diff options
author | Haru <haru@dotalux.com> | 2014-10-26 04:26:34 +0100 |
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committer | Haru <haru@dotalux.com> | 2014-11-02 01:36:51 +0100 |
commit | 46fbbaabefa29df1378ae68b7f063dbc64846042 (patch) | |
tree | 8a29abc6017e4dfbc9430e6484871ead9ab41c49 /npc/re/merchants | |
parent | d853cc9c0ccdafb8e23ddf6b3f18e7859af0a710 (diff) | |
download | hercules-46fbbaabefa29df1378ae68b7f063dbc64846042.tar.gz hercules-46fbbaabefa29df1378ae68b7f063dbc64846042.tar.bz2 hercules-46fbbaabefa29df1378ae68b7f063dbc64846042.tar.xz hercules-46fbbaabefa29df1378ae68b7f063dbc64846042.zip |
Replaced 'set' with direct assignment where applicable (re folder)
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'npc/re/merchants')
-rw-r--r-- | npc/re/merchants/3rd_trader.txt | 42 | ||||
-rw-r--r-- | npc/re/merchants/advanced_refiner.txt | 38 | ||||
-rw-r--r-- | npc/re/merchants/alchemist.txt | 22 | ||||
-rw-r--r-- | npc/re/merchants/blessed_refiner.txt | 44 | ||||
-rw-r--r-- | npc/re/merchants/card_separation.txt | 138 | ||||
-rw-r--r-- | npc/re/merchants/catalog.txt | 4 | ||||
-rw-r--r-- | npc/re/merchants/coin_exchange.txt | 210 | ||||
-rw-r--r-- | npc/re/merchants/diamond.txt | 6 | ||||
-rw-r--r-- | npc/re/merchants/enchan_mal.txt | 354 | ||||
-rw-r--r-- | npc/re/merchants/enchan_mora.txt | 584 | ||||
-rw-r--r-- | npc/re/merchants/enchan_upg.txt | 168 | ||||
-rw-r--r-- | npc/re/merchants/flute.txt | 4 | ||||
-rw-r--r-- | npc/re/merchants/hd_refiner.txt | 36 | ||||
-rw-r--r-- | npc/re/merchants/quivers.txt | 16 | ||||
-rw-r--r-- | npc/re/merchants/refine.txt | 90 | ||||
-rw-r--r-- | npc/re/merchants/ticket_refiner.txt | 34 |
16 files changed, 899 insertions, 891 deletions
diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt index 792b7abd9..51b50fdcf 100644 --- a/npc/re/merchants/3rd_trader.txt +++ b/npc/re/merchants/3rd_trader.txt @@ -34,18 +34,18 @@ mes "Each Herb costs 4,000 zeny."; mes "What would you like?"; next; - set .@i, select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1; + .@i = select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1; mes "[Poison Herb Merchant]"; if (.@i < 6) { - set .@item,7932+.@i; - set .@price,4000; - set .@max,2000; - set .@max$,"2,000"; + .@item = 7932+.@i; + .@price = 4000; + .@max = 2000; + .@max$ = "2,000"; } else if (.@i == 6) { - set .@item,7931; - set .@price,5000; - set .@max,500; - set .@max$,"500"; + .@item = 7931; + .@price = 5000; + .@max = 500; + .@max$ = "500"; mes "Each Poison Kit costs 5,000 zeny."; } else { mes "Well, I see. Come back again~!"; @@ -66,7 +66,7 @@ mes "The number must be less than "+.@max$+"!"; close; } - set .@total, .@amount * .@price; + .@total = .@amount * .@price; if (Zeny < .@total) { mes "[Poison Herb Merchant]"; mes "You don't have enough money."; @@ -99,18 +99,18 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG mes "I sell all sorts of Rune Stones!"; mes "What would you like?"; next; - set .@i, select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."); + .@i = select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."); mes "[Rune Merchant]"; if (.@i == 1) { mes "High-quality Runes!"; mes "They cost 2,500 zeny each!"; - set .@item,12734; //Runstone_Quality - set .@price,2500; + .@item = 12734; //Runstone_Quality + .@price = 2500; } else { mes "Ordinary Rune Stones?"; mes "They cost 1,000 zeny each!"; - set .@item,12737; //Runstone_Ordinary - set .@price,1000; + .@item = 12737; //Runstone_Ordinary + .@price = 1000; setarray .@rune[0],12737,1000; } mes "Tell me how many you want,"; @@ -128,7 +128,7 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG mes "The number must be less than 2,000!"; close; } - set .@total, .@amount * .@price; + .@total = .@amount * .@price; if (Zeny < .@total) { mes "[Rune Merchant]"; mes "Zeny! Zeny!"; @@ -166,7 +166,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "[Rare Poison Herb Collector]"; mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them."; next; - set .@i, select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2; + .@i = select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2; if (.@i == -1) { mes "[Rare Poison Herb Collector]"; mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle."; @@ -176,8 +176,8 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ close; } else { setarray .@exchange[0],702,621,631,749,605,703; - set .@item, .@exchange[.@i]; - set .@price, 10000; + .@item = .@exchange[.@i]; + .@price = 10000; mes "[Rare Poison Herb Collector]"; mes "How many do you want?"; @@ -195,7 +195,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "The number must be less than 2,000!"; close; } - set .@total, .@amount * .@price; + .@total = .@amount * .@price; if (countitem(.@item) < .@amount || Zeny < .@total) { mes "[Rare Poison Herb Collector]"; mes "Hey, come back when you have all the requirements for the exchange."; @@ -228,7 +228,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "[Point Merchant]"; mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?"; next; - set .@i, select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1; + .@i = select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1; mes "[Point Merchant]"; if (.@i == 4) { mes "You can't find the stuff you need?"; diff --git a/npc/re/merchants/advanced_refiner.txt b/npc/re/merchants/advanced_refiner.txt index ddd48b836..d637ace73 100644 --- a/npc/re/merchants/advanced_refiner.txt +++ b/npc/re/merchants/advanced_refiner.txt @@ -26,10 +26,10 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ mes "What should Holink~ refine today?"; next; setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ = .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Holink]"; switch(.@part) { @@ -77,33 +77,33 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ switch(getequipweaponlv(.@part)) { default: case 0: // Armor - set .@price,15000; - set .@material,7619; //Enriched_Elunium - set .@type$,"armor"; + .@price = 15000; + .@material = 7619; //Enriched_Elunium + .@type$ = "armor"; mes "You have chosen an armor, meow~"; break; case 1: // Level 1 Weapon - set .@price,500; - set .@material,7620; //Enriched_Oridecon - set .@type$,"weapon"; + .@price = 500; + .@material = 7620; //Enriched_Oridecon + .@type$ = "weapon"; mes "A level 1 weapon...?"; break; case 2: // Level 2 Weapon - set .@price,2000; - set .@material,7620; //Enriched_Oridecon - set .@type$,"weapon"; + .@price = 2000; + .@material = 7620; //Enriched_Oridecon + .@type$ = "weapon"; mes "Meow, a level 2 weapon...?"; break; case 3: // Level 3 Weapon - set .@price,20000; - set .@material,7620; //Enriched_Oridecon - set .@type$,"weapon"; + .@price = 20000; + .@material = 7620; //Enriched_Oridecon + .@type$ = "weapon"; mes "Meow Meow~~ A level 3 weapon~~"; break; case 4: // Level 4 Weapon - set .@price,50000; - set .@material,7620; //Enriched_Oridecon - set .@type$,"weapon"; + .@price = 50000; + .@material = 7620; //Enriched_Oridecon + .@type$ = "weapon"; mes "Me-Meow!... A level 4 weapon...!"; mes "I've only seen it twice while"; mes "learning from Aragam... Me-Meow!!"; diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt index ed2c0c20a..0658126ff 100644 --- a/npc/re/merchants/alchemist.txt +++ b/npc/re/merchants/alchemist.txt @@ -55,16 +55,16 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "Okay then, here's the list of available craft books."; next; switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){ - case 1: set .@item,6279; break; - case 2: set .@item,6280; break; - case 3: set .@item,6281; break; - case 4: set .@item,6282; break; - case 5: set .@item,6283; break; - case 6: set .@item,6284; break; - case 7: set .@item,6285; break; - case 8: set .@item,11022; break; - case 9: set .@item,11023; break; - case 10: set .@item,11024; break; + case 1: .@item = 6279; break; + case 2: .@item = 6280; break; + case 3: .@item = 6281; break; + case 4: .@item = 6282; break; + case 5: .@item = 6283; break; + case 6: .@item = 6284; break; + case 7: .@item = 6285; break; + case 8: .@item = 11022; break; + case 9: .@item = 11023; break; + case 10: .@item = 11024; break; case 11: mes "[Craft Book Merchant]"; mes "Thank you for your patronage."; @@ -92,7 +92,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "Would you like to continue?"; next; if (select("Yes:No") == 1) { - set .@total, .@amount * 100000; + .@total = .@amount * 100000; if (Zeny < .@total) { mes "[Craft Book Merchant]"; mes "I'm sorry, but you don't have enough money."; diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt index bb5dd62d7..ec6b591a9 100644 --- a/npc/re/merchants/blessed_refiner.txt +++ b/npc/re/merchants/blessed_refiner.txt @@ -29,10 +29,10 @@ mes "How about it? Do you want to refine?"; 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) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Blacksmith Dister]"; switch(.