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authorAsheraf <acheraf1998@gmail.com>2016-08-29 17:40:13 +0100
committerhemagx <ibrahem.h.basyone@gmail.com>2016-09-02 04:56:00 +0200
commit0f1d0507eb95cf07ce7eb66d89ad9853938612e6 (patch)
tree57780b1ecc7c5ae125be1c89406f8db1e00a581b /npc/jobs
parent0f1d03f505fdc03533122db8ba19fa55f64f11b7 (diff)
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change *strcharinfo to use constants
Diffstat (limited to 'npc/jobs')
-rw-r--r--npc/jobs/1-1e/gunslinger.txt2
-rw-r--r--npc/jobs/1-1e/ninja.txt24
-rw-r--r--npc/jobs/1-1e/taekwon.txt2
-rw-r--r--npc/jobs/2-1/assassin.txt30
-rw-r--r--npc/jobs/2-1/blacksmith.txt10
-rw-r--r--npc/jobs/2-1/hunter.txt272
-rw-r--r--npc/jobs/2-1/knight.txt10
-rw-r--r--npc/jobs/2-1/priest.txt34
-rw-r--r--npc/jobs/2-1/wizard.txt18
-rw-r--r--npc/jobs/2-1e/StarGladiator.txt22
-rw-r--r--npc/jobs/2-2/alchemist.txt6
-rw-r--r--npc/jobs/2-2/crusader.txt8
-rw-r--r--npc/jobs/2-2/dancer.txt10
-rw-r--r--npc/jobs/2-2/monk.txt90
-rw-r--r--npc/jobs/2-2/rogue.txt32
-rw-r--r--npc/jobs/2-2/sage.txt38
-rw-r--r--npc/jobs/2-2e/SoulLinker.txt2
-rw-r--r--npc/jobs/valkyrie.txt2
18 files changed, 306 insertions, 306 deletions
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt
index 45172b32c..1369a209b 100644
--- a/npc/jobs/1-1e/gunslinger.txt
+++ b/npc/jobs/1-1e/gunslinger.txt
@@ -231,7 +231,7 @@ payon,184,65,3 script Wise Bull Horn 4_M_LGTGRAND,{
mes "What business has";
mes "brought you before me?";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "Mr. Miller sent me to";
mes "deliver this letter to you.";
mes "Actually, I'm interested in";
diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt
index 34620e26c..762f94b4b 100644
--- a/npc/jobs/1-1e/ninja.txt
+++ b/npc/jobs/1-1e/ninja.txt
@@ -115,7 +115,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
close;
}
if (NINJ_Q == 0) {
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "Excuse me.";
mes "H-hello?";
next;
@@ -123,7 +123,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "...............................";
mes "How did you do that?";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "Do what? I didn't";
mes "do anything, I don't think...";
next;
@@ -134,7 +134,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
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 "["+strcharinfo(PC_NAME)+"]";
mes "W-wait! I-I don't even";
mes "know who Wildcat Joe is!";
mes "Calm down, there's no";
@@ -147,7 +147,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "You've got some talent,";
mes "I'll give you that.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "...............................";
mes "I came here hoping";
mes "to change my job";
@@ -262,7 +262,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "Please get those";
mes "as quickly as you can!";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "Huh? That's funny,";
mes "Wildcat Joe actually";
mes "asked me to gather";
@@ -403,7 +403,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "buildings in my hometown";
mes "are tiny in comparison...";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "Oh, are you from";
mes "Amatsu? I'm looking";
mes "for someone named";
@@ -416,7 +416,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "minerals. Tell me, why are";
mes "you looking for this Wildcat Joe?";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "Well, I need to deliver";
mes "this letter to him and";
mes "get his response so that";
@@ -429,7 +429,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "in this town. Though, he prefers to be called ''Red Leopard Joe,''";
mes "instead of ''Wildcat Joe.''";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "I really want to help you";
mes "find him, but first I need";
mes "to find the minerals that";
@@ -474,13 +474,13 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "help you now. Here,";
mes "let me see that letter.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "?????!!";
next;
mes "[Suspicious Man]";
mes "Why? Didn't you bring Cougar's letter for me?";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "Are you...";
mes "Are you Wildcat Joe?";
next;
@@ -506,7 +506,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "shadows is really our";
mes "ultimate power.";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "I see...";
mes "...........";
next;
@@ -532,7 +532,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "Ninja, even if I did trick you";
mes "just earlier. Heh heh heh!";
next;
- mes "["+strcharinfo(0)+"]";
+ mes "["+strcharinfo(PC_NAME)+"]";
mes "......";
mes ".........";
mes "............";
diff --git a/npc/jobs/1-1e/taekwon.txt b/npc/jobs/1-1e/taekwon.txt
index 382f45a9a..80f3ba0ea 100644
--- a/npc/jobs/1-1e/taekwon.txt
+++ b/npc/jobs/1-1e/taekwon.txt
@@ -424,7 +424,7 @@
mes "[Phoenix]";
mes "Very well. I wish you luck.";
mes "I hope to see you again";
- mes "sometime, "+strcharinfo(0)+".";
+ mes "sometime, "+strcharinfo(PC_NAME)+".";
close;
}
mes "[Phoenix]";
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
index 4ab4bd68b..86ce74644 100644
--- a/npc/jobs/2-1/assassin.txt
+++ b/npc/jobs/2-1/assassin.txt
@@ -220,7 +220,7 @@ in_moc_16,19,33,1 script Guildsman#asn 1_M_JOBTESTER,{
mes "Wasn't your name, umm, I remember 'cause it sounded funny to me...";
next;
mes "[Assassin Expert 'Huey']";
- mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just "+ strcharinfo(0) +". Yeah, how's it goin'?";
+ mes ":+:" + strcharinfo(PC_NAME) + ":+:, right? No wait, just "+ strcharinfo(PC_NAME) +". Yeah, how's it goin'?";
next;
mes "[Assassin Expert 'Huey']";
mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya.";
@@ -531,7 +531,7 @@ OnTouch:
mes "[Assassin 'Khai']";
mes "Let's see.";
mes "Your name is";
- mes "" + strcharinfo(0) + "...";
+ mes "" + strcharinfo(PC_NAME) + "...";
mes "Job level " + JobLevel + "...";
next;
if (JobLevel > 48) {
@@ -610,7 +610,7 @@ OnTouch:
mes "Fill out the application form with your name and job level.";
next;
mes "[Assassin 'Khai']";
- mes "" + strcharinfo(0) + "?";
+ mes "" + strcharinfo(PC_NAME) + "?";
mes "That's your name?";
mes "It sounds funny.";
mes "Let's see... Job Level " + JobLevel + "...";
@@ -1130,7 +1130,7 @@ OnTouch:
}
if (ASSIN_Q == 1 && ASSIN_Q2 == 5) {
mes "[Barcardi]";
- mes "" + strcharinfo(0) + "...";
+ mes "" + strcharinfo(PC_NAME) + "...";
mes "You passed the test..?";
next;
mes "[Barcardi]";
@@ -1275,7 +1275,7 @@ OnMyMobDead:
end;
OnMyMobDead2:
- mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map;
+ mapannounce "in_moc_16",strcharinfo(PC_NAME) + "! You made a mistake! I'm bringing you back!",bc_map;
ASSIN_Q = 2;
warp "in_moc_16",19,161;
donpcevent "Beholder#ASNTEST::OnReset";
@@ -1347,7 +1347,7 @@ OnTimer187000:
in_moc_16,68,158,0 script 01_1::SinTrap FAKE_NPC,0,0,{
OnTouch:
if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) {
- mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map;
+ mapannounce "in_moc_16",strcharinfo(PC_NAME) + ", you're trapped. You will be sent back.",bc_map;
ASSIN_Q = 2;
warp "in_moc_16",19,161;
donpcevent "Beholder#ASNTEST::OnResetMob";
@@ -1515,7 +1515,7 @@ OnTouch:
mes "[Thomas]";
mes "Oh hey, don't forget to save your respawn point in town.";
close2;
- mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map;
+ mapannounce "in_moc_16",strcharinfo(PC_NAME) + " got scared and quit the test...Who's Next?!",bc_map;
ASSIN_Q = 0;
ASSIN_Q2 = 0;
ASSIN_Q3 = 0;
@@ -1600,7 +1600,7 @@ OnTouch:
changequest 8005,8006;
}
else {
- mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map;
+ mapannounce "in_moc_16",strcharinfo(PC_NAME)+" has entered 'Guildmaster's room.'",bc_map;
savepoint "in_moc_16",181,183;
donpcevent "Guildmaster#ASN1::OnCast";
warp "in_moc_16",167,113;
@@ -1931,9 +1931,9 @@ OnTouch:
mes "Please give me";
mes "one second...";
next;
- mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(0) + ", please gather before me.",bc_map;
+ mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(PC_NAME) + ", please gather before me.",bc_map;
mes "[Guildmaster]";
- mes "Those involved with the testing of " + strcharinfo(0) + ", please gather before me.";
+ mes "Those involved with the testing of " + strcharinfo(PC_NAME) + ", please gather before me.";
next;
mes "[Guildmaster]";
mes "They will";
@@ -1950,12 +1950,12 @@ OnTouch:
mes "I am here.";
next;
mes "[Guildmaster]";
- mes "I would like to listen to your opinion of " + strcharinfo(0) + " for the job change test.";
+ mes "I would like to listen to your opinion of " + strcharinfo(PC_NAME) + " for the job change test.";
next;
mes "[The Anonymous One]";
mes "Ah yeah...";
mes "I think";
- mes ""+ strcharinfo(0) +"";
+ mes ""+ strcharinfo(PC_NAME) +"";
mes "is decent.";
next;
mes "[Guildmaster]";
@@ -1976,7 +1976,7 @@ OnTouch:
}
else {
mes "[Huey]";
- mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff.";
+ mes "Although "+ strcharinfo(PC_NAME) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(PC_NAME) +" has the stuff.";
next;
mes "[Huey]";
mes "If it's alright with you, I'd like to get back to my job.";
@@ -1997,7 +1997,7 @@ OnTouch:
next;
mes "[Guildmaster]";
mes "Hmm...";
- mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(0) +" as well...";
+ mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(PC_NAME) +" as well...";
next;
switch(ASSIN_Q) {
case 8:
@@ -2117,7 +2117,7 @@ OnTouch:
mes "Upon receiving this token, Huey will promote you to an Assassin.";
next;
mes "[Guildmaster]";
- mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
+ mes "You, " + strcharinfo(PC_NAME) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
savepoint "morocc",100,100;
getitem Frozen_Heart,1;
changequest 8006,8007;
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
index 5531c87ae..5f971049f 100644
--- a/npc/jobs/2-1/blacksmith.txt
+++ b/npc/jobs/2-1/blacksmith.txt
@@ -987,7 +987,7 @@ geffen,46,164,1 script Baisulist#BLS 1_F_04,{
mes "Here it is.";
mes "Thank you so much!";
mes "Oh, and good luck~";
- mapannounce "geffen","Hey, " +strcharinfo(0)+ ", thank you so much for the delivery~",bc_map;
+ mapannounce "geffen","Hey, " +strcharinfo(PC_NAME)+ ", thank you so much for the delivery~",bc_map;
close;
}
else if (BSMITH_Q == 14) {
@@ -1080,7 +1080,7 @@ morocc,27,112,4 script Wickebine#BLS 4_F_JOB_ASSASSIN,{
mes "Here's the receipt.";
mes "I think you did";
mes "a good job.";
- mapannounce "morocc","Thanks for delivering, " + strcharinfo(0) + "~!",bc_map;
+ mapannounce "morocc","Thanks for delivering, " + strcharinfo(PC_NAME) + "~!",bc_map;
close2;
cutin "Job_Black_hucke02",255;
end;
@@ -1171,7 +1171,7 @@ lighthalzen,209,80,4 script Krongast#BLS 4_M_JOB_KNIGHT2,{
mes "your receipt.";
mes "Thank you for";
mes "your business!";
- mapannounce "lighthalzen",strcharinfo(0)+"... Thank you for the delivery.",bc_map;
+ mapannounce "lighthalzen",strcharinfo(PC_NAME)+"... Thank you for the delivery.",bc_map;
close;
}
else if (BSMITH_Q == 14) {
@@ -1246,7 +1246,7 @@ payon,214,79,4 script Talpiz#BLS 1_M_ORIENT01,{
mes "your receipt.";
mes "I really appreciate";
mes "your hard work.";
- mapannounce "payon","Thanks, " +strcharinfo(0)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map;
+ mapannounce "payon","Thanks, " +strcharinfo(PC_NAME)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map;
close;
}
else if (BSMITH_Q == 14) {
@@ -1342,7 +1342,7 @@ hugel,168,183,1 script Bismarc#BLS 2_M_THIEFMASTER,{
mes "your receipt.";
mes "T-take it...!";
mes "It's yours!";
- mapannounce "hugel","Thanks, " +strcharinfo(0)+ ", for the delivery. You saved my life...",bc_map;
+ mapannounce "hugel","Thanks, " +strcharinfo(PC_NAME)+ ", for the delivery. You saved my life...",bc_map;
close;
}
else if (BSMITH_Q == 14) {
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
index 20ab68dbe..609ea56de 100644
--- a/npc/jobs/2-1/hunter.txt
+++ b/npc/jobs/2-1/hunter.txt
@@ -132,7 +132,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{
}
else if (BaseJob == Job_Hunter) {
mes "[Hunter Sherin]";
- mes "Oh~ " + strcharinfo(0) + "!!";
+ mes "Oh~ " + strcharinfo(PC_NAME) + "!!";
mes "Long time no see~ What brings you here? Did your Falcon run away or something?";
next;
mes "[Hunter Sherin]";
@@ -460,13 +460,13 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{
hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{
if (HNTR_Q == 2) {
mes "[Guild Receptionist]";
- mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(0) + ", correct?";
+ mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(PC_NAME) + ", correct?";
next;
.@selection = select("Yes, that is correct.", "Nope~~(heeheehee)");
if (.@selection == 2) {
mes "[Demon Hunter]";
mes "Hey, stop messing around.";
- mes "Your name is " + strcharinfo(0) + ", right?";
+ mes "Your name is " + strcharinfo(PC_NAME) + ", right?";
next;
if (select("Yes...", "Hehehe. I keep telling you, it's not~~") == 1) {
mes "[Demon Hunter]";
@@ -990,7 +990,7 @@ OnTouch:
mes "Okay. Do your best and become a great Hunter. Please enter the waiting room. If someone is already taking the test, you must wait until that person is done.";
close;
case 2:
- mapannounce "job_hunte",strcharinfo(0)+ " has resigned. Next person, please enter.",bc_map;
+ mapannounce "job_hunte",strcharinfo(PC_NAME)+ " has resigned. Next person, please enter.",bc_map;
mes "[Guide]";
mes "Very well. I'll send you to Payon. Hope to see you next time. Don't forget to save when you leave.";
// donpcevent "Waiting Room#hnt::OnStart";
@@ -1093,7 +1093,7 @@ OnMyMobDead:
end;
OnMyMobDead2:
- mapannounce "job_hunte",strcharinfo(0)+ "!! You made a mistake...Please try again.",bc_map;
+ mapannounce "job_hunte",strcharinfo(PC_NAME)+ "!! You made a mistake...Please try again.",bc_map;
HNTR_Q = 13;
warp "job_hunte",176,22;
donpcevent "Manager#hnt::OnReset";
@@ -1254,137 +1254,137 @@ job_hunte,52,140,0 script 1-1::HntTrap FAKE_NPC,0,1,{
OnTouch:
switch(rand(200)) {
default:
- case 1: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
- case 2: mapannounce "job_hunte",strcharinfo(0) + ", yes you! Go back and start over!",bc_map; break;
- case 3: mapannounce "job_hunte",strcharinfo(0) + " has failed!...well...you will if you don't start over...",bc_map; break;
- case 4: mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; break;
- case 5: mapannounce "job_hunte",strcharinfo(0) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break;
- case 6: mapannounce "job_hunte",strcharinfo(0) + ", what are you doing!? Go back and do it again!",bc_map; break;
- case 7: mapannounce "job_hunte",strcharinfo(0) + ", come on! You can do better then this!! Try again!",bc_map; break;
- case 8: mapannounce "job_hunte",strcharinfo(0) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break;
- case 9: mapannounce "job_hunte",strcharinfo(0) + ", fail, fail, fail... Go back to where you started!",bc_map; break;
- case 10: mapannounce "job_hunte",strcharinfo(0) + "... aww~ Try again! You can do it!",bc_map; break;
- case 11: mapannounce "job_hunte",strcharinfo(0) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break;
- case 12: mapannounce "job_hunte",strcharinfo(0) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break;
- case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(0) + " and now you're mine! Go start over now.",bc_map; break;
- case 14: mapannounce "job_hunte",strcharinfo(0) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break;
- case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(0) + "! dont step there, squawk~ Start over.",bc_map; break;
- case 16: mapannounce "job_hunte",strcharinfo(0) + ", another archer down. 3 more to go!",bc_map; break;
- case 17: mapannounce "job_hunte",strcharinfo(0) + ", have you got what it takes? Then try again.",bc_map; break;
- case 18: mapannounce "job_hunte","Alas, " + strcharinfo(0) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break;
- case 19: mapannounce "job_hunte",strcharinfo(0) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break;
- case 20: mapannounce "job_hunte","No.... " + strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
- case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(0) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break;
- case 22: mapannounce "job_hunte","Sorry " + strcharinfo(0) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break;
- case 23: mapannounce "job_hunte",strcharinfo(0) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break;
- case 24: mapannounce "job_hunte",strcharinfo(0) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break;
- case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(0) + ", go back to start.",bc_map; break;
- case 26: mapannounce "job_hunte",strcharinfo(0) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break;
- case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(0) + ". This time show me for real.",bc_map; break;
- case 28: mapannounce "job_hunte",strcharinfo(0) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break;
- case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(0) + ", you have to start over.",bc_map; break;
- case 30: mapannounce "job_hunte",strcharinfo(0) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break;
- case 31: mapannounce "job_hunte",strcharinfo(0) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break;
- case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(0) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break;
- case 33: mapannounce "job_hunte",strcharinfo(0) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break;
- case 34: mapannounce "job_hunte","Stop " + strcharinfo(0) + "! For stepping on that trap, I shall punish you!",bc_map; break;
- case 35: mapannounce "job_hunte",strcharinfo(0) + ", I'll be back. . . I hope you will too.",bc_map; break;
- case 36: mapannounce "job_hunte",strcharinfo(0) + ", Come with me if you want to live. . to the starting point.",bc_map; break;
- case 37: mapannounce "job_hunte",strcharinfo(0) + ", my... precious! Go back to the starting point.",bc_map; break;
- case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(0) + "!! Not that way...Back to the starting point it is.",bc_map; break;
- case 39: mapannounce "job_hunte",strcharinfo(0) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break;
- case 40: mapannounce "job_hunte",strcharinfo(0) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break;
- case 41: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break;
- case 42: mapannounce "job_hunte","Fear not " + strcharinfo(0) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break;
- case 43: mapannounce "job_hunte",strcharinfo(0) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break;
+ case 1: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
