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// TMW 2 Script
// Author:
// Jesusalva
// Micksha
// Description:
// Controls Weapons Room basement door
042-1,51,23,0 script #KDoor0421 NPC_HIDDEN,0,0,{
end;
OnTouch:
.@g=getcharid(2);
if ($KAMELOT_KEYMASK[.@g] & 16) {
warp "042-2@"+.@g, 44, 59;
} else {
dispbottom l("This door is locked.");
doevent instance_npcname(.name$)+"::OnKillMob"; // Double-check
}
end;
OnKillBoss:
.@g=getcharid(2);
dispbottom l("You found a key.");
getitem TreasureKey, 1;
$KAMELOT_KEYMASK[.@g]=$KAMELOT_KEYMASK[.@g]|16;
// Player Reward for completing this stage
getitem GuildCoin, min(1, $KAMELOT_MX[.@g]/20);
getexp $KAMELOT_MX[.@g]*25, $KAMELOT_MX[.@g]*5;
// Guild Reward for completing this stage
.@ggp=300+$KAMELOT_MX[.@g]*4;
.@gxp=$KAMELOT_MX[.@g]*5;
$GUILD_BANK[.@g]+=500;
guildgetexp(.@gxp); // 5xp per player average level (max 500/750)
// Announce
mapannounce getmap(), strcharinfo(0)+" has found the key for the door!", 0;
// Guild Master Notification
.@gm$=getguildmaster(.@g);
if (!getcharid(3, .@gm$)) end;
.@gma=getcharid(3, .@gm$);
.@gmb=getcharid(0, .@gm$);
if (!isloggedin(.@gma, .@gmb)) end;
message .@gm$, strcharinfo(0)+" found the key: Guild GP +"+.@ggp+" Guild XP +"+.@gxp;
end;
OnKillMob:
.@label$=instance_npcname(.name$)+"::OnKillMob";
// Oh noes! No player attached D:
// This kill is meaningless, RESPAWN IT, RESPAWN IT
if (!playerattached()) {
//.@i=instance_id();
.@m$=instance_mapname("042-1");
monster .@m$, 27, 67, "Intruder", Troll, 1, .@label$;
debugmes "Kamelot: Mob killed without player attached. Troll spawned.";
end;
}
// Now we have a player attached, we can do all checks.
// For example, if you're lame cheater
.@g=getcharid(2);
if (.@g < 1)
percentheal -100, -100;
// I also want to give you exp
getexp $KAMELOT_MX[.@g]*3, $KAMELOT_MX[.@g];
// And finally, check if you're still not done killing it.
if (mobcount(getmap(), .@label$))
end;
// Configure the wave
.@avg=$KAMELOT_MX[.@g];
// 2 is meaningless, as we're not using their acc ids, but sounded faster
getguildmember(.@g, 2);
.@gcount=$@guildmembercount;
.@m$=getmap();
sleep2(800); // Give ~1 second before respawn
// Maybe we should advance the wave
if ($@KAMELOT_WAVE == 3) {
debugmes "Kamelot %d: Boss Spawn", .@g;
initnpctimer;
setd("$@GTEMP_"+getmap(), .@avg);
.@mcount=.@gcount;
} else if ($@KAMELOT_WAVE == 2) {
.@mcount=.@gcount*2;
mapannounce getmap(), "Don't make me come there myself!! GET RID OF THEM ALREADY!", 0;
} else if ($@KAMELOT_WAVE == 1) {
.@mcount=.@gcount*3/2;
mapannounce getmap(), "Guards! What are you waiting for?? Arrest them!!", 0;
} else if ($@KAMELOT_WAVE == 0) {
.@mcount=.@gcount;
mapannounce getmap(), "Guards!! Attack the intruders!!!", 0;
} else {
end;
}
freeloop(true);
for (.@i=0; .@i < .@gcount; .@i++) {
.@mobId=any(CursedSoldier, CursedArcher); // 50-50 ratio
.@mob=areamonster(.@m$, 21, 24, 59, 99, strmobinfo(1, .@mobId), .@mobId, 1, .@label$);
// Reconfigure the monster