@part) { @@ -70,42 +70,42 @@ mes "This item cannot be refined."; close; } - set .@equip_refine, getequiprefinerycnt(.@part); + .@equip_refine = getequiprefinerycnt(.@part); if (.@equip_refine < 6 || .@equip_refine > 12) { mes "[Blacksmith Dister]"; mes "This equipment has refined to "+.@equip_refine+". I only handle items with refine levels from +6 to +12!"; close; } - set .@equip_lv, getequipweaponlv(.@part); + .@equip_lv = getequipweaponlv(.@part); switch(.@equip_lv) { default: case 0: - set .@price,20000; - set .@material,6439; //Unbreakable_Def - set .@type$,"Armor"; + .@price = 20000; + .@material = 6439; //Unbreakable_Def + .@type$ = "Armor"; break; case 1: - set .@price,1000; - set .@material,6438; //Unbreakable_Weap - set .@type$,"Weapon"; + .@price = 1000; + .@material = 6438; //Unbreakable_Weap + .@type$ = "Weapon"; break; case 2: - set .@price,2000; - set .@material,6438; //Unbreakable_Weap - set .@type$,"Weapon"; + .@price = 2000; + .@material = 6438; //Unbreakable_Weap + .@type$ = "Weapon"; break; case 3: - set .@price,20000; - set .@material,6438; //Unbreakable_Weap - set .@type$,"Weapon"; + .@price = 20000; + .@material = 6438; //Unbreakable_Weap + .@type$ = "Weapon"; break; case 4: - set .@price,40000; - set .@material,6438; //Unbreakable_Weap - set .@type$,"Weapon"; + .@price = 40000; + .@material = 6438; //Unbreakable_Weap + .@type$ = "Weapon"; break; } - set .@ore$,"^ff9999Blessed "+.@type$+" Ore^000000"; + .@ore$ = "^ff9999Blessed "+.@type$+" Ore^000000"; mes "[Blacksmith Dister]"; mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee."; mes "Do you want to proceed?"; diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt index 9954476ca..fa64db4f0 100644 --- a/npc/re/merchants/card_separation.txt +++ b/npc/re/merchants/card_separation.txt @@ -23,8 +23,8 @@ close; } if (strnpcinfo(1) == "Jeremy") { - set .@Jeremy,1; - set .@n$, "[Jeremy]"; + .@Jeremy = 1; + .@n$ = "[Jeremy]"; setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat"; setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP; @@ -32,8 +32,8 @@ mes "Long time no see~"; mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?"; } else { - set .@Jeremy,0; - set .@n$, "[Richard]"; + .@Jeremy = 0; + .@n$ = "[Richard]"; setarray .@equip_name$[0], "Left hand", "Right hand"; setarray .@equip_slot[0], EQI_HAND_L, EQI_HAND_R; @@ -48,14 +48,14 @@ mes "There is a possibility of destroying them even using a special item. Also, ^ff0000the refine level might be lost^000000. Do you have any equipment to separate?"; next; - for(set .@i,0; .@i<getarraysize(.@equip_slot); set .@i,.@i+1) { + for(.@i = 0; .@i<getarraysize(.@equip_slot); ++.@i) { if (getequipisequiped(.@equip_slot[.@i])) - set .@menu$, .@menu$+getequipname(.@equip_slot[.@i])+":"; + .@menu$ += getequipname(.@equip_slot[.@i])+":"; else - set .@menu$, .@menu$+"^999999"+.@equip_name$[.@i]+" (empty)^000000:"; + .@menu$ += "^999999"+.@equip_name$[.@i]+" (empty)^000000:"; } - set .@i, select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$); + .@i = select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$); switch(.@i) { case 1: mes .@n$; @@ -91,7 +91,7 @@ mes "I'm not sure about the quality of success. Anyway, this is so cheap, right?"; close; default: - set .@equip_num, .@equip_slot[.@i-3]; + .@equip_num = .@equip_slot[.@i-3]; if (!getequipisequiped(.@equip_num)) { mes .@n$; if (.@Jeremy) @@ -103,33 +103,40 @@ break; } - setarray .@equip_card[0], getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3); - set .@mvp_list$, - "|4408|4128|4456|4168|4142"+ //Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card - "|4134|4137|4386|4407|4357"+ //Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card - "|4146|4132|4147|4372|4145"+ //Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card - "|4374|4352|4367|4236|4425"+ //Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card - "|4359|4123|4144|4135|4143"+ //B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card - "|4263|4131|4430|4276|4419"+ //Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card - "|4403|4399|4376|4441|4302"+ //Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card - "|4305|4148|4318|4121|4365"+ //Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card - "|4363|4324|4361|4330|4342|"; //B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card + setarray .@equip_card, getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3); + setarray .@mvp_list, Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card, + Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card, + Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card, + Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card, + B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card, + Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card, + Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card, + Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card, + B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card; + .@boss_chk = false; if (.@Jeremy) { - for(set .@i,0; .@i<4; set .@i,.@i+1) { - if (.@equip_card[.@i] >= 4700) // Armor Enchant System - set .@equip_card[.@i],0; + .@cardcount = 4; + for (.@i = 0; .@i < 4; ++.@i) { + if (.@equip_card[.@i] >= 4700 // Armor Enchant System + || .@equip_card[.@i] == 0) { + .@equip_card[.@i] = 0; + --.@cardcount; + } } - if (!getarraysize(.@equip_card)) { + if (!.@cardcount) { mes .@n$; mes "The card is not equipped. Do you want to check again?"; close; } - if ((.@equip_card[0] && compare(.@mvp_list$,"|"+.@equip_card[0]+"|")) || - (.@equip_card[1] && compare(.@mvp_list$,"|"+.@equip_card[1]+"|")) || - (.@equip_card[2] && compare(.@mvp_list$,"|"+.@equip_card[2]+"|")) || - (.@equip_card[3] && compare(.@mvp_list$,"|"+.@equip_card[3]+"|"))) - set .@boss_chk,1; + for (.@i = 0; .@i < 4; ++.@i) { + if (.@equip_card[.@i] == 0) + continue; + for (.@j = 0; .@j < getarraysize(.@mvp_list); ++.@j) { + if (.@equip_card[.@i] == .@mvp_list[.@j]) + .@boss_chk = true; + } + } } else { // Official "Richard" script uses a hardcoded list including every possible item. //if (!getequipisequiped(.@equip_num)) { @@ -141,21 +148,21 @@ mes "[Richard]"; mes "Which number socket do you want to separate the card? From the left socket, they are sorted 1,2,3,4."; next; - set .@menu$,""; - for(set .@i,0; .@i<4; set .@i,.@i+1) { + .@menu$ = ""; + for(.@i = 0; .@i<4; ++.@i) { if (.@equip_card[.@i] && .@equip_card[.@i] < 4700) // Armor Enchant System - set .@menu$, .@menu$+"Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":"; + .@menu$ += "Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":"; else - set .@menu$, .@menu$+"^777777Socket "+(.@i+1)+" - No card^000000:"; + .@menu$ += "^777777Socket "+(.@i+1)+" - No card^000000:"; } - set .@i, select("Stop the work:"+.@menu$); + .@i = select("Stop the work:"+.@menu$); switch(.@i) { case 1: mes .@n$; mes "Whenever you need to work, please come to me."; close; default: - set .@slot, .@i-2; + .@slot = .@i-2; if (.@equip_card[.@slot] == 0 || .@equip_card[.@slot] >= 4700) { mes .@n$; mes "This socket is not equipped with any card. Why don't you check again?"; @@ -163,18 +170,19 @@ } break; } - if (compare(.@mvp_list$,"|"+.@equip_card[.@slot]+"|")) - set .@boss_chk,1; + for (.@i = 0; .@i < getarraysize(.@mvp_list); ++.@i) { + if (.@equip_card[.@slot] == .@mvp_list[.@i]) + .@boss_chk = true; + } } - if (.@boss_chk == 0) { + if (!.@boss_chk) { mes .@n$; if (.@Jeremy) mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:"; else mes "Please choose the working fee."; next; - set .@menu$, - "Next time...:"+ + .@menu$ = "Next time...:"+ ((Zeny >= 1000000)?"Use 1,000,000z (Do not use special item):":"^999999Use 1,000,000z (Insufficient)^000000:")+ ((countitem(6441))?"Use Premium Lubricant:":"^999999Premium Lubricant (Insufficient)^000000:")+ ((countitem(6440))?"Use Ordinary Lubricant":"^999999Ordinary Lubricant (Insufficient)^000000"); @@ -197,9 +205,9 @@ mes "Whenever you need the work, visit me here."; close; } - set .@sf_c_num,150; - set .@sf_r_num,150; - set .@sf_w_num,150; + .@sf_c_num = 150; + .@sf_r_num = 150; + .@sf_w_num = 150; Zeny -= 1000000; break; case 3: @@ -216,9 +224,9 @@ mes "Whenever you need the work, visit me here."; close; } - set .@sf_c_num,75; - set .@sf_r_num,75; - set .@sf_w_num,75; + .@sf_c_num = 75; + .@sf_r_num = 75; + .@sf_w_num = 75; delitem 6441,1; //High_RankLubricant break; case 4: @@ -235,13 +243,13 @@ mes "Whenever you need the work, visit me here."; close; } - set .