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