- 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:
parent
5d86a9b352
commit
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@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2007/04/02
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2007/04/02
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* Removed some overly verbose item group messages & code
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* re-added the item_group_list for consistency's sake, moved to itemdb.h
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(after some hacking to remove the ugly map.h dependency)
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* Fixed the server crashing on a timer-queued disguise / undisguise
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* Fixed the server crashing on startup due to bad define [ultramage]
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* Removed bonus 'bAspdAddRate'. bAspdRate now behaves on a stackable
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* Removed bonus 'bAspdAddRate'. bAspdRate now behaves on a stackable
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matter, so it's no longer needed.
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matter, so it's no longer needed.
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* Reimplemented the bonus 'bAspd' (raw Aspd increase) [Skotlex]
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* Reimplemented the bonus 'bAspd' (raw Aspd increase) [Skotlex]
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@ -1932,7 +1932,7 @@ Lets say the ID of a party was saved as a global variable:
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Thank you to HappyDenn for all this information.
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Thank you to HappyDenn for all this information.
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This command will finds all members of a specified party and returns their names
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This command will find all members of a specified party and returns their names
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(or character id or account id depending on the value of "type") into an array
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(or character id or account id depending on the value of "type") into an array
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of temporary global variables. There's actually quite a few commands like this
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of temporary global variables. There's actually quite a few commands like this
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which will fill a special variable with data upon execution and not do anything
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which will fill a special variable with data upon execution and not do anything
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@ -4268,13 +4268,8 @@ everything not equippable by the new job class anyway.
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*disguise <Monster ID>;
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*disguise <Monster ID>;
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*undisguise;
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*undisguise;
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This command disgueses current player with a monster sprite.
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This command disguises the current player with a monster sprite.
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The disguise is disappearing on re-login or on 'undisguise' command.
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The disguise lasts until 'undisguise' is issued or the player logs out.
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Note: It doesn't work with "Pets with equipment on"
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Note: If u're a Sniper, u'd get an old Falcon over your head
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Note: You can kill yourself with some skills
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Note: Monsters of your type could heal you
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Example:
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Example:
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@ -26,6 +26,9 @@ KarLaeda
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Date Added
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Date Added
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======
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======
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2007/04/02
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* Removed some poor coding from the gunslinger job script
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* Corrected multiple "WoE has begun" announces [ultramage]
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2007/04/01
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2007/04/01
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* Added Ninja Weapon quests [Playtester]
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* Added Ninja Weapon quests [Playtester]
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2007/03/30
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2007/03/30
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@ -4,7 +4,7 @@
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//= kalen (1.0)
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//= kalen (1.0)
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//= 1.1 by Akaru and ho|yAnge|
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//= 1.1 by Akaru and ho|yAnge|
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//===== Current Version: =====================================
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//===== Current Version: =====================================
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//= 1.5a
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//= 1.6
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//===== Compatible With: =====================================
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//===== Compatible With: =====================================
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//= eAthena 0.1+; RO Episode 4+
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//= eAthena 0.1+; RO Episode 4+
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//===== Description: =========================================
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//===== Description: =========================================
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@ -23,6 +23,7 @@
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//= Now they appear in castles from 00:01 to 00:24. [Lupus]
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//= Now they appear in castles from 00:01 to 00:24. [Lupus]
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//= 1.5 Fixed WOE end messages on non-WOE days, by Avaj
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//= 1.5 Fixed WOE end messages on non-WOE days, by Avaj
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//= 1.5a missing tabs [KarLaeda]
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//= 1.5a missing tabs [KarLaeda]
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//= 1.6 Corrected multiple "WoE has begun" announces [ultramage]
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//============================================================
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//============================================================
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//| To know how to set up WoE times, go to doc\woe_time_explanation.txt
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//| To know how to set up WoE times, go to doc\woe_time_explanation.txt
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// WoE Start/Stop times
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// WoE Start/Stop times
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@ -36,25 +37,29 @@ OnClock1600: //start time for Sat(6)
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OnClock1800: //end time for Sat(6)
