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-rw-r--r--npc/jobs/2-1/knight.txt51
1 files changed, 24 insertions, 27 deletions
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index f3b31c0a0..da1d8a8e4 100644
--- a/npc/jobs/2-1/knight.txt
+++ b/npc/jobs/2-1/knight.txt
@@ -1,17 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Knight Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= PGRO TEAM (Aegis).
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job Change quest for Knight class.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Fully working. Please comment out any pre-existing warps for the
//= test rooms in any other files so that the ones specified here can work.
//= 1.1 Fixed a major bug. Now using the initnpctimer command,
@@ -30,7 +28,7 @@
//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//= 2.4 Minor fixes to timer#knt. [L0ne_W0lf]
//= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf]
-//= Corrected usages of killmonster and killmonsterall.
+//= Corrected usages of killmonster and killmonsterall.
//= 2.6 Corrected an improper areawarp destination. [L0ne_W0lf]
//= 2.7 Deleted unused variables. [Samuray22]
//= 2.7a Corrected a Typo error ";;". [Samuray22]
@@ -40,9 +38,9 @@
//= 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]
//= 3.3 Fixed missing changequest. [Joseph]
-//============================================================
+//============================================================
-prt_in,88,101,4 script Chivalry Captain#knt 56,{
+prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{
mes "[Captain Herman]";
if (Upper == 1) {
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...";
@@ -373,7 +371,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "to Amy's opinion.";
next;
mes "[Lady Amy]";
- if (sex) {
+ if (Sex) {
mes "Mmm~ He's so polite!";
mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
}
@@ -392,7 +390,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "your mind.";
next;
mes "[Sir Edmond]";
- if (sex) {
+ if (Sex) {
mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
mes "as the sun.";
}
@@ -466,7 +464,7 @@ L_Mission:
}
}
-prt_in,75,107,4 script Sir Andrew#knt 65,{
+prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{
mes "[Sir Andrew]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
@@ -670,7 +668,7 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
}
}
-prt_in,71,91,0 script Sir Siracuse#knt 65,{
+prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
mes "[Sir Siracuse]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
@@ -694,7 +692,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
close;
}
- else if (Baseclass == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "Oh?";
mes "What is a Novice";
mes "doing here?";
@@ -1055,7 +1053,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
}
}
-prt_in,79,94,4 script Sir Windsor#knt 733,{
+prt_in,79,94,4 script Sir Windsor#knt 4_M_JOB_KNIGHT1,{
mes "[Sir Windsor]";
mes "...";
next;
@@ -1119,7 +1117,7 @@ prt_in,79,94,4 script Sir Windsor#knt 733,{
mes "......";
next;
mes "[Sir Windsor]";
- if (KNIGHT_Q == 6)
+ if (KNIGHT_Q == 6)
mes "...Follow me.";
else {
mes "...Fine.";
@@ -1150,7 +1148,7 @@ prt_in,79,94,4 script Sir Windsor#knt 733,{
// Test 2 part 1
//==========================================================
-job_knt,89,106,4 script Knight Windsor#knt 733,{
+job_knt,89,106,4 script Knight Windsor#knt 4_M_JOB_KNIGHT1,{
mes "[Sir Windsor]";
mes "...";
next;
@@ -1223,7 +1221,7 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{
}
}
-job_knt,89,106,4 script Windsor Benedict#knt 733,{
+job_knt,89,106,4 script Windsor Benedict#knt 4_M_JOB_KNIGHT1,{
end;
OnInit:
@@ -1445,7 +1443,7 @@ OnTimer182000:
// Test 3 (Manners)
//==========================================================
-prt_in,69,107,6 script Lady Amy#knt 728,{
+prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
mes "[Lady Amy]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
@@ -1787,7 +1785,7 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
// Test 4 (patience)
//==========================================================
-prt_in,70,99,6 script Sir Edmond#knt 734,{
+prt_in,70,99,6 script Sir Edmond#knt 4_M_JOB_KNIGHT2,{
mes "[Sir Edmond]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
@@ -1940,7 +1938,7 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{
}
}
-job_knt,1,1,1 script Timer#knt 107,{
+job_knt,1,1,1 script Timer#knt 1_M_PAY_ELDER,{
OnTimer300000:
enablenpc "Warp#knt";
end;
@@ -1989,7 +1987,7 @@ OnMyMobDead:
end;
}
-job_knt,145,57,1 script Warp#knt 107,22,22,{
+job_knt,145,57,1 script Warp#knt 1_M_PAY_ELDER,22,22,{
OnInit:
disablenpc "Warp#knt";
end;
@@ -2002,7 +2000,7 @@ OnTouch:
// Test 5, and creates Claymores for knights
//==========================================================
-prt_in,87,92,4 script Sir Gray#knt 119,{
+prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
mes "[Sir Gray]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
@@ -2028,8 +2026,7 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
close;
case 2:
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 1800) {
+ if (MaxWeight - Weight < 1800) {
mes "[Sir Gray]";
mes "Oh no...";
mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";
@@ -2065,7 +2062,7 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
mes "You attained a reliable item.";
mes "It'll be a good companion on your adventures.";
delitem 999,1; //Steel
- set Zeny, Zeny - 74000;
+ Zeny -= 74000;
getitem 1163,1; //Claymore
close;
}