Implemented EllinPQ, adjusted several drop rates and data, fixes some bugs at quests at client-side.
195 lines
4.7 KiB
JavaScript
195 lines
4.7 KiB
JavaScript
/*
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*
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*Henesys PQ : FightDesign ->RaGEZONE / FXP
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*
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*/
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// Significant maps (this was already here, helpful though)
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// 100000200 - Pig Park
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// 910010000 - 1st Stage
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// 910010100 - Shortcut
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// 910010200 - Bonus
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// 910010300 - Exit
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// Significant items
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// 4001101 - Rice Cake
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// Significant monsters
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// 9300061 - Bunny
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// 9300062 - Flyeye
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// 9300063 - Stirge
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// 9300064 - Goblin Fires
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// Significant NPCs
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// 1012112 - Troy
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// 1012113 - Tommy
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// 1012114 - Growlie
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// map effects
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// Map/Obj/Effect/quest/gate/3 - warp activation glow
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// quest/party/clear - CLEAR text
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// Party1/Clear - clear sound
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/* INSERT monsterdrops (monsterid,itemid,chance) VALUES (9300061,4001101,1);
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*/
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importPackage(Packages.net.world);
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importPackage(Packages.tools);
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var exitMap;
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var mainMap;
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var minPlayers = 3;
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var pqTime = 10;//10 Minutes
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function init() {
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exitMap = em.getChannelServer().getMapFactory().getMap(910010400); // <exit>
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exitClearMap = em.getChannelServer().getMapFactory().getMap(910010100); // <clear>
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mainMap = em.getChannelServer().getMapFactory().getMap(910010000); // <main>
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em.setProperty("HPQOpen", "true"); // allows entrance.
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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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em.setProperty("HPQOpen", "false")
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var eim = em.newInstance("HenesysPQ_" + em.getProperty("latestLeader"));
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eim.setProperty("stage", "0");
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eim.setProperty("clear", "false");
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eim.getMapInstance(910010000).allowSummonState(false);
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eim.getMapInstance(910010000).killAllMonsters();
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respawn(eim);
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var timer = 1000 * 60 * pqTime; // 10 minutes
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em.schedule("timeOut", eim, timer);
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eim.startEventTimer(timer);
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return eim;
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}
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function respawn(eim) {
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var map = eim.getMapInstance(910010000);
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if (map.getSummonState()) {
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map.instanceMapRespawn();
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}
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eim.schedule("respawn", 10000);
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}
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function playerEntry(eim, player) {
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var map = eim.getMapInstance(mainMap.getId());
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player.changeMap(map, map.getPortal(0));
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}
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function playerDead(eim, player) {
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if (player.isAlive()) {
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if (eim.isLeader(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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playerExit(eim, party.get(i));
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eim.dispose();
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} else {
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var partyz = eim.getPlayers();
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if (partyz.size() < minPlayers) {
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for (var j = 0; j < partyz.size(); j++)
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playerExit(eim,partyz.get(j));
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eim.dispose();
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} else
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playerExit(eim, player);
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}
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}
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}
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function playerDisconnected(eim, player) {
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if (eim.isLeader(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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}
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eim.dispose();
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} else {
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var partyz = eim.getPlayers();
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if (partyz.size() < minPlayers) {
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for (var j = 0; j < partyz.size(); j++) {
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playerExit(eim,partyz.get(j));
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}
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eim.dispose();
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} else {
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playerExit(eim, player);
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}
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}
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}
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function leftParty(eim, player) {
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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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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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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 playerExitClear(eim, player) {
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eim.unregisterPlayer(player);
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player.changeMap(exitClearMap, exitClearMap.getPortal(0));
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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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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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playerExitClear(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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function dispose() {
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em.cancelSchedule();
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em.schedule("OpenHPQ", 5000);
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}
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function cancelSchedule(eim) {
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//This needed? It causes problem on reloadevents
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//eim.startEventTimer(0);
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}
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function timeOut(eim) {
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if (eim != null) {
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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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function OpenHPQ() {
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em.setProperty("HPQOpen", "true");
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}
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