Boss Proficiency

Added the back end for the new boss proficiency system coming in 3.9b,
Shade Lord proficiency is now installed.
This commit is contained in:
Robert Fritzen 2017-09-05 15:54:48 -05:00
parent 91c8b768f7
commit 72e1591f45
2 changed files with 860 additions and 776 deletions

View file

@ -1,3 +1,16 @@
$Boss::Proficiency["ShadeLord", 0] = "Team Bronze\t1000\tDefeat the Shade Lord with your team dying no more than 25 times";
$Boss::ProficiencyCode["ShadeLord", 0] = "$TWM2::BossManager.bossKills < 25";
$Boss::Proficiency["ShadeLord", 1] = "Team Silver\t5000\tDefeat the Shade Lord with your team dying no more than 15 times";
$Boss::ProficiencyCode["ShadeLord", 1] = "$TWM2::BossManager.bossKills < 15";
$Boss::Proficiency["ShadeLord", 2] = "Team Gold\t10000\tDefeat the Shade Lord with your team dying no more than 10 times";
$Boss::ProficiencyCode["ShadeLord", 2] = "$TWM2::BossManager.bossKills < 10";
$Boss::Proficiency["ShadeLord", 3] = "Unbroken\t25000\tDefeat the Shade Lord without dying, and dealing more than 15% damage to him";
$Boss::ProficiencyCode["ShadeLord", 3] = "[bProf].bossDeaths == 0 && [dPerc] > 15";
$Boss::Proficiency["ShadeLord", 4] = "Smite the Shadows\t50000\tDefeat the Shade Lord with the shade lord causing no deaths";
$Boss::ProficiencyCode["ShadeLord", 4] = "$TWM2::BossManager.bossKills == 0";
$Boss::Proficiency["ShadeLord", 5] = "Shade Buster\t7500\tDefeat the Shade Lord without dying once by the elemental shade";
$Boss::ProficiencyCode["ShadeLord", 5] = "[bProf].shadeDeaths == 0";
//SHADE LORD //SHADE LORD
datablock ParticleData(ShadeSwordParticle) { datablock ParticleData(ShadeSwordParticle) {
dragCoeffiecient = 0.0; dragCoeffiecient = 0.0;
@ -428,477 +441,478 @@ function SpawnShadeLord(%position) {
} }
function ShadeLordFunction(%boss, %function, %args) { function ShadeLordFunction(%boss, %function, %args) {
switch$(%function) { switch$(%function) {
//------------- //-------------
//Boss Attacks //Boss Attacks
//------------- //-------------
case "Att_ShadeStrike": case "Att_ShadeStrike":
%target = getWord(%args, 0); %target = getWord(%args, 0);
%boss.setMoveState(true); %boss.setMoveState(true);
%boss.schedule(5000, setMoveState, false); %boss.schedule(5000, setMoveState, false);
%boss.setActionThread($Zombie::RogThread,true); %boss.setActionThread($Zombie::RogThread,true);
// //
%bPos = %boss.getPosition(); %bPos = %boss.getPosition();
%start1 = vectorAdd(%bPos, "300 -300 50"); %start1 = vectorAdd(%bPos, "300 -300 50");
%go = vectorAdd(%bPos, "-300 300 50"); %go = vectorAdd(%bPos, "-300 300 50");
%interval = 15; %interval = 15;
for(%i = 0; %i < 3; %i++) { for(%i = 0; %i < 3; %i++) {
%neg = %i % 2 == 0 ? 1 : -1; %neg = %i % 2 == 0 ? 1 : -1;
%start = vectorAdd(%start1, %neg*%interval*%i@" 0 0"); %start = vectorAdd(%start1, %neg*%interval*%i@" 0 0");
%vec = vectorNormalize(vectorSub(%go,%start)); %vec = vectorNormalize(vectorSub(%go,%start));
%p = new SeekerProjectile() { %p = new SeekerProjectile() {
dataBlock = ShadeLordSword; dataBlock = ShadeLordSword;
initialDirection = %vec; initialDirection = %vec;
initialPosition = %start; initialPosition = %start;
}; };
%p.sourceObject = %boss; %p.sourceObject = %boss;
%p.targetedPlayer = %target; %p.targetedPlayer = %target;
%beacon = new BeaconObject() { %beacon = new BeaconObject() {
dataBlock = "SubBeacon"; dataBlock = "SubBeacon";
beaconType = "vehicle"; beaconType = "vehicle";
position = %target.player.getWorldBoxCenter(); position = %target.player.getWorldBoxCenter();
}; };
%beacon.team = 0; %beacon.team = 0;
%beacon.setTarget(0); %beacon.setTarget(0);
MissionCleanup.add(%beacon); MissionCleanup.add(%beacon);
%p.setObjectTarget(%beacon); %p.setObjectTarget(%beacon);
DemonMotherMissileFollow(%target,%beacon,%p); DemonMotherMissileFollow(%target,%beacon,%p);
} }
case "Att_HealSequence": case "Att_HealSequence":
%count = getWord(%args, 0); %count = getWord(%args, 0);
if(!isObject(%boss) || %boss.getState() $= "dead") { if(!isObject(%boss) || %boss.getState() $= "dead") {
return; return;
} }
if(%count == 0) { if(%count == 0) {
%boss.setMoveState(true); %boss.setMoveState(true);
%boss.setPosition(vectorAdd(%boss.getPosition(), TWM2Lib_MainControl("getRandomPosition", 300 TAB 1))); %boss.setPosition(vectorAdd(%boss.getPosition(), TWM2Lib_MainControl("getRandomPosition", 300 TAB 1)));
cancel(%boss.moveLoop); cancel(%boss.moveLoop);
} }
if(%count < 25) { if(%count < 25) {
%boss.setDamageLevel(%boss.getDamageLevel() - 0.1); %boss.setDamageLevel(%boss.getDamageLevel() - 0.1);
createLifeEmitter(%boss.getPosition(), PrebeamEmitter, 5000); createLifeEmitter(%boss.getPosition(), PrebeamEmitter, 5000);
} }
else { else {
%boss.schedule(3000, setMoveState, false); %boss.schedule(3000, setMoveState, false);
%boss.moveloop = schedule(3000, %boss, "ShadeLordFunction", %boss, "ShadeLordDoMove", ""); %boss.moveloop = schedule(3000, %boss, "ShadeLordFunction", %boss, "ShadeLordDoMove", "");
return; return;
} }
schedule(200, %boss, "ShadeLordFunction", %boss, "Att_HealSequence", %count++); schedule(200, %boss, "ShadeLordFunction", %boss, "Att_HealSequence", %count++);
case "Att_ShadeLordDecend": case "Att_ShadeLordDecend":
%count = getWord(%args, 0); %count = getWord(%args, 0);
if(%count == 0) { if(%count == 0) {
cancel(%boss.moveLoop); cancel(%boss.moveLoop);
//%boss.rapierShield = 1; //%boss.rapierShield = 1;
%boss.setMoveState(true); %boss.setMoveState(true);
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
} }
} }
else if(%count > 0 && %count <= 25) { else if(%count > 0 && %count <= 25) {
%pos = "0 0 "@ 250 - (10 * %count); %pos = "0 0 "@ 250 - (10 * %count);
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
} }
%boss.shadeStorm = new ParticleEmissionDummy(){ %boss.shadeStorm = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(), %pos); position = vectoradd(%boss.getPosition(), %pos);
