* Fixed north prontera kafra having an empty warp list
* Removed junk ЎA text from the 2004 headgears * Changed deprecated Job_Alchem to Job_Alchemist (see r10904) * Fixed a typo in a geffen city npc (Job_Merhcant) * Fixed a typo in the Jobmaster custom script (Job_Gunsliger) * Fixed one old eAAC Quest Warper bug (warp to nonwalkable coords) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10940 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
feb66f53d3
commit
a6cd45f05d
@ -1621,7 +1621,7 @@
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4340,Teddy_Bear_Card,Teddy Bear Card,6,,10,10,,,,,,,,32,,,,,{ bonus2 bSubRace,RC_Undead,30; },{},{}
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4341,Metaling_Card,Metaling Card,6,,10,10,,,,,,,,2,,,,,{ bonus3 bAutoSpell,215,1,50; },{},{}
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4342,RSX_0806_Card,RSX 0806 Card,6,,10,10,,,,,,,,16,,,,,{ bonus bVit,3; bonus bUnbreakableArmor,0; bonus bNoKnockback,0; },{},{}
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4343,Mole_Card,Holden Card,6,,10,10,,,,,,,,769,,,,,{ bonus bLuk,2; if(isequipped(4186,4281,4036,4233)) { bonus bStr,4; bonus bMaxHPrate,7; bonus bMaxSPrate,7; bonus2 bSkillAtk,42,20; bonus bSPDrainValue,1; if(BaseJob == Job_Alchem) { bonus4 bAutoSpell,111,1,10,0; bonus2 bAddMonsterDropItem,7139,300; bonus2 bAddMonsterDropItem,905,300; } } },{},{}
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4343,Mole_Card,Holden Card,6,,10,10,,,,,,,,769,,,,,{ bonus bLuk,2; if(isequipped(4186,4281,4036,4233)) { bonus bStr,4; bonus bMaxHPrate,7; bonus bMaxSPrate,7; bonus2 bSkillAtk,42,20; bonus bSPDrainValue,1; if(BaseJob == Job_Alchemist) { bonus4 bAutoSpell,111,1,10,0; bonus2 bAddMonsterDropItem,7139,300; bonus2 bAddMonsterDropItem,905,300; } } },{},{}
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4344,Anopheles_Card,Anopheles Card,6,,10,10,,,,,,,,136,,,,,{ bonus3 bAddMonsterDropItem,12058,RC_Insect,300; },{},{}
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4345,Hill_Wind_Card,Hill Wind Card,6,,10,10,,,,,,,,2,,,,,{ bonus2 bSkillAtk,21,5; bonus2 bSkillAtk,84,5; bonus2 bSkillAtk,85,5; },{},{ heal 0,-50; }
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4346,Ygnizem_Card,Egnigem Cenia Card,6,,10,10,,,,,,,,16,,,,,{ bonus bStr,readparam(bInt)/18; },{},{}
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@ -1,6 +1,12 @@
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Date Added
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======
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2007/07/31
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* Fixed north prontera kafra having an empty warp list
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* Removed junk ЎA text from the 2004 headgears
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* Changed deprecated Job_Alchem to Job_Alchemist (see r10904)
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* Fixed a typo in a geffen city npc (Job_Merhcant)
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* Fixed a typo in the Jobmaster custom script (Job_Gunsliger)
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* Fixed one old eAAC Quest Warper bug (warp to nonwalkable coords) [ultramage]
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* Rev. 10938 Added the "F_BlockHigh" function back in, as it's still used by 2-x job quests. [L0ne_W0lf]
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- Fix the assassin job quest item reward bug. Cheap fix until it's rewritten.
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* Added official Pang Voice skill quest for bards. Further official 2-x skill quests to come.
