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Clean-up in quests/first_class folder

Signed-off-by: Capuche <capucrath@gmail.com>
Capuche 10 роки тому
батько
коміт
caa80ecfc7

+ 117 - 137
npc/quests/first_class/tu_acolyte.txt

@@ -1,15 +1,15 @@
-//===== rAthena Script ======================================= 
+//===== rAthena Script =======================================
 //= Acolyte Class Tutorial and Job Specific Quest
-//===== By: ================================================== 
+//===== By: ==================================================
 //= Fix up by Jukka
-//===== Current Version: ===================================== 
-//= 1.9
-//===== Compatible With: ===================================== 
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
 //= rAthena Project
-//===== Description: ========================================= 
+//===== Description: =========================================
 //= [Official Conversion]
 //= Acolyte training quest.
-//===== Additional Comments: ================================= 
+//===== Additional Comments: =================================
 //= 1.0 Fully working
 //= 1.1 optimized [Lupus]
 //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
@@ -21,11 +21,12 @@
 //= 1.7 Fixed exp, texts, and requirements in pre-renewal [Daegaladh]
 //= 1.8 Updated to match the official script. [Euphy]
 //= 1.9 Added GM management function. [Euphy]
-//============================================================ 
+//= 2.0 Clean-up and little fix in Cleope Verce. [Capuche]
+//============================================================
 
 // Priest Praupin
 //============================================================
-prt_church,179,15,1	script	Priest Praupin	110,{
+prt_church,179,15,1	script	Priest Praupin	4_M_MINISTER,{
 	mes "[Priest Praupin]";
 	if(BaseJob != Job_Acolyte){
 		if(tu_acolyte01 == 25){
@@ -65,7 +66,7 @@ prt_church,179,15,1	script	Priest Praupin	110,{
 			mes "[Priest Praupin]";
 			mes "I look forward to seeing you";
 			mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
-			set tu_acolyte01, 1;
+			tu_acolyte01 = 1;
 			next;
 			if(select("Go to the convent.:Do not go.")==1){
 				mes "[Priest Praupin]";
@@ -94,7 +95,7 @@ prt_church,179,15,1	script	Priest Praupin	110,{
 		mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
 		close;
 	case 22:
-		if(countitem(7181) > 0){	// Receipt_01
+		if(countitem(7181) > 0){// Receipt_01
 			emotion e_gasp;
 			mes "Oh my, you seem";
 			mes "to be growing quickly";
@@ -119,25 +120,18 @@ prt_church,179,15,1	script	Priest Praupin	110,{
 			mes "I know I'm not offering much,";
 			mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
 			next;
-			switch(select("Wand:Flail")) {
-			case 1:
-				delitem 7181,1; //Receipt_01
-				set tu_acolyte01,23;
+			if (select("Wand:Flail") == 1)
 				getitem 1604,1; //Wand
-				break;
-			case 2:
-				delitem 7181,1; //Receipt_01
-				set tu_acolyte01,23;
+			else
 				getitem 1510,1; //Flail
-				break;
-			}
+			delitem 7181,1; //Receipt_01
+			tu_acolyte01 = 23;
 			close;
 		} else {
 			mes "You are such a good person,";
 			mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
 			close;
 		}
-		break;
 	case 25:
 		mes "You must now find";
 		mes "your own path and become";
@@ -176,7 +170,7 @@ prt_church,179,15,1	script	Priest Praupin	110,{
 
 // Asthe
 //============================================================
-prt_monk,230,106,3	script	Asthe#tu	79,{
+prt_monk,230,106,3	script	Asthe#tu	1_F_PRIEST,{
 	mes "[Asthe]";
 	switch(tu_acolyte01){
 	case 1:
@@ -189,8 +183,8 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		if(select("I came for fun.:Priest Praupin suggested I come here.")==1){
 			mes "[Asthe]";
 			mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
-			close;
-		} else {
+		}
+		else {
 			mes "[Asthe]";
 			mes "Priest Praupin?";
 			mes "He's a very kind man";
@@ -203,10 +197,9 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "why don't you rest";
 			mes "for a little bit? You must be tired after traveling all the way here. When you're ready, just come";
 			mes "see me, okay?";
-			set tu_acolyte01, 2;
-			close;
+			tu_acolyte01 = 2;
 		}
-		break;
+		close;
 	case 2:
 		mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
 		mes "calm to any heart.";
@@ -249,13 +242,12 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "is the most necessary";
 		mes "skill for an Acolyte?";
 		next;
-		switch(select("Heal:Aqua Benedicta:Teleport")){ 
+		switch(select("Heal:Aqua Benedicta:Teleport")){
 		case 1:
 			mes "[Asthe]";
 			mes "Ah, yes.";
 			mes "^3131FFHeal ^000000 is a basic, yet important skill for people like us. It can recover your own health as";
 			mes "well as that of others.";
-			next;
 			break;
 		case 2:
 			mes "[Asthe]";
@@ -268,7 +260,6 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "^3131FFHeal^000000 is the most important";
 			mes "skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
 			mes "monsters borne of darkness.";
-			next;
 			break;
 		case 3:
 			mes "[Asthe]";
@@ -278,10 +269,9 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "In my opinion,";
 			mes "^3131FFHeal^000000 is the most important skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
 			mes "monsters borne of darkness.";
-			next;
 			break;
 		}
-
+		next;
 		mes "[Asthe]";
 		mes "You can use the holy power";
 		mes "in the Heal skill to attack Undead monsters (^3131FFShift + Heal^000000). The light of truth protects the righteous and destroys the wicked.";
@@ -294,7 +284,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "[Asthe]";
 		mes "HEAL !!";
 		npcskill "AL_HEAL",11,99,60;
-		set tu_acolyte01, 3;
+		tu_acolyte01 = 3;
 		if(getskilllv("AL_HEAL") == 0){
 			getexp 0,100;
 			specialeffect2 EF_CONE;
@@ -332,12 +322,12 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "Well then,";
 			mes "I hope you";
 			mes "have a safe trip.";
-			set tu_acolyte01,4;
+			tu_acolyte01 = 4;
 			getitem 1504,1; //Mace
 			getitem 602,1; //Wing_Of_Butterfly
 			savepoint "prt_monk",30,250;
-			close;
-		} else {
+		}
+		else {
 			mes "[Asthe]";
 			mes "Oh my!";
 			mes "You've already";
@@ -350,13 +340,12 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "ready for me to discuss";
 			mes "the next subject. Now,";
 			mes "let's see... Hmm...";
-			set tu_acolyte01, 5;
-			close;
+			tu_acolyte01 = 5;
 		}
-		break;
+		close;
 	case 4:
 		if(getskilllv("AL_HEAL") > 2){
-			if(countitem(1504) > 0){
+			if(countitem(1504) > 0){// Mace
 				mes "Oh my!";
 				mes "Welcome back~";
 				mes "I see that you've";
@@ -382,18 +371,15 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 				mes "Thank you so much.";
 				mes "You have returned the Mace.";
 				emotion e_heh;
-				set tu_acolyte01, 5;
-				delitem 1504, 1; //Mace
-				if(Class == Job_Acolyte_High) {
+				tu_acolyte01 = 5;
+				delitem 1504,1; //Mace
+				if(Class == Job_Acolyte_High)
 					getexp 2000,1000;
-					specialeffect2 EF_CONE;
-					close;
-				} else {
+				else
 					getexp 1000,500;
-					specialeffect2 EF_CONE;
-					close;
-				}
-			} else {
+				specialeffect2 EF_CONE;
+			}
+			else {
 				mes "Oh my!";
 				mes "Welcome back~";
 				mes "I see that you've";
@@ -401,8 +387,8 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 				next;
 				mes "[Asthe]";
 				mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
-				close;  
 			}
+			close;
 		}
 		mes "Are you having";
 		mes "a hard time training";
@@ -435,7 +421,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "[Asthe]";
 		mes "Did you undertand all that?";
 		mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
-		set tu_acolyte01, 6;
+		tu_acolyte01 = 6;
 		close;
 	case 6:
 		mes ""+strcharinfo(0)+",";
@@ -446,7 +432,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "[Asthe]";
 		mes "However, I'm a little busy with";
 		mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
-		set tu_acolyte01,7;
+		tu_acolyte01 = 7;
 		getitem 7148,1; //Mother_Letter
 		close;
 	case 7:
@@ -494,7 +480,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		next;
 		mes "^3355FFSister Asthe gives";
 		mes "you some dog food.^000000";
-		set tu_acolyte01, 10;
+		tu_acolyte01 = 10;
 		close;
 	case 11:
 	case 12:
@@ -515,7 +501,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "know the answer.";
 		mes "Think carefully";
 		mes "and it will come.";
-		set tu_acolyte01, 12;
+		tu_acolyte01 = 12;
 		close;
 	case 13:
 		mes "You remember that";
@@ -544,7 +530,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "Let's take a break before";
 		mes "we proceed to the next lesson,";
 		mes "alright? I'll be right here.";
-		set tu_acolyte01, 14;
+		tu_acolyte01 = 14;
 		close;
 	case 14:
 		mes "Now it's time";
@@ -566,7 +552,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "[Asthe]";
 		mes "Try it for";
 		mes "yourself, okay?";
-		set tu_acolyte01, 15;
+		tu_acolyte01 = 15;
 		npcskill "AL_INCAGI",10,0,0;
 		close;
 	case 15:
@@ -577,7 +563,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		next;
 		mes "[Asthe]";
 		mes "Like you'd expect, Decrease AGI slows down enemies, reducing their agility, Movement Speed, Dodge Rate and Attack Speed. Its effect is the exact reverse of Increase AGI.";
-		set tu_acolyte01, 15;
+		tu_acolyte01 = 15;
 		next;
 		mes "[Asthe]";
 		mes "The last skill in the Heal skill tree is ^3131FFCure^000000. You can learn Cure after learning Level 2 Heal.";
@@ -593,7 +579,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "For now, don't forget that the Increase AGI, Decrease AGI and";
 		mes "Cure skills can only be learned";
 		mes "by learning the Heal skill.";
-		set tu_acolyte01, 16;
+		tu_acolyte01 = 16;
 		close;
 	case 16:
 		mes "You've been learning";
@@ -660,7 +646,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "[Asthe]";
 			mes "Ho ho!";
 			mes "What a smart Acolyte~";
-			set tu_acolyte01, 17;
+			tu_acolyte01 = 17;
 		}
 		close;
 	case 17:
@@ -693,7 +679,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "to carry everything.";
 			mes "Why don't you put some of your things in Kafra Storage first?";
 		} else {
-			set tu_acolyte01, 18;
+			tu_acolyte01 = 18;
 			getitem 7183,1; //Sister_Letter
 			getitem 7181,1; //Receipt_01
 			getitem 1081,2; //Merchant_Box_1
@@ -743,7 +729,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "the next time we";
 		mes "meet, I will give";
 		mes "you my final lesson.";
-		set tu_acolyte01, 24;
+		tu_acolyte01 = 24;
 		close;
 	case 24:
 		mes "The last skill";
@@ -777,7 +763,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		next;
 		mes "[Asthe]";
 		mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
-		set tu_acolyte01, 25;
+		tu_acolyte01 = 25;
 		if (checkre(3))
 			getexp 1000,1000;
 		else
@@ -802,10 +788,10 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 
 // Priest Gardron
 //============================================================
-monk_in,18,38,6	script	Priest Gardron#tu	110,{
+monk_in,18,38,6	script	Priest Gardron#tu	4_M_MINISTER,{
 	mes "[Priest Gardron]";
 	if(tu_acolyte01 == 7){
-		if(countitem(7148) >= 1){
+		if(countitem(7148) >= 1){// Mother_Letter
 			mes "Hmm...?";
 			mes "What's that?";
 			mes "You have something for me?";
@@ -820,8 +806,7 @@ monk_in,18,38,6	script	Priest Gardron#tu	110,{
 			mes "she is getting old now, but I'm relieved to hear that her health";
 			mes "is good. We are truly blessed...";
 			delitem 7148,1; //Mother_Letter
-			set tu_acolyte01,8;
-			close;
+			tu_acolyte01 = 8;
 		} else {
 			mes "Hmm...?";
 			mes "What's that?";
@@ -832,10 +817,10 @@ monk_in,18,38,6	script	Priest Gardron#tu	110,{
 			mes "Well, it seems that";
 			mes "you must have forgotten";
 			mes "it or misplaced it somewhere.";
-			close;
 		}
+		close;
 	} else if(tu_acolyte01 == 8){
-		if(countitem((checkre(0)?939:957)) > 4){
+		if(countitem((checkre(0)?939:957)) > 4){// Bee_Sting
 			mes "Oh...!";
 			mes "You've returned!";
 			mes "Let's see... One...";
@@ -855,7 +840,7 @@ monk_in,18,38,6	script	Priest Gardron#tu	110,{
 			mes "should return to Sister";
 			mes "Asthe to continue your";
 			mes "Acolyte training.";
-			set tu_acolyte01, 9;
+			tu_acolyte01 = 9;
 			percentheal 100,100;
 			if (checkre(3))
 				getexp 1000,1000;
@@ -954,7 +939,7 @@ monk_in,18,38,6	script	Priest Gardron#tu	110,{
 
 // Dog
 //============================================================
-prt_monk,235,245,5	script	Dog#tu	81,{
+prt_monk,235,245,5	script	Dog#tu	4_DOG01,{
 	mes "[Dog]";
 	mes "^CDB79EBark bark!";
 	mes "Woof woof!^000000";
@@ -963,7 +948,7 @@ prt_monk,235,245,5	script	Dog#tu	81,{
 		while(1) {
 			switch(select("Give a treat.:Pet the dog.:End actions.")){
 			case 1:
-				set .@dog_food, .@dog_food + 1;
+				.@dog_food++;
 				if(.@dog_food > 4){
 					mes "[Dog]";
 					mes "^CDB79EGrrrrrr...!^000000";
@@ -972,26 +957,23 @@ prt_monk,235,245,5	script	Dog#tu	81,{
 					mes "^3355FFThe dog grinds";
 					mes "its teeth and glares";
 					mes "at you menacingly.^000000";
-					next;
 				} else {
 					mes "[Dog]";
 					mes "^CDB79ERoof roof!^000000";
 					emotion e_lv;
-					next;
 				}
 				break;
 			case 2:
 				mes "[Dog]";
 				mes "^CDB79ERoof roof~^000000";
 				emotion e_lv;
-				next;
 				break;
 			case 3:
 				mes "[Dog]";
 				mes "^CDB79ERoof roof!^000000";
-				next;
 				break;
 			}
+			next;
 		}
 	}
 	mes "["+strcharinfo(0)+"]";
@@ -1001,9 +983,9 @@ prt_monk,235,245,5	script	Dog#tu	81,{
 
 // Boy
 //============================================================
-prt_monk,243,238,5	script	Boy#boy_voi	139,5,5,{
+prt_monk,243,238,5	script	Boy#boy_voi	HIDDEN_WARP_NPC,5,5,{
 OnTouch_:
-	if(tu_acolyte01 != 10)end;
+	if(tu_acolyte01 != 10) end;
 	mes "[??]";
 	mes "^333333*Sniff*^000000";
 	mes "Sister...";
@@ -1012,7 +994,7 @@ OnTouch_:
 
 // Ill Girl
 //============================================================
-prt_monk,226,257,6	script	Ill Girl#tu	93,{
+prt_monk,226,257,6	script	Ill Girl#tu	4_F_04,{
 	mes "[Angelic]";
 	if(tu_acolyte01 > 12){
 		mes "Thanks for helping me.";
@@ -1087,15 +1069,15 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 		mes "["+strcharinfo(0)+"]";
 		mes "I'll cure you...";
 		mes "For sure.";
-		set tu_acolyte01, 11;
-		close;
-	} else if(tu_acolyte01 == 11){
+		tu_acolyte01 = 11;
+	}
+	else if(tu_acolyte01 == 11){
 		next;
 		mes "[Angelic]";
 		mes "It hurts...!";
 		mes "I... I can't...!";
-		close;
-	} else if(tu_acolyte01 == 12){
+	}
+	else if(tu_acolyte01 == 12){
 		next;
 		mes "^3355FFYou go towards";
 		mes "the girl, place your hands";
@@ -1112,8 +1094,7 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 			mes "^3355FFNothing happened.";
 			mes "It doesn't look like";
 			mes "that skill will work.^000000";
-			close; 
-			break;
+			close;
 		case 2:
 			if(getskilllv("AL_BLESSING") > 0){
 				mes "["+strcharinfo(0)+"]";
@@ -1131,7 +1112,7 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 					mes "practice your abilities!";
 					mes "It seemed that this good";
 					mes "deed has improved your skills.^000000";
-					set tu_acolyte01, 13;
+					tu_acolyte01 = 13;
 					if (checkre(3))
 						getexp 0,500;
 					else
@@ -1153,7 +1134,6 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 				mes "not able to use it for now.^000000";
 				close;
 			}
-			break;
 		case 3:
 			if(getskilllv("AL_CURE") > 0){
 				mes "["+strcharinfo(0)+"]";
@@ -1163,13 +1143,13 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 				mes "^3355FFNothing happened.";
 				mes "It doesn't look like";
 				mes "that skill will work.^000000";
-				close;
-			} else {
+			}
+			else {
 				mes "^3355FFYou didn't learn";
 				mes "this skill yet, so you're";
 				mes "not able to use it for now.^000000";
-				close;
 			}
+			close;
 		case 4:
 			mes "^3355FFThis isn't a skill";
 			mes "that Acolytes can use...^000000";
@@ -1184,19 +1164,18 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 				mes "^3355FFNothing happened.";
 				mes "It doesn't look like";
 				mes "that skill will work.^000000";
-				close;
-			} else {
+			}
+			else {
 				mes "^3355FFYou didn't learn";
 				mes "this skill yet, so you're";
 				mes "not able to use it for now.^000000";
-				close;
 			}
+			close;
 		case 6:
 			mes "^3355FFThis isn't a skill";
 			mes "that Acolytes can use...^000000";
 			close;
 		}
-
 		mes "[Angelic]";
 		mes "Ah...";
 		mes "I feel...";
@@ -1214,9 +1193,9 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 
 // Veiner
 //============================================================
-prt_monk,197,228,3	script	Veiner	89,{
+prt_monk,197,228,3	script	Veiner	4_M_ORIENT02,{
 	mes "[Veiner]";
-	if(countitem(1081) && tu_acolyte01 == 18){
+	if(countitem(1081) && tu_acolyte01 == 18){// Merchant_Box_1
 		mes "So very exhausted...";
 		mes "Should I just go back home?";
 		next;
@@ -1238,34 +1217,35 @@ prt_monk,197,228,3	script	Veiner	89,{
 		mes "Oh right!";
 		mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
 		emotion e_thx;
-		set tu_acolyte01,19;
+		tu_acolyte01 = 19;
 		delitem 1081,1; //Merchant_Box_1
-		close;
-	} else if(tu_acolyte01 > 18){
+	}
+	else if(tu_acolyte01 > 18){
 		mes "I can't wait";
 		mes "to see her again!";
 		mes "Bibi...! I loooove you!";
 		emotion e_kis2;
-		close;
 	}
-	mes "So very";
-	mes "exhausted...";
-	mes "Would you help";
-	mes "me carry my stuff?";
-	mes "P-please...";
+	else {
+		mes "So very";
+		mes "exhausted...";
+		mes "Would you help";
+		mes "me carry my stuff?";
+		mes "P-please...";
+	}
 	close;
 }
 