+ case 2: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", yes you! Go back and start over!",bc_map; break;
+ case 3: mapannounce "job_hunte",strcharinfo(PC_NAME) + " has failed!...well...you will if you don't start over...",bc_map; break;
+ case 4: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has failed me! Go back to where you started!",bc_map; break;
+ case 5: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break;
+ case 6: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what are you doing!? Go back and do it again!",bc_map; break;
+ case 7: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", come on! You can do better then this!! Try again!",bc_map; break;
+ case 8: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break;
+ case 9: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", fail, fail, fail... Go back to where you started!",bc_map; break;
+ case 10: mapannounce "job_hunte",strcharinfo(PC_NAME) + "... aww~ Try again! You can do it!",bc_map; break;
+ case 11: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break;
+ case 12: mapannounce "job_hunte",strcharinfo(PC_NAME) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break;
+ case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(PC_NAME) + " and now you're mine! Go start over now.",bc_map; break;
+ case 14: mapannounce "job_hunte",strcharinfo(PC_NAME) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break;
+ case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(PC_NAME) + "! dont step there, squawk~ Start over.",bc_map; break;
+ case 16: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", another archer down. 3 more to go!",bc_map; break;
+ case 17: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", have you got what it takes? Then try again.",bc_map; break;
+ case 18: mapannounce "job_hunte","Alas, " + strcharinfo(PC_NAME) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break;
+ case 19: mapannounce "job_hunte",strcharinfo(PC_NAME) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break;
+ case 20: mapannounce "job_hunte","No.... " + strcharinfo(PC_NAME) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
+ case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(PC_NAME) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break;
+ case 22: mapannounce "job_hunte","Sorry " + strcharinfo(PC_NAME) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break;
+ case 23: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break;
+ case 24: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break;
+ case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(PC_NAME) + ", go back to start.",bc_map; break;
+ case 26: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break;
+ case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(PC_NAME) + ". This time show me for real.",bc_map; break;
+ case 28: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break;
+ case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(PC_NAME) + ", you have to start over.",bc_map; break;
+ case 30: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break;
+ case 31: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break;
+ case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(PC_NAME) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break;
+ case 33: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break;
+ case 34: mapannounce "job_hunte","Stop " + strcharinfo(PC_NAME) + "! For stepping on that trap, I shall punish you!",bc_map; break;
+ case 35: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'll be back. . . I hope you will too.",bc_map; break;
+ case 36: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", Come with me if you want to live. . to the starting point.",bc_map; break;
+ case 37: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", my... precious! Go back to the starting point.",bc_map; break;
+ case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(PC_NAME) + "!! Not that way...Back to the starting point it is.",bc_map; break;
+ case 39: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break;
+ case 40: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break;
+ case 41: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break;
+ case 42: mapannounce "job_hunte","Fear not " + strcharinfo(PC_NAME) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break;
+ case 43: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break;
case 44: mapannounce "job_hunte"," Tip of the day: Do not step on the traps. You will be returned to the starting point.",bc_map; break;
- case 45: mapannounce "job_hunte",strcharinfo(0) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(0) + ".",bc_map; break;
- case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(0) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break;
- case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(0) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break;
- case 48: mapannounce "job_hunte",strcharinfo(0) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break;
- case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(0) + ", you can go back to the starting point.",bc_map; break;
- case 50: mapannounce "job_hunte"," My word, " + strcharinfo(0) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break;
- case 51: mapannounce "job_hunte",strcharinfo(0) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break;
- case 52: mapannounce "job_hunte",strcharinfo(0) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break;
- case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(0) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break;
- case 54: mapannounce "job_hunte","Hi " + strcharinfo(0) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break;
- case 55: mapannounce "job_hunte",strcharinfo(0) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break;
- case 56: mapannounce "job_hunte",strcharinfo(0) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break;
- case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(0) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break;
- case 58: mapannounce "job_hunte","Oh, " + strcharinfo(0) + ".. You can do better. Try again!",bc_map; break;
- case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(0) + ", your mommy is waiting for you at the checkout line.",bc_map; break;
- case 60: mapannounce "job_hunte",strcharinfo(0) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break;
- case 61: mapannounce "job_hunte",strcharinfo(0) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break;
- case 62: mapannounce "job_hunte",strcharinfo(0) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break;
- case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(0) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break;
- case 64: mapannounce "job_hunte",strcharinfo(0) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break;
- case 65: mapannounce "job_hunte",strcharinfo(0) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break;
- case 66: mapannounce "job_hunte",strcharinfo(0) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break;
- case 67: mapannounce "job_hunte",strcharinfo(0) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break;
- case 68: mapannounce "job_hunte",strcharinfo(0) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break;
- case 69: mapannounce "job_hunte",strcharinfo(0) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break;
- case 70: mapannounce "job_hunte",strcharinfo(0) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break;
- case 71: mapannounce "job_hunte",strcharinfo(0) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break;
- case 72: mapannounce "job_hunte",strcharinfo(0) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break;
- case 73: mapannounce "job_hunte",strcharinfo(0) + ", try not. Do or do not. There is no try.",bc_map; break;
- case 74: mapannounce "job_hunte",strcharinfo(0) + ", that is why you fail. Now try again!",bc_map; break;
- case 75: mapannounce "job_hunte",strcharinfo(0) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break;
- case 76: mapannounce "job_hunte",strcharinfo(0) + ", you are beaten. It is useless to resist.",bc_map; break;
- case 77: mapannounce "job_hunte",strcharinfo(0) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break;
- case 78: mapannounce "job_hunte",strcharinfo(0) + ", your overconfidence is your weakness.",bc_map; break;
- case 79: mapannounce "job_hunte",strcharinfo(0) + ", watch your step. This place can be a little rough.",bc_map; break;
- case 80: mapannounce "job_hunte",strcharinfo(0) + ", oh I told you it was dangerous here.",bc_map; break;
- case 81: mapannounce "job_hunte",strcharinfo(0) + ", everything is proceeding as I have foreseen.",bc_map; break;
- case 82: mapannounce "job_hunte",strcharinfo(0) + ", you should have not come back.",bc_map; break;
- case 83: mapannounce "job_hunte",strcharinfo(0) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break;
- case 84: mapannounce "job_hunte",strcharinfo(0) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break;
- case 85: mapannounce "job_hunte",strcharinfo(0) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break;
- case 86: mapannounce "job_hunte",strcharinfo(0) + ", defeat does not exist here, does it?!",bc_map; break;
