* Added "Cat Gamers" to Malangdo quests. This marks the completion of the Malangdo episode.

* Implemented Port Malaya Kafras, guides, sailors, and Eden teleporter.
* Edited documentation for 'sc_start' and 'addmonsterdrop'/'delmonsterdrop' commands. (follow-up r17326, r17237)
* Updated atcommand documentation and help file.
* Minor organizing of script locations.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17328 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
euphyy 2013-05-15 05:16:19 +00:00
parent f67f82c472
commit af8ef75a53
24 changed files with 4772 additions and 568 deletions

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@ -1,8 +1,6 @@
// This is help file that contains help messages for atcommands/charcommands.
// Format:
// <command>: "<help message>"
// This file uses libconfig syntax.
help: "Params: <command>\n" "Shows help for specified command."
@ -37,7 +35,7 @@ whomap: "@whomap/@whomap2/@whomap3 [map] - like @who/@who2/@who3 but only for sp
whogm: "Params: [match_text] - Like @who+@who2+who3, but only for GM."
guildspy: "Params: <guild name|id> - You will receive all messages of the guild channel (Chat logging must be enabled)"
partyspy: "@partyspy <party name|id> - You will receive all messages of the party channel (Chat logging must be enabled)"
mapinfo: "Params: [<0-3> [map]] - Give information about a map (general info +: 0: no more, 1: players, 2: NPC, 3: shops/chat)."
mapinfo: "Params: [<0-3> [map]] - Give information about a map (general info +: 0: no more, 1: players, 2: NPC, 3: chatrooms)."
go: "Params: <city name|number>\n" "Warps you to a city.\n"
" -3: (Memo point 2) 14: louyang 31: mora\n"
" -2: (Memo point 1) 15: start point 32: dewata\n"
@ -58,7 +56,8 @@ go: "Params: <city name|number>\n" "Warps you to a city.\n"
" 13: niflheim 30: el dicastes\n"
jumpto: "Params: <char name>\n" "Warps you to selected character."
follow: "Params: <char name>\n" "Follow a player."
mount: "Give/remove you a peco (Class is required, but not skill)"
mount: "Give/remove a job-based mount (class is required, but not the skill)."
mount2: "Give/remove a cash mount."
disguise: "Params: <monster name|ID>\n" "Change your appearence to other players to a mob."
undisguise: "Restore your normal appearance."
disguiseguild: "Disguises all online characters of a guild."
@ -205,7 +204,7 @@ vit: "Params: <amount>\n" "Raises VIT by given amount."
int: "Params: <amount>\n" "Raises INT by given amount."
luk: "Params: <amount>\n" "Raises LUK by given amount."
allstats: "Params: <value>\n" "Adds value in all stats (maximum if no value)."
addwarp: "Params: <map name> <x coord> <y coord>\n"
addwarp: "Params: <map name> <x coord> <y coord> <NPC name>\n"
killmonster2: "Kills all monsters of your map (without drops)."
monster: "Params: <monster name|ID> [<number to spawn> [<desired_monster_name> [<x coord> [<y coord>]]]]\n"
"@monster2 <desired_monster_name> <monster name|ID> [<number to spawn> [<x coord> [<y coord>]]]\n"
@ -261,7 +260,7 @@ hatch: "Create a pet from your inventory eggs list."
makeegg: "Params: <pet_id>\n" "Gives pet egg for monster number in pet DB"
kick: "Params: <char name>\n" "Kicks specified character off the server"
unjail: "Params: <char name>\n" "Discharges specified character/prisoner"
kill: "Params: <char name>\n" "Kills player."
kill: "Kills player."
recall: "Params: <char name>\n" "Warps target character to you."
raise: "Params: <char name>\n" "Revives target character."
block: "Params: <char name>\n" "Permanently blocks an account."
@ -278,8 +277,8 @@ doommap: "Kills all non GM characters on the map."
raisemap: "Resurrects all characters on the map."
night: "Enables night mode on all maps, all characters are affected."
day: "Disables night mode and restores regular lighting, all characters are affected."
skillon: "turn skills on for a map"
skilloff: "turn skills on for a map"
skillon: "Turn skills on for a map."
skilloff: "Turn skills off for a map."
snow: "Makes all maps to have the snow weather effect."
clouds: "Makes all maps to have the cloudy weather effect."
clouds2: "Makes all maps to have another cloudy weather effect."
@ -287,23 +286,35 @@ fog: "Makes all maps to have the fog weather effect."
fireworks: "Makes all maps to have the fireworks weather effect."
sakura: "Makes all maps to have the sakura weather effect."
leaves: "Makes all maps to have the leaves weather effect."
shownpc: "Params: <NPC name>\n" "Enable a NPC"
hidenpc: "Params: <NPC name>\n" "Disable a NPC"
shownpc: "Params: <NPC name>\n" "Enable a NPC."
hidenpc: "Params: <NPC name>\n" "Disable a NPC."
npcmove: "Params: <x coord> <y coord> <NPC name>\n" "Move a NPC."
loadnpc: "Params: <path to script>\n" "Load the specified script file path."
unloadnpc: "Params: <NPC name>\n" "Unload the specified NPC according to name."
adjgroup: "Params: <level> <char name> - Do a temporary adjustment of the GM level of a player"
unloadnpcfile: "Params: <path>\n" "Unload the specified script file path."
adjgroup: "Params: <level> <char name>\n" "Do a temporary adjustment of the group level of a player."
addperm: "Params: <permission_name>\n" "Temporarily add a permission to a player."
rmvperm: "Params: <permission_name>\n" "Temporarily remove a permission from a player."
kickall: "Kick all characters off the server"
mapexit: "Kick all players and shut down map-server."
gat: "For debugging (you inspect around gat)"
send: "Params: <Hex Number> [<value>]\n" "For debugging (packet variety)"
nuke: "Params: <char name>\n" "Blow somebody up, including those surrounding them."
reloadatcommand: "Reload atcommand settings."
reloadbattleconf: "Reload battle settings."
reloaditemdb: "Reload item database."
reloadmobdb: "Reload monster database."
reloadmotd: "Reload Message of the Day."
reloadmsgconf: "Reload message configuration."
reloadpacketdb: "Reload packet database."
reloadpcdb: "Reload player settings."
reloadquestdb: "Reload quest database."
reloadskilldb: "Reload skills definition database."
reloadscript: "Reload all scripts."
gat: "For debugging (you inspect around gat)"
send: "For debugging (packet variety)"
nuke: "Params: <char name>\n" "Blow somebody up, including those surrounding them."
reload: "Params: <db type>\n" "Reloads a database.\n"
reloadskilldb: "Reload skills definition database."
reloadstatusdb: "Reload status settings."
reload: "Params: <type>\n" "Reload a database or configuration file.\n"
" itemdb mobdb skilldb\n"
" atcommand battleconf statusdb\n"
" pcdb motd script\n"
" questdb msgconf packetdb\n"
langtype: "Params: <lanauage>\n" "Changes your language setting."

