* Implemented Eclage town NPCs from iRO.

* Implemented Eclage guides.
* Implemented Eclage coin traders (equipment NPCs and herb seller).
* Implemented Eclage skills. (3CeAM 705)
* Added Eclage quest_db entries (missing times).
* Added placeholder NPCs for Eclage quests -- most quests are not functional.
* Moved custom Warper and Healer coordinates for Eclage.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17373 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
euphyy 2013-06-18 01:13:19 +00:00
parent 069a311e38
commit cc701c83bb
22 changed files with 3028 additions and 26 deletions

View File

@ -35,9 +35,11 @@
498,1 //AM_TWILIGHT3
512,3 //GS_TRACKING
1014,1 //PR_REDEMPTIO
2534,7,7 //RETURN_TO_ELDICASTES
2536,7,7 //ALL_GUARDIAN_RECALL
//2537,0,7 //ALL_ODINS_POWER
2537,0,7 //ALL_ODINS_POWER
10010,3 //GD_BATTLEORDER
10011,3 //GD_REGENERATION
10012,6 //GD_RESTORE

View File

@ -1013,11 +1013,11 @@
2498,11,6,1,0,0,0,1,1,no,0,0,0,weapon,0, GN_SLINGITEM_RANGEMELEEATK,Sling Item Attack
// Episode 13.3
//2533,0,0,4,0,0x1,0,1,0,no,0,0,0,none,0, ALL_ODINS_RECALL,Odin's Recall
2533,0,6,4,0,0x1,0,1,1,yes,0,0,0,none,0, ALL_ODINS_RECALL,Odin's Recall
2534,0,0,4,0,0x1,0,1,0,no,0,0,0,none,0, RETURN_TO_ELDICASTES,Return To Eldicastes
2535,0,0,4,0,0x1,0,1,0,no,0,0x1,0,none,0, ALL_BUYING_STORE,Open Buying Store
2536,0,0,4,0,0x1,0,1,0,no,0,0,0,none,0, ALL_GUARDIAN_RECALL,Guardian's Recall
//2537,9,6,16,0,0x1,0,2,1,yes,0,0,0,magic,0, ALL_ODINS_POWER,Odin's Power
2537,9,6,16,0,0x1,0,2,1,yes,0,0,0,none,0, ALL_ODINS_POWER,Odin's Power
//2538,0,0,0,0,0,0,??,0,no,0,0,0,none,0, BEER_BOTTLE_CAP,Beer Bottle Cap
//2539,0,0,0,0,0,0,??,0,no,0,0,0,none,0, NPC_ASSASSINCROSS,Assassin Cross of Sunset 2
//2540,0,0,0,0,0,0,??,0,no,0,0,0,none,0, NPC_DISSONANCE,Dissonance 2

View File

@ -779,11 +779,11 @@
2497,0,0,12,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GN_S_PHARMACY#Special Pharmacy#
2498,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GN_SLINGITEM_RANGEMELEEATK#Sling Item Attack#
//2533,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_RECALL#Odin's Recall#
2533,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_RECALL#Odin's Recall#
2534,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //RETURN_TO_ELDICASTES#Return To Eldicastes#
2535,0,0,1,0,0,0,99,0,0,none,0,6377,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_BUYING_STORE#Open Buying Store
2536,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_GUARDIAN_RECALL#Guardian's Recall#
//2537,0,0,70:100,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_POWER#Odin's Power#
2537,0,0,70:100,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_POWER#Odin's Power#
//2538,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //BEER_BOTTLE_CAP#Beer Bottle Cap#

