diff options
Diffstat (limited to 'world/map/npc')
-rw-r--r-- | world/map/npc/001-2/heathin.txt | 2 | ||||
-rw-r--r-- | world/map/npc/006-1/miriam.txt | 7 | ||||
-rw-r--r-- | world/map/npc/009-2/kfahr.txt | 6 | ||||
-rw-r--r-- | world/map/npc/016-1/gwendolyn.txt | 2 | ||||
-rw-r--r-- | world/map/npc/018-2/caul.txt | 12 | ||||
-rw-r--r-- | world/map/npc/029-2/morgan.txt | 2 | ||||
-rw-r--r-- | world/map/npc/052-1/channelling.txt | 8 | ||||
-rw-r--r-- | world/map/npc/annuals/xmas/core.txt | 2 | ||||
-rwxr-xr-x | world/map/npc/functions/debug.txt | 60 | ||||
-rw-r--r-- | world/map/npc/items/require_stat.txt | 11 |
10 files changed, 54 insertions, 58 deletions
diff --git a/world/map/npc/001-2/heathin.txt b/world/map/npc/001-2/heathin.txt index 2aa5f26c..05044812 100644 --- a/world/map/npc/001-2/heathin.txt +++ b/world/map/npc/001-2/heathin.txt @@ -312,7 +312,7 @@ L_Arrows_Trade_Yes: delitem "Coal", @TARROW_REQ_COAL; delitem "TerraniteOre", @TARROW_REQ_TERRA_ORE; set Zeny, Zeny - @TARROW_REQ_GP; - set @lucky, 5 * rand(readparam(bLuk)); + set @lucky, 5 * rand(Luk); set @lucky$, ""; getitem "TerraniteArrow", 1000 + @lucky; mes "[Heathin]"; diff --git a/world/map/npc/006-1/miriam.txt b/world/map/npc/006-1/miriam.txt index 8b7ebdb4..ca317181 100644 --- a/world/map/npc/006-1/miriam.txt +++ b/world/map/npc/006-1/miriam.txt @@ -159,12 +159,11 @@ L_teach: "I am already fast.", L_notfast; L_Prepared: - set @agi, readparam(bAgi); set @torso$, getitemlink(getequipid(equip_torso)); set @weight, MaxWeight/Weight; if (@weight < 3) goto L_heavyweight; - if (@agi < 60) + if (Agi < 60) goto L_slow; if (BaseLevel < 60) goto L_lowlevel; @@ -195,7 +194,7 @@ L_heavymetal: L_slow: mes "[Miriam]"; - mes "Oh, wait, wait... " +@agi+ " Agility? Are you serious? What do you do with all your Character points? Put them all to 'Strength'? Really... I don't even want to know... Come back here when you have a decent character points distribution!\""; + mes "Oh, wait, wait... " +Agi+ " Agility? Are you serious? What do you do with all your Character points? Put them all to 'Strength'? Really... I don't even want to know... Come back here when you have a decent character points distribution!\""; close; L_lowlevel: @@ -214,7 +213,7 @@ L_offer: L_TorsoNext: mes "[Miriam]"; - mes "\"I see. I like the way you distributed your Character Points too... " +@agi+ " points to Agility! You really know how to prepare yourself for a good fight!\""; + mes "\"I see. I like the way you distributed your Character Points too... " +Agi+ " points to Agility! You really know how to prepare yourself for a good fight!