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// Authors: alastrim, Jenalya, Ali-G

function|script|Debug
{
    goto L_Begin;

L_Begin:
    set @debug_mask, 65535;
    set @debug_shift, 0;
    set @mexp, ((MAGIC_EXPERIENCE & @debug_mask) >> @debug_shift);
    mes "What do you want to do?";
    menu
        "Change my level.", L_Level,
        "Change my stats.", L_Status,
        "Change my basic skills.", L_BasicSkills,
        "Change my focus skills.", L_FocusSkills,
        "Change my magic skills.", L_MagicSkills,
        "Add everything.", L_AddAll,
        "Reset everything.", L_ResetAll,
        "Close.", L_Close;

L_Level:
    mes "What level do you want to be (min: 1 - max: 99)?";
    input @lvl;
    if (@lvl < 1)
        goto L_LevelTooLow;
    if (@lvl > 99)
        goto L_LevelTooHigh;
    if (BaseLevel == @lvl)
        goto L_SameLevel;
    set BaseLevel, @lvl;
    resetstatus;
    mes "You are now level " + BaseLevel + ".";
    goto L_Begin;

L_LevelTooLow:
    mes "Bad choice. Minimum level is 1.";
    next;
    goto L_Begin;

L_LevelTooHigh:
    mes "Bad choice. Maximum level is 99.";
    next;
    goto L_Begin;

L_SameLevel:
    mes "You already are level " + @lvl + ".";
    next;
    goto L_Begin;

L_Status:
    mes "What do you want to do?";
    menu
        "Set all of my stats myself.", L_ChangeStrength,
        "Set one of my stats myself.", L_ChangeSingleStat,
        "Get maximum points in all stats.", L_ChangeAllStats,
        "Reset my status points.", L_ResetStatusPoints,
        "Back to the main menu.", L_Begin,
        "Close.", L_Close;

L_ChangeAllStats:
    statusup2 bStr, 99 - readparam(bStr);
    statusup2 bAgi, 99 - readparam(bAgi);
    statusup2 bVit, 99 - readparam(bVit);
    statusup2 bInt, 99 - readparam(bInt);
    statusup2 bDex, 99 - readparam(bDex);
    statusup2 bLuk, 99 - readparam(bLuk);
    mes "You now have 99 in all stats.";
    next;
    goto L_Begin;

L_ChangeStrength:
    mes "How much strength do you want to have (min: 1 - max: 99)?";
    input @str;
    if (@str < 1)
        goto L_StatTooLow;
    if (@str > 99)
        goto L_StatTooHigh;
    statusup2 bStr, @str - readparam(bStr);
    goto L_ChangeAgility;

L_ChangeAgility:
    mes "How much agility do you want to have (min: 1 - max: 99)?";
    input @agi;
    if (@agi < 1)
        goto L_StatTooLow;
    if (@agi > 99)
        goto L_StatTooHigh;
    statusup2 bAgi, @agi - readparam(bAgi);
    goto L_ChangeVitality;

L_ChangeVitality:
    mes "How much vitality do you want to have (min: 1 - max: 99)?";
    input @vit;
    if (@vit < 1)
        goto L_StatTooLow;
    if (@vit > 99)
        goto L_StatTooHigh;
    statusup2 bVit, @vit - readparam(bVit);
    goto L_ChangeIntelligence;

L_ChangeIntelligence:
    mes "How much intelligence do you want to have (min: 1 - max: 99)?";
    input @int;
    if (@int < 1)
        goto L_StatTooLow;
    if (@int > 99)
        goto L_StatTooHigh;
    statusup2 bInt, @int - readparam(bInt);
    goto L_ChangeDexterity;

L_ChangeDexterity:
    mes "How much dexterity do you want to have (min: 1 - max: 99)?";
    input @dex;
    if (@dex < 1)
        goto L_StatTooLow;
    if (@dex > 99)
        goto L_StatTooHigh;
    statusup2 bDex, @dex - readparam(bDex);
    goto L_ChangeLuck;

