* Script updates.

- Added Malangdo Card Separation NPC "Richard", who refines weapons and shields.
- Added new "Job Repair" script, which fixes potential errors with job data (RE).
- Marriage script changes:
-- Permanent global variables are now temporary.
-- Added GM NPCs (The King of Midgart, Divorce Staff, Remarry Staff), commented. (bugreport:6795)
- Added some missing [Official Conversion] comments.

Signed-off-by: Euphy <euphy@rathena.org>
This commit is contained in:
Euphy
2013-08-14 02:19:57 -04:00
parent 0202126185
commit cbdbda1f0e
23 changed files with 690 additions and 125 deletions

View File

@@ -9,11 +9,11 @@
//===== Description: =========================================
//= [Official Conversion]
//= Turns arrows into Arrow Quivers.
// Breakdown of Subroutine "S_BuyQuiver"
// arg(0): Type of Arrow to be packaged (item ID).
// arg(1): How many of each 'getarg(0)' arrow per quiver.
// arg(2): The cost of making a 'getarg(0)' quiver.
// arg(3): The quiver given by the NPC (item ID).
//= Breakdown of Subroutine "S_BuyQuiver"
//= arg(0): Type of Arrow to be packaged (item ID).
//= arg(1): How many of each 'getarg(0)' arrow per quiver.
//= arg(2): The cost of making a 'getarg(0)' quiver.
//= arg(3): The quiver given by the NPC (item ID).
//===== Additional Comments: =================================
//= 07/06/05 : Added 1st Version. [Muad_Dib]
//= Converted to rAthena format by Dr.Evil
@@ -21,7 +21,7 @@
//= Fixed a few spelling errors. [Nexon]
//= 1.1 Added Holy Arrow Quivers [Playtester]
//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= Removed "Holy Arrows" from the list.
//= Removed "Holy Arrows" from the list.
//============================================================
payon_in01,5,134,5 script Inventor Jaax 89,{