@sf_c_num,75; - set .@sf_r_num,150; - set .@sf_w_num,150; + .@sf_c_num = 75; + .@sf_r_num = 150; + .@sf_w_num = 150; delitem 6440,1; //General_Lubricant break; } - } else if (.@boss_chk == 1) { + } else { mes .@n$; mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work."; next; @@ -261,10 +269,10 @@ mes .@n$; if (.@Jeremy) { mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:"; - set .@menu$,"Alright, let's do it!"; + .@menu$ = "Alright, let's do it!"; } else { mes "May I continue?"; - set .@menu$,"I got it. Just do it quickly!"; + .@menu$ = "I got it. Just do it quickly!"; } next; switch(select("Next time...:"+.@menu$)) { @@ -273,45 +281,45 @@ mes "Whenever you need the work, visit me here."; close; case 2: - set .@sf_c_num,60; - set .@sf_r_num,60; - set .@sf_w_num,60; + .@sf_c_num = 60; + .@sf_r_num = 60; + .@sf_w_num = 60; delitem 6443,1; //Sillit_Pong_Bottle break; } } - set .@equip_id, getequipid(.@equip_num); - set .@equip_refine, getequiprefinerycnt(.@equip_num); + .@equip_id = getequipid(.@equip_num); + .@equip_refine = getequiprefinerycnt(.@equip_num); delequip .@equip_num; // Chance of retaining refine level. if (rand(1,.@sf_r_num) >= 61) - set .@equip_refine,0; + .@equip_refine = 0; if (.@Jeremy) { // Chance of retaining equipment. if (rand(1,.@sf_w_num) < 61) { - set .@equip_safe,1; + .@equip_safe = 1; getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0; } // Chance of retaining cards. - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { if (.@equip_card[.@i]) { if (rand(1,.@sf_c_num) < 61) getitem .@equip_card[.@i],1; else - set .@card_break,1; + .@card_break = 1; } } } else { - set .@card, .@equip_card[.@slot]; - set .@equip_card[.@slot],0; + .@card = .@equip_card[.@slot]; + .@equip_card[.@slot] = 0; // Chance of retaining equipment. if (rand(1,.@sf_w_num) < 61) { - set .@equip_safe,1; + .@equip_safe = 1; getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; } @@ -319,7 +327,7 @@ if (rand(1,.@sf_c_num) < 61) getitem .@card,1; else - set .@card_break,1; + .@card_break = 1; } // Display corresponding effect. diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt index 3ef33e953..01793816a 100644 --- a/npc/re/merchants/catalog.txt +++ b/npc/re/merchants/catalog.txt @@ -18,7 +18,7 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{ mes "- You have too many items. Please make space. -"; close; } - set .@ticket_cost, 200; + .@ticket_cost = 200; mes "[Catalog Magician]"; mes "Look... the Magic Academy"; mes "in Geffen is now directly"; @@ -64,7 +64,7 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{ } else break; } - set .@sell, .@ticket_cost * .@input; + .@sell = .@ticket_cost * .@input; mes "The total number of catalog(s) that you're trying to purchase is " + .@input + " pieces."; mes "It costs " + .@sell + " z."; if (Zeny < .@sell) { diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt index fb20726a3..4d69e2a61 100644 --- a/npc/re/merchants/coin_exchange.txt +++ b/npc/re/merchants/coin_exchange.txt @@ -34,22 +34,22 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{ 6420, //Cgrade_Coin 6421, //Dgrade_Coin 6422; //Egrade_Coin - set .@menu$,"Stop:"; - for(set .@i,1; .@i<=6; set .@i,.@i+1) { + .@menu$ = "Stop:"; + for(.@i = 1; .@i<=6; ++.@i) { if (countitem(.@coins[.@i])) - set .@menu$, .@menu$+getitemname(.@coins[.@i])+":"; + .@menu$ += getitemname(.@coins[.@i])+":"; else - set .@menu$, .@menu$+"^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:"; + .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:"; } - set .@i, select(.@menu$); + .@i = select(.@menu$); switch(.@i) { case 1: mes "[Coin Exchanger CX-1]"; mes "Thank you for coming."; close; default: - set .@coin, .@coins[.@i-1]; - set .@coin_select, .@i-1; + .@coin = .@coins[.@i-1]; + .@coin_select = .@i-1; break; } if (countitem(.@coin) == 0) { @@ -69,17 +69,17 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{ setarray .@exchange_rate[0],30,10; setarray .@exchange_loss[0],rand(1,4),rand(1,2); // Amount deducted per exchange. setarray .@exchange_id[0],.@coins[.@coin_select-1],.@coins[.@coin_select+1]; - if (.@exchange_id[0] == .@coins[1]) set .@exchange_id[0],0; // Cannot exchange for Silvervine. - set .@menu$,"Stop:"; - for(set .@i,0; .@i<2; set .@i,.@i+1) { + if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine. + .@menu$ = "Stop:"; + for(.@i = 0; .@i<2; ++.@i) { if (.@exchange_id[.@i] == 0) - set .@menu$, .@menu$+"^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:"; + .@menu$ += "^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:"; else if (countitem(.@coin) < .@exchange_rate[.@i]) - set .@menu$, .@menu$+"^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:"; + .@menu$ += "^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:"; else - set .@menu$, .@menu$+"Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):"; + .@menu$ += "Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):"; } - set .@i, select(.@menu$)-2; + .@i = select(.@menu$)-2; if (.@i == -1) { mes "[Coin Exchanger CX-1]"; mes "Thank you for coming."; @@ -97,7 +97,7 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{ mes "Thank you for coming."; close; } - set .@exchange_total, .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)]; + .@exchange_total = .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)]; delitem .@coin, .@exchange_rate[.@i]; getitem .@exchange_id[.@i], .@exchange_total; mes "[Coin Exchanger CX-1]"; @@ -129,10 +129,10 @@ malangdo,218,165,5 script Special Vending Machine 2_DROP_MACHINE,{ "Ordinary Lubricant",6440,36, "Sillit Pong",6443,192; L_AddItem: - set .@menu$,"Explanation:"; - for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) - set .@menu$, .@menu$+getarg(.@i)+":"; - set .@i, select(.@menu$)-2; + .@menu$ = "Explanation:"; + for(.@i = 0; .@i<getargcount(); .@i += 3) + .@menu$ += getarg(.@i)+":"; + .@i = select(.@menu$)-2; if (.@i == -1) { mes "[Special Vending Machine]"; mes "Seagod's Protection is an item used for entering the Culvert memorial dungeon during a certain period."; @@ -147,14 +147,14 @@ L_AddItem: mes "Sillit Pong is special item that separates sockets with MVP cards. Unable to separate MVP card by Premium and Ordinary Lubricant."; close; } - set .@cost, getarg(.@i*3+2); + .@cost = getarg(.@i*3+2); mes "[Special Vending Machine]"; mes "You choose ^005500"+getarg(.@i*3)+"^000000. For purchasing, you need ^005500"+.@cost+"^000000 unit(s) of Silvervine Fruit."; next; if (countitem(6417) < .@cost) - set .@ven_menu$, "^999999Silvervine Fruit (missing "+(.@cost - countitem(6417))+")^000000"; + .@ven_menu$ = "^999999Silvervine Fruit (missing "+(.@cost - countitem(6417))+")^000000"; else - set .@ven_menu$, "Purchase - Silvervine Fruit (have "+countitem(6417)+")"; + .@ven_menu$ = "Purchase - Silvervine Fruit (have "+countitem(6417)+")"; switch(select("Stop:"+.@ven_menu$)) { case 1: mes "[Special Vending Machine]"; @@ -191,14 +191,14 @@ malangdo,236,179,5 script Dark Merchant K 4_CAT_REST,{ next; setarray .@coin_amount[0],10,100,500,1000; while(1) { - set .@menu$,""; - for(set .@i,0; .@i<getarraysize(.@coin_amount); set .@i,.@i+1) { + .@menu$ = ""; + for(.@i = 0; .@i<getarraysize(.@coin_amount); ++.@i) { if (countitem(6420) >= .@coin_amount[.@i]) - set .@menu$, .@menu$+"Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:"; + .@menu$ += "Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:"; else - set .@menu$, .@menu$+"^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:"; + .@menu$ += "^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:"; } - set .@i, select(.@menu$+"Quit")-1; + .@i = select(.@menu$+"Quit")-1; if (.@i == getarraysize(.@coin_amount)) { mes "[Merchant K]"; mes "Let's exchange some other time."; @@ -243,23 +243,23 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{ 6420, //Cgrade_Coin 6421, //Dgrade_Coin 6422; //Egrade_Coin - set .@menu$,"Quit:"; - for(set .@i,1; .@i<=6; set .@i,.@i+1) { + .@menu$ = "Quit:"; + for(.@i = 1; .@i<=6; ++.@i) { if (countitem(.@coins[.@i])) - set .@menu$, .@menu$+getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):"; + .@menu$ += getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):"; else - set .@menu$, .@menu$+"^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:"; + .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:"; } - set .@i, select(.@menu$)-1; + .@i = select(.@menu$)-1; if (.@i == 0) { mes "[Dark Machine TX100]"; mes "Thank you for coming."; close; } - set .@coin, .@coins[.@i]; + .@coin = .@coins[.@i]; setarray .@exchange_name$[0],"higher","lower"; setarray .@exchange_id[0],.@coins[.@i-1],.@coins[.@i+1]; - if (.