From a55285b3c3ff19cbd2b933e60a6e2b4440937236 Mon Sep 17 00:00:00 2001 From: Kisuka Date: Fri, 11 Sep 2009 04:52:10 +0000 Subject: - Added quest log commands to all job quests. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14054 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/jobs/1-1/acolyte.txt | 4 +- npc/jobs/1-1/mage.txt | 6 +- npc/jobs/1-1/merchant.txt | 6 +- npc/jobs/1-1e/gunslinger.txt | 761 +++++++++++++------------ npc/jobs/1-1e/ninja.txt | 1182 ++++++++++++++++++--------------------- npc/jobs/1-1e/taekwon.txt | 55 +- npc/jobs/2-1/assassin.txt | 23 +- npc/jobs/2-1/blacksmith.txt | 58 +- npc/jobs/2-1/hunter.txt | 48 +- npc/jobs/2-1/knight.txt | 37 +- npc/jobs/2-1/priest.txt | 20 +- npc/jobs/2-1/wizard.txt | 18 +- npc/jobs/2-1e/StarGladiator.txt | 10 +- npc/jobs/2-2/alchemist.txt | 35 +- npc/jobs/2-2/bard.txt | 12 +- npc/jobs/2-2/crusader.txt | 33 +- npc/jobs/2-2/dancer.txt | 19 +- npc/jobs/2-2/monk.txt | 39 +- npc/jobs/2-2/rogue.txt | 48 +- npc/jobs/2-2/sage.txt | 88 ++- npc/jobs/2-2e/SoulLinker.txt | 16 +- npc/jobs/novice/supernovice.txt | 5 +- npc/jobs/valkyrie.txt | 4 +- 23 files changed, 1429 insertions(+), 1098 deletions(-) (limited to 'npc') diff --git a/npc/jobs/1-1/acolyte.txt b/npc/jobs/1-1/acolyte.txt index f62b8404e..a5342a2d3 100644 --- a/npc/jobs/1-1/acolyte.txt +++ b/npc/jobs/1-1/acolyte.txt @@ -184,10 +184,10 @@ prt_church,184,41,4 script Cleric#aco 60,{ skill 143,0,0; callfunc "Job_Change",Job_Acolyte; callfunc "F_ClearJobVar"; - if(checkquest(1001) != "-1") { + if(checkquest(1001) != -1) { completequest 1001; } - else if(checkquest(1002) != "-1") { + else if(checkquest(1002) != -1) { completequest 1002; } else { diff --git a/npc/jobs/1-1/mage.txt b/npc/jobs/1-1/mage.txt index c382358a2..ff4624e99 100644 --- a/npc/jobs/1-1/mage.txt +++ b/npc/jobs/1-1/mage.txt @@ -209,13 +209,13 @@ geffen_in,164,124,4 script Mage Guildsman 123,{ callfunc "Job_Change",Job_Mage; callfunc "F_ClearJobVar"; set Zeny,Zeny+50; - if(checkquest(1005) != "-1") { + if(checkquest(1005) != -1) { completequest 1005; } - else if(checkquest(1006) != "-1") { + else if(checkquest(1006) != -1) { completequest 1006; } - else if(checkquest(1007) != "-1") { + else if(checkquest(1007) != -1) { completequest 1007; } else { diff --git a/npc/jobs/1-1/merchant.txt b/npc/jobs/1-1/merchant.txt index 4d0e9fd11..d1294fde1 100644 --- a/npc/jobs/1-1/merchant.txt +++ b/npc/jobs/1-1/merchant.txt @@ -153,13 +153,13 @@ alberta_in,53,43,6 script Merchant#mer 86,{ mes "Congratulations!"; callfunc "Job_Change",Job_Merchant; callfunc "F_ClearJobVar"; - if(checkquest(1009) != "-1") { + if(checkquest(1009) != -1) { completequest 1009; } - else if(checkquest(1010) != "-1") { + else if(checkquest(1010) != -1) { completequest 1010; } - else if(checkquest(1011) != "-1") { + else if(checkquest(1011) != -1) { completequest 1011; } else { diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index 7d6b0a070..9132827b2 100644 --- a/npc/jobs/1-1e/gunslinger.txt +++ b/npc/jobs/1-1e/gunslinger.txt @@ -1,13 +1,9 @@ //===== eAthena Script ======================================= //= Gunslinger Job Quest //===== By: ================================================== -//= erKURITA & RockmanEXE -//= Direct credits quote from RockmanExe: -//= "info provided by RockmanEXE cause he pwnz0rz yer arse" -//= DON'T REMOVE THIS! (by request of him, he provided all -//= the info regarding the quests and shops.) +//= erKURITA, RockmanEXE, Kisuka //===== Current Version: ===================================== -//= 2.1c +//= 2.2 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -29,408 +25,399 @@ //= 2.1a Corrected a Typo error ";;". [Samuray22] //= 2.1b Corrected some typos errors. (bugreport:1549) [Samuray22] //= 2.1c Fixed some missing/messed up item checks. (bugreport:2693) [Kisuka] +//= 2.2 Updated to match AEGIS script and Added Quest Log commands. [Kisuka] //============================================================ que_ng,152,167,3 script Master Miller 901,{ - - mes "[Master Miller]"; - if(Class == Job_Novice && JobLevel > 9) - { - switch(GUNS_Q) - { - case 0: - mes "I'm a Security Chief and also"; - mes "a Gunslinger Instructor, you may call me"; - mes "Master Miller."; - next; - mes "[Master Miller]"; - mes "I can't be distracted from my duty"; - mes "at this moment."; - mes "What is it that you want?"; - next; - switch( select( "Nothing much.","I want to become a Gunslinger.") ) - { - case 1: - mes "[Master Miller]"; - mes "Wasting my time is like,"; - mes "wasting gold."; - mes "Get out of my sight immediatly."; - close; - - case 2: - mes "[Master Miller]"; - mes "Hmm."; - mes "You still look young"; - mes "but the look in your eyes..."; - mes "I can sense a powerful force."; - next; - mes "[Master Miller]"; - mes "Hmm...Okay."; - mes "First, if you have the will to become a Gunslinger"; - mes "you will need to go through some tests"; - mes "and also interview and Training Sessions."; - next; - mes "[Master Miller]"; - mes "Do you wish to proceed?"; - next; - switch (select ("No, I need time to think.","Sure.") ) - { - case 1: - mes "[Master Miller]"; - mes "Hmm..Is that so."; - mes "Well, it is important..."; - mes "Think carefully and if you have the spirit,"; - mes "please, come back later."; - close; - - case 2: - mes "[Master Miller]"; - mes "Hmm. Okay."; - mes "First"; - mes "deliver this letter I am giving to you"; - mes "to Payon's Alchemist,"; - mes "'The Wise Bull Horn'"; - mes "and hand the letter to him."; - next; - mes "[Master Miller]"; - mes "He will judge you and"; - mes "will report back to us if "; - mes "you are up to our standards."; - next; - mes "["+ strcharinfo(0) +"]"; - mes "Allright, I'll do that."; - set GUNS_Q,1; - close; - } - } - - case 1: - mes "Hurry up and get moving."; - mes "'The Wise Bull Horn' is"; - mes "currently in Payon."; - close; - - case 2: - mes "I guess he gave you"; - mes "some errands to run."; - next; - mes "[Master Miller]"; - mes "I think he saw potential in you."; - mes "Good luck."; - close; - - case 3: - mes "That's a lot of errands"; - mes "I already told you, the"; - mes "old man is pretty serious."; - mes "Perform your task well."; - close; - - case 4: - mes "Mm~ I'll be waiting for your news."; - mes "I hope you'll become one of us."; - mes "We'll be practically family.."; - close; - - case 5: - if (skillpoint > 0) { - mes "Learn all your Basic Skills first!!"; - close; - } - mes "Ohh, I see you got something from the old man"; - mes "This is rare."; - mes "Under normal circumstances..."; - mes "this would not be allowed..."; - mes "Nice, nice."; - next; - mes "[Master Miller]"; - mes "Mm..Okay."; - mes "The old man gave his"; - mes "blessings, so I do not have any"; - mes "reason to reject your application."; - next; - mes "[Master Miller]"; - mes "Okay, from now on you'll be a Gunslinger."; - mes "After this, for every moment that you live,"; - mes "remember can never leave your side"; - mes "is your gun. We must remember the gun"; - mes "and even every one of its bullets"; - mes "has its own product number,"; - mes "and can be checked up by us."; - next; - mes "[Master Miller]"; - mes "For purchasing guns and ammo"; - mes "the only place you can buy them"; - mes "is from our special gunslinger"; - mes "guild stores in various places."; - next; - mes "[Master Miller]"; - mes "Of course, this is tedious."; - mes "But this is all to..."; - mes "not let these guns"; - mes "fall in the wrong hands, so"; - mes "please forgive us for any inconvenience."; - next; - mes "[Master Miller]"; - mes "There are also"; - mes "other reasons."; - mes "You'll no doubt find some of them"; - mes "later."; - mes "These are all the instructions"; - mes "from Lady Celena, our"; - mes "guild leader."; - next; - mes "[Master Miller]"; - mes "After a bit of time"; - mes "we will give you missions."; - mes "You will understand more"; - mes "later."; - next; - mes "[Master Miller]"; - mes "I'm sure we'll see each other again."; - mes "So here's to a nice time"; - mes "working together."; - nude; - callfunc "Job_Change",Job_Gunslinger; - callfunc "F_ClearJobVar"; - set GUNS_Q,6; - set @gun_ex,rand(1,2); - if(@gun_ex == 1) getitem 13100,1; else getitem 13150,1; - close; - } - } else if(Class == Job_Novice && JobLevel < 10) { - mes "Hmm, I think you"; - mes "have the potential"; - mes "but you're not yet strong enough."; - mes "Keep getting stronger and"; - mes "come back later."; - close; - } else if(Class == Job_Gunslinger) { - mes "Oh~ It's been a long time~"; - mes "So, how have your travels been?"; - mes "Remember, always take care"; - mes "of your gun."; - close; - } else if(Class == Job_Baby) { - mes "Ouch~"; - mes "How did a baby come here~"; - mes "Peekaboo~"; - next; + if (Upper == 2) { mes "[Master Miller]"; - mes "Where's your mommy~"; - mes "Haha~"; - mes "It's a dangerous place here."; - mes "Go play somewhere else."; - close; - } else { - mes "Don't get distracted with me."; - mes "Get on with your traveling."; + mes "Well, aren't you an"; + mes "adorable little child~"; + mes "Where's your mommy?"; + mes "This place is dangerous, so"; + mes "please go home soon, okay?"; close; } -} - -payon,184,65,3 script The Wise Bull Horn 866,{ - - switch(GUNS_Q) - { - case 0: - mes "[The Wise Bull Horn]"; - mes "Zzz...Zzz"; + if (Class == Job_Novice) { + if (JobLevel < 10 || getskilllv("NV_BASIC") < 9) { + mes "[Master Miller]"; + mes "Interested in becoming"; + mes "a Gunslinger, eh? You've"; + mes "got potential, but you're"; + mes "not yet experienced enough."; + mes "Just train yourself a bit more,"; + mes "and then come back, you hear?"; close; - - case 1: - mes "[The Wise Bull Horn]"; - mes "...Hmm... Young one"; - mes "What is it that you want."; - next; - mes "["+ strcharinfo(0) +"]"; - mes "Mr. Miller sent me here."; - next; - mes "[The Wise Bull Horn]"; - mes "Miller..."; - mes "Mm...Hmm. So Dark Fox"; - mes "sent you here..."; - next; - mes "[The Wise Bull Horn]"; - mes "He is wise and cunning..."; - mes "that is willing to sacrifice himself for his teammates."; - mes "mm...If he sent you.."; - mes "Then you should be rather capable..."; - next; - mes "[The Wise Bull Horn]"; - mes "Wait...come closer..."; - next; - mes "["+ strcharinfo(0) +"]"; - mes "...."; - next; - mes "[The Wise Bull Horn]"; - mes "mmm..."; - mes "mmmmm...."; - next; - mes "[The Wise Bull Horn]"; - mes "mmm...Bright eyes and..."; - mes "a serious face...also..."; - mes "a very good attitude...a good sense of..."; - mes "responsibility..."; - mes "But still not enough."; - next; - mes "[The Wise Bull Horn]"; - mes "Lack of experience..."; - mes "And you still don't have the blessing of the land..."; - mes "You'll get injured at this rate..."; - next; - mes "[The Wise Bull Horn]"; - mes "Very well, I shall craft you a gift..."; - mes "If you wish to follow this path..."; - mes "Gather 3 Rainbow Shells,"; - mes "10 Shells, 3 Feathers,"; - mes "1 Trunk, 3 Zargons, and 3 Green Herbs,"; - mes "then bring them to me."; + } + if (GUNS_Q == 0) { + mes "[Master Miller]"; + mes "I'm Miller, a full time"; + mes "Gunslinger drillmaster, and"; + mes "full time guardian for Lady"; + mes "Selena. Now, what do you"; + mes "need? If it's not important, then I can't make the time for you."; next; - mes "[The Wise Bull Horn]"; - mes "If you show the gift that you just received"; - mes "to Dark Fox. Then he will definitely..."; - mes "accept you."; + if(select("Nothing.:I want to become a Gunslinger.") == 1) { + mes "[Master Miller]"; + mes "Don't waste my time."; + mes "If you do want to become"; + mes "a Gunslinger, then come"; + mes "back and talk to me."; + close; + } + mes "[Master Miller]"; + mes "Hm. You're pretty young, but"; + mes "your eyes tell me that you're"; + mes "pretty ambitious. You'll need to pass our interview and educational"; + mes "course to become a Gunslinger. Do you want to apply for the job?"; next; - mes "["+ strcharinfo(0) +"]"; - mes "-I'll need-"; - mes "-3 Rainbow Shells-"; - mes "-10 Shells, 3 Feathers-"; - mes "-1 Trunk, 3 Zargons,-"; - mes "-and 3 Green Herbs.-"; - set GUNS_Q,2; - close; - - case 2: - if ((countitem(1013) < 3) || (countitem(935) < 10) || (countitem(949) < 3) || (countitem(1019) < 1) || (countitem(912) < 3) || (countitem(511) < 3)) - { - mes "["+ strcharinfo(0) +"]"; - mes "-I'll need-"; - mes "-3 Rainbow Shells-"; - mes "-10 Shells, 3 Feathers-"; - mes "-1 Trunk, 3 Zargons,-"; - mes "-and 3 Green Herbs.-"; + if(select("Give me some time to think.:Sure!") == 1) { + mes "[Master Miller]"; + mes "Understandable."; + mes "If you do decide that"; + mes "you want to become"; + mes "a Gunslinger, then let"; + mes "me know right away."; + mes "I'll get you started."; close; } - mes "[The Wise Bull Horn]"; - mes "Oh...give them to me."; - mes "There is time to be consumed to"; - mes "make the gift, wait for a while."; - delitem 935,10; - delitem 949,3; - delitem 1019,1; - delitem 912,3; - delitem 511,3; - delitem 1013,3; - set GUNS_Q,3; + mes "[Master Miller]"; + mes "Great, great. Alright then,"; + mes "let's get you started. Take"; + mes "this letter to Mr. Wise Bull"; + mes "Horn in Payon. He's a shaman"; + mes "that will judge whether or not"; + mes "you qualify to be a Gunslinger."; + set GUNS_Q,1; + setquest 6020; close; - - case 3: - mes "[The Wise Bull Horn]"; - mes "Mm...You came right on time."; - mes "The preparation finished just now."; - mes "It is a rather simple gift."; - mes "But that's because I haven't worked in so long."; - mes "Ahh...I feel tired now..."; - next; - mes "[The Wise Bull Horn]"; - mes "The last time I crafted this..."; - mes "Was well over ten years ago."; - mes "I also followed this path once..."; - mes "and I once battled..."; - mes "with such an item."; - next; - mes "[The Wise Bull Horn]"; - mes "Meeting Celena's father"; - mes "feels just like yesterday,"; - mes "time really flies."; - mes "Like the smooth western wind."; - next; - mes "[The Wise Bull Horn]"; - mes "Though there would always be painful"; - mes "memories...but my followers..."; - mes "especially people like..."; - mes "Celena and Dark Fox."; - mes "Ahh, young people, and my followers..."; - mes "I thank you..."; - next; - mes "[The Wise Bull Horn]"; - mes "Though now, I am already old..."; - mes "In a short while..."; - mes "I will return...to the land"; - next; - mes "[The Wise Bull Horn]"; - mes "I feel so tired..."; - mes "I'm so sorry...but if you could..."; - mes "Promise me something..."; - mes "Promise to do...something for me."; - next; - mes "[The Wise Bull Horn]"; - mes "I suddenly feel like..."; - mes "drinking a glass of milk."; - next; - mes "[The Wise Bull Horn]"; - mes "Take it as a request...from an old man."; - next; - mes "["+ strcharinfo(0) +"]"; - mes "-Let's get a glass of Milk-"; - mes "For 'The Wise Bull Horn'.-"; - set GUNS_Q, 4; + } + else if(GUNS_Q == 1) { + mes "[Master Miller]"; + mes "Take that letter of"; + mes "introduction I've written"; + mes "for you to Mr. Wise Bull"; + mes "Horn in Payon. He'll test"; + mes "you to see if you're really"; + mes "Gunslinger material."; close; - - case 4: - if (countitem(519) < 1) - { - mes "["+ strcharinfo(0) +"]"; - mes "-Let's get a glass of Milk-"; - mes "-for 'The Wise Bull Horn'.-"; + } + else if(GUNS_Q == 2) { + mes "[Master Miller]"; + mes "Hmm... Wise Bull Horn"; + mes "asked you to collect the"; + mes "items you need to make the"; + mes "voucher? Hm. I guess that's"; + mes "part of his qualification test."; + close; + } + else if(GUNS_Q == 3) { + mes "[Master Miller]"; + mes "Wise Bull Horn asked"; + mes "you to bring him some"; + mes "Milk? He must really like"; + mes "you if he's already asking"; + mes "for favors. Good luck, friend."; + close; + } + else if(GUNS_Q == 4) { + mes "[Master Miller]"; + mes "I expect to hear good"; + mes "news from you soon. You"; + mes "know, I have no doubt that"; + mes "you'll become a Gunslinger."; + close; + } + else if(GUNS_Q == 5) { + if (Skillpoint != 0) { + mes "[Master Miller]"; + mes "Hey, you have leftover"; + mes "Skill Points. You better"; + mes "use them all up before you"; + mes "come and talk to me again."; close; } - mes "[The Wise Bull Horn]"; - mes "Thank you."; - mes "You are truly a kind young man."; - mes "Now get on the road."; - delitem 519,1; - set GUNS_Q,5; + mes "[Master Miller]"; + mes "Oh, you've brought a"; + mes "voucher from Wise Bull Horn?"; + mes "It's been a while since he's"; + mes "given one to anybody, so"; + mes "I'm really proud of you!"; next; - mes "[The Wise Bull Horn]"; - mes "Take this Gift made by me"; - mes "and show it to Dark Fox."; - mes "You have my blessings"; - mes "to become a Gunslinger."; + mes "[Master Miller]"; + mes "If Wise Bull Horn approves,"; + mes "then I have no reason to"; + mes "reject you. Alright then, I'll"; + mes "promote you to a Gunslinger."; + mes "But first, let me explain"; + mes "our job in more detail."; next; - mes "[The Wise Bull Horn]"; - mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~"; - mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~"; + mes "[Master Miller]"; + mes "As a Gunslinger, you must"; + mes "keep your gun with you at"; + mes "all times. The Gunslinger"; + mes "Guild keeps track of every Gun"; + mes "and Bullet, so you can only get"; + mes "them from our guild members."; next; - mes "["+ strcharinfo(0) +"]"; - mes "-Singing a weird-"; - mes "-song-"; - mes "-'The Wise Bull Horn'. I feel strange.