* Added "eA Job System" documentation for third classes (doc\ea_job_system.txt)

* Fixed Eden: Romeo#02 not setting para_suv01 upon quest completion (bugreport:5949)
* Cleaned and edited "Item Signer" script for general use (custom\item_signer.txt)
* Merged and cleaned "Poring Track" custom script, then moved and renamed (custom\events\p_track.txt)
* Optimized "Valhallen Quests" script (custom\quests\valhallen.txt)
* Optimized "Event King Items" script (custom\events\kings_items.txt)
* Deleted "Market Place" script, not sure why this existed... (custom\etc\market.txt)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16239 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
euphyy
2012-06-08 00:35:56 +00:00
parent cd7a64622a
commit 3473296229
10 changed files with 278 additions and 679 deletions

View File

@@ -3,9 +3,10 @@
//===== By ================================================
//= Skotlex
//===== Version ===========================================
//= 0.1
//= 0.2
//=========================================================
//= 0.1 - First release, explained as well as I could.
//= 0.2 - Added info on third jobs. [Euphy]
//===== Description =======================================
//= A reference description of eA's inner job system (for
//= use on scripts through the eaclass and roclass script
@@ -37,7 +38,8 @@ The eA Job System:
EAJ_THIEF 0x6
EAJ_TAEKWON 0x7
EAJ_GUNSLINGER 0x9
EAJ_NINJA 0x10
EAJ_NINJA 0x0A
EAJ_GANGSI 0x0D
- Branch: All classes can be classified as "1st Class", "2-1 Class" or "2-2 Class":
@@ -45,10 +47,11 @@ The eA Job System:
EAJL_2_2 0x200
EAJL_2 0x300
- The third category is type. Classes can either be normal, rebirth/advanced or adopted.
- The third category is type. Classes can either be normal, rebirth/advanced, adopted, or third class.
EAJL_UPPER 0x1000
EAJL_BABY 0x2000
EAJL_THIRD 0x4000
So using these three categories, any job class can be constructed from the others. Let's take a swordman, for example.
@@ -70,6 +73,7 @@ Or getting out the rebirth versions of a swordman:
EAJ_SWORDMAN|EAJL_UPPER -> EAJ_SWORDMAN_HIGH
EAJ_SWORDMAN|EAJL_2_1|EAJL_UPPER -> EAJ_LORD_KNIGHT
EAJ_SWORDMAN|EAJL_2_2|EAJL_UPPER -> EAJ_PALADIN
EAJ_SWORDMAN|EAJL_2_2|EAJL_THIRD -> EAJ_ROYAL_GUARD
Why are we using the bitwise OR operand ('|') rather than just adding? Because the OR is wreck-proof:
@@ -105,6 +109,11 @@ EAJL_BABY:
if (@job&EAJL_BABY)
mes "Don't you hate being weak?";
EAJL_THIRD:
Checks if a class is a third job.
if(@job&EAJL_THIRD)
mes "Wow, you've really grown!";
EAJ_UPPERMASK:
The upper mask can be used to "strip" the upper/baby characteristics of a class, used when you want to know if someone is a certain class regardless of rebirth/adopted status. For example, the following code would go through for Monks, Champions and Baby Monks:
if ((@job&EAJ_UPPERMASK) == EAJ_MONK)
@@ -119,6 +128,11 @@ EAJ_BASEMASK:
Note that, like before, if you try to check versus any of the other classes (High merchant, blacksmith, etc) instead of basic merchant, the check will always fail for the same reasons previously explained.
EAJ_THIRDMASK:
This mask strips 3rd class attributes. It will give the "normal" class of a third job, regardless of rebirth/adopted status. When used on non-third class characters, it will return the second job, or, if that also doesn't exist, the first.
if ((@job&EAJ_THIRDMASK) == EAJ_WARLOCK_T)
mes "You've gone through rebirth, I see.";
The script commands eaclass, roclass:
-------------------------------------------------------------------------------

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@@ -1,39 +0,0 @@
//===== rAthena Script =======================================
//= Market Place
//===== By: ==================================================
//= Lupus
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= This script should move vending crowds from Prontera
//= streets to a suitable market place. Save your traffic 8)
//===== Additional Comments: =================================
//= 1.1 Optimized it, Removed labels. [Spre]
//============================================================
prontera,144,174,3 script Market Place 722,{
mes"[Market Place]";
mes"Tristan III's order: ^FF0000Move all the private shops to a special Market Place^000000.";
next;
if (select("Yes Please:No") == 2) {
close;
}
// I didn't see the need to check and show venders.... Since it didnt even work
warp "gon_test",27+rand(5),98;
end;
}
gon_test,73,103,0 script MarketExit 45,1,2,{
warp "prontera",155,177-rand(10);
end;
}
//disable vending in Prontera
prontera mapflag novending
prt_in mapflag novending
//Market Place settings
gon_test mapflag noteleport
gon_test mapflag nomemo
gon_test mapflag nobranch

