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-rw-r--r--npc/pre-re/jobs/1-1/acolyte.txt16
-rw-r--r--npc/pre-re/jobs/1-1/archer.txt14
-rw-r--r--npc/pre-re/jobs/1-1/mage.txt68
-rw-r--r--npc/pre-re/jobs/1-1/merchant.txt70
-rw-r--r--npc/pre-re/jobs/1-1/swordman.txt10
-rw-r--r--npc/pre-re/jobs/1-1/thief.txt14
-rw-r--r--npc/pre-re/jobs/novice/novice.txt821
7 files changed, 476 insertions, 537 deletions
diff --git a/npc/pre-re/jobs/1-1/acolyte.txt b/npc/pre-re/jobs/1-1/acolyte.txt
index 2faef7c87..9e138d9c6 100644
--- a/npc/pre-re/jobs/1-1/acolyte.txt
+++ b/npc/pre-re/jobs/1-1/acolyte.txt
@@ -104,17 +104,17 @@ prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{
mes "give you a mission...";
switch(rand(3)) {
default:
- set job_acolyte_q,2;
+ job_acolyte_q = 2;
mes "Please visit ^000077Father Rubalkabara^000000, a member of the Prontera Parish, and return here. He has been practicing asceticism in the ^000077Relics NorthEast of Prontera City^000000.";
setquest 1001;
break;
case 1:
- set job_acolyte_q,3;
+ job_acolyte_q = 3;
mes "Please visit ^000077Mother Mathilda^000000 and then return to me. She has been practicing asceticism near ^000077Morroc Town, SouthWest of Prontera City^000000.";
setquest 1002;
break;
case 2:
- set job_acolyte_q,4;
+ job_acolyte_q = 4;
mes "Please visit ^000077Father Yosuke^000000 and return here. He has been practicing asceticism around ^000077a bridge somewhere NorthWest of Prontera^000000.";
setquest 1003;
break;
@@ -182,10 +182,10 @@ prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{
skill 143,0,0;
callfunc "Job_Change",Job_Acolyte;
callfunc "F_ClearJobVar";
- if(checkquest(1001) != -1) {
+ if (questprogress(1001)) {
completequest 1001;
}
- else if(checkquest(1002) != -1) {
+ else if (questprogress(1002)) {
completequest 1002;
}
else {
@@ -278,7 +278,7 @@ prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{
mes "Farewell.";
close2;
savepoint "prt_fild03",361,255;
- set job_acolyte_q,6;
+ job_acolyte_q = 6;
end;
}
else {
@@ -346,7 +346,7 @@ moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{
mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
close2;
savepoint "moc_fild07",35,355;
- set job_acolyte_q,7;
+ job_acolyte_q = 7;
end;
}
else {
@@ -423,7 +423,7 @@ prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{
mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
close2;
savepoint "prt_fild00",206,230;
- set job_acolyte_q,8;
+ job_acolyte_q = 8;
end;
}
else {
diff --git a/npc/pre-re/jobs/1-1/archer.txt b/npc/pre-re/jobs/1-1/archer.txt
index 710580054..97ea540c1 100644
--- a/npc/pre-re/jobs/1-1/archer.txt
+++ b/npc/pre-re/jobs/1-1/archer.txt
@@ -95,7 +95,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{
mes "If so, you need to fill out this application form.";
next;
if (select("Apply.:Cancel") == 1) {
- set job_archer_q,1;
+ job_archer_q = 1;
setquest 1004;
mes "[Archer Guildsman]";
mes "Okay, sign here. Alright, um, I'll promote you once you meet the requirements.";
@@ -132,12 +132,12 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{
close;
}
if (job_archer_q == 1) {
- set .@archer_item1,countitem(1066) * 5;
- set .@archer_item2,countitem(1067) * 3;
- set .@archer_item3,countitem(1068) * 2;
- set .@archer_item4,countitem(1019);
- set .@total_archer,.@archer_item1 + .@archer_item2 + .@archer_item3 + .@archer_item4;
- set .@total_archer2,(((.@archer_item2 + .@archer_item3) * 2) + .@archer_item4);
+ .@archer_item1 = countitem(1066) * 5;
+ .@archer_item2 = countitem(1067) * 3;
+ .@archer_item3 = countitem(1068) * 2;
+ .@archer_item4 = countitem(1019);
+ .@total_archer = .@archer_item1 + .@archer_item2 + .@archer_item3 + .@archer_item4;
+ .@total_archer2 = (((.@archer_item2 + .@archer_item3) * 2) + .@archer_item4);
