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* Script style standardization.
- Standardized cases on constants (Zeny, Sex, BaseLevel, etc.).
- Replaced numerics with constants.
- Standardized parts of script headers.
- Changed some script styles to K&R.
- Added some official script file names as comments.
- Replaced most 'misceffect' commands with 'specialeffect'.

Signed-off-by: Euphy <euphy@rathena.org>

Euphy 11 years ago
parent
commit
bf68ccefa3
100 changed files with 801 additions and 779 deletions
  1. 4 4
      npc/airports/airships.txt
  2. 1 1
      npc/battleground/bg_common.txt
  3. 4 4
      npc/battleground/flavius/flavius_enter.txt
  4. 2 2
      npc/battleground/kvm/kvm01.txt
  5. 2 2
      npc/battleground/kvm/kvm02.txt
  6. 2 2
      npc/battleground/kvm/kvm03.txt
  7. 1 1
      npc/battleground/kvm/kvm_item_pay.txt
  8. 4 4
      npc/battleground/tierra/tierra_enter.txt
  9. 6 6
      npc/cities/aldebaran.txt
  10. 2 2
      npc/cities/amatsu.txt
  11. 3 3
      npc/cities/ayothaya.txt
  12. 2 2
      npc/cities/comodo.txt
  13. 3 3
      npc/cities/einbech.txt
  14. 7 7
      npc/cities/einbroch.txt
  15. 21 21
      npc/cities/geffen.txt
  16. 2 2
      npc/cities/gonryun.txt
  17. 6 6
      npc/cities/hugel.txt
  18. 5 5
      npc/cities/izlude.txt
  19. 45 45
      npc/cities/jawaii.txt
  20. 10 10
      npc/cities/lighthalzen.txt
  21. 9 9
      npc/cities/louyang.txt
  22. 101 73
      npc/cities/lutie.txt
  23. 4 4
      npc/cities/morocc.txt
  24. 4 6
      npc/cities/moscovia.txt
  25. 3 3
      npc/cities/niflheim.txt
  26. 5 5
      npc/cities/payon.txt
  27. 1 1
      npc/cities/prontera.txt
  28. 2 2
      npc/cities/rachel.txt
  29. 3 3
      npc/cities/splendide.txt
  30. 17 17
      npc/cities/umbala.txt
  31. 5 5
      npc/cities/yuno.txt
  32. 1 1
      npc/custom/battleground/bg_common.txt
  33. 2 2
      npc/custom/battleground/bg_flavius_01.txt
  34. 2 2
      npc/custom/battleground/bg_flavius_02.txt
  35. 3 3
      npc/custom/battleground/bg_kvm01.txt
  36. 3 3
      npc/custom/battleground/bg_kvm02.txt
  37. 3 3
      npc/custom/battleground/bg_kvm03.txt
  38. 3 3
      npc/custom/battleground/bg_tierra_01.txt
  39. 3 3
      npc/custom/battleground/bg_tierra_02.txt
  40. 1 1
      npc/custom/card_remover.txt
  41. 4 4
      npc/custom/etc/airplane.txt
  42. 2 2
      npc/custom/etc/bank_kafra.txt
  43. 4 4
      npc/custom/etc/lottery.txt
  44. 10 10
      npc/custom/etc/marriage.txt
  45. 3 3
      npc/custom/etc/monster_arena.txt
  46. 1 1
      npc/custom/etc/morroc_raceway.txt
  47. 3 3
      npc/custom/etc/penal_servitude.txt
  48. 4 2
      npc/custom/etc/quest_warper.txt
  49. 16 16
      npc/custom/etc/rpsroulette.txt
  50. 2 2
      npc/custom/etc/shifty_assassin.txt
  51. 34 34
      npc/custom/etc/stock_market.txt
  52. 8 8
      npc/custom/events/cluckers.txt
  53. 1 1
      npc/custom/events/disguise.txt
  54. 1 1
      npc/custom/events/uneasy_cemetery.txt
  55. 4 4
      npc/custom/events/valentinesdayexp.txt
  56. 15 14
      npc/custom/events/xmas_rings_event.txt
  57. 8 8
      npc/custom/quests/bandit_beard.txt
  58. 1 1
      npc/custom/quests/may_hats.txt
  59. 2 2
      npc/custom/quests/thq/THQS_GuildNPC.txt
  60. 6 6
      npc/custom/quests/thq/THQS_QuestNPC.txt
  61. 3 3
      npc/custom/quests/thq/THQS_TTShop.txt
  62. 1 1
      npc/custom/woe_controller.txt
  63. 32 32
      npc/events/MemorialDay_2008.txt
  64. 1 1
      npc/events/StPatrick_2008.txt
  65. 11 11
      npc/events/children_week.txt
  66. 12 13
      npc/events/christmas_2005.txt
  67. 37 37
      npc/events/christmas_2008.txt
  68. 2 2
      npc/events/easter_2008.txt
  69. 1 1
      npc/events/gdevent_aru.txt
  70. 1 1
      npc/events/gdevent_sch.txt
  71. 4 8
      npc/events/halloween_2006.txt
  72. 56 60
      npc/events/halloween_2008.txt
  73. 11 11
      npc/events/valentinesday_2009.txt
  74. 6 6
      npc/guild/agit_controller.txt
  75. 4 4
      npc/instances/EndlessTower.txt
  76. 1 1
      npc/instances/SealedShrine.txt
  77. 26 26
      npc/jobs/1-1e/gunslinger.txt
  78. 13 13
      npc/jobs/1-1e/ninja.txt
  79. 15 17
      npc/jobs/2-1/assassin.txt
  80. 18 18
      npc/jobs/2-1/blacksmith.txt
  81. 7 7
      npc/jobs/2-1/hunter.txt
  82. 5 6
      npc/jobs/2-1/knight.txt
  83. 16 16
      npc/jobs/2-1/priest.txt
  84. 4 4
      npc/jobs/2-1/wizard.txt
  85. 2 2
      npc/jobs/2-1a/AssassinCross.txt
  86. 2 2
      npc/jobs/2-1a/HighPriest.txt
  87. 2 2
      npc/jobs/2-1a/HighWizard.txt
  88. 2 2
      npc/jobs/2-1a/LordKnight.txt
  89. 2 2
      npc/jobs/2-1a/Sniper.txt
  90. 2 2
      npc/jobs/2-1a/WhiteSmith.txt
  91. 1 1
      npc/jobs/2-1e/StarGladiator.txt
  92. 13 13
      npc/jobs/2-2/alchemist.txt
  93. 4 3
      npc/jobs/2-2/bard.txt
  94. 6 5
      npc/jobs/2-2/crusader.txt
  95. 15 15
      npc/jobs/2-2/dancer.txt
  96. 5 3
      npc/jobs/2-2/monk.txt
  97. 11 10
      npc/jobs/2-2/rogue.txt
  98. 6 6
      npc/jobs/2-2/sage.txt
  99. 2 2
      npc/jobs/2-2a/Champion.txt
  100. 3 3
      npc/jobs/2-2a/Clown.txt

+ 4 - 4
npc/airports/airships.txt

@@ -23,13 +23,13 @@ airplane,243,73,0	script	#AirshipWarp-1	45,1,1,{
 
 
 OnInit:
 OnInit:
 OnHide:
 OnHide:
-	misceffect 16;
+	specialeffect EF_BASH;
 	disablenpc strnpcinfo(0);
 	disablenpc strnpcinfo(0);
 	end;
 	end;
 
 
 OnUnhide:
 OnUnhide:
 	enablenpc strnpcinfo(0);
 	enablenpc strnpcinfo(0);
-	misceffect 215;
+	specialeffect EF_SUMMONSLAVE;
 	end;
 	end;
 
 
 OnTouch:
 OnTouch:
@@ -669,13 +669,13 @@ OnTouch:
 
 
 OnInit:
 OnInit:
 OnHide:
 OnHide:
-	misceffect 16;
+	specialeffect EF_BASH;
 	disablenpc strnpcinfo(0);
 	disablenpc strnpcinfo(0);
 	end;
 	end;
 	
 	
 OnUnhide:
 OnUnhide:
 	enablenpc strnpcinfo(0);
 	enablenpc strnpcinfo(0);
-	misceffect 215;
+	specialeffect EF_SUMMONSLAVE;
 	end;
 	end;
 }
 }
 
 

+ 1 - 1
npc/battleground/bg_common.txt

@@ -507,7 +507,7 @@ bat_room,160,150,3	script	Erundek	109,{
 		mes "[Erundek]";
 		mes "[Erundek]";
 		mes "We have many items, so please take a look and purchase deliberately.";
 		mes "We have many items, so please take a look and purchase deliberately.";
 		close2;
 		close2;
-		ReadBook 11010,1;
+		readbook 11010,1;
 		end;
 		end;
 	}
 	}
 	set .@menu$,"";
 	set .@menu$,"";

+ 4 - 4
npc/battleground/flavius/flavius_enter.txt

@@ -29,7 +29,7 @@ bat_room,133,178,5	script	Flavius Officer#01a	418,{
 	next;
 	next;
 	switch(select("I want to join your army!:End Conversation")) {
 	switch(select("I want to join your army!:End Conversation")) {
 	case 1:
 	case 1:
-		if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+		if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
 			mes "[Guillaume Army Officer]";
 			mes "[Guillaume Army Officer]";
 			mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 			mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 		}
 		}
@@ -96,7 +96,7 @@ bat_room,133,121,1	script	Flavius Officer#01b	414,{
 	next;
 	next;
 	switch(select("I want to join your army!:End Conversation")) {
 	switch(select("I want to join your army!:End Conversation")) {
 	case 1:
 	case 1:
-		if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+		if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
 			mes "[Croix Army Officer]";
 			mes "[Croix Army Officer]";
 			mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 			mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 		}
 		}
@@ -253,7 +253,7 @@ bat_room,148,178,5	script	Flavius Officer#02a	418,{
 	next;
 	next;
 	switch(select("I want to join your army!:End Conversation")) {
 	switch(select("I want to join your army!:End Conversation")) {
 	case 1:
 	case 1:
-		if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+		if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
 			mes "[Guillaume Army Officer]";
 			mes "[Guillaume Army Officer]";
 			mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 			mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 		}
 		}
@@ -320,7 +320,7 @@ bat_room,148,121,1	script	Flavius Officer#02b	414,{
 	next;
 	next;
 	switch(select("I want to join your army!:End Conversation")) {
 	switch(select("I want to join your army!:End Conversation")) {
 	case 1:
 	case 1:
-		if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+		if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
 			mes "[Croix Army Officer]";
 			mes "[Croix Army Officer]";
 			mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 			mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 		}
 		}

+ 2 - 2
npc/battleground/kvm/kvm01.txt

@@ -55,11 +55,11 @@ bat_room,169,211,0	warp	#kvm802	2,2,bat_room,154,150
 	end;
 	end;
 
 
 OnKvM01One: 
 OnKvM01One: 
-	misceffect EF_CHANGECOLD;
+	specialeffect EF_CHANGECOLD;
 	end;
 	end;
 
 
 OnKvM01Two: 
 OnKvM01Two: 
-	misceffect EF_CHANGEPOISON;
+	specialeffect EF_CHANGEPOISON;
 	end;
 	end;
 }
 }
 
 

+ 2 - 2
npc/battleground/kvm/kvm02.txt

@@ -57,11 +57,11 @@ bat_room,197,211,0	warp	#kvm602	2,2,bat_room,154,150
 	end;
 	end;
 
 
 OnKvM02One: 
 OnKvM02One: 
-	misceffect EF_CHANGECOLD;
+	specialeffect EF_CHANGECOLD;
 	end;
 	end;
 
 
 OnKvM02Two: 
 OnKvM02Two: 
-	misceffect EF_CHANGEPOISON;
+	specialeffect EF_CHANGEPOISON;
 	end;
 	end;
 }
 }
 
 

+ 2 - 2
npc/battleground/kvm/kvm03.txt

@@ -56,11 +56,11 @@ bat_room,225,211,0	warp	#kvm702	2,2,bat_room,154,150
 	end;
 	end;
 
 
 OnKvM03One: 
 OnKvM03One: 
-	misceffect EF_CHANGECOLD;
+	specialeffect EF_CHANGECOLD;
 	end;
 	end;
 
 
 OnKvM03Two: 
 OnKvM03Two: 
-	misceffect EF_CHANGEPOISON;
+	specialeffect EF_CHANGEPOISON;
 	end;
 	end;
 }
 }
 
 

+ 1 - 1
npc/battleground/kvm/kvm_item_pay.txt

@@ -57,7 +57,7 @@ bat_room,151,144,3	script	KVM Logistic Officer#a	734,{
 		mes "points. So, be carefull when";
 		mes "points. So, be carefull when";
 		mes "selecting a reward.";
 		mes "selecting a reward.";
 		close2;
 		close2;
-		ReadBook 11017,1;
+		readbook 11017,1;
 		end;
 		end;
 	case 2:
 	case 2:
 		mes "[Logistics]";
 		mes "[Logistics]";

+ 4 - 4
npc/battleground/tierra/tierra_enter.txt

@@ -30,7 +30,7 @@ bat_room,124,178,5	script	Tierra Gorge Officer#01a	418,{
 	next;
 	next;
 	switch(select("I want to join your army!:End Conversation")) {
 	switch(select("I want to join your army!:End Conversation")) {
 	case 1:
 	case 1:
-		if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+		if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
 			mes "[Guillaume Army Officer]";
 			mes "[Guillaume Army Officer]";
 			mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 			mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 		}
 		}
@@ -97,7 +97,7 @@ bat_room,140,178,5	script	Tierra Gorge Officer#02a	418,{
 	next;
 	next;
 	switch(select("I want to join your army!:End Conversation")) {
 	switch(select("I want to join your army!:End Conversation")) {
 	case 1:
 	case 1:
-		if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+		if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
 			mes "[Guillaume Army Officer]";
 			mes "[Guillaume Army Officer]";
 			mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 			mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 		}
 		}
@@ -262,7 +262,7 @@ bat_room,125,121,1	script	Tierra Gorge Officer#01b	414,{
 	next;
 	next;
 	switch(select("I want to join your army!:End Conversation")) {
 	switch(select("I want to join your army!:End Conversation")) {
 	case 1:
 	case 1:
-		if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+		if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
 			mes "[Croix Army Officer]";
 			mes "[Croix Army Officer]";
 			mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 			mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 		}
 		}
@@ -329,7 +329,7 @@ bat_room,140,121,1	script	Tierra Gorge Officer#02b	414,{
 	next;
 	next;
 	switch(select("I want to join your army!:End Conversation")) {
 	switch(select("I want to join your army!:End Conversation")) {
 	case 1:
 	case 1:
-		if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+		if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
 			mes "[Croix Army Officer]";
 			mes "[Croix Army Officer]";
 			mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 			mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
 		}
 		}

+ 6 - 6
npc/cities/aldebaran.txt

@@ -1,7 +1,7 @@
 //===== rAthena Script ======================================= 
 //===== rAthena Script ======================================= 
 //= Al De Baran Town
 //= Al De Baran Town
 //===== By: ================================================== 
 //===== By: ================================================== 
-//= rAthena dev team; L0ne_W0lf
+//= rAthena Dev Team; L0ne_W0lf
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
 //= 2.3
 //= 2.3
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
@@ -10,8 +10,8 @@
 //= [Official Conversion]
 //= [Official Conversion]
 //= Al De Baran Town NPCs
 //= Al De Baran Town NPCs
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Added RS125 NPC.  Added another Kafra Reserve points agent.
-//= The 2nd reserve points agent is not complete yet.
+//= 1.1 Added RS125 NPC.  Added another Kafra Reserve points agent.
+//=     The 2nd reserve points agent is not complete yet.
 //= 1.2 Lottery input number fix [Lupus], 1.2a - label typo fixed
 //= 1.2 Lottery input number fix [Lupus], 1.2a - label typo fixed
 //= 1.3 Gatekeeper's bug fixed (wrong check and wrong item ID 
 //= 1.3 Gatekeeper's bug fixed (wrong check and wrong item ID 
 //=     for underground), fixed some typos [Lupus]
 //=     for underground), fixed some typos [Lupus]
@@ -23,8 +23,8 @@
 //= 1.7 Fixed exploits [Lupus] 1.8 Removed Duplicates [Silent]
 //= 1.7 Fixed exploits [Lupus] 1.8 Removed Duplicates [Silent]
 //= 1.9 Fixed a bunch of typos with information from Crono/Hollengrhen [Evera]
 //= 1.9 Fixed a bunch of typos with information from Crono/Hollengrhen [Evera]
 //= 1.9a Now Pavianne doesn't sell Kafra Passes. She refunds them [Lupus]
 //= 1.9a Now Pavianne doesn't sell Kafra Passes. She refunds them [Lupus]
-//= 2.0	Re-made all the dialog-only NPCs with official dialogs.
-//=		Kafra and Clock Tower NPCs pending remake. [DZeroX]
+//= 2.0 Re-made all the dialog-only NPCs with official dialogs.
+//=     Kafra and Clock Tower NPCs pending remake. [DZeroX]
 //= 2.01 removed all .GATs [Lupus]
 //= 2.01 removed all .GATs [Lupus]
 //= 2.1 Rescripted most NPCs to Aegis 10.3 standards. [L0ne_W0lf]
 //= 2.1 Rescripted most NPCs to Aegis 10.3 standards. [L0ne_W0lf]
 //= 2.2 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
 //= 2.2 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
@@ -687,7 +687,7 @@ aldeba_in,156,179,4	script	Master#alde	61,{
 	mes "Who's your";
 	mes "Who's your";
 	mes "favorite Kafra girl?";
 	mes "favorite Kafra girl?";
 	next;
 	next;
-	if (sex == 0) {
+	if (Sex == 0) {
 		mes "[Master]";
 		mes "[Master]";
 		mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are.";
 		mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are.";
 		next;
 		next;

+ 2 - 2
npc/cities/amatsu.txt

@@ -11,7 +11,7 @@
 //= Amatsu Town Script
 //= Amatsu Town Script
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
 //= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
-//=	Moved elemental stone trader to 'elemental_trader.txt'
+//=     Moved elemental stone trader to 'elemental_trader.txt'
 //= 1.4 Moved Alberta NPC to pre-re/re paths. [Euphy]
 //= 1.4 Moved Alberta NPC to pre-re/re paths. [Euphy]
 //============================================================
 //============================================================
 
 
@@ -98,7 +98,7 @@
 				mes "[Walter Moers]";
 				mes "[Walter Moers]";
 				mes "Alright, I will start the engine!";
 				mes "Alright, I will start the engine!";
 				close2;
 				close2;
-				set zeny,zeny-10000;
+				set Zeny, Zeny-10000;
 				warp "amatsu",197,83;
 				warp "amatsu",197,83;
 				end;
 				end;
 			}
 			}

+ 3 - 3
npc/cities/ayothaya.txt

@@ -58,7 +58,7 @@
 				mes "Let us be off! Back to my";
 				mes "Let us be off! Back to my";
 				mes "beautiful Ayotaya!";
 				mes "beautiful Ayotaya!";
 				close2;
 				close2;
-				set zeny,zeny-10000;
+				set Zeny, Zeny-10000;
 				warp "ayothaya",149,71;
 				warp "ayothaya",149,71;
 				end;
 				end;
 			}
 			}
@@ -304,8 +304,8 @@ ayothaya,241,264,5	script	Young Man#5ayothaya2	843,{
 //= 0.1 Added a Sailor NPC to get back to Alberta [ZoDIaC]
 //= 0.1 Added a Sailor NPC to get back to Alberta [ZoDIaC]
 //= 0.2 fixed coords, dialogues
 //= 0.2 fixed coords, dialogues
 //= 0.3 Fixed Warp name, ayotaya doesn't exist, even though iRO 
 //= 0.3 Fixed Warp name, ayotaya doesn't exist, even though iRO 
-//= 	decided to call it Ayotaya, it really is Ayothaya, like 
-//=	that Yuno/Juno thing
+//=     decided to call it Ayotaya, it really is Ayothaya, like 
+//=     that Yuno/Juno thing
 //= 0.4 Added the official warp npc for Ayothaya. [MasterOfMuppets]
 //= 0.4 Added the official warp npc for Ayothaya. [MasterOfMuppets]
 //= 1.0 Added most of the official npcs. The following quests were added: [MasterOfMuppets]
 //= 1.0 Added most of the official npcs. The following quests were added: [MasterOfMuppets]
 //=     Tom Yum Goong quest, Holy Threads quest and Holier threads quest.
 //=     Tom Yum Goong quest, Holy Threads quest and Holier threads quest.

+ 2 - 2
npc/cities/comodo.txt

@@ -351,12 +351,12 @@ cmd_fild07,299,83,4	script	Zain#cmd	100,{
 	switch(select("Alberta - 600 Zeny:Izlude - 800 Zeny:Cancel")) {
 	switch(select("Alberta - 600 Zeny:Izlude - 800 Zeny:Cancel")) {
 	case 1:
 	case 1:
 		if (Zeny < 600) break;
 		if (Zeny < 600) break;
-		set zeny,zeny-600;
+		set Zeny, Zeny-600;
 		warp "alberta",192,169;
 		warp "alberta",192,169;
 		end;
 		end;
 	case 2:
 	case 2:
 		if (Zeny < 800) break;
 		if (Zeny < 800) break;
-		set zeny,zeny-800;
+		set Zeny, Zeny-800;
 		if(checkre(0))
 		if(checkre(0))
 			warp "izlude",195,212;
 			warp "izlude",195,212;
 		else
 		else

+ 3 - 3
npc/cities/einbech.txt

@@ -18,7 +18,7 @@
 //= 1.0 Added the last of the town npcs, [MasterOfMuppets]
 //= 1.0 Added the last of the town npcs, [MasterOfMuppets]
 //=     all credits to muad_dib for scripting them.
 //=     all credits to muad_dib for scripting them.
 //= 1.1 Made some changes according to the Shinokas quest, [MasterOfMuppets]
 //= 1.1 Made some changes according to the Shinokas quest, [MasterOfMuppets]
-//=	thanks to Dj-Yhn for scripting them.
+//=     thanks to Dj-Yhn for scripting them.
 //= 1.2 Removed Duplicates [Silent]
 //= 1.2 Removed Duplicates [Silent]
 //= 1.3 Implemented the Lover's quest. [MasterOfMuppets]
 //= 1.3 Implemented the Lover's quest. [MasterOfMuppets]
 //= 1.4 Moved quests to quests/quests_ein.txt [Evera]
 //= 1.4 Moved quests to quests/quests_ein.txt [Evera]
@@ -214,7 +214,7 @@ einbech,39,215,5	script	Train Station Staff#ein3	852,{
 			mes "we hope you enjoy";
 			mes "we hope you enjoy";
 			mes "the ride. All aboard!";
 			mes "the ride. All aboard!";
 			close2;
 			close2;
-			set zeny,zeny-200;
+			set Zeny, Zeny-200;
 			warp "einbroch",226,276;
 			warp "einbroch",226,276;
 			end;
 			end;
 		}
 		}
@@ -989,7 +989,7 @@ einbech,148,246,5	script	Franz#ein	851,{
 			mes "Now those aggressive teddy";
 			mes "Now those aggressive teddy";
 			mes "bears are scattered all over";
 			mes "bears are scattered all over";
 			mes "the place and the government";
 			mes "the place and the government";
-			mes "	has classified them as monsters. Kill with extreme prejudice!";
+			mes "has classified them as monsters. Kill with extreme prejudice!";
 			next;
 			next;
 			mes "[Franz]";
 			mes "[Franz]";
 			mes "According to adventurers";
 			mes "According to adventurers";

+ 7 - 7
npc/cities/einbroch.txt

@@ -15,14 +15,14 @@
 //= 0.4a Added exp bonus for the factory quest, borrowed from a Korean fansite.
 //= 0.4a Added exp bonus for the factory quest, borrowed from a Korean fansite.
 //= 0.4b Added missing close [Komurka]
 //= 0.4b Added missing close [Komurka]
 //= 0.5 Added Temporal Locations of Gunslinger Job Change map.
 //= 0.5 Added Temporal Locations of Gunslinger Job Change map.
-//=	Info provided by RockmanEXE [erKURITA]
+//=     Info provided by RockmanEXE [erKURITA]
 //= 0.6 Implemented a crap quest [MasterOfMuppets]
 //= 0.6 Implemented a crap quest [MasterOfMuppets]
 //= 0.7 Implemented an inn NPC [MasterOfMuppets]
 //= 0.7 Implemented an inn NPC [MasterOfMuppets]
 //= 0.8 Implemented the Shinokas quest, thanks to [MasterOfMuppets]
 //= 0.8 Implemented the Shinokas quest, thanks to [MasterOfMuppets]
-//= 	Dj-Yhn for scripting it.
+//=      Dj-Yhn for scripting it.
 //= 0.9 Removed Duplicates [Silent]
 //= 0.9 Removed Duplicates [Silent]
 //= 1.0 Implemented the Lover's quest. [MasterOfMuppets]
 //= 1.0 Implemented the Lover's quest. [MasterOfMuppets]
-//= 1.1	Split quests into quests/cities_einbroch.txt [Evera]
+//= 1.1 Split quests into quests/cities_einbroch.txt [Evera]
 //= 1.2 Split more quests into above file [Evera]
 //= 1.2 Split more quests into above file [Evera]
 //= 1.3 Added (finally) the Garrison quest npc [erKURITA]
 //= 1.3 Added (finally) the Garrison quest npc [erKURITA]
 //= 1.4 Implemented the polution script. [MasterOfMuppets]
 //= 1.4 Implemented the polution script. [MasterOfMuppets]
@@ -130,7 +130,7 @@ function	script	EinTower	{
 			mes "using our services.";
 			mes "using our services.";
 			mes "Let me guide you to";
 			mes "Let me guide you to";
 			mes "the tower right away.";
 			mes "the tower right away.";
-			set zeny,zeny-10;
+			set Zeny, Zeny-10;
 			close2;
 			close2;
 			warp "einbroch",181,196;
 			warp "einbroch",181,196;
 			end;
 			end;
@@ -157,7 +157,7 @@ function	script	EinTower	{
 				mes "using our services.";
 				mes "using our services.";
 				mes "Let me guide you to";
 				mes "Let me guide you to";
 				mes "the tower right away.";
 				mes "the tower right away.";
-				set zeny,zeny-20;
+				set Zeny, Zeny-20;
 				getitem 512,1; //Apple
 				getitem 512,1; //Apple
 				close2;
 				close2;
 				warp "einbroch",174,204;
 				warp "einbroch",174,204;
@@ -205,7 +205,7 @@ einbroch,232,272,3	script	Train Station Staff#ein1::EinbrochTrain	852,{
 			mes "Have a safe trip.";
 			mes "Have a safe trip.";
 			mes "^333333*Ahem*^000000 All aboard!";
 			mes "^333333*Ahem*^000000 All aboard!";
 			close2;
 			close2;
-			set zeny,zeny-200;
+			set Zeny, Zeny-200;
 			warp "einbech",43,215;
 			warp "einbech",43,215;
 			end;
 			end;
 		}
 		}
@@ -836,7 +836,7 @@ ein_in01,206,224,3	script	Hotel Employee#ein	855,{
 				mes "Please enjoy";
 				mes "Please enjoy";
 				mes "your rest~";
 				mes "your rest~";
 				close2;
 				close2;
-				set zeny,zeny-5000;
+				set Zeny, Zeny-5000;
 				percentheal 100,100;
 				percentheal 100,100;
 				warp "ein_in01",272,167;
 				warp "ein_in01",272,167;
 				end;
 				end;

+ 21 - 21
npc/cities/geffen.txt

@@ -102,7 +102,7 @@ geffen,147,26,0	script	Ralphie	97,{
 	mes "With that, anyone could be as strong as Hercules... Even a weakling like me! Hahahahahah,";
 	mes "With that, anyone could be as strong as Hercules... Even a weakling like me! Hahahahahah,";
 	mes "I must have it!";
 	mes "I must have it!";
 	next;
 	next;
-	Emotion e_gasp;
+	emotion e_gasp;
 	mes "[Ralphie]";
 	mes "[Ralphie]";
 	mes "...Good Heavens!";
 	mes "...Good Heavens!";
 	mes "Since when were";
 	mes "Since when were";
@@ -131,7 +131,7 @@ geffen,111,48,0	script	Stacey	101,{
 		mes "Is that an Orc Helm you're wearing?! That's so cool! Wow...";
 		mes "Is that an Orc Helm you're wearing?! That's so cool! Wow...";
 		next;
 		next;
 		mes "[Stacey]";
 		mes "[Stacey]";
-		if (sex) {
+		if (Sex) {
 			mes "You look so...";
 			mes "You look so...";
 			mes "Rugged and manly~";
 			mes "Rugged and manly~";
 		}
 		}
@@ -152,11 +152,11 @@ geffen,111,48,0	script	Stacey	101,{
 		mes "of Orc Hero!";
 		mes "of Orc Hero!";
 		next;
 		next;
 		mes "[Stacey]";
 		mes "[Stacey]";
-		if (sex) {
+		if (Sex) {
 			mes "It's...";
 			mes "It's...";
 			mes "It's like you're surrounded by this incredibly masculine aura! Oooh~! You must be irresistable to all the girls!";
 			mes "It's like you're surrounded by this incredibly masculine aura! Oooh~! You must be irresistable to all the girls!";
 			next;
 			next;
-			Emotion e_lv;
+			emotion e_lv;
 			mes "[Stacey]";
 			mes "[Stacey]";
 			mes "And I'm no exception.";
 			mes "And I'm no exception.";
 		}
 		}
@@ -226,7 +226,7 @@ OnTouch:
 	mes "You wanna get your hands on some great stuff? Come on over!^000000";
 	mes "You wanna get your hands on some great stuff? Come on over!^000000";
 	next;
 	next;
 	mes "[Suspicious Guy]";
 	mes "[Suspicious Guy]";
-	if (sex)
+	if (Sex)
 		mes "Hey there tough guy. You look smart enough to recognize a bargain when it's right in front of your eyes.";
 		mes "Hey there tough guy. You look smart enough to recognize a bargain when it's right in front of your eyes.";
 	else
 	else
 		mes "Well, well, well. Aren't you a pretty girl. Today just happens to be your lucky day!";
 		mes "Well, well, well. Aren't you a pretty girl. Today just happens to be your lucky day!";
@@ -261,7 +261,7 @@ OnTouch:
 			input .@input;
 			input .@input;
 			if (.@input == 0) {
 			if (.@input == 0) {
 				mes "[Suspicious Guy]";
 				mes "[Suspicious Guy]";
-				if (sex)
+				if (Sex)
 					mes "Ah duuuuuude~ You're breakin' my heart! I mean, at these prices, I'm practically performing charity!";
 					mes "Ah duuuuuude~ You're breakin' my heart! I mean, at these prices, I'm practically performing charity!";
 				else
 				else
 					mes "W-waaaait! You didn't let me tell you the part about how Red Potions help you lose and gain weight in all the right places! Waaaaait!";
 					mes "W-waaaait! You didn't let me tell you the part about how Red Potions help you lose and gain weight in all the right places! Waaaaait!";
@@ -288,12 +288,12 @@ OnTouch:
 			mes "^333333Now I gotta find some other sucker to dump this junk on!^000000 *Ahem* I mean, come again!";
 			mes "^333333Now I gotta find some other sucker to dump this junk on!^000000 *Ahem* I mean, come again!";
 			close;
 			close;
 		}
 		}
-		set zeny,zeny-.@Red_potion_hap;
+		set Zeny, Zeny-.@Red_potion_hap;
 		getitem 501,.@input; //Red_Potion
 		getitem 501,.@input; //Red_Potion
 		break;
 		break;
 	case 2:
 	case 2:
 		mes "[Suspicious Guy]";
 		mes "[Suspicious Guy]";
-		if (sex) {
+		if (Sex) {
 			mes "What would a strong guy like you want a knife for? Those will just break under the force of your incredibly powerful swings!";
 			mes "What would a strong guy like you want a knife for? Those will just break under the force of your incredibly powerful swings!";
 			next;
 			next;
 			mes "[Suspicious Guy]";
 			mes "[Suspicious Guy]";
@@ -353,12 +353,12 @@ OnTouch:
 			mes "When the greatest deal in your life is right before your eyes?! Tragic, truly tragic...";
 			mes "When the greatest deal in your life is right before your eyes?! Tragic, truly tragic...";
 			close;
 			close;
 		}
 		}
-		set zeny,zeny-.@Main_gauche_hap;
+		set Zeny, Zeny-.@Main_gauche_hap;
 		getitem 1207,.@input; //Main_Gauche
 		getitem 1207,.@input; //Main_Gauche
 		break;
 		break;
 	case 3:
 	case 3:
 		mes "[Suspicious Guy]";
 		mes "[Suspicious Guy]";
-		if (sex)
+		if (Sex)
 			mes "A Manteau? That's old news! You know what's the latest in protective armors?";
 			mes "A Manteau? That's old news! You know what's the latest in protective armors?";
 		else
 		else
 			mes "Now why would such a beautiful woman wear something out of style? You know what would make you look even better?";
 			mes "Now why would such a beautiful woman wear something out of style? You know what would make you look even better?";
@@ -399,13 +399,13 @@ OnTouch:
 				break;
 				break;
 		}
 		}
 		set .@Hood__hap,.@input * 930;
 		set .@Hood__hap,.@input * 930;
-		if (zeny < .@Hood__hap) {
+		if (Zeny < .@Hood__hap) {
 			mes "[Suspicious Guy]";
 			mes "[Suspicious Guy]";
 			mes "Oh nuts...";
 			mes "Oh nuts...";
 			mes "Short on zeny, eh?";
 			mes "Short on zeny, eh?";
 			close;
 			close;
 		}
 		}
-		set zeny,zeny-.@Hood__hap;
+		set Zeny, Zeny-.@Hood__hap;
 		getitem 2501,.@input; //Hood
 		getitem 2501,.@input; //Hood
 		break;
 		break;
 	case 4:
 	case 4:
@@ -460,7 +460,7 @@ geffen_in,22,125,1	script	Crumpler	52,{
 			mes "[Crumpler]";
 			mes "[Crumpler]";
 			mes "Ooooooooh";
 			mes "Ooooooooh";
 			mes "crraaaap!";
 			mes "crraaaap!";
-			Emotion e_gasp;
+			emotion e_gasp;
 			next;
 			next;
 			mes "[Crumpler]";
 			mes "[Crumpler]";
 			mes "Help meeeee!";
 			mes "Help meeeee!";
@@ -498,7 +498,7 @@ geffen_in,22,125,1	script	Crumpler	52,{
 		mes "[Crumpler]";
 		mes "[Crumpler]";
 		mes "A...";
 		mes "A...";
 		mes "Sage?";
 		mes "Sage?";
-		Emotion e_What;
+		emotion e_what;
 		next;
 		next;
 		mes "[Crumpler]";
 		mes "[Crumpler]";
 		mes "I don't know what that is. But I guess it can't be half as bad as a Mage.";
 		mes "I don't know what that is. But I guess it can't be half as bad as a Mage.";
@@ -612,7 +612,7 @@ geffen_in,27,134,5	script	Waitress#elen	91,{
 		mes "I hear there's this person somewhere in Rune-Midgard...";
 		mes "I hear there's this person somewhere in Rune-Midgard...";
 		next;
 		next;
 		mes "[Elenore]";
 		mes "[Elenore]";
-		if (sex)
+		if (Sex)
 			mes "Tell me, have you ever heard of "+strcharinfo(0)+"? He's supposed to be the suavest hero around!";
 			mes "Tell me, have you ever heard of "+strcharinfo(0)+"? He's supposed to be the suavest hero around!";
 		else
 		else
 			mes "Have you ever heard of "+strcharinfo(0)+"? People say she's one of the prettiest girls in all of Rune-Midgard!";
 			mes "Have you ever heard of "+strcharinfo(0)+"? People say she's one of the prettiest girls in all of Rune-Midgard!";
@@ -652,7 +652,7 @@ geffen_in,27,134,5	script	Waitress#elen	91,{
 			mes "^990000Hey you sex crazed bastard!! Stop looking at my daughter like that before I rip out your eyes, and eat them with pasta!^000000";
 			mes "^990000Hey you sex crazed bastard!! Stop looking at my daughter like that before I rip out your eyes, and eat them with pasta!^000000";
 			next;
 			next;
 			mes "["+strcharinfo(0)+"]";
 			mes "["+strcharinfo(0)+"]";
-			if (sex) {
+			if (Sex) {
 				mes "Huh...?";
 				mes "Huh...?";
 				mes "C-come again?";
 				mes "C-come again?";
 				next;
 				next;
@@ -768,7 +768,7 @@ geffen_in,70,67,3	script	Waitress#elise	90,{
 			mes "^990000Stay away from my daughter, or I'll beat your brains out, punk! Elisa's gonna marry a doctor! Or a lawyer!^000000";
 			mes "^990000Stay away from my daughter, or I'll beat your brains out, punk! Elisa's gonna marry a doctor! Or a lawyer!^000000";
 			next;
 			next;
 			mes "["+strcharinfo(0)+"]";
 			mes "["+strcharinfo(0)+"]";
-			if (sex) {
+			if (Sex) {
 				mes "Y-y-y-yes, sir!";
 				mes "Y-y-y-yes, sir!";
 				next;
 				next;
 				mes "^3355FFThat was scary...!";
 				mes "^3355FFThat was scary...!";
@@ -1039,7 +1039,7 @@ geffen_in,39,127,2	script	Psychic Advisor	704,{
 			break;
 			break;
 		case 3:
 		case 3:
 			mes "Um...";
 			mes "Um...";
-			if (sex)
+			if (Sex)
 				mes "The girl that you";
 				mes "The girl that you";
 			else
 			else
 				mes "The boy that you";
 				mes "The boy that you";
@@ -1056,8 +1056,8 @@ geffen_in,39,127,2	script	Psychic Advisor	704,{
 				mes "[Psychic Advisor]";
 				mes "[Psychic Advisor]";
 				mes "You didn't let me finish my sentence. What I meant to say was...";
 				mes "You didn't let me finish my sentence. What I meant to say was...";
 				next;
 				next;
-				mes "[Psychic Advisor]"				;
-				if (sex)
+				mes "[Psychic Advisor]";
+				if (Sex)
 					mes "The girl that you";
 					mes "The girl that you";
 				else
 				else
 					mes "The boy that you";
 					mes "The boy that you";
@@ -1076,7 +1076,7 @@ geffen_in,39,127,2	script	Psychic Advisor	704,{
 				mes "Sometimes, I get the future and the present mixed up. You know, since I'm always looking into the future...?";
 				mes "Sometimes, I get the future and the present mixed up. You know, since I'm always looking into the future...?";
 				next;
 				next;
 				mes "[Psychic Advisor]";
 				mes "[Psychic Advisor]";
-				if (sex) {
+				if (Sex) {
 					mes "What I meant to say was";
 					mes "What I meant to say was";
 					mes "^3355FFyou and the perfect woman will soon fall in love^000000. Yes, that's what I meant!";
 					mes "^3355FFyou and the perfect woman will soon fall in love^000000. Yes, that's what I meant!";
 				}
 				}