View File

@ -65,6 +65,24 @@
1191,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
1192,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
1193,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
// Find Professor Worm's Memory
1214,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1215,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1216,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1217,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1218,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1219,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1220,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1221,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1222,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1223,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1224,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1225,0,2367,15,0,0,0,0,"Getting back Professor Worm's memory"
1226,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1227,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
1228,0,0,0,0,0,0,0,"Getting back Professor Worm's memory"
2000,0,0,0,0,0,0,0,"Job Change to Blacksmith"
2001,0,0,0,0,0,0,0,"Job Change to Blacksmith"
2002,0,0,0,0,0,0,0,"Job Change to Blacksmith"
@ -509,6 +527,19 @@
4229,0,0,0,0,0,0,0,"Devil in the Cave"
4254,0,0,0,0,0,0,0,"Fairy with a stomache"
4255,0,0,0,0,0,0,0,"Revenge!"
4256,0,0,0,0,0,0,0,"An accomplice?"
4257,0,0,0,0,0,0,0,"Conspiracy"
4258,0,0,0,0,0,0,0,"Eirinn"
4259,0,0,0,0,0,0,0,"Bourbon"
4260,0,0,0,0,0,0,0,"Bee"
4261,0,0,0,0,0,0,0,"Counterattack (1)"
4262,0,0,0,0,0,0,0,"Counterattack (2)"
4263,0,0,0,0,0,0,0,"Counteroffensive (1)"
4264,0,0,0,0,0,0,0,"Counteroffensive (2)"
4265,0,0,0,0,0,0,0,"Bookshelf use"
5000,0,0,0,0,0,0,0,"The Crow of the Fate - 7"
// Researcher's Quest
@ -1063,6 +1094,55 @@
7409,0,0,0,0,0,0,0,"Cannot Meet Eyes with Him!"
7410,0,0,0,0,0,0,0,"Teach Another Lesson Tomorrow!"
// Eclage
7411,0,0,0,0,0,0,0,"The traveler, Fome's story"
7412,0,0,0,0,0,0,0,"The traveler, Litrip's story"
7413,0,0,0,0,0,0,0,"The traveler, Chiba's story"
7414,0,0,0,0,0,0,0,"Eclage guard's message"
7415,0,0,0,0,0,0,0,"Laphine's Chief of Staff"
7416,600,0,0,0,0,0,0,"Waiting to meet"
7417,0,0,0,0,0,0,0,"Kardui's request"
7418,0,0,0,0,0,0,0,"For Eclage 1"
7419,0,0,0,0,0,0,0,"For Eclage 2"
7420,0,0,0,0,0,0,0,"For Eclage 3"
7421,0,0,0,0,0,0,0,"That's enough"
7422,0,0,0,0,0,0,0,"Kardui's gift"
7423,0,0,0,0,0,0,0,"A rumor about the King 1"
7424,0,0,0,0,0,0,0,"A rumor about the King 2"
7425,0,0,0,0,0,0,0,"A rumor about the King 3"
7426,0,0,0,0,0,0,0,"A rumor about the King 4"
7427,0,0,0,0,0,0,0,"At times like this, face it straight on!"
7428,0,0,0,0,0,0,0,"Yai of the wild"
7429,0,0,0,0,0,0,0,"Wild recent trend!"
7430,0,0,0,0,0,0,0,"Deliveryman that runs through space"
7431,0,0,0,0,0,0,0,"A mailman never rests!"
7432,0,0,0,0,0,0,0,"The troublemakers in the land of blooming flowers"
7433,0,0,0,0,0,0,0,"Need constant guidance"
// Twins and Scholar of Magics
7434,0,0,0,0,0,0,0,"Kardui's big brother"
7435,0,0,0,0,0,0,0,"Time for reading the letter"
7436,0,0,0,0,0,0,0,"Avant the Scholar of Magics"
7437,0,0,0,0,0,0,0,"Shenime's favor"
7438,0,0,0,0,0,0,0,"Secret sponsorship"
7439,0,0,0,0,0,0,0,"The scholar of magics sponsored by Shenime"
7440,0,0,0,0,0,0,0,"Minuel's witness"
7441,0,0,0,0,0,0,0,"Mail is here!"
7442,0,0,0,0,0,0,0,"The identity of the scholar of magics"
7443,0,0,0,0,0,0,0,"Interfere with the research!"
7444,0,0,0,0,0,0,0,"What Avant was researching"
// Orb
7445,0,0,0,0,0,0,0,"Avant's back"
7446,0,0,0,0,0,0,0,"Unfruitful conversation"
7447,0,0,0,0,0,0,0,"Dilemma surrounding the Orb"
7448,0,0,0,0,0,0,0,"Something's not right"
7449,0,0,0,0,0,0,0,"Temptation toward the Orb"
7450,0,0,0,0,0,0,0,"Orb's lighting room"
7451,0,0,0,0,0,0,0,"Betrayal"
7452,0,0,0,0,0,0,0,"Find the chief of staff!"
7453,0,0,0,0,0,0,0,"The last of the chief of staff"
8000,0,0,0,0,0,0,0,"Quitting Job Change"
8001,0,0,0,0,0,0,0,"Job Change to Assassin"
8002,0,0,0,0,0,0,0,"Job Change to Assassin"
@ -1392,6 +1472,44 @@
9223,0,0,0,0,0,0,0,"Will there be Peace at the Hospital?"
9224,0,0,0,0,0,0,0,"Explore Hospital 2F"
9225,0,0,0,0,0,0,0,"Mystery Robbery Incident 1"
9226,0,0,0,0,0,0,0,"Mystery Robbery Incident 2"
9227,0,0,0,0,0,0,0,"Mystery Robbery Incident 3"
9228,0,0,0,0,0,0,0,"Mystery Robbery Incident 4"
9229,0,0,0,0,0,0,0,"Mystery Robbery Incident 5"
9230,0,0,0,0,0,0,0,"Mystery Robbery Incident 6"
9231,0,0,0,0,0,0,0,"Mystery Robbery Incident 7"
9232,0,0,0,0,0,0,0,"Mystery Robbery Incident 8"
9233,0,0,0,0,0,0,0,"Mystery Robbery Incident 9"
9234,0,0,0,0,0,0,0,"Mystery Robbery Incident 10"
9235,0,0,0,0,0,0,0,"Mystery Robbery Incident 11"
9236,0,0,0,0,0,0,0,"Mystery Robbery Incident 12"
9237,0,0,0,0,0,0,0,"Mystery Robbery Incident 13"
9238,0,0,0,0,0,0,0,"Mystery Robbery Incident 14"
9239,0,0,0,0,0,0,0,"Mystery Robbery Incident 15"
9240,0,0,0,0,0,0,0,"Luen's statement notes"
9241,0,0,0,0,0,0,0,"Luen's statement notes"
9242,0,0,0,0,0,0,0,"Luen's statement notes"
9243,0,0,0,0,0,0,0,"Luen's statement notes"
9244,0,0,0,0,0,0,0,"Dames's statement notes"
9245,0,0,0,0,0,0,0,"Dames's statement notes"
9246,0,0,0,0,0,0,0,"Dames's statement notes"
9247,0,0,0,0,0,0,0,"Dames's statement notes"
9248,0,0,0,0,0,0,0,"Rosa's statement notes"
9249,0,0,0,0,0,0,0,"Rosa's statement notes"
9250,0,0,0,0,0,0,0,"Rosa's statement notes"
9251,0,0,0,0,0,0,0,"Rosa's statement notes"
9252,0,0,0,0,0,0,0,"Observing Poppy"
9253,0,0,0,0,0,0,0,"Examining a messy bookshelf"
9254,0,0,0,0,0,0,0,"Examining a damaged book"
9255,0,0,0,0,0,0,0,"Examining a container for soda cans"
9256,0,0,0,0,0,0,0,"Examining a messed up table"
9257,0,0,0,0,0,0,0,"Examining a foreign object"
9258,0,0,0,0,0,0,0,"Field examination results"
9259,0,0,0,0,0,0,0,"Confirming Cruyan's statements"
9260,0,0,0,0,0,0,0,"Survey investigation notes"
9262,0,0,0,0,0,0,0,"Mystery Robbery Incident 16"
10000,0,0,0,0,0,0,0,"To the Prontera Royal Court"
10001,0,0,0,0,0,0,0,"Qualification Test"
10002,0,0,0,0,0,0,0,"Qualification Review"
@ -1782,6 +1900,35 @@
11308,0,0,0,0,0,0,0,"Nurse at Port Malaya-25"
11309,0,0,0,0,0,0,0,"Nurse at Port Malaya-26"
11310,0,0,0,0,0,0,0,"Eclage's Entrance"
11311,0,0,0,0,0,0,0,"Eclage's Entrance"
11312,0,0,0,0,0,0,0,"Goliath"
11313,0,0,0,0,0,0,0,"Goliath"
11314,0,0,0,0,0,0,0,"Goliath"
11315,0,0,0,0,0,0,0,"And time keeps on flowing"
11316,0,0,0,0,0,0,0,"And time keeps on flowing"
11317,0,0,0,0,0,0,0,"And time keeps on flowing"
11318,0,0,0,0,0,0,0,"And time keeps on flowing"
11319,0,0,0,0,0,0,0,"And time keeps on flowing"
11320,0,0,0,0,0,0,0,"And time keeps on flowing"
11321,0,0,0,0,0,0,0,"And time keeps on flowing"
11322,0,0,0,0,0,0,0,"And time keeps on flowing"
11323,0,0,0,0,0,0,0,"And time keeps on flowing"
11324,0,0,0,0,0,0,0,"And time keeps on flowing"
11325,0,0,0,0,0,0,0,"The chicken or the egg"
11326,0,0,0,0,0,0,0,"The chicken or the egg"
11327,0,0,0,0,0,0,0,"The chicken or the egg"
11328,0,0,0,0,0,0,0,"The chicken or the egg"
11329,0,0,0,0,0,0,0,"The chicken or the egg"
11330,0,0,0,0,0,0,0,"The chicken or the egg"
11331,0,0,0,0,0,0,0,"The chicken or the egg"
11332,0,0,0,0,0,0,0,"The chicken or the egg"
11333,0,0,0,0,0,0,0,"Red seed and green seed"
11334,0,0,0,0,0,0,0,"Red seed and green seed"
11335,0,0,0,0,0,0,0,"Dreaming boy"
11336,0,0,0,0,0,0,0,"Dreaming boy"
11337,0,0,0,0,0,0,0,"Dreaming boy"
12000,0,0,0,0,0,0,0,"An old friend"
12001,0,0,0,0,0,0,0,"Digotz, Maku's old friend"
12002,0,0,0,0,0,0,0,"Messenger of Friendship"
@ -2052,6 +2199,68 @@
12278,0,0,0,0,0,0,0,"Towards Bakonawa Lake..."
12279,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
12280,0,0,0,0,0,0,0,"A suspicious prisoner"
12281,0,0,0,0,0,0,0,"An unwanted favor"
12282,0,0,0,0,0,0,0,"Gossip king Clever"
12283,0,0,0,0,0,0,0,"The rift researcher"
12284,0,0,0,0,0,0,0,"A cat merchant's source of information"
12285,0,0,0,0,0,0,0,"A way to calm down a cat"
12286,0,0,0,0,0,0,0,"Information traded for some canned foods"
12287,0,0,0,0,0,0,0,"A weird experience"
12288,0,0,0,0,0,0,0,"A successful experience"
12289,0,0,0,0,0,0,0,"Another visitation"
12290,0,0,0,0,0,0,0,"Clever's historical documents"
12291,0,0,0,0,0,0,0,"Hidden historical documents (?)"
12292,0,0,0,0,0,0,0,"The unknown ones"
12293,0,0,0,0,0,0,0,"Figures in history"
12294,0,0,0,0,0,0,0,"Tour of Eclage"
12295,0,0,0,0,0,0,0,"Error"
12296,0,0,0,0,0,0,0,"Fun times with the reactor"
12297,0,0,0,0,0,0,0,"Encountering Etran"
12298,0,0,0,0,0,0,0,"Two wishes"
12299,0,0,0,0,0,0,0,"Revisiting Robert"
12300,0,0,0,0,0,0,0,"Revisiting Etran"
12301,0,0,0,0,0,0,0,"Two remaining friends"
13050,0,0,0,0,0,0,0,"The Laphine that loves the land"
13051,0,0,0,0,0,0,0,"The singing Laphine"
13052,0,0,0,0,0,0,0,"The watering Laphine"
13053,0,0,0,0,0,0,0,"The dancing Laphine"
13054,0,0,0,0,0,0,0,"The smiling Laphine"
13055,0,0,0,0,0,0,0,"See if all the adventurers are safe"
13056,0,0,0,0,0,0,0,"Reporter Rossi"
13057,0,0,0,0,0,0,0,"Adventurer Euncheong"
13058,0,0,0,0,0,0,0,"Troublemaker New Oz"
13059,86400,0,0,0,0,0,0,"End of project"
13060,86400,0,0,0,0,0,0,"Safety confirmation complete!"
13061,0,0,0,0,0,0,0,"Food support"
13062,86400,0,0,0,0,0,0,"Food support - complete"
13063,0,0,0,0,0,0,0,"Dusting off"
13064,86400,0,0,0,0,0,0,"Dusting off - complete"
13065,0,0,0,0,0,0,0,"Collecting a souvenir"
13066,86400,0,0,0,0,0,0,"This is enough for souvenirs"
14118,0,0,0,0,0,0,0,"Wuhari's concern"
14119,0,0,0,0,0,0,0,"Test of patience"
14120,0,0,0,0,0,0,0,"Test of patience 2"
14121,0,0,0,0,0,0,0,"Test of patience 3"
14122,0,0,0,0,0,0,0,"Time for two"
14123,0,0,0,0,0,0,0,"Wuharu's favor"
14125,0,0,0,0,0,0,0,"Surveying the area"
14126,0,0,0,0,0,0,0,"Searching for Ms. Goatie"
14127,0,0,0,0,0,0,0,"Searching for Ms. Goatie's husband"
14128,0,0,0,0,0,0,0,"Obtaining the research report"
14131,0,0,0,0,0,0,0,"Analysis time"
14133,0,0,0,0,0,0,0,"Another favor"
14134,0,0,0,0,0,0,0,"Sharp Ms. Goatie"
14135,0,0,0,0,0,0,0,"Searching for Mr. Pompe"
14136,0,0,0,0,0,0,0,"A terrible scene in the field"
14137,0,0,0,0,0,0,0,"An interesting proposition"
14138,0,0,0,0,0,0,0,"The big corpse"
14139,0,0,0,0,0,0,0,"To Wuhuru"
14140,0,0,0,0,0,0,0,"To Wuhari"
14141,0,0,0,0,0,0,0,"Ingredients for research"
16000,0,0,0,0,0,0,0,"Metz Brayde's Notice"
16001,0,0,0,0,0,0,0,"First examination"
16002,0,0,0,0,0,0,0,"Fetching Items for Arian -1"

