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author | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-01 21:26:39 +0000 |
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committer | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-01 21:26:39 +0000 |
commit | 9bcce8c1ddf0e5e131d0cbe3171e6d8b0b392721 (patch) | |
tree | 7d6bef434e18384e3ac5cdb6aba28dc210144dac | |
parent | 5dd2b979968e2a99a896ab062c8f909e31b5cdf1 (diff) | |
download | hercules-9bcce8c1ddf0e5e131d0cbe3171e6d8b0b392721.tar.gz hercules-9bcce8c1ddf0e5e131d0cbe3171e6d8b0b392721.tar.bz2 hercules-9bcce8c1ddf0e5e131d0cbe3171e6d8b0b392721.tar.xz hercules-9bcce8c1ddf0e5e131d0cbe3171e6d8b0b392721.zip |
- Corrected multiple "WoE has begun" announces
- Removed some poor coding from the gunslinger job script
- Fixed some engrish
- Added missing changelog edit
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10114 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | Changelog-Trunk.txt | 5 | ||||
-rw-r--r-- | doc/script_commands.txt | 11 | ||||
-rw-r--r-- | npc/Changelog.txt | 3 | ||||
-rw-r--r-- | npc/guild/ev_agit_event.txt | 35 | ||||
-rw-r--r-- | npc/guild/gldfunc_manager.txt | 1 | ||||
-rw-r--r-- | npc/jobs/1-1e/gunslinger.txt | 160 |
6 files changed, 91 insertions, 124 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index d6fe0a309..45142b28f 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. 2007/04/02 + * Removed some overly verbose item group messages & code + * re-added the item_group_list for consistency's sake, moved to itemdb.h + (after some hacking to remove the ugly map.h dependency) + * Fixed the server crashing on a timer-queued disguise / undisguise + * Fixed the server crashing on startup due to bad define [ultramage] * Removed bonus 'bAspdAddRate'. bAspdRate now behaves on a stackable matter, so it's no longer needed. * Reimplemented the bonus 'bAspd' (raw Aspd increase) [Skotlex] diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 38e5800af..3d0c8472c 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -1932,7 +1932,7 @@ Lets say the ID of a party was saved as a global variable: Thank you to HappyDenn for all this information. -This command will finds all members of a specified party and returns their names +This command will find all members of a specified party and returns their names (or character id or account id depending on the value of "type") into an array of temporary global variables. There's actually quite a few commands like this which will fill a special variable with data upon execution and not do anything @@ -4268,13 +4268,8 @@ everything not equippable by the new job class anyway. *disguise <Monster ID>; *undisguise; -This command disgueses current player with a monster sprite. -The disguise is disappearing on re-login or on 'undisguise' command. - -Note: It doesn't work with "Pets with equipment on" -Note: If u're a Sniper, u'd get an old Falcon over your head -Note: You can kill yourself with some skills -Note: Monsters of your type could heal you +This command disguises the current player with a monster sprite. +The disguise lasts until 'undisguise' is issued or the player logs out. Example: diff --git a/npc/Changelog.txt b/npc/Changelog.txt index 6322772a8..e927973f0 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -26,6 +26,9 @@ KarLaeda Date Added ====== +2007/04/02 + * Removed some poor coding from the gunslinger job script + * Corrected multiple "WoE has begun" announces [ultramage] 2007/04/01 * Added Ninja Weapon quests [Playtester] 2007/03/30 diff --git a/npc/guild/ev_agit_event.txt b/npc/guild/ev_agit_event.txt index ab28d5fdf..202e66e60 100644 --- a/npc/guild/ev_agit_event.txt +++ b/npc/guild/ev_agit_event.txt @@ -4,7 +4,7 @@ //= kalen (1.0) //= 1.1 by Akaru and ho|yAnge| //===== Current Version: ===================================== -//= 1.5a +//= 1.6 //===== Compatible With: ===================================== //= eAthena 0.1+; RO Episode 4+ //===== Description: ========================================= @@ -23,6 +23,7 @@ //= Now they appear in castles from 00:01 to 00:24. [Lupus] //= 1.5 Fixed WOE end messages on non-WOE days, by Avaj //= 1.5a missing tabs [KarLaeda] +//= 1.6 Corrected multiple "WoE has begun" announces [ultramage] //============================================================ //| To know how to set up WoE times, go to doc\woe_time_explanation.txt // WoE Start/Stop times @@ -36,25 +37,29 @@ OnClock1600: //start time for Sat(6) OnClock1800: //end time for Sat(6) OnAgitInit: -// starting time checks -if((gettime(4)==2) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start; -if((gettime(4)==4) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start; -if((gettime(4)==6) && (gettime(3)>=16 && gettime(3)<18)) goto L_Start; + // starting time checks + if((gettime(4)==2) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start; + if((gettime(4)==4) && (gettime(3)>=21 && gettime(3)<23)) goto L_Start; + if((gettime(4)==6) && (gettime(3)>=16 && gettime(3)<18)) goto L_Start; -// end time checks -if((gettime(4)==2) && (gettime(3)==23)) goto L_End; -if((gettime(4)==4) && (gettime(3)==23)) goto L_End; -if((gettime(4)==6) && (gettime(3)==18)) goto L_End; - end; + // end time checks + if((gettime(4)==2) && (gettime(3)==23)) goto L_End; + if((gettime(4)==4) && (gettime(3)==23)) goto L_End; + if((gettime(4)==6) && (gettime(3)==18)) goto L_End; + end; L_End: -Announce "The War Of Emperium is over!",8; -AgitEnd; -end; + if (agitcheck()) { + Announce "The War Of Emperium is over!",8; + AgitEnd; + } + end; L_Start: - Announce "The War Of Emperium has begun!",8; - AgitStart; + if (!agitcheck()) { + Announce "The War Of Emperium has begun!",8; + AgitStart; + } end; } diff --git a/npc/guild/gldfunc_manager.txt b/npc/guild/gldfunc_manager.txt index ccdce3c03..6bb71ec25 100644 --- a/npc/guild/gldfunc_manager.txt +++ b/npc/guild/gldfunc_manager.txt @@ -29,6 +29,7 @@ //= 1.5 Official Novice Castles Menu (u can't invest / hire guardians) [Lupus] //= 1.6 According to recent info u can re-install Guardians during WoE [Lupus] //= 1.6a Fix for guild manager recognizing [KarLaeda] +//= 1.6b Fixed the chance for double invest, now 50% instead of 49% [Lupus] //============================================================ diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index 244284652..39e861ebd 100644 --- a/npc/jobs/1-1e/gunslinger.txt +++ b/npc/jobs/1-1e/gunslinger.txt @@ -23,109 +23,95 @@ //= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster] //= 1.7b Parenthesis fixes [KarLaeda] //= 1.8 Fixed the reward you can get [Playtester] +//= 1.9 Removed some 'clever' script constructs [ultramage] //============================================================ que_ng,152,167,3 script Gunslinger Jobchanger 901,{ - set @npcname$,"[Armsmith]"; + set .@npcname$, "[Armsmith]"; if (Class == Job_Novice) { if (GUNS_Q >= 1) { - mes @npcname$; + mes .@npcname$; mes "So, you've come back?"; next; if (GUNS_Q == 10005) { if (SkillPoint > 0) { - mes @npcname$; + mes .@npcname$; mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger."; - close2; - set @npcname$,""; - end; + close; } else if (JobLevel < 10) { - mes @npcname$; + mes .@npcname$; mes "Err, excuse me, but your job level is not sufficient. You need to have a job level of 10 in order to change to a Gunslinger"; - close2; - set @npcname$,""; - end; + close; } - mes @npcname$; + mes .@npcname$; mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being.."; next; - mes @npcname$; + mes .@npcname$; mes "A Gunslinger!!"; callfunc "Job_Change",Job_Gunslinger; callfunc "F_ClearJobVar"; //clears all job variables for the current player next; - mes @npcname$; + mes .@npcname$; mes "Oh, I forgot, here's a token of my appreciation"; if (rand(1,3) < 3) { getitem 13100,1; } else { getitem 13150,1; } - close2; - set @npcname$,""; - end; + close; } - mes @npcname$; + mes .@npcname$; mes "But you still haven't done what I told you, need me to repeat it?"; switch (select ("Yes, Please:No, Thanks")) { case 1: next; - mes @npcname$; + mes .@npcname$; mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now..."; - close2; - set @npcname$,""; - end; + close; case 2: next; - mes @npcname$; + mes .@npcname$; mes "Then GET GOING! You do want to become a Gunslinger, right?"; - close2; - set @npcname$,""; - end; + close; } } - mes @npcname$; + mes .@npcname$; mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?"; switch (select ("Yes:No")) { case 1: next; - mes @npcname$; + mes .