* Some cleaning of Thanatos Tower quest script (quests\thana_quest.txt)

* Minor cleaning of Nidhoggr's Nest instance script (instances\NydhoggsNest.txt)
* Fixed warp to abyss_01, as per bugreport:6002 (custom\warper.txt)
* Fixed View ID for #18613 (bugreport:6003)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16289 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
euphyy 2012-06-13 18:32:49 +00:00
parent b5729c7f65
commit 0c62fa58c0
5 changed files with 642 additions and 1038 deletions

View File

@ -6533,7 +6533,7 @@
18600,Cat_Ear_Beret,Cat Ear Beret,5,20,,100,,5,,0,0xFFFFFFFF,7,2,256,,0,1,761,{ if(getrefine() > 5 && getrefine() <= 12) { bonus2 bAddRace,RC_DemiHuman,(getrefine() - 5); bonus2 bSubRace,RC_DemiHuman,(getrefine() - 5); }},{},{}
//
18612,White_Musang_Hat,White Musang Hat,5,40,,200,,3,,1,0xFFFFFFFF,7,2,256,,0,1,770,{ bonus bStr,2; bonus bVit,2; bonus bLuk,1; bonus bUnbreakableHelm,0; },{},{}
18613,Black_Musang_Hat,Black Musang Hat,5,40,,200,,3,,1,0xFFFFFFFF,7,2,256,,0,1,770,{ bonus bInt,2; bonus bDex,2; bonus bAgi,1; bonus bUnbreakableHelm,0; },{},{}
18613,Black_Musang_Hat,Black Musang Hat,5,40,,200,,3,,1,0xFFFFFFFF,7,2,256,,0,1,771,{ bonus bInt,2; bonus bDex,2; bonus bAgi,1; bonus bUnbreakableHelm,0; },{},{}
//
18620,Heart_Eye_Patch,Heart Eyepatch,5,5,,200,,2,,0,0xFFFFFFFF,7,2,512,,20,1,779,{},{},{}
//

View File

@ -7255,7 +7255,7 @@
18609,Dark_Blindfold_S,Dark Blinder,5,20,,100,,0,,1,0xFFFFFFFE,7,2,512,,0,0,187,{ bonus2 bResEff,Eff_Blind,10000; bonus2 bResEff,Eff_Stun,200; },{},{}
//
18612,White_Musang_Hat,White Musang Hat,5,40,,200,,3,,1,0xFFFFFFFF,7,2,256,,0,1,770,{ bonus bStr,2; bonus bVit,2; bonus bLuk,1; bonus bUnbreakableHelm,0; },{},{}
18613,Black_Musang_Hat,Black Musang Hat,5,40,,200,,3,,1,0xFFFFFFFF,7,2,256,,0,1,770,{ bonus bInt,2; bonus bDex,2; bonus bAgi,1; bonus bUnbreakableHelm,0; },{},{}
18613,Black_Musang_Hat,Black Musang Hat,5,40,,200,,3,,1,0xFFFFFFFF,7,2,256,,0,1,771,{ bonus bInt,2; bonus bDex,2; bonus bAgi,1; bonus bUnbreakableHelm,0; },{},{}
//
18620,Heart_Eye_Patch,Heart Eyepatch,5,5,,200,,2,,0,0xFFFFFFFF,7,2,512,,20,1,779,{},{},{}
//

View File

@ -201,7 +201,7 @@ menu "Abyss Lakes",D1, "Amatsu Dungeon",D2, "Anthell",D3,
"Sphinx",D34, "Sunken Ship",D35, "Thanatos Tower",D36, "Thor Volcano",D37,
"Toy Factory",D38, "Turtle Dungeon",D39, "Umbala Dungeon",D40;
D1: setarray @c[2],192,207,275,270,116,27;
D1: setarray @c[2],261,272,275,270,116,27;
Disp("Abyss Lakes",1,3); Pick("abyss_");
D2: setarray @c[2],228,11,34,41,119,14;
Disp("Amatsu Dungeon",1,3); Pick("ama_dun");

File diff suppressed because it is too large Load Diff

View File

@ -3,9 +3,9 @@
//===== By: ==================================================
//= [Ishizu-chan]
//===== Current Version: =====================================
//= 2.3
//= 2.5
//===== Compatible With: =====================================
//= Any rAthena Version i guess?
//= rAthena SVN
//===== Description: =========================================
//= It's the Thanatos Tower Quest...
