updated gunslinger job quest/ fixed louyang bug
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7976 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
e61a6fb306
commit
8f8581568b
@ -38,6 +38,9 @@ Playtester
|
|||||||
|
|
||||||
Date Added
|
Date Added
|
||||||
======
|
======
|
||||||
|
|
||||||
|
07/30
|
||||||
|
* Optimized Gunslinger Job Quest, rediced vars number, updated Global_Functions.txt [Lupus]
|
||||||
07/29
|
07/29
|
||||||
* Some more sign quest warps and a small change to the comodo gambling NPC. [MasterOfMuppets]
|
* Some more sign quest warps and a small change to the comodo gambling NPC. [MasterOfMuppets]
|
||||||
* Fixed a mixed up mob id in Thanatos spawns [Playtester]
|
* Fixed a mixed up mob id in Thanatos spawns [Playtester]
|
||||||
|
@ -519,7 +519,7 @@ louyang.gat,276,136,4 script Fist Master 819,{
|
|||||||
}
|
}
|
||||||
|
|
||||||
louyang.gat,272,133,0 script Trainee::trainees 819,{
|
louyang.gat,272,133,0 script Trainee::trainees 819,{
|
||||||
set @talk,rand(11);
|
set @talk,rand(12);
|
||||||
if(@talk == 1) goto L_QUOT1;
|
if(@talk == 1) goto L_QUOT1;
|
||||||
if(@talk == 2) goto L_QUOT2;
|
if(@talk == 2) goto L_QUOT2;
|
||||||
if(@talk == 3) goto L_QUOT3;
|
if(@talk == 3) goto L_QUOT3;
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
//= DON'T REMOVE THIS! (by request of him, he provided all
|
//= DON'T REMOVE THIS! (by request of him, he provided all
|
||||||
//= the info regarding the quests and shops.)
|
//= the info regarding the quests and shops.)
|
||||||
//===== Current Version: =====================================
|
//===== Current Version: =====================================
|
||||||
//= 1.0
|
//= 1.6
|
||||||
//===== Compatible With: =====================================
|
//===== Compatible With: =====================================
|
||||||
//= eAthena SVN
|
//= eAthena SVN
|
||||||
//===== Description: =========================================
|
//===== Description: =========================================
|
||||||
@ -17,6 +17,8 @@
|
|||||||
//= 1.0 Made the NPC [erKURITA]
|
//= 1.0 Made the NPC [erKURITA]
|
||||||
//= 1.5 Couple fixes to the npc, aswell as adding the missing
|
//= 1.5 Couple fixes to the npc, aswell as adding the missing
|
||||||
//= 3 green herbs. [erKURITA]
|
//= 3 green herbs. [erKURITA]
|
||||||
|
//= 1.6 job number->const, commonized variable name,
|
||||||
|
//= optimized [Lupus]
|
||||||
//============================================================
|
//============================================================
|
||||||
|
|
||||||
que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
|
que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
|
||||||
@ -25,22 +27,22 @@ set @npcname$,"[Armsmith]";
|
|||||||
|
|
||||||
if (Class == Job_Novice) {
|
if (Class == Job_Novice) {
|
||||||
|
|
||||||
if (gs_quest >= 1) {
|
if (GUNS_Q >= 1) {
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "So, you've comeback?";
|
mes "So, you've comeback?";
|
||||||
next;
|
next;
|
||||||
if (gs_quest == 5) {
|
if (GUNS_Q == 5) {
|
||||||
if (SkillPoint > 0) {
|
if (SkillPoint > 0) {
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
|
mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
|
||||||
close2;
|
close2;
|
||||||
set @npcname$,0;
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
} else if (JobLevel < 10) {
|
} else if (JobLevel < 10) {
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Err, excuse me, but you don't have Level 10 Job. You need to have 10 level job in order to change to Gunslinger";
|