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@@ -3,176 +3,77 @@
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Grand Circlet Quest combined with Excalibur Quest.
//= Converted to rAthena format from Fusion.
//===== Additional Comments: =================================
//= 2006/09/27: 1.0 Release and fully working. [$ephiroth]
//= 1.1 Optimized. [Euphy]
//============================================================
prt_castle,80,170,4 script King of Prontera 108,{
set @npcname$,"[King of Prontera]";
mes @npcname$;
mes "Hello can you help me?";
mes "[King of Prontera]";
mes "Hello, can you help me?";
next;
menu "Sure, what can I do?",L_Sure,"No sorry I'm busy",L_Quit;
L_Sure:
mes @npcname$;
mes "Thank you.";
mes "Well, my daughter next to me is a little rowdy";
mes "if you got her these items I'm sure she would calm down.";
mes "If you bring me these items I'll give you my crown or my sword";
mes "Both are very special.";
if(select("Sure, what can I do?:Sorry, I'm busy.")==2) {
mes "[King of Prontera]";
mes "Ok, that's fine, I'm sure someone else will help.";
close; }
mes "[King of Prontera]";
mes "Thank you. Well, my daughter next to me is a little rowdy...";
mes "If you get her these items I'm sure she'll calm down.";
mes "I'll give you my crown or my sword as a reward.";
next;
menu "Ok what do you need?",L_Req,"I have the items",L_Have,"Forget it",L_Quit;
L_Req:
mes @npcname$;
mes "If you could get me:";
mes "^00B6FF30 Chonchon doll^000000";
mes "^D5A50050 Poring doll^000000";
mes "^0080FF20 Yoyo doll^000000";
mes "^CC66331 3carat diamond^000000";
mes "^3131FF20 Illusion Flowers^000000";
mes "^AA00AA20 Singing Flowers^000000";
mes "I'll give you my crown.";
next;
mes @npcname$;
mes "If you could get me:";
mes "^0000881 Angel Band^000000";
mes "^4422FF1 Heaven Ring^000000";
mes "^AA00AA1 Emperium^000000";
mes "I'll give my sword.";
mes "Once you find those, come back to me.";
close;
L_Have:
mes @npcname$;
mes "What item you want?";
next;
menu "Crown",L_crown,"Sword",L_sword;
L_crown:
if(countitem(742)<30) goto L_Error;
if(countitem(741)<50) goto L_Error1;
if(countitem(753)<20) goto L_Error2;
if(countitem(732)<1) goto L_Error3;
if(countitem(710)<20) goto L_Error4;
if(countitem(629)<20) goto L_Error5;
delitem 742,30;
delitem 741,50;
delitem 753,20;
delitem 732,1;
delitem 710,20;
delitem 629,20;
mes @npcname$;
mes "THANK YOU SOO MUCH!!";
mes "This will surely calm her down.";
mes "Let me just take the items from you.";
next;
mes @npcname$;
mes "As I promised here is my crown.";
getitem 5007,1;
next;
mes @npcname$;
mes "Well, I have to calm her down now.";
mes "Thanks again!";
close;
L_sword:
if(countitem(2254)<1) goto L_NoAngel;
if(countitem(2282)<1) goto L_NoHeaven;
if(countitem(714)<1) goto L_NoEmp;
delitem 2254,1;
delitem 2282,1;
delitem 714,1;
mes @npcname$;
mes "THANK YOU SOO MUCH!!";
mes "This will surely calm her down.";
mes "Let me just take the items from you.";
next;
mes @npcname$;
mes "As I promised here is my sword.";
getitem 1137,1;
next;
mes @npcname$;
mes "Well, I have to calm her down now.";
mes "Thanks again!";
close;
L_NoAngel:
mes @npcname$;
mes "Sorry but you must have at least one Angel Band.";
mes "Come back after you get ALL the items.";
close;
L_NoHeaven:
mes @npcname$;
mes "Sorry but you must have at least one Heaven Ring.";
mes "Come back after you get ALL the items.";
close;
L_NoEmp:
mes @npcname$;
mes "Sorry but you must have at least one Emperium.";
mes "Come back after you get ALL the items.";
close;
L_Error:
mes @npcname$;
mes "Oh darn, you need 30 Chonchon Dolls.";
close;
L_Error1:
mes @npcname$;
mes "Oh darn, you need 50 Poring dolls.";
close;
L_Error2:
mes @npcname$;
mes "Oh darn, you need 20 Yoyo dolls.";
close;
L_Error3:
mes @npcname$;
mes "Oh darn, you need one 3 Carat Diamond.";
close;
L_Error4:
mes @npcname$;
mes "Oh darn, you need 20 Illusion Flowers.";
close;
L_Error5:
mes @npcname$;
mes "Oh darn, you need 20 Singing Flowers.";
close;
L_Quit:
mes @npcname$;
mes "Ok, that's fine, I'm sure someone else will help.";
close;
setarray .@Items1[0],5007,742,30,741,50,753,20,732,1,710,20,629,20;
setarray .@Items2[0],1137,2254,1,2282,1,714,1;
switch(select("What do you need?:I have the items!:Forget it.")) {
case 1:
for(set .@i,1; .@i<3; set .@i,.@i+1) {
mes "[King of Prontera]";
mes "If you could get me:";
for(set .@j,1; .@j<getarraysize(getd(".@Items"+.@i)); set .@j,.@j+2)
mes " ~ ^0055FF"+getd(".@Items"+.@i+"["+(.@j+1)+"]")+"^000000x "+getitemname(getd(".@Items"+.@i+"["+.@j+"]"));
mes "I'll give my "+((.@i)?"sword.":"crown.");
if (.@i==2) close;
next; }
case 2:
mes "[King of Prontera]";
mes "What item do you want?";
next;
set .@i, select("Crown:Sword");
for(set .@j,1; .@j<getarraysize(getd(".@Items"+.@i)); set .@j,.@j+2)
if (countitem(getd(".@Items"+.@i+"["+.@j+"]")) < getd(".@Items"+.@i+"["+(.@j+1)+"]")) set .@nr,1;
mes "[King of Prontera]";
if (.@nr) {
mes "You're missing something.";
mes "Come back after you get ALL the items.";
close; }
for(set .@j,1; .@j<getarraysize(getd(".@Items"+.@i)); set .@j,.@j+2)
delitem getd(".@Items"+.@i+"["+.@j+"]"), getd(".@Items"+.@i+"["+(.@j+1)+"]");
getitem getd(".@Items"+.@i+"[0]"),1;
mes "THANK YOU SOO MUCH!!";
mes "This will surely calm her down.";
mes "As promised, here is my "+((.@i==1)?"crown.":"sword.");
close;
case 3:
mes "[King of Prontera]";
mes "Ok, that's fine, I'm sure someone else will help.";
close;
}
}
prt_castle,84,170,4 script King's Daughter 62,{
set @npcname$,"[King's Daughter]";
mes @npcname$;
mes "[King's Daughter]";
mes "Hmph, I hate my dad right now!!";
next;
menu "Why?",L_Why,"Ok...Whatever..",L_Quit;
L_Why:
mes @npcname$;
if(select("Why?:Whatever...")==2) {
mes "[King's Daughter]";
mes "FINE THEN! Hmph!!";
close; }
mes "[King's Daughter]";
mes "Well, he won't give me what I want!!";
mes "He's the King of Prontera, he should be able to get me ANYTHING!!!";
mes "He's the King of Prontera. He should be able to get me ANYTHING!!!";
close;
L_Quit:
mes @npcname$;
mes "FINE THEN Hmph!!";
close;
}
}

