Added antibanish mechanics: as like other "diseases" that can be treated with some useable items, banish will be able to be recovered as well. Fixed some SQL issues introduced on the last commit, as well as lingering inexistent ids on drop data. Fixed some concurrency issues with MapleMapFactory. Set a ceiling for simultaneous items available per map, where old ones are promptly discarded. Patched MWLB attack block for higher level GMs.
214 lines
5.9 KiB
JavaScript
214 lines
5.9 KiB
JavaScript
/**
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* @author: Ronan
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* @event: Horntail PQ
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*/
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var isPq = true;
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var minPlayers = 6, maxPlayers = 6;
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var minLevel = 120, maxLevel = 255;
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var entryMap = 240050100;
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var exitMap = 240050000;
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var recruitMap = 240050000;
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var clearMap = 240050400;
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var minMapId = 240050100;
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var maxMapId = 240050310;
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var eventTime = 25; // 25 minutes
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var lobbyRange = [0, 0];
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function init() {
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setEventRequirements();
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}
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function setLobbyRange() {
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return lobbyRange;
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}
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function setEventRequirements() {
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var reqStr = "";
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reqStr += "\r\n Number of players: ";
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if(maxPlayers - minPlayers >= 1) reqStr += minPlayers + " ~ " + maxPlayers;
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else reqStr += minPlayers;
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reqStr += "\r\n Level range: ";
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if(maxLevel - minLevel >= 1) reqStr += minLevel + " ~ " + maxLevel;
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else reqStr += minLevel;
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reqStr += "\r\n Time limit: ";
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reqStr += eventTime + " minutes";
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em.setProperty("party", reqStr);
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}
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function setEventExclusives(eim) {
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var itemSet = [4001087, 4001088, 4001089, 4001090, 4001091, 4001092, 4001093];
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eim.setExclusiveItems(itemSet);
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}
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function setEventRewards(eim) {
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var itemSet, itemQty, evLevel, expStages;
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evLevel = 1; //Rewards at clear PQ
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itemSet = [];
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itemQty = [];
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eim.setEventRewards(evLevel, itemSet, itemQty);
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expStages = []; //bonus exp given on CLEAR stage signal
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eim.setEventClearStageExp(expStages);
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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) {
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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, lobbyid) {
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var eim = em.newInstance("PreHorntail" + lobbyid);
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eim.setProperty("level", level);
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eim.getInstanceMap(240050000).resetPQ(level);
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eim.getInstanceMap(240050100).resetPQ(level);
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eim.getInstanceMap(240050101).resetPQ(level);
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eim.getInstanceMap(240050102).resetPQ(level);
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eim.getInstanceMap(240050103).resetPQ(level);
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eim.getInstanceMap(240050104).resetPQ(level);
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eim.getInstanceMap(240050105).resetPQ(level);
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eim.getInstanceMap(240050200).resetPQ(level);
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eim.getInstanceMap(240050300).resetPQ(level);
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eim.getInstanceMap(240050310).resetPQ(level);
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eim.getInstanceMap(240050101).getReactorByName("passKey1").setEventState(0);
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eim.getInstanceMap(240050102).getReactorByName("passKey2").setEventState(1);
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eim.getInstanceMap(240050103).getReactorByName("passKey3").setEventState(2);
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eim.getInstanceMap(240050104).getReactorByName("passKey4").setEventState(3);
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respawnStages(eim);
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eim.startEventTimer(eventTime * 60000);
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setEventRewards(eim);
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setEventExclusives(eim);
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return eim;
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}
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function afterSetup(eim) {}
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function respawnStages(eim) {}
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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 playerUnregistered(eim, player) {}
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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 changedMap(eim, player, mapid) {
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if (mapid < minMapId || mapid > maxMapId) {
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if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
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eim.unregisterPlayer(player);
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end(eim);
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}
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else
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eim.unregisterPlayer(player);
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}
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}
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function changedLeader(eim, leader) {
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var mapid = leader.getMapId();
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if (!eim.isEventCleared() && (mapid < minMapId || mapid > maxMapId)) {
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end(eim);
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}
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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.isEventTeamLackingNow(true, minPlayers, player)) {
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eim.unregisterPlayer(player);
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end(eim);
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}
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else
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eim.unregisterPlayer(player);
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}
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function playerDisconnected(eim, player) {
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if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
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eim.unregisterPlayer(player);
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end(eim);
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}
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else
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eim.unregisterPlayer(player);
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}
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function leftParty(eim, player) {
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if (eim.isEventTeamLackingNow(false, minPlayers, player)) {
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eim.unregisterPlayer(player);
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end(eim);
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}
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else
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eim.unregisterPlayer(player);
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}
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function disbandParty(eim) {
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end(eim);
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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 giveRandomEventReward(eim, player) {
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eim.giveEventReward(player);
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}
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function clearPQ(eim) {
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eim.stopEventTimer();
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eim.setEventCleared();
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eim.warpEventTeam(clearMap);
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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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