KerningPQ + some boosts on PQ/event scripting

Added cleaner mechanics for dealing with PQs and events (bonus Exp when
clearing a stage, for instance). Reimplemented KerningPQ.
This commit is contained in:
ronancpl
2017-05-05 00:55:36 -03:00
parent 03ab8be97d
commit da00345aec
45 changed files with 1260 additions and 1030 deletions

View File

@@ -66,7 +66,7 @@ function disbandParty(eim, player) {
}
function clearPQ(eim) {
// Happens when the function EventInstanceManager.finishPQ() is invoked by NPC/Reactor script
// Happens when the function EventInstanceManager.clearPQ() is invoked by NPC/Reactor script
}
function removePlayer(eim, player) {

View File

@@ -69,9 +69,10 @@ function getEligibleParty(party) { //selects, from the given party, the tea
function setup(level, leaderid) {
em.setProperty("state", "1");
em.setProperty("leader", "true");
var eim = em.newInstance("BossRush" + leaderid);
em.setProperty("level", level);
eim.setProperty("level", level);
eim.startEventTimer(45 * 60000); //45 mins
setEventRewards(eim);
return eim;
@@ -93,8 +94,7 @@ function playerExit(eim, player) {
function changedMap(eim, player, mapid) {
if (mapid < 970030001 || mapid > 970042711) {
var party = eim.getPlayers();
if (eim.isLeader(player) || party.size() <= minPlayers) {
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
@@ -106,8 +106,7 @@ function changedMap(eim, player, mapid) {
function playerDead(eim, player) {}
function playerRevive(eim, player) { // player presses ok on the death pop up.
var party = eim.getPlayers();
if (eim.isLeader(player) || party.size() <= minPlayers) {
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
@@ -117,16 +116,14 @@ function playerRevive(eim, player) { // player presses ok on the death pop up.
function playerDisconnected(eim, player) {
var party = eim.getPlayers();
if (eim.isLeader(player) || party.size() <= minPlayers)
if (eim.isEventTeamLackingNow(true, minPlayers, player))
end(eim);
else
playerExit(eim, player);
}
function leftParty(eim, player) {
var party = eim.getPlayers();
if (party.size() <= minPlayers)
if (eim.isEventTeamLackingNow(false, minPlayers, player))
end(eim);
else
playerExit(eim, player);
@@ -137,35 +134,33 @@ function disbandParty(eim) {
}
function monsterValue(eim, mobId) {
return 1;
return 1;
}
function end(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function playerClear(eim, player, toMap) {
eim.unregisterPlayer(player);
}
function complete(eim, toMap) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerClear(eim, party.get(i), toMap);
}
eim.dispose();
}
function clearPQ(eim, toMap) {
complete(eim, toMap);
function clearPQ(eim) {
eim.stopEventTimer();
eim.setEventCleared(); // from now on event just finishes when ALL players gets out of the range defined inside changedMap function.
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function giveRandomEventReward(eim, player) {
eim.giveEventReward(player);
eim.giveEventReward(player);
}
function reopenEvent() {
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function monsterKilled(mob, eim) {}
@@ -174,9 +169,4 @@ function allMonstersDead(eim) {}
function cancelSchedule() {}
function dispose(eim) {
em.cancelSchedule();
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function dispose(eim) {}