View File

@ -155,10 +155,10 @@
2779:2780:5577,{ bonus bMatkRate,10; bonus bInt,5; bonus2 bSubRace,RC_Angel,10; }
2966:2968,{ bonus bAtkRate,4; bonus bMatkRate,4; }
2966:2969,{ bonus bAtkRate,4; bonus bMatkRate,4; }
2966:13092,{ if(getequipid(EQI_HAND_R)==13092) set .@part,EQI_HAND_R; else set .@part,EQI_HAND_L; bonus bBaseAtk,10*getequiprefinerycnt(.@part); }
2966:13092,{ bonus bBaseAtk,10*getequiprefinerycnt( (getequipid(EQI_HAND_R) == 13092) ? EQI_HAND_R : EQI_HAND_L ); }
2967:2968,{ bonus bAtkRate,4; bonus bMatkRate,4; }
2967:2969,{ bonus bAtkRate,4; bonus bMatkRate,4; }
2968:13092,{ if(getequipid(EQI_HAND_R)==13092) set .@part,EQI_HAND_R; else set .@part,EQI_HAND_L; bonus bMatk,10*getequiprefinerycnt(.@part); }
2968:13092,{ bonus bMatk,10*getequiprefinerycnt( (getequipid(EQI_HAND_R) == 13092) ? EQI_HAND_R : EQI_HAND_L ); }
4001:4197,{ bonus bFlee,18; }
4006:4266,{ bonus bFlee,18; }
4009:4179,{ bonus bFlee,18; }

View File

@ -6239,7 +6239,7 @@
13076,Raksasa_Dagger,Nachal Sword,4,40000,,600,120:100,,1,1,0x02000000,7,2,2,3,110,1,1,{ bonus bInt,3; },{},{}
//13077,
13078,Mikatsuki,Mikacheuki,4,40000,,600,50:120,,1,1,0x02000000,7,2,2,4,100,1,1,{},{},{}
13079,Metal_Dagger,Metal Dagger,4,20,,0,55,0,,1,0x02021040,7,2,2,3,1,1,1,{}
13079,Metal_Dagger,Metal Dagger,4,20,,0,55,0,,1,0x02021040,7,2,2,3,1,1,1,{},{},{}
//
13092,RWC_Memory_Knife,RWC Memory Knife,4,1000,500,650,50,0,1,1,0x02800075,15,2,2,3,1,1,1,{ bonus bBaseAtk,20*(getrefine()/3); bonus bMatk,20*(getrefine()/3); bonus4 bAutoSpell,"BS_WEAPONPERFECT",1,50,0; if(getrefine()>=9) set .@i,1; if(getrefine()>=6){ set .@rate,5*(.@i+1); bonus2 bAddRace,RC_Boss,.@rate; bonus2 bAddRace,RC_NonBoss,.@rate; bonus2 bMagicAddRace,RC_Boss,.@rate; bonus2 bMagicAddRace,RC_NonBoss,.@rate; } },{},{}
// Revolvers

View File

@ -1690,6 +1690,19 @@
3029,0,0,0,10000:15000:20000:25000:30000,0,0,-1
//==========================================
//===== Eclage Skills ======================
//-- ECL_SNOWFLIP
3031,0,0,0,0,0,5000,0
//-- ECL_PEONYMAMY
3032,0,0,0,0,0,5000,0
//-- ECL_SADAGUI
3033,0,0,0,0,0,5000,0
//-- ECL_SEQUOIADUST
3034,0,0,0,0,0,5000,0
//-- ECLAGE_RECALL
3035,3000,0,0,0,0,300000,0
//==========================================
//===== Homunculus Skills ==================
//-- HLIF_HEAL
8001,0,2000,0,0,0,0,-1

View File

@ -35,9 +35,12 @@
498,1 //AM_TWILIGHT3
512,3 //GS_TRACKING
1014,1 //PR_REDEMPTIO
2534,7,7 //RETURN_TO_ELDICASTES
2536,7,7 //ALL_GUARDIAN_RECALL
//2537,0,7 //ALL_ODINS_POWER
2537,0,7 //ALL_ODINS_POWER
3035,7,7 //ECLAGE_RECALL
10010,3 //GD_BATTLEORDER
10011,3 //GD_REGENERATION
10012,6 //GD_RESTORE

View File

@ -1025,11 +1025,11 @@
2498,11,6,1,0,0,0,1,1,no,0,0,0,weapon,0, GN_SLINGITEM_RANGEMELEEATK,Sling Item Attack
// Episode 13.3
//2533,0,0,4,0,0x1,0,1,0,no,0,0,0,none,0, ALL_ODINS_RECALL,Odin's Recall
2533,0,6,4,0,0x1,0,1,1,yes,0,0,0,none,0, ALL_ODINS_RECALL,Odin's Recall
2534,0,0,4,0,0x1,0,1,0,no,0,0,0,none,0, RETURN_TO_ELDICASTES,Return To Eldicastes
2535,0,0,4,0,0x1,0,1,0,no,0,0x1,0,none,0, ALL_BUYING_STORE,Open Buying Store
2536,0,0,4,0,0x1,0,1,0,no,0,0,0,none,0, ALL_GUARDIAN_RECALL,Guardian's Recall
2537,9,6,16,0,0x1,0,2,1,yes,0,0,0,magic,0, ALL_ODINS_POWER,Odin's Power
2537,9,6,16,0,0x1,0,2,1,yes,0,0,0,none,0, ALL_ODINS_POWER,Odin's Power
//2538,0,0,0,0,0,0,??,0,no,0,0,0,none,0, BEER_BOTTLE_CAP,Beer Bottle Cap
//2539,0,6,4,0,0x1,0,10,1,no,0,0x2,0,none,0, NPC_ASSASSINCROSS,Assassin Cross of Sunset 2
//2540,0,6,4,0,0x1,0,5,1,no,0,0x2,0,none,0, NPC_DISSONANCE,Dissonance 2