mes "Err, excuse me, but you don't have Level 10 Job. You need to have 10 level job in order to change to Gunslinger";
|
||||||
close2;
|
close2;
|
||||||
set @npcname$,0;
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
}
|
}
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
@ -48,14 +50,14 @@ if (Class == Job_Novice) {
|
|||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "A gunslinger!!!";
|
mes "A gunslinger!!!";
|
||||||
jobchange 24;
|
jobchange Job_Gunslinger;
|
||||||
|
callfunc "F_ClearJobVar"; //clears all job variables for the current player
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Oh, I forgot, here's a token of my appreciation";
|
mes "Oh, I forgot, here's a token of my appreciation";
|
||||||
getitem 13150,1;
|
getitem 13150,1;
|
||||||
close2;
|
close2;
|
||||||
set gs_quest,0;
|
set @npcname$,"";
|
||||||
set @npcname$,0;
|
|
||||||
end;
|
end;
|
||||||
} else
|
} else
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
@ -66,14 +68,14 @@ if (Class == Job_Novice) {
|
|||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now then";
|
mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now then";
|
||||||
close2;
|
close2;
|
||||||
set @npcname$,0;
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
case 2:
|
case 2:
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Then GET GOING! Don't you want to become a gunslinger, do you?";
|
mes "Then GET GOING! Don't you want to become a gunslinger, do you?";
|
||||||
close2;
|
close2;
|
||||||
set @npcname$,0;
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
}
|
}
|
||||||
} else
|
} else
|
||||||
@ -89,21 +91,22 @@ if (Class == Job_Novice) {
|
|||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then";
|
mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then";
|
||||||
close2;
|
close2;
|
||||||
set gs_quest,1;
|
set GUNS_Q,1;
|
||||||
set @npcname$,0;
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
case 2:
|
case 2:
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Too bad for you son";
|
mes "Too bad for you son";
|
||||||
close2;
|
close2;
|
||||||
set @npcname$,0;
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
}
|
}
|
||||||
|
|
||||||
} else
|
} else
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Hi son, how's life treating you?";
|
mes "Hi son, how's life treating you?";
|
||||||
|
set @npcname$,"";
|
||||||
close;
|
close;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -111,7 +114,7 @@ payon.gat,184,65,3 script Mr. Tanieh 866,{
|
|||||||
|
|
||||||
set @npcname$,"[Mr. Tanieh]";
|
set @npcname$,"[Mr. Tanieh]";
|
||||||
|
|
||||||
if (gs_quest == 1) {
|
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 in a few things";
|
mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me in a few things";
|
||||||
next;
|
next;
|
||||||
@ -122,38 +125,10 @@ if (gs_quest == 1) {
|
|||||||
mes "So, will you do it, please?";
|
mes "So, will you do it, please?";
|
||||||
switch (select ("Yes, I will:Sorry I can't now")) {
|
switch (select ("Yes, I will:Sorry I can't now")) {
|
||||||
case 1:
|
case 1:
|
||||||
next;
|
set GUNS_Q2,callfunc("F_RandMes",5,1019,1066,1067,1068,7186);
|
||||||
mes @npcname$;
|
set GUNS_Q,2;
|
||||||
mes "Thanks very much!! Ok, here's what I need:";
|
goto L_LIST;
|
||||||
mes "^33CCFF 3 Feathers^000000";
|
|
||||||
mes "^009933 3 Zargons^000000";
|
|
||||||
mes "^660066 3 Rainbow Shells^000000";
|
|
||||||
mes "^009900 3 Green Herbs^000000";
|
|
||||||
set randtrunk,rand(1,5);
|
|
||||||
if (randtrunk == 1) {
|
|
||||||
mes "^663300 1 Trunk^000000";
|
|
