Reformat and clean up npc scripts
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@@ -21,50 +21,52 @@
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var npcid = 1104100;
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var baseJob = 11;
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var status;
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function start() {
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status = -1;
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action(1, 0, 0);
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status = -1;
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action(1, 0, 0);
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}
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function action(mode, type, selection) {
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if (mode == -1) {
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cm.dispose();
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} else {
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if (mode == 0 && type > 0) {
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cm.dispose();
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return;
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}
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if (mode == 1)
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status++;
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else
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status--;
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if(status == 0) {
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if(Math.floor(cm.getJobId() / 100) != baseJob) {
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cm.sendOk("Hello there, #h0#. Are you helping us finding the intruder? He is not in this area, I've already searched here.");
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cm.dispose();
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return;
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}
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cm.sendOk("Darn, you found me! Then, there's only one way out! Let's fight, like #rBlack Wings#k should!");
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} else if(status == 1) {
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var mapobj = cm.getMap();
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var npcpos = mapobj.getMapObject(cm.getNpcObjectId()).getPosition();
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spawnMob(npcpos.x, npcpos.y, 9001009, mapobj);
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mapobj.destroyNPC(npcid);
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cm.dispose();
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}
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if (mode == -1) {
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cm.dispose();
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} else {
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if (mode == 0 && type > 0) {
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cm.dispose();
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return;
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}
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if (mode == 1) {
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status++;
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} else {
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status--;
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}
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if (status == 0) {
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if (Math.floor(cm.getJobId() / 100) != baseJob) {
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cm.sendOk("Hello there, #h0#. Are you helping us finding the intruder? He is not in this area, I've already searched here.");
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cm.dispose();
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return;
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}
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cm.sendOk("Darn, you found me! Then, there's only one way out! Let's fight, like #rBlack Wings#k should!");
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} else if (status == 1) {
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var mapobj = cm.getMap();
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var npcpos = mapobj.getMapObject(cm.getNpcObjectId()).getPosition();
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spawnMob(npcpos.x, npcpos.y, 9001009, mapobj);
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mapobj.destroyNPC(npcid);
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cm.dispose();
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}
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}
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}
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function spawnMob(x, y, id, map) {
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if(map.getMonsterById(id) != null)
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return;
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if (map.getMonsterById(id) != null) {
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return;
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}
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const LifeFactory = Java.type('server.life.LifeFactory');
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const Point = Java.type('java.awt.Point');
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var mob = LifeFactory.getMonster(id);
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map.spawnMonsterOnGroundBelow(mob, new Point(x, y));
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const LifeFactory = Java.type('server.life.LifeFactory');
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const Point = Java.type('java.awt.Point');
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var mob = LifeFactory.getMonster(id);
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map.spawnMonsterOnGroundBelow(mob, new Point(x, y));
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}
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