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-rw-r--r--npc/Changelog.txt4
-rw-r--r--npc/jobs/valkyrie.txt8
-rw-r--r--npc/other/Global_Functions.txt95
-rw-r--r--npc/quests/quests_alberta.txt35
4 files changed, 33 insertions, 109 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index e7d8fc128..505a3705a 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,5 +1,9 @@
Date Added
======
+2008/04/03
+ * Fixed and removed unused variables from valkyrie.txt [Lupus]
+ - Now Turtle Island Quest uses MISC_QUEST & 65536 and clears TURTLE var
+ - Added more vars to ClearGrabage function: Global_Functions.txt
2008/04/01
* Fixed Bugs/Typos in quests_louyang.txt [Paradox924X]
2008/03/27
diff --git a/npc/jobs/valkyrie.txt b/npc/jobs/valkyrie.txt
index f6191cf31..f5e3c8bee 100644
--- a/npc/jobs/valkyrie.txt
+++ b/npc/jobs/valkyrie.txt
@@ -5,7 +5,7 @@
//= finished, optimized and tested by Lupus
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 2.9a
+//= 2.9b
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -35,7 +35,7 @@
//= 2.7b Removed function "F_BlockHigh" as it's no longer used. [L0ne_W0lf]
//= 2.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 2.9 Corrected Valkyrie case spicifying where to warp after rebirthing. [L0ne_W0lf]
-//= 2.9 Fixed Verdandi typo [Lupus]
+//= 2.9b Fixed Verdandi typo, fixed resetting vars [Lupus]
//============================================================
valkyrie,48,86,4 script Valkyrie# 811,{
@@ -138,7 +138,7 @@ valkyrie,48,86,4 script Valkyrie# 811,{
mes "[Valkyrie]";
mes "One...";
mes "Two......";
- callfunc("F_SaveQuestSkills");
+ //callfunc("F_SaveQuestSkills"); //now not used
next;
mes "[Valkyrie]";
mes "One...";
@@ -149,7 +149,7 @@ valkyrie,48,86,4 script Valkyrie# 811,{
if(ADVJOB == Job_Paladin2) set ADVJOB,Job_Paladin;
jobchange Job_Novice_High;
resetlvl(1);
- set RES_SKILL,0;
+ set MISC_QUEST,MISC_QUEST ^ 1024; <-reset Skill Reset Event
skill 142,1,0;
skill 143,1,0;
next;
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt
index c19074bb1..a5736fe77 100644
--- a/npc/other/Global_Functions.txt
+++ b/npc/other/Global_Functions.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Lupus, kobra_k88
//===== Current Version: =====================================
-//= 2.11
+//= 2.12
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -34,6 +34,7 @@
//= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
//= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
//= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
+//= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
//============================================================
@@ -83,11 +84,16 @@ function script F_ClearJobVar {
function script F_ClearGarbage {
// Clear outdated global VARS
- //Shinkskas Quest garbage
- if(Shinokas_Quest > 7){
- set ein_scientist,0;
- set ein_stuff,0;
- }
+ //Clear TURTLE var if the Turtle Islans Quest is already done
+ if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
+ if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
+ //Clear previously saved Quest Skills (now it isn't used)
+ set ADV_QSK,0;
+ set ADV_QSK2,0;
+ //Old Seset Skill Event used to use RES_SKILL var
+ set RES_SKILL,0;
+ //Here you put outdated variables from your outdated EVENTS
+ //e.g. Is XMAS done? Add the EVENT var clearing code here.
return;
}
@@ -106,83 +112,6 @@ function script Job_Change {
//////////////////////////////////////////////////////////////////////////////////
-// FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
-// HOW TO USE:
-// i.e. We need all holy classes but monks
-// if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
-//////////////////////////////////////////////////////////////////////////////////
-
-//////////////////////////////////////////////////////////////////////////////////
-// returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
-// Champion, 0 otherwise
-//////////////////////////////////////////////////////////////////////////////////
-
-function script Is_Holy_Class {
- return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////
-// returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
-// Clown,Gypsy, 0 otherwise
-//////////////////////////////////////////////////////////////////////////////////
-
-function script Is_Bow_Class {
- return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////
-// returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
-// Professor, 0 otherwise
-//////////////////////////////////////////////////////////////////////////////////
-
-function script Is_Magic_Class {
- return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////
-// returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
-// Whitesmith,Creator, 0 otherwise
-//////////////////////////////////////////////////////////////////////////////////
-
-function script Is_Merc_Class {
- return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist );
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////
-// returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
-// Stalker, 0 otherwise
-//////////////////////////////////////////////////////////////////////////////////
-
-function script Is_Thief_Class {
- return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////
-// returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
-// Lord Knight,Paladin, 0 otherwise