+ 2 - 2
npc/cities/gonryun.txt

@@ -11,7 +11,7 @@
 //= Kunlun Town Script
 //= Kunlun Town Script
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
 //= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//=	Moved Lost Knife mini-quest to quest file.
+//=     Moved Lost Knife mini-quest to quest file.
 //= 1.6 Moved Alberta NPC to pre-re/re paths. [Euphy]
 //= 1.6 Moved Alberta NPC to pre-re/re paths. [Euphy]
 //============================================================
 //============================================================
 
 
@@ -102,7 +102,7 @@
 				mes "[Wa Bai Hu]";
 				mes "[Wa Bai Hu]";
 				mes "Thank you, let me guide you there immediately.";
 				mes "Thank you, let me guide you there immediately.";
 				close2;
 				close2;
-				set zeny,zeny-10000;
+				set Zeny, Zeny-10000;
 				warp "gon_fild01",258,82;
 				warp "gon_fild01",258,82;
 				end;
 				end;
 			}
 			}

+ 6 - 6
npc/cities/hugel.txt

@@ -14,13 +14,13 @@
 //= Plus no one knows what the NPCs are talking right now :/ [Poki#3]
 //= Plus no one knows what the NPCs are talking right now :/ [Poki#3]
 //= Note: Not all the sprites were correct :P [erKURITA]
 //= Note: Not all the sprites were correct :P [erKURITA]
 //= 1.0 Added the first shop, firecrackers. Thanks RockmanEXE for the info [erKURITA]
 //= 1.0 Added the first shop, firecrackers. Thanks RockmanEXE for the info [erKURITA]
-//=	Added more missing npc, but again, only locations and temp names =/ [erKURITA]
-//=	Started the basis of Poring Track. [erKURITA]
-//=	Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
-//=	Special thanks to RockmanEXE who provided all necesary info =3
-//=	Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
+//=     Added more missing npc, but again, only locations and temp names =/ [erKURITA]
+//=     Started the basis of Poring Track. [erKURITA]
+//=     Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
+//=     Special thanks to RockmanEXE who provided all necesary info =3
+//=     Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
 //= 1.1 Commented out the whole list of dummy npcs. They're there for nothing anyway,
 //= 1.1 Commented out the whole list of dummy npcs. They're there for nothing anyway,
-//=	just using up memory. [erKURITA]
+//=     just using up memory. [erKURITA]
 //= 1.2 Added a few NPCs scripted by Munin and fixed up format a little [Playtester]
 //= 1.2 Added a few NPCs scripted by Munin and fixed up format a little [Playtester]
 //= 1.3 Moved some quests-related NPCs to proper file. [SinSloth]
 //= 1.3 Moved some quests-related NPCs to proper file. [SinSloth]
 //= 1.4 Optimized the Party Supplies Shop [DZeroX]
 //= 1.4 Optimized the Party Supplies Shop [DZeroX]

+ 5 - 5
npc/cities/izlude.txt

@@ -16,19 +16,19 @@
 //= 1.2 Fixed a lot of typos [Nexon]
 //= 1.2 Fixed a lot of typos [Nexon]
 //= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
 //= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
 //= 1.4 Added a Jawaii related npc. 1.4a Fixed a small bug to
 //= 1.4 Added a Jawaii related npc. 1.4a Fixed a small bug to
-//=	the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
+//=     the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
 //= 1.5 Replaced iz_move_alberta with MISC_QUEST & 16 [Lupus]
 //= 1.5 Replaced iz_move_alberta with MISC_QUEST & 16 [Lupus]
 //= 1.6 Removed Duplicates [Silent]
 //= 1.6 Removed Duplicates [Silent]
 //= 1.7 Split quest to quests/quests_izlude.txt [Evera]
 //= 1.7 Split quest to quests/quests_izlude.txt [Evera]
 //= 1.71 Optimized. Also thanks to CAHTEXHuK [Lupus]
 //= 1.71 Optimized. Also thanks to CAHTEXHuK [Lupus]
 //= 1.72 Small bugfix [Paradox924X]
 //= 1.72 Small bugfix [Paradox924X]
 //= 1.8 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
 //= 1.8 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
-//=	Removed Honeymoon Helper, as she is a Jawaii NPC.
-//=	Moved Signs to the msg_boards file.
+//=     Removed Honeymoon Helper, as she is a Jawaii NPC.
+//=     Moved Signs to the msg_boards file.
 //= 1.8a Made Red/Cebalis as a single NPC + duplicate [Lupus]
 //= 1.8a Made Red/Cebalis as a single NPC + duplicate [Lupus]
 //= 1.9 Fixed a small problem with Dega. (Ne default case) [L0ne_W0lf]
 //= 1.9 Fixed a small problem with Dega. (Ne default case) [L0ne_W0lf]
-//=	Re-added NPC dialog for Cebalis. The dialog differs
-//=	(even if slightly,) after the five or so lines.
+//=     Re-added NPC dialog for Cebalis. The dialog differs
+//=     (even if slightly,) after the five or so lines.
 //= 1.9a A part of Kylick's dialogue is Pre-Renewal only. [Euphy]
 //= 1.9a A part of Kylick's dialogue is Pre-Renewal only. [Euphy]
 //============================================================
 //============================================================
 
 

+ 45 - 45
npc/cities/jawaii.txt

@@ -27,9 +27,9 @@
 //= 2.02 Fixed Classic Suite NPC warping directly above a warp [Evera]
 //= 2.02 Fixed Classic Suite NPC warping directly above a warp [Evera]
 //= 3.0 Rescripted to Aegis 10.3 standard. Contains all Jawaii-related NPCs. [L0ne_W0lf]
 //= 3.0 Rescripted to Aegis 10.3 standard. Contains all Jawaii-related NPCs. [L0ne_W0lf]
 //= 3.1 Fixed bugs with getpartnerid() (it never returns 1), fixed some conditons,
 //= 3.1 Fixed bugs with getpartnerid() (it never returns 1), fixed some conditons,
-//=		replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
+//=     replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
 //= 3.2 Reverted ispartneron() BACK to getpartnerid(). [L0ne_W0lf]
 //= 3.2 Reverted ispartneron() BACK to getpartnerid(). [L0ne_W0lf]
-//=	None of the NPCs need the player's partner to be online.
+//=     None of the NPCs need the player's partner to be online.
 //= 3.3 Just a small fix up on the Bartender. [L0ne_W0lf]
 //= 3.3 Just a small fix up on the Bartender. [L0ne_W0lf]
 //= 3.3a Just a little typo error. [Samuray22]
 //= 3.3a Just a little typo error. [Samuray22]
 //= 3.4 Added missing checkweights. [L0ne_W0lf]
 //= 3.4 Added missing checkweights. [L0ne_W0lf]
@@ -241,13 +241,13 @@ jawaii,141,200,3	script	Employee#sroom	798,{
 	next;
 	next;
 	if (select("Use.:Cancel.") == 1) {
 	if (select("Use.:Cancel.") == 1) {
 		mes "[Alowa]";
 		mes "[Alowa]";
-		if (zeny > 999) {
+		if (Zeny > 999) {
 			mes "T-Thank you ssso much!";
 			mes "T-Thank you ssso much!";
 			mes "L-Let open the room door";
 			mes "L-Let open the room door";
 			mes "ffffor you. Thank y-you.";
 			mes "ffffor you. Thank y-you.";
 			mes "Ha-have a good time.";
 			mes "Ha-have a good time.";
 			close2;
 			close2;
-			set zeny,zeny-1000;
+			set Zeny, Zeny-1000;
 			warp "jawaii_in",116,64;
 			warp "jawaii_in",116,64;
 			end;
 			end;
 		}
 		}
@@ -260,7 +260,7 @@ jawaii,141,200,3	script	Employee#sroom	798,{
 	mes "[Alowa]";
 	mes "[Alowa]";
 	mes "^666666*Sniff*^000000";
 	mes "^666666*Sniff*^000000";
 	mes "B-but I promise th-that this room is the nicest and cl-cleanest room! P-Please! C-come back!";
 	mes "B-but I promise th-that this room is the nicest and cl-cleanest room! P-Please! C-come back!";
-	Emotion e_sob;
+	emotion e_sob;
 	close;
 	close;
 }
 }
 
 
@@ -288,7 +288,7 @@ jawaii,108,199,5	script	Employee#antroom	74,{
 	next;
 	next;
 	if (select("Use.:Cancel.") == 1) {
 	if (select("Use.:Cancel.") == 1) {
 		mes "[Pine Oran]";
 		mes "[Pine Oran]";
-		if (zeny > 999) {
+		if (Zeny > 999) {
 			mes "Thank you";
 			mes "Thank you";
 			mes "for using";
 			mes "for using";
 			mes "our services.";
 			mes "our services.";
@@ -296,7 +296,7 @@ jawaii,108,199,5	script	Employee#antroom	74,{
 			mes "Make yourself";
 			mes "Make yourself";
 			mes "comfortable.";
 			mes "comfortable.";
 			close2;
 			close2;
-			set zeny,zeny-1000;
+			set Zeny, Zeny-1000;
 			warp "jawaii_in",129,110;
 			warp "jawaii_in",129,110;
 			end;
 			end;
 		}
 		}
@@ -323,11 +323,11 @@ jawaii,107,189,5	script	Employee#horoom	93,{
 	next;
 	next;
 	if (select("Use.:Cancel.") == 1) {
 	if (select("Use.:Cancel.") == 1) {
 		mes "[Sharkie Rania]";
 		mes "[Sharkie Rania]";
-		if (zeny > 999) {
+		if (Zeny > 999) {
 			mes "Eh, alright.";
 			mes "Eh, alright.";
 			mes "Let's get going.";
 			mes "Let's get going.";
 			close2;
 			close2;
-			set zeny,zeny-1000;
+			set Zeny, Zeny-1000;
 			warp "jawaii_in",86,117;
 			warp "jawaii_in",86,117;
 			end;
 			end;
 		}
 		}
@@ -366,11 +366,11 @@ jawaii,112,173,7	script	Employee#villroom	93,{
 	next;
 	next;
 	if (select("Use.:Cancel.") == 1) {
 	if (select("Use.:Cancel.") == 1) {
 		mes "[Larks Rania]";
 		mes "[Larks Rania]";
-		if (zeny > 999) {
+		if (Zeny > 999) {
 			mes "Thank you~";
 			mes "Thank you~";
 			mes "Enjoy your stay.";
 			mes "Enjoy your stay.";
 			close2;
 			close2;
-			set zeny,zeny-1000;
+			set Zeny, Zeny-1000;
 			warp "jawaii_in",87,75;
 			warp "jawaii_in",87,75;
 			end;
 			end;
 		}
 		}
@@ -414,8 +414,8 @@ jawaii,214,168,5	script	Honeymoon Helper#Jawaii	71,{
 	next;
 	next;
 	if (select("I shall buy it.:No, thanks.") == 1) {
 	if (select("I shall buy it.:No, thanks.") == 1) {
 		mes "[Helper]";
 		mes "[Helper]";
-		if (zeny > 49999) {
-			set zeny,zeny-50000;
+		if (Zeny > 49999) {
+			set Zeny, Zeny-50000;
 			getitem 681,1; //Memory_Of_Wedding 
 			getitem 681,1; //Memory_Of_Wedding 
 			mes "Thank you very much~!";
 			mes "Thank you very much~!";
 			mes "Please remember, you";
 			mes "Please remember, you";
@@ -457,10 +457,10 @@ jawaii_in,25,94,0	script	Employee#jaw1	724,{
 	close;
 	close;
 
 
 OnWelcome:
 OnWelcome:
-	Emotion e_kis;
+	emotion e_kis;
 	end;
 	end;
 OnSolo:
 OnSolo:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -487,10 +487,10 @@ jawaii_in,25,96,0	script	Employee#jaw2	724,{
 	close;
 	close;
 
 
 OnWelcome:
 OnWelcome:
-	Emotion e_kis;
+	emotion e_kis;
 	end;
 	end;
 OnSolo:
 OnSolo:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -503,7 +503,7 @@ jawaii_in,25,98,0	script	Employee#jaw3	724,{
 		mes "Oh~";
 		mes "Oh~";
 		mes "Look at you...";
 		mes "Look at you...";
 		mes "You look perfect";
 		mes "You look perfect";
-		if (sex)
+		if (Sex)
 			mes "for your wife~";
 			mes "for your wife~";
 		else
 		else
 			mes "with your husband~";
 			mes "with your husband~";
@@ -517,7 +517,7 @@ jawaii_in,25,98,0	script	Employee#jaw3	724,{
 		mes "Hmm...?";
 		mes "Hmm...?";
 		mes "You don't look like";
 		mes "You don't look like";
 		mes "you're married, are you?";
 		mes "you're married, are you?";
-		if (sex) {
+		if (Sex) {
 			next;
 			next;
 			mes "[Employee Buffy]";
 			mes "[Employee Buffy]";
 			mes "I'm pretty good";
 			mes "I'm pretty good";
@@ -531,10 +531,10 @@ jawaii_in,25,98,0	script	Employee#jaw3	724,{
 	close;
 	close;
 
 
 OnWelcome:
 OnWelcome:
-	Emotion e_kis;
+	emotion e_kis;
 	end;
 	end;
 OnSolo:
 OnSolo:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -570,10 +570,10 @@ jawaii_in,25,100,0	script	Employee#jaw4	724,{
 	close;
 	close;
 
 
 OnWelcome:
 OnWelcome:
-	Emotion e_kis;
+	emotion e_kis;
 	end;
 	end;
 OnSolo:
 OnSolo:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -603,10 +603,10 @@ jawaii_in,30,94,4	script	Employee#jaw5	724,{
 	close;
 	close;
 
 
 OnWelcome:
 OnWelcome:
-	Emotion e_kis;
+	emotion e_kis;
 	end;
 	end;
 OnSolo:
 OnSolo:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -628,10 +628,10 @@ jawaii_in,30,96,4	script	Employee#jaw6	724,{
 	close;
 	close;
 	
 	
 OnWelcome:
 OnWelcome:
-	Emotion e_kis;
+	emotion e_kis;
 	end;
 	end;
 OnSolo:
 OnSolo:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -662,10 +662,10 @@ jawaii_in,30,98,4	script	Employee#jaw7	724,{
 	close;
 	close;
 
 
 OnWelcome:
 OnWelcome:
-	Emotion e_kis;
+	emotion e_kis;
 	end;
 	end;
 OnSolo:
 OnSolo:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -686,10 +686,10 @@ jawaii_in,30,100,4	script	Employee#jaw8	724,{
 	close;
 	close;
 
 
 OnWelcome:
 OnWelcome:
-	Emotion e_kis;
+	emotion e_kis;
 	end;
 	end;
 OnSolo:
 OnSolo:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -727,7 +727,7 @@ jawaii_in,15,104,0	script	Waitress#jawaii	80,{
 		mes "[Waitress]";
 		mes "[Waitress]";
 		mes "Hello,";
 		mes "Hello,";
 		mes "how can I help you?";
 		mes "how can I help you?";
-		Emotion e_kis;
+		emotion e_kis;
 		next;
 		next;
 		switch(select("Give me food.:Bring me drink.:Where's the bar?")) {
 		switch(select("Give me food.:Bring me drink.:Where's the bar?")) {
 		case 1:
 		case 1:
@@ -738,8 +738,8 @@ jawaii_in,15,104,0	script	Waitress#jawaii	80,{
 			next;
 			next;
 			if (select("Yes.:Wha--! It's too expensive!") == 1) {
 			if (select("Yes.:Wha--! It's too expensive!") == 1) {
 				mes "[Waitress]";
 				mes "[Waitress]";
-				if (zeny > 999) {
-					set zeny,zeny-1000;
+				if (Zeny > 999) {
+					set Zeny, Zeny-1000;
 					getitem 517,1; //Meat
 					getitem 517,1; //Meat
 					mes "There you go~";
 					mes "There you go~";
 					mes "Enjoy your meal~!";
 					mes "Enjoy your meal~!";
@@ -764,8 +764,8 @@ jawaii_in,15,104,0	script	Waitress#jawaii	80,{
 			next;
 			next;
 			if (select("Yes.:Wha--! It's too expensive!") == 1) {
 			if (select("Yes.:Wha--! It's too expensive!") == 1) {
 				mes "[Waitress]";
 				mes "[Waitress]";
-				if (zeny > 999) {
-					set zeny,zeny-1000;
+				if (Zeny > 999) {
+					set Zeny, Zeny-1000;
 					getitem 503,1; //Yelow_Potion
 					getitem 503,1; //Yelow_Potion
 					mes "There you go~";
 					mes "There you go~";
 					mes "Enjoy your meal~!";
 					mes "Enjoy your meal~!";
@@ -789,7 +789,7 @@ jawaii_in,15,104,0	script	Waitress#jawaii	80,{
 			close;
 			close;
 		}
 		}
 	}
 	}
-	Emotion e_omg;
+	emotion e_omg;
 	mes "[Waitress]";
 	mes "[Waitress]";
 	mes "Hey, hey...!";
 	mes "Hey, hey...!";
 	mes "I have no idea";
 	mes "I have no idea";
@@ -838,7 +838,7 @@ jawaii_in,28,124,0	script	Bartender#jaw	46,{
 	mes "What would you";
 	mes "What would you";
 	mes "like to drink?";
 	mes "like to drink?";
 	next;
 	next;
-	if (zeny < 99) {
+	if (Zeny < 99) {
 		set .@r_jaw,rand(1,100);
 		set .@r_jaw,rand(1,100);
 		mes "[Bartender]";
 		mes "[Bartender]";
 		if (.@r_jaw > 29) {
 		if (.@r_jaw > 29) {
@@ -897,7 +897,7 @@ jawaii_in,28,124,0	script	Bartender#jaw	46,{
 				percentheal -100,0;
 				percentheal -100,0;
 				end;
 				end;
 			}
 			}
-			if (zeny > 99) set zeny,zeny-100;
+			if (Zeny > 99) set Zeny, Zeny-100;
 			switch(rand(4)) {
 			switch(rand(4)) {
 			case 1:
 			case 1:
 				mes "[Bartender]";
 				mes "[Bartender]";
@@ -1107,7 +1107,7 @@ S_KillChar:
 		percentheal -100,0;
 		percentheal -100,0;
 		end;
 		end;
 	}
 	}
-	if (zeny > 99) set zeny,zeny-100;
+	if (Zeny > 99) set Zeny, Zeny-100;
 	set .@roof_jaw,.@roof_jaw+getarg(0);
 	set .@roof_jaw,.@roof_jaw+getarg(0);
 	mes "[Bartender]";
 	mes "[Bartender]";
 	mes "There you go.";
 	mes "There you go.";
@@ -1118,7 +1118,7 @@ S_KillChar:
 	
 	
 jawaii_in,43,115,0	script	Customer#jaw_1	97,{
 jawaii_in,43,115,0	script	Customer#jaw_1	97,{
 	if (!getpartnerid()) {
 	if (!getpartnerid()) {
-		if (zeny > 99) {
+		if (Zeny > 99) {
 			mes "[Buchi]";
 			mes "[Buchi]";
 			mes "Grrrr...";
 			mes "Grrrr...";
 			mes "Damn! I don't";
 			mes "Damn! I don't";
@@ -1176,7 +1176,7 @@ jawaii_in,41,106,3	script	Customer#Cage	98,{
 		mes "After all, everyone knows marriage is a sham for desperate, lonely people!";
 		mes "After all, everyone knows marriage is a sham for desperate, lonely people!";
 		next;
 		next;
 		mes "[Cage]";
 		mes "[Cage]";
-		if (sex) {
+		if (Sex) {
 			mes "I don't trust anybody!";
 			mes "I don't trust anybody!";
 			mes "You're a fool for chaining";
 			mes "You're a fool for chaining";
 			mes "yourself to some gorgeous";
 			mes "yourself to some gorgeous";
@@ -1359,7 +1359,7 @@ prt_in,173,13,4	script	Customer#SoloHan	86,{
 		mes "...Wha!?";
 		mes "...Wha!?";
 		mes "Oh man!";
 		mes "Oh man!";
 		mes "Get outta my face!";
 		mes "Get outta my face!";
-		if (sex) {
+		if (Sex) {
 			mes "You smell like,";
 			mes "You smell like,";
 			mes "whupped boyfriend";
 			mes "whupped boyfriend";
 			mes "or something!";
 			mes "or something!";
@@ -1432,8 +1432,8 @@ prt_in,170,14,0	script	Customer#Bachewcca	89,{
 			mes "Unfortunately, singles are not allowed on the island. Why don't you go forget your loneliness in the Prontera pub?";
 			mes "Unfortunately, singles are not allowed on the island. Why don't you go forget your loneliness in the Prontera pub?";
 			close;
 			close;
 		}
 		}
-		else if (zeny > 99999) {
-			set zeny,zeny-100000;
+		else if (Zeny > 99999) {
+			set Zeny, Zeny-100000;
 			mes "Bon Voyage...!!";
 			mes "Bon Voyage...!!";
 			mes "Let me guide";
 			mes "Let me guide";
 			mes "you to 'Jawaii!'";
 			mes "you to 'Jawaii!'";

+ 10 - 10
npc/cities/lighthalzen.txt

@@ -22,19 +22,19 @@
 //= 1.0a added constants to emotions, minor optimization [Lupus]
 //= 1.0a added constants to emotions, minor optimization [Lupus]
 //= 1.0b npcid fix [KarLaeda]
 //= 1.0b npcid fix [KarLaeda]
 //= 1.1 Added new NPC by $ephiroth and merged other NPCs
 //= 1.1 Added new NPC by $ephiroth and merged other NPCs
-//=	from npc\other\lighthalzen_???.txt [Lupus]
+//=     from npc\other\lighthalzen_???.txt [Lupus]
 //= 1.2 Moved some NPCs to Lighthalzen quests. [SinSloth]
 //= 1.2 Moved some NPCs to Lighthalzen quests. [SinSloth]
-//= 1.3	Moved some other NPCs for quests purposes. [SinSloth]
+//= 1.3 Moved some other NPCs for quests purposes. [SinSloth]
 //= 1.4 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
 //= 1.4 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
 //= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
 //= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
 //= 1.6 Massive NPC clean up, includes corrected dialogs and [L0ne_W0lf]
 //= 1.6 Massive NPC clean up, includes corrected dialogs and [L0ne_W0lf]
-//=	added missing dialogs, fixed indentation, corrected some NPC
-//=	facing positions, NPC names are more unique now. Removed 
-//=	whitespace (empty lines after header and before end curly)
-//=	reduced usage of the command "goto", grammatical corrections.
-//=	Added additional missing NPCs.
+//=     added missing dialogs, fixed indentation, corrected some NPC
+//=     facing positions, NPC names are more unique now. Removed 
+//=     whitespace (empty lines after header and before end curly)
+//=     reduced usage of the command "goto", grammatical corrections.
+//=     Added additional missing NPCs.
 //= 1.7 Removed Auciton Staff as the offical auction file has been added. [L0ne_W0lf]
 //= 1.7 Removed Auciton Staff as the offical auction file has been added. [L0ne_W0lf]
-//=	Corrected Lucius so he checks the donation variable. (bugreport:1103) [L0ne_W0lf]
+//=     Corrected Lucius so he checks the donation variable. (bugreport:1103) [L0ne_W0lf]
 //= 1.7a Another fix to Lucius. (bugreport:1118) [L0ne_W0lf]
 //= 1.7a Another fix to Lucius. (bugreport:1118) [L0ne_W0lf]
 //= 1.7b Another fix to Lucius (trivial). (bugreport:1125)
 //= 1.7b Another fix to Lucius (trivial). (bugreport:1125)
 //= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
 //= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
@@ -595,7 +595,7 @@ lighthalzen,182,102,3	script	Lucius#zen5	866,{
 				mes "as much as you possibly can...";
 				mes "as much as you possibly can...";
 				close;
 				close;
 			}
 			}
-			set zeny,zeny-.@input;
+			set Zeny, Zeny-.@input;
 			set $donatedzeny,$donatedzeny + .@input;
 			set $donatedzeny,$donatedzeny + .@input;
 			mes "[Lucius]";
 			mes "[Lucius]";
 			mes "So far, I've received";
 			mes "So far, I've received";
@@ -1052,7 +1052,7 @@ OnTouch:
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
 		mes "Here you go,";
 		mes "Here you go,";
 		mes "take this.";
 		mes "take this.";
-		set zeny,zeny-50;
+		set Zeny, Zeny-50;
 		next;
 		next;
 		mes "[Beggar]";
 		mes "[Beggar]";
 		mes "Thank you so much.";
 		mes "Thank you so much.";

+ 9 - 9
npc/cities/louyang.txt

@@ -72,7 +72,7 @@
 				mes "Ready!";
 				mes "Ready!";
 				mes "Have fun!";
 				mes "Have fun!";
 				close2;
 				close2;
-				set zeny,zeny-10000;
+				set Zeny, Zeny-10000;
 				warp "lou_fild01",190,101;
 				warp "lou_fild01",190,101;
 				end;
 				end;
 			}
 			}
@@ -294,7 +294,7 @@ lou_in01,25,23,5	script	Friendly Looking Lady#lo	817,{
 		mes "We are trying to provide you with the best of service. Please";
 		mes "We are trying to provide you with the best of service. Please";
 		mes "come again.";
 		mes "come again.";
 		next;
 		next;
-		set zeny,zeny-500;
+		set Zeny, Zeny-500;
 		warp "lou_in01",17,19;
 		warp "lou_in01",17,19;
 		end;
 		end;
 	case 3:
 	case 3:
@@ -329,18 +329,18 @@ louyang,84,254,0	script	Exit#lou	111,{
 // Old changelog
 // Old changelog
 //============================================================ 
 //============================================================ 
 //= Originally made for Vidar
 //= Originally made for Vidar
-//= 1.2 - Added official warp NPC's
-//= 1.3 - Fixed gramatical errors. (Like wtf's with the weird
-//	  texts celest? xD)
-//= 2.0 - Completely rewrote the current scripts based on iRO.
-//        Added the 'Shouting Quest' and the 'Medicine Quest'
+//= 1.2 Added official warp NPC's
+//= 1.3 Fixed gramatical errors. (Like wtf's with the weird
+//=     texts celest? xD)
+//= 2.0 Completely rewrote the current scripts based on iRO.
+//=     Added the 'Shouting Quest' and the 'Medicine Quest'
 //= 2.1 Optimized, made quest vars unique [Lupus]
 //= 2.1 Optimized, made quest vars unique [Lupus]
 //= 2.1a minor fix, 2.1b Fixed Typos [Nexon]
 //= 2.1a minor fix, 2.1b Fixed Typos [Nexon]
 //= 2.2 Fixed exploits [Lupus]
 //= 2.2 Fixed exploits [Lupus]
 //= 2.2a Updated the color codes a little and fixed the shouting quest
 //= 2.2a Updated the color codes a little and fixed the shouting quest
-//=	 to broadcast green text.
+//=     to broadcast green text.
 //= 2.2b A small fix to the shout quest npc in louyang field not warping you
 //= 2.2b A small fix to the shout quest npc in louyang field not warping you
-//=	 back up to the tower if you died or teleported out of there. [MasterOfMuppets]
+//=     back up to the tower if you died or teleported out of there. [MasterOfMuppets]
 //= 2.3 A small fix, the code is so messy I can't believe I scripted it >.< [MasterOfMuppets]
 //= 2.3 A small fix, the code is so messy I can't believe I scripted it >.< [MasterOfMuppets]
 //= 2.4 Implemented a few more npcs, thanks to Prometheus for them. [MasterOfMuppets]
 //= 2.4 Implemented a few more npcs, thanks to Prometheus for them. [MasterOfMuppets]
 //= 2.5 Implemented the Poison King quest, beware of potential bugs. [MasterOfMuppets]
 //= 2.5 Implemented the Poison King quest, beware of potential bugs. [MasterOfMuppets]

+ 101 - 73
npc/cities/lutie.txt

@@ -1,7 +1,7 @@
 //===== rAthena Script ======================================= 
 //===== rAthena Script ======================================= 
 //= Lutie Town
 //= Lutie Town
 //===== By: ================================================== 
 //===== By: ================================================== 
-//= rAthena dev team
+//= rAthena Dev Team
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
 //= 1.7
 //= 1.7
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
@@ -10,7 +10,7 @@
 //= Lutie - City NPCs
 //= Lutie - City NPCs
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.1 Edited some text and updated/enabled some triggers
 //= 1.1 Edited some text and updated/enabled some triggers
-//= for the quest.[kobra_k88]
+//=     for the quest.[kobra_k88]
 //= 1.2 Fixed exploit. Checked for Bard Job Quest compatibility [Lupus]
 //= 1.2 Fixed exploit. Checked for Bard Job Quest compatibility [Lupus]
 //= 1.3 Fixed typos [Nexon] 
 //= 1.3 Fixed typos [Nexon] 
 //= 1.4 Fixed exploit [Lupus]
 //= 1.4 Fixed exploit [Lupus]
@@ -29,42 +29,42 @@ aldebaran,223,222,4	script	Mr. Claus	718,{
 	mes "and Christmas cheer!";
 	mes "and Christmas cheer!";
 	next;
 	next;
 	switch(select("Info about Lutie:Move to 'Lutie':Cancel")) {
 	switch(select("Info about Lutie:Move to 'Lutie':Cancel")) {
-		case 1:
-			mes "[Mr. Claus]";
-			mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
-			next;
-			mes "[Mr. Claus]";
-			mes "Ho Ho Ho~";
-			mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
-			next;
-			mes "[Mr. Claus]";
-			mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
-			close;
-		case 2:
-			mes "[Mr. Claus]";
-			mes "Ho Ho Ho~";
-			mes "The only way to get to Lutie is here in Al de Baran!";
-			next;
-			mes "[Mr. Claus]";
-			mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
-			next;
-			mes "[Mr. Claus]";
-			mes "Ho Ho Ho~";
-			mes "Well, are you ready?";
-			mes "Have a nice trip!";
-			mes "Meeeeerry Christmas!";
-			close2;
-			warp "xmas_fild01",78,68;
-			end;
-		case 3:
-			mes "[Mr. Claus]";
-			mes "Ho Ho Ho~";
-			mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
-			next;
-			mes "[Mr. Claus]";
-			mes "Ho ho hooooo!!";
-			mes "Haaaaappy Holidays!";
-			close;
+	case 1:
+		mes "[Mr. Claus]";
+		mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
+		next;
+		mes "[Mr. Claus]";
+		mes "Ho Ho Ho~";
+		mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
+		next;
+		mes "[Mr. Claus]";
+		mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
+		close;
+	case 2:
+		mes "[Mr. Claus]";
+		mes "Ho Ho Ho~";
+		mes "The only way to get to Lutie is here in Al de Baran!";
+		next;
+		mes "[Mr. Claus]";
+		mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
+		next;
+		mes "[Mr. Claus]";
+		mes "Ho Ho Ho~";
+		mes "Well, are you ready?";
+		mes "Have a nice trip!";
+		mes "Meeeeerry Christmas!";
+		close2;
+		warp "xmas_fild01",78,68;
+		end;
+	case 3:
+		mes "[Mr. Claus]";
+		mes "Ho Ho Ho~";
+		mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
+		next;
+		mes "[Mr. Claus]";
+		mes "Ho ho hooooo!!";
+		mes "Haaaaappy Holidays!";
+		close;
 	}
 	}
 }
 }
 
 
@@ -92,7 +92,7 @@ xmas_in,100,96,4	script	Santa Claus	718,{
 }
 }
 
 
 xmas_in,167,173,4	script	Duffle	711,{
 xmas_in,167,173,4	script	Duffle	711,{
-	if(xmas_npc == 1) {
+	if (xmas_npc == 1) {
 		mes "[Duffle]";
 		mes "[Duffle]";
 		mes "Merry Christmas!";
 		mes "Merry Christmas!";
 		mes "Welcome to Lutie!";
 		mes "Welcome to Lutie!";
@@ -152,7 +152,7 @@ xmas_in,167,173,4	script	Duffle	711,{
 }
 }
 
 
 xmas_in,27,103,4	script	Lenient Aunt	701,{
 xmas_in,27,103,4	script	Lenient Aunt	701,{
-switch (xmas_npc) {
+	switch (xmas_npc) {
 	case 5:
 	case 5:
 		mes "[Thachentze]";
 		mes "[Thachentze]";
 		mes "Hmm? The Hairy guy";
 		mes "Hmm? The Hairy guy";
@@ -277,7 +277,7 @@ switch (xmas_npc) {
 // Lutie
 // Lutie
 //============================================================
 //============================================================
 xmas,117,304,4	script	Poze	713,{
 xmas,117,304,4	script	Poze	713,{
-	if(xmas_npc == 3 || xmas_npc == 4) {
+	if (xmas_npc == 3 || xmas_npc == 4) {
 		mes "[Poze]";
 		mes "[Poze]";
 		mes "You've gone to";
 		mes "You've gone to";
 		mes "^3355FFSnowysnow^000000 and he";
 		mes "^3355FFSnowysnow^000000 and he";
@@ -300,7 +300,7 @@ xmas,117,304,4	script	Poze	713,{
 		mes "But that's pretty much all I know. For the actual details, you should ask ^3355FFUncle Hairy Cantata^000000.";
 		mes "But that's pretty much all I know. For the actual details, you should ask ^3355FFUncle Hairy Cantata^000000.";
 		set xmas_npc,4;
 		set xmas_npc,4;
 		close;
 		close;
-	}else{
+	} else {
 		mes "[Poze]";
 		mes "[Poze]";
 		mes "Welcome to Lutie,";
 		mes "Welcome to Lutie,";
 		mes "the town which blesses";
 		mes "the town which blesses";
@@ -321,13 +321,13 @@ xmas,117,304,4	script	Poze	713,{
 }
 }
 
