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-rw-r--r--npc/jobs/2-1/knight.txt344
-rw-r--r--npc/scripts_renewal.conf1
2 files changed, 73 insertions, 272 deletions
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index bd4771e25..32c6908ee 100644
--- a/npc/jobs/2-1/knight.txt
+++ b/npc/jobs/2-1/knight.txt
@@ -5,7 +5,7 @@
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 3.1
+//= 3.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -38,11 +38,12 @@
//= 2.9 Added Quest Log commands. [Kisuka]
//= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf]
//= 3.1 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
+//= 3.2 More Renewal updates and some optimization. [Euphy]
//============================================================
prt_in,88,101,4 script Chivalry Captain#knt 56,{
+ mes "[Captain Herman]";
if (Upper == 1) {
- mes "[Captain Herman]";
mes "Hm? You're... What is it about you? I've been an honorable Knight for a long time, but I cannot understand this feeling I'm getting from you...";
next;
mes "[Captain Herman]";
@@ -51,13 +52,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
}
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
- mes "[Captain Herman]";
mes "Ah, a member of our Chivalry.";
mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us...";
close;
}
else if (BaseClass == Job_Novice) {
- mes "[Captain Herman]";
mes "Welcome,";
mes "this is the";
mes "Prontera Chivalry.";
@@ -68,10 +67,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "[Captain Herman]";
mes "A-ha~";
mes "A Swordman, you say?";
- if (sex)
- mes "I'm sorry, lad, but you've";
- else
- mes "I'm sorry, lass, but you've";
+ mes "I'm sorry, "+((Sex)?"lad":"lass")+", but you've";
mes "come to the wrong place!";
next;
mes "[Captain Herman]";
@@ -93,13 +89,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
}
}
else {
- mes "[Captain Herman]";
mes "Welcome. We, the proud Knights of the Prontera Chivalry, will give our lives for king and country! Please enjoy your stay.";
close;
}
}
if (KNIGHT_Q == 0) {
- mes "[Captain Herman]";
mes "Welcome, this is";
mes "the Prontera Chivalry.";
mes "What brings you here?";
@@ -107,10 +101,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
if (select("I want to change my job to a Knight.:Just visiting.") == 1) {
mes "[Captain Herman]";
mes "Ohh...";
- if (sex)
- mes "A young man who wishes";
- else
- mes "A young lady who wishes";
+ mes "A young "+((Sex)?"man":"lady")+" who wishes";
mes "to become a Knight!";
mes "Our Prontera Chivalry";
mes "will assist you.";
@@ -129,8 +120,8 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "like to apply now?";
next;
if (select("Yes, I would like to apply.:I'd like to think about it please.") == 1) {
+ mes "[Captain Herman]";
if (JobLevel < 40) {
- mes "[Captain Herman]";
mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?";
next;
mes "[Captain Herman]";
@@ -138,7 +129,6 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
close;
}
if (SkillPoint) {
- mes "[Captain Herman]";
mes "Ah...!";
mes "You cannot change jobs if you have unused skill points remaining. Return when you have used";
mes "all of your skill points.";
@@ -146,10 +136,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
}
set KNIGHT_Q,1;
setquest 9000;
- mes "[Captain Herman]";
mes "Let me see...";
mes "Your name is";
- mes "" + strcharinfo(0) + "...";
+ mes strcharinfo(0) + "...";
mes "Is that right?";
next;
mes "[Captain Herman]";
@@ -190,7 +179,6 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
close;
}
else if (KNIGHT_Q == 1) {
- mes "[Captain Herman]";
mes "Mmm?";
mes strcharinfo(0) + ",";
mes "what can I do for you?";
@@ -205,33 +193,10 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "Sir Andrew for your first test. Don't be too nervous, he'll explain everything once you talk to him.";
close;
}
- else if (KNIGHT_Q == 2) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "It may be difficult,";
