Implemented CPQ challenges using the matching system. Fixed LanguageConstants statically acting for all players. Fixed OPQ's <On the Way Up> stage sometimes leading players to unexpected platforms. Fixed EllinPQ fountain not giving Altaire Fragment to players. Fixed "Lab - Unit" stage on RnJPQ, now using correlated sequences between the units. Fixed Fredrick handing out negative values of mesos to players. Improved "goto" command info. Implemented quest complete count. Fixed mobs still being "controlled" by players even though it's already dead. Concurrently protected adding items into inventory. Concurrently protected EXP gain through Writs of Solomon. Adjusted smoothly respawn rate of mobs in map (solo players in a map now experiences 75% of mobs spawned). Fixed mesos not being able to drop so frequently (prior 200ms threshold between drops). Tweaked matchchecking so that match checking doesn't outright dispose matching members on dismissal (match still sticks to the player until they answer or timeout). Fixed a dupe case within storage's item store. Added any-NPC scriptable to the source.
140 lines
3.4 KiB
JavaScript
140 lines
3.4 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 version 3
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as published by the Free Software Foundation. You may not use, modify
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or distribute this program under any other version of the
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GNU Affero General Public 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.tools);
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var entryMap;
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var exitMap;
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var otherMap;
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var minMapId = 103040410;
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var maxMapId = 103040460;
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var minPlayers = 1;
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var fightTime = 30;
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var timer = 1000 * 60 * fightTime;
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function init() {
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exitMap = em.getChannelServer().getMapFactory().getMap(103040400);
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entryMap = em.getChannelServer().getMapFactory().getMap(103040440);
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otherMap = em.getChannelServer().getMapFactory().getMap(103040450);
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}
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function setup(level, lobbyid) {
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var eim = em.newInstance("RockSpiritVIP_" + lobbyid);
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eim.setProperty("level", level);
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eim.setProperty("boss", "0");
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respawn(eim);
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eim.startEventTimer(timer);
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return eim;
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}
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function afterSetup(eim) {}
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function respawn(eim) {
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var map = eim.getMapInstance(entryMap.getId());
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var map2 = eim.getMapInstance(otherMap.getId());
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map.allowSummonState(true);
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map2.allowSummonState(true);
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map.instanceMapRespawn();
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map2.instanceMapRespawn();
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eim.schedule("respawn", 10000);
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}
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function playerEntry(eim, player) {
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var amplifierMap = eim.getMapInstance(entryMap.getId());
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player.changeMap(amplifierMap);
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eim.schedule("timeOut", timer);
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}
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function playerRevive(eim, player) {
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player.respawn(eim, exitMap);
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return false;
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}
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function playerDead(eim, player) {}
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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 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 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 leftParty(eim, player) {}
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function disbandParty(eim) {}
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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, exitMap.getPortal(0));
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}
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function cancelSchedule() {}
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function dispose() {}
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function clearPQ(eim) {}
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function monsterKilled(mob, eim) {}
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function allMonstersDead(eim) {}
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function timeOut(eim) {
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end(eim);
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}
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// ---------- FILLER FUNCTIONS ----------
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function scheduledTimeout(eim) {}
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function changedLeader(eim, leader) {}
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