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OnClock1800: //end time for Sat(6)
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OnAgitInit:
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OnAgitInit:
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// starting time checks
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// starting time checks
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if((gettime(4)==2) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start;
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if((gettime(4)==2) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start;
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if((gettime(4)==4) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start;
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if((gettime(4)==4) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start;
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if((gettime(4)==6) && (gettime(3)>=16 && gettime(3)<18)) goto L_Start;
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if((gettime(4)==6) && (gettime(3)>=16 && gettime(3)<18)) goto L_Start;
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// end time checks
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// end time checks
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if((gettime(4)==2) && (gettime(3)==23)) goto L_End;
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if((gettime(4)==2) && (gettime(3)==23)) goto L_End;
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if((gettime(4)==4) && (gettime(3)==23)) goto L_End;
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if((gettime(4)==4) && (gettime(3)==23)) goto L_End;
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if((gettime(4)==6) && (gettime(3)==18)) goto L_End;
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if((gettime(4)==6) && (gettime(3)==18)) goto L_End;
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end;
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end;
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L_End:
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L_End:
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Announce "The War Of Emperium is over!",8;
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if (agitcheck()) {
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AgitEnd;
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Announce "The War Of Emperium is over!",8;
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end;
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AgitEnd;
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}
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end;
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L_Start:
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L_Start:
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Announce "The War Of Emperium has begun!",8;
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if (!agitcheck()) {
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AgitStart;
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Announce "The War Of Emperium has begun!",8;
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AgitStart;
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}
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end;
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end;
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}
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}
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@ -29,6 +29,7 @@
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//= 1.5 Official Novice Castles Menu (u can't invest / hire guardians) [Lupus]
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//= 1.5 Official Novice Castles Menu (u can't invest / hire guardians) [Lupus]
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//= 1.6 According to recent info u can re-install Guardians during WoE [Lupus]
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//= 1.6 According to recent info u can re-install Guardians during WoE [Lupus]
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//= 1.6a Fix for guild manager recognizing [KarLaeda]
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//= 1.6a Fix for guild manager recognizing [KarLaeda]
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//= 1.6b Fixed the chance for double invest, now 50% instead of 49% [Lupus]
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//============================================================
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//============================================================
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@ -23,109 +23,95 @@
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//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
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//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
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//= 1.7b Parenthesis fixes [KarLaeda]
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//= 1.7b Parenthesis fixes [KarLaeda]
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//= 1.8 Fixed the reward you can get [Playtester]
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//= 1.8 Fixed the reward you can get [Playtester]
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//= 1.9 Removed some 'clever' script constructs [ultramage]
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//============================================================
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//============================================================
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que_ng,152,167,3 script Gunslinger Jobchanger 901,{
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que_ng,152,167,3 script Gunslinger Jobchanger 901,{
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set @npcname$,"[Armsmith]";
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set .@npcname$, "[Armsmith]";
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if (Class == Job_Novice) {
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if (Class == Job_Novice) {
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if (GUNS_Q >= 1) {
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if (GUNS_Q >= 1) {
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mes @npcname$;
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mes .@npcname$;
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mes "So, you've come back?";
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mes "So, you've come back?";
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next;
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next;
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if (GUNS_Q == 10005) {
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if (GUNS_Q == 10005) {
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if (SkillPoint > 0) {
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if (SkillPoint > 0) {
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mes @npcname$;
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mes .@npcname$;
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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.";
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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.";
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close2;
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close;
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set @npcname$,"";
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end;
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} else if (JobLevel < 10) {
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} else if (JobLevel < 10) {
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mes @npcname$;
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mes .@npcname$;
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mes "Err, excuse me, but your job level is not sufficient. You need to have a job level of 10 in order to change to a Gunslinger";
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mes "Err, excuse me, but your job level is not sufficient. You need to have a job level of 10 in order to change to a Gunslinger";