- mes "but do your best.";
- close;
- }
- else if (KNIGHT_Q == 3) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "It may be difficult,";
- mes "but do your best.";
- close;
- }
+ else if (KNIGHT_Q == 2) callsub L_Mission,0;
+ else if (KNIGHT_Q == 3) callsub L_Mission,0;
else if (KNIGHT_Q == 4) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "Ah~ You do not know";
- mes "who to visit next?";
- next;
- mes "[Captain Herman]";
+ callsub L_Mission,1;
mes "It appears that you have finished one test. Let's see. Sir Andrew, who must this Swordman visit next?";
next;
mes "[Sir Andrew]";
@@ -245,24 +210,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "Go to Sir Siracuse and take his test. Once you complete his test, do not forget who you're supposed to visit next as well.";
close;
}
- else if (KNIGHT_Q == 5) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "It may be difficult,";
- mes "but do your best.";
- close;
- }
+ else if (KNIGHT_Q == 5) callsub L_Mission,0;
else if (KNIGHT_Q == 6) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "Ah~ You do not know";
- mes "who to visit next?";
- next;
- mes "[Captain Herman]";
+ callsub L_Mission,1;
mes "Let's see...";
mes "You've completed two tests.";
mes "Sir Siracuse, who must this Swordman visit next?";
@@ -277,24 +227,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "Sir Windsor Benedict for your next test. Listen carefully to the Knights in charge of testing so that you don't feel lost, alright?";
close;
}
- else if (KNIGHT_Q == 7) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "It may be difficult,";
- mes "but do your best.";
- close;
- }
+ else if (KNIGHT_Q == 7) callsub L_Mission,0;
else if (KNIGHT_Q == 8) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "Ah~ You do not know";
- mes "who to visit next?";
- next;
- mes "[Captain Herman]";
+ callsub L_Mission,1;
mes "Sir Windor...?";
mes "Who must this";
mes "Swordman visit";
@@ -315,24 +250,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "Lady Amy and take her test. Make sure you pay attention to who you must go to for your next test.";
close;
}
- else if (KNIGHT_Q == 9) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "It may be difficult,";
- mes "but do your best.";
- close;
- }
+ else if (KNIGHT_Q == 9) callsub L_Mission,0;
else if (KNIGHT_Q == 10) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "Ah~ You do not know";
- mes "who to visit next?";
- next;
- mes "[Captain Herman]";
+ callsub L_Mission,1;
mes "Let's see...";
mes "Lady Amy, who";
mes "must this Swordman";
@@ -351,24 +271,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "next test.";
close;
}
- else if (KNIGHT_Q == 11) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "It may be difficult,";
- mes "but do your best.";
- close;
- }
+ else if (KNIGHT_Q == 11) callsub L_Mission,0;
else if (KNIGHT_Q == 12) {
- mes "[Captain Herman]";
- mes "Mmm?";
- mes "Swordman " + strcharinfo(0) + ".";
- mes "How are the tests?";
- mes "Ah~ You do not know";
- mes "who to visit next?";
- next;
- mes "[Captain Herman]";
+ callsub L_Mission,1;
mes "Don't you only have to visit one more person? The Knight in";
mes "charge of the final test";
mes "is Sir Gray Prospheiro.";
@@ -391,19 +296,16 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
close;
}
else if (KNIGHT_Q == 13) {
- mes "[Captain Herman]";
mes "Finish the last test.";
mes "Once that is complete, all the Knights involved in your testing shall gather, and we will evaluate your performance.";
close;
}
else if (KNIGHT_Q == 14) {
if (SkillPoint) {
- mes "[Captain Herman]";
mes "Oh...!";
mes "You cannot change jobs if you have unused skill points remaining. Return once you have distributed all your skill points.";
close;
}
- mes "[Captain Herman]";
mes "Oh, have you completed all the tests? But not everyone who completes the tests can";
mes "become a Knight.";
