viewing paste topic/4624- bg_emp_queue | Athena

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/*
        },{
                name: "KVM (Level 60~79)" //must match the name in client files
                event: "bg_emp::OnStart"
                minLevel: 1
                maxLevel: 150
                reward: { // useless ! should be done by npc scripting
                        win: 0
                        loss: 0
                        draw: 0
                }
                minPlayers: 4 // minimum amount of players to start
                maxPlayers: 5 // maximum amount of players. NOTE: I wonder why they set to 60 when MAX_BG_MEMBERS is only 30 <_<
                minTeamPlayers: 2 // try this to test
                delay_var: "BG_EMP_Tick" // char variable name that will store the delay for this match
                maxDuration: 1 // maximum duration in minutes ... this one also bugged
                fillDuration: 20 // time in seconds to wait for more applications when minimum has been reached
                pGameDuration: 20 // time to wait for players to confirm their attendence after queueing process has finished
        },{
*/
 
function        script  rand__  {
        .@range = getarg(0);
        .@count = getarg(2, 0);
        if ( !.@count || .@count > .@range )
                .@count = .@range;
        else if ( .@count > 128 )
                .@count = 128;
        while ( .@i < .@count ) {
                .@r = .@save = rand( .@i, .@range -1 ) ;
                if ( !getd( ".@tmp1_"+ .@i ) ) {
                        .@r = ( getd(".@tmp1_"+ .@r ) )? getd( ".@tmp2_"+ .@r ) : .@r;
                        setd ".@tmp2_"+ .@i, .@r;
                        setd ".@tmp2_"+ .@save , .@i;
                        setd ".@tmp1_"+ .@save , 1;
                        set getelementofarray( getarg(1), .@i ), .@r;
                        if ( .@save < .@count )
                                set getelementofarray( getarg(1), .@save ), .@i;
                }
                .@i++;
        }
        return .@count;
}
 
-       script  bg_emp  -1,{
OnInit:
        .eventlasting = 3; // duration in minutes
        setarray .rewardwin, 501,10, 502,5, 503,3; // reward to winning team
        setarray .rewardlose, 501,5, 502,3, 503,1; // reward to losing team
        setarray .rewarddraw, 501,3, 502,1; // reward to both teams when draw
 
        .rewardwinsize = getarraysize( .rewardwin );
        .rewardlosesize = getarraysize( .rewardlose );
        .rewarddrawsize = getarraysize( .rewarddraw );
        end;
OnStart:
//      Note: the server pushed these variables
        for ( .@i = 0; .@i < $@bg_member_size; .@i++ ) {
                switch ( $@bg_member_type[.@i] ) {
                case 0: announce rid2name( $@bg_member[.@i] ) +" SOLO", 0; break;
                case 1: announce rid2name( $@bg_member[.@i] ) +" from GUILD ["+ getguildname( $@bg_member_group[.@i] ) +"]", 0; break;
                case 2: announce rid2name( $@bg_member[.@i] ) +" from PARTY ["+ getpartyname( $@bg_member_group[.@i] ) +"]", 0; break;
                }
        }
//      that's all I need for the battleground script to work, no need to use their 12 script commands
        .red = createbgid( "guild_vs3", 45,50, strnpcinfo(0)+"::OnRedQuit", strnpcinfo(0)+"::OnRedDead" );
        .blue = createbgid( "guild_vs3", 55,50, strnpcinfo(0)+"::OnBlueQuit", strnpcinfo(0)+"::OnBlueDead" );
        .teamname$[.red] = "Red";
        .teamname$[.blue] = "Blue";
        callfunc "rand__", $@bg_member_size, $@rand;
        .@modulus = rand(2);
        for ( .@i = 0; .@i < $@bg_member_size; .@i++ )
                setbgid ( .@i % 2 == .@modulus )? .red : .blue, $@bg_member[ $@rand[.@i] ];
        bg_warp .red, "guild_vs3", 45,50;
        bg_warp .blue, "guild_vs3", 55,50;
        bg_monster .red,"guild_vs3",47,50, "--ja--",1915, strnpcinfo(3)+"::OnRedDown";
        bg_monster .blue,"guild_vs3",52,50, "--ja--",1914, strnpcinfo(3)+"::OnBlueDown";
        sleep .eventlasting * 60000;
        killmonsterall "guild_vs3";
        if ( .winside == 1 ) {
                mapannounce "guild_vs3", "- Red Team is victorious! -", bc_map;
                callsub L_reward, .red,  .rewardwin,  .rewardwinsize;
                callsub L_reward, .blue, .rewardlose, .rewardlosesize;
        }
        else if ( .winside == 2 ) {
                mapannounce "guild_vs3", "- Blue Team is victorious! -", bc_map;
                callsub L_reward, .blue, .rewardwin, .rewardwinsize;
                callsub L_reward, .red, .rewardlose, .rewardlosesize;
        }
        else {
                mapannounce "guild_vs3", "- The match has ended in a draw! -", bc_map;
                callsub L_reward, .red,  .rewarddraw, .rewarddrawsize;
                callsub L_reward, .blue, .rewarddraw, .rewarddrawsize;
        }
        sleep 5000;
        mapwarp "guild_vs3","prontera",152,178;
        bg_destroy .red;
        bg_destroy .blue;
        .winside = 0;
        sleep 1000;
        bg_match_over "KVM (Level 60~79)"; // for some reason this one has to be execute in delay ? otherwise my client crash !
        end;
L_reward:
        getbgusers getarg(0);
        for ( .@i = 0; .@i < $@arenamembersnum; .@i++ )
                for ( .@j = 0; .@j < getarg(2); .@j += 2 )
                        getitem getelementofarray( getarg(1), .@j ), getelementofarray( getarg(1), .@j +1 ), $@arenamembers[.@i];
        return;
OnRedDown:  callsub L_EmpDown, .red,  2;
OnBlueDown: callsub L_EmpDown, .blue, 1;
L_EmpDown:
        mapannounce "guild_vs3", strcharinfo(0) +" has destroyed "+ .teamname$[ getarg(0) ] +" Team's Emperium.", bc_map;
        .winside = getarg(1);
        awake strnpcinfo(0);
        end;
OnRedDead:
OnBlueDead:
        sleep2 1250;
        percentheal 100,100;
        end;
OnRedQuit:      callsub L_Quit, .red, 2;
OnBlueQuit:     callsub L_Quit, .blue, 1;
L_Quit:
        percentheal 100, 100;
        bg_leave;
        if ( bg_get_data( getarg(0), 0 ) ) end;
        mapannounce "guild_vs3", "All "+ .teamname$[ getarg(0) ] +" team members have quit!", bc_map, 0xff3333;
        .winside = getarg(1);
        awake strnpcinfo(0);
        end;
}
 
guild_vs3       mapflag battleground
guild_vs3       mapflag nosave  SavePoint
guild_vs3       mapflag nowarp
guild_vs3       mapflag nowarpto
guild_vs3       mapflag noteleport
guild_vs3       mapflag nomemo
guild_vs3       mapflag nopenalty
guild_vs3       mapflag nobranch
guild_vs3       mapflag noicewall
Viewed 700 times, submitted by AnnieRuru.