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

@@ -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) {}