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.
44 lines
2.3 KiB
JavaScript
44 lines
2.3 KiB
JavaScript
var status = -1;
|
|
|
|
function start(mode, type, selection) {
|
|
if(mode == -1 || mode == 0 && type > 0) {
|
|
qm.dispose();
|
|
return;
|
|
}
|
|
|
|
if (mode == 1) {
|
|
status++;
|
|
} else {
|
|
if (status == 4) {
|
|
qm.sendNext("No? Are you saying you can train on your own? I'm just letting you know that you'll get better results if you train with an instructor. You can't live in this world alone. You must learn to get along with other people.");
|
|
qm.dispose();
|
|
return;
|
|
}
|
|
status--;
|
|
}
|
|
if (status == 0) {
|
|
qm.sendNext("It seems like you've started to remember things. Your Polearm must have recognized you. This means you are surely #bAran, the wielder of Polearms#k. Is there anything else you remember? Skills you used with the Polearm perhaps? Anything?");
|
|
} else if (status == 1) {
|
|
qm.sendNextPrev("#b(You tell her that you remember a few skills.)#k", 2);
|
|
} else if (status == 2) {
|
|
qm.sendNextPrev("That's not a lot, but it's progress. Our focus, then, should be to get you back to the state before you were frozen. You may have lost your memory, but I'm sure it won't take long for you to recover the abilities that your body remembers.");
|
|
} else if (status == 3) {
|
|
qm.sendNextPrev('How do I recover my abilities?', 2);
|
|
} else if (status == 4) {
|
|
qm.sendAcceptDecline("There is only one way to do that. Train! Train! Train! Train! If you continue to train, your body will instinctively remember its abilities. To help you through the process, I'll introduce you to an instructor.");
|
|
} else if (status == 5) {
|
|
qm.sendNext("I gave you a #bPolearm#k because I figured it would be best for you to use a weapon you're familiar with. It will be useful in your training.");
|
|
if (!qm.isQuestStarted(21700) && !qm.isQuestCompleted(21700)) {
|
|
qm.gainItem(1442000,1);
|
|
qm.forceStartQuest();
|
|
}
|
|
} else if (status == 6) {
|
|
qm.sendPrev("You'll find a Training Center if you exit to the #bleft#k. There, you'll meet #b#p1202006##k. I'm a bit worried because I think he may be struggling with bouts of Alzheimer's, but he spent a long time researching skills to help you. I'm sure you'll learn a thing or two from him.");
|
|
} else if (status == 7) {
|
|
qm.dispose();
|
|
}
|
|
}
|
|
|
|
function end(mode, type, selection) {
|
|
qm.dispose();
|
|
} |