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authorHaru <haru@dotalux.com>2014-10-26 04:26:34 +0100
committerHaru <haru@dotalux.com>2014-11-02 01:36:51 +0100
commit46fbbaabefa29df1378ae68b7f063dbc64846042 (patch)
tree8a29abc6017e4dfbc9430e6484871ead9ab41c49 /npc/re/jobs/novice
parentd853cc9c0ccdafb8e23ddf6b3f18e7859af0a710 (diff)
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Replaced 'set' with direct assignment where applicable (re folder)
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'npc/re/jobs/novice')
-rw-r--r--npc/re/jobs/novice/novice.txt408
-rw-r--r--npc/re/jobs/novice/supernovice_ex.txt34
2 files changed, 221 insertions, 221 deletions
diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt
index 066f56331..aa991e8c3 100644
--- a/npc/re/jobs/novice/novice.txt
+++ b/npc/re/jobs/novice/novice.txt
@@ -44,7 +44,7 @@
mes "[Sprakki]";
mes "Walk over that bridge and there's a castle used as the Training Center.";
mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself.";
- set job_novice_q,1;
+ job_novice_q = 1;
setquest 7117;
next;
cutin "tutorial02",3;
@@ -103,7 +103,7 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01
mes "[Sprakki]";
mes "Well then, I will give you a quest to talk to me.";
mes "After the conversation is over, talk to me again by left-clicking on me.";
- set job_novice_q,1;
+ job_novice_q = 1;
setquest 7117;
next;
cutin "tutorial02",3;
@@ -121,7 +121,7 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01
mes "[Sprakki]";
mes "Great!";
mes "Now you know how to move and talk to others, right?";
- set job_novice_q,2;
+ job_novice_q = 2;
getexp 600,5;
completequest 7117;
next;
@@ -152,19 +152,19 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01
warp strnpcinfo(4),100,100;
end;
case 2:
- set nov_1st_cos,0;
- set nov_2nd_cos,0;
- set nov_3_swordman,0;
- set nov_3_archer,0;
- set nov_3_thief,0;
- set nov_3_magician,0;
- set nov_3_acolyte,0;
- set nov_3_merchant,0;
+ nov_1st_cos = 0;
+ nov_2nd_cos = 0;
+ nov_3_swordman = 0;
+ nov_3_archer = 0;
+ nov_3_thief = 0;
+ nov_3_magician = 0;
+ nov_3_acolyte = 0;
+ nov_3_merchant = 0;
mes "[Sprakki]";
mes "Ok, You want to start right away.";
mes "Which Town do you want to start at?";
next;
- set .@select, select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude");
+ .@select = select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude");
mes "[Sprakki]";
mes "I see.";
mes "Go ahead and grow stronger! Look toward a brighter future ahead of you.";
@@ -242,16 +242,16 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01
mes "[Instructor Brade]";
mes "First off, try moving around.";
mes "After moving around, talk to me again.";
- set nov_1st_cos,0;
- set nov_2nd_cos,0;
- set nov_3_swordman,0;
- set nov_3_archer,0;
- set nov_3_thief,0;
- set nov_3_magician,0;
- set nov_3_acolyte,0;
- set nov_3_merchant,0;
- set treasure_alb,0;
- set job_novice_q,2;
+ nov_1st_cos = 0;
+ nov_2nd_cos = 0;
+ nov_3_swordman = 0;
+ nov_3_archer = 0;
+ nov_3_thief = 0;
+ nov_3_magician = 0;
+ nov_3_acolyte = 0;
+ nov_3_merchant = 0;
+ treasure_alb = 0;
+ job_novice_q = 2;
setquest 7118;
next;
cutin "tutorial02",3;
@@ -272,7 +272,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01
mes "[Instructor Brade]";
mes "Great.";
mes "You've completed the given quest successfully, so I will reward you with experience points.";
- set job_novice_q,3;
+ job_novice_q = 3;
getexp 900,10;
completequest 7118;
next;
@@ -300,7 +300,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01
mes "Take these.";
mes "Basic equipments and recovery potions.";
}
- set job_novice_q,4;
+ job_novice_q = 4;
getitem 2352,1; //Novice_Plate
