Changeset 5

User picture

Author: ReKyactus

(2009/10/23 18:27) Over 2 years ago

tradotti da 2012013.js a 2013002.js 

Se puoi controlla BENE il 2013001.js in quanto era molto lungo e potrei aver sbagliato qualcosa XD

Affected files

Updated npc/2012013.js Download diff

45
1
/* Author: Xterminator
1
/*MapleStory Italiano Copyright*/
2
	NPC Name: 		Sunny
3
	Map(s): 		Orbis: Station<To Ludibrium> (200000121)
4
	Description: 		Orbis Ticketing Usher
5
*/
6
var status = 0;
2
var status = 0;
7
3
8
function start() {
4
function start() {
...
...
15
		cm.dispose();
11
		cm.dispose();
16
	} else {
12
	} else {
17
	if (status >= 0 && mode == 0) {
13
	if (status >= 0 && mode == 0) {
18
		cm.sendNext("You must have some business to take care of here, right?");
14
		cm.sendNext("Devi avere qualche affare in sospeso per venire qui, giusto?");
19
		cm.dispose();
15
		cm.dispose();
20
		return;
16
		return;
21
	}
17
	}
...
...
24
	else
20
	else
25
		status--;
21
		status--;
26
	if (status == 0) {
22
	if (status == 0) {
27
		cm.sendYesNo("It looks like there's plenty of room for this ride. Please have your ticket ready so I can let you in, The ride will be long, but you'll get to your destination just fine. What do you think? Do you want to get on this ride?");
23
		cm.sendYesNo("Sembra che per questo tragitto siamo quasi al completo. Per piacere tieni il tuo bilglietto pronto cosi ti posso far entrare. Il viaggio sara' lungo, ma arriverai a destinazione sano e salvo. Che ne pensi? Vuoi salrire in questo tragitto?");
28
	} else if (status == 1) {
24
	} else if (status == 1) {
29
		if (cm.haveItem(4031074)) {
25
		if (cm.haveItem(4031074)) {
30
			cm.gainItem(4031074, -1);
26
			cm.gainItem(4031074, -1);
31
			cm.warp(220000100, 0);
27
			cm.warp(220000100, 0);
32
			cm.dispose();
28
			cm.dispose();
33
		} else {
29
		} else {
34
			cm.sendNext("Oh no... I don't think you have the ticket with you. I can't let you in without it. Please buy the ticket at the ticketing booth.");
30
			cm.sendNext("Oh no... non penso tu abbia il biglietto con te. non posso farti entrare senza. Per favore, compra il biglietto alla biglietteria.");
35
			cm.dispose();
31
			cm.dispose();
36
			}		
32
			}		
37
		}
33
		}

Updated npc/2012014.js Download diff

45
19
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
19
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
20
*/
20
*/
21
21
22
/**
22
/*MapleStory Italiano Copyright*/
23
-- Odin JavaScript --------------------------------------------------------------------------------
24
	Orbis Magic Spot - Orbis Tower <1st Floor>(200082100)
25
-- By ---------------------------------------------------------------------------------------------
26
	Unknown
27
-- Version Info -----------------------------------------------------------------------------------
28
	1.1 - Official Text and Method [Information]
29
	1.0 - First Version by Unknown
30
---------------------------------------------------------------------------------------------------
31
**/
32
23
33
function start() {
24
function start() {
34
	status = -1;
25
	status = -1;
...
...
43
	status++;
34
	status++;
44
	if (status == 0) {
35
	if (status == 0) {
45
		if(cm.haveItem(4001019)) {
36
		if(cm.haveItem(4001019)) {
46
			cm.sendYesNo("You can use #b#t4001019#k to activate #b#p2012014##k. Will you teleport to where #b#p2012015##k is?");
37
			cm.sendYesNo("Puoi usare il #b#t4001019#k per attivare #b#p2012014##k. Vuoi teletrasportarti a #b#p2012015##k?");
47
		} else {
38
		} else {
48
			cm.sendOk("There's a #b#p2012014##k that'll enable you to teleport to where #b#p2012015##k is, but you can't activate it without the scroll.");
39
			cm.sendOk("C'e un #b#p2012014##k che ti permette di teletrasportarti a #b#p2012015##k , ma non puoi attivarlo senza la pergamena.");
49
			cm.dispose();
40
			cm.dispose();
50
		}
41
		}
51
	}
42
	}

Updated npc/2012015.js Download diff

45
19
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
19
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
20
*/
20
*/
21
21
22
/**
22
/*MapleStory Italiano Copyright*/
23
-- Odin JavaScript --------------------------------------------------------------------------------
24
	El Nath Magic Spot - Orbis Tower <20th Floor>(200080200)
25
-- By ---------------------------------------------------------------------------------------------
26
	Unknown
27
-- Version Info -----------------------------------------------------------------------------------
28
	1.1 - Official Text and Method [Information]
29
	1.0 - First Version by Unknown
30
---------------------------------------------------------------------------------------------------
31
**/
32
23
33
function start() {
24
function start() {
34
	status = -1;
25
	status = -1;
...
...
43
	status++;
34
	status++;
44
	if (status == 0) {
35
	if (status == 0) {
45
		if(cm.haveItem(4001019)) {
36
		if(cm.haveItem(4001019)) {
46
			cm.sendYesNo("You can use #b#t4001019#k to activate #b#p2012014##k. Will you teleport to where #b#p2012015##k is?");
37
			cm.sendYesNo("Puoi usare #b#t4001019#k per attivare #b#p2012014##k. Vuoi teletrasportarti a #b#p2012015##k?");
47
		} else {
38
		} else {
48
			cm.sendOk("There's a #b#p2012015##k that'll enable you to teleport to where #b#p2012014##k is, but you can't activate it without the scroll.");
39
			cm.sendOk("C'e un #b#p2012015##k che ti permette di teletrasportarti a #b#p2012014##k , ma non puoi attivarlo senza la pergamena.");
49
			cm.dispose();
40
			cm.dispose();
50
		}
41
		}
51
	}
42
	}