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@ -3,7 +3,7 @@
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
//= 20130504
//= 20130515
//===== Description: =========================================
//= List of available atcommands and their functions.
//============================================================
@ -106,9 +106,21 @@ Toggles Kill Steal Protection.
---------------------------------------
@font <0-9>
@font <type 0-9>
Sets client font (0 is the default).
Sets the client font.
Available types:
-- 0: Default
-- 1: RixLoveangel
-- 2: RixSquirrel
-- 3: NHCgogo
-- 4: RixDiary
-- 5: RixMiniHeart
-- 6: RixFreshman
-- 7: RixKid
-- 8: RixMagic
-- 9: RixJJangu
---------------------------------------
@ -247,9 +259,15 @@ Value: <type=B(default),W,L><number> or S<length>"<string>"
---------------------------------------
@mapinfo
@mapinfo {<type 0-3> {<map>}}
Displays information about the current map.
Displays information about the current map or the one specified.
Available types:
-- 0: General information and mapflags (always shown).
-- 1: Players.
-- 2: NPCs.
-- 3: Chatrooms.
Output Example:
------ Map Info ------
@ -454,31 +472,34 @@ Displays inventory contents of the attached player.
---------------------------------------
@who
@who2
@who3
@who {<filter>}
@who2 {<filter>}
@who3 {<filter>}
Returns a list of online characters.
If a filter is given, the list will be restricted to names containing the filter string.
@who will also return character positions.
@who2 will also return job classes.
@who3 will also return parties/guilds.
---------------------------------------
@whomap
@whomap2
@whomap3
@whomap {<map>}
@whomap2 {<map>}
@whomap3 {<map>}
Returns a list of online characters in a specific map.
If a map is given, the list will be restricted to characters on the specified map.
@whomap will also return character positions.
@whomap2 will also return job classes.
@whomap3 will also return parties/guilds.
---------------------------------------
@whogm
@whogm {<filter>}
Returns a list of GMs online.
If a filter is given, the list will be restricted to names containing the filter string.
For those who are higher GM level than yourself, only name is shown.
For the rest, the command acts as a combination of @who+@who2+@who3.
@ -698,7 +719,7 @@ Sets your save point as your current map coordinates.
---------------------------------------
@memo {<0-2>}
@memo {<position 0-2>}
Saves a warp point for the "Warp Portal" skill.
If a number is not specified, the command will output all currently saved locations.
@ -917,9 +938,10 @@ Some options can be found in '/conf/battle/misc.conf'.
---------------------------------------
@heal
@heal {<hp> {<sp>}}
Fully heals HP and SP.
Heals the specified amount of HP and SP.
If no paramters are given, the character will be fully healed.
---------------------------------------
@ -1117,35 +1139,37 @@ This will also send a packet to clients causing them to close.
---------------------------------------
@reloaditemdb
@reloadmobdb
@reloadskilldb
@reloadquestdb
@reloadscript
Reloads the specified database.
-itemdb: Item Database
-mobdb: Monster Database
-skilldb: Skill Database
-questdb: Quest Database
-script: NPC Scripts
---------------------------------------
@reload <type>
@reloadatcommand
@reloadbattleconf
@reloadmsgconf
@reloadstatusdb
@reloadpcdb
@reloaditemdb
@reloadmobdb
@reloadmotd
@reloadmsgconf
@reloadpacketdb
@reloadpcdb
@reloadquestdb
@reloadscript
@reloadskilldb
@reloadstatusdb
Reloads the specified configuration file.
-atcommand: Atcommand Settings
-battleconf: Battle Settings (may require relog)
-msgconf: Message Configuration
-statusdb: Status Settings
-pcdb: Player Settings
-motd: Message of the Day
Reloads a database or configuration file.
Databases:
-- itemdb: Item Database
-- mobdb: Monster Database
-- packetdb: Packet Database
-- questdb: Quest Database
-- script: NPC Scripts
-- skilldb: Skill Database
Configuration files:
-- atcommand: Atcommand Settings
-- battleconf: Battle Settings (may require relog)
-- motd: Message of the Day
-- msgconf: Message Configuration
-- pcdb: Player Settings
-- statusdb: Status Settings
---------------------------------------

