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authorLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-06-23 06:32:30 +0000
committerLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-06-23 06:32:30 +0000
commita6f718ad10d3ca9dcabd7c3b467265280aced6e1 (patch)
treeaecce95d5b12c055465a1b616ad37ba831b3228e /npc/jobs/2-1
parentb96aaab89f1efd39a92f401893fcb936fa673225 (diff)
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merged jFunc 2-1
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7305 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/2-1')
-rw-r--r--npc/jobs/2-1/assassin.txt58
-rw-r--r--npc/jobs/2-1/blacksmith.txt40
-rw-r--r--npc/jobs/2-1/hunter.txt44
-rw-r--r--npc/jobs/2-1/knight.txt33
-rw-r--r--npc/jobs/2-1/priest.txt110
-rw-r--r--npc/jobs/2-1/wizard.txt57
6 files changed, 319 insertions, 23 deletions
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
index 6b9596fd7..4c32c7cb8 100644
--- a/npc/jobs/2-1/assassin.txt
+++ b/npc/jobs/2-1/assassin.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 2.1
+//= 2.2
//===== Compatible With: =====================================
//= eAthena RC4
//===== Description: =========================================
@@ -27,6 +27,7 @@
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
//============================================================
@@ -38,10 +39,59 @@
in_moc_16.gat,19,33,4 script Guildsman 55,{
callfunc "F_BlockHigh",Job_Thief_High,"Thief High",Job_Assassin_Cross,"Assassin Cross","Assassin Huey";
- if(BaseJob==Job_Thief) goto L_Thief;
- callfunc "Ass_check";
+ mes "[Angry looking man]";
+ if(BaseJob==Job_Assassin) {
+ mes "[Assassin Huey]";
+ mes "Oohh, its you. You're...." + strcharinfo(0) + " right?";
+ next;
+ mes "[Assassin Huey]";
+ mes "Too bad there's nothing to do right now. You should go train more. Bye.";
+ close;
+ }
+ if(baseClass == Job_Novice){
+ mes "....HEY Novice!!! GET out of here now!! I won't be held responsible if anything bad happens to you.......";
+ emotion e_gasp;
+ close;
+ }
+ if(baseClass == Job_Swordman){
+ mes "....What are you doing here???";
+ emotion e_what;
+ next;
+ mes "[Angry looking man]";
+ mes "Doing what you're ordered to do eh?........ You guys are nothing more than dogs that listen to their owners.............";
+ emotion e_pif;
+ close;
+ }
+ if(baseClass == Job_Mage){
+ mes "...What's a mage like you doing here? You should be paying more attention to your training.....";
+ emotion e_hmm;
+ close;
+ }
+ if(baseClass == Job_Archer){
+ mes "Uh.... you're one of those people with bows right? Sorry but there are no cute pets here for u to kill..........";
+ emotion e_swt;
+ next;
+ mes "[Angry looking man]";
+ mes "Wait...... You're not here to create trouble eh!!? ....LEAVE AT ONCE!!";
+ emotion e_gasp;
+ close;
+ }
+ if(baseClass == Job_Acolyte){
+ mes "...Oh God's little helper..... What are you doing down in a dreadful place like this?";
+ mes "Trust me, you're not going to find any salvation here........ why don't you just run along ok?........";
+ emotion e_hmm;
+ close;
+ }
+ if(baseClass == Job_Merchant){
+ mes ".... What the??? Do you have any idea where you are??...... GREEDY SCAMMERS like you are not welcome here!!";
+ emotion e_gg;
+ close;
+ }
+ if(baseClass != Job_Thief){
+ mes ".... Hmm.... although you're not an Assassin or Thief... I have to say I like your sense of style.";
+ close;
+ }
-L_Thief:
if(JobLevel >= 40) goto L_Start;
mes "Hmm? What brings you here?.... I don't think I like the way you're looking at me....?!";
emotion e_what;
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
