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// TMW2 scripts.
// Author:
//    Jesusalva
// Description:
//    Fires of Steam: The Death of Andrei Sakar
/* *****************************************
$@FIRESOFSTEAM_BOSS
0 = Off; 1 = Moubootaur summoning; 2 = Moubootaur summoned
$@FIRESOFSTEAM_DIFF
Level of difficulty setting (100/130/160/190/220)
***************************************** */

//////////////////////////////////////////
// Boss Room
029-9,96,22,0	script	Book#FoS	NPC_NO_SPRITE,{
    if (!is_staff() && strcharinfo(0) != $MOST_HEROIC$ && !islegendary()) end;
    if ($@FIRESOFSTEAM_BOSS) end;
    select
        l("Ignore this book"),
        l("Begin classic mode"),
        rif(is_staff() && $FIRESOFSTEAM >= 10, l("Skip prologue"));
    mes "";
    $@FIRESOFSTEAM_BOSS=(@menu-1);
    if ($@FIRESOFSTEAM_BOSS == 0) close;
    select
        l("Easy Mode"),
        rif($FIRESOFSTEAM >= 10, l("Crazy Mode")),
        rif($FIRESOFSTEAM >= 10, l("Cadis Mode")),
        rif($FIRESOFSTEAM >= 10, l("Crazy Cadis Ultimate Pandorica Mode")),
        rif($FIRESOFSTEAM >= 10, l("Portable Apocalypse")),
        "",
        "",
        "",
        rif($GAME_STORYLINE >= 5, l("Judgment Day"));
    mes "";
    $@FIRESOFSTEAM_DIFF=70+(@menu*30);
    switch (@menu) {
    case 1: .@d$="##2Easy"; break;
    case 2: .@d$="##3Crazy"; break;
    case 3: .@d$="##5Cadis"; break;
    case 4: .@d$="##6Crazy Cadis Ultimate Pandorica"; break;
    case 5: .@d$="##1Portable Apocalypse"; break;
    case 9: .@d$="##1Judgment Day"; break;
    default: .@d$="Unknown";
    }
    mapannounce("029-9", "Difficulty Selected: ##B"+.@d$+"##b", 0);
    changemusic("029-9", "mythica.ogg");
    closeclientdialog;
    // Dispose of the GM
    warp "029-8", 175, 80;
    sleep(200);
    // PC no longer attached
    // Start the event
    mapwarp("029-9", "029-9", 96, 41);
    sleep(200);
    .@c = getunits(BL_PC|BL_MER|BL_HOM, .@players, MAX_CYCLE_PC, "029-9");
    for (.@i = 0; .@i < .@c; .@i++) {
        sc_start(SC_STUN, 18000, 1, 10000,
                 SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@players[.@i]);
    }
    sleep(100);
    // Cleanup previous data (if any)
    $@FOS_ISB=0;
    $@FOS_MOB=0;
    $@FOS_AND=0;
    .Support1=0;
    .Support2=0;
    .Support3=0;
    .Support4=0;
    .Support5=0;
    // Lockdown
    disablenpc "#029-9_97_49";  // Exit
    disablenpc "#029-9_103_48"; // To Storage
    disablenpc "#029-9_91_26";  // To Moubootaur
    disablenpc "#029-9_34_23";  // From Moubootaur
    disablenpc "#029-9_137_41"; // From Storage
    // Summon Andrei, and handle prologue skips
    $@FOS_AND=monster("029-9", 96, 35, "Andrei Sakar", AndreiSakar, 1);
    if ($@FIRESOFSTEAM_BOSS == 2) goto OnProlEnd;
    // Spawn Isbamuth and his support
    $@FOS_ISB=monster("029-9", 96, 32, "Isbamuth", Isbamuth, 1, "Book#FoS::OnProlEnd");
    .Support1=monster("029-9", 95, 31, "Hooded Assassin", HoodedAssassin, 1);
    .Support2=monster("029-9", 97, 31, "Hooded Assassin", HoodedAssassin, 1);
    .Support3=monster("029-9", 95, 27, "Assassin", Assassin, 1);
    .Support4=monster("029-9", 96, 27, "Assassin", Assassin, 1);
    .Support5=monster("029-9", 97, 27, "Assassin", Assassin, 1);
    // Freeze everyone!
    sc_start(SC_STUN, 18000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, $@FOS_AND);
    sc_start(SC_STUN, 18000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, $@FOS_ISB);
    sc_start(SC_STUN, 18000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .Support1);
    sc_start(SC_STUN, 18000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .Support2);
    sc_start(SC_STUN, 18000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .Support3);
    sc_start(SC_STUN, 18000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .Support4);
    sc_start(SC_STUN, 18000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .Support5);
    // Boost Isbamuth stats
    .@avg=$@FIRESOFSTEAM_DIFF;
    // Reconfigure the monster
    setunitdata($@FOS_ISB, UDT_LEVEL, .@avg);
    setunitdata($@FOS_ISB, UDT_STR, 1+.@avg/2);
    setunitdata($@FOS_ISB, UDT_AGI, 1+.@avg/2);
    setunitdata($@FOS_ISB, UDT_VIT, 1+.@avg/2);
    setunitdata($@FOS_ISB, UDT_INT, 1+.@avg/2);
    setunitdata($@FOS_ISB, UDT_DEX, 1+.@avg/2);
    setunitdata($@FOS_ISB, UDT_LUK, 1+.@avg/2);
    setunitdata($@FOS_ISB, UDT_ADELAY, 1072);
    setunitdata($@FOS_ISB, UDT_ATKRANGE, 4);
    // Battle Status
    setunitdata($@FOS_ISB, UDT_MAXHP,    .@avg*700);
    setunitdata($@FOS_ISB, UDT_HP,       .@avg*700);
    setunitdata($@FOS_ISB, UDT_ATKMIN,   .@avg*6);
    setunitdata($@FOS_ISB, UDT_ATKMAX,   .@avg*8);
    setunitdata($@FOS_ISB, UDT_DEF,      4+.@avg);
    setunitdata($@FOS_ISB, UDT_MDEF,     1+.@avg);
    setunitdata($@FOS_ISB, UDT_HIT,      .@avg*12); // Advised: x18
    setunitdata($@FOS_ISB, UDT_FLEE,     .@avg*4); // Advised: x5
    setunitdata($@FOS_ISB, UDT_CRIT,     20+.@avg);
    // Reconfigure the AI
    .@opt=getunitdata($@FOS_ISB, UDT_MODE);
    // Disable looting
    if (.@opt & MD_LOOTER)
        .@opt=.@opt^MD_LOOTER;
    // Add knockback immunity
    .@opt=.@opt|MD_NOKNOCKBACK;
    // Mark as boss
    .@opt=.@opt|MD_BOSS;
    // Mark as aggressive
    .@opt=.@opt|MD_AGGRESSIVE;
    .@opt=.@opt|MD_ANGRY;
    // Make it crazy
    .@opt=.@opt|MD_RANDOMTARGET;
    setunitdata($@FOS_ISB, UDT_MODE, .@opt);