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "ShadeStormEmitter"; //ShadeStormEmitter emitter = "ShadeStormEmitter"; //ShadeStormEmitter
}; };
} }
else if(%count == 26) { else if(%count == 26) {
for(%i = 0; %i < ClientGroup.getCount(); %i++) { for(%i = 0; %i < ClientGroup.getCount(); %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
if(isObject(%cl.player) && %cl.player.getState() !$= "dead") { if(isObject(%cl.player) && %cl.player.getState() !$= "dead") {
ShadeLordFunction(%boss, "ShadeLordDropKill", %cl.player); ShadeLordFunction(%boss, "ShadeLordDropKill", %cl.player);
} }
} }
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
} }
%boss.shadeStorm = new ParticleEmissionDummy(){ %boss.shadeStorm = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(), "0 0 0.5"); position = vectoradd(%boss.getPosition(), "0 0 0.5");
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "ShadeStormEmitter"; //ShadeStormEmitter emitter = "ShadeStormEmitter"; //ShadeStormEmitter
}; };
} }
else if(%count > 26 && %count < 40) { else if(%count > 26 && %count < 40) {
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
} }
%boss.shadeStorm = new ParticleEmissionDummy(){ %boss.shadeStorm = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(), "0 0 1.5"); position = vectoradd(%boss.getPosition(), "0 0 1.5");
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "ShadeStormEmitter"; //ShadeStormEmitter emitter = "ShadeStormEmitter"; //ShadeStormEmitter
}; };
} }
else if(%count == 40) { else if(%count == 40) {
%boss.setMoveState(false); %boss.setMoveState(false);
%boss.moveloop = schedule(3000, %boss, "ShadeLordFunction", %boss, "ShadeLordDoMove", ""); %boss.moveloop = schedule(3000, %boss, "ShadeLordFunction", %boss, "ShadeLordDoMove", "");
//flash all //flash all
for(%i = 0; %i < ClientGroup.getCount(); %i++) { for(%i = 0; %i < ClientGroup.getCount(); %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
if(isObject(%cl.player) && %cl.player.getState() !$= "dead") { if(isObject(%cl.player) && %cl.player.getState() !$= "dead") {
%cl.player.setWhiteout(1.0); %cl.player.setWhiteout(1.0);
} }
} }
return; return;
} }
%count++; %count++;
schedule(300, %boss, "ShadeLordFunction", %boss, "Att_ShadeLordDecend", %count); schedule(300, %boss, "ShadeLordFunction", %boss, "Att_ShadeLordDecend", %count);
case "Att_ShadeLordScream": case "Att_ShadeLordScream":
cancel(%boss.moveloop); cancel(%boss.moveloop);
%boss.setMoveState(true); %boss.setMoveState(true);
%boss.schedule(5000, setMoveState, false); %boss.schedule(5000, setMoveState, false);
//create emitter //create emitter
%screamEmit = new ParticleEmissionDummy(){ %screamEmit = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(),"0 0 0.5"); position = vectoradd(%boss.getPosition(),"0 0 0.5");
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "ShadeLordScreamEmitter"; //ShadeStormEmitter emitter = "ShadeLordScreamEmitter"; //ShadeStormEmitter
}; };
%screamEmit.schedule(5000, "delete"); %screamEmit.schedule(5000, "delete");
//knock down and throw weapons in radius. //knock down and throw weapons in radius.
%TargetSearchMask = $TypeMasks::PlayerObjectType; %TargetSearchMask = $TypeMasks::PlayerObjectType;
InitContainerRadiusSearch(%boss.getPosition(), 45, %TargetSearchMask); InitContainerRadiusSearch(%boss.getPosition(), 45, %TargetSearchMask);
while ((%potentialTarget = ContainerSearchNext()) != 0) { while ((%potentialTarget = ContainerSearchNext()) != 0) {
if(isSet(%potentialTarget.client)) { if(isSet(%potentialTarget.client)) {
//throw guns, knock down. //throw guns, knock down.
%potentialTarget.setActionThread("death1", true); %potentialTarget.setActionThread("death1", true);
%potentialTarget.throwweapon(1); %potentialTarget.throwweapon(1);
%potentialTarget.throwweapon(0); %potentialTarget.throwweapon(0);
%potentialTarget.setMoveState(true); %potentialTarget.setMoveState(true);
%potentialTarget.schedule(3000, setMoveState, false); %potentialTarget.schedule(3000, setMoveState, false);
} }
} }
// //
%boss.moveloop = schedule(5000, %boss, "ShadeLordFunction", %boss, "ShadeLordDoMove", ""); %boss.moveloop = schedule(5000, %boss, "ShadeLordFunction", %boss, "ShadeLordDoMove", "");
//------------- //-------------
//Boss Functions //Boss Functions
//------------- //-------------
case "ShadeLordDarkAttacks": case "ShadeLordDarkAttacks":
if(!isObject(%boss) || %boss.getState() $= "Dead") { if(!isObject(%boss) || %boss.getState() $= "Dead") {
return; return;
} }
if(isObject(%boss.dayCloak)) { if(isObject(%boss.dayCloak)) {
%boss.dayCloak.delete(); %boss.dayCloak.delete();
} }
if(%boss.randomFX $= "") { if(%boss.randomFX $= "") {
%boss.randomFX = ShadeLordFunction(%boss, "ShadeStormFX", ""); %boss.randomFX = ShadeLordFunction(%boss, "ShadeStormFX", "");
} }
if(%boss.antiSky $= "") { if(%boss.antiSky $= "") {
%boss.antiSky = ShadeLordFunction(%boss, "ShadeStormAntiSky", ""); %boss.antiSky = ShadeLordFunction(%boss, "ShadeStormAntiSky", "");
} }
%attack = getRandom(1, 3); %attack = getRandom(1, 3);
switch(%attack) { switch(%attack) {
case 1: case 1:
MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": SHALDORVAAAAAAAAAAAAAAH!!!!!!!"); MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": SHALDORVAAAAAAAAAAAAAAH!!!!!!!");
ShadeLordFunction(%boss, "Att_ShadeLordScream", ""); ShadeLordFunction(%boss, "Att_ShadeLordScream", "");
case 2: case 2:
MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": Descend Mighty Shade Storm, Destroy all who dare oppose us!"); MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": Descend Mighty Shade Storm, Destroy all who dare oppose us!");
ShadeLordFunction(%boss, "Att_ShadeLordDecend", 0); ShadeLordFunction(%boss, "Att_ShadeLordDecend", 0);
case 3: case 3:
%target = FindValidTarget(%boss); %target = FindValidTarget(%boss);
MessageAll('MessageAll', "\c4"@$TWM2::BossName["ShadeLord"]@": Come forth my shade, Destroy "@getTaggedString(%target.name)@"!"); MessageAll('MessageAll', "\c4"@$TWM2::BossName["ShadeLord"]@": Come forth my shade, Destroy "@getTaggedString(%target.name)@"!");
if(isObject(%target.player)) { if(isObject(%target.player)) {
ShadeLordFunction(%boss, "Att_ShadeStrike", %target.player); ShadeLordFunction(%boss, "Att_ShadeStrike", %target.player);
} }
else { else {
MessageAll('MessageAll', "\c4"@$TWM2::BossName["ShadeLord"]@": Hiding in death does not save you "@getTaggedString(%target.name)@""); MessageAll('MessageAll', "\c4"@$TWM2::BossName["ShadeLord"]@": Hiding in death does not save you "@getTaggedString(%target.name)@"");
} }
} }
%boss.attacks = schedule(25000, %boss, "ShadeLordFunction", %boss, "ShadeLordDarkAttacks", ""); %boss.attacks = schedule(25000, %boss, "ShadeLordFunction", %boss, "ShadeLordDarkAttacks", "");
case "ShadeLordLightAttacks": case "ShadeLordLightAttacks":
if(!isObject(%boss) || %boss.getState() $= "Dead") { if(!isObject(%boss) || %boss.getState() $= "Dead") {
return; return;
} }
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
} }
if(!isObject(%boss) || !%boss.getState() $= "dead") { if(!isObject(%boss) || !%boss.getState() $= "dead") {
if(isObject(%boss.dayCloak)) { if(isObject(%boss.dayCloak)) {
%boss.dayCloak.delete(); %boss.dayCloak.delete();
} }
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
} }
return; return;
} }
%attack = getRandom(1, 2); %attack = getRandom(1, 2);
switch(%attack) { switch(%attack) {
case 1: case 1:
MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": SHALDORVAAAAAAAAAAAAAAH!!!!!!!"); MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": SHALDORVAAAAAAAAAAAAAAH!!!!!!!");
ShadeLordFunction(%boss, "Att_ShadeLordScream", ""); ShadeLordFunction(%boss, "Att_ShadeLordScream", "");
case 2: case 2:
MessageAll('MsgBossEvilness', "\c4"@$TWM2::BossName["ShadeLord"]@": Come forth, and return to me the power of the shadows!"); MessageAll('MsgBossEvilness', "\c4"@$TWM2::BossName["ShadeLord"]@": Come forth, and return to me the power of the shadows!");
ShadeLordFunction(%boss, "Att_HealSequence", 0); ShadeLordFunction(%boss, "Att_HealSequence", 0);
} }
%boss.attacks = schedule(25000, %boss, "ShadeLordFunction", %boss, "ShadeLordLightAttacks", ""); %boss.attacks = schedule(25000, %boss, "ShadeLordFunction", %boss, "ShadeLordLightAttacks", "");
case "ShadeStormFX": case "ShadeStormFX":
if(!isObject(%boss) || %boss.getState() $= "Dead") { if(!isObject(%boss) || %boss.getState() $= "Dead") {
return; return;
} }
%bPos = %boss.getPosition(); %bPos = %boss.getPosition();
%start1 = vectorAdd(%bPos, "300 -300 50"); %start1 = vectorAdd(%bPos, "300 -300 50");
%go = vectorAdd(%bPos, "-300 300 50"); %go = vectorAdd(%bPos, "-300 300 50");
%interval = 15; %interval = 15;
for(%i = 0; %i < 20; %i++) { for(%i = 0; %i < 20; %i++) {
%neg = %i % 2 == 0 ? 1 : -1; %neg = %i % 2 == 0 ? 1 : -1;
%start = vectorAdd(%start1, %neg*%interval*%i@" 0 0"); %start = vectorAdd(%start1, %neg*%interval*%i@" 0 0");
%vec = vectorNormalize(vectorSub(%go,%start)); %vec = vectorNormalize(vectorSub(%go,%start));
%p = new SeekerProjectile() { %p = new SeekerProjectile() {
dataBlock = ShadeLordSword; dataBlock = ShadeLordSword;
initialDirection = %vec; initialDirection = %vec;
initialPosition = %start; initialPosition = %start;
}; };
%p.sourceObject = %boss; %p.sourceObject = %boss;
MissionCleanup.add(%p); MissionCleanup.add(%p);
} }
%boss.randomFX = schedule(getRandom(10000, 25000), %boss, "ShadeLordFunction", %boss, "ShadeStormFX", ""); %boss.randomFX = schedule(getRandom(10000, 25000), %boss, "ShadeLordFunction", %boss, "ShadeStormFX", "");
case "ShadeStormAntiSky": case "ShadeStormAntiSky":
if(!isObject(%boss) || %boss.getState() $= "Dead") { if(!isObject(%boss) || %boss.getState() $= "Dead") {
return; return;
} }
if(!$ShadeLordBoss::AllowedNighttime) { if(!$ShadeLordBoss::AllowedNighttime) {
return; return;
} }
%killHeight = getWord(%boss.getPosition(), 2) + 50; %killHeight = getWord(%boss.getPosition(), 2) + 50;
for(%i = 0; %i < ClientGroup.getCount(); %i++) { for(%i = 0; %i < ClientGroup.getCount(); %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
if(isObject(%cl.player) && %cl.player.getState() !$= "dead") { if(isObject(%cl.player) && %cl.player.getState() !$= "dead") {
if(getWord(%cl.player.getPosition(), 2) >= %killHeight) { if(getWord(%cl.player.getPosition(), 2) >= %killHeight) {
ShadeLordFunction(%boss, "ShadeLordDropKill", %cl.player); ShadeLordFunction(%boss, "ShadeLordDropKill", %cl.player);
} }
} }
} }
%boss.antiSky = schedule(2500, %boss, "ShadeLordFunction", %boss, "ShadeStormAntiSky", ""); %boss.antiSky = schedule(2500, %boss, "ShadeLordFunction", %boss, "ShadeStormAntiSky", "");
case "ShadeLordDoDeath": case "ShadeLordDoDeath":
%boss.RapierShield = 1; %boss.RapierShield = 1;
%boss.inDeath = 1; %boss.inDeath = 1;
if(isObject(%boss.dayCloak)) { if(isObject(%boss.dayCloak)) {
%boss.dayCloak.delete(); %boss.dayCloak.delete();
} }
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
} }
//set on fire //set on fire
%fire = new ParticleEmissionDummy(){ %fire = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(),"0 0 0.5"); position = vectoradd(%boss.getPosition(),"0 0 0.5");
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "BurnEmitter"; emitter = "BurnEmitter";
}; };
MissionCleanup.add(%fire); MissionCleanup.add(%fire);
%fire.schedule(5000, delete); %fire.schedule(5000, delete);
// //
%Boss.setMoveState(true); %Boss.setMoveState(true);
%boss.setActionThread("death1", true); %boss.setActionThread("death1", true);
%boss.schedule(5000, "blowup"); %boss.schedule(5000, "blowup");