-"; - mes "-Let's take the Gift-"; - mes "-to Mr.Miller now.-"; - close; - - case 5: - mes "[The Wise Bull Horn]"; - mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~"; - mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~"; + mes "[Master Miller]"; + mes "Don't worry, Gunslinger"; + mes "Guildsmen can be found almost"; + mes "anywhere these days. Anyway,"; + mes "it has to be this way by order of our guild leader, Lady Selena."; next; - mes "["+ strcharinfo(0) +"]"; - mes "-Singing a weird-"; - mes "-song-"; - mes "-'The Wise Bull Horn'.-"; + mes "[Master Miller]"; + mes "You might get the chance to"; + mes "meet her one of these days."; + mes "Anyway, just now that we have"; + mes "to regulate Gun and Bullet sales to keep them away from evil"; + mes "or irresponsible folk."; next; - mes "["+ strcharinfo(0) +"]"; - mes "-I feel strange.-"; - mes "-Let's take the Gift-"; - mes "-to Mr.Miller now.-"; + mes "[Master Miller]"; + mes "In any case, it's always"; + mes "a pleasure for me to talk"; + mes "to another Gunslinger, so"; + mes "let's keep in touch. May the"; + mes "power of the earth protect"; + mes "you in all of your adventures~"; + callfunc "Job_Change",Job_Gunslinger; + set GUNS_Q,6; + completequest 6024; + if (rand(1,2) == 1) { + getitem 13100,1; // Six_Shooter + }else{ + getitem 13150,1; // Branch + } + close; + } + }else{ + if (Class == Job_Gunslinger) { + mes "[Master Miller]"; + mes "Oh! Long time, no see,"; + mes "friend. How have you been?"; + mes "I hope you've been keeping"; + mes "you Gun well maintained."; + mes "Take care of it, and it'll take"; + mes "care of you. Remember it."; close; - - case 6: - mes "[The Wise Bull Horn]"; - mes "Mm...It's been a while."; - mes "Hopefully you'll become a strong Gunslinger."; + }else{ + mes "[Master Miller]"; + mes "If you don't have"; + mes "any business with me,"; + mes "then please go on your way."; close; + } } } + +payon,184,65,3 script Wise Bull Horn 866,{ + if (GUNS_Q == 1) { + mes "[Wise Bull Horn]"; + mes "Hello, young wolf."; + mes "What business has"; + mes "brought you before me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Mr. Miller sent me to"; + mes "deliver this letter to you."; + mes "Actually, I'm interested in"; + mes "becoming a Gunslinger..."; + next; + mes "[Wise Bull Horn]"; + mes "Miller, you said?"; + mes "Hm, the Black Fox doesn't"; + mes "give introductions for anyone"; + mes "he doesn't believe will make"; + mes "a good Gunslinger. Yes, I think"; + mes "I know why he sent you to me."; + next; + mes "[Wise Bull Horn]"; + mes "I can see it in your eyes:"; + mes "you've got a warm heart and a"; + mes "strong sense of responsibility."; + mes "All you need is the blessing"; + mes "of the Earth to protect you"; + mes "as a Gunslinger."; + next; + mes "[Wise Bull Horn]"; + mes "I can make a voucher that"; + mes "will demonstrate your desire"; + mes "to become a warrior of the"; + mes "earth for you to present to"; + mes "Gunslinger drillmasters."; + mes "I shall need these items..."; + next; + mes "[Wise Bull Horn]"; + mes "^3355FF1 Trunk^000000,"; + mes "^3355FF3 Fluffs^000000,"; + mes "^3355FF3 Zargons^000000,"; + mes "^3355FF10 Shells^000000,"; + mes "^3355FF3 Green Herbs^000000, and"; + mes "^3355FF3 Rainbow Shells^000000."; + next; + mes "[Wise Bull Horn]"; + mes "After I complete the"; + mes "voucher, you may bring"; + mes "it to Black Fox, and he"; + mes "will help you achieve"; + mes "your goal of becoming"; + mes "a Gunslinger."; + set GUNS_Q,2; + changequest 6020,6021; + close; + } + else if(GUNS_Q == 2) { + if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) { + mes "[Wise Bull Horn]"; + mes "I can make a voucher that"; + mes "will demonstrate your desire"; + mes "to become a warrior of the"; + mes "earth for you to present to"; + mes "Gunslinger drillmasters."; + mes "I shall need these items..."; + next; + mes "[Wise Bull Horn]"; + mes "^3355FF1 Trunk^000000,"; + mes "^3355FF3 Fluffs^000000,"; + mes "^3355FF3 Zargons^000000,"; + mes "^3355FF10 Shells^000000,"; + mes "^3355FF3 Green Herbs^000000, and"; + mes "^3355FF3 Rainbow Shells^000000."; + next; + mes "[Wise Bull Horn]"; + mes "After I complete the"; + mes "voucher, you may bring"; + mes "it to Black Fox, and he"; + mes "will help you achieve"; + mes "your goal of becoming"; + mes "a Gunslinger."; + close; + } + delitem 912,3; // Zargon + delitem 914,3; // Fluff + delitem 1019,1; // Wooden_Block + delitem 935,10; // Shell + delitem 511,3; // Green_Herb + delitem 1013,3; // Colorful_Shell + set GUNS_Q,3; + changequest 6021,6022; + mes "[Wise Bull Horn]"; + mes "Ah, you've returned"; + mes "with everything I need."; + mes "Please give me some time"; + mes "to make the voucher. If you"; + mes "come back in a little while,"; + mes "I should be finished with it."; + close; + } + else if(GUNS_Q == 3) { + mes "[Wise Bull Horn]"; + mes "Oh, you've arrived just"; + mes "in time. It's been a while"; + mes "since I've made one of these vouchers, so I might be a little"; + mes "rusty. Still, this really takes me back to the days of my youth."; + next; + mes "[Wise Bull Horn]"; + mes "I've been serving in this"; + mes "position of choosing worthy"; + mes "recipients of Gunslinger"; + mes "vouchers for a few decades"; + mes "now. But before that, I was a"; + mes "young adventurer just like you."; + next; + mes "[Wise Bull Horn]"; + mes "It feels like it was only"; + mes "yesterday when I held my own"; + mes "little voucher as a Gunslinger,"; + mes "a warrior of the earth. That's"; + mes "when I met Selena's father..."; + mes "How can time pass so quickly?"; + next; + mes "[Wise Bull Horn]"; + mes "Ah... I reallly appreciate"; + mes "Selena and Black Fox for all"; + mes "of their help in recruiting"; + mes "young Gunslingers. I'm very"; + mes "old now, and can't do everything by myself. *Sigh...* Such is life."; + next; + mes "[Wise Bull Horn]"; + mes "Before you leave, may"; + mes "I ask you for a small favor?"; + mes "I'm thirsty, and would like"; + mes "a cold glass of Milk. Would"; + mes "you please bring me some?"; + set GUNS_Q,4; + changequest 6022,6023; + close; + } + else if(GUNS_Q == 4) { + if (countitem(519) < 1) { + mes "[Wise Bull Horn]"; + mes "I'm an old man that will"; + mes "soon be reunited with mother"; + mes "earth. Would you do this old"; + mes "Gunslinger a favor a bring me"; + mes "a cold glass of Milk, please?"; + close; + } + delitem 519,1; // Milk + set GUNS_Q,5; + changequest 6023,6024; + mes "[Wise Bull Horn]"; + mes "Oh, thank you for your!"; + mes "generosity--I see that"; + mes "you've brought me some"; + mes "Milk. Ahhhh, delicious~"; + next; + mes "[Wise Bull Horn]"; + mes "I admire the patience,"; + mes "gentleness, and kindness"; + mes "that you've proven by bringing"; + mes "this to me. Yes, those are traits we all want Gunslingers to have."; + next; + mes "[Wise Bull Horn]"; + mes "Now, please take this voucher"; + mes "to Miller, the Black Fox, with"; + mes "my whole hearted approval."; + mes "I hope that you will use your"; + mes "gun to uphold justice as a"; + mes "noble warrior of the earth."; + next; + mes "[Wise Bull Horn]"; + mes "Eeh~Yeah~Eeh~Hooom"; + mes "Eeh~Yeah~Eeh~Hooom"; + mes "Maaaaarrraaa Neeey~"; + mes "Yippee Yippee Yai Yocaiyay~"; + close; + } + else if(GUNS_Q == 5) { + mes "[Wise Bull Horn]"; + mes "Please take this voucher"; + mes "to Miller, the Black Fox, with"; + mes "my whole hearted approval."; + mes "I hope that you will use your"; + mes "gun to uphold justice as a"; + mes "noble warrior of the earth."; + next; + mes "[Wise Bull Horn]"; + mes "Eeh~Yeah~Eeh~Hooom"; + mes "Eeh~Yeah~Eeh~Hooom"; + mes "Maaaaarrraaa Neeey~"; + mes "Yippee Yippee Yai Yocaiyay~"; + close; + } + else if(GUNS_Q == 6) { + mes "[Wise Bull Horn]"; + mes "AAh, long time no see."; + mes "I hope that you become"; + mes "a smart beast, and use"; + mes "your powers as a Gunslinger to protect what is good and just."; + close; + } + else { + mes "[Wise Bull Horn]"; + mes "Zzzzzz~"; + mes "^333333*Phew*^000000"; + close; + } +} \ No newline at end of file diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt index ff4ed9c37..436e7580e 100644 --- a/npc/jobs/1-1e/ninja.txt +++ b/npc/jobs/1-1e/ninja.txt @@ -1,11 +1,11 @@ //===== eAthena Script ======================================= //= Ninja Job Quest //===== By: ================================================== -//= Legionaire +//= Legionaire, Kisuka //===== Current Version: ===================================== -//= 1.4 +//= 1.5 //===== Compatible With: ===================================== -//= eAthena SVN that supports Ninjas +//= eAthena SVN //===== Description: ========================================= //= Ninja Job Change Quest //===== Additional Comments: ================================= @@ -13,675 +13,573 @@ //= 1.2 Added Akagi [Playtester] //= 1.3 Updated dialogs to official ones and optimized [SinSloth] //= 1.4 Fixed a minor bug [SinSloth] +//= 1.5 Updated to match AEGIS script and Added Quest Log commands. [Kisuka] //============================================================ -alberta,30,65,3 script Akagi#nq 730,{ - - if(Class == Job_Novice) - { - if(JobLevel > 9) - { +alberta,30,65,3 script Akagi 730,{ + if (Class == Job_Novice) { + if (JobLevel == 10) { mes "[Akagi]"; - mes "Hmm..."; - mes "Some force must have lead your feet to this dark alley because you are needed here."; - mes "Would you like to walk the path of Patience?"; - next; - if(select("No, I don't want to go.:Yep, I'll walk the path.") == 1) - { + mes "Hmmm..."; + mes "You must have come,"; + mes "sensing that someone"; + mes "is waiting for you here."; + mes "Tell me, do you seek"; + mes "the path of patience?"; + next; + if(select("No:Yes") == 1) { mes "[Akagi]"; - mes "Ok."; - mes "....."; - mes "Then farewell."; + mes "I see."; + mes "To each his own,"; + mes "I suppose. Take"; + mes "care of yourself."; close; } - else - { - mes "[Akagi]"; - mes "Very well, I'll send you over right away."; - close2; - switch (rand(3)) { - case 1: warp "amatsu", 170, 229; break; - case 2: warp "amatsu", 216, 188; break; - default: warp "amatsu", 178, 176; break; - } - end; + mes "[Akagi]"; + mes "Very well."; + mes "Then, let me"; + mes "set you on that"; + mes "path right away..."; + close2; + switch(rand(3)) { + case 1: + warp "amatsu",170,229; + end; + case 2: + warp "amatsu",216,188; + end; + default: + warp "amatsu",178,167; + end; } - } - else - { + }else{ mes "[Akagi]"; - mes "This isn't where you should be."; - mes "Come back after you've become stronger."; + mes "Hm? I cannot be"; + mes "of any service to"; + mes "you until you grow"; + mes "a little stronger..."; close; } - } - else - { + }else{ mes "[Akagi]"; - mes "I have nothing to say to you."; - mes "Go back to where you came from."; - close; - } -} - -que_ng,30,65,3 script Cougar Gai 730,{ - - if(Class == Job_Novice && JobLevel > 9) - { - switch(NINJ_Q) - { - case 0: - mes "["+strcharinfo(0)+"]"; - mes "Excuse me."; - next; - mes "[Cougar Gai]"; - mes "Hmm...?"; - mes "What the~!!"; - mes "You can see me!"; - next; - mes "[Cougar Gai]"; - mes "Toriyaaa~!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "-He throws a bundle of wooden chopsticks at you-"; - next; - mes "["+strcharinfo(0)+"]"; - mes "-Dart dart dart!-"; - mes "Oww~!"; - mes "Jeez~! What do you think you're doing!"; - next; - mes "[Cougar Gai]"; - mes "Hmm...?"; - mes "I see you're not a hitman sent to kill me."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Oh jeez... What did I get myself into."; - mes "This guy is nuts."; - mes "Hasn't even seen me and is throwing stuff around..."; - next; - mes "[Cougar Gai]"; - mes "Urrgh~! Anger, anger~~"; - mes "My forever rival and enemy..."; - mes "Field Cat Joe!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "........"; - next; - mes "[Cougar Gai]"; - mes "Gahhhhh~~~!!!"; - mes "Urrgh~Urrgh~"; - mes "Pft! Pft! Pft~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "-What the.. He's not listening to me at all-"; - next; - mes "[Cougar Gai]"; - mes "Hmm..."; - mes "What the! Who are you?!"; - mes "And how did you get so close to me out of nowhere?"; - mes "Take this!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Agh~"; - mes "Ugh, please, can you quit that?"; - mes "What you've done so far, anyway..."; - next; - mes "[Cougar Gai]"; - mes "Oho"; - mes "What incredible skill~"; - mes "You've evaded all my techniques."; - next; - mes "["+strcharinfo(0)+"]"; - mes "- What techniques is he talking about? -"; - mes "- And he's still not listening to me... -"; - next; - mes "[Cougar Gai]"; - mes "Hmm~ Yes~"; - mes "Do you have some business with me?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "........."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ah...umm..."; - mes "Yes."; - mes "I came to see you because I want to be a Ninja."; - next; - mes "[Cougar Gai]"; - mes "Oho~ You've come to the right person."; - mes "But!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "....."; - next; - mes "[Cougar Gai]"; - mes "It might be a little tough."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh~ Why~"; - next; - mes "[Cougar Gai]"; - mes "First off, I don't know if I can really trust you, and in my opinion.."; - mes "It seems you don't have enough experience."; - next; - mes "[Cougar Gai]"; - mes "So that's why i'm going to say.."; - mes "Go!!! Get Lost~!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "..........."; - next; - mes "[Cougar Gai]"; - mes "Hmm yes..."; - mes "That's my final word."; - next; - mes "["+strcharinfo(0)+"]"; - mes "..........."; - next; - mes "[Cougar Gai]"; - mes "Well, get going if you understood."; - mes "As you can see, I'm a very busy person..."; - next; - mes "[Cougar Gai]"; - mes "I have a lot of enemies around me, so I can't let my guard down for a single moment."; - next; - mes "[Cougar Gai]"; - mes "I'm better leave to train for my next duel."; - mes "Yioooop~!"; - next; - mes "[Cougar Gai]"; - mes "Next time I will win for sure!"; - mes "Just you wait!"; - mes "Field Cat Joe!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Field Cat Joe ?"; - mes "Why are you fighting with a cat?"; - next; - mes "[Cougar Gai]"; - mes "Huh? Oh oops! Hahaha~ Hehe~"; - mes "Field Cat is that guy nickname."; - next; - mes "[Cougar Gai]"; - mes "He's a very mischievous fellow."; - mes "Ther's not a method he won't use to win."; - next; - mes "[Cougar Gai]"; - mes "And not only that -- The skills he uses are very brilliant and very strong."; - next; - mes "[Cougar Gai]"; - mes "It just so happens him and I have run out of Shuriken and Scrolls, so we're in a truce. Haha."; - next; - mes "[Cougar Gai]"; - mes "Well, if you really want to become a Ninja, how about you do me a favor?"; - mes "If you fulfill this favor well, then although I can't make you a ninja, I can teach you a few techniques. You never know!"; - next; - switch( select( "Accept to do the favor","Refuse to do the favor" ) ) - { - - case 1: - mes "["+strcharinfo(0)+"]"; - mes "Hmm... Ok."; - next; - mes "[Cougar Gai]"; - mes "Ok.. Very well."; - mes "Then deliver this letter to Field Cat Joe."; - next; - mes "[Cougar Gai]"; - mes "It just says in there that until we're prepared, we should consider a truce."; - mes "Absolutely make sure to bring back his reply."; - next; - mes "[Cougar Gai]"; - mes "By the way, my sources told me Field Cat Joe has gone to Einbroch."; - mes "Not sure why he went there though..."; - next; - mes "[Cougar Gai]"; - mes "He's pretty good in changing his appearance,"; - mes "so it might be very difficult to find him."; - next; - mes "[Cougar Gai]"; - mes "You'll have to look with your eyes peeled and search. He likes high places."; - mes "Look around well."