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* Bug fixes to the updated 2-2 job quests.
- Testing and fixes courtesy of Barron-Monster and Samaury22.
* Corrected the second "Line" selling in the Comodo shop to "Whip".

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10985 54d463be-8e91-2dee-dedb-b68131a5f0ec

L0ne_W0lf hace 18 años
padre
commit
24a0c184ab

+ 4 - 0
npc/Changelog.txt

@@ -1,5 +1,9 @@
 Date		Added
 ======
+2007/08/11
+	* Rev. 10985 Bug fixes to the updated 2-2 job quests. [L0ne_W0lf]
+	- Testing and fixes courtesy of Barron-Monster and Samaury22.
+	* Corrected the second "Line" selling in the Comodo shop to "Whip". [L0ne_W0lf]
 2007/08/11
 	* The Sign Quest is now more accurate, some bugs have been fixed and an exploit has been too. [SinSloth]
 	- It is no longer possible for players helping in the last part to complete the quest at the same time.

+ 13 - 12
npc/jobs/2-1/assassin.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= kobra_k88
 //===== Current Version: ===================================== 
-//= 2.6
+//= 2.7
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -33,6 +33,7 @@
 //= 2.4 Fixed skipping of Nameless NPC [Lupus]
 //= 2.5 Fixed a Rogue exploit [Lupus]
 //= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.7 Several bugfixes with the help of Samuray22 and Barron-Monster. [L0ne_W0lf]
 //============================================================ 
 
 in_moc_16,19,33,1	script	Guildsman#asn	55,{
@@ -151,17 +152,17 @@ in_moc_16,19,33,1	script	Guildsman#asn	55,{
 		mes "What brings you here?";
 		mes "I don't think I like the way you're looking at me... Punk.";
 		next;
-		if (BaseJob == Job_Novice) {
+		if (BaseClass == Job_Novice) {
 			mes "[Ferocious-looking guy]";
 			mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
 			close;
 		}
-		else if (BaseJob == Job_Swordman) {
+		else if (BaseClass == Job_Swordman) {
 			mes "[Ferocious-looking guy]";
 			mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
 			close;
 		}
-		else if (BaseJob == Job_Mage) {
+		else if (BaseClass == Job_Mage) {
 			mes "[Ferocious-looking guy]";
 			mes "Now what would a magic user be doing here?";
 			next;
@@ -169,7 +170,7 @@ in_moc_16,19,33,1	script	Guildsman#asn	55,{
 			mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
 			close;
 		}
-		else if (BaseJob == Job_Archer) {
+		else if (BaseClass == Job_Archer) {
 			mes "[Ferocious-looking guy]";
 			mes "Well well well.";
 			mes "Look at that purdy bow.";
@@ -178,12 +179,12 @@ in_moc_16,19,33,1	script	Guildsman#asn	55,{
 			mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
 			close;
 		}
-		else if (BaseJob == Job_Acolyte) {
+		else if (BaseClass == Job_Acolyte) {
 			mes "[Ferocious-looking guy]";
 			mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
 			close;
 		}
-		else if (BaseJob == Job_Merchant) {
+		else if (BaseClass == Job_Merchant) {
 			mes "[Ferocious-looking guy]";
 			mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
 			close;
@@ -683,7 +684,7 @@ OnTouch:
 		mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
 		next;
 		set ASSIN_Q2,0;
-		while(ASSIN_Q2 < 4) {
+		while(ASSIN_Q2 < 3) {
 		switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) {
 			case 1:
 				mes "[The Anonymous One]";
@@ -2037,7 +2038,7 @@ OnTouch:
 				mes "A Jur...";
 				mes "Good choice. There you are. I hope it will serve you well.";
 				getitem 1251,1; //Jur_
-				next;
+				break;
 			case 2:
 				mes "[Guildmaster]";
 				mes "A Katar...";
@@ -2046,19 +2047,19 @@ OnTouch:
 				mes "I know it will";
 				mes "serve you well.";
 				getitem 1253,1; //Katar_
-				next;
+				break;
 			case 3:
 				mes "[Guildmaster]";
 				mes "I see. You want to use both hands. Here, take your Main Gauche.";
 				getitem 1208,1; //Main_Gauche_
-				next;
+				break;
 			case 4:
 				mes "[Guildmaster]";
 				mes "A Gladius...";
 				mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
 				getitem 1220,1; //Gladius_
-				next;
 			}
+			next;
 		}
 		else {
 			set ASSIN_Q,17;