%boss.schedule(5000, "scriptkill"); %boss.schedule(5000, "scriptkill");
schedule(4999, 0, eval, ""@%boss@".rapierShield = 0;"); schedule(4999, 0, eval, ""@%boss@".rapierShield = 0;");
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)],%boss.getPosition());
case "ShadeLordToggleCondition": case "ShadeLordToggleCondition":
%flag = getWord(%args, 0); %flag = getWord(%args, 0);
if(!isObject(%boss) || %boss.getState() $= "dead") { if(!isObject(%boss) || %boss.getState() $= "dead") {
return; return;
} }
cancel(%boss.attacks); cancel(%boss.attacks);
if(%flag) { if(%flag) {
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
%Boss.setMoveState(true); %Boss.setMoveState(true);
%Boss.setActionThread("cel4",true); %Boss.setActionThread("cel4",true);
%Boss.schedule(3500, "SetMoveState", false); %Boss.schedule(3500, "SetMoveState", false);
skyVeryDark(); skyVeryDark();
%boss.attacks = ShadeLordFunction(%boss, "ShadeLordDarkAttacks", ""); %boss.attacks = ShadeLordFunction(%boss, "ShadeLordDarkAttacks", "");
} }
else { else {
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition()); Serverplay3D($Ion::ThunderSound[mFloor(getRandom() * $Ion::ThunderSoundCount)], %boss.getPosition());
%Boss.setMoveState(true); %Boss.setMoveState(true);
%Boss.setActionThread("death1",true); %Boss.setActionThread("death1",true);
%Boss.schedule(3000, "setActionThread", "cel4", true); %Boss.schedule(3000, "setActionThread", "cel4", true);
%Boss.schedule(4500, "SetMoveState", false); %Boss.schedule(4500, "SetMoveState", false);
skyDusk(); skyDusk();
cancel(%boss.antiSky); cancel(%boss.antiSky);
cancel(%boss.randomFX); cancel(%boss.randomFX);
%boss.antiSky = ""; %boss.antiSky = "";
%boss.randomFX = ""; %boss.randomFX = "";
%boss.attacks = schedule(4500, %boss, "ShadeLordFunction", %boss, "ShadeLordLightAttacks", ""); %boss.attacks = schedule(4500, %boss, "ShadeLordFunction", %boss, "ShadeLordLightAttacks", "");
} }
case "ShadeLordDoMove": case "ShadeLordDoMove":
if(!isobject(%boss) || %boss.getState() $= "Dead") { if(!isobject(%boss) || %boss.getState() $= "Dead") {
if(isObject(%boss.dayCloak)) { if(isObject(%boss.dayCloak)) {
%boss.dayCloak.delete(); %boss.dayCloak.delete();
} }
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
} }
return; return;
} }
if(%boss.getDamageLeftPct() < 0.025) { if(%boss.getDamageLeftPct() < 0.025) {
ShadeLordFunction(%boss, "ShadeLordDoDeath", ""); ShadeLordFunction(%boss, "ShadeLordDoDeath", "");
} }
if(%boss.getDamageLeftPct() < 0.4) { if(%boss.getDamageLeftPct() < 0.4) {
if($ShadeLordBoss::AllowedNighttime == 1) { if($ShadeLordBoss::AllowedNighttime == 1) {
$ShadeLordBoss::AllowedNighttime = 0; $ShadeLordBoss::AllowedNighttime = 0;
ShadeLordFunction(%boss, "ShadeLordToggleCondition", 0); ShadeLordFunction(%boss, "ShadeLordToggleCondition", 0);
MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": No, You will not break the barrier of dark!"); MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": No, You will not break the barrier of dark!");
} }
} }
else { else {
if($ShadeLordBoss::AllowedNighttime == 0) { if($ShadeLordBoss::AllowedNighttime == 0) {
$ShadeLordBoss::AllowedNighttime = 1; $ShadeLordBoss::AllowedNighttime = 1;
ShadeLordFunction(%boss, "ShadeLordToggleCondition", 1); ShadeLordFunction(%boss, "ShadeLordToggleCondition", 1);
MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": Awaken, mighty storm of shade, bring forth the doom of our foes!"); MessageAll('MsgBossSpawn', "\c4"@$TWM2::BossName["ShadeLord"]@": Awaken, mighty storm of shade, bring forth the doom of our foes!");
} }
} }
if(isObject(%boss.dayCloak) && !%boss.inDeath) { if(isObject(%boss.dayCloak) && !%boss.inDeath) {
%boss.dayCloak.delete(); %boss.dayCloak.delete();
%boss.dayCloak = new ParticleEmissionDummy(){ %boss.dayCloak = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(),"0 0 0.5"); position = vectoradd(%boss.getPosition(),"0 0 0.5");
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "dayCloakEmitter"; //ShadeStormEmitter emitter = "dayCloakEmitter"; //ShadeStormEmitter
}; };
MissionCleanup.add(%boss.dayCloak); MissionCleanup.add(%boss.dayCloak);
} }
else { else {
if($ShadeLordBoss::AllowedNighttime == 0) { if($ShadeLordBoss::AllowedNighttime == 0) {
%boss.dayCloak = new ParticleEmissionDummy(){ %boss.dayCloak = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(),"0 0 0.5"); position = vectoradd(%boss.getPosition(),"0 0 0.5");
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "dayCloakEmitter"; //ShadeStormEmitter emitter = "dayCloakEmitter"; //ShadeStormEmitter
}; };
} }
} }
if(isObject(%boss.shadeStorm)) { if(isObject(%boss.shadeStorm)) {
%boss.shadeStorm.delete(); %boss.shadeStorm.delete();
%boss.shadeStorm = new ParticleEmissionDummy(){ %boss.shadeStorm = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(),"0 0 250"); position = vectoradd(%boss.getPosition(),"0 0 250");
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "ShadeStormEmitter"; //ShadeStormEmitter emitter = "ShadeStormEmitter"; //ShadeStormEmitter
}; };
} }
else { else {
if($ShadeLordBoss::AllowedNighttime == 1) { if($ShadeLordBoss::AllowedNighttime == 1) {
%boss.shadeStorm = new ParticleEmissionDummy(){ %boss.shadeStorm = new ParticleEmissionDummy(){
position = vectoradd(%boss.getPosition(),"0 0 250"); position = vectoradd(%boss.getPosition(),"0 0 250");
dataBlock = "defaultEmissionDummy"; dataBlock = "defaultEmissionDummy";
emitter = "ShadeStormEmitter"; //ShadeStormEmitter emitter = "ShadeStormEmitter"; //ShadeStormEmitter
}; };
} }
} }
%pos = %boss.getworldboxcenter(); %pos = %boss.getworldboxcenter();
%closestClient = ZombieLookForTarget(%boss); %closestClient = ZombieLookForTarget(%boss);
%z = getWord(%pos, 2); %z = getWord(%pos, 2);
if(%z < -300) { if(%z < -300) {
%boss.startFade(400, 0, true); %boss.startFade(400, 0, true);