\""; next; mes "\"Well... Even if you have a potential to be a good fighter, moving the way you do will not help. You need to be fast to avoid the monsters. \""; next; diff --git a/world/map/npc/009-2/kfahr.txt b/world/map/npc/009-2/kfahr.txt index d5da641a..8b6cb37d 100644 --- a/world/map/npc/009-2/kfahr.txt +++ b/world/map/npc/009-2/kfahr.txt @@ -920,9 +920,9 @@ L_gs_wrestle: set @KFAHR_AGI, 60 - @beer_count * 5; set @kfahr_stamina, 120; - set @PC_STR, readparam(bStr); - set @PC_AGI, readparam(bAgi); - set @PC_MAX_STAMINA, readparam(bVit) + 20; + set @PC_STR, Str; + set @PC_AGI, Agi; + set @PC_MAX_STAMINA, Vit + 20; set @pc_stamina, @PC_MAX_STAMINA; setarray @positions$, diff --git a/world/map/npc/016-1/gwendolyn.txt b/world/map/npc/016-1/gwendolyn.txt index f95336e9..8276de08 100644 --- a/world/map/npc/016-1/gwendolyn.txt +++ b/world/map/npc/016-1/gwendolyn.txt @@ -442,7 +442,7 @@ L_target_hit: next; mes "\"Let me inspect it...\" She walks to the target."; next; - if( rand(500) > (2*readparam(bDex) + readparam(bAgi))) + if( rand(500) > (2*Dex + Agi)) goto L_target_nohit; set @Q_hawkseye, 6; callsub S_Update_Var; diff --git a/world/map/npc/018-2/caul.txt b/world/map/npc/018-2/caul.txt index 2a1a2769..4709cfc9 100644 --- a/world/map/npc/018-2/caul.txt +++ b/world/map/npc/018-2/caul.txt @@ -138,7 +138,7 @@ L_brew: goto L_CraftLoop; L_CraftLoop: - set @throw, rand(readparam(bInt)); + set @throw, rand(Int); set @result, 1; if (@throw >= 5) set @result, 2; if (@throw >= 15) set @result, 3; @@ -426,7 +426,7 @@ L_mo_random_1: // mode 1: remove colour return; L_mo_pc_bad: - if (rand(readparam(bInt) + 100) > 60) + if (rand(Int + 100) > 60) goto L_mo_pc_bad_ok; if (@bubble_mode) mes "As your leaf dissolves, the intensity of the bubbling increases."; @@ -446,7 +446,7 @@ L_mo_pc_bad_ok: L_mo_auto_bad: if (rand(3) == 0) goto L_Return; - if (rand(readparam(bInt) + 100) > 70) + if (rand(Int + 100) > 70) goto L_Return; mes "The brew begins to bubble more violently."; set @bubble_mode, @bubble_mode + 1; @@ -459,11 +459,11 @@ L_mo_auto_bad: L_mo_explode: mes "[Exploding monster oil]"; mes "Your brew explodes!"; - if (rand(readparam(bAgi)) > 40) + if (rand(Agi) > 40) goto L_mo_explode_dodge; mes "The burst of boiling monster brew hits you."; next; - heal (15 * rand(readparam(bVit))) - 1500, 0, 1; + heal (15 * rand(Vit)) - 1500, 0, 1; close; L_mo_explode_dodge: @@ -713,7 +713,7 @@ L_mopox_failed_hard: mes "Suddenly, the thick mass bends outwards, a huge bubble bursting open right in your face!"; next; - if (rand(readparam(bVit)) < 40) + if (rand(Vit) < 40) sc_start sc_poison, 1, 20; mes "[Brewing Mopox Cure]"; diff --git a/world/map/npc/029-2/morgan.txt b/world/map/npc/029-2/morgan.txt index c4703c70..085542ce 100644 --- a/world/map/npc/029-2/morgan.txt +++ b/world/map/npc/029-2/morgan.txt @@ -27,7 +27,7 @@ OnInit: { callfunc "PCtoNPCRange"; callfunc "MorganState"; - if (readparam(bInt) >= 5) + if (Int >= 5) goto L_Learn; goto L_NotMagic; diff --git a/world/map/npc/052-1/channelling.txt b/world/map/npc/052-1/channelling.txt index e65d47a8..01364b41 100644 --- a/world/map/npc/052-1/channelling.txt +++ b/world/map/npc/052-1/channelling.txt @@ -101,7 +101,7 @@ function|script|StartChannelling set $@illia_level_4_progress, 1; set $@illia_char_channelling$, strcharinfo(0); - set @bonus, (readparam(bInt)+1) / 25; + set @bonus, (Int+1) / 