    // Begin Isbamuth's monologue
    unittalk($@FOS_ISB, "You are too late! I did it!! Muahahaha!");
    sleep(1000);
    unittalk(.Support1, "Yeah, you did it!");
    sleep(400);
    unittalk(.Support2, "Yeah, you are the best!");
    sleep(600);
    unittalk($@FOS_ISB, "Silence!");
    sleep(1000);
    unittalk($@FOS_ISB, "You did well tracking me down... However the rite is almost complete.");
    sleep(3000);
    unittalk($@FOS_ISB, "The power of the Moubootaur will be mine...");
    sleep(2000);
    unittalk($@FOS_ISB, "And you no longer can stop me!! Muahahahaha!");
    sleep(1000);
    unittalk(.Support1, "Yeah, that's our boss!");
    sleep(600);
    unittalk(.Support2, "Yeah, none is like boss!");
    sleep(400);
    unittalk($@FOS_AND, "Your evil plans shall never prevail, Isbamuth!");
    sleep(2500);
    unittalk($@FOS_AND, "Adventurers! I'll go ahead, you shall buy me time!");
    maptimer2("029-9", 200, "Book#FoS::OnMFAndreiMagic");
    sleep(500);
    sc_end(SC_STUN, $@FOS_AND);
    unitwalk($@FOS_AND, 96, 24);
    sleep(1000);
    unitwalk($@FOS_AND, 96, 24);
    sleep(1000);
    unittalk($@FOS_AND, "I'm sure Isbamuth will be no match for all of you!");
    unitwalk($@FOS_AND, 90, 26);
    sleep(1500);
    unitwarp($@FOS_AND, "029-9", 39, 21);
    unittalk($@FOS_ISB, "Hahaha... YOU THINK YOU CAN DEFEAT ME??");
    sc_start(SC_STUN, INT_MAX, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, $@FOS_AND);
    sleep(1000);
    unittalk($@FOS_ISB, "We will see! Engarde!!");
    initnpctimer;
    changemusic("029-9", "let_the_battles_begin.ogg");
    end;