@npcname$; mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh."; next; - mes @npcname$; + mes .@npcname$; mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then."; - close2; set GUNS_Q,1; - set @npcname$,""; - end; + close; case 2: next; - mes @npcname$; + mes .@npcname$; mes "Too bad for you son. Come back when you are willing to do so."; - close2; - set @npcname$,""; - end; + close; } } - mes @npcname$; + mes .@npcname$; mes "Hi son, how's life treating you?"; - set @npcname$,""; close; } payon,184,65,3 script Mr. Tanieh 866,{ - set @npcname$,"[Mr. Tanieh]"; + set .@npcname$, "[Mr. Tanieh]"; if (GUNS_Q == 1) { - mes @npcname$; + mes .@npcname$; mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things."; next; - mes @npcname$; + mes .@npcname$; mes "I need to make a special soup for my wife, but, as you can see, I am not in conditions to look for the items, she's sick you know?"; next; - mes @npcname$; + mes .@npcname$; mes "So, will you do it, please?"; switch (select ("Yes, I will:Sorry I can't now")) { case 1: @@ -134,58 +120,44 @@ payon,184,65,3 script Mr. Tanieh 866,{ case 2: next; - mes @npcname$; + mes .@npcname$; mes "Oh, what am I going to do now..."; - close2; - set @npcname$,""; - end; + close; } } else if (GUNS_Q > 1 && GUNS_Q < 10000) { - mes @npcname$; + mes .@npcname$; mes "Oh, you've come back! Have you brought the items?"; next; switch (select("Yes I did:No I forgot which items I had to bring")) { case 1: next; if (countitem(949) < 3) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Feathers"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(912) < 3) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Zargons"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(1013) < 3) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Rainbow Shells"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(GUNS_Q) < 1) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you don't have the exact Trunk"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(511) < 3) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Green Herbs"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(935) < 10) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Shells"; - close2; - set @npcname$,""; - end; + close; } - mes @npcname$; + mes .@npcname$; mes "GREAT! You brought them all! Thanks very much!"; delitem 949,3; delitem 912,3; @@ -194,16 +166,14 @@ payon,184,65,3 script Mr. Tanieh 866,{ delitem 935,10; delitem 511,3; next; - mes @npcname$; + mes .@npcname$; mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change."; - close2; set GUNS_Q,10003; - set @npcname$,""; - end; + close; case 2: L_LIST: next; - mes @npcname$; + mes .@npcname$; mes "Ok, I'll tell you again, so please take note!:"; mes "^33CCFF 3 Feathers^000000"; mes "^009933 3 Zargons^000000"; @@ -212,51 +182,39 @@ payon,184,65,3 script Mr. Tanieh 866,{ mes "^663300 1 "+getitemname(GUNS_Q)+"^000000"; mes "^FF6600 10 Shells^000000"; next; - mes @npcname$; + mes .@npcname$; mes "Hurry please, I am not sure if my wife will last any longer... oh dear.."; - close2; - set @npcname$,""; - end; + close; } } else if (GUNS_Q == 10003 || GUNS_Q == 10004) { if (countitem(519) >= 1 && GUNS_Q == 10004) { - mes @npcname$; + mes .@npcname$; mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?"; switch(select("Sure, take it:Sorry but I need it")) { case 1: next; - mes @npcname$; + mes .@npcname$; mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you."; delitem 519,1; - close2; set GUNS_Q,10005; - set @npcname$,""; - end; + close; case 2: next; - mes @npcname$; + mes .@npcname$; mes "Oh please, I need it so much, think about it please..."; - close2; - set @npcname$,""; - end; + close; } } - mes @npcname$; + mes .@npcname$; mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing.."; - close2; - set @npcname$,""; set GUNS_Q,10004; - end; + close; } else if (Class == Job_Gunslinger || GUNS_Q == 10005) { - mes @npcname$; + mes .@npcname$; mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients..."; - close2; - set @npcname$,""; - end; + close; } - mes @npcname$; + mes .@npcname$; mes "Hi son, how's life treating you? Nice day, isn't it?"; - close2; - set @npcname$,""; - end; + close; }
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