Updated npc/2012021.js Download diff

45
1
/* Author: Xterminator
1
/*MapleStory Italiano Copyright*/
2
	NPC Name: 		Ramini
3
	Map(s): 		Orbis: Cabin<To Leafre> (200000131)
4
	Description: 		Orbis Ticketing Usher
5
*/
6
var status = 0;
2
var status = 0;
7
3
8
function start() {
4
function start() {
...
...
15
		cm.dispose();
11
		cm.dispose();
16
	} else {
12
	} else {
17
	if (status >= 0 && mode == 0) {
13
	if (status >= 0 && mode == 0) {
18
		cm.sendNext("You must have some business to take care of here, right?");
14
		cm.sendNext("Devi avere qualche affare in sospeso per venire qui, giusto?");
19
		cm.dispose();
15
		cm.dispose();
20
		return;
16
		return;
21
	}
17
	}
...
...
24
	else
20
	else
25
		status--;
21
		status--;
26
	if (status == 0) {
22
	if (status == 0) {
27
		cm.sendYesNo("It looks like there's plenty of room for this ride. Please have your ticket ready so I can let you in, The ride will be long, but you'll get to your destination just fine. What do you think? Do you want to get on this ride?");
23
		cm.sendYesNo("Sembra che siamo quasi al completo per questo tragitto. Per favore tieni il biglietto pronto cosi posso farti entrare. Il viaggio sara' lungo, ma arriverai a destinazione sano e salvo. Che ne pensi? Vuoi salire su questo tragitto?");
28
	} else if (status == 1) {
24
	} else if (status == 1) {
29
		if (cm.haveItem(4031331)) {
25
		if (cm.haveItem(4031331)) {
30
			cm.gainItem(4031331, -1);
26
			cm.gainItem(4031331, -1);
31
			cm.warp(240000100, 0);
27
			cm.warp(240000100, 0);
32
			cm.dispose();
28
			cm.dispose();
33
		} else {
29
		} else {
34
			cm.sendNext("Oh no... I don't think you have the ticket with you. I can't let you in without it. Please buy the ticket at the ticketing booth.");
30
			cm.sendNext("Oh no... non penso che tu abbia il biglietto con te. Non posso farti entrare senza. Per piacere compra il biglietto alla biglietteria.");
35
			cm.dispose();
31
			cm.dispose();
36
			}		
32
			}		
37
		}
33
		}

Updated npc/2012022.js Download diff

45
20
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
20
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
21
*/
21
*/
22
22
23
/**
23
/*MapleStory Italiano Copyright*/
24
-- Odin JavaScript --------------------------------------------------------------------------------
25
	Pelace - Cabin <To Leafre>(200000132)
26
-- By ---------------------------------------------------------------------------------------------
27
	Information
28
-- Version Info -----------------------------------------------------------------------------------
29
	1.3 - Add missing return statement [Thanks sadiq for the bug, fix by Information]
30
	1.2 - Replace function to support latest [Information]
31
	1.1 - Fix wrong placed statement [Information]
32
	1.0 - First Version by Information
33
---------------------------------------------------------------------------------------------------
34
**/
35
24
36
importPackage(net.sf.odinms.client);
25
importPackage(net.sf.odinms.client);
37
26
...
...
48
	} else {
37
	} else {
49
		status++;
38
		status++;
50
		if(mode == 0) {
39
		if(mode == 0) {
51
			cm.sendOk("You'll get to your destination in moment. Go ahead and talk to other people, and before you know it, you'll be there already.");
40
			cm.sendOk("Arriverai a destinazione a momenti. Va avanti e parla agli altri passeggeri, e prima che te ne accorga sarai gia arrivato.");
52
			cm.dispose();
41
			cm.dispose();
53
			return;
42
			return;
54
		}
43
		}
55
		if(status == 0) {
44
		if(status == 0) {
56
			cm.sendYesNo("Do you want to leave the waiting room? You can, but the ticket is NOT refundable. Are you sure you still want to leave this room?");
45
			cm.sendYesNo("Vuoi lasciare la sala d attesa? Puoi, ma il biglietto NON E' rimborsabile. Sei ancora sicuro di voler lasciare questa stanza?");
57
		} else if(status == 1) {
46
		} else if(status == 1) {
58
			cm.warp(200000131);
47
			cm.warp(200000131);
59
			cm.dispose();
48
			cm.dispose();

Updated npc/2012024.js Download diff

45
20
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
20
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
21
*/
21
*/
22
22
23
/**
23
/*MapleStory Italiano Copyright*/
24
-- Odin JavaScript --------------------------------------------------------------------------------
25
	Egnet - Before Takeoff To Ariant(200000152)
26
-- By ---------------------------------------------------------------------------------------------
27
	Information
28
-- Version Info -----------------------------------------------------------------------------------
29
	1.3 - Add missing return statement [Thanks sadiq for the bug, fix by Information]
30
	1.2 - Replace function to support latest [Information]
31
	1.1 - Fix wrong placed statement [Information]
32
	1.0 - First Version by Information
33
---------------------------------------------------------------------------------------------------
34
**/
35
24
36
importPackage(net.sf.odinms.client);
25
importPackage(net.sf.odinms.client);
37
var gm;
26
var gm;
...
...
49
	} else {
38
	} else {
50
		status++;
39
		status++;
51
		if(mode == 0) {
40
		if(mode == 0) {
52
			cm.sendOk("You'll get to your destination in moment. Go ahead and talk to other people, and before you know it, you'll be there already.");
41
			cm.sendOk("Arriverai a destinazione a momenti. Va avanti e parla agli altri passeggeri, e prima che te ne accorga sarai gia arrivato.");
53
			cm.dispose();
42
			cm.dispose();
54
			return;
43
			return;
55
		}
44
		}
56
		if(status == 0) {
45
		if(status == 0) {
57
			cm.sendYesNo("Do you want to leave the waiting room? You can, but the ticket is NOT refundable. Are you sure you still want to leave this room?");
46
			cm.sendYesNo("Vuoi lasciare la sala d attesa? Puoi, ma il bilgietto NON E' rimborsabile. Sei ancora sicuro di voler lasciare questa stanza?");
58
		} else if(status == 1) {
47
		} else if(status == 1) {
59
			cm.warp(200000151);
48
			cm.warp(200000151);
60
			cm.dispose();
49
			cm.dispose();