index ce76d0772..e1ff13b06 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: =====================================
-//= 2.1
+//= 2.2
//===== Compatible With: =====================================
//= eAthena 1.0+
//===== Description: =========================================
@@ -26,6 +26,7 @@
//= 1.8 Moved the Quest to Einbroch [Poki#3]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged Jfunc, changed job numbers to constants [Lupus]
==============================================================
@@ -34,7 +35,7 @@
ein_in01.gat,18,28,4 script Guildsman Altiregen 731,{
callfunc "F_BlockHigh",Job_Merchant_High,"Merchant High",Job_Whitesmith,"White Smith","Blacksmith Altiregen";
- if (BaseJob == 5) goto L_Merc;
+ if (BaseJob == Job_Merchant) goto L_Merc;
mes "[Blacksmith Altiregen]";
mes "Welcome! We're the masters of the metal, blacksmiths!";
mes "Our skills in creating weapons, in a way, is almost an art form!.";
@@ -43,8 +44,41 @@ ein_in01.gat,18,28,4 script Guildsman Altiregen 731,{
mes "Those weapons, heh, can be sold for quite a profit as well.";
next;
mes "[Blacksmith Altiregen]";
- callfunc "Bla_check";
+ if (BaseJob == Job_Novice){
+ if(sex){
+ mes "Hmmm, you look like you wish to be a blacksmith! Sorry, but only merchants can be blacksmiths!.";
+ } else {
+ mes "...Hello little lady! If you wish to be a blacksmith, you have to be a merchant first!";
+ }
+ close;
+ }
+ if (baseClass == Job_Swordman){
+ mes "Hello! Come here to order a sword? Sorry, but I have some paperwork to do, so I can't forge anything now.";
+ close;
+ }
+ if (baseClass == Job_Acolyte){
+ mes "Oh! A Holy one...! Do me a favor and bless the sword I'm crafting!";
+ close;
+ }
+ if (baseClass == Job_Thief){
+ mes "Sorry, but this is more of a office, so there's nothing worth money. We CAN do knife forges though.";
+ close;
+ }
+ if (baseClass == Job_Mage){
+ mes "Interested in training? Our guild cannot assist magic users is such matters.";
+ close;
+ }
+ if (baseClass == Job_Archer){
+ mes "Hmmm, sorry, but we're not hiring anyone that isn't a merchent.";
+ close;
+ }
+ if (BaseJob == Job_Blacksmith){
+ mes "Hey! Been a while, running a errand for Christopher? I feel like my hammer is getting rusty after all this office work.";
+ close;
+ }
+ mes "Only Merchants can become Blacksmiths.";
+ close;
L_Merc:
mes "[Blacksmith Altiregen]";
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
index bb424fd66..179b25a15 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: =====================================
-//= 2.1
+//= 2.2
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -28,18 +28,54 @@
//= 1.7 Moved the Job QUest to Hugel [Poki#3]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged JFunc, fixed missing dialoges [Lupus]
//============================================================
//<====================================== Job Changer ========================================>\\
hu_in01.gat,386,374,4 script Hunter Sharon 727,{
callfunc "F_BlockHigh",Job_Archer_High,"High Archer",Job_Sniper,"Sniper","Hunter Sharon";
+ mes "[Hunter Sharon]";
if(BaseJob==Job_Archer) goto L_Start;
- callfunc "Hun_check";
-
+ if(BaseJob==Job_Novice){
+ mes "What's a novice like you doing here? Leave, we have nothing for you.";
+ emotion e_what;
+ close;
+ }
+ if(BaseJob==Job_Hunter){
+ mes "What up! "+strcharinfo(0)+" Why did you come back? Falcon run away or something? Te hehe.";
+ emotion e_heh;
+ next;
+ mes "[Hunter Sharon]";
+ mes "I hope you didn't think you could get free stuff from us just because your part of our guild now......";
+ close;
+ }
+ if(baseClass == Job_Swordman){