+ 7 - 6
npc/jobs/2-1/blacksmith.txt

@@ -7,7 +7,7 @@
 //= Optimized and further edited by kobra_k88.
 //= Further bugfixed and tested by Lupus
 //===== Current Version: =====================================
-//= 2.3
+//= 2.4
 //===== Compatible With: =====================================
 //= eAthena  SVN
 //===== Description: =========================================
@@ -29,6 +29,7 @@
 //= 2.1 Removed Duplicates [Silent]
 //= 2.2 Merged Jfunc, changed job numbers to constants [Lupus]
 //= 2.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.4 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
 //==============================================================
 
 ein_in01,18,28,4	script	Guildsman#BLS	731,{
@@ -77,28 +78,28 @@ ein_in01,18,28,4	script	Guildsman#BLS	731,{
 		}
 		close;
 	}
-	else if (BaseJob == Job_Swordman) {
+	else if (BaseClass == Job_Swordman) {
 		mes "[Altiregen]";
 		mes "Oh, are you interested in having a weapon forged? I'm sorry to disappoint you, but I actually have a lot of business to attend to.";
 		close;
 	}
-	else if (BaseJbb == Job_Archer) {
+	else if (Baselass == Job_Archer) {
 		mes "[Altiregen]";
 		mes "Oh...";
 		mes "There's not much we can offer you here. And you can't really help out around here unless you know how to make stuff...";
 		close;
 	}
-	else if (BaseJob == Job_Mage) {
+	else if (BaseClass == Job_Mage) {
 		mes "[Altiregen]";
 		mes "Oh? What's a magic user doing here? I'm surprised. Usually this kind of rough work is beneath you intellectual types.";
 		close;
 	}
-	else if (BaseJob == Job_Acolyte) {
+	else if (Baseclass == Job_Acolyte) {
 		mes "[Altiregen]";
 		mes "Oh! Am I correct in assuming you're a member of the Clergy? Would you please bless me before you leave!";
 		close;
 	}
-	else if (Class == Job_Thief) {
+	else if (BaseJob == Job_Thief) {
 		mes "[Altiregen]";
 		mes "I'm sorry...";
 		mes "But there really isn't anything for you to steal here. Well, there are the Daggers we keep in the back, but...";

+ 9 - 8
npc/jobs/2-1/hunter.txt

@@ -5,7 +5,7 @@
 //= Converted by kobra_k88
 //= Further bugfixed and tested by Lupus
 //===== Current Version: ===================================== 
-//= 2.7
+//= 2.8
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -39,6 +39,7 @@
 //	-Changed "Job Change Monsters".
 //	-Thanks to ultradamage.
 //= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.8 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
 //============================================================ 
 
 // Notices in the old Hunter Guild.
@@ -90,34 +91,34 @@ hu_in01,386,373,4	script	Hunter Guildsman#hnt	727,{
 		mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
 		close;
 	}
-	if (BaseJob == Job_Novice) {
+	if (BaseClass == Job_Novice) {
 		mes "[Hunter Guildsman]";
 		mes "You must be...";
 		mes "a Novice? Wow, you've got a long way ahead of you. I don't think there's much you can do here.";
 		close;
 	}
-	else if (BaseJob == Jo_Swordman) {
+	else if (BaseClass == Jo_Swordman) {
 		mes "[Hunter Guildsman]";
 		mes "You have chosen the path of the sword. I can respect the strength of your blade. Of course, from far away, you can't really afford to throw your sword at enemies, can you?";
 		close;
 	}
-	else if (BaseJob == Job_Mage) {
+	else if (BaseClass == Job_Mage) {
 		mes "[Hunter Guildsman]";
 		mes "You deal with magic? It must feel great to be able to wield mystic power.";
 		close;
 	}
-	else if (BaseJob == Job_Acolyte) {
+	else if (BaseClass == Job_Acolyte) {
 		mes "[Hunter Guildsman]";
 		mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
 		close;
 	}
-	else if (BaseJob == Job_Merchant) {
+	else if (Baseclass == Job_Merchant) {
 		mes "[Hunter Guildsman]";
 		mes "Oh...";
 		mes "How's your business coming along?";
 		close;
 	}
-	else if (BaseJob == Job_Thief) {
+	else if (BaseClass == Job_Thief) {
 		mes "[Hunter Guildsman]";
 		mes "Agh?!";
 		mes "This place doesn't have anything worth stealing or anyone worth killing!!";
@@ -526,7 +527,7 @@ L_GiveQuestItems:
 		mes "[Demon Hunter]";
 		mes "Hmm?";
 		next;
-		if (countitem(.@items[0]) > .@items[1] && countitem(.@items[2]) > .@items[3] && countitem(.@items[4]) > .@items[5]) {
+		if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5]) {
 			mes "[Demon Hunter]";
 			mes "You brought all of the necessary materials... You can get directions to the testing area from our Guildmaster who is currently in the Payon Central Palace.";
 			set HNTR_Q,.@items[6];

