فهرست منبع

* Fixed north prontera kafra having an empty warp list
* Removed junk ЎA text from the 2004 headgears
* Changed deprecated Job_Alchem to Job_Alchemist (see r10904)
* Fixed a typo in a geffen city npc (Job_Merhcant)
* Fixed a typo in the Jobmaster custom script (Job_Gunsliger)
* Fixed one old eAAC Quest Warper bug (warp to nonwalkable coords)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10940 54d463be-8e91-2dee-dedb-b68131a5f0ec

ultramage 18 سال پیش
والد
کامیت
a6cd45f05d

+ 1 - 1
db/item_db.txt

@@ -1621,7 +1621,7 @@
 4340,Teddy_Bear_Card,Teddy Bear Card,6,,10,10,,,,,,,,32,,,,,{ bonus2 bSubRace,RC_Undead,30; },{},{}
 4341,Metaling_Card,Metaling Card,6,,10,10,,,,,,,,2,,,,,{ bonus3 bAutoSpell,215,1,50; },{},{}
 4342,RSX_0806_Card,RSX 0806 Card,6,,10,10,,,,,,,,16,,,,,{ bonus bVit,3; bonus bUnbreakableArmor,0; bonus bNoKnockback,0; },{},{}
-4343,Mole_Card,Holden Card,6,,10,10,,,,,,,,769,,,,,{ bonus bLuk,2; if(isequipped(4186,4281,4036,4233)) { bonus bStr,4; bonus bMaxHPrate,7; bonus bMaxSPrate,7; bonus2 bSkillAtk,42,20; bonus bSPDrainValue,1; if(BaseJob == Job_Alchem) { bonus4 bAutoSpell,111,1,10,0; bonus2 bAddMonsterDropItem,7139,300; bonus2 bAddMonsterDropItem,905,300; } } },{},{}
+4343,Mole_Card,Holden Card,6,,10,10,,,,,,,,769,,,,,{ bonus bLuk,2; if(isequipped(4186,4281,4036,4233)) { bonus bStr,4; bonus bMaxHPrate,7; bonus bMaxSPrate,7; bonus2 bSkillAtk,42,20; bonus bSPDrainValue,1; if(BaseJob == Job_Alchemist) { bonus4 bAutoSpell,111,1,10,0; bonus2 bAddMonsterDropItem,7139,300; bonus2 bAddMonsterDropItem,905,300; } } },{},{}
 4344,Anopheles_Card,Anopheles Card,6,,10,10,,,,,,,,136,,,,,{ bonus3 bAddMonsterDropItem,12058,RC_Insect,300; },{},{}
 4345,Hill_Wind_Card,Hill Wind Card,6,,10,10,,,,,,,,2,,,,,{ bonus2 bSkillAtk,21,5; bonus2 bSkillAtk,84,5; bonus2 bSkillAtk,85,5; },{},{ heal 0,-50; }
 4346,Ygnizem_Card,Egnigem Cenia Card,6,,10,10,,,,,,,,16,,,,,{ bonus bStr,readparam(bInt)/18; },{},{}

+ 6 - 0
npc/Changelog.txt

@@ -1,6 +1,12 @@
 Date		Added
 ======
 2007/07/31
+	* Fixed north prontera kafra having an empty warp list
+	* Removed junk ЎA text from the 2004 headgears
+	* Changed deprecated Job_Alchem to Job_Alchemist (see r10904)
+	* Fixed a typo in a geffen city npc (Job_Merhcant)
+	* Fixed a typo in the Jobmaster custom script (Job_Gunsliger)
+	* Fixed one old eAAC Quest Warper bug (warp to nonwalkable coords) [ultramage]
 	* Rev. 10938 Added the "F_BlockHigh" function back in, as it's still used by 2-x job quests. [L0ne_W0lf]
 	- Fix the assassin job quest item reward bug. Cheap fix until it's rewritten. 
 	* Added official Pang Voice skill quest for bards. Further official 2-x skill quests to come.