 // Hedrick
 //============================================================
-prt_monk,28,260,5	script	Hedrick	50,{
+prt_monk,28,260,5	script	Hedrick	1_M_04,{
 	mes "[Hedrick]";
 	mes "^333333*Whew!*^000000";
 	mes "Man I worked hard today!";
 	mes "And so efficiently too!";
 	mes "Awesome job as usual,";
 	mes "Hedrick. You're number one!";
-	if(countitem(7148)==0 || tu_acolyte01 != 19) close;
+	if(countitem(7148)==0 || tu_acolyte01 != 19) close;// Mother_Letter
 	next;
 	mes "[Hedrick]";
 	mes "Oh...?";
@@ -1287,16 +1267,16 @@ prt_monk,28,260,5	script	Hedrick	50,{
 	mes "you have one of the";
 	mes "cookies she sent me?";
 	delitem 7148,1; //Mother_Letter
-	set tu_acolyte01,20;
+	tu_acolyte01 = 20;
 	getitem 538,1; //Well_Baked_Cookie
 	close;
 }
 
 // Weapon Merchant
 //============================================================
-prt_monk,136,261,0	script	Weapon Merchant#tu	139,9,9,{
+prt_monk,136,261,0	script	Weapon Merchant#tu	HIDDEN_WARP_NPC,9,9,{
 OnTouch:
-	if(tu_acolyte01 != 20 || countitem(1081)==0) end;
+	if(tu_acolyte01 != 20 || countitem(1081) == 0) end;// Merchant_Box_1
 	mes "[Weapon Merchant]";
 	mes "The stuff I requested from the guild is finally here!";
 	mes "It's pretty tough to keep everything in stock since this is such a remote place.";
@@ -1306,18 +1286,18 @@ OnTouch:
 	mes "Oh, and come here if";
 	mes "you need anything, okay?";
 	delitem 1081,1; //Merchant_Box_1
-	set tu_acolyte01,21;
+	tu_acolyte01 = 21;
 	close;
 }
 
 // Karven
 //============================================================
-monk_in,103,176,7	script	Karven	60,{
+monk_in,103,176,7	script	Karven	1_M_PASTOR,{
 	mes "[Karven]";
 	mes "May you rest";
 	if(tu_acolyte01 == 21 && countitem(7183)){
-		delitem 7183, 1;
-		set tu_acolyte01, 22;
+		delitem 7183, 1;// Sister_Letter
+		tu_acolyte01 = 22;
 		mes "in peace forever...";
 		next;
 		mes "[Karven]";
@@ -1346,7 +1326,7 @@ monk_in,103,176,7	script	Karven	60,{
 
 // Gloria
 //============================================================
-prt_monk,219,164,3	script	Gloria#tu	95,{
+prt_monk,219,164,3	script	Gloria#tu	4_F_SISTER,{
 	mes "[Gloria]";
 	if(BaseJob != Job_Acolyte){
 		mes "Hi, hi~";
@@ -1419,12 +1399,12 @@ prt_monk,219,164,3	script	Gloria#tu	95,{
 
 // Cleope Verce
 //============================================================
-prt_monk,153,210,3	script	Cleope Verce	95,{
+prt_monk,153,210,3	script	Cleope Verce	4_F_SISTER,{
 	mes "[Cleope Verce]";
-	if(BaseJob != Job_Acolyte){
+	if(BaseJob == Job_Acolyte){
 		if (JobLevel < 40) {
 			if (BaseLevel < 26) {
-				mes "Oh my.. "; 
+				mes "Oh my.. ";
 				mes "A newbie Acolyte?";
 				mes "It doesn't even seem";
 				mes "like you've learned";
@@ -1466,7 +1446,7 @@ prt_monk,153,210,3	script	Cleope Verce	95,{
 				mes "Rookie.";
 				close;
 			} else if(BaseLevel < 36){
-				mes "Oh my.. "; 
+				mes "Oh my.. ";
 				mes "A young Acolyte?";
 				mes "You seem to have just";
 				mes "started learning your skills?";
@@ -1517,7 +1497,7 @@ prt_monk,153,210,3	script	Cleope Verce	95,{
 				mes "young friend.";
 				close;
 			} else if(BaseLevel < 46){
-				mes "Well, well, well~"; 
+				mes "Well, well, well~";
 				mes "Hello, young Acolyte.";
 				mes "You're still kind of";
 				mes "green, but I guess you're";
@@ -1593,7 +1573,7 @@ prt_monk,153,210,3	script	Cleope Verce	95,{
 }
 // Range NPC
 //============================================================
-prt_monk,217,123,0	script	#tu_monk	139,10,10,{
+prt_monk,217,123,0	script	#tu_monk	HIDDEN_WARP_NPC,10,10,{
 OnTouch_:
 	if(BaseJob == Job_Acolyte){
 		switch(tu_acolyte01){
@@ -1614,7 +1594,7 @@ OnTouch_:
 
 // Eavesdrop
 //============================================================
-prt_monk,223,123,3	script	Eavesdrop#tu	111,{
+prt_monk,223,123,3	script	Eavesdrop#tu	HIDDEN_NPC,{
 	if(BaseJob != Job_Acolyte){
 		mes "^3355FFThere's nothing here.^000000";
 		close;
@@ -1643,8 +1623,8 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		mes "^A68064 Alright, sir.";
 		mes "Still, I can't help";
 		mes "but feel uneasy...^000000";
-		close;
-	} else if(tu_acolyte01 > 9 && tu_acolyte01 < 25){
+	}
+	else if(tu_acolyte01 > 9 && tu_acolyte01 < 25){
 		mes "[Voices from Window]";
 		mes "^A68064I heard from an";
 		mes "official at the palace";
@@ -1674,8 +1654,8 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		next;
 		mes "[Voices from Window]";
 		mes "^CD6600Thank you...^000000";
-		close;
-	} else if(tu_acolyte01 > 24){
+	}
+	else if(tu_acolyte01 > 24){
 		mes "[Voices from Window]";
 		mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000";
 		next;
@@ -1776,34 +1756,34 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		mes "[Voice from Window]";
 		mes "^CD6600Oh dear God.";
 		mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000";
-		close;
 	}
+	close;
 }
 
-sec_in02,17,156,3	script	1st Job Quest Reset	726,{
+sec_in02,17,156,3	script	1st Job Quest Reset	4_F_JOB_BLACKSMITH,{
 	callfunc "F_GM_NPC";
 	mes "[1st Job Quest]";
 	mes "Which would you like to reset?";
 	next;
 	switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) {
 	case 1:
-		set tu_swordman,0;
+		tu_swordman = 0;
 		break;
 	case 2:
-		set tu_merchant,0;
+		tu_merchant = 0;
 		break;
 	case 3:
-		set tu_archer01,0;
-		set tu_archer02,0;
+		tu_archer01 = 0;
+		tu_archer02 = 0;
 		break;
 	case 4:
-		set tu_acolyte01,0;
+		tu_acolyte01 = 0;
 		break;
 	case 5:
-		set tu_thief01,0;
+		tu_thief01 = 0;
 		break;
 	case 6:
-		set tu_magician01,0;
+		tu_magician01 = 0;
 		break;
 	}
 	mes "Completed.";

+ 136 - 171
npc/quests/first_class/tu_archer.txt

@@ -1,15 +1,15 @@
-//===== rAthena Script ======================================= 
+//===== rAthena Script =======================================
 //= Archer Class Tutorial and Job Specific Quest
-//===== By: ================================================== 
+//===== By: ==================================================
 //= Fix up by Jukka
-//===== Current Version: ===================================== 
-//= 2.0
-//===== Compatible With: ===================================== 
+//===== Current Version: =====================================
+//= 3.0
+//===== Compatible With: =====================================
 //= rAthena Project
-//===== Description: ========================================= 
+//===== Description: =========================================
 //= [Official Conversion]
 //= Archer training quest.
-//===== Additional Comments: ================================= 
+//===== Additional Comments: =================================
 //= 1.0 Fully working
 //= 1.1 optimized [Lupus]
 //= 1.2 fixed Weight check
@@ -24,11 +24,12 @@
 //= 1.9a Added 'npcskill' command. [Euphy]
 //= 2.0 Updated to match the official script. [Euphy]
 //=     Added Pre-Renewal support.
-//============================================================ 
+//= 3.0 Clean-up. [Capuche]
+//============================================================
 
 // Bard Jet
 //============================================================
-payon_in02,67,65,3	script	Bard Jet#tu	51,{
+payon_in02,67,65,3	script	Bard Jet#tu	1_M_BARD,{
 	mes "[Jet]";
 	mes "Every god never grows old";
 	mes "Because of beautiful";
@@ -37,7 +38,7 @@ payon_in02,67,65,3	script	Bard Jet#tu	51,{
 	mes "Goddess of immortality.";
 	next;
 	mes "[Jet]";
-	if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
+	if (BaseJob == Job_Archer){
 		mes "Ooh, you're an Archer?";
 		mes "There was a time when I too";
 		mes "was an Archer. But I've changed jobs, so now I entertain the masses with my songs and humor.";
@@ -103,8 +104,7 @@ payon_in02,67,65,3	script	Bard Jet#tu	51,{
 		mes "everything and change";
 		mes "jobs so that you can";
 		mes "come play with me!";
-		close;
-	} else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){	//CHECK
+	} else if (BaseJob == Job_Bard){
 		mes "Ooh...!";
 		mes "You're...!";
 		next;
@@ -130,15 +130,13 @@ payon_in02,67,65,3	script	Bard Jet#tu	51,{
 		mes "and the word Mammonite";
 		mes "sounds-- wait. It's not funny";
 		mes "if I have to explain it, huh?";
-		close;
-	} else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
+	} else if (BaseJob == Job_Dancer){
 		mes "Ooh...!";
 		mes "Hello, hello!";
 		mes "Wouldn't it be";
 		mes "nice if we could";
 		mes "perform together";
 		mes "one of these days?";
-		close;
 	} else {
 		mes "You look bored...";
 		mes "Is life really that";
@@ -164,7 +162,7 @@ payon_in02,67,65,3	script	Bard Jet#tu	51,{
 
 // Sign
 //============================================================
-pay_arche,127,154,4	script	Sign#arc	835,{
+pay_arche,127,154,4	script	Sign#arc	2_BOARD1,{
 	mes " ";
 	mes " Archer Job Change Office ---> ";
 	mes " <--- Icarus ";
@@ -174,7 +172,7 @@ pay_arche,127,154,4	script	Sign#arc	835,{
 
 // Master Kavaruk
 //============================================================
-payon_in02,54,13,3	script	Master Kavaruk	55,{
+payon_in02,54,13,3	script	Master Kavaruk	1_M_JOBTESTER,{
 	mes "[Master Kavaruk]";
 	mes "Hello, young one.";
 	mes "I am Master Kavaruk";
@@ -200,25 +198,22 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 		mes "The members of our guild are those who not only wish to be brave, but to reach out for our dreams like Icarus did. Our members are aspiring Archers, former Archers and current Archers.";
 		next;
 		mes "[Master Kavaruk]";
-		if(Class == Job_Novice || Class == Job_Baby){
+		if (Class == Job_Novice){
 			mes "If you'd like to become an Archer, why don't you go around and learn";
 			mes "a few things about the profession? I'm sure you'll be able to hear plenty of stories around here.";
-			close;
-
-		} else if(Class == Job_Archer){
+		}
+		else if(Class == Job_Archer){
 			mes "Since you're an Archer, you might";
 			mes "benefit from going around and listening to everyone else's battle experiences. Becoming familiar with different fight scenarios will help you in the future.";
-			close;
-
-		} else if(Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter){	//CHECK
+		}
+		else if (BaseJob == Job_Hunter){
 			mes "[Master Kavaruk]";
 			mes "Arpesto is waiting";
 			mes "outside. Since he's a";
 			mes "veteran hunter, he can";
 			mes "be of great help to you.";
-			close;
-
-		} else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){	//CHECK
+		}
+		else if (BaseJob == Job_Dancer){
 			mes "In fact, a few of our";
 			mes "members specialize in";
 			mes "capturing the fascination";
@@ -230,24 +225,23 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 			mes "any of them around here right now. They never seem to remain in one";
 			mes "place for very long. Still, I'm sure of them will turn up here";
 			mes "one of these days.";
-			close;
-
-		} else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){	//CHECK
+		}
+		else if (BaseJob == Job_Bard){
 			mes "In fact, a few of our members";
 			mes "are highly skilled in singing and entertaining their allies, much in the same way you do.";
 			next;
 			mes "[Master Kavaruk]";
 			mes "...But I don't seem to see any of them around here right now. They always wander wherever the wind takes them, but I'm sure one of them will wander back here one";
 			mes "of these days.";
-			close;
 		}
-		mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
-		mes "these other jobs?";
+		else {
+			mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
+			mes "these other jobs?";
+		}
 		close;
-		break;
 	case 2:
 		mes "[Master Kavaruk]";
-		if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
+		if (BaseJob == Job_Archer) {
 			if(tu_archer02 == 0){
 				mes "Oh, it's a good thing";
 				mes "you're here, "+strcharinfo(0)+".";
@@ -267,9 +261,7 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 				next;
 				mes "[Master Kavaruk]";
 				mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to the road south of Icarus^000000.";
-				set tu_archer02,1;
-				close;
-
+				tu_archer02 = 1;
 			} else if(tu_archer02 == 1){
 				mes "Hmmm...";
 				mes "..........";
@@ -293,27 +285,23 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 				mes "[Master Kavaruk]";
 				mes "Please find out if he is all right and help him with whatever he";
 				mes "may need. In the meantime, I will be waiting to hear from you. Thank you very much.";
-				set tu_archer02, 2;
-				close;
-
+				tu_archer02 = 2;
 			} else if(tu_archer02 == 2){
 				mes "Find Arthail";
 				mes "of the Wind for me.";
 				mes "He must be somewhere";
 				mes "in Prontera...";
-				close;
-
 			} else if(tu_archer02 == 9){
 				mes "Hmmm, I see. Thank you";
 				mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
 				mes "You should also train and prepare for the future as well.";
-				set tu_archer02, 10;
+				tu_archer02 = 10;
 				if (checkre(3))
 					getexp 1000,1000;
 				else
 					getexp 2000,1000;
-				close;
 			}
+			close;
 		}
 		mes "I don't know...";
 		mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
@@ -323,8 +311,6 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 		mes "any interesting rumors,";
 		mes "I will let you know.";
 		close;
-		break;
-
 	case 3:
 		mes "[Master Kavaruk]";
 		if(tu_archer01 < 1){
@@ -333,21 +319,18 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 				mes "So are you";
 				mes "interested in";
 				mes "becoming an Archer?";
-
-			} else if(BaseClass == Job_Archer){
+			} else if (Class == Job_Archer_High || BaseJob == Job_Dancer || BaseJob == Job_Bard){
 				mes "Although I can't deny that you're an expert, I suppose it is a good idea to review the basics of archery from time to time. Would you like to try some refresher training?";
-			} else if(Class == Job_Hunter || Class == Job_Sniper){	//CHECK
+			} else if (BaseJob == Job_Hunter){
 				mes "[Master Kavaruk]";
 				mes "Arpesto is waiting";
 				mes "outside. Since he's a";
 				mes "veteran hunter, he can";
 				mes "be of great help to you.";
 				close;
-
 			} else if(Class == Job_Archer || Class == Job_Baby_Archer){
 				mes "As an Archer, I can see that you'd want to make sure that you have a strong grasp on the fundamentals";
 				mes "of our job. Would you like some specialized instruction?";
-
 			} else {
 				mes "Although you may not be able";
 				mes "to directly apply archery related knowledge, it's a good idea to understand the capabilities of";
@@ -360,7 +343,7 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 			next;
 			switch(select("Yes:No")){
 			case 1:
-				set tu_archer01, 1;
+				tu_archer01 = 1;
 				mes "[Master Kavaruk]";
 				mes "Ah yes. Well then, please";
 				mes "take this message over to ^3131FFSeisner^000000 who is in the Training Grounds west of Icarus.";
@@ -391,25 +374,22 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 			mes "hills west of Icarus and";
 			mes "talk to ^3131FFSeisner^000000 to begin your special training.";
 			close;
-
 		} else if(tu_archer01 == 3){
 			mes "So "+strcharinfo(0)+",";
 			mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary.";
 			next;
 			mes "[Master Kavaruk]";
-			if(Class == Job_Archer || Class == Job_Archer_High || Class == Job_Baby_Archer){
+			if (BaseJob == Job_Archer){
 				mes "Now it is time to experience the principles you've just learned firsthand. Go speak to ^3131FFReidin Corse^000000, who is just outside of this building, and he'll tell you about the different skills.";
-				set tu_archer01, 4;
+				tu_archer01 = 4;
 			} else {
 				mes "Still, there's no need for you to do any field training since only Archers can actually participate";
 				mes "in that.";
 			}
 			close;
-
-		} else if(tu_archer01 == 4){
+		} else if(tu_archer01 == 4 && BaseJob == Job_Archer) {
 			mes "Reidin Corse is just outside of this building. Didn't you see him on your way in?";
 			close;
-
 		}
 	}
 	mes "You're great";
@@ -420,8 +400,14 @@ payon_in02,54,13,3	script	Master Kavaruk	55,{
 
