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.
35 lines
1.5 KiB
JavaScript
35 lines
1.5 KiB
JavaScript
var status = -1;
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function start(mode, type, selection) {
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if(mode == -1 || mode == 0 && type > 0) {
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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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if (status == 2) {
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qm.sendNext("You still don't understand what's going on? I'll explain it to you again if you talk to me one more time.");
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qm.dispose();
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return;
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}
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status--;
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}
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if (status == 0) {
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qm.sendNext("#t4032315#... #rThis puppet is making a strange noise#k. You can't hear it with your ears, of course, since it can only be heard by the #o1210102#s. I believe it's this noise that changed the personality of the #o1210102#s.");
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} else if (status == 1) {
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qm.sendAcceptDecline("The #o1210102#s that have been affected by the noise have turned cynical. They've started fighting the non-affected #o1210102#s, which has made all #o1210102#s prepare for combat. #bThe reason for all these changes in the #o1210102#s is this puppet#k! Do you understand?");
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} else if (status == 2) {
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qm.forceStartQuest();
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qm.sendNext("I wonder what triggered this in the first place. There is no way this puppet was naturally created, which means someone planned this. I should keep an eye on the #o1210102#s.", 9);
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} else if (status == 3) {
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qm.sendPrev("#b(You were able to find out what caused the changes in the #o1210102#s. You should report to #p1002104# and deliver the information you've gathered.)#k", 2);
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} else if (status == 4) {
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qm.dispose();
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}
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}
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function end(mode, type, selection) {
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qm.dispose();
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} |