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-rw-r--r--npc/jobs/2-1/assassin.txt35
-rw-r--r--npc/jobs/2-1/blacksmith.txt65
-rw-r--r--npc/jobs/2-1/hunter.txt37
-rw-r--r--npc/jobs/2-1/knight.txt29
-rw-r--r--npc/jobs/2-1/priest.txt21
-rw-r--r--npc/jobs/2-1/wizard.txt41
6 files changed, 117 insertions, 111 deletions
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
index fbf64e9bb..88b5b5186 100644
--- a/npc/jobs/2-1/assassin.txt
+++ b/npc/jobs/2-1/assassin.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 1.6
+//= 2.0
//===== Compatible With: =====================================
//= eAthena RC4
//===== Description: =========================================
@@ -25,6 +25,7 @@
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
//============================================================
@@ -34,7 +35,7 @@
//****************************************************************************//
in_moc_16.gat,19,33,4 script Guildsman 55,{
- callfunc "F_BlockHigh",30,"Thief High",36,"Assassin Cross","Assassin Huey";
+ callfunc "F_BlockHigh",Job_Thief_High,"Thief High",Job_Assassin_Cross,"Assassin Cross","Assassin Huey";
if(BaseJob==Job_Thief) goto L_Thief;
callfunc "Ass_check";
@@ -42,7 +43,7 @@ in_moc_16.gat,19,33,4 script Guildsman 55,{
L_Thief:
if(JobLevel >= 40) goto L_Start;
mes "Hmm? What brings you here?.... I don't think I like the way you're looking at me....?!";
- emotion 1;
+ emotion e_what;
next;
mes "[Angry looking man]";
mes ".... Hmm.... You're not qualified yet. To become an Assassin you will have to meet our expectations.";
@@ -56,7 +57,7 @@ L_Start:
if(ASSIN_Q == 2) goto L_Failed2;
if(ASSIN_Q == 4) goto L_Change;
mes ".... A Thief huh?..... And a well trained one at that, cause I can't seem to find my wallet!";
- emotion 18;
+ emotion e_heh;
next;
mes "[Angry looking man]";
mes "We need people like you, you know........ So how about taking the next step in the world of crime, and become an Assassin?";
@@ -111,7 +112,7 @@ L_Change:
next;
mes "[Assassin Huey]";
mes "Congratulations! After all of your hard work, you can finally become an Assassin!";
- emotion 21;
+ emotion e_no1;
next;
mes "[Assassin Huey]";
mes "Very well done, you are now offically an Assassin. Although you are free to visit us at anytime..............";
@@ -228,7 +229,7 @@ OnTouch:
M_No:
mes "[Assassin Kai]";
mes "Huh?? You don't?........";
- emotion 1;
+ emotion e_what;
next;
mes "[Assassin Kai]";
mes "Are you trying to play games with me??";
@@ -251,22 +252,22 @@ OnTouch:
L_Failed:
mes "Ehhh? Weren't you just here a minute ago?";
- emotion 1;
+ emotion e_what;
next;
mes "[Assassin Kai]";
mes "What's this?..... You failed the first test?";
next;
mes "[Assassin Kai]";
mes "HAHAHAHAAHAHAHAHA!!!!";
- emotion 18;
+ emotion e_heh;
next;
mes "[Assassin Kai]";
mes "Hehe...HAHA...~cough~..Damn.... It's been a long time since I've met a looser like you..... Ha Ha....";
- emotion 18;
+ emotion e_heh;
next;
mes "[Assassin Kai]";
mes "Oh...sorry for laughing in your face like this.... but it's just too funny... hahahehehe....";
- emotion 18;
+ emotion e_heh;
next;
mes "[Assassin Kai]";
mes "So..... do you need me to give you any hints?";
@@ -276,14 +277,14 @@ L_Failed:
mes "[Assassin Kai]";
mes "Hahaahhaha!!! Well at least you're honest.....";
mes "Haha....My stomach...ouch... my stomach hurts!! You're killing me! Hahahaha!!!";
- emotion 18;
+ emotion e_heh;
next;
mes "[Nameless One]";
mes ".....Hahaha.";