View File

@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -13,12 +13,14 @@
//= Currently does not support same-sex marriages.
//= Old script located in: npc/custom/marriage.txt
//= - Variable in use: wedding_sign (max 1)
//= - Variable in use: $Wedding (max 1)
//= - Variab;e in use: $wed_groom$ $wed_bride$
//= - Variable in use: $@wedding (max 1)
//= - Variable in use: $@wed_groom$ $@wed_bride$
//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Fixed a missing ")" [L0ne_W0lf]
//= 1.2 Corrected duration of Wedding status. [L0ne_W0lf]
//= 1.3 Changed permanent global variables to temporary ones. [Euphy]
//= Added GM NPCs (commented).
//============================================================
prt_church,97,100,4 script Wedding Staff#w 71,{
@@ -561,13 +563,13 @@ prt_church,100,128,4 script Bishop#w 60,{
}
if (!getpartnerid()) {
if (!$wedding) {
if (!$@wedding) {
if (wedding_sign == 1) {
getpartymember(getcharid(1));
set .@partymembercount,$@partymembercount;
if (.@partymembercount == 2) {
if (sex) {
set $wedding,1;
set $@wedding,1;
initnpctimer;
mes "[Vomars]";
mes "Young lovers, please";
@@ -585,23 +587,23 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "her and protect her. Now, may";
mes "I know the name of your bride?";
next;
input $wed_bride$;
input $@wed_bride$;
mes "[Vomars]";
mes "Mr. " + strcharinfo(0) + "...";
mes "Do you swear on your life";
mes "that you will forever cherish";
mes "and care for your bride,";
mes "Miss " + $wed_bride$ + "?";
mes "Miss " + $@wed_bride$ + "?";
next;
select("I do.");
set $wed_groom$,strcharinfo(0);
set $@wed_groom$,strcharinfo(0);
mes "[Vomars]";
mes "Now, it is time for";
mes "your bride to make";
mes "her wedding vows.";
mes "If she will come forward...";
close2;
mapannounce "prt_church","The groom, Mr. " + strcharinfo(0) + ", has made his vows to Miss " + $wed_bride$ + "...",bc_map;
mapannounce "prt_church","The groom, Mr. " + strcharinfo(0) + ", has made his vows to Miss " + $@wed_bride$ + "...",bc_map;
cutin "",255;
end;
}
@@ -632,13 +634,13 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "to prepare for marriage.";
goto L_End;
}
else if ($wedding == 1) {
else if ($@wedding == 1) {
if (wedding_sign == 1) {
getpartymember(getcharid(1));
set .@partymembercount,$@partymembercount;
if (.@partymembercount == 2) {
if (sex == 0) {
if (strcharinfo(0) == $wed_bride$) {
if (strcharinfo(0) == $@wed_bride$) {
mes "[Vomars]";
mes "Young lovers, please";
mes "remember this moment for";
@@ -646,11 +648,11 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "and joy. May the love you share";
mes "grow with each passing day.";
next;
mapannounce "prt_church","Let's hear what the bride, Miss "+$wed_bride$+", has to say...",bc_map;
mapannounce "prt_church","Let's hear what the bride, Miss "+$@wed_bride$+", has to say...",bc_map;
mes "[Vomars]";
mes "Miss "+$wed_bride$+"...";
mes "Miss "+$@wed_bride$+"...";
mes "Do you swear to stay";
mes "true to "+$wed_groom$+",";
mes "true to "+$@wed_groom$+",";
mes "to be by his side, no matter";
mes "what the dangers may be?";
next;
@@ -658,12 +660,12 @@ prt_church,100,128,4 script Bishop#w 60,{
cutin "wedding_bomars03",2;
mapannounce "prt_church","Next couple, please proceed...",bc_map;
mes "[Vomars]";
mes "So "+$wed_groom$;
mes "So "+$@wed_groom$;
mes "isn't the one you";
mes "want to marry? Hmm.";
mes "I'm truly sorry for this";
mes "misunderstanding...";
set $wedding,0;
set $@wedding,0;
close2;
stopnpctimer;
cutin "",255;
@@ -672,25 +674,25 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "[Vomars]";
mes "Do you truly swear";
mes "fidelity and patience?";
mes "Will you marry "+$wed_groom$+"?";
mes "Will you marry "+$@wed_groom$+"?";
next;
if (select("Yes, I do.:^FF0000No.^000000") == 1) {
if (isloggedin(getcharid(3,$wed_groom$))) {
if (marriage($wed_groom$)) {
if (isloggedin(getcharid(3,$@wed_groom$))) {
if (marriage($@wed_groom$)) {
//Call Wedding effect
wedding;
//Give ring to Bride, and change to wedding sprite.
sc_start SC_Wedding,3600000,1;
getitem 2635,1; //Bride_Ring
//Give ring to Groom, and change to wedding sprite.
attachrid(getcharid(3,$wed_groom$));
attachrid(getcharid(3,$@wed_groom$));
sc_start SC_Wedding,3600000,1;
getitem 2634,1; //Bridegroom_Ring
detachrid;
//Switch Script progression back to Bride
attachrid(getcharid(3,$wed_bride$));
attachrid(getcharid(3,$@wed_bride$));
cutin "wedding_bomars02",2;
mapannounce "prt_church","I now pronounce you, "+$wed_groom$+" and "+$wed_bride$+", husband and wife.",bc_map;
mapannounce "prt_church","I now pronounce you, "+$@wed_groom$+" and "+$@wed_bride$+", husband and wife.",bc_map;
mes "[Vomars]";
mes "By the power invested";
mes "in me as Royal Bishop of";
@@ -702,10 +704,10 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "[Vomars]";
mes "And lastly...";
mes "Always be happy,";
mes "dear "+$wed_bride$+"...";
set $wed_groom$,"";
set $wed_bride$,"";
set $wedding,0;
mes "dear "+$@wed_bride$+"...";
set $@wed_groom$,"";
set $@wed_bride$,"";
set $@wedding,0;
close2;
