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author | toams <toams85@gmail.com> | 2019-04-14 21:06:58 +0200 |
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committer | toams <toams85@gmail.com> | 2019-04-14 21:25:49 +0200 |
commit | 006218ce0e009055ce9919240c7379b6644fc18d (patch) | |
tree | 21109a2555a536aef3aa216346ad60d8850a215e | |
parent | 180d19b1883a16977784934ce88ca5396b2473e3 (diff) | |
download | serverdata-006218ce0e009055ce9919240c7379b6644fc18d.tar.gz serverdata-006218ce0e009055ce9919240c7379b6644fc18d.tar.bz2 serverdata-006218ce0e009055ce9919240c7379b6644fc18d.tar.xz serverdata-006218ce0e009055ce9919240c7379b6644fc18d.zip |
first fully functional version after rewrite.
-rw-r--r-- | db/re/item_db.conf | 8 | ||||
-rw-r--r-- | maps/re/001-1.mcache | bin | 3191 -> 3198 bytes | |||
-rw-r--r-- | maps/re/008-1.mcache | bin | 6880 -> 6897 bytes | |||
-rw-r--r-- | maps/re/008-3-0.mcache | bin | 2584 -> 2603 bytes | |||
-rw-r--r-- | npc/001-2-34/doors.txt | 4 | ||||
-rw-r--r-- | npc/001-2-36/hector.txt | 329 | ||||
-rw-r--r-- | npc/001-3-0/_warps.txt | 2 | ||||
-rw-r--r-- | npc/008-1-1/_mobs.txt | 52 | ||||
-rw-r--r-- | npc/commands/debug-quest.txt | 2 | ||||
-rw-r--r-- | npc/functions/quest-debug/034-ArtisQuests_TrainingLegion.txt | 10 |
10 files changed, 229 insertions, 178 deletions
diff --git a/db/re/item_db.conf b/db/re/item_db.conf index 96293603..35d97ec1 100644 --- a/db/re/item_db.conf +++ b/db/re/item_db.conf @@ -4124,7 +4124,7 @@ item_db: ( WeaponLv: 1 EquipLv: 5 Refine: false - Subtype: "W_DAGGER" + Subtype: "W_1HSWORD" BindOnEquip: false Delay: 0 Sprite: 0 @@ -4146,7 +4146,7 @@ item_db: ( WeaponLv: 1 EquipLv: 5 Refine: false - Subtype: "W_DAGGER" + Subtype: "W_1HSWORD" BindOnEquip: false Delay: 0 Sprite: 0 @@ -4168,7 +4168,7 @@ item_db: ( WeaponLv: 1 EquipLv: 15 Refine: false - Subtype: "W_DAGGER" + Subtype: "W_1HSWORD" BindOnEquip: false Delay: 0 Sprite: 0 @@ -4332,7 +4332,7 @@ item_db: ( WeaponLv: 1 EquipLv: 10 Refine: false - Subtype: "W_DAGGER" + Subtype: "W_STAFF" BindOnEquip: false Delay: 0 Sprite: 0 diff --git a/maps/re/001-1.mcache b/maps/re/001-1.mcache Binary files differindex 7795236e..6ce64adc 100644 --- a/maps/re/001-1.mcache +++ b/maps/re/001-1.mcache diff --git a/maps/re/008-1.mcache b/maps/re/008-1.mcache Binary files differindex bd439b3c..6938421a 100644 --- a/maps/re/008-1.mcache +++ b/maps/re/008-1.mcache diff --git a/maps/re/008-3-0.mcache b/maps/re/008-3-0.mcache Binary files differindex 9e1e9179..5a291c6f 100644 --- a/maps/re/008-3-0.mcache +++ b/maps/re/008-3-0.mcache diff --git a/npc/001-2-34/doors.txt b/npc/001-2-34/doors.txt index e9d9e395..d53dfc82 100644 --- a/npc/001-2-34/doors.txt +++ b/npc/001-2-34/doors.txt @@ -17,7 +17,7 @@ OnTouch: warp(.@CharID+.@trainingMap$, 36, 30); end; } - + // else create new instance .instid = instance_create("training@instance", getcharid(CHAR_ID_ACCOUNT), IOT_CHAR); if (.instid < 0) @@ -32,7 +32,7 @@ OnTouch: debugmes "Error: instance attach map error"; end; } - + instance_set_timeout(1000000, 1000000, .instid); instance_init(.instid); diff --git a/npc/001-2-36/hector.txt b/npc/001-2-36/hector.txt index c82d1eef..bca2bea5 100644 --- a/npc/001-2-36/hector.txt +++ b/npc/001-2-36/hector.txt @@ -2,36 +2,37 @@ // Author: // jak1 // omatt +// toams // Story: // Reid // Teru // Spellchecking & Dialogs: // Reid +// toams // Variable: // 'fightingActive -// 0 = no wave, end of timer or end of waves -// 1 = waves activated, then fence block escape to player +// 0 = no fight active +// 1 = swordfight active +// 2 = bowfight active +// 3 = skillfight // ArtisQuests_TrainingLegion // 0 not started at all -// 1 start first waves got sword -// 2 got bow -// 