 // Reidin Corse
 //============================================================
-pay_arche,103,165,5	script	Reidin Corse#tu	832,{
+pay_arche,103,165,5	script	Reidin Corse#tu	4_M_REIDIN_KURS,{
 	mes "[Reidin Corse]";
+	if (checkweight(1201,1) == 0) {
+		mes "[Reidin Corse]";
+		mes "Why are you carrying";
+		mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+		close;
+	}
 	if(MaxWeight - Weight < 2000){
 		mes "Hey, you're carrying an";
 		mes "awful lot of stuff. You ought";
@@ -429,7 +415,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 		mes "into Kafra Storage...";
 		close;
 	}
-	if(tu_archer01 > 0){
+	if(tu_archer01 > 0 && (BaseJob != Job_Hunter && BaseJob != Job_Bard && BaseJob != Job_Dancer || Upper == 2)){
 		if(tu_archer01 == 4){
 			mes "Ah, what is it?";
 			mes "Can I help you";
@@ -493,27 +479,25 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			mes "^3355FFReidin Corse narrows his experienced eyes and sizes you up.^000000";
 			next;
 			mes "[Reidin Corse]";
-			if(JobLevel > 39){
+			if(JobLevel > 39)
 				mes "Hey! You're ready to change jobs, aren't you? Don't waste time here and just get a new job already! Eh, or you can ask Master Kavaruk for something to do.";
-				close;
-			} else if(JobLevel < 5){
+			else if(JobLevel < 5){
 				mes "Alright! We got a fresh Archer here! You're lucky you came to me, I'm the best teacher you can find! But let me warn you, I teach at a really fast pace, so try to keep";
 				mes "up. Okay? Good.";
 				next;
-				set tu_archer01, 5;
+				tu_archer01 = 5;
 				mes "[Reidin Corse]";
 				mes "Okay, I'm ready to begin the lessons! Come back over here once you've got your bow and arrows and everything else ready, got it?";
-				close;
 			} else {
 				mes "Okay. It looks like you know";
 				mes "some stuff. But even if you're";
 				mes "a little experienced, there's still room for you to learn. So try and keep up, got it?";
 				next;
-				set tu_archer01, 5;
+				tu_archer01 = 5;
 				mes "[Reidin Corse]";
 				mes "Well, I'm ready to teach whenever you're ready to learn. Come back once your bow and arrows and everything else is ready, alright?";
-				close;
 			}
+			close;
 		} else if(tu_archer01 == 5){
 			mes "You ready? I think it's fair to remind you that I won't tolerate any complaining! Just do what";
 			mes "I say and you'll be the second best Archer in the world! After me, of course~";
@@ -544,9 +528,9 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
 				next;
 				mes "[Reidin Corse]";
-				set .@skill_owl, getskilllv("AC_OWL");
+				.@skill_owl = getskilllv("AC_OWL");
 				if(.@skill_owl < 3){
-					set tu_archer01, 6;
+					tu_archer01 = 6;
 					mes "Now, your first assignment";
 					mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
 					if (checkre(0))
@@ -624,7 +608,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				} else {
 					emotion e_ag;
 					mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
-					set tu_archer01, 7;
+					tu_archer01 = 7;
 					getexp 500,0;
 					close;
 				}
@@ -639,7 +623,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				close;
 			}
 		} else if(tu_archer01 == 6){
-			set .@owl, getskilllv(43);
+			.@owl = getskilllv(43);
 			if(.@owl > 2){
 				mes "Ah, you're";
 				mes "finally back.";
@@ -651,7 +635,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "Ah, but your eyes look a lot sharper than they used to be.";
 				mes "Here, this is a small, special reward for you.";
 				specialeffect2 EF_WIND;
-				set tu_archer01, 7;
+				tu_archer01 = 7;
 				getexp 500,0;
 				next;
 				emotion e_pif;
@@ -730,8 +714,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			mes "so they're perfect for target";
 			mes "practice from a distance!";
 			next;
-
-			set .@eagle, getskilllv("AC_VULTURE");
+			.@eagle = getskilllv("AC_VULTURE");
 			if(.@eagle < 3){
 				if (checkre(0))
 					mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
@@ -745,16 +728,15 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				if(MaxWeight - Weight < 1000){
 					mes "You've got plenty of arrows";
 					mes "for that, so go for it!";
-					set tu_archer01, 8;
-					next;
+					tu_archer01 = 8;
 				} else {
 					next;
 					mes "[Reidin Corse]";
 					mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
-					set tu_archer01,8;
+					tu_archer01 = 8;
 					getitem 1752,300; //Fire_Arrow
-					next;
 				}
+				next;
 				mes "[Reidin Corse]";
 				mes "Alright~";
 				mes "Ready to go?";
@@ -786,12 +768,12 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "You already";
 				mes "learned Vulture's Eye!";
 				mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
-				set tu_archer01,9;
+				tu_archer01 = 9;
 				getitem 1752,500; //Fire_Arrow
 				close;
 			}
 		} else if(tu_archer01 == 8){
-			set .@eagle, getskilllv("AC_VULTURE");
+			.@eagle = getskilllv("AC_VULTURE");
 			if(.@eagle < 3){
 				if (checkre(0))
 					mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
@@ -824,7 +806,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			} else {
 				mes "Ah, so you've learned";
 				mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
-				set tu_archer01,9;
+				tu_archer01 = 9;
 				getitem 1752,500; //Fire_Arrow
 				close;
 			}
@@ -846,7 +828,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			mes "Whaddya think?";
 			mes "Exciting, yes?";
 			next;
-			set .@eagle, getskilllv("AC_DOUBLE");
+			.@eagle = getskilllv("AC_DOUBLE");
 			if(.@eagle > 2){
 				mes "["+strcharinfo(0)+"]";
 				mes "I...";
@@ -860,7 +842,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "[Reidin Corse]";
 				mes "^333333*Sigh*^000000";
 				mes "Next lesson...";
-				set tu_archer01, 10;
+				tu_archer01 = 10;
 				close;
 			} else {
 				mes "[Reidin Corse]";
@@ -878,7 +860,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				next;
 				if(.@eagle == 0){
 					specialeffect2 EF_WIND;
-					set tu_archer01, 10;
+					// tu_archer01 = 10;
 					getexp 0,500;
 				}
 				emotion e_no1;
@@ -928,9 +910,9 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "[Reidin Corse]";
 				mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~";
 			}
-			set tu_archer01,11;
+			tu_archer01 = 11;
 			close;
-		} else if(tu_archer01 == 11){
+		} else if(tu_archer01 == 11){// Grasshopper's_Leg
 			if (checkre(0) && countitem(940) < 10) {
 				mes "Hey...";
 				mes "You gotta bring";
@@ -956,7 +938,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "Good! You pass.";
 				mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
 				specialeffect2 EF_WIND;
-				set tu_archer01, 12;
+				tu_archer01 = 12;
 				if (checkre(0))
 					delitem 940,10; //Grasshopper's_Leg
 				getexp 1000,1000;
@@ -984,7 +966,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			mes "[Reidin Corse]";
 			mes "You might not be able";
 			mes "to see it now, but as you become more skilled, you'll eventually recognize all the benefits of this skill.";
-			set tu_archer01, 13;
+			tu_archer01 = 13;
 			close;
 		} else if(tu_archer01 == 13){
 			mes "^333333*Sigh*^000000";
@@ -1029,14 +1011,14 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			} else {
 				mes "This stuff is just a little something to encourage you, so don't take it the wrong way! Now hurry up, get what I asked for,";
 				mes "and come back!";
-				set tu_archer01,14;
+				tu_archer01 = 14;
 				getitem 601,10; //Wing_Of_Fly
 				getitem 501,10; //Red_Potion
 				getitem 602,1; //Wing_Of_Butterfly
 				close;
 			}
 		} else if((tu_archer01 == 14) || (tu_archer01 == 15)){
-			if (checkre(0) && (countitem(906) < 10 || countitem(921) < 10)) {
+			if (checkre(0) && (countitem(906) < 10 || countitem(921) < 10)) {// Pointed_Scale, Mushroom_Spore
 				mes "Remember, you";
 				mes "need to head into";
 				mes "the forest east of Payon and get me";
@@ -1089,7 +1071,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			mes "my final exam! Here, take";
 			mes "this little reward!";
 			specialeffect2 EF_WIND;
-			set tu_archer01,16;
+			tu_archer01 = 16;
 			if (checkre(3))
 				getexp 1000,1000;
 			else
@@ -1189,7 +1171,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 
 // Seisner
 //============================================================
-pay_arche,84,139,3	script	Seisner	727,{
+pay_arche,84,139,3	script	Seisner	4_F_JOB_HUNTER,{
 	specialeffect EF_HIT2,"#Target";
 	mes "[Seisner]";
 	mes "Aaaah!";
@@ -1216,8 +1198,8 @@ pay_arche,84,139,3	script	Seisner	727,{
 		mes "So Master Kavaruk";
 		mes "wants me to teach you";
 		mes "about Archers and Archery? Alright, what would you like to know more about?";
-		next;
 		while(1){
+			next;
 			switch(select("About Archers.:Stats for Archers:End Conversation.")){
 			case 1:
 				mes "[Seisner]";
@@ -1243,8 +1225,7 @@ pay_arche,84,139,3	script	Seisner	727,{
 				next;
 				mes "[Seisner]";
 				mes "Hunters can ultimately transcend into ^3131FFSnipers^000000, Bards into ^3131FFMinstrels^000000, and Dancers into ^3131FFGypsies^000000. I know that's pretty complex.";
-				if(tu_archer01 == 1) set tu_archer01, 2;
-				next;  
+				if(tu_archer01 == 1) tu_archer01 = 2;
 				break;
 			case 2:
 				mes "[Seisner]";
@@ -1270,8 +1251,8 @@ pay_arche,84,139,3	script	Seisner	727,{
 						mes "increase the amount of weight";
 						mes "that any character can carry. So if you have more STR, you can carry around more arrows.";
 						next;
-						if(tu_archer01 == 1) set tu_archer01, 2;
-						break;
+						if(tu_archer01 == 1) tu_archer01 = 2;
+						continue;
 					case 2:
 						mes "[Seisner]";
 						mes "^FF3131AGI^000000 as you know, ";
@@ -1281,8 +1262,8 @@ pay_arche,84,139,3	script	Seisner	727,{
 						mes "[Seisner]";
 						mes "One of the drawbacks of being an Archer is having weaker strength and lower Dodge Rate. However, the Dodge Rate disadvantage is lessened by increasing your ^FF3131AGI^000000.";
 						next;
-						if(tu_archer01 == 1) set tu_archer01, 2;
-						break;
+						if(tu_archer01 == 1) tu_archer01 = 2;
+						continue;
 					case 3:
 						mes "[Seisner]";
 						mes "^3131FFVIT^000000 will increase";
@@ -1297,8 +1278,8 @@ pay_arche,84,139,3	script	Seisner	727,{
 						mes "VIT might be helpful";
 						mes "depending on how you use it. Still, I wouldn't recommend focusing too much on increasing your VIT if you're an Archer.";
 						next;
-						if(tu_archer01 == 1) set tu_archer01, 2;
-						break;
+						if(tu_archer01 == 1) tu_archer01 = 2;
+						continue;
 					case 4:
 						mes "[Seisner]";
 						mes "^FF0000INT^000000 is more";
@@ -1313,8 +1294,8 @@ pay_arche,84,139,3	script	Seisner	727,{
 						mes "[Seisner]";
 						mes "For Hunters, one of the Second Job Classes for Archers, having higher INT will increase the damage inflicted by ^3131FFFalcons^000000.";
 						next;
-						if(tu_archer01 == 1) set tu_archer01, 2;
-						break;
+						if(tu_archer01 == 1) tu_archer01 = 2;
+						continue;
 					case 5:
 						mes "[Seisner]";
 						mes "Now DEX is almost";
@@ -1332,8 +1313,8 @@ pay_arche,84,139,3	script	Seisner	727,{
 						mes "[Seisner]";
 						mes "Just like any other class, ^FF3131DEX^000000 increases ^3131FFAccuracy (HIT)^000000 and slightly enhances Attack Speed (ASPD).";
 						next;
-						if(tu_archer01 == 1) set tu_archer01, 2;
-						break;
+						if(tu_archer01 == 1) tu_archer01 = 2;
+						continue;
 					case 6:
 						mes "[Seisner]";
 						mes "^FF0000LUK^000000 affects your";
@@ -1343,18 +1324,16 @@ pay_arche,84,139,3	script	Seisner	727,{
 						mes "[Seisner]";
 						mes "For Hunters, one of the Second Classes for the Archer, LUK increases the chance of ^3131FFBlitz Beat^000000 occurring automatically. So Hunters who rely on their Falcons might want to invest in LUK.";
 						next;
-						if(tu_archer01 == 1) set tu_archer01, 2;
-						break;
+						if(tu_archer01 == 1) tu_archer01 = 2;
+						continue;
 					case 7:
 						mes "[Seisner]";
 						mes "So is there";
 						mes "anything else that";
 						mes "you want to ask me?";
-						next;
-						set .@exitwhile,1;
 						break;
 					}
-					if (.@exitwhile) break;
+					break;
 				}
 				break;
 			case 3:
@@ -1378,7 +1357,7 @@ pay_arche,84,139,3	script	Seisner	727,{
 		mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me.";
 		close2;
 		specialeffect2 EF_WIND;
-		set tu_archer01, 3;
+		tu_archer01 = 3;
 		if(JobLevel == 1){
 			getexp 0,30;
 		} else if((JobLevel > 1) && (JobLevel < 11)){
@@ -1395,7 +1374,7 @@ pay_arche,84,139,3	script	Seisner	727,{
 
 // Target
 //============================================================
-pay_arche,76,135,3	script	#Target	111,{ end; }
+pay_arche,76,135,3	script	#Target	HIDDEN_NPC,{ end; }
 
 // Acolyte
 //============================================================
@@ -1431,7 +1410,7 @@ pay_arche,76,135,3	script	#Target	111,{ end; }
 				mes "Wow!";
 				mes "Thank you, thank you!";
 				mes "I''ll try my very best!";
-				set tu_archer01, 15;
+				tu_archer01 = 15;
 				close;
 			case 2:
 				mes "[Acolyte]";
@@ -1456,8 +1435,6 @@ pay_arche,76,135,3	script	#Target	111,{ end; }
 					mes "Y-you're a man!";
 					mes "D-d-d-don't tease me";
 					mes "like that! I'm serious!";
-					set tu_archer01, 15;
-					close;
 				} else {
 					mes "And he's so brave";
 					mes "and funny and smart.";
@@ -1468,12 +1445,12 @@ pay_arche,76,135,3	script	#Target	111,{ end; }
 					mes "^333333*Sniffle*^000000";
 					mes "I'll d-do my best to help you!";
 					mes "I wish you both happiness! (Waaaaaah~!)";
-					set tu_archer01, 15;
-					close;
 				}
+				tu_archer01 = 15;
+				close;
 			}
-			end;
-		} else {
+		}
+		else {
 			mes "^666666Zzzzz...^000000";
 			mes "Wh-wha...?";
 			mes "Who are you?";
@@ -1487,7 +1464,6 @@ pay_arche,76,135,3	script	#Target	111,{ end; }
 				case 0: npcskill "AL_HEAL",3,90,62; break;
 				case 1: npcskill "AL_HEAL",9,90,62; break;
 				case 2: npcskill "AL_HEAL",8,90,62; break;
-				case 3: break;
 			}
 			switch(rand(3)) {
 				case 0: npcskill "AL_INCAGI",1,0,0; break;
@@ -1501,7 +1477,8 @@ pay_arche,76,135,3	script	#Target	111,{ end; }
 			}
 			close;
 		}
-	} else if(tu_archer01 == 15){
+	}
+	else if(tu_archer01 == 15){
 		if((gettime(3) >= 18) && (gettime(3) < 22)){
 			mes "^666666Zzzzz...^000000";
 			mes "Wh-wha...?";
@@ -1528,7 +1505,6 @@ pay_arche,76,135,3	script	#Target	111,{ end; }
 			case 0: npcskill "AL_HEAL",3,90,62; break;
 			case 1: npcskill "AL_HEAL",10,90,62; break;
 			case 2: npcskill "AL_HEAL",8,90,62; break;
-			case 3: break;
 		}
 		switch(rand(3)) {
 			case 0: npcskill "AL_INCAGI",1,0,0; break;
@@ -1553,7 +1529,7 @@ pay_arche,76,135,3	script	#Target	111,{ end; }
 