View File

@ -787,11 +787,11 @@
2498,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GN_SLINGITEM_RANGEMELEEATK#Sling Item Attack#
//2533,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_RECALL#Odin's Recall#
2533,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_RECALL#Odin's Recall#
2534,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //RETURN_TO_ELDICASTES#Return To Eldicastes#
2535,0,0,1,0,0,0,99,0,0,none,0,6377,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_BUYING_STORE#Open Buying Store
2536,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_GUARDIAN_RECALL#Guardian's Recall#
//2537,0,0,70:100,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_POWER#Odin's Power#
2537,0,0,70:100,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_POWER#Odin's Power#
//2538,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //BEER_BOTTLE_CAP#Beer Bottle Cap#

View File

@ -73,7 +73,7 @@ yuno,164,45,4 duplicate(Healer) Healer#yuno 909
brasilis,194,221,6 duplicate(Healer) Healer#bra 909
dewata,195,187,4 duplicate(Healer) Healer#dew 909
dicastes01,201,194,4 duplicate(Healer) Healer#dic 909
eclage,105,35,4 duplicate(Healer) Healer#ecl 909
ecl_in01,45,60,4 duplicate(Healer) Healer#ecl 909
malangdo,132,114,6 duplicate(Healer) Healer#mal 909
malaya,205,205,6 duplicate(Healer) Healer#ma 909
mora,55,152,4 duplicate(Healer) Healer#mora 909

View File

@ -132,7 +132,7 @@ T7: Go("comodo",209,143);
T8: Restrict("RE");
Go("dewata",200,180);
T9: Restrict("RE");
Go("eclage",110,39);
Go("ecl_in01",48,53);
T10: Go("einbech",63,35);
T11: Go("einbroch",64,200);
T12: Restrict("RE");
@ -491,7 +491,7 @@ yuno,162,47,4 duplicate(Warper) Warper#yuno 811
brasilis,201,222,4 duplicate(Warper) Warper#bra 811
dewata,204,186,6 duplicate(Warper) Warper#dew 811
dicastes01,194,194,6 duplicate(Warper) Warper#dic 811
eclage,107,37,4 duplicate(Warper) Warper#ecl 811
ecl_in01,51,60,4 duplicate(Warper) Warper#ecl 811
malangdo,134,117,6 duplicate(Warper) Warper#mal 811
malaya,210,205,4 duplicate(Warper) Warper#ma 811
mora,57,152,4 duplicate(Warper) Warper#mora 811