%boss.startFade(1000, 0, false); %boss.startFade(1000, 0, false);
%boss.setPosition(vectorAdd(vectoradd(%closestclient.getPosition(), "0 0 20"), TWM2Lib_MainControl("getRandomPosition", 25 TAB 1))); %boss.setPosition(vectorAdd(vectoradd(%closestclient.getPosition(), "0 0 20"), TWM2Lib_MainControl("getRandomPosition", 25 TAB 1)));
%boss.setVelocity("0 0 0"); %boss.setVelocity("0 0 0");
MessageAll('MsgVardison', "\c4"@$TWM2::BossName["ShadeLord"]@": I'm back...."); MessageAll('MsgVardison', "\c4"@$TWM2::BossName["ShadeLord"]@": I'm back....");
} }
%closestDistance = getWord(%closestClient,1); %closestDistance = getWord(%closestClient,1);
%closestClient = getWord(%closestClient,0).Player; %closestClient = getWord(%closestClient,0).Player;
if(%closestDistance <= $Zombie::detectDist) { if(%closestDistance <= $Zombie::detectDist) {
if(%closestDistance < 10) { if(%closestDistance < 10) {
ShadeLordFunction(%boss, "ShadeLordDropKill", %closestClient); ShadeLordFunction(%boss, "ShadeLordDropKill", %closestClient);
MessageAll('MsgVardison', "\c4"@$TWM2::BossName["ShadeLord"]@": Feel The Vengeance of the Shadows "@getTaggedString(%closestClient.client.name)@"."); MessageAll('MsgVardison', "\c4"@$TWM2::BossName["ShadeLord"]@": Feel The Vengeance of the Shadows "@getTaggedString(%closestClient.client.name)@".");
%closestClient.setMoveState(true); //%closestClient.setMoveState(true);
ShadeLordFunction(%boss, "ShadeLordRandomTeleport", ""); ShadeLordFunction(%boss, "ShadeLordRandomTeleport", "");
} }
if(%boss.hastarget != 1){ if(%boss.hastarget != 1){
%boss.hastarget = 1; %boss.hastarget = 1;
} }
%vector = ZgetFacingDirection(%boss,%closestClient,%pos); %vector = ZgetFacingDirection(%boss,%closestClient,%pos);
%vector = vectorscale(%vector, ($Zombie::DForwardSpeed) * 0.6); %vector = vectorscale(%vector, ($Zombie::DForwardSpeed) * 0.6);
%upvec = "150"; %upvec = "150";
%x = Getword(%vector,0); %x = Getword(%vector,0);
%y = Getword(%vector,1); %y = Getword(%vector,1);
%z = Getword(%vector,2); %z = Getword(%vector,2);
if(%z >= ($Zombie::DForwardSpeed)) if(%z >= ($Zombie::DForwardSpeed)) {
%upvec = (%upvec * 5); %upvec = (%upvec * 5);
%vector = %x@" "@%y@" "@%upvec; }
%boss.applyImpulse(%pos, %vector); %vector = %x@" "@%y@" "@%upvec;
} %boss.applyImpulse(%pos, %vector);
else if(%boss.hastarget == 1){ }
%boss.hastarget = 0; else if(%boss.hastarget == 1){
%boss.DemonRmove = schedule(100, %boss, "ZSetRandomMove", %boss); %boss.hastarget = 0;
} %boss.DemonRmove = schedule(100, %boss, "ZSetRandomMove", %boss);
%boss.moveloop = schedule(230, %boss, "ShadeLordFunction", %boss, "ShadeLordDoMove", ""); }
%boss.moveloop = schedule(230, %boss, "ShadeLordFunction", %boss, "ShadeLordDoMove", "");
case "ShadeLordRandomTeleport": case "ShadeLordRandomTeleport":
if(%boss.getState() $= "dead") { if(%boss.getState() $= "dead") {
return; return;
} }
%newPosition = vectorAdd(%boss.getPosition(), TWM2Lib_MainControl("getRandomPosition", 150 TAB 1)); %newPosition = vectorAdd(%boss.getPosition(), TWM2Lib_MainControl("getRandomPosition", 150 TAB 1));
%boss.setPosition(%newPosition); %boss.setPosition(%newPosition);
case "ShadeLordDropKill": case "ShadeLordDropKill":
%target = getWord(%args, 0); %target = getWord(%args, 0);
%incoming = vectorAdd(%target.getPosition(), vectorAdd(TWM2Lib_MainControl("getRandomPosition", 70 TAB 1), "0 0 250")); %incoming = vectorAdd(%target.getPosition(), vectorAdd(TWM2Lib_MainControl("getRandomPosition", 70 TAB 1), "0 0 250"));
%vec = vectorNormalize(vectorSub(%target.getPosition(),%incoming)); %vec = vectorNormalize(vectorSub(%target.getPosition(),%incoming));
%p = new SeekerProjectile() { %p = new SeekerProjectile() {
dataBlock = ShadeLordSword; dataBlock = ShadeLordSword;
initialDirection = %vec; initialDirection = %vec;
initialPosition = %incoming; initialPosition = %incoming;
}; };
%p.sourceObject = %boss; %p.sourceObject = %boss;
%p.targetedPlayer = %target; %p.targetedPlayer = %target;
%beacon = new BeaconObject() { %beacon = new BeaconObject() {
dataBlock = "SubBeacon"; dataBlock = "SubBeacon";
beaconType = "vehicle"; beaconType = "vehicle";
position = %target.getWorldBoxCenter(); position = %target.getWorldBoxCenter();
}; };
%beacon.team = 0; %beacon.team = 0;
%beacon.setTarget(0); %beacon.setTarget(0);
MissionCleanup.add(%beacon); MissionCleanup.add(%beacon);
%p.setObjectTarget(%beacon); %p.setObjectTarget(%beacon);
DemonMotherMissileFollow(%target,%beacon,%p); DemonMotherMissileFollow(%target,%beacon,%p);
//------------- //-------------
//Misc Functions //Misc Functions
//------------- //-------------
case "DoReturnMissile": case "DoReturnMissile":
%ini = getWord(%args, 0); %ini = getWord(%args, 0);
%src = getWord(%args, 1); %src = getWord(%args, 1);
%final = vectorAdd(%ini.getPosition(), vectorAdd(TWM2Lib_MainControl("getRandomPosition", 70 TAB 1), "0 0 250")); %final = vectorAdd(%ini.getPosition(), vectorAdd(TWM2Lib_MainControl("getRandomPosition", 70 TAB 1), "0 0 250"));
%vec = vectorNormalize(vectorSub(%final, %ini.getPosition())); %vec = vectorNormalize(vectorSub(%final, %ini.getPosition()));
%p = new SeekerProjectile() { %p = new SeekerProjectile() {
dataBlock = ShadeLordSword; dataBlock = ShadeLordSword;
initialDirection = %vec; initialDirection = %vec;
initialPosition = vectorAdd(%ini.getPosition(), "0 0 3"); initialPosition = vectorAdd(%ini.getPosition(), "0 0 3");
}; };
%p.sourceObject = %src; %p.sourceObject = %src;
default: default:
error("ShadeLordFunction(): Non-existent SL function call "@%function@"."); error("ShadeLordFunction(): Non-existent SL function call "@%function@".");
} }
} }

View file

@ -1,340 +1,410 @@
//BossSystem.cs
//Robert C. Fritzen (Phantom139)
//TWM 2
function InitiateBoss(%Boss, %name) { function InitiateBoss(%Boss, %name) {
