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// TMW2 scripts.
// Authors:
//    Jesusalva
// Description:
//    The most powerful sword ever. It's alive.

boss,45,42,0	script	Lightbringer	NPC_LIGHTBRINGER,{
    function movelb;
    function matrixlb;
    function notAvailable;

    if ($GAME_STORYLINE < 3) notAvailable();
    if (islegendary()) notAvailable();
    if ($LIGHT_HOLDER$ != "") notAvailable();

    .@q=getq(General_Narrator);
    // Prologue missed - straight refusal
    if (.@q < 19) {
        if (strcharinfo(0) != $MOST_HEROIC$)
            npctalk3 l("The sword glows too much. Perhaps @@ could take it.", $MOST_HEROIC$);
        else
            npctalk3 l("I'm not going to touch a FLOATING sword made of unobtainum without at least knowing a bit more about it.");
        end;
    }
    // Determine if you are worthy (from 0 to 101)
    if (!@lbscore)
        @lbscore=matrixlb();

    if (is_staff())
        dispbottom "I only did "+@lbscore+" points...";

    if (@lbscore <= 30) {
        npctalk3 l("...");
        end;
    } else if (@lbscore <= 60) {
        npctalk3 l("You are not worthy...");
        end;
    }

    // Else: score > 60, 2 minutes per additional score
    // If you are above 100: +2 minutes per score
    // If you are above 110: +4 minutes per score
    if (@lbscore > 100)
        @lbscore*=3;
    if (@lbscore > 110*3)
        @lbscore*=2;

    // Basic wield time: 2 minutes per point
    .@btime=120;
    if ($GAME_STORYLINE == 4)
        .@btime+=30; // +30 seconds for stage 4
    else if ($GAME_STORYLINE >= 5)
        .@btime+=60; // +60 seconds for stage 5 (but it was not yet claimed? o.o)

    // Each siege gives +1 second per point
    if ($GAME_STORYLINE < 5)
        .@btime+=$MK_TEMPVAR;

    // TODO: If (@lbscore > 100 && $GAME_STORYLINE > 3 && !holder) goto L_Perma;

    rentitem Lightbringer, (.@btime*(@lbscore-60));
    dispbottom l("This live sword drafts itself to your hand. You can wield it for a while.");
    disablenpc .name$;
    .busy=gettimetick(2)+(.@btime*(@lbscore-60))*3/2;
    end;

function notAvailable {
    npctalkonce l("It still isn't time to awake the King Of Holy Swords, Light Bringer.");
    end;
    return;
}

OnInit:
    .sex = G_OTHER;
    .distance = 2;

    if ($GAME_STORYLINE < 3)
        disablenpc .name$;

    .npcId=getnpcid();
    .users=getusers(1);
    .busy=false;
    // Constants

    // We should jump straight to loop (it runs every 5 minutes)
OnTimer300000:
    .users=getusers(1);
    // If $LIGHT_HOLDER$ is set, we die here
    if ($LIGHT_HOLDER$ != "")
        end;

    // Proccess busy time
    if (.busy) {
        if (.busy < gettimetick(2)) {
            .busy=false;
            enablenpc .name$;
        } else {
            initnpctimer;
            end;
        }
    }

    // Min. 2 PCs for the Lightbringer to show up
    if (!.busy) {
        if (.users <= 2 && !$@GM_OVERRIDE) {
            disablenpc .name$;
            .busy=true;
        }
    }

    // You cannot interact with it during events
    if ($@MK_SCENE || $@GM_EVENT) {
        disablenpc .name$;
        .busy=true;
        initnpctimer;
        end;
    }

    // Move Lightbringer to a random map
    movelb(.npcId);

    // Debug markers
    if ($@GM_OVERRIDE)
        debugmes "Light Bringer (bot): "+.map$+" ("+.x+", "+.y+")";

    // We're done, restart loop timer
    initnpctimer;
    end;