- case 87: mapannounce "job_hunte",strcharinfo(0) + ", concentrate. Focus your powers!",bc_map; break;
- case 88: mapannounce "job_hunte",strcharinfo(0) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break;
- case 89: mapannounce "job_hunte",strcharinfo(0) + ", you're just stalling now.",bc_map; break;
- case 90: mapannounce "job_hunte",strcharinfo(0) + ", life isn't always fair.",bc_map; break;
- case 91: mapannounce "job_hunte",strcharinfo(0) + ".... Uhhh...it's not OUR fault....",bc_map; break;
- case 92: mapannounce "job_hunte",strcharinfo(0) + ", survivability takes priority.",bc_map; break;
- case 93: mapannounce "job_hunte",strcharinfo(0) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break;
- case 94: mapannounce "job_hunte",strcharinfo(0) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break;
- case 95: mapannounce "job_hunte",strcharinfo(0) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break;
- case 96: mapannounce "job_hunte",strcharinfo(0) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break;
- case 97: mapannounce "job_hunte",strcharinfo(0) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break;
- case 98: mapannounce "job_hunte",strcharinfo(0) + ", don't give up the ghost! Just be more careful...",bc_map; break;
- case 99: mapannounce "job_hunte",strcharinfo(0) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break;
- case 100: mapannounce "job_hunte",strcharinfo(0) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break;
- case 101: mapannounce "job_hunte",strcharinfo(0) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break;
- case 102: mapannounce "job_hunte",strcharinfo(0) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break;
- case 103: mapannounce "job_hunte",strcharinfo(0) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break;
- case 104: mapannounce "job_hunte",strcharinfo(0) + ", ....Chii?",bc_map; break;
- case 105: mapannounce "job_hunte",strcharinfo(0) + ", Mine! Mine! Mine! Mine!",bc_map; break;
- case 106: mapannounce "job_hunte",strcharinfo(0) + ", it's time to duel!",bc_map; break;
- case 107: mapannounce "job_hunte",strcharinfo(0) + ", I choose you!...wait... uagh...not you!...",bc_map; break;
- case 108: mapannounce "job_hunte",strcharinfo(0) + ", this isn't the time to be complimenting it!",bc_map; break;
- case 109: mapannounce "job_hunte",strcharinfo(0) + "...Oh great, what else could go wrong today?",bc_map; break;
- case 110: mapannounce "job_hunte",strcharinfo(0) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break;
- case 111: mapannounce "job_hunte",strcharinfo(0) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break;
- case 112: mapannounce "job_hunte",strcharinfo(0) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break;
- case 113: mapannounce "job_hunte",strcharinfo(0) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break;
- case 114: mapannounce "job_hunte",strcharinfo(0) + ", you must forget about your past for the sake of your own happiness.",bc_map; break;
- case 115: mapannounce "job_hunte",strcharinfo(0) + ", if you can fool your friends, you can fool your enemies.",bc_map; break;
- case 116: mapannounce "job_hunte",strcharinfo(0) + ", this world is made up of love and peace!",bc_map; break;
- case 117: mapannounce "job_hunte",strcharinfo(0) + ", if you fail, you must drink this.....*evil grin*",bc_map; break;
- case 118: mapannounce "job_hunte",strcharinfo(0) + ", don't say we didn't warn you!",bc_map; break;
- case 119: mapannounce "job_hunte",strcharinfo(0) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break;
- case 120: mapannounce "job_hunte",strcharinfo(0) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break;
- case 121: mapannounce "job_hunte",strcharinfo(0) + ", how you like me now? That's right, that was MY trap!",bc_map; break;
- case 122: mapannounce "job_hunte",strcharinfo(0) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break;
- case 123: mapannounce "job_hunte",strcharinfo(0) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break;
- case 124: mapannounce "job_hunte",strcharinfo(0) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break;
- case 125: mapannounce "job_hunte",strcharinfo(0) + "...not smooth, dude. Go for it again, one more time!",bc_map; break;
- case 126: mapannounce "job_hunte",strcharinfo(0) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break;
- case 127: mapannounce "job_hunte",strcharinfo(0) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break;
- case 128: mapannounce "job_hunte",strcharinfo(0) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break;
- case 129: mapannounce "job_hunte",strcharinfo(0) + ", don't give up! The world still needs you!",bc_map; break;
- case 130: mapannounce "job_hunte",strcharinfo(0) + ", it's okay to cry. Just not too loudly.",bc_map; break;
- case 131: mapannounce "job_hunte",strcharinfo(0) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break;
+ case 45: mapannounce "job_hunte",strcharinfo(PC_NAME) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(PC_NAME) + ".",bc_map; break;
+ case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(PC_NAME) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break;
+ case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(PC_NAME) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break;
+ case 48: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break;
+ case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(PC_NAME) + ", you can go back to the starting point.",bc_map; break;
+ case 50: mapannounce "job_hunte"," My word, " + strcharinfo(PC_NAME) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break;
+ case 51: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break;
+ case 52: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break;
+ case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(PC_NAME) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break;
+ case 54: mapannounce "job_hunte","Hi " + strcharinfo(PC_NAME) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break;
+ case 55: mapannounce "job_hunte",strcharinfo(PC_NAME) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break;
+ case 56: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break;
+ case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(PC_NAME) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break;
+ case 58: mapannounce "job_hunte","Oh, " + strcharinfo(PC_NAME) + ".. You can do better. Try again!",bc_map; break;
+ case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(PC_NAME) + ", your mommy is waiting for you at the checkout line.",bc_map; break;
+ case 60: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break;
+ case 61: mapannounce "job_hunte",strcharinfo(PC_NAME) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break;
+ case 62: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break;
+ case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(PC_NAME) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break;
+ case 64: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break;
+ case 65: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break;
+ case 66: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break;
+ case 67: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break;
+ case 68: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break;
+ case 69: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break;
+ case 70: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break;
+ case 71: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break;
+ case 72: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break;
+ case 73: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", try not. Do or do not. There is no try.",bc_map; break;
+ case 74: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", that is why you fail. Now try again!",bc_map; break;
+ case 75: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break;
+ case 76: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you are beaten. It is useless to resist.",bc_map; break;
+ case 77: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break;
+ case 78: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", your overconfidence is your weakness.",bc_map; break;
+ case 79: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", watch your step. This place can be a little rough.",bc_map; break;
+ case 80: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", oh I told you it was dangerous here.",bc_map; break;
+ case 81: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", everything is proceeding as I have foreseen.",bc_map; break;
+ case 82: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you should have not come back.",bc_map; break;
+ case 83: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break;
+ case 84: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break;
+ case 85: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break;
+ case 86: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", defeat does not exist here, does it?!",bc_map; break;
+ case 87: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", concentrate. Focus your powers!",bc_map; break;
+ case 88: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break;
+ case 89: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you're just stalling now.",bc_map; break;
