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