//===== Additional Comments: =================================
@ -25,7 +25,8 @@
//= 2.1 Replaced effect numerics with constants. [Samuray22]
//= 2.2 Updated the whole Script to match with latest available official file. [Masao]
//= 2.3 Added continue and break in switch case. [JayPee]
//= 2.4a Fixed a minor bug with Arch Bishop checks. [Euphy]
//= 2.4 Fixed a minor bug with Arch Bishop checks. [Euphy]
//= 2.5 Cleaning. [Euphy]
//============================================================
hu_fild01,140,163,5 script Tower Keeper 852,3,3,{
@ -539,9 +540,9 @@ tha_t01,149,78,4 script Guide 90,{
}
tha_t01,140,78,4 script Guide#reward 831,{
mes "[Liei]";
if (thana_tower == 0) {
mes "[Liei]";
mes "Good day, I'm";
mes "Liei Kuniziet of the";
mes "Employee Mission";
@ -566,260 +567,92 @@ tha_t01,140,78,4 script Guide#reward 831,{
close;
}
}
mes "[Liei]";
mes "Ah, hello~";
mes "How may I help you?";
next;
switch (select("Reward:Nothing")) {
case 1:
if(select("Reward:Nothing")==2) {
mes "[Liei]";
mes "You're "+strcharinfo(0)+", yes?";
mes "Let me check our temp";
mes "employee records for--ah.";
mes "Here it is. Alright, so would";
mes "you please tell me what kind";
mes "of mission proof you brought?";
next;
switch (select("Golden Ornament:Red Feather:Blue Feather:Cursed Seal")) {
mes "Alright, then.";
mes "Please do your best";
mes "to exterminate the";
mes "monsters that infest";
mes "the higher floors of";
mes "the Thanatos Tower~";
close; }
mes "[Liei]";
mes "You're "+strcharinfo(0)+", yes?";
mes "Let me check our temp";
mes "employee records for--ah.";
mes "Here it is. Alright, so would";
mes "you please tell me what kind";
mes "of mission proof you brought?";
next;
setarray .@Items[1],7435,7440,7441,7442;
set .@i, select("Golden Ornament:Red Feather:Blue Feather:Cursed Seal");
mes "[Liei]";
if (!countitem(.@Items[.@i])) {
mes "I'm sorry, but you are not";
mes "carrying any "+getitemname(.@Items[.@i])+"s.";
mes "Please check your inventory";
mes "one more time, and then come";
mes "to me to redeem your items";
mes "for a reward later, alright?";
close;
}
mes "The reward for each";
mes getitemname(.@Items[.@i])+" is...";
mes " ";
mes "1,000 zeny";
mes "2,000 EXP";
next;
set .@zeny_tt,(countitem(.@Items[.@i]) * 1000);
set .@exp_tt,(countitem(.@Items[.@i]) * 200);
mes "[Liei]";
mes "If you turn in your";
mes countitem(.@Items[.@i])+" "+getitemname(.@Items[.@i])+"s, then";
mes "you will receive a total of...";
mes " ";
mes ""+.@zeny_tt+" zeny";
mes ""+.@exp_tt+" EXP";
next;
mes "[Liei]";
mes "Would you like to exchange";
mes "all of your "+getitemname(.@Items[.@i])+"s";
mes "for your reward right now?";
next;
switch(select("Yes:No")) {
case 1:
if (countitem(7435) > 0) {
mes "[Liei]";
mes "The reward for each";
mes "Golden Ornament is...";
mes " ";
mes "1,000 zeny";
mes "2,000 EXP";
next;
set .@zeny_tt,(countitem(7435) * 1000);
set .@exp_tt,(countitem(7435) * 200);
mes "[Liei]";
mes "If you turn in your "+countitem(7435)+"";
mes "Golden Ornaments, then";
mes "you will receive a total of...";
mes " ";
mes ""+.@zeny_tt+" zeny";
mes ""+.@exp_tt+" EXP";
next;
mes "[Liei]";
mes "So would you like to";
mes "exchange all of your Golden";
mes "Ornaments for your reward now?";
next;
switch (select("Yes:No")) {
case 1:
mes "[Liei]";
mes "Great! Here is your";
mes ""+.@zeny_tt+" zeny and";
mes ""+.@exp_tt+" EXP. Thank you,";
mes "and please keep up";
mes "the good work~";
delitem 7435,countitem(7435); //Golden_Bracelet
set Zeny, Zeny + .@zeny_tt;
getexp .@exp_tt,0;
close;
case 2:
mes "[Liei]";