Updated npc/2012025.js Download diff

45
1
/* Author: Xterminator
1
/*MapleStory Italiano COpyright*/
2
	NPC Name: 		Geras
3
	Map(s): 		Orbis: Station<To Ariant> (200000151)
4
	Description: 		Orbis Ticketing Usher
5
*/
6
var status = 0;
2
var status = 0;
7
3
8
function start() {
4
function start() {
...
...
15
		cm.dispose();
11
		cm.dispose();
16
	} else {
12
	} else {
17
	if (status >= 0 && mode == 0) {
13
	if (status >= 0 && mode == 0) {
18
		cm.sendNext("You must have some business to take care of here, right?");
14
		cm.sendNext("Devi avere qualche affare in sospeso per passare di qui, giusto?");
19
		cm.dispose();
15
		cm.dispose();
20
		return;
16
		return;
21
	}
17
	}
...
...
24
	else
20
	else
25
		status--;
21
		status--;
26
	if (status == 0) {
22
	if (status == 0) {
27
		cm.sendYesNo("It looks like there's plenty of room for this ride. Please have your ticket ready so I can let you in, The ride will be long, but you'll get to your destination just fine. What do you think? Do you want to get on this ride?");
23
		cm.sendYesNo("Sembra che siamo quasi al completo per questo tragitto. Per favore tieni il biglietto pronto cosi posso farti entrare. Il viaggio sara' lungo, ma arriverai a destinazione sano e salvo. Che ne pensi? Vuoi salire su questo tragitto?");
28
	} else if (status == 1) {
24
	} else if (status == 1) {
29
		if (cm.haveItem(4031576)) {
25
		if (cm.haveItem(4031576)) {
30
			cm.gainItem(4031576, -1);
26
			cm.gainItem(4031576, -1);
31
			cm.warp(260000100, 0);
27
			cm.warp(260000100, 0);
32
			cm.dispose();
28
			cm.dispose();
33
		} else {
29
		} else {
34
			cm.sendNext("Oh no... I don't think you have the ticket with you. I can't let you in without it. Please buy the ticket at the ticketing booth.");
30
			cm.sendNext("Oh no... non penso che tu abbia il biglietto con te. Non posso farti entrare senza. Per piacere compra il biglietto alla biglietteria.");
35
			cm.dispose();
31
			cm.dispose();
36
			}		
32
			}		
37
		}
33
		}

Updated npc/2013000.js Download diff

45
60
			status--;
60
			status--;
61
		if (cm.getPlayer().getMapId() == 200080101) {
61
		if (cm.getPlayer().getMapId() == 200080101) {
62
			if (status == 0) {
62
			if (status == 0) {
63
				cm.sendSimple("Hello I am Wonky the Fairy. What would you like to do today?#b\r\n#L0#Apply for entrance.#l\r\n#L1#Give Wonky something to eat.#l");
63
				cm.sendSimple("Ciao sono Wonky the Fairy. Cosa vorresti fare oggi?#b\r\n#L0#Apply for entrance.#l\r\n#L1#Dare a Wonky qualcosa da mangiare.#l");
64
			}else if (status == 1 && selection == 0) {
64
			}else if (status == 1 && selection == 0) {
65
				// Slate has no preamble, directly checks if you're in a party
65
				// Slate has no preamble, directly checks if you're in a party
66
				if (cm.getParty() == null) { // no party
66
				if (cm.getParty() == null) { // no party
67
					cm.sendOk("Talk to me after you've formed a party. And also #r#eGIVE ME FOOD!!#n");
67
					cm.sendOk("Parlami dopo aver formato un party. E inoltre #r#eGIVE ME FOOD!!#n");
68
					cm.dispose();
68
					cm.dispose();
69
	                return;
69
	                return;
70
				}
70
				}
71
				if (!cm.isLeader()) { // not party leader
71
				if (!cm.isLeader()) { // not party leader
72
					cm.sendOk("Please ask your party leader to talk to me.");
72
					cm.sendOk("Per favore chiedi al leader del tuo party di parlare con me.");
73
					cm.dispose();
73
					cm.dispose();
74
	            }else {
74
	            }else {
75
					// Check teh partyy
75
					// Check teh partyy
...
...
133
						}
133
						}
134
						cm.dispose();
134
						cm.dispose();
135
					} else {
135
					} else {
136
						cm.sendOk("Either not all your party members are in my map, or they are not in the right level range.");
136
						cm.sendOk("Non tutti i tupi compagni di party sono nella mappa, o non sono nel giusto intervallo di livelli .");
137
						cm.dispose();
137
						cm.dispose();
138
					}
138
					}
139
				}
139
				}
140
			}
140
			}
141
			else if (status == 1 && selection == 1) {
141
			else if (status == 1 && selection == 1) {
142
				cm.sendSimple("Aww cool what have you got for me?#b\r\n#L0#Ice Cream Pop#l\r\n#L1#Red Bean Sundae#l\r\n#L2#Salad#l\r\n#L3#Pizza#l\r\n#L4#Fried Chicken#l\r\n#L5#Nothing...#l#k");
142
				cm.sendSimple("Aww bene cos hai per me?#b\r\n#L0#Ice Cream Pop#l\r\n#L1#Red Bean Sundae#l\r\n#L2#Insalata#l\r\n#L3#Pizza#l\r\n#L4#Pollo fritto#l\r\n#L5#Niente...#l#k");
143
			} else if (status == 2) {
143
			} else if (status == 2) {
144
				foodSelection = selection;
144
				foodSelection = selection;
145
				if  (foodSelection >= 0 && foodSelection <= (foodArray.length - 2)) {
145
				if  (foodSelection >= 0 && foodSelection <= (foodArray.length - 2)) {
146
					if (cm.haveItem(foodArray[foodSelection], 1)) {
146
					if (cm.haveItem(foodArray[foodSelection], 1)) {
147
						cm.sendOk("Thank you for feeding me, but IM STILL HUNGRY!!!");
147
						cm.sendOk("Grazie per avermi dato da mangiare, ma SONO ANCORA AFFAMATA!!!");
148
						cm.gainItem(foodArray[foodSelection], -1);
148
						cm.gainItem(foodArray[foodSelection], -1);
149
						cm.dispose();
149
						cm.dispose();
150
					} else {
150
					} else {
151
						cm.sendNext("What?! Wheres the food?!?!");
151
						cm.sendNext("Cosa?! Dov'e il cibo!?!");
152
						//cm.setHp(0);
152
						//cm.setHp(0);
153
						cm.playerMessage("Wonky's mood has turned sour.");
153
						cm.playerMessage("L umore di Wonky e' tornato acido.");
154
						cm.dispose();
154
						cm.dispose();
155
					}
155
					}
156
				} else {
156
				} else {
157
						cm.sendNext("What? are you playing tricks on me?!");
157
						cm.sendNext("Cosa? Ti stai prendendo gioco di me?!");
158
						//cm.setHp(0);
158
						//cm.setHp(0);
159
						cm.playerMessage("Wonky's mood has turned sour.");
159
						cm.playerMessage("L umore di Wonky e' tornato acido.");
160
						cm.dispose();
160
						cm.dispose();
161
					}	
161
					}	
162
				}
162
				}
163
		} else if (cm.getPlayer().getMapId() == 920010000) {
163
		} else if (cm.getPlayer().getMapId() == 920010000) {
164
			if (status == 0) {
164
			if (status == 0) {
165
				cm.sendYesNo("Would you like to exit the Party Quest?\r\nYou will have to start again next time...");
165
				cm.sendYesNo("Vuoi uscire dalla Party Quest?\r\nLa prossima volta dovrai ricominciarla da capo...");
166
			} else if (status == 1) {
166
			} else if (status == 1) {
167
				var eim = cm.getChar().getEventInstance();
167
				var eim = cm.getChar().getEventInstance();
168
				var party = cm.getChar().getEventInstance().getPlayers();
168
				var party = cm.getChar().getEventInstance().getPlayers();