3 second wave -// 4 got skill -// 5 third wave -// 6 end of training +// 1 swordTraining finished +// 2 bowTraining finished +// 3 bow and sword finished +// 4 end of training // .mobID is related to quest state // 1 1021 dummy for sword wave -// 3 1107 dummy for bow wave -// 5 1106 dummy for skill wave +// 2 1108 dummy for bow wave +// 3 1107 dummy for skill wave // // TODO adding rand messages like "try hit it harder..." for wave's // TODO in first, second, and third training, input some tips about related weapon given. -// TODO in basiControl few tips are not enough related to recent change of game +// TODO replace basicControl with GameRules()/@tutorial see !166 001-2-36,32,36,0 script Hector#001-2-36 NPC_LUCAS,{ - 'currentWaveLevel = 1; 'instanceID = instance_id(); 'npcName$ = strnpcinfo(NPC_NAME_UNIQUE); // required for call the label in the npc of this one instance @@ -133,43 +134,72 @@ function waveEnded { - npctalk3("Con. u finished it..."); + if ('fightingActive == 1 && getq(.quest_training) == 2) + { + npctalk3(l("Well done, you aren't even bleeding that much!")); + setq(.quest_training, 3); + } + if ('fightingActive == 1 && getq(.quest_training) == 0) + { + npctalk3(l("Well done, you aren't even bleeding that much!")); + setq(.quest_training, 1); + } + if ('fightingActive == 2 && getq(.quest_training) == 0) + { + npctalk3(l("Great! Don't mind those scorched hairs, they will grow back.")); + setq(.quest_training, 2); + } + if ('fightingActive == 2 && getq(.quest_training) == 1) + { + npctalk3(l("Great! Don't mind those scorched hairs, they will grow back.")); + setq(.quest_training, 3); + } + if ('fightingActive == 3) + { + npctalk3(l("Congratulations, you have finished your training.")); + sleep2(2000); + npctalk3(l("The only way to improve yourself is practice, practice and some more practice.")); + setq(.quest_training, 4); + } - delcells("training_fence"+'npcName$); + 'currentWaveLevel = 1; 'fightingActive = 0; 'mobDead = 0; - - setq(.quest_training, getq(.quest_training) + 1); - end; } function mobSpawn { - if ('fightingActive == 1) + if ('fightingActive != 0) { if ('currentWaveLevel == .maxWaves) { - npctalk3("Last Wave!"); + npctalk3(l("Last Wave!")); } else { - npctalk3("Wave " + 'currentWaveLevel + "!"); + npctalk3(l("Wave " + 'currentWaveLevel + "!")); } areamonster('map$, .mobCoordinate[0], .mobCoordinate[1], .mobCoordinate[2], .mobCoordinate[3], /* map x1 y1 x2 y2 */ - .mobName$, .mobID['trainingQuest], 'currentWaveLevel, 'npcName$+"::OnTrainingMobDead"); + .mobName$, .mobID['fightingActive], 'currentWaveLevel, 'npcName$+"::OnTrainingMobDead"); /* mob display mob id amount label */ } - else - { - 'currentWaveLevel = 0; - } end; } + function trainingEnd { + sleep2(2000); + npctalk3(l("This training is over!")); + 'fightingActive = 0; + 'currentWaveLevel = 1; + killmonster('map$, "All"); + end; + } + + function mobKilled { 'mobDead = 0; // reset the count @@ -179,17 +209,29 @@ waveEnded; } - // here check if the player don't use the sword of training and are in wave of sword training - if (getequipid(EQI_HAND_R) != .sword && getq(.quest_training) == 1) + // check for sword in swordtraining + if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) != W_1HSWORD && 'fightingActive == 1) { - npctalk3("Hey ! I gave you a sword no ? Equip it now !"); - sleep2(3000); - npctalk3("Well..."); - sleep2(1000); + npctalk3(l("Hey! Use your sword!")); + trainingEnd; + } + + // check for bow in bowtraining + if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) != W_BOW && 'fightingActive == 2) + { + npctalk3(l("Hey! Use your bow!")); + trainingEnd; + } + + //No weapons may be equiped when training skill + if (getequipid(EQI_HAND_R) != -1 ) + { + npctalk3(l("Hey! No weapons allowed this round!")); + trainingEnd; } // check if wave of skill, and if in first wave, then after kill the first dummy, the player receive explain and mana potion - if (getq(.quest_training) == 5 && 'currentWaveLevel == 1) + if ('fightingActive == 3 && 'currentWaveLevel == 1) { setcamnpc(strnpcinfo(NPC_NAME_UNIQUE)); // focus the npc when he talk to the player speech(4, @@ -209,151 +251,187 @@ mobSpawn; } - function waitFight { + function trainingActive { speech(6, - l("Then? Are you ready for some training? Don't be shy and attack my dummys!")); + l("Don't be shy and attack the dummies!")); - askyesno; - if (@menu == 2) - { - closedialog; - end; } - } - function firstTraining { + function swordTraining { speech(6, - l("You seem weak, lemme training you !"), - l("But, first you have to see what weapon you prefer..."), - l("Let's give a try, i have 3 type of weapon for you, after you can make a proper choice.")); - setq(.quest_training, 1); - - inventoryplace(.sword, 1); - getitem(.sword, 1); + l("So you chose the sword for this training, make sure to equip it or we can't start.")); + if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) != W_1HSWORD) + { + speech(6, + l("I told you to equip a sword! Do it now or come back later.")); + end; + } speech(10, - l("A beautiful sword, no?"), - l("It's time to use this sword, i call a dummy for you, @@ waves of dummy, kill them and we see what weapon we can try after.", .maxWaves), - l("Ready ?")); + l("It's time to use this sword, I will place some dummies in the fighting arena. @@ waves of dummies, kill them to finish this training.", .maxWaves), + l("Ready?")); askyesno; - if (@menu == 2) + if (@menu == ASK_NO) { closedialog; end; } + 'fightingActive = 1; } - function secondTraining { - + function bowTraining { speech(6, - l("Ok, now you have mastered the sword, let's try to bow !")); - setq(.quest_training, 3); + l("So you chose the bow for this training, make sure to equip it or we can't start.")); - inventoryplace(.bow, 2); - getitem(.bow, 1); - getitem(.arrow, 300); + if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) != W_BOW) + { + speech(6, + l("I told you to equip a bow! Do it now or come back later.")); + end; + } speech(10, - l("Not bad bow, no?"), - l("You know the system of my training, now. Prepare yourself for the fight against dummy!"), - l("Fight with a bow is not a close fight, use your range for kill them."), - l("Ready ?")); + l("Prepare yourself for fighting the dummies!"), + l("I've set these dummies on fire. Don't get to close to the dummies or the fire will hurt you."), l("The range of your bow makes it possible to kill them from a distance."), + l("Ready?")); askyesno; - if (@menu == 2) + if (@menu == ASK_NO) { closedialog; end; } + 'fightingActive = 2; } - function thirdTraining { - - speech(6, - l("Then, you know how to use a sword and a bow."), - l("the last weapon is a skill!")); - setq(.quest_training, 5); + function skillTraining { // give SM_BASH skill skill(.skill_name, 1, 0); speech(10, - l("@@ waves of dummys, you know how that end.", .maxWaves), - l("Ready ?")); + l("@@ waves of dummies, you know how that ends.", .maxWaves), + l("Ready?")); askyesno; - if (@menu == 2) + if (@menu == ASK_NO) { closedialog; end; } + 'fightingActive = 3; } - function trainingStart { + function checkCombatZone { - switch (getq(.quest_training)) - { - case 0: firstTraining; break; - case 1: waitFight; break; - case 2: secondTraining; break; - case 3: waitFight; break; - case 4: thirdTraining; break; - case 5: waitFight; break; - default: - speech(6, l("It's all for my job, i learned all i know. Now try to use your