diff options
author | euphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-20 19:07:14 +0000 |
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committer | euphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-20 19:07:14 +0000 |
commit | 40066aec2e23c2b3c204e4a72de67d7f74d0536e (patch) | |
tree | 4a7a06b7dd6eb47d9516eecb98a688c7c7e5e27e /npc | |
parent | 3e13249b4d6433452900ff2f56c408a57d5d6a83 (diff) | |
download | hercules-40066aec2e23c2b3c204e4a72de67d7f74d0536e.tar.gz hercules-40066aec2e23c2b3c204e4a72de67d7f74d0536e.tar.bz2 hercules-40066aec2e23c2b3c204e4a72de67d7f74d0536e.tar.xz hercules-40066aec2e23c2b3c204e4a72de67d7f74d0536e.zip |
* Some cleaning of "Eden Group Quests" script, fixes include bugreport:6510 (re\quests\eden\eden_quests.txt)
* Other misc. cleaning...
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16671 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc')
-rw-r--r-- | npc/re/jobs/3-2/shadow_chaser.txt | 34 | ||||
-rw-r--r-- | npc/re/jobs/novice/supernovice_ex.txt | 2 | ||||
-rw-r--r-- | npc/re/quests/eden/eden_quests.txt | 1647 |
3 files changed, 405 insertions, 1278 deletions
diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt index 2792134e2..796281466 100644 --- a/npc/re/jobs/3-2/shadow_chaser.txt +++ b/npc/re/jobs/3-2/shadow_chaser.txt @@ -20,23 +20,23 @@ morocc,156,70,3 script Girl#H-1 93,{ if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) { if (BaseLevel == 99 && JobLevel > 49) { if (job_sha == 0) { - mes "Hey! Stop!"; - mes "Are you interested in hearing a funny story?"; - next; - select("What story?"); - mes "[Girl]"; - mes "Have you been to the guild recently?"; - mes "Some interesting things have happened lately."; - mes "Maybe new guests..."; - next; - mes "[Girl]"; - mes "I heard it has to do with something called a Shadow Chaser."; - mes "You should go and check it out."; - next; - mes "[Girl]"; - mes "Everytime they visit us, they are on new missions."; - mes "What missions are they doing I wonder?"; - set job_sha,1; + mes "Hey! Stop!"; + mes "Are you interested in hearing a funny story?"; + next; + select("What story?"); + mes "[Girl]"; + mes "Have you been to the guild recently?"; + mes "Some interesting things have happened lately."; + mes "Maybe new guests..."; + next; + mes "[Girl]"; + mes "I heard it has to do with something called a Shadow Chaser."; + mes "You should go and check it out."; + next; + mes "[Girl]"; + mes "Everytime they visit us, they are on new missions."; + mes "What missions are they doing I wonder?"; + set job_sha,1; } else if (job_sha == 1) { mes "If you have any interest... just go! Do you know where the guild is?"; next; diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt index ec23fea16..5687c0768 100644 --- a/npc/re/jobs/novice/supernovice_ex.txt +++ b/npc/re/jobs/novice/supernovice_ex.txt @@ -383,7 +383,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 567,{ mes "[Nodor]"; mes "Have you visited already?"; next; - select("How much money shoud I give?"); + select("How much money should I give?"); mes "[Nodor]"; mes "Oh, you didn't go there yet?"; mes "Give him a little, ya~"; diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index dc8cacf9c..5a28e650f 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -15,6 +15,7 @@ //= 1.2 Some little optimization here and there. [Masao] //= 1.3 Added Instructor Ur and the new Quests which come //= alongside him. Special thanks to Chilly for the base. [Masao] +//= 1.4 Partial cleaning and bug fixing. [Euphy] //============================================================ moc_para01,25,35,4 script Instructor Boya#para01 469,{ @@ -3840,266 +3841,119 @@ moc_para01,179,44,3 script Chef 820,{ } moc_para01,23,35,4 script Instructor Ur 468,{ + mes "[Instructor Ur]"; if (countitem(6219) > 0) { if (BaseLevel < 60) { - mes "[Instructor Ur]"; mes "Umm. You should raise your level more!"; mes "You need to be at least level 60!"; mes "I'm sorry but those are the rules."; close; } if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) { - mes "[Instructor Ur]"; - mes "You are just in time! I have a new quest for you, would you like to start it now?"; + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; next; - switch(select("Yes!:No, thanks.")) { - case 1: - mes "[Instructor Ur]"; - mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; - next; - set para_suv01,39; - setquest 7214; - mes "[Instructor Ur]"; - mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; - close; - case 2: - mes "[Instructor Ur]"; - mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; - close; - } + set para_suv01,39; + setquest 7214; + mes "[Instructor Ur]"; + mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; + close; } if ((para_suv01 == 39) && (romeo < 4)) { - mes "[Instructor Ur]"; mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000."; next; mes "[Instructor Ur]"; mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; close; } - if ((para_suv01 == 40) && (romeo == 4)) { - mes "[Instructor Ur]"; - mes "Done already? Great work!"; + if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5; + if (para_suv01 == 41) callsub L_Toren; + if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70; + if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; next; - set para_suv01,41; - completequest 7218; - if (para_suv02 < 5) { - set para_suv02,5; - } - mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; - close; - } - if (para_suv01 == 41) { + set para_suv01,43; + setquest 7219; mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; - close; - } - if ((para_suv01 == 42) && (BaseLevel < 70)) { - mes "[Instructor Ur]"; - mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 70^000000."; + mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; close; } - if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { - mes "[Instructor Ur]"; - mes "You are just in time! I have a new quest for you, would you like to start it now?"; - next; - switch(select("Yes!:No, thanks.")) { - case 1: - mes "[Instructor Ur]"; - mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; - next; - set para_suv01,43; - setquest 7219; - mes "[Instructor Ur]"; - mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; - close; - case 2: - mes "[Instructor Ur]"; - mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; - close; - } - } if ((para_suv01 == 43) && (johan < 3)) { - mes "[Instructor Ur]"; mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000."; next; mes "[Instructor Ur]"; mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; close; } - if ((para_suv01 == 43) && (johan == 3)) { - mes "[Instructor Ur]"; - mes "Done already? Great work!"; + if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7; + if (para_suv01 == 44) callsub L_Toren; + if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80; + if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; next; - set para_suv01,44; - completequest 7222; - if (para_suv02 < 7) { - set para_suv02,7; - } - mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; - close; - } - if (para_suv01 == 44) { - mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; - close; - } - if ((para_suv01 == 45) && (BaseLevel < 80)) { + set para_suv01,46; + setquest 7223; mes "[Instructor Ur]"; - mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 80^000000."; + mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; close; } - if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { - mes "[Instructor Ur]"; - mes "You are just in time! I have a new quest for you, would you like to start it now?"; - next; - switch(select("Yes!:No, thanks.")) { - case 1: - mes "[Instructor Ur]"; - mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; - next; - set para_suv01,46; - setquest 7223; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; - close; - case 2: - mes "[Instructor Ur]"; - mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; - close; - } - } if ((para_suv01 == 46) && (kiren < 3)) { - mes "[Instructor Ur]"; mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000."; next; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; close; } - if ((para_suv01 == 46) && (kiren == 3)) { - mes "[Instructor Ur]"; - mes "Done already? Great work!"; + if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9; + if (para_suv01 == 47) callsub L_Toren; + if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90; + if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; next; - set para_suv01,47; - completequest 7228; - if (para_suv02 < 9) { - set para_suv02,9; - } - mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; - close; - } - if (para_suv01 == 47) { + set para_suv01,49; + setquest 7229; mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; close; } - if ((para_suv01 == 48) && (BaseLevel < 90)) { - mes "[Instructor Ur]"; - mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 90^000000."; - close; - } - if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { - mes "[Instructor Ur]"; - mes "You are just in time! I have a new quest for you, would you like to start it now?"; - next; - switch(select("Yes!:No, thanks.")) { - case 1: - mes "[Instructor Ur]"; - mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; - next; - set para_suv01,49; - setquest 7229; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon."; - close; - case 2: - mes "[Instructor Ur]"; - mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; - close; - } - } if ((para_suv01 == 49) && (naomi < 3)) { - mes "[Instructor Ur]"; mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000."; next; mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon."; + mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; close; } - if ((para_suv01 == 49) && (naomi == 3)) { - mes "[Instructor Ur]"; - mes "Done already? Great work!"; + if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11; + if (para_suv01 == 50) callsub L_Toren; + if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100; + if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; next; - set para_suv01,50; - completequest 7232; - if (para_suv02 < 11) { - set para_suv02,11; - } - mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; - close; - } - if (para_suv01 == 50) { + set para_suv01,52; + setquest 7233; mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; close; } - if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { - mes "[Instructor Ur]"; - mes "You are just in time! I have a new quest for you, would you like to start it now?"; - next; - switch(select("Yes!:No, thanks.")) { - case 1: - mes "[Instructor Ur]"; - mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; - next; - set para_suv01,52; - setquest 7233; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; - close; - case 2: - mes "[Instructor Ur]"; - mes "Thats too bad. I had some nice rewards to give you."; - close; - } - } if ((para_suv01 == 52) && (margaret < 7)) { - mes "[Instructor Ur]"; mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000."; next; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; close; } - if ((para_suv01 == 52) && (margaret == 7)) { - mes "[Instructor Ur]"; - mes "Done already? Great work!"; - next; - set para_suv01,53; - completequest 7237; - if (para_suv02 < 13) { - set para_suv02,13; - } - mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; - close; - } - if (para_suv01 == 53) { - mes "[Instructor Ur]"; - mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; - close; - } + if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13; + if (para_suv01 == 53) callsub L_Toren; if (para_suv01 > 53) { mes "[Instructor Ur]"; mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain."; close; } } - mes "[Instructor Ur]"; mes "You are not in my group are you?"; mes "I don't have anything to say to outsiders."; mes "If you want something register with my group."; @@ -4107,6 +3961,30 @@ moc_para01,23,35,4 script Instructor Ur 468,{ mes "[Instructor Ur]"; mes "To register with the Eden Group ask Laime Evenor next to me."; close; + +L_GiveQuest: + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + if(select("Yes!:No, thanks.") == 2) { + mes "[Instructor Ur]"; + mes "Thats too bad. I had some nice rewards I could have given to you for helping me."; + close; + } + mes "[Instructor Ur]"; + return; +L_CompleteQuest: + mes "Done already? Great work!"; + next; + set para_suv01, getarg(1); + completequest getarg(0); + if (para_suv02 < getarg(2)) set para_suv02, getarg(2); + mes "[Instructor Ur]"; +L_Toren: + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; +L_Level: + mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000."; + close; } comodo,173,354,6 script Romeo#01 55,{ @@ -4567,446 +4445,150 @@ moc_para01,111,83,3 