/006-7/ctrl.txt
blob: a8c58dd8961a66aadd9f426c595b6a7edf6f615f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
// TMW2 Script
// Author:
//    Jesusalva

006-7,44,50,0	script	#OutOf0067	NPC_HIDDEN,0,0,{
    end;

OnTouch:
    if (!$@ICICLE_CHALLENGE)
        warp "006-6", 40, 36;
    end;

OnRw:
    getexp 1000000, 0;
    Mobpt += 10000;
    dispbottom l("Der Schneemann has been defeated: %s Monster Points gained.", fnum(10000));
    end;
}

006-7,44,50,0	script	Ice Lord	NPC_YETIFLY,{
    if ($@ICICLE_CHALLENGE) end;
    if (.ticks > gettimetick(2)) {
        mesn;
        mesq l("This challenge will be available in %s. Please wait until then.", FuzzyTime(.ticks));
        close;
    }
    mesn;
    mesq l("With Magic and Blades, The Icicle shall break. Do you undertake the challenge?");
    mesc l("Advised: 6+ players"), 1;
    mesc l("Advised: 1+ mage, 1+ tanker, 2+ healer"), 1;
    mesc l("Time Limit: 90 minutes"), 1;
    mesc l("Enter/Leave after start: %s", b(l("NO"))), 1;
    next;
    select
        l("Not yet."),
        l("Bring it on!"),
        rif(REBIRTH, l("Bring me, my worst nightmare."));
    mes "";
    if (@menu == 1) {
        closeclientdialog;
        close;
    }

    .ticks = gettimetick(2) + 5400; // 90 minutes
    .BOSS = monster("006-7", 44, 36, "Der Schneemann", SnowmanBoss, 1);
    .@mlt = (@menu == 2 ? 10 : 15);

    setunitdata(.BOSS, UDT_MAXHP, 1000000 * .@mlt / 10); // 1M ~ 1.5M
    setunitdata(.BOSS, UDT_HP,    1000000 * .@mlt / 10);
    // Reconfigure the AI
    .@opt=getunitdata(.BOSS, UDT_MODE);
    // Disable looting
    if (.@opt & MD_LOOTER)
        .@opt=.@opt^MD_LOOTER;
    // Add knockback immunity
    .@opt=.@opt|MD_NOKNOCKBACK;
    // Mark as boss
    .@opt=.@opt|MD_BOSS;
    // Mark as aggressive
    .@opt=.@opt|MD_AGGRESSIVE;
    .@opt=.@opt|MD_ANGRY;
    // Make it more op
    .@opt=.@opt|MD_DETECTOR;
    .@opt=.@opt|MD_CASTSENSOR_CHASE;
    .@opt=.@opt|MD_CASTSENSOR_IDLE;
    .@opt=.@opt|MD_CHANGECHASE;
    .@opt=.@opt|MD_CHANGETARGET_MELEE;
    .@opt=.@opt|MD_CHANGETARGET_CHASE;
    setunitdata(.BOSS, UDT_MODE, .@opt);

    // Nerf the damage, but never miss a hit
    setunitdata(.BOSS, UDT_ATKMIN,   60 * .@mlt / 10); // 60~90 dmg
    setunitdata(.BOSS, UDT_ATKMAX,   60 * .@mlt / 10);
    setunitdata(.BOSS, UDT_ADELAY, 2220 / .@mlt * 10); // 2220 or 1480ms
    setunitdata(.BOSS, UDT_HIT,      2400);

    // Boosting the defense is not necessary
    // It nerfs weapons to 40% (bows to 20%)
    // Then it resists 50% of Neutral element.
    // Note it is strong against Water (25% dmg)
    // And weak against Fire (snow) and Wind (100% dmg)
    // Otherwise, behave as Ghost element

    $@ICICLE_CHALLENGE = true;
    disablenpc .name$;
    initnpctimer;
    closeclientdialog;
    close;

// Heart
OnTimer5000:
    /* Maybe the fight is over */
    if (!mobcount("006-7", "all"))
        maptimer2("006-7", 10, "#OutOf0067::OnRw");
    if (.ticks < gettimetick(2) || !mobcount("006-7", "all") || !getmapusers("006-7")) {
        killmonsterall("006-7");
        enablenpc .name$;
        .ticks = min(.ticks, gettimetick(2) + 1800); // Min. Cooldown: 30 min
        .beats = 0;
        $@ICICLE_CHALLENGE = false;
        stopnpctimer;
        end;
    }

    /* Prepare some data */
    .@hp = getunitdata(.BOSS, UDT_HP) * 100 / getunitdata(.BOSS, UDT_MAXHP);
    getmapxy(.@m$, .@x, .@y, UNITTYPE_MOB, .BOSS);
    .@c=getunits(BL_PC, .@pcs, MAX_CYCLE_PC, .@m$);
    .@mvp=0;.@rnd=0;.@def=0;
    for (.@i = 0; .@i < .@c; .@i++) {
        if (!.@rnd || !rand2(.@c))
            .@rnd=.@pcs[.@i];
        if (getunitdata(.@pcs[.@i], UDT_DEF) > .@def) {
            if (getunitdata(.@pcs[.@i], UDT_HP) < 1) continue;
            .@mvp=.@pcs[.@i];
            .@def=getunitdata(.@pcs[.@i], UDT_DEF);
        }
    }
    .beats += 1;

    /* Everyone is dead, get rid of them */
    if (!.@mvp || !.@rnd) {
        mapwarp("006-7", "006-6", 40, 36);
        initnpctimer;
        end;
    }

    /* Decide the skill to use based on ~5s beats over 3 minutes */
    switch (.beats % 18) {
    // Summon Reinforcements (every 60s)
    case 0:
    case 6:
    case 12:
        unittalk(.BOSS, "Come forth, ##Bsnow army##b, for the Icicle shall live forever!");
        specialeffect(64, AREA, .BOSS);
        sleep(500);
        monster("006-7", 44, 22, strmobinfo(1, Snowman), Snowman, max(1, (11 - .@hp) / 10));
        break;

    }

    initnpctimer;
    end;

OnInit:
    .distance = 4;
    .ticks = gettimetick(2);
    .beats = 0;
    .mvp = 0;
    .def = 0;
    end;
}