 
 xmas,176,236,4	script	Uncle Hairy	712,{
 xmas,176,236,4	script	Uncle Hairy	712,{
-	if(xmas_npc == 4) {
-		if(countitem(1024) > 0 && countitem(938) > 0) {
+	if (xmas_npc == 4) {
+		if (countitem(1024) > 0 && countitem(938) > 0) {
 			mes "[Cantata]";
 			mes "[Cantata]";
 			mes "Oh? Y-y-you've got the stuff? Goooooooood. It's been so long since I've been able to have some of this... G-give it to me!";
 			mes "Oh? Y-y-you've got the stuff? Goooooooood. It's been so long since I've been able to have some of this... G-give it to me!";
 			next;
 			next;
-			delitem 1024,1;	// Chinese_Ink
-			delitem 938,1;	// Sticky_Mucus
+			delitem 1024,1; // Chinese_Ink
+			delitem 938,1; // Sticky_Mucus
 			mes "^3355FFYou quickly handed him the Squid Ink and Sticky Mucus and watched with a little disgust as he relished the flavor.^000000";
 			mes "^3355FFYou quickly handed him the Squid Ink and Sticky Mucus and watched with a little disgust as he relished the flavor.^000000";
 			next;
 			next;
 			mes "[Cantata]";
 			mes "[Cantata]";
@@ -385,7 +385,7 @@ xmas,176,236,4	script	Uncle Hairy	712,{
 			mes "^3355FFThachentze^000000, that lovely pickle maker, knows more about it. So if you're curious, you should go talk to her. Alrighty then, Merry Christmas!";
 			mes "^3355FFThachentze^000000, that lovely pickle maker, knows more about it. So if you're curious, you should go talk to her. Alrighty then, Merry Christmas!";
 			set xmas_npc,5;
 			set xmas_npc,5;
 			close;
 			close;
-		}else{
+		} else {
 			mes "[Cantata]";
 			mes "[Cantata]";
 			mes "Oh yeah? Heard about me from Poze, did you? Haw haw haw! Yeah, I know a little bit about Snowysnow. In fact, I may even be his weak point, since...";
 			mes "Oh yeah? Heard about me from Poze, did you? Haw haw haw! Yeah, I know a little bit about Snowysnow. In fact, I may even be his weak point, since...";
 			next;
 			next;
@@ -461,7 +461,9 @@ xmas,134,112,4	script	Snowman	710,{
 		mes "- too many items with you. -";
 		mes "- too many items with you. -";
 		mes "- Please try again -";
 		mes "- Please try again -";
 		mes "- after you loose some weight. -";
 		mes "- after you loose some weight. -";
-		close2;	cutin "",255;	end;
+		close2;
+		cutin "",255;
+		end;
 	}
 	}
 	cutin "rutie_snownow03.bmp",2;
 	cutin "rutie_snownow03.bmp",2;
 	mes "[Snowysnow]";
 	mes "[Snowysnow]";
@@ -507,8 +509,10 @@ xmas,134,112,4	script	Snowman	710,{
 			next;
 			next;
 			mes "[Snowysnow]";
 			mes "[Snowysnow]";
 			mes "So will you be my friend? If you do, I'll be your friend too~";
 			mes "So will you be my friend? If you do, I'll be your friend too~";
-			close2;	cutin "",255;	end;
-		}else{
+			close2;
+			cutin "",255;
+			end;
+		} else {
 			switch(xmas_npc) {
 			switch(xmas_npc) {
 			case 2:
 			case 2:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
@@ -537,7 +541,9 @@ xmas,134,112,4	script	Snowman	710,{
 				mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
 				mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
 				mes "^3355FFfixated on Poze's memento.^000000";
 				mes "^3355FFfixated on Poze's memento.^000000";
 				set xmas_npc,3;
 				set xmas_npc,3;
-				close2;	cutin "",255; end;
+				close2;
+				cutin "",255;
+				end;
 			case 3:
 			case 3:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
@@ -545,7 +551,9 @@ xmas,134,112,4	script	Snowman	710,{
 				next;
 				next;
 				mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
 				mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
 				mes "^3355FFfixated on Poze's memento.^000000";
 				mes "^3355FFfixated on Poze's memento.^000000";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			case 4:
 			case 4:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
@@ -565,7 +573,9 @@ xmas,134,112,4	script	Snowman	710,{
 				next;
 				next;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
 				mes "But I know that's because she likes him a whole whole lot! Hee hee hee!";
 				mes "But I know that's because she likes him a whole whole lot! Hee hee hee!";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			case 5:
 			case 5:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
@@ -579,7 +589,9 @@ xmas,134,112,4	script	Snowman	710,{
 				next;
 				next;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
 				mes "Of course, he still enjoys drinking strange things. They say it's a miracle that he doesn't have a tummyache. Hee hee~! Oh, I love that guy!";
 				mes "Of course, he still enjoys drinking strange things. They say it's a miracle that he doesn't have a tummyache. Hee hee~! Oh, I love that guy!";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			case 6:
 			case 6:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
@@ -595,14 +607,18 @@ xmas,134,112,4	script	Snowman	710,{
 				next;
 				next;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
 				mes "I like her cooking because it's soooo delicious! Sometimes, she gives me grape syrup on snow flakes. Anyway, please deliver that salt for me, buddy~!";
 				mes "I like her cooking because it's soooo delicious! Sometimes, she gives me grape syrup on snow flakes. Anyway, please deliver that salt for me, buddy~!";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			case 7:
 			case 7:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
 				mes "'^3355FFThe roughest";
 				mes "'^3355FFThe roughest";
 				mes "salt in the world^000000...'";
 				mes "salt in the world^000000...'";
 				mes "Wow. Now, that's rough! Aunt Tachentze is always making pickles, so she sure could use it soon!";
 				mes "Wow. Now, that's rough! Aunt Tachentze is always making pickles, so she sure could use it soon!";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			case 8:
 			case 8:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
@@ -610,7 +626,9 @@ xmas,134,112,4	script	Snowman	710,{
 				next;
 				next;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
 				mes "He's always trying his best to make those two orphans laugh and forget their troubles...";
 				mes "He's always trying his best to make those two orphans laugh and forget their troubles...";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			case 9:
 			case 9:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
@@ -620,7 +638,9 @@ xmas,134,112,4	script	Snowman	710,{
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
 				mes "I'm sure of it!";
 				mes "I'm sure of it!";
 				mes "Hee hee hee~!";
 				mes "Hee hee hee~!";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			case 10:
 			case 10:
 				cutin "rutie_snownow01.bmp",2;
 				cutin "rutie_snownow01.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
@@ -642,7 +662,7 @@ xmas,134,112,4	script	Snowman	710,{
 				switch(.@snownow) {
 				switch(.@snownow) {
 				case 1:
 				case 1:
 					set xmas_npc,11;
 					set xmas_npc,11;
-					getitem 529,5;	// Candy
+					getitem 529,5; // Candy
 					cutin "rutie_snownow02.bmp",2;
 					cutin "rutie_snownow02.bmp",2;
 					mes "[Snowysnow]";
 					mes "[Snowysnow]";
 					mes "Wow~!";
 					mes "Wow~!";
@@ -651,7 +671,7 @@ xmas,134,112,4	script	Snowman	710,{
 					break;
 					break;
 				case 2:
 				case 2:
 					set xmas_npc,11;
 					set xmas_npc,11;
-					getitem 529,10;	// Candy
+					getitem 529,10; // Candy
 					cutin "rutie_snownow02.bmp",2;
 					cutin "rutie_snownow02.bmp",2;
 					mes "[Snowysnow]";
 					mes "[Snowysnow]";
 					mes "Ooh~!";
 					mes "Ooh~!";
@@ -659,7 +679,7 @@ xmas,134,112,4	script	Snowman	710,{
 					break;
 					break;
 				case 3:
 				case 3:
 					set xmas_npc,11;
 					set xmas_npc,11;
-					getitem 530,5;	// Candy_Striper
+					getitem 530,5; // Candy_Striper
 					cutin "rutie_snownow02.bmp",2;
 					cutin "rutie_snownow02.bmp",2;
 					mes "[Snowysnow]";
 					mes "[Snowysnow]";
 					mes "Hoooraaaay~!";
 					mes "Hoooraaaay~!";
@@ -667,7 +687,7 @@ xmas,134,112,4	script	Snowman	710,{
 					break;
 					break;
 				case 4:
 				case 4:
 					set xmas_npc,11;
 					set xmas_npc,11;
-					getitem 530,10;	// Candy_Striper
+					getitem 530,10; // Candy_Striper
 					cutin "rutie_snownow02.bmp",2;
 					cutin "rutie_snownow02.bmp",2;
 					mes "[Snowysnow]";
 					mes "[Snowysnow]";
 					mes "Wow, that's so great!";
 					mes "Wow, that's so great!";
@@ -675,7 +695,7 @@ xmas,134,112,4	script	Snowman	710,{
 					break;
 					break;
 				case 5:
 				case 5:
 					set xmas_npc,11;
 					set xmas_npc,11;
-					getitem 539,1;	// Piece_Of_Cake
+					getitem 539,1; // Piece_Of_Cake
 					cutin "rutie_snownow02.bmp",2;
 					cutin "rutie_snownow02.bmp",2;
 					mes "[Snowysnow]";
 					mes "[Snowysnow]";
 					mes "Aren't you lucky!";
 					mes "Aren't you lucky!";
@@ -683,7 +703,7 @@ xmas,134,112,4	script	Snowman	710,{
 					break;
 					break;
 				case 6:
 				case 6:
 					set xmas_npc,11;
 					set xmas_npc,11;
-					getitem 539,2;	// Piece_Of_Cake
+					getitem 539,2; // Piece_Of_Cake
 					cutin "rutie_snownow02.bmp",2;
 					cutin "rutie_snownow02.bmp",2;
 					mes "[Snowysnow]";
 					mes "[Snowysnow]";
 					mes "Now, isn't that nice?";
 					mes "Now, isn't that nice?";
@@ -691,7 +711,7 @@ xmas,134,112,4	script	Snowman	710,{
 					break;
 					break;
 				case 7:
 				case 7:
 					set xmas_npc,11;
 					set xmas_npc,11;
-					getitem 538,5;	// Well_Baked_Cookie
+					getitem 538,5; // Well_Baked_Cookie
 					cutin "rutie_snownow02.bmp",2;
 					cutin "rutie_snownow02.bmp",2;
 					mes "[Snowysnow]";
 					mes "[Snowysnow]";
 					mes "Oh woooooow~!";
 					mes "Oh woooooow~!";
@@ -699,7 +719,7 @@ xmas,134,112,4	script	Snowman	710,{
 					break;
 					break;
 				case 8:
 				case 8:
 					set xmas_npc,11;
 					set xmas_npc,11;
-					getitem 538,10;	// Well_Baked_Cookie
+					getitem 538,10; // Well_Baked_Cookie
 					cutin "rutie_snownow02.bmp",2;
 					cutin "rutie_snownow02.bmp",2;
 					mes "[Snowysnow]";
 					mes "[Snowysnow]";
 					mes "*Gasp!* Ooh~";
 					mes "*Gasp!* Ooh~";
@@ -709,7 +729,9 @@ xmas,134,112,4	script	Snowman	710,{
 				next;
 				next;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
 				mes "My dear friend, please visit me from time to time, so that we can chitchat, okay? See you soon! And Merry Christmas!";
 				mes "My dear friend, please visit me from time to time, so that we can chitchat, okay? See you soon! And Merry Christmas!";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			case 11:
 			case 11:
 				cutin "rutie_snownow02.bmp",2;
 				cutin "rutie_snownow02.bmp",2;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
@@ -717,7 +739,9 @@ xmas,134,112,4	script	Snowman	710,{
 				next;
 				next;
 				mes "[Snowysnow]";
 				mes "[Snowysnow]";
 				mes "You're always welcome in Lutie, especially by me, Snowysnow! Happy Kwanza, Happy Hannukah and Merry Christmas~!";
 				mes "You're always welcome in Lutie, especially by me, Snowysnow! Happy Kwanza, Happy Hannukah and Merry Christmas~!";
-				close2;	cutin "",255;	end;
+				close2;
+				cutin "",255;
+				end;
 			}
 			}
 		}
 		}
 		case 2:
 		case 2:
@@ -731,14 +755,18 @@ xmas,134,112,4	script	Snowman	710,{
 			cutin "rutie_snownow01.bmp",2;
 			cutin "rutie_snownow01.bmp",2;
 			mes "[Snowysnow]";
 			mes "[Snowysnow]";
 			mes "Isn't that soooo exciting?! *Sigh* Even if it is a dungeon, I would like to go inside just to look. If only I was a real boy, or even had legs...";
 			mes "Isn't that soooo exciting?! *Sigh* Even if it is a dungeon, I would like to go inside just to look. If only I was a real boy, or even had legs...";
-			close2;	cutin "",255;	end;
+			close2;
+			cutin "",255;
+			end;
 		case 3:
 		case 3:
 			cutin "rutie_snownow03.bmp",2;
 			cutin "rutie_snownow03.bmp",2;
 			mes "[Snowysnow]";
 			mes "[Snowysnow]";
 			mes "Bye bye, friend~!";
 			mes "Bye bye, friend~!";
 			mes "Thank you for listening me~";
 			mes "Thank you for listening me~";
 			mes "I'll see you again, someday! You'll always be in my heart~";
 			mes "I'll see you again, someday! You'll always be in my heart~";
-			close2;	cutin "",255;	end;
+			close2;
+			cutin "",255;
+			end;
 		}
 		}
 }
 }
 
 
@@ -787,7 +815,7 @@ xmas,146,136,4	script	Hashokii	715,{
 			mes "Why don't you go meet those 2 children? They might tell you the story we've never got the chance to hear. Okay then, good luck~! Bye bye!";
 			mes "Why don't you go meet those 2 children? They might tell you the story we've never got the chance to hear. Okay then, good luck~! Bye bye!";
 			set xmas_npc,9;
 			set xmas_npc,9;
 			close;
 			close;
-		}else{
+		} else {
 			mes "[Hashokii]";
 			mes "[Hashokii]";
 			mes "Ah... ^3355FFSnowysnow^000000?";
 			mes "Ah... ^3355FFSnowysnow^000000?";
 			mes "Of course I know him! Anyone who doesn't know Snowysnow is a total stranger around here! Sometimes, he and I share a nice chat...";
 			mes "Of course I know him! Anyone who doesn't know Snowysnow is a total stranger around here! Sometimes, he and I share a nice chat...";
@@ -827,7 +855,7 @@ xmas,206,168,4	script	Little Boy	706,{
 		mes "He's a nice snowman!";
 		mes "He's a nice snowman!";
 		mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!";
 		mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!";
 		close;
 		close;
-	}else{
+	} else {
 		mes "[Charu Charu]";
 		mes "[Charu Charu]";
 		mes "Merry Merry Christmas!";
 		mes "Merry Merry Christmas!";
 		mes "Heheheheheh~!";
 		mes "Heheheheheh~!";
@@ -898,7 +926,7 @@ xmas,208,168,4	script	Little Girl	703,{
 			mes "More than anybody else, you know the most about Snowysnow! Please talk to Mr.Snowysnow, he'll be happy to know you care about him. Merry Christmas!";
 			mes "More than anybody else, you know the most about Snowysnow! Please talk to Mr.Snowysnow, he'll be happy to know you care about him. Merry Christmas!";
 			close;
 			close;
 		}
 		}
-	}else{
+	} else {
 		mes "[Marcell]";
 		mes "[Marcell]";
 		mes "Merry Christmas~!";
 		mes "Merry Christmas~!";
 		next;
 		next;

+ 4 - 4
npc/cities/morocc.txt

@@ -723,8 +723,8 @@ morocc_in,166,76,3	script	Bartender#02	46,{
 	next;
 	next;
 	switch(select("Tropical Sograt:Vemillion the Beach:Nothing.")) {
 	switch(select("Tropical Sograt:Vemillion the Beach:Nothing.")) {
 	case 1:
 	case 1:
-		if (zeny >= 1000 ) {
-			set zeny,zeny-1000;
+		if (Zeny >= 1000 ) {
+			set Zeny, Zeny-1000;
 			getitem 12112,1;
 			getitem 12112,1;
 			mes "[Bartender]";
 			mes "[Bartender]";
 			mes "Here you go.";
 			mes "Here you go.";
@@ -734,8 +734,8 @@ morocc_in,166,76,3	script	Bartender#02	46,{
 		}
 		}
 		break;
 		break;
 	case 2:
 	case 2:
-		if (zeny >= 1000 ) {
-			set zeny,zeny-1000;
+		if (Zeny >= 1000 ) {
+			set Zeny, Zeny-1000;
 			getitem 12113,1;
 			getitem 12113,1;
 			mes "[Bartender]";
 			mes "[Bartender]";
 			mes "Here you go.";
 			mes "Here you go.";

+ 4 - 6
npc/cities/moscovia.txt

@@ -14,7 +14,7 @@
 //= 1.2 Moved Alberta NPC to pre-re/re paths. [Euphy]
 //= 1.2 Moved Alberta NPC to pre-re/re paths. [Euphy]
 //============================================================
 //============================================================
 
 
-// Moscovia Transportation
+// Moscovia Transportation :: mosk_trans
 //============================================================
 //============================================================
 -	script	::PR_Officer_moscovia	-1,{
 -	script	::PR_Officer_moscovia	-1,{
 	mes "[Moscovia P.R. Officer]";
 	mes "[Moscovia P.R. Officer]";
@@ -75,7 +75,7 @@
 				mes "to go to Moscovia";
 				mes "to go to Moscovia";
 				mes "Thank you.";
 				mes "Thank you.";
 				close;
 				close;
-			}else{
+			} else {
 				mes "[Moscovia P.R. Officer]";
 				mes "[Moscovia P.R. Officer]";
 				mes "Ok then, we're leaving now.";
 				mes "Ok then, we're leaving now.";
 				close2;
 				close2;
@@ -116,7 +116,8 @@ moscovia,166,53,4	script	Moscovia P.R. Officer#2	960,{
 	end;
 	end;
 }
 }
 
 
-// Generic Moscovia NPCs
+
+// Moscovia Palace :: mos_swan
 //============================================================
 //============================================================
 moscovia,253,166,4	script	Soldier#mosk1	966,{
 moscovia,253,166,4	script	Soldier#mosk1	966,{
 	mes "[Soldier]";
 	mes "[Soldier]";
@@ -126,14 +127,11 @@ moscovia,253,166,4	script	Soldier#mosk1	966,{
 	close;
 	close;
 }
 }
 
 
-// Moscovia Palace
-//============================================================
 -	script	Soldier#mosk::MoscSoldier	966,{
 -	script	Soldier#mosk::MoscSoldier	966,{
 	mes "[Soldier]";
 	mes "[Soldier]";
 	mes "Please be silent or the Csar will be angry.";
 	mes "Please be silent or the Csar will be angry.";
 	close;
 	close;
 }
 }
-
 mosk_in,118,66,5	duplicate(MoscSoldier)	Soldier#mosk02	966
 mosk_in,118,66,5	duplicate(MoscSoldier)	Soldier#mosk02	966
 mosk_in,133,110,3	duplicate(MoscSoldier)	Soldier#mosk03	966
 mosk_in,133,110,3	duplicate(MoscSoldier)	Soldier#mosk03	966
 mosk_in,133,73,3	duplicate(MoscSoldier)	Soldier#mosk04	966
 mosk_in,133,73,3	duplicate(MoscSoldier)	Soldier#mosk04	966

+ 3 - 3
npc/cities/niflheim.txt

@@ -11,10 +11,10 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Official NPC's for Niflheim
 //= Official NPC's for Niflheim
 //= 1.01 Splitted file(guides, shops). Fixed rand() bugs,
 //= 1.01 Splitted file(guides, shops). Fixed rand() bugs,
-//= missing labels bugs, optimization [Lupus]
+//=      missing labels bugs, optimization [Lupus]
 //= 1.03 fixed end; -> close;
 //= 1.03 fixed end; -> close;
 //= 1.04-1.05 fixed several bugs with missing CLOSE button, wrong var name
 //= 1.04-1.05 fixed several bugs with missing CLOSE button, wrong var name
-//=	in Piano Keys quest
+//=     in Piano Keys quest
 //=     fixed zeny/item, exploit in Sairin, some optimizations [Lupus]
 //=     fixed zeny/item, exploit in Sairin, some optimizations [Lupus]
 //= 1.06 some typos in some variables fixed (thx 2 Dr.Evil) [Lupus]
 //= 1.06 some typos in some variables fixed (thx 2 Dr.Evil) [Lupus]
 //= 1.07 Fixed typos [Nexon]
 //= 1.07 Fixed typos [Nexon]
@@ -24,7 +24,7 @@
 //= 1.2 Removed Duplicates [Silent]
 //= 1.2 Removed Duplicates [Silent]
 //= 1.3 Moved Book of Devil and Piano quest to quests/quests_niflheim.txt [Evera]
 //= 1.3 Moved Book of Devil and Piano quest to quests/quests_niflheim.txt [Evera]
 //= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
 //= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//=	Removed Cursed Spirits as they were custom.
+//=     Removed Cursed Spirits as they were custom.
 //= 1.5 Added dummy "OnMyMobDead" event to Cursed Spirit. [L0ne_W0lf]
 //= 1.5 Added dummy "OnMyMobDead" event to Cursed Spirit. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 

+ 5 - 5
npc/cities/payon.txt

@@ -142,7 +142,7 @@ payon,249,156,1	script	Woman#payon	66,{
 	mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000";
 	mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000";
 	next;
 	next;
 	mes "[Woman]";
 	mes "[Woman]";
-	if (sex == 1)
+	if (Sex == 1)
 		mes "Whoa~! I just noticed those arms of yours look pretty solid. You look pretty strong, guy. Just how many monsters have you killed?!";
 		mes "Whoa~! I just noticed those arms of yours look pretty solid. You look pretty strong, guy. Just how many monsters have you killed?!";
 	else
 	else
 		mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm.";
 		mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm.";
@@ -191,7 +191,7 @@ payon,246,158,5	script	Woman#2payon	66,0,0,{
 	mes "of the people living in Payon by her behavior. She's the only loudmouth. I guess she's just too excited about what the fortune teller told her.";
 	mes "of the people living in Payon by her behavior. She's the only loudmouth. I guess she's just too excited about what the fortune teller told her.";
 	next;
 	next;
 	mes "[Jim's Mother]";
 	mes "[Jim's Mother]";
-	if (sex == 1) {
+	if (Sex == 1) {
 		mes "Ooh...!";
 		mes "Ooh...!";
 		mes "You've got";
 		mes "You've got";
 		mes "such broad shoulders!";
 		mes "such broad shoulders!";
@@ -387,8 +387,8 @@ payon_in01,180,7,2	script	Waitress#payon	90,{
 	mes "And lonely...";
 	mes "And lonely...";
 	next;
 	next;
 	mes "[Pub Lady]";
 	mes "[Pub Lady]";
-	if (sex == 1)
-		mes "Where I can find the right person, a hot and sexy hunk who can take me away from here? Um, hey mister, are you listening?";
+	if (Sex == 1)
+		mes "Where I can find the right person, a hot and Sexy hunk who can take me away from here? Um, hey mister, are you listening?";
 	else {
 	else {
 		mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?";
 		mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?";
 		mes "Um, hey lady, are";
 		mes "Um, hey lady, are";
@@ -979,7 +979,7 @@ payon_in03,102,185,5	script	Guard#payon	708,{
 		mes "Go back outside!";
 		mes "Go back outside!";
 		close;
 		close;
 	}
 	}
-	if (Baselevel > 30) {
+	if (BaseLevel > 30) {
 		mes "[Guard]";
 		mes "[Guard]";
 		mes "I'm sorry,";
 		mes "I'm sorry,";
 		mes "but you're";
 		mes "but you're";

+ 1 - 1
npc/cities/prontera.txt

@@ -475,7 +475,7 @@ prt_in,177,18,2	script	Marvin#pront	80,{
 	mes "Whether it's schmoozing with a member of the opposite sex, or battling monsters, I gotta say, it's all about ^333399skills^000000.";
 	mes "Whether it's schmoozing with a member of the opposite sex, or battling monsters, I gotta say, it's all about ^333399skills^000000.";
 	next;
 	next;
 	mes "[Marvin]";
 	mes "[Marvin]";
-	if (sex)
+	if (Sex)
 		mes "I can't help you much when it comes to the subject of talking to attractive women such as myself, but I can tell you a little more about skills that help in battle.";
 		mes "I can't help you much when it comes to the subject of talking to attractive women such as myself, but I can tell you a little more about skills that help in battle.";
 	else
 	else
 		mes "I don't really have any advice for skills when it comes to talking to a cute guy, but I can let you in on what I know about skills that help in battle.";
 		mes "I don't really have any advice for skills when it comes to talking to a cute guy, but I can let you in on what I know about skills that help in battle.";

+ 2 - 2
npc/cities/rachel.txt

@@ -276,7 +276,7 @@ rachel,206,30,3	script	Freya's Priest#play	920,{
 	mes "[Freya's Priest]";
 	mes "[Freya's Priest]";
 	mes "You!";
 	mes "You!";
 	mes "Entertain me!";
 	mes "Entertain me!";
-	Emotion e_ag;
+	emotion e_ag;
 	next;
 	next;
 	if (select("What? You can't tell me what to do!:You got it.") == 1) {
 	if (select("What? You can't tell me what to do!:You got it.") == 1) {
 		mes "[Freya's Priest]";
 		mes "[Freya's Priest]";
@@ -342,7 +342,7 @@ rachel,197,137,3	script	Bard#aru	51,{
 	mes ".........";
 	mes ".........";
 	mes ".........";
 	mes ".........";
 	mes ".........";
 	mes ".........";
-	Emotion e_sob;
+	emotion e_sob;
 	close;
 	close;
 }
 }
 
 

+ 3 - 3
npc/cities/splendide.txt

@@ -460,7 +460,7 @@ OnTouch:
 // ep13_spl_extra
 // ep13_spl_extra
 spl_in01,172,225,3	script	Wandering Poet#ep13	51,{
 spl_in01,172,225,3	script	Wandering Poet#ep13	51,{
 	cutin "god_nelluad02",2;
 	cutin "god_nelluad02",2;
-	mes "[Poet Nell]"	;
+	mes "[Poet Nell]";
 	mes "Hi~~ do you hear the beautiful music comeing from afar~?";
 	mes "Hi~~ do you hear the beautiful music comeing from afar~?";
 	next;
 	next;
 	select("Who are you?");
 	select("Who are you?");
@@ -540,7 +540,7 @@ spl_in01,172,225,3	script	Wandering Poet#ep13	51,{
 			next;
 			next;
 			mes "^4d4dff Alberich swears with the last of his breath, that his treasured ring will curse it's wearer till death.";
 			mes "^4d4dff Alberich swears with the last of his breath, that his treasured ring will curse it's wearer till death.";
 			next;
 			next;
-			mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy."				;
+			mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy.";
 			break;
 			break;
 		}
 		}
 		break;
 		break;
@@ -559,7 +559,7 @@ spl_in01,172,225,3	script	Wandering Poet#ep13	51,{
 		next;
 		next;
 		mes "[Poet Nell]";
 		mes "[Poet Nell]";
 		mes "Yes, I look quite common...";
 		mes "Yes, I look quite common...";
-		mes "But I doubt we've ever met before."		;
+		mes "But I doubt we've ever met before.";
 		next;
 		next;
 		cutin "god_nelluad01",255;
 		cutin "god_nelluad01",255;
 		mes "- Nell seems embarrassed, then starts playing very complicated music -";
 		mes "- Nell seems embarrassed, then starts playing very complicated music -";

+ 17 - 17
npc/cities/umbala.txt

@@ -10,18 +10,18 @@
 //- [Official Conversion]
 //- [Official Conversion]
 //= Umbala Town Npcs
 //= Umbala Town Npcs
 //===== Additional Comments: =================================
 //===== Additional Comments: =================================
-//= 1.0 - Done By jAthena (dunno Who)
-//= 1.1 - Translated by Fusion Dev Team
-//= 1.2 - Fixed Something by Muad Dib
-//= 1.3 - Fixed up For eA by Darkchild
-//= 1.4 - Fixed some wrong item names [Lupus]
-//= 1.5 - Spell Checked [massdriller]
-//= 1.6 - Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
-//= 1.7 - Fixed bugs and exploits [Lupus]
-//= 1.8 - Warps you to Niff with 1HP [Lance]
-//= 1.9 - Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
-//= 2.0 - Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
-//= 2.1 - Updated to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.0 Done By jAthena (dunno Who)
+//= 1.1 Translated by Fusion Dev Team
+//= 1.2 Fixed Something by Muad Dib
+//= 1.3 Fixed up For eA by Darkchild
+//= 1.4 Fixed some wrong item names [Lupus]
+//= 1.5 Spell Checked [massdriller]
+//= 1.6 Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
+//= 1.7 Fixed bugs and exploits [Lupus]
+//= 1.8 Warps you to Niff with 1HP [Lance]
+//= 1.9 Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
+//= 2.0 Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
+//= 2.1 Updated to Aegis 10.3 standards. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 comodo,170,137,7	script	La Ed#um	84,{
 comodo,170,137,7	script	La Ed#um	84,{
@@ -78,7 +78,7 @@ comodo,171,137,1	script	Haith#um	92,{
 	next;
 	next;
 	if (select("Pay 1,000 zeny:Refuse to pay") == 1) {
 	if (select("Pay 1,000 zeny:Refuse to pay") == 1) {
 		if (Zeny > 999) {
 		if (Zeny > 999) {
-			set zeny,zeny-1000;
+			set Zeny, Zeny-1000;
 			mes "[Haith]";
 			mes "[Haith]";
 			mes "Hahahaha! You the man!";
 			mes "Hahahaha! You the man!";
 			next;
 			next;
@@ -274,8 +274,8 @@ umbala,70,106,3	script	Utan Kid#um	781,{
 			mes "Whoaaaa!!";
 			mes "Whoaaaa!!";
 			mes "You the man~!";
 			mes "You the man~!";
 			mes "Thank you so much, yay~!";
 			mes "Thank you so much, yay~!";
-			if (zeny > 1000) {
-				set zeny,zeny-1000;
+			if (Zeny > 1000) {
+				set Zeny, Zeny-1000;
 				if (checkweight(517,1)) {
 				if (checkweight(517,1)) {
 					getitem 517,1; //Meat
 					getitem 517,1; //Meat
 				}
 				}
@@ -335,8 +335,8 @@ umbala,70,106,3	script	Utan Kid#um	781,{
 			mes "Umbaumbah!!";
 			mes "Umbaumbah!!";
 			mes "Um~bahumbah~ Um~baumbah~";
 			mes "Um~bahumbah~ Um~baumbah~";
 			mes "Um~baumbah~ um~baumbah~";
 			mes "Um~baumbah~ um~baumbah~";
-			if (zeny > 1000) {
-				set zeny,zeny-1000;
+			if (Zeny > 1000) {
+				set Zeny, Zeny-1000;
 				if (checkweight(517,1)) {
 				if (checkweight(517,1)) {
 					getitem 517,1; //Meat
 					getitem 517,1; //Meat
 				}
 				}

+ 5 - 5
npc/cities/yuno.txt

@@ -18,7 +18,7 @@
 //= 1.3.2 Started updating Juno NPCs based on iRO. 30% complete.
 //= 1.3.2 Started updating Juno NPCs based on iRO. 30% complete.
 //= 1.3.3 Removed Noyee NPC (it's implemented in sleipnir_seal.txt)
 //= 1.3.3 Removed Noyee NPC (it's implemented in sleipnir_seal.txt)
 //= 1.4 Updated to Aegis 10.3 standards. [L0ne_W0lf]
 //= 1.4 Updated to Aegis 10.3 standards. [L0ne_W0lf]
-//=	Added Juno Airship Representative.
+//=     Added Juno Airship Representative.
 //= 1.4a Corrected a Typo error (bugreport:716) [Samuray22]
 //= 1.4a Corrected a Typo error (bugreport:716) [Samuray22]
 //= 1.5 Added Renewal coordinates for Payon and Izlude. [Euphy]
 //= 1.5 Added Renewal coordinates for Payon and Izlude. [Euphy]
 //=     Split Soldier NPCs into Pre-RE/RE (sprite change).
 //=     Split Soldier NPCs into Pre-RE/RE (sprite change).
@@ -78,7 +78,7 @@ yuno,337,227,4	script	Juno Granny#juno	103,{
 				mes "[Granny]";
 				mes "[Granny]";
 				mes "*Giggle*";
 				mes "*Giggle*";
 				mes "There you go~";
 				mes "There you go~";
-				set zeny,zeny-1000;
+				set Zeny, Zeny-1000;
 				getitem 529,1; //Candy
 				getitem 529,1; //Candy
 				next;
 				next;
 				mes "[Granny]";
 				mes "[Granny]";
@@ -169,7 +169,7 @@ yuno,165,111,4	script	Juno Sage#juno	123,,{
 			if (select("Choose ^FF3355Red Herb^000000:Choose ^3355FFBlue Herb^000000.") == 1) {
 			if (select("Choose ^FF3355Red Herb^000000:Choose ^3355FFBlue Herb^000000.") == 1) {
 				mes "[Le Morpheus]";
 				mes "[Le Morpheus]";
 				mes "As you have chosen, you will forget everything, and remain in this virtual reality.";
 				mes "As you have chosen, you will forget everything, and remain in this virtual reality.";
-				set zeny,zeny-5000;
+				set Zeny, Zeny-5000;
 				getitem 507,1; //Red_Herb
 				getitem 507,1; //Red_Herb
 				close2;
 				close2;
 				warp "prontera",182,206;
 				warp "prontera",182,206;
@@ -177,7 +177,7 @@ yuno,165,111,4	script	Juno Sage#juno	123,,{
 			}
 			}
 			mes "[Le Morpheus]";
 			mes "[Le Morpheus]";
 			mes "You will see the truth.";
 			mes "You will see the truth.";
-			set zeny,zeny-5000;
+			set Zeny, Zeny-5000;
 			getitem 510,1; //Blue_Herb
 			getitem 510,1; //Blue_Herb
 			close2;
 			close2;
 			warp "pay_dun03",200,222;
 			warp "pay_dun03",200,222;
@@ -380,7 +380,7 @@ yuno,142,183,5	script	Airship Representative	100,{
 
 
 S_Warp:
 S_Warp:
 	if (Zeny >= 1800) {
 	if (Zeny >= 1800) {
-		set zeny,zeny-1800;
+		set Zeny, Zeny-1800;
 		warp getarg(0),getarg(1),getarg(2);
 		warp getarg(0),getarg(1),getarg(2);
 		end;
 		end;
 	}
 	}

+ 1 - 1
npc/custom/battleground/bg_common.txt

@@ -1237,7 +1237,7 @@ bat_room,160,150,3	script	Erundek	109,{
 			mes "[Erundek]";
 			mes "[Erundek]";
 			mes "We have many items, so please take a look and purchase deliberately.";
 			mes "We have many items, so please take a look and purchase deliberately.";
 			close2;
 			close2;
-			Readbook 11010,1;
+			readbook 11010,1;
 			end;
 			end;
 		case 5:
 		case 5:
 			mes "[Erundek]";
 			mes "[Erundek]";

+ 2 - 2
npc/custom/battleground/bg_flavius_01.txt

@@ -364,7 +364,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer24000:
 OnTimer24000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer25000:
 OnTimer25000:
@@ -386,7 +386,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer24000:
 OnTimer24000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer25000:
 OnTimer25000:

+ 2 - 2
npc/custom/battleground/bg_flavius_02.txt

@@ -364,7 +364,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer24000:
 OnTimer24000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer25000:
 OnTimer25000:
@@ -386,7 +386,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer24000:
 OnTimer24000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer25000:
 OnTimer25000:

+ 3 - 3
npc/custom/battleground/bg_kvm01.txt

@@ -35,9 +35,9 @@ OnEnterBG:
 bat_c01,54,123,0	script	#bat_c01a	111,{
 bat_c01,54,123,0	script	#bat_c01a	111,{
 	end;
 	end;
 
 
-OnKvM01LightA: misceffect 54; end;
-OnKvM01LightB: misceffect 55; end;
-OnKvM01LightC: misceffect 56; end;
+OnKvM01LightA: specialeffect EF_BEGINSPELL2; end;
+OnKvM01LightB: specialeffect EF_BEGINSPELL3; end;
+OnKvM01LightC: specialeffect EF_BEGINSPELL4; end;
 }
 }
 
 
 bat_c01,56,125,0	duplicate(#bat_c01a)	#bat_c01b	111
 bat_c01,56,125,0	duplicate(#bat_c01a)	#bat_c01b	111

+ 3 - 3
npc/custom/battleground/bg_kvm02.txt

@@ -35,9 +35,9 @@ OnEnterBG:
 bat_c02,54,123,0	script	#bat_c02a	111,{
 bat_c02,54,123,0	script	#bat_c02a	111,{
 	end;
 	end;
 
 
-OnKvM02LightA: misceffect 54; end;
-OnKvM02LightB: misceffect 55; end;
-OnKvM02LightC: misceffect 56; end;
+OnKvM02LightA: specialeffect EF_BEGINSPELL2; end;
+OnKvM02LightB: specialeffect EF_BEGINSPELL3; end;
+OnKvM02LightC: specialeffect EF_BEGINSPELL4; end;
 }
 }
 
 
 bat_c02,56,125,0	duplicate(#bat_c02a)	#bat_c02b	111
 bat_c02,56,125,0	duplicate(#bat_c02a)	#bat_c02b	111

+ 3 - 3
npc/custom/battleground/bg_kvm03.txt

@@ -35,9 +35,9 @@ OnEnterBG:
 bat_c03,54,123,0	script	#bat_c03a	111,{
 bat_c03,54,123,0	script	#bat_c03a	111,{
 	end;
 	end;
 
 
-OnKvM03LightA: misceffect 54; end;
-OnKvM03LightB: misceffect 55; end;
-OnKvM03LightC: misceffect 56; end;
+OnKvM03LightA: specialeffect EF_BEGINSPELL2; end;
+OnKvM03LightB: specialeffect EF_BEGINSPELL3; end;
+OnKvM03LightC: specialeffect EF_BEGINSPELL4; end;
 }
 }
 
 
 bat_c03,56,125,0	duplicate(#bat_c03a)	#bat_c03b	111
 bat_c03,56,125,0	duplicate(#bat_c03a)	#bat_c03b	111

+ 3 - 3
npc/custom/battleground/bg_tierra_01.txt

@@ -420,7 +420,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer19000:
 OnTimer19000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer20000:
 OnTimer20000:
@@ -442,7 +442,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer24000:
 OnTimer24000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer25000:
 OnTimer25000:
@@ -464,7 +464,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer24000:
 OnTimer24000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer25000:
 OnTimer25000:

+ 3 - 3
npc/custom/battleground/bg_tierra_02.txt

@@ -420,7 +420,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer19000:
 OnTimer19000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer20000:
 OnTimer20000:
@@ -442,7 +442,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer24000:
 OnTimer24000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer25000:
 OnTimer25000:
@@ -464,7 +464,7 @@ OnBGStop:
 	end;
 	end;
 
 
 OnTimer24000:
 OnTimer24000:
-	misceffect 83;
+	misceffect EF_SANCTUARY;
 	end;
 	end;
 
 
 OnTimer25000:
 OnTimer25000:

+ 1 - 1
npc/custom/card_remover.txt

@@ -90,7 +90,7 @@ prt_in,28,73,4	script	Wise Old Woman#eAcustom	78,{
 		}
 		}
 		mes "[Wise Old Woman]";
 		mes "[Wise Old Woman]";
 		mes "Very well. I shall begin.";
 		mes "Very well. I shall begin.";
-		set zeny,zeny - (.zenycost+(.@cardcount * .percardcost));
+		set Zeny, Zeny - (.zenycost+(.@cardcount * .percardcost));
 		delitem 1000,1;
 		delitem 1000,1;
 		delitem 715,1;
 		delitem 715,1;
 		
 		

+ 4 - 4
npc/custom/etc/airplane.txt

@@ -254,8 +254,8 @@ L_Nope:
 
 
 Notime:
 Notime:
 	mes "^FF0000[Porter]^000000";
 	mes "^FF0000[Porter]^000000";
-	if(sex==0) mes "Sorry, ma'am, but the plane currently isn't ported.  However, you can view the airplane's hourly itinerary.";
-	if(sex==1) mes "Sorry, sir, but the plane currently isn't ported.  However, you can view the airplane's hourly itinerary.";
+	if(Sex==0) mes "Sorry, ma'am, but the plane currently isn't ported.  However, you can view the airplane's hourly itinerary.";
+	if(Sex==1) mes "Sorry, sir, but the plane currently isn't ported.  However, you can view the airplane's hourly itinerary.";
 	next;
 	next;
 	menu "Yes, please.",Itin,"No thanks.",L_Nope;
 	menu "Yes, please.",Itin,"No thanks.",L_Nope;
 	close;
 	close;
@@ -365,8 +365,8 @@ Lnope:
 
 
 Notime:
 Notime:
 	mes "^FF0000[Airplane Attendant]^000000";
 	mes "^FF0000[Airplane Attendant]^000000";
-	if(sex==0) mes "Sorry, ma'am, but the plane currently isn't docked.  Please wait.";
-	if(sex==1) mes "Sorry, sir, but the plane currently isn't docked.  Please wait.";
+	if(Sex==0) mes "Sorry, ma'am, but the plane currently isn't docked.  Please wait.";
+	if(Sex==1) mes "Sorry, sir, but the plane currently isn't docked.  Please wait.";
 	close;
 	close;
 
 
 Nowhere:
 Nowhere:

+ 2 - 2
npc/custom/etc/bank_kafra.txt

@@ -50,7 +50,7 @@ L_NoIncomeToday:
 
 
 	if(@kafrabank<1000) goto L_LESS_1000;
 	if(@kafrabank<1000) goto L_LESS_1000;
 	if(@kafrabank>zeny) goto L_NOT_ENOUGH;
 	if(@kafrabank>zeny) goto L_NOT_ENOUGH;
-	set zeny,zeny-@kafrabank;
+	set Zeny, Zeny-@kafrabank;
 	set #kafrabank,#kafrabank+@kafrabank;
 	set #kafrabank,#kafrabank+@kafrabank;
 	mes"[Maniss]";
 	mes"[Maniss]";
 	mes "You've made a deposit of ^135445" + @kafrabank + "z^000000.";
 	mes "You've made a deposit of ^135445" + @kafrabank + "z^000000.";
@@ -69,7 +69,7 @@ M_WITHDRAW:
 	if(@kafrabank<1) goto B_EXIT2;
 	if(@kafrabank<1) goto B_EXIT2;
 	if(@kafrabank>#kafrabank) goto L_NOT_ENOUGH;
 	if(@kafrabank>#kafrabank) goto L_NOT_ENOUGH;
 	set #kafrabank,#kafrabank-@kafrabank;
 	set #kafrabank,#kafrabank-@kafrabank;
-	set zeny,zeny+@kafrabank;
+	set Zeny, Zeny+@kafrabank;
 	mes"[Maniss]";
 	mes"[Maniss]";
 	mes "Here is your ^135445" + @kafrabank + "z^000000, put your sign here...";
 	mes "Here is your ^135445" + @kafrabank + "z^000000, put your sign here...";
 	//we log these zeny operations into the log db
 	//we log these zeny operations into the log db

+ 4 - 4
npc/custom/etc/lottery.txt

@@ -108,8 +108,8 @@ L_Buy:
 	mes "The Jackpot is ^FF0000" + $L_Prize_Money + "z^000000.";
 	mes "The Jackpot is ^FF0000" + $L_Prize_Money + "z^000000.";
 	next;
 	next;
 	menu "Buy Ticket",-,"Cancel",L_Cancel;
 	menu "Buy Ticket",-,"Cancel",L_Cancel;
-	if (zeny < $L_TicketPrice) goto L_NoZeny;
-	set zeny,zeny-$L_TicketPrice;
+	if (Zeny < $L_TicketPrice) goto L_NoZeny;
+	set Zeny, Zeny-$L_TicketPrice;
 	mes "[Lottery]";
 	mes "[Lottery]";
 	mes "Would you like your numbers hand picked or computer generated?";
 	mes "Would you like your numbers hand picked or computer generated?";
 	next;
 	next;
@@ -294,7 +294,7 @@ LWinBig:
 	mes "You have matched all six numbers!";
 	mes "You have matched all six numbers!";
 	mes "Jackpot!";
 	mes "Jackpot!";
 	mes "You've won ^0000FF" + $L_Prize_Money + "z^000000.";
 	mes "You've won ^0000FF" + $L_Prize_Money + "z^000000.";
-	set zeny,zeny+$L_Prize_Money;
+	set Zeny, Zeny+$L_Prize_Money;
 	Announce "Lottery: " + strcharinfo(0) + " has won the JACKPOT of " + $L_Prize_Money + "z!",8;
 	Announce "Lottery: " + strcharinfo(0) + " has won the JACKPOT of " + $L_Prize_Money + "z!",8;
 	set #LID,0;
 	set #LID,0;
 	close;
 	close;
@@ -304,7 +304,7 @@ LWinSmall:
 	mes "[Lottery]";
 	mes "[Lottery]";
 	mes "You have matched at least 4 numbers!";
 	mes "You have matched at least 4 numbers!";
 	mes "You've won ^0000FF" + $L_Prize_Money_Small + "z^000000.";
 	mes "You've won ^0000FF" + $L_Prize_Money_Small + "z^000000.";
-	set zeny,zeny+$L_Prize_Money_Small;
+	set Zeny, Zeny+$L_Prize_Money_Small;
 	Announce "Lottery: " + strcharinfo(0) + " has won a prize of " + $L_Prize_Money_Small + "z!",8;
 	Announce "Lottery: " + strcharinfo(0) + " has won a prize of " + $L_Prize_Money_Small + "z!",8;
 	set #LID,0;
 	set #LID,0;
 	close;
 	close;

