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authorHaru <haru@dotalux.com>2014-10-26 05:00:08 +0100
committerHaru <haru@dotalux.com>2014-11-02 01:36:51 +0100
commit54604096ac53398778a5481613061216fe47e5bc (patch)
tree4d9982857e3bd9ee7eab839cc743cb6f3e9dc7f3 /npc/quests
parent46fbbaabefa29df1378ae68b7f063dbc64846042 (diff)
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Replaced 'set' with direct assignment where applicable (quests subfolders)
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'npc/quests')
-rw-r--r--npc/quests/first_class/tu_acolyte.txt72
-rw-r--r--npc/quests/first_class/tu_archer.txt100
-rw-r--r--npc/quests/first_class/tu_ma_th01.txt82
-rw-r--r--npc/quests/first_class/tu_magician01.txt42
-rw-r--r--npc/quests/first_class/tu_merchant.txt124
-rw-r--r--npc/quests/first_class/tu_sword.txt131
-rw-r--r--npc/quests/first_class/tu_thief01.txt54
-rw-r--r--npc/quests/newgears/2004_headgears.txt152
-rw-r--r--npc/quests/newgears/2005_headgears.txt58
-rw-r--r--npc/quests/newgears/2006_headgears.txt34
-rw-r--r--npc/quests/newgears/2008_headgears.txt8
-rw-r--r--npc/quests/seals/brisingamen_seal.txt171
-rw-r--r--npc/quests/seals/god_global.txt16
-rw-r--r--npc/quests/seals/god_weapon_creation.txt42
-rw-r--r--npc/quests/seals/megingard_seal.txt124
-rw-r--r--npc/quests/seals/mjolnir_seal.txt296
-rw-r--r--npc/quests/seals/seal_status.txt12
-rw-r--r--npc/quests/seals/sleipnir_seal.txt122
-rw-r--r--npc/quests/skills/alchemist_skills.txt72
-rw-r--r--npc/quests/skills/assassin_skills.txt24
-rw-r--r--npc/quests/skills/bard_skills.txt14
-rw-r--r--npc/quests/skills/blacksmith_skills.txt22
-rw-r--r--npc/quests/skills/crusader_skills.txt26
-rw-r--r--npc/quests/skills/dancer_skills.txt18
-rw-r--r--npc/quests/skills/hunter_skills.txt6
-rw-r--r--npc/quests/skills/knight_skills.txt20
-rw-r--r--npc/quests/skills/merchant_skills.txt2
-rw-r--r--npc/quests/skills/monk_skills.txt14
-rw-r--r--npc/quests/skills/novice_skills.txt14
-rw-r--r--npc/quests/skills/priest_skills.txt20
-rw-r--r--npc/quests/skills/rogue_skills.txt54
-rw-r--r--npc/quests/skills/sage_skills.txt18
-rw-r--r--npc/quests/skills/swordman_skills.txt4
-rw-r--r--npc/quests/skills/thief_skills.txt4
-rw-r--r--npc/quests/skills/wizard_skills.txt8
35 files changed, 985 insertions, 995 deletions
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
index 854b0a26a..6a60f40c9 100644
--- a/npc/quests/first_class/tu_acolyte.txt
+++ b/npc/quests/first_class/tu_acolyte.txt
@@ -63,7 +63,7 @@ prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{
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]";
@@ -120,12 +120,12 @@ prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{
switch(select("Wand:Flail")) {
case 1:
delitem 7181,1; //Receipt_01
- set tu_acolyte01,23;
+ tu_acolyte01 = 23;
getitem 1604,1; //Wand
break;
case 2:
delitem 7181,1; //Receipt_01
- set tu_acolyte01,23;
+ tu_acolyte01 = 23;
getitem 1510,1; //Flail
break;
}
@@ -201,7 +201,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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;
+ tu_acolyte01 = 2;
close;
}
break;
@@ -292,7 +292,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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;
@@ -330,7 +330,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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;
@@ -348,7 +348,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
mes "ready for me to discuss";
mes "the next subject. Now,";
mes "let's see... Hmm...";
- set tu_acolyte01, 5;
+ tu_acolyte01 = 5;
close;
}
break;
@@ -380,7 +380,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
mes "Thank you so much.";
mes "You have returned the Mace.";
emotion e_heh;
- set tu_acolyte01, 5;
+ tu_acolyte01 = 5;
delitem 1504, 1; //Mace
if(Class == Job_Acolyte_High) {
getexp 2000,1000;
@@ -433,7 +433,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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)+",";
@@ -444,7 +444,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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:
@@ -492,7 +492,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
next;
mes "^3355FFSister Asthe gives";
mes "you some dog food.^000000";
- set tu_acolyte01, 10;
+ tu_acolyte01 = 10;
close;
case 11:
case 12:
@@ -513,7 +513,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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";
@@ -542,7 +542,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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";
@@ -564,7 +564,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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:
@@ -575,7 +575,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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.";
@@ -591,7 +591,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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";
@@ -658,7 +658,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
mes "[Asthe]";
mes "Ho ho!";
mes "What a smart Acolyte~";
- set tu_acolyte01, 17;
+ tu_acolyte01 = 17;
}
close;
case 17:
@@ -691,7 +691,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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
@@ -741,7 +741,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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";
@@ -775,7 +775,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
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
@@ -818,7 +818,7 @@ monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{
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;
+ tu_acolyte01 = 8;
close;
} else {
mes "Hmm...?";
@@ -853,7 +853,7 @@ monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{
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;
@@ -961,7 +961,7 @@ prt_monk,235,245,5 script Dog#tu 4_DOG01,{
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";
@@ -1085,7 +1085,7 @@ prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{
mes "["+strcharinfo(0)+"]";
mes "I'll cure you...";
mes "For sure.";
- set tu_acolyte01, 11;
+ tu_acolyte01 = 11;
close;
} else if(tu_acolyte01 == 11){
next;
@@ -1129,7 +1129,7 @@ prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{
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
@@ -1236,7 +1236,7 @@ prt_monk,197,228,3 script Veiner 4_M_ORIENT02,{
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){
@@ -1285,7 +1285,7 @@ prt_monk,28,260,5 script Hedrick 1_M_04,{
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;
}
@@ -1304,7 +1304,7 @@ 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;
}
@@ -1315,7 +1315,7 @@ monk_in,103,176,7 script Karven 1_M_PASTOR,{
mes "May you rest";
if(tu_acolyte01 == 21 && countitem(7183)){
delitem 7183, 1;
- set tu_acolyte01, 22;
+ tu_acolyte01 = 22;
mes "in peace forever...";
next;
mes "[Karven]";
@@ -1785,23 +1785,23 @@ sec_in02,17,156,3 script 1st Job Quest Reset 4_F_JOB_BLACKSMITH,{
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.";
diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt
index 5e5344271..cedf21a6f 100644
--- a/npc/quests/first_class/tu_archer.txt
+++ b/npc/quests/first_class/tu_archer.txt
@@ -265,7 +265,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{
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;
+ tu_archer02 = 1;
close;
} else if(tu_archer02 == 1){
@@ -291,7 +291,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{
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;
+ tu_archer02 = 2;
close;
} else if(tu_archer02 == 2){
@@ -305,7 +305,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{
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
@@ -358,7 +358,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{
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.";
@@ -397,7 +397,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{
mes "[Master Kavaruk]";
if(Class == Job_Archer || Class == Job_Archer_High || Class == Job_Baby_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.";
@@ -498,7 +498,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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;
@@ -507,7 +507,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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;
@@ -542,9 +542,9 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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))
@@ -622,7 +622,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
} 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;
}
@@ -637,7 +637,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
close;
}
} else if(tu_archer01 == 6){
- set .@owl, getskilllv(43);
+ .@owl = getskilllv(43);
if(.@owl > 2){
mes "Ah, you're";
mes "finally back.";
@@ -649,7 +649,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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;
@@ -729,7 +729,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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";
@@ -743,13 +743,13 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
if(MaxWeight - Weight < 1000){
mes "You've got plenty of arrows";
mes "for that, so go for it!";
- set tu_archer01, 8;
+ tu_archer01 = 8;
next;
} 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;
}
@@ -784,12 +784,12 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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.";
@@ -822,7 +822,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
} 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;
}
@@ -844,7 +844,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
mes "Whaddya think?";
mes "Exciting, yes?";
next;
- set .@eagle, getskilllv("AC_DOUBLE");
+ .@eagle = getskilllv("AC_DOUBLE");
if(.@eagle > 2){
mes "["+strcharinfo(0)+"]";
mes "I...";
@@ -858,7 +858,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
mes "[Reidin Corse]";
mes "^333333*Sigh*^000000";
mes "Next lesson...";
- set tu_archer01, 10;
+ tu_archer01 = 10;
close;
} else {
mes "[Reidin Corse]";
@@ -876,7 +876,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
next;
if(.@eagle == 0){
specialeffect2 EF_WIND;
- set tu_archer01, 10;
+ tu_archer01 = 10;
getexp 0,500;
}
emotion e_no1;
@@ -926,7 +926,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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){
if (checkre(0) && countitem(940) < 10) {
@@ -954,7 +954,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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;
@@ -982,7 +982,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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";
@@ -1027,7 +1027,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
} 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
@@ -1087,7 +1087,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
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
@@ -1241,7 +1241,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
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;
+ if(tu_archer01 == 1) tu_archer01 = 2;
next;
break;
case 2:
@@ -1268,7 +1268,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
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;
+ if(tu_archer01 == 1) tu_archer01 = 2;
break;
case 2:
mes "[Seisner]";
@@ -1279,7 +1279,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
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;
+ if(tu_archer01 == 1) tu_archer01 = 2;
break;
case 3:
mes "[Seisner]";
@@ -1295,7 +1295,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
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;
+ if(tu_archer01 == 1) tu_archer01 = 2;
break;
case 4:
mes "[Seisner]";
@@ -1311,7 +1311,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
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;
+ if(tu_archer01 == 1) tu_archer01 = 2;
break;
case 5:
mes "[Seisner]";
@@ -1330,7 +1330,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
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;
+ if(tu_archer01 == 1) tu_archer01 = 2;
break;
case 6:
mes "[Seisner]";
@@ -1341,7 +1341,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
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;
+ if(tu_archer01 == 1) tu_archer01 = 2;
break;
case 7:
mes "[Seisner]";
@@ -1349,7 +1349,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
mes "anything else that";
mes "you want to ask me?";
next;
- set .@exitwhile,1;
+ .@exitwhile = 1;
break;
}
if (.@exitwhile) break;
@@ -1376,7 +1376,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
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)){
@@ -1429,7 +1429,7 @@ pay_arche,76,135,3 script #Target HIDDEN_NPC,{ 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]";
@@ -1454,7 +1454,7 @@ pay_arche,76,135,3 script #Target HIDDEN_NPC,{ 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;
+ tu_archer01 = 15;
close;
} else {
mes "And he's so brave";
@@ -1466,7 +1466,7 @@ pay_arche,76,135,3 script #Target HIDDEN_NPC,{ 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;
+ tu_archer01 = 15;
close;
}
}
@@ -1578,11 +1578,11 @@ pay_arche,130,113,3 script Alchemist Guildmember#tu 2_M_ALCHE,{
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;
+ .@alche_f = countitem(1032); // Blossom_Of_Maneater
+ .@alche_s = countitem(905); // Stem
+ .@f_zeny = .@alche_f * 130;
+ .@s_zeny = .@alche_s * 30;
+ .@total_zeny = .@f_zeny + .@s_zeny;
if(countitem(1032) == 0){
delitem 905, .@alche_s; //Stem
} else if(countitem(905) == 0){
@@ -1677,7 +1677,7 @@ prontera,126,335,5 script Arthail 1_M_BARD,{
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){
@@ -1765,7 +1765,7 @@ prontera,126,335,5 script Arthail 1_M_BARD,{
mes "I can't help it then.";
mes "I'd better go check";
mes "this out on my own.";
- set tu_archer02, 5;
+ tu_archer02 = 5;
close;
} else if(tu_archer02 > 4 && tu_archer02 < 7){
@@ -1796,7 +1796,7 @@ prontera,126,335,5 script Arthail 1_M_BARD,{
mes "I guess I'll finally";
mes "have a song that";
mes "I can share with you.";
- set tu_archer02, 9;
+ tu_archer02 = 9;
close;
}
mes "...";
@@ -1823,7 +1823,7 @@ prontera,167,281,3 script New Guild Master#tu 4_M_MONK,{
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;
}
@@ -1876,7 +1876,7 @@ prt_castle,76,165,6 script Minister#tu 1_M_JOBTESTER,{
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;
+ tu_archer02 = 6;
close;
} else if(tu_archer02 == 7){
next;
@@ -1924,7 +1924,7 @@ OnTouch_:
mes "Contact the";
mes "Prontera Church.";
mes "Hurry, this is urgent!";
- set tu_archer02, 7;
+ tu_archer02 = 7;
close;
}
end;
@@ -1959,7 +1959,7 @@ monk_in,19,43,1 script Bishop Maugins 1_M_PASTOR,{
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;
+ tu_archer02 = 8;
break;
}
mes "[Bishop Maugins]";
diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt
index a80f424b0..70966ad73 100644
--- a/npc/quests/first_class/tu_ma_th01.txt
+++ b/npc/quests/first_class/tu_ma_th01.txt
@@ -29,7 +29,7 @@ moc_fild12,166,369,0 script Trace of Battle#1 CLEAR_NPC,{
mes "used in a battle. A feeling";
mes "of acute dizziness overcomes";
mes "you after examining the scene.^000000";
- set tu_thief01, 6;
+ tu_thief01 = 6;
sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
close;
@@ -59,7 +59,7 @@ moc_fild12,166,369,0 script Trace of Battle#1 CLEAR_NPC,{
mes "The trail of this";
mes "battle decidedly";
mes "heads southward.^000000";
- set tu_thief01, 9;
+ tu_thief01 = 9;
close;
} else {
mes "^3355FFYou find signs of";
@@ -88,7 +88,7 @@ moc_fild12,166,369,0 script Trace of Battle#1 CLEAR_NPC,{
mes "The trail of this";
mes "battle decidedly";
mes "heads southward.^000000";
- set tu_magician01, 9;
+ tu_magician01 = 9;
close;
} else {
mes "^3355FFYou find signs of";
@@ -119,7 +119,7 @@ moc_fild12,173,215,0 script Trace of Battle#2 CLEAR_NPC,{
mes "^3355FFYou've found traces";
mes "of the pursuit which";
mes "continue eastward.^000000";
- set tu_thief01, 10;
+ tu_thief01 = 10;
close;
} else {
mes "^3355FFThese traces of";
@@ -138,7 +138,7 @@ moc_fild12,173,215,0 script Trace of Battle#2 CLEAR_NPC,{
mes "^3355FFYou've found traces";
mes "of the pursuit which";
mes "continue eastward.^000000";
- set tu_magician01, 10;
+ tu_magician01 = 10;
close;
} else {
mes "^3355FFThese traces of";
@@ -171,7 +171,7 @@ moc_fild12,276,165,0 script Trace of Battle#3 CLEAR_NPC,{
mes "footprints looks almost too";
mes "pronounced, as if it had been";
mes "made for somebody to find.^000000";
- set tu_thief01, 11;
+ tu_thief01 = 11;
close;
} else {
mes "^3355FFIt's a very";
@@ -192,7 +192,7 @@ moc_fild12,276,165,0 script Trace of Battle#3 CLEAR_NPC,{
mes "footprints looks almost too";
mes "pronounced, as if it had been";
mes "made for somebody to find.^000000";
- set tu_magician01, 11;
+ tu_magician01 = 11;
close;
} else {
mes "^3355FFIt's a very";
@@ -226,7 +226,7 @@ moc_fild11,39,163,0 script Trace of Battle#4 CLEAR_NPC,{
mes "someone } else got involved.";
mes "These prints are distinctly";
mes "clearer and much smaller.^000000";
- set tu_thief01, 12;
+ tu_thief01 = 12;
close;
} else {
mes "^3355FFFrom these traces,";
@@ -250,7 +250,7 @@ moc_fild11,39,163,0 script Trace of Battle#4 CLEAR_NPC,{
mes "someone } else got involved.";
mes "These prints are distinctly";
mes "clearer and much smaller.^000000";
- set tu_magician01, 12;
+ tu_magician01 = 12;
close;
} else {
mes "^3355FFFrom these traces,";
@@ -315,7 +315,7 @@ moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{
mes "it that I can't recognize.";
mes "Hopefully, this'll provide";
mes "some sort of clue to all this?";
- set tu_thief01, 13;
+ tu_thief01 = 13;
next;
mes "^3355FFYou take the piece";
mes "of cloth from the puddle";
@@ -384,7 +384,7 @@ moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{
mes "it that I can't recognize.";
mes "Hopefully, this'll provide";
mes "some sort of clue to all this?";
- set tu_magician01,13;
+ tu_magician01 = 13;
next;
mes "^3355FFYou take the piece";
mes "of cloth from the puddle";
@@ -519,7 +519,7 @@ moc_fild17,213,358,0 script Trace of Battle#8 CLEAR_NPC,{
mes "only two sets of footprints.";
mes "What happened to the other";
mes "set that you found earlier?^000000";
- set tu_thief01, 14;
+ tu_thief01 = 14;
close;
} else {
mes "^3355FFFrom the evidence";
@@ -544,7 +544,7 @@ moc_fild17,213,358,0 script Trace of Battle#8 CLEAR_NPC,{
mes "only two sets of footprints.";
mes "What happened to the other";
mes "set that you found earlier?^000000";
- set tu_magician01, 14;
+ tu_magician01 = 14;
close;
} else {
mes "^3355FFFrom the evidence";
@@ -579,10 +579,10 @@ moc_fild17,228,274,0 script Trace of Battle#9 CLEAR_NPC,{
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;
+ tu_thief01 = 15;
close;
} else if(tu_thief01 == 15){
- set .@seek_tm, rand(1,10);
+ .@seek_tm = rand(1,10);
if(.@seek_tm == 7){
mes "^3355FFAfter investigating this";
mes "area more thoroughly,";
@@ -591,7 +591,7 @@ moc_fild17,228,274,0 script Trace of Battle#9 CLEAR_NPC,{
mes "You decide to keep it with";
mes "you, hoping that it will";
mes "provide more clues.^000000";
- set tu_thief01, 16;
+ tu_thief01 = 16;
close;
} else {
mes "^3355FFYou don't find anything,";
@@ -621,10 +621,10 @@ moc_fild17,228,274,0 script Trace of Battle#9 CLEAR_NPC,{
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;
+ tu_magician01 = 15;
close;
} else if(tu_magician01 == 15){
- set .@seek_tm1, rand(1,10);
+ .@seek_tm1 = rand(1,10);
if(.@seek_tm1 == 7){
mes "^3355FFAfter investigating this";
mes "area more thoroughly,";
@@ -633,7 +633,7 @@ moc_fild17,228,274,0 script Trace of Battle#9 CLEAR_NPC,{
mes "You decide to keep it with";
mes "you, hoping that it will";
mes "provide more clues.^000000";
- set tu_magician01, 16;
+ tu_magician01 = 16;
close;
} else {
mes "^3355FFYou don't find anything,";
@@ -673,7 +673,7 @@ moc_fild17,34,292,0 script Trace of Battle#10 CLEAR_NPC,{
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;
+ tu_thief01 = 17;
close;
} else {
mes "^3355FFThe trail from";
@@ -694,7 +694,7 @@ moc_fild17,34,292,0 script Trace of Battle#10 CLEAR_NPC,{
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;
+ tu_magician01 = 17;
close;
} else {
mes "^3355FFThe trail from";
@@ -727,7 +727,7 @@ moc_fild18,346,296,0 script Trace of Battle#11 CLEAR_NPC,{
mes "in this area. It looks like";
mes "someone was injured";
mes "pretty badly around here.^000000";
- set tu_thief01, 18;
+ tu_thief01 = 18;
close;
} else {
mes "^3355FFSince someone involved";
@@ -750,7 +750,7 @@ moc_fild18,346,296,0 script Trace of Battle#11 CLEAR_NPC,{
mes "in this area. It looks like";
mes "someone was injured";
mes "pretty badly around here.^000000";
- set tu_magician01, 18;
+ tu_magician01 = 18;
close;
} else {
mes "^3355FFSince someone involved";
@@ -783,7 +783,7 @@ moc_fild18,309,257,0 script Trace of Battle#12 CLEAR_NPC,{
mes "like whoever is doing";
mes "the chasing is getting";
mes "much closer to his prey.^000000";
- set tu_thief01, 19;
+ tu_thief01 = 19;
close;
} else {
mes "^3355FFThe trail of this";
@@ -804,7 +804,7 @@ moc_fild18,309,257,0 script Trace of Battle#12 CLEAR_NPC,{
mes "like whoever is doing";
mes "the chasing is getting";
mes "much closer to his prey.^000000";
- set tu_magician01, 19;
+ tu_magician01 = 19;
close;
} else {
mes "^3355FFThe trail of this";
@@ -837,7 +837,7 @@ moc_fild18,177,333,0 script Trace of Battle#13 CLEAR_NPC,{
mes "joined the battle which";
mes "now seems to be leading";
mes "in the southwest direction.^000000";
- set tu_thief01, 20;
+ tu_thief01 = 20;
close;
} else {
mes "^3355FFIt looks like";
@@ -857,7 +857,7 @@ moc_fild18,177,333,0 script Trace of Battle#13 CLEAR_NPC,{
mes "joined the battle which";
mes "now seems to be leading";
mes "in the southwest direction.^000000";
- set tu_magician01, 20;
+ tu_magician01 = 20;
close;
} else {
mes "^3355FFIt looks like";
@@ -890,7 +890,7 @@ moc_fild18,111,303,0 script Trace of Battle#14 CLEAR_NPC,{
mes "joined in this battle and";
mes "the pursuit clearly heads";
mes "towards the south.^000000";
- set tu_thief01, 21;
+ tu_thief01 = 21;
close;
} else {
mes "^3355FFThe trail of";
@@ -911,7 +911,7 @@ moc_fild18,111,303,0 script Trace of Battle#14 CLEAR_NPC,{
mes "joined in this battle and";
mes "the pursuit clearly heads";
mes "towards the south.^000000";
- set tu_magician01, 21;
+ tu_magician01 = 21;
close;
} else {
mes "^3355FFThe trail of";
@@ -959,11 +959,11 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
mes "that have been set off are";
mes "mixed with the ones which";
mes "haven't been triggered.^000000";
- set tu_thief01, 22;
+ tu_thief01 = 22;
close;
}
} else if(tu_thief01 == 22){
- set .@trap_tm, rand(1,3);
+ .@trap_tm = rand(1,3);
if(.@trap_tm == 3){
mes "^3355FFOne trap in particular";
mes "stands out to you more";
@@ -987,7 +987,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
mes "happen. Perhaps you";
mes "should try something else.^000000";
delitem 506,1; //Green_Potion
- set tu_thief01, 23;
+ tu_thief01 = 23;
close;
}
case 2:
@@ -1026,7 +1026,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
mes "check what might be inside.^000000";
delitem 511,1; //Green_Herb
delitem 716,1; //Red_Gemstone
- set tu_thief01, 24;
+ tu_thief01 = 24;
close;
} else if(countitem(511) > 0){
mes "^3355FFYou should try to";
@@ -1078,7 +1078,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
mes "You take it with you in";
mes "hopes that it provides";
mes "some kind of evidence.^000000";
- set tu_thief01, 25;
+ tu_thief01 = 25;
close;
} else {
mes "^3355FFYou examine the area";
@@ -1113,11 +1113,11 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
mes "that have been set off are";
mes "mixed with the ones which";
mes "haven't been triggered.^000000";
- set tu_magician01, 22;
+ tu_magician01 = 22;
close;
}
} else if(tu_magician01 == 22){
- set .@trap_tm, rand(1,3);
+ .@trap_tm = rand(1,3);
if(.@trap_tm == 3){
mes "^3355FFOne trap in particular";
mes "stands out to you more";
@@ -1141,7 +1141,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
mes "happen. Perhaps you";
mes "should try something else.^000000";
delitem 506,1; //Green_Potion
- set tu_magician01, 23;
+ tu_magician01 = 23;
close;
}
case 2:
@@ -1180,7 +1180,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
mes "check what might be inside.^000000";
delitem 511,1; //Green_Herb
delitem 716,1; //Red_Gemstone
- set tu_magician01, 24;
+ tu_magician01 = 24;
close;
} else if(countitem(511) > 0){
mes "^3355FFYou should try to";
@@ -1232,7 +1232,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
mes "You take it with you in";
mes "hopes that it provides";
mes "some kind of evidence.^000000";
- set tu_magician01, 25;
+ tu_magician01 = 25;
close;
} else {
mes "^3355FFYou examine the area";
@@ -1280,7 +1280,7 @@ moc_fild18,156,96,0 script Trace of Battle#16 CLEAR_NPC,{
mes "from this investigation. You";
mes "better return and report your";
mes "findings to Yierhan soon.^000000";
- set tu_thief01, 26;
+ tu_thief01 = 26;
close;
} else {
mes "^3355FFThis is the end";
@@ -1316,7 +1316,7 @@ moc_fild18,156,96,0 script Trace of Battle#16 CLEAR_NPC,{
mes "from this investigation. You";
mes "better return and report your";
mes "findings to Yierhan soon.^000000";
- set tu_magician01, 26;
+ tu_magician01 = 26;
close;
} else {
mes "^3355FFThis is the end";
diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt
index 01df38855..a3ef46322 100644
--- a/npc/quests/first_class/tu_magician01.txt
+++ b/npc/quests/first_class/tu_magician01.txt
@@ -131,7 +131,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "sitting! I'm bushed, so it's";
mes "time for a break. But we'll";
mes "continue this later, okay?";
- set tu_magician01, 1;
+ tu_magician01 = 1;
if (checkre(3))
getexp BaseLevel*3,BaseLevel*2;
else
@@ -209,7 +209,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "only slightly injured and the";
mes "Fire Wall won't necessarily";
mes "block its approach. So beware!";
- set .@eread_1,1;
+ .@eread_1 = 1;
next;
break;
case 2:
@@ -244,7 +244,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "afterwards, like Fire Bolt and";
mes "Fire Ball, to take advantage of";
mes "the monster's Earth property.";
- set .@eread_2,1;
+ .@eread_2 = 1;
next;
break;
case 3:
@@ -282,7 +282,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "the ^93DB70Wind^000000 property skills";
mes "that we Mages can use are";
mes "Lighning Bolt and Thunder Storm.";
- set .@eread_3,1;
+ .@eread_3 = 1;
next;
break;
case 4:
@@ -319,7 +319,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "actually freeze monsters.";
mes "While monsters are frozen by";
mes "Frost Diver, they're considered Water monsters. Interesting, huh?";
- set .@eread_4,1;
+ .@eread_4 = 1;
next;
break;
case 5:
@@ -352,7 +352,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "shield against long range";
mes "attacks or strong property";
mes "attacks, so be really careful!";
- set .@eread_5,1;
+ .@eread_5 = 1;
next;
break;
case 6:
@@ -369,7 +369,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "Alrighty, we'll";
mes "move on to the next";
mes "subject then. Ho ho ho~!";
- set tu_magician01,2;
+ tu_magician01 = 2;
specialeffect2 EF_HIT5;