brain and be a wonderful member of Legion")); - closedialog; - end; - } + getmapxy('map$, @x, @y, 0); + if (@x < 24 || @x > 32 || @y < 33 || @y > 43) + return 1; + return 0; + } - closedialog; + function trainingStart { - getmapxy('map$, @x, @y, 0); - if (@x < 24 || @x > 32 || @y < 33 || @y > 43) + if (checkCombatZone()) { - speech(1, l("Please enter the combat zone on the left.")); - + npctalk3(l("Please enter the combat zone on the left.")); closedialog; end; } - - // the fence for block the player to leave the training, here mask 3 for water - setcells('map$, 33, 35, 33, 38, 3, "training_fence"+'npcName$); + if ('fightingActive == 0) + { + switch (getq(.quest_training)) + { + case 0: speech(3, + l("Which weapon do you want to train? Bow or sword?")); + + switch (select(l("Sword."), + l("Bow."), + l("I don't feel like training today, see you later."))) + { + case 1: swordTraining; mes("left swordtraining"); break; + case 2: bowTraining; break; + case 3: closedialog; end; + } + break; + case 1: speech(3, + l("You have finished the sword training. Do you want to start train the bow?")); + + switch (select(l("Yes."), + l("I don't feel like training today, see you later."))) + { + case 1: bowTraining; break; + case 2: closedialog; end; + } + break; + case 2: speech(3, + l("You have finished the bow training. Do you want to start train the sword?")); + + switch (select(l("Yes."), + l("I don't feel like training today, see you later."))) + { + case 1: swordTraining; break; + case 2: closedialog; end; + } + break; + case 3: speech(3, + l("Congratulations, you have mastered both the bow and the sword. The only thing left to teach you is the bashing skill. TODO: explain this skill and how to use it")); + + switch (select(l("Yes."), + l("I don't feel like training today, see you later."))) + { + case 1: skillTraining; break; + case 2: end; + } + break; + } + closedialog; npctalk3(l("Let's begin")); - 'trainingQuest = getq(.quest_training); // required for spawn the good one mob - 'fightingActive = 1; - mobSpawn; + } } function firstCheck { - // here different messages, when the player are in fight and talk to npc, message is realted to the state fo quest - if ('fightingActive) + // here different messages, when the player are in fight and talk to npc, message is realted to the state of quest + if ('fightingActive != 0) { - switch (getq(.quest_training)) + switch ('fightingActive) { - case 1: npctalk3("Attack with your sword, and kill them!"); end; - case 3: npctalk3("Use your bow, and kill them!"); end; - case 5: npctalk3("You have a skill, use it for kill them! If your spell point are too low for use the skill, use the mana potion what i gave you."); end; + case 1: npctalk3(l("Attack with your sword and kill them!")); end; + case 2: npctalk3(l("Use your bow and kill them!")); end; + case 3: npctalk3(l("Hey lazy bum! Attack the dummies")); end; default: break; } } // start menu - speech(5, - l(.mockingGreeting$[rand(getarraysize(.mockingGreeting$))]), - l("Do you want some training ? To be honnest, it seem that you need...")); + switch (getq(.quest_training)) + { + case 0: speech(5, + l(.mockingGreeting$[rand(getarraysize(.mockingGreeting$))]), + l("Do you want some training? To be honest, it seems you can use some...")); + break; + case 4: speech(5, + l("Your training is finished, I teached you all I know."), + l("So now go and explore the world!")); + closedialog; + end; + default: speech(5, + l("Hello again, ready to continue your lessions?")); break; + } do { selectd( - l("Yeah, I like to want training me!"), - l("Hmm... But what is exactly this training ?"), - l("I'm a bit lost in this game, can you first give me few tips ?")); + l("Yes, train