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-rw-r--r--npc/Changelog.txt2
-rw-r--r--npc/other/Global_Functions.txt13
-rw-r--r--npc/quests/quests_lighthalzen.txt56
-rw-r--r--npc/quests/skills/novice_skills.txt221
4 files changed, 143 insertions, 149 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index c504b7dbf..06e67c2d3 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -30,12 +30,14 @@ Playtester
Date Added
======
09/20
+ * Fixed some bugs in Cube Room. Some parts could be skipped [Lupus]
* Final optimization of Niflheim quests [Lupus]
- Book of Devil Quest uses bit-wise var MISC_QUEST | 256. Removed extra vars
- Piano Quest uses 1 bit-wise temp var instead of 5 variables.
- Clear Niflheim garbage vars in Global_Functions.txt
- Added few missing NEXT; into job quests, thanks to $ephiroth
- Changed permanent variables in 1st Job Quest skills to @temp ones
+ - Cube Room: 5 key vars -> 1 var cubekey
09/19
* Fixed rpsroulette.txt, giving 10 blue potions as prize instead of the 20 it said. Also fixed
a missing variable in sphinx_mask.txt. Noticed by JTE and fixed by Warian [erKURITA]
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt
index 356900ef8..dfcf7f561 100644
--- a/npc/other/Global_Functions.txt
+++ b/npc/other/Global_Functions.txt
@@ -27,6 +27,7 @@
//= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
//= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
//= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
+//= +more garbage clean
//============================================================
@@ -75,25 +76,31 @@ function script F_ClearJobVar {
function script F_ClearGarbage {
// Clear outdated global VARS
+ //DTS Vote System
if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128;
if(dtseligible == 3) set dtseligible,0;
if($talk) set $talk,0;
if($dtsglobalelig) set $dtsglobalelig,0;
if($dts&(1<<6)) set $dts,$dts&~(1<<6);
+ //Misc Quests
if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
set MEAT,0; set MORRISON,0;
set BUNYBND,0; set TEMPESTRA,0;
set sewer_prt,0; set iz_move_alberta,0;
- if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
- set nif_t,0;
+ //Valhalla Remember Quest Skills. Unused
set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
+ //Niflheim
+ if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
if(niflheimlost2) set MISC_QUEST,MISC_QUEST | 256;
set niflheimlost2,0; set niflheimlost,0; set lostgirl,0;
- set nif_random,0; set nif_random1,0;
+ set nif_t,0; set nif_random,0; set nif_random1,0;
if(MISC_QUEST&32){set nif_quest1,0; set nif_quest2,0; set nif_quest3,0; set nif_quest4,0; set nif_quest5,0;}
+ //1st Class Quest Skills
set ARWCRFT,0; set HOLYLIGHT,0; set ARWREP,0; set ENRGYCOAT,0; set CRAZYROAR,0; set CHANGECART,0; set CARTREVO,0;
set SANDATTACK,0; set STONEFLING,0; set BACKSLIDE,0; set BAGNFNTY,0;
+ //Cube Room
+ set ykey,0; set redkey,0; set fkey,0; set gkey,0; set bkey,0;
return;
}
diff --git a/npc/quests/quests_lighthalzen.txt b/npc/quests/quests_lighthalzen.txt
index dad4e19da..07b613737 100644
--- a/npc/quests/quests_lighthalzen.txt
+++ b/npc/quests/quests_lighthalzen.txt
@@ -4,7 +4,7 @@
//= Persian, Vicious_Pucca, Completed by aoa00
//= Evera, MasterOfMupppets, Lupus
//===== Current Version: =====================================
-//= 2.6a
+//= 2.7
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -44,6 +44,8 @@
//= 2.5 Fixed Kellasus giving you extra skills in Bio Ethics quest [Evera]
