fixed Cube Room quest bug, more optimizations
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8821 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -30,12 +30,14 @@ Playtester
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Date Added
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======
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09/20
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* Fixed some bugs in Cube Room. Some parts could be skipped [Lupus]
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* Final optimization of Niflheim quests [Lupus]
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- Book of Devil Quest uses bit-wise var MISC_QUEST | 256. Removed extra vars
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- Piano Quest uses 1 bit-wise temp var instead of 5 variables.
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- Clear Niflheim garbage vars in Global_Functions.txt
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- Added few missing NEXT; into job quests, thanks to $ephiroth
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- Changed permanent variables in 1st Job Quest skills to @temp ones
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- Cube Room: 5 key vars -> 1 var cubekey
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09/19
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* Fixed rpsroulette.txt, giving 10 blue potions as prize instead of the 20 it said. Also fixed
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a missing variable in sphinx_mask.txt. Noticed by JTE and fixed by Warian [erKURITA]
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@ -27,6 +27,7 @@
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//= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
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//= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
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//= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
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//= +more garbage clean
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//============================================================
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@ -75,25 +76,31 @@ function script F_ClearJobVar {
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function script F_ClearGarbage {
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// Clear outdated global VARS
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//DTS Vote System
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if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128;
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if(dtseligible == 3) set dtseligible,0;
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if($talk) set $talk,0;
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if($dtsglobalelig) set $dtsglobalelig,0;
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if($dts&(1<<6)) set $dts,$dts&~(1<<6);
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//Misc Quests
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if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
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set MEAT,0; set MORRISON,0;
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set BUNYBND,0; set TEMPESTRA,0;
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set sewer_prt,0; set iz_move_alberta,0;
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if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
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if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
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set nif_t,0;
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//Valhalla Remember Quest Skills. Unused
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set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
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//Niflheim
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if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
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if(niflheimlost2) set MISC_QUEST,MISC_QUEST | 256;
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set niflheimlost2,0; set niflheimlost,0; set lostgirl,0;
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set nif_random,0; set nif_random1,0;
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set nif_t,0; set nif_random,0; set nif_random1,0;
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if(MISC_QUEST&32){set nif_quest1,0; set nif_quest2,0; set nif_quest3,0; set nif_quest4,0; set nif_quest5,0;}
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//1st Class Quest Skills
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set ARWCRFT,0; set HOLYLIGHT,0; set ARWREP,0; set ENRGYCOAT,0; set CRAZYROAR,0; set CHANGECART,0; set CARTREVO,0;
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set SANDATTACK,0; set STONEFLING,0; set BACKSLIDE,0; set BAGNFNTY,0;
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//Cube Room
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set ykey,0; set redkey,0; set fkey,0; set gkey,0; set bkey,0;
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return;
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}
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@ -4,7 +4,7 @@
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//= Persian, Vicious_Pucca, Completed by aoa00
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//= Evera, MasterOfMupppets, Lupus
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//===== Current Version: =====================================
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//= 2.6a
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//= 2.7
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//===== Compatible With: =====================================
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//= eAthena SVN
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//===== Description: =========================================
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@ -44,6 +44,8 @@
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//= 2.5 Fixed Kellasus giving you extra skills in Bio Ethics quest [Evera]
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//= 2.6 Fixed exploit letting any class get homunculus from Bio Ethics Quest [Evera]
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//= 2.6a Moved Bio Ethics Quest to Alchemist SKILL QUESTS [Lupus]