script Toren 813,{ case 1: if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) { mes "[Toren]"; - mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; + mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; next; mes "[Toren]"; mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else."; next; - if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) { - mes "[Toren]"; + mes "[Toren]"; + if (BaseClass == Job_Swordman) { mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; - next; - mes "[Toren]"; - mes "Slayer: Two-handed Sword, 200 Atk."; - mes " "; - mes "Saber: One-handed Sword, 185 Atk."; - mes " "; - mes "Spear: One-handed, 165 Atk."; - next; - switch(select("Slayer.:Saber.:Spear.")) { - case 1: - getitem 1197,1; //P.Slayer III - break; - case 2: - getitem 13434,1; //P.Saber III - break; - case 3: - getitem 1434,1; //P.Spear I - break; - } + callsub L_Select, + 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III + 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III + 1434,"Spear","One-handed, 165 Atk"; //P.Spear I } - if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) { - mes "[Toren]"; - mes "Merchant Class gets a choice of weapons, would you like to have a axe, dagger or a sword?"; - next; - mes "[Toren]"; - mes "Axe: Two-handed, 195 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - mes " "; - mes "Sword: One-handed, 185 Atk."; - next; - switch(select("Axe.:Dagger.:Sword.")) { - case 1: - getitem 1391,1; //P.Two-Handed Axe I - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - case 3: - getitem 13434,1; //P.Saber III - break; - } + else if (BaseClass == Job_Merchant) { + mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; + callsub L_Select, + 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III } - if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) { - mes "[Toren]"; + else if (BaseJob == Job_Assassin) { mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; - next; - mes "[Toren]"; - mes "Katar: Two-handed, 155 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - mes " "; - mes "Sword: One-handed, 185 Atk."; - next; - switch(select("Katar.:Dagger.:Sword.")) { - case 1: - getitem 1289,1; //P.Katar I - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - case 3: - getitem 13434,1; //P.Saber III - break; - } + callsub L_Select, + 1289,"Katar","Two-handed, 155 Atk", //P.Katar I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III } - if (BaseJob == Job_Rogue || Class == Job_Stalker) { - mes "[Toren]"; + else if (BaseJob == Job_Rogue) { mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; - next; - mes "[Toren]"; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - mes " "; - mes "Bow: Two-handed, 140 Atk."; - mes " "; - mes "Sword: One-handed, 185 Atk."; - next; - switch(select("Dagger.:Bow.:Sword")) { - case 1: - getitem 13066,1; //P.Dagger III - break; - case 2: - getitem 18106,1; //P.Bow III - break; - case 3: - getitem 13434,1; //P.Saber III - break; - } + callsub L_Select, + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III } - if (BaseJob == Job_Thief) { - mes "[Toren]"; + else if (BaseJob == Job_Thief) { mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; - next; - mes "[Toren]"; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - mes " "; - mes "Sword: One-handed, 185 Atk."; - next; - switch(select("Dagger.:Sword.")) { - case 1: - getitem 13066,1; //P.Dagger III - break; - case 2: - getitem 13434,1; //P.Saber III - break; - } + callsub L_Select, + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III } - if (BaseJob == Job_Bard || Class == Job_Clown) { - mes "[Toren]"; + else if (BaseJob == Job_Bard) { mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; - next; - mes "[Toren]"; - mes "Guitar: One-handed, 125 Atk."; - mes " "; - mes "Bow: Two-handed, 140 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - next; - switch(select("Guitar.:Bow.:Dagger.")) { - case 1: - getitem 1931,1; //P.Guitar I - break; - case 2: - getitem 18106,1; //P.Bow III - break; - case 3: - getitem 13066,1; //P.Dagger III - break; - } + callsub L_Select, + 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } - if (BaseJob == Job_Dancer || Class == Job_Gypsy) { - mes "[Toren]"; + else if (BaseJob == Job_Dancer) { mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; - next; - mes "[Toren]"; - mes "Whip: One-handed, 125 Atk."; - mes " "; - mes "Bow: Two-handed, 140 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - next; - switch(select("Whip.:Bow.:Dagger.")) { - case 1: - getitem 1986,1; //P.Tail I - break; - case 2: - getitem 18106,1; //P.Bow III - break; - case 3: - getitem 13066,1; //P.Dagger III - break; - } + callsub L_Select, + 1986,"Whip","One-handed, 125 Atk", //P.Tail I + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } - if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) { - mes "[Toren]"; + else if (BaseClass == Job_Archer) { mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; - next; - mes "[Toren]"; - mes "Bow: Two-handed, 140 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - next; - switch(select("Bow.:Dagger.")) { - case 1: - getitem 18106,1; //P.Bow III - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - } + callsub L_Select, + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } - if (BaseJob == Job_Priest || Class == Job_High_Priest) { - mes "[Toren]"; + else if (BaseJob == Job_Priest) { mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; - next; - mes "[Toren]"; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - mes " "; - mes "Mace: One-handed, 172 Atk."; - mes " "; - mes "Book: One-handed, 135 Atk, Matk 110."; - next; - switch(select("Staff.:Mace.:Book.")) { - case 1: - getitem 1658,1; //P.Staff III - break; - case 2: - getitem 16014,1; //P.Mace III - break; - case 3: - getitem 1583,1; //P.Book I - break; - } + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 16014,"Mace","One-handed, 172 Atk", //P.Mace III + 1583,"Book: One-handed, 135 Atk, 110 Matk"; //P.Book I } - if (BaseJob == Job_Monk || Class == Job_Champion) { - mes "[Toren]"; + else if (BaseJob == Job_Monk) { mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; - next; - mes "[Toren]"; - mes "Knuckle: One-handed, 120 Atk."; - mes " "; - mes "Mace: One-handed, 172 Atk."; - mes " "; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - next; - switch(select("Knuckle.:Mace.:Staff.")) { - case 