487
npc/re/cities/eclage.txt Normal file
View File

@ -0,0 +1,487 @@
//===== rAthena Script =======================================
//= Eclage Town
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Eclage Town Script
//===== Additional Comments: =================================
//= 1.0 Nearly complete iRO town NPCs. [Euphy]
//============================================================
// Generic Eclage NPCs - Set 1
//============================================================
ecl_fild01,92,316,4 script Tourist#ep14_2f2 545,{
mes "[Tourist]";
mes "I can't believe I have to wait this long......";
mes "When is it going to be my turn?";
emotion e_sob;
close;
}
ecl_fild01,106,312,4 script Tourist#ep14_2f3 525,{
mes "[Tourist]";
mes "I'm actually done with my documentation, but I'm just sticking around to appreciate all of these flowers.";
emotion e_lv2;
next;
mes "[Tourist]";
mes "I'm just getting through the night with my sleeping bag!";
mes "It's alright as long as you can withstand the security guard's annoyance with you.";
close;
}
ecl_fild01,108,320,6 script Tourist#ep14_2f4 941,{
mes "[Tourist]";
mes "I wonder how beautiful of a city Eclage would be.";
mes "It just makes my heart beat thinking about it.";
emotion e_lv;
close;
}
ecl_fild01,105,320,2 script Tourist#ep14_2f5 436,{
mes "[Tourist]";
mes "No, I'm not a visitor. I'm an Eclage citizen!";
emotion e_an;
next;
mes "[Tourist]";
mes "I can't believe I can't even enter because of all these tourists!";
emotion e_omg;
close;
}
ecl_fild01,103,319,4 script Tourist#ep14_2f6 900,{
mes "[Tourist]";
mes "I hear their acorns are delicious without a hint of bitterness.";
next;
mes "[Tourist]";
mes "You could probably make the world's best acorn jello.";
emotion e_omg;
close;
}
ecl_fild01,110,316,2 script Tourist#ep14_2f7 896,{
mes "[Tourist]";
mes "It's important to keep your belongings light when traveling.";
next;
mes "[Tourist]";
mes "It's going to increase as you go along anyways.";
next;
mes "[Tourist]";
mes "Perhaps you could consider it as the weight of life?";
emotion 38,0;
close;
}
ecl_fild01,92,318,4 script Tourist#ep14_2f8 517,{
mes "[Tourist]";
mes "Cool cool.";
close;
}
ecl_fild01,93,318,2 script Tourist#ep14_2f9 107,{
mes "[Tourist]";
mes "Snorrrreee....Erhem....";
next;
mes "[Tourist]";
mes "Err.... No.....";
mes "Curry.... Curry rice.... Snorrreeeee";
emotion e_hlp;
close;
}
ecl_fild01,94,313,4 script Tourist#ep14_2f10 715,{
mes "[Tourist]";
mes "Oh! Are you also from Midgard?";
next;
mes "[Tourist]";
mes "It's encouraging to see so many Midgard people nowadays.";
emotion e_com;
close;
}
ecl_fild01,101,320,4 script Tourist#ep14_2f11 522,{
mes "[Tourist]";
mes "Ow.... My legs...";
mes "You're saying I have to wait after all this traveling through Bifrost?!";
emotion e_an;
close;
}
ecl_fild01,88,315,4 script Tourist#ep14_2f12 957,{
mes "[Tourist]";
mes "Ahh...";
mes "Why are there so many people...?";
next;
mes "[Tourist]";
mes "I want to be alone......Sniff!";
emotion e_otl;
close;
}
// Generic Eclage NPCs - Set 2
//============================================================
ecl_fild01,183,190,4 script Catering#eclbig 447,{
mes "[Catering]";
mes "Wahahaha! How do you do!";
mes "It's perfect weather for a picnic, no?";
next;
emotion e_wah;
mes "[Catering]";
mes "You say it's hard to pack for a picnic?";
next;
emotion e_no1;
mes "[Catering]";
mes "Don't you worry!";
next;
emotion e_gasp;
mes "[Catering]";
mes "This is a specialty combining acorns with 7 different kinds and 7 different levels of flavor collected by squirrels of Eclage!";
next;
emotion e_cash;
mes "[Catering]";
mes "This specialty to-go box is only 2,999 coins!!!";
next;
emotion e_omg;
mes "[Catering]";
mes "Such a remarkable price!";
next;
emotion e_lv;
mes "[Catering]";
mes "If you order now, we also give you a disposable fork that feels like new even with a hundred uses!";
close;
}
ecl_fild01,134,109,4 script Warao#eclbig 446,{
mes "[Warao]";
mes "Ah~ I'm so hungry. What should I eat today?";
next;
mes "[Warao]";
mes "Come to think of it, I wonder how this foreigner will taste?";
next;
emotion e_gg;
mes "[Warao]";
mes "Hey hey, you know I'm kidding, right?";
close;
}
ecl_fild01,70,285,4 script Giranni#eclbig 611,{
mes "[Giranni]";
mes "I wonder where he went. It should be around here...";
close;
}
eclage,106,61,4 script Markoza#eclbig 444,{
mes "[Markoza]";
mes "I also want to visit foreign lands.";
next;
mes "[Markoza]";
mes "But would foreigners leave me be when I am this adorable?";
next;
emotion e_pif;
mes "[Markoza]";
mes "Man, wherever I go, my cuteness just complicates everything...";
close;
}
eclage,101,130,5 script Wutapoa#eclbig 435,{
mes "[Wutapoa]";
mes "I recently moved out of my parent's place!";
mes "I am so glad I finally have my own Yai!";
next;
mes "[Wutapoa]";
mes "I'm going to make it the most decorative, beautiful Yai in Eclage!";
next;
emotion e_heh;
mes "[Wutapoa]";
mes "Yay, woohoo!!!";
close;
}
eclage,200,272,4 script Masione#eclbig 437,{
mes "[Masione]";
mes "Whoa! Hey!";
mes "Would you please stop appearing out of nowhere?";
emotion e_omg;
next;
mes "[Masione]";
mes "I'm a fragile, sensitive being!";
close;
}
ecl_in01,55,25,3 script Mijani#eclbig 520,{
mes "[Mijani]";
mes "You are not from around here?";
mes "Welcome.";
next;
mes "[Mijani]";
mes "Of course, as long as you don't disrupt Eclage.";
close;
}
ecl_in01,38,37,4 script A kneeling boy#eclbig 441,{
mes "[A kneeling boy]";
mes "Why am I kneeling like this?";
next;
mes "[A kneeling boy]";
mes "At first, it was because it was comfortable. Now it's because I can't stretch my legs out anymore.";
next;
emotion e_sob;
mes "[A kneeling boy]";
mes "I try to stretch them out, and my legs are all asleep!!";
mes "Does that mean I have to fly around with my legs flexed like this?";
close;
}
ecl_in02,168,41,2 script Pambo#eclbig 438,{
mes "[Pambo]";
mes "Do you like things that twinkle?";
next;
emotion e_lv2;
mes "[Pambo]";
mes "I love them so much!";
next;
mes "[Pambo]";
mes "Twinkle twinkle~ Twinkle twinkle~";
next;
mes "[Pambo]";
mes "Twinkle twinkle~ Twinkle twinkle~";
mes "Sparkle sparkle~ Sparkle sparkle~";
next;
mes "[Pambo]";
mes "Twinkle twinkle~ Twinkle twinkle~";
mes "Sparkle sparkle~ Sparkle sparkle~";
mes "Mmhahah~ Hahaha~ Hehehe~";
mes "Heh heh heh~ Huhuhe~ Hoho~";
mes "Kehehe~ Halala~ Fufu~";
next;
emotion e_sob;
mes "[Pambo]";
mes "But there's nothing twinkling here...";
close;
}
ecl_in01,41,103,1 script A blushing girl#eclbig 439,{
mes "[A blushing girl]";
mes "Do you see this balcony up top?";
mes "Mayor Jun appears there everytime there is an important occasion!";
next;
emotion e_lv2;
mes "[A blushing girl]";
mes "He's so handome!! Ahhh~";
close;
}
ecl_in01,53,92,4 script Lafiki#eclbig 444,{
mes "[Lafiki]";
mes "My fashion sense today is excellent as usual. Heh-";
next;
emotion e_lv2;
mes "[Lafiki]";
mes "Hello~ My beautiful body~";
mes "Every strand of hair is so beautiful!";
next;
mes "[Dandy]";
mes "Yes, it's definitely your garbage fashion sense that wreaks of trash as usual.";
emotion e_gg,0,"Dandy#eclbig";
close;
}
ecl_in01,54,91,2 script Dandy#eclbig 443,{
mes "[Dandy]";
mes "Take a look at me! How's this? Am I not so fabulous?";
next;
mes "[Dandy]";
mes "A Laphine can freely change in between different clothes, but not any Laphine looks this great!";
next;
mes "[Lafiki]";
mes "What nonsensical nonsense are you saying? No matter who looks at it, this region's best looker is me!";
emotion e_pif,0,"Lafiki#eclbig";
close;
}
ecl_in01,52,102,4 script Choir Conductor#eclbig 442,{
mes "[Choir conductor]";
mes "We are Eclage's Tree Wing Choir~";
mes "We bring you heavenly harmonies~";
next;
mes "[Choir conductor]";
mes "Hello foreigner, we'll give you a taste of our harmony~";
next;
emotion e_ho;
mes "[Choir]";
mes "Aaa~";
next;
emotion e_ho,0,"Choir member#eclbig01";
mes "[Choir]";
mes "Aaa~~";
mes "Aaa~";
next;
emotion e_ho,0,"Choir member#eclbig02";
mes "[Choir]";
mes "Aaa~~~";
mes "Aaa~~";
mes "Aaa~";
next;
emotion e_ho,0,"Choir member#eclbig03";
mes "[Choir]";
mes "Aaa~~~~";
mes "Aaa~~~";
mes "Aaa~~";
mes "Aaa~";
next;
emotion e_ho,0,"Choir member#eclbig04";
mes "[Choir]";
mes "Aaa~~~~~";
mes "Aaa~~~~";
mes "Aaa~~~";
mes "Aaa~~";
mes "Aaa~";
next;
emotion e_ho,0,"Choir member#eclbig05";
mes "[Choir]";
mes "Aaa~~~~~~";
mes "Aaa~~~~~";
mes "Aaa~~~~";
mes "Aaa~~~";
mes "Aaa~~";
mes "Aaa~";
next;
emotion e_ho;
emotion e_ho,0,"Choir member#eclbig01";
emotion e_ho,0,"Choir member#eclbig02";
emotion e_ho,0,"Choir member#eclbig03";
emotion e_ho,0,"Choir member#eclbig04";
emotion e_ho,0,"Choir member#eclbig05";
mes "[Choir]";
mes "Uhhurukukuruhuuhhurukukuruhuuh";
mes "Try to feel this~ The melody that flows~";
next;
mes "[Choir conductor]";
mes "How is it!! Our harmony!!";
close;
}
ecl_in01,51,103,4 script Choir member#eclbig01 442,{
mes "[Choir member]";
mes "Aaa~";
emotion e_ho;
close;
}
ecl_in01,53,103,4 duplicate(Choir member#eclbig01) Choir member#eclbig02 442
ecl_in01,50,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig03 442
ecl_in01,52,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig04 442
ecl_in01,54,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig05 442
// Generic Eclage NPCs - Set 3
//============================================================
ecl_fild01,190,93,4 script Fili#1 617,{
mes "[Fili]";
mes "Looking at this beautiful field, the song sings itself~";
emotion e_ho;
close;
}
ecl_fild01,83,263,4 script Watering Laphine#1 444,{
mes "[Watering Laphine]";
mes "I think the earth is running dry.";
close;
}
ecl_fild01,163,196,4 script Dancing Laphine#1 438,{
mes "[Dancing Laphine]";
mes "It's important to warm up like this before you start dancing. One, two, three, four....";
close;
}
// Eclage Prison & Clinic
//============================================================
ecl_in01,8,71,4 script Eclage Guard#pri_inn 447,{
mes "[Eclage Guard]";
mes "This path will take you to the lower parts of Eclage. You'll find a prison and a clinic there.";
close;
}
ecl_in02,96,22,2 script Sign#prison_inn 835,{
mes "[North] Prison";
mes "[West] Clinic";
close;
}
ecl_in02,164,56,2 script Receptionist#Laphine 437,{
mes "[Receptionist]";
mes "Welcome to Eclage Clinic.";
next;
switch(select("Save Location:Rest:Finish the conversation")) {
case 1:
mes "[Receptionist]";
mes "Clinic has been set as your save point. Be careful though~";
savepoint "ecl_in02",162,49;
close;
case 2:
mes "[Receptionist]";
mes "Restore your mind and body at our clinic. It's filled with Eclage's clean energy.";
mes "We charge 1 Splendide Coin normally, but we offer a special discount for travelers. Your total is 5,000 zeny.";
next;
switch(select("Pay with Splendide Coin:Pay with Zeny:Forget it")) {
case 1:
if (countitem(6081) == 0) {
mes "[Receptionist]";
mes "It seems like you don't have enough coins. Would you check your account again, please?";
close;
}
delitem 6081,1; //Splendide_Coin
break;
case 2:
if (Zeny < 5000) {
mes "[Receptionist]";
mes "It seems like you don't have enough zeny. Would you check your account again, please?";
close;
}
set Zeny, Zeny-5000;
break;
case 3:
close;
}
mes "[Receptionist]";
mes "Make yourself at home~";
close2;
percentheal 100,100;
warp "ecl_in02",167,49;
end;
case 3:
close;
}
}
ecl_in02,137,44,2 script Doctor Laphine#doctor 442,{
mes "[Injured Laphine]";
mes "Ooww...";
mes "Where...am...I?";
next;
mes "[Doctor]";
mes "You're at a clinic. Don't worry.";
mes "We stopped the bleeding and casted emergency spells.";
mes "You were bleeding a lot. That was close, you know.";
next;
mes "[Injured Laphine]";
mes "......";
mes "What, no, I...I don't feel anything...what's going on?";
next;
mes "[Doctor]";
mes "Umm...the arrow damaged your wing pretty badly...";
next;
mes "[Injured Laphine]";
mes "...what do you mean??";
next;
mes "[Doctor]";
mes "Well...I was going to tell you after you recover, but you should know. You can't decorate the Yai anymore.";
mes "In other words, you injured your wing. The arrow went through the most critical part in the wing.";
next;
mes "[Injured Laphine]";
mes "What? No way...please...doctor!! No!!";
close;
}
ecl_in02,135,45,4 duplicate(Doctor Laphine#doctor) Injured Laphine 441