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//= 2.7 fixed bugs that let people bypass some quest parts V_V [Lupus]
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//= reused cubekey var for 4 Cube Room key vars
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//============================================================
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lighthalzen.gat,1,1,7 script sneakAddSuber -1,{
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@ -642,7 +644,7 @@ L_2:
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//--------------------------Barrel--------------------------
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lhz_cube.gat,237,183,0 script Barrel 111,{
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if (ykey == 1) goto L_4;
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if (cubekey&1) goto L_4;
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if (box == 1) goto L_2;
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mes "There is a box that looks weak.";
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if (axe == 0) close;
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@ -692,7 +694,7 @@ L_3:
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mes "Within the box, there is 'yellow key'.";
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next;
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mes "You acquired '^FF0000yellow key^000000'.";
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set ykey,1;
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set cubekey,cubekey|1;
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close;
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L_4:
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@ -706,7 +708,7 @@ L_4:
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lhz_cube.gat,242,201,0 script Drawer 111,{
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if (knife == 1) goto L_3;
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mes "The drawer is locked.";
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if (redkey == 1) goto L_1;
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if (cubekey&2) goto L_1;
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close;
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L_1:
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@ -732,7 +734,7 @@ L_3:
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//--------------------------Documents--------------------------
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lhz_cube.gat,237,198,0 script Documents 111,{
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if (redkey == 1) goto L_2;
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if (cubekey&2) goto L_2;
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mes "There are tons of documents here.";
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next;
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menu "Search the documents.",L_1,"Ignore.",-;
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@ -742,7 +744,7 @@ L_1:
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mes "As you look through the documents, a 'red key' falls out.";
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next;
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mes "You acquired ^FF0000red key^000000.";
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set redkey,1;
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set cubekey,cubekey|2;
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close;
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L_2:
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@ -795,7 +797,7 @@ L_2:
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next;
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input @bed$;
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if (@bed$ == "long stick" && rod == 1 || @bed$ == "Long Stick" && rod == 1) goto L2_1;
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if (rod == 1 && (@bed$ == "long stick" || @bed$ == "Long Stick")) goto L2_1;
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mes "It looks like you need some kind of long item to";
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mes "Get the item out, you can't reach it!";
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close;
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@ -816,7 +818,7 @@ L_3:
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//--------------------------Cup--------------------------
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lhz_cube.gat,229,184,0 script Cup 111,{
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if (fkey == 1) goto L_2;
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if (cubekey&4) goto L_2;
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mes "You see an empty bottle and a cup with something in it.";
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next;
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menu "Leave it alone.",-,"Look what is inside.",L_1;
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@ -826,7 +828,7 @@ L_1:
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mes "When you look inside, you see a 'rusty key'.";
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next;
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mes "You acquired the '^FF0000rusty key^000000'.";
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set fkey,1;
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set cubekey,cubekey|4;
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close;
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L_2:
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@ -838,13 +840,13 @@ L_2:
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//--------------------------Shelf--------------------------
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lhz_cube.gat,233,206,0 script Shelf 111,{
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if (gkey == 1) goto L_2;
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if (cubekey&8) goto L_2;
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mes "There are lots of bottles filled with acids lined up";
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mes "Along the shelf, they have different labels.";
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next;
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input @lathe$;
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if (fkey == 1 && @lathe$ == "rusty key" || fkey == 1 && @lathe$ == "Rusty Key") goto L_1;