View File

@@ -1,6 +1,6 @@
var isPq = true;
var minPlayers = 4, maxPlayers = 6;
var minLevel = 44, maxLevel = 55;
var minPlayers = 1, maxPlayers = 6;
var minLevel = 1, maxLevel = 200;
var entryMap = 930000000;
var exitMap = 930000800;
var recruitMap = 300030100;
@@ -35,8 +35,10 @@ function getEligibleParty(party) { //selects, from the given party, the tea
function setup(level, leaderid) {
em.setProperty("state", "1");
em.setProperty("leader", "true");
var eim = em.newInstance("Ellin" + leaderid);
eim.setProperty("level", level);
eim.setInstanceMap(930000000).resetPQ(level);
eim.setInstanceMap(930000100).resetPQ(level);
eim.setInstanceMap(930000200).resetPQ(level);
@@ -55,109 +57,89 @@ function setup(level, leaderid) {
function respawnStg2(eim) {
if(!eim.getMapInstance(930000200).getAllPlayer().isEmpty()) eim.getMapInstance(930000200).instanceMapRespawn();
em.schedule("respawnStg2", eim, 4 * 1000);
eim.schedule("respawnStg2", 4 * 1000);
}
function changedMap(eim, player, mapid) {
if (mapid < 930000000 || mapid > 930000800) {
eim.unregisterPlayer(player);
if(eim.getPlayers().isEmpty()) end(eim);
}
if (mapid < 930000000 || mapid > 930000800) {
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
}
function playerEntry(eim, player) {
var map = eim.getMapInstance(entryMap);
player.changeMap(map, map.getPortal(0));
var map = eim.getMapInstance(entryMap);
player.changeMap(map, map.getPortal(0));
}
function scheduledTimeout(eim) {
end(eim);
end(eim);
}
function removePlayer(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, 0);
function playerExit(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, 0);
}
function playerDead(eim, player) {}
function playerRevive(eim, player) { // player presses ok on the death pop up.
if (eim.isLeader(player) || party.size() <= minPlayers) { // Check for party leader
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++)
playerExit(eim, party.get(i));
eim.dispose();
} else
playerExit(eim, player);
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
function playerDisconnected(eim, player) {
var party = eim.getPlayers();
if (eim.isLeader(player) || party.size() < minPlayers) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++)
if (party.get(i).equals(player))
removePlayer(eim, player);
else
playerExit(eim, party.get(i));
eim.dispose();
} else
removePlayer(eim, player);
if (eim.isEventTeamLackingNow(true, minPlayers, player))
end(eim);
else
playerExit(eim, player);
}
function leftParty(eim, player) {
var party = eim.getPlayers();
if (party.size() < minPlayers) {
for (var i = 0; i < party.size(); i++)
playerExit(eim,party.get(i));
eim.dispose();
} else
playerExit(eim, player);
if (eim.isEventTeamLackingNow(false, minPlayers, player))
end(eim);
else
playerExit(eim, player);
}
function disbandParty(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
}
function playerExit(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, 0);
end(eim);
}
function monsterValue(eim, mobId) {
return 1;
return 1;
}
function end(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function playerClear(eim, player, toMap) {
eim.unregisterPlayer(player);
if(toMap != null) player.changeMap(toMap);
else player.changeMap(clearMap, 0);
function clearPQ(eim) {
eim.stopEventTimer();
eim.setEventCleared();
eim.warpEventTeam(toMap);
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function complete(eim, toMap) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerClear(eim, party.get(i), toMap);
}
eim.dispose();
}
function clearPQ(eim, toMap) {
complete(eim, toMap);
function reopenEvent() {
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function monsterKilled(mob, eim) {}
@@ -166,9 +148,4 @@ function allMonstersDead(eim) {}
function cancelSchedule() {}
function dispose(eim) {
em.cancelSchedule();
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function dispose(eim) {}