L_ChangeLuck:
    mes "How much luck do you want to have (min: 1 - max: 99)?";
    input @luk;
    if (@luk < 1)
        goto L_StatTooLow;
    if (@luk > 99)
        goto L_StatTooHigh;
    statusup2 bLuk, @luk - readparam(bLuk);
    mes "You now have " + readparam(bStr) + " in strength.";
    mes "You now have " + readparam(bAgi) + " in agility.";
    mes "You now have " + readparam(bVit) + " in vitality.";
    mes "You now have " + readparam(bInt) + " in intelligence.";
    mes "You now have " + readparam(bDex) + " in dexterity.";
    mes "You now have " + readparam(bLuk) + " in luck.";
    next;
    goto L_Begin;

L_StatTooLow:
    mes "Bad choice. Minimum stat value is 1. Aborting.";
    next;
    goto L_Status;

L_StatTooHigh:
    mes "Bad choice. Maximum stat value is 99. Aborting.";
    next;
    goto L_Status;

L_ChangeSingleStat:
    mes "Which stat do you want to change?";
    menu
        "Strength.", L_ChangeStrengthSingle,
        "Agility.", L_ChangeAgilitySingle,
        "Vitality.", L_ChangeVitalitySingle,
        "Intelligence.", L_ChangeIntelligenceSingle,
        "Dexterity.", L_ChangeDexteritySingle,
        "Luck.", L_ChangeLuckSingle,
        "Back to the main menu.", L_Begin,
        "Close.", L_Close;

L_ChangeStrengthSingle:
    mes "How much strength do you want to have (min: 1 - max: 99)?";
    input @str;
    if (@str < 1)
        goto L_StatTooLow;
    if (@str > 99)
        goto L_StatTooHigh;
    statusup2 bStr, @str - readparam(bStr);
    mes "You now have " + readparam(bStr) + " in strength.";
    next;
    goto L_Begin;

L_ChangeAgilitySingle:
    mes "How much agility do you want to have (min: 1 - max: 99)?";
    input @agi;
    if (@agi < 1)
        goto L_StatTooLow;
    if (@agi > 99)
        goto L_StatTooHigh;
    statusup2 bAgi, @agi - readparam(bAgi);
    mes "You now have " + readparam(bAgi) + " in agility.";
    next;
    goto L_Begin;

L_ChangeVitalitySingle:
    mes "How much vitality do you want to have (min: 1 - max: 99)?";
    input @vit;
    if (@vit < 1)
        goto L_StatTooLow;
    if (@vit > 99)
        goto L_StatTooHigh;
    statusup2 bVit, @vit - readparam(bVit);
    mes "You now have " + readparam(bVit) + " in vitality.";
    next;
    goto L_Begin;

L_ChangeIntelligenceSingle:
    mes "How much intelligence do you want to have (min: 1 - max: 99)?";
    input @int;
    if (@int < 1)
        goto L_StatTooLow;
    if (@int > 99)
        goto L_StatTooHigh;
    statusup2 bInt, @int - readparam(bInt);
    mes "You now have " + readparam(bInt) + " in intelligence.";
    next;
    goto L_Begin;

L_ChangeDexteritySingle:
    mes "How much dexterity do you want to have (min: 1 - max: 99)?";
    input @dex;
    if (@dex < 1)
        goto L_StatTooLow;
    if (@dex > 99)
        goto L_StatTooHigh;
    statusup2 bDex, @dex - readparam(bDex);
    mes "You now have " + readparam(bDex) + " in dexterity.";
    next;
    goto L_Begin;

L_ChangeLuckSingle:
    mes "How much luck do you want to have (min: 1 - max: 99)?";
    input @luk;
    if (@luk < 1)
        goto L_StatTooLow;
    if (@luk > 99)
        goto L_StatTooHigh;
    statusup2 bLuk, @luk - readparam(bLuk);
    mes "You now have " + readparam(bLuk) + " in luck.";
    next;
    goto L_Begin;

L_ResetStatusPoints:
    resetstatus;
    mes "Stats successfully resetted.";
    next;
    goto L_Begin;

L_BasicSkills:
    set @emote, getskilllv(SKILL_EMOTE);
    set @trade, getskilllv(SKILL_TRADE);
    set @party, getskilllv(SKILL_PARTY);
    menu
        "Overview of my basic skills.", L_BasicSkillsOverview,
        "Add basic skills.", L_AddBasicSkills,
        "Reset basic skills.", L_ResetBasicSkills,
        "Back to main menu.", L_Begin,
        "Close.", L_Close;

