class langk_lizardman_warrior : warrior_aggressive { handler: EventHandler MY_DYING(c1) { /* questdata.txt[13308 line] Quest[path_to_knight], NPC[langk_lizardman_warrior], handler */ c1 = GetLastAttacker(); c1.quest_last_reward_time = 0; if(OwnItemCount(myself.c_quest0, @einhasad_church_mark2) && OwnItemCount(myself.c_quest0, @lizardman_totem)<20 && myself.i_quest0 == 1 && Rand(10) < 5) { GiveItem1(myself.c_quest0, @lizardman_totem, 1); if (OwnItemCount(myself.c_quest0, @lizardman_totem) == 20) SoundEffect(myself.c_quest0, "ItemSound.quest_middle"); else SoundEffect(myself.c_quest0, "ItemSound.quest_itemget"); } /* questdata.txt[18835 line] Quest[path_to_orc_monk], NPC[langk_lizardman_warrior], handler */ c1 = GetLastAttacker(); c1.quest_last_reward_time = 0; if(HaveMemo(myself.c_quest0, @path_to_orc_monk) == 1 && OwnItemCount(myself.c_quest0, @leather_purse4) == 1 && OwnItemCount(myself.c_quest0, @langk_tooth) < 3 && myself.i_quest0 == 1) { if ((OwnItemCount(myself.c_quest0, @ratman_fang)+OwnItemCount(myself.c_quest0, @langk_tooth)+OwnItemCount(myself.c_quest0, @felim_tooth)+OwnItemCount(myself.c_quest0, @vuku_tusk)) >= 11) { DeleteItem1(myself.c_quest0, @vuku_tusk, OwnItemCount(myself.c_quest0, @vuku_tusk)); DeleteItem1(myself.c_quest0, @ratman_fang, OwnItemCount(myself.c_quest0, @ratman_fang)); DeleteItem1(myself.c_quest0, @langk_tooth, OwnItemCount(myself.c_quest0, @langk_tooth)); DeleteItem1(myself.c_quest0, @felim_tooth, OwnItemCount(myself.c_quest0, @felim_tooth)); DeleteItem1(myself.c_quest0, @leather_purse4, 1); GiveItem1(myself.c_quest0, @leather_pouch4full, 1); SoundEffect(myself.c_quest0, "ItemSound.quest_middle"); } else { GiveItem1(myself.c_quest0, @langk_tooth, 1); SoundEffect(myself.c_quest0, "ItemSound.quest_itemget"); } } super; } EventHandler ATTACKED(attacker, damage) { /* questdata.txt[13285 line] Quest[path_to_knight], NPC[langk_lizardman_warrior], handler */ //m_state == 0 리스폰 이후 아무 일 없었음 //m_state == 1 누군가(한사람)에게 맞은 상태 //m_state == 2 1에서 맞던 사람 외 다른 사람에게 맞았을 때 select (myself.i_quest0) { case 0: myself.i_quest0 = 1; myself.c_quest0 = attacker; break; case 1: if(myself.c_quest0 != attacker) myself.i_quest0 = 2; break; case 2: break; } /* questdata.txt[18810 line] Quest[path_to_orc_monk], NPC[langk_lizardman_warrior], handler */ //m_state == 0 리스폰 이후 아무 일 없었음 //m_state == 1 누군가(한사람)에게 맞은 상태 //m_state == 2 1에서 맞던 사람 외 다른 사람에게 맞았을 때 select (myself.i_quest0) { case 0: myself.i_quest0 = 1; myself.c_quest0 = attacker; break; case 1: if(myself.c_quest0 != attacker || (attacker.attack_type != @AT_FIST && attacker.attack_type != @AT_DUAL)) { myself.i_quest0 = 2; } break; case 2: break; } super; } }