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@ -0,0 +1,51 @@
//===== rAthena Script =======================================
//= Eclage Guides
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Guides for the city of Eclage.
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//============================================================
ecl_in01,48,60,4 script Eclage Guard#obb 447,{
mes "[Eclage Guard]";
mes "Welcome, Adventurer. This is the plaza of Eclage, a great and sacred tree. How can I help you?";
next;
switch(select("Palace:Orb:Store:Prison:Clinic:Residential Area:Finish the conversation")) {
case 1:
mes "[Eclage Guard]";
mes "Our great king, courageous generals, and scholars are all staying at the palace.";
mes "The palace is located at the top of Eclage. We usually fly there, but I see you don't have wings. Follow the path on your right then. It will lead you to the palace.";
close;
case 2:
mes "[Eclage Guard]";
mes "The Orb behind me is like a symbol of us Laphines.";
mes "It's filled with great and mysterious power. We always keep an eye on it and guard it carefully.";
close;
case 3:
mes "[Eclage Guard]";
mes "This is the plaza of Eclage. You'll find everything you need around here.";
close;
case 4:
mes "[Eclage Guard]";
mes "Prison is a place for criminals. Why would an adventurer like you go there?";
mes "Well, it's a little suspicious...but I'll tell you the location. Follow the path on your left. They don't let anyone in though.";
close;
case 5:
mes "[Eclage Guard]";
mes "All your pain and weariness melt away in the arms of nature. Restore your mind and body at Eclage Clinic.";
mes "Follow the path on your left.";
close;
case 6:
mes "[Eclage Guard]";
mes "Haven't you seen our decorations for Yai? Take a trip outside. You'll see our residential area.";
close;
case 7:
close;
}
}