 // Alchemist Guildmember
 //============================================================
-pay_arche,130,113,3	script	Alchemist Guildmember#tu	740,{
+pay_arche,130,113,3	script	Alchemist Guildmember#tu	2_M_ALCHE,{
 	mes "[Alchemist Guildmember]";
 	if(tu_archer02 > 0){
 		if((countitem(1032) > 0) || (countitem(905) > 0 )){	// Blossom_Of_Maneater & Stem
@@ -1580,20 +1556,14 @@ pay_arche,130,113,3	script	Alchemist Guildmember#tu	740,{
 				mes "Flora field! I really";
 				mes "appreciate your help~";
 
-				set .@alche_f,countitem(1032); // Blossom_Of_Maneater
-				set .@alche_s,countitem(905); // Stem
-				set .@f_zeny, .@alche_f * 130;
-				set .@s_zeny, .@alche_s * 30;
-				set .@total_zeny, .@f_zeny + .@s_zeny;
-				if(countitem(1032) == 0){
-					delitem 905, .@alche_s; //Stem
-				} else if(countitem(905) == 0){
-					delitem 1032, .@alche_f; //Blossom_Of_Maneater
-				} else {
+				.@alche_f = countitem(1032); // Blossom_Of_Maneater
+				.@alche_s = countitem(905); // Stem
+				.@total_zeny = .@alche_f * 130 + .@alche_s * 30;
+				if (countitem(1032))
 					delitem 1032, .@alche_f; //Blossom_Of_Maneater
+				if (countitem(905))
 					delitem 905, .@alche_s; //Stem
-				}
-				set Zeny,Zeny+.@total_zeny;
+				Zeny = Zeny+.@total_zeny;
 				close;
 			case 2:
 				mes "[Alchemist Guildmember]";
@@ -1627,7 +1597,7 @@ pay_arche,130,113,3	script	Alchemist Guildmember#tu	740,{
 
 // Arthail
 //============================================================
-prontera,126,335,5	script	Arthail	51,{
+prontera,126,335,5	script	Arthail	1_M_BARD,{
 	mes "[Arthail]";
 	if(tu_archer02 < 3){
 		mes "I am the Bard";
@@ -1679,16 +1649,15 @@ prontera,126,335,5	script	Arthail	51,{
 			next;
 			mes "[Arthail]";
 			mes "Would you please go and see if there's any news being spread around in that area for me?";
-			set tu_archer02, 3;
+			tu_archer02 = 3;
 		}
-		close;
-	} else if(tu_archer02 == 3){
+	}
+	else if(tu_archer02 == 3){
 		mes "I'm ashamed to ask,";
 		mes "but would you go the fountain in Prontera's central plaza and see";
 		mes "if there's any news?";
-		close;
-
-	} else if(tu_archer02 == 4){
+	}
+	else if(tu_archer02 == 4){
 		mes "I see...";
 		mes "Nothing much.";
 		mes "Another person";
@@ -1767,14 +1736,11 @@ prontera,126,335,5	script	Arthail	51,{
 		mes "I can't help it then.";
 		mes "I'd better go check";
 		mes "this out on my own.";
-		set tu_archer02, 5;
-		close;
-
-	} else if(tu_archer02 > 4 && tu_archer02 < 7){
+		tu_archer02 = 5;
+	}
+	else if(tu_archer02 > 4 && tu_archer02 < 7)
 		mes "^333333Zzzzz...^000000";
-		close;
-
-	} else if(tu_archer02 == 8){
+	else if(tu_archer02 == 8){
 		mes "Where did you go?";
 		mes "I thought you might have been kidnapped since you weren't";
 		mes "here when I woke up.";
@@ -1798,17 +1764,18 @@ prontera,126,335,5	script	Arthail	51,{
 		mes "I guess I'll finally";
 		mes "have a song that";
 		mes "I can share with you.";
-		set tu_archer02, 9;
-		close;
+		tu_archer02 = 9;
+	}
+	else {
+		mes "...";
+		mes "......";
 	}
-	mes "...";
-	mes "......";
 	close;
 }
 
 // New Guild Master
 //============================================================
-prontera,167,281,3	script	New Guild Master#tu	753,{
+prontera,167,281,3	script	New Guild Master#tu	4_M_MONK,{
 	mes "[New Guild Master]";
 	mes "Hearken, all";
 	mes "of you who seek";
@@ -1825,13 +1792,13 @@ prontera,167,281,3	script	New Guild Master#tu	753,{
 	mes "those who call themselves";
 	mes "my comrades will never";
 	mes "know the taste of defeat!";
-	if(tu_archer02 == 3) set tu_archer02, 4;
+	if(tu_archer02 == 3) tu_archer02 = 4;
 	close;
 }
 
 // Mage
 //============================================================
-prontera,144,301,5	script	Mage#tu	123,{
+prontera,144,301,5	script	Mage#tu	2_F_MAGICMASTER,{
 	mes "[Mage]";
 	mes "Did you see that";
 	mes "new guild master?";
@@ -1859,7 +1826,7 @@ prontera,144,301,5	script	Mage#tu	123,{
 
 // Minister
 //============================================================
-prt_castle,76,165,6	script	Minister#tu	55,{
+prt_castle,76,165,6	script	Minister#tu	1_M_JOBTESTER,{
 	mes "[Minister]";
 	mes "The royal family";
 	mes "is extremely busy";
@@ -1878,15 +1845,15 @@ prt_castle,76,165,6	script	Minister#tu	55,{
 		next;
 		mes "[Minister]";
 		mes "Ah, there are a few stray cats running around, those Wild Roses, so those noises you heard must have been them. Everything is fine here in the palace.";
-		set tu_archer02, 6;
-		close;
-	} else if(tu_archer02 == 7){
+		tu_archer02 = 6;
+	}
+	else if(tu_archer02 == 7){
 		next;
 		mes "^3355FFThe urgency that the Minister expressed earlier has been";
 		mes "replaced with a stone cold feeling of sternness. He probably won't tell you much more information,";
 		mes "no matter how much you ask him.";
-		close;
-	} else if(tu_acolyte01 == 25){
+	}
+	else if(tu_acolyte01 == 25){
 		next;
 		mes "["+strcharinfo(0)+"]";
 		mes "Um...";
@@ -1913,20 +1880,20 @@ prt_castle,76,165,6	script	Minister#tu	55,{
 		next;
 		mes "[Minister]";
 		mes "As a holy servant, I'm sure that you'll find plenty of other people who have need of your help and abilities outside of the palace.";
-	} 
+	}
 	close;
 }
 
 // Range NPC
 //============================================================
-prt_castle,94,150,4	script	#sound_tu	139,6,6,{
+prt_castle,94,150,4	script	#sound_tu	HIDDEN_WARP_NPC,6,6,{
 OnTouch_:
 	if(tu_archer02 == 6) {
 		mes "[Minister]";
 		mes "Contact the";
 		mes "Prontera Church.";
 		mes "Hurry, this is urgent!";
-		set tu_archer02, 7;
+		tu_archer02 = 7;
 		close;
 	}
 	end;
@@ -1934,7 +1901,7 @@ OnTouch_:
 
 // Bishop Maugins
 //============================================================
-monk_in,19,43,1	script	Bishop Maugins	60,{
+monk_in,19,43,1	script	Bishop Maugins	1_M_PASTOR,{
 	mes "[Bishop Maugins]";
 	if(tu_archer02 == 7){
 		mes "Greetings.";
@@ -1947,8 +1914,7 @@ monk_in,19,43,1	script	Bishop Maugins	60,{
 		mes "charge of that area. So";
 		mes "how may I help you?";
 		next;
-		switch(select("Has something happened to the Kingdom?:Nothing.")) {
-		case 1:
+		if (select("Has something happened to the Kingdom?:Nothing.") == 1) {
 			mes "[Bishop Maugins]";
 			mes "...!!";
 			next;
@@ -1961,8 +1927,7 @@ monk_in,19,43,1	script	Bishop Maugins	60,{
 			mes "Of course not!";
 			mes "The king and I regularly write to each other, but I haven't heard of anything in particular. Please don't worry yourself.";
 			next;
-			set tu_archer02, 8;
-			break;
+			tu_archer02 = 8;
 		}
 		mes "[Bishop Maugins]";
 		mes "Good luck on";

+ 677 - 1217
npc/quests/first_class/tu_ma_th01.txt

@@ -1,1336 +1,796 @@
-//===== rAthena Script ======================================= 
+//===== rAthena Script =======================================
 //= Thief Mage Quest Story Mode
-//===== By: ================================================== 
+//===== By: ==================================================
 //= Fix up by Jukka
-//===== Current Version: ===================================== 
-//= 1.3
-//===== Compatible With: ===================================== 
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
 //= rAthena Project
-//===== Description: ========================================= 
+//===== Description: =========================================
 //= [Official Conversion]
 //= Battle Traces from Thief and Magician training quests.
-//===== Additional Comments: ================================= 
+//===== Additional Comments: =================================
 //= 1.0 Fully working
 //= 1.1 optimized [Lupus]
 //= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
 //= 1.3 Misc. updates. [L0ne_W0lf]
-//============================================================ 
+//= 2.0 Clean-up. [Capuche]
+//============================================================
 
 // Battle Traces 1
 //============================================================
-moc_fild12,166,369,0	script	Trace of Battle#1	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 5){
-			mes "^3355FFYou find traces of poison";
-			mes "used in a battle. You sense";
-			mes "its potency and decide not";
-			mes "to get too close to it.^000000";
-			close;
-		} else if(tu_thief01 == 5){
-			mes "^3355FFYou find traces of poison";
-			mes "used in a battle. A feeling";
-			mes "of acute dizziness overcomes";
-			mes "you after examining the scene.^000000";
-			set tu_thief01, 6;
-			sc_start SC_Poison,60000,0;
-			specialeffect EF_VENOMDUST2;
-			close;
-		} else if(tu_thief01 == 6){
-			mes "^3355FFYou find traces of poison";
-			mes "used in a battle. A feeling";
-			mes "of acute dizziness overcomes";
-			mes "you after examining the scene.^000000";
-			sc_start SC_Poison,60000,0;
-			specialeffect EF_VENOMDUST2;
-			close;
-		} else if(tu_thief01 == 7){
-			mes "^3355FFYou find traces of poison";
-			mes "used in a battle. You sense";
-			mes "its potency and decide not";
-			mes "to get too close to it.^000000";
-			close;
-		} else if(tu_thief01 == 8){
-			mes "^3355FFThere are traces of a battle";
-			mes "that seem to be leading in";
-			mes "different directions. From the";
-			mes "peculiar smell that permeates";
-			mes "the area, it seems that some";
-			mes "kind of lethal poison was used.^000000";
-			next;
-			mes "^3355FFStill...";
-			mes "The trail of this";
-			mes "battle decidedly";
-			mes "heads southward.^000000";
-			set tu_thief01, 9;
-			close;
-		} else {
-			mes "^3355FFYou find signs of";
-			mes "a heated pursuit";
-			mes "that head south.";
-			close;
-		}
-	}
-	if(BaseClass == Job_Mage){
-		if(tu_magician01 < 8){
-			mes "^3355FFYou find traces of poison";
-			mes "used in a battle. You sense";
-			mes "its potency and decide not";
-			mes "to get too close to it.^000000";
+moc_fild12,166,369,0	script	Trace of Battle#1	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThere are signs that show";
+		mes "that some violent scuffle";
+		mes "might have occurred here,";
+		mes "but you can't tell what had";
+		mes "happened exactly...^000000";
+	} else if (tu_thief01 < 5 && .@class_thief || .@class_mage && tu_magician01 < 8) {
+		mes "^3355FFYou find traces of poison";
+		mes "used in a battle. You sense";
+		mes "its potency and decide not";
+		mes "to get too close to it.^000000";
+		if (.@class_mage)
 			specialeffect EF_VENOMDUST2;
-			close;
-		} else if(tu_magician01 == 8){
-			mes "^3355FFThere are traces of a battle";
-			mes "that seem to be leading in";
-			mes "different directions. From the";
-			mes "peculiar smell that permeates";
-			mes "the area, it seems that some";
-			mes "kind of lethal poison was used.^000000";
-			next;
-			mes "^3355FFStill...";
-			mes "The trail of this";
-			mes "battle decidedly";
-			mes "heads southward.^000000";
-			set tu_magician01, 9;
-			close;
-		} else {
-			mes "^3355FFYou find signs of";
-			mes "a heated pursuit";
-			mes "that head south.";
-			close;
-		}
+	} else if (tu_thief01 == 5 && .@class_thief) {
+		mes "^3355FFYou find traces of poison";
+		mes "used in a battle. A feeling";
+		mes "of acute dizziness overcomes";
+		mes "you after examining the scene.^000000";
+		tu_thief01 = 6;
+		sc_start SC_Poison,60000,0;
+		specialeffect EF_VENOMDUST2;
+	} else if (tu_thief01 == 6 && .@class_thief) {
+		mes "^3355FFYou find traces of poison";
+		mes "used in a battle. A feeling";
+		mes "of acute dizziness overcomes";
+		mes "you after examining the scene.^000000";
+		sc_start SC_Poison,60000,0;
+		specialeffect EF_VENOMDUST2;
+	} else if (tu_thief01 == 7 && .@class_thief) {
+		mes "^3355FFYou find traces of poison";
+		mes "used in a battle. You sense";
+		mes "its potency and decide not";
+		mes "to get too close to it.^000000";
+	} else if (.@class_thief && tu_thief01 == 8 || .@class_mage && tu_magician01 == 8) {
+		mes "^3355FFThere are traces of a battle";
+		mes "that seem to be leading in";
+		mes "different directions. From the";
+		mes "peculiar smell that permeates";
+		mes "the area, it seems that some";
+		mes "kind of lethal poison was used.^000000";
+		next;
+		mes "^3355FFStill...";
+		mes "The trail of this";
+		mes "battle decidedly";
+		mes "heads southward.^000000";
+		if (tu_magician01 == 8)
+			tu_magician01 = 9;
+		else
+			tu_thief01 = 9;
+	} else {
+		mes "^3355FFYou find signs of";
+		mes "a heated pursuit";
+		mes "that head south.";
 	}
-	mes "^3355FFThere are signs that show";
-	mes "that some violent scuffle";
-	mes "might have occurred here,";
-	mes "but you can't tell what had";
-	mes "happened exactly...^000000";
 	close;
 }
 
 // Battle Traces 2
 //============================================================
-moc_fild12,173,215,0	script	Trace of Battle#2	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 9){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_thief01 == 9){
-			mes "^3355FFYou've found traces";
-			mes "of the pursuit which";
-			mes "continue eastward.^000000";
-			set tu_thief01, 10;
-			close;
-		} else {
-			mes "^3355FFThese traces of";
-			mes "the pursuit lead";
-			mes "towards the east.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 9){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_magician01 == 9){
-			mes "^3355FFYou've found traces";
-			mes "of the pursuit which";
-			mes "continue eastward.^000000";
-			set tu_magician01, 10;
-			close;
-		} else {
-			mes "^3355FFThese traces of";
-			mes "the pursuit lead";
-			mes "towards the east.^000000";
-			close;
-		}
+moc_fild12,173,215,0	script	Trace of Battle#2	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThere are signs that show";
+		mes "that some violent scuffle";
+		mes "might have occurred here,";
+		mes "but you can't tell what had";
+		mes "happened exactly...^000000";
+	} else if (tu_thief01 < 9 && .@class_thief || tu_magician01 < 9 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "that many people";
+		mes "have traveled through";
+		mes "this particular area.^000000";
+	} else if (tu_thief01 == 9 && .@class_thief || tu_magician01 == 9 && .@class_mage) {
+		mes "^3355FFYou've found traces";
+		mes "of the pursuit which";
+		mes "continue eastward.^000000";
+		if (tu_magician01 == 9)
+			tu_magician01 = 10;
+		else
+			tu_thief01 = 10;
+	} else {
+		mes "^3355FFThese traces of";
+		mes "the pursuit lead";
+		mes "towards the east.^000000";
 	}
-	mes "^3355FFThere are signs that show";
-	mes "that some violent scuffle";
-	mes "might have occurred here,";
-	mes "but you can't tell what had";
-	mes "happened exactly...^000000";
 	close;
 }
 