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@ -284,7 +284,7 @@ amatsu,205,163,4 script Mimi 759,{
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}
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//=====================================================================
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amatsu,230,160,4 script Lady 757,{
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mes "[Yorukoc]";
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mes "[Yoruko]";
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mes "Although I come to the well for water everyday,";
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mes "if it's misty or rainy,";
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mes "I will not come out here.";
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@ -901,8 +901,8 @@ geffen_in,114,73,5 script Hadenheim 709,{
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mes "[Hans Hadenheim]";
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mes "I mean, all these new cities are being discovered by explorers, so import and export trade is really booming!";
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next;
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mes "[Hans Handenheim]";
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if (BaseJob == Job_Merhcant)
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mes "[Hans Handenheim]";
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if (BaseJob == Job_Merchant)
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mes "You're in the trading business yourself, right? So of course you'd understand that we're in a Golden Age of trade!";
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else if (Class == Job_Novice) {
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mes "I guess...";
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@ -910,6 +910,7 @@ geffen_in,114,73,5 script Hadenheim 709,{
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}
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else
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mes "Anyway...";
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next;
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mes "[Hans Hadenheim]";
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mes "Have you been some of these new lands? They're really interesting and you can learn a lot of new things from these foreign cultures.";
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next;
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@ -57,7 +57,7 @@ function script GF_getJobName {
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return "sage";
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case Job_BlackSmith:
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return "blacksmith";
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case Job_Alchem:
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case Job_Alchemist:
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return "alchemist";
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case Job_Knight:
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case Job_Knight2:
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@ -305,7 +305,7 @@ function script GF_getJobClass {
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case Job_Merchant:
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case Job_BlackSmith:
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case Job_Alchem:
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case Job_Alchemist:
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return Job_Merchant;
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case Job_Swordman:
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@ -1182,8 +1182,8 @@ function script QWS_Darray {
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setarray @DGat$[@Dref], "c_tower1.gat", "c_tower2.gat", "c_tower3.gat", "c_tower4.gat", "alde_dun01.gat", "alde_dun02.gat", "alde_dun03.gat", "alde_dun04.gat";
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setarray @DLevelName$[@Dref], "Clock Tower Level 1", "Clock Tower Level 2", "Clock Tower Level 3", "Clock Tower Level 4", "Basement 1F", "Basement 2F", "Basement 3F", "Basement 4F";
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setarray @DXcoords[@Dref], 200, 268, 64, 32, 197, 262, 276, 130;
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setarray @DYcoords[@Dref], 163, 26, 148, 63, 25, 41, 53, 130;
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setarray @DXcoords[@Dref], 200, 268, 64, 32, 197, 262, 276, 122;
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setarray @DYcoords[@Dref], 163, 26, 148, 63, 25, 41, 53, 125;
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setarray @DDepth[@Dref], 0, 1, 2, 3, 1, 2, 3, 4;
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QWS_Make_Dungeon_Menu 5;
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@ -1505,7 +1505,7 @@ function script QWS_Darray {
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setarray @DGat$[@Dref], "um_dun01.gat", "um_dun02.gat", "yggdrasil01.gat";
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setarray @DLevelName$[@Dref], "Carpenter's Shop in The Tree", "Passage to a Foreign World", "Hvergelmir's Fountain";
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setarray @DXcoords[@Dref], 205, 48, 40;
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setarray @DYcoords[@Dref], 16, 30, 63;
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setarray @DYcoords[@Dref], 26, 30, 63;
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setarray @DDepth[@Dref], 0, 1, 2;
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QWS_Make_Dungeon_Menu 27;
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@ -43,7 +43,7 @@ prontera,153,193,6 script Job Master 123,{
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case Job_Priest:
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set @target_job, Job_Acolyte_High;
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break;
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case Job_Alchem:
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case Job_Alchemist:
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case Job_Blacksmith:
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set @target_job, Job_Merchant_High;
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break;
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@ -91,7 +91,7 @@ prontera,153,193,6 script Job Master 123,{
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mes "Are you sure you want to change to " + JobName(@target_job) + "?";
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if(select("No","Yes") == 2){
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callfunc "Job_Change", @target_job;
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if(@target_job == Job_Gunsliger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
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if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
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callfunc "F_ClearJobVar";
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} else {
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if($@JC_Plat) goto L_GivePlat;
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@ -138,7 +138,7 @@ prontera,153,193,6 script Job Master 123,{
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case Job_Baby_Merchant:
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case Job_Merchant:
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set @job_opt[0], Job_Blacksmith;
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set @job_opt[1], Job_Alchem;
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set @job_opt[1], Job_Alchemist;
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break;
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case Job_Thief_High:
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case Job_Baby_Thief:
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@ -617,7 +617,7 @@ LSecondClass2:
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mes "[ ^0065DFJobra^000000 ]";
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if(class !=5) goto LNotMerc2;
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mes "Cool! Go make some potions! Open a Pharmacy! yeah yeah yeah! ^_^";
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jobchange 18;// Job: Job_Alchem
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jobchange 18;// Job: Job_Alchemist
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cutin "kafra_01",255;
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close;
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@ -142,7 +142,7 @@ function script F_AgitBreak {
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SetCastleData getarg(0),1, @GID;
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MapAnnounce getarg(0),"The emperium has been destroyed.",bc_map,0x00CCFF;
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Announce "The [" + GetCastleName(getarg(0)) + "] castle has been conquered by the [" + GetGuildName(@GID) + "] guild.",0;
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Announce "The [" + GetCastleName(getarg(0)) + "] castle has been conquered by the [" + GetGuildName(@GID) + "] guild.",bc_all;
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GetCastleData getarg(0),0,"::OnRecvCastle"+getarg(1);
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disablenpc "Kafra Staff#"+getarg(1);
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@ -10,7 +10,7 @@
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//= [Aegis Conversion]
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//= Job quest for Swordman classes
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//= Uses Job_sword1 as opposed to sword_1-1 -> sword_3-1.