||||||
set trunk,1019;
|
|
||||||
} else if (randtrunk == 2) {
|
|
||||||
mes "^663300 1 Fine-Grained Trunk^000000";
|
|
||||||
set trunk,1066;
|
|
||||||
} else if (randtrunk == 3) {
|
|
||||||
mes "^663300 1 Solid Trunk^000000";
|
|
||||||
set trunk,1067;
|
|
||||||
} else if (randtrunk == 4) {
|
|
||||||
mes "^663300 1 Barren Trunk^000000";
|
|
||||||
set trunk,1068;
|
|
||||||
} else if (randtrunk == 5) {
|
|
||||||
mes "^663300 1 Thin Trunk";
|
|
||||||
set trunk,7186;
|
|
||||||
}
|
|
||||||
mes "^FF6600 10 Shells^000000";
|
|
||||||
next;
|
|
||||||
mes @npcname$;
|
|
||||||
mes "Hurry please, I am not sure if my wife will last any longer... oh dear";
|
|
||||||
close2;
|
|
||||||
set @npcname$,"";
|
|
||||||
set gs_quest,2;
|
|
||||||
end;
|
|
||||||
case 2:
|
case 2:
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
@ -163,7 +138,7 @@ if (gs_quest == 1) {
|
|||||||
end;
|
end;
|
||||||
}
|
}
|
||||||
|
|
||||||
} else if (gs_quest == 2) {
|
} else if (GUNS_Q == 2) {
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Oh, you've come back! Have you brought the items?";
|
mes "Oh, you've come back! Have you brought the items?";
|
||||||
next;
|
next;
|
||||||
@ -188,7 +163,7 @@ if (gs_quest == 1) {
|
|||||||
close2;
|
close2;
|
||||||
set @npcname$,"";
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
} else if (countitem(trunk) < 1) {
|
} else if (countitem(GUNS_Q2) < 1) {
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Sorry, you don't have the exact Trunk";
|
mes "Sorry, you don't have the exact Trunk";
|
||||||
close2;
|
close2;
|
||||||
@ -212,42 +187,27 @@ if (gs_quest == 1) {
|
|||||||
delitem 949,3;
|
delitem 949,3;
|
||||||
delitem 912,3;
|
delitem 912,3;
|
||||||
delitem 1013,3;
|
delitem 1013,3;
|
||||||
delitem trunk,1;
|
delitem GUNS_Q2,1;
|
||||||
delitem 935,10;
|
delitem 935,10;
|
||||||
delitem 511,3;
|
delitem 511,3;
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Oh my~~ You've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
|
mes "Oh my~~ You've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
|
||||||
close2;
|
close2;
|
||||||
set gs_quest,3;
|
set GUNS_Q,3;
|
||||||
set @npcname$,0;
|
set GUNS_Q2,0;
|
||||||
set trunk,0;
|
set @npcname$,"";
|
||||||
set randtrunk,0;
|
|
||||||
end;
|
end;
|
||||||
case 2:
|
case 2:
|
||||||
next;
|
L_LIST:
|
||||||
|
next;
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Ok, I'll tell you again, so please take note!:";
|
mes "Ok, I'll tell you again, so please take note!:";
|
||||||
mes "^33CCFF 3 Feathers^000000";
|
mes "^33CCFF 3 Feathers^000000";
|
||||||
mes "^009933 3 Zargons^000000";
|
mes "^009933 3 Zargons^000000";
|
||||||
mes "^660066 3 Rainbow Shells^000000";
|
mes "^660066 3 Rainbow Shells^000000";
|
||||||
mes "^009900 3 Green Herbs^000000";
|
mes "^009900 3 Green Herbs^000000";
|
||||||
if (randtrunk == 1) {
|
mes "^663300 1 "+getitemname(GUNS_Q2)+"^000000";
|
||||||
mes "^663300 1 Trunk^000000";
|
|
||||||
set trunk,1019;
|
|
||||||
} else if (randtrunk == 2) {
|
|
||||||
mes "^663300 1 Fine-Grained Trunk^000000";
|
|
||||||
set trunk,1066;
|
|
||||||
} else if (randtrunk == 3) {
|
|
||||||
mes "^663300 1 Solid Trunk^000000";
|
|
||||||
set trunk,1067;
|
|
||||||
} else if (randtrunk == 4) {
|
|
||||||
mes "^663300 1 Barren Trunk^000000";
|
|
||||||
set trunk,1068;
|
|
||||||
} else if (randtrunk == 5) {
|
|
||||||
mes "^663300 1 Thin Trunk";
|
|
||||||
set trunk,7186;
|
|
||||||
}
|
|
||||||
mes "^FF6600 10 Shells^000000";
|
mes "^FF6600 10 Shells^000000";
|
||||||
next;
|
next;