-//////////////////////////////////////////////////////////////////////////////////
-
-function script Is_Sword_Class {
- return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////
-// returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
-// these classes can't be adopted nor reborn ()
-//////////////////////////////////////////////////////////////////////////////////
-
-function script Is_Taekwon_Class {
- return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////
// Functions used to spiff up dialoges [Lupus]
//////////////////////////////////////////////////////////////////////////////////
diff --git a/npc/quests/quests_alberta.txt b/npc/quests/quests_alberta.txt
index f803a87e0..c842f565e 100644
--- a/npc/quests/quests_alberta.txt
+++ b/npc/quests/quests_alberta.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 1.9
+//= 2.0
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -25,6 +25,8 @@
//= 1.8 Re-made the Doll Quest, now with official dialogs. [DZeroX]
//= 1.8a Removed .GATs [Lupus]
//= 1.9 Updated Turtle Quest to official. [L0ne_W0lf]
+//= 2.0 Turtle Island quest now clears TURTLE var and set
+//= MISC_QUEST bit (MISC_QUEST & 65536) [Lupus]
//============================================================
@@ -949,7 +951,8 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 120,{
mes "I may not know much, but I won't talk to anyone motivated solely by greed. Go home!";
close;
case 2:
- if (TURTLE > 0) {
+ if ((MISC_QUEST & 65536) || TURTLE) {
+ if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var
mes "[Grandpa Turtle]";
mes "Well...";
mes "If you go to eastern side of the Alberta port, you should find an old ferryboatman.";
@@ -987,7 +990,7 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 120,{
}
alberta,247,122,4 script Sailor#tur 709,{
- if (TURTLE > 0) {
+ if (TURTLE) {
mes "[Gotanblue]";
mes "Heh...";
mes "Your eyes...";
@@ -1221,7 +1224,7 @@ alberta_in,18,102,4 script Letter#tur 111,{
}
alberta,248,93,4 script Voyage log#tur 111,{
- if (rand(1,2) == 1) {
+ if (rand(2)) {
mes "[Voyage log]";
mes "03:20 am";
mes "There's no light from the stars tonight, and we can't even see a hundred meters ahead of us. The men seem to feel something bad in the air.";
@@ -1419,21 +1422,20 @@ tur_dun01,160,81,4 script Skull Stone#tur 111,{
mes "^3355FFthe stone opened and^000000";
mes "^3355FFsome items popped out!!^000000";
next;
+ set MISC_QUEST,MISC_QUEST | 65536;
+ set TURTLE,0;
switch(rand(1,3)) {
case 1:
- set TURTLE,20;
getitem 532,5; //Banana_Juice
mes "^3355FFYou've gained^000000";
mes "^3355FF5 Banana Juice^000000";
close;
case 2:
- set TURTLE,20;
getitem 513,5; //Banana
mes "^3355FFYou've gained^000000";
mes "^3355FF5 Banana^000000";
close;
case 3:
- set TURTLE,20;
getitem 513,5; //Banana
getitem 532,5; //Banana_Juice
mes "^3355FFYou've gained^000000";
@@ -1600,63 +1602,55 @@ tur_dun02,49,158,4 script Turtle Pillar#tur 111,{
next;
mes "^3355FFThere are many items^000000";
mes "^3355FFunder the pillar...^000000";
+ set MISC_QUEST,MISC_QUEST | 65536;
+ set TURTLE,0;
switch(rand(1,10)) {
case 1:
- set TURTLE,20;
getitem 702,1; //Animal_Blood
mes "^3355FFYou've gained ^000000";
mes "^3355FFAnimal Gore.^000000";
close;
case 2:
- set TURTLE,20;
getitem 716,1; //Red_Gemstone
mes "^3355FFYou've gained^000000";
mes "^3355FFa Red Gemstone.^000000";
close;
case 3:
- set TURTLE,20;
getitem 734,1; //Red_Frame
mes "^3355FFYou've gained^000000";
mes "^3355FFa Red Frame^000000";
close;
case 4:
- set TURTLE,20;
getitem 10019,1; //Red_Muffler
mes "^3355FFYou've gained^000000";
mes "^3355FFRed Scarf.^000000";
close;
case 5:
- set TURTLE,20;
getitem 725,1; //Red_Jewel
mes "^3355FFYou've gained^000000";
mes "^3355FFa Sardonyx.^000000";
close;
case 6:
- set TURTLE,20;
getitem 716,1; //Red_Gemstone
mes "^3355FFYou've gained^000000";
mes "^3355FFa Red Gemstone.^000000";
close;
case 7:
- set TURTLE,20;
getitem 716,1; //Red_Gemstone
mes "^3355FFYou've gained^000000";
mes "^3355FFa Red Gemstone.^000000";
close;
case 8:
- set TURTLE,20;
getitem 716,1; //Red_Gemstone
mes "^3355FFYou've gained^000000";
mes "^3355FFa Red Gemstone.^000000";
close;
case 9:
- set TURTLE,20;
getitem 716,1; //Red_Gemstone
mes "^3355FFYou've gained^000000";
mes "^3355FFa Red Gemstone.^000000";
close;
case 10:
- set TURTLE,20;
getitem 725,1; //Red_Jewel
mes "^3355FFYou've gained^000000";
mes "^3355FFa Sardonyx.^000000";
@@ -1836,31 +1830,29 @@ tur_dun04,113,178,4 script Turtle Statue#tur 111,{
mes "metal plate. You pull";
mes "it open like a drawer.^000000";
next;
+ set MISC_QUEST,MISC_QUEST | 65536;
+ set TURTLE,0;
if (rand(1,20) == 7) {
switch(rand(1,4)) {
case 1:
- set TURTLE,20;
getitem 644,1; //Gift_Box
mes "^3355FFInside the drawer,";
mes "is a Gift Box. This";
mes "Gift Box is now yours.^000000";
close;
case 2:
- set TURTLE,20;
getitem 616,1; //Old_Card_Album
mes "^3355FFInside the drawer,";
mes "is an Old Card Album.";
mes "It is now yours to keep.^000000";
close;
case 3:
- set TURTLE,20;
getitem 617,1; //Old_Violet_Box
mes "^3355FFInside the drawer,";
mes "is an Old Purple Box.";
mes "It is now yours to keep.^000000";
close;
case 4:
- set TURTLE,20;
getitem 617,1; //Old_Violet_Box
mes "^3355FFInside the drawer,";
mes "is an Old Purple Box.";
@@ -1868,7 +1860,6 @@ tur_dun04,113,178,4 script Turtle Statue#tur 111,{
close;
}
}
- set TURTLE,20;
getitem 604,1; //Branch_Of_Dead_Tree
mes "^3355FFInside the drawer,";
mes "is a Dead Branch.";