me!"), + l("Hmm... But what is exactly this training?"), + l("I'm a bit lost in this game, can you first give me few tips?"), + l("Not right now, it looks like I got other stuff to do.")); switch (@menu) { @@ -361,38 +439,40 @@ case 2: // here text who explain what is the training of this npc speech(15, - l("In this training, my goal is to learn you how to be a good player, who can use a sword, a bow, and a skill."), - l("For this, i give you weapons of you need."), - l("Then i call few dummy, use what i learned you on them.")); + l("In this training, my goal is to learn you how to be a skilled warrior, who can use a sword, a bow and a skill."), + l("For this, you need a sword and a bow."), + l("After you gathered your weapons, I will teach you how to use them.")); break; case 3: basicControl; break; + case 4: closedialog; end; default: closedialog; end; } - } while (1); } // Here called function who start dialog firstCheck; - closedialog; end; - OnTrainingMobDead: // the amount of mob spawned depend of currentwave if (++'mobDead == 'currentWaveLevel) { mobKilled; } + end; +OnLeaveCombatZone: + if ('fightingActive > 0) + { + npctalk3(l("You left the combat zone!")); + trainingEnd; + } end; OnInit: - .arrow = TrainingArrow; - .bow = WoodenBow; - .sword = WoodenSword; .mana_potion = Croconut; // here need to change the potion .skill_name = SM_BASH; .quest_training = ArtisQuests_TrainingLegion; @@ -400,11 +480,20 @@ OnInit: .maxWaves = 3; .mobName$ = "Dummy"; + 'currentWaveLevel = 1; + 'fightingActive = 0; + // here input some sentences "hello noob" like, the npc pick randomly a sentence setarray .mockingGreeting$[0], "Hy noob !", "Hey somethingwholooklikeawarrior...", "Sup' chibi."; - setarray .mobID[0], 0, 1021, 0, 1107, 0, 1106; // mob id, in array because change for different state of quest + setarray .mobID[0],0, 1021, 1108, 1107; // mob id, in array because change for different state of quest setarray .mobCoordinate[0], 24, 34, 31, 41; // this represent the square of "ring" training end; } + +001-2-36,33,37,0 script combatzonechecker NPC_HIDDEN,0,1,{ +OnTouch: + doevent instance_npcname("Hector#001-2-36",instance_id()) + "::OnLeaveCombatZone"; +end; +} diff --git a/npc/001-3-0/_warps.txt b/npc/001-3-0/_warps.txt index 65b56ff5..d192e4ef 100644 --- a/npc/001-3-0/_warps.txt +++ b/npc/001-3-0/_warps.txt @@ -3,6 +3,6 @@ 001-3-0,196,35,0 warp #001-3-0_196_35 0,0,001-1,197,35 001-3-0,172,41,0 warp #001-3-0_172_41 0,0,001-3-1,34,58 001-3-0,162,40,0 warp #001-3-0_162_40 0,0,001-3-1,23,57 -001-3-0,198,61,0 warp #001-3-0_198_61 0,0,001-1,199,61 +001-3-0,198,60,0 warp #001-3-0_198_60 0,0,001-1,199,61 001-3-0,152,55,0 warp #001-3-0_152_55 0,0,001-1,152,51 001-3-0,85,130,0 warp #001-3-0_85_130 0,0,001-1,86,130 diff --git a/npc/008-1-1/_mobs.txt b/npc/008-1-1/_mobs.txt index a34ccc1c..4bb14ace 100644 --- a/npc/008-1-1/_mobs.txt +++ b/npc/008-1-1/_mobs.txt @@ -20,47 +20,11 @@ 008-1-1,68,29,7,7 monster Mouboo 1023,3,30000,60000 008-1-1,126,45,0,0 monster Beehive 1056,1,30000,100000 008-1-1,121,45,0,0 monster Beehive 1056,1,30000,100000 -008-1-1,94,41,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,94,38,0,0 monster Blue Rose 1061,1,20000,15000 -008-1-1,94,48,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,93,45,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,93,39,0,0 monster Blue Rose 1061,1,20000,15000 -008-1-1,94,39,0,0 monster Blue Rose 1061,1,20000,15000 -008-1-1,95,39,0,0 monster Blue Rose 1061,1,20000,15000 -008-1-1,94,40,0,0 monster Blue Rose 1061,1,20000,15000 -008-1-1,93,42,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,94,42,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,94,43,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,95,42,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,96,42,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,96,41,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,97,42,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,97,43,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,98,42,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,99,42,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,99,41,0,0 monster Yellow Tulip 1059,1,20000,15000 -008-1-1,94,45,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,94,46,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,95,45,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,95,44,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,96,45,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,97,45,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,97,46,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,97,44,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,98,45,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,99,45,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,98,46,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,95,46,0,0 monster Red Rose 1062,1,20000,15000 -008-1-1,93,48,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,94,47,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,95,48,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,96,48,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,96,47,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,97,48,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,98,48,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,98,47,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,99,48,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,98,49,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,97,49,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,95,49,0,0 monster Yellow Rose 1060,1,20000,15000 -008-1-1,94,49,0,0 monster Yellow Rose 1060,1,20000,15000 +008-1-1,94,39,0,0 monster Blue Rose 1061,1,250000,100000 +008-1-1,98,42,0,0 monster Yellow Tulip 1059,1,180000,85000 +008-1-1,95,45,0,0 monster Red Rose 1062,1,210000,95000 +008-1-1,98,48,0,0 monster Yellow Rose 1060,1,195000,65000 +008-1-1,95,43,0,0 monster Yellow Tulip 1059,1,180000,85000 +008-1-1,97,46,0,0 monster Red Rose 1062,1,210000,95000 +008-1-1,96,49,0,0 monster Yellow Rose 1060,1,195000,65000 +008-1-1,93,48,0,0 monster Yellow Rose 1060,1,195000,65000 diff --git a/npc/commands/debug-quest.txt b/npc/commands/debug-quest.txt index 52854883..ee2b3a3d 100644 --- a/npc/commands/debug-quest.txt +++ b/npc/commands/debug-quest.txt @@ -81,7 +81,7 @@ function script GlobalQuestDebug { "Lloyd", ArtisQuests_Lloyd, l("Mona's dad"), ArtisQuests_MonaDad, l("Artis legion progress"), Artis_Legion_Progress, - l("Training legion"), ArtisQuests_TrainingLegion; + l("Legion training"), ArtisQuests_TrainingLegion; switch (@menuret) { diff --git a/npc/functions/quest-debug/034-ArtisQuests_TrainingLegion.txt b/npc/functions/quest-debug/034-ArtisQuests_TrainingLegion.txt index cecd6725..ba72fd07 100644 --- a/npc/functions/quest-debug/034-ArtisQuests_TrainingLegion.txt +++ b/npc/functions/quest-debug/034-ArtisQuests_TrainingLegion.txt @@ -14,12 +14,10 @@ function script QuestDebug34 { GenericQuestDebug ArtisQuests_TrainingLegion, l("Does not have the quest"), 0, - l("Start first waves got sword"), 1, - l("Got bow"), 2, - l("Second wave"), 3, - l("Got skill"), 4, - l("Third wave"), 5, - l("End of training"), 6; + l("Finished sword training"), 1, + l("Finished bow training"), 2, + l("Both sword and bow training are finished"), 3, + l("Skill training finished, end of quest"), 4; if (@menuret < 0) { |