////////////// Prologue End //////////////
OnProlEnd:
    if (playerattached())
        getexp 200000, 50000;
    changemusic("029-9", "steam.ogg");
    mapannounce("029-9", "##1##BA huge sound is heard from the basement.", 0);
    $@FIRESOFSTEAM_BOSS=2;
    enablenpc "#029-9_91_26";  // To Moubootaur
    // Cleanup previous data (if any)
    $@FOS_ISB=0;
    $@FOS_MOB=0;
    .Support1=0;
    .Support2=0;
    .Support3=0;
    .Support4=0;
    .Support5=0;
    maptimer2("029-9", 10000, "Book#FoS::OnMFMark");
    maptimer2("029-9", 18000, "Book#FoS::OnMFScene");
    // Ensure Andrei Sakar is at his place and stunned
    unitwarp($@FOS_AND, "029-9", 39, 21);
    sc_start(SC_STUN, INT_MAX, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, $@FOS_AND);
    // Bring on the Gemini Assassins
    .Support1=monster("029-9", 38, 21, "Valia", Sagratha, 1);
    .Support2=monster("029-9", 40, 21, "Luvia", Luvia, 1);
    sc_start(SC_STUN, INT_MAX, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .Support1);
    sc_start(SC_STUN, INT_MAX, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .Support2);
    setunitdata($@FOS_AND, UDT_MAXHP,    999999);
    setunitdata($@FOS_AND, UDT_HP,       999999);
    setunitdata(.Support1, UDT_MAXHP,    999999);
    setunitdata(.Support1, UDT_HP,       999999);
    setunitdata(.Support2, UDT_MAXHP,    999999);
    setunitdata(.Support2, UDT_HP,       999999);
    sleep(18000+100); // Wait for cutscene to start + latebloomers
    .@c = getunits(BL_PC|BL_MER|BL_HOM, .@players, MAX_CYCLE_PC, "029-9");
    for (.@i = 0; .@i < .@c; .@i++) {
        sc_start(SC_STUN, 18000, 1, 10000,
                 SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, .@players[.@i]);
    }
    sleep(100);
    //////////////////////////////////////////////////////////////
    unittalk(.Support1, "...I'm sorry!");
    sleep(1000);
    unittalk(.Support2, "...But Isbamuth told us to kill you!");
    sleep(1000);
    unittalk(.Support1, "...Die for us!");
    sleep(1000);
    unitkill($@FOS_AND); // DEAD
    $@FOS_AND=0;
    maptimer2("029-9", 3000, "Book#FoS::OnMFShake");
    sleep(3200); // Dramatic Silence
    mapannounce("029-9", "##1##BGRRRRRRRRR!!!!", 0);
    sleep(800);
    mapannounce("029-9", "##1##BHUMANS!!!!", 0);
    sleep(2000);
    unittalk(.Support2, "Sister, we should go.");
    sleep(3000);
    unittalk(.Support1, "...Yes, sister, let's go!");
    sleep(3000);
    unitwarp(.Support1, "029-9", 130, 32);
    unitwarp(.Support2, "029-9", 131, 32);
    sleep(1000); // Dramatic Silence
    unitkill(.Support1);
    unitkill(.Support2);
    $@FOS_MOB=monster("029-9", 39, 36, "Moubootaur (Sealed)", MobMoubootaur, 1, "Book#FoS::OnEventEnd");
    sc_start(SC_STUN, 31000, 1, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK, $@FOS_MOB);
    sleep(1000); // Dramatic Silence
    unittalk($@FOS_MOB, "##1Who dares awake me from my slumber...");
    sleep(3000);
    unittalk($@FOS_MOB, "##1It was just a few nights since I turned a nearby town in Mouboos for their insolence...");
    sleep(5000);
    maptimer2("029-9", 2000, "Book#FoS::OnMFShake");
    sleep(2000);
