Files
sweetgum-server/scripts/quest/22008.js
ronancpl f958624f6a Reactor Loot + Obstacles damage mob + Static calls from scripts
Revised starting AP, now working out with flags. To supply the 9AP shortage of 4/4/4/4, two options: one giving out 9 AP from the start, other giving 4/5 AP when changing jobs (1st, 2nd). This change would also work with the autoassign for beginners flag.
Refactored several quest scripts, that would be glitching the player when doing quest start/complete and disposing under the same script status.
Cleared some cases with the quest reward system where it would call out a "full inventory" even though new inventory slots could get discovered when doing the quest loot transaction.
Fixed an issue with player stores being deployed overlapping in a few scenarios.
Fixed reduced EXP gain from kills when triggering skill Mortal Blow.
Added "open Duey" functionality when clicking "O" in the incoming package notification.
Fixed packages without messages (a quirk from quick delivery) not accounting visually as a "quick" one.
Fixed certain mounts (non-item skill mounts, such as Yeti or Spaceship) not showing up properly to other players when changing maps.
Added handler for mob damage by environment objects (OrbisPQ jail storage area).
Added a placeholder on mob's stolen items to prevent more steals to be placed as soon as the Steal mechanism is triggered.
Patched boss logs not removing recent entries from the DB tables (the reset method is actually supposed to clear every entry).
Revised a possible memory leak scenario happening due to an exception thrown midway monster kill method.
Improved reactor drops, now placing loots visible for the acting player centered (similar as to how mob loots work).
Refactored several issues in scripts, related to accessing static Java methods through an object, that would start appearing after transitioning to Java 8.
2019-08-14 21:14:15 -03:00

75 lines
3.3 KiB
JavaScript

var status = -1;
function start(mode, type, selection) {
if (mode == 0 && type == 0) {
status--;
} else if (mode == -1) {
qm.dispose();
return;
} else {
status++;
}
if (status == 0) {
qm.sendAcceptDecline("It's strange. The chickens are acting funny. They used to hatch way more #t4032451#s. Do you think the Foxes have something to do with it? If so, we better hurry up and do something.");
} else if (status == 1) {
if (mode == 0) {//decline
qm.sendNext("Oh what... Are you scared of the #o9300385#es? Don't tell anyone you're related to me. That's shameful.");
qm.dispose();
} else {
qm.forceStartQuest();
qm.sendNext("Right? Let us go and defeat those Foxes. Go on ahead and defeat #r10 #o9300385#es#k in #b#m100030103##k first. I'll follow you and take care of what's left behind. Now, hurry over to #m100030103#!");
}
} else if (status == 2) {
qm.sendImage("UI/tutorial/evan/10/0");
qm.dispose();
}
}
function end(mode, type, selection) {
if (mode == 0 && type == 0) {
status--;
} else if (mode == -1) {
qm.dispose();
return;
} else {
status++;
}
if (status == 0) {
qm.sendNext("Did you defeat the #o9300385#es?");
} else if (status == 1) {
qm.sendNextPrev("#bWhat happened to slaying the Foxes left behind?", 2);
} else if (status == 2) {
qm.sendNextPrev("Oh, that? Haha. I did chase them, sort of, but I wanted to make sure that they catch up to you. I wouldn't want you eaten by a #o9300385# or anything. So I just let them be.");
} else if (status == 3) {
qm.sendNextPrev("#bAre you sure you weren't just hiding because you were scared of the Foxes?", 2);
} else if (status == 4) {
qm.sendNextPrev("What? No way! Sheesh, I fear nothing!");
} else if (status == 5) {
qm.sendNextPrev("#bWatch out! There's a #o9300385# right behind you!", 2);
} else if (status == 6) {
qm.sendNextPrev("Eeeek! Mommy!");
} else if (status == 7) {
qm.sendNextPrev("#b...", 2);
} else if (status == 8) {
qm.sendNextPrev("...");
} else if (status == 9) {
qm.sendNextPrev("You little brat! I'm your older brother. Don't you mess with me! Your brother has a weak heart, you know. Don't surprise me like that!");
} else if (status == 10) {
qm.sendNextPrev("#b(This is why I don't want to call you Older Brother...)", 2);
} else if (status == 11) {
qm.sendNextPrev("Hmph! Anyway, I'm glad you were able to defeat the #o9300385#es. As a reward, I'll give you something an adventurer gave me a long time ago. Here you are. \r\n\r\n#fUI/UIWindow.img/QuestIcon/4/0# \r\n#i1372043# 1 #t1372043# \r\n#i2022621# 25 #t2022621# \r\n#i2022622# 25 #t2022622#s \r\n\r\n#fUI/UIWindow.img/QuestIcon/8/0# 910 exp");
} else if (status == 12) {
if (!qm.isQuestCompleted(22008)) {
qm.gainItem(1372043, true);
qm.gainItem(2022621, 25, true);
qm.gainItem(2022622, 25, true);
qm.forceCompleteQuest();
qm.gainExp(910);
}
qm.sendNextPrev("#bThis is a weapon that Magicians use. It's a Wand#k. You probably won't really need it, but it'll make you look important if you carry it around. Hahahahaha.");
} else if (status == 13) {
qm.sendPrev("Anyway, the Foxes have increased, right? How weird is that? Why are they growing day by day? We should really look into it and get to the bottom of this.");
} else if (status == 14) {
qm.dispose();
}
}