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@ -4846,60 +4846,59 @@ Used in reset NPC's (duh!)
---------------------------------------
*sc_start <effect type>,<ticks>,<value 1>{,<rate>,<flag>,<GID>};
*sc_start2 <effect type>,<ticks>,<value 1>,<value 2>{,<rate>,<flag>,<GID>};
*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<rate>,<flag>,<GID>};
*sc_start <effect type>,<ticks>,<value 1>{,<rate>,<flag>{,<GID>}};
*sc_start2 <effect type>,<ticks>,<value 1>,<value 2>{,<rate>,<flag>{,<GID>}};
*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<rate>,<flag>{,<GID>}};
*sc_end <effect type>{,<GID>};
These commands give a character a status effect. Optionally, <rate> and <flag> can be defined.
These commands will bestow a status effect on a character.
<effect type> is which status change to invoke. This can be a number or SC name.
A list of these are in the file 'db/const.txt' with the 'SC_' prefix.
The <effect type> determines which status is invoked. This can be either a number
or constant, with the common statuses (mostly negative) found in 'db/const.txt'
with the 'SC_' prefix. A full list is located in 'src/map/status.h', though
they are not currently documented.
A number of <ticks> refers to how long the status change should last. (1000 = 1 sec)
<value 1> is used on certain status changes, generally modifying player stats by
the given value or a percentage.
The duration of the status is given in <ticks>, or milleseconds.
Optional value <rate> is on a scale of 0-10000, with 0 being no chance to invoke
the status change, and 10000 being 100% chance. NPCs given a <rate> without
defining a flag will ignore the value. However, items can be given a rate
and don't require a flag to be given for the rate to be ignored.
Certain status changes take an additional parameter <value 1>, which typically
modifies player stats by the given number or percentage. This differs for each
status, and is sometimes zero.
Optional value <flag> allows the setting of how the status change start should
be handled. These can be added together like a configuration parameter.
<flag>: *Default 2*
1: Cannot be avoided (it has to start)
2: Tick should not be reduced (by vit, luk, lv, etc)
4: sc_data loaded, no value has to be altered.
8: rate should not be reduced
Optional value <rate> is the chance that the status will be invoked (100 = 1%).
This is used primarily in item scripts. When used in an NPC script, a flag MUST
be defined for the rate to work.
<GID> will cause the status effect to appear on a specified character, instead of the
one attached to the running script. This can only be defined after setting <rate> and <flag>.
Optional value <flag> is how the status change start will be handled (a bitmask).
1: Status change cannot be avoided.
2: Tick cannot be reduced by stats (default).
4: sc_data loaded, so no value will be altered.
8: Rate cannot be reduced.
Using sc_start2 or sc_start4, extra arguments are able to be given when an
effect can take them. Extra argument's meaning differs depending on the effect type, for
most effects caused by a player skill the extra argument means the level of the skill
that would have been used to create that effect, for others it might have no meaning
whatsoever.
If a <GID> is given, the status change will be invoked on the specified character
instead of the one attached to the script. This can only be defined after setting
a rate and flag.
'sc_start2' and 'sc_start4' allow extra parameters to be passed, and are used only
for effects that require them. The meaning of the extra values vary depending on the
effect type.
'sc_end' will remove a specified status effect. If SC_ALL (-1) is given, it will
perform a complete removal of all statuses (although permanent ones will re-apply).
Examples:
// This would poison them for 10 min at 50% chance
sc_start SC_Poison,600000,0,5000;
// This will poison the invoking character for 10 minutes at 50% chance.
sc_start SC_POISON,600000,0,5000;
// This will bless someone with Bless 10
// This will bestow the effect of Level 10 Blessing.
sc_start 10,240000,10;
// elemental armor defense takes the following four values
// Elemental armor defense takes the following four values:
// val1 is the first element, val2 is the resistance to the element val1.
// val3 is the second element, val4 is the resistance to said element.
// val3 is the second element, val4 is the resistance to the element val3.
sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15;
'sc_end' will remove a specified status effect. If SC_All is used (-1), it will
do a complete removal of all statuses (although permanent ones will re-apply).
You can see the full list of status effects caused by skills in
'src/map/status.h' - they are currently not fully documented, but most of that
should be rather obvious.
// This will end the Freezing status for the invoking character.
sc_end SC_FREEZE;
---------------------------------------
@ -5417,7 +5416,7 @@ returned value is zero.
---------------------------------------
*summon "Monster name",<monster id>{,<Time Out>{,"event label"}};
*summon "monster name",<monster id>{,<Time Out>{,"event label"}};
This command will summon a monster. (see also 'monster') Unlike monsters spawned
with other commands, this one will set up the monster to fight to protect the
@ -5439,25 +5438,24 @@ summon "--ja--",-1;
---------------------------------------
*addmonsterdrop <monster id/name>,<item id>,<rate>;
*delmonsterdrop <monster id/name>,<item id>;
*addmonsterdrop <monster id>,<item id>,<rate>;
*addmonsterdrop "<monster name>",<item id>,<rate>;
*delmonsterdrop <monster id>,<item id>;
*delmonsterdrop "<monster name>",<item id>;
These commands will allow adding and deleting monster drops temporarily.
They will accept monster name or ID. Returns 1 on successful drop addition/deletion.
These commands will temporarily add or delete a monster drop, which will be reset
when the mob database reloads or the server shuts down. They return 1 upon success.
When <item_id> specified is already on in the monster drop list, that item drop rate
will be updated with the given <rate>.
If the monster already drops the specified item, its drop rate will be updated with
the given rate (100 = 1%).
Examples:
//Adds Honey at an 80% drop rate to mob Owl Baron
// Makes Owl Baron drop Honey at an 80% rate.
addmonsterdrop 1295,518,8000;
//Deletes Executioner's Mitten from mob Rybio
// Deletes Executioner's Mitten from Rybio.
delmonsterdrop 1201,7017;
Any item added or deleted from a monster with these commands will be reset when
the mobdb is reloaded or server is shut down.
---------------------------------------
*disablenpc "<NPC object name>";

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@ -16,7 +16,7 @@
//============================================================
// Amatsu Transportation
//=====================================================
//============================================================
- script ::Sea_Captain_amatsu -1,{
mes "[Walter Moers]";
mes "Hey, there.";
@ -151,7 +151,7 @@ amatsu,194,79,5 script Sea Captain#ama2 709,{
}
// Generic Amatsu NPCs
//=====================================================
//============================================================
amatsu,230,160,3 script Well-side Maiden#ama 757,{
mes "[Yuuko]";
mes "I usually come to this well to";
@ -339,7 +339,7 @@ amatsu,287,266,3 script Jyaburo#ama 766,{
}
// Legendary Tree
//=====================================================
//============================================================
amatsu,269,221,1 script Propose Girl#ama 758,{
set jap_tree,1;
mes "[Hutari Shioko]";

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@ -16,8 +16,8 @@
//= 1.9 Updated Renewal warp coordinates.
//============================================================
// Ayothaya Transportation NPC
//============================================================
// Ayothaya Transportation
//============================================================
- script ::Aibakthing_ayothaya -1,{
mes "[Aibakthing]";
mes "Hoo! Hah! Hoo! Hah!";
@ -106,7 +106,7 @@ ayothaya,152,68,1 script Aibakthing#ayo2 843,{
}
// Generic Ayothaya NPCs
//============================================================
//============================================================
ayothaya,189,120,3 script Young Man#Thang 843,{
mes "[Thang]";
mes "There's an ancient,";