 // Battle Traces 3
 //============================================================
-moc_fild12,276,165,0	script	Trace of Battle#3	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 10){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_thief01 == 10){
-			mes "^3355FFYou examine these traces";
-			mes "and notice that one set of";
-			mes "footprints looks almost too";
-			mes "pronounced, as if it had been";
-			mes "made for somebody to find.^000000";
-			set tu_thief01, 11;
-			close;
-		} else {
-			mes "^3355FFIt's a very";
-			mes "strange looking";
-			mes "set of footprints.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 10){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_magician01 == 10){
-			mes "^3355FFYou examine these traces";
-			mes "and notice that one set of";
-			mes "footprints looks almost too";
-			mes "pronounced, as if it had been";
-			mes "made for somebody to find.^000000";
-			set tu_magician01, 11;
-			close;
-		} else {
-			mes "^3355FFIt's a very";
-			mes "strange looking";
-			mes "set of footprints.^000000";
-			close;
-		}
+moc_fild12,276,165,0	script	Trace of Battle#3	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 10 && .@class_thief || tu_magician01 < 10 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "that many people";
+		mes "have traveled through";
+		mes "this particular area.^000000";
+	} else if (tu_thief01 == 10 && .@class_thief || tu_magician01 == 10 && .@class_mage) {
+		mes "^3355FFYou examine these traces";
+		mes "and notice that one set of";
+		mes "footprints looks almost too";
+		mes "pronounced, as if it had been";
+		mes "made for somebody to find.^000000";
+		if (tu_magician01 == 10)
+			tu_magician01 = 11;
+		else
+			tu_thief01 = 11;
+	} else {
+		mes "^3355FFIt's a very";
+		mes "strange looking";
+		mes "set of footprints.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 4
 //============================================================
-moc_fild11,39,163,0	script	Trace of Battle#4	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 11){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_thief01 == 11){
-			mes "^3355FFFrom these traces,";
-			mes "you see that another";
-			mes "set of footprints has";
-			mes "been added. It looks like";
-			mes "someone } else got involved.";
-			mes "These prints are distinctly";
-			mes "clearer and much smaller.^000000";
-			set tu_thief01, 12;
-			close;
-		} else {
-			mes "^3355FFFrom these traces,";
-			mes "you see that another";
-			mes "person has gotten involved";
-			mes "in this heated scuffle.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 11){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_magician01 == 11){
-			mes "^3355FFFrom these traces,";
-			mes "you see that another";
-			mes "set of footprints has";
-			mes "been added. It looks like";
-			mes "someone } else got involved.";
-			mes "These prints are distinctly";
-			mes "clearer and much smaller.^000000";
-			set tu_magician01, 12;
-			close;
-		} else {
-			mes "^3355FFFrom these traces,";
-			mes "you see that another";
-			mes "person has gotten involved";
-			mes "in this heated scuffle.^000000";
-			close;
-		}
+moc_fild11,39,163,0	script	Trace of Battle#4	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThere are signs that show";
+		mes "that some violent scuffle";
+		mes "might have occurred here,";
+		mes "but you can't tell what had";
+		mes "happened exactly...^000000";
+	} else if (tu_thief01 < 11 && .@class_thief || tu_magician01 < 11 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "that many people";
+		mes "have traveled through";
+		mes "this particular area.^000000";
+	} else if (tu_thief01 == 11 && .@class_thief || tu_magician01 == 11 && .@class_mage) {
+		mes "^3355FFFrom these traces,";
+		mes "you see that another";
+		mes "set of footprints has";
+		mes "been added. It looks like";
+		mes "someone else got involved.";
+		mes "These prints are distinctly";
+		mes "clearer and much smaller.^000000";
+		if (tu_magician01 == 11)
+			tu_magician01 = 12;
+		else
+			tu_thief01 = 12;
+	} else {
+		mes "^3355FFFrom these traces,";
+		mes "you see that another";
+		mes "person has gotten involved";
+		mes "in this heated scuffle.^000000";
 	}
-	mes "^3355FFThere are signs that show";
-	mes "that some violent scuffle";
-	mes "might have occurred here,";
-	mes "but you can't tell what had";
-	mes "happened exactly...^000000";
 	close;
 }
 
 // Battle Traces 5
 //============================================================
-moc_fild11,205,52,0	script	Trace of Battle#5	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 12){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_thief01 == 12){
-			mes "^3355FFThe traces of the battle";
-			mes "now split and head towards";
-			mes "the north and south. However,^000000";
-			if(countitem(506) == 0){
-				mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+moc_fild11,205,52,0	script	Trace of Battle#5	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 12 && .@class_thief || tu_magician01 < 12 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "that many people";
+		mes "have traveled through";
+		mes "this particular area.^000000";
+	} else if (tu_thief01 == 12 && .@class_thief || tu_magician01 == 12 && .@class_mage) {
+		mes "^3355FFThe traces of the battle";
+		mes "now split and head towards";
+		mes "the north and south. However,^000000";
+		if (countitem(506) == 0) {// Green_Potion
+			mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+			close;
+		}
+		mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+		next;
+		mes "^3355FFFortunately, you can";
+		mes "temporarily nullify the";
+		mes "poison by using one";
+		mes "of your Green Potions.^000000";
+		next;
+		switch(select("Use Green Potion.:Don't use it.")) {
+		case 1:
+			mes "^3355FFThe poison weakens";
+			mes "and some of it evaporates,";
+			mes "revealing a piece of cloth that";
+			mes "was hidden in that puddle.^000000";
+			next;
+			switch(select("Don't investigate.:Investigate.")) {
+			case 1:
+				mes "["+strcharinfo(0)+"]";
+				mes "A piece of cloth";
+				mes "is nothing to be";
+				mes "concerned about.";
 				close;
-			} else {
-				mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
-				next;
-				mes "^3355FFFortunately, you can";
-				mes "temporarily nullify the";
-				mes "poison by using one";
-				mes "of your Green Potions.^000000";
+			case 2:
+				mes "["+strcharinfo(0)+"]";
+				mes "Hey... There's";
+				mes "blood on this cloth";
+				mes "and some writing on";
+				mes "it that I can't recognize.";
+				mes "Hopefully, this'll provide";
+				mes "some sort of clue to all this?";
+				if (tu_thief01 == 12)
+					tu_thief01 = 13;
+				else
+					tu_magician01 = 13;
 				next;
-				switch(select("Use Green Potion.:Don't use it.")){
-				case 1:
-					mes "^3355FFThe poison weakens";
-					mes "and some of it evaporates,";
-					mes "revealing a piece of cloth that";
-					mes "was hidden in that puddle.^000000";
-					next;
-					switch(select("Don't investigate.:Investigate.")){
-					case 1:
-						mes "["+strcharinfo(0)+"]";
-						mes "A piece of cloth";
-						mes "is nothing to be";
-						mes "concerned about.";
-						close;
-					case 2:
-						mes "["+strcharinfo(0)+"]";
-						mes "Hey... There's";
-						mes "blood on this cloth";
-						mes "and some writing on";
-						mes "it that I can't recognize.";
-						mes "Hopefully, this'll provide";
-						mes "some sort of clue to all this?";
-						set tu_thief01, 13;
-						next;
-						mes "^3355FFYou take the piece";
-						mes "of cloth from the puddle";
-						mes "of poison and keep it with you.^000000";
-						close;
-					}
-				case 2:
-					mes "["+strcharinfo(0)+"]";
-					mes "Hmm...";
-					mes "It'll probably be";
-					mes "faster if I follow this";
-					mes "trail, rather than stop to";
-					mes "investigate this scene.";
-					close;
-				}
-			}
-		} else {
-			mes "^3355FFYou can't find";
-			mes "anything } else here,";
-			mes "aside from the traces";
-			mes "that split and lead both";
-			mes "northward and southward.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 12){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_magician01 == 12){
-			mes "^3355FFThe traces of the battle";
-			mes "now split and head towards";
-			mes "the north and south. However,^000000";
-			if(countitem(506) == 0){
-				mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+				mes "^3355FFYou take the piece";
+				mes "of cloth from the puddle";
+				mes "of poison and keep it with you.^000000";
 				close;
-			} else {
-				mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
-				next;
-				mes "^3355FFFortunately, you can";
-				mes "temporarily nullify the";
-				mes "poison by using one";
-				mes "of your Green Potions.^000000";
-				next;
-				switch(select("Use Green Potion.:Don't use it.")){
-				case 1:
-					mes "^3355FFThe poison weakens";
-					mes "and some of it evaporates,";
-					mes "revealing a piece of cloth that";
-					mes "was hidden in that puddle.^000000";
-					next;
-					switch(select("Don't investigate.:Investigate.")){
-					case 1:
-						mes "["+strcharinfo(0)+"]";
-						mes "A piece of cloth";
-						mes "is nothing to be";
-						mes "concerned about.";
-						close;
-					case 2:
-						mes "["+strcharinfo(0)+"]";
-						mes "Hey... There's";
-						mes "blood on this cloth";
-						mes "and some writing on";
-						mes "it that I can't recognize.";
-						mes "Hopefully, this'll provide";
-						mes "some sort of clue to all this?";
-						set tu_magician01,13;
-						next;
-						mes "^3355FFYou take the piece";
-						mes "of cloth from the puddle";
-						mes "of poison and keep it with you.^000000";
-						close;
-					}
-				case 2:
-					mes "["+strcharinfo(0)+"]";
-					mes "Hmm...";
-					mes "It'll probably be";
-					mes "faster if I follow this";
-					mes "trail, rather than stop to";
-					mes "investigate this scene.";
-					close;
-				}
 			}
-		} else {
-			mes "^3355FFYou can't find";
-			mes "anything } else here,";
-			mes "aside from the traces";
-			mes "that split and lead both";
-			mes "northward and southward.^000000";
-			close;
-		}
+		case 2:
+			mes "["+strcharinfo(0)+"]";
+			mes "Hmm...";
+			mes "It'll probably be";
+			mes "faster if I follow this";
+			mes "trail, rather than stop to";
+			mes "investigate this scene.";
+			close;
+		}
+	} else {
+		mes "^3355FFYou can't find";
+		mes "anything else here,";
+		mes "aside from the traces";
+		mes "that split and lead both";
+		mes "northward and southward.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 6
 //============================================================
-moc_fild11,226,235,0	script	Trace of Battle#6	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 13){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else {
-			mes "^3355FFThese footprints";
-			mes "look like they're";
-			mes "heading towards the";
-			mes "north from the south.";
-			mes "But you can't really";
-			mes "be sure just yet.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 13){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else {
-			mes "^3355FFThese footprints";
-			mes "look like they're";
-			mes "heading towards the";
-			mes "north from the south.";
-			mes "But you can't really";
-			mes "be sure just yet.^000000";
-			close;
-		}
+moc_fild11,226,235,0	script	Trace of Battle#6	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 13 && .@class_thief || tu_magician01 < 13 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "that many people";
+		mes "have traveled through";
+		mes "this particular area.^000000";
+	} else {
+		mes "^3355FFThese footprints";
+		mes "look like they're";
+		mes "heading towards the";
+		mes "north from the south.";
+		mes "But you can't really";
+		mes "be sure just yet.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 7
 //============================================================
-moc_fild11,184,342,0	script	Trace of Battle#7	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 13){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else {
-			mes "^3355FFThe trail here looks pretty";
-			mes "muddled, since it looks like";
-			mes "they battled here for quite a";
-			mes "while. But the footprints are";
-			mes "definitely heading south.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 13){
-			mes "^3355FFThere are signs";
-			mes "that many people";
-			mes "have traveled through";
-			mes "this particular area.^000000";
-			close;
-		} else {
-			mes "^3355FFThe trail here looks pretty";
-			mes "muddled, since it looks like";
-			mes "they battled here for quite a";
-			mes "while. But the footprints are";
-			mes "definitely heading south.^000000";
-			close;
-		}
+moc_fild11,184,342,0	script	Trace of Battle#7	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 13 && .@class_thief || tu_magician01 < 13 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "that many people";
+		mes "have traveled through";
+		mes "this particular area.^000000";
+	} else {
+		mes "^3355FFThe trail here looks pretty";
+		mes "muddled, since it looks like";
+		mes "they battled here for quite a";
+		mes "while. But the footprints are";
+		mes "definitely heading south.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 8
 //============================================================
-moc_fild17,213,358,0	script	Trace of Battle#8	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 13){
-			mes "^3355FFThere are two";
-			mes "distinct sets of";
-			mes "footprints in this";
-			mes "area, but they don't";
-			mes "hold any significance";
-			mes "right about now.^000000";
-			close;
-		} else if(tu_thief01 == 13){
-			mes "^3355FFAround here, it";
-			mes "looks like there are";
-			mes "only two sets of footprints.";
-			mes "What happened to the other";
-			mes "set that you found earlier?^000000";
-			set tu_thief01, 14;
-			close;
-		} else {
-			mes "^3355FFFrom the evidence";
-			mes "that you've found here,";
-			mes "it looks like the battle";
-			mes "involves only two people";
-			mes "from this point onward.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 13){
-			mes "^3355FFThere are two";
-			mes "distinct sets of";
-			mes "footprints in this";
-			mes "area, but they don't";
-			mes "hold any significance";
-			mes "right about now.^000000";
-			close;
-		} else if(tu_magician01 == 13){
-			mes "^3355FFAround here, it";
-			mes "looks like there are";
-			mes "only two sets of footprints.";
-			mes "What happened to the other";
-			mes "set that you found earlier?^000000";
-			set tu_magician01, 14;
-			close;
-		} else {
-			mes "^3355FFFrom the evidence";
-			mes "that you've found here,";
-			mes "it looks like the battle";
-			mes "involves only two people";
-			mes "from this point onward.^000000";
-			close;
-		}
+moc_fild17,213,358,0	script	Trace of Battle#8	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 13 && .@class_thief || tu_magician01 < 13 && .@class_mage) {
+		mes "^3355FFThere are two";
+		mes "distinct sets of";
+		mes "footprints in this";
+		mes "area, but they don't";
+		mes "hold any significance";
+		mes "right about now.^000000";
+	} else if (tu_thief01 == 13 && .@class_thief || tu_magician01 == 13 && .@class_mage) {
+		mes "^3355FFAround here, it";
+		mes "looks like there are";
+		mes "only two sets of footprints.";
+		mes "What happened to the other";
+		mes "set that you found earlier?^000000";
+		if (tu_magician01 == 13)
+			tu_magician01 = 14;
+		else
+			tu_thief01 = 14;
+	} else {
+		mes "^3355FFFrom the evidence";
+		mes "that you've found here,";
+		mes "it looks like the battle";
+		mes "involves only two people";
+		mes "from this point onward.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 9
 //============================================================
-moc_fild17,228,274,0	script	Trace of Battle#9	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 14){
-			mes "^3355FFTraces of some";
-			mes "sort of battle are";
-			mes "scattered all over";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_thief01 == 14){
-			mes "^3355FFYou follow the trail";
-			mes "and although traces from";
-			mes "the north and southeast mix";
-			mes "together, it looks like the battle continues towards the east.";
-			mes "But you should check this";
-			mes "spot a little bit more...^000000";
-			set tu_thief01, 15;
-			close;
-		} else if(tu_thief01 == 15){
-			set .@seek_tm, rand(1,10);
-			if(.@seek_tm == 7){
-				mes "^3355FFAfter investigating this";
-				mes "area more thoroughly,";
-				mes "you find another piece of";
-				mes "cloth stained with blood.";
-				mes "You decide to keep it with";
-				mes "you, hoping that it will";
-				mes "provide more clues.^000000";
-				set tu_thief01, 16;
-				close;
-			} else {
-				mes "^3355FFYou don't find anything,";
-				mes "but you still can't shake";
-				mes "the feeling that there is";
-				mes "some important clue that";
-				mes "you have to find here. It won't hurt to keep investigating here.^000000";
-				close;
-			}
-		} else {
-			mes "^3355FFYou better continue";
-			mes "following this trail";
-			mes "which leads westward.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 14){
-			mes "^3355FFTraces of some";
-			mes "sort of battle are";
-			mes "scattered all over";
-			mes "this particular area.^000000";
-			close;
-		} else if(tu_magician01 == 14){
-			mes "^3355FFYou follow the trail";
-			mes "and although traces from";
-			mes "the north and southeast mix";
-			mes "together, it looks like the battle continues towards the east.";
-			mes "But you should check this";
-			mes "spot a little bit more...^000000";
-			set tu_magician01, 15;
-			close;
-		} else if(tu_magician01 == 15){
-			set .@seek_tm1, rand(1,10);
-			if(.@seek_tm1 == 7){
-				mes "^3355FFAfter investigating this";
-				mes "area more thoroughly,";
-				mes "you find another piece of";
-				mes "cloth stained with blood.";
-				mes "You decide to keep it with";
-				mes "you, hoping that it will";
-				mes "provide more clues.^000000";
-				set tu_magician01, 16;
-				close;
-			} else {
-				mes "^3355FFYou don't find anything,";
-				mes "but you still can't shake";
-				mes "the feeling that there is";
-				mes "some important clue that";
-				mes "you have to find here. It won't hurt to keep investigating here.^000000";
-				close;
-			}
-		} else {
-			mes "^3355FFYou better continue";
-			mes "following this trail";
-			mes "which leads westward.^000000";
-			close;
-		}
+moc_fild17,228,274,0	script	Trace of Battle#9	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 14 && .@class_thief || tu_magician01 < 14 && .@class_mage) {
+		mes "^3355FFTraces of some";
+		mes "sort of battle are";
+		mes "scattered all over";
+		mes "this particular area.^000000";
+	} else if (tu_thief01 == 14 && .@class_thief || tu_magician01 == 14 && .@class_mage) {
+		mes "^3355FFYou follow the trail";
+		mes "and although traces from";
+		mes "the north and southeast mix";
+		mes "together, it looks like the battle continues towards the east.";
+		mes "But you should check this";
+		mes "spot a little bit more...^000000";
+		if (tu_magician01 == 14)
+			tu_magician01 = 15;
+		else
+			tu_thief01 = 15;
+	} else if (tu_thief01 == 15 && .@class_thief || tu_magician01 == 15 && .@class_mage) {
+		if (rand(1,10) == 7) {
+			mes "^3355FFAfter investigating this";
+			mes "area more thoroughly,";
+			mes "you find another piece of";
+			mes "cloth stained with blood.";
+			mes "You decide to keep it with";
+			mes "you, hoping that it will";
+			mes "provide more clues.^000000";
+			if (tu_magician01 == 15)
+				tu_magician01 = 16;
+			else
+				tu_thief01 = 16;
+		} else {
+			mes "^3355FFYou don't find anything,";
+			mes "but you still can't shake";
+			mes "the feeling that there is";
+			mes "some important clue that";
+			mes "you have to find here. It won't hurt to keep investigating here.^000000";
+		}
+	} else {
+		mes "^3355FFYou better continue";
+		mes "following this trail";
+		mes "which leads westward.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 10
 //============================================================
-moc_fild17,34,292,0	script	Trace of Battle#10	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 16){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_thief01 == 16){
-			mes "^3355FFThe lead set of footprints,";
-			mes "probably belonging to the one";
-			mes "who was being pursued, look";
-			mes "more erratic, as if exhaustion";
-			mes "and desperation were setting in. These traces lead to the west.^000000";
-			set tu_thief01, 17;
-			close;
-		} else {
-			mes "^3355FFThe trail from";
-			mes "this point heads";
-			mes "towards the west.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 16){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_magician01 == 16){
-			mes "^3355FFThe lead set of footprints,";
-			mes "probably belonging to the one";
-			mes "who was being pursued, look";
-			mes "more erratic, as if exhaustion";
-			mes "and desperation were setting in. These traces lead to the west.^000000";
-			set tu_magician01, 17;
-			close;
-		} else {
-			mes "^3355FFThe trail from";
-			mes "this point heads";
-			mes "towards the west.^000000";
-			close;
-		}
+moc_fild17,34,292,0	script	Trace of Battle#10	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 16 && .@class_thief || tu_magician01 < 16 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "showing that a lot";
+		mes "of people were in";
+		mes "this area earlier.^000000";
+	} else if (tu_thief01 == 16 && .@class_thief || tu_magician01 == 16 && .@class_mage) {
+		mes "^3355FFThe lead set of footprints,";
+		mes "probably belonging to the one";
+		mes "who was being pursued, look";
+		mes "more erratic, as if exhaustion";
+		mes "and desperation were setting in. These traces lead to the west.^000000";
+		if (tu_magician01 == 16)
+			tu_magician01 = 17;
+		else
+			tu_thief01 = 17;
+	} else {
+		mes "^3355FFThe trail from";
+		mes "this point heads";
+		mes "towards the west.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 11
 //============================================================
-moc_fild18,346,296,0	script	Trace of Battle#11	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 17){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_thief01 == 17){
-			mes "^3355FFFollowing the";
-			mes "trail, you see signs";
-			mes "that blood was spilled";
-			mes "in this area. It looks like";
-			mes "someone was injured";
-			mes "pretty badly around here.^000000";
-			set tu_thief01, 18;
-			close;
-		} else {
-			mes "^3355FFSince someone involved";
-			mes "in this conflict was bleeding,";
-			mes "further traces of this pursuit";
-			mes "might be easier to find now.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 17){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_magician01 == 17){
-			mes "^3355FFFollowing the";
-			mes "trail, you see signs";
-			mes "that blood was spilled";
-			mes "in this area. It looks like";
-			mes "someone was injured";
-			mes "pretty badly around here.^000000";
-			set tu_magician01, 18;
-			close;
-		} else {
-			mes "^3355FFSince someone involved";
-			mes "in this conflict was bleeding,";
-			mes "further traces of this pursuit";
-			mes "might be easier to find now.^000000";
-			close;
-		}
+moc_fild18,346,296,0	script	Trace of Battle#11	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 17 && .@class_thief || tu_magician01 < 17 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "showing that a lot";
+		mes "of people were in";
+		mes "this area earlier.^000000";
+	} else if (tu_thief01 == 17 && .@class_thief || tu_magician01 == 17 && .@class_mage) {
+		mes "^3355FFFollowing the";
+		mes "trail, you see signs";
+		mes "that blood was spilled";
+		mes "in this area. It looks like";
+		mes "someone was injured";
+		mes "pretty badly around here.^000000";
+		if (tu_magician01 == 17)
+			tu_magician01 = 18;
+		else
+			tu_thief01 = 18;
+	} else {
+		mes "^3355FFSince someone involved";
+		mes "in this conflict was bleeding,";
+		mes "further traces of this pursuit";
+		mes "might be easier to find now.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 12
 //============================================================
-moc_fild18,309,257,0	script	Trace of Battle#12	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 18){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_thief01 == 18){
-			mes "^3355FFThese traces lead";
-			mes "northward and it looks";
-			mes "like whoever is doing";
-			mes "the chasing is getting";
-			mes "much closer to his prey.^000000";
-			set tu_thief01, 19;
-			close;
-		} else {
-			mes "^3355FFThe trail of this";
-			mes "pursuit now leads";
-			mes "towards the north.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 18){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_magician01 == 18){
-			mes "^3355FFThese traces lead";
-			mes "northward and it looks";
-			mes "like whoever is doing";
-			mes "the chasing is getting";
-			mes "much closer to his prey.^000000";
-			set tu_magician01, 19;
-			close;
-		} else {
-			mes "^3355FFThe trail of this";
-			mes "pursuit now leads";
-			mes "towards the north.^000000";
-			close;
-		}
+moc_fild18,309,257,0	script	Trace of Battle#12	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 18 && .@class_thief || tu_magician01 < 18 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "showing that a lot";
+		mes "of people were in";
+		mes "this area earlier.^000000";
+	} else if (tu_thief01 == 18 && .@class_thief || tu_magician01 == 18 && .@class_mage) {
+		mes "^3355FFThese traces lead";
+		mes "northward and it looks";
+		mes "like whoever is doing";
+		mes "the chasing is getting";
+		mes "much closer to his prey.^000000";
+		if (tu_magician01 == 18)
+			tu_magician01 = 19;
+		else
+			tu_thief01 = 19;
+	} else {
+		mes "^3355FFThe trail of this";
+		mes "pursuit now leads";
+		mes "towards the north.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 13
 //============================================================
-moc_fild18,177,333,0	script	Trace of Battle#13	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 19){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_thief01 == 19){
-			mes "^3355FFJudging from these";
-			mes "traces, it looks like";
-			mes "even more people have";
-			mes "joined the battle which";
-			mes "now seems to be leading";
-			mes "in the southwest direction.^000000";
-			set tu_thief01, 20;
-			close;
-		} else {
-			mes "^3355FFIt looks like";
-			mes "the battle heads";
-			mes "towards the southwest";
-			mes "from this particular point.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 19){
-			mes "A large group of people seem to have gone by.";
-			close;
-		} else if(tu_magician01 == 19){
-			mes "^3355FFJudging from these";
-			mes "traces, it looks like";
-			mes "even more people have";
-			mes "joined the battle which";
-			mes "now seems to be leading";
-			mes "in the southwest direction.^000000";
-			set tu_magician01, 20;
-			close;
-		} else {
-			mes "^3355FFIt looks like";
-			mes "the battle heads";
-			mes "towards the southwest";
-			mes "from this particular point.^000000";
-			close;
-		}
+moc_fild18,177,333,0	script	Trace of Battle#13	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 19 && .@class_thief) {
+		mes "^3355FFThere are signs";
+		mes "showing that a lot";
+		mes "of people were in";
+		mes "this area earlier.^000000";
+	} else if (tu_magician01 < 19 && .@class_mage) {
+		mes "A large group of people seem to have gone by.";
+	} else if (tu_thief01 == 19 && .@class_thief || tu_magician01 == 19 && .@class_mage) {
+		mes "^3355FFJudging from these";
+		mes "traces, it looks like";
+		mes "even more people have";
+		mes "joined the battle which";
+		mes "now seems to be leading";
+		mes "in the southwest direction.^000000";
+		if (tu_magician01 == 19)
+			tu_magician01 = 20;
+		else
+			tu_thief01 = 20;
+	} else {
+		mes "^3355FFIt looks like";
+		mes "the battle heads";
+		mes "towards the southwest";
+		mes "from this particular point.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 14
 //============================================================
-moc_fild18,111,303,0	script	Trace of Battle#14	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 20){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_thief01 == 20){
-			mes "^3355FFIn this area, it looks";
-			mes "like even more people";
-			mes "joined in this battle and";
-			mes "the pursuit clearly heads";
-			mes "towards the south.^000000";
-			set tu_thief01, 21;
-			close;
-		} else {
-			mes "^3355FFThe trail of";
-			mes "this battle heads";
-			mes "towards the south.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 20){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_magician01 == 20){
-			mes "^3355FFIn this area, it looks";
-			mes "like even more people";
-			mes "joined in this battle and";
-			mes "the pursuit clearly heads";
-			mes "towards the south.^000000";
-			set tu_magician01, 21;
-			close;
-		} else {
-			mes "^3355FFThe trail of";
-			mes "this battle heads";
-			mes "towards the south.^000000";
-			close;
-		}
+moc_fild18,111,303,0	script	Trace of Battle#14	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 20 && .@class_thief || tu_magician01 < 20 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "showing that a lot";
+		mes "of people were in";
+		mes "this area earlier.^000000";
+	} else if (tu_thief01 == 20 && .@class_thief || tu_magician01 == 20 && .@class_mage) {
+		mes "^3355FFIn this area, it looks";
+		mes "like even more people";
+		mes "joined in this battle and";
+		mes "the pursuit clearly heads";
+		mes "towards the south.^000000";
+		if (tu_magician01 == 20)
+			tu_magician01 = 21;
+		else
+			tu_thief01 = 21;
+	} else {
+		mes "^3355FFThe trail of";
+		mes "this battle heads";
+		mes "towards the south.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 15
 //============================================================
-moc_fild18,109,197,0	script	Trace of Battle#15	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 21){
-			mes "^3355FFThere are signs";
-			mes "showing that a lot";
-			mes "of people were in";
-			mes "this area earlier.^000000";
-			close;
-		} else if(tu_thief01 == 21){
-			mes "^3355FFThis area is clearly";
-			mes "marked with signs";
-			mes "of a violent battle, with";
-			mes "traces of poison strewn";
-			mes "all over the ground.^000000";
+moc_fild18,109,197,0	script	Trace of Battle#15	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 21 && .@class_thief) {
+		mes "^3355FFThere are signs";
+		mes "showing that a lot";
+		mes "of people were in";
+		mes "this area earlier.^000000";
+	} else if (tu_magician01 < 21 && .@class_mage)
+		mes "A large group of people seem to have gone by.";
+	else if (tu_thief01 == 21 && .@class_thief || tu_magician01 == 21 && .@class_mage) {
+		mes "^3355FFThis area is clearly";
+		mes "marked with signs";
+		mes "of a violent battle, with";
+		mes "traces of poison strewn";
+		mes "all over the ground.^000000";
+		next;
+		switch(select("Continue following the traces.:Further investigate the area.")) {
+		case 1:
+			mes "^3355FFYou examine the";
+			mes "trail, but can't really";
+			mes "discern the direction";
+			mes "in which the battle";
+			mes "continues...^000000";
+			close;
+		case 2:
+			mes "^3355FFYou find a bunch of";
+			mes "traps that use different";
+			mes "kinds of poison. The ones";
+			mes "that have been set off are";
+			mes "mixed with the ones which";
+			mes "haven't been triggered.^000000";
+			if (tu_thief01 == 21)
+				tu_thief01 = 22;
+			else
+				tu_magician01 = 22;
+			close;
+		}
+	} else if (tu_thief01 == 22 && .@class_thief || tu_magician01 == 22 && .@class_mage) {
+		if (rand(1,3) == 3) {
+			mes "^3355FFOne trap in particular";
+			mes "stands out to you more";
+			mes "than the rest. Perhaps";
+			mes "you should pour some";
+			mes "Green Potion on it to";
+			mes "neutralize it first.^000000";
 			next;
-			switch(select("Continue following the traces.:Further investigate the area.")){
+			switch(select("Pour Green Potion.:Don't use Green Potion.")) {
 			case 1:
-				mes "^3355FFYou examine the";
-				mes "trail, but can't really";
-				mes "discern the direction";
-				mes "in which the battle";
-				mes "continues...^000000";
-				close;
-			case 2:
-				mes "^3355FFYou find a bunch of";
-				mes "traps that use different";
-				mes "kinds of poison. The ones";
-				mes "that have been set off are";
-				mes "mixed with the ones which";
-				mes "haven't been triggered.^000000";
-				set tu_thief01, 22;
-				close;
-			}
-		} else if(tu_thief01 == 22){
-			set .@trap_tm, rand(1,3);
-			if(.@trap_tm == 3){
-				mes "^3355FFOne trap in particular";
-				mes "stands out to you more";
-				mes "than the rest. Perhaps";
-				mes "you should pour some";
-				mes "Green Potion on it to";
-				mes "neutralize it first.^000000";
-				next;
-				switch(select("Pour Green Potion.:Don't use Green Potion.")){
-				case 1:
-					if(countitem(506) < 1){
-						mes "^3355FFUnfortunately, you";
-						mes "don't have a Green";
-						mes "Potion that you can";
-						mes "use to pour on this trap...^000000";
-						close;
-					} else {
-						mes "^3355FFPouring that";
-						mes "Green Potion didn't";
-						mes "really make anything";
-						mes "happen. Perhaps you";
-						mes "should try something else.^000000";
-						delitem 506,1; //Green_Potion
-						set tu_thief01, 23;
-						close;
-					}
-				case 2:
-					mes "["+strcharinfo(0)+"]";
-					mes "I guess...";
-					mes "I'll try investigating";
-					mes "this area a little more?";
-					close;
-				}
-			} else {
-				mes "^3355FFBy sheer accident,";
-				mes "you set off one of";
-				mes "the traps in the area.^000000";
-				sc_start SC_Poison,60000,0;
-				specialeffect EF_VENOMDUST2;
-				percentheal -30,0;
-				close;
-			}
-		} else if(tu_thief01 == 23){
-			if(countitem(511) > 0 || countitem(716) > 0){
-				if(countitem(511) > 0 && countitem(716) > 0){
-					mes "^3355FFYou try grinding";
-					mes "a Green Herb and";
-					mes "sprinkling it on the";
-					mes "trap and then place";
-					mes "a Red Gemstone on it.";
-					mes "The gem glows and";
-					mes "slowly melts away...^000000";
-					next;
-					mes "^3355FFAlthough you don't";
-					mes "fully understand the";
-					mes "science of using poisons";
-					mes "or antidotes, you managed";
-					mes "to successfully dismantle";
-					mes "the trap. Now you can safely";
-					mes "check what might be inside.^000000";
-					delitem 511,1; //Green_Herb
-					delitem 716,1; //Red_Gemstone
-					set tu_thief01, 24;
-					close;
-				} else if(countitem(511) > 0){
-					mes "^3355FFYou should try to";
-					mes "dismantle this trap";
-					mes "by using other catalysts";
-					mes "related to the curing or";
-					mes "use of poison. You do have";
-					mes "a Green Herb on you, so you";
-					mes "try sprinkling it on the trap.^000000";
-					next;
-					mes "^3355FFHowever, nothing";
-					mes "happens. It seems that";
-					mes "you need another catalyst";
-					mes "in addition to the Green Herb";
-					mes "that you have in order to";
-					mes "dismantle this trap.^000000";
+				if (countitem(506) < 1) {// Green_Potion
+					mes "^3355FFUnfortunately, you";
+					mes "don't have a Green";
+					mes "Potion that you can";
+					mes "use to pour on this trap...^000000";
 					close;
 				} else {
-					mes "^3355FFYou should try to";
-					mes "dismantle this trap";
-					mes "by using other catalysts";
-					mes "related to the curing or use";
-					mes "of poison. You do have a";
-					mes "Red Gemstone, so you grind";
-					mes "it and sprinkle it on the trap.^000000";
-					next;
-					mes "^3355FFHowever, nothing";
-					mes "happens. It seems that";
-					mes "you need another catalyst to";
-					mes "use with the Red Gemstone";
-					mes "that you have in order to";
-					mes "dismantle this trap.^000000";
+					mes "^3355FFPouring that";
+					mes "Green Potion didn't";
+					mes "really make anything";
+					mes "happen. Perhaps you";
+					mes "should try something else.^000000";
+					delitem 506,1; //Green_Potion
+					if (tu_thief01 == 22)
+						tu_thief01 = 23;
+					else
+						tu_magician01 = 23;
 					close;
 				}
-			} else {
-				mes "^3355FFYou should try to";
-				mes "dismantle this trap";
-				mes "by using other catalysts";
-				mes "related to the curing or";
-				mes "use of poison. But what";
-				mes "items should you bring?^000000";
-				close;
-			}
-		} else if(tu_thief01 == 24){
-			mes "^3355FFInside the dismantled";
-			mes "trap, you find another";
-			mes "piece of strange cloth";
-			mes "that's stained with blood.";
-			mes "You take it with you in";
-			mes "hopes that it provides";
-			mes "some kind of evidence.^000000";
-			set tu_thief01, 25;
-			close;
-		} else {
-			mes "^3355FFYou examine the area";
-			mes "a little further and guess";
-			mes "that the battle might head";
-			mes "towards the south.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 21){
-			mes "A large group of people seem to have gone by.";
-			close;
-		} else if(tu_magician01 == 21){
-			mes "^3355FFThis area is clearly";
-			mes "marked with signs";
-			mes "of a violent battle, with";
-			mes "traces of poison strewn";
-			mes "all over the ground.^000000";
-			next;
-			switch(select("Continue following the traces.:Further investigate the area.")){
-			case 1:
-				mes "^3355FFYou examine the";
-				mes "trail, but can't really";
-				mes "discern the direction";
-				mes "in which the battle";
-				mes "continues...^000000";
-				close;
 			case 2:
-				mes "^3355FFYou find a bunch of";
-				mes "traps that use different";
-				mes "kinds of poison. The ones";
-				mes "that have been set off are";
-				mes "mixed with the ones which";
-				mes "haven't been triggered.^000000";
-				set tu_magician01, 22;
-				close;
-			}
-		} else if(tu_magician01 == 22){
-			set .@trap_tm, rand(1,3);
-			if(.@trap_tm == 3){
-				mes "^3355FFOne trap in particular";
-				mes "stands out to you more";
-				mes "than the rest. Perhaps";
-				mes "you should pour some";
-				mes "Green Potion on it to";
-				mes "neutralize it first.^000000";
-				next;
-				switch(select("Pour Green Potion.:Don't use Green Potion.")){
-				case 1:
-					if(countitem(506) < 1){
-						mes "^3355FFUnfortunately, you";
-						mes "don't have a Green";
-						mes "Potion that you can";
-						mes "use to pour on this trap...^000000";
-						close;
-					} else {
-						mes "^3355FFPouring that";
-						mes "Green Potion didn't";
-						mes "really make anything";
-						mes "happen. Perhaps you";
-						mes "should try something else.^000000";
-						delitem 506,1; //Green_Potion
-						set tu_magician01, 23;
-						close;
-					}
-				case 2:
-					mes "["+strcharinfo(0)+"]";
-					mes "I guess...";
-					mes "I'll try investigating";
-					mes "this area a little more?";
-					close;
-				}
-			} else {
-				mes "^3355FFBy sheer accident,";
-				mes "you set off one of";
-				mes "the traps in the area.^000000";
-				sc_start SC_Poison,60000,0;
-				specialeffect EF_VENOMDUST2;
-				percentheal -30,0;
-				close;
-			}
-		} else if(tu_magician01 == 23){
-			if(countitem(511) > 0 || countitem(716) > 0){
-				if(countitem(511) > 0 && countitem(716) > 0){
-					mes "^3355FFYou try grinding";
-					mes "a Green Herb and";
-					mes "sprinkling it on the";
-					mes "trap and then place";
-					mes "a Red Gemstone on it.";
-					mes "The gem glows and";
-					mes "slowly melts away...^000000";
-					next;
-					mes "^3355FFAlthough you don't";
-					mes "fully understand the";
-					mes "science of using poisons";
-					mes "or antidotes, you managed";
-					mes "to successfully dismantle";
-					mes "the trap. Now you can safely";
-					mes "check what might be inside.^000000";
-					delitem 511,1; //Green_Herb
-					delitem 716,1; //Red_Gemstone
-					set tu_magician01, 24;
-					close;
-				} else if(countitem(511) > 0){
-					mes "^3355FFYou should try to";
-					mes "dismantle this trap";
-					mes "by using other catalysts";
-					mes "related to the curing or";
-					mes "use of poison. You do have";
-					mes "a Green Herb on you, so you";
-					mes "try sprinkling it on the trap.^000000";
-					next;
-					mes "^3355FFHowever, nothing";
-					mes "happens. It seems that";
-					mes "you need another catalyst";
-					mes "in addition to the Green Herb";
-					mes "that you have in order to";
-					mes "dismantle this trap.^000000";
-					close;
-				} else {
-					mes "^3355FFYou should try to";
-					mes "dismantle this trap";
-					mes "by using other catalysts";
-					mes "related to the curing or use";
-					mes "of poison. You do have a";
-					mes "Red Gemstone, so you grind";
-					mes "it and sprinkle it on the trap.^000000";
-					next;
-					mes "^3355FFHowever, nothing";
-					mes "happens. It seems that";
-					mes "you need another catalyst to";
-					mes "use with the Red Gemstone";
-					mes "that you have in order to";
-					mes "dismantle this trap.^000000";
-					close;
-				}
-			} else {
-				mes "^3355FFYou should try to";
-				mes "dismantle this trap";
-				mes "by using other catalysts";
-				mes "related to the curing or";
-				mes "use of poison. But what";
-				mes "items should you bring?^000000";
+				mes "["+strcharinfo(0)+"]";
+				mes "I guess...";
+				mes "I'll try investigating";
+				mes "this area a little more?";
 				close;
 			}
-		} else if(tu_magician01 == 24){
-			mes "^3355FFInside the dismantled";
-			mes "trap, you find another";
-			mes "piece of strange cloth";
-			mes "that's stained with blood.";
-			mes "You take it with you in";
-			mes "hopes that it provides";
-			mes "some kind of evidence.^000000";
-			set tu_magician01, 25;
-			close;
 		} else {
-			mes "^3355FFYou examine the area";
-			mes "a little further and guess";
-			mes "that the battle might head";
-			mes "towards the south.^000000";
-			close;
-		}
-
+			mes "^3355FFBy sheer accident,";
+			mes "you set off one of";
+			mes "the traps in the area.^000000";
+			sc_start SC_Poison,60000,0;
+			specialeffect EF_VENOMDUST2;
+			percentheal -30,0;
+		}
+	} else if (tu_thief01 == 23 && .@class_thief || tu_magician01 == 23 && .@class_mage) {
+		if (countitem(511) > 0 && countitem(716) > 0) {
+			mes "^3355FFYou try grinding";
+			mes "a Green Herb and";
+			mes "sprinkling it on the";
+			mes "trap and then place";
+			mes "a Red Gemstone on it.";
+			mes "The gem glows and";
+			mes "slowly melts away...^000000";
+			next;
+			mes "^3355FFAlthough you don't";
+			mes "fully understand the";
+			mes "science of using poisons";
+			mes "or antidotes, you managed";
+			mes "to successfully dismantle";
+			mes "the trap. Now you can safely";
+			mes "check what might be inside.^000000";
+			delitem 511,1; //Green_Herb
+			delitem 716,1; //Red_Gemstone
+			if (tu_thief01 == 23)
+				tu_thief01 = 24;
+			else
+				tu_magician01 = 24;
+		} else if (countitem(511) > 0) {
+			mes "^3355FFYou should try to";
+			mes "dismantle this trap";
+			mes "by using other catalysts";
+			mes "related to the curing or";
+			mes "use of poison. You do have";
+			mes "a Green Herb on you, so you";
+			mes "try sprinkling it on the trap.^000000";
+			next;
+			mes "^3355FFHowever, nothing";
+			mes "happens. It seems that";
+			mes "you need another catalyst";
+			mes "in addition to the Green Herb";
+			mes "that you have in order to";
+			mes "dismantle this trap.^000000";
+		} else if (countitem(716) > 0) {
+			mes "^3355FFYou should try to";
+			mes "dismantle this trap";
+			mes "by using other catalysts";
+			mes "related to the curing or use";
+			mes "of poison. You do have a";
+			mes "Red Gemstone, so you grind";
+			mes "it and sprinkle it on the trap.^000000";
+			next;
+			mes "^3355FFHowever, nothing";
+			mes "happens. It seems that";
+			mes "you need another catalyst to";
+			mes "use with the Red Gemstone";
+			mes "that you have in order to";
+			mes "dismantle this trap.^000000";
+		} else {
+			mes "^3355FFYou should try to";
+			mes "dismantle this trap";
+			mes "by using other catalysts";
+			mes "related to the curing or";
+			mes "use of poison. But what";
+			mes "items should you bring?^000000";
+		}
+	} else if (tu_thief01 == 24 && .@class_thief || tu_magician01 == 24 && .@class_mage) {
+		mes "^3355FFInside the dismantled";
+		mes "trap, you find another";
+		mes "piece of strange cloth";
+		mes "that's stained with blood.";
+		mes "You take it with you in";
+		mes "hopes that it provides";
+		mes "some kind of evidence.^000000";
+		if (tu_thief01 == 24)
+			tu_thief01 = 25;
+		else
+			tu_magician01 = 25;
+	} else {
+		mes "^3355FFYou examine the area";
+		mes "a little further and guess";
+		mes "that the battle might head";
+		mes "towards the south.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
 }
 