Updated npc/2013001.js Download diff

45
1
/* Chamberlain Eak
1
/*MapleStory Italiano Copyright*/
2
 *@author Jvlaple
3
*/
4
importPackage(net.sf.odinms.tools);
2
importPackage(net.sf.odinms.tools);
5
importPackage(net.sf.odinms.server.life);
3
importPackage(net.sf.odinms.server.life);
6
importPackage(java.awt);
4
importPackage(java.awt);
...
...
84
                    party = eim.getPlayers();
82
                    party = eim.getPlayers();
85
                    var cleared = eim.getProperty("1stageclear");
83
                    var cleared = eim.getProperty("1stageclear");
86
                    if (cleared == null) {
84
                    if (cleared == null) {
87
                        cm.sendNext("Thank you for rescuing me. I will now teleport you to the Door of the Goddess's Tower.");
85
                        cm.sendNext("Grazie per avermi salvato. Ora ti teletrasportero' alla Porta della Torre della Dea.");
88
                    }
86
                    }
89
                    else { //If complete, just warp to the top :D
87
                    else { //If complete, just warp to the top :D
90
                        var complete = eim.getProperty(curMap.toString() + "stageclear");
88
                        var complete = eim.getProperty(curMap.toString() + "stageclear");
...
...
112
                        cm.warp(920010000, 2);
110
                        cm.warp(920010000, 2);
113
                        cm.dispose();
111
                        cm.dispose();
114
                    } else {
112
                    } else {
115
                        cm.sendOk("Please ask your party leader to talk to me.");
113
                        cm.sendOk("Per favore chiedi al leader del party di parlare con me.");
116
                        cm.dispose();
114
                        cm.dispose();
117
                    }
115
                    }
118
                }
116
                }
...
...
128
                    thisMap.getReactorByName("scar4").getState() == 1 &&
126
                    thisMap.getReactorByName("scar4").getState() == 1 &&
129
                    thisMap.getReactorByName("scar5").getState() == 1 &&
127
                    thisMap.getReactorByName("scar5").getState() == 1 &&
130
                    thisMap.getReactorByName("scar6").getState() == 1) {
128
                    thisMap.getReactorByName("scar6").getState() == 1) {
131
                    cm.mapMessage("You are teleported to the Garden!");
129
                    cm.mapMessage("Sei stato teletrasportato al Giardino!");
132
                    var party = cm.getChar().getEventInstance().getPlayers();
130
                    var party = cm.getChar().getEventInstance().getPlayers();
133
                    for (var outt = 0; outt<party.size(); outt++)
131
                    for (var outt = 0; outt<party.size(); outt++)
134
                    {//Warp to garden
132
                    {//Warp to garden
...
...
137
                    }
135
                    }
138
                    cm.dispose();
136
                    cm.dispose();
139
                } else {
137
                } else {
140
                    cm.sendOk("Please fix the Goddess statue back up before clicking on me!");
138
                    cm.sendOk("Per favore ripara la statua della Dea prima di cliccarmi!");
141
                    cm.dispose();
139
                    cm.dispose();
142
                }
140
                }
143
            } else {
141
            } else {
144
                cm.sendOk("Please ask your party leader to talk to me.");
142
                cm.sendOk("Per favore chiedi al leader del party di parlare con me.");
145
                cm.dispose();
143
                cm.dispose();
146
            }
144
            }
147
        } else if (curMap == 3) { //Walkway
145
        } else if (curMap == 3) { //Walkway
...
...
151
                var party = cm.getChar().getEventInstance().getPlayers();
149
                var party = cm.getChar().getEventInstance().getPlayers();
152
                premable = eim.getProperty("leader3rdpremable");
150
                premable = eim.getProperty("leader3rdpremable");
153
                if (premable == null) {
151
                if (premable == null) {
154
                    cm.sendNext("This is the walkway of the Tower of the Goddess. The Pixies broke #bStatue of Goddess: 1st Piece#k into 30 pieces, and took each and everyone of them. Please eliminate the Pixie's and bring back the #b1st Small Piece#k. In return, I will make Statue of Goddess: 1st Piece out of them. The Pixies have been strengthened by the power of the statue of goddess, so please be careful~");
152
                    cm.sendNext("Questa e' la via per la Torre della Dea. Le Pixies hanno rotto #bStatue of Goddess: 1st Piece#k in 30 Piccoli Pezzi, e li hanno rubati tutti. Per favore eliminate le Pixies e recuperate i #b1st Small Piece#k. In cambio, io faro' la statua della Dea: 1st Piece out of them. Le Pixies sono stato rese piu' forti dal potere della statua, quindi per favore fate attenzione~");
155
                    eim.setProperty("leader3rdpremable", "done");
153
                    eim.setProperty("leader3rdpremable", "done");
156
                    cm.dispose();
154
                    cm.dispose();
157
                } else {
155
                } else {
158
                    var complete = eim.getProperty("3stageclear");
156
                    var complete = eim.getProperty("3stageclear");
159
                    if (complete != null) {
157
                    if (complete != null) {
160
                        cm.sendNext("Please go back to the Center Tower and continue the quest.");
158
                        cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
161
                        cm.dispose();
159
                        cm.dispose();
162
                    }else if (cm.haveItem(4001050, 30)) {
160
                    }else if (cm.haveItem(4001050, 30)) {
163
                        cm.sendNext("Thank you for bringing me back the 30 Small Pieces. I will make #bStatue of Goddess: 1st Piece#k right now.");
161
                        cm.sendNext("Grazie per avermi riportato i 30 Piccoli Pezzi. Faro' #bStatue of Goddess: 1st Piece#k immediamtamente.");
164
                        cm.gainItem(4001050, -30);
162
                        cm.gainItem(4001050, -30);
165
                        cm.gainItem(4001044, 1);
163
                        cm.gainItem(4001044, 1);
166
                        cm.givePartyExp(7500, party);
164
                        cm.givePartyExp(7500, party);
167
                        clear(3, eim, cm);
165
                        clear(3, eim, cm);
168
                        cm.dispose();
166
                        cm.dispose();
169
                    } else {
167
                    } else {
170
                        cm.sendNext("You have not got 30#b 1st Small Piece#k yet.");
168
                        cm.sendNext("Non hai ancora i 30#b 1st Small Piece#k.");
171
                        cm.dispose();
169
                        cm.dispose();
172
                    }
170
                    }
173
                }
171
                }
...
...
176
                var mf = eim.getMapFactory();
174
                var mf = eim.getMapFactory();
177
                var party = cm.getChar().getEventInstance().getPlayers();
175
                var party = cm.getChar().getEventInstance().getPlayers();
178
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
176
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
179
                    cm.sendNext("This is the walkway of the Tower of the Goddess. The Pixies broke #bStatue of Goddess: 1st Piece#k into 30 pieces, and took each and everyone of them. Please eliminate the Pixie's and bring back the #b1st Small Piece#k. In return, I will make Statue of Goddess: 1st Piece out of them. The Pixies have been strengthened by the power of the statue of goddess, so please be careful~");
177