mes "Sure, no problem.";
mes "Just come back and";
mes "talk to me whenever";
mes "you want to receive";
mes "your reward, alright?";
close;
}
}
mes "[Liei]";
mes "Oh, I'm sorry, but you";
mes "don't have any Golden";
mes "Ornaments. Please check";
mes "your inventory one more time...";
mes "Great! Here is your";
mes ""+.@zeny_tt+" zeny and";
mes ""+.@exp_tt+" EXP. Thank you,";
mes "and please keep up";
mes "the good work~";
delitem .@Items[.@i], countitem(.@Items[.@i]);
set Zeny, Zeny + .@zeny_tt;
getexp .@exp_tt,0;
close;
case 2:
if (countitem(7440) > 0) {
mes "[Liei]";
mes "The reward for";
mes "each Red Feather is...";
mes " ";
mes "1,000 zeny";
mes "2,000 EXP";
next;
set .@zeny_tt,(countitem(7440) * 1000);
set .@exp_tt,(countitem(7440) * 200);
mes "[Liei]";
mes "If you turn in your";
mes ""+countitem(7440)+" Red Feathers, then";
mes "you will receive a total of...";
mes " ";
mes ""+.@zeny_tt+" zeny";
mes ""+.@exp_tt+" EXP";
next;
mes "[Liei]";
mes "Would you like to exchange";
mes "all of your Red Feathers";
mes "for your reward right now?";
next;
switch (select("Yes:No")) {
case 1:
mes "[Liei]";
mes "Great! Here is your";
mes ""+.@zeny_tt+" zeny and";
mes ""+.@exp_tt+" EXP. Thank you,";
mes "and please keep up";
mes "the good work~";
delitem 7440,countitem(7440); //Red_Feather
set Zeny, Zeny + .@zeny_tt;
getexp .@exp_tt,0;
close;
case 2:
mes "[Liei]";
mes "Sure, no problem.";
mes "Just come back and";
mes "talk to me whenever";
mes "you want to receive";
mes "your reward, alright?";
close;
}
}
mes "[Liei]";
mes "I'm sorry, but you are not";
mes "carrying any Red Feathers.";
mes "Please check your inventory";
mes "one more time, and then come";
mes "to me to redeem your items";
mes "for a reward later, alright?";
close;
case 3:
if (countitem(7441) > 0) {
mes "[Liei]";
mes "The reward for";
mes "each Blue Feather is...";
mes " ";
mes "1,000 zeny";
mes "2,000 EXP";
next;
set .@zeny_tt,(countitem(7441) * 1000);
set .@exp_tt,(countitem(7441) * 200);
mes "[Liei]";
mes "If you turn in your";
mes ""+countitem(7441)+" Blue Feathers, then";
mes "you will receive a total of...";
mes " ";
mes ""+.@zeny_tt+" zeny";
mes ""+.@exp_tt+" EXP";
next;
mes "[Liei]";
mes "Would you like to exchange";
mes "all of your Blue Feathers";
mes "for your reward right now?";
next;
switch (select("Yes:No")) {
case 1:
mes "[Liei]";
mes "Great! Here is your";
mes ""+.@zeny_tt+" zeny and";
mes ""+.@exp_tt+" EXP. Thank you,";
mes "and please keep up";
mes "the good work~";
delitem 7441,countitem(7441); //Blue_Feather
set Zeny, Zeny + .@zeny_tt;
getexp .@exp_tt,0;
close;
case 2:
mes "[Liei]";
mes "Sure, no problem.";
mes "Just come back and";
mes "talk to me whenever";
mes "you want to receive";
mes "your reward, alright?";
close;
}
}
mes "[Liei]";
mes "I'm sorry, but you are not";
mes "carrying any Blue Feathers.";
mes "Please check your inventory";
mes "one more time, and then come";
mes "to me to redeem your items";
mes "for a reward later, alright?";
close;
case 4:
if (countitem(7442) > 0) {
mes "[Liei]";
mes "The reward for";
mes "each Cursed Seal is...";
mes " ";
mes "1,000 zeny";
mes "2,000 EXP";
next;
set .@zeny_tt,(countitem(7442) * 1000);
set .@exp_tt,(countitem(7442) * 200);
mes "[Liei]";
mes "If you turn in your";
mes ""+countitem(7442)+" Cursed Seals, then";
mes "you will receive a total of...";
mes " ";
mes ""+.@zeny_tt+" zeny";
mes ""+.@exp_tt+" EXP";
next;
mes "[Liei]";
mes "Would you like to exchange";
mes "all of your Cursed Seals";
mes "for your reward right now?";
next;
switch (select("Yes:No")) {
case 1:
mes "[Liei]";
mes "Great! Here is your";
mes ""+.@zeny_tt+" zeny and";
mes ""+.@exp_tt+" EXP. Thank you,";
mes "and please keep up";
mes "the good work~";
delitem 7442,countitem(7442); //Cursed_Seal
set Zeny, Zeny + .@zeny_tt;
getexp .@exp_tt,0;
close;
case 2:
mes "[Liei]";
mes "Sure, no problem.";
mes "Just come back and";
mes "talk to me whenever";
mes "you want to receive";
mes "your reward, alright?";
close;
}
}
mes "[Liei]";
mes "I'm sorry, but you are not";
mes "carrying any Cursed Seals.";
mes "Please check your inventory";
mes "one more time, and then come";
mes "to me to redeem your items";
mes "for a reward later, alright?";
close;
}
case 2:
mes "[Liei]";
mes "Alright, then.";
mes "Please do your best";
mes "to exterminate the";
mes "monsters that infest";
mes "the higher floors of";
mes "the Thanatos Tower~";
mes "Sure, no problem.";
mes "Just come back and";
mes "talk to me whenever";
mes "you want to receive";
mes "your reward, alright?";
close;
}
}
tha_t02,231,161,5 script Entrance Guide 874,{
mes "[Burled]";
if (thana_tower == 0) {
mes "[Burled]";
mes "You are in front of the entrance to the 3rd Floor. Only contracted";
mes "temp employees are authorized";
mes "to enter that area. For Rekenber temp contract information, please";
mes "speak to the 2nd Floor Guide.";
close;
}
mes "[Burled]";
mes "......";
mes ".........";
mes "............";
@ -876,37 +709,37 @@ tha_t02,231,161,5 script Entrance Guide 874,{
donpcevent "3rdf_warp#tt::OnEnable";
end;
case 2:
mes "[Burled]";
mes "This gate is the only passage";
mes "that connects to the 3rd Floor.";
mes "After the 4th Floor, passages";
mes "between floors only travel one";
mes "way, meaning you can't exit the";
mes "same way you that you entered.";
next;
mes "[Burled]";
mes "You see, there's a strange";
mes "power that affects the 5th";
mes "Floor, and all floors above,";
mes "which doesn't allow people to";
mes "backtrack through the passage in which they entered the floor.";
next;
mes "[Burled]";
mes "So if you ascend past the";
mes "4th Floor, please be careful";
mes "and make sure that you find";
mes "a way to get back. Also, the";
mes "monsters grow more powerful";
mes "as you ascend the tower...";
next;
mes "[Burled]";
mes "Because the higher levels are";
mes "too dangerous, we only open the";
mes "3rd Floor Gate when 5 or more";
mes "are gathered here. Therefore,";
mes "you may need to wait if less";
mes "than 5 temps have gathered.";
close;
mes "[Burled]";
mes "This gate is the only passage";
mes "that connects to the 3rd Floor.";
mes "After the 4th Floor, passages";
mes "between floors only travel one";
mes "way, meaning you can't exit the";
mes "same way you that you entered.";
next;
mes "[Burled]";
mes "You see, there's a strange";
mes "power that affects the 5th";
mes "Floor, and all floors above,";
mes "which doesn't allow people to";
mes "backtrack through the passage in which they entered the floor.";
next;
mes "[Burled]";
mes "So if you ascend past the";
mes "4th Floor, please be careful";
mes "and make sure that you find";
mes "a way to get back. Also, the";
mes "monsters grow more powerful";
mes "as you ascend the tower...";
next;
mes "[Burled]";
mes "Because the higher levels are";
mes "too dangerous, we only open the";
mes "3rd Floor Gate when 5 or more";
mes "are gathered here. Therefore,";
mes "you may need to wait if less";
mes "than 5 temps have gathered.";
close;
}
}
switch (select("Enter the 3rd Floor:Gate Information:About Satan Morroc...")) {
@ -1058,12 +891,8 @@ OnInit:
end;
OnTouch:
if (thana_tower == 0) {
warp "tha_t02",227,158;
}
else {
warp "tha_t03",219,159;
}
if (thana_tower == 0) warp "tha_t02",227,158;
else warp "tha_t03",219,159;
end;
OnEnable:
@ -1247,24 +1076,12 @@ L_Retry:
next;
set @strike,0;
set @ball,0;
if (@yagu100 == @input100) {
set @strike,@strike+1;
}
if (@yagu10 == @input10) {
set @strike,@strike+1;
}
if (@yagu1 == (@input % 10)) {
set @strike,@strike+1;
}
if ((@yagu100 == @input10) || (@yagu100 == (@input % 10))) {
set .@ball,.@ball+1;
}
if ((@yagu10 == @input100) || (@yagu10 == (@input % 10))) {
set @ball,@ball+1;
}
if ((@yagu1 == @input100) || (@yagu1 == @input10)) {
set @ball,@ball+1;
}
if (@yagu100 == @input100) set @strike,@strike+1;
if (@yagu10 == @input10) set @strike,@strike+1;
if (@yagu1 == (@input % 10)) set @strike,@strike+1;
if ((@yagu100 == @input10) || (@yagu100 == (@input % 10))) set .@ball,.@ball+1;
if ((@yagu10 == @input100) || (@yagu10 == (@input % 10))) set @ball,@ball+1;
if ((@yagu1 == @input100) || (@yagu1 == @input10)) set @ball,@ball+1;
if (@strike == 3) {
mes "[Screen]";
mes "Input number accepted.";
@ -1312,9 +1129,7 @@ L_Retry:
mes "Monitor's Storage receptacle.";
mes "Merely holding it makes you";
mes "feel some strange sensation.^000000";
if (thana_tower == 1) {
set thana_tower,2;
}
if (thana_tower == 1) set thana_tower,2;
getitem 7422,1; //Key_Yellow
close;
case 2:
@ -1521,23 +1336,17 @@ tha_t06,43,152,0 script Machine Devicett4 111,{
case 1:
mes "^EE0000*Choom*^000000";
set @small_1,2;
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) {
break;
}
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
continue;
case 2:
mes "^00B2EE*Sneeeep*^000000";
set @small_1,1;
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) {
break;
}
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
continue;
case 3:
mes "^5C246E*Mrreeem*^000000";
set @small_1,3;
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) {
break;
}
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
continue;
}
break;
@ -1546,23 +1355,17 @@ tha_t06,43,152,0 script Machine Devicett4 111,{
case 1:
mes "^5C246E*Mrreeem*^000000";
set @small_2,3;
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) {
break;
}
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
continue;
case 2:
mes "^EE0000*Choom*^000000";
set @small_2,2;
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) {
break;
}
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
continue;
case 3:
mes "^00B2EE*Sneeeep*^000000";
set @small_2,1;
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) {
break;
}
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
continue;
}
break;
@ -1571,23 +1374,17 @@ tha_t06,43,152,0 script Machine Devicett4 111,{
case 1:
mes "^00B2EE*Sneeeep*^000000";
set @big_1,1;
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) {
break;
}
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
continue;
case 2:
mes "^5C246E*Mrreeem*^000000";
set @big_1,3;
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) {
break;
}
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
continue;
case 3:
mes "^EE0000*Choom*^000000";
set @big_1,2;
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) {
break;
}
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
continue;
}
break;
@ -1596,23 +1393,17 @@ tha_t06,43,152,0 script Machine Devicett4 111,{
case 1:
mes "^EE0000*Choom*^000000";
set @big_2,2;
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) {
break;
}
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
continue;
case 2:
mes "^5C246E*Mrreeem*^000000";
set @big_2,3;