next;
mes "[Assasin Kai]";
mes "HAHAHAHA!! Nameless One, you think its funny too?";
- emotion 18;
+ emotion e_heh;
next;
mes "[Nameless One]";
mes "Hehehe..... yes very.....";
@@ -311,7 +312,7 @@ L_Failed:
next;
mes "[Assassin Kai]";
mes "Hahaha.... I can't beleive this..... hahaha.....";
- emotion 18;
+ emotion e_heh;
close2;
warp "in_moc_16.gat", 19, 141;
end;
@@ -381,18 +382,18 @@ L_Failed:
sM_End:
mes "[Assassin Kai]";
mes ".... Hmf... how can you be such an idiot??? You couldn't understand what I was talking about??";
- emotion 23;
+ emotion e_omg;
next;
mes "[Assassin Kai]";
mes "Is an Assassin's honor that hard to comprehend?!";
next;
mes "[Assassin Kai]";
mes "Grrrrr!!! You're probably going to be a moron all of your life...........";
- emotion 6;
+ emotion e_an;
next;
mes "[Assassin Kai]";
mes "GET OUT! Get out of here right now!! You're not fit to become an Assassin!!!";
- emotion 32;
+ emotion e_pif;
close2;
warp "c_tower4.gat", 64, 76;
close;
@@ -1028,7 +1029,7 @@ in_moc_16.gat,21,165,4 script Barcardi 725,{
next;
mes "[Barcardi]";
mes "....... Oh, and don't forget to bring some courage with you loser!";
- emotion 32;
+ emotion e_pif;
next;
warp "moc_fild16.gat", 206, 241;
close;
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
index e18701989..cbaae1c8c 100644
--- a/npc/jobs/2-1/blacksmith.txt
+++ b/npc/jobs/2-1/blacksmith.txt
@@ -7,7 +7,7 @@
//= Optimized and further edited by kobra_k88.
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 1.8b
+//= 2.0
//===== Compatible With: =====================================
//= eAthena 1.0+
//===== Description: =========================================
@@ -24,13 +24,14 @@
//= to go. [Lupus]
//= 1.7 item quantity/ids typos fix
//= 1.8 Moved the Quest to Einbroch [Poki#3]
+//= 2.0 Changed numbers to constants. [Vicious]
==============================================================
//<==================================================== Blacksmith Altiregen (Job changer)==================================================>\\
ein_in01.gat,18,28,4 script Guildsman Altiregen 731,{
- callfunc "F_BlockHigh",29,"Merchant High",34,"White Smith","Blacksmith Altiregen";
+ callfunc "F_BlockHigh",Job_Merchant_High,"Merchant High",Job_Whitesmith,"White Smith","Blacksmith Altiregen";
if (BaseJob == 5) goto L_Merc;
mes "[Blacksmith Altiregen]";
@@ -87,7 +88,7 @@ L_Merc:
sL_HighLvl:
mes "[Blacksmith Altiregen]";
mes "Wow! I'm impressed! You've done a lot of training there. You know what they say, with hard work comes great rewards.";
- emotion 1;
+ emotion e_what;
next;
mes "[Blacksmith Altiregen]";
mes "Well, first things first..... The guildsman ^5533FFGeshupenschte in Einbech^000000, is a bit short on help.";
@@ -114,7 +115,7 @@ L_Merc:
L_Test1:
mes "You didn't leave yet? I told you to go see Geshupenschte in Einbech. See you then.";
- emotion 1;
+ emotion e_what;
close;
L_Test2and3:
@@ -141,16 +142,16 @@ L_Test4:
M_dontgo:
mes "[Blacksmith Altiregen]";
mes "What!? You're giving up!?!.........";
- emotion 1;
+ emotion e_what;
next;
mes "[Blacksmith Altiregen]";
mes "HOW DARE YOU INSULT OUR GUILD LIKE THAT!";
mes "Leave now! Don't you dare even DREAM about becoming a blacksmith!";
- emotion 23;
+ emotion e_omg;
next;
mes "[Blacksmith Altiregen]";
mes "Can't endure ANYTHING can you!? How do you plan to become a blacksmith if you can't do these simple tasks!?";
- emotion 6;
+ emotion e_an;
close;
L_NotDone:
@@ -175,7 +176,7 @@ L_Change:
