function init() { // After loading, ChannelServer } function setup(eim, leaderid) { // Setup the instance when invoked, EG : start PQ } function playerEntry(eim, player) { // Warp player in etc.. } function changedMap(eim, player, mapid) { // What to do when player've changed map, based on the mapid } function scheduledTimeout(eim) { // When event timeout without before completion.. } function timeOut(eim) { if (eim.getPlayerCount() > 0) { var pIter = eim.getPlayers().iterator(); while (pIter.hasNext()){ var player = pIter.next(); player.dropMessage(6, "You have run out of time to complete this event!"); playerExit(eim, player); } } eim.dispose(); } function monsterKilled(mob, eim) {} function allMonstersDead(eim) { // When invoking unregisterMonster(MapleMonster mob) OR killed // Happens only when size = 0 } function playerDead(eim, player) { // Happens when player dies } function playerRevive(eim, player) { // Happens when player's revived. // @Param : returns true/false } function playerDisconnected(eim, player) { // return 0 - Deregister player normally + Dispose instance if there are zero player left // return x that is > 0 - Deregister player normally + Dispose instance if there x player or below // return x that is < 0 - Deregister player normally + Dispose instance if there x player or below, if it's leader = boot all } function monsterValue(eim, mobid) { // Invoked when a monster that's registered has been killed // return x amount for this player - "Saved Points" } function leftParty(eim, player) { // Happens when a player left the party } function disbandParty(eim, player) { // Happens when the party is disbanded by the leader. } function clearPQ(eim) { // Happens when the function EventInstanceManager.clearPQ() is invoked by NPC/Reactor script } function removePlayer(eim, player) { // Happens when the funtion NPCConversationalManager.removePlayerFromInstance() is invoked } function registerCarnivalParty(eim, carnivalparty) { // Happens when carnival PQ is started. - Unused for now. } function onMapLoad(eim, player) { // Happens when player change map - Unused for now. } function cancelSchedule() { }