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) {
break;
}
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
continue;
case 3:
mes "^00B2EE*Sneeeep*^000000";
set @big_2,1;
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) {
break;
}
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
continue;
}
break;
@ -1621,119 +1412,74 @@ tha_t06,43,152,0 script Machine Devicett4 111,{
case 1:
mes "^EE0000*Choom*^000000";
set @big_3,2;
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) {
break;
}
if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
continue;
case 2:
mes "^00B2EE*Sneeeep*^000000";
set @big_3,1;
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) {
break;
}
if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
continue;
case 3:
mes "^5C246E*Mrreeem*^000000";
set @big_3,3;
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) {
break;
}
if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
continue;
}
break;
case 6:
mes "---Wheel Position---";
if (@small_1 == 0) {
mes "1st Small Wheel: No Change";
}else if (@small_1 == 1) {
mes "1st Small Wheel: Down";
} else if (@small_1 == 2) {
mes "1st Small Wheel: Up";
} else {
mes "1st Small Wheel: Pressed";
}
if (@small_2 == 0) {
mes "2nd Small Wheel: No Change";
} else if (@small_2 == 1) {
mes "2nd Small Wheel: Pressed";
} else if (@small_2 == 2) {
mes "2nd Small Wheel: Down";
} else {
mes "2nd Small Wheel: Up";
}
if (@big_1 == 0) {
mes "1st Big Wheel: No Change";
} else if (@big_1 == 1) {
mes "1st Big Wheel: Up";
} else if (@big_1 == 2) {
mes "1st Big Wheel: Moved";
} else {
mes "1st Big Wheel: Down";
}
if (@big_2 == 0) {
mes "2nd Big Wheel: No Change";
} else if (@big_2 == 1) {
mes "2nd Big Wheel: Moved";
} else if (@big_2 == 2) {
mes "2nd Big Wheel: Up";
} else {
mes "2nd Big Wheel: Down";
}
if (@big_3 == 0) {
mes "3rd Big Wheel: No Change";
} else if (@big_3 == 1) {
mes "3rd Big Wheel: Down";
} else if (@big_3 == 2) {
mes "3rd Big Wheel: Up";
} else {
mes "3rd Big Wheel: Moved";
}
if (@small_1 == 0) mes "1st Small Wheel: No Change";
else if (@small_1 == 1) mes "1st Small Wheel: Down";
else if (@small_1 == 2) mes "1st Small Wheel: Up";
else mes "1st Small Wheel: Pressed";
if (@small_2 == 0) mes "2nd Small Wheel: No Change";
else if (@small_2 == 1) mes "2nd Small Wheel: Pressed";
else if (@small_2 == 2) mes "2nd Small Wheel: Down";
else mes "2nd Small Wheel: Up";
if (@big_1 == 0) mes "1st Big Wheel: No Change";
else if (@big_1 == 1) mes "1st Big Wheel: Up";
else if (@big_1 == 2) mes "1st Big Wheel: Moved";
else mes "1st Big Wheel: Down";
if (@big_2 == 0) mes "2nd Big Wheel: No Change";
else if (@big_2 == 1) mes "2nd Big Wheel: Moved";
else if (@big_2 == 2) mes "2nd Big Wheel: Up";
else mes "2nd Big Wheel: Down";
if (@big_3 == 0) mes "3rd Big Wheel: No Change";
else if (@big_3 == 1) mes "3rd Big Wheel: Down";
else if (@big_3 == 2) mes "3rd Big Wheel: Up";
else mes "3rd Big Wheel: Moved";
next;
mes "---Wheel Sound---";
if (@small_1 == 0) {
mes "1st Small Wheel: *Br-brak!*";
} else if (@small_1 == 1) {
mes "1st Small Wheel: *Sneeeep*";
} else if (@small_1 == 2) {
mes "1st Small Wheel: *Choom*";
} else {
mes "1st Small Wheel: *Mrreeem*";
} if (@small_2 == 0) {
mes "2nd Small Wheel: *Br-brak!*";
} else if (@small_2 == 1) {
mes "2nd Small Wheel: *Sneeeep*";
} else if (@small_2 == 2) {
mes "2nd Small Wheel: *Choom*";
} else {
mes "2nd Small Wheel: *Mrreeem*";
}
if (@big_1 == 0) {
mes "1st Big Wheel: *Br-brak!*";
} else if (@big_1 == 1) {
mes "1st Big Wheel: *Sneeeep*";
} else if (@big_1 == 2) {
mes "1st Big Wheel: *Choom*";
