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.
24 lines
1.3 KiB
JavaScript
24 lines
1.3 KiB
JavaScript
var status = -1;
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function start(mode, type, selection) {
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status++;
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if(mode == 0 && type == 0)
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status -= 2;
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else if (mode != 1) {
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//if (mode == 0)
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qm.sendNext("#b(You need to think about this for a second...)#k");
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qm.dispose();
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return;
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}
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if (status == 0) {
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qm.sendNext("How's the training going? Hmmm... Level 70... That's still not much, but you have really made some strides since the first time I met you fresh out of ice. Keep training, and I am sure one day you'll be able to regain your pre-battle form.");
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} else if (status == 1) {
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qm.sendAcceptDecline("But before doing that, I'll need you back in Rein for a bit. #bYour pole arm is reacting strange once again. It looks like it has something it wants to tell you. #kIt might be able to awaken your hidden powers, so please come immediately.");
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} else if (status == 2) {
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qm.forceStartQuest();
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qm.sendOk("Anyway, I thought it was really something that a weapon has its own identity, but seriously... this weapon does not stop talking. It first kept on crying because I wasn't really paying attention to its needs, and... ahh, please keep this a secret from the pole arm. I don't think it's a good idea to upset the weapon any further.");
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} else if (status == 3) {
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qm.dispose();
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}
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} |