* Platinum Skills NPC now works for all Upper types (bugreport:5903) (custom\platinum_skills.txt)

* Revamped the official clothes dyer (merchants\clothes_dyer.txt)
* Optimized custom Berzebub Card quest (custom\quests\berzebub.txt)
* Warper bug on ma_fild02 fixed (bugreport:5908) (custom\warper.txt)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16216 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
euphyy 2012-06-03 03:36:02 +00:00
parent f223818f59
commit df30c977cd
4 changed files with 185 additions and 469 deletions

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= Keichii, DarkChild
//===== Current Version: =====================================
//= 2.7
//= 2.8
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@ -17,6 +17,7 @@
//= 2.5 Added dialog for if the user is none of the listed jobs. [Kisuka]
//= 2.6 Fixed 2nd advanced classes not being able to get their advanced skills. [Ancyker]
//= 2.7 Rewrote to give all correct skills to all proper classes. [Paradox924X]
//= 2.8 Clustered conditionals replaced with switch to include all Upper types. [Euphy]
//============================================================
prontera,128,200,6 script Platinum Skill NPC 94,{
@ -27,66 +28,34 @@ prontera,128,200,6 script Platinum Skill NPC 94,{
if (select("Yes Please:No") == 2) {
mes "[Platinum Skill NPC]";
mes "Have a nice day... >.>";
close;
}
skill 142,1,0; // First Aid
if (BaseClass == Job_Novice) {
skill 143,1,0; // Play Dead
} else if (BaseClass == Job_Swordman) {
skill 144,1,0; // Moving HP-Recovery
skill 145,1,0; // Fatal Blow
skill 146,1,0; // Auto Berserk
} else if (BaseClass == Job_Mage) {
skill 157,1,0; // Energy Coat
} else if (BaseClass == Job_Archer) {
skill 147,1,0; // Arrow Crafting
skill 148,1,0; // Arrow Repel
} else if (BaseClass == Job_Merchant) {
skill 153,1,0; // Cart Revolution
skill 154,1,0; // Change Cart
skill 155,1,0; // Crazy Uproar
} else if (BaseClass == Job_Thief) {
skill 149,1,0; // Sand Attack
skill 150,1,0; // Back Slide
skill 151,1,0; // Find Stone
skill 152,1,0; // Stone Fling
} else if (BaseClass == Job_Acolyte) {
skill 156,1,0; // Holy Light
}
if (Class == Job_Knight || Class == Job_Lord_Knight) {
skill 1001,1,0; // Charge Attack
} else if (Class == Job_Crusader || Class == Job_Paladin) {
skill 1002,1,0; // Shrink
} else if (Class == Job_Wizard || Class == Job_High_Wizard) {
skill 1006,1,0; // Sight Blaster
} else if (Class == Job_Sage || Class == Job_Professor) {
skill 1007,1,0; // Create Elemental Converter
skill 1008,1,0; // Elemental Change Water
skill 1017,1,0; // Elemental Change Earth
skill 1018,1,0; // Elemental Change Fire
skill 1019,1,0; // Elemental Change Wind
} else if (Class == Job_Hunter || Class == Job_Sniper) {
skill 1009,1,0; // Phantasmic Arrow
} else if (Class == Job_Bard || Class == Job_Clown) {
skill 1010,1,0; // Pang Voice
} else if (Class == Job_Dancer || Class == Job_Gypsy) {
skill 1011,1,0; // Wink of Charm
} else if (Class == Job_Blacksmith || Class == Job_Whitesmith) {
skill 1012,1,0; // Unfair Trick
skill 1013,1,0; // Greed
} else if (Class == Job_Alchemist || Class == Job_Creator) {
skill 238,1,0; // Bioethics
} else if (Class == Job_Assassin || Class == Job_Assassin_Cross) {
skill 1003,1,0; // Sonic Acceleration
skill 1004,1,0; // Throw Venom Knife
} else if (Class == Job_Rogue || Class == Job_Stalker) {
skill 1005,1,0; // Close Confine
} else if (Class == Job_Priest || Class == Job_High_Priest) {
skill 1014,1,0; // Redemptio
} else if (Class == Job_Monk || Class == Job_Champion) {
skill 1015,1,0; // Ki Translation
skill 1016,1,0; // Ki Explosion
}
close; }
skill 142,1,0;
switch(BaseClass) {