getitem 2510,1; //Novice_Hood
getitem 2414,1; //Novice_Boots
@@ -358,7 +358,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01
mes "[Instructor Brade]";
mes "You are all set.";
mes "You are coming along just fine.";
- set job_novice_q,5;
+ job_novice_q = 5;
getexp 1200,15;
getitem 12323,50; //N_Fly_Wing
getitem 12324,20; //N_Butterfly_Wing
@@ -429,7 +429,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01
mes "[Instructor Brade]";
mes "You've come along fine this far.";
mes "This is not much, but take this as a reward.";
- set job_novice_q,7;
+ job_novice_q = 7;
getitem 2393,1; //N_Adventurer's_Suit
completequest 7120;
close;
@@ -514,7 +514,7 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1
mes "[Jinha]";
mes "Well, you can directly go to the next step of the course.";
mes "Go back to Instructor Brade.";
- set job_novice_q,6;
+ job_novice_q = 6;
close;
} else {
mes "[Jinha]";
@@ -537,8 +537,8 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1
mes "Hot Key is ^4d4dffALT + S^000000.";
mes "Why don't you try the skill?";
skill "NV_FIRSTAID",1,0;
- set skill_nov,3; // Has future uses - do not remove! [Euphy]
- set job_novice_q,6;
+ skill_nov = 3; // Has future uses - do not remove! [Euphy]
+ job_novice_q = 6;
next;
mes "[Jinha]";
mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step.";
@@ -625,7 +625,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01
mes "[Chocolat]";
mes "Well then, let's hear from each of them.";
mes "Start by talking to the [Kafra] Employee.";
- set job_novice_q,8;
+ job_novice_q = 8;
setquest 7121;
next;
mes "^4d4dff- You've received a quest from Chocolat.";
@@ -669,7 +669,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01
mes "[Chocolat]";
mes "Well then, let's hear from each of them.";
mes "Start by talking to the [Kafra] Employee.";
- set job_novice_q,8;
+ job_novice_q = 8;
setquest 7121;
close;
} else if (job_novice_q == 8) {
@@ -713,7 +713,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01
next;
mes "[Chocolat]";
mes "Besides these guys, there's many merchants selling various kind of items, so go check them out.";
- set job_novice_q,12;
+ job_novice_q = 12;
completequest 7121;
getexp 1800,20;
getitem 7059,20; //Cargo_Free_Ticket
@@ -732,7 +732,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01
mes "Real Combat Training will be given by Instructor Brade. You met him earlier.";
mes "I will send you to the Real Combat Training Field.";
close2;
- set .@map$, "new_"+charat(strnpcinfo(4),4)+"-3";
+ .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3";
savepoint .@map$,96,21;
warp .@map$,96,21;
end;
@@ -750,7 +750,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01
mes "[Chocolat]";
mes "I will send you to the Real Combat Training Field.";
close2;
- set .@map$, "new_"+charat(strnpcinfo(4),4)+"-3";
+ .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3";
savepoint .@map$,96,21;
warp .@map$,96,21;
end;
@@ -791,13 +791,13 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID
callsub L_Services,2; //Storage
next;
callsub L_Services,3; //Teleport
- set job_novice_q,9;
+ job_novice_q = 9;
next;
mes "[Kafra Employee]";
mes "Do you want to hear another explanation?";
next;
while(1) {
- set .@select, select("About Save:About Storage:About Teleport:About Cart:No More.");
+ .@select = select("About Save:About Storage:About Teleport:About Cart:No More.");
if (.@select == 5) {
mes "[Kafra Employee]";
mes "I hope you are satisfied with my explanation";
@@ -895,7 +895,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID
mes "informed about?";
next;
while(1) {
- set .@select, select("About Save:About Storage:About Teleport:About Cart:No More.");