L_BasicSkillsOverview:
    mes "Your level in the emote skill is " + @emote + ".";
    mes "Your level in the trade skill is " + @trade + ".";
    mes "Your level in the party skill is " + @party + ".";
    next;
    goto L_BasicSkills;

L_AddBasicSkills:
    menu
        "Emote", L_ChangeEmoteSkill,
        "Trade.", L_ChangeTradeSkill,
        "Party.", L_ChangePartySkill,
        "All basic skills to their maximum level.", L_AllBasicSkills,
        "Back to the basic skills menu.", L_BasicSkills,
        "Close.", L_Close;

L_ChangeEmoteSkill:
    mes "Your level in the emote skill is " + @emote + ". What do you want to do?";
    menu
        "Get level 0.", L_Next,
        "Get level 1.", L_ChangeEmoteSkill1;

L_Next:
    if (@menu == 1)
        setskill SKILL_EMOTE, 0;
    mes "Emote skill changed to level 0.";
    next;
    goto L_BasicSkills;

L_ChangeEmoteSkill1:
    setskill SKILL_EMOTE, 1;
    mes "Emote skill changed to level 1.";
    next;
    goto L_BasicSkills;

L_ChangeTradeSkill:
    mes "Your level in the trade skill is " + @trade + ". What do you want to do?";
    menu
        "Get level 0.", L_Next1,
        "Get level 1.", L_ChangeTradeSkill1;

L_Next1:
    if (@menu == 1)
        setskill SKILL_TRADE, 0;
    mes "Trade skill changed to level 0.";
    next;
    goto L_BasicSkills;

L_ChangeTradeSkill1:
    setskill SKILL_TRADE, 1;
    mes "Trade skill changed to level 1.";
    next;
    goto L_BasicSkills;

L_ChangePartySkill:
    mes "Your level in the party skill is " + @trade + ". What do you want to do?";
    menu
        "Get level 0.", L_Next2,
        "Get level 1.", L_ChangePartySkill1,
        "Get level 2.", L_ChangePartySkill2;

L_Next2:
    if (@menu == 1)
        setskill SKILL_PARTY, 0;
    mes "Party skill changed to level 0.";
    next;
    goto L_BasicSkills;

L_ChangePartySkill1:
    setskill SKILL_PARTY, 1;
    mes "Party skill changed to level 1.";
    next;
    goto L_BasicSkills;

L_ChangePartySkill2:
    setskill SKILL_PARTY, 2;
    mes "Party skill changed to level 2.";
    next;
    goto L_BasicSkills;

L_AllBasicSkills:
    setskill SKILL_EMOTE, 1;
    setskill SKILL_TRADE, 1;
    setskill SKILL_PARTY, 2;
    mes "Basic skills added.";
    next;
    goto L_BasicSkills;

L_ResetBasicSkills:
    setskill SKILL_EMOTE, 0;
    setskill SKILL_TRADE, 0;
    setskill SKILL_PARTY, 0;
    mes "Basic skills removed.";
    next;
    goto L_BasicSkills;

L_FocusSkills:
    set @pool, getskilllv(SKILL_POOL);
    set @mallard, getskilllv(SKILL_MALLARDS_EYE);
    set @brawling, getskilllv(SKILL_BRAWLING);
    set @speed, getskilllv(SKILL_SPEED);
    set @poison, getskilllv(SKILL_RESIST_POISON);
    set @astralsoul, getskilllv(SKILL_ASTRAL_SOUL);
    set @raging, getskilllv(SKILL_RAGING);
    menu
        "Overview of my focus skills.", L_SeeFocusSkills,
        "Focus or unfocus.", L_Unfocus,
        "Add focus skills.", L_ChangeFocusSkills,
        "Reset focus skills.", L_ResetFocusSkills,
        "Back to the main menu.", L_Begin,
        "Close.", L_Close;

L_SeeFocusSkills:
    cleararray @skilllist_name$[0], "", 8;
    cleararray @skilllist_id[0], 0, 8;
    cleararray @skilllist_count[0], 0, 8;
    getactivatedpoolskilllist;
    if (@skilllist_count == 0)
        goto L_NotFocusedMessage;
    if (@skilllist_count != 0)
        mes "You are currently focused on the " + @skilllist_name$[@skilllist_count-1] + " skill.";
    goto L_FocusSkills;