+ 31 - 17
npc/jobs/2-1/knight.txt

@@ -5,7 +5,7 @@
 //= Converted by kobra_k88
 //= Further bugfixed and tested by Lupus
 //===== Current Version: ===================================== 
-//= 2.2
+//= 2.3
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -27,6 +27,7 @@
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.1 Merged JFunc [Lupus]
 //= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
 //============================================================ 
 
 prt_in,88,101,4	script	Chivalry Captain#knt	56,{
@@ -38,14 +39,14 @@ prt_in,88,101,4	script	Chivalry Captain#knt	56,{
 		mes "May god bless your body and soul, warrior. I hope you will show your courage and protect those who are weaker than you.";
 		close;
 	}
-	if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+	if (BaseJob != Job_Swordman) {
 		if (BaseJob == Job_Knight) {
 			mes "[Captain Herman]";
 			mes "Ah, a member of our Chivalry.";
 			mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us...";
 			close;
 		}
-		else if (BaseJob == Job_Novice) {
+		else if (BaseClass == Job_Novice) {
 			mes "[Captain Herman]";
 			mes "Welcome,";
 			mes "this is the";
@@ -543,7 +544,7 @@ prt_in,88,101,4	script	Chivalry Captain#knt	56,{
 }
 
 prt_in,75,107,4	script	Sir Andrew#knt	65,{
-	if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+	if (BaseJob != Job_Swordman) {
 		if (BaseJob == Job_Knight) {
 			mes "[Sir Andrew]";
 			mes "You must be";
@@ -561,7 +562,7 @@ prt_in,75,107,4	script	Sir Andrew#knt	65,{
 			mes "After all, we are Knights.";
 			close;
 		}
-		else if (BaseJob == Job_Novice) {
+		else if (BaseClass == Job_Novice) {
 			mes "[Sir Andrew]";
 			mes "Hey there,";
 			mes "little Novice.";
@@ -672,6 +673,7 @@ prt_in,75,107,4	script	Sir Andrew#knt	65,{
 			mes "you to bring the";
 			mes "items I've listed.";
 			mes "See you soon~";
+			close;
 		}
 		else {
 			mes "[Sir Andrew]";
@@ -693,7 +695,7 @@ prt_in,75,107,4	script	Sir Andrew#knt	65,{
 		//Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
 		case 3: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 0; break;
 		}
-		if (countitem(.@items[0]) > .@items[1] && countitem(.@items[2]) > .@items[3] && countitem(.@items[4]) > .@items[5] && countitem(.@items[6]) > .@items[7] && countitem(.@items[8]) > .@items[9] && countitem(.@items[10]) > .@items[11]) {
+		if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7] && countitem(.@items[8]) >= .@items[9] && countitem(.@items[10]) >= .@items[11]) {
 			mes "[Sir Andrew]";
 			mes "Perfect! We appreciate your effort in gathering these items. Thesee will be used to support the Chivalry's finances.";
 			next;
@@ -749,7 +751,7 @@ prt_in,75,107,4	script	Sir Andrew#knt	65,{
 }
 