//= 2.6 Fixed exploit letting any class get homunculus from Bio Ethics Quest [Evera]
//= 2.6a Moved Bio Ethics Quest to Alchemist SKILL QUESTS [Lupus]
+//= 2.7 fixed bugs that let people bypass some quest parts V_V [Lupus]
+//= reused cubekey var for 4 Cube Room key vars
//============================================================
lighthalzen.gat,1,1,7 script sneakAddSuber -1,{
@@ -642,7 +644,7 @@ L_2:
//--------------------------Barrel--------------------------
lhz_cube.gat,237,183,0 script Barrel 111,{
- if (ykey == 1) goto L_4;
+ if (cubekey&1) goto L_4;
if (box == 1) goto L_2;
mes "There is a box that looks weak.";
if (axe == 0) close;
@@ -692,7 +694,7 @@ L_3:
mes "Within the box, there is 'yellow key'.";
next;
mes "You acquired '^FF0000yellow key^000000'.";
- set ykey,1;
+ set cubekey,cubekey|1;
close;
L_4:
@@ -706,7 +708,7 @@ L_4:
lhz_cube.gat,242,201,0 script Drawer 111,{
if (knife == 1) goto L_3;
mes "The drawer is locked.";
- if (redkey == 1) goto L_1;
+ if (cubekey&2) goto L_1;
close;
L_1:
@@ -732,7 +734,7 @@ L_3:
//--------------------------Documents--------------------------
lhz_cube.gat,237,198,0 script Documents 111,{
- if (redkey == 1) goto L_2;
+ if (cubekey&2) goto L_2;
mes "There are tons of documents here.";
next;
menu "Search the documents.",L_1,"Ignore.",-;
@@ -742,7 +744,7 @@ L_1:
mes "As you look through the documents, a 'red key' falls out.";
next;
mes "You acquired ^FF0000red key^000000.";
- set redkey,1;
+ set cubekey,cubekey|2;
close;
L_2:
@@ -795,7 +797,7 @@ L_2:
next;
input @bed$;
- if (@bed$ == "long stick" && rod == 1 || @bed$ == "Long Stick" && rod == 1) goto L2_1;
+ if (rod == 1 && (@bed$ == "long stick" || @bed$ == "Long Stick")) goto L2_1;
mes "It looks like you need some kind of long item to";
mes "Get the item out, you can't reach it!";
close;
@@ -816,7 +818,7 @@ L_3:
//--------------------------Cup--------------------------
lhz_cube.gat,229,184,0 script Cup 111,{
- if (fkey == 1) goto L_2;
+ if (cubekey&4) goto L_2;
mes "You see an empty bottle and a cup with something in it.";
next;
menu "Leave it alone.",-,"Look what is inside.",L_1;
@@ -826,7 +828,7 @@ L_1:
mes "When you look inside, you see a 'rusty key'.";
next;
mes "You acquired the '^FF0000rusty key^000000'.";
- set fkey,1;
+ set cubekey,cubekey|4;
close;
L_2:
@@ -838,13 +840,13 @@ L_2:
//--------------------------Shelf--------------------------
lhz_cube.gat,233,206,0 script Shelf 111,{
- if (gkey == 1) goto L_2;
+ if (cubekey&8) goto L_2;
mes "There are lots of bottles filled with acids lined up";
mes "Along the shelf, they have different labels.";
next;
input @lathe$;
- if (fkey == 1 && @lathe$ == "rusty key" || fkey == 1 && @lathe$ == "Rusty Key") goto L_1;
+ if (cubekey&4 && (@lathe$ == "rusty key" || @lathe$ == "Rusty Key")) goto L_1;
mes "Nothing happened.";
close;
@@ -854,7 +856,7 @@ L_1:
mes "All that's left is a clean, green key.";
next;
mes "You acquired the '^FF0000green key^000000'";
- set gkey,1;
+ set cubekey,cubekey|8;
close;
L_2:
@@ -870,8 +872,8 @@ L_2:
lhz_cube.gat,249,191,0 script Closet 111,{
if (polygon >= 1) goto L_4;
mes "There is a closet with lots of drawers.";
- if (gkey == 1) goto L_2;
- if (gkey == 0) next;
+ if (cubekey&8) goto L_2;
+ next;
menu "Leave it alone.",-,"Open one of the drawers.",L_1;
close;
@@ -964,7 +966,7 @@ L_1:
next;
input @knife$;
- if (knife == 1 && @knife$ == "small knife" ||knife == 1 && @knife$ == "Small Knife") goto L1_1;
+ if (knife == 1 && (@knife$ == "small knife" || @knife$ == "Small Knife")) goto L1_1;
