More PQ-esque script modules + HP Bar on some bosses
Completed (hopefully, now!) implementation of automated modules for PQ scripting. Added HP bar for some bosses that wouldn't display it before (like King Slime, Alishar and CRog).
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@@ -1,14 +1,41 @@
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var isPq = true;
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var minPlayers = 1, maxPlayers = 6;
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var minLevel = 1, maxLevel = 200;
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var minPlayers = 4, maxPlayers = 6;
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var minLevel = 21, maxLevel = 30;
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var entryMap = 103000800;
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var exitMap = 103000890;
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var recruitMap = 103000000;
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var clearMap = 103000805;
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var minMapId = 103000800;
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var maxMapId = 103000805;
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var lobbyRange = [0, 0];
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function init() {
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em.setProperty("state", "0");
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em.setProperty("leader", "true");
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setEventRequirements();
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}
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function setLobbyRange() {
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return lobbyRange;
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}
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function setEventRequirements() {
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var reqStr = "";
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reqStr += "\r\n Number of players: ";
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if(maxPlayers - minPlayers >= 1) reqStr += minPlayers + " ~ " + maxPlayers;
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else reqStr += minPlayers;
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reqStr += "\r\n Level range: ";
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if(maxLevel - minLevel >= 1) reqStr += minLevel + " ~ " + maxLevel;
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else reqStr += minLevel;
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em.setProperty("party", reqStr);
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}
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function setEventExclusives(eim) {
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var itemSet = [4001007, 4001008];
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eim.setExclusiveItems(itemSet);
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}
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function setEventRewards(eim) {
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@@ -28,38 +55,37 @@ function getEligibleParty(party) { //selects, from the given party, the tea
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var hasLeader = false;
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if(party.size() > 0) {
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var partyList = party.toArray();
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for(var i = 0; i < party.size(); i++) {
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var ch = partyList[i];
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if(ch.getMapId() == recruitMap && ch.getLevel() >= minLevel && ch.getLevel() <= maxLevel) {
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if(ch.isLeader()) hasLeader = true;
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eligible.push(ch);
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var partyList = party.toArray();
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for(var i = 0; i < party.size(); i++) {
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var ch = partyList[i];
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if(ch.getMapId() == recruitMap && ch.getLevel() >= minLevel && ch.getLevel() <= maxLevel) {
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if(ch.isLeader()) hasLeader = true;
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eligible.push(ch);
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}
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}
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}
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}
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if(!(hasLeader && eligible.length >= minPlayers && eligible.length <= maxPlayers)) eligible = [];
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return eligible;
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}
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function setup(level, leaderid) {
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em.setProperty("state", "1");
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em.setProperty("leader", "true");
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var eim = em.newInstance("Kerning" + leaderid);
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function setup(level, lobbyid) {
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var eim = em.newInstance("Kerning" + lobbyid);
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eim.setProperty("level", level);
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respawnStg1(eim);
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respawnStages(eim);
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eim.startEventTimer(30 * 60000); //30 mins
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setEventRewards(eim);
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setEventExclusives(eim);
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return eim;
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}
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function respawnStg1(eim) {
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function respawnStages(eim) {
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eim.getMapInstance(103000800).instanceMapRespawn();
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eim.schedule("respawnStg1", 10 * 1000);
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eim.getMapInstance(103000805).instanceMapRespawn();
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eim.schedule("respawnStages", 10 * 1000);
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}
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function playerEntry(eim, player) {
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@@ -77,7 +103,7 @@ function playerExit(eim, player) {
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}
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function changedMap(eim, player, mapid) {
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if (mapid < 103000800 || mapid > 103000805) {
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if (mapid < minMapId || mapid > maxMapId) {
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if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
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eim.unregisterPlayer(player);
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end(eim);
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@@ -87,6 +113,13 @@ function changedMap(eim, player, mapid) {
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}
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}
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function changedLeader(eim, leader) {
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var mapid = leader.getMapId();
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if (!eim.isEventCleared() && (mapid < minMapId || mapid > maxMapId)) {
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end(eim);
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}
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}
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function playerDead(eim, player) {}
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function playerRevive(eim, player) { // player presses ok on the death pop up.
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@@ -130,8 +163,6 @@ function end(eim) {
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playerExit(eim, party.get(i));
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}
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eim.dispose();
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em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
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}
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function giveRandomEventReward(eim, player) {
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@@ -141,13 +172,6 @@ function giveRandomEventReward(eim, player) {
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function clearPQ(eim) {
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eim.stopEventTimer();
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eim.setEventCleared();
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em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
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}
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function reopenEvent() {
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em.setProperty("state", "0");
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em.setProperty("leader", "true");
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}
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function monsterKilled(mob, eim) {}
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