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-rw-r--r--npc/Changelog.txt4
-rw-r--r--npc/jobs/2-1/assassin.txt25
-rw-r--r--npc/jobs/2-1/blacksmith.txt13
-rw-r--r--npc/jobs/2-1/hunter.txt17
-rw-r--r--npc/jobs/2-1/knight.txt48
-rw-r--r--npc/jobs/2-1/priest.txt93
-rw-r--r--npc/jobs/2-1/wizard.txt16
-rw-r--r--npc/merchants/shops.txt3
8 files changed, 121 insertions, 98 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index f3af7ed87..8193de070 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,6 +1,10 @@
Date Added
======
2007/08/11
+ * Rev. 10985 Bug fixes to the updated 2-2 job quests. [L0ne_W0lf]
+ - Testing and fixes courtesy of Barron-Monster and Samaury22.
+ * Corrected the second "Line" selling in the Comodo shop to "Whip". [L0ne_W0lf]
+2007/08/11
* The Sign Quest is now more accurate, some bugs have been fixed and an exploit has been too. [SinSloth]
- It is no longer possible for players helping in the last part to complete the quest at the same time.
* Fixed some bugs in various quests. [SinSloth]
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;
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
index f4da53f1a..2df3414a3 100644
--- a/npc/jobs/2-1/blacksmith.txt
+++ b/npc/jobs/2-1/blacksmith.txt
@@ -7,7 +7,7 @@
//= Optimized and further edited by kobra_k88.
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.3
+//= 2.4
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -29,6 +29,7 @@
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged Jfunc, changed job numbers to constants [Lupus]
//= 2.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.4 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//==============================================================
ein_in01,18,28,4 script Guildsman#BLS 731,{
@@ -77,28 +78,28 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{
}
close;
}
- else if (BaseJob == Job_Swordman) {
+ else if (BaseClass == Job_Swordman) {
mes "[Altiregen]";
mes "Oh, are you interested in having a weapon forged? I'm sorry to disappoint you, but I actually have a lot of business to attend to.";
close;
}
- else if (BaseJbb == Job_Archer) {
+ else if (Baselass == Job_Archer) {
mes "[Altiregen]";
mes "Oh...";
mes "There's not much we can offer you here. And you can't really help out around here unless you know how to make stuff...";
close;
}
- else if (BaseJob == Job_Mage) {
+ else if (BaseClass == Job_Mage) {
mes "[Altiregen]";
mes "Oh? What's a magic user doing here? I'm surprised. Usually this kind of rough work is beneath you intellectual types.";
close;
}
- else if (BaseJob == Job_Acolyte) {
+ else if (Baseclass == Job_Acolyte) {
mes "[Altiregen]";
mes "Oh! Am I correct in assuming you're a member of the Clergy? Would you please bless me before you leave!";
close;
}
- else if (Class == Job_Thief) {
+ else if (BaseJob == Job_Thief) {
mes "[Altiregen]";
mes "I'm sorry...";
mes "But there really isn't anything for you to steal here. Well, there are the Daggers we keep in the back, but...";
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
index e388068cd..3a98889ba 100644
--- a/npc/jobs/2-1/hunter.txt
+++ b/npc/jobs/2-1/hunter.txt
@@ -5,7 +5,7 @@
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.7
+//= 2.8
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -39,6 +39,7 @@
// -Changed "Job Change Monsters".
// -Thanks to ultradamage.
//= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.8 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//============================================================
// Notices in the old Hunter Guild.