 prt_in,71,91,0	script	Sir Siracuse#knt	65,{
-	if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+	if (BaseJob != Job_Swordman) {
 		if (BaseJob == Job_Knight) {
 			mes "[Sir Siracuse]";
 			mes "Hey there!";
@@ -772,7 +774,7 @@ prt_in,71,91,0	script	Sir Siracuse#knt	65,{
 			mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
 			close;
 		}
-		else if (BaseJob == Job_Novice) {
+		else if (Baseclass == Job_Novice) {
 			mes "[Sir Siracuse]";
 			mes "Oh?";
 			mes "What is a Novice";
@@ -1150,12 +1152,12 @@ prt_in,79,94,4	script	Sir Windsor#knt	733,{
 	mes "......";
 	next;
 	mes "[Sir Windsor]";
-	if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+	if (BaseJob != Job_Swordman) {
 		if (BaseJob == Job_Knight) {
 			mes "Protect.";
 			close;
 		}
-		else if (BaseJob == Job_Novice) {
+		else if (BaseClass == Job_Novice) {
 			mes "...Go play";
 			mes "outside.";
 			close;
@@ -1523,7 +1525,7 @@ OnTimer182000:
 // Test 3 (Manners)
 //==========================================================
 prt_in,69,107,6	script	Lady Amy#knt	728,{
-	if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+	if (BaseJob != Job_Swordman) {
 		if (BaseJob == Job_Knight) {
 			mes "[Lady Amy]";
 			mes "Oh...!";
@@ -1543,7 +1545,7 @@ prt_in,69,107,6	script	Lady Amy#knt	728,{
 			mes "the Prontera Chivalry~";
 			close;
 		}
-		else if (BaseJob == Job_Novice) {
+		else if (BaseClass == Job_Novice) {
 			mes "[Lady Amy]";
 			mes "Aww~";
 			mes "What a cute";
@@ -1896,7 +1898,7 @@ L_AskQuestions:
 // Test 4 (patience)
 //==========================================================
 prt_in,70,99,6	script	Sir Edmond#knt	734,{
-	if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+	if (BaseJob != Job_Swordman) {
 		if (BaseJob == Job_Knight) {
 			mes "[Sir Edmond]";
 			mes "Think of your";
@@ -1915,7 +1917,7 @@ prt_in,70,99,6	script	Sir Edmond#knt	734,{
 			mes "any situation.";
 			close;
 		}
-		else if (BaseJob == Job_NOvice) {
+		else if (BaseClass == Job_NOvice) {
 			mes "[Sir Edmond]";
 			mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable...";
 			next;
@@ -2057,11 +2059,12 @@ prt_in,70,99,6	script	Sir Edmond#knt	734,{
 
 job_knt,1,1,1	script	Timer#knt	107,{
 OnTimer300000:
-	areawarp "job_knt", 122, 36, 165, 75, "prt_in",80,100;
+	enablenpc "Warp#knt";
 	end;
 
 OnTimer300500:
 	donpcevent "Timer#knt::OnDisable";
+	disablenpc "Warp#knt";
 	end;
 
 OnTimer301500:
@@ -2095,6 +2098,7 @@ OnEnable:
 OnDisable:
 	killmonsterall "job_knt";
 	disablenpc "Timer#knt";
+	disablenpc "Warp#knt";
 	end;
 
 OnMyMobDead:
@@ -2102,10 +2106,20 @@ OnMyMobDead:
 	end;
 }
 
+job_knt,145,57,1	script	Warp#knt	107,22,22,{
+OnInit:
+	disablenpc "Warp#knt";
+	end;
+OnTouch:
+	set KNIGHT_Q,12;
+	warp "prt_in",80,100;
+	end;
+}
+
 // Test 5, and creates Claymores for knights
 //==========================================================
 prt_in,87,92,4	script	Sir Gray#knt	119,{
-	if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+	if (BaseJob != Job_Swordman) {
 		if (BaseJob == Job_Knight) {
 			mes "[Sir Gray]";
 			mes "The glint of light";
@@ -2188,7 +2202,7 @@ prt_in,87,92,4	script	Sir Gray#knt	119,{
 				close;
 			}
 		}
-		else if (BaseJob == Job_Novice) {
+		else if (BaseClass == Job_Novice) {
 			mes "[Sir Gray]";
 			mes "Believe it";
 			mes "or not, I was";