@exchange_id[0] == .@coins[1]) set .@exchange_id[0],0; // Cannot exchange for Silvervine. + if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine. if (.@i > getarraysize(.@coins)) { mes "[Dark Machine TX100]"; mes "You've chosen abnormal menu."; @@ -279,26 +279,26 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{ mes "---------------------"; mes "^ff3333We take a small vendor fee from your exchanged coins.^000000"; next; - set .@menu$, "Quit:"; + .@menu$ = "Quit:"; if (.@exchange_id[0] == 0) - set .@menu$, .@menu$+"^ff3333Cannot exchange to higher level coin^000000:"; + .@menu$ += "^ff3333Cannot exchange to higher level coin^000000:"; else { if (countitem(.@coin) >= 99) - set .@menu$, .@menu$+"Exchange 99 "+getitemname(.@coin)+" into higher level coin:"; + .@menu$ += "Exchange 99 "+getitemname(.@coin)+" into higher level coin:"; else - set .@menu$, .@menu$+"^aaaaaaExchange to higher level coin (Not enough)^000000:"; + .@menu$ += "^aaaaaaExchange to higher level coin (Not enough)^000000:"; } if (.@exchange_id[1] == 0) - set .@menu$, .@menu$+"^ff3333Cannot exchange to lower level coin^000000:"; + .@menu$ += "^ff3333Cannot exchange to lower level coin^000000:"; else { if (countitem(.@coin) > 500) - set .@menu$, .@menu$+"Exchange 500 "+getitemname(.@coin)+" into lower level coin:"; + .@menu$ += "Exchange 500 "+getitemname(.@coin)+" into lower level coin:"; else if (countitem(.@coin)) - set .@menu$, .@menu$+"Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:"; + .@menu$ += "Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:"; else - set .@menu$, .@menu$+"^aaaaaaExchange to lower level coin (Not enough)^000000:"; + .@menu$ += "^aaaaaaExchange to lower level coin (Not enough)^000000:"; } - set .@i, select(.@menu$)-2; + .@i = select(.@menu$)-2; if (.@i == -1) { mes "[Dark Machine TX100]"; mes "Thank you for coming."; @@ -323,17 +323,17 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{ } switch(.@i) { case 0: - set .@payment_amount,99; - set .@reward_amount, .@payment_amount/3; - set .@coin_text$,"High"; + .@payment_amount = 99; + .@reward_amount = .@payment_amount/3; + .@coin_text$ = "High"; break; case 1: - set .@payment_amount,(((countitem(.@coin) > 500))?500:countitem(.@coin)); - set .@reward_amount, .@payment_amount*3; - set .@coin_text$,"Low"; + .@payment_amount = (((countitem(.@coin) > 500))?500:countitem(.@coin)); + .@reward_amount = .@payment_amount*3; + .@coin_text$ = "Low"; break; } - set .@fee, rand(1,3); + .@fee = rand(1,3); delitem .@coin, .@payment_amount; getitem .@exchange_id[.@i], .@reward_amount - .@fee; mes "[Dark Machine TX100]"; @@ -389,20 +389,20 @@ malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{ mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am."; close; case 2: - set .@check,1; - set .@count,1; + .@check = 1; + .@count = 1; break; case 3: - set .@check,10; - set .@count,10; + .@check = 10; + .@count = 10; break; case 4: - set .@check,100; - set .@count,100; + .@check = 100; + .@count = 100; break; case 5: - set .@check,1; - set .@count,countitem(12633); + .@check = 1; + .@count = countitem(12633); break; } if (countitem(12633) < .@check) { @@ -501,16 +501,16 @@ function script F_mal_coin { mes "The price of ^0000FF["+getarg(2)+"]^000000 is"; if (getarg(4) && getarg(5)) { // Type 1: Egrade_Coin or Malang_Sp_Can mes getarg(4)+" E Grade Coin or "+getarg(5)+" Malangdo Canned Specialties."; - set .@type,1; - set .@menu$,"Yes.:No, I'll purchase with cans.:I don't want to purchase any."; + .@type = 1; + .@menu$ = "Yes.:No, I'll purchase with cans.:I don't want to purchase any."; } else if (getarg(5)) { // Type 2: Malang_Sp_Can only mes getarg(5)+" Malangdo Canned Specialties."; - set .@type,2; - set .@menu$,"Yes.::No."; + .@type = 2; + .@menu$ = "Yes.::No."; } else { // Type 3: Silvervine only mes getarg(6)+" Silvervine Fruit."; - set .@type,3; - set .@menu$,"Yes.::I don't want to purchase any."; + .@type = 3; + .@menu$ = "Yes.::I don't want to purchase any."; } next; mes getarg(1); @@ -524,23 +524,23 @@ function script F_mal_coin { next; switch(select(.@menu$)) { case 2: - set .@type,2; + .@type = 2; case 1: switch(.@type) { case 1: - set .@item,6422; //Egrade_Coin - set .@amount,getarg(4); - set .@str$,"coins"; + .@item = 6422; //Egrade_Coin + .@amount = getarg(4); + .@str$ = "coins"; break; case 2: - set .@item,12636; //Malang_Sp_Can - set .@amount,getarg(5); - set .@str$,"cans"; + .@item = 12636; //Malang_Sp_Can + .@amount = getarg(5); + .@str$ = "cans"; break; case 3: - set .@item,6417; //Silvervine - set .@amount,getarg(6); - set .@str$,"Silvervine Fruit"; + .@item = 6417; //Silvervine + .@amount = getarg(6); + .@str$ = "Silvervine Fruit"; break; } if (countitem(.@item) < .@amount) { @@ -576,7 +576,7 @@ malangdo,162,146,5 script Wandering Merchant#mal 4_M_MERCAT1,{ "Spearfish","Tuna","Hairtail","Saurel","Malang Snow Crab","Brindle Eel", "Hairtail (7Days)","Spearfish (7Days)","Saurel (7Days)","Tuna (7Days)","Brindle Eel (7Days)","Malang Snow Crab (7Days)"; while(1) { - set .@i, select( + .@i = select( "[Spearfish(1hr)] 8 E-Coins/50 Cans", "[Tuna(1hr)] 8 E-Coins/50 Cans", "[Hairtail(1hr)] 8 E-Coins/50 Cans", @@ -703,7 +703,7 @@ malangdo,173,145,4 script Stinky Merchant 4_M_MERCAT2,{ setarray .@items[1],2873,16015; setarray .@names$[1],"Cat Hand Glove","Cat Club"; while(1) { - set .@i, select( + .@i = select( "[Cat Hand Glove] 32 E-Coins/200 Cans", "[Cat Club] 32 E-Coins/200 Cans", "End purchasing." @@ -754,7 +754,7 @@ malangdo,150,135,5 script Roving Merchant 4_M_MERCAT1,{ setarray .@items[1],12639,12637,12638,12640; setarray .@names$[1],"Flying Fish","Sow Bug","Dried Squid","Starfish"; while(1) { - set .@i, select( + .@i = select( "[Flying Fish] 200 Cans", "[Sow Bug] 200 Cans", "[Dried Squid] 200 Cans", @@ -832,7 +832,7 @@ ecl_in01,66,95,2 script Armor Merchant Naphara 4_F_FAIRYKID,{ mes "Hello, this is Naphara's store, a place of high class goods."; mes "What would you need?"; next; - set .@i, select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove"); + .@i = select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove"); mes "[Armor Merchant]"; switch(.@i) { case 1: // Str Glove @@ -840,42 +840,42 @@ ecl_in01,66,95,2 script Armor Merchant Naphara 4_F_FAIRYKID,{ mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFATK+1 increases for every STR+10^000000"; mes "^3131FFATK +1% added above STR 110^000000"; - set .@item,2917; //Str_Glove + .@item = 2917; //Str_Glove break; case 2: mes "^3131FFInt Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFMATK+1 increases for every INT+10^000000"; mes "^3131FFMATK +1% added above INT 110^000000"; - set .@item,2918; //Int_Glove + .@item = 2918; //Int_Glove break; case 3: mes "^3131FFAgi Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFFLEE+1 increases for every AGI+10^000000"; mes "^3131FFComplete Flee +1 added above AGI 110^000000"; - set .@item,2919; //Agi_Glove + .@item = 2919; //Agi_Glove break; case 4: mes "^3131FFVit Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFMHP+50 for every VIT+10^000000"; mes "^3131FFMHP+1% added above VIT 110^000000"; - set .@item,2920; //Vit_Glove + .@item = 2920; //Vit_Glove break; case 5: mes "^3131FFDex Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFHIT+1 increases for every DEX+10^000000"; mes "^3131FFRanged attack power +1% added above DEX 110^000000"; - set .@item,2921; //Dex_Glove + .@item = 2921; //Dex_Glove break; case 6: mes "^3131FFLuk Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFCRI+1 increases for every LUK+10^000000"; mes "^3131FFCritical damage +1% added above LUK 110^000000"; - set .@item,2922; //Luk_Glove + .@item = 2922; //Luk_Glove break; } mes "^3131FFRequired Level: 100^000000"; @@ -921,9 +921,9 @@ ecl_in01,64,97,4 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{ next; setarray .@noslots[0],2917,2918,2919,2920,2921,2922; setarray .@slotted[0],2923,2924,2925,2926,2927,2928; - set .@i, select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1; - set .@item, .@noslots[.@i]; - set .@new_item, .@slotted[.@i]; + .@i = select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1; + .@item = .@noslots[.@i]; + .@new_item = .@slotted[.@i]; mes "[Slot Expert]"; mes "Let's confirm for the last time. Is the one you want "+getitemname(.@item)+"?"; next; @@ -1063,16 +1063,16 @@ ecl_in01,67,39,4 script Replication Expert Palt 4_M_FAIRYKID4,{ 0, //-- not implemented? -- 19545; //C_Boys_Cap if (countitem(6081) >= 50 && countitem(747) >= 4 && countitem(6395) >= 1 && countitem(721) >= 10 && countitem(723) >= 10 && countitem(726) >= 10 && countitem(728) >= 10 && countitem(729) >= 10) - set .@item_check,1; - for(set .@i,0; .