fixed 2 bugs in Bard Job Quest

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10656 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Lupus 2007-06-01 07:04:44 +00:00
parent 2d8c45a319
commit 2e6f899827
3 changed files with 85 additions and 82 deletions

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@ -3,6 +3,7 @@ Date Added
2007/06/01
* In thana Quest you may enter either "Charmstone" or "Charm Stone" [Lupus]
- Fixed bug in new Crusader Quest, optimized, changed common NPC names to more unique.
- Fixed 2 bugs in Bard Job Quest
2007/05/31
* Rev. 10653 Fixced some spelling and grammar in crusader quest. [L0ne_W0lf]
* Rev. 10651 Updated Crusader quest. [L0ne_W0lf]

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@ -3,7 +3,7 @@
//===== By: ==================================================
//= Muad_Dib(The Prometheus Project), Lupus, Samuray22
//===== Current Version: =====================================
//= 2.1b
//= 2.2
//===== Compatible With: =====================================
//= eAthena Final
//===== Description: =========================================
@ -20,6 +20,8 @@
// prize, too. Added Izidor flower [Lupus]
// 2.0 Changed numbers to constants. [Vicious]
// 2.1b Updated to the Official One. [Samuray22]
// 2.2 Fixed BUG when baby classes weren't able to get a job,
// fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs
//============================================================
//=============== Ayealo ============================
@ -37,8 +39,8 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
mes "Thou should not live this destinty...";
mes "Thou have forgotten your destinty...";
close;
} else if(Class != Job_Archer) {
if(Class == Job_Bard) {
} else if(BaseJob != Job_Archer) {
if(BaseJob == Job_Bard) {
mes "[Ayealo]";
mes "Hey friends! You must be good at singing or roaming?";
mes "Have you improved your singing?";
@ -51,7 +53,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
mes "Don't forget to stay happy always.";
mes "Our singing is to bring happiness and pleasant to everyone.";
close;
} else if(Class == Job_Novice) {
} else if(BaseJob == Job_Novice) {
mes "[Ayealo]";
mes "Let all the sadness";
mes "incomplete wishes.";
@ -73,7 +75,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
mes "A place with all the happiness things.";
next;
mes "[Ayealo]";
if(Sex == 1) {
if(Sex) {
mes "Hope that you can forget all the things that happened today.";
mes "Enjoy yourself!";
} else {
@ -84,7 +86,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
}
} else if(BARD_Q == 0) {
mes "[Ayealo]";
if(Sex == 1) {
if(Sex) {
mes "Hello! The joyful Archer,";
} else {
mes "Hello! Lovely Miss Archer,";
@ -144,7 +146,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
mes "[Ayealo]" ;
mes "Thank you. I'm very happy if you're feeling happy with my singing.";
next;
if (Sex == 1 && JobLevel > 39) {
if (Sex && JobLevel > 39) {
mes "[Ayealo]";
mes "It's wonderful if there are more people can sing as well.";
mes "It's OK, it's not bad like this, He-he.";
@ -422,7 +424,7 @@ B_Sing:
next;
input @song$;
if(@song$ != "There was a fellow named.") {
set @w_point, 1;
set @w_point, 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.^000000";
@ -433,7 +435,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Invulnerable.") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.";
@ -444,7 +446,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "His name is Siegfried,") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.";
@ -455,7 +457,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "son of the hero Siegmen,") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.";
@ -466,7 +468,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "the fiery giant Puff,") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.";
@ -477,7 +479,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "turned into dragon to challenge him.") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
} else if(@bard_s == 2) {
mes "^3377FFA Merchant without money and equipment. ^000000";
@ -489,7 +491,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "A Merchant without money and equipment.") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.^000000";
