Reviewed Monster Magnet skill effect on mobs, now properly showing up to other players. Reworked concurrency protection on login handler, now properly synchronizing requests for the same accountId. Reviewed an expedition issue with attempting to send packets on loggedoff players. Expeditions no longer holds a character object list of its own, rather finding players through their id on the world storage. Added stat requirement definition as first message on 1st job NPCs. Fixed an issue with area triggered NPC conversations not getting properly disposed. Reviewed "launch.bat", internally referencing Java7 engine. Assuming it has been installed in the default directory on the system, it's no longer necessary to set precedence on PATH for it. Fixed need for "reapproval from the 3rd job instructors" to attempt Zakum once more. Reviewed goto command. Non-GM's no longer has access to area maps, only towns. Implemented a new server flag for enforcing base rates (server rate: 1x) on players level 10 or lower. Fixed player guild tooltips not being properly marshalled to others on the map, at the event of several guild actions. Reviewed event system allowing creation of same-name events, potentially leading to null EIM problems. Refactored some locks on MapleCharacter, potentially solving a deadlock case within expiring/forfeiting quest methods. Implemented a major overhaul on mob aggro system, now updating player aggro in real-time based on their latest DPS. Properly refactored and encapsulated aggro mechanics. Fixed NPE on disposing events with alive mobs. Added server-side birthday check handling when opening player shops or merchants having cash items in store. Fixed player shop tooltip not finishing properly when shop owner closes store with visitors still in there. Fixed forceChangeMap method not warping players to the designated event map (rather sending them to the starting event map). Reviewed "summon" command, now using forceChangeMap, also changing channels if needed. Reworked HeavenMS autoassigner: STR-based classes now ups a bit more DEX than before, since its a vital attribute for accuracy on their actions. Added meso ceil check on player transactions. Trades now gets suspended if the max amount is reached. Implemented server-side item limit check on player shops and merchants. Fixed an exploit with merchants, on where players would be able to save the selling item on DB before taking from inventory.
268 lines
16 KiB
JavaScript
268 lines
16 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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/* Kyrin
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Pirate Job Advancement
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Custom Quest 100009, 100011
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*/
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status = -1;
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actionx = {"1stJob" : false, "2ndjob" : false, "2ndjobT" : false, "3thJobI" : false, "3thJobC" : false};
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job = 510;
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spawnPnpc = false;
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spawnPnpcFee = 7000000;
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jobType = 5;
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var advQuest = 0;
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function start() {
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if (cm.isQuestStarted(6330)) {
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if (cm.getEventInstance() != null) { // missing script for skill test found thanks to Lost(tm)
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advQuest = 5; // string visibility thanks to iPunchEm & Glvelturall
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cm.sendNext("Not bad at all. Let's discuss this outside!");
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cm.setQuestProgress(6330, 0, 1);
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} else if (cm.getQuestProgress(6330, 0) == 0) {
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advQuest = 1;
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cm.sendNext("You're ready, right? Now try to withstand my attacks for 2 minutes. I won't go easy on you. Good luck, because you will need it.");
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} else {
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advQuest = 3;
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cm.teachSkill(5121003, 0, 10, -1);
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cm.forceCompleteQuest(6330);
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cm.sendNext("Congratulations. You have managed to pass my test. I'll teach you a new skill called \"Super Transformation\".\r\n\r\n #s5121003# #b#q5121003##k");
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}
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} else if (cm.isQuestStarted(6370)) {
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if (cm.getEventInstance() != null) {
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advQuest = 6;
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cm.sendNext("Not bad at all. Let's discuss this outside!");
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cm.setQuestProgress(6370, 0, 1);
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} else if (cm.getQuestProgress(6370, 0) == 0) {
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advQuest = 2;
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cm.sendNext("You're ready, right? Now try to withstand my attacks for 2 minutes. I won't go easy on you. Good luck, because you will need it.");
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} else {
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advQuest = 4;
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cm.teachSkill(5221006, 0, 10, -1);
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cm.forceCompleteQuest(6370);
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cm.sendNext("Congratulations. You have managed to pass my test. I'll teach you a new skill called \"Battleship\".\r\n\r\n #s5221006# #b#q5221006##k");
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}
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} else if (parseInt(cm.getJobId() / 100) == jobType && cm.canSpawnPlayerNpc(Packages.constants.GameConstants.getHallOfFameMapid(cm.getJob()))) {
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spawnPnpc = true;
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var sendStr = "You have walked a long way to reach the power, wisdom and courage you hold today, haven't you? What do you say about having right now #ra NPC on the Hall of Fame holding the current image of your character#k? Do you like it?";
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if(spawnPnpcFee > 0) {
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sendStr += " I can do it for you, for the fee of #b " + cm.numberWithCommas(spawnPnpcFee) + " mesos.#k";
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}
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cm.sendYesNo(sendStr);
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} else {
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if (cm.getJobId() == 0) {
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actionx["1stJob"] = true;
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cm.sendNext("Want to be a #rpirate#k? There are some standards to meet. because we can't just accept EVERYONE in... #bYour level should be at least 10, with " + cm.getFirstJobStatRequirement(jobType) + " minimum#k. Let's see."); // thanks Vcoc for noticing a need to state and check requirements on first job adv starting message
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} else if (cm.getLevel() >= 30 && cm.getJobId() == 500) {
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actionx["2ndJob"] = true;
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if (cm.isQuestCompleted(2191) || cm.isQuestCompleted(2192))
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cm.sendNext("I see you have done well. I will allow you to take the next step on your long road.");
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else
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cm.sendNext("The progress you have made is astonishing.");
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} else if (actionx["3thJobI"] || (cm.getPlayer().gotPartyQuestItem("JB3") && cm.getLevel() >= 70 && cm.getJobId() % 10 == 0 && parseInt(cm.getJobId() / 100) == 5 && !cm.getPlayer().gotPartyQuestItem("JBP"))){
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actionx["3thJobI"] = true;
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cm.sendNext("There you are. A few days ago, #b#p2020013##k of Ossyria talked to me about you. I see that you are interested in making the leap to the world of the third job advancement for pirates. To archieve that goal, I will have to test your strength in order to see whether you are worthy of the advancement. There is an opening in the middle of a cave on Victoria Island, where it'll lead you to a secret passage. Once inside, you'll face a clone of myself. Your task is to defeat him and bring #b#t4031059##k back with you.");
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} else if (cm.getPlayer().gotPartyQuestItem("JBP") && !cm.haveItem(4031059)){
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cm.sendNext("Please, bring me the #b#t4031059##k.");
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cm.dispose();
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} else if (cm.haveItem(4031059) && cm.getPlayer().gotPartyQuestItem("JBP")){
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actionx["3thJobC"] = true;
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cm.sendNext("Nice work. You have defeated my clone and brought #b#t4031059##k back safely. You have now proven yourself worthy of the 3rd job advancement from the physical standpoint. Now you should give this necklace to #b#p2020013##k in Ossyria to take on the second part of the test. Good luck. You'll need it.");
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} else {
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cm.sendOk("You have chosen wisely.");
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cm.dispose();
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}
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}
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}
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function action(mode, type, selection) {
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status++;
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if (mode == -1 && selection == -1) {
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cm.dispose();
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return;
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} else if (mode == 0 && type != 1) {
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status -= 2;
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}
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if (status == -1){
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start();
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return;
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} else {
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if (advQuest > 0) {
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if (advQuest < 3) {
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var em = cm.getEventManager(advQuest == 1 ? "4jship" : "4jsuper");
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if(!em.startInstance(cm.getPlayer())) {
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cm.sendOk("Someone is already challenging the test. Please try again later.");
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}
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} else if (advQuest < 5) {
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if (advQuest == 3) {
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cm.sendOk("It is similar to that of 'Transformation', but it's much more powerful than that. Keep training, and hope to see you around.");
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} else {
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cm.sendOk("Unlike most of the other skills you used as a Pirate, this one definitely is different. You can actually ride the 'Battleship' and attack enemies with it. Your DEF level will increase for the time you're on board, so that'll help you tremendously in combat situations. May you become the best Gunslinger out there...");
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}
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} else {
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cm.warp(120000101);
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}
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cm.dispose();
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} else if(spawnPnpc) {
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if(mode > 0) {
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if(cm.getMeso() < spawnPnpcFee) {
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cm.sendOk("Sorry, you don't have enough mesos to purchase your place on the Hall of Fame.");
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cm.dispose();
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return;
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}
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if(Packages.server.life.MaplePlayerNPC.spawnPlayerNPC(Packages.constants.GameConstants.getHallOfFameMapid(cm.getJob()), cm.getPlayer())) {
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cm.sendOk("There you go! Hope you will like it.");
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cm.gainMeso(-spawnPnpcFee);
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} else {
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cm.sendOk("Sorry, the Hall of Fame is currently full...");
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}
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}
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cm.dispose();
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return;
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} else {
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if (mode != 1 || status == 7 && type != 1 || (actionx["1stJob"] && status == 4) || (cm.haveItem(4031008) && status == 2) || (actionx["3thJobI"] && status == 1)){
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if (mode == 0 && status == 2 && type == 1)
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cm.sendOk("You know there is no other choice...");
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if (!(mode == 0 && type != 1)){
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cm.dispose();
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return;
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}
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}
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}
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}
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if (actionx["1stJob"]){
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if (status == 0) {
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if (cm.getLevel() >= 10 && cm.canGetFirstJob(jobType)) {
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cm.sendYesNo("Oh...! You look like someone that can definitely be a part of us... all you need is a little slang, and... yeah... so, what do you think? Wanna be the Pirate?");
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} else {
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cm.sendOk("Train a bit more until you reach the base requirements and I can show you the way of the #rPirate#k.");
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cm.dispose();
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}
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} else if (status == 1){
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if (cm.canHold(2070000) && cm.canHoldAll([1482000, 1492000])){
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if (cm.getJobId() == 0){
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cm.changeJobById(500);
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cm.gainItem(1492000, 1);
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cm.gainItem(1482000, 1);
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cm.gainItem(2330000, 1000);
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cm.resetStats();
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}
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cm.sendNext("Alright, from here out, you are a part of us! You'll be living the life of a wanderer at ..., but just be patient as soon, you'll be living the high life. Alright, it ain't much, but I'll give you some of my abilities... HAAAHHH!!!");
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} else {
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cm.sendNext("Make some room in your inventory and talk back to me.");
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cm.dispose();
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}
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} else if (status == 2)
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cm.sendNextPrev("You've gotten much stronger now. Plus every single one of your inventories have added slots. A whole row, to be exact. Go see for it yourself. I just gave you a little bit of #bSP#k. When you open up the #bSkill#k menu on the lower left corner of the screen, there are skills you can learn by using SP's. One warning, though: You can't raise it all together all at once. There are also skills you can acquire only after having learned a couple of skills first.");
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else if (status == 3)
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cm.sendNextPrev("Now a reminder. Once you have chosen, you cannot change up your mind and try to pick another path. Go now, and live as a proud Pirate.");
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else
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cm.dispose();
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} else if(actionx["2ndJob"]){
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if (status == 0){
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if (cm.isQuestCompleted(2191) || cm.isQuestCompleted(2192))
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cm.sendSimple("Alright, when you have made your decision, click on [I'll choose my occupation] at the bottom.#b\r\n#L0#Please explain to me what being the Brawler is all about.\r\n#L1#Please explain to me what being the Gunslinger is all about.\r\n#L3#I'll choose my occupation!");
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else
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cm.sendNext("Good decision. You look strong, but I need to see if you really are strong enough to pass the test, it's not a difficult test, so you'll do just fine.");
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} else if (status == 1){
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if (!cm.isQuestCompleted(2191) && !cm.isQuestCompleted(2192)){
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// Pirate works differently from the other jobs. It warps you directly in.
