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80 Commits

Author SHA1 Message Date
AoShinHo
fa145ac838 New NPC, Hateffects & Skill Constants (#8656) 2024-09-18 17:28:21 +02:00
Lemongrass3110
7880596b03 Fixed clif_guild_positioninfolist
Fixes #8648

Thanks to @thanna, @laziem, @skstrife and @AoShinRO
2024-09-17 17:10:27 +02:00
Jittapan Pluemsumran
f3f8e63448 Don't allow setting "first pincode" if pincode is already set (#8654) 2024-09-17 16:29:36 +02:00
Kanin Temsrisuk
29671fa5cd Fixed Realgar_Shooter_EXE location (#8647) 2024-09-15 09:41:05 +02:00
AoShinHo
077f714e05 Converted ZC_SKILLINFO_DELETE to struct (#8595)
Co-authored-by: Atemo <Atemo@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-15 02:49:31 +02:00
AoShinHo
61b3f4a34d Converted ZC_USE_SKILL to struct (#8599)
Co-authored-by: Atemo <Atemo@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-15 01:42:12 +02:00
AoShinHo
d382b3f55a Converted ZC_DESTROY_ROOM to struct (#8591)
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-15 01:17:17 +02:00
AoShinHo
82a0c503ce Converted ZC_ACK_GUILD_MENUINTERFACE to struct (#8627)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-15 00:29:05 +02:00
AoShinHo
f3d1541e44 Converted ZC_MYGUILD_BASIC_INFO to struct (#8628)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-14 23:57:41 +02:00
AoShinHo
c92a7e529b Converted ZC_POSITION_INFO to struct (#8629)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-14 23:06:38 +02:00
AoShinHo
ca86ac12c8 Implemented ZC_BAN_LIST3 packet (#8632)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-14 22:41:36 +02:00
AoShinHo
fca803220b Implemented ZC_WARPLIST packet (#8600)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-14 20:06:41 +02:00
AoShinHo
70e8518a32 Implemented /resetcooltime (#8613)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-14 19:26:49 +02:00
Jannik
6c41f9bb3f Fix typos in quest_db parser (#8642) 2024-09-14 18:56:01 +02:00
AoShinHo
5c7c874f72 Converted ZC_GUILD_CHAT to struct (#8634)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-14 18:25:04 +02:00
AoShinHo
9761fdf4da Converted ZC_DELETE_RELATED_GUILD to struct (#8638)
Co-authored-by: Daegaladh <Daegaladh@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-14 17:44:30 +02:00
AoShinHo
1425705a2a Converted ZC_ACK_REQ_ALLY_GUILD to struct (#8637)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-14 12:47:52 +02:00
AoShinHo
d2809156bc Converted ZC_ACK_REQ_HOSTILE_GUILD to struct (#8639)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-13 17:57:26 +02:00
AoShinHo
06e2fc95a1 Converted ZC_REQ_ALLY_GUILD to struct (#8636) 2024-09-13 10:53:23 +02:00
AoShinHo
c4b77f1942 Converted ZC_CHANGE_CHATROOM to struct (#8589)
---------

Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
2024-09-12 14:51:13 -04:00
AoShinHo
ae0bb4929c Converted ZC_REQ_EXCHANGE_ITEM&ZC_ACK_EXCHANGE_ITEM to struct (#8581)
---------

Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
Co-authored-by: Atemo <Atemo@users.noreply.github.com>
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
2024-09-12 14:17:54 -04:00
AoShinHo
00c88167ce Converted ZC_REQ_TAKEOFF_EQUIP_ACK to struct (#8580)
---------

Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
Co-authored-by: Atemo <Atemo@users.noreply.github.com>
2024-09-12 10:47:16 -04:00
Haydrich
1f25ebc90a Corrected Spore Explosion and Earth Shaker skills effect (#8611) 2024-09-11 15:25:35 +02:00
Atemo
5bc79f9d0a Fixed UNT_JACK_FROST_NOVA and UNT_GROUND_GRAVITATION (#8619)
* Added missing UNT_JACK_FROST_NOVA and UNT_GROUND_GRAVITATION in skill_unit_onplace_timer
(damage over time were missing)
2024-09-11 14:27:40 +02:00
Atemo
d815fabc28 Corrected jobs of items 400488 and 400489 (#8624)
Fixes #8616

Thanks to @kaninhot004
2024-09-11 01:52:33 +02:00
Lemongrass3110
88223c56b8 Fixed subtype of 28140 (#8622)
Fixes #8601

Thanks to @gmragnarok
2024-09-11 00:32:02 +02:00
Atemo
5fcbcda76f Corrected "Venomous Chimera" re-spawn timer (#8621) 2024-09-11 00:00:34 +02:00
Atemo
c7d9c2cedd Corrected enchant grade chances from refined level 16+ (#8620)
Updated according to https://probability.gnjoy.com/RO/GRADEBUILD/GRADEBUILD/0001
2024-09-10 23:31:57 +02:00
Singe Horizontal
5452ae4038 Enable Log reloading (#8612) 2024-09-10 22:19:47 +02:00
Lemongrass3110
baf7ec23d8 Removed commented packetdb entries (#8617) 2024-09-10 07:55:21 +02:00
Jittapan Pluemsumran
a687ddeb85 Eternal Chaos now reduces both hard DEF and soft DEF (#8609) 2024-09-05 23:46:02 +07:00
Jittapan Pluemsumran
540a9a0f30 Fixed wrong null pointer check in guild_reply_reqalliance. (#8610) 2024-09-05 19:01:20 +07:00
AoShinHo
d6f2f49b6d Converted ZC_ENTER_ROOM to struct (#8590)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-09-03 18:16:18 +02:00
Playtester
247483c538 Super Novice Soul Link Equip Checks (#8605)
- Fixed base level requirements for SN soul link to take effect (91->90, 97->96)
- Fixed SN soul link not ignoring the item's base level restrictions
- SN soul link now allows you to equip items even if a status change would usually prevent you from doing so
- SN soul link now allows you to equip broken helmets and broken level 4 weapons
- Fixes #8604
2024-09-03 18:06:05 +02:00
Daegaladh
418873f25e Assassin quest fixes and cleanup (#8498)
-Fixes killmonsterall killing monsters from other part of the quest
-Follow-up to 979e13dd66 preventing players with level under 49 to get the reward
-New header style
-Cleaned up set commands
2024-09-02 20:29:46 +02:00
alexxus
d8dc0e6f41 Fixed static cast (#8603)
Fixes #8602
2024-09-02 17:57:21 +02:00
AoShinHo
37bc0f4c10 PACKET_ZC_HIGHJUMP (#8588) 2024-08-29 07:50:39 +02:00
Daegaladh
ffead570b2 Fixed Homunculus Amistr skills (#8556) 2024-08-27 20:32:15 +02:00
AoShinHo
5138ae74fc Converted ZC_CHANGE_DIRECTION to struct (#8584)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-08-27 19:04:38 +02:00
AoShinHo
e0d1250645 Converted ZC_USER_COUNT to struct (#8585)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-08-27 15:50:00 +02:00
AoShinHo
dc6aab3d92 Fixed guild name on alt+a (#8574)
Fixes #8522

Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-08-27 13:05:03 +02:00
AoShinHo
d5267c63a9 Converted ZC_NOTIFY_ACT to struct (#8571)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-08-27 09:59:26 +02:00
Lemongrass3110
baded8330f Fixed Candy Pouch Bag class requirements (#8577)
Fixes #8573

Thanks to @llchrisll
2024-08-26 14:27:47 +02:00
AoShinHo
f3c8c70c81 Improved status_isdead and status_get_status_data (#8570)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-08-22 22:36:29 +02:00
Atemo
295c5ba0f5 Corrections in episode 18 npcs (#8569)
* Corrected shop barter_ep18_1
* Corrected wolfvill enchant NPC

Fixed #8561
2024-08-21 13:43:29 +02:00
Aleos
dd1c12f624 Fix GD_CHARGESHOUT_BEATING check (#8564)
Add missing parentheses to ensure the player is in a guild and avoid a short circuit check.

Co-authored-by: Atemo <Atemo@users.noreply.github.com>
2024-08-19 09:07:39 +02:00
Atemo
1818600e50 Fixed episode 18, Mejai's daily quest (#8557)
Follow-up : 75c3fd1fc3

Thanks to @monbazko
2024-08-17 23:34:53 +02:00
Atemo
870227ff5e Remove racial bonus of skill AG_ASTRAL_STRIKE_ATK (#8560)
Fixed #8559
2024-08-17 21:08:19 +02:00
Atemo
a9e51c09cc Added some missing DisplayPc in status_db.yml (#8441)
* Added some missing DisplayPc in status_db.yml
  Some status should be displayed again to client around when the affected unit appears in the client's range

Status updated :
SC_SPELL_ENCHANTING from skill EM_SPELL_ENCHANTING
SC_MUSICAL_INTERLUDE from skill TR_MUSICAL_INTERLUDE
SC_JAWAII_SERENADE from skill TR_JAWAII_SERENADE
SC_PRON_MARCH from skill TR_PRON_MARCH
SC_POWERFUL_FAITH from skill IQ_POWERFUL_FAITH
2024-08-16 16:58:26 +02:00
Pokye
be3cc19fac Updated Level 260/55 to 275/60 (#8546)
* Updated Level 260/55 to 275/60.
* Hp and Sp are unknown.
2024-08-16 16:18:20 +02:00
Atemo
37f402aca7 Updated EFST datas (#8553) 2024-08-16 15:44:27 +02:00
Haydrich
6f44b98fe9 Correct the element of Kunai of Shadow (#8554)
* Kunai of Shadow must be a Ghost element instead of Neutral.
2024-08-16 08:08:36 -04:00
Atemo
a5c939bec9 Updated addhomintimacy script command (#8551)
* The command now fails silently when no players are attached or if the player has no homunculus (like other homunculus script command)

Fixed #8534
2024-08-09 23:33:43 +02:00
Atemo
88ce3fe5d3 Adjusts the value of SC_HOLY_OIL debuff from IQ_OLEUM_SANCTUM skill (#8552)
* The debuff causing that the targets take more damage from long ranged physical damage for the skill duration is corrected from 50% to 3x(Skill Lv)%

Fixed #8520
2024-08-09 22:18:22 +02:00
Daegaladh
59c716ce23 Fixed Mars Armor-LT increasing nonexistent skill (#8549) 2024-08-08 11:48:54 +02:00
Atemo
5928ad75c6 Corrected TARGET of NPC_DAMAGE_HEAL in mob_skill_db.txt (#8540)
Fixed #8532
2024-08-06 22:33:58 +02:00
Haydrich
203b9d740d Fixed an issue in rockridge quest (#8539)
* Corrected npcs Cactus Gunslinger hidden name
2024-08-06 14:13:10 +02:00
Atemo
75c3fd1fc3 Updated episode 18 dialogues (#8537)
Updated episode 18 dialogues using iRO text.
Renamed ep18_1_main variable by ep18_main (see sql update)
2024-08-04 15:47:47 +02:00
Atemo
e803ba5f8a Updated renewal mob_db.yml (#8499)
* Updated map drops db
2024-08-03 21:17:22 +02:00
Playtester
c3ff38865e Earth Spike and Heaven's Drive (#8536)
- Earth Spike now has the same cast time and aftercast delay as bolt spells (pre-re)
- Heaven's Drive now has an aftercast delay of 1000ms (pre-re)
- Fixes #8533
2024-08-03 18:55:19 +02:00
Aleos
94a731aad0 Correct Death Valley behavior (#8502)
* Follow up to 4b32621.
* The target player should be healed from the remaining SP before the SP reduction is applied.
* Update HP/SP without sending extra packets.
* Fix SP ratio.

---------

Co-authored-by: Atemo <Atemo@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-08-02 09:33:53 -04:00
Atemo
effd55d1ce Updated "skilleffect" script command (#8505)
* Added an optional parameter to "skilleffect" script command to display the given skill effect on the specified ID (default : attached player).
2024-08-02 14:11:38 +02:00
Daegaladh
aacca52eec Fixed Elemental SP recalc and packet conversion (#8531) 2024-08-02 13:58:24 +02:00
elanosilveira
4cab85cb19 Update hair_dyer.txt (#8519)
* Properly close the message box at the end of the dialogue instead of sending the player back to the main menu.

---------

Co-authored-by: Aleos <aleos89@users.noreply.github.com>
2024-08-01 09:50:30 -04:00
eppc0330
54dc915661 Add mapflag specialpopup (#8365)
* Add packet ZC_SPECIALPOPUP.
* Add mapflag and script command specialpopup.
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
Co-authored-by: Atemo <Atemo@users.noreply.github.com>
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
2024-08-01 09:05:54 -04:00
Singe Horizontal
612bf702ba Restore a correct packet header (#8530)
Fixes #8529
2024-07-31 19:53:54 +02:00
Daegaladh
6f6c74b723 Fixed slow potion effect on pre-re (#8528) 2024-07-31 16:35:01 +02:00
Daegaladh
48b105405a Fixed Homunculus Lif skills (#8513) 2024-07-28 18:56:47 +02:00
Daegaladh
3908b0e9ee Fixed homunculus cooldown and aftercast delays (#8508)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-07-27 16:07:54 +02:00
Playtester
3cc32b6727 Removed Gunslinger Mine Damage Delay (#8517)
- Gunslinger Mine no longer has damage delay
- Freeze from Cryo Sphere / Ice Bullet will no longer be immediately broken by its own damage
- Fixes #8516
2024-07-26 20:43:46 +02:00
Atemo
e39fa4b66a Corrected pet_db.yml script (#8509) 2024-07-21 14:12:23 +02:00
Atemo
c5eaa1544f Updated Old Glast Heim instance (#8504)
Updated dialog and system of Old Glast Heim instance.
* Added missing checkweight
* Added missing dialogue and warp when a player did not receive the reward after killing the first mvp "Corrupted Soul"
* Corrected monster re-spawn on map 2 : previous monster spawn by the npc are now killed before new spawn
2024-07-16 22:33:34 +02:00
Daegaladh
1d9cfdb17d Fixes custom warper var (#8503)
Follow-up to f8c9481673
2024-07-14 23:09:50 +02:00
Aleos
4b32621c61 Resolve Death Valley HP/SP adjustment (#8501)
* Fixes #8428.
* The skill will now properly take the SP first before healing HP of the target player.
Thanks to @jamesandrewww!
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-07-13 09:47:55 -04:00
Vincent Stumpf
3b1c33c5d9 Fix stack overflow in npc_parse_shop (#8496) 2024-07-07 11:24:53 +02:00
Daegaladh
f8c9481673 Added optional Pre-Renewal Brasilis (#8480) 2024-07-06 23:24:48 +02:00
Playtester
78a2babe4d Monster Losing Target Display (#8479)
- When a monster loses its target, it will now properly display movement to the next cell rather than snapping back to the previous cell
- Looters will no longer spam movement packets to the client when they go for loot
- Added some base implementation for sub-cell coordinates
- Fixes #8232

Co-authored-by: Lemongrass3110
2024-07-06 12:51:58 +02:00
Daegaladh
0a977c1fd7 Fixed vending_over_max behavior to match official (#8469)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-07-05 02:35:41 +02:00
Daegaladh
29a63820fd Fixed searchstores incorrectly updating uses (#8491) 2024-07-04 22:22:44 +02:00
Vincent Stumpf
4f2beac029 Clear start_items when reading a new value (#8493)
Fixes #8492
2024-07-04 21:50:40 +02:00
135 changed files with 32734 additions and 23641 deletions

View File

@@ -1032,6 +1032,11 @@ Body:
- Command: setcard
Help: |
Adds a card or enchant to the specific slot of the equipment.
- Command: resetcooltime
Aliases:
- resetcooldown
Help: |
Resets the cooldown of all skills of the player and if active also of the homunculus or the mercenary.
Footer:
Imports:

View File

@@ -17,10 +17,18 @@
// 0x10: They display luk/3+1 instead of their actual critical in the
// stat window (by default they don't crit)
// 0x20: Their Min-Matk is always the same as their max
// 0x40: Skill re-use delay is reset when they are vaporized.
// 0x80: Skill re-use delay is reset when they are warped (by skill or item) with player.
hom_setting: 0x3D
// Should the cooldown or aftercast delay of homunculi skills be reset when
// the homunculus is vaporized?
// Default on official servers: yes for Pre-renewal, no for Renewal
//hom_delay_reset_vaporize: no
// Should the cooldown or aftercast delay of homunculi skills be reset when
// warping or changing maps?
// Default on official servers: yes for Pre-renewal, no for Renewal
//hom_delay_reset_warp: no
// The rate a homunculus will get friendly by feeding it. (Note 2)
homunculus_friendly_rate: 100

View File

@@ -12,8 +12,10 @@
// The highest value at which an item can be sold via the merchant vend skill. (in zeny)
vending_max_value: 1000000000
// Whether to allow buying from vending chars that are at their max. zeny limit.
// If set to yes, the rest of the zeny above the char's capacity will disappear.
// Whether to allow placing items on a vending store when the player's zeny plus the total price
// of the items exceeds the maximum zeny allowed. (Note 1)
// If set to "yes", the items will be placed in the store but other players will not be able to buy them.
// Official behavior is "yes", but on some official servers the client doesn't allow this.
vending_over_max: yes
// Tax to apply to all vending transactions (eg: 10000 = 100%, 50 = 0.50%)

View File

@@ -295,8 +295,8 @@ trait_points_job_change: 7
// Max trait stats cap.
// Trait Stats: POW, STA, WIS, SPL, CON, CRT
// Official is 100.
max_trait_parameter: 100
// Official is 110.
max_trait_parameter: 110
// Max percent of RES/MRES that can be ignored by item bonus/skill.
// Default: 50

View File

@@ -1823,5 +1823,8 @@
1534: Usage: @stockall {<type>}
1535: %d items are transferred (%d skipped)!
1536: Log configuration has been reloaded.
1537: Found skill '%s', unblocking...
//Custom translations
import: conf/msg_conf/import/map_msg_eng_conf.txt

View File

@@ -33,3 +33,24 @@ Header:
Type: MOB_SUMMONABLE_DB
Version: 1
#Body:
# Pre-re Brasilis
#=============================================================
# - Group: BLOODY_DEAD_BRANCH
# Summon:
# - Mob: BOITATA
# Rate: 1000000
# - Group: Branch_Of_Dead_Tree
# Summon:
# - Mob: IARA
# Rate: 71428
# - Mob: PIRANHA
# Rate: 71428
# - Mob: HEADLESS_MULE
# Rate: 71428
# - Mob: JAGUAR
# Rate: 71428
# - Mob: TOUCAN
# Rate: 71428
# - Mob: CURUPIRA
# Rate: 71428

View File

@@ -2613,7 +2613,7 @@ Body:
Flags:
BuyingStore: true
Script: |
sc_start SC_SlowDown,5000,0;
sc_start SC_SLOWDOWN,5000,100;
- Id: 12018
AegisName: Fire_Cracker
Name: Firecracker

View File

@@ -866,3 +866,14 @@ Body:
bonus2 bSubEle,Ele_Fire,2;
bonus2 bAddEle,Ele_Fire,2;
}
- Mob: E_HYDRA
TameItem: Leaf_Cat_Ball
EggItem: Mystic_Leaf_Cat_Ball
Fullness: 0
HungryDelay: 0
IntimacyStart: 0
IntimacyFed: 0
IntimacyOverfed: 0
IntimacyOwnerDie: 0
CaptureRate: 50
SpecialPerformance: false

View File

@@ -3660,17 +3660,27 @@ Body:
Reproduce: true
CastCancel: true
CastTime:
- Level: 1
Time: 700
- Level: 2
Time: 1400
- Level: 3
Time: 2100
- Level: 4
Time: 2800
- Level: 5
Time: 3500
AfterCastActDelay:
- Level: 1
Time: 1000
- Level: 2
Time: 2000
Time: 1200
- Level: 3
Time: 3000
Time: 1400
- Level: 4
Time: 4000
Time: 1600
- Level: 5
Time: 5000
AfterCastActDelay: 700
Time: 1800
Requires:
SpCost:
- Level: 1
@@ -3722,7 +3732,7 @@ Body:
Time: 4000
- Level: 5
Time: 5000
AfterCastActDelay: 700
AfterCastActDelay: 1000
Duration1: 100
Requires:
SpCost:
@@ -30726,10 +30736,8 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Range: 9
Hit: Single
HitCount: 1
AfterCastActDelay: 2000
AfterCastWalkDelay: 1000
Requires:
SpCost:
- Level: 1
@@ -30752,11 +30760,8 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Splash: true
Hit: Single
HitCount: 1
SplashArea: -1
AfterCastActDelay: 35000
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 40000
@@ -30785,7 +30790,6 @@ Body:
Name: HLIF_BRAIN
Description: Brain Surgery
MaxLevel: 5
SplashArea: 1
- Id: 8004
Name: HLIF_CHANGE
Description: Change
@@ -30793,7 +30797,14 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Hit: Single
AfterCastActDelay:
- Level: 1
Time: 600000
- Level: 2
Time: 900000
- Level: 3
Time: 1200000
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 60000
@@ -30801,13 +30812,6 @@ Body:
Time: 180000
- Level: 3
Time: 300000
Duration2:
- Level: 1
Time: 600000
- Level: 2
Time: 900000
- Level: 3
Time: 1200000
Requires:
SpCost: 100
Status: Change
@@ -30818,8 +30822,8 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Hit: Single
Duration2: 1000
AfterCastActDelay: 1000
AfterCastWalkDelay: 1000
Requires:
SpCost: 10
- Id: 8006
@@ -30829,8 +30833,8 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Hit: Single
AfterCastActDelay: 30000
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 40000
@@ -30859,8 +30863,6 @@ Body:
Name: HAMI_SKIN
Description: Adamantium Skin
MaxLevel: 5
DamageFlags:
NoDamage: true
- Id: 8008
Name: HAMI_BLOODLUST
Description: Bloodlust
@@ -30868,7 +30870,14 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Hit: Single
AfterCastActDelay:
- Level: 1
Time: 300000
- Level: 2
Time: 600000
- Level: 3
Time: 900000
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 60000
@@ -30876,13 +30885,6 @@ Body:
Time: 180000
- Level: 3
Time: 300000
Duration2:
- Level: 1
Time: 300000
- Level: 2
Time: 600000
- Level: 3
Time: 900000
Requires:
SpCost: 120
Status: Bloodlust
@@ -30905,7 +30907,6 @@ Body:
Count: -2
- Level: 5
Count: -3
AfterCastWalkDelay: 2000
Requires:
SpCost:
- Level: 1
@@ -30926,6 +30927,18 @@ Body:
DamageFlags:
NoDamage: true
Hit: Single
AfterCastActDelay:
- Level: 1
Time: 60000
- Level: 2
Time: 70000
- Level: 3
Time: 80000
- Level: 4
Time: 90000
- Level: 5
Time: 120000
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 60000
@@ -30937,17 +30950,6 @@ Body:
Time: 45000
- Level: 5
Time: 40000
Duration2:
- Level: 1
Time: 60000
- Level: 2
Time: 70000
- Level: 3
Time: 80000
- Level: 4
Time: 90000
- Level: 5
Time: 120000
Requires:
SpCost:
- Level: 1
@@ -30971,6 +30973,18 @@ Body:
NoDamage: true
Hit: Single
CastCancel: true
AfterCastActDelay:
- Level: 1
Time: 60000
- Level: 2
Time: 70000
- Level: 3
Time: 80000
- Level: 4
Time: 90000
- Level: 5
Time: 120000
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 60000
@@ -30982,17 +30996,6 @@ Body:
Time: 45000
- Level: 5
Time: 40000
Duration2:
- Level: 1
Time: 60000
- Level: 2
Time: 70000
- Level: 3
Time: 80000
- Level: 4
Time: 90000
- Level: 5
Time: 120000
Requires:
SpCost:
- Level: 1
@@ -31015,7 +31018,6 @@ Body:
Range: 15
Hit: Single
HitCount: 1
AfterCastActDelay: 1000
Requires:
SpCost: 1
- Id: 8013
@@ -31037,17 +31039,6 @@ Body:
Count: 4
- Level: 5
Count: 5
AfterCastActDelay:
- Level: 1
Time: 2000
- Level: 2
Time: 2200
- Level: 3
Time: 2400
- Level: 4
Time: 2600
- Level: 5
Time: 2800
Requires:
SpCost:
- Level: 1
@@ -31068,8 +31059,7 @@ Body:
DamageFlags:
NoDamage: true
Hit: Single
AfterCastActDelay: 3000
AfterCastWalkDelay: 3000
AfterCastWalkDelay: 1500
Requires:
SpCost: 40
- Id: 8015
@@ -31093,7 +31083,6 @@ Body:
HitCount: 1
Element: Weapon
SplashArea: 4
AfterCastWalkDelay: 1000
Requires:
SpCost: 1
- Id: 8018

View File

@@ -552,3 +552,33 @@ Body:
Points: 4545
- Level: 260
Points: 4545
- Level: 261
Points: 4545
- Level: 262
Points: 4545
- Level: 263
Points: 4545
- Level: 264
Points: 4545
- Level: 265
Points: 4545
- Level: 266
Points: 4545
- Level: 267
Points: 4545
- Level: 268
Points: 4545
- Level: 269
Points: 4545
- Level: 270
Points: 4545
- Level: 271
Points: 4545
- Level: 272
Points: 4545
- Level: 273
Points: 4545
- Level: 274
Points: 4545
- Level: 275
Points: 4545

View File

@@ -2478,13 +2478,17 @@ Body:
DurationLookup: HLIF_AVOID
CalcFlags:
Speed: true
Flags:
NoSave: true
RemoveFromHomOnWarp: true
- Status: Change
DurationLookup: HLIF_CHANGE
CalcFlags:
Vit: true
Int: true
Flags:
RemoveOnChangeMap: true
NoSave: true
RemoveFromHomOnWarp: true
Fail:
Change: true
- Status: Bloodlust
@@ -2492,6 +2496,9 @@ Body:
CalcFlags:
Batk: true
Watk: true
Flags:
NoSave: true
RemoveFromHomOnWarp: true
- Status: Fleet
DurationLookup: HFLI_FLEET
CalcFlags:
@@ -2506,6 +2513,10 @@ Body:
DurationLookup: HAMI_DEFENCE
CalcFlags:
Def: true
Vit: true
Flags:
NoSave: true
RemoveFromHomOnWarp: true
- Status: Incaspdrate
CalcFlags:
Aspd: true
@@ -3963,7 +3974,7 @@ Body:
Unlimitedhummingvoice: true
Sircleofnature: true
- Status: Deepsleep
Icon: EFST_HANDICAPSTATE_DEEP_SLEEP
Icon: EFST_DEEP_SLEEP
DurationLookup: WM_LULLABY_DEEPSLEEP
States:
NoCast: true

View File

@@ -76,15 +76,15 @@ Body:
- Refine: 15
Chance: 7000
- Refine: 16
Chance: 7000
Chance: 8000
- Refine: 17
Chance: 7000
Chance: 8000
- Refine: 18
Chance: 7000
Chance: 8000
- Refine: 19
Chance: 7000
Chance: 8000
- Refine: 20
Chance: 7000
Chance: 8000
Bonus: 10
Catalyst:
Item: Blessed_Etel_Dust
@@ -116,15 +116,15 @@ Body:
- Refine: 15
Chance: 6000
- Refine: 16
Chance: 6000
Chance: 7000
- Refine: 17
Chance: 6000
Chance: 7000
- Refine: 18
Chance: 6000
Chance: 7000
- Refine: 19
Chance: 6000
Chance: 7000
- Refine: 20
Chance: 6000
Chance: 7000
Bonus: 30
Catalyst:
Item: Blessed_Etel_Dust
@@ -154,15 +154,15 @@ Body:
- Refine: 15
Chance: 5000
- Refine: 16
Chance: 5000
Chance: 6000
- Refine: 17
Chance: 5000
Chance: 6000
- Refine: 18
Chance: 5000
Chance: 6000
- Refine: 19
Chance: 5000
Chance: 6000
- Refine: 20
Chance: 5000
Chance: 6000
Bonus: 50
AnnounceFail: true
Catalyst:
@@ -193,15 +193,15 @@ Body:
- Refine: 15
Chance: 4000
- Refine: 16
Chance: 4000
Chance: 5000
- Refine: 17
Chance: 4000
Chance: 5000
- Refine: 18
Chance: 4000
Chance: 5000
- Refine: 19
Chance: 4000
Chance: 5000
- Refine: 20
Chance: 4000
Chance: 5000
Bonus: 100
AnnounceFail: true
Catalyst:
@@ -240,15 +240,15 @@ Body:
- Refine: 15
Chance: 7000
- Refine: 16
Chance: 7000
Chance: 8000
- Refine: 17
Chance: 7000
Chance: 8000
- Refine: 18
Chance: 7000
Chance: 8000
- Refine: 19
Chance: 7000
Chance: 8000
- Refine: 20
Chance: 7000
Chance: 8000
Bonus: 10
Catalyst:
Item: Blessed_Etel_Dust
@@ -280,15 +280,15 @@ Body:
- Refine: 15
Chance: 6000
- Refine: 16
Chance: 6000
Chance: 7000
- Refine: 17
Chance: 6000
Chance: 7000
- Refine: 18
Chance: 6000
Chance: 7000
- Refine: 19
Chance: 6000
Chance: 7000
- Refine: 20
Chance: 6000
Chance: 7000
Bonus: 30
Catalyst:
Item: Blessed_Etel_Dust
@@ -318,15 +318,15 @@ Body:
- Refine: 15
Chance: 5000
- Refine: 16
Chance: 5000
Chance: 6000
- Refine: 17
Chance: 5000
Chance: 6000
- Refine: 18
Chance: 5000
Chance: 6000
- Refine: 19
Chance: 5000
Chance: 6000
- Refine: 20
Chance: 5000
Chance: 6000
Bonus: 50
AnnounceFail: true
Catalyst:
@@ -357,15 +357,15 @@ Body:
- Refine: 15
Chance: 4000
- Refine: 16
Chance: 4000
Chance: 5000
- Refine: 17
Chance: 4000
Chance: 5000
- Refine: 18
Chance: 4000
Chance: 5000
- Refine: 19
Chance: 4000
Chance: 5000
- Refine: 20
Chance: 4000
Chance: 5000
Bonus: 100
AnnounceFail: true
Catalyst:

View File

@@ -501,19 +501,19 @@ Body:
7@thts: true
8@thts: true
- Id: 67
Name: The Maze of Oz
Name: Oz Labyrinth
Enter:
Map: 1@oz
X: 284
Y: 167
- Id: 68
Name: Thor Gunsu Base
Name: Thor Military Base
Enter:
Map: 1@tcamp
X: 103
Y: 237
- Id: 69
Name: A Gathering Place of Wolves
Name: Wolves Gathering Place
Enter:
Map: 1@nyr
X: 194
@@ -529,7 +529,7 @@ Body:
AdditionalMaps:
2@nyr: true
- Id: 71
Name: Villa of High Priest
Name: High Priest's Villa
Enter:
Map: 1@adv
X: 123

View File

@@ -83053,7 +83053,7 @@ Body:
Hunter: true
Rogue: true
Locations:
Right_Hand: true
Both_Hand: true
WeaponLevel: 4
EquipLevelMin: 70
Refineable: true
@@ -112246,8 +112246,7 @@ Body:
Defense: 30
Slots: 1
Classes:
All_Third: true
Fourth: true
All: true
Locations:
Garment: true
ArmorLevel: 1
@@ -112276,8 +112275,7 @@ Body:
Defense: 30
Slots: 1
Classes:
All_Third: true
Fourth: true
All: true
Locations:
Garment: true
ArmorLevel: 1
@@ -112306,8 +112304,7 @@ Body:
Defense: 30
Slots: 1
Classes:
All_Third: true
Fourth: true
All: true
Locations:
Garment: true
ArmorLevel: 1
@@ -139535,7 +139532,7 @@ Body:
AegisName: Ein_BHAXE
Name: Saw Axe
Type: Weapon
SubType: 1hAxe
SubType: 2hAxe
Weight: 5000
Attack: 350
Range: 1
@@ -169200,6 +169197,8 @@ Body:
Defense: 12
Slots: 1
Jobs:
Crusader: true
Knight: true
Swordman: true
Classes:
All_Upper: true
@@ -169220,6 +169219,8 @@ Body:
Defense: 12
Slots: 1
Jobs:
Crusader: true
Knight: true
Swordman: true
Classes:
All_Upper: true
@@ -187652,7 +187653,7 @@ Body:
bonus2 bSkillAtk,"GC_CROSSIMPACT",20*(.@r/3);
bonus2 bSkillAtk,"GC_ROLLINGCUTTER",20*(.@r/3);
bonus2 bSkillAtk,"SC_TRIANGLESHOT",20*(.@r/3);
bonus2 bSkillAtk,"SC_STARTMARK",20*(.@r/3);
bonus2 bSkillAtk,"SC_FATALMENACE",20*(.@r/3);
if (.@r>=9) {
bonus bLongAtkRate,10;
bonus bShortAtkRate,10;