@@ -90,34 +91,34 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
close;
}
- if (BaseJob == Job_Novice) {
+ if (BaseClass == Job_Novice) {
mes "[Hunter Guildsman]";
mes "You must be...";
mes "a Novice? Wow, you've got a long way ahead of you. I don't think there's much you can do here.";
close;
}
- else if (BaseJob == Jo_Swordman) {
+ else if (BaseClass == Jo_Swordman) {
mes "[Hunter Guildsman]";
mes "You have chosen the path of the sword. I can respect the strength of your blade. Of course, from far away, you can't really afford to throw your sword at enemies, can you?";
close;
}
- else if (BaseJob == Job_Mage) {
+ else if (BaseClass == Job_Mage) {
mes "[Hunter Guildsman]";
mes "You deal with magic? It must feel great to be able to wield mystic power.";
close;
}
- else if (BaseJob == Job_Acolyte) {
+ else if (BaseClass == Job_Acolyte) {
mes "[Hunter Guildsman]";
mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
close;
}
- else if (BaseJob == Job_Merchant) {
+ else if (Baseclass == Job_Merchant) {
mes "[Hunter Guildsman]";
mes "Oh...";
mes "How's your business coming along?";
close;
}
- else if (BaseJob == Job_Thief) {
+ else if (BaseClass == Job_Thief) {
mes "[Hunter Guildsman]";
mes "Agh?!";
mes "This place doesn't have anything worth stealing or anyone worth killing!!";
@@ -526,7 +527,7 @@ L_GiveQuestItems:
mes "[Demon Hunter]";
mes "Hmm?";
next;
- if (countitem(.@items[0]) > .@items[1] && countitem(.@items[2]) > .@items[3] && countitem(.@items[4]) > .@items[5]) {
+ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5]) {
mes "[Demon Hunter]";
mes "You brought all of the necessary materials... You can get directions to the testing area from our Guildmaster who is currently in the Payon Central Palace.";
set HNTR_Q,.@items[6];
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index 0b4df5691..9b051fdfa 100644
--- a/npc/jobs/2-1/knight.txt
+++ b/npc/jobs/2-1/knight.txt
@@ -5,7 +5,7 @@
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.2
+//= 2.3
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -27,6 +27,7 @@
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Merged JFunc [Lupus]
//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//============================================================
prt_in,88,101,4 script Chivalry Captain#knt 56,{
@@ -38,14 +39,14 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "May god bless your body and soul, warrior. I hope you will show your courage and protect those who are weaker than you.";
close;
}
- if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
mes "[Captain Herman]";
mes "Ah, a member of our Chivalry.";
mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us...";
close;
}
- else if (BaseJob == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "[Captain Herman]";
mes "Welcome,";
mes "this is the";
@@ -543,7 +544,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
}
prt_in,75,107,4 script Sir Andrew#knt 65,{
- if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
mes "[Sir Andrew]";
mes "You must be";
@@ -561,7 +562,7 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
mes "After all, we are Knights.";
close;
}
- else if (BaseJob == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "[Sir Andrew]";
mes "Hey there,";
mes "little Novice.";
@@ -672,6 +673,7 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
mes "you to bring the";
mes "items I've listed.";
mes "See you soon~";
+ close;
}
else {
mes "[Sir Andrew]";
@@ -693,7 +695,7 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
//Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
case 3: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 0; break;
}
- if (countitem(.@items[0]) > .@items[1] && countitem(.@items[2]) > .@items[3] && countitem(.@items[4]) > .@items[5] && countitem(.@items[6]) > .@items[7] && countitem(.@items[8]) > .@items[9] && countitem(.@items[10]) > .@items[11]) {
+ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7] && countitem(.@items[8]) >= .@items[9] && countitem(.@items[10]) >= .@items[11]) {
mes "[Sir Andrew]";
mes "Perfect! We appreciate your effort in gathering these items. Thesee will be used to support the Chivalry's finances.";
next;
@@ -749,7 +751,7 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
}
prt_in,71,91,0 script Sir Siracuse#knt 65,{