+ mes "A follower of the way of the blade! We have nothing for you here so please leave.";
+ close;
+ }
+ if(baseClass == Job_Mage){
+ mes "Hello mage type person. If you have no business here, please leave,";
+ close;
+ }
+ if(baseClass == Job_Thief){
+ mes "Eeep! There's nothing to steal here!! Leave us alone..... go rob an old lady or something......";
+ emotion e_omg;
+ close;
+ }
+ if(baseClass == Job_Acolyte){
+ mes "Good day, religious zealot! It's nice to meet you and all, but you have no buisiness here.";
+ close;
+ }
+ if(baseClass == Job_Merchant){
+ mes "Hey, how's buisiness? Perhaps if you want to sell something, go back to town.";
+ close;
+ }
+ mes "What are YOU doing here? Did you come to do a little song and dance... ke.. keke....kekekeHahahahhaha!!!";
+ emotion e_heh;
+ close;
L_Start:
- mes "[Hunter Sharon]";
if(HNTR_Q == 1) goto L_Test2;
if(HNTR_Q == 2) goto L_Test3;
if(HNTR_Q == 3) goto L_Change;
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index 7cb5952ad..b0e7ca66c 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: =====================================
-//= 2.0
+//= 2.1
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -25,6 +25,7 @@
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Merged JFunc [Lupus]
//============================================================
@@ -43,7 +44,35 @@ M_Menu:
M_0:
mes "[Chivalry Captain Herman]";
- callfunc "Kni_check";
+
+ if(BaseJob != Job_Swordman){
+ if(BaseJob == Job_Knight){
+ mes "...(sighs)...what are you doing here WASTING my time?? GO FORTH!!, and continue protecting Rune Midgard my young Knight.";
+ emotion e_pif;
+ close;
+ }
+ if(BaseJob == Job_Novice){
+ mes "Hahahaha!! You have no job experience what so ever and yet you stumble in here asking to be a knight. Hahahaha!!";
+ emotion e_heh;
+ next;
+ mes "[Chivalry Captain Herman]";
+ mes "You must first become a Swordsman before even thinking about becoming a Knight. Now scurry along little novice. Hahahahaha!!!";
+ close;
+ }
+ mes "I'm sorry but only Swordsmen can become Knights.";
+ close;
+ }
+ mes "Well then, first fill out this application form....";
+ next;
+ mes "...(you fill out the form and hand it back)...";
+ next;
+ mes "[Chivalry Captain Herman]";
+ if(JobLevel < 40){
+ mes "Hmm...it looks like you have not reached Job Level 40 yet. Please come back when you do. I shall be waiting here.";
+ close;
+ }
+ mes "Impressive. You have the job qualifications to become a knight..., however you will need much more than that to actually become one.";
+ next;
mes "[Chivalry Captain Herman]";
mes "In order to become a Knight one must posses great strength, courage, determination, and strong desire to help others.";
next;
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
index 5e1a0d6c7..7aa22c9b1 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: =====================================
-//= 2.0
+//= 2.1
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -19,6 +19,7 @@
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Merged JFunc [Lupus]
==========================================================
@@ -29,10 +30,111 @@ prt_church.gat,16,41,4 script Father Thomas 60,{
callfunc "F_BlockHigh",Job_Acolyte_High,"Acolyte High",Job_High_Priest,"High Priest","Father Thomas";
mes "[Father Thomas]";
- if (BaseJob == Job_Acolyte) goto L_Start;
- callfunc "Pri_check";
- close;
+ if(BaseJob == Job_Acolyte) goto L_Start;
+ if(BaseJob == Job_Novice){
+ mes "May God bless you, child. This is the Prontera Church. What are you here for?";
+ next;
+ menu "I want to become an Acolyte.",-, "I want to become a ^5533FFPriest^000000.",M_0b, "I'm just walking around.",M_0End;