View File

@@ -86200,31 +86200,31 @@ Body:
Flags:
BuyingStore: true
- Id: 1001072
AegisName: aegis_1001072
AegisName: Evil_Black_Bid
Name: Evil Orb
Type: Etc
Buy: 1480
Weight: 10
- Id: 1001073
AegisName: aegis_1001073
AegisName: Ectoplasmic_Stone
Name: Ectoplasmic Stone
Type: Etc
Buy: 1460
Weight: 10
- Id: 1001074
AegisName: aegis_1001074
AegisName: Heavy_Chain
Name: Heavy Chain
Type: Etc
Buy: 1480
Weight: 10
- Id: 1001075
AegisName: aegis_1001075
AegisName: Evil_Minded_Ruby
Name: Evil Minded Ruby
Type: Etc
Buy: 1500
Weight: 10
- Id: 1001076
AegisName: aegis_1001076
AegisName: Small_Sewing_Box
Name: Small Sewing Kit
Type: Etc
Buy: 1640
@@ -86236,37 +86236,37 @@ Body:
Buy: 1600
Weight: 10
- Id: 1001078
AegisName: aegis_1001078
AegisName: Blue_Moon_Stone
Name: Fragments of the Blue Moon
Type: Etc
Buy: 1720
Weight: 10
- Id: 1001079
AegisName: aegis_1001079
AegisName: Weird_Tentacle
Name: Monstrous Tentacles
Type: Etc
Buy: 1520
Weight: 10
- Id: 1001080
AegisName: aegis_1001080
AegisName: Congealed_Poison
Name: Congealed Poison
Type: Etc
Buy: 1600
Weight: 10
- Id: 1001081
AegisName: aegis_1001081
AegisName: Slicky_Fluid
Name: Slimy Fluid
Type: Etc
Buy: 1560
Weight: 10
- Id: 1001082
AegisName: aegis_1001082
AegisName: Reptile_Stone
Name: Monster's Stone
Type: Etc
Buy: 1720
Weight: 10
- Id: 1001083
AegisName: aegis_1001083
AegisName: Turn_Yellow_Leaf
Name: Maple Leaves
Type: Etc
Buy: 1640
@@ -86278,13 +86278,13 @@ Body:
Buy: 1480
Weight: 10
- Id: 1001085
AegisName: aegis_1001085
AegisName: Cool_Liquid
Name: Cool Liquid
Type: Etc
Buy: 1460
Weight: 10
- Id: 1001086
AegisName: aegis_1001086
AegisName: Green_Crystal_Fragment
Name: Blue Crystal Shard
Type: Etc
Buy: 1480
@@ -86296,7 +86296,7 @@ Body:
Buy: 1600
Weight: 10
- Id: 1001088
AegisName: aegis_1001088
AegisName: Fresh_Pear
Name: Fresh Pear
Type: Etc
Buy: 1640
@@ -90384,7 +90384,7 @@ Body:
Ammo: true
EquipLevelMin: 1
Script: |
bonus bAtkEle,Ele_Neutral;
bonus bAtkEle,Ele_Ghost;
- Id: 1220003
AegisName: Kunai_Of_Shadow
Name: Kunai Of Shadow

File diff suppressed because it is too large Load Diff

View File

@@ -3365,7 +3365,7 @@ Body:
Night_Watch: true
Hyper_Novice: true
Spirit_Handler: true
MaxBaseLevel: 260
MaxBaseLevel: 275
BaseExp:
- Level: 1
Exp: 658
@@ -3886,6 +3886,36 @@ Body:
- Level: 259
Exp: 270217017679
- Level: 260
Exp: 283727868563
- Level: 261
Exp: 297914261991
- Level: 262
Exp: 312809975091
- Level: 263
Exp: 328450473845
- Level: 264
Exp: 344872997537
- Level: 265
Exp: 353494822476
- Level: 266
Exp: 362332193038
- Level: 267
Exp: 371390497864
- Level: 268
Exp: 380675260310
- Level: 269
Exp: 390192141818
- Level: 270
Exp: 397995984654
- Level: 271
Exp: 405955904348
- Level: 272
Exp: 414075022434
- Level: 273
Exp: 422356522883
- Level: 274
Exp: 430803653341
- Level: 275
Exp: 999999999999
- Jobs:
Dragon_Knight: true
@@ -3912,7 +3942,7 @@ Body:
Night_Watch: true
Hyper_Novice: true
Spirit_Handler: true
MaxJobLevel: 55
MaxJobLevel: 60
JobExp:
- Level: 1
Exp: 4700000
@@ -4023,4 +4053,14 @@ Body:
- Level: 54
Exp: 6559840847
- Level: 55
Exp: 9999999999
Exp: 7543816974
- Level: 56
Exp: 8675389520
- Level: 57
Exp: 9976697948
- Level: 58
Exp: 11473202640
- Level: 59
Exp: 13194183036
- Level: 60
Exp: 99999999999

View File

@@ -8893,6 +8893,10 @@ Body:
Crt: 1
- Level: 55
Sta: 1
- Level: 56
Sta: 1
- Level: 58
Con: 1
- Jobs:
Meister: true
Meister2: true
@@ -9035,6 +9039,10 @@ Body:
Wis: 1
- Level: 55
Pow: 1
- Level: 57
Wis: 1
- Level: 59
Pow: 1
- Jobs:
Shadow_Cross: true
MaxWeight: 32000
@@ -9176,6 +9184,10 @@ Body:
Crt: 1
- Level: 55
Crt: 1
- Level: 57
Con: 1
- Level: 59
Crt: 1
- Jobs:
Arch_Mage: true
MaxWeight: 30000
@@ -9317,6 +9329,10 @@ Body:
Wis: 1
- Level: 55
Spl: 1
- Level: 57
Wis: 1
- Level: 59
Spl: 1
- Jobs:
Cardinal: true
MaxWeight: 30000
@@ -9459,6 +9475,10 @@ Body:
Wis: 1
- Level: 55
Crt: 1
- Level: 56
Con: 1
- Level: 59
Spl: 1
- Jobs:
Windhawk: true
Windhawk2: true
@@ -9601,6 +9621,10 @@ Body:
Sta: 1
- Level: 55
Pow: 1
- Level: 57
Crt: 1
- Level: 59
Pow: 1
- Jobs:
Imperial_Guard: true
Imperial_Guard2: true
@@ -9744,6 +9768,10 @@ Body:
- Level: 55
Wis: 1
Con: 1
- Level: 57
Pow: 1
- Level: 59
Spl: 1
- Jobs:
Biolo: true
MaxWeight: 32000
@@ -9885,6 +9913,10 @@ Body:
Crt: 1
- Level: 55
Con: 1
- Level: 56
Sta: 1
- Level: 59
Pow: 1
- Jobs:
Abyss_Chaser: true
MaxWeight: 28000
@@ -10026,6 +10058,10 @@ Body:
- Level: 55
Sta: 1
Con: 1
- Level: 56
Spl: 1
- Level: 59
Pow: 1
- Jobs:
Elemental_Master: true
MaxWeight: 30000
@@ -10168,6 +10204,10 @@ Body:
Wis: 1
- Level: 55
Spl: 1
- Level: 56
Wis: 1
- Level: 59
Con: 1
- Jobs:
Inquisitor: true
MaxWeight: 30000
@@ -10309,6 +10349,10 @@ Body:
- Level: 55
Pow: 1
Wis: 1
- Level: 57
Wis: 1
- Level: 59
Con: 1
- Jobs:
Troubadour: true
MaxWeight: 32000
@@ -10450,6 +10494,10 @@ Body:
- Level: 55
Pow: 1
Con: 1
- Level: 56
Spl: 1
- Level: 59
Pow: 1
- Jobs:
Trouvere: true
MaxWeight: 32000
@@ -10592,6 +10640,10 @@ Body:
- Level: 55
Pow: 1
Con: 1
- Level: 56
Spl: 1
- Level: 59
Pow: 1
- Jobs:
Sky_Emperor: true
MaxWeight: 42000
@@ -10734,6 +10786,10 @@ Body:
- Level: 55
Pow: 1
Con: 1
- Level: 57
Wis: 1
- Level: 59
Con: 1
- Jobs:
Soul_Ascetic: true
MaxWeight: 42000
@@ -10867,6 +10923,10 @@ Body:
Sta: 1
- Level: 55
Spl: 1
- Level: 56
Wis: 1
- Level: 59
Con: 1
- Jobs:
Shinkiro: true
MaxWeight: 45000
@@ -11010,6 +11070,14 @@ Body:
Sta: 1
- Level: 55
Sta: 1
- Level: 56
Int: 1
Dex: 1
- Level: 57
Wis: 1
- Level: 59
Int: 1
Spl: 1
- Jobs:
Shiranui: true
MaxWeight: 45000
@@ -11141,6 +11209,14 @@ Body:
- Level: 55
Spl: 1
Con: 1
- Level: 56
Str: 1
- Level: 57
Vit: 1
Spl: 1
- Level: 59
Str: 1
Pow: 1
- Jobs:
Night_Watch: true
MaxWeight: 48000
@@ -11281,6 +11357,10 @@ Body:
Wis: 1
- Level: 55
Pow: 1
- Level: 56
Wis: 1
- Level: 59
Crt: 1
- Jobs:
Hyper_Novice: true
MaxWeight: 40000
@@ -11426,6 +11506,12 @@ Body:
Sta: 1
- Level: 55
Spl: 1
- Level: 56
Dex: 1
- Level: 57
Pow: 1
- Level: 59
Spl: 1
- Jobs:
Spirit_Handler: true
MaxWeight: 42000
@@ -11567,3 +11653,7 @@ Body:
Wis: 1
- Level: 55
Sta: 1
- Level: 57
Spl: 1
- Level: 59
Pow: 1

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -13606,7 +13606,7 @@
20811,ILL_KRAKEN@NPC_HELLJUDGEMENT2,chase,768,2,3000,500,5000,no,target,always,0,,,,,,,
20811,ILL_KRAKEN@NPC_HELLJUDGEMENT2,attack,768,2,3000,500,5000,no,target,always,0,,,,,,,
20811,ILL_KRAKEN@NPC_CLOUD_KILL,attack,739,5,2000,500,16000,no,target,always,0,,,,,,,
20811,ILL_KRAKEN@NPC_DAMAGE_HEAL,attack,753,1,10000,1000,60000,no,target,myhpltmaxrate,10,,,,,,,
20811,ILL_KRAKEN@NPC_DAMAGE_HEAL,attack,753,1,10000,1000,60000,no,self,myhpltmaxrate,10,,,,,,,
20811,ILL_KRAKEN@NPC_PHANTOMTHRUST,chase,741,5,1000,0,5000,no,self,always,0,,,,,,,
20811,ILL_KRAKEN@NPC_CALLSLAVE,idle,352,1,5000,0,30000,yes,self,always,0,,,,,,,
20843,ILL_ABYSMAL_WITCH@AL_TELEPORT,idle,26,1,10000,0,0,yes,self,rudeattacked,0,,,,,,,
@@ -13638,7 +13638,7 @@
20843,ILL_ABYSMAL_WITCH@NPC_HELLJUDGEMENT2,chase,768,2,2000,500,5000,no,target,always,0,,,,,,,
20843,ILL_ABYSMAL_WITCH@NPC_HELLJUDGEMENT2,attack,768,2,2000,500,5000,no,target,always,0,,,,,,,
20843,ILL_ABYSMAL_WITCH@NPC_CLOUD_KILL,attack,739,5,2000,500,16000,no,target,always,0,,,,,,,
20843,ILL_ABYSMAL_WITCH@NPC_DAMAGE_HEAL,attack,753,1,10000,1000,60000,no,target,myhpltmaxrate,10,,,,,,,
20843,ILL_ABYSMAL_WITCH@NPC_DAMAGE_HEAL,attack,753,1,10000,1000,60000,no,self,myhpltmaxrate,10,,,,,,,
20843,ILL_ABYSMAL_WITCH@NPC_CALLSLAVE,idle,352,1,5000,0,30000,yes,self,always,0,,,,,,,
// Episode 17.2 - Sage's Legacy
@@ -14239,7 +14239,7 @@
20934,R001_BESTIA@NPC_EARTHQUAKE,attack,653,5,10000,500,20000,no,self,myhpltmaxrate,40,,,,,,,
20934,R001_BESTIA@NPC_PULSESTRIKE,attack,661,5,10000,0,15000,no,self,myhpltmaxrate,60,,,,,,,
20934,R001_BESTIA@NPC_DRAGONFEAR,attack,659,5,10000,0,10000,no,self,always,0,,,,,,,
// 20934,R001_BESTIA@NPC_DAMAGE_HEAL,attack,753,1,3000,1500,40000,no,target,myhpltmaxrate,20,,,,,,,
// 20934,R001_BESTIA@NPC_DAMAGE_HEAL,attack,753,1,3000,1500,40000,no,self,myhpltmaxrate,20,,,,,,,
// nif_dun
20935,GAN_CEANN@NPC_CRITICALSLASH,attack,170,1,1000,500,5000,no,target,always,0,,,,,,,
@@ -14339,7 +14339,7 @@
20943,DEATH_WITCH@NPC_HELLJUDGEMENT,chase,662,2,2000,500,5000,no,self,always,0,,,,,,,
20943,DEATH_WITCH@NPC_HELLJUDGEMENT,attack,662,2,2000,500,5000,no,self,always,0,,,,,,,
20943,DEATH_WITCH@NPC_CLOUD_KILL,attack,739,5,2000,500,16000,no,target,always,0,,,,,,,
// 20943,DEATH_WITCH@NPC_DAMAGE_HEAL,attack,753,1,10000,1000,60000,no,target,myhpltmaxrate,10,,,,,,,
// 20943,DEATH_WITCH@NPC_DAMAGE_HEAL,attack,753,1,10000,1000,60000,no,self,myhpltmaxrate,10,,,,,,,
20943,DEATH_WITCH@NPC_CALLSLAVE,idle,352,1,5000,0,30000,yes,self,always,0,,,,,,,
20943,DEATH_WITCH@NPC_CALLSLAVE,attack,352,1,5000,0,30000,yes,self,always,0,,,,,,,
@@ -14570,7 +14570,7 @@
21395,ILL_MAYA@NPC_CRITICALWOUND,attack,673,1,500,0,5000,yes,target,always,0,,,,,,,
21395,ILL_MAYA@NPC_IMMUNE_PROPERTY,chase,754,4,1500,1500,60000,no,self,casttargeted,0,,,,,,,
21395,ILL_MAYA@NPC_IMMUNE_PROPERTY,attack,754,1,1500,1500,60000,no,self,longrangeattacked,0,,,,,,,
21395,ILL_MAYA@NPC_DAMAGE_HEAL,attack,753,1,500,1500,120000,no,target,myhpltmaxrate,50,,,,,,32,
21395,ILL_MAYA@NPC_DAMAGE_HEAL,attack,753,1,500,1500,120000,no,self,myhpltmaxrate,50,,,,,,32,
21395,ILL_MAYA@NPC_ALL_STAT_DOWN,attack,751,5,5000,1500,45000,no,target,always,0,,,,,,18,
// Episode 18

File diff suppressed because it is too large Load Diff

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@@ -1578,26 +1578,26 @@ Body:
- Id: 3495
Title: Conversation with Jeojin
- Id: 3496
Title: Conversation with Squain
Title: Conversation with Skuain
- Id: 3497
Title: Conversation with Senado
- Id: 3498
Title: Conversation with Japer
- Id: 3499
Title: Conversation with Shirouan
Title: Conversation with Shiroan
- Id: 3500
Title: Conversation with Ishira
Title: Conversation with Isira
- Id: 3501
Title: Conversation with Gina
Title: Conversation with Dina
- Id: 3502
Title: Conversation with Hari
- Id: 3503
Title: Examine the Sky
Title: "[Daily] Opinion Gathering"
- Id: 3504
Title: Look at the Sky - Standby
- Id: 3505
Title: Report to Junok
Title: "[Cooldown] Opinion Gathering"
TimeLimit: 4h
- Id: 3505
Title: Completed Opinion Gathering
- Id: 3507
Title: Illusion Investigation Team - Sheshin
- Id: 3508
@@ -3234,26 +3234,28 @@ Body:
Title: "[Standby] Subjugation-Yanggeochon"
TimeLimit: 4h
- Id: 5932
Title: The Abused Child
Title: Abused Child
- Id: 5933
Title: Business Plan Presentation
Title: Business Plan
- Id: 5934
Title: Gathering Training (1)
Title: Foraging Practice (1)
- Id: 5935
Title: Gathering Training (2)
Title: Foraging Practice (2)
- Id: 5936
Title: Gathering Training (3)
Title: Foraging Practice (3)
- Id: 5937
Title: "[Standby] Flower Room's work"
Title: "[Cooldown] Half Flower Gathering"
TimeLimit: 4h
- Id: 5938
Title: Gathering Half Flower
Title: "[Daily] Half Flower Gathering"
- Id: 5939
Title: Gathering Half Flower
Title: "[Daily] Half Flower Gathering"
- Id: 5940
Title: Gathering Half Flower
Title: "[Daily] Half Flower Gathering"
- Id: 5941
Title: Gathering Half Flower
Title: "[Daily] Half Flower Gathering"
- Id: 5942
Title: Flower Room Opening Ceremony
- Id: 6000
Title: Job Change to Taekwon
- Id: 6001
@@ -6316,55 +6318,55 @@ Body:
DROSERA: true
MUSCIPULAR: true
- Id: 8681
Title: To Rachel (1)
Title: Towards Rachel (1)
- Id: 8682
Title: To Rachel (2)
Title: Towards Rachel (2)
- Id: 8683
Title: Please stop fighting
Title: Heated Argument
- Id: 8684
Title: It's over
Title: State of Conflict
- Id: 8685
Title: A suspicious movement detected in the temple
Title: Suspicious Movement
- Id: 8686
Title: The Intruder of the Temple
Title: Intruder of the Temple
- Id: 8687
Title: Did you break it?
Title: Staged Plot
- Id: 8688
Title: Thanks for today's daily food
Title: Today's Daily Bread
- Id: 8689
Title: Today's Daily food - Standby
Title: "[Cooldown] Today's Daily Bread"
TimeLimit: 4h
- Id: 8690
Title: Thanks for today's daily food
Title: "[Daily] Today's Daily Bread"
- Id: 8691
Title: Sacred Relics for Essence (1)
Title: Water Purification (1)
- Id: 8692
Title: Sacred Relics for Essence (2)
Title: Water Purification (2)
- Id: 8693
Title: Sacred Relics for Essence (3)
Title: Water Purification (3)
- Id: 8694
Title: Clean Water Procurement - Standby
Title: "[Cooldown] Water Purification"
TimeLimit: 4h
- Id: 8695
Title: Procurement of clean water (1)
Title: "[Daily] Water Purification (1)"
- Id: 8696
Title: Procurement of clean water (2)
Title: "[Daily] Water Purification (2)"
- Id: 8697
Title: Procurement of clean water (3)
Title: "[Daily] Water Purification (3)"
- Id: 8698
Title: Late migration
Title: Horim's Bizarre Adventure (1)
- Id: 8699
Title: First Step Out of the City
Title: Horim's Bizarre Adventure (2)
- Id: 8700
Title: I couldn't even come halfway
Title: Horim's Bizarre Adventure (3)
- Id: 8701
Title: Scenery I've Seen for the First Time
Title: Horim's Bizarre Adventure (4)
- Id: 8702
Title: Smell of Volcanic Ash
Title: Horim's Bizarre Adventure (5)
- Id: 8703
Title: The easy way to go
Title: Horim's Bizarre Adventure (6)
- Id: 8718
Title: My friend's regards
Title: Greetings from a Friend
- Id: 8719
Title: A new area somewhere in the anthill
- Id: 8720
@@ -8196,104 +8198,104 @@ Body:
Title: Squirrels are rats, too? Standby
TimeLimit: 4h
- Id: 11696
Title: Niren's Request
Title: Niren's Request (1)
- Id: 11697
Title: Niren's Request
Title: Niren's Request (2)
- Id: 11698
Title: Niren's Request
Title: Niren's Request (3)
- Id: 11699
Title: Niren's Request
Title: Niren's Request (4)
- Id: 11700
Title: Niren's Request
Title: Niren's Request (5)
- Id: 11701
Title: Niren's Request
Title: Niren's Request (6)
- Id: 11702
Title: Niren's Request
Title: Niren's Request (7)
- Id: 11703
Title: Niren's Request
Title: Niren's Request (8)
- Id: 11704
Title: Niren's Request
Title: Gray Children (1)
- Id: 11705
Title: Children of Grey
Title: Gray Children (2)
- Id: 11706
Title: Children of Grey
Title: Gray Children (3)
- Id: 11707
Title: Children of Grey
Title: Gray Children (4)
- Id: 11708
Title: Children of Grey
Title: Gray Children (5)
- Id: 11709
Title: Children of Grey
Title: Gray Children (6)
- Id: 11710
Title: Children of Grey
Title: Gray Children (7)
- Id: 11711
Title: Children of Grey
Title: Gray Children (8)
- Id: 11712
Title: Children of Grey
Title: Gray Children (9)
- Id: 11713
Title: Children of Grey
Title: Gray Children (10)
- Id: 11714
Title: Children of Grey
Title: Gray Children (11)
- Id: 11715
Title: Children of Grey
Title: Gray Children (12)
- Id: 11716
Title: Children of Grey
Title: Gray Children (13)
- Id: 11717
Title: Children of Grey
Title: Gray Children (14)
- Id: 11718
Title: Children of Grey
Title: Gray Children (15)
- Id: 11719
Title: Children of Grey
Title: Gray Children (16)
- Id: 11720
Title: Children of Grey
Title: Gray Children (17)
- Id: 11721
Title: Children of Grey
Title: Gray Children (18)
- Id: 11722
Title: Children of Grey
Title: Gray Children (19)
- Id: 11723
Title: Children of Grey
Title: Gray Children (20)
- Id: 11724
Title: Children of Grey
Title: Gray Children (21)
- Id: 11725
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (1)
- Id: 11726
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (2)
- Id: 11727
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (3)
- Id: 11728
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (4)
- Id: 11729
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (5)
- Id: 11730
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (6)
Targets:
- Id: 1
Location: oz_dun01
Count: 10
- Id: 11731
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (7)
- Id: 11732
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (8)
- Id: 11733
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (9)
- Id: 11734
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (10)
- Id: 11735
Title: Investigation of Oz Labyrinth
Title: The Labyrinth and the Merchant (11)
- Id: 11736
Title: Maze of Oz 1st Floor (170lv)
Title: Oz Labyrinth 1F (170lv)
Targets:
- Mob: EP18_ASH_TOAD
Count: 20
- Id: 11737
Title: Maze of Oz Level 1 - Standby
Title: "[Cooldown] Oz Labyrinth 1F"
TimeLimit: 4h
- Id: 11738
Title: Maze of Oz Level 2 (200lv)
Title: Oz Labyrinth 2F (200lv)
Targets:
- Mob: EP18_HOT_MOLAR
Count: 20
- Id: 11739
Title: Maze of Oz Level 2 (200lv)
Title: "[Cooldown] Oz Labyrinth 2F"
TimeLimit: 4h
- Id: 12000
Title: An old friend
@@ -9335,30 +9337,30 @@ Body:
Title: Let's try again to seal the crack
TimeLimit: 4h
- Id: 12520
Title: Villa of Deception
Title: "[Normal] Villa of Deception"
- Id: 12521
Title: Villa of Deception Hard
Title: "[Hard] Villa of Deception"
- Id: 12522
Title: Cooldown: Villa of Deception
Title: "[Cooldown] Villa of Deception"
TimeLimit: 4h
- Id: 12531
Title: Future General Candidate
Title: Transporting Goods
- Id: 12532
Title: Trouble at the Top
Title: Broken Wagon
- Id: 12533
Title: The Hidden Helper
Title: Hidden Helper
- Id: 12534
Title: The Missing Camille
Title: Missing Camille
- Id: 12535
Title: The Governor's Decision
Title: Chief Decision
- Id: 12536
Title: The Scattered Luggage (North)
Title: Scattered Goods (North)
- Id: 12537
Title: Scattered Luggage (West)
Title: Scattered Goods (West)
- Id: 12538
Title: The Scattered Luggage (East)
Title: Scattered Goods (East)
- Id: 12539
Title: Scattered Luggage (South)
Title: Scattered Goods (South)
- Id: 13000
Title: RWC2011Card Gathering
- Id: 13001
@@ -11512,84 +11514,84 @@ Body:
- Mob: EP18_FIREWIND_KITE
Count: 30
- Id: 16549
Title: I can't sleep
Title: "[Daily] I can't sleep"
Targets:
- Mob: EP18_FIREWIND_KITE
Count: 30
- Id: 16550
Title: I Can't Sleep - Wait
Title: "[Cooldown] I can't sleep"
TimeLimit: 4h
- Id: 16551
Title: The Story of Dinar
Title: Collecting Folklore (1)
- Id: 16552
Title: Amira's Story
Title: Collecting Folklore (2)
- Id: 16553
Title: Shanina's Grandma's Story
Title: Collecting Folklore (3)
- Id: 16554
Title: Please collect the stories
Title: Collecting Folklore (4)
- Id: 16555
Title: The Story of Dinar
Title: "[Daily] Dinar's Story"
- Id: 16556
Title: Amira's Story
Title: "[Daily] Amira's Story"
- Id: 16557
Title: Shanina's Grandma's Story
Title: "[Daily] Shanina's Story"
- Id: 16558
Title: Please collect the stories
Title: "[Daily] Collecting Folklore"
- Id: 16559
Title: Please collect the stories - Standby
Title: "[Cooldown] Collecting Folklore"
TimeLimit: 4h
- Id: 16560
Title: This is not the place
Title: Ahab's Gossip (1)
- Id: 16561
Title: This is not the place
Title: Ahab's Gossip (2)
- Id: 16562
Title: This is not the place
Title: Ahab's Gossip (3)
- Id: 16563
Title: This is not the place
Title: Ahab's Gossip (4)
- Id: 16564
Title: This is not the place
Title: Ahab's Gossip (5)
- Id: 16565
Title: This is not the place
Title: Ahab's Gossip (6)
- Id: 16566
Title: This is not the place
Title: Ahab's Gossip (7)
- Id: 16567
Title: The Contest of the Grey Wolf Forest
Title: Gray Wolf Forest Tournament (1)
- Id: 16568
Title: Everyone's Opinion
Title: People's Opinion (1)
- Id: 16569
Title: Everyone's Opinion
Title: People's Opinion (2)
- Id: 16570
Title: Everyone's Opinion
Title: People's Opinion (3)
- Id: 16571
Title: Everyone's Opinion
Title: People's Opinion (4)
- Id: 16572
Title: The Contest of the Grey Wolf Forest
Title: Gray Wolf Forest Tournament (2)
- Id: 16573
Title: Source of Weapon
Title: Source of Weapons (1)
- Id: 16574
Title: Source of Weapon
Title: Source of Weapons (2)
- Id: 16575
Title: Source of Weapon
Title: Source of Weapons (3)
- Id: 16576
Title: Source of Weapon
Title: Source of Weapons (4)
- Id: 16577
Title: Source of Weapon
Title: Source of Weapons (5)
- Id: 16578
Title: Source of Weapon
Title: Source of Weapons (6)
- Id: 16579
Title: Source of Weapon
Title: Source of Weapons (7)
- Id: 16580
Title: Source of Weapon
Title: Source of Weapons (8)
- Id: 16581
Title: Children Know It
Title: Even children know (1)
- Id: 16582
Title: Children Know It
Title: Even children know (2)
- Id: 16583
Title: Children Know It
Title: Even children know (3)
- Id: 16584
Title: The Price of Labor
Title: The Price of Labor (1)
- Id: 16585
Title: The Price of Labor
Title: The Price of Labor (2)
- Id: 17000
Title: Meet with Father Bamph
- Id: 17001
@@ -11852,62 +11854,62 @@ Body:
Title: (Standby) Thanatos Tower, 12th floor
TimeLimit: 4h
- Id: 17504
Title: Where's My Home
Title: Where is My Home (1)
- Id: 17505
Title: Where's My Home
Title: Where is My Home (2)
- Id: 17506
Title: Where's My Home
Title: Where is My Home (3)
- Id: 17507
Title: Where's My Home
Title: Where is My Home (4)
- Id: 17508
Title: Lack of Supplies
Title: "[Daily] Shortage of Supplies"
Drops:
- Mob: EP18_GREY_WOLF
Item: Ep18_Very_Ddan_Crystal
Rate: 5000
- Id: 17509
Title: (Standby) Lack of supplies
Title: "[Cooldown] Shortage of Supplies"
TimeLimit: 4h
- Id: 17510
Title: There are no bad beasts in the world
Title: There are no evil beasts in this world (1)
- Id: 17511
Title: There are no bad beasts in the world
Title: There are no evil beasts in this world (2)
- Id: 17512
Title: There are no bad beasts in the world
Title: There are no evil beasts in this world (3)
- Id: 17513
Title: The Unexpected Shepherd
Title: An Unexpected Shepherd (1)
- Id: 17514
Title: The Unexpected Shepherd
Title: An Unexpected Shepherd (2)
Targets:
- Mob: EP18_ASHRING
Count: 20
- Id: 17515
Title: The Unexpected Shepherd
Title: An Unexpected Shepherd (3)
- Id: 17516
Title: (Standby) Unexpected shepherd
Title: "[Cooldown] An Unexpected Shepherd"
TimeLimit: 4h
- Id: 17517
Title: The Rebels
Title: Rebellion (1)
- Id: 17518
Title: The Rebels
Title: Rebellion (2)
- Id: 17519
Title: The Rebels
Title: Rebellion (3)
- Id: 17520
Title: Wolf in the Sheep
Title: Wolf Among Sheep (1)
- Id: 17521
Title: When you need a conversation
Title: Wolf Among Sheep (2)
- Id: 17522
Title: Cleaning the Traitors
Title: Wolf Among Sheep (3)
- Id: 17523
Title: Purification of the Sanctuary
Title: Sanctuary Purification
- Id: 17524
Title: Cleaning the Traitors
Title: "[Completed] Renegade Cleaning"
- Id: 17525
Title: When you need a conversation
Title: Aftermath
- Id: 17526
Title: Purification of the Sanctuary
Title: "[Completed] Sanctuary Purification"
- Id: 17527
Title: (Standby) Cleaning strategy
Title: "[Cooldown] Sanctuary Purification"
TimeLimit: 4h
- Id: 17566
Title: (Standby) Code name! Is it a star button?
@@ -12035,21 +12037,21 @@ Body:
Title: Goseong dungeon 1st floor attack
TimeLimit: 4h
- Id: 18082
Title: Eligibility to Participate in the Competition
Title: Eligibility to attend the competition
- Id: 18083
Title: Investigation of Daishinkan's Villa
Title: High Priest's Villa
- Id: 18084
Title: Fact Investigation
Title: Fact Finding
- Id: 18085
Title: The Direction of Prayer
Title: Direction of Prayer
- Id: 18086
Title: Make the Grey Wolf Forest Safer
Title: "[Daily] Gray Wolf Forest Hunting"
Targets:
- Id: 1
Location: gw_fild01
Count: 30
- Id: 18087
Title: Safer in the Gray Wolf Forest - Standby
Title: "[Cooldown] Gray Wolf Forest Hunting"
TimeLimit: 4h
- Id: 18100
Title: Legends from Moscovia

View File

@@ -43018,10 +43018,10 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Range: 9
Hit: Single
HitCount: 1
AfterCastActDelay: 2000
Flags:
IgnoreGtb: true
AfterCastWalkDelay: 1000
Cooldown: 20000
Requires:
SpCost:
- Level: 1
@@ -43044,11 +43044,7 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Splash: true
Hit: Single
HitCount: 1
SplashArea: -1
AfterCastActDelay: 35000
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 40000
@@ -43060,6 +43056,7 @@ Body:
Time: 25000
- Level: 5
Time: 20000
Cooldown: 35000
Requires:
SpCost:
- Level: 1
@@ -43077,7 +43074,6 @@ Body:
Name: HLIF_BRAIN
Description: Brain Surgery
MaxLevel: 5
SplashArea: 1
- Id: 8004
Name: HLIF_CHANGE
Description: Change
@@ -43085,7 +43081,7 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Hit: Single
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 60000
@@ -43093,7 +43089,7 @@ Body:
Time: 180000
- Level: 3
Time: 300000
Duration2:
Cooldown:
- Level: 1
Time: 600000
- Level: 2
@@ -43110,8 +43106,8 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Hit: Single
Duration2: 1000
AfterCastWalkDelay: 1000
Cooldown: 1000
Requires:
SpCost: 10
- Id: 8006
@@ -43121,8 +43117,7 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Hit: Single
AfterCastActDelay: 30000
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 40000
@@ -43134,6 +43129,7 @@ Body:
Time: 25000
- Level: 5
Time: 20000
Cooldown: 30000
Requires:
SpCost:
- Level: 1
@@ -43151,8 +43147,6 @@ Body:
Name: HAMI_SKIN
Description: Adamantium Skin
MaxLevel: 5
DamageFlags:
NoDamage: true
- Id: 8008
Name: HAMI_BLOODLUST
Description: Bloodlust
@@ -43160,7 +43154,7 @@ Body:
TargetType: Self
DamageFlags:
NoDamage: true
Hit: Single
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 60000
@@ -43168,7 +43162,7 @@ Body:
Time: 180000
- Level: 3
Time: 300000
Duration2:
Cooldown:
- Level: 1
Time: 300000
- Level: 2
@@ -43197,7 +43191,7 @@ Body:
Count: -2
- Level: 5
Count: -3
AfterCastWalkDelay: 2000
Cooldown: 2000
Requires:
SpCost:
- Level: 1
@@ -43218,6 +43212,7 @@ Body:
DamageFlags:
NoDamage: true
Hit: Single
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 60000
@@ -43229,7 +43224,7 @@ Body:
Time: 45000
- Level: 5
Time: 40000
Duration2:
Cooldown:
- Level: 1
Time: 60000
- Level: 2
@@ -43263,6 +43258,7 @@ Body:
NoDamage: true
Hit: Single
CastCancel: true
AfterCastWalkDelay: 1000
Duration1:
- Level: 1
Time: 60000
@@ -43274,7 +43270,7 @@ Body:
Time: 45000
- Level: 5
Time: 40000
Duration2:
Cooldown:
- Level: 1
Time: 60000
- Level: 2
@@ -43307,7 +43303,7 @@ Body:
Range: 15
Hit: Single
HitCount: 1
AfterCastActDelay: 1000
Cooldown: 1000
Requires:
SpCost: 1
- Id: 8013
@@ -43329,7 +43325,7 @@ Body:
Count: 4
- Level: 5
Count: 5
AfterCastActDelay:
Cooldown:
- Level: 1
Time: 2000
- Level: 2
@@ -43360,8 +43356,8 @@ Body:
DamageFlags:
NoDamage: true
Hit: Single
AfterCastActDelay: 3000
AfterCastWalkDelay: 3000
AfterCastWalkDelay: 1500
Cooldown: 3000
Requires:
SpCost: 40
- Id: 8015
@@ -43385,7 +43381,8 @@ Body:
HitCount: 1
Element: Weapon
SplashArea: 4
AfterCastWalkDelay: 1000
AfterCastActDelay: 5000
CoolDown: 1000
Requires:
SpCost: 1
- Id: 8018