View File

@@ -1,140 +1,153 @@
/*
* This file is part of the OdinMS Maple Story Server
Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc>
Matthias Butz <matze@odinms.de>
Jan Christian Meyer <vimes@odinms.de>
var isPq = true;
var minPlayers = 1, maxPlayers = 6;
var minLevel = 1, maxLevel = 200;
var entryMap = 103000800;
var exitMap = 103000890;
var recruitMap = 103000000;
var clearMap = 103000805;
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License version 3
as published by the Free Software Foundation. You may not use, modify
or distribute this program under any other version of the
GNU Affero General Public License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/*
INSERT monsterdrops (monsterid,itemid,chance) VALUES (9300001,4001007,5);
INSERT monsterdrops (monsterid,itemid,chance) VALUES (9300000,4001008,1);
INSERT monsterdrops (monsterid,itemid,chance) VALUES (9300002,4001008,1);
INSERT monsterdrops (monsterid,itemid,chance) VALUES (9300003,4001008,1);
*/
importPackage(Packages.world);
var exitMap;
var minPlayers = 3;
function init() { // Initial loading.
exitMap = em.getChannelServer().getMapFactory().getMap(103000890);
em.setProperty("KPQOpen", "true"); // allows entrance.
em.setProperty("shuffleReactors", "true");
instanceId = 1;
function init() {
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function setEventRewards(eim) {
var itemSet, itemQty, evLevel, expStages;
function monsterValue(eim, mobId) { // Killed monster.
return 1; // returns an amount to add onto kill count.
evLevel = 1; //Rewards at clear PQ
itemSet = [2040505, 2040514, 2040502, 2040002, 2040602, 2040402, 2040802, 1032009, 1032004, 1032005, 1032006, 1032007, 1032010, 1032002, 1002026, 1002089, 1002090, 2000003, 2000001, 2000002, 2000006, 2022003, 2022000, 2000004, 4003000, 4010000, 4010001, 4010002, 4010003, 4010004, 4010005, 4010006, 4010007, 4020000, 4020001, 4020002, 4020003, 4020004, 4020005, 4020006, 4020007, 4020008];
itemQty = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 80, 80, 80, 50, 5, 15, 15, 30, 15, 15, 15, 15, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 3, 3];
eim.setEventRewards(evLevel, itemSet, itemQty);
expStages = [100, 200, 400, 800, 1500]; //bonus exp given on CLEAR stage signal
eim.setEventClearStageExp(expStages);
}
function setup() { // Invoked from "EventManager.startInstance()"
var eim = em.newInstance("KerningPQ"); // adds a new instance and returns EventInstanceManager.
var eventTime = 30 * (1000 * 60); // 30 mins.
var firstPortal = eim.getMapInstance(103000800).getPortal("next00");
respawn(eim);
firstPortal.setScriptName("kpq0");
em.schedule("timeOut", eim, eventTime); // invokes "timeOut" in how ever many seconds.
eim.startEventTimer(eventTime); // Sends a clock packet and tags a timer to the players.
return eim; // returns the new instance.
function getEligibleParty(party) { //selects, from the given party, the team that is allowed to attempt this event
var eligible = [];
var hasLeader = false;
if(party.size() > 0) {
var partyList = party.toArray();
for(var i = 0; i < party.size(); i++) {
var ch = partyList[i];
if(ch.getMapId() == recruitMap && ch.getLevel() >= minLevel && ch.getLevel() <= maxLevel) {
if(ch.isLeader()) hasLeader = true;
eligible.push(ch);
}
}
}
if(!(hasLeader && eligible.length >= minPlayers && eligible.length <= maxPlayers)) eligible = [];
return eligible;
}
function playerEntry(eim, player) { // this gets looped for every player in the party.
var map = eim.getMapInstance(103000800);
player.changeMap(map, map.getPortal(0)); // We're now in KPQ :D
function setup(level, leaderid) {
em.setProperty("state", "1");
em.setProperty("leader", "true");
var eim = em.newInstance("Kerning" + leaderid);
eim.setProperty("level", level);
respawnStg1(eim);
eim.startEventTimer(30 * 60000); //30 mins
setEventRewards(eim);
return eim;
}
function playerDead(eim, player) {
function respawnStg1(eim) {
eim.getMapInstance(103000800).instanceMapRespawn();
eim.schedule("respawnStg1", 10 * 1000);
}
function playerRevive(eim, player) { // player presses ok on the death pop up.
if (eim.isLeader(player) || party.size() <= minPlayers) { // Check for party leader
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++)
playerExit(eim, party.get(i));
eim.dispose();
} else
playerExit(eim, player);
function playerEntry(eim, player) {
var map = eim.getMapInstance(entryMap);
player.changeMap(map, map.getPortal(0));
}
function respawn(eim) {
var map = eim.getMapInstance(103000800);
var map2 = eim.getMapInstance(103000805);
if (map.getSummonState()) { //Map spawns are set to true by default
map.instanceMapRespawn();
}
if(map2.getSummonState()) {
map2.instanceMapRespawn();
}
eim.schedule("respawn", 10000);
}
function playerDisconnected(eim, player) {
var party = eim.getPlayers();
if (eim.isLeader(player) || party.size() < minPlayers) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++)
if (party.get(i).equals(player))
removePlayer(eim, player);
else
playerExit(eim, party.get(i));
eim.dispose();
} else
removePlayer(eim, player);
}
function leftParty(eim, player) {
var party = eim.getPlayers();
if (party.size() < minPlayers) {
for (var i = 0; i < party.size(); i++)
playerExit(eim,party.get(i));
eim.dispose();
} else
playerExit(eim, player);
}
function disbandParty(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
function scheduledTimeout(eim) {
end(eim);
}
function playerExit(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, exitMap.getPortal(0));
eim.unregisterPlayer(player);
player.changeMap(exitMap, 0);
}
function removePlayer(eim, player) {
eim.unregisterPlayer(player);
player.getMap().removePlayer(player);
player.setMap(exitMap);
function changedMap(eim, player, mapid) {
if (mapid < 103000800 || mapid > 103000805) {
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
}
function playerDead(eim, player) {}
function playerRevive(eim, player) { // player presses ok on the death pop up.
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
function playerDisconnected(eim, player) {
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
function leftParty(eim, player) {
if (eim.isEventTeamLackingNow(false, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
function disbandParty(eim) {
end(eim);
}
function monsterValue(eim, mobId) {
return 1;
}
function end(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function giveRandomEventReward(eim, player) {
eim.giveEventReward(player);
}
function clearPQ(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++)
playerExit(eim, party.get(i));
eim.dispose();
eim.stopEventTimer();
eim.setEventCleared();
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function reopenEvent() {
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function monsterKilled(mob, eim) {}
@@ -143,22 +156,4 @@ function allMonstersDead(eim) {}
function cancelSchedule() {}
function dispose(eim) {
em.cancelSchedule();
em.schedule("OpenKPQ", 10000); // 10 seconds ?
}
function OpenKPQ() {
em.setProperty("KPQOpen", "true");
}
function timeOut(eim) {
if (eim != null) {
if (eim.getPlayerCount() > 0) {
var pIter = eim.getPlayers().iterator();
while (pIter.hasNext())
playerExit(eim, pIter.next());
}
eim.dispose();
}
}
function dispose(eim) {}