+ 10 - 10
npc/custom/etc/marriage.txt

@@ -394,19 +394,19 @@ OnTimer55000:
 
 
 //Subfunction: Checks that the groom/bride is still wearing their stuff.
 //Subfunction: Checks that the groom/bride is still wearing their stuff.
 function SF_equip_check {
 function SF_equip_check {
-	if (sex && getequipid(2) != 7170) {
+	if (Sex && getequipid(2) != 7170) {
 		mes "["+@name$+"]";
 		mes "["+@name$+"]";
 		mes "Child, what did you do with your "+getitemname(7170)+"?";
 		mes "Child, what did you do with your "+getitemname(7170)+"?";
 		emotion e_dots;
 		emotion e_dots;
 		return 0;
 		return 0;
 	}
 	}
-	if (sex == 0 && getequipid(2) != 2338) {
+	if (Sex == 0 && getequipid(2) != 2338) {
 		mes "["+@name$+"]";
 		mes "["+@name$+"]";
 		mes "Child, you are supposed to wear a "+getitemname(2338)+" at all times during the ceremony...";
 		mes "Child, you are supposed to wear a "+getitemname(2338)+" at all times during the ceremony...";
 		emotion e_dots;
 		emotion e_dots;
 		return 0;
 		return 0;
 	}
 	}
-	if (sex == 0 && $@wed_veil && getequipid(1) != 2206) {
+	if (Sex == 0 && $@wed_veil && getequipid(1) != 2206) {
 		mes "["+@name$+"]";
 		mes "["+@name$+"]";
 		mes "Child, you can't take off your "+getitemname(2206)+" yet....";
 		mes "Child, you can't take off your "+getitemname(2206)+" yet....";
 		emotion e_dots;
 		emotion e_dots;
@@ -489,7 +489,7 @@ function SF_Register {
 		mes "Very well, whom would you like to register as?";
 		mes "Very well, whom would you like to register as?";
 		next;
 		next;
 		set @submenu, select("Groom","Bride","Cancel");
 		set @submenu, select("Groom","Bride","Cancel");
-	} else if (sex) { //Groom
+	} else if (Sex) { //Groom
 		mes "["+@name$+"]";
 		mes "["+@name$+"]";
 		mes "Very well, will you register as the Groom?";
 		mes "Very well, will you register as the Groom?";
 		next;
 		next;
@@ -549,7 +549,7 @@ function SF_WedProgress {
 			mes "Tell your groom to register, what is taking so long? Time is running out.";
 			mes "Tell your groom to register, what is taking so long? Time is running out.";
 		close;
 		close;
 	}
 	}
-	if (($wed_groom_progress == 0) && (sex == 1 || $@wed_allow == 1)) {
+	if (($wed_groom_progress == 0) && (Sex == 1 || $@wed_allow == 1)) {
 		mes "["+@name$+"]";
 		mes "["+@name$+"]";
 		mes $wed_bride$+" is waiting for the groom to register. Are you the one who came to register as groom?";
 		mes $wed_bride$+" is waiting for the groom to register. Are you the one who came to register as groom?";
 		next;
 		next;
@@ -571,7 +571,7 @@ function SF_WedProgress {
 		}
 		}
 
 
 	}
 	}
-	if (($wed_bride_progress == 0) && (sex == 0 || $@wed_allow == 1)) {
+	if (($wed_bride_progress == 0) && (Sex == 0 || $@wed_allow == 1)) {
 		mes "["+@name$+"]";
 		mes "["+@name$+"]";
 		mes $wed_groom$+" is waiting for the bride to register. Are you the one who came to register as the bride?";
 		mes $wed_groom$+" is waiting for the bride to register. Are you the one who came to register as the bride?";
 		next;
 		next;
@@ -687,7 +687,7 @@ function SF_TryRegister {
 		emotion e_gasp;
 		emotion e_gasp;
 		close;
 		close;
 	}
 	}
-	if (sex)
+	if (Sex)
 		set @item, 7170;
 		set @item, 7170;
 	else
 	else
 		set @item, 2338;
 		set @item, 2338;
@@ -697,7 +697,7 @@ function SF_TryRegister {
 		mes "You should be wearing a "+getitemname(@item)+" if you want to get married.";
 		mes "You should be wearing a "+getitemname(@item)+" if you want to get married.";
 		close;
 		close;
 	}
 	}
-	if (sex == 0 && $@wed_veil && getequipid(1) != 2206) {
+	if (Sex == 0 && $@wed_veil && getequipid(1) != 2206) {
 		mes "["+@name$+"]";
 		mes "["+@name$+"]";
 		mes "Where is your "+getitemname(2206)+"? It's a necessary complement to your dress.";
 		mes "Where is your "+getitemname(2206)+"? It's a necessary complement to your dress.";
 		close;
 		close;
@@ -723,13 +723,13 @@ function SF_TryRegister {
 	if (@bride) {
 	if (@bride) {
 		set $wed_bride_progress,1;
 		set $wed_bride_progress,1;
 		set $wed_bride$,strcharinfo(0);
 		set $wed_bride$,strcharinfo(0);
-		set $wed_bride_sex, sex;
+		set $wed_bride_sex, Sex;
 		if ($@wedding_effect == 1) //Store account id for effect.
 		if ($@wedding_effect == 1) //Store account id for effect.
 			set $wedding_effect_id, getcharid(3);
 			set $wedding_effect_id, getcharid(3);
 	} else {
 	} else {
 		set $wed_groom_progress,1;
 		set $wed_groom_progress,1;
 		set $wed_groom$,strcharinfo(0);
 		set $wed_groom$,strcharinfo(0);
-		set $wed_groom_sex, sex;
+		set $wed_groom_sex, Sex;
 		if ($@wedding_effect == 2) //Store account id for effect.
 		if ($@wedding_effect == 2) //Store account id for effect.
 			set $wedding_effect_id, getcharid(3);
 			set $wedding_effect_id, getcharid(3);
 	}
 	}

+ 3 - 3
npc/custom/etc/monster_arena.txt

@@ -290,8 +290,8 @@ gon_test,52,103,6	script	Monster Trainer	87,{
 	next;
 	next;
 	menu "Yes",-,"No",L_Exit;
 	menu "Yes",-,"No",L_Exit;
 
 
-	if (zeny < 1000) goto L_NoZeny;
-	set zeny,zeny-1000;
+	if (Zeny < 1000) goto L_NoZeny;
+	set Zeny, Zeny-1000;
 	set #monster,10;
 	set #monster,10;
 	mes "[Monster Trainer]";
 	mes "[Monster Trainer]";
 	mes "Congratulations!";
 	mes "Congratulations!";
@@ -329,7 +329,7 @@ L_Sell:
 	if (@sellexp > #monpoints) goto L_NoExp;
 	if (@sellexp > #monpoints) goto L_NoExp;
 	set #monpoints,#monpoints-@sellexp;
 	set #monpoints,#monpoints-@sellexp;
 	set @sellearn,100*@sellexp; // Price of exp
 	set @sellearn,100*@sellexp; // Price of exp
-	set zeny,zeny+@sellearn;
+	set Zeny, Zeny+@sellearn;
 	mes "[Monster Trainer]";
 	mes "[Monster Trainer]";
 	mes "You earned ^0000FF" + @sellearn + "^000000z.";
 	mes "You earned ^0000FF" + @sellearn + "^000000z.";
 	close;
 	close;

+ 1 - 1
npc/custom/etc/morroc_raceway.txt

@@ -88,7 +88,7 @@ OnCount3000:
 	announce "[1]",1;
 	announce "[1]",1;
 	end;
 	end;
 OnCount4000:
 OnCount4000:
-	emotion 27;
+	emotion e_go;
 	specialeffect EF_CHIMTO;
 	specialeffect EF_CHIMTO;
 	announce "[GO!]",1;
 	announce "[GO!]",1;
 	set $@race,1;
 	set $@race,1;

+ 3 - 3
npc/custom/etc/penal_servitude.txt

@@ -18,8 +18,8 @@
 
 
 sec_pri,36,58,1	script	Chief Warder	105,{ 
 sec_pri,36,58,1	script	Chief Warder	105,{ 
 	mes "[Saddeus]";
 	mes "[Saddeus]";
-	emotion 1;
-	if(sex) {
+	emotion e_what;
+	if (Sex) {
 		mes "Mr. Prisoner #"+BaseLevel+JobLevel+",";
 		mes "Mr. Prisoner #"+BaseLevel+JobLevel+",";
 	} else {
 	} else {
 		mes "Ms. Prisoner #"+BaseLevel+JobLevel+",";
 		mes "Ms. Prisoner #"+BaseLevel+JobLevel+",";
@@ -125,7 +125,7 @@ M_NO_THANKS:
 	mes "[Saddeus]";  
 	mes "[Saddeus]";  
 	if (rand(2)) mes "Is today X-Mas time, huh?";
 	if (rand(2)) mes "Is today X-Mas time, huh?";
 	mes "Now shut up and back off!";
 	mes "Now shut up and back off!";
-	if (rand(2)) emotion 23;
+	if (rand(2)) emotion e_omg;
 	close;  
 	close;  
 }
 }
 
 

+ 4 - 2
npc/custom/etc/quest_warper.txt

@@ -546,8 +546,10 @@ stampcard:
 	mes "Let me check what Towns you have.";
 	mes "Let me check what Towns you have.";
 	callfunc "QWS_TownStamps";
 	callfunc "QWS_TownStamps";
 	mes "You collected^00FF00 "+@Tstamp+" of "+@MaxTstamp+" ^000000Towns.";
 	mes "You collected^00FF00 "+@Tstamp+" of "+@MaxTstamp+" ^000000Towns.";
-	if (@Tstamp == 15) mes "They say there is an island you can only get to when married...";
-	if (@Tstamp == 15) emotion 18;
+	if (@Tstamp == 15) {
+		mes "They say there is an island you can only get to when married...";
+		emotion e_heh;
+	}
 	next;
 	next;
 	mes "Let me check what dungeons you have.";
 	mes "Let me check what dungeons you have.";
 	callfunc "QWS_DungeonStamps";
 	callfunc "QWS_DungeonStamps";

+ 16 - 16
npc/custom/etc/rpsroulette.txt

@@ -26,12 +26,12 @@ cmd_in02,182,126,2	script	Crazy Boris	85,{
 
 
 WIN:
 WIN:
 	mes "Damnit, You Win!";
 	mes "Damnit, You Win!";
-	emotion 19;
+	emotion e_swt2;
 	next;
 	next;
 	goto OPPPULL;
 	goto OPPPULL;
 
 
 LOSE:
 LOSE:
-	emotion 18;
+	emotion e_heh;
 	mes "Boorah! You Lose!";
 	mes "Boorah! You Lose!";
 	next;
 	next;
 	goto YOUPULL;
 	goto YOUPULL;
@@ -43,9 +43,9 @@ PLAY:
 
 
 ROCK:
 ROCK:
   	if (@lastchoice == 1) set @opp,rand (1,3);
   	if (@lastchoice == 1) set @opp,rand (1,3);
-  	if (@opp == 1) emotion 11;
-  	if (@opp == 2) emotion 10;
-  	if (@opp == 3) emotion 12;
+  	if (@opp == 1) emotion e_rock;
+  	if (@opp == 2) emotion e_scissors;
+  	if (@opp == 3) emotion paper;
   	set @lastchoice,1;
   	set @lastchoice,1;
 	if (@opp == 1) goto SAME;
 	if (@opp == 1) goto SAME;
 	if (@opp == 2) goto WIN;
 	if (@opp == 2) goto WIN;
@@ -53,9 +53,9 @@ ROCK:
 
 
 SCISSORS:
 SCISSORS:
 	if (@lastchoice == 2) set @opp,rand (1,2);
 	if (@lastchoice == 2) set @opp,rand (1,2);
-  	if (@opp == 1) emotion 11;
-  	if (@opp == 2) emotion 10;
-  	if (@opp == 3) emotion 12;
+  	if (@opp == 1) emotion e_rock;
+  	if (@opp == 2) emotion e_scissors;
+  	if (@opp == 3) emotion paper;
   	set @lastchoice,2;
   	set @lastchoice,2;
 	if (@opp == 1) goto LOSE;
 	if (@opp == 1) goto LOSE;
 	if (@opp == 2) goto SAME;
 	if (@opp == 2) goto SAME;
@@ -63,9 +63,9 @@ SCISSORS:
 
 
 PAPER:
 PAPER:
 	if (@lastchoice == 3) set @opp,rand (2,3);
 	if (@lastchoice == 3) set @opp,rand (2,3);
-  	if (@opp == 1) emotion 11;
-  	if (@opp == 2) emotion 10;
-  	if (@opp == 3) emotion 12;
+  	if (@opp == 1) emotion e_rock;
+  	if (@opp == 2) emotion e_scissors;
+  	if (@opp == 3) emotion paper;
   	set @lastchoice,3;
   	set @lastchoice,3;
 	if (@opp == 1) goto WIN;
 	if (@opp == 1) goto WIN;
 	if (@opp == 2) goto LOSE;
 	if (@opp == 2) goto LOSE;
@@ -185,21 +185,21 @@ SIXa:
 	if (@pull != 1) goto SAFE;
 	if (@pull != 1) goto SAFE;
 
 
 SAFE:
 SAFE:
-	emotion 32;
+	emotion e_pif;
 	mes "*^0000FFClick^000000* whew...";
 	mes "*^0000FFClick^000000* whew...";
 	goto PLAY;
 	goto PLAY;
 
 
 DIE:
 DIE:
-	specialeffect2 183;
-	emotion 29;
+	specialeffect2 EF_SUI_EXPLOSION;
+	emotion e_gg;
 	percentheal -100,-100;
 	percentheal -100,-100;
 	mes "*^0000FFClick^000000* *^FF0000BANG^000000*";
 	mes "*^0000FFClick^000000* *^FF0000BANG^000000*";
 	mes "You're dead!";
 	mes "You're dead!";
 	close;
 	close;
 
 
 KILL:
 KILL:
-	specialeffect 183;
-	emotion 23;
+	specialeffect EF_SUI_EXPLOSION;
+	emotion e_omg;
 	mes "*^0000FFClick^000000* *^FF0000BANG^000000*";
 	mes "*^0000FFClick^000000* *^FF0000BANG^000000*";
 	mes "OWWW @#$%^!! THAT HURT LIKE HELL!!";
 	mes "OWWW @#$%^!! THAT HURT LIKE HELL!!";
 	next;
 	next;

+ 2 - 2
npc/custom/etc/shifty_assassin.txt

@@ -50,14 +50,14 @@ M_Buy:
 	if ($ninja_avail < 1) goto NoNinjas;
 	if ($ninja_avail < 1) goto NoNinjas;
 	if ($ninja_avail < @buy) goto NotEnoughNinjas;
 	if ($ninja_avail < @buy) goto NotEnoughNinjas;
 	set @price,@buy*$ninja_price;
 	set @price,@buy*$ninja_price;
-	if (zeny < @price ) goto NoZeny;
+	if (Zeny < @price) goto NoZeny;
 
 
 	mes "[Shifty Assassin]";
 	mes "[Shifty Assassin]";
 	mes "That will cost you ^0000FF" + @price + " zeny^000000.";
 	mes "That will cost you ^0000FF" + @price + " zeny^000000.";
 	next;
 	next;
 	menu "Continue",-,"Cancel",M_Exit;
 	menu "Continue",-,"Cancel",M_Exit;
 
 
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	set #ninjas,#ninjas+@buy;
 	set #ninjas,#ninjas+@buy;
 	set $ninja_avail,$ninja_avail-@buy;
 	set $ninja_avail,$ninja_avail-@buy;
 
 

+ 34 - 34
npc/custom/etc/stock_market.txt

@@ -279,15 +279,15 @@ S_Sell:
 	set @sellamount,0;
 	set @sellamount,0;
 	input @sellamount;
 	input @sellamount;
 	if (@sellamount < 1) goto S_SellInv;
 	if (@sellamount < 1) goto S_SellInv;
-	if (zeny < $S_Trans) goto S_NoZeny;
-	set zeny,zeny-$S_Trans;
+	if (Zeny < $S_Trans) goto S_NoZeny;
+	set Zeny, Zeny-$S_Trans;
 
 
 SELLS1:
 SELLS1:
 	if (@sellname$ != $S1N$) goto SELLS2;
 	if (@sellname$ != $S1N$) goto SELLS2;
 	if (@sellamount > #S1) goto S_SellTooHigh;
 	if (@sellamount > #S1) goto S_SellTooHigh;
 	set @price,@sellamount*$S1;
 	set @price,@sellamount*$S1;
 	set #S1,#S1-@sellamount;
 	set #S1,#S1-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S1N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S1N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -299,7 +299,7 @@ SELLS2:
 	if (@sellamount > #S2) goto S_SellTooHigh;
 	if (@sellamount > #S2) goto S_SellTooHigh;
 	set @price,@sellamount*$S2;
 	set @price,@sellamount*$S2;
 	set #S2,#S2-@sellamount;
 	set #S2,#S2-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S2N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S2N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -311,7 +311,7 @@ SELLS3:
 	if (@sellamount > #S3) goto S_SellTooHigh;
 	if (@sellamount > #S3) goto S_SellTooHigh;
 	set @price,@sellamount*$S3;
 	set @price,@sellamount*$S3;
 	set #S3,#S3-@sellamount;
 	set #S3,#S3-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S3N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S3N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -323,7 +323,7 @@ SELLS4:
 	if (@sellamount > #S4) goto S_SellTooHigh;
 	if (@sellamount > #S4) goto S_SellTooHigh;
 	set @price,@sellamount*$S4;
 	set @price,@sellamount*$S4;
 	set #S4,#S4-@sellamount;
 	set #S4,#S4-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S4N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S4N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -335,7 +335,7 @@ SELLS5:
 	if (@sellamount > #S5) goto S_SellTooHigh;
 	if (@sellamount > #S5) goto S_SellTooHigh;
 	set @price,@sellamount*$S5;
 	set @price,@sellamount*$S5;
 	set #S5,#S5-@sellamount;
 	set #S5,#S5-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S5N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S5N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -347,7 +347,7 @@ SELLS6:
 	if (@sellamount > #S6) goto S_SellTooHigh;
 	if (@sellamount > #S6) goto S_SellTooHigh;
 	set @price,@sellamount*$S6;
 	set @price,@sellamount*$S6;
 	set #S6,#S6-@sellamount;
 	set #S6,#S6-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S6N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S6N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -359,7 +359,7 @@ SELLS7:
 	if (@sellamount > #S7) goto S_SellTooHigh;
 	if (@sellamount > #S7) goto S_SellTooHigh;
 	set @price,@sellamount*$S7;
 	set @price,@sellamount*$S7;
 	set #S7,#S7-@sellamount;
 	set #S7,#S7-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S7N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S7N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -371,7 +371,7 @@ SELLS8:
 	if (@sellamount > #S8) goto S_SellTooHigh;
 	if (@sellamount > #S8) goto S_SellTooHigh;
 	set @price,@sellamount*$S8;
 	set @price,@sellamount*$S8;
 	set #S8,#S8-@sellamount;
 	set #S8,#S8-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S8N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S8N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -383,7 +383,7 @@ SELLS9:
 	if (@sellamount > #S9) goto S_SellTooHigh;
 	if (@sellamount > #S9) goto S_SellTooHigh;
 	set @price,@sellamount*$S9;
 	set @price,@sellamount*$S9;
 	set #S9,#S9-@sellamount;
 	set #S9,#S9-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S9N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S9N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -395,7 +395,7 @@ SELLS10:
 	if (@sellamount > #S10) goto S_SellTooHigh;
 	if (@sellamount > #S10) goto S_SellTooHigh;
 	set @price,@sellamount*$S10;
 	set @price,@sellamount*$S10;
 	set #S10,#S10-@sellamount;
 	set #S10,#S10-@sellamount;
-	set zeny,zeny+@price;
+	set Zeny, Zeny+@price;
 	next;
 	next;
 	mes "Sold " + @sellamount + " " + $S10N$ + " shares.";
 	mes "Sold " + @sellamount + " " + $S10N$ + " shares.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
 	mes "Earned ^0000FF"+@price+"z^000000.";
@@ -444,18 +444,18 @@ S_Buy:
 	// Checks valid number //
 	// Checks valid number //
 	if (@buyamount < $S_BuyMin) goto S_TooLow;
 	if (@buyamount < $S_BuyMin) goto S_TooLow;
 	if (@buyamount > $S_BuyMax) goto S_TooHigh;
 	if (@buyamount > $S_BuyMax) goto S_TooHigh;
-	if (zeny < $S_Trans) goto S_NoZeny;
-	set zeny,zeny-$S_Trans;
+	if (Zeny < $S_Trans) goto S_NoZeny;
+	set Zeny, Zeny-$S_Trans;
 
 
 	// Purchases the shares //
 	// Purchases the shares //
 
 
 PURS1:
 PURS1:
 	if (@buyname$ != $S1N$) goto PURS2;
 	if (@buyname$ != $S1N$) goto PURS2;
 	set @price,@buyamount*$S1;
 	set @price,@buyamount*$S1;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S1,#S1+@buyamount;
 	set #S1,#S1+@buyamount;
 	set @price,@buyamount*$S1;
 	set @price,@buyamount*$S1;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S1N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S1N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -464,9 +464,9 @@ PURS1:
 PURS2:
 PURS2:
 	if (@buyname$ != $S2N$) goto PURS3;
 	if (@buyname$ != $S2N$) goto PURS3;
 	set @price,@buyamount*$S2;
 	set @price,@buyamount*$S2;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S2,#S2+@buyamount;
 	set #S2,#S2+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S2N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S2N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -475,9 +475,9 @@ PURS2:
 PURS3:
 PURS3:
 	if (@buyname$ != $S3N$) goto PURS4;
 	if (@buyname$ != $S3N$) goto PURS4;
 	set @price,@buyamount*$S3;
 	set @price,@buyamount*$S3;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S3,#S3+@buyamount;
 	set #S3,#S3+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S3N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S3N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -486,9 +486,9 @@ PURS3:
 PURS4:
 PURS4:
 	if (@buyname$ != $S4N$) goto PURS5;
 	if (@buyname$ != $S4N$) goto PURS5;
 	set @price,@buyamount*$S4;
 	set @price,@buyamount*$S4;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S4,#S4+@buyamount;
 	set #S4,#S4+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S4N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S4N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -497,9 +497,9 @@ PURS4:
 PURS5:
 PURS5:
 	if (@buyname$ != $S5N$) goto PURS6;
 	if (@buyname$ != $S5N$) goto PURS6;
 	set @price,@buyamount*$S5;
 	set @price,@buyamount*$S5;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S5,#S5+@buyamount;
 	set #S5,#S5+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S5N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S5N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -508,9 +508,9 @@ PURS5:
 PURS6:
 PURS6:
 	if (@buyname$ != $S6N$) goto PURS7;
 	if (@buyname$ != $S6N$) goto PURS7;
 	set @price,@buyamount*$S6;
 	set @price,@buyamount*$S6;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S6,#S6+@buyamount;
 	set #S6,#S6+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S6N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S6N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -519,9 +519,9 @@ PURS6:
 PURS7:
 PURS7:
 	if (@buyname$ != $S7N$) goto PURS8;
 	if (@buyname$ != $S7N$) goto PURS8;
 	set @price,@buyamount*$S7;
 	set @price,@buyamount*$S7;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S7,#S7+@buyamount;
 	set #S7,#S7+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S7N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S7N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -530,9 +530,9 @@ PURS7:
 PURS8:
 PURS8:
 	if (@buyname$ != $S8N$) goto PURS9;
 	if (@buyname$ != $S8N$) goto PURS9;
 	set @price,@buyamount*$S8;
 	set @price,@buyamount*$S8;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S8,#S8+@buyamount;
 	set #S8,#S8+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S8N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S8N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -541,9 +541,9 @@ PURS8:
 PURS9:
 PURS9:
 	if (@buyname$ != $S9N$) goto PURS10;
 	if (@buyname$ != $S9N$) goto PURS10;
 	set @price,@buyamount*$S9;
 	set @price,@buyamount*$S9;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S9,#S9+@buyamount;
 	set #S9,#S9+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S9N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S9N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;
@@ -552,9 +552,9 @@ PURS9:
 PURS10:
 PURS10:
 	if (@buyname$ != $S10N$) goto PURS11;
 	if (@buyname$ != $S10N$) goto PURS11;
 	set @price,@buyamount*$S10;
 	set @price,@buyamount*$S10;
-	if (zeny < @price) goto S_NoZeny;
+	if (Zeny < @price) goto S_NoZeny;
 	set #S10,#S10+@buyamount;
 	set #S10,#S10+@buyamount;
-	set zeny,zeny-@price;
+	set Zeny, Zeny-@price;
 	mes "Bought " + @buyamount + " " + $S10N$ + " shares.";
 	mes "Bought " + @buyamount + " " + $S10N$ + " shares.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	mes "Lost ^0000FF"+@price+"z^000000.";
 	next;
 	next;

+ 8 - 8
npc/custom/events/cluckers.txt

@@ -25,17 +25,17 @@ prontera,156,219,4	script	Cluckers	800,{
 	if (.startcluck) {
 	if (.startcluck) {
 		specialeffect2 2;
 		specialeffect2 2;
 		switch(rand(15)) {
 		switch(rand(15)) {
-			case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
+			case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion e_omg; break;
 			case 1: npctalk "Cluuuuuck!~"; break;
 			case 1: npctalk "Cluuuuuck!~"; break;
 			case 2: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
 			case 2: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
 			case 3: sc_start SC_Freeze,10000,0; break;
 			case 3: sc_start SC_Freeze,10000,0; break;
-			case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
+			case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion e_omg; break;
 			case 5: sc_start SC_Sleep,10000,0; break;
 			case 5: sc_start SC_Sleep,10000,0; break;
-			case 6: sc_start SC_Stone,10000,0; emotion 29; break;
-			case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
-			case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
+			case 6: sc_start SC_Stone,10000,0; emotion e_gg; break;
+			case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion e_omg; break;
+			case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion e_omg; break;
 			case 9: sc_start SC_Stun,10000,0; break;
 			case 9: sc_start SC_Stun,10000,0; break;
-			case 10: sc_start SC_Sleep,10000,0; emotion 29; break;
+			case 10: sc_start SC_Sleep,10000,0; emotion e_gg; break;
 			case 11: npctalk "Cluck! Cluck!"; break;
 			case 11: npctalk "Cluck! Cluck!"; break;
 			case 12: sc_start SC_Stun,10000,0; break;
 			case 12: sc_start SC_Stun,10000,0; break;
 			case 13: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
 			case 13: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
@@ -63,7 +63,7 @@ prontera,156,219,4	script	Cluckers	800,{
 			case 1:
 			case 1:
 				mes "[Cluckers]";
 				mes "[Cluckers]";
 				mes "CLUCK! ^FF0000~Sure thing!~^000000";
 				mes "CLUCK! ^FF0000~Sure thing!~^000000";
-				emotion 33;
+				emotion e_ok;
 				close2;
 				close2;
 				announce "[Cluck! Cluck! Boom!] is about to start in Prontera!",bc_blue;
 				announce "[Cluck! Cluck! Boom!] is about to start in Prontera!",bc_blue;
 				initnpctimer;
 				initnpctimer;
@@ -84,7 +84,7 @@ prontera,156,219,4	script	Cluckers	800,{
 				next;
 				next;
 				mes "[Cluckers]";
 				mes "[Cluckers]";
 				mes "Cluck cluck..? Cluck. ^FF0000~So, the prize is^000000 ^008000"+ $cluck_item_amount +" "+ getitemname($cluck_item_id) +"^000000? ^FF0000Great.~^000000";
 				mes "Cluck cluck..? Cluck. ^FF0000~So, the prize is^000000 ^008000"+ $cluck_item_amount +" "+ getitemname($cluck_item_id) +"^000000? ^FF0000Great.~^000000";
-				emotion 33;
+				emotion e_ok;
 				next;
 				next;
 				break;
 				break;
 			case 4:
 			case 4:

+ 1 - 1
npc/custom/events/disguise.txt

@@ -175,7 +175,7 @@ OnTimer30000:
 	set .Change,0;
 	set .Change,0;
 	setnpcdisplay "Disguise Event",795;
 	setnpcdisplay "Disguise Event",795;
 	npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again.";
 	npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again.";
-	specialeffect 725;
+	specialeffect EF_DETECT2;
 	set $MonsterName$,"";
 	set $MonsterName$,"";
 	deletepset 1;
 	deletepset 1;
 	stopnpctimer;
 	stopnpctimer;

+ 1 - 1
npc/custom/events/uneasy_cemetery.txt

@@ -72,7 +72,7 @@ prontera,257,313,5	script	Mother Mathana	79,{
 	mes "I'm afraid there's something wrong with our old cemetery...";
 	mes "I'm afraid there's something wrong with our old cemetery...";
 	if ($UNEASY_H$==strcharinfo(0)) mes "But thanks to you, "+$UNEASY_H$+", we'll be able to sleep " + $UNEASY_DL + " nights!";
 	if ($UNEASY_H$==strcharinfo(0)) mes "But thanks to you, "+$UNEASY_H$+", we'll be able to sleep " + $UNEASY_DL + " nights!";
 	if ($UNEASY_H$!=strcharinfo(0)) mes "But thanks to "+$UNEASY_H$+"'s support, we've got " + $UNEASY_DL + " easy nights!";
 	if ($UNEASY_H$!=strcharinfo(0)) mes "But thanks to "+$UNEASY_H$+"'s support, we've got " + $UNEASY_DL + " easy nights!";
-	emotion 0;
+	emotion e_gasp;
 	close;
 	close;
 
 
 L_Undead_Walk:
 L_Undead_Walk:

+ 4 - 4
npc/custom/events/valentinesdayexp.txt

@@ -20,14 +20,14 @@ prontera,156,172,4	script	Tine	58,{
 //  Debug info for item effects and tricky conditions 8)
 //  Debug info for item effects and tricky conditions 8)
 //	mes "@dsv: "+@dsv;
 //	mes "@dsv: "+@dsv;
 //	mes "ispartneron()=="+ispartneron();
 //	mes "ispartneron()=="+ispartneron();
-//	mes "sex == "+sex;
+//	mes "Sex == "+Sex;
 //	if(@dsv == gettime(3)+1) mes "@dsv == gettime(3)+1";
 //	if(@dsv == gettime(3)+1) mes "@dsv == gettime(3)+1";
 
 
 	mes "[Tine]";
 	mes "[Tine]";
 	mes "The legend says that on 14th February... on the Day of Saint Valentine...";
 	mes "The legend says that on 14th February... on the Day of Saint Valentine...";
 	mes "Only in Run-Midgard kingdom...";
 	mes "Only in Run-Midgard kingdom...";
 	next;
 	next;
-	specialeffect 417;
+	specialeffect EF_HITBODY;
 	mes "[Tine]";
 	mes "[Tine]";
 	mes "Some married chocolate lovers almost double their experience at trainings!";
 	mes "Some married chocolate lovers almost double their experience at trainings!";
 	mes "But everything isn't so simply...";
 	mes "But everything isn't so simply...";
@@ -62,9 +62,9 @@ M_INFO:
 
 
 OnInit:
 OnInit:
 	//559,Hand-made_Chocolate
 	//559,Hand-made_Chocolate
-	setitemscript 559,"{ itemheal 50,50; if(sex==0 || @dsv == gettime(3)+1 || ispartneron()==0)end; set @dsv,gettime(3)+1; misceffect 113; }";
+	setitemscript 559,"{ itemheal 50,50; if(Sex==0 || @dsv == gettime(3)+1 || ispartneron()==0)end; set @dsv,gettime(3)+1; misceffect 113; }";
 	//560,Hand-made_White_Chocolate
 	//560,Hand-made_White_Chocolate
-	setitemscript 560,"{ itemheal 50,50; if(sex || @dsv == gettime(3)+1 || ispartneron()==0)end; set @dsv,gettime(3)+1; misceffect 113; }";
+	setitemscript 560,"{ itemheal 50,50; if(Sex || @dsv == gettime(3)+1 || ispartneron()==0)end; set @dsv,gettime(3)+1; misceffect 113; }";
 
 
 	//2634,Wedding_Ring_M,Wedding Ring,5,,10,0,,0,,0,127918079,7,1,136,,0,0,0,{ skill 334,1; skill 335,1; skill 336,1; }
 	//2634,Wedding_Ring_M,Wedding Ring,5,,10,0,,0,,0,127918079,7,1,136,,0,0,0,{ skill 334,1; skill 335,1; skill 336,1; }
 	setitemscript 2634,"{ skill 334,1; skill 335,1; skill 336,1; if(@dsv == gettime(3)+1 && ispartneron()){ bonus2 bExpAddRace,5,50; bonus2 bExpAddRace,6,50; bonus2 bExpAddRace,7,50; bonus2 bExpAddRace,8,50; bonus2 bExpAddRace,1,50; } }";
 	setitemscript 2634,"{ skill 334,1; skill 335,1; skill 336,1; if(@dsv == gettime(3)+1 && ispartneron()){ bonus2 bExpAddRace,5,50; bonus2 bExpAddRace,6,50; bonus2 bExpAddRace,7,50; bonus2 bExpAddRace,8,50; bonus2 bExpAddRace,1,50; } }";

+ 15 - 14
npc/custom/events/xmas_rings_event.txt

@@ -16,9 +16,9 @@
 
 
 prontera,156,174,4	script	Snower	713,{
 prontera,156,174,4	script	Snower	713,{
 	mes "[Snower]";
 	mes "[Snower]";
-	if(Q_XMSRINGS==2){
-		mes "Oh.. is it true? You've helped my sis Sneewy? Thank you.";
-	}else if(Q_XMSRINGS==3){
+	if (Q_XMSRINGS == 2) {
+		mes "Oh... is it true? You've helped my sis Sneewy? Thank you.";
+	} else if (Q_XMSRINGS == 3) {
 		mes "Snoowy's sent me a bird with a message. She told me about your help...";
 		mes "Snoowy's sent me a bird with a message. She told me about your help...";
 		mes "I'll tell you a secret of the magic rings.";
 		mes "I'll tell you a secret of the magic rings.";
 		emotion e_no1;
 		emotion e_no1;
@@ -33,7 +33,7 @@ prontera,156,174,4	script	Snower	713,{
 		mes "If you put on both rings their power would be doubled.";
 		mes "If you put on both rings their power would be doubled.";
 		mes "Have a nice day!";
 		mes "Have a nice day!";
 		close;
 		close;
-	}else{
+	} else {
 		mes "Hi! Two my sisters and I are preparing gifts for the whole 3 holidays!";
 		mes "Hi! Two my sisters and I are preparing gifts for the whole 3 holidays!";
 	}
 	}
 	emotion e_sob;
 	emotion e_sob;
@@ -67,7 +67,7 @@ M_WRAP:
 	menu "Wrap them, please!",-, "No, thanks.",M_QUEST;
 	menu "Wrap them, please!",-, "No, thanks.",M_QUEST;
 
 
 	set @prizes, countitem(664)+countitem(665)+countitem(666)+countitem(667);
 	set @prizes, countitem(664)+countitem(665)+countitem(666)+countitem(667);
-	if( @prizes == 0){
+	if (@prizes == 0) {
 		mes "[Snower]";
 		mes "[Snower]";
 		mes "I don't see any gifts in fancy boxes on you...";
 		mes "I don't see any gifts in fancy boxes on you...";
 		if(countitem(644))mes "You've got only gray boxes.";
 		if(countitem(644))mes "You've got only gray boxes.";
@@ -86,7 +86,7 @@ M_WRAP:
 M_QUEST:
 M_QUEST:
 	mes "[Snower]";
 	mes "[Snower]";
 	mes "I wish you find my sisters ASAP... They need help.";
 	mes "I wish you find my sisters ASAP... They need help.";
-	if(Q_XMSRINGS==0) set Q_XMSRINGS,1;
+	if (Q_XMSRINGS == 0) set Q_XMSRINGS,1;
 	close;
 	close;
 
 
 OnInit:
 OnInit:
@@ -101,12 +101,12 @@ OnInit:
 
 
 louyang,224,249,4	script	Sneewy	717,{
 louyang,224,249,4	script	Sneewy	717,{
 	mes "[Sneewy]";
 	mes "[Sneewy]";
-	if(Q_XMSRINGS==0){
+	if (Q_XMSRINGS == 0) {
 		mes "Hi! I'm waithing for my sister's birdy with mail...";
 		mes "Hi! I'm waithing for my sister's birdy with mail...";
 		emotion e_sob;
 		emotion e_sob;
 		close;
 		close;
 	}
 	}
-	if(Q_XMSRINGS==1){
+	if (Q_XMSRINGS == 1) {
 		mes "I wish I had 4 more gray Gift Boxes for native children...";
 		mes "I wish I had 4 more gray Gift Boxes for native children...";
 		emotion e_sob;
 		emotion e_sob;
 		next;
 		next;
@@ -116,7 +116,7 @@ louyang,224,249,4	script	Sneewy	717,{
 		menu "Here are your 4 Gift Boxes",-, "I don't know any Snowhatevers...",M_END;
 		menu "Here are your 4 Gift Boxes",-, "I don't know any Snowhatevers...",M_END;
 
 
 		mes "[Sneewy]";
 		mes "[Sneewy]";
-		if(countitem(644)<4){
+		if (countitem(644) < 4) {
 			mes "Gimme 4 gifts for poor kids... Wait, you haven't got 4 of them!";
 			mes "Gimme 4 gifts for poor kids... Wait, you haven't got 4 of them!";
 			emotion e_sry;
 			emotion e_sry;
 			close;
 			close;
@@ -144,12 +144,12 @@ M_END:
 
 
 izlu2dun,133,160,2	script	Snoowy	714,{
 izlu2dun,133,160,2	script	Snoowy	714,{
 	mes "[Snoowy]";
 	mes "[Snoowy]";
-	if(Q_XMSRINGS==0){
+	if (Q_XMSRINGS == 0) {
 		mes "Helloooou! Do you know my bro and sis? How so? My brother Snower's well known in Prontera!! Just ask any child there.";
 		mes "Helloooou! Do you know my bro and sis? How so? My brother Snower's well known in Prontera!! Just ask any child there.";
 		emotion e_hmm;
 		emotion e_hmm;
 		close;
 		close;
 	}
 	}
-	if(Q_XMSRINGS==1){
+	if (Q_XMSRINGS == 1) {
 		mes "Darn... How could poor children be more important than the marine folks.. Am I wrong?";
 		mes "Darn... How could poor children be more important than the marine folks.. Am I wrong?";
 		next;
 		next;
 		mes "[Snoowy]";
 		mes "[Snoowy]";
@@ -159,7 +159,7 @@ izlu2dun,133,160,2	script	Snoowy	714,{
 		mes "Look, it's something like 'yang' in the very end... Hmm... She must be misspelled 'Al Doo Boryang'...";
 		mes "Look, it's something like 'yang' in the very end... Hmm... She must be misspelled 'Al Doo Boryang'...";
 		close;
 		close;
 	}
 	}
-	if(Q_XMSRINGS==2){
+	if (Q_XMSRINGS == 2) {
 		mes "You've helped my sis? It's just great!";
 		mes "You've helped my sis? It's just great!";
 		next;
 		next;
 		mes "[Snoowy]";
 		mes "[Snoowy]";
@@ -168,7 +168,7 @@ izlu2dun,133,160,2	script	Snoowy	714,{
 		menu "Have these gifts!",-, "I need a li'l something in return",M_END;
 		menu "Have these gifts!",-, "I need a li'l something in return",M_END;
 
 
 		mes "[Snoowy]";
 		mes "[Snoowy]";
-		if(countitem(644)<3){
+		if (countitem(644) < 3) {
 			mes "Oops!! You haven't got 3 gray gift boxes on you.";
 			mes "Oops!! You haven't got 3 gray gift boxes on you.";
 			emotion e_sry;
 			emotion e_sry;
 			close;
 			close;
@@ -182,7 +182,8 @@ izlu2dun,133,160,2	script	Snoowy	714,{
 	}
 	}
 	emotion e_thx;
 	emotion e_thx;
 	mes "Oh... the whole marine folk send you their thanks! They love presents so much!!!";
 	mes "Oh... the whole marine folk send you their thanks! They love presents so much!!!";
-	if(rand(2))mes "Didn't you know that Santa's Hat reveals the real power of the rings?";
+	if (rand(2))
+		mes "Didn't you know that Santa's Hat reveals the real power of the rings?";
 	close;
 	close;
 
