Fixed quest rewarding + Lethal attacks in Dojo
Fixed quests not giving items in some cases, lethal damages rendering dojo uncompletable and added new scripts.
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76
scripts/event/0_EXAMPLE.js
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76
scripts/event/0_EXAMPLE.js
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@@ -0,0 +1,76 @@
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function init() {
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// After loading, ChannelServer
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}
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function setup(eim, leaderid) {
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// Setup the instance when invoked, EG : start PQ
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}
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function playerEntry(eim, player) {
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// Warp player in etc..
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}
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function changedMap(eim, player, mapid) {
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// What to do when player've changed map, based on the mapid
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}
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function scheduledTimeout(eim) {
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// When event timeout..
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// restartEventTimer(long time)
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// stopEventTimer()
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// startEventTimer(long time)
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// isTimerStarted()
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}
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function allMonstersDead(eim) {
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// When invoking unregisterMonster(MapleMonster mob) OR killed
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// Happens only when size = 0
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}
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function playerDead(eim, player) {
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// Happens when player dies
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}
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function playerRevive(eim, player) {
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// Happens when player's revived.
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// @Param : returns true/false
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}
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function playerDisconnected(eim, player) {
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// return 0 - Deregister player normally + Dispose instance if there are zero player left
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// return x that is > 0 - Deregister player normally + Dispose instance if there x player or below
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// return x that is < 0 - Deregister player normally + Dispose instance if there x player or below, if it's leader = boot all
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}
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function monsterValue(eim, mobid) {
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// Invoked when a monster that's registered has been killed
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// return x amount for this player - "Saved Points"
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}
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function leftParty(eim, player) {
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// Happens when a player left the party
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}
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function disbandParty(eim, player) {
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// Happens when the party is disbanded by the leader.
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}
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function clearPQ(eim) {
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// Happens when the function EventInstanceManager.finishPQ() is invoked by NPC/Reactor script
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}
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function removePlayer(eim, player) {
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// Happens when the funtion NPCConversationalManager.removePlayerFromInstance() is invoked
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}
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function registerCarnivalParty(eim, carnivalparty) {
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// Happens when carnival PQ is started. - Unused for now.
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}
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function onMapLoad(eim, player) {
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// Happens when player change map - Unused for now.
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}
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function cancelSchedule() {
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}
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