sweetgum83/scripts/event/0_EXAMPLE.js

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2024-01-19 08:56:28 +00:00
// Event-instantiation variables
var isPq = true;
var minPlayers, maxPlayers; // Range of party members for this event instance.
var minLevel, maxLevel; // Level range of eligible team members for this event instance.
var entryMap; // Initial map, where players all moved into at the event startup.
var exitMap; // Upon failing to complete the event, players may be moved to this map.
var recruitMap; // Map where players must be before staring this event.
var clearMap; // Upon event clearing, players may be moved to this map.
var minMapId; // Event takes place inside these map id interval. Players found out is instantly dropped from the event.
var maxMapId;
var eventTime; // Max time allotted for the event, in minutes.
const maxLobbies = 7; // Max amount of concurrent active lobbies.
function init() {
// After loading, ChannelServer
}
function getMaxLobbies() {
return maxLobbies;
}
function setEventRequirements() {
// sets requirement info about the event to be displayed at the recruitment area.
}
function setEventExclusives(eim) {
// sets all items that should exist only for the event instance, and that should be removed from inventory at the end of the run.
}
function setEventRewards(eim) {
// sets all possible treasures that can be given, randomly, to a player at the end of the event.
}
function getEligibleParty(party) {
// selects, from the given party, the team that is allowed to attempt this event
}
function setup(eim, leaderid) {
// Setup the instance when invoked, EG : start PQ
}
function afterSetup(eim) {
// Happens after the event instance is initialized and all players have been assigned for the event instance, but before entrying players.
}
function respawnStages(eim) {
// Defines which maps inside the event are allowed to respawn. This function should create a new task at the end of it's body calling itself at a given respawn rate.
}
function playerEntry(eim, player) {
// Warp player in etc..
}
function playerUnregistered(eim, player) {
// Do something with the player that is about to unregister right before unregistering he/she.
}
function playerExit(eim, player) {
// Do something with the player right before disbanding the event instance.
}
function playerLeft(eim, player) {
// Do something with the player right before leaving the party.
}
function changedMap(eim, player, mapid) {
// What to do when player've changed map, based on the mapid.
}
function changedLeader(eim, leader) {
// Do something if the party leader has been changed.
}
function scheduledTimeout(eim) {
// When event timeout without before completion..
}
function timeOut(eim) {
if (eim.getPlayerCount() > 0) {
var pIter = eim.getPlayers().iterator();
while (pIter.hasNext()) {
var player = pIter.next();
player.dropMessage(6, "You have run out of time to complete this event!");
playerExit(eim, player);
}
}
eim.dispose();
}
function monsterKilled(mob, eim) {
// Happens when an opposing mob dies
}
function monsterValue(eim, mobid) {
// Invoked when a monster that's registered has been killed
// return x amount for this player - "Saved Points"
}
function friendlyKilled(mob, eim) {
// Happens when a friendly mob dies
}
function allMonstersDead(eim) {
// When invoking unregisterMonster(Monster mob) OR killed
// Happens only when size = 0
}
function playerDead(eim, player) {
// Happens when player dies
}
function monsterRevive(mob, eim) {
// Happens when an opposing mob revives
}
function playerRevive(eim, player) {
// Happens when player's revived.
// @Param : returns true/false
}
function playerDisconnected(eim, player) {
// return 0 - Deregister player normally + Dispose instance if there are zero player left
// return x that is > 0 - Deregister player normally + Dispose instance if there x player or below
// return x that is < 0 - Deregister player normally + Dispose instance if there x player or below, if it's leader = boot all
}
function end(eim) {
// Happens when the party fails to complete the event instance.
}
function giveRandomEventReward(eim, player) {
// Selects randomly a reward to give from the reward pool.
}
function clearPQ(eim) {
// Happens when the party succeeds on completing the event instance.
}
function leftParty(eim, player) {
// Happens when a player left the party
}
function disbandParty(eim, player) {
// Happens when the party is disbanded.
}
function removePlayer(eim, player) {
// Happens when the funtion NPCConversationManager.removePlayerFromInstance() is invoked
}
function registerCarnivalParty(eim, carnivalparty) {
// Happens when carnival PQ is started. - Unused for now.
}
function onMapLoad(eim, player) {
// Happens when player change map - Unused for now.
}
function cancelSchedule() {
// Finishes ongoing schedules.
}
function dispose() {
// Finishes the event instance.
}