diff options
Diffstat (limited to 'npc/jobs/2-1')
-rw-r--r-- | npc/jobs/2-1/knight.txt | 344 |
1 files changed, 72 insertions, 272 deletions
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt index bd4771e25..32c6908ee 100644 --- a/npc/jobs/2-1/knight.txt +++ b/npc/jobs/2-1/knight.txt @@ -5,7 +5,7 @@ //= Converted by kobra_k88 //= Further bugfixed and tested by Lupus //===== Current Version: ===================================== -//= 3.1 +//= 3.2 //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= @@ -38,11 +38,12 @@ //= 2.9 Added Quest Log commands. [Kisuka] //= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf] //= 3.1 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info). +//= 3.2 More Renewal updates and some optimization. [Euphy] //============================================================ prt_in,88,101,4 script Chivalry Captain#knt 56,{ + mes "[Captain Herman]"; if (Upper == 1) { - mes "[Captain Herman]"; mes "Hm? You're... What is it about you? I've been an honorable Knight for a long time, but I cannot understand this feeling I'm getting from you..."; next; mes "[Captain Herman]"; @@ -51,13 +52,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ } if (BaseJob != Job_Swordman) { if (BaseJob == Job_Knight) { - mes "[Captain Herman]"; mes "Ah, a member of our Chivalry."; mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us..."; close; } else if (BaseClass == Job_Novice) { - mes "[Captain Herman]"; mes "Welcome,"; mes "this is the"; mes "Prontera Chivalry."; @@ -68,10 +67,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "[Captain Herman]"; mes "A-ha~"; mes "A Swordman, you say?"; - if (sex) - mes "I'm sorry, lad, but you've"; - else - mes "I'm sorry, lass, but you've"; + mes "I'm sorry, "+((Sex)?"lad":"lass")+", but you've"; mes "come to the wrong place!"; next; mes "[Captain Herman]"; @@ -93,13 +89,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ } } else { - mes "[Captain Herman]"; mes "Welcome. We, the proud Knights of the Prontera Chivalry, will give our lives for king and country! Please enjoy your stay."; close; } } if (KNIGHT_Q == 0) { - mes "[Captain Herman]"; mes "Welcome, this is"; mes "the Prontera Chivalry."; mes "What brings you here?"; @@ -107,10 +101,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ if (select("I want to change my job to a Knight.:Just visiting.") == 1) { mes "[Captain Herman]"; mes "Ohh..."; - if (sex) - mes "A young man who wishes"; - else - mes "A young lady who wishes"; + mes "A young "+((Sex)?"man":"lady")+" who wishes"; mes "to become a Knight!"; mes "Our Prontera Chivalry"; mes "will assist you."; @@ -129,8 +120,8 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "like to apply now?"; next; if (select("Yes, I would like to apply.:I'd like to think about it please.") == 1) { + mes "[Captain Herman]"; if (JobLevel < 40) { - mes "[Captain Herman]"; mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?"; next; mes "[Captain Herman]"; @@ -138,7 +129,6 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ close; } if (SkillPoint) { - mes "[Captain Herman]"; mes "Ah...!"; mes "You cannot change jobs if you have unused skill points remaining. Return when you have used"; mes "all of your skill points."; @@ -146,10 +136,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ } set KNIGHT_Q,1; setquest 9000; - mes "[Captain Herman]"; mes "Let me see..."; mes "Your name is"; - mes "" + strcharinfo(0) + "..."; + mes strcharinfo(0) + "..."; mes "Is that right?"; next; mes "[Captain Herman]"; @@ -190,7 +179,6 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ close; } else if (KNIGHT_Q == 1) { - mes "[Captain Herman]"; mes "Mmm?"; mes strcharinfo(0) + ","; mes "what can I do for you?"; @@ -205,33 +193,10 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "Sir Andrew for your first test. Don't be too nervous, he'll explain everything once you talk to him."; close; } - else if (KNIGHT_Q == 2) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "It may be difficult,"; - mes "but do your best."; - close; - } - else if (KNIGHT_Q == 3) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "It may be difficult,"; - mes "but do your best."; - close; - } + else if (KNIGHT_Q == 2) callsub L_Mission,0; + else if (KNIGHT_Q == 3) callsub L_Mission,0; else if (KNIGHT_Q == 4) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "Ah~ You do not know"; - mes "who to visit next?"; - next; - mes "[Captain Herman]"; + callsub L_Mission,1; mes "It appears that you have finished one test. Let's see. Sir Andrew, who must this Swordman visit next?"; next; mes "[Sir Andrew]"; @@ -245,24 +210,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "Go to Sir Siracuse and take his test. Once you complete his test, do not forget who you're supposed to visit next as well."; close; } - else if (KNIGHT_Q == 5) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "It may be difficult,"; - mes "but do your best."; - close; - } + else if (KNIGHT_Q == 5) callsub L_Mission,0; else if (KNIGHT_Q == 6) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "Ah~ You do not know"; - mes "who to visit next?"; - next; - mes "[Captain Herman]"; + callsub L_Mission,1; mes "Let's see..."; mes "You've completed two tests."; mes "Sir Siracuse, who must this Swordman visit next?"; @@ -277,24 +227,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "Sir Windsor Benedict for your next test. Listen carefully to the Knights in charge of testing so that you don't feel lost, alright?"; close; } - else if (KNIGHT_Q == 7) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "It may be difficult,"; - mes "but do your best."; - close; - } + else if (KNIGHT_Q == 7) callsub L_Mission,0; else if (KNIGHT_Q == 8) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "Ah~ You do not know"; - mes "who to visit next?"; - next; - mes "[Captain Herman]"; + callsub L_Mission,1; mes "Sir Windor...?"; mes "Who must this"; mes "Swordman visit"; @@ -315,24 +250,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "Lady Amy and take her test. Make sure you pay attention to who you must go to for your next test."; close; } - else if (KNIGHT_Q == 9) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "It may be difficult,"; - mes "but do your best."; - close; - } + else if (KNIGHT_Q == 9) callsub L_Mission,0; else if (KNIGHT_Q == 10) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "Ah~ You do not know"; - mes "who to visit next?"; - next; - mes "[Captain Herman]"; + callsub L_Mission,1; mes "Let's see..."; mes "Lady Amy, who"; mes "must this Swordman"; @@ -351,24 +271,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "next test."; close; } - else if (KNIGHT_Q == 11) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "It may be difficult,"; - mes "but do your best."; - close; - } + else if (KNIGHT_Q == 11) callsub L_Mission,0; else if (KNIGHT_Q == 12) { - mes "[Captain Herman]"; - mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; - mes "How are the tests?"; - mes "Ah~ You do not know"; - mes "who to visit next?"; - next; - mes "[Captain Herman]"; + callsub L_Mission,1; mes "Don't you only have to visit one more person? The Knight in"; mes "charge of the final test"; mes "is Sir Gray Prospheiro."; @@ -391,19 +296,16 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ close; } else if (KNIGHT_Q == 13) { - mes "[Captain Herman]"; mes "Finish the last test."; mes "Once that is complete, all the Knights involved in your testing shall gather, and we will evaluate your performance."; close; } else if (KNIGHT_Q == 14) { if (SkillPoint) { - mes "[Captain Herman]"; mes "Oh...!"; mes "You cannot change jobs if you have unused skill points remaining. Return once you have distributed all your skill points."; close; } - mes "[Captain Herman]"; mes "Oh, have you completed all the tests? But not everyone who completes the tests can"; mes "become a Knight."; next; @@ -419,8 +321,8 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "to everyone's thoughts!"; mes "Andrew, what do you think?"; next; + mes "[Sir Andrew]"; if (JobLevel == 50) { - mes "[Sir Andrew]"; mes "What can I say?"; mes "I approve!"; mes "Having lived as"; @@ -429,15 +331,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "is enough."; } else { - mes "[Sir Andrew]"; mes "This one has"; mes "gathered items"; mes "that are troublesome"; mes "to obtain. I approve!"; - if (sex) - mes "I believe he will continue to be loyal after becoming a Knight."; - else - mes "I believe she will continue to be loyal after becoming a Knight."; + mes "I believe "+((Sex)?"":"s")+"he will continue to be loyal after becoming a Knight."; } next; mes "[Captain Herman]"; @@ -508,10 +406,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "to hear your thoughts."; next; mes "[Gray]"; - if (sex) - mes "A young gentleman coming here with the determination to become a