diff options
Diffstat (limited to 'npc/pre-re/jobs/novice/novice.txt')
-rw-r--r-- | npc/pre-re/jobs/novice/novice.txt | 821 |
1 files changed, 380 insertions, 441 deletions
diff --git a/npc/pre-re/jobs/novice/novice.txt b/npc/pre-re/jobs/novice/novice.txt index a57bf5190..3e61066c9 100644 --- a/npc/pre-re/jobs/novice/novice.txt +++ b/npc/pre-re/jobs/novice/novice.txt @@ -106,14 +106,14 @@ new_1-2,100,29,4 script Receptionist#nv1 4_M_04,{ mes "best, and I wish you"; mes "the best of luck!"; close2; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; switch(rand(6)) { case 0: savepoint "prontera",273,354; @@ -237,7 +237,7 @@ new_1-1,53,114,4 script Shion#nv1 4_F_JOB_HUNTER,{ mes "[Shion]"; mes "Oh, and before you leave,"; mes "learn how to treat a lady nice, okay? Then they might give you gifts like this!"; - set nov_1st_cos,3; + nov_1st_cos = 3; getexp 9,0; close; } @@ -254,7 +254,7 @@ new_1-1,53,114,4 script Shion#nv1 4_F_JOB_HUNTER,{ mes "[Shion]"; mes "You can even gain"; mes "experience like this!"; - set nov_1st_cos,3; + nov_1st_cos = 3; getexp 9,0; next; mes "[Shion]"; @@ -303,7 +303,7 @@ new_1-1,53,114,4 script Shion#nv1 4_F_JOB_HUNTER,{ mes "at the entrance, so don't"; mes "worry about getting lost."; mes "Take care now~!"; - set nov_1st_cos,1; + nov_1st_cos = 1; close; case 2: mes "[Shion]"; @@ -336,13 +336,13 @@ new_1-1,53,114,4 script Shion#nv1 4_F_JOB_HUNTER,{ mes "at the entrance, so don't"; mes "worry about getting lost."; mes "Take care now~!"; - set nov_1st_cos,1; + nov_1st_cos = 1; close; case 3: mes "[Shion]"; mes "Me? I'm Shion!"; mes "But that's a rude way of asking! I'm volunteering my time and effort here, so you've got to show me a little bit of respect at least!"; - set nov_1st_cos,2; + nov_1st_cos = 2; close; } } @@ -388,15 +388,15 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ if (NEW_MES_FLAG0) { mes "[Kris]"; mes "Ah, " + strcharinfo(0) + ", you've applied for an old training course that we no longer provide for our trainees. Let me issue a new proof of registration for you."; - set NEW_MES_FLAG0,0; - set NEW_MES_FLAG1,0; - set NEW_MES_FLAG2,0; - set NEW_MES_FLAG3,0; - set NEW_MES_FLAG4,0; - set NEW_MES_FLAG5,0; - set NEW_LVUP0,0; - set NEW_LVUP1,0; - set NEW_JOBLVUP,0; + NEW_MES_FLAG0 = 0; + NEW_MES_FLAG1 = 0; + NEW_MES_FLAG2 = 0; + NEW_MES_FLAG3 = 0; + NEW_MES_FLAG4 = 0; + NEW_MES_FLAG5 = 0; + NEW_LVUP0 = 0; + NEW_LVUP1 = 0; + NEW_JOBLVUP = 0; next; } mes "[Kris]"; @@ -434,7 +434,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ mes "As you gain experience,"; mes "the experience gauge fills up."; mes "Once it is 100 % full, you gain an experience level, and the gauge is reset to 0."; - set nov_get_item02,10; + nov_get_item02 = 10; switch (BaseLevel) { case 1: getexp 10,0; break; case 2: getexp 17,0; break; @@ -507,7 +507,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ next; mes "[Kris]"; mes "Let me give you a little bit of Job experience points. Open your Skill Window and distribute your Skill Points into ^3355FFBasic Skills^000000."; - set nov_get_item02,11; + nov_get_item02 = 11; switch (JobLevel) { case 1: getexp 0,10; break; case 2: getexp 0,18; break; @@ -524,7 +524,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ next; mes "[Kris]"; mes "Now, why don't you speak to Edwin? He will teach you more regarding the basic use of Skills. Ah, and let me give you a small present: a Tattered Novice Ninja Suit!"; - set nov_get_item02,12; + nov_get_item02 = 12; getitem 2352,1; //Novice_Plate close; case 2: @@ -684,15 +684,15 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ if (NEW_MES_FLAG0) { mes "By the way, your proof of registration has expired, so let me give you a new one."; mes "Let me give you a new one."; - set NEW_MES_FLAG0,0; - set NEW_MES_FLAG1,0; - set NEW_MES_FLAG2,0; - set NEW_MES_FLAG3,0; - set NEW_MES_FLAG4,0; - set NEW_MES_FLAG5,0; - set NEW_LVUP0,0; - set NEW_LVUP1,0; - set NEW_JOBLVUP,0; + NEW_MES_FLAG0 = 0; + NEW_MES_FLAG1 = 0; + NEW_MES_FLAG2 = 0; + NEW_MES_FLAG3 = 0; + NEW_MES_FLAG4 = 0; + NEW_MES_FLAG5 = 0; + NEW_LVUP0 = 0; + NEW_LVUP1 = 0; + NEW_JOBLVUP = 0; } mes "Then, shall we begin the class?"; next; @@ -723,7 +723,7 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ next; mes "[Cecil]"; mes "Open your Skill Window ('Alt' + 'S') and click the '^3355FFLv Up^000000' button next to the Basic Skill icon to allocate a Skill Point to your Basic Skills."; - set nov_get_item03,10; + nov_get_item03 = 10; switch (JobLevel) { case 1: getexp 0,10; break; case 2: getexp 0,18; break; @@ -752,13 +752,13 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ mes "^3355FFYou have learned"; mes "the ^4A708BFirst Aid^3355FF skill.