 
 M_END:
 M_END:

+ 8 - 8
npc/custom/quests/bandit_beard.txt

@@ -30,7 +30,7 @@ umbala,126,129,4	script	Bearded Man#bandit	120,{
 
 
 	mes "[Bearded Man]";
 	mes "[Bearded Man]";
 	mes "HoHo~ So you want some whiskers.";
 	mes "HoHo~ So you want some whiskers.";
-	emotion 18;
+	emotion e_heh;
 	mes "Well I would give you my beards but there not cheap.";
 	mes "Well I would give you my beards but there not cheap.";
 	mes "Matter of fact I have only one left...";
 	mes "Matter of fact I have only one left...";
 	mes "but I'm not selling it.";
 	mes "but I'm not selling it.";
@@ -59,14 +59,14 @@ L_LIST:
 M_NO:
 M_NO:
 	mes "[Bearded Man]";
 	mes "[Bearded Man]";
 	mes "Fine, be that way!";
 	mes "Fine, be that way!";
-	emotion 7;
+	emotion e_ag;
 	close;
 	close;
 
 
 L_DONE:
 L_DONE:
 	mes "[Bearded Man]";
 	mes "[Bearded Man]";
 	mes "Sorry, I can only make one per person.";
 	mes "Sorry, I can only make one per person.";
 	mes "We don't want too many beards now. Right?";
 	mes "We don't want too many beards now. Right?";
-	emotion 29;
+	emotion e_gg;
 	close;
 	close;
 
 
 L_MAKE:
 L_MAKE:
@@ -90,14 +90,14 @@ L_MAKE:
 	set BEARD_QUEST, 5;
 	set BEARD_QUEST, 5;
 	mes "[Bearded Man]";
 	mes "[Bearded Man]";
 	mes "Have a nice day!";
 	mes "Have a nice day!";
-	emotion 29;
+	emotion e_gg;
 	close;
 	close;
 
 
 L_NOITEMS:
 L_NOITEMS:
 	mes "[Bearded Man]";
 	mes "[Bearded Man]";
 	mes "What the hell! I can't make a beard without the items!";
 	mes "What the hell! I can't make a beard without the items!";
 	mes "Here is the list again:";
 	mes "Here is the list again:";
-	emotion 23;
+	emotion e_omg;
 	goto L_LIST;
 	goto L_LIST;
 }  
 }  
 
 
@@ -174,7 +174,7 @@ alberta,65,123,6	script	Man#bandit	85,{
 	if($@beardmob > 0) mes "Kill! Kill them already!!!";
 	if($@beardmob > 0) mes "Kill! Kill them already!!!";
 	if($@beardmob > 0) close;
 	if($@beardmob > 0) close;
 	mes "Are you here to help me?";
 	mes "Are you here to help me?";
-	emotion 1;
+	emotion e_what;
 	next;
 	next;
 	menu "Yes",-,"No",M_NO;
 	menu "Yes",-,"No",M_NO;
 
 
@@ -184,7 +184,7 @@ alberta,65,123,6	script	Man#bandit	85,{
 	next;
 	next;
 	mes "[Thread Merchant]";
 	mes "[Thread Merchant]";
 	mes "Oh NO! Here they come!!";
 	mes "Oh NO! Here they come!!";
-	emotion 19;
+	emotion e_swt2;
 	donpcevent "BRDQ_MOBS::OnStart";
 	donpcevent "BRDQ_MOBS::OnStart";
 	close;
 	close;
 
 
@@ -199,7 +199,7 @@ L_KILLED:
 L_DONE:
 L_DONE:
 	mes "[Thread Merchant]";
 	mes "[Thread Merchant]";
 	mes "Thank you again!";
 	mes "Thank you again!";
-	emotion 15;
+	emotion e_thx;
 	close;
 	close;
 
 
 M_NO:
 M_NO:

+ 1 - 1
npc/custom/quests/may_hats.txt

@@ -19,7 +19,7 @@ gonryun,187,140,4	script	Yakima	850,{
 	mes callfunc("F_Hi");
 	mes callfunc("F_Hi");
 	mes "I can make some items for you.";
 	mes "I can make some items for you.";
 	mes "They are quite rare novadays...";
 	mes "They are quite rare novadays...";
-	specialeffect 417;
+	specialeffect EF_HITBODY;
 	next;
 	next;
 	menu "Bird Nest",-,"Lion Mask",M_2,"Skeleton Manteau",M_3,"Fashion Hip Sack",M_4,"Sales Banner",M_5,"Leave",M_EXIT;
 	menu "Bird Nest",-,"Lion Mask",M_2,"Skeleton Manteau",M_3,"Fashion Hip Sack",M_4,"Sales Banner",M_5,"Leave",M_EXIT;
 
 

+ 2 - 2
npc/custom/quests/thq/THQS_GuildNPC.txt

@@ -27,14 +27,14 @@ yuno_in01,124,164,6	script	Guild Leader	108,{
 	mes "Umm... Well that is all you need to do. Hahaha.";
 	mes "Umm... Well that is all you need to do. Hahaha.";
 	next;
 	next;
 	menu "Pay ^FF000025,000z^000000.",-,"Thats way to high!!",N_HighPrice;
 	menu "Pay ^FF000025,000z^000000.",-,"Thats way to high!!",N_HighPrice;
-	if (zeny < 25000) goto N_NoZeny;
+	if (Zeny < 25000) goto N_NoZeny;
 	set Zeny,Zeny-25000;
 	set Zeny,Zeny-25000;
 	//getitem 7950, 1;
 	//getitem 7950, 1;
 	//getitem 7951, 1;
 	//getitem 7951, 1;
 	set Event_THQS,1;
 	set Event_THQS,1;
 	mes "[Keegan]";
 	mes "[Keegan]";
 	mes "Congratulations!";
 	mes "Congratulations!";
-	emotion 46;
+	emotion e_grat;
 	next;
 	next;
 	mes "[Keegan]";
 	mes "[Keegan]";
 	mes "Welcome to the Guild of Treasure Hunters.";
 	mes "Welcome to the Guild of Treasure Hunters.";

+ 6 - 6
npc/custom/quests/thq/THQS_QuestNPC.txt

@@ -32,7 +32,7 @@ yuno_in01,112,151,6	script	Quest Manager	62,{
 	mes "Good well get back out there.";
 	mes "Good well get back out there.";
 	close;
 	close;
 N_PayZeny:
 N_PayZeny:
-	if (zeny < 2500) goto N_ZenyFail;
+	if (Zeny < 2500) goto N_ZenyFail;
 	set one_qset, 0;
 	set one_qset, 0;
 	set two_qset, 0;
 	set two_qset, 0;
 	set three_qset, 0;
 	set three_qset, 0;
@@ -50,7 +50,7 @@ N_PayZeny:
 	mes "[Guy]";
 	mes "[Guy]";
 	mes "Its sad to see someone give a quest up...";
 	mes "Its sad to see someone give a quest up...";
 	mes "Shame on you.";
 	mes "Shame on you.";
-	emotion 7;
+	emotion e_ag;
 	close;
 	close;
 
 
 N_ZenyFail:
 N_ZenyFail:
@@ -74,7 +74,7 @@ N_NewQuest:
 	mes "The quest names in ^FF0000This Colour^000000 mean that they are more challanging then the rest, but have better rewards.";
 	mes "The quest names in ^FF0000This Colour^000000 mean that they are more challanging then the rest, but have better rewards.";
 	next;
 	next;
 	set #THQ_DELAY,(GetTime(7)*12*31*24+GetTime(6)*31*24+GetTime(5)*24+GetTime(3) + 1); //you can get another quest after 1 hour [Lupus]
 	set #THQ_DELAY,(GetTime(7)*12*31*24+GetTime(6)*31*24+GetTime(5)*24+GetTime(3) + 1); //you can get another quest after 1 hour [Lupus]
-	emotion 21;
+	emotion e_no1;
 	if(@treasure_job==0) set @treasure_job,rand(1,10); //doesn't allow cheaters to pick any quest they want
 	if(@treasure_job==0) set @treasure_job,rand(1,10); //doesn't allow cheaters to pick any quest they want
 	if(@treasure_job==2) goto N_JobList2;
 	if(@treasure_job==2) goto N_JobList2;
 	if(@treasure_job==3) goto N_JobList3;
 	if(@treasure_job==3) goto N_JobList3;
@@ -90,20 +90,20 @@ N_NewQuest:
 N_NoTime:
 N_NoTime:
 	mes "[Guy]";
 	mes "[Guy]";
 	mes "Alright maybe next time "+strcharinfo(0)+".";
 	mes "Alright maybe next time "+strcharinfo(0)+".";
-	emotion 20;
+	emotion e_hmm;
 	close;
 	close;
 
 
 N_Signup:
 N_Signup:
 	mes "[Guy]";
 	mes "[Guy]";
 	mes "I'm afraid you must sign up for the guild before you can go on a quest!";
 	mes "I'm afraid you must sign up for the guild before you can go on a quest!";
-	emotion 17;
+	emotion e_sry;
 	close;
 	close;
 
 
 L_NoQuestsForYet:
 L_NoQuestsForYet:
 	mes "[Guy]";
 	mes "[Guy]";
 	mes "I'm afraid there aren't any Quests for you yet.";
 	mes "I'm afraid there aren't any Quests for you yet.";
 	mes "Call in "+ (#THQ_DELAY - (GetTime(7)*12*31*24+GetTime(6)*31*24+GetTime(5)*24+GetTime(3)) )+" hours later.";
 	mes "Call in "+ (#THQ_DELAY - (GetTime(7)*12*31*24+GetTime(6)*31*24+GetTime(5)*24+GetTime(3)) )+" hours later.";
-	emotion 17;
+	emotion e_sry;
 	close;
 	close;
 
 
 L_QuestGiven:
 L_QuestGiven:

+ 3 - 3
npc/custom/quests/thq/THQS_TTShop.txt

@@ -53,7 +53,7 @@ N_Shop:
 	close;
 	close;
 N_GetZeny1k:
 N_GetZeny1k:
 	set #Treasure_Token,#Treasure_Token-1;
 	set #Treasure_Token,#Treasure_Token-1;
-	set zeny,zeny+1000;
+	set Zeny, Zeny+1000;
 	close;
 	close;
 N_10T:
 N_10T:
 	if (#Treasure_Token > 9) goto N_GetZeny10k;
 	if (#Treasure_Token > 9) goto N_GetZeny10k;
@@ -61,7 +61,7 @@ N_10T:
 	close;
 	close;
 N_GetZeny10k:
 N_GetZeny10k:
 	set #Treasure_Token,#Treasure_Token-10;
 	set #Treasure_Token,#Treasure_Token-10;
-	set zeny,zeny+10000;
+	set Zeny, Zeny+10000;
 	close;
 	close;
 N_100T:
 N_100T:
 	if (#Treasure_Token > 99) goto N_GetZeny100k;
 	if (#Treasure_Token > 99) goto N_GetZeny100k;
@@ -69,7 +69,7 @@ N_100T:
 	close;
 	close;
 N_GetZeny100k:
 N_GetZeny100k:
 	set #Treasure_Token,#Treasure_Token-100;
 	set #Treasure_Token,#Treasure_Token-100;
-	set zeny,zeny+100000;
+	set Zeny, Zeny+100000;
 	close;
 	close;
 
 
 N_BuyWeps:
 N_BuyWeps:

+ 1 - 1
npc/custom/woe_controller.txt

@@ -24,7 +24,7 @@ prontera,149,193,4	script	WOE Information	835,{
 	end;
 	end;
 OnAgitStart:
 OnAgitStart:
 	while(agitcheck()) {
 	while(agitcheck()) {
-		misceffect EF_BEGINSPELL6;
+		specialeffect EF_BEGINSPELL6;
 		sleep 425;
 		sleep 425;
 	}
 	}
 	end;
 	end;

+ 32 - 32
npc/events/MemorialDay_2008.txt

@@ -17,7 +17,7 @@
 // Lauds
 // Lauds
 //============================================================
 //============================================================
 prontera,182,214,4	script	Lauds#Memorial	58,{
 prontera,182,214,4	script	Lauds#Memorial	58,{
-	if(Memorial08 < 1) {
+	if (Memorial08 < 1) {
 		mes "[Mad Sago Lauds]";
 		mes "[Mad Sago Lauds]";
 		mes "Hey, yo!";
 		mes "Hey, yo!";
 		mes "What are you doing there!?";
 		mes "What are you doing there!?";
@@ -29,7 +29,7 @@ prontera,182,214,4	script	Lauds#Memorial	58,{
 		next;
 		next;
 		mes "[Mad Sago Lauds]";
 		mes "[Mad Sago Lauds]";
 		mes "What is this!?";
 		mes "What is this!?";
-		emotion 0;
+		emotion e_gasp;
 		next;
 		next;
 		mes "[Mad Sago Lauds]";
 		mes "[Mad Sago Lauds]";
 		mes "Where is your towel!?";
 		mes "Where is your towel!?";
@@ -69,14 +69,14 @@ prontera,182,214,4	script	Lauds#Memorial	58,{
 		close;
 		close;
 	}
 	}
 
 
-	else if(Memorial08 == 1) {
+	else if (Memorial08 == 1) {
 		if (countitem(1059) < 30 || countitem(914) < 20) {
 		if (countitem(1059) < 30 || countitem(914) < 20) {
 			mes "[Mad Sago Lauds]";
 			mes "[Mad Sago Lauds]";
 			mes "What are these? They aren't enough?!";
 			mes "What are these? They aren't enough?!";
 			mes "*Sigh* Do I really have to tell you again?!";
 			mes "*Sigh* Do I really have to tell you again?!";
 			mes "Bring me ^FF000030 Fabric and 20 Fluffs^000000.";
 			mes "Bring me ^FF000030 Fabric and 20 Fluffs^000000.";
 			close;
 			close;
-		}else{
+		} else {
 			mes "***Mad Sago Lauds appears to be muttering to himself***";
 			mes "***Mad Sago Lauds appears to be muttering to himself***";
 			next;
 			next;
 			mes "[Mad Sago Lauds]";
 			mes "[Mad Sago Lauds]";
@@ -98,7 +98,7 @@ prontera,182,214,4	script	Lauds#Memorial	58,{
 		}
 		}
 	}
 	}
 	
 	
-	else if(Memorial08 == 2) {
+	else if (Memorial08 == 2) {
 		mes "[Mad Sago Lauds]";
 		mes "[Mad Sago Lauds]";
 		mes "Ah, you have fluffy new towel now I even put your name on it";
 		mes "Ah, you have fluffy new towel now I even put your name on it";
 		next;
 		next;
@@ -120,20 +120,20 @@ prontera,182,214,4	script	Lauds#Memorial	58,{
 		close;
 		close;
 	}
 	}
 
 
-	else if(Memorial08 == 3) {
+	else if (Memorial08 == 3) {
 		mes "[Mad Sago Lauds]";
 		mes "[Mad Sago Lauds]";
 		mes "What are you still doing here?";
 		mes "What are you still doing here?";
 		mes "I told you to go speak to Grast in Prontera!";
 		mes "I told you to go speak to Grast in Prontera!";
 		close;
 		close;
 	}
 	}
 
 
-	else if(Memorial08 == 4 || Memorial08 == 5 || Memorial08 == 6) {
+	else if (Memorial08 == 4 || Memorial08 == 5 || Memorial08 == 6) {
 		mes "[Mad Sago Lauds]";
 		mes "[Mad Sago Lauds]";
 		mes "Go help Grast, and then come back.";
 		mes "Go help Grast, and then come back.";
 		close;
 		close;
 	}
 	}
 
 
-	else if(Memorial08 == 7) {
+	else if (Memorial08 == 7) {
 		mes "[Mad Sago Lauds]";
 		mes "[Mad Sago Lauds]";
 		mes "Oh, you've brought them all.";
 		mes "Oh, you've brought them all.";
 		mes "Hahaha!";
 		mes "Hahaha!";
@@ -155,38 +155,38 @@ prontera,182,214,4	script	Lauds#Memorial	58,{
 		close;
 		close;
 	}
 	}
 
 
-	else if(Memorial08 == 8) {
+	else if (Memorial08 == 8) {
 		mes "[Mad Sago Lauds]";
 		mes "[Mad Sago Lauds]";
 		mes "Stop trying to give me your garbage!";
 		mes "Stop trying to give me your garbage!";
 		mes "Go to the plaque at 12 o'clock direction in Prontera for your journey!";
 		mes "Go to the plaque at 12 o'clock direction in Prontera for your journey!";
 		close;
 		close;
 	}
 	}
 	
 	
-	else if(Memorial08 >= 9) {
+	else if (Memorial08 >= 9) {
 		set .@RandomMsg, rand(1,5);
 		set .@RandomMsg, rand(1,5);
-		if(.@RandomMsg == 1) {
+		if (.@RandomMsg == 1) {
 			mes "[Mad Sago Lauds]";
 			mes "[Mad Sago Lauds]";
 			mes "Don't panic!";
 			mes "Don't panic!";
-			emotion 0;
+			emotion e_gasp;
 			close;
 			close;
 		}
 		}
-		else if(.@RandomMsg == 2) {
+		else if (.@RandomMsg == 2) {
 			mes "[Mad Sago Lauds]";
 			mes "[Mad Sago Lauds]";
 			mes "Life... is like a grapefruit.";
 			mes "Life... is like a grapefruit.";
 			mes "It's orange and squishy, and has a few pips in it, and some folks have half a one for breakfast.";
 			mes "It's orange and squishy, and has a few pips in it, and some folks have half a one for breakfast.";
 			close;
 			close;
 		}
 		}
-		else if(.@RandomMsg == 3) {
+		else if (.@RandomMsg == 3) {
 			mes "[Mad Sago Lauds]";
 			mes "[Mad Sago Lauds]";
 			mes "There was a point to this story, but it has temporarily escaped the chronicler's mind.";
 			mes "There was a point to this story, but it has temporarily escaped the chronicler's mind.";
 			close;
 			close;
 		}
 		}
-		else if(.@RandomMsg == 4) {
+		else if (.@RandomMsg == 4) {
 			mes "[Mad Sago Lauds]";
 			mes "[Mad Sago Lauds]";
 			mes "42!";
 			mes "42!";
 			close;
 			close;
 		}
 		}
-		else if(.@RandomMsg == 5) {
+		else if (.@RandomMsg == 5) {
 			mes "[Mad Sago Lauds]";
 			mes "[Mad Sago Lauds]";
 			mes "It is a mistake to think you can solve any major problems just with potatoes.";
 			mes "It is a mistake to think you can solve any major problems just with potatoes.";
 			close;
 			close;
@@ -197,13 +197,13 @@ prontera,182,214,4	script	Lauds#Memorial	58,{
 // Memorial Plaque
 // Memorial Plaque
 //============================================================
 //============================================================
 prontera,153,286,4	script	Memorial Plaque#Memorial	857,{
 prontera,153,286,4	script	Memorial Plaque#Memorial	857,{
-	if(Memorial08 < 8) {
+	if (Memorial08 < 8) {
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
 		mes "- It's a dusty old plaque.-";
 		mes "- It's a dusty old plaque.-";
 		close;
 		close;
 	}
 	}
 	
 	
-	else if(Memorial08 == 8) {
+	else if (Memorial08 == 8) {
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
 		mes "- It's a dusty old plaque.-";
 		mes "- It's a dusty old plaque.-";
 		mes "'This must be what Lauds was talking about.'";
 		mes "'This must be what Lauds was talking about.'";
@@ -214,7 +214,7 @@ prontera,153,286,4	script	Memorial Plaque#Memorial	857,{
 		goto L_CleanPlaque;
 		goto L_CleanPlaque;
 	}
 	}
 	
 	
-	else if(Memorial08 >= 9) {
+	else if (Memorial08 >= 9) {
 		goto L_CleanPlaque;
 		goto L_CleanPlaque;
 	}
 	}
 	
 	
@@ -225,7 +225,7 @@ prontera,153,286,4	script	Memorial Plaque#Memorial	857,{
 		mes "-nor engraved stone bear record of their deeds,-";
 		mes "-nor engraved stone bear record of their deeds,-";
 		mes "-yet will their remembrance be as lasting as the land they honored.-";
 		mes "-yet will their remembrance be as lasting as the land they honored.-";
 		mes "-Daniel Webster-";
 		mes "-Daniel Webster-";
-		if(Memorial08 == 9) {
+		if (Memorial08 == 9) {
 			getexp 93750,43750;
 			getexp 93750,43750;
 		}
 		}
 		next;
 		next;
@@ -234,7 +234,7 @@ prontera,153,286,4	script	Memorial Plaque#Memorial	857,{
 		mes "-I may not have gone where I intended to go,-";
 		mes "-I may not have gone where I intended to go,-";
 		mes "-but I think I have ended up where I needed to be.-";
 		mes "-but I think I have ended up where I needed to be.-";
 		mes "- Douglas Adams.-";
 		mes "- Douglas Adams.-";
-		if(Memorial08 == 9) { 
+		if (Memorial08 == 9) { 
 			getexp 93750,43750;
 			getexp 93750,43750;
 		}
 		}
 		next;
 		next;
@@ -244,7 +244,7 @@ prontera,153,286,4	script	Memorial Plaque#Memorial	857,{
 		mes "-It is not the urge to surpass all others at whatever cost,-";
 		mes "-It is not the urge to surpass all others at whatever cost,-";
 		mes "- but the urge to serve others at whatever cost. -";
 		mes "- but the urge to serve others at whatever cost. -";
 		mes "- Arthur Ashe -";
 		mes "- Arthur Ashe -";
-		if(Memorial08 == 9) { 
+		if (Memorial08 == 9) { 
 			getexp 93750,43750;
 			getexp 93750,43750;
 			set Memorial08,10;
 			set Memorial08,10;
 		}
 		}
@@ -254,14 +254,14 @@ prontera,153,286,4	script	Memorial Plaque#Memorial	857,{
 // Grast
 // Grast
 //============================================================
 //============================================================
 prontera,150,270,4	script	Grast#Memorial	900,{
 prontera,150,270,4	script	Grast#Memorial	900,{
-	if(Memorial08 < 3) {
+	if (Memorial08 < 3) {
 		mes "[Grast]";
 		mes "[Grast]";
 		mes "Memorial Day is a sad and yet glorious day.";
 		mes "Memorial Day is a sad and yet glorious day.";
 		mes "I wonder how many people remember them...";
 		mes "I wonder how many people remember them...";
 		close;
 		close;
 	}
 	}
 	
 	
-	else if(Memorial08 == 3) {
+	else if (Memorial08 == 3) {
 		mes "[Grast]";
 		mes "[Grast]";
 		mes "Oh, isn't that a Towel of Memory?";
 		mes "Oh, isn't that a Towel of Memory?";
 		mes "I'm so glad to meet someone who understands the meaning of Memorial Day.";
 		mes "I'm so glad to meet someone who understands the meaning of Memorial Day.";
@@ -279,7 +279,7 @@ prontera,150,270,4	script	Grast#Memorial	900,{
 		close;
 		close;
 	}
 	}
 
 
-	else if(Memorial08 == 4) {
+	else if (Memorial08 == 4) {
 		if (countitem(501) < 1 || countitem(506) < 1 || countitem(656) < 1 || countitem(602) < 1) {
 		if (countitem(501) < 1 || countitem(506) < 1 || countitem(656) < 1 || countitem(602) < 1) {
 			mes "[Grast]";
 			mes "[Grast]";
 			mes "Oops, you haven't brought all materials.";
 			mes "Oops, you haven't brought all materials.";
@@ -295,7 +295,7 @@ prontera,150,270,4	script	Grast#Memorial	900,{
 				goto L_GiveUp;
 				goto L_GiveUp;
 			}
 			}
 			goto L_Continue;
 			goto L_Continue;
-		}else{
+		} else {
 			mes "[Grast]";
 			mes "[Grast]";
 			mes "Oh, you've brought the materials I asked.";
 			mes "Oh, you've brought the materials I asked.";
 			next;
 			next;
@@ -310,7 +310,7 @@ prontera,150,270,4	script	Grast#Memorial	900,{
 		}
 		}
 	}
 	}
 	
 	
-	else if(Memorial08 == 5) {
+	else if (Memorial08 == 5) {
 		if (countitem(1065) < 1 || countitem(610) < 1 || countitem(717) < 1 || countitem(747) < 1 || countitem(517) < 1 || countitem(515) < 1) {
 		if (countitem(1065) < 1 || countitem(610) < 1 || countitem(717) < 1 || countitem(747) < 1 || countitem(517) < 1 || countitem(515) < 1) {
 			mes "[Grast]";
 			mes "[Grast]";
 			mes "Oops, you haven't brought all materials.";
 			mes "Oops, you haven't brought all materials.";
@@ -325,7 +325,7 @@ prontera,150,270,4	script	Grast#Memorial	900,{
 				goto L_GiveUp;
 				goto L_GiveUp;
 			}
 			}
 			goto L_Continue;
 			goto L_Continue;
-		}else{
+		} else {
 			mes "[Grast]";
 			mes "[Grast]";
 			mes "Oh, you've brought everything I asked.";
 			mes "Oh, you've brought everything I asked.";
 			mes "Hmm, I think you need just a little bit more.";
 			mes "Hmm, I think you need just a little bit more.";
@@ -337,7 +337,7 @@ prontera,150,270,4	script	Grast#Memorial	900,{
 		}
 		}
 	}
 	}
 	
 	
-	else if(Memorial08 == 6) {
+	else if (Memorial08 == 6) {
 		if (countitem(643) < 1 || countitem(12018) < 1 || countitem(741) < 1 || countitem(745) < 1) {
 		if (countitem(643) < 1 || countitem(12018) < 1 || countitem(741) < 1 || countitem(745) < 1) {
 			mes "[Grast]";
 			mes "[Grast]";
 			mes "Oops, you haven't brought all materials.";
 			mes "Oops, you haven't brought all materials.";
@@ -356,7 +356,7 @@ prontera,150,270,4	script	Grast#Memorial	900,{
 				goto L_GiveUp;
 				goto L_GiveUp;
 			}
 			}
 			goto L_Continue;
 			goto L_Continue;
-		}else{
+		} else {
 			mes "[Grast]";
 			mes "[Grast]";
 			mes "Have you brought the materials I asked?";
 			mes "Have you brought the materials I asked?";
 			mes "Ah, thank you for your hard work you've brought all of them.";
 			mes "Ah, thank you for your hard work you've brought all of them.";
@@ -392,14 +392,14 @@ prontera,150,270,4	script	Grast#Memorial	900,{
 		}
 		}
 	}
 	}
 	
 	
-	else if(Memorial08 == 7) {
+	else if (Memorial08 == 7) {
 		mes "[Grast]";
 		mes "[Grast]";
 		mes "Have you met Lauds?";
 		mes "Have you met Lauds?";
 		mes "I hope you'll remember your freedom and happiness are built on thousands of lives sacrificed in war.";
 		mes "I hope you'll remember your freedom and happiness are built on thousands of lives sacrificed in war.";
 		close;
 		close;
 	}
 	}
 
 
-	else if(Memorial08 >= 8) {
+	else if (Memorial08 >= 8) {
 		mes "[Grast]";
 		mes "[Grast]";
 		mes "A towel is about the most massively useful thing an adventurer can have.";
 		mes "A towel is about the most massively useful thing an adventurer can have.";
 		close;
 		close;

+ 1 - 1
npc/events/StPatrick_2008.txt

@@ -26,7 +26,7 @@
 //= 1.0 First version. [Kisuka]
 //= 1.0 First version. [Kisuka]
 //= 1.1 Fixed checkitems for ale, fixed ale prize(gives the correct one now). [Kisuka]
 //= 1.1 Fixed checkitems for ale, fixed ale prize(gives the correct one now). [Kisuka]
 //= 1.2 Optimized. Uses only one variable now. [L0ne_W0lf]
 //= 1.2 Optimized. Uses only one variable now. [L0ne_W0lf]
-//=	Corrected EXP rewards, and some typos.
+//=     Corrected EXP rewards, and some typos.
 //= 1.3 Corrected random in item function. [L0ne_W0lf]
 //= 1.3 Corrected random in item function. [L0ne_W0lf]
 //= 1.4 Replaced effect numerics with constants. [Samuray22]
 //= 1.4 Replaced effect numerics with constants. [Samuray22]
 //= 1.5 Revamped the script. [Kisuka]
 //= 1.5 Revamped the script. [Kisuka]

+ 11 - 11
npc/events/children_week.txt

@@ -14,20 +14,20 @@
 //============================================================
 //============================================================
 
 
 prontera,146,91,5	script	Pandit chacha#child07	61,{
 prontera,146,91,5	script	Pandit chacha#child07	61,{
-	if(BaseLevel > 50) {
+	if (BaseLevel > 50) {
 		mes "[Pandit chacha]";
 		mes "[Pandit chacha]";
 		mes "Hahaha~";
 		mes "Hahaha~";
 		mes "It is special day, comes only one time in a year.";
 		mes "It is special day, comes only one time in a year.";
 		mes "If you see little adventurers around you send to me~";
 		mes "If you see little adventurers around you send to me~";
 		mes "I will give the special gift.";
 		mes "I will give the special gift.";
 		close;
 		close;
-	} else if(BaseLevel < 20) {
+	} else if (BaseLevel < 20) {
 		mes "[Pandit chacha]";
 		mes "[Pandit chacha]";
 		mes "Hahaha~";
 		mes "Hahaha~";
 		mes "You are a baby adventurer not little adventurer.";
 		mes "You are a baby adventurer not little adventurer.";
 		mes "When you more grow up, come back again. hahaha.";
 		mes "When you more grow up, come back again. hahaha.";
 		close;
 		close;
-	} else if(oversea_event9 < 1) {
+	} else if (oversea_event9 < 1) {
 		mes "[Pandit chacha]";
 		mes "[Pandit chacha]";
 		mes "Hahaha~";
 		mes "Hahaha~";
 		mes "Welcome, little adventurers!";
 		mes "Welcome, little adventurers!";
@@ -35,7 +35,7 @@ prontera,146,91,5	script	Pandit chacha#child07	61,{
 		mes "I would like to give the small gift to little adventurer...";
 		mes "I would like to give the small gift to little adventurer...";
 		mes "What about you? Do you want to take it?";
 		mes "What about you? Do you want to take it?";
 		next;
 		next;
-		if(select("No. I will take it later.","Sure, i want.") == 1) {
+		if(select("No. I will take it later.:Sure, I want.") == 1) {
 			mes "[Pandit chacha]";
 			mes "[Pandit chacha]";
 			mes "That's too bad.... hum...";
 			mes "That's too bad.... hum...";
 			mes "I gathered some stuffs from far a way world to make it....";
 			mes "I gathered some stuffs from far a way world to make it....";
@@ -43,21 +43,21 @@ prontera,146,91,5	script	Pandit chacha#child07	61,{
 			close;
 			close;
 		}
 		}
 		set oversea_event9,1;
 		set oversea_event9,1;
-		getitem 11705,10; //Children's Potion
+		getitem 11705,10; //Special_White_Potion
 		mes "[Pandit chacha]";
 		mes "[Pandit chacha]";
 		mes "Look. This is a child Potion.";
 		mes "Look. This is a child Potion.";
 		mes "The weight is just 1 but recover much HP.";
 		mes "The weight is just 1 but recover much HP.";
 		mes "If you want to get more, bring the 1 Wedding Bouquet and 1 Witherless Rose.";
 		mes "If you want to get more, bring the 1 Wedding Bouquet and 1 Witherless Rose.";
 		close;
 		close;
-	} else if(oversea_event9 == 1) {
-		if(countitem(745) > 0 && countitem(748) > 0) {
+	} else if (oversea_event9 == 1) {
+		if (countitem(745) > 0 && countitem(748) > 0) {
 			mes "[Pandit chacha]";
 			mes "[Pandit chacha]";
 			mes "Ahha!!";
 			mes "Ahha!!";
 			mes "You have remembered my beautiful composition.";
 			mes "You have remembered my beautiful composition.";
 			mes "You did good work.";
 			mes "You did good work.";
 			mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? ";
 			mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? ";
 			next;
 			next;
-			if(select("Not yet.","Sure, take it.") == 1) {
+			if(select("Not yet.:Sure, take it.") == 1) {
 				mes "[Pandit chacha]";
 				mes "[Pandit chacha]";
 				mes "If you are not prepared yet, call me when you ready.";
 				mes "If you are not prepared yet, call me when you ready.";
 				close;
 				close;
@@ -68,10 +68,10 @@ prontera,146,91,5	script	Pandit chacha#child07	61,{
 			mes "Here, I will exchange to the 50 child potion.";
 			mes "Here, I will exchange to the 50 child potion.";
 			mes "Once you get this 50 child potion, I won't give any more.";
 			mes "Once you get this 50 child potion, I won't give any more.";
 			close2;
 			close2;
-			delitem 745,1; //Wedding Bouquet
-			delitem 748,1; //Witherless Rose
+			delitem 745,1; //Wedding_Bouquet
+			delitem 748,1; //Witherless_Rose
 			set oversea_event9,2;
 			set oversea_event9,2;
-			getitem 11705,50; //Children's Potion
+			getitem 11705,50; //Special_White_Potion
 			end;
 			end;
 		}
 		}
 		mes "[Pandit chacha]";
 		mes "[Pandit chacha]";

+ 12 - 13
npc/events/christmas_2005.txt

@@ -53,7 +53,7 @@ xmas_in,89,92,5	script	Louise Kim#designer	714,{
 	mes "";
 	mes "";
 	emotion e_lv;
 	emotion e_lv;
 	next;
 	next;
-	if(countitem(2236) > 0) {
+	if (countitem(2236) > 0) {
 		if (select("Here.:It's ok.") == 1) {
 		if (select("Here.:It's ok.") == 1) {
 			mes "[Designer Louise Kim]";
 			mes "[Designer Louise Kim]";
 			mes "Nice choice!!";
 			mes "Nice choice!!";
@@ -296,7 +296,7 @@ prontera,155,285,3	script	Enjoy#enjoy	753,{
 			end;
 			end;
 		}
 		}
 	}
 	}
-	else if((christ_solo05 > 0) && (christ_solo05 < 5)){
+	else if ((christ_solo05 > 0) && (christ_solo05 < 5)){
 		mes "[Enjoy]";
 		mes "[Enjoy]";
 		mes "Each should have one person's phone number.";
 		mes "Each should have one person's phone number.";
 		mes "We must keep it secret before we put in action.";
 		mes "We must keep it secret before we put in action.";
@@ -397,7 +397,7 @@ prontera,155,285,3	script	Enjoy#enjoy	753,{
 			donpcevent "Christ#christ02::OnCommandEmotion";
 			donpcevent "Christ#christ02::OnCommandEmotion";
 			donpcevent "Mas#mas02::OnCommandEmotion";
 			donpcevent "Mas#mas02::OnCommandEmotion";
 			donpcevent "Event#event02::OnCommandEmotion";
 			donpcevent "Event#event02::OnCommandEmotion";
-			misceffect 376; //_HITLINE2
+			misceffect EF_HITLINE2;
 			delitem 604,5; //Branch_of_Dead_Tree
 			delitem 604,5; //Branch_of_Dead_Tree
 			set christ_solo05,6;
 			set christ_solo05,6;
 			donpcevent "Happymerry#happymerry02::OnCommandOff";
 			donpcevent "Happymerry#happymerry02::OnCommandOff";
@@ -721,7 +721,7 @@ prontera,62,339,3	script	Christ#christ	875,{
 		set christ_solo05,3;
 		set christ_solo05,3;
 		close;
 		close;
 	}
 	}
-	else if(christ_solo05 > 2) {
+	else if (christ_solo05 > 2) {
 		mes "[Christ]";
 		mes "[Christ]";
 		mes "Than,see you there!!";
 		mes "Than,see you there!!";
 		mes "I'll go meet Enjoy!";
 		mes "I'll go meet Enjoy!";
@@ -757,7 +757,7 @@ prontera,62,339,3	script	Christ#christ	875,{
 }
 }
 
 
 prontera,163,66,7	script	Mas#mas	748,{
 prontera,163,66,7	script	Mas#mas	748,{
-	if(christ_solo05 == 3) {
+	if (christ_solo05 == 3) {
 		mes "[Mas]";
 		mes "[Mas]";
 		mes "Herds!!!!!How long does it take!";
 		mes "Herds!!!!!How long does it take!";
 		mes "Somebody know the regenerating time of Herb?!!";
 		mes "Somebody know the regenerating time of Herb?!!";
@@ -812,7 +812,7 @@ prontera,163,66,7	script	Mas#mas	748,{
 		set christ_solo05,4;
 		set christ_solo05,4;
 		close;
 		close;
 	}
 	}
-	else if(christ_solo05 > 3) {
+	else if (christ_solo05 > 3) {
 		mes "[Mas]";
 		mes "[Mas]";
 		mes "If you excuse me, I'll go ahead and meat Enjoy.";
 		mes "If you excuse me, I'll go ahead and meat Enjoy.";
 		mes "And don't forget to tell ^0000FFEvent^000000 about this.";
 		mes "And don't forget to tell ^0000FFEvent^000000 about this.";
@@ -839,7 +839,7 @@ prontera,163,66,7	script	Mas#mas	748,{
 }
 }
 
 
 prontera,35,209,5	script	Event#event	881,{
 prontera,35,209,5	script	Event#event	881,{
-	if(christ_solo05 == 4) {
+	if (christ_solo05 == 4) {
 		mes "[Event]";
 		mes "[Event]";
 		mes "........................";
 		mes "........................";
 		next;
 		next;
@@ -893,7 +893,7 @@ prontera,35,209,5	script	Event#event	881,{
 		set christ_solo05,5;
 		set christ_solo05,5;
 		close;
 		close;
 	}
 	}
-	else if(christ_solo05 > 4) {
+	else if (christ_solo05 > 4) {
 		mes "[Event]";
 		mes "[Event]";
 		mes "Wait for me miss Kafra~~~";
 		mes "Wait for me miss Kafra~~~";
 		mes "Don't be so lonely~.";
 		mes "Don't be so lonely~.";
@@ -1106,7 +1106,7 @@ prontera,156,242,0	script	Oholy#pron::OholyDup	79,{
 			close;
 			close;
 		}
 		}
 	}
 	}
-	else if(christ_carol05 == 1) {
+	else if (christ_carol05 == 1) {
 		mes "[Oholy]";
 		mes "[Oholy]";
 		mes "He should not be able to escape";
 		mes "He should not be able to escape";
 		mes "from the town. Please find the";
 		mes "from the town. Please find the";
@@ -1115,8 +1115,8 @@ prontera,156,242,0	script	Oholy#pron::OholyDup	79,{
 		mes "Punish the wicked devil who is ruining Christmas!!!";
 		mes "Punish the wicked devil who is ruining Christmas!!!";
 		close;
 		close;
 	}
 	}
-	else if(christ_carol05 == 2) {
-		if(!checkweight(1201,1)) {
+	else if (christ_carol05 == 2) {
+		if (!checkweight(1201,1)) {
 			mes "^3355FFWait a second!";
 			mes "^3355FFWait a second!";
 			mes "Right now, you're carrying";
 			mes "Right now, you're carrying";
 			mes "too many things with you.";
 			mes "too many things with you.";
@@ -1125,8 +1125,7 @@ prontera,156,242,0	script	Oholy#pron::OholyDup	79,{
 			mes "to store some of your items.^000000";
 			mes "to store some of your items.^000000";
 			close;
 			close;
 		}
 		}
-		set .@now_weight,MaxWeight-Weight;
-		if(.@now_weight < 2000) {
+		if (MaxWeight - Weight < 2000) {
 			mes "^3355FFWait a second!";
 			mes "^3355FFWait a second!";
 			mes "Right now, you're carrying";
 			mes "Right now, you're carrying";
 			mes "too many things with you.";
 			mes "too many things with you.";