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ok~"; - mes "I'll do it."; - set NINJ_Q,1; - close; - - case 2: - mes "["+strcharinfo(0)+"]"; - mes "I don't wish to simply learn a few techniques."; - mes "I'm sorry."; - mes "I'll go find someone else."; - mes "Find somebody else."; - next; - mes "[Cougar Gai]"; - mes "Hmm... I see..."; - mes "I understand."; - mes "I guess I wasted my breath."; - mes "Well, off with you now."; - close; - } - - case 1: - mes "[Cougar Gai]"; - mes "Hmm... It's nothing I need immediately, but do hurry."; - mes "Field Cat Joe is at Einbroch."; - close; - - case 2: - mes "[Cougar Gai]"; - mes "Don't forget to bring me back his reply."; - mes "I have to make sure he doesn't claim otherwise later."; - close; - - case 3: - mes "[Cougar Gai]"; - mes "Did you bring me back his reply?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Yes, here it is."; - next; - mes "[Cougar Gai]"; - mes "Ohh. I see you've met him and brought me his reply."; - mes "Well... Let's See."; - mes "- Rip rip... -"; - next; - mes "["+strcharinfo(0)+"]"; - mes "- He carefully reads the letter you brought to him -"; - next; - mes "[Cougar Gai]"; - mes "Ugh~!!! How can this be!"; - mes "He refused my request for a short truce!!!"; - mes "Did he remake his Kunai?"; - mes "What now..."; - next; - mes "[Cougar Gai]"; - mes "I'm sorry, but I'd appreciate it if you can do me a favor."; - mes "I need to create weapons to fight against that Bastard Joe but I don't have enough ingredients."; - next; - mes "[Cougar Gai]"; - mes "If you can get me these ingredients, then i'll acknowledge your abilities and make you a ninja."; - mes "What I need is..."; - mes "1 Phracon and 5 Cyfar."; - mes "Time is of the essence, so please hurry."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Wait!!"; - mes "Those are..."; - next; - mes "[Cougar Gai]"; - mes "What's the matter? Is there a problem?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I just got these ingredients for Joe..."; - mes "Uggghhhh..."; - next; - mes "[Cougar Gai]"; - mes "What did you say?!!!"; - mes "Then by sending you to him, I've ended up helping him...!"; - mes "Ugh..."; - mes "Aaahhh..."; - mes "Why, why~ What a fool I am! An Idiot! A moron!!"; - next; - mes "[Cougar Gai]"; - mes "Ah.. Ah.. I'll calm down."; - mes "Hugh.. Hugh.."; - next; - mes "[Cougar Gai]"; - mes "You must help me, for now."; - mes "Since things have become like this, there's no time to explain now."; - mes "Hurry and get me what I need."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Uhh...Sure.."; - next; - mes "[Cougar Gai]"; - mes "Hurrrry~~!!"; - mes "Sob~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "- Let's bring Mr. Gai 1 Phracon -"; - mes "- And 5 Cyfars -"; - set NINJ_Q,4; - close; - - case 4: - mes "[Cougar Gai]"; - if(countitem(7053) < 5 || countitem(1010) < 1) - { - mes "Get me 1 Phracon and 5 Cyfars."; - mes "What you have isn't what I said I need before."; - mes "It's urgent, so please hurry."; - close; - } - if(skillpoint >0) - { - mes "Please come back after you've learned all the basic skills."; - close; - } - mes "Oh, Did you bring me the things I need?"; - mes "Let's see..."; - mes "Hmm~ I see you've brought me what I need."; - next; - mes "[Cougar Gai]"; - mes "Whew~ You've made it in time."; - mes "You work better than I thought."; - next; - mes "[Cougar Gai]"; - mes "Very well."; - mes "As promised, I'll officially turn you into a Ninja."; - next; - mes "[Cougar Gai]"; - mes "Let me properly introduce myself."; - mes "I am an Upper Rank Ninja from the Doga Ninja Clan of the East."; - mes "I'm operating as a Search Captain to find Kazuma-san, the leader of the village I'm from."; - next; - mes "[Cougar Gai]"; - mes "Tell you the truth, there's a lot of complication going on internally in the Ninja Clan lately, which was why I was hesitant to allow you to become a Ninja."; - next; - mes "[Cougar Gai]"; - mes "But seeing how Joe has complimented you highly and have completed my request well, I've changed my mind."; - next; - mes "[Cougar Gai]"; - mes "Being a Ninja is a lonely job."; - mes "You must value your jobs but also never forget your humanity."; - next; - mes "[Cougar Gai]"; - mes "You're in for a lot of struggle from here on."; - mes "Although we keep our identity secret, we operate in every single town."; - next; - mes "[Cougar Gai]"; - mes "The creation and usage of the basic equiptment of Ninjas is kept secret."; - mes "The purchase and sale of Ninja gear is strictly regulated, so try to be careful."; - next; - mes "[Cougar Gai]"; - mes "Well, I hereby recognize you as a member of the Doga Ninja Clan."; - next; - mes "[Cougar Gai]"; - mes "Be quick as a Hawk from the Wind of the East."; - mes "And light as a Leaf wavering in the Wind of the West!!"; - next; - mes "[Cougar Gai]"; - mes "Haaa!!!!"; - next; - nude; - callfunc "Job_Change",Job_Ninja; - callfunc "F_ClearJobVar"; - getitem 13010,1; - close; - - } - } - else if(Class == Job_Novice && JobLevel < 10) - { - mes "[Cougar Gai]"; - mes "It looks like you need to train more."; - mes "Come back after you gained more muscle."; - close; - } - else if(Class == Job_Ninja) - { - mes "[Cougar Gai]"; - mes "Hmm, how have you been?"; - mes "You don't know when and where you may be asked to go on a mission, so don't put off your training for a single day."; - close; - } - else if(Class == Job_Baby) - { - mes "[Cougar Gai]"; - mes "What the...! A super baby!"; - mes "Has this location been so exposed that even babies know where it is?"; - mes "Oh no~ Ah no~"; - close; - } - else - { - mes "[Cougar Gai]"; - mes "What the.. What's that stench?!"; - mes "I was wondering what was causing that stench -- it was you."; - mes "Why, you're so young, there's still a milk mustache on your lips from drinking from your mother's bosoms."; - mes "Get lost, squirt."; + mes "Hmm..."; + mes "You and I..."; + mes "We are fairly equal in"; + mes "terms of combat ability."; + mes "Perhaps we can spar"; + mes "together sometime."; close; } } -einbroch,184,194,3 script Suspicious Guy#nin 881,{ - - if(Class == Job_Ninja) - { - mes "[Crimson Panther Joe]"; - mes "Oh, I see you've become a Ninja"; - mes "There will be many hardships in the future, so don't slack off in training."; - close; - } - else if(!NINJ_Q) - { - mes "[Suspicious Guy]"; - mes "Hyaa~ This sure is a high spot."; - mes "I've been to many different lands, but this is the highest place I've found so far."; - mes "My only regret is that I can't spend more time looking around this spectacular view..."; +que_ng,30,65,3 script Cougar#nq 730,{ + if (Upper == 2) { + mes "[Cougar]"; + mes "I... I've never"; + mes "seen a baby as"; + mes "powerful as you!"; + mes "G-get away, you"; + mes "freak of nature!"; close; } - switch(NINJ_Q) - { - case 1: - mes "[Suspicious Guy]"; - mes "Hiyaa~ This sure is a high place, right?"; - mes "I've traveled to many countries, but this is the first time I've seen such a tall building."; - next; - mes "[Suspicious Guy]"; - mes "The air is clean, the town is quiet, and all the houses are short and cozy where I come from."; - next; + if (Class == Job_Novice) { + if (JobLevel < 10) { + mes "[Cougar]"; + mes "Hm? Have you come to"; + mes "learn how to be a Ninja?"; + mes "You're not quite experienced"; + mes "enough yet, so come back"; + mes "after you're more familiar"; + mes "with fighting monsters."; + close; + } + if (NINJ_Q == 0) { mes "["+strcharinfo(0)+"]"; - mes "Ah! No way!"; - mes "Amatsu?!!!"; + mes "Excuse me."; + mes "H-hello?"; next; - mes "[Suspicious Guy]"; - mes "Nope."; - mes "...."; + mes "[Cougar]"; + mes "..............................."; + mes "How did you do that?"; next; mes "["+strcharinfo(0)+"]"; - mes "Hmm~"; - mes "Not Amatsu..."; - mes "Then are you from Izlude?"; - next; - mes "[Suspicious Guy]"; - mes "Yes, that's correct."; - mes "I'm from Izlude."; + mes "Do what? I didn't"; + mes "do anything, I don't think..."; next; - mes "[Suspicious Guy]"; - mes "Due to personal reasons, I'm temporarily visiting this resource-rich country."; + mes "[Cougar]"; + mes "H-How are you able to"; + mes "see me? I'm supposed to"; + mes "be invisible to the naked eye."; + mes "Ah, now I get it. Wildcat Joe"; + mes "must have sent you to kill me! I won't fall for your tricks! Die!"; next; mes "["+strcharinfo(0)+"]"; - mes "I see..."; - mes "Oh, do you happen to know a person named Field Cat Joe?"; - mes "He's a Ninja from Amatsu"; - mes "I need to find him."; - next; - mes "[Suspicious Guy]"; - mes "I don't know. I've never heard of such a name."; - mes "I guess you must have some important reason why you must meet that person."; + mes "W-wait! I-I don't even"; + mes "know who Wildcat Joe is!"; + mes "Calm down, there's no"; + mes "need to get violent!"; + next; + mes "[Cougar]"; + mes "What...?"; + mes "How did you dodge"; + mes "all of my attacks?"; + mes "You've got some talent,"; + mes "I'll give you that."; next; mes "["+strcharinfo(0)+"]"; - mes "Yes. I have to deliver this letter to him so that I may become a Ninja too."; - next; - mes "[Suspicious Guy]"; - mes "Hmm... Judging by your clothes, I see you're a traveler too."; - next; - mes "[Suspicious Guy]"; - mes "Come to think of it, you may be able to find the person you are looking for."; - next; - mes "[Suspicious Guy]"; - mes "I think I may have met him once in this village."; - next; - mes "[Suspicious Guy]"; - mes "I'd like to help you find him together, but I still have some things to do first..."; - next; - mes "[Suspicious Guy]"; - mes "If you help me out with what I'm doing, then I will search for Crimson Panther Joe with you."; - next; - switch( select( "I'll just search for him alone.","Ok, I'll help you." ) ) - { - case 1: - mes "[Suspicious Guy]"; - mes "Ah, I understand."; - mes "Good luck looking for him. If you need help later, come and talk to me before I leave..."; - close; - - case 2: - mes "[Suspicious Guy]"; - mes "Hmm.. Let's see."; - mes "I've come here to gather some raw materials so that I may create something I need."; - next; - mes "[Suspicious Guy]"; - mes "I will be seeking the materials I need too, but I'm always running short in raw materials."; - mes "I'd be grateful if you could find me 1 Phracon and 5 Cyfar."; - next; - mes "["+strcharinfo(0)+"]"; - mes "- Let's go find 1 Phracon and 5 Cyfar.-"; - set NINJ_Q,2; - close; - } - - case 2: - if(countitem(1010) < 1 || countitem(7053) < 5){ - mes "[Suspicious Guy]"; - mes "I asked for 1 Phracon and 5 Cyfar."; - mes "It looks like you didn't gather the amount I've requested."; - mes "I don't need it immediately, but I'd appreciate it if you could get those items for me."; - close; + mes "..............................."; + mes "I came here hoping"; + mes "to change my job"; + mes "to a Ninja."; + next; + mes "[Cougar]"; + mes "...Oh. Is that all?"; + mes "Hmm, you've got great"; + mes "potential, but I can't help"; + mes "you now. I've got too many"; + mes "enemies, and I can't let my"; + mes "guard down for even a second."; + next; + mes "[Cougar]"; + mes "That Wildcat Joe is"; + mes "completely ruthless...!"; + mes "He could strike at any time!"; + mes "He'll do anything to achieve"; + mes "victory over his enemies!"; + next; + mes "[Cougar]"; + mes "Wait, wait, I just"; + mes "thought of something."; + mes "Maybe you can help me out."; + mes "Do what I ask, and I'll teach"; + mes "you a few of my skills if you"; + mes "really want to be a Ninja."; + next; + if(select("Sure.:No, thanks.") == 2) { + mes "[Cougar]"; + mes "Hm? Well, alright."; + mes "Still, I don't see"; + mes "why we can't help"; + mes "each other in this"; + mes "little predicament..."; + close; } - mes "[Suspicious Guy]"; - mes "I see you've accurately brought back what I need."; - mes "Hmm... Very well."; - mes "You've brought me the things I need, so I will not help you. Hmm..."; - next; - mes "[Suspicious Guy]"; - mes "Let's see that letter."; - next; - mes "["+strcharinfo(0)+"]"; - mes "?????!!"; - next; - mes "[Suspicious Guy]"; - mes "Hmm? Are you perhaps here because Gai sent you here?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Gasp... Then you're Field Cat..."; - next; - mes "[Suspicious Guy]"; - mes "Nope."; - mes "I'm not Field Cat Joe, but Crimson Panther Joe."; - mes "The only person who teases me as 'Field Cat' is Gai. Haha."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Sigh... Is that how it is?"; - next; - mes "[Crimson Panther Joe]"; - mes "If you want to become a Ninja, you can't just trust your eyes."; - next; - mes "[Crimson Panther Joe]"; - mes "Very few Ninjas, if any, where the stereotypical outfits depicted in picture books. And even if they did, you'd be lucky to spot one."; - next; - mes "[Crimson Panther Joe]"; - mes "Don't forget that as soon as you reveal your identity as a Ninja, your life is at stake."; - next; - mes "[Crimson Panther Joe]"; - mes "Even who I've said I am or anything I've said so far could be false."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ok..."; - mes "..........."; - next; - mes "[Crimson Panther Joe]"; - mes "Well, Let's see it -- that letter."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ah, Yes."; - mes "Here."; - mes "-Rustle, rustle -"; - next; - mes "[Crimson Panther Joe]"; - mes "Hmm~~ Let's see..."; - mes "I was thinking it might be another one of Gai's childish challenge letters, but I see it's a letter requesting truce."; - next; - mes "[Crimson Panther Joe]"; - mes "But there's no need for a truce for me..."; - mes "Thanks to you, I've already acquired all the raw materials needed to create a Kunai. Haha~"; - next; - mes "[Crimson Panther Joe]"; - mes "I'll write you a reply, regardless. Seeing how you've acquired my raw materials so quickly, with a bit of a sharper eye, I believe you could become an excellent Ninja."; - next; - mes "["+strcharinfo(0)+"]"; - mes "....."; - next; - mes "[Crimson Panther Joe]"; - mes "Wait a moment."; - mes "I'll write you a response to Gai's letter right now."; - mes "Hmm Hmm..."; - mes "...Scribble... Scribble..."; - next; - mes "[Crimson Panther Joe]"; - mes "Here. Here it is."; - mes "You'll know what's written inside as soon as you show *him* the letter."; - next; - mes "["+strcharinfo(0)+"]"; - mes "- You recieve the letter that Joe-"; - mes "- has just now scribbled down -"; - mes "- on paper.