New PQ: Boss Rush PQ + Ellin/PiratePQ bug fixes
Introducing Boss Rush PQ. Corrected a few issues regarding rewardings in PiratePQ and EllinPQ and implemented a standardized way to script PQs.
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@@ -1,13 +1,37 @@
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var isPq = true;
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var minPlayers = 1;
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var minPlayers = 3, maxPlayers = 6;
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var minLevel = 55, maxLevel = 100;
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var entryMap = 925100000;
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var exitMap = 925100700;
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var recruitMap = 251010404;
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var clearMap = 925100600;
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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 getEligibleParty(party) { //selects, from the given party, the team that is allowed to attempt this event
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var eligible = [];
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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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}
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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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@@ -119,7 +143,7 @@ function changedMap(eim, player, mapid) {
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if (mapid < 925100000 || mapid > 925100500) {
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eim.unregisterPlayer(player);
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if (eim.disposeIfPlayerBelow(0, 0)) {
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if (eim.disposeIfPlayerBelow(minPlayers, exitMap)) {
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em.setProperty("state", "0");
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em.setProperty("leader", "true");
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}
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@@ -129,6 +153,7 @@ function changedMap(eim, player, mapid) {
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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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var party = eim.getPlayers();
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if (eim.isLeader(player) || party.size() <= minPlayers) { // Check for party leader
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var party = eim.getPlayers();
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for (var i = 0; i < party.size(); i++)
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@@ -188,8 +213,23 @@ function end(eim) {
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eim.dispose();
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}
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function clearPQ(eim) {
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end(eim);
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function playerClear(eim, player, toMap) {
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eim.unregisterPlayer(player);
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if(toMap != null) player.changeMap(toMap);
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else player.changeMap(clearMap, 0);
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}
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function complete(eim, toMap) {
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var party = eim.getPlayers();
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for (var i = 0; i < party.size(); i++) {
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playerClear(eim, party.get(i), toMap);
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}
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eim.dispose();
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}
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function clearPQ(eim, toMap) {
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complete(eim, toMap);
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}
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function monsterKilled(mob, eim) {}
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