^000000"; skill 142,1,0; //NV_FIRSTAID - set NOV_SK,3; - set nov_get_item03,11; + NOV_SK = 3; + nov_get_item03 = 11; next; if (JobLevel < 7) { mes "^3355FFYou have gained a small"; mes "amount of Job experience.^000000"; - set nov_get_item03,12; + nov_get_item03 = 12; switch (JobLevel) { case 1: getexp 0,10; break; case 2: getexp 0,18; break; @@ -784,7 +784,7 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ mes "so let me reward you!"; if (BaseLevel < 8) { mes "Behold: bonus experience!"; - set nov_get_item03,13; + nov_get_item03 = 13; switch (BaseLevel) { case 1: getexp 10,0; break; case 2: getexp 17,0; break; @@ -928,15 +928,15 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "Oh! Hello, you're new here."; if (NEW_MES_FLAG0) { mes "Ooh, your proof of registration was expired. But that's okay, I'll just give you a new one! There you go."; - set NEW_MES_FLAG0,0; - set NEW_MES_FLAG1,0; - set NEW_MES_FLAG2,0; - set NEW_MES_FLAG3,0; - set NEW_MES_FLAG4,0; - set NEW_MES_FLAG5,0; - set NEW_LVUP0,0; - set NEW_LVUP1,0; - set NEW_JOBLVUP,0; + NEW_MES_FLAG0 = 0; + NEW_MES_FLAG1 = 0; + NEW_MES_FLAG2 = 0; + NEW_MES_FLAG3 = 0; + NEW_MES_FLAG4 = 0; + NEW_MES_FLAG5 = 0; + NEW_LVUP0 = 0; + NEW_LVUP1 = 0; + NEW_JOBLVUP = 0; } mes "So, have you come to attend"; mes "my Item Information class?"; @@ -953,7 +953,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ next; mes "[Alice]"; mes "Now, would you click the ^4A708Bitem^000000 tab in the Inventory Window? I just gave you a Novice Potion. You can drink it by double-clicking it. Go ahead, try it!"; - set nov_get_item04,10; + nov_get_item04 = 10; getitem 569,1; //Novice_Potion percentheal -50,0; next; @@ -964,7 +964,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "And here's"; mes "a little reward"; mes "just for listening."; - set nov_get_item04,11; + nov_get_item04 = 11; switch (BaseLevel) { case 1: getexp 10,0; break; case 2: getexp 17,0; break; @@ -999,7 +999,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "on the Novice Slippers"; mes "I just gave you to"; mes "put them on."; - set nov_get_item04,12; + nov_get_item04 = 12; getitem 2510,1; //Novice_Hood getitem 2414,1; //Novice_Boots getitem 5055,1; //Novice_Egg_Cap @@ -1010,7 +1010,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "Hooray~!"; mes "You did it!"; mes "You deserve a reward!"; - set nov_get_item04,13; + nov_get_item04 = 13; switch (BaseLevel) { case 1: getexp 10,0; break; case 2: getexp 17,0; break; @@ -1054,7 +1054,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ next; mes "[Alice]"; mes "Passive Skills, such as the aptly named 'Basic Skill,' cannot be dragged into the Hotkey bar because Passive Skills are always in effect and don't need to be activated."; - set nov_get_item04,14; + nov_get_item04 = 14; if (JobLevel < 7) { switch (JobLevel) { case 1: getexp 0,10; break; @@ -1073,7 +1073,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ next; mes "[Alice]"; mes "However, ^ff0000do not use the Fly Wing or Butterfly Wing^000000 in these Training Grounds or you could be stuck here forever. Those items are for when you graduate, okay?"; - set nov_get_item04,15; + nov_get_item04 = 15; getitem 601,10; //Wing_Of_Fly getitem 602,2; //Wing_Of_Butterfly getitem 569,50; //Novice_Potion @@ -1083,7 +1083,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ if (JobLevel < 7) { mes "I will give"; mes "you some Job experience!"; - set nov_get_item04,16; + nov_get_item04 = 16; switch (JobLevel) { case 1: getexp 0,10; break; case 2: getexp 0,18; break; @@ -1238,15 +1238,15 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ mes "The Kafra services are"; mes "always on your side."; if (NEW_MES_FLAG0) { - set NEW_MES_FLAG0,0; - set NEW_MES_FLAG1,0; - set NEW_MES_FLAG2,0; - set NEW_MES_FLAG3,0; - set NEW_MES_FLAG4,0; - set NEW_MES_FLAG5,0; - set NEW_LVUP0,0; - set NEW_LVUP1,0; - set NEW_JOBLVUP,0; + NEW_MES_FLAG0 = 0; + NEW_MES_FLAG1 = 0; + NEW_MES_FLAG2 = 0; + NEW_MES_FLAG3 = 0; + NEW_MES_FLAG4 = 0; + NEW_MES_FLAG5 = 0; + NEW_LVUP0 = 0; + NEW_LVUP1 = 0; + NEW_JOBLVUP = 0; } next; mes "[Kafra Employee]"; @@ -1283,34 +1283,34 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ next; switch(select("Prontera:Morroc:Payon:Alberta:Geffen")) { case 1: - set .