1: - getitem 1831,1; //P.Knuckle I - break; - case 2: - getitem 16014,1; //P.Mace III - break; - case 3: - getitem 1658,1; //P.Staff III - break; - } + callsub L_Select, + 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I + 16014,"Mace","One-handed, 172 Atk", //P.Mace III + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III } - if (BaseJob == Job_Acolyte) { - mes "[Toren]"; - mes "Acolyte Class gets a choice of weapons, would you like to ave a staff or a mace?"; - next; - mes "[Toren]"; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - mes " "; - mes "Mace: One-handed, 172 Atk."; - next; - switch(select("Staff.:Mace.")) { - case 1: - getitem 1658,1; //P.Staff III - break; - case 2: - getitem 16014,1; //P.Mace III - break; - } + else if (BaseJob == Job_Acolyte) { + mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 16014,"Mace","One-handed, 172 Atk"; //P.Mace III } - if (BaseJob == Job_Sage || Class == Job_Professor) { - mes "[Toren]"; + else if (BaseJob == Job_Sage) { mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; - next; - mes "[Toren]"; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - mes " "; - mes "Book: One-handed, 135 Atk, 110 Matk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, Matk 80."; - next; - switch(select("Staff.:Book.:Dagger.")) { - case 1: - getitem 1658,1; //P.Staff III - break; - case 2: - getitem 1583,1; //P.Book I - break; - case 3: - getitem 13066,1; //P.Dagger III - break; - } + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 1583,"Book: One-handed, 135 Atk, 110 Matk", //P.Book I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } - if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) { - mes "[Toren]"; + else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; - next; - mes "[Toren]"; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - mes " "; - mes "Dagger: One-handed, 165 Atk, Matk 80."; - next; - switch(select("Staff.:Dagger.")) { - case 1: - getitem 1658,1; //P.Staff III - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - } + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } - if (Class == Job_Ninja) { - mes "[Toren]"; + else if (Class == Job_Ninja) { mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; - next; - mes "[Toren]"; - mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, Matk 80."; - next; - switch(select("Huuma Suriken.:Dagger.")) { - case 1: - getitem 13310,1; //P.Huuma Suriken I - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - } - } - if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) { - getitem 1583,1; //P.Book I - } - if (Class == Job_Gunslinger) { - getitem 13114,1; //P.Revolver III - } - if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) { - getitem 13066,1; //P.Dagger III + callsub L_Select, + 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } + else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I + else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III + else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III getitem 18514,1; //Paradise Hat II getitem 2571,1; //Paradise Mantle II getitem 2473,1; //Paradise Boots IV getitem 15031,1; //Paradise Uniform IV - if(para_suv02 == 5){ - set para_suv02,6; - } - if(para_suv02 == 7){ - set para_suv02,8; - } - if(para_suv02 == 9){ - set para_suv02,10; - } - if(para_suv02 == 11){ - set para_suv02,12; - } - if(para_suv02 == 13){ - set para_suv02,14; - } + if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) + set para_suv02, para_suv02+1; + if (para_suv01 > 40) + set para_suv01, para_suv01+1; if (Class == Job_Taekwon) { - mes "[Toren]"; mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; next; } - mes "[Toren]"; mes "See you later, and good luck on your adventures!"; close; } - if ((para_suv02 == 14) && (countitem(18514) < 1)) { - mes "[Toren]"; - mes "Where is the Paradise Hat I gave you?"; - next; - mes "[Toren]"; - mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - switch(select("Ok.","No, thanks.")) { - case 1: - if (Zeny >= 250000) { - set Zeny, Zeny - 250000; - getitem 18514,1; //Paradise Hat II - mes "[Toren]"; - mes "These advanced gears are not easy to make, please take better care of this one."; - close; - } - mes "[Toren]"; - mes "You dont have enough zeny."; - close; - case 2: - mes "[Toren]"; - mes "Come back if you change your mind."; - close; - } - } - if ((para_suv02 == 14) && (countitem(2571) < 1)) { - mes "[Toren]"; - mes "Where is the Paradise Mantle I gave you?"; - next; - mes "[Toren]"; - mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - switch(select("Ok.","No, thanks.")) { - case 1: - if (Zeny >= 250000) { - set Zeny, Zeny - 250000; - getitem 2571,1; //Paradise Mantle II + if (para_suv02 == 14) { + setarray .@Check[0],18514,2571,2473,15031; + setarray .@Item$[0],"Hat","Mantle","Boots","Uniform"; + for(set .@i,0; .@i<4; set .@i,.@i+1) + if (countitem(.@Check[.@i]) < 1) { mes "[Toren]"; - mes "These advanced gears are not easy to make, please take better care of this one."; - close; - } - mes "[Toren]"; - mes "You dont have enough zeny."; - close; - case 2: - mes "[Toren]"; - mes "Come back if you change your mind."; - close; - } - } - if ((para_suv02 == 14) && (countitem(2473) < 1)) { - mes "[Toren]"; - mes "Where is the Paradise Boots I gave you?"; - next; - mes "[Toren]"; - mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - switch(select("Ok.","No, thanks.")) { - case 1: - if (Zeny >= 250000) { - set Zeny, Zeny - 250000; - getitem 2473,1; //Paradise Boots IV + mes "Where is the Paradise "+.@Item$[.@i]+" I gave you?"; + next; mes "[Toren]"; - mes "These advanced gears are not easy to make, please take better care of this one."; - close; - } - mes "[Toren]"; - mes "You dont have enough zeny."; - close; - case 2: - mes "[Toren]"; - mes "Come back if you change your mind."; - close; - } - } - if ((para_suv02 == 14) && (countitem(15031) < 1)) { - mes "[Toren]"; - mes "Where is the Paradise Uniform I gave you?"; - next; - mes "[Toren]"; - mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - switch(select("Ok.","No, thanks.")) { - case 1: - if (Zeny >= 250000) { + mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + if(select("Ok.:No, thanks.") == 2) { + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + if (Zeny < 250000) { + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + } set Zeny, Zeny - 250000; - getitem 15031,1; //Paradise Uniform IV + getitem .