summaryrefslogtreecommitdiff
path: root/npc
diff options
context:
space:
mode:
Diffstat (limited to 'npc')
-rw-r--r--npc/Changelog.txt3
-rw-r--r--npc/jobs/2-2/crusader.txt309
-rw-r--r--npc/quests/quests_comodo.txt2
3 files changed, 157 insertions, 157 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index e5002b6a7..957024137 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -38,6 +38,9 @@ Playtester
Date Added
======
+07/03
+ * Fixed many many bugs in Crusader Job Quest [Lupus]
+ Changed all numbers to job_constants
07/02
* Split quests from cities/louyang.txt to quests/quests_louyang.txt [Evera]
* Added some fixed positions and fixed mob id in Einbroch spawns [Playtester]
diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt
index e61c0e46f..eb83ecd56 100644
--- a/npc/jobs/2-2/crusader.txt
+++ b/npc/jobs/2-2/crusader.txt
@@ -5,7 +5,7 @@
//= Converted by: Shin
//=
//===== Current Version: =====================================
-//= 2.0
+//= 2.1
//===== Compatible With: =====================================
//= eAthena 0.5.2 +
//===== Description: =========================================
@@ -27,6 +27,8 @@
//= 1.7 Updated names and required items, Chivalry Emblem +
//= Hand of God allow to skip item gathering [DracoRPG]
//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Fixed endless loop, wrong condition check [Lupus]
+//= also changed all job numbers to constants, fixed logic
//============================================================
@@ -34,28 +36,25 @@ prt_castle.gat,45,169,4 script Senior Crusader 752,{
callfunc "F_BlockHigh",Job_Swordman_High,"Swordman High",Job_Paladin,"Paladin","^000080Michael Halig^000000";
mes "[^000080Michael Halig^000000]";
- if (BaseJob > 0) goto NEXT_0;
- if (BaseJob == 0) goto NOV;
+ if (BaseJob > Job_Swordman) goto NEXT0;
+ if (BaseJob == Job_Novice){
+ mes "Hello there.";
+ next;
+ mes "[^000080Michael Halig^000000]";
+ mes "If you become a ^800000Swordsman^000000, you will gain the privelege of becoming a ^800000Knight^000000 or ^800000Crusader^000000.";
+ next;
+ mes "[^000080Michael Halig^000000]";
+ mes "If you decide to go along the path of the ^800000Crusader^000000, come back here.";
+ mes "Just take note that you must obtain a job level of at least 40 first before you can move up to the 2nd job.";
+ close;
+ }
+
mes "Hello "+ strcharinfo(0);
mes "I see that you've registered to the ^008000Swordsman's Association^000000.";
- TALK:
- next;
- mes "[^000080Michael Halig^000000]";
- mes "If you become a ^800000Swordsman^000000, you will gain the privelege of becoming a ^800000Knight^000000 or ^800000Crusader^000000.";
- next;
- mes "[^000080Michael Halig^000000]";
- mes "If you decide to go along the path of the ^800000Crusader^000000, come back here.";
- mes "Just take note that you must obtain a job level of at least 40 first before you can move up to the 2nd job.";