View File

@@ -612,3 +612,48 @@ Body:
- Level: 260
Points: 4099
TraitPoints: 228
- Level: 261
Points: 4099
TraitPoints: 231
- Level: 262
Points: 4099
TraitPoints: 234
- Level: 263
Points: 4099
TraitPoints: 237
- Level: 264
Points: 4099
TraitPoints: 240
- Level: 265
Points: 4099
TraitPoints: 247
- Level: 266
Points: 4099
TraitPoints: 250
- Level: 267
Points: 4099
TraitPoints: 253
- Level: 268
Points: 4099
TraitPoints: 256
- Level: 269
Points: 4099
TraitPoints: 259
- Level: 270
Points: 4099
TraitPoints: 266
- Level: 271
Points: 4099
TraitPoints: 269
- Level: 272
Points: 4099
TraitPoints: 272
- Level: 273
Points: 4099
TraitPoints: 275
- Level: 274
Points: 4099
TraitPoints: 278
- Level: 275
Points: 4099
TraitPoints: 285

View File

@@ -86,7 +86,7 @@ Body:
Opt1: StoneWait
Flags:
SendOption: true
BossResist: true
BossResist: true
StopAttacking: true
Fail:
Whiteimprison: true
@@ -1822,6 +1822,7 @@ Body:
Icon: EFST_ETERNALCHAOS
DurationLookup: BD_ETERNALCHAOS
CalcFlags:
Def: true
Def2: true
Flags:
NoDispell: true
@@ -2600,13 +2601,17 @@ Body:
DurationLookup: HLIF_AVOID
CalcFlags:
Speed: true
Flags:
NoSave: true
RemoveFromHomOnMapWarp: true
- Status: Change
DurationLookup: HLIF_CHANGE
CalcFlags:
Vit: true
Int: true
Flags:
RemoveOnChangeMap: true
NoSave: true
RemoveFromHomOnMapWarp: true
Fail:
Change: true
- Status: Bloodlust
@@ -2614,6 +2619,9 @@ Body:
CalcFlags:
Batk: true
Watk: true
Flags:
NoSave: true
RemoveFromHomOnMapWarp: true
- Status: Fleet
DurationLookup: HFLI_FLEET
CalcFlags:
@@ -2627,7 +2635,11 @@ Body:
- Status: Defence
DurationLookup: HAMI_DEFENCE
CalcFlags:
Def: true
Vit: true
Flags:
NoSave: true
RemoveFromHomOnMapWarp: true
- Status: Incaspdrate
CalcFlags:
Aspd: true
@@ -4126,7 +4138,7 @@ Body:
Unlimitedhummingvoice: true
Sircleofnature: true
- Status: Deepsleep
Icon: EFST_HANDICAPSTATE_DEEP_SLEEP
Icon: EFST_DEEP_SLEEP
DurationLookup: WM_LULLABY_DEEPSLEEP
States:
NoCast: true
@@ -7010,7 +7022,9 @@ Body:
CalcFlags:
Regen: true
- Status: Earthshaker
Icon: EFST_EARTHSHAKER
Flags:
BlEffect: true
NoWarning: true
- Status: Weaponblock_On
Icon: EFST_WEAPONBLOCK_ON
@@ -7025,6 +7039,7 @@ Body:
Icon: EFST_SPORE_EXPLOSION_DEBUFF
DurationLookup: GN_SPORE_EXPLOSION
Flags:
BlEffect: true
NoDispell: true
NoBanishingBuster: true
NoClearance: true
@@ -7446,7 +7461,7 @@ Body:
NoClearance: true
NoClearbuff: true
- Status: Madogear
Icon: EFST_MADOGEAR
Icon: EFST_MADOGEAR_TYPE
CalcFlags:
Speed: true
Flags:
@@ -7960,6 +7975,8 @@ Body:
DurationLookup: EM_SPELL_ENCHANTING
CalcFlags:
Smatk: true
Flags:
DisplayPc: true
- Status: Summon_Elemental_Ardor
Icon: EFST_SUMMON_ELEMENTAL_ARDOR
DurationLookup: EM_SUMMON_ELEMENTAL_ARDOR
@@ -8011,17 +8028,23 @@ Body:
DurationLookup: TR_MUSICAL_INTERLUDE
CalcFlags:
Res: true
Flags:
DisplayPc: true
- Status: Jawaii_Serenade
Icon: EFST_JAWAII_SERENADE
DurationLookup: TR_JAWAII_SERENADE
CalcFlags:
Smatk: true
Speed: true
Flags:
DisplayPc: true
- Status: Pron_March
Icon: EFST_PRON_MARCH
DurationLookup: TR_PRON_MARCH
CalcFlags:
Patk: true
Flags:
DisplayPc: true
- Status: Roseblossom
Icon: EFST_ROSEBLOSSOM
DurationLookup: TR_ROSEBLOSSOM
@@ -8035,6 +8058,8 @@ Body:
Powerful_Faith: true
Firm_Faith: true
Sincere_Faith: true
Flags:
DisplayPc: true
- Status: Sincere_Faith
Icon: EFST_SINCERE_FAITH
DurationLookup: IQ_SINCERE_FAITH

View File

@@ -1250,6 +1250,11 @@ Adds a card or enchant to the specific slot of the equipment.
---------------------------------------
@resetcooltime
/resetcooltime
Resets the cooldown of all skills of the player and if active also of the homunculus or the mercenary.
==============================
| 5. Administrative Commands |
==============================

View File

@@ -474,3 +474,9 @@ Hides monster's HP bar on a map.
Ignores config value of 'monster_hp_bars_info'.
---------------------------------------
*specialpopup <popup ID>
Displays a special popup when a player enters the map. See script command "specialpopup" for details on different popup types.
---------------------------------------

View File

@@ -6124,11 +6124,12 @@ will always return 0.
---------------------------------------
*skilleffect <skill id>,<number>;
*skilleffect "<skill name>",<number>;
*skilleffect <skill id>,<number>{,<game ID>};
*skilleffect "<skill name>",<number>{,<game ID>};
This command displays visual and aural effects of given skill on currently
attached character. The number parameter is for skill whose visual effect
attached character or, when defined, on any unit with the given ID.
The number parameter is for skill whose visual effect
involves displaying of a number (healing or damaging). Note, that this command
will not actually use the skill, it is intended for scripts, which simulate
skill usage by the NPC, such as buffs, by setting appropriate status and
@@ -8508,6 +8509,15 @@ Opens the tip box UI for the attached player or the given character ID.
This command requires packet version 2017-11-22 or newer.
---------------------------------------
*specialpopup(<popup ID>);
Open popup and/or show text by ID from list defined in the client spopup.lub file.
Popup and text is only visible if the player warped from one map to another map.
This command requires packet version 2022-10-05 or newer.
---------------------------------------
\\
6,1.- Unit-related commands
@@ -10681,6 +10691,7 @@ current invoking character.
*addhomintimacy <amount>{,<char_id>};
Increase or decrease a homunculus' intimacy value by the given <amount>. 100000 is full loyalty.
Fails silently when no players are attached or if the player has no homunculus.
---------------------------------------

View File

@@ -254,6 +254,9 @@ Flags: Various status flags for specific status change events.
SuperNoviceAngel - Status that is given from Super Novice Angel.
TaekwonAngel - Status that is given from Taekwon Angel.
RemoveFromHomOnWarp - Removes the status from the Homunculus when teleporting or warping to another map.
RemoveFromHomOnMapWarp - Removes the status from the Homunculus when warping to another map.
---------------------------------------
MinDuration: Minimum duration, in milliseconds, after reduction calculation for status resistance.

View File

@@ -1001,17 +1001,23 @@ SC_FLING ()
desc:
val1:
SC_AVOID ()
desc:
val1:
SC_AVOID (EFST_HLIF_AVOID)
desc: Increase walkspeed for Players and Homunculus
val1: Skill Level
val2: Walkspeed increase (10 * val1 for Players, 40 * val1 for Homunculus)
SC_CHANGE ()
desc:
val1:
SC_CHANGE (EFST_HLIF_CHANGE)
desc: Increase some Homunculus' statuses (VIT, INT); Uses MATK for damage calculation; Sets Homunculus' HP and SP to 10 on expiration; On Pre-Renewal, sets Homunculus' HP and SP to 100% on cast
val1: Skill Level
val2: VIT increase (20 * val1)
val3: INT increase (30 * val1)
SC_BLOODLUST ()
desc:
val1:
SC_BLOODLUST (EFST_HAMI_BLOODLUST)
desc: Increase the homunculus ATK and has a chance to leech HP from the target
val1: Skill Level
val2: ATK increase (20 + (10 * val1))
val3: Chance to leech HP (9 * val1)%
val4: Leeched HP percentage 20%
SC_FLEET ()
desc:
@@ -1021,10 +1027,10 @@ SC_SPEED ()
desc:
val1:
SC_DEFENCE ()
desc: Increase Defense, HAMI_DEFENCE effect
val1: (none)
val2: + Def(Pre-renewal) or VIT (Renewal)
SC_DEFENCE (EFST_HAMI_DEFENCE)
desc: Increase VIT and as result VIT-based DEF of the Player and plain VIT of the Homunculus
val1: Skill Level
val2: VIT increase for players, DEF increase for homunculus (5 + (5 * val1)) [Renewal], (2 * val1) [Pre-Renewal]
SC_INCASPDRATE ()
desc: Increase ASPD

View File

@@ -1,26 +1,19 @@
//===== rAthena Script =======================================
//===== rAthena Script =======================================
//= Brasilis Town
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//===== Description: =========================================
//= [Official Conversion]
//= Brasilis Town Script
//===== Additional Comments: =================================
//= 1.0 First version. Transportation and Basic NPCs.
//===== Changelog: ===========================================
//= 1.0 First version. Transportation and Basic NPCs. [L0ne_W0lf]
//= 1.1 Fixed Zeny not being removed for payment. [Kisuka]
//= 1.2 Updated dialog, added Ice Cream Maker. [L0ne_W0lf]
//= 1.3 Moved Alberta NPC to pre-re/re paths. [Euphy]
//= 1.4 Added VIP features. [Euphy]
//============================================================
//============================================================
// Brasilis Transportation :: brasilis_trans
//============================================================
/* Pre-Renewal coordinates: alberta,247,115,3 */
alberta,246,82,3 script Crewman#bra2 100,{
- script ::Crewman_bra2 -1,{
mes "[Crewman]";
mes "Hey, have you heard of a place called Brasilis?";
mes "It's a tropical city that's hot like the desert but also rainy. It is a very mysterious place.";

View File

@@ -110,7 +110,18 @@ function Pick {
Go(.@map$,.@x,.@y);
}
function Restrict {
if ((getarg(0) == "RE" && !checkre(0)) || (getarg(0) == "Pre-RE" && checkre(0))) {
.@type$ = getarg(0);
if (.@type$ == "Brasilis") {
// If the official warper to Brasilis is enabled, meaning is either
// Renewal mode or Pre-renewal Brasilis is enabled, we lift the restriction
if (getnpcid(0, "Crewman_bra2"))
return;
// Otherwise we apply the renewal restriction
.@type$ = "RE";
}
if ((.@type$ == "RE" && !checkre(0)) || (.@type$ == "Pre-RE" && checkre(0))) {
if (getarg(1,0)) {
set @warp_block,0;
for (set .@i,1; .@i<getargcount(); set .@i,.@i+1)
@@ -141,7 +152,7 @@ T2: Go("alberta",28,234);
T3: Go("aldebaran",140,131);
T4: Go("amatsu",198,84);
T5: Go("ayothaya",208,166);
T6: Restrict("RE");
T6: Restrict("Brasilis");
Go("brasilis",196,217);
T7: Go("comodo",209,143);
T8: Restrict("RE");
@@ -218,7 +229,7 @@ F2: setarray @c[2],173,134,212,150;
F3: Restrict("RE");
setarray @c[2],193,220,220,187;
Disp("Bifrost Field",1,2); Pick("bif_fild");
F4: Restrict("RE");
F4: Restrict("Brasilis");
setarray @c[2],74,32;
Disp("Brasilis Field",1,1); Pick("bra_fild");
F5: Restrict("Pre-RE",5);
@@ -343,7 +354,7 @@ D7: Restrict("RE");
D8: Restrict("RE",4,5);
setarray @c[2],150,288,150,18,140,134,244,52,100,202;
Disp("Bio Lab 1:Bio Lab 2:Bio Lab 3:Bio Lab 4:Tomb of the Fallen"); Pick("","lhz_dun01","lhz_dun02","lhz_dun03","lhz_dun04","lhz_dun_n");
D9: Restrict("RE");
D9: Restrict("Brasilis");
setarray @c[2],87,47,262,262;
Disp("Brasilis Dungeon",1,2); Pick("bra_dun");
D10: Restrict("RE",6);

View File

@@ -1,15 +1,9 @@
//===== rAthena Script =======================================
//===== rAthena Script =======================================
//= Assassin Job Quest
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
//= 3.7
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//===== Description: =========================================
//= [Official Conversion]
//= Job Change quest for Assassin class.
//===== Additional Comments: =================================
//===== Changelog: ===========================================
//= 1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
//= Also converted the booby traps from the aegis script.[kobra_k88]
//= 1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
@@ -28,7 +22,7 @@
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I
//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I
//= was still able to bypass it) [Toms]
//= 2.4 Fixed skipping of Nameless NPC [Lupus]
//= 2.5 Fixed a Rogue exploit [Lupus]
@@ -50,8 +44,8 @@
//= 3.5 Fixed the waitingroom where player can enter the Test Area without passing the written exam. Now player will not be warp inside the Test Area when did not passed the written exam instead the player will be warp back to the written exam entrance [JayPee]
//= 3.6 Fixed broken event calls. [Euphy]
//= 3.7 Fixed issue that the player can't progress in the quest if timed out at weapon reward step. This issue is fixed on iRO but not on kRO. [https://forums.warpportal.com/index.php?/topic/130060-didnt-receive-necklace-of-oblivion-when-changing-assassin/#entry1496042] [MrAntares]
//= 3.8 Another 'unofficial fix'. Player can't change job if time out after the necklace is deleted.
//============================================================
//= 3.8 Another 'unofficial fix'. Player can't change job if time out after the necklace is deleted. [Atemo]
//============================================================
in_moc_16,19,33,1 script Guildsman#asn 55,{
if (Upper == 1) {
@@ -86,7 +80,7 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "Well then,";
mes "go for it!";
close2;
set ASSIN_Q,0;
ASSIN_Q = 0;
warp "in_moc_16",19,76;
end;
}
@@ -96,9 +90,10 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "[Ferocious-looking guy]";
mes "You'll have to walk if you want to get back to town. Oh, and don't forget to save your spawn point, alright?";
close2;
set ASSIN_Q,0;
set ASSIN_Q2,0;
set ASSIN_Q3,0;
ASSIN_Q = 0;
ASSIN_Q2 = 0;
if (ASSIN_Q3 < 3)
ASSIN_Q3 = 0;
savepoint "in_moc_16",18,14,1,1;
warp "in_moc_16",18,14;
end;
@@ -257,7 +252,7 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "It's been a while since I've received a guest. I'm sending";
mes "you to the office.";
close2;
set ASSIN_Q,0;
ASSIN_Q = 0;
if (checkquest(8000) != -1) {
changequest 8000,8001;
} else {
@@ -553,8 +548,9 @@ OnTouch_:
mes "Alright then,";
mes "best of luck to you!";
close2;
set ASSIN_Q3,1;
set ASSIN_Q,1;
if (ASSIN_Q3 < 3)
ASSIN_Q3 = 1;
ASSIN_Q = 1;
changequest 8001,8002;
warp "in_moc_16",19,144;
end;
@@ -576,8 +572,9 @@ OnTouch_:
mes "to the Test Hall.";
mes "Best of luck~";
close2;
set ASSIN_Q3,2;
set ASSIN_Q,1;
if (ASSIN_Q3 < 3)
ASSIN_Q3 = 2;
ASSIN_Q = 1;
changequest 8001,8002;
warp "in_moc_16",19,144;
end;
@@ -602,9 +599,8 @@ OnTouch_:
mes "Eh, get outta here.";
mes "Stop wastin' my time...";
close2;
set ASSIN_Q,0;
set ASSIN_Q3,0;
set ASSIN_Q2,0;
ASSIN_Q = 0;
ASSIN_Q2 = 0;
erasequest 8001;
warp "moc_fild16",206,229;
end;
@@ -630,8 +626,9 @@ OnTouch_:
mes "[Assassin 'Khai']";
mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~";
next;
set ASSIN_Q3,1;
set ASSIN_Q,1;
if (ASSIN_Q3 < 3)
ASSIN_Q3 = 1;
ASSIN_Q = 1;
changequest 8001,8002;
warp "in_moc_16",19,144;
end;
@@ -644,8 +641,9 @@ OnTouch_:
mes "Then give me the form so that I can send you to the Test Hall, alright?";
mes "Good luck...";
next;
set ASSIN_Q3,2;
set ASSIN_Q,1;
if (ASSIN_Q3 < 3)
ASSIN_Q3 = 2;
ASSIN_Q = 1;
changequest 8001,8002;
warp "in_moc_16",19,144;
end;
@@ -711,7 +709,7 @@ OnTouch_:
mes "Although I am heartless,";
mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
next;
set ASSIN_Q2,0;
ASSIN_Q2 = 0;
while(ASSIN_Q2 < 3) {
switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) {
case 1:
@@ -774,7 +772,7 @@ OnTouch_:
mes "Now...";
mes "That's all I have to tell you";
mes "about Assassin skills.";
set ASSIN_Q2,1;
ASSIN_Q2 = 1;
next;
break;
case 2:
@@ -787,7 +785,7 @@ OnTouch_:
next;
mes "[The Anonymous One]";
mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be.";
set ASSIN_Q2,2;
ASSIN_Q2 = 2;
next;
break;
case 3:
@@ -797,7 +795,7 @@ OnTouch_:
mes "I'll be the judge of that!";
next;
}
set ASSIN_Q2,3;
ASSIN_Q2 = 3;
break;
}
}
@@ -847,53 +845,53 @@ OnTouch_:
mes "1. Choose skill that is not required to learn Grimtooth.";
next;
if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "2. What property does Enchant Poison possess?";
next;
if (select("Poison:Earth:Fire:Wind") == 1)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "3. How does Level 4 Right Hand Mastery work?";
next;
if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "4. What is the item required for using Venom Dust?";
next;
if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?";
next;
if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "6. Among the following skills, which allows you to walk while invisible?";
next;
if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "7. Choose the condition that is unrelated to Venom Splasher.";
next;
if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?";
next;
if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "9. How much SP does";
mes "Double Attack need?";
next;
if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?";
next;
if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
break;
case 2:
mes "[The Anonymous One]";
@@ -901,104 +899,104 @@ OnTouch_:
mes "drops a slotted Katar?";
next;
if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "2. Which monster";
mes "drops a slotted Jur?";
next;
if (select("Martin:Desert Wolf:Marionette:Myst") == 1)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "3. Which class is allowed to craft elemental weapons?";
next;
if (select("Merchant:Blacksmith:Thief:Priest") == 2)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "4. Choose the weapon which is not in the Katar class.";
next;
if (select("Jamadhar:Jur:Katar:Gladius") == 4)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "5. What property do Izlude dungeon monsters posses?";
next;
if (select("Water:Fire:Wind:Earth") == 1)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "6. Which monster";
mes "cannot be a Cute Pet?";
next;
if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "7. Choose a monster that Fire property Daggers work the best on.";
next;
if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "8. Choose the non-elemental Katar from the following:";
next;
if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "9. Which is the uncommon monster?";
next;
if (select("Poring:Mastering:Ghostring:Spore") == 3)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "10. Choose the monster";
mes "that is not Undead.";
next;
if (select("Drake:Megalodon:Spore:Khalitzburg") == 3)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
break;
case 3:
mes "[The Anonymous One]";
mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10.";
next;
if (select("30:40:160:20") == 1)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins.";
next;
if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "3. Choose a group of weapons that cannot be used by an Assassin at once.";
next;
if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "4. Choose the town where Thieves can change their jobs.";
next;
if (select("Prontera:Lutie:Alberta:Morocc") == 4)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "5. Choose a card that does not affect the AGI stat.";
next;
if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "6. Choose the correct specialty of the Assassin class.";
next;
if (select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability") == 4)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50.";
next;
if (select("7:8:9:10") == 4)
set .@assassin_t,.@assassin_t+10;
if (select("7:8:9:10") == 4)
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "8. Choose the item that an Assassin cannot equip.";
next;
if (select("Dagger:Helm:Boots:Brooch") == 2)
set .@assassin_t,.@assassin_t+10;
if (select("Dagger:Helm:Boots:Brooch") == 2)
.@assassin_t += 10;
mes "[The Anonymous One]";
mes "9. Choose the job change item for Thief.";
next;
switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) {
case 1:
case 3:
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
break;
default:
break;
@@ -1007,7 +1005,7 @@ OnTouch_:
mes "10. Choose a card that would typically benefit an Assassin the least.";
next;
if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2)
set .@assassin_t,.@assassin_t+10;
.@assassin_t += 10;
break;
}
if (ASSIN_Q2 == 3) {
@@ -1023,7 +1021,7 @@ OnTouch_:
mes "You scored";
mes "" + .@assassin_t + " percent...";
if (.@assassin_t > 80) {
set ASSIN_Q2,5;
ASSIN_Q2 = 5;
changequest 8002,8003;
mes "Well done.";
mes "You pass.";
@@ -1033,7 +1031,7 @@ OnTouch_:
close;
}
else {
set ASSIN_Q2,4;
ASSIN_Q2 = 4;
mes "That means you fail!";
next;
mes "[The Anonymous One]";
@@ -1060,7 +1058,7 @@ OnTouch_:
mes "You scored";
mes "" + .@assassin_t + " points...";
if (.@assassin_t > 80) {
set ASSIN_Q2,5;
ASSIN_Q2 = 5;
changequest 8002,8003;
next;
mes "[The Anonymous One]";
@@ -1068,7 +1066,7 @@ OnTouch_:
close;
}
else {
set ASSIN_Q2,4;
ASSIN_Q2 = 4;
mes "You failed!";
next;
mes "[The Anonymous One]";
@@ -1194,9 +1192,8 @@ OnTouch_:
mes "I guess you";
mes "could use a break...";
close2;
set ASSIN_Q,0;
set ASSIN_Q3,0;
set ASSIN_Q2,0;
ASSIN_Q = 0;
ASSIN_Q2 = 0;
changequest 8003,8000;
warp "in_moc_16",19,13;
end;
@@ -1207,7 +1204,7 @@ in_moc_16,1,1,0 script Beholder#ASNTEST -1,{
end;
OnEnable:
set .MyMobs,6;
.MyMobs = 6;
// Target mobs
monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead";
@@ -1267,15 +1264,15 @@ OnResetmob:
end;
OnMyMobDead:
set .MyMobs,.MyMobs-1;
.MyMobs--;
if (.MyMobs < 1) {
mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map;
set ASSIN_Q,3;
ASSIN_Q = 3;
changequest 8003,8004;
donpcevent "timestopper#1::OnEnable";
donpcevent "Keeper of the Door#ASN::OnEnable";
donpcevent "Beholder#ASNTEST::OnResetmob";
set .DisableTraps,1;
.DisableTraps = 1;
stopnpctimer;
}
else {
@@ -1285,7 +1282,7 @@ OnMyMobDead:
OnMyMobDead2:
mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map;
set ASSIN_Q,2;
ASSIN_Q = 2;
warp "in_moc_16",19,161;
donpcevent "Beholder#ASNTEST::OnReset";
end;
@@ -1341,7 +1338,7 @@ OnTimer184000:
OnTimer185000:
mapannounce "in_moc_16","Time's up!",bc_map;
mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map;
//set ASSIN_Q,2;
//ASSIN_Q = 2;
end;
OnTimer186000:
@@ -1357,7 +1354,7 @@ in_moc_16,68,158,0 script 01_1::SinTrap -1,0,0,{
OnTouch_:
if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) {
mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map;
set ASSIN_Q,2;
ASSIN_Q = 2;
warp "in_moc_16",19,161;
donpcevent "Beholder#ASNTEST::OnResetmob";
donpcevent "Standby Room#ASNTEST::OnStart";
@@ -1457,9 +1454,9 @@ OnInit:
OnTouch_:
donpcevent "Thomas#ASNTEST::OnDisable";
if (ASSIN_Q == 3)
set ASSIN_Q,3;
ASSIN_Q = 3;
else
set ASSIN_Q,4;
ASSIN_Q = 4;
warp "in_moc_16",87,102;
savepoint "in_moc_16",16,13,1,1;
end;
@@ -1487,13 +1484,13 @@ OnTimer187000:
OnDisable:
stopnpctimer;
end;
OnMyMobDead:
mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map;
mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map;
set ASSIN_Q,3;
ASSIN_Q = 3;
warp "in_moc_16",87,102;
killmonsterall "in_moc_16";
killmonster "in_moc_16","timestopper#1::OnMyMobDead";
end;
}
@@ -1525,9 +1522,8 @@ OnTouch_:
mes "Oh hey, don't forget to save your respawn point in town.";
close2;
mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map;
set ASSIN_Q,0;
set ASSIN_Q2,0;
set ASSIN_Q3,0;
ASSIN_Q = 0;
ASSIN_Q2 = 0;
changequest 8004,8000;
savepoint "in_moc_16",18,14,1,1;
warp "in_moc_16",18,14;
@@ -1548,7 +1544,7 @@ OnTouch_:
mes "[Thomas]";
mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got.";
close2;
set ASSIN_Q,4;
ASSIN_Q = 4;
monster "in_moc_16",81,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
monster "in_moc_16",82,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
@@ -1583,7 +1579,7 @@ OnTouch_:
OnDisable:
donpcevent "Standby Room#ASNTEST::OnStart";
killmonsterall "in_moc_16";
killmonster "in_moc_16","timestopper#1::OnMyMobDead";
end;
}
@@ -1596,7 +1592,7 @@ OnTouch_:
mes "Oh! Congratulations!";
mes "You may now proceed to our Guildmaster's room. Good luck!!";
close2;
set ASSIN_Q,5;
ASSIN_Q = 5;
changequest 8004,8005;
warp "in_moc_16",181,183;
end;
@@ -1606,7 +1602,7 @@ in_moc_16,182,169,0 script Maze Assistant 45,1,1,{
OnTouch_:
if (ASSIN_Q == 5 || ASSIN_Q == 6) {
warp "in_moc_16",181,183;
set ASSIN_Q,ASSIN_Q+1;
ASSIN_Q++;
if (!isbegin_quest(8006))
changequest 8005,8006;
}
@@ -1648,7 +1644,7 @@ OnTouch_:
else
savepoint "moc_ruins",79,99,1,1;
if (ASSIN_Q == 7 && BaseJob == Job_Thief) {
set ASSIN_Q,8;
ASSIN_Q = 8;
mes "[Guildmaster]";
mes "Welcome.";
mes "I apologize for";
@@ -1682,7 +1678,6 @@ OnTouch_:
next;
switch(select("Revenge...!:Money~:I want to travel.")) {
case 1:
set ASSIN_Q,8;
mes "[Guildmaster]";
mes "Revenge...?";
mes "Yes, I understand. All of us hold grudges against someone else eventually.";
@@ -1696,7 +1691,7 @@ OnTouch_:
next;
break;
case 2:
set ASSIN_Q,9;
ASSIN_Q = 9;
mes "[Guildmaster]";
mes "Financial reasons...? I won't deny that we all need money to live. But being Assassin means living for a higher purpose.";
next;
@@ -1707,7 +1702,7 @@ OnTouch_:
next;
break;
case 3:
set ASSIN_Q,10;
ASSIN_Q = 10;
mes "[Guildmaster]";
mes "Good idea. Traveling around the world will allow you to broaden your experiences.";
next;
@@ -1736,7 +1731,7 @@ OnTouch_:
next;
switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) {
case 1:
set ASSIN_Q,11;
ASSIN_Q = 11;
mes "[Guildmaster]";
mes "You got the point...";
mes "We are lonely. We will always be alone, even amongst each other...";
@@ -1751,13 +1746,13 @@ OnTouch_:
next;
break;
case 2:
set ASSIN_Q,12;
ASSIN_Q = 12;
mes "[Guildmaster]";
mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?";
next;
break;
case 3:
set ASSIN_Q,13;
ASSIN_Q = 13;
mes "[Guildmaster]";
mes "Style and appearance is only superficial. It is sad that many people think this way...";
next;
@@ -1782,7 +1777,7 @@ OnTouch_:
next;
switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) {
case 1:
set ASSIN_Q,14;
ASSIN_Q = 14;
mes "[Guildmaster]";
mes "Learning skills comes naturally with the Assassin job. But don't think of skills as the best value of your training.";
next;
@@ -1791,7 +1786,7 @@ OnTouch_:
next;
break;
case 2:
set ASSIN_Q,15;
ASSIN_Q = 15;
mes "[Guildmaster]";
mes "It's a goal of yours, eh? Well, I guess you've got to have goals...";
next;
@@ -1805,7 +1800,7 @@ OnTouch_:
next;
break;
case 3:
set ASSIN_Q,16;
ASSIN_Q = 16;
mes "[Guildmaster]";
mes "Good idea...";
mes "That is a good way to improve yourself. I've seen many people who know how to be strong physically but not in their mental state.";
@@ -1837,14 +1832,14 @@ OnTouch_:
next;
switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) {
case 1:
set .@assassin_sangdam,.@assassin_sangdam+10;
.@assassin_sangdam += 10;
mes "[Guildmaster]";
mes "Don't act recklessly...";
mes "Being an Assassin never makes you a different person. And don't rely on chance.";
next;
break;
case 2:
set .@assassin_sangdam,.@assassin_sangdam+5;
.@assassin_sangdam += 5;
mes "[Guildmaster]";
mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability.";
next;
@@ -1871,14 +1866,14 @@ OnTouch_:
next;
switch(select("My friends.:My Guildsmen.:My lover.")) {
case 1:
set .@assassin_sangdam,.@assassin_sangdam+5;
.@assassin_sangdam += 5;
mes "[Guildmaster]";
mes "I see...";
mes "Appreciate them for caring about you, even when you're alone.";
next;
break;
case 2:
set .@assassin_sangdam,.@assassin_sangdam+5;
.@assassin_sangdam += 5;
mes "[Guildmaster]";
mes "Great...";
mes "Comrades for whom you would die for...";
@@ -1909,7 +1904,7 @@ OnTouch_:
next;
switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) {
case 1:
set .@assassin_sangdam,.@assassin_sangdam+5;
.@assassin_sangdam += 5;
mes "[Guildmaster]";
mes "It all depends on your mind. Any place could be the best to level up according to your mind state.";
next;
@@ -1927,7 +1922,7 @@ OnTouch_:
next;
break;
case 3:
set .@assassin_sangdam,.@assassin_sangdam+10;
.@assassin_sangdam += 10;
mes "[Guildmaster]";
mes "Oh my lord...";
mes "Are you planning to become an Assassin in order to make money?";
@@ -1979,7 +1974,7 @@ OnTouch_:
mes "supports you. How";
mes "about you, Huey?";
next;
if (ASSIN_Q3 == 1) {
if (ASSIN_Q3 == 1) { // player Job Level was above 48
mes "[Huey]";
mes "A rarity.";
mes "You can tell";
@@ -1989,7 +1984,7 @@ OnTouch_:
mes "I agree with";
mes "the Anonymous One.";
}
else {
else { // player Job Level was below 48
mes "[Huey]";
mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff.";
next;
@@ -2064,7 +2059,8 @@ OnTouch_:
mes "I believe you stand out amongst them...";
next;
}
if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) {
switch(ASSIN_Q3) {
case 1: // player Job Level was above 48
mes "[Guildmaster]";
mes "Well, I've said too much. Please choose a weapon as a present.";
next;
@@ -2098,10 +2094,10 @@ OnTouch_:
mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
getitem 1220,1; //Gladius_
}
ASSIN_Q3 = 2;
ASSIN_Q3 = 3;
next;
}
else if (ASSIN_Q3 != 2) {
break;
case 2: // player Job Level was below 48
mes "[Guildmaster]";
mes "Well, I talked too much.";
mes "Please take this first.";
@@ -2122,7 +2118,7 @@ OnTouch_:
case 5:
getitem 1252,1; //Katar
}
ASSIN_Q3 = 2;
ASSIN_Q3 = 3;
}
mes "[Guildmaster]";
mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance.";
@@ -2165,7 +2161,7 @@ OnTouch_:
end;
}
else if (ASSIN_Q > 7 && ASSIN_Q < 17) {
set ASSIN_Q,7;
ASSIN_Q = 7;
mes "[Guildmaster]";
mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?";
next;