@Check[.@i],1; mes "[Toren]"; mes "These advanced gears are not easy to make, please take better care of this one."; close; } - mes "[Toren]"; - mes "You dont have enough zeny."; - close; - case 2: - mes "[Toren]"; - mes "Come back if you change your mind."; - close; - } - } - if (para_suv02 == 14) { mes "[Toren]"; mes "I already gave you the most advanced gears we have to offer."; close; @@ -5080,120 +4662,40 @@ moc_para01,111,83,3 script Toren 813,{ mes "[Toren]"; mes "Now pick which gear you would like me to enchant."; next; - switch(select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")) { - case 1: - if (countitem(2571) < 1) { - mes "[Toren]"; - mes "Bring one and I'll enchant it."; - close; - } - else { - set .@paragearcount,2571; - } - break; - case 2: - if (countitem(2473) < 1) { - mes "[Toren]"; - mes "Bring one and I'll enchant it."; - close; - } - else { - set .@paragearcount,2473; - } - break; - case 3: - if (countitem(15031) < 1) { - mes "[Toren]"; - mes "Bring one and I'll enchant it."; - close; - } - else { - set .@paragearcount,15031; - } - break; + setarray .@Item[0],2571,2473,15031; + set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; + if (countitem(.@Item[.@i]) < 1) { + mes "[Toren]"; + mes "Bring one and I'll enchant it."; + close; } + set .@paragearcount, .@Item[.@i]; mes "[Toren]"; mes "Here we go!"; close2; specialeffect2 EF_MAPPILLAR; progressbar "ffff00",4; set .@enc_paragear,rand(1,42); - if (.@enc_paragear == 1) { - set .@addpart,4763; - } - else if (.@enc_paragear == 2) { - set .@addpart,4765; - } - else if (.@enc_paragear == 3) { - set .@addpart,4790; - } - else if (.@enc_paragear == 4) { - set .@addpart,4794; - } - else if ((.@enc_paragear > 4) && (.@enc_paragear < 7)) { - set .@addpart,4762; - } - else if ((.@enc_paragear > 6) && (.@enc_paragear < 9)) { - set .@addpart,4764; - } - else if ((.@enc_paragear > 8) && (.@enc_paragear < 11)) { - set .@addpart,4789; - } - else if ((.@enc_paragear > 10) && (.@enc_paragear < 13)) { - set .@addpart,4793; - } - else if ((.@enc_paragear > 12) && (.@enc_paragear < 15)) { - set .@addpart,4701; - } - else if ((.@enc_paragear > 14) && (.@enc_paragear < 17)) { - set .@addpart,4711; - } - else if ((.@enc_paragear > 16) && (.@enc_paragear < 19)) { - set .@addpart,4721; - } - else if ((.@enc_paragear > 18) && (.@enc_paragear < 21)) { - set .@addpart,4731; - } - else if ((.@enc_paragear > 20) && (.@enc_paragear < 23)) { - set .@addpart,4741; - } - else if ((.@enc_paragear > 22) && (.@enc_paragear < 25)) { - set .@addpart,4751; - } - else if ((.@enc_paragear > 24) && (.@enc_paragear < 28)) { - set .@addpart,4788; - } - else if ((.@enc_paragear > 27) && (.@enc_paragear < 31)) { - set .@addpart,4792; - } - else if ((.@enc_paragear > 30) && (.@enc_paragear < 35)) { - set .@addpart,4787; - } - else if ((.@enc_paragear > 34) && (.@enc_paragear < 39)) { - set .@addpart,4791; - } - else if ((.@enc_paragear > 38) && (.@enc_paragear < 43)) { - set .@addpart,4786; - } - set .@enc_paragear2,rand(1,6); - if (.@enc_paragear2 == 1) { - set .@addpart2,4701; - } - else if (.@enc_paragear2 == 2) { - set .@addpart2,4711; - } - else if (.@enc_paragear2 == 3) { - set .@addpart2,4721; - } - else if (.@enc_paragear2 == 4) { - set .@addpart2,4731; - } - else if (.@enc_paragear2 == 5) { - set .@addpart2,4741; - } - else if (.@enc_paragear2 == 6) { - set .@addpart2,4751; - } + if (.@enc_paragear == 1) set .@addpart,4763; + else if (.@enc_paragear == 2) set .@addpart,4765; + else if (.@enc_paragear == 3) set .@addpart,4790; + else if (.@enc_paragear == 4) set .@addpart,4794; + else if (.@enc_paragear < 7) set .@addpart,4762; + else if (.@enc_paragear < 9) set .@addpart,4764; + else if (.@enc_paragear < 11) set .@addpart,4789; + else if (.@enc_paragear < 13) set .@addpart,4793; + else if (.@enc_paragear < 15) set .@addpart,4701; + else if (.@enc_paragear < 17) set .@addpart,4711; + else if (.@enc_paragear < 19) set .@addpart,4721; + else if (.@enc_paragear < 21) set .@addpart,4731; + else if (.@enc_paragear < 23) set .@addpart,4741; + else if (.@enc_paragear < 25) set .@addpart,4751; + else if (.@enc_paragear < 28) set .@addpart,4788; + else if (.@enc_paragear < 31) set .@addpart,4792; + else if (.@enc_paragear < 35) set .@addpart,4787; + else if (.@enc_paragear < 39) set .@addpart,4791; + else if (.@enc_paragear < 43) set .@addpart,4786; + set .@enc_paragear2,4701+(10*rand(6)); delitem .@paragearcount,1; getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; set paragearenchant,4; @@ -5215,6 +4717,21 @@ moc_para01,111,83,3 script Toren 813,{ close; } } + end; +L_Select: + next; + mes "[Toren]"; + set .@menu$,""; + for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) { + set .@menu$, .@menu$+getarg(.@i+1)+".:"; + mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; + mes " "; + } + next; + set .@i, select(.@menu$)-1; + getitem getarg(.@i*3),1; + mes "[Toren]"; + return; } moc_para01,112,79,3 script Weapons Expert 851,{ @@ -5237,329 +4754,117 @@ moc_para01,112,79,3 script Weapons Expert 851,{ mes "Where is the Paradise Weapon I gave you?"; next; mes "[Weapons Expert]"; - mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; next; switch(select("Ok.","No, thanks.")) { case 1: - if (Zeny >= 250000) { - if (Class == Job_Taekwon) { - mes "[Weapons Expert]"; - mes "Wait... Your Class doesn't have a weapon."; - close; - } - set Zeny, Zeny - 250000; - if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) { - mes "[Weapons Expert]"; - mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; - next; - mes "[Weapons Expert]"; - mes "Slayer: Two-handed Sword, 200 Atk."; - mes " "; - mes "Saber: One-handed Sword, 185 Atk."; - mes " "; - mes "Spear: One-handed, 165 Atk."; - next; - switch(select("Slayer.:Saber.:Spear.")) { - case 1: - getitem 1197,1; //P.Slayer III - break; - case 2: - getitem 13434,1; //P.Saber III - break; - case 3: - getitem 1434,1; //P.Spear I - break; - } - } - if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) { - mes "[Weapons Expert]"; - mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; - next; - mes "[Weapons Expert]"; - mes "Axe: Two-handed, 195 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - mes " "; - mes "Sword: One-handed, 185 Atk."; - next; - switch(select("Axe.:Dagger.:Sword.")) { - case 