setunitdata(.@mob, UDT_LEVEL, .@avg);
setunitdata(.@mob, UDT_STR, 1+.@avg/5);
setunitdata(.@mob, UDT_AGI, 1+.@avg/5);
setunitdata(.@mob, UDT_VIT, 1+.@avg/5);
setunitdata(.@mob, UDT_INT, 1+.@avg/5);
setunitdata(.@mob, UDT_DEX, 1+.@avg/5);
setunitdata(.@mob, UDT_LUK, 1+.@avg/5);
setunitdata(.@mob, UDT_ADELAY, 1872);
setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(5,6,7) : any(1,1,2)));
// Battle Status
setunitdata(.@mob, UDT_MAXHP, .@avg*30);
setunitdata(.@mob, UDT_HP, .@avg*30);
setunitdata(.@mob, UDT_ATKMIN, .@avg*4);
setunitdata(.@mob, UDT_ATKMAX, .@avg*6);
setunitdata(.@mob, UDT_DEF, 1+.@avg*8/10);
setunitdata(.@mob, UDT_MDEF, 1+.@avg*4/10);
setunitdata(.@mob, UDT_HIT, .@avg*3); // Advised: x3
setunitdata(.@mob, UDT_FLEE, .@avg*3); // Advised: x4
// Critical calculation
.@min=1;
.@max=max(.@min, min(20, .@avg/5));
setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
// Loop through
}
freeloop(false);
$@KAMELOT_WAVE+=1;
end;
OnTimer100:
.@m$=instance_mapname("042-1");
mapannounce .@m$, "*sigh* You force me to come...", 0;
end;
OnTimer5000:
.@m$=instance_mapname("042-1");
mapannounce .@m$, "Stupid fools...", 0;
end;
OnTimer10000:
.@label$=instance_npcname(.name$)+"::OnKillBoss";
.@m$=instance_mapname("042-1");
mapannounce .@m$, "I'll get rid of you myself!!", 0;
.@mobId=any(CursedSoldier, CursedArcher);
.@mob=monster(.@m$, 40, 30, any("Lancelot", "Galahard", "Gawain"), .@mobId, 1, .@label$);
.@avg=getd("$@GTEMP_"+.@m$);
setd("$@GTEMP_"+.@m$, 0);
// Reconfigure the monster
setunitdata(.@mob, UDT_LEVEL, .@avg);
setunitdata(.@mob, UDT_STR, 1+.@avg/5);
setunitdata(.@mob, UDT_AGI, 1+.@avg/5);
setunitdata(.@mob, UDT_VIT, 1+.@avg/5);
setunitdata(.@mob, UDT_INT, 1+.@avg/5);
setunitdata(.@mob, UDT_DEX, 1+.@avg/5);
setunitdata(.@mob, UDT_LUK, 1+.@avg/5);
setunitdata(.@mob, UDT_ADELAY, 1672);
setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(6,7,8) : 2));
// Battle Status
setunitdata(.@mob, UDT_MAXHP, .@avg*50);
setunitdata(.@mob, UDT_HP, .@avg*50);
setunitdata(.@mob, UDT_ATKMIN, .@avg*5);
setunitdata(.@mob, UDT_ATKMAX, .@avg*7);
setunitdata(.@mob, UDT_DEF, 1+.@avg*11/10);
setunitdata(.@mob, UDT_MDEF, 1+.@avg*6/10);
setunitdata(.@mob, UDT_HIT, .@avg*8); // Advised: x3
setunitdata(.@mob, UDT_FLEE, .@avg*35/10); // Advised: x4
// Critical calculation
.@min=15;
.@max=max(.@min, min(40, .@avg/5));
setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
stopnpctimer;
end;
OnArrival:
.@g=getcharid(2);
if (.@g < 1)
percentheal -100, -100;
if (getmap() != "042-1@"+.@g)
end;
if ($@KAMELOT_WAVE == 0)
goto OnKillMob;
end;
}
// Required exit
042-1,55,100,0 script #KDoor0421B NPC_HIDDEN,0,0,{
end;
OnTouch:
.@g=getcharid(2);
if ($KAMELOT_KEYMASK[.@g] & 16) {
dispbottom l("WARNING: If you walk out the main gate you WON'T be able to return!");
warp "042-0@"+.@g, 69, 25;
} else {
dispbottom l("Oh noes! The guards locked the door!");
}
end;
}
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