var isPq = true; var minPlayers = 1, maxPlayers = 6; var minLevel = 1, maxLevel = 200; var entryMap = 930000000; var exitMap = 930000800; var recruitMap = 300030100; var clearMap = 930000800; function init() { em.setProperty("state", "0"); em.setProperty("leader", "true"); } function getEligibleParty(party) { //selects, from the given party, the team that is allowed to attempt this event var eligible = []; var hasLeader = false; if(party.size() > 0) { var partyList = party.toArray(); for(var i = 0; i < party.size(); i++) { var ch = partyList[i]; if(ch.getMapId() == recruitMap && ch.getLevel() >= minLevel && ch.getLevel() <= maxLevel && ch.getJob().getId() / 1000 == 0) { //only adventurers if(ch.isLeader()) hasLeader = true; eligible.push(ch); } } } if(!(hasLeader && eligible.length >= minPlayers && eligible.length <= maxPlayers)) eligible = []; return eligible; } 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); eim.setInstanceMap(930000300).resetPQ(level); eim.setInstanceMap(930000400).resetPQ(level); var map = eim.setInstanceMap(930000500); map.resetPQ(level); map.shuffleReactors(); eim.setInstanceMap(930000600).resetPQ(level); eim.setInstanceMap(930000700).resetPQ(level); respawnStg2(eim); eim.startEventTimer(30 * 60000); //30 mins return eim; } function respawnStg2(eim) { if(!eim.getMapInstance(930000200).getAllPlayer().isEmpty()) eim.getMapInstance(930000200).instanceMapRespawn(); eim.schedule("respawnStg2", 4 * 1000); } function changedMap(eim, player, mapid) { 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)); } function scheduledTimeout(eim) { end(eim); } 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.isEventTeamLackingNow(true, minPlayers, player)) { eim.unregisterPlayer(player); end(eim); } else eim.unregisterPlayer(player); } function playerDisconnected(eim, player) { if (eim.isEventTeamLackingNow(true, minPlayers, player)) end(eim); else playerExit(eim, player); } function leftParty(eim, player) { if (eim.isEventTeamLackingNow(false, minPlayers, player)) end(eim); else playerExit(eim, player); } function disbandParty(eim) { end(eim); } function monsterValue(eim, mobId) { return 1; } function end(eim) { 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 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 reopenEvent() { em.setProperty("state", "0"); em.setProperty("leader", "true"); } function monsterKilled(mob, eim) {} function allMonstersDead(eim) {} function cancelSchedule() {} function dispose(eim) {}