diff options
Diffstat (limited to 'npc')
-rw-r--r-- | npc/Changelog.txt | 4 | ||||
-rw-r--r-- | npc/jobs/valkyrie.txt | 8 | ||||
-rw-r--r-- | npc/other/Global_Functions.txt | 95 | ||||
-rw-r--r-- | npc/quests/quests_alberta.txt | 35 |
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."; |