if(.@eread_1) getexp 150,70;
if(.@eread_2) getexp 150,70;
@@ -456,7 +456,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "until you've collected";
mes "10 Chrysalis from them.";
mes "Then bring them to me, okay?";
- set tu_magician01, 3;
+ tu_magician01 = 3;
getexp 400,200;
specialeffect2 EF_HIT5;
close;
@@ -474,7 +474,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "from here and hunt Pupa";
mes "to get more Chrysalis, okay?";
mes "For now, I'll just heal you up.";
- set tu_magician01, 4;
+ tu_magician01 = 4;
percentheal 100,100;
close;
} else {
@@ -484,7 +484,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "By now, you must be more";
mes "used to using your skills, huh?";
mes "Anyway, let me know when you're ready for the next lesson, okay?";
- set tu_magician01, 5;
+ tu_magician01 = 5;
getexp 400,200;
specialeffect2 EF_HIT5;
close;
@@ -512,7 +512,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "By now, you must be more";
mes "used to using your skills, huh?";
mes "Anyway, let me know when you're ready for the next lesson, okay?";
- set tu_magician01, 5;
+ tu_magician01 = 5;
getexp 400,200;
specialeffect2 EF_HIT5;
close;
@@ -542,7 +542,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "of Soul Strike and increase";
mes "that skill's level, it will grow in strength and you'll be able";
mes "to cast it much more quickly.";
- set .@skill_e1,1;
+ .@skill_e1 = 1;
next;
break;
case 2:
@@ -562,7 +562,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "certain number of attacks,";
mes "depending on the level of the";
mes "Safety Wall skill that you use.";
- set .@skill_e2,1;
+ .@skill_e2 = 1;
next;
break;
case 3:
@@ -582,7 +582,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "good use of the destructive";
mes "power of the Fire Ball!";
next;
- set .@skill_e3,1;
+ .@skill_e3 = 1;
break;
case 4:
mes "[Mana]";
@@ -608,7 +608,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "skill, its damage and chance";
mes "of freezing monsters will also";
mes "increase. Pretty dangerous, eh? ^FFFFFFkamenriderblack^000000";
- set .@skill_e4,1;
+ .@skill_e4 = 1;
next;
break;
case 5:
@@ -627,7 +627,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "within a certain range.";
mes "It's an incredibly potent";
mes "ground targeting attack.";
- set .@skill_e5,1;
+ .@skill_e5 = 1;
next;
break;
case 6:
@@ -653,7 +653,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "Fire Well strategically";
mes "and effectively, it can";
mes "be a very powerful skill~";
- set .@skill_e6,1;
+ .@skill_e6 = 1;
next;
break;
case 7:
@@ -672,7 +672,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "learn Energy Coat, I'm";
mes "sure Blizardis will tell";
mes "you all you need to know.";
- set .@skill_e7,1;
+ .@skill_e7 = 1;
next;
break;
case 8:
@@ -690,7 +690,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "you to help you in your";
mes "training. I hope it comes";
mes "in handy when fighting...";
- set tu_magician01, 6;
+ tu_magician01 = 6;
getitem 1604,1; //Wand
specialeffect2 EF_HIT5;
if(.@skill_e1) getexp 300,100;
@@ -737,7 +737,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "done with what Yierhan";
mes "has you do, come back";
mes "and report to me, okay?";
- set tu_magician01, 7;
+ tu_magician01 = 7;
emotion e_heh;
warp "morocc",182,286;
close;
@@ -784,7 +784,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{
mes "a little reward for helping";
mes "out both of our guilds. Once";
mes "again, thanks very much~";
- set tu_magician01, 28;
+ tu_magician01 = 28;
getitem 2321,1; //Silk_Robe
Zeny += 3000;
getexp 3000,1000;
diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt
index 3acd91860..a13ec1aa6 100644
--- a/npc/quests/first_class/tu_merchant.txt
+++ b/npc/quests/first_class/tu_merchant.txt
@@ -53,19 +53,19 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "you learned";
mes "about Vending?";
next;
- set .@chk_vend, getskilllv("MC_VENDING");
+ .@chk_vend = getskilllv(MC_VENDING);
if((.@chk_vend > 3) && (.@chk_vend < 10)){
mes "[Guarnien]";
mes "Excellent!";
mes "You've taught yourself well. Here, you've earned this little reward~";
- set tu_merchant, 17;
+ tu_merchant = 17;
completequest 8240;
getexp 186,43;
next;
} else if(.@chk_vend == 10){
mes "[Guarnien]";
mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
- set tu_merchant, 17;
+ tu_merchant = 17;
completequest 8240;
getexp 199,69;
next;
@@ -116,11 +116,11 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will";
mes "increase by one.";
next;
- set .@chk_vend, getskilllv("MC_VENDING");
+ .@chk_vend = getskilllv(MC_VENDING);
if((.@chk_vend > 3) && (.@chk_vend < 10)){
mes "[Guarnien]";
mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
- set tu_merchant, 17;
+ tu_merchant = 17;
completequest 8239;
getexp 186,60;
next;
@@ -134,19 +134,19 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "Please, take this";
mes "little reward for";
mes "all your efforts~";
- set tu_merchant, 17;
+ tu_merchant = 17;
completequest 8239;
getexp 199,69;
next;
} else {
mes "[Guarnien]";
mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~";
- set tu_merchant, 16;
+ tu_merchant = 16;
erasequest 8239;
setquest 8240;
close;
}
-
+
mes "[Guarnien]";
mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
next;
@@ -167,7 +167,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "learned Push Cart up";
mes "to Level 4 like I asked?";
next;
- set .@chk_cart, getskilllv("MC_PUSHCART");
+ .@chk_cart = getskilllv(MC_PUSHCART);
if(.@chk_cart > 3 && .@chk_cart < 10){
mes "[Guarnien]";
mes "Well done~";
@@ -175,7 +175,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "cooperative student.";
mes "You deserve a little";
mes "reward for your effort~";
- set tu_merchant, 15;
+ tu_merchant = 15;
erasequest 8238;
setquest 8239;
getexp 162,52;
@@ -187,7 +187,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "[Guarnien]";
mes "Excellent!";
mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
- set tu_merchant, 15;
+ tu_merchant = 15;
erasequest 8238;
setquest 8239;
getexp 186,60;
@@ -223,13 +223,13 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you";
mes "down at all!";
next;
- set .@chk_cart, getskilllv("MC_PUSHCART");
+ .@chk_cart = getskilllv(MC_PUSHCART);
if(.@chk_cart > 3 && .@chk_cart < 10){
mes "[Guarnien]";
mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
mes "speed, it shouldn't be a big deal.";
mes "Well done~";
- set tu_merchant, 15;
+ tu_merchant = 15;
erasequest 8237;
setquest 8238;
getexp 162,52;
@@ -242,7 +242,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "Wonderful! You've already";
mes "mastered the Push Cart skill.";
mes "You truly deserve a little bit of a reward~";
- set tu_merchant, 15;
+ tu_merchant = 15;
erasequest 8237;
setquest 8238;
getexp 186,60;
@@ -257,7 +257,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "skill up to Level 4? Once";
mes "you do that, I can go on to";
mes "my next lecture.";
- set tu_merchant, 14;
+ tu_merchant = 14;
close;
}
case 12:
@@ -266,7 +266,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "with learning that";
mes "^871F78Over Charge^000000 skill?";
next;
- set .@chk_over, getskilllv("MC_OVERCHARGE");
+ .@chk_over = getskilllv(MC_OVERCHARGE);
if(.@chk_over > 3 && .@chk_over < 10){
mes "[Guarnien]";
mes "Nice work!";
@@ -274,7 +274,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "you've done just";
mes "as I asked. Please,";
mes "take this little reward~";
- set tu_merchant, 13;
+ tu_merchant = 13;
erasequest 8236;
setquest 8237;
getexp 126,27;
@@ -288,7 +288,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "You actually";
mes "mastered Over Charge?";
mes "Most impressive! You deserve a small reward for your work!";
- set tu_merchant, 13;
+ tu_merchant = 13;
erasequest 8236;
setquest 8237;
getexp 142,33;
@@ -317,11 +317,11 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "[Guarnien]";
mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
next;
- set .@chk_over, getskilllv("MC_OVERCHARGE");
+ .@chk_over = getskilllv(MC_OVERCHARGE);
if(.@chk_over > 3 && .@chk_over < 10){
mes "[Guarnien]";
mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
- set tu_merchant, 13;
+ tu_merchant = 13;
erasequest 8235;
setquest 8236;
getexp 126,27;
@@ -333,7 +333,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
} else if(.@chk_over == 10){
mes "[Guarnien]";
mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
- set tu_merchant, 13;
+ tu_merchant = 13;
erasequest 8235;
setquest 8236;
getexp 142,33;
@@ -345,7 +345,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
} else {
mes "[Guarnien]";
mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do.";
- set tu_merchant, 12;
+ tu_merchant = 12;
erasequest 8235;
setquest 8236;
next;
@@ -374,12 +374,12 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
next;
mes "[Guarnien]";
mes "Now, why don't you go to Prontera and try to buy 10 Red Potions from an NPC for the cheapest price again?";
- set tu_merchant, rand(6,8);
+ tu_merchant = rand(6,8);
close;
case 9:
mes "Let me see those";
mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!";
- set tu_merchant, 11;
+ tu_merchant = 11;
changequest 8234,8235;
getexp 112,22;
next;
@@ -417,19 +417,19 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for";
mes "some reason --to send you there right now. Get ready...!";
next;
- set tu_merchant, rand(6,8);
+ tu_merchant = rand(6,8);
warp "prontera",155,46;
end;
case 4:
mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!";
next;
mes "[Guarnien]";
- set .@chk_disc, getskilllv("MC_DISCOUNT");
+ .@chk_disc = getskilllv(MC_DISCOUNT);
if(.@chk_disc > 3 && .@chk_disc < 10){
mes "Ah, you've learned";
mes "how to use the Discount skill";
mes "well enough. Good, here's a little reward for your hard work~";
- set tu_merchant, 5;
+ tu_merchant = 5;
erasequest 8232;
setquest 8233;
getexp 83,11;
@@ -440,7 +440,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
} else if(.@chk_disc == 10){
mes "Incredible!";
mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
- set tu_merchant, 5;
+ tu_merchant = 5;
erasequest 8232;
setquest 8233;
getexp 97,18;
@@ -467,7 +467,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops.";
next;
mes "[Guarnien]";
- set .@chk_disc, getskilllv("MC_DISCOUNT");
+ .@chk_disc = getskilllv(MC_DISCOUNT);
if(.@chk_disc > 3 && .@chk_disc < 10){
mes "Oooh, good work.";
mes "I see that you've";
@@ -475,7 +475,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "to Level 4 already.";
mes "Here, take this";
mes "small reward~";
- set tu_merchant, 5;
+ tu_merchant = 5;
erasequest 8231;
setquest 8232;
getexp 83,11;
@@ -487,7 +487,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
} else if(.@chk_disc == 10){
mes "Incredible!";
mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
- set tu_merchant, 5;
+ tu_merchant = 5;
erasequest 8231;
setquest 8232;
getexp 97,18;
@@ -505,7 +505,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
next;
mes "[Guarnien]";
mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~";
- set tu_merchant, 4;
+ tu_merchant = 4;
erasequest 8231;
setquest 8232;
close;
@@ -523,13 +523,13 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption.";
next;
mes "[Guarnien]";
- set .@chk_mam, getskilllv("MC_MAMMONITE");
+ .@chk_mam = getskilllv(MC_MAMMONITE);
if(.@chk_mam > 3 && .@chk_mam < 10){
mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
next;
mes "[Guarnien]";
mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?";
- set tu_merchant, 3;
+ tu_merchant = 3;
erasequest 8230;
setquest 8231;
getexp 70,12;
@@ -539,7 +539,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
close;
} else {
mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
- set tu_merchant, 3;
+ tu_merchant = 3;
erasequest 8230;
setquest 8231;
close;
@@ -552,7 +552,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "like I asked?";
next;
mes "[Guarnien]";
- set .@chk_soji, getskilllv("MC_INCCARRY");
+ .@chk_soji = getskilllv(MC_INCCARRY);
if(.@chk_soji > 3 && .@chk_soji < 10){
mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
next;
@@ -565,10 +565,10 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "[Guarnien]";
mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
next;
- if(getskilllv("MC_IDENTIFY")){
+ if(getskilllv(MC_IDENTIFY)){
mes "[Guarnien]";
mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
- set tu_merchant, 2;
+ tu_merchant = 2;
erasequest 8229;
setquest 8230;
getexp 58,11;
@@ -587,17 +587,17 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
}
mes "Alright, next time";
mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
- set tu_merchant, 2;
+ tu_merchant = 2;
erasequest 8229;
setquest 8230;
close;
}
-
+
mes "You've just started out as a Merchant, haven't you? How would you like to learn the fundamentals of business from an experienced colleague?";
next;
if(select("Sure!:I'll make it on my own!")==1){
- set tu_merchant, 1;
- if(getskilllv("MC_INCCARRY") < 4){
+ tu_merchant = 1;
+ if(getskilllv(MC_INCCARRY) < 4){
setquest 8229;
mes "[Guarnien]";
if(Sex == 1){
@@ -635,9 +635,9 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
next;
mes "[Guarnien]";
- if(getskilllv("MC_IDENTIFY")){
+ if(getskilllv(MC_IDENTIFY)){
mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
- set tu_merchant, 2;
+ tu_merchant = 2;
erasequest 8229;
setquest 8230;
getexp 58,11;
@@ -657,7 +657,7 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{
mes "more about the Discount";
mes "skill later. I always manage";
mes "to forget about that!";
- set tu_merchant,2;
+ tu_merchant = 2;
erasequest 8229;
setquest 8230;
close;
@@ -711,7 +711,7 @@ prontera,66,111,3 script Sagle 4_KID01,{
close;
} else {
Zeny -= 420;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -759,7 +759,7 @@ prontera,66,111,3 script Sagle 4_KID01,{
end;
} else {
Zeny -= 410;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -806,7 +806,7 @@ prontera,66,111,3 script Sagle 4_KID01,{
close;
} else {
Zeny -= 390;
- set tu_merchant, 9;
+ tu_merchant = 9;
getitem 501,10; //Red_Potion
close;
}
@@ -863,7 +863,7 @@ prontera,93,330,3 script Kellion 4W_M_01,{
close;
} else {
Zeny -= 340;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 569,10; //Novice_Potion
close;
}
@@ -902,7 +902,7 @@ prontera,93,330,3 script Kellion 4W_M_01,{
close;
} else {
Zeny -= 390;
- set tu_merchant, 9;
+ tu_merchant = 9;
getitem 501,10; //Red_Potion
close;
}
@@ -941,7 +941,7 @@ prontera,93,330,3 script Kellion 4W_M_01,{
close;
} else {
Zeny -= 400;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -966,7 +966,7 @@ prontera,93,330,3 script Kellion 4W_M_01,{
mes "Well, hopefully, there's no truth to it whatsoever. None at all...";
close;
}
-
+
// Aigie
//============================================================
prt_in,169,11,3 script Aigie 4_F_03,{
@@ -1001,7 +1001,7 @@ prt_in,169,11,3 script Aigie 4_F_03,{
close;
} else {
Zeny -= 390;
- set tu_merchant, 9;
+ tu_merchant = 9;
getitem 501,10; //Red_Potion
close;
}
@@ -1046,7 +1046,7 @@ prt_in,169,11,3 script Aigie 4_F_03,{
close;
} else {
Zeny -= 420;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -1091,7 +1091,7 @@ prt_in,169,11,3 script Aigie 4_F_03,{
close;
} else {
Zeny -= 340;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 569,10; //Novice_Potion
close;
}
@@ -1112,7 +1112,7 @@ prt_in,169,11,3 script Aigie 4_F_03,{
mes "However, money can be much more dependable than some people I know. You can rely on money more than anything else in this world.";
close;
}
-
+
// Jayon
//============================================================
prontera,247,129,3 script Jayon 4_M_03,{
@@ -1146,7 +1146,7 @@ prontera,247,129,3 script Jayon 4_M_03,{
close;
} else {
Zeny -= 410;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -1192,7 +1192,7 @@ prontera,247,129,3 script Jayon 4_M_03,{
close;
} else {
Zeny -= 400;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -1239,7 +1239,7 @@ prontera,247,129,3 script Jayon 4_M_03,{
close;
} else {
Zeny -= 410;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -1294,7 +1294,7 @@ prt_in,251,129,3 script Maos 4_M_SEAMAN,{
close;
} else {
Zeny -= 420;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -1329,7 +1329,7 @@ prt_in,251,129,3 script Maos 4_M_SEAMAN,{
close;
} else {
Zeny -= 340;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
@@ -1364,7 +1364,7 @@ prt_in,251,129,3 script Maos 4_M_SEAMAN,{
close;
} else {
Zeny -= 400;
- set tu_merchant, 10;
+ tu_merchant = 10;
getitem 501,10; //Red_Potion
close;
}
diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt
index 66962d97f..33cfd9fa6 100644
--- a/npc/quests/first_class/tu_sword.txt
+++ b/npc/quests/first_class/tu_sword.txt
@@ -98,7 +98,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "Magnum Break is ideal for use";
mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster.";
next;
- set .@chk_magnum, getskilllv("SM_MAGNUM");
+ .@chk_magnum = getskilllv(SM_MAGNUM);
if(.@chk_magnum > 5){
mes "[Shurank]";
mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it.";
@@ -106,7 +106,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Here is a humble reward for";
mes "your great efforts. But do not let your talents allow you to grow arrogant!";
- set tu_swordman, 23;
+ tu_swordman = 23;
completequest 8228;
if (checkre(3))
getexp 186,0;
@@ -165,7 +165,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Before you go, please take this.";
mes "I hope that you make good use of it as you train to become stronger and stronger. Good luck out there.";
- set tu_swordman, 23;
+ tu_swordman = 23;
completequest 8228;
getitem 1113,1; //Scimiter
close;
@@ -186,8 +186,8 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "One Handed Sword Mastery";
mes "increases the damage of Daggers and One Handed Swords while Two Handed Sword Mastery increases the damage of Two Handed Swords.";
next;
- set .@chk_hanson, getskilllv("SM_SWORD");
- set .@chk_yangson, getskilllv("SM_TWOHAND");
+ .@chk_hanson = getskilllv(SM_SWORD);
+ .@chk_yangson = getskilllv(SM_TWOHAND);
if((.@chk_hanson > 9) || (.@chk_yangson > 9)){
mes "[Shurank]";
mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed.";
@@ -197,7 +197,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "this small reward";
mes "in recognition of";
mes "your accomplishment.";
- set tu_swordman, 22;
+ tu_swordman = 22;
changequest 8227,8228;
if (checkre(3))
getexp 186,0;
@@ -212,7 +212,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Next time, I will tell you more about the Magnum Break skill.";
mes "I'll be here when you're ready to learn more.";
- set tu_swordman, 22;
+ tu_swordman = 22;
close;
case 13:
mes "You should leave as soon as possible to meet Dequ'ee in Geffen. You do remember where to find him, don't you?";
@@ -222,11 +222,11 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "training for the Endure";
mes "skill coming along?";
next;
- set .@chk_endure, getskilllv("SM_ENDURE");
+ .@chk_endure = getskilllv(SM_ENDURE);
if(.@chk_endure > 1){
mes "[Shurank]";
mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
- set tu_swordman, 13;
+ tu_swordman = 13;
erasequest 8221;
setquest 8222;
if (checkre(3))
@@ -256,7 +256,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "learned how to use";
mes "the Endure skill yet?";
next;
- set .@chk_endure, getskilllv("SM_ENDURE");
+ .@chk_endure = getskilllv(SM_ENDURE);
if((.@chk_endure > 0) && (.@chk_endure < 2)){
mes "[Shurank]";
mes "I see that you";
@@ -277,7 +277,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
erasequest 8221;
setquest 8222;
- set tu_swordman, 13;
+ tu_swordman = 13;
next;
mes "[Shurank]";
mes "Ah, once again, I have";
@@ -291,7 +291,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
} else if(.@chk_endure > 1){
mes "[Shurank]";
mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
- set tu_swordman, 13;
+ tu_swordman = 13;
erasequest 8221;
setquest 8222;
if (checkre(3))
@@ -319,7 +319,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "all I know about";
mes "the Endure skill.";
next;
- set .@chk_endure, getskilllv("SM_ENDURE");
+ .@chk_endure = getskilllv(SM_ENDURE);
if(.@chk_endure == 0){
mes "[Shurank]";
mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
@@ -335,7 +335,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "Alright. Now I want you to train in the use of the Endure skill. You can become a great Swordman";
mes "if you can endure attacks";
mes "from your enemies!";
- set tu_swordman, 11;
+ tu_swordman = 11;
changequest 8220,8221;
close;
} else if((.@chk_endure > 0) && (.@chk_endure < 2)){
@@ -356,7 +356,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
next;
mes "[Shurank]";
mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
- set tu_swordman, 13;
+ tu_swordman = 13;
erasequest 8221;
setquest 8222;
next;
@@ -371,7 +371,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
} else if(.@chk_endure > 1){
mes "[Shurank]";
mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!";
- set tu_swordman, 13;
+ tu_swordman = 13;
erasequest 8221;
setquest 8222;
if (checkre(3))
@@ -393,11 +393,11 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "learning more about";
mes "the use of the Provoke skill?";
next;
- set .@chk_provoke, getskilllv("SM_PROVOKE");
+ .@chk_provoke = getskilllv(SM_PROVOKE);
if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- set tu_swordman, 10;
+ tu_swordman = 10;
if (checkre(3))
getexp 112,0;
else
@@ -414,7 +414,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "up your mind to become";
mes "an outstanding Swordman.";
mes "Here is a small reward...";
- set tu_swordman, 10;
+ tu_swordman = 10;
if (checkre(3))
getexp 126,0;
else
@@ -436,7 +436,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "in the use of the Provoke";
mes "skill been progressing?";
next;
- set .@chk_provoke, getskilllv("SM_PROVOKE");
+ .@chk_provoke = getskilllv(SM_PROVOKE);
if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
mes "[Shurank]";
mes "Ah, now I can see that you";
@@ -461,12 +461,12 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
next;
mes "[Shurank]";
mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training.";
- set tu_swordman, 9;
+ tu_swordman = 9;
close;
} else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- set tu_swordman, 10;
+ tu_swordman = 10;
if (checkre(3))
getexp 112,0;
else
@@ -483,7 +483,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "up your mind to become";
mes "an outstanding Swordman.";
mes "Here is a small reward...";
- set tu_swordman, 10;
+ tu_swordman = 10;
if (checkre(3))
getexp 126,0;
else
@@ -506,7 +506,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "Well, now that we taken care";
mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke.";
next;
- set .@chk_provoke, getskilllv("SM_PROVOKE");
+ .@chk_provoke = getskilllv(SM_PROVOKE);
if(.@chk_provoke == 0){
mes "[Shurank]";
mes "You haven't";
@@ -534,7 +534,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Now I ask that you train yourself in the use of Provoke. Come back";
mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
- set tu_swordman, 8;
+ tu_swordman = 8;
changequest 8217,8218;
close;
} else if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
@@ -561,13 +561,13 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Now I ask that you train yourself in the use of Provoke. Come back";
mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
- set tu_swordman, 9;
+ tu_swordman = 9;
changequest 8218,8219;
close;
} else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- set tu_swordman, 10;
+ tu_swordman = 10;
changequest 8219,8220;
if (checkre(3))
getexp 112,0;
@@ -585,7 +585,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "up your mind to become";
mes "an outstanding Swordman.";
mes "Here is a small reward...";
- set tu_swordman, 10;
+ tu_swordman = 10;
completequest 8218;
completequest 8219;
completequest 8220;
@@ -645,7 +645,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Although there's a Warp service,";
mes "I recommend traveling by foot. You cannot grow strong without testing your strength and practicing your skills!";
- set tu_swordman, 6;
+ tu_swordman = 6;
changequest 8215,8216;
close;
case 4:
@@ -657,7 +657,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "it comes to damage, you must be";
mes "able to both take it and dish it out.";
next;
- set .@chk_hp, getskilllv("SM_RECOVERY");
+ .@chk_hp = getskilllv(SM_RECOVERY);
if(.@chk_hp == 0){
mes "[Shurank]";
mes "But judging from that";
@@ -675,13 +675,13 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "I strongly suggest that you";
mes "learn this skill! Of course, there are other Swordman skills that are just as important, though...";
- set tu_swordman, 5;
+ tu_swordman = 5;
next;
} else if(.@chk_hp == 10){
mes "[Shurank]";
mes "Ah! That healthy glow!";
mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
- set tu_swordman, 5;
+ tu_swordman = 5;
if (checkre(3))
getexp 112,0;
else
@@ -701,7 +701,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
next;
mes "[Shurank]";
mes "Increase HP Recovery is a fairly important skill, but whether or not you want to master that is really up to you.";
- set tu_swordman, 5;
+ tu_swordman = 5;
next;
}
mes "[Shurank]";
@@ -715,7 +715,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "if you want me to acknowledge";
mes "you as a fellow Swordman.";
next;
- set .@chk_bash, getskilllv("SM_BASH");
+ .@chk_bash = getskilllv(SM_BASH);
if(.@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
@@ -724,7 +724,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
mes "all of the basics.";
- set tu_swordman, 4;
+ tu_swordman = 4;
if (checkre(3))
getexp 97,0;
else
@@ -743,7 +743,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "Bash. If you want to grow as a Swordman, you will have great";
mes "need to master this skill.";
next;
- set .@chk_bash, getskilllv("SM_BASH");
+ .@chk_bash = getskilllv(SM_BASH);
if((.@chk_bash > 4) && (.@chk_bash < 10)){
mes "[Shurank]";
mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard.";
@@ -762,7 +762,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Here's a little reward for all of your hard work. I hope you realize the importance of using Bash as";
mes "you grow stronger.";
- set tu_swordman, 3;
+ tu_swordman = 3;
if (checkre(3))
getexp 83,0;
else
@@ -776,7 +776,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
mes "all of the basics.";
- set tu_swordman, 4;
+ tu_swordman = 4;
if (checkre(3))
getexp 97,0;
else
@@ -793,7 +793,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "Have you been learning";
mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!";
next;
- set .@chk_bash, getskilllv("SM_BASH");
+ .@chk_bash = getskilllv(SM_BASH);
if((.@chk_bash > 0) && (.@chk_bash < 5)){
mes "[Shurank]";
mes "I see that you understand";
@@ -814,7 +814,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
mes "of the fundamentals to cover!";
- set tu_swordman, 2;
+ tu_swordman = 2;
if (checkre(3))
getexp 58,0;
else
@@ -846,7 +846,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