@i<getarraysize(.@items); set .@i,.@i+1) { + .@item_check = 1; + for(.@i = 0; .@i<getarraysize(.@items); ++.@i) { if (.@item_check && countitem(.@items[.@i])) - set .@menu$, .@menu$+getitemname(.@items[.@i])+":"; //custom + .@menu$ += getitemname(.@items[.@i])+":"; //custom else - set .@menu$, .@menu$+getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):"; + .@menu$ += getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):"; } - set .@i, select(.@menu$)-1; - set .@item, .@items[.@i]; - set .@new_item, .@costumes[.@i]; + .@i = select(.@menu$)-1; + .@item = .@items[.@i]; + .@new_item = .@costumes[.@i]; mes "[Paltu]"; mes "Is ^0571B0"+getitemname(.@item)+"^000000 what you wanted?"; next; @@ -1115,26 +1115,26 @@ ecl_in01,33,98,4 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ case 1: mes "[Herb Merchant]"; mes "Snow Flip has special effects on ^3131FFBurning, Bleeding, Deep Sleep, Sleep^000000."; - set .@item,12812; //Snow_Flip - set .@cost,5; + .@item = 12812; //Snow_Flip + .@cost = 5; break; case 2: mes "[Herb Merchant]"; mes "Peony Mamy has special effects on ^3131FFFrost, Frozen, Freezing^000000."; - set .@item,12813; //Peony_Mommy - set .@cost,5; + .@item = 12813; //Peony_Mommy + .@cost = 5; break; case 3: mes "[Herb Merchant]"; mes "Slapping Herb has special effects on ^3131FFStun, Fear, Chaos, Hallucination^000000."; - set .@item,12814; //Slapping_Herb - set .@cost,1; + .@item = 12814; //Slapping_Herb + .@cost = 1; break; case 4: mes "[Herb Merchant]"; mes "Yggdrasil Dust has special effects on ^3131FFBlind, Curse, Decrease Agility, Reverse Orcish^000000."; - set .@item,12815; //Yggdrasil_Dust - set .@cost,1; + .@item = 12815; //Yggdrasil_Dust + .@cost = 1; break; case 5: mes "[Herb Merchant]"; @@ -1146,15 +1146,15 @@ ecl_in01,33,98,4 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ next; switch(select("Buy 1.:Buy 10.:Don't buy.")) { case 1: - set .@amount,1; + .@amount = 1; break; case 2: - set .@amount,10; + .@amount = 10; break; case 3: close; } - set .@price,.@amount*.@cost; + .@price = .@amount*.@cost; mes "[Herb Merchant]"; mes "Would you like to buy "+.@amount+" "+getitemname(.@item)+"?"; next; diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt index eda1740ca..80fcb88de 100644 --- a/npc/re/merchants/diamond.txt +++ b/npc/re/merchants/diamond.txt @@ -18,7 +18,7 @@ - script RareDiamondMerchant 1_M_MERCHANT,{ - set .@npc$, "[Rare Diamond Merchant]"; + .@npc$ = "[Rare Diamond Merchant]"; mes .@npc$; mes "Ladies and Gentlemen! ! !"; @@ -47,9 +47,9 @@ mes "It is the ^FF82FF'17 Carat Diamond'^000000!"; next; - set .@menu$, "^FF82FF'17 Carat Diamond'^000000?"; + .@menu$ = "^FF82FF'17 Carat Diamond'^000000?"; if (countitem(6024)) - set .@menu$, .@menu$ + ":Exchange my 17 Carat Diamond for zeny..."; + .@menu$ += ":Exchange my 17 Carat Diamond for zeny..."; switch(select(.@menu$)) { case 1: diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt index 24ed71c04..6dbb264df 100644 --- a/npc/re/merchants/enchan_mal.txt +++ b/npc/re/merchants/enchan_mal.txt @@ -49,21 +49,21 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ mes "Several rules are changed. Well, you better have experience."; close; case 2: - set @mal_enchant_select,1; + @mal_enchant_select = 1; break; case 3: - set @mal_enchant_select,2; + @mal_enchant_select = 2; break; } if (!getequipisequiped(EQI_HAND_R)) { mes "[Mayomayo]"; mes "Did you take off your equipment?"; - set @mal_enchant_select,0; + @mal_enchant_select = 0; close; } - set @mal_equip_id, getequipid(EQI_HAND_R); - set .@equip_type, getiteminfo(@mal_equip_id,11); + @mal_equip_id = getequipid(EQI_HAND_R); + .@equip_type = getiteminfo(@mal_equip_id,11); //callsub L_Socket,<cost multiplier>,<4-x enchants possible>; switch(.@equip_type) { // Check weapon type first to speed up the checks. @@ -306,18 +306,18 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~"; else mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~"; - set @mal_equip_id,0; - set @mal_enchant_select,0; + @mal_equip_id = 0; + @mal_enchant_select = 0; close; L_Socket: - set .@select, @mal_enchant_select; - set .@equip_id, @mal_equip_id; - set .@equip_name$, getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":""); - set .@equip_refine, getequiprefinerycnt(EQI_HAND_R); + .@select = @mal_enchant_select; + .@equip_id = @mal_equip_id; + .@equip_name$ = getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":""); + .@equip_refine = getequiprefinerycnt(EQI_HAND_R); setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3); - set @mal_equip_id,0; - set @mal_enchant_select,0; + @mal_equip_id = 0; + @mal_enchant_select = 0; if (.@select == 1) { mes "[Mayomayo]"; @@ -327,16 +327,16 @@ L_Socket: setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier - set .@menu$, "Stop:"; - for(set .@i,0; .@i<getarraysize(.@coin); set .@i,.@i+1) { - set .@count[.@i], countitem(.@coin[.@i]); - set .@total[.@i], getarg(0)*.@cost[.@i]; + .@menu$ = "Stop:"; + for(.@i = 0; .@i<getarraysize(.@coin); ++.@i) { + .@count[.@i] = countitem(.@coin[.@i]); + .@total[.@i] = getarg(0)*.@cost[.@i]; if (.@count[.@i] < .@total[.@i]) - set .@menu$, .@menu$+"^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:"; + .@menu$ += "^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:"; else - set .@menu$, .@menu$+getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):"; + .@menu$ += getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):"; } - set .@coin_select, select(.@menu$)-2; + .@coin_select = select(.@menu$)-2; if (.@coin_select == -1) { mes "[Mayomayo]"; mes "Come back again if you change your mind."; @@ -348,16 +348,16 @@ L_Socket: } switch(.@coin_select) { case 0: //Egrade_Coin - set .@enchant_type,10; + .@enchant_type = 10; break; case 1: //Dgrade_Coin - set .@enchant_type,9; + .@enchant_type = 9; break; case 2: //Cgrade_Coin - set .@enchant_type,8; + .@enchant_type = 8; break; case 3: //Bgrade_Coin - set .@enchant_type,7; + .@enchant_type = 7; break; case 4: //Agrade_Coin case 5: //Anger_Seagod @@ -370,23 +370,23 @@ L_Socket: mes "Ok. If you change your mind, let me know."; close; case 2: - set .@enchant_type,((.@coin_select == 4)?4:1); + .@enchant_type = ((.@coin_select == 4)?4:1); break; case 3: - set .@enchant_type,((.@coin_select == 4)?5:2); + .@enchant_type = ((.@coin_select == 4)?5:2); break; case 4: - set .@enchant_type,((.@coin_select == 4)?6:3); + .@enchant_type = ((.@coin_select == 4)?6:3); break; } break; } if (.@equip_card[3] == 0 && getarg(1) < 4) { - set .@socket,4; - set .@str$,"1st"; + .@socket = 4; + .@str$ = "1st"; } else if (.@equip_card[2] == 0 && getarg(1) < 3) { - set .@socket,3; - set .@str$,"2nd"; + .@socket = 3; + .@str$ = "2nd"; } else { mes "[Mayomayo]"; mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon."; @@ -402,174 +402,174 @@ L_Socket: } switch(.@enchant_type) { case 10: //Egrade_Coin - set .@i, rand(1,531); - if (.@i < 101) set .@enchant,4787; //Mdef4 - else if (.@i < 201) set .@enchant,4792; //Def6 - else if (.@i < 301) set .@enchant,4801; //SP100 - else if (.@i < 351) set .@enchant,4795; //HP100 - else if (.@i < 401) set .@enchant,4796; //HP200 - else if (.@i < 451) set .@enchant,4819; //Atk1 - else if (.@i < 476) set .@enchant,4720; //Dexterity1 - else if (.@i < 501) set .@enchant,4740; //Vitality1 - else if (.@i < 526) set .@enchant,4750; //Luck1 - else if (.@i < 528) set .@enchant,4700; //Strength1 - else if (.@i < 530) set .@enchant,4730; //Agility1 - else if (.@i < 532) set .@enchant,4710; //Inteligence1 - else set .@enchant,9; + .@i = rand(1,531); + if (.@i < 101) .@enchant = 4787; //Mdef4 + else if (.@i < 201) .@enchant = 4792; //Def6 + else if (.@i < 301) .@enchant = 4801; //SP100 + else if (.@i < 351) .@enchant = 4795; //HP100 + else if (.@i < 401) .@enchant = 4796; //HP200 + else if (.@i < 451) .@enchant = 4819; //Atk1 + else if (.@i < 476) .@enchant = 4720; //Dexterity1 + else if (.@i < 501) .@enchant = 4740; //Vitality1 + else if (.@i < 526) .@enchant = 4750; //Luck1 + else if (.@i < 528) .@enchant = 4700; //Strength1 + else if (.@i < 530) .@enchant = 4730; //Agility1 + else if (.@i < 532) .@enchant = 4710; //Inteligence1 + else .@enchant = 9; break; case 9: //Dgrade_Coin - set .@i, rand(1,531); - if (.@i < 101) set .@enchant,4795; //HP100 - else if (.@i < 201) set .@enchant,4796; //HP200 - else if (.@i < 301) set .@enchant,4819; //Atk1 - else if (.@i < 351) set .@enchant,4720; //Dexterity1 - else if (.@i < 401) set .@enchant,4740; //Vitality1 - else if (.@i < 451) set .@enchant,4750; //Luck1 - else if (.@i < 476) set .@enchant,4700; //Strength1 - else if (.@i < 501) set .@enchant,4730; //Agility1 - else if (.@i < 526) set .@enchant,4710; //Inteligence1 - else if (.