@ -500,7 +502,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Merchant also not afford to vending.") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.";
@ -511,7 +513,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "He never beg from others.") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.";
@ -522,7 +524,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Selling equipment to get money.") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.";
@ -533,7 +535,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Firstly, he sells the Red Potion.") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.";
@ -544,7 +546,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Then he sells the Sweet Potato." ) {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
} else if(@bard_s == 3) {
mes "^3377FFAll gods will never grow old, ^000000";
@ -556,7 +558,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "All gods will never grow old," ) {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFAll gods will never grow old, ";
mes "This is because of goddess Idun,^000000";
@ -578,7 +580,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Beauty, fair, wealthy godness Idun.") {
set @w_point, @w_point + 1;
set @w_point, @w_point + 1;
}
mes "^3377FFAll gods will never grow old, ";
mes "This is because of goddess Idun,";
@ -589,8 +591,8 @@ B_Sing:
next;
input @song$;
if( @song$ != "Daughter-in-law of Odin, Mrs.Braqi.") {
set @w_point, @w_point + 1;
}
set @w_point, @w_point + 1;
}
mes "^3377FFAll gods will never grow old, ";
mes "This is because of goddess Idun,";
mes "Beauty, fair, wealthy godness Idun.";
@ -625,7 +627,7 @@ B_Sing:
if( @song$ != "Bragi, Bragi." ) {
set @w_point, @w_point + 1;
}
mes "^3377FFBragi, Bragi.";
mes "^3377FFBragi, Bragi.";
mes "Always call the Bard with this name,^000000";
mes "My singing is his breathe,";
mes "My spirit is his will power,";
@ -764,7 +766,7 @@ B_Sing:
mes "[Ayealo]";
mes "It's amazing! It's not so simple at once?";
mes "You can be a good singer to a certain extent.";
next;
next;
mes "[Ayealo]";
mes "In that case, you are a Bard from now on.";
mes "But, I would like to present a souvenir for you.";
@ -820,61 +822,61 @@ B_Change:
next;
mes "[Ayealo]";
mes "And, I had prepared some souvenirs for you.";
mes "Can you please bring some Wooden Block?";
mes "Can you please bring some Wooden Block?";
mes "We're not restricted to any materials, as long as the quantities of a same type item are 60.";
close;
}
mes "[Ayealo]";
mes "Its must be a tough job, I'll make use of this material to make a souvenir after you had changed the job.";
mes "Hold on please.";
next;
mes "[Ayealo]";
mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000";
mes "^3355FFKiwi Kiwi Pitt Pitt^000000";
next;
if(countitem("Wooden_Block") > 59) {
delitem "Wooden_Block", 60;
getitem "Violin", 1;
} else if(countitem("Tree_Of_Archer_3") > 59) {
delitem "Tree_Of_Archer_3", 60;
getitem "Mandolin", 1;
} else if(Tree_Of_Archer_2 > 59) {
delitem "Tree_Of_Archer_2", 60;
getitem "Mandolin", 1;
} else if(countitem("Tree_Of_Archer_1") > 59) {
if(JobLevel > 49) {
delitem "Tree_Of_Archer_1", 60;
getitem "Harp_", 1;
} else {
delitem "Tree_Of_Archer_1", 60;
getitem "Lute", 1;
}
mes "[Ayealo]";
mes "Its must be a tough job, I'll make use of this material to make a souvenir after you had changed the job.";
mes "Hold on please.";
next;
mes "[Ayealo]";
mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000";
mes "^3355FFKiwi Kiwi Pitt Pitt^000000";
next;
if(countitem("Wooden_Block") > 59) {
delitem "Wooden_Block", 60;
getitem "Violin", 1;
} else if(countitem("Tree_Of_Archer_3") > 59) {
delitem "Tree_Of_Archer_3", 60;
getitem "Mandolin", 1;
} else if(countitem("Tree_Of_Archer_2") > 59) {
delitem "Tree_Of_Archer_2", 60;
getitem "Mandolin", 1;
} else if(countitem("Tree_Of_Archer_1") > 59) {
if(JobLevel > 49) {
delitem "Tree_Of_Archer_1", 60;
getitem "Harp_", 1;
} else {
mes "[Ayealo]";
mes "Mmm? It's better that you collect more Wooden Block.";
mes "Can I change the job now?";
next;
menu "Please let me change the job directly.",B_Change,"It's OK, I'll come again after well prepare.",-;
mes "[Ayealo]";
mes "Mmm, OK. Can you please bring some ^3355FF Wooden Block^000000?";
mes "We're not restricted to any materials, as long as the quantities of a same type item are 60.";