stopnpctimer;
cutin "",255;
@@ -724,7 +726,7 @@ prt_church,100,128,4 script Bishop#w 60,{
}
else {
cutin "wedding_bomars03",2;
mapannounce "prt_church","Alas! "+$wed_bride$+" has rejected "+$wed_groom$+"'s marriage proposal!",bc_map;
mapannounce "prt_church","Alas! "+$@wed_bride$+" has rejected "+$@wed_groom$+"'s marriage proposal!",bc_map;
mes "[Vomars]";
mes "Hm. It seems that";
mes "you've changed your";
@@ -733,9 +735,9 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "must do what your heart";
mes "tells you is right. Now, run!";
}
set $wed_groom$,"";
set $wed_bride$,"";
set $wedding,0;
set $@wed_groom$,"";
set $@wed_bride$,"";
set $@wedding,0;
close2;
stopnpctimer;
cutin "",255;
@@ -747,7 +749,7 @@ prt_church,100,128,4 script Bishop#w 60,{
}
callsub S_Busy;
}
if (strcharinfo(0) == $wed_bride$) {
if (strcharinfo(0) == $@wed_bride$) {
mes "[Vomars]";
mes "Hm? It appears that";
mes "Happy Marry still hasn't";
@@ -775,11 +777,11 @@ L_End:
end;
S_Busy:
if ($wed_groom$ != "" && $wed_bride$ != "") {
if ($@wed_groom$ != "" && $@wed_bride$ != "") {
mes "[Vomars]";
mes "The wedding of";
mes "Miss "+ $wed_bride$ +" and";
mes "Mister "+ $wed_groom$;
mes "Miss "+ $@wed_bride$ +" and";
mes "Mister "+ $@wed_groom$;
mes "is currently in progress.";
mes "Please keep your voice down.";
goto L_End;
@@ -791,25 +793,171 @@ S_Busy:
mes "turn. Thanks for understanding... ^FFFFFF ^000000";
goto L_End;
OnInit:
set $wedding,0;
end;
OnStop:
stopnpctimer;
end;
OnReset:
set $wed_groom$,"";
set $wed_bride$,"";
set $wedding,0;
set $@wed_groom$,"";
set $@wed_bride$,"";
set $@wedding,0;
end;
OnTimer180000:
mapannounce "prt_church","You've responded too slowly... Next couple, please proceed.",bc_map;
set $wed_groom$,"";
set $wed_bride$,"";
set $wedding,0;
donpcevent "Bishop#w::OnReset";
stopnpctimer;
end;
}
/*
prt_church,28,178,4 script The King of Midgart 108,{
mes "[Vomars]";
mes "Wh-who are you?";
mes "You must know the";
mes "password to invoke";
mes "my awesome powers.";
next;
input .@input;
if (.@input != 1854) {
mes "[Vomars]";
mes "This is";
mes "no place for";
mes "fooling around.";
close2;
warp "prt_church",101,102;
end;
}
mes "[Wedding Switch]";
mes "Is there a problem with";
mes "the wedding ceremony?";
mes "I can reset the Bishop";
mes "Vomars NPC if you like.";
next;
switch(select("No, thanks:RESET")) {
case 1:
mes "[Wedding Switch]";
mes "Alright, then.";
mes "However, if the";
mes "Bishop Vomars";
mes "NPC is stuck, it may";
mes "be best to reset it.";
close;
case 2:
donpcevent "Bishop#w::OnStop";
donpcevent "Bishop#w::OnReset";
mapannounce "prt_church","You've responded too slowly... Next couple, please proceed.",bc_map;
mes "[Wedding Switch]";
mes "The Bishop Vomars NPC";
mes "has now been reactivated.";
mes "It should now be possible";
mes "to proceed with weddings.";
close;
}
}
prt_church,20,179,4 script Divorce Staff 71,{
mes "[Bad Ending]";
mes "Uh oh...";
mes "You know I can't";
mes "do anything for you.";
next;
input .@input;
if (.@input != 1854) {
mes "[Bad Ending]";
mes "Hmm...";
mes "You really";
mes "shouldn't be";
mes "in this place...";
close;
}
mes "[Bad Ending]";
mes "Great, you know the";
mes "password! Now, did you";
mes "want me to remove the";
mes "Wedding Ring in your";
mes "inventory?";
next;
switch(select("Drop 1 Wedding Ring.:Keep it.")) {
case 1:
set .@ring, (Sex)?2634:2635; //Bridegroom_Ring, Bride_Ring
if (countitem(.@ring)) {
delitem .@ring,1;
mes "[Bad Ending]";
mes "It's done!";
} else {
mes "[Bad Ending]";
mes "I couldn't find";
mes "the Wedding Ring...";
mes "Please make sure";
mes "that it's not equipped.";
}
close;
case 2:
mes "[Bad Ending]";
mes "You sure you want";
mes "to keep that ring?";
mes "Alright, but if it becomes";
mes "a problem, you come to me.";
close;
}
}
prt_church,22,179,4 script Remarry Staff 71,{
mes "[Wedding Again]";
mes "Hmm...?";
mes "What exactly are";
mes "you doing here?";
next;
input .@input;
if (.@input != 1854) {
mes "[Wedding Again]";
mes "Ahk!";
mes "An adventurer";
mes "like you shouldn't";
mes "be in this place!";
close;
}
if (getpartnerid()) {
mes "[Wedding Again]";
mes "Hmm...";
mes "I can only create";
mes "a Wedding Ring if the";
mes "character is married.";
close;
}
mes "[Wedding Again]";
mes "Ah, I see that you";
mes "know the password.";
mes "Alright, if you somehow";
mes "lost your Wedding Ring,";
mes "I can make you a new one.";
next;
switch(select("Make new Wedding Ring.:Cancel.")) {
case 1:
set .@ring, (Sex)?2634:2635; //Bridegroom_Ring, Bride_Ring
if (countitem(.@ring) || isequipped(.@ring)) {
mes "[Wedding Again]";
mes "Wait, wait...";
mes "You're wearing your";
mes "Wedding Ring. I better";
mes "not make you another since";
mes "you don't need more than one.";
} else {
getitem .@ring,1;
mes "[Wedding Again]";
mes "Here you go~";
mes "It's your brand";
mes "new Wedding Ring!";
}
close;
case 2:
mes "[Wedding Again]";
mes "Alright. If you ever";
mes "lose your Wedding Ring,";
mes "come to me if you happen";
mes "to need a new one, okay?";
close;
}
}
*/