+ case 90: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", life isn't always fair.",bc_map; break;
+ case 91: mapannounce "job_hunte",strcharinfo(PC_NAME) + ".... Uhhh...it's not OUR fault....",bc_map; break;
+ case 92: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", survivability takes priority.",bc_map; break;
+ case 93: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break;
+ case 94: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break;
+ case 95: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break;
+ case 96: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break;
+ case 97: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break;
+ case 98: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't give up the ghost! Just be more careful...",bc_map; break;
+ case 99: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break;
+ case 100: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break;
+ case 101: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break;
+ case 102: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break;
+ case 103: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break;
+ case 104: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", ....Chii?",bc_map; break;
+ case 105: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", Mine! Mine! Mine! Mine!",bc_map; break;
+ case 106: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's time to duel!",bc_map; break;
+ case 107: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I choose you!...wait... uagh...not you!...",bc_map; break;
+ case 108: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this isn't the time to be complimenting it!",bc_map; break;
+ case 109: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...Oh great, what else could go wrong today?",bc_map; break;
+ case 110: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break;
+ case 111: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break;
+ case 112: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break;
+ case 113: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break;
+ case 114: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you must forget about your past for the sake of your own happiness.",bc_map; break;
+ case 115: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you can fool your friends, you can fool your enemies.",bc_map; break;
+ case 116: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this world is made up of love and peace!",bc_map; break;
+ case 117: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you fail, you must drink this.....*evil grin*",bc_map; break;
+ case 118: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't say we didn't warn you!",bc_map; break;
+ case 119: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break;
+ case 120: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break;
+ case 121: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", how you like me now? That's right, that was MY trap!",bc_map; break;
+ case 122: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break;
+ case 123: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break;
+ case 124: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break;
+ case 125: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...not smooth, dude. Go for it again, one more time!",bc_map; break;
+ case 126: mapannounce "job_hunte",strcharinfo(PC_NAME) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break;
+ case 127: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break;
+ case 128: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break;
+ case 129: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't give up! The world still needs you!",bc_map; break;
+ case 130: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's okay to cry. Just not too loudly.",bc_map; break;
+ case 131: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break;
}
HNTR_Q = 13;
warp "job_hunte",176,22;
@@ -1621,7 +1621,7 @@ job_hunte,65,92,0 duplicate(HntTrap) 57-3 FAKE_NPC,0,0
job_hunte,65,93,0 script 57-4::HntTrap2 FAKE_NPC,{
OnTouch:
- mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map;
+ mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has failed me! Go back to where you started!",bc_map;
HNTR_Q = 13;
warp "job_hunte",176,22;
donpcevent "Manager#hnt::OnReset";
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index 6914065dc..b5afe995d 100644
--- a/npc/jobs/2-1/knight.txt
+++ b/npc/jobs/2-1/knight.txt
@@ -138,7 +138,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{
setquest 9000;
mes "Let me see...";
mes "Your name is";
- mes strcharinfo(0) + "...";
+ mes strcharinfo(PC_NAME) + "...";
mes "Is that right?";
next;
mes "[Captain Herman]";
@@ -180,7 +180,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{
}
else if (KNIGHT_Q == 1) {
mes "Mmm?";
- mes strcharinfo(0) + ",";
+ mes strcharinfo(PC_NAME) + ",";
mes "what can I do for you?";
mes "Ah, you don't know";
mes "who to visit?";
@@ -450,7 +450,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{
}
L_Mission:
mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
+ mes "Swordman " + strcharinfo(PC_NAME) + ".";
mes "How are the tests?";
if (getarg(0)) {
mes "Ah~ You do not know";
@@ -529,7 +529,7 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{
mes "You wish";
mes "to become a Knight.";
mes "Your name is";
- mes strcharinfo(0) + ",";
+ mes strcharinfo(PC_NAME) + ",";
mes "correct?";
next;
mes "[Sir Andrew]";
@@ -755,7 +755,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
mes "[Sir Siracuse]";
mes "Let's see...";
mes "Your name was";
- mes strcharinfo(0) + ".";
+ mes strcharinfo(PC_NAME) + ".";
next;
mes "[Sir Siracuse]";
mes "But, before you come to me, you must visit the others. The way";
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
index b3cd7167b..fa33215d6 100644
--- a/npc/jobs/2-1/priest.txt
+++ b/npc/jobs/2-1/priest.txt
@@ -63,9 +63,9 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{
mes "[Bishop Paul]";
mes "Ah...";
if (Sex == SEX_MALE)
- mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
+ mes "It is good to see you again, Brother " + strcharinfo(PC_NAME) + ". Once again, God's grace has caused our paths to cross.";
else
- mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me.";
+ mes "It is good to see you once again, Sister " + strcharinfo(PC_NAME) + ". The grace of God has brought you once more before me.";
next;
mes "[Bishop Paul]";
mes "I'm pleased to see that you are continuing to lead the children of God on the right path. Is there anything I can help you with today?";
@@ -258,9 +258,9 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{
setquest 8009;
mes "[Bishop Paul]";
if (Sex == SEX_MALE)
- 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) + ".";
+ 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(PC_NAME) + ".";
else
- mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + ".";
+ mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(PC_NAME) + ".";
next;
mes "[Bishop Paul]";
mes "For the First Trial, you will make a pilgrimage, and visit three acscetic Priests in a specific order.";
@@ -672,9 +672,9 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{
next;
mes "[Sister Cecilia]";
if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(0) +"...";
+ mes "Brother "+ strcharinfo(PC_NAME) +"...";
else
- mes "Sister "+ strcharinfo(0) +"...";
+ mes "Sister "+ strcharinfo(PC_NAME) +"...";
mes "The spiritual training is much more difficult than the pilgrimage, but I believe in you.";
next;
mes "[Sister Cecilia]";
@@ -718,16 +718,16 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{
next;
mes "[Sister Cecilia]";
if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(0) +"...";
+ mes "Brother "+ strcharinfo(PC_NAME) +"...";
else
- mes "Sister "+ strcharinfo(0) +"...";
+ mes "Sister "+ strcharinfo(PC_NAME) +"...";
mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
next;
mes "[Sister Cecilia]";
if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(0) +",";
+ mes "Brother "+ strcharinfo(PC_NAME) +",";
else
- mes "Sister "+ strcharinfo(0) +",";
+ mes "Sister "+ strcharinfo(PC_NAME) +",";
mes "Are you willing";
mes "to give your life to God?";
next;
@@ -816,9 +816,9 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{
}
mes "[Sister Cecilia]";
if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(0) +"...";
+ mes "Brother "+ strcharinfo(PC_NAME) +"...";
else
- mes "Sister "+ strcharinfo(0) +"...";
+ mes "Sister "+ strcharinfo(PC_NAME) +"...";
mes "You have demonstrated your devotion to God. Will you swear to adhere to his teachings for the rest of your days?";
next;
if (select("I do.", "No.") == 1) {
@@ -861,9 +861,9 @@ job_prist,24,187,4 script Peter S. Alberto 4_M_MINISTER,{
if (BaseJob == Job_Priest) {
mes "Welcome!";
if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(0) +"!";
+ mes "Brother "+ strcharinfo(PC_NAME) +"!";
else
- mes "Sister "+ strcharinfo(0) +"!";
+ mes "Sister "+ strcharinfo(PC_NAME) +"!";
mes "So good to see you again!";
next;
mes "[Father Peter]";
@@ -1049,9 +1049,9 @@ job_prist,23,187,1 script Peter S. Alberto#2 4_M_MINISTER,{
if (BaseJob == Job_Priest) {
mes "Welcome!";
if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(0) +"!";
+ mes "Brother "+ strcharinfo(PC_NAME) +"!";
else
