- Corrected multiple "WoE has begun" announces

- Removed some poor coding from the gunslinger job script
- Fixed some engrish
- Added missing changelog edit

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10114 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2007-04-01 21:26:39 +00:00
parent 5d86a9b352
commit 3d30bfa551
6 changed files with 91 additions and 124 deletions

View File

@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2007/04/02
* Removed some overly verbose item group messages & code
* re-added the item_group_list for consistency's sake, moved to itemdb.h
(after some hacking to remove the ugly map.h dependency)
* Fixed the server crashing on a timer-queued disguise / undisguise
* Fixed the server crashing on startup due to bad define [ultramage]
* Removed bonus 'bAspdAddRate'. bAspdRate now behaves on a stackable
matter, so it's no longer needed.
* Reimplemented the bonus 'bAspd' (raw Aspd increase) [Skotlex]

View File

@ -1932,7 +1932,7 @@ Lets say the ID of a party was saved as a global variable:
Thank you to HappyDenn for all this information.
This command will finds all members of a specified party and returns their names
This command will find all members of a specified party and returns their names
(or character id or account id depending on the value of "type") into an array
of temporary global variables. There's actually quite a few commands like this
which will fill a special variable with data upon execution and not do anything
@ -4268,13 +4268,8 @@ everything not equippable by the new job class anyway.
*disguise <Monster ID>;
*undisguise;
This command disgueses current player with a monster sprite.
The disguise is disappearing on re-login or on 'undisguise' command.
Note: It doesn't work with "Pets with equipment on"
Note: If u're a Sniper, u'd get an old Falcon over your head
Note: You can kill yourself with some skills
Note: Monsters of your type could heal you
This command disguises the current player with a monster sprite.
The disguise lasts until 'undisguise' is issued or the player logs out.
Example:

View File

@ -26,6 +26,9 @@ KarLaeda
Date Added
======
2007/04/02
* Removed some poor coding from the gunslinger job script
* Corrected multiple "WoE has begun" announces [ultramage]
2007/04/01
* Added Ninja Weapon quests [Playtester]
2007/03/30

View File

@ -4,7 +4,7 @@
//= kalen (1.0)
//= 1.1 by Akaru and ho|yAnge|
//===== Current Version: =====================================
//= 1.5a
//= 1.6
//===== Compatible With: =====================================
//= eAthena 0.1+; RO Episode 4+
//===== Description: =========================================
@ -23,6 +23,7 @@
//= Now they appear in castles from 00:01 to 00:24. [Lupus]
//= 1.5 Fixed WOE end messages on non-WOE days, by Avaj
//= 1.5a missing tabs [KarLaeda]
//= 1.6 Corrected multiple "WoE has begun" announces [ultramage]
//============================================================
//| To know how to set up WoE times, go to doc\woe_time_explanation.txt
// WoE Start/Stop times
@ -36,25 +37,29 @@ OnClock1600: //start time for Sat(6)
OnClock1800: //end time for Sat(6)
OnAgitInit:
// starting time checks
if((gettime(4)==2) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start;
if((gettime(4)==4) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start;
if((gettime(4)==6) && (gettime(3)>=16 && gettime(3)<18)) goto L_Start;
// starting time checks
if((gettime(4)==2) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start;
if((gettime(4)==4) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start;
if((gettime(4)==6) && (gettime(3)>=16 && gettime(3)<18)) goto L_Start;
// end time checks
if((gettime(4)==2) && (gettime(3)==23)) goto L_End;
if((gettime(4)==4) && (gettime(3)==23)) goto L_End;
if((gettime(4)==6) && (gettime(3)==18)) goto L_End;
end;
// end time checks
if((gettime(4)==2) && (gettime(3)==23)) goto L_End;
if((gettime(4)==4) && (gettime(3)==23)) goto L_End;
if((gettime(4)==6) && (gettime(3)==18)) goto L_End;
end;
L_End:
Announce "The War Of Emperium is over!",8;
AgitEnd;
end;
if (agitcheck()) {
Announce "The War Of Emperium is over!",8;
AgitEnd;
}
end;
L_Start:
Announce "The War Of Emperium has begun!",8;
AgitStart;
if (!agitcheck()) {
Announce "The War Of Emperium has begun!",8;
AgitStart;
}
end;
}