if($TWM::PlayingHorde || $TWM::PlayingHelljump) { if($TWM::PlayingHorde || $TWM::PlayingHelljump) {
error("SERVER: Cannot initiate boss, in horde/helljump"); error("SERVER: Cannot initiate boss, in horde/helljump");
return; return;
} }
if(!isObject($TWM2::BossManager)) { if(!isObject($TWM2::BossManager)) {
$TWM2::BossManager = new scriptObject() { $TWM2::BossManager = new scriptObject() {
class = "BossManager"; class = "BossManager";
}; };
} }
if(!%Boss.isMultiPhaseBoss && !%Boss.isFirstPhase) { if(!%Boss.isMultiPhaseBoss && !%Boss.isFirstPhase) {
$TWM2::BossManager.bossKills = 0; $TWM2::BossManager.bossKills = 0;
} }
$TWM2::BossManager.bossObject = %Boss; $TWM2::BossManager.bossObject = %Boss;
$TWM2::BossManager.activeBoss = %name; $TWM2::BossManager.activeBoss = %name;
$TWM2::BossGoing = 1; $TWM2::BossGoing = 1;
switch$(%name) { switch$(%name) {
case "Yvex": case "Yvex":
%print = "<color:FF0000>BOSS BATTLE \n LORD YVEX"; %print = "<color:FF0000>BOSS BATTLE \n LORD YVEX";
case "CnlWindshear": case "CnlWindshear":
%print = "<color:FF0000>BOSS BATTLE \n COLONEL WINDSHEAR"; %print = "<color:FF0000>BOSS BATTLE \n COLONEL WINDSHEAR";
case "GhostOfLightning": case "GhostOfLightning":
%print = "<color:FF0000>BOSS BATTLE \n GHOST OF LIGHTNING"; %print = "<color:FF0000>BOSS BATTLE \n GHOST OF LIGHTNING";
case "Vengenor": case "Vengenor":
%print = "<color:FF0000>BOSS BATTLE \n GENERAL VENGENOR"; %print = "<color:FF0000>BOSS BATTLE \n GENERAL VENGENOR";
case "LordRog": case "LordRog":
%print = "<color:FF0000>BOSS BATTLE \n LORD ROG"; %print = "<color:FF0000>BOSS BATTLE \n LORD ROG";
case "Insignia": case "Insignia":
%print = "<color:FF0000>BOSS BATTLE \n MAJOR INSIGNIA"; %print = "<color:FF0000>BOSS BATTLE \n MAJOR INSIGNIA";
case "Vardison1": case "Vardison1":
%print = "<color:FF0000>BOSS BATTLE \n LORD VARDISON"; %print = "<color:FF0000>BOSS BATTLE \n LORD VARDISON";
case "Vardison2": case "Vardison2":
%print = "<color:FF0000>BOSS ALERT \n LORD VARDISON HAS ENTERED HIS SECOND FORM"; %print = "<color:FF0000>BOSS ALERT \n LORD VARDISON HAS ENTERED HIS SECOND FORM";
case "Vardison3": case "Vardison3":
%print = "<color:FF0000>BOSS ALERT \n LORD VARDISON HAS ENTERED HIS FINAL FORM"; %print = "<color:FF0000>BOSS ALERT \n LORD VARDISON HAS ENTERED HIS FINAL FORM";
case "Trevor": case "Trevor":
%print = "<color:FF0000>BOSS BATTLE \n LORDRANIUS TREVOR"; %print = "<color:FF0000>BOSS BATTLE \n LORDRANIUS TREVOR";
case "Stormrider": case "Stormrider":
%print = "<color:FF0000>CLASSIC BOSS BATTLE \n COMMANDER STORMRIDER"; %print = "<color:FF0000>CLASSIC BOSS BATTLE \n COMMANDER STORMRIDER";
case "GhostOfFire": case "GhostOfFire":
%print = "<color:FF0000>CLASSIC BOSS BATTLE \n GHOST OF FIRE"; %print = "<color:FF0000>CLASSIC BOSS BATTLE \n GHOST OF FIRE";
case "ShadeLord": case "ShadeLord":
%print = "<color:FF0000>BOSS BATTLE \n THE SHADE LORD"; %print = "<color:FF0000>BOSS BATTLE \n THE SHADE LORD";
} }
//INITIATE TO CLIENTS //INITIATE TO CLIENTS
%count = ClientGroup.getCount(); %count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++) { for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
BottomPrint(%cl, ""@%print@"", 5, 3); BottomPrint(%cl, ""@%print@"", 5, 3);
%cl.damageToBoss = 0; %cl.damageToBoss = 0;
} resetBossProficiency(%cl);
%boss.isBoss = 1; // the isBoss Flag helps us out with things }
BossCheckUp(%boss, %name); %boss.isBoss = 1; // the isBoss Flag helps us out with things
BossCheckUp(%boss, %name);
if($BossMaxHealth[%name] $= "") { if($BossMaxHealth[%name] $= "") {
$BossMaxHealth[%name] = %boss.getMaxDamage(); $BossMaxHealth[%name] = %boss.getMaxDamage();
} }
}
function resetBossProficiency(%client) {
if(isObject(%client.bossProficiency)) {
%client.bossProficiency.delete();
}
%client.bossProficiency = new ScriptObject() {
class = "BossProficiency";
name = "ClientBossProficiency_" + %client;
client = %client;
};
} }
function BossCheckUp(%boss, %name) { function BossCheckUp(%boss, %name) {
%percentage = (mFloor(%boss.getDamageLeft()*100) / mFloor(%boss.getMaxDamage()*100)) * 100; %percentage = (mFloor(%boss.getDamageLeft()*100) / mFloor(%boss.getMaxDamage()*100)) * 100;
MessageAll('MsgSPCurrentObjective1', "", "Boss Battle: "@$TWM2::BossName[%name]@" [Boss Kill Count: "@$TWM2::BossManager.bossKills@"]"); MessageAll('MsgSPCurrentObjective1', "", "Boss Battle: "@$TWM2::BossName[%name]@" [Boss Kill Count: "@$TWM2::BossManager.bossKills@"]");
MessageAll('MsgSPCurrentObjective2', "", "Boss HP: "@mFloor(%boss.getDamageLeft()*100)@"/"@mFloor(%boss.getMaxDamage()*100)@" ("@%percentage@"%)"); MessageAll('MsgSPCurrentObjective2', "", "Boss HP: "@mFloor(%boss.getDamageLeft()*100)@"/"@mFloor(%boss.getMaxDamage()*100)@" ("@%percentage@"%)");
if(%name !$= "CnlWindshear" && %name !$= "Trevor" && %name !$= "Stormrider") { if(%name !$= "CnlWindshear" && %name !$= "Trevor" && %name !$= "Stormrider") {
if(!isObject(%boss) || %boss.getState() $= "dead") { if(!isObject(%boss) || %boss.getState() $= "dead") {
if(%name $= "Vardison1") { if(%name $= "Vardison1") {
%count = ClientGroup.getCount(); %count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++) { for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
recordAction(%cl, "BOSS", "Vardison1"); recordAction(%cl, "BOSS", "Vardison1");
} }
SpawnVardison2(%boss.getPosition()); SpawnVardison2(%boss.getPosition());
return; return;
} }
if(%name $= "Vardison2") { if(%name $= "Vardison2") {
%count = ClientGroup.getCount(); %count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++) { for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
recordAction(%cl, "BOSS", "Vardison2"); recordAction(%cl, "BOSS", "Vardison2");
} }
SpawnVardison3(%boss.getPosition()); SpawnVardison3(%boss.getPosition());
return; return;
} }
//the boss has been defeated, horrah!!! //the boss has been defeated, horrah!!!
