viewing paste topic/4624- bg_emp_pvp_queue | Athena
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| function script shuffle__ {
.@static = getarg(0);
.@range = getarg(1) +1 - .@static;
.@count = getarg(3, 0);
if ( .@range <= 0 )
return 0;
if ( !.@count || .@count > .@range )
.@count = .@range;
while ( .@i < .@count ) {
.@r = .@save = rand( .@i, .@range -1 ) ;
if ( !.@tmp1[.@i] ) {
.@r = .@tmp1[.@r] ? .@tmp2[.@r] : .@r;
.@tmp2[.@i] = .@r;
.@tmp2[.@save] = .@i;
.@tmp1[.@save] = 1;
set getelementofarray( getarg(2), .@i ), .@r + .@static;
if ( .@save < .@count )
set getelementofarray( getarg(2), .@save ), .@i + .@static;
}
.@i++;
}
return .@count;
}
/*
},{
name: "KVM (Level 80 and up)" //must match the name in client files
event: "bg_pvp::OnStart"
minLevel: 1
maxLevel: 150
reward: { // useless ! should be done by npc scripting
win: 0
loss: 0
draw: 0
}
minPlayers: 2 // minimum amount of players to start
maxPlayers: 10 // maximum amount of players. NOTE: actually 60 is correct ... 30x2 = 60
minTeamPlayers: 1 // try this to test
delay_var: "BG_PVP_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
},{
*/
- script bg_pvp -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 );
mapwarp "guild_vs3", "prontera",152,178;
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", bc_all; break;
case 1: announce rid2name( $@bg_member[.@i] ) +" from GUILD ["+ getguildname( $@bg_member_group[.@i] ) +"]", bc_all; break;
case 2: announce rid2name( $@bg_member[.@i] ) +" from PARTY ["+ getpartyname( $@bg_member_group[.@i] ) +"]", bc_all; break;
}
}
// that's all I need for the battleground script to work, no need to use their 12 script commands
.red = createbgid( "guild_vs3", 48,50, strnpcinfo(0)+"::OnRedQuit", strnpcinfo(0)+"::OnRedDead" );
.blue = createbgid( "guild_vs3", 52,50, strnpcinfo(0)+"::OnBlueQuit", strnpcinfo(0)+"::OnBlueDead" );
.teamname$[.red] = "Red";
.teamname$[.blue] = "Blue";
callfunc "shuffle__", 0, $@bg_member_size -1, .@r;
.@modulus = rand(2);
for ( .@i = 0; .@i < $@bg_member_size; .@i++ )
setbgid ( .@i % 2 == .@modulus )? .red : .blue, $@bg_member[ .@r[.@i] ];
.score[.red] = bg_get_data( .red, 0 );
.score[.blue] = bg_get_data( .blue, 0 );
bg_updatescore "guild_vs3", .score[.red], .score[.blue];
bg_warp .red, "guild_vs3", 48,50;
bg_warp .blue, "guild_vs3", 52,50;
sleep .eventlasting * 60000;
if ( .score[.red] > .score[.blue] ) {
mapannounce "guild_vs3", "- Red Team is victorious! -", bc_map;
callsub L_reward, .red, .rewardwin, .rewardwinsize;
callsub L_reward, .blue, .rewardlose, .rewardlosesize;
}
else if ( .score[.red] < .score[.blue] ) {
mapannounce "guild_vs3", "- Blue Team is victorious! -", bc_map;
callsub L_reward, .blue, .rewardwin, .rewardwinsize;
callsub L_reward, .red, .rewardlose, .rewardlosesize;
}
else { // same score
mapannounce "guild_vs3", "- The match has ended in a draw! -", bc_map;
callsub L_reward, .red, .rewarddraw, .rewarddrawsize;
callsub L_reward, .blue, .rewarddraw, .rewarddrawsize;
}
bg_match_over "KVM (Level 80 and up)";
bg_warp .red, "prontera",152,178;
bg_warp .blue, "prontera",152,178;
bg_destroy .red;
bg_destroy .blue;
.teamname$[.red] = .teamname$[.blue] = "";
.score[.red] = .score[.blue] = 0;
.red = .blue = .winside = 0;
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;
OnRedDead: callsub L_Dead, .red;
OnBlueDead: callsub L_Dead, .blue;
L_Dead:
warp "Save", 0,0;
.score[ getarg(0) ]--;
bg_updatescore "guild_vs3", .score[.red], .score[.blue];
if ( !.score[ getarg(0) ] )
awake strnpcinfo(0);
