فهرست منبع

fixed Cube Room quest bug, more optimizations

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8821 54d463be-8e91-2dee-dedb-b68131a5f0ec
Lupus 18 سال پیش
والد
کامیت
6cd8533bc3
4فایلهای تغییر یافته به همراه143 افزوده شده و 149 حذف شده
  1. 2 0
      npc/Changelog.txt
  2. 10 3
      npc/other/Global_Functions.txt
  3. 29 27
      npc/quests/quests_lighthalzen.txt
  4. 102 119
      npc/quests/skills/novice_skills.txt

+ 2 - 0
npc/Changelog.txt

@@ -30,12 +30,14 @@ Playtester
 Date		Added
 ======
 09/20
+	* Fixed some bugs in Cube Room. Some parts could be skipped [Lupus]
 	* Final optimization of Niflheim quests [Lupus]
 	- Book of Devil Quest uses bit-wise var MISC_QUEST | 256. Removed extra vars
 	- Piano Quest uses 1 bit-wise temp var instead of 5 variables.
 	- Clear Niflheim garbage vars in Global_Functions.txt 
 	- Added few missing NEXT; into job quests, thanks to $ephiroth
 	- Changed permanent variables in 1st Job Quest skills to @temp ones
+	- Cube Room: 5 key vars -> 1 var cubekey
 09/19
 	* Fixed rpsroulette.txt, giving 10 blue potions as prize instead of the 20 it said. Also fixed
 	  a missing variable in sphinx_mask.txt. Noticed by JTE and fixed by Warian [erKURITA]

+ 10 - 3
npc/other/Global_Functions.txt

@@ -27,6 +27,7 @@
 //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
 //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
 //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
+//=	+more garbage clean
 //============================================================ 
 
 
@@ -75,25 +76,31 @@ function	script	F_ClearJobVar	{
 
 function	script	F_ClearGarbage	{
 	// Clear outdated global VARS
+	//DTS Vote System
 	if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128;
 	if(dtseligible == 3) set dtseligible,0;
 	if($talk) set $talk,0;
 	if($dtsglobalelig) set $dtsglobalelig,0;
 	if($dts&(1<<6)) set $dts,$dts&~(1<<6);
+	//Misc Quests
 	if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
 	set MEAT,0; set MORRISON,0;
 	set BUNYBND,0; set TEMPESTRA,0; 
 	set sewer_prt,0; set iz_move_alberta,0;
-	if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
 	if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
-	set nif_t,0;
+	//Valhalla Remember Quest Skills. Unused
 	set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
+	//Niflheim
+	if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
 	if(niflheimlost2) set MISC_QUEST,MISC_QUEST | 256;
 	set niflheimlost2,0; set niflheimlost,0; set lostgirl,0;
-	set nif_random,0; set nif_random1,0;
+	set nif_t,0; set nif_random,0; set nif_random1,0;
 	if(MISC_QUEST&32){set nif_quest1,0; set nif_quest2,0; set nif_quest3,0; set nif_quest4,0; set nif_quest5,0;}
+	//1st Class Quest Skills
 	set ARWCRFT,0; set HOLYLIGHT,0; set ARWREP,0; set ENRGYCOAT,0; set CRAZYROAR,0; set CHANGECART,0; set CARTREVO,0;
 	set SANDATTACK,0; set STONEFLING,0; set BACKSLIDE,0; set BAGNFNTY,0;
+	//Cube Room
+	set ykey,0; set redkey,0; set fkey,0; set gkey,0; set bkey,0;
 	return;
 }
 

+ 29 - 27
npc/quests/quests_lighthalzen.txt

@@ -4,7 +4,7 @@
 //= Persian, Vicious_Pucca, Completed by aoa00
 //= Evera, MasterOfMupppets, Lupus
 //===== Current Version: ===================================== 
-//= 2.6a
+//= 2.7
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -44,6 +44,8 @@
 //= 2.5	Fixed Kellasus giving you extra skills in Bio Ethics quest [Evera]
 //= 2.6	Fixed exploit letting any class get homunculus from Bio Ethics Quest [Evera]
 //= 2.6a Moved Bio Ethics Quest to Alchemist SKILL QUESTS [Lupus]
+//= 2.7 fixed bugs that let people bypass some quest parts V_V [Lupus]
+//=	reused cubekey var for 4 Cube Room key vars
 //============================================================ 
 