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Turbo Track Course:
//= - Solo Mode/Time Attack
//= - Normal (Non-PVP) - 4/8/16 Person

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Alberta town NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version.

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Izlude town NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version.

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Jawaii town NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version.

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Pre-Renewal duplicates.
//===== Additional Comments: =================================
//= 1.0 Split Peco Peco Manager NPC.

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Izlude Airport NPCs
//===== Additional Comments: =================================
//= 1.0 Updated to match the new Izlude Map. [Masao]

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Alberta town NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version.

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Izlude town NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version. Still missing many new NPCs and their dialogues. [Masao]

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Jawaii town NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version. Renewal coordinates by Masao.

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Expansion for War of Emperium FE.
//= Invest in each realm to unlock new maps:
//= - Guild Dungeon F2, total 20,000,000z.

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@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Expansion for War of Emperium FE.
//= Invest in each realm to unlock new maps:
//= - Guild Dungeon F2, total 20,000,000z.

316
npc/re/jobs/repair.txt Normal file
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@@ -0,0 +1,316 @@
//===== rAthena Script =======================================
//= Job Repairs
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Removes potentially conflicting job data.
//===== Additional Comments: =================================
//= 1.0 First version.
//============================================================
/*
rAthena -> official job variable conversion
-------------------------------------------
Knight: KNIGHT_Q -> job_knight_q
Priest: PRIEST_Q -> job_priest_q
Wizard: WIZ_Q -> job_wizard_q
Blacksmith: BSMITH_Q -> job_black
Assassin: ASSIN_Q -> job_assasin
Hunter: HNTR_Q -> job_hunter
Crusader: CRUS_Q -> job_crusader_q
Monk: MONK_Q -> job_monk
Sage: SAGE_Q -> job_sage_q
Alchemist: ALCH_Q -> job_alchemist_q
Rogue: ROGUE_Q -> job_rogue
Bard: BARD_Q -> job_bard_q
Dancer: DANC_Q -> job_dancer
Rebirth: ADVJOB -> job_karma
Rune Knight: job_rune_edq
Arch Bishop: job_arch
Warlock: job_wl
Mechanic: job__mechanic -> job_mechanic
Guillotine Cross: job_3rd_gc
Ranger: job_ranger01
Royal Guard: job_royal -> job_roy
Sura: job_shu
Sorcerer: job_soc
Geneticist: job_gen
Shadow Chaser: job_sha -> job_3rd_sc
Minstrel: job_min
Wanderer: job_wan
Gunslinger: GUNS_Q -> hg_gun
Ninja: NINJ_Q -> hg_nin
Taekwon: TK_Q -> job_taekwon
Star Gladiator: STGL_Q -> job_star
Soul Linker: SOUL_Q -> job_linker
Super Novice: SUPNOV_Q -> job_super
Expanded Super Novice: EXSUPNOV_Q -> job_super2
*/
prt_in,38,104,4 script Valerie 811,{
if (checkweight(1201,1) == 0) {
mes "I think you have too many items. Let's try it again after you take some out.";
close;
}
if (MaxWeight - Weight < 1000) {
mes "You're overweight with items so I don't think we can proceed any further. Challenge me after you've taken some items off.";
close;
}
mes "[Valerie]";
mes "I am Valerie; I help those with abnormalities. I am friends with Valkyrie.";
next;
mes "[Valerie]";
mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?";
next;
switch(select("I don't have any abnormalities:I think my body has some abnormalities")) {
case 1:
mes "[Valerie]";
mes "That's a relief. Then please take care.";
close;
case 2:
mes "[Valerie]";
mes "Are you sure you want to intialize it and start over?";
next;
if(select("Nope:Yes, I want to start completely over") == 1) {
mes "[Valerie]";
mes "I understand. I'll see you next time";
close;
}
mes "[Valerie]";
mes "All items related to the existing conditions will disappear. Are you okay with this?";
next;
if(select("Nope:Yes, I want to start completely over.") == 1) {
mes "[Valerie]";
mes "I understand. I'll see you next time.";
close;
}
mes "[Valerie]";
mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? ";
next;
if(select("Nope:I still want to intialize.") == 1) {
mes "[Valerie]";
mes "I understand. I will see you next time.";
close;
}
mes "[Valerie]";
mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?";
next;
if(select("Nope:Please intilize the former processes") == 1) {
mes "[Valerie]";
mes "I understand. I will see you next time";
close;
}
specialeffect2 EF_INVENOM;
progressbar "0xffff00",3;
// Warlock - quest items
if (isequipped(2796) || isequipped(2797)) {
mes "[Valerie]";
mes "Please unequip the Magical Stone or Magical Stone Ring and try again.";
close;
}
if (countitem(2796) || countitem(2797)) {
if (isequipped(2796) || isequipped(2797)) {
mes "[Valerie]";
mes "Please talk to me after your replace all Magical Stones.";
close;
}
setarray .@items[0], 2796, 2797, 6152, 6151; //Magical_Stone,Magical_Stone_,Glittering_Crystal,Peice_Of_Great_Bradium
for(set .@i,0; .@i<4; set .@i,.@i+1) {
if (countitem(.@items[.@i]))
delitem .@items[.@i], countitem(.@items[.@i]);
}
mes "[Valerie]";