case 0: if (Class !=23) skill 143,1,0; break;
case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
case 2: skill 157,1,0; break;
case 3: skill 147,1,0; skill 148,1,0; break;
case 4: skill 156,1,0; break;
case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
default: break; }
switch(roclass(eaclass()&EAJ_UPPERMASK)) {
case 7: skill 1001,1,0; break;
case 8: skill 1014,1,0; break;
case 9: skill 1006,1,0; break;
case 10: skill 1012,1,0; skill 1013,1,0; break;
case 11: skill 1009,1,0; break;
case 12: skill 1003,1,0; skill 1004,1,0; break;
case 14: skill 1002,1,0; break;
case 15: skill 1015,1,0; skill 1016,1,0; break;
case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
case 17: skill 1005,1,0; break;
case 18: skill 238,1,0; break;
case 19: skill 1010,1,0; break;
case 20: skill 1011,1,0; break;
default: break; }
mes "[Platinum Skill NPC]";
mes "There you go!";
close;

View File

@ -10,64 +10,55 @@
//= Quest to get the Berzebub Card
//===== Additional Comments: =================================
//= 1.1 Fixed ingredients. Was too exploitable [Lupus]
//= 1.2 Optimized. [Euphy]
//============================================================
prontera,165,178,8 script Old Woman 103,{
mes "[Old Woman]";
if(BerzQuest == 1) goto L_Already;
mes "Greeting lad. I found a really nifty item while I was picking mushrooms near Glast Heim.";
setarray .@Items[0],714,25,1061,100,1095,200,618,10,1551,2,1614,1,727,20;
set .@n$,"[Old Woman]";
mes .@n$;
if(BerzQuest == 1) {
mes "Hey, I remember you! I already told you that you may only complete this quest once.";
close; }
mes "Greeting, lad. I found a really nifty item while I was picking mushrooms near Glast Heim.";
next;
menu "Keep talking",-, "Leave", M_Leave;
mes "[Old Woman]";
mes "I have never seen an item like this before. I am told it can be placed inside am accessory that has a slot avaiable in it.";
if(select("Keep Talking:Leave")==2) goto M_Leave;
mes .@n$;
mes "I have never seen an item like this before. I am told it can be placed inside any accessory with a slot available.";
next;
mes "[Old Woman]";
mes "If you're interested in this item, tell me and I'll tell you what you need for me to make you one of your own. I can only give one of these to each player, so once you finish this quest once, you may not do it again.";
mes .@n$;
mes "If you're interested in this item, I'll tell you what you need for me to make you one of your own. I can only give one of these to each player, so once you finish this quest, you may not do it again.";
next;
menu "Tell me more about it",-, "Nah, I don't care about it", M_Leave;
mes "[Old Woman]";
mes "I believe the item is called a ^FF0000Berzebub Card^000000. It can make any spell caster cast spells really fast!";
if(select("Tell me more about it:Nah, I don't care about it")==2) goto M_Leave;
mes .@n$;
mes "I believe the item is called a ^FF0000Berzebub Card^000000. It makes you cast spells really fast!";
next;
mes "[Old Woman]";
mes .@n$;
mes "I need all of the following items:";
mes "^0080FF25^000000 Emperiums";
mes "^0080FF100^000000 Witched Starsands";
mes "^0080FF200^000000 Needles of Alarm";
mes "^0080FF10^000000 Worn Out Scrolls";
mes "^0080FF2^000000 Biblies";
mes "^0080FF1^000000 Wand of the Occult";
mes "^0080FF20^000000 Opals";
for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+2) {
mes " ~ "+.@Items[.@i+1]+"x "+getitemname(.@Items[.@i]);
if (countitem(.@Items[.@i]) < .@Items[.@i+1]) set .@nr,1; }
next;
menu "I have all that!",-, "I'll get those ASAP", M_Leave;
mes "[Old Woman]";
mes "Anyone can say they have the items, but do they really have them? Let's take a look here...";
next;
mes "[Old Woman]";