next;
mes "[Shurank]";
mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger...";
- set tu_swordman, 3;
+ tu_swordman = 3;
setquest 8211;
if (checkre(3))
getexp 83,0;
@@ -864,7 +864,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
mes "all of the basics.";
- set tu_swordman, 4;
+ tu_swordman = 4;
if (checkre(3))
getexp 97,0;
else
@@ -892,7 +892,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "fundamentals, the first of";
mes "which is the ^5D478BBash^000000 skill.";
next;
- set .@chk_bash, getskilllv("SM_BASH");
+ .@chk_bash = getskilllv(SM_BASH);
if(.@chk_bash == 0){
mes "[Shurank]";
mes "^333333*Gasp*^000000";
@@ -900,7 +900,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
next;
mes "[Shurank]";
mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!";
- set tu_swordman, 1;
+ tu_swordman = 1;
if (checkre(3))
getexp 49,0;
else
@@ -927,7 +927,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
mes "of the fundamentals to cover!";
- set tu_swordman, 2;
+ tu_swordman = 2;
changequest 8211,8212;
if (checkre(3))
getexp 58,0;
@@ -953,7 +953,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
mes "of the fundamentals to cover!";
- set tu_swordman, 3;
+ tu_swordman = 3;
changequest 8212,8213;
if (checkre(3))
getexp 83,0;
@@ -971,7 +971,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
mes "[Shurank]";
mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
mes "all of the basics.";
- set tu_swordman, 4;
+ tu_swordman = 4;
completequest 8211;
completequest 8212;
completequest 8213;
@@ -1069,7 +1069,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
mes "[Dequ'ee]";
mes "Why don't you report back to Shurank now? I guess he still";
mes "wants to show you the ropes of Swordmanship.";
- set tu_swordman, 21;
+ tu_swordman = 21;
changequest 8226,8227;
close2;
if (checkre(0))
@@ -1130,7 +1130,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
next;
mes "[Dequ'ee]";
mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!";
- set tu_swordman, 19;
+ tu_swordman = 19;
changequest 8224,8225;
if (checkre(3))
getexp 162,0;
@@ -1545,7 +1545,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
mes "can make sense of this";
mes "thing! Give me a while";
mes "to formulate an algorithm!";
- set tu_swordman, 17;
+ tu_swordman = 17;
close;
case 2:
mes "[Dequ'ee]";
@@ -1821,7 +1821,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
mes "can make sense of this";
mes "thing! Give me a while";
mes "to formulate an algorithm!";
- set tu_swordman, 18;
+ tu_swordman = 18;
close;
case 2:
mes "[Dequ'ee]";
@@ -1850,10 +1850,10 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
}
}
if(tu_swordman == 15){
- set .@hans$, "victkleyundncem";
- set .@bang$, "hekdlfiDrindkelsd";
- set .@mutr$, "ConBanfoevidehi";
- set .@geil$, "TheisWesomeof";
+ .@hans$ = "victkleyundncem";
+ .@bang$ = "hekdlfiDrindkelsd";
+ .@mutr$ = "ConBanfoevidehi";
+ .@geil$ = "TheisWesomeof";
mes "[Dequ'ee]";
mes "Ah, you're back.";
mes "I've just got a new";
@@ -1910,7 +1910,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
mes "We have to figure this";
mes "out, it's the only clue";
mes "that we have...";
- set tu_swordman, 16;
+ tu_swordman = 16;
changequest 8223,8224;
close;
} else {
@@ -1920,12 +1920,10 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
close;
}
} else {
-
mes "[Dequ'ee]";
mes "...Are you sure that you heard";
mes "him right? Why don't you go check it out again?";
close;
-
}
} else {
mes "[Dequ'ee]";
@@ -1934,14 +1932,12 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
close;
}
} else {
-
mes "[Dequ'ee]";
mes "Are you sure that's right?";
mes "No, no, I don't think it is.";
mes "Would you check that code and interrogate the suspects again";
mes "if you need to?";
close;
-
}
}
if(tu_swordman == 14){
@@ -1986,7 +1982,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
mes "Morroc is a little far. Alright, I'll drop you off somewhere";
mes "near that city.";
next;
- set tu_swordman, 14;
+ tu_swordman = 14;
changequest 8222,8223;
warp "moc_fild07",359,201;
close;
@@ -2179,7 +2175,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
next;
mes "[Dequ'ee]";
mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
- set tu_swordman, 7;
+ tu_swordman = 7;
changequest 8216,8217;
if (checkre(3))
getexp 112,0;
@@ -2246,7 +2242,6 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
break;
}
}
-
mes "Hmm...?";
mes "Do you have any";
mes "business with me?";
@@ -2291,7 +2286,7 @@ morocc_in,51,101,3 script Geil 4_M_ORIENT02,{
next;
mes "[Geil]";
mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
- set tu_swordman, 15;
+ tu_swordman = 15;
close;
}
mes "We should all";
@@ -2332,7 +2327,7 @@ morocc,82,292,5 script Muetro 4_M_02,{
mes "Happy now? Now";
mes "leave me alone and";
mes "catch the murderer.";
- set tu_swordman, 15;
+ tu_swordman = 15;
close;
}
mes "^666666*Sigh*^000000";
@@ -2395,7 +2390,7 @@ morocc,240,72,3 script Hans 4_M_04,{
next;
mes "[Hans]";
mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
- set tu_swordman, 15;
+ tu_swordman = 15;
close;
}
mes "I'm sorry...";
@@ -2420,7 +2415,7 @@ morocc_in,12,156,3 script Bankley 4W_M_01,{
next;
mes "^3355FFBankley had a sad, pitiable expression on his face. Since the color is still fresh in his cheeks, he died only a little while ago.";
mes "^3355FFThere is a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
- set tu_swordman, 20;
+ tu_swordman = 20;
changequest 8225,8226;
close;
}
@@ -2477,7 +2472,7 @@ morocc_in,12,156,3 script Bankley 4W_M_01,{
mes "and wasting your time.";
mes "You're better off hunting";
mes "for the real culprit!";
- set tu_swordman, 15;
+ tu_swordman = 15;
close;
}
mes "Even though I can't afford it now, my dream is to travel around the world and visit all of its great cities!";
diff --git a/npc/quests/first_class/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt
index 059a76477..8d6788ce6 100644
--- a/npc/quests/first_class/tu_thief01.txt
+++ b/npc/quests/first_class/tu_thief01.txt
@@ -86,7 +86,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ tu_thief01 = 1;
getexp 200,100;
specialeffect2 EF_HIT5;
close;
@@ -102,7 +102,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ tu_thief01 = 1;
getexp 400,200;
specialeffect2 EF_HIT5;
close;
@@ -117,7 +117,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ tu_thief01 = 1;
getexp 200,100;
specialeffect2 EF_HIT5;
close;
@@ -129,17 +129,17 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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){
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]";
@@ -227,7 +227,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
@@ -248,7 +248,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ .@read_d = 1;
next;
break;
case 2:
@@ -263,7 +263,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ .@read_f = 1;
next;
break;
case 3:
@@ -274,7 +274,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ .@read_s = 1;
next;
break;
case 4:
@@ -287,7 +287,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ .@read_p = 1;
next;
break;
case 5:
@@ -298,7 +298,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ .@read_h = 1;
next;
break;
case 6:
@@ -312,7 +312,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
@@ -325,7 +325,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
@@ -346,7 +346,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
@@ -375,7 +375,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
next;
if(tu_thief01 == 6){
switch(select("About those traces...:Nope.")) {
- case 1:
+ case 1:
mes "[Yierhan]";
mes "You found out, eh?";
mes "Well, I didn't really";
@@ -405,7 +405,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
@@ -415,7 +415,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
@@ -442,7 +442,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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.";
break;
}
- set tu_thief01, 7;
+ tu_thief01 = 7;
getitem 1207,1; //Main_Gauche
getexp 500,200;
specialeffect2 EF_HIT5;
@@ -486,7 +486,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
@@ -568,7 +568,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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
Zeny += 5000;
getexp 8000,3000;
@@ -618,7 +618,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ tu_magician01 = 8;
break;
}
} else if(tu_magician01 < 26){
@@ -692,7 +692,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
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;
+ tu_magician01 = 27;
Zeny += 5000;
getexp 5000,2000;
close;
diff --git a/npc/quests/newgears/2004_headgears.txt b/npc/quests/newgears/2004_headgears.txt
index d2cbe4c8c..982ee7c54 100644
--- a/npc/quests/newgears/2004_headgears.txt
+++ b/npc/quests/newgears/2004_headgears.txt
@@ -1441,7 +1441,7 @@ geffen,83,189,5 script Seth#1 4_M_KID2,{
close;
}
}
-
+
// Party Hat, Straw Hat, Cowboy Hat, Sombrero, Beanie
//============================================================
xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{
@@ -2472,31 +2472,31 @@ OnTouch:
close2;
set getvariableofnpc(.MyMobs1,"SpawnManager#Kitsune"),1;
switch(rand(1,25)) {
- case 1: set .@x,118; set .@y,66; break;
- case 2: set .@x,103; set .@y,194; break;
- case 3: set .@x,116; set .@y,50; break;
- case 4: set .@x,49; set .@y,94; break;
- case 5: set .@x,232; set .@y,232; break;
- case 6: set .@x,245; set .@y,86; break;
- case 7: set .@x,217; set .@y,133; break;
- case 8: set .@x,50; set .@y,157; break;
- case 9: set .@x,245; set .@y,60; break;
- case 10: set .@x,220; set .@y,77; break;
- case 11: set .@x,198; set .@y,62; break;
- case 12: set .@x,158; set .@y,41; break;
- case 13: set .@x,57; set .@y,210; break;
- case 14: set .@x,251; set .@y,207; break;
- case 15: set .@x,86; set .@y,130; break;
- case 16: set .@x,216; set .@y,233; break;
- case 17: set .@x,192; set .@y,245; break;
- case 18: set .@x,117; set .@y,234; break;
- case 19: set .@x,144; set .@y,255; break;
- case 20: set .@x,190; set .@y,216; break;
- case 21: set .@x,63; set .@y,66; break;
- case 22: set .@x,247; set .@y,183; break;
- case 23: set .@x,37; set .@y,225; break;
- case 24: set .@x,247; set .@y,118; break;
- case 25: set .@x,154; set .@y,130; break;
+ case 1: .@x = 118; .@y = 66; break;
+ case 2: .@x = 103; .@y = 194; break;
+ case 3: .@x = 116; .@y = 50; break;
+ case 4: .@x = 49; .@y = 94; break;
+ case 5: .@x = 232; .@y = 232; break;
+ case 6: .@x = 245; .@y = 86; break;
+ case 7: .@x = 217; .@y = 133; break;
+ case 8: .@x = 50; .@y = 157; break;
+ case 9: .@x = 245; .@y = 60; break;
+ case 10: .@x = 220; .@y = 77; break;
+ case 11: .@x = 198; .@y = 62; break;
+ case 12: .@x = 158; .@y = 41; break;
+ case 13: .@x = 57; .@y = 210; break;
+ case 14: .@x = 251; .@y = 207; break;
+ case 15: .@x = 86; .@y = 130; break;
+ case 16: .@x = 216; .@y = 233; break;
+ case 17: .@x = 192; .@y = 245; break;
+ case 18: .@x = 117; .@y = 234; break;
+ case 19: .@x = 144; .@y = 255; break;
+ case 20: .@x = 190; .@y = 216; break;
+ case 21: .@x = 63; .@y = 66; break;
+ case 22: .@x = 247; .@y = 183; break;
+ case 23: .@x = 37; .@y = 225; break;
+ case 24: .@x = 247; .@y = 118; break;
+ case 25: .@x = 154; .@y = 130; break;
}
monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead";
specialeffect EF_FLASHER;
@@ -2571,31 +2571,31 @@ pay_dun03,48,84,4 script Nine Tails#Kitsune Man 4_M_JPN2,{
}
set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
switch(rand(1,25)) {
- case 1: set .@x,118; set .@y,66; break;
- case 2: set .@x,103; set .@y,194; break;
- case 3: set .@x,116; set .@y,50; break;
- case 4: set .@x,49; set .@y,94; break;
- case 5: set .@x,232; set .@y,232; break;
- case 6: set .@x,245; set .@y,86; break;
- case 7: set .@x,217; set .@y,133; break;
- case 8: set .@x,50; set .@y,157; break;
- case 9: set .@x,245; set .@y,60; break;
- case 10: set .@x,220; set .@y,77; break;
- case 11: set .@x,198; set .@y,62; break;
- case 12: set .@x,158; set .@y,41; break;
- case 13: set .@x,57; set .@y,210; break;
- case 14: set .@x,251; set .@y,207; break;
- case 15: set .@x,86; set .@y,130; break;
- case 16: set .@x,216; set .@y,233; break;
- case 17: set .@x,192; set .@y,245; break;
- case 18: set .@x,117; set .@y,234; break;
- case 19: set .@x,144; set .@y,255; break;
- case 20: set .@x,190; set .@y,216; break;
- case 21: set .@x,63; set .@y,66; break;
- case 22: set .@x,247; set .@y,183; break;
- case 23: set .@x,37; set .@y,225; break;
- case 24: set .@x,247; set .@y,118; break;
- case 25: set .@x,154; set .@y,130; break;
+ case 1: .@x = 118; .@y = 66; break;
+ case 2: .@x = 103; .@y = 194; break;
+ case 3: .@x = 116; .@y = 50; break;
+ case 4: .@x = 49; .@y = 94; break;
+ case 5: .@x = 232; .@y = 232; break;
+ case 6: .@x = 245; .@y = 86; break;
+ case 7: .@x = 217; .@y = 133; break;
+ case 8: .@x = 50; .@y = 157; break;
+ case 9: .@x = 245; .@y = 60; break;
+ case 10: .@x = 220; .@y = 77; break;
+ case 11: .@x = 198; .@y = 62; break;
+ case 12: .@x = 158; .@y = 41; break;
+ case 13: .@x = 57; .@y = 210; break;
+ case 14: .@x = 251; .@y = 207; break;
+ case 15: .@x = 86; .@y = 130; break;
+ case 16: .@x = 216; .@y = 233; break;
+ case 17: .@x = 192; .@y = 245; break;
+ case 18: .@x = 117; .@y = 234; break;
+ case 19: .@x = 144; .@y = 255; break;
+ case 20: .@x = 190; .@y = 216; break;
+ case 21: .@x = 63; .@y = 66; break;
+ case 22: .@x = 247; .@y = 183; break;
+ case 23: .@x = 37; .@y = 225; break;
+ case 24: .@x = 247; .@y = 118; break;
+ case 25: .@x = 154; .@y = 130; break;
}
monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
specialeffect EF_BLASTMINEBOMB;
@@ -2611,18 +2611,18 @@ OnInit:
pay_dun03,48,84,4 script SpawnManager#Kitsune -1,{
OnInit:
- set .MyMobs1,1;
- set .MyMobs2,1;
+ .MyMobs1 = 1;
+ .MyMobs2 = 1;
end;
OnMyMobDead:
- set .MyMobs1,.MyMobs1-1;
+ --.MyMobs1;
if (.MyMobs1 < 1)
enablenpc "Nine Tails#Kitsune Man";
end;
OnMyMobDead2:
- set .MyMobs2,.MyMobs2-1;
+ --.MyMobs2;
if (.MyMobs2 < 1)
enablenpc "Nine Tails#Kitsune Mask";
end;
@@ -2684,7 +2684,7 @@ OnTouch:
warp "gef_fild10",100,100;
end;
}
- set orcs_hero_hat,1;
+ orcs_hero_hat = 1;
mes "[Orc Warrior]";
mes "Hah! It's a promise then!";
mes "Bwahahahahhahahahahahaha!";
@@ -2758,7 +2758,7 @@ OnTouch:
mes "I hate humans! In fact, all Orcs hate humans! Hate you hate you hate you with a passion!";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,2;
+ orcs_hero_hat = 2;
mes "[Orc Warrior]";
mes "So...";
mes "Still in the mood to talk?!";
@@ -2817,7 +2817,7 @@ OnTouch:
mes "Bah! Humans have built their own towns and cities. Do they keep their senseless killing amongst each other?! NO! Humans have to rampage and ravage everything!!";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,3;
+ orcs_hero_hat = 3;
mes "[Orc Warrior]";
mes "Now, if you want";
mes "to listen to more,";
@@ -2882,7 +2882,7 @@ OnTouch:
mes "That's enough for today!";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,4;
+ orcs_hero_hat = 4;
mes "[Orc Warrior]";
mes "Grrr~! If you want to listen longer go bring me ^FF00001000 Jellopy^000000 again.";
close;
@@ -2918,7 +2918,7 @@ OnTouch:
mes "That's the end of the conversation for today.";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,5;
+ orcs_hero_hat = 5;
mes "[Orc Warrior]";
mes "Now, if you want to listen some more, go bring me";
mes "^FF00001000 Jellopy^000000 again tomorrow.";
@@ -2954,7 +2954,7 @@ OnTouch:
mes "Orcs never restore health during battle using your silly medicines. Hmpf. Humans can be so weak, drinking bottles of Potion to keep up in a fight. Oh well, though, I'm not sure if you're the same.";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,6;
+ orcs_hero_hat = 6;
mes "[Orc Warrior]";
mes "Now, if you want";
mes "to listen to me";
@@ -2996,7 +2996,7 @@ OnTouch:
mes "Hm, well to you humans, we may all look the same, but we Orcs can tell each other apart. How about you, human? Do I look the same as every Warrior outside to you?";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,7;
+ orcs_hero_hat = 7;
mes "[Orc Warrior]";
mes "Now...";
mes "If you want to";
@@ -3043,7 +3043,7 @@ OnTouch:
mes "Well, humans rarely get the chance to see this helmet unless they're in battle with an Orc Hero themselves...";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,8;
+ orcs_hero_hat = 8;
mes "[Orc Warrior]";
mes "Now, if you want";
mes "to listen longer,";
@@ -3087,7 +3087,7 @@ OnTouch:
mes "Every Orc can recognize him by his distinguished helm with the three horns.";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,9;
+ orcs_hero_hat = 9;
mes "[Orc Warrior]";
mes "Now...";
mes "If you want to";
@@ -3133,7 +3133,7 @@ OnTouch:
mes "I don't think there is a curse which transforms humans into a totally ugly creature depending on their deeds. So it is difficult to tell which humans are honorable...";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,10;
+ orcs_hero_hat = 10;
mes "[Orc Warrior]";
mes "Now...";
mes "If you want";
@@ -3164,7 +3164,7 @@ OnTouch:
mes "I suggest you that you experience more battles with the many different Orcs out there. That's the best way of understanding and learning about the Orc tribe.";
next;
delitem 909,1000; //Jellopy
- set orcs_hero_hat,11;
+ orcs_hero_hat = 11;
getitem 1304,1; //Orcish_Axe
mes "[Orc Warrior]";
mes "This is a small token of my gratitue. This axe used to aid me in many battles and is very precious to me. I hope you will take care of this.";
@@ -3223,8 +3223,8 @@ OnTouch:
mes "Ah, spoken like a true warrior. Alright then, go forth and do battle with others of my tribe, and bring me 10,000 Orcish Vouchers.";
next;
delitem 931,100; //Orcish_Voucher
- set orcs_hero_hat,13;
- set orcs_hero_hat2,100;
+ orcs_hero_hat = 13;
+ orcs_hero_hat2 = 100;
mes "[Orc Warrior]";
mes "I took 100 Orcish Voucher from you now. Now, fight and fight until you have defeated 10,000 more Orc Warriors so that the whole tribe will have to recognize you!";
close;
@@ -3251,7 +3251,7 @@ OnTouch:
else if (orcs_hero_hat2 > 99 && orcs_hero_hat2 < 10000) {
if (countitem(931) > 0) {
if (orcs_hero_hat2 > 9999)
- set orcs_hero_hat2,10000;
+ orcs_hero_hat2 = 10000;
mes "[Orc Warrior]";
mes "You've come back...";
mes "It doesn't seem that you've accomplished your goal yet, but I do not expect you to defeat 10,000 Orc Warriors so easily.";
@@ -3265,10 +3265,10 @@ OnTouch:
mes "victory with me?";
next;
if (select("Yes, I do.:I will do it later.") == 1) {
- set .@total_vouchers,orcs_hero_hat2+countitem(931);
+ .@total_vouchers = orcs_hero_hat2+countitem(931);
if (.@total_vouchers < 10000) {
delitem 931,countitem(931); //Orcish_Voucher
- set orcs_hero_hat2,.@total_vouchers;
+ orcs_hero_hat2 = .@total_vouchers;
mes "[Orc Warrior]";
mes "I hope you will";
mes "continue your efforts";
@@ -3306,8 +3306,8 @@ OnTouch:
mes "an Orc Lady!!";
next;
delitem 931,countitem(931); //Orcish_Voucher
- set orcs_hero_hat,14;
- set orcs_hero_hat2,10000;
+ orcs_hero_hat = 14;
+ orcs_hero_hat2 = 10000;
getitem 2299,1; //Viking_Helm
mes "[Orc Warrior]";
mes "This is a present for you. I am not sure if it will fit to your head or not, but try it. If your head is too big to wear this, I suggest that you carry this with you.";
@@ -3389,7 +3389,7 @@ OnTouch:
mes "[Orc Warrior]";
mes "Go fight with 100 Orc Heroes and bring me the tokens of the battles you have endured. Even if you're an excellent warrior, I assure you this test will be the hardest one you'll ever get.";
next;
- set orcs_hero_hat,15;
+ orcs_hero_hat = 15;
mes "[Orc Warrior]";
mes "Now, go, warrior! I believe that you have a chance to succeed. Fight with 100 Orc Heroes, and I will grant you, a human, recognition as an Orc Hero!";
close;
@@ -3443,7 +3443,7 @@ OnTouch:
mes "You deserve to be an Orc Hero, the most powerful Orc warrior! As of today, you are now an Orc Hero!";
next;
delitem 968,100; //Voucher_Of_Orcish_Hero
- set orcs_hero_hat,16;
+ orcs_hero_hat = 16;
getitem 1124,1; //Orcish_Sword
mes "[Orc Warrior]";
mes "This is a sword only given to our heroes. I am not sure if you can use this or not, but as an Orc Hero, you're obligated to carry this with you always.";
@@ -3578,7 +3578,7 @@ OnTouch:
mes "Although you're a human, you're an Orc Hero amongst us now, so you should have a helm suitable for your position...";
next;
delitem 2299,1; //Viking_Helm
- set orcs_hero_hat,17;
+ orcs_hero_hat = 17;
getnameditem 5094,strcharinfo(0); //Orc_Hero_Helm
mes "[Orc Hero]";
mes "There you go. I marked a small indication on it. So wear this helm from now on. Do you understand? My human Orc Hero.";
diff --git a/npc/quests/newgears/2005_headgears.txt b/npc/quests/newgears/2005_headgears.txt
index b31e07bd8..e1aebe213 100644
--- a/npc/quests/newgears/2005_headgears.txt
+++ b/npc/quests/newgears/2005_headgears.txt
@@ -459,7 +459,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "Detective Caps left!";
mes "Once they're gone,";
mes "they'll be extinct!";
- set DTHATQ,1;
+ DTHATQ = 1;
close;
}
else if(DTHATQ == 1)
@@ -495,7 +495,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "Let's see now, I need to";
mes "look through your Inventory...";
next;
- set @lhzhatfailed,0;
+ @lhzhatfailed = 0;
if(countitem(611) < 10)
{
mes "[Morris]";
@@ -504,7 +504,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "do want to join this club,";
mes "don't you? Did you need to";
mes "hear the requirements again?";
- set @lhzhatfailed,1;
+ @lhzhatfailed = 1;
next;
}
if(countitem(7301) < 1887 && @lhzhatfailed == 0)
@@ -512,7 +512,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "[Morris]";
mes "Magnifiers. Check.";
mes "Not enough Tassels? Check.";
- set @lhzhatfailed,1;
+ @lhzhatfailed = 1;
next;
}
if(countitem(5120) < 1 && @lhzhatfailed == 0)
@@ -523,7 +523,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "Hm. You're missing";
mes "the slotted Bucket Hat.";
mes "You were so close...";
- set @lhzhatfailed,1;
+ @lhzhatfailed = 1;
next;
}
if(Zeny < 1887 && @lhzhatfailed == 0)
@@ -535,7 +535,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "Hey. Where's the zeny?!";
mes "That's the most important,";
mes "er, qualification of all!";
- set @lhzhatfailed,1;
+ @lhzhatfailed = 1;
next;
}
if(@lhzhatfailed == 1)
@@ -573,7 +573,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
delitem 5120,1;
delitem 611,10;
Zeny -= 1887;
- set DTHATQ,2;
+ DTHATQ = 2;
getitem 5108,1;
next;
switch( select( "Wait, promotion?", "Hooray!" ) )
@@ -662,7 +662,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "check to see if you";
mes "brought everything...";
next;
- set @lhzhatfailed,0;
+ @lhzhatfailed = 0;
if(countitem(611) < 10)
{
mes "[Morris]";
@@ -671,7 +671,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "those are essential tools";
mes "for sleuthing. Come now,";
mes "hurry back with them!";
- set @lhzhatfailed,1;
+ @lhzhatfailed = 1;
next;
}
if(countitem(7301) < 1887 && @lhzhatfailed == 0)
@@ -679,7 +679,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "[Morris]";
mes "Magnifiers. Check.";
mes "Not enough Tassels? Check.";
- set @lhzhatfailed,1;
+ @lhzhatfailed = 1;
next;
}
if(countitem(5120) < 1 && @lhzhatfailed == 0)
@@ -690,7 +690,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "Hm. You're missing";
mes "the slotted Bucket Hat.";
mes "You were so close...";
- set @lhzhatfailed,1;
+ @lhzhatfailed = 1;
next;
}
if(Zeny < 1887 && @lhzhatfailed == 0)
@@ -702,7 +702,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
mes "Hey. Where's the zeny?!";
mes "That's the most important,";
mes "er, qualification of all!";
- set @lhzhatfailed,1;
+ @lhzhatfailed = 1;
next;
}
if(@lhzhatfailed == 1)
@@ -731,7 +731,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
delitem 5120,1;
delitem 611,10;
Zeny -= 1887;
- set DTHATQ,2;
+ DTHATQ = 2;
getitem 5108,1;
next;
mes "[Morris]";
@@ -1126,7 +1126,7 @@ lighthalzen,182,89,0 script Relaxed-Looking Lady 4_F_02,{
mes "to meet you. I don't really";
mes "do much of anything.";
mes "Just sit. Relax.";
- set LHZBTQ,1;
+ LHZBTQ = 1;
emotion e_heh;
next;
mes "[Achiha]";
@@ -1186,7 +1186,7 @@ lighthalzen,182,89,0 script Relaxed-Looking Lady 4_F_02,{
mes "if you want me to make";
mes "a hat for you, come back";
mes "with those materials, okay?";
- set LHZBTQ,2;
+ LHZBTQ = 2;
close;
}
}
@@ -1231,7 +1231,7 @@ lighthalzen,182,89,0 script Relaxed-Looking Lady 4_F_02,{
mes "tired. Let me just sit,";
mes "relax, even if it's just";
mes "a little while longer...";
- set LHZBTQ,2;
+ LHZBTQ = 2;
close;
}
}
@@ -1284,7 +1284,7 @@ lighthalzen,182,89,0 script Relaxed-Looking Lady 4_F_02,{
delitem 5032,1;
Zeny -= 50000;
getitem 5109,1;
- set LHZBTQ,3;
+ LHZBTQ = 3;
next;
mes "[Achiha]";
mes "I hope you will enjoy the hat~";
@@ -1430,7 +1430,7 @@ gl_prison1,137,138,5 script Zealotus#LhzHat ZHERLTHSH,{
mes "of monster crying in the corner";
mes "of this prison and make him";
mes "realize his true nature.";
- set ZLMASKQ,1;
+ ZLMASKQ = 1;
close;
case 2:
mes "[Zealotus]";
@@ -1488,7 +1488,7 @@ gl_prison1,137,138,5 script Zealotus#LhzHat ZHERLTHSH,{
mes "^3131FF30 Worn-Out Magic Scrolls^000000.";
mes "Then, I can grant you a measure";
mes "of my power as I've promised.";
- set ZLMASKQ,7;
+ ZLMASKQ = 7;
close;
}
else if(ZLMASKQ == 7)
@@ -1552,7 +1552,7 @@ gl_prison1,137,138,5 script Zealotus#LhzHat ZHERLTHSH,{
delitem 660,1;
delitem 7099,30;
getnameditem 5121,strcharinfo(0);
- set ZLMASKQ,8;
+ ZLMASKQ = 8;
close;
}
}
@@ -1671,7 +1671,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{
mes "at me, but I just can't";
mes "stop being afraid of all";
mes "you humans! Damn it all!";
- set ZLMASKQ,2;
+ ZLMASKQ = 2;
close;
}
else if(ZLMASKQ == 2 || ZLMASKQ == 3)
@@ -1727,7 +1727,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{
mes "^333333*Pant pant*^000000";
mes "What... just...";
mes "What happened?";
- set ZLMASKQ,4;
+ ZLMASKQ = 4;
delitem 7315,369;
close;
case 2:
@@ -1784,18 +1784,18 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{
break;
case 3:
mes "Zealotus";
- set .@phen_point,.@phen_point+1;
+ ++.@phen_point;
break;
}
switch( select( "hates", "likes" ) )
{
case 1:
mes "hates";
- set .@phen_point,.@phen_point+2;
+ .@phen_point += 2;
break;
case 2:
mes "likes";
- set .@phen_point,.@phen_point+1;
+ ++.@phen_point;
break;
}
switch( select( "Rybio.", "Injustice.", "Phendark.", "Zealotus." ) )
@@ -1808,7 +1808,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{
break;
case 3:
mes "Phendark.";
- set .@phen_point,.@phen_point+1;
+ ++.@phen_point;
break;
case 4:
mes "Zealotus.";
@@ -1932,7 +1932,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{
mes "to see Zealotus and give";
mes "that tramp a piece of my";
mes "mind! Grrrr! She'll be sorry!";
- set ZLMASKQ,6;
+ ZLMASKQ = 6;
emotion e_an;
close;
case 2:
@@ -2045,7 +2045,7 @@ gl_prison1,100,48,5 script Rybio#LhzHat RYBIO,{
mes "like you would want to";
mes "help one of us out, though.";
mes "What's in it for you, exactly?";
- set ZLMASKQ,3;
+ ZLMASKQ = 3;
close;
case 2:
mes "[Rybio]";
@@ -2092,7 +2092,7 @@ gl_prison1,100,48,5 script Rybio#LhzHat RYBIO,{
mes "him. Reverse psychology?";
mes "It's weird talking about this";
mes "with a human. Hahahaha~";