@dest$,"Prontera"; - set .@mapn$,"prontera"; - set .@saveX,117; set .@saveY,72; - set .@warpX,150; set .@warpY,50; + .@dest$ = "Prontera"; + .@mapn$ = "prontera"; + .@saveX = 117; .@saveY = 72; + .@warpX = 150; .@warpY = 50; break; case 2: - set .@dest$,"Morroc"; - set .@mapn$,"morocc"; - set .@saveX,150; set .@saveY,99; - set .@warpX,155; set .@warpY,110; + .@dest$ = "Morroc"; + .@mapn$ = "morocc"; + .@saveX = 150; .@saveY = 99; + .@warpX = 155; .@warpY = 110; break; case 3: - set .@dest$,"Payon"; - set .@mapn$,"payon"; - set .@saveX,70; set .@saveY,100; - set .@warpX,166; set .@warpY,67; + .@dest$ = "Payon"; + .@mapn$ = "payon"; + .@saveX = 70; .@saveY = 100; + .@warpX = 166; .@warpY = 67; break; case 4: - set .@dest$,"Alberta"; - set .@mapn$,"alberta"; - set .@saveX,30; set .@saveY,232; - set .@warpX,114; set .@warpY,58; + .@dest$ = "Alberta"; + .@mapn$ = "alberta"; + .@saveX = 30; .@saveY = 232; + .@warpX = 114; .@warpY = 58; break; case 5: - set .@dest$,"Geffen"; - set .@mapn$,"geffen"; - set .@saveX,119; set .@saveY,37; - set .@warpX,122; set .@warpY,65; + .@dest$ = "Geffen"; + .@mapn$ = "geffen"; + .@saveX = 119; .@saveY = 37; + .@warpX = 122; .@warpY = 65; break; } mes "[Kafra Employee]"; @@ -1319,7 +1319,7 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ mes "May God be with you."; close2; if (nov_get_item05 < 11) { - set nov_get_item05,11; + nov_get_item05 = 11; getitem 569,100; //Novice_Potion getitem 1243,1; //Novice_Knife getitem 2414,1; //Novice_Boots @@ -1331,14 +1331,14 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ getitem 7059,5; //Cargo_Free_Ticket getitem 7060,5; //Warp_Free_Ticket } - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; savepoint .@mapn$,.@saveX,.@saveY; warp .@mapn$,.@warpX,.@warpY; end; @@ -1354,34 +1354,34 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ warp "new_1-2",28,178; end; case 2: - set .@dest$,"Prontera"; - set .@mapn$,"prontera"; - set .@saveX,117; set .@saveY,72; - set .@warpX,150; set .@warpY,50; + .@dest$ = "Prontera"; + .@mapn$ = "prontera"; + .@saveX = 117; .@saveY = 72; + .@warpX = 150; .@warpY = 50; break; case 3: - set .@dest$,"Morroc"; - set .@mapn$,"morocc"; - set .@saveX,150; set .@saveY,99; - set .@warpX,155; set .@warpY,110; + .@dest$ = "Morroc"; + .@mapn$ = "morocc"; + .@saveX = 150; .@saveY = 99; + .@warpX = 155; .@warpY = 110; break; case 4: - set .@dest$,"Payon"; - set .@mapn$,"payon"; - set .@saveX,70; set .@saveY,100; - set .@warpX,166; set .@warpY,67; + .@dest$ = "Payon"; + .@mapn$ = "payon"; + .@saveX = 70; .@saveY = 100; + .@warpX = 166; .@warpY = 67; break; case 5: - set .@dest$,"Alberta"; - set .@mapn$,"alberta"; - set .@saveX,30; set .@saveY,232; - set .@warpX,114; set .@warpY,58; + .@dest$ = "Alberta"; + .@mapn$ = "alberta"; + .@saveX = 30; .@saveY = 232; + .@warpX = 114; .@warpY = 58; break; case 6: - set .@dest$,"Geffen"; - set .@mapn$,"geffen"; - set .@saveX,119; set .@saveY,37; - set .@warpX,122; set .@warpY,65; + .@dest$ = "Geffen"; + .@mapn$ = "geffen"; + .@saveX = 119; .@saveY = 37; + .@warpX = 122; .@warpY = 65; break; } mes "[Kafra Employee]"; @@ -1390,18 +1390,18 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ mes "May God be with you."; close2; if (nov_get_item05 < 11) { - set nov_get_item05,11; + nov_get_item05 = 11; getitem 7059,5; //Cargo_Free_Ticket getitem 7060,5; //Warp_Free_Ticket } - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; savepoint .@mapn$,.@saveX,.@saveY; warp .@mapn$,.@warpX,.@warpY; end; @@ -1431,7 +1431,7 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ mes "the Kafra Corporation"; mes "free of charge~!"; if (nov_1st_cos < 20) { - set nov_1st_cos,20; + nov_1st_cos = 20; switch (BaseLevel) { case 1: getexp 10,0; break; case 2: getexp 17,0; break; @@ -1474,7 +1474,7 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot. The maximum number of items that can be placed in Kafra Storage is 30,000."; if (nov_3_archer < 20) { if (JobLevel < 7) { - set nov_3_archer,20; + nov_3_archer = 20; switch (JobLevel) { case 1: getexp 0,10; break; case 2: getexp 0,18; break; @@ -2089,7 +2089,7 @@ new_1-2,184,172,1 script Understandings of Skills 1_M_01,{ mes "as you are cute~!"; mes "I, Leo, am very impressed."; next; - set .