if(JBLVL != 50) getitem 999,5;
if(JBLVL == 50) getitem 999,10;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
- emotion 21;
+ emotion e_no1;
close;
L_NoHam:
@@ -188,7 +189,7 @@ L_Change:
mes "[Blacksmith Altiregen]";
mes "....... grrrrrrr.......";
- emotion 7;
+ emotion e_ag;
close;
sM_What:
mes "[Blacksmith Altiregen]";
@@ -198,7 +199,7 @@ L_Change:
mes "YOU GET TO START ALL OVER!!!!";
set BSMITH_Q, 0;
set BSMITH_Q2, 0;
- emotion 32;
+ emotion e_pif;
close;
}
@@ -212,7 +213,7 @@ ein_in01.gat,201,27,4 script Geshupenschte 63,{
next;
mes "[Geshupenschte]";
mes "Blacksmith is such a great job!! Don't you think so? Hahahahahahah!";
- emotion 18;
+ emotion e_heh;
close;
L_merchant:
@@ -232,7 +233,7 @@ L_merchant:
next;
mes "[Geshupenschte]";
mes "What? Why are you still here?";
- emotion 1;
+ emotion e_what;
close;
// Test 1-----------------------------------------------------------------
@@ -834,7 +835,7 @@ L_Test3:
L_LostItem:
mes "WHAT!!! YOU LOST THE ITEM I GAVE YOU TO DELIVER!!!!";
- emotion 23;
+ emotion e_omg;
next;
mes "[Geshupenschte]";
mes "........... Well then.... I gues you'll just have too.....";
@@ -843,7 +844,7 @@ L_Test3:
mes "START ALL OVER!! Now get out of my sight!!";
set BSMITH_Q, 0;
set BSMITH_Q2, 0;
- emotion 7;
+ emotion e_ag;
close;
L_CheckTest3:
@@ -868,7 +869,7 @@ L_CheckTest3:
next;
mes "[Geshupenschte]";
mes "WHAT'S THIS?! YOU LOST IT!? DId you SELL it or something!?";
- emotion 23;
+ emotion e_omg;
next;
mes "[Geshupenschte]";
mes "The receipt is the soul of merchants! The life line of blacksmiths!";
@@ -876,7 +877,7 @@ L_CheckTest3:
set BSMITH_Q, 0;
set BSMITH_Q2, 0;
set BSMITH_Q3, 0;
- emotion 32;
+ emotion e_pif;
close;
M_Wait:
mes "[Geshupenschte]";
@@ -907,7 +908,7 @@ geffen.gat,46,164,4 script Baisulitst 69,{
next;
mes "[Baisulitst]";
mes "Hmmm....., I wonder when I will recieve my special order ^5555FFArc Wand^000000.....";
- emotion 20;
+ emotion e_hmm;
close;
L_Start:
@@ -940,11 +941,11 @@ L_Start:
L_NoItem:
mes "[Baisulitst]";
mes "..... Hmm?.... What's this?..... You here to deliver something to me but you don't have the actual item??";
- emotion 32;
+ emotion e_pif;
L_Wrong:
mes "[Baisulitst]";
mes "..... Hmm?.... What's this?..... This is not what I ordered.....";
- emotion 32;
+ emotion e_pif;
L_Done:
mes "[Baisulitst]";
mes "Thanks again for the delivery. I really appreciate it!";
@@ -958,11 +959,11 @@ morocc.gat,27,112,4 script Wickebine 725,{
mes "[Wickebine]";
mes "..........";
mes ".....When will my order be here?";
- emotion 20;
+ emotion e_hmm;
next;
mes "[Wickebine]";
mes "The Geffen Blacksmith Guild and Geshupenschte are both CHRONICALLY LATE!";
- emotion 32;
+ emotion e_pif;
next;
mes "[Wickebine]";
mes "This is very upsetting......";
@@ -998,12 +999,12 @@ L_Start:
L_NoItem:
mes "[Wickebine]";
mes "Ung! You came all this way to deliver my item and you lost it??!!";
- emotion 6;
+ emotion e_an;
close;
L_Wrong:
mes "[Wickebine]";
mes "I think you're supposed to deliver this somewhere else.....";
- emotion 4;
+ emotion e_swt;
close;
L_Done:
mes "[Wickebine]";
@@ -1058,7 +1059,7 @@ L_Start:
L_NoItem:
mes "[Gromgast]";
mes "Hmm... I don't understand.... where is the item I ordered???....";
- emotion 20;
+ emotion e_hmm;
L_Wrong:
mes "[Gromgast]";
mes "Sorry, but you've got the wrong person.";
@@ -1115,16 +1116,16 @@ L_Start:
L_NoItem:
mes "[Tilpitz]";
mes "Oooh! The delivery is here? What?..... You don't have anything???.....";
- emotion 1;