+ 37 - 37
npc/events/christmas_2008.txt

@@ -31,7 +31,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 			mes "Merry Christmas!";
 			mes "Merry Christmas!";
 			mes "Hey! You! What comes to mind when you think about Christmas?";
 			mes "Hey! You! What comes to mind when you think about Christmas?";
 			next;
 			next;
-		}else{
+		} else {
 			mes "[Caroller]";
 			mes "[Caroller]";
 			mes "Jingle Bells! Jingle Bells! Jingle all the way!";
 			mes "Jingle Bells! Jingle Bells! Jingle all the way!";
 			next;
 			next;
@@ -43,7 +43,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 			mes "Merry Christmas!";
 			mes "Merry Christmas!";
 			if (Sex) {
 			if (Sex) {
 				mes "Hey, boy! What comes to mind when";
 				mes "Hey, boy! What comes to mind when";
-			}else{
+			} else {
 				mes "Hey, girl! What comes to mind when";
 				mes "Hey, girl! What comes to mind when";
 			}
 			}
 			mes "you think about Christmas?";
 			mes "you think about Christmas?";
@@ -69,7 +69,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 				mes "[Caroller]";
 				mes "[Caroller]";
 				mes "If you win over Santa, you can get a gift. Would you go for it?";
 				mes "If you win over Santa, you can get a gift. Would you go for it?";
 				next;
 				next;
-				emotion 18;
+				emotion e_heh;
 				mes "[Caroller]";
 				mes "[Caroller]";
 				mes "Caroller's hot news! Ha!";
 				mes "Caroller's hot news! Ha!";
 				mes "Isn't that big news?";
 				mes "Isn't that big news?";
@@ -87,7 +87,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 				mes "[Caroller]";
 				mes "[Caroller]";
 				mes "Furthermore, he has put bad magic on the gifts so that they become monsters!";
 				mes "Furthermore, he has put bad magic on the gifts so that they become monsters!";
 				next;
 				next;
-				emotion 18;
+				emotion e_heh;
 				mes "[Caroller]";
 				mes "[Caroller]";
 				mes "Caroller's hot news! Ha!";
 				mes "Caroller's hot news! Ha!";
 				mes "Isn't it amazing?";
 				mes "Isn't it amazing?";
@@ -115,7 +115,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 						mes "[Caroller]";
 						mes "[Caroller]";
 						mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
 						mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
 						close;
 						close;
-					}else{
+					} else {
 						mes "[Caroller]";
 						mes "[Caroller]";
 						mes "Wow, you have them.";
 						mes "Wow, you have them.";
 						next;
 						next;
@@ -133,13 +133,13 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 							mes "[Caroller]";
 							mes "[Caroller]";
 							mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
 							mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
 							next;
 							next;
-							emotion 18;
+							emotion e_heh;
 							delitem 6092,6;
 							delitem 6092,6;
 							getnameditem 12354,"+strcharinfo(0)+";
 							getnameditem 12354,"+strcharinfo(0)+";
 							mes "[Caroller]";
 							mes "[Caroller]";
 							mes "Let's care about others around you on this Christmas season!";
 							mes "Let's care about others around you on this Christmas season!";
 							close;
 							close;
-						}else{
+						} else {
 							mes "[Caroller]";
 							mes "[Caroller]";
 							mes "Oh!";
 							mes "Oh!";
 							mes "Shyness!";
 							mes "Shyness!";
@@ -154,7 +154,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 							mes "[Caroller]";
 							mes "[Caroller]";
 							mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
 							mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
 							next;
 							next;
-							emotion 18;
+							emotion e_heh;
 							delitem 6092,6;
 							delitem 6092,6;
 							getitem 12354,1;
 							getitem 12354,1;
 							mes "[Caroller]";
 							mes "[Caroller]";
@@ -232,7 +232,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 					mes "Please, for our children's hope!!!?";
 					mes "Please, for our children's hope!!!?";
 					mes "Please bring me 6 Singing Crystal Pieces from ^0000FFViolent Gift Boxes^000000!";
 					mes "Please bring me 6 Singing Crystal Pieces from ^0000FFViolent Gift Boxes^000000!";
 					next;
 					next;
-					emotion 33;
+					emotion e_ok;
 					mes "[Caroller]";
 					mes "[Caroller]";
 					mes "They're definitely as harsh as their name.";
 					mes "They're definitely as harsh as their name.";
 					mes "Go on please!";
 					mes "Go on please!";
@@ -254,7 +254,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 				mes "Are there some spcial abilities within them?";
 				mes "Are there some spcial abilities within them?";
 				mes "There's still the designer in the Christmas village... How about asking her to make that costume?";
 				mes "There's still the designer in the Christmas village... How about asking her to make that costume?";
 				next;
 				next;
-				emotion 18;
+				emotion e_heh;
 				mes "[Caroller]";
 				mes "[Caroller]";
 				mes "Caroller's hot news! Ha!";
 				mes "Caroller's hot news! Ha!";
 				mes "It's hot, huh?";
 				mes "It's hot, huh?";
@@ -272,7 +272,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 				mes "[Caroller]";
 				mes "[Caroller]";
 				mes "And he isn't alone anymore... is what I heard...";
 				mes "And he isn't alone anymore... is what I heard...";
 				next;
 				next;
-				emotion 18;
+				emotion e_heh;
 				mes "[Caroller]";
 				mes "[Caroller]";
 				mes "Caroller's hot news! Ha!";
 				mes "Caroller's hot news! Ha!";
 				mes "Hotness, right?";
 				mes "Hotness, right?";
@@ -295,13 +295,13 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 			mes "For all of the children of this world!!!";
 			mes "For all of the children of this world!!!";
 			mes "Please bring me ^0000FFSinging Crystal Pieces^000000 from ^0000FFViolent Gift Boxes^000000!";
 			mes "Please bring me ^0000FFSinging Crystal Pieces^000000 from ^0000FFViolent Gift Boxes^000000!";
 			next;
 			next;
-			emotion 33;
+			emotion e_ok;
 			mes "[Caroller]";
 			mes "[Caroller]";
 			mes "Be careful!";
 			mes "Be careful!";
 			mes "They're definitely as harsh as their name.";
 			mes "They're definitely as harsh as their name.";
 			mes "Take care!!!";
 			mes "Take care!!!";
 			close;
 			close;
-		}else{
+		} else {
 			specialeffect EF_GLORIA;
 			specialeffect EF_GLORIA;
 			mes "[Caroller]";
 			mes "[Caroller]";
 			mes "Don't cry, don't cry!";
 			mes "Don't cry, don't cry!";
@@ -337,7 +337,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 			mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
 			mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
 			next;
 			next;
 			delitem 6092,6;
 			delitem 6092,6;
-			emotion 33;
+			emotion e_ok;
 			set iROxmas08carol,2;
 			set iROxmas08carol,2;
 			mes "[Caroller]";
 			mes "[Caroller]";
 			mes "Those are all needed.";
 			mes "Those are all needed.";
@@ -356,12 +356,12 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 			mes "So, we need more of some materials.";
 			mes "So, we need more of some materials.";
 			mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
 			mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
 			next;
 			next;
-			emotion 33;
+			emotion e_ok;
 			mes "[Caroller]";
 			mes "[Caroller]";
 			mes "That's all we need.";
 			mes "That's all we need.";
 			mes "Isn't that easy?";
 			mes "Isn't that easy?";
 			close;
 			close;
-		}else{
+		} else {
 			specialeffect EF_GLORIA;
 			specialeffect EF_GLORIA;
 			mes "[Caroller]";
 			mes "[Caroller]";
 			mes "Jingle bells, jingle bells,";
 			mes "Jingle bells, jingle bells,";
@@ -416,7 +416,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 			mes "[Caroller]";
 			mes "[Caroller]";
 			mes "Don't worry, it tastes good.";
 			mes "Don't worry, it tastes good.";
 			next;
 			next;
-			emotion 33;
+			emotion e_ok;
 			getitem 2784,1;
 			getitem 2784,1;
 			getnameditem 12354,"+strcharinfo(0)+";
 			getnameditem 12354,"+strcharinfo(0)+";
 			delitem 1019,10;
 			delitem 1019,10;
@@ -456,7 +456,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 		mes "[Santa Claus]";
 		mes "[Santa Claus]";
 		if (Sex) {
 		if (Sex) {
 			mes "Ho ho ho! What a good boy!";
 			mes "Ho ho ho! What a good boy!";
-		}else{
+		} else {
 			mes "Ho ho ho! What a good girl!";
 			mes "Ho ho ho! What a good girl!";
 		}
 		}
 		next;
 		next;
@@ -528,7 +528,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 		mes "Let's get started!";
 		mes "Let's get started!";
 		next;
 		next;
 		while(.@SantaCardTurn != 5) {
 		while(.@SantaCardTurn != 5) {
-			emotion 56;
+			emotion e_loud;
 			mes "[Santa Claus]";
 			mes "[Santa Claus]";
 			mes "First let me shuffle up these cards... Ok!!!";
 			mes "First let me shuffle up these cards... Ok!!!";
 			next;
 			next;
@@ -595,16 +595,16 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 			set .@SantaCardTurn,.@SantaCardTurn+1;
 			set .@SantaCardTurn,.@SantaCardTurn+1;
 			if (.@SantaCardP == .@SantaCardNpc) {
 			if (.@SantaCardP == .@SantaCardNpc) {
 				set .@SantaCardWins,.@SantaCardWins+1;
 				set .@SantaCardWins,.@SantaCardWins+1;
-				emotion 0;
-				emotion 5,1;
+				emotion e_gasp;
+				emotion e_ic,1;
 				cutin "",255;
 				cutin "",255;
 				mes "[Santa Claus]";
 				mes "[Santa Claus]";
 				mes "You're lucky.";
 				mes "You're lucky.";
 				mes "Can you guess the right card the next time around?";
 				mes "Can you guess the right card the next time around?";
 				next;
 				next;
-			}else{
-				emotion 0;
-				emotion 23,1;
+			} else {
+				emotion e_gasp;
+				emotion e_omg,1;
 				cutin "",255;
 				cutin "",255;
 				mes "[Santa Claus]";
 				mes "[Santa Claus]";
 				mes "Aww maybe next time...";
 				mes "Aww maybe next time...";
@@ -619,7 +619,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 			mes "[Santa Claus]";
 			mes "[Santa Claus]";
 			mes "Whenever you want.";
 			mes "Whenever you want.";
 			close;
 			close;
-		}else{
+		} else {
 			mes "[Santa Claus]";
 			mes "[Santa Claus]";
 			mes "You're so good!";
 			mes "You're so good!";
 			next;
 			next;
@@ -689,7 +689,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 		mes "........................";
 		mes "........................";
 		if (Sex) {
 		if (Sex) {
 			mes "Oh! Poor boy...";
 			mes "Oh! Poor boy...";
-		}else{
+		} else {
 			mes "Oh! Poor girl...";
 			mes "Oh! Poor girl...";
 		}
 		}
 		next;
 		next;
@@ -697,7 +697,7 @@ prontera,226,306,4	script	Caroller#iROxmas08	79,{
 		mes "........................";
 		mes "........................";
 		if (Sex) {
 		if (Sex) {
 			mes "Oh! Poor boy...";
 			mes "Oh! Poor boy...";
-		}else{
+		} else {
 			mes "Oh! Poor girl...";
 			mes "Oh! Poor girl...";
 		}
 		}
 		mes "...";
 		mes "...";
@@ -730,7 +730,7 @@ xmas_in,89,92,4	script	Louise Kim#iROxmas08	714,{
 	mes "The reason catching up to him is so hard, is that his clothes have been given strong power!";
 	mes "The reason catching up to him is so hard, is that his clothes have been given strong power!";
 	mes "I blessed them with good luck!";
 	mes "I blessed them with good luck!";
 	next;
 	next;
-	emotion 3;
+	emotion e_lv;
 	mes "[Louise Kim]";
 	mes "[Louise Kim]";
 	mes "Preta Porter!!";
 	mes "Preta Porter!!";
 	mes "Which is quite luxurious but sold at good price ~";
 	mes "Which is quite luxurious but sold at good price ~";
@@ -747,7 +747,7 @@ xmas_in,89,92,4	script	Louise Kim#iROxmas08	714,{
 		mes "Ah!";
 		mes "Ah!";
 		mes "You're silly! You lost your big chance!";
 		mes "You're silly! You lost your big chance!";
 		next;
 		next;
-		emotion 18;
+		emotion e_heh;
 		mes "[Louise Kim]";
 		mes "[Louise Kim]";
 		mes "Come to me later if you want to get the mission.";
 		mes "Come to me later if you want to get the mission.";
 		mes "I, Louise Kim, am generous enough to accept you next time.";
 		mes "I, Louise Kim, am generous enough to accept you next time.";
@@ -765,7 +765,7 @@ xmas_in,89,92,4	script	Louise Kim#iROxmas08	714,{
 	mes "Anyway, can you bring me some stuff?";
 	mes "Anyway, can you bring me some stuff?";
 	next;
 	next;
 	if (select("Why not? What do you need?:Sorry, no time.") == 2) {
 	if (select("Why not? What do you need?:Sorry, no time.") == 2) {
-		emotion 18;
+		emotion e_heh;
 		mes "[Louise Kim]";
 		mes "[Louise Kim]";
 		mes "What?";
 		mes "What?";
 		mes "You will definitely regret it.";
 		mes "You will definitely regret it.";
@@ -783,13 +783,13 @@ xmas_in,89,92,4	script	Louise Kim#iROxmas08	714,{
 			mes "[Louise Kim]";
 			mes "[Louise Kim]";
 			mes "If you were to bring me all the stuff, I would make you a wonderful costume, for free...";
 			mes "If you were to bring me all the stuff, I would make you a wonderful costume, for free...";
 			next;
 			next;
-			emotion 3;
+			emotion e_lv;
 			mes "[Louise Kim]";
 			mes "[Louise Kim]";
 			mes "Please see me again if you are interested.";
 			mes "Please see me again if you are interested.";
 			close;
 			close;
-	}else{
+	} else {
 		select("Here you are.");
 		select("Here you are.");
-		emotion 33;
+		emotion e_ok;
 		mes "[Louise Kim]";
 		mes "[Louise Kim]";
 		mes "Oh! Good!";
 		mes "Oh! Good!";
 		mes "Let's not delay.";
 		mes "Let's not delay.";
@@ -801,7 +801,7 @@ xmas_in,89,92,4	script	Louise Kim#iROxmas08	714,{
 		mes "-and many blessings she sings.-";
 		mes "-and many blessings she sings.-";
 		next;
 		next;
 		specialeffect EF_BLESSING;
 		specialeffect EF_BLESSING;
-		emotion 2;
+		emotion e_ho;
 		mes "[Louise Kim]";
 		mes "[Louise Kim]";
 		mes "By artist, Louise Kim!";
 		mes "By artist, Louise Kim!";
 		mes "All over the world will be blessed tonight!";
 		mes "All over the world will be blessed tonight!";
@@ -815,7 +815,7 @@ xmas_in,89,92,4	script	Louise Kim#iROxmas08	714,{
 		mes "-Count your blessings and sing!-";
 		mes "-Count your blessings and sing!-";
 		next;
 		next;
 		specialeffect EF_GLORIA;
 		specialeffect EF_GLORIA;
-		emotion 2;
+		emotion e_ho;
 		mes "[Louise Kim]";
 		mes "[Louise Kim]";
 		mes "By artist, Louise Kim!";
 		mes "By artist, Louise Kim!";
 		mes "All over the world will be blessed tonight!";
 		mes "All over the world will be blessed tonight!";
@@ -827,7 +827,7 @@ xmas_in,89,92,4	script	Louise Kim#iROxmas08	714,{
 		mes "-cheer and goodwill!-";
 		mes "-cheer and goodwill!-";
 		next;
 		next;
 		specialeffect EF_BENEDICTIO;
 		specialeffect EF_BENEDICTIO;
-		emotion 3;
+		emotion e_lv;
 		mes "[Louise Kim]";
 		mes "[Louise Kim]";
 		mes "This is miraculous!";
 		mes "This is miraculous!";
 		mes "I am a genius of the world.";
 		mes "I am a genius of the world.";
@@ -839,7 +839,7 @@ xmas_in,89,92,4	script	Louise Kim#iROxmas08	714,{
 		mes "My fashion is radiant.";
 		mes "My fashion is radiant.";
 		mes "I ain't envious of Designer Pierre.";
 		mes "I ain't envious of Designer Pierre.";
 		next;
 		next;
-		emotion 18;
+		emotion e_heh;
 		mes "[Louise Kim]";
 		mes "[Louise Kim]";
 		mes "I am supposed to get paid well, however I will just let it be free, since this is Christmas!";
 		mes "I am supposed to get paid well, however I will just let it be free, since this is Christmas!";
 		next;
 		next;

+ 2 - 2
npc/events/easter_2008.txt

@@ -93,7 +93,7 @@ prontera,111,99,5	script	Egg Salesman#prt::EggVendor	98,{
 				}
 				}
 				else {
 				else {
 					set .@egg_zeny,.@input*500;
 					set .@egg_zeny,.@input*500;
-					if (zeny < .@egg_zeny) {
+					if (Zeny < .@egg_zeny) {
 						mes "[Egg Salesman]";
 						mes "[Egg Salesman]";
 						mes "You don't have enough Zeny.";
 						mes "You don't have enough Zeny.";
 						next;
 						next;
@@ -120,7 +120,7 @@ prontera,111,99,5	script	Egg Salesman#prt::EggVendor	98,{
 							mes "them, but I don't know anything";
 							mes "them, but I don't know anything";
 							mes "about that. Well, have a good";
 							mes "about that. Well, have a good";
 							mes "time, and I'll see you again!";
 							mes "time, and I'll see you again!";
-							set zeny,zeny-.@egg_zeny;
+							set Zeny, Zeny-.@egg_zeny;
 							getitem 7605,.@input; //Chicken_Egg
 							getitem 7605,.@input; //Chicken_Egg
 							close;
 							close;
 						}
 						}

+ 1 - 1
npc/events/gdevent_aru.txt

@@ -905,7 +905,7 @@ arug_que01,100,81,3	script	Pierrot Pier#aru_gd	715,{
 				mes "When is that person coming? I am very bored~!";
 				mes "When is that person coming? I am very bored~!";
 				close;
 				close;
 			}
 			}
-			emotion 18;
+			emotion e_heh;
 			mes "[Pierrot Pier]";
 			mes "[Pierrot Pier]";
 			mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
 			mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
 			next;
 			next;

+ 1 - 1
npc/events/gdevent_sch.txt

@@ -904,7 +904,7 @@ schg_que01,100,81,3	script	Pierrot Pier#sch_gd	715,{
 				mes "When is that person coming? I am very bored~!";
 				mes "When is that person coming? I am very bored~!";
 				close;
 				close;
 			}
 			}
-			emotion 18;
+			emotion e_heh;
 			mes "[Pierrot Pier]";
 			mes "[Pierrot Pier]";
 			mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
 			mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
 			next;
 			next;

+ 4 - 8
npc/events/halloween_2006.txt

@@ -42,8 +42,7 @@ OnEffect2:
 }
 }
 
 
 prontera,164,69,3	script	Cool Devi#06_hw	738,{
 prontera,164,69,3	script	Cool Devi#06_hw	738,{
-	set .@now_weight,MaxWeight-Weight;
-	if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+	if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
 		mes "^3355FFWait a second!";
 		mes "^3355FFWait a second!";
 		mes "Right now, you're carrying";
 		mes "Right now, you're carrying";
 		mes "too many things with you.";
 		mes "too many things with you.";
@@ -239,8 +238,7 @@ prontera,164,69,3	script	Cool Devi#06_hw	738,{
 
 
 
 
 geffen,145,132,3	script	Hoirin#06_hw	729,{
 geffen,145,132,3	script	Hoirin#06_hw	729,{
-	set .@now_weight,MaxWeight-Weight;
-	if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+	if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
 		mes "^3355FFWait a second!";
 		mes "^3355FFWait a second!";
 		mes "Right now, you're carrying";
 		mes "Right now, you're carrying";
 		mes "too many things with you.";
 		mes "too many things with you.";
@@ -395,8 +393,7 @@ OnTouch:
 }
 }
 
 
 nif_in,19,32,3	script	Deviruchi#06_hw	738,{
 nif_in,19,32,3	script	Deviruchi#06_hw	738,{
-	set .@now_weight,MaxWeight-Weight;
-	if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+	if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
 		mes "^3355FFWait a second!";
 		mes "^3355FFWait a second!";
 		mes "Right now, you're carrying";
 		mes "Right now, you're carrying";
 		mes "too many things with you.";
 		mes "too many things with you.";
@@ -488,8 +485,7 @@ nif_in,19,32,3	script	Deviruchi#06_hw	738,{
 // Creation of Pumpkin Pie (Event 2)
 // Creation of Pumpkin Pie (Event 2)
 //============================================================
 //============================================================
 nif_fild01,165,115,3	script	Chicken Masta#06_hw	794,{
 nif_fild01,165,115,3	script	Chicken Masta#06_hw	794,{
-	set .@now_weight,MaxWeight-Weight;
-	if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+	if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
 		mes "^3355FFWait a second!";
 		mes "^3355FFWait a second!";
 		mes "Right now, you're carrying";
 		mes "Right now, you're carrying";
 		mes "too many things with you.";
 		mes "too many things with you.";

+ 56 - 60
npc/events/halloween_2008.txt

@@ -18,8 +18,7 @@
 //============================================================
 //============================================================
 
 
 payon,162,176,4	script	Halloween Magician#iRO08	704,{
 payon,162,176,4	script	Halloween Magician#iRO08	704,{
-	
-	if(Hallow08 < 1) {
+	if (Hallow08 < 1) {
 		mes "[Halloween Magician]";
 		mes "[Halloween Magician]";
 		mes "Kkkkkkkkk!";
 		mes "Kkkkkkkkk!";
 		mes "I have a special event this Halloween that tests your luck and agility.";
 		mes "I have a special event this Halloween that tests your luck and agility.";
@@ -32,7 +31,6 @@ payon,162,176,4	script	Halloween Magician#iRO08	704,{
 		next;
 		next;
 		goto MainMenu;
 		goto MainMenu;
 	}
 	}
-
 	if (Hallow08Kill == 1) {
 	if (Hallow08Kill == 1) {
 		mes "[Halloween Magician]";
 		mes "[Halloween Magician]";
 		mes "You a 'fraidy cat or something?!";
 		mes "You a 'fraidy cat or something?!";
@@ -45,7 +43,6 @@ payon,162,176,4	script	Halloween Magician#iRO08	704,{
 		}
 		}
 		goto Participate;
 		goto Participate;
 	}
 	}
-
 	if (Hallow08Kill == 2) {
 	if (Hallow08Kill == 2) {
 		mes "[Halloween Magician]";
 		mes "[Halloween Magician]";
 		mes "Oh, well done! You are alright!";
 		mes "Oh, well done! You are alright!";
@@ -61,14 +58,13 @@ payon,162,176,4	script	Halloween Magician#iRO08	704,{
 		mes "You can get Halloween tickets for cool items.";
 		mes "You can get Halloween tickets for cool items.";
 		close;
 		close;
 	}
 	}
-
-	if(Hallow08 > 0) {
+	if (Hallow08 > 0) {
 		mes "[Halloween Magician]";
 		mes "[Halloween Magician]";
 		mes "Well, do you want to hear the rules again or, just get back to it...";
 		mes "Well, do you want to hear the rules again or, just get back to it...";
 		next;
 		next;
 		goto MainMenu2;
 		goto MainMenu2;
 	}
 	}
-	
+
 		Rules:
 		Rules:
 			mes "[Halloween Magician]";
 			mes "[Halloween Magician]";
 			mes "This village is like a virtual Payon.";
 			mes "This village is like a virtual Payon.";
@@ -98,10 +94,10 @@ payon,162,176,4	script	Halloween Magician#iRO08	704,{
 				mes "Hey...";
 				mes "Hey...";
 				mes "Come back once you're ready.";
 				mes "Come back once you're ready.";
 				close;
 				close;
-			}else{
+			} else {
 				goto MainMenu;
 				goto MainMenu;
 			}
 			}
-			
+
 		Participate:
 		Participate:
 			mes "[Halloween Magician]";
 			mes "[Halloween Magician]";
 			mes "Ok, you are ready.";
 			mes "Ok, you are ready.";
@@ -116,7 +112,7 @@ payon,162,176,4	script	Halloween Magician#iRO08	704,{
 				mes "You think I wouldn't notice that your weight is above '0'?";
 				mes "You think I wouldn't notice that your weight is above '0'?";
 				mes "You're overweight...";
 				mes "You're overweight...";
 				close;
 				close;
-			}else{
+			} else {
 				mes "[Halloween Magician]";
 				mes "[Halloween Magician]";
 				mes "You seem good to go, and your weight is just right.";
 				mes "You seem good to go, and your weight is just right.";
 				next;
 				next;
@@ -140,7 +136,7 @@ payon,162,176,4	script	Halloween Magician#iRO08	704,{
 				warp "evt_zombie",155,246;
 				warp "evt_zombie",155,246;
 				end;
 				end;
 			}
 			}
-			
+
 		TicketExchange:
 		TicketExchange:
 			mes "[Halloween Magician]";
 			mes "[Halloween Magician]";
 			mes "You want to exchange tickets for prizes?";
 			mes "You want to exchange tickets for prizes?";
@@ -160,52 +156,52 @@ payon,162,176,4	script	Halloween Magician#iRO08	704,{
 			mes "What would you like to exchange for?";
 			mes "What would you like to exchange for?";
 			next;
 			next;
 			switch(select("Pumpkin Pie:Pumpkin-Head:Old Blue Box:Old Purple Box:Old Card Album")) {
 			switch(select("Pumpkin Pie:Pumpkin-Head:Old Blue Box:Old Purple Box:Old Card Album")) {
-				case 1:
-					if(countitem(7941) < 5) {
-						goto NotEnough;
-					}else{
-						delitem 7941,5;
-						getitem 12192,1;
-						goto Enough;
-					}
-					break;
-				case 2:
-					if(countitem(7941) < 20) {
-						goto NotEnough;
-					}else{
-						delitem 7941,20;
-						getitem 5134,1;
-						goto Enough;
-					}
-					break;
-				case 3:
-					if(countitem(7941) < 50) {
-						goto NotEnough;
-					}else{
-						delitem 7941,50;
-						getitem 603,1;
-						goto Enough;
-					}
-					break;
-				case 4:
-					if(countitem(7941) < 70) {
-						goto NotEnough;
-					}else{
-						delitem 7941,70;
-						getitem 617,1;
-						goto Enough;
-					}
-					break;
-				case 5:
-					if(countitem(7941) < 200) {
-						goto NotEnough;
-					}else{
-						delitem 7941,200;
-						getitem 616,1;
-						goto Enough;
-					}
+			case 1:
+				if (countitem(7941) < 5) {
+					goto NotEnough;
+				} else {
+					delitem 7941,5;
+					getitem 12192,1;
+					goto Enough;
+				}
+				break;
+			case 2:
+				if (countitem(7941) < 20) {
+					goto NotEnough;
+				} else {
+					delitem 7941,20;
+					getitem 5134,1;
+					goto Enough;
+				}
+				break;
+			case 3:
+				if (countitem(7941) < 50) {
+					goto NotEnough;
+				} else {
+					delitem 7941,50;
+					getitem 603,1;
+					goto Enough;
+				}
+				break;
+			case 4:
+				if (countitem(7941) < 70) {
+					goto NotEnough;
+				} else {
+					delitem 7941,70;
+					getitem 617,1;
+					goto Enough;
+				}
+				break;
+			case 5:
+				if (countitem(7941) < 200) {
+					goto NotEnough;
+				} else {
+					delitem 7941,200;
+					getitem 616,1;
+					goto Enough;
+				}
 			}
 			}
-					
+
 		NextTime:
 		NextTime:
 			mes "[Halloween Magician]";
 			mes "[Halloween Magician]";
 			mes "Ok, see you then.";
 			mes "Ok, see you then.";
@@ -233,7 +229,7 @@ payon,162,176,4	script	Halloween Magician#iRO08	704,{
 		next;
 		next;
 		if (Hallow08 == 1) {
 		if (Hallow08 == 1) {
 			goto MainMenu2;
 			goto MainMenu2;
-		}else{
+		} else {
 			goto MainMenu;
 			goto MainMenu;
 		}
 		}
 }
 }
@@ -242,7 +238,7 @@ evt_zombie,16,142,1	script	zombiewarp001	45,2,2,{
 OnTouch:
 OnTouch:
 	if (@Hallow08Warp == 1) {
 	if (@Hallow08Warp == 1) {
 		set Hallow08Kill,2;
 		set Hallow08Kill,2;
-		specialeffect 16;
+		specialeffect EF_BASH;
 		warp "payon",28,142;
 		warp "payon",28,142;
 	}
 	}
 	end;
 	end;
@@ -252,7 +248,7 @@ evt_zombie,122,27,1	script	zombiewarp002	45,2,2,{
 OnTouch:
 OnTouch:
 	if (@Hallow08Warp == 2) {
 	if (@Hallow08Warp == 2) {
 		set Hallow08Kill,2;
 		set Hallow08Kill,2;
-		specialeffect 16;
+		specialeffect EF_BASH;
 		warp "payon",121,40;
 		warp "payon",121,40;
 	}
 	}
 	end;
 	end;
@@ -262,7 +258,7 @@ evt_zombie,267,89,1	script	zombiewarp003	45,2,2,{
 OnTouch:
 OnTouch:
 	if (@Hallow08Warp == 3) {
 	if (@Hallow08Warp == 3) {
 		set Hallow08Kill,2;
 		set Hallow08Kill,2;
-		specialeffect 16;
+		specialeffect EF_BASH;
 		warp "payon",253,95;
 		warp "payon",253,95;
 	}
 	}
 	end;
 	end;

+ 11 - 11
npc/events/valentinesday_2009.txt

@@ -84,7 +84,7 @@ prontera,164,174,4	script	Trader#Val09	58,{
 				mes "Maybe you should borrow some zeny from a friend.";
 				mes "Maybe you should borrow some zeny from a friend.";
 				mes "Cuz, I'm not gonna be here everyday.";
 				mes "Cuz, I'm not gonna be here everyday.";
 				close;
 				close;
-			}else{
+			} else {
 				mes "[Marco Bassinio]";
 				mes "[Marco Bassinio]";
 				mes "Good for you!";
 				mes "Good for you!";
 				mes "It's also perfect as a gift!";
 				mes "It's also perfect as a gift!";
@@ -105,7 +105,7 @@ prontera,164,174,4	script	Trader#Val09	58,{
 			mes "You also need to pay 500 zeny to carve your name on the box.";
 			mes "You also need to pay 500 zeny to carve your name on the box.";
 			mes "Are you all prepared...?";
 			mes "Are you all prepared...?";
 			next;
 			next;
-			if(countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 500) {
+			if (countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 500) {
 				mes "[Marco Bassinio]";
 				mes "[Marco Bassinio]";
 				mes "Hmm.. Looks like you don't have enough materials to decorate the gift box..";
 				mes "Hmm.. Looks like you don't have enough materials to decorate the gift box..";
 				mes "You can't just put your gift into some plain looking box..";
 				mes "You can't just put your gift into some plain looking box..";
@@ -116,7 +116,7 @@ prontera,164,174,4	script	Trader#Val09	58,{
 				mes "Oh, also bring 500 zeny, and don't forget to bring your true loving heart with you!!";
 				mes "Oh, also bring 500 zeny, and don't forget to bring your true loving heart with you!!";
 				close;
 				close;
 			}
 			}
-			if(countitem(558) < 1) {
+			if (countitem(558) < 1) {
 				mes "[Marco Bassinio]";
 				mes "[Marco Bassinio]";
 				mes "Hey, look, adventurer!";
 				mes "Hey, look, adventurer!";
 				mes "I can't create something right away!";
 				mes "I can't create something right away!";
@@ -204,7 +204,7 @@ prontera,147,171,5	script	Packs Trader#Val09	58,{
 					mes "Please check your wallet.";
 					mes "Please check your wallet.";
 					next;
 					next;
 					break;
 					break;
-				}else{
+				} else {
 					mes "[Packs Trader]";
 					mes "[Packs Trader]";
 					mes "Here they are.";
 					mes "Here they are.";
 					mes "Hope it makes your Valentine's Day more pleasing!";
 					mes "Hope it makes your Valentine's Day more pleasing!";
@@ -245,7 +245,7 @@ prontera,147,171,5	script	Packs Trader#Val09	58,{
 					mes "Please check your wallet.";
 					mes "Please check your wallet.";
 					next;
 					next;
 					break;
 					break;
-				}else{
+				} else {
 					mes "[Packs Trader]";
 					mes "[Packs Trader]";
 					mes "Here they are.";
 					mes "Here they are.";
 					mes "Hope it makes your Valentine's Day more pleasing!";
 					mes "Hope it makes your Valentine's Day more pleasing!";
@@ -286,7 +286,7 @@ prontera,147,171,5	script	Packs Trader#Val09	58,{
 					mes "Please check your wallet.";
 					mes "Please check your wallet.";
 					next;
 					next;
 					break;
 					break;
-				}else{
+				} else {
 					mes "[Packs Trader]";
 					mes "[Packs Trader]";
 					mes "Here they are.";
 					mes "Here they are.";
 					mes "Hope it makes your Valentine's Day more pleasing!";
 					mes "Hope it makes your Valentine's Day more pleasing!";
@@ -365,7 +365,7 @@ prontera,154,185,5	script	Event Ring Maker#Val09	721,{
 		mes "Just follow your heart!";
 		mes "Just follow your heart!";
 		close;
 		close;
 	}
 	}
-	if(countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 1000) {
+	if (countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 1000) {
 		mes "[Event Ring Maker]";
 		mes "[Event Ring Maker]";
 		mes "Well, you don't have enough materials to make a gift box.";
 		mes "Well, you don't have enough materials to make a gift box.";
 		mes "Check what you have, and come back later with all the materials.";
 		mes "Check what you have, and come back later with all the materials.";
@@ -382,7 +382,7 @@ prontera,154,185,5	script	Event Ring Maker#Val09	721,{
 	set iROval09ring,1;
 	set iROval09ring,1;
 	if (Sex) {
 	if (Sex) {
 		getnameditem 12742,strcharinfo(0);
 		getnameditem 12742,strcharinfo(0);
-	}else{
+	} else {
 		getnameditem 12743,strcharinfo(0);
 		getnameditem 12743,strcharinfo(0);
 	}
 	}
 	mes "[Event Ring Maker]";
 	mes "[Event Ring Maker]";
@@ -466,7 +466,7 @@ prontera,157,185,4	script	Valentine Vote Manager#v	113,{
 					}
 					}
 					next;
 					next;
 					break;
 					break;
-				}else{
+				} else {
 					if (countitem(7946) > .@input) {
 					if (countitem(7946) > .@input) {
 						mes "[Valentine Vote Manager]";
 						mes "[Valentine Vote Manager]";
 						mes "Seems like the value you entered is too small.";
 						mes "Seems like the value you entered is too small.";
@@ -554,7 +554,7 @@ prt_castle,42,35,3	script	Dessert Manager#Val09	47,{
 		mes "Please.. I feel like my soul is lost..";
 		mes "Please.. I feel like my soul is lost..";
 		close;
 		close;
 	}
 	}
-	if(countitem(558) < 3) {
+	if (countitem(558) < 3) {
 		mes "[Charles Orleans]";
 		mes "[Charles Orleans]";
 		mes "Ahhh, Mademoiselle.";
 		mes "Ahhh, Mademoiselle.";
 		mes "I'm not an alchemist, or a magician.";
 		mes "I'm not an alchemist, or a magician.";
@@ -592,7 +592,7 @@ prt_castle,42,35,3	script	Dessert Manager#Val09	47,{
 		mes "Adios, Mademoiselle.....";
 		mes "Adios, Mademoiselle.....";
 		mes "I'll be waiting for you.";
 		mes "I'll be waiting for you.";
 		close;
 		close;
-	}else{
+	} else {
 		if (!checkweight(559,1)) {
 		if (!checkweight(559,1)) {
 			mes "[Charles Orleans]";
 			mes "[Charles Orleans]";
 			mes "You're carrying too many items.";
 			mes "You're carrying too many items.";