mes "You're carrying something that is unnecessary. I will sort it out for you.";
close;
}
// Baby and third job characters meet no further conditions.
if (eaclass()&(EAJL_BABY|EAJL_THIRD)) {
mes "[Valerie]";
mes "I don't think you should have any further business with me.";
close;
}
// Rebirth - variable
if ((Class >= Job_Swordman && Class <= Job_Crusader2) && ADVJOB != 0) {
set ADVJOB,0;
mes "[Valerie]";
mes "You're carrying big karma- You should erase it.";
next;
mes "[Valerie]";
mes "Please talk to me again as there could be additional problems.";
close;
}
// Second job - variable and quests
// callsub L_Second, "<variable>", <quest>;
if (Class == Job_Swordman) {
callsub L_Second, "KNIGHT_Q", 9012;
callsub L_Second, "CRUS_Q", 3015;
} else if (Class == Job_Archer) {
callsub L_Second, "HNTR_Q", 4013;
callsub L_Second, "BARD_Q", 3004;
callsub L_Second, "DANC_Q", 7006;
} else if (Class == Job_Mage) {
callsub L_Second, "WIZ_Q", 9018;
callsub L_Second, "SAGE_Q", 2052;
} else if (Class == Job_Merchant) {
callsub L_Second, "BSMITH_Q", 2016;
callsub L_Second, "ALCH_Q", 2040;
} else if (Class == Job_Thief) {
callsub L_Second, "ASSIN_Q", 8008;
callsub L_Second, "ROGUE_Q", 2027;
} else if (Class == Job_Acolyte) {
callsub L_Second, "PRIEST_Q", 8016;
callsub L_Second, "MONK_Q", 3032;
}
// Third job - variable and quests
// callsub L_Third, "<variable>", <main quest>, <first quest>, <last quest>{, <additional quest>};
if (BaseJob == Job_Assassin)
callsub L_Third, "job_3rd_gc", 7100, 7091, 7116;
else if (BaseJob == Job_Blacksmith)
callsub L_Third, "job__mechanic", 10101, 10090, 10101;
else if (BaseJob == Job_Hunter)
callsub L_Third, "job_ranger01", 8262, 8254, 8262;
else if (BaseJob == Job_Knight)
callsub L_Third, "job_rune_edq", 3219, 3200, 3220;
else if (BaseJob == Job_Priest)
callsub L_Third, "job_arch", 2191, 2187, 2191;
else if (BaseJob == Job_Wizard)
callsub L_Third, "job_wl", 11112, 11106, 11112;
else if (BaseJob == Job_Alchemist)
callsub L_Third, "job_gen", 2223, 2209, 2217, 2223;
else if (BaseJob == Job_Bard)
callsub L_Third, "job_min", 11154, 11135, 11154;
else if (BaseJob == Job_Crusader)
callsub L_Third, "job_royal", 0, 12090, 12094;
else if (BaseJob == Job_Dancer)
callsub L_Third, "job_wan", 2222, 2218, 2222;
else if (BaseJob == Job_Monk)
callsub L_Third, "job_shu", 11158, 11155, 11158;
else if (BaseJob == Job_Rogue)
callsub L_Third, "job_sha", 7180, 7160, 7180;
else if (BaseJob == Job_Sage)
callsub L_Third, "job_soc", 12098, 12096, 12098;
mes "[Valerie]";
mes "I don't think you should have any further business with me.";
close;
}
L_Second:
if (getd(getarg(0)) != 0) {
setd getarg(0),0;
if (checkquest(getarg(1)) == 2)
erasequest getarg(1);
mes "[Valerie]";
mes "I will help clear your problems for you that came from your former attempts.";
next;
mes "[Valerie]";
mes "Please talk to me again as there could be additional problems.";
close;
} else
return;
L_Third:
if (getd(getarg(0)) != 0) {
setd getarg(0),0;
if (getarg(1)) {
if (checkquest(getarg(1)) == 2)
erasequest getarg(1);
}
for(set .@i,getarg(2); .@i<=getarg(3); set .@i,.@i+1) {
if (checkquest(.@i) > -1)
erasequest .@i;
}
if (getarg(4,0)) {
if (checkquest(getarg(4)) > -1)
erasequest getarg(4);
}
mes "[Valerie]";
mes "I will help clear your problems for you that came from your former attempts.";
next;
mes "[Valerie]";
mes "Please talk to me again as there could be additional problems.";
close;
} else
return;
}
- script Valerie#sign -1,{
mes "^ff00ffI couldn't pay the office rent so I am temporarily relocating to the building across from the Prontera Refinery.^000000";
mes "";
mes "^ff00ffValerie^000000";
close;
}
in_moc_16,17,33,4 duplicate(Valerie#sign) Valerie#asn 837
ein_in01,13,28,4 duplicate(Valerie#sign) Valerie#bls 837
hu_in01,386,377,4 duplicate(Valerie#sign) Valerie#hnt 837
prt_in,88,108,4 duplicate(Valerie#sign) Valerie#knt 837
prt_church,19,36,4 duplicate(Valerie#sign) Valerie#prst 837
gef_tower,110,30,4 duplicate(Valerie#sign) Valerie#wiz 837
comodo,215,155,4 duplicate(Valerie#sign) Valerie#danc 837
prt_castle,45,167,4 duplicate(Valerie#sign) Valerie#cru 837
prt_monk,59,253,4 duplicate(Valerie#sign) Valerie#mnk 837
moc_ruins,90,104,4 duplicate(Valerie#sign) Valerie#rg 837
yuno_in02,43,62,4 duplicate(Valerie#sign) Valerie#sag 837
prt_church,103,86,4 duplicate(Valerie#sign) Valerie#arch 837
que_job01,75,92,4 duplicate(Valerie#sign) Valerie#gc 837
yuno,129,150,4 duplicate(Valerie#sign) Valerie#mech 837
tur_dun01,159,40,4 duplicate(Valerie#sign) Valerie#ran 837
prt_in,167,24,4 duplicate(Valerie#sign) Valerie#rk 837
spl_in02,81,102,4 duplicate(Valerie#sign) Valerie#wl 837
alde_alche,38,181,4 duplicate(Valerie#sign) Valerie#alche 837
alberta,198,129,4 duplicate(Valerie#sign) Valerie#min 837
in_rogue,376,104,4 duplicate(Valerie#sign) Valerie#sc 837
ve_in,244,122,4 duplicate(Valerie#sign) Valerie#shu 837
xmas,166,209,4 duplicate(Valerie#sign) Valerie#wan 837
/*
sec_in02,12,40,5 script Job Repair 57,1,1,{
mes "Please input your password.";
next;
input .@inputstr$;
if (.@inputstr$ == "1854") {
set job_arch,100;
set job_3rd_gc,100;
set job__mechanic,100;
set job_ranger01,100;
set job_rune_edq,100;
set job_wl,100;
set job_gen,100;
set job_min,100;
set job_royal,100;
set job_sha,100;
set job_soc,100;
set job_shu,100;
set job_wan,100;
set KNIGHT_Q,100;
set PRIEST_Q,100;
set WIZ_Q,100;
set BSMITH_Q,100;
set ASSIN_Q,100;
set HNTR_Q,100;
set CRUS_Q,100;
set MONK_Q,100;
set SAGE_Q,100;
set ALCH_Q,100;
set ROGUE_Q,100;
set BARD_Q,100;
set DANC_Q,100;
set ADVJOB,15;
}
close;
}
*/