mes "Nothing happened.";
close;
@@ -1046,7 +1048,7 @@ lhz_cube.gat,224,192,0 script Generator 111,{
next;
input @key$;
- if (ykey == 1 && @key$ == "yellow key" || ykey == 1 && @key$ == "Yellow Key") goto L_1;
+ if (cubekey&1 && (@key$ == "yellow key" || @key$ == "Yellow Key")) goto L_1;
mes "There's nothing to do here.";
close;
@@ -1068,7 +1070,7 @@ L_2:
//--------------------------Lamp--------------------------
lhz_cube.gat,248,205,0 script Lamp 111,{
- if (bkey == 1) goto L_3;
+ if (cubekey&16) goto L_3;
if (machine == 1) goto L_1;
mes "There is a bright lamp.";
mes "Seems like there is something inside";
@@ -1087,7 +1089,7 @@ L_2:
mes "'black key' falls out.";
next;
mes "You acquired the '^FF0000black key^000000'.";
- set bkey,1;
+ set cubekey,cubekey|16;
close;
L_3:
@@ -1108,7 +1110,7 @@ L_1:
if (ellipse == 2) goto L1_2;
input @ellipse$;
- if (ellipse == 1 && @ellipse$ == "ellipse model" ||ellipse == 1 && @ellipse$ == "Ellipse Model") goto L1_1;
+ if (ellipse == 1 && (@ellipse$ == "ellipse model" || @ellipse$ == "Ellipse Model")) goto L1_1;
mes "Nothing happened.";
close;
@@ -1126,7 +1128,7 @@ L_2:
if (quadrangle == 2) goto L2_2;
input @quadrangle$;
- if (quadrangle == 1 && @quadrangle$ == "cube model" || quadrangle == 1 && @quadrangle$ == "Cube Model") goto L2_1;
+ if (quadrangle == 1 && (@quadrangle$ == "cube model" || @quadrangle$ == "Cube Model")) goto L2_1;
mes "Nothing happened.";
close;
@@ -1144,7 +1146,7 @@ L_3:
if (polygon == 2) goto L3_2;
input @polygon$;
- if (polygon == 1 && @polygon$ == "polygon model" || polygon == 1 && @polygon$ == "Polygon Model") goto L3_1;
+ if (polygon == 1 && (@polygon$ == "polygon model" || @polygon$ == "Polygon Model")) goto L3_1;
mes "Nothing happened.";
close;
@@ -1189,7 +1191,7 @@ lhz_cube.gat,224,197,0 script Test Tube 111,{
next;
input @key$;
- if (bkey == 1 && @key$ == "black key" || bkey == 1 && @key$ == "Black Key") goto L_1;
+ if (cubekey&16 && (@key$ == "black key" || @key$ == "Black Key")) goto L_1;
mes "Nothing happened.";
close;
@@ -1226,14 +1228,14 @@ L_4:
L4_1:
mes "It connected to a long staircase.";
- close2;
- set axe,0; set ykey,0; set box,0; set num1,0;
+ set knife,0; set axe,0; set box,0;
+ set cubekey,0; set machine,0; set num1,0;
set num2,0; set num3,0; set num4,0; set num5,0;
set num6,0; set num7,0; set num8,0; set num9,0;
- set knife,0; set redkey,0; set srod1,0; set srod2,0;
- set fkey,0; set gkey,0; set polygon,0; set machine,0;
- set bkey,0; set ellipse,0; set quadrangle,0; set rod,0;
+ set rod,0; set srod1,0; set srod2,0;
+ set polygon,0; set ellipse,0; set quadrangle,0;
set hzdun,1;
+ close2;
warp "lhz_cube.gat",177,13;
end;
}
diff --git a/npc/quests/skills/novice_skills.txt b/npc/quests/skills/novice_skills.txt
index b777a8965..6009f9009 100644
--- a/npc/quests/skills/novice_skills.txt
+++ b/npc/quests/skills/novice_skills.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 1.4
+//= 1.4b
//===== Compatible With: =====================================
//= eAthena 7.15 +
//===== Description: =========================================
@@ -22,18 +22,34 @@
//<---------------------------------------------------------------------------------------------- Nurse Aid: First Aid NPC ---------------------------------------------------------------------------->\\
prt_in.gat,235,133,4 script Nurse Aid 90,{
mes "[Nurse Aid]";
- if(FIRSTAID) goto L_GetAid;
- if(getskilllv(142)>0) goto L_GotAid;
-