                    cm.sendNext("Questa e' la via per la Torre della Dea. Le pIxies hanno rotto #bStatue of Goddess: 1st Piece#k in 30 Piccoli Pezzi, e li hanno rubati tutti. Per favore eliminate le Pixies e recuperate i #b1st Small Piece#k. In cambio, faro' la Statua della Dea: 1st Piece out of them. Le Pixies sono state rese piu' forti dal potere della statua, quindi per favore fate attenzione~");
180
                    cm.dispose();
178
                    cm.dispose();
181
                } else {
179
                } else {
182
                    cm.sendNext("Please go back to the Center Tower and continue the quest.");
180
                    cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
183
                    cm.dispose();
181
                    cm.dispose();
184
                }
182
                }
185
            }
183
            }
...
...
190
                var party = cm.getChar().getEventInstance().getPlayers();
188
                var party = cm.getChar().getEventInstance().getPlayers();
191
                premable = eim.getProperty("leader4thpremable");
189
                premable = eim.getProperty("leader4thpremable");
192
                if (premable == null) {
190
                if (premable == null) {
193
                    cm.sendNext("This was formerly the storage area of the Tower of Goddess, but now, it has turned into a home of the Cellions. A Cellion took #bStatue of Goddess: 2nd#k Piece and hid with it, so it's your job to defeat it and bring back to the #bStatue of Goddess:2nd Piece#k.");
191
                    cm.sendNext("Questi erano gli ex-magazzini della Torre della Dea, ma adesso, si e' trasformata nella casa dei Cellions. Un Cellion prese #bStatue of Goddess: 2nd#k e si nascose con esso, quindi e' tuo compito sconfiggerlo e riportare indietro il #bStatue of Goddess:2nd Piece#k.");
194
                    eim.setProperty("leader4thpremable", "done");
192
                    eim.setProperty("leader4thpremable", "done");
195
                    cm.dispose();
193
                    cm.dispose();
196
                } else {
194
                } else {
197
                    var complete = eim.getProperty(curMap.toString() + "stageclear");
195
                    var complete = eim.getProperty(curMap.toString() + "stageclear");
198
                    if (complete != null) {
196
                    if (complete != null) {
199
                        cm.sendNext("Please go back to the Center Tower and continue the quest.");
197
                        cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
200
                        cm.dispose();
198
                        cm.dispose();
201
                    }else if (cm.haveItem(4001045, 1)) {
199
                    }else if (cm.haveItem(4001045, 1)) {
202
                        cm.sendNext("Thank you for getting back the piece, use it to fix the Statue of Goddess.");
200
                        cm.sendNext("Grazie per avere riportato il Pezzo, usalo per riparare la Statua della Dea.");
203
                        clear(4, eim, cm);
201
                        clear(4, eim, cm);
204
                        cm.givePartyExp(7500, party);
202
                        cm.givePartyExp(7500, party);
205
                        cm.dispose();
203
                        cm.dispose();
206
                    } else {
204
                    } else {
207
                        cm.sendNext("You do not have the 2nd Statue Piece to clear this stage.");
205
                        cm.sendNext("Non hai il 2° pezzo per completare lo stage.");
208
                        cm.dispose();
206
                        cm.dispose();
209
                    }
207
                    }
210
                }
208
                }
...
...
213
                var mf = eim.getMapFactory();
211
                var mf = eim.getMapFactory();
214
                var party = cm.getChar().getEventInstance().getPlayers();
212
                var party = cm.getChar().getEventInstance().getPlayers();
215
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
213
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
216
                    cm.sendNext("This was formerly the storage area of the Tower of Goddess, but now, it has turned into a home of the Cellions. A Cellion took #bStatue of Goddess: 2nd#k Piece and hid with it, so it's your job to defeat it and bring back to the #bStatue of Goddess:2nd Piece#k.");
214
                    cm.sendNext("Questi erano gli ex-magazzini della Torre della Dea, ma adesso, si e' trasformata nella casa dei Cellions. Un Cellion prese #bStatue of Goddess: 2nd#k e si nascose con esso, quindi e' tuo compito sconfiggerlo e riportare indietro il #bStatue of Goddess:2nd Piece#k.");
217
                    cm.dispose();
215
                    cm.dispose();
218
                } else {
216
                } else {
219
                    cm.sendNext("Please go back to the Center Tower and continue the quest.");
217
                    cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
220
                    cm.dispose();
218
                    cm.dispose();
221
                }
219
                }
222
            }
220
            }
...
...
231
                var today = cm.getDayOfWeek();
229
                var today = cm.getDayOfWeek();
232
                premable = eim.getProperty("leader5thpremable");
230
                premable = eim.getProperty("leader5thpremable");
233
                if (premable == null) {
231
                if (premable == null) {
234
                    cm.sendNext("This is the lobby of the Tower of Goddess. This is the place Minerva the Goddess preferred to listen to music. She loved listening to different kinds of music, depending on what day of the week it was. If you play that music you played before, the spirit of Minerva the Goddess may react to it and ... something curious may happen.\r\n#eMake sure you drop the right CD first time. There is NO backup.#n\r\n\r\nToday is:\r\n" + dayTxt);
232
                    cm.sendNext("Questo e' l atrio della Torre della Dea. Questo e' il posto dove Minerva la Dea preferiva ascoltare la musica. Lei amava ascoltare differenti tipi di musica, e il tipo dipendeva dal giorno della settimana. Se suoni la musica che hai suonato prima, lo spirito di Minerva la Dea potrebbe reagire e ... qualcosa di interessante potrebbe accadere.\r\n#ePer prima cosa assicurati di prendere il CD giusto. NON c'e supporto.#n\r\n\r\nToday is:\r\n" + dayTxt);
235
                    eim.setProperty("leader5thpremable", "done");
233
                    eim.setProperty("leader5thpremable", "done");
236
                    cm.dispose();
234
                    cm.dispose();
237
                } else {
235
                } else {
238
                    var complete = eim.getProperty(curMap.toString() + "stageclear");
236
                    var complete = eim.getProperty(curMap.toString() + "stageclear");
239
                    if (complete != null) {
237
                    if (complete != null) {
240
                        cm.sendNext("Please go back to the Center Tower and continue the quest.");
238
                        cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
241
                        cm.dispose();
239
                        cm.dispose();
242
                    }else if (eim.getMapInstance(920010400).getReactorByName("music").getMode() != 0) {
240
                    }else if (eim.getMapInstance(920010400).getReactorByName("music").getMode() != 0) {
243
                        if (thisMap.getReactorByName("music").getMode() == today) {
241
                        if (thisMap.getReactorByName("music").getMode() == today) {
244
                            cm.sendNext("Wow, you did it!");
242
                            cm.sendNext("Wow, ce l'hai fatta!");
245
                            clear(5, eim, cm);
243
                            clear(5, eim, cm);
246
                            //cm.gainItem(4001046, 1);
244
                            //cm.gainItem(4001046, 1);
247
