Files
sweetgum-server/scripts/quest/22507.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

59 lines
3.6 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.sendNext("I knew it! I knew we were connected, master! When you get stronger, I get stronger, too. And when I get stronger, you can use my strength! That's our pact. I knew I picked a good master!");
} else if (status == 1) {
qm.sendNextPrev("#bI see. How did we end up in this pact anyway?", 2);
} else if (status == 2) {
qm.sendNextPrev("I don't know. I was just an egg. I can't really remember...though I faintly recall you, master, walking toward me in a foggy forest. I remember your surprise upon seeing me. And I was calling out to you in return.");
} else if (status == 3) {
qm.sendNextPrev("#b#b(Wait! That sounds just like that one dream you had... Did the two of you meet in a dream? Is it possible that the giant Dragon you saw in that dream was...#p1013000#?)", 2);
} else if (status == 4) {
qm.sendNextPrev("Master, you and I are one in spirit. I knew it the moment I saw you. That's why I wanted to make the pact with you. No one else. You had to pay the price I set, of course.");
} else if (status == 5) {
qm.sendNextPrev("#bI paid a price?", 2);
} else if (status == 6) {
qm.sendNextPrev("Don't you remember? When you recognized me and touched me? That was the one condition I set. The moment you touched my egg, you and I became one in spirit.");
} else if (status == 7) {
qm.sendNextPrev("#bOne in...spirit?", 2);
} else if (status == 8) {
qm.sendNextPrev("Yes! The Spirit Pact! You and I have seperate bodies, but we share one spirit. That's why you get stronger when I get stronger, and vice versa! Awesome, right? At least, I think so.");
} else if (status == 9) {
qm.sendNextPrev("#bI have no idea what you're talking about, but it sounds like a pretty big deal.", 2);
} else if (status == 10) {
qm.sendNextPrev("Of course it's a big deal, silly master! You never have to worry about monsters again. You have me to protect you now! Go ahead and test me. In fact, let's go right now!");
} else if (status == 11) {
qm.sendNextPrev("#bBut it's peaceful here. There are no dangerous monsters around.", 2);
} else if (status == 12) {
qm.sendNextPrev("WHAT?! That's no fun! Don't you like adventuring, master? Fighting monsters on behalf of your people, defeating evil, rescuing the innocent, and all that? You're not into that kind of thing?");
} else if (status == 13) {
qm.sendNextPrev("#bIt's not part of my five year plan. I'm just kidding, but seriously, I'm a farmer's kid...", 2);
} else if (status == 14) {
qm.sendAcceptDecline("Bah, well let me tell you this. It's impossible for a Dragon Master to live a peaceful life. I'll have plenty of chances to prove my skills. Trust me, our life will be one big adventure. Promise me that you'll stick with me, okay?\r\n\r\n#fUI/UIWindow.img/QuestIcon/8/0# 810 exp");
} else if (status == 15) {
if (mode == 0) {
qm.sendNext("Uh, you're kidding me, right? Tell me your finger slipped! Go ahead and accept the quest.");
} else {
if (!qm.isQuestCompleted(22507)) {
qm.forceCompleteQuest();
qm.gainExp(810);
}
qm.sendNext("Hehehe, alrighty then, master. Let's get to it!");
}
} else if (status == 16) {
qm.sendNextPrev("#b(You're a bit confused, but you are now traveling with Mir the Dragon. Perhaps you'll go on an adventure together, like he said.)", 2);
} else if (status == 17) {
qm.sendPrev("#b#b(You still have an errand to run. Your dad needs to talk to you, so go and see him now.)");
} else if (status == 18) {
qm.dispose();
}
}