- set ZLMASKQ,5;
+ ZLMASKQ = 5;
close;
}
else if(ZLMASKQ == 5)
diff --git a/npc/quests/newgears/2006_headgears.txt b/npc/quests/newgears/2006_headgears.txt
index a777db3f3..cc5c87752 100644
--- a/npc/quests/newgears/2006_headgears.txt
+++ b/npc/quests/newgears/2006_headgears.txt
@@ -122,7 +122,7 @@ rachel,152,131,3 script Sakjul 4_M_MIDDLE1,{
mes "- THUD THUD -";
mes "- BOOM -";
next;
- set .@result,rand(1,10);
+ .@result = rand(1,10);
if (.@result == 4) {
delitem 5172,1; //Beret
delitem 7063,100; //Soft_Feather
@@ -210,7 +210,7 @@ rachel,152,131,3 script Sakjul 4_M_MIDDLE1,{
//============================================================
hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
if (moza_valkylie == 5) {
- set .@val2,rand(1,10);
+ .@val2 = rand(1,10);
if (.@val2 == 3) {
specialeffect EF_LIGHTSPHERE;
mes "[Ghenirhemin]";
@@ -243,7 +243,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
mes "Please take pride in yourself, and";
mes "do not disgrace this Helm through evil doings.";
next;
- set moza_valkylie,0;
+ moza_valkylie = 0;
getitem 5171,1; //Valkyrie_Helm
mes "[Ghenirhemin]";
mes "May God bless this adventurer";
@@ -258,7 +258,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
close;
}
else if (moza_valkylie == 4) {
- set .@val,rand(1,10);
+ .@val = rand(1,10);
if (.@val == 7) {
mes "[Ghenirhemin]";
mes "............";
@@ -270,7 +270,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
mes "I can't...I can't believe that";
mes "this is what happens in Valhala!";
next;
- set moza_valkylie,5;
+ moza_valkylie = 5;
mes "[Ghenirhemin]";
mes "We are now witnessess of the God's grace...ah....";
close;
@@ -280,7 +280,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
close;
}
else if (moza_valkylie == 3) {
- set moza_valkylie,4;
+ moza_valkylie = 4;
mes "[Ghenirhemin]";
mes "Will you stop being anxious?";
mes "Just relax and wait, will you?";
@@ -320,7 +320,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
delitem 7511,1000; //Rune_Of_Darkness
delitem 7563,1000; //Bloody_Rune
Zeny -= 10000000;
- set moza_valkylie,3;
+ moza_valkylie = 3;
mes "[Ghenirhemin]";
mes "Now I am all nervous";
mes "in anticipation of a good result. Hahahaha.";
@@ -348,7 +348,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
mes "It surely is a reasonable price considering that ";
mes "you are about to obtain a godly power, don't you think?";
next;
- set moza_valkylie,2;
+ moza_valkylie = 2;
mes "[Ghenirhemin]";
mes "Let's discuss it later";
mes "once you prepare the money and the items.";
@@ -448,7 +448,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
mes "It surely is a reasonable price considering that ";
mes "you are about to obtain a godly power, don't you think?";
next;
- set moza_valkylie,2;
+ moza_valkylie = 2;
mes "[Ghenirhemin]";
mes "Let's discuss it later";
mes "once you prepare the money and the items.";
@@ -533,7 +533,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
mes "However, there is something that I can show you.";
mes "Now, take a look at this.";
next;
- set moza_valkylie,1;
+ moza_valkylie = 1;
mes "[Ghenirhemin]";
mes "See? This surely tells you that";
mes "I am not making things up!";
@@ -670,7 +670,7 @@ payon,135,320,3 script Chungwolmang 4W_M_01,{
}
delitem 7201,500; //Log
delitem 7200,10; //Flexible_String
- set moza_tal,2;
+ moza_tal = 2;
next;
mes "[Chungwolmang]";
mes "...Why are you eyeing at me?";
@@ -733,7 +733,7 @@ payon,135,320,3 script Chungwolmang 4W_M_01,{
mes "In fact, I can't pay you back unless I have them.";
next;
delitem 706,1; //Four_Leaf_Clover
- set moza_tal,1;
+ moza_tal = 1;
mes "[Chungwolmang]";
mes "You want me to pay you back, don't you?";
mes "So, please bring them to me, please~";
@@ -787,7 +787,7 @@ S_MakeMask:
if (getarg(0) == 5169)
delitem getarg(7),getarg(8);
getitem getarg(0),1;
- set moza_tal,0;
+ moza_tal = 0;
mes "[Chungwolmang]";
mes "Wow, it was a piece of cake!";
mes "You know, I am not an artisan only in title.";
@@ -853,7 +853,7 @@ payon_in03,139,124,3 script Han Garam 4_M_ORIENT01,{
delitem 733,5; //Crystal_Jewel___
delitem 975,1; //Scarlet_Dyestuffs
delitem 7166,50; //Soft_Silk_Cloth
- set moza_korea,0;
+ moza_korea = 0;
getitem 5174,1; //A_yam
mes "[Han Garam]";
mes "Now I need to meet with the Dragon God again,";
@@ -915,7 +915,7 @@ payon_in03,139,124,3 script Han Garam 4_M_ORIENT01,{
delitem 733,5; //Crystal_Jewel___
delitem 983,1; //Black_Dyestuffs
delitem 2221,1; //Hat_
- set moza_korea,0;
+ moza_korea = 0;
getitem 5173,1; //Judge_Hat
mes "[Han Garam]";
mes "Now I need to meet with the Dragon God again,";
@@ -1022,7 +1022,7 @@ payon_in03,139,124,3 script Han Garam 4_M_ORIENT01,{
mes "You heard what materials I need, don't you?";
mes "Choose a hat, and bring me its materials without missing anything.";
next;
- set moza_korea,2;
+ moza_korea = 2;
mes "[Han Garam]";
mes "Okay then, I will be waiting you to come back.";
close;
@@ -1074,7 +1074,7 @@ payon_in03,139,124,3 script Han Garam 4_M_ORIENT01,{
delitem 7448,7; //Yellow_Orb
delitem 7445,7; //Green_Orb
delitem 7447,7; //Red_Orb
- set moza_korea,1;
+ moza_korea = 1;
mes "[Han Garam]";
mes "...Okay, give me some time to focus.";
close;
diff --git a/npc/quests/newgears/2008_headgears.txt b/npc/quests/newgears/2008_headgears.txt
index e215b982a..b5a91eb5f 100644
--- a/npc/quests/newgears/2008_headgears.txt
+++ b/npc/quests/newgears/2008_headgears.txt
@@ -96,7 +96,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{
mes "If you do, it's all over for you.";
mes "So you better be careful.. ";
mes "Meow Meow Meow..";
- set hatcat2008,1;
+ hatcat2008 = 1;
setquest 7054;
setquest 7055;
close;
@@ -116,7 +116,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{
mes "Our business is over!!!";
mes " ";
mes "(Meow..)";
- set hatcat2008,0;
+ hatcat2008 = 0;
erasequest 7054;
erasequest 7055;
close;
@@ -136,7 +136,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{
mes "What more did you expect?";
mes "That Pow is really a valuable thing!";
mes "Now, just take it and leave. Wild Roses feel uncomfortable with an adventurer around them.";
- set hatcat2008,2;
+ hatcat2008 = 2;
getitem 5446,1;
erasequest 7054;
erasequest 7055;
@@ -185,7 +185,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{
mes "You know the drill right?";
mes "Never ever touch the Wild Roses, Only hunt down the Kobold Archers.";
mes "Give them 1,000 times despair!";
- set hatcat2008,1;
+ hatcat2008 = 1;
setquest 7054;
setquest 7055;
close;
diff --git a/npc/quests/seals/brisingamen_seal.txt b/npc/quests/seals/brisingamen_seal.txt
index a519a5e62..34e1a76b0 100644
--- a/npc/quests/seals/brisingamen_seal.txt
+++ b/npc/quests/seals/brisingamen_seal.txt
@@ -440,7 +440,7 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{
next;
mes "[Nelliorde]";
mes "Alright, I shall contact him right away! Oh, and you can find the Monster Organization west of Juno's central plaza. It shouldn't be hard to find. Good luck!";
- set god_brising,1;
+ god_brising = 1;
close2;
break;
case 2:
@@ -888,7 +888,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
mes "[Enrico Kaili]";
mes "Please...";
mes "Take this.";
- set god_brising,50;
+ god_brising = 50;
getitem 616,1; // Old_Card_Album
getexp (checkre(3))?60000:600000,0;
next;
@@ -896,7 +896,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
mes "Please accept this as my way of thanking you for assisting in my";
mes "research. If the opportunity arises, I would like to ask you for your help once again. Now please, take care.";
if ($God3 < $@god_check2)
- set $God3,$God3 +1;
+ $God3 += 1;
if ($God3 == $@god_check1)
announce "The 3rd Seal of [Brisingamen] has appeared.",bc_all;
else if ($God3 == $@god_check2) {
@@ -961,7 +961,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
mes "waiting for? Please";
mes "come back as soon";
mes "as possible.";
- set god_brising,48;
+ god_brising = 48;
close;
case 2:
mes "[" + strcharinfo(0) + "]";
@@ -981,7 +981,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
mes "Hurry and seek him";
mes "out! And I thank you";
mes "in advance.";
- set god_brising,48;
+ god_brising = 48;
close;
}
}
@@ -1192,7 +1192,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
mes "able to learn what";
mes "the goddess Freya has";
mes "left behind in Rune-Midgard...";
- set god_brising,40;
+ god_brising = 40;
close;
case 2:
mes "[Enrico Kaili]";
@@ -1211,7 +1211,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
mes "able to learn what";
mes "the goddess Freya has";
mes "left behind in Rune-Midgard...";
- set god_brising,40;
+ god_brising = 40;
close;
}
}
@@ -1306,7 +1306,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
mes "letter addressed to Hermite";
mes "Charles that is sealed with";
mes "red wax.^000000";
- set god_brising,3;
+ god_brising = 3;
close;
}
}
@@ -1329,7 +1329,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
next;
mes "[Enrico Kaili]";
mes "I suppose I can try to find another adventurer to help me. But if you change your mind later, please do not hesitate to lend me your assistance.";
- set god_brising,2;
+ god_brising = 2;
close;
case 2:
mes "[Enrico Kaili]";
@@ -1363,7 +1363,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
mes "letter addressed to Hermite";
mes "Charles that is sealed with";
mes "red wax.^000000";
- set god_brising,3;
+ god_brising = 3;
close;
}
}
@@ -1395,7 +1395,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
}
prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
- if ($God2 < $@god_check1) {
+ if ($God2 < $@god_check1) {
mes "[Praying Man]";
mes "Let everyone live a life";
mes "of happiness. Let there be";
@@ -1475,7 +1475,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "You know everything now.";
mes "Please leave me alone.";
mes "^333333*Sigh...*^000000";
- set god_brising,35;
+ god_brising = 35;
close;
}
else if (god_brising > 19 && god_brising < 34) {
@@ -1495,7 +1495,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "for the trouble,";
mes "but I think you";
mes "better try again.";
- set god_brising,10;
+ god_brising = 10;
close;
}
else if (god_brising == 11) {
@@ -1519,7 +1519,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "killed her?!";
mes "Don't you understand";
mes "the way I feel?";
- set god_brising,20;
+ god_brising = 20;
close;
}
else if (god_brising == 10) {
@@ -1629,14 +1629,14 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "anything that";
mes "you can. I beg";
mes "of you...";
- set god_brising,10;
+ god_brising = 10;
close;
case 2:
mes "[Hermite Charles]";
mes "^333333*Sigh*^000000";
mes "I understand.";
mes "But if you don't help me, then Kaili won't get the help he needs...";
- set god_brising,9;
+ god_brising = 9;
close;
}
case 2:
@@ -1649,7 +1649,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
next;
mes "[Hermite Charles]";
mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- set god_brising,9;
+ god_brising = 9;
close;
case 3:
mes "[Hermite Charles]";
@@ -1674,7 +1674,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "That was the last time...";
mes "Please find out anything";
mes "you can. I beg you...";
- set god_brising,10;
+ god_brising = 10;
close;
}
case 2:
@@ -1686,7 +1686,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "I won't waste any more of";
mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
mes "my story and help me.";
- set god_brising,5;
+ god_brising = 5;
close;
}
}
@@ -1715,7 +1715,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
switch(select("Leave him alone.:Give him Kaili's Letter.")) {
case 1:
mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
- set god_brising,4;
+ god_brising = 4;
close;
case 2:
mes "[Hermite Charles]";
@@ -1818,14 +1818,14 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "anything that";
mes "you can. I beg";
mes "of you...";
- set god_brising,10;
+ god_brising = 10;
close;
case 2:
mes "[Hermite Charles]";
mes "^333333*Sigh*^000000";
mes "I understand.";
mes "But if you don't help me, then Kaili won't get the help he needs...";
- set god_brising,9;
+ god_brising = 9;
close;
}
case 2:
@@ -1838,7 +1838,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
next;
mes "[Hermite Charles]";
mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- set god_brising,9;
+ god_brising = 9;
close;
case 3:
mes "[Hermite Charles]";
@@ -1863,7 +1863,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "That was the last time...";
mes "Please find out anything";
mes "you can. I beg you...";
- set god_brising,10;
+ god_brising = 10;
close;
}
case 2:
@@ -1875,7 +1875,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "I won't waste any more of";
mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
mes "my story and help me.";
- set god_brising,5;
+ god_brising = 5;
close;
}
}
@@ -1903,7 +1903,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
switch(select("Leave him alone.:Give him Kaili's Letter.")) {
case 1:
mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
- set god_brising,4;
+ god_brising = 4;
close;
case 2:
mes "[Hermite Charles]";
@@ -2006,14 +2006,14 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "anything that";
mes "you can. I beg";
mes "of you...";
- set god_brising,10;
+ god_brising = 10;
close;
case 2:
mes "[Hermite Charles]";
mes "^333333*Sigh*^000000";
mes "I understand.";
mes "But if you don't help me, then Kaili won't get the help he needs...";
- set god_brising,9;
+ god_brising = 9;
close;
}
case 2:
@@ -2026,7 +2026,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
next;
mes "[Hermite Charles]";
mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- set god_brising,9;
+ god_brising = 9;
close;
case 3:
mes "[Hermite Charles]";
@@ -2051,7 +2051,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "That was the last time...";
mes "Please find out anything";
mes "you can. I beg you...";
- set god_brising,10;
+ god_brising = 10;
close;
}
case 2:
@@ -2063,7 +2063,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
mes "I won't waste any more of";
mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
mes "my story and help me.";
- set god_brising,5;
+ god_brising = 5;
close;
}
}
@@ -2110,7 +2110,7 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{
mes "saying anything. Huh.";
mes "Now let's see...";
next;
- set .@bookrand,rand(1,3);
+ .@bookrand = rand(1,3);
if (.@bookrand == 1) {
mes "[Personnel Record]";
mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
@@ -2145,7 +2145,7 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{
mes "who are you!";
mes "Get the hell";
mes "out of here!";
- set god_brising,30;
+ god_brising = 30;
close2;
warp "prt_castle",94,37;
end;
@@ -2178,7 +2178,7 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{
mes "information the";
mes "Librarian told me!";
next;
- set .@bookrand,rand(1,3);
+ .@bookrand = rand(1,3);
if (.@bookrand == 1) {
mes "[" + strcharinfo(0) + "]";
mes "I should read this";
@@ -2230,7 +2230,7 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{
mes "who are you!";
mes "Get the hell";
mes "out of here!";
- set god_brising,30;
+ god_brising = 30;
close2;
warp "prt_castle",94,37;
end;
@@ -2242,7 +2242,7 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{
mes "who are you!";
mes "Get the hell";
mes "out of here!";
- set god_brising,26;
+ god_brising = 26;
next;
mes "["+ strcharinfo(0) +"]";
mes "(Nuts...!";
@@ -2269,13 +2269,13 @@ prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{
mes "Don't touch anything!";
close;
}
- if ($God3 >= $@god_check2) {
+ if ($God3 >= $@god_check2) {
mes "[Librarian]";
mes "What are you doing here?";
mes "Don't touch anything!";
close;
}
- if (god_brising > 24 && god_brising < 27) {
+ if (god_brising > 24 && god_brising < 27) {
mes "[Librarian]";
mes "Zzzzz...";
mes "...Zzzzz...";
@@ -2283,8 +2283,7 @@ prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{
next;
mes "^3355FFThis librarian seems to be deeply asleep. It'd be smarter not to wake him if you want to check the Crusader Personnel Records.^000000";
close;
- }
- else if (god_brising == 10) {
+ } else if (god_brising == 10) {
mes "[Librarian]";
mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
mes "for full access.";
@@ -2341,7 +2340,7 @@ prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{
mes "I'm sorry, but";
mes "that's all I know.";
mes "Thank you...";
- set god_brising,11;
+ god_brising = 11;
close;
}
case 2:
@@ -2369,7 +2368,7 @@ prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{
mes "information I have,";
mes "sir. I'm truly sorry";
mes "for your loss.";
- set god_brising,11;
+ god_brising = 11;
close;
}
else {
@@ -2416,7 +2415,7 @@ prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{
next;
mes "[Librarian]";
mes "He retired from the service a few years ago. I'd like to give you his address, but we don't have any of that information.";
- set god_brising,12;
+ god_brising = 12;
close;
}
}
@@ -2526,10 +2525,9 @@ prontera,260,354,4 script Woman#Rosa Ellenen 4W_F_01,{
mes "Crusader Personnel";
mes "Records that might";
mes "explain something?";
- set god_brising,25;
+ god_brising = 25;
close;
- }
- else if ((god_brising) > 9 && (god_brising < 20)) {
+ } else if ((god_brising) > 9 && (god_brising < 20)) {
mes "[Rosa Ellenen]";
mes "This is my little";
mes "sister's grave...";
@@ -2548,10 +2546,9 @@ prontera,260,354,4 script Woman#Rosa Ellenen 4W_F_01,{
mes "[Rosa Ellenen]";
mes "Anyway, thank you for visiting";
mes "my little sister. It's good to know she has friends, even after she's passed on.";
- set god_brising,11;
+ god_brising = 11;
close;
- }
- else {
+ } else {
mes "[Rosa Ellenen]";
mes "Oh hello...";
mes "Have you come";
@@ -2588,7 +2585,7 @@ prontera,262,353,0 script Gravestone HIDDEN_NPC,{
close;
}
}
-
+
gef_dun01,89,192,0 script #lowentrace HIDDEN_NPC,3,3,{
if ($God2 < $@god_check1) {
mes "^3355FFIt's just an old,";
@@ -2694,7 +2691,7 @@ gef_dun01,89,192,0 script #lowentrace HIDDEN_NPC,3,3,{
mes "[The voice of a female]";
mes "^6E7B8BUm...";
mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
- set god_brising,21;
+ god_brising = 21;
close;
}
}
@@ -2826,7 +2823,7 @@ gef_dun01,203,48,0 script #lowentrace1 HIDDEN_NPC,3,3,{
mes "[The voice of a female]";
mes "^6E7B8BUm...";
mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
- set god_brising,21;
+ god_brising = 21;
close;
}
}
@@ -2929,7 +2926,7 @@ que_god02,48,55,3 script Lowen Ellenen 4_F_CRU,{
mes "[" + strcharinfo(0) + "]";
mes "Now,";
mes "shall we go in?";
- set god_brising,31;
+ god_brising = 31;
close;
}
}
@@ -2952,7 +2949,7 @@ que_god02,48,55,3 script Lowen Ellenen 4_F_CRU,{
}
que_god02,54,64,4 script Soldier#1_brising 8W_SOLDIER,1,1,{
- if (god_brising == 31) {
+ if (god_brising == 31) {
mes "[Soldier]";
mes "Have you volunteered for monster subjugation? Would you like to start the mission now?";
next;
@@ -3040,7 +3037,7 @@ OnTimer550500:
end;
}
-
+
que_god02,1,1,1 script #brisinsummon -1,{
OnInit:
@@ -3111,7 +3108,7 @@ OnLowen2Off:
end;
OnSummon:
- set .brisinmobdead,9;
+ .brisinmobdead = 9;
monster "que_god02",34,128,"",1015,1,"#brisinsummon::OnMobDeath";
monster "que_god02",34,127,"",1015,1,"#brisinsummon::OnMobDeath";
monster "que_god02",80,127,"",1015,1,"#brisinsummon::OnMobDeath";
@@ -3124,9 +3121,9 @@ OnSummon:
end;
OnMobDeath:
- set .brisinmobdead,.brisinmobdead -1;
+ --.brisinmobdead;
if (.brisinmobdead > 0) end;
- set god_brising,31;
+ god_brising = 31;
hideoffnpc "Valkyrie#1";
end;
@@ -3237,7 +3234,7 @@ OnTouch:
}
que_god02,124,59,7 script #hermite 4_M_NFMAN,{ end; }
-
+
que_god02,120,52,0 script #monologue HIDDEN_WARP_NPC,0,0,{
OnTouch:
@@ -3400,7 +3397,7 @@ que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{
mes "I shall send you";
mes "back to where you";
mes "belong.";
- set god_brising,34;
+ god_brising = 34;
next;
mes "[Valkyrie]";
mes "For Odin's honor...";
@@ -3484,7 +3481,7 @@ que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{
mes "I shall send you";
mes "back to where you";
mes "belong.";
- set god_brising,34;
+ god_brising = 34;
next;
mes "[Valkyrie]";
mes "For Odin's honor...";
@@ -3553,7 +3550,7 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{
case 4:
mes "[" + strcharinfo(0) + "]";
mes "The beauty of the stars";
- set .@point,.@point + 10;
+ .@point += 10;
break;
case 5:
mes "[" + strcharinfo(0) + "]";
@@ -3566,7 +3563,7 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{
break;
case 2:
mes "Wanes in comparison.";
- set .@point,.@point + 10;
+ .@point += 10;
break;
case 3:
mes "All of our hearts in";
@@ -3593,13 +3590,13 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{
break;
case 5:
mes "We lost our hearts";
- set .@point,.@point + 10;
+ .@point += 10;
break;
}
switch(select("To that golden hair:To that beautiful hair:All of our hearts in:To the steps in:To those dazzling eyes")) {
case 1:
mes "To that golden hair";
- set .@point,.@point + 10;
+ .@point += 10;
break;
case 2:
mes "To that beautiful hair";
@@ -3623,7 +3620,7 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{
break;
case 3:
mes "And those dazzling eyes.";
- set .@point,.@point + 10;
+ .@point += 10;
break;
case 4:
mes "To the steps in";
@@ -3736,7 +3733,7 @@ xmas,36,103,4 script Alfrik#1 4_M_DWARF,{
mes "Now...";
mes "Leave me";
mes "in peace.";
- set god_brising,49;
+ god_brising = 49;
close2;
hideonnpc "Alfrik#1";
end;
@@ -3801,7 +3798,7 @@ xmas,36,103,4 script Alfrik#1 4_M_DWARF,{
mes "[Alfrik]";
mes "Go wake all my brothers!";
mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
- set god_brising,41;
+ god_brising = 41;
close2;
hideonnpc "Alfrik#1";
end;
@@ -3855,7 +3852,7 @@ xmas,36,103,4 script Alfrik#1 4_M_DWARF,{
mes "[Alfrik]";
mes "Go wake all my brothers!";
mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
- set god_brising,41;
+ god_brising = 41;
close2;
hideonnpc "Alfrik#1";
end;
@@ -3893,7 +3890,7 @@ xmas,36,103,4 script Alfrik#1 4_M_DWARF,{
mes "We surrendered our hearts";
mes "To those tender teardrops";
mes "Those seductive red lips.^000000";
- set god_brising,42;
+ god_brising = 42;
close2;
hideonnpc "Alfrik#1";
end;
@@ -3931,7 +3928,7 @@ xmas,36,103,4 script Alfrik#1 4_M_DWARF,{
mes "We surrendered our hearts";
mes "To those tender teardrops";
mes "Those seductive red lips.^000000";
- set god_brising,42;
+ god_brising = 42;
close2;
hideonnpc "Alfrik#1";
end;
@@ -4021,7 +4018,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{
mes "[" + strcharinfo(0) + "]";
mes "Another puzzle?";
mes "This was just like when I had to give Alfrik's password. Okay, let me see...";
- set .@point,0;
+ .@point = 0;
next;
switch(select("To the tear drops dripping on the way:Her lovely scent:We gave:To the seducing red lips:Our hearts in")) {
case 1:
@@ -4031,7 +4028,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{
case 2:
mes "["+ strcharinfo(0) +"]";
mes "Her lovely scent";
- set .@point,.@point + 10;
+ .@point += 10;
break;
case 3:
mes "["+ strcharinfo(0) +"]";
@@ -4049,7 +4046,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{
switch(select("Still lingers in the wind.:To the scent drifted in the wind:We gave:To the seducing red lips:Our hearts in")) {
case 1:
mes "Still lingers in the wind.";
- set .@point,.@point + 10;
+ .@point += 10;
break;
case 2:
mes "To the scent drifted in the wind";
@@ -4075,7 +4072,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{
break;
case 4:
mes "We surrendered our hearts";
- set .@point,.@point + 10;
+ .@point += 10;
case 5:
mes "Our hearts in";
break;
@@ -4089,7 +4086,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{
break;
case 3:
mes "To those tender teardrops";
- set .@point,.@point + 10;
+ .@point += 10;
break;
case 4:
mes "To the seducing red lips";
@@ -4113,7 +4110,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{
break;
case 5:
mes "Those seductive red lips";
- set .@point,.@point + 10;
+ .@point += 10;
break;
}
next;
@@ -4245,7 +4242,7 @@ prt_fild02,185,270,3 script Dvalin#1 4_M_DWARF,{
mes "you are the one who";
mes "can answer the question.";
mes "Hahahaha!";
- set god_brising,43;
+ god_brising = 43;
close2;
hideonnpc "Dvalin#1";
end;
@@ -4429,7 +4426,7 @@ mjolnir_09,87,129,3 script Berling#1 4_M_DWARF,{
mes "[Berling]";
mes "Memorize all five lines of this song exactly. Now take this golden teardrop and please seek out Grer.";
specialeffect2 EF_IMPOSITIO;
- set god_brising,44;
+ god_brising = 44;
close2;
hideonnpc "Berling#1";
end;
@@ -4509,35 +4506,35 @@ mjo_dun02,126,36,0 script #brisindwarf4 HIDDEN_NPC,3,3,{
mes "What was the first line...?";
next;
input @dwarfsong1$;
- if (@dwarfsong1$ == "No jewel in the world can compare.") set @point,@point +1;
+ if (@dwarfsong1$ == "No jewel in the world can compare.") @point += 1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong1$ + "";
mes "Then...ummm..";
mes "The second line?";
next;
input @dwarfsong2$;
- if (@dwarfsong2$ == "Our masterpiece made from love.") set @point,@point +1;
+ if (@dwarfsong2$ == "Our masterpiece made from love.") @point += 1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong2$ + "";
mes "Now, what was";
mes "the third line...?";
next;
input @dwarfsong3$;
- if (@dwarfsong3$ == "She wanted the dazzling necklace.") set @point,@point +1;
+ if (@dwarfsong3$ == "She wanted the dazzling necklace.") @point += 1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong3$ + "";
mes "Now, the fourth";
mes "line after that...";
next;
input @dwarfsong4$;
- if (@dwarfsong4$ == "We wanted the goddess of beauty.") set @point,@point +1;
+ if (@dwarfsong4$ == "We wanted the goddess of beauty.") @point += 1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong4$ + "";
mes "Alright, now";
mes "for the last line...";
next;
input @dwarfsong5$;
- if (@dwarfsong5$ == "Our happiest times were with her.") set @point,@point +1;
+ if (@dwarfsong5$ == "Our happiest times were with her.") @point += 1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong5$ + "";
mes "Alright, let's give it a try.";
@@ -4555,7 +4552,7 @@ mjo_dun02,126,36,0 script #brisindwarf4 HIDDEN_NPC,3,3,{
mes "Wha--?";
mes "Berling";
mes "did send you!";
- set god_brising,46;
+ god_brising = 46;
stopnpctimer;
close;
}
@@ -4599,7 +4596,7 @@ OnTouch:
mes "Lies! Lies!";
mes "Prove it!";
mes "Prove yourself!";
- set god_brising,45;
+ god_brising = 45;
initnpctimer;
close;
case 2:
@@ -4691,7 +4688,7 @@ mjo_dun02,126,34,1 script Grer#1 4_M_DWARF,{
mes "Okay, you";
mes "may go back now!";
mes "Farewell.";
- set god_brising,47;
+ god_brising = 47;
close2;
hideonnpc "Grer#1";
end;
diff --git a/npc/quests/seals/god_global.txt b/npc/quests/seals/god_global.txt
index c9daa613e..daeb6ddae 100644
--- a/npc/quests/seals/god_global.txt
+++ b/npc/quests/seals/god_global.txt
@@ -42,10 +42,10 @@ sec_in02,15,170,0 script Golbal var 4_F_CHNDRESS3,{
mes "[Check]";
mes "Now, the entire list of God Globalvar is being reset.";
next;
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
+ $God1 = 0;
+ $God2 = 0;
+ $God3 = 0;
+ $God4 = 0;
mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
@@ -101,11 +101,11 @@ L_Var:
OnInit:
// Seals roll at 25/50 in Renewal and 50/100 in Pre-Renewal.