next;
@@ -419,8 +321,8 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "to everyone's thoughts!";
mes "Andrew, what do you think?";
next;
+ mes "[Sir Andrew]";
if (JobLevel == 50) {
- mes "[Sir Andrew]";
mes "What can I say?";
mes "I approve!";
mes "Having lived as";
@@ -429,15 +331,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "is enough.";
}
else {
- mes "[Sir Andrew]";
mes "This one has";
mes "gathered items";
mes "that are troublesome";
mes "to obtain. I approve!";
- if (sex)
- mes "I believe he will continue to be loyal after becoming a Knight.";
- else
- mes "I believe she will continue to be loyal after becoming a Knight.";
+ mes "I believe "+((Sex)?"":"s")+"he will continue to be loyal after becoming a Knight.";
}
next;
mes "[Captain Herman]";
@@ -508,10 +406,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "to hear your thoughts.";
next;
mes "[Gray]";
- if (sex)
- mes "A young gentleman coming here with the determination to become a Knight is enough...";
- else
- mes "A young lady coming here with the determination to become a Knight is enough...";
+ mes "A young "+((Sex)?"gentleman":"lady")+" coming here with the determination to become a Knight is enough...";
next;
mes "[Captain Herman]";
mes "Everyone";
@@ -532,7 +427,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
next;
completequest 9012;
callfunc "Job_Change",Job_Knight;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ callfunc "F_ClearJobVar"; // Clears all job variables for the current player
mes "[Captain Herman]";
mes "I hereby declare";
mes "you a member of";
@@ -553,12 +448,27 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "shoulders!";
close;
}
+L_Mission:
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ if (getarg(0)) {
+ mes "Ah~ You do not know";
+ mes "who to visit next?";
+ next;
+ mes "[Captain Herman]";
+ return;
+ } else {
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
}
prt_in,75,107,4 script Sir Andrew#knt 65,{
+ mes "[Sir Andrew]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
- mes "[Sir Andrew]";
mes "You must be";
mes "a member of";
mes "the Chivalry.";
@@ -575,7 +485,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
close;
}
else if (BaseClass == Job_Novice) {
- mes "[Sir Andrew]";
mes "Hey there,";
mes "little Novice.";
mes "Welcome to the";
@@ -591,7 +500,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
close;
}
else {
- mes "[Sir Andrew]";
mes "We, the members of the";
mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
next;
@@ -602,7 +510,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
}
}
if (KNIGHT_Q == 0) {
- mes "[Sir Andrew]";
mes "We, the members of the";
mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
next;
@@ -612,7 +519,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
close;
}
else if (KNIGHT_Q == 1) {
- mes "[Sir Andrew]";
mes "Good day.";
mes "May I help you";
mes "with something?";
@@ -623,7 +529,7 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
mes "You wish";
mes "to become a Knight.";
mes "Your name is";
- mes "" + strcharinfo(0) + ",";
+ mes strcharinfo(0) + ",";
mes "correct?";
next;
mes "[Sir Andrew]";
@@ -673,11 +579,8 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break;
}
set KNIGHT_Q,.@items[12];
- if(KNIGHT_Q == 2) {
- changequest 9000,9001;
- }else{
- changequest 9000,9002;
- }
+ if (KNIGHT_Q == 2) changequest 9000,9001;
+ else changequest 9000,9002;
mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
@@ -701,7 +604,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
}
}
else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
- mes "[Sir Andrew]";
mes "Welcome back~";
mes "Did you gather";
mes "all the items?";
@@ -723,11 +625,8 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
delitem .@items[6],.@items[7];
delitem .@items[8],.@items[9];
delitem .@items[10],.@items[11];
- if(KNIGHT_Q == 2) {
- changequest 9001,9003;