1: - getitem 1391,1; //P.Two-Handed Axe I - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - case 3: - getitem 13434,1; //P.Saber III - break; - } - } - if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) { - mes "[Weapons Expert]"; - mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; - next; - mes "[Weapons Expert]"; - mes "Katar: Two-handed, 155 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - mes " "; - mes "Sword: One-handed, 185 Atk."; - next; - switch(select("Katar.:Dagger.:Sword.")) { - case 1: - getitem 1289,1; //P.Katar I - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - case 3: - getitem 13434,1; //P.Saber III - break; - } - } - if (BaseJob == Job_Rogue || Class == Job_Stalker) { - mes "[Weapons Expert]"; - mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; - next; - mes "[Weapons Expert]"; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - mes " "; - mes "Bow: Two-handed, 140 Atk."; - mes " "; - mes "Sword: One-handed, 185 Atk."; - next; - switch(select("Dagger.:Bow.:Sword")) { - case 1: - getitem 13066,1; //P.Dagger III - break; - case 2: - getitem 18106,1; //P.Bow III - break; - case 3: - getitem 13434,1; //P.Saber III - break; - } - } - if (BaseJob == Job_Thief) { - mes "[Weapons Expert]"; - mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; - next; - mes "[Weapons Expert]"; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - mes " "; - mes "Sword: One-handed, 185 Atk."; - next; - switch(select("Dagger.:Sword.")) { - case 1: - getitem 13066,1; //P.Dagger III - break; - case 2: - getitem 13434,1; //P.Saber III - break; - } - } - if (BaseJob == Job_Bard || Class == Job_Clown) { - mes "[Weapons Expert]"; - mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; - next; - mes "[Weapons Expert]"; - mes "Guitar: One-handed, 125 Atk."; - mes " "; - mes "Bow: Two-handed, 140 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - next; - switch(select("Guitar.:Bow.:Dagger.")) { - case 1: - getitem 1931,1; //P.Guitar I - break; - case 2: - getitem 18106,1; //P.Bow III - break; - case 3: - getitem 13066,1; //P.Dagger III - break; - } - } - if (BaseJob == Job_Dancer || Class == Job_Gypsy) { - mes "[Weapons Expert]"; - mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; - next; - mes "[Weapons Expert]"; - mes "Whip: One-handed, 125 Atk."; - mes " "; - mes "Bow: Two-handed, 140 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - next; - switch(select("Whip.:Bow.:Dagger.")) { - case 1: - getitem 1986,1; //P.Tail I - break; - case 2: - getitem 18106,1; //P.Bow III - break; - case 3: - getitem 13066,1; //P.Dagger III - break; - } - } - if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) { - mes "[Weapons Expert]"; - mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; - next; - mes "[Weapons Expert]"; - mes "Bow: Two-handed, 140 Atk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, 80 Matk."; - next; - switch(select("Bow.:Dagger.")) { - case 1: - getitem 18106,1; //P.Bow III - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - } - } - if (BaseJob == Job_Priest || Class == Job_High_Priest) { - mes "[Weapons Expert]"; - mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; - next; - mes "[Weapons Expert]"; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - mes " "; - mes "Mace: One-handed, 172 Atk."; - mes " "; - mes "Book: One-handed, 135 Atk, Matk 110."; - next; - switch(select("Staff.:Mace.:Book.")) { - case 1: - getitem 1658,1; //P.Staff III - break; - case 2: - getitem 16014,1; //P.Mace III - break; - case 3: - getitem 1583,1; //P.Book I - break; - } - } - if (BaseJob == Job_Monk || Class == Job_Champion) { - mes "[Weapons Expert]"; - mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; - next; - mes "[Weapons Expert]"; - mes "Knuckle: One-handed, 120 Atk."; - mes " "; - mes "Mace: One-handed, 172 Atk."; - mes " "; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - next; - switch(select("Knuckle.:Mace.:Staff.")) { - case 1: - getitem 1831,1; //P.Knuckle I - break; - case 2: - getitem 16014,1; //P.Mace III - break; - case 3: - getitem 1658,1; //P.Staff III - break; - } - } - if (BaseJob == Job_Acolyte) { - mes "[Weapons Expert]"; - mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; - next; - mes "[Weapons Expert]"; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - mes " "; - mes "Mace: One-handed, 172 Atk."; - next; - switch(select("Staff.:Mace.")) { - case 1: - getitem 1658,1; //P.Staff III - break; - case 2: - getitem 16014,1; //P.Mace III - break; - } - } - if (BaseJob == Job_Sage || Class == Job_Professor) { - mes "[Weapons Expert]"; - mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; - next; - mes "[Weapons Expert]"; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - mes " "; - mes "Book: One-handed, 135 Atk, 110 Matk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, Matk 80."; - next; - switch(select("Staff.:Book.:Dagger.")) { - case 1: - getitem 1658,1; //P.Staff III - break; - case 2: - getitem 1583,1; //P.Book I - break; - case 3: - getitem 13066,1; //P.Dagger III - break; - } - } - if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) { - mes "[Weapons Expert]"; - mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; - next; - mes "[Weapons Expert]"; - mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; - mes " "; - mes "Dagger: One-handed, 165 Atk, Matk 80."; - next; - switch(select("Staff.:Dagger.")) { - case 1: - getitem 1658,1; //P.Staff III - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - } - } - if (Class == Job_Ninja) { - mes "[Weapons Expert]"; - mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; - next; - mes "[Weapons Expert]"; - mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk."; - mes " "; - mes "Dagger: One-handed, 165 Atk, Matk 80."; - next; - switch(select("Huuma Suriken.:Dagger.")) { - case 1: - getitem 13310,1; //P.Huuma Suriken I - break; - case 2: - getitem 13066,1; //P.Dagger III - break; - } - } - if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) { - getitem 1583,1; //P.Book I - } - if (Class == Job_Gunslinger) { - getitem 13114,1; //P.Revolver III - } - if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) { - getitem 13066,1; //P.Dagger III - } - mes "[Weapons Expert]"; - mes "These weapons aren't easy to make, please take better care of this one."; + mes "[Weapons