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//= EXPLAOITABLE in a sense because while the sword_x-1 maps
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//= EXPLOITABLE in a sense because while the sword_x-1 maps
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//= are marked as "inside" by the client, job_sword1 is not.
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//= giving players FREE camera rotation while doing the job quest.
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//===== Additional Comments: =================================
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@ -37,7 +37,7 @@ alde_alche,27,185,4 script Parmry Gianino 744,{
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mes "[Parmry Gianino]";
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if(baseJob == Job_Merchant) goto L_Merc;
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if(baseJob == Job_Alchem){
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if(baseJob == Job_Alchemist){
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mes "Hey there fellow Alchemist. How's the business going? Good I hope, well good luck to you.";
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close;
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}
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@ -1020,7 +1020,7 @@ L_Done:
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alde_alche,101,184,4 script Vincent Carsciallo 122,{
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mes "[Vincent Carsciallo]";
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if(baseJob == Job_Merchant) goto L_Merc;
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if(baseJob == Job_Alchem){
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if(baseJob == Job_Alchemist){
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mes "How Alchemy going? Make sure to be carefull and think about safety at all times.";
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mes "I wouldn't want you blowing yourself up or anything.....";
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close;
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@ -1059,7 +1059,7 @@ L_Change:
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mes "Oh, Ok. You joined and learned the basics, too. Well done.";
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next;
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set @gift,JBLVL;
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callfunc "Job_Change",Job_Alchem;
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callfunc "Job_Change",Job_Alchemist;
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callfunc "F_ClearJobVar";
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emotion e_grat;
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mes "[Vincent Carsciallo]";
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@ -34,6 +34,7 @@
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// North ==================================
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prontera,152,326,3 script Kafra Employee::kaf_prontera 112,{
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cutin "kafra_06",2;
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callfunc "F_KafSetPront";
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mes "[Kafra Employee]";
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mes "Welcome to the";
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mes "Kafra Corporation~";
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@ -77,7 +77,7 @@ Male_dye:
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if(BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 || BaseJob==Job_Lord_Knight || BaseJob==Job_Lord_Knight2 || BaseJob==Job_Paladin || BaseJob==Job_Paladin2 || BaseJob==Job_Stalker || BaseJob==Job_Baby_Knight || BaseJob==Job_Baby_Knight2 || BaseJob==Job_Baby_Crusader || BaseJob==Job_Baby_Crusader2) goto L_Swordman2_M;
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if(BaseJob==Job_Priest || BaseJob==Job_Monk || BaseJob==Job_High_Priest || BaseJob==Job_Champion || BaseJob==Job_Baby_Priest || BaseJob==Job_Baby_Monk) goto L_Acolyte2_M;
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if(BaseJob==Job_Wizard || BaseJob==Job_High_Wizard || BaseJob==Job_Baby_Wizard) goto L_Mage2_M;
