Implemented EllinPQ + some bug fixes
Implemented EllinPQ, adjusted several drop rates and data, fixes some bugs at quests at client-side.
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@@ -638,17 +638,34 @@ public class Commands {
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break;
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//debug only
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case "map":
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case "debugpos":
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if(ServerConstants.USE_DEBUG) {
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player.dropMessage("Current map position: (" + player.getPosition().getX() + ", " + player.getPosition().getY() + ").");
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break;
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}
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case "mapcount":
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break;
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case "debugmapcount":
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if(ServerConstants.USE_DEBUG) {
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player.dropMessage("Current map count: (" + player.getMap().getAllPlayers().size() + ").");
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break;
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}
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break;
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case "debugevent":
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if(ServerConstants.USE_DEBUG) {
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if(player.getEventInstance() == null) player.dropMessage("Player currently not in a event.");
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else player.dropMessage("Current event name: " + player.getEventInstance().getName() + ".");
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}
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break;
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case "debugreactors":
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if(ServerConstants.USE_DEBUG) {
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player.dropMessage("Current reactor states on map " + player.getMapId() + ":");
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for(Pair p: player.getMap().reportReactorStates()) {
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player.dropMessage("Reactor id: " + p.getLeft() + " -> State: " + p.getRight() + ".");
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}
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}
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break;
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default:
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if (player.gmLevel() == 0) {
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player.yellowMessage("Player Command " + heading + sub[0] + " does not exist, see @help for a list of commands.");
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