    unittalk($@FOS_MOB, "##1AND YOU DARE TO NOT LEARN YOUR LESSON?? %%e");
    sleep(2000);
    unittalk($@FOS_MOB, "##1USELESS, UNWORTHY CREATURES!! %%e");
    sleep(6000);
    unittalk($@FOS_MOB, "##1I SHALL TURN THIS WHOLE WORLD INTO MOUBOOS...");
    sleep(6000);
    unittalk($@FOS_MOB, "##1THE PROPHECY... OF MY RETURN... IS FULFILLED AT LEAST!!");
    .@avg=$@FIRESOFSTEAM_DIFF*13/10; // Moubootaur: +30% bonus (+30~60 lvls)
    // Reconfigure the monster (otherwise it is night immortal)
    setunitdata($@FOS_MOB, UDT_LEVEL, .@avg);
    setunitdata($@FOS_MOB, UDT_STR, 1+.@avg*3/4);
    setunitdata($@FOS_MOB, UDT_AGI, 1+.@avg*3/4);
    setunitdata($@FOS_MOB, UDT_VIT, 1+.@avg*3/4);
    setunitdata($@FOS_MOB, UDT_INT, 1+.@avg*3/4);
    setunitdata($@FOS_MOB, UDT_DEX, 1+.@avg*3/4);
    setunitdata($@FOS_MOB, UDT_LUK, 1+.@avg*3/4);
    setunitdata($@FOS_MOB, UDT_ADELAY, 1472);
    setunitdata($@FOS_MOB, UDT_ATKRANGE, 4);
    // Battle Status
    setunitdata($@FOS_MOB, UDT_MAXHP,    .@avg*1350);
    setunitdata($@FOS_MOB, UDT_HP,       .@avg*1350);
    setunitdata($@FOS_MOB, UDT_ATKMIN,   .@avg*6);
    setunitdata($@FOS_MOB, UDT_ATKMAX,   .@avg*8);
    setunitdata($@FOS_MOB, UDT_DEF,      12+.@avg*5/3);
    setunitdata($@FOS_MOB, UDT_MDEF,     1+.@avg);
    setunitdata($@FOS_MOB, UDT_HIT,      .@avg*18); // Advised: x18
    setunitdata($@FOS_MOB, UDT_FLEE,     .@avg*4); // Advised: x5
    setunitdata($@FOS_MOB, UDT_CRIT,     60+.@avg*4/3);
    // Reconfigure the AI
    .@opt=getunitdata($@FOS_MOB, UDT_MODE);
    // Disable looting
    if (.@opt & MD_LOOTER)
        .@opt=.@opt^MD_LOOTER;
    // Add knockback immunity
    .@opt=.@opt|MD_NOKNOCKBACK;
    // Mark as boss
    .@opt=.@opt|MD_BOSS;
    // Mark as aggressive
    .@opt=.@opt|MD_AGGRESSIVE;
    .@opt=.@opt|MD_ANGRY;
    // Make it more op
    .@opt=.@opt|MD_DETECTOR;
    .@opt=.@opt|MD_CASTSENSOR_CHASE;
    .@opt=.@opt|MD_CASTSENSOR_IDLE;
    .@opt=.@opt|MD_CHANGECHASE;
    .@opt=.@opt|MD_CHANGETARGET_MELEE;
    .@opt=.@opt|MD_CHANGETARGET_CHASE;
    setunitdata($@FOS_MOB, UDT_MODE, .@opt);
    sleep(1000);
    mapannounce("029-9", "##1##BON YOUR MARKS...", 0);
    sleep(2000);
    mapannounce("029-9", "##1##B3...", 0);
    sleep(1000);
    mapannounce("029-9", "##1##B2...", 0);
    sleep(1000);
    mapannounce("029-9", "##1##B1...", 0);
    sleep(1000);
    mapannounce("029-9", "##1##BBEGIN!!", 0);
    .Support3=monster("029-9", 25, 29, "Magic Commander", Moubi, 1);
    .Support4=monster("029-9", 53, 29, "Army Commander", BloodyMouboo, 1);
    .Support5=monster("029-9", 39, 45, "Mouboo Governor", AlphaMouboo, 1);
    setunitdata(.Support3, UDT_MAXHP,    .@avg*300);
    setunitdata(.Support3, UDT_HP,       .@avg*300);
    setunitdata(.Support4, UDT_MAXHP,    .@avg*300);
    setunitdata(.Support4, UDT_HP,       .@avg*300);
    setunitdata(.Support5, UDT_MAXHP,    .@avg*300);
    setunitdata(.Support5, UDT_HP,       .@avg*300);
    setunitdata(.Support3, UDT_RACE,     RC_Legendary);
    setunitdata(.Support4, UDT_RACE,     RC_Legendary);
    setunitdata(.Support5, UDT_RACE,     RC_Legendary);
    initnpctimer;
    changemusic("029-9", "Arabesque.ogg");
    end;

