diff options
author | L0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-08-12 18:43:37 +0000 |
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committer | L0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-08-12 18:43:37 +0000 |
commit | eae54381afdd231dcf771754bd667b54c146f7bd (patch) | |
tree | 00d732b2f32f3680830957edf24b2d0d1b6ac7e7 /npc/jobs | |
parent | 143bf7f0214f2498a98a0d1deb3b2715f75a9325 (diff) | |
download | hercules-eae54381afdd231dcf771754bd667b54c146f7bd.tar.gz hercules-eae54381afdd231dcf771754bd667b54c146f7bd.tar.bz2 hercules-eae54381afdd231dcf771754bd667b54c146f7bd.tar.xz hercules-eae54381afdd231dcf771754bd667b54c146f7bd.zip |
* Bug fixes to the updated 2-2 job quests.
- Testing and fixes courtesy of Barron-Monster and Samaury22.
* Corrected the second "Line" selling in the Comodo shop to "Whip".
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10985 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs')
-rw-r--r-- | npc/jobs/2-1/assassin.txt | 25 | ||||
-rw-r--r-- | npc/jobs/2-1/blacksmith.txt | 13 | ||||
-rw-r--r-- | npc/jobs/2-1/hunter.txt | 17 | ||||
-rw-r--r-- | npc/jobs/2-1/knight.txt | 48 | ||||
-rw-r--r-- | npc/jobs/2-1/priest.txt | 93 | ||||
-rw-r--r-- | npc/jobs/2-1/wizard.txt | 16 |
6 files changed, 115 insertions, 97 deletions
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?"; |