25; // Lazurite Stones power, will also depend on the Int of the channelling character setarray $@illia_lazurites_power, 12 + @bonus, // small @@ -114,11 +114,11 @@ function|script|StartChannelling setarray $@illia_large_lazurites, 21,40, 34,25; // amount of initial magic power - set $@illia_magic_power, 1811 + readparam(bInt)*2; + set $@illia_magic_power, 1811 + Int*2; // Channelling required power depends on the base Int of the character - set $@illia_magic_power_required, 5707 - 2*readparam(bInt); + set $@illia_magic_power_required, 5707 - 2*Int; // magic power loss depends also on Int - set $@illia_magic_power_loss, 53 - ((readparam(bInt)+1)*2)/10; + set $@illia_magic_power_loss, 53 - ((Int+1)*2)/10; // register the power status to display hints to the players // Statuses: 0=critical(below 300), 1=neutral, 2=almost there (max-300) diff --git a/world/map/npc/annuals/xmas/core.txt b/world/map/npc/annuals/xmas/core.txt index f154794d..517ac084 100644 --- a/world/map/npc/annuals/xmas/core.txt +++ b/world/map/npc/annuals/xmas/core.txt @@ -130,7 +130,7 @@ L_SetRewardBonus: set @xmas_reward_lower_bound, 2 * @xmas_reward_tally - rand(5); if (@xmas_reward_tally <= 5) set @xmas_reward_lower_bound, @xmas_reward_tally; - set @xmas_reward_upper_bound, @xmas_reward_lower_bound + ((readparam(bLuk)) / 5); + set @xmas_reward_upper_bound, @xmas_reward_lower_bound + ((Luk) / 5); set @xmas_reward, (rand(@xmas_reward_lower_bound, @xmas_reward_upper_bound)); set @xmas_reward_lower_bound, 0; set @xmas_reward_upper_bound, 0; diff --git a/world/map/npc/functions/debug.txt b/world/map/npc/functions/debug.txt index be8d4fb4..5affb8f0 100755 --- a/world/map/npc/functions/debug.txt +++ b/world/map/npc/functions/debug.txt @@ -59,12 +59,12 @@ L_Status: "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); + set Str, 99; + set Agi, 99; + set Vit, 99; + set Int, 99; + set Dex, 99; + set Luk, 99; mes "You now have 99 in all stats."; next; goto L_Begin; @@ -76,7 +76,7 @@ L_ChangeStrength: goto L_StatTooLow; if (@str > 99) goto L_StatTooHigh; - statusup2 bStr, @str - readparam(bStr); + set Str, @str; goto L_ChangeAgility; L_ChangeAgility: @@ -86,7 +86,7 @@ L_ChangeAgility: goto L_StatTooLow; if (@agi > 99) goto L_StatTooHigh; - statusup2 bAgi, @agi - readparam(bAgi); + set Agi, @agi; goto L_ChangeVitality; L_ChangeVitality: @@ -96,7 +96,7 @@ L_ChangeVitality: goto L_StatTooLow; if (@vit > 99) goto L_StatTooHigh; - statusup2 bVit, @vit - readparam(bVit); + set Vit, @vit; goto L_ChangeIntelligence; L_ChangeIntelligence: @@ -106,7 +106,7 @@ L_ChangeIntelligence: goto L_StatTooLow; if (@int > 99) goto L_StatTooHigh; - statusup2 bInt, @int - readparam(bInt); + set Int, @int; goto L_ChangeDexterity; L_ChangeDexterity: @@ -116,7 +116,7 @@ L_ChangeDexterity: goto L_StatTooLow; if (@dex > 99) goto L_StatTooHigh; - statusup2 bDex, @dex - readparam(bDex); + set Dex, @dex; goto L_ChangeLuck; L_ChangeLuck: @@ -126,13 +126,13 @@ L_ChangeLuck: 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."; + set