 lighthalzen.gat,1,1,7	script	sneakAddSuber	-1,{
@@ -642,7 +644,7 @@ L_2:
 //--------------------------Barrel--------------------------
 
 lhz_cube.gat,237,183,0	script	Barrel	111,{
-	if (ykey == 1) goto L_4;
+	if (cubekey&1) goto L_4;
 	if (box == 1) goto L_2;
 	mes "There is a box that looks weak.";
 	if (axe == 0) close;
@@ -692,7 +694,7 @@ L_3:
 	mes "Within the box, there is 'yellow key'.";
 	next;
 	mes "You acquired '^FF0000yellow key^000000'.";
-	set ykey,1;
+	set cubekey,cubekey|1;
 	close;
 
 L_4:
@@ -706,7 +708,7 @@ L_4:
 lhz_cube.gat,242,201,0	script	Drawer	111,{
 	if (knife == 1) goto L_3;
 	mes "The drawer is locked.";
-	if (redkey == 1) goto L_1;
+	if (cubekey&2) goto L_1;
 	close;
 
 L_1:
@@ -732,7 +734,7 @@ L_3:
 //--------------------------Documents--------------------------
 
 lhz_cube.gat,237,198,0	script	Documents	111,{
-	if (redkey == 1) goto L_2;
+	if (cubekey&2) goto L_2;
 	mes "There are tons of documents here.";
 	next;
 	menu "Search the documents.",L_1,"Ignore.",-;
@@ -742,7 +744,7 @@ L_1:
 	mes "As you look through the documents, a 'red key' falls out.";
 	next;
 	mes "You acquired ^FF0000red key^000000.";
-	set redkey,1;
+	set cubekey,cubekey|2;
 	close;
 
 L_2:
@@ -795,7 +797,7 @@ L_2:
 	next;
 	input @bed$;
 
-	if (@bed$ == "long stick" && rod == 1 || @bed$ == "Long Stick" && rod == 1) goto L2_1;
+	if (rod == 1 && (@bed$ == "long stick" || @bed$ == "Long Stick")) goto L2_1;
 	mes "It looks like you need some kind of long item to";
 	mes "Get the item out, you can't reach it!";
 	close;
@@ -816,7 +818,7 @@ L_3:
 //--------------------------Cup--------------------------
 
 lhz_cube.gat,229,184,0	script	Cup	111,{
-	if (fkey == 1) goto L_2;
+	if (cubekey&4) goto L_2;
 	mes "You see an empty bottle and a cup with something in it.";
 	next;
 	menu "Leave it alone.",-,"Look what is inside.",L_1;
@@ -826,7 +828,7 @@ L_1:
 	mes "When you look inside, you see a 'rusty key'.";
 	next;
 	mes "You acquired the '^FF0000rusty key^000000'.";
-	set fkey,1;
+	set cubekey,cubekey|4;
 	close;
 
 L_2:
@@ -838,13 +840,13 @@ L_2:
 //--------------------------Shelf--------------------------
 
 lhz_cube.gat,233,206,0	script	Shelf	111,{
-	if (gkey == 1) goto L_2;
+	if (cubekey&8) goto L_2;
 	mes "There are lots of bottles filled with acids lined up";
 	mes "Along the shelf, they have different labels.";
 	next;
 	input @lathe$;
 
-	if (fkey == 1 && @lathe$ == "rusty key" || fkey == 1 && @lathe$ == "Rusty Key") goto L_1;
+	if (cubekey&4 && (@lathe$ == "rusty key" || @lathe$ == "Rusty Key")) goto L_1;
 	mes "Nothing happened.";
 	close;
 
@@ -854,7 +856,7 @@ L_1:
 	mes "All that's left is a clean, green key.";
 	next;
 	mes "You acquired the '^FF0000green key^000000'";
-	set gkey,1;
+	set cubekey,cubekey|8;
 	close;
 
 L_2:
@@ -870,8 +872,8 @@ L_2:
 lhz_cube.gat,249,191,0	script	Closet	111,{
 	if (polygon >= 1) goto L_4;
 	mes "There is a closet with lots of drawers.";
-	if (gkey == 1) goto L_2;
-	if (gkey == 0) next;
+	if (cubekey&8) goto L_2;
+	next;
 	menu "Leave it alone.",-,"Open one of the drawers.",L_1;
 	close;
 