mes "[Archer Guildsman]";
mes "Excellent!";
mes "Now then,";
diff --git a/npc/pre-re/jobs/1-1/mage.txt b/npc/pre-re/jobs/1-1/mage.txt
index 2e03ce410..541c76235 100644
--- a/npc/pre-re/jobs/1-1/mage.txt
+++ b/npc/pre-re/jobs/1-1/mage.txt
@@ -106,22 +106,22 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{
case 1:
mes "Make me a ^3355FFMixed Solution No. 1^000000";
mes "and bring it back to me.";
- set job_magician_q,1;
+ job_magician_q = 1;
break;
case 2:
mes "Make me a ^3355FFMixed Solution No. 2^000000";
mes "and bring it back to me.";
- set job_magician_q,2;
+ job_magician_q = 2;
break;
case 3:
mes "Make me a ^3355FFMixed Solution No. 3^000000";
mes "and bring it back to me.";
- set job_magician_q,3;
+ job_magician_q = 3;
break;
default:
mes "Make me a ^3355FFMixed Solution No. 4^000000";
mes "and bring it back to me.";
- set job_magician_q,4;
+ job_magician_q = 4;
}
next;
getitem 1092,1; //Empty_Cylinder
@@ -208,13 +208,13 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{
callfunc "Job_Change",Job_Mage;
callfunc "F_ClearJobVar";
Zeny += 50;
- if(checkquest(1005) != -1) {
+ if (questprogress(1005)) {
completequest 1005;
}
- else if(checkquest(1006) != -1) {
+ else if (questprogress(1006)) {
completequest 1006;
}
- else if(checkquest(1007) != -1) {
+ else if (questprogress(1007)) {
completequest 1007;
}
else {
@@ -305,7 +305,7 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
mes "Process Halting.";
close;
}
- set .@mixitem2,1;
+ .@mixitem2 = 1;
break;
case 2:
if (countitem(1088) == 0) {
@@ -316,10 +316,10 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
mes "Process Halting.";
close;
}
- set .@mixitem2,2;
+ .@mixitem2 = 2;
break;
case 3:
- set .@mixitem2,0;
+ .@mixitem2 = 0;
break;
}
while (1) {
@@ -384,20 +384,20 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
if (.@mixitem2 == 2) delitem 1088,1; //Morocc_Potion
mes "Items are Ready.";
mes "Close the Lid.";
- set .@progress,3;
+ .@progress = 3;
next;
}
break;
case 2:
- set .@continue,0;
+ .@continue = 0;
next;
break;
case 3:
- set .@mixitem1_1,0;
- set .@mixitem1_2,0;
- set .@mixitem1_3,0;
- set .@progress,0;
- set .@continue,0;
+ .@mixitem1_1 = 0;
+ .@mixitem1_2 = 0;
+ .@mixitem1_3 = 0;
+ .@progress = 0;
+ .@continue = 0;
mes "[Mixing Machine]";
mes "Reset Complete.";
mes "Initiate again?";
@@ -430,8 +430,8 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
next;
}
else {
- if (countitem(909) > 0) set .@mixitem1_1,.@mixitem1_1 + .@input;
- set .@progress,2;
+ if (countitem(909) > 0) .@mixitem1_1 += .@input;
+ .@progress = 2;
break;
}
}
@@ -446,8 +446,8 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
next;
}
else {
- if (countitem(914) > 0) set .@mixitem1_2,.@mixitem1_2 + .@input;
- set .@progress,2;
+ if (countitem(914) > 0) .@mixitem1_2 += .@input;
+ .@progress = 2;
break;
}
}
@@ -462,8 +462,8 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
next;
}
else {
- if (countitem(519) > 0) set .@mixitem1_3,.@mixitem1_3 + .@input;
- set .@progress,2;
+ if (countitem(519) > 0) .@mixitem1_3 += .@input;
+ .@progress = 2;
break;
}
}
@@ -471,8 +471,8 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
case 4:
if (.@progress != 2)
- set .@progress,1;
- set .@continue,1;
+ .@progress = 1;
+ .@continue = 1;
next;
}
if (.@continue) break;
@@ -506,15 +506,15 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
next;
if (select("Confirm.:Cancel.") == 1) {
if (.@input == 8472)
- set .@magic_powder,1;
+ .@magic_powder = 1;
else if (.@input == 3735)
- set .@magic_powder,2;
+ .@magic_powder = 2;
else if (.@input == 2750)
- set .@magic_powder,3;
+ .@magic_powder = 3;
else if (.@input == 5429)
- set .@magic_powder,4;
+ .@magic_powder = 4;