@i < 528) set .@enchant,4701; //Strength2 - else if (.@i < 530) set .@enchant,4731; //Agility2 - else if (.@i < 532) set .@enchant,4711; //Inteligence2 - else set .@enchant,9; + .@i = rand(1,531); + if (.@i < 101) .@enchant = 4795; //HP100 + else if (.@i < 201) .@enchant = 4796; //HP200 + else if (.@i < 301) .@enchant = 4819; //Atk1 + else if (.@i < 351) .@enchant = 4720; //Dexterity1 + else if (.@i < 401) .@enchant = 4740; //Vitality1 + else if (.@i < 451) .@enchant = 4750; //Luck1 + else if (.@i < 476) .@enchant = 4700; //Strength1 + else if (.@i < 501) .@enchant = 4730; //Agility1 + else if (.@i < 526) .@enchant = 4710; //Inteligence1 + else if (.@i < 528) .@enchant = 4701; //Strength2 + else if (.@i < 530) .@enchant = 4731; //Agility2 + else if (.@i < 532) .@enchant = 4711; //Inteligence2 + else .@enchant = 9; break; case 8: //Cgrade_Coin - set .@i, rand(1,531); - if (.@i < 101) set .@enchant,4720; //Dexterity1 - else if (.@i < 201) set .@enchant,4740; //Vitality1 - else if (.@i < 301) set .@enchant,4750; //Luck1 - else if (.@i < 351) set .@enchant,4700; //Strength1 - else if (.@i < 401) set .@enchant,4730; //Agility1 - else if (.@i < 451) set .@enchant,4710; //Inteligence1 - else if (.@i < 476) set .@enchant,4701; //Strength2 - else if (.@i < 501) set .@enchant,4731; //Agility2 - else if (.@i < 526) set .@enchant,4711; //Inteligence2 - else if (.@i < 528) set .@enchant,4702; //Strength3 - else if (.@i < 530) set .@enchant,4732; //Agility3 - else if (.@i < 532) set .@enchant,4712; //Inteligence3 - else set .@enchant,9; + .@i = rand(1,531); + if (.@i < 101) .@enchant = 4720; //Dexterity1 + else if (.@i < 201) .@enchant = 4740; //Vitality1 + else if (.@i < 301) .@enchant = 4750; //Luck1 + else if (.@i < 351) .@enchant = 4700; //Strength1 + else if (.@i < 401) .@enchant = 4730; //Agility1 + else if (.@i < 451) .@enchant = 4710; //Inteligence1 + else if (.@i < 476) .@enchant = 4701; //Strength2 + else if (.@i < 501) .@enchant = 4731; //Agility2 + else if (.@i < 526) .@enchant = 4711; //Inteligence2 + else if (.@i < 528) .@enchant = 4702; //Strength3 + else if (.@i < 530) .@enchant = 4732; //Agility3 + else if (.@i < 532) .@enchant = 4712; //Inteligence3 + else .@enchant = 9; break; case 7: //Bgrade_Coin - set .@i, rand(1,531); - if (.@i < 101) set .@enchant,4700; //Strength1 - else if (.@i < 201) set .@enchant,4730; //Agility1 - else if (.@i < 301) set .@enchant,4710; //Inteligence1 - else if (.@i < 351) set .@enchant,4701; //Strength2 - else if (.@i < 401) set .@enchant,4731; //Agility2 - else if (.@i < 451) set .@enchant,4711; //Inteligence2 - else if (.@i < 476) set .@enchant,4702; //Strength3 - else if (.@i < 501) set .@enchant,4732; //Agility3 - else if (.@i < 526) set .@enchant,4712; //Inteligence3 - else if (.@i < 528) set .@enchant,4703; //Strength4 - else if (.@i < 530) set .@enchant,4733; //Agility4 - else if (.@i < 532) set .@enchant,4713; //Inteligence4 - else set .@enchant,9; + .@i = rand(1,531); + if (.@i < 101) .@enchant = 4700; //Strength1 + else if (.@i < 201) .@enchant = 4730; //Agility1 + else if (.@i < 301) .@enchant = 4710; //Inteligence1 + else if (.@i < 351) .@enchant = 4701; //Strength2 + else if (.@i < 401) .@enchant = 4731; //Agility2 + else if (.@i < 451) .@enchant = 4711; //Inteligence2 + else if (.@i < 476) .@enchant = 4702; //Strength3 + else if (.@i < 501) .@enchant = 4732; //Agility3 + else if (.@i < 526) .@enchant = 4712; //Inteligence3 + else if (.@i < 528) .@enchant = 4703; //Strength4 + else if (.@i < 530) .@enchant = 4733; //Agility4 + else if (.@i < 532) .@enchant = 4713; //Inteligence4 + else .@enchant = 9; break; case 6: //Agrade_Coin - Caster - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4711; //Inteligence2 - else if (.@i < 161) set .@enchant,4721; //Dexterity2 - else if (.@i < 241) set .@enchant,4814; //Spell2 - else if (.@i < 311) set .@enchant,4712; //Inteligence3 - else if (.@i < 371) set .@enchant,4722; //Dexterity3 - else if (.@i < 431) set .@enchant,4813; //Spell3 - else if (.@i < 476) set .@enchant,4713; //Inteligence4 - else if (.@i < 516) set .@enchant,4812; //Spell4 - else if (.@i < 526) set .@enchant,4760; //Matk1 - else if (.@i < 546) set .@enchant,4714; //Inteligence5 - else if (.@i < 551) set .@enchant,4826; //Spell5 - else if (.@i < 556) set .@enchant,4761; //Matk2 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4711; //Inteligence2 + else if (.@i < 161) .@enchant = 4721; //Dexterity2 + else if (.@i < 241) .@enchant = 4814; //Spell2 + else if (.@i < 311) .@enchant = 4712; //Inteligence3 + else if (.@i < 371) .@enchant = 4722; //Dexterity3 + else if (.@i < 431) .@enchant = 4813; //Spell3 + else if (.@i < 476) .@enchant = 4713; //Inteligence4 + else if (.@i < 516) .@enchant = 4812; //Spell4 + else if (.@i < 526) .@enchant = 4760; //Matk1 + else if (.@i < 546) .@enchant = 4714; //Inteligence5 + else if (.@i < 551) .@enchant = 4826; //Spell5 + else if (.@i < 556) .@enchant = 4761; //Matk2 + else .@enchant = 9; break; case 5: //Agrade_Coin - Long Range - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4731; //Agility2 - else if (.@i < 161) set .@enchant,4833; //Expert_Archer2 - else if (.@i < 241) set .@enchant,4817; //Sharp2 - else if (.@i < 311) set .@enchant,4732; //Agility3 - else if (.@i < 371) set .@enchant,4834; //Expert_Archer3 - else if (.@i < 431) set .@enchant,4816; //Sharp3 - else if (.@i < 476) set .@enchant,4733; //Agility4 - else if (.@i < 516) set .@enchant,4835; //Expert_Archer4 - else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 - else if (.@i < 546) set .@enchant,4734; //Agility5 - else if (.@i < 551) set .@enchant,4836; //Expert_Archer5 - else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4731; //Agility2 + else if (.@i < 161) .@enchant = 4833; //Expert_Archer2 + else if (.@i < 241) .@enchant = 4817; //Sharp2 + else if (.@i < 311) .@enchant = 4732; //Agility3 + else if (.@i < 371) .@enchant = 4834; //Expert_Archer3 + else if (.@i < 431) .@enchant = 4816; //Sharp3 + else if (.@i < 476) .@enchant = 4733; //Agility4 + else if (.@i < 516) .@enchant = 4835; //Expert_Archer4 + else if (.@i < 526) .@enchant = 4807; //Atk_Speed1 + else if (.@i < 546) .@enchant = 4734; //Agility5 + else if (.@i < 551) .@enchant = 4836; //Expert_Archer5 + else if (.@i < 556) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; case 4: //Agrade_Coin - Short Range - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4731; //Agility2 - else if (.@i < 161) set .@enchant,4808; //Fighting_Spirit4 - else if (.@i < 241) set .@enchant,4817; //Sharp2 - else if (.@i < 311) set .@enchant,4732; //Agility3 - else if (.@i < 371) set .@enchant,4820; //Fighting_Spirit5 - else if (.@i < 431) set .@enchant,4816; //Sharp3 - else if (.@i < 476) set .@enchant,4733; //Agility4 - else if (.@i < 516) set .@enchant,4821; //Fighting_Spirit6 - else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 - else if (.@i < 546) set .@enchant,4734; //Agility5 - else if (.@i < 551) set .@enchant,4822; //Fighting_Spirit7 - else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4731; //Agility2 + else if (.@i < 161) .@enchant = 4808; //Fighting_Spirit4 + else if (.@i < 241) .@enchant = 4817; //Sharp2 + else if (.@i < 311) .@enchant = 4732; //Agility3 + else if (.@i < 371) .@enchant = 4820; //Fighting_Spirit5 + else if (.@i < 431) .@enchant = 4816; //Sharp3 + else if (.@i < 476) .@enchant = 4733; //Agility4 + else if (.@i < 516) .@enchant = 4821; //Fighting_Spirit6 + else if (.@i < 526) .@enchant = 4807; //Atk_Speed1 + else if (.@i < 546) .@enchant = 4734; //Agility5 + else if (.@i < 551) .@enchant = 4822; //Fighting_Spirit7 + else if (.@i < 556) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; case 3: //Anger_Seagod - Caster - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4712; //Inteligence3 - else if (.@i < 161) set .@enchant,4722; //Dexterity3 - else if (.@i < 241) set .@enchant,4813; //Spell3 - else if (.@i < 311) set .@enchant,4713; //Inteligence4 - else if (.@i < 371) set .@enchant,4812; //Spell4 - else if (.@i < 431) set .@enchant,4760; //Matk1 - else if (.@i < 476) set .@enchant,4714; //Inteligence5 - else if (.@i < 516) set .@enchant,4826; //Spell5 - else if (.@i < 526) set .@enchant,4761; //Matk2 - else if (.@i < 546) set .@enchant,4715; //Inteligence6 - else if (.@i < 551) set .@enchant,4827; //Spell6 - else if (.@i < 556) set .@enchant,4761; //Matk2 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4712; //Inteligence3 + else if (.@i < 161) .@enchant = 4722; //Dexterity3 + else if (.@i < 241) .@enchant = 4813; //Spell3 + else if (.@i < 311) .@enchant = 4713; //Inteligence4 + else if (.@i < 371) .