if (checkre(0)) {
- set $@god_check1,25;
- set $@god_check2,50;
+ $@god_check1 = 25;
+ $@god_check2 = 50;
} else {
- set $@god_check1,50;
- set $@god_check2,100;
+ $@god_check1 = 50;
+ $@god_check2 = 100;
}
end;
}
diff --git a/npc/quests/seals/god_weapon_creation.txt b/npc/quests/seals/god_weapon_creation.txt
index 16494cd5f..2fc778eaa 100644
--- a/npc/quests/seals/god_weapon_creation.txt
+++ b/npc/quests/seals/god_weapon_creation.txt
@@ -68,7 +68,7 @@ gld_dun01,28,85,0 script Grunburti#1::GodDwarf 4_M_DWARF,{
mes "At least I was fortunate enough to find this cave. We Dwarves are most cozy living underground, after all.";
close;
case 3:
- set .@GID,getcharid(2);
+ .@GID = getcharid(2);
if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
if (($God1 >= $@god_check1) && ($God2 >= $@god_check1) && ($God3 >= $@god_check1) && ($God4 >= $@god_check1) && (strcharinfo(0) == getguildmaster(.@GID))) {
mes "[Dwarf Grunburti]";
@@ -391,7 +391,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{
mes "pity for you~";
close;
}
- set .@GID,getcharid(2);
+ .@GID = getcharid(2);
if (strcharinfo(0) != getguildmaster(.@GID)) {
mes "[Dwarf Grunburti]";
mes "How in the...";
@@ -490,10 +490,10 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{
delitem 969,20; //Gold
delitem 2603,1; //Necklace
getitem 2630,1; // Brysinggamen
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
+ $God1 = 0;
+ $God2 = 0;
+ $God3 = 0;
+ $God4 = 0;
announce "[Brisingamen] has come into the hands of [" + strcharinfo(0) + "], master of the [" + getguildname(.@GID) + "] guild.",bc_all;
mes "[Dwarf Grunburti]";
mes "Ah, just look at this dazzling beauty. No other piece of jewelry complemented Freya as well as Brisingamen.";
@@ -564,10 +564,10 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{
delitem 984,10; //Oridecon
delitem 2627,1; //Belt
getitem 2629,1; // Magingiorde
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
+ $God1 = 0;
+ $God2 = 0;
+ $God3 = 0;
+ $God4 = 0;
announce "[Megingjard] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
mes "[Dwarf Grunburti]";
mes "Here...";
@@ -654,10 +654,10 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{
delitem 985,10; //Elunium
delitem 2406,1; //Boots_
getitem 2410,1; // Sleipnir
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
+ $God1 = 0;
+ $God2 = 0;
+ $God3 = 0;
+ $God4 = 0;
announce "[Sleipnir] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
mes "[Dwarf Grunburti]";
mes "There...";
@@ -743,10 +743,10 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{
delitem 969,40; //Gold
delitem 1522,1; //Stunner
getitem 1530,1; // Mjolnir
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
+ $God1 = 0;
+ $God2 = 0;
+ $God3 = 0;
+ $God4 = 0;
announce "[Mjolnir] has been bestowed to [" + strcharinfo(0) + "], the master of the [" + getguildname(.@GID) + "] guild.",bc_all;
mes "[Dwarf Grunburti]";
mes "It's done.";
@@ -798,11 +798,11 @@ OnTimer615000:
que_god01,169,82,0 script god_wep_warpmaster -1,{
OnEnable:
- for(set .@i,1; .@i<=6; set .@i,.@i+1)
+ for(.@i = 1; .@i<=6; ++.@i)
enablenpc "god_failwarp#"+.@i;
end;
OnDisable:
- for(set .@i,1; .@i<=6; set .@i,.@i+1)
+ for(.@i = 1; .@i<=6; ++.@i)
disablenpc "god_failwarp#"+.@i;
end;
}
@@ -828,7 +828,7 @@ que_god01,293,3,0 script Godly Item Quests#god 4_F_01,{
mes "Please enter password.";
mes "If you wish to cancel, please enter 0.";
next;
- set .@i, callfunc("F_GM_NPC",1854,0,0,4000);
+ .@i = callfunc("F_GM_NPC",1854,0,0,4000);
if (.@i == -2) {
mes "[Use in case of emergency]";
mes "Password is incorrect.";
diff --git a/npc/quests/seals/megingard_seal.txt b/npc/quests/seals/megingard_seal.txt
index 4ca899621..bb0d35f6c 100644
--- a/npc/quests/seals/megingard_seal.txt
+++ b/npc/quests/seals/megingard_seal.txt
@@ -225,7 +225,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{
mes "My old comrades in arms.";
mes "You have no idea how much";
mes "I miss them...";
- set god_eremes,1;
+ god_eremes = 1;
break;
case 2:
mes "[Rebarev Doug]";
@@ -324,7 +324,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{
next;
mes "[Rebarev Doug]";
mes "Let's not talk about that. What's important that our squad was disbanded because of we failed our final mission. Now, will you please go find ^0000FFThe 3rd Platoon Records^000000 in the Prontera Library for me?";
- set god_eremes,3;
+ god_eremes = 3;
next;
mes "[Rebarev Doug]";
mes "Remember, it might be helpful to ask the librarian for the file with a record on ^660000the 1st squad's final mission^000000.";
@@ -359,7 +359,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{
mes "I wonder what they";
mes "have been doing since";
mes "our ^0000FFfinal mission^000000...";
- set god_eremes,2;
+ god_eremes = 2;
break;
}
}
@@ -451,7 +451,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{
mes "[Rebarev Doug]";
mes "I appreciate that you've delivered news of my old comrades to me.";
mes "Now, I need to continue my research under the command of his Majesty.";
- set god_eremes,21;
+ god_eremes = 21;
break;
case 2:
mes "^3355FFYou keep your suspicions to yourself and tell Rebarev Doug about the members of";
@@ -468,7 +468,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{
mes "[Rebarev Doug]";
mes "I appreciate that you've delivered news of my old comrades to me.";
mes "Now, I need to continue my research under the command of his Majesty. Once again, thank you for your help.";
- set god_eremes,22;
+ god_eremes = 22;
break;
}
}
@@ -560,7 +560,7 @@ prt_castle,48,164,0 script Crusader#God 4_M_JOB_KNIGHT2,{
next;
mes "[Max Von Shedough]";
mes "However, as of now, the petition you've just given me is considered classified information. Please keep this a military secret.";
- set $God2,$God2+1;
+ ++$God2;
if ($God2 == $@god_check1) {
announce "The 2nd seal of [Megingjard] has appeared.",bc_all;
}
@@ -571,10 +571,10 @@ prt_castle,48,164,0 script Crusader#God 4_M_JOB_KNIGHT2,{
announce "The 2nd seal of [Megingjard] has been released.",bc_all;
}
if (god_eremes == 23) {
- set god_eremes,25;
+ god_eremes = 25;
}
else if (god_eremes == 24) {
- set god_eremes,26;
+ god_eremes = 26;
}
close;
}
@@ -624,7 +624,7 @@ prt_in,172,109,0 script A File#megin1 HIDDEN_NPC,{
else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
+ ++god_eremes;
close;
}
else {
@@ -655,7 +655,7 @@ prt_in,170,109,0 script A File#megin2 HIDDEN_NPC,{
else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
+ ++god_eremes;
close;
}
else {
@@ -688,7 +688,7 @@ prt_in,168,109,0 script A File#megin3 HIDDEN_NPC,{
else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
+ ++god_eremes;
close;
}
else {
@@ -720,7 +720,7 @@ prt_in,169,109,0 script A File#megin4 HIDDEN_NPC,{
else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
+ ++god_eremes;
close;
}
else {
@@ -753,7 +753,7 @@ prt_in,166,109,0 script A File#megin5 HIDDEN_NPC,{
else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
+ ++god_eremes;
close;
}
else {
@@ -837,7 +837,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
else if (countitem(1041)) {
delitem 1041,countitem(1041);
}
- set god_eremes,6;
+ god_eremes = 6;
next;
mes "[Librarian Jekan]";
mes "Thank you...";
@@ -882,7 +882,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
mes "classified file as soon";
mes "as I can!";
close2;
- set god_eremes,7;
+ god_eremes = 7;
end;
}
else {
@@ -910,7 +910,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
mes "[Librarian Jekan]";
mes "Damn, my eyes are sore.";
mes "Working as a government official is easy except for the times when the beaucrats make you do stuff like this.";
- set god_eremes,5;
+ god_eremes = 5;
}
else if (god_eremes > 4) {
mes "[Librarian Jekan]";
@@ -946,7 +946,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
mes "Hmm...?";
mes "How did you";
mes "know about that?";
- set god_eremes,4;
+ god_eremes = 4;
}
else {
mes "[Librarian Jekan]";
@@ -1055,7 +1055,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
mes "Okay, now...";
mes "Come back here";
mes "as soon as you can.";
- set god_eremes,13;
+ god_eremes = 13;
close;
}
else if (god_eremes == 13) {
@@ -1074,7 +1074,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
delitem 1024,3; //Chinese_Ink
delitem 916,3; //Feather_Of_Birds
delitem 717,20; //Blue_Gemstone
- set god_eremes,14;
+ god_eremes = 14;
next;
mes "[Librarian Jekan]";
mes "Alright then...";
@@ -1110,7 +1110,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
else {
mes "[Librarian Jekan]";
mes "Let me go over and review the document before I make a copy...";
- set god_eremes,god_eremes+1;
+ ++god_eremes;
}
close;
}
@@ -1120,7 +1120,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
next;
mes "[Librarian Jekan]";
mes "Just remember, this copy needs to stay in the Prontera Library. That means you have to come back if you need to read the document again.";
- set god_eremes,17;
+ god_eremes = 17;
close;
}
else if (god_eremes > 16) {
@@ -1174,7 +1174,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
mes " : Royal Myst";
mes " : The Nineball^000000";
if (god_eremes == 17) {
- set god_eremes,18;
+ god_eremes = 18;
}
close2;
if (compare(.@input$,"record") == 1) {
@@ -1197,7 +1197,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
close2;
if (god_eremes == 18) {
- set god_eremes,19;
+ god_eremes = 19;
}
}
}
@@ -1267,7 +1267,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
mes " : The Nineball^000000";
close2;
if (god_eremes == 17) {
- set god_eremes,18;
+ god_eremes = 18;
}
if (compare(.@input$,"record") == 1) {
mes "^663300[Keyword: ^9966331st Squad Record^663300]";
@@ -1289,7 +1289,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
close2;
if (god_eremes == 18) {
- set god_eremes,19;
+ god_eremes = 19;
}
}
}
@@ -1597,7 +1597,7 @@ geffen_in,109,161,3 script Crusader#God1 4_M_CRU,{
mes "[Zan.Huadoku]";
mes "^3355FFZan looks very confused and his eyes begin to glaze with a dazed look. You try speaking to him again, but he doesn't respond at all.^000000";
if (!god_megin_1) {
- set god_megin_1,1;
+ god_megin_1 = 1;
}
close;
}
@@ -1668,7 +1668,7 @@ geffen_in,109,161,3 script Crusader#God1 4_M_CRU,{
next;
mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
if (god_megin_1 == 1) {
- set god_megin_1,2;
+ god_megin_1 = 2;
}
close;
}
@@ -1707,7 +1707,7 @@ geffen_in,109,161,3 script Crusader#God1 4_M_CRU,{
mes "I can't think about anything further than that. I can't even remember what we found. Three months after that all happened, I've had these head problems...";
next;
mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
- set god_megin_1,3;
+ god_megin_1 = 3;
close;
}
else if (god_megin_1 > 2) {
@@ -1861,7 +1861,7 @@ morocc_in,146,179,0 script Employee#megin1 1_F_01,{
mes "and I'm saying it just once...";
mes "^0000FFAragham never hoarded";
mes "upgrade items.^000000";
- set god_megin_2,1;
+ god_megin_2 = 1;
close;
}
case 2:
@@ -1903,7 +1903,7 @@ morocc_in,146,179,0 script Employee#megin1 1_F_01,{
mes "you this hint once...";
mes "^0000FFAragham never hoarded";
mes "upgrade items.^000000";
- set god_megin_2,1;
+ god_megin_2 = 1;
close;
}
case 3:
@@ -1941,7 +1941,7 @@ morocc_in,146,179,0 script Employee#megin1 1_F_01,{
mes "^0000FFAragham never";
mes "hoarded upgrade items.^000000";
mes "Now, don't forget!";
- set god_megin_2,1;
+ god_megin_2 = 1;
close;
}
}
@@ -2018,37 +2018,37 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
next;
if ((countitem(740) > 0) || (countitem(741) > 0) || (countitem(742) > 0) || (countitem(743) > 0) || (countitem(750) > 0) || (countitem(751) > 0) || (countitem(752) > 0) || (countitem(753) > 0) || (countitem(754) > 0) || (countitem(7206) > 0) || (countitem(7212) > 0)){
if (countitem(740) > 0) {
- set .@toy$,"Puppet";
+ .@toy$ = "Puppet";
}
else if (countitem(741) > 0) {
- set .@toy$,"Poring Doll";
+ .@toy$ = "Poring Doll";
}
else if (countitem(742) > 0) {
- set .@toy$,"Chonchon Doll";
+ .@toy$ = "Chonchon Doll";
}
else if (countitem(743) > 0) {
- set .@toy$,"Spore Doll";
+ .@toy$ = "Spore Doll";
}
else if (countitem(744) > 0) {
- set .@toy$,"Baphomet Doll";
+ .@toy$ = "Baphomet Doll";
}
else if (countitem(751) > 0) {
- set .@toy$,"Osiris Doll";
+ .@toy$ = "Osiris Doll";
}
else if (countitem(752) > 0) {
- set .@toy$,"Rocker Doll";
+ .@toy$ = "Rocker Doll";
}
else if (countitem(753) > 0) {
- set .@toy$,"Yoyo Doll";
+ .@toy$ = "Yoyo Doll";
}
else if (countitem(754) > 0) {
- set .@toy$,"Racoon Doll";
+ .@toy$ = "Racoon Doll";
}
else if (countitem(7206) > 0) {
- set .@toy$,"Black Cat Doll";
+ .@toy$ = "Black Cat Doll";
}
else {
- set .@toy$,"Hung Doll";
+ .@toy$ = "Hung Doll";
}
mes "^3355FFYou pulled out a "+ .@toy$ +"";
mes "to cover your face, and wiggled its arms as if it were talking.^000000";
@@ -2127,7 +2127,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
next;
mes "[Cuaque Donon]";
mes "^666666Still, this is the safest place for me for a while. But I'm always ready to run away if I have to.^000000";
- set god_megin_2,3;
+ god_megin_2 = 3;
}
close;
case 2:
@@ -2150,7 +2150,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
mes "[Cuaque Donon]";
mes "Like anyone who works as a Crusader under my old boss will end up like me. You know... broken.";
if (god_megin_2 == 1) {
- set god_megin_2,2;
+ god_megin_2 = 2;
}
close;
case 3:
@@ -2174,7 +2174,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
mes "You're the same";
mes "as all the others!";
mes "Go away from me!";
- set god_megin_2,0;
+ god_megin_2 = 0;
close;
case 2:
mes "[Cuaque Donon]";
@@ -2184,7 +2184,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
mes "Ergh...";
mes "I can't remember";
mes "more than that...";
- set god_megin_2,4;
+ god_megin_2 = 4;
close;
}
}
@@ -2196,7 +2196,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
mes "You're the same";
mes "as all the others!";
mes "Go away from me!";
- set god_megin_2,0;
+ god_megin_2 = 0;
close;
case 2:
mes "[Cuaque Donon]";
@@ -2204,7 +2204,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
mes "You're the same";
mes "as all the others!";
mes "Go away from me!";
- set god_megin_2,0;
+ god_megin_2 = 0;
close;
case 3:
mes "[Cuaque Donon]";
@@ -2214,7 +2214,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
mes "Ergh...";
mes "I can't remember";
mes "more than that...";
- set god_megin_2,4;
+ god_megin_2 = 4;
close;
}
}
@@ -2347,7 +2347,7 @@ alberta,196,146,0 script Crusader#megin2 4_M_CRU,{
mes "[Jack O]";
mes "That's all I can remember.";
mes "I better take some Green Herbs now. My head throbs like crazy whenever I think about that time.";
- set god_megin_3,2;
+ god_megin_3 = 2;
close;
}
else {
@@ -2373,7 +2373,7 @@ alberta,196,146,0 script Crusader#megin2 4_M_CRU,{
mes "I might not be able to remember";
mes "a whole lot from back then, but the part about ^0000FFinsubordination^000000 can't be right. I'm sure of that.";
if (god_megin_3 == 0) {
- set god_megin_3,1;
+ god_megin_3 = 1;
}
close;
}
@@ -2548,7 +2548,7 @@ aldebaran,66,213,0 script Lady#megin 1_F_04,{
mes "I think I can";
mes "try to remember";
mes "my comrades...";
- set god_megin_4,1;
+ god_megin_4 = 1;
close;
}
else {
@@ -2601,7 +2601,7 @@ aldebaran,66,213,0 script Lady#megin 1_F_04,{
mes "have, no, was there someone";
mes "named that with us?";
close2;
- set god_megin_4,2;
+ god_megin_4 = 2;
end;
}
else {
@@ -2650,7 +2650,7 @@ aldebaran,66,213,0 script Lady#megin 1_F_04,{
next;
mes "[Emma Searth]";
mes "I really appreciate you coming here to talk to me about the old days. I, I want you to have this.";
- set god_eremes,28;
+ god_eremes = 28;
getitem 603,1; // Old_Blue_Box
if (checkre(3)) {
if (BaseLevel < 56) getexp 2700,0;
@@ -2780,7 +2780,7 @@ cmd_in02,190,94,3 script Man#megin 4_M_ROGUE,{
if (god_megin_6 == 0) {
mes "[Royal Myst]";
mes "Huh? What's that old geezer want this time? Tell 'em I'm fine, dandy even! Why the hell does he keep sending people...";
- set god_megin_6,1;
+ god_megin_6 = 1;
close;
}
else if (god_megin_6 > 0 && god_megin_6 < 15) {
@@ -2837,7 +2837,7 @@ cmd_in02,190,94,3 script Man#megin 4_M_ROGUE,{
next;
mes "[Royal Myst]";
mes "Hey, what do you think happens to Crusaders when they're framed and killed, huh? Where exactly do they go? Niflheim, Vahalla...?";
- set god_eremes,20;
+ god_eremes = 20;
close;
}
case 4:
@@ -2864,7 +2864,7 @@ cmd_in02,190,94,3 script Man#megin 4_M_ROGUE,{
mes "^3355FFBefore you can even think,";
mes "Royal Myst dips his hand into your inventory and helps himself to an Alcohol.^000000";
delitem 970,1;
- set god_megin_6,god_megin_6 +2;
+ god_megin_6 += 2;
close;
}
else {
@@ -2935,7 +2935,7 @@ jawaii_in,44,110,0 script Security Officer#megin 4_M_JOB_KNIGHT2,{
mes "[The Nineball]";
mes "I've been told that there have";
mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
- set god_megin_5,god_megin_5 +1;
+ ++god_megin_5;
close;
}
else if (god_megin_5 == 5) {
@@ -3146,10 +3146,10 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{
mes "Thank you for";
mes "listening to me...";
if (god_eremes == 21) {
- set god_eremes,23;
+ god_eremes = 23;
}
else if (god_eremes == 22) {
- set god_eremes,24;
+ god_eremes = 24;
}
close;
}
@@ -3190,7 +3190,7 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{
mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
specialeffect EF_LOCKON;
specialeffect2 EF_HOLYCROSS;
- set god_eremes,27;
+ god_eremes = 27;
if (checkre(3)) {
if (BaseLevel < 56) getexp 2700,0;
else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 3000,0;
@@ -3248,7 +3248,7 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{
mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
specialeffect EF_LOCKON;
specialeffect2 EF_HOLYCROSS;
- set god_eremes,27;
+ god_eremes = 27;
if (checkre(3)) {
if (BaseLevel < 56) getexp 2700,0;
else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 3000,0;
diff --git a/npc/quests/seals/mjolnir_seal.txt b/npc/quests/seals/mjolnir_seal.txt
index edaf442d7..4af71e2e1 100644
--- a/npc/quests/seals/mjolnir_seal.txt
+++ b/npc/quests/seals/mjolnir_seal.txt
@@ -47,48 +47,48 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{
else if (god_mjo_1 == 2 && god_mjo_2 == 2 && god_mjo_3 == 2 && god_mjo_4 == 2) {
if (god_mjo_0 == 10) {
if ((countitem(756) > 49) && (countitem(757) > 49)) {
- set .@gift,0;
+ .@gift = 0;
if (BaseJob == Job_Knight) {
- set .@gift,1;
+ .@gift = 1;
}
else if (BaseJob == Job_Priest) {
- set .@gift,2;
+ .@gift = 2;
}
else if (BaseJob == Job_Wizard){
- set .@gift,3;
+ .@gift = 3;
}
else if (BaseJob == Job_Blacksmith){
- set .@gift,4;
+ .@gift = 4;
}
else if (BaseJob == Job_Hunter){
- set .@gift,5;
+ .@gift = 5;
}
else if (BaseJob == Job_Assassin){
- set .@gift,6;
+ .@gift = 6;
}
else if (BaseJob == Job_Crusader){
- set .@gift,7;
+ .@gift = 7;
}
else if (BaseJob == Job_Monk){
- set .@gift,8;
+ .@gift = 8;
}
else if (BaseJob == Job_Sage){
- set .@gift,9;
+ .@gift = 9;
}
else if (BaseJob == Job_Alchemist){
- set .@gift,10;
+ .@gift = 10;
}
else if (BaseJob == Job_Rogue){
- set .@gift,11;
+ .@gift = 11;
}
else if (BaseJob == Job_Bard){
- set .@gift,12;
+ .@gift = 12;
}
else if (BaseJob == Job_Hunter){
- set .@gift,13;
+ .@gift = 13;
}
else {
- set .@gift,rand(1,13);
+ .@gift = rand(1,13);
}
cutin "god_tialpi01",2;
mes "[Tialfi]";
@@ -111,7 +111,7 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{
mes "item for you.";
break;
case 2:
- set .@gift,rand(1,13);
+ .@gift = rand(1,13);
mes "[Tialfi]";
mes "I see...";
mes "Give me a moment";
@@ -128,7 +128,7 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{
next;
delitem 756,50; //Oridecon_Stone
delitem 757,50; //Elunium_Stone
- set god_mjo_0,11;
+ god_mjo_0 = 11;
if (.@gift == 1) {
getitem 1471,1; // Hell_Fire
}
@@ -205,7 +205,7 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{
mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
}
else {
- set $God4,$God4 +1;
+ ++$God4;
if ($God4 == $@god_check1)
announce "The 4th seal of [Mjolnir] has appeared.",bc_all;
else if ($God4 == $@god_check2) {
@@ -214,7 +214,7 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{
else
announce "The 4th seal of [Mjolnir] has been released.",bc_all;
}
- set god_mjo_0,10;
+ god_mjo_0 = 10;
mes "[Tialfi]";
mes "You've met the four Dwarven Blacksmiths. I've heard that they rarely speak to humans. So you must be special if you were able to talk to them.";
next;
@@ -254,10 +254,10 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{
mes "of respect lest they";
mes "be insulted.";
next;
- set god_mjo_1,0;
- set god_mjo_2,0;
- set god_mjo_3,0;
- set god_mjo_4,0;
+ god_mjo_1 = 0;
+ god_mjo_2 = 0;
+ god_mjo_3 = 0;
+ god_mjo_4 = 0;
mes "[Tialfi]";
mes "You should be okay now.";
mes "By this time, they've probably forgotten the insult. But make sure you speak to my sister for advice first.";
@@ -349,7 +349,7 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{
mes "I'm sure that she can";
mes "give you useful information if you're fortunate enough to encounter the Dwarves.";
next;
- set god_mjo_0,rand(1,2);
+ god_mjo_0 = rand(1,2);
mes "[Tialfi]";
mes "I'm truly lucky to meet such an adventurer like yourself. I wish you the best of luck.";
}
@@ -472,7 +472,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
mes "...";
close;
case 2:
- set god_mjo_1,3;
+ god_mjo_1 = 3;
mes "[Austri]";
mes "What...?!";
mes "Do not greet the";
@@ -505,7 +505,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:About Mjolnir.")) {
case 1:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -525,7 +525,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Yes, sir!:Huh?")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -541,7 +541,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Boooring!:Oh, wow.")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
@@ -559,7 +559,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Epito--what?:Yes sir, I agree.")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
@@ -577,7 +577,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:I agree, sir!:Um, yeah.")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -597,7 +597,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
@@ -613,7 +613,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Yes, sir!:Yeah, whatever.")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -634,14 +634,14 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Yes?:Yes, sir!")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
}
}
else if (.@talk_to == 8) {
- set god_mjo_1,2;
+ god_mjo_1 = 2;
mes "[Austri]";
mes "Alright then...";
mes "If you wish to learn more, you should speak to my brothers.";
@@ -649,7 +649,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
close;
}
if (.@talk_not == 1) {
- set god_mjo_1,3;
+ god_mjo_1 = 3;
mes "[Austri]";
mes "Grrr...!";
mes "You're not listening, are you?! What a waste of my time!";
@@ -659,7 +659,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
close;
}
else {
- set .@talk_to,.@talk_to + 1;
+ ++.@talk_to;
}
}
}
@@ -689,7 +689,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
mes "[Austri]";
mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
next;
- set god_mjo_1,1;
+ god_mjo_1 = 1;
mes "[Austri]";
mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
next;
@@ -730,7 +730,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
mes "...";
close;
case 2:
- set god_mjo_4,3;
+ god_mjo_4 = 3;
mes "[Austri]";
mes "What?!";
mes "Leave immediately and go study your english properly!";
@@ -761,7 +761,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:About Mjolnir.")) {
case 1:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -781,7 +781,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Yes, sir!:Huh?")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -797,10 +797,10 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Boooring!:Oh, wow.")) {
case 1:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
@@ -818,7 +818,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Epito--what?:Yes sir, I agree.")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
@@ -836,7 +836,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:I agree, sir!:Um, yeah.")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -856,7 +856,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
@@ -872,7 +872,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Yes, sir!:Yeah, whatever.")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -893,14 +893,14 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
next;
switch(select("...:Yes?:Yes, sir!")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
}
}
else if (.@talk_to == 8) {
- set god_mjo_4,2;
+ god_mjo_4 = 2;
mes "[Austri]";
mes "Alright then...";
mes "Take care of";
@@ -908,7 +908,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
close;
}
if (.@talk_not == 1) {
- set god_mjo_4,3;
+ god_mjo_4 = 3;
mes "[Austri]";
mes "Grrr...!";
mes "You're not listening, are you?! What a waste of my time!";
@@ -917,7 +917,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
close;
} else {
- set .@talk_to,.@talk_to + 1;
+ ++.@talk_to;
}
}
}
@@ -946,7 +946,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
mes "[Austri]";
mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
next;
- set god_mjo_4,1;
+ god_mjo_4 = 1;
mes "[Austri]";
mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
next;
@@ -1042,7 +1042,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
mes "You have too much time on your hands. Why don't you log out and hang out with your friends instead?";
close;
case 2:
- set god_mjo_2,3;
+ god_mjo_2 = 3;
mes "[Sudri]";
mes "Why should";
mes "I excuse you?";
@@ -1057,8 +1057,8 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
}
else if (god_mjo_2 == 1) {
- set .@n_vit,200;
- set .@p_vit,100;
+ .@n_vit = 200;
+ .@p_vit = 100;
while(1) {
mes "Sudri : " + .@n_vit + " HP";
mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
@@ -1069,23 +1069,23 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
next;
switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
case 1:
- set .@p_atk,0;
+ .@p_atk = 0;
break;
case 2:
- set .@p_atk,1;
+ .@p_atk = 1;
break;
case 3:
- set .@p_atk,2;
+ .@p_atk = 2;
break;
case 4:
- set .@p_atk,3;
+ .@p_atk = 3;
break;
case 5:
- set .@p_atk,4;
+ .@p_atk = 4;
break;
}
- set .@n_def,rand(1,3);
- set .@damage,rand(15,25);
+ .@n_def = rand(1,3);
+ .@damage = rand(15,25);
if (.@p_atk == 1) {
mes "" + strcharinfo(0) + "";
mes "attacks Sudri's head!";
@@ -1135,14 +1135,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@p_atk == 4) {
specialeffect2 EF_HEAL;
- set .@p_vit,.@p_vit + 10;
+ .@p_vit += 10;
mes "--------------------";
mes "" + strcharinfo(0) + "";
mes "has gained 10 HP!";
}
else if (.@p_atk == 1) {
specialeffect EF_HIT5;
- set .@n_vit,.@n_vit - .@damage;
+ .@n_vit -= .@damage;
mes "--------------------";
mes "You successfully hit";
mes "Sudri on the head!";
@@ -1151,7 +1151,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@p_atk == 2) {
specialeffect EF_HIT2;
- set .@n_vit,.@n_vit - .@damage;
+ .@n_vit -= .@damage;
mes "--------------------";
mes "You successfully hit";
mes "Sudri on the chest!";
@@ -1161,7 +1161,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@p_atk == 3) {
specialeffect EF_HIT4;
- set .@n_vit,.@n_vit - .@damage;
+ .@n_vit -= .@damage;
mes "--------------------";
mes "You successfully hit";
mes "Sudri on the legs!";
@@ -1171,7 +1171,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@p_atk == 0) {
specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - 10;
+ .@p_vit -= 10;
mes "--------------------";
mes "You were hit by";
mes "Sudri's counter attack!";
@@ -1202,23 +1202,23 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
next;
switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
case 1:
- set .@p_def,0;
+ .@p_def = 0;
break;
case 2:
- set .@p_def,1;
+ .@p_def = 1;
break;
case 3:
- set .@p_def,2;
+ .@p_def = 2;
break;
case 4:
- set .@p_def,3;
+ .@p_def = 3;
break;
case 5:
- set .@p_def,4;
+ .@p_def = 4;
break;
}
- set .@n_atk,rand(1,3);
- set .@damage,rand(20,25);
+ .@n_atk = rand(1,3);
+ .@damage = rand(20,25);
if (.@n_atk == 1) {
mes "Sudri aims for the head!";
}
@@ -1256,14 +1256,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
}
else if (.@p_def == 4) {
- set .@count,rand(1,4);
+ .@count = rand(1,4);
mes "--------------------";
mes "" + strcharinfo(0) + "";
mes "counters!";
if (.@count == 1) {
specialeffect2 EF_AUTOCOUNTER;
specialeffect EF_MAGNUMBREAK;
- set .@n_vit,.@n_vit - 20;