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close2;
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close;
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set @npcname$,"";
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end;
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}
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}
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mes @npcname$;
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mes .@npcname$;
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mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being..";
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mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being..";
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next;
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next;
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mes @npcname$;
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mes .@npcname$;
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mes "A Gunslinger!!";
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mes "A Gunslinger!!";
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callfunc "Job_Change",Job_Gunslinger;
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callfunc "Job_Change",Job_Gunslinger;
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callfunc "F_ClearJobVar"; //clears all job variables for the current player
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callfunc "F_ClearJobVar"; //clears all job variables for the current player
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next;
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next;
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mes @npcname$;
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mes .@npcname$;
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mes "Oh, I forgot, here's a token of my appreciation";
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mes "Oh, I forgot, here's a token of my appreciation";
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if (rand(1,3) < 3) {
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if (rand(1,3) < 3) {
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getitem 13100,1;
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getitem 13100,1;
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} else {
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} else {
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getitem 13150,1;
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getitem 13150,1;
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}
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}
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close2;
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close;
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set @npcname$,"";
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end;
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}
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}
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mes @npcname$;
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mes .@npcname$;
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mes "But you still haven't done what I told you, need me to repeat it?";
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mes "But you still haven't done what I told you, need me to repeat it?";
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switch (select ("Yes, Please:No, Thanks")) {
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switch (select ("Yes, Please:No, Thanks")) {
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case 1:
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case 1:
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next;
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next;
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mes @npcname$;
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mes .@npcname$;
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mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now...";
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mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now...";
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close2;
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close;
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set @npcname$,"";
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end;
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case 2:
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case 2:
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next;
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next;
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mes @npcname$;
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mes .@npcname$;
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mes "Then GET GOING! You do want to become a Gunslinger, right?";
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mes "Then GET GOING! You do want to become a Gunslinger, right?";
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close2;
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close;
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set @npcname$,"";
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end;
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}
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}
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}
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}
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mes @npcname$;
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mes .@npcname$;
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mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?";
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mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?";
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switch (select ("Yes:No")) {
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switch (select ("Yes:No")) {
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case 1:
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case 1:
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next;
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next;
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mes @npcname$;
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mes .@npcname$;
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mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
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mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
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next;
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next;
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mes @npcname$;
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mes .@npcname$;
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mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then.";
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mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then.";
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close2;
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set GUNS_Q,1;
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set GUNS_Q,1;
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set @npcname$,"";
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close;
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end;
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case 2:
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case 2:
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next;
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next;
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mes @npcname$;
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mes .@npcname$;
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mes "Too bad for you son. Come back when you are willing to do so.";
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mes "Too bad for you son. Come back when you are willing to do so.";
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close2;