Luk, @luk; + mes "You now have " + Str + " in strength."; + mes "You now have " + Agi + " in agility."; + mes "You now have " + Vit + " in vitality."; + mes "You now have " + Int + " in intelligence."; + mes "You now have " + Dex + " in dexterity."; + mes "You now have " + Luk + " in luck."; next; goto L_Begin; @@ -165,8 +165,8 @@ L_ChangeStrengthSingle: goto L_StatTooLow; if (@str > 99) goto L_StatTooHigh; - statusup2 bStr, @str - readparam(bStr); - mes "You now have " + readparam(bStr) + " in strength."; + set Str, @str; + mes "You now have " + Str + " in strength."; next; goto L_Begin; @@ -177,8 +177,8 @@ L_ChangeAgilitySingle: goto L_StatTooLow; if (@agi > 99) goto L_StatTooHigh; - statusup2 bAgi, @agi - readparam(bAgi); - mes "You now have " + readparam(bAgi) + " in agility."; + set Agi, @agi; + mes "You now have " + Agi + " in agility."; next; goto L_Begin; @@ -189,8 +189,8 @@ L_ChangeVitalitySingle: goto L_StatTooLow; if (@vit > 99) goto L_StatTooHigh; - statusup2 bVit, @vit - readparam(bVit); - mes "You now have " + readparam(bVit) + " in vitality."; + set Vit, @vit; + mes "You now have " + Vit + " in vitality."; next; goto L_Begin; @@ -201,8 +201,8 @@ L_ChangeIntelligenceSingle: goto L_StatTooLow; if (@int > 99) goto L_StatTooHigh; - statusup2 bInt, @int - readparam(bInt); - mes "You now have " + readparam(bInt) + " in intelligence."; + set Int, @int; + mes "You now have " + Int + " in intelligence."; next; goto L_Begin; @@ -213,8 +213,8 @@ L_ChangeDexteritySingle: goto L_StatTooLow; if (@dex > 99) goto L_StatTooHigh; - statusup2 bDex, @dex - readparam(bDex); - mes "You now have " + readparam(bDex) + " in dexterity."; + set Dex, @dex; + mes "You now have " + Dex + " in dexterity."; next; goto L_Begin; @@ -225,8 +225,8 @@ L_ChangeLuckSingle: goto L_StatTooLow; if (@luk > 99) goto L_StatTooHigh; - statusup2 bLuk, @luk - readparam(bLuk); - mes "You now have " + readparam(bLuk) + " in luck."; + set Luk, @luk; + mes "You now have " + Luk + " in luck."; next; goto L_Begin; diff --git a/world/map/npc/items/require_stat.txt b/world/map/npc/items/require_stat.txt index 40200ea9..87ecf22a 100644 --- a/world/map/npc/items/require_stat.txt +++ b/world/map/npc/items/require_stat.txt @@ -4,23 +4,20 @@ // This is passed automagically when called in an equip script. // @bStat The stat to check against. // Usually one of: bStr, bAgi, bVit, bInt, bDex, bLuk; -// but can be anything that works with readparam(). +// but can be anything that works with . // @minbStatVal The minimum stat value to accept this item. // ------------------------------------------------------------ function|script|RequireStat { - set @bStatVal, readparam(@bStat); + set @bStatVal, @bStat; // If the requirement isn't met, we set an unequip trigger. // The item is now removed. - if (@bStatVal < @minbStatVal) + if (@bStat < @minbStatVal) goto L_Unequip; - goto L_Return; + return; L_Unequip: callfunc "UnequipLater"; - goto L_Return; - -L_Return: return; } |