* Optimization of Knight job change quest, and fixed bugreport:6163 (jobs\2-1\knight.txt)
* Follow-up r16373: added another missing entry (bugreport:6162) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16374 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -5,7 +5,7 @@
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//= Converted by kobra_k88
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//= Further bugfixed and tested by Lupus
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//===== Current Version: =====================================
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//= 3.1
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//= 3.2
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//===== Compatible With: =====================================
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//= rAthena SVN
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//===== Description: =========================================
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@ -38,11 +38,12 @@
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//= 2.9 Added Quest Log commands. [Kisuka]
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//= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf]
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//= 3.1 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
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//= 3.2 More Renewal updates and some optimization. [Euphy]
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//============================================================
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prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "[Captain Herman]";
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if (Upper == 1) {
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mes "[Captain Herman]";
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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...";
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next;
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mes "[Captain Herman]";
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@ -51,13 +52,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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}
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if (BaseJob != Job_Swordman) {
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if (BaseJob == Job_Knight) {
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mes "[Captain Herman]";
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mes "Ah, a member of our Chivalry.";
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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...";
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close;
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}
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else if (BaseClass == Job_Novice) {
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mes "[Captain Herman]";
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mes "Welcome,";
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mes "this is the";
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mes "Prontera Chivalry.";
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@ -68,10 +67,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "[Captain Herman]";
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mes "A-ha~";
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mes "A Swordman, you say?";
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if (sex)
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mes "I'm sorry, lad, but you've";
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else
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mes "I'm sorry, lass, but you've";
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mes "I'm sorry, "+((Sex)?"lad":"lass")+", but you've";
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mes "come to the wrong place!";
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next;
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mes "[Captain Herman]";
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@ -93,13 +89,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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}
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}
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else {
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mes "[Captain Herman]";
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mes "Welcome. We, the proud Knights of the Prontera Chivalry, will give our lives for king and country! Please enjoy your stay.";
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close;
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}
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}
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if (KNIGHT_Q == 0) {
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mes "[Captain Herman]";
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mes "Welcome, this is";
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mes "the Prontera Chivalry.";
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mes "What brings you here?";
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@ -107,10 +101,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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if (select("I want to change my job to a Knight.:Just visiting.") == 1) {
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mes "[Captain Herman]";
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mes "Ohh...";
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if (sex)
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mes "A young man who wishes";
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else
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mes "A young lady who wishes";
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mes "A young "+((Sex)?"man":"lady")+" who wishes";
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mes "to become a Knight!";
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mes "Our Prontera Chivalry";
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mes "will assist you.";
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@ -129,8 +120,8 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "like to apply now?";
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next;
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if (select("Yes, I would like to apply.:I'd like to think about it please.") == 1) {
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mes "[Captain Herman]";
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if (JobLevel < 40) {
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mes "[Captain Herman]";
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mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?";
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next;
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mes "[Captain Herman]";
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@ -138,7 +129,6 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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close;
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}
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if (SkillPoint) {
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mes "[Captain Herman]";
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mes "Ah...!";
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mes "You cannot change jobs if you have unused skill points remaining. Return when you have used";
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mes "all of your skill points.";
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@ -146,10 +136,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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}
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set KNIGHT_Q,1;
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setquest 9000;
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mes "[Captain Herman]";
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mes "Let me see...";
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mes "Your name is";
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mes "" + strcharinfo(0) + "...";
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mes strcharinfo(0) + "...";
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mes "Is that right?";
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next;
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mes "[Captain Herman]";
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@ -190,7 +179,6 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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close;
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}
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else if (KNIGHT_Q == 1) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes strcharinfo(0) + ",";
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mes "what can I do for you?";
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@ -205,33 +193,10 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "Sir Andrew for your first test. Don't be too nervous, he'll explain everything once you talk to him.";
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close;
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}
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else if (KNIGHT_Q == 2) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "It may be difficult,";
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mes "but do your best.";
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close;
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}
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else if (KNIGHT_Q == 3) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "It may be difficult,";
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mes "but do your best.";
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close;
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}
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else if (KNIGHT_Q == 2) callsub L_Mission,0;
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else if (KNIGHT_Q == 3) callsub L_Mission,0;
