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+// Evol Script.
+// Author:
+// Ablu
+// Alastrim
+// Jesusalva
+// Reid
+// Description:
+// Ratto killer.
+// The only "lose" conditions are:
+// 1- dying, but this is not handled anywhere
+// 2- Time running out, Peter handles that automatically.
+// Note that if you die here, you won't be able to return and will need to
+// start the quest over again. (I wonder why it is not handled by an OnDeath event)
+// iirc, logout will automatically destroy the instance and clear timers, so it
+// doesn't needs the script writer to handle logout cleanup (only death).
+
+000-2-2,0,0,0 script RattosControl NPC_HIDDEN,{
+ end;
+
+// Each monster on the basement have its own respawn cycle.
+// We use a XOR (^) operand to mark that the killed monster is not dead anymore.
+// This is to reproduce as accurate as possible the legacy behavior of the quest.
+OnRatto1Respawn:
+ .@q2=getq2(ShipQuests_Peter);
+ setq2 ShipQuests_Peter, .@q2^1;
+ areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl::OnRatto1Death";
+ end;
+
+OnRatto2Respawn:
+ .@q2=getq2(ShipQuests_Peter);
+ setq2 ShipQuests_Peter, .@q2^2;
+ areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl::OnRatto2Death";
+ end;
+
+OnRatto3Respawn:
+ .@q2=getq2(ShipQuests_Peter);
+ setq2 ShipQuests_Peter, .@q2^4;
+ areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl::OnRatto3Death";
+ end;
+
+OnRatto4Respawn:
+ .@q2=getq2(ShipQuests_Peter);
+ setq2 ShipQuests_Peter, .@q2^8;
+ areamonster @MAP_NAME$, 23, 19, 57, 40, strmobinfo(1, @pt_mob), @pt_mob, 1, "RattosControl::OnRatto4Death";
+ end;
+
+// When you kill a monster on basement, we must check the mob as dead, see if you
+// finally killed the last one and quest is complete, and add a timer to respawn it
+// after 1m25s (for flavor purposes, makes quest harder though)
+OnRatto1Death:
+ .@q2=getq2(ShipQuests_Peter);
+ setq2 ShipQuests_Peter, .@q2|1;
+ .@q2=getq2(ShipQuests_Peter);
+ if (.@q2 == 15)
+ goto L_Victor;
+ addtimer(85000, "RattosControl::OnRatto1Respawn");
+ end;
+
+OnRatto2Death:
+ .@q2=getq2(ShipQuests_Peter);
+ setq2 ShipQuests_Peter, .@q2|2;
+ .@q2=getq2(ShipQuests_Peter);
+ if (.@q2 == 15)
+ goto L_Victor;
+ addtimer(85000, "RattosControl::OnRatto2Respawn");
+ end;
+
+OnRatto3Death:
+ .@q2=getq2(ShipQuests_Peter);
+ setq2 ShipQuests_Peter, .@q2|4;
+ .@q2=getq2(ShipQuests_Peter);
+ if (.@q2 == 15)
+ goto L_Victor;
+ addtimer(85000, "RattosControl::OnRatto3Respawn");
+ end;
+
+OnRatto4Death:
+ .@q2=getq2(ShipQuests_Peter);
+ setq2 ShipQuests_Peter, .@q2|8;
+ .@q2=getq2(ShipQuests_Peter);
+ if (.@q2 == 15)
+ goto L_Victor;
+ addtimer(85000, "RattosControl::OnRatto4Respawn");
+ end;
+
+// This label is reached when all rattos are dead. We clear the respawn timers
+// (as we are going to delete the instance map anyway), warp you outside, and
+// from there onwards, Peter handles properly rewarding you.
+OnVictor:
+ deltimer("RattosControl::OnRatto1Respawn");
+ deltimer("RattosControl::OnRatto2Respawn");
+ deltimer("RattosControl::OnRatto3Respawn");
+ deltimer("RattosControl::OnRatto4Respawn");
+ addtimercount("Peter::OnTimeout", 5000);
+ addtimer(5000, "Peter::OnDone");
+ dispbottom l("It looks like all monsters were killed.");
+ end;
+}