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if (cubekey&4 && (@lathe$ == "rusty key" || @lathe$ == "Rusty Key")) goto L_1;
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mes "Nothing happened.";
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close;
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@ -854,7 +856,7 @@ L_1:
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mes "All that's left is a clean, green key.";
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next;
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mes "You acquired the '^FF0000green key^000000'";
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set gkey,1;
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set cubekey,cubekey|8;
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close;
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L_2:
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@ -870,8 +872,8 @@ L_2:
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lhz_cube.gat,249,191,0 script Closet 111,{
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if (polygon >= 1) goto L_4;
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mes "There is a closet with lots of drawers.";
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if (gkey == 1) goto L_2;
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if (gkey == 0) next;
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if (cubekey&8) goto L_2;
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next;
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menu "Leave it alone.",-,"Open one of the drawers.",L_1;
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close;
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@ -964,7 +966,7 @@ L_1:
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next;
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input @knife$;
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if (knife == 1 && @knife$ == "small knife" ||knife == 1 && @knife$ == "Small Knife") goto L1_1;
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if (knife == 1 && (@knife$ == "small knife" || @knife$ == "Small Knife")) goto L1_1;
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mes "Nothing happened.";
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close;
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@ -1046,7 +1048,7 @@ lhz_cube.gat,224,192,0 script Generator 111,{
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next;
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input @key$;
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if (ykey == 1 && @key$ == "yellow key" || ykey == 1 && @key$ == "Yellow Key") goto L_1;
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if (cubekey&1 && (@key$ == "yellow key" || @key$ == "Yellow Key")) goto L_1;
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mes "There's nothing to do here.";
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close;
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@ -1068,7 +1070,7 @@ L_2:
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//--------------------------Lamp--------------------------
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lhz_cube.gat,248,205,0 script Lamp 111,{
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if (bkey == 1) goto L_3;
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if (cubekey&16) goto L_3;
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if (machine == 1) goto L_1;
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mes "There is a bright lamp.";
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mes "Seems like there is something inside";
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@ -1087,7 +1089,7 @@ L_2:
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mes "'black key' falls out.";
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next;
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mes "You acquired the '^FF0000black key^000000'.";
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set bkey,1;
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set cubekey,cubekey|16;
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close;
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L_3:
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@ -1108,7 +1110,7 @@ L_1:
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if (ellipse == 2) goto L1_2;
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input @ellipse$;
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if (ellipse == 1 && @ellipse$ == "ellipse model" ||ellipse == 1 && @ellipse$ == "Ellipse Model") goto L1_1;
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if (ellipse == 1 && (@ellipse$ == "ellipse model" || @ellipse$ == "Ellipse Model")) goto L1_1;
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mes "Nothing happened.";
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close;
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@ -1126,7 +1128,7 @@ L_2:
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if (quadrangle == 2) goto L2_2;
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input @quadrangle$;
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if (quadrangle == 1 && @quadrangle$ == "cube model" || quadrangle == 1 && @quadrangle$ == "Cube Model") goto L2_1;
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if (quadrangle == 1 && (@quadrangle$ == "cube model" || @quadrangle$ == "Cube Model")) goto L2_1;
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mes "Nothing happened.";
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close;
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@ -1144,7 +1146,7 @@ L_3:
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if (polygon == 2) goto L3_2;
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input @polygon$;
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if (polygon == 1 && @polygon$ == "polygon model" || polygon == 1 && @polygon$ == "Polygon Model") goto L3_1;
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if (polygon == 1 && (@polygon$ == "polygon model" || @polygon$ == "Polygon Model")) goto L3_1;
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mes "Nothing happened.";
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close;
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@ -1189,7 +1191,7 @@ lhz_cube.gat,224,197,0 script Test Tube 111,{
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next;
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input @key$;
