Implemented EllinPQ, adjusted several drop rates and data, fixes some bugs at quests at client-side.
178 lines
4.5 KiB
JavaScript
178 lines
4.5 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 as
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published by the Free Software Foundation version 3 as published by
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the Free Software Foundation. You may not use, modify or distribute
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this program under any other version of the GNU Affero General Public
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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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var exitMap;
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var instanceId;
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var minPlayers = 3;
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function init() {
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instanceId = 1;
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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 setup() {
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exitMap = em.getChannelServer().getMapFactory().getMap(105090800); // <exit>
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var instanceName = "4jberserk" + instanceId;
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var eim = em.newInstance(instanceName);
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var mf = eim.getMapFactory();
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instanceId++;
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var map = mf.getMap(910500200);
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map.addMapTimer(3*60);
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em.schedule("timeOut", 20 * 60000);
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//you can't warp up to the rocks until all rogs are dead, I think?
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eim.setProperty("canWarp","false");
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return eim;
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}
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function playerEntry(eim, player) {
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var map = eim.getMapInstance(910500200);
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player.changeMap(map, map.getPortal(0));
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//TODO: hold time across map changes
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//player.getClient().getSession().write(tools.MaplePacketCreator.getClock(1800));
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}
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function playerDead(eim, player) {
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}
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function playerRevive(eim, player) {
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//if (eim.isLeader(player)) { //check for party leader
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//boot whole party and end
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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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else { //boot dead player
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// If only 2 players are left, uncompletable:
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var party = eim.getPlayers();
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if (party.size() <= minPlayers) {
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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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else
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playerExit(eim, player);
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}*/
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}
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function playerDisconnected(eim, player) {
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//if (eim.isLeader(player)) { //check for party leader
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//boot whole party and end
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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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}
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else {
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playerExit(eim, party.get(i));
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}
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}
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eim.dispose();
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/*/}
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else { //boot d/ced player
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// If only 2 players are left, uncompletable:
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var party = eim.getPlayers();
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if (party.size() < minPlayers) {
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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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else
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playerExit(eim, player);
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}*/
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}
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function leftParty(eim, player) {
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// If only 2 players are left, uncompletable:
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var party = eim.getPlayers();
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if (true) {
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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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else
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playerExit(eim, player);
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}
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function disbandParty(eim) {
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//boot whole party and end
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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 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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//for offline players
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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 clearPQ(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 monsterKilled(mob, eim) {}
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function allMonstersDead(eim) {
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eim.setProperty("canWarp","true");
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}
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function cancelSchedule() {
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}
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function timeOut() {
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var iter = em.getInstances().iterator();
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while (iter.hasNext()) {
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var eim = iter.next();
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if (eim.getPlayerCount() > 0) {
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var pIter = eim.getPlayers().iterator();
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while (pIter.hasNext())
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playerExit(eim, pIter.next());
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}
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eim.dispose();
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}
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}
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