%count = ClientGroup.getCount(); %count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++) { for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
if(%cl.damageToBoss > 0) { if(%cl.damageToBoss > 0) {
%cl.GiveBossAward(%name); %cl.GiveBossAward(%name);
} }
} }
$TWM2::BossGoing = 0; $TWM2::BossGoing = 0;
MessageAll('MsgSPCurrentObjective1', "", "Welcome to TWM2!"); MessageAll('MsgSPCurrentObjective1', "", "Welcome to TWM2!");
MessageAll('MsgSPCurrentObjective2', "", "Phantom139, DoL, Signal360"); MessageAll('MsgSPCurrentObjective2', "", "Phantom139, DoL, Signal360");
return; return;
} }
schedule(1000, 0, "BossCheckUp", %boss, %name); schedule(1000, 0, "BossCheckUp", %boss, %name);
} }
else { else {
if(!isObject(%boss)) { if(!isObject(%boss)) {
%count = ClientGroup.getCount(); %count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++) { for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
if(%cl.damageToBoss) { if(%cl.damageToBoss) {
%cl.GiveBossAward(%name); %cl.GiveBossAward(%name);
} }
} }
MessageAll('MsgSPCurrentObjective1', "", "Welcome to TWM2!"); MessageAll('MsgSPCurrentObjective1', "", "Welcome to TWM2!");
MessageAll('MsgSPCurrentObjective2', "", "Phantom139, DoL, Signal360"); MessageAll('MsgSPCurrentObjective2', "", "Phantom139, DoL, Signal360");
$TWM2::BossGoing = 0; $TWM2::BossGoing = 0;
return; return;
} }
schedule(1000, 0, "BossCheckUp", %boss, %name); schedule(1000, 0, "BossCheckUp", %boss, %name);
} }
} }
function GameConnection::GiveBossAward(%client, %bossName) { function GameConnection::GiveBossAward(%client, %bossName) {
%scriptController = %client.TWM2Core; %scriptController = %client.TWM2Core;
%file = ""@$TWM::RanksDirectory@"/"@%client.guid@"/Saved.TWMSave"; %file = ""@$TWM::RanksDirectory@"/"@%client.guid@"/Saved.TWMSave";
//you earn less EXP every time you defeat a specific boss, so tread lightly on those defeat counts :) //you earn less EXP every time you defeat a specific boss, so tread lightly on those defeat counts :)
%damageCount = %client.damageToBoss; %damageCount = %client.damageToBoss;
%maxHP = $BossMaxHealth[%bossName]; %maxHP = $BossMaxHealth[%bossName];
%percentage = (%damageCount / %maxHP) * 100; %percentage = (%damageCount / %maxHP) * 100;
if(%percentage > 5) { if(%percentage > 5) {
recordAction(%client, "BOSS", %bossName); recordAction(%client, "BOSS", %bossName);
if(!isSet(%scriptController.bossDefeatCount[%bossName])) { if(!isSet(%scriptController.bossDefeatCount[%bossName])) {
%scriptController.bossDefeatCount[%bossName] = 0; %scriptController.bossDefeatCount[%bossName] = 0;
} }
if(%bossName $= "Yvex") { if(%bossName $= "Yvex") {
AwardClient(%client, "1"); AwardClient(%client, "1");
} }
else if(%bossName $= "CnlWindshear") { else if(%bossName $= "CnlWindshear") {
AwardClient(%client, "8"); AwardClient(%client, "8");
} }
else if(%bossName $= "GhostOfLightning") { else if(%bossName $= "GhostOfLightning") {
AwardClient(%client, "9"); AwardClient(%client, "9");
} }
else if(%bossName $= "Vengenor") { else if(%bossName $= "Vengenor") {
AwardClient(%client, "10"); AwardClient(%client, "10");
} }
else if(%bossName $= "LordRog") { else if(%bossName $= "LordRog") {
AwardClient(%client, "11"); AwardClient(%client, "11");
} }
else if(%bossName $= "Insignia") { else if(%bossName $= "Insignia") {
AwardClient(%client, "12"); AwardClient(%client, "12");
} }
else if(%bossName $= "GhostOfFire") { else if(%bossName $= "GhostOfFire") {
AwardClient(%client, "27"); AwardClient(%client, "27");
} }
else if(%bossName $= "Stormrider") { else if(%bossName $= "Stormrider") {
AwardClient(%client, "28"); AwardClient(%client, "28");
} }
else if(%bossName $= "ShadeLord") { else if(%bossName $= "ShadeLord") {
AwardClient(%client, "30"); AwardClient(%client, "30");
} }
//VARDISON //VARDISON
else if(%bossName $= "Vardison3") { else if(%bossName $= "Vardison3") {
AwardClient(%client, 13); AwardClient(%client, 13);
if($TWM2::VardisonDifficulty == 1) { if($TWM2::VardisonDifficulty == 1) {
CompleteNWChallenge(%client, "VardEasy"); CompleteNWChallenge(%client, "VardEasy");
} }
else if($TWM2::VardisonDifficulty == 2) { else if($TWM2::VardisonDifficulty == 2) {
CompleteNWChallenge(%client, "VardNorm"); CompleteNWChallenge(%client, "VardNorm");
} }
else if($TWM2::VardisonDifficulty == 3) { else if($TWM2::VardisonDifficulty == 3) {
CompleteNWChallenge(%client, "VardHard"); CompleteNWChallenge(%client, "VardHard");
} }
else if($TWM2::VardisonDifficulty == 4) { else if($TWM2::VardisonDifficulty == 4) {
CompleteNWChallenge(%client, "VardWtf"); CompleteNWChallenge(%client, "VardWtf");
} }
} }
else if(%bossName $= "Trevor") { else if(%bossName $= "Trevor") {
AwardClient(%client, 15); AwardClient(%client, 15);
} }
//rank writing //rank writing
%scriptController.bossDefeatCount[%bossName]++; %scriptController.bossDefeatCount[%bossName]++;
%scriptController.save(%file); %scriptController.save(%file);
%award = mFloor($TWM2::BossXPAward[%bossName] / %scriptController.bossDefeatCount[%bossName]); %award = mFloor($TWM2::BossXPAward[%bossName] / %scriptController.bossDefeatCount[%bossName]);
GainExperience(%client, %award, ""@%bossName@" defeated, congratulations! "); GainExperience(%client, %award, ""@%bossName@" defeated, congratulations! ");
CheckBossChallenge(%client, %bossName); CheckBossChallenge(%client, %bossName);
} CheckBossProficiency(%client, %bossName);
else { }
MessageClient(%client, 'msgFailed', "\c5Command: The boss was defeated, however your input to the team effort was minimal... you must provide support to your allies in need."); else {
MessageClient(%client, 'msgFailed', "\c2Data: You inflicted "@%percentage@"% damage to the boss, in order to be eligable for rewards, you must inflict at least 5%."); MessageClient(%client, 'msgFailed', "\c5Command: The boss was defeated, however your input to the team effort was minimal... you must provide support to your allies in need.");
} MessageClient(%client, 'msgFailed', "\c2Data: You inflicted "@%percentage@"% damage to the boss, in order to be eligable for rewards, you must inflict at least 5%.");
}
} }
function FindValidTarget(%boss, %counter) { //This is usefull function FindValidTarget(%boss, %counter) { //This is usefull
if(%counter $= "") { if(%counter $= "") {
%counter = 10; //10 attempts %counter = 10; //10 attempts
} }
for(%i = 0; %i < %counter; %i++) { for(%i = 0; %i < %counter; %i++) {
%test = ClientGroup.getObject(getRandom(0, ClientGroup.getCount())); %test = ClientGroup.getObject(getRandom(0, ClientGroup.getCount()));
if(isObject(%test)) { if(isObject(%test)) {
%tPL = %test.getControlObject(); %tPL = %test.getControlObject();
if(isObject(%tPL)) { if(isObject(%tPL)) {
if(isPlayer(%tPL)) { if(isPlayer(%tPL)) {
if(%tPL.getState() !$= "dead") { if(%tPL.getState() !$= "dead") {
//Got one! //Got one!
return %test; return %test;
} }
} }
else { else {
return %test; return %test;
} }
} }
} }
} }
return -1; //Found nothing. return -1; //Found nothing.