+ .@n_vit -= 20;
mes "You successfully";
mes "counter attacked!";
mes "--------------------";
@@ -1276,7 +1276,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else {
specialeffect2 EF_CRASHEARTH;
- set .@p_vit,.@p_vit - 30;
+ .@p_vit -= 30;
mes "You've taken";
mes "critical damage";
mes "on your weak spot!";
@@ -1286,7 +1286,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@n_atk == 1) {
specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - .@damage;
+ .@p_vit -= .@damage;
mes "--------------------";
mes "Sudri successfully";
mes "hit " + strcharinfo(0) + "";
@@ -1296,7 +1296,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@n_atk == 2) {
specialeffect2 EF_HIT2;
- set .@p_vit,.@p_vit - .@damage;
+ .@p_vit -= .@damage;
mes "--------------------";
mes "Sudri successfully";
mes "hit " + strcharinfo(0) + "";
@@ -1306,7 +1306,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@n_atk == 3) {
specialeffect2 EF_HIT4;
- set .@p_vit,.@p_vit - .@damage;
+ .@p_vit -= .@damage;
mes "--------------------";
mes "Sudri successfully";
mes "hit " + strcharinfo(0) + "";
@@ -1316,7 +1316,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@n_atk == 0) {
specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - .@damage;
+ .@p_vit -= .@damage;
mes "--------------------";
mes "Sudri successfully";
mes "hits "+ strcharinfo(0) +"";
@@ -1349,7 +1349,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
close;
}
else if (.@n_vit < p_vit) {
- set god_mjo_2,2;
+ god_mjo_2 = 2;
mes "[Sudri]";
mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
next;
@@ -1392,19 +1392,19 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
next;
switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
case 1:
- set god_mjo_2,3;
+ god_mjo_2 = 3;
mes "[Sudri]";
mes "You didn't";
mes "even answer me!";
mes "Fine! Whatever!";
close;
case 2:
- set god_mjo_2,1;
+ god_mjo_2 = 1;
mes "[Sudri]";
mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
close;
case 3:
- set god_mjo_2,1;
+ god_mjo_2 = 1;
mes "[Sudri]";
mes "Eh...?";
mes "Why are you being";
@@ -1452,7 +1452,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
mes "Why don't you log out and go out with your friends instead?";
close;
case 2:
- set god_mjo_3,3;
+ god_mjo_3 = 3;
mes "[Sudri]";
mes "Why should";
mes "I excuse you?";
@@ -1465,8 +1465,8 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
mes "[Sudri]";
mes "Cool, let's fight!";
next;
- set .@n_vit,200;
- set .@p_vit,100;
+ .@n_vit = 200;
+ .@p_vit = 100;
while(1) {
mes "Sudri : " + .@n_vit + " HP";
mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
@@ -1477,23 +1477,23 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
next;
switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
case 1:
- set .@p_atk,0;
+ .@p_atk = 0;
break;
case 2:
- set .@p_atk,1;
+ .@p_atk = 1;
break;
case 3:
- set .@p_atk,2;
+ .@p_atk = 2;
break;
case 4:
- set .@p_atk,3;
+ .@p_atk = 3;
break;
case 5:
- set .@p_atk,4;
+ .@p_atk = 4;
break;
}
- set .@n_def,rand(1,3);
- set .@damage,rand(15,25);
+ .@n_def = rand(1,3);
+ .@damage = rand(15,25);
if (.@p_atk == 1) {
mes "" + strcharinfo(0) + "";
mes "attacks Sudri's head!";
@@ -1543,14 +1543,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@p_atk == 4) {
specialeffect2 EF_HEAL;
- set .@p_vit,.@p_vit + 10;
+ .@p_vit += 10;
mes "--------------------";
mes "" + strcharinfo(0) + "";
mes "has gained 10 HP!";
}
else if (.@p_atk == 1) {
specialeffect EF_HIT5;
- set .@n_vit,.@n_vit - .@damage;
+ .@n_vit -= .@damage;
mes "--------------------";
mes "You successfully hit";
mes "Sudri on the head!";
@@ -1559,7 +1559,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@p_atk == 2) {
specialeffect EF_HIT2;
- set .@n_vit,.@n_vit - .@damage;
+ .@n_vit -= .@damage;
mes "--------------------";
mes "You successfully hit";
mes "Sudri on the chest!";
@@ -1569,7 +1569,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@p_atk == 3) {
specialeffect EF_HIT4;
- set .@n_vit,.@n_vit - .@damage;
+ .@n_vit -= .@damage;
mes "--------------------";
mes "You successfully hit";
mes "Sudri on the legs!";
@@ -1579,7 +1579,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@p_atk == 0) {
specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - 10;
+ .@p_vit -= 10;
mes "--------------------";
mes "You were hit by";
mes "Sudri's counter attack!";
@@ -1610,23 +1610,23 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
next;
switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
case 1:
- set .@p_def,0;
+ .@p_def = 0;
break;
case 2:
- set .@p_def,1;
+ .@p_def = 1;
break;
case 3:
- set .@p_def,2;
+ .@p_def = 2;
break;
case 4:
- set .@p_def,3;
+ .@p_def = 3;
break;
case 5:
- set .@p_def,4;
+ .@p_def = 4;
break;
}
- set .@n_atk,rand(1,3);
- set .@damage,rand(20,25);
+ .@n_atk = rand(1,3);
+ .@damage = rand(20,25);
if (.@n_atk == 1) {
mes "Sudri aims for the head!";
}
@@ -1663,14 +1663,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
}
else if (.@p_def == 4) {
- set .@count,rand(1,4);
+ .@count = rand(1,4);
mes "--------------------";
mes "" + strcharinfo(0) + "";
mes "counters!";
if (.@count == 1) {
specialeffect2 EF_AUTOCOUNTER;
specialeffect EF_MAGNUMBREAK;
- set .@n_vit,.@n_vit - 20;
+ .@n_vit -= 20;
mes "You successfully";
mes "counter attacked!";
mes "--------------------";
@@ -1683,7 +1683,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else {
specialeffect2 EF_CRASHEARTH;
- set .@p_vit,.@p_vit - 30;
+ .@p_vit -= 30;
mes "You've taken";
mes "critical damage";
mes "on your weak spot!";
@@ -1693,7 +1693,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@n_atk == 1) {
specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - .@damage;
+ .@p_vit -= .@damage;
mes "--------------------";
mes "Sudri successfully";
mes "hit " + strcharinfo(0) + "";
@@ -1703,7 +1703,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@n_atk == 2) {
specialeffect2 EF_HIT2;
- set .@p_vit,.@p_vit - .@damage;
+ .@p_vit -= .@damage;
mes "--------------------";
mes "Sudri successfully";
mes "hit " + strcharinfo(0) + "";
@@ -1713,7 +1713,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@n_atk == 3) {
specialeffect2 EF_HIT4;
- set .@p_vit,.@p_vit - .@damage;
+ .@p_vit -= .@damage;
mes "--------------------";
mes "Sudri successfully";
mes "hit " + strcharinfo(0) + "";
@@ -1723,7 +1723,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
}
else if (.@n_atk == 0) {
specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - .@damage;
+ .@p_vit -= .@damage;
mes "--------------------";
mes "Sudri successfully";
mes "hits "+ strcharinfo(0) +"";
@@ -1756,7 +1756,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
close;
}
else if (.@n_vit < .@p_vit) {
- set god_mjo_3,2;
+ god_mjo_3 = 2;
mes "[Sudri]";
mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
next;
@@ -1799,19 +1799,19 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
next;
switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
case 1:
- set god_mjo_3,3;
+ god_mjo_3 = 3;
mes "[Sudri]";
mes "You didn't";
mes "even answer me!";
mes "Fine! Whatever!";
close;
case 2:
- set god_mjo_3,1;
+ god_mjo_3 = 1;
mes "[Sudri]";
mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
close;
case 3:
- set god_mjo_3,1;
+ god_mjo_3 = 1;
mes "[Sudri]";
mes "Eh...?";
mes "Why are you being";
@@ -1927,7 +1927,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
close;
case 2:
- set god_mjo_3,3;
+ god_mjo_3 = 3;
mes "[Vestri]";
mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
next;
@@ -1944,13 +1944,13 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
next;
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for(set .@i,1; .@i <= 10; set .@i,.@i+1) {
+ .@menu$ = "";
+ for(.@i = 1; .@i <= 10; ++.@i) {
if (getequipisequiped(.@i))
- set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- set .@menu$, .@menu$ + ":";
+ .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+ .@menu$ += ":";
}
- set .@part,select(.@menu$);
+ .@part = select(.@menu$);
if (getequipisequiped(.@part) == 0)
close;
@@ -2068,7 +2068,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
mes "Yeah, no regrets!";
next;
}
- set god_mjo_3,2;
+ god_mjo_3 = 2;
mes "[Vestri]";
mes "Well, my friend,";
mes "if you ever visit my brothers, please give them my regards.";
@@ -2101,7 +2101,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
mes "[Vestri]";
mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
next;
- set god_mjo_3,1;
+ god_mjo_3 = 1;
mes "[Vestri]";
mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
close;
@@ -2143,9 +2143,8 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
mes "[Vestri]";
mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
close;
-
case 2:
- set god_mjo_2,3;
+ god_mjo_2 = 3;
mes "[Vestri]";
mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
next;
@@ -2160,15 +2159,14 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
mes "Great...!";
mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
next;
-
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for(set .@i,1; .@i <= 10; set .@i,.@i+1) {
+ .@menu$ = "";
+ for(.@i = 1; .@i <= 10; ++.@i) {
if (getequipisequiped(.@i))
- set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- set .@menu$, .@menu$ + ":";
+ .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+ .@menu$ += ":";
}
- set .@part,select(.@menu$);
+ .@part = select(.@menu$);
if (getequipisequiped(.@part) == 0)
close;
@@ -2280,7 +2278,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
mes "Yeah, no regrets!";
next;
}
- set god_mjo_2,2;
+ god_mjo_2 = 2;
mes "[Vestri]";
mes "Well, my friend,";
mes "if you ever visit my brothers, please give them my regards.";
@@ -2313,7 +2311,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
mes "[Vestri]";
mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
next;
- set god_mjo_2,1;
+ god_mjo_2 = 1;
mes "[Vestri]";
mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
close;
@@ -2409,7 +2407,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
mes "then leave me alone.";
close;
case 2:
- set god_mjo_4,3;
+ god_mjo_4 = 3;
mes "[Nordri]";
mes "Huh.";
mes "That's fine. Still...";
@@ -2448,7 +2446,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
next;
switch(select("Greed:Sea:Blaze:Hog")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
@@ -2468,7 +2466,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
next;
switch(select("Language:Thoughts:Turtle:Wolf")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -2487,7 +2485,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
next;
switch(select("Curse:Earth:Heart:Old Age")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 4:
break;
@@ -2511,7 +2509,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
mes "[Nordri]";
mes "Try to live as good a life as you can. Remember that you can't have everything that you want. Obssession and irrationality go hand in hand.";
next;
- set god_mjo_4,2;
+ god_mjo_4 = 2;
mes "[Nordri]";
mes "Thank you for listening to my long story. If you meet someone with a dangerous obsession, please tell this story of Thor and the illusions of the giant king.";
close;
@@ -2526,7 +2524,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
close;
}
else {
- set .@talk_to,.@talk_to + 1;
+ ++.@talk_to;
}
}
}
@@ -2557,7 +2555,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
mes "[Nordri]";
mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
next;
- set god_mjo_4,1;
+ god_mjo_4 = 1;
mes "[Nordri]";
mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
close;
@@ -2598,7 +2596,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
mes "then leave me alone.";
close;
case 2:
- set god_mjo_1,3;
+ god_mjo_1 = 3;
mes "[Nordri]";
mes "Huh.";
mes "That's fine. Still...";
@@ -2636,7 +2634,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
next;
switch(select("Ymir's body:Earth:Lane:Universe")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 2:
break;
@@ -2651,7 +2649,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
next;
switch(select("Ymir's Head:Sky:Cloud Factory:High House")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 4:
break;
@@ -2666,7 +2664,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
next;
switch(select("Circling Wheel:Moon:False Sun:Fast Stranger")) {
default:
- set .@talk_not,1;
+ .@talk_not = 1;
break;
case 3:
break;
@@ -2697,7 +2695,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
mes "important to live a";
mes "good and virtuous life. It's great to achieve your desires, but be aware that some desires are not meant to be fulfilled.";
next;
- set god_mjo_1,2;
+ god_mjo_1 = 2;
mes "[Nordri]";
mes "Thank you for listening to my long story. If you meet anyone afflicted with an insatiable desire, please tell him this story of Thor and Alvis, a brave yet very defiant Dwarf.";
close;
@@ -2712,7 +2710,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
close;
}
else {
- set .@talk_to,.@talk_to + 1;
+ ++.@talk_to;
}
}
}
@@ -2741,7 +2739,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
mes "[Nordri]";
mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
next;
- set god_mjo_1,1;
+ god_mjo_1 = 1;
mes "[Nordri]";
mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
close;
diff --git a/npc/quests/seals/seal_status.txt b/npc/quests/seals/seal_status.txt
index 4809f6b7d..6c16d01b5 100644
--- a/npc/quests/seals/seal_status.txt
+++ b/npc/quests/seals/seal_status.txt
@@ -16,16 +16,16 @@
prontera,113,294,3 script Sign Post#god 2_BULLETIN_BOARD,{
mes "======== God Seal Status ========";
setarray .@seal$[1], "Sleipnir","Megingjard","Brisingamen","Mjolnir";
- for(set .@i,1; .@i<=4; set .@i,.@i+1) {
- set .@val, getd("$God"+.@i);
+ for(.@i = 1; .@i<=4; ++.@i) {
+ .@val = getd("$God"+.@i);
if (.@val == 0)
- set .@status$,"Unseen";
+ .@status$ = "Unseen";
else if (.@val < $@god_check1)
- set .@status$,"Active";
+ .@status$ = "Active";
else if (.@val < $@god_check2)
- set .@status$,"Appeared";
+ .@status$ = "Appeared";
else
- set .@status$,"Released";
+ .@status$ = "Released";
mes .@seal$[.@i]+" Seal: "+.@status$;
}
mes " ";
diff --git a/npc/quests/seals/sleipnir_seal.txt b/npc/quests/seals/sleipnir_seal.txt
index 85005a4fd..54587ae94 100644
--- a/npc/quests/seals/sleipnir_seal.txt
+++ b/npc/quests/seals/sleipnir_seal.txt
@@ -53,7 +53,7 @@ yuno,164,200,4 script Noyee#G 4W_F_01,{
mes "Anyway, no one is really sure if it is or not. Recently, it's been the focus of many rumors. I have no idea if any of them are true though.";
close2;
if (god_sl_1 == 0) {
- set god_sl_1,1;
+ god_sl_1 = 1;
}
}
}
@@ -134,7 +134,7 @@ que_god01,98,98,4 script Manager#G 1_F_04,{
mes "^3355FFYou've received";
mes "a temporary";
mes "admission pass.^000000";
- set god_sl_1,2;
+ god_sl_1 = 2;
close2;
break;
}
@@ -196,7 +196,7 @@ que_god01,98,98,4 script Manager#G 1_F_04,{
mes "Ah, there it is.";
mes "It might not be much, but I hope you accept it as a token of my gratitude. Good luck on your travels!";
if ($God1 < $@god_check2)
- set $God1,$God1+1;
+ $God1 += 1;
if ($God1 == $@god_check1)
announce "The 1st seal of [Sleipnir] has appeared.",bc_all;
else if ($God1 == $@god_check2) {
@@ -205,9 +205,9 @@ que_god01,98,98,4 script Manager#G 1_F_04,{
else
announce "The 1st seal of [Sleipnir] has been released.",bc_all;
}
- set god_sl_1,51;
- set .@god_treasure,rand(1,900);
- set .@god_treasure1,rand(1,1000);
+ god_sl_1 = 51;
+ .@god_treasure = rand(1,900);
+ .@god_treasure1 = rand(1,1000);
if (checkre(0)) {
if (.@god_treasure < 101) {
if (.@god_treasure1 < 210) getitem 2102,1; //Guard_
@@ -508,7 +508,7 @@ que_god01,98,98,4 script Manager#G 1_F_04,{
que_god01,66,125,6 script Researcher#G1 4_M_ORIENT02,{
if ($God1 < $@god_check2) {
if (god_sl_1 == 2) {
- set god_sl_1,11;
+ god_sl_1 = 11;
}
if ((god_sl_1 == 11) || (god_sl_1 == 22) || (god_sl_1 == 33) || (god_sl_1 == 44)) {
if (god_sl_2 == 0) {
@@ -534,7 +534,7 @@ que_god01,66,125,6 script Researcher#G1 4_M_ORIENT02,{
next;
mes "[Hallandaute]";
mes "Since he's working on a project similar to mine, he might be in a position to help me. Metto lives in Juno, so you can easily find me.";
- set god_sl_2,1;
+ god_sl_2 = 1;
close;
}
else if (god_sl_2 == 1) {
@@ -571,7 +571,7 @@ que_god01,66,125,6 script Researcher#G1 4_M_ORIENT02,{
mes "Huh. That's...";
mes "That's too bad. I don't know what to say. We used to go watch movies and celebrate our birthdays together. P-please give me a moment...";
emotion e_dots;
- set god_sl_2,2;
+ god_sl_2 = 2;
close;
}
}
@@ -605,18 +605,18 @@ que_god01,66,125,6 script Researcher#G1 4_M_ORIENT02,{
next;
mes "[Hallandaute]";
mes "Anyway, I thank you for helping me out earlier. That's basically all I needed, so please talk to the other researchers and see if they need any assistance.";
- set god_sl_2,0;
+ god_sl_2 = 0;
if (god_sl_1 == 11) {
- set god_sl_1,12;
+ god_sl_1 = 12;
}
if (god_sl_1 == 22) {
- set god_sl_1,23;
+ god_sl_1 = 23;
}
if (god_sl_1 == 33) {
- set god_sl_1,34;
+ god_sl_1 = 34;
}
if (god_sl_1 == 44) {
- set god_sl_1,50;
+ god_sl_1 = 50;
}
close;
}
@@ -674,7 +674,7 @@ que_god01,66,125,6 script Researcher#G1 4_M_ORIENT02,{
que_god01,11,136,6 script Researcher#G2 2_M_SAGE_B,{
if ($God1 < $@god_check2) {
if (god_sl_1 == 2) {
- set god_sl_1,21;
+ god_sl_1 = 21;
}
if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
if (god_sl_2 == 0) {
@@ -724,7 +724,7 @@ que_god01,11,136,6 script Researcher#G2 2_M_SAGE_B,{
next;
mes "[Aadin]";
mes "Have a safe trip~";
- set god_sl_2,1;
+ god_sl_2 = 1;
close;
}
else if (god_sl_2 == 1) {
@@ -776,7 +776,7 @@ que_god01,11,136,6 script Researcher#G2 2_M_SAGE_B,{
next;
mes "[Aadin]";
mes "Are you sure you've listened to the tale in its entirety? I'm sorry to ask this of you, but would you go to Payon and listen to this story once more?";
- set god_sl_2,3;
+ god_sl_2 = 3;
close;
}
else if (god_sl_2 == 3) {
@@ -855,18 +855,18 @@ que_god01,11,136,6 script Researcher#G2 2_M_SAGE_B,{
next;
mes "[Aadin]";
mes "After all, finding answers tends to cause new questions to arise. Nonetheless, I thank you for your help.";
- set god_sl_2,0;
+ god_sl_2 = 0;
if (god_sl_1 == 21) {
- set god_sl_1,22;
+ god_sl_1 = 22;
}
if (god_sl_1 == 32) {
- set god_sl_1,33;
+ god_sl_1 = 33;
}
if (god_sl_1 == 43) {
- set god_sl_1,44;
+ god_sl_1 = 44;
}
if (god_sl_1 == 14) {
- set god_sl_1,50;
+ god_sl_1 = 50;
}
close;
}
@@ -893,7 +893,7 @@ que_god01,11,136,6 script Researcher#G2 2_M_SAGE_B,{
que_god01,55,47,3 script Researcher#G3 1_F_SIGNZISK,{
if ($God1 < $@god_check2) {
if (god_sl_1 == 2) {
- set god_sl_1,31;
+ god_sl_1 = 31;
}
if ((god_sl_1 == 31) || (god_sl_1 == 42) || (god_sl_1 == 13) || (god_sl_1 == 24)) {
if (god_sl_2 == 0) {
@@ -933,7 +933,7 @@ que_god01,55,47,3 script Researcher#G3 1_F_SIGNZISK,{
next;
mes "[Kurdt]";
mes "Anyway, I hope you don't run into too much trouble finding what I need for this experiment. Good luck~";
- set god_sl_2,1;
+ god_sl_2 = 1;
close;
}
else if (god_sl_2 == 1) {
@@ -949,64 +949,64 @@ que_god01,55,47,3 script Researcher#G3 1_F_SIGNZISK,{
mes "You adventurers carry";
mes "a lot of things, don't you?";
if (countitem(918) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(950) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(951) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(956) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(959) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(960) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(961) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(962) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(963) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(964) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(965) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(966) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(7013) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(1054) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(1053) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(1052) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(1051) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(1050) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(1024) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
if (countitem(1023) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
+ ++.@count_sl_1;
}
next;
if (.@count_sl_1 > 14) {
@@ -1088,18 +1088,18 @@ que_god01,55,47,3 script Researcher#G3 1_F_SIGNZISK,{
if (countitem(7013) > 8) {
delitem 7013,9; //Coral_Reef
}
- set god_sl_2,0;
+ god_sl_2 = 0;
if (god_sl_1 ==31) {
- set god_sl_1,32;
+ god_sl_1 = 32;
}
if (god_sl_1 == 42) {
- set god_sl_1,43;
+ god_sl_1 = 43;
}
if (god_sl_1 == 13) {
- set god_sl_1,14;
+ god_sl_1 = 14;
}
if (god_sl_1 == 24) {
- set god_sl_1,50;
+ god_sl_1 = 50;
}
close;
}
@@ -1159,7 +1159,7 @@ que_god01,55,47,3 script Researcher#G3 1_F_SIGNZISK,{
que_god01,14,47,3 script Researcher#G4 4_M_06,{
if ($God1 < $@god_check2) {
if (god_sl_1 == 2) {
- set god_sl_1,41;
+ god_sl_1 = 41;
}
if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
if (god_sl_2 == 0) {
@@ -1177,7 +1177,7 @@ que_god01,14,47,3 script Researcher#G4 4_M_06,{
next;
mes "[Pavel]";
mes "Anyway, go look at --^333333*Aaachooo!*^000000 that ^333333*Achoooo!*^000000 thing... ^333333*Sniff sniff*^000000";
- set god_sl_2,1;
+ god_sl_2 = 1;
close;
}
else if (god_sl_2 == 1) {
@@ -1210,7 +1210,7 @@ que_god01,14,47,3 script Researcher#G4 4_M_06,{
mes "[Pavel]";
mes "^333333*Sniff sniff*^000000";
mes "So I hope you don't mind ^333333*Achoo!*^000000 helping me remove ^333333*Cough*^000000 the device. Thank you so much. ^333333*Sniff*^000000";
- set god_sl_2,3;
+ god_sl_2 = 3;
close;
}
else if (god_sl_2 == 3) {
@@ -1233,18 +1233,18 @@ que_god01,14,47,3 script Researcher#G4 4_M_06,{
mes "[Pavel]";
mes "Great job~";
mes "You did some ^333333*Sniff*^000000 good work. Thank you so much for helping me. ^333333*Achoo! Achoo!*^000000";
- set god_sl_2,0;
+ god_sl_2 = 0;
if (god_sl_1 == 41) {
- set god_sl_1,42;
+ god_sl_1 = 42;
}
if (god_sl_1 == 12) {
- set god_sl_1,13;
+ god_sl_1 = 13;
}
if (god_sl_1 == 23) {
- set god_sl_1,24;
+ god_sl_1 = 24;
}
if (god_sl_1 == 34) {
- set god_sl_1,50;
+ god_sl_1 = 50;
}
close;
}
@@ -1272,7 +1272,7 @@ que_god01,20,48,0 script Slab#G HIDDEN_NPC,{
mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- set god_sl_2,2;
+ god_sl_2 = 2;
next;
mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
next;
@@ -1369,7 +1369,7 @@ que_god01,20,48,0 script Slab#G HIDDEN_NPC,{
mes "^3355FFYou still don't";
mes "understand what is";
mes "written on the slab.^000000";
- set god_sl_2,4;
+ god_sl_2 = 4;
next;
mes "After a while, the original engraving on the slab re-appeared, once again concealing the writing underneath. It seems you can only reveal the hidden letters temporarily.";
close;
@@ -1772,9 +1772,9 @@ payon,79,171,4 script Friar#G5 4_F_SISTER,{
mes "If you wish to listen to this story again, you're always welcome.";
mes "Be safe on your adventures~";
if (god_sl_2 == 1) {
- set god_sl_2,2;
+ god_sl_2 = 2;
} else if (god_sl_2 == 3) {
- set god_sl_2,4;
+ god_sl_2 = 4;
}
close;
}
diff --git a/npc/quests/skills/alchemist_skills.txt b/npc/quests/skills/alchemist_skills.txt
index 2add112c4..66673411b 100644
--- a/npc/quests/skills/alchemist_skills.txt
+++ b/npc/quests/skills/alchemist_skills.txt
@@ -35,7 +35,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "worse than working when";
mes "you're supposed to be resting.";
mes "H-hey! Um, what are you doing?";
- set ALCHE_SK,1;
+ ALCHE_SK = 1;
next;
mes "[Pisruik]";
mes "Q-quit looking at";
@@ -104,7 +104,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "["+ strcharinfo(0) +"]";
mes "I am called "+ strcharinfo(0) +".";
next;
- set ALCHE_SK,2;
+ ALCHE_SK = 2;
mes "[Pisruik]";
mes "Ah, "+ strcharinfo(0) +".";
mes "Would you please bring";
@@ -195,7 +195,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
delitem 1093,4; //Empty_Potion
delitem 950,10; //Heart_Of_Mermaid
delitem 1057,10; //Moth_Dust
- set ALCHE_SK,3;
+ ALCHE_SK = 3;
mes "[Pisruik]";
mes "Great, it looks like";
mes "everything is here.";
@@ -206,14 +206,14 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
next;
switch(select("Medicine?:Bomb?")) {
case 1:
- set ALCHE_SK,4;
+ ALCHE_SK = 4;
mes "[Pisruik]";
mes "Hahahah, that's right!";
mes "I'm working on making";
mes "a new form of medicine.";
break;
case 2:
- set ALCHE_SK,4;
+ ALCHE_SK = 4;
mes "[Pisruik]";
mes "A bomb? Do I look like";
mes "a nutcase to you? No, no...";
@@ -257,7 +257,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
next;
switch(select("Nope, I'm too busy!:Sure, I'll help you.:What's in it for me?")) {
case 1:
- set ALCHE_SK,5;
+ ALCHE_SK = 5;
mes "[Pisruik]";
mes "I guess I'll have to gather";
mes "those on my own. Alright, well,";
@@ -266,7 +266,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "your business with me is done.";
close;
case 2:
- set ALCHE_SK,6;
+ ALCHE_SK = 6;
mes "[Pisruik]";
mes "Thanks, I really";
mes "appreciate it. While";
@@ -318,7 +318,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "the results of my research.";
next;
if (select("Nah, I'm too busy.:Alright, I'll help you.") == 1) {
- set ALCHE_SK,5;
+ ALCHE_SK = 5;
mes "[Pisruik]";
mes "I guess I'll have to gather";
mes "those on my own. Alright, well,";
@@ -327,7 +327,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "your business with me is done.";
close;
}
- set ALCHE_SK,6;
+ ALCHE_SK = 6;
mes "[Pisruik]";
mes "Thanks, I really";
mes "appreciate it. While";
@@ -435,7 +435,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "maybe it's not your fault.";
mes "Anyway, just so you know,";
mes "I'm developing a new medicine.";
- set ALCHE_SK,4;
+ ALCHE_SK = 4;
close;
}
else if (ALCHE_SK == 4) {
@@ -497,7 +497,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
next;
switch(select("Nope, I'm too busy!:Sure, I'll help you.:What's in it for me?")) {
case 1:
- set ALCHE_SK,5;
+ ALCHE_SK = 5;
mes "[Pisruik]";
mes "I guess I'll have to gather";
mes "those on my own. Alright, well,";
@@ -506,7 +506,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "your business with me is done.";
close;
case 2:
- set ALCHE_SK,6;
+ ALCHE_SK = 6;
mes "[Pisruik]";
mes "Thanks, I really";
mes "appreciate it. While";
@@ -558,7 +558,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "the results of my research.";
next;
if (select("Nah, I'm too busy.:Alright, I'll help you.") == 1) {
- set ALCHE_SK,5;
+ ALCHE_SK = 5;
mes "[Pisruik]";
mes "I guess I'll have to gather";
mes "those on my own. Alright, well,";
@@ -567,7 +567,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "your business with me is done.";
close;
}
- set ALCHE_SK,6;
+ ALCHE_SK = 6;
mes "[Pisruik]";
mes "Thanks, I really";
mes "appreciate it. While";
@@ -641,7 +641,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "If I weren't so sickly, I'd get";
mes "them myself, but--*Cough* as";
mes "you can see, I don't feel so well. ^FFFFFF ^000000";
- set ALCHE_SK,6;
+ ALCHE_SK = 6;
next;
mes "[Pisruik]";
if (Sex == 0) {
@@ -661,7 +661,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
else if (ALCHE_SK == 6) {
if (countitem(1032) > 19) {
delitem 1032,20; //Blossom_Of_Maneater
- set ALCHE_SK,7;
+ ALCHE_SK = 7;
mes "[Pisruik]";
mes "Thanks so much for";
mes "bringing me these";
@@ -676,7 +676,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "Clover extract I prepared.";
}
next;
- set ALCHE_SK,9;
+ ALCHE_SK = 9;
specialeffect EF_SUI_EXPLOSION;
mes "[Pisruik]";
mes "Ah!";
@@ -753,7 +753,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
}
}
else if (ALCHE_SK == 7) {
- set ALCHE_SK,8;
+ ALCHE_SK = 8;
mes "[Pisruik]";
mes "Hmmm...";
mes "Actually, I miscalculated";
@@ -765,7 +765,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
else if (ALCHE_SK == 8) {
if (countitem(1032) > 0) {
delitem 1032,1; //Blossom_Of_Maneater
- set ALCHE_SK,7;
+ ALCHE_SK = 7;
mes "[Pisruik]";
mes "Thanks so much!";
mes "Now I finally have the";
@@ -780,7 +780,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "exciting part of this project!";
}
next;
- set ALCHE_SK,9;
+ ALCHE_SK = 9;
specialeffect EF_SUI_EXPLOSION;
mes "[Pisruik]";
mes "Ah!";
@@ -866,7 +866,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
if (select("Let him try a pair of your glasses:Don't give him anything") == 1) {
if (countitem(2243) > 0) {
delitem 2243,1; //Spinning_Eyes
- set ALCHE_SK,10;
+ ALCHE_SK = 10;
//changes the quest steps by deicision.