- }else{
- changequest 9002,9003;
- }
+ if (KNIGHT_Q == 2) changequest 9001,9003;
+ else changequest 9002,9003;
set KNIGHT_Q,4;
mes "[Sir Andrew]";
mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day.";
@@ -756,17 +655,14 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
close;
}
else if (KNIGHT_Q == 4) {
- mes "[Sir Andrew]";
mes "Did you have something you needed to ask me? You should go and take the next test. Hurry, Sir Siracuse is waiting for you~";
close;
}
else if (KNIGHT_Q == 14) {
- mes "[Sir Andrew]";
mes "You must have finished all the tests. Good job! You should go see our Captain so that we can all give our evaluation.";
close;
}
else {
- mes "[Sir Andrew]";
mes "Did you have something you needed to ask me? You should go and take your next test. Do your best.";
mes "I know you can do it!";
close;
@@ -774,9 +670,9 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
}
prt_in,71,91,0 script Sir Siracuse#knt 65,{
+ mes "[Sir Siracuse]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
- mes "[Sir Siracuse]";
mes "Hey there!";
mes "How are you doing?";
mes "The Chivalry's been";
@@ -798,7 +694,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
close;
}
else if (Baseclass == Job_Novice) {
- mes "[Sir Siracuse]";
mes "Oh?";
mes "What is a Novice";
mes "doing here?";
@@ -815,7 +710,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
close;
}
else {
- mes "[Sir Siracuse]";
mes "Offense and defense.";
mes "Is there a way to have both without compromising one or the other?";
next;
@@ -831,7 +725,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
}
}
if (KNIGHT_Q == 0) {
- mes "[Sir Siracuse]";
mes "Offense and defense.";
mes "Is there a way to have both without compromising one or the other?";
next;
@@ -846,7 +739,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
close;
}
else if (KNIGHT_Q == 1) {
- mes "[Sir Siracuse]";
mes "Eh?";
mes "Do you have";
mes "something to";
@@ -857,16 +749,13 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
mes "Oh, to become";
mes "a Knight? Come to";
mes "think of it, aren't";
- if (sex)
- mes "you the guy that";
- else
- mes "you the girl that";
+ mes "you the "+((Sex)?"guy":"girl")+" that";
mes "just applied?";
next;
mes "[Sir Siracuse]";
mes "Let's see...";
mes "Your name was";
- mes "" + strcharinfo(0) + ".";
+ mes strcharinfo(0) + ".";
next;
mes "[Sir Siracuse]";
mes "But, before you come to me, you must visit the others. The way";
@@ -885,7 +774,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
close;
}
else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
- mes "[Sir Siracuse]";
mes "Eh?";
mes "Do you have";
mes "something to";
@@ -912,7 +800,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
}
else if (KNIGHT_Q == 4 || KNIGHT_Q == 5) {
if (KNIGHT_Q == 4) {
- mes "[Sir Siracuse]";
mes "Oh?";
mes "Do you have";
mes "something to";
@@ -947,7 +834,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
}
}
else if (KNIGHT_Q == 5) {
- mes "[Sir Siracuse]";
mes "What...";
mes "You again?";
next;
@@ -1126,7 +1012,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
close;
}
else if (KNIGHT_Q == 6) {
- mes "[Sir Siracuse]";
mes "Oh?";
mes "Do you have";
mes "something to";
@@ -1148,7 +1033,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
close;
}
else if (KNIGHT_Q == 14) {
- mes "[Sir Siracuse]";
mes "Mmm...?";
mes "You finished";
mes "everyone else's";
@@ -1163,7 +1047,6 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
close;
}
else {
- mes "[Sir Siracuse]";
mes "Hey again.";
mes "Did you need something?";
mes "Sorry, but I'm busy at the moment. You should go and finish the rest of your tests.";
@@ -1181,19 +1064,13 @@ prt_in,79,94,4 script Sir Windsor#knt 733,{
next;
mes "[Sir Windsor]";
if (BaseJob != Job_Swordman) {
- if (BaseJob == Job_Knight) {
- mes "Protect.";
- close;
- }
+ if (BaseJob == Job_Knight) mes "Protect.";
else if (BaseClass == Job_Novice) {
