Introducing Boss Rush PQ. Corrected a few issues regarding rewardings in PiratePQ and EllinPQ and implemented a standardized way to script PQs.
29 lines
1.3 KiB
JavaScript
29 lines
1.3 KiB
JavaScript
importPackage(Packages.server.life);
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function enter(pi) {
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if (pi.getMap().getReactorByName("sMob1").getState() >= 1 && pi.getMap().getReactorByName("sMob2").getState() >= 1 && pi.getMap().getReactorByName("sMob3").getState() >= 1 && pi.getMap().getReactorByName("sMob4").getState() >= 1) {
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if (pi.isLeader()) {
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var em = pi.getEventManager("PiratePQ");
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var level = parseInt(em.getProperty("level"));
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var chests = parseInt(em.getProperty("openedChests"));
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var boss;
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if(chests == 0) boss = MapleLifeFactory.getMonster(9300119); //lord pirate
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else if(chests == 1) boss = MapleLifeFactory.getMonster(9300105); //angry lord pirate
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else boss = MapleLifeFactory.getMonster(9300106); //enraged lord pirate
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boss.changeDifficulty(level, true);
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pi.getMap(925100500).spawnMonsterOnGroundBelow(boss, new java.awt.Point(777, 140));
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pi.warpParty(925100500); //next
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return(true);
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} else {
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pi.playerMessage(5, "The leader must be here.");
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return(false);
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}
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} else {
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pi.playerMessage(5, "The portal is not opened yet.");
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return(false);
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}
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} |