Knight is enough..."; - else - mes "A young lady coming here with the determination to become a Knight is enough..."; + mes "A young "+((Sex)?"gentleman":"lady")+" coming here with the determination to become a Knight is enough..."; next; mes "[Captain Herman]"; mes "Everyone"; @@ -532,7 +427,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ next; completequest 9012; callfunc "Job_Change",Job_Knight; - callfunc "F_ClearJobVar"; // clears all job variables for the current player + callfunc "F_ClearJobVar"; // Clears all job variables for the current player mes "[Captain Herman]"; mes "I hereby declare"; mes "you a member of"; @@ -553,12 +448,27 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{ mes "shoulders!"; close; } +L_Mission: + mes "Mmm?"; + mes "Swordman " + strcharinfo(0) + "."; + mes "How are the tests?"; + if (getarg(0)) { + mes "Ah~ You do not know"; + mes "who to visit next?"; + next; + mes "[Captain Herman]"; + return; + } else { + mes "It may be difficult,"; + mes "but do your best."; + close; + } } prt_in,75,107,4 script Sir Andrew#knt 65,{ + mes "[Sir Andrew]"; if (BaseJob != Job_Swordman) { if (BaseJob == Job_Knight) { - mes "[Sir Andrew]"; mes "You must be"; mes "a member of"; mes "the Chivalry."; @@ -575,7 +485,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ close; } else if (BaseClass == Job_Novice) { - mes "[Sir Andrew]"; mes "Hey there,"; mes "little Novice."; mes "Welcome to the"; @@ -591,7 +500,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ close; } else { - mes "[Sir Andrew]"; mes "We, the members of the"; mes "Prontera Chivalry, are putting our best effort in protecting peace in this world."; next; @@ -602,7 +510,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ } } if (KNIGHT_Q == 0) { - mes "[Sir Andrew]"; mes "We, the members of the"; mes "Prontera Chivalry, are putting our best effort in protecting peace in this world."; next; @@ -612,7 +519,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ close; } else if (KNIGHT_Q == 1) { - mes "[Sir Andrew]"; mes "Good day."; mes "May I help you"; mes "with something?"; @@ -623,7 +529,7 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ mes "You wish"; mes "to become a Knight."; mes "Your name is"; - mes "" + strcharinfo(0) + ","; + mes strcharinfo(0) + ","; mes "correct?"; next; mes "[Sir Andrew]"; @@ -673,11 +579,8 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break; } set KNIGHT_Q,.@items[12]; - if(KNIGHT_Q == 2) { - changequest 9000,9001; - }else{ - changequest 9000,9002; - } + if (KNIGHT_Q == 2) changequest 9000,9001; + else changequest 9000,9002; mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,"; mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,"; @@ -701,7 +604,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ } } else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) { - mes "[Sir Andrew]"; mes "Welcome back~"; mes "Did you gather"; mes "all the items?"; @@ -723,11 +625,8 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ delitem .@items[6],.@items[7]; delitem .@items[8],.@items[9]; delitem .@items[10],.@items[11]; - if(KNIGHT_Q == 2) { - changequest 9001,9003; - }else{ - changequest 9002,9003; - } + if (KNIGHT_Q == 2) changequest 9001,9003; + else changequest 9002,9003; set 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."; @@ -756,17 +655,14 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ close; } else if (KNIGHT_Q == 4) { - mes "[Sir Andrew]"; mes "Did you have something you needed to ask me? You should go and take the next test. Hurry, Sir Siracuse is waiting for you~"; close; } else if (KNIGHT_Q == 14) { - mes "[Sir Andrew]"; mes "You must have finished all the tests. Good job! You should go see our Captain so that we can all give our evaluation."; close; } else { - mes "[Sir Andrew]"; mes "Did you have something you needed to ask me? You should go and take your next test. Do your best."; mes "I know you can do it!"; close; @@ -774,9 +670,9 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{ } prt_in,71,91,0 script Sir Siracuse#knt 65,{ + mes "[Sir Siracuse]"; if (BaseJob != Job_Swordman) { if (BaseJob == Job_Knight) { - mes "[Sir Siracuse]"; mes "Hey there!"; mes "How are you doing?"; mes "The Chivalry's been"; @@ -798,7 +694,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ close; } else if (Baseclass == Job_Novice) { - mes "[Sir Siracuse]"; mes "Oh?"; mes "What is a Novice"; mes "doing