Implemented persistent diseases. Players now keep their disease status when logging out the game. Solved several concurrent access issues in MapleMap and MapleMonster. Implemented an option where an account's character slots can be accounted either by each world or all-server range. Fixed some issues with character slot count when entering/exiting Cash Shop. Fixed an exploit with Papulatus, on where players could create cracks of dimension infinitely. Solved an issue with the "reach" command not working properly when the targeted player is on an event instance. Devised an advanced and secure "PQ request" system. The service revolves around expecting massive number of players requesting a "pass" simultaneously, and fairly & swiftly responsing as much people as possible. Improved overall Whisper handler performance. Fixed GPQ Stage 1 statues not working as expected, which rendered the instance unplayable until now. Added commands for start, complete and reset quests.
157 lines
6.1 KiB
JavaScript
157 lines
6.1 KiB
JavaScript
/*
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This file is part of the OdinMS Maple Story Server
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Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc>
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Matthias Butz <matze@odinms.de>
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Jan Christian Meyer <vimes@odinms.de>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as
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published by the Free Software Foundation version 3 as published by
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the Free Software Foundation. You may not use, modify or distribute
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this program under any other version of the GNU Affero General Public
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License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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var status;
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var stage;
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function clearStage(stage, eim) {
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eim.setProperty("stage" + stage + "clear", "true");
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eim.showClearEffect(true);
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eim.giveEventPlayersStageReward(stage);
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}
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function start() {
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status = -1;
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action (1, 0, 0);
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}
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function action(mode, type, selection) {
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if (mode == -1) {
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cm.dispose();
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} else {
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if (mode == 0 && status == 0) {
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cm.dispose();
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return;
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}
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if (mode == 1)
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status++;
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else
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status--;
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var eim = cm.getPlayer().getEventInstance();
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if (eim == null) {
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cm.warp(990001100);
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} else {
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if(eim.getProperty("stage1clear") == "true") {
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cm.sendOk("Excellent work. You may proceed to the next stage.");
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cm.dispose();
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return;
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}
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if (cm.isEventLeader()) {
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if (status == 0) {
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if (eim.getProperty("stage1status") == null || eim.getProperty("stage1status").equals("waiting")) {
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if (eim.getProperty("stage1phase") == null) {
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stage = 1;
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eim.setProperty("stage1phase",stage);
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} else {
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stage = parseInt(eim.getProperty("stage1phase"));
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}
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if (stage == 1) {
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cm.sendOk("In this challenge, I shall show a pattern on the statues around me. When I give the word, repeat the pattern to me to proceed.");
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} else {
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cm.sendOk("I shall now present a more difficult puzzle for you. Good luck.");
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}
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} else if (eim.getProperty("stage1status").equals("active")) {
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stage = parseInt(eim.getProperty("stage1phase"));
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if (eim.getProperty("stage1combo").equals(eim.getProperty("stage1guess"))) {
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if (stage == 3) {
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cm.getPlayer().getMap().getReactorByName("statuegate").forceHitReactor(1);
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clearStage(1, eim);
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cm.getGuild().gainGP(15);
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cm.sendOk("Excellent work. You may proceed to the next stage.");
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} else {
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cm.sendOk("Very good. You still have more to complete, however. Talk to me again when you're ready.");
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eim.setProperty("stage1phase", stage + 1);
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cm.mapMessage(5, "You have completed part " + stage + " of the Gatekeeper Test.");
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}
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} else {
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eim.showWrongEffect();
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cm.sendOk("You have failed this test.");
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cm.mapMessage(5, "You have failed the Gatekeeper Test.");
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eim.setProperty("stage1phase","1");
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}
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eim.setProperty("stage1status", "waiting");
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cm.dispose();
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} else {
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cm.sendOk("The statues are working on the pattern. Please wait.");
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cm.dispose();
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}
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}
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else if (status == 1) {
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var reactors = getReactors();
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var combo = makeCombo(reactors);
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cm.mapMessage(5, "Please wait while the combination is revealed.");
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var delay = 5000;
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for (var i = 0; i < combo.length; i++) {
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cm.getPlayer().getMap().getReactorByOid(combo[i]).delayedHitReactor(cm.getClient(), delay + 3500*i);
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}
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eim.setProperty("stage1status", "display");
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eim.setProperty("stage1combo","");
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cm.dispose();
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}
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} else {
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cm.sendOk("I need the leader of this instance to speak with me, nobody else.");
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cm.dispose();
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}
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}
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}
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}
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//method for getting the statue reactors on the map by oid
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function getReactors() {
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var reactors = new Array();
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var iter = cm.getPlayer().getMap().getReactors().iterator();
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while (iter.hasNext()) {
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var mo = iter.next();
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if (!mo.getName().equals("statuegate")) {
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reactors.push(mo.getObjectId());
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}
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}
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return reactors;
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}
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function makeCombo(reactors) {
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var combo = new Array();
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while (combo.length < (stage + 3)) {
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var chosenReactor = reactors[Math.floor(Math.random() * reactors.length)];
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var repeat = false;
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if (combo.length > 0) {
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for (var i = 0; i < combo.length; i++) {
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if (combo[i] == chosenReactor) {
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repeat = true;
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break;
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}
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}
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}
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if (!repeat) {
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combo.push(chosenReactor);
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}
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}
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return combo;
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} |