var isPq = true; var minPlayers = 1, maxPlayers = 6; var minLevel = 1, maxLevel = 200; var entryMap = 103000800; var exitMap = 103000890; var recruitMap = 103000000; var clearMap = 103000805; function init() { em.setProperty("state", "0"); em.setProperty("leader", "true"); } function setEventRewards(eim) { var itemSet, itemQty, evLevel, expStages; evLevel = 1; //Rewards at clear PQ itemSet = [2040505, 2040514, 2040502, 2040002, 2040602, 2040402, 2040802, 1032009, 1032004, 1032005, 1032006, 1032007, 1032010, 1032002, 1002026, 1002089, 1002090, 2000003, 2000001, 2000002, 2000006, 2022003, 2022000, 2000004, 4003000, 4010000, 4010001, 4010002, 4010003, 4010004, 4010005, 4010006, 4010007, 4020000, 4020001, 4020002, 4020003, 4020004, 4020005, 4020006, 4020007, 4020008]; itemQty = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 80, 80, 80, 50, 5, 15, 15, 30, 15, 15, 15, 15, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 3, 3]; eim.setEventRewards(evLevel, itemSet, itemQty); expStages = [100, 200, 400, 800, 1500]; //bonus exp given on CLEAR stage signal eim.setEventClearStageExp(expStages); } 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) { 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("Kerning" + leaderid); eim.setProperty("level", level); respawnStg1(eim); eim.startEventTimer(30 * 60000); //30 mins setEventRewards(eim); return eim; } function respawnStg1(eim) { eim.getMapInstance(103000800).instanceMapRespawn(); eim.schedule("respawnStg1", 10 * 1000); } 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 changedMap(eim, player, mapid) { if (mapid < 103000800 || mapid > 103000805) { if (eim.isEventTeamLackingNow(true, minPlayers, player)) { eim.unregisterPlayer(player); end(eim); } else eim.unregisterPlayer(player); } } 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)) { eim.unregisterPlayer(player); end(eim); } else eim.unregisterPlayer(player); } function leftParty(eim, player) { if (eim.isEventTeamLackingNow(false, minPlayers, player)) { eim.unregisterPlayer(player); end(eim); } else eim.unregisterPlayer(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 giveRandomEventReward(eim, player) { eim.giveEventReward(player); } function clearPQ(eim) { eim.stopEventTimer(); eim.setEventCleared(); 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) {}