////////////// Player's Victory //////////////
OnEventEnd:
    stopnpctimer;
    changemusic("029-9", "Misty_Shrine.ogg");
    enablenpc "#029-9_97_49";  // Exit
    enablenpc "#029-9_103_48"; // To Storage
    enablenpc "#029-9_34_23";  // From Moubootaur
    enablenpc "#029-9_137_41"; // From Storage
    maptimer2("029-9", 10, "Book#FoS::OnMFSurvive");
    mapannounce("029-9", "Moubootaur : ##1##BThis is not the place...", 0);
    sleep(2000);
    mapannounce("029-9", "Moubootaur : ##1##BMy powers are weak here...", 0);
    sleep(2000);
    mapannounce("029-9", "Moubootaur : ##1##BHowever... I know where I must go.", 0);
    sleep(3000);
    mapannounce("029-9", "Moubootaur : ##1##BThe prophecy... LIVES!", 0);
    sleep(3000);
    // XXX Reward cycle XXX
    // This can be slow, beware
    .@c = getunits(BL_PC, .@players, MAX_CYCLE_PC);
    for (.@i = 0; .@i < .@c; .@i++) {
        attachrid(.@players[.@i]);
        if ($FIRESOFSTEAM >= 10) {
            getexp 50000+($@FIRESOFSTEAM_DIFF*10), 5000+$@FIRESOFSTEAM_DIFF;
        } else {
            getexp 1000000, 250000;
            getitem StrangeCoin, 200;
            Mobpt+=500000;
            Zeny+=250000;
        }
        dispbottom l("Congratulations! You've received participation rewards due to the Moubootaur Death.");
        detachrid();
    }
    if ($FIRESOFSTEAM < 10) {
        kamibroadcast("The Moubootaur has been awakened. The gears of destiny are on motion.", "Jesusalva");
        sleep(5000);
        kamibroadcast("Great calamity shall soon befall upon this world.", "Jesusalva");
        sleep(5000);
        kamibroadcast("But if we all fight together, we might have a chance!", "Saulc");
        sleep(5000);
        kamibroadcast("At due time... The Secret of Mana will be revealed.", "Jesusalva");
        sleep(5000);
        kamibroadcast("May the apocalypse begin: The revelation of this world!", "Jesusalva");
        kamibroadcast("MOUBOOTAUR LEGENDS, FIFTH ACT - THE WORLD'S CURSE");
        $FIRESOFSTEAM=10;
        $GAME_STORYLINE=4;
        $MANA_BLVL-=5; // Set level to 15~25
        $MANA_JLVL-=5; // Set job level to 10
        $MANA_BINT-=10; // Drop min. int for minimum magic
        disablenpc "Andrei Sakar";
        setnpcdisplay("Andrei Sakar#FoS290", "Elora#FoS290", NPC_HUMAN_FEMALE_NOOB);
        setnpcdisplay("Andrei Sakar#FoS298", "Elora#FoS298", NPC_HUMAN_FEMALE_NOOB);
        disablenpc "Elora";
    }
    $@FIRESOFSTEAM_BOSS=0;
    $@FIRESOFSTEAM_DIFF=0;
    end;