View File

@@ -687,3 +687,12 @@ alb2trea,59,69,5 script Kafra Employee::kaf_alb2trea 117,{
savepoint "alb2trea",92,64,1,1;
callfunc "F_KafEnd",0,1,"at Sunken Ship";
}
// Brasilis
//============================================================
brasilis,197,221,4 script Kafra Employee::kaf_bra 4_F_KAFRA1,{
cutin "kafra_01",2;
callfunc "F_Kafra",0,3,0,80,700;
savepoint "brasilis",195,259,1,1;
callfunc "F_KafEnd",0,1,"in the city of Brasilis";
}

View File

@@ -298,6 +298,12 @@ man_fild02 mapflag nightenabled
splendide mapflag nightenabled
spl_fild01 mapflag nightenabled
//============================================================
// Brasilis
//============================================================
brasilis mapflag nightenabled
bra_fild01 mapflag nightenabled
//============================================================
// Events
//============================================================

View File

@@ -371,6 +371,12 @@ splendide mapflag nobranch
spl_in01 mapflag nobranch
spl_in02 mapflag nobranch
//============================================================
// Brasilis
//============================================================
brasilis mapflag nobranch
bra_in01 mapflag nobranch
//============================================================
// RWC
//============================================================

View File

@@ -731,6 +731,13 @@ spl_fild01 mapflag nomemo
spl_in01 mapflag nomemo
spl_in02 mapflag nomemo
//============================================================
// Brasilis
//============================================================
bra_in01 mapflag nomemo
bra_dun01 mapflag nomemo
bra_dun02 mapflag nomemo
//evt_zombie mapflag nomemo
//============================================================

View File

@@ -25,6 +25,8 @@ ama_in01 mapflag nopenalty
ama_in02 mapflag nopenalty
ama_test mapflag nopenalty
arena_room mapflag nopenalty
brasilis mapflag nopenalty
bra_in01 mapflag nopenalty
comodo mapflag nopenalty
cmd_in01 mapflag nopenalty
cmd_in02 mapflag nopenalty

View File

@@ -58,6 +58,8 @@ aldebaran mapflag pvp off
ama_in01 mapflag pvp off
ama_in02 mapflag pvp off
amatsu mapflag pvp off
brasilis mapflag pvp off
bra_in01 mapflag pvp off
cmd_in01 mapflag pvp off
cmd_in02 mapflag pvp off
comodo mapflag pvp off

View File

@@ -426,7 +426,7 @@ bat_a01 mapflag noteleport
bat_a02 mapflag noteleport
//============================================================
// Episode 13
// Episode 13.2
//============================================================
mid_campin mapflag noteleport
moc_fild22b mapflag noteleport
@@ -438,6 +438,11 @@ man_in01 mapflag noteleport
spl_in01 mapflag noteleport
spl_in02 mapflag noteleport
//============================================================
// Brasilis
//============================================================
bra_in01 mapflag noteleport
//============================================================
// Orc's Memory
//============================================================

View File

@@ -14,6 +14,7 @@ alberta mapflag reset
aldebaran mapflag reset
amatsu mapflag reset
ayothaya mapflag reset
brasilis mapflag reset
comodo mapflag reset
einbroch mapflag reset
einbech mapflag reset

View File

@@ -28,3 +28,4 @@ louyang mapflag town
hugel mapflag town
rachel mapflag town
veins mapflag town
brasilis mapflag town

View File

@@ -203,6 +203,47 @@ ve_in,157,219,5 script Inn Master#Receptionist 709,{
}
}
//======================== Brasilis =================================
bra_in01,27,24,3 script Hotel Keeper#bra1 478,{
mes "[Hotel Keeper]";
mes "Welcome to the beautiful Brasilis Hotel.";
next;
switch(select("Save:Rest -5000 zeny:Cancel")) {
case 1:
mes "[Hotel Keeper]";
mes "Do you want to save here at the Brasilis Hotel?";
next;
switch(select("No thank you.:Absolutely.")) {
case 1:
mes "[Hotel Keeper]";
mes "Ok then, enjoy your stay.";
close;
case 2:
mes "[Hotel Keeper]";
mes "Your respawn has been saved here at the hotel. I hope that you enjoy your stay here in Brasilis.";
savepoint "bra_in01",144,69,1,1;
close;
}
end;
case 2:
if (Zeny > 4999) {
mes "[Hotel Keeper]";
mes "I will show you a great room.";
close2;
if (Zeny < 5000)
end;
Zeny -= 5000;
percentheal 100,100;
warp "bra_in01",144,69;
end;
}
mes "[Hotel Keeper]";
mes "I'm sorry, but the service charge is 5,000 zeny per night.";
case 3:
close;
}
}
//======================= Inn Function ==============================
function script F_InnMaid {
.@npc_name$ = getarg(0);

View File

@@ -0,0 +1,20 @@
//===== rAthena Script =======================================
//= Brasilis Town Pre-Renewal
//===== Description: =========================================
//= [Official Conversion based on bRO & jRO servers]
//= Brasilis town NPCs.
//
// Note:
// - Brasilis was introduced in Pre-Renewal only for bRO and
// jRO official servers with differences in monster stats,
// spawns and quests.
// It was added in Renewal for every other official server.
// Since we follow kRO this is disabled by default.
// You can enable it on npc/pre-re/scripts_athena.conf
//===== Changelog: ===========================================
//= 1.0 First Version [Daegaladh]
//============================================================
// Brasilis Transportation :: brasilis_trans
//============================================================
alberta,247,115,3 duplicate(Crewman_bra2) Crewman#bra2 100

View File

@@ -0,0 +1,77 @@
//===== rAthena Script =======================================
//= Brasilis Guide
//===== Description: =========================================
//= [Official Conversion based on bRO & jRO servers]
//= Guide for the city of Brasilis.
//
// Note:
// - Brasilis was introduced in Pre-Renewal only for bRO and
// jRO official servers with differences in monster stats,
// spawns and quests.
// It was added in Renewal for every other official server.
// Since we follow kRO this is disabled by default.
// You can enable it on npc/pre-re/scripts_athena.conf
//===== Changelog: ===========================================
//= 1.0 First Version [Daegaladh]
//============================================================
brasilis,219,97,3 script Brasilis Guide 478,{
mes "[Brasilis Guide]";
mes "Welcome to ^8B4513Brasilis^000000, a country as passionate as the sun.";
mes "If you have any questions, please ask me.";
next;
switch(select("Ask about locations:Remove Marks from Mini-Map:Cancel")) {
case 1:
mes "[Brasilis Guide]";
mes "Where can I guide you?";
next;
switch(select("[ Hotel ]:[ Jungle Cable ]:[ Art Museum ]:[ Market ]:[ Verass Monument ]")) {
case 1:
mes "[Brasilis Guide]";
mes "The Brasilis Hotel is located just above, ^FF3355+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,274,151,2,0xFF3355;
close;
case 2:
mes "[Brasilis Guide]";
mes "Do you want to go through the rough jungle? You can take a ";
mes "Jungle Cable here ^CE6300+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,308,335,3,0xCE6300;
close;
case 3:
mes "[Brasilis Guide]";
mes "The pride of Brasilis, the world scale Art Museum is at ^A5BAAD+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,137,167,4,0x00FF00;
close;
case 4:
mes "[Brasilis Guide]";
mes "You can buy items for hunting at the Market here ^55FF33+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,254,248,5,0x55FF33;
close;
case 5:
mes "[Brasilis Guide]";
mes "The iconic monument of Brasilis, the Verass Monument stands at ^3355FF+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,195,235,6,0x3355FF;
close;
}
end;
case 2:
mes "[Brasilis Guide]";
mes "I'll remove all marks from your mini-map.";
mes "Is there anything else I can do for you?";
viewpoint 0,274,151,2,0x00FF00;
viewpoint 0,308,335,3,0x00FF00;
viewpoint 0,137,167,4,0x00FF00;
viewpoint 0,254,248,5,0x00FF00;
viewpoint 0,195,235,6,0x00FF00;
close;
case 3:
mes "[Brasilis Guide]";
mes "Wandering on your own is always the best way to explore. Anyway, take care.";
close;
}
}

View File

@@ -136,7 +136,7 @@ prt_in,243,168,4 script Jovovich 91,{
mes "* Fees and Information *";
mes "- 1 Dyestuffs item of the color of hair you want.";
mes "- 1000 zeny fee.";
break;
close;
case 3:
mes "[Hairdresser Jovovich]";

View File

@@ -0,0 +1,64 @@
//===== rAthena Script =======================================
//= Brasilis Dungeon Monster Spawn Script
//===== Description: =========================================
//= [Official Conversion based on bRO & jRO servers]
//
// Note:
// - Brasilis was introduced in Pre-Renewal only for bRO and
// jRO official servers with differences in monster stats,
// spawns and quests.
// It was added in Renewal for every other official server.
// Since we follow kRO this is disabled by default.
// You can enable it on npc/pre-re/scripts_athena.conf
//===== Changelog: ===========================================
//= 1.0 First Version [Playtester]
//============================================================
//bRO Pre-Renewal spawns
//==================================================
// bra_dun01 - Behind the Waterfall
//==================================================
bra_dun01 monster Iara 2069,60,5000
bra_dun01 monster Piranha 2070,100,5000
bra_dun01 monster Hydra 1068,10,5000
bra_dun01 monster Plankton 1161,10,5000
bra_dun01 monster Marina 1141,10,5000
bra_dun01 monster Black Mushroom 1084,10,180000,90000
//==================================================
// bra_dun02 - Behind the Waterfall
//==================================================
bra_dun02 monster Iara 2069,120,5000
bra_dun02 monster Piranha 2070,80,5000
bra_dun02 monster Hydra 1068,20,5000
bra_dun02 monster Plankton 1161,20,5000
bra_dun02 monster Marina 1141,10,5000
bra_dun02 monster Black Mushroom 1084,10,180000,90000
bra_dun02 boss_monster Boitata 2068,1,7200000,600000,1
//jRO Pre-Renewal spawns
//==================================================
// bra_dun01 - Behind the Waterfall
//==================================================
//bra_dun01 monster Kukre 1070,40,5000
//bra_dun01 monster Hydra 1068,60,5000
//bra_dun01 monster Marina 1141,5,5000
//bra_dun01 monster Thara Frog 1034,40,5000
//bra_dun01 monster Piranha 2070,50,5000
//bra_dun01 monster Iara 2069,30,5000
//bra_dun01 monster Headless Mule 2071,10,5000
//bra_dun01 monster Black Mushroom 1084,5,120000,60000
//==================================================
// bra_dun02 - Behind the Waterfall
//==================================================
//bra_dun02 monster Hydra 1068,20,5000
//bra_dun02 monster Piranha 2070,60,5000
//bra_dun02 monster Iara 2069,40,5000
//bra_dun02 monster Headless Mule 2071,40,5000
//bra_dun02 monster Shining Plant 1083,1,1800000,900000
//bra_dun02 monster Red Mushroom 1084,5,120000,60000
//bra_dun02 boss_monster Boitata 2068,1,7200000,600000,1

View File

@@ -0,0 +1,48 @@
//===== rAthena Script =======================================
//= Brasilis Fields Monster Spawn Script
//===== Description: =========================================
//= [Official Conversion based on bRO & jRO servers]
//
// Note:
// - Brasilis was introduced in Pre-Renewal only for bRO and
// jRO official servers with differences in monster stats,
// spawns and quests.
// It was added in Renewal for every other official server.
// Since we follow kRO this is disabled by default.
// You can enable it on npc/pre-re/scripts_athena.conf
//===== Changelog: ===========================================
//= 1.0 First Version [Playtester]
//============================================================
//==================================================
// Brasilis, Strange Hydras
//==================================================
brasilis,283,88,6,6 monster Strange Hydra 2081,5,30000
brasilis,284,104,6,6 monster Strange Hydra 2081,4,30000
brasilis,215,80,6,6 monster Strange Hydra 2081,4,30000
brasilis,96,50,8,8 monster Strange Hydra 2081,5,30000
//bRO Pre-Renewal spawns
//==================================================
// bra_fild01 - Brasilis Field
//==================================================
bra_fild01 monster Headless Mule 2071,40,5000
bra_fild01 monster Curupira 2074,80,5000
bra_fild01 monster Dokebi 1110,20,5000
bra_fild01 monster Jaguar 2072,10,5000
bra_fild01 monster Savage 1166,20,5000
bra_fild01 monster Toucan 2073,10,5000
bra_fild01 monster Red Mushroom 1085,3,360000,180000
//jRO Pre-Renewal spawns
//==================================================
// bra_fild01
//==================================================
//bra_fild01 monster Savage 1166,10,5000
//bra_fild01 monster Dokebi 1110,20,5000
//bra_fild01 monster Curupira 2074,50,5000
//bra_fild01 monster Jaguar 2072,35,5000
//bra_fild01 monster Toucan 2073,40,5000
//bra_fild01 monster Red Mushroom 1085,5,120000,60000

View File

@@ -98,3 +98,34 @@ npc: npc/pre-re/quests/quests_nameless.txt
npc: npc/pre-re/quests/quests_niflheim.txt
npc: npc/pre-re/quests/the_sign_quest.txt
npc: npc/pre-re/quests/quests_veins.txt
// - Disable Brasilis by default --------------------------------
// DO NOT COMMENT!!!
// Instead, follow the instructions below.
// --------------------------------------------------------------
delnpc: npc/cities/brasilis.txt
delnpc: npc/quests/quests_brasilis.txt
delnpc: npc/warps/cities/brasilis.txt
delnpc: npc/warps/dungeons/bra_dun.txt
delnpc: npc/warps/fields/bra_fild.txt
// -------------------- Pre-Renewal Brasilis --------------------
// Brasilis was introduced in Pre-Renewal only for bRO and
// jRO official servers with differences in monster stats,
// spawns and quests.
// It was added in Renewal for every other official server.
// Since we follow kRO this is disabled by default.
//
// Uncomment the following NPC scripts to enable bRO/jRO's
// Pre-Renewal version of Brasilis.
// You also need to uncomment the data from file
// mob_summon.yml in /db/import/ folder
//npc: npc/cities/brasilis.txt
//npc: npc/quests/quests_brasilis.txt
//npc: npc/warps/cities/brasilis.txt
//npc: npc/warps/dungeons/bra_dun.txt
//npc: npc/warps/fields/bra_fild.txt
//npc: npc/pre-re/cities/brasilis.txt
//npc: npc/pre-re/guides/guides_brasilis.txt
//npc: npc/pre-re/mobs/dungeons/bra_dun.txt
//npc: npc/pre-re/mobs/fields/brasilis.txt

View File

@@ -1,12 +1,6 @@
//===== rAthena Script =======================================
//= Brasilis Quests
//===== By ===================================================
//= L0ne_W0lf
//===== Version ==============================================
//= 1.3
//===== Compatible With ======================================
//= rAthena Project
//===== Description ==========================================
//===== Description: =========================================
//= [Official Conversion]
//= Lost Puppies (Repeatable, 24 hours.)
//= Suspicious Beach (Repeatable, 24 hours. iRO/cRO version.)
@@ -14,13 +8,14 @@
//= Brasilis Water Lily Quest
//= Brasilis Dungeon Access Quest
//= Iara (Buff reward. Repeatable, 24 hours.)
//===== Comments =============================================
//= 1.0 First version.
//= 1.1 Hydra Ball (12408)
//===== Changelog: ===========================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Hydra Ball (12408). [og2]
//= 1.2 Optimization. [Euphy]
//= 1.2a Added 'consumeitem' command. [Euphy]
//= 1.3 Added VIP features and fixed some EXP values. [Euphy]
//= 1.3a Clean-up. [Capuche]
//= 1.4 Added pre-renewal differences [Daegaladh]
//============================================================
// Lost Puppies :: dogdog.sc
@@ -59,10 +54,12 @@ brasilis,297,307,5 script Angelo#br 1_M_04,{
erasequest 9031;
setquest 9032;
specialeffect2 EF_ASSUMPTIO;
consumeitem 607; //Yggdrasilberry
.@rand = rand(1,10);
if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion
else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil
if (checkre(0)) {
consumeitem 607; //Yggdrasilberry
.@rand = rand(1,10);
if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion
else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil
}
close;
}
mes "[Angelo]";
@@ -229,11 +226,15 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{
//recall_completequest 9029;
if (.@nQState2 > -1) erasequest 9029;
setquest 9029;
consumeitem 607; //Yggdrasilberry
if (checkre(0))
consumeitem 607; //Yggdrasilberry
consumeitem 12070; //Luk_Dish05
consumeitem 12055; //Vit_Dish05
consumeitem 12065; //Dex_Dish05
getitem 11502,3; //Light_Blue_Pot
if (checkre(0))
getitem 11502,3; //Light_Blue_Pot
else
getitem 505,5; //Blue_Potion
close;
}
else {
@@ -410,10 +411,12 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{
brazil_gua = 11;
completequest 2200;
getitem 12414,1; //Guarana_Candy
if (VIP_SCRIPT && vip_status(VIP_STATUS_ACTIVE))
getexp 105000,15000;
else
getexp 70000,10000;
if (checkre(0)) {
if (VIP_SCRIPT && vip_status(VIP_STATUS_ACTIVE))
getexp 105000,15000;
else
getexp 70000,10000;
}
close;
}
else if (brazil_gua == 11) {
@@ -1030,9 +1033,9 @@ brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{
brazil_regia = 10;
completequest 2207;
if (VIP_SCRIPT && vip_status(VIP_STATUS_ACTIVE))
getexp 75000,15000;
getexp 75000, checkre(0)?15000:0;
else
getexp 50000,10000;
getexp 50000, checkre(0)?10000:0;
close;
}
else {
@@ -2855,9 +2858,13 @@ bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{
mes "But... I think that the curse has been with me too long.";
mes "Get away from me quickly.";
delitem 11517,1; //Puri_Potion
percentheal 100,100;
sc_start SC_INCFLEE,3600000,20;
sc_start SC_INCCRI,3600000,10;
if (checkre(0)) {
percentheal 100,100;
sc_start SC_INCFLEE,3600000,20;
sc_start SC_INCCRI,3600000,10;
}
else
sc_start SC_INCCRI,3600000,7;
consumeitem 12043; //Str_Dish03
consumeitem 12063; //Dex_Dish03
consumeitem 12058; //Agi_Dish03

View File

@@ -21,6 +21,10 @@ alberta,246,74,3 duplicate(Sea_Captain_amatsu) Sea Captain#ama1 709
//============================================================
alberta,246,29,3 duplicate(Aibakthing_ayothaya) Aibakthing#ayo 843
// cities/brasilis.txt
//============================================================
alberta,246,82,3 duplicate(Crewman_bra2) Crewman#bra2 100
// cities/gonryun.txt
//============================================================
alberta,246,62,3 duplicate(Kunlun_Envoy_gonryun) Kunlun Envoy#gon 776

View File

@@ -1,19 +1,13 @@
//===== rAthena Script =======================================
//===== rAthena Script =======================================
//= Brasilis Guide
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= [Official Conversion]
//===== Description: =========================================
//= [Official Conversion based on bRO & jRO servers]
//= Guide for the city of Brasilis.
//===== Additional Comments: =================================
//= 1.0 First Version, Renewal guide.
//= 1.1 Added a missing close.
//===== Changelog: ===========================================
//= 1.0 First Version, Renewal guide. [L0ne_W0lf]
//= 1.1 Added a missing close. [L0ne_W0lf]
//= 1.2 Navigation system update. [Euphy]
//============================================================
//============================================================
brasilis,219,97,3 script Brasilis Guide 478,{
mes "[Brasilis Guide]";
@@ -59,6 +53,7 @@ brasilis,219,97,3 script Brasilis Guide 478,{
viewpoint 1,195,235,6,0x3355FF;
close;
}
end;
case 2:
mes "[Brasilis Guide]";
mes "I'll remove all marks from your mini-map.";