L_NotFocusedMessage:
    mes "You are not focused on any skill right now.";
    goto L_FocusSkillsOverview;

L_FocusSkillsOverview:
    mes "Your focusing skill level is " + @pool + ".";
    mes "Your mallard's eye skill level is " + @mallard + ".";
    mes "Your brawling skill level is " + @brawling + ".";
    mes "Your speed skill level is " + @speed + ".";
    mes "Your resist poison skill level is " + @poison + ".";
    mes "Your astral soul skill level is " + @astralsoul + ".";
    mes "Your raging skill level is " + @raging + ".";
    next;
    goto L_FocusSkills;

L_Unfocus:
    cleararray @skilllist_name$[0], "", 8;
    cleararray @skilllist_id[0], 0, 8;
    cleararray @skilllist_count[0], 0, 8;
    if (getskilllv(SKILL_POOL) == 0)
        setskill SKILL_POOL, 1;
    getactivatedpoolskilllist;
    if (@skilllist_count == 0)
        goto L_Focus;
    getactivatedpoolskilllist;
    if (@skilllist_count != 0)
        goto L_AskUnfocus;
    mes "You are not focused on a skill at the moment.";
    goto L_FocusSkills;

L_Focus:
    cleararray @skilllist_name$[0], "", 8;
    cleararray @skilllist_id[0], 0, 8;
    cleararray @skilllist_count[0], 0, 8;
    getunactivatedpoolskilllist;
    if (@skilllist_count == 0)
        goto L_NoFocusSkills;
    set @skilllist_id[@skilllist_count], 0;
    set @skilllist_name$[@skilllist_count], "Back to the focus skills menu.";
    mes "You are not focused on any focus skill right now. Which one do you want to focus on?";
    menu
        @skilllist_name$[0], L_MenuItems,
        @skilllist_name$[1], L_MenuItems,
        @skilllist_name$[2], L_MenuItems,
        @skilllist_name$[3], L_MenuItems,
        @skilllist_name$[4], L_MenuItems,
        @skilllist_name$[5], L_MenuItems,
        @skilllist_name$[6], L_MenuItems,
        @skilllist_name$[7], L_MenuItems;

L_MenuItems:
    set @menu, @menu - 1;
    poolskill @skilllist_id[@menu];
    goto L_FocusSkills;

L_NoFocusSkills:
    mes "You have no skills to focus on or unfocus from.";
    goto L_FocusSkills;

L_AskUnfocus:
    mes "Unfocus " + @skilllist_name$[@skilllist_count-1] + "?";
    menu
        "Yes.", L_Next3,
        "No.", L_FocusSkills;

L_Next3:
    unpoolskill @skilllist_id[@skilllist_count-1];
    goto L_FocusSkills;

L_ChangeFocusSkills:
    menu
        "Focusing.", L_ChangeFocusingSkill,
        "Mallard's Eye.", L_ChangeMallardsEyeSkill,
        "Brawling.", L_ChangeBrawlingSkill,
        "Speed.", L_ChangeSpeedSkill,
        "Resist Poison.", L_ChangeResistPoisonSkill,
        "Astral Soul.", L_ChangeAstralSoulSkill,
        "Raging.", L_ChangeRagingSkill,
        "All focus skills to their maximum level.", L_AllFocusSkills,
        "Back to the focus skills menu.", L_FocusSkills,
        "Close.", L_Close;

L_BadSkillLevel:
    mes "Invalid skill level.";
    next;
    goto L_ChangeFocusSkills;

L_ChangeFocusingSkill:
    mes "Enter the level you want to be in this skill (min: 0 - max: 1).";
    input @lvl;
    if (@lvl > 1)
        goto L_BadSkillLevel;
    setskill SKILL_POOL, @lvl;
    next;
    goto L_FocusSkills;

L_ChangeMallardsEyeSkill:
    mes "Enter the level you want to be in this skill (min: 0 - max: 9).";
    input @lvl;
    if (@lvl > 9)
        goto L_BadSkillLevel;
    setskill SKILL_MALLARDS_EYE, @lvl;
    next;
    goto L_FocusSkills;

L_ChangeBrawlingSkill:
    mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
    input @lvl;
    if (@lvl > 9)
        goto L_BadSkillLevel;
    setskill SKILL_BRAWLING, @lvl;
    next;
    goto L_FocusSkills;