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@@ -0,0 +1,67 @@
//===== rAthena Script =======================================
//= Poring Track Main NPCs
//===== By: ==================================================
//= erKURITA
//===== Current Version: =====================================
//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Poring Track core NPCs and warpers.
//===== Additional Comments: =================================
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Merged and cleaned. [Euphy]
//============================================================
hugel,58,72,5 script Yan#track1 86,{
callfunc "P_TrackEnt","[Yan]","p_track01";
end;
}
hugel,62,68,1 script Yalmire#track1 86,{
callfunc "P_TrackEnt","[Yalmire]","p_track02";
end;
}
function script P_TrackEnt {
mes getarg(0);
mes "Hi "+strcharinfo(0)+", welcome to the Poring Track!";
next;
switch(select("Information:I want to try it!:Not today.")) {
case 1:
mes getarg(0);
mes "Well... it's quite fun, that's all I can say. Try it!";
close;
case 2:
mes getarg(0);
mes "The entrance fee is 500z. would you like to go in?";
next;
if(select("Yes, please!:No thanks.")==2) {
mes getarg(0);
mes "You're missing out!";
close; }
mes getarg(0);
if (Zeny < 500) {
mes "You can't enter without paying."; close; }
mes "Here we go!";
close2;
set Zeny, Zeny-500;
warp getarg(1),75,41;
end;
case 3:
mes getarg(0);
mes "See you later!";
close;
}
}
p_track01,76,36,2 script Yan#track2 86,{ end; }
p_track01,41,57,5 script Lady#track1::P_track 845,{ end; }
p_track01,67,34,6 script Erudite::P_Spectator1 107,{ end; }
p_track01,44,49,3 script Edward 881,{ end; }
p_track01,27,47,3 script Yuri#P_track 853,{ end; }
p_track02,76,36,2 script Yalmire#track2 86,{ end; }
p_track02,30,45,3 script Nagya 755,{ end; }
p_track02,42,49,3 script Asgahrd 733,{ end; }
p_track02,67,33,1 script Blacksmith#track1 726,{ end; }
p_track02,41,57,5 duplicate(P_track) Lady#track2 845

