Files
sweetgum-server/scripts/event/Ellin.js
ronancpl da00345aec KerningPQ + some boosts on PQ/event scripting
Added cleaner mechanics for dealing with PQs and events (bonus Exp when
clearing a stage, for instance). Reimplemented KerningPQ.
2017-05-05 00:55:36 -03:00

152 lines
4.3 KiB
JavaScript

var isPq = true;
var minPlayers = 1, maxPlayers = 6;
var minLevel = 1, maxLevel = 200;
var entryMap = 930000000;
var exitMap = 930000800;
var recruitMap = 300030100;
var clearMap = 930000800;
function init() {
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function getEligibleParty(party) { //selects, from the given party, the team that is allowed to attempt this event
var eligible = [];
var hasLeader = false;
if(party.size() > 0) {
var partyList = party.toArray();
for(var i = 0; i < party.size(); i++) {
var ch = partyList[i];
if(ch.getMapId() == recruitMap && ch.getLevel() >= minLevel && ch.getLevel() <= maxLevel && ch.getJob().getId() / 1000 == 0) { //only adventurers
if(ch.isLeader()) hasLeader = true;
eligible.push(ch);
}
}
}
if(!(hasLeader && eligible.length >= minPlayers && eligible.length <= maxPlayers)) eligible = [];
return eligible;
}
function setup(level, leaderid) {
em.setProperty("state", "1");
em.setProperty("leader", "true");
var eim = em.newInstance("Ellin" + leaderid);
eim.setProperty("level", level);
eim.setInstanceMap(930000000).resetPQ(level);
eim.setInstanceMap(930000100).resetPQ(level);
eim.setInstanceMap(930000200).resetPQ(level);
eim.setInstanceMap(930000300).resetPQ(level);
eim.setInstanceMap(930000400).resetPQ(level);
var map = eim.setInstanceMap(930000500);
map.resetPQ(level);
map.shuffleReactors();
eim.setInstanceMap(930000600).resetPQ(level);
eim.setInstanceMap(930000700).resetPQ(level);
respawnStg2(eim);
eim.startEventTimer(30 * 60000); //30 mins
return eim;
}
function respawnStg2(eim) {
if(!eim.getMapInstance(930000200).getAllPlayer().isEmpty()) eim.getMapInstance(930000200).instanceMapRespawn();
eim.schedule("respawnStg2", 4 * 1000);
}
function changedMap(eim, player, mapid) {
if (mapid < 930000000 || mapid > 930000800) {
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
}
function playerEntry(eim, player) {
var map = eim.getMapInstance(entryMap);
player.changeMap(map, map.getPortal(0));
}
function scheduledTimeout(eim) {
end(eim);
}
function playerExit(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, 0);
}
function playerDead(eim, player) {}
function playerRevive(eim, player) { // player presses ok on the death pop up.
if (eim.isEventTeamLackingNow(true, minPlayers, player)) {
eim.unregisterPlayer(player);
end(eim);
}
else
eim.unregisterPlayer(player);
}
function playerDisconnected(eim, player) {
if (eim.isEventTeamLackingNow(true, minPlayers, player))
end(eim);
else
playerExit(eim, player);
}
function leftParty(eim, player) {
if (eim.isEventTeamLackingNow(false, minPlayers, player))
end(eim);
else
playerExit(eim, player);
}
function disbandParty(eim) {
end(eim);
}
function monsterValue(eim, mobId) {
return 1;
}
function end(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function clearPQ(eim) {
eim.stopEventTimer();
eim.setEventCleared();
eim.warpEventTeam(toMap);
em.schedule("reopenEvent", 10 * 1000); // leaders have 10 seconds cooldown to reach recruit map and retry for a new PQ.
}
function reopenEvent() {
em.setProperty("state", "0");
em.setProperty("leader", "true");
}
function monsterKilled(mob, eim) {}
function allMonstersDead(eim) {}
function cancelSchedule() {}
function dispose(eim) {}