// Functions
// movelb(npcid)
function movelb {
    .@id=getarg(0);
    setarray .@m$,  "boss", "boss", "001-1", "001-3", "001-7",
                    "004-2", "004-2-1",
                    "010-1", "010-1-1", "011-2", "011-3",
                    "013-1", "014-5", "015-1", "015-2", "015-3", "015-4", "015-5", "015-6", "015-7",
                    "018-1", "018-1-1", "018-2", "018-3", "018-4", "018-4-1", "018-5-1",
                    "019-4", "021-1", "021-2", "021-3", "022-1", "023-1";
    .mp$=any_of(.@m$);

    // Try to warp randomly: 30 attempts for a walkable spot
    .@e=0; .@x=0; .@y=0;
    .@mx=getmapinfo(MAPINFO_SIZE_X, .mp$)-20;
    .@my=getmapinfo(MAPINFO_SIZE_Y, .mp$)-20;
    do {
        if (.@e >= 30) {
            .mp$="boss";
            .@x=45;
            .@y=42;
            break;
        }
        .@x = rand2(20, .@mx);
        .@y = rand2(20, .@my);
        .@e+=1;
    } while (!checknpccell(.mp$, .@x, .@y, cell_chkpass));

    if (!checknpccell(.mp$, .@x, .@y, cell_chkpass)) {
        Exception("gm.bot runtime error: GM_ERR_128 highlight @Jesusalva", RB_DEBUGMES|RB_IRCBROADCAST); .mp$="boss"; .@x=45; .@y=42;
    }

    // Time to warp the NPC
    npctalk("...");
    sleep(20);
    unitwarp(.@id, .mp$, .@x, .@y);
    sleep(50); // For some reason or other, adding sleep(norid) and sleep2(rid).
    return;
}

// matrixlb()
function matrixlb {
    .@pts=0;
    // Heroic Matrice
    .@pts+=($MOST_HEROIC$ == strcharinfo(0) ? 10 : 0);
    // Magic Matrice
    .@pts+=min(7, MAGIC_LVL);
    // Main levels matrix
    .@pts+=min(15, BaseLevel/10);
    .@pts+=min(15, JobLevel/10);
    // Scoreboards matrix
    .@br=array_find($@hoblvl_name$, strcharinfo(0));
    .@jr=array_find($@hojlvl_name$, strcharinfo(0));
    .@mr=array_find($@hofortune_name$, strcharinfo(0));
    .@br=limit(0, (.@br >= 0 ? 10-.@br : 0), 10);
    .@jr=limit(0, (.@jr >= 0 ? 10-.@jr : 0), 10);
    .@mr=limit(0, (.@mr >= 0 ? 10-.@mr : 0), 10);
    .@pts+=.@br;
    .@pts+=.@jr;
    .@pts+=.@mr;
    // Reputation matrix
    .@pts+=min(3, reputation("Tulim")/33);
    .@pts+=min(3, reputation("Hurns")/33);
    .@pts+=min(3, reputation("LoF")/33);
    .@pts+=min(3, reputation("Nival")/33);
    .@pts+=min(3, reputation("Halin")/33);
    .@pts+=min(3, reputation("Frostia")/33);
    .@pts+=min(3, reputation("Candor")/33);
    .@pts+=min(3, reputation("Fortress")/33);
    // What about Lilit?

    // Temporaly I'll use Candor Battle Top 3
    .@cr=array_find($@cfefe_name$, strcharinfo(0));
    .@cr=limit(0, (.@cr >= 0 ? 3-.@cr : 0), 3);
    .@pts+=.@cr;

    // What about Doppelganger TOP 3?
    .@dr=array_find($@udt_name$, strcharinfo(0));
    .@dr=limit(0, (.@dr >= 0 ? 3-.@dr : 0), 3);
    .@pts+=.@dr;

    // Rebirth (2pts per level)
    .@pts+=limit(0, REBIRTH*2, 10);

    // Max points: 101→104→114→117
    return .@pts;
}

}