View File

@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Merchants for Alchemist Materials and Manuals.
//===== Additional Comments: =================================
//= 1.0 Split Geneticist shop from main file. [Euphy]

View File

@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Muad_Dib
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -11,9 +11,10 @@
//= Separates cards from equipment.
//===== Additional Comments: =================================
//= 1.0 First Version. [Euphy]
//= 1.1 Added "Richard" NPC. [Euphy]
//============================================================
malangdo,215,166,4 script Jeremy#mal 553,{
- script ::CardSeparation_mal -1,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
@@ -23,19 +24,32 @@ malangdo,215,166,4 script Jeremy#mal 553,{
mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
close;
}
mes "[Jeremy]";
mes "Long time no see~";
mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?";
if (strnpcinfo(1) == "Jeremy") {
set .@Jeremy,1;
set .@n$, "[Jeremy]";
setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat";
setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP;
mes .@n$;
mes "Long time no see~";
mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?";
} else {
set .@Jeremy,0;
set .@n$, "[Richard]";
setarray .@equip_name$[0], "Left hand", "Right hand";
setarray .@equip_slot[0], EQI_HAND_L, EQI_HAND_R;
mes .@n$;
mes "Silly Jeremy does not want to touch weapons and shields because of picking several cards that might be damaged. That is why I prepared a card separaion skill for weapons and shields...";
}
next;
mes "[Jeremy]";
mes .@n$;
mes "Generally the fee is 1,000,000 Zeny. During the card separation, you can use ^990000special items that reduce the rate of destroying equipment or cards^000000. We don't charge additional zeny for this.";
next;
mes "[Jeremy]";
mes .@n$;
mes "There is a possibility of destroying them even using a special item. Also, ^ff0000the refine level might be lost^000000. Do you have any equipment to separate?";
next;
setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat";
setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP;
for(set .@i,0; .@i<getarraysize(.@equip_slot); set .@i,.@i+1) {
if (getequipisequiped(.@equip_slot[.@i]))
set .@menu$, .@menu$+getequipname(.@equip_slot[.@i])+":";
@@ -43,62 +57,55 @@ malangdo,215,166,4 script Jeremy#mal 553,{
set .@menu$, .@menu$+"^999999"+.@equip_name$[.@i]+" (empty)^000000:";
}
set .@i, select("Stop the work:How is it possible?:"+.@menu$);
set .@i, select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$);
switch(.@i) {
case 1:
mes "[Jeremy]";
mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
case 2:
mes "[Jeremy]";
mes .@n$;
mes "You wonder what is so special. Well, I hate to give only a guide, so let me tell you the story...";
next;
mes "^000099Jeremy is stretching his shoulders and hands. He might be waiting for someone to talk with him.^000000";
next;
mes "[Jeremy]";
mes .@n$;
mes "Do you know that Malangdo's specialty is canned food?";
next;
select("I knew that well. Is it that limited?");
mes "[Jeremy]";
mes .@n$;
mes "Hehe... Everyone loves it. But there were some problems before.";
next;
select("Problems? Is there any faulty fish?");
mes "[Jeremy]";
mes .@n$;
mes "No, the fish does not have any problem. The problem is lots of fish oil produced after processing. That is such an industrial waste.";
next;
mes "[Jeremy]";
mes .@n$;
mes "However, after a revitalizing refining process, this fish oil became valuable to use for old equipment care and industrial lubricant.";
next;
mes "[Jeremy]";
mes .@n$;
mes "In addition, this oil is so useful to separate relics from equipped weapons that we can't buy Premium Lubricant and Ordinary Lubricant with Zeny.";
next;
mes "[Jeremy]";
mes .@n$;
mes "Well, don't worry about money. Surely the Premium Lubricant is expensive. If you pay some zeny, I can give you cheaper lubricant.";
next;
mes "[Jeremy]";
mes .@n$;
mes "I'm not sure about the quality of success. Anyway, this is so cheap, right?";
close;
default:
set .@equip_num, .@equip_slot[.@i-3];
if (!getequipisequiped(.@equip_num)) {
mes "[Jeremy]";
mes "In this part, there is nothing?";
mes .@n$;
if (.@Jeremy)
mes "In this part, there is nothing?";
else
mes "There is nothing on that part?";
close;
}
break;
}
setarray .@equip_card[0], getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
for(set .@i,0; .@i<4; set .@i,.@i+1) {
if (.@equip_card[.@i] >= 4700) // Armor Enchant System
set .@equip_card[.@i],0;
}
if (!getarraysize(.@equip_card)) {
mes "[Jeremy]";
mes "The card is not equipped. Do you want to check again?";
close;
}
// Detect MVP cards.
setarray .@equip_card[0], getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
set .@mvp_list$,
"|4408|4128|4456|4168|4142"+ //Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card
"|4134|4137|4386|4407|4357"+ //Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card
@@ -109,15 +116,64 @@ malangdo,215,166,4 script Jeremy#mal 553,{
"|4403|4399|4376|4441|4302"+ //Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card
"|4305|4148|4318|4121|4365"+ //Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card
"|4363|4324|4361|4330|4342|"; //B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card
if ((.@equip_card[0] && compare(.@mvp_list$,"|"+.@equip_card[0]+"|")) ||
(.@equip_card[1] && compare(.@mvp_list$,"|"+.@equip_card[1]+"|")) ||
(.@equip_card[2] && compare(.@mvp_list$,"|"+.@equip_card[2]+"|")) ||
(.@equip_card[3] && compare(.@mvp_list$,"|"+.@equip_card[3]+"|")))
set .@boss_chk,1;
if (.@Jeremy) {
for(set .@i,0; .@i<4; set .@i,.@i+1) {
if (.@equip_card[.@i] >= 4700) // Armor Enchant System
