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-rw-r--r--npc/jobs/2-1/knight.txt126
1 files changed, 64 insertions, 62 deletions
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index da1d8a8e4..5b146d66d 100644
--- a/npc/jobs/2-1/knight.txt
+++ b/npc/jobs/2-1/knight.txt
@@ -133,7 +133,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{
mes "all of your skill points.";
close;
}
- set KNIGHT_Q,1;
+ KNIGHT_Q = 1;
setquest 9000;
mes "Let me see...";
mes "Your name is";
@@ -559,7 +559,7 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{
next;
mes "[Sir Andrew]";
mes "Please go to my fellow Knight, Sir Siracuse, as he will give you your next test. Well done in mastering the Swordman job.";
- set KNIGHT_Q,4;
+ KNIGHT_Q = 4;
changequest 9000,9003;
close;
}
@@ -577,7 +577,7 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{
//Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break;
}
- set KNIGHT_Q,.@items[12];
+ KNIGHT_Q = .@items[12];
if (KNIGHT_Q == 2) changequest 9000,9001;
else changequest 9000,9002;
mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
@@ -626,7 +626,7 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{
delitem .@items[10],.@items[11];
if (KNIGHT_Q == 2) changequest 9001,9003;
else changequest 9002,9003;
- set KNIGHT_Q,4;
+ KNIGHT_Q = 4;
mes "[Sir Andrew]";
mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day.";
close;
@@ -862,7 +862,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
mes "A Knight must possess great strength, defense, speed, and the skill to wield a Two-Handed Sword. Which of the following weapons are not affected by the Two Hand Quicken skill?";
next;
if (select("Katana:Slayer:Broadsword:Flamberge") != 4) {
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "Wrong!";
mes "That's a Two-Handed Sword!";
@@ -876,7 +876,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
mes "Good, now let me ask about some skills. Which of the following is not necessary to learn Bowling Bash?";
next;
if (select("Two Handed Sword Mastery Lv.5:Magnum Break Lv.3:Provoke Lv.10:Bash Lv.10") != 3) {
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "Wrong!";
mes "You need that to learn Bowling Bash! You should learn more about the Knight class before applying for the job!";
@@ -886,7 +886,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
mes "Knights can also use Spears, unlike other jobs, and have skills related to Spears as well. What skills are not necessary to learn the skill Brandish Spear?";
next;
if (select("Pierce Lv.5:Spear Stab Lv.3:Spear Boomerang Lv.3:Peco Peco Ride Lv.1") != 3) {
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "Wrong! You need to learn that to learn Brandish Spear! How can you not know about Knights if you want to become one?";
next;
@@ -899,7 +899,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
mes "Some Spears also have magical attributes, just like spells. Of the following, which can attack a Nightmare, which has the Ghost attribute?";
next;
if (select("Zephyrus:Lance:Bill Guisarme:Crescent Scythe") != 1) {
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "Wrong! You'll be doing absolutely no damage with that type of Spear! Come back after you've learned more about Knights!";
next;
@@ -914,7 +914,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
mes "But, you can counter this speed decrease as you learn the Cavalier Mastery skill. What percentage of your normal attack speed will you have after learning Level 3 Cavalier Mastery?";
next;
if (select("70 % of normal attack speed:80 % of normal attack speed:90 % of normal attack speed:100 % of normal attack speed") != 2) {
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "Wrong!";
mes "Don't bother riding a Peco Peco if you don't know about Cavalier Mastery!";
@@ -937,12 +937,12 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
next;
break;
case 2:
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "You have the wrong idea. Do you really believe that is helping the Novice? Give a man a fish, he will eat for a day. Teach him to fish, he will eat for a lifetime!";
close;
case 3:
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "Do you really believe that this will truly help the poor Novice? It's generous but, they will not know the true value of zeny and items until they earn it themselves.";
close;