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@@ -1,44 +0,0 @@
//===== rAthena Script =======================================
//= Poring Track Main NPCs
//===== By: ==================================================
//= erKURITA
//===== Current Version: =====================================
//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= NPCs that has nothing to do with the race itself, but
//= has important functions on the race itself.
//===== Additional Comments: =================================
//= 1.2 Removed Duplicates [Silent]
//============================================================
p_track01,41,57,5 script Lady#track1::P_track 845,{
end;
}
p_track01,67,34,6 script Erudite::P_Spectator1 107,{
end;
}
p_track01,44,49,3 script Edward 881,{
end;
}
p_track01,27,47,3 script Yuri#P_track 853,{
end;
}
p_track02,30,45,3 script Nagya 755,{
end;
}
p_track02,42,49,3 script Asgahrd 733,{
end;
}
p_track02,67,33,1 script Blacksmith#track1 726,{
end;
}
p_track02,41,57,5 duplicate(P_track) Lady#track2 845

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@@ -1,72 +0,0 @@
//===== rAthena Script =======================================
//= Poring Track Warpers
//===== By: ==================================================
//= erKURITA
//===== Current Version: =====================================
//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= NPC's for the City of Hugel.
//===== Additional Comments: =================================
//= 1.2 Removed Duplicates [Silent]
//============================================================
// Warp-in npcs
hugel,58,72,5 script Yan#track1 86,{
//callfunc "P_TrackEnt",npcname,map name;
callfunc "P_TrackEnt","[Yan]","p_track01";
end;
}
hugel,62,68,1 script Yalmire#track1 86,{
//callfunc "P_TrackEnt",npcname,map name;
callfunc "P_TrackEnt","[Yalmire]","p_track02";
end;
}
// Warp-out npcs
p_track01,76,36,2 script Yan#track2 86,{
end;
}
p_track02,76,36,2 script Yalmire#track2 86,{
end;
}
function script P_TrackEnt {
mes getarg(0);
mes "Hi "+strcharinfo(0)+", Welcome to the Poring Track!";
menu "Information",-,"I want to try it",L_Try,"Not today thanks",L_End;
next;
mes getarg(0);
mes "Bla blah, so fun";
close;
L_Try:
next;
mes getarg(0);
mes "Ok, the entrance fee is 500z, would you like to go in?";
menu "Yes Please",-,"No Thanks",L_End2;
if (Zeny < 500) {
next;
mes getarg(0);
mes "Sorry but you ain't got 500z, you can't enter";
close;
} else
next;
mes getarg(0);
mes "Here we go!";
close2;
set Zeny,Zeny-500;
warp getarg(1),75,41;
end;
L_End2:
next;
mes getarg(0);
mes "Oh well, you miss it";
close;
L_End:
next;
mes getarg(0);
mes "Ok, see you later!";
close;
}

