Clean-up Patch
Bug correction on some quests.
This commit is contained in:
90
scripts/event/Ellin.js
Normal file
90
scripts/event/Ellin.js
Normal file
@@ -0,0 +1,90 @@
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var minPlayers = 2;
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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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}
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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("Ellin" + leaderid);
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eim.setInstanceMap(930000000).resetPQ(level);
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eim.setInstanceMap(930000100).resetPQ(level);
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eim.setInstanceMap(930000200).resetPQ(level);
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eim.setInstanceMap(930000300).resetPQ(level);
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eim.setInstanceMap(930000400).resetPQ(level);
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var map = eim.setInstanceMap(930000500);
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map.resetPQ(level);
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map.shuffleReactors();
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eim.setInstanceMap(930000600).resetPQ(level);
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eim.setInstanceMap(930000700).resetPQ(level);
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eim.startEventTimer(1200000); //20 mins
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return eim;
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}
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function playerEntry(eim, player) {
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var map = eim.getMapInstance(0);
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player.changeMap(map, map.getPortal(0));
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player.tryPartyQuest(1206);
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}
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function playerRevive(eim, player) {
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}
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function scheduledTimeout(eim) {
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end(eim);
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}
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function changedMap(eim, player, mapid) {
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if (mapid < 930000000 || mapid > 930000700) {
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eim.unregisterPlayer(player);
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if (eim.disposeIfPlayerBelow(0, 0)) {
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em.setProperty("state", "0");
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em.setProperty("leader", "true");
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}
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}
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}
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function playerDisconnected(eim, player) {
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return 0;
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}
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function monsterValue(eim, mobId) {
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return 1;
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}
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function playerExit(eim, player) {
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eim.unregisterPlayer(player);
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if (eim.disposeIfPlayerBelow(0, 0)) {
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em.setProperty("state", "0");
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em.setProperty("leader", "true");
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}
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}
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function end(eim) {
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eim.disposeIfPlayerBelow(100, 930000800);
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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 clearPQ(eim) {
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end(eim);
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}
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function allMonstersDead(eim) {
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}
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function leftParty (eim, player) {
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// If only 2 players are left, uncompletable:
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end(eim);
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}
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function disbandParty (eim) {
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end(eim);
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}
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function playerDead(eim, player) {}
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function cancelSchedule() {}
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@@ -1,5 +1,5 @@
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//Time Setting is in millisecond
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var closeTime = 24 * 1000; //[30 seconds] The time to close the gate
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var closeTime = 24 * 1000; //[24 seconds] The time to close the gate
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var beginTime = 30 * 1000; //[30 seconds] The time to begin the ride
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var rideTime = 30 * 1000; //[30 seconds] The time that require move to destination
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var KC_Waiting;
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