-"; - next; - mes "[Crimson Panther Joe]"; - mes "Well, you better get a move on."; - mes "If you want to become a Ninja."; - next; - mes "[Crimson Panther Joe]"; - mes "And if you do become a Ninja, we may end up meet each other frequently."; - mes "I'll be looking forward to it."; + mes "[Cougar]"; + mes "Great! Now, I wanted to"; + mes "ask Wildcat Joe if he'd"; + mes "agree to a temporary truce."; + mes "I'm aware that both of us"; + mes "are out of weapons, so we"; + mes "should get well equipped first."; + next; + mes "[Cougar]"; + mes "Please take this letter,"; + mes "and deliver it to Wildcat"; + mes "Joe in Einbroch. He's a master"; + mes "of disguise, so keep a careful"; + mes "eye out for him. Ah, and look"; + mes "for him in a high place."; + next; + mes "[Cougar]"; + mes "Yeah, Wildcat Joe"; + mes "always did have a thing"; + mes "for hiding in high places."; + mes "Anyway, after you give him"; + mes "the letter, come back and"; + mes "let me know his answer."; + set NINJ_Q,1; + setquest 6015; + close; + } + else if(NINJ_Q == 1) { + mes "[Cougar]"; + mes "Even if this task"; + mes "isn't that urgent,"; + mes "please hurry over to"; + mes "Einbroch and deliver"; + mes "my letter to Wildcat Joe."; + close; + } + else if(NINJ_Q == 2) { + mes "[Cougar]"; + mes "Did you deliver that"; + mes "letter to Wildcat Joe?"; + mes "I still need to know his"; + mes "response to my proposal"; + mes "for a truce. Anyway, see"; + mes "if you can needle him for it."; + close; + } + else if(NINJ_Q == 3) { + mes "[Cougar]"; + mes "Ah, you've returned."; + mes "So did Wildcat Joe send"; + mes "you back here with his"; + mes "response? Great, great,"; + mes "please let me read it."; + next; + mes "[Cougar]"; + mes "What...?! How could he"; + mes "reject my proposal for"; + mes "a truce?! This can only"; + mes "mean that he's made another"; + mes "Kunai. Nuts! I have to catch"; + mes "up to him, or I'm a goner!"; + next; + mes "[Cougar]"; + mes "Listen, you've got to help"; + mes "me out again! I need you to"; + mes "gather some materials so that"; + mes "I can craft my own Kunai to fight Wildcat Joe. Then, I'll go ahead"; + mes "and change your job to a Ninja."; + next; + mes "[Cougar]"; + mes "All you need"; + mes "to bring me is"; + mes "^3355FF5 Cyfars^000000 and"; + mes "^3355FF1 Phracon^000000."; + mes "Please get those"; + mes "as quickly as you can!"; next; mes "["+strcharinfo(0)+"]"; - mes "Yes... Well, I better get going..."; - next; - mes "[Crimson Panther Joe]"; - mes "Ah, It would probably take you a considerably long time to reach Amatsu."; - mes "Allow me to send you, "+strcharinfo(0)+" to Amatsu."; - mes "We'll meet again.."; - delitem 1010,1; - delitem 7053,5; - set NINJ_Q,3; - close2; - warp "amatsu",113,127; - end; - - case 3: - mes "[Crimson Panther Joe]"; - mes "Hmm, I don't know what happened, but it seems you've returned to me without reaching Gai first."; - next; - mes "[Crimson Panther Joe]"; - mes "If you would like, I can send you to amatsu again."; - mes "I'll take you back to Amatsu."; - next; - switch( select( "No thanks.","Yes, please send me to Amatsu." ) ) - { - case 1 : - mes "[Crimson Panther Joe]"; - mes "Hmm, very well."; - mes "Decisions are best when decided yourself."; - close; - - case 2: - mes "[Crimson Panther Joe]"; - mes "Very well."; - mes "I will now send you to Amatsu."; - close2; - warp "amatsu",113,127; - end; + mes "Huh? That's funny,"; + mes "Wildcat Joe actually"; + mes "asked me to gather"; + mes "those same materials."; + next; + mes "[Cougar]"; + mes "Curses! Then that means..."; + mes "You actually helped Joe"; + mes "in crafting his Kunai! No!"; + mes "I should have thought about"; + mes "that earlier! Well, it's too"; + mes "late now. Just h-hurry it up!"; + set NINJ_Q,4; + changequest 6017,6018; + close; + } + else if(NINJ_Q == 4) { + if (countitem(7053) < 5 || countitem(1010) < 1) { + mes "[Cougar]"; + mes "Hurry and bring"; + mes "^3355FF5 Cyfars^000000 and"; + mes "^3355FF1 Phracon^000000 to me,"; + mes "so that I can craft"; + mes "my own Kunai to use"; + mes "against Wildcat Joe!"; + close; } - - case 4: - mes "[Crimson Panther Joe]"; - mes "Is Gai bothering you with a lot of bothersome tasks?"; - mes "Don't give up -- it'll all come in handy during your training."; + if (Skillpoint != 0) { + mes "[Cougar]"; + mes "Whoa, whoa..."; + mes "You still have some"; + mes "leftover Skill Points."; + mes "You'd better spend all"; + mes "of them before you"; + mes "change jobs, right?"; + close; + } + mes "[Cougar]"; + mes "Ah, you're back with"; + mes "everything that I need."; + mes "You've come earlier than"; + mes "I expected, eh? Great,"; + mes "as promised, I'll turn"; + mes "you into a Ninja."; + next; + mes "[Cougar]"; + mes "Let me formally introduce"; + mes "myself. I am High Ninja Cougar"; + mes "in the Touga Ninja Corps, and"; + mes "I'm in charge of the search"; + mes "party to find Sir Kazma."; + next; + mes "[Cougar]"; + mes "Sir Kazma is the chief"; + mes "of my village, but he's"; + mes "run away. This has resulted"; + mes "in an internal conflict within"; + mes "the Ninja Corps. Things are"; + mes "pretty unstable right now..."; + next; + mes "[Cougar]"; + mes "I initially didn't want to"; + mes "accept you as a Ninja because"; + mes "of this complicated situation."; + mes "However, you've proven that"; + mes "you're truly worthy of joining"; + mes "the Ninja ranks."; + next; + mes "[Cougar]"; + mes "According to his letter, even"; + mes "Joe thinks highly of you. Just"; + mes "remember that, as a Ninja, your"; + mes "mission is your highest priority. But don't let mission objectives"; + mes "supercede your conscience."; + next; + mes "[Cougar]"; + mes "''Secrecy above all else.''"; + mes "To keep our secrets in the"; + mes "shadows, you can only buy"; + mes "or sell Ninja weapons with"; + mes "authorized dealers. Please"; + mes "keep that in mind."; + next; + mes "[Cougar]"; + mes "As of today, you are"; + mes "now a proud member of the"; + mes "Touga Ninja Corps. Be as"; + mes "agile as the wind, and as"; + mes "quiet as the falling shadows."; + callfunc "Job_Change",Job_Ninja; + set NINJ_Q,5; + getitem 13010,1; // Asura + completequest 6018; + close; + } + else { + mes "[Cougar]"; + mes "How have you been?"; + mes "Train hard: you want"; + mes "to be able to vanish"; + mes "without a trace. If you"; + mes "can do that, you'll get"; + mes "the respect of any Ninja~"; close; + } + }else{ + if (Class == Job_Ninja) { + mes "[Cougar]"; + mes "How have you been?"; + mes "Train hard: you want"; + mes "to be able to vanish"; + mes "without a trace. If you"; + mes "can do that, you'll get"; + mes "the respect of any Ninja~"; + close; + }else{ + mes "[Cougar]"; + mes "What...?"; + mes "How were you able"; + mes "to find me hidden"; + mes "in the shadows?!"; + mes "You must be more than"; + mes "a common adventurer, eh?"; + close; + } } } + +einbroch,184,194,3 script Suspicious Man#nq 881,{ + if (NINJ_Q == 1) { + mes "[Suspicious Man]"; + mes "I've traveled to many"; + mes "countries, but I've never"; + mes "been on a building as high"; + mes "as Einbroch Tower. All the"; + mes "buildings in my hometown"; + mes "are tiny in comparison..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Oh, are you from"; + mes "Amatsu? I'm looking"; + mes "for someone named"; + mes "Wildcat Joe from there."; + next; + mes "[Suspicious Man]"; + mes "...No. No, I'm actually"; + mes "from Izlude, and I'm only"; + mes "here in Einbroch for some"; + mes "minerals. Tell me, why are"; + mes "you looking for this Wildcat Joe?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, I need to deliver"; + mes "this letter to him and"; + mes "get his response so that"; + mes "I can become a Ninja."; + next; + mes "[Suspicious Man]"; + mes "Really? Now that I think"; + mes "about it, I do think that I've"; + mes "run once or twice into him"; + mes "in this town. Though, he prefers to be called ''Red Leopard Joe,''"; + mes "instead of ''Wildcat Joe.''"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I really want to help you"; + mes "find him, but first I need"; + mes "to find the minerals that"; + mes "I'm looking for. If you don't"; + mes "mind, would you help me?"; + mes "Then I can help you find Joe."; + next; + if(select("Don't worry, I'll find him alone.:Sure, I'll help you.") == 1) { + mes "[Suspicious Man]"; + mes "You sure about that...?"; + mes "Red Leopard Joe is a true"; + mes "master of disguise. You'll"; + mes "need all the help you can"; + mes "get to find him..."; + close; + } + mes "[Suspicious Man]"; + mes "Great, I'm glad to"; + mes "hear that. Please"; + mes "help me find"; + mes "^3355FF5 Cyfars^000000 and"; + mes "^3355FF1 Phracon^000000."; + set NINJ_Q,2; + changequest 6015,6016; + close; + } + else if(NINJ_Q == 2) { + if (countitem(7053) < 5 || countitem(1010) < 1) { + mes "[Suspicious Man]"; + mes "Please bring"; + mes "^3355FF5 Cyfars^000000 and"; + mes "^3355FF1 Phracon^000000 to me as"; + mes "soon as you can. Then,"; + mes "I can help you find"; + mes "Red Leopard Joe."; + close; + } + mes "[Suspicious Man]"; + mes "Good, good. You've"; + mes "brought the minerals..."; + mes "Now, it's my turn to"; + mes "help you now. Here,"; + mes "let me see that letter."; + next; + mes "["+strcharinfo(0)+"]"; + mes "?????!!"; + next; + mes "[Suspicious Man]"; + mes "Why? Didn't you bring Cougar's letter for me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Are you..."; + mes "Are you Wildcat Joe?"; + next; + mes "[Suspicious Man]"; + mes "...Yes, but I prefer to"; + mes "be called Red Leopard Joe."; + mes "Cougar sent you to me, right?"; + mes "He's the only one who calls"; + mes "me that. So you want to be"; + mes "a Ninja, eh? Hmm, alright."; + next; + mes "[Red Leopard Joe]"; + mes "If you want to be a Ninja,"; + mes "you should always be careful"; + mes "of what you see and what you trust. Don't forget that if your"; + mes "secrets are ever discovered, then you're finished as a Ninja."; + next; + mes "[Red Leopard Joe]"; + mes "Remember to move"; + mes "quickly, and to always"; + mes "vanish without a trace."; + mes "To remain hidden in the"; + mes "shadows is really our"; + mes "ultimate power."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I see..."; + mes "..........."; + next; + mes "[Red Leopard Joe]"; + mes "For now, let me read"; + mes "this letter. Let's see..."; + mes "Hm. I thought that Cougar"; + mes "would want to challenge me"; + mes "again, but he actually wants"; + mes "a temporary truce? Hah!"; + next; + mes "[Red Leopard Joe]"; + mes "Thanks to your help,"; + mes "I now have the minerals"; + mes "I need to construct a Kunai!"; + mes "Hahaha! I won't agree to a truce when I have the advantage!"; + next; + mes "[Red Leopard Joe]"; + mes "Anyway, let me write my"; + mes "response to him. I'll also"; + mes "give you my recommendation..."; + mes "I think you'll make a very fine"; + mes "Ninja, even if I did trick you"; + mes "just earlier. Heh heh heh!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "......"; + mes "........."; + mes "............"; + next; + mes "[Red Leopard Joe]"; + mes "Here you go."; + mes "Please bring this"; + mes "letter to Cougar."; + mes "It'll take a while to"; + mes "return to Amatsu, so let"; + mes "me send you there directly..."; + delitem 1010,1; // Phracon + delitem 7053,5; // Cyfar + set NINJ_Q,3; + changequest 6016,6017; + close2; + warp "amatsu",113,127; + end; + } + else if(NINJ_Q == 3) { + mes "[Red Leopard Joe]"; + mes "Eh? I'm not sure what"; + mes "happened, but it seems"; + mes "that you haven't delivered"; + mes "my response to Cougar yet."; + mes "Shall I directly send you"; + mes "to Amatsu right now?"; + next; + if(select("No, thanks.:Yes, please.") == 1) { + mes "[Red Leopard Joe]"; + mes "Alright. Well, I was"; + mes "just trying to save"; + mes "you some time."; + close; + } + mes "[Red Leopard Joe]"; + mes "Okay, then."; + mes "Goodbye for now."; + close2; + warp "amatsu",113,127; + end; + } + else if(NINJ_Q == 4) { + mes "[Red Leopard Joe]"; + mes "Cougar asked you to"; + mes "gather some materials"; + mes "too? Oh well, I suppose"; + mes "that I can't blame him."; + mes "Besides, I should be able"; + mes "to beat him in a fair fight~"; + close; + } + else if(NINJ_Q == 5 && Class == Job_Ninja) { + mes "[Red Leopard Joe]"; + mes "Oh, you're a Ninja~"; + mes "I hope you continue to"; + mes "train yourself and master"; + mes "all the Ninja skills that"; + mes "you can. Always remember"; + mes "to blend into the shadows."; + close; + } + else { + mes "[Tourist]"; + mes "I've traveled to many"; + mes "countries, but I've never"; + mes "been on a building as high"; + mes "as Einbroch Tower. All the"; + mes "buildings in my hometown"; + mes "are tiny in comparison..."; + close; + } +} \ No newline at end of file diff --git a/npc/jobs/1-1e/taekwon.txt b/npc/jobs/1-1e/taekwon.txt index 3c9064193..1a099ef2c 100644 --- a/npc/jobs/1-1e/taekwon.txt +++ b/npc/jobs/1-1e/taekwon.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Tsuyuki & Samuray22 //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= eAthena/Freya //===== Description: ========================================= @@ -12,6 +12,7 @@ //= 1.0 Replaced previous TK Job Quest with this one [Tsuyuki] //= 1.1 Rewrote to the Aegis Standars. [Samuray22] //= 1.2 Fixed position the npc is facing. [Kisuka] +//= 1.3 Added Quest Log commands. [Kisuka] //============================================================ @@ -106,6 +107,7 @@ L_change: mes "spiritual training. Take a deep"; mes "breath, speak to me when ready."; set TK_Q, 2; + setquest 6001; close; } mes "[Phoenix]"; @@ -116,6 +118,7 @@ L_change: next; set TAEK_Q, BaseLevel; set TK_Q, 1; + setquest 6000; mes "[Phoenix]"; mes "I understand this is not an"; mes "easy task for Novices, but you"; @@ -138,6 +141,7 @@ L_change: case 1: if(BaseLevel > TAEK_Q) { set TK_Q, 2; + changequest 6000,6001; mes "[Phoenix]"; mes "Good. I sense that you"; mes "are more in tune with your"; @@ -176,6 +180,30 @@ L_change: mes "you generally respond?"; next; switch(select( "I face it head on.:Avoid it somehow.:Regroup and analyze the problem.")) { + case 1: + mes "[Phoenix]"; + mes "Yes, that is the answer"; + mes "I wanted. Even if you cannot"; + mes "handle a problem at first, we"; + mes "can only benefit from such"; + mes "strong determination. Don't"; + mes "let any obstacle stop you."; + next; + mes "[Phoenix]"; + mes "Even if you fail, you"; + mes "can only learn from the"; + mes "experience when you give"; + mes "your all. Half-hearted"; + mes "attempts rarely yield"; + mes "fruitful results."; + next; + mes "[Phoenix]"; + mes "Seeing as you already"; + mes "understand the importance"; + mes "of one's will, we'll proceed"; + mes "to the next question."; + next; + break; case 2: mes "[Phoenix]"; mes "Fool! How do you expect"; @@ -210,29 +238,6 @@ L_change: mes "as well as what you define as"; mes "failure. Then, return to me."; close; - case 1: - mes "[Phoenix]"; - mes "Yes, that is the answer"; - mes "I wanted. Even if you cannot"; - mes "handle a problem at first, we"; - mes "can only benefit from such"; - mes "strong determination. Don't"; - mes "let any obstacle stop you."; - next; - mes "[Phoenix]"; - mes "Even if you fail, you"; - mes "can only learn from the"; - mes "experience when you give"; - mes "your all. Half-hearted"; - mes "attempts rarely yield"; - mes "fruitful results."; - next; - mes "[Phoenix]"; - mes "Seeing as you already"; - mes "understand the importance"; - mes "of one's will, we'll proceed"; - mes "to the next question."; - next; } mes "[Phoenix]"; mes "On your travels, you will"; @@ -331,6 +336,7 @@ L_change: mes "while. When your mind is calm,"; mes "come and speak to me."; set TK_Q, 3; + changequest 6001,6002; close; case 3: mes "[Phoenix]"; @@ -369,6 +375,7 @@ L_change: mes "shirk your training, or bring"; mes "shame to Taekwon Do."; next; + completequest 6002; callfunc "Job_Change",Job_Taekwon; callfunc "F_ClearJobVar"; getitem 2101,1; // Guard[0] diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt index ff9e9bf14..f22c12dfa 100644 --- a/npc/jobs/2-1/assassin.txt +++ b/npc/jobs/2-1/assassin.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= kobra_k88 //===== Current Version: ===================================== -//= 3.2 +//= 3.3 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -45,6 +45,7 @@ //= 3.1a Follow up fix. Forgot to replace a label. [L0ne_W0lf] //= 3.1b Fixed waiting room not enabled in some situations [Zephyrus] //= 3.2 Fixed a question having all correct answers. [brianluau] +//= 3.3 Added Quest Log commands. [Kisuka] //============================================================ in_moc_16,19,33,1 script Guildsman#asn 55,{ @@ -123,10 +124,12 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{ mes "......"; next; delitem 1008,1; //Frozen_Heart + changequest 8007,8008; mes "[Assassin Expert 'Huey']"; mes "Alright!"; mes "You've been approved!"; next; + completequest 8008; callfunc "Job_Change",Job_Assassin; callfunc "F_ClearJobVar"; // clears all job variables for the current player mes "[Assassin Expert 'Huey']"; @@ -250,6 +253,11 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{ mes "you to the office."; close2; set ASSIN_Q,0; + if(checkquest(8000) != -1) { + changequest 8000,8001; + }else{ + setquest 8001; + } warp "in_moc_16",19,76; end; case 2: @@ -542,6 +550,7 @@ OnTouch: close2; set ASSIN_Q3,1; set ASSIN_Q,1; + changequest 8001,8002; warp "in_moc_16",19,144; end; } @@ -564,6 +573,7 @@ OnTouch: close2; set ASSIN_Q3,2; set ASSIN_Q,1; + changequest 8001,8002; warp "in_moc_16",19,144; end; } @@ -590,6 +600,7 @@ OnTouch: set ASSIN_Q,0; set ASSIN_Q3,0; set ASSIN_Q2,0; + erasequest 8001; warp "moc_fild16",206,229; end; } @@ -616,6 +627,7 @@ OnTouch: next; set ASSIN_Q3,1; set ASSIN_Q,1; + changequest 8001,8002; warp "in_moc_16",19,144; end; } @@ -629,6 +641,7 @@ OnTouch: next; set ASSIN_Q3,2; set ASSIN_Q,1; + changequest 8001,8002; warp "in_moc_16",19,144; end; } @@ -976,6 +989,7 @@ L_AskQuestions: mes "" + .