Some bug fixes. (bugreport:2558, bugreport:2588, bugreport:2583, bugreport:2587)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13416 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Kisuka 2008-12-27 16:53:31 +00:00
parent 8ac8481d25
commit 18841adcc2
4 changed files with 28 additions and 20 deletions

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@ -3836,7 +3836,7 @@ this really cause.
---------------------------------------
* getnameditem <item name|item id>,<Character name|character ID>;
*getnameditem <item name|item id>,<Character name|character ID>;
-Note: there's a total of 4 possible combinations of this command.
E.g: item name and character name, or with character id, etc...
@ -4547,7 +4547,7 @@ Example(s):
---------------------------------------
* pcblockmove <id>,<option>;
*pcblockmove <id>,<option>;
Prevents the given ID from moving when the option != 0, 0 enables the ID to move again.
ID should be able to be GID of a monster/npc or AID from a character.
@ -4751,7 +4751,7 @@ the homunculus must be on at least 91000/100000 intimacy with it's owner.
---------------------------------------
* unitwalk <GID>,<x>,<y>;
*unitwalk <GID>,<x>,<y>;
* unitwalk <GID>,<mapid>;
This is one command, but can be used in two ways. If only the first argument is given,
@ -4771,12 +4771,12 @@ Example(s):
---------------------------------------
* unitkill <GID>;
* unitwarp <GID>,<Mapname>,<x>,<y>;
* unitattack <GID>,<Target ID>;
* unitstop <GID>;
* unittalk <GID>,<Text>;
* unitemote <GID>,<Emote>;
*unitkill <GID>;
*unitwarp <GID>,<Mapname>,<x>,<y>;
*unitattack <GID>,<Target ID>;
*unitstop <GID>;
*unittalk <GID>,<Text>;
*unitemote <GID>,<Emote>;
Okay, these commands should be fairly self explaining.
For the emotions, you can look in db/const.txt for prefixes with e_
@ -5156,7 +5156,7 @@ labels can take over handling for relatively the buying of items from the shop
and selling the items to a shop. Via these labels you can customize the way an item
is bought or sold by a player.
In the OnBuyItem, two arrays are set (@bought_nameid and @bough_quantity), which
In the OnBuyItem, two arrays are set (@bought_nameid and @bought_quantity), which
hold information about the name id (item id) sold and the amount sold of it. Same
goes for the OnSellItem label, only the variables are named different
(@sold_nameid and @sold_quantity). An example on a shop comes with eAthena, and

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@ -2240,7 +2240,7 @@ new_1-2,17,182,5 script Helper#nv 84,{
set nov_2nd_cos,17;
getexp 112,0;
}
else if (BaseLevel == 7) {
else if (BaseLevel >= 7) {
set nov_2nd_cos,18;
getexp 153,0;
}

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@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
//= 1.2
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@ -12,6 +12,7 @@
//===== Additional Comments: =================================
//= 1.0 First version, place holders only. [L0ne_W0lf]
//= 1.1 Moved Morroc Auction NPCs to Morroc Ruins. [L0ne_W0lf]
//= 1.2 Warp fixed. Dialog in Ruins/Lighthalzen changed. [Kisuka]
//============================================================
// Auction House warpers
@ -38,9 +39,16 @@ function script F_AuctionWarper {
mes "like to enter the";
mes "Auction Hall?";
next;
if (select("Yes.:No.") == 1) {
mes "[Auction Hall Guide]";
mes "Enjoy your auction.";
if (select("Yes:No") == 1) {
if (getarg(0) == 1 || getarg(0) == 4) {
mes "[Auction Hall Guide]";
mes "Great! Well then,";
mes "I hope you have fun";
mes "and enjoy the auction~";
}else{
mes "[Auction Hall Guide]";
mes "Enjoy your auction.";
}
close2;
switch(getarg(0)) {
case 1:
@ -55,7 +63,7 @@ function script F_AuctionWarper {
}
mes "[Auction Hall Guide]";
mes "Alright then,";
mes "See you later.";
mes "see you later.";
mes "If you change your";
mes "mind, please come";
mes "and enjoy the auctions~";
@ -76,7 +84,7 @@ lighthalzen,207,169,6 duplicate(AuctionSign) Information Post#lhz 837
// Warps
//============================================================
auction_01,180,49,0 warp auction_entrance_moc 1,1,morocc,182,92
auction_01,180,49,0 warp auction_entrance_moc 1,1,moc_ruins,78,171
auction_01,22,37,0 warp auction_entrance_prt 1,1,prontera,214,120
auction_02,151,17,0 warp auction_enterance_juno 1,1,yuno,132,119
auction_02,43,17,0 warp auction_enterance_lhz 1,1,lighthalzen,209,169
@ -88,7 +96,7 @@ auction_01,182,68,6 script Auction Broker#moc1::AuctionBroker 98,{
mes "Welcome to the Auction Hall.";
mes "Would you like to view the goods?";
next;
if (select("Yes.:No.") == 1) {
if (select("Yes:No") == 1) {
mes "[Auction Broker]";
mes "Very well.";
mes "Please take";
@ -98,7 +106,7 @@ auction_01,182,68,6 script Auction Broker#moc1::AuctionBroker 98,{
close;
}
mes "[Auction Broker]";
mes "Very well then.";
mes "Very well, then.";
mes "If you change your";
mes "mind, then please";
mes "come and check";

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@ -1973,6 +1973,6 @@ OnTimer5415000:
stopnpctimer;
killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
set $@re_moc,0;
donpcevent "Satan Summon#edq::OnDiable";
donpcevent "Satan Summon#edq::OnDisable";
end;
}