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author | Lupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-06-01 07:04:44 +0000 |
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committer | Lupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-06-01 07:04:44 +0000 |
commit | 2ff7b0b8f46b02bac6897758717d799f2df47e87 (patch) | |
tree | 9e54d297e3c239535699cbeadddcdd0f72050dec /npc/jobs/2-2 | |
parent | 05f9831adf94728f8cab21185a62e4000e7a94e7 (diff) | |
download | hercules-2ff7b0b8f46b02bac6897758717d799f2df47e87.tar.gz hercules-2ff7b0b8f46b02bac6897758717d799f2df47e87.tar.bz2 hercules-2ff7b0b8f46b02bac6897758717d799f2df47e87.tar.xz hercules-2ff7b0b8f46b02bac6897758717d799f2df47e87.zip |
fixed 2 bugs in Bard Job Quest
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10656 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/2-2')
-rw-r--r-- | npc/jobs/2-2/bard.txt | 142 | ||||
-rw-r--r-- | npc/jobs/2-2/crusader.txt | 24 |
2 files changed, 84 insertions, 82 deletions
diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt index 3f41c5a16..041f051d8 100644 --- a/npc/jobs/2-2/bard.txt +++ b/npc/jobs/2-2/bard.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Muad_Dib(The Prometheus Project), Lupus, Samuray22 //===== Current Version: ===================================== -//= 2.1b +//= 2.2 //===== Compatible With: ===================================== //= eAthena Final //===== Description: ========================================= @@ -20,6 +20,8 @@ // prize, too. Added Izidor flower [Lupus] // 2.0 Changed numbers to constants. [Vicious] // 2.1b Updated to the Official One. [Samuray22] +// 2.2 Fixed BUG when baby classes weren't able to get a job, +// fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs //============================================================ //=============== Ayealo ============================ @@ -37,8 +39,8 @@ comodo,211,155,3 script Wandering Bard 741,5,5{ mes "Thou should not live this destinty..."; mes "Thou have forgotten your destinty..."; close; - } else if(Class != Job_Archer) { - if(Class == Job_Bard) { + } else if(BaseJob != Job_Archer) { + if(BaseJob == Job_Bard) { mes "[Ayealo]"; mes "Hey friends! You must be good at singing or roaming?"; mes "Have you improved your singing?"; @@ -51,7 +53,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{ mes "Don't forget to stay happy always."; mes "Our singing is to bring happiness and pleasant to everyone."; close; - } else if(Class == Job_Novice) { + } else if(BaseJob == Job_Novice) { mes "[Ayealo]"; mes "Let all the sadness"; mes "incomplete wishes."; @@ -73,7 +75,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{ mes "A place with all the happiness things."; next; mes "[Ayealo]"; - if(Sex == 1) { + if(Sex) { mes "Hope that you can forget all the things that happened today."; mes "Enjoy yourself!"; } else { @@ -84,7 +86,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{ } } else if(BARD_Q == 0) { mes "[Ayealo]"; - if(Sex == 1) { + if(Sex) { mes "Hello! The joyful Archer,"; } else { mes "Hello! Lovely Miss Archer,"; @@ -144,7 +146,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{ mes "[Ayealo]" ; mes "Thank you. I'm very happy if you're feeling happy with my singing."; next; - if (Sex == 1 && JobLevel > 39) { + if (Sex && JobLevel > 39) { mes "[Ayealo]"; mes "It's wonderful if there are more people can sing as well."; mes "It's OK, it's not bad like this, He-he."; @@ -422,7 +424,7 @@ B_Sing: next; input @song$; if(@song$ != "There was a fellow named.") { - set @w_point, 1; + set @w_point, 1; } mes "^3377FFThere was a fellow named."; mes "Invulnerable.^000000"; @@ -433,7 +435,7 @@ B_Sing: next; input @song$; if( @song$ != "Invulnerable.") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFThere was a fellow named."; mes "Invulnerable."; @@ -444,7 +446,7 @@ B_Sing: next; input @song$; if( @song$ != "His name is Siegfried,") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFThere was a fellow named."; mes "Invulnerable."; @@ -455,7 +457,7 @@ B_Sing: next; input @song$; if( @song$ != "son of the hero Siegmen,") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFThere was a fellow named."; mes "Invulnerable."; @@ -466,7 +468,7 @@ B_Sing: next; input @song$; if( @song$ != "the fiery giant Puff,") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFThere was a fellow named."; mes "Invulnerable."; @@ -477,7 +479,7 @@ B_Sing: next; input @song$; if( @song$ != "turned into dragon to challenge him.") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } } else if(@bard_s == 2) { mes "^3377FFA Merchant without money and equipment. ^000000"; @@ -489,7 +491,7 @@ B_Sing: next; input @song$; if( @song$ != "A Merchant without money and equipment.") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFA Merchant without money and equipment. "; mes "Merchant also not afford to vending.^000000"; @@ -500,7 +502,7 @@ B_Sing: next; input @song$; if( @song$ != "Merchant also not afford to vending.") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFA Merchant without money and equipment. "; mes "Merchant also not afford to vending."; @@ -511,7 +513,7 @@ B_Sing: next; input @song$; if( @song$ != "He never beg from others.") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFA Merchant without money and equipment. "; mes "Merchant also not afford to vending."; @@ -522,7 +524,7 @@ B_Sing: next; input @song$; if( @song$ != "Selling equipment to get money.") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFA Merchant without money and equipment. "; mes "Merchant also not afford to vending."; @@ -533,7 +535,7 @@ B_Sing: next; input @song$; if( @song$ != "Firstly, he sells the Red Potion.") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFA Merchant without money and equipment. "; mes "Merchant also not afford to vending."; @@ -544,7 +546,7 @@ B_Sing: next; input @song$; if( @song$ != "Then he sells the Sweet Potato." ) { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } } else if(@bard_s == 3) { mes "^3377FFAll gods will never grow old, ^000000"; @@ -556,7 +558,7 @@ B_Sing: next; input @song$; if( @song$ != "All gods will never grow old," ) { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFAll gods will never grow old, "; mes "This is because of goddess Idun,^000000"; @@ -578,7 +580,7 @@ B_Sing: next; input @song$; if( @song$ != "Beauty, fair, wealthy godness Idun.") { - set @w_point, @w_point + 1; + set @w_point, @w_point + 1; } mes "^3377FFAll gods will never grow old, "; mes "This is because of goddess Idun,"; @@ -589,8 +591,8 @@ B_Sing: next; input @song$; if( @song$ != "Daughter-in-law of Odin, Mrs.Braqi.") { - set @w_point, @w_point + 1; - } + set @w_point, @w_point + 1; + } mes "^3377FFAll gods will never grow old, "; mes "This is because of goddess Idun,"; mes "Beauty, fair, wealthy godness Idun."; @@ -625,7 +627,7 @@ B_Sing: if( @song$ != "Bragi, Bragi." ) { set @w_point, @w_point + 1; } - mes "^3377FFBragi, Bragi."; + mes "^3377FFBragi, Bragi."; mes "Always call the Bard with this name,^000000"; mes "My singing is his breathe,"; mes "My spirit is his will power,"; @@ -764,7 +766,7 @@ B_Sing: mes "[Ayealo]"; mes "It's amazing! It's not so simple at once?"; mes "You can be a good singer to a certain extent."; - next; + next; mes "[Ayealo]"; mes "In that case, you are a Bard from now on."; mes "But, I would like to present a souvenir for you."; @@ -820,61 +822,61 @@ B_Change: next; mes "[Ayealo]"; mes "And, I had prepared some souvenirs for you."; - mes "Can you please bring some Wooden Block?"; + mes "Can you please bring some Wooden Block?"; mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; close; } - mes "[Ayealo]"; - mes "Its must be a tough job, I'll make use of this material to make a souvenir after you had changed the job."; - mes "Hold on please."; - next; - mes "[Ayealo]"; - mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000"; - mes "^3355FFKiwi Kiwi Pitt Pitt^000000"; - next; - if(countitem("Wooden_Block") > 59) { - delitem "Wooden_Block", 60; - getitem "Violin", 1; - } else if(countitem("Tree_Of_Archer_3") > 59) { - delitem "Tree_Of_Archer_3", 60; - getitem "Mandolin", 1; - } else if(Tree_Of_Archer_2 > 59) { - delitem "Tree_Of_Archer_2", 60; - getitem "Mandolin", 1; - } else if(countitem("Tree_Of_Archer_1") > 59) { - if(JobLevel > 49) { - delitem "Tree_Of_Archer_1", 60; - getitem "Harp_", 1; - } else { - delitem "Tree_Of_Archer_1", 60; - getitem "Lute", 1; - } + mes "[Ayealo]"; + mes "Its must be a tough job, I'll make use of this material to make a souvenir after you had changed the job."; + mes "Hold on please."; + next; + mes "[Ayealo]"; + mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000"; + mes "^3355FFKiwi Kiwi Pitt Pitt^000000"; + next; + if(countitem("Wooden_Block") > 59) { + delitem "Wooden_Block", 60; + getitem "Violin", 1; + } else if(countitem("Tree_Of_Archer_3") > 59) { + delitem "Tree_Of_Archer_3", 60; + getitem "Mandolin", 1; + } else if(countitem("Tree_Of_Archer_2") > 59) { + delitem "Tree_Of_Archer_2", 60; + getitem "Mandolin", 1; + } else if(countitem("Tree_Of_Archer_1") > 59) { + if(JobLevel > 49) { + delitem "Tree_Of_Archer_1", 60; + getitem "Harp_", 1; } else { - mes "[Ayealo]"; - mes "Mmm? It's better that you collect more Wooden Block."; - mes "Can I change the job now?"; - next; - menu "Please let me change the job directly.",B_Change,"It's OK, I'll come again after well prepare.",-; - mes "[Ayealo]"; - mes "Mmm, OK. Can you please bring some ^3355FF Wooden Block^000000?"; - mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; - next; - mes "[Ayealo]"; - mes "If you can bring all the materials, I'll reward you with a present."; - mes "Be careful on the road."; - close; + delitem "Tree_Of_Archer_1", 60; + getitem "Lute", 1; } - callfunc "Job_Change",Job_Bard; - callfunc "F_ClearJobVar"; //clears all job variables for the current player + } else { + mes "[Ayealo]"; + mes "Mmm? It's better that you collect more Wooden Block."; + mes "Can I change the job now?"; + next; + menu "Please let me change the job directly.",B_Change,"It's OK, I'll come again after well prepare.",-; mes "[Ayealo]"; - mes "C'mon, this is the souvenir. It's useful while singing."; - mes "Hope that you can sing more cheerful songs."; + mes "Mmm, OK. Can you please bring some ^3355FF Wooden Block^000000?"; + mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; next; mes "[Ayealo]"; - mes "See you next time."; + mes "If you can bring all the materials, I'll reward you with a present."; + mes "Be careful on the road."; close; + } + callfunc "Job_Change",Job_Bard; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + mes "[Ayealo]"; + mes "C'mon, this is the souvenir. It's useful while singing."; + mes "Hope that you can sing more cheerful songs."; + next; + mes "[Ayealo]"; + mes "See you next time."; + close; } mes "[Ayealo]"; mes "Em Hm..."; - close; + close; }
\ No newline at end of file diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt index 6d9327036..a3e897da1 100644 --- a/npc/jobs/2-2/crusader.txt +++ b/npc/jobs/2-2/crusader.txt @@ -56,15 +56,15 @@ prt_castle,45,169,5 script Senior Crusader 752,{ mes "Be advised to continue practicing yourself."; close; } - else if(Class != Job_Swordman) { - if(Class == Job_Crusader) { + else if(BaseJob != Job_Swordman) { + if(BaseJob == Job_Crusader) { mes "Go and train yourself in preparation for the holy war that is coming. Victory will be in the hands of those who are most ready to receive it."; next; mes "[Michael Halig]"; mes "Chaos will one day arise to challenge our principles of peace, justice and order. Until we have eliminated evil and created our ideal world, we must not cease training."; close; } - else if(Class == Job_Novice) { + else if(BaseJob == Job_Novice) { mes "We are Crusaders,"; mes "warriors preparing"; mes "to fight in the Holy War."; @@ -313,12 +313,12 @@ prt_castle,45,169,5 script Senior Crusader 752,{ //===================== Suffering Man: 2º Endurance Test =============================================== prt_castle,164,32,1 script Man in Anguish 733,{ mes "[Murnak Mijoul]"; - if(Class != Job_Swordman) { - if (Class == Job_Crusader) { + if(BaseJob != Job_Swordman) { + if (BaseJob == Job_Crusader) { mes "Don't linger around in a place like this and forge your own path towards discovering your own strengths. The day that we will join hands in battle will come soon."; close; } - else if(Class == Job_Novice) { + else if(BaseJob == Job_Novice) { mes "A Novice...?"; mes "So green, and yet,"; mes "so much potential."; @@ -445,8 +445,8 @@ prt_castle,164,32,1 script Man in Anguish 733,{ //===================== Gabriel Valentine: 3º Knowledge Test ================================= prt_church,95,127,3 script Crusader 745,{ mes "[Gabriel Valentine]"; - if(Class != Job_Swordman) { - if (Class == Job_Crusader) { + if(BaseJob != Job_Swordman) { + if (BaseJob == Job_Crusader) { mes "Welcome, fellow Crusader."; mes "How is your training"; mes "coming along?"; @@ -455,7 +455,7 @@ prt_church,95,127,3 script Crusader 745,{ mes "You must not forget to train everyday, and prepare for the day the Holy War will come upon us."; close; } - else if(Class == Job_Novice) { + else if(BaseJob == Job_Novice) { mes "Welcome, I am a Crusader."; mes "I am preparing for the"; mes "foretold Holy War"; @@ -789,8 +789,8 @@ C_Questions: prt_castle,35,151,5 script Patron Knight 751,{ mes "[Bliant Piyord]"; mes "Welcome."; - if(Class != Job_Swordman) { - if(Class == Job_Crusader) { + if(BaseJob != Job_Swordman) { + if(BaseJob == Job_Crusader) { mes "How goes"; mes "your training?"; next; @@ -798,7 +798,7 @@ prt_castle,35,151,5 script Patron Knight 751,{ mes "Develop your faith. From faith springs strength and discipline. Day after day, train yourself and become a great Crusader."; close; } - else if(Class == Job_Novice) { + else if(BaseJob == Job_Novice) { mes "We are Crusaders,"; mes "warriors of holiness preparing for the great Holy War that is to come."; next; |