@enchant = 4812; //Spell4 + else if (.@i < 431) .@enchant = 4760; //Matk1 + else if (.@i < 476) .@enchant = 4714; //Inteligence5 + else if (.@i < 516) .@enchant = 4826; //Spell5 + else if (.@i < 526) .@enchant = 4761; //Matk2 + else if (.@i < 546) .@enchant = 4715; //Inteligence6 + else if (.@i < 551) .@enchant = 4827; //Spell6 + else if (.@i < 556) .@enchant = 4761; //Matk2 + else .@enchant = 9; break; case 2: //Anger_Seagod - Long Range - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4732; //Agility3 - else if (.@i < 161) set .@enchant,4834; //Expert_Archer3 - else if (.@i < 241) set .@enchant,4843; //Sharp4 - else if (.@i < 311) set .@enchant,4733; //Agility4 - else if (.@i < 371) set .@enchant,4835; //Expert_Archer4 - else if (.@i < 431) set .@enchant,4844; //Sharp5 - else if (.@i < 476) set .@enchant,4734; //Agility5 - else if (.@i < 516) set .@enchant,4836; //Expert_Archer5 - else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 - else if (.@i < 546) set .@enchant,4735; //Agility6 - else if (.@i < 551) set .@enchant,4837; //Expert_Archer6 - else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4732; //Agility3 + else if (.@i < 161) .@enchant = 4834; //Expert_Archer3 + else if (.@i < 241) .@enchant = 4843; //Sharp4 + else if (.@i < 311) .@enchant = 4733; //Agility4 + else if (.@i < 371) .@enchant = 4835; //Expert_Archer4 + else if (.@i < 431) .@enchant = 4844; //Sharp5 + else if (.@i < 476) .@enchant = 4734; //Agility5 + else if (.@i < 516) .@enchant = 4836; //Expert_Archer5 + else if (.@i < 526) .@enchant = 4807; //Atk_Speed1 + else if (.@i < 546) .@enchant = 4735; //Agility6 + else if (.@i < 551) .@enchant = 4837; //Expert_Archer6 + else if (.@i < 556) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; case 1: //Anger_Seagod - Short Range - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4732; //Agility3 - else if (.@i < 161) set .@enchant,4820; //Fighting_Spirit5 - else if (.@i < 241) set .@enchant,4843; //Sharp4 - else if (.@i < 311) set .@enchant,4733; //Agility4 - else if (.@i < 371) set .@enchant,4821; //Fighting_Spirit6 - else if (.@i < 431) set .@enchant,4844; //Sharp5 - else if (.@i < 476) set .@enchant,4734; //Agility5 - else if (.@i < 516) set .@enchant,4822; //Fighting_Spirit7 - else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 - else if (.@i < 546) set .@enchant,4735; //Agility6 - else if (.@i < 551) set .@enchant,4823; //Fighting_Spirit8 - else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4732; //Agility3 + else if (.@i < 161) .@enchant = 4820; //Fighting_Spirit5 + else if (.@i < 241) .@enchant = 4843; //Sharp4 + else if (.@i < 311) .@enchant = 4733; //Agility4 + else if (.@i < 371) .@enchant = 4821; //Fighting_Spirit6 + else if (.@i < 431) .@enchant = 4844; //Sharp5 + else if (.@i < 476) .@enchant = 4734; //Agility5 + else if (.@i < 516) .@enchant = 4822; //Fighting_Spirit7 + else if (.@i < 526) .@enchant = 4807; //Atk_Speed1 + else if (.@i < 546) .@enchant = 4735; //Agility6 + else if (.@i < 551) .@enchant = 4823; //Fighting_Spirit8 + else if (.@i < 556) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; default: mes "[Mayomayo]"; mes "There is something wrong. Please try again."; close; } - if (.@equip_card[3] == 0 && getarg(1) < 4) set .@equip_card[3],.@enchant; - else if (.@equip_card[2] == 0 && getarg(1) < 3) set .@equip_card[2],.@enchant; - else if (.@equip_card[1] == 0 && getarg(1) < 2) set .@equip_card[1],.@enchant; - else if (.@equip_card[0] == 0 && getarg(1) < 1) set .@equip_card[0],.@enchant; + if (.@equip_card[3] == 0 && getarg(1) < 4) .@equip_card[3] = .@enchant; + else if (.@equip_card[2] == 0 && getarg(1) < 3) .@equip_card[2] = .@enchant; + else if (.@equip_card[1] == 0 && getarg(1) < 2) .@equip_card[1] = .@enchant; + else if (.@equip_card[0] == 0 && getarg(1) < 1) .@equip_card[0] = .@enchant; else { mes "[Mayomayo]"; mes "This equipment is at the end of enchant. I provide enchant for two times maximum."; @@ -628,9 +628,9 @@ L_Socket: delequip EQI_HAND_R; // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { if (.@equip_card[.@i] >= 4700) // Armor Enchant System - set .@equip_card[.@i],0; + .@equip_card[.@i] = 0; } getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt index e35f768a3..6db1cc002 100644 --- a/npc/re/merchants/enchan_mora.txt +++ b/npc/re/merchants/enchan_mora.txt @@ -97,7 +97,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ setarray .@items[0],1657,16013; //Wand_Of_Affection,Mace_Of_Judgement break; } - set .@item, .@items[rand(getarraysize(.@items))]; + .@item = .@items[rand(getarraysize(.@items))]; delitem 6380,10; //Mora_Coin getitem .@item,1; mes "[Artifice]"; @@ -112,9 +112,9 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ mes "It seems that you have power to control the ring so I cannot exchange it into coins."; close; } - if (countitem(2864)) set .@item,2864; //Light_Of_Cure - else if (countitem(2865)) set .@item,2865; //Seal_Of_Cathedral - else if (countitem(2866)) set .@item,2866; //Ring_Of_Archbishop + if (countitem(2864)) .@item = 2864; //Light_Of_Cure + else if (countitem(2865)) .@item = 2865; //Seal_Of_Cathedral + else if (countitem(2866)) .@item = 2866; //Ring_Of_Archbishop else { mes "[Artifice]"; mes "Did you change something?"; @@ -172,7 +172,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "[Relice]"; mes "If you have a ritual for luck, you should use it now!"; next; - set .@select, select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement"); + .@select = select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement"); switch(.@select) { case 1: mes "[Relice]"; @@ -183,9 +183,9 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ case 4: setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop setarray .@special[0],4803,4804,4805; //Highness_Heal_3sec,Coluceo_Heal30,Heal_Amount2 - set .@item, .@items[.@select-2]; - set .@sp, .@special[.@select-2]; - set .@enchant_type,1; + .@item = .@items[.@select-2]; + .@sp = .@special[.@select-2]; + .@enchant_type = 1; break; case 5: case 6: @@ -195,16 +195,16 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ case 10: case 11: setarray .@items[0],2471,2472,2569,2570,15029,15030,2156; //Shoes_Of_Affection,Shoes_Of_Judgement,Shawl_Of_Affection,Shawl_Of_Judgement,Robe_Of_Affection,Robe_Of_Judgement,Bible_Of_Promise1 - set .@item, .@items[.@select-5]; - set .@enchant_type,2; + .@item = .@items[.@select-5]; + .@enchant_type = 2; break; case 12: - set .@item,1657; //Wand_Of_Affection - set .@enchant_type,3; + .@item = 1657; //Wand_Of_Affection + .@enchant_type = 3; break; case 13: - set .@item,16013; //Mace_Of_Judgement - set .@enchant_type,4; + .@item = 16013; //Mace_Of_Judgement + .@enchant_type = 4; break; } if (countitem(6380) < 2 || countitem(.@item) == 0) { @@ -217,7 +217,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ delitem .@item,1; switch(.@enchant_type) { case 1: - set .@i, rand(1,1487); + .@i = rand(1,1487); if (.@i <= 1024) { // Basic combinations // (raw: .@i increments by 16, 4 repeats) @@ -235,7 +235,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ } break; case 2: - set .@i, rand(1,1487); + .@i = rand(1,1487); if (.@i <= 1024) { // Basic combinations // (raw: .@i increments by 16) @@ -262,7 +262,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ } break; case 3: - set .@i, rand(1,2852); + .@i = rand(1,2852); if (.@i <= 1984) { // Basic combinations // (raw: .@i increments by 31, 4 repeats) @@ -285,7 +285,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ } break; case 4: - set .@i, rand(1,2852); + .@i = rand(1,2852); if (.@i <= 1984) { // Basic combinations // (raw: .@i increments by 31, 4 repeats) @@ -363,9 +363,9 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{ mes "[Guardian of Artifacts]"; mes "Okay, see you later then."; close; - case 2: + case 2: setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes - set .@plural,1; + .@plural = 1; break; case 3: setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb @@ -382,7 +382,7 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{ mes "Would you please come back when you have enough Coins?"; close; } - set .@item, .@items[rand(getarraysize(.@items))]; + .@item = .@items[rand(getarraysize(.@items))]; delitem 6380,10; //Mora_Coin getitem .@item,1; mes "[Guardian of Artifacts]"; @@ -407,7 +407,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ mes "[Artifact Crafter]"; mes "Let me explain. One reinforcement costs you two Coins."; next; - set .@info_only,1; + .@info_only = 1; } mes "[Artifact Crafter]"; mes "And, I'll work on the item whether it's been already reinforced or not."; @@ -420,7 +420,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ if (.