View File

@ -29,6 +29,7 @@
//= 1.5 Official Novice Castles Menu (u can't invest / hire guardians) [Lupus]
//= 1.6 According to recent info u can re-install Guardians during WoE [Lupus]
//= 1.6a Fix for guild manager recognizing [KarLaeda]
//= 1.6b Fixed the chance for double invest, now 50% instead of 49% [Lupus]
//============================================================

View File

@ -23,109 +23,95 @@
//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
//= 1.7b Parenthesis fixes [KarLaeda]
//= 1.8 Fixed the reward you can get [Playtester]
//= 1.9 Removed some 'clever' script constructs [ultramage]
//============================================================
que_ng,152,167,3 script Gunslinger Jobchanger 901,{
set @npcname$,"[Armsmith]";
set .@npcname$, "[Armsmith]";
if (Class == Job_Novice) {
if (GUNS_Q >= 1) {
mes @npcname$;
mes .@npcname$;
mes "So, you've come back?";
next;
if (GUNS_Q == 10005) {
if (SkillPoint > 0) {
mes @npcname$;
mes .@npcname$;
mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger.";
close2;
set @npcname$,"";
end;
close;
} else if (JobLevel < 10) {
mes @npcname$;
mes .@npcname$;
mes "Err, excuse me, but your job level is not sufficient. You need to have a job level of 10 in order to change to a Gunslinger";
close2;
set @npcname$,"";
end;
close;
}
mes @npcname$;
mes .@npcname$;
mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being..";
next;
mes @npcname$;
mes .@npcname$;
mes "A Gunslinger!!";
callfunc "Job_Change",Job_Gunslinger;
callfunc "F_ClearJobVar"; //clears all job variables for the current player
next;
mes @npcname$;
mes .@npcname$;
mes "Oh, I forgot, here's a token of my appreciation";
if (rand(1,3) < 3) {
getitem 13100,1;
} else {
getitem 13150,1;
}
close2;
set @npcname$,"";
end;
close;
}
mes @npcname$;
mes .@npcname$;
mes "But you still haven't done what I told you, need me to repeat it?";
switch (select ("Yes, Please:No, Thanks")) {
case 1:
next;
mes @npcname$;
mes .@npcname$;
mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now...";
close2;
set @npcname$,"";
end;
close;
case 2:
next;
mes @npcname$;
mes .@npcname$;
mes "Then GET GOING! You do want to become a Gunslinger, right?";
close2;
set @npcname$,"";
end;
close;
}
}
mes @npcname$;
mes .@npcname$;
mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?";
switch (select ("Yes:No")) {
case 1:
next;
mes @npcname$;
mes .@npcname$;
mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
next;
mes @npcname$;
mes .@npcname$;
mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then.";
close2;
set GUNS_Q,1;
set @npcname$,"";
end;
close;
case 2:
next;
mes @npcname$;
mes .@npcname$;
mes "Too bad for you son. Come back when you are willing to do so.";
close2;
set @npcname$,"";
end;
close;
}
}
mes @npcname$;
mes .@npcname$;
mes "Hi son, how's life treating you?";
set @npcname$,"";
close;
}
payon,184,65,3 script Mr. Tanieh 866,{
set @npcname$,"[Mr. Tanieh]";
set .@npcname$, "[Mr. Tanieh]";
if (GUNS_Q == 1) {
mes @npcname$;
mes .@npcname$;
mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things.";
next;
mes @npcname$;
mes .@npcname$;
mes "I need to make a special soup for my wife, but, as you can see, I am not in conditions to look for the items, she's sick you know?";