- close;
- NOV:
- mes "Hello there.";
- goto TALK;
-NEXT_0:
- if (BaseJob > 1) goto NEXT0;
if (CRUS_Q == 1) goto CONT;
if (CRUS_Q == 2) goto CONT0;
- if (CRUS_Q == 3) goto CONT1;
- if (CRUS_Q == 4) goto CONT2;
+ if (CRUS_Q == 3) goto L_GETITM1;
+ if (CRUS_Q == 4) goto L_GETITM2;
if (CRUS_Q > 4) goto CONT3;
mes "Welcome, can I help you with something?";
next;
@@ -66,7 +65,7 @@ NEXT_0:
mes "[^000080Michael Halig^000000]";
mes "If you decide to take the path of the ^800000Crusader^000000, feel free to come back.";
close;
- JOB:
+JOB:
mes "[^000080Michael Halig^000000]";
mes "All right, let me take a look at you first.";
next;
@@ -74,7 +73,7 @@ NEXT_0:
set JBLVL,50;
set CRUS_Q,5;
goto TEST1;
- SKIP:
+SKIP:
if (JobLevel > 39) goto OKAY;
mes "[^000080Michael Halig^000000]";
mes "I'm sorry, but you need to be at least at a job level of 40.";
@@ -82,13 +81,13 @@ NEXT_0:
mes "[^000080Michael Halig^000000]";
mes "All 2nd jobs require that.";
close;
- OKAY:
+OKAY:
if (SkillPoint == 0) goto OKAY0;
- JOB0:
+JOB0:
mes "[^000080Michael Halig^000000]";
mes "In order to become a ^800000Crusader^000000, you have to have used all your available skill points first.";
close;
- OKAY0:
+OKAY0:
mes "[^000080Michael Halig^000000]";
mes "Everything looks all right.";
set CRUS_Q,1;
@@ -100,23 +99,21 @@ NEXT_0:
mes "[^000080Michael Halig^000000]";
mes "Oh, all right. Come back when you're ready.";
close;
- OKAY1:
+OKAY1:
if (SkillPoint != 0) goto JOB0;
- set CRUS_Q,2;
+ set CRUS_Q,rand (3,4);
mes "[^000080Michael Halig^000000]";
mes "All right, the first test requires you to collect items.";
next;
- set CRUS_Q, rand (2);
- set CRUS_Q,CRUS_Q + 3;
mes "[^000080Michael Halig^000000]";
mes "Bring back the following items:";
- if (CRUS_Q != 3) goto IT;
- mes "- 10 ^FF0000Decayed Nails^000000";
- mes "- 10 ^FF0000Daenggies^000000";
- mes "- 10 ^FF0000Worn-out Prison Uniforms^000000";
- mes "- 10 ^FF0000Stinky Scales^000000";
- close;
- IT:
+ if (CRUS_Q == 3){
+ mes "- 10 ^FF0000Decayed Nails^000000";
+ mes "- 10 ^FF0000Daenggies^000000";
+ mes "- 10 ^FF0000Worn-out Prison Uniforms^000000";
+ mes "- 10 ^FF0000Stinky Scales^000000";
+ close;
+ }
mes "- 10 ^FF0000Lanterns^000000";
mes "- 10 ^FF0000Horrendous Mouths^000000";
mes "- 10 ^FF0000Rotten Bandages^000000";
@@ -132,12 +129,12 @@ NEXT_0:
mes "I hope that you consider to become one.";
mes "To fight for good is a job that should be done by everyone to some extent.";
close;
- ASK0:
+ASK0:
mes "[^000080Michael Halig^000000]";
mes "The purpose of a ^800000Crusader^000000 is to work for the good in the world.";
mes "A ^800000Crusader^000000 is a person of righteousness at work.";
close;
- CONT:
+CONT:
mes "Have you changed your mind?";
next;
menu "Yes, I want to become a ^800000Crusader^000000.",JOB,"Sorry, but I don't want to.",-;
@@ -147,7 +144,7 @@ NEXT_0:
mes "[^000080Michael Halig^000000]";