mes "...Go play";
mes "outside.";
- close;
- }
- else {
- mes "...Hmpf.";
- close;
}
+ else mes "...Hmpf.";
+ close;
}
if (KNIGHT_Q == 0) {
mes "...What?";
@@ -1250,9 +1127,7 @@ prt_in,79,94,4 script Sir Windsor#knt 733,{
mes "...This way.";
}
close2;
- if(checkquest(9006) == -1) {
- changequest 9005,9006;
- }
+ if(checkquest(9006) == -1) changequest 9005,9006;
warp "job_knt",89,101;
end;
}
@@ -1285,14 +1160,16 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{
mes "[Sir Windsor]";
mes "...Question?";
next;
- switch(select("What kind of test is this?:How do I take the test?:I'd like to leave.:No.")) {
+ set .@i, select("What kind of test is this?:How do I take the test?:I'd like to leave.:No.");
+ mes "[Sir Windsor]";
+ mes "...";
+ if (.@i == 4) close;
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ switch(.@i) {
case 1:
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
next;
mes "[Sir Windsor]";
mes "...You fight monsters.";
@@ -1315,12 +1192,6 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{
mes "..........";
close;
case 2:
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
next;
mes "[Sir Windsor]";
mes "...Go in the";
@@ -1345,19 +1216,9 @@ job_knt,89,106,4 script Knight Windsor#knt 733,{
mes "...";
close;
case 3:
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
close2;
warp "prt_in",80,100;
end;
- case 4:
- mes "[Sir Windsor]";
- mes "...";
- close;
}
}
@@ -1389,11 +1250,7 @@ OnInit:
OnEnable:
enablenpc "Knight1";
- set .MyMobs,12;
- monster "job_knt",39,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
- monster "job_knt",47,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
- monster "job_knt",39,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
- monster "job_knt",47,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ set .MyMobs,8;
monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead";
monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead";
monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead";
@@ -1562,9 +1419,9 @@ OnTimer182000:
// Test 3 (Manners)
//==========================================================
prt_in,69,107,6 script Lady Amy#knt 728,{
+ mes "[Lady Amy]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
- mes "[Lady Amy]";
mes "Oh...!";
mes "I wonder, why";
mes "have you come";
@@ -1583,7 +1440,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
close;
}
else if (BaseClass == Job_Novice) {
- mes "[Lady Amy]";
mes "Aww~";
mes "What a cute";
mes "little Novice!";
@@ -1603,7 +1459,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
close;
}
else {
- mes "[Lady Amy]";
mes "Welcome to";
mes "the Prontera Chivalry~";
next;
@@ -1616,7 +1471,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
}
}
if (KNIGHT_Q == 0) {
- mes "[Lady Amy]";
mes "Ooh, you're";
mes "a Swordsman...?";
mes "Did you come to";
@@ -1631,7 +1485,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
close;
}
else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 7) {
- mes "[Lady Amy]";
mes "Hmmm?";
mes "Why did you";
mes "come to Amy?";
@@ -1661,15 +1514,12 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
}
else if ((KNIGHT_Q == 8) || (KNIGHT_Q == 9)){
if (KNIGHT_Q == 8) {
- mes "[Lady Amy]";
mes "Hmmm?";
mes "Why did you";
mes "come to Amy?";
next;
if (select("Sir Windsor told me to--:Oh, nothing.") == 1) {
- if(checkquest(9008) == -1) {
- changequest 9007,9008;
- }
+ if(checkquest(9008) == -1) changequest 9007,9008;
mes "[Lady Amy]";
mes "Oh!";
mes "No need to say";
@@ -1703,7 +1553,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
}
}
else if (KNIGHT_Q == 9) {
- mes "[Lady Amy]";
mes "Hmmm?";
mes "Why did you";
mes "come to Amy?";
@@ -1736,17 +1585,11 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
close;
}
}
- mes "[Lady Amy]";
mes "You are a Knight and you are looking for a party in Morroc.";
mes "How would you go about doing so?";
next;