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
//= 1.1
//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@ -12,6 +12,7 @@
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy/Lemongrass]
//= 1.1 Added remaining Malangdo traders. [Euphy/Lemongrass]
//= 1.2 Added Eclage traders (not fully complete). [Euphy]
//============================================================
// Malangdo
@ -826,3 +827,349 @@ malangdo,150,135,5 script Roving Merchant 495,{
}
}
// Eclage
//============================================================
ecl_in01,66,95,2 script Armor Merchant Naphara 436,{
mes "[Armor Merchant]";
mes "Hello, this is Naphara's store, a place of high class goods.";
mes "What would you need?";
next;
set .@i, select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove");
mes "[Armor Merchant]";
switch(.@i) {
case 1: // Str Glove
mes "^3131FFStr Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFATK+1 increases for every STR+10^000000";
mes "^3131FFATK +1% added above STR 110^000000";
set .@item,2917; //Str_Glove
break;
case 2:
mes "^3131FFInt Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFMATK+1 increases for every INT+10^000000";
mes "^3131FFMATK +1% added above INT 110^000000";
set .@item,2918; //Int_Glove
break;
case 3:
mes "^3131FFAgi Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFFLEE+1 increases for every AGI+10^000000";
mes "^3131FFComplete Flee +1 added above AGI 110^000000";
set .@item,2919; //Agi_Glove
break;
case 4:
mes "^3131FFVit Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFMHP+50 for every VIT+10^000000";
mes "^3131FFMHP+1% added above VIT 110^000000";
set .@item,2920; //Vit_Glove
break;
case 5:
mes "^3131FFDex Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFHIT+1 increases for every DEX+10^000000";
mes "^3131FFRanged attack power +1% added above DEX 110^000000";
set .@item,2921; //Dex_Glove
break;
case 6:
mes "^3131FFLuk Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFCRI+1 increases for every LUK+10^000000";
mes "^3131FFCritical damage +1% added above LUK 110^000000";
set .@item,2922; //Luk_Glove
break;
}
mes "^3131FFRequired Level: 100^000000";
mes "^3131FFSlot: 0^000000";
mes "^3131FFWeight: 10^000000";
mes "are the characteristic options.";
next;
mes "[Armor Merchant]";
mes "It costs 10 Splendide Coins.";
mes "Would you like to buy it?";
next;
if(select("Buy it.:Don't buy it.") == 2)
close;
if (countitem(6081) < 10) {
mes "[Armor Merchant]";
mes "It seems like you don't have enough coins.";
close;
}
mes "[Armor Merchant]";
mes "Here you go!"; //custom
delitem 6081,10; //Splendide_Coin
getitem .@item,1;
close;
}
ecl_in01,64,97,4 script Slot Expert Nattuer#ecl 436,{
mes "[Slot Expert]";
mes "I am Slot Expert Nattuer.";
mes "If you bring me an item from my little brother Naphara along with 5 Splendide Coins, I will open up one Slot for you.";
next;
if(select("Activate a Slot.:Forget it.") == 2)
close;
mes "[Slot Expert]";
mes "Slot activation is an extremely difficult procedure that can fail even with heightened care and the use of a magnifying lens.";
next;
mes "[Slot Expert]";
mes "Of course, if your heart were as big as that flower-filled land, you wouldn't mind. Right? Should I go for it?";
next;
if(select("Continue.:Forget it.") == 2)
close;
mes "[Slot Expert]";
mes "Which item would you like to activate with a Slot?";
next;
setarray .@noslots[0],2917,2918,2919,2920,2921,2922;
setarray .@slotted[0],2923,2924,2925,2926,2927,2928;
set .@i, select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1;
set .@item, .@noslots[.@i];
set .@new_item, .@slotted[.@i];
mes "[Slot Expert]";
mes "Let's confirm for the last time. Is the one you want "+getitemname(.@item)+"?";
next;
if(select("Yes:No") == 2) {
mes "[Slot Expert]";
mes "Why don't you talk to me when you know for sure.";
close;
}
if (countitem(.@item) == 0) {
mes "[Slot Expert]";
mes "You don't have that item. Why don't you talk to me when you know for sure.";
close;
}
if (countitem(6081) < 5) {
mes "[Slot Expert]";
mes "You don't have enough coins. Why don't you talk to me when you know for sure."; //custom
close;
}
delitem 6081,5; //Splendide_Coin
delitem .@item,1;
//custom to the end
if (rand(100) < 5) {
mes "[Slot Expert]";
mes "Oh no, it failed! I'm sorry, but I warned you this could happen. Better luck next time.";
close;
}
mes "[Slot Expert]";
mes "Success! I've activated the slot.";
getitem .@new_item,1;
close;
}
ecl_in01,67,39,4 script Replication Expert Palt 445,{
emotion e_lv;
mes "[Paltu]";
mes "Woohoo- Greetings. What are you looking for? Lots of goods here.";
next;
switch(select("No thanks.:Replication?:I know you got lots up your sleeve!")) {
case 1:
emotion e_an;
mes "[Paltu]";
mes "Really? Hmm?";
close;
case 2:
mes "[Paltu]";
mes "One can say that there's no one better in Eclage than I at utilizing magic resistance.";
next;
mes "[Paltu]";
mes "I'll give you a good price whatever it is. Just trust me.";
next;
select("Could you do something for me?");
emotion e_no1;
mes "[Paltu]";
mes "Hey, I like your attitude.";
next;
mes "[Paltu]";
mes "Ah- you know the hat you're wearing?";
next;
emotion e_what;
mes "[Paltu]";
mes "Don't you have any of those hats lying around in storage that are solid but too ugly to wear? You do, right?";
next;
select(".........");
emotion e_dots,1;
emotion e_heh;
mes "[Paltu]";
mes "See! I knew it. I knew it from the first minute.";
next;
mes "[Paltu]";
mes "If you bring me ^ff0000 50 Splendide Coins and the ingredients^000000, I'll make you a new hat in the same shape but worn as a ^ff0000Costume^000000.";
next;
mes "[Paltu]";
mes "Hmm, what was it...?";
mes "I think you adventurers call them ^0571B0Costumes^000000? right?";
next;
select("Yes~ What do you need?");
mes "[Paltu]";
mes "I need 1 ^0571B0hat to replicate^000000 and";
mes "I need ^E1281E 4 Crystal Mirrors^000000 for magic resistance, ^E1281E 1 Fairy Magic Powder^000000 as the catalyst, and ^E1281E Emerald, Ruby, Sapphire, Topaz, and Zircon, 10 of each^000000, to be used for amplifying the magic power.";
next;
emotion e_no;
mes "[Paltu]";
mes "There's quite a lot of ingredients, right? Well, I can't do anything about that. Dealing with magic power is not a joke.";
next;
select("Which hats can be replicated?");
mes "[Paltu]";
mes "Oh! You're pretty sharp!";
mes "Almost forgot the most important thing.";
next;
mes "[Paltu]";
mes "Hats that I can replicate are:";
mes "^0571B0Frog Hat, Romantic Flower, Magestic Goat, Blush, Valkyrie Helm, Deviruchi Hat, Assassin Mask, Elven Ears, Hahoe Mask, and Boys Cap^000000 a total of 10 types.";
next;
mes "[Paltu]";
mes "What do you think? I'll make it happen as long as I have the ingredients and the compensation.";
next;
if(select("I'll do it later.:Show me what you got!") == 1) {
emotion e_dots;
mes "[Paltu]";
mes "What? Are you kidding me? Please tell me you are!";
close;
}
break;
case 3:
break;
}
mes "[Paltu]";
mes "Oh wow.";
mes "You made the right call. I thought I was going to starve to death because the Laphines have no interest in pretty hats.";
next;
mes "[Paltu]";
mes "I'll make it a great deal for you. You really should know I'm giving you a good deal here.";
next;
mes "[Paltu]";
mes "Is there something you had in mind? Why don't you take a look?";
next;
setarray .@items[0],
5447, //Frog_Cap
2269, //Centimental_Flower
2256, //Magestic_Goat
5040, //Blush
5171, //Valkyrie_Helm
5038, //Deviruchi_Cap
5096, //Assassin_Mask_
2286, //Elven_Ears
5176, //Hahoe_Mask
5016; //Boy's_Cap
setarray .@costumes[0],
19548, //C_Frog_Cap
19552, //C_Centimental_Flower
19549, //C_Magestic_Goat
19550, //C_Blush
19546, //C_Valkyrie_Helm
19547, //C_Deviruchi_Cap
19553, //C_Assassin_Mask_
19551, //C_Elven_Ears
0, //-- not implemented? --
19545; //C_Boys_Cap
if (countitem(6081) >= 50 && countitem(747) >= 4 && countitem(6395) >= 1 && countitem(721) >= 10 && countitem(723) >= 10 && countitem(726) >= 10 && countitem(728) >= 10 && countitem(729) >= 10)
set .@item_check,1;
for(set .@i,0; .@i<getarraysize(.@items); set .@i,.@i+1) {
if (.@item_check && countitem(.@items[.@i]))
set .@menu$, .@menu$+getitemname(.@items[.@i])+":"; //custom
else
set .@menu$, .@menu$+getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):";
}
set .@i, select(.@menu$)-1;
set .@item, .@items[.@i];
set .@new_item, .@costumes[.@i];
mes "[Paltu]";
mes "Is ^0571B0"+getitemname(.@item)+"^000000 what you wanted?";
next;
if (.@item_check == 0 || countitem(.@item) == 0) {
emotion e_sob;
mes "[Paltu]";
mes "Ay... Credit purchases are difficult for me.";
next;
mes "[Paltu]";
mes "^0571B0"+getitemname(.@item)+"^000000 and";
mes "^E1281E50 Splendide Coins, 4 Crystal Mirrors, 1 Fairy Magic Powder, 10 of each Emerald, Ruby, Sapphire, Topaz, and Zircon^000000 are necessary.";
next;
mes "[Paltu]";
mes "I'm in a tight spot myself. Please consider my situation also.";
close;
}
//custom to the end
if(select("Continue.:Forget it.") == 2)
close;
delitem .@item,1;
delitem 6081,50; //Splendide_Coin
delitem 747,4; //Crystal_Mirror
delitem 6395,1; //Angel_Magic_Power
delitem 721,10; //Azure_Jewel
delitem 723,10; //Cardinal_Jewel
delitem 726,10; //Blue_Jewel
delitem 728,10; //Golden_Jewel
delitem 729,10; //Bluish_Green_Jewel
getitem .@new_item,1;
mes "[Paltu]";
mes "Thank you so much! As promised, here is your costume.";
close;
}
ecl_in01,33,98,4 script Herb Merchant Plafina#e 443,{
mes "[Herb Merchant]";
mes "Welcome, this is Plafina's Herb Store where only the freshest herbs are provided~!";
next;
switch(select("Snow Flip:Peony Mommy:Slapping Herb:Yggdrasil Dust:End conversation")) {
case 1:
mes "[Herb Merchant]";
mes "Snow Flip has special effects on ^3131FFBurning, Bleeding, Deep Sleep, Sleep^000000.";
set .@item,12812; //Snow_Flip
set .@cost,5;
break;
case 2:
mes "[Herb Merchant]";
mes "Peony Mamy has special effects on ^3131FFFrost, Frozen, Freezing^000000.";
set .@item,12813; //Peony_Mommy
set .@cost,5;
break;
case 3:
mes "[Herb Merchant]";
mes "Slapping Herb has special effects on ^3131FFStun, Fear, Chaos, Hallucination^000000.";
set .@item,12814; //Slapping_Herb
set .@cost,1;
break;
case 4:
mes "[Herb Merchant]";
mes "Yggdrasil Dust has special effects on ^3131FFBlind, Curse, Decrease Agility, Reverse Orcish^000000.";
set .@item,12815; //Yggdrasil_Dust
set .@cost,1;
break;
case 5:
mes "[Herb Merchant]";
mes "Come back anytime.";
close;
}
mes "Requires 5 seconds between uses.";
mes "It costs "+.@cost+" Splendide Coin"+((.@cost == 1)?"":"s")+" for each.";
next;
switch(select("Buy 1.:Buy 10.:Don't buy.")) {
case 1:
set .@amount,1;
break;
case 2:
set .@amount,10;
break;
case 3:
close;
}
set .@price,.@amount*.@cost;
mes "[Herb Merchant]";
mes "Would you like to buy "+.@amount+" "+getitemname(.@item)+"?";
next;
if(select("Buy.:Don't buy.") == 2)
close;
if (countitem(6081) < .@price) {
mes "[Herb Merchant]";
mes "You don't have enough coins.";
close;
}
mes "[Herb Merchant]";
mes "Here are your herbs."; //custom
delitem 6081,.@price; //Splendide_Coin
getitem .@item,.@amount;
end;
}