+ emotion e_what;
next;
mes "[Tilpitz]";
mes "Don't play bad jokes on people!";
- emotion 7;
+ emotion e_ag;
close;
L_Wrong:
mes "[Tilpitz]";
mes "What's this? You have a delivery.... for someone else..... Then why not deliver it to that person instead???........";
- emotion 4;
+ emotion e_swt;
close;
L_Done:
mes "[Tilpitz]";
@@ -1182,12 +1183,12 @@ L_Start:
L_NoItem:
mes "[Bismarck]";
mes "ARE YOU TRYING TO TOY WITH ME!!?? How.... ~cough~... could....~ung~.... you....~ack~.....";
- emotion 23;
+ emotion e_omg;
close;
L_Wrong:
mes "[Bismarck]";
mes "I NEED AN ANTIDOTE DAMMIT!! Not this stuff ~ack~........";
- emotion 23;
+ emotion e_omg;
close;
L_Done:
mes "[Bismarck]";
@@ -1203,7 +1204,7 @@ ein_in01.gat,24,41,4 script Mitmayer 726,{
if (BSMITH_Q == 5) goto L_Done;
mes "[Mitmayer]";
mes "Whew.... the sun in Morroc is just too strong.... I guess it will gie me tougher skin... Oh well......";
- emotion 19;
+ emotion e_swt2;
next;
mes "[Mitmayer]";
mes "Afteralll, we Blacksmiths are used to high temperatures since we work with fire everyday!";
@@ -1395,7 +1396,7 @@ L_Result:
L_Pass:
mes "Great! Congrats! You pass!";
- emotion 21;
+ emotion e_no1;
next;
mes "[Mitmayer]";
mes "You'll need to return to the guild. Here is proof that you passed the test.... the ^5533FFHammer of Blacksmiths^000000.";
@@ -1405,7 +1406,7 @@ L_Result:
next;
mes "[Mitmayer]";
mes "DON'T LOOSE THIS!!";
- emotion 0;
+ emotion e_gasp;
next;
mes "[Mitmayer]";
mes "Well, good luck!!!!";
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
index deff0140b..9637e5ff1 100644
--- a/npc/jobs/2-1/hunter.txt
+++ b/npc/jobs/2-1/hunter.txt
@@ -5,7 +5,7 @@
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 1.7
+//= 2.0
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -26,11 +26,12 @@
//= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that
//= reported the bug) [Lupus]
//= 1.7 Moved the Job QUest to Hugel [Poki#3]
+//= 2.0 Changed numbers to constants. [Vicious]
//============================================================
//<====================================== Job Changer ========================================>\\
hu_in01.gat,386,374,4 script Hunter Sharon 727,{
- callfunc "F_BlockHigh",27,"High Archer",35,"Sniper","Hunter Sharon";
+ callfunc "F_BlockHigh",Job_Archer_High,"High Archer",Job_Sniper,"Sniper","Hunter Sharon";
if(BaseJob==Job_Archer) goto L_Start;
callfunc "Hun_check";
@@ -74,7 +75,7 @@ L_Start:
close;
sL_HighLvl:
mes "Well, well now! A high level archer.... very nice! You must have trained really hard.";
- emotion 5;
+ emotion e_ic;
next;
mes "[Hunter Sharon]";
mes "My name is Sharon, nice to meet you. Before I explain the process of becoming a Hunter, I'd like to do a short interview with you.";
@@ -225,7 +226,7 @@ L_Start:
sL_100:
mes "[Hunter Sharon]";
mes "Great! Based on the answers you gave, you seem to be just the type of person we're looking for.";
- emotion 21;
+ emotion e_no1;
next;
mes "[Hunter Sharon]";
mes "With your kind of additude and values, you should have no problems becoming a Hunter.";
@@ -242,7 +243,7 @@ L_Start:
sL_Failed:
mes "[Hunter Sharon]";
mes "I.......don't think I can pass you..... The way you live your life is...... well... unexecptable for a Hunter candidate.";
- emotion 4;
+ emotion e_swt;
next;
mes "[Hunter Sharon]";
mes "Think carefully about my questions and your answers. Working well with people is just as important as loving nature.";
@@ -260,7 +261,7 @@ L_Test2:
L_Test3:
mes "Hmmm? The guild master? Oh, he's out right now.";
- emotion 20;
+ emotion e_hmm;
next;
mes "[Hunter Sharon]";
mes "If I remember correctly, he should be somewhere in Archer Village. I think he had to talk with someone in the ^5533FFArcher Guild^000000.";
@@ -273,7 +274,7 @@ L_Change:
next;
mes "[Hunter Sharon]";
mes "Congratulations!!";
- emotion 21;
+ emotion e_no1;
next;
mes "[Hunter Sharon]";
mes "Now I can change you into a Hunter!";
@@ -282,7 +283,7 @@ L_Change:
mes "There you go! You look great in the hunter outfit";
callfunc "Job_Change",Job_Hunter;
- emotion 21;
+ emotion e_no1;
next;
mes "[Hunter Sharon]";
mes "Now, for working so hard, the guild has a small reward for you.";
@@ -301,7 +302,7 @@ L_Change:
sL_NotRdy:
mes "[Hunter Sharon]";
mes "Hmmm, I received news of your success.... But you don't seem to have the ^5533FFNecklace of Wisdom^000000 as proof.";
- emotion 20;
+ emotion e_hmm;
next;
mes "[Hunter Sharon]";
mes "You will need the Necklace of Wisdom to become a Hunter. If you don't have it you will have to start the test over.";
@@ -310,12 +311,12 @@ L_Change:
mes "[Hunter Sharon]";
mes "Well then go get it!";
- emotion 6;
+ emotion e_an;
close;
sM_ReStart:
mes "[Hunter Sharon]";
mes "..... That's just pathetic....... Have fun re-doing the ENTIRE TEST!";
- emotion 32;
+ emotion e_pif;
set HNTR_Q, 0;
set HNTR_Q2, 0;
close;
@@ -336,13 +337,13 @@ L_Other:
next;
mes "[Demon Hunter]";
mes "For your safety... it's best that you DON'T find out.....";
- emotion 29;
+ emotion e_gg;
close;
L_Hnt:
mes "[Demon Hunter]";
mes "Look at you! Nice and spiffy in that Hunter's outfit. How does it feel? Good I bet. Well good luck to you.";
- emotion 0;
+ emotion e_gasp;
close;
L_Arc:
@@ -364,7 +365,7 @@ L_Start:
next;
mes "[Demon Hunter]";
mes "If you haven't noticed already, our guild is NOT as wealthy as some of the others. I mean we're in the middle of the freaking forest for pete sake....";
- emotion 7;
+ emotion e_ag;
next;
mes "[Demon Hunter]";
mes "Ehem... Like I was saying earlier we need certain materials to make our arrows. That is where Hunter wanna be's like you come in handy.";
@@ -423,7 +424,7 @@ L_Start:
sM_End:
mes "[Demon Hunter]";
mes "DON'T you mess around with me! If you're gonna fool around then LEAVE!";
- emotion 32;
+ emotion e_pif;
warp "hugel.gat", 207, 222;
end;
@@ -476,7 +477,7 @@ L_Check:
L_Test3:
mes "Huh? Can't you find the guild master? He should be in the ^5533FFArcher Guild in Archer village^000000. Go find him.";
- emotion 20;
+ emotion e_hmm;
close;
L_Done:
@@ -494,7 +495,7 @@ payon_in02.gat,21,31,1 script Guild Master 59,{
L_Other:
mes "[Hunter]";
mes "Is there something you want of me? I'm have some buisiness to take care of, so please be quiet.";
- emotion 20;
+ emotion e_hmm;
close;
L_Hnt:
@@ -580,7 +581,7 @@ L_ReTest:
L_Passed:
mes "I see you suceeded. Great job! Now I will give you the proof of your success, the ^5533FFNecklace of Wisdom^000000.";
- emotion 21;
+ emotion e_no1;
next;
mes "[Guild Master]";
mes "Here you go. Make sure you show this to Hunter Sharon or you WON'T be able to become a Hunter.";
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index d41a0ed74..7e80e1849 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: =====================================
-//= 1.6
+//= 2.0
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -24,13 +24,14 @@
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