L_ChangeSpeedSkill:
    mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
    input @lvl;
    if (@lvl > 9)
        goto L_BadSkillLevel;
    setskill SKILL_SPEED, @lvl;
    next;
    goto L_FocusSkills;

L_ChangeResistPoisonSkill:
    mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
    input @lvl;
    if (@lvl > 9)
        goto L_BadSkillLevel;
    setskill SKILL_RESIST_POISON, @lvl;
    next;
    goto L_FocusSkills;

L_ChangeAstralSoulSkill:
    mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
    input @lvl;
    if (@lvl > 9)
        goto L_BadSkillLevel;
    setskill SKILL_ASTRAL_SOUL, @lvl;
    next;
    goto L_FocusSkills;

L_ChangeRagingSkill:
    mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
    input @lvl;
    if (@lvl > 9)
        goto L_BadSkillLevel;
    setskill SKILL_RAGING, @lvl;
    next;
    goto L_FocusSkills;

L_AllFocusSkills:
    setskill SKILL_POOL, 1;
    setskill SKILL_MALLARDS_EYE, 9;
    setskill SKILL_BRAWLING, 9;
    setskill SKILL_SPEED, 9;
    setskill SKILL_RESIST_POISON, 9;
    setskill SKILL_ASTRAL_SOUL, 9;
    setskill SKILL_RAGING, 9;
    mes "Focus skills added.";
    next;
    goto L_FocusSkills;

L_ResetFocusSkills:
    setskill SKILL_POOL, 0;
    setskill SKILL_MALLARDS_EYE, 0;
    setskill SKILL_BRAWLING, 0;
    setskill SKILL_SPEED, 0;
    setskill SKILL_RESIST_POISON, 0;
    setskill SKILL_ASTRAL_SOUL, 0;
    setskill SKILL_RAGING, 0;
    mes "Focus skills removed.";
    next;
    goto L_FocusSkills;

L_MagicSkills:
    set @general, getskilllv(SKILL_MAGIC);
    set @life, getskilllv(SKILL_MAGIC_LIFE);
    set @war, getskilllv(SKILL_MAGIC_WAR);
    set @trans, getskilllv(SKILL_MAGIC_TRANSMUTE);
    set @nature, getskilllv(SKILL_MAGIC_NATURE);
    set @astral, getskilllv(SKILL_MAGIC_ASTRAL);
    set @dark, getskilllv(SKILL_MAGIC_DARK);
    menu
        "Overview of my magical skills.", L_MagicSkillsOverview,
        "Get magic skills.", L_ChangeMagicSkills,
        "Get magic experience.", L_MagicExperience,
        "All magic skills to their maximum level and maximum magic experience.", L_GetAllMagic,
        "Reset magic skills and experience.", L_ResetMagicSkills,
        "Back to the main menu.", L_Begin,
        "Close.", L_Close;

L_MagicSkillsOverview:
    mes "Your current magic experience skill is " + @mexp + ".";
    mes "Your level in the general magic skill is " + @general + ".";
    mes "Your level in the life magic skill is " + @life + ".";
    mes "Your level in the war magic skill is " + @war + ".";
    mes "Your level in the transmutation magic skill is " + @trans + ".";
    mes "Your level in the nature magic skill is " + @nature + ".";
    mes "Your level in the astral magic skill is " + @astral + ".";
    mes "Your level in the dark magic skill is " + @dark + ".";
    next;
    goto L_MagicSkills;

L_MagicExperience:
    mes "Your current magic experience is " + @mexp + ".";
    if (@general == 0
        && @life == 0
        && @war == 0
        && @trans == 0
        && @nature == 0
        && @astral == 0
        && @dark == 0)
            goto L_NoMagicSkills;

    goto L_ChangeMagicExperience;

L_NoMagicSkills:
    mes "You can't have magic experience, since you have no magic skills yet.";
    goto L_MagicSkills;

L_ChangeMagicExperience:
    mes "Set the desired magic experience (min: 0 - max: 8000).";
    input @value;
    if (@value < 0 || @value > 8000)
        goto L_WrongMagicExperience;
    set @mexp, @value;
    callsub S_Update_Mask;
    mes "You now have " + @mexp + " magic experience points.";
    goto L_MagicSkills;