File diff suppressed because it is too large Load Diff

View File

@ -10,6 +10,7 @@ npc: npc/re/cities/alberta.txt
npc: npc/re/cities/brasilis.txt
npc: npc/re/cities/dewata.txt
npc: npc/re/cities/dicastes.txt
npc: npc/re/cities/eclage.txt
npc: npc/re/cities/izlude.txt
npc: npc/re/cities/jawaii.txt
npc: npc/re/cities/malangdo.txt
@ -25,6 +26,7 @@ npc: npc/re/guides/guides_brasilis.txt
npc: npc/re/guides/guides_comodo.txt
npc: npc/re/guides/guides_dewata.txt
npc: npc/re/guides/guides_dicastes.txt
npc: npc/re/guides/guides_eclage.txt
npc: npc/re/guides/guides_einbroch.txt
npc: npc/re/guides/guides_geffen.txt
npc: npc/re/guides/guides_gonryun.txt
@ -98,6 +100,7 @@ npc: npc/re/quests/quests_13_1.txt
npc: npc/re/quests/quests_brasilis.txt
npc: npc/re/quests/quests_dewata.txt
npc: npc/re/quests/quests_dicastes.txt
npc: npc/re/quests/quests_eclage.txt
npc: npc/re/quests/quests_izlude.txt
npc: npc/re/quests/quests_lighthalzen.txt
npc: npc/re/quests/quests_malangdo.txt

View File

@ -3,19 +3,20 @@
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
//= 1.0
//= 1.0a
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Warp Points for Eclage
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.0a Disabled quest warp. [Euphy]
//============================================================
// Town Warps
bif_fild02,292,351,0 warp eclage_field0001 1,1,ecl_fild01,205,74
ecl_fild01,207,72,0 warp eclage_field0002 1,1,bif_fild02,294,349
ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
//ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
eclage,98,26,0 warp eclage_field0004 1,1,ecl_fild01,97,317
eclage,299,309,0 warp eclage_field0005 1,1,ecl_in01,47,11
ecl_in01,47,8,0 warp eclage_field0006 1,1,eclage,297,307

View File

@ -6265,7 +6265,7 @@ REPLACE INTO `item_db_re` VALUES (13075,'Kurenai','Kurenai',4,5000,NULL,700,'130
REPLACE INTO `item_db_re` VALUES (13076,'Raksasa_Dagger','Nachal Sword',4,40000,NULL,600,'120:100',NULL,1,1,0x02000000,7,2,2,3,'110',1,1,'bonus bInt,3;',NULL,NULL);
#13077,
REPLACE INTO `item_db_re` VALUES (13078,'Mikatsuki','Mikacheuki',4,40000,NULL,600,'50:120',NULL,1,1,0x02000000,7,2,2,4,'100',1,1,NULL,NULL,NULL);
13079,Metal_Dagger,Metal Dagger,4,20,,0,55,0,,1,0x02021040,7,2,2,3,1,1,1,{}
REPLACE INTO `item_db_re` VALUES (13079,'Metal_Dagger','Metal Dagger',4,20,NULL,0,'55',0,NULL,1,0x02021040,7,2,2,3,'1',1,1,NULL,NULL,NULL);
#
REPLACE INTO `item_db_re` VALUES (13092,'RWC_Memory_Knife','RWC Memory Knife',4,1000,500,650,'50',0,1,1,0x02800075,15,2,2,3,'1',1,1,'bonus bBaseAtk,20*(getrefine()/3); bonus bMatk,20*(getrefine()/3); bonus4 bAutoSpell,"BS_WEAPONPERFECT",1,50,0; if(getrefine()>=9) set .@i,1; if(getrefine()>=6){ set .@rate,5*(.@i+1); bonus2 bAddRace,RC_Boss,.@rate; bonus2 bAddRace,RC_NonBoss,.@rate; bonus2 bMagicAddRace,RC_Boss,.@rate; bonus2 bMagicAddRace,RC_NonBoss,.@rate; }',NULL,NULL);
# Revolvers

View File

@ -100,7 +100,7 @@
#define MAX_GUILDSKILL 15 // increased max guild skills because of new skills [Sara-chan]
#define MAX_GUILDLEVEL 50
#define MAX_GUARDIANS 8 //Local max per castle. [Skotlex]
#define MAX_QUEST_DB 2500 //Max quests that the server will load
#define MAX_QUEST_DB 2700 //Max quests that the server will load
#define MAX_QUEST_OBJECTIVES 3 //Max quest objectives for a quest
// for produce

View File

@ -553,6 +553,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case AL_WARP:
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
case ECLAGE_RECALL:
if(map[m].flag.nowarp) {
clif_skill_teleportmessage(sd,0);
return 1;
@ -561,6 +562,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case AL_TELEPORT:
case SC_FATALMENACE:
case SC_DIMENSIONDOOR:
case ALL_ODINS_RECALL:
if(map[m].flag.noteleport) {
clif_skill_teleportmessage(sd,0);
return 1;
@ -5475,6 +5477,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SR_GENTLETOUCH_ENERGYGAIN:
case GN_CARTBOOST:
case KO_MEIKYOUSISUI:
case ALL_ODINS_POWER:
clif_skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
@ -6233,6 +6236,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case AL_TELEPORT:
case ALL_ODINS_RECALL:
if(sd)
{
if (map[bl->m].flag.noteleport && skill_lv <= 2) {
@ -6255,7 +6259,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if( skill_lv == 1 )
if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
else
clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
@ -8761,26 +8765,32 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
break;
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
case ECLAGE_RECALL:
if( sd )
{
short x, y; // Destiny position.
unsigned short mapindex;
if( skill_id == RETURN_TO_ELDICASTES)
if ( skill_id == RETURN_TO_ELDICASTES )
{
x = 198;
y = 187;
mapindex = mapindex_name2id(MAP_DICASTES);
}
else
else if ( skill_id == ALL_GUARDIAN_RECALL )
{
x = 44;
y = 151;
mapindex = mapindex_name2id(MAP_MORA);
}
else if ( skill_id == ECLAGE_RECALL )
{
x = 47;
y = 31;
mapindex = mapindex_name2id("ecl_in01");
}
if(!mapindex)
{ //Given map not found?
@ -8792,6 +8802,41 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
break;
case ECL_SNOWFLIP:
case ECL_PEONYMAMY:
case ECL_SADAGUI:
case ECL_SEQUOIADUST:
if ( skill_id == ECL_SNOWFLIP )
{
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
status_change_end(bl, SC_BURNING, INVALID_TIMER);
status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
}
else if ( skill_id == ECL_PEONYMAMY )
{
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_FREEZING, INVALID_TIMER);
status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
}
else if ( skill_id == ECL_SADAGUI )
{
status_change_end(bl, SC_STUN, INVALID_TIMER);
status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
status_change_end(bl, SC_FEAR, INVALID_TIMER);
}
else if ( skill_id == ECL_SEQUOIADUST )
{
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_POISON, INVALID_TIMER);
status_change_end(bl, SC_CURSE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
status_change_end(bl, SC_ORCISH, INVALID_TIMER);
}
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case GM_SANDMAN:
if( tsc ) {
if( tsc->opt1 == OPT1_SLEEP )
@ -10577,9 +10622,10 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
switch(skill_id)
{
case AL_TELEPORT:
case ALL_ODINS_RECALL:
if(strcmp(map,"Random")==0)
pc_randomwarp(sd,CLR_TELEPORT);
else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
break;

View File

@ -1574,6 +1574,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
return 0;
break;
case AL_TELEPORT:
case ALL_ODINS_POWER:
//Should fail when used on top of Land Protector [Skotlex]
if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
&& !(status->mode&MD_BOSS)