mes "["+ strcharinfo(0) +"]";
mes "Here, why don't you";
@@ -922,7 +922,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "well as a few warnings about";
mes "the medicine's side effects.^000000";
next;
- set ALCHE_SK,11;
+ ALCHE_SK = 11;
getitem 7434,1; //Elemental_Create_Book
mes "[Pisruik]";
mes "Well, you should be";
@@ -1009,7 +1009,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
mes "well as a few warnings about";
mes "the medicine's side effects.^000000";
next;
- set ALCHE_SK,11;
+ ALCHE_SK = 11;
getitem 7434,1; //Elemental_Create_Book
mes "[Pisruik]";
mes "Well, you should be";
@@ -1202,7 +1202,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
mes "My name is...";
mes "" + strcharinfo(0) + ".";
next;
- set bioeth,13;
+ bioeth = 13;
skill "AM_BIOETHICS",1,0;
mes "[Kellasus]";
mes "Ah...";
@@ -1249,7 +1249,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
mes "people. It's not like I can force you to forget once you know how";
mes "to make Homunculi, understand?";
next;
- set bioeth,12;
+ bioeth = 12;
mes "[Kellasus]";
mes "Please give me a little";
mes "time to prepare my lesson";
@@ -1258,7 +1258,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
close;
}
if (BaseJob == Job_Alchemist && bioeth == 10) {
- set bioeth,11;
+ bioeth = 11;
mes "[Kellasus]";
mes "^333333*Sigh*^000000";
mes "I'm so confused...";
@@ -1361,7 +1361,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
mes "hope to someone's";
mes "hopeless situation...";
next;
- set bioeth,10;
+ bioeth = 10;
mes "[Kellasus]";
mes "I've never...";
mes "I never thought...";
@@ -1460,7 +1460,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
mes "of what I believe to be an";
mes "abuse of the gift of life.";
next;
- set bioeth,8;
+ bioeth = 8;
mes "[Kellasus]";
mes "There's just so much";
mes "risk! I don't think I can";
@@ -1559,7 +1559,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
mes "learn those skills. Yes, it's";
mes "true that I could teach you...";
next;
- set bioeth,4;
+ bioeth = 4;
mes "[Kellasus]";
mes "But I refuse to pass down";
mes "my knowledge of Homunculi";
@@ -1632,7 +1632,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
mes "curiosity to reveal the unknown,^FFFFFF ^000000 may lead you on the path of the";
mes "Homunculus. For your own sake,^FFFFFF ^000000 don't bother considering the idea.";
next;
- set bioeth,3;
+ bioeth = 3;
mes "[Kellasus]";
mes "Remember that all life is";
mes "precious. If your motives";
@@ -1680,7 +1680,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
mes "Philosophy must all be learned";
mes "by the competent Alchemist.";
next;
- set bioeth,2;
+ bioeth = 2;
mes "[Kellasus]";
mes "Once you've entered the";
mes "exciting vastness of Alchemy,";
@@ -1714,7 +1714,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
mes "Do not be so proud as to";
mes "seek out forbidden truths.";
next;
- set bioeth,1;
+ bioeth = 1;
mes "[Kellasus]";
mes "Good luck in your";
mes "studies, and I hope";
@@ -1828,7 +1828,7 @@ lhz_in01,225,122,5 script Skrajjad#qsk_al 4_M_SAGE_A,{
mes "so that he can teach you";
mes "the Call Homunculus skill.";
next;
- set bioeth,5;
+ bioeth = 5;
mes "[Skrajjad]";
mes "Good luck in";
mes "your studies";
@@ -1940,7 +1940,7 @@ lhz_in01,204,138,5 script Keshibien#qsk_al 4_M_ALCHE_C,{
mes "find him somewhere in town,";
mes "though I'm unsure where...";
next;
- set bioeth,6;
+ bioeth = 6;
mes "[Keshibien]";
mes "Anyway, it was really";
mes "nice to meet you. Hopefully,";
@@ -2031,7 +2031,7 @@ lhz_in02,278,273,3 script Broncher#qsk_al 4_M_SEAMAN,{
mes "Homunculus Resurrection.";
mes "But you still need Kellasus";
mes "to teach you the fundamentals.";
- set bioeth,7;
+ bioeth = 7;
next;
mes "[Broncher]";
mes "Without those basic";
@@ -2087,7 +2087,7 @@ lhz_in03,106,34,3 script Koring#qsk_al 4_M_KID1,{
mes "a while, I was really scared,";
mes "but my Daddy never gave up.";
next;
- if (bioeth == 8) set bioeth,9;
+ if (bioeth == 8) bioeth = 9;
mes "[Koring]";
mes "He might be a little";
mes "grumpy now, but my ";
diff --git a/npc/quests/skills/assassin_skills.txt b/npc/quests/skills/assassin_skills.txt
index d551b83bb..62fa55934 100644
--- a/npc/quests/skills/assassin_skills.txt
+++ b/npc/quests/skills/assassin_skills.txt
@@ -232,8 +232,8 @@ in_moc_16,14,27,5 script Assassin#realman 4_M_ACROSS,{
mes "of this skill, but for the most";
mes "part, you can use Venom";
mes "Knife pretty easily in battle.";
- set ASSN_SK2,1;
- set ASSN_SK,1;
+ ASSN_SK2 = 1;
+ ASSN_SK = 1;
skill "AS_VENOMKNIFE",1,0;
next;
mes "[Killtin]";
@@ -359,7 +359,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{
mes "Very well executed.";
mes "Good work, "+ strcharinfo(0) +".";
skill "AS_SONICACCEL",1,0;
- set ASSN_SK,7;
+ ASSN_SK = 7;
next;
mes "[Esmille]";
mes "Do you understand now?";
@@ -456,7 +456,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{
mes "Very well executed.";
mes "Good work, "+ strcharinfo(0) +".";
skill "AS_SONICACCEL",1,0;
- set ASSN_SK,7;
+ ASSN_SK = 7;
next;
mes "[Esmille]";
mes "Do you understand now?";
@@ -488,7 +488,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{
mes "to keep. In truth, I don't";
mes "really need any treasure, just^FFFFFF ^000000 some proof of your qualification.";
mes "It looks like you're ready for me^FFFFFF ^000000 to teach you Sonic Acceleration.";
- set ASSN_SK,6;
+ ASSN_SK = 6;
next;
mes "[Esmille]";
mes "Now, right before you";
@@ -539,7 +539,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{
mes "Very well executed.";
mes "Good work, "+ strcharinfo(0) +".";
skill 1003,1,0;
- set ASSN_SK,7;
+ ASSN_SK = 7;
next;
mes "[Esmille]";
mes "Do you understand now?";
@@ -662,7 +662,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{
mes "are there for precious";
mes "valuables. Consider this";
mes "a test of your strength.";
- set ASSN_SK,2;
+ ASSN_SK = 2;
next;
mes "[Esmille]";
mes "Whether you can complete";
@@ -678,7 +678,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{
mes "there for precious valuables.";
mes "Consider this excursion as";
mes "a test of your strength.";
- set ASSN_SK,3;
+ ASSN_SK = 3;
next;
mes "[Esmille]";
mes "Whether you can complete";
@@ -694,7 +694,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{
mes "the bottom floor for precious";
mes "valuables^000000. Consider this as";
mes "a test of your strength.";
- set ASSN_SK,4;
+ ASSN_SK = 4;
next;
mes "[Esmille]";
mes "Whether you can complete";
@@ -842,7 +842,7 @@ OnTouch:
mes "that you pull out of the";
mes "coffin. You have obtained";
mes "a Sapphire for Esmille.^000000";
- set ASSN_SK,5;
+ ASSN_SK = 5;
getitem 726,1; //Blue_Jewel
close;
}
@@ -911,7 +911,7 @@ OnTouch:
mes "all gas in your lungs in time";
mes "to escape its effects. You've";
mes "retrieved a Ruby for Esmille.^000000";
- set ASSN_SK,5;
+ ASSN_SK = 5;
getitem 723,1; //Cardinal_Jewel
}
close;
@@ -981,7 +981,7 @@ OnTouch:
mes "before the water can";
mes "freeze you. You obtained";
mes "an Aquamarine for Esmille.^000000";
- set ASSN_SK,5;
+ ASSN_SK = 5;
getitem 720,1; //Skyblue_Jewel
}
close;
diff --git a/npc/quests/skills/bard_skills.txt b/npc/quests/skills/bard_skills.txt
index 012a9445f..06c3c8f07 100644
--- a/npc/quests/skills/bard_skills.txt
+++ b/npc/quests/skills/bard_skills.txt
@@ -202,7 +202,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{
mes "stop you. Thankfully, nobody";
mes "has any idea of where he is~";
delitem 12112,1; //Tropical_Sograt
- set qskill_bard,1;
+ qskill_bard = 1;
}
else {
mes "[Timid Young Man]";
@@ -296,7 +296,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{
mes "stop you. Thankfully, nobody";
mes "has any idea of where he is~";
delitem 12112,1; //Tropical_Sograt
- set qskill_bard,1;
+ qskill_bard = 1;
}
else {
mes "[Timid Young Man]";
@@ -488,7 +488,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{
specialeffect2 EF_TALK_FROSTJOKE;
delitem 7277,1; //Munak_Doll
skill "BA_PANGVOICE",1,0;
- set qskill_bard,9;
+ qskill_bard = 9;
next;
mes "[Riott]";
mes "Remember, it doesn't matter";
@@ -570,7 +570,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{
specialeffect2 EF_TALK_FROSTJOKE;
delitem 574,5; //Egg
skill 1010,1,0;
- set qskill_bard,9;
+ qskill_bard = 9;
next;
mes "[Riott]";
mes "Remember, it doesn't matter";
@@ -634,7 +634,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{
mes "Bweh heh heh heh heh!";
delitem 574,countitem(574); //Egg
}
- set qskill_bard,8;
+ qskill_bard = 8;
close;
}
}
@@ -788,7 +788,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{
mes "to come back here";
mes "and bring me back";
mes "^4D4DFF5 Yhelle's Eggs^000000, alright?";
- set qskill_bard,2;
+ qskill_bard = 2;
close;
}
mes "[Riott]";
@@ -1268,7 +1268,7 @@ function script F_BardSkillYhelle {
mes "^3355FFYou found ^3333331 Egg^3355FF in the";
mes "place where Yhelle the";
mes "Hen was roosting.^000000";
- set qskill_bard,qskill_bard+1;
+ ++qskill_bard;
getitem 574,1; //Egg
}
}
diff --git a/npc/quests/skills/blacksmith_skills.txt b/npc/quests/skills/blacksmith_skills.txt
index 4ec509b3b..dce9ff6f5 100644
--- a/npc/quests/skills/blacksmith_skills.txt
+++ b/npc/quests/skills/blacksmith_skills.txt
@@ -28,7 +28,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
mes "zeny that we made the last time.^FFFFFF ^000000 Do you remember how to perform";
mes "Dubious Salesmanship? You";
mes "should be able to use it now...";
- set BLACK_SK,8;
+ BLACK_SK = 8;
skill "BS_UNFAIRLYTRICK",1,0;
close;
}
@@ -151,7 +151,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
mes "I promise! This skill is sooo";
mes "useful! So just bring me those";
mes "materials soon, alright?";
- set BLACK_SK,1;
+ BLACK_SK = 1;
close;
}
mes "[Akkie]";
@@ -185,7 +185,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
delitem 971,1; //Detrimindexta
delitem 613,1; //Iron_Hammer
Zeny -= 500;
- set BLACK_SK,2;
+ BLACK_SK = 2;
close;
}
else {
@@ -264,7 +264,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
mes "you for being so generous!";
mes "Just bring me ^FF00001 Steel^000000 and";
mes "^FF00003 Coals^000000 and we'll try again!";
- set BLACK_SK,3;
+ BLACK_SK = 3;
close;
}
else if (BLACK_SK == 3) {
@@ -278,7 +278,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
mes "a minute to prepare...";
delitem 999,1; //Steel
delitem 1003,3; //Coal
- set BLACK_SK,4;
+ BLACK_SK = 4;
close;
}
else {
@@ -316,7 +316,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
mes "really bring her a new";
mes "^FF0000Iron Hammer^333333, or else";
mes "I'll never learn this skill!)^000000";
- set BLACK_SK,5;
+ BLACK_SK = 5;
close;
}
else if (BLACK_SK == 5) {
@@ -334,7 +334,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
mes "I'm going to try";
mes "one more time.";
delitem 613,1; //Iron_Hammer
- set BLACK_SK,6;
+ BLACK_SK = 6;
close;
}
else {
@@ -368,7 +368,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
mes "is making this fake zeny. Watch";
mes "this... Isn't it easy? Of course, you can only use this in battle to";
mes "reduce Mammonite's zeny cost...";
- set BLACK_SK,7;
+ BLACK_SK = 7;
skill "BS_UNFAIRLYTRICK",1,0;
next;
mes "[Akkie]";
@@ -489,7 +489,7 @@ geffen,172,52,1 script Goodman#qsk_bs 4_M_DWARF,{
mes "jog the memories you require";
mes "to use this skill once again~";
skill "BS_GREED",1,0;
- set BLACK_SK2,3;
+ BLACK_SK2 = 3;
close;
}
else if (BLACK_SK2 == 3) {
@@ -549,7 +549,7 @@ geffen,172,52,1 script Goodman#qsk_bs 4_M_DWARF,{
mes "task, come back and";
mes "talk to me. Alright";
mes "then, good luck~";
- set BLACK_SK2,1;
+ BLACK_SK2 = 1;
close;
}
mes "[Goodman]";
@@ -607,7 +607,7 @@ geffen,172,52,1 script Goodman#qsk_bs 4_M_DWARF,{
mes "Don't forget that, and I hope";
mes "you craft true masterpieces.";
skill "BS_GREED",1,0;
- set BLACK_SK2,2;
+ BLACK_SK2 = 2;
close;
}
else {
diff --git a/npc/quests/skills/crusader_skills.txt b/npc/quests/skills/crusader_skills.txt
index 8b15136fe..327e9ca18 100644
--- a/npc/quests/skills/crusader_skills.txt
+++ b/npc/quests/skills/crusader_skills.txt
@@ -13,7 +13,7 @@
geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{
if (BaseJob == Job_Crusader) {
- if (CRUS_SK == 8 && getskilllv("CR_SHRINK") == 0) {
+ if (CRUS_SK == 8 && getskilllv(CR_SHRINK) == 0) {
mes "[Ford]";
mes "Hey, it's been a while~";
mes "And you even managed to";
@@ -21,7 +21,7 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{
mes "have forgotten how to perform";
mes "the Shrink skill, so I'll teach";
mes "it to you real quick... There!";
- set CRUS_SK,10;
+ CRUS_SK = 10;
skill "CR_SHRINK",1,0;
close;
}
@@ -100,7 +100,7 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{
mes "stationed south of Geffen,";
mes "and deliver his report to me.";
mes "Your help is a great relief...";
- set CRUS_SK,1;
+ CRUS_SK = 1;
close;
case 2:
mes "[Ford]";
@@ -176,7 +176,7 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{
mes "antidote for Goblin Poison.";
mes "If you don't hurry, it might";
mes "be too late for Sloutii--!";
- set CRUS_SK,4;
+ CRUS_SK = 4;
close;
}
else if (CRUS_SK == 4) {
@@ -352,7 +352,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{
mes "give me his report. I better";
mes "bring him a Red Potion to";
mes "alleviate his suffering...)^000000";
- set CRUS_SK,2;
+ CRUS_SK = 2;
close;
}
else if (CRUS_SK == 2) {
@@ -383,7 +383,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{
mes "pages are smudged with";
mes "the blood from his wound.^000000";
delitem 501,1; //Red_Potion
- set CRUS_SK,3;
+ CRUS_SK = 3;
close;
}
else {
@@ -461,7 +461,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{
close;
}
else if (CRUS_SK == 7) {
- set .@rand,rand(1,5);
+ .@rand = rand(1,5);
if (.@rand == 1 || .@rand == 5) {
mes "^3355FFYou carefully pour the";
mes "Goblin poison antidote";
@@ -516,7 +516,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{
mes "this ability to combat evil";
mes "and protect the weak. Ah, and";
mes "if I learn any new skills, I'll be sure to teach you right away.";
- set CRUS_SK,8;
+ CRUS_SK = 8;
skill "CR_SHRINK",1,0;
close;
}
@@ -534,7 +534,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{
mes "from Father Arthur to Sloutii.";
mes "You've got to return to Father";
mes "Arthur and make another one.^000000";
- set CRUS_SK,9;
+ CRUS_SK = 9;
close;
}
else if (CRUS_SK == 8 || CRUS_SK == 10) {
@@ -645,7 +645,7 @@ prt_church,87,127,3 script Pastor#1011 4_M_SAGE_C,{
mes "^0000FF1 Unripe Apple^000000.";
mes "Now hurry, he won't";
mes "last long if he's poisoned!";
- set CRUS_SK,5;
+ CRUS_SK = 5;
close;
}
else if (CRUS_SK == 5) {
@@ -686,7 +686,7 @@ prt_church,87,127,3 script Pastor#1011 4_M_SAGE_C,{
delitem 1003,1; //Coal
delitem 7053,3; //Cyfar
delitem 713,3; //Empty_Bottle
- set CRUS_SK,6;
+ CRUS_SK = 6;
close;
}
else {
@@ -740,7 +740,7 @@ prt_church,87,127,3 script Pastor#1011 4_M_SAGE_C,{
mes "Here, take the";
mes "antidote. Now go!";
mes "Godspeed, adventurer!";
- set CRUS_SK,7;
+ CRUS_SK = 7;
close;
}
else if (CRUS_SK == 7) {
@@ -776,7 +776,7 @@ prt_church,87,127,3 script Pastor#1011 4_M_SAGE_C,{
mes "antidote and run as";
mes "fast as you can to";
mes "the wounded! Go!";
- set CRUS_SK,7;
+ CRUS_SK = 7;
close;
}
else if (CRUS_SK == 10) {
diff --git a/npc/quests/skills/dancer_skills.txt b/npc/quests/skills/dancer_skills.txt
index de72a6fe7..e8e348cc7 100644
--- a/npc/quests/skills/dancer_skills.txt
+++ b/npc/quests/skills/dancer_skills.txt
@@ -101,7 +101,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{
mes "This tool is imperative";
mes "to the lesson, so fetch it";
mes "and bring it to me quickly!";
- set DANCER_SK,1;
+ DANCER_SK = 1;
close;
}
else if (DANCER_SK == 1) {
@@ -149,7 +149,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{
mes "you've managed to avoid";
mes "becoming a prima donna.^000000";
delitem 747,1; //Crystal_Mirror
- set DANCER_SK,2;
+ DANCER_SK = 2;
close;
}
else {
@@ -190,7 +190,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{
mes "^3355FFIt figures that she'd";
mes "keep your mirror.^000000";
emotion e_ag,1;
- set DANCER_SK,3;
+ DANCER_SK = 3;
close;
}
else if (DANCER_SK > 2 && DANCER_SK < 7) {
@@ -248,7 +248,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{
mes "But she just hit you!";
mes "Lightly, of course, but";
mes "still, a smack is a smack.^000000";
- set DANCER_SK,8;
+ DANCER_SK = 8;
close;
}
else if (DANCER_SK == 8) {
@@ -313,7 +313,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{
next;
mes "^3355FFYou have finally learned";
mes "the Charming Wink skill.^000000";
- set DANCER_SK,9;
+ DANCER_SK = 9;
specialeffect2 EF_ABSORBSPIRITS;
skill "DC_WINKCHARM",1,0;
close;
@@ -430,7 +430,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{
mes "So... You didn't come";
mes "here to buy these warps?";
mes "You sure you don't want any?";
- set DANCER_SK,4;
+ DANCER_SK = 4;
close;
}
else if (DANCER_SK == 4) {
@@ -485,7 +485,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{
mes "in the church know what";
mes "we're doing. I don't wanna";
mes "get in too much trouble!";
- set DANCER_SK,5;
+ DANCER_SK = 5;
close;
}
else if (DANCER_SK == 5) {
@@ -567,7 +567,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{
delitem 513,3; //Banana
delitem 538,5; //Well_Baked_Cookie
delitem 736,1; //White_Platter
- set DANCER_SK,6;
+ DANCER_SK = 6;
close;
}
else {
@@ -615,7 +615,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{
mes "G-go away. Talk to";
mes "Canell, my sister...";
mes "...ZzzzzZzZZZzzzZZ....";
- set DANCER_SK,7;
+ DANCER_SK = 7;
close2;
warp "prontera",156,272;
end;
diff --git a/npc/quests/skills/hunter_skills.txt b/npc/quests/skills/hunter_skills.txt
index d2c1a1204..b85aa3d42 100644
--- a/npc/quests/skills/hunter_skills.txt
+++ b/npc/quests/skills/hunter_skills.txt
@@ -210,7 +210,7 @@ pay_arche,109,169,3 script Arpesto 4_M_05,{
delitem 724,5; //Cardinal_Jewel_
delitem 7115,5; //Harpy's_Feather
delitem 537,30; //Pet_Food
- set qskill_hunter,100;
+ qskill_hunter = 100;
skill "HT_PHANTASMIC",1,0;
close;
} else {
@@ -233,7 +233,7 @@ pay_arche,109,169,3 script Arpesto 4_M_05,{
mes "was perfect. But next time, use";
mes "the skill on foes that deserve";
mes "to be beaten, alright? Good.";
- set qskill_hunter,100;
+ qskill_hunter = 100;
close;
}
if (BaseJob == Job_Hunter && JobLevel < 40) {
@@ -340,7 +340,7 @@ pay_arche,109,169,3 script Arpesto 4_M_05,{
mes ".........";
mes "......Riiiight.";
emotion e_dots,"Reidin Corse#tu";
- set qskill_hunter,1;
+ qskill_hunter = 1;
close;
case 2:
mes "[Arpesto]";
diff --git a/npc/quests/skills/knight_skills.txt b/npc/quests/skills/knight_skills.txt
index aca35e860..1162301ec 100644
--- a/npc/quests/skills/knight_skills.txt
+++ b/npc/quests/skills/knight_skills.txt
@@ -59,7 +59,7 @@ prt_in,85,99,3 script Knight#kabuto 4_M_JOB_KNIGHT2,{
mes "the cost of increased damage";
mes "is greater risk to yourself.";
mes "For now, it would be best to practice this skill on your own.";
- set KNGT_SK,10;
+ KNGT_SK = 10;
skill "KN_CHARGEATK",1,0;
next;
mes "[Essofeit]";
@@ -109,7 +109,7 @@ prt_in,85,99,3 script Knight#kabuto 4_M_JOB_KNIGHT2,{
mes "the cost of increased damage";
mes "is greater risk to yourself.";
mes "For now, it would be best to practice this skill on your own.";
- set KNGT_SK,9;
+ KNGT_SK = 9;
skill "KN_CHARGEATK",1,0;
next;
mes "[Essofeit]";
@@ -178,7 +178,7 @@ prt_in,85,99,3 script Knight#kabuto 4_M_JOB_KNIGHT2,{
mes "completed the preparations?";
delitem 530,5; //Candy_Striper
delitem 748,3; //Witherless_Rose
- set KNGT_SK,8;
+ KNGT_SK = 8;
close;
}
mes "[Essofeit]";
@@ -228,7 +228,7 @@ prt_in,85,99,3 script Knight#kabuto 4_M_JOB_KNIGHT2,{
mes "wonderful battles, that glorious camaraderie forged between";
mes "rivals... It's all in the past.";
next;
- set KNGT_SK,7;
+ KNGT_SK = 7;
mes "[Essofeit]";
mes "Maybe it's better that";
mes "I forget all about my old";
@@ -284,7 +284,7 @@ prt_in,85,99,3 script Knight#kabuto 4_M_JOB_KNIGHT2,{
mes "for yourself and speak to the";
mes "other Knights that are training. Hopefully, you will see what";
mes "I have seen for a long time...";
- set KNGT_SK,1;
+ KNGT_SK = 1;
close;
}
}
@@ -328,7 +328,7 @@ OnTouch:
mes "training. But as you listen";
mes "a little more closely, their";