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
@ -256,8 +216,8 @@ if (gs_quest == 1) {
|
|||||||
set @npcname$,"";
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
}
|
}
|
||||||
} else if (gs_quest == 3) || (gs_quest == 4) {
|
} else if (GUNS_Q == 3) || (GUNS_Q == 4) {
|
||||||
if (countitem(519) >= 1) && (gs_quest == 4) {
|
if (countitem(519) >= 1) && (GUNS_Q == 4) {
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
|
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
|
||||||
switch(select("Yes, take it please:Sorry but I need it")) {
|
switch(select("Yes, take it please:Sorry but I need it")) {
|
||||||
@ -267,7 +227,7 @@ if (gs_quest == 1) {
|
|||||||
mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
|
mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
|
||||||
delitem 519,1;
|
delitem 519,1;
|
||||||
close2;
|
close2;
|
||||||
set gs_quest,5;
|
set GUNS_Q,5;
|
||||||
set @npcname$,"";
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
case 2:
|
case 2:
|
||||||
@ -283,18 +243,18 @@ if (gs_quest == 1) {
|
|||||||
mes "*sigh* All I need now is wait. Thanks for your help... but I believe there's something missing..";
|
mes "*sigh* All I need now is wait. Thanks for your help... but I believe there's something missing..";
|
||||||
close2;
|
close2;
|
||||||
set @npcname$,"";
|
set @npcname$,"";
|
||||||
set gs_quest,4;
|
set GUNS_Q,4;
|
||||||
end;
|
end;
|
||||||
} else if (Class == 24) || (gs_quest == 5) {
|
} else if (Class == Job_Gunslinger) || (GUNS_Q == 5) {
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients";
|
mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients";
|
||||||
close2;
|
close2;
|
||||||
set @npcname$,0;
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
}
|
}
|
||||||
mes @npcname$;
|
mes @npcname$;
|
||||||
mes "Hi son, how you doing? Nice day eh?";
|
mes "Hi son, how you doing? Nice day eh?";
|
||||||
close2;
|
close2;
|
||||||
set @npcname$,0;
|
set @npcname$,"";
|
||||||
end;
|
end;
|
||||||
}
|
}
|
@ -3,7 +3,7 @@
|
|||||||
//===== By: ==================================================
|
//===== By: ==================================================
|
||||||
//= Lupus, kobra_k88
|
//= Lupus, kobra_k88
|
||||||
//===== Current Version: =====================================
|
//===== Current Version: =====================================
|
||||||
//= 2.02
|
//= 2.03
|
||||||
//===== Compatible With: =====================================
|
//===== Compatible With: =====================================
|
||||||
//= eAthena 1.0
|
//= eAthena 1.0
|
||||||
//===== Description: =========================================
|
//===== Description: =========================================
|
||||||
@ -24,6 +24,7 @@
|
|||||||
//= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
|
//= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
|
||||||
//= 2.01 Added $talk to F_ClearGarbage [Evera]
|
//= 2.01 Added $talk to F_ClearGarbage [Evera]
|
||||||
//= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
|
//= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
|
||||||
|
//= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
|
||||||
//============================================================
|
//============================================================
|
||||||
|
|
||||||
|
|
||||||
@ -62,6 +63,7 @@ function script F_ClearJobVar {
|
|||||||
set TAEK_Q,0;
|
set TAEK_Q,0;
|
||||||
set STGL_Q,0;
|
set STGL_Q,0;
|
||||||
set SOUL_Q,0;
|
set SOUL_Q,0;
|
||||||
|
set GUNS_Q,0; set GUNS_Q2,0;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user