+ 1 - 1
npc/cities/amatsu.txt

@@ -284,7 +284,7 @@ amatsu,205,163,4	script	Mimi	759,{
 }
 //=====================================================================
 amatsu,230,160,4	script	Lady	757,{
-	mes "[Yorukoc]";
+	mes "[Yoruko]";
 	mes "Although I come to the well for water everyday,";
 	mes "if it's misty or rainy,";
 	mes "I will not come out here.";

+ 3 - 2
npc/cities/geffen.txt

@@ -901,8 +901,8 @@ geffen_in,114,73,5	script	Hadenheim	709,{
 	mes "[Hans Hadenheim]";
 	mes "I mean, all these new cities are being discovered by explorers, so import and export trade is really booming!";
 	next;
-	mes "[Hans Handenheim]";	
-	if (BaseJob == Job_Merhcant)
+	mes "[Hans Handenheim]";
+	if (BaseJob == Job_Merchant)
 		mes "You're in the trading business yourself, right? So of course you'd understand that we're in a Golden Age of trade!";
 	else if (Class == Job_Novice) {
 		mes "I guess...";
@@ -910,6 +910,7 @@ geffen_in,114,73,5	script	Hadenheim	709,{
 	}
 	else
 		mes "Anyway...";
+	next;
 	mes "[Hans Hadenheim]";
 	mes "Have you been some of these new lands? They're really interesting and you can learn a lot of new things from these foreign cultures.";
 	next;

+ 2 - 2
npc/custom/eAAC_Scripts/kafraExpress/global_functionsKE.txt

@@ -57,7 +57,7 @@ function	script	GF_getJobName	{
 		return "sage";
 	case Job_BlackSmith:
 		return "blacksmith";
-	case Job_Alchem:
+	case Job_Alchemist:
 		return "alchemist";
 	case Job_Knight:
 	case Job_Knight2:
@@ -305,7 +305,7 @@ function	script	GF_getJobClass	{
 
 	case Job_Merchant:
 	case Job_BlackSmith:
-	case Job_Alchem:
+	case Job_Alchemist:
 		return Job_Merchant;
 	
 	case Job_Swordman:

+ 3 - 3
npc/custom/eAAC_Scripts/quest_warper.txt

@@ -1182,8 +1182,8 @@ function	script	QWS_Darray	{
 
 	setarray @DGat$[@Dref], "c_tower1.gat", "c_tower2.gat", "c_tower3.gat", "c_tower4.gat", "alde_dun01.gat", "alde_dun02.gat", "alde_dun03.gat", "alde_dun04.gat";
 	setarray @DLevelName$[@Dref], "Clock Tower Level 1", "Clock Tower Level 2", "Clock Tower Level 3", "Clock Tower Level 4", "Basement 1F", "Basement 2F", "Basement 3F", "Basement 4F";
-	setarray @DXcoords[@Dref], 200, 268, 64, 32, 197, 262, 276, 130;
-	setarray @DYcoords[@Dref], 163, 26, 148, 63, 25, 41, 53, 130;
+	setarray @DXcoords[@Dref], 200, 268, 64, 32, 197, 262, 276, 122;
+	setarray @DYcoords[@Dref], 163, 26, 148, 63, 25, 41, 53, 125;
 	setarray @DDepth[@Dref], 0, 1, 2, 3, 1, 2, 3, 4;
 
 	QWS_Make_Dungeon_Menu 5;
@@ -1505,7 +1505,7 @@ function	script	QWS_Darray	{
 	setarray @DGat$[@Dref], "um_dun01.gat", "um_dun02.gat", "yggdrasil01.gat";
 	setarray @DLevelName$[@Dref], "Carpenter's Shop in The Tree", "Passage to a Foreign World", "Hvergelmir's Fountain";
 	setarray @DXcoords[@Dref], 205, 48, 40;
-	setarray @DYcoords[@Dref], 16, 30, 63;
+	setarray @DYcoords[@Dref], 26, 30, 63;
 	setarray @DDepth[@Dref], 0, 1, 2;
 
 	QWS_Make_Dungeon_Menu 27;

+ 3 - 3
npc/custom/jobs/jobmaster.txt

@@ -43,7 +43,7 @@ prontera,153,193,6	script	Job Master	123,{
 					case Job_Priest:
 						set @target_job, Job_Acolyte_High;
 						break;
-					case Job_Alchem:
+					case Job_Alchemist:
 					case Job_Blacksmith:
 						set @target_job, Job_Merchant_High;
 						break;
@@ -91,7 +91,7 @@ prontera,153,193,6	script	Job Master	123,{
 			mes "Are you sure you want to change to " + JobName(@target_job) + "?";
 			if(select("No","Yes") == 2){
 				callfunc "Job_Change", @target_job;
-				if(@target_job == Job_Gunsliger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
+				if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
 					callfunc "F_ClearJobVar";
 				} else {
 					if($@JC_Plat) goto L_GivePlat;
@@ -138,7 +138,7 @@ prontera,153,193,6	script	Job Master	123,{
 						case Job_Baby_Merchant:
 						case Job_Merchant:
 							set @job_opt[0], Job_Blacksmith;
-							set @job_opt[1], Job_Alchem;
+							set @job_opt[1], Job_Alchemist;
 							break;
 						case Job_Thief_High:
 						case Job_Baby_Thief:

+ 1 - 1
npc/custom/jobs/old/jobchange.txt

@@ -617,7 +617,7 @@ LSecondClass2:
 		mes "[ ^0065DFJobra^000000 ]";
 		if(class !=5) goto LNotMerc2;
 		mes "Cool! Go make some potions! Open a Pharmacy! yeah yeah yeah! ^_^";
-		jobchange 18;// Job: Job_Alchem
+		jobchange 18;// Job: Job_Alchemist
 		cutin "kafra_01",255;
 		close;
 

+ 1 - 1
npc/guild/gldfunc_ev_agit.txt

@@ -142,7 +142,7 @@ function	script	F_AgitBreak	{
 
 	SetCastleData getarg(0),1, @GID;
 	MapAnnounce getarg(0),"The emperium has been destroyed.",bc_map,0x00CCFF;
-	Announce "The [" + GetCastleName(getarg(0)) + "] castle has been conquered by the [" + GetGuildName(@GID) + "] guild.",0;
+	Announce "The [" + GetCastleName(getarg(0)) + "] castle has been conquered by the [" + GetGuildName(@GID) + "] guild.",bc_all;
 	GetCastleData getarg(0),0,"::OnRecvCastle"+getarg(1);
 
 	disablenpc "Kafra Staff#"+getarg(1);

+ 1 - 1
npc/jobs/1-1/swordman.txt

@@ -10,7 +10,7 @@
 //= [Aegis Conversion]
 //= Job quest for Swordman classes
 //= Uses Job_sword1 as opposed to sword_1-1 -> sword_3-1.
-//= EXPLAOITABLE in a sense because while the sword_x-1 maps
+//= EXPLOITABLE in a sense because while the sword_x-1 maps
 //= are marked as "inside" by the client, job_sword1 is not.
 //= giving players FREE camera rotation while doing the job quest.
 //===== Additional Comments: ================================= 

+ 3 - 3
npc/jobs/2-2/alchemist.txt

@@ -37,7 +37,7 @@ alde_alche,27,185,4	script	Parmry Gianino	744,{
 
 	mes "[Parmry Gianino]";
 	if(baseJob == Job_Merchant) goto L_Merc;
-	if(baseJob == Job_Alchem){
+	if(baseJob == Job_Alchemist){
 		mes "Hey there fellow Alchemist.  How's the business going?  Good I hope, well good luck to you.";
 		close;
 	}
@@ -1020,7 +1020,7 @@ L_Done:
 alde_alche,101,184,4	script	Vincent Carsciallo	122,{
 	mes "[Vincent Carsciallo]";
 	if(baseJob == Job_Merchant) goto L_Merc;
-	if(baseJob == Job_Alchem){
+	if(baseJob == Job_Alchemist){
 		mes "How Alchemy going? Make sure to be carefull and think about safety at all times.";
 		mes "I wouldn't want you blowing yourself up or anything.....";
 		close;
@@ -1059,7 +1059,7 @@ L_Change:
 	mes "Oh, Ok. You joined and learned the basics, too. Well done.";
 	next;
 	set @gift,JBLVL;
-	callfunc "Job_Change",Job_Alchem;
+	callfunc "Job_Change",Job_Alchemist;
 	callfunc "F_ClearJobVar";
 	emotion e_grat;
 	mes "[Vincent Carsciallo]";

+ 1 - 0
npc/kafras/kafras_pron.txt

@@ -34,6 +34,7 @@
 // North ==================================
 prontera,152,326,3	script	Kafra Employee::kaf_prontera	112,{
 	cutin "kafra_06",2;
+	callfunc "F_KafSetPront";
 	mes "[Kafra Employee]";
 	mes "Welcome to the";
 	mes "Kafra Corporation~";