@@ -960,12 +960,12 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
next;
break;
case 2:
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "Are you crazy? Don't you realize the flaw in that kind of thinking? You can't control large mobs. What if they kill you? Who will protect the innocent?";
close;
case 3:
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "I see your greed and we will have none of it here! It seems you do not truly care for others!";
mes "Get lost!";
@@ -984,17 +984,17 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
next;
break;
case 2:
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "You're scum! You strive to become a Knight for personal wealth? Get lost! We will not accept someone like you in our Chivalry!";
close;
case 3:
- set KNIGHT_Q,5;
+ KNIGHT_Q = 5;
mes "[Sir Siracuse]";
mes "So you're trying to become famous through the Chivalry? That's pathetic. We won't accept someone like you in our Chivalry!";
close;
}
- set KNIGHT_Q,6;
+ KNIGHT_Q = 6;
changequest 9003,9004;
mes "[Sir Siracuse]";
mes "Well then,";
@@ -1096,20 +1096,20 @@ prt_in,79,94,4 script Sir Windsor#knt 4_M_JOB_KNIGHT1,{
}
else if (KNIGHT_Q == 6 || KNIGHT_Q == 7) {
if (KNIGHT_Q == 6) {
- set .@mes$,"Sir Siracuse sent me to you.:Oh, nothing.";
+ .@mes$ = "Sir Siracuse sent me to you.:Oh, nothing.";
mes ".....What?";
next;
}
else {
- set .@mes$,"I want to try again!:...";
+ .@mes$ = "I want to try again!:...";
next;
}
if (select(.@mes$) == 1) {
mes "[Sir Windsor]";
mes "...";
next;
- set KNIGHT_Q,7;
- if (checkquest(9004) != -1) {
+ KNIGHT_Q = 7;
+ if (questprogress(9004)) {
changequest 9004,9005;
}
mes "[Sir Windsor]";
@@ -1126,7 +1126,8 @@ prt_in,79,94,4 script Sir Windsor#knt 4_M_JOB_KNIGHT1,{
mes "...This way.";
}
close2;
- if(checkquest(9006) == -1) changequest 9005,9006;
+ if (!questprogress(9006))
+ changequest 9005,9006;
warp "job_knt",89,101;
end;
}
@@ -1159,7 +1160,7 @@ job_knt,89,106,4 script Knight Windsor#knt 4_M_JOB_KNIGHT1,{
mes "[Sir Windsor]";
mes "...Question?";
next;
- set .@i, select("What kind of test is this?:How do I take the test?:I'd like to leave.:No.");
+ .@i = select("What kind of test is this?:How do I take the test?:I'd like to leave.:No.");
mes "[Sir Windsor]";
mes "...";
if (.@i == 4) close;
@@ -1252,14 +1253,14 @@ OnInit:
OnEnable:
enablenpc "Knight1";
if (!checkre(0)) {
- set .MyMobs,12;
+ .MyMobs = 12;
monster "job_knt",39,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
monster "job_knt",47,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
monster "job_knt",39,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
monster "job_knt",47,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
}
else
- set .MyMobs,8;
+ .MyMobs = 8;
monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead";
monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead";
monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead";
@@ -1277,7 +1278,7 @@ OnDisable:
end;
OnMyMobDead:
- set .MyMobs,.MyMobs-1;
+ --.MyMobs;
if (.MyMobs < 1) {
mes "[Sir Windsor]";
mes "...";
@@ -1318,7 +1319,7 @@ OnInit:
OnEnable:
enablenpc "Knight2";
if (!checkre(0)) {
- set .MyMobs,12;
+ .MyMobs = 12;
monster "job_knt",43,42,"Desert Wolf",1106,1,"Knight2::OnMyMobDead";
monster "job_knt",43,62,"Desert Wolf",1106,1,"Knight2::OnMyMobDead";
monster "job_knt",60,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
@@ -1327,7 +1328,7 @@ OnEnable:
monster "job_knt",27,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
}
else
- set .MyMobs,6;
+ .MyMobs = 6;
monster "job_knt",53,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
monster "job_knt",34,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
@@ -1343,7 +1344,7 @@ OnDisable:
end;
OnMyMobDead:
- set .MyMobs,.MyMobs-1;
+ --.MyMobs;
if (.MyMobs < 1) {
mes "[Sir Windsor]";
mes "...Hmm.";
@@ -1383,12 +1384,12 @@ OnInit:
OnEnable:
enablenpc "Knight3";
if (!checkre(0)) {
- set .MyMobs,7;
+ .MyMobs = 7;
monster "job_knt",147,167,"Goblin Archer",1258,1,"Knight3::OnMyMobDead";
monster "job_knt",136,158,"Steam Goblin",1280,1,"Knight3::OnMyMobDead";
}
else
- set .MyMobs,5;
+ .MyMobs = 5;
monster "job_knt",136,152,"Goblin",1122,1,"Knight3::OnMyMobDead";
monster "job_knt",150,152,"Goblin",1123,1,"Knight3::OnMyMobDead";
monster "job_knt",143,145,"Goblin",1124,1,"Knight3::OnMyMobDead";
@@ -1403,7 +1404,7 @@ OnDisable:
end;
OnMyMobDead:
- set .MyMobs,.MyMobs-1;
+ --.MyMobs;
if (.MyMobs < 1) {
mes "[Sir Windsor]";
mes "...";
@@ -1415,8 +1416,8 @@ OnMyMobDead:
mes "...Go talk to";
mes "Amy Beatrice now.";
close2;
- set KNIGHT_Q,8;
- if(checkquest(9007) == -1) {
+ KNIGHT_Q = 8;
+ if (!questprogress(9007)) {
changequest 9006,9007;
}
warp "prt_in",80,100;
@@ -1544,7 +1545,8 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "come to Amy?";
next;
if (select("Sir Windsor told me to--:Oh, nothing.") == 1) {
- if(checkquest(9008) == -1) changequest 9007,9008;
+ if (!questprogress(9008))
+ changequest 9007,9008;
mes "[Lady Amy]";
mes "Oh!";
mes "No need to say";
@@ -1614,7 +1616,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "How would you go about doing so?";
next;
if (select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.") != 1)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith...";
next;
@@ -1628,12 +1630,12 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "What should you do?";
next;
if (select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.") != 2)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "But some rude players came with a group of monsters and disappeared! What should you do?";
next;
if (select("Keep the monsters from reaching the party.:Defend while the party retreats.:Run away on your Peco Peco.") == 2)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "Luckily, you all lived through the crisis. But as you walk, you find a person, who is not in your party, collapsed on the ground.";
next;
@@ -1641,7 +1643,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "The person is asking politely for help. What should you do?";
next;
if (select("Ask your party's Priest to help.:Say you will help for Zeny.:Ignore and move on.") == 1)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "You must bid farewell to your party members because you must go somewhere else.";
next;
@@ -1652,7 +1654,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "should you do?";
next;
if(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.") != 2)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items.";
next;
@@ -1661,7 +1663,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "do to sell your item?";
next;
if (select("Shout out loud to everyone.:Open a chat room and wait.:Inquire if there is anyone that is interested.") == 3)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "While you are waiting,";
mes "someone comes and begs";
@@ -1669,7 +1671,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "What do you do?";
next;
if (select("Give them some Zeny and items.:Simply ignore them.:Give suggestions for a place to hunt.") == 3)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "Now you decide to go to the Hidden Temple by yourself. You happily ride on your Peco Peco.";
next;
@@ -1679,7 +1681,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "What should you do?";
next;
if(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.") != 3)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "You've been hunting for a while, and now you're low on HP!";
mes "It's red now, which is very dangerous.";
@@ -1691,7 +1693,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "the Priest for a Heal?";
next;
if (select("Would it be possible to get a heal please?:Can I have a heal?:Heal plz!!") == 1)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "You are now very";
mes "exhausted and it's time";
@@ -1705,7 +1707,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "you do?";
next;
if (select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.") != 1)
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Lady Amy]";
mes "Okay,";
mes "that was the";
@@ -1713,7 +1715,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
next;
mes "[Lady Amy]";
if (.@knight_t == 100) {
- set KNIGHT_Q,10;
+ KNIGHT_Q = 10;
changequest 9008,9009;
mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~";
next;
@@ -1722,7 +1724,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
close;
}
else if (.@knight_t == 90) {
- set KNIGHT_Q,10;
+ KNIGHT_Q = 10;
changequest 9008,9009;
mes "Well, it wasn't perfect,";
mes "but I think you know enough";
@@ -1733,7 +1735,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "Now, it's time for you to go to Sir Edmond for your next test. Do well on the rest of your tests. You better promise~";