//============================================================
//<------------------------------------------------------------------------------------ Chivalry Captain Herman------------------------------------------------------------------------------------------>\\
prt_in.gat,88,101,3 script Chivalry Captain Herman 56,{
- callfunc "F_BlockHigh",25,"Swordman High",31,"Lord Knight","Chivalry Captain Herman";
+ callfunc "F_BlockHigh",Job_Swordman_High,"Swordman High",Job_Lord_Knight,"Lord Knight","Chivalry Captain Herman";
if (BaseJob == Job_Swordman && KNIGHT_Q > 0) goto L_Check;
@@ -185,12 +186,12 @@ L_Check:
callfunc "F_ClearJobVar"; // clears all job variables for the current player
mes "[Chivalry Captain Herman]";
mes "Congratulations!! You are now a fellow Knight and protector of Rune-Midgard! Now go forth and make Rune-Midgard a better place to live!";
- emotion 21;
+ emotion e_no1;
close;
sL_SKpoint:
mes "Please use up all of your skill points so that I can make you a Knight.";
- emotion 5;
+ emotion e_ic;
close;
}
@@ -340,7 +341,7 @@ L_Check:
L_NotDone:
mes "[Sir Andrew Syloc]";
mes "What? You don't have everything I asked for?";
- emotion 4;
+ emotion e_swt;
next;
mes "[Sir Andrew Syloc]";
mes "This is what you were SUPPOSED to collect....";
@@ -713,7 +714,7 @@ L_Novice:
close;
L_Knight:
mes "Don't talk to me......";
- emotion 9;
+ emotion e_dots;
close;
@@ -1010,7 +1011,7 @@ L_Other:
close;
L_Novice:
mes "Wow... A cute novice... soooo cute...";
- emotion 14;
+ emotion e_lv2;
next;
mes "[Lady Amy Beatris]";
mes "Do you want to become a Knight?";
@@ -1026,7 +1027,7 @@ L_Knight:
L_Female:
mes "Oh my! Aren't you just the prettiest Knight. I love how your sword matches with your shoes.";
- emotion 14;
+ emotion e_lv2;
next;
mes "[Lady Amy Beatris]";
mes "Anyway, I'm glad you came back to see me. I'm always curious about how a Knight turns out.";
@@ -1035,7 +1036,7 @@ L_Knight:
L_Male:
mes "Well hello handsome. There's just something about men in armor....";
- emotion 3;
+ emotion e_lv;
next;
mes "[Lady Amy Beatris]";
mes "So, did you come back for some fun...?";
@@ -1044,7 +1045,7 @@ L_Knight:
M_Yes:
mes "^FF0000(SLAPP!! SMACK!! BASH!!)^000000";
- emotion 6;
+ emotion e_an;
percentheal (-10),0;
next;
mes "[Lady Amy Beatris]";
@@ -1053,18 +1054,18 @@ L_Knight:
mes "[Lady Amy Beatris]";
mes "Allways remember that a Knight's a Knight, no matter what gender they are.";
mes "Also remember to be respectfull to women at all times!";
- emotion 32;
+ emotion e_pif;
close;
M_No:
mes "[Lady Amy Beatris]";
mes "Teh he he. Silly, I'm just playing with you. You may be good looking, but I'm NOT that kind of girl.";
- emotion 18;
+ emotion e_heh;
next;
mes "[Lady Amy Beatris]";
mes "Anyway, I'm glad you came back to see me. I'm always curious about how a Knight turns out.";
mes "You look like you're doing fine so continue the good work okay?";
- emotion 21;
+ emotion e_no1;
close;
@@ -1485,7 +1486,7 @@ L_Novice:
next;
mes "[Sir Grey]";
mes "And somehow after all these years, I ended up becoming one. Imagine that.... Hahaha.";
- emotion 18;
+ emotion e_heh;
close;
L_Knight:
mes "I don't know if I can even properly describe the ^00aa00Claymore^000000, but I know this... it's the greatest weapon a Knight can wield!!";
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
index bc01d73d4..2abb01714 100644
--- a/npc/jobs/2-1/priest.txt
+++ b/npc/jobs/2-1/priest.txt
@@ -5,7 +5,7 @@
//= Converted by: kobra_k88.