- mes "Sister "+ strcharinfo(0) +"!";
+ mes "Sister "+ strcharinfo(PC_NAME) +"!";
mes "So good to see you!";
next;
mes "[Father Peter]";
@@ -1562,7 +1562,7 @@ OnTouch:
mes "Greetings.";
next;
mes "[Baphomet]";
- mes "..."+ strcharinfo(0) +".";
+ mes "..."+ strcharinfo(PC_NAME) +".";
next;
mes "[Baphomet]";
mes "Yes, human,";
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
index be8192762..40721b064 100644
--- a/npc/jobs/2-1/wizard.txt
+++ b/npc/jobs/2-1/wizard.txt
@@ -132,7 +132,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{
}
mes "[Catherine]";
mes "Very well then, I accept your application.";
- mes "Your name is..." + strcharinfo(0) + ", isn't it? I am not sure if I pronounced it correctly?";
+ mes "Your name is..." + strcharinfo(PC_NAME) + ", isn't it? I am not sure if I pronounced it correctly?";
next;
mes "[Catherine]";
mes "The Wizard job change quest is divided into 3 parts.";
@@ -1132,7 +1132,7 @@ OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
++WIZ_Q2;
- mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map;
+ mapannounce "job_wiz",strcharinfo(PC_NAME)+" has succeeded in eliminating the monsters.",bc_map;
donpcevent "Room of Water#Door::OnEnable";
stopnpctimer;
}
@@ -1219,7 +1219,7 @@ OnDisable:
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
- mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map;
+ mapannounce "job_wiz",strcharinfo(PC_NAME)+" has succeeded in eliminating the monsters.",bc_map;
percentheal 100,100;
warp "job_wiz",116,97;
donpcevent "Room of Water#Door::OnDisable";
@@ -1266,7 +1266,7 @@ OnInit:
end;
OnTouch:
- mapannounce "job_wiz",strcharinfo(0)+" has not succeeded.",bc_map;
+ mapannounce "job_wiz",strcharinfo(PC_NAME)+" has not succeeded.",bc_map;
warp "geffen",120,110;
end;
}
@@ -1304,7 +1304,7 @@ OnDisable:
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
- mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map;
+ mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monsters.",bc_map;
donpcevent "Room of Earth#Door::OnEnable";
stopnpctimer;
}
@@ -1396,7 +1396,7 @@ OnDisable:
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
- mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monster.",bc_map;
+ mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monster.",bc_map;
percentheal 100,100;
warp "job_wiz",46,99;
donpcevent "Room of Earth#Door::OnDisable";
@@ -1443,7 +1443,7 @@ OnInit:
end;
OnTouch:
- mapannounce "job_wiz",strcharinfo(0) + " has not succeeded.",bc_map;
+ mapannounce "job_wiz",strcharinfo(PC_NAME) + " has not succeeded.",bc_map;
warp "geffen",120,110;
end;
}
@@ -1479,7 +1479,7 @@ OnDisable:
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
- mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map;
+ mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monsters.",bc_map;
donpcevent "Room of Fire#Door::OnEnable";
stopnpctimer;
}
@@ -1569,7 +1569,7 @@ OnDisable:
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
- mapannounce "job_wiz","Congratulations, " + strcharinfo(0) + ". You have passed the job change test.",bc_map;
+ mapannounce "job_wiz","Congratulations, " + strcharinfo(PC_NAME) + ". You have passed the job change test.",bc_map;
WIZ_Q = 7;
changequest 9017,9018;
donpcevent "Room of Fire#Door::OnDisable";
diff --git a/npc/jobs/2-1e/StarGladiator.txt b/npc/jobs/2-1e/StarGladiator.txt
index b48011dad..9963eaf48 100644
--- a/npc/jobs/2-1e/StarGladiator.txt
+++ b/npc/jobs/2-1e/StarGladiator.txt
@@ -53,8 +53,8 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{
mes "Alright, kid.";
mes "What's your name?";
next;
- mes "[" + strcharinfo(0) + "]";
- mes "" + strcharinfo(0) + ".";
+ mes "[" + strcharinfo(PC_NAME) + "]";
+ mes "" + strcharinfo(PC_NAME) + ".";
next;
mes "[Moohyun]";
mes "Geez, you're so direct.";
@@ -69,7 +69,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{
mes "set on it, why don't you become";
mes "a ^4D4DFFwarrior of the Sun, the Moon,^FFFFFF ^4D4DFF and the Stars^000000? Just consider it.";
next;
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Warrior of the wha--?";
mes "I've never heard of that";
mes "job. But I do know I can";
@@ -222,7 +222,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{
mes "your life seems hopeless?";
next;
if (select("I will not give up!", "I... I don't know?") == 1) {
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "I will not give up!";
mes "I'll make my dreams";
mes "come true, no matter";
@@ -376,7 +376,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{
if (Class == Job_Taekwon) {
if (STGL_Q == 1) {
mes "[Moogang]";
- mes ""+ strcharinfo(0) + "...";
+ mes ""+ strcharinfo(PC_NAME) + "...";
mes "I have been expecting you.";
mes "Moohyun has told me about";
mes "your arrival and your desire";
@@ -656,21 +656,21 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{
mes "Yes, I can see it in your eyes.";
mes "So tell me, what did you learn?";
next;
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "I can feel the bond between";
mes "the Sun, the Moon and the";
mes "Stars. They all give light,";
mes "but their different shades";
mes "bestow different gifts.";
next;
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "The sun gives glorious";
mes "warmth and is the wellspring";
mes "of life. Moonlight is gentle and gives comfort. The twinkling";
mes "of stars gives hope in even";
mes "the darkest of nights.";
next;
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "I also know the Sun's";
mes "scorching, destructive";
mes "heat, the loneliness of";
@@ -678,7 +678,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{
mes "of the Stars. I now understand";
mes "the spectrum of the cosmos!";
next;
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "The combined rage of the";
mes "cosmos can summon a ";
mes "demon of utter darkness.";
@@ -733,7 +733,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{
mes "considered becoming...";
mes "Um... No. Wait. Hmmm...";
next;
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Huh...?";
next;
mes "[Moogang]";
@@ -784,7 +784,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{
mes "feel like going to any of";
mes "those places, just come";
mes "and talk to me. Goodbye";
- mes "for now, "+strcharinfo(0)+"~";
+ mes "for now, "+strcharinfo(PC_NAME)+"~";
close;
case 2:
mes "[Moogang]";
diff --git a/npc/jobs/2-2/alchemist.txt b/npc/jobs/2-2/alchemist.txt
index 3de0af508..d5edd8bf2 100644
--- a/npc/jobs/2-2/alchemist.txt
+++ b/npc/jobs/2-2/alchemist.txt
@@ -57,7 +57,7 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{
}
if (BaseJob != Job_Merchant) {
if (BaseJob == Job_Alchemist) {
- mesf("Welcome, %s.", strcharinfo(0));
+ mesf("Welcome, %s.", strcharinfo(PC_NAME));
mes "The Alchemist Union\r"
"is busy today, like always.";
next;
@@ -199,7 +199,7 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{
mes "Please sign\r"
"the application.";
next;
- select(strcharinfo(0));
+ select(strcharinfo(PC_NAME));
mes "[Parmy Gianino]";
mes "Good, good. Now, if you have\r"
"the Zeny for your application fee ready, I will tell you which items you will "
@@ -218,7 +218,7 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{
mes "Let's see.";
mesf("%s\r"
"needs to bring...",
- strcharinfo(0));
+ strcharinfo(PC_NAME));
switch(rand(1,3)) {
case 1:
ALCH_Q = 1;
diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt
index d3afbd9d1..1857539a5 100644
--- a/npc/jobs/2-2/crusader.txt
+++ b/npc/jobs/2-2/crusader.txt
@@ -145,7 +145,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
next;
mes "[Michael Halig]";
mes "Your name is";
- mes "" + strcharinfo(0) + "...?";
+ mes "" + strcharinfo(PC_NAME) + "...?";
mes "Let's see...";
next;
if (countitem(Patriotism_Marks) && countitem(Sacred_Marks)) {
@@ -368,7 +368,7 @@ prt_castle,164,32,1 script Man in Anguish 4_M_JOB_KNIGHT1,{
next;
mes "[Murnak Mijoul]";
mes "Your name is";
- mes "" + strcharinfo(0) + "...?";
+ mes "" + strcharinfo(PC_NAME) + "...?";
mes "Let me take";
mes "a look at your face.";
next;
@@ -732,7 +732,7 @@ prt_church,95,127,3 script Crusader 4_F_CRU,{
mes "look at your results.";
next;
mes "[Gabriel Valentine]";
- mes " " + strcharinfo(0) + "'s score";
+ mes " " + strcharinfo(PC_NAME) + "'s score";
mes "is " + .@cru_t + " points...";
if(.@cru_t == 100) {
CRUS_Q = 8;
@@ -1384,7 +1384,7 @@ OnInit:
end;
OnTouch:
- monster "job_cru",168,150,strcharinfo(0),1036,1,"Monster Summon#cr4-a::OnDead";
+ monster "job_cru",168,150,strcharinfo(PC_NAME),1036,1,"Monster Summon#cr4-a::OnDead";
donpcevent "Monster Summon#cr4::OnEnd";
end;
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt
index 9aa3f3d5f..f0ff55d94 100644
--- a/npc/jobs/2-2/dancer.txt
+++ b/npc/jobs/2-2/dancer.txt
@@ -194,7 +194,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Your name is";
- mes "" + strcharinfo(0) + "?";
+ mes "" + strcharinfo(PC_NAME) + "?";
mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?";
close2;
cutin "",255;
@@ -560,7 +560,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "6. Who is the most";
mes "beautiful dancer?";
next;
- switch(select(strcharinfo(0), "Bijou", "Aile", "Bonjour")) {
+ switch(select(strcharinfo(PC_NAME), "Bijou", "Aile", "Bonjour")) {
case 1:
mes "[Bijou]";
mes "...";
@@ -653,7 +653,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "7. Who is the most";
mes "graceful dancer?";
next;