mes "screams seem a bit dramatized.^000000";
- if (KNGT_SK == 1) set KNGT_SK,2;
+ if (KNGT_SK == 1) KNGT_SK = 2;
close;
}
mes "^3355FFThis group of Knights";
@@ -356,7 +356,7 @@ prontera,72,352,7 script Grand Master 4_M_JOB_KNIGHT1,{
mes "and make sure that you";
mes "don't pull a muscle.";
mes "Um, that's an order!";
- if (KNGT_SK == 2) set KNGT_SK,3;
+ if (KNGT_SK == 2) KNGT_SK = 3;
close;
}
mes "Put your backs into it,";
@@ -397,7 +397,7 @@ prontera,78,354,3 script Knight#zabii 4_M_JOB_KNIGHT2,{
mes "talkin' to me and let me";
mes "grunt like I've got a hernia.";
mes "Hooooo-AH! BWAH! HAI-YAH!";
- if (KNGT_SK == 3) set KNGT_SK,4;
+ if (KNGT_SK == 3) KNGT_SK = 4;
close;
}
mes "[A Knight]";
@@ -419,7 +419,7 @@ prontera,73,357,5 script Knight#drake 4_M_JOB_KNIGHT2,{
mes "necklace for my wife.";
mes "I just know she'll love it!";
next;
- if (KNGT_SK == 4) set KNGT_SK,5;
+ if (KNGT_SK == 4) KNGT_SK = 5;
mes "[Gon]";
mes "Let's see, how many";
mes "more days until payday?";
@@ -454,7 +454,7 @@ prontera,78,357,3 script Knight#sasword 4_M_JOB_KNIGHT2,{
mes "second rate, except maybe";
mes "for that one guy, Essofeit.";
next;
- set KNGT_SK,6;
+ KNGT_SK = 6;
mes "[Jiya]";
mes "As for me, I don't have too";
mes "much in the way of ambition.";
diff --git a/npc/quests/skills/merchant_skills.txt b/npc/quests/skills/merchant_skills.txt
index 592c6b9dd..dc34b89c9 100644
--- a/npc/quests/skills/merchant_skills.txt
+++ b/npc/quests/skills/merchant_skills.txt
@@ -356,7 +356,7 @@ alberta,119,221,6 script Charlron 1_M_PAY_ELDER,{
next;
switch (select("Hey~ that's why I came.:What's that?")) {
case 1:
- set .@care_random,rand(1,3);
+ .@care_random = rand(1,3);
if (.@care_random == 1) {
if ((countitem(533) > 1) && (countitem(998) > 19) && (countitem(938) > 29) && (countitem(601) > 19) && (countitem(962) > 4)) {
mes "[Gershaun]";
diff --git a/npc/quests/skills/monk_skills.txt b/npc/quests/skills/monk_skills.txt
index f4788e12d..6ba28164a 100644
--- a/npc/quests/skills/monk_skills.txt
+++ b/npc/quests/skills/monk_skills.txt
@@ -56,7 +56,7 @@ prt_monk,270,198,3 script Apprentice Monk#qsk_mo 4_M_MONK,{
mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
mes "tap-tap-tap-tap-tap-tap* *POKE*^000000";
- set MONK_SK,7;
+ MONK_SK = 7;
skill "MO_KITRANSLATION",1,0;
skill "MO_BALKYOUNG",1,0;
next;
@@ -144,7 +144,7 @@ prt_monk,270,198,3 script Apprentice Monk#qsk_mo 4_M_MONK,{
mes "fighting may be necessary at";
mes "times, but it is a means to an";
mes "end, and not an end in itself.";
- set MONK_SK,3;
+ MONK_SK = 3;
skill "MO_KITRANSLATION",1,0;
next;
mes "[Monk]";
@@ -195,7 +195,7 @@ prt_monk,270,198,3 script Apprentice Monk#qsk_mo 4_M_MONK,{
mes "the skills I teach you for";
mes "peace and justice. Prove that";
mes "you are free from selfishness.";
- set MONK_SK,2;
+ MONK_SK = 2;
close;
}
}
@@ -249,7 +249,7 @@ monk_test,316,69,5 script Monk#qsk_mo 4_M_CHNMONK,{
mes "You should definitely be able";
mes "to do it since you've learned";
mes "Spiritual Endowment.";
- set MONK_SK,6;
+ MONK_SK = 6;
skill "MO_BALKYOUNG",1,0;
next;
mes "[Monk]";
@@ -278,7 +278,7 @@ monk_test,316,69,5 script Monk#qsk_mo 4_M_CHNMONK,{
mes "that I can finish preparations.";
delitem 905,20; //Stem
delitem 711,3; //Shoot
- set MONK_SK,5;
+ MONK_SK = 5;
close;
}
if (MONK_SK == 4) {
@@ -355,7 +355,7 @@ monk_test,316,69,5 script Monk#qsk_mo 4_M_CHNMONK,{
mes "if you do not first learn the";
mes "Spiritual Bestowment skill.";
mes "I wish you luck with that...";
- set MONK_SK,4;
+ MONK_SK = 4;
close;
}
if (MONK_SK == 1) {
@@ -411,7 +411,7 @@ monk_test,316,69,5 script Monk#qsk_mo 4_M_CHNMONK,{
mes "that he should popularize his";
mes "teaching of that skill, I must respect his decision. Still, you";
mes "may try talking to him if you wish to try to learn some new skills.";
- set MONK_SK,1;
+ MONK_SK = 1;
next;
mes "[Monk]";
mes "To find him, simply seek";
diff --git a/npc/quests/skills/novice_skills.txt b/npc/quests/skills/novice_skills.txt
index c7512b38b..4e688f639 100644
--- a/npc/quests/skills/novice_skills.txt
+++ b/npc/quests/skills/novice_skills.txt
@@ -76,7 +76,7 @@ prt_in,234,133,4 script Nami 1_F_01,{
mes "If you go and find these items, ";
mes "I will be happy to teach you this skill.";
mes "Well, I will be awaiting your return.";
- set skill_nov,1;
+ skill_nov = 1;
close;
case 1:
mes "[Nami]";
@@ -136,7 +136,7 @@ prt_in,234,133,4 script Nami 1_F_01,{
mes "Presto !!";
next;
skill "NV_FIRSTAID",1,0;
- set skill_nov,3;
+ skill_nov = 3;
mes "[Nami]";
mes "Yes yes, that's right!";
mes "Now that you have this";
@@ -282,7 +282,7 @@ prt_in,73,87,4 script Chivalry Member 1_M_YOUNGKNIGHT,{
mes "If you are late, you have to do it again! !";
mes "Now GO ! GO ! GO !";
mes "Run ~~~~~!!!!";
- set skill_nov, 4;
+ skill_nov = 4;
close;
case 4:
mes "[Bulma]";
@@ -310,7 +310,7 @@ prt_in,73,87,4 script Chivalry Member 1_M_YOUNGKNIGHT,{
mes "use this skill as you see fit.";
mes " ' Play Dead ' ";
mes "Okay okay, See you around ! ! !";
- set skill_nov,6;
+ skill_nov = 6;
delitem 7039,1; //Novice_Nametag
skill "NV_TRICKDEAD",1,0;
close;
@@ -330,7 +330,7 @@ prt_in,73,87,4 script Chivalry Member 1_M_YOUNGKNIGHT,{
mes "In order for you to have another chance,";
mes "you must start from the beginning. . .";
mes "Do it right this time ! ! ! !";
- set skill_nov,4;
+ skill_nov = 4;
close;
}
}
@@ -413,7 +413,7 @@ prt_castle,175,146,4 script Nursing Instructor 1_M_04,{
mes "go and get killed, be careful. -";
next;
mes "^3355FF- Got 1 Sterilized Bandages -^000000";
- set skill_nov,2;
+ skill_nov = 2;
close;
case 2:
mes "[Dread Lord]";
@@ -441,7 +441,7 @@ prt_castle,175,146,4 script Nursing Instructor 1_M_04,{
mes "-woosh - *storms away*";
next;
mes "^3355FF- Got 1 Newbie Tag -^000000";
- set skill_nov,5;
+ skill_nov = 5;
getitem 7039,1; //Novice_Nametag
close;
}
diff --git a/npc/quests/skills/priest_skills.txt b/npc/quests/skills/priest_skills.txt
index 68da2767e..cdea7b69b 100644
--- a/npc/quests/skills/priest_skills.txt
+++ b/npc/quests/skills/priest_skills.txt
@@ -59,7 +59,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{
}
}
else if (PRIEST_SK == 0) {
- set redemp,1014;
+ redemp = 1014;
if (getskilllv("PR_REDEMPTIO")) {
mes "[Sister Linus]";
mes "I'll always be praying";
@@ -67,7 +67,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{
mes "and I hope that you can bring";
mes "love and compassion to all";
mes "whom you meet in your travels.";
- set PRIEST_SK,100;
+ PRIEST_SK = 100;
close;
}
mes "[Sister Linus]";
@@ -209,7 +209,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{
mes "happen to find her, please";
mes "let her know that I am";
mes "praying for her safety.";
- set PRIEST_SK,1;
+ PRIEST_SK = 1;
close;
}
else if (PRIEST_SK == 1) {
@@ -240,7 +240,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{
mes "20 Blue Gemstones^000000";
mes "so you can attempt";
mes "to learn the skill.";
- set PRIEST_SK,2;
+ PRIEST_SK = 2;
next;
mes "[Sister Linus]";
mes "Um, but if you fail to";
@@ -283,17 +283,17 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{
mes "strength to walk the path of";
mes "love and sacrifice. Redemptio!^000000";
next;
- set .@redem_s,JobLevel+getskilllv("ALL_RESURRECTION");
- set .@red_suc,rand(1,100);
+ .@redem_s = JobLevel+getskilllv("ALL_RESURRECTION");
+ .@red_suc = rand(1,100);
if( .@redem_s < 31 ) {
if( .@red_suc > 20 && .@red_suc < 41 )
- set .@success,1;
+ .@success = 1;
} else if( .@redem_s < 41 ) {
if( .@red_suc > 10 && .@red_suc < 41 )
- set .@success,1;
+ .@success = 1;
} else {
if( .@red_suc > 10 && .@red_suc < 51 )
- set .@success,1;
+ .@success = 1;
}
if (.@success) {
@@ -307,7 +307,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{
mes "critical situations.";
delitem 717,20; //Blue_Gemstone
delitem 523,30; //Holy_Water
- set PRIEST_SK,100;
+ PRIEST_SK = 100;
skill "PR_REDEMPTIO",1,0;
close;
}
diff --git a/npc/quests/skills/rogue_skills.txt b/npc/quests/skills/rogue_skills.txt
index cde8fc2d9..0f553ffab 100644
--- a/npc/quests/skills/rogue_skills.txt
+++ b/npc/quests/skills/rogue_skills.txt
@@ -56,7 +56,7 @@ OnTouch:
specialeffect2 EF_CHANGECOLD;
specialeffect EF_CHANGEWIND;
specialeffect2 EF_LIGHTSPHERE;
- set ROG_SK,11;
+ ROG_SK = 11;
mes "[Killer]";
mes "Wh-what have";
mes "you done to me?!";
@@ -85,8 +85,8 @@ OnTouch:
mes "backward, it will be pale red.";
next;
setarray .@Effects[1],EF_CHANGECOLD,EF_CHANGEWIND,EF_CHANGEEARTH;
- for(set .@lim_1,0; .@lim_1<10; set .@lim_1,.@lim_1+1) {
- set .@move_1,rand(1,3);
+ for(.@lim_1 = 0; .@lim_1<10; ++.@lim_1) {
+ .@move_1 = rand(1,3);
specialeffect .@Effects[.@move_1];
if (select("Block him to the Left:Block him to the Right:Block his Retreat") == .@move_1) {
mes "^3355FFThe killer remains";
@@ -139,7 +139,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
mes "Close Confine skill once again.";
specialeffect2 EF_LIGHTSPHERE;
skill 1005,1,0;
- set ROG_SK,13;
+ ROG_SK = 13;
close;
}
else if (ROG_SK == 13 && Upper == 1) {
@@ -238,7 +238,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
mes "this letter to my youngest";
mes "son, ^FF0000Louis Greg^000000? Hurry,";
mes "there's not much time left!";
- set ROG_SK,2;
+ ROG_SK = 2;
close;
}
mes "[Haijara Greg]";
@@ -264,7 +264,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
mes "this letter to my youngest";
mes "son, ^FF0000Louis Greg^000000? Hurry,";
mes "there's not much time left!";
- set ROG_SK,2;
+ ROG_SK = 2;
close;
}
mes "[Haijara Greg]";
@@ -304,7 +304,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
mes "face in front of me again.";
mes "And just be happy that";
mes "I haven't killed you!";
- set ROG_SK,1;
+ ROG_SK = 1;
close;
}
else if (ROG_SK == 2) {
@@ -342,7 +342,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
mes "a letter from Jay.";
mes "Good, good, let me";
mes "read what he has to say...";
- set ROG_SK,6;
+ ROG_SK = 6;
next;
mes "[Haijara Greg]";
mes "Ah, great news! He's";
@@ -410,7 +410,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
mes "him steal that book!";
specialeffect EF_COMBOATTACK5;
donpcevent "Killer#Rogueguild::OnEnable";
- set ROG_SK,10;
+ ROG_SK = 10;
close;
}
else if (ROG_SK == 10) {
@@ -490,7 +490,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
mes "I hope that you can learn";
mes "more about this skill through";
mes "practice, and that you become^FFFFFF ^000000 as great a legend as Chae Takbae.";
- set ROG_SK,12;
+ ROG_SK = 12;
skill 1005,1,0;
specialeffect2 EF_LIGHTSPHERE;
close;
@@ -502,7 +502,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
mes "Confine through diligent";
mes "practice. Good luck, and";
mes "thanks again for your help.";
- set ROG_SK,12;
+ ROG_SK = 12;
skill 1005,1,0;
specialeffect2 EF_LIGHTSPHERE;
close;
@@ -556,7 +556,7 @@ in_rogue,152,29,0 script Louis Greg#rogueguild 4_M_02,{
mes "room in the Rogue Guild, but";
mes "even I don't know where to find";
mes "it. I hope everything's okay...";
- set ROG_SK,1;
+ ROG_SK = 1;
close;
}
else if (ROG_SK == 1) {
@@ -576,7 +576,7 @@ in_rogue,152,29,0 script Louis Greg#rogueguild 4_M_02,{
mes "father? Oh, he must";
mes "be alright! Quick, let";
mes "me read it right away!";
- set ROG_SK,3;
+ ROG_SK = 3;
next;
mes "[Louis Greg]";
mes "Oh no, he may be safe for";
@@ -703,7 +703,7 @@ in_rogue,268,125,2 script Thor Greg#rogueguild 4_M_04,{
mes "didn't get to him. With";
mes "any luck, he's hidden in";
mes "the panic room, but still...";
- set ROG_SK,1;
+ ROG_SK = 1;
close;
}
else if (ROG_SK == 1) {
@@ -731,7 +731,7 @@ in_rogue,268,125,2 script Thor Greg#rogueguild 4_M_04,{
mes "What's this you're";
mes "giving me? A letter";
mes "from Louis? Let's see...";
- set ROG_SK,4;
+ ROG_SK = 4;
next;
mes "[Thor Greg]";
mes "Oh God, father's in";
@@ -822,7 +822,7 @@ in_rogue,268,125,2 script Thor Greg#rogueguild 4_M_04,{
mes "closely and make sure that you";
mes "predict and block her movements";
mes "to the left, right or backward.^FFFFFF ^000000 Get ready, I'm sending you now...";
- set ROG_SK,6;
+ ROG_SK = 6;
close2;
warp "in_rogue",89,114;
end;
@@ -842,7 +842,7 @@ in_rogue,268,125,2 script Thor Greg#rogueguild 4_M_04,{
mes "training. Congratulations!";
mes "Now, please speak to my";
mes "father so that he can explain^FFFFFF ^000000 the Close Confine skill in detail.";
- set ROG_SK,9;
+ ROG_SK = 9;
close;
}
else if (ROG_SK == 9) {
@@ -895,7 +895,7 @@ in_rogue,181,114,3 script Jay Greg#rogueguild 4_M_03,{
mes "room. Strangely, my brothers";
mes "and I can never find it and";
mes "figure out whether he's safe...";
- set ROG_SK,1;
+ ROG_SK = 1;
next;
mes "[Jay Greg]";
mes "Recently, he's been pursued";
@@ -940,7 +940,7 @@ in_rogue,181,114,3 script Jay Greg#rogueguild 4_M_03,{
mes "Ah, it's from Thor, so";
mes "I guess I better read";
mes "it right away. Hmmm...";
- set ROG_SK,5;
+ ROG_SK = 5;
next;
mes "[Jay Greg]";
mes "I see... I must report";
@@ -1175,10 +1175,10 @@ function script F_Kienna {
mes "going to move and block";
mes "me from moving, essentially";
mes "immobilizing me. Get ready~";
- set ROG_SK,7;
+ ROG_SK = 7;
next;
- for(set .@lim_1,0; .@lim_1<10; set .@lim_1,.@lim_1+1) {
- set .@move_1,rand(1,3);
+ for(.@lim_1 = 0; .@lim_1<10; ++.@lim_1) {
+ .@move_1 = rand(1,3);
if (select("Block her to the Left:Block her to the Right:Block her retreat") == .@move_1) {
mes "[Kienna]";
mes "Huh...?";
@@ -1186,7 +1186,7 @@ function script F_Kienna {
mes "Very nice work~";
specialeffect EF_POTION1;
specialeffect2 EF_POTION7;
- set .@suc_1,.@suc_1 + 1;
+ ++.@suc_1;
}
else {
mes "[Kienna]";
@@ -1251,7 +1251,7 @@ function script F_Kienna {
mes "you back to Thor Greg";
mes "now so that you can finish";
mes "learning ^FF0000Close Confine^000000.";
- set ROG_SK,8;
+ ROG_SK = 8;
disablenpc "Kienna#"+getarg(0);
donpcevent "#1st5min::OnDisable";
enablenpc "#1strecog";
@@ -1272,14 +1272,14 @@ function script F_Kienna {
if (select("Yes!:No, thanks.") == 1) {
disablenpc "Kienna#"+getarg(0);
donpcevent "#1stmove::OnEnable";
- set ROG_SK,6;
+ ROG_SK = 6;
warp "prt_are01",150,150;
end;
}
disablenpc "Kienna#"+getarg(0);
donpcevent "#1st5min::OnDisable";
enablenpc "#1strecog";
- set ROG_SK,6;
+ ROG_SK = 6;
donpcevent "Waiting Room#rogue10::OnEnable";
warp "in_rogue",264,124;
end;
@@ -1293,7 +1293,7 @@ function script F_Kienna {
mes "but you'll have to start";
mes "from the very beginning";
mes "of this training.";
- set ROG_SK,6;
+ ROG_SK = 6;
close2;
disablenpc "Kienna#"+getarg(0);
donpcevent "#1stmove::OnEnable";
diff --git a/npc/quests/skills/sage_skills.txt b/npc/quests/skills/sage_skills.txt
index 5f065a892..55fd0a824 100644
--- a/npc/quests/skills/sage_skills.txt
+++ b/npc/quests/skills/sage_skills.txt
@@ -36,8 +36,8 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
close;
}
if(SAG_SK == 100) {
- set .@Element, getskilllv("SA_ELEMENTFIRE") + getskilllv("SA_ELEMENTGROUND") + getskilllv("SA_ELEMENTWIND") + getskilllv("SA_ELEMENTWATER");
- set .@Convert, getskilllv("SA_CREATECON");
+ .@Element = getskilllv(SA_ELEMENTFIRE) + getskilllv(SA_ELEMENTGROUND) + getskilllv(SA_ELEMENTWIND) + getskilllv(SA_ELEMENTWATER);
+ .@Convert = getskilllv(SA_CREATECON);
if(.@Element && .@Convert) {
mes "[Mishuna]";
mes "If you have any Sage or";
@@ -83,7 +83,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
setarray .@skill[0],1018,1017,1019,1008;
setarray .@skill$[0],"Fire","Earth","Wind","Water";
while(1) {
- set .@i, select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")-1;
+ .@i = select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")-1;
if(getskilllv(.@ReqSkill[.@i]) == 0) {
mes "[Mishuna]";
mes "I'm sorry, but you haven't";
@@ -237,7 +237,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
mes "return. Remember that we";
mes "need these items to create";
mes "a converter so that you can^FFFFFF ^000000 learn the skill from my example...";
- set SAG_SK,1;
+ SAG_SK = 1;
close;
}
else if(SAG_SK == 1) {
@@ -313,7 +313,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
delitem 1013,12; // Rainbow_Shell
delitem 946,10; // Snail's_Shell
delitem 7433,4; // Blank_Scroll
- set SAG_SK,2;
+ SAG_SK = 2;
skill "SA_CREATECON",1,0;
next;
mes "[Mishuna]";
@@ -358,7 +358,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
setarray .@ReqItem$[0],"Red Bloods","Green Lives","Wind of Verdure","Crystal Blues";
setarray .@skill$[0],"Fire","Earth","Wind","Water";
while(1) {
- set .@i, select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")-1;
+ .@i = select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")-1;
if(getskilllv(.@ReqSkill[.@i]) == 0) {
mes "[Mishuna]";
mes "I'm sorry, but you have not";
@@ -380,7 +380,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
mes "^FF00001 Morroc Solution^000000. Please";
mes "return to me once you have";
mes "all the materials ready.";
- set SAG_SK, 10 * (.@i+1); //10,20,30,40
+ SAG_SK = 10 * (.@i+1); //10,20,30,40
close;
}
}
@@ -391,7 +391,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
next;
}
- set .@i, (SAG_SK/10) - 1;
+ .@i = (SAG_SK/10) - 1;
setarray .@ReqItem[0],990,993,992,991;
setarray .@ReqItem$[0],"Red Bloods","Green Lives","Wind of Verdure","Crystal Blues";
setarray .@skill[0],1018,1017,1019,1008;
@@ -449,7 +449,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
delitem .@ReqItem[.@i],20;
delitem 1089,1; // Payon Potion
delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
+ SAG_SK = 100;
skill .@skill[.@i],1,0;
next;
mes "[Mishuna]";
diff --git a/npc/quests/skills/swordman_skills.txt b/npc/quests/skills/swordman_skills.txt
index 8f57af3c4..c9b56f7d6 100644
--- a/npc/quests/skills/swordman_skills.txt
+++ b/npc/quests/skills/swordman_skills.txt
@@ -65,7 +65,7 @@ izlude_in,118,175,4 script Knight De Thomas 4W_M_02,{
mes "Don't you think it is pitiful that I have to stay in once place everyday, not being able to go outside?";
mes "Please, find me one...*sniffsniff*";
mes "If you don't...";
- set sm_movingrecovery_x,1;
+ sm_movingrecovery_x = 1;
mes "You won't get anything! Muahahaha.";
close;
case 2:
@@ -101,7 +101,7 @@ izlude_in,118,175,4 script Knight De Thomas 4W_M_02,{
delitem 713,200; //Empty_Bottle
delitem 1058,1; //Wing_Of_Moth
skill "SM_MOVINGRECOVERY",1,0;
- set sm_movingrecovery_x,2;
+ sm_movingrecovery_x = 2;
mes "[De Thomas]";
mes "There you go!";
mes "Try it yourself.";
diff --git a/npc/quests/skills/thief_skills.txt b/npc/quests/skills/thief_skills.txt
index 0f31c7c5e..277c5aaed 100644
--- a/npc/quests/skills/thief_skills.txt
+++ b/npc/quests/skills/thief_skills.txt
@@ -58,7 +58,7 @@ moc_prydb1,154,128,4 script Alcouskou 2_M_THIEFMASTER,{
mes "west Payon. That is where I";
mes "heard he is these days.";
delitem 7041,5; //Fine_Grit
- set skill_thief_1,1;
+ skill_thief_1 = 1;
close;
}
mes "[Alcouskou]";
@@ -468,7 +468,7 @@ payon,91,77,3 script Bag Seller 4W_M_03,{
delitem 952,1; //Cactus_Needle
delitem 1055,1; //Earthworm_Peeling
delitem 1025,1; //Spiderweb
- set skill_thief_1,2;
+ skill_thief_1 = 2;
getitem 7042,1; //Leather_Bag_Of_Infinity
close;
}
diff --git a/npc/quests/skills/wizard_skills.txt b/npc/quests/skills/wizard_skills.txt
index 9947c3ad0..3ada09290 100644
--- a/npc/quests/skills/wizard_skills.txt
+++ b/npc/quests/skills/wizard_skills.txt
@@ -171,7 +171,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{
mes "Chivalry. Someone there should";
mes "be willing to teach you more";
mes "about Push Backs in skills...";
- set WIZ_SK,1;
+ WIZ_SK = 1;
close;
}
else if (WIZ_SK == 1) {
@@ -212,7 +212,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{
mes "come back as soon as you";
mes "can. While you're out there,";
mes "I'm going to take another nap~";
- set WIZ_SK,3;
+ WIZ_SK = 3;
close;
}
else if (WIZ_SK == 3) {
@@ -292,7 +292,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{
delitem 993,10; //Yellow_Live
delitem 990,10; //Boody_Red
delitem 992,10; //Wind_Of_Verdure
- set WIZ_SK,100;
+ WIZ_SK = 100;
skill "WZ_SIGHTBLASTER",1,0;
next;
mes "[Meow]";
@@ -417,7 +417,7 @@ prt_in,82,98,3 script Simon Mayace#q_wiz 1_ETC_01,{
mes "Concentrate and practice the";
mes "theory on your own, and you";
mes "should be able to do it. Good^FFFFFF ^000000luck on your travels, adventurer~";
- set WIZ_SK,2;
+ WIZ_SK = 2;
close;
}
else {