mes "Come back if you do want to.";
close;
- CONT0:
+CONT0:
mes "Well, hm...";
next;
mes "[^000080Michael Halig^000000]";
@@ -160,30 +157,29 @@ NEXT_0:
mes "[^000080Michael Halig^000000]";
mes "Oh, all right.";
close;
- CONT1:
+L_GETITM1:
set @item,0;
if(countitem(957)>=10) goto ITEM7;//Items: Decayed_Nail,
mes "- 10 ^FF0000Decayed Nails^000000";
- set @item, item +1;
+ set @item, @item +1;
ITEM7:
if(countitem(901)>=10) goto ITEM8;//Items: Daenggie,
mes "You still miss the this item";
mes "- 10 ^FF0000Danggies^000000";
- set @item, item +1;
+ set @item, @item +1;
ITEM8:
- if(countitem(1099)>=10) goto ITEM10;//Items: Worn-out_Prison_Uniform,
+ if(countitem(1099)>=10) goto ITEM9;//Items: Worn-out_Prison_Uniform,
mes "You still miss the this item";
mes "- 10 ^FF0000Worn-out Prison Uniforms^000000";
- set @item, item +1;
+ set @item, @item +1;
ITEM9:
- if(countitem(959)>=10) goto ITEM9;//Items: Stinky_Scale,
+ if(countitem(959)>=10) goto ITEM10;//Items: Stinky_Scale,
mes "You still miss the this item";
mes "- 10 ^FF0000Stinky Scales^000000";
- set @item, item +1;
+ set @item, @item +1;
ITEM10:
- if (@item == 0) goto DONE;
- close;
- DONE:
+ if(@item) close;
+
mes "Good job!";
mes "You collected everything!";
delitem 957,10;//Items: Decayed_Nail,
@@ -191,7 +187,7 @@ NEXT_0:
delitem 1099,10;//Items: Worn-out_Prison_Uniform,
delitem 959,10;//Items: Stinky_Scale,
set CRUS_Q,5;
- TEST1:
+TEST1:
next;
mes "[^000080Michael Halig^000000]";
mes "All right, let's move on to the 2nd test.";
@@ -200,31 +196,31 @@ NEXT_0:
mes "Go to the prison, it's in the basement";
mes "Before you do, make sure that you bring a ^FF0000Rosary^000000 with you.";
close;
- CONT2:
+
+L_GETITM2:
set @item, 0;
if(countitem(1041)>=10) goto ITEM11;//Items: Lantern,
mes "You still miss the this item";
mes "- 10 ^FF0000Lanterns^000000";
- set @item, item +1;
+ set @item, @item +1;
ITEM11:
if(countitem(958)>=10) goto ITEM12;//Items: Horrendous_Mouth,
mes "You still miss the this item";
mes "- 10 ^FF0000Horrendous Mouths^000000";
- set @item, item +1;
+ set @item, @item +1;
ITEM12:
if(countitem(930)>=10) goto ITEM13;//Items: Rotten_Bandage,
mes "You still miss the this item";
mes "- 10 ^FF0000Rotten Bandages^000000";
- set @item, item +1;
+ set @item, @item +1;
ITEM13:
if(countitem(1062)>=10) goto ITEM14;//Items: Jack_'o_Pumpkin,
mes "You still miss the this item";
mes "- 10 ^FF0000Jack 'o Pumpkins^000000";
- set @item, item +1;
+ set @item, @item +1;
ITEM14:
- if (@item== 0) GOTO DONE0;
- close;
- DONE0:
+ if(@item) close;
+
mes "Good job!";
mes "You collected everything!";
delitem 1041,10;//Items: Lantern,
@@ -233,13 +229,13 @@ NEXT_0:
delitem 1062,10;//Items: Jack_'o_Pumpkin,
set CRUS_Q,5;
goto TEST1;
- CONT3:
+CONT3:
if (CRUS_Q == 8) goto CONT4;
if (CRUS_Q > 8) goto CONT5;
mes "Please talk to the man in the prison to continue.";
mes "Make sure you bring a ^FF0000Rosary^000000 with you.";
close;
- CONT4:
+CONT4:
mes "Great job in accomplishing the ^FF8000Patience Test^000000!";
next;
mes "[^000080Michael Halig^000000]";
@@ -247,22 +243,22 @@ NEXT_0:
mes "Please talk to Gabriel Valentine at the Cathedral, she will test your knowledge.";
set CRUS_Q,9;
close;
- CONT5:
+CONT5:
if (CRUS_Q == 13) goto CONT6;
if (CRUS_Q == 14) goto CONT7;
mes "Please go talk to Gabriel Valentine at the Cathedral to continue.";
close;
- CONT6:
+CONT6:
mes "Excellent work in completing all the necessary tests!";
mes "Now let me examine you before you become a ^800000Crusader^000000.";
next;
set CRUS_Q,14;
mes "[^000080Michael Halig^000000]";
- CONT7:
+CONT7:
if (SkillPoint == 0) goto GOOD;
mes "I'm sorry, but you'll need to use up all your skill points first.";
close;
- GOOD:
+GOOD:
mes "This is to compliment your job change.";
if (JBLVL != 50) getitem 1409,1;//Items: Pike__,
if (JBLVL == 50) getitem 1408,1;//Items: Pike_,
@@ -271,88 +267,88 @@ NEXT_0:
callfunc "F_ClearJobVar"; // clears all job variables for the current player
close;
NEXT0:
- if (BaseJob != 2) goto NEXT1;
+ if (BaseJob != Job_Mage) goto NEXT1;
mes "Hello, welcome to the ^008000Castle of Prontera^000000.";
mes "Hope you have a good day!";
close;
NEXT1:
- if (BaseJob != 3) goto NEXT2;
+ if (BaseJob != Job_Archer) goto NEXT2;
mes "Good luck in your hunting.";
close;
NEXT2:
- if (BaseJob != 4) goto NEXT3;
+ if (BaseJob != Job_Acolyte) goto NEXT3;
mes "Good day to you!";
mes "Hope you do well to find your path.";
close;
NEXT3:
- if (BaseJob != 5) goto NEXT4;
+ if (BaseJob != Job_Merchant) goto NEXT4;
mes "Hello, we don't currently need anything, sorry about that.";
close;
NEXT4:
- if (BaseJob != 6) goto NEXT5;
+ if (BaseJob != Job_Thief) goto NEXT5;
mes "Better watch yourself.";
close;
NEXT5:
- if (BaseJob != 7) goto NEXT6;
+ if (BaseJob != Job_Knight) goto NEXT6;
mes "Good day to you, " + strcharinfo(0);
close;
NEXT6:
- if (BaseJob != 8) goto NEXT7;
+ if (BaseJob != Job_Priest) goto NEXT7;
mes "Good day, "+ strcharinfo(0);
mes "I would hope to believe that all is going well.";
close;
NEXT7:
- if (BaseJob != 9) goto NEXT8;
+ if (BaseJob != Job_Wizard) goto NEXT8;
mes "Hello, welcome to the ^008000Castle of Prontera^000000.";
mes "Nice to have you wish us.";
close;
NEXT8:
- if (BaseJob != 10) goto NEXT9;
+ if (BaseJob != Job_Blacksmith) goto NEXT9;
mes "Hello, we're not in need of any weapons or armour at the moment, thank you.";
close;
NEXT9:
- if (BaseJob != 11) goto NEXT10;
+ if (BaseJob != Job_Hunter) goto NEXT10;
mes "Hello, wish you luck for your success.";
close;
NEXT10:
- if (BaseJob != 12) goto NEXT11;
+ if (BaseJob != Job_Assassin) goto NEXT11;
mes "Stay out of trouble, you don't want the guards to come after you, now do you?";
close;
NEXT11:
- if (BaseJob != 14) goto NEXT12;
+ if (BaseJob != Job_Crusader) goto NEXT12;