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@@ -3,221 +3,122 @@
//===== By: ==================================================
//= Lupus
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Write you name on your rare equipment or weapon ^_-
//= Original X-Mas mini-quest(could be used as a permanent one)
//===== Additional Comments: =================================
//=
//= 1.1 Cleaned and edited for general use. [Euphy]
//============================================================
prt_in,24,61,7 script Perchik 47,{
setarray .@Item[0],644,3; // Item requirements: <ID>,<Count>{,...} (0 to disable)
setarray .@Cost[0],0,5000; // Zeny requirements: <base price>,<price per refine>
mes "[Perchik]";
if(BaseJob==Job_Novice || BaseLevel<50) {
mes "Sorry, I don't help newbies. Go kill more Porings.";
emotion e_sry;
close;
}
mes "Hi, I can ^000090sign your name^000000 on almost any rare item you can hold.";
mes "I can ^0055FFsign your name^000000 on almost any rare item you hold.";
next;
menu "Tell me more...",-, "Sign my items, please",M_DO;
mes "[Perchik]";
mes "I can put your name on any slotless equipment or weapon.";
emotion e_ic;
next;
mes "[Perchik]";
mes "A week ago, my BOSS told me to send away newbies. I dunno why.";
next;
mes "[Perchik]";
mes "For my work I accept ^0000803 Gift Box^000000es (gray one)";
mes "plus ^FF00005000z^000000 per each refine of your item.";
next;
emotion e_cry;
mes "[Perchik]";
mes "Alas, I have 12 hungry children";
mes "and a very angry wife.";
next;
mes "[Perchik]";
mes "Or it was... 12 angry children";
mes "and a very hungry wife...";
emotion e_hmm;
close;
M_DO:
if(select("Tell me more...:Sign my items, please!")==1) {
mes "[Perchik]";
mes "I can put your name on any slotless equipment or weapon.";
emotion e_ic;
next;
mes "[Perchik]";
if (getarraysize(.@Item) || getarraysize(.@Cost)) {
mes "For my work I accept:";
if (getarraysize(.@Item))
for(set .@i,0; .@i<getarraysize(.@Item); set .@i,.@i+2)
mes " ~ "+.@Item[.@i+1]+"x "+getitemname(.@Item[.@i]);
if (.@Cost[0]) mes " ~ "+.@Cost[0]+" Zeny";
if (.@Cost[1]) mes " ~ "+.@Cost[1]+" Zeny per refine"; }
else mes "I work for free, but...";
next;
emotion e_cry;
mes "[Perchik]";
mes "Alas, I have 12 hungry children";
mes "and a very angry wife.";
next;
mes "[Perchik]";
mes "Or it was 12 angry children";
mes "and a very hungry wife...";
emotion e_hmm;
close; }
mes "[Perchik]";
mes "Show me your items to sign...";
M_MENU:
next;
menu getequipname(1),M_PART1,getequipname(9),M_PART9,getequipname(10),M_PART10,getequipname(2),M_PART2,getequipname(4),M_PART4,
getequipname(3),M_PART3,getequipname(5),M_PART5,getequipname(6),M_PART6,getequipname(7),M_PART7,getequipname(8),M_PART8;
//Head Gear
M_PART1:
set @part,1;
if (getequipisequiped(1)) goto L_CHECK1;
setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear";
set .@menu$,"";
for (set .@i,1; .@i<=10; set .@i,.@i+1) {
if (getequipisequiped(.@i))
set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]";
set .@menu$, .@menu$+":"; }
set .@part, select(.@menu$);
set .@id, getequipid(.@part);
set .@ref, getequiprefinerycnt(.@part);
mes "[Perchik]";
mes "A bald head under a cheap wig... There's nothing worthy to sign.";
emotion 6;
goto M_MENU;
M_PART9:
set @part,9;
if (getequipisequiped(9)) goto L_CHECK1;
mes "[Perchik]";
mes "Glasses... I can't see any glasses...";
emotion 20;
goto M_MENU;
M_PART10:
set @part,10;
if (getequipisequiped(10)) goto L_CHECK1;
mes "[Perchik]";
mes "I don't see any mask here.";
emotion 20;
goto M_MENU;
//Armor
M_PART2:
set @part,2;
if (getequipisequiped(2)) goto L_CHECK1;
mes "[Perchik]";
mes "Your belly...? Yes, it's rather fat.";
emotion 6;
goto M_MENU;
//Left Hand
M_PART3:
set @part,3;
if (getequipisequiped(3)) goto L_CHECK1;
mes "[Perchik]";
mes "Sign your left hand? I'm not a celebrity, you know...";
emotion 4;
goto M_MENU;
//Right Hand
M_PART4:
set @part,4;
if (getequipisequiped(4)) goto L_CHECK1;
mes "[Perchik]";
mes "It isn't an armor... It's a mud!!! Wash your hands more often.";
emotion 4;
goto M_MENU;
//Garment
M_PART5:
set @part,5;
if (getequipisequiped(5)) goto L_CHECK1;
mes "[Perchik]";