@end,1; + .@end = 1; } if (.@end) break; } @@ -2214,31 +2214,31 @@ new_1-2,17,182,5 script Helper#nv 4_M_02,{ mes "Haaaaaaa~!"; if (nov_2nd_cos < 1) { if (BaseLevel == 1) { - set nov_2nd_cos,12; + nov_2nd_cos = 12; getexp 9,0; } else if (BaseLevel == 2) { - set nov_2nd_cos,13; + nov_2nd_cos = 13; getexp 16,0; } else if (BaseLevel == 3) { - set nov_2nd_cos,14; + nov_2nd_cos = 14; getexp 25,0; } else if (BaseLevel == 4) { - set nov_2nd_cos,15; + nov_2nd_cos = 15; getexp 36,0; } else if (BaseLevel == 5) { - set nov_2nd_cos,16; + nov_2nd_cos = 16; getexp 77,0; } else if (BaseLevel == 6) { - set nov_2nd_cos,17; + nov_2nd_cos = 17; getexp 112,0; } else if (BaseLevel >= 7) { - set nov_2nd_cos,18; + nov_2nd_cos = 18; getexp 153,0; } } @@ -2482,28 +2482,28 @@ new_1-2,38,182,3 script Entrance Guard#nv 4_F_03,{ mes "[Muriel]"; mes "I'm going to give you some useful supplies, so please use them in case of an emergency."; if (nov_2nd_cos == 12) { - set nov_2nd_cos,22; + nov_2nd_cos = 22; } else if (nov_2nd_cos == 13) { - set nov_2nd_cos,23; + nov_2nd_cos = 23; } else if (nov_2nd_cos == 14) { - set nov_2nd_cos,24; + nov_2nd_cos = 24; } else if (nov_2nd_cos == 15) { - set nov_2nd_cos,25; + nov_2nd_cos = 25; } else if (nov_2nd_cos == 16) { - set nov_2nd_cos,26; + nov_2nd_cos = 26; } else if (nov_2nd_cos == 17) { - set nov_2nd_cos,27; + nov_2nd_cos = 27; } else if (nov_2nd_cos == 18) { - set nov_2nd_cos,28; + nov_2nd_cos = 28; } else { - set nov_2nd_cos,29; + nov_2nd_cos = 29; } getitem 602,1; //Wing_Of_Butterfly getitem 601,9; //Wing_Of_Fly @@ -2543,35 +2543,35 @@ new_1-2,38,182,3 script Entrance Guard#nv 4_F_03,{ mes "some supplies again."; mes "Please be careful!"; if (nov_2nd_cos == 22) { - set nov_2nd_cos,33; + nov_2nd_cos = 33; getexp 16,0; } else if (nov_2nd_cos == 23) { - set nov_2nd_cos,34; + nov_2nd_cos = 34; getexp 25,0; } else if (nov_2nd_cos == 24) { - set nov_2nd_cos,35; + nov_2nd_cos = 35; getexp 36,0; } else if (nov_2nd_cos == 25) { - set nov_2nd_cos,36; + nov_2nd_cos = 36; getexp 77,0; } else if (nov_2nd_cos == 26) { - set nov_2nd_cos,37; + nov_2nd_cos = 37; getexp 112,0; } else if (nov_2nd_cos == 27) { - set nov_2nd_cos,38; + nov_2nd_cos = 38; getexp 153,0; } else if (nov_2nd_cos == 28) { - set nov_2nd_cos,39; + nov_2nd_cos = 39; getexp 200,0; } else if (nov_2nd_cos == 29) { - set nov_2nd_cos,40; + nov_2nd_cos = 40; getexp 200,0; } percentheal 100,0; @@ -2781,66 +2781,66 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Study:Exercise:Public service:Violence")) { case 1: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; case 2: - set .@thief_p,.@thief_p+1; - set .@swordman_p,.@swordman_p+1; + ++.@thief_p; + ++.@swordman_p; break; case 3: - set .@acolyte_p,.@acolyte_p+1; + ++.@acolyte_p; break; case 4: - set .@thief_p,.@thief_p+1; + ++.@thief_p; break; } switch(select("Change:Conserve")) { case 1: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; case 2: - set .@acolyte_p,.@acolyte_p+1; + ++.@acolyte_p; break; } switch(select("Consumer:Seller:Producer")) { case 1: - set .@swordman_p,.@swordman_p+1; - set .@thief_p,.@thief_p+1; - set .@acolyte_p,.@acolyte_p+1; + ++.@swordman_p; + ++.@thief_p; + ++.@acolyte_p; break; case 2: - set .@merchant_p,.@merchant_p+1; + ++.@merchant_p; break; case 3: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; } switch(select("Celebrity:Prudence")) { case 1: - set .@thief_p,.@thief_p+1; + ++.@thief_p; break; case 2: - set .@archer_p,.@archer_p+1; + ++.@archer_p; break; } switch(select("Theory:Experience")) { case 1: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; case 2: - set .@swordman_p,.@swordman_p+1; + ++.@swordman_p; break; } switch(select("The Past:Reality:The Future")) { case 1: - set .@archer_p,.@archer_p+1; + ++.@archer_p; break; case 2: - set .@merchant_p,.@merchant_p+1; - set .@thief_p,.@thief_p+1; + ++.@merchant_p; + ++.@thief_p; break; case 3: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; } mes "[Hanson]"; @@ -2854,11 +2854,11 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Yes.:No.")) { case 1: - set .@swordman_p,.@swordman_p+1; + ++.@swordman_p; break; case 2: - set .@thief_p,.@thief_p+1; - set .@merchant_p,.@merchant_p+1; + ++.@thief_p; + ++.