set .@equip_card[.@i],0;
}
if (!getarraysize(.@equip_card)) {
mes .@n$;
mes "The card is not equipped. Do you want to check again?";
close;
}
if ((.@equip_card[0] && compare(.@mvp_list$,"|"+.@equip_card[0]+"|")) ||
(.@equip_card[1] && compare(.@mvp_list$,"|"+.@equip_card[1]+"|")) ||
(.@equip_card[2] && compare(.@mvp_list$,"|"+.@equip_card[2]+"|")) ||
(.@equip_card[3] && compare(.@mvp_list$,"|"+.@equip_card[3]+"|")))
set .@boss_chk,1;
} else {
// Official "Richard" script uses a hardcoded list including every possible item.
//if (!getequipisequiped(.@equip_num)) {
// mes "[Richard]";
// mes "I'm sorry. We don't provide that equipmnet yet.";
// close;
//}
mes "[Richard]";
mes "Which number socket do you want to separate the card? From the left socket, they are sorted 1,2,3,4.";
next;
set .@menu$,"";
for(set .@i,0; .@i<4; set .@i,.@i+1) {
if (.@equip_card[.@i] && .@equip_card[.@i] < 4700) // Armor Enchant System
set .@menu$, .@menu$+"Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":";
else
set .@menu$, .@menu$+"^777777Socket "+(.@i+1)+" - No card^000000:";
}
set .@i, select("Stop the work:"+.@menu$);
switch(.@i) {
case 1:
mes .@n$;
mes "Whenever you need to work, please come to me.";
close;
default:
set .@slot, .@i-2;
if (.@equip_card[.@slot] == 0 || .@equip_card[.@slot] >= 4700) {
mes .@n$;
mes "This socket is not equipped with any card. Why don't you check again?";
close;
}
break;
}
if (compare(.@mvp_list$,"|"+.@equip_card[.@slot]+"|"))
set .@boss_chk,1;
}
if (.@boss_chk == 0) {
mes "[Jeremy]";
mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
mes .@n$;
if (.@Jeremy)
mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
else
mes "Please choose the working fee.";
next;
set .@menu$,
"Next time...:"+
@@ -126,20 +182,20 @@ malangdo,215,166,4 script Jeremy#mal 553,{
((countitem(6440))?"Use Ordinary Lubricant":"^999999Ordinary Lubricant (Insufficient)^000000");
switch(select(.@menu$)) {
case 1:
mes "[Jeremy]";
mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
case 2:
if (Zeny < 1000000) {
mes "[Jeremy]";
mes .@n$;
mes "You don't have enough zeny. Please come back with enough fees.";
close;
}
mes "[Jeremy]";
mes .@n$;
mes "This is pretty old equipment. There is a high rate of destroying the cards or equipment during the work. Are you sure you want to continue?";
next;
if(select("Next time...:Continue") == 1) {
mes "[Jeremy]";
mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
}
@@ -150,15 +206,15 @@ malangdo,215,166,4 script Jeremy#mal 553,{
break;
case 3:
if (countitem(6441) == 0) {
mes "[Jeremy]";
mes .@n$;
mes "You don't have Premium Lubricant.";
close;
}
mes "[Jeremy]";
mes .@n$;
mes "If you use the Premium Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
next;
if(select("Next time...:Continue") == 1) {
mes "[Jeremy]";
mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
}
@@ -169,15 +225,15 @@ malangdo,215,166,4 script Jeremy#mal 553,{
break;
case 4:
if (countitem(6440) == 0) {
mes "[Jeremy]";
mes .@n$;
mes "You don't have Ordinary Lubricant.";
close;
}
mes "[Jeremy]";
mes .@n$;
mes "If you use the Ordinary Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
next;
if(select("Next time...:Continue") == 1) {
mes "[Jeremy]";
mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
}
@@ -188,28 +244,34 @@ malangdo,215,166,4 script Jeremy#mal 553,{
break;
}
} else if (.@boss_chk == 1) {
mes "[Jeremy]";
mes .@n$;
mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work.";
next;
switch(select("Next time...:I have a Sillit Pong.")) {
case 1:
mes "[Jeremy]";
mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
case 2:
if (countitem(6443) == 0) {
mes "[Jeremy]";
mes .@n$;
mes "You don't have Sillit Pong.";
close;
}
break;
}
mes "[Jeremy]";
mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
mes .@n$;
if (.@Jeremy) {
mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
set .@menu$,"Alright, let's do it!";
} else {
mes "May I continue?";
set .@menu$,"I got it. Just do it quickly!";
}
next;
switch(select("Next time...:Alright, let's do it!")) {
switch(select("Next time...:"+.@menu$)) {
case 1:
mes "[Jeremy]";
mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
case 2:
@@ -229,20 +291,37 @@ malangdo,215,166,4 script Jeremy#mal 553,{
if (rand(1,.@sf_r_num) >= 61)
set .@equip_refine,0;
// Chance of retaining equipment.
if (rand(1,.@sf_w_num) < 61) {
set .@equip_safe,1;
getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0;
}
// Chance of retaining cards.
for(set .@i,0; .@i<4; set .@i,.@i+1) {
if (.@equip_card[.@i]) {
if (rand(1,.@sf_c_num) < 61)
getitem .@equip_card[.@i],1;
else
set .@card_break,1;
if (.@Jeremy) {
// Chance of retaining equipment.
if (rand(1,.@sf_w_num) < 61) {
set .@equip_safe,1;
getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0;
}
// Chance of retaining cards.
for(set .@i,0; .@i<4; set .@i,.@i+1) {
if (.@equip_card[.@i]) {
if (rand(1,.@sf_c_num) < 61)
getitem .@equip_card[.@i],1;
else
set .@card_break,1;
}
}
} else {
set .@card, .@equip_card[.@slot];
set .@equip_card[.@slot],0;
// Chance of retaining equipment.
if (rand(1,.@sf_w_num) < 61) {
set .@equip_safe,1;
getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
}
// Chance of retaining card.
if (rand(1,.@sf_c_num) < 61)
getitem .@card,1;
else
set .@card_break,1;
}
// Display corresponding effect.
@@ -273,7 +352,9 @@ malangdo,215,166,4 script Jeremy#mal 553,{
mes "Card has been damaged. ^ff0000Unrecoverable.^000000";
}
next;
mes "[Jeremy]";
mes .@n$;
mes "That is all for the results of the card separation. Please come again.";
close;
}
malangdo,215,166,4 duplicate(CardSeparation_mal) Jeremy#pa0829 553
malangdo,208,166,6 duplicate(CardSeparation_mal) Richard#pa0829 559