+ 46 - 47
npc/jobs/2-1/priest.txt

@@ -5,7 +5,7 @@
 //= Converted by: kobra_k88.
 //= Further bugfixed and tested by Lupus
 //===== Current Version: ===================================== 
-//= 2.2
+//= 2.3
 //===== Compatible With: ===================================== 
 //= eAthena  SVN
 //===== Description: ========================================= 
@@ -23,6 +23,7 @@
 //= 2.1 Merged JFunc [Lupus]
 //= 2.1a Fixed typo [KarLaeda]
 //= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
 //==========================================================
 
 prt_church,16,41,4	script	High Bishop#prst	60,{
@@ -38,7 +39,7 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 			mes "Do not let evil conquer your soul. You have enough courage and power to overcome the hardest situation. May God bless you...";
 			close;
 	}
-	if (BaseClass != Job_Acolyte || BaseJob == Job_Priest) {
+	if (BaseJob != Job_Acolyte) {
 		if (BaseJob == Job_Priest) {
 			mes "[Bishop Paul]";
 			mes "Ah...";
@@ -484,46 +485,44 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 			mes "You have remaining skills points. Please use these skill points to upgrade your skills, and then return to me.";
 			close;
 		}
-		if (JobLevel == 50) {
-			mes "[Bishop Paul]";
-			mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away.";
-			next;
-			mes "[Bishop Paul]";
-			mes "God, grant your power to your servant standing before you.";
-			if (sex)
-				mes "Let him send your message throughout the ends of the earth.";
-			else
-				mes "Let her send your message throughout the ends of the earth.";
-			next;
-			mes "[Bishop Paul]";
-			mes "Make this servant of yours an instrument of your miraculous works...";
-			next;
-			set .@joblvl,JobLevel;
-			callfunc "Job_Change",Job_Priest;
-			callfunc "F_ClearJobVar";		// clears all job variables for the current player
-			mes "[Bishop Paul]";
-			mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life.";
-			next;
-			mes "[Bishop Paul]";
-			if (.@joblvl < 50) {
-				getitem 1550,1; //Book
-				mes "This book is for you. I hope it will aid you in spreading God's message on earth.";
-			}
-			else {
-				getitem 1551,1; //Bible
-				mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness.";
-			}
-			next;
-			mes "[Bishop Paul]";
-			mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest...";
-			close;
+		mes "[Bishop Paul]";
+		mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away.";
+		next;
+		mes "[Bishop Paul]";
+		mes "God, grant your power to your servant standing before you.";
+		if (sex)
+			mes "Let him send your message throughout the ends of the earth.";
+		else
+			mes "Let her send your message throughout the ends of the earth.";
+		next;
+		mes "[Bishop Paul]";
+		mes "Make this servant of yours an instrument of your miraculous works...";
+		next;
+		set .@joblvl,JobLevel;
+		callfunc "Job_Change",Job_Priest;
+		callfunc "F_ClearJobVar";		// clears all job variables for the current player
+		mes "[Bishop Paul]";
+		mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life.";
+		next;
+		mes "[Bishop Paul]";
+		if (.@joblvl < 50) {
+			getitem 1550,1; //Book
+			mes "This book is for you. I hope it will aid you in spreading God's message on earth.";
+		}
+		else {
+			getitem 1551,1; //Bible
+			mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness.";
 		}
+		next;
+		mes "[Bishop Paul]";
+		mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest...";
+		close;
 	}
 }
 
 prt_church,27,24,1	script	Sister Cecilia	79,{
 	mes "[Sister Cecilia]";
-	if (BaseClass != Job_Acolyte || BaseJob == Job_Priest) {
+	if (BaseJob != Job_Acolyte) {
 		if (BaseJob == Job_Priest) {
 			if (sex)
 				mes "May god bless you, brother. It brings my heart joy to see that you working hard to carry out the will of God.";
@@ -1197,7 +1196,7 @@ OnInit:
 	end;
 
 OnTouch:
-	if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+	if (BaseJob == Job_Acolyte) {
 		donpcevent "Zombie_Generator#prst::Onm1";
 		donpcevent "Zombie1_1::OnDisable";
 	}
@@ -1218,7 +1217,7 @@ OnInit:
 	end;
 
 OnTouch:
-	if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+	if (BaseJob == Job_Acolyte) {
 		donpcevent "Zombie_Generator#prst::Onm2";
 		donpcevent "Zombie2_1::OnDisable";
 	}
@@ -1239,7 +1238,7 @@ OnInit:
 	end;
 