@merchant_p; break; } mes "[Hanson]"; @@ -2868,10 +2868,10 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Yes.:No.")) { case 1: - set .@merchant_p,.@merchant_p+1; + ++.@merchant_p; break; case 2: - set .@acolyte_p,.@acolyte_p+1; + ++.@acolyte_p; break; } mes "[Hanson]"; @@ -2881,10 +2881,10 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Yes.:No.")) { case 1: - set .@swordman_p,.@swordman_p+1; + ++.@swordman_p; break; case 2: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; } mes "[Hanson]"; @@ -2894,10 +2894,10 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Yes.:No.")) { case 1: - set .@swordman_p,.@swordman_p+1; + ++.@swordman_p; break; case 2: - set .@archer_p,.@archer_p+1; + ++.@archer_p; break; } mes "[Hanson]"; @@ -2915,10 +2915,10 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Yes.:No.")) { case 1: - set .@thief_p,.@thief_p+1; + ++.@thief_p; break; case 2: - set .@swordman_p,.@swordman_p+1; + ++.@swordman_p; break; } mes "[Hanson]"; @@ -2927,10 +2927,10 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Yes.:No.")) { case 1: - set .@acolyte_p,.@acolyte_p+1; + ++.@acolyte_p; break; case 2: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; } mes "[Hanson]"; @@ -2940,10 +2940,10 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Yes.:No.")) { case 1: - set .@acolyte_p,.@acolyte_p+1; + ++.@acolyte_p; break; case 2: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; } mes "[Hanson]"; @@ -2951,10 +2951,10 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Yes.:No.")) { case 1: - set .@merchant_p,.@merchant_p+1; + ++.@merchant_p; break; case 2: - set .@archer_p,.@archer_p+1; + ++.@archer_p; break; } mes "[Hanson]"; @@ -2966,16 +2966,16 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("You feel like a robot.:You are proud and satisfied.:Schedule? What schedule?")) { case 1: - set .@swordman_p,.@swordman_p+1; - set .@thief_p,.@thief_p+1; + ++.@swordman_p; + ++.@thief_p; break; case 2: - set .@acolyte_p,.@acolyte_p+1; - set .@magician_p,.@magician_p+1; + ++.@acolyte_p; + ++.@magician_p; break; case 3: - set .@archer_p,.@archer_p+1; - set .@merchant_p,.@merchant_p+1; + ++.@archer_p; + ++.@merchant_p; break; } mes "[Hanson]"; @@ -2986,13 +2986,13 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Consider if you need it.:Check the price.:Don't think twice, just buy it!")) { case 1: - set .@archer_p,.@archer_p+1; + ++.@archer_p; break; case 2: - set .@merchant_p,.@merchant_p+1; + ++.@merchant_p; break; case 3: - set .@thief_p,.@thief_p+1; + ++.@thief_p; break; } mes "[Hanson]"; @@ -3003,14 +3003,14 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("don't mind...:don't like...:don't care about...")) { case 1: - set .@merchant_p,.@merchant_p+1; + ++.@merchant_p; break; case 2: - set .@thief_p,.@thief_p+1; + ++.@thief_p; break; case 3: - set .@acolyte_p,.@acolyte_p+1; - set .@swordman_p,.@swordman_p+1; + ++.@acolyte_p; + ++.@swordman_p; break; } mes "[Hanson]"; @@ -3021,10 +3021,10 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Handle it myself, even if it's hard.:Ask friends to help.")) { case 1: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; case 2: - set .@merchant_p,.@merchant_p+1; + ++.@merchant_p; break; } mes "[Hanson]"; @@ -3035,16 +3035,16 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Carry her to a hospital.:Assess the situation before taking action.:Just ignore it.")) { case 1: - set .@acolyte_p,.@acolyte_p+1; + ++.@acolyte_p; break; case 2: - set .@swordman_p,.@swordman_p+1; - set .@archer_p,.@archer_p+1; + ++.@swordman_p; + ++.@archer_p; break; case 3: - set .@magician_p,.@magician_p+1; - set .@thief_p,.@thief_p+1; - set .@merchant_p,.@merchant_p+1; + ++.@magician_p; + ++.@thief_p; + ++.@merchant_p; break; } mes "[Hanson]"; @@ -3054,17 +3054,17 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Check the brand.:Wonder who lost it.:Finder's keepers!:Leave it where it was.")) { case 1: - set .@merchant_p,.@merchant_p+1; + ++.@merchant_p; break; case 2: - set .@acolyte_p,.@acolyte_p+1; + ++.@acolyte_p; break; case 3: - set .@merchant_p,.@merchant_p+1; - set .@thief_p,.@thief_p+1; + ++.@merchant_p; + ++.@thief_p; break; case 4: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; } mes "[Hanson]"; @@ -3072,16 +3072,16 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Pretend it's a joke.:Change the subject.:Analyze it.:Apologize honestly.")) { case 1: - set .