forked from metin2/server
Restructured gamefiles, locale data loading refactoring, docker build fixes
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159
gamefiles/data/quest/dragon_soul.quest
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159
gamefiles/data/quest/dragon_soul.quest
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define gemstone 30270
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define alchemist 20001
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define reward_box 50255
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define gemstone_need_count 10
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define gemstone_trade_max_per_day 10
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define dragon_soul_can_use_level 30
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define drop_flag "ds_drop"
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quest dragon_soul begin
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state start begin
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when levelup or letter with pc.level >= dragon_soul_can_use_level begin
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send_letter(gameforge.dragon_soul._1010_sendLetter)
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local v = find_npc_by_vnum(alchemist)
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if 0 != v then
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target.vid("__TARGET__", v, mob_name(alchemist))
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end
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end
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when info or button begin
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say(gameforge.dragon_soul._1020_say)
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end
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when alchemist.chat.gameforge.dragon_soul._1030_npcChat with pc.level >= dragon_soul_can_use_level begin
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target.delete("__TARGET__")
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say_title(mob_name(alchemist))
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say(gameforge.dragon_soul._1040_say)
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set_state(state_learning)
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end
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end
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state state_learning begin
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when letter begin
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send_letter(gameforge.dragon_soul._1050_sendLetter)
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end
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when info or button begin
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say(gameforge.dragon_soul._1060_say)
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end
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when kill begin
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if npc.is_pc() then
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return
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end
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if pc.count_item(gemstone) < gemstone_need_count then
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if drop_gamble_with_flag(drop_flag) then
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game.drop_item_with_ownership(gemstone, 1, 300)
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end
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end
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end
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when alchemist.chat.gameforge.dragon_soul._1050_sendLetter begin
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say_title(mob_name(alchemist))
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if pc.count_item(gemstone) >= gemstone_need_count then
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say(gameforge.dragon_soul._1070_say)
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pc.remove_item(gemstone, gemstone_need_count)
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ds.give_qualification()
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char_log(pc.get_player_id(), 'DS_QUALIFICATION', 'SUCCESS')
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pc.give_item2(reward_box)
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local today = math.floor(get_global_time() / 86400)
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pc.setf("dragon_soul", "eye_timestamp", today)
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pc.setf("dragon_soul", "eye_left", 9)
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set_state(state_farming)
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else
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say(gameforge.dragon_soul._1080_say)
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end
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end
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end
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state state_farming begin
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when letter begin
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send_letter(gameforge.dragon_soul._1090_sendLetter)
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end
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when info or button begin
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say(string.format(gameforge.dragon_soul._1100_say, pc.getf("dragon_soul", "eye_left")))
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end
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when kill begin
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if npc.is_pc() then
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return
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end
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if drop_gamble_with_flag(drop_flag) then
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local eye_left = pc.getf("dragon_soul", "eye_left")
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local haved_gemstone_number = pc.count_item(gemstone)
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if eye_left > haved_gemstone_number / gemstone_need_count then
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game.drop_item_with_ownership(gemstone, 1, 300)
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end
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end
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end
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when gemstone.pick begin
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local eye_left = pc.getf("dragon_soul", "eye_left")
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if eye_left <= 0 then
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return
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end
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if pc.count_item(gemstone) >= gemstone_need_count then
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pc.setf("dragon_soul", "eye_left", eye_left - 1)
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pc.remove_item(gemstone, gemstone_need_count)
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pc.give_item2(reward_box)
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if 1 == eye_left then
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notice_multiline(gameforge.dragon_soul._1110_notice, notice)
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set_state(state_closed_season)
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end
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end
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end
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when alchemist.chat.gameforge.dragon_soul._1120_npcChat begin
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say_title(mob_name(alchemist))
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local today = math.floor(get_global_time() / 86400)
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if today == pc.getf("dragon_soul", "eye_timestamp") then
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say(gameforge.dragon_soul._1130_say)
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else
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say(gameforge.dragon_soul._1140_say)
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pc.setf("dragon_soul", "eye_timestamp", today)
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pc.setf("dragon_soul", "eye_left", 10)
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end
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end
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end
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state state_closed_season begin
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when letter begin
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send_letter(gameforge.dragon_soul._1150_sendLetter)
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end
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when info or button begin
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say(gameforge.dragon_soul._1160_say)
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local today = math.floor(get_global_time() / 86400)
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if today == pc.getf("dragon_soul", "eye_timestamp") then
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say(gameforge.dragon_soul._1170_say)
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else
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say(gameforge.dragon_soul._1180_say)
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end
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end
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when alchemist.chat.gameforge.dragon_soul._1090_sendLetter begin
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say_title(mob_name(alchemist))
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local today = math.floor(get_global_time() / 86400)
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if today == pc.getf("dragon_soul", "eye_timestamp") then
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say(gameforge.dragon_soul._1130_say)
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else
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say(gameforge.dragon_soul._1140_say)
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pc.setf("dragon_soul", "eye_timestamp", today)
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pc.setf("dragon_soul", "eye_left", 10)
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set_state(state_farming)
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end
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end
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end
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-- deprecated states. so, jump to new state.
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state state_1 begin
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when login begin
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set_state(state_learning)
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end
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end
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state state_2 begin
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when login begin
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set_state(state_learning)
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end
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end
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state state_3 begin
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when login begin
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set_state(state_closed_season)
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end
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end
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end
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