Improved Mushroom Castle + Body Pressure patch
Improved the gameplay around the Mushroom Castle region. Solved an issue with HP threshold on MoveLifeHandler. Fixed Body Pressure being refreshed every time it hits a mob.
This commit is contained in:
@@ -2,6 +2,9 @@ var minPlayers = 1;
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var entryMap = 106021402;
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var exitMap = 106021600;
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var minMapId = 106021601;
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var maxMapId = 106021601;
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function init(){}
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function setup(difficulty, lobbyId){
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@@ -84,11 +87,8 @@ function playerExit(eim, player){
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player.changeMap(entryMap, 2);
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}
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function moveMap(eim, player){
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if(player.getMap().getId() == exitMap || player.getMap().getId() == entryMap){
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removePlayer(eim, player);
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eim.dispose();
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}
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function changedMap(eim, chr, mapid) {
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if(mapid < minMapId || mapid > maxMapId) playerExit(eim, chr);
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}
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function removePlayer(eim, player){
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119
scripts/event/MK_PrimeMinister2.js
Normal file
119
scripts/event/MK_PrimeMinister2.js
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@@ -0,0 +1,119 @@
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importPackage(Packages.tools);
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importPackage(Packages.server.life);
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var minPlayers = 1;
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var eventTime = 10;
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var entryMap = 106021402;
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var exitMap = 106021600;
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var minMapId = 106021601;
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var maxMapId = 106021601;
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function init(){}
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function setup(difficulty, lobbyId){
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var eim = em.newInstance("MK_PrimeMinister2_" +lobbyId);
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eim.getInstanceMap(106021601).resetFully();
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eim.getInstanceMap(106021601).allowSummonState(false);
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respawn(eim);
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return eim;
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}
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function afterSetup(eim){}
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function respawn(eim){
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var map = eim.getMapInstance(entryMap);
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map.allowSummonState(true);
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map.instanceMapRespawn();
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eim.schedule("respawn", 10000);
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}
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function playerEntry(eim, player){
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var weddinghall = eim.getMapInstance(106021601);
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player.changeMap(weddinghall, weddinghall.getPortal(1));
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var pm = MapleLifeFactory.getMonster(3300008);
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weddinghall.spawnMonsterOnGroundBelow(pm, new Packages.java.awt.Point(472, 27));
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player.getClient().getSession().write(MaplePacketCreator.getClock(eventTime * 60));
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eim.startEventTimer(eventTime * 60000);
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}
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function scheduledTimeout(eim){
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var party = eim.getPlayers();
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for(var i = 0; i < party.size(); i++)
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playerExit(eim, party.get(i));
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eim.dispose();
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}
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function playerRevive(eim, player){
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player.setHp(50);
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player.setStance(0);
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eim.unregisterPlayer(player);
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player.changeMap(entryMap);
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return false;
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}
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function playerDead(eim, player){}
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function playerDisconnected(eim, player){
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var party = eim.getPlayers();
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for(var i = 0; i < party.size(); i++){
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if(party.get(i).equals(player))
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removePlayer(eim, player);
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else
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playerExit(eim, party.get(i));
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}
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eim.dispose();
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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 leftParty(eim, player){
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var party = eim.getPlayers();
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if(party.size() < minPlayers){
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for(var i = 0; i < party.size(); i++){
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playerExit(eim, party.get(i));
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}
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eim.dispose();
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}
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else{
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playerExit(eim, player);
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}
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}
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function disbandParty(eim){}
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function playerUnregistered(eim, player){}
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function playerExit(eim, player){
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eim.unregisterPlayer(player);
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player.changeMap(entryMap, 2);
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}
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function changedMap(eim, chr, mapid) {
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if(mapid < minMapId || mapid > maxMapId) playerExit(eim, chr);
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}
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function removePlayer(eim, player){
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eim.unregisterPlayer(player);
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player.getMap().removePlayer(player);
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player.setMap(entryMap);
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}
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function cancelSchedule(){}
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function dispose(){}
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function clearPQ(eim){}
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function monsterKilled(mob, eim){}
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function allMonstersDead(eim){}
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