- if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
mes "[Sir Siracuse]";
mes "Hey there!";
@@ -772,7 +774,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
close;
}
- else if (BaseJob == Job_Novice) {
+ else if (Baseclass == Job_Novice) {
mes "[Sir Siracuse]";
mes "Oh?";
mes "What is a Novice";
@@ -1150,12 +1152,12 @@ prt_in,79,94,4 script Sir Windsor#knt 733,{
mes "......";
next;
mes "[Sir Windsor]";
- if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
mes "Protect.";
close;
}
- else if (BaseJob == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "...Go play";
mes "outside.";
close;
@@ -1523,7 +1525,7 @@ OnTimer182000:
// Test 3 (Manners)
//==========================================================
prt_in,69,107,6 script Lady Amy#knt 728,{
- if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
mes "[Lady Amy]";
mes "Oh...!";
@@ -1543,7 +1545,7 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
mes "the Prontera Chivalry~";
close;
}
- else if (BaseJob == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "[Lady Amy]";
mes "Aww~";
mes "What a cute";
@@ -1896,7 +1898,7 @@ L_AskQuestions:
// Test 4 (patience)
//==========================================================
prt_in,70,99,6 script Sir Edmond#knt 734,{
- if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
mes "[Sir Edmond]";
mes "Think of your";
@@ -1915,7 +1917,7 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{
mes "any situation.";
close;
}
- else if (BaseJob == Job_NOvice) {
+ else if (BaseClass == Job_NOvice) {
mes "[Sir Edmond]";
mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable...";
next;
@@ -2057,11 +2059,12 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{
job_knt,1,1,1 script Timer#knt 107,{
OnTimer300000:
- areawarp "job_knt", 122, 36, 165, 75, "prt_in",80,100;
+ enablenpc "Warp#knt";
end;
OnTimer300500:
donpcevent "Timer#knt::OnDisable";
+ disablenpc "Warp#knt";
end;
OnTimer301500:
@@ -2095,6 +2098,7 @@ OnEnable:
OnDisable:
killmonsterall "job_knt";
disablenpc "Timer#knt";
+ disablenpc "Warp#knt";
end;
OnMyMobDead:
@@ -2102,10 +2106,20 @@ OnMyMobDead:
end;
}
+job_knt,145,57,1 script Warp#knt 107,22,22,{
+OnInit:
+ disablenpc "Warp#knt";
+ end;
+OnTouch:
+ set KNIGHT_Q,12;
+ warp "prt_in",80,100;
+ end;
+}
+
// Test 5, and creates Claymores for knights
//==========================================================
prt_in,87,92,4 script Sir Gray#knt 119,{
- if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
mes "[Sir Gray]";
mes "The glint of light";
@@ -2188,7 +2202,7 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
close;
}
}
- else if (BaseJob == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "[Sir Gray]";
mes "Believe it";
mes "or not, I was";
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
index 5a4c9ab7a..9a5ab7895 100644
--- a/npc/jobs/2-1/priest.txt
+++ b/npc/jobs/2-1/priest.txt
@@ -5,7 +5,7 @@
//= Converted by: kobra_k88.
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.2
+//= 2.3
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -23,6 +23,7 @@
//= 2.1 Merged JFunc [Lupus]
//= 2.1a Fixed typo [KarLaeda]
//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//==========================================================
prt_church,16,41,4 script High Bishop#prst 60,{
@@ -38,7 +39,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
mes "Do not let evil conquer your soul. You have enough courage and power to overcome the hardest situation. May God bless you...";
close;
}
- if (BaseClass != Job_Acolyte || BaseJob == Job_Priest) {
+ if (BaseJob != Job_Acolyte) {
if (BaseJob == Job_Priest) {
mes "[Bishop Paul]";
mes "Ah...";
@@ -484,46 +485,44 @@ prt_church,16,41,4 script High Bishop#prst 60,{
mes "You have remaining skills points. Please use these skill points to upgrade your skills, and then return to me.";
close;
}
- if (JobLevel == 50) {
- mes "[Bishop Paul]";
- mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away.";
- next;
- mes "[Bishop Paul]";
- mes "God, grant your power to your servant standing before you.";
- if (sex)
- mes "Let him send your message throughout the ends of the earth.";
- else
- mes "Let her send your message throughout the ends of the earth.";
- next;
- mes "[Bishop Paul]";
- mes "Make this servant of yours an instrument of your miraculous works...";