@@ -964,7 +966,7 @@ L_1:
 	next;
 	input @knife$;
 
-	if (knife == 1 && @knife$ == "small knife" ||knife == 1 &&  @knife$ == "Small Knife") goto L1_1;
+	if (knife == 1 && (@knife$ == "small knife" || @knife$ == "Small Knife")) goto L1_1;
 	mes "Nothing happened.";
 	close;
 
@@ -1046,7 +1048,7 @@ lhz_cube.gat,224,192,0	script	Generator	111,{
 	next;
 	input @key$;
 
-	if (ykey == 1 && @key$ == "yellow key" || ykey == 1 && @key$ == "Yellow Key") goto L_1;
+	if (cubekey&1 && (@key$ == "yellow key" || @key$ == "Yellow Key")) goto L_1;
 	mes "There's nothing to do here.";
 	close;
 
@@ -1068,7 +1070,7 @@ L_2:
 //--------------------------Lamp--------------------------
 
 lhz_cube.gat,248,205,0	script	Lamp	111,{
-	if (bkey == 1) goto L_3;
+	if (cubekey&16) goto L_3;
 	if (machine == 1) goto L_1;
 	mes "There is a bright lamp.";
 	mes "Seems like there is something inside";
@@ -1087,7 +1089,7 @@ L_2:
 	mes "'black key' falls out.";
 	next;
 	mes "You acquired the '^FF0000black key^000000'.";
-	set bkey,1;
+	set cubekey,cubekey|16;
 	close;
 
 L_3:
@@ -1108,7 +1110,7 @@ L_1:
 	if (ellipse == 2) goto L1_2;
 	input @ellipse$;
 
-	if (ellipse == 1 && @ellipse$ == "ellipse model" ||ellipse == 1 && @ellipse$ == "Ellipse Model") goto L1_1;
+	if (ellipse == 1 && (@ellipse$ == "ellipse model" || @ellipse$ == "Ellipse Model")) goto L1_1;
 	mes "Nothing happened.";
 	close;
 
@@ -1126,7 +1128,7 @@ L_2:
 	if (quadrangle == 2) goto L2_2;
 	input @quadrangle$;
 
-	if (quadrangle == 1 && @quadrangle$ == "cube model" || quadrangle == 1 && @quadrangle$ == "Cube Model") goto L2_1;
+	if (quadrangle == 1 && (@quadrangle$ == "cube model" || @quadrangle$ == "Cube Model")) goto L2_1;
 	mes "Nothing happened.";
 	close;
 
@@ -1144,7 +1146,7 @@ L_3:
 	if (polygon == 2) goto L3_2;
 	input @polygon$;
 
-	if (polygon == 1 && @polygon$ == "polygon model" || polygon == 1 && @polygon$ == "Polygon Model") goto L3_1;
+	if (polygon == 1 && (@polygon$ == "polygon model" || @polygon$ == "Polygon Model")) goto L3_1;
 	mes "Nothing happened.";
 	close;
 
@@ -1189,7 +1191,7 @@ lhz_cube.gat,224,197,0	script	Test Tube	111,{
 	next;
 	input @key$;
 
-	if (bkey == 1 && @key$ == "black key" || bkey == 1 && @key$ == "Black Key") goto L_1;
+	if (cubekey&16 && (@key$ == "black key" || @key$ == "Black Key")) goto L_1;
 	mes "Nothing happened.";
 	close;
 
@@ -1226,14 +1228,14 @@ L_4:
 
 L4_1:
 	mes "It connected to a long staircase.";
-	close2;
-	set axe,0;	set ykey,0;	set box,0;	set num1,0;
+	set knife,0;	set axe,0;	set box,0;
+	set cubekey,0;	set machine,0;	set num1,0;
 	set num2,0;	set num3,0;	set num4,0;	set num5,0;
 	set num6,0;	set num7,0;	set num8,0;	set num9,0;
-	set knife,0;	set redkey,0;	set srod1,0;	set srod2,0;
-	set fkey,0;	set gkey,0;	set polygon,0;	set machine,0;
-	set bkey,0;	set ellipse,0;	set quadrangle,0;	set rod,0;
+	set rod,0;	set srod1,0;	set srod2,0;
+	set polygon,0;	set ellipse,0;	set quadrangle,0;
 	set hzdun,1;
+	close2;
 	warp "lhz_cube.gat",177,13;
 	end;
 }