+ .@select = select("About Save:About Storage:About Teleport:About Cart:No More.");
if (.@select == 5) {
mes "[Kafra Employee]";
mes "I hope you are satisfied with my explanation";
@@ -1033,7 +1033,7 @@ new_5-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv5 4_F_KAFRA1
next;
mes "[Cool Event Corp. Staff]";
mes "Mostly all of us wear red coats in the places that the Kafra Employee's don't work in.";
- set job_novice_q,10;
+ job_novice_q = 10;
close;
} else {
mes "[Cool Event Corp. Staff]";
@@ -1066,7 +1066,7 @@ new_5-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool5 4_M_ZONDAMAN
mes "[Guide]";
mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
mes "You can move there with the Teleport Service.";
- set job_novice_q,11;
+ job_novice_q = 11;
close;
} else {
mes "[Guide]";
@@ -1125,7 +1125,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER
mes "[Brade]";
mes "Then we will start your training.";
mes "I'll write down the registration form.";
- set job_novice_q,12;
+ job_novice_q = 12;
close;
}
} else {
@@ -1144,7 +1144,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER
mes "[Brade]";
mes "Then we will start your training.";
mes "I'll write down the registration form.";
- set job_novice_q,12;
+ job_novice_q = 12;
close;
}
}
@@ -1168,7 +1168,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER
mes "[Brade]";
mes "Then, let's go Poring hunting.";
mes "Please hunt 'Poring's on Level 1 of the training grounds.";
- set job_novice_q,13;
+ job_novice_q = 13;
setquest 7122;
getitem 569,100; //Novice_Potion
savepoint strnpcinfo(4),96,21;
@@ -1182,7 +1182,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER
mes "[Brade]";
mes "You can see it is not so hard, huh?";
mes "Nice job.";
- set job_novice_q,14;
+ job_novice_q = 14;
getitem 13040,1; //N_Cutter
getexp 3000,30;
completequest 7122;
@@ -1222,7 +1222,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER
mes "[Brade]";
mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job.";
mes "Try those skills and decide which job to choose.";
- set job_novice_q,15;
+ job_novice_q = 15;
close;
} else {
mes "[Brade]";
@@ -2296,12 +2296,12 @@ new_5-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv5 4_F_NOVICE,5,5
mes "[Trainer Brutus]";
mes "I see, then let me guide you to another level. Which level do you want to go to?";
next;
- for(set .@i,1; .@i<6; set .@i,.@i+1) {
+ for(.@i = 1; .@i<6; ++.@i) {
if (!compare(strnpcinfo(2),"nv"+.@i))
- set .@menu$, .@menu$+"Send me to Level "+.@i;
- set .@menu$, .@menu$+":";
+ .@menu$ += "Send me to Level "+.@i;
+ .@menu$ += ":";
}
- set .@i, select(.@menu$+"Cancel");
+ .@i = select(.@menu$+"Cancel");
if (.@i < 7)
warp "new_"+.@i+"-3",96,21;
close;
@@ -2599,7 +2599,7 @@ L_Supplies:
next;
mes "[Hanson]";
mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- set nov_3_swordman,40;
+ nov_3_swordman = 40;
getitem 7059,20; //Cargo_Free_Ticket
getitem 7060,30; //Warp_Free_Ticket
getitem 2393,1; //N_Adventurer's_Suit
@@ -2672,7 +2672,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
mes "How about it?";
mes "Would you like to take the test?";
next;
- set .@loop,1;
+ .@loop = 1;
while(.@loop) {
switch(select("Take the test.:What's the test for?:No, thank you.")) {
case 1:
@@ -2680,7 +2680,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
mes "Great!";
mes "Let's start the test~";
next;
- set .@loop,0;
+ .@loop = 0;
break;
case 2:
mes "[Lark]";
@@ -2716,23 +2716,23 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Fight against the punks:Cast Magic.:Call for Guards.:Throw rocks at them.")) {
case 1:
- set .@question_01$, "You subdue them easily.";
- set .@swordman_p, .@swordman_p+1;