mes "Good day, "+ strcharinfo(0);
close;
NEXT12:
- if (BaseJob != 15) goto NEXT13;
+ if (BaseJob != Job_Monk) goto NEXT13;
mes "Hello, welcome to the ^008000Castle of Prontera^000000.";
close;
NEXT13:
- if (BaseJob != 16) goto NEXT14;
+ if (BaseJob != Job_Sage) goto NEXT14;
mes "Welcome to the ^008000Castle of Prontera^000000, I hope you enjoy your stay.";
close;
NEXT14:
- if (BaseJob != 17) goto NEXT15;
+ if (BaseJob != Job_Rogue) goto NEXT15;
mes "Stay out of trouble if you know what's good for you.";
close;
NEXT15:
- if (BaseJob != 18) goto NEXT16;
+ if (BaseJob != Job_Alchem) goto NEXT16;
mes "So, how are the experiments going down in ^00FF00Al de Baran^000000?";
close;
NEXT16:
- if (BaseJob != 19) goto NEXT17;
+ if (BaseJob != Job_Bard) goto NEXT17;
mes "Welcome to the castle, good sir.";
close;
NEXT17:
- if (BaseJob != 20) goto NEXT18;
+ if (BaseJob != Job_Dancer) goto NEXT18;
mes "Good day, miss.";
close;
NEXT18:
- if (BaseJob != 22) goto NEXT19;
- if (Sex != 0) goto MALE;
- mes "Hello, welcome to the ^008000Castle of Prontera^000000.";
- close;
- MALE:
- mes "Well done, sir!";
+ if (BaseJob != Job_Wedding) goto NEXT19;
+ if (Sex){
+ mes "Well done, sir!";
+ } else {
+ mes "Hello, welcome to the ^008000Castle of Prontera^000000.";
+ }
close;
NEXT19:
mes "Hello and good day!";
@@ -443,21 +439,21 @@ prt_castle.gat,164,32,0 script Man in Anguish 733,{
//-----------------------------------------------------------------------------------------------------------------------------------------------------
prt_church.gat,94,116,0 script Gabriel Valentine 745,{
mes "[^000080Gabriel Valentine^000000]";
- if (BaseJob != 0) goto NEXT_o;
- mes "Hello young traveler.";
- close;
-NEXT_o:
- if (BaseJob != 1) goto NEXT0;
+ if (BaseJob == Job_Novice){
+ mes "Hello young traveler.";
+ close;
+ }
+ if (BaseJob != Job_Swordman) goto NEXT0;
mes "Hello, " + strcharinfo(0);
next;
if (CRUS_Q != 9) goto EXIT;
- BEGIN:
+BEGIN:
menu "Take the Knowledge test.",-,"Nothing.",EXIT;
mes "[^000080Gabriel Valentine^000000]";
mes "Oh, on your way to become a ^800000Crusader^000000 huh?";
mes "Okay...";
next;
- START:
+START:
set @Q , 0;
set @Q1 , 0;
set @Q2 , 0;
@@ -480,8 +476,8 @@ NEXT_o:
set @Q19 , 0;
set @Q20 , 0;
set @ANS , 0;
- RND:
- if (@Q > 10) goto DONE;
+RND:
+ if (@Q > 10) goto L_DONE;
set @RND, rand(20);
if (@RND > 9) goto G1;
if (@RND > 4) goto G1A;
@@ -715,19 +711,19 @@ NEXT_o:
menu "Yes",-,"No",RND;
set @ANS,@ANS + 1;
goto RND;
- DONE:
+ L_DONE:
mes "[^000080Gabriel Valentine^000000]";
mes "You got "+ @ANS +" / 10 questions correct.";
next;
if (CRUS_Q != 10) goto secND;
if (@ANS < 8) goto NO;
- PASS:
+PASS:
mes "[^000080Gabriel Valentine^000000]";
mes "Excellent work! You qualify to pass the ^FF8000Knowledge Test^000000!";
mes "You're almost done, you are now at the ^FF8000Purification Test^000000, find Bliant Piyord at ^008000Prontera Chivalry^000000.";