                            cm.givePartyExp(5500, party);
245
                            cm.givePartyExp(5500, party);
...
...
249
                            thisMap.setReactorState(thisMap.getReactorByName("stone3"), 1);
247
                            thisMap.setReactorState(thisMap.getReactorByName("stone3"), 1);
250
                            cm.dispose();
248
                            cm.dispose();
251
                        } else {
249
                        } else {
252
                            cm.sendNext("Wrong disc, sorry, try again!");
250
                            cm.sendNext("Disco sbagliato, spiacente, riprova!");
253
                            cm.dispose();
251
                            cm.dispose();
254
                        }
252
                        }
255
                        cm.dispose();
253
                        cm.dispose();
256
                    } else {
254
                    } else {
257
                        cm.sendNext("You have not played the CD yet.");
255
                        cm.sendNext("Non hai ancora avviato il CD.");
258
                        cm.dispose();
256
                        cm.dispose();
259
                    }
257
                    }
260
                }
258
                }
...
...
270
                var thisMap = mf.getMap(920010400);
268
                var thisMap = mf.getMap(920010400);
271
                var today = cm.getDayOfWeek();
269
                var today = cm.getDayOfWeek();
272
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
270
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
273
                    cm.sendNext("This is the lobby of the Tower of Goddess. This is the place Minerva the Goddess preferred to listen to music. She loved listening to different kinds of music, depending on what day of the week it was. If you play that music you played before, the spirit of Minerva the Goddess may react to it and ... something curious may happen.\r\n#eMake sure you drop the right CD first time. There is NO backup.#n\r\n\r\nToday is:\r\n" + dayTxt);
271
                    cm.sendNext("Questo e' l atrio della Torre della Dea. Questo e' il posto dove Minerva la Dea preferiva ascoltare la musica. Lei amava ascoltare differenti tipi di musica, e il tipo dipendeva dal giorno della settimana. Se suoni la musica che hai suonato prima, lo spirito di Minerva la Dea potrebbe reagire e ... qualcosa di interessante potrebbe accadere.\r\n#ePer prima cosa assicurati di prendere il CD giusto. NON c'e supporto.#n\r\n\r\nToday is:\r\n" + dayTxt);
274
                    cm.dispose();
272
                    cm.dispose();
275
                } else {
273
                } else {
276
                    cm.sendNext("Please go back to the Center Tower and continue the quest.");
274
                    cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
277
                    cm.dispose();
275
                    cm.dispose();
278
                }
276
                }
279
            }
277
            }
...
...
286
                var party = cm.getChar().getEventInstance().getPlayers();
284
                var party = cm.getChar().getEventInstance().getPlayers();
287
                premable = eim.getProperty("leader7thpremable");
285
                premable = eim.getProperty("leader7thpremable");
288
                if (premable == null) {
286
                if (premable == null) {
289
                    cm.sendNext("This is the lounge area of the Tower of Goddess, where the guests stayed for the night or two. #b<Statue of Goddess: 5th Piece>#k has been broken into 40 pieces, and separated all around the lounge. Please roam around and collect the pieces of the #b5th Small Pieces#k.");
287
                    cm.sendNext("Questo e' il salotto della Torre della Dea, dove essa stava per 2 notti o piu. #b<Statue of Goddess: 5th Piece>#k e' stato rotto in 40 pezzi, e separati per tutto il salotto. Per favore gira per il salotto e recupera i #b5th Small Pieces#k.");
290
                    eim.setProperty("leader7thpremable", "done");
288
                    eim.setProperty("leader7thpremable", "done");
291
                    cm.dispose();
289
                    cm.dispose();
292
                } else {
290
                } else {
293
                    var complete = eim.getProperty("7stageclear");
291
                    var complete = eim.getProperty("7stageclear");
294
                    if (complete != null) {
292
                    if (complete != null) {
295
                        cm.sendNext("Please go back to the Center Tower and continue the quest.");
293
                        cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
296
                        cm.dispose();
294
                        cm.dispose();
297
                    }else if (cm.haveItem(4001052, 40)) {
295
                    }else if (cm.haveItem(4001052, 40)) {
298
                        cm.sendNext("Thank you for bringing me back the 40 Small Pieces. I will make #bStatue of Goddess: 5th Piece#k right now.");
296
                        cm.sendNext("Grazie per avermi portato i 40 Pezzi Piccoli. Faro' #bStatue of Goddess: 5th Piece#k immediatamente.");
299
                        cm.gainItem(4001052, -40);
297
                        cm.gainItem(4001052, -40);
300
                        cm.gainItem(4001048, 1);
298
                        cm.gainItem(4001048, 1);
301
                        cm.givePartyExp(7500, party);
299
                        cm.givePartyExp(7500, party);
302
                        clear(7, eim, cm);
300
                        clear(7, eim, cm);
303
                        cm.dispose();
301
                        cm.dispose();
304
                    } else {
302
                    } else {
305
                        cm.sendNext("You have not got 40#b 5th Small Piece#k yet.");
303
                        cm.sendNext("Non hai ancora i 40#b 5th Small Piece#k.");
306
                        cm.dispose();
304
                        cm.dispose();
307
                    }
305
                    }
308
                }
306
                }
...
...
311
                var mf = eim.getMapFactory();
309
                var mf = eim.getMapFactory();
312
                var party = cm.getChar().getEventInstance().getPlayers();
310
                var party = cm.getChar().getEventInstance().getPlayers();
313
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
311
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
314
                    cm.sendNext("This is the lounge area of the Tower of Goddess, where the guests stayed for the night or two. #b<Statue of Goddess: 5th Piece>#k has been broken into 40 pieces, and separated all around the lounge. Please roam around and collect the pieces of the #b5th Small Pieces#k.");
312
                    cm.sendNext("Questo e' il salotto della Torre della Dea, dove essa stava per 2 notti o piu. #b<Statue of Goddess: 5th Piece>#k e' stato rotto in 40 pezzi, e separati per tutto il salotto. Per favore gira per il salotto e recupera i #b5th Small Pieces#k.");
315
                    cm.dispose();
313
                    cm.dispose();
316
                } else {
314
                } else {
317
                    cm.sendNext("Please go back to the Center Tower and continue the quest.");
315
                    cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
318
                    cm.dispose();
316
                    cm.dispose();
319
                }
317
                }
320
            }
318
            }
...
...
325
                var party = cm.getChar().getEventInstance().getPlayers();
323
                var party = cm.getChar().getEventInstance().getPlayers();
326
                premable = eim.getProperty("leader8thpremable");
324
                premable = eim.getProperty("leader8thpremable");
327
                if (premable == null) {
325
                if (premable == null) {
328
                    cm.sendNext("Since this stage is incomplete you can have the statue piece for free...");