 OnTouch:
-	if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+	if (BaseJob == Job_Acolyte) {
 		donpcevent "Zombie_Generator#prst::Onm3";
 		donpcevent "Zombie3_1::OnDisable";
 	}
@@ -1260,7 +1259,7 @@ OnInit:
 	end;
 
 OnTouch:
-	if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+	if (BaseJob == Job_Acolyte) {
 		donpcevent "Zombie_Generator#prst::Onm4";
 		donpcevent "Zombie4_1::OnDisable";
 	}
@@ -1280,7 +1279,7 @@ OnInit:
 	end;
 
 OnTouch:
-	if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+	if (BaseJob == Job_Acolyte) {
 		donpcevent "Zombie_Generator#prst::Onm5";
 		donpcevent "Zombie5_1::OnDisable";
 	}
@@ -1374,7 +1373,7 @@ OnTouch:
 		mes "[Deviruchi]";
 		mes "But how about this...? Now, isn't this an attractive sight? A nice, shiny new card. Mint condition. Not too many people have this you know. But I happen to have soooo many, my pockets hurt.";
 		next;
-		cutin "¹Ì½ºÆ®·¹½ºÄ«µ�Ebmp",4;
+		cutin "¹Ì½ºÆ®·¹½ºÄ«µ�E.bmp",4;
 		mes "[Deviruchi]";
 		mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering...";
 		next;
@@ -1384,7 +1383,7 @@ OnTouch:
 			mes "This card can";
 			mes "can be yours...";
 			next;
-			cutin "¹Ì½ºÆ®·¹½ºÄ«µ�Ebmp",255;
+			cutin "¹Ì½ºÆ®·¹½ºÄ«µ�E.bmp",255;
 			mes "[Deviruchi]";
 			mes "Theoretically!";
 			mes "BWAHAHAHAHAHAHAHA!";
@@ -1393,7 +1392,7 @@ OnTouch:
 			warp "mjolnir_05",200,200;
 			end;
 		}
-		cutin "¹Ì½ºÆ®·¹½ºÄ«µ�Ebmp",255;
+		cutin "¹Ì½ºÆ®·¹½ºÄ«µ�E.bmp",255;
 		mes "[Deviruchi]";
 		mes "Did...";
 		mes "Did you just tell";
@@ -1650,7 +1649,7 @@ OnInit:
 	end;
 
 OnTouch:
-	if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+	if (BaseJob == Job_Acolyte) {
 		donpcevent "Mummy_Generator::Onm1";
 		donpcevent "Mummy1_1::OnDisable";
 	}
@@ -1671,7 +1670,7 @@ OnInit:
 	end;
 
 OnTouch:
-	if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+	if (BaseJob == Job_Acolyte) {
 		donpcevent "Mummy_Generator::Onm2";
 		donpcevent "Mummy2_1::OnDisable";
 	}
@@ -1692,7 +1691,7 @@ OnInit:
 	end;
 
 OnTouch:
-	if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+	if (BaseJob == Job_Acolyte) {
 		donpcevent "Mummy_Generator::Onm3";
 		donpcevent "Mummy3_1::OnDisable";
 	}

+ 9 - 7
npc/jobs/2-1/wizard.txt

@@ -4,7 +4,7 @@
 //= (Aegis) Translated by yoshiki, converted by kobra_k88
 //= Further bugfixed and tested by Lupus
 //===== Current Version: ===================================== 
-//= 2.4
+//= 2.5
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -28,6 +28,7 @@
 //= 2.2 Merged back JFunc [Lupus] 2.2a Removed extra MES, added missing NEXT
 //= 2.3 Bigfoot monster summon corrected [Zairik]
 //= 2.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.5 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
 //============================================================ 
 
 gef_tower,111,37,4	script	Wizard Guildsman	70,{
@@ -41,7 +42,7 @@ gef_tower,111,37,4	script	Wizard Guildsman	70,{
 		mes "Congratulations and good luck with your life!";
 		close;
 	}
-	if (BaseClass != Job_Mage || BaseJob != Job_Wizard) {
+	if (BaseJob != Job_Mage) {
 		if (BaseJob == Job_Wizard) {
 			mes "[Catherine]";
 			mes "Since you're already a Wizard, you don't have any more business with me...?";
@@ -387,6 +388,7 @@ gef_tower,111,37,4	script	Wizard Guildsman	70,{
 		mes "[Catherine]";
 		mes "So, try harder this time...";
 		mes "He's waiting!";
+		close;
 	}
 	else if (WIZ_Q == 7) {
 		if (JobLevel < 40) {
@@ -443,7 +445,7 @@ gef_tower,111,37,4	script	Wizard Guildsman	70,{
 }
 