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close;
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set @npcname$,"";
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end;
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}
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}
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}
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}
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mes @npcname$;
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mes .@npcname$;
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mes "Hi son, how's life treating you?";
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mes "Hi son, how's life treating you?";
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set @npcname$,"";
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close;
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close;
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}
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}
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payon,184,65,3 script Mr. Tanieh 866,{
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payon,184,65,3 script Mr. Tanieh 866,{
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set @npcname$,"[Mr. Tanieh]";
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set .@npcname$, "[Mr. Tanieh]";
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if (GUNS_Q == 1) {
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if (GUNS_Q == 1) {
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mes @npcname$;
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mes .@npcname$;
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mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things.";
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mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things.";
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next;
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next;
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mes @npcname$;
|
mes .@npcname$;
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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?";
|
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?";
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next;
|
next;
|
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mes @npcname$;
|
mes .@npcname$;
|
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mes "So, will you do it, please?";
|
mes "So, will you do it, please?";
|
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switch (select ("Yes, I will:Sorry I can't now")) {
|
switch (select ("Yes, I will:Sorry I can't now")) {
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case 1:
|
case 1:
|
||||||
@ -134,58 +120,44 @@ payon,184,65,3 script Mr. Tanieh 866,{
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|||||||
|
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||||||
case 2:
|
case 2:
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next;
|
next;
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Oh, what am I going to do now...";
|
mes "Oh, what am I going to do now...";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
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|
||||||
end;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
} else if (GUNS_Q > 1 && GUNS_Q < 10000) {
|
} else if (GUNS_Q > 1 && GUNS_Q < 10000) {
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Oh, you've come back! Have you brought the items?";
|
mes "Oh, you've come back! Have you brought the items?";
|
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next;
|
next;
|
||||||
switch (select("Yes I did:No I forgot which items I had to bring")) {
|
switch (select("Yes I did:No I forgot which items I had to bring")) {
|
||||||
case 1:
|
case 1:
|
||||||
next;
|
next;
|
||||||
if (countitem(949) < 3) {
|
if (countitem(949) < 3) {
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Sorry, you're missing a few Feathers";
|
mes "Sorry, you're missing a few Feathers";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
} else if (countitem(912) < 3) {
|
} else if (countitem(912) < 3) {
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Sorry, you're missing a few Zargons";
|
mes "Sorry, you're missing a few Zargons";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
} else if (countitem(1013) < 3) {
|
} else if (countitem(1013) < 3) {
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Sorry, you're missing a few Rainbow Shells";
|
mes "Sorry, you're missing a few Rainbow Shells";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
} else if (countitem(GUNS_Q) < 1) {
|
} else if (countitem(GUNS_Q) < 1) {
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Sorry, you don't have the exact Trunk";
|
mes "Sorry, you don't have the exact Trunk";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
} else if (countitem(511) < 3) {
|
} else if (countitem(511) < 3) {
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Sorry, you're missing a few Green Herbs";
|
mes "Sorry, you're missing a few Green Herbs";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
} else if (countitem(935) < 10) {
|
} else if (countitem(935) < 10) {
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Sorry, you're missing a few Shells";
|
mes "Sorry, you're missing a few Shells";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
}
|
}
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "GREAT! You brought them all! Thanks very much!";
|
mes "GREAT! You brought them all! Thanks very much!";
|
||||||
delitem 949,3;
|
delitem 949,3;
|
||||||
delitem 912,3;
|
delitem 912,3;
|
||||||
@ -194,16 +166,14 @@ payon,184,65,3 script Mr. Tanieh 866,{
|
|||||||
delitem 935,10;
|
delitem 935,10;
|
||||||
delitem 511,3;
|
delitem 511,3;
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
|
mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
|
||||||
close2;
|
|
||||||
set GUNS_Q,10003;
|
set GUNS_Q,10003;
|
||||||
set @npcname$,"";
|
close;
|
||||||
end;
|
|
||||||
case 2:
|
case 2:
|
||||||
L_LIST:
|
L_LIST:
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Ok, I'll tell you again, so please take note!:";
|
mes "Ok, I'll tell you again, so please take note!:";
|
||||||
mes "^33CCFF 3 Feathers^000000";
|
mes "^33CCFF 3 Feathers^000000";
|
||||||
mes "^009933 3 Zargons^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 "^663300 1 "+getitemname(GUNS_Q)+"^000000";
|
||||||
mes "^FF6600 10 Shells^000000";
|
mes "^FF6600 10 Shells^000000";
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
|
mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
}
|
}
|
||||||
} else if (GUNS_Q == 10003 || GUNS_Q == 10004) {
|
} else if (GUNS_Q == 10003 || GUNS_Q == 10004) {
|
||||||
if (countitem(519) >= 1 && GUNS_Q == 10004) {
|
if (countitem(519) >= 1 && GUNS_Q == 10004) {
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
|
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
|
||||||
switch(select("Sure, take it:Sorry but I need it")) {
|
switch(select("Sure, take it:Sorry but I need it")) {
|
||||||
case 1:
|
case 1:
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
|
mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
|
||||||
delitem 519,1;
|
delitem 519,1;
|
||||||
close2;
|
|
||||||
set GUNS_Q,10005;
|
set GUNS_Q,10005;
|
||||||
set @npcname$,"";
|
close;
|
||||||
end;
|
|
||||||
case 2:
|
case 2:
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Oh please, I need it so much, think about it please...";
|
mes "Oh please, I need it so much, think about it please...";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
|
mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
|
||||||
close2;
|
|
||||||
set @npcname$,"";
|
|
||||||
set GUNS_Q,10004;
|
set GUNS_Q,10004;
|
||||||
end;
|
close;
|
||||||
} else if (Class == Job_Gunslinger || GUNS_Q == 10005) {
|
} 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...";
|
mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
}
|
}
|
||||||
mes @npcname$;
|
mes .@npcname$;
|
||||||
mes "Hi son, how's life treating you? Nice day, isn't it?";
|
mes "Hi son, how's life treating you? Nice day, isn't it?";
|
||||||
close2;
|
close;
|
||||||
set @npcname$,"";
|
|
||||||
end;
|
|
||||||
}
|
}
|
Loading…
x
Reference in New Issue
Block a user