mes "Look... It's empty...";
goto M_MENU;
//Foot Gear
M_PART6:
set @part,6;
if (getequipisequiped(6)) goto L_CHECK1;
mes "[Perchik]";
mes "Aw!! I don't like stinky feet.";
emotion 16;
goto M_MENU;
//Accessory1
M_PART7:
set @part,7;
if (getequipisequiped(7)) goto L_CHECK1;
mes "[Perchik]";
mes "Yep... a pocket with a huge hole...";
emotion 20;
goto M_MENU;
//Accessory2
M_PART8:
set @part,8;
if (getequipisequiped(8)) goto L_CHECK1;
mes "[Perchik]";
mes "I see your fat belly...";
emotion 20;
goto M_MENU;
L_CHECK1:
set @ref,0;
set @id,getequipid(@part);
if(getequipisidentify(@part)) goto L_CHECK2;
mes "[Perchik]";
mes "How could you equip such unknown item?";
npctalk "What a sneaky cheater!";
emotion e_wah;
close;
L_CHECK2:
set @ref,getequiprefinerycnt(@part);
mes "[Perchik]";
mes "You want me to sign your "+getitemname(@id)+"...";
if(BaseJob==Job_Novice) {
mes "But you're a Novice. My BOSS told me to send such weaklings away.";
emotion e_sry;
goto M_MENU;
}
set @slot0,getequipcardid(@part,0);
set @slot1,getequipcardid(@part,1);
set @slot2,getequipcardid(@part,2);
set @slot3,getequipcardid(@part,3);
if(@slot0==255 || @slot0==254 || @slot0<0) {
if (!getequipisequiped(.@part)) {
mes "Nothing is equipped there!";
emotion e_wah;
close; }
for(set .@i,0; .@i<4; set .@i,.@i+1)
set .@slot[.@i], getequipcardid(.@part,.@i);
if (.@slot[0]==255 || .@slot[0]==254 || .@slot[0]<0) {
mes "Alas, this item's already signed.";
mes "I would never touch masters work.";
mes "I would never touch a master's work.";
emotion e_hmm;
goto M_MENU;
}
if(@slot0>4000 && @slot0<5000) {
close; }
if (.@slot[0]>4000 && .@slot[0]<5000) {
mes "A card? Here?!";
mes "As I said before, I don't sign items with cards.";
emotion e_hmm;
goto M_MENU;
}
if(getiteminfo(@id,10)) {
mes "Sorry. I don't sign slotted items.";
close; }
if (getiteminfo(.@id,10)) {
mes "Sorry, I don't sign slotted items.";
emotion e_sry;
goto M_MENU;
}
close; }
getinventorylist;
for (set .@i,0; .@i < @inventorylist_count; set .@i,.@i+1){
if(@inventorylist_expire[.@i] != 0) {
for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1)
if (@inventorylist_expire[.@i] != 0) {
mes "Sorry, I don't sign rental items!";
emotion e_hmm;
goto M_MENU;
}
}
if(@ref)mes "It has been refined "+@ref+" times... Adding ^FF00005000z^000000 per time.";
mes "Give me ^0000803 gray Gift Boxes^000000";
if(@ref)mes "and ^FF0000"+(5000*@ref)+"z^000000.";
close; }
set .@price, .@Cost[0]+(.@Cost[1]*.@ref);
if (getarraysize(.@Item) || .@price) {
mes "I will need:";
if (getarraysize(.@Item))
for(set .@i,0; .@i<getarraysize(.@Item); set .@i,.@i+2) {
mes " ~ "+.@Item[.@i+1]+"x "+getitemname(.@Item[.@i]);
if (countitem(.@Item[.@i]) < .@Item[.@i+1]) set .@nr,1; }
if (.@price) mes " ~ "+.@price+" Zeny"; }
mes "Shall I sign your ^0055FF"+getitemname(.@id)+"^000000?";
next;
menu "Ok!",-, "Leave",M_END;
if(Zeny>=(5000*@ref) && countitem(644)>=3) {
delitem 644,3;
set Zeny,Zeny-(5000*@ref);
goto L_MAKE;
}
mes "[Perchik]";
mes "I don't work for 'thanks'.";
emotion e_sry;
close;
L_MAKE:
if(countitem2(@id,1,@ref,0,@slot0,@slot1,@slot2,@slot3)==0) {
if(select("Ok!:Leave")==2) {
mes "[Perchik]";
mes "Where is... "+getitemname(@id)+"?";
mes "See you...";
emotion e_yawn;
close; }
mes "[Perchik]";
if (Zeny < .@price || .@nr) {
mes "I don't work for 'thanks'.";
emotion e_sry;
close; }
if (!countitem2(.@id,1,.@ref,0,.@slot[0],.@slot[1],.@slot[2],.@slot[3])) {
mes "Where is "+getitemname(@id)+"...?";
npctalk "You're a snoozy cheater!";
logmes "CHEATER: Tried to sign an item not having it: "+getitemname(@id);
emotion e_wah;
close;
}
delitem2 @id,1,1,@ref,0,@slot0,@slot1,@slot2,@slot3;
mes "[Perchik]";
close; }
if (.@price) set Zeny, Zeny-.@price;
if (getarraysize(.@Item))
for(set .@i,0; .@i<getarraysize(.@Item); set .@i,.@i+2)
delitem .@Item[.@i], .@Item[.@i+1];
delitem2 .@id,1,1,.@ref,0,.@slot[0],.@slot[1],.@slot[2],.@slot[3];
mes "Done!";
emotion e_proud;
getitem2 @id,1,1,@ref,0,254,0,getcharid(0)&0xffff,(getcharid(0)>>16)&0xffff;
close;
M_END:
mes "[Perchik]";
mes "See you...";
emotion e_yawn;
getitem2 .@id,1,1,.@ref,0,254,0,getcharid(0)&0xffff,(getcharid(0)>>16)&0xffff;
equip .@id;
close;
}