+ 2 - 2
npc/merchants/clothes_dyer.txt

@@ -77,7 +77,7 @@ Male_dye:
 	if(BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 || BaseJob==Job_Lord_Knight || BaseJob==Job_Lord_Knight2 || BaseJob==Job_Paladin || BaseJob==Job_Paladin2 || BaseJob==Job_Stalker || BaseJob==Job_Baby_Knight || BaseJob==Job_Baby_Knight2 || BaseJob==Job_Baby_Crusader || BaseJob==Job_Baby_Crusader2) goto L_Swordman2_M;
 	if(BaseJob==Job_Priest || BaseJob==Job_Monk || BaseJob==Job_High_Priest || BaseJob==Job_Champion || BaseJob==Job_Baby_Priest || BaseJob==Job_Baby_Monk) goto L_Acolyte2_M;
 	if(BaseJob==Job_Wizard || BaseJob==Job_High_Wizard || BaseJob==Job_Baby_Wizard) goto L_Mage2_M;
-	if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchem || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchem) goto L_Merchant2_M;
+	if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchem) goto L_Merchant2_M;
 	if(BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Sniper || BaseJob==Job_Clown || BaseJob==Job_Baby_Hunter || BaseJob==Job_Baby_Bard) goto L_Archer2_M;
 	if(BaseJob==Job_Assassin || BaseJob==Job_Rogue || BaseJob==Job_Assassin_Cross || BaseJob==Job_Baby_Assassin || BaseJob==Job_Baby_Rogue) goto L_Thief2_M;
 	if(BaseJob==Job_SuperNovice || BaseJob==Job_Super_Baby) goto L_Super_Novice_M;
@@ -173,7 +173,7 @@ Female_dye:
 	if(BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 || BaseJob==Job_Lord_Knight || BaseJob==Job_Lord_Knight2 || BaseJob==Job_Paladin || BaseJob==Job_Paladin2 || BaseJob==Job_Stalker || BaseJob==Job_Baby_Knight || BaseJob==Job_Baby_Knight2 || BaseJob==Job_Baby_Crusader || BaseJob==Job_Baby_Crusader2) goto L_Swordman2_F;
 	if(BaseJob==Job_Priest || BaseJob==Job_Baby_Priest) goto L_Acolyte2_F;
 	if(BaseJob==Job_Wizard || BaseJob==Job_Sage || BaseJob==Job_High_Wizard || BaseJob==Job_Professor || BaseJob==Job_Baby_Wizard || BaseJob==Job_Baby_Sage) goto L_Mage2_F;
-	if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchem || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchem) goto L_Merchant2_F;
+	if(BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist || BaseJob==Job_Whitesmith || BaseJob==Job_Creator || BaseJob==Job_Baby_Blacksmith || BaseJob==Job_Baby_Alchem) goto L_Merchant2_F;
 	if(BaseJob==Job_Hunter || BaseJob==Job_Dancer || BaseJob==Job_Sniper || BaseJob==Job_Gypsy || BaseJob==Job_Baby_Hunter || BaseJob==Job_Baby_Dancer) goto L_Archer2_F;
 	if(BaseJob==Job_Assassin || BaseJob==Job_Baby_Assassin) goto L_Thief2_F;
 	if(BaseJob==Job_Rogue || BaseJob==Job_Assassin_Cross || BaseJob==Job_Baby_Rogue) goto L_Thief3_F;

+ 1 - 1
npc/other/Global_Functions.txt

@@ -148,7 +148,7 @@ function	script	Is_Magic_Class	{
 //////////////////////////////////////////////////////////////////////////////////
 
 function	script	Is_Merc_Class	{
-	return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
+	return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchemist );
 }
 
 

+ 2 - 2
npc/quests/newgears/2004_headgears.txt

@@ -882,12 +882,12 @@ yuno,241,52,3	script	Old Blacksmith	813,{
 			mes "Oh yes,";
 			mes "I need to tell you the details about the materials.";
 			mes "Angel Wing Ears requires ^4d4dffAngel Wings^000000 and";
-			mes "^4d4dffElven Ears^000000 ЎAand the cost for other materials is";
+			mes "^4d4dffElven Ears^000000 and the cost for other materials is";
 			mes "approximatedly ^4d4dff20000 zeny^000000";
 			next;
 			mes "[Habir Moah]";
 			mes "Devil Wing Ears requires ^4d4dffEvil Wing^000000 and";
-			mes "^4d4dffElven Ears^000000 ЎAwhile the cost for other materials is";
+			mes "^4d4dffElven Ears^000000 while the cost for other materials is";
 			mes "approximately ^4d4dff20000 zeny";
 			next;
 			mes "[Habir Moah]";