next;
mes "[Ayealo]";
mes "If you can bring all the materials, I'll reward you with a present.";
mes "Be careful on the road.";
close;
delitem "Tree_Of_Archer_1", 60;
getitem "Lute", 1;
}
callfunc "Job_Change",Job_Bard;
callfunc "F_ClearJobVar"; //clears all job variables for the current player
} else {
mes "[Ayealo]";
mes "C'mon, this is the souvenir. It's useful while singing.";
mes "Hope that you can sing more cheerful songs.";
mes "Mmm? It's better that you collect more Wooden Block.";
mes "Can I change the job now?";
next;
menu "Please let me change the job directly.",B_Change,"It's OK, I'll come again after well prepare.",-;
mes "[Ayealo]";
mes "Mmm, OK. Can you please bring some ^3355FF Wooden Block^000000?";
mes "We're not restricted to any materials, as long as the quantities of a same type item are 60.";
next;
mes "[Ayealo]";
mes "See you next time.";
mes "If you can bring all the materials, I'll reward you with a present.";
mes "Be careful on the road.";
close;
}
callfunc "Job_Change",Job_Bard;
callfunc "F_ClearJobVar"; //clears all job variables for the current player
mes "[Ayealo]";
mes "C'mon, this is the souvenir. It's useful while singing.";
mes "Hope that you can sing more cheerful songs.";
next;
mes "[Ayealo]";
mes "See you next time.";
close;
}
mes "[Ayealo]";
mes "Em Hm...";
close;
close;
}

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@ -56,15 +56,15 @@ prt_castle,45,169,5 script Senior Crusader 752,{
mes "Be advised to continue practicing yourself.";
close;
}
else if(Class != Job_Swordman) {
if(Class == Job_Crusader) {
else if(BaseJob != Job_Swordman) {
if(BaseJob == Job_Crusader) {
mes "Go and train yourself in preparation for the holy war that is coming. Victory will be in the hands of those who are most ready to receive it.";
next;
mes "[Michael Halig]";
mes "Chaos will one day arise to challenge our principles of peace, justice and order. Until we have eliminated evil and created our ideal world, we must not cease training.";
close;
}
else if(Class == Job_Novice) {
else if(BaseJob == Job_Novice) {
mes "We are Crusaders,";
mes "warriors preparing";
mes "to fight in the Holy War.";
@ -313,12 +313,12 @@ prt_castle,45,169,5 script Senior Crusader 752,{
//===================== Suffering Man: 2º Endurance Test ===============================================
prt_castle,164,32,1 script Man in Anguish 733,{
mes "[Murnak Mijoul]";
if(Class != Job_Swordman) {
if (Class == Job_Crusader) {
if(BaseJob != Job_Swordman) {
if (BaseJob == Job_Crusader) {
mes "Don't linger around in a place like this and forge your own path towards discovering your own strengths. The day that we will join hands in battle will come soon.";
close;
}
else if(Class == Job_Novice) {
else if(BaseJob == Job_Novice) {
mes "A Novice...?";
mes "So green, and yet,";
mes "so much potential.";
@ -445,8 +445,8 @@ prt_castle,164,32,1 script Man in Anguish 733,{
//===================== Gabriel Valentine: 3º Knowledge Test =================================
prt_church,95,127,3 script Crusader 745,{
mes "[Gabriel Valentine]";
if(Class != Job_Swordman) {
if (Class == Job_Crusader) {
if(BaseJob != Job_Swordman) {
if (BaseJob == Job_Crusader) {
mes "Welcome, fellow Crusader.";
mes "How is your training";
mes "coming along?";
@ -455,7 +455,7 @@ prt_church,95,127,3 script Crusader 745,{
mes "You must not forget to train everyday, and prepare for the day the Holy War will come upon us.";
close;
}
else if(Class == Job_Novice) {
else if(BaseJob == Job_Novice) {
mes "Welcome, I am a Crusader.";
mes "I am preparing for the";
mes "foretold Holy War";
@ -789,8 +789,8 @@ C_Questions:
prt_castle,35,151,5 script Patron Knight 751,{
mes "[Bliant Piyord]";
mes "Welcome.";
if(Class != Job_Swordman) {
if(Class == Job_Crusader) {
if(BaseJob != Job_Swordman) {
if(BaseJob == Job_Crusader) {
mes "How goes";
mes "your training?";
next;
@ -798,7 +798,7 @@ prt_castle,35,151,5 script Patron Knight 751,{
mes "Develop your faith. From faith springs strength and discipline. Day after day, train yourself and become a great Crusader.";
close;
}
else if(Class == Job_Novice) {
else if(BaseJob == Job_Novice) {
mes "We are Crusaders,";
mes "warriors of holiness preparing for the great Holy War that is to come.";
next;