if(countitem(714) < 25 || countitem(1061) < 100 || countitem(1095) < 200 || countitem(618) < 10 || countitem(1551) < 2 || countitem(1614) < 1 || countitem(727) < 20) goto L_noItems;
delitem 714, 25;
delitem 1061, 100;
delitem 1095, 200;
delitem 618, 10;
delitem 1551, 2;
delitem 1614, 1;
delitem 727, 20;
getitem 4145, 1;
if(select("I have all of that!:I'll get those ASAP")==2) goto M_Leave;
mes .@n$;
if (.@nr) {
mes "You lie! Get out of here and get those items, you sorry excuse for a rock star.";
close; }
for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+2)
delitem .@Items[.@i], .@Items[.@i+1];
getitem 4145,1;
set BerzQuest, 1;
mes "Well congratulations! You have all the items. Here is your ^FF0000Berzebub Card^000000, just as I promised.";
mes "Congratulations! You have all the items. Here is your ^FF0000Berzebub Card^000000, as promised.";
emotion e_grat;
close;
M_Leave:
mes "[Old Woman]";
mes .@n$;
mes "Such a great item I have right here...";
close;
L_noItems:
mes "I knew you were lying! Get out of here and get those items you sorry excuse for a rock star.";
close;
L_Already:
mes "Hey I remember you! I already told you that you may only complete this quest once.";
close;
}
}

View File

@ -181,7 +181,7 @@ F26: setarray @c[2],371,212;
Disp("Dewata Field",1,1); Pick("dew_fild");
F27: setarray @c[2],97,314;
Disp("Eclage Field",1,1); Pick("ecl_fild");
F28: setarray @c[2],40,272,266,359;
F28: setarray @c[2],40,272,207,180;
Disp("Malaya Field",1,2); Pick("ma_fild");
// --------------------------------------------------

View File

@ -1,9 +1,9 @@
//===== rAthena Script =======================================
//===== rAthena Script =======================================
//= Clothes Dyer
//===== By: ==================================================
//= Usnul
//===== Current Version: =====================================
//= 2.4
//= 2.5
//===== Compatible With: =====================================
//= rAthena 1.0+
//===== Description: =========================================
@ -12,377 +12,133 @@
//= Fully working
//= 2.1 Shortened some labels to make this script loading,
//= Added Black+White Colors desc [Lupus]
//= 2.1a - added adv classes + abby class support [Lupus]
//= 2.2 <EFBFBD> Spell checked. [Nexon]
//= 2.1a - added adv classes + baby class support [Lupus]
//= 2.2 - Spell checked. [Nexon]
//= 2.3 - Fixed dis $hit! [Poki#3]
//= 2.4 - Disabled cloth dyeing since it's not implemented
// on official servers and cause your client to crash
// [Playtester]
//= 2.5 - Optimized. [Euphy]
//============================================================
//Note: To enable it, replace L_Busy with L_Dye
//============================================================
// Dyer Ginedin Rephere ---------------------------------------------------
prt_in,284,168,2 script Dyer Ginedin Rephere 55,{
mes "[Dyer Ginedin Rephere]";
mes "11... 12... Mmm... good. I think I'll be able to finish before tonight<68>s party. Oh! I didn't notice that you were here. Anyway how may I assist you?";
M_Menu:
next;
menu "-Talk",L_Talk,"-Dye Clothing",L_Busy,"-Price list",L_PriceList,"-Cancel",L_End;
L_Talk:
mes "[Dyer Ginedin Rephere]";
mes "Life may have gotten a little better.... but when I look at all of the orders I've received... Whew!";
mes "It seems that the young women of Rune Midgard must be very well off these days.";
next;
mes "[Dyer Ginedin Rephere]";
mes "Not that I think that they are indulging in anything luxurious mind you.";
mes "I don't think there is anything wrong with the pursuit of beauty and being fashionable.";
next;
mes "[Dyer Ginedin Rephere]";