here?"; @@ -815,7 +710,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ close; } else { - mes "[Sir Siracuse]"; mes "Offense and defense."; mes "Is there a way to have both without compromising one or the other?"; next; @@ -831,7 +725,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ } } if (KNIGHT_Q == 0) { - mes "[Sir Siracuse]"; mes "Offense and defense."; mes "Is there a way to have both without compromising one or the other?"; next; @@ -846,7 +739,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ close; } else if (KNIGHT_Q == 1) { - mes "[Sir Siracuse]"; mes "Eh?"; mes "Do you have"; mes "something to"; @@ -857,16 +749,13 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ mes "Oh, to become"; mes "a Knight? Come to"; mes "think of it, aren't"; - if (sex) - mes "you the guy that"; - else - mes "you the girl that"; + mes "you the "+((Sex)?"guy":"girl")+" that"; mes "just applied?"; next; mes "[Sir Siracuse]"; mes "Let's see..."; mes "Your name was"; - mes "" + strcharinfo(0) + "."; + mes strcharinfo(0) + "."; next; mes "[Sir Siracuse]"; mes "But, before you come to me, you must visit the others. The way"; @@ -885,7 +774,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ close; } else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) { - mes "[Sir Siracuse]"; mes "Eh?"; mes "Do you have"; mes "something to"; @@ -912,7 +800,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ } else if (KNIGHT_Q == 4 || KNIGHT_Q == 5) { if (KNIGHT_Q == 4) { - mes "[Sir Siracuse]"; mes "Oh?"; mes "Do you have"; mes "something to"; @@ -947,7 +834,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ } } else if (KNIGHT_Q == 5) { - mes "[Sir Siracuse]"; mes "What..."; mes "You again?"; next; @@ -1126,7 +1012,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ close; } else if (KNIGHT_Q == 6) { - mes "[Sir Siracuse]"; mes "Oh?"; mes "Do you have"; mes "something to"; @@ -1148,7 +1033,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ close; } else if (KNIGHT_Q == 14) { - mes "[Sir Siracuse]"; mes "Mmm...?"; mes "You finished"; mes "everyone else's"; @@ -1163,7 +1047,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{ close; } else { - mes "[Sir Siracuse]"; mes "Hey again."; mes "Did you need something?"; mes "Sorry, but I'm busy at the moment. You should go and finish the rest of your tests."; @@ -1181,19 +1064,13 @@ prt_in,79,94,4 script Sir Windsor#knt 733,{ next; mes "[Sir Windsor]"; if (BaseJob != Job_Swordman) { - if (BaseJob == Job_Knight) { - mes "Protect."; - close; - } + if (BaseJob == Job_Knight) mes "Protect."; else if (BaseClass == Job_Novice) { mes "...Go play"; mes "outside."; - close; - } - else { - mes "...Hmpf."; - close; } + else mes "...Hmpf."; + close; } if (KNIGHT_Q == 0) { mes "...What?"; @@ -1250,9 +1127,7 @@ prt_in,79,94,4 script Sir Windsor#knt 733,{ mes "...This way."; } close2; - if(checkquest(9006) == -1) { - changequest 9005,9006; - } + if(checkquest(9006) == -1) changequest 9005,9006; warp "job_knt",89,101; end; } @@ -1285,14 +1160,16 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{ mes "[Sir Windsor]"; mes "...Question?"; next; - switch(select("What kind of test is this?:How do I take the test?:I'd like to leave.:No.")) { + set .@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; + next; + mes "[Sir Windsor]"; + mes "..."; + mes "......"; + switch(.@i) { case 1: - mes "[Sir Windsor]"; - mes "..."; - next; - mes "[Sir Windsor]"; - mes "..."; - mes "......"; next; mes "[Sir Windsor]"; mes "...You fight monsters."; @@ -1315,12 +1192,6 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{ mes ".........."; close; case 2: - mes "[Sir Windsor]"; - mes "..."; - next; - mes "[Sir Windsor]"; - mes "..."; - mes "......"; next; mes "[Sir Windsor]"; mes "...Go in the"; @@ -1345,19 +1216,9 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{ mes "..."; close; case 3: - mes "[Sir Windsor]"; - mes "..."; - next; - mes "[Sir Windsor]"; - mes "..."; - mes "......"; close2; warp "prt_in",80,100; end; - case 4: - mes "[Sir Windsor]"; - mes "..."; - close; } } @@ -1389,11 +1250,7 @@ OnInit: OnEnable: enablenpc "Knight1"; - set .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"; + set .