WarBL.ps
open [main]
var InterruptBlock ""
InterruptArg ""
Boss1 ""
Boss2 ""
Entrance ""
Door01 ""
Door02 ""
Door03 ""
scriptfile "IDWarBL".
interruptclear. ; Àδø¿¡¼* ÀÎÅÍ·´Æ®°¡ ÀÚ²Ù ½×ÀÌ´Â Çö»ó ¹æÁö
doorbuild Door01 "WarBL_Door1" 1406 5622 0 1000 "Normal".
doorclose Door01 "Door01".
doorbuild Door02 "WarBL_Door2" 2241 6528 90 1000 "Normal".
doorclose Door02 "Door02".
doorbuild Door03 "WarBL_Door2" 5154 1974 23 1000 "Normal".
doorclose Door03 "Door03".
npcstand Entrance "DT_ExitGate" 1302 1152 0 1000 "Normal".
interruptset NPCClickHandle "EntranceClick" 1 Entrance "onEntranceClick".
scriptfile "IDWarBL".
pause Sec 10.
broadcast all "Chat0101".
pause Sec 5.
regengroup "WarBL" "v1".
call "WaitClearStage".
pause Sec 2.
broadcast all "Chat0102".
dooropen Door01 "Door01".
pause Sec 5.
regengroup "WarBL" "b1".
broadcast all "Chat0101".
call "WaitBoss1Dead".
pause Sec 2.
broadcast all "Chat0102".
dooropen Door02 "Door02".
pause Sec 10.
regengroup "WarBL" "v2".
regengroup "WarBL" "v3".
call "WaitClearStage".
chatwin "WarBL_SCitrie" "Chat0201".
pause Sec 2.
regengroup "WarBL" "v5".
call "WaitClearStage".
chatwin "WarBL_SCitrie" "Chat0202".
pause Sec 2.
regengroup "WarBL" "v5".
call "WaitClearStage".
pause Sec 2.
broadcast all "Chat2001".
broadcast all "Chat2002".
chatwin "WarBL_SCitrie" "Chat2003".
regengroup "WarBL" "v4".
call "WaitClearStage".
pause Sec 2.
dooropen Door03 "Door03".
regengroup "WarBL" "b2".
call "WaitBoss2Dead".
pause Sec 2.
npcstand Entrance "DT_ExitGate" 3831 633 23 1000 "Normal".
interruptset NPCClickHandle "EntranceClick" 1 Entrance "onEntranceClick".
pause Sec 2.
broadcast all "Chat2001System".
pause sec 10.
broadcast all "Chat2002System".
pause sec 10.
broadcast all "Chat2003System".
pause sec 10.
linkto all "RouN" "RouN" 6445 8630.
; ¶Ç µé¾î¿À´Â ¹Ùº¸°¡ ÀÖÀ»Áö ¸ð¸£´Ï ¹®À» À§Çؼ*
interruptclear.
interruptset NPCClickHandle "EntranceClick" 1 Entrance "onEntranceClick".
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [onEntranceClick]
var mclicker 0.
whoclickme mclicker InterruptArg.
linkto mclicker "RouN" "RouN" 4136 8416.
interruptset NPCClickHandle "EntranceClick" 1 Entrance "onEntranceClick".
close
open [WaitClearStage]
; Index¸¦ _NONE_ À̶ó°í ÁÖ¸é ¾î¶² ¸÷/Ç÷¹À̾ Á׾ ÀÎÅÍ·´Æ® ¹ß»ý
; interruptset DeadIndex "AnyMobDead" 1 "_NONE_" "onAnyMobDead".
;interruptset MobEliminate "" 1 "onMobEliminate".
; ¸÷µéÀÌ Çѹø ÀüºÎ Á×À¸¸é ¿¬¼ÓÀûÀ¸·Î Eliminate ÀÎÅÍ·´Æ®°¡ ÀϾ´õ¶ó
pause sec 5.
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [onMobEliminate]
break "WaitClearStage".
close
open [onAnyMobDead]
var Total 0
Guard 0.
; Á×ÀÌÁö ¾Ê¾Æµµ µÉ ¸÷ÀÌ ÀÖ´Ù
Total = @Count("all").
Guard = @Count("DT_StancherGuardian03") + @Count("DT_StancherGuardian02") + @Count("DT_StancherGuardian01") + @Count("DT_StancherAiri").