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if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchem || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchem) goto L_Merchant2_M;
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if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchem) goto L_Merchant2_M;
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if(BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Sniper || BaseJob==Job_Clown || BaseJob==Job_Baby_Hunter || BaseJob==Job_Baby_Bard) goto L_Archer2_M;
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if(BaseJob==Job_Assassin || BaseJob==Job_Rogue || BaseJob==Job_Assassin_Cross || BaseJob==Job_Baby_Assassin || BaseJob==Job_Baby_Rogue) goto L_Thief2_M;
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if(BaseJob==Job_SuperNovice || BaseJob==Job_Super_Baby) goto L_Super_Novice_M;
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@ -173,7 +173,7 @@ Female_dye:
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if(BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 || BaseJob==Job_Lord_Knight || BaseJob==Job_Lord_Knight2 || BaseJob==Job_Paladin || BaseJob==Job_Paladin2 || BaseJob==Job_Stalker || BaseJob==Job_Baby_Knight || BaseJob==Job_Baby_Knight2 || BaseJob==Job_Baby_Crusader || BaseJob==Job_Baby_Crusader2) goto L_Swordman2_F;
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if(BaseJob==Job_Priest || BaseJob==Job_Baby_Priest) goto L_Acolyte2_F;
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if(BaseJob==Job_Wizard || BaseJob==Job_Sage || BaseJob==Job_High_Wizard || BaseJob==Job_Professor || BaseJob==Job_Baby_Wizard || BaseJob==Job_Baby_Sage) goto L_Mage2_F;
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if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchem || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchem) goto L_Merchant2_F;
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if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchem) goto L_Merchant2_F;
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if(BaseJob==Job_Hunter || BaseJob==Job_Dancer || BaseJob==Job_Sniper || BaseJob==Job_Gypsy || BaseJob==Job_Baby_Hunter || BaseJob==Job_Baby_Dancer) goto L_Archer2_F;
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if(BaseJob==Job_Assassin || BaseJob==Job_Baby_Assassin) goto L_Thief2_F;
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if(BaseJob==Job_Rogue || BaseJob==Job_Assassin_Cross || BaseJob==Job_Baby_Rogue) goto L_Thief3_F;
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@ -148,7 +148,7 @@ function script Is_Magic_Class {
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Merc_Class {
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return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
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return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist );
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}
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|
@ -882,12 +882,12 @@ yuno,241,52,3 script Old Blacksmith 813,{
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mes "Oh yes,";
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mes "I need to tell you the details about the materials.";
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mes "Angel Wing Ears requires ^4d4dffAngel Wings^000000 and";
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mes "^4d4dffElven Ears^000000 ЎAand the cost for other materials is";
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mes "^4d4dffElven Ears^000000 and the cost for other materials is";
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mes "approximatedly ^4d4dff20000 zeny^000000";
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next;
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mes "[Habir Moah]";
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mes "Devil Wing Ears requires ^4d4dffEvil Wing^000000 and";
|
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mes "^4d4dffElven Ears^000000 ЎAwhile the cost for other materials is";
|
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mes "^4d4dffElven Ears^000000 while the cost for other materials is";
|
||||
mes "approximately ^4d4dff20000 zeny";
|
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next;
|
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mes "[Habir Moah]";
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||||
|
@ -919,7 +919,7 @@ alberta,129,59,3 script Guildsman 49,3,3,{
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getitem 7416,1;
|
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close;
|
||||
}
|
||||
else if((Class == Job_Alchem) || (Class == Job_Creator))
|
||||
else if((Class == Job_Alchemist) || (Class == Job_Creator))
|
||||
{
|
||||
mes "[Guildsman]";
|
||||
mes "Hey, " + strcharinfo(0) + "?";
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@ -1015,7 +1015,7 @@ alberta,129,59,3 script Guildsman 49,3,3,{
|
||||
mes "inside Morroc. Good luck~";
|
||||
close;
|
||||
}
|
||||
else if((Class == Job_Alchem) || (Class == Job_Creator))
|
||||
else if((Class == Job_Alchemist) || (Class == Job_Creator))
|
||||
{
|
||||
mes "[Guildsman]";
|
||||
mes "Ah, I almost forgot to";
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@ -1067,7 +1067,7 @@ alberta,129,59,3 script Guildsman 49,3,3,{
|
||||
mes "influences behind all of this... ";
|
||||
close;
|
||||
}
|
||||
else if((Class == Job_Alchem) || (Class == Job_Creator))
|
||||
else if((Class == Job_Alchemist) || (Class == Job_Creator))
|
||||
{
|
||||
mes "[Guildsman]";
|
||||
mes "I'm glad to hear that";
|
||||
@ -1110,7 +1110,7 @@ alberta,129,59,3 script Guildsman 49,3,3,{
|
||||
mes "may happen soon, you know?";
|
||||
close;
|
||||
}
|
||||
else if((Class == Job_Alchem) || (Class == Job_Creator))
|
||||
else if((Class == Job_Alchemist) || (Class == Job_Creator))
|
||||
{
|
||||
mes "[Guildsman]";
|
||||
mes "Ah, it's a nice day...";
|
||||
@ -1259,7 +1259,7 @@ OnTouch:
|
||||
getitem 7416,1;
|
||||
close;
|
||||
}
|
||||
else if((Class == Job_Alchem) || (Class == Job_Creator))
|
||||
else if((Class == Job_Alchemist) || (Class == Job_Creator))
|
||||
{
|
||||
mes "[Guildsman]";
|
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mes "Hey, " + strcharinfo(0) + "?";
|
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|
@ -31,8 +31,8 @@
|
||||
// ALCHEMIST - ELEMENTAL POTION CREATION
|
||||
//============================================================
|
||||
yuno_in04,33,108,6 script Pisruik Quv 883,{
|
||||
if (Class == Job_Alchem || Class == Job_Creator) {
|
||||
if (JobLevel < 40 && Class == Job_Alchem) {
|
||||
if (Class == Job_Alchemist || Class == Job_Creator) {
|
||||
if (JobLevel < 40 && Class == Job_Alchemist) {
|
||||
mes "[Pisruik]";
|
||||
mes "Achoo!";
|
||||
mes "Sigh";
|
||||
@ -964,7 +964,7 @@ lhz_in01,224,140,8 script Kellasus 57,{
|
||||
mes "[Kellasus]";
|
||||
mes "I already taught you";
|
||||
mes "skills of the homunculus...";
|
||||
if(getskilllv(238) == 0 && BaseJob == Job_Alchem) skill 238,1,0;
|
||||
if(getskilllv(238) == 0 && BaseJob == Job_Alchemist) skill 238,1,0;
|
||||
close;
|
||||
}
|
||||
switch(bioeth){
|
||||
@ -1061,7 +1061,7 @@ lhz_in01,224,140,8 script Kellasus 57,{
|
||||
mes "He wants me to get back? Okay, well...";
|
||||
mes "I guess you've deserved it.";
|
||||
mes "Here you are, secrets of homunculus are yours now~";
|
||||
if(BaseJob == Job_Alchem) skill 238,1,0;
|
||||
if(BaseJob == Job_Alchemist) skill 238,1,0;
|
||||
set MISC_QUEST,MISC_QUEST|64;
|
||||
set bioeth,0;
|
||||
close;
|
||||
@ -1105,7 +1105,7 @@ lhz_in01,224,140,8 script Kellasus 57,{
|
||||
mes "meant to be known and what";
|
||||
mes "secrets were never intended";
|
||||
mes "for mankind to understand?";
|
||||
if(BaseJob == Job_Alchem) set @keltalk,1;
|
||||
if(BaseJob == Job_Alchemist) set @keltalk,1;
|
||||
close;
|
||||
break;
|
||||
}
|
||||
|
@ -42,16 +42,16 @@ npc: npc/jobs/2-2/crusader.txt
|
||||
npc: npc/jobs/2-2/monk.txt
|
||||
npc: npc/jobs/2-2/dancer.txt
|
||||
npc: npc/jobs/2-2/bard.txt
|
||||
// -- Trancended Quest (2-x -> High Novice)
|
||||
// -- Transcended Quest (2-x -> High Novice)
|
||||
npc: npc/jobs/valkyrie.txt
|
||||
// -- Trancended (2-1a)
|
||||
// -- Transcended (2-1a)
|
||||
npc: npc/jobs/2-1a/AssassinCross.txt
|
||||
npc: npc/jobs/2-1a/LordKnight.txt
|
||||
npc: npc/jobs/2-1a/HighPriest.txt
|
||||
npc: npc/jobs/2-1a/HighWizard.txt
|
||||
npc: npc/jobs/2-1a/WhiteSmith.txt
|
||||
npc: npc/jobs/2-1a/Sniper.txt
|
||||
// -- Trancended (2-2a)
|
||||
// -- Transcended (2-2a)
|
||||
npc: npc/jobs/2-2a/Champion.txt
|
||||
npc: npc/jobs/2-2a/Clown.txt
|
||||
npc: npc/jobs/2-2a/Creator.txt
|
||||
|
Loading…
x
Reference in New Issue
Block a user