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else if (KNIGHT_Q == 4) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "Ah~ You do not know";
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mes "who to visit next?";
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next;
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mes "[Captain Herman]";
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callsub L_Mission,1;
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mes "It appears that you have finished one test. Let's see. Sir Andrew, who must this Swordman visit next?";
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next;
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mes "[Sir Andrew]";
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@ -245,24 +210,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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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.";
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close;
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}
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else if (KNIGHT_Q == 5) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "It may be difficult,";
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mes "but do your best.";
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close;
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}
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else if (KNIGHT_Q == 5) callsub L_Mission,0;
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else if (KNIGHT_Q == 6) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "Ah~ You do not know";
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mes "who to visit next?";
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next;
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mes "[Captain Herman]";
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callsub L_Mission,1;
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mes "Let's see...";
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mes "You've completed two tests.";
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mes "Sir Siracuse, who must this Swordman visit next?";
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@ -277,24 +227,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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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?";
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close;
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}
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else if (KNIGHT_Q == 7) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "It may be difficult,";
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mes "but do your best.";
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close;
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}
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else if (KNIGHT_Q == 7) callsub L_Mission,0;
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else if (KNIGHT_Q == 8) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "Ah~ You do not know";
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mes "who to visit next?";
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next;
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mes "[Captain Herman]";
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callsub L_Mission,1;
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mes "Sir Windor...?";
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mes "Who must this";
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mes "Swordman visit";
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@ -315,24 +250,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "Lady Amy and take her test. Make sure you pay attention to who you must go to for your next test.";
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close;
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}
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else if (KNIGHT_Q == 9) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "It may be difficult,";
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mes "but do your best.";
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close;
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}
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else if (KNIGHT_Q == 9) callsub L_Mission,0;
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else if (KNIGHT_Q == 10) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "Ah~ You do not know";
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mes "who to visit next?";
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next;
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mes "[Captain Herman]";
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callsub L_Mission,1;
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mes "Let's see...";
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mes "Lady Amy, who";
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mes "must this Swordman";
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@ -351,24 +271,9 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "next test.";
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close;
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}
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else if (KNIGHT_Q == 11) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "It may be difficult,";
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mes "but do your best.";
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close;
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}
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else if (KNIGHT_Q == 11) callsub L_Mission,0;
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else if (KNIGHT_Q == 12) {
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mes "[Captain Herman]";
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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mes "Ah~ You do not know";
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mes "who to visit next?";
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next;
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mes "[Captain Herman]";
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callsub L_Mission,1;
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mes "Don't you only have to visit one more person? The Knight in";
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mes "charge of the final test";
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mes "is Sir Gray Prospheiro.";
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@ -391,19 +296,16 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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close;
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}
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else if (KNIGHT_Q == 13) {
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mes "[Captain Herman]";
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mes "Finish the last test.";
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mes "Once that is complete, all the Knights involved in your testing shall gather, and we will evaluate your performance.";
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close;
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}
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else if (KNIGHT_Q == 14) {
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if (SkillPoint) {
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mes "[Captain Herman]";
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mes "Oh...!";
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mes "You cannot change jobs if you have unused skill points remaining. Return once you have distributed all your skill points.";
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close;
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}
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mes "[Captain Herman]";
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mes "Oh, have you completed all the tests? But not everyone who completes the tests can";
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mes "become a Knight.";
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next;
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@ -419,8 +321,8 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "to everyone's thoughts!";
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mes "Andrew, what do you think?";
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next;
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mes "[Sir Andrew]";
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if (JobLevel == 50) {
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mes "[Sir Andrew]";
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mes "What can I say?";
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mes "I approve!";
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mes "Having lived as";
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@ -429,15 +331,11 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "is enough.";
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}
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else {
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mes "[Sir Andrew]";
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mes "This one has";
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mes "gathered items";
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mes "that are troublesome";
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mes "to obtain. I approve!";
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if (sex)
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mes "I believe he will continue to be loyal after becoming a Knight.";
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else
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mes "I believe she will continue to be loyal after becoming a Knight.";
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mes "I believe "+((Sex)?"":"s")+"he will continue to be loyal after becoming a Knight.";
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}