////////////// Map Broadcast //////////////
OnMFAndreiMagic:
    .@stat=max(1, 5-((100-$@FIRESOFSTEAM_DIFF)/30));
    dispbottom col(l("Enemies stunned!"), 3);
    dispbottom col(l("All Stats temporarily raised!"), 2);
    dispbottom l("Andrei Sakar used magic: %s", b(l("Triumph of the Eternals")));
    sc_start(SC_INCALLSTATUS, .boostime, .@stat, 10000, SCFLAG_NOAVOID|SCFLAG_FIXEDTICK);
    end;

OnMFMark:
    dispbottom col(l("On your marks..."), 1);
    end;

OnMFScene:
    if (!isin("029-9", 20, 20, 60, 50))
        warp "029-9", rand2(33,34), rand2(24,26);
    end;

OnMFShake:
    sshake();
    closeclientdialog;
    sleep2(1000);
    sshake();
    sshake();
    closeclientdialog;
    end;

OnMFDispose:
    if (ispcdead() && getq(General_Narrator) >= 20) warp("025-2", 100, 27);
    end;

OnMFSurvive:
    dispbottom l("Mission accomplished. Well played!");
    getitem StrangeCoin, max(1, 1+(($@FIRESOFSTEAM_DIFF-100)/30));
    if (!MOUBOOTAUR_WINNER) {
        MOUBOOTAUR_WINNER=gettimetick(2);
        getitem StrangeCoin, 250; // First victory - major reward
    }
    specialeffect(FX_FANFARE, AREA, getcharid(3));
    end;

