Updated Valkirye, Global_Functions, Turtle Island Quest vars
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12463 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -104,6 +104,11 @@ Info: Reward: 1 yggdrasil leaf.
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How to set: set MISC_QUEST,MISC_QUEST | 32768;
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How to check: if(MISC_QUEST & 32768){}
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Quest: Access to the Turtle Island
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Info: Reward: ~1 OCA, OVB, GB, .
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How to set: set MISC_QUEST,MISC_QUEST | 65536;
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How to check: if(MISC_QUEST & 65536){}
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--------------------------------------------------------------
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Variable: MISC_QUEST2
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@ -1,5 +1,9 @@
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Date Added
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======
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2008/04/03
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* Fixed and removed unused variables from valkyrie.txt [Lupus]
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- Now Turtle Island Quest uses MISC_QUEST & 65536 and clears TURTLE var
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- Added more vars to ClearGrabage function: Global_Functions.txt
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2008/04/01
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* Fixed Bugs/Typos in quests_louyang.txt [Paradox924X]
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2008/03/27
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@ -5,7 +5,7 @@
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//= finished, optimized and tested by Lupus
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//= L0ne_W0lf
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//===== Current Version: =====================================
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//= 2.9a
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//= 2.9b
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//===== Compatible With: =====================================
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//= eAthena SVN
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//===== Description: =========================================
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@ -35,7 +35,7 @@
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//= 2.7b Removed function "F_BlockHigh" as it's no longer used. [L0ne_W0lf]
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//= 2.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
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//= 2.9 Corrected Valkyrie case spicifying where to warp after rebirthing. [L0ne_W0lf]
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//= 2.9 Fixed Verdandi typo [Lupus]
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//= 2.9b Fixed Verdandi typo, fixed resetting vars [Lupus]
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//============================================================
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valkyrie,48,86,4 script Valkyrie# 811,{
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@ -138,7 +138,7 @@ valkyrie,48,86,4 script Valkyrie# 811,{
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mes "[Valkyrie]";
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mes "One...";
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mes "Two......";
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callfunc("F_SaveQuestSkills");
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//callfunc("F_SaveQuestSkills"); //now not used
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next;
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mes "[Valkyrie]";
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mes "One...";
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@ -149,7 +149,7 @@ valkyrie,48,86,4 script Valkyrie# 811,{
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if(ADVJOB == Job_Paladin2) set ADVJOB,Job_Paladin;
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jobchange Job_Novice_High;
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resetlvl(1);
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set RES_SKILL,0;
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set MISC_QUEST,MISC_QUEST ^ 1024; <-reset Skill Reset Event
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skill 142,1,0;
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skill 143,1,0;
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next;
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@ -3,7 +3,7 @@
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//===== By: ==================================================
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//= Lupus, kobra_k88
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//===== Current Version: =====================================
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//= 2.11
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//= 2.12
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//===== Compatible With: =====================================
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//= eAthena 1.0
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//===== Description: =========================================
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@ -34,6 +34,7 @@
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//= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
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//= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
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//= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
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//= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
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//============================================================
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@ -83,11 +84,16 @@ function script F_ClearJobVar {
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function script F_ClearGarbage {
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// Clear outdated global VARS
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//Shinkskas Quest garbage
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if(Shinokas_Quest > 7){
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set ein_scientist,0;
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set ein_stuff,0;
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}
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//Clear TURTLE var if the Turtle Islans Quest is already done
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if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
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if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
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//Clear previously saved Quest Skills (now it isn't used)
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set ADV_QSK,0;
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set ADV_QSK2,0;
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//Old Seset Skill Event used to use RES_SKILL var
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set RES_SKILL,0;
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//Here you put outdated variables from your outdated EVENTS
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//e.g. Is XMAS done? Add the EVENT var clearing code here.
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return;
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}
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@ -105,83 +111,6 @@ function script Job_Change {
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}
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//////////////////////////////////////////////////////////////////////////////////
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// FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
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// HOW TO USE:
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// i.e. We need all holy classes but monks
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// if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
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//////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
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// Champion, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Holy_Class {
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return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
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// Clown,Gypsy, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Bow_Class {
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return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
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// Professor, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Magic_Class {
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return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
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// Whitesmith,Creator, 0 otherwise
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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_Alchemist );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
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// Stalker, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Thief_Class {
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return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
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// Lord Knight,Paladin, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Sword_Class {
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return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
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// these classes can't be adopted nor reborn ()
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Taekwon_Class {
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return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// Functions used to spiff up dialoges [Lupus]
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//////////////////////////////////////////////////////////////////////////////////
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@ -3,7 +3,7 @@
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//===== By: ==================================================
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//= kobra_k88
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//===== Current Version: =====================================
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//= 1.9
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//= 2.0
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//===== Compatible With: =====================================
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//= eAthena SVN
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//===== Description: =========================================
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@ -25,6 +25,8 @@
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//= 1.8 Re-made the Doll Quest, now with official dialogs. [DZeroX]
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//= 1.8a Removed .GATs [Lupus]
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//= 1.9 Updated Turtle Quest to official. [L0ne_W0lf]
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//= 2.0 Turtle Island quest now clears TURTLE var and set
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//= MISC_QUEST bit (MISC_QUEST & 65536) [Lupus]
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//============================================================
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@ -949,7 +951,8 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 120,{