Total = Total - Guard.
if Total == 0
then open
break "WaitClearStage".
close
else open
interruptset DeadIndex "AnyMobDead" 1 "_NONE_" "onAnyMobDead".
close
close
open [WaitBoss1Dead]
pause sec 1.
findhandle Boss1 "WarBL_ICitrie" 0.
interruptset HPLow "Boss1HP70" 1 Boss1 700 "onBoss1HP70".
interruptset HPLow "Boss1HP20" 1 Boss1 200 "onBoss1HP20".
interruptset DeadIndex "Boss1Dead" 1 "WarBL_ICitrie" "onBoss1Dead".
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open[onBoss1HP70]
summonmob Boss1 "WarBL_IMurumuru" 1.
close
open[onBoss1HP20]
summonmob Boss1 "WarBL_IMurumuru" 2.
close
open[onBoss1Dead]
call "WaitClearStage".
break "WaitBoss1Dead".
close
open [WaitBoss2Dead]
pause sec 1.
findhandle Boss2 "WarBL_SCitrie" 0.
interruptset HPLow "Boss2HP70" 1 Boss2 700 "onBoss2HP70".
interruptset HPLow "Boss5HP50" 1 Boss5 500 "onBoss5HP50".
interruptset HPLow "Boss2HP20" 1 Boss2 200 "onBoss2HP20".
interruptset DeadIndex "Boss2Dead" 1 "WarBL_SCitrie" "onBoss2Dead".
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open[onBoss2HP70]
summonmob Boss2 "WarBL_SMurumuru" 1.
summonmob Boss2 "WarBL_Devildom" 3.
close
open[onBoss5HP50]
summonmob Boss5 "WarBL_SMurumuru" 2.
summonmob Boss2 "WarBL_Devildom" 4.
close
open[onBoss2HP20]
summonmob Boss2 "WarBL_Devildom" 2.
close
open[onBoss2Dead]
suicide all.
break "WaitBoss2Dead".
close
var InterruptBlock ""
InterruptArg ""
Boss1 ""
Boss2 ""
Entrance ""
Door01 ""
Door02 ""
Door03 ""
scriptfile "IDWarBL".
interruptclear. ; Àδø¿¡¼* ÀÎÅÍ·´Æ®°¡ ÀÚ²Ù ½×ÀÌ´Â Çö»ó ¹æÁö
doorbuild Door01 "WarBL_Door1" 1406 5622 0 1000 "Normal".
doorclose Door01 "Door01".
doorbuild Door02 "WarBL_Door2" 2241 6528 90 1000 "Normal".
doorclose Door02 "Door02".
doorbuild Door03 "WarBL_Door2" 5154 1974 23 1000 "Normal".
doorclose Door03 "Door03".
npcstand Entrance "DT_ExitGate" 1302 1152 0 1000 "Normal".
interruptset NPCClickHandle "EntranceClick" 1 Entrance "onEntranceClick".
scriptfile "IDWarBL".
pause Sec 10.
broadcast all "Chat0101".
pause Sec 5.
regengroup "WarBL" "v1".
call "WaitClearStage".
pause Sec 2.
broadcast all "Chat0102".
dooropen Door01 "Door01".
pause Sec 5.
regengroup "WarBL" "b1".
broadcast all "Chat0101".
call "WaitBoss1Dead".
pause Sec 2.
broadcast all "Chat0102".
dooropen Door02 "Door02".
pause Sec 10.
regengroup "WarBL" "v2".
regengroup "WarBL" "v3".
call "WaitClearStage".
chatwin "WarBL_SCitrie" "Chat0201".
pause Sec 2.
regengroup "WarBL" "v5".
call "WaitClearStage".
chatwin "WarBL_SCitrie" "Chat0202".
pause Sec 2.
regengroup "WarBL" "v5".
call "WaitClearStage".
pause Sec 2.
broadcast all "Chat2001".
broadcast all "Chat2002".
chatwin "WarBL_SCitrie" "Chat2003".
regengroup "WarBL" "v4".
call "WaitClearStage".
pause Sec 2.
dooropen Door03 "Door03".
regengroup "WarBL" "b2".
call "WaitBoss2Dead".
pause Sec 2.
npcstand Entrance "DT_ExitGate" 3831 633 23 1000 "Normal".
interruptset NPCClickHandle "EntranceClick" 1 Entrance "onEntranceClick".
pause Sec 2.
broadcast all "Chat2001System".
pause sec 10.
broadcast all "Chat2002System".
pause sec 10.
broadcast all "Chat2003System".
pause sec 10.
linkto all "RouN" "RouN" 6445 8630.