@thief_p,.@thief_p+1; + ++.@thief_p; break; case 2: - set .@swordman_p,.@swordman_p+1; + ++.@swordman_p; break; case 3: - set .@magician_p,.@magician_p+1; + ++.@magician_p; break; case 4: - set .@acolyte_p,.@acolyte_p+1; + ++.@acolyte_p; break; } mes "[Hanson]"; @@ -3089,13 +3089,13 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; switch(select("Buy the item for her/him.:Say 'no.':Promise it for next time.")) { case 1: - set .@swordman_p,.@swordman_p+1; + ++.@swordman_p; break; case 2: - set .@merchant_p,.@merchant_p+1; + ++.@merchant_p; break; case 3: - set .@thief_p,.@thief_p+1; + ++.@thief_p; break; } mes "[Hanson]"; @@ -3105,7 +3105,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "I've prepared some items for you since you passed the personality test. Please take them, you've earned it."; next; //--------------------------------------------------------------------------------------------------------------------------------------------------- - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 501,4; //Red_Potion getitem 503,2; //Yellow_Potion getitem 506,2; //Green_Potion @@ -3131,156 +3131,95 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ if (.@swordman_p > .@thief_p) { if (.@swordman_p > .@archer_p) { if (.@swordman_p > .@acolyte_p) { - set .@job_c,1; - } - else { - set .@job_c,6; + .@job_c = 1; + } else { + .@job_c = 6; } + } else if (.@archer_p > .@acolyte_p) { + .@job_c = 5; + } else { + .@job_c = 6; } - else { - if (.@archer_p > .@acolyte_p) { - set .@job_c,5; - } - else { - set .@job_c,6; - } + } else if (.@thief_p > .@archer_p) { + if (.@thief_p > .@acolyte_p) { + .@job_c = 4; + } else { + .@job_c = 6; } + } else if (.@archer_p > .@acolyte_p) { + .@job_c = 5; + } else { + .@job_c = 6; } - else { - if (.@thief_p > .@archer_p) { - if (.@thief_p > .@acolyte_p) { - set .@job_c,4; - } - else { - set .@job_c,6; - } - } - else { - if (.@archer_p > .@acolyte_p) { - set .@job_c,5; - } - else { - set .@job_c,6; - } - } - } - } - else { - if (.@merchant_p > .@thief_p) { - if (.@merchant_p > .@archer_p) { - if (.@merchant_p > .@acolyte_p) { - set .@job_c,3; - } - else { - set .@job_c,6; - } - } - else { - if (.@archer_p > .@acolyte_p) { - set .@job_c,5; - } - else { - set .@job_c,6; - } + } else if (.@merchant_p > .@thief_p) { + if (.@merchant_p > .@archer_p) { + if (.@merchant_p > .@acolyte_p) { + .@job_c = 3; + } else { + .@job_c = 6; } + } else if (.@archer_p > .@acolyte_p) { + .@job_c = 5; + } else { + .@job_c = 6; } - else { - if (.@thief_p > .@archer_p) { - if (.@thief_p > .@acolyte_p) { - set .@job_c,4; - } - else { - set .@job_c,6; - } - } - else { - if (.@archer_p > .@acolyte_p) { - set .@job_c,5; - } - else { - set .@job_c,6; - } - } + } else if (.@thief_p > .@archer_p) { + if (.@thief_p > .@acolyte_p) { + .@job_c = 4; + } else { + .@job_c = 6; } + } else if (.@archer_p > .@acolyte_p) { + .@job_c = 5; + } else { + .@job_c = 6; } - } - else { - if (.@magician_p > .@merchant_p) { - if (.@magician_p > .@thief_p) { - if (.@magician_p > .@archer_p) { - if (.@magician_p > .@acolyte_p) { - set .@job_c,2; - } - else { - set .@job_c,6; - } - } - else { - if (.@archer_p > .@acolyte_p) { - set .@job_c,5; - } - else { - set .@job_c,6; - } + } else if (.@magician_p > .@merchant_p) { + if (.@magician_p > .@thief_p) { + if (.@magician_p > .@archer_p) { + if (.@magician_p > .@acolyte_p) { + .@job_c = 2; + } else { + .@job_c = 6; } + } else if (.@archer_p > .@acolyte_p) { + .@job_c = 5; + } else { + .@job_c = 6; } - else { - if (.@thief_p > .@archer_p) { - if (.@thief_p > .@acolyte_p) { - set .@job_c,4; - } - else { - set .@job_c,6; - } - } - else { - if (.@archer_p > .@acolyte_p) { - set .@job_c,5; - } - else { - set .@job_c,6; - } - } + } else if (.@thief_p > .@archer_p) { + if (.@thief_p > .@acolyte_p) { + .@job_c = 4; + } else { + .@job_c = 6; } + } else if (.@archer_p > .@acolyte_p) { + .@job_c = 5; + } else { + .@job_c = 6; } - else { - if (.@merchant_p > .@thief_p) { - if (.@merchant_p > .@archer_p) { - if (.@merchant_p > .@acolyte_p) { - set .@job_c,3; - } - else { - set .@job_c,6; - } - } - else { - if (.@archer_p > .@acolyte_p) { - set .@job_c,5; - } - else { - set .@job_c,6; - } - } - } - else { - if (.@thief_p > .@archer_p) { - if (.@thief_p > .@acolyte_p) { - set .@job_c,4; - } - else { - set .@job_c,6; - } - } - else { - if (.