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mes "I may not know much, but I won't talk to anyone motivated solely by greed. Go home!";
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close;
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case 2:
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if (TURTLE > 0) {
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if ((MISC_QUEST & 65536) || TURTLE) {
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if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var
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mes "[Grandpa Turtle]";
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mes "Well...";
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mes "If you go to eastern side of the Alberta port, you should find an old ferryboatman.";
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@ -987,7 +990,7 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 120,{
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}
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alberta,247,122,4 script Sailor#tur 709,{
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if (TURTLE > 0) {
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if (TURTLE) {
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mes "[Gotanblue]";
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mes "Heh...";
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mes "Your eyes...";
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@ -1221,7 +1224,7 @@ alberta_in,18,102,4 script Letter#tur 111,{
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}
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alberta,248,93,4 script Voyage log#tur 111,{
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if (rand(1,2) == 1) {
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if (rand(2)) {
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mes "[Voyage log]";
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mes "03:20 am";
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mes "There's no light from the stars tonight, and we can't even see a hundred meters ahead of us. The men seem to feel something bad in the air.";
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@ -1419,21 +1422,20 @@ tur_dun01,160,81,4 script Skull Stone#tur 111,{
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mes "^3355FFthe stone opened and^000000";
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mes "^3355FFsome items popped out!!^000000";
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next;
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set MISC_QUEST,MISC_QUEST | 65536;
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set TURTLE,0;
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switch(rand(1,3)) {
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case 1:
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set TURTLE,20;
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getitem 532,5; //Banana_Juice
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mes "^3355FFYou've gained^000000";
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mes "^3355FF5 Banana Juice^000000";
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close;
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case 2:
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set TURTLE,20;
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getitem 513,5; //Banana
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mes "^3355FFYou've gained^000000";
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mes "^3355FF5 Banana^000000";
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close;
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case 3:
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set TURTLE,20;
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getitem 513,5; //Banana
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getitem 532,5; //Banana_Juice
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mes "^3355FFYou've gained^000000";
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@ -1600,63 +1602,55 @@ tur_dun02,49,158,4 script Turtle Pillar#tur 111,{
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next;
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mes "^3355FFThere are many items^000000";
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mes "^3355FFunder the pillar...^000000";
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set MISC_QUEST,MISC_QUEST | 65536;
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set TURTLE,0;
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switch(rand(1,10)) {
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case 1:
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set TURTLE,20;
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getitem 702,1; //Animal_Blood
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mes "^3355FFYou've gained ^000000";
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mes "^3355FFAnimal Gore.^000000";
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close;
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case 2:
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set TURTLE,20;
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getitem 716,1; //Red_Gemstone
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mes "^3355FFYou've gained^000000";
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mes "^3355FFa Red Gemstone.^000000";
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close;
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case 3:
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set TURTLE,20;
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getitem 734,1; //Red_Frame
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mes "^3355FFYou've gained^000000";
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mes "^3355FFa Red Frame^000000";
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close;
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case 4:
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set TURTLE,20;
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getitem 10019,1; //Red_Muffler
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mes "^3355FFYou've gained^000000";
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mes "^3355FFRed Scarf.^000000";
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close;
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case 5:
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set TURTLE,20;
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getitem 725,1; //Red_Jewel
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mes "^3355FFYou've gained^000000";
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mes "^3355FFa Sardonyx.^000000";
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close;
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case 6:
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set TURTLE,20;
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getitem 716,1; //Red_Gemstone
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mes "^3355FFYou've gained^000000";
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mes "^3355FFa Red Gemstone.^000000";
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close;
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case 7:
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set TURTLE,20;
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getitem 716,1; //Red_Gemstone
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mes "^3355FFYou've gained^000000";
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mes "^3355FFa Red Gemstone.^000000";
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close;
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case 8:
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set TURTLE,20;
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getitem 716,1; //Red_Gemstone
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mes "^3355FFYou've gained^000000";
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mes "^3355FFa Red Gemstone.^000000";
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close;
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case 9:
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set TURTLE,20;
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getitem 716,1; //Red_Gemstone
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mes "^3355FFYou've gained^000000";
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mes "^3355FFa Red Gemstone.^000000";
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close;
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case 10:
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set TURTLE,20;
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getitem 725,1; //Red_Jewel
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mes "^3355FFYou've gained^000000";
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mes "^3355FFa Sardonyx.^000000";
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@ -1836,31 +1830,29 @@ tur_dun04,113,178,4 script Turtle Statue#tur 111,{
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mes "metal plate. You pull";
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mes "it open like a drawer.^000000";
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next;
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set MISC_QUEST,MISC_QUEST | 65536;
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set TURTLE,0;
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if (rand(1,20) == 7) {
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switch(rand(1,4)) {
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case 1:
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set TURTLE,20;
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getitem 644,1; //Gift_Box
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mes "^3355FFInside the drawer,";
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mes "is a Gift Box. This";
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mes "Gift Box is now yours.^000000";
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close;
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case 2:
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set TURTLE,20;
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getitem 616,1; //Old_Card_Album
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mes "^3355FFInside the drawer,";
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mes "is an Old Card Album.";
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mes "It is now yours to keep.^000000";
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close;
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case 3:
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set TURTLE,20;
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getitem 617,1; //Old_Violet_Box
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mes "^3355FFInside the drawer,";
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mes "is an Old Purple Box.";
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mes "It is now yours to keep.^000000";
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close;
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case 4:
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set TURTLE,20;
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getitem 617,1; //Old_Violet_Box
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mes "^3355FFInside the drawer,";
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mes "is an Old Purple Box.";
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@ -1868,7 +1860,6 @@ tur_dun04,113,178,4 script Turtle Statue#tur 111,{
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close;
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}
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}
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set TURTLE,20;
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getitem 604,1; //Branch_Of_Dead_Tree
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mes "^3355FFInside the drawer,";
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mes "is a Dead Branch.";
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