set CRUS_Q, 11;
close;
- NO:
+NO:
set CRUS_Q, 10;
mes "[^000080Gabriel Valentine^000000]";
mes "I'm sorry, you didn't get enough to qualify.";
@@ -736,101 +732,101 @@ NEXT_o:
mes "Try giving it another go when you feel you're ready.";
mes "I'll only expect you to get at least 8 correct from now on.";
close;
- secND:
+secND:
if (@ANS > 7) goto PASS;
mes "[^000080Gabriel Valentine^000000]";
mes "I'm sorry, you didn't get enough correct.";
close;
- EXIT:
+EXIT:
if (CRUS_Q == 10) goto BEGIN;
if (CRUS_Q > 10) goto FINISH;
close;
- FINISH:
+FINISH:
mes "[^000080Gabriel Valentine^000000]";
mes "Please go to the Guardian Knight at ^008000Prontera Castle^000000 to continue on to the ^FF8000Purification Test^000000.";
close;
NEXT0:
- if (BaseJob != 2) goto NEXT1;
+ if (BaseJob != Job_Mage) goto NEXT1;
mes "Hello, welcome to the ^008000Prontera Chivalry^000000.";
mes "Hope you have a good day!";
close;
NEXT1:
- if (BaseJob != 3) goto NEXT2;
+ if (BaseJob != Job_Archer) goto NEXT2;
mes "Good luck in your hunting.";
close;
NEXT2:
- if (BaseJob != 4) goto NEXT3;
+ if (BaseJob != Job_Acolyte) goto NEXT3;
mes "Good day to you!";
mes "Hope you do well to find your path.";
close;
NEXT3:
- if (BaseJob != 5) goto NEXT4;
+ if (BaseJob != Job_Merchant) goto NEXT4;
mes "Hello, we don't currently need anything, sorry about that.";
close;
NEXT4:
- if (BaseJob != 6) goto NEXT5;
+ if (BaseJob != Job_Thief) goto NEXT5;
mes "Better watch yourself.";
close;
NEXT5:
- if (BaseJob != 7) goto NEXT6;
+ if (BaseJob != Job_Knight) goto NEXT6;
mes "Good day to you, "+ strcharinfo(0);
close;
NEXT6:
- if (BaseJob != 8) goto NEXT7;
+ if (BaseJob != Job_Priest) goto NEXT7;
mes "Good day, " + strcharinfo(0);
mes "I would hope to believe that all is going well.";
close;
NEXT7:
- if (BaseJob != 9) goto NEXT8;
+ if (BaseJob != Job_Wizard) goto NEXT8;
mes "Hello! Nice to have you wish us.";
close;
NEXT8:
- if (BaseJob != 10) goto NEXT9;
+ if (BaseJob != Job_Blacksmith) goto NEXT9;
mes "Hello, we're not in need of any weapons or armour at the moment, thank you.";
close;
NEXT9:
- if (BaseJob != 11) goto NEXT10;
+ if (BaseJob != Job_Hunter) goto NEXT10;
mes "Hello, wish you luck for your success.";
close;
NEXT10:
- if (BaseJob != 12) goto NEXT11;
+ if (BaseJob != Job_Assassin) goto NEXT11;
mes "Stay out of trouble, you don't want the guards to come after you, now do you?";
close;
NEXT11:
- if (BaseJob != 14) goto NEXT12;
+ if (BaseJob != Job_Crusader) goto NEXT12;
mes "Good day, " + strcharinfo(0);
close;
NEXT12:
- if (BaseJob != 15) goto NEXT13;
+ if (BaseJob != Job_Monk) goto NEXT13;
mes "Hello, welcome to the ^008000Knight's Headquarters^000000.";
close;
NEXT13:
- if (BaseJob != 16) goto NEXT14;
+ if (BaseJob != Job_Sage) goto NEXT14;
mes "Welcome to the ^008000Knight's Headquarters^000000, I hope you enjoy your stay.";
close;
NEXT14:
- if (BaseJob != 17) goto NEXT15;