View File

@@ -1,197 +1,68 @@
//===== rAthena Script =======================================
//= Valhallen items Quests NPC
//= Valhallen Items Quests NPC
//===== By: ==================================================
//= Avaji
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= All-in-one: Mjollnir,Sleipnir,Brisingammen,Gleipnir,Megingjard
//===== Additional Comments: =================================
//= All-in-one: Mjolnir,Sleipnir,Brisingamen,Gleipnir,Megingjard
//= Custom quest, ingredients based on official RO FAQ
//===== Additional Comments: =================================
//= 1.1 Optimized. [Euphy]
//============================================================
prontera,147,171,5 script Lenneth 811,{
mes "[Lenneth]";
mes "I come from Valhalla to aid you.";
mes "I can transmute for you many of the Valhallen items.";
mes "Although they require many rare elements to make.";
mes "I can transmute for you many of the Valhallen items,";
mes "although they require many rare elements to make.";
next;
switch(select("Mjolnir:Sleipnir:Brisingamen:Gleipnir:Megingjard")) {
case 1:
mes "[Lenneth]";
mes "^3355FFMjolnir^000000 is the mighty Hammer of Thor.";
setarray .@Items[0],1530,1531,2,984,20,985,5,969,40,7074,2,7075,4,7078,5,7087,5,7089,5;
break;
case 2:
mes "[Lenneth]";
mes "^3355FFSleipnir^000000 are boots made after Odin's War Horse.";
setarray .@Items[0],2410,2406,2,984,1,969,20,985,10,7076,3,7079,5,7083,3,7086,3;
break;
case 3:
mes "[Lenneth]";
mes "^3355FFBrisingammen^000000 is the magical Necklace of Freyja, goddess of Beauty.";
setarray .@Items[0],2630,2603,1,726,2,722,3,727,10,723,5,969,20,7073,4,7077,4,7088,3,7090,3,7092,3;
break;
case 4:
mes "[Lenneth]";
mes "The ^3355FFGleipnir^000000 is a light yet strong rope required to make ^3355FFMegingjard^000000";
setarray .@Items[0],7058,7080,4,7081,5,7082,4,7084,3,7085,3;
break;
case 5:
mes "[Lenneth]";
mes "The ^3355FFMegingjard^000000 is the powerful Belt of Thor.";
setarray .@Items[0],2629,7058,1,2627,1,969,10,726,10,984,5;
break; }
mes "^FF0000The items I need are as follows:^000000";
for(set .@i,1; .@i<getarraysize(.@Items[0]); set .@i,.@i+2) {
mes " ~ "+.@Items[.@i+1]+"x ^3355FF"+getitemname(.@Items[.@i])+"^000000";
if (countitem(.@Items[.@i]) < .@Items[.@i+1]) set .@nr,1; }
if (.@nr) close;
next;
mes "[Lenneth]";
mes "What would you like?";
mes "Do you desire ^3355FF"+getitemname(.@Items[0])+"^000000?";
next;
menu "Mjollnir",-,"Sleipnir",L_SLE,"Brisingammen",L_BRI,"Gleipnir",L_GLE,"Megingjard",L_MEG;
if(select("Yes:No")==2) {
mes "[Lenneth]";
mes "Please return if you change your mind.";
close; }
mes "[Lenneth]";
mes "^3355FFMjollnir^000000 is the mighty Hammer of Thor.";
mes "The items I need to transmute 2 ^3355FFSpanners^000000 into ^3355FFMjollnir^000000 are as follows:";
mes "20 ^3355FFOridecon^000000 5 ^3355FFElunium^000000 and 40 ^3355FFGold^000000";
mes "I also need the following essences:";
mes "2 ^3355FFThor's Guntlet^000000";
mes "4 ^3355FFIron Maiden^000000";
mes "5 ^3355FFWrath of Valkyrie^000000";
mes "5 ^3355FFBreath of Soul^000000";
mes "5 ^3355FFOmen of tempest^000000";
next;
mes "[Lenneth]";
mes "Do you desire ^3355FFMjollnir^000000?";
next;
menu "Yes",-,"No",L_OUT;
if(countitem(984) < 20 || countitem(985) < 5 || countitem(969) < 40 || countitem(1531) < 2 || countitem(7089) < 5
|| countitem(7074) < 2 || countitem(7075) < 4 || countitem(7078) < 5 || countitem(7087) < 5) goto L_NOTENOUGH;
delitem 984,20;
delitem 985,5;
delitem 969,40;
delitem 1531,2;
delitem 7074,2;
delitem 7075,4;
delitem 7078,5;
delitem 7087,5;
delitem 7089,5;
getitem 1530,1;
mes "[Lenneth]";
mes "Here is your ^3355FFMjollnir^000000, may it serve you well.";
close;
L_SLE:
mes "[Lenneth]";
mes "^3355FFSleipnir^000000 are boots made after Odin's War Horse.";
mes "To be able to transmute 2 ^3355FFBoots^000000 into ^3355FFSleipnir^000000 I will need:";
mes "1 ^3355FFOridecon^000000 10 ^3355FFElunium^000000 and 20 ^3355FFGold^000000";
mes "I also need the following essences:";
mes "3 ^3355FFWheel of the Unknown^000000";
mes "5 ^3355FFFeather of Angel^000000";
mes "3 ^3355FFSprirt of Fish^000000";
mes "3 ^3355FFEmblem of the Sun God^000000";
next;
mes "[Lenneth]";