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if (bkey == 1 && @key$ == "black key" || bkey == 1 && @key$ == "Black Key") goto L_1;
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if (cubekey&16 && (@key$ == "black key" || @key$ == "Black Key")) goto L_1;
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mes "Nothing happened.";
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close;
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@ -1226,14 +1228,14 @@ L_4:
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L4_1:
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mes "It connected to a long staircase.";
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close2;
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set axe,0; set ykey,0; set box,0; set num1,0;
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set knife,0; set axe,0; set box,0;
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set cubekey,0; set machine,0; set num1,0;
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set num2,0; set num3,0; set num4,0; set num5,0;
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set num6,0; set num7,0; set num8,0; set num9,0;
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set knife,0; set redkey,0; set srod1,0; set srod2,0;
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set fkey,0; set gkey,0; set polygon,0; set machine,0;
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set bkey,0; set ellipse,0; set quadrangle,0; set rod,0;
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set rod,0; set srod1,0; set srod2,0;
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set polygon,0; set ellipse,0; set quadrangle,0;
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set hzdun,1;
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close2;
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warp "lhz_cube.gat",177,13;
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end;
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}
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@ -3,7 +3,7 @@
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//===== By: ==================================================
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//= kobra_k88
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//===== Current Version: =====================================
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//= 1.4
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//= 1.4b
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//===== Compatible With: =====================================
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//= eAthena 7.15 +
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//===== Description: =========================================
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@ -22,55 +22,7 @@
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//<---------------------------------------------------------------------------------------------- Nurse Aid: First Aid NPC ---------------------------------------------------------------------------->\\
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prt_in.gat,235,133,4 script Nurse Aid 90,{
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mes "[Nurse Aid]";
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if(FIRSTAID) goto L_GetAid;
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if(getskilllv(142)>0) goto L_GotAid;
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mes "Oh hello there! You look tired and a little worn out. Have the monsters outside of town been giving you trouble?";
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next;
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menu "Ha! Me strong like BULL!!",M_Nope, "Well..um..kinda..",M_Yep;
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M_Nope:
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mes "[Nurse Aid]";
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mes "Oh I see. You must be a mighty warrior. Well, come back anytime if you do ever feel overwhelmed by the monsters. I'll be able to help.";
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close;
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M_Yep:
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mes "[Nurse Aid]";
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mes "Well don't feel bad. It can be very difficult fighting those nasty monsters in the beginning.";
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next;
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mes "[Nurse Aid]";
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mes "I know because I've been treating a lot people lately who have been fighting them.";
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mes "There are so many injured now that I don't think I can continue treating anyone.";
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next;
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mes "[Nurse Aid]";
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mes "~Sigh~";
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next;
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mes "[Nurse Aid]";
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mes "That's why I've decided to teach people how to heal themselves! Would you like me to teach you?";
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emotion e_ic;
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next;
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menu "Would you??",sM_Yes, "(...she's nuts!...run!!!)",sM_No;
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sM_Yes:
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mes "[Nurse Aid]";
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mes "In order for me to teach you First Aid you need to have at least a^0000ff Job Level of 3^000000.";
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mes "You then need to give me:^ff0000 5 Red Herbs^000000,^00bb00 5 Clovers^000000, and an^aaaa00 Old Bandage^000000.";
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next;
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mes "[Nurse Aid]";
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mes "You can get the bandage from the^0000ff 'Newbie Assistant'^000000 located on the second floor of the Castle.";
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next;
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mes "[Nurse Aid]";
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mes "Once you get Job Level 3 and have all of the items come back and see me, OK?";
