diff options
-rw-r--r-- | npc/Changelog.txt | 1 | ||||
-rw-r--r-- | npc/jobs/2-1/knight.txt | 11 |
2 files changed, 8 insertions, 4 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt index d72500778..5916b7b22 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -1,6 +1,7 @@ Date Added ====== 2007/08/29 + * Rev. 11081 Knight job quest bug fixes. [L0ne_W0lf] * Made some changes due to recent fixes in the Sign Quest. [SinSloth] * Dandelion's Request event now resets properly after it has been completed by a player. [SinSloth] 2007/08/24 diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt index c7d2e4e76..b96cb5f01 100644 --- a/npc/jobs/2-1/knight.txt +++ b/npc/jobs/2-1/knight.txt @@ -29,6 +29,8 @@ //= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] //= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf] //= 2.4 Minor fixes to timer#knt. [L0ne_W0lf] +//= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf] +//= Corrected usages of killmonster and killmonsterall. //============================================================ prt_in,88,101,4 script Chivalry Captain#knt 56,{ @@ -1339,7 +1341,9 @@ OnStartArena: if($@KntUsers > 0) end; if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room; - killmonsterall "job_knt"; + killmonster "job_knt", "Knight1::OnMyMobDead"; + killmonster "job_knt", "Knight2::OnMyMobDead"; + killmonster "job_knt", "Knight3::OnMyMobDead"; warpwaitingpc "job_knt",43,146; donpcevent "Knight1::OnEnable"; end; @@ -1370,7 +1374,6 @@ OnEnable: OnDisable: killmonster "job_knt", "Knight1::OnMyMobDead"; - killmonsterall "job_knt"; disablenpc "Knight1"; end; @@ -2097,7 +2100,7 @@ OnEnable: end; OnDisable: - killmonsterall "job_knt","Timer#knt::OnMyMobDead"; + killmonster "job_knt","Timer#knt::OnMyMobDead"; disablenpc "Timer#knt"; disablenpc "Warp#knt"; end; @@ -2158,7 +2161,7 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ close; } else { - if (Zeny > 73999 && countitem(999) > 0 && BaseJob == Job_Swordman) { + if (Zeny > 73999 && countitem(999) > 0 && BaseJob == Job_Knight) { mes "[Sir Gray]"; mes "You are ready!"; mes "You must know the"; |