+ mes "[Father Thomas]";
+ mes "Haha.. so you want to become an Acolyte eh? To apply to become an Acolyte, please go to the room opposite of here.";
+ close;
+ M_0b:
+ mes "[Father Thomas]";
+ mes "Haha...in order to become a priest you must first become an Acolyte. To become an Acolyte, go to the room opposite of here.";
+ close;
+ M_0End:
+ mes "[Father Thomas]";
+ mes "Please feel free to rest here. The church is a sanctuary for all those, who seek to escape the outside world.";
+ next;
+ mes "[Father Thomas]";
+ mes "May God be with you in your thoughts and prayers.";
+ close;
+ }
+ if(BaseJob == Job_Priest){
+ mes "God bless you, child. You are here again because you listened to God's orders.";
+ next;
+ mes "[Father Thomas]";
+ mes "I don't know if God's sons and daughters are going on the path of light or the path of darkness... I can only pray for the best.";
+ next;
+ mes "[Father Thomas]";
+ mes "So why are you here today?";
+ next;
+ menu "I just wanted to see how you were.",-, "I'm here to help the Acolytes.",M_1b, "Life is really hard... I was wondering if you could help.",M_1End;
+
+ mes "[Father Thomas]";
+ mes "Oh, well I'm fine thank you. Please send my regards to all of the other Priests, and Priestess.";
+ next;
+ mes "[Father Thomas]";
+ mes "We, the ones who follow the devine path, are here for one reason.... to obey Gods orders.";
+ mes "If you come across anyone who needs help, please remember to assist them in any way you can...";
+ close;
+ M_1b:
+ mes "[Father Thomas]";
+ mes "Oh...thats a great idea! Since you're a priest, you can't forget that you have to help the Acolytes when they need it.";
+ emotion e_ic;
+ next;
+ mes "[Father Thomas]";
+ mes "Even so, you must be carefull not to do everyting for them. It is important that they gain their own experiences through training ";
+ next;
+ mes "[Father Thomas]";
+ mes "In order to go in and help you'll need a ^5533FFROSARY^000000.";
+ mes "There will be 3 trials for the Acolyte to face, but in only 2 of them will your assistance be needed.";
+ next;
+ mes "[Father Thomas]";
+ mes "Are you prepared to help?";
+ next;
+ menu "Yes, i will help them with all my might.",-, "I will come back later.",sM_1End;
+
+ mes "[Father Thomas]";
+ if (countitem(2608) < 1){
+ mes "Hmm... it doesn't look like you have a ^5533FFROSARY^000000 with you.";
+ next;
+ mes "[Father Thomas]";
+ mes "If you want to help the Acolytes, you must first get a ^5533FFROSARY^000000.";
+ mes "Please come back when you have one.";
+ close;
+ }
+ mes "Very well then. I will send you to an Acolyte in just a moment.";
+ next;
+ mes "[Father Thomas]";
+ mes "I hope you will also take this opportunity to teach them what it means to be a good Priest.";
+ next;
+ if((getareausers("job_prist.gat", 8, 34, 39,109)) == 1) warp "job_prist.gat", 24, 44;
+ if((getareausers("job_prist.gat", 160, 14, 175, 178)) == 1) warp "job_prist.gat", 98, 40;
+ if((getareausers("job_prist.gat", 90, 34, 105,105)) == 1) warp "job_prist.gat", 168, 17;
+ mes "[Father Thomas]";
+ mes "Hmm........ wait a minute..... let me check my list.... Either no one is taking the test right now, or another Priest is already helping out.";
+ mes "In any case please check with me again later.";
+ close;
+ sM_1End:
+ mes "[Father Thomas]";
+ mes "Oh, alright. Just remember to bring a ^5533FFFROSARY^000000 when you come back.";
+ close;
+
+ M_1End:
+ mes "[Father Thomas]";
+ mes "Keep up the good work. I will ask God to ease your pain.";
+ next;
+ mes "[Father Thomas]";