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"; @@ -1562,9 +1419,9 @@ OnTimer182000: // Test 3 (Manners) //========================================================== prt_in,69,107,6 script Lady Amy#knt 728,{ + mes "[Lady Amy]"; if (BaseJob != Job_Swordman) { if (BaseJob == Job_Knight) { - mes "[Lady Amy]"; mes "Oh...!"; mes "I wonder, why"; mes "have you come"; @@ -1583,7 +1440,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ close; } else if (BaseClass == Job_Novice) { - mes "[Lady Amy]"; mes "Aww~"; mes "What a cute"; mes "little Novice!"; @@ -1603,7 +1459,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ close; } else { - mes "[Lady Amy]"; mes "Welcome to"; mes "the Prontera Chivalry~"; next; @@ -1616,7 +1471,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ } } if (KNIGHT_Q == 0) { - mes "[Lady Amy]"; mes "Ooh, you're"; mes "a Swordsman...?"; mes "Did you come to"; @@ -1631,7 +1485,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ close; } else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 7) { - mes "[Lady Amy]"; mes "Hmmm?"; mes "Why did you"; mes "come to Amy?"; @@ -1661,15 +1514,12 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ } else if ((KNIGHT_Q == 8) || (KNIGHT_Q == 9)){ if (KNIGHT_Q == 8) { - mes "[Lady Amy]"; mes "Hmmm?"; mes "Why did you"; mes "come to Amy?"; next; if (select("Sir Windsor told me to--:Oh, nothing.") == 1) { - if(checkquest(9008) == -1) { - changequest 9007,9008; - } + if(checkquest(9008) == -1) changequest 9007,9008; mes "[Lady Amy]"; mes "Oh!"; mes "No need to say"; @@ -1703,7 +1553,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ } } else if (KNIGHT_Q == 9) { - mes "[Lady Amy]"; mes "Hmmm?"; mes "Why did you"; mes "come to Amy?"; @@ -1736,17 +1585,11 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ close; } } - mes "[Lady Amy]"; mes "You are a Knight and you are looking for a party in Morroc."; mes "How would you go about doing so?"; next; - switch(select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.")) { - case 2: - case 3: + 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; - default: - break; - } 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; @@ -1759,13 +1602,8 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ mes "with your party."; mes "What should you do?"; next; - switch(select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.")) { - case 1: - case 3: + 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; - default: - break; - } mes "[Lady Amy]"; mes "But some rude players came with a group of monsters and disappeared! What should you do?"; next; @@ -1788,13 +1626,8 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ mes "the battle. What"; mes "should you do?"; next; - switch(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.")) { - case 1: - case 3: + 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; - default: - break; - } 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; @@ -1820,13 +1653,8 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ mes "someone that is lost."; mes "What should you do?"; next; - switch(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.")) { - case 1: - case 2: + 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; - default: - break; - } 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."; @@ -1851,22 +1679,17 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ mes "What should"; mes "you do?"; next; - switch(select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.")) { - case 2: - case 3: + if (select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.") != 1) set .@knight_t,.@knight_t+10; - default: - break; - } mes "[Lady Amy]"; mes "Okay,"; mes "that was the"; mes "end of my test!"; next; + mes "[Lady Amy]"; if (.@knight_t == 100) { set KNIGHT_Q,10; changequest 9008,9009; - mes "[Lady Amy]"; mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~"; next; mes "[Lady Amy]"; @@ -1876,7 +1699,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ else if (.