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// TMW2 scripts.
// Author:
// Jesusalva
// Description:
// The Impregnable Fortress Control Files
// Quest: General_Fortress
// (MaxFloor+2, internal, internal)
// This script must set 026-4 up on init, and refresh it when needed
- script Impregnable#B4F NPC_HIDDEN,{
function _moveNpc;
end;
// Initialize the dungeon
OnInit:
.InstId = false;
.npc_x = 0;
.npc_y = 0;
// The 19 mobs which compose the Bloody List
setarray $@MKB4F_MOBS, NightmareDragon, Snail, WhirlyBird, PinkieSuseran, Jhon, Mandragora, PinkieMaximus, Junglefowl, Tengu, Moubi, SuperiorShroom, Nutcracker, Golem, GreenhornAbomination, ShadowTortuga, FireElement, WaterElement, EarthElement, WindElement;
sleep(6000); // Delay 6s before initialization
.InstId = CreateMaze(IOT_NONE, MAZE_SIZE_X, "026-4");
instance_set_timeout(0, 0, .InstId);
instance_init(.InstId);
debugmes "Impregnable Fortress B4F (%d): Init OK", .InstId;
setmapflag("026-4", mf_zone, "SuperMMO");
goto OnMon2359;
OnMon2359:
if (!.InstId) end;
// Reload .InstId (weekly takeover)
killmonsterall("026-4");
MazeMobs(145, false, 8, "026-4"); // Initiate Lv 145 mobs
MazeMobs(115, false, 21, "026-4"); // Initiate Lv 115 mobs
// TODO: Add the utilities: Switches (and move them every day?) and mobpt logic
// And the actual portal (NPC?)
goto OnClock1843;
OnClock1843:
if (!.InstId) end;
// Movement will need to happen here (daily modifications)
// We need however to validate the coordinates they're jumping to...
_moveNpc("026-4");
unitwarp(getnpcid("#026-4Switch_1"), "026-4", .npc_x, .npc_y);
_moveNpc("026-4");
unitwarp(getnpcid("#026-4Switch_2"), "026-4", .npc_x, .npc_y);
_moveNpc("026-4");
unitwarp(getnpcid("#026-4Switch_3"), "026-4", .npc_x, .npc_y);
_moveNpc("026-4");
unitwarp(getnpcid("#026-4Switch_4"), "026-4", .npc_x, .npc_y);
_moveNpc("026-4");
unitwarp(getnpcid("#026-4Switch_5"), "026-4", .npc_x, .npc_y);
end;
function _moveNpc {
// Try to warp randomly, up to 30 attempts
.@e=0;
.@mx=getmapinfo(MAPINFO_SIZE_X, getarg(0))-20;
.@my=getmapinfo(MAPINFO_SIZE_Y, getarg(0))-20;
do {
if (.@e >= 30)
break;
.npc_x = rand2(20, .@mx);
.npc_y = rand2(20, .@my);
.@e+=1;
} while (!checknpccell(getarg(0), .npc_x, .npc_y, cell_chkpass));
return;
} // _moveNpc
}
// The switches main code
000-0,0,0,0, script #026-4Switch_1 NPC_SWITCH_OFFLINE,{
// Retrieve my own metadata
.@n$=strnpcinfo(0, "_0");
explode(.@ni$, .@n$, "_");
.@id=atoi(.@ni$[1]);
.@bit = (2 ** (.@id - 1));
// Do not react if already done
if (getq(General_Fortress) != 5)
end;
// If already flipped, then don't do pointless things
if (getq2(General_Fortress) & .@bit) {
dispbottom l("I already flipped this switch, no point flipping it again.");
end;
}
// After used by someone, can't be used by others for ~30 seconds
if (getnpcclass() == NPC_SWITCH_ONLINE)
end;
// The Bloody Switch: Assign random monster (Miller + char ID + Switch ID)
// Maze mobs should count (and qualify for mob points)
// All target mobs should be Lv 100+
.@minKills = 10;
.@mobId = $@MKB4F_MOBS[miller_rand(.@id, getcharid(0), 18)];
mesn l("The Bloody Switch");
mes l("Our master respects %s, so those whom wish to meet him, the following shall they prove:", b(l("strength")));
mesc l("Kill %d/%d %s in this session.", @bloodykill[.@mobId], .@minKills, getmonsterlink(.@mobId)), 1;
if (@bloodykill[.@mobId] < .@minKills)
close;
next;
// Mark this switch as done
setq2 General_Fortress, getq2(General_Fortress) | .@bit;
dispbottom l("You hear a *clank*, it must have worked.");
closeclientdialog;
setnpcdisplay .name$, NPC_SWITCH_ONLINE;
sleep(30000); // Detach the player (instead of sleep2)
setnpcdisplay .name$, NPC_SWITCH_OFFLINE;
end;
OnInit:
.distance=3;
end;
}
000-0,0,0,0 duplicate(#026-4Switch_1) #026-4Switch_2 NPC_SWITCH_OFFLINE
000-0,0,0,0 duplicate(#026-4Switch_1) #026-4Switch_3 NPC_SWITCH_OFFLINE
000-0,0,0,0 duplicate(#026-4Switch_1) #026-4Switch_4 NPC_SWITCH_OFFLINE
000-0,0,0,0 duplicate(#026-4Switch_1) #026-4Switch_5 NPC_SWITCH_OFFLINE
// TODO: The main NPC which lets you out of here
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