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-rw-r--r--npc/jobs/2-1/assassin.txt23
1 files changed, 22 insertions, 1 deletions
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
index ff9e9bf14..f22c12dfa 100644
--- a/npc/jobs/2-1/assassin.txt
+++ b/npc/jobs/2-1/assassin.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 3.2
+//= 3.3
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -45,6 +45,7 @@
//= 3.1a Follow up fix. Forgot to replace a label. [L0ne_W0lf]
//= 3.1b Fixed waiting room not enabled in some situations [Zephyrus]
//= 3.2 Fixed a question having all correct answers. [brianluau]
+//= 3.3 Added Quest Log commands. [Kisuka]
//============================================================
in_moc_16,19,33,1 script Guildsman#asn 55,{
@@ -123,10 +124,12 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "......";
next;
delitem 1008,1; //Frozen_Heart
+ changequest 8007,8008;
mes "[Assassin Expert 'Huey']";
mes "Alright!";
mes "You've been approved!";
next;
+ completequest 8008;
callfunc "Job_Change",Job_Assassin;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
mes "[Assassin Expert 'Huey']";
@@ -250,6 +253,11 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "you to the office.";
close2;
set ASSIN_Q,0;
+ if(checkquest(8000) != -1) {
+ changequest 8000,8001;
+ }else{
+ setquest 8001;
+ }
warp "in_moc_16",19,76;
end;
case 2:
@@ -542,6 +550,7 @@ OnTouch:
close2;
set ASSIN_Q3,1;
set ASSIN_Q,1;
+ changequest 8001,8002;
warp "in_moc_16",19,144;
end;
}
@@ -564,6 +573,7 @@ OnTouch:
close2;
set ASSIN_Q3,2;
set ASSIN_Q,1;
+ changequest 8001,8002;
warp "in_moc_16",19,144;
end;
}
@@ -590,6 +600,7 @@ OnTouch:
set ASSIN_Q,0;
set ASSIN_Q3,0;
set ASSIN_Q2,0;
+ erasequest 8001;
warp "moc_fild16",206,229;
end;
}
@@ -616,6 +627,7 @@ OnTouch:
next;
set ASSIN_Q3,1;
set ASSIN_Q,1;
+ changequest 8001,8002;
warp "in_moc_16",19,144;
end;
}
@@ -629,6 +641,7 @@ OnTouch:
next;
set ASSIN_Q3,2;
set ASSIN_Q,1;
+ changequest 8001,8002;
warp "in_moc_16",19,144;
end;
}
@@ -976,6 +989,7 @@ L_AskQuestions:
mes "" + .@assassin_t + " percent...";
if (.@assassin_t > 80) {
set ASSIN_Q2,5;
+ changequest 8002,8003;
mes "Well done.";
mes "You pass.";
next;
@@ -1012,6 +1026,7 @@ L_AskQuestions:
mes "" + .@assassin_t + " points...";
if (.@assassin_t > 80) {
set ASSIN_Q2,5;
+ changequest 8002,8003;
next;
mes "[The Anonymous One]";
mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial.";
@@ -1173,6 +1188,7 @@ OnTouch:
set ASSIN_Q,0;
set ASSIN_Q3,0;
set ASSIN_Q2,0;
+ changequest 8003,8000;
warp "in_moc_16",19,13;
end;
}
@@ -1246,6 +1262,7 @@ OnMyMobDead:
if (.MyMobs < 1) {
mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map;
set ASSIN_Q,3;
+ changequest 8003,8004;
donpcevent "timestopper#1::OnEnable";
donpcevent "Keeper of the Door#ASN::OnEnable";
donpcevent "Beholder#ASNTEST::OnResetmob";
@@ -1502,6 +1519,7 @@ OnTouch:
set ASSIN_Q,0;
set ASSIN_Q2,0;
set ASSIN_Q3,0;
+ changequest 8004,8000;
savepoint "in_moc_16",18,14;
warp "in_moc_16",18,14;
donpcevent "Standby Room#ASNTEST::OnStart";
@@ -1569,6 +1587,7 @@ OnTouch:
mes "You may now proceed to our Guildmaster's room. Good luck!!";
close2;
set ASSIN_Q,5;
+ changequest 8004,8005;
warp "in_moc_16",181,183;
end;
}
@@ -1578,6 +1597,7 @@ OnTouch:
if (ASSIN_Q == 5 || ASSIN_Q == 6) {
warp "in_moc_16",181,183;
set ASSIN_Q,ASSIN_Q+1;
+ changequest 8005,8006;
}
else {
mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map;
@@ -2100,6 +2120,7 @@ OnTouch:
mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
savepoint "morocc",100,100;
getitem 1008,1; //Frozen_Heart
+ changequest 8006,8007;
next;
mes "[Guildmaster]";
mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move...";