+ 102 - 119
npc/quests/skills/novice_skills.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= kobra_k88
 //===== Current Version: ===================================== 
-//= 1.4
+//= 1.4b
 //===== Compatible With: ===================================== 
 //= eAthena 7.15 +
 //===== Description: ========================================= 
@@ -22,18 +22,34 @@
 //<---------------------------------------------------------------------------------------------- Nurse Aid: First Aid NPC ---------------------------------------------------------------------------->\\
 prt_in.gat,235,133,4	script	Nurse Aid	90,{
 	mes "[Nurse Aid]";
-	if(FIRSTAID) goto L_GetAid;
-	if(getskilllv(142)>0) goto L_GotAid;
-
+	if(FIRSTAID){
+		if((JobLevel <  3) || (countitem(507) < 5 ) || (countitem(705) < 5) || (countitem(930) < 1)) goto sM_Yes;
+		delitem 507,5;
+		delitem 705,5;
+		delitem 930,1;
+		mes "Oh good.  You have everything needed for me to teach you first aid.  Here we go...";
+		next;
+		mes "....... 1 hour later.......";
+		next;
+		skill 142,1,0;
+		set FIRSTAID,0;
+		set got_bandage,0;
+		mes "[Nurse Aid]";
+		mes "YES! You finally got it.  Now you can heal yourself and continue fighting those bad monsters.  Well, take care.";
+		emotion e_no1;
+		close;
+	}
+	if(getskilllv(142)>0){
+		mes "Well hello again.  I really hope the First Aid skill has been helpful to you.  Make sure to continue your hard work and don't forget to rest and heal!";
+		close;
+	}
 	mes "Oh hello there!  You look tired and a little worn out.  Have the monsters outside of town been giving you trouble?";
 	next;
-	menu "Ha! Me strong like BULL!!",M_Nope, "Well..um..kinda..",M_Yep;
+	menu "Ha! Me strong like BULL!!",-, "Well..um..kinda..",M_Yep;
 
-	M_Nope:
 		mes "[Nurse Aid]";
 		mes "Oh I see.  You must be a mighty warrior.  Well, come back anytime if you do ever feel overwhelmed by the monsters.  I'll be able to help.";
 		close;
-
 	M_Yep:
 		mes "[Nurse Aid]";
 		mes "Well don't feel bad.  It can be very difficult fighting those nasty monsters in the beginning.";
@@ -49,8 +65,12 @@ prt_in.gat,235,133,4	script	Nurse Aid	90,{
 		mes "That's why I've decided to teach people how to heal themselves!  Would you like me to teach you?";
 		emotion e_ic;
 		next;
-		menu "Would you??",sM_Yes, "(...she's nuts!...run!!!)",sM_No;
+		menu "Would you??",sM_Yes, "(...she's nuts!...run!!!)",-;
 
+			mes "[Nurse Aid]";
+			mes "Hey!...Where are you running too??...";
+			emotion e_swt;
+			close;
 		sM_Yes:
 			mes "[Nurse Aid]";
 			mes "In order for me to teach you First Aid you need to have at least a^0000ff Job Level of 3^000000.";
@@ -63,64 +83,79 @@ prt_in.gat,235,133,4	script	Nurse Aid	90,{
 			mes "Once you get Job Level 3 and have all of the items come back and see me, OK?";
 			set FIRSTAID,1;
 			close;				
-
-		sM_No:
-			mes "[Nurse Aid]";
-			mes "Hey!...Where are you running too??...";
-			emotion e_swt;
-			close;
-
-L_GetAid:
-	if((JobLevel <  3) || (countitem(507) < 5 ) || (countitem(705) < 5) || (countitem(930) < 1)) goto sM_Yes;
-	delitem 507,5;
-	delitem 705,5;
-	delitem 930,1;
-	mes "Oh good.  You have everything needed for me to teach you first aid.  Here we go...";
-	next;
-	mes "....... 1 hour later.......";
-	next;
-	skill 142,1,0;
-	set FIRSTAID,0;
-	set got_bandage,0;
-	mes "[Nurse Aid]";
-	mes "YES! You finally got it.  Now you can heal yourself and continue fighting those bad monsters.  Well, take care.";
-	emotion e_no1;
-	close;
-
-L_GotAid:
-	mes "Well hello again.  I really hope the First Aid skill has been helpful to you.  Make sure to continue your hard work and don't forget to rest and heal!";
-	close;
-
 }
 
