diff options
Diffstat (limited to 'npc/pre-re/jobs')
-rw-r--r-- | npc/pre-re/jobs/1-1/acolyte.txt | 16 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/archer.txt | 14 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/mage.txt | 68 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/merchant.txt | 70 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/swordman.txt | 10 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/thief.txt | 14 | ||||
-rw-r--r-- | npc/pre-re/jobs/novice/novice.txt | 821 |
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: |