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authorL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-08-12 18:43:37 +0000
committerL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-08-12 18:43:37 +0000
commiteae54381afdd231dcf771754bd667b54c146f7bd (patch)
tree00d732b2f32f3680830957edf24b2d0d1b6ac7e7 /npc/jobs/2-1/assassin.txt
parent143bf7f0214f2498a98a0d1deb3b2715f75a9325 (diff)
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* Bug fixes to the updated 2-2 job quests.
- Testing and fixes courtesy of Barron-Monster and Samaury22. * Corrected the second "Line" selling in the Comodo shop to "Whip". git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10985 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/2-1/assassin.txt')
-rw-r--r--npc/jobs/2-1/assassin.txt25
1 files changed, 13 insertions, 12 deletions
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
index 4cb362265..47fd7f866 100644
--- a/npc/jobs/2-1/assassin.txt
+++ b/npc/jobs/2-1/assassin.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 2.6
+//= 2.7
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -33,6 +33,7 @@
//= 2.4 Fixed skipping of Nameless NPC [Lupus]
//= 2.5 Fixed a Rogue exploit [Lupus]
//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.7 Several bugfixes with the help of Samuray22 and Barron-Monster. [L0ne_W0lf]
//============================================================
in_moc_16,19,33,1 script Guildsman#asn 55,{
@@ -151,17 +152,17 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "What brings you here?";
mes "I don't think I like the way you're looking at me... Punk.";
next;
- if (BaseJob == Job_Novice) {
+ if (BaseClass == Job_Novice) {
mes "[Ferocious-looking guy]";
mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
close;
}
- else if (BaseJob == Job_Swordman) {
+ else if (BaseClass == Job_Swordman) {
mes "[Ferocious-looking guy]";
mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
close;
}
- else if (BaseJob == Job_Mage) {
+ else if (BaseClass == Job_Mage) {
mes "[Ferocious-looking guy]";
mes "Now what would a magic user be doing here?";
next;
@@ -169,7 +170,7 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
close;
}
- else if (BaseJob == Job_Archer) {
+ else if (BaseClass == Job_Archer) {
mes "[Ferocious-looking guy]";
mes "Well well well.";
mes "Look at that purdy bow.";
@@ -178,12 +179,12 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
close;
}
- else if (BaseJob == Job_Acolyte) {
+ else if (BaseClass == Job_Acolyte) {
mes "[Ferocious-looking guy]";
mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
close;
}
- else if (BaseJob == Job_Merchant) {
+ else if (BaseClass == Job_Merchant) {
mes "[Ferocious-looking guy]";
mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
close;
@@ -683,7 +684,7 @@ OnTouch:
mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
next;
set ASSIN_Q2,0;
- while(ASSIN_Q2 < 4) {
+ while(ASSIN_Q2 < 3) {
switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) {
case 1:
mes "[The Anonymous One]";
@@ -2037,7 +2038,7 @@ OnTouch:
mes "A Jur...";
mes "Good choice. There you are. I hope it will serve you well.";
getitem 1251,1; //Jur_
- next;
+ break;
case 2:
mes "[Guildmaster]";
mes "A Katar...";
@@ -2046,19 +2047,19 @@ OnTouch:
mes "I know it will";
mes "serve you well.";
getitem 1253,1; //Katar_
- next;
+ break;
case 3:
mes "[Guildmaster]";
mes "I see. You want to use both hands. Here, take your Main Gauche.";
getitem 1208,1; //Main_Gauche_
- next;
+ break;
case 4:
mes "[Guildmaster]";
mes "A Gladius...";
mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
getitem 1220,1; //Gladius_
- next;
}
+ next;
}
else {
set ASSIN_Q,17;