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 1654 times, submitted by AnnieRuru.