Introducing Boss Rush PQ. Corrected a few issues regarding rewardings in PiratePQ and EllinPQ and implemented a standardized way to script PQs.
175 lines
4.6 KiB
JavaScript
175 lines
4.6 KiB
JavaScript
var isPq = true;
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var minPlayers = 4, maxPlayers = 6;
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var minLevel = 44, maxLevel = 55;
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var entryMap = 930000000;
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var exitMap = 930000800;
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var recruitMap = 300030100;
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var clearMap = 930000800;
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function init() {
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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 getEligibleParty(party) { //selects, from the given party, the team that is allowed to attempt this event
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var eligible = [];
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var hasLeader = false;
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if(party.size() > 0) {
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var partyList = party.toArray();
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for(var i = 0; i < party.size(); i++) {
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var ch = partyList[i];
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if(ch.getMapId() == recruitMap && ch.getLevel() >= minLevel && ch.getLevel() <= maxLevel && ch.getJob().getId() / 1000 == 0) { //only adventurers
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if(ch.isLeader()) hasLeader = true;
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eligible.push(ch);
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}
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}
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}
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if(!(hasLeader && eligible.length >= minPlayers && eligible.length <= maxPlayers)) eligible = [];
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return eligible;
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}
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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("Ellin" + leaderid);
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eim.setInstanceMap(930000000).resetPQ(level);
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eim.setInstanceMap(930000100).resetPQ(level);
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eim.setInstanceMap(930000200).resetPQ(level);
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eim.setInstanceMap(930000300).resetPQ(level);
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eim.setInstanceMap(930000400).resetPQ(level);
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var map = eim.setInstanceMap(930000500);
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map.resetPQ(level);
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map.shuffleReactors();
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eim.setInstanceMap(930000600).resetPQ(level);
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eim.setInstanceMap(930000700).resetPQ(level);
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respawnStg2(eim);
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eim.startEventTimer(30 * 60000); //30 mins
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return eim;
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}
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function respawnStg2(eim) {
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if(!eim.getMapInstance(930000200).getAllPlayer().isEmpty()) eim.getMapInstance(930000200).instanceMapRespawn();
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em.schedule("respawnStg2", eim, 4 * 1000);
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}
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function changedMap(eim, player, mapid) {
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if (mapid < 930000000 || mapid > 930000800) {
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eim.unregisterPlayer(player);
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if(eim.getPlayers().isEmpty()) end(eim);
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}
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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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}
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function scheduledTimeout(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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}
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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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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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}
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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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}
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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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}
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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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}
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function monsterValue(eim, mobId) {
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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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}
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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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}
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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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}
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function monsterKilled(mob, eim) {}
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function allMonstersDead(eim) {}
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function cancelSchedule() {}
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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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