else
- set .@magic_powder,5;
+ .@magic_powder = 5;
}
break;
}
@@ -524,10 +524,10 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
mes "Catalyst Stone.";
next;
switch(select("Yellow Gemstone.:Red Gemstone.:Blue Gemstone.:1carat Diamond.:Skip.")) {
- case 1: set .@mixitem3,1; break;
- case 2: set .@mixitem3,2; break;
- case 3: set .@mixitem3,3; break;
- case 4: set .@mixitem3,4; break;
+ case 1: .@mixitem3 = 1; break;
+ case 2: .@mixitem3 = 2; break;
+ case 3: .@mixitem3 = 3; break;
+ case 4: .@mixitem3 = 4; break;
case 5: break;
}
mes "[Mixing Machine]";
diff --git a/npc/pre-re/jobs/1-1/merchant.txt b/npc/pre-re/jobs/1-1/merchant.txt
index 47c1e3242..a82d32ff1 100644
--- a/npc/pre-re/jobs/1-1/merchant.txt
+++ b/npc/pre-re/jobs/1-1/merchant.txt
@@ -98,9 +98,9 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{
mes "[Chief Mahnsoo]";
mes "Hello there,";
mes ""+ strcharinfo(0) +".";
- set job_merchant_q,0;
- set job_merchant_q2,0;
- set quest_alb_01,0;
+ job_merchant_q = 0;
+ job_merchant_q2 = 0;
+ quest_alb_01 = 0;
mes "Unfortunately, you failed to earn your Merchant License this time.";
next;
mes "[Chief Mahnsoo]";
@@ -151,13 +151,13 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{
mes "Congratulations!";
callfunc "Job_Change",Job_Merchant;
callfunc "F_ClearJobVar";
- if(checkquest(1009) != -1) {
+ if (questprogress(1009)) {
completequest 1009;
}
- else if(checkquest(1010) != -1) {
+ else if (questprogress(1010)) {
completequest 1010;
}
- else if(checkquest(1011) != -1) {
+ else if (questprogress(1011)) {
completequest 1011;
}
else {
@@ -170,7 +170,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{
mes "*Ahem* Aaaaand let me give you a little bit of money for delivering that message to Blossom for me.";
mes "I hope you'll help me again next time~";
Zeny += 200;
- set quest_alb_01,2;
+ quest_alb_01 = 2;
}
else {
mes "[Chief Mahnsoo]";
@@ -340,7 +340,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{
case 1:
mes "[Chief Mahnsoo]";
if (Zeny >= 1000) {
- set job_merchant_q,2;
+ job_merchant_q = 2;
Zeny -= 1000;
mes "Alright~";
mes "That's 1,000 zeny.";
@@ -354,7 +354,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{
case 2:
mes "[Chief Mahnsoo]";
if (Zeny >= 500) {
- set job_merchant_q,1;
+ job_merchant_q = 1;
Zeny -= 500;
mes "Let's see...";
mes "That's 500 Zeny. Although I don't think splitting payment is a good idea for any Merchant, it's alright since you're still learning.";
@@ -498,13 +498,13 @@ S_GiveSerial:
mes "The package's";
mes "Serial Number is";
mes "^3355FF"+getarg(0)+"^000000.";
- set job_merchant_q2,getarg(1);
+ job_merchant_q2 = getarg(1);
}
else {
mes "The package's";
mes "Serial Number is";
mes "^3355FF"+getarg(2)+"^000000.";
- set job_merchant_q2,getarg(3);
+ job_merchant_q2 = getarg(3);
}
return;
}
@@ -564,7 +564,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
delitem 1080,1; //Merchant_Voucher_8
else {
next;
- set job_merchant_q,9;
+ job_merchant_q = 9;
mes " [Union Staff Kay] ";
mes "Wait a sec.";
mes "Where's the receipt?";
@@ -579,9 +579,9 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
mes "...Great! Everything's perfect! I'll report your success to the Guildmaster. You should talk to Chief Mahnsoo now, alright?";
close2;
if (job_merchant_q == 6)
- set job_merchant_q,8;
+ job_merchant_q = 8;
else if (job_merchant_q == 5)
- set job_merchant_q,7;
+ job_merchant_q = 7;
end;
}
else if (job_merchant_q == 4 || job_merchant_q == 3 && countitem(1081) == 0 && countitem(1082) == 0 && countitem(1091) == 0) {
@@ -592,7 +592,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
mes "the delivery go?";
next;
if (select("*Sob* I lost the package.:Fine.") == 1) {
- set job_merchant_q,9;