 
 //<-------------------------------------------------------------------------------------------------- Bulma: Play Dead -------------------------------------------------------------------------------------------->\\
 prt_in.gat,73,87,2	script	Bulma	98,{
 	mes "[Bulma]";
-	if(BaseJob == Job_Novice) goto L_Novice;
-
-L_Other:
-	mes "Yeah... I look great.... After all, I'm a Knight of the Prontera Chivalry.  Kuhahahaha!";
-	emotion e_heh;
-	next;
-	mes "[Bulma]";
-	mes "It hasn't been that long since I became a Knight, but I still look good as one right? What do you think???";
-	emotion e_hmm;
-	close;
-
-L_Novice:
-	if(JobLevel >= 7) goto L_Start;
-	mes "Hello my young friend.  You remind me of myself when I was young.....";
-	mes "Heh heh, I really miss those days..... Wow... It's funny to think about those years now......";
-	next;
-	mes "[Bulma]";
-	mes "They were difficult.... thankfully you can use the ^5555FFPlay Dead^000000 skill when you reach a ^5555FFJob Level of 7^000000.";
-	mes "If you're interested in it come back and talk to me when you've leveled up a bit more.";
-	close;
-
-L_Start:
-	if(PLAYDEAD) goto L_GetSkill;
-	if(getskilllv(143)>0) goto L_GotSkill;
+	if(BaseJob != Job_Novice){
+		mes "Yeah... I look great.... After all, I'm a Knight of the Prontera Chivalry.  Kuhahahaha!";
+		emotion e_heh;
+		next;
+		mes "[Bulma]";
+		mes "It hasn't been that long since I became a Knight, but I still look good as one right? What do you think???";
+		emotion e_hmm;
+		close;
+	}
+	if(JobLevel < 7){
+		mes "Hello my young friend.  You remind me of myself when I was young.....";
+		mes "Heh heh, I really miss those days..... Wow... It's funny to think about those years now......";
+		next;
+		mes "[Bulma]";
+		mes "They were difficult.... thankfully you can use the ^5555FFPlay Dead^000000 skill when you reach a ^5555FFJob Level of 7^000000.";
+		mes "If you're interested in it come back and talk to me when you've leveled up a bit more.";
+		close;
+	}
+	if(PLAYDEAD){
+		if(countitem(7039)<1){
+			mes "HEY! What are you doing here?  It's irresponsible of you to still be here while your time is running out.........";
+			emotion e_gasp;
+			next;
+			mes "[Bulma]";
+			mes "Now GO! Run! Run! RUN!!";
+			emotion e_go;
+			close;
+		}
+		delitem 7039, 1;
+		mes "Good to see you again.  Alright, lets start your training....";
+		next;
+		mes "[Bulma]";
+		mes "Let me first introduce to you the concept of 'Method Acting'.  Method Acting stresses the need to understand every aspect of the role you are playing.";
+		next;
+		mes "[Bulma]";
+		mes "You must learn to think, feel, and even live like your character so that you can understand his/her motivation in any given moment.";
+		next;
+		mes "[Bulma]";
+		mes "Now let us use this technique to develop your ability to Play Dead!";
+		mes "I want you to think like a dead person, feel like a dead person, eat, breath, sleep, kiss, etc. like a person who is dead!!!";
+		next;
+		mes "[Bulma]";
+		mes "Don't just stand there! Lay down on the ground and live life through the eyes of a dead person.... errr or don't live.... anyways just do it!!";
+		next;
+		mes "~ several hours later ~";
+		next;
+		mes "[Bulma]";
+		mes "OK, lights, camera, ACTION! Yes... yes... YES!! That's it!! As I watch you laying there I TRULY believe that you are dead.";
+		mes "What a wonderful performance! BRAVO! BRAVO!";
+		emotion e_gasp;
+		next;
+		mes "[Bulma]";
+		mes "With the right motivation and focus you will be able to play dead anywhere at any given moment.  Congratulations on mastering this skill.";
+		emotion e_no1;
+		skill 143,1,0;
+		set PLAYDEAD, 0;
+		set got_novnametag,0;
+		close;
+	}
+	if(getskilllv(143)>0){
+		mes "Yeah.... I remember back then..... especially those embarrassing novice years... heh.  Luckily there was Play Dead.";
+		mes "That saved me many times in the past.  I'm sure it has been saving you too.";
+		next;
+		mes "[Bulma]";
+		mes "Hopefully it is something you have been using well.  If you have any friends who are novices, tell them about me.  I will help them out as good as I can.";
+		close;
+	}
 	mes "Hello my young friend.  You remind me of myself when I was young..... Heh heh, I really miss those days.....";
 	mes "Look at me acting all sentimental like some old man........";
 	next;
@@ -171,70 +206,18 @@ L_Start:
 	emotion e_go;
 	set PLAYDEAD, 1;
 	close;
-
-L_GetSkill:
-	if(countitem(7039)<1) goto sL_NotRdy;
-	delitem 7039, 1;
-	mes "Good to see you again.  Alright, lets start your training....";
-	next;
-	mes "[Bulma]";
-	mes "Let me first introduce to you the concept of 'Method Acting'.  Method Acting stresses the need to understand every aspect of the role you are playing.";
-	next;
-	mes "[Bulma]";
-	mes "You must learn to think, feel, and even live like your character so that you can understand his/her motivation in any given moment.";
-	next;
-	mes "[Bulma]";
-	mes "Now let us use this technique to develop your ability to Play Dead!";
-	mes "I want you to think like a dead person, feel like a dead person, eat, breath, sleep, kiss, etc. like a person who is dead!!!";
-	next;
-	mes "[Bulma]";
-	mes "Don't just stand there! Lay down on the ground and live life through the eyes of a dead person.... errr or don't live.... anyways just do it!!";
-	next;
-	mes "~ several hours later ~";
-	next;
-	mes "[Bulma]";
-	mes "OK, lights, camera, ACTION! Yes... yes... YES!! That's it!! As I watch you laying there I TRULY believe that you are dead.";
-	mes "What a wonderful performance! BRAVO! BRAVO!";
-	emotion e_gasp;
-	next;
-	mes "[Bulma]";
-	mes "With the right motivation and focus you will be able to play dead anywhere at any given moment.  Congratulations on mastering this skill.";
-	emotion e_no1;
-	skill 143,1,0;
-	set PLAYDEAD, 0;
-	set got_novnametag,0;
-	close;
-
-	sL_NotRdy:
-		mes "HEY! What are you doing here?  It's irresponsible of you to still be here while your time is running out.........";
-		emotion e_gasp;
-		next;
-		mes "[Bulma]";
-		mes "Now GO! Run! Run! RUN!!";
-		emotion e_go;
-		close;
-
-L_GotSkill:
-	mes "Yeah.... I remember back then..... especially those embarrassing novice years... heh.  Luckily there was Play Dead.";
-	mes "That saved me many times in the past.  I'm sure it has been saving you too.";
-	next;
-	mes "[Bulma]";
-	mes "Hopefully it is something you have been using well.  If you have any friends who are novices, tell them about me.  I will help them out as good as I can.";
-	close;
 }
 