+ if (BaseJob != Job_Rogue) goto NEXT15;
mes "Stay out of trouble if you know what's good for you.";
close;
NEXT15:
- if (BaseJob != 18) goto NEXT16;
+ if (BaseJob != Job_Alchem) goto NEXT16;
mes "So, how are the experiments going down in ^00FF00Al de Baran^000000?";
close;
NEXT16:
- if (BaseJob != 19) goto NEXT17;
+ if (BaseJob != Job_Bard) goto NEXT17;
mes "Welcome to the castle, good sir.";
close;
NEXT17:
- if (BaseJob != 20) goto NEXT18;
+ if (BaseJob != Job_Dancer) goto NEXT18;
mes "Good day, miss.";
close;
NEXT18:
- if (BaseJob != 22) goto NEXT19;
- if (Sex != 0) goto MALE;
- mes "Hello, welcome to the ^008000Knight's Headquarters^000000.";
- close;
- MALE:
- mes "Well done, sir!";
+ if (BaseJob != Job_Wedding) goto NEXT19;
+ if (Sex != 0){
+ mes "Well done, sir!";
+ } else {
+ mes "Hello, welcome to the ^008000Knight's Headquarters^000000.";
+ }
close;
NEXT19:
mes "Hello and good day!";
@@ -845,12 +841,13 @@ NEXT19:
//-----------------------------------------------------------------------------------------------------------------------------------------------------
prt_in.gat,83,97,0 script Patron Knight 734,{
mes "[^000080Bliant Piyord^000000]";
- if (BaseJob != 0) goto NEXT_o;
- mes "Hello, young traveler.";
- mes "Welcome.";
- close;
-NEXT_o:
- if (BaseJob != 1) goto NEXT0;
+ if (BaseJob == Job_Novice){
+ mes "Hello, young traveler.";
+ mes "Welcome.";
+ close;
+ }
+
+ if (BaseJob != Job_Swordman) goto NEXT0;
if (CRUS_Q == 11) goto PART1;
if (CRUS_Q == 12) goto PART2;
if (CRUS_Q != 13) goto EXIT;
@@ -908,90 +905,90 @@ EXIT2:
mes "Return to ^000080Michael Halig^000000 and he will make you a ^800000Crusader^000000.";
close;
NEXT0:
- if (BaseJob != 2) goto NEXT1;
+ if (BaseJob != Job_Mage) goto NEXT1;
mes "It's nice to see you.";
mes "Hope we'll be able to work together to keep ^00FF00Prontera^000000 safe.";
close;
NEXT1:
- if (BaseJob != 3) goto NEXT2;
+ if (BaseJob != Job_Archer) goto NEXT2;
mes "Welcome, I hope you have a great day!";
close;
NEXT2:
- if (BaseJob != 4) goto NEXT3;
+ if (BaseJob != Job_Acolyte) goto NEXT3;
mes "Good day to you!";
close;
NEXT3:
- if (BaseJob != 5) goto NEXT4;
+ if (BaseJob != Job_Merchant) goto NEXT4;
mes "Hello, sorry but I'm not in need of anything.";
close;
NEXT4:
- if (BaseJob != 6) goto NEXT5;
+ if (BaseJob != Job_Thief) goto NEXT5;
mes "Don't think you can get away with theft in ^00FF00Prontera^000000, we have soldiers watching everywhere.";
close;
NEXT5:
- if (BaseJob != 7) goto NEXT6;
+ if (BaseJob != Job_Knight) goto NEXT6;
mes "Welcome!";
mes "I hope you have a great day!";
close;
NEXT6:
- if (BaseJob != 8) goto NEXT7;
+ if (BaseJob != Job_Priest) goto NEXT7;
mes "Welcome to ^00FF00Prontera^000000!";
mes "Hope you have a good day!";
close;
NEXT7:
- if (BaseJob != 9) goto NEXT8;
+ if (BaseJob != Job_Wizard) goto NEXT8;
mes "Hello! Glad to see people of your stature here!";