+ job_merchant_q = 9;
mes "[Union Staff Kay]";
mes "Are you kidding me? You'll fail the test if you lose the package!";
next;
@@ -618,7 +618,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
mes "Where is it?!";
next;
if (select("*Sob* I lost it!:I have it right here.") == 1) {
- set job_merchant_q,9;
+ job_merchant_q = 9;
mes "[Union Staff Kay]";
mes "You...";
mes "Lost it?!";
@@ -645,9 +645,9 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
else if (countitem(1091) != 0)
delitem 1091,1; //Merchant_Box_Etc
if (job_merchant_q == 4)
- set job_merchant_q,2;
+ job_merchant_q = 2;
else if (job_merchant_q == 3)
- set job_merchant_q,1;
+ job_merchant_q = 1;
next;
mes "[Union Staff Kay]";
mes "I need some time to get everything in order, so come back later.";
@@ -658,7 +658,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
close;
}
else if ((job_merchant_q == 0 || job_merchant_q == 1 || job_merchant_q == 2)) {
- set where_village,0;
+ where_village = 0;
mes "[Union Staff Kay]";
mes "Hey there.";
mes "what brings";
@@ -686,10 +686,10 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
mes "Alright, there you go. Lemme give you the package. Now, choose the destination of the delivery.";
next;
switch(select("Prontera.:Geffen.:Morocc.:Byalan Island.")) {
- case 1: set .@where_village,1; break;
- case 2: set .@where_village,2; break;
- case 3: set .@where_village,3; break;
- case 4: set .@where_village,4; break;
+ case 1: .@where_village = 1; break;
+ case 2: .@where_village = 2; break;
+ case 3: .@where_village = 3; break;
+ case 4: .@where_village = 4; break;
}
mes "[Union Staff Kay]";
mes "Okay, now you need to give me the package's Serial Number. If you wanna cancel, just enter '0', alright?";
@@ -761,9 +761,9 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
getitem 1091,1; //Merchant_Box_Etc
}
if (job_merchant_q == 2)
- set job_merchant_q,4;
+ job_merchant_q = 4;
else if (job_merchant_q == 1)
- set job_merchant_q,3;
+ job_merchant_q = 3;
mes "[Union Staff Kay]";
mes "Alright. Take this package and guard it with your life until it's safely delivered to the customer. Don't lose this thing, got it?";
next;
@@ -840,9 +840,9 @@ morocc_in,140,102,4 script Student#mer 4_M_04,{
close;
}
if (job_merchant_q == 4)
- set job_merchant_q,6;
+ job_merchant_q = 6;
else if (job_merchant_q == 3)
- set job_merchant_q,5;
+ job_merchant_q = 5;
next;
mes "[Dyer's Student]";
mes "Thanks a lot!";
@@ -928,9 +928,9 @@ geffen_in,155,122,4 script Guild Staff#mer 1_M_01,{
close;
}
if (job_merchant_q == 4)
- set job_merchant_q,6;
+ job_merchant_q = 6;
else if (job_merchant_q == 3)
- set job_merchant_q,5;
+ job_merchant_q = 5;
next;
mes "[Guild Staff]";
mes "Heh heh~";
@@ -1022,9 +1022,9 @@ prontera,248,42,0 script Kafra Employee#mer 4_F_KAFRA2,{
end;
}
if (job_merchant_q == 4)
- set job_merchant_q,6;
+ job_merchant_q = 6;
else if (job_merchant_q == 3)
- set job_merchant_q,5;
+ job_merchant_q = 5;
mes "[Kafra Employee]";
mes "Thanks again";
mes "for going through";
@@ -1059,7 +1059,7 @@ prontera,248,42,0 script Kafra Employee#mer 4_F_KAFRA2,{
end;
}
Zeny -= 600;
- set RESRVPTS, RESRVPTS + 37;
+ RESRVPTS += 37;
cutin "",255;
warp "izlude",94,103;
end;
@@ -1131,14 +1131,14 @@ function script F_MercKafra {
end;
}
if (job_merchant_q == 4)
- set job_merchant_q,6;
+ job_merchant_q = 6;
else if (job_merchant_q == 3)
- set job_merchant_q,5;
+ job_merchant_q = 5;
next;
if (countitem(1072) != 0 && quest_alb_01 == 0) {
select("This is from Chief Mahnsoo of the Merchant Guild...");
delitem 1072,1; //Delivery_Message
- set quest_alb_01,1;
+ quest_alb_01 = 1;
mes "[Kafra Employee]";
mes "Oh~! A letter from";
mes "Mahnsoo! Thank you";
diff --git a/npc/pre-re/jobs/1-1/swordman.txt b/npc/pre-re/jobs/1-1/swordman.txt