Expert]"; + if (Zeny < 250000) { + mes "You dont have enough zeny."; close; } - mes "[Weapons Expert]"; - mes "You dont have enough zeny."; + if (Class == Job_Taekwon) { + mes "Wait... Your Class doesn't have a weapon."; + close; + } + set Zeny, Zeny - 250000; + if (BaseClass == Job_Swordman) { + mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; + callsub L_Select, + 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III + 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III + 1434,"Spear","One-handed, 165 Atk"; //P.Spear I + } + else if (BaseClass == Job_Merchant) { + mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; + callsub L_Select, + 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Assassin) { + mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; + callsub L_Select, + 1289,"Katar","Two-handed, 155 Atk", //P.Katar I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Rogue) { + mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; + callsub L_Select, + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Thief) { + mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; + callsub L_Select, + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Bard) { + mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; + callsub L_Select, + 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseJob == Job_Dancer) { + mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; + callsub L_Select, + 1986,"Whip","One-handed, 125 Atk", //P.Tail I + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseClass == Job_Archer) { + mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; + callsub L_Select, + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseJob == Job_Priest) { + mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 16014,"Mace","One-handed, 172 Atk", //P.Mace III + 1583,"Book: One-handed, 135 Atk, 110 Matk"; //P.Book I + } + else if (BaseJob == Job_Monk) { + mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; + callsub L_Select, + 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I + 16014,"Mace","One-handed, 172 Atk", //P.Mace III + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III + } + else if (BaseJob == Job_Acolyte) { + mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 16014,"Mace","One-handed, 172 Atk"; //P.Mace III + } + else if (BaseJob == Job_Sage) { + mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 1583,"Book: One-handed, 135 Atk, 110 Matk", //P.Book I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { + mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (Class == Job_Ninja) { + mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; + callsub L_Select, + 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I + else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III + else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III + mes "These weapons aren't easy to make, please take better care of this one."; close; case 2: mes "[Weapons Expert]"; @@ -5599,59 +4904,9 @@ moc_para01,112,79,3 script Weapons Expert 851,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - switch(select("Atk + 3%","Matk + 3%")) { - case 1: - set paraweaponenchant,4767; - break; - case 2: - set paraweaponenchant,4806; - break; - } - if (countitem(1197) == 1) { - set paraweaponcount,1197; - } - if (countitem(1289) == 1) { - set paraweaponcount,1289; - } - if (countitem(1391) == 1) { - set paraweaponcount,1391; - } - if (countitem(1434) == 1) { - set paraweaponcount,1434; - } - if (countitem(1583) == 1) { - set paraweaponcount,1583; - } - if (countitem(1658) == 1) { - set paraweaponcount,1658; - } - if (countitem(1831) == 1) { - set paraweaponcount,1831; - } - if (countitem(1931) == 1) { - set paraweaponcount,1931; - } - if (countitem(1986) == 1) { - set paraweaponcount,1986; - } - if (countitem(13066) == 1) { - set paraweaponcount,13066; - } - if (countitem(13114) == 1) { - set paraweaponcount,13114; - } - if (countitem(13310) == 1) { - set paraweaponcount,13310; - } - if (countitem(13434) == 1) { - set paraweaponcount,13434; - } - if (countitem(16014) == 1) { - set paraweaponcount,16014; - } - if (countitem(18106) == 1) { - set paraweaponcount,18106; - } + if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; + else set paraweaponenchant,4806; + callsub L_GetWeapon; mes "[Weapons Expert]"; mes "OK, gimmy a sec."; close2; @@ -5675,59 +4930,9 @@ moc_para01,112,79,3 script Weapons Expert 851,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - switch(select("Atk + 3%","Matk + 3%")) { - case 1: - set paraweaponenchant,4767; - break; - case 2: - set paraweaponenchant,4806; - break; - } - if (countitem(1197) == 1) { - set paraweaponcount,1197; - } - if (countitem(1289) == 1) { - set paraweaponcount,1289; - } - if (countitem(1391) == 1) { - set paraweaponcount,1391; - } - if (countitem(1434) == 1) { - set paraweaponcount,1434; - } - if (countitem(1583) == 1) { - set paraweaponcount,1583; - } - if (countitem(1658) == 1) { - set paraweaponcount,1658; - } - if (countitem(1831) == 1) { - set paraweaponcount,1831; - } - if (countitem(1931) == 1) { - set paraweaponcount,1931; - } - if (countitem(1986) == 1) { - set paraweaponcount,1986; - } - if (countitem(13066) == 1) { - set paraweaponcount,13066; - } - if (countitem(13114) == 1) { - set paraweaponcount,13114; - } - if (countitem(13310) == 1) { - set paraweaponcount,13310; - } - if (countitem(13434) == 1) { - set paraweaponcount,13434; - } - if (countitem(16014) == 1) { - set paraweaponcount,16014; - } - if (countitem(18106) == 1) { - set paraweaponcount,18106; - } + if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; + else set paraweaponenchant,4806; + callsub L_GetWeapon; mes "[Weapons Expert]"; mes "Gotcha, now for the second enchantment."; next; @@ -5740,44 +4945,24 @@ moc_para01,112,79,3 script Weapons Expert 851,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4060; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4472; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4060; + if (paraweaponenchant == 4806) set paraweaponenchant2,4472; break; case 2: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4068; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4470; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4068; + if (paraweaponenchant == 4806) set paraweaponenchant2,4470; break; case 