Neo City + Revamped EllinPQ + New Release
Fixed Neo City area, now playable. Overhauled the EllinPQ mechanics, such as the "CLEAR" effect when passing maps, and some bug fixes along the way. Refactored a lot of out-of-place classes and properly renamed a few others through the project. Updated readme and licenses through the source, preparing the stage for the new release.
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@@ -74,6 +74,8 @@ function setup(level, lobbyid) {
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var eim = em.newInstance("Ellin" + lobbyid);
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eim.setProperty("level", level);
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eim.setProperty("statusStg4", 0);
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eim.getInstanceMap(930000000).resetPQ(level);
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eim.getInstanceMap(930000100).resetPQ(level);
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eim.getInstanceMap(930000200).resetPQ(level);
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@@ -179,11 +181,27 @@ function end(eim) {
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function clearPQ(eim) {
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eim.stopEventTimer();
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eim.setEventCleared();
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eim.warpEventTeam(930000800);
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}
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function monsterKilled(mob, eim) {}
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function isPoisonGolem(mob) {
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var mobid = mob.getId();
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return (mobid == 9300182);
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}
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function monsterKilled(mob, eim, hasKiller) {
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var map = mob.getMap();
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if(isPoisonGolem(mob)) {
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eim.showClearEffect(map.getId());
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eim.clearPQ();
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} else if(map.countMonsters() == 0) {
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var stage = ((map.getId() % 1000) / 100);
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if(stage == 1 || (stage == 4 && !hasKiller)) {
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eim.showClearEffect(map.getId());
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}
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}
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}
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function allMonstersDead(eim) {}
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