 
 //Newbie Assistant------------------------------------------------------------------------------
 prt_castle.gat,174,147,2	script	Newbie Assistant	84,{
 	mes "[Newbie Assistant]";
-	if(BaseJob == Job_Novice) goto L_Start;
-
-L_NonNov:
-	mes "What am I doing here?  I'm just trying to help out young newbies.  You remember how it was to be a newbie... confused.... lost.... heh heh.";
-	emotion e_what;
-	close;
-L_Start:
-	if(FIRSTAID && countitem(930)==0 && got_bandage!=1){
+	if(BaseJob != Job_Novice){
+		mes "What am I doing here?  I'm just trying to help out young newbies.  You remember how it was to be a newbie... confused.... lost.... heh heh.";
+		emotion e_what;
+		close;
+	}
+	if(FIRSTAID && countitem(930)==0 && !got_bandage){
 		mes "So Nurse Aid sent you huh.  She's a great nurse, you should feel very fortunate that she is helping you out.  Here take this.";
 		next;
 		getitem 930,1;
@@ -250,7 +233,7 @@ L_Start:
 		emotion e_lv;
 		close;
 	}
-	if(PLAYDEAD && countitem(7039)==0 && got_novnametag!=1){
+	if(PLAYDEAD && countitem(7039)==0 && !got_novnametag){
 		mes "So Bulma sent you uh.... okay here you go.";
 		getitem 7039,1;
 		set got_novnametag,1;