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:
@@ -1,6 +1,6 @@
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var isPq = true;
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var minPlayers = 3, maxPlayers = 6;
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var minLevel = 55, maxLevel = 100;
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var minPlayers = 1, maxPlayers = 6;
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var minLevel = 1, maxLevel = 200;
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var entryMap = 925100000;
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var exitMap = 925100700;
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var recruitMap = 251010404;
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@@ -35,7 +35,10 @@ 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("Pirate" + leaderid);
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eim.setProperty("level", level);
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em.setProperty("stage2", "0");
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em.setProperty("stage2a", "0");
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em.setProperty("stage3a", "0");
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@@ -43,7 +46,7 @@ function setup(level, leaderid) {
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em.setProperty("stage3b", "0");
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em.setProperty("stage4", "0");
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em.setProperty("stage5", "0");
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em.setProperty("level", level);
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em.setProperty("openedChests", "0");
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eim.setInstanceMap(925100000).resetPQ(level);
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eim.setInstanceMap(925100000).shuffleReactors();
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@@ -125,111 +128,91 @@ function setup(level, leaderid) {
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return eim;
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}
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function respawnStg4(eim) {
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eim.getMapInstance(925100400).instanceMapRespawn();
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eim.schedule("respawnStg4", 10 * 1000);
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}
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function playerEntry(eim, player) {
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var map = eim.getMapInstance(entryMap);
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player.changeMap(map, map.getPortal(0));
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var map = eim.getMapInstance(entryMap);
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player.changeMap(map, map.getPortal(0));
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}
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function scheduledTimeout(eim) {
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end(eim);
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end(eim);
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}
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function removePlayer(eim, player) {
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eim.unregisterPlayer(player);
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player.changeMap(exitMap, 0);
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function playerExit(eim, player) {
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eim.unregisterPlayer(player);
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player.changeMap(exitMap, 0);
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}
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function changedMap(eim, player, mapid) {
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if (mapid < 925100000 || mapid > 925100500) {
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eim.unregisterPlayer(player);
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if (eim.disposeIfPlayerBelow(minPlayers, exitMap)) {
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em.setProperty("state", "0");
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em.setProperty("leader", "true");
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}
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}
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if (mapid < 925100000 || mapid > 925100500) {
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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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else
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eim.unregisterPlayer(player);
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}
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}
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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) { // Check for party leader
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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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eim.dispose();
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} else
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playerExit(eim, player);
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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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else
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eim.unregisterPlayer(player);
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}
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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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var party = eim.getPlayers();
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for (var i = 0; i < party.size(); i++)
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if (party.get(i).equals(player))
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removePlayer(eim, player);
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else
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playerExit(eim, party.get(i));
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eim.dispose();
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} else
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removePlayer(eim, player);
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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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for (var i = 0; i < party.size(); i++)
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playerExit(eim,party.get(i));
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eim.dispose();
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} else
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playerExit(eim, player);
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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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}
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function disbandParty(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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}
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function playerExit(eim, player) {
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eim.unregisterPlayer(player);
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player.changeMap(exitMap, 0);
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end(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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if(toMap != null) player.changeMap(toMap);
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else player.changeMap(clearMap, 0);
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function clearPQ(eim) {
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eim.stopEventTimer();
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eim.setEventCleared();
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eim.warpEventTeam(toMap);
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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 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 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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@@ -238,14 +221,4 @@ function allMonstersDead(eim) {}
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function cancelSchedule() {}
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function respawnStg4(eim) {
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eim.getMapInstance(925100400).instanceMapRespawn();
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em.schedule("respawnStg4", eim, 10 * 1000);
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}
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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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