close;
}
- set KNIGHT_Q,9;
+ KNIGHT_Q = 9;
mes "Mmm...";
mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet.";
next;
@@ -1882,7 +1884,7 @@ prt_in,70,99,6 script Sir Edmond#knt 4_M_JOB_KNIGHT2,{
mes "the quality of";
mes "reverence.";
close2;
- set KNIGHT_Q,11;
+ KNIGHT_Q = 11;
changequest 9009,9010;
warp "job_knt",143,57;
end;
@@ -1992,7 +1994,7 @@ OnInit:
disablenpc "Warp#knt";
end;
OnTouch:
- set KNIGHT_Q,12;
+ KNIGHT_Q = 12;
changequest 9010,9011;
warp "prt_in",80,100;
end;
@@ -2196,7 +2198,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
next;
switch(select("Gain wealth and fame.:I can protect myself.:I can protect others.")) {
case 1:
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Sir Gray]";
mes "Of course, wealth and fame have their place in the world. But we as Knights must live for higher virtues.";
next;
@@ -2236,7 +2238,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
next;
break;
case 2:
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Sir Gray]";
mes "Of course wealth is important.";
mes "But we Knights must live for higher virtues.";
@@ -2253,7 +2255,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
}
break;
case 3:
- set .@knight_t,.@knight_t+5;
+ .@knight_t += 5;
mes "[Sir Gray]";
mes "Satisfaction, you say.";
mes "It seems like you are";
@@ -2272,20 +2274,20 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
next;
switch(select("Skills.:Goal.:Appearance.")) {
case 1:
- set .@knight_t,.@knight_t+5;
+ .@knight_t += 5;
mes "[Sir Gray]";
mes "Skill is something you gain with experience as a Knight. It cannot be your highest goal. Otherwise, you'll never be satisfied as a Knight.";
next;
break;
case 2:
- set .@knight_t,.@knight_t-5;
+ .@knight_t -= 5;
mes "[Sir Gray]";
mes "I see...";
mes "Always having a goal is very important. You may be full of ideas upon becoming a Knight, but that may change with time.";
next;
break;
case 3:
- set .@knight_t,.@knight_t+5;
+ .@knight_t += 5;
mes "[Sir Gray]";
mes "Oh no...";
mes "What you see isn't what really counts. A Swordman may be stronger than a Knight, and even Knight may grow weak if he becomes lazy.";
@@ -2316,7 +2318,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
next;
switch(select("I will grow within a short period of time.:I would like to test my ability as a Knight.:I would like to go to more challenging places.")) {
case 1:
- set .@knight_t,.@knight_t+10;
+ .@knight_t += 10;
mes "[Sir Gray]";
mes "Don't be in too much of a hurry to become strong. Even if you become";
mes "a Knight, you are still yourself.";
@@ -2377,7 +2379,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
next;
switch(select("Comfortable places for Knights to go...:The different paths of a Knight...:Ways to get more money as a Knight...")) {
case 1:
- set .@knight_t,.@knight_t+5;
+ .@knight_t += 5;
mes "[Sir Gray]";
mes "There are many places that are comfortable or uncomfortable in this world. However Knights must";
mes "be able to survive anywhere.";
@@ -2389,7 +2391,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
next;
break;
case 3:
- set .@knight_t,.@knight_t+15;
+ .@knight_t += 15;
mes "[Sir Gray]";
mes "Oh no. Do you hold wealth as a priority of being a Knight? We're not meant to be that way. Come again when you have thought";
mes "more about it...";
@@ -2406,7 +2408,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
mes "for so long.";
next;
if (.@knight_t == 0) {
- set KNIGHT_Q,14;
+ KNIGHT_Q = 14;
changequest 9011,9012;
mes "[Sir Gray]";
mes "I enjoyed talking with you. You remind me of myself as a young recruit. Shall we talk to the captain and decide on your";
@@ -2420,7 +2422,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
close;
}
else if (.@knight_t == 5) {
- set KNIGHT_Q,14;
+ KNIGHT_Q = 14;
changequest 9011,9012;
mes "[Sir Gray]";
mes "I enjoyed speaking with you. You can think about the principles of Knighthood more once you become a Knight.";
@@ -2430,7 +2432,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
close;
}
else if (.@knight_t == 10) {
- set KNIGHT_Q,14;
+ KNIGHT_Q = 14;
changequest 9011,9012;
mes "[Sir Gray]";
mes "I enjoyed talking with you. Although, there were some";
@@ -2448,7 +2450,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
close;
}
else {
- set KNIGHT_Q,13;
+ KNIGHT_Q = 13;
mes "[Sir Gray]";
mes "Conversing";
mes "with young ones";