@assassin_t + " percent..."; if (.@assassin_t > 80) { set ASSIN_Q2,5; + changequest 8002,8003; mes "Well done."; mes "You pass."; next; @@ -1012,6 +1026,7 @@ L_AskQuestions: mes "" + .@assassin_t + " points..."; if (.@assassin_t > 80) { set ASSIN_Q2,5; + changequest 8002,8003; next; mes "[The Anonymous One]"; mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial."; @@ -1173,6 +1188,7 @@ OnTouch: set ASSIN_Q,0; set ASSIN_Q3,0; set ASSIN_Q2,0; + changequest 8003,8000; warp "in_moc_16",19,13; end; } @@ -1246,6 +1262,7 @@ OnMyMobDead: if (.MyMobs < 1) { mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map; set ASSIN_Q,3; + changequest 8003,8004; donpcevent "timestopper#1::OnEnable"; donpcevent "Keeper of the Door#ASN::OnEnable"; donpcevent "Beholder#ASNTEST::OnResetmob"; @@ -1502,6 +1519,7 @@ OnTouch: set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0; + changequest 8004,8000; savepoint "in_moc_16",18,14; warp "in_moc_16",18,14; donpcevent "Standby Room#ASNTEST::OnStart"; @@ -1569,6 +1587,7 @@ OnTouch: mes "You may now proceed to our Guildmaster's room. Good luck!!"; close2; set ASSIN_Q,5; + changequest 8004,8005; warp "in_moc_16",181,183; end; } @@ -1578,6 +1597,7 @@ OnTouch: if (ASSIN_Q == 5 || ASSIN_Q == 6) { warp "in_moc_16",181,183; set ASSIN_Q,ASSIN_Q+1; + changequest 8005,8006; } else { mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map; @@ -2100,6 +2120,7 @@ OnTouch: mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others."; savepoint "morocc",100,100; getitem 1008,1; //Frozen_Heart + changequest 8006,8007; next; mes "[Guildmaster]"; mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move..."; diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt index fad707f21..d09cb3a80 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: ===================================== -//= 2.6 +//= 2.7 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -38,6 +38,7 @@ //= 2.5 Krongast is in Lighthalzen. (DarkValmir) [L0ne_W0lf] //= 2.6 Fixed 4 bugs [Lupus] //= 2.6a Typo fix [Yommy] +//= 2.7 Added Quest Log commands. [Kisuka] //============================================================== ein_in01,18,28,4 script Guildsman#BLS 731,{ @@ -163,6 +164,7 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{ mes "One of our Blacksmiths in Einbech, ^8E6B23Geschupenschte^000000 has sent us word that he's short on help. Your first test of character will be to help him out."; next; set BSMITH_Q,1; + setquest 2000; mes "[Altiregen]"; mes "Be careful"; mes "and good luck!"; @@ -217,6 +219,7 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{ next; if (select("I want to change my job quickly! But...oh well.:Grrr! Enough is enough!") == 1) { set BSMITH_Q,16; + changequest 2013,2014; mes "[Altiregen]"; mes "I'm sorry, but I'm sure you understand, right? We can't just casually accept anybody into"; mes "our guild!"; @@ -246,6 +249,9 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{ else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) { mes "[Altiregen]"; mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith."; + if(checkquest(2015) != -1) { + changequest 2015,2016; + } next; set .@joblvl,JobLevel; callfunc "Job_Change",Job_Blacksmith; @@ -255,6 +261,7 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{ mes "and greed."; next; delitem 1005,1; //Hammer_Of_Blacksmith + completequest 2016; mes "[Altiregen]"; mes "Here is a little"; mes "gift to mark the"; @@ -458,6 +465,11 @@ L_AskQuestions: mes "Let's see...your score is..." + .@black_q + " points."; if (.@black_q == 100) { set BSMITH_Q,3; + if(checkquest(2001) != -1) { + changequest 2001,2002; + }else{ + changequest 2000,2002; + } mes "Oh ho ho~"; mes "You'll have"; mes "no problem"; @@ -470,6 +482,9 @@ L_AskQuestions: close; } set BSMITH_Q,2; + if(checkquest(2001) == -1) { + changequest 2000,2001; + } mes "............."; next; mes "[Geschupenschte]"; @@ -531,15 +546,15 @@ L_AskQuestions: next; switch(rand(1,5)) { //Steel, Rotten_Bandage, Blue_Gemstone, Arc_Wand - case 1: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 4; break; + case 1: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 4; changequest 2002,2003; break; //Sparkling_Dust, Skel_Bone, Zargon, Gladius - case 2: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 5; break; + case 2: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 5; changequest 2002,2004; break; //Coal, Shell, Boody_Red, Tsurugi - case 3: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 6; break; + case 3: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 6; changequest 2002,2005; break; //Iron_Ore, Eye_Bandage, Blue_Gemstone, Arbalest - case 4: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 7; break; + case 4: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 7; changequest 2002,2006; break; //Iron, Green_Herb, Animal's_Skin, Ring_Pommel_Saber - default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; break; + default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; changequest 2002,2007; break; } set BSMITH_Q,.@items[8]; mes "[Geschupenschte]"; @@ -618,6 +633,9 @@ L_AskQuestions: case 9: mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt."; getitem 1610,1; //Arc_Wand + if(checkquest(2003) != -1) { + changequest 2003,2008; + } next; mes "[Geschupenschte]"; mes "Hmm...?"; @@ -640,6 +658,9 @@ L_AskQuestions: case 10: mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt."; getitem 1219,1; //Gladius + if(checkquest(2004) != -1) { + changequest 2004,2009; + } next; mes "[Geschupenschte]"; mes "Hmm...?"; @@ -662,6 +683,9 @@ L_AskQuestions: Case 11: mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt."; getitem 1119,1; //Tsurugi + if(checkquest(2005) != -1) { + changequest 2005,2010; + } next; mes "[Geschupenschte]"; mes "Hmm...?"; @@ -685,6 +709,9 @@ L_AskQuestions: case 12: mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt."; getitem 1713,1; //Arbalest + if(checkquest(2006) != -1) { + changequest 2006,2011; + } next; mes "[Geschupenschte]"; mes "Hmm...?"; @@ -706,6 +733,9 @@ L_AskQuestions: case 13: mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt."; getitem 1122,1; //Ring_Pommel_Saber + if(checkquest(2007) != -1) { + changequest 2007,2012; + } next; mes "[Geschupenschte]"; mes "Hmm...?"; @@ -800,6 +830,21 @@ L_AskQuestions: if (countitem(1073) > 0) { set BSMITH_Q,15; delitem 1073,1; //Merchant_Voucher_1 + if(checkquest(2008) != -1) { + changequest 2008,2013; + } + else if(checkquest(2009) != -1) { + changequest 2009,2013; + } + else if(checkquest(2010) != -1) { + changequest 2010,2013; + } + else if(checkquest(2011) != -1) { + changequest 2011,2013; + } + else { + changequest 2012,2013; + } mes "[Geschupenschte]"; mes "Oh ho ho~"; mes "Great!"; @@ -1460,6 +1505,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 726,{ mes "However, don't let your early success make you overconfident. A Blacksmith's life isn't a picnic. As proof that you have passed the test, I give you this Hammer of Blacksmith."; set BSMITH_Q,17; getitem 1005,1; //Hammer_Of_Blacksmith + changequest 2014,2015; next; mes "[Mitehmaeeuh]"; mes "Take this Hammer"; diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt index b28599000..e643c81bf 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: ===================================== -//= 3.4 +//= 3.5 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -50,6 +50,7 @@ //= 3.3 Added missing next. [L0ne_W0lf] //= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22] //= -Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179) +//= 3.5 Added Quest Log commands. [Kisuka] //============================================================ // Notices in the old Hunter Guild. @@ -180,6 +181,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{ mes "Tada~ Congratulations!"; mes "You look great as a Hunter!!"; set .@joblvl,joblevel; + completequest 4013; callfunc "Job_Change",Job_Hunter; callfunc "F_ClearJobVar"; // clears all job variables for the current player next; @@ -220,6 +222,9 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{ mes "shall we begin?"; next; if (select("Yes~ Let's start now.:No, I'll be back later.") == 1) { + if(checkquest(4000) == -1) { + setquest 4000; + } mes "[Hunter Sherin]"; mes "Listen carefully to the scenarios I describe. When I ask a question, you choose an answer. Pretty simple, don't you think?"; next; @@ -346,6 +351,7 @@ L_AskQuestions: next; if (.@hunter_t == 100) { set HNTR_Q,2; + changequest 4000,4001; mes "[Hunter Sherin]"; mes "Well done! Your answers show you've got the right outlook on life. You definitely have the right qualities to become a Hunter~"; next; @@ -355,6 +361,7 @@ L_AskQuestions: } else if (.@hunter_t == 90) { set HNTR_Q,2; + changequest 4000,4001; mes "[Hunter Sherin]"; mes "Well, I'm looking at your answers and your score isn't perfect. But I'll let you pass anyway. I don't know what our Guildmaster will think, though."; next; @@ -464,19 +471,19 @@ L_GiveQuestItems: next; switch(rand(1,7)) { //Claw_Of_Desert_Wolf, Wooden_Block, White_Herb - case 1: setarray .@items[0], 7030,5, 1019,5, 509,3, 3; break; + case 1: setarray .@items[0], 7030,5, 1019,5, 509,3, 3; changequest 4001,4002; break; //Bill_Of_Birds, Skel_Bonem Green_Herb - case 2: setarray .@items[0], 925,3, 932,5, 511,3, 4; break; + case 2: setarray .@items[0], 925,3, 932,5, 511,3, 4; changequest 4001,4003; break; //Posionous_Canine, Animal's_Skin, Red_Herb - case 3: setarray .@items[0], 937,3, 919,3, 507,5, 5; break; + case 3: setarray .@items[0], 937,3, 919,3, 507,5, 5; changequest 4001,4004; break; //Dokkaebi_Horn, Piece_Of_Egg_Shell, Fluff - case 4: setarray .@items[0], 1021,3, 7032,3, 914,10, 6; break; + case 4: setarray .@items[0], 1021,3, 7032,3, 914,10, 6; changequest 4001,4005; break; //Shell, Worm_Peelings, Yellow_Herb - case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; break; + case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; changequest 4001,4006; break; //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot - case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; break; + case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; changequest 4001,4007; break; //Porcupine_Spike, Yoyo_Tailm Acorn - case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; break; + case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; changequest 4001,4008; break; } mes "[Demon Hunter]"; mes "Hmm. ^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000 to use for arrow tips. ^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 to use here and there. And ^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000 please."; @@ -532,6 +539,27 @@ L_GiveQuestItems: 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]; + if(checkquest(4002) != -1) { + changequest 4002,4009; + } + else if(checkquest(4003) != -1) { + changequest 4003,4009; + } + else if(checkquest(4004) != -1) { + changequest 4004,4009; + } + else if(checkquest(4005) != -1) { + changequest 4005,4009; + } + else if(checkquest(4006) != -1) { + changequest 4006,4010; + } + else if(checkquest(4007) != -1) { + changequest 4007,4010; + } + else { + changequest 4008,4010; + } delitem .@items[0],.@items[1]; delitem .@items[2],.@items[3]; delitem .@items[4],.@items[5]; @@ -611,6 +639,7 @@ payon_in03,131,7,3 script Hunter#htnGM 59,{ mes "[Hunter Guildmaster]"; mes "Well, then. Your arrows are probably still being made, so you can use mine to take the test."; set HNTR_Q,12; + changequest 4009,4011; getitem 1751,200; //Silver_Arrow close2; warp "job_hunte",176,22; @@ -697,6 +726,7 @@ payon_in03,131,7,3 script Hunter#htnGM 59,{ set HNTR_Q,17; savepoint "payon",104,99; getitem 1007,1; //Penetration + changequest 4012,4013; next; mes "[Hunter Guildmaster]"; mes "Okay, here it is. Now, go back to the Hunter Guild. I have some more business left to do here, but I hope you can become a Hunter soon."; @@ -773,6 +803,7 @@ payon_in02,21,31,1 script Hunter#htnGM2 59,{ mes "[Hunter Guildmaster]"; mes "Good luck."; set HNTR_Q,12; + changequest 4010,4011; warp "job_hunte",176,22; cutin "job_huntermaster",255; end; @@ -1207,6 +1238,7 @@ OnTouch: donpcevent "Manager#hnt::OnReset"; donpcevent "Waiting Room#hnt::OnStart"; set HNTR_Q,16; + changequest 4011,4012; savepoint "payon",104,99; if (rand(1)) warp "payon_in02",21,27; diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt index 39e3c4d98..e7cc08a12 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: ===================================== -//= 2.8 +//= 2.9 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -35,6 +35,7 @@ //= 2.7 Deleted unused variables. [Samuray22] //= 2.7a Corrected a Typo error ";;". [Samuray22] //= 2.8 Now uses enable and disable waitingroomevent. [L0ne_W0lf] +//= 2.9 Added Quest Log commands. [Kisuka] //============================================================ prt_in,88,101,4 script Chivalry Captain#knt 56,{ @@ -142,6 +143,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ close; } set KNIGHT_Q,1; + setquest 9000; mes "[Captain Herman]"; mes "Let me see..."; mes "Your name is"; @@ -526,6 +528,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "You may not have finished all the tests perfectly, but you have all the necessary qualities to become"; mes "a Knight."; next; + completequest 9012; callfunc "Job_Change",Job_Knight; callfunc "F_ClearJobVar"; // clears all job variables for the current player mes "[Captain Herman]"; @@ -667,6 +670,11 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break; } set KNIGHT_Q,.@items[12]; + if(KNIGHT_Q == 2) { + changequest 9000,9001; + }else{ + changequest 9000,9002; + } mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,"; mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,"; @@ -712,6 +720,11 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ delitem .@items[6],.@items[7]; delitem .@items[8],.@items[9]; delitem .@items[10],.@items[11]; + if(KNIGHT_Q == 2) { + changequest 9001,9003; + }else{ + changequest 9002,9003; + } set KNIGHT_Q,4; mes "[Sir Andrew]"; mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day."; @@ -1055,6 +1068,7 @@ L_AskQuestions: close; } set KNIGHT_Q,6; + changequest 9003,9004; mes "[Sir Siracuse]"; mes "Well then,"; mes "this is the"; @@ -1210,6 +1224,7 @@ prt_in,79,94,4 script Sir Windsor#knt 733,{ mes "..."; next; set KNIGHT_Q,7; + changequest 9004,9005; mes "[Sir Windsor]"; mes "..."; mes "......"; @@ -1284,6 +1299,9 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{ next; mes "[Sir Windsor]"; mes ".........."; + if(checkquest(9006) == -1) { + changequest 9005,9006; + } close; case 2: mes "[Sir Windsor]"; @@ -1314,6 +1332,9 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{ next; mes "[Sir Windsor]"; mes "..."; + if(checkquest(9006) == -1) { + changequest 9005,9006; + } close; case 3: mes "[Sir Windsor]"; @@ -1343,6 +1364,9 @@ OnStartArena: killmonster "job_knt", "Knight1::OnMyMobDead"; killmonster "job_knt", "Knight2::OnMyMobDead"; killmonster "job_knt", "Knight3::OnMyMobDead"; + if(checkquest(9006) == -1) { + changequest 9005,9006; + } warpwaitingpc "job_knt",43,146; donpcevent "Knight1::OnEnable"; disablewaitingroomevent; @@ -1513,6 +1537,9 @@ OnMyMobDead: mes "Amy Beatrice now."; close2; set KNIGHT_Q,8; + if(checkquest(9007) == -1) { + changequest 9006,9007; + } warp "prt_in",80,100; donpcevent "Knight3::OnDisable"; donpcevent "Windsor Benedict#knt::OnStart"; @@ -1642,6 +1669,9 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ mes "come to Amy?"; next; if (select("Sir Windsor told me to--:Oh, nothing.") == 1) { + if(checkquest(9008) == -1) { + changequest 9007,9008; + } mes "[Lady Amy]"; mes "Oh!"; mes "No need to say"; @@ -1796,6 +1826,7 @@ L_AskQuestions: next; if (.@knight_t == 100) { set KNIGHT_Q,10; + changequest 9008,9009; mes "[Lady Amy]"; mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~"; next; @@ -1805,6 +1836,7 @@ L_AskQuestions: } else if (.@knight_t == 90) { set KNIGHT_Q,10; + changequest 9008,9009; mes "[Lady Amy]"; mes "Well, it wasn't perfect,"; mes "but I think you know enough"; @@ -2012,6 +2044,7 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{ mes "reverence."; close2; set KNIGHT_Q,11; + changequest 9009,9010; warp "job_knt",143,57; end; } @@ -2124,6 +2157,7 @@ OnInit: end; OnTouch: set KNIGHT_Q,12; + changequest 9010,9011; warp "prt_in",80,100; end; } @@ -2528,6 +2562,7 @@ L_AskQuestions: } else if (.