View File

@@ -2,34 +2,35 @@
//= Instance: The Maze of Oz.
//===== Description: =========================================
//- [Walkthrough conversion]
//- Part of the episode 18.1 main quest.
//- Part of the Episode 18 main quest.
//===== Changelogs: ==========================================
//= 1.0 First version. [Capuche]
//============================================================
// Main Quest: Step 28.
ra_fild10,179,176,5 script Merchant#ep18_gorge 4_EP18_MERCHANT,{
.@md_name$ = "The Maze of Oz";
ra_fild10,179,176,5 script Merchant#ep18_gorge 4_EP18_MERCHANT,{
.@md_name$ = "Oz Labyrinth";
if (ep18_1_main == 29) {
mes "[Miriam in disguise]";
mes "From now on <FONT SIZE = 14><B>^e5555e" + .@md_name$ + "^000000</FONT></B>";
mes "^e5555ePrepare yourself and talk to me again^000000";
if (ep18_main == 29) {
mes "[Disguised Miriam]";
mes "We are now entering the <FONT SIZE = 14><B>^e5555eMaze of Oz^000000</FONT></B>.";
mes "^e5555ePlease finish your preparations^000000 and come back to me.";
cutin "ep18_merchant.png",2;
changequest 11717,11719;
ep18_1_main = 30;
erasequest 11717;
setquest 11719;
ep18_main = 30;
close3;
}
if (ep18_1_main == 30) {
mes "[Miriam in disguise]";
mes "Then I'll start the ^e5555e" + .@md_name$ + "^000000";
if (ep18_main == 30) {
mes "[Disguised Miriam]";
mes "Then let's head to ^e5555e" + .@md_name$ + "^000000";
next;
if (getcharid(1) == 0 || is_party_leader() == false) {
mes "[Miriam in disguise]";
mes "I think it would be a good idea to form a ^ff0000party before enter ^000000..";
mes "[Disguised Miriam]";
mes "I think it would be a good idea to form a ^ff0000party before enter^000000..";
close;
}
switch( select( "Open the door", "Enter", "Stop" ) ) {
switch( select( "Open the door.", "Enter.", "Quit." ) ) {
case 1:
if (instance_create(.@md_name$) < 0) {
mes "Party: " + getpartyname(getcharid(1)) + "";
@@ -37,21 +38,21 @@ ra_fild10,179,176,5 script Merchant#ep18_gorge 4_EP18_MERCHANT,{
mes "^0000ff" + .@md_name$ + " ^000000- Unknown error";
close;
}
mes "[Miriam in disguise]";
mes "You'd better wait a little before you go in.";
mes "[Disguised Miriam]";
mes "It's better to wait a bit before entering.";
close;
case 2:
switch( instance_enter(.@md_name$) ) {
case IE_OTHER:
mes "[Miriam in disguise]";
mes "[Disguised Miriam]";
mes "^ff0000An unknown error occurred.^000000";
close;
case IE_NOINSTANCE:
mes "[Miriam in disguise]";
mes "^ff0000Your party leader has not yet created the dungeon.^000000";
mes "[Disguised Miriam]";
mes "Let's wait a bit and try again.";
close;
case IE_NOMEMBER:
mes "[Miriam in disguise]";
mes "[Disguised Miriam]";
mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000";
close;
case IE_OK:
@@ -62,24 +63,25 @@ ra_fild10,179,176,5 script Merchant#ep18_gorge 4_EP18_MERCHANT,{
end;
}
}
mes "[Merchant]";
mes "It seems like someone was nearby but disappeared quickly.";
mes "Where did they go?";
cutin "ep18_merchant.png",2;
mes "[Vendor]";
mes "Someone must have been around here, but they just disappeared. Where did they go?";
close3;
close3;
OnInit:
questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11717) == 1" );
questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11719) == 1" );
questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11717) == 1" );
questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11719) == 1" );
end;
}
// Step 1
1@oz,284,164,3 script Rope#outoz 4_ROPEPILE,{
mes "I think I can climb up with a rope.";
mes "I think we can use the rope to climb up.";
next;
if (select( "Use a rope to climb", "Do not use" ) == 2)
if (select( "Use the rope to climb up.", "Do not use." ) == 2)
end;
warp "ra_fild10",180,174;
warp "ra_fild10",173,176;
end;
}
@@ -88,64 +90,64 @@ OnInit:
end;
'event_oz = 1;
.@miriam1$ = instance_npcname("Miriam#ozmd1");
.@maggi1$ = instance_npcname("Magi#ozmd1");
.@maggi1$ = instance_npcname("Maggi#ozmd1");
.@mark1$ = instance_npcname("Mark#ozmd1");
.@tamarin1$ = instance_npcname("Tamarin#ozmd1");
.@miriam2$ = instance_npcname("Miriam#ozmd2");
setpcblock PCBLOCK_NPC, true;
npctalk "Miriam: This is the entrance to the labyrinth of Oz.", .@miriam1$;
npctalk "Miriam: This is the entrance to the Labyrinth of Oz.", .@miriam1$;
cutin "ep18_miriam_03.png",2;
sleep2 2000;
npctalk "Miriam: Everyone, please move carefully.", .@miriam1$;
sleep2 2000;
npctalk "Magi: Something hot and dusty...", .@maggi1$;
cutin "4job_maggi_02.PNG",2;
enablenpc .@maggi1$;
enablenpc .@mark1$;
enablenpc .@tamarin1$;
cloakoffnpcself( .@maggi1$ );
cloakoffnpcself( .@mark1$ );
cloakoffnpcself( .@tamarin1$ );
sleep2 2000;
npctalk "Mark: Are you okay?", .@mark1$;
cutin "ep18_mark_01.png",2;
sleep2 2000;
npctalk "Miriam: There is lava flowing right below it, always scattering ashes.", .@miriam1$;
npctalk "Miriam: Lava is flowing right below, so ash is always flying.", .@miriam1$;
cutin "ep18_miriam_03.png",2;
sleep2 2000;
npctalk "Miriam: Beware there may be embers in the lava ash.", .@miriam1$;
npctalk "Miriam: There may be embers left in the lava ash, so please be careful.", .@miriam1$;
sleep2 2000;
npctalk "Miriam: If you inhale incorrectly, you will burn your lungs.", .@miriam1$;
npctalk "Miriam: If you inhale it incorrectly, it will burn your lungs.", .@miriam1$;
sleep2 2000;
npctalk "Miriam: There don't seem to be any monsters around here, so it's better to move slowly and check the situation again.", .@miriam1$;
npctalk "Miriam: There don't seem to be any monsters around here, so it would be better to move slowly and check the situation again.", .@miriam1$;
sleep2 2000;
npctalk "Miriam: Please follow the road to the north first.", .@miriam1$;
npctalk "Miriam: First, please follow the road to the north.", .@miriam1$;
sleep2 2000;
cutin "",255;
setpcblock PCBLOCK_NPC, false;
disablenpc .@maggi1$;
disablenpc .@mark1$;
disablenpc .@tamarin1$;
cloakonnpcself( .@maggi1$ );
cloakonnpcself( .@mark1$ );
cloakonnpcself( .@tamarin1$ );
disablenpc .@miriam1$;
enablenpc .@miriam2$;
end;
}
1@oz,279,175,5 duplicate(dummy_npc) Magi#ozmd1 4_4JOB_MAGGI
1@oz,280,175,3 duplicate(dummy_npc) Mark#ozmd1 4_EP18_MARK
1@oz,279,177,3 duplicate(dummy_npc) Tamarin#ozmd1 4_EP18_TAMARIN
1@oz,279,175,5 duplicate(dummy_cloaked_npc) Maggi#ozmd1 4_4JOB_MAGGI
1@oz,280,175,3 duplicate(dummy_cloaked_npc) Mark#ozmd1 4_EP18_MARK
1@oz,279,177,3 duplicate(dummy_cloaked_npc) Tamarin#ozmd1 4_EP18_TAMARIN
// Step 2
1@oz,271,272,3 script Miriam#ozmd2 4_EP18_MIRIAM,{
1@oz,271,272,3 script(DISABLED) Miriam#ozmd2 4_EP18_MIRIAM,{
if ('event_oz != 1)
end;
'event_oz = 2;
.@miriam2$ = instance_npcname("Miriam#ozmd2");
'miriam3$ = instance_npcname("Miriam#ozmd3");
setpcblock PCBLOCK_NPC, true;
npctalk "Miriam: If you cross the bridge in front of you, it's a real maze.", .@miriam2$;
npctalk "Miriam: If you cross the bridge in front of you, it's the real Maze of Oz.", .@miriam2$;
sleep2 2000;
npctalk "Miriam: We must be very careful crossing the bridge, let's talk again after.", .@miriam2$;
npctalk "Miriam: You have to be very careful when crossing the bridge, so let's talk again at the bridge.", .@miriam2$;
sleep2 2000;
setpcblock PCBLOCK_NPC, false;
disablenpc .@miriam2$;
@@ -153,69 +155,43 @@ OnInit:
end;
OnInstanceInit:
'miriam3_id = 0;
'event_oz = 0;
'map_name$ = instance_mapname("1@oz");
disablenpc instance_npcname("Miriam#ozmd2");
disablenpc instance_npcname("Miriam#ozmd3");
disablenpc instance_npcname("Miriam#ozmd4");
disablenpc instance_npcname("Maram#ozmd5");
disablenpc instance_npcname("Miriam#ozmd5");
disablenpc instance_npcname("Maram#ozmd7");
disablenpc instance_npcname("#oz_way");
disablenpc instance_npcname("Maram#ozmd6");
disablenpc instance_npcname("Magi#ozmd1");
disablenpc instance_npcname("Mark#ozmd1");
disablenpc instance_npcname("Tamarin#ozmd1");
disablenpc instance_npcname("Magi#ozmd3");
disablenpc instance_npcname("Mark#ozmd3");
disablenpc instance_npcname("Tamarin#ozmd3");
disablenpc instance_npcname("Maram#ozmd4");
disablenpc instance_npcname("Magi#ozmd5");
disablenpc instance_npcname("Mark#ozmd5");
disablenpc instance_npcname("Tamarin#ozmd5");
disablenpc instance_npcname("Maram#ozmd8");
disablenpc instance_npcname("Magi#ozmd6");
disablenpc instance_npcname("Mark#ozmd6");
disablenpc instance_npcname("Tamarin#ozmd6");
disablenpc instance_npcname("Miriam#ozmd7");
disablenpc instance_npcname("Imril#ozmd7");
end;
}
// Step 3
1@oz,241,272,3 script Miriam#ozmd3 EP18_NPC_MIRIAM,{
1@oz,241,272,3 script(DISABLED) Miriam#ozmd3 EP18_NPC_MIRIAM,{
if ('event_oz != 2)
end;
'event_oz = 3;
'miriam3$ = instance_npcname("Miriam#ozmd3");
.@maggi3$ = instance_npcname("Magi#ozmd3");
.@maggi3$ = instance_npcname("Maggi#ozmd3");
.@mark3$ = instance_npcname("Mark#ozmd3");
.@tamarin3$ = instance_npcname("Tamarin#ozmd3");
setpcblock PCBLOCK_NPC, true;
npctalk "Miriam: This bridge is dangerous, so it's best to split your luggage and cross in turn.", 'miriam3$;
npctalk "Miriam: This bridge is dangerous, so it would be better to share the luggage and cross it one at a time.", 'miriam3$;
sleep2 2000;
npctalk "Miriam: Then I will cross first, so please follow slowly. It will help not to look under your feet.", 'miriam3$;
npctalk "Miriam: Then, I will cross first, so please follow me slowly. It will be helpful not to look under your feet.", 'miriam3$;
sleep2 2000;
npctalk "Tamarin: Wow I can't see the bottom.", .@tamarin3$;
enablenpc .@maggi3$;
enablenpc .@mark3$;
enablenpc .@tamarin3$;
npctalk "Tamarin: Wow... I can't see the bottom.", .@tamarin3$;
cloakoffnpcself( .@maggi3$ );
cloakoffnpcself( .@mark3$ );
cloakoffnpcself( .@tamarin3$ );
sleep2 2000;
npctalk "Magi: Your legs look very old...", .@maggi3$;
npctalk "Magi: My legs look really worn out...", .@maggi3$;
sleep2 2000;
npctalk "Mark: Everyone be careful", .@mark3$;
npctalk "Mark: Everyone be careful.", .@mark3$;
sleep2 2000;
setpcblock PCBLOCK_NPC, false;
disablenpc .@maggi3$;
disablenpc .@mark3$;
disablenpc .@tamarin3$;
cloakonnpcself( .@maggi3$ );
cloakonnpcself( .@mark3$ );
cloakonnpcself( .@tamarin3$ );
'miriam3_id = getnpcid(0);
unitwalk 'miriam3_id,231,272, 'miriam3$ + "::OnEvent1"; // several events are required to palliate to our too short value of MAX_WALKPATH (32) used to calculate the pathing
unitwalk 'miriam3_id,231,272, 'miriam3$ + "::OnEvent1";
end;
OnEvent1:
unitwalk 'miriam3_id,211,272, 'miriam3$ + "::OnEvent2";
@@ -236,13 +212,13 @@ OnEvent5:
end;
}
1@oz,245,272,3 duplicate(dummy_npc) Magi#ozmd3 4_4JOB_MAGGI
1@oz,244,273,3 duplicate(dummy_npc) Mark#ozmd3 4_EP18_MARK
1@oz,244,270,3 duplicate(dummy_npc) Tamarin#ozmd3 4_EP18_TAMARIN
1@oz,245,272,3 duplicate(dummy_cloaked_npc) Maggi#ozmd3 4_4JOB_MAGGI
1@oz,244,273,3 duplicate(dummy_cloaked_npc) Mark#ozmd3 4_EP18_MARK
1@oz,244,270,3 duplicate(dummy_cloaked_npc) Tamarin#ozmd3 4_EP18_TAMARIN
// Step 4 + 5
1@oz,157,272,3 script Miriam#ozmd4 4_EP18_MIRIAM,{
1@oz,157,272,3 script(DISABLED) Miriam#ozmd4 4_EP18_MIRIAM,{
if ('event_oz != 3)
end;
'event_oz = 4;
@@ -250,25 +226,25 @@ OnEvent5:
.@miriam4$ = instance_npcname("Miriam#ozmd4");
.@tamarin4$ = instance_npcname("Tamarin#ozmd4");
.@ashtoad2$ = instance_npcname("Ash Toad#ozmd2");
.@maggi4$ = instance_npcname("Magi#ozmd4");
.@maggi4$ = instance_npcname("Maggi#ozmd4");
.@mark4$ = instance_npcname("Mark#ozmd4");
.@ashtoad3$ = instance_npcname("Ash Toad#ozmd3");
setpcblock PCBLOCK_NPC, true;
mapannounce 'map_name$, "Miriam: Ah!! A monster!!!", bc_map, 0x00B7EE,FW_NORMAL,16;
mapannounce 'map_name$, "Miriam: Ah!! A monster!!!", bc_map, 0xB7EE,FW_NORMAL,16;
sleep2 1500;
mapannounce 'map_name$, "Miriam: I'll take this rude bastard.", bc_map, 0x00B7EE,FW_NORMAL,16;
mapannounce 'map_name$, "Miriam: I will take care of this rude guy.", bc_map, 0xB7EE,FW_NORMAL,16;
sleep2 1500;
mapannounce 'map_name$, "Tamarin: Appeared in the back!!!", bc_map, 0x00B7EE,FW_NORMAL,16;
mapannounce 'map_name$, "Tamarin: It also appeared in the back!!!", bc_map, 0xB7EE,FW_NORMAL,16;
sleep2 2000;
enablenpc .@tamarin4$;
sleep2 500;
enablenpc .@ashtoad2$;
mapannounce 'map_name$, "Magi: Crazy!!!", bc_map, 0x00B7EE,FW_NORMAL,16;
mapannounce 'map_name$, "Magi: Aaaah!!!", bc_map, 0xB7EE,FW_NORMAL,16;
sleep2 500;
enablenpc .@maggi4$;
enablenpc .@mark4$;
mapannounce 'map_name$, "Mark: Please support me in the front!!!", bc_map, 0x00B7EE,FW_NORMAL,16;
mapannounce 'map_name$, "Mark: Please support the front!!!", bc_map, 0xB7EE,FW_NORMAL,16;
sleep2 1000;
'mob_count_oz = 0;
monster 'map_name$,145,274,"Ash Toad",21295,1, .@miriam4$ + "::OnMobDead"; // EP18_ASH_TOAD
@@ -289,7 +265,7 @@ OnMobDead:
.@tamarin4$ = instance_npcname("Tamarin#ozmd4");
.@ashtoad2$ = instance_npcname("Ash Toad#ozmd2");
.@maggi4$ = instance_npcname("Magi#ozmd4");
.@maggi4$ = instance_npcname("Maggi#ozmd4");
.@mark4$ = instance_npcname("Mark#ozmd4");
.@ashtoad3$ = instance_npcname("Ash Toad#ozmd3");
.@maram4$ = instance_npcname("Maram#ozmd4");
@@ -301,60 +277,59 @@ OnMobDead:
npctalk "Tamarin: I did it!!!", .@tamarin4$;
disablenpc .@ashtoad2$;
sleep2 2000;
npctalk "Magi: Me too!!", .@maggi4$;
npctalk "Magi: This way too!!", .@maggi4$;
disablenpc .@ashtoad3$;
sleep2 2000;
npctalk "Miriam: Huh It wasn't a great monster, but it would have been dangerous if they were ordinary merchants.", .@miriam4$;
npctalk "Miriam: Huh... It wasn't a great monster, but it would have been dangerous for ordinary merchants.", .@miriam4$;
disablenpc .@ashtoad1$;
sleep2 2000;
npctalk "Maram : " + strcharinfo(0) + " Are you okay?", .@maram4$;
enablenpc .@maram4$;
cloakoffnpcself( .@maram4$ );
npctalk "Maram : " + strcharinfo(0) + ", are you okay?", .@maram4$;
sleep2 2000;
npctalk "Miriam: You're late! Maram!!!", .@miriam4$;
sleep2 2000;
npctalk "Maram: I met a monster on the way, so I'm a little late.", .@maram4$;
npctalk "Maram: I was a little late because I met a monster on the way.", .@maram4$;
sleep2 2000;
npctalk "Miriam: There were no monsters on the road we passed earlier.", .@miriam4$;
sleep2 2000;
npctalk "Maram: Yeah? Where the hell do monsters spring up like this...", .@maram4$;
npctalk "Maram: Really? Where on earth do monsters like this come from?", .@maram4$;
sleep2 2000;
npctalk "Maram: It's a big deal because it's getting harder and harder to move goods because of these monsters.", .@maram4$;
npctalk "Maram: It's a big problem because it's getting harder to move supplies because of these monsters.", .@maram4$;
sleep2 2000;
npctalk "Tamarin: If you go to the ground?", .@tamarin4$;
npctalk "Tamarin: What if you travel by land?", .@tamarin4$;
sleep2 2000;
npctalk "Tamarin: I heard there used to be a bridge to cross a canyon?", .@tamarin4$;
npctalk "Tamarin: I heard there used to be a bridge across the canyon?", .@tamarin4$;
sleep2 2000;
npctalk "Tamarin: Because there are still remains...", .@tamarin4$;
npctalk "Tamarin: There are still remains left...", .@tamarin4$;
sleep2 2000;
npctalk "Maram: It is said that the bridge above was destroyed when they saw the natives crossing to escape the hardliners' attacks.", .@maram4$;
npctalk "Maram: It is said that the bridge above was destroyed after seeing natives crossing it while fleeing an attack by hardliners.", .@maram4$;
sleep2 2000;
npctalk "Maram: The land across the bridge has become uninhabitable due to volcanic ash, so it must have been the intention to dry it to death.", .@maram4$;
npctalk "Maram: The area across the bridge has become uninhabitable due to volcanic ash, so they must have been trying to kill him.", .@maram4$;
sleep2 2000;
npctalk "Maram: It's not difficult to make a bridge again...", .@maram4$;
npctalk "Maram: It's not difficult to build a bridge again...", .@maram4$;
sleep2 2000;
npctalk "Maram: You can't advertise that you're hiding here by making a bridge because you're in hiding.", .@maram4$;
npctalk "Maram: Since we are in a hiding position, we can't build a bridge or something and advertise that we are hiding here.", .@maram4$;
sleep2 2000;
npctalk "Maram: It's dangerous and inconvenient right now, but I have no choice but to use the maze of Oz.", .@maram4$;
npctalk "Maram: Although it is dangerous and inconvenient now, we have no choice but to use the Maze of Oz.", .@maram4$;
sleep2 2000;
npctalk "Maram: In this state, it may not have been noticed until now.", .@maram4$;
npctalk "Maram: Because it's in this condition, it may be that it hasn't been discovered until now.", .@maram4$;
sleep2 2000;
npctalk "Miriam: Without the Maze of Oz...", .@miriam4$;
npctalk "Miriam: If the Maze of Oz didn't exist...", .@miriam4$;
sleep2 2000;
npctalk "Miriam: It must have been a lot harder than it is now.", .@miriam4$;
npctalk "Miriam: It must have been much harder than it is now.", .@miriam4$;
sleep2 2000;
npctalk "Maram: That's right", .@maram4$;
npctalk "Maram: That's right.", .@maram4$;
sleep2 2000;
npctalk "Maram: Now, shall we walk the lovely maze of Oz again?", .@maram4$;
npctalk "Maram: Now then, shall we walk down the lovely maze of Oz again?", .@maram4$;
sleep2 2000;
npctalk "Miriam: What do you mean", .@miriam4$;
npctalk "Miriam: What do you mean...", .@miriam4$;
sleep2 2000;
npctalk "Miriam : " + strcharinfo(0) + " From now on, go all the way down until you come to a fork.", .@miriam4$;
npctalk "Miriam : " + strcharinfo(0) + " , from now on, just keep going down until you reach a fork in the road.", .@miriam4$;
sleep2 2000;
npctalk "Miriam: It would be nice if the monsters didn't appear...", .@miriam4$;
npctalk "Miriam: It would be nice if monsters didn't appear, but...", .@miriam4$;
sleep2 1000;
disablenpc .@maram4$;
cloakonnpcself( .@maram4$ );
setpcblock PCBLOCK_NPC, false;
disablenpc .@maggi4$;
disablenpc .@mark4$;
disablenpc .@tamarin4$;
@@ -366,43 +341,43 @@ OnMobDead:
1@oz,156,272,5 duplicate(dummy_disabled_npc) Ash Toad#ozmd1 EP18_ASH_TOAD
1@oz,164,272,3 duplicate(dummy_disabled_npc) Ash Toad#ozmd2 EP18_ASH_TOAD
1@oz,153,275,5 duplicate(dummy_disabled_npc) Ash Toad#ozmd3 EP18_ASH_TOAD
1@oz,155,275,3 duplicate(dummy_disabled_npc) Magi#ozmd4 4_4JOB_MAGGI
1@oz,155,275,3 duplicate(dummy_disabled_npc) Maggi#ozmd4 4_4JOB_MAGGI
1@oz,156,274,3 duplicate(dummy_disabled_npc) Mark#ozmd4 4_EP18_MARK
1@oz,161,272,5 duplicate(dummy_disabled_npc) Tamarin#ozmd4 4_EP18_TAMARIN
1@oz,162,275,3 duplicate(dummy_npc) Maram#ozmd4 4_EP18_MARAM
1@oz,162,275,3 duplicate(dummy_cloaked_npc) Maram#ozmd4 4_EP18_MARAM
// Step 6
1@oz,98,172,3 script Maram#ozmd5 EP18_NPC_MARAM,{
1@oz,98,172,3 script(DISABLED) Maram#ozmd5 EP18_NPC_MARAM,{
if ('event_oz != 5)
end;
'event_oz = 6;
.@miriam$ = instance_npcname("Miriam#ozmd5");
.@maram$ = instance_npcname("Maram#ozmd5");
npctalk "Maram: It wasn't like this before, but as the ground below begins to melt, perhaps due to the effects of Mount Tor, more monsters are appearing.", .@maram$;
cloakoffnpcself( "Maggi#ozmd5" );
cloakoffnpcself( "Mark#ozmd5" );
cloakoffnpcself( "Tamarin#ozmd5" );
enablenpc .@miriam$;
enablenpc instance_npcname("Magi#ozmd5");
enablenpc instance_npcname("Mark#ozmd5");
enablenpc instance_npcname("Tamarin#ozmd5");
npctalk "Maram: It wasn't like this before, but maybe it's the effect of Tor Volcano, as the ground below starts to melt, so more monsters are appearing.";
setpcblock PCBLOCK_NPC, true;
sleep2 2000;
npctalk "Maram: Especially in areas with a lot of molten ground, when trying to avoid monsters, the lava Because there are many people who are seriously injured or never come back... ";
npctalk "Maram: Especially in areas where the ground has melted a lot, there are many people who try to avoid monsters and end up seriously injured or unable to return due to the lava...", .@maram$;
sleep2 2000;
npctalk "Maram: How long will the maze of Oz last...";
npctalk "Maram: How long will the maze of Oz endure...", .@maram$;
sleep2 3000;
mapannounce 'map_name$, "??? : ugh!!!!!!!!!!!!!!!!!!!", bc_map, 0x00B7EE,FW_NORMAL,16;
mapannounce 'map_name$, "??? : Ugh!!!!!", bc_map, 0x00B7EE,FW_NORMAL,16;
sleep2 2000;
npctalk "Maram: This voice?!?!?!?!?";
npctalk "Maram: What is this voice?!?!?!?!?", .@maram$;
sleep2 2000;
npctalk "Miriam: Imril!!!!", .@miriam$;
sleep2 2000;
setpcblock PCBLOCK_NPC, false;
npctalk "Maram: I think your friend is in trouble! I'll go first, so please follow me carefully!";
disablenpc instance_npcname("Magi#ozmd5");
disablenpc instance_npcname("Mark#ozmd5");
disablenpc instance_npcname("Tamarin#ozmd5");
npctalk "Maram: I think my friend is in trouble! I'll go first, so be careful and follow me!", .@maram$;
cloakonnpcself( "Maggi#ozmd5" );
cloakonnpcself( "Mark#ozmd5" );
cloakonnpcself( "Tamarin#ozmd5" );
unitwalk getnpcid(0),68,165, .@maram$ + "::OnMove";
donpcevent .@miriam$ + "::OnMove";
end;
@@ -413,33 +388,33 @@ OnMove:
end;
}
1@oz,97,167,3 script Miriam#ozmd5 EP18_NPC_MIRIAM,{
1@oz,97,167,3 script(DISABLED) Miriam#ozmd5 EP18_NPC_MIRIAM,{
end;
OnMove:
npcwalkto 67,164;
end;
}
1@oz,92,170,3 duplicate(dummy_npc) Magi#ozmd5 4_4JOB_MAGGI
1@oz,91,169,3 duplicate(dummy_npc) Mark#ozmd5 4_EP18_MARK
1@oz,89,170,5 duplicate(dummy_npc) Tamarin#ozmd5 4_EP18_TAMARIN
1@oz,92,170,3 duplicate(dummy_cloaked_npc) Maggi#ozmd5 4_4JOB_MAGGI
1@oz,91,169,3 duplicate(dummy_cloaked_npc) Mark#ozmd5 4_EP18_MARK
1@oz,89,170,5 duplicate(dummy_cloaked_npc) Tamarin#ozmd5 4_EP18_TAMARIN
// Step 7
1@oz,68,165,3 script Maram#ozmd7 4_EP18_MARAM,{
1@oz,68,165,3 script(DISABLED) Maram#ozmd7 4_EP18_MARAM,{
if ('event_oz != 6)
end;
'event_oz = 7;
npctalk "Maram: Are you okay, Imril?";
npctalk "Maram: Imril are you okay?";
donpcevent instance_npcname("Imril#ozmd6") + "::OnStart";
disablenpc instance_npcname("Maram#ozmd7");
disablenpc();
end;
}
// Step 8
1@oz,61,163,5 script Imril#ozmd6 4_EP18_IMRIL,{
1@oz,61,163,5 script(DISABLED) Imril#ozmd6 4_EP18_IMRIL,{
end;
OnStart:
@@ -460,56 +435,57 @@ OnMobDead:
.@maram8$ = instance_npcname("Maram#ozmd8");
.@imril6$ = instance_npcname("Imril#ozmd6");
.@miriam5$ = instance_npcname("Miriam#ozmd5");
.@maggi6$ = instance_npcname("Magi#ozmd6");
.@maggi6$ = instance_npcname("Maggi#ozmd6");
.@mark6$ = instance_npcname("Mark#ozmd6");
.@tamarin6$ = instance_npcname("Tamarin#ozmd6");
setpcblock PCBLOCK_NPC, true;
enablenpc .@maram8$;
npctalk "Imril: Thanks! We almost died!", .@imril6$;
cloakoffnpcself( .@maram8$ );
npctalk "Imril: Thank you! I almost died!", .@imril6$;
sleep2 2000;
npctalk "Imril: Don't go downstairs because the atmosphere isn't too bad.", .@imril6$;
npctalk "Imril: The atmosphere is unusual, so don't go downstairs.", .@imril6$;
sleep2 2000;
npctalk "Miriam: You seem to see monsters more often than last time.", .@miriam5$;
npctalk "Miriam: It seems like I see monsters more often than last time.", .@miriam5$;
sleep2 2000;
npctalk "Imril: But what about those people?", .@imril6$;
enablenpc .@maggi6$;
enablenpc .@mark6$;
enablenpc .@tamarin6$;
npctalk "Imril: And what about those people?", .@imril6$;
cloakoffnpcself( .@maggi6$ );
cloakoffnpcself( .@mark6$ );
cloakoffnpcself( .@tamarin6$ );
sleep2 2000;
npctalk "Maram: They are adventurers who sometimes help with mother's work.", .@maram8$;
npctalk "Maram: They are adventurers who sometimes help my mother with her work.", .@maram8$;
sleep2 2000;
npctalk "Maram: Trustworthy people, don't be so wary.", .@maram8$;
npctalk "Maram: These are trustworthy people, so don't be so wary.", .@maram8$;
sleep2 2000;
npctalk "Imril: Because you trust people too easily.", .@imril6$;
npctalk "Imril: I heard you trust people too easily.", .@imril6$;
sleep2 2000;
npctalk "Miriam: Yes.", .@miriam5$;
sleep2 2000;
npctalk "Maram: Anyway, let's escape before more monsters come out.", .@maram8$;
npctalk "Maram: Anyway, let's escape quickly before more monsters appear.", .@maram8$;
sleep2 2000;
npctalk "Maram: Not long left.", .@maram8$;
npctalk "Maram: Not much left.", .@maram8$;
sleep2 2000;
npctalk "Maram: It's hard to see, but just follow the road up here!", .@maram8$;
npctalk "Maram: It's hard to see, but you can follow the road up here and keep moving!", .@maram8$;
sleep2 2000;
npctalk "Tamarin: I think this is the way!", .@tamarin6$;
disablenpc .@maggi6$;
disablenpc .@mark6$;
disablenpc .@tamarin6$;
disablenpc .@maram8$;
cloakonnpcself( .@maggi6$ );
cloakonnpcself( .@mark6$ );
cloakonnpcself( .@tamarin6$ );
cloakonnpcself( .@maram8$ );
enablenpc instance_npcname("#oz_way");
setpcblock PCBLOCK_NPC, false;
end;
}
1@oz,68,165,3 duplicate(dummy_npc) Maram#ozmd8 4_EP18_MARAM
1@oz,61,168,3 duplicate(dummy_npc) Magi#ozmd6 4_4JOB_MAGGI
1@oz,65,167,3 duplicate(dummy_npc) Mark#ozmd6 4_EP18_MARK
1@oz,59,171,3 duplicate(dummy_npc) Tamarin#ozmd6 4_EP18_TAMARIN
1@oz,68,165,3 duplicate(dummy_cloaked_npc) Maram#ozmd8 4_EP18_MARAM
1@oz,61,168,3 duplicate(dummy_cloaked_npc) Maggi#ozmd6 4_4JOB_MAGGI
1@oz,65,167,3 duplicate(dummy_cloaked_npc) Mark#ozmd6 4_EP18_MARK
1@oz,59,171,3 duplicate(dummy_cloaked_npc) Tamarin#ozmd6 4_EP18_TAMARIN
// Step 9
1@oz,58,256,5 script #oz_way 1_SHADOW_NPC,3,3,{
1@oz,58,256,5 script(DISABLED) #oz_way 1_SHADOW_NPC,3,3,{
end;
OnTouch:
if ('event_oz != 8)
@@ -520,11 +496,11 @@ OnTouch:
}
// Step 10 (maybe not required ?)
1@oz,44,255,5 script Maram#ozmd6 4_EP18_MARAM,{
1@oz,44,255,5 script(DISABLED) Maram#ozmd6 4_EP18_MARAM,{
if ('event_oz != 9)
end;
'event_oz = 10;
npctalk "Maram: This way!!!";
npctalk "Maram: Go down this road.";
initnpctimer;
end;
OnTimer2000:
@@ -536,7 +512,7 @@ OnTimer2000:
// Step 11
// (Step 29 on the main quest).
1@oz,21,189,5 script Maram#ozmd9 4_EP18_MARAM,{
1@oz,21,189,5 script(DISABLED) Maram#ozmd9 4_EP18_MARAM,{
if ('event_oz != 10)
end;
'event_oz = 11;
@@ -546,50 +522,47 @@ OnTimer2000:
.@imril7$ = instance_npcname("Imril#ozmd7");
setpcblock PCBLOCK_NPC, true;
npctalk "Maram: Climb up the rope in front of this to get out.", .@maram9$;
enablenpc .@miriam7$;
enablenpc .@imril7$;
npctalk "Maram: If you climb up the rope in front of here, you can go outside.", .@maram9$;
cloakoffnpcself( .@miriam7$ );
cloakoffnpcself( .@imril7$ );
sleep2 2000;
npctalk "Imril: I'll go get some hidden stuff here, so go up first.", .@imril7$;
npctalk "Imril: I'll take some hidden items here, so go up first.", .@imril7$;
sleep2 2000;
npctalk "Miriam: Everyone is very tired. Let's go upstairs.", .@miriam7$;
if (ep18_1_main == 30) {
changequest 11719,11720;
ep18_1_main = 31;
npctalk "Miriam: Everyone is very tired. Let's go up quickly.", .@miriam7$;
if (ep18_main == 30) {
erasequest 11719;
setquest 11720;
ep18_main = 31;
}
disablenpc .@miriam7$;
disablenpc .@imril7$;
cloakonnpcself( .@miriam7$ );
cloakonnpcself( .@imril7$ );
setpcblock PCBLOCK_NPC, false;
end;
OnInstanceInit:
disablenpc instance_npcname("Maram#ozmd9");
questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11719) == 1" );
questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11719) == 1" );
end;
}
1@oz,22,187,5 duplicate(dummy_npc) Miriam#ozmd7 4_EP18_MIRIAM
1@oz,16,185,3 duplicate(dummy_npc) Imril#ozmd7 4_EP18_IMRIL
1@oz,22,187,5 duplicate(dummy_cloaked_npc) Miriam#ozmd7 4_EP18_MIRIAM
1@oz,16,185,3 duplicate(dummy_cloaked_npc) Imril#ozmd7 4_EP18_IMRIL
// Step 12
1@oz,28,190,3 script(DISABLED) Rope#outoz2 4_ROPEPILE,{
if ('event_oz < 11)
end;
mes "I think I can climb up with a rope.";
next;
switch( select( "Use a rope to climb", "Do not use" ) ) {
case 1:
close2;
warp "gw_fild01",275,337;
end;
case 2:
end;
if ('event_oz != 11) {
mes "It can't be used yet. Let's talk to Maram first.";
close;
}
mes "I think I can climb up using the rope.";
next;
if (select( "Use the rope to climb up.", "Do not use." ) == 2)
end;
warp "gw_fild01",275,337;
end;
OnInstanceInit:
questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11720) == 1" );
questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11720) == 1" );
end;
}
@@ -601,7 +574,7 @@ OnTouch_:
getmapxy .@map$,.@x,.@y, BL_NPC;
monster 'map_name$,.@x-1,.@y,"Ash Toad",21295,1; // EP18_ASH_TOAD
monster 'map_name$,.@x+1,.@y,"Rake Hand",21296,1; // EP18_RAKEHAND
disablenpc instance_npcname( strnpcinfo(0) );
cloakonnpcself();
end;
}
@@ -612,4 +585,3 @@ OnTouch_:
1@oz,79,203,5 duplicate(#oz01) #oz06 1_SHADOW_NPC,4,4
1@oz,124,261,5 duplicate(#oz01) #oz07 1_SHADOW_NPC,4,4
1@oz,139,279,5 duplicate(#oz01) #oz08 1_SHADOW_NPC,4,4

View File

@@ -163,7 +163,7 @@ glast_01,204,273,5 script Hugin 4_M_SAGE_C,{
1@gl_k,206,79,0 warp #3Control2 2,2,1@gl_k,195,79
1@gl_k,227,216,0 warp #4Control 2,2,1@gl_k,215,216
1@gl_k,222,216,0 warp #4Control2 2,2,1@gl_k,233,216
1@gl_k,150,284,0 warp #2F Entrance 2,2,2@gl_k,150,46
// 1@gl_k,150,284,0 warp #2F Entrance 2,2,2@gl_k,150,46
2@gl_k,149,32,0 warp #1 Control 2,2,1@gl_k,150,270
2@gl_k,145,123,0 warp #22 Control 2,2,2@gl_k,126,123
2@gl_k,136,122,0 warp #22 Control2 2,2,2@gl_k,150,116
@@ -188,8 +188,8 @@ glast_01,204,273,5 script Hugin 4_M_SAGE_C,{
next;
if (select( "Omit moderately.", "Appreciate everything." ) == 1) {
cutin "GL_BARMUND1.bmp",2;
mes "[Barmund]";
mes "Have I seen you " + strcharinfo(0) + "";
mes "[Varmundt]";
mes "I've seen you, " + strcharinfo(0) + ".";
mes "I'm sure I can trust you. Let's leave right away.";
close2;
cutin "",255;
@@ -1073,8 +1073,13 @@ OnTimer5000:
close3;
}
// note: never hidden
1@gl_k,156,258,3 script Varmundt#2 4_M_BARMUND,{
if ('step < 6)
end;
if (checkweight(6607,1, 6608,1) == 0) {
mes "^ff0000It seems like you have too many types or weights of items. Please organize your inventory.^000000";
close;
}
cutin "gl_barmund1",2;
mes "[Varmundt]";
if (checkquest(12318,HUNTING) != 2) {
@@ -1216,10 +1221,24 @@ OnMyMobDead:
enablenpc instance_npcname("Varmundt#21");
donpcevent instance_npcname("#ghmemorialmob05") + "::OnStart";
disablenpc instance_npcname("#ghmemorialmob04");
'step = 6;
}
end;
}
1@gl_k,150,284,0 script #2F Entrance WARPNPC,2,2,{
end;
OnTouch:
if (checkquest(12318,HUNTING) == 2) {
mes "^0000ffIt seems that you did not receive a reward for clearing the first floor. Talk to Varmundt and receive your reward.^000000";
close2;
warp 'map_name$[0],156,256;
end;
}
warp 'map_name$[1],150,46;
end;
}
// Floor 2
//============================================================
2@gl_k,148,67,1 script Heinrich#21 4_M_HEINRICH,{
@@ -1246,9 +1265,9 @@ OnEffect:
2@gl_k,150,66,0 script #Servanton HIDDEN_WARP_NPC,7,7,{
end;
OnTouch_:
if ('step != 5)
if ('step != 6)
end;
'step = 6;
'step = 7;
disablenpc();
if ('mode == 1)
donpcevent instance_npcname("#talkinstance5") + "::OnStart";
@@ -1372,16 +1391,18 @@ OnTouch_:
disablenpc();
.@hidden_name$ = strnpcinfo(2);
.@event_type = atoi( charat(.@hidden_name$,4) );
.@event_number = atoi( charat(.@hidden_name$,6) );
if (.@event_type == 2)
.@label$ = instance_npcname("#ghmemorialmob05") + "::OnMyMobDead";
.@event$ = instance_npcname("#ghmemorialmob05") + "::OnMyMobDead" + .@event_number; // left side
else
.@label$ = instance_npcname("#ghmemorialmob06") + "::OnMyMobDead";
.@event$ = instance_npcname("#ghmemorialmob06") + "::OnMyMobDead" + .@event_number; // right side
killmonster 'map_name$[1], .@event$;
getmapxy .@map$,.@x,.@y, BL_NPC;
monster .@map$,.@x,.@y, "Corrupted Palace Guard", 2468,1, .@label$;
monster .@map$,.@x,.@y, "Archer of Death", 2469,1, .@label$;
monster .@map$,.@x,.@y, "Corrupted Abysmal Knight", 2470,1, .@label$;
monster .@map$,.@x,.@y, "Suffered Khalitzburg", 2471,1, .@label$;
monster .@map$,.@x,.@y, "Bloody Knight", 2472,1, .@label$;
monster .@map$,.@x,.@y, "Corrupted Palace Guard", 2468,1, .@event$;
monster .@map$,.@x,.@y, "Archer of Death", 2469,1, .@event$;
monster .@map$,.@x,.@y, "Corrupted Abysmal Knight", 2470,1, .@event$;
monster .@map$,.@x,.@y, "Suffered Khalitzburg", 2471,1, .@event$;
monster .@map$,.@x,.@y, "Bloody Knight", 2472,1, .@event$;
initnpctimer;
end;
OnTimer30000:
@@ -1417,7 +1438,13 @@ OnStart:
enablenpc instance_npcname("#ogh_2-" + .@i);
end;
OnMyMobDead:
OnMyMobDead1:
OnMyMobDead2:
OnMyMobDead3:
OnMyMobDead4:
OnMyMobDead5:
OnMyMobDead6:
OnMyMobDead7:
if (mobcount('map_name$[1], instance_npcname("#ghmemorialmob05") + "::OnBossDead") > 0) // Prevent boss re-spawn
end;
if ('mode == 2) // Higher (but unknown) spawn rate in fast mode
@@ -1445,7 +1472,9 @@ OnBossDead:
for ( .@i = 1; .@i <= 7; .@i++ )
donpcevent instance_npcname("#ogh_2-" + .@i) + "::OnStop";
killmonster 'map_name$[1], instance_npcname("#ghmemorialmob05") + "::OnMyMobDead";
.@npc_name$ = instance_npcname("#ghmemorialmob05");
for ( .@i = 1; .@i <= 7; .@i++ )
killmonster 'map_name$[1], .@npc_name$ + "::OnMyMobDead" + .@i;
end;
}
@@ -1506,6 +1535,13 @@ OnStart:
end;
OnMyMobDead:
OnMyMobDead1:
OnMyMobDead2:
OnMyMobDead3:
OnMyMobDead4:
OnMyMobDead5:
OnMyMobDead6:
OnMyMobDead7:
if (mobcount('map_name$[1], instance_npcname("#ghmemorialmob06") + "::OnBossDead") > 0) // Prevent boss re-spawn
end;
if ('mode == 2) // Higher (but unknown) spawn rate in fast mode
@@ -1535,7 +1571,10 @@ OnBossDead:
for ( .@i = 1; .@i <= 7; .@i++ )
donpcevent instance_npcname("#ogh_3-" + .@i) + "::OnStop";
killmonster 'map_name$[1], instance_npcname("#ghmemorialmob06") + "::OnMyMobDead";
.@npc_name$ = instance_npcname("#ghmemorialmob06");
killmonster 'map_name$[1], .@npc_name$ + "::OnMyMobDead";
for ( .@i = 1; .@i <= 7; .@i++ )
killmonster 'map_name$[1], .@npc_name$ + "::OnMyMobDead" + .@i;
// Hidden mobs
setarray .@coord[0],
@@ -1552,9 +1591,9 @@ OnBossDead:
2@gl_k,150,180,0 script #Geron HIDDEN_WARP_NPC,7,7,{
end;
OnTouch_:
if ('step != 6)
if ('step != 7)
end;
'step = 7;
'step = 8;
disablenpc instance_npcname("#Geron");
mapannounce 'map_name$[1], "???: Do not come here! It's a trap... Kkkkah!!!", bc_map,0xFF7777,FW_NORMAL,15;
enablenpc instance_npcname("Himelmez#22");
@@ -1574,15 +1613,19 @@ OnTouch_:
else if (.@i == 3) .@mobs = 5;
else if (.@i < 7) .@mobs = 6;
else .@mobs = 7;
.@event$ = instance_npcname( strnpcinfo(0) ) + "::OnMobDead";
killmonster 'map_name$[1], .@event$;
getmapxy .@map$,.@x,.@y, BL_NPC;
specialeffect EF_VENOMDUST;
monster .@map$,.@x,.@y,"Maggot",2467,.@mobs;
monster .@map$,.@x,.@y,"Maggot",2467,.@mobs, .@event$;
initnpctimer;
end;
OnTimer45000:
enablenpc();
stopnpctimer;
end;
OnMobDead:
end;
}
2@gl_k,145,236,4 duplicate(Decomposed body#1) Decomposed body#2 4_M_DIEMAN,5,5
2@gl_k,141,222,2 duplicate(Decomposed body#1) Decomposed body#3 4_M_DIEMAN,5,5
@@ -1646,9 +1689,9 @@ OnTimer45000:
mes "That is amazing ~ you made it all the way here. May I say thank you?";
close3;
OnTouch_:
if ('step != 7)
if ('step != 8)
end;
'step = 8;
'step = 9;
disablenpc();
if ('mode == 1)
donpcevent instance_npcname("#talkinstance7") + "::OnStart";
@@ -1972,9 +2015,13 @@ OnTimer10000:
2@gl_k,158,241,1 script Hugin#21 4_M_SAGE_C,{
if ('step != 8)
if ('step != 9)
end;
if (checkquest(12319,HUNTING) == 2) {// note: complete hunting 'Corrupted Soul Hunt' prerequis
if (checkweight(6607,5, 6608,5) == 0) {
mes "^ff0000It seems like you have too many types or weights of items. Please organize your inventory.^000000";
close;
}
mes "[Hugin]";
mes "Hm, you are very well. First of all, let me give you some loot from Amdarais.";
erasequest 12319;
@@ -2031,7 +2078,7 @@ OnTimer10000:
// Treasure Room
//============================================================
1@gl_k,165,136,3 script Strange crack#2 CLEAR_NPC,{
if ('step != 8)
if ('step != 9)
end;
if (isbegin_quest(12322) == 0) {// Space Distortion
mes "The crack looks suspicious but nothing more to check.";