mes "For us humans, who have no colorful fur or decorative scales, clothes are one of the few ways we have to display our personality, style, and beauty.";
next;
mes "[Dyer Ginedin Rephere]";
mes "Haha... When I think about it, I really feel that my job is worthwhile. I believe that I provide a service that the people desire.";
next;
mes "[Dyer Ginedin Rephere]";
mes "Can you feel it too? The energy that is released when rough fabric and leather are brought to life with color?.....";
next;
mes "[Dyer Ginedin Rephere]";
mes "Although the process is very tedious and time consuming, the joy and happiness I feel when a dress is finished.....";
mes "more than makes up for all of the hard work!!";
goto M_Menu;
function Dyes;
L_Dye:
mes "[Dyer Ginedin Rephere]";
mes "Oh... you need my work? Well... okay sounds good.";
next;
mes "[Dyer Ginedin Rephere]";
mes "Please choose a color that suits you.";
next;
if(Sex==0) goto Female_dye;
//=================================
// Clothing Dyeing for Males
//=================================
set .@EnableDyes,1; // Disable (set to 0) if palettes cause errors [see note v2.4]
Male_dye:
if(BaseJob==Job_Novice || BaseJob==Job_Novice_High || BaseJob==Job_Baby) goto L_Novice_M;
if(BaseJob==Job_Swordman || BaseJob==Job_Swordman_High || BaseJob==Job_Baby_Swordman) goto L_Swordman_M;
if(BaseJob==Job_Mage || BaseJob==Job_Mage_High || BaseJob==Job_Baby_Mage) goto L_Mage_M;
if(BaseJob==Job_Archer || BaseJob==Job_Archer_High || BaseJob==Job_Baby_Archer) goto L_Archer_M;
if(BaseJob==Job_Acolyte || BaseJob==Job_Acolyte_High || BaseJob==Job_Baby_Acolyte) goto L_Acolyte_M;
if(BaseJob==Job_Merchant || BaseJob==Job_Merchant_High || BaseJob==Job_Baby_Merchant) goto L_Merchant_M;
if(BaseJob==Job_Thief || BaseJob==Job_Thief_High || BaseJob==Job_Baby_Thief) goto L_Thief_M;
if(BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 || BaseJob==Job_Lord_Knight || BaseJob==Job_Lord_Knight2 || BaseJob==Job_Paladin || BaseJob==Job_Paladin2 || BaseJob==Job_Stalker || BaseJob==Job_Baby_Knight || BaseJob==Job_Baby_Knight2 || BaseJob==Job_Baby_Crusader || BaseJob==Job_Baby_Crusader2) goto L_Swordman2_M;
if(BaseJob==Job_Priest || BaseJob==Job_Monk || BaseJob==Job_High_Priest || BaseJob==Job_Champion || BaseJob==Job_Baby_Priest || BaseJob==Job_Baby_Monk) goto L_Acolyte2_M;
if(BaseJob==Job_Wizard || BaseJob==Job_High_Wizard || BaseJob==Job_Baby_Wizard) goto L_Mage2_M;
if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchemist) goto L_Merchant2_M;
if(BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Sniper || BaseJob==Job_Clown || BaseJob==Job_Baby_Hunter || BaseJob==Job_Baby_Bard) goto L_Archer2_M;
if(BaseJob==Job_Assassin || BaseJob==Job_Rogue || BaseJob==Job_Assassin_Cross || BaseJob==Job_Baby_Assassin || BaseJob==Job_Baby_Rogue) goto L_Thief2_M;
if(BaseJob==Job_SuperNovice || BaseJob==Job_Super_Baby) goto L_Super_Novice_M;
goto sL_Sorry;
//NOTE: Although Sages have pellets, they color non existent piece's of clothing. They are not listed, so players won't waste their items and zeny.
//Professors also have a problem <.< The only thing that changes is a part of there Fox scarf. The Stalker Placement is not a bug!
set .n$,"[Dyer Ginedin Rephere]";
mes .n$;
mes "11... 12... Mmm... good. I think I'll be able to finish before tonight's party. Oh! I didn't notice you were here!";
while(1) {
next;
mes .n$;
mes "How may I assist you?";
next;
switch(select("- Talk:- Dye Clothing:- Price List:- ^777777Cancel^000000")) {
case 1:
mes .n$;
mes "Life may have gotten a bit better, but when I look at all of the orders I've received... Whew!";
mes "It seems that the young women of Rune Midgard must be very well off these days.";
next;
mes .n$;