+ mes "God, one of your children is suffering. Please use your powers, to heal the wounds on this battered body.....";
+ next;
+ mes "[Father Thomas]";
+ mes "Please look after us, so that under any condition we will be able to think clearly and maintain our faith";
+ percentheal 100,100;
+ next;
+ mes "[Father Thomas]";
+ mes "You should be feeling better now. Please stay on the path to rightousness and may God bless you.";
+ close;
+ }
+ mes "May God bless you my child.";
+ next;
+ mes "[Father Thomas]";
+ mes "Please feel free to rest, the church is the safest place in this world.";
+ next;
+ mes "[Father Thomas]";
+ mes "I hope God will bless you.";
+ close;
L_Start:
if (PRIEST_Q == 1) goto L_Test1;
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
index 520bad331..6849257a6 100644
--- a/npc/jobs/2-1/wizard.txt
+++ b/npc/jobs/2-1/wizard.txt
@@ -5,7 +5,7 @@
//= converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.0
+//= 2.2
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -26,15 +26,36 @@
//= to go. [Lupus]
//= 1.7 Replaced 2 Hodes with 2 Horong's (according to the official guide) [Lupus]
//= 1.8 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
-//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Changed numbers to constants. [Vicious]
+//= 2.2 Merged back JFunc [Lupus]
//============================================================
//<=================== Some dog =========================>
gef_tower.gat,107,35,5 script Some Dog 81,{
callfunc "F_BlockHigh",Job_Mage_High,"High Mage",Job_High_Wizard,"High Wizard","Dog";
- if(BaseJob == Job_Mage) goto L_JobMage;
- callfunc "Wiz1_check";
+ mes "[Dog]";
+ if(baseJob == Job_Mage) goto L_JobMage;
+ if(baseClass == Job_Mage){
+ mes "Ah! High level magic users, welcome. It's always nice to see experienced magic users around here.";
+ mes "Actually it's nice to see them anywhere! ~Woof!~";
+ close;
+ }
+ if(baseClass == Job_Acolyte){
+ mes "Eeek! What's a holy type person doing up here? I thought you people didn't like magic....";
+ mes "You religious types are always calling it the 'dark arts'......... ooooh scary!!!...... ~grrr!~WOOF!~";
+ close;
+ }
+ mes "Sheesh....... Why would someone who can't even cast a single spell come all the way up here???";
+ next;
+ mes "[Dog]";
+ mes "If you're that bored, do the world a favor and climb to the top of this building from the outside, then do some acrobatics....";
+ emotion e_pif;
+ next;
+ mes "[Dog]";
+ mes "~WOOF~ Get lost! I don't have time for people like you!!";
+ emotion e_go;
+ close;
L_JobMage:
mes "[Dog]";
@@ -143,9 +164,33 @@ gef_tower.gat,111,37,4 script Catherine Medichi 68,{
mes "[Catherine Medichi]";
if(BaseJob == Job_Mage) goto L_Mage;
- callfunc "Wiz2_check";
-
+ if(BaseJob == Job_Wizard){
+ mes "What do you need fellow Wizard? If it's nothing, please leave...";
+ next;
+ mes "[Catherine Medichi]";
+ if(sex){
+ mes "... Of course, if your here to ask me out... (*giggles*)....";
+ } else {
+ mes "If you get yourself a boyfriend, feel free to drop by and show him off. XD";
+ }
+ emotion e_lv;
+ close;
+ }
+ if(BaseJob == Job_Novice){
+ mes "Awwww, a little novice! How cute! This place is for Wizards only though.";
+ emotion e_lv2;
+ next;
+ mes "[Catherine Medichi]";
+ mes "If you're interested in magic, the ^0000FFMagician's Guild^000000 is the place for you.";
+ close;
+ }
+ mes "Hmm? What brings you all the way up here? If you have nothing to do here, please leave.";
+ mes "This place is for wizards only. =P";
+ next;
+ mes "[Catherine Medichi]";
+ mes "Try not to fall as you go back down....";
+ close;
L_Mage:
if(WIZ_Q == 2) goto L_Test2;