- switch(select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.")) {
- case 2:
- case 3:
+ if (select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.") != 1)
set .@knight_t,.@knight_t+10;
- default:
- break;
- }
mes "[Lady Amy]";
mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith...";
next;
@@ -1759,13 +1602,8 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
mes "with your party.";
mes "What should you do?";
next;
- switch(select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.")) {
- case 1:
- case 3:
+ if (select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.") != 2)
set .@knight_t,.@knight_t+10;
- default:
- break;
- }
mes "[Lady Amy]";
mes "But some rude players came with a group of monsters and disappeared! What should you do?";
next;
@@ -1788,13 +1626,8 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
mes "the battle. What";
mes "should you do?";
next;
- switch(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.")) {
- case 1:
- case 3:
+ if(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.") != 2)
set .@knight_t,.@knight_t+10;
- default:
- break;
- }
mes "[Lady Amy]";
mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items.";
next;
@@ -1820,13 +1653,8 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
mes "someone that is lost.";
mes "What should you do?";
next;
- switch(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.")) {
- case 1:
- case 2:
+ if(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.") != 3)
set .@knight_t,.@knight_t+10;
- default:
- break;
- }
mes "[Lady Amy]";
mes "You've been hunting for a while, and now you're low on HP!";
mes "It's red now, which is very dangerous.";
@@ -1851,22 +1679,17 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
mes "What should";
mes "you do?";
next;
- switch(select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.")) {
- case 2:
- case 3:
+ if (select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.") != 1)
set .@knight_t,.@knight_t+10;
- default:
- break;
- }
mes "[Lady Amy]";
mes "Okay,";
mes "that was the";
mes "end of my test!";
next;
+ mes "[Lady Amy]";
if (.@knight_t == 100) {
set KNIGHT_Q,10;
changequest 9008,9009;
- mes "[Lady Amy]";
mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~";
next;
mes "[Lady Amy]";
@@ -1876,7 +1699,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
else if (.@knight_t == 90) {
set KNIGHT_Q,10;
changequest 9008,9009;
- mes "[Lady Amy]";
mes "Well, it wasn't perfect,";
mes "but I think you know enough";
mes "about etiquette to be";
@@ -1887,7 +1709,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
close;
}
set KNIGHT_Q,9;
- mes "[Lady Amy]";
mes "Mmm...";
mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet.";
next;
@@ -1901,7 +1722,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
close;
}
else if (KNIGHT_Q == 10) {
- mes "[Lady Amy]";
mes "Hmmm?";
mes "Why did you";
mes "come to Amy?";
@@ -1913,7 +1733,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
close;
}
else if (KNIGHT_Q == 14) {
- mes "[Lady Amy]";
mes "Wow~";
mes "Now it's time for";
mes "everyone to decide";
@@ -1927,7 +1746,6 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
close;
}
else {
- mes "[Lady Amy]";
mes "Hmmm?";
mes "Why did you";
mes "come to Amy?";
@@ -1943,9 +1761,9 @@ prt_in,69,107,6 script Lady Amy#knt 728,{
// Test 4 (patience)
//==========================================================
prt_in,70,99,6 script Sir Edmond#knt 734,{
+ mes "[Sir Edmond]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
- mes "[Sir Edmond]";
mes "Think of your";
mes "mind as if it were";
mes "flowing water.";
@@ -1962,8 +1780,7 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{
mes "any situation.";
close;
}
- else if (BaseClass == Job_NOvice) {
- mes "[Sir Edmond]";
+ else if (BaseClass == Job_Novice) {
mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable...";
next;
