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
|
// TMW 2 Script
// Author:
// Jesusalva
// Micksha
// Description:
// Controls sewers.
// FIXME: People should not be able to return here once they leave to 042-10
// Spawn monsters and respawns them.
// A simple random treasure chest - to be sure players were introduced to this
// awesome system. Same rules as any treasure box still applies.
042-6,65,89,0 script #chest_0426 NPC_CHEST,{
function monster0426;
KamelotTreasure(8);
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);
// Corritors
monster0426(2, 21, 75, 50, 85, .@mx);
monster0426(7, 45, 45, 74, 80, .@mx);
monster0426(5, 52, 21, 90, 60, .@mx);
monster0426(3, 54, 28, 82, 39, .@mx);
// Boss Chamber
monster0426(5, 59, 71, 82, 91, .@mx);
KamelotBoss("042-6", 74, 80, .@mx+1, .name$);
// Boss monster
// TODO
// Neutral monsters
areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, YellowSlime), YellowSlime, 5);
areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, ManaGhost), ManaGhost, max(1, .@mx/10));
areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, CaveMaggot), CaveMaggot, 30);
// Bonus monsters
if (!rand2(2))
areamonster(.map$, 45, 20, 90, 90, strmobinfo(1, MagicBif), MagicBif, 2);
if (!rand2(2))
areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, SilverChest), GoldenChest, 1);
if (!rand2(2))
areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, SilverChest), SilverChest, 2);
if (!rand2(2))
areamonster(.map$, 20, 20, 90, 90, strmobinfo(1, BronzeChest), BronzeChest, 3);
end;
OnKillMob:
if (!playerattached())
goto OnRespawn;
// Maybe a reward is due
.@g=getcharid(2);
if (.@g < 1) percentheal -100, -100;
getexp $KAMELOT_MX[.@g]*7, $KAMELOT_MX[.@g]*4;
.@delay=max(3000, 21000-$KAMELOT_PC[.@g]*1000);
// FALLTHROUGH
OnRespawn:
.@delay=(.@delay ? .@delay : 3000);
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;
}
monster0426(1, 20, 20, 115, 100, $KAMELOT_MX[.@g]);
end;
function monster0426 {
.@label$=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("042-6");
//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$);
// Reconfigure the monster
setunitdata(.@mob, UDT_LEVEL, .@avg+1);
setunitdata(.@mob, UDT_STR, 1+.@avg*6/10);
setunitdata(.@mob, UDT_AGI, 1+.@avg*5/10);
setunitdata(.@mob, UDT_VIT, 1+.@avg*5/10);
setunitdata(.@mob, UDT_INT, 1+.@avg*6/10);
setunitdata(.@mob, UDT_DEX, 1+.@avg*6/10);
setunitdata(.@mob, UDT_LUK, 1+.@avg*5/10);
setunitdata(.@mob, UDT_ADELAY, 1372);
setunitdata(.@mob, UDT_ATKRANGE, (.@mobId == CursedArcher ? any(6,7) : any(1,2)));
// Battle Status
setunitdata(.@mob, UDT_MAXHP, .@avg*40);
setunitdata(.@mob, UDT_HP, .@avg*40);
setunitdata(.@mob, UDT_ATKMIN, .@avg*52/10);
setunitdata(.@mob, UDT_ATKMAX, .@avg*72/10);
setunitdata(.@mob, UDT_DEF, 1+.@avg*12/10);
setunitdata(.@mob, UDT_MDEF, 1+.@avg*8/10);
setunitdata(.@mob, UDT_HIT, .@avg*6); // Advised: x3
setunitdata(.@mob, UDT_FLEE, .@avg*45/10); // Advised: x4
// Critical calculation
.@min=15;
.@max=max(.@min, min(40, .@avg/3));
setunitdata(.@mob, UDT_CRIT, rand2(.@min, .@max));
// Loop through
}
freeloop(false);
return;
}
}
// The exit only works before chest is looted
042-6,21,76,0 script #KDoor0426 NPC_HIDDEN,0,3,{
end;
OnTouch:
.@g=getcharid(2);
if (.@g < 1) percentheal -100, -100;
if ($KAMELOT_KEYMASK[.@g] & 8) goto L_NoAccess;
warp "042-5@"+.@g, 58, 53;
end;
L_NoAccess:
dispbottom l("OH NOES! The ceiling seems to have collapsed when the chest was open! We are forced to go forward!!");
end;
}
|