; ¶Ç µé¾î¿À´Â ¹Ùº¸°¡ ÀÖÀ»Áö ¸ð¸£´Ï ¹®À» À§Çؼ*
interruptclear.
interruptset NPCClickHandle "EntranceClick" 1 Entrance "onEntranceClick".
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [onEntranceClick]
var mclicker 0.
whoclickme mclicker InterruptArg.
linkto mclicker "RouN" "RouN" 4136 8416.
interruptset NPCClickHandle "EntranceClick" 1 Entrance "onEntranceClick".
close
open [WaitClearStage]
; Index¸¦ _NONE_ À̶ó°í ÁÖ¸é ¾î¶² ¸÷/Ç÷¹À̾ Á׾ ÀÎÅÍ·´Æ® ¹ß»ý
; interruptset DeadIndex "AnyMobDead" 1 "_NONE_" "onAnyMobDead".
;interruptset MobEliminate "" 1 "onMobEliminate".
; ¸÷µéÀÌ Çѹø ÀüºÎ Á×À¸¸é ¿¬¼ÓÀûÀ¸·Î Eliminate ÀÎÅÍ·´Æ®°¡ ÀϾ´õ¶ó
pause sec 5.
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [onMobEliminate]
break "WaitClearStage".
close
open [onAnyMobDead]
var Total 0
Guard 0.
; Á×ÀÌÁö ¾Ê¾Æµµ µÉ ¸÷ÀÌ ÀÖ´Ù
Total = @Count("all").
Guard = @Count("DT_StancherGuardian03") + @Count("DT_StancherGuardian02") + @Count("DT_StancherGuardian01") + @Count("DT_StancherAiri").
Total = Total - Guard.
if Total == 0
then open
break "WaitClearStage".
close
else open
interruptset DeadIndex "AnyMobDead" 1 "_NONE_" "onAnyMobDead".
close
close
open [WaitBoss1Dead]
pause sec 1.
findhandle Boss1 "WarBL_ICitrie" 0.
interruptset HPLow "Boss1HP70" 1 Boss1 700 "onBoss1HP70".
interruptset HPLow "Boss1HP20" 1 Boss1 200 "onBoss1HP20".
interruptset DeadIndex "Boss1Dead" 1 "WarBL_ICitrie" "onBoss1Dead".
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open[onBoss1HP70]
summonmob Boss1 "WarBL_IMurumuru" 1.
close
open[onBoss1HP20]
summonmob Boss1 "WarBL_IMurumuru" 2.
close
open[onBoss1Dead]
call "WaitClearStage".
break "WaitBoss1Dead".
close
open [WaitBoss2Dead]
pause sec 1.
findhandle Boss2 "WarBL_SCitrie" 0.
interruptset HPLow "Boss2HP70" 1 Boss2 700 "onBoss2HP70".
interruptset HPLow "Boss5HP50" 1 Boss5 500 "onBoss5HP50".
interruptset HPLow "Boss2HP20" 1 Boss2 200 "onBoss2HP20".
interruptset DeadIndex "Boss2Dead" 1 "WarBL_SCitrie" "onBoss2Dead".
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open[onBoss2HP70]
summonmob Boss2 "WarBL_SMurumuru" 1.
summonmob Boss2 "WarBL_Devildom" 3.
close
open[onBoss5HP50]
summonmob Boss5 "WarBL_SMurumuru" 2.
summonmob Boss2 "WarBL_Devildom" 4.
close
open[onBoss2HP20]
summonmob Boss2 "WarBL_Devildom" 2.
close
open[onBoss2Dead]
suicide all.
break "WaitBoss2Dead".
close
; Shine NPC table(ShineNPC.txt)
#ignore \o042 ; ÀοëºÎÈ£ ¹«½Ã
#exchange # \x20 ; # => space
;#delimiter \x20
#Table Script
#ColumnType INDEX STRING[128]
#ColumnName ScrIndex ScrString
#Record Chat0101 Devil monster has appered.
#Record Chat0102 Devil monster has been killed.
#Record Chat0201 Such a useless human being! I will show you the power of devil.
#Record Chat0202 Kill all of them!
#Record Chat2001 Use your best judgment when trading with other players.
#Record Chat2002 Remember, if a deal seems too good to be true, it just might be!