@knight_t == 10) { set KNIGHT_Q,14; + changequest 9011,9012; mes "[Sir Gray]"; mes "I enjoyed talking with you. Although, there were some"; mes "things that bothered me..."; diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt index d6aee0911..d2f90066b 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: ===================================== -//= 2.4b +//= 2.5 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -28,6 +28,7 @@ //= 2.4 Changed Marthilda to Mathilda. [L0ne_W0llf] //= 2.4a Deleted unused variables. [Samuray22] //= 2.4b Corrected a Typo error ";;". [Samuray22] +//= 2.5 Added Quest Log commands. [Kisuka] //========================================================== prt_church,16,41,4 script High Bishop#prst 60,{ @@ -240,6 +241,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{ close; } set PRIEST_Q,1; + setquest 8009; mes "[Bishop Paul]"; if (sex) mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + "."; @@ -269,6 +271,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{ mes "I have no doubt that you will do a good job by yourself. However, it will be easier with the aid of a Brother or Sister that has already become a Priest."; next; set PRIEST_Q,5; + changequest 8009,8011; mes "[Bishop Paul]"; mes "Well, are you ready for the Spiritual Training?"; next; @@ -309,6 +312,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{ mes "[Bishop Paul]"; mes "May God"; mes "bless you..."; + changequest 8009,8010; close; } mes "[Bishop Paul]"; @@ -388,6 +392,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{ } else if (PRIEST_Q == 4) { set PRIEST_Q,5; + changequest 8010,8011; mes "[Bishop Paul]"; mes "You've accomplished"; mes "your pilgrimage."; @@ -494,6 +499,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{ next; mes "[Bishop Paul]"; mes "God, grant your power to your servant standing before you."; + changequest 8015,8016; if (sex) mes "Let him send your message throughout the ends of the earth."; else @@ -503,6 +509,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{ mes "Make this servant of yours an instrument of your miraculous works..."; next; set .@joblvl,JobLevel; + completequest 8016; callfunc "Job_Change",Job_Priest; callfunc "F_ClearJobVar"; // clears all job variables for the current player mes "[Bishop Paul]"; @@ -700,6 +707,9 @@ prt_church,27,24,1 script Sister Cecilia 79,{ close; } else if (PRIEST_Q == 7) { + if(checkquest(8014) == -1) { + changequest 8013,8014; + } mes "Welcome! I'm so glad to see you've come back! Now, there is one last trial left for you to complete."; next; L_AskQuestions: @@ -825,6 +835,7 @@ L_AskQuestions: mes "......"; next; set PRIEST_Q,8; + changequest 8014,8015; mes "[Sister Cecilia]"; mes "You've come so far..."; mes "Why would you want"; @@ -954,6 +965,7 @@ job_prist,24,187,4 script Peter S. Alberto 110,{ mes "Now..."; mes "Go for it!"; close2; + changequest 8011,8012; warp "job_prist",24,44; donpcevent "Zombie_Generator#prst::OnEnable"; donpcevent "Peter S. Alberto::OnDisable"; @@ -997,6 +1009,9 @@ job_prist,24,187,4 script Peter S. Alberto 110,{ mes "Kill those"; mes "misbegotten creatures!"; close2; + if(checkquest(8012) == -1) { + changequest 8011,8012; + } warp "job_prist",24,44; donpcevent "Zombie_Generator#prst::OnEnable"; donpcevent "Peter S. Alberto::OnDisable"; @@ -1716,6 +1731,9 @@ OnTouch: } else if (BaseClass == Job_Acolyte) { set PRIEST_Q,7; + if(checkquest(8012) != -1) { + changequest 8012,8013; + } warp "prt_church",16,37; donpcevent "Mummy_Generator::OnDisable"; } diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt index 996ff952e..090108084 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: ===================================== -//= 2.9 +//= 3.0 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -23,6 +23,7 @@ //= 2.8 Fixed donpcevent to doevent. (bugreport:2311) [SoulBlaker] //= 2.9 Reverted the change of donpcevent to doevent. [L0ne_W0lf] //= Was probably cuased by a warp BEFORE a percentheal +//= 3.0 Added Quest Log commands. [Kisuka] //============================================================ gef_tower,111,37,4 script Wizard Guildsman 70,{ @@ -139,6 +140,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{ mes "Go talk to the man in the corner and he will give you the remaining exams."; mes "Be careful. We have lost many Mages due to the difficulty of the exams."; set WIZ_Q,3; + setquest 9015; close; } mes "[Catherine]"; @@ -154,12 +156,14 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{ mes "The items you must collect are..."; if (rand(1)) { set WIZ_Q,1; + setquest 9013; mes "^3355FFRed Gemstone^000000 10 each,"; mes "^3355FFBlue Gemstone^000000 10 each,"; mes "^3355FFYellow Gemstone^000000 10 each,"; } else { set WIZ_Q,2; + setquest 9014; mes "^3355FFCrystal Blue^000000 5 each,"; mes "^3355FFGreen Live^000000 5 each,"; mes "^3355FFRed Blood^000000 5 each,"; @@ -196,6 +200,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{ delitem 717,10; //Blue_Gemstone delitem 715,10; //Yellow_Gemstone set WIZ_Q,3; + changequest 9013,9015; mes "[Catherine]"; mes "Good for you! You passed the first test."; mes "But there are still two more left, so don't get too relaxed."; @@ -234,6 +239,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{ delitem 990,5; //Boody_Red delitem 992,5; //Wind_Of_Verdure set WIZ_Q,3; + changequest 9014,9015; mes "[Catherine]"; mes "Good. You've passed the first test now."; mes "But you still have two more tests to go, so don't get too laid back, because it only gets harder from here. ~Hehehe"; @@ -409,6 +415,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{ mes "[Catherine]"; mes "Well, no need to wait, I congratulate you. I hearby deem you Wizard."; next; + completequest 9018; callfunc "Job_Change",Job_Wizard; callfunc "F_ClearJobVar"; // clears all job variables for the current player mes "[Catherine]"; @@ -538,6 +545,9 @@ gef_tower,102,24,2 script Gloomy Wizard 735,{ mes "[Raulel]"; mes "I'll give you 10 questions so give me the right answers."; mes "If you get something wrong, I won't tell you what it is!"; + if(checkquest(9016) == -1) { + changequest 9015,9016; + } next; mes "[Raulel]"; mes "*Cough* *cough* Then here go the questions!"; @@ -708,6 +718,7 @@ L_AskQuestions: mes "Your score is... " + .@wizard_t + "points....."; if (.@wizard_t == 100) { set WIZ_Q,5; + changequest 9016,9017; mes "Hahahahahahah~ Well done, you passed the second test."; mes "It wasn't done in one try like mine was, but I'll let you slide..."; next; @@ -718,6 +729,7 @@ L_AskQuestions: } else if (.@wizard_t == 90) { set WIZ_Q,5; + changequest 9016,9017; mes "Hahaha~ Since you only missed one problem, you passed the second test."; mes "It wasn't done in one try like mine was, but I'll let you slide..."; next; @@ -728,6 +740,7 @@ L_AskQuestions: } else if (.@wizard_t == 80) { set WIZ_Q,5; + changequest 9016,9017; mes "Sheez... You didn't do very well, but you passed the second test."; mes "It wasn't done in one try like mine was, but I'll let you slide..."; next; @@ -751,6 +764,7 @@ L_AskQuestions: mes "Your score is... " + .@wizard_t + " points!"; if (.@wizard_t == 100) { set WIZ_Q,5; + changequest 9016,9017; mes "*cough* *Cough* Well done, you passed the second test."; next; mes "[Raulel]"; @@ -760,6 +774,7 @@ L_AskQuestions: } else if (.@wizard_t == 90) { set WIZ_Q,5; + changequest 9016,9017; mes "Hahahaha~ I'll let you slide by since you only missed one problem. You passed the second test."; next; mes "[Raulel]"; @@ -1528,6 +1543,7 @@ OnMyMobDead: if (.MyMobs < 1) { mapannounce "job_wiz","Congratulations, " + strcharinfo(0) + ". You have passed the job change test.",bc_map; set WIZ_Q,7; + changequest 9017,9018; donpcevent "Room of Fire#Door::OnDisable"; donpcevent "Test Helper#wiz::OnEnable"; stopnpctimer; diff --git a/npc/jobs/2-1e/StarGladiator.txt b/npc/jobs/2-1e/StarGladiator.txt index 944ddfe46..8623e75eb 100644 --- a/npc/jobs/2-1e/StarGladiator.txt +++ b/npc/jobs/2-1e/StarGladiator.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Celestria, Samuray22 //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -16,6 +16,7 @@ //= 1.1c Changed item names to item IDs. [Samuray22] //= 1.2 Another round of updates to the script. [L0ne_W0lf] //= Removes the use of labels, and correcets other errors. +//= 1.3 Added Quest Log commands. [Kisuka] //============================================================ payon,215,102,3 script Moohyun#job_star 828,3,3,{ @@ -103,6 +104,7 @@ payon,215,102,3 script Moohyun#job_star 828,3,3,{ mes "letter of recommendation that"; mes "I'll send to him for you."; set STGL_Q,1; + setquest 7007; close; } mes "[Moohyun]"; @@ -421,6 +423,7 @@ comodo,172,230,3 script Wandering Master#job_sta 730,{ mes "^4D4DFFFlame Heart^000000."; mes "Now go..."; set STGL_Q,2; + changequest 7007,7008; close; } mes "[Moogang]"; @@ -485,6 +488,7 @@ comodo,172,230,3 script Wandering Master#job_sta 730,{ delitem 995,1; //Mistic_Frozen delitem 994,1; //Flame_Heart set STGL_Q,3; + changequest 7008,7009; close; } mes "[Moogang]"; @@ -672,6 +676,7 @@ comodo,172,230,3 script Wandering Master#job_sta 730,{ mes "of the Sun, the Moon and"; mes "the Stars. Welcome to our"; mes "way of martial arts, friend."; + completequest 7011; callfunc "Job_Change",Job_Star_Gladiator; callfunc "F_ClearJobVar"; //clears all job variables for the current player next; @@ -1431,6 +1436,7 @@ job_star,161,33,0 script Cheehee#job_star 77,{ mes "this earth that come from"; mes "the stars. Bring me a piece of a star and the sand of a star..."; set STGL_Q,10; + changequest 7009,7010; close; } mes "[Cheehee]"; @@ -1531,6 +1537,7 @@ job_star,161,33,0 script Cheehee#job_star 77,{ mes "let him know that you"; mes "completed our testing."; set STGL_Q,12; + changequest 7010,7011; close; } mes "[Cheehee]"; @@ -1563,6 +1570,7 @@ job_star,161,33,0 script Cheehee#job_star 77,{ mes "let him know that you"; mes "completed our testing."; set STGL_Q,12; + changequest 7010,7011; close; } else if (STGL_Q == 12) { diff --git a/npc/jobs/2-2/alchemist.txt b/npc/jobs/2-2/alchemist.txt index 4d08431be..fe8141a94 100644 --- a/npc/jobs/2-2/alchemist.txt +++ b/npc/jobs/2-2/alchemist.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= nestor_zulueta (Fusion), converted by Darkchild //===== Current Version: ===================================== -//= 2.8 +//= 2.9 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -15,6 +15,7 @@ //= 2.6 Corrected a bug in advanced class checking. [L0ne_W0lf] //= 2.7 Added missing checkweights. [L0ne_W0lf] //= 2.8 Fixed minor typo in test section. [L0ne_W0lf] +//= 2.9 Added Quest Log commands. [Kisuka] //============================================================ alde_alche,27,185,5 script Alchemist Guildsman#am 744,{ @@ -183,14 +184,17 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 744,{ switch(rand(1,3)) { case 1: set ALCH_Q,1; + setquest 2028; mes "^551A8B7 Berserk Potions^000000."; break; case 2: set ALCH_Q,2; + setquest 2029; mes "^551A8B100 Mini Furnaces^000000."; break; case 3: set ALCH_Q,3; + setquest 2030; mes "^551A8B7,500 Fire Arrows^000000."; } next; @@ -230,6 +234,15 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 744,{ mes "Okay, now you need to learn"; mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines."; set ALCH_Q,4; + if(checkquest(2028) != -1) { + changequest 2028,2031; + } + else if(checkquest(2029) != -1) { + changequest 2029,2031; + } + else { + changequest 2030,2031; + } next; mes "[Parmy Gianino]"; mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him..."; @@ -254,6 +267,15 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 744,{ mes "Okay, now you need to learn"; mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines."; set ALCH_Q,4; + if(checkquest(2028) != -1) { + changequest 2028,2031; + } + else if(checkquest(2029) != -1) { + changequest 2029,2031; + } + else { + changequest 2030,2031; + } next; mes "[Parmy Gianino]"; mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him..."; @@ -724,6 +746,7 @@ L_AskQuestions: mes "He'll teach you how to do the experiments. Just tell him that"; mes "I sent you."; set ALCH_Q,6; + changequest 2031,2032; close; } else if (ALCH_Q == 5) { @@ -889,6 +912,7 @@ alde_alche,13,15,7 script Studying Man#am 750,{ mes "^551A8B1 Yellow Herb^000000 and"; mes "^551A8B1 White Herb^000000."; set ALCH_Q,7; + changequest 2032,2033; next; mes "[Darwin]"; mes "Once you have"; @@ -1229,6 +1253,7 @@ alde_alche,13,15,7 script Studying Man#am 750,{ mes "Good job."; mes "It came out pretty well considering it's your first time. Go ahead and keep the medicines that you've just made."; set ALCH_Q,8; + changequest 2033,2035; next; mes "[Darwin]"; mes "Now, go into the next room"; @@ -1405,6 +1430,7 @@ alde_alche,79,19,5 script Experiment Expert#am 748,{ next; mes "[Van Helmont]"; set ALCH_Q,9; + changequest 2035,2036; mes "Well then, see you later."; mes "You'd better get going as"; mes "soon as you can."; @@ -1499,6 +1525,7 @@ alde_alche,79,19,5 script Experiment Expert#am 748,{ mes "to this one and talk to Nicholas. He'll continue your training."; next; set ALCH_Q,20; + changequest 2036,2037; mes "[Van Helmont]"; mes "What are you"; mes "still doing here?"; @@ -1656,12 +1683,16 @@ alde_alche,101,184,4 script Master Alchemist#am 122,{ cutin "",255; end; } + if(checkquest(2039) != -1) { + changequest 2039,2040; + } mes "Ah, well done."; mes "I can see that you"; mes "have learned all of"; mes "the basics of Alchemy."; next; set ALCH_Q,0; + completequest 2040; set .@jlevel,JobLevel; callfunc "Job_Change",Job_Alchemist; callfunc "F_ClearJobVar"; @@ -1878,6 +1909,7 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{ mes "help them out. They'll need all of these items to continue their experiments."; next; set ALCH_Q,23; + changequest 2037,2038; mes "[Nicholas Flamel]"; mes "1 Mixture,"; mes "5 Burnt Tree,"; @@ -1907,6 +1939,7 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{ } else if (ALCH_Q == 24) { set ALCH_Q,40; + changequest 2038,2039; mes "[Nicholas Flamel]"; mes "Ah, you're back!"; mes "I just got a message from Bain"; diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt index 5df84f449..acf9a0193 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: ===================================== -//= 2.4 +//= 2.5 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -21,6 +21,7 @@ //= - Fixed some indentation. //= - Changed item names to item IDs //= 2.4 Fixed hang up on bard quest. ($kiN.) [L0ne_W0lf] +//= 2.5 Added Quest Log commands. [Kisuka] //============================================================ //=============== Ayealo ============================ @@ -151,6 +152,7 @@ comodo,226,123,5 script Wandering Bard 741,{ mes "It would be nice if more people went around and sang..."; mes "Well, it's quite ok as it is now... hmmhmm."; set BARD_Q,1; + setquest 3000; close2; cutin "job_bard_aiolo01",255; end; @@ -207,6 +209,7 @@ comodo,226,123,5 script Wandering Bard 741,{ mes "It doesn't really matter which Flower, but try to bring one that I like."; mes "And don't just buy any random Flower, ok?"; set BARD_Q,2; + changequest 3000,3001; close2; cutin "job_bard_aiolo01",255; end; @@ -409,6 +412,7 @@ comodo,226,123,5 script Wandering Bard 741,{ mes "Go there and bring back a present."; next; set BARD_Q,3; + changequest 3001,3002; set xmas_npc,1; mes "[Lalo]"; mes "if you become friends with ^008800Jack Frost^000000, you will receive something."; @@ -428,6 +432,9 @@ comodo,226,123,5 script Wandering Bard 741,{ mes "Then, do you want to try singing...?"; mes "I'll sing a short melody..."; mes "and you try after."; + if(checkquest(3003) == -1) { + changequest 3002,3003; + } next; mes "[Lalo]"; mes "Here I go."; @@ -817,6 +824,7 @@ B_Change: cutin "job_bard_aiolo01",255; end; } + completequest 3003; callfunc "Job_Change",Job_Bard; callfunc "F_ClearJobVar"; //clears all job variables for the current player mes "[Lalo]"; @@ -829,6 +837,7 @@ B_Change: cutin "job_bard_aiolo01",255; end; } + changequest 3003,3004; mes "[Lalo]"; mes "Hmm... very well, bring some trunks."; mes "It doesn't matter what kind, as long as they are 60 of the same kind..."; @@ -918,6 +927,7 @@ B_Change: end; S_ChangeJob: + completequest 3004; callfunc "Job_Change",Job_Bard; callfunc "F_ClearJobVar"; mes "[Lalo]"; diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt index 316d23da3..be9f2b58c 100644 --- a/npc/jobs/2-2/crusader.txt +++ b/npc/jobs/2-2/crusader.txt @@ -4,7 +4,7 @@ //= Made by: Black Dragon //= Converted by: Shin //===== Current Version: ===================================== -//= 3.1 +//= 3.2 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -30,6 +30,7 @@ //= 2.9a Deleted unused variables. [Samuray22] //= 3.0 Updated waiting room. (Removes global var) [L0ne_W0lf] //= 3.1 Adding Hermemton's changes. [L0ne_W0lf] +//= 3.2 Added Quest Log commands. [Kisuka] //============================================================ @@ -150,6 +151,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{ delitem 1004, 1; delitem 1009, 1; set CRUS_Q,4; + setquest 3009; mes "[Michael Halig]"; mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests..."; close; @@ -165,6 +167,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{ set .