plankt Posted December 26, 2011 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 130 Reputation: 43 Joined: 12/11/11 Last Seen: July 16, 2017 Share Posted December 26, 2011 (edited) [AI] Monster Invasion Event The monster invasion which will change difficulty depending on how well the players are doing! Description: This script will allow the users to go through a monster invasion event in three stages, helping a poor Banquet Houseman who can't finish his job. The monsters spawned are first determined by the level of the character, and then adjusted depending on how difficult it was for him/her. The player has 10 minutes to clear the three stages. If the player runs out of time, the HP is decreased for the spawned monsters, if the player finishes it in under 5 minutes, the HP is increased for the spawned monsters. If the player dies a lot of HP during the event, the damage is decreased for the spawned monsters and likewise if the player don't get hurt that much, the damage is increased. It will search for monsters in the table `mob_db` so if you don't want it to find custom mobs, add them to `mob_db2`. It will only find monsters who match these criteria: Attack is above 1 and matches the difficulty HP is above 1 and matches the difficulty DEF and MDEF is below the users level The monster can move and attack Note: At start it'll be easy for all levels. It will balance over time. Requirements: This script uses the queue system found here. You need to download and add it. You need to set up the config at the top of the script. Settings in the script: Name of NPC Which queue number it should have (leave this as 1 if you're unsure) What map the event should use, make sure it's an empty map Where the player enters the map If donators/GMs should have priority in the queue system Prize: The script will look up the 100 rarest items owned by players on your server and give one of those. It determines the rarity by how many is owned overall by the players. Download link: http://rathena.org/b...58-ai-mobspawn/ ai.txt Edited December 26, 2011 by plankt Quote Link to comment Share on other sites More sharing options...
Mystery Posted December 28, 2011 Group: Members Topic Count: 94 Topics Per Day: 0.02 Content Count: 2192 Reputation: 253 Joined: 11/11/11 Last Seen: June 24, 2020 Share Posted December 28, 2011 (edited) For some reason I get these everything I load the map server: [Error]: script_rid2sd: fatal error ! player not attached [Debug]: Function: getcharid (1 parameter): [Debug]: Data: number value =3 [Debug]: Source (NPC): queue_main Yes, I have your Queue main script, just not the "Test" one nor the Speedtest. Edited December 28, 2011 by Mysterious Quote Link to comment Share on other sites More sharing options...
plankt Posted December 28, 2011 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 130 Reputation: 43 Joined: 12/11/11 Last Seen: July 16, 2017 Author Share Posted December 28, 2011 (edited) It seems like you're missing the 'end;' above 'OnPCLogoutEvent:' in the NPC 'queue_main'. The download should have it in place, if you still get the same error message, check from line 30 in 'queue.txt' that is looks like this: end; // Removes a player or the party from the queue if they log out. OnPCLogoutEvent: set .@id, getcharid(3); Please re-download the 'queue.txt' Version 1.01. Edited December 28, 2011 by plankt Quote Link to comment Share on other sites More sharing options...
Mystery Posted December 28, 2011 Group: Members Topic Count: 94 Topics Per Day: 0.02 Content Count: 2192 Reputation: 253 Joined: 11/11/11 Last Seen: June 24, 2020 Share Posted December 28, 2011 (edited) Ouch.. I swear I downloaded the newest one D:! Crap! Thanks a lot though. I tested your script and it's very good. However, you should add an option to go as a party I added a timer just so people don't keep using it over and over. Edited December 28, 2011 by Mysterious Quote Link to comment Share on other sites More sharing options...
MisterLayzee Posted December 29, 2011 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 5 Reputation: 0 Joined: 12/26/11 Last Seen: November 24, 2014 Share Posted December 29, 2011 Very impressive work plankt, I've been searching/trying to make a decent queue system for awhile now. However, if its possible, I'd suggest making it to where you can have multiple games going at the same time. For example, after a "X" ammount of people queued in one room that activates a loop that changes the event number and/or the map number (kh_kiehl02 changes to kh_kiehl03) and after it goes through all the maps you have for the event it reverts back to the 1st one. Quote Link to comment Share on other sites More sharing options...
plankt Posted January 1, 2012 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 130 Reputation: 43 Joined: 12/11/11 Last Seen: July 16, 2017 Author Share Posted January 1, 2012 Thanks for the comments! Mysterious, This event is made for single players since it adjusts the difficulty but I've thought about it and might add the feature of joining as a party later on. MisterLayzee, The queue systems topic is here, I'm glad if you post issues and suggestions regarding it there to bump it a bit The queue system itself just handles putting people in queue and returning the AIDs you want. You can have many events working with the same queue if you just use the same number for all of them. In that way you have full freedom in handling rooms etc in your code. The queue itself isn't limited in size as long as your database can handle it, so you can put thousands of people in the queue but you can only take out 127 players at a time. Quote Link to comment Share on other sites More sharing options...
MisterLayzee Posted January 1, 2012 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 5 Reputation: 0 Joined: 12/26/11 Last Seen: November 24, 2014 Share Posted January 1, 2012 I ment having multiple events going at the same time. Since this event is only Single Player and you can have like 100 poeple waiting in the queue, the wait time would be HUGE. But if you have say 5, 10, 20 instances of the same event you can cut the wait time substancially making it more enjoyable for the players. Quote Link to comment Share on other sites More sharing options...
plankt Posted January 2, 2012 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 130 Reputation: 43 Joined: 12/11/11 Last Seen: July 16, 2017 Author Share Posted January 2, 2012 (edited) You could, theoretically, just add the script twice (or more times) and do these changes to the copy: Change: prontera,155,188,4 script Banquet Houseman 109,{ To: -<tab>script<tab>BH#<tab>-1,{ Where # is the current copy And make sure that they have different '.map$'. That should give you two of the same event, sharing queue, without them messing with each other noticeably Edited January 2, 2012 by plankt Quote Link to comment Share on other sites More sharing options...
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