+ 6 - 6
npc/guild/agit_controller.txt

@@ -11,11 +11,11 @@
 //= Auto-start for War of Emperium FE.
 //= Auto-start for War of Emperium FE.
 //= For instructions, see doc/woe_time_explanation.txt.
 //= For instructions, see doc/woe_time_explanation.txt.
 //===== Additional Comments: =================================
 //===== Additional Comments: =================================
-//= v1.1a changed OnInit to OnAgitInit.[kobra_k88]
-//= v1.2 added gettime checks. removed $AgitStarted var.[kobra_k88]
-//= v1.3 Moved treasure spawn time here.[kobra_k88]
-//= v1.3a Implemented Shadowlady's idea to allow for different
-//=       start/stop times on different days.[kobra_k88]
+//= 1.1a changed OnInit to OnAgitInit.[kobra_k88]
+//= 1.2 added gettime checks. removed $AgitStarted var.[kobra_k88]
+//= 1.3 Moved treasure spawn time here.[kobra_k88]
+//= 1.3a Implemented Shadowlady's idea to allow for different
+//=     start/stop times on different days.[kobra_k88]
 //= 1.4 Fixed treasure chests spawn! We had to unroll some loops
 //= 1.4 Fixed treasure chests spawn! We had to unroll some loops
 //=     Now they appear in castles from 00:01 to 00:24. [Lupus]
 //=     Now they appear in castles from 00:01 to 00:24. [Lupus]
 //= 1.5 Fixed WOE end messages on non-WOE days, by Avaj
 //= 1.5 Fixed WOE end messages on non-WOE days, by Avaj
@@ -26,7 +26,7 @@
 //= 1.8a Will now report unoccupied castles at start/end. [L0ne_W0lf]
 //= 1.8a Will now report unoccupied castles at start/end. [L0ne_W0lf]
 //= 1.8b Whoops. Fixed a mistake :D [L0ne_W0lf]
 //= 1.8b Whoops. Fixed a mistake :D [L0ne_W0lf]
 //= 1.9 Rearranged the time-checks so they no longer use goto. [L0ne_W0lf]
 //= 1.9 Rearranged the time-checks so they no longer use goto. [L0ne_W0lf]
-//=	Removed treasure spawning function calls. (No longer needed)
+//=     Removed treasure spawning function calls. (No longer needed)
 //= 2.0 Added WoE Battle Log support for broadcasts. [L0ne_W0lf]
 //= 2.0 Added WoE Battle Log support for broadcasts. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 

+ 4 - 4
npc/instances/EndlessTower.txt

@@ -146,7 +146,7 @@ alberta,214,77,6	script	Captain Janssen	709,{
 			mes "Sure, no problem. I'll be waiting for your return.";
 			mes "Sure, no problem. I'll be waiting for your return.";
 			close;
 			close;
 		case 2:
 		case 2:
-			if (zeny < 10000) {
+			if (Zeny < 10000) {
 				mes "[Captain Janssen]";
 				mes "[Captain Janssen]";
 				mes "I'm sorry, but you don't have enough money. I need at least 10,000 Zeny to restock our supplies...";
 				mes "I'm sorry, but you don't have enough money. I need at least 10,000 Zeny to restock our supplies...";
 				close;
 				close;
@@ -154,7 +154,7 @@ alberta,214,77,6	script	Captain Janssen	709,{
 			else {
 			else {
 				mes "[Captain Janssen]";
 				mes "[Captain Janssen]";
 				mes "Excellent! Now we're good to go. Let's pull up the anchor again!";
 				mes "Excellent! Now we're good to go. Let's pull up the anchor again!";
-				set zeny,zeny-10000;
+				set Zeny, Zeny-10000;
 				close2;
 				close2;
 				warp "e_tower",70,114;
 				warp "e_tower",70,114;
 				end;
 				end;
@@ -182,7 +182,7 @@ alberta,214,77,6	script	Captain Janssen	709,{
 			mes "[Captain Janssen]";
 			mes "[Captain Janssen]";
 			mes "Huh? Are you sure that you don't mind giving me that much money? Wow, thank you so much!";
 			mes "Huh? Are you sure that you don't mind giving me that much money? Wow, thank you so much!";
 			next;
 			next;
-			if (zeny < 10000) {
+			if (Zeny < 10000) {
 				mes "[Captain Janssen]";
 				mes "[Captain Janssen]";
 				mes "...I'm sorry, but I don't think you have 10,000 Zeny. Thank you for your kindness, but I need more than that.";
 				mes "...I'm sorry, but I don't think you have 10,000 Zeny. Thank you for your kindness, but I need more than that.";
 				close;
 				close;
@@ -194,7 +194,7 @@ alberta,214,77,6	script	Captain Janssen	709,{
 				next;
 				next;
 				mes "[Captain Janssen]";
 				mes "[Captain Janssen]";
 				mes "Thank you so much! Now I can stock up on food and materials for my ship. You're kind, very kind!";
 				mes "Thank you so much! Now I can stock up on food and materials for my ship. You're kind, very kind!";
-				set zeny,zeny-10000;
+				set Zeny, Zeny-10000;
 				set in_102tower,1;
 				set in_102tower,1;
 				close;
 				close;
 			}
 			}

+ 1 - 1
npc/instances/SealedShrine.txt

@@ -280,7 +280,7 @@ prt_monk,261,91,3	script	Rust Blackhand#edq	826,{
 			delitem 2256,1; //Magestic_Goat
 			delitem 2256,1; //Magestic_Goat
 			delitem 7799,30; //Dark_Crystal
 			delitem 7799,30; //Dark_Crystal
 			delitem 7798,50; //Dark_Debris
 			delitem 7798,50; //Dark_Debris
-			set zeny,zeny-990000;
+			set Zeny, Zeny-990000;
 			completequest 3043;
 			completequest 3043;
 			getitem 5374,1; //L_Magestic_Goat
 			getitem 5374,1; //L_Magestic_Goat
 			mes "[Rust Blackhand]";
 			mes "[Rust Blackhand]";

+ 26 - 26
npc/jobs/1-1e/gunslinger.txt

@@ -11,16 +11,16 @@
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.0 Made the NPC [erKURITA]
 //= 1.0 Made the NPC [erKURITA]
 //= 1.5 Couple fixes to the npc, aswell as adding the missing
 //= 1.5 Couple fixes to the npc, aswell as adding the missing
-//=	  3 green herbs. [erKURITA]
+//=     3 green herbs. [erKURITA]
 //= 1.6 job number->const, commonized variable name,
 //= 1.6 job number->const, commonized variable name,
-//= 	optimized [Lupus]
+//=     optimized [Lupus]
 //= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
 //= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
 //= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
 //= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
 //= 1.7b Parenthesis fixes [KarLaeda]
 //= 1.7b Parenthesis fixes [KarLaeda]
 //= 1.8 Fixed the reward you can get [Playtester]
 //= 1.8 Fixed the reward you can get [Playtester]
 //= 1.9 Removed some 'clever' script constructs [ultramage]
 //= 1.9 Removed some 'clever' script constructs [ultramage]
 //= 2.0 Updated to official version - Thanks to Omega for
 //= 2.0 Updated to official version - Thanks to Omega for
-//= his first try [SinSloth] 1.10b - removed .GATs [Lupus]
+//=     his first try [SinSloth] 1.10b - removed .GATs [Lupus]
 //= 2.1 Wise Bull Horn now deletes all items. Thanks to yyCC. [L0ne_W0lf]
 //= 2.1 Wise Bull Horn now deletes all items. Thanks to yyCC. [L0ne_W0lf]
 //= 2.1a Corrected a Typo error ";;". [Samuray22]
 //= 2.1a Corrected a Typo error ";;". [Samuray22]
 //= 2.1b Corrected some typos errors. (bugreport:1549) [Samuray22]
 //= 2.1b Corrected some typos errors. (bugreport:1549) [Samuray22]
@@ -92,7 +92,7 @@ que_ng,152,167,3	script	Master Miller	901,{
 			setquest 6020;
 			setquest 6020;
 			close;
 			close;
 		}
 		}
-		else if(GUNS_Q == 1) {
+		else if (GUNS_Q == 1) {
 			mes "[Master Miller]";
 			mes "[Master Miller]";
 			mes "Take that letter of";
 			mes "Take that letter of";
 			mes "introduction I've written";
 			mes "introduction I've written";
@@ -102,7 +102,7 @@ que_ng,152,167,3	script	Master Miller	901,{
 			mes "Gunslinger material.";
 			mes "Gunslinger material.";
 			close;
 			close;
 		}
 		}
-		else if(GUNS_Q == 2) {
+		else if (GUNS_Q == 2) {
 			mes "[Master Miller]";
 			mes "[Master Miller]";
 			mes "Hmm... Wise Bull Horn";
 			mes "Hmm... Wise Bull Horn";
 			mes "asked you to collect the";
 			mes "asked you to collect the";
@@ -111,7 +111,7 @@ que_ng,152,167,3	script	Master Miller	901,{
 			mes "part of his qualification test.";
 			mes "part of his qualification test.";
 			close;
 			close;
 		}
 		}
-		else if(GUNS_Q == 3) {
+		else if (GUNS_Q == 3) {
 			mes "[Master Miller]";
 			mes "[Master Miller]";
 			mes "Wise Bull Horn asked";
 			mes "Wise Bull Horn asked";
 			mes "you to bring him some";
 			mes "you to bring him some";
@@ -120,7 +120,7 @@ que_ng,152,167,3	script	Master Miller	901,{
 			mes "for favors. Good luck, friend.";
 			mes "for favors. Good luck, friend.";
 			close;
 			close;
 		}
 		}
-		else if(GUNS_Q == 4) {
+		else if (GUNS_Q == 4) {
 			mes "[Master Miller]";
 			mes "[Master Miller]";
 			mes "I expect to hear good";
 			mes "I expect to hear good";
 			mes "news from you soon. You";
 			mes "news from you soon. You";
@@ -128,8 +128,8 @@ que_ng,152,167,3	script	Master Miller	901,{
 			mes "you'll become a Gunslinger.";
 			mes "you'll become a Gunslinger.";
 			close;
 			close;
 		}
 		}
-		else if(GUNS_Q == 5) {
-			if (Skillpoint != 0) {
+		else if (GUNS_Q == 5) {
+			if (SkillPoint != 0) {
 				mes "[Master Miller]";
 				mes "[Master Miller]";
 				mes "Hey, you have leftover";
 				mes "Hey, you have leftover";
 				mes "Skill Points. You better";
 				mes "Skill Points. You better";
@@ -184,13 +184,13 @@ que_ng,152,167,3	script	Master Miller	901,{
 			set GUNS_Q,6;
 			set GUNS_Q,6;
 			completequest 6024;
 			completequest 6024;
 			if (rand(1,2) == 1) {
 			if (rand(1,2) == 1) {
-				getitem 13100,1;	// Six_Shooter
-			}else{
-				getitem 13150,1;	// Branch
+				getitem 13100,1; // Six_Shooter
+			} else {
+				getitem 13150,1; // Branch
 			}
 			}
 			close;
 			close;
 		}
 		}
-	}else{
+	} else {
 		if (Class == Job_Gunslinger) {
 		if (Class == Job_Gunslinger) {
 			mes "[Master Miller]";
 			mes "[Master Miller]";
 			mes "Oh! Long time, no see,";
 			mes "Oh! Long time, no see,";
@@ -200,7 +200,7 @@ que_ng,152,167,3	script	Master Miller	901,{
 			mes "Take care of it, and it'll take";
 			mes "Take care of it, and it'll take";
 			mes "care of you. Remember it.";
 			mes "care of you. Remember it.";
 			close;
 			close;
-		}else{
+		} else {
 			mes "[Master Miller]";
 			mes "[Master Miller]";
 			mes "If you don't have";
 			mes "If you don't have";
 			mes "any business with me,";
 			mes "any business with me,";
@@ -266,7 +266,7 @@ payon,184,65,3	script	Wise Bull Horn	866,{
 		changequest 6020,6021;
 		changequest 6020,6021;
 		close;
 		close;
 	}
 	}
-	else if(GUNS_Q == 2) {
+	else if (GUNS_Q == 2) {
 		if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) {
 		if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) {
 			mes "[Wise Bull Horn]";
 			mes "[Wise Bull Horn]";
 			mes "I can make a voucher that";
 			mes "I can make a voucher that";
@@ -293,12 +293,12 @@ payon,184,65,3	script	Wise Bull Horn	866,{
 			mes "a Gunslinger.";
 			mes "a Gunslinger.";
 			close;
 			close;
 		}
 		}
-		delitem 912,3;	// Zargon
-		delitem 914,3;	// Fluff
-		delitem 1019,1;	// Wooden_Block
-		delitem 935,10;	// Shell
-		delitem 511,3;	// Green_Herb
-		delitem 1013,3;	// Colorful_Shell
+		delitem 912,3; // Zargon
+		delitem 914,3; // Fluff
+		delitem 1019,1; // Wooden_Block
+		delitem 935,10; // Shell
+		delitem 511,3; // Green_Herb
+		delitem 1013,3; // Colorful_Shell
 		set GUNS_Q,3;
 		set GUNS_Q,3;
 		changequest 6021,6022;
 		changequest 6021,6022;
 		mes "[Wise Bull Horn]";
 		mes "[Wise Bull Horn]";
@@ -310,7 +310,7 @@ payon,184,65,3	script	Wise Bull Horn	866,{
 		mes "I should be finished with it.";
 		mes "I should be finished with it.";
 		close;
 		close;
 	}
 	}
-	else if(GUNS_Q == 3) {
+	else if (GUNS_Q == 3) {
 		mes "[Wise Bull Horn]";
 		mes "[Wise Bull Horn]";
 		mes "Oh, you've arrived just";
 		mes "Oh, you've arrived just";
 		mes "in time. It's been a while";
 		mes "in time. It's been a while";
@@ -350,7 +350,7 @@ payon,184,65,3	script	Wise Bull Horn	866,{
 		changequest 6022,6023;
 		changequest 6022,6023;
 		close;
 		close;
 	}
 	}
-	else if(GUNS_Q == 4) {
+	else if (GUNS_Q == 4) {
 		if (countitem(519) < 1) {
 		if (countitem(519) < 1) {
 			mes "[Wise Bull Horn]";
 			mes "[Wise Bull Horn]";
 			mes "I'm an old man that will";
 			mes "I'm an old man that will";
@@ -360,7 +360,7 @@ payon,184,65,3	script	Wise Bull Horn	866,{
 			mes "a cold glass of Milk, please?";
 			mes "a cold glass of Milk, please?";
 			close;
 			close;
 		}
 		}
-		delitem 519,1;	// Milk
+		delitem 519,1; // Milk
 		set GUNS_Q,5;
 		set GUNS_Q,5;
 		changequest 6023,6024;
 		changequest 6023,6024;
 		mes "[Wise Bull Horn]";
 		mes "[Wise Bull Horn]";
@@ -390,7 +390,7 @@ payon,184,65,3	script	Wise Bull Horn	866,{
 		mes "Yippee Yippee Yai Yocaiyay~";
 		mes "Yippee Yippee Yai Yocaiyay~";
 		close;
 		close;
 	}
 	}
-	else if(GUNS_Q == 5) {
+	else if (GUNS_Q == 5) {
 		mes "[Wise Bull Horn]";
 		mes "[Wise Bull Horn]";
 		mes "Please take this voucher";
 		mes "Please take this voucher";
 		mes "to Miller, the Black Fox, with";
 		mes "to Miller, the Black Fox, with";
@@ -406,7 +406,7 @@ payon,184,65,3	script	Wise Bull Horn	866,{
 		mes "Yippee Yippee Yai Yocaiyay~";
 		mes "Yippee Yippee Yai Yocaiyay~";
 		close;
 		close;
 	}
 	}
-	else if(GUNS_Q == 6) {
+	else if (GUNS_Q == 6) {
 		mes "[Wise Bull Horn]";
 		mes "[Wise Bull Horn]";
 		mes "AAh, long time no see.";
 		mes "AAh, long time no see.";
 		mes "I hope that you become";
 		mes "I hope that you become";

+ 13 - 13
npc/jobs/1-1e/ninja.txt

@@ -53,7 +53,7 @@ alberta,30,65,3	script	Akagi	730,{
 					warp "amatsu",178,176;
 					warp "amatsu",178,176;
 					end;
 					end;
 			}
 			}
-		}else{
+		} else {
 			mes "[Akagi]";
 			mes "[Akagi]";
 			mes "Hm? I cannot be";
 			mes "Hm? I cannot be";
 			mes "of any service to";
 			mes "of any service to";
@@ -61,7 +61,7 @@ alberta,30,65,3	script	Akagi	730,{
 			mes "a little stronger...";
 			mes "a little stronger...";
 			close;
 			close;
 		}
 		}
-	}else{
+	} else {
 		mes "[Akagi]";
 		mes "[Akagi]";
 		mes "Hmm...";
 		mes "Hmm...";
 		mes "You and I...";
 		mes "You and I...";
@@ -192,7 +192,7 @@ que_ng,30,65,3	script	Cougar#nq	730,{
 			setquest 6015;
 			setquest 6015;
 			close;
 			close;
 		}
 		}
-		else if(NINJ_Q == 1) {
+		else if (NINJ_Q == 1) {
 			mes "[Cougar]";
 			mes "[Cougar]";
 			mes "Even if this task";
 			mes "Even if this task";
 			mes "isn't that urgent,";
 			mes "isn't that urgent,";
@@ -201,7 +201,7 @@ que_ng,30,65,3	script	Cougar#nq	730,{
 			mes "my letter to Wildcat Joe.";
 			mes "my letter to Wildcat Joe.";
 			close;
 			close;
 		}
 		}
-		else if(NINJ_Q == 2) {
+		else if (NINJ_Q == 2) {
 			mes "[Cougar]";
 			mes "[Cougar]";
 			mes "Did you deliver that";
 			mes "Did you deliver that";
 			mes "letter to Wildcat Joe?";
 			mes "letter to Wildcat Joe?";
@@ -211,7 +211,7 @@ que_ng,30,65,3	script	Cougar#nq	730,{
 			mes "if you can needle him for it.";
 			mes "if you can needle him for it.";
 			close;
 			close;
 		}
 		}
-		else if(NINJ_Q == 3) {
+		else if (NINJ_Q == 3) {
 			mes "[Cougar]";
 			mes "[Cougar]";
 			mes "Ah, you've returned.";
 			mes "Ah, you've returned.";
 			mes "So did Wildcat Joe send";
 			mes "So did Wildcat Joe send";
@@ -259,7 +259,7 @@ que_ng,30,65,3	script	Cougar#nq	730,{
 			changequest 6017,6018;
 			changequest 6017,6018;
 			close;
 			close;
 		}
 		}
-		else if(NINJ_Q == 4) {
+		else if (NINJ_Q == 4) {
 			if (countitem(7053) < 5 || countitem(1010) < 1) {
 			if (countitem(7053) < 5 || countitem(1010) < 1) {
 				mes "[Cougar]";
 				mes "[Cougar]";
 				mes "Hurry and bring";
 				mes "Hurry and bring";
@@ -270,7 +270,7 @@ que_ng,30,65,3	script	Cougar#nq	730,{
 				mes "against Wildcat Joe!";
 				mes "against Wildcat Joe!";
 				close;
 				close;
 			}
 			}
-			if (Skillpoint != 0) {
+			if (SkillPoint != 0) {
 				mes "[Cougar]";
 				mes "[Cougar]";
 				mes "Whoa, whoa...";
 				mes "Whoa, whoa...";
 				mes "You still have some";
 				mes "You still have some";
@@ -350,7 +350,7 @@ que_ng,30,65,3	script	Cougar#nq	730,{
 			mes "the respect of any Ninja~";
 			mes "the respect of any Ninja~";
 			close;
 			close;
 		}
 		}
-	}else{
+	} else {
 		if (Class == Job_Ninja) {
 		if (Class == Job_Ninja) {
 			mes "[Cougar]";
 			mes "[Cougar]";
 			mes "How have you been?";
 			mes "How have you been?";
@@ -360,7 +360,7 @@ que_ng,30,65,3	script	Cougar#nq	730,{
 			mes "can do that, you'll get";
 			mes "can do that, you'll get";
 			mes "the respect of any Ninja~";
 			mes "the respect of any Ninja~";
 			close;
 			close;
-		}else{
+		} else {
 			mes "[Cougar]";
 			mes "[Cougar]";
 			mes "What...?";
 			mes "What...?";
 			mes "How were you able";
 			mes "How were you able";
@@ -436,7 +436,7 @@ einbroch,184,194,3	script	Suspicious Man#nq	 	881,{
 		changequest 6015,6016;
 		changequest 6015,6016;
 		close;
 		close;
 	}
 	}
-	else if(NINJ_Q == 2) {
+	else if (NINJ_Q == 2) {
 		if (countitem(7053) < 5 || countitem(1010) < 1) {
 		if (countitem(7053) < 5 || countitem(1010) < 1) {
 			mes "[Suspicious Man]";
 			mes "[Suspicious Man]";
 			mes "Please bring";
 			mes "Please bring";
@@ -532,7 +532,7 @@ einbroch,184,194,3	script	Suspicious Man#nq	 	881,{
 		warp "amatsu",113,127;
 		warp "amatsu",113,127;
 		end;
 		end;
 	}
 	}
-	else if(NINJ_Q == 3) {
+	else if (NINJ_Q == 3) {
 		mes "[Red Leopard Joe]";
 		mes "[Red Leopard Joe]";
 		mes "Eh? I'm not sure what";
 		mes "Eh? I'm not sure what";
 		mes "happened, but it seems";
 		mes "happened, but it seems";
@@ -555,7 +555,7 @@ einbroch,184,194,3	script	Suspicious Man#nq	 	881,{
 		warp "amatsu",113,127;
 		warp "amatsu",113,127;
 		end;
 		end;
 	}
 	}
-	else if(NINJ_Q == 4) {
+	else if (NINJ_Q == 4) {
 		mes "[Red Leopard Joe]";
 		mes "[Red Leopard Joe]";
 		mes "Cougar asked you to";
 		mes "Cougar asked you to";
 		mes "gather some materials";
 		mes "gather some materials";
@@ -565,7 +565,7 @@ einbroch,184,194,3	script	Suspicious Man#nq	 	881,{
 		mes "to beat him in a fair fight~";
 		mes "to beat him in a fair fight~";
 		close;
 		close;
 	}
 	}
-	else if(NINJ_Q == 5 && Class == Job_Ninja) {
+	else if (NINJ_Q == 5 && Class == Job_Ninja) {
 		mes "[Red Leopard Joe]";
 		mes "[Red Leopard Joe]";
 		mes "Oh, you're a Ninja~";
 		mes "Oh, you're a Ninja~";
 		mes "I hope you continue to";
 		mes "I hope you continue to";

+ 15 - 17
npc/jobs/2-1/assassin.txt

@@ -11,25 +11,25 @@
 //= Job Change quest for Assassin class.
 //= Job Change quest for Assassin class.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
 //= 1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
-//= Also converted the booby traps from the aegis script.[kobra_k88]
+//=     Also converted the booby traps from the aegis script.[kobra_k88]
 //= 1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
 //= 1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
-//= Fixed some duplicate npc names.  Added missing waitingroom triggers.
-//= Fixed warp in "TimerSin", was supposed to be an areawarp.
-//= For some reason sometimes the "Nameless One" would have message windows
-//= without controls.  Changed the doevent that triggers him to an
-//= addtimer and that seemed make the prob. go away[kobra_k88]
+//=     Fixed some duplicate npc names.  Added missing waitingroom triggers.
+//=     Fixed warp in "TimerSin", was supposed to be an areawarp.
+//=     For some reason sometimes the "Nameless One" would have message windows
+//=     without controls.  Changed the doevent that triggers him to an
+//=     addtimer and that seemed make the prob. go away[kobra_k88]
 //= 1.2 Fixed WRONG skillpoint check! [Lupus]
 //= 1.2 Fixed WRONG skillpoint check! [Lupus]
 //= 1.2b Fixed missing commands and typos [Lupus]
 //= 1.2b Fixed missing commands and typos [Lupus]
 //= 1.3 Baby class Support added [Lupus]
 //= 1.3 Baby class Support added [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.6 Added a func which prevent advanced classes passing
 //= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//=     2nd Job Quests again. It also guides adv classes where
+//=     to go. [Lupus]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.1 Removed Duplicates [Silent]
 //= 2.1 Removed Duplicates [Silent]
 //= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
 //= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
 //= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I 
 //= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I 
-//= was still able to bypass it) [Toms]
+//=     was still able to bypass it) [Toms]
 //= 2.4 Fixed skipping of Nameless NPC [Lupus]
 //= 2.4 Fixed skipping of Nameless NPC [Lupus]
 //= 2.5 Fixed a Rogue exploit [Lupus]
 //= 2.5 Fixed a Rogue exploit [Lupus]
 //= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
 //= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
@@ -256,9 +256,9 @@ in_moc_16,19,33,1	script	Guildsman#asn	55,{
 					mes "you to the office.";
 					mes "you to the office.";
 					close2;
 					close2;
 					set ASSIN_Q,0;
 					set ASSIN_Q,0;
-					if(checkquest(8000) != -1) {
+					if (checkquest(8000) != -1) {
 						changequest 8000,8001;
 						changequest 8000,8001;
-					}else{
+					} else {
 						setquest 8001;
 						setquest 8001;
 					}
 					}
 					warp "in_moc_16",19,76;
 					warp "in_moc_16",19,76;
@@ -295,7 +295,7 @@ in_moc_16,19,33,1	script	Guildsman#asn	55,{
 in_moc_16,25,90,1	script	Guildsman#ASN2	730,2,2,{
 in_moc_16,25,90,1	script	Guildsman#ASN2	730,2,2,{
 	mes "[Assassin 'Khai']";
 	mes "[Assassin 'Khai']";
 	mes "Umm?!";
 	mes "Umm?!";
-	Emotion e_gasp;
+	emotion e_gasp;
 	next;
 	next;
 	mes "[Assassin 'Khai']";
 	mes "[Assassin 'Khai']";
 	mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
 	mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
@@ -383,7 +383,7 @@ OnTouch:
 			close;
 			close;
 		case 2:
 		case 2:
 			mes "[Assassin 'Khai']";
 			mes "[Assassin 'Khai']";
-			if (sex) {
+			if (Sex) {
 				mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
 				mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
 				next;
 				next;
 				mes "[Assassin 'Khai']";
 				mes "[Assassin 'Khai']";
@@ -1108,12 +1108,10 @@ OnInit:
 OnStartArena:
 OnStartArena:
 	warpwaitingpc "in_moc_16", 66, 151;
 	warpwaitingpc "in_moc_16", 66, 151;
 	attachrid($@warpwaitingpc[0]);
 	attachrid($@warpwaitingpc[0]);
-	if(ASSIN_Q2<5)
-	{
+	if (ASSIN_Q2 < 5) {
 		warpchar "in_moc_16",20,145,getcharid(0);
 		warpchar "in_moc_16",20,145,getcharid(0);
 		end;
 		end;
 	}
 	}
-	
 	donpcevent "Beholder#ASNTEST::OnEnable";
 	donpcevent "Beholder#ASNTEST::OnEnable";
 	donpcevent "Keeper of the Door#ASN::OnDisable";
 	donpcevent "Keeper of the Door#ASN::OnDisable";
 	set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
 	set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
@@ -1885,7 +1883,7 @@ OnTouch:
 				mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
 				mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
 				next;
 				next;
 				mes "[Guildmaster]";
 				mes "[Guildmaster]";
-				if (sex )
+				if (Sex)
 					mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
 					mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
 				else
 				else
 					mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";
 					mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";

+ 18 - 18
npc/jobs/2-1/blacksmith.txt

@@ -16,13 +16,13 @@
 //===== Additional Comments: =================================
 //===== Additional Comments: =================================
 //= Changed some npc names to the iRO names. Changed some variable
 //= Changed some npc names to the iRO names. Changed some variable
 //= names and labels. Edited some text.[kobra_k88]
 //= names and labels. Edited some text.[kobra_k88]
-//= Removed "if(JobLevel > 48) goto higher". It was a left over line.
+//= Removed "if (JobLevel > 48) goto higher". It was a left over line.
 //= Thx to "Decker".[kobra_k88]
 //= Thx to "Decker".[kobra_k88]
 //= Fixed some typos, thanks to Riotblade [celest]
 //= Fixed some typos, thanks to Riotblade [celest]
 //= 1.3-1.5 Added Baby Class support [Lupus]
 //= 1.3-1.5 Added Baby Class support [Lupus]
 //= 1.6 Added a func which prevent advanced classes passing
 //= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//=     2nd Job Quests again. It also guides adv classes where
+//=     to go. [Lupus]
 //= 1.7 item quantity/ids typos fix
 //= 1.7 item quantity/ids typos fix
 //= 1.8 Moved the Quest to Einbroch [Poki#3]
 //= 1.8 Moved the Quest to Einbroch [Poki#3]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
@@ -74,7 +74,7 @@ ein_in01,18,28,4	script	Guildsman#BLS	731,{
 	mes "and tools is truly a form of art!";
 	mes "and tools is truly a form of art!";
 	next;
 	next;
 	if (BaseClass == Job_Novice) {
 	if (BaseClass == Job_Novice) {
-		if (sex == 0) {
+		if (Sex == 0) {
 			mes "[Altiregen]";
 			mes "[Altiregen]";
 			mes "Oh~";
 			mes "Oh~";
 			mes "what a very";
 			mes "what a very";
@@ -250,7 +250,7 @@ ein_in01,18,28,4	script	Guildsman#BLS	731,{
 		else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) {
 		else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) {
 			mes "[Altiregen]";
 			mes "[Altiregen]";
 			mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith.";
 			mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith.";
-			if(checkquest(2015) != -1) {
+			if (checkquest(2015) != -1) {
 				changequest 2015,2016;
 				changequest 2015,2016;
 			}
 			}
 			next;
 			next;
@@ -485,9 +485,9 @@ ein_in01,201,27,3	script	Guildsman#alberta	63,{
 				mes "Let's see...your score is..." + .@black_q + " points.";
 				mes "Let's see...your score is..." + .@black_q + " points.";
 				if (.@black_q == 100) {
 				if (.@black_q == 100) {
 					set BSMITH_Q,3;
 					set BSMITH_Q,3;
-					if(checkquest(2001) != -1) {
+					if (checkquest(2001) != -1) {
 						changequest 2001,2002;
 						changequest 2001,2002;
-					}else{
+					} else {
 						changequest 2000,2002;
 						changequest 2000,2002;
 					}
 					}
 					mes "Oh ho ho~";
 					mes "Oh ho ho~";
@@ -502,7 +502,7 @@ ein_in01,201,27,3	script	Guildsman#alberta	63,{
 					close;
 					close;
 				}
 				}
 				set BSMITH_Q,2;
 				set BSMITH_Q,2;
-				if(checkquest(2001) == -1) {
+				if (checkquest(2001) == -1) {
 					changequest 2000,2001;
 					changequest 2000,2001;
 				}
 				}
 				mes ".............";
 				mes ".............";
@@ -655,7 +655,7 @@ ein_in01,201,27,3	script	Guildsman#alberta	63,{
 				case 9:
 				case 9:
 					mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
 					mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
 					getitem 1610,1; //Arc_Wand
 					getitem 1610,1; //Arc_Wand
-					if(checkquest(2003) != -1) {
+					if (checkquest(2003) != -1) {
 						changequest 2003,2008;
 						changequest 2003,2008;
 					}
 					}
 					next;
 					next;
@@ -680,7 +680,7 @@ ein_in01,201,27,3	script	Guildsman#alberta	63,{
 				case 10:
 				case 10:
 					mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
 					mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
 					getitem 1219,1; //Gladius
 					getitem 1219,1; //Gladius
-					if(checkquest(2004) != -1) {
+					if (checkquest(2004) != -1) {
 						changequest 2004,2009;
 						changequest 2004,2009;
 					}
 					}
 					next;
 					next;
@@ -705,7 +705,7 @@ ein_in01,201,27,3	script	Guildsman#alberta	63,{
 				case 11:
 				case 11:
 					mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
 					mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
 					getitem 1119,1; //Tsurugi
 					getitem 1119,1; //Tsurugi
-					if(checkquest(2005) != -1) {
+					if (checkquest(2005) != -1) {
 						changequest 2005,2010;
 						changequest 2005,2010;
 					}
 					}
 					next;
 					next;
@@ -731,7 +731,7 @@ ein_in01,201,27,3	script	Guildsman#alberta	63,{
 				case 12:
 				case 12:
 					mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt.";
 					mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt.";
 					getitem 1713,1; //Arbalest
 					getitem 1713,1; //Arbalest
-					if(checkquest(2006) != -1) {
+					if (checkquest(2006) != -1) {
 						changequest 2006,2011;
 						changequest 2006,2011;
 					}
 					}
 					next;
 					next;
@@ -755,7 +755,7 @@ ein_in01,201,27,3	script	Guildsman#alberta	63,{
 				case 13:
 				case 13:
 					mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
 					mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
 					getitem 1122,1; //Ring_Pommel_Saber
 					getitem 1122,1; //Ring_Pommel_Saber
-					if(checkquest(2007) != -1) {
+					if (checkquest(2007) != -1) {
 						changequest 2007,2012;
 						changequest 2007,2012;
 					}
 					}
 					next;
 					next;
@@ -852,16 +852,16 @@ ein_in01,201,27,3	script	Guildsman#alberta	63,{
 				if (countitem(1073) > 0) {
 				if (countitem(1073) > 0) {
 					set BSMITH_Q,15;
 					set BSMITH_Q,15;
 					delitem 1073,1; //Merchant_Voucher_1
 					delitem 1073,1; //Merchant_Voucher_1
-					if(checkquest(2008) != -1) {
+					if (checkquest(2008) != -1) {
 						changequest 2008,2013;
 						changequest 2008,2013;
 					}
 					}
-					else if(checkquest(2009) != -1) {
+					else if (checkquest(2009) != -1) {
 						changequest 2009,2013;
 						changequest 2009,2013;
 					}
 					}
-					else if(checkquest(2010) != -1) {
+					else if (checkquest(2010) != -1) {
 						changequest 2010,2013;
 						changequest 2010,2013;
 					}
 					}
-					else if(checkquest(2011) != -1) {
+					else if (checkquest(2011) != -1) {
 						changequest 2011,2013;
 						changequest 2011,2013;
 					}
 					}
 					else {
 					else {
@@ -1618,7 +1618,7 @@ geffen_in,109,170,3	script	Blacksmith Guildsman#gef	726,{
 			mes "Excuse me, but you do not have enough money.";
 			mes "Excuse me, but you do not have enough money.";
 			close;
 			close;
 		}
 		}
-		set zeny,zeny-600;
+		set Zeny, Zeny-600;
 		warp "izlude",94,103;
 		warp "izlude",94,103;
 		end;
 		end;
 	case 3:
 	case 3:

+ 7 - 7
npc/jobs/2-1/hunter.txt

@@ -22,8 +22,8 @@
 //= 1.3 Added Baby Class support [Lupus]
 //= 1.3 Added Baby Class support [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.6 Added a func which prevent advanced classes passing
 //= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//=     2nd Job Quests again. It also guides adv classes where
+//=     to go. [Lupus]
 //= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that
 //= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that
 //= reported the bug) [Lupus]
 //= reported the bug) [Lupus]
 //= 1.7 Moved the Job QUest to Hugel [Poki#3]
 //= 1.7 Moved the Job QUest to Hugel [Poki#3]
@@ -46,10 +46,10 @@
 //= 3.0a Corrected a Typo error ";;". [Samuray22]
 //= 3.0a Corrected a Typo error ";;". [Samuray22]
 //= 3.1 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
 //= 3.1 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
 //= 3.2 Fixes a bug where the timer was stopped causing the [L0ne_W0lf]
 //= 3.2 Fixes a bug where the timer was stopped causing the [L0ne_W0lf]
-//=	test to freeze. (bugreport:1099)
+//=     test to freeze. (bugreport:1099)
 //= 3.3 Added missing next. [L0ne_W0lf]
 //= 3.3 Added missing next. [L0ne_W0lf]
 //= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22]
 //= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22]
-//=	-Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179)
+//=     Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179)
 //= 3.5 Added Quest Log commands. [Kisuka]
 //= 3.5 Added Quest Log commands. [Kisuka]
 //= 3.6 Removed the need for use of 'goto.' [L0ne_W0lf]
 //= 3.6 Removed the need for use of 'goto.' [L0ne_W0lf]
 //= 3.7 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
 //= 3.7 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
@@ -125,7 +125,7 @@ hu_in01,386,373,4	script	Hunter Guildsman#hnt	727,{
 		mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
 		mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
 		close;
 		close;
 	}
 	}
-	else if (Baseclass == Job_Merchant) {
+	else if (BaseClass == Job_Merchant) {
 		mes "[Hunter Guildsman]";
 		mes "[Hunter Guildsman]";
 		mes "Oh...";
 		mes "Oh...";
 		mes "How's your business coming along?";
 		mes "How's your business coming along?";
@@ -182,7 +182,7 @@ hu_in01,386,373,4	script	Hunter Guildsman#hnt	727,{
 			mes "[Hunter Sherin]";
 			mes "[Hunter Sherin]";
 			mes "Tada~ Congratulations!";
 			mes "Tada~ Congratulations!";
 			mes "You look great as a Hunter!!";
 			mes "You look great as a Hunter!!";
-			set .@joblvl,joblevel;
+			set .@joblvl, JobLevel;
 			completequest 4013;
 			completequest 4013;
 			callfunc "Job_Change",Job_Hunter;
 			callfunc "Job_Change",Job_Hunter;
 			callfunc "F_ClearJobVar";		// clears all job variables for the current player
 			callfunc "F_ClearJobVar";		// clears all job variables for the current player
@@ -438,7 +438,7 @@ hu_in01,386,373,4	script	Hunter Guildsman#hnt	727,{
 			mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
 			mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
 			next;
 			next;
 			mes "[Hunter Sherin]";
 			mes "[Hunter Sherin]";
-			if (sex)
+			if (Sex)
 				mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!";
 				mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!";
 			else
 			else
 				mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~";
 				mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~";

+ 5 - 6
npc/jobs/2-1/knight.txt

@@ -30,7 +30,7 @@
 //= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
 //= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
 //= 2.4 Minor fixes to timer#knt. [L0ne_W0lf]
 //= 2.4 Minor fixes to timer#knt. [L0ne_W0lf]
 //= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf]
 //= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf]
-//=	Corrected usages of killmonster and killmonsterall.
+//=     Corrected usages of killmonster and killmonsterall.
 //= 2.6 Corrected an improper areawarp destination. [L0ne_W0lf]
 //= 2.6 Corrected an improper areawarp destination. [L0ne_W0lf]
 //= 2.7 Deleted unused variables. [Samuray22]
 //= 2.7 Deleted unused variables. [Samuray22]
 //= 2.7a Corrected a Typo error ";;". [Samuray22]
 //= 2.7a Corrected a Typo error ";;". [Samuray22]
@@ -373,7 +373,7 @@ prt_in,88,101,4	script	Chivalry Captain#knt	56,{
 		mes "to Amy's opinion.";
 		mes "to Amy's opinion.";
 		next;
 		next;
 		mes "[Lady Amy]";
 		mes "[Lady Amy]";
-		if (sex) {
+		if (Sex) {
 			mes "Mmm~ He's so polite!";
 			mes "Mmm~ He's so polite!";
 			mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
 			mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
 		}
 		}
@@ -392,7 +392,7 @@ prt_in,88,101,4	script	Chivalry Captain#knt	56,{
 		mes "your mind.";
 		mes "your mind.";
 		next;
 		next;
 		mes "[Sir Edmond]";
 		mes "[Sir Edmond]";
-		if (sex) {
+		if (Sex) {
 			mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
 			mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
 			mes "as the sun.";
 			mes "as the sun.";
 		}
 		}
@@ -694,7 +694,7 @@ prt_in,71,91,0	script	Sir Siracuse#knt	65,{
 			mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
 			mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
 			close;
 			close;
 		}
 		}
-		else if (Baseclass == Job_Novice) {
+		else if (BaseClass == Job_Novice) {
 			mes "Oh?";
 			mes "Oh?";
 			mes "What is a Novice";
 			mes "What is a Novice";
 			mes "doing here?";
 			mes "doing here?";
@@ -2028,8 +2028,7 @@ prt_in,87,92,4	script	Sir Gray#knt	119,{
 				mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
 				mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
 				close;
 				close;
 			case 2:
 			case 2:
-				set .@now_weight,MaxWeight-Weight;
-				if (.@now_weight < 1800) {
+				if (MaxWeight - Weight < 1800) {
 					mes "[Sir Gray]";
 					mes "[Sir Gray]";
 					mes "Oh no...";
 					mes "Oh no...";
 					mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";
 					mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";