 // Battle Traces 16
 //============================================================
-moc_fild18,156,96,0	script	Trace of Battle#16	844,{
-	if(BaseClass == Job_Thief){
-		if(tu_thief01 < 25){
-			mes "^3355FFThere are signs";
-			mes "that a large group";
-			mes "of people have been in";
-			mes "this area for some reason.^000000";
-			close;
-		} else if(tu_thief01 == 25){
-			mes "^3355FFThese traces lead";
-			mes "to the edge of the cliff.";
-			mes "marking the end of the trail.";
-			mes "Apparently, the one who was";
-			mes "being chased met his fate here.^000000";
-			next;
-			mes "^3355FFThere are many footprints";
-			mes "leading to the edge of the";
-			mes "cliff and all of them leave";
-			mes "this scene, save for the set";
-			mes "of footprints that distinctly";
-			mes "belong to the person who";
-			mes "was pursued all this time...^3355FF";
-			next;
-			mes "^3355FFIt looks like you've";
-			mes "learned all that you can";
-			mes "from this investigation. You";
-			mes "better return and report your";
-			mes "findings to Yierhan soon.^000000";
-			set tu_thief01, 26;
-			close;
-		} else {
-			mes "^3355FFThis is the end";
-			mes "of the trail. There";
-			mes "aren't any more traces";
-			mes "of the battle left to find.^000000";
-			close;
-		}
-	} else if(BaseClass == Job_Mage){
-		if(tu_magician01 < 25){
-			mes "^3355FFThere are signs";
-			mes "that a large group";
-			mes "of people have been in";
-			mes "this area for some reason.^000000";
-			close;
-		} else if(tu_magician01 == 25){
-			mes "^3355FFThese traces lead";
-			mes "to the edge of the cliff.";
-			mes "marking the end of the trail.";
-			mes "Apparently, the one who was";
-			mes "being chased met his fate here.^000000";
-			next;
-			mes "^3355FFThere are many footprints";
-			mes "leading to the edge of the";
-			mes "cliff and all of them leave";
-			mes "this scene, save for the set";
-			mes "of footprints that distinctly";
-			mes "belong to the person who";
-			mes "was pursued all this time...^3355FF";
-			next;
-			mes "^3355FFIt looks like you've";
-			mes "learned all that you can";
-			mes "from this investigation. You";
-			mes "better return and report your";
-			mes "findings to Yierhan soon.^000000";
-			set tu_magician01, 26;
-			close;
-		} else {
-			mes "^3355FFThis is the end";
-			mes "of the trail. There";
-			mes "aren't any more traces";
-			mes "of the battle left to find.^000000";
-			close;
-		}
+moc_fild18,156,96,0	script	Trace of Battle#16	CLEAR_NPC,{
+	.@class_thief = ( BaseClass == Job_Thief );
+	.@class_mage = ( BaseClass == Job_Mage );
+	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
+		mes "^3355FFThese look like";
+		mes "traces of some kind";
+		mes "of pursuit or battle, but";
+		mes "you can't really tell for sure.^000000";
+	} else if (tu_thief01 < 25 && .@class_thief || tu_magician01 < 25 && .@class_mage) {
+		mes "^3355FFThere are signs";
+		mes "that a large group";
+		mes "of people have been in";
+		mes "this area for some reason.^000000";
+	} else if (tu_thief01 == 25 && .@class_thief || tu_magician01 == 25 && .@class_mage) {
+		mes "^3355FFThese traces lead";
+		mes "to the edge of the cliff.";
+		mes "marking the end of the trail.";
+		mes "Apparently, the one who was";
+		mes "being chased met his fate here.^000000";
+		next;
+		mes "^3355FFThere are many footprints";
+		mes "leading to the edge of the";
+		mes "cliff and all of them leave";
+		mes "this scene, save for the set";
+		mes "of footprints that distinctly";
+		mes "belong to the person who";
+		mes "was pursued all this time...^3355FF";
+		next;
+		mes "^3355FFIt looks like you've";
+		mes "learned all that you can";
+		mes "from this investigation. You";
+		mes "better return and report your";
+		mes "findings to Yierhan soon.^000000";
+		if (tu_magician01 == 25)
+			tu_magician01 = 26;
+		else
+			tu_thief01 = 26;
+	} else {
+		mes "^3355FFThis is the end";
+		mes "of the trail. There";
+		mes "aren't any more traces";
+		mes "of the battle left to find.^000000";
 	}
-	mes "^3355FFThese look like";
-	mes "traces of some kind";
-	mes "of pursuit or battle, but";
-	mes "you can't really tell for sure.^000000";
 	close;
-}
+}

+ 14 - 20
npc/quests/first_class/tu_magician01.txt

@@ -1,22 +1,22 @@
-//===== rAthena Script ======================================= 
+//===== rAthena Script =======================================
 //= Magician Class Tutorial and Job Specific Quest
-//===== By: ================================================== 
+//===== By: ==================================================
 //= Fix up by Jukka
-//===== Current Version: ===================================== 
-//= 1.5
-//===== Compatible With: ===================================== 
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
 //= rAthena Project
-//===== Description: ========================================= 
+//===== Description: =========================================
 //= [Official Conversion]
 //= Magician training quest.
-//===== Additional Comments: ================================= 
+//===== Additional Comments: =================================
 //= 1.0 Fully working
 //= 1.1 Optimized [Lupus]
 //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
 //= 1.3 Misc. updates. [L0ne_W0lf]
 //= 1.4 Updated to match the official script. [Euphy]
-//= 1.5 Replaced occurrence of PcName and clean-up. [Capuche]
-//============================================================ 
+//= 2.0 Replaced occurrence of PcName and clean-up. [Capuche]
+//============================================================
 
 // Sign
 //============================================================
@@ -37,7 +37,7 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 		mes "a Mage first. Alright, dear?";
 		close;
 	}
-	if(BaseClass != Job_Mage){
+	if(BaseClass != Job_Mage || eaclass()&EAJL_BABY){
 		mes "You know, sometimes";
 		mes "other jobs might look a";
 		mes "little better in some battle";
@@ -46,7 +46,7 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 		mes "anyone can do what you do~";
 		close;
 	}
-	if(eaclass()&(EAJL_UPPER|EAJL_2|EAJL_THIRD) && tu_magician01 < 7){
+	if(Class != Job_Mage && tu_magician01 < 7){
 		mes "Although I offer magic";
 		mes "training, it's not very helpful";
 		mes "if you're already experienced";
@@ -164,8 +164,8 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 		mes "In other words, even the same properties";
 		mes "have different features that must be considered.";
 		mes "I will explain the properties now.";
-		next;
 		while((1)){
+			next;
 			switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")){
 			case 1:
 				mes "[Mana]";
@@ -211,7 +211,6 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 				mes "Fire Wall won't necessarily";
 				mes "block its approach. So beware!";
 				.@eread_1 = 1;
-				next;
 				break;
 			case 2:
 				mes "[Mana]";
@@ -246,7 +245,6 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 				mes "Fire Ball, to take advantage of";
 				mes "the monster's Earth property.";
 				.@eread_2 = 1;
-				next;
 				break;
 			case 3:
 				mes "[Mana]";
@@ -284,7 +282,6 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 				mes "that we Mages can use are";
 				mes "Lighning Bolt and Thunder Storm.";
 				.@eread_3 = 1;
-				next;
 				break;
 			case 4:
 				mes "[Mana]";
@@ -321,7 +318,6 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 				mes "While monsters are frozen by";
 				mes "Frost Diver, they're considered Water monsters. Interesting, huh?";
 				.@eread_4 = 1;
-				next;
 				break;
 			case 5:
 				mes "[Mana]";
@@ -354,7 +350,6 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 				mes "attacks or strong property";
 				mes "attacks, so be really careful!";
 				.@eread_5 = 1;
-				next;
 				break;
 			case 6:
 				mes "[Mana]";
@@ -476,7 +471,7 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 		}
 		next;
 		mes "[Mana]";
-		if (countitem(915) < 10){
+		if (countitem(915) < 10){// Chrysalis
 			if (tu_magician01 == 3) {
 				mes "Aw, you don't";
 				mes "have enough of";
@@ -512,8 +507,8 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 		mes "more advanced Mage";
 		mes "skills. Which one would";
 		mes "you like me to explain?";
-		next;
 		while(1){
+			next;
 			switch(select("Soul Strike:Safety Wall:Fire Ball:Frost Diver:Thunderstorm:Fire Wall:Energy Coat:Quit.")) {
 			case 1:
 				mes "[Mana]";
@@ -679,7 +674,6 @@ geffen,67,180,4	script	New Mage Manager#M	8_F,{
 				if (.@total) getexp (.@total*300),(.@total*100);
 				close;
 			}
-			next;
 		}
 		close;
 	case 6:

Різницю між файлами не показано, бо вона завелика
+ 347 - 632
npc/quests/first_class/tu_merchant.txt


+ 184 - 183
npc/quests/first_class/tu_thief01.txt

@@ -1,26 +1,27 @@
-//===== rAthena Script ======================================= 
+//===== rAthena Script =======================================
 //= Thief Class Tutorial and Job Specific Quest
-//===== By: ================================================== 
+//===== By: ==================================================
 //= Fix up by Jukka
-//===== Current Version: ===================================== 
-//= 1.5
-//===== Compatible With: ===================================== 
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
 //= rAthena Project
-//===== Description: ========================================= 
+//===== Description: =========================================
 //= [Official Conversion]
 //= Thief training quest.
-//===== Additional Comments: ================================= 
+//===== Additional Comments: =================================
 //= 1.0 Fully working
 //= 1.1 optimized [Lupus]
 //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
 //= 1.3 Fixed a few minor mistakes [Playtester]
 //= 1.4 Misc. updates. [L0ne_W0lf]
 //= 1.5 Added Pre-Renewal support. [Euphy]
-//============================================================ 
+//= 2.0 Fixed a wrong exp value & clean-up. [Capuche]
+//============================================================
 
 // Thief Trainer
 //============================================================
-moc_ruins,66,164,4	script	Thief Trainer#T	84,{
+moc_ruins,66,164,4	script	Thief Trainer#T	4_M_02,{
 	mes "[Yierhan]";
 	if(Class == Job_Novice){
 		mes "Eh...?";
@@ -34,22 +35,20 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 		mes "Listen, if you ever decide to become a Thief--a smart choice";
 		mes "I might add--come and talk to me. I'll show you the ropes!";
 		close;
-
-	} else if(Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class ==Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
-		if(Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
-			if(tu_thief01 < 8){
-				mes "Whaaaat are you";
-				mes "doin' here? There's";
-				mes "nothing I can teach you!";
-				mes "You're waaay beyond me!";
-				next;
-				mes "[Yierhan]";
-				mes "In fact, I think";
-				mes "you're qualified";
-				mes "to teach me some stuff!";
-				mes "Come on! I need new moves!";
-				close;
-			}
+	}
+	else if (BaseClass == Job_Thief && Upper != 2) {
+		if (Class != Job_Thief && tu_thief01 < 8) {
+			mes "Whaaaat are you";
+			mes "doin' here? There's";
+			mes "nothing I can teach you!";
+			mes "You're waaay beyond me!";
+			next;
+			mes "[Yierhan]";
+			mes "In fact, I think";
+			mes "you're qualified";
+			mes "to teach me some stuff!";
+			mes "Come on! I need new moves!";
+			close;
 		}
 		if(tu_thief01 == 0){
 			mes "Heya pal.";
@@ -88,10 +87,8 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				next;
 				mes "[Yierhan]";
 				mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
-				set tu_thief01, 1;
 				getexp 200,100;
-				specialeffect2 EF_HIT5;
-				close;
+				break;
 			case 2:
 				mes "[Yierhan]";
 				mes "Yeah, that's right! If you wanna increase your damage, you need";
@@ -104,10 +101,8 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				mes "[Yierhan]";
 				mes "Sure, ^23238EDEX^000000 and LUK can";
 				mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
-				set tu_thief01, 1;
 				getexp 400,200;
-				specialeffect2 EF_HIT5;
-				close;
+				break;
 			case 3:
 				mes "[Yierhan]";
 				mes "Say whaaat? ^23238EDEX^000000 affects";
@@ -119,129 +114,131 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				next;
 				mes "[Yierhan]";
 				mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
-				set tu_thief01, 1;
 				getexp 200,100;
-				specialeffect2 EF_HIT5;
-				close;
 			}
-		} else if(tu_thief01 == 1){
+			tu_thief01 = 1;
+			specialeffect2 EF_HIT5;
+			close;
+		}
+		else if(tu_thief01 == 1){
 			mes "Alright, enough about stats.";
 			mes "You know what? I think I'll just talk to you about the skills that we Thieves use.";
 			next;
 			mes "[Yierhan]";
 			mes "So level up your skills, learn a few new ones if you want, and";
 			mes "then come back over here.";
-			set tu_thief01, 2;
+			tu_thief01 = 2;
 			close;
-		} else if(tu_thief01 == 2){
+		}
+		else if(tu_thief01 == 2){
 			mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
 			next;
-			set .@chk_th_skill1, getskilllv("TF_DOUBLE");
-			set .@chk_th_skill2, getskilllv("TF_MISS");
-			set .@chk_th_skill3, getskilllv("TF_STEAL");
-			set .@chk_th_skill4, getskilllv("TF_HIDING");
-			set .@chk_th_skill5, getskilllv("TF_POISON");
-			set .@chk_th_skill6, getskilllv("TF_DETOXIFY");
+			.@chk_th_skill1 = getskilllv("TF_DOUBLE");
+			.@chk_th_skill2 = getskilllv("TF_MISS");
+			.@chk_th_skill3 = getskilllv("TF_STEAL");
+			.@chk_th_skill4 = getskilllv("TF_HIDING");
+			.@chk_th_skill5 = getskilllv("TF_POISON");
+			.@chk_th_skill6 = getskilllv("TF_DETOXIFY");
 
 			if(.@chk_th_skill1 == 0 && .@chk_th_skill2 == 0 && .@chk_th_skill3 == 0 && .@chk_th_skill4 == 0 && .@chk_th_skill5 == 0 && .@chk_th_skill6 == 0){
 				mes "[Yierhan]";
 				mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
 				close;
-			} else {
-				if(.@chk_th_skill1 > 0){
-					mes "[Yierhan]";
-					mes "Ah, so you've learned";
-					mes "Level "+.@chk_th_skill1+" Double Attack.";
-					mes "Nice! This skill gives you the chance to attack twice in one";
-					mes "attack. Wicked!";
-					next;
-					mes "[Yierhan]";
-					mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
-					next;
-				}
-				if(.@chk_th_skill2 > 0){
-					mes "[Yierhan]";
-					mes "Let's see...";
-					mes "Level "+.@chk_th_skill2+" Increase Dodge?";
-					mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
-					next;
-					mes "[Yierhan]";
-					mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
-					mes "effect. If you don't like to bruise, this is your skill.";
-					next;
-				}
-				if(.@chk_th_skill3 > 0){
-					mes "[Yierhan]";
-					mes "Whoa, so you've";
-					mes "got Level "+.@chk_th_skill3+" Steal~";
-					mes "Now that's the skill which gives our job its name! You can't use";
-					mes "it against people, though...";
-					next;
-					mes "[Yierhan]";
-					mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
-					next;
-				}
-				if(.@chk_th_skill4 > 0){
-					mes "[Yierhan]";
-					mes "You've learned";
-					mes "Level "+.@chk_th_skill4+" Hiding?";
-					mes "Let's see, you can only learn";
-					mes "that after learning the Steal skill up to a certain level.";
-					next;
-					mes "[Yierhan]";
-					mes "Of course, you use ";
-					mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
-					next;
-					mes "[Yierhan]";
-					mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
-					next;
-				}
-				if(.@chk_th_skill5 > 0){
-					mes "[Yierhan]";
-					mes "Alright, I see that you";
-					mes "know Level "+.@chk_th_skill5+" Envenom.";
-					mes "You like being dangerous,";
-					mes "don't you?";
-					next;
-					mes "[Yierhan]";
-					mes "This attack skill has the chance";
-					mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
-					next;
-					mes "[Yierhan]";
-					mes "Eh, but remember.";
-					mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
-					next;
-				}
-				if(.@chk_th_skill6 > 0){
-					mes "[Yierhan]";
-					mes "Level "+.@chk_th_skill6+" Detoxify.";
-					mes "If you took the trouble to learn that, you must be the cautious";
-					mes "type or something.";
-					next;
-					mes "[Yierhan]";
-					mes "You can only learn Detoxify";
-					mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
-					next;
-				}
+			}
+			if(.@chk_th_skill1 > 0){
+				mes "[Yierhan]";
+				mes "Ah, so you've learned";
+				mes "Level "+.@chk_th_skill1+" Double Attack.";
+				mes "Nice! This skill gives you the chance to attack twice in one";
+				mes "attack. Wicked!";
+				next;
+				mes "[Yierhan]";
+				mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
+				next;
+			}
+			if(.@chk_th_skill2 > 0){
+				mes "[Yierhan]";
+				mes "Let's see...";
+				mes "Level "+.@chk_th_skill2+" Increase Dodge?";
+				mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
+				next;
+				mes "[Yierhan]";
+				mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
+				mes "effect. If you don't like to bruise, this is your skill.";
+				next;
+			}
+			if(.@chk_th_skill3 > 0){
+				mes "[Yierhan]";
+				mes "Whoa, so you've";
+				mes "got Level "+.@chk_th_skill3+" Steal~";
+				mes "Now that's the skill which gives our job its name! You can't use";
+				mes "it against people, though...";
+				next;
+				mes "[Yierhan]";
+				mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
+				next;
+			}
+			if(.@chk_th_skill4 > 0){
+				mes "[Yierhan]";
+				mes "You've learned";
+				mes "Level "+.@chk_th_skill4+" Hiding?";
+				mes "Let's see, you can only learn";
+				mes "that after learning the Steal skill up to a certain level.";
+				next;
+				mes "[Yierhan]";
+				mes "Of course, you use ";
+				mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
+				next;
+				mes "[Yierhan]";
+				mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
+				next;
+			}
+			if(.@chk_th_skill5 > 0){
+				mes "[Yierhan]";
+				mes "Alright, I see that you";
+				mes "know Level "+.@chk_th_skill5+" Envenom.";
+				mes "You like being dangerous,";
+				mes "don't you?";
+				next;
+				mes "[Yierhan]";
+				mes "This attack skill has the chance";
+				mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
+				next;
+				mes "[Yierhan]";
+				mes "Eh, but remember.";
+				mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
+				next;
+			}
+			if(.@chk_th_skill6 > 0){
+				mes "[Yierhan]";
+				mes "Level "+.@chk_th_skill6+" Detoxify.";
+				mes "If you took the trouble to learn that, you must be the cautious";
+				mes "type or something.";
+				next;
+				mes "[Yierhan]";
+				mes "You can only learn Detoxify";
+				mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
+				next;
 			}
 			mes "[Yierhan]";
 			mes "Alright, I guess";
 			mes "if you want to know";
 			mes "about any other skills,";
 			mes "I can explain real quick.";
-			set tu_thief01, 3;
+			tu_thief01 = 3;
 			getexp BaseLevel*30,BaseLevel*15;
 			specialeffect2 EF_HIT5;
 			close;
-		} else if(tu_thief01 == 3){
+		}
+		else if(tu_thief01 == 3){
 			mes "So...";
 			mes "Are there any";
 			mes "skills you want";
 			mes "explained or is this";
 			mes "pretty much stuff you";
 			mes "already know?";
-			next;
 			while(1){
+				next;
 				switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:I know enough.")) {
 				case 1:
 					mes "[Yierhan]";
@@ -250,8 +247,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					next;
 					mes "[Yierhan]";
 					mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
-					set .@read_d, 1;
-					next;
+					.@read_d = 1;
 					break;
 				case 2:
 					mes "[Yierhan]";
@@ -265,8 +261,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "[Yierhan]";
 					mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
 					mes "effect. If you don't like to bruise, this is your skill.";
-					set .@read_f, 1;
-					next;
+					.@read_f = 1;
 					break;
 				case 3:
 					mes "[Yierhan]";
@@ -276,8 +271,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					specialeffect2 EF_STEAL;
 					mes "[Yierhan]";
 					mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
-					set .@read_s, 1;
-					next;
+					.@read_s = 1;
 					break;
 				case 4:
 					mes "[Yierhan]";
@@ -289,8 +283,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					next;
 					mes "[Yierhan]";
 					mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
-					set .@read_p, 1;
-					next;
+					.@read_p = 1;
 					break;
 				case 5:
 					mes "[Yierhan]";
@@ -300,8 +293,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "This attack skill has the chance";
 					mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
 					mes "Remember that.";
-					set .@read_h, 1;
-					next;
+					.@read_h = 1;
 					break;
 				case 6:
 					mes "[Yierhan]";
@@ -314,10 +306,9 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "[Yierhan]";
 					mes "You can learn Detoxify";
 					mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
-					set .@read_r, 1;
+					.@read_r = 1;
 					next;
 					specialeffect2 EF_DETOXICATION;
-					next;
 					break;
 				case 7:
 					mes "[Yierhan]";
@@ -327,18 +318,16 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					next;
 					mes "[Yierhan]";
 					mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
-					set tu_thief01, 4;
+					tu_thief01 = 4;
 					specialeffect2 EF_HIT5;
-					if(.@read_d) getexp 300,100;
-					if(.@read_f) getexp 300,100;
-					if(.@read_s) getexp 300,100;
-					if(.@read_p) getexp 300,100;
-					if(.@read_h) getexp 300,100;
-					if(.@read_r) getexp 300,100;
+					.@total = .@read_d + .@read_f + .@read_s + .@read_p + .@read_h + .@read_r;
+					if (.@total)
+						getexp (.@total*300),(.@total*100);
 					close;
 				}
 			}
-		} else if(tu_thief01 == 4){
+		}
+		else if(tu_thief01 == 4){
 			mes "Alright, we studied the skills and you've been practicing a little, right? You better have...";
 			next;
 			mes "[Yierhan]";
@@ -348,7 +337,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "Go and get me";
 			mes "10 ^ff0000Feather of Birds^000000.";
 			mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
-			set tu_thief01, 5;
+			tu_thief01 = 5;
 			savepoint "moc_ruins",80,164;
 			getitem 602,1; //Wing_Of_Butterfly
 			getexp 100,50;
@@ -356,14 +345,16 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			close2;
 			warp "moc_fild12",158,373;
 			end;
-		} else if(tu_thief01 == 5 || tu_thief01 == 6){
+		}
+		else if(tu_thief01 == 5 || tu_thief01 == 6){
 			if(countitem(916) < 10){
 				mes "'Ey, you don't have the 10 ^ff0000Feather of Birds^000000 I asked you for! You gotta apply what you know, you know.";
 				mes "Now hurry up and do it!";
 				close2;
 				warp "moc_fild07",203,38;
 				end;
-			} else {
+			}
+			else {
 				mes "Alright...!";
 				mes "Nice work, pal.";
 				mes "Seeing as you got these feathers, you must be really gung-ho about becoming a good Thief.";
@@ -407,7 +398,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 						mes "not to get too close";
 						mes "to the poison! That stuff";
 						mes "is pretty strong!";
-						set tu_thief01, 8;
+						tu_thief01 = 8;
 						getitem 1207,1; //Main_Gauche
 						getexp 1000,500;
 						specialeffect2 EF_HIT5;
@@ -417,13 +408,14 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 						mes "Good!";
 						mes "Less work for me!";
 						mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
-						set tu_thief01, 7;
+						tu_thief01 = 7;
 						getitem 1207,1; //Main_Gauche
 						getexp 500,200;
 						specialeffect2 EF_HIT5;
 						close;
 					}
-				} else {
+				}
+				else {
 					switch(select("It was nice to meet you.:Nope.")) {
 					case 1:
 						mes "[Yierhan]";
@@ -436,22 +428,24 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 						mes "you so much, kid,";
 						mes "you can have this.";
 						mes "Take it, it's yours!";
+						getexp 500,200;
 						break;
 					case 2:
 						mes "[Yierhan]";
 						mes "Good!";
 						mes "Less work for me!";
 						mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
+						getexp 50,20;
 						break;
 					}
-					set tu_thief01, 7;
+					tu_thief01 = 7;
 					getitem 1207,1; //Main_Gauche
-					getexp 500,200;
 					specialeffect2 EF_HIT5;
 					close;
 				}
 			}
-		} else if(tu_thief01 == 7){
+		}
+		else if(tu_thief01 == 7){
 			mes "[Yierhan]";
 			mes "You know...";
 			mes "There was this";
@@ -488,11 +482,12 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "decide to check it";
 			mes "out, be real careful";
 			mes "other there, okay?";
-			set tu_thief01, 8;
+			tu_thief01 = 8;
 			getexp 200,100;
 			specialeffect2 EF_HIT5;
 			close;
-		} else if(tu_thief01 == 8){
+		}
+		else if(tu_thief01 == 8){
 			mes "Heya pal.";
 			mes "You doin' alright?";
 			next;
@@ -504,7 +499,8 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "It's a good policy to just be really careful on your adventures. Look out for monsters and look";
 			mes "out for people! Got it?";
 			close;
-		} else if(tu_thief01 < 26){
+		}
+		else if(tu_thief01 < 26){
 			mes "I heard there was";
 			mes "this one Assassin";
 			mes "that went on a mission";
@@ -520,7 +516,8 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "Anyway, take";
 			mes "care of yourself.";
 			close;
-		} else if(tu_thief01 == 26){
+		}
+		else if(tu_thief01 == 26){
 			mes "'Ey, did you";
 			mes "complete your mission?";
 			mes "I know, I know, the thing you've gotta do is pretty rough.";
@@ -570,13 +567,14 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				next;
 				mes "[Yierhan]";
 				mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Take care of yourself now~";
-				set tu_thief01, 27;
+				tu_thief01 = 27;
 				getitem 2307,1; //Mantle
-				set Zeny, Zeny + 5000;
+				Zeny = Zeny + 5000;
 				getexp 8000,3000;
 				close;
 			}
-		} else {
+		}
+		else {
 			mes "[Yierhan]";
 			mes "Hey...";
 			mes "You got dreams,";
@@ -589,7 +587,8 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "I just like telling people to follow their dreams. So do it. Life without anything to look forward to is pretty boring, doncha think?";
 			close;
 		}
-	} else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){
+	}
+	else if (BaseClass == Job_Mage && Upper != 2){
 		if(tu_magician01 < 7){
 			mes "[Yierhan]";
 			mes "Heya.";
@@ -599,31 +598,31 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "I actually got a few magic using friends here and there. That mystic stuff is waaay over my head, but";
 			mes "I got a lotta respect for it.";
 			close;
-		} else if(tu_magician01 == 7){
+		}
+		else if(tu_magician01 == 7){
 			mes "Hm...?";
 			mes "That's weird, usually only";
 			mes "Thieves hang around this joint. What's someone like you doing";
 			mes "here? Unless...";
 			next;
-			switch(select("I'm here on behalf of 'Mana.'")) {
-			case 1:
-				mes "[Yierhan]";
-				mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc.";
-				next;
-				mes "[Yierhan]";
-				mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work.";
-				next;
-				mes "[Yierhan]";
-				mes "That's why we've been asking";
-				mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so...";
-				next;
-				mes "[Yierhan]";
-				mes "Anyway, head over to";
-				mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate.";
-				set tu_magician01, 8;
-				break;
-			}
-		} else if(tu_magician01 < 26){
+			select("I'm here on behalf of 'Mana.'");
+			mes "[Yierhan]";
+			mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc.";
+			next;
+			mes "[Yierhan]";
+			mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work.";
+			next;
+			mes "[Yierhan]";
+			mes "That's why we've been asking";
+			mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so...";
+			next;
+			mes "[Yierhan]";
+			mes "Anyway, head over to";
+			mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate.";
+			tu_magician01 = 8;
+			close;
+		}
+		else if(tu_magician01 < 26){
 			mes "I heard there was";
 			mes "this one Assassin";
 			mes "that went on a mission";
@@ -641,7 +640,8 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "might be related to";
 			mes "that mysterious Assassin...";
 			close;
-		} else if(tu_magician01 == 26){
+		}
+		else if(tu_magician01 == 26){
 			mes "So how's the";
 			mes "investigation";
 			mes "coming along?";
@@ -694,12 +694,13 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				next;
 				mes "[Yierhan]";
 				mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~";
-				set tu_magician01, 27;
-				set Zeny, Zeny + 5000;
+				tu_magician01 = 27;
+				Zeny = Zeny + 5000;
 				getexp 5000,2000;
 				close;
 			}
-		} else {
+		}
+		else {
 			mes "Just as I thought,";
 			mes "more than one group";
 			mes "was involved in all this.";

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