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-rw-r--r--npc/jobs/2-1/knight.txt29
1 files changed, 15 insertions, 14 deletions
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index d41a0ed74..7e80e1849 100644
--- a/npc/jobs/2-1/knight.txt
+++ b/npc/jobs/2-1/knight.txt
@@ -5,7 +5,7 @@
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 1.6
+//= 2.0
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -24,13 +24,14 @@
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
//============================================================
//<------------------------------------------------------------------------------------ Chivalry Captain Herman------------------------------------------------------------------------------------------>\\
prt_in.gat,88,101,3 script Chivalry Captain Herman 56,{
- callfunc "F_BlockHigh",25,"Swordman High",31,"Lord Knight","Chivalry Captain Herman";
+ callfunc "F_BlockHigh",Job_Swordman_High,"Swordman High",Job_Lord_Knight,"Lord Knight","Chivalry Captain Herman";
if (BaseJob == Job_Swordman && KNIGHT_Q > 0) goto L_Check;
@@ -185,12 +186,12 @@ L_Check:
callfunc "F_ClearJobVar"; // clears all job variables for the current player
mes "[Chivalry Captain Herman]";
mes "Congratulations!! You are now a fellow Knight and protector of Rune-Midgard! Now go forth and make Rune-Midgard a better place to live!";
- emotion 21;
+ emotion e_no1;
close;
sL_SKpoint:
mes "Please use up all of your skill points so that I can make you a Knight.";
- emotion 5;
+ emotion e_ic;
close;
}
@@ -340,7 +341,7 @@ L_Check:
L_NotDone:
mes "[Sir Andrew Syloc]";
mes "What? You don't have everything I asked for?";
- emotion 4;
+ emotion e_swt;
next;
mes "[Sir Andrew Syloc]";
mes "This is what you were SUPPOSED to collect....";
@@ -713,7 +714,7 @@ L_Novice:
close;
L_Knight:
mes "Don't talk to me......";
- emotion 9;
+ emotion e_dots;
close;
@@ -1010,7 +1011,7 @@ L_Other:
close;
L_Novice:
mes "Wow... A cute novice... soooo cute...";
- emotion 14;
+ emotion e_lv2;
next;
mes "[Lady Amy Beatris]";
mes "Do you want to become a Knight?";
@@ -1026,7 +1027,7 @@ L_Knight:
L_Female:
mes "Oh my! Aren't you just the prettiest Knight. I love how your sword matches with your shoes.";
- emotion 14;
+ emotion e_lv2;
next;
mes "[Lady Amy Beatris]";
mes "Anyway, I'm glad you came back to see me. I'm always curious about how a Knight turns out.";
@@ -1035,7 +1036,7 @@ L_Knight:
L_Male:
mes "Well hello handsome. There's just something about men in armor....";
- emotion 3;
+ emotion e_lv;
next;
mes "[Lady Amy Beatris]";
mes "So, did you come back for some fun...?";
@@ -1044,7 +1045,7 @@ L_Knight:
M_Yes:
mes "^FF0000(SLAPP!! SMACK!! BASH!!)^000000";
- emotion 6;
+ emotion e_an;
percentheal (-10),0;
next;
mes "[Lady Amy Beatris]";
@@ -1053,18 +1054,18 @@ L_Knight:
mes "[Lady Amy Beatris]";
mes "Allways remember that a Knight's a Knight, no matter what gender they are.";
mes "Also remember to be respectfull to women at all times!";
- emotion 32;
+ emotion e_pif;
close;
M_No:
mes "[Lady Amy Beatris]";
mes "Teh he he. Silly, I'm just playing with you. You may be good looking, but I'm NOT that kind of girl.";
- emotion 18;
+ emotion e_heh;
next;
mes "[Lady Amy Beatris]";
mes "Anyway, I'm glad you came back to see me. I'm always curious about how a Knight turns out.";
mes "You look like you're doing fine so continue the good work okay?";
- emotion 21;
+ emotion e_no1;
close;
@@ -1485,7 +1486,7 @@ L_Novice:
next;
mes "[Sir Grey]";
mes "And somehow after all these years, I ended up becoming one. Imagine that.... Hahaha.";
- emotion 18;
+ emotion e_heh;
close;
L_Knight:
mes "I don't know if I can even properly describe the ^00aa00Claymore^000000, but I know this... it's the greatest weapon a Knight can wield!!";