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@ -16,7 +16,7 @@
//============================================================
// Kunlun Transportation
//============================================================
//============================================================
- script ::Kunlun_Envoy_gonryun -1,{
mes "[Wa Bai Hu]";
mes "Good day~";
@ -189,7 +189,7 @@ gonryun,153,64,7 script Kunlun Envoy#gon4 776,{
}
// Generic Kunlun NPCs
//============================================================
//============================================================
gonryun,200,82,3 script Jian Chung Xun#gon 774,{
mes "[Jian Chung Xun]";
mes "I simply adore festivals.";

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@ -38,7 +38,7 @@
//= 3.7 Added Izlude RE coordinates. [Euphy]
//============================================================
// Jawaii
// Jawaii Transportation
//============================================================
jawaii,239,112,7 script Mariner#toizu 100,{
mes "[Mariner]";
@ -107,6 +107,8 @@ jawaii,122,263,5 script Mariner#toalbe 100,{
close;
}
// Generic Jawaii NPCs
//============================================================
jawaii,188,218,7 script Tavern Lady#Jawaii 80,{
mes "[Lady]";
mes "Oh, dear!";

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@ -19,7 +19,7 @@
//= 3.0 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
// Louyang Transportaion
// Louyang Transportation
//============================================================
- script ::Girl_louyang -1,{
mes "[Girl]";

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@ -15,7 +15,7 @@
//============================================================
// Moscovia Transportation
//============================================================
//============================================================
- script ::PR_Officer_moscovia -1,{
mes "[Moscovia P.R. Officer]";
mes "Moscovia! Do you know Moscovia?";
@ -117,7 +117,7 @@ moscovia,166,53,4 script Moscovia P.R. Officer#2 960,{
}
// Generic Moscovia NPCs
//============================================================
//============================================================
moscovia,253,166,4 script Soldier#mosk1 966,{
mes "[Soldier]";
mes "Our dear Csar Alexsay III is in the palace.";
@ -127,7 +127,7 @@ moscovia,253,166,4 script Soldier#mosk1 966,{
}
// Moscovia Palace
//============================================================
//============================================================
- script Soldier#mosk::MoscSoldier 966,{
mes "[Soldier]";
mes "Please be silent or the Csar will be angry.";

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@ -387,7 +387,7 @@ function script F_KafInfo {
// Uncomment next line to block Kafra Storage Protection
// set .@block, 1;
setarray .@m$, "Check Special Reserve Points.","Storage Password Service","Kafra Employee Locations","Cancel";
if (getarg(0) == 2) deletearray .@m$[1],2; // Rune Knight
if (getarg(0) == 2) deletearray .@m$[1],2; // Port Malaya, Rune Knight
else if (.@block) deletearray .@m$[1],1;
while (1) {
set .@j, select(implode(.@m$,":")) - 1;

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@ -16,6 +16,8 @@
//= 1.3 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
// Brasilis Transportation
//============================================================
/* Pre-Renewal coordinates: alberta,247,115,3 */
alberta,246,82,3 script Crewman#bra2 100,{
mes "[Crewman]";
@ -69,6 +71,8 @@ brasilis,316,57,3 script Crewman#bra1 100,{
}
}
// Generic Brasilis NPCs
//============================================================
brasilis,155,165,3 script Signpost#bra1 858,{
mes ":: Art Museum ::";
close;

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@ -15,6 +15,61 @@
//= 1.3 Updated to match the official script. [Lemongrass/Euphy]
//============================================================
// Dewata Transportation
//============================================================
alberta,212,202,4 script Dewata Sailor#alberta 536,{
mes "[Dewata Sailor]";
mes "Do you want to visit ^8B4513Dewata Island^000000?";
mes "With it's dazzling waves and charming views it's a great place to relax.";
mes "The transit fee is 10,000 Zeny.";
next;
switch(select("Yes!:No.")) {
case 1:
if (Zeny >= 10000) {
mes "[Dewata Sailor]";
mes "^8B4513Dewata^000000 is a beautiful and peaceful island country.";
mes "Have a nice trip~";
close2;
set Zeny, Zeny - 10000;
warp "dewata",232,53;
end;
} else {
mes "[Dewata Sailor]";
mes "You don't have the dough, kid.";
mes "Come back when you have a bigger wallet.";
close;
}
case 2:
mes "[Dewata Sailor]";
mes "Let me know";
mes "when you're ready to travel~";
close;
}
}
dewata,229,49,6 script Alberta Sailor#dewata 536,{
mes "[Alberta Sailor]";
mes "Do you want to go back to Alberta?";
next;
switch(select("Yes.:No.")) {
case 1:
mes "[Alberta Sailor]";
mes "I hope you had a lot of fun on";
mes "your trip to ^8B4513Dewata^000000 Island.";
mes "Please come again!";
close2;
warp "alberta",210,198;
end;
case 2:
mes "[Alberta Sailor]";
mes "Have some more fun before you go.";
mes "^8B4513Dewata^000000 Island still has more to offer.";
close;
}
}
// Generic Dewata NPCs
//============================================================
dewata,221,237,5 script Young Man#dew-1 536,{
mes "[Fruit Fancier]";
mes "What's wrong with your faaaaaace? You must really be clueless!";

View File

@ -13,11 +13,10 @@
//= 1.1 Added entrance scripts.
//= 1.2 Moved "Odgnalam" coordinates.
//= 1.3 Fixed dialogues.
//= 1.4 Added "Investment Cat Helper" and "Storekeeper" NPCs.
//= Dialogue edits, source iRO.
//= 1.4 Dialogue edits, source iRO.
//============================================================
// Transportation :: malangdo_go
// Malangdo Transportation :: malangdo_go
//============================================================
- script Dolangmal -1,{
if (checkquest(5091) == -1) {
@ -164,19 +163,19 @@ izlude,182,218,4 script Odgnalam#Izlude 554,{
next;
if(select("Let him sleep:Talk to him") == 1) close;
mes "[Odgnalam]";
mes "Meow? Uh?";
mes "Meow? Huh?";
next;
if (ep13_yong1 == 0) {
set .@price,1000;
set .@s1$,"Huh!! You are such an annoying person. Let me send you to the heaven of the cat, ^A2314BMalangdo^000000 with ^0000FF1000 Zeny^000000.";
set .@s1$,"Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000.";
set .@s2$,"Money? Where is the money? You can't go anywhere without the money. Shame on you.";
} else if (ep13_yong1 < 60) {
set .@price,999;
set .@s1$,"You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to the heaven of the cat, ^A2314BMalangdo^000000, because you have relationship with fleet.";
set .@s1$,"You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to ^A2314BMalangdo^000000, because you have relationship with fleet.";
set .@s2$,"Where is the money? You don't have a sense of honor.";
} else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
set .@price,500;
set .@s1$,"You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to the heaven of the cat, ^A2314BMalangdo^000000.";
set .@s1$,"You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000.";
set .@s2$,"You don't have any money for paying 50% discount price? I can't believe it.";
} else {
mes "[Odgnalam]";
@ -279,7 +278,7 @@ malangdo,219,86,4 script Kong#malang 545,{
close;
}
// Town NPCs :: malang_tre
// Generic Malangdo NPCs :: malang_tre
//============================================================
malangdo,147,117,3 script Innkeeper#malang 554,{
mes "You see a lazy cat standing on a chair.";
@ -428,336 +427,3 @@ malangdo,164,203,3 script Cat Trainer#mal2 853,{
mes "I can be a king in Malangdo~ ohhh~!";
close;
}
// Utility NPCs :: cat_merchant
//============================================================
mal_in02,134,31,5 script Investment Cat Helper 505,{
if (MaxWeight - Weight < 100 || checkweight(1201,1) == 0) {
mes "[Investment Cat Helper]";
mes "You have a heavy load. Maybe you're a peddler? No peddlers in this area.";
close;
}
if (ep13_yong1 < 10) {
mes "[Investment Cat Helper]";
mes "Ohh!";
mes "You've come here to ask about investing?";
mes "You've come to the right place.";
next;
mes "[Investment Cat Helper]";
mes "I am here to invest in the Cat Paw Merchant Association.";
mes "Err-- I mean I'm here to help honest people like you.";
mes "Hehehe~";
next;
mes "[Investment Cat Helper]";
mes "I can't remember everything because I've been here talking to you humans.";
mes "But I want to know first... Hold on.";
next;
mes "smell... smell...";
next;
mes "[Investment Cat Helper]";
mes "Ah?!";
mes "You don't know much about the Cat Paw Merchant Association, do you?";
mes "Hmm, you do not really smell like a cat.";
next;
mes "[Investment Cat Helper]";
mes "Good!!";
mes "You made the right decision to be here to invest in the Cat Paw Merchant Association~";
next;
mes "[Investment Cat Helper]";
mes "First, you need to have ten pieces of Malangdo cans if you want to open an account.";
next;
while(1) {
switch(select("Open an account:Ask about benefits:Cancel")) {
case 1:
if (countitem(12636) < 10) {
mes "[Investment Cat Helper]";
mes "Hmm!";
mes "I'd love to give you account for";
mes "free but as you know, this is for";
mes "advertising investers of the trader group, sorry.";
close;
}
delitem 12636,10; //Malang_Sp_Can
set ep13_yong1,10;
mes "[Investment Cat Helper]";
mes "Good!";
mes "Write down here~ and";
mes "print your palm there,";
mes "ah!~ what's your name?";
next;
mes "[Investment Cat Helper]";
mes strcharinfo(0)+" you are~";
next;
mes "[Investment Cat Helper]";
mes "Name: "+strcharinfo(0);
mes "Number of accounts: 10";
mes "OK! Registered!";
next;
mes "[Investment Cat Helper]";
mes "You have an account now.";
mes "Will get an investment of a certain nunber of cans next time.";
next;
mes "[Investment Cat Helper]";
mes "I wish to get lots of investments";
mes "so you can have many services as well.";
mes "And, I also hope that we, the Cat Paw Merchant Association, will make much money.";
next;
mes "[Investment Cat Helper]";
mes "See you next investment~";
close;
case 2:
mes "[Investment Cat Helper]";
mes "You want to know the benefits of investing?";
mes "Actually, we are a small group of cats and we don't think like humans.";
next;
mes "[Investment Cat Helper]";
mes "There are lots of benefits based on how much you've invested in our services.";
mes "These include more warps, extra storage locations and price reductions of goods and services.";
next;
mes "[Investment Cat Helper]";
mes "I promise that if our trade is growing you will benefit from it as well.";
next;
break;
case 3:
mes "[Investment Cat Helper]";
mes "Ahh~ You're just going to leave?";
mes "T_T~ Please open an account.";
close;
}
}
} else if (ep13_yong1 < 20000) {
mes "[Investment Cat Helper]";
mes "I can't remember everyone since I meet so many people...";
mes "But I want to check first... Hold on.";
mes "Excuse me!";
next;
mes "smell... smell...";
next;
if (ep13_yong1 < 10000) {
set .@cans,10;
mes "[Investment Cat Helper]";
mes "This is a familiar smell!!";
mes "If it's so...!!";
next;
mes "[Investment Cat Helper]";
mes "You are here to invest!!";
