Files
sweetgum-server/scripts/quest/20011.js
ronancpl 7ee947b404 Quest progress overview + Raise UI scripting + Shelved events loadout
Performed a syllabus over quest progress tracking. Quests that were supposed to show up as startable/completable upon achieved progress should be able to do so. Reviewed progress tracking on scripts to adequate to this scenario.
Fixed some scenarios on where quest dialog popups would appear when updating a quest progress.
Fixed some scripts not using updated package addresses after the recent package refactor.
Reviewed Raise UI, no longer rendering players unable to access CS/MTS in certain scenarios.
Fixed a check of available space in inventory, when trying to obtain items from quests, not informing the player it happened due to a one-of-a-kind item already present.
Fixed quest dialog (feature present in many quests) not showing to players when completing it.
Fixed several issues with the Cygnus 1st job advancement quests.
Added scripting within Raise UI open action. Mimiana egg uses this to keep track of player's EXP progress.
Fixed pets not getting despawned as expiration takes place.
Fixed hidden players being able to control mobs when either entering map or hidden state.
Fixed estimated HP/MP alert not taking bonuses (such as from buffs or equipments) into account.
Fixed Energy Charge refreshing buff time upon touching mobs, skewing the  uptime of the skill's stat buffs.
Switched SnakeYaml for YamlBeans, which makes up for a single JAR artifact.
Refactored a channel's event scripts loadout, now taking place after the server bootup phase.
2019-10-03 20:01:09 -03:00

60 lines
2.5 KiB
JavaScript

/*
NPC Name: Kisan
Description: Quest - Cygnus tutorial helper
*/
var status = -1;
function start(mode, type, selection) {
if(mode == -1 || mode == 0 && type > 0) {
qm.dispose();
return;
}
if (mode == 1) {
status++;
} else {
if (status == 2) {
qm.sendNext("You don't want to? It's not even that hard, and you'll receive special equipment as a reward! Well, give it some thought and let me know if you change your mind.");
qm.dispose();
return;
}
status--;
}
if (status == 0) {
qm.sendNext("There are a number of ways to hunt, but the most basic way is with your #bRegular Attack#k. All you need is a weapon in your hand, since it's a simple matter of just swinging your weapon at monsters.");
} else if (status == 1) {
qm.sendNextPrev("Press the #bC#k to use your Regular Attack. Usually the C is located #bat the bottom left of the keyboard#k, but you don't need me to tell you that, right? Find the C and try it out!");
} else if (status == 2) {
qm.sendAcceptDecline("Now that you've tried it, we've got to test it out. In this area, you can find the weakest #r#o100120##ks in Ereve, which is perfect for you. Try hunting #r1#k. I'll give you a reward when you get back.");
} else if (status == 3) {
qm.forceStartQuest();
qm.guideHint(4);
qm.dispose();
}
}
function end(mode, type, selection) {
if(mode == -1 || mode == 0 && type > 0) {
qm.dispose();
return;
}
if (mode == 1) {
status++;
} else {
status--;
}
if (status == 0) {
qm.sendNext("Ah, it seems like you've successfully hunted a #o100120#. Pretty simple, right? Regular Attacks may be easy to use, but they are pretty weak. Don't worry, though. #p1102006# will teach you how to use more powerful skills. Wait, let me give you a well-deserved quest reward before you go.");
} else if (status == 1) {
qm.sendPrev("This equipment is for Noblesses. It's much cooler than what you're wearing right now, isn't it? Follow the arrows to your left to meet my younger brother #b#p1102006##k. How about you change into your new Noblesse outfit before you go? \r\n\r\n#fUI/UIWindow.img/QuestIcon/4/0# \r\n#i1002869# #t1002869# - 1 \r\n#i1052177# #t1052177# - 1 \r\n\r\n#fUI/UIWindow.img/QuestIcon/8/0# 30 exp");
} else if (status == 2) {
qm.gainItem(1002869, 1);
qm.gainItem(1052177, 1);
qm.forceCompleteQuest();
qm.gainExp(30);
qm.guideHint(6);
qm.dispose();
}
}