summaryrefslogtreecommitdiff
path: root/npc/jobs/2-2/bard.txt
diff options
context:
space:
mode:
authorLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-06-01 07:04:44 +0000
committerLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-06-01 07:04:44 +0000
commit2ff7b0b8f46b02bac6897758717d799f2df47e87 (patch)
tree9e54d297e3c239535699cbeadddcdd0f72050dec /npc/jobs/2-2/bard.txt
parent05f9831adf94728f8cab21185a62e4000e7a94e7 (diff)
downloadhercules-2ff7b0b8f46b02bac6897758717d799f2df47e87.tar.gz
hercules-2ff7b0b8f46b02bac6897758717d799f2df47e87.tar.bz2
hercules-2ff7b0b8f46b02bac6897758717d799f2df47e87.tar.xz
hercules-2ff7b0b8f46b02bac6897758717d799f2df47e87.zip
fixed 2 bugs in Bard Job Quest
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10656 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/2-2/bard.txt')
-rw-r--r--npc/jobs/2-2/bard.txt142
1 files changed, 72 insertions, 70 deletions
diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt
index 3f41c5a16..041f051d8 100644
--- a/npc/jobs/2-2/bard.txt
+++ b/npc/jobs/2-2/bard.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Muad_Dib(The Prometheus Project), Lupus, Samuray22
//===== Current Version: =====================================
-//= 2.1b
+//= 2.2
//===== Compatible With: =====================================
//= eAthena Final
//===== Description: =========================================
@@ -20,6 +20,8 @@
// prize, too. Added Izidor flower [Lupus]
// 2.0 Changed numbers to constants. [Vicious]
// 2.1b Updated to the Official One. [Samuray22]
+// 2.2 Fixed BUG when baby classes weren't able to get a job,
+// fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs
//============================================================
//=============== Ayealo ============================
@@ -37,8 +39,8 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
mes "Thou should not live this destinty...";
mes "Thou have forgotten your destinty...";
close;
- } else if(Class != Job_Archer) {
- if(Class == Job_Bard) {
+ } else if(BaseJob != Job_Archer) {
+ if(BaseJob == Job_Bard) {
mes "[Ayealo]";
mes "Hey friends! You must be good at singing or roaming?";
mes "Have you improved your singing?";
@@ -51,7 +53,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
mes "Don't forget to stay happy always.";
mes "Our singing is to bring happiness and pleasant to everyone.";
close;
- } else if(Class == Job_Novice) {
+ } else if(BaseJob == Job_Novice) {
mes "[Ayealo]";
mes "Let all the sadness";
mes "incomplete wishes.";
@@ -73,7 +75,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
mes "A place with all the happiness things.";
next;
mes "[Ayealo]";
- if(Sex == 1) {
+ if(Sex) {
mes "Hope that you can forget all the things that happened today.";
mes "Enjoy yourself!";
} else {
@@ -84,7 +86,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
}
} else if(BARD_Q == 0) {
mes "[Ayealo]";
- if(Sex == 1) {
+ if(Sex) {
mes "Hello! The joyful Archer,";
} else {
mes "Hello! Lovely Miss Archer,";
@@ -144,7 +146,7 @@ comodo,211,155,3 script Wandering Bard 741,5,5{
mes "[Ayealo]" ;
mes "Thank you. I'm very happy if you're feeling happy with my singing.";
next;
- if (Sex == 1 && JobLevel > 39) {
+ if (Sex && JobLevel > 39) {
mes "[Ayealo]";
mes "It's wonderful if there are more people can sing as well.";
mes "It's OK, it's not bad like this, He-he.";
@@ -422,7 +424,7 @@ B_Sing:
next;
input @song$;
if(@song$ != "There was a fellow named.") {
- set @w_point, 1;
+ set @w_point, 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.^000000";
@@ -433,7 +435,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Invulnerable.") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.";
@@ -444,7 +446,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "His name is Siegfried,") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.";
@@ -455,7 +457,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "son of the hero Siegmen,") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.";
@@ -466,7 +468,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "the fiery giant Puff,") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFThere was a fellow named.";
mes "Invulnerable.";
@@ -477,7 +479,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "turned into dragon to challenge him.") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
} else if(@bard_s == 2) {
mes "^3377FFA Merchant without money and equipment. ^000000";
@@ -489,7 +491,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "A Merchant without money and equipment.") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.^000000";
@@ -500,7 +502,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Merchant also not afford to vending.") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.";
@@ -511,7 +513,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "He never beg from others.") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.";
@@ -522,7 +524,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Selling equipment to get money.") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.";
@@ -533,7 +535,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Firstly, he sells the Red Potion.") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFA Merchant without money and equipment. ";
mes "Merchant also not afford to vending.";
@@ -544,7 +546,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Then he sells the Sweet Potato." ) {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
} else if(@bard_s == 3) {
mes "^3377FFAll gods will never grow old, ^000000";
@@ -556,7 +558,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "All gods will never grow old," ) {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFAll gods will never grow old, ";
mes "This is because of goddess Idun,^000000";
@@ -578,7 +580,7 @@ B_Sing:
next;
input @song$;
if( @song$ != "Beauty, fair, wealthy godness Idun.") {
- set @w_point, @w_point + 1;
+ set @w_point, @w_point + 1;
}
mes "^3377FFAll gods will never grow old, ";
mes "This is because of goddess Idun,";
@@ -589,8 +591,8 @@ B_Sing:
next;
input @song$;
if( @song$ != "Daughter-in-law of Odin, Mrs.Braqi.") {
- set @w_point, @w_point + 1;
- }
+ set @w_point, @w_point + 1;
+ }
mes "^3377FFAll gods will never grow old, ";
mes "This is because of goddess Idun,";
mes "Beauty, fair, wealthy godness Idun.";
@@ -625,7 +627,7 @@ B_Sing:
if( @song$ != "Bragi, Bragi." ) {
set @w_point, @w_point + 1;
}
- mes "^3377FFBragi, Bragi.";
+ mes "^3377FFBragi, Bragi.";
mes "Always call the Bard with this name,^000000";
mes "My singing is his breathe,";
mes "My spirit is his will power,";
@@ -764,7 +766,7 @@ B_Sing:
mes "[Ayealo]";
mes "It's amazing! It's not so simple at once?";
mes "You can be a good singer to a certain extent.";
- next;
+ next;
mes "[Ayealo]";
mes "In that case, you are a Bard from now on.";
mes "But, I would like to present a souvenir for you.";
@@ -820,61 +822,61 @@ B_Change:
next;
mes "[Ayealo]";
mes "And, I had prepared some souvenirs for you.";
- mes "Can you please bring some Wooden Block?";
+ mes "Can you please bring some Wooden Block?";
mes "We're not restricted to any materials, as long as the quantities of a same type item are 60.";
close;
}
- mes "[Ayealo]";
- mes "Its must be a tough job, I'll make use of this material to make a souvenir after you had changed the job.";
- mes "Hold on please.";
- next;
- mes "[Ayealo]";
- mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000";
- mes "^3355FFKiwi Kiwi Pitt Pitt^000000";
- next;
- if(countitem("Wooden_Block") > 59) {
- delitem "Wooden_Block", 60;
- getitem "Violin", 1;
- } else if(countitem("Tree_Of_Archer_3") > 59) {
- delitem "Tree_Of_Archer_3", 60;
- getitem "Mandolin", 1;
- } else if(Tree_Of_Archer_2 > 59) {
- delitem "Tree_Of_Archer_2", 60;
- getitem "Mandolin", 1;
- } else if(countitem("Tree_Of_Archer_1") > 59) {
- if(JobLevel > 49) {
- delitem "Tree_Of_Archer_1", 60;
- getitem "Harp_", 1;
- } else {
- delitem "Tree_Of_Archer_1", 60;
- getitem "Lute", 1;
- }
+ mes "[Ayealo]";
+ mes "Its must be a tough job, I'll make use of this material to make a souvenir after you had changed the job.";
+ mes "Hold on please.";
+ next;
+ mes "[Ayealo]";
+ mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000";
+ mes "^3355FFKiwi Kiwi Pitt Pitt^000000";
+ next;
+ if(countitem("Wooden_Block") > 59) {
+ delitem "Wooden_Block", 60;
+ getitem "Violin", 1;
+ } else if(countitem("Tree_Of_Archer_3") > 59) {
+ delitem "Tree_Of_Archer_3", 60;
+ getitem "Mandolin", 1;
+ } else if(countitem("Tree_Of_Archer_2") > 59) {
+ delitem "Tree_Of_Archer_2", 60;
+ getitem "Mandolin", 1;
+ } else if(countitem("Tree_Of_Archer_1") > 59) {
+ if(JobLevel > 49) {
+ delitem "Tree_Of_Archer_1", 60;
+ getitem "Harp_", 1;
} else {
- mes "[Ayealo]";
- mes "Mmm? It's better that you collect more Wooden Block.";
- mes "Can I change the job now?";
- next;
- menu "Please let me change the job directly.",B_Change,"It's OK, I'll come again after well prepare.",-;
- mes "[Ayealo]";
- mes "Mmm, OK. Can you please bring some ^3355FF Wooden Block^000000?";
- mes "We're not restricted to any materials, as long as the quantities of a same type item are 60.";
- next;
- mes "[Ayealo]";
- mes "If you can bring all the materials, I'll reward you with a present.";
- mes "Be careful on the road.";
- close;
+ delitem "Tree_Of_Archer_1", 60;
+ getitem "Lute", 1;
}
- callfunc "Job_Change",Job_Bard;
- callfunc "F_ClearJobVar"; //clears all job variables for the current player
+ } else {
+ mes "[Ayealo]";
+ mes "Mmm? It's better that you collect more Wooden Block.";
+ mes "Can I change the job now?";
+ next;
+ menu "Please let me change the job directly.",B_Change,"It's OK, I'll come again after well prepare.",-;
mes "[Ayealo]";
- mes "C'mon, this is the souvenir. It's useful while singing.";
- mes "Hope that you can sing more cheerful songs.";
+ mes "Mmm, OK. Can you please bring some ^3355FF Wooden Block^000000?";
+ mes "We're not restricted to any materials, as long as the quantities of a same type item are 60.";
next;
mes "[Ayealo]";
- mes "See you next time.";
+ mes "If you can bring all the materials, I'll reward you with a present.";
+ mes "Be careful on the road.";
close;
+ }
+ callfunc "Job_Change",Job_Bard;
+ callfunc "F_ClearJobVar"; //clears all job variables for the current player
+ mes "[Ayealo]";
+ mes "C'mon, this is the souvenir. It's useful while singing.";
+ mes "Hope that you can sing more cheerful songs.";
+ next;
+ mes "[Ayealo]";
+ mes "See you next time.";
+ close;
}
mes "[Ayealo]";
mes "Em Hm...";
- close;
+ close;
} \ No newline at end of file