////////////// Heartbeat //////////////
OnTimer15000:
    maptimer2("029-9", 10, "Book#FoS::OnMFDispose");
    sleep(30);
    if (getmapusers("029-9") < 1) goto L_Defeat;
    // Main cycle
    if ($@FIRESOFSTEAM_BOSS == 1) {
        monster("029-9", 102, 47, "Assassin", Assassin, 1);
    } else if ($@FIRESOFSTEAM_BOSS == 2) {
        // Handle Moubootaur Magic
        // But only if .Support3 was defined (control variable)
        if (!.Support3) {initnpctimer; end;}
        // Spawn a fiend
        .@m=monster("029-9", 39, 36, "Mouboo", Mouboo, 1);
        setunitdata(.@m, UDT_RACE, RC_Legendary);
        .@hp=getunitdata(.@m, UDT_MAXHP)*$@FIRESOFSTEAM_DIFF/80;
        .@op=getunitdata(.@m, UDT_MODE);
        .@op=.@op|MD_AGGRESSIVE;
        setunitdata(.@m, UDT_MAXHP,    .@hp);
        setunitdata(.@m, UDT_HP,       .@hp);
        setunitdata(.@m, UDT_MODE,     .@op);
        // Select random magic from arsenal
        .@r=rand2(16);
        switch (.@r) {
        case 1:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Bleeding", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_BLOODING, BL_PC, 1);
            break;
        case 2:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Blind", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_BLIND, BL_PC, 1);
            break;
        case 3:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Lag", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_CONFUSION, BL_PC, 1);
            break;
        case 4:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Curse", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_CURSE, BL_PC, 1);
            break;
        case 5:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Poison", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_POISON, BL_PC, 1);
            break;
        case 6:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Sleep", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_SLEEP, BL_PC, 1);
            break;
        case 7:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Deadly Poison", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_DPOISON, BL_PC, 1);
            break;
        case 8:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Chilling", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_COLD, BL_PC, 1);
            break;
        case 9:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Burning", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_BURNING, BL_PC, 1);
            break;
        case 10:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Fear", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_FEAR, BL_PC, 1);
            break;
        case 11:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Obliterate", 0);
            rectharm($@FOS_MOB, 7, 7, rand2(700, 900), HARM_MISC, Ele_Holy, "filter_always", BL_PC | BL_MER | BL_HOM);
            break;
        case 12:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Disarm Homun", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_STUN, BL_HOM, 1);
            break;
        case 13:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Exterminate Lesserform", 0);
            rectharm($@FOS_MOB, 7, 7, rand2(800, 1400), HARM_MISC, Ele_Holy, "filter_always", BL_MER | BL_HOM);
            break;
        case 14:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Summon Reinforcement", 0);
            for (.@i=0;.@i <= rand2(4);.@i++) {
                .@m=monster("029-9", rand2(35,43), rand2(35,38), "Reinforcement",
                    any(AlphaMouboo, Moubi, BloodyMouboo, Moubi), 1);
                setunitdata(.@m, UDT_RACE, RC_Legendary);
                .@hp=getunitdata(.@m, UDT_MAXHP)*$@FIRESOFSTEAM_DIFF/60;
                setunitdata(.@m, UDT_MAXHP,    .@hp);
                setunitdata(.@m, UDT_HP,       .@hp);
            }
            break;
        case 15:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Wizcat", 0);
            for (.@i=0;.@i <= 2+rand2(7);.@i++) {
                .@m=monster("029-9", rand2(35,43), rand2(35,38),
                    "Reinforcement", BlackCat, 1);
                setunitdata(.@m, UDT_RACE, RC_Legendary);
                .@hp=getunitdata(.@m, UDT_MAXHP)*$@FIRESOFSTEAM_DIFF/70;
                setunitdata(.@m, UDT_MAXHP,    .@hp);
                setunitdata(.@m, UDT_HP,       .@hp);
            }
            break;
        case 16:
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Nuke", 0);
            rectharm($@FOS_MOB, 14, 14, rand2(450, 750), HARM_MISC, Ele_Holy, "filter_always", BL_PC | BL_MER | BL_HOM);
            break;
        default: // case 0
            mapannounce("029-9", "Moubootaur : ##BAncient Magic: Seal", 0);
            areasc2("029-9", 40, 35, 20, 15000, SC_SILENCE, BL_PC, 1);
            break;
        }
        sleep(rand2(45000)); // Wait a bit longer between magic (random)
    }
    initnpctimer;
    end;

////////////// Player's Defeat //////////////
OnDefeat:
L_Defeat:
    $@FIRESOFSTEAM_BOSS=0;
    $@FIRESOFSTEAM_DIFF=0;
    $@FOS_ISB=0;
    $@FOS_MOB=0;
    $@FOS_AND=0;
    .Support1=0;
    .Support2=0;
    .Support3=0;
    .Support4=0;
    .Support5=0;
    killmonsterall("029-9");
    kamibroadcast("The players were defeated at Fires of Steam Showdown.", "Fires of Steam");
    enablenpc "#029-9_97_49";  // Exit
    enablenpc "#029-9_91_26";  // To Moubootaur
    enablenpc "#029-9_103_48"; // To Storage
    enablenpc "#029-9_34_23";  // From Moubootaur
    enablenpc "#029-9_137_41"; // From Storage
    stopnpctimer;
    end;

OnInit:
    .boostime = 900000;
    .subitime = 47000;
    .distance = 5;
    .sex = G_OTHER;
    end;
}