@archer_p > .@acolyte_p) { - set .@job_c,5; - } - else { - set .@job_c,6; - } - } + } else if (.@merchant_p > .@thief_p) { + if (.@merchant_p > .@archer_p) { + if (.@merchant_p > .@acolyte_p) { + .@job_c = 3; + } else { + .@job_c = 6; } + } else if (.@archer_p > .@acolyte_p) { + .@job_c = 5; + } else { + .@job_c = 6; + } + } else if (.@thief_p > .@archer_p) { + if (.@thief_p > .@acolyte_p) { + .@job_c = 4; + } else { + .@job_c = 6; } + } else if (.@archer_p > .@acolyte_p) { + .@job_c = 5; + } else { + .@job_c = 6; } if (.@job_c == 1) { mes "[Hanson]"; @@ -3310,7 +3249,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^0000331 Falchion^000000"; mes "^0000337 Phracon^000000"; next; - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 7059,5; //Cargo_Free_Ticket getitem 7060,5; //Warp_Free_Ticket getitem 1104,1; //Falchion @@ -3338,14 +3277,14 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^A62A2A" + strcharinfo(0) + "^000000"; mes "and farewell."; close2; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; savepoint "izlude",93,104; warp "izlude_in",74,167; end; @@ -3379,7 +3318,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^0000337 Phracon^000000"; next; //--------------------------------------------------------------------------------------------------------------------------------------------------- - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 7059,5; //Cargo_Free_Ticket getitem 7060,5; //Warp_Free_Ticket getitem 1601,1; //Rod @@ -3411,14 +3350,14 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "You'll now be teleported."; mes "Good luck, ^A62A2A" + strcharinfo(0) + "^000000 and farewell."; close2; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; savepoint "geffen",119,37; warp "geffen_in",163,98; end; @@ -3452,7 +3391,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^0000337 Phracon^000000"; next; //--------------------------------------------------------------------------------------------------------------------------------------------------- - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 7059,4; //Cargo_Free_Ticket getitem 7060,4; //Warp_Free_Ticket getitem 7061,4; //Cart_Free_Ticket @@ -3482,14 +3421,14 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^A62A2A" + strcharinfo(0) + "^000000"; mes "and farewell."; close2; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; savepoint "alberta",30,232; warp "alberta_in",62,44; end; @@ -3529,7 +3468,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^0000337 Phracon^000000"; next; //--------------------------------------------------------------------------------------------------------------------------------------------------- - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 7059,5; //Cargo_Free_Ticket getitem 7060,5; //Warp_Free_Ticket getitem 1207,1; //Main_Gauche @@ -3590,7 +3529,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^0000337 Phracon^000000"; next; //--------------------------------------------------------------------------------------------------------------------------------------------------- - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 7059,5; //Cargo_Free_Ticket getitem 7060,5; //Warp_Free_Ticket getitem 1704,1; //Composite_Bow @@ -3619,14 +3558,14 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^A62A2A" + strcharinfo(0) + "^000000"; mes "and farewell."; close2; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; savepoint "payon",70,100; warp "payon_in02",64,65; end; @@ -3662,7 +3601,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^0000337 Phracon^000000"; next; //--------------------------------------------------------------------------------------------------------------------------------------------------- - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 7059,5; //Cargo_Free_Ticket getitem 7060,5; //Warp_Free_Ticket getitem 1504,1; //Mace @@ -3691,14 +3630,14 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "^A62A2A" + strcharinfo(0) + "^000000"; mes "and farewell."; close2; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; savepoint "prontera",117,72; warp "prt_church",172,19; end; @@ -3725,16 +3664,16 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes ""+ strcharinfo(0) +"."; mes "Fare well."; next; - set nov_3_swordman,40; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; - set .