+ if(FIRSTAID){
+ if((JobLevel < 3) || (countitem(507) < 5 ) || (countitem(705) < 5) || (countitem(930) < 1)) goto sM_Yes;
+ delitem 507,5;
+ delitem 705,5;
+ delitem 930,1;
+ mes "Oh good. You have everything needed for me to teach you first aid. Here we go...";
+ next;
+ mes "....... 1 hour later.......";
+ next;
+ skill 142,1,0;
+ set FIRSTAID,0;
+ set got_bandage,0;
+ mes "[Nurse Aid]";
+ mes "YES! You finally got it. Now you can heal yourself and continue fighting those bad monsters. Well, take care.";
+ emotion e_no1;
+ close;
+ }
+ if(getskilllv(142)>0){
+ mes "Well hello again. I really hope the First Aid skill has been helpful to you. Make sure to continue your hard work and don't forget to rest and heal!";
+ close;
+ }
mes "Oh hello there! You look tired and a little worn out. Have the monsters outside of town been giving you trouble?";
next;
- menu "Ha! Me strong like BULL!!",M_Nope, "Well..um..kinda..",M_Yep;
+ menu "Ha! Me strong like BULL!!",-, "Well..um..kinda..",M_Yep;
- M_Nope:
mes "[Nurse Aid]";
mes "Oh I see. You must be a mighty warrior. Well, come back anytime if you do ever feel overwhelmed by the monsters. I'll be able to help.";
close;
-
M_Yep:
mes "[Nurse Aid]";
mes "Well don't feel bad. It can be very difficult fighting those nasty monsters in the beginning.";
@@ -49,8 +65,12 @@ prt_in.gat,235,133,4 script Nurse Aid 90,{
mes "That's why I've decided to teach people how to heal themselves! Would you like me to teach you?";
emotion e_ic;
next;
- menu "Would you??",sM_Yes, "(...she's nuts!...run!!!)",sM_No;
+ menu "Would you??",sM_Yes, "(...she's nuts!...run!!!)",-;
+ mes "[Nurse Aid]";
+ mes "Hey!...Where are you running too??...";
+ emotion e_swt;
+ close;
sM_Yes:
mes "[Nurse Aid]";
mes "In order for me to teach you First Aid you need to have at least a^0000ff Job Level of 3^000000.";
@@ -63,64 +83,79 @@ prt_in.gat,235,133,4 script Nurse Aid 90,{
mes "Once you get Job Level 3 and have all of the items come back and see me, OK?";
set FIRSTAID,1;
close;
-
- sM_No:
- mes "[Nurse Aid]";
- mes "Hey!...Where are you running too??...";
- emotion e_swt;
- close;
-
-L_GetAid:
- if((JobLevel < 3) || (countitem(507) < 5 ) || (countitem(705) < 5) || (countitem(930) < 1)) goto sM_Yes;
- delitem 507,5;
- delitem 705,5;
- delitem 930,1;
- mes "Oh good. You have everything needed for me to teach you first aid. Here we go...";
- next;
- mes "....... 1 hour later.......";
- next;
- skill 142,1,0;
- set FIRSTAID,0;
- set got_bandage,0;
- mes "[Nurse Aid]";
- mes "YES! You finally got it. Now you can heal yourself and continue fighting those bad monsters. Well, take care.";
- emotion e_no1;
- close;
-
-L_GotAid:
- mes "Well hello again. I really hope the First Aid skill has been helpful to you. Make sure to continue your hard work and don't forget to rest and heal!";
- close;
-
}
//<-------------------------------------------------------------------------------------------------- Bulma: Play Dead -------------------------------------------------------------------------------------------->\\
prt_in.gat,73,87,2 script Bulma 98,{
mes "[Bulma]";
- if(BaseJob == Job_Novice) goto L_Novice;
-
-L_Other:
- mes "Yeah... I look great.... After all, I'm a Knight of the Prontera Chivalry. Kuhahahaha!";
- emotion e_heh;
- next;
- mes "[Bulma]";
- mes "It hasn't been that long since I became a Knight, but I still look good as one right? What do you think???";
- emotion e_hmm;
- close;
-
-L_Novice:
- if(JobLevel >= 7) goto L_Start;
- mes "Hello my young friend. You remind me of myself when I was young.....";
- mes "Heh heh, I really miss those days..... Wow... It's funny to think about those years now......";
- next;
- mes "[Bulma]";
- mes "They were difficult.... thankfully you can use the ^5555FFPlay Dead^000000 skill when you reach a ^5555FFJob Level of 7^000000.";
- mes "If you're interested in it come back and talk to me when you've leveled up a bit more.";
- close;
-
-L_Start:
- if(PLAYDEAD) goto L_GetSkill;
- if(getskilllv(143)>0) goto L_GotSkill;
+ if(BaseJob != Job_Novice){
+ mes "Yeah... I look great.... After all, I'm a Knight of the Prontera Chivalry. Kuhahahaha!";
+ emotion e_heh;
+ next;
+ mes "[Bulma]";
+ mes "It hasn't been that long since I became a Knight, but I still look good as one right? What do you think???";
+ emotion e_hmm;
+ close;
+ }
+ if(JobLevel < 7){
+ mes "Hello my young friend. You remind me of myself when I was young.....";
+ mes "Heh heh, I really miss those days..... Wow... It's funny to think about those years now......";
+ next;
+ mes "[Bulma]";
+ mes "They were difficult.... thankfully you can use the ^5555FFPlay Dead^000000 skill when you reach a ^5555FFJob Level of 7^000000.";
+ mes "If you're interested in it come back and talk to me when you've leveled up a bit more.";
+ close;
+ }
+ if(PLAYDEAD){
+ if(countitem(7039)<1){
+ mes "HEY! What are you doing here? It's irresponsible of you to still be here while your time is running out.........";
+ emotion e_gasp;
+ next;
+ mes "[Bulma]";
+ mes "Now GO! Run! Run! RUN!!";
+ emotion e_go;
+ close;
+ }
+ delitem 7039, 1;
+ mes "Good to see you again. Alright, lets start your training....";
+ next;
+ mes "[Bulma]";
+ mes "Let me first introduce to you the concept of 'Method Acting'. Method Acting stresses the need to understand every aspect of the role you are playing.";
+ next;
+ mes "[Bulma]";
+ mes "You must learn to think, feel, and even live like your character so that you can understand his/her motivation in any given moment.";
+ next;
+ mes "[Bulma]";
+ mes "Now let us use this technique to develop your ability to Play Dead!";
+ mes "I want you to think like a dead person, feel like a dead person, eat, breath, sleep, kiss, etc. like a person who is dead!!!";
+ next;
+ mes "[Bulma]";
+ mes "Don't just stand there! Lay down on the ground and live life through the eyes of a dead person.... errr or don't live.... anyways just do it!!";
+ next;
+ mes "~ several hours later ~";
+ next;
+ mes "[Bulma]";
+ mes "OK, lights, camera, ACTION! Yes... yes... YES!! That's it!! As I watch you laying there I TRULY believe that you are dead.";
+ mes "What a wonderful performance! BRAVO! BRAVO!";
+ emotion e_gasp;
+ next;
+ mes "[Bulma]";
+ mes "With the right motivation and focus you will be able to play dead anywhere at any given moment. Congratulations on mastering this skill.";
+ emotion e_no1;
+ skill 143,1,0;
+ set PLAYDEAD, 0;
+ set got_novnametag,0;
+ close;
+ }
+ if(getskilllv(143)>0){
+ mes "Yeah.... I remember back then..... especially those embarrassing novice years... heh. Luckily there was Play Dead.";
+ mes "That saved me many times in the past. I'm sure it has been saving you too.";
+ next;
+ mes "[Bulma]";
+ mes "Hopefully it is something you have been using well. If you have any friends who are novices, tell them about me. I will help them out as good as I can.";
+ close;
+ }