@info_only) close; next; - set .@select, select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe"); + .@select = select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe"); switch(.@select) { case 1: mes "[Artifact Crafter]"; @@ -431,31 +431,31 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ case 4: case 5: setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff - set .@enchant_type,1; + .@enchant_type = 1; break; case 6: case 7: case 8: case 9: setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes - set .@enchant_type,2; + .@enchant_type = 2; break; case 10: case 11: case 12: case 13: setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb - set .@enchant_type,2; + .@enchant_type = 2; break; case 14: case 15: case 16: case 17: setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe - set .@enchant_type,2; + .@enchant_type = 2; break; } - set .@item, .@items[(.@select-2)%4]; + .@item = .@items[(.@select-2)%4]; if (countitem(6380) < 2 || countitem(.@item) == 0) { mes "[Artifact Crafter]"; mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work."; @@ -466,7 +466,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ delitem .@item,1; switch(.@enchant_type) { case 1: - set .@i, rand(1,2847); + .@i = rand(1,2847); if (.@i <= 1984) { // Basic combinations // (raw: .@i increments by 31, 4 repeats) @@ -487,7 +487,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ } break; case 2: - set .@i, rand(1,2858); + .@i = rand(1,2858); if (.@i <= 1984) { // Basic combinations // (raw: .@i increments by 31) @@ -552,7 +552,7 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ mes "^ff0000Choose carefully because these artifacts aren't easy to come by^000000. So what class do you want it for?"; next; setarray .@jobs$[0],"Rune Knight","Guillotine Cross","Ranger"; - set .@job, select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2; + .@job = select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2; if (.@job == -1) { mes "[Guardian of Power]"; mes "Talk to me later then."; @@ -565,15 +565,15 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ switch(.@job) { case 0: // Rune Knight setarray .@items[0],2475,2476,2574,2575; - set .@i, select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2; + .@i = select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2; break; case 1: // Guillotine Cross setarray .@items[0],2477,2478,2577,2578; - set .@i, select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2; + .@i = select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2; break; case 2: // Ranger setarray .@items[0],2479,2480,2580,2581; - set .@i, select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2; + .@i = select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2; break; } if (.@i == -1) { @@ -625,10 +625,10 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "The best part of my service is that any enhancements that you have in these artifacts will not be harmed."; close; case 2: - set @mora_enchant_select,1; + @mora_enchant_select = 1; break; case 3: - set @mora_enchant_select,2; + @mora_enchant_select = 2; break; } if (Zeny < 100000 || countitem(6380) == 0) { @@ -639,21 +639,21 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "[Artifact Researcher]"; mes "Ok, so are you ready? Before I start working on this, what kind of equipment did you want me to enhance?"; next; - set .@i, select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2; + .@i = select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2; if (.@i == -1) { mes "[Artifact Researcher]"; mes "Make sure you're wearing the equipment first."; close; } setarray .@parts[0], EQI_HAND_R, EQI_SHOES, EQI_GARMENT, EQI_ARMOR, EQI_ACC_L; - set .@part, .@parts[.@i]; + .@part = .@parts[.@i]; if (!getequipisequiped(.@part)) { mes "[Artifact Researcher]"; mes "Make sure you're wearing the equipment first."; close; } - set .@equip_id, getequipid(.@part); - set @mora_equip_part, .@part; + .@equip_id = getequipid(.@part); + @mora_equip_part = .@part; //callsub L_Socket,<enchant type>,<bonus enchant type>,<4-x enchants possible>; // Enchant types: @@ -713,19 +713,19 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "[Artifact Researcher]"; mes "^990099"+getequipname(.@part)+"^000000??"; mes "I really want to study this equipment..."; - set @mora_equip_part,0; + @mora_equip_part = 0; close; L_Socket: - set .@select, @mora_enchant_select; - set .@enchant_type, getarg(0); - set .@part, @mora_equip_part; - set .@equip_id, getequipid(.@part); - set .@equip_name$, getitemname(.@equip_id); - set .@equip_refine, getequiprefinerycnt(.@part); + .@select = @mora_enchant_select; + .@enchant_type = getarg(0); + .@part = @mora_equip_part; + .@equip_id = getequipid(.@part); + .@equip_name$ = getitemname(.@equip_id); + .@equip_refine = getequiprefinerycnt(.@part); setarray .@equip_card[0], getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3); - set @mora_equip_part,0; - set @mora_enchant_select,0; + @mora_equip_part = 0; + @mora_enchant_select = 0; if (.@select == 1) { // If refine is +9 or higher, unlock bonus enchant type. @@ -743,23 +743,23 @@ L_Socket: case 1: break; case 2: - set .@enchant_type, getarg(1); + .@enchant_type = getarg(1); break; } } if (.@equip_card[3] == 0 && getarg(2) < 4) { - set .@slot,4; + .@slot = 4; mes "[Artifact Researcher]"; mes "Attempting to strengthen the ability further. The previous enforcement won't be affected. Do you want to continue?"; } else if (.@equip_card[2] == 0 && getarg(2) < 3) { - set .@slot,3; + .@slot = 3; mes "[Artifact Researcher]"; mes "Attempting second enhancement. The previous enforcement won't be affected."; next; mes "[Artifact Researcher]"; mes "I may have a chance to fail now with this attempt. Do you wish to continue?"; } else if (.@equip_card[1] == 0 && getarg(2) < 2) { - set .@slot,2; + .@slot = 2; mes "[Artifact Researcher]"; mes "Let's start the third enhancement. I can give the best stats at this stage but remember, ^990000there is now a chance for the artifact to be destroyed and previous enhancements will be erased^000000. Continue?"; } else { @@ -775,301 +775,301 @@ L_Socket: } switch(.@enchant_type) { case 1: //Attack - if (.@slot == 4) set .@i, rand(1,525); - else if (.@slot == 3) set .@i, rand(301,655); - else if (.@slot == 2) set .@i, rand(451,750); + if (.@slot == 4) .@i = rand(1,525); + else if (.@slot == 3) .@i = rand(301,655); + else if (.@slot == 2) .@i = rand(451,750); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4700; //Strength1 - else if (.@i < 201) set .@enchant,4811; //Fighting_Spirit1 - else if (.@i < 301) set .@enchant,4819; //Atk1 - else if (.@i < 351) set .@enchant,4701; //Strength2 - else if (.@i < 401) set .@enchant,4810; //Fighting_Spirit2 - else if (.@i < 451) set .@enchant,4766; //Atk2 - else if (.@i < 476) set .@enchant,4702; //Strength3 - else if (.@i < 501) set .@enchant,4809; //Fighting_Spirit3 - else if (.@i < 526) set .@enchant,4767; //Atk3 - else if (.@i < 626) set .@enchant,0; - else if (.@i < 641) set .@enchant,4703; //Strength4 - else if (.@i < 656) set .@enchant,4808; //Fighting_Spirit4 - else if (.@i < 661) set .@enchant,4704; //Strength5 - else if (.@i < 666) set .@enchant,4820; //Fighting_Spirit5 - else if (.@i < 668) set .@enchant,4705; //Strength6 - else if (.@i < 670) set .@enchant,4821; //Fighting_Spirit6 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4700; //Strength1 + else if (.@i < 201) .@enchant = 4811; //Fighting_Spirit1 + else if (.@i < 301) .@enchant = 4819; //Atk1 + else if (.@i < 351) .@enchant = 4701; //Strength2 + else if (.@i < 401) .@enchant = 4810; //Fighting_Spirit2 + else if (.@i < 451) .@enchant = 4766; //Atk2 + else if (.@i < 476) .@enchant = 4702; //Strength3 + else if (.@i < 501) .@enchant = 4809; //Fighting_Spirit3 + else if (.@i < 526) .@enchant = 4767; //Atk3 + else if (.@i < 626) .@enchant = 0; + else if (.@i < 641) .@enchant = 4703; //Strength4 + else if (.@i < 656) .@enchant = 4808; //Fighting_Spirit4 + else if (.@i < 661) .@enchant = 4704; //Strength5 + else if (.@i < 666) .@enchant = 4820; //Fighting_Spirit5 + else if (.@i < 668) .@enchant = 4705; //Strength6 + else if (.@i < 670) .@enchant = 4821; //Fighting_Spirit6 + else .@enchant = 9; break; case 2: //Critical - if (.@slot == 4) set .@i, rand(1,470); - else if (.@slot == 3) set .@i, rand(201,610); - else if (.@slot == 2) set .@i, rand(381,750); + if (.@slot == 4) .@i = rand(1,470); + else if (.@slot == 3) .@i = rand(201,610); + else if (.@slot == 2) .@i = rand(381,750); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4750; //Luck1 - else if (.@i < 201) set .@enchant,4700; //Strength1 - else if (.@