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set FIRSTAID,1;
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close;
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sM_No:
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mes "[Nurse Aid]";
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mes "Hey!...Where are you running too??...";
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emotion e_swt;
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close;
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L_GetAid:
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if(FIRSTAID){
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if((JobLevel < 3) || (countitem(507) < 5 ) || (countitem(705) < 5) || (countitem(930) < 1)) goto sM_Yes;
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delitem 507,5;
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delitem 705,5;
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@ -86,20 +38,58 @@ L_GetAid:
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mes "YES! You finally got it. Now you can heal yourself and continue fighting those bad monsters. Well, take care.";
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emotion e_no1;
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close;
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L_GotAid:
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}
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if(getskilllv(142)>0){
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mes "Well hello again. I really hope the First Aid skill has been helpful to you. Make sure to continue your hard work and don't forget to rest and heal!";
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close;
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}
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mes "Oh hello there! You look tired and a little worn out. Have the monsters outside of town been giving you trouble?";
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next;
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menu "Ha! Me strong like BULL!!",-, "Well..um..kinda..",M_Yep;
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mes "[Nurse Aid]";
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mes "Oh I see. You must be a mighty warrior. Well, come back anytime if you do ever feel overwhelmed by the monsters. I'll be able to help.";
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close;
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M_Yep:
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mes "[Nurse Aid]";
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mes "Well don't feel bad. It can be very difficult fighting those nasty monsters in the beginning.";
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next;
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mes "[Nurse Aid]";
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mes "I know because I've been treating a lot people lately who have been fighting them.";
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mes "There are so many injured now that I don't think I can continue treating anyone.";
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next;
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mes "[Nurse Aid]";
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mes "~Sigh~";
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next;
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mes "[Nurse Aid]";
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mes "That's why I've decided to teach people how to heal themselves! Would you like me to teach you?";
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emotion e_ic;
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next;
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menu "Would you??",sM_Yes, "(...she's nuts!...run!!!)",-;
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mes "[Nurse Aid]";
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mes "Hey!...Where are you running too??...";
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emotion e_swt;
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close;
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sM_Yes:
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mes "[Nurse Aid]";
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mes "In order for me to teach you First Aid you need to have at least a^0000ff Job Level of 3^000000.";
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mes "You then need to give me:^ff0000 5 Red Herbs^000000,^00bb00 5 Clovers^000000, and an^aaaa00 Old Bandage^000000.";
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next;
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mes "[Nurse Aid]";
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mes "You can get the bandage from the^0000ff 'Newbie Assistant'^000000 located on the second floor of the Castle.";
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next;
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mes "[Nurse Aid]";
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mes "Once you get Job Level 3 and have all of the items come back and see me, OK?";
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set FIRSTAID,1;
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close;
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}
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//<-------------------------------------------------------------------------------------------------- Bulma: Play Dead -------------------------------------------------------------------------------------------->\\
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prt_in.gat,73,87,2 script Bulma 98,{
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mes "[Bulma]";
|
||||
if(BaseJob == Job_Novice) goto L_Novice;
|
||||
|
||||
L_Other:
|
||||
if(BaseJob != Job_Novice){
|
||||
mes "Yeah... I look great.... After all, I'm a Knight of the Prontera Chivalry. Kuhahahaha!";
|
||||
emotion e_heh;
|
||||
next;
|
||||
@ -107,9 +97,8 @@ L_Other:
|
||||
mes "It hasn't been that long since I became a Knight, but I still look good as one right? What do you think???";
|
||||
emotion e_hmm;
|
||||
close;
|
||||
|
||||
L_Novice:
|
||||
if(JobLevel >= 7) goto L_Start;
|
||||
}
|
||||
if(JobLevel < 7){
|
||||
mes "Hello my young friend. You remind me of myself when I was young.....";
|
||||
mes "Heh heh, I really miss those days..... Wow... It's funny to think about those years now......";
|
||||
next;
|
||||
@ -117,10 +106,56 @@ L_Novice:
|
||||
