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-rw-r--r--npc/Changelog.txt1
-rw-r--r--npc/jobs/2-2/bard.txt142
-rw-r--r--npc/jobs/2-2/crusader.txt24
3 files changed, 85 insertions, 82 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index 09af10afe..d19c024e7 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -3,6 +3,7 @@ Date Added
2007/06/01
* In thana Quest you may enter either "Charmstone" or "Charm Stone" [Lupus]
- Fixed bug in new Crusader Quest, optimized, changed common NPC names to more unique.
+ - Fixed 2 bugs in Bard Job Quest
2007/05/31
* Rev. 10653 Fixced some spelling and grammar in crusader quest. [L0ne_W0lf]
* Rev. 10651 Updated Crusader quest. [L0ne_W0lf]
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;