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next;
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mes "[Captain Herman]";
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@ -508,10 +406,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "to hear your thoughts.";
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next;
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mes "[Gray]";
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if (sex)
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mes "A young gentleman coming here with the determination to become a Knight is enough...";
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else
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mes "A young lady coming here with the determination to become a Knight is enough...";
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mes "A young "+((Sex)?"gentleman":"lady")+" coming here with the determination to become a Knight is enough...";
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next;
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mes "[Captain Herman]";
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mes "Everyone";
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@ -532,7 +427,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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next;
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completequest 9012;
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callfunc "Job_Change",Job_Knight;
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callfunc "F_ClearJobVar"; // clears all job variables for the current player
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callfunc "F_ClearJobVar"; // Clears all job variables for the current player
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mes "[Captain Herman]";
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mes "I hereby declare";
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mes "you a member of";
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@ -553,12 +448,27 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
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mes "shoulders!";
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close;
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}
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L_Mission:
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mes "Mmm?";
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mes "Swordman " + strcharinfo(0) + ".";
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mes "How are the tests?";
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if (getarg(0)) {
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mes "Ah~ You do not know";
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mes "who to visit next?";
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next;
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mes "[Captain Herman]";
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return;
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} else {
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mes "It may be difficult,";
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mes "but do your best.";
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close;
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}
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}
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prt_in,75,107,4 script Sir Andrew#knt 65,{
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mes "[Sir Andrew]";
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if (BaseJob != Job_Swordman) {
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if (BaseJob == Job_Knight) {
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mes "[Sir Andrew]";
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mes "You must be";
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mes "a member of";
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mes "the Chivalry.";
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@ -575,7 +485,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
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close;
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}
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else if (BaseClass == Job_Novice) {
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mes "[Sir Andrew]";
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mes "Hey there,";
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mes "little Novice.";
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mes "Welcome to the";
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@ -591,7 +500,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
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close;
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}
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else {
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mes "[Sir Andrew]";
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mes "We, the members of the";
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mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
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next;
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@ -602,7 +510,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
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}
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}
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if (KNIGHT_Q == 0) {
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mes "[Sir Andrew]";
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mes "We, the members of the";
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mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
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next;
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@ -612,7 +519,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
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close;
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}
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else if (KNIGHT_Q == 1) {
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mes "[Sir Andrew]";
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mes "Good day.";
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mes "May I help you";
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mes "with something?";
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@ -623,7 +529,7 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
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mes "You wish";
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mes "to become a Knight.";
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mes "Your name is";
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mes "" + strcharinfo(0) + ",";
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mes strcharinfo(0) + ",";
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mes "correct?";
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next;
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mes "[Sir Andrew]";
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@ -673,11 +579,8 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
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case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break;
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}
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set KNIGHT_Q,.@items[12];
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if(KNIGHT_Q == 2) {
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changequest 9000,9001;
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}else{
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changequest 9000,9002;
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}
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if (KNIGHT_Q == 2) changequest 9000,9001;
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else changequest 9000,9002;
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mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
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mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
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mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
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@ -701,7 +604,6 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
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}
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}
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else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
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mes "[Sir Andrew]";
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mes "Welcome back~";
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mes "Did you gather";
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mes "all the items?";
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@ -723,11 +625,8 @@ prt_in,75,107,4 script Sir Andrew#knt 65,{
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delitem .@items[6],.@items[7];
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delitem .@items[8],.@items[9];
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delitem .@items[10],.@items[11];
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if(KNIGHT_Q == 2) {
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changequest 9001,9003;
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}else{
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changequest 9002,9003;
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}
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if (KNIGHT_Q == 2) changequest 9001,9003;
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else changequest 9002,9003;
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set KNIGHT_Q,4;
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mes "[Sir Andrew]";
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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?";
|
||||
|
@ -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
|
||||
|
Loading…
x
Reference in New Issue
Block a user