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.
32 lines
1.8 KiB
JavaScript
32 lines
1.8 KiB
JavaScript
var status = -1;
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function end(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("Did you manage to slay #o9001013#? Hahaha... you're my master, indeed. Okay, now give me the Red Jade that you found there. I'll have to put it back on the body, and... wait, why aren't you saying a word? Don't tell me... that you didn't bring that back!");
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} else if (status == 1) {
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qm.sendNextPrev("What?! You really didn't bring back the Red Jade? Why? Did you just completely forget it? Ahh... even with the curse of the Black Mage, and the amount of time that has passed and all, never did I think my master would turn out to be stupid...");
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} else if (status == 2) {
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qm.sendNextPrev("No, no, I can't let this put me in despair. This is when I should remain calm and in control, unlike my master...\r\noosah..." );
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} else if (status == 3) {
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qm.sendNextPrev("Even if you go back there now, the thief probably made its way out of there. This means you'll have to make the Red Jade anew. You've made one before, so you do remember the materials required to make one, right? Now go...");
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} else if (status == 4) {
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qm.sendNextPrev("\r\n\r\n\r\nTHIS GUY HAS DEFINITELY LOST ALL MEMORIES!");
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} else if (status == 5) {
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qm.sendNextPrev("...No hope, no dreams... Nooooo!!");
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} else if (status == 6) {
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qm.completeQuest();
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qm.sendNextPrev("#b(Maha is beginning to really get hysterical. I better leave right this minute. Maybe Lilin can do something about it.)", 2);
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} else if (status == 7) {
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qm.dispose();
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}
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} |