mes "They were difficult.... thankfully you can use the ^5555FFPlay Dead^000000 skill when you reach a ^5555FFJob Level of 7^000000.";
|
||||
mes "If you're interested in it come back and talk to me when you've leveled up a bit more.";
|
||||
close;
|
||||
|
||||
L_Start:
|
||||
if(PLAYDEAD) goto L_GetSkill;
|
||||
if(getskilllv(143)>0) goto L_GotSkill;
|
||||
}
|
||||
if(PLAYDEAD){
|
||||
if(countitem(7039)<1){
|
||||
mes "HEY! What are you doing here? It's irresponsible of you to still be here while your time is running out.........";
|
||||
emotion e_gasp;
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Now GO! Run! Run! RUN!!";
|
||||
emotion e_go;
|
||||
close;
|
||||
}
|
||||
delitem 7039, 1;
|
||||
mes "Good to see you again. Alright, lets start your training....";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Let me first introduce to you the concept of 'Method Acting'. Method Acting stresses the need to understand every aspect of the role you are playing.";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "You must learn to think, feel, and even live like your character so that you can understand his/her motivation in any given moment.";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Now let us use this technique to develop your ability to Play Dead!";
|
||||
mes "I want you to think like a dead person, feel like a dead person, eat, breath, sleep, kiss, etc. like a person who is dead!!!";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Don't just stand there! Lay down on the ground and live life through the eyes of a dead person.... errr or don't live.... anyways just do it!!";
|
||||
next;
|
||||
mes "~ several hours later ~";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "OK, lights, camera, ACTION! Yes... yes... YES!! That's it!! As I watch you laying there I TRULY believe that you are dead.";
|
||||
mes "What a wonderful performance! BRAVO! BRAVO!";
|
||||
emotion e_gasp;
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "With the right motivation and focus you will be able to play dead anywhere at any given moment. Congratulations on mastering this skill.";
|
||||
emotion e_no1;
|
||||
skill 143,1,0;
|
||||
set PLAYDEAD, 0;
|
||||
set got_novnametag,0;
|
||||
close;
|
||||
}
|
||||
if(getskilllv(143)>0){
|
||||
mes "Yeah.... I remember back then..... especially those embarrassing novice years... heh. Luckily there was Play Dead.";
|
||||
mes "That saved me many times in the past. I'm sure it has been saving you too.";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Hopefully it is something you have been using well. If you have any friends who are novices, tell them about me. I will help them out as good as I can.";
|
||||
close;
|
||||
}
|
||||
mes "Hello my young friend. You remind me of myself when I was young..... Heh heh, I really miss those days.....";
|
||||
mes "Look at me acting all sentimental like some old man........";
|
||||
next;
|
||||
@ -171,70 +206,18 @@ L_Start:
|
||||
emotion e_go;
|
||||
set PLAYDEAD, 1;
|
||||
close;
|
||||
|
||||
L_GetSkill:
|
||||
if(countitem(7039)<1) goto sL_NotRdy;
|
||||
delitem 7039, 1;
|
||||
mes "Good to see you again. Alright, lets start your training....";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Let me first introduce to you the concept of 'Method Acting'. Method Acting stresses the need to understand every aspect of the role you are playing.";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "You must learn to think, feel, and even live like your character so that you can understand his/her motivation in any given moment.";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Now let us use this technique to develop your ability to Play Dead!";
|
||||
mes "I want you to think like a dead person, feel like a dead person, eat, breath, sleep, kiss, etc. like a person who is dead!!!";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Don't just stand there! Lay down on the ground and live life through the eyes of a dead person.... errr or don't live.... anyways just do it!!";
|
||||
next;
|
||||
mes "~ several hours later ~";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "OK, lights, camera, ACTION! Yes... yes... YES!! That's it!! As I watch you laying there I TRULY believe that you are dead.";
|
||||
mes "What a wonderful performance! BRAVO! BRAVO!";
|
||||
emotion e_gasp;
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "With the right motivation and focus you will be able to play dead anywhere at any given moment. Congratulations on mastering this skill.";
|
||||
emotion e_no1;
|
||||
skill 143,1,0;
|
||||
set PLAYDEAD, 0;
|
||||
set got_novnametag,0;
|
||||
close;
|
||||
|
||||
sL_NotRdy:
|
||||
mes "HEY! What are you doing here? It's irresponsible of you to still be here while your time is running out.........";
|
||||
emotion e_gasp;
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Now GO! Run! Run! RUN!!";
|
||||
emotion e_go;
|
||||
close;
|
||||
|
||||
L_GotSkill:
|
||||
mes "Yeah.... I remember back then..... especially those embarrassing novice years... heh. Luckily there was Play Dead.";
|
||||
mes "That saved me many times in the past. I'm sure it has been saving you too.";
|
||||
next;
|
||||
mes "[Bulma]";
|
||||
mes "Hopefully it is something you have been using well. If you have any friends who are novices, tell them about me. I will help them out as good as I can.";
|
||||
close;
|
||||
}
|
||||
|
||||
|
||||
//Newbie Assistant------------------------------------------------------------------------------
|
||||
prt_castle.gat,174,147,2 script Newbie Assistant 84,{
|
||||
mes "[Newbie Assistant]";
|
||||
if(BaseJob == Job_Novice) goto L_Start;
|
||||
|
||||
L_NonNov:
|
||||
if(BaseJob != Job_Novice){
|
||||
mes "What am I doing here? I'm just trying to help out young newbies. You remember how it was to be a newbie... confused.... lost.... heh heh.";
|
||||
emotion e_what;
|
||||
close;
|
||||
L_Start:
|
||||
if(FIRSTAID && countitem(930)==0 && got_bandage!=1){
|
||||
}
|
||||
if(FIRSTAID && countitem(930)==0 && !got_bandage){
|
||||
mes "So Nurse Aid sent you huh. She's a great nurse, you should feel very fortunate that she is helping you out. Here take this.";
|
||||
next;
|
||||
getitem 930,1;
|
||||
@ -250,7 +233,7 @@ L_Start:
|
||||
emotion e_lv;
|
||||
close;
|
||||
}
|
||||
if(PLAYDEAD && countitem(7039)==0 && got_novnametag!=1){
|
||||
if(PLAYDEAD && countitem(7039)==0 && !got_novnametag){
|
||||
mes "So Bulma sent you uh.... okay here you go.";
|
||||
getitem 7039,1;
|
||||
set got_novnametag,1;
|
||||
|
Loading…
x
Reference in New Issue
Block a user