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 1.6
+//= 2.0
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -18,6 +18,7 @@
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
==========================================================
@@ -25,7 +26,7 @@
//============================================ Father Thomas: Job changer, Test 1 =============================================\\
//*********************************************************************************************************************************************************************************\\
prt_church.gat,16,41,4 script Father Thomas 60,{
- callfunc "F_BlockHigh",28,"Acolyte High",32,"High Priest","Father Thomas";
+ callfunc "F_BlockHigh",Job_Acolyte_High,"Acolyte High",Job_High_Priest,"High Priest","Father Thomas";
mes "[Father Thomas]";
if (BaseJob == Job_Acolyte) goto L_Start;
@@ -83,7 +84,7 @@ L_Start:
sL_HighLvl:
mes "Wow, your already at job lvl 50. I'm amazed at your dedication and hard work!";
- emotion 0;
+ emotion e_gasp;
next;
mes "[Father Thomas]";
mes "Because of this I will allow you to skip the first task. How about we start the second task instead?";
@@ -172,7 +173,7 @@ L_Test1:
close;
L_NotDone1b:
mes "Hmmm??";
- emotion 1;
+ emotion e_what;
next;
mes "[Father Thomas]";
mes "Have you gone to see ^5533FFMother Marthilda^000000 yet? She can be found near Morroc in the Sogart Desert.";
@@ -246,7 +247,7 @@ L_Change:
if (SkillPoint > 0) mes "Wait. You must use up your skill points in order to become a Priest.";
if (SkillPoint > 0) close;
mes "Congratulations! You have just completed all of the tests. I can now turn you into a Priest.";
- emotion 21;
+ emotion e_no1;
next;
mes "[Father Thomas]";
mes "God, please endow "+strcharinfo(0)+" with the strength and courage to fight evil and help mankind.";
@@ -283,13 +284,13 @@ L_Test:
next;
mes "[Father Rubalkabara]";
mes "What's this? You're here because you wish to serve God in an even greater capacity?";
- emotion 1;
+ emotion e_what;
next;
menu "Yes, I believe Priesthood is the right path.",-, "No, not really.... just came to say hi.",M_No;
mes "[Father Rubalkabara]";
mes "Haha! Very good. We need more people like yourself in order for this world to survive the evils that haunt it.";
- emotion 21;
+ emotion e_no1;
next;
mes "[Father Rubalkabara]";
mes "Because of your pure heart I will give you my blessing child. Please meet with ^5533FFMother Marthilda^000000 next.";
@@ -301,7 +302,7 @@ L_Test:
M_No:
mes "[Father Rubalkabara]";
mes "Oh... well then... hello to you too. Although it is nice to see a servant of God such as yourself, I'm a little busy right now so if you don't mind.....";
- emotion 4;
+ emotion e_swt;
close;
L_Done:
@@ -344,7 +345,7 @@ function script F_FatherYos {
L_Test:
mes "Hmm...? Did you need something? Oh the Priest test..... are you sure you're up for that?";
- emotion 1;
+ emotion e_what;
next;
mes "[Father Yosuke]";
mes "Meh, very well. I will let you pass. Go back to the church and speak with Father Thomas. Your duty here as been fulfilled";
@@ -353,7 +354,7 @@ L_Test:
L_Done:
mes "Ugh? What are you still doing here...? I said to go back to the church.... I'm very busy right now....";
- emotion 1;
+ emotion e_what;
close;
}
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
index a410e8cc2..f1dfd1ff6 100644
--- a/npc/jobs/2-1/wizard.txt
+++ b/npc/jobs/2-1/wizard.txt
@@ -5,7 +5,7 @@
//= converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 1.8
+//= 2.0
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -26,12 +26,13 @@
//= to go. [Lupus]
//= 1.7 Replaced 2 Hodes with 2 Horong's (according to the official guide) [Lupus]
//= 1.8 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 2.0 Changed numbers to constants. [Vicious]
//============================================================
//<=================== Some dog =========================>
gef_tower.gat,107,35,5 script Some Dog 81,{
- callfunc "F_BlockHigh",26,"High Mage",33,"High Wizard","Dog";