L_WrongMagicExperience:
    mes "Wrong value informed. Aborting.";
    goto L_MagicSkills;

L_ChangeMagicSkills:
    menu
        "General Magic.", L_ChangeGeneralMagicSkill,
        "Life Magic.", L_ChangeLifeMagicSkill,
        "War Magic.", L_ChangeWarMagicSkill,
        "Transmutation Magic.", L_ChangeTransmutationMagicSkill,
        "Nature Magic.", L_ChangeNatureMagicSkill,
        "Astral Magic.", L_ChangeAstralMagicSkill,
        "Dark Magic.", L_ChangeDarkMagicSkill,
        "Back to the magic skills menu.", L_MagicSkills,
        "Close.", L_Close;

L_ChangeGeneralMagicSkill:
    mes "Your level in the general magic skill is " + @general + ". What do you want to do?";
    menu
        "Get level 0.", L_Next4,
        "Get level 1.", L_ChangeGeneralMagicSkill1,
        "Get level 2.", L_ChangeGeneralMagicSkill2;

L_Next4:
    if (@menu == 1)
        setskill SKILL_MAGIC, 0;
    mes "General Magic skill changed to level 0.";
    next;
    goto L_MagicSkills;

L_ChangeGeneralMagicSkill1:
    setskill SKILL_MAGIC, 1;
    mes "General Magic skill changed to level 1.";
    next;
    goto L_MagicSkills;

L_ChangeGeneralMagicSkill2:
    setskill SKILL_MAGIC, 2;
    if (@mexp < 100)
        set @mexp, 100;
    callsub S_Update_Mask;
    mes "General Magic skill changed to level 2.";
    next;
    goto L_MagicSkills;

L_ChangeLifeMagicSkill:
    mes "Your level in the life magic skill is " + @life + ". What do you want to do?";
    menu
        "Get level 0.", L_Next5,
        "Get level 1.", L_ChangeLifeMagicSkill1,
        "Get level 2.", L_ChangeLifeMagicSkill2;

L_Next5:
    if (@menu == 1)
        setskill SKILL_MAGIC_LIFE, 0;
    mes "Life Magic skill changed to level 0.";
    next;
    goto L_MagicSkills;

L_ChangeLifeMagicSkill1:
    setskill SKILL_MAGIC_LIFE, 1;
    mes "Life Magic skill changed to level 1.";
    next;
    goto L_MagicSkills;

L_ChangeLifeMagicSkill2:
    setskill SKILL_MAGIC_LIFE, 2;
    if (@mexp < 100)
        set @mexp, 100;
    callsub S_Update_Mask;
    mes "Life Magic skill changed to level 2.";
    next;
    goto L_MagicSkills;

L_ChangeWarMagicSkill:
    mes "Your level in the war magic skill is " + @war + ". What do you want to do?";
    menu
        "Get level 0.", L_Next6,
        "Get level 1.", L_ChangeWarMagicSkill1,
        "Get level 2.", L_ChangeWarMagicSkill2;

L_Next6:
    if (@menu == 1)
        setskill SKILL_MAGIC_WAR, 0;
    mes "War Magic skill changed to level 0.";
    next;
    goto L_MagicSkills;

L_ChangeWarMagicSkill1:
    setskill SKILL_MAGIC_WAR, 1;
    mes "War Magic skill changed to level 1.";
    next;
    goto L_MagicSkills;

L_ChangeWarMagicSkill2:
    setskill SKILL_MAGIC_WAR, 2;
    if (@mexp < 100)
        set @mexp, 100;
    callsub S_Update_Mask;
    mes "War Magic skill changed to level 2.";
    next;
    goto L_MagicSkills;

L_ChangeTransmutationMagicSkill:
    mes "Your level in the transmutation magic skill is " + @trans + ". What do you want to do?";
    menu
        "Get level 0.", L_Next7,
        "Get level 1.", L_ChangeTransmutationMagicSkill1,
        "Get level 2.", L_ChangeTransmutationMagicSkill2;

L_Next7:
    if (@menu == 1)
        setskill SKILL_MAGIC_TRANSMUTE, 0;
    mes "Transmutation Magic skill changed to level 0.";
    next;
    goto L_MagicSkills;