View File

@@ -2,54 +2,56 @@
//= Instance: Thor Gunsu Base.
//===== Description: =========================================
//- [Walkthrough conversion]
//- Part of the episode 18.1 main quest.
//- Part of the Episode 18 main quest.
//===== Changelogs: ==========================================
//= 1.0 First version. [Capuche]
//============================================================
// Main Quest: Step 47.
que_thr,133,53,5 script Maram#Armybase1 4_EP18_MARAM,{
if (ep18_1_main != 45 && ep18_1_main != 46)
if (ep18_main < 45 || ep18_main > 46)
end;
if (ep18_1_main == 45) {
if (ep18_main == 45) {
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "You have arrived, adventurer!";
mes "You did a great job getting here.";
mes "You've arrived, adventurer!";
mes "Thank you for coming all the way here.";
next;
cutin "ep18_maram_03.png",2;
mes "[Maram]";
mes "After all, it looks like this next one is real. The guards are different from before...";
mes "Let's look inside, being careful not to be caught by the guards.";
mes "It seems like this is the real deal after all. The security here is different from what it has been so far....";
mes "Let's be careful not to be caught by the guards and explore the inside.";
next;
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "Make sure to move out of sight of the guards as much as possible.";
mes "If you make a mistake, you will be attacked, so if you don't break through, we'll meet again here.";
changequest 16577,16578;
ep18_1_main = 46;
mes "Try to move away from the security guard's line of sight as much as possible.";
mes "If you get caught, you might be attacked, so if you can't break through, we'll meet again here.";
erasequest 16577;
setquest 16578;
ep18_main = 46;
next;
}
else if (ep18_1_main == 46) {
else if (ep18_main == 46) {
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "Let's try to get in as far as possible from the guard tower.";
mes "Let's try to go in while avoiding the guard tower as much as possible.";
next;
}
.@md_name$ = "Thor Gunsu Base";
.@md_name$ = "Thor Military Base";
cutin "",255;
mes "^FF0000 Any arbitrary processing such as taming monsters in the dungeon is not considered normal. Please note.^000000";
mes "^FF0000Caution : If you perform arbitrary processing within the dungeon, such as monster taming, it will not be considered normal progress.^000000";
next;
// player has party
if (is_party_leader()) {
if (is_party_leader())
// player is leader of the party
.@create$ = "Open " + .@md_name$;
}
switch( select( .@create$, .@md_name$ + " entry" ) ) {
.@create$ = "Apply for entry to " + .@md_name$ + "";
switch( select( .@create$, "Enter " + .@md_name$ + "" ) ) {
case 1:
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "When the application is complete, talk to me again and select ^0000CD Thor military base entry^000000";
mes "When the application is complete, talk to me again and select ^0000CD" + .@md_name$ + " entry^000000";
if (instance_create(.@md_name$) < 0) {
mes "Party: " + getpartyname(getcharid(1)) + "";
mes "Leader: " + strcharinfo(0) + "";
@@ -67,14 +69,14 @@ que_thr,133,53,5 script Maram#Armybase1 4_EP18_MARAM,{
case IE_NOINSTANCE:
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "I don't think the dungeon has been created yet? Please check later.";
mes "It seems like you haven't created the dungeon yet. Please check again in a moment.";
close3;
case IE_NOMEMBER:
mes "[Maram]";
mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000";
close;
case IE_OK:
mapannounce "que_thr", "" + strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12;
mapannounce "que_thr", "" + strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering " + .@md_name$ + ".", bc_map, 0xFF99;
// warp 1@tcamp,103,237;
end;
}
@@ -82,34 +84,24 @@ que_thr,133,53,5 script Maram#Armybase1 4_EP18_MARAM,{
end;
OnInit:
questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16577) == 1" );
questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16577) == 1" );
end;
}
1@tcamp,106,237,3 script Maram#base1 4_EP18_MARAM,{
cutin "ep18_maram_01.png",2;
1@tcamp,106,237,3 script Maram#Base1 4_EP18_MARAM,{
mes "[Maram]";
mes "Be careful and explore the inside.";
mes "I heard from Mr. Dandelion earlier, there aren't many people, but there are Watch Towers here and there that monitor a fairly wide area.";
mes "Be careful and explore inside.";
mes "From what I heard from Dandelion earlier, there aren't many people, but there are watchtowers here and there that monitor a fairly wide area.";
next;
mes "[Maram]";
mes "If you get caught by the Watch Tower, soldiers will appear, so be careful not to get caught.";
mes "Well, if you find something, please contact me!";
close3;
mes "If you get caught by the watchtower, soldiers will appear, so be careful not to get caught.";
mes "Well, if you find anything, please contact me!";
close;
OnInstanceInit:
'step = 0;
'map_tcamp$ = instance_mapname("1@tcamp");
disablenpc instance_npcname("Document Pile#Site1");
disablenpc instance_npcname("Document Pile#Site2");
disablenpc instance_npcname("Document Pile#Site3");
disablenpc instance_npcname("Document Pile#Site4");
disablenpc instance_npcname("Document Pile#Site5");
disablenpc instance_npcname("Maram#Lock1");
disablenpc instance_npcname("Maram#Lock2");
disablenpc instance_npcname("Maram#Lock3");
disablenpc instance_npcname("Maram#Lock4");
setcell 'map_tcamp$,137,216,142,216,cell_walkable,0;
setcell 'map_tcamp$,135,145,144,145,cell_walkable,0;
setcell 'map_tcamp$,223,105,223,110,cell_walkable,0;
@@ -128,11 +120,11 @@ OnInstanceInit:
//-------------------------------------------------------------------
// Traps
//-------------------------------------------------------------------
1@tcamp,120,228,3 script Watch Tower#Watch1 4_SYSTEM_BOX,7,7,{
1@tcamp,120,228,3 script Watchtower#Watch1 4_SYSTEM_BOX,7,7,{
end;
OnTouch: // note: hidden player trigger the event
npctalk "Detect intruders. Exclude them.";
mapannounce 'map_tcamp$, "Intruder detected, intruder detected. We rule out immediately.", bc_map, 0xFF0000;
npctalk "Intruder detected !!";
mapannounce 'map_tcamp$, "Intruder found, intruder found. Ruled out immediately.", bc_map, 0xFF0000;
getmapxy .@map$,.@x,.@y, BL_NPC;
areamonster 'map_tcamp$,.@x-2,.@y-2,.@x+2,.@y+2,"Base Soldier",21309,3; // EP18_MD_THOR_GUARD
@@ -147,316 +139,338 @@ OnInstanceInit:
end;
}
1@tcamp,135,228,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch2 4_SYSTEM_BOX,7,7
1@tcamp,152,133,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch3 4_SYSTEM_BOX,7,7
1@tcamp,167,133,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch4 4_SYSTEM_BOX,7,7
1@tcamp,182,133,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch5 4_SYSTEM_BOX,7,7
1@tcamp,161,96,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch6 4_SYSTEM_BOX,7,7
1@tcamp,146,96,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch7 4_SYSTEM_BOX,7,7
1@tcamp,116,102,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch8 4_SYSTEM_BOX,7,7
1@tcamp,88,92,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch9 4_SYSTEM_BOX,7,7
1@tcamp,240,148,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch10 4_SYSTEM_BOX,7,7
1@tcamp,156,71,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch11 4_SYSTEM_BOX,7,7
1@tcamp,176,194,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch12 4_SYSTEM_BOX,7,7
1@tcamp,192,194,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch13 4_SYSTEM_BOX,7,7
1@tcamp,142,153,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch14 4_SYSTEM_BOX,7,7
1@tcamp,142,168,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch15 4_SYSTEM_BOX,7,7
1@tcamp,192,179,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch16 4_SYSTEM_BOX,7,7
1@tcamp,237,90,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch17 4_SYSTEM_BOX,7,7
1@tcamp,135,228,3 duplicate(Watchtower#Watch1) Watchtower#Watch2 4_SYSTEM_BOX,7,7
1@tcamp,152,133,3 duplicate(Watchtower#Watch1) Watchtower#Watch3 4_SYSTEM_BOX,7,7
1@tcamp,167,133,3 duplicate(Watchtower#Watch1) Watchtower#Watch4 4_SYSTEM_BOX,7,7
1@tcamp,182,133,3 duplicate(Watchtower#Watch1) Watchtower#Watch5 4_SYSTEM_BOX,7,7
1@tcamp,161,96,3 duplicate(Watchtower#Watch1) Watchtower#Watch6 4_SYSTEM_BOX,7,7
1@tcamp,146,96,3 duplicate(Watchtower#Watch1) Watchtower#Watch7 4_SYSTEM_BOX,7,7
1@tcamp,116,102,3 duplicate(Watchtower#Watch1) Watchtower#Watch8 4_SYSTEM_BOX,7,7
1@tcamp,88,92,3 duplicate(Watchtower#Watch1) Watchtower#Watch9 4_SYSTEM_BOX,7,7
1@tcamp,240,148,3 duplicate(Watchtower#Watch1) Watchtower#Watch10 4_SYSTEM_BOX,7,7
1@tcamp,156,71,3 duplicate(Watchtower#Watch1) Watchtower#Watch11 4_SYSTEM_BOX,7,7
1@tcamp,176,194,3 duplicate(Watchtower#Watch1) Watchtower#Watch12 4_SYSTEM_BOX,7,7
1@tcamp,192,194,3 duplicate(Watchtower#Watch1) Watchtower#Watch13 4_SYSTEM_BOX,7,7
1@tcamp,142,153,3 duplicate(Watchtower#Watch1) Watchtower#Watch14 4_SYSTEM_BOX,7,7
1@tcamp,142,168,3 duplicate(Watchtower#Watch1) Watchtower#Watch15 4_SYSTEM_BOX,7,7
1@tcamp,192,179,3 duplicate(Watchtower#Watch1) Watchtower#Watch16 4_SYSTEM_BOX,7,7
1@tcamp,237,90,3 duplicate(Watchtower#Watch1) Watchtower#Watch17 4_SYSTEM_BOX,7,7
//-------------------------------------------------------------------
// Walls
//-------------------------------------------------------------------
1@tcamp,138,216,3 script Lock#1-1 4_ROPEPILE,{
.@maram$ = instance_npcname("Maram#Lock1");
1@tcamp,138,216,3 script Lock Device#1-1 4_ROPEPILE,{
.@maram$ = instance_npcname("Maram#Lock Device1");
enablenpc .@maram$;
npctalk "Maram: Wait a minute. I know how to open it.", .@maram$;
npctalk "Maram: Please wait a moment. I know how to open it.", .@maram$;
progressbar_npc "3131FF",10;
npctalk "Maram: Now we can pass!", .@maram$;
disablenpc instance_npcname("Lock#1-1");
disablenpc instance_npcname("Lock#1-2");
npctalk "Maram: Well, we can pass now!", .@maram$;
disablenpc instance_npcname("Lock Device#1-1");
disablenpc instance_npcname("Lock Device#1-2");
disablenpc .@maram$;
setcell 'map_tcamp$,137,216,142,216,cell_walkable,1;
end;
}
1@tcamp,141,216,3 duplicate(Lock#1-1) Lock#1-2 4_ROPEPILE
1@tcamp,140,218,3 duplicate(dummy_npc) Maram#Lock1 4_EP18_MARAM
1@tcamp,141,216,3 duplicate(Lock Device#1-1) Lock Device#1-2 4_ROPEPILE
1@tcamp,140,218,3 duplicate(dummy_disabled_npc) Maram#Lock Device1 4_EP18_MARAM
1@tcamp,136,145,3 script Lock#2-1 4_ROPEPILE,{
.@maram$ = instance_npcname("Maram#Lock2");
1@tcamp,136,145,3 script Lock Device#2-1 4_ROPEPILE,{
.@maram$ = instance_npcname("Maram#Lock Device2");
enablenpc .@maram$;
progressbar_npc "3131FF",10;
npctalk "It would be better to proceed with caution.", .@maram$;
disablenpc instance_npcname("Lock#2-1");
disablenpc instance_npcname("Lock#2-2");
disablenpc instance_npcname("Lock#2-3");
disablenpc instance_npcname("Lock#2-4");
disablenpc instance_npcname("Lock Device#2-1");
disablenpc instance_npcname("Lock Device#2-2");
disablenpc instance_npcname("Lock Device#2-3");
disablenpc instance_npcname("Lock Device#2-4");
disablenpc .@maram$;
setcell 'map_tcamp$,135,145,144,145,cell_walkable,1;
end;
}
1@tcamp,138,145,3 duplicate(Lock#2-1) Lock#2-2 4_ROPEPILE
1@tcamp,141,145,3 duplicate(Lock#2-1) Lock#2-3 4_ROPEPILE
1@tcamp,143,145,3 duplicate(Lock#2-1) Lock#2-4 4_ROPEPILE
1@tcamp,142,147,3 duplicate(dummy_npc) Maram#Lock2 4_EP18_MARAM
1@tcamp,138,145,3 duplicate(Lock Device#2-1) Lock Device#2-2 4_ROPEPILE
1@tcamp,141,145,3 duplicate(Lock Device#2-1) Lock Device#2-3 4_ROPEPILE
1@tcamp,143,145,3 duplicate(Lock Device#2-1) Lock Device#2-4 4_ROPEPILE
1@tcamp,142,147,3 duplicate(dummy_disabled_npc) Maram#Lock Device2 4_EP18_MARAM
1@tcamp,223,109,3 script Lock#3-1 4_ROPEPILE,{
.@maram$ = instance_npcname("Maram#Lock3");
1@tcamp,223,109,3 script Lock Device#3-1 4_ROPEPILE,{
.@maram$ = instance_npcname("Maram#Lock Device3");
enablenpc .@maram$;
npctalk "Maram: This building looks pretty suspicious, right? There must be a surveillance system in it as well.", .@maram$;
npctalk "Maram: This building looks quite suspicious, right? There must be a surveillance system in here too.", .@maram$;
progressbar_npc "3131FF",10;
npctalk "Maram: Let's explore carefully, being careful not to get caught this time.", .@maram$;
disablenpc instance_npcname("Lock#3-1");
disablenpc instance_npcname("Lock#3-2");
npctalk "Maram: Let's explore carefully this time, being careful not to get caught.", .@maram$;
disablenpc instance_npcname("Lock Device#3-1");
disablenpc instance_npcname("Lock Device#3-2");
disablenpc .@maram$;
setcell 'map_tcamp$,223,105,223,110,cell_walkable,1;
end;
}
1@tcamp,223,106,3 duplicate(Lock#3-1) Lock#3-2 4_ROPEPILE
1@tcamp,226,114,3 duplicate(dummy_npc) Maram#Lock3 4_EP18_MARAM
1@tcamp,223,106,3 duplicate(Lock Device#3-1) Lock Device#3-2 4_ROPEPILE
1@tcamp,226,114,3 duplicate(dummy_disabled_npc) Maram#Lock Device3 4_EP18_MARAM
1@tcamp,80,99,3 script Lock#4-1 4_ROPEPILE,{
.@maram$ = instance_npcname("Maram#Lock4");
1@tcamp,80,99,3 script Lock Device#4-1 4_ROPEPILE,{
.@maram$ = instance_npcname("Maram#Lock Device4");
enablenpc .@maram$;
npctalk "Maram: I think you've gotten pretty deep. You should be able to find what you need safely.", .@maram$;
npctalk "Maram: Looks like we're in pretty deep. We should be able to safely find what we need.", .@maram$;
progressbar_npc "3131FF",10;
npctalk "Maram: Shall we wish you luck?", .@maram$;
disablenpc instance_npcname("Lock#4-1");
disablenpc instance_npcname("Lock#4-2");
disablenpc instance_npcname("Lock#4-3");
npctalk "Maram: Shall we wish you good luck?", .@maram$;
disablenpc instance_npcname("Lock Device#4-1");
disablenpc instance_npcname("Lock Device#4-2");
disablenpc instance_npcname("Lock Device#4-3");
disablenpc .@maram$;
setcell 'map_tcamp$,80,94,80,100,cell_walkable,1;
enablenpc instance_npcname("Document Pile#Site1");
enablenpc instance_npcname("Document Pile#Site2");
enablenpc instance_npcname("Document Pile#Site3");
enablenpc instance_npcname("Document Pile#Site4");
enablenpc instance_npcname("Document Pile#Site5");
enablenpc instance_npcname("Miriam#base1");
enablenpc instance_npcname("Maram#base5");
enablenpc instance_npcname("Pile of documents#Base1");
enablenpc instance_npcname("Pile of documents#Base2");
enablenpc instance_npcname("Pile of documents#Base3");
enablenpc instance_npcname("Pile of documents#Base4");
enablenpc instance_npcname("Pile of documents#Base5");
enablenpc instance_npcname("Miriam#Base1");
enablenpc instance_npcname("Maram#Base5");
if ('step == 0)
'step = 1;
end;
}
1@tcamp,80,97,3 duplicate(Lock#4-1) Lock#4-2 4_ROPEPILE
1@tcamp,80,95,3 duplicate(Lock#4-1) Lock#4-3 4_ROPEPILE
1@tcamp,82,100,3 duplicate(dummy_npc) Maram#Lock4 4_EP18_MARAM
1@tcamp,80,97,3 duplicate(Lock Device#4-1) Lock Device#4-2 4_ROPEPILE
1@tcamp,80,95,3 duplicate(Lock Device#4-1) Lock Device#4-3 4_ROPEPILE
1@tcamp,82,100,3 duplicate(dummy_disabled_npc) Maram#Lock Device4 4_EP18_MARAM
//-------------------------------------------------------------------
// Final
//-------------------------------------------------------------------
1@tcamp,32,100,3 script Document Pile#Site1 4_EP18_PAPERS,{
mes "[Pile of Papers]";
mes "All the papers are jumbled up.";
mes "I took out a few sheets from the middle These are the expiry date of the weapon and the sales statement.";
1@tcamp,32,100,3 script(DISABLED) Pile of documents#Base1 4_EP18_PAPERS,{
if ('step != 1)
end;
mes "[Pile of documents]";
mes "All kinds of documents are all mixed up.";
mes "I took out a few pages from the middle and found that they were weapons expiration dates and sales records.";
next;
mes "[Pile of Papers]";
mes "Even the date is very recent. There is a record of handing over a large number of weapons to Mr. Dandelion.";
mes "I think I found what I was looking for. I put the documents in my pocket.";
mes "[Pile of documents]";
mes "Even the date is very recent. There is also a record of handing over a large amount of weapons to Mr. Dandelion.";
mes "It looks like I found what I was looking for. I put the documents in my arms.";
close2;
getitem 1000409,1; // Ep18_Docu_File
cloakonnpcself( instance_npcname("Document Pile#Site1") );
cloakonnpcself();
end;
}
1@tcamp,49,123,3 script Document Pile#Site2 4_EP18_PAPERS,{
mes "[Pile of Papers]";
mes "All the papers are jumbled up.";
mes "At the top of the page the final menu for luncheon dinner?";
1@tcamp,49,123,3 script(DISABLED) Pile of documents#Base2 4_EP18_PAPERS,{
if ('step != 1)
end;
mes "[Pile of documents]";
mes "All kinds of documents are all mixed up.";
mes "On the top page... is it a battle to decide the menu for lunch?";
next;
mes "[Pile of Papers]";
mes "It seems that the menu is fried fish with sauce.";
mes "You seem to have left unimportant documents. Let's take care of them first.";
mes "[Pile of documents]";
mes "It looks like the menu has been set on fried fish covered in sauce....";
mes "It looks like he left behind only unimportant documents. Let's take care of them for now.";
close2;
getitem 1000409,1; // Ep18_Docu_File
cloakonnpcself( instance_npcname("Document Pile#Site2") );
cloakonnpcself();
end;
}
1@tcamp,29,86,3 script Document Pile#Site3 4_EP18_PAPERS,{
mes "[Pile of Papers]";
mes "All the papers are jumbled up.";
mes "I took one out of the middle The layout of the military base guards?";
1@tcamp,29,86,3 script(DISABLED) Pile of documents#Base3 4_EP18_PAPERS,{
if ('step != 1)
end;
mes "[Pile of documents]";
mes "All kinds of documents are all mixed up.";
mes "I took one out from the middle and saw... a map of the security guards at the military base?";
next;
mes "[Pile of Papers]";
mes "Looking at the date, it was a long time ago.";
mes "You seem to have left unimportant documents. Let's take care of them first.";
mes "[Pile of documents]";
mes "Looking at the date, it's a long time ago document.";
mes "It looks like he left behind only unimportant documents. Let's take care of them for now.";
close2;
getitem 1000409,1; // Ep18_Docu_File
cloakonnpcself( instance_npcname("Document Pile#Site3") );
cloakonnpcself();
end;
}
1@tcamp,60,122,3 script Document Pile#Site4 4_EP18_PAPERS,{
mes "[Pile of Papers]";
mes "All the papers are jumbled up.";
mes "The top one... 'If you feed the magmaring potatoes and hunt them after a while, will they drop the baked potatoes?'";
1@tcamp,60,122,3 script(DISABLED) Pile of documents#Base4 4_EP18_PAPERS,{
if ('step != 1)
end;
mes "[Pile of documents]";
mes "All kinds of documents are all mixed up.";
mes "The top chapter is... ¡®If you feed a magmaring a potato and then hunt it after a while, should it drop a baked potato?'";
next;
mes "[Pile of Papers]";
mes "why is this here. But I'm curious about the result!";
mes "You seem to have left unimportant documents. Let's take care of them first.";
mes "[Pile of documents]";
mes "...Why is this here? But I'm curious about the results!";
mes "It looks like he left behind only unimportant documents. Let's take care of them for now.";
close2;
getitem 1000409,1; // Ep18_Docu_File
cloakonnpcself( instance_npcname("Document Pile#Site4") );
cloakonnpcself();
end;
}
1@tcamp,31,84,3 script Document Pile#Site5 4_EP18_PAPERS,{
mes "[Pile of Papers]";
mes "All the papers are jumbled up.";
mes "Picking one out of the middle I found an illustration of the Pope drawn by icing the Pope's cookie icing with a pen.";
1@tcamp,31,84,3 script(DISABLED) Pile of documents#Base5 4_EP18_PAPERS,{
if ('step != 1)
end;
mes "[Pile of documents]";
mes "All kinds of documents are all mixed up.";
mes "When I pulled one out from the middle... I found an illustration of the Pope drawn with Pope cookie icing using a pen.";
next;
mes "[Pile of Papers]";
mes "What kind of picture is it? Besides, you drew it very well.";
mes "You seem to have left unimportant documents. Let's take care of them first.";
mes "[Pile of documents]";
mes "What kind of picture is this? And it's really well drawn....";
mes "It looks like he left behind only unimportant documents. Let's take care of them for now.";
close2;
getitem 1000409,1; // Ep18_Docu_File
cloakonnpcself( instance_npcname("Document Pile#Site5") );
cloakonnpcself();
end;
}
1@tcamp,34,100,3 script Miriam#base1 4_EP18_MIRIAM,3,3,{
disable_items;
if (countitem(1000409) < 5) { // Ep18_Docu_File
1@tcamp,34,100,3 script(DISABLED) Miriam#Base1 4_EP18_MIRIAM,3,3,{
if ('step == 1) {
if (countitem(1000409) < 5) { // Ep18_Docu_File
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "As expected, you are talented, adventurer. I used all my connections to find out the location.";
mes "It looks like you found the adventurer and Maram right away.";
next;
mes "[Miriam]";
mes "Please read these documents. They contain what we are looking for.";
mes "Rather than having me explain everything to you, I think it would be better for you to see it for yourself.";
close3;
}
if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly
mes "[Mini Elly]";
mes "Get it out of the bag. Put it on your head.";
close;
}
mes "[Miriam]";
mes ".......";
next;
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "No, Miriam! How are you here?";
mes "They said they would conduct a separate investigation!";
next;
cutin "ep18_miriam_01.png",2;
mes "[Miriam]";
mes "How did you and the adventurer dig this far?";
mes "As expected, your skills are good. I used all my connections to find out the location, but you found it right away.";
next;
cutin "ep18_maram_02.png",2;
mes "[Maram]";
mes "Let's do something about it, right, adventurer?";
mes "Anyway, what information did you get?";
next;
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "As expected, you are talented, adventurer. I used all sorts of connections to find the position.";
mes "It seems that Adventurer and Maram found it at once.";
mes "Look at this document here.";
next;
cutin "",255;
mes "[Mini Elly]";
mes "This document is a weapon sales record. Please show it to me.";
mes "All of the weapons and firearms that these people disposed of have less than a year left before their expiration date.";
next;
cutin "ep18_miriam_03.png",2;
mes "[Miriam]";
mes "You sell weapons like this so recklessly.";
mes "If a weapon is not properly maintained, it may not function properly.";
next;
cutin "ep18_maram_03.png",2;
mes "[Maram]";
mes "The quality of all weapons coming out of the back hole is the same.";
mes "...But I guess it's at this point in time.";
next;
mes "[Maram]";
mes "One year is not a long expiration date, but it is not too tight.";
mes "Why did it pour out at this moment when we were preparing for the protest?";
next;
mes "[Maram]";
mes "There wouldn't have been a need to dispose of it right away.";
next;
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "This is one of the military bases managed by my adoptive father.";
mes "I was wondering if it would really pop out at a time like this.";
next;
cutin "",255;
select( "If it's your adoptive father, is it Priest Amal?", "That adoptive father who is a hardliner and pro-war?" );
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "That's right, adventurer. When I looked at the ledger, it doesn't seem like my adoptive father was involved.";
mes "I think it's an isolated corruption at the lowest level, the weapons leak incident.";
next;
mes "[Miriam]";
mes "Read some of the documents here. We have what we were looking for.";
mes "I think it would be better to come and see it firsthand than to explain everything.";
close3;
mes "I'll have to dig a little deeper, but that's my guess for now.";
mes "Oh, please give me the documents. I'll take them as evidence.";
delitem 1000409,5; // Ep18_Docu_File
if ('step == 1)
'step = 2;
if (isbegin_quest(16578) == 1) {
erasequest 16578;
setquest 16579;
}
close2;
cutin "",255;
npctalk "Maram: Ha, this is really fun.", instance_npcname("Maram#Base5");
end;
}
if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly
mes "[Mini Elly]";
mes "Get it out of the bag. Put it on your head.";
if ('step == 2) {
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "...Just a moment, I'm reading the document.";
close;
}
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes ".";
next;
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "No, Miriam! How are you here?";
mes "They said they would investigate separately!";
next;
cutin "ep18_miriam_01.png",2;
mes "[Miriam]";
mes "How did you and the adventurer dig this far?";
mes "You have good skills, too. It was a location that I found using all kinds of connections, but you found it at once.";
next;
cutin "ep18_maram_02.png",2;
mes "[Maram]";
mes "Let's do some, right, adventurer?";
mes "Anyway, what information did you get?";
next;
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "Look at this document here.";
next;
cutin "",255;
mes "[Mini Elly]";
mes "This is a sales statement for arms. Show it to me as well.";
mes "The weapons and firearms these men have disposed of are all less than a year old.";
next;
cutin "ep18_miriam_03.png",2;
mes "[Miriam]";
mes "How dare you sell such weapons.";
mes "A weapon that is not properly maintained may not function properly.";
next;
cutin "ep18_maram_03.png",2;
mes "[Maram]";
mes "The weapons that come out of the back hole are all the same.";
mes "but, at least it's at this point.";
next;
mes "[Maram]";
mes "A year is not a long term, but it is not tight.";
mes "Why did we pour out at this moment in preparation for the protest?";
next;
mes "[Maram]";
mes "You wouldn't have to dispose of it right away.";
next;
npctalk "Maram: haha, this is so funny", instance_npcname("Maram#base5");
sleep2 300;
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "This is one of the military bases managed by my stepfather.";
mes "Just by chance, it really came out at a time like this.";
next;
cutin "",255;
select( "If your stepfather is a priest, Youth Amal?", "The hard-line and pro-war stepfather?" );
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "That's right, adventurer. Looking at the ledger, it doesn't seem like the stepfather was involved.";
mes "I think it was a single corruption at the end, the weapon leak case.";
next;
mes "[Miriam]";
mes "I'll have to dig a little deeper, but that's my guess for now.";
mes "Oh, give me the documents. I'll take it as evidence.";
delitem 1000409,5; // Ep18_Docu_File
if (isbegin_quest(16578) == 1) {
erasequest 16578;
setquest 16579;
}
close2;
cutin "",255;
npctalk "Maram: haha, this is so funny", instance_npcname("Maram#base5");
end;
OnTouch:
npctalk "Miriam: Oh, adventurer? Maram you too!?";
if (countitem(1000409) < 5)
npctalk "Miriam: Oh, adventurer? Maram, you too!?";
end;
OnInstanceInit:
questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16578) == 1 && countitem(1000409) > 4" ); // Ep18_Docu_File
disablenpc instance_npcname("Miriam#base1");
questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16578) == 1 && countitem(1000409) > 4" ); // Ep18_Docu_File
end;
}
1@tcamp,32,102,3 script Maram#base5 4_EP18_MARAM,{
if (isbegin_quest(16579) == 0) {
1@tcamp,32,102,3 script(DISABLED) Maram#Base5 4_EP18_MARAM,{
if ('step == 1) {
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "I didn't know Miriam was here, right, adventurer?";
mes "I didn't know Miriam would be here. Right, adventurer?";
close3;
}
cutin "ep18_maram_02.png",2;
mes "[Maram]";
mes "We moved separately, but in the end we are in the same position.";
mes "Still, what I got in the process was different, so I guess it has its own meaning.";
next;
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "Then I must be away for a while.";
mes "I'm going to pass on my findings to my stepfather.";
next;
mes "[Miriam]";
mes "Because there is a possibility that the adoptive father may not know yet if it is a single corruption.";
next;
cutin "ep18_maram_03.png",2;
mes "[Maram]";
mes "Is it really an independent corruption? That's probably what bothers me.";
mes "I have something to give to Rachel, Miriam, let's go together.";
next;
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "I'll give you a shortcut, so can you please tell Suad what you found out here?";
mes "We will follow soon, so please go ahead and tell me.";
if (ep18_1_main == 46) {
ep18_1_main = 47;
erasequest 16579;
setquest 16580;
getitem "Ep18_Amethyst_Fragment",50;
if ('step == 2) {
mes "[Maram]";
mes "They moved separately, but ended up in the same place.";
mes "Still, what I gained from the process was different, so I guess it has some meaning.";
next;
cutin "ep18_miriam_02.png",2;
mes "[Miriam]";
mes "Then I guess I'll have to leave for a while.";
mes "I'll have to relay what I found out to my adoptive father.";
next;
mes "[Miriam]";
mes "If it's an isolated corruption, there's a chance that even my adoptive father doesn't know about it yet.";
next;
cutin "ep18_maram_03.png",2;
mes "[Maram]";
mes "Is this really an isolated case of corruption? That is something that bothers me.";
mes "I also have something to deliver to Rachel, so Miriam, let's go together.";
next;
cutin "ep18_maram_01.png",2;
mes "[Maram]";
mes "I will tell you a shortcut to get out, so would you, adventurer, tell Suad what you found out here?";
mes "We will follow shortly, so please go and tell us first.";
if (ep18_main == 46) {
ep18_main = 47;
erasequest 16579;
setquest 16580;
getitem 1000405,50; // Ep18_Amethyst_Fragment
}
close2;
warp "wolfvill",162,154;
end;
}
close2;
// debug
warp "wolfvill",162,154;
end;
OnInstanceInit:
questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16579) == 1" );
disablenpc instance_npcname("Maram#base5");
questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16579) == 1" );
end;
}

View File

@@ -2,7 +2,7 @@
//= Instance Villa of Deception.
//===== Description: =========================================
//- [Walkthrough conversion]
//- Require to complete the episode 18.1 main quest.
//- Require to complete the Episode 18 main quest.
//- The function to drop an item with random option is defined in re/other/glocal_npc2.txt
// Notes:
// Some of the setting can be modified in 'Optional settings'.
@@ -16,14 +16,14 @@
wolfvill,79,260,0 script #con_wp11 HIDDEN_WARP_NPC,4,4,{
end;
OnTouch:
if (ep18_1_main < 57)
if (ep18_main < 57)
end;
cloakoffnpcself( "Aira#con" );
end;
}
wolfvill,79,260,4 script(CLOAKED) Aira#con 4_M_BRZ_JACI,{
if (ep18_1_main < 57)
if (ep18_main < 57)
end;
switch( checkquest(12522,PLAYTIME) ) {
case -1:

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -29,15 +29,6 @@
//= 1.7 Added Rock Ridge Kafra. [Capuche]
//============================================================
// Brasilis
//============================================================
brasilis,197,221,4 script Kafra Employee::kaf_bra 4_F_KAFRA1,{
cutin "kafra_01",2;
callfunc "F_Kafra",0,3,0,80,700;
savepoint "brasilis",195,259,1,1;
callfunc "F_KafEnd",0,1,"in the city of Brasilis";
}
// Dewata
//============================================================
dewata,202,184,6 script Kafra Employee::kaf_dewata 4_F_KAFRA1,{

View File

@@ -8,10 +8,8 @@
//============================================================
//============================================================
// Episode 13
// Episode 13.3
//============================================================
brasilis mapflag nightenabled
bra_fild01 mapflag nightenabled
dicastes01 mapflag nightenabled
dicastes02 mapflag nightenabled
dic_fild01 mapflag nightenabled

View File

@@ -42,12 +42,6 @@ job3_war01 mapflag nobranch
job3_war02 mapflag nobranch
jupe_core2 mapflag nobranch
//============================================================
// Brasilis
//============================================================
brasilis mapflag nobranch
bra_in01 mapflag nobranch
//============================================================
// Episode 13.3
//============================================================

View File

@@ -18,7 +18,7 @@
paramk mapflag nomemo
//============================================================
// Episode 13
// Episode 13.3
//============================================================
job3_arch01 mapflag nomemo
job3_arch02 mapflag nomemo
@@ -37,9 +37,6 @@ job3_gen01 mapflag nomemo
job3_sha01 mapflag nomemo
jupe_core2 mapflag nomemo
s_atelier mapflag nomemo
bra_in01 mapflag nomemo
bra_dun01 mapflag nomemo
bra_dun02 mapflag nomemo
dicastes01 mapflag nomemo
dicastes02 mapflag nomemo
dic_in01 mapflag nomemo

View File

@@ -16,8 +16,6 @@ paramk mapflag nopenalty
//============================================================
// Municipality (Cities/Towns/Villages)
//============================================================
brasilis mapflag nopenalty
bra_in01 mapflag nopenalty
dicastes01 mapflag nopenalty
dicastes02 mapflag nopenalty
dic_in01 mapflag nopenalty

