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author | Jesusaves <cpntb1@ymail.com> | 2020-05-01 03:44:04 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2020-05-01 03:44:04 -0300 |
commit | 6a4b4afa0b91f06b9110861edfaf4428bfc9956c (patch) | |
tree | ec1e2680b8f8ddc158e2d0d0d2cc618771dde979 /npc/042-8 | |
parent | bb93deabaffc97994efd08eb8715084d397b7e38 (diff) | |
download | serverdata-6a4b4afa0b91f06b9110861edfaf4428bfc9956c.tar.gz serverdata-6a4b4afa0b91f06b9110861edfaf4428bfc9956c.tar.bz2 serverdata-6a4b4afa0b91f06b9110861edfaf4428bfc9956c.tar.xz serverdata-6a4b4afa0b91f06b9110861edfaf4428bfc9956c.zip |
042-8 Northwest wing
Diffstat (limited to 'npc/042-8')
-rw-r--r-- | npc/042-8/_import.txt | 1 | ||||
-rw-r--r-- | npc/042-8/_warps.txt | 1 | ||||
-rw-r--r-- | npc/042-8/ctrl.txt | 116 |
3 files changed, 117 insertions, 1 deletions
diff --git a/npc/042-8/_import.txt b/npc/042-8/_import.txt index ec5274d3e..40ae90f63 100644 --- a/npc/042-8/_import.txt +++ b/npc/042-8/_import.txt @@ -1,3 +1,4 @@ // Map 042-8: Camelot Sewer Northwest Path // This file is generated automatically. All manually added changes will be removed when running the Converter. "npc/042-8/_warps.txt", +"npc/042-8/ctrl.txt", diff --git a/npc/042-8/_warps.txt b/npc/042-8/_warps.txt index 3752ef012..abdb0d6b9 100644 --- a/npc/042-8/_warps.txt +++ b/npc/042-8/_warps.txt @@ -1,4 +1,3 @@ // This file is generated automatically. All manually added changes will be removed when running the Converter. // Map 042-8: Camelot Sewer Northwest Path warps -042-8,51,79,0 warp #042-8_51_79 2,0,042-5,44,21 042-8,81,54,0 warp #042-8_81_54 2,0,042-10,23,138 diff --git a/npc/042-8/ctrl.txt b/npc/042-8/ctrl.txt new file mode 100644 index 000000000..10eabcf77 --- /dev/null +++ b/npc/042-8/ctrl.txt @@ -0,0 +1,116 @@ +// 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. +042-8,60,40,0 script #chest_0428 NPC_CHEST,{ + KamelotTreasure(2); + 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 + KamelotCaveSpawn(2, 35, 58, 54, 80, .@mx, "042-8"); // Sewer + KamelotCaveSpawn(4, 36, 22, 75, 32, .@mx, "042-8"); // North + KamelotCaveSpawn(6, 65, 20, 84, 70, .@mx, "042-8"); // Exit + KamelotCaveSpawn(5, 20, 20, 41, 57, .@mx, "042-8"); // West + + // Boss Chamber + KamelotCaveSpawn(5, 40, 32, 62, 50, .@mx, "042-8"); + KamelotBoss("042-8", 50, 42, .@mx+1, .name$); + + // Boss monster + // TODO + + // Neutral monsters + areamonster(.map$, 20, 20, 85, 80, strmobinfo(1, YellowSlime), YellowSlime, 5); + areamonster(.map$, 20, 20, 85, 80, strmobinfo(1, ManaGhost), ManaGhost, max(1, .@mx/10)); + areamonster(.map$, 20, 20, 85, 80, strmobinfo(1, CaveMaggot), CaveMaggot, 30); + + // Bonus monsters + if (!rand2(2)) + areamonster(.map$, 45, 20, 85, 80, strmobinfo(1, MagicBif), MagicBif, 2); + if (!rand2(2)) + areamonster(.map$, 20, 20, 85, 80, strmobinfo(1, GoldenChest), GoldenChest, 1); + if (!rand2(2)) + areamonster(.map$, 20, 20, 85, 80, strmobinfo(1, SilverChest), SilverChest, 2); + if (!rand2(2)) + areamonster(.map$, 20, 20, 85, 80, strmobinfo(1, BronzeChest), BronzeChest, 3); + end; + +OnKillBoss: + if (!playerattached()) + goto OnRespawn; + // Maybe a reward is due + .@g=getcharid(2); + if (.@g < 1) percentheal -100, -100; + getitem GuildCoin, 2+min(13, $KAMELOT_MX[.@g]/10); + getexp $KAMELOT_MX[.@g]*14, $KAMELOT_MX[.@g]*8; + mapannounce getmap(), strcharinfo(0)+" has defeated the boss!", 0; + .@delay=max(3000, 21000-$KAMELOT_PC[.@g]*1000); + goto OnRespawn; + +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; + } + KamelotCaveSpawn(1, 20, 20, 115, 100, $KAMELOT_MX[.@g], "042-8"); + end; + +} + + +// The exit only works before chest is looted +042-8,51,79,0 script #KDoor0428 NPC_HIDDEN,2,0,{ + end; + +OnTouch: + .@g=getcharid(2); + if (.@g < 1) percentheal -100, -100; + if ($KAMELOT_KEYMASK[.@g] & 2) goto L_NoAccess; + warp "042-5@"+.@g, 44, 21; + 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; +} + |