@knight_t == 90) { set KNIGHT_Q,10; changequest 9008,9009; - mes "[Lady Amy]"; mes "Well, it wasn't perfect,"; mes "but I think you know enough"; mes "about etiquette to be"; @@ -1887,7 +1709,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ close; } set KNIGHT_Q,9; - mes "[Lady Amy]"; mes "Mmm..."; mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet."; next; @@ -1901,7 +1722,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ close; } else if (KNIGHT_Q == 10) { - mes "[Lady Amy]"; mes "Hmmm?"; mes "Why did you"; mes "come to Amy?"; @@ -1913,7 +1733,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ close; } else if (KNIGHT_Q == 14) { - mes "[Lady Amy]"; mes "Wow~"; mes "Now it's time for"; mes "everyone to decide"; @@ -1927,7 +1746,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ close; } else { - mes "[Lady Amy]"; mes "Hmmm?"; mes "Why did you"; mes "come to Amy?"; @@ -1943,9 +1761,9 @@ prt_in,69,107,6 script Lady Amy#knt 728,{ // Test 4 (patience) //========================================================== prt_in,70,99,6 script Sir Edmond#knt 734,{ + mes "[Sir Edmond]"; if (BaseJob != Job_Swordman) { if (BaseJob == Job_Knight) { - mes "[Sir Edmond]"; mes "Think of your"; mes "mind as if it were"; mes "flowing water."; @@ -1962,8 +1780,7 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{ mes "any situation."; close; } - else if (BaseClass == Job_NOvice) { - mes "[Sir Edmond]"; + else if (BaseClass == Job_Novice) { mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable..."; next; mes "[Sir Edmond]"; @@ -1973,18 +1790,15 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{ close; } else { - mes "[Sir Edmond]"; mes "Everything in this world exists in harmony. Living without disrupting this harmony is the right way to live..."; close; } } if (KNIGHT_Q == 0) { - mes "[Sir Edmond]"; mes "Those with ominous thoughts will only dream such dreams. It's better to have no dreams at all than to have dreams of sadness and despair."; close; } else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 9) { - mes "[Sir Edmond]"; mes "What is it..."; mes "Wandering Swordman?"; next; @@ -2014,7 +1828,6 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{ close; } else if (KNIGHT_Q == 10) { - mes "[Sir Edmond]"; mes "What is it..."; mes "Wandering Swordman."; next; @@ -2056,7 +1869,6 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{ close; } else if (KNIGHT_Q == 11) { - mes "[Sir Edmond]"; mes "What is it..."; mes "Wandering Swordman?"; next; @@ -2086,13 +1898,11 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{ close; } else if (KNIGHT_Q == 12 || KNIGHT_Q == 13) { - mes "[Sir Edmond]"; mes "I have seen your character for myself. It is now time for you to take the last test. Go and speak"; mes "to Sir Gray..."; close; } else { - mes "[Sir Edmond]"; mes "Go and speak"; mes "to our captain."; mes "The time has come"; @@ -2166,9 +1976,9 @@ OnTouch: // Test 5, and creates Claymores for knights //========================================================== prt_in,87,92,4 script Sir Gray#knt 119,{ + mes "[Sir Gray]"; if (BaseJob != Job_Swordman) { if (BaseJob == Job_Knight) { - mes "[Sir Gray]"; mes "The glint of light"; mes "that shines off this blade cannot be put into words. This is the weapon every Knight must have."; next; @@ -2250,7 +2060,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ } } else if (BaseClass == Job_Novice) { - mes "[Sir Gray]"; mes "Believe it"; mes "or not, I was"; mes "once a Novice"; @@ -2260,7 +2069,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ mes "I never really planned to become a Knight, but I did decide to become a strong person. Somehow, along my journeys, I ended up joining the Prontera Chivalry. Ha ha ha!"; close; } - mes "[Sir Gray]"; mes "Young one,"; mes "use your time"; mes "wisely."; @@ -2272,7 +2080,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ close; } if (KNIGHT_Q == 0) { - mes "[Sir Gray]"; mes "Young one,"; mes "use your time"; mes "wisely."; @@ -2285,7 +2092,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ } else if ((KNIGHT_Q == 12) || (KNIGHT_Q == 13)) { if (KNIGHT_Q == 12) { - mes "[Sir Gray]"; mes "Oh..."; mes "A young Swordman."; mes "Yes, what can"; @@ -2323,7 +2129,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ } } else if (KNIGHT_Q == 13) { - mes "[Sir Gray]"; mes "Ah, you again."; mes "What brings you"; mes "to me?"; @@ -2527,10 +2332,7 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ mes "Oh, youth!"; mes "Becoming a Knight"; mes "for your beloved!"; - if (sex) - mes "Always protect her..."; - else - mes "Always protect him..."; + mes "Always protect "+((Sex)?"her":"him")+"..."; mes "Even at the sacrifice"; mes "of your own life!"; next; @@ -2636,7 +2438,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ } } else if (KNIGHT_Q == 14) { - mes "[Sir Gray]"; mes "I told you"; mes "to go to"; mes "the captain."; @@ -2649,7 +2450,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{ close; } else { - mes "[Sir Gray]"; mes "Oh..."; mes "A young Swordman."; mes "What can I do for you?"; |