Reviewed Monster Magnet skill effect on mobs, now properly showing up to other players. Reworked concurrency protection on login handler, now properly synchronizing requests for the same accountId. Reviewed an expedition issue with attempting to send packets on loggedoff players. Expeditions no longer holds a character object list of its own, rather finding players through their id on the world storage. Added stat requirement definition as first message on 1st job NPCs. Fixed an issue with area triggered NPC conversations not getting properly disposed. Reviewed "launch.bat", internally referencing Java7 engine. Assuming it has been installed in the default directory on the system, it's no longer necessary to set precedence on PATH for it. Fixed need for "reapproval from the 3rd job instructors" to attempt Zakum once more. Reviewed goto command. Non-GM's no longer has access to area maps, only towns. Implemented a new server flag for enforcing base rates (server rate: 1x) on players level 10 or lower. Fixed player guild tooltips not being properly marshalled to others on the map, at the event of several guild actions. Reviewed event system allowing creation of same-name events, potentially leading to null EIM problems. Refactored some locks on MapleCharacter, potentially solving a deadlock case within expiring/forfeiting quest methods. Implemented a major overhaul on mob aggro system, now updating player aggro in real-time based on their latest DPS. Properly refactored and encapsulated aggro mechanics. Fixed NPE on disposing events with alive mobs. Added server-side birthday check handling when opening player shops or merchants having cash items in store. Fixed player shop tooltip not finishing properly when shop owner closes store with visitors still in there. Fixed forceChangeMap method not warping players to the designated event map (rather sending them to the starting event map). Reviewed "summon" command, now using forceChangeMap, also changing channels if needed. Reworked HeavenMS autoassigner: STR-based classes now ups a bit more DEX than before, since its a vital attribute for accuracy on their actions. Added meso ceil check on player transactions. Trades now gets suspended if the max amount is reached. Implemented server-side item limit check on player shops and merchants. Fixed an exploit with merchants, on where players would be able to save the selling item on DB before taking from inventory.
64 lines
2.6 KiB
JavaScript
64 lines
2.6 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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importPackage(Packages.client);
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importPackage(Packages.constants);
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var status = -1;
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function end(mode, type, selection) {
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status++;
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if (mode != 1){
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if (mode == 0 && type == 1)
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qm.sendNext("Hey! At least say you tried!");
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qm.dispose();
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return;
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}
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if (status == 0) {
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qm.sendNext("Wait.. Isn't that.. Did you remember how to make Red Jade?\r\nWow... you may be stupid and prone to amnesia, but this is why I can't abandon you. Now give me the jade!"); //Giant Polearm
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} else if (status == 1) {
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qm.sendNextPrev("Okay, now that I have the Red Jade back on, let me work on reawakening more of your abilities. I mean, your level's gone much higher since the last time we met, so I am sure I can work my magic a bit more this time!");
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} else if (status == 2) {
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if(!qm.isQuestCompleted(21302)) {
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if(!qm.canHold(1142131)) {
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qm.sendOk("Wow, your #bequip#k inventory is full. I need you to make at least 1 empty slot to complete this quest.");
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qm.dispose();
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return;
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}
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if(qm.haveItem(4032312, 1)) {
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qm.gainItem(4032312, -1);
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}
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qm.gainItem(1142131, true);
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qm.changeJobById(2111);
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if (ServerConstants.USE_FULL_ARAN_SKILLSET) {
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qm.teachSkill(21110002, 0, 20, -1); //full swing
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}
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qm.completeQuest();
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}
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qm.sendNext("Come on, keep training so you can get all your abilities back, and that way we can explore together once more!");
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qm.dispose();
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}
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} |