Implemented EllinPQ, adjusted several drop rates and data, fixes some bugs at quests at client-side.
138 lines
3.4 KiB
JavaScript
138 lines
3.4 KiB
JavaScript
importPackage(Packages.client.inventory);
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importPackage(Packages.tools);
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var minPlayers = 2;
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var entryMap = 930000000;
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var exitMap = 930000800;
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function init() {
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em.setProperty("state", "0");
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em.setProperty("leader", "true");
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}
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function setup(level, leaderid) {
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em.setProperty("state", "1");
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em.setProperty("leader", "true");
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var eim = em.newInstance("Ellin" + leaderid);
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eim.setInstanceMap(930000000).resetPQ(level);
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eim.setInstanceMap(930000100).resetPQ(level);
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eim.setInstanceMap(930000200).resetPQ(level);
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eim.setInstanceMap(930000300).resetPQ(level);
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eim.setInstanceMap(930000400).resetPQ(level);
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var map = eim.setInstanceMap(930000500);
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map.resetPQ(level);
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map.shuffleReactors();
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eim.setInstanceMap(930000600).resetPQ(level);
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eim.setInstanceMap(930000700).resetPQ(level);
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respawnStg2(eim);
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eim.startEventTimer(30 * 60000); //30 mins
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return eim;
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}
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function respawnStg2(eim) {
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if(!eim.getMapInstance(930000200).getAllPlayer().isEmpty()) eim.getMapInstance(930000200).instanceMapRespawn();
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em.schedule("respawnStg2", eim, 4 * 1000);
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}
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function changedMap(eim, player, mapid) {
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if (mapid < 930000000 || mapid > 930000800) {
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eim.unregisterPlayer(player);
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if(eim.getPlayers().isEmpty()) end(eim);
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}
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}
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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 removePlayer(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 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.isLeader(player) || party.size() <= minPlayers) { // Check for party leader
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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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eim.dispose();
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} else
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playerExit(eim, player);
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}
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function playerDisconnected(eim, player) {
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var party = eim.getPlayers();
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if (eim.isLeader(player) || party.size() < minPlayers) {
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var party = eim.getPlayers();
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for (var i = 0; i < party.size(); i++)
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if (party.get(i).equals(player))
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removePlayer(eim, player);
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else
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playerExit(eim, party.get(i));
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eim.dispose();
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} else
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removePlayer(eim, player);
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}
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function leftParty(eim, player) {
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var party = eim.getPlayers();
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if (party.size() < minPlayers) {
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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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eim.dispose();
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} else
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playerExit(eim, player);
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}
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function disbandParty(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 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 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 clearPQ(eim) {
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end(eim);
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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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em.cancelSchedule();
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em.setProperty("state", "0");
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em.setProperty("leader", "true");
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}
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