mes "Good!~~ Good to see you~";
next;
mes "[Investment Cat Helper]";
mes "From your smell~ you are below 10,000 accounts.";
mes "Until then, you can get an account by investing ten cans.";
} else {
set .@cans,20;
mes "[Investment Cat Helper]";
mes "Such a stong smell!!";
mes "Then it must be!!";
next;
mes "[Investment Cat Helper]";
mes "A VIP invester!!!!!!";
mes "You're here to invest? Welcome!";
next;
mes "[Investment Cat Helper]";
mes "A VIP invester with over 10,000 accounts";
mes "can get another account with 20 cans.";
mes "A good investment!";
}
next;
mes "[Investment Cat Helper]";
mes "What will you do?";
next;
switch(select("Invest:Check the number of accounts:Cancel")) {
case 1:
mes "[Investment Cat Helper]";
mes "Ohh~ thank you for investing~";
mes "You can get a maximum of 10 accounts at one time.";
mes "Isn't it lovely?";
mes "How many will you invest in? Enter 0 to cancel.";
next;
input .@input;
if (.@input == 0) {
mes "[Investment Cat Helper]";
mes "Please invest next time~";
close;
} else if (.@input > 10) {
mes "[Investment Cat Helper]";
mes "You can get a maximum of 10 accounts~";
close;
}
set .@required, .@input*.@cans;
mes "[Investment Cat Helper]";
mes "Total " + .@input + " accounts, right?";
mes "The number of cans you need is "+.@required+" pieces.";
mes "Do you want to go through with this?";
next;
if(select("Yes:No") == 2) {
mes "[Investment Cat Helper]";
mes "Oh? Is that wrong? Weird.";
mes "Please check again~";
close;
}
if (countitem(12636) < .@required) {
mes "[Investment Cat Helper]";
mes "Ahhh!";
mes "You don't have enough cans.";
mes "I'm a busy cat, you know.";
close;
}
if (ep13_yong1 < 10000) {
delitem 12636,.@required; //Malang_Sp_Can
set ep13_yong1, ep13_yong1+.@input;
mes "[Investment Cat Helper]";
mes .@input+" accounts were invested in.";
mes "Thank you for your help~";
next;
mes "[Investment Cat Helper]";
mes "Once we get more investments of cans,";
mes "our trader group will grow even more.";
mes "And you can get services as well~";
mes "A win-win strategy?";
close;
} else {
if (.@input + ep13_yong1 > 20000) {
delitem 12636,.@required; //Malang_Sp_Can
set ep13_yong1,20000;
mes "[Investment Cat Helper]";
mes "You can have 20,000 accounts max";
mes "according to the trader policy...";
mes strcharinfo(0)+"'s accounts increase to 20,000.";
mes "Thank you so much for your investment~";
next;
mes "[Investment Cat Helper]";
mes "Now, "+strcharinfo(0)+", you can't invest further";
mes "but you can still donate some of your cans to the trader group.";
mes "Thank you so much~";
close;
} else {
delitem 12636,.@required; //Malang_Sp_Can
set ep13_yong1, ep13_yong1+.@input;
mes "[Investment Cat Helper]";
mes .@input+" accounts have been invested in.";
mes "Thank you for your help~";
next;
mes "[Investment Cat Helper]";
mes "With your big investment in cans,";
mes "this will help us meet our goals earlier.";
mes "Thank you again.";
close;
}
}
case 2:
mes "[Investment Cat Helper]";
mes "You want to check the number of accounts? Hmm, let's see~";
next;
mes "[Investment Cat Helper]";
mes "Name: "+strcharinfo(0);
mes "Number of accounts: "+ep13_yong1;
next;
mes "[Investment Cat Helper]";
if (ep13_yong1 < 10000)
mes "Got it?";
else
mes "You've made many investments. Thank you.";
close;
case 3:
mes "[Investment Cat Helper]";
mes "Please invest next time~";
close;
}
} else if (ep13_yong1 >= 20000) {
mes "[Investment Cat Helper]";
mes strcharinfo(0) + ", welcome~";
mes strcharinfo(0) + "~ I felt something upon your arrival.";
next;
mes "[Investment Cat Helper]";
mes "Want to donate?";
next;
if(select("Donate:No") == 2) {
mes "[Investment Cat Helper]";
mes "Hehe~ then have fun in here~";
close;
}
mes "[Investment Cat Helper]";
mes "Wow, thank you, "+strcharinfo(0)+"~!";
next;
mes "[Investment Cat Helper]";
mes strcharinfo(0)+"~ with your help";
mes "the cans will be distributed to cats";
mes "in the Midgard area with honor~";
next;
mes "[Investment Cat Helper]";
mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
next;
input .@input;
if (.@input < 20 || .@input > 10000) {
mes "[Investment Cat Helper]";
mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
close;
} else if (countitem(12636) < .@input) { // Malang_Sp_Can
mes "[Investment Cat Helper]";
mes "Hmm? You don't have enough cans.";
close;
} else {
delitem 12636,.@input; //Malang_Sp_Can
mes "[Investment Cat Helper]";
mes "Ohh! Thank you~";
next;
mes "[Investment Cat Helper]";
mes "Dear "+strcharinfo(0)+" ~";
mes "I have only Increase AGI";
mes "and Blessing to give you.";
mes "Thank you.";
npcskill "AL_INCAGI",10,0,0;
npcskill "AL_BLESSING",10,0,0;
close;
}
}
}
malangdo,184,139,4 script Storekeeper#mal 560,{
mes "[Storekeeper]";
mes "Hey, looks like you might be looking to unload some of your stuff from your pack.";
mes "Want to open storage? For free?";
next;
mes "[Storekeeper]";
mes "Hahaha~ Just kidding, of course it isn't free.";
mes "What do you take me for?";
next;
if (ep13_yong1 > 999) {
set .@cans,1;
set .@zeny,1500;
set .@i, select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z");
} else {
set .@cans,2;
set .@zeny,3000;
set .@i, select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z");
}
if (getskilllv("NV_BASIC") < 6) {
mes "[Storekeeper]";
mes "Ah, hold on!!";
mes "You need to have ^FF0000Basic Skill level 6^000000 to use the storage service!!";
close;
}
switch(.@i) {
case 1:
if (countitem(12636) < .@cans) {
mes "[Storekeeper]";
mes "You don't have enough cans...";
close;
}
delitem 12636,.@cans; //Malang_Sp_Can
break;
case 2:
if (Zeny < .@zeny) {
mes "[Storekeeper]";
mes "You don't have enough zeny...";
close;
}
set Zeny, Zeny-.@zeny;
break;
}
mes "[Storekeeper]";
mes "Thank you.";
close2;
openstorage;
end;
}