mes "Not that I think that they are indulging in anything luxurious, mind you.";
mes "I don't think there is anything wrong with the pursuit of beauty and being fashionable.";
next;
mes .n$;
mes "For us humans, who have no colorful fur or decorative scales, clothes are one of the few ways we have to display our personality, style, and beauty.";
next;
mes .n$;
mes "Haha... When I think about it, I really feel that my job is worthwhile. I believe that I provide a service that the people desire.";
next;
mes .n$;
mes "Can you feel it too? The energy that is released when rough fabric and leather are brought to life with color?.....";
next;
mes .n$;
mes "Although the process is very tedious and time consuming, the joy and happiness I feel when a dress is finished more than makes up for all of the hard work!!";
break;
case 2:
mes .n$;
if (!.@EnableDyes) {
mes "Sorry, I'm too busy with other jobs to dye your clothes."; break; }
mes "Oh... you need my work? Well... okay, sounds good.";
next;
mes .n$;
mes "Please choose a color";
mes "that suits you.";
next;
set .@eac, eaclass();
switch(roclass(eaclass()&EAJ_UPPERMASK)) {
L_Novice_M:
set @black, 1;
set @blue, 2;
set @green, 3;
menu "- Default",L_Dye_Default,"- Black",L_Dye_Black,"- Blue",L_Dye_Blue,"- Green",L_Dye_Green,"- Cancel",L_End;
L_Swordman_M:
set @black, 1;
set @blue, 2;
set @green, 3;
menu "- Default",L_Dye_Default,"- Black",L_Dye_Black,"- Blue",L_Dye_Blue,"- Green",L_Dye_Green,"- Cancel",L_End;
L_Mage_M:
set @red, 1;
set @violet, 2;
set @orange, 3;
set @white, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- Violet",L_Dye_Violet,"- Orange",L_Dye_Orange,"- White",L_Dye_White,"- Cancel",L_End;
L_Archer_M:
set @black, 1;
set @violet, 2;
set @green, 3;
menu "- Default",L_Dye_Default,"- Black",L_Dye_Black,"- Violet",L_Dye_Violet,"- Green",L_Dye_Green,"- Cancel",L_End;
L_Acolyte_M:
set @blue, 1;
set @red, 2;
set @white, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Blue",L_Dye_Blue,"- Red",L_Dye_Red,"- White",L_Dye_White,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Merchant_M:
set @black, 1;
set @blue, 2;
set @green, 3;
menu "- Default",L_Dye_Default,"- Black",L_Dye_Black,"- Blue",L_Dye_Blue,"- Green",L_Dye_Green,"- Cancel",L_End;
L_Thief_M:
set @green, 1;
set @red, 2;
set @white, 4;
menu "- Default",L_Dye_Default,"- Green",L_Dye_Green,"- Red",L_Dye_Red,"- White",L_Dye_White,"- Cancel",L_End;
L_Swordman2_M:
set @violet, 1;
set @red, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Violet",L_Dye_Violet,"- Red",L_Dye_Red,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Acolyte2_M:
set @blue, 1;
set @green, 2;
set @red, 3;
set @white, 4;
menu "- Default",L_Dye_Default,"- Blue",L_Dye_Blue,"- Green",L_Dye_Green,"- Red",L_Dye_Red,"- White",L_Dye_White,"- Cancel",L_End;
L_Mage2_M:
set @blue, 1;
set @green, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Blue",L_Dye_Blue,"- Green",L_Dye_Green,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Merchant2_M:
set @black, 1;
set @green, 2;
set @white, 3;
menu "- Default",L_Dye_Default,"- Black",L_Dye_Black,"- Green",L_Dye_Green,"- White",L_Dye_White,"- Cancel",L_End;
L_Archer2_M:
set @black, 1;
set @blue, 2;
set @green, 3;
menu "- Default",L_Dye_Default,"- Black",L_Dye_Black,"- Blue",L_Dye_Blue,"- Green",L_Dye_Green,"- Cancel",L_End;
L_Thief2_M:
set @blue, 1;
menu "- Default",L_Dye_Default,"- Blue",L_Dye_Blue,"- Cancel",L_End;
L_Super_Novice_M:
set @violet, 1;
set @blue, 2;
set @green, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Violet",L_Dye_Violet,"- Blue",L_Dye_Blue,"- Green",L_Dye_Green,"- Black",L_Dye_Black,"- Cancel",L_End;
//=================================
// Clothing Dyeing for Females
//=================================
Female_dye:
if(BaseJob==Job_Novice || BaseJob==Job_Novice_High || BaseJob==Job_Baby) goto L_Novice_F;
if(BaseJob==Job_Swordman || BaseJob==Job_Swordman_High || BaseJob==Job_Baby_Swordman) goto L_Swordman_F;
if(BaseJob==Job_Mage || BaseJob==Job_Mage_High || BaseJob==Job_Baby_Mage) goto L_Mage_F;
if(BaseJob==Job_Archer || BaseJob==Job_Archer_High || BaseJob==Job_Baby_Archer) goto L_Archer_F;
if(BaseJob==Job_Acolyte || BaseJob==Job_Acolyte_High || BaseJob==Job_Baby_Acolyte) goto L_Acolyte_F;
if(BaseJob==Job_Merchant || BaseJob==Job_Merchant_High || BaseJob==Job_Baby_Merchant) goto L_Merchant_F;
if(BaseJob==Job_Thief || BaseJob==Job_Thief_High || BaseJob==Job_Baby_Thief) goto L_Thief_F;
if(BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 || BaseJob==Job_Lord_Knight || BaseJob==Job_Lord_Knight2 || BaseJob==Job_Paladin || BaseJob==Job_Paladin2 || BaseJob==Job_Stalker || BaseJob==Job_Baby_Knight || BaseJob==Job_Baby_Knight2 || BaseJob==Job_Baby_Crusader || BaseJob==Job_Baby_Crusader2) goto L_Swordman2_F;
if(BaseJob==Job_Priest || BaseJob==Job_Baby_Priest) goto L_Acolyte2_F;
if(BaseJob==Job_Wizard || BaseJob==Job_Sage || BaseJob==Job_High_Wizard || BaseJob==Job_Professor || BaseJob==Job_Baby_Wizard || BaseJob==Job_Baby_Sage) goto L_Mage2_F;
if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchemist) goto L_Merchant2_F;
if(BaseJob==Job_Hunter || BaseJob==Job_Dancer || BaseJob==Job_Sniper || BaseJob==Job_Gypsy || BaseJob==Job_Baby_Hunter || BaseJob==Job_Baby_Dancer) goto L_Archer2_F;
if(BaseJob==Job_Assassin || BaseJob==Job_Baby_Assassin) goto L_Thief2_F;
if(BaseJob==Job_Rogue || BaseJob==Job_Assassin_Cross || BaseJob==Job_Baby_Rogue) goto L_Thief3_F;
if(BaseJob==Job_SuperNovice || BaseJob==Job_Super_Baby) goto L_Super_Novice_F;
goto sL_Sorry;
//NOTE: Same problems as with Males. This time: Monk, High Priest, Champion.
//Rogue and Assassin Cross have her own check, because the default dye is black <.< The Stalker Placement is not a bug!
L_Novice_F:
set @blue, 1;
set @red, 2;
set @green, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Blue",L_Dye_Blue,"- Red",L_Dye_Red,"- Green",L_Dye_Green,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Swordman_F:
set @red, 1;
set @green, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- Green",L_Dye_Green,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Mage_F:
set @red, 1;
set @violet, 2;
set @white, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- Violet",L_Dye_Violet,"- White",L_Dye_White,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Archer_F:
set @red, 1;
set @green, 2;
set @white, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- Green",L_Dye_Green,"- White",L_Dye_White,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Acolyte_F:
set @red, 1;
set @green, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- Green",L_Dye_Green,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Merchant_F:
set @violet, 1;
set @green, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Violet",L_Dye_Violet,"- Green",L_Dye_Green,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Thief_F:
set @red, 1;
set @white, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- White",L_Dye_White,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Swordman2_F:
set @blue, 1;
set @white, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Blue",L_Dye_Blue,"- White",L_Dye_White,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Acolyte2_F:
set @red, 1;
set @green, 2;
set @white, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- Green",L_Dye_Green,"- White",L_Dye_White,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Mage2_F:
set @red, 1;
set @blue, 2;
set @white, 3;
set @green, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- Blue",L_Dye_Blue,"- White",L_Dye_White,"- Green",L_Dye_Green,"- Cancel",L_End;
L_Merchant2_F:
set @red, 1;
set @green, 2;
set @violet, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Red",L_Dye_Red,"- Green",L_Dye_Green,"- Violet",L_Dye_Violet,"- Black",L_Dye_Black,"- Cancel",L_End;
L_Archer2_F:
set @blue, 1;
set @green, 3;
set @violet, 4;
menu "- Default",L_Dye_Default,"- Blue",L_Dye_Blue,"- Green",L_Dye_Green,"- Violet",L_Dye_Violet,"- Cancel",L_End;
L_Thief2_F:
set @black, 1;
set @yellow, 2;
set @white, 3;
menu "- Default",L_Dye_Default,"- Black",L_Dye_Black,"- Yellow",L_Dye_Yellow,"- White",L_Dye_White,"- Cancel",L_End;
L_Thief3_F:
set @yellow, 2;
set @white, 3;
menu "- Default",L_Dye_Default,"- Yellow",L_Dye_Yellow,"- White",L_Dye_White,"- Cancel",L_End;
L_Super_Novice_F:
set @blue, 1;
set @red, 2;
set @green, 3;
set @black, 4;
menu "- Default",L_Dye_Default,"- Blue",L_Dye_Blue,"- Red",L_Dye_Red,"- Green",L_Dye_Green,"- Black",L_Dye_Black,"- Cancel",L_End;
//=================================
// Rest of the script
//=================================
L_Dye_Default:
mes "[Dyer Ginedin Rephere]";
mes "I can change your dye to the default one for free.";
mes "Are you sure?";
next;
menu "Yes",-,"No",L_End;
mes "[Dyer Ginedin Rephere]";
mes "OK. Here goes nothing.";
setlook 7,0;
close;
L_Dye_Orange:
mes "[Dyer Ginedin Rephere]";
if(countitem(980) < 1) goto sL_NoDye;
if(Zeny < 10000) goto sL_Zeny;
delitem 980,1;
set Zeny, Zeny - 10000;
mes "Ok. I will dye you clothes orange.";
setlook 7,@orange;
close;
L_Dye_Violet:
mes "[Dyer Ginedin Rephere]";
if(countitem(981) < 1) goto sL_NoDye;
if(Zeny < 10000) goto sL_Zeny;
delitem 981,1;
set Zeny, Zeny - 10000;
mes "Ok. I will dye you clothes Violet.";
setlook 7,@violet;
close;
L_Dye_Red:
mes "[Dyer Ginedin Rephere]";
if(countitem(975) < 1) goto sL_NoDye;
if(Zeny < 10000) goto sL_Zeny;
delitem 975,1;
set Zeny, Zeny - 10000;
mes "Ok. I will dye you clothes red.";
setlook 7,@red;
close;
L_Dye_Black:
mes "[Dyer Ginedin Rephere]";
if(countitem(983) < 1) goto sL_NoDye;
if(Zeny < 10000) goto sL_Zeny;
delitem 983,1;
set Zeny, Zeny - 10000;
mes "Ok. I will dye you clothes black.";
setlook 7,@black;
close;
L_Dye_Green:
mes "[Dyer Ginedin Rephere]";
if(countitem(979) < 1) goto sL_NoDye;
if(Zeny < 10000) goto sL_Zeny;
delitem 979,1;
set Zeny, Zeny - 10000;
mes "Ok. I will dye you clothes green.";
setlook 7,@green;
close;
L_Dye_Blue:
mes "[Dyer Ginedin Rephere]";
if(countitem(978) < 1) goto sL_NoDye;
if(Zeny < 10000) goto sL_Zeny;
delitem 978,1;
set Zeny, Zeny - 10000;
mes "Ok. I will dye you clothes blue.";
setlook 7,@blue;
close;
L_Dye_White:
mes "[Dyer Ginedin Rephere]";
if(countitem(982) < 1) goto sL_NoDye;
if(Zeny < 10000) goto sL_Zeny;
delitem 982,1;
set Zeny, Zeny - 10000;
mes "Ok. I will dye you clothes white.";
setlook 7,@white;
close;
L_Dye_Yellow:
mes "[Dyer Ginedin Rephere]";
if(countitem(976) < 1) goto sL_NoDye;
if(Zeny < 10000) goto sL_Zeny;
delitem 976,1;
set Zeny, Zeny - 10000;
mes "Ok. I will dye you clothes yellow.";
setlook 7,@yellow;
close;
sL_Sorry:
mes "Wow, your clothes is very strange, I haven't seen anything like it before. Hmmm... I'm sorry, but there is no way I can paint it.";
close;
sL_Zeny:
mes "I'm sorry but you don't have enough money.";
close;
sL_NoDye:
mes "For me to dye your clothes, I'll need the appropriate Dyestuffs. Please check my price list for the information.";
next;
L_Busy:
mes "Sorry, I'm too busy with other jobs to dye your clothes.";
goto M_Menu;
L_PriceList:
mes "[Dyer Ginedin Rephere]";
