Implemented a massive overhaul on Character.wz, adding in equipment level-related nodes in order to make equipments level/EXP info available for anyone to check. Implemented a major overhaul on the player stat management throughout the source, properly encapsulating and concurrency protecting it's mechanics. Reviewed several MoveLifeHandler aspects, some of them trying to prevent mobs from falling from footholds in certain circumstances. Fixed MP Recovery instant killing players when they run out of HP to use. Fixed some chairs arbitrarily disconnecting players upon HP/MP recovery. Fixed Puppets sticking to maps in certain scenarios. Cached data and added concurrency protection for EXP gain on equipments. Reworked Chair Mastery skill, now with recovering amounts based on a player's base HP/MP pool. Fixed several deadlock issues revolving rate coupons and character inventory. Improved overall autopot handler performance. Reworked door bosses (such as Crocell), now spawning each 3 hours instead of upon player's demand. Fixed alliances not saving rank names on DB at creation time. Fixed alliances retaining disbanded guild info on DB. Added Mystic Door support for the Mushroom Castle area.
95 lines
1.9 KiB
JavaScript
95 lines
1.9 KiB
JavaScript
var minPlayers = 1;
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var timeLimit = 15; //15 minutes
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var eventTimer = 1000 * 60 * timeLimit;
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var exitMap = 240070000;
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var eventMap = 240070010;
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function init(){}
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function setup(difficulty, lobbyId){
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var eim = em.newInstance("Nex_" + lobbyId);
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eim.setIntProperty("nex", lobbyId);
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eim.getInstanceMap(eventMap + 10 * lobbyId).resetFully();
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eim.getInstanceMap(eventMap + 10 * lobbyId).allowSummonState(false);
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respawn(eim);
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eim.startEventTimer(eventTimer);
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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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function playerEntry(eim, player){
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var cave = eim.getMapInstance(eventMap + 10 * eim.getIntProperty("nex"));
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player.changeMap(cave);
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}
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function scheduledTimeout(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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eim.dispose();
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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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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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}
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eim.dispose();
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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 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);
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}
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function changedMap(eim, player, mapId){
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if(mapId != (eventMap + 10 * eim.getIntProperty("nex"))){
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removePlayer(eim, player);
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eim.stopEventTimer();
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eim.setEventCleared();
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eim.dispose();
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}
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}
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function removePlayer(eim, player){
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eim.unregisterPlayer(player);
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player.getMap().removePlayer(player);
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player.setMap(exitMap);
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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){} |