index 8b4a9f974..6b520b393 100644
--- a/npc/pre-re/jobs/1-1/swordman.txt
+++ b/npc/pre-re/jobs/1-1/swordman.txt
@@ -109,7 +109,7 @@ izlude_in,74,172,4 script Swordman#swd_1 2_M_SWORDMASTER,{
next;
if (select("Sign up.:Cancel.") == 1) {
savepoint "izlude_in",65,165;
- set job_sword_q,1;
+ job_sword_q = 1;
setquest 1014;
mes "[Swordman]";
mes "Ah, yes. Your application will be reviewed as soon as possible.";
@@ -154,7 +154,7 @@ izlude_in,74,172,4 script Swordman#swd_1 2_M_SWORDMASTER,{
mes "Hahaha! Congratulations! Now you are fully qualified to be a real Swordman! I will transform you right away!";
next;
callfunc "Job_Change",Job_Swordman;
- set job_sword_q,0;
+ job_sword_q = 0;
completequest 1014;
mes "[Swordman]";
mes "Once again, congratulations. I expect that you will be a good representative of the Swordman Association.";
@@ -279,12 +279,12 @@ izlude_in,30,163,0 script Test Hall Staff#swd_1 8W_SOLDIER,{
next;
mes "[Test Hall Staff]";
mes "Try to relax and do your best. This course isn't so difficult.";
- set job_sword_q,2;
+ job_sword_q = 2;
}
else if (job_sword_q == 2) {
mes "Retesting? Try not to worry about it. It's good that you don't back down from a challenge! Here, take these and cheer up!";
getitem 512,5; //Apple
- set job_sword_q,3;
+ job_sword_q = 3;
}
else if (job_sword_q == 3)
mes "Don't ever give up! Now retesting!";
@@ -310,7 +310,7 @@ job_sword1,230,204,2 script Test Hall Staff#2swd_3 8W_SOLDIER,{
}
job_sword1,223,167,2 script Mae#swd_1_success 4_F_03,{
mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". You successfully passed the test.",bc_map;
- set job_sword_q,4;
+ job_sword_q = 4;
mes "[Mae]";
mes "I sencerely congratulate you for passing the test!";
mes "I already sent your test result to the Job Department.Please inquire at the Officer in Centre.Thank you.";
diff --git a/npc/pre-re/jobs/1-1/thief.txt b/npc/pre-re/jobs/1-1/thief.txt
index 356809cdc..e0d13a0c9 100644
--- a/npc/pre-re/jobs/1-1/thief.txt
+++ b/npc/pre-re/jobs/1-1/thief.txt
@@ -251,7 +251,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{
mes "[Thief Guide]";
mes "" + strcharinfo(0) + "?";
mes "What kind of name is " + strcharinfo(0) + "? Anyway, give me a second.";
- set job_thief_q,1;
+ job_thief_q = 1;
next;
mes "[Thief Guide]";
mes "Alright, your registration has been processed. Okay, you can begin your test if you're ready.";
@@ -296,7 +296,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{
next;
mes "[Thief Guide]";
mes "Because I feel like it, I now decree that you have passed this interview. Good work!";
- set job_thief_q,2;
+ job_thief_q = 2;
setquest 1013;
next;
mes "[Thief Guide]";
@@ -385,10 +385,10 @@ moc_prydb1,42,133,2 script Comrade 2_M_THIEFMASTER,{
close;
}
next;
- set .@thief_item1,countitem(1069) * 3;
- set .@thief_item2,countitem(1070);
- set .@total_thief,.@thief_item1 + .@thief_item2;
- set .@money_thief,((.@thief_item1 * 5) + (.@thief_item2 * 2)) + 200;
+ .@thief_item1 = countitem(1069) * 3;
+ .@thief_item2 = countitem(1070);
+ .@total_thief = .@thief_item1 + .@thief_item2;
+ .@money_thief = ((.@thief_item1 * 5) + (.@thief_item2 * 2)) + 200;
mes "[Comrade]";
if (countitem(1069) != 0) {
mes "First, let me check the Orange Net Mushrooms you got.";
@@ -503,7 +503,7 @@ moc_ruins,141,125,3 script Mr. Irrelevant 4_M_01,{
mes "[Mr. Irrelevant]";
mes "Your name is " + strcharinfo(0) + "? Ah, it's on the list. Alright, I'll let you into the Mushroom Farm , but I can't guarantee your safety...";
close2;
- set job_thief_q,3;
+ job_thief_q = 3;
switch(rand(5)) {
case 1: warp "job_thief1",228,106; end;
case 2: warp "job_thief1",38,50; end;
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: