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-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Job Repairs
-//================= Description ===========================================
-//= Removes potentially conflicting job data.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{
- if (checkweight(Knife,1) == 0) {
- mes "I think you have too many items. Let's try it again after you take some out.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You're overweight with items so I don't think we can proceed any further. Challenge me after you've taken some items off.";
- close;
- }
- mes "[Valerie]";
- mes "I am Valerie; I help those with abnormalities. I am friends with Valkyrie.";
- next;
- mes "[Valerie]";
- mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?";
- next;
- switch(select("I don't have any abnormalities", "I think my body has some abnormalities")) {
- case 1:
- mes "[Valerie]";
- mes "That's a relief. Then please take care.";
- close;
- case 2:
- mes "[Valerie]";
- mes "Are you sure you want to intialize it and start over?";
- next;
- if(select("Nope", "Yes, I want to start completely over") == 1) {
- mes "[Valerie]";
- mes "I understand. I'll see you next time";
- close;
- }
- mes "[Valerie]";
- mes "All items related to the existing conditions will disappear. Are you okay with this?";
- next;
- if(select("Nope", "Yes, I want to start completely over.") == 1) {
- mes "[Valerie]";
- mes "I understand. I'll see you next time.";
- close;
- }
- mes "[Valerie]";
- mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? ";
- next;
- if(select("Nope", "I still want to intialize.") == 1) {
- mes "[Valerie]";
- mes "I understand. I will see you next time.";
- close;
- }
- mes "[Valerie]";
- mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?";
- next;
- if(select("Nope", "Please intilize the former processes") == 1) {
- mes "[Valerie]";
- mes "I understand. I will see you next time";
- close;
- }
- specialeffect(EF_INVENOM, AREA, playerattached());
- progressbar "0xffff00",3;
-
- // Warlock - quest items
- if (isequipped(2796) || isequipped(2797)) {
- mes "[Valerie]";
- mes "Please unequip the Magical Stone or Magical Stone Ring and try again.";
- close;
- }
- if (countitem(Magical_Stone) || countitem(Magical_Stone_)) {
- if (isequipped(2796) || isequipped(2797)) {
- mes "[Valerie]";
- mes "Please talk to me after your replace all Magical Stones.";
- close;
- }
- setarray .@items[0], 2796, 2797, 6152, 6151; //Magical_Stone,Magical_Stone_,Glittering_Crystal,Peice_Of_Great_Bradium
- for(.@i = 0; .@i<4; ++.@i) {
- if (countitem(.@items[.@i]))
- delitem .@items[.@i], countitem(.@items[.@i]);
- }
- mes "[Valerie]";
- mes "You're carrying something that is unnecessary. I will sort it out for you.";
- close;
- }
-
- // Baby and third job characters meet no further conditions.
- if (eaclass()&(EAJL_BABY|EAJL_THIRD)) {
- mes "[Valerie]";
- mes "I don't think you should have any further business with me.";
- close;
- }
-
- // Rebirth - variable
- if ((Class >= Job_Swordman && Class <= Job_Crusader2) && ADVJOB != 0) {
- ADVJOB = 0;
- mes "[Valerie]";
- mes "You're carrying big karma- You should erase it.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- }
-
- // Second job - variable and quests
- // callsub L_Second, "<variable>", <quest>;
- if (Class == Job_Swordman) {
- callsub L_Second, "KNIGHT_Q", 9012;
- callsub L_Second, "CRUS_Q", 3015;
- } else if (Class == Job_Archer) {
- callsub L_Second, "HNTR_Q", 4013;
- callsub L_Second, "BARD_Q", 3004;
- callsub L_Second, "DANC_Q", 7006;
- } else if (Class == Job_Mage) {
- callsub L_Second, "WIZ_Q", 9018;
- callsub L_Second, "SAGE_Q", 2052;
- } else if (Class == Job_Merchant) {
- callsub L_Second, "BSMITH_Q", 2016;
- callsub L_Second, "ALCH_Q", 2040;
- } else if (Class == Job_Thief) {
- callsub L_Second, "ASSIN_Q", 8008;
- callsub L_Second, "ROGUE_Q", 2027;
- } else if (Class == Job_Acolyte) {
- callsub L_Second, "PRIEST_Q", 8016;
- callsub L_Second, "MONK_Q", 3032;
- }
-
- // Third job - variable and quests
- // callsub L_Third, "<variable>", <main quest>, <first quest>, <last quest>{, <additional quest>};
- if (BaseJob == Job_Assassin)
- callsub L_Third, "job_3rd_gc", 7100, 7091, 7116;
- else if (BaseJob == Job_Blacksmith)
- callsub L_Third, "job__mechanic", 10101, 10090, 10101;
- else if (BaseJob == Job_Hunter)
- callsub L_Third, "job_ranger01", 8262, 8254, 8262;
- else if (BaseJob == Job_Knight)
- callsub L_Third, "job_rune_edq", 3219, 3200, 3220;
- else if (BaseJob == Job_Priest)
- callsub L_Third, "job_arch", 2191, 2187, 2191;
- else if (BaseJob == Job_Wizard)
- callsub L_Third, "job_wl", 11112, 11106, 11112;
- else if (BaseJob == Job_Alchemist)
- callsub L_Third, "job_gen", 2223, 2209, 2217, 2223;
- else if (BaseJob == Job_Bard)
- callsub L_Third, "job_min", 11154, 11135, 11154;
- else if (BaseJob == Job_Crusader)
- callsub L_Third, "job_royal", 0, 12090, 12094;
- else if (BaseJob == Job_Dancer)
- callsub L_Third, "job_wan", 2222, 2218, 2222;
- else if (BaseJob == Job_Monk)
- callsub L_Third, "job_shu", 11158, 11155, 11158;
- else if (BaseJob == Job_Rogue)
- callsub L_Third, "job_sha", 7180, 7160, 7180;
- else if (BaseJob == Job_Sage)
- callsub L_Third, "job_soc", 12098, 12096, 12098;
-
- mes "[Valerie]";
- mes "I don't think you should have any further business with me.";
- close;
- }
-
-L_Second:
- if (getd(getarg(0)) != 0) {
- setd getarg(0),0;
- if (questprogress(getarg(1)) == 2)
- erasequest getarg(1);
- mes "[Valerie]";
- mes "I will help clear your problems for you that came from your former attempts.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- } else
- return;
-
-L_Third:
- if (getd(getarg(0)) != 0) {
- setd getarg(0),0;
- if (getarg(1)) {
- if (questprogress(getarg(1)) == 2)
- erasequest getarg(1);
- }
- for(.@i = getarg(2); .@i<=getarg(3); ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- if (getarg(4,0)) {
- if (questprogress(getarg(4)))
- erasequest getarg(4);
- }
- mes "[Valerie]";
- mes "I will help clear your problems for you that came from your former attempts.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- } else
- return;
-}
-
-- script Valerie#sign FAKE_NPC,{
- mes "^ff00ffI couldn't pay the office rent so I am temporarily relocating to the building across from the Prontera Refinery.^000000";
- mes " ";
- mes "^ff00ffValerie^000000";
- close;
-}
-in_moc_16,17,33,4 duplicate(Valerie#sign) Valerie#asn 2_BULLETIN_BOARD
-ein_in01,13,28,4 duplicate(Valerie#sign) Valerie#bls 2_BULLETIN_BOARD
-hu_in01,386,377,4 duplicate(Valerie#sign) Valerie#hnt 2_BULLETIN_BOARD
-prt_in,88,108,4 duplicate(Valerie#sign) Valerie#knt 2_BULLETIN_BOARD
-prt_church,19,36,4 duplicate(Valerie#sign) Valerie#prst 2_BULLETIN_BOARD
-gef_tower,110,30,4 duplicate(Valerie#sign) Valerie#wiz 2_BULLETIN_BOARD
-comodo,215,155,4 duplicate(Valerie#sign) Valerie#danc 2_BULLETIN_BOARD
-prt_castle,45,167,4 duplicate(Valerie#sign) Valerie#cru 2_BULLETIN_BOARD
-prt_monk,59,253,4 duplicate(Valerie#sign) Valerie#mnk 2_BULLETIN_BOARD
-moc_ruins,90,104,4 duplicate(Valerie#sign) Valerie#rg 2_BULLETIN_BOARD
-yuno_in02,43,62,4 duplicate(Valerie#sign) Valerie#sag 2_BULLETIN_BOARD
-prt_church,103,86,4 duplicate(Valerie#sign) Valerie#arch 2_BULLETIN_BOARD
-que_job01,75,92,4 duplicate(Valerie#sign) Valerie#gc 2_BULLETIN_BOARD
-yuno,129,150,4 duplicate(Valerie#sign) Valerie#mech 2_BULLETIN_BOARD
-tur_dun01,159,40,4 duplicate(Valerie#sign) Valerie#ran 2_BULLETIN_BOARD
-prt_in,167,24,4 duplicate(Valerie#sign) Valerie#rk 2_BULLETIN_BOARD
-spl_in02,81,102,4 duplicate(Valerie#sign) Valerie#wl 2_BULLETIN_BOARD
-alde_alche,38,181,4 duplicate(Valerie#sign) Valerie#alche 2_BULLETIN_BOARD
-alberta,198,129,4 duplicate(Valerie#sign) Valerie#min 2_BULLETIN_BOARD
-in_rogue,376,104,4 duplicate(Valerie#sign) Valerie#sc 2_BULLETIN_BOARD
-ve_in,244,122,4 duplicate(Valerie#sign) Valerie#shu 2_BULLETIN_BOARD
-xmas,166,209,4 duplicate(Valerie#sign) Valerie#wan 2_BULLETIN_BOARD
-
-sec_in02,12,40,5 script Job Repair 1_M_LIBRARYMASTER,1,1,{
- callfunc "F_GM_NPC";
- mes "Please input your password.";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 1) {
- job_arch = 100;
- job_3rd_gc = 100;
- job__mechanic = 100;
- job_ranger01 = 100;
- job_rune_edq = 100;
- job_wl = 100;
- job_gen = 100;
- job_min = 100;
- job_royal = 100;
- job_sha = 100;
- job_soc = 100;
- job_shu = 100;
- job_wan = 100;
- KNIGHT_Q = 100;
- PRIEST_Q = 100;
- WIZ_Q = 100;
- BSMITH_Q = 100;
- ASSIN_Q = 100;
- HNTR_Q = 100;
- CRUS_Q = 100;
- MONK_Q = 100;
- SAGE_Q = 100;
- ALCH_Q = 100;
- ROGUE_Q = 100;
- BARD_Q = 100;
- DANC_Q = 100;
- ADVJOB = 15;
- }
- close;
-}