} else {
mes "1st Big Wheel: *Mrreeem*";
}
if (@big_2 == 0) {
mes "2nd Big Wheel: *Br-brak!*";
} else if (@big_2 == 1) {
mes "2nd Big Wheel: *Sneeeep*";
} else if (@big_2 == 2) {
mes "2nd Big Wheel: *Choom*";
} else {
mes "2nd Big Wheel: *Mrreeem*";
}
if (@big_3 == 0) {
mes "3rd Big Wheel: *Br-brak!*";
} else if (@big_3 == 1) {
mes "3rd Big Wheel: *Sneeeep*";
} else if (@big_3 == 2) {
mes "3rd Big Wheel: *Choom*";
} else {
mes "3rd Big Wheel: *Mrreeem*";
}
if (@small_1 == 0) mes "1st Small Wheel: *Br-brak!*";
else if (@small_1 == 1) mes "1st Small Wheel: *Sneeeep*";
else if (@small_1 == 2) mes "1st Small Wheel: *Choom*";
else mes "1st Small Wheel: *Mrreeem*";
if (@small_2 == 0) mes "2nd Small Wheel: *Br-brak!*";
else if (@small_2 == 1) mes "2nd Small Wheel: *Sneeeep*";
else if (@small_2 == 2) mes "2nd Small Wheel: *Choom*";
else mes "2nd Small Wheel: *Mrreeem*";
if (@big_1 == 0) mes "1st Big Wheel: *Br-brak!*";
else if (@big_1 == 1) mes "1st Big Wheel: *Sneeeep*";
else if (@big_1 == 2) mes "1st Big Wheel: *Choom*";
else mes "1st Big Wheel: *Mrreeem*";
if (@big_2 == 0) mes "2nd Big Wheel: *Br-brak!*";
else if (@big_2 == 1) mes "2nd Big Wheel: *Sneeeep*";
else if (@big_2 == 2) mes "2nd Big Wheel: *Choom*";
else mes "2nd Big Wheel: *Mrreeem*";
if (@big_3 == 0) mes "3rd Big Wheel: *Br-brak!*";
else if (@big_3 == 1) mes "3rd Big Wheel: *Sneeeep*";
else if (@big_3 == 2) mes "3rd Big Wheel: *Choom*";
else mes "3rd Big Wheel: *Mrreeem*";
continue;
case 7:
set @small_1,0;
@ -3108,28 +2854,14 @@ tha_t06,119,120,0 script to the 7th floor 45,1,1,{
end;
OnTouch:
if ((Class == Job_Lord_Knight) || (Class == Job_High_Priest) || (Class == Job_High_Wizard) || (Class == Job_Whitesmith) || (Class == Job_Sniper) || (Class == Job_Assassin_Cross) || (Class == Job_Paladin) || (Class == Job_Champion) || (Class == Job_Professor) || (Class == Job_Stalker) || (Class == Job_Creator) || (Class == Job_Clown) || (Class == Job_Gypsy)) {
if (eaclass()&(EAJL_2|EAJL_UPPER) || eaclass()&EAJL_THIRD) {
warp "thana_step",69,369;
end;
}
else if ((Class == Job_Rune_Knight) || (Class == Job_Arch_Bishop) || (Class == Job_Warlock) || (Class == Job_Mechanic) || (Class == Job_Ranger) || (Class == Job_Guillotine_Cross) || (Class == Job_Royal_Guard) || (Class == Job_Sura) || (Class == Job_Sorcerer) || (Class == Job_Shadow_Chaser) || (Class == Job_Genetic) || (Class == Job_Wanderer) || (Class == Job_Minstrel)) {
if ((Class == Job_SuperNovice || Class == Job_Taekwon || Class == Job_Star_Gladiator || Class == Job_Soul_Linker || Class == Job_Ninja || Class == Job_Gunslinger) && BaseLevel > 94) {
warp "thana_step",69,369;
end;
}
else if ((Class == Job_Rune_Knight_T) || (Class == Job_Arch_Bishop_T) || (Class == Job_Warlock_T) || (Class == Job_Mechanic_T) || (Class == Job_Ranger_T) || (Class == Job_Guillotine_Cross_T) || (Class == Job_Royal_Guard_T) || (Class == Job_Sura_T) || (Class == Job_Sorcerer_T) || (Class == Job_Shadow_Chaser_T) || (Class == Job_Genetic_T) || (Class == Job_Wanderer_T) || (Class == Job_Minstrel_T)) {
warp "thana_step",69,369;
end;
}
else if ((Class == Job_SuperNovice) || (Class == Job_Taekwon) || (Class == Job_Star_Gladiator) || (Class == Job_Soul_Linker) || (Class == Job_Ninja) || (Class == Job_Gunslinger)) {
if (BaseLevel > 94) {
warp "thana_step",69,369;
end;
}
mes "^3355FFAn overwhelming force";
mes "acts against you, preventing";
mes "you from proceeding this way...^000000";
close;
}
mes "^3355FFAn overwhelming force";
mes "acts against you, preventing";
mes "you from proceeding this way...^000000";