- set .@taekwon_p, .@taekwon_p+1;
- set .@ninja_p, .@ninja_p+1;
+ .@question_01$ = "You subdue them easily.";
+ ++.@swordman_p;
+ ++.@taekwon_p;
+ ++.@ninja_p;
break;
case 2:
- set .@question_01$, "You cast a spell on them.";
- set .@magician_p, .@magician_p+1;
+ .@question_01$ = "You cast a spell on them.";
+ ++.@magician_p;
break;
case 3:
- set .@question_01$, "You call for help and Guards come to your aid.";
- set .@acolyte_p, .@acolyte_p+1;
+ .@question_01$ = "You call for help and Guards come to your aid.";
+ ++.@acolyte_p;
break;
case 4:
- set .@question_01$, "You skillfully throw rocks at the punks.";
- set .@archer_p, .@archer_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ .@question_01$ = "You skillfully throw rocks at the punks.";
+ ++.@archer_p;
+ ++.@gunslinger_p;
break;
}
mes "[Lark]";
@@ -2742,12 +2742,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Man:Woman")) {
case 1:
- set .@question_02_01$, "he";
- set .@question_02_02$, "son";
+ .@question_02_01$ = "he";
+ .@question_02_02$ = "son";
break;
case 2:
- set .@question_02_01$, "she";
- set .@question_02_02$, "daughter";
+ .@question_02_01$ = "she";
+ .@question_02_02$ = "daughter";
break;
}
mes "[Lark]";
@@ -2756,16 +2756,16 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Delivering an important object:Delivering a small souvenir:Delivering a message")) {
case 1:
- set .@swordman_p, .@swordman_p+1;
- set .@archer_p, .@archer_p+1;
- set .@magician_p, .@magician_p+1;
+ ++.@swordman_p;
+ ++.@archer_p;
+ ++.@magician_p;
break;
case 2:
- set .@thief_p, .@thief_p+1;
- set .@taekwon_p, .@taekwon_p+1;
+ ++.@thief_p;
+ ++.@taekwon_p;
break;
case 3:
- set .@acolyte_p, .@acolyte_p+1;
+ ++.@acolyte_p;
break;
}
mes "[Lark]";
@@ -2774,31 +2774,31 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Capital city, Prontera:Mountain city, Payon:Port city, Alberta:Magic city, Geffen:Satelite city, Izlude:Desert city, Morocc:Industrial city, Einbroch:World of natural life, Amatsu:Garden city, Hugel")) {
case 1:
- set .@acolyte_p, .@acolyte_p+1;
+ ++.@acolyte_p;
break;
case 2:
- set .@taekwon_p, .@taekwon_p+1;
+ ++.@taekwon_p;
break;
case 3:
- set .@merchant_p, .@merchant_p+1;
+ ++.@merchant_p;
break;
case 4:
- set .@magician_p, .@magician_p+1;
+ ++.@magician_p;
break;
case 5:
- set .@swordman_p, .@swordman_p+1;
+ ++.@swordman_p;
break;
case 6:
- set .@thief_p, .@thief_p+1;
+ ++.@thief_p;
break;
case 7:
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@gunslinger_p;
break;
case 8:
- set .@ninja_p, .@ninja_p+1;
+ ++.@ninja_p;
break;
case 9:
- set .@archer_p, .@archer_p+1;
+ ++.@archer_p;
break;
}
mes "[Lark]";
@@ -2806,17 +2806,17 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Happening:Not happening.")) {
case 1:
- set .@thief_p, .@thief_p+1;
- set .@swordman_p, .@swordman_p+1;
- set .@ninja_p, .@ninja_p+1;
- set .@taekwon_p, .@taekwon_p+1;
- set .@magician_p, .@magician_p+1;
- set .@thief_p, .@thief_p+1;
+ ++.@thief_p;
+ ++.@swordman_p;
+ ++.@ninja_p;
+ ++.@taekwon_p;
+ ++.@magician_p;
+ ++.@thief_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
- set .@merchant_p, .@merchant_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@acolyte_p;
+ ++.@merchant_p;
+ ++.@gunslinger_p;
break;
}
mes "[Lark]";
@@ -2825,61 +2825,61 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Study:Exercise:Service:Violence")) {
case 1:
- set .@magician_p, .@magician_p+1;
+ ++.@magician_p;
break;
case 2:
- set .@thief_p, .@thief_p+1;
- set .@swordman_p, .@swordman_p+1;
- set .@taekwon_p, .@taekwon_p+1;
+ ++.@thief_p;
+ ++.@swordman_p;
+ ++.@taekwon_p;
break;
case 3:
- set .@acolyte_p, .@acolyte_p+1;
+ ++.@acolyte_p;
break;