View File

@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Catalogs allow players to easily search for items in-game,
//= and to buy/sell directly from the catalog interface.
//===== Additional Comments: =================================

View File

@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Sells Falcon Flute and Wolf Flute.
//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]

View File

@@ -7,12 +7,13 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Turns arrows into Arrow Quivers.
// Breakdown of Subroutine "S_BuyQuiver"
// arg(0): Type of Arrow to be packaged (item ID).
// arg(1): How many of each 'getarg(0)' arrow per quiver.
// arg(2): The cost of making a 'getarg(0)' quiver.
// arg(3): The quiver given by the NPC (item ID).
//= Breakdown of Subroutine "S_BuyQuiver"
//= arg(0): Type of Arrow to be packaged (item ID).
//= arg(1): How many of each 'getarg(0)' arrow per quiver.
//= arg(2): The cost of making a 'getarg(0)' quiver.
//= arg(3): The quiver given by the NPC (item ID).
//===== Additional Comments: =================================
//= 1.0 Added Mora NPC. [Euphy]
//= 1.1 Updated to match the official scripts. [Euphy]

View File

@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Renewal-specific breeder NPCs.
//===== Additional Comments: =================================
//= 2.1 Moved some renters to a separate renewal file. [Daegaladh]

View File

@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Organizes ores in a player's inventory.
//===== Additional Comments: =================================
//= 1.0 First version.

View File

@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Renewal duplicates.
//===== Additional Comments: =================================
//= 1.0 Split Mount Manager NPC.

View File

@@ -28,3 +28,5 @@ npc: npc/re/jobs/3-2/wanderer.txt
// - Novice
npc: npc/re/jobs/novice/novice.txt
npc: npc/re/jobs/novice/supernovice_ex.txt
// - Job Repairs
npc: npc/re/jobs/repair.txt