close;
NEXT8:
- if (BaseJob != 10) goto NEXT9;
+ if (BaseJob != Job_Blacksmith) goto NEXT9;
mes "I appreciate your presence, but I don't need anything at the moment.";
mes "Sorry about that.";
close;
NEXT9:
- if (BaseJob != 11) goto NEXT10;
+ if (BaseJob != Job_Hunter) goto NEXT10;
mes "How goes the hunting campaign?";
mes "Hope everything is going all right.";
close;
NEXT10:
- if (BaseJob != 12) goto NEXT11;
+ if (BaseJob != Job_Assassin) goto NEXT11;
mes "Stay out of trouble, you hear me?";
close;
NEXT11:
- if (BaseJob != 14) goto NEXT12;
+ if (BaseJob != Job_Crusader) goto NEXT12;
mes "Welcome! Good day to you!";
close;
NEXT12:
- if (BaseJob != 15) goto NEXT13;
+ if (BaseJob != Job_Monk) goto NEXT13;
mes "Good day, I hope your stay in ^00FF00Prontera^000000 will be a peaceful one.";
close;
NEXT13:
- if (BaseJob != 16) goto NEXT14;
+ if (BaseJob != Job_Sage) goto NEXT14;
mes "It's good to see people of your stature here in ^00FF00Prontera^000000!";
close;
NEXT14:
- if (BaseJob != 17) goto NEXT15;
+ if (BaseJob != Job_Rogue) goto NEXT15;
mes "Be careful if you don't want to get caught.";
mes "I don't want to have to hang you or something.";
close;
NEXT15:
- if (BaseJob != 18) goto NEXT16;
+ if (BaseJob != Job_Alchem) goto NEXT16;
mes "I hope the experiments in ^00FF00Al de Baran^000000 are legal, or we'll have to send someone to clear it up.";
close;
NEXT16:
- if (BaseJob != 19) goto NEXT17;
+ if (BaseJob != Job_Bard) goto NEXT17;
mes "Ah, what a fine day it is to have such a person as yourself to come and visit.";
close;
NEXT17:
- if (BaseJob != 20) goto NEXT18;
+ if (BaseJob != Job_Dancer) goto NEXT18;
mes "Welcome, good day to you!";
close;
NEXT18:
- if (BaseJob != 22) goto NEXT19;
- if (Sex != 0) goto MALE;
- mes "Wow! Congratulations on your marriage!";
- close;
- MALE:
- mes "Well done! I congratulate you upon your marriage!";
+ if (BaseJob != Job_Wedding) goto NEXT19;
+ if (Sex){
+ mes "Well done! I congratulate you upon your marriage!";
+ } else {
+ mes "Wow! Congratulations on your marriage!";
+ }
close;
NEXT19:
mes "Good day to you!";
diff --git a/npc/quests/quests_comodo.txt b/npc/quests/quests_comodo.txt
index 31f542856..247451262 100644
--- a/npc/quests/quests_comodo.txt
+++ b/npc/quests/quests_comodo.txt
@@ -30,7 +30,7 @@ comodo.gat,227,158,4 script Hair Ornament Girl 700,{
mes "Just by bringing me a few simple items, I can make you a gorgeous Hair Band! Here, take a look at these....";
M_Menu:
next;
- menu "-Crosss Hat Hairband",-, "-Bulb Hairband",M_Bulb, "-Striped Hairband",M_Striped, "-Blue Hairband",M_Blue, "-End Conversation",M_End;
+ menu "-Cross Hat Hairband",-, "-Bulb Hairband",M_Bulb, "-Striped Hairband",M_Striped, "-Blue Hairband",M_Blue, "-End Conversation",M_End;
set @BAND$, "Cross Hat Hairband";
set @ITEMS$, " ^5555FF1 Rosary^000000 and ^5555FF500 Destroyed Armors^000000.";