} }
function CheckBossChallenge(%client, %boss) { function CheckBossChallenge(%client, %boss) {
%scriptController = %client.TWM2Core; %scriptController = %client.TWM2Core;
%dc = %scriptController.bossDefeatCount[%boss]; %dc = %scriptController.bossDefeatCount[%boss];
switch$(%boss) { switch$(%boss) {
case "Yvex": case "Yvex":
if(%dc >= 3) { if(%dc >= 3) {
CompleteNWChallenge(%client, "Yvex1"); CompleteNWChallenge(%client, "Yvex1");
} }
if(%dc >= 5) { if(%dc >= 5) {
CompleteNWChallenge(%client, "Yvex2"); CompleteNWChallenge(%client, "Yvex2");
} }
if(%dc >= 10) { if(%dc >= 10) {
CompleteNWChallenge(%client, "Yvex3"); CompleteNWChallenge(%client, "Yvex3");
} }
case "CnlWindshear": case "CnlWindshear":
if(%dc >= 3) { if(%dc >= 3) {
CompleteNWChallenge(%client, "CWS1"); CompleteNWChallenge(%client, "CWS1");
} }
if(%dc >= 5) { if(%dc >= 5) {
CompleteNWChallenge(%client, "CWS2"); CompleteNWChallenge(%client, "CWS2");
} }
if(%dc >= 10) { if(%dc >= 10) {
CompleteNWChallenge(%client, "CWS3"); CompleteNWChallenge(%client, "CWS3");
} }
case "GhostOfLightning": case "GhostOfLightning":
if(%dc >= 3) { if(%dc >= 3) {
CompleteNWChallenge(%client, "GOL1"); CompleteNWChallenge(%client, "GOL1");
} }
if(%dc >= 5) { if(%dc >= 5) {
CompleteNWChallenge(%client, "GOL2"); CompleteNWChallenge(%client, "GOL2");
} }
if(%dc >= 10) { if(%dc >= 10) {
CompleteNWChallenge(%client, "GOL3"); CompleteNWChallenge(%client, "GOL3");
} }
case "GhostOfFire": case "GhostOfFire":
if(%dc >= 1) { if(%dc >= 1) {
CompleteNWChallenge(%client, "GOF1"); CompleteNWChallenge(%client, "GOF1");
} }
if(%dc >= 3) { if(%dc >= 3) {
CompleteNWChallenge(%client, "GOF2"); CompleteNWChallenge(%client, "GOF2");
} }
if(%dc >= 5) { if(%dc >= 5) {
CompleteNWChallenge(%client, "GOF3"); CompleteNWChallenge(%client, "GOF3");
} }
case "Vegenor": case "Vegenor":
if(%dc >= 3) { if(%dc >= 3) {
CompleteNWChallenge(%client, "Veg1"); CompleteNWChallenge(%client, "Veg1");
} }
if(%dc >= 5) { if(%dc >= 5) {
CompleteNWChallenge(%client, "Veg2"); CompleteNWChallenge(%client, "Veg2");
} }
if(%dc >= 10) { if(%dc >= 10) {
CompleteNWChallenge(%client, "Veg3"); CompleteNWChallenge(%client, "Veg3");
} }
case "LordRog": case "LordRog":
if(%dc >= 2) { if(%dc >= 2) {
CompleteNWChallenge(%client, "LRog1"); CompleteNWChallenge(%client, "LRog1");
} }
if(%dc >= 4) { if(%dc >= 4) {
CompleteNWChallenge(%client, "LRog2"); CompleteNWChallenge(%client, "LRog2");
} }
if(%dc >= 7) { if(%dc >= 7) {
CompleteNWChallenge(%client, "LRog3"); CompleteNWChallenge(%client, "LRog3");
} }
case "Insignia": case "Insignia":
if(%dc >= 2) { if(%dc >= 2) {
CompleteNWChallenge(%client, "Ins1"); CompleteNWChallenge(%client, "Ins1");
} }
if(%dc >= 4) { if(%dc >= 4) {
CompleteNWChallenge(%client, "Ins2"); CompleteNWChallenge(%client, "Ins2");
} }
if(%dc >= 7) { if(%dc >= 7) {
CompleteNWChallenge(%client, "Ins3"); CompleteNWChallenge(%client, "Ins3");
} }
case "Vardison3": case "Vardison3":
if(%dc >= 1) { if(%dc >= 1) {
CompleteNWChallenge(%client, "Vard1"); CompleteNWChallenge(%client, "Vard1");
} }
if(%dc >= 3) { if(%dc >= 3) {
CompleteNWChallenge(%client, "Vard2"); CompleteNWChallenge(%client, "Vard2");
} }
if(%dc >= 5) { if(%dc >= 5) {
CompleteNWChallenge(%client, "Vard3"); CompleteNWChallenge(%client, "Vard3");
} }
case "Stormrider": case "Stormrider":
if(%dc >= 3) { if(%dc >= 3) {
CompleteNWChallenge(%client, "Stormrider1"); CompleteNWChallenge(%client, "Stormrider1");
} }
if(%dc >= 5) { if(%dc >= 5) {
CompleteNWChallenge(%client, "Stormrider2"); CompleteNWChallenge(%client, "Stormrider2");
} }
if(%dc >= 10) { if(%dc >= 10) {
CompleteNWChallenge(%client, "Stormrider3"); CompleteNWChallenge(%client, "Stormrider3");
} }
case "Trevor": case "Trevor":
if(%dc >= 2) { if(%dc >= 2) {
CompleteNWChallenge(%client, "Trev1"); CompleteNWChallenge(%client, "Trev1");
} }
if(%dc >= 4) { if(%dc >= 4) {
CompleteNWChallenge(%client, "Trev2"); CompleteNWChallenge(%client, "Trev2");
} }
if(%dc >= 7) { if(%dc >= 7) {
CompleteNWChallenge(%client, "Trev3"); CompleteNWChallenge(%client, "Trev3");
} }
case "ShadeLord": case "ShadeLord":
if(%dc >= 1) { if(%dc >= 1) {
CompleteNWChallenge(%client, "ShadeLord1"); CompleteNWChallenge(%client, "ShadeLord1");
} }
if(%dc >= 2) { if(%dc >= 2) {
CompleteNWChallenge(%client, "ShadeLord2"); CompleteNWChallenge(%client, "ShadeLord2");
} }
if(%dc >= 3) { if(%dc >= 3) {
CompleteNWChallenge(%client, "ShadeLord3"); CompleteNWChallenge(%client, "ShadeLord3");
} }
} }
}
function CheckBossProficiency(%client, %bossName) {
if(!%client || %client $= "" || !isObject(%client)) {
return;
}
if(%bossName $= "") {
return;
}
//Proficiency: Added TWM2 3.9.2
// Awards clients for completing feats during the boss fight
MessageClient(%client, 'msgTag', "\c5==== PROFICIENCY AWARDS ====");
%count = 0;
%totalEXP = 0;
%damageCount = %client.damageToBoss;
%maxHP = $BossMaxHealth[%bossName];
%dPerc = (%damageCount / %maxHP) * 100;
for(%i = 0; $Boss::Proficiency[%bossName, %i] !$= ""; %i++) {
//Proficiency Code Inputs:
// [bossName]: Name of the boss, internally
// [client]: client ID
// [bProf]: client's boss proficiency object
// [dPerc]: client's damage percentage
%prof = $Boss::Proficiency[%bossName, %i];
%pName = getField(%prof, 0);
%pExp = getField(%prof, 1);
%pDesc = getField(%prof, 2);
%code = $Boss::ProficiencyCode[%bossName, %i];
%eCode = strReplace(%code, "[bossName]", %bossName);
%eCode = strReplace(%eCode, "[client]", %client);
%eCode = strReplace(%eCode, "[bProf]", %client.bossProficiency);
%eCode = strReplace(%eCode, "[dPerc]", %dPerc);
//Generate the code and eval it
%evalCode = "return "@%eCode@";";
%award = eval(%evalCode);
if(%award == true) {
%totalEXP += %pExp;
GainExperience(%client, %pExp, %pName);
%count++;
MessageClient(%client, 'msgFailed', "\c5* "@%pName@": "@%pDesc);
}
}
if(!%count) {
MessageClient(%client, 'msgFailed', "\c5* No Awards Were Earned, Try Again Next Time!");
}
else {
MessageClient(%client, 'msgFailed', "\c5* Summary: You earned "@%count@" proficiency awards, totaling "@%totalEXP@"EXP points, well done!");
}
} }
function BossManager::addKill(%this, %tObj) { function BossManager::addKill(%this, %tObj) {
%this.bossKills++; %this.bossKills++;
if(isObject(%tObj.client.bossProficiency)) {
%tObj.client.bossProficiency.bossDeaths++;
}
} }
//Load The Boss Files //Load The Boss Files