3: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4063; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4476; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4063; + if (paraweaponenchant == 4806) set paraweaponenchant2,4476; break; case 4: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4080; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4469; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4080; + if (paraweaponenchant == 4806) set paraweaponenchant2,4469; break; case 5: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4118; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4471; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4118; + if (paraweaponenchant == 4806) set paraweaponenchant2,4471; break; case 6: set paraweaponenchant2,4805; @@ -5806,59 +4991,9 @@ moc_para01,112,79,3 script Weapons Expert 851,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - switch(select("Atk + 3%","Matk + 3%")) { - case 1: - set paraweaponenchant,4767; - break; - case 2: - set paraweaponenchant,4806; - break; - } - if (countitem(1197) == 1) { - set paraweaponcount,1197; - } - if (countitem(1289) == 1) { - set paraweaponcount,1289; - } - if (countitem(1391) == 1) { - set paraweaponcount,1391; - } - if (countitem(1434) == 1) { - set paraweaponcount,1434; - } - if (countitem(1583) == 1) { - set paraweaponcount,1583; - } - if (countitem(1658) == 1) { - set paraweaponcount,1658; - } - if (countitem(1831) == 1) { - set paraweaponcount,1831; - } - if (countitem(1931) == 1) { - set paraweaponcount,1931; - } - if (countitem(1986) == 1) { - set paraweaponcount,1986; - } - if (countitem(13066) == 1) { - set paraweaponcount,13066; - } - if (countitem(13114) == 1) { - set paraweaponcount,13114; - } - if (countitem(13310) == 1) { - set paraweaponcount,13310; - } - if (countitem(13434) == 1) { - set paraweaponcount,13434; - } - if (countitem(16014) == 1) { - set paraweaponcount,16014; - } - if (countitem(18106) == 1) { - set paraweaponcount,18106; - } + if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; + else set paraweaponenchant,4806; + callsub L_GetWeapon; mes "[Weapons Expert]"; mes "Gotcha, on to the next one."; next; @@ -5875,44 +5010,24 @@ moc_para01,112,79,3 script Weapons Expert 851,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4060; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4472; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4060; + if (paraweaponenchant == 4806) set paraweaponenchant2,4472; break; case 2: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4068; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4470; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4068; + if (paraweaponenchant == 4806) set paraweaponenchant2,4470; break; case 3: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4063; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4476; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4063; + if (paraweaponenchant == 4806) set paraweaponenchant2,4476; break; case 4: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4080; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4469; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4080; + if (paraweaponenchant == 4806) set paraweaponenchant2,4469; break; case 5: - if (paraweaponenchant == 4767) { - set paraweaponenchant2,4118; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant2,4471; - } + if (paraweaponenchant == 4767) set paraweaponenchant2,4118; + if (paraweaponenchant == 4806) set paraweaponenchant2,4471; break; case 6: set paraweaponenchant2,4805; @@ -5930,44 +5045,24 @@ moc_para01,112,79,3 script Weapons Expert 851,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) { - set paraweaponenchant3,4060; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant3,4472; - } + if (paraweaponenchant == 4767) set paraweaponenchant3,4060; + if (paraweaponenchant == 4806) set paraweaponenchant3,4472; break; case 2: - if (paraweaponenchant == 4767) { - set paraweaponenchant3,4068; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant3,4470; - } + if (paraweaponenchant == 4767) set paraweaponenchant3,4068; + if (paraweaponenchant == 4806) set paraweaponenchant3,4470; break; case 3: - if (paraweaponenchant == 4767) { - set paraweaponenchant3,4063; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant3,4476; - } + if (paraweaponenchant == 4767) set paraweaponenchant3,4063; + if (paraweaponenchant == 4806) set paraweaponenchant3,4476; break; case 4: - if (paraweaponenchant == 4767) { - set paraweaponenchant3,4080; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant3,4469; - } + if (paraweaponenchant == 4767) set paraweaponenchant3,4080; + if (paraweaponenchant == 4806) set paraweaponenchant3,4469; break; case 5: - if (paraweaponenchant == 4767) { - set paraweaponenchant3,4118; - } - if (paraweaponenchant == 4806) { - set paraweaponenchant3,4471; - } + if (paraweaponenchant == 4767) set paraweaponenchant3,4118; + if (paraweaponenchant == 4806) set paraweaponenchant3,4471; break; case 6: set paraweaponenchant3,4805; @@ -5994,6 +5089,38 @@ moc_para01,112,79,3 script Weapons Expert 851,{ mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment."; close; } + end; +L_Select: + next; + mes "[Weapons Expert]"; + set .@menu$,""; + for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) { + set .@menu$, .@menu$+getarg(.@i+1)+".:"; + mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; + mes " "; + } + next; + set .@i, select(.@menu$)-1; + getitem getarg(.@i*3),1; + mes "[Weapons Expert]"; + return; +L_GetWeapon: + if (countitem(1197)) set paraweaponcount,1197; + else if (countitem(1289)) set paraweaponcount,1289; + else if (countitem(1391)) set paraweaponcount,1391; + else if (countitem(1434)) set paraweaponcount,1434; + else if (countitem(1583)) set paraweaponcount,1583; + else if (countitem(1658)) set paraweaponcount,1658; + else if (countitem(1831)) set paraweaponcount,1831; + else if (countitem(1931)) set paraweaponcount,1931; + else if (countitem(1986)) set paraweaponcount,1986; + else if (countitem(13066)) set paraweaponcount,13066; + else if (countitem(13114)) set paraweaponcount,13114; + else if (countitem(13310)) set paraweaponcount,13310; + else if (countitem(13434)) set paraweaponcount,13434; + else if (countitem(16014)) set paraweaponcount,16014; + else if (countitem(18106)) set paraweaponcount,18106; + return; } /* sec_in02,25,33,4 script Assistant 422,{ |