326
                    cm.sendNext("Finche' lo stage non e' completo puoi prendere i pezzi gratis...");
329
                    eim.setProperty("leader8thpremable", "done");
327
                    eim.setProperty("leader8thpremable", "done");
330
                    cm.gainItem(4001049, 1);
328
                    cm.gainItem(4001049, 1);
331
                    cm.givePartyExp(7500, party);
329
                    cm.givePartyExp(7500, party);
332
                    clear(8, eim, cm);
330
                    clear(8, eim, cm);
333
                    cm.dispose();
331
                    cm.dispose();
334
                } else {
332
                } else {
335
                    cm.sendNext("Please go back to the Center Tower and continue the quest.");
333
                    cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
336
                    cm.dispose();
334
                    cm.dispose();
337
                }
335
                }
338
            } else {
336
            } else {
...
...
340
                var mf = eim.getMapFactory();
338
                var mf = eim.getMapFactory();
341
                var party = cm.getChar().getEventInstance().getPlayers();
339
                var party = cm.getChar().getEventInstance().getPlayers();
342
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
340
                if (eim.getProperty(curMap.toString() + "stageclear") == null) {
343
                    cm.sendNext("Ask your leader to talk to me...");
341
                    cm.sendNext("Chiedi al tuo leader di parlare con me...");
344
                    cm.dispose();
342
                    cm.dispose();
345
                } else {
343
                } else {
346
                    cm.sendNext("Please go back to the Center Tower and continue the quest.");
344
                    cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest.");
347
                    cm.dispose();
345
                    cm.dispose();
348
                }
346
                }
349
            }
347
            }
350
        }else if (curMap == 11) {
348
        }else if (curMap == 11) {
351
            cm.sendNext("Argh, so dark here. You're now inside the Room of Darkness in the Tower of Goddess, but then, how did you get here? You won't find a piece of the Statue of Goddess here. I suggest you check out the other rooms instead.");
349
            cm.sendNext("Argh, e' molto buio qui. Ora sei dentro alla Stanza dell Oscurita' nella Torre della Dea, ma ora, come ci entrerai? Non troverai un Pezzo della Statua della Dea qui. Invece, ti consiglierei di controllare le altre stanze.");
352
            cm.dispose();
350
            cm.dispose();
353
        }else if (curMap == 999) {
351
        }else if (curMap == 999) {
354
            cm.warp(200080101, 0);
352
            cm.warp(200080101, 0);
...
...
392
                party = eim.getPlayers();
390
                party = eim.getPlayers();
393
                preamble = eim.getProperty("leader" + nthtext + "preamble");
391
                preamble = eim.getProperty("leader" + nthtext + "preamble");
394
                if (preamble == null) {
392
                if (preamble == null) {
395
                    cm.sendNext("This is the Sealed Room of the Tower of Goddess. It's the room where Minerva the Goddess felt safe enough to keep her very valuable belongings. The three steps you see on the side work as the locks that can unseal the curse, and they all have to carry the exact amount of weight. Let's see... it'll require five of you to stand on it to match the ideal weight. By the way, you'll need to solve this in 7 attempts or less, or you'll be banished from the sealed room, as well as changing up the answer in the process.");
393
                    cm.sendNext("Questa e' la Stanza Sigillata della Torre della Dea. E' la stanza che Minerva la Dea riteneva abbastanza sicura da metterci le sue cosa di valore. Le tre fasi che vedi qui a fianco sono le chiavi che possono togliere la maledizione, e tutti devono portare l'importo esatto di peso. Vediamo... e' richiesto un peso equivalente a 5 volte il tuo. Comunque, devi riuscire a risolverlo in 7 o meno tentativi, o verrai espulso dalla Stanza Siglillata, appena cambierai la risposta in corso.");
396
                    eim.setProperty("leader" + nthtext + "preamble","done");
394
                    eim.setProperty("leader" + nthtext + "preamble","done");
397
                    var sequenceNum = Math.floor(Math.random() * curcombo.length);
395
                    var sequenceNum = Math.floor(Math.random() * curcombo.length);
398
                    eim.setProperty("stage" + nthtext + "combo",sequenceNum.toString());
396
                    eim.setProperty("stage" + nthtext + "combo",sequenceNum.toString());
...
...
404
                    if (complete != null) {
402
                    if (complete != null) {
405
                        var mapClear = curMap.toString() + "stageclear";
403
                        var mapClear = curMap.toString() + "stageclear";
406
                        eim.setProperty(mapClear,"true"); // Just to be sure
404
                        eim.setProperty(mapClear,"true"); // Just to be sure
407
                        cm.sendNext("Please go back to Center Tower and continue the quest!");
405
                        cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest!");
408
                    }
406
                    }
409
                    // check for people on ropes
407
                    // check for people on ropes
410
                    else {
408
                    else {
...
...
458
                                var tries = Integer.parseInt(eim.getProperty("stage6Tries"));
456
                                var tries = Integer.parseInt(eim.getProperty("stage6Tries"));
459
                                eim.setProperty("stage6Tries", tries + 1);
457
                                eim.setProperty("stage6Tries", tries + 1);
460
                                if (tries > 6) {
458
                                if (tries > 6) {
461
                                    cm.mapMessage(5, "You have been Banished from the Sealed Room, and the Combination shall be reset.");
459
                                    cm.mapMessage(5, "Sei stato Bandito dalla Stanza Siglillata, e la Combinazione sara' resettata.");
462
                                    var sequenceNum = Math.floor(Math.random() * curcombo.length); // Reset combo
460
                                    var sequenceNum = Math.floor(Math.random() * curcombo.length); // Reset combo
463
                                    eim.setProperty("stage" + nthtext + "combo",sequenceNum.toString());
461
                                    eim.setProperty("stage" + nthtext + "combo",sequenceNum.toString());
464
                                    eim.setProperty("stage6Tries", "0");//set back to zero
462
                                    eim.setProperty("stage6Tries", "0");//set back to zero
...
...
511
            if (status == 0) {
509
            if (status == 0) {
512
                var complete = eim.getProperty(curMap.toString() + "stageclear");
510
                var complete = eim.getProperty(curMap.toString() + "stageclear");
513
                if (complete != null) {
511
                if (complete != null) {
514
                    cm.sendNext("Please go back to Center Tower and continue the quest!");
512
                    cm.sendNext("Per favore tornate indietro alla Torre Centrale e continuate la quest!");
515
                    cm.dispose();
513
                    cm.dispose();
516
                }
514
                }
517
                else {
515
                else {
518
                    cm.sendNext("Please have the party leader talk to me.");
516
                    cm.sendNext("Per favore fammi parlare con il leader del party.");
519
                    cm.dispose();
517
                    cm.dispose();
520
                }
518
                }
521
            }
519
            }