@cru_m1,rand(1,3); if(.@cru_m1 == 1) { set CRUS_Q, 1; + setquest 3006; mes "10 ^3355FF"+getitemname(957)+"^000000"; mes "10 ^3355FF"+getitemname(959)+"^000000"; mes "10 ^3355FF"+getitemname(1099)+"^000000"; @@ -173,6 +176,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{ } else if(.@cru_m1 == 2) { set CRUS_Q, 2; + setquest 3007; mes "10 ^3355FF"+getitemname(932)+"^000000"; mes "10 ^3355FF"+getitemname(1043)+"^000000"; mes "10 ^3355FF"+getitemname(1098)+"^000000"; @@ -181,6 +185,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{ } else { set CRUS_Q, 3; + setquest 3008; mes "10 ^3355FF"+getitemname(958)+"^000000"; mes "10 ^3355FF"+getitemname(930)+"^000000"; mes "10 ^3355FF"+getitemname(1041)+"^000000"; @@ -241,6 +246,15 @@ prt_castle,45,169,5 script Senior Crusader 752,{ delitem @item3, 10; delitem @item4, 10; set CRUS_Q, 4; + if(checkquest(3006) != -1) { + changequest 3006,3009; + } + else if(checkquest(3007) != -1) { + changequest 3007,3009; + } + else { + changequest 3008,3009; + } mes "[Michael Halig]"; mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests..."; close; @@ -269,6 +283,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{ mes "Together, let us ready ourselves and be victorious over evil and tyranny!"; next; set .@Joblevel,JobLevel; + completequest 3015; callfunc "Job_Change",Job_Crusader; callfunc "F_ClearJobVar"; //clears all job variables for the current player mes "[Michael Halig]"; @@ -363,6 +378,7 @@ prt_castle,164,32,1 script Man in Anguish 733,{ mes "You must keep one thing in mind. Under no condition are you allowed to kill the monsters."; next; set CRUS_Q,5; + changequest 3009,3010; mes "[Murnak Mijoul]"; mes "Well then..."; mes "Good luck."; @@ -706,6 +722,7 @@ C_Questions: mes "is " + .@cru_t + " points..."; if(.@cru_t == 100) { set CRUS_Q, 8; + changequest 3011,3013; mes "Superb! Now, it's time for"; mes "you to take the next test."; next; @@ -718,6 +735,7 @@ C_Questions: } else if(.@cru_t == 90) { set CRUS_Q, 8; + changequest 3011,3013; mes "Well done~ Now, it's time for"; mes "you to take the next test."; next; @@ -730,6 +748,7 @@ C_Questions: } else if (.@cru_t == 80 && CRUS_Q == 7) { set CRUS_Q,8; + changequest 3011,3013; mes "Seems like you prepared a lot so I'll let you pass this time."; mes "Hurry now and go take the next test."; next; @@ -739,6 +758,9 @@ C_Questions: close; } set CRUS_Q,7; + if(checkquest(3011) != -1) { + changequest 3011,3012; + } mes "Hmmm... What a pity."; mes "Go study some more and"; mes "take this test again, okay?"; @@ -842,6 +864,9 @@ prt_castle,35,151,5 script Patron Knight 751,{ mes "[Bliant Piyord]"; mes "To take the battle test, bring"; mes "1 ^3355FFHoly Water^000000. This will be used to purify you prior to taking the test."; + if(checkquest(3013) != -1) { + changequest 3013,3014; + } next; mes "[Bliant Piyord]"; mes "Well then..."; @@ -1174,6 +1199,7 @@ OnDead: job_cru,98,105,4 script Summoner#cr5 45,3,3,{ OnTouch: set CRUS_Q,6; + changequest 3010,3011; warp "prt_castle",164,28; end; } @@ -1268,7 +1294,10 @@ OnMonster3: OnDead: set .MyMonsterCount,.MyMonsterCount+1; - if (.MyMonsterCount >= 10) set CRUS_Q,10; + if (.MyMonsterCount >= 10) { + set CRUS_Q,10; + changequest 3014,3015; + } end; OnEnd: diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt index 14c61affc..a9011e0be 100644 --- a/npc/jobs/2-2/dancer.txt +++ b/npc/jobs/2-2/dancer.txt @@ -4,7 +4,7 @@ //= Kalen - Original jAthena //= Fredzilla - Converted, Lupus //===== Current Version: ===================================== -//= 3.6a +//= 3.7 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -19,6 +19,7 @@ //= 3.5 Minor corrections to script. (bugreport:1766) [L0ne_W0lf] //= 3.6 Applied Correction bug with for loop. [L0ne_W0lf] //= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22] +//= 3.7 Added Quest Log commands. [Kisuka] //============================================================ comodo,180,153,4 script Sonotora#1 90,{ @@ -177,6 +178,7 @@ job_duncer,43,93,4 script Aile#da 724,{ close2; cutin "",255; set DANC_Q,1; + setquest 7000; end; } else { @@ -232,6 +234,7 @@ job_duncer,43,93,4 script Aile#da 724,{ set .@item_nd,rand(1,10); if (.@item_nd > 0 && .@item_nd < 3) { set DANC_Q,2; + changequest 7000,7001; mes "[Aile]"; mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish."; next; @@ -248,6 +251,7 @@ job_duncer,43,93,4 script Aile#da 724,{ } else if (.@item_nd == 4) { set DANC_Q,3; + changequest 7000,7002; mes "[Aile]"; mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68895 Earthworm Peelings^000000 for polishing the floor and, of course, a pair of ^CD6889Boots^000000."; next; @@ -259,6 +263,7 @@ job_duncer,43,93,4 script Aile#da 724,{ } else { set DANC_Q,4; + changequest 7000,7003; mes "[Aile]"; mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68892 Clam Shells^000000 for your costume, ^CD68895 Yellow Potions^000000 and ^CD688920 Jellopy^000000 to treat foot injuries."; next; @@ -316,6 +321,15 @@ job_duncer,43,93,4 script Aile#da 724,{ mes "[Aile]"; mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you."; set DANC_Q,5; + if(checkquest(7001) != -1) { + changequest 7001,7004; + } + else if(checkquest(7002) != -1) { + changequest 7002,7004; + } + else { + changequest 7003,7004; + } close2; cutin "",255; end; @@ -817,6 +831,7 @@ job_duncer,95,93,4 script Bijou#da 101,{ mes "[Bijou]"; mes "Well then~"; mes "Good luck...!!"; + changequest 7004,7005; set DANC_Q,8; close2; warp "job_duncer",105,109; @@ -856,6 +871,7 @@ job_duncer,95,93,4 script Bijou#da 101,{ next; set .@jlevel,JobLevel; mes "[Bijou]"; + completequest 7006; callfunc "Job_Change",Job_Dancer; callfunc "F_ClearJobVar"; mes "Ooh...!"; @@ -1220,6 +1236,7 @@ job_duncer,69,110,0 script dance#return -1,1,4,{ OnTouch: mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map; set DANC_Q,9; + changequest 7005,7006; warp "comodo",188,162; end; diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt index 2f031c4f9..f5b2d2997 100644 --- a/npc/jobs/2-2/monk.txt +++ b/npc/jobs/2-2/monk.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Dino9021, Edited / Translated by Celest //===== Current Version: ===================================== -//= 2.3a +//= 2.4 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -14,6 +14,7 @@ //= No longer uses function "F_BlockHigh" //= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf] //= 2.3a Deleted unused variables. [Samuray22] +//= 2.4 Added Quest Log commands. [Kisuka] //============================================================ prt_monk,59,247,1 script Guarding Monk#mk 120,6,2,{ @@ -76,6 +77,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 120,6,2,{ mes "That is good. Go see our sensei Moohae. Speak with him."; mes "He will help you start your training."; set MONK_Q,2; + setquest 3016; close; } else if (BaseJob == Job_Acolyte && JobLevel < 40) { @@ -138,6 +140,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 120,6,2,{ mes "That is good. Go see our sensei Moohae. Speak with him."; mes "He will help you start your training."; set MONK_Q,2; + setquest 3016; close; } else if (BaseJob == Job_Acolyte && JobLevel < 40) { @@ -220,6 +223,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 120,6,2,{ mes "That is good. Go see our sensei Moohae, speak with him"; mes "and he will help you start new training."; set MONK_Q,2; + setquest 3016; close; } else if (BaseJob == Job_Acolyte && JobLevel < 40) { @@ -375,13 +379,13 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "Let us start with a simple task."; next; switch(rand(1,7)) { - case 1: setarray .@items[0], 938,5, 1055,10, 511,20, 3; break; - case 2: setarray .@items[0], 942,20, 1002,5, 510,3, 4; break; - case 3: setarray .@items[0], 905,30, 909,5, 955,10, 5; break; - case 4: setarray .@items[0], 943,5, 935,20, 912,5, 6; break; - case 5: setarray .@items[0], 7053,5, 509,10, 508,10, 7; break; - case 6: setarray .@items[0], 913,10, 948,4, 7033,20, 8; break; - case 7: setarray .@items[0], 1027,5, 1025,20, 1042,10, 9; break; + case 1: setarray .@items[0], 938,5, 1055,10, 511,20, 3; changequest 3016,3017; break; + case 2: setarray .@items[0], 942,20, 1002,5, 510,3, 4; changequest 3016,3018; break; + case 3: setarray .@items[0], 905,30, 909,5, 955,10, 5; changequest 3016,3019; break; + case 4: setarray .@items[0], 943,5, 935,20, 912,5, 6; changequest 3016,3020; break; + case 5: setarray .@items[0], 7053,5, 509,10, 508,10, 7; changequest 3016,3021; break; + case 6: setarray .@items[0], 913,10, 948,4, 7033,20, 8; changequest 3016,3022; break; + case 7: setarray .@items[0], 1027,5, 1025,20, 1042,10, 9; changequest 3016,3023; break; } mes "[Sensei Moohae]"; mes .@items[1]+" "+getitemname(.@items[0])+","; @@ -416,6 +420,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "Well done, you found all the items."; mes "I will tell this to the elders."; set MONK_Q,10; + changequest 3017,3024; delitem 938,5; //Sticky_Mucus delitem 1055,10; //Earthworm_Peeling delitem 511,20; //Green_Herb @@ -446,6 +451,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "Very good, you found all the items."; mes "I will tell this to the elders."; set MONK_Q,10; + changequest 3018,3024; delitem 942,20; //Yoyo_Tail delitem 1002,5; //Iron_Ore delitem 510,3; //Blue_Herb @@ -476,6 +482,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "See, that wasn't so bad you real found all the items."; mes "I will tell this to the elders."; set MONK_Q,10; + changequest 3019,3024; delitem 905,30; //Stem delitem 909,5; //Jellopy delitem 955,10; //Worm_Peelings @@ -506,6 +513,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "Impressive, you really found all the items."; mes "I will tell this to the elders."; set MONK_Q,10; + changequest 3020,3024; delitem 943,5; //Solid_Shell delitem 935,20; //Shell delitem 912,5; //Zargon @@ -536,6 +544,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "Very nice, you found all the items."; mes "I will tell this to the elders."; set MONK_Q,10; + changequest 3021,3024; delitem 7053,5; //Cyfar delitem 509,10; //White_Herb delitem 508,10; //Yellow_Herb @@ -566,6 +575,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "Excellent, all the items I asked for."; mes "I will tell this to the elders."; set MONK_Q,10; + changequest 3022,3024; delitem 913,10; //Tooth_Of_Bat delitem 948,5; //Bear's_Foot delitem 7033,20; //Poison_Spore @@ -596,6 +606,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "Wow, you found all the items!!"; mes "I will tell this to the elders."; set MONK_Q,10; + changequest 3023,3024; delitem 1027,5; //Porcupine_Spike delitem 1025,20; //Spiderweb delitem 1042,10; //Short_Leg @@ -830,6 +841,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 60,{ mes "....and see life through the eyes of a monk."; next; set .@jlevel,JobLevel; + completequest 3032; callfunc "Job_Change",Job_Monk; callfunc "F_ClearJobVar"; mes "[Sensei Moohae]"; @@ -924,6 +936,7 @@ prt_monk,251,255,1 script Touha#mk 79,{ mes "Please repeat after me."; next; mes "[Touha]"; + changequest 3024,3025; switch(rand(1,3)) { case 1: set MONK_Q,11; @@ -1580,6 +1593,7 @@ L_MonkOath3: next; if (.@monk_t > 90) { set MONK_Q,14; + changequest 3025,3026; mes "[Touha]"; mes "...well done, that was perfect. You pay attention well..."; next; @@ -1868,12 +1882,14 @@ prt_monk,57,179,1 script Boohae#mk 110,{ next; if (select("Gathering mushrooms:Marathon") == 1) { set MONK_Q,15; + changequest 3026,3027; mes "[Boohae]"; mes "Hmm....gathering mushrooms. So you want to test your tolerance huh?"; mes "Go prepare and come back later when you're ready."; close; } set MONK_Q,16; + changequest 3026,3028; mes "[Boohae]"; mes "Good choice. Forcing your physical limits to their boundaries and grants a higher amount of self control."; mes "Go prepare and come back later when you're ready."; @@ -2046,6 +2062,7 @@ monk_test,386,388,4 script Apprentice Monk#mk 110,{ mapannounce "monk_test","" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map; close2; set MONK_Q,15; + changequest 3028,3027; warp "prt_monk",194,168; end; } @@ -2064,6 +2081,7 @@ OnTouch: } else if (MONK_Q == 24) { set MONK_Q,25; + changequest 3028,3029; mapannounce "monk_test","Now! This is the last lap!! If you make it you need to go visit Tomoon for the next test!",bc_map; warp "monk_test",385,388; end; @@ -2130,6 +2148,7 @@ job_monk,225,180,1 script Hyunmoo#mk 89,{ mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map; close2; set MONK_Q,16; + changequest 3027,3028; warp "prt_monk",194,168; end; } @@ -2176,6 +2195,7 @@ job_monk,225,180,1 script Hyunmoo#mk 89,{ mapannounce "job_monk","" + strcharinfo(0) + ", has quit his training to become a monk.",bc_map; warp "prt_monk",194,168; set MONK_Q,16; + changequest 3027,3028; end; } else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(1069) > 29 || countitem(1070) > 29)) { @@ -2187,6 +2207,7 @@ job_monk,225,180,1 script Hyunmoo#mk 89,{ mes "Go meet Tomoon for your next test."; mes "Tomoon is staying in the deepest room inside a building near this abbey."; set MONK_Q,25; + changequest 3027,3029; delitem 1069,countitem(1069); //Mushroom_Of_Thief_1 delitem 1070,countitem(1070); //Mushroom_Of_Thief_2 close2; @@ -2268,6 +2289,7 @@ monk_test,319,139,1 script Tomoon#mk 52,{ mes "Let's see if you got what it takes to be a true monk!!"; close2; set MONK_Q,26; + changequest 3029,3031; warp "monk_test",88,74; end; } @@ -2290,6 +2312,7 @@ monk_test,319,139,1 script Tomoon#mk 52,{ mes "Drink this potion and you will be able to become a monk!!!"; mes "... now go back to sensei Moohae!!!"; set MONK_Q,28; + changequest 3031,3032; close; } else if (MONK_Q == 28) { diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt index cf03af747..43d8bebbc 100644 --- a/npc/jobs/2-2/rogue.txt +++ b/npc/jobs/2-2/rogue.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= kobra_k88 //===== Current Version: ===================================== -//= 2.8 +//= 2.9 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -20,6 +20,7 @@ //= 2.6 Fixed a few bugs in the Rogue Guildsman. [L0ne_W0lf] //= 2.7 Fixed a bug on Markie question 5, bugreport:1600 [Brainstorm] //= 2.8 Moved "Thug" to Morroc Ruins. [L0ne_W0lf] +//= 2.9 Added Quest Log commands. [Kisuka] //============================================================ moc_ruins,86,103,1 script Thug#rg 118,{ @@ -146,6 +147,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 747,{ close; } else if (ROGUE_Q == 16 || ROGUE_Q == 17) { + changequest 2026,2027; mes "[Markie]"; if (ROGUE_Q == 16) { mes "Oh hey, it's you!"; @@ -171,6 +173,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 747,{ set .@jlevel,JobLevel; callfunc "Job_Change",Job_Rogue; callfunc "F_ClearJobVar"; + completequest 2027; next; mes "[Markie]"; mes "Now..."; @@ -419,6 +422,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 747,{ mes "" + .@assassin_t + " points."; if (.