mes "Do you desire ^3355FFSleipnir^000000?";
next;
menu "Yes",-,"No",L_OUT;
if(countitem(969) < 20 || countitem(985) < 10 || countitem(984) < 1 || countitem(2406) < 2 || countitem(7076) < 3
|| countitem(7079) < 5 || countitem(7083) < 3 || countitem(7086) < 3) goto L_NOTENOUGH;
delitem 969,20;
delitem 985,10;
delitem 984,1;
delitem 2406,2;
delitem 7076,3;
delitem 7079,5;
delitem 7083,3;
delitem 7086,3;
getitem 2410,1;
mes "[Lenneth]";
mes "Here is your ^3355FFSleipnir^000000, may they help you.";
close;
L_BRI:
mes "[Lenneth]";
mes "^3355FFBrisingammen^000000 is the magical Necklace of Freyja, goddess of Beauty.";
mes "The items I need to transmute a ^3355FFNecklace^000000 into ^3355FFBrisingammen^000000 are as follows:";
mes "2 ^3355FFSapphire^000000 3 ^3355FFPearl^000000 10 ^3355FFOpal^000000";
mes "5 ^3355FFRuby^000000 and 20 ^3355FFGold^000000";
mes "I also need the following essences:";
mes "4 ^3355FFFreya's Jewel^000000";
mes "4 ^3355FFSilver Ornament^000000";
mes "3 ^3355FFSnow Crystal^000000";
mes "3 ^3355FFQuiet Wave^000000";
mes "3 ^3355FFDrifting Air^000000";
next;
mes "[Lenneth]";
mes "Do you desire ^3355FFBrisingammen^000000?";
next;
menu "Yes",-,"No",L_OUT;
if(countitem(969) < 20 || countitem(723) < 5 || countitem(727) < 10 || countitem(722) < 3 || countitem(726) < 2
|| countitem(7090) < 3 || countitem(7088) < 3 || countitem(7077) < 4 || countitem(7073) < 4 || countitem(2603) < 1
|| countitem(7092) < 3) goto L_NOTENOUGH;
delitem 726,2;
delitem 722,3;
delitem 727,10;
delitem 723,5;
delitem 969,20;
delitem 2603,1;
delitem 7073,4;
delitem 7077,4;
delitem 7088,3;
delitem 7090,3;
delitem 7092,3;
getitem 2630,1;
mes "[Lenneth]";
mes "Here is ^3355FFBrisingammen^000000, may it serve you well.";
close;
L_GLE:
mes "[Lenneth]";
mes "The ^3355FFGleipnir^000000 is a light yet strong rope required to make ^3355FFMegingjard^000000";
mes "I will need the following essences to transmute ^3355FFGleipnir^000000:";
mes "4 ^3355FFTread of Cat^000000";
mes "5 ^3355FFWoman's Moustache^000000";
mes "4 ^3355FFStone Fragment^000000";
mes "3 ^3355FFSaliva of Bird^000000";
mes "3 ^3355FFSinew of Bear^000000";
next;
mes "[Lenneth]";
mes "Do you desire ^3355FFGleipnir^000000?";
next;
menu "Yes",-,"No",L_OUT;
if(countitem(7085) < 3 || countitem(7084) < 3 || countitem(7082) < 4 || countitem(7081) < 5 || countitem(7080) < 4) goto L_NOTENOUGH;
delitem 7080,4;
delitem 7081,5;
delitem 7082,4;
delitem 7084,3;
delitem 7085,3;
getitem 7058,1;
mes "[Lenneth]";
mes "Here is your ^3355FFGleipnir^000000.";
close;
L_MEG:
mes "[Lenneth]";
mes "The ^3355FFMegingjard^000000 is the powerful Belt of Thor.";
mes "To transmute a ^3355FFBelt^000000 into ^3355FFMegingjard^000000 I will need the following:";
mes "10 ^3355FFGold^000000 10 ^3355FFSapphire^000000";
mes "5 ^3355FFOridecon^000000 and 1 ^3355FFGleipnir^000000";
next;
mes "[Lenneth]";
mes "Do you desire ^3355FFMegingjard^000000?";
next;
menu "Yes",-,"No",L_OUT;
if(countitem(2627) < 1 || countitem(984) < 5 || countitem(726) < 10 || countitem(969) < 10 || countitem(7058) < 1) goto L_NOTENOUGH;
delitem 7058,1;
delitem 969,10;
delitem 726,10;
delitem 984,5;
delitem 2627,1;
getitem 2629,1;
mes "[Lenneth]";
mes "Here is ^3355FFMegingjard^000000, may it serve you well.";
close;
L_NOTENOUGH:
mes "[Lenneth]";
mes "You are lacking a few items, please return when you have them.";
close;
L_OUT:
mes "[Lenneth]";
mes "Please return when you change your mind.";
mes "Here is your ^3355FF"+getitemname(.@Items[0])+"^000000.";
mes "May it serve you well.";
for(set .@i,1; .@i<getarraysize(.@Items); set .@i,.@i+2)
delitem .@Items[.@i], .@Items[.@i+1];
getitem .@Items[0],1;
close;
}

View File

@@ -4184,6 +4184,7 @@ um_fild01,34,280,6 script Romeo#02 55,{
delitem 7100,7; // Sharp Leaf
getexp 10000,10000;
set romeo,4;
set para_suv01,40;
changequest 7217,7218;
mes "[Romeo]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";

View File

@@ -123,5 +123,4 @@
//npc: npc/custom/events/2006_dogs_year.txt
//npc: npc/custom/events/valentinesdayexp.txt
// -- Poring track files
//npc: npc/custom/events/p_track/p_track_core.txt
//npc: npc/custom/events/p_track/p_track_warpers.txt
//npc: npc/custom/events/p_track.txt