View File

@@ -85,8 +85,6 @@ paramk mapflag pvp off
// Municipality (Cities/Towns/Villages)
//============================================================
moc_para01 mapflag pvp off
brasilis mapflag pvp off
bra_in01 mapflag pvp off
dicastes01 mapflag pvp off
dicastes02 mapflag pvp off
dic_in01 mapflag pvp off

View File

@@ -26,10 +26,9 @@ paramk mapflag noteleport
moc_para01 mapflag noteleport
//============================================================
// Episode 13
// Episode 13.3
//============================================================
s_atelier mapflag noteleport
bra_in01 mapflag noteleport
dic_in01 mapflag noteleport
job3_gen01 mapflag noteleport
job3_sha01 mapflag noteleport

View File

@@ -7,7 +7,6 @@
//= 1.1 Added Izlude duplicates. [Euphy]
//============================================================
brasilis mapflag reset
dewata mapflag reset
dicastes01 mapflag reset
dicastes02 mapflag reset

View File

@@ -247,7 +247,6 @@ lhz_d_n2 mapflag restricted 6
//============================================================
// Municipality (Cities/Towns/Villages)
//============================================================
brasilis mapflag restricted 7
dewata mapflag restricted 7
dicastes01 mapflag restricted 7
eclage mapflag restricted 7

View File

@@ -0,0 +1,50 @@
//===== rAthena Script =======================================
//= Mapflag: special popup map setting.
//===== Description: =========================================
//= Displays a special popup when a player enters the map.
//===== Additional Comments: =================================
//= 1.0 Initial script. [eppc0330]
//============================================================
herosria mapflag specialpopup 1
hero_in1 mapflag specialpopup 1
hero_in2 mapflag specialpopup 1
hero_in3 mapflag specialpopup 1
hero_in4 mapflag specialpopup 1
hero_out1 mapflag specialpopup 1
hero_out2 mapflag specialpopup 1
hero_out3 mapflag specialpopup 1
hero_out4 mapflag specialpopup 1
hero_ent1 mapflag specialpopup 1
hero_ent2 mapflag specialpopup 1
hero_ent3 mapflag specialpopup 1
hero_tra mapflag specialpopup 2
hero_dun1 mapflag specialpopup 2
bl_ice mapflag specialpopup 3
bl_lava mapflag specialpopup 3
bl_grass mapflag specialpopup 3
bl_death mapflag specialpopup 3
bl_soul mapflag specialpopup 3
bl_venom mapflag specialpopup 3
bl_temple mapflag specialpopup 3
thana_step mapflag specialpopup 4
tha_t07 mapflag specialpopup 4
tha_t08 mapflag specialpopup 4
tha_t09 mapflag specialpopup 4
tha_t10 mapflag specialpopup 4
tha_t11 mapflag specialpopup 4
tha_t12 mapflag specialpopup 4
ama_dun01 mapflag specialpopup 5
lhz_dun_n mapflag specialpopup 6
bl_depth1 mapflag specialpopup 7
for_dun01 mapflag specialpopup 8
for_dun02 mapflag specialpopup 8
bl_depth2 mapflag specialpopup 9

View File

@@ -7,7 +7,6 @@
//= 1.1 Added Izlude duplicates. [Euphy]
//============================================================
brasilis mapflag town
dewata mapflag town
dicastes01 mapflag town
eclage mapflag town

View File

@@ -60,4 +60,4 @@ Footer:
- Path: npc/re/merchants/barters/enchan_illusion_dungeons.yml
- Path: npc/re/merchants/barters/quests_exp_175.yml
- Path: npc/re/merchants/barters/mysterious_cookie_shop.yml
- Path: npc/re/merchants/barters/quests_18_1.yml
- Path: npc/re/merchants/barters/quests_18.yml

View File

@@ -91,23 +91,23 @@ Body:
Item: Ep18_Amethyst_Fragment
Amount: 350
- Index: 7
Item: Gray_W_Robe
RequiredItems:
- Index: 0
Item: Ep18_Amethyst_Fragment
Amount: 350
- Index: 8
Item: Gray_W_Ring
RequiredItems:
- Index: 0
Item: Ep18_Amethyst_Fragment
Amount: 350
- Index: 9
- Index: 8
Item: Gray_W_Earing
RequiredItems:
- Index: 0
Item: Ep18_Amethyst_Fragment
Amount: 350
- Index: 9
Item: Gray_W_Necklace
RequiredItems:
- Index: 0
Item: Ep18_Amethyst_Fragment
Amount: 350
- Name: barter_ep18_2
Items:
- Index: 0

View File

@@ -1,54 +0,0 @@
//===== rAthena Script =======================================
//= Inn Npcs
//===== By: ==================================================
//= c, L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= Inn Npcs, Save and Heal
//===== Additional Comments: =================================
//= 1.0 Added Brasilis inn receptionist. [c]
//= 1.1 Updated dialog for Brasilis inn. [L0ne_W0lf]
//============================================================
// Brasilis
//============================================================
bra_in01,27,24,3 script Hotel Keeper#bra1 478,{
mes "[Hotel Keeper]";
mes "Welcome to the beautiful Brasilis Hotel.";
next;
switch(select("Save:Rest -5000 zeny")) {
case 1:
mes "[Hotel Keeper]";
mes "Do you want to save here at the Brasilis Hotel?";
next;
switch(select("No thank you.:Absolutely.")) {
case 1:
mes "[Hotel Keeper]";
mes "Ok then, enjoy your stay.";
close;
case 2:
mes "[Hotel Keeper]";
mes "Your respawn has been saved here at the hotel. I hope that you enjoy your stay here in Brasilis.";
savepoint "bra_in01",144,69,1,1;
close;
}
case 2:
if (Zeny > 4999) {
mes "[Hotel Keeper]";
mes "I will show you a great room.";
close2;
set Zeny, Zeny-5000;
percentheal 100,100;
warp "bra_in01",144,69;
end;
}
else {
mes "[Hotel Keeper]";
mes "I'm sorry, but the service charge is 5,000 zeny per night.";
close;
}
}
}

View File

@@ -1,37 +1,29 @@
//===== rAthena Script =======================================
//= Brasilis Dungeon Monster Spawn Script
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= Official monster spawns in Brasilis Dungeon.
//===== Additional Comments: =================================
//===== Changelog: ===========================================
//= 1.0 Official spawns from Aegis [Kisuka]
//============================================================
//==================================================
// bra_dun01 - Behind the Waterfall
//==================================================
bra_dun01,0,0 monster Piranha 2070,80,5000
bra_dun01,0,0 monster Iara 2069,30,5000
bra_dun01,0,0 monster Black Mushroom 1084,5,180000,90000
bra_dun01,0,0 monster Marina 1141,20,5000
bra_dun01,0,0 monster Kukre 1070,10,5000
bra_dun01,0,0 monster Plankton 1161,10,5000
bra_dun01,0,0 monster Hydra 1068,15,5000
bra_dun01 monster Piranha 2070,80,5000
bra_dun01 monster Iara 2069,30,5000
bra_dun01 monster Black Mushroom 1084,5,180000,90000
bra_dun01 monster Marina 1141,20,5000
bra_dun01 monster Kukre 1070,10,5000
bra_dun01 monster Plankton 1161,10,5000
bra_dun01 monster Hydra 1068,15,5000
//==================================================
// bra_dun02 - Behind the Waterfall
//==================================================
bra_dun02,0,0 monster Piranha 2070,60,5000
bra_dun02,0,0 monster Iara 2069,110,5000
bra_dun02,0,0 monster Marina 1141,10,5000
bra_dun02,0,0 monster Kukre 1070,10,5000
bra_dun02,0,0 monster Plankton 1161,10,5000
bra_dun02,0,0 monster Hydra 1068,15,5000
bra_dun02,0,0 monster Shining Plant 1083,2,5000
bra_dun02,0,0 monster Black Mushroom 1084,5,5000
bra_dun02,0,0,0,0 boss_monster Boitata 2068,1,7200000,600000,1
bra_dun02 monster Piranha 2070,60,5000
bra_dun02 monster Iara 2069,110,5000
bra_dun02 monster Marina 1141,10,5000
bra_dun02 monster Kukre 1070,10,5000
bra_dun02 monster Plankton 1161,10,5000
bra_dun02 monster Hydra 1068,15,5000
bra_dun02 monster Shining Plant 1083,2,5000
bra_dun02 monster Black Mushroom 1084,5,5000
bra_dun02 boss_monster Boitata 2068,1,7200000,600000,1

View File

@@ -5,9 +5,9 @@
//===== Additional Comments: =================================
//= 1.0 First version.
// Venomous Chimera spawn timer is custom. [Capuche]
//= 1.1 Updated Venomous Chimera spawn timer. [Capuche]
//============================================================
slabw01 monster Human Chimera 3631,45
slabw01 monster Material Chimera 3632,45
// unknown timer
slabw01 monster Venomous Chimera 3633,1,18000000,600000,0
slabw01 boss_monster Venomous Chimera 3633,1,3600000,600000,0

View File

@@ -1,22 +1,16 @@
//===== rAthena Script =======================================
//= Brasilis Fields Monster Spawn Script
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena Project
//===== Additional Comments: =================================
//===== Changelog: ===========================================
//= 1.0 Official spawns from Aegis [Kisuka]
//============================================================
//==================================================
// bra_fild01 - Brasilis Field
//==================================================
bra_fild01,0,0 monster Curupira 2074,50,5000
bra_fild01,0,0 monster Dokebi 1110,10,5000
bra_fild01,0,0 monster Savage 1166,5,5000
bra_fild01,0,0 monster Headless Mule 2071,40,5000
bra_fild01,0,0 monster Red Mushroom 1085,5,5000
bra_fild01,0,0 monster Jaguar 2072,55,5000
bra_fild01,0,0 monster Toucan 2073,60,5000
bra_fild01 monster Curupira 2074,50,5000
bra_fild01 monster Dokebi 1110,10,5000
bra_fild01 monster Savage 1166,5,5000
bra_fild01 monster Headless Mule 2071,40,5000
bra_fild01 monster Red Mushroom 1085,5,5000
bra_fild01 monster Jaguar 2072,55,5000
bra_fild01 monster Toucan 2073,60,5000

View File

@@ -4007,8 +4007,8 @@ OnInit:
}
// ba_in01,26,266,3 script Smart Ellie#ep18ely01 4_EP17_TABLET,{
ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{
// ba_in01,26,266,3 script Smart Elly#ep18ely01 4_EP17_TABLET,{
ba_in01,26,266,3 script Smart Elly#ep172_ely01 4_EP17_TABLET,{
if (checkweight(1000103,15) == 0) {
mes "You cannot proceed with the quest because you have too many items in your possession.";
mes "Please clean up your inventory and try again.";
@@ -4016,39 +4016,39 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{
}
if (ep17_2_main < 32) {
cutin "ep172_beta.bmp", 2;
mes "[Ellie]";
mes "[Elly]";
mes "Hello, guest.";
mes "I'm responsible for the airship hangar's information.";
mes "Please call me Ellie.";
mes "Please call me Elly.";
close3;
}
if (ep17_2_main == 32) {
cutin "ep172_beta",2;
mes "[Ellie]";
mes "[Elly]";
mes "Hello, guest.";
mes "I'm responsible for the airship hangar's information.";
mes "Please call me Ellie.";
mes "Please call me Elly.";
next;
mes "[Ellie]";
mes "[Elly]";
mes "After the master had destroyed this place, I have been doing something else for a while, but...";
next;
mes "[Ellie]";
mes "[Elly]";
mes "Now I'm back at Alpha's request.";
mes "Please leave the hangar's matters to me, Ellie.";
mes "Please leave the hangar's matters to me, Elly.";
next;
mes "[Ellie]";
mes "[Elly]";
mes "The leader of the 'intruders' had freely access the area for the master's collection 3...";
mes "I returned here to manage it.";
npctalk "Sounds troublesome.", "", bc_self;
next;
mes "[Ellie]";
mes "[Elly]";
mes "We are currently tracking the expected path after receiving the incident report.";
mes "However, tracking it is not easy because the main system of No. 3 is completely disconnected.";
next;
mes "[Ellie]";
mes "[Elly]";
mes "The 'invaders' which the 'guests' calls the 'Illusions' has a 99.9% chance that they made modifications on the system.";
next;
mes "[Ellie]";
mes "[Elly]";
mes "Dear 'guests', are you here?";
cloakoffnpcself( "Est#ep172_est02" );
cloakoffnpcself( "Rookie#ep172_rk03" );
@@ -4063,15 +4063,15 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{
mes "I told Alpha that the analysisable data in the current state is over.";
next;
cutin "ep172_beta",2;
mes "[Ellie]";
mes "[Elly]";
mes "Yes. I have sent the data.";
mes "Currently, there is no reception from the master's collection 3, but we have caught some unusual signals.";
next;
mes "[Ellie]";
mes "[Elly]";
mes "This facility has not been used for a long time, but it has been secretly used by the 'intruders' and...";
npctalk "Unusual signal?", "Rookie#ep172_rk03", bc_self;
next;
mes "[Ellie]";
mes "[Elly]";
mes "There are traces of magical communication with certain places outside the mansion.";
mes "It's an intermittent signal.";
next;
@@ -4081,16 +4081,16 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{
mes "Where? the enterprise?";
next;
cutin "ep172_beta",2;
mes "[Ellie]";
mes "[Elly]";
mes "According to the analysis, it's a one-way reception.";
mes "It appears to be collecting reports from the outside...";
next;
mes "[Ellie]";
mes "[Elly]";
mes "It will take some time to completely analyze the code because it was used by the 'intruders' for one-way reception.";
next;
cutin "16loo_01",0;
mes "[Rookie]";
mes "Then, Ellie, I'll ask for one thing.";
mes "Then, Elly, I'll ask for one thing.";
mes "Continue receiving the signals as if the 'intruders' leader is still here.";
next;
cutin "ep162_est01",1;
@@ -4099,7 +4099,7 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{
mes "With that, we'll be able to trace back the other collaborators out there.";
next;
cutin "ep172_beta",2;
mes "[Ellie]";
mes "[Elly]";
mes "I will do as you say.";
mes "We will maintain information patters of the 'intruders' and collect information received from their accomplices from outside the mansion.";
next;
@@ -4135,10 +4135,10 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{
cutin "16loo_03",0;
mes "[Rookie]";
mes "Then I'll let everyone and help Alpha.";
mes "Take good care of Ellie!";
mes "Take good care of Elly!";
next;
cutin "ep172_beta",2;
mes "[Ellie]";
mes "[Elly]";
mes "Do not worry about this place.";
mes "Me and Almond will take care of it.";
mes "You can be rest assured.";
@@ -4148,189 +4148,190 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{
cloakonnpcself( "Rookie#ep172_rk03" );
end;
}
if (ep18_1_main == 0 && BaseLevel >= 170) {
if (ep18_main == 0 && BaseLevel >= 170) {
cutin "ep172_beta.bmp",2;
mes "[Ellie]";
mes "The periodic signal has not yet been received.";
mes "The whereabouts of your master's collection#3 are also being tracked.";
mes "[Elly]";
mes "No regular signals have been received yet.";
mes "We're also tracking the whereabouts of your collection #3.";
next;
mes "[Ellie]";
mes "Don't worry.";
mes "Time is on our side";
mes "[Elly]";
mes "No worries.";
mes "Time is on our side.";
next;
mes "[Ellie]";
mes "I and Alpha will analyze the information properly, so if you clean up the abandoned remnants... Ah!";
mes "[Elly]";
mes "We'll properly analyze the information, so it would be great if the guest could clean up the remnants left behind... Oh!";
next;
mes "[Ellie]";
mes "Please don't go anywhere for a moment.";
mes "It will be over soon";
mes "Time was on our side, wasn't it?";
mes "[Elly]";
mes "Just a moment, please stay here.";
mes "It'll be over soon.";
mes "Time is on our side, right?";
next;
// note: progressbar_npc must be after "next" otherwise the client may crash
progressbar_npc "FFFF00",4;
mes "[Ellie]";
mes "[Elly]";
mes "Wait a minute...";
mes "...";
mes "...";
// note: progressbar_npc must be after "next" otherwise the client may crash
// progressbar_npc "FFFF00",4;
next;
mes "[Ellie]";
mes "As soon as the password is decrypted, it will be fast.";
mes "The thing that took the longest is an instant.";
progressbar_npc "FFFF00",4;
mes "[Elly]";
mes "Once we decrypt the code, it'll be quick.";
mes "The longest part is over, so it feels like it went by in a flash.";
next;
mes "[Ellie]";
mes "There is something in ^0000FFRachel^000000";
mes "Of course I've only heard of Rachel, but I've never been there.";
mes "The 'collaborators' there don't seem to know that their heads have moved yet.";
mes "[Elly]";
mes "There is something in ^0000FFRachel^000000.";
mes "Of course, I've only heard of Rachel, and I've never been there.";
mes "The 'collaborators' at that location seem unaware of their leaders' movements as of yet.";
next;
mes "[Ellie]";
mes "Although we don't know where your master's Collection#3 is yet, we'll have to keep an eye out for information coming in here...";
mes "what if?";
mes "[Elly]";
mes "Although we still don't know the whereabouts of Master's Collection No. 3, we need to continue to gather information coming in from here...";
mes "What should we do?";
next;
select( "What?" );
mes "[" + strcharinfo(0) + "]";
mes "What are you doing?";
mes "What should I do?";
next;
mes "[Ellie]";
mes "The collaborator's position has been roughly secured. Reportedly 'waiting for your next instruction',";
mes "Then, before the next instruction is issued, we should catch up on that side as soon as possible...";
mes "[Elly]";
mes "The location of the collaborator has been roughly secured. According to the report, they are awaiting further instructions, so...";
mes "In that case, we should thoroughly investigate that area before the next instructions are given...";
cloakoffnpcself( "Rookie#ep181_rk01" );
cloakoffnpcself( "EST#ep181_est01" );
npctalk "Rookie: Did you call?", "Rookie#ep181_rk01", bc_self;
npctalk "EST: It ended sooner than I thought.", "EST#ep181_est01", bc_self;
cloakoffnpcself( "Est#ep181_est01" );
npctalk "Rookie: Did you call me?", "Rookie#ep181_rk01", bc_self;
npctalk "Est: That was quicker than I thought.", "Est#ep181_est01", bc_self;
next;
cutin "ep162_est01.bmp",1;
mes "[EST]";
mes "Okay then Rachel...";
mes "[Est]";
mes "Okay, so Rachel...";
next;
cutin "16loo_01.bmp",0;
mes "[Rookie]";
mes "Rachel... who's going?";
mes "Rachel... Who's going?";
next;
cutin "ep172_beta.bmp",2;
mes "[Ellie]";
mes "Is this a conflict of opinion?";
mes "[Elly]";
mes "Are we having a difference of opinion?";
next;
cutin "16loo_03.bmp",0;
mes "[Rookie]";
mes "It's not like that...";
mes "I think it will be a bit difficult if we all go.";
mes "Not really...";
mes "I think it would be a little awkward if we all went.";
next;
cutin "ep162_est01.bmp",1;
mes "[EST]";
mes "Ah... I see.";
mes "Yes. If 'Rebellion' moves, it could become a diplomatic matter.";
mes "[Est]";
mes "Ah, I see.";
mes "Yes. If the Rebellion moves, it could become a diplomatic issue.";
next;
cutin "16loo_03.bmp",0;
mes "[Rookie]";
mes "Yes. Especially if it's Rachel.";
mes "The problem between the mansion and the business has not yet been fully resolved...";
mes "Yes, even more so if it's Rachel.";
mes "...and the problems between the mansion and the company haven't all been solved yet.";
next;
cutin "ep172_beta.bmp",2;
mes "[Ellie]";
mes "Okay.";
mes "[Elly]";
mes "I see.";
next;
mes "[Ellie]";
mes "Then...";
mes "[Elly]";
mes "If so, then...";
next;
select( "Why are you looking at me?" );
select( "Why are they looking at me?" );
cutin "",255;
mes "[" + strcharinfo(0) + "]";
mes "what are you doing?";
mes "What do I do?";
next;
cutin "ep172_beta.bmp",2;
mes "[Ellie]";
mes "[Elly]";
mes "Let's go, Rachel.";
npctalk "Rookie: name.", "Rookie#ep181_rk01", bc_self;
npctalk "Est: Name.", "EST#ep181_est01", bc_self;
npctalk "Rookie: So it's a place name, huh?", "Rookie#ep181_rk01", bc_self;
npctalk "Est: A place name.", "Est#ep181_est01", bc_self;
next;
mes "[Ellie]";
mes "Are other guests affiliated?";
mes "It is difficult when disputes arise because of jurisdiction.";
mes "You never know how long it will take, so it's not suitable for a companion.";
mes "[Elly]";
mes "But the other guests have affiliations, don't they?";
mes "It will be difficult if there is a conflict due to jurisdiction.";
mes "You don't know how long it will take, so it's not a good idea to accompany them.";
next;
cutin "ep162_est01.bmp",1;
mes "[EST]";
mes "It sounds like you want to go there yourself.";
mes "[Est]";
mes "That sounds like you're saying you're definitely going to go in person.";
next;
cutin "ep172_beta.bmp",2;
mes "[Ellie]";
mes "Yes.";
mes "Please wait a minute.";
mes "[Elly]";
mes "Yes, it is.";
mes "Please wait a moment.";
next;
progressbar_npc "00CCFF",7;
mes "[Ellie]";
progressbar_npc "CCFF",7;
mes "[Elly]";
mes "...";
next;
mes "[Ellie]";
mes "You have permission.";
npctalk "Meeting ended.", "", bc_self;
mes "[Elly]";
mes "You're authorized.";
npctalk "The meeting has ended.", "Smart Elly#ep18ely01", bc_self;
next;
mes "[Ellie]";
mes "The purpose is support, not hindrance.";
mes "I will follow you without burden.";
mes "I'll give you this.";
mes "[Elly]";
mes "The purpose is not to hinder but to support.";
mes "We'll follow along, no pressure.";
mes "I will give this to you.";
next;
cutin "",255;
mes "What Ellie gave her was a doll with a slightly droopy feel that resembled Ellie.";
mes "It may not necessarily be Ellie.";
mes "What Elly gave was a doll that looked exactly like Elly and felt a little stretched out.";
mes "It may not be Elly, but...";
next;
cutin "ep172_beta.bmp",2;
mes "[Ellie]";
mes "We have equipment that can transmit and receive data over long distances.";
mes "Because we are such beings.";
mes "[Elly]";
mes "We also have equipment capable of long-distance data transmission and reception.";
mes "Because that's who we are.";
next;
mes "[Ellie]";
mes "But things are a little different now, so I'll give you a simple beta.";
npctalk "Be sure to take it with you", "", bc_self;
mes "[Elly]";
mes "But things are a little different now, so I'll give you a beta version.";
npctalk "Don't forget to take it with you.", "Smart Elly#ep18ely01", bc_self;
next;
cutin "16loo_02.bmp",0;
mes "[Rookie]";
mes "Uh... Mini Ellie?";
mes "Uh... Mini Elly?";
next;
cutin "ep172_beta.bmp",2;
mes "[Ellie]";
mes "Okay. I'll take that name.";
mes "Using the resources of the main body, it is possible to collect visual and auditory information and communicate like a clone.";
mes "[Elly]";
mes "Great, I'm adopting that name.";
mes "I can collect information like vision and hearing and communicate like an avatar using my own resources.";
next;
mes "[Ellie]";
mes "There is no individual core, so the information obtained is not shared between betas unless I update it,";
mes "If communication is lost, it's just a doll.";
mes "[Elly]";
mes "There are no individual cores, so the information I get is not shared between betas unless I update it,";
mes "If communication is lost, it's just a puppet.";
next;
cutin "16loo_01.bmp",0;
mes "[Rookie]";
mes "Then call us if you need assistance.";
mes "Like Ellie, we will provide generous support except for the manpower.";
mes "Then call us if you need our support.";
mes "I will support you without reservation, just like Elly, except for manpower.";
next;
cutin "ep172_beta.bmp",2;
mes "[Ellie]";
mes "It will be so";
mes "[Elly]";
mes "Yes, I will do that.";
mes "Please take care of yourself.";
npctalk "I'm going with you, but it's strange to greet you like this.", "", bc_self;
npctalk "It's strange to be greeting each other like this when we're going together.", "Smart Elly#ep18ely01", bc_self;
next;
mes "[Ellie]";
mes "The almost exact coordinates from which the signal was sent...";
mes "About <NAVI>[here]<INFO>rachel,182,176,0,101,0</INFO></NAVI>";
ep18_1_main = 1;
mes "[Elly]";
mes "The nearly exact coordinates of the signal's origin are...";
mes "around <NAVI>[here]<INFO>rachel,182,176,0,101,0</INFO></NAVI> or so.";
ep18_main = 1;
setquest 8681;
getitem 400127,1; // Ep18_Mini_Elly
close3;
}
if (ep18_1_main == 1) {
mes "[Ellie]";
mes "Please be safe.";
if (ep18_main == 1) {
mes "[Elly]";
mes "Safe travels to Rachel.";
close;
}
cutin "ep172_beta",2;
mes "[Ellie]";
mes "[Elly]";
mes "No intermittent signal has been received yet.";
mes "The whereabouts of the master's collection 3 are also being tracked at the same time.";
next;
mes "[Ellie]";
mes "[Elly]";
mes "Don't worry.";
mes "Time is on our side.";
next;
mes "[Ellie]";
mes "[Elly]";
mes "Me and Alpha will analyze the information properly, so I'd like you to clean up the intruders remnant.";
close3;
@@ -4339,7 +4340,7 @@ OnInit:
// questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(18018) == 1" );
// check for episode 17.2 completion
questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8681) == 0 && isbegin_quest(18018) == 2 && BaseLevel >= 170" );
questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8681) == 0 && isbegin_quest(18018) == 2 && BaseLevel >= 170" );
end;
}
@@ -9389,8 +9390,8 @@ ba_in01,32,250,3 script Sweety#ep172_swty 4_EP17_SWEETY,{
mes "[Almond]";
mes "Not possible.";
mes "You won't be able to receieve it even if it came.";
mes "Ellie took your receiving chip while we're repairing you.";
mes "Doesn't that mean Ellie will take the orders for you?";
mes "Elly took your receiving chip while we're repairing you.";
mes "Doesn't that mean Elly will take the orders for you?";
npctalk "No! I'll receive my next orders soon!", "", bc_self;
next;
mes "[Almond]";

13102
npc/re/quests/quests_18.txt Normal file

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1225,9 +1225,9 @@ OnInit:
rockrdg1,160,306,3 duplicate(dummy_cloaked_npc) Johnny James#revt04 4_M_JOHNNYJAMES
rockrdg1,168,306,3 duplicate(dummy_cloaked_npc) Albert Ford#revt08 4_M_ALBERTFORD
rockrdg1,156,302,7 duplicate(dummy_cloaked_npc) Ivoka Skudi#revt02 4_M_EVOKASCUDI
rockrdg1,156,306,5 duplicate(dummy_cloaked_npc) Cactus Gunslinger#revt01 4_M_EVOKASCUDI
rockrdg1,161,302,1 duplicate(dummy_cloaked_npc) Cactus Gunslinger#revt02 4_M_EVOKASCUDI
rockrdg1,164,306,3 duplicate(dummy_cloaked_npc) Cactus Gunslinger#revt03 4_M_EVOKASCUDI
rockrdg1,156,306,5 duplicate(dummy_cloaked_npc) Cactus Gunslinger#revt05 4_M_EVOKASCUDI
rockrdg1,161,302,1 duplicate(dummy_cloaked_npc) Cactus Gunslinger#revt06 4_M_EVOKASCUDI
rockrdg1,164,306,3 duplicate(dummy_cloaked_npc) Cactus Gunslinger#revt07 4_M_EVOKASCUDI
rockrdg1,156,312,3 script Unmoving Freight Train# 4_ENERGY_RED,{
if (rock_main_quest == 5) {

View File

@@ -14,7 +14,6 @@ npc: npc/re/battleground/bg_common.txt
// --------------------------- Cities ---------------------------
npc: npc/re/cities/alberta.txt
npc: npc/re/cities/brasilis.txt
npc: npc/re/cities/comodo.txt
npc: npc/re/cities/dewata.txt
npc: npc/re/cities/dicastes.txt
@@ -154,7 +153,6 @@ npc: npc/re/merchants/guild_warehouse.txt
npc: npc/re/merchants/hd_refiner.txt
npc: npc/re/merchants/HorrorToyFactory_merchants.txt
npc: npc/re/merchants/InfiniteSpace_merchants.txt
npc: npc/re/merchants/inn.txt
npc: npc/re/merchants/malangdo_costume.txt
npc: npc/re/merchants/moro_cav_exchange.txt
npc: npc/re/merchants/mysterious_cookie_shop.txt
@@ -244,9 +242,8 @@ npc: npc/re/quests/quests_16_2.txt
npc: npc/re/quests/quests_illusion_dungeons.txt
npc: npc/re/quests/quests_17_1.txt
npc: npc/re/quests/quests_17_2.txt
npc: npc/re/quests/quests_18_1.txt
npc: npc/re/quests/quests_18.txt
npc: npc/re/quests/quests_aldebaran.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_dungeons_200.txt

View File

@@ -22,3 +22,4 @@ npc: npc/re/mapflag/town.txt
npc: npc/re/mapflag/reset.txt
npc: npc/re/mapflag/skill_duration.txt
npc: npc/re/mapflag/nodynamicnpc.txt
npc: npc/re/mapflag/specialpopup.txt

View File

@@ -4,7 +4,6 @@
// --------------------------- Cities ---------------------------
npc: npc/re/warps/cities/alberta.txt
npc: npc/re/warps/cities/brasilis.txt
npc: npc/re/warps/cities/dewata.txt
npc: npc/re/warps/cities/dicastes.txt
npc: npc/re/warps/cities/eclage.txt
@@ -22,7 +21,6 @@ npc: npc/re/warps/cities/yggdrasil.txt
// -------------------------- Dungeons --------------------------
npc: npc/re/warps/dungeons/amicitia.txt
npc: npc/re/warps/dungeons/bra_dun.txt
npc: npc/re/warps/dungeons/dic_dun.txt
npc: npc/re/warps/dungeons/ecl_dun.txt
npc: npc/re/warps/dungeons/ein_dun.txt
@@ -39,7 +37,6 @@ npc: npc/re/warps/dungeons/thor_v.txt
// --------------------------- Fields ---------------------------
npc: npc/re/warps/fields/bif_fild.txt
npc: npc/re/warps/fields/bra_fild.txt
npc: npc/re/warps/fields/com_fild.txt
npc: npc/re/warps/fields/dic_fild.txt
npc: npc/re/warps/fields/geffen_fild.txt

View File

@@ -1,17 +0,0 @@
//===== rAthena Script =======================================
//= Brasilis Dungeon Warp
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= [Official Conversion]
//= Brasilis Dungeon warp script
//===== Additional Comments: =================================
//= 1.0 First version.
//============================================================
bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37

View File

@@ -1,17 +0,0 @@
//===== rAthena Script =======================================
//= Brasilis Fild Warps Script
//===== By: ==================================================
//= Protimus
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= [Official Conversion]
//= Warp Points for Brasilis
//===== Additional Comments: =================================
//= 1.0 First version.
//============================================================
bra_fild01,72,34,0 warp bra_fild01_brasilis 1,1,brasilis,309,334
brasilis,308,336,0 warp brasilis_bra_fild01 1,1,bra_fild01,74,34

View File

@@ -34,6 +34,7 @@ npc: npc/cities/alberta.txt
npc: npc/cities/aldebaran.txt
npc: npc/cities/amatsu.txt
npc: npc/cities/ayothaya.txt
npc: npc/cities/brasilis.txt
npc: npc/cities/comodo.txt
npc: npc/cities/einbech.txt
npc: npc/cities/einbroch.txt
@@ -250,6 +251,7 @@ npc: npc/quests/quests_alberta.txt
npc: npc/quests/quests_aldebaran.txt
npc: npc/quests/quests_amatsu.txt
npc: npc/quests/quests_ayothaya.txt
npc: npc/quests/quests_brasilis.txt
npc: npc/quests/quests_comodo.txt
npc: npc/quests/quests_ein.txt
npc: npc/quests/quests_geffen.txt

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@@ -7,6 +7,7 @@ npc: npc/warps/cities/alberta.txt
npc: npc/warps/cities/aldebaran.txt
npc: npc/warps/cities/amatsu.txt
npc: npc/warps/cities/ayothaya.txt
npc: npc/warps/cities/brasilis.txt
npc: npc/warps/cities/comodo.txt
npc: npc/warps/cities/einbech.txt
npc: npc/warps/cities/einbroch.txt
@@ -37,6 +38,7 @@ npc: npc/warps/dungeons/ama_dun.txt
npc: npc/warps/dungeons/anthell.txt
npc: npc/warps/dungeons/ayo_dun.txt
npc: npc/warps/dungeons/beach_dun.txt
npc: npc/warps/dungeons/bra_dun.txt
npc: npc/warps/dungeons/c_tower.txt
npc: npc/warps/dungeons/ein_dun.txt
npc: npc/warps/dungeons/gef_dun.txt
@@ -67,6 +69,7 @@ npc: npc/warps/dungeons/xmas_dun.txt
// --------------------------- Fields ---------------------------
npc: npc/warps/fields/abyss_warper.txt
npc: npc/warps/fields/amatsu_fild.txt
npc: npc/warps/fields/bra_fild.txt
npc: npc/warps/fields/ein_fild.txt
npc: npc/warps/fields/gefenia.txt
npc: npc/warps/fields/glastheim.txt

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@@ -1,16 +1,7 @@
//===== rAthena Script =======================================
//= Brasilis Town Warps Script
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
//===== Compatible With: =====================================
//= rAthena Project; RO Episode 13.1+
//===== Description: =========================================
//= [Official Conversion]
//= Warp Points for Brasilis
//===== Additional Comments: =================================
//= 1.0 First version.
//= Brasilis Town Warps
//===== Changelog: ===========================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Fixed warps according to official. [Protimus]
//= 1.1a Added Field warp according to official. [Jguy]
//= 1.2 Added missing warps & removed duplicated one. [Daegaladh]

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@@ -0,0 +1,8 @@
//===== rAthena Script =======================================
//= Brasilis Dungeon Warps
//===== Changelog: ===========================================
//= 1.0 First version. [L0ne_W0lf]
//============================================================
bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37

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@@ -0,0 +1,8 @@
//===== rAthena Script =======================================
//= Brasilis Field Warps
//===== Changelog: ===========================================
//= 1.0 First version. [Protimus]
//============================================================
bra_fild01,72,34,0 warp bra_fild01_brasilis 1,1,brasilis,309,334
brasilis,308,336,0 warp brasilis_bra_fild01 1,1,bra_fild01,74,34

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@@ -527,6 +527,7 @@ CREATE TABLE IF NOT EXISTS `guild_expulsion` (
`account_id` int(11) unsigned NOT NULL default '0',
`name` varchar(24) NOT NULL default '',
`mes` varchar(40) NOT NULL default '',
`char_id` int(11) unsigned NOT NULL default '0',
PRIMARY KEY (`guild_id`,`name`)
) ENGINE=MyISAM;

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@@ -0,0 +1 @@
UPDATE `char_reg_num` SET `key` = 'ep18_main' WHERE `key` = 'ep18_1_main';

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@@ -0,0 +1 @@
ALTER TABLE `guild_expulsion` ADD COLUMN `char_id` int(11) unsigned NOT NULL default '0';

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@@ -2425,7 +2425,7 @@ bool char_checkdb(void){
return false;
}
//checking guild_expulsion_db
if( SQL_ERROR == Sql_Query(sql_handle, "SELECT `guild_id`,`account_id`,`name`,`mes` FROM `%s` LIMIT 1;", schema_config.guild_expulsion_db) ){
if( SQL_ERROR == Sql_Query(sql_handle, "SELECT `guild_id`,`account_id`,`name`,`mes`,`char_id` FROM `%s` LIMIT 1;", schema_config.guild_expulsion_db) ){
Sql_ShowDebug(sql_handle);
return false;
}
@@ -2837,6 +2837,7 @@ void char_config_split_startpoint( char* w1_value, char* w2_value, struct s_poin
size_t fields_length = 3 + 1;
(*count) = 0; // Reset to begin reading
memset(start_point, 0, sizeof(struct s_point_str) * MAX_STARTPOINT);
fields = (char **)aMalloc(fields_length * sizeof(char *));
if (fields == nullptr)
@@ -2876,6 +2877,8 @@ void char_config_split_startitem(char *w1_value, char *w2_value, struct startite
int i = 0;
size_t fields_length = 3 + 1;
memset(start_items, 0, sizeof(struct startitem) * MAX_STARTITEM);
fields = (char **)aMalloc(fields_length * sizeof(char *));
if (fields == nullptr)
return; // Failed to allocate memory.