mes "Here is the list of colors you can choose from and their prices:";
mes " ";
mes " - ^FF4422Red^000000: 10000 zeny, 1 Scarlet Dyestuffs";
mes " - ^D5A500Yellow^000000: 10000 zeny, 1 Lemon Dyestuffs";
mes " - ^AA00AAViolet^000000: 10000 zeny, 1 Violet Dyestuffs";
mes " - ^FF8800Orange^000000: 10000 zeny, 1 Orange Dyestuffs";
mes " - ^4422FFBlue^000000: 10000 zeny, 1 CobaltBlue Dyestuffs";
mes " - ^009500Green^000000: 10000 zeny, 1 DarkGreen Dyestuffs";
mes " - Black: 10000 zeny, 1 Black Dyestuffs";
mes " - White: 10000 zeny, 1 White Dyestuffs";
goto M_Menu;
// Dyes(<color value>,<dye number>{,...});
// Colors: [1]Orange, [2]Violet, [3]Red, [4]Black, [5]Green, [6]Blue, [7]White, [8]Yellow
case Job_Novice: if (Sex) Dyes(4,1,6,2,5,3); else Dyes(6,1,3,2,5,3,4,4);
case Job_Swordman: if (Sex) Dyes(4,1,6,2,5,3); else Dyes(3,1,5,3,4,4);
case Job_Mage: if (Sex) Dyes(3,1,2,2,1,3,7,4); else Dyes(3,1,2,2,7,3,4,4);
case Job_Archer: if (Sex) Dyes(4,1,2,2,5,3); else Dyes(3,1,5,2,7,3,4,4);
case Job_Acolyte: if (Sex) Dyes(6,1,3,2,7,3,4,4); else Dyes(3,1,5,3,4,4);
case Job_Merchant: if (Sex) Dyes(4,1,6,2,5,3); else Dyes(2,1,5,3,4,4);
case Job_Thief: if (Sex) Dyes(5,1,3,2,7,4); else Dyes(3,1,7,3,4,4);
case Job_Knight: case Job_Crusader: if (Sex) Dyes(2,1,3,3,4,4); else Dyes(6,1,7,3,4,4);
case Job_Priest: case Job_Monk: if (Sex) Dyes(6,1,5,2,3,3,7,4); else Dyes(3,1,5,2,7,3,4,4);
case Job_Wizard: case Job_Sage: if (Sex) Dyes(6,1,5,3,4,4); else Dyes(3,1,6,2,7,3,5,4);
case Job_Blacksmith: case Job_Alchemist: if (Sex) Dyes(4,4,5,2,7,3); else Dyes(3,1,5,2,2,3,4,4);
case Job_Hunter: case Job_Bard: case Job_Dancer: if (Sex) Dyes(4,1,6,2,5,3); else Dyes(6,1,5,3,2,4);
case Job_Assassin: case Job_Rogue: if (Sex) Dyes(6,1); else Dyes(4,1,8,2,7,3);
case Job_SuperNovice: if (Sex) Dyes(2,1,6,2,5,3,4,4); else Dyes(6,1,3,2,5,3,4,4);
default:
mes "Wow, I've never seen clothes like that before! I'm sorry, but I don't think I can paint it.";
close; }
case 3:
mes .n$;
mes "Each color costs 10000z and 1 dye:";
mes " ";
mes " - ^FF4422Red^000000: Scarlet Dyestuffs";
mes " - ^D5A500Yellow^000000: Lemon Dyestuffs";
mes " - ^AA00AAViolet^000000: Violet Dyestuffs";
mes " - ^FF8800Orange^000000: Orange Dyestuffs";
mes " - ^4422FFBlue^000000: CobaltBlue Dyestuffs";
mes " - ^009500Green^000000: DarkGreen Dyestuffs";
mes " - Black: Black Dyestuffs";
mes " - White: White Dyestuffs";
break;
case 4:
goto L_End; } }
L_End:
mes "[Dyer Ginedin Rephere]";
mes .n$;
mes "Make yourself at home. Even though I don't have time for you.";
close;
}
function Dyes {
setarray .@DyeName$[0],"the default color","Orange","Violet","Red","Black","Green","Blue","White","Yellow";
setarray .@DyeItems[0],0,980,981,975,983,979,978,982,976;
set .@menu$,"- Default:";
for(set .@i,0; 1; set .@i,.@i+2) {
if (!getarg(.@i,0)) break;
set .@menu$, .@menu$+"- "+.@DyeName$[getarg(.@i)]+":"; }
set .@menu$, .@menu$+"- ^777777Cancel^000000";
set .@s, select(.@menu$)-1;
if (.@s==.@i-2) goto L_End;
mes .n$;
if (!.@s) {
mes "I can change your dye to";
mes "the default for free.";
mes "Are you sure?";
next;
if(select("Yes:No")==2) goto L_End;
mes .n$;
setlook 7,0;
mes "Your clothes have been dyed "+.@DyeName$[0]+".";
close; }
if (!countitem(.@DyeItems[getarg((.@s-1)*2)])) {
mes "For me to dye your clothes, I'll need the appropriate Dyestuffs. Please check my price list for the information.";
close; }
if (Zeny < 10000) {
mes "I'm sorry, but you don't have enough money.";
close; }
delitem .@DyeItems[getarg((.@s-1)*2)],1;
set Zeny, Zeny-10000;
setlook 7, ((.@s)?(getarg((.@s-1)*2+1)):0);
mes "Your clothes have been dyed "+((.@s)?.@DyeName$[getarg((.@s-1)*2)]:.@DyeName$[0])+".";
close; }
}