Fixed issues with negative experience being distributed to characters when killing a mob, rendering "Exp reset". Fixed chaos scroll behaving oddly. Refactored debuff expirations to manage one list with registered debuffs and expire times, thus lifting some load from the TimerManager. Added concurrency protection on how World deals with parties. Thanks to the DietStory dev team, fixed some issues with the MK maps.
46 lines
1.5 KiB
JavaScript
46 lines
1.5 KiB
JavaScript
/*
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QUEST: The Identity of the Princess
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NPC: Violetta
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*/
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var status = -1;
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function start(mode, type, selection){
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if(mode == -1 || (mode == 0 && status == 0)){
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qm.dispose();
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return;
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}
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else if(mode == 0)
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status--;
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else
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status++;
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if(status == 0){
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qm.forceStartQuest();
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qm.sendNext("Thank you so much, #b#h ##k. You are the hero that has saved our empire from danger. I'm so grateful for what you've done. I dont know how to thank you. And please understand why I can't show you my face.");
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}
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else if(status == 1){
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qm.sendNextPrev("It's humiliating to say this, but ever since I was a baby, my family has kept my face veiled from the world. They feared of men falling hopelessly in love with me. I've grown so accustomed to it that I even shy away from women. I know, it's rude of me to have my back turned against the hero, but I'll need some time to muster my courage before I can greet you face to face.");
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}
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else if(status == 2){
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qm.sendNextPrev("I see...\r\n#b(Wow, how pretty could she be?)", 2);
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}
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else if(status == 3){
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qm.sendNextPrev("#b(What the--)", 2);
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}
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else if(status == 4){
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qm.sendNextPrev("#b(Is that what's considered pretty in the world of mushrooms?!)", 2);
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}
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else if(status == 5){
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qm.sendNextPrev("I'm so shy, I'm blushing. Anyways, thank you, #b#h ##k.");
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}
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else if(status == 6){
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qm.forceStartQuest();
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qm.gainExp(1000 * qm.getPlayer().getExpRate());
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qm.forceCompleteQuest();
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qm.dispose();
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}
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}
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function end(mode, type, selection){} |