- next;
- set .@joblvl,JobLevel;
- callfunc "Job_Change",Job_Priest;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- mes "[Bishop Paul]";
- mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life.";
- next;
- mes "[Bishop Paul]";
- if (.@joblvl < 50) {
- getitem 1550,1; //Book
- mes "This book is for you. I hope it will aid you in spreading God's message on earth.";
- }
- else {
- getitem 1551,1; //Bible
- mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness.";
- }
- next;
- mes "[Bishop Paul]";
- mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest...";
- close;
+ mes "[Bishop Paul]";
+ mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away.";
+ next;
+ mes "[Bishop Paul]";
+ mes "God, grant your power to your servant standing before you.";
+ if (sex)
+ mes "Let him send your message throughout the ends of the earth.";
+ else
+ mes "Let her send your message throughout the ends of the earth.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Make this servant of yours an instrument of your miraculous works...";
+ next;
+ set .@joblvl,JobLevel;
+ callfunc "Job_Change",Job_Priest;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Bishop Paul]";
+ mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life.";
+ next;
+ mes "[Bishop Paul]";
+ if (.@joblvl < 50) {
+ getitem 1550,1; //Book
+ mes "This book is for you. I hope it will aid you in spreading God's message on earth.";
+ }
+ else {
+ getitem 1551,1; //Bible
+ mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness.";
}
+ next;
+ mes "[Bishop Paul]";
+ mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest...";
+ close;
}
}
prt_church,27,24,1 script Sister Cecilia 79,{
mes "[Sister Cecilia]";
- if (BaseClass != Job_Acolyte || BaseJob == Job_Priest) {
+ if (BaseJob != Job_Acolyte) {
if (BaseJob == Job_Priest) {
if (sex)
mes "May god bless you, brother. It brings my heart joy to see that you working hard to carry out the will of God.";
@@ -1197,7 +1196,7 @@ OnInit:
end;
OnTouch:
- if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ if (BaseJob == Job_Acolyte) {
donpcevent "Zombie_Generator#prst::Onm1";
donpcevent "Zombie1_1::OnDisable";
}
@@ -1218,7 +1217,7 @@ OnInit:
end;
OnTouch:
- if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ if (BaseJob == Job_Acolyte) {
donpcevent "Zombie_Generator#prst::Onm2";
donpcevent "Zombie2_1::OnDisable";
}
@@ -1239,7 +1238,7 @@ OnInit:
end;
OnTouch:
- if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ if (BaseJob == Job_Acolyte) {
donpcevent "Zombie_Generator#prst::Onm3";
donpcevent "Zombie3_1::OnDisable";
}
@@ -1260,7 +1259,7 @@ OnInit:
end;
OnTouch:
- if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ if (BaseJob == Job_Acolyte) {
donpcevent "Zombie_Generator#prst::Onm4";
donpcevent "Zombie4_1::OnDisable";
}
@@ -1280,7 +1279,7 @@ OnInit:
end;
OnTouch:
- if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ if (BaseJob == Job_Acolyte) {
donpcevent "Zombie_Generator#prst::Onm5";
donpcevent "Zombie5_1::OnDisable";
}
@@ -1374,7 +1373,7 @@ OnTouch:
mes "[Deviruchi]";
mes "But how about this...? Now, isn't this an attractive sight? A nice, shiny new card. Mint condition. Not too many people have this you know. But I happen to have soooo many, my pockets hurt.";
next;
- cutin "ケフスコニョキケスコトォオ・bmp",4;
+ cutin "ケフスコニョキケスコトォオ・.bmp",4;
mes "[Deviruchi]";
mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering...";
next;
@@ -1384,7 +1383,7 @@ OnTouch:
mes "This card can";
mes "can be yours...";
next;
- cutin "ケフスコニョキケスコトォオ・bmp",255;
+ cutin "ケフスコニョキケスコトォオ・.bmp",255;
mes "[Deviruchi]";
mes "Theoretically!";
mes "BWAHAHAHAHAHAHAHA!";
@@ -1393,7 +1392,7 @@ OnTouch:
warp "mjolnir_05",200,200;
end;
}
- cutin "ケフスコニョキケスコトォオ・bmp",255;
+ cutin "ケフスコニョキケスコトォオ・.bmp",255;
mes "[Deviruchi]";
mes "Did...";
mes "Did you just tell";
@@ -1650,7 +1649,7 @@ OnInit:
end;
OnTouch:
- if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ if (BaseJob == Job_Acolyte) {
donpcevent "Mummy_Generator::Onm1";
donpcevent "Mummy1_1::OnDisable";
}
@@ -1671,7 +1670,7 @@ OnInit:
end;
OnTouch:
- if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ if (BaseJob == Job_Acolyte) {
donpcevent "Mummy_Generator::Onm2";
donpcevent "Mummy2_1::OnDisable";
}
@@ -1692,7 +1691,7 @@ OnInit:
end;
OnTouch:
- if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ if (BaseJob == Job_Acolyte) {
donpcevent "Mummy_Generator::Onm3";
donpcevent "Mummy3_1::OnDisable";
}
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
index 6e89dd408..46f2379b6 100644
--- a/npc/jobs/2-1/wizard.txt
+++ b/npc/jobs/2-1/wizard.txt
@@ -4,7 +4,7 @@
//= (Aegis) Translated by yoshiki, converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.4
+//= 2.5
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -28,6 +28,7 @@
//= 2.2 Merged back JFunc [Lupus] 2.2a Removed extra MES, added missing NEXT
//= 2.3 Bigfoot monster summon corrected [Zairik]
//= 2.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.5 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//============================================================
gef_tower,111,37,4 script Wizard Guildsman 70,{
@@ -41,7 +42,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{
mes "Congratulations and good luck with your life!";
close;
}
- if (BaseClass != Job_Mage || BaseJob != Job_Wizard) {
+ if (BaseJob != Job_Mage) {
if (BaseJob == Job_Wizard) {
mes "[Catherine]";
mes "Since you're already a Wizard, you don't have any more business with me...?";
@@ -387,6 +388,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{
mes "[Catherine]";
mes "So, try harder this time...";
mes "He's waiting!";
+ close;
}
else if (WIZ_Q == 7) {
if (JobLevel < 40) {
@@ -443,7 +445,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{
}
gef_tower,102,24,2 script Gloomy Wizard 735,{
- if (BaseClass != Job_Mage || BaseJob == Job_Wizard) {
+ if (BaseJob != Job_Mage) {
if (BaseJob == Job_Wizard) {
mes "[Raulel]";
mes "*Cough* *cough* what do you want?";
@@ -466,7 +468,7 @@ gef_tower,102,24,2 script Gloomy Wizard 735,{
}
close;
}
- else if (BaseBjob == Job_Priest) {
+ else if (BaseJob == Job_Priest) {
mes "[Raulel]";
mes "Go away, one who works for the Church!";
mes "Magic repels Holy power, jeez...your messing up my aura.";
@@ -476,7 +478,7 @@ gef_tower,102,24,2 script Gloomy Wizard 735,{
mes "Don't come any closer, just leave!";
close;
}
- else if (Class == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "[Raulel]";
mes "Why did a little one like you come here?!";
mes "Get lost! ~Hahahahaha";
@@ -1639,7 +1641,7 @@ OnTimer9000:
}
gef_tower,107,36,4 script White Dog#wiz 81,{
- if (BaseClass != Job_Mage || BaseJob != JOb_Wizard) {
+ if (BaseJob != Job_Mage) {
if (BaseJob == Job_Wizard) {
mes "[Maria]";
mes "Instead of sticking around here, wouldn't it be better to go out and test how strong you've become?";
@@ -1650,7 +1652,7 @@ gef_tower,107,36,4 script White Dog#wiz 81,{
cutin "job_wizard_maria01",255;
end;
}
- else if (Class == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "[Dog]";
mes "What? Kiddo!";
mes "Is a Dog talking so amusing to you?";
diff --git a/npc/merchants/shops.txt b/npc/merchants/shops.txt
index 149824dea..c616e40fa 100644
--- a/npc/merchants/shops.txt
+++ b/npc/merchants/shops.txt
@@ -33,6 +33,7 @@
//= Removed commented out shops.
//= 2.0b Einbech tool dealer got lost somewhere along the way, re-added. [L0ne_W0lf]
//= 2.1 Fixed missing item from "Fresh Fish" from cooking addition shops. [L0ne_W0lf]
+//= 2.1a Fixed the second "Line" selling in Comodo Weapon shop. (Should have been Whip) [L0ne_W0lf]
//============================================================
//=======================================================
@@ -75,7 +76,7 @@ ayo_in01,90,160,1 shop Armor Dealer 842,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,
// Comodo
//=======================================================
cmd_in01,117,165,4 shop Armor Dealer 101,2226:-1,2228:-1,2103:-1,2105:-1,2405:-1,2503:-1,2505:-1,2305:-1,2321:-1,2307:-1,2309:-1,2335:-1,2312:-1,2314:-1,2316:-1
-cmd_in01,128,165,2 shop Weapon Dealer 49,1901:-1,1903:-1,1905:-1,1909:-1,1911:-1,1907:-1,1950:-1,1952:-1,1954:-1,1958:-1,1952:-1,1956:-1
+cmd_in01,128,165,2 shop Weapon Dealer 49,1901:-1,1903:-1,1905:-1,1909:-1,1911:-1,1907:-1,1950:-1,1952:-1,1954:-1,1958:-1,1960:-1,1956:-1
cmd_in01,79,182,5 shop Tool Dealer 83,1770:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,657:-1,601:-1,602:-1,611:-1,1065:-1
comodo,296,125,4 shop Souvenir Vendor 101,965:-1,964:-1
cmd_fild07,257,126,5 shop Tool Dealer 83,1770:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,601:-1,602:-1,611:-1,1065:-1