@startmap,rand(1,6); + nov_3_swordman = 40; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; + .@startmap = rand(1,6); if ((.@startmap > 0) && (.@startmap < 2)) { savepoint "prontera",117,72; warp "prt_fild08",170,371; @@ -3777,15 +3716,15 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "left to do is to lead"; mes "you to Rune-Midgard~"; next; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; - set .@startmap,rand(1,6); + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; + .@startmap = rand(1,6); if ((.@startmap > 0) && (.@startmap < 2)) { savepoint "prontera",117,72; warp "prt_fild08",170,371; @@ -3902,7 +3841,7 @@ S_UserJobchoice: ////mes "^000099100 Zeny^000000"; next; //------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 7059,5; //Cargo_Free_Ticket getitem 7060,5; //Warp_Free_Ticket getitem 2305,1; //Adventure_Suit @@ -3925,14 +3864,14 @@ S_UserJobchoice: mes "^A62A2A" + strcharinfo(0) + "^000000"; mes "and farewell."; next; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; if(@menu == 1) { savepoint "izlude",93,104; warp "izlude_in",74,167; @@ -3995,7 +3934,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "A Swordman is the ideal character to take the position of party leader. When advancing to the Second Job Class, Swordmen can change their jobs to ^8E2323Knights^000000 or ^8E2323Crusaders^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 2: @@ -4013,7 +3952,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "When advancing to the Second Job Class, Mages can change their jobs to ^8E2323Wizards^000000 or ^8E2323Sages^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 3: @@ -4028,7 +3967,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "When advancing to the Second Job Class, every Archer may advance to the ^8E2323Hunter^000000 class. Alternatively, male Archers may advance to become ^8E2323Bards^000000, and female Archers may become ^8E2323Dancers^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 4: @@ -4044,7 +3983,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "When advancing to the Second Job Class, Merchants can change their jobs to ^8E2323Blacksmiths^000000 or ^8E2323Alchemists^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 5: @@ -4057,7 +3996,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "When advancing to the Second Job Class, Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 6: @@ -4070,7 +4009,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ mes "[Bruce]"; mes "When advancing to the Second Job Class, Acolytes can change their jobs to ^8E2323Priests^000000 or ^8E2323Monks^000000."; mes ""; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 7: @@ -4153,7 +4092,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "A Swordman is the ideal character to take the position of party leader. When advancing to the Second Job Class, Swordmen can change their jobs to ^8E2323Knights^000000 or ^8E2323Crusaders^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 2: @@ -4171,7 +4110,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "When advancing to the Second Job Class, Mages can change their jobs to ^8E2323Wizards^000000 or ^8E2323Sages^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 3: @@ -4186,7 +4125,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "When advancing to the Second Job Class, every Archer may advance to the ^8E2323Hunter^000000 class. Alternatively, male Archers may advance to become ^8E2323Bards^000000, and female Archers may become ^8E2323Dancers^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 4: @@ -4202,7 +4141,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "When advancing to the Second Job Class, Merchants can change their jobs to ^8E2323Blacksmiths^000000 or ^8E2323Alchemists^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 5: @@ -4215,7 +4154,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "When advancing to the Second Job Class, Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000."; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 6: @@ -4228,7 +4167,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ mes "[Bruce]"; mes "When advancing to the Second Job Class, Acolytes can change their jobs to ^8E2323Priests^000000 or ^8E2323Monks^000000."; mes ""; - set nov_3_swordman,20; + nov_3_swordman = 20; next; break; case 7: |