+ 16 - 16
npc/jobs/2-1/priest.txt

@@ -17,8 +17,8 @@
 //= 1.3 Added Baby Class support, fixed 3 wrong constants bugs [Lupus]
 //= 1.3 Added Baby Class support, fixed 3 wrong constants bugs [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.6 Added a func which prevent advanced classes passing
 //= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//=     2nd Job Quests again. It also guides adv classes where
+//=     to go. [Lupus]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.1 Merged JFunc [Lupus]
 //= 2.1 Merged JFunc [Lupus]
 //= 2.1a Fixed typo [KarLaeda]
 //= 2.1a Fixed typo [KarLaeda]
@@ -49,7 +49,7 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 		if (BaseJob == Job_Priest) {
 		if (BaseJob == Job_Priest) {
 			mes "[Bishop Paul]";
 			mes "[Bishop Paul]";
 			mes "Ah...";
 			mes "Ah...";
-			if (sex)
+			if (Sex)
 				mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
 				mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
 			else
 			else
 				mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me.";
 				mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me.";
@@ -116,7 +116,7 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 		else if (BaseClass == Job_Novice) {
 		else if (BaseClass == Job_Novice) {
 			mes "[Bishop Paul]";
 			mes "[Bishop Paul]";
 			mes "May God be";
 			mes "May God be";
-			if (sex)
+			if (Sex)
 				mes "with you, brother.";
 				mes "with you, brother.";
 			else
 			else
 				mes "with you, sister.";
 				mes "with you, sister.";
@@ -149,7 +149,7 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 		else {
 		else {
 			mes "[Bishop Paul]";
 			mes "[Bishop Paul]";
 			mes "May God be";
 			mes "May God be";
-			if (sex)
+			if (Sex)
 				mes "with you, brother.";
 				mes "with you, brother.";
 			else
 			else
 				mes "with you, sister.";
 				mes "with you, sister.";
@@ -204,7 +204,7 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 	if (PRIEST_Q == 0) {
 	if (PRIEST_Q == 0) {
 		mes "[Bishop Paul]";
 		mes "[Bishop Paul]";
 		mes "May God bless";
 		mes "May God bless";
-		if (sex)
+		if (Sex)
 			mes "you, Brother.";
 			mes "you, Brother.";
 		else
 		else
 			mes "you, Sister.";
 			mes "you, Sister.";
@@ -244,7 +244,7 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 				set PRIEST_Q,1;
 				set PRIEST_Q,1;
 				setquest 8009;
 				setquest 8009;
 					mes "[Bishop Paul]";
 					mes "[Bishop Paul]";
-				if (sex)
+				if (Sex)
 					mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + ".";
 					mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + ".";
 				else
 				else
 					mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + ".";
 					mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + ".";
@@ -329,7 +329,7 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 			mes "Thank you for asking.";
 			mes "Thank you for asking.";
 			next;
 			next;
 			mes "[Bishop Paul]";
 			mes "[Bishop Paul]";
-			if (sex)
+			if (Sex)
 				mes "I hope you will continue to go on your mission as God's servant, brother.";
 				mes "I hope you will continue to go on your mission as God's servant, brother.";
 			else
 			else
 				mes "I hope you will continue to go on your mission as God's servant, sister.";
 				mes "I hope you will continue to go on your mission as God's servant, sister.";
@@ -501,7 +501,7 @@ prt_church,16,41,4	script	High Bishop#prst	60,{
 		mes "[Bishop Paul]";
 		mes "[Bishop Paul]";
 		mes "God, grant your power to your servant standing before you.";
 		mes "God, grant your power to your servant standing before you.";
 		changequest 8015,8016;
 		changequest 8015,8016;
-		if (sex)
+		if (Sex)
 			mes "Let him send your message throughout the ends of the earth.";
 			mes "Let him send your message throughout the ends of the earth.";
 		else
 		else
 			mes "Let her send your message throughout the ends of the earth.";
 			mes "Let her send your message throughout the ends of the earth.";
@@ -577,7 +577,7 @@ prt_church,27,24,1	script	Sister Cecilia	79,{
 		close;
 		close;
 	}
 	}
 	if (PRIEST_Q == 0) {
 	if (PRIEST_Q == 0) {
-		if (sex)
+		if (Sex)
 			mes "May God bless you, brother.";
 			mes "May God bless you, brother.";
 		else
 		else
 			mes "May God bless you, sister.";
 			mes "May God bless you, sister.";
@@ -658,7 +658,7 @@ prt_church,27,24,1	script	Sister Cecilia	79,{
 		mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood.";
 		mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood.";
 		next;
 		next;
 		mes "[Sister Cecilia]";
 		mes "[Sister Cecilia]";
-		if (sex)
+		if (Sex)
 			mes "Brother "+ strcharinfo(0) +"...";
 			mes "Brother "+ strcharinfo(0) +"...";
 		else
 		else
 			mes "Sister "+ strcharinfo(0) +"...";
 			mes "Sister "+ strcharinfo(0) +"...";
@@ -704,14 +704,14 @@ prt_church,27,24,1	script	Sister Cecilia	79,{
 		}
 		}
 		next;
 		next;
 		mes "[Sister Cecilia]";
 		mes "[Sister Cecilia]";
-		if (sex)
+		if (Sex)
 			mes "Brother "+ strcharinfo(0) +"...";
 			mes "Brother "+ strcharinfo(0) +"...";
 		else
 		else
 			mes "Sister "+ strcharinfo(0) +"...";
 			mes "Sister "+ strcharinfo(0) +"...";
 		mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
 		mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
 		next;
 		next;
 		mes "[Sister Cecilia]";
 		mes "[Sister Cecilia]";
-		if (sex)
+		if (Sex)
 			mes "Brother "+ strcharinfo(0) +",";
 			mes "Brother "+ strcharinfo(0) +",";
 		else
 		else
 			mes "Sister "+ strcharinfo(0) +",";
 			mes "Sister "+ strcharinfo(0) +",";
@@ -802,7 +802,7 @@ prt_church,27,24,1	script	Sister Cecilia	79,{
 			close;
 			close;
 		}
 		}
 		mes "[Sister Cecilia]";
 		mes "[Sister Cecilia]";
-		if (sex)
+		if (Sex)
 			mes "Brother "+ strcharinfo(0) +"...";
 			mes "Brother "+ strcharinfo(0) +"...";
 		else
 		else
 			mes "Sister "+ strcharinfo(0) +"...";
 			mes "Sister "+ strcharinfo(0) +"...";
@@ -848,7 +848,7 @@ job_prist,24,187,4	script	Peter S. Alberto	110,{
 	mes "[Father Peter]";
 	mes "[Father Peter]";
 	if (BaseJob == Job_Priest) {
 	if (BaseJob == Job_Priest) {
 		mes "Welcome!";
 		mes "Welcome!";
-		if (sex)
+		if (Sex)
 			mes "Brother "+ strcharinfo(0) +"!";
 			mes "Brother "+ strcharinfo(0) +"!";
 		else
 		else
 			mes "Sister "+ strcharinfo(0) +"!";
 			mes "Sister "+ strcharinfo(0) +"!";
@@ -1036,7 +1036,7 @@ job_prist,23,187,1	script	Peter S. Alberto#2	110,{
 	mes "[Father Peter]";
 	mes "[Father Peter]";
 	if (BaseJob == Job_Priest) {
 	if (BaseJob == Job_Priest) {
 		mes "Welcome!";
 		mes "Welcome!";
-		if (sex)
+		if (Sex)
 			mes "Brother "+ strcharinfo(0) +"!";
 			mes "Brother "+ strcharinfo(0) +"!";
 		else
 		else
 			mes "Sister "+ strcharinfo(0) +"!";
 			mes "Sister "+ strcharinfo(0) +"!";

+ 4 - 4
npc/jobs/2-1/wizard.txt

@@ -18,7 +18,7 @@
 //= 2.5c Bug fixes. Cleaned up some NPCs slightly. [L0ne_W0lf]
 //= 2.5c Bug fixes. Cleaned up some NPCs slightly. [L0ne_W0lf]
 //= 2.6 Fixed Water Room not warping on time-up. [L0ne_W0lf]
 //= 2.6 Fixed Water Room not warping on time-up. [L0ne_W0lf]
 //= 2.7 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
 //= 2.7 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
-//= 	Other minor fixes to various NPCs.
+//=     Other minor fixes to various NPCs.
 //= 2.7a Added end; :D (bugreport:2038) [Yommy]
 //= 2.7a Added end; :D (bugreport:2038) [Yommy]
 //= 2.8 Fixed donpcevent to doevent. (bugreport:2311) [SoulBlaker]
 //= 2.8 Fixed donpcevent to doevent. (bugreport:2311) [SoulBlaker]
 //= 2.9 Reverted the change of donpcevent to doevent. [L0ne_W0lf]
 //= 2.9 Reverted the change of donpcevent to doevent. [L0ne_W0lf]
@@ -47,7 +47,7 @@ gef_tower,111,37,4	script	Wizard Guildsman	70,{
 			mes "Now, excuse me.";
 			mes "Now, excuse me.";
 			next;
 			next;
 			mes "[Catherine]";
 			mes "[Catherine]";
-			if (sex)
+			if (Sex)
 				mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
 				mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
 			else
 			else
 				mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!.";
 				mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!.";
@@ -375,7 +375,7 @@ gef_tower,111,37,4	script	Wizard Guildsman	70,{
 		mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
 		mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
 		next;
 		next;
 		mes "[Catherine]";
 		mes "[Catherine]";
-		if (sex) {
+		if (Sex) {
 			mes "Granted you're a mage, but how could a guy be so weak?!";
 			mes "Granted you're a mage, but how could a guy be so weak?!";
 			mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe";
 			mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe";
 		}
 		}
@@ -457,7 +457,7 @@ gef_tower,102,24,2	script	Gloomy Wizard	735,{
 			next;
 			next;
 			mes "[Raulel]";
 			mes "[Raulel]";
 			mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!";
 			mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!";
-			if (sex == 1) {
+			if (Sex) {
 				mes "If you don't want that to happen, then learn how to use spells properly!";
 				mes "If you don't want that to happen, then learn how to use spells properly!";
 				next;
 				next;
 				mes "[Raulel]";
 				mes "[Raulel]";

+ 2 - 2
npc/jobs/2-1a/AssassinCross.txt

@@ -10,8 +10,8 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Advance Class jobchanger after kRO Normals.
 //= Advance Class jobchanger after kRO Normals.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //============================================================ 
 //============================================================ 
 
 

+ 2 - 2
npc/jobs/2-1a/HighPriest.txt

@@ -10,8 +10,8 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Advance Class jobchanger after kRO Normals.
 //= Advance Class jobchanger after kRO Normals.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //============================================================ 
 //============================================================ 
 
 

+ 2 - 2
npc/jobs/2-1a/HighWizard.txt

@@ -10,8 +10,8 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Advance Class jobchanger after kRO Normals.
 //= Advance Class jobchanger after kRO Normals.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //============================================================ 
 //============================================================ 
 
 

+ 2 - 2
npc/jobs/2-1a/LordKnight.txt

@@ -10,8 +10,8 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Advance Class jobchanger after kRO Normals.
 //= Advance Class jobchanger after kRO Normals.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //============================================================ 
 //============================================================ 
 
 

+ 2 - 2
npc/jobs/2-1a/Sniper.txt

@@ -10,8 +10,8 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Advance Class jobchanger after kRO Normals.
 //= Advance Class jobchanger after kRO Normals.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //============================================================ 
 //============================================================ 
 
 

+ 2 - 2
npc/jobs/2-1a/WhiteSmith.txt

@@ -10,8 +10,8 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Advance Class jobchanger after kRO Normals.
 //= Advance Class jobchanger after kRO Normals.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //============================================================ 
 //============================================================ 
 
 

+ 1 - 1
npc/jobs/2-1e/StarGladiator.txt

@@ -15,7 +15,7 @@
 //= 1.1b Corrected NPC name length warning. [L0ne_W0lf]
 //= 1.1b Corrected NPC name length warning. [L0ne_W0lf]
 //= 1.1c Changed item names to item IDs. [Samuray22]
 //= 1.1c Changed item names to item IDs. [Samuray22]
 //= 1.2 Another round of updates to the script. [L0ne_W0lf]
 //= 1.2 Another round of updates to the script. [L0ne_W0lf]
-//=	Removes the use of labels, and correcets other errors.
+//=     Removes the use of labels, and correcets other errors.
 //= 1.3 Added Quest Log commands. [Kisuka]
 //= 1.3 Added Quest Log commands. [Kisuka]
 //============================================================
 //============================================================
 
 

+ 13 - 13
npc/jobs/2-2/alchemist.txt

@@ -11,7 +11,7 @@
 //= Job quest for Alchemist classes
 //= Job quest for Alchemist classes
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 2.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 2.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//=	No longer uses function "F_BlockHigh"
+//=     No longer uses function "F_BlockHigh"
 //= 2.6 Corrected a bug in advanced class checking. [L0ne_W0lf]
 //= 2.6 Corrected a bug in advanced class checking. [L0ne_W0lf]
 //= 2.7 Added missing checkweights. [L0ne_W0lf]
 //= 2.7 Added missing checkweights. [L0ne_W0lf]
 //= 2.8 Fixed minor typo in test section. [L0ne_W0lf]
 //= 2.8 Fixed minor typo in test section. [L0ne_W0lf]
@@ -177,7 +177,7 @@ alde_alche,27,185,5	script	Alchemist Guildsman#am	744,{
 					mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application.";
 					mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application.";
 					close;
 					close;
 				}
 				}
-				set zeny,zeny-50000;
+				set Zeny, Zeny-50000;
 				mes "[Parmy Gianino]";
 				mes "[Parmy Gianino]";
 				mes "Let's see.";
 				mes "Let's see.";
 				mes "" + strcharinfo(0);
 				mes "" + strcharinfo(0);
@@ -442,7 +442,7 @@ alde_alche,175,107,3	script	Fastidious Alchemist#am	749,{
 				mes "Wait...";
 				mes "Wait...";
 				mes "Maybe I've";
 				mes "Maybe I've";
 				mes "misjudged you.";
 				mes "misjudged you.";
-				if (sex == 1) {
+				if (Sex) {
 					mes "You might be a pretty boy,";
 					mes "You might be a pretty boy,";
 					mes "but I can tell you're smart";
 					mes "but I can tell you're smart";
 					mes "from your eyes.";
 					mes "from your eyes.";
@@ -1890,8 +1890,7 @@ alde_alche,145,19,1	script	Chief Researcher#am	57,{
 		}
 		}
 	}
 	}
 	else if (ALCH_Q == 22) {
 	else if (ALCH_Q == 22) {
-		set .@now_weight,MaxWeight-Weight;
-		if (.@now_weight < 1370) {
+		if (MaxWeight - Weight < 1370) {
 			mes "[Nicholas Flamel]";
 			mes "[Nicholas Flamel]";
 			mes "Whoa...";
 			mes "Whoa...";
 			mes "You're carrying too much stuff! First, put some of your things in Kafra Storage.";
 			mes "You're carrying too much stuff! First, put some of your things in Kafra Storage.";
@@ -1983,20 +1982,21 @@ alde_alche,145,19,1	script	Chief Researcher#am	57,{
 //============================================================ 
 //============================================================ 
 // Old changelog
 // Old changelog
 //============================================================ 
 //============================================================ 
-//= v1.0 Working.
-//= npc/quests/counteragent_mixture.txt Also Needed
-//= npc/quests/quests_yuno.txt Also Needed [Darkchild]
-//= v1.1 Fixed some minor bugs.  Optimized some lines. Re-organized the script a bit. 
-//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
-//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
+//= 1.0 Working.
+//=     npc/quests/counteragent_mixture.txt Also Needed
+//=     npc/quests/quests_yuno.txt Also Needed [Darkchild]
+//= 1.1 Fixed some minor bugs.  Optimized some lines. Re-organized the script a bit. 
+//=     Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
+//=     Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
 //= 1.2 fixed a few typos (have to hunt more) [Lupus]
 //= 1.2 fixed a few typos (have to hunt more) [Lupus]
 //= 1.3 Added Baby Class Support [Lupus]
 //= 1.3 Added Baby Class Support [Lupus]
 //= 1.6 Added a func which prevent advanced classes passing
 //= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//=     2nd Job Quests again. It also guides adv classes where
+//=     to go. [Lupus]
 //= 1.6a fixed some wrong answers, thanks to zlider for info [Lupus]
 //= 1.6a fixed some wrong answers, thanks to zlider for info [Lupus]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.2 Got rid of 'al_morgen' var. Now uses (MISC_QUEST & 4) [Lupus]
 //= 2.2 Got rid of 'al_morgen' var. Now uses (MISC_QUEST & 4) [Lupus]
 //= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus]
 //= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus]
 //= 2.4 Added alternative prizes according to JobLevel [Lupus]
 //= 2.4 Added alternative prizes according to JobLevel [Lupus]
 //= 2.4a Fixed 2 wrong answers in Rasputin's test [Lupus]
 //= 2.4a Fixed 2 wrong answers in Rasputin's test [Lupus]
+//============================================================ 

+ 4 - 3
npc/jobs/2-2/bard.txt

@@ -82,7 +82,7 @@ comodo,226,123,5	script	Wandering Bard	741,{
 			mes "Always full of happy moments~";
 			mes "Always full of happy moments~";
 			next;
 			next;
 			mes "[Lalo]";
 			mes "[Lalo]";
-			if (sex) {
+			if (Sex) {
 				mes "Forget about your worries~";
 				mes "Forget about your worries~";
 				mes "And enjoy everything~";
 				mes "And enjoy everything~";
 			}
 			}
@@ -96,7 +96,7 @@ comodo,226,123,5	script	Wandering Bard	741,{
 	else if(BARD_Q == 0) {
 	else if(BARD_Q == 0) {
 		cutin "job_bard_aiolo01",2;
 		cutin "job_bard_aiolo01",2;
 		mes "[Lalo]";
 		mes "[Lalo]";
-		if (sex) mes "Hi! Delightful Archer.";
+		if (Sex) mes "Hi! Delightful Archer.";
 		else mes "Hello! Beautiful Archer Lady.";
 		else mes "Hello! Beautiful Archer Lady.";
 		mes "How can a wanderer like me help you?";
 		mes "How can a wanderer like me help you?";
 		next;
 		next;
@@ -948,5 +948,6 @@ S_ChangeJob:
 //= 1.2 Fixed wrong item ID, added missing commands [Lupus]
 //= 1.2 Fixed wrong item ID, added missing commands [Lupus]
 //= 1.3 Updated flower sub-quest according to official [Lupus]
 //= 1.3 Updated flower sub-quest according to official [Lupus]
 //= 1.4 Changed priority for the gifts. Now you can win the 1st
 //= 1.4 Changed priority for the gifts. Now you can win the 1st
-//= prize, too. Added Izidor flower [Lupus]
+//=     prize, too. Added Izidor flower [Lupus]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
+//============================================================ 

+ 6 - 5
npc/jobs/2-2/crusader.txt

@@ -127,7 +127,7 @@ prt_castle,45,169,5	script	Senior Crusader	752,{
 					mes "Train yourself more as a Swordsman and wait for your calling. I understand your intent, but as of now, you cannot join us.";
 					mes "Train yourself more as a Swordsman and wait for your calling. I understand your intent, but as of now, you cannot join us.";
 					close;
 					close;
 				} 
 				} 
-				if (Skillpoint) {
+				if (SkillPoint) {
 					mes "[Michael Halig]";
 					mes "[Michael Halig]";
 					mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
 					mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
 					close;
 					close;
@@ -207,7 +207,7 @@ prt_castle,45,169,5	script	Senior Crusader	752,{
 			close;
 			close;
 		}
 		}
 		mes "[Michael Halig]";
 		mes "[Michael Halig]";
-		if (sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin.";
+		if (Sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin.";
 		else mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming.";
 		else mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming.";
 		close;
 		close;
 	}
 	}
@@ -295,7 +295,7 @@ prt_castle,45,169,5	script	Senior Crusader	752,{
 		mes "[Michael Halig]";
 		mes "[Michael Halig]";
 		mes "Now you are";
 		mes "Now you are";
 		mes "one of us!";
 		mes "one of us!";
-		if (sex) mes "...Brother.";
+		if (Sex) mes "...Brother.";
 		else mes "...Comrade.";
 		else mes "...Comrade.";
 		next;
 		next;
 		if(.@JobLevel != 50) getitem 504, 6;
 		if(.@JobLevel != 50) getitem 504, 6;
@@ -346,7 +346,7 @@ prt_castle,164,32,1	script	Man in Anguish	733,{
 	else if(CRUS_Q == 4) {
 	else if(CRUS_Q == 4) {
 		mes "What is it...?";
 		mes "What is it...?";
 		mes "Do you have business";
 		mes "Do you have business";
-		if (sex) mes "with me, man of the sword?";
+		if (Sex) mes "with me, man of the sword?";
 		else mes "with me, woman of the sword?";
 		else mes "with me, woman of the sword?";
 		next;
 		next;
 		if (select("I'd like to take the Crusader test.:Nothing.") == 1) {
 		if (select("I'd like to take the Crusader test.:Nothing.") == 1) {
@@ -1478,4 +1478,5 @@ OnStop:
 //=     Hand of God allow to skip item gathering [DracoRPG]
 //=     Hand of God allow to skip item gathering [DracoRPG]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.1 Fixed endless loop, wrong condition check [Lupus]
 //= 2.1 Fixed endless loop, wrong condition check [Lupus]
-//=	also changed all job numbers to constants, fixed logic
+//=     also changed all job numbers to constants, fixed logic
+//============================================================ 

+ 15 - 15
npc/jobs/2-2/dancer.txt

@@ -12,7 +12,7 @@
 //= Job quest for Dancer classes
 //= Job quest for Dancer classes
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//=	No longer uses function "F_BlockHigh"
+//=     No longer uses function "F_BlockHigh"
 //= 3.2a Deleted unused variables. [Samuray22]
 //= 3.2a Deleted unused variables. [Samuray22]
 //= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
 //= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
 //= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
 //= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
@@ -133,7 +133,7 @@ job_duncer,43,93,4	script	Aile#da	724,{
 		cutin "",255;
 		cutin "",255;
 		end;
 		end;
 	}
 	}
-	if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) {
+	if (DANC_Q == 0 && Sex == 0 && BaseJob == Job_Archer) {
 		cutin "job_dancer_eir01",2;
 		cutin "job_dancer_eir01",2;
 		mes "[Aile]";
 		mes "[Aile]";
 		mes "Welcome~!";
 		mes "Welcome~!";
@@ -209,7 +209,7 @@ job_duncer,43,93,4	script	Aile#da	724,{
 		cutin "",255;
 		cutin "",255;
 		end;
 		end;
 	}
 	}
-	else if (sex == 1) {
+	else if (Sex == 1) {
 		cutin "job_dancer_eir03",2;
 		cutin "job_dancer_eir03",2;
 		mes "[Aile]";
 		mes "[Aile]";
 		mes "Welco--Mmm?";
 		mes "Welco--Mmm?";
@@ -318,7 +318,7 @@ job_duncer,43,93,4	script	Aile#da	724,{
 			mes "tuition fee.";
 			mes "tuition fee.";
 			next;
 			next;
 			cutin "job_dancer_eir01",2;
 			cutin "job_dancer_eir01",2;
-			set zeny,zeny-10000;
+			set Zeny, Zeny-10000;
 			mes "[Aile]";
 			mes "[Aile]";
 			mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
 			mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
 			set DANC_Q,5;
 			set DANC_Q,5;
@@ -1328,14 +1328,14 @@ job_duncer,63,110,4	script	Backdancer#1	724,{
 	end;
 	end;
 
 
 OnSmile:
 OnSmile:
-	Emotion e_no1;
+	emotion e_no1;
 	donpcevent "Backdancer#2::OnSmile";
 	donpcevent "Backdancer#2::OnSmile";
 	donpcevent "Backdancer#3::OnSmile";
 	donpcevent "Backdancer#3::OnSmile";
 	donpcevent "Backdancer#4::OnSmile";
 	donpcevent "Backdancer#4::OnSmile";
 	end;
 	end;
 
 
 OnOmg:
 OnOmg:
-	Emotion e_omg;
+	emotion e_omg;
 	donpcevent "Backdancer#2::OnOmg";
 	donpcevent "Backdancer#2::OnOmg";
 	donpcevent "Backdancer#3::OnOmg";
 	donpcevent "Backdancer#3::OnOmg";
 	donpcevent "Backdancer#4::OnOmg";
 	donpcevent "Backdancer#4::OnOmg";
@@ -1346,11 +1346,11 @@ job_duncer,66,113,4	script	Backdancer#2	724,{
 	end;
 	end;
 
 
 OnSmile:
 OnSmile:
-	Emotion e_no1;
+	emotion e_no1;
 	end;
 	end;
 
 
 OnOmg:
 OnOmg:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -1358,11 +1358,11 @@ job_duncer,72,113,4	script	Backdancer#3	724,{
 	end;
 	end;
 
 
 OnSmile:
 OnSmile:
-	Emotion e_no1;
+	emotion e_no1;
 	end;
 	end;
 
 
 OnOmg:
 OnOmg:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -1370,11 +1370,11 @@ job_duncer,75,110,4	script	Backdancer#4	724,{
 	end;
 	end;
 
 
 OnSmile:
 OnSmile:
-	Emotion e_no1;
+	emotion e_no1;
 	end;
 	end;
 
 
 OnOmg:
 OnOmg:
-	Emotion e_omg;
+	emotion e_omg;
 	end;
 	end;
 }
 }
 
 
@@ -1390,15 +1390,15 @@ OnOmg:
 //=     along with some optimization. [Fredzilla]
 //=     along with some optimization. [Fredzilla]
 //= 1.5 Added Baby Class Support [Fredzilla]
 //= 1.5 Added Baby Class Support [Fredzilla]
 //= 1.6 Added a func which prevent advanced classes passing
 //= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//=     2nd Job Quests again. It also guides adv classes where
+//=     to go. [Lupus]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.1 Script check #1. [Lance]
 //= 2.1 Script check #1. [Lance]
 //= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
 //= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
 //= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
 //= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
 //= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
 //= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
 //= 2.5 Final fix of chrid issues, changed 'Improved
 //= 2.5 Final fix of chrid issues, changed 'Improved
-//=	Concentration' to 'Attention Concentrate' [Lupus]
+//=     Concentration' to 'Attention Concentrate' [Lupus]
 //= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
 //= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
 //= 3.1 Implemented JOBLVL as in other quests [Lupus]
 //= 3.1 Implemented JOBLVL as in other quests [Lupus]
 //============================================================
 //============================================================

+ 5 - 3
npc/jobs/2-2/monk.txt

@@ -11,7 +11,7 @@
 //= Job quest for Monk classes
 //= Job quest for Monk classes
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 2.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 2.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//=	No longer uses function "F_BlockHigh"
+//=     No longer uses function "F_BlockHigh"
 //= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
 //= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
 //= 2.3a Deleted unused variables. [Samuray22]
 //= 2.3a Deleted unused variables. [Samuray22]
 //= 2.4 Added Quest Log commands. [Kisuka]
 //= 2.4 Added Quest Log commands. [Kisuka]
@@ -2615,10 +2615,12 @@ job_monk,0,0,0,0	monster	Thief Bug Larva	1051,20,0,0,0
 //= 1.3 Added Baby Class Support [Lupus]
 //= 1.3 Added Baby Class Support [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.6 Added a func which prevent advanced classes passing
 //= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus] 1.7 Fixed warps19/20 [Yor]
+//=     2nd Job Quests again. It also guides adv classes where
+//=     to go. [Lupus]
+//= 1.7 Fixed warps19/20 [Yor]
 //= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus]
 //= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus]
 //= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris]
 //= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris]
 //= 1.9b Fixed another bug in Fuhai. [Zephiris]
 //= 1.9b Fixed another bug in Fuhai. [Zephiris]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.1 Removed Duplicates [Silent]
 //= 2.1 Removed Duplicates [Silent]
+//============================================================ 

+ 11 - 10
npc/jobs/2-2/rogue.txt

@@ -11,10 +11,10 @@
 //= Job quest for Rogue classes
 //= Job quest for Rogue classes
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 2.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 2.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//=	No longer uses function "F_BlockHigh"
+//=     No longer uses function "F_BlockHigh"
 //= 2.4a Deleted unused variables. [Samuray22]
 //= 2.4a Deleted unused variables. [Samuray22]
 //= 2.4b Changed a Problem with JobLevel what made 
 //= 2.4b Changed a Problem with JobLevel what made 
-//=	impossible get a Gladius [3]. (bugreport:481) [Samuray22]
+//=     impossible get a Gladius [3]. (bugreport:481) [Samuray22]
 //= 2.4c Corrected a Typo error ";;" and a typo error with "rouge". (bugreport:909) [Samuray22]
 //= 2.4c Corrected a Typo error ";;" and a typo error with "rouge". (bugreport:909) [Samuray22]
 //= 2.5 Added dummy "OnMyMobDead" labels. (bugreport:1100) [L0ne_W0lf]
 //= 2.5 Added dummy "OnMyMobDead" labels. (bugreport:1100) [L0ne_W0lf]
 //= 2.6 Fixed a few bugs in the Rogue Guildsman. [L0ne_W0lf]
 //= 2.6 Fixed a few bugs in the Rogue Guildsman. [L0ne_W0lf]
@@ -84,7 +84,7 @@ in_rogue,363,122,4	script	Rogue Guildsman#rg	747,{
 				mes "[Rogue Guildsman]";
 				mes "[Rogue Guildsman]";
 				mes "So what's a kid";
 				mes "So what's a kid";
 				mes "like you doin' here?";
 				mes "like you doin' here?";
-				if (sex == 1) {
+				if (Sex) {
 					mes "Oh, I get it now...";
 					mes "Oh, I get it now...";
 					mes "The widdle boy wants";
 					mes "The widdle boy wants";
 				}
 				}
@@ -656,14 +656,14 @@ in_rogue,376,23,1	script	Mr. Smith#rg	57,{
 		else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10;
 		else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10;
 		else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
 		else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
 		else if (ROGUE_Q == 6) {
 		else if (ROGUE_Q == 6) {
-			if (zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
+			if (Zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
 			countitem(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 &&
 			countitem(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 &&
 			countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 4 &&
 			countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 4 &&
 			countitem(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 &&
 			countitem(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 &&
 			countitem(908) > 4 && countitem(945) > 4) {
 			countitem(908) > 4 && countitem(945) > 4) {
 				mes "[Mr. Smith]";
 				mes "[Mr. Smith]";
 				mes "Ummm...let's see...";
 				mes "Ummm...let's see...";
-				set zeny,zeny-10000;
+				set Zeny, Zeny-10000;
 				delitem 915,5; //Chrysalis
 				delitem 915,5; //Chrysalis
 				delitem 713,5; //Empty_Bottle
 				delitem 713,5; //Empty_Bottle
 				delitem 1002,5; //Iron_Ore
 				delitem 1002,5; //Iron_Ore
@@ -976,7 +976,7 @@ S_CheckItems:
 	if (Zeny > 9999 && countitem(getarg(0)) >= getarg(1) && countitem(getarg(2)) >= getarg(3) && countitem(getarg(4)) >= getarg(5) && countitem(getarg(6)) >= getarg(7)) {
 	if (Zeny > 9999 && countitem(getarg(0)) >= getarg(1) && countitem(getarg(2)) >= getarg(3) && countitem(getarg(4)) >= getarg(5) && countitem(getarg(6)) >= getarg(7)) {
 		mes "[Mr. Smith]";
 		mes "[Mr. Smith]";
 		mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"...";
 		mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"...";
-		set zeny,zeny-10000;
+		set Zeny, Zeny-10000;
 		delitem getarg(0),getarg(1);
 		delitem getarg(0),getarg(1);
 		delitem getarg(2),getarg(3);
 		delitem getarg(2),getarg(3);
 		delitem getarg(4),getarg(5);
 		delitem getarg(4),getarg(5);
@@ -2019,12 +2019,13 @@ in_rogue,399,286,1	script	switch#rogreset	88,{
 //= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus]
 //= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.5 Fixed possible EXP abuse [Lupus]
 //= 1.6 Added a func which prevent advanced classes passing
 //= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//=     2nd Job Quests again. It also guides adv classes where
+//=     to go. [Lupus]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.0 Changed numbers to constants. [Vicious]
 //= 2.1 Removed Duplicates [Silent]
 //= 2.1 Removed Duplicates [Silent]
 //= 2.2 Merged JFunc [Lupus]
 //= 2.2 Merged JFunc [Lupus]
 //= 2.3 Added a possibility for players doing Meginjyard quest
 //= 2.3 Added a possibility for players doing Meginjyard quest
-//= to enter Rogue guild as there's a NPC inside [SinSloth]
+//=     to enter Rogue guild as there's a NPC inside [SinSloth]
 //= 2.3a fixed test4 person interaction, let BABY thieves pass
 //= 2.3a fixed test4 person interaction, let BABY thieves pass
-//=	the test, too [Lupus]
+//=     the test, too [Lupus]
+//============================================================ 

+ 6 - 6
npc/jobs/2-2/sage.txt

@@ -13,7 +13,7 @@
 //= Job quest for Sage classes
 //= Job quest for Sage classes
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 2.1 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 2.1 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//=	No longer uses function "F_BlockHigh"
+//=     No longer uses function "F_BlockHigh"
 //= 2.2 Small bug fix (== -> !=) thanks to Saithis. [L0ne_W0lf]
 //= 2.2 Small bug fix (== -> !=) thanks to Saithis. [L0ne_W0lf]
 //= 2.2b ANotehr smaLL bugfix, pointed out by Cara. [L0ne_W0lf]
 //= 2.2b ANotehr smaLL bugfix, pointed out by Cara. [L0ne_W0lf]
 //= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
 //= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
@@ -21,8 +21,8 @@
 //= 2.4a Deleted unused variables. [Samuray22]
 //= 2.4a Deleted unused variables. [Samuray22]
 //= 2.5 Updated waiting room. (Removes global var) [L0ne_W0lf]
 //= 2.5 Updated waiting room. (Removes global var) [L0ne_W0lf]
 //= 2.5a Corrected some "mes"s without the getitemname. (bugreport:1564) [Samuray22]
 //= 2.5a Corrected some "mes"s without the getitemname. (bugreport:1564) [Samuray22]
-//	-Changed an incorrect "!=" to "==". (bugreport:1572) 
-//	-And Small Typo Error
+//=     -Changed an incorrect "!=" to "==". (bugreport:1572) 
+//=     -And Small Typo Error
 //= 2.6 Fixed Kayron Grik cutin not being removed as reported by jc1991, bugreport:1825 [Brainstorm]
 //= 2.6 Fixed Kayron Grik cutin not being removed as reported by jc1991, bugreport:1825 [Brainstorm]
 //= 2.6a Fixed a Little Bug with Whispers Summoned in the Last Test. (bugreport:2253) [Samuray22]
 //= 2.6a Fixed a Little Bug with Whispers Summoned in the Last Test. (bugreport:2253) [Samuray22]
 //= 2.7 Added Quest Log commands. [Kisuka]
 //= 2.7 Added Quest Log commands. [Kisuka]
@@ -345,7 +345,7 @@ yuno_in03,154,35,4	script	Staff of the Academy#a	742,{
 				next;
 				next;
 				if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) {
 				if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) {
 					if (Zeny > 69999) {
 					if (Zeny > 69999) {
-						set zeny,zeny-70000;
+						set Zeny, Zeny-70000;
 						mes "[Metheus Sylphe]";
 						mes "[Metheus Sylphe]";
 						mes "Thank you, your application has been accepted.";
 						mes "Thank you, your application has been accepted.";
 						mes "Next, you will take an entrance test.";
 						mes "Next, you will take an entrance test.";
@@ -517,7 +517,7 @@ yuno_in03,154,35,4	script	Staff of the Academy#a	742,{
 			next;
 			next;
 		}
 		}
 		else if (Zeny > 69999) {
 		else if (Zeny > 69999) {
-			set zeny,zeny-70000;
+			set Zeny, Zeny-70000;
 			mes "[Metheus Sylphe]";
 			mes "[Metheus Sylphe]";
 			mes "Well done. Let me proceed with your application request.";
 			mes "Well done. Let me proceed with your application request.";
 			set SAGE_Q,4;
 			set SAGE_Q,4;
@@ -547,7 +547,7 @@ yuno_in03,154,35,4	script	Staff of the Academy#a	742,{
 				if (Zeny > 29999) {
 				if (Zeny > 29999) {
 					for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
 					for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
 						delitem .@item[.@i], .@count[.@i];  
 						delitem .@item[.@i], .@count[.@i];  
-					set zeny,zeny-30000;
+					set Zeny, Zeny-30000;
 					mes "[Metheus Sylphe]";
 					mes "[Metheus Sylphe]";
 					mes "Well done. Let me proceed with your application request.";
 					mes "Well done. Let me proceed with your application request.";
 					set .@SAGE_Q_T,SAGE_Q;
 					set .@SAGE_Q_T,SAGE_Q;

+ 2 - 2
npc/jobs/2-2a/Champion.txt

@@ -10,8 +10,8 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Advance Class jobchanger after kRO Normals.
 //= Advance Class jobchanger after kRO Normals.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //============================================================ 
 //============================================================ 
 
 

+ 3 - 3
npc/jobs/2-2a/Clown.txt

@@ -10,11 +10,11 @@
 //===== Description: ========================================= 
 //===== Description: ========================================= 
 //= Advance Class jobchanger after kRO Normals.
 //= Advance Class jobchanger after kRO Normals.
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3 Now saves/restores all the quest skills [Lupus]
 //= 1.3a Corrected a Little Typo error. [Samuray22]
 //= 1.3a Corrected a Little Typo error. [Samuray22]
-//	-Thanks to Myllena.
+//=     Thanks to Myllena.
 //============================================================ 
 //============================================================ 
 
 
 valkyrie,53,54,3	script	Minstrel#Valkyrie	741,{
 valkyrie,53,54,3	script	Minstrel#Valkyrie	741,{

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