+ callfunc "F_BlockHigh",Job_Mage_High,"High Mage",Job_High_Wizard,"High Wizard","Dog";
if(BaseJob == Job_Mage) goto L_JobMage;
callfunc "Wiz1_check";
@@ -50,13 +51,13 @@ L_JobMage:
M_0:
mes "[Dog]";
mes "~Woof~ What is it? Why are you looking at me like that?? Is this the first time you've seen a dog talk?";
- emotion 1;
+ emotion e_what;
mes "[Dog]";
mes "~Woof~ I suppose it's not that common to see a talking dog..... ~Woof~..... Yeah, it is a rare site actually.....";
next;
mes "[Dog]";
mes "~GRRRR!!~.... Hey! Stop GAWKING at me for goodness sake!! ~WOOOF~";
- emotion 6;
+ emotion e_an;
next;
L_Cont:
@@ -72,7 +73,7 @@ L_JobMage:
next;
mes "[Maria]";
mes "Uh, anyways..... where were we?";
- emotion 20;
+ emotion e_hmm;
next;
mes "[Maria]";
mes "Like I said before, if you want to become a Wizard you must first speak with Catherine.";
@@ -118,18 +119,18 @@ L_JobMage:
sM_2:
mes "[Maria]";
mes "I'M NOT A DOG!!! ~ ARROOOOOOOOOWWWWW!!!! ~";
- emotion 6;
+ emotion e_an;
next;
mes "[Maria]";
mes "Dang it! I hope you FAIL!! Now go get lost!";
- emotion 27;
+ emotion e_go;
next;
warp "gef_dun00.gat",54,23;
end;
M_1:
mes "[Dog]";
mes "~WOOF~Woof~woof~ You DON'T have to state the obvious! I KNOW I'm a dog!";
- emotion 32;
+ emotion e_pif;
next;
goto L_Cont;
@@ -249,7 +250,7 @@ L_Mage:
M_0End:
mes "[Catherine Medichi]";
mes "What? You came up here for nothing!?";
- emotion 1;
+ emotion e_what;
close;
@@ -282,7 +283,7 @@ L_Mage:
mes "[Catherine Medichi]";
mes "Congrats, you passed the first test.";
mes "Don't relax yet, you still got 2 tests left.";
- emotion 21;
+ emotion e_no1;
next;
mes "[Catherine Medichi]";
mes "Now talk to the man in the corner for the tests.";
@@ -313,11 +314,11 @@ L_Mage:
sL_Failed2:
mes "Huh?? You failed the Q&A test!?";
- emotion 1;
+ emotion e_what;
next;
mes "[Catherine Medichi]";
mes "You want to be a wizard and you can't answer a couple of questions?? Sheesh.";
- emotion 4;
+ emotion e_swt;
next;
mes "[Catherine Medichi]";
mes "Well, do you want big sis to give you a hint? If you do, go buy me ^0099001 apple juice^000000. I'm a bit thirsty. =P";
@@ -424,7 +425,7 @@ L_Mage:
if(SkillPoint > 0) close;
mes "Great! You finished all of the tests! Congrats, congrats, congrats!!";
- emotion 21;
+ emotion e_no1;
next;
mes "[Catherine Medichi]";
mes "Ack, I'm wasting time, I better change you!";
@@ -470,11 +471,11 @@ L_Other:
next;
mes "[Raul Expagarus]";
mes "Who're you?! Leave!";
- emotion 0;
+ emotion e_gasp;
close;
L_Novice:
mes "What's a little kid like you doing here? Get out!!";
- emotion 0;
+ emotion e_gasp;
next;
warp "geffen.gat",120,110;
close;
@@ -532,7 +533,7 @@ L_Mage:
L_Done:
mes "Congratulations on finishing the final test! You have now finished all of the Wizards tests and are ready to become a Wizard!";
- emotion 21;
+ emotion e_no1;
next;
mes "[Raul Expagarus]";
mes "Go speak to Catherine to become a Wizard. But be careful! Magic is a powerfull force and can easily destroy you!!";
@@ -559,7 +560,7 @@ L_Mage:
next;
mes "[Raul Expagarus]";
mes "Be that way! If you miss one question, you fail! What do you say!?";
- emotion 32;
+ emotion e_pif;
next;
menu "I want to live in peace..........",M_0a, "I want to try again.",M_0b;
@@ -577,7 +578,7 @@ L_Mage:
next;
mes "[Raul Expagarus]";
mes "Lets start the test! If you miss one question, you're screwed! HA!";
- emotion 29;
+ emotion e_gg;
next;
mes "[Raul Expagarus]";
mes "10 questions, get them right! I won't tell you the correct answer for the ones you miss.";
@@ -949,7 +950,7 @@ L_Mage:
M_1a:
mes "[Raul Expagarus]";
mes "Ignorant fool! Fine, go die if you wish! Your corpse will be left as food for the monsters.";
- emotion 23;
+ emotion e_omg;
next;
mes "[Raul Expagarus]";
mes "I'll send you now... By the way, have fun getting slaughtered!";
@@ -998,7 +999,7 @@ L_Mage:
sL_ReTest3:
mes "You want to take the test AGAIN!? You love magic THAT much!?";
- emotion 1;
+ emotion e_what;
next;
mes "[Raul Expagarus]";
mes "You failed last time, so it's time for a quiz! If you don't want to take it, TOO BAD!.";