next;
mes @npcname$;
mes .@npcname$;
mes "So, will you do it, please?";
switch (select ("Yes, I will:Sorry I can't now")) {
case 1:
@ -134,58 +120,44 @@ payon,184,65,3 script Mr. Tanieh 866,{
case 2:
next;
mes @npcname$;
mes .@npcname$;
mes "Oh, what am I going to do now...";
close2;
set @npcname$,"";
end;
close;
}
} else if (GUNS_Q > 1 && GUNS_Q < 10000) {
mes @npcname$;
mes .@npcname$;
mes "Oh, you've come back! Have you brought the items?";
next;
switch (select("Yes I did:No I forgot which items I had to bring")) {
case 1:
next;
if (countitem(949) < 3) {
mes @npcname$;
mes .@npcname$;
mes "Sorry, you're missing a few Feathers";
close2;
set @npcname$,"";
end;
close;
} else if (countitem(912) < 3) {
mes @npcname$;
mes .@npcname$;
mes "Sorry, you're missing a few Zargons";
close2;
set @npcname$,"";
end;
close;
} else if (countitem(1013) < 3) {
mes @npcname$;
mes .@npcname$;
mes "Sorry, you're missing a few Rainbow Shells";
close2;
set @npcname$,"";
end;
close;
} else if (countitem(GUNS_Q) < 1) {
mes @npcname$;
mes .@npcname$;
mes "Sorry, you don't have the exact Trunk";
close2;
set @npcname$,"";
end;
close;
} else if (countitem(511) < 3) {
mes @npcname$;
mes .@npcname$;
mes "Sorry, you're missing a few Green Herbs";
close2;
set @npcname$,"";
end;
close;
} else if (countitem(935) < 10) {
mes @npcname$;
mes .@npcname$;
mes "Sorry, you're missing a few Shells";
close2;
set @npcname$,"";
end;
close;
}
mes @npcname$;
mes .@npcname$;
mes "GREAT! You brought them all! Thanks very much!";
delitem 949,3;
delitem 912,3;
@ -194,16 +166,14 @@ payon,184,65,3 script Mr. Tanieh 866,{
delitem 935,10;
delitem 511,3;
next;
mes @npcname$;
mes .@npcname$;
mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
close2;
set GUNS_Q,10003;
set @npcname$,"";
end;
close;
case 2:
L_LIST:
next;
mes @npcname$;
mes .@npcname$;
mes "Ok, I'll tell you again, so please take note!:";
mes "^33CCFF 3 Feathers^000000";
mes "^009933 3 Zargons^000000";
@ -212,51 +182,39 @@ payon,184,65,3 script Mr. Tanieh 866,{
mes "^663300 1 "+getitemname(GUNS_Q)+"^000000";
mes "^FF6600 10 Shells^000000";
next;
mes @npcname$;
mes .@npcname$;
mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
close2;
set @npcname$,"";
end;
close;
}
} else if (GUNS_Q == 10003 || GUNS_Q == 10004) {
if (countitem(519) >= 1 && GUNS_Q == 10004) {
mes @npcname$;
mes .@npcname$;
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
switch(select("Sure, take it:Sorry but I need it")) {
case 1:
next;
mes @npcname$;
mes .@npcname$;
mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
delitem 519,1;
close2;
set GUNS_Q,10005;
set @npcname$,"";
end;
close;
case 2:
next;
mes @npcname$;
mes .@npcname$;
mes "Oh please, I need it so much, think about it please...";
close2;
set @npcname$,"";
end;
close;
}
}
mes @npcname$;
mes .@npcname$;
mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
close2;
set @npcname$,"";
set GUNS_Q,10004;
end;
close;
} else if (Class == Job_Gunslinger || GUNS_Q == 10005) {
mes @npcname$;
mes .@npcname$;
mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
close2;
set @npcname$,"";
end;
close;
}
mes @npcname$;
mes .@npcname$;
mes "Hi son, how's life treating you? Nice day, isn't it?";
close2;
set @npcname$,"";
end;
close;
}