- switch(select(strcharinfo(0), "Bijou", "Isis", "Mercy Bokou")) {
+ switch(select(strcharinfo(PC_NAME), "Bijou", "Isis", "Mercy Bokou")) {
case 1:
mes "[Bijou]";
mes "...";
@@ -728,7 +728,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "5. Of the following,";
mes "who dances most beautifully?";
next;
- switch(select(strcharinfo(0), "Bijou", "Isis", "Guton Tak")) {
+ switch(select(strcharinfo(PC_NAME), "Bijou", "Isis", "Guton Tak")) {
case 1:
mes "[Bijou]";
mes "...";
@@ -1309,7 +1309,7 @@ OnEnable:
- script dancestep::StepTrigger FAKE_NPC,1,1,{
OnTouch:
donpcevent "Backdancer#1::OnOmg";
- mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
+ mapannounce "job_duncer"," " + strcharinfo(PC_NAME) + ", you lack rhythm... Your timing was too late!",bc_map;
DANC_Q = 8;
donpcevent "Bijou#dance_timer::OnDisable";
donpcevent "Waiting Room#dance::OnEnable";
diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt
index 95360f295..442014649 100644
--- a/npc/jobs/2-2/monk.txt
+++ b/npc/jobs/2-2/monk.txt
@@ -77,13 +77,13 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
end;
}
mes "[Tohobu]";
- mes "Hmm... " + strcharinfo(0) + " is your name?";
+ mes "Hmm... " + strcharinfo(PC_NAME) + " is your name?";
mes "...did I say it right?";
mes "Okay, and your job level is " + JobLevel + " correct?";
next;
mes "[Tohobu]";
mes "Very well... why have you come here";
- mes "" + strcharinfo(0) + "?";
+ mes "" + strcharinfo(PC_NAME) + "?";
next;
switch(select("To visit and learn about monks.", "I wish to become a monk...", "I'm tired and need to rest...")) {
case 1:
@@ -223,13 +223,13 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
end;
}
mes "[Tohobu]";
- mes "Hmm... " + strcharinfo(0) + " is your name?";
+ mes "Hmm... " + strcharinfo(PC_NAME) + " is your name?";
mes "...did I say it right?";
mes "Okay, and your job level is " + JobLevel + " correct?";
next;
mes "[Tohobu]";
mes "Okay, Now, why have you come here";
- mes "" + strcharinfo(0) + "?";
+ mes "" + strcharinfo(PC_NAME) + "?";
next;
switch(select("To visit and learn about monks.", "I wish to become a monk...", "I'm tired and need to rest...")) {
case 1:
@@ -840,10 +840,10 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "And relax your body.......";
next;
- mes "["+ strcharinfo(0) +"]";
+ mes "["+ strcharinfo(PC_NAME) +"]";
mes "^00CCCC- You breathe in deeply -^000000";
next;
- mes "["+ strcharinfo(0) +"]";
+ mes "["+ strcharinfo(PC_NAME) +"]";
mes "^CC0000- You feel fingers poking you all over your body with swiftness -^000000";
next;
mes "[Sensei Moohae]";
@@ -1066,50 +1066,50 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
if (MONK_Q == 10) {
mes "[Touha]";
mes "Ok, that is all. Now repeat what I have spoken.";
- mes "" + strcharinfo(0) + ", your turn.";
+ mes "" + strcharinfo(PC_NAME) + ", your turn.";
next;
}
if (MONK_Q == 11) {
switch(select("shall hold true", "We monks", "and will help protect others", "through the teachings", "In nomine Patris, et Filii", "to what we believe", "I seek the path", "we learn through our lives.", "et Spiritus Sancti.", "of enlightenment.")) {
case 1:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "shall hold true";
break;
case 2:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "We monks";
break;
case 3:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "and will help protect others";
break;
case 4:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "through the teachings";
break;
case 5:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "In nomine Patris, et Filii";
break;
case 6:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "to what we believe";
break;
case 7:
.@monk_t += 10;
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "I seek the path";
break;
case 8:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "we learn through our lives.";
break;
case 9:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "et Spiritus Sancti.";
break;
case 10:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "of enlightenment.";
break;
}
@@ -1253,44 +1253,44 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
else if (MONK_Q == 12) {
switch(select("I will follow my path", "veritas and aequitas.", "to enlightenment and purity.", "I commit myself to", "I will protect my", "victorious while I breathe.", "brothers with my life.", "Evil shall never be", "In nomine Patris, et Filii", "et Spiritus Sancti.")) {
case 1:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "I will follow my path";
break;
case 2:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "veritas and aequitas.";
break;
case 3:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "to enlightenment and purity.";
break;
case 4:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
.@monk_t += 10;
mes "I commit myself to";
break;
case 5:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "I will protect my";
break;
case 6:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "victorious while I breathe.";
break;
case 7:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "brothers with my life.";
break;
case 8:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Evil shall never be";
break;
case 9:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "In nomine Patris, et Filii";
break;
case 10:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "et Spiritus Sancti.";
break;
}
@@ -1433,44 +1433,44 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
else if (MONK_Q == 13) {
switch(select("for thee my lord for thee.", "And shepherds we shall be,", "Power hath descended forth", "out thy command. And we shall", "from the hand", "flow a river forth to thee and", "so our feet may swiftly carry", "teeming with souls shall it ever be", "et Spiritus Sancti.", "In nomine Patris, et Filii")) {
case 1:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "for thee my lord for thee.";
break;
case 2:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
.@monk_t += 10;
mes "And shepherds we shall be,";
break;
case 3:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Power hath descended forth";
break;
case 4:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "out thy command. And we shall";
break;
case 5:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "from the hand";
break;
case 6:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "flow a river forth to thee and";
break;
case 7:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "so our feet may swiftly carry";
break;
case 8:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "teeming with souls shall it ever be";
break;
case 9:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "et Spiritus Sancti.";
break;
case 10:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "In nomine Patris, et Filii";
break;
}
@@ -1886,7 +1886,7 @@ prt_monk,199,169,3 script Door Keeper#mk 4_F_MONK,{
}
else if (MONK_Q > 14 && MONK_Q < 25) {
mes "[Keeper Chorip]";
- mes "Is your name " + strcharinfo(0) + "?";
+ mes "Is your name " + strcharinfo(PC_NAME) + "?";
next;
if (select("Yes.", "No.") == 1) {
mes "[Keeper Chorip]";
@@ -1976,8 +1976,8 @@ monk_test,386,388,4 script Apprentice Monk#mk 4_M_MINISTER,{
next;
if (select("Quit.", "Keep running.") == 1) {
mes "[Monk Apprentice]";
- mes "" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!";
- 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;
+ mes "" + strcharinfo(PC_NAME) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!";
+ mapannounce "monk_test","" + strcharinfo(PC_NAME) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map;
close2;
MONK_Q = 15;
changequest 3028,3027;
@@ -2008,7 +2008,7 @@ OnTouch:
mes "[Supervisor]";
mes "Now...you may go visit Tomoon.";
mes "Tomoon is in the deepest room inside a building near this abbey.";
- mapannounce "monk_test","Congratulations!" + strcharinfo(0) +"!! You completed the marathon!",bc_map;
+ mapannounce "monk_test","Congratulations!" + strcharinfo(PC_NAME) +"!! You completed the marathon!",bc_map;
close2;
warp "prt_monk",194,168;
end;
@@ -2017,7 +2017,7 @@ OnTouch:
monk_test,82,384,0 script Trap#t_monk1_1::MonkTrap FAKE_NPC,{
OnTouch:
- mapannounce "monk_test",""+ strcharinfo(0) + ", you're trapped. You will be returned.",bc_map;
+ mapannounce "monk_test",""+ strcharinfo(PC_NAME) + ", you're trapped. You will be returned.",bc_map;
warp "monk_test",387,387;
end;
}
@@ -2063,7 +2063,7 @@ job_monk,225,180,1 script Hyunmoo#mk 4_M_ORIENT02,{
}
mes "[Hyunmoo]";
mes ".....I figured as much....you don't have a spirit.";
- mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map;
+ mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his testing to become a monk.",bc_map;
close2;
MONK_Q = 16;
changequest 3027,3028;
@@ -2106,11 +2106,11 @@ job_monk,225,180,1 script Hyunmoo#mk 4_M_ORIENT02,{
}
mes "[Hyunmoo]";
mes ".....yeah I thought as much....you don't have the spirit needed to become a monk.";
- mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map;
+ mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his testing to become a monk.",bc_map;
delitem Mushroom_Of_Thief_1,countitem(Mushroom_Of_Thief_1);
delitem Mushroom_Of_Thief_2,countitem(Mushroom_Of_Thief_2);
close2;
- mapannounce "job_monk","" + strcharinfo(0) + ", has quit his training to become a monk.",bc_map;
+ mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his training to become a monk.",bc_map;
warp "prt_monk",194,168;
MONK_Q = 16;