View File

@@ -309,8 +309,10 @@ int chclif_parse_pincode_setnew( int fd, struct char_session_data* sd ){
if( charserv_config.pincode_config.pincode_enabled==0 || RFIFOL(fd,2) != sd->account_id ) {
set_eof(fd);
return 1;
}
else {
} else if (strnlen(sd->pincode, PINCODE_LENGTH) > 0) {
set_eof(fd);
return 1;
} else {
char newpin[PINCODE_LENGTH+1];
memset(newpin,0,PINCODE_LENGTH+1);
strncpy( newpin, RFIFOCP(fd,6), PINCODE_LENGTH );
@@ -561,7 +563,7 @@ int chclif_parse_char_delete2_req(int fd, struct char_session_data* sd) {
chclif_char_delete2_ack(fd, char_id, 5, 0);
return 1;
}
// success
delete_date = time(nullptr)+(charserv_config.char_config.char_del_delay);
@@ -985,7 +987,7 @@ void chclif_accessible_maps( int fd ){
}else{
p->maps[count].status = 0;
}
mapindex_getmapname_ext( accessible_map.map, p->maps[count].map );
p->packetLength += sizeof( p->maps[0] );
@@ -1527,7 +1529,7 @@ void chclif_reject(int fd, uint8 errCode){
int chclif_parse_reqcaptcha(int fd){
//FIFOSD_CHECK(8)
RFIFOSKIP(fd,8);
chclif_ack_captcha(fd);
chclif_ack_captcha(fd);
return 1;
}

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@@ -308,8 +308,8 @@ int inter_guild_tosql( mmo_guild &g, int flag ){
Sql_EscapeStringLen(sql_handle, esc_name, e->name, strnlen(e->name, NAME_LENGTH));
Sql_EscapeStringLen(sql_handle, esc_mes, e->mes, strnlen(e->mes, sizeof(e->mes)));
if( SQL_ERROR == Sql_Query(sql_handle, "REPLACE INTO `%s` (`guild_id`,`account_id`,`name`,`mes`) "
"VALUES ('%d','%d','%s','%s')", schema_config.guild_expulsion_db, g.guild_id, e->account_id, esc_name, esc_mes) )
if( SQL_ERROR == Sql_Query(sql_handle, "REPLACE INTO `%s` (`guild_id`,`account_id`,`name`,`mes`,`char_id`) "
"VALUES ('%u','%u','%s','%s','%u')", schema_config.guild_expulsion_db, g.guild_id, e->account_id, esc_name, esc_mes, e->char_id) )
Sql_ShowDebug(sql_handle);
}
}
@@ -487,7 +487,7 @@ std::shared_ptr<CharGuild> inter_guild_fromsql( int32 guild_id ){
}
//printf("- Read guild_expulsion %d from sql \n",guild_id);
if( SQL_ERROR == Sql_Query(sql_handle, "SELECT `account_id`,`name`,`mes` FROM `%s` WHERE `guild_id`='%d'", schema_config.guild_expulsion_db, guild_id) )
if( SQL_ERROR == Sql_Query(sql_handle, "SELECT `account_id`,`name`,`mes`,`char_id` FROM `%s` WHERE `guild_id`='%d'", schema_config.guild_expulsion_db, guild_id) )
{
Sql_ShowDebug(sql_handle);
return nullptr;
@@ -499,6 +499,7 @@ std::shared_ptr<CharGuild> inter_guild_fromsql( int32 guild_id ){
Sql_GetData(sql_handle, 0, &data, nullptr); e->account_id = atoi(data);
Sql_GetData(sql_handle, 1, &data, &len); memcpy(e->name, data, zmin(len, NAME_LENGTH));
Sql_GetData(sql_handle, 2, &data, &len); memcpy(e->mes, data, zmin(len, sizeof(e->mes)));
Sql_GetData(sql_handle, 3, &data, nullptr); e->char_id = strtoul(data, nullptr, 10);
}
//printf("- Read guild_skill %d from sql \n",guild_id);
@@ -1343,6 +1344,7 @@ int mapif_parse_GuildLeave(int fd, int guild_id, uint32 account_id, uint32 char_
}
// Save the expulsion entry
g->guild.expulsion[j].account_id = account_id;
g->guild.expulsion[j].char_id = char_id;
safestrncpy(g->guild.expulsion[j].name, g->guild.member[i].name, NAME_LENGTH);
safestrncpy(g->guild.expulsion[j].mes, mes, 40);
}

View File

@@ -741,6 +741,7 @@ struct guild_expulsion {
char name[NAME_LENGTH];
char mes[40];
uint32 account_id;
uint32 char_id;
};
struct guild_skill {

View File

@@ -1150,6 +1150,51 @@ ACMD_FUNC(hide)
return 0;
}
ACMD_FUNC(resetcooltime)
{
nullpo_retr(-1, sd);
for( size_t i = 0; i < ARRAYLENGTH( sd->scd ); i++ ){
if( sd->scd[i] != nullptr ) {
sprintf( atcmd_output, msg_txt( sd, 1537 ), skill_db.find( sd->scd[i]->skill_id )->name ); // Found skill '%s', unblocking...
clif_displaymessage( sd->fd, atcmd_output );
if (battle_config.display_status_timers)
clif_skill_cooldown( *sd, sd->scd[i]->skill_id, 0 );
delete_timer(sd->scd[i]->timer, skill_blockpc_end);
aFree(sd->scd[i]);
sd->scd[i] = nullptr;
}
}
if( sd->hd != nullptr && hom_is_active( sd->hd ) ){
for( const uint16& skill_id : sd->hd->blockskill ){
sprintf( atcmd_output, msg_txt( sd, 1537 ), skill_db.find( skill_id )->name ); // Found skill '%s', unblocking...
clif_displaymessage( sd->fd, atcmd_output );
if (battle_config.display_status_timers)
clif_skill_cooldown( *sd, skill_id, 0 );
}
sd->hd->blockskill.clear();
}
if( sd->md != nullptr ){
for( const uint16& skill_id : sd->md->blockskill ){
sprintf( atcmd_output, msg_txt( sd, 1537 ), skill_db.find( skill_id )->name ); // Found skill '%s', unblocking...
clif_displaymessage( sd->fd, atcmd_output );
if (battle_config.display_status_timers)
clif_skill_cooldown( *sd, skill_id, 0 );
}
sd->md->blockskill.clear();
}
return 0;
}
/*==========================================
* Changes a character's class
*------------------------------------------*/
@@ -1241,7 +1286,7 @@ ACMD_FUNC(alive)
clif_displaymessage(fd, msg_txt(sd,667)); // You're not dead.
return -1;
}
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
clif_skill_nodamage(&sd->bl,sd->bl,ALL_RESURRECTION,4);
clif_displaymessage(fd, msg_txt(sd,16)); // You've been revived! It's a miracle!
return 0;
}
@@ -1314,7 +1359,7 @@ ACMD_FUNC(heal)
if ( hp < 0 && sp <= 0 ) {
status_damage(nullptr, &sd->bl, -hp, -sp, 0, 0, 0);
clif_damage(&sd->bl,&sd->bl, gettick(), 0, 0, -hp, 0, DMG_ENDURE, 0, false);
clif_damage(sd->bl,sd->bl, gettick(), 0, 0, -hp, 0, DMG_ENDURE, 0, false);
clif_displaymessage(fd, msg_txt(sd,156)); // HP or/and SP modified.
return 0;
}
@@ -1325,7 +1370,7 @@ ACMD_FUNC(heal)
status_heal(&sd->bl, hp, 0, 0);
else {
status_damage(nullptr, &sd->bl, -hp, 0, 0, 0, 0);
clif_damage(&sd->bl,&sd->bl, gettick(), 0, 0, -hp, 0, DMG_ENDURE, 0, false);
clif_damage(sd->bl,sd->bl, gettick(), 0, 0, -hp, 0, DMG_ENDURE, 0, false);
}
}
@@ -3547,7 +3592,7 @@ static void atcommand_raise_sub(map_session_data* sd) {
status_revive(&sd->bl, 100, 100);
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
clif_skill_nodamage(&sd->bl,sd->bl,ALL_RESURRECTION,4);
clif_displaymessage(sd->fd, msg_txt(sd,63)); // Mercy has been shown.
}
@@ -3747,7 +3792,7 @@ ACMD_FUNC(lostskill)
sd->status.skill[sk_idx].lv = 0;
sd->status.skill[sk_idx].flag = SKILL_FLAG_PERMANENT;
clif_deleteskill(sd,skill_id);
clif_deleteskill(*sd,skill_id);
clif_displaymessage(fd, msg_txt(sd,71)); // You have forgotten the skill.
return 0;
@@ -4330,6 +4375,9 @@ ACMD_FUNC(reload) {
}else if( strstr( command, "barterdb" ) || strncmp( message, "barterdb", 4 ) == 0 ){
barter_db.reload();
clif_displaymessage(fd, msg_txt(sd, 830)); // Barter database has been reloaded.
} else if (strstr(command, "logconf") || strncmp(message, "logconf", 3) == 0) {
log_config_read(LOG_CONF_NAME);
clif_displaymessage(fd, msg_txt(sd,1536)); // Log configuration has been reloaded.
}
return 0;
@@ -6249,7 +6297,6 @@ ACMD_FUNC(useskill)
*------------------------------------------*/
ACMD_FUNC(displayskill)
{
struct status_data * status;
t_tick tick;
uint16 skill_id;
uint16 skill_lv = 1;
@@ -6262,14 +6309,15 @@ ACMD_FUNC(displayskill)
clif_displaymessage(fd, msg_txt(sd,825));// Effect Types: 0: All, 1: Damage, 2: Splash Dmg, 3: No Damage, 4: Ground
return -1;
}
status = status_get_status_data(&sd->bl);
status_data* status = status_get_status_data(sd->bl);
tick = gettick();
if (type == 0 || type == 1)
clif_skill_damage(&sd->bl, &sd->bl, tick, status->amotion, status->dmotion, 1, 1, skill_id, skill_lv, DMG_SINGLE);
if (type == 0 || type == 2)
clif_skill_damage(&sd->bl, &sd->bl, tick, status->amotion, status->dmotion, 1, 1, skill_id, skill_lv, DMG_SPLASH);
if (type == 0 || type == 3)
clif_skill_nodamage(&sd->bl, &sd->bl, skill_id, skill_lv, 1);
clif_skill_nodamage(&sd->bl, sd->bl, skill_id, skill_lv);
if (type == 0 || type == 4)
clif_skill_poseffect(&sd->bl, skill_id, skill_lv, sd->bl.x, sd->bl.y, tick);
return 0;
@@ -8181,7 +8229,6 @@ ACMD_FUNC(homtalk)
ACMD_FUNC(hominfo)
{
struct homun_data *hd;
struct status_data *status;
nullpo_retr(-1, sd);
if ( !hom_is_active(sd->hd) ) {
@@ -8190,7 +8237,7 @@ ACMD_FUNC(hominfo)
}
hd = sd->hd;
status = status_get_status_data(&hd->bl);
status_data* status = status_get_status_data(hd->bl);
clif_displaymessage(fd, msg_txt(sd,1261)); // Homunculus stats:
snprintf(atcmd_output, sizeof(atcmd_output) ,msg_txt(sd,1262), // HP: %d/%d - SP: %d/%d
@@ -11017,6 +11064,7 @@ void atcommand_basecommands(void) {
ACMD_DEF(guildstorage),
ACMD_DEF(option),
ACMD_DEF(hide), // + /hide
ACMD_DEF(resetcooltime), // + /resetcooltime
ACMD_DEFR(jobchange, ATCMD_NOCONSOLE),
ACMD_DEF(kill),
ACMD_DEF(alive),

View File

@@ -161,7 +161,7 @@ static int battle_getenemy_sub(struct block_list *bl, va_list ap)
if (*c >= 24)
return 0;
if (status_isdead(bl))
if (status_isdead(*bl))
return 0;
if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
@@ -219,7 +219,7 @@ static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
if( *c >= 23 )
return 0;
if( status_isdead(bl) )
if( status_isdead(*bl) )
return 0;
if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
@@ -286,7 +286,7 @@ int battle_damage(struct block_list *src, struct block_list *target, int64 damag
dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack
else
dmg_change = status_fix_damage(src, target, damage, delay, skill_id);
if (attack_type && !status_isdead(target) && additional_effects)
if (attack_type && !status_isdead(*target) && additional_effects)
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
if (dmg_lv > ATK_BLOCK && attack_type && additional_effects)
skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
@@ -296,7 +296,7 @@ int battle_damage(struct block_list *src, struct block_list *target, int64 damag
if (md != nullptr) {
// Trigger monster skill condition for non-skill attacks.
if (!status_isdead(target) && src != target) {
if (!status_isdead(*target) && src != target) {
if (damage > 0)
mobskill_event(md, src, tick, attack_type, damage);
if (skill_id > 0)
@@ -335,7 +335,7 @@ TIMER_FUNC(battle_delay_damage_sub){
struct block_list* src = map_id2bl(dat->src_id);
struct block_list* target = map_id2bl(dat->target_id);
if (target && !status_isdead(target)) {
if (target && !status_isdead(*target)) {
if( src && target->m == src->m &&
(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
@@ -507,7 +507,7 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
struct block_list *src2;
if( !su || !su->alive || (sg = su->group) == nullptr || !sg || sg->val3 == -1 ||
(src2 = map_id2bl(sg->src_id)) == nullptr || status_isdead(src2) )
(src2 = map_id2bl(sg->src_id)) == nullptr || status_isdead(*src2) )
return 0;
if( sg->unit_id != UNT_FIREWALL ) {
@@ -696,8 +696,6 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
std::vector<e_race2> s_race2, /// Attacker Race2
t_race2; ///< Target Race2
enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
struct status_data *sstatus, ///< Attacker status data
*tstatus; ///< Target status data
int64 original_damage;
if( !damage )
@@ -709,8 +707,10 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
tsd = BL_CAST(BL_PC, target);
t_class = status_get_class(target);
s_class = status_get_class(src);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(target);
///< Attacker status data
status_data* sstatus = status_get_status_data(*src);
///< Target status data
status_data* tstatus = status_get_status_data(*target);
s_race2 = status_get_race2(src);
t_race2 = status_get_race2(target);
s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
@@ -1167,7 +1167,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
int element;
if (flag & BF_WEAPON) {
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
else
@@ -1290,7 +1290,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
// Weapon Blocking can be triggered while the above statuses are active.
if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
clif_skill_nodamage(target, *src, GC_WEAPONBLOCKING, sce->val1);
sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
d->dmg_lv = ATK_BLOCK;
return false;
@@ -1358,7 +1358,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
skill_id == WL_SOULEXPANSION ||
skill_id == AG_SOUL_VC_STRIKE ||
(skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
(skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
(skill_id == 0 && (status_get_status_data(*src))->rhw.ele == ELE_GHOST))
{
if (skill_id == WL_SOULEXPANSION)
damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
@@ -1407,12 +1407,12 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
check_distance_bl(target, d_bl, sce_d->val3))
{ //If player is target of devotion, show guard effect on the devotion caster rather than the target
clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
clif_skill_nodamage(d_bl, *d_bl, CR_AUTOGUARD, sce->val1);
unit_set_walkdelay(d_bl, gettick(), delay, 1);
d->dmg_lv = ATK_MISS;
return false;
} else {
clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
clif_skill_nodamage(target, *target, CR_AUTOGUARD, sce->val1);
unit_set_walkdelay(target, gettick(), delay, 1);
#ifdef RENEWAL
if (sc->getSCE(SC_SHRINK))
@@ -1455,7 +1455,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
return false;
if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
clif_skill_nodamage(target, *target, LK_PARRYING, sce->val1);
if (skill_id == LK_PARRYING) {
unit_data *ud = unit_bl2ud(target);
@@ -1471,7 +1471,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
if (sd && pc_issit(sd))
pc_setstand(sd, true); //Stand it to dodge.
clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
clif_skill_nodamage(target, *target, TK_DODGE, 1);
sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
return false;
}
@@ -1494,7 +1494,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
if (!status_isdead(src))
if (!status_isdead(*src))
skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
if (sce) {
clif_specialeffect(target, EF_STORMKICK4, AREA);
@@ -1675,7 +1675,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
damage += damage * bonus / 100;
}
if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage += damage * 50 / 100;// Need official adjustment. [Rytech]
damage += damage * (3 * tsc->getSCE(SC_HOLY_OIL)->val1) / 100;
if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
damage += damage * 50 / 100;
@@ -1792,7 +1792,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
#endif
) )
{
struct status_data *status = status_get_status_data(bl);
status_data* status = status_get_status_data(*bl);
int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
@@ -1900,8 +1900,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
}
}
if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
status_heal(src, damage * sce->val4 / 100, 0, 3);
if ((sce = sc->getSCE(SC_BLOODLUST)) && flag & BF_WEAPON && damage > 0 && rnd_chance(sce->val3, 100))
status_heal(src, damage * sce->val4 / 100, 0, 1);
if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
status_heal(src, damage * sce->val1 / 100, 0, 3);
@@ -2234,7 +2234,7 @@ static int battle_calc_drain(int64 damage, int rate, int per)
int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int type)
{
int64 damage;
struct status_data *status = status_get_status_data(target);
status_data* status = status_get_status_data(*target);
int weapon, skill;
#ifdef RENEWAL
@@ -2399,7 +2399,7 @@ static int battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char
*/
static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
{
struct status_data *status = status_get_status_data(src);
status_data* status = status_get_status_data(*src);
uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
uint16 atkmax = atkmin;
@@ -2835,7 +2835,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
*/
bool is_infinite_defense(struct block_list *target, int flag)
{
struct status_data *tstatus = status_get_status_data(target);
status_data* tstatus = status_get_status_data(*target);
if(target->type == BL_SKILL) {
TBL_SKILL *su = ((TBL_SKILL*)target);
@@ -2871,7 +2871,7 @@ bool is_infinite_defense(struct block_list *target, int flag)
static bool is_skill_using_arrow(struct block_list *src, int skill_id)
{
if(src != nullptr) {
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
map_session_data *sd = BL_CAST(BL_PC, src);
return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
@@ -2922,7 +2922,7 @@ static bool is_attack_left_handed(struct block_list *src, int skill_id)
return true;
}
struct status_data *sstatus = status_get_status_data(src);
struct status_data *sstatus = status_get_status_data(*src);
if (sstatus->lhw.atk)
return true;
@@ -2950,7 +2950,7 @@ static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct
if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
return false;
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
if( sstatus->cri )
{
@@ -2964,7 +2964,7 @@ static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct
return false;
}
struct status_data *tstatus = status_get_status_data(target);
status_data* tstatus = status_get_status_data(*target);
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
map_session_data *tsd = BL_CAST(BL_PC, target);
@@ -3060,7 +3060,7 @@ static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct
if(src != nullptr) {
map_session_data *sd = BL_CAST(BL_PC, src);
struct status_data *tstatus = status_get_status_data(target);
status_data* tstatus = status_get_status_data(*target);
if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
#ifndef RENEWAL
@@ -3118,8 +3118,8 @@ static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, i
*/
static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
{
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
map_session_data *sd = BL_CAST(BL_PC, src);
@@ -3312,7 +3312,7 @@ static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct
*/
static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
{
struct status_data *tstatus = status_get_status_data(target);
status_data* tstatus = status_get_status_data(*target);
status_change *sc = status_get_sc(src);
map_session_data *sd = BL_CAST(BL_PC, src);
std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
@@ -3417,7 +3417,7 @@ static int battle_calc_equip_attack(struct block_list *src, int skill_id)
{
if(src != nullptr) {
int eatk = 0;
struct status_data *status = status_get_status_data(src);
status_data* status = status_get_status_data(*src);
map_session_data *sd = BL_CAST(BL_PC, src);
// Add arrow atk if using an applicable skill
@@ -3446,7 +3446,7 @@ int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct
{
map_session_data *sd = BL_CAST(BL_PC, src);
status_change *sc = status_get_sc(src);
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
int element = skill_get_ele(skill_id, skill_lv);
//Take weapon's element
@@ -3549,7 +3549,7 @@ int battle_get_magic_element(struct block_list* src, struct block_list* target,
int element = skill_get_ele(skill_id, skill_lv);
map_session_data *sd = BL_CAST(BL_PC, src);
status_change *sc = status_get_sc(src);
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
element = sstatus->rhw.ele;
@@ -3719,8 +3719,8 @@ static void battle_calc_element_damage(struct Damage* wd, struct block_list *src
std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
map_session_data* sd = BL_CAST(BL_PC, src);
status_change* sc = status_get_sc(src);
struct status_data* sstatus = status_get_status_data(src);
struct status_data* tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
// Elemental attribute fix
@@ -3853,7 +3853,7 @@ static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *s
{
map_session_data *sd = BL_CAST(BL_PC, src);
status_change *sc = status_get_sc(src);
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
int t_class = status_get_class(target);
#ifndef RENEWAL
@@ -3913,7 +3913,7 @@ static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *s
case NC_ARMSCANNON:
// Arrow attack of these skills is not influenced by P.ATK so we add it as mastery attack
if (sd != nullptr) {
struct status_data* tstatus = status_get_status_data(target);
status_data* tstatus = status_get_status_data(*target);
ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_attr_fix(src, target, sd->bonus.arrow_atk, sd->bonus.arrow_ele, tstatus->def_ele, tstatus->ele_lv));
}
break;
@@ -3959,8 +3959,8 @@ static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *s
*/
static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
map_session_data *sd = BL_CAST(BL_PC, src);
bool critical = false;
@@ -4034,8 +4034,8 @@ static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,s
static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
status_change *sc = status_get_sc(src);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
map_session_data *sd = BL_CAST(BL_PC, src);
map_session_data *tsd = BL_CAST(BL_PC, target);
@@ -4329,7 +4329,7 @@ static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,s
map_session_data *sd = BL_CAST(BL_PC, src);
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
struct status_data *tstatus = status_get_status_data(target);
status_data* tstatus = status_get_status_data(*target);
if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
short i;
@@ -4526,8 +4526,8 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
map_session_data *tsd = BL_CAST(BL_PC, target);
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
int skillratio = 100;
int i;
@@ -6289,8 +6289,8 @@ static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block
{
map_session_data *sd = BL_CAST(BL_PC, src);
map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
int64 atk = 0;
//Constant/misc additions from skills
@@ -6341,8 +6341,8 @@ static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, st
{
map_session_data *sd = BL_CAST(BL_PC, src);
status_change *sc = status_get_sc(src);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
uint8 anger_id = 0; // SLS Anger
// Kagerou/Oboro Earth Charm effect +15% wATK
@@ -6530,8 +6530,8 @@ static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *
map_session_data *tsd = BL_CAST(BL_PC, target);
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
//Defense reduction
short vit_def;
@@ -6701,7 +6701,7 @@ static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list
{
map_session_data *sd = BL_CAST(BL_PC, src);
status_change *sc = status_get_sc(src);
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
// Post skill/vit reduction damage increases
#ifndef RENEWAL
@@ -6756,7 +6756,7 @@ static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list
*/
static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
{
struct status_data *tstatus = status_get_status_data(target);
status_data* tstatus = status_get_status_data(*target);
bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
@@ -6913,14 +6913,14 @@ static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,
(src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
int64 damage = wd->damage + wd->damage2, rdamage = 0;
map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
t_tick tick = gettick(), rdelay = 0;
rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
struct block_list *d_bl = battle_check_devotion(src);
rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
if( tsd )
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
//Use Reflect Shield to signal this kind of skill trigger [Skotlex]
@@ -6975,8 +6975,8 @@ static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct blo
map_session_data *tsd = BL_CAST(BL_PC, target);
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
int skill_damage = 0;
//Reject Sword bugreport:4493 by Daegaladh
@@ -6990,9 +6990,9 @@ static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct blo
)
{
ATK_RATER(wd->damage, 50)
clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
battle_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
if (status_isdead(target))
clif_skill_nodamage(target, *target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1);
battle_fix_damage(target,src,wd->damage,clif_damage(*target,*src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
if (status_isdead(*target))
return;
if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
status_change_end(target, SC_REJECTSWORD);
@@ -7008,7 +7008,7 @@ static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct blo
skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE); // This is how official does
clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
clif_damage(*src, *target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
battle_fix_damage(target, src, rdamage, 0, SR_CRESCENTELBOW);
status_damage(src, target, rdamage/10, 0, 0, 1, 0);
status_change_end(target, SC_CRESCENTELBOW);
@@ -7070,8 +7070,8 @@ static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct blo
*/
static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
{
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
status_change *sc = status_get_sc(src);
map_session_data *sd = BL_CAST(BL_PC, src);
struct Damage wd;
@@ -7264,7 +7264,7 @@ void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* sr
int64 damage = wd->damage + wd->damage2, rdamage = 0;
map_session_data *tsd = BL_CAST(BL_PC, target);
status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
struct unit_data *ud = unit_bl2ud(target);
t_tick tick = gettick(), rdelay = 0;
@@ -7290,7 +7290,7 @@ void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* sr
if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
if( tsd )
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
// It appears that official servers give skill reflect damage a longer delay
@@ -7315,8 +7315,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
struct Damage wd;
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
int right_element, left_element;
bool infdef = false;
@@ -7390,7 +7390,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
#ifdef RENEWAL
if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
struct status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
if (sstatus->matk_max > sstatus->matk_min) {
ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
@@ -7596,7 +7596,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
break;
case SR_GATEOFHELL: {
status_data *sstatus = status_get_status_data(src);
status_data* sstatus = status_get_status_data(*src);
double bonus = 1 + skill_lv * 2 / 10;
ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
@@ -7721,8 +7721,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
TBL_PC *tsd;
status_change *sc, *tsc;
struct Damage ad;
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
struct {
unsigned imdef : 1;
unsigned infdef : 1;
@@ -7735,6 +7733,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
nullpo_info(NLP_MARK);
return ad;
}
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
// Initial Values
// Set to 1 because magic damage on plants is 1 per hit; if target is not a plant this gets reinitialized to 0 later
ad.damage = 1;
@@ -8454,11 +8456,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
break;
case AG_ASTRAL_STRIKE_ATK:
skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
// Not confirmed, but if the main hit deal additional damage
// on certain races then the repeated damage should too right?
// Guessing a formula here for now. [Rytech]
if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
skillratio += 200 * skill_lv;
RE_LVL_DMOD(100);
break;
case AG_ROCK_DOWN:
@@ -8961,8 +8958,6 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
map_session_data *sd, *tsd;
struct Damage md; //DO NOT CONFUSE with md of mob_data!
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
status_change *ssc = status_get_sc(src);
memset(&md,0,sizeof(md));
@@ -8972,6 +8967,9 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
return md;
}
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
//Some initial values
md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
md.dmotion = tstatus->dmotion;
@@ -9436,7 +9434,7 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
clif_skill_nodamage(target, *bl, GC_WEAPONBLOCKING, tsce->val1);
sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
}
}
@@ -9576,7 +9574,7 @@ int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src,
*/
bool battle_check_coma(map_session_data& sd, struct block_list& target, e_battle_flag attack_type)
{
struct status_data* tstatus = status_get_status_data(&target);
status_data* tstatus = status_get_status_data(target);
mob_data* dstmd = BL_CAST(BL_MOB, &target);
// Coma
@@ -9611,7 +9609,7 @@ bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struc
nullpo_retr(false, target);
nullpo_retr(false, wd);
struct status_data *tstatus = status_get_status_data(target);
status_data* tstatus = status_get_status_data(*target);
// bHPVanishRaceRate
int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
@@ -9733,7 +9731,7 @@ int battle_damage_area(struct block_list *bl, va_list ap) {
battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
else
battle_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
clif_damage(*bl,*bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
map_freeblock_unlock();
}
@@ -9790,7 +9788,6 @@ void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* tar
*------------------------------------------*/
enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
map_session_data *sd = nullptr, *tsd = nullptr;
struct status_data *sstatus, *tstatus;
status_change *sc, *tsc;
int64 damage;
int skillv;
@@ -9806,8 +9803,8 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(target);
status_data* sstatus = status_get_status_data(*src);
status_data* tstatus = status_get_status_data(*target);
sc = status_get_sc(src);
tsc = status_get_sc(target);
@@ -9880,7 +9877,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
clif_skillcastcancel( *target ); //Remove the casting bar. [Skotlex]
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
status_change_end(target, SC_AUTOCOUNTER);
skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
return ATK_BLOCK;
@@ -9903,7 +9900,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
status_change_end(target, SC_BLADESTOP_WAIT);
if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
{ //Target locked.
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
clif_bladestop(target, src->id, 1);
sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
return ATK_BLOCK;
@@ -9976,7 +9973,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
clif_skill_nodamage(target, *target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
int hp_heal = tstatus->max_hp - tstatus->hp;
@@ -10045,7 +10042,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
}
wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
wd.dmotion = clif_damage(*src, *target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
if (sd && sd->bonus.splash_range > 0 && damage > 0)
skill_castend_damage_id(src, target, 0, 1, tick, 0);
@@ -10065,7 +10062,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
map_freeblock_lock();
if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
if( !status_isdead(target) )
if( !status_isdead(*target) )
skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
if( wd.dmg_lv > ATK_BLOCK )
skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
@@ -10098,7 +10095,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (d_sc && d_sc->getSCE(SC_REBOUND_S))
devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
clif_damage(*d_bl, *d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
battle_fix_damage(src, d_bl, devotion_damage, 0, CR_DEVOTION);
}
}
@@ -10116,8 +10113,8 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
if (e_bl && !status_isdead(e_bl)) {
clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
if (e_bl && !status_isdead(*e_bl)) {
clif_damage(*e_bl, *e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
battle_fix_damage(src, e_bl, damage, 0, EL_WATER_SCREEN);
}
}
@@ -11529,6 +11526,13 @@ static const struct _battle_data {
#endif
{ "synchronize_damage", &battle_config.synchronize_damage, 0, 0, 1, },
{ "item_stacking", &battle_config.item_stacking, 1, 0, 1, },
#ifdef RENEWAL
{ "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 0, 0, 1, },
{ "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 0, 0, 1, },
#else
{ "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 1, 0, 1, },
{ "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 1, 0, 1, },
#endif
#include <custom/battle_config_init.inc>
};

View File

@@ -762,6 +762,8 @@ struct Battle_Config
int instance_allow_reconnect;
int synchronize_damage;
int item_stacking;
int hom_delay_reset_vaporize;
int hom_delay_reset_warp;
#include <custom/battle_config_struct.inc>
};

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