View File

@@ -1,6 +1,6 @@
var isPq = true;
var minPlayers = 3, maxPlayers = 6;
var minLevel = 55, maxLevel = 100;
var minPlayers = 1, maxPlayers = 6;
var minLevel = 1, maxLevel = 200;
var entryMap = 925100000;
var exitMap = 925100700;
var recruitMap = 251010404;
@@ -35,7 +35,10 @@ function getEligibleParty(party) { //selects, from the given party, the tea
function setup(level, leaderid) {
em.setProperty("state", "1");
em.setProperty("leader", "true");
var eim = em.newInstance("Pirate" + leaderid);
eim.setProperty("level", level);
em.setProperty("stage2", "0");
em.setProperty("stage2a", "0");
em.setProperty("stage3a", "0");
@@ -43,7 +46,7 @@ function setup(level, leaderid) {
em.setProperty("stage3b", "0");
em.setProperty("stage4", "0");
em.setProperty("stage5", "0");
em.setProperty("level", level);
em.setProperty("openedChests", "0");
eim.setInstanceMap(925100000).resetPQ(level);
eim.setInstanceMap(925100000).shuffleReactors();
@@ -125,111 +128,91 @@ function setup(level, leaderid) {
return eim;
}
function respawnStg4(eim) {
eim.getMapInstance(925100400).instanceMapRespawn();
eim.schedule("respawnStg4", 10 * 1000);
}
function playerEntry(eim, player) {
var map = eim.getMapInstance(entryMap);
player.changeMap(map, map.getPortal(0));
var map = eim.getMapInstance(entryMap);
player.changeMap(map, map.getPortal(0));
}
function scheduledTimeout(eim) {
end(eim);
end(eim);
}
function removePlayer(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, 0);
function playerExit(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, 0);
}
function changedMap(eim, player, mapid) {
if (mapid < 925100000 || mapid > 925100500) {
eim.unregisterPlayer(player);
if (eim.disposeIfPlayerBelow(minPlayers, exitMap)) {
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
}
if (mapid < 925100000 || mapid > 925100500) {
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
}
function playerDead(eim, player) {}
function playerRevive(eim, player) { // player presses ok on the death pop up.
var party = eim.getPlayers();
if (eim.isLeader(player) || party.size() <= minPlayers) { // Check for party leader
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++)
playerExit(eim, party.get(i));
eim.dispose();
} else
playerExit(eim, player);
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
function playerDisconnected(eim, player) {
var party = eim.getPlayers();
if (eim.isLeader(player) || party.size() < minPlayers) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++)
if (party.get(i).equals(player))
removePlayer(eim, player);
else
playerExit(eim, party.get(i));
eim.dispose();
} else
removePlayer(eim, player);
if (eim.isEventTeamLackingNow(true, minPlayers, player))
end(eim);
else
playerExit(eim, player);
}
function leftParty(eim, player) {
var party = eim.getPlayers();
if (party.size() < minPlayers) {
for (var i = 0; i < party.size(); i++)
playerExit(eim,party.get(i));
eim.dispose();
} else
playerExit(eim, player);
if (eim.isEventTeamLackingNow(false, minPlayers, player))
end(eim);
else
playerExit(eim, player);
}
function disbandParty(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
}
function playerExit(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, 0);
end(eim);
}
function monsterValue(eim, mobId) {
return 1;
return 1;
}
function end(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function playerClear(eim, player, toMap) {
eim.unregisterPlayer(player);
if(toMap != null) player.changeMap(toMap);
else player.changeMap(clearMap, 0);
function clearPQ(eim) {
eim.stopEventTimer();
eim.setEventCleared();
eim.warpEventTeam(toMap);
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function complete(eim, toMap) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerClear(eim, party.get(i), toMap);
}
eim.dispose();
}
function clearPQ(eim, toMap) {
complete(eim, toMap);
function reopenEvent() {
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function monsterKilled(mob, eim) {}
@@ -238,14 +221,4 @@ function allMonstersDead(eim) {}
function cancelSchedule() {}
function respawnStg4(eim) {
eim.getMapInstance(925100400).instanceMapRespawn();
em.schedule("respawnStg4", eim, 10 * 1000);
}
function dispose(eim) {
em.cancelSchedule();
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function dispose(eim) {}