var isPq = true; var minPlayers = 4, maxPlayers = 6; var minLevel = 44, maxLevel = 55; 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.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(); em.schedule("respawnStg2", eim, 4 * 1000); } function changedMap(eim, player, mapid) { if (mapid < 930000000 || mapid > 930000800) { eim.unregisterPlayer(player); if(eim.getPlayers().isEmpty()) end(eim); } } function playerEntry(eim, player) { var map = eim.getMapInstance(entryMap); player.changeMap(map, map.getPortal(0)); } function scheduledTimeout(eim) { end(eim); } function removePlayer(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); } 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); } 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); } 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); } 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(); } function playerClear(eim, player, toMap) { eim.unregisterPlayer(player); if(toMap != null) player.changeMap(toMap); else player.changeMap(clearMap, 0); } 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 monsterKilled(mob, eim) {} function allMonstersDead(eim) {} function cancelSchedule() {} function dispose(eim) { em.cancelSchedule(); em.setProperty("state", "0"); em.setProperty("leader", "true"); }