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

@@ -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) {}