#Record Chat2003 You cannot accomplish anything without me! Prepare to die, you pathetic warriors!
; KQ ÀÓ½Ã
#Record Chat2001System Move to Roumen in 30 seconds.
#Record Chat2002System Move to Roumen in 20 seconds.
#Record Chat2003System Move to Roumen in 10 seconds.
#End
#ignore \o042 ; ÀοëºÎÈ£ ¹«½Ã
#exchange # \x20 ; # => space
;#delimiter \x20
#Table Script
#ColumnType INDEX STRING[128]
#ColumnName ScrIndex ScrString
#Record Chat0101 Devil monster has appered.
#Record Chat0102 Devil monster has been killed.
#Record Chat0201 Such a useless human being! I will show you the power of devil.
#Record Chat0202 Kill all of them!
#Record Chat2001 Use your best judgment when trading with other players.
#Record Chat2002 Remember, if a deal seems too good to be true, it just might be!
#Record Chat2003 You cannot accomplish anything without me! Prepare to die, you pathetic warriors!
; KQ ÀÓ½Ã
#Record Chat2001System Move to Roumen in 30 seconds.
#Record Chat2002System Move to Roumen in 20 seconds.
#Record Chat2003System Move to Roumen in 10 seconds.
#End
; Shine Monster Regeneration Table V0.2
; Monster Group
#ignore \o042
#exchange # \x20
#table MobRegenGroup
; GroupID Family Regen Region
; Y/N X Y X Y Range/Degree
#columntype INDEX STRING[1] DWRD DWRD DWRD DWRD DWRD
#columnname GroupIndex IsFamily CenterX CenterY Width Height RangeDegree
#record v1 N 1393 3543 0 0 500
#record v2 N 5708 5052 0 0 500
#record v3 N 5847 6966 0 0 500
#record v4 N 6999 3712 0 0 500
#record v5 N 6582 6492 0 0 200
#record b1 N 1403 6535 0 0 50
#record b2 N 4334 1142 0 0 50
#table MobRegen
; GroupID MobIndex number number Regen Time(sec) Base
; Standard Min Max delta sec delta sec delta sec delta sec delta
#columntype INDEX STRING[33] BYTE BYTE DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD
#columnname RegenIndex MobIndex MobNum KillNum RegStandard RegMin RegMax RegDelta0 RegSec0 RegDelta1 RegSec1 RegDelta2 RegSec2 RegDelta3 RegSec3 RegDelta4
#record v1 WarBL_Devildom 10 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record v2 WarBL_Devildom 15 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record v3 WarBL_Devildom 10 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record v4 WarBL_Devildom 10 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record v5 WarBL_Devildom 5 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record b1 WarBL_ICitrie 1 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record b2 WarBL_SCitrie 1 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#end
; Monster Group
#ignore \o042
#exchange # \x20
#table MobRegenGroup
; GroupID Family Regen Region
; Y/N X Y X Y Range/Degree
#columntype INDEX STRING[1] DWRD DWRD DWRD DWRD DWRD
#columnname GroupIndex IsFamily CenterX CenterY Width Height RangeDegree
#record v1 N 1393 3543 0 0 500
#record v2 N 5708 5052 0 0 500
#record v3 N 5847 6966 0 0 500
#record v4 N 6999 3712 0 0 500
#record v5 N 6582 6492 0 0 200
#record b1 N 1403 6535 0 0 50
#record b2 N 4334 1142 0 0 50
#table MobRegen
; GroupID MobIndex number number Regen Time(sec) Base
; Standard Min Max delta sec delta sec delta sec delta sec delta
#columntype INDEX STRING[33] BYTE BYTE DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD DWRD
#columnname RegenIndex MobIndex MobNum KillNum RegStandard RegMin RegMax RegDelta0 RegSec0 RegDelta1 RegSec1 RegDelta2 RegSec2 RegDelta3 RegSec3 RegDelta4
#record v1 WarBL_Devildom 10 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record v2 WarBL_Devildom 15 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record v3 WarBL_Devildom 10 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record v4 WarBL_Devildom 10 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record v5 WarBL_Devildom 5 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record b1 WarBL_ICitrie 1 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#record b2 WarBL_SCitrie 1 0 9 1 15 -4 5 -2 8 0 10 2 13 4
#end
so was ihr nur tun müsst, die mobs adden (und falls nich so gefällt anpassen)
viel spaß damit^^