changequest 3027,3028;
diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt
index dc600a837..5c6fd13cd 100644
--- a/npc/jobs/2-2/rogue.txt
+++ b/npc/jobs/2-2/rogue.txt
@@ -115,7 +115,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
mes "Eh, nice meetin' you, I guess. I'm Markie, and I do work for the Rogue Guild, a philanthro-- *ahem* a ^800000feelanthropist^000000 group, as you can see. So what's your name?";
next;
mes "[Markie]";
- mes "..." + strcharinfo(0) + "?";
+ mes "..." + strcharinfo(PC_NAME) + "?";
mes "Heh heh! Cool name.";
mes "If it was dorky, we'd";
mes "make you change it,";
@@ -585,10 +585,10 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{
mapannounce "in_rogue","What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!",bc_map;
next;
mes "[Mr. Smith]";
- mes "What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?";
- mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?",bc_map;
+ mes "What the f#@k you looking at...? " + strcharinfo(PC_NAME) + "? That's your name!?";
+ mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(PC_NAME) + "? That's your name!?",bc_map;
mes " ";
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Umm...";
mes "Sir...?";
mes "I didn't mean to make you upset. I just came here to so I could become a Rogue.";
@@ -1037,20 +1037,20 @@ OnTouch:
next;
switch(select("My father", "Aragham", "Aragon", "Legolas")) {
case 1:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "My father";
break;
case 2:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Aragham";
.@rogue_t += 10;
break;
case 3:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Aragon";
break;
case 4:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Legolas";
break;
}
@@ -1107,20 +1107,20 @@ OnTouch:
next;
switch(select("My father", "Aragham", "Aragon", "Legolas")) {
case 1:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "My father";
.@rogue_t += 10;
break;
case 2:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Aragham";
break;
case 3:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Aragon";
break;
case 4:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Legolas";
break;
}
@@ -1177,20 +1177,20 @@ OnTouch:
next;
switch(select("Anntonio", "Aragham", "Antonio", "Hollgrehenn")) {
case 1:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Anntonio";
break;
case 2:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Aragham";
break;
case 3:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Antonio";
.@rogue_t += 10;
break;
case 4:
- mes "[" + strcharinfo(0) + "]";
+ mes "[" + strcharinfo(PC_NAME) + "]";
mes "Hollgrehenn";
break;
}
diff --git a/npc/jobs/2-2/sage.txt b/npc/jobs/2-2/sage.txt
index a1bd6a0ee..4c5424f9a 100644
--- a/npc/jobs/2-2/sage.txt
+++ b/npc/jobs/2-2/sage.txt
@@ -330,9 +330,9 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "Very well. Let's complete your application form.";
mes "Please put your signature here.";
next;
- select(strcharinfo(0));
+ select(strcharinfo(PC_NAME));
mes "[Metheus Sylphe]";
- mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name.";
+ mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name.";
next;
if (JobLevel == 50) {
mes "[Metheus Sylphe]";
@@ -411,9 +411,9 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "Okay, let's complete the application form.";
mes "Please put your signature here.";
next;
- select(strcharinfo(0));
+ select(strcharinfo(PC_NAME));
mes "[Metheus Sylphe]";
- mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name.";
+ mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name.";
next;
mes "[Metheus Sylphe]";
mes "Yes, everything's ready.";
@@ -596,12 +596,12 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "Let's complete the application form.";
mes "Please put your signature here.";
next;
- select(strcharinfo(0));
+ select(strcharinfo(PC_NAME));
mes "[Metheus Sylphe]";
switch (.@SAGE_Q_T) {
- case 1: mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; break;
- case 2: mes "Your name is ... " + strcharinfo(0) + ". It sounds very sagacious."; break;
- case 3: mes "Your name is ... " + strcharinfo(0) + ". Interesting name."; break;
+ case 1: mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name."; break;
+ case 2: mes "Your name is ... " + strcharinfo(PC_NAME) + ". It sounds very sagacious."; break;
+ case 3: mes "Your name is ... " + strcharinfo(PC_NAME) + ". Interesting name."; break;
}
next;
mes "[Metheus Sylphe]";
@@ -710,7 +710,7 @@ yuno_in03,105,177,5 script Written Test Professor#s 4_M_SAGE_A,{
mes "You applied for this test already, didn't you?";
next;
mes "[Claytos Verdo]";
- mes "Let's see, your name is " + strcharinfo(0) + "...";
+ mes "Let's see, your name is " + strcharinfo(PC_NAME) + "...";
mes "Okay, let's get started!";
next;
mes "[Claytos Verdo]";
@@ -1309,7 +1309,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
}
if (SAGE_Q == 9) {
if (SAGE_Q2 == 0) {
- mes "Welcome, " + strcharinfo(0) + ". I am glad to meet you.";
+ mes "Welcome, " + strcharinfo(PC_NAME) + ". I am glad to meet you.";
mes "My name is Saphien Layless, I will be in charge of your class for a while.";
next;
mes "[Saphien Layless]";
@@ -1325,7 +1325,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
switch(select("It's a name of a health item.", "It's the source of life in the world.", "Suckah, I lied.")) {
case 1:
mes "[Saphien Layless]";
- mes "Wrong. " + strcharinfo(0) + ", you got - 10 points.";
+ mes "Wrong. " + strcharinfo(PC_NAME) + ", you got - 10 points.";
mes "That's just one of the gifts from Yggdrasil.";
next;
mes "[Saphien Layless]";
@@ -1339,7 +1339,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
case 3:
mes "[Saphien Layless]";
mes "Great Schott...If you don't know, just say so.";
- mes "By the way, " + strcharinfo(0) + ", you just got - 10 points for lying and for being wrong.";
+ mes "By the way, " + strcharinfo(PC_NAME) + ", you just got - 10 points for lying and for being wrong.";
break;
}
next;
@@ -1394,7 +1394,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
next;
mes "[Saphien Layless]";
mes "You can purchase this item from the town of Al De Baran! You didn't show any effort.";
- mes "So, I must give you - 10 points, " + strcharinfo(0) + ".";
+ mes "So, I must give you - 10 points, " + strcharinfo(PC_NAME) + ".";
next;
mes "[Saphien Layless]";
mes "Okay, now I am starting the class.";
@@ -1584,7 +1584,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
next;
if (.@w_point > 0) {
mes "[Saphien Layless]";
- mes "..." + strcharinfo(0) + ", have you lost your mind?";
+ mes "..." + strcharinfo(PC_NAME) + ", have you lost your mind?";
mes "Your work is too poor to be considered as a thesis!";
next;
mes "[Saphien Layless]";
@@ -1650,7 +1650,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
next;
if (.@w_point > 0) {
mes "[Saphien Layless]";
- mes "..." + strcharinfo(0) + ", have you lost your mind?";
+ mes "..." + strcharinfo(PC_NAME) + ", have you lost your mind?";
mes "Your work is too poor to be considered as a thesis!";
next;
mes "[Saphien Layless]";
@@ -1753,7 +1753,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "Huh...how rude of you! You're expected to introduce yourself to me as soon as I greet you!";
mes "What is your name, young one?";
next;
- select(strcharinfo(0));
+ select(strcharinfo(PC_NAME));
mes "[Lucius Celsus]";
mes "A fine name. It's nice to meet you.";
mes "So, are you aware of the subject you're studying?";
@@ -2624,7 +2624,7 @@ OnReset:
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
- mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map;
+ mapannounce "job_sage"," " + strcharinfo(PC_NAME) + ", successfully defeat all the monsters.",bc_map;
donpcevent "Arena#2::OnEnable";
stopnpctimer;
}
@@ -2730,7 +2730,7 @@ OnReset:
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
- mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map;
+ mapannounce "job_sage"," " + strcharinfo(PC_NAME) + ", successfully defeat all the monsters.",bc_map;
donpcevent "Arena#Doorkeeper::OnEnable";
donpcevent "Arena#3::OnEnable";
stopnpctimer;
@@ -2815,7 +2815,7 @@ OnDisable:
OnMyMobDead:
--.MyMobs;
if (.MyMobs < 1) {
- mapannounce "job_sage","Congratulations, " + strcharinfo(0) + ". You passed the test.",bc_map;
+ mapannounce "job_sage","Congratulations, " + strcharinfo(PC_NAME) + ". You passed the test.",bc_map;
SAGE_Q = 8;
donpcevent "Test Helper#sg::OnEnable";
disablenpc "Arena#Doorkeeper";
diff --git a/npc/jobs/2-2e/SoulLinker.txt b/npc/jobs/2-2e/SoulLinker.txt
index f08015193..c67e9b9f5 100644
--- a/npc/jobs/2-2e/SoulLinker.txt
+++ b/npc/jobs/2-2e/SoulLinker.txt
@@ -91,7 +91,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
mes "...";
mes "Hey you.";
next;
- mes "["+ strcharinfo(0) +"]";
+ mes "["+ strcharinfo(PC_NAME) +"]";
mes "Did you call me?";
next;
mes "[Kid]";
diff --git a/npc/jobs/valkyrie.txt b/npc/jobs/valkyrie.txt
index 61301d8ee..d4f1d3982 100644
--- a/npc/jobs/valkyrie.txt
+++ b/npc/jobs/valkyrie.txt
@@ -89,7 +89,7 @@ valkyrie,48,86,4 script Valkyrie# 4_F_VALKYRIE,{
mes "I see you've already";
mes "released yourself from";
mes "all worldy attachments,";
- mes ""+ strcharinfo(0) +".";
+ mes ""+ strcharinfo(PC_NAME) +".";
next;
mes "[Valkyrie]";
mes "That's an admirable attitude for an adventurer such as yourself. Honor comes when you abandon all personal desires for the sake of mankind.";