case 4:
- set .@thief_p, .@thief_p+1;
- set .@ninja_p, .@ninja_p+1;
+ ++.@thief_p;
+ ++.@ninja_p;
break;
}
switch(select("Change:Preservation")) {
case 1:
- set .@magician_p, .@magician_p+1;
+ ++.@magician_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
+ ++.@acolyte_p;
break;
}
switch(select("Consumer:Seller:Producer")) {
case 1:
- set .@swordman_p, .@swordman_p+1;
- set .@thief_p, .@thief_p+1;
- set .@acolyte_p, .@acolyte_p+1;
- set .@archer_p, .@archer_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@swordman_p;
+ ++.@thief_p;
+ ++.@acolyte_p;
+ ++.@archer_p;
+ ++.@gunslinger_p;
break;
case 2:
- set .@merchant_p, .@merchant_p+1;
+ ++.@merchant_p;
break;
case 3:
- set .@magician_p, .@magician_p+1;
+ ++.@magician_p;
break;
}
switch(select("Speed:Caution")) {
case 1:
- set .@thief_p, .@thief_p+1;
- set .@ninja_p, .@ninja_p+1;
+ ++.@thief_p;
+ ++.@ninja_p;
break;
case 2:
- set .@archer_p, .@archer_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@archer_p;
+ ++.@gunslinger_p;
break;
}
switch(select("Theory:Experience")) {
case 1:
- set .@magician_p, .@magician_p+1;
+ ++.@magician_p;
break;
case 2:
- set .@swordman_p, .@swordman_p+1;
- set .@taekwon_p, .@taekwon_p+1;
+ ++.@swordman_p;
+ ++.@taekwon_p;
break;
}
mes "[Lark]";
@@ -2891,11 +2891,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@merchant_p, .@merchant_p+1;
- set .@ninja_p, .@ninja_p+1;
+ ++.@merchant_p;
+ ++.@ninja_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
+ ++.@acolyte_p;
break;
}
mes "[Lark]";
@@ -2903,12 +2903,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@ninja_p, .@ninja_p+1;
- set .@archer_p, .@archer_p+1;
+ ++.@ninja_p;
+ ++.@archer_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@acolyte_p;
+ ++.@gunslinger_p;
break;
}
mes "[Lark]";
@@ -2916,12 +2916,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@swordman_p, .@swordman_p+1;
- set .@merchant_p, .@merchant_p+1;
+ ++.@swordman_p;
+ ++.@merchant_p;
break;
case 2:
- set .@magician_p, .@magician_p+1;
- set .@taekwon_p, .@taekwon_p+1;
+ ++.@magician_p;
+ ++.@taekwon_p;
break;
}
mes "[Lark]";
@@ -2929,12 +2929,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@taekwon_p, .@taekwon_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@taekwon_p;
+ ++.@gunslinger_p;
break;
case 2:
- set .@ninja_p, .@ninja_p+1;
- set .@merchant_p, .@merchant_p+1;
+ ++.@ninja_p;
+ ++.@merchant_p;
break;
}
mes "[Lark]";
@@ -2942,11 +2942,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@magician_p, .@magician_p+1;
+ ++.@magician_p;
break;
case 2:
- set .@archer_p, .@archer_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@archer_p;
+ ++.@gunslinger_p;
break;
}
mes "[Lark]";
@@ -2954,12 +2954,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@merchant_p, .@merchant_p+1;
- set .@ninja_p, .@ninja_p+1;
+ ++.@merchant_p;
+ ++.@ninja_p;
break;
case 2:
- set .@swordman_p, .@swordman_p+1;
- set .@thief_p, .@thief_p+1;
+ ++.@swordman_p;
+ ++.@thief_p;
break;
}
mes "[Lark]";
@@ -2967,12 +2967,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@thief_p, .@thief_p+1;
- set .@swordman_p, .@swordman_p+1;
+ ++.@thief_p;
+ ++.@swordman_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
- set .@taekwon_p, .@taekwon_p+1;
+ ++.@acolyte_p;
+ ++.@taekwon_p;
break;
}
mes "[Lark]";
@@ -2980,12 +2980,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@magician_p, .@magician_p+1;
- set .@merchant_p, .@merchant_p+1;
+ ++.@magician_p;
+ ++.@merchant_p;
break;
case 2:
- set .@thief_p, .@thief_p+1;
- set .@archer_p, .@archer_p+1;
+ ++.@thief_p;
+ ++.@archer_p;
break;
}
mes "[Lark]";
@@ -2993,12 +2993,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@ninja_p, .@ninja_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@ninja_p;