@assassin_t > 80) { set ROGUE_Q,2; + setquest 2017; mes "Good. You passed."; mes "We don't gotta"; mes "do that again."; @@ -512,6 +516,7 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{ mes "[Mr. Smith]"; mes "I will let you know..."; set ROGUE_Q,6; + changequest 2017,2021; next; mes "[Mr. Smith]"; mes "I will let you know......"; @@ -684,6 +689,7 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{ mes "^CCCCCC- Middle Finger -^000000'"; mes "*Grins*"; set ROGUE_Q,8; + changequest 2021,2025; next; mes "[Mr. Smith]"; mes "Since you showed such great effort, I'm going to write a recommendation letter for you. I usually don't do that, you know."; @@ -753,6 +759,15 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{ switch(rand(1,3)) { case 1: set ROGUE_Q,9; + if(checkquest(2018) != -1) { + changequest 2018,2022; + } + else if(checkquest(2019) != -1) { + changequest 2019,2022; + } + else { + changequest 2020,2022; + } next; mes "[Mr. Smith]"; mes "Right! I know"; @@ -781,6 +796,15 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{ close; case 2: set ROGUE_Q,10; + if(checkquest(2018) != -1) { + changequest 2018,2023; + } + else if(checkquest(2019) != -1) { + changequest 2019,2023; + } + else { + changequest 2020,2023; + } next; mes "[Mr. Smith]"; mes "Hmm..."; @@ -808,6 +832,15 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{ close; case 3: set ROGUE_Q,11; + if(checkquest(2018) != -1) { + changequest 2018,2024; + } + else if(checkquest(2019) != -1) { + changequest 2019,2024; + } + else { + changequest 2020,2024; + } next; mes "[Mr. Smith]"; mes "Hmm..."; @@ -914,6 +947,15 @@ S_Req: mes "^FF0000"+getarg(2)+"^000000 and"; mes "^FF0000"+getarg(3)+"^000000."; set ROGUE_Q,getarg(4); + if(getarg(4) == 3) { + changequest 2017,2018; + } + else if(getarg(4) == 4) { + changequest 2017,2019; + } + else { + changequest 2017,2020; + } next; mes "[Mr. Smith]"; mes "Hmm...?"; @@ -1211,6 +1253,7 @@ in_rogue,272,135,1 script Hermanthorn Jr#rg 85,{ mes "Well..."; mes "Just make it back to the Rogue Guild alive. That's all you have to do!"; set ROGUE_Q,12; + changequest 2025,2026; close; } else if (ROGUE_Q == 12) { @@ -1383,6 +1426,7 @@ in_rogue,244,39,1 script Aragham Junior#rg 99,{ close2; warp "in_rogue",15,105; set ROGUE_Q,13; + changequest 2022,2026; end; } mes "[Aragham Jr.]"; @@ -1463,6 +1507,7 @@ in_rogue,160,34,1 script Hollgrehenn junior#rg 85,{ close2; warp "in_rogue",15,105; set ROGUE_Q,15; + changequest 2024,2026; end; } mes "[Hollgrehenn Jr.]"; @@ -1549,6 +1594,7 @@ in_rogue,177,109,1 script Antonio junior#rg 88,{ close2; warp "in_rogue",15,105; set ROGUE_Q,14; + changequest 2023,2026; end; } mes "[Antonio Jr.]"; diff --git a/npc/jobs/2-2/sage.txt b/npc/jobs/2-2/sage.txt index a93bd68d0..e4b4a4f64 100644 --- a/npc/jobs/2-2/sage.txt +++ b/npc/jobs/2-2/sage.txt @@ -5,7 +5,7 @@ //= Unknown Translator (1.0) //= Darkchild (1.2) //===== Current Version: ===================================== -//= 2.6a +//= 2.7 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -25,6 +25,7 @@ // -And Small Typo Error //= 2.6 Fixed Kayron Grik cutin not being removed as reported by jc1991, bugreport:1825 [Brainstorm] //= 2.6a Fixed a Little Bug with Whispers Summoned in the Last Test. (bugreport:2253) [Samuray22] +//= 2.7 Added Quest Log commands. [Kisuka] //============================================================ yuno_in02,38,61,5 script Dean of the Academy#sa 743,{ @@ -156,6 +157,7 @@ yuno_in02,38,61,5 script Dean of the Academy#sa 743,{ mes "Although it's roughly written, it's well done for a beginner."; mes "Ah yes...you seem to be proficient in studying."; next; + completequest 2052; callfunc "Job_Change",Job_Sage; callfunc "F_ClearJobVar"; mes "[Kayron Grik]"; @@ -329,6 +331,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{ mes "Yes, everything's ready."; mes "Next, you will take an entrance test."; set SAGE_Q,4; + setquest 2041; next; mes "[Metheus Sylphe]"; mes "Please visit Professor Claytos."; @@ -346,6 +349,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{ mes "Thank you, your application has been accepted."; mes "Next, you will take an entrance test."; set SAGE_Q,4; + setquest 2041; next; mes "[Metheus Sylphe]"; mes "Please visit Professor Claytos."; @@ -364,6 +368,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{ mes "Thank you, your application has been accepted."; mes "Next, you will take the entrance test."; set SAGE_Q,4; + setquest 2041; next; mes "[Metheus Sylphe]"; mes "Please visit Professor Claytos."; @@ -402,6 +407,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{ mes "Yes, everything's ready."; mes "Next, you will take the entrance test."; set SAGE_Q,4; + setquest 2041; next; mes "[Metheus Sylphe]"; mes "Please visit professor Claytos."; @@ -434,6 +440,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{ switch(rand(1,3)) { case 1: set SAGE_Q,1; + setquest 2043; mes "[Metheus Sylphe]"; mes "Please gather the following items."; mes "50 ^3355FFFeather of Birds^000000"; @@ -445,6 +452,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{ break; case 2: set SAGE_Q,2; + setquest 2044; mes "[Metheus Sylphe]"; mes "Please gather the following items."; mes "50 ^3355FFClover^000000"; @@ -456,6 +464,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{ break; case 3: set SAGE_Q,3; + setquest 2045; mes "[Metheus Sylphe]"; mes "Please gather the following items."; mes "50 ^3355FFFeather of Birds^000000"; @@ -587,6 +596,18 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{ mes "Ah yes, everything is in readiness."; mes "Next, you will take an entrance test."; set SAGE_Q,4; + if(checkquest(2043) != -1) { + changequest 2043,2041; + } + else if(checkquest(2044) != -1) { + changequest 2044,2041; + } + else if(checkquest(2045) != -1) { + changequest 2045,2041; + } + else { + setquest 2041; + } next; mes "[Metheus Sylphe]"; mes "Please visit Professor Claytos."; @@ -958,6 +979,7 @@ L_AskQuestions: else mes "Excellent! You must have studed really hard for this test!"; set SAGE_Q,6; + changequest 2041,2046; next; mes "[Claytos Verdo]"; mes "You have passed the written test."; @@ -965,6 +987,7 @@ L_AskQuestions: } else if (.@sage_t >= 80) { set SAGE_Q,6; + changequest 2041,2046; mes "Yeah, not bad. I assume that you will at least understand what you're going to learn in class."; next; mes "[Claytos Verdo]"; @@ -1152,6 +1175,7 @@ yuno_in03,169,180,3 script Practical Examination P 755,{ switch(rand(1,3)) { case 1: set SAGE_Q,9; + changequest 2046,2047; mes "[Hermes Tris]"; mes "Now, you will study Yggdrasil."; mes "Yggdrasil is the tree that was rumored to be the source of life for this world."; @@ -1165,6 +1189,7 @@ yuno_in03,169,180,3 script Practical Examination P 755,{ close; case 2: set SAGE_Q,11; + changequest 2046,2048; mes "[Hermes Tris]"; mes "Now, you will study monsters."; mes "The purpose of this study is to learn and understand more about creatures existing all over the continent."; @@ -1178,6 +1203,7 @@ yuno_in03,169,180,3 script Practical Examination P 755,{ close; case 3: set SAGE_Q,13; + changequest 2046,2049; mes "[Hermes Tris]"; mes "Now, you will study magic skills that have certain properties."; mes "The purpose of this study is to better understand basic magic skills that we use in everyday life."; @@ -1322,6 +1348,7 @@ yuno_in03,62,176,2 script History Professor#sa 109,{ mes "Seeds or fruits of the tree would be good. I know it's difficult to find, but please try."; next; set SAGE_Q2,1; + changequest 2047,2050; mes "[Saphien Layless]"; mes "When we have the reserve items, we will start the class."; mes "Please come back."; @@ -1447,6 +1474,7 @@ yuno_in03,62,176,2 script History Professor#sa 109,{ next; set SAGE_Q2,0; set SAGE_Q,10; + changequest 2050,2051; mes "[Saphien Layless]"; mes "I will help you to write your thesis when you're ready with all those items."; mes "I am looking forward to the next class with you."; @@ -1625,6 +1653,7 @@ yuno_in03,62,176,2 script History Professor#sa 109,{ mes "................................."; next; set SAGE_Q,15; + changequest 2051,2052; mes "[Saphien Layless]"; mes "Oh, did you finish already? Well done."; mes "Please handle this with care, because you won't be able to do this ever again."; @@ -1737,6 +1766,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 755,{ next; if (sage_m4 == 1) { set SAGE_Q2,1; + changequest 2048,2053; mes "[Lucius Celsus]"; mes "Go bring the following items to me."; mes "5 ^3355FFTentacle^000000,"; @@ -1745,6 +1775,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 755,{ } else if (sage_m4 == 2) { set SAGE_Q2,2; + changequest 2048,2054; mes "[Lucius Celsus]"; mes "Go bring the following items to me."; mes "5 ^3355FFNipper^000000,"; @@ -1753,6 +1784,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 755,{ } else { set SAGE_Q2,3; + changequest 2048,2054; mes "[Lucius Celsus]"; mes "Go bring following items to me."; mes "5 ^3355FFTendon^000000,"; @@ -1850,24 +1882,60 @@ yuno_in03,32,102,1 script Biology Professor#sa 755,{ switch(rand(1,4)) { case 1: set SAGE_Q2,4; + if(checkquest(2053) != -1) { + changequest 2053,2056; + } + else if(checkquest(2054) != -1) { + changequest 2054,2056; + } + else { + changequest 2055,2056; + } mes "5 ^3355FFCobweb^000000,"; mes "5 ^3355FFShell^000000,"; mes "5 ^3355FFInsect Feeler^000000."; break; case 2: set SAGE_Q2,5; + if(checkquest(2053) != -1) { + changequest 2053,2057; + } + else if(checkquest(2054) != -1) { + changequest 2054,2057; + } + else { + changequest 2055,2057; + } mes "5 ^3355FFHorn^000000,"; mes "5 ^3355FFSnail's Shell^000000,"; mes "5 ^3355FFMoth Dust^000000."; break; case 3: set SAGE_Q2,6; + if(checkquest(2053) != -1) { + changequest 2053,2058; + } + else if(checkquest(2054) != -1) { + changequest 2054,2058; + } + else { + changequest 2055,2058; + } mes "5 ^3355FFMantis Scythe^000000,"; mes "5 ^3355FFWorm Peeling^000000,"; mes "5 ^3355FFRainbow Shell^000000."; break; case 4: set SAGE_Q2,7; + if(checkquest(2053) != -1) { + changequest 2053,2059; + } + else if(checkquest(2054) != -1) { + changequest 2054,2059; + } + else { + changequest 2055,2059; + } mes "5 ^3355FFCobweb^000000,"; mes "5 ^3355FFMantis Scythe^000000,"; mes "5 ^3355FFSolid Shell^000000."; @@ -1935,6 +2003,18 @@ yuno_in03,32,102,1 script Biology Professor#sa 755,{ next; set SAGE_Q2,0; set SAGE_Q,12; + if(checkquest(2056) != -1) { + changequest 2056,2051; + } + else if(checkquest(2057) != -1) { + changequest 2057,2051; + } + else if(checkquest(2058) != -1) { + changequest 2058,2051; + } + else { + changequest 2059,2051; + } mes "[Lucius Celsus]"; mes "I will help you in writing the thesis when you bring all of those items."; mes "You're almost there. Isn't learning easy?"; @@ -1996,6 +2076,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 755,{ mes "................................."; next; set SAGE_Q,15; + changequest 2051,2052; mes "[Lucius Celsus]"; mes "Are you done? Okay, then it's over."; mes "You won't be able to write another thesis again, handle this with care."; @@ -2100,6 +2181,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 120,{ mes "It's not so hard, isn't it?"; next; set SAGE_Q2,1; + changequest 2049,2060; mes "[Aebecee George]"; mes "Why don't you ask a thief pal for help?"; mes "We'll start the class when you bring me those stones~ Tee hee~"; @@ -2135,6 +2217,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 120,{ mes "I will give you these elemental ores...but...they are not for free."; mes "Whoa there cowboy! Don't pull out so soon~ Listen, tee hee~"; set SAGE_Q2,2; + changequest 2060,2061; next; mes "[Aebecee George]"; mes "Please make arrows using these items and bring them to me, pretty please~"; @@ -2193,6 +2276,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 120,{ mes "When you come to the next class, bring ^3355FF1 Holy Water^000000~"; mes "I hope you have at least one Priest friend. Oh, you don't? Well, it couldn't hurt to get friendly with one."; set SAGE_Q2,3; + changequest 2061,2062; close; } else { @@ -2242,6 +2326,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 120,{ mes "Tee hee~ yes! Yes! I am the best teacher in the world! Oh, I am on fire! Tee hee~"; set SAGE_Q2,0; set SAGE_Q,14; + changequest 2062,2051; next; mes "[Aebecee George]"; mes "Okay, please gather these items so you can write the thesis, dear~ Tee hee~"; @@ -2408,6 +2493,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 120,{ mes "................................."; next; set SAGE_Q,15; + changequest 2051,2052; mes "[Aebecee George]"; mes "Tee hee, so... are you done with your thesis? What do you think of your work? I think you did fine~"; mes "Don't forget, this is the first and the last time you'll write a thesis, okay? Tee hee~"; diff --git a/npc/jobs/2-2e/SoulLinker.txt b/npc/jobs/2-2e/SoulLinker.txt index 050c3a0d9..870e4cc94 100644 --- a/npc/jobs/2-2e/SoulLinker.txt +++ b/npc/jobs/2-2e/SoulLinker.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Celestria & Samuray22 //===== Current Version: ===================================== -//= 1.4 +//= 1.5 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -19,6 +19,7 @@ //= No longer used a global var, uses an NPC var instead. //= 1.3a Deleted Empty Color Tag. (bugreport:1572) [Samuray22] //= 1.4 Replaced effect numerics with constants. [L0ne_W0lf] +//= 1.5 Added Quest Log commands. [Kisuka] //============================================================ morocc_in,174,30,6 script Kid#link1 716,{ @@ -157,6 +158,7 @@ morocc_in,174,30,6 script Kid#link1 716,{ close; } set SOUL_Q,1; + setquest 6005; mes "[Kid]"; mes "So you want to become"; mes "a Soul Linker? Great!"; @@ -197,6 +199,7 @@ morocc_in,174,30,6 script Kid#link1 716,{ delitem 929,1; //Immortal_Heart delitem 748,1; //Witherless_Rose set SOUL_Q,2; + changequest 6005,6006; mes "[Kid]"; mes "Great, I see that you've"; mes "brought everything. But"; @@ -359,6 +362,7 @@ OnTouch: mes "more spirits as a Soul Linker."; next; set SOUL_Q,3; + changequest 6006,6007; mes "[Maia]"; mes "We can only remain in"; mes "your mind for 3 minutes."; @@ -428,6 +432,7 @@ OnTouch: mes "powers as a Soul Linker"; mes "wisely and for just purposes."; next; + completequest 6008; callfunc "Job_Change",Job_Soul_Linker; callfunc "F_ClearJobVar"; // clears all job variables for the current player set SOUL_Q,0; @@ -509,6 +514,9 @@ job_soul,30,35,6 script Monk Spirit#link4 827,{ mes "possibly have to do this."; next; set SOUL_Q,4; + if(checkquest(6008) == -1) { + changequest 6007,6008; + } mes "[Monk Spirit]"; mes "I beg of you..."; mes "I need you to help"; @@ -555,6 +563,9 @@ job_soul,30,25,7 script Sage Spirit#link5 754,{ mes "require your help. I beg you,"; mes "let me become your spirit ally."; set SOUL_Q,4; + if(checkquest(6008) == -1) { + changequest 6007,6008; + } next; mes "[Sage Spirit]"; mes "I believe that you"; @@ -596,6 +607,9 @@ job_soul,25,30,5 script Alchemist Spirit#link7 744,{ mes "on to the next world until I've"; mes "passed on my techniques..."; set SOUL_Q,4; + if(checkquest(6008) == -1) { + changequest 6007,6008; + } next; mes "[Alchemist Spirit]"; mes "I'm powerless as a spirit,"; diff --git a/npc/jobs/novice/supernovice.txt b/npc/jobs/novice/supernovice.txt index c6037f103..f81ffbdb6 100644 --- a/npc/jobs/novice/supernovice.txt +++ b/npc/jobs/novice/supernovice.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Darkchild //===== Current Version: ===================================== -//= 2.1 +//= 2.2 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -15,6 +15,7 @@ //= 1.9 Rescripted to the Aegis 10.3 Standars. [Samuray22] //= 2.0 Rescripted again, this time using an iRO base. [L0ne_W0lf] //= 2.1 Swapped use of baseclass for basejob. [L0ne_W0lf] +//= 2.2 Added Quest Log commands. [Kisuka] //============================================================ aldeba_in,223,167,3 script Tzerero#sn 709,{ @@ -53,6 +54,7 @@ aldeba_in,223,167,3 script Tzerero#sn 709,{ mes "There's nothing's there."; mes "Something fishy is going on here!^000000"; next; + completequest 6010; callfunc "F_ClearJobVar"; getitem 2339,1; //G_Strings if (Upper==0) jobchange Job_SuperNovice; @@ -208,6 +210,7 @@ aldeba_in,223,167,3 script Tzerero#sn 709,{ mes "Hahahahaha~"; next; set SUPNOV_Q,1; + setquest 6010; mes "[Tzerero]"; mes "Good luck, my friend."; close; diff --git a/npc/jobs/valkyrie.txt b/npc/jobs/valkyrie.txt index 53bf49913..b77eed5ec 100644 --- a/npc/jobs/valkyrie.txt +++ b/npc/jobs/valkyrie.txt @@ -232,7 +232,6 @@ yuno_in02,88,164,5 script Metheus Sylphe#Library 742,{ if (Zeny >= 1285000) { set zeny,zeny-1285000; set valkyrie_Q,1; - setquest 1000; mes "[Metheus Sylphe]"; mes "Thank you, your donation will be used for a good cause. You may"; mes "now go in and read the book."; @@ -325,6 +324,9 @@ yuno_in02,93,207,1 script Book of Ymir 111,{ mes "can confirm that Valkyrie and Valhalla actually exist..."; next; set valkyrie_Q,2; + if(checkquest(1000) == -1) { + setquest 1000; + } mes "[The Book of Ymir]"; mes "Let the heroes live new lives"; mes "so they can protect the world"; -- cgit v1.2.3-60-g2f50