mes "[Sir Edmond]";
@@ -1973,18 +1790,15 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{
close;
}
else {
- mes "[Sir Edmond]";
mes "Everything in this world exists in harmony. Living without disrupting this harmony is the right way to live...";
close;
}
}
if (KNIGHT_Q == 0) {
- mes "[Sir Edmond]";
mes "Those with ominous thoughts will only dream such dreams. It's better to have no dreams at all than to have dreams of sadness and despair.";
close;
}
else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 9) {
- mes "[Sir Edmond]";
mes "What is it...";
mes "Wandering Swordman?";
next;
@@ -2014,7 +1828,6 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{
close;
}
else if (KNIGHT_Q == 10) {
- mes "[Sir Edmond]";
mes "What is it...";
mes "Wandering Swordman.";
next;
@@ -2056,7 +1869,6 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{
close;
}
else if (KNIGHT_Q == 11) {
- mes "[Sir Edmond]";
mes "What is it...";
mes "Wandering Swordman?";
next;
@@ -2086,13 +1898,11 @@ prt_in,70,99,6 script Sir Edmond#knt 734,{
close;
}
else if (KNIGHT_Q == 12 || KNIGHT_Q == 13) {
- mes "[Sir Edmond]";
mes "I have seen your character for myself. It is now time for you to take the last test. Go and speak";
mes "to Sir Gray...";
close;
}
else {
- mes "[Sir Edmond]";
mes "Go and speak";
mes "to our captain.";
mes "The time has come";
@@ -2166,9 +1976,9 @@ OnTouch:
// Test 5, and creates Claymores for knights
//==========================================================
prt_in,87,92,4 script Sir Gray#knt 119,{
+ mes "[Sir Gray]";
if (BaseJob != Job_Swordman) {
if (BaseJob == Job_Knight) {
- mes "[Sir Gray]";
mes "The glint of light";
mes "that shines off this blade cannot be put into words. This is the weapon every Knight must have.";
next;
@@ -2250,7 +2060,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
}
}
else if (BaseClass == Job_Novice) {
- mes "[Sir Gray]";
mes "Believe it";
mes "or not, I was";
mes "once a Novice";
@@ -2260,7 +2069,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
mes "I never really planned to become a Knight, but I did decide to become a strong person. Somehow, along my journeys, I ended up joining the Prontera Chivalry. Ha ha ha!";
close;
}
- mes "[Sir Gray]";
mes "Young one,";
mes "use your time";
mes "wisely.";
@@ -2272,7 +2080,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
close;
}
if (KNIGHT_Q == 0) {
- mes "[Sir Gray]";
mes "Young one,";
mes "use your time";
mes "wisely.";
@@ -2285,7 +2092,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
}
else if ((KNIGHT_Q == 12) || (KNIGHT_Q == 13)) {
if (KNIGHT_Q == 12) {
- mes "[Sir Gray]";
mes "Oh...";
mes "A young Swordman.";
mes "Yes, what can";
@@ -2323,7 +2129,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
}
}
else if (KNIGHT_Q == 13) {
- mes "[Sir Gray]";
mes "Ah, you again.";
mes "What brings you";
mes "to me?";
@@ -2527,10 +2332,7 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
mes "Oh, youth!";
mes "Becoming a Knight";
mes "for your beloved!";
- if (sex)
- mes "Always protect her...";
- else
- mes "Always protect him...";
+ mes "Always protect "+((Sex)?"her":"him")+"...";
mes "Even at the sacrifice";
mes "of your own life!";
next;
@@ -2636,7 +2438,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
}
}
else if (KNIGHT_Q == 14) {
- mes "[Sir Gray]";
mes "I told you";
mes "to go to";
mes "the captain.";
@@ -2649,7 +2450,6 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
close;
}
else {
- mes "[Sir Gray]";
mes "Oh...";
mes "A young Swordman.";
mes "What can I do for you?";
diff --git a/npc/scripts_renewal.conf b/npc/scripts_renewal.conf
index 8ab257020..76d8c7cfc 100644
--- a/npc/scripts_renewal.conf
+++ b/npc/scripts_renewal.conf
@@ -12,6 +12,7 @@
//Dungeons
npc: npc/mobs/dungeons/lhz_dun_re.txt
+npc: npc/mobs/dungeons/iz_dun_re.txt
npc: npc/mobs/dungeons/dew_dun.txt
npc: npc/mobs/dungeons/dic_dun.txt
npc: npc/mobs/dungeons/ma_dun.txt