Revised starting AP, now working out with flags. To supply the 9AP shortage of 4/4/4/4, two options: one giving out 9 AP from the start, other giving 4/5 AP when changing jobs (1st, 2nd). This change would also work with the autoassign for beginners flag. Refactored several quest scripts, that would be glitching the player when doing quest start/complete and disposing under the same script status. Cleared some cases with the quest reward system where it would call out a "full inventory" even though new inventory slots could get discovered when doing the quest loot transaction. Fixed an issue with player stores being deployed overlapping in a few scenarios. Fixed reduced EXP gain from kills when triggering skill Mortal Blow. Added "open Duey" functionality when clicking "O" in the incoming package notification. Fixed packages without messages (a quirk from quick delivery) not accounting visually as a "quick" one. Fixed certain mounts (non-item skill mounts, such as Yeti or Spaceship) not showing up properly to other players when changing maps. Added handler for mob damage by environment objects (OrbisPQ jail storage area). Added a placeholder on mob's stolen items to prevent more steals to be placed as soon as the Steal mechanism is triggered. Patched boss logs not removing recent entries from the DB tables (the reset method is actually supposed to clear every entry). Revised a possible memory leak scenario happening due to an exception thrown midway monster kill method. Improved reactor drops, now placing loots visible for the acting player centered (similar as to how mob loots work). Refactored several issues in scripts, related to accessing static Java methods through an object, that would start appearing after transitioning to Java 8.
84 lines
4.4 KiB
JavaScript
84 lines
4.4 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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importPackage(Packages.client);
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importPackage(Packages.constants);
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var status = -1;
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function end(mode, type, selection) {
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if (mode == -1) {
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qm.sendNext("Hey! At least say you tried!");
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qm.dispose();
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} else {
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if(mode == 0 && type > 0) {
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qm.sendNext("Hey! At least say you tried!");
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qm.dispose();
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return;
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}
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if (mode == 1)
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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.sendNext("First you promise to defeat the Black Mage and make me a famous weapon, then you abandon me for hundreds of years, and now you're telling me you don't remember who I am? What the...?! Do you think I will let you get away with that? You're the one who begged and pined for me!"); //Giant Polearm
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else if (status == 1)
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qm.sendNextPrev("I did tell #p1203000# to make a pole arm for me if I could prove my worth.", 2);
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else if (status == 2)
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qm.sendNextPrev("After all that begging, shouldn't you treat me with a little more love and respect? Ya know, a weapon like me's a rare and wonderful thing. I am the ultimate #p1201001# that can help you defeat the Black Mage. How could you ditch me for hundreds of years?");
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else if (status == 3)
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qm.sendNextPrev("Hey, I never begged for you.", 2);
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else if (status == 4)
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qm.sendNextPrev("What? You never begged for me? Ha! #p1203000# told me you got on your knees, begged for me in tears, and... Wait a sec. Aran! Did you just remember who I am?");
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else if (status == 5)
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qm.sendNextPrev("Maybe a little bit...", 2);
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else if (status == 6)
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qm.sendNextPrev("Aran, it is you! *Sniff sniff* Wait, *ahem* I didn't get emotional, it's just allergies. I know the Black Mage has stripped you of your abilities so you probably don't even have the strength to lift me... but at least you remember me! I'm glad that your memory's starting to return.");
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else if (status == 7)
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qm.sendAcceptDecline("Even though you've lost your memory, you're still my master. You endured some very tough training in the past, and I'm sure your body still remembers the skills you got through those hard times. Alright, I'll restore your abilities!");
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else if (status == 8) {
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if(!qm.isQuestCompleted(21201)) {
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if(!qm.canHold(1142130)) {
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qm.sendOk("Wow, your #bequip#k inventory is full. I need you to make at least 1 empty slot to complete this quest."); // thanks MedicOP for finding an issue here
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return;
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}
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qm.gainItem(1142130, true);
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qm.changeJobById(2110);
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if (ServerConstants.USE_FULL_ARAN_SKILLSET) {
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qm.teachSkill(21100000, 0, 20, -1); //polearm mastery
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qm.teachSkill(21100002, 0, 30, -1); //final charge
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qm.teachSkill(21100004, 0, 20, -1); //combo smash
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qm.teachSkill(21100005, 0, 20, -1); //combo drain
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}
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qm.completeQuest();
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}
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qm.sendNext("Your level isn't what it used to be back in your glory days, so I can't restore all of your old abilities. But the few I can restore should help you level up faster. Now hurry up and train so you can return to the old you.");
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} else if (status == 9) {
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qm.dispose();
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}
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}
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} |