Client clean-up + PiratePQ Implementation

Major update on client packets, now properly making unseen killed
monsters not appear as residual on a player's client. Many updates
revolving the PiratePQ environment as well.
This commit is contained in:
ronancpl
2017-04-12 15:32:55 -03:00
parent 768d9d0264
commit 6791a3d475
48 changed files with 990 additions and 194 deletions

View File

@@ -0,0 +1,29 @@
importPackage(Packages.server.life);
function enter(pi) {
if (pi.getMap().getReactorByName("sMob1").getState() >= 1 && pi.getMap().getReactorByName("sMob2").getState() >= 1 && pi.getMap().getReactorByName("sMob3").getState() >= 1 && pi.getMap().getReactorByName("sMob4").getState() >= 1) {
if (pi.isLeader()) {
var em = pi.getEventManager("PiratePQ");
var level = parseInt(em.getProperty("level"));
var chests = parseInt(em.getProperty("openedChests"));
var boss;
if(chests == 0) boss = MapleLifeFactory.getMonster(9300119); //lord pirate
else if(chests == 1) boss = MapleLifeFactory.getMonster(9300105); //angry lord pirate
else boss = MapleLifeFactory.getMonster(9300106); //enraged lord pirate
boss.changeDifficulty(level, true);
pi.getMap(925100500).spawnMonster(boss);
pi.warpParty(925100500); //next
return(true);
} else {
pi.playerMessage(5, "The leader must be here");
return(false);
}
} else {
pi.playerMessage(5, "The portal is not opened yet.");
return(false);
}
}