Updated npc/2013002.js Download diff

45
1
/**
1
/*MapleStory Italiano Copyright*/
2
 *2013002.js - Minevra the Goddess
3
 *@author Jvlaple
4
 */
5
var status = 0;
2
var status = 0;
6
var itemArray = Array(2000004, 2000005, 2000006, 2002020, 2002021, 2002022, 2002023, 2002024, 2002025, 2002026, 2001000, 2001002, 2002015, 2050005, 2022179,
2020014, 2020015 /*End of Pots*/, 2100000, 2100001, 2100002, 2100003, 2100004, 2100005, /*End of Sacks*/
3
var itemArray = Array(2000004, 2000005, 2000006, 2002020, 2002021, 2002022, 2002023, 2002024, 2002025, 2002026, 2001000, 2001002, 2002015, 2050005, 2022179,
2020014, 2020015 /*End of Pots*/, 2100000, 2100001, 2100002, 2100003, 2100004, 2100005, /*End of Sacks*/
7
    2061003, 2060003, 2060004, 2061004 /*End of Arrows*/, 2070006, 2070005, 2070007, 2070004 /*End of Stars*/, 2210000, 2210001, 2210002 /*End of Morph items*/
);
4
    2061003, 2060003, 2060004, 2061004 /*End of Arrows*/, 2070006, 2070005, 2070007, 2070004 /*End of Stars*/, 2210000, 2210001, 2210002 /*End of Morph items*/
);
...
...
29
            status--;
26
            status--;
30
        if (cm.getPlayer().getMapId() == 920010100) { //Center tower
27
        if (cm.getPlayer().getMapId() == 920010100) { //Center tower
31
            if (status == 0)
28
            if (status == 0)
32
                cm.sendNext("Thank you for not only restoring the statue, but rescuing me, Minerva, from the entrapment. May the blessing of the goddess be with you till the end...");
29
                cm.sendNext("Grazie per non aver solo riparato la statua, ma aver salvato me, Minerva, dall imprigionamento. Possa la benedizione della Dea essere con te fino alla fine...");
33
            else if (status == 1) {
30
            else if (status == 1) {
34
                var eim = cm.getPlayer().getEventInstance();
31
                var eim = cm.getPlayer().getEventInstance();
35
                eim.finishPQ();
32
                eim.finishPQ();
...
...
37
            }
34
            }
38
        } else if (cm.getPlayer().getMapId() == 920011300) {
35
        } else if (cm.getPlayer().getMapId() == 920011300) {
39
            if (status == 0) 
36
            if (status == 0) 
40
                cm.sendNext("Thank you for not only restoring the statue, but rescuing me, Minerva, from the entrapment. May the blessing of the goddess be with you till the end...");
37
                cm.sendNext("Grazie per non aver solo riparato la statua, ma aver salvato me, Minerva, dall imprigionamento. Possa la benedizione della Dea essere con te fino alla fine...");
41
            else if (status == 1) {
38
            else if (status == 1) {
42
                for (var i = 0; i < PQItems.length; i++) 
39
                for (var i = 0; i < PQItems.length; i++) 
43
                    cm.removeAll(PQItems[i]); // Remove All PQ Items :D
40
                    cm.removeAll(PQItems[i]); // Remove All PQ Items :D