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b890e82a88
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b890e82a88 | ||
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8114930855 |
@@ -27,13 +27,10 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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private const ushort ValleyOfLorenMapNumber = 30;
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private const short CastleGateNumber = 277; // client MONSTER_CASTLE_GATE1 -> renders a real gate + blocks terrain until broken
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private const short GateTemplateNumber = 131; // BloodCastle "Castle Gate" destructible (has HP) — HP template for 277
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private const short GuardianStatueNumber = 283; // "Guardian Statue" — inner castle defense
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private const short StatueTemplateNumber = 132; // BloodCastle "Statue of Saint" destructible (has HP) — HP template for 283
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private const int SwitchHoldRange = 3;
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// Castle defenses spawned at siege start — destructibles the attackers must break: (number, x, y).
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// Gates are at the 6 REAL castle gate positions (client g_byGateLocation) so the client renders them
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// closed and blocks the terrain until broken. Guardian statues stand inside near the throne.
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// Castle defenses spawned at siege start — the 6 REAL castle gates (client g_byGateLocation).
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// The client renders them closed and blocks the terrain until each is broken. All must fall before the throne.
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private static readonly (short Number, byte X, byte Y)[] DefenseSpawns =
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{
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(CastleGateNumber, 67, 114),
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@@ -42,8 +39,6 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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(CastleGateNumber, 81, 161),
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(CastleGateNumber, 107, 161),
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(CastleGateNumber, 93, 204),
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(GuardianStatueNumber, 170, 208),
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(GuardianStatueNumber, 182, 208),
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};
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// Crown Switch positions on Valley of Loren (from the map init) — held by standing on them: (number, x, y).
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@@ -177,10 +172,9 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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continue;
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}
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// The stock CS gate (277) / statue (283) definitions have no HP and aren't destructible;
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// make them breakable by borrowing the HP/attributes of a working destructible (131/132).
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var template = gameContext.Configuration.Monsters.FirstOrDefault(
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m => m.Number == (spawn.Number == CastleGateNumber ? GateTemplateNumber : StatueTemplateNumber));
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// The stock CS gate (277) definition has no HP and isn't destructible; make it breakable
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// by borrowing the HP/attributes of a working destructible (BloodCastle gate 131).
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var template = gameContext.Configuration.Monsters.FirstOrDefault(m => m.Number == GateTemplateNumber);
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EnsureDestructible(definition, template);
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var spawnArea = new MonsterSpawnArea
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