bg_leave;
sleep2 1250;
percentheal 100,100;
end;
OnRedQuit: callsub L_Quit, .red;
OnBlueQuit: callsub L_Quit, .blue;
L_Quit:
.score[ getarg(0) ]--;
bg_updatescore "guild_vs3", .score[.red], .score[.blue];
if ( !.score[ getarg(0) ] )
awake strnpcinfo(0);
percentheal 100, 100;
end;
}
guild_vs3 mapflag battleground 2
guild_vs3 mapflag nosave SavePoint
guild_vs3 mapflag nowarp
guild_vs3 mapflag nowarpto
guild_vs3 mapflag noreturn
guild_vs3 mapflag nomemo
guild_vs3 mapflag noteleport
guild_vs3 mapflag nopenalty
guild_vs3 mapflag nobranch
guild_vs3 mapflag noicewall
/*
},{
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: 2 // minimum amount of players to start
maxPlayers: 10 // maximum amount of players. NOTE: actually 60 is correct ... 30x2 = 60
minTeamPlayers: 1 // 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
},{
*/
// callfunc "shuffle", <min num>, <max num>, <output array> {, <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 );
mapwarp "guild_vs3", "prontera",152,178;
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", bc_all; break;
case 1: announce rid2name( $@bg_member[.@i] ) +" from GUILD ["+ getguildname( $@bg_member_group[.@i] ) +"]", bc_all; break;
case 2: announce rid2name( $@bg_member[.@i] ) +" from PARTY ["+ getpartyname( $@bg_member_group[.@i] ) +"]", bc_all; break;
}
}
// that's all I need for the battleground script to work, no need to use their 12 script commands
.red = createbgid( "guild_vs3", 45,50, strnpcinfo(0)+"::OnRedQuit", strnpcinfo(0)+"::OnRedDead" );
.blue = createbgid( "guild_vs3", 55,50, strnpcinfo(0)+"::OnBlueQuit", strnpcinfo(0)+"::OnBlueDead" );
.teamname$[.red] = "Red";
.teamname$[.blue] = "Blue";
callfunc "shuffle__", 0, $@bg_member_size -1, .@r;
.@modulus = rand(2);
for ( .@i = 0; .@i < $@bg_member_size; .@i++ )
setbgid ( .@i % 2 == .@modulus )? .red : .blue, $@bg_member[ .@r[.@i] ];
bg_updatescore "guild_vs3", 0,0;
bg_warp .red, "guild_vs3", 45,50;
bg_warp .blue, "guild_vs3", 55,50;
bg_monster .red, "guild_vs3",47,50, "--ja--", OBJ_B2, strnpcinfo(0)+"::OnRedDown";
bg_monster .blue, "guild_vs3",52,50, "--ja--", OBJ_A2, strnpcinfo(0)+"::OnBlueDown";
sleep .eventlasting * 60000;
killmonsterall "guild_vs3";
if ( .winside == .red ) {
mapannounce "guild_vs3", "- Red Team is victorious! -", bc_map;
callsub L_reward, .red, .rewardwin, .rewardwinsize;
callsub L_reward, .blue, .rewardlose, .rewardlosesize;
}
else if ( .winside == .blue ) {
mapannounce "guild_vs3", "- Blue Team is victorious! -", bc_map;
callsub L_reward, .blue, .rewardwin, .rewardwinsize;
callsub L_reward, .red, .rewardlose, .rewardlosesize;
}
else { // time out
mapannounce "guild_vs3", "- The match has ended in a draw! -", bc_map;
callsub L_reward, .red, .rewarddraw, .rewarddrawsize;
callsub L_reward, .blue, .rewarddraw, .rewarddrawsize;
}
sleep 5000;
bg_match_over "KVM (Level 60~79)";
bg_warp .red, "prontera",152,178;
bg_warp .blue, "prontera",152,178;
bg_destroy .red;
bg_destroy .blue;
.teamname$[.red] = .teamname$[.blue] = "";
.red = .blue = .winside = 0;
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 ), $@arenamembers[.@i];
return;
OnRedDown: callsub L_EmpDown, .red, .blue;
OnBlueDown: callsub L_EmpDown, .blue, .red;
L_EmpDown:
mapannounce "guild_vs3", strcharinfo(0) +" has destroyed "+ .teamname$[ 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, .blue;
OnBlueQuit: callsub L_Quit, .blue, .red;
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;
} |
Viewed 1858 times, submitted by
AnnieRuru.