+ ++.@gunslinger_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
- set .@swordman_p, .@swordman_p+1;
+ ++.@acolyte_p;
+ ++.@swordman_p;
break;
}
mes "[Lark]";
@@ -3006,12 +3006,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@acolyte_p, .@acolyte_p+1;
- set .@swordman_p, .@swordman_p+1;
+ ++.@acolyte_p;
+ ++.@swordman_p;
break;
case 2:
- set .@archer_p, .@archer_p+1;
- set .@ninja_p, .@ninja_p+1;
+ ++.@archer_p;
+ ++.@ninja_p;
break;
}
mes "[Lark]";
@@ -3019,11 +3019,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@thief_p, .@thief_p+1;
- set .@ninja_p, .@ninja_p+1;
+ ++.@thief_p;
+ ++.@ninja_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
+ ++.@acolyte_p;
break;
}
mes "[Lark]";
@@ -3031,11 +3031,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@gunslinger_p, .@gunslinger_p+1;
- set .@archer_p, .@archer_p+1;
+ ++.@gunslinger_p;
+ ++.@archer_p;
break;
case 2:
- set .@taekwon_p, .@taekwon_p+1;
+ ++.@taekwon_p;
break;
}
mes "[Lark]";
@@ -3043,13 +3043,13 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@magician_p, .@magician_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
- set .@archer_p, .@archer_p+1;
+ ++.@magician_p;
+ ++.@gunslinger_p;
+ ++.@archer_p;
break;
case 2:
- set .@taekwon_p, .@taekwon_p+1;
- set .@magician_p, .@magician_p+1;
+ ++.@taekwon_p;
+ ++.@magician_p;
break;
}
mes "[Lark]";
@@ -3057,11 +3057,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@swordman_p, .@swordman_p+1;
+ ++.@swordman_p;
break;
case 2:
- set .@thief_p, .@thief_p+1;
- set .@ninja_p, .@ninja_p+1;
+ ++.@thief_p;
+ ++.@ninja_p;
break;
}
mes "[Lark]";
@@ -3069,12 +3069,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@archer_p, .@archer_p+1;
- set .@merchant_p, .@merchant_p+1;
+ ++.@archer_p;
+ ++.@merchant_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
- set .@archer_p, .@archer_p+1;
+ ++.@acolyte_p;
+ ++.@archer_p;
break;
}
mes "[Lark]";
@@ -3082,12 +3082,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@taekwon_p, .@taekwon_p+1;
- set .@thief_p, .@thief_p+1;
+ ++.@taekwon_p;
+ ++.@thief_p;
break;
case 2:
- set .@archer_p, .@archer_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@archer_p;
+ ++.@gunslinger_p;
break;
}
mes "[Lark]";
@@ -3095,12 +3095,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@swordman_p, .@swordman_p+1;
- set .@merchant_p, .@merchant_p+1;
+ ++.@swordman_p;
+ ++.@merchant_p;
break;
case 2:
- set .@magician_p, .@magician_p+1;
- set .@thief_p, .@thief_p+1;
+ ++.@magician_p;
+ ++.@thief_p;
break;
}
mes "[Lark]";
@@ -3108,12 +3108,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@gunslinger_p, .@gunslinger_p+1;
- set .@archer_p, .@archer_p+1;
+ ++.@gunslinger_p;
+ ++.@archer_p;
break;
case 2:
- set .@acolyte_p, .@acolyte_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@acolyte_p;
+ ++.@gunslinger_p;
break;
}
mes "[Lark]";
@@ -3121,12 +3121,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@thief_p, .@thief_p+1;
- set .@gunslinger_p, .@gunslinger_p+1;
+ ++.@thief_p;
+ ++.@gunslinger_p;
break;
case 2:
- set .@gunslinger_p, .@gunslinger_p+1;
- set .@merchant_p, .@merchant_p+1;
+ ++.@gunslinger_p;
+ ++.@merchant_p;
break;
}
mes "[Lark]";
@@ -3134,11 +3134,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(select("Yes:No")) {
case 1:
- set .@magician_p, .@magician_p+1;
+ ++.@magician_p;
break;
case 2:
- set .@ninja_p, .@ninja_p+1;
- set .@archer_p, .@archer_p+1;
+ ++.@ninja_p;
+ ++.@archer_p;
break;
}
@@ -3146,14 +3146,14 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
// In the official script, higher .@who_job value always wins in a tie.
setarray .@points[0],
.@swordman_p, .@magician_p, .@archer_p, .@merchant_p, .@thief_p, .@acolyte_p, .@taekwon_p, .@gunslinger_p, .@ninja_p;
- set .@max, .@points[0];
- for(set .@i,1; .@i<9; set .@i,.@i+1) {
+ .@max = .@points[0];
+ for(.@i = 1; .@i<9; ++.@i) {
if (.@points[.@i] >= .@max) {
- set .@max, .@points[.@i];
- set .@ele, .@i;
+ .@max = .@points[.@i];
+ .@ele = .@i;
}
}
- set .@who_job, .@ele+1; // To match the official script's numbering.
+ .@who_job = .@ele+1; // To match the official script's numbering.
mes "[Lark]";
mes "Thank you, have a long life.";
@@ -3169,7 +3169,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
switch(.@who_job) {
case 1:
- set .@job$, "Swordman";
+ .@job$ = "Swordman";
mes "[Lark]";
mes "...simple and straightforward...";
mes "...strong beliefs can affect the world...";
@@ -3179,7 +3179,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
break;
case 2:
- set .@job$, "Wizard";
+ .@job$ = "Wizard";
mes "[Lark]";
mes "...to understand all these things alone deulmyeo...";
mes "...hard work and independent thinking...";
@@ -3189,7 +3189,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
break;
case 3:
- set .@job$, "Archer";
+ .@job$ = "Archer";
mes "[Lark]";
mes "...immeasurable, have many emotions...";
mes "...to people who are trying to understand...";
@@ -3200,7 +3200,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
break;
case 4:
- set .@job$, "Merchant";
+ .@job$ = "Merchant";
mes "[Lark]";
mes "...to identify people's sense of hearing...";
mes "...outstanding determination and goals...";
@@ -3209,7 +3209,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
break;
case 5:
- set .@job$, "Thief";
+ .@job$ = "Thief";
mes "[Lark]";
mes "...always makes life fun and who wants...";
mes "...always trying to find a new job...";
@@ -3219,7 +3219,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
break;
case 6:
- set .@job$, "Acolyte";
+ .@job$ = "Acolyte";
mes "[Lark]";
mes "...mentality makes him warm and considerate for others...";
mes "I know I have loved anyone,...";
@@ -3229,7 +3229,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
break;
case 7:
- set .@job$, "Taekwon Boy/Girl";
+ .@job$ = "Taekwon Boy/Girl";
mes "[Lark]";
mes "...to believe with a stubborn conviction...";
mes "...heart and spirit of the grassland is consistent: it...";
@@ -3240,7 +3240,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
break;
case 8:
- set .@job$, "Gunslinger";
+ .@job$ = "Gunslinger";
mes "[Lark]";
mes "People often praised Justice.";
mes "Sometimes fear and confusion may exist...";
@@ -3250,7 +3250,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
next;
break;
case 9:
- set .@job$, "Ninja";
+ .@job$ = "Ninja";
mes "[Lark]";
mes "...to avoid the type of self-aspiring...";
mes "...married to a prominent goal and quietly avoiding...";
@@ -3297,7 +3297,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
mes "[Lark]";
mes "Yes, sir. Please select your desired job.";
next;
- set .@who_job, select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again.");
+ .@who_job = select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again.");
if (.@who_job == 10) {
mes "[Lark]";
mes "The Novice Training Center has a lot of sea experience, please pay attention along the way.";
@@ -3306,7 +3306,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
break;
}
callfunc "F_NvErase",1;
- set .@str$, "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey.";
+ .@str$ = "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey.";
switch(.@who_job) {
case 1:
mes "[Lark]";
diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt
index 62facbdf9..5578d7700 100644
--- a/npc/re/jobs/novice/supernovice_ex.txt
+++ b/npc/re/jobs/novice/supernovice_ex.txt
@@ -48,7 +48,7 @@ function script Esseray_Ex {
mes "You should find him.";
next;
setquest 5092;
- set EXSUPNOV_Q,1;
+ EXSUPNOV_Q = 1;
mes "[Esseray]";
mes "He can guide you along";
mes "the correct path...";
@@ -251,7 +251,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{
mes "Do you know what this is for?";
next;
setarray .@Monsters$[0],"Poring","Lunatic","Fabre","Picky";
- set .@i, rand(4);
+ .@i = rand(4);
changequest 5093,5094+.@i;
mes "[Nodor]";
mes "You know what a ^FF0000"+.@Monsters$[.@i]+"^000000 monster is, right?";
@@ -291,7 +291,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{
mes "You are better than I thought.";
mes "Anyway, what was the monster that I told you to hunt?";
next;
- set .@i, select("Poring:Lunatic:Fabre:Picky:Baphomet")-1;
+ .@i = select("Poring:Lunatic:Fabre:Picky:Baphomet")-1;
if (.@i == 4) {
mes "[Nodor]";
mes "Heheh? Can you seriously hunt Baphomet alone?";
@@ -393,9 +393,9 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{
close;
}
else if (questprogress(5100)) {
- if (EXSUPNOV_Q_ == 3) set .@str$,"300,000";
- else if (EXSUPNOV_Q_ == 4) set .@str$,"1,000,000";
- else set .@str$,"100,000";
+ if (EXSUPNOV_Q_ == 3) .@str$ = "300,000";
+ else if (EXSUPNOV_Q_ == 4) .@str$ = "1,000,000";
+ else .@str$ = "100,000";
mes "[Nodor]";
mes "Hey, have you gone there?";
mes "I got another message from my bro.";
@@ -477,7 +477,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{
nude;
callfunc "F_ClearJobVar"; // -- Clears all job variables for the current player
jobchange roclass(eaclass()|EAJL_THIRD);
- set EXSUPNOV_Q,5;
+ EXSUPNOV_Q = 5;
emotion e_heh;
mes "[Nodor]";
mes "Puhahahahahahahahahahah!!";
@@ -570,7 +570,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{
specialeffect2 EF_RECOVERY;
mes "[Nodor]";
mes "Let Super Novice "+strcharinfo(0)+" be blessed with the Super Novice Guardian!";
- set EXSUPNOV_Q,6;
+ EXSUPNOV_Q = 6;
close;
}
else if (EXSUPNOV_Q > 5) {
@@ -610,7 +610,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{
mes "- eyes, holding out his hands. -";
mes "- How much do you want to give? -";
next;
- set .@i, select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have");
+ .@i = select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have");
mes "[Nudor]";
if (.@i == 1) {
mes "- crying -";
@@ -622,9 +622,9 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{
}
else if (.@i < 5) {
switch(.@i) {
- case 2: set .@str$,"100,000"; set .@n,100000; break;
- case 3: set .@str$,"300,000"; set .@n,300000; break;
- case 4: set .@str$,"1,000,000"; set .@n,1000000; break;
+ case 2: .@str$ = "100,000"; .@n = 100000; break;
+ case 3: .@str$ = "300,000"; .@n = 300000; break;
+ case 4: .@str$ = "1,000,000"; .@n = 1000000; break;
}
mes "Lovely~~ Did he give you "+.@str$+" Zeny? That's pretty much!";
next;
@@ -647,18 +647,18 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{
mes "Eh? But you don't have any money. You're so poor, huh?";
close;
}
- set .@n,Zeny;
+ .@n = Zeny;
}
mes "[Nudor]";
mes "Woa~!! "+.@n+" Zeny! This helped me so much~ Tehee~";
mes "I can't believe it...";
changequest 5099,5100;
Zeny -= .@n;
- if (.@i < 5) set EXSUPNOV_Q_, .@i;
+ if (.@i < 5) EXSUPNOV_Q_ = .@i;
else {
- if (.@n > 1000000) set EXSUPNOV_Q_,4;
- else if (.@n > 300000) set EX_SUPNOV_Q_,3;
- else set EXSUPNOV_Q_,2;
+ if (.@n > 1000000) EXSUPNOV_Q_ = 4;
+ else if (.@n > 300000) EX_SUPNOV_Q_ = 3;
+ else EXSUPNOV_Q_ = 2;
}
next;
mes "[Nudor]";