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actionx["2ndJobT"] = true;
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cm.sendYesNo("Would you like to take the test now?");
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} else {
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if (selection < 3) {
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if(selection == 0) { //brawler
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cm.sendNext("Pirates that master #rKnuckles#k.\r\n\r\n#bBrawlers#k are melee, close-ranged fist fighters who deal lots of damage and have high HP. Armed with #rCorkscrew Blow#k, one can deal massive damage to multiple targets at once. #rOak Barrel#k permits one to scout or disguise themselves in middle of difficult fights, enabling a possible escaping route in front of danger.");
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} else if(selection == 1) { //gunslinger
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cm.sendNext("Pirates that master #rGuns#k.\r\n\r\n#bGunslingers#k are faster and ranged attackers. With the #rWings#k skill, Gunslingers can hover in the air, allowing for a longer, more sustained jump than a regular jump. #rBlank Shot#k allows to deal Stun status to multiple targets nearby.");
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}
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status -= 2;
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} else
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cm.sendNextPrev("You have a long road ahead of you still, but being a pirate will help you get there. Just keep that in mind and you will do fine.");
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}
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} else if (status == 2){
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if (actionx["2ndJobT"]) {
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var map = 0;
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if(cm.isQuestStarted(2191))
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map = 108000502;
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else
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map = 108000501;
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if(cm.getPlayerCount(map) > 0) {
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cm.sendOk("All the training maps are currently in use. Please try again later.");
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cm.dispose();
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} else {
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cm.warp(map);
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cm.dispose();
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return;
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}
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} else {
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if(cm.isQuestCompleted(2191) && cm.isQuestCompleted(2192))
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job = (Math.random() < 0.5) ? 510 : 520;
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else if(cm.isQuestCompleted(2191))
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job = 510;
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else if(cm.isQuestCompleted(2192))
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job = 520;
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cm.sendYesNo("So you want to make the second job advancement as the " + (job == 510 ? "#bBrawler#k" : "#bGunslinger#k") + "? You know you won't be able to choose a different job for the 2nd job advancement once you make your decision here, right?");
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}
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} else if (status == 3){
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if (cm.haveItem(4031012))
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cm.gainItem(4031012, -1);
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if(job == 510) cm.sendNext("From here on out, you are a #bBrawler#k. Brawlers rule the world with the power of their bare fists...which means they need to train their body more than others. If you have any trouble training, I'll be more than happy to help.");
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else cm.sendNext("From here on out, you are a #bGunslinger#k. Gunslingers are notable for their long-range attacks with sniper-like accuracy and of course, using Guns as their primary weapon. You should continue training to truly master your skills. If you are having trouble training, I'll be here to help.");
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if (cm.getJobId() != job)
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cm.changeJobById(job);
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} else if (status == 4)
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cm.sendNextPrev("I have just given you a book that gives you the list of skills you can acquire as a " + (job == 510 ? "brawler" : "gunslinger") + ". Also your etc inventory has expanded by adding another row to it. Your max HP and MP have increased, too. Go check and see for it yourself.");
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else if (status == 5)
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cm.sendNextPrev("I have also given you a little bit of #bSP#k. Open the #bSkill Menu#k located at the bottom left corner. you'll be able to boost up the newer acquired 2nd level skills. A word of warning, though. You can't boost them up all at once. Some of the skills are only available after you have learned other skills. Make sure yo remember that.");
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else if (status == 6)
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cm.sendNextPrev((job == 510 ? "Brawlers" : "Gunslingers") + " need to be strong. But remember that you can't abuse that power and use it on a weakling. Please use your enormous power the right way, because... for you to use that the right way, that is much harden than just getting stronger. Please find me after you have advanced much further. I'll be waiting for you.");
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} else if (actionx["3thJobI"]){
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if (status == 0){
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if (cm.getPlayer().gotPartyQuestItem("JB3")){
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cm.getPlayer().removePartyQuestItem("JB3");
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cm.getPlayer().setPartyQuestItemObtained("JBP");
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}
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cm.sendNextPrev("Since he is a clone of myself, you can expect a tough battle ahead. He uses a number of special attacking skills unlike any you have ever seen, and it is your task to successfully take him one on one. There is a time limit in the secret passage, so it is crucial that you defeat him within the time limit. I wish you the best of luck, and I hope you bring the #b#t4031059##k with you.");
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}
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} else if (actionx["3thJobC"]){
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cm.getPlayer().removePartyQuestItem("JBP");
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cm.gainItem(4031059, -1);
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cm.gainItem(4031057, 1);
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cm.dispose();
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}
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} |