75
npc/re/cities/malaya.txt Normal file
View File

@ -0,0 +1,75 @@
//===== rAthena Script =======================================
//= Port Malaya
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 0.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Port Malaya Town Script
//===== Additional Comments: =================================
//= 0.1 Alberta sailors only. [Euphy]
//============================================================
// Port Malaya Transportation
//============================================================
alberta,237,71,4 script Optamara Crew#alberta 100,{
mes "[Optamara Crew]";
mes "Hey, there!";
mes "It's 10,000 Zeny to go to Port Malaya. Interested?";
next;
switch(select("About Port Malaya.:Go to Port Malaya.:Cancel.")) {
case 1:
mes "[Optamara Crew]";
mes "Port Malaya is a small village you could reach by sailing southwest from Alberta.";
next;
mes "[Optamara Crew]";
mes "I couldn't visit the village because they had some issues there but now it seems all is clear!";
next;
mes "[Optamara Crew]";
mes "I don't know for sure but it was a village that's like a comfortable and cozy park.";
next;
mes "[Optamara Crew]";
mes "I was this close to not coming back to cozy Alberta again.";
next;
mes "[Optamara Crew]";
mes "I'm sure you'll feel the same once you reach Port Malaya.";
close;
case 2:
if (Zeny < 10000) {
mes "[Optamara Crew]";
mes "You don't have enough Zeny.";
close;
}
mes "[Optamara Crew]";
mes "Great!";
mes "Heading for Port Malaya!!";
set Zeny, Zeny-10000;
close2;
warp "malaya",271,55;
end;
case 3:
mes "[Optamara Crew]";
mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together.";
close;
}
}
malaya,276,55,4 script Optamara Crew#malaya 100,{
mes "[Optamara Crew]";
mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta.";
next;
switch(select("Return.:Do not return.")) {
case 1:
mes "[Optamara Crew]";
mes "Great! Let's leave now for Alberta!!";
close2;
warp "alberta",239,68;
end;
case 2:
mes "[Optamara Crew]";
mes "That's okay. Come here if you ever want to go back to Alberta.";
close;
}
}

View File

@ -0,0 +1,81 @@
//===== rAthena Script =======================================
//= Port Malaya Guides
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Guides for the city of Malaya.
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//============================================================
malaya,71,72,4 script Port Malaya Guide#01::GuideMalaya 579,{
mes "[Port Malaya Guide]";
mes "Where cultures and legends come to life!";
mes "At the Breathing Village, ^8B4513Port Malaya^000000, we welcome you.";
mes "I will show you around the village. Please ask me anything you want.";
while(1) {
next;
switch(select("Kafra Employee:Inn & Tavern:Weapon Store:Tool Shop:Hospital:Park:Harbor:Clear the mini map:Cancel")) {
case 1:
callsub L_Mark,"^0000FFKafra Employee";
viewpoint 1,71,79,0,0x0A82FF;
viewpoint 1,234,204,1,0x0A82FF;
break;
case 2:
callsub L_Mark,"^006400Inn & Tavern";
viewpoint 1,193,215,2,0xAAFF00;
break;
case 3:
callsub L_Mark,"^008080Weaponry Store";
viewpoint 1,114,212,3,0x4F543C;
break;
case 4:
callsub L_Mark,"^FF1493Tool Store";
viewpoint 1,297,167,4,0xFF1493;
break;
case 5:
callsub L_Mark,"^8B4513Hospital";
viewpoint 1,50,75,5,0x8B4513;
break;
case 6:
callsub L_Mark,"^8B4513Park";
viewpoint 1,280,371,6,0x8B4513;
break;
case 7:
callsub L_Mark,"^8A2BE2Harbor";
viewpoint 1,276,55,7,0x8A2BE2;
break;
case 8:
mes "[Port Malaya Guide]";
mes "Removing marks.";
mes "What else can I help you with?";
viewpoint 2,1,1,0,0xFFFFFF;
viewpoint 2,1,1,1,0xFFFFFF;
viewpoint 2,1,1,2,0xFFFFFF;
viewpoint 2,1,1,3,0xFFFFFF;
viewpoint 2,1,1,4,0xFFFFFF;
viewpoint 2,1,1,5,0xFFFFFF;
viewpoint 2,1,1,6,0xFFFFFF;
viewpoint 2,1,1,7,0xFFFFFF;
break;
case 9:
mes "[Port Malaya Guide]";
mes "I hope you enjoy your journey.";
close;
}
}
end;
L_Mark:
mes "[Port Malaya Guide]";
mes "The "+getarg(0)+"^000000";
mes "location will be";
mes "marked on your mini-map.";
mes "What else can I help you with?";
return;
}
malaya,250,83,6 duplicate(GuideMalaya) Port Malaya Guide#02 579
malaya,224,204,6 duplicate(GuideMalaya) Port Malaya Guide#03 579

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= Joseph
//===== Current Version: =====================================
//= 1.1
//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@ -20,6 +20,7 @@
//= - L0ne_W0lf, Daegaladh
//= 1.0 Merged and cleaned up Kafras. [Euphy]
//= 1.1 Added Dewata Kafra. [Lemongrass]
//= 1.2 Added Port Malaya Kafras. [Euphy]
//============================================================
// Brasilis
@ -40,7 +41,20 @@ dewata,202,184,6 script Kafra Employee::kaf_dewata 117,{
callfunc "F_KafEnd",0,1,"on Dewata Island";
}
// Izlude
//============================================================
izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee 117
// Port Malaya
//============================================================
malaya,71,79,4 script Kafra Employee::kaf_malaya1 581,{
callfunc "F_Kafra",0,3,2,500,700;
savepoint "malaya",43,57;
callfunc "F_KafEnd",0,1,"in Port Malaya";
}
malaya,234,204,4 script Kafra Employee::kaf_malaya2 581,{
callfunc "F_Kafra",0,3,2,500,700;
savepoint "malaya",280,213;
callfunc "F_KafEnd",0,1,"in Port Malaya";
}