 gef_tower,102,24,2	script	Gloomy Wizard	735,{
-	if (BaseClass != Job_Mage || BaseJob == Job_Wizard) {
+	if (BaseJob != Job_Mage) {
 		if (BaseJob == Job_Wizard) {
 			mes "[Raulel]";
 			mes "*Cough* *cough* what do you want?";
@@ -466,7 +468,7 @@ gef_tower,102,24,2	script	Gloomy Wizard	735,{
 			}
 			close;
 		}
-		else if (BaseBjob == Job_Priest) {
+		else if (BaseJob == Job_Priest) {
 			mes "[Raulel]";
 			mes "Go away, one who works for the Church!";
 			mes "Magic repels Holy power, jeez...your messing up my aura.";
@@ -476,7 +478,7 @@ gef_tower,102,24,2	script	Gloomy Wizard	735,{
 			mes "Don't come any closer, just leave!";
 			close;
 		}
-		else if (Class == Job_Novice) {
+		else if (BaseClass == Job_Novice) {
 			mes "[Raulel]";
 			mes "Why did a little one like you come here?!";
 			mes "Get lost! ~Hahahahaha";
@@ -1639,7 +1641,7 @@ OnTimer9000:
 }
 
 gef_tower,107,36,4	script	White Dog#wiz	81,{
-	if (BaseClass != Job_Mage || BaseJob != JOb_Wizard) {
+	if (BaseJob != Job_Mage) {
 		if (BaseJob == Job_Wizard) {
 			mes "[Maria]";
 			mes "Instead of sticking around here, wouldn't it be better to go out and test how strong you've become?";
@@ -1650,7 +1652,7 @@ gef_tower,107,36,4	script	White Dog#wiz	81,{
 			cutin "job_wizard_maria01",255;
 			end;
 		}
-		else if (Class == Job_Novice) {
+		else if (BaseClass == Job_Novice) {
 			mes "[Dog]";
 			mes "What? Kiddo!";
 			mes "Is a Dog talking so amusing to you?";

+ 2 - 1
npc/merchants/shops.txt

@@ -33,6 +33,7 @@
 //=	Removed commented out shops.
 //= 2.0b Einbech tool dealer got lost somewhere along the way, re-added. [L0ne_W0lf]
 //= 2.1 Fixed missing item from "Fresh Fish" from cooking addition shops. [L0ne_W0lf]
+//= 2.1a Fixed the second "Line" selling in Comodo Weapon shop. (Should have been Whip) [L0ne_W0lf]
 //============================================================ 
 
 //=======================================================
@@ -75,7 +76,7 @@ ayo_in01,90,160,1	shop	Armor Dealer	842,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,
 // Comodo
 //=======================================================
 cmd_in01,117,165,4	shop	Armor Dealer	101,2226:-1,2228:-1,2103:-1,2105:-1,2405:-1,2503:-1,2505:-1,2305:-1,2321:-1,2307:-1,2309:-1,2335:-1,2312:-1,2314:-1,2316:-1
-cmd_in01,128,165,2	shop	Weapon Dealer	49,1901:-1,1903:-1,1905:-1,1909:-1,1911:-1,1907:-1,1950:-1,1952:-1,1954:-1,1958:-1,1952:-1,1956:-1
+cmd_in01,128,165,2	shop	Weapon Dealer	49,1901:-1,1903:-1,1905:-1,1909:-1,1911:-1,1907:-1,1950:-1,1952:-1,1954:-1,1958:-1,1960:-1,1956:-1
 cmd_in01,79,182,5	shop	Tool Dealer	83,1770:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,657:-1,601:-1,602:-1,611:-1,1065:-1
 comodo,296,125,4	shop	Souvenir Vendor	101,965:-1,964:-1
 cmd_fild07,257,126,5	shop	Tool Dealer	83,1770:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,601:-1,602:-1,611:-1,1065:-1