+ 5 - 5
npc/quests/quests_morocc.txt

@@ -919,7 +919,7 @@ alberta,129,59,3	script	Guildsman	49,3,3,{
 			getitem 7416,1;
 			close;
 		}
-		else if((Class == Job_Alchem) || (Class == Job_Creator))
+		else if((Class == Job_Alchemist) || (Class == Job_Creator))
 		{
 			mes "[Guildsman]";
 			mes "Hey, " + strcharinfo(0) + "?";
@@ -1015,7 +1015,7 @@ alberta,129,59,3	script	Guildsman	49,3,3,{
 			mes "inside Morroc. Good luck~";
 			close;
 		}
-		else if((Class == Job_Alchem) || (Class == Job_Creator))
+		else if((Class == Job_Alchemist) || (Class == Job_Creator))
 		{
 			mes "[Guildsman]";
 			mes "Ah, I almost forgot to";
@@ -1067,7 +1067,7 @@ alberta,129,59,3	script	Guildsman	49,3,3,{
 			mes "influences behind all of this... ";
 			close;
 		}
-		else if((Class == Job_Alchem) || (Class == Job_Creator))
+		else if((Class == Job_Alchemist) || (Class == Job_Creator))
 		{
 			mes "[Guildsman]";
 			mes "I'm glad to hear that";
@@ -1110,7 +1110,7 @@ alberta,129,59,3	script	Guildsman	49,3,3,{
 			mes "may happen soon, you know?";
 			close;
 		}
-		else if((Class == Job_Alchem) || (Class == Job_Creator))
+		else if((Class == Job_Alchemist) || (Class == Job_Creator))
 		{
 			mes "[Guildsman]";
 			mes "Ah, it's a nice day...";
@@ -1259,7 +1259,7 @@ OnTouch:
 				getitem 7416,1;
 				close;
 			}
-			else if((Class == Job_Alchem) || (Class == Job_Creator))
+			else if((Class == Job_Alchemist) || (Class == Job_Creator))
 			{
 				mes "[Guildsman]";
 				mes "Hey, " + strcharinfo(0) + "?";

+ 5 - 5
npc/quests/skills/alchemist_skills.txt

@@ -31,8 +31,8 @@
 // ALCHEMIST - ELEMENTAL POTION CREATION
 //============================================================
 yuno_in04,33,108,6	script	Pisruik Quv	883,{
-	if (Class == Job_Alchem || Class == Job_Creator) {
-		if (JobLevel < 40 && Class == Job_Alchem) {
+	if (Class == Job_Alchemist || Class == Job_Creator) {
+		if (JobLevel < 40 && Class == Job_Alchemist) {
 			mes "[Pisruik]";
 			mes "Achoo!";
 			mes "Sigh";
@@ -964,7 +964,7 @@ lhz_in01,224,140,8	script	Kellasus	57,{
 		mes "[Kellasus]";
 		mes "I already taught you";
 		mes "skills of the homunculus...";
-		if(getskilllv(238) == 0 && BaseJob == Job_Alchem) skill 238,1,0;
+		if(getskilllv(238) == 0 && BaseJob == Job_Alchemist) skill 238,1,0;
 		close;
 	}
 	switch(bioeth){
@@ -1061,7 +1061,7 @@ lhz_in01,224,140,8	script	Kellasus	57,{
 		mes "He wants me to get back? Okay, well...";
 		mes "I guess you've deserved it.";
 		mes "Here you are, secrets of homunculus are yours now~";
-		if(BaseJob == Job_Alchem) skill 238,1,0;
+		if(BaseJob == Job_Alchemist) skill 238,1,0;
 		set MISC_QUEST,MISC_QUEST|64;
 		set bioeth,0;
 		close;
@@ -1105,7 +1105,7 @@ lhz_in01,224,140,8	script	Kellasus	57,{
 		mes "meant to be known and what";
 		mes "secrets were never intended";
 		mes "for mankind to understand?";
-		if(BaseJob == Job_Alchem) set @keltalk,1;
+		if(BaseJob == Job_Alchemist) set @keltalk,1;
 		close;
 		break;
 	}

+ 3 - 3
npc/scripts_jobs.conf

@@ -42,16 +42,16 @@ npc: npc/jobs/2-2/crusader.txt
 npc: npc/jobs/2-2/monk.txt
 npc: npc/jobs/2-2/dancer.txt
 npc: npc/jobs/2-2/bard.txt
-// -- Trancended Quest (2-x -> High Novice)
+// -- Transcended Quest (2-x -> High Novice)
 npc: npc/jobs/valkyrie.txt
-// -- Trancended (2-1a)
+// -- Transcended (2-1a)
 npc: npc/jobs/2-1a/AssassinCross.txt
 npc: npc/jobs/2-1a/LordKnight.txt
 npc: npc/jobs/2-1a/HighPriest.txt
 npc: npc/jobs/2-1a/HighWizard.txt
 npc: npc/jobs/2-1a/WhiteSmith.txt
 npc: npc/jobs/2-1a/Sniper.txt
-// -- Trancended (2-2a)
+// -- Transcended (2-2a)
 npc: npc/jobs/2-2a/Champion.txt
 npc: npc/jobs/2-2a/Clown.txt
 npc: npc/jobs/2-2a/Creator.txt