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.6
//= 1.7
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@ -17,10 +17,10 @@
//= 1.4 Updated to match the new Izlude Map. [Masao]
//= 1.5 Added some missing Eden Group Teleport Officers. [Masao]
//= 1.6 Added Izlude RE coordinates. [Euphy]
//= 1.7 Added Malaya teleporter. [Euphy]
//============================================================
moc_para01,27,35,5 script Secretary Lime Evenor 952,{
if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
@ -213,7 +213,6 @@ moc_para01,27,35,5 script Secretary Lime Evenor 952,{
close;
}
}
prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 729
moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 729
geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 729
@ -237,9 +236,9 @@ veins,220,109,4 duplicate(eto) Eden Teleport Officer#20 729
lighthalzen,164,86,4 duplicate(eto) Eden Teleport Officer#21 729
einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#22 729
hugel,93,153,4 duplicate(eto) Eden Teleport Officer#23 729
malaya,238,206,6 duplicate(eto) Eden Teleport Officer#24 729
moc_para01,30,10,0 script #eden_out 45,1,1,{
OnTouch:
switch (nak_warp) {
case 1: warp "prontera",116,72; end;
@ -265,6 +264,7 @@ OnTouch:
case 21: warp "lighthalzen",158,92; end;
case 22: warp "einbroch",245,210; end;
case 23: warp "hugel",95,145; end;
case 24: warp "malaya",234,199; end;
default: warp "prontera",116,72; end;
}
end;

View File

@ -21,7 +21,6 @@
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 469,{
if (countitem(6219) > 0) {
if (para_suv01 == 0) {
mes "[Boya]";
@ -1092,7 +1091,6 @@ moc_para01,25,35,4 script Instructor Boya#para01 469,{
}
moc_fild11,180,253,5 script Talking Dog#para03 972,{
if (para_suv01 == 1) {
mes "[Talking Dog]";
mes "kkkkuuuuahhh.";
@ -1662,7 +1660,6 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
}
anthell01,29,264,5 script Eden Member Cloud#para06 899,{
if (para_suv01 < 17) {
if (countitem(6219) > 0) {
mes "[Cloud]";
@ -2122,7 +2119,6 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
}
iz_dun04,43,46,3 script Eden Member Callandiva 745,{
if (para_suv01 < 33) {
if (countitem(6219) > 0) {
mes "[Callandiva]";
@ -2263,7 +2259,6 @@ iz_dun04,43,46,3 script Eden Member Callandiva 745,{
}
moc_para01,112,96,5 script Administrator Michael 967,{
mes "[Michael]";
mes "Why did you come here?";
next;
@ -3539,7 +3534,6 @@ moc_para01,112,96,5 script Administrator Michael 967,{
}
moc_para01,179,44,3 script Chef 820,{
mes "[Chef]";
mes "What's up?";
mes "Do you want a Meal? Or do you have other business?";
@ -5125,7 +5119,8 @@ L_GetWeapon:
return;
}
/* sec_in02,25,33,4 script Assistant 422,{
/*
sec_in02,25,33,4 script Assistant 422,{
mes "Password";
next;
input .@input;
@ -5151,4 +5146,5 @@ L_GetWeapon:
}
mes "......meow wee.";
close;
}*/
}
*/

View File

@ -59,6 +59,5 @@
mes "I need an Eden Group Mark to use this Cabinet.";
close;
}
moc_para01,173,120,0 duplicate(pggc) Goods Cabinet#01 111
moc_para01,170,120,0 duplicate(pggc) Goods Cabinet#02 111

View File

@ -17,59 +17,6 @@
//= 1.2 Updated to match the official script. [Lemongrass/Euphy]
//============================================================
// Entrance
//============================================================
alberta,212,202,4 script Dewata Sailor#alberta 536,{
mes "[Dewata Sailor]";
mes "Do you want to visit ^8B4513Dewata Island^000000?";
mes "With it's dazzling waves and charming views it's a great place to relax.";
mes "The transit fee is 10,000 Zeny.";
next;
switch(select("Yes!:No.")) {
case 1:
if (Zeny >= 10000) {
mes "[Dewata Sailor]";
mes "^8B4513Dewata^000000 is a beautiful and peaceful island country.";
mes "Have a nice trip~";
close2;
set Zeny, Zeny - 10000;
warp "dewata",232,53;
end;
} else {
mes "[Dewata Sailor]";
mes "You don't have the dough, kid.";
mes "Come back when you have a bigger wallet.";
close;
}
case 2:
mes "[Dewata Sailor]";
mes "Let me know";
mes "when you're ready to travel~";
close;
}
}
dewata,229,49,6 script Alberta Sailor#dewata 536,{
mes "[Alberta Sailor]";
mes "Do you want to go back to Alberta?";
next;
switch(select("Yes.:No.")) {
case 1:
mes "[Alberta Sailor]";
mes "I hope you had a lot of fun on";
mes "your trip to ^8B4513Dewata^000000 Island.";
mes "Please come again!";
close2;
warp "alberta",210,198;
end;
case 2:
mes "[Alberta Sailor]";
mes "Have some more fun before you go.";
mes "^8B4513Dewata^000000 Island still has more to offer.";
close;
}
}
// Dewata Legend Quest
//============================================================
dew_fild01,57,274,0 script #hideout_legend 111,6,6,{

File diff suppressed because it is too large Load Diff

View File

@ -3,13 +3,13 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//= 0.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Quest NPCs related to Mora.
//===== Additional Comments: =================================
//= 1.0 NPCs are currently placeholders. [Euphy]
//= 0.1 NPCs are currently placeholders. [Euphy]
//============================================================
// Find the Research Tools

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@ -13,6 +13,7 @@ npc: npc/re/cities/dicastes.txt
npc: npc/re/cities/izlude.txt
npc: npc/re/cities/jawaii.txt
npc: npc/re/cities/malangdo.txt
npc: npc/re/cities/malaya.txt
npc: npc/re/cities/mora.txt
// --------------------------- Guides ---------------------------
@ -33,6 +34,7 @@ npc: npc/re/guides/guides_juno.txt
npc: npc/re/guides/guides_lighthalzen.txt
npc: npc/re/guides/guides_louyang.txt
npc: npc/re/guides/guides_lutie.txt
npc: npc/re/guides/guides_malaya.txt
npc: npc/re/guides/guides_mora.txt
npc: npc/re/guides/guides_morroc.txt
npc: npc/re/guides/guides_moscovia.txt

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@ -1840,7 +1840,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
if( sd && status_isdead(bl) ) {
int sp = 0, hp = 0;
if( attack_type&(BF_WEAPON|BF_SHORT) == (BF_WEAPON|BF_SHORT) ) {
if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
sp += sd->bonus.sp_gain_value;
sp += sd->sp_gain_race[status_get_race(bl)];
sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];