mes "Hello my young friend. You remind me of myself when I was young..... Heh heh, I really miss those days.....";
mes "Look at me acting all sentimental like some old man........";
next;
@@ -171,70 +206,18 @@ L_Start:
emotion e_go;
set PLAYDEAD, 1;
close;
-
-L_GetSkill:
- if(countitem(7039)<1) goto sL_NotRdy;
- delitem 7039, 1;
- mes "Good to see you again. Alright, lets start your training....";
- next;
- mes "[Bulma]";
- mes "Let me first introduce to you the concept of 'Method Acting'. Method Acting stresses the need to understand every aspect of the role you are playing.";
- next;
- mes "[Bulma]";
- mes "You must learn to think, feel, and even live like your character so that you can understand his/her motivation in any given moment.";
- next;
- mes "[Bulma]";
- mes "Now let us use this technique to develop your ability to Play Dead!";
- mes "I want you to think like a dead person, feel like a dead person, eat, breath, sleep, kiss, etc. like a person who is dead!!!";
- next;
- mes "[Bulma]";
- mes "Don't just stand there! Lay down on the ground and live life through the eyes of a dead person.... errr or don't live.... anyways just do it!!";
- next;
- mes "~ several hours later ~";
- next;
- mes "[Bulma]";
- mes "OK, lights, camera, ACTION! Yes... yes... YES!! That's it!! As I watch you laying there I TRULY believe that you are dead.";
- mes "What a wonderful performance! BRAVO! BRAVO!";
- emotion e_gasp;
- next;
- mes "[Bulma]";
- mes "With the right motivation and focus you will be able to play dead anywhere at any given moment. Congratulations on mastering this skill.";
- emotion e_no1;
- skill 143,1,0;
- set PLAYDEAD, 0;
- set got_novnametag,0;
- close;
-
- sL_NotRdy:
- mes "HEY! What are you doing here? It's irresponsible of you to still be here while your time is running out.........";
- emotion e_gasp;
- next;
- mes "[Bulma]";
- mes "Now GO! Run! Run! RUN!!";
- emotion e_go;
- close;
-
-L_GotSkill:
- mes "Yeah.... I remember back then..... especially those embarrassing novice years... heh. Luckily there was Play Dead.";
- mes "That saved me many times in the past. I'm sure it has been saving you too.";
- next;
- mes "[Bulma]";
- mes "Hopefully it is something you have been using well. If you have any friends who are novices, tell them about me. I will help them out as good as I can.";
- close;
}
//Newbie Assistant------------------------------------------------------------------------------
prt_castle.gat,174,147,2 script Newbie Assistant 84,{
mes "[Newbie Assistant]";
- if(BaseJob == Job_Novice) goto L_Start;
-
-L_NonNov:
- mes "What am I doing here? I'm just trying to help out young newbies. You remember how it was to be a newbie... confused.... lost.... heh heh.";
- emotion e_what;
- close;
-L_Start:
- if(FIRSTAID && countitem(930)==0 && got_bandage!=1){
+ if(BaseJob != Job_Novice){
+ mes "What am I doing here? I'm just trying to help out young newbies. You remember how it was to be a newbie... confused.... lost.... heh heh.";
+ emotion e_what;
+ close;
+ }
+ if(FIRSTAID && countitem(930)==0 && !got_bandage){
mes "So Nurse Aid sent you huh. She's a great nurse, you should feel very fortunate that she is helping you out. Here take this.";
next;
getitem 930,1;
@@ -250,7 +233,7 @@ L_Start:
emotion e_lv;
close;
}
- if(PLAYDEAD && countitem(7039)==0 && got_novnametag!=1){
+ if(PLAYDEAD && countitem(7039)==0 && !got_novnametag){
mes "So Bulma sent you uh.... okay here you go.";
getitem 7039,1;
set got_novnametag,1;