L_ChangeTransmutationMagicSkill1:
    setskill SKILL_MAGIC_TRANSMUTE, 1;
    mes "Transmutation Magic skill changed to level 1.";
    next;
    goto L_MagicSkills;

L_ChangeTransmutationMagicSkill2:
    setskill SKILL_MAGIC_TRANSMUTE, 2;
    if (@mexp < 100)
        set @mexp, 100;
    callsub S_Update_Mask;
    mes "Transmutation Magic skill changed to level 2.";
    next;
    goto L_MagicSkills;

L_ChangeNatureMagicSkill:
    mes "Your level in the nature magic skill is " + @nature + ". What do you want to do?";
    menu
        "Get level 0.", L_Next8,
        "Get level 1.", L_ChangeNatureMagicSkill1,
        "Get level 2.", L_ChangeNatureMagicSkill2;

L_Next8:
    if (@menu == 1)
        setskill SKILL_MAGIC_NATURE, 0;
    mes "Nature Magic skill changed to level 0.";
    next;
    goto L_MagicSkills;

L_ChangeNatureMagicSkill1:
    setskill SKILL_MAGIC_NATURE, 1;
    mes "Nature Magic skill changed to level 1.";
    next;
    goto L_MagicSkills;

L_ChangeNatureMagicSkill2:
    setskill SKILL_MAGIC_NATURE, 2;
    if (@mexp < 100)
        set @mexp, 100;
    callsub S_Update_Mask;
    mes "Nature Magic skill changed to level 2.";
    next;
    goto L_MagicSkills;

L_ChangeAstralMagicSkill:
    mes "Your level in the astral magic skill is " + @astral + ". What do you want to do?";
    menu
        "Get level 0.", L_Next9,
        "Get level 1.", L_ChangeAstralMagicSkill1,
        "Get level 2.", L_ChangeAstralMagicSkill2;

L_Next9:
    if (@menu == 1)
        setskill SKILL_MAGIC_ASTAL, 0;
    mes "Astral Magic skill changed to level 0.";
    next;
    goto L_MagicSkills;

L_ChangeAstralMagicSkill1:
    setskill SKILL_MAGIC_ASTRAL, 1;
    mes "Astral Magic skill changed to level 1.";
    next;
    goto L_MagicSkills;

L_ChangeAstralMagicSkill2:
    setskill SKILL_MAGIC_ASTRAL, 2;
    if (@mexp < 100)
        set @mexp, 100;
    callsub S_Update_Mask;
    mes "Astral Magic skill changed to level 2.";
    next;
    goto L_MagicSkills;

L_ChangeDarkMagicSkill:
    mes "Your level in the dark magic skill is " + @dark + ". What do you want to do?";
    menu
        "Get level 0.", L_Next10,
        "Get level 1.", L_ChangeDarkMagicSkill1,
        "Get level 2.", L_ChangeDarkMagicSkill2;

L_Next10:
    if (@menu == 1)
        setskill SKILL_MAGIC_DARK, 0;
    mes "Dark Magic skill changed to level 0.";
    next;
    goto L_MagicSkills;

L_ChangeDarkMagicSkill1:
    setskill SKILL_MAGIC_DARK, 1;
    mes "Dark Magic skill changed to level 1.";
    next;
    goto L_MagicSkills;

L_ChangeDarkMagicSkill2:
    setskill SKILL_MAGIC_DARK, 2;
    if (@mexp < 100)
        set @mexp, 100;
    callsub S_Update_Mask;
    mes "Dark Magic skill changed to level 2.";
    next;
    goto L_MagicSkills;

S_Update_Mask:
    set MAGIC_EXPERIENCE,
        (MAGIC_EXPERIENCE & ~(@debug_mask))
            | (@mexp << @debug_shift);
    return;

L_GetAllMagic:
    setskill SKILL_MAGIC, 2;
    setskill SKILL_MAGIC_LIFE, 2;
    setskill SKILL_MAGIC_WAR, 2;
    setskill SKILL_MAGIC_TRANSMUTE, 2;
    setskill SKILL_MAGIC_NATURE, 2;
    setskill SKILL_MAGIC_ASTRAL, 2;
    setskill SKILL_MAGIC_DARK, 2;
    set @mexp, 8000;
    callsub S_Update_Mask;
    mes "Magic skills added.";
    next;
    goto L_MagicSkills;

L_ResetMagicSkills:
    setskill SKILL_MAGIC, 0;
    setskill SKILL_MAGIC_LIFE, 0;
    setskill SKILL_MAGIC_WAR, 0;
    setskill SKILL_MAGIC_TRANSMUTE, 0;
    setskill SKILL_MAGIC_NATURE, 0;
    setskill SKILL_MAGIC_ASTRAL, 0;
    setskill SKILL_MAGIC_DARK, 0;
    set @mexp, 0;
    callsub S_Update_Mask;
    mes "Magic skills removed.";
    next;
    goto L_MagicSkills;

L_AddAll:
    setskill SKILL_EMOTE, 1;
    setskill SKILL_TRADE, 1;
    setskill SKILL_PARTY, 2;
    setskill SKILL_POOL, 1;
    setskill SKILL_MALLARDS_EYE, 9;
    setskill SKILL_BRAWLING, 9;
    setskill SKILL_SPEED, 9;
    setskill SKILL_RESIST_POISON, 9;
    setskill SKILL_ASTRAL_SOUL, 9;
    setskill SKILL_RAGING, 9;
    setskill SKILL_MAGIC, 2;
    setskill SKILL_MAGIC_LIFE, 2;
    setskill SKILL_MAGIC_WAR, 2;
    setskill SKILL_MAGIC_TRANSMUTE, 2;
    setskill SKILL_MAGIC_NATURE, 2;
    setskill SKILL_MAGIC_ASTRAL, 2;
    setskill SKILL_MAGIC_DARK, 2;
    set @mexp, 8000;
    resetstatus;
    set BaseLevel, 99;
    mes "All skills added to their maximum level.";
    mes "Maximum number of Magic Experience points.";
    mes "You are now level " + BaseLevel + ".";
    next;
    goto L_Begin;

L_ResetAll:
    cleararray @skilllist_name$[0], "", 8;
    cleararray @skilllist_id[0], 0, 8;
    cleararray @skilllist_count[0], 0, 8;
    setskill SKILL_EMOTE, 0;
    setskill SKILL_TRADE, 0;
    setskill SKILL_PARTY, 0;
    setskill SKILL_POOL, 0;
    setskill SKILL_MALLARDS_EYE, 0;
    setskill SKILL_BRAWLING, 0;
    setskill SKILL_SPEED, 0;
    setskill SKILL_RESIST_POISON, 0;
    setskill SKILL_ASTRAL_SOUL, 0;
    setskill SKILL_RAGING, 0;
    setskill SKILL_MAGIC, 0;
    setskill SKILL_MAGIC_LIFE, 0;
    setskill SKILL_MAGIC_WAR, 0;
    setskill SKILL_MAGIC_TRANSMUTE, 0;
    setskill SKILL_MAGIC_NATURE, 0;
    setskill SKILL_MAGIC_ASTRAL, 0;
    setskill SKILL_MAGIC_DARK, 0;
    set @mexp, 0;
    callsub S_Update_Mask;
    resetstatus;
    set BaseLevel, 1;
    mes "All skills removed.";
    mes "Minimum number of Magic Experience points.";
    mes "You are now level " + BaseLevel + ".";
    next;
    goto L_Begin;

L_Close:
    close;

}

029-2.gat,30,26,0|script|Debug#0|154
{
    callfunc "Debug";
    end;
OnInit:
    if (!debug)
        disablenpc "Debug#0";
    end;
}

001-1.gat,53,47,0|script|Debug#1|154
{
    callfunc "Debug";
    end;
OnInit:
    if (!debug)
        disablenpc "Debug#1";
    end;
}

009-1.gat,52,33,0|script|Debug#2|154
{
    callfunc "Debug";
    end;
OnInit:
    if (!debug)
        disablenpc "Debug#2";
    end;
}

020-1.gat,75,85,0|script|Debug#3|154
{
    callfunc "Debug";
    end;
OnInit:
    if (!debug)
        disablenpc "Debug#3";
    end;
}

017-9.gat,21,24,0|script|Debug#4|154
{
    callfunc "Debug";
    end;
OnInit:
    if (!debug)
        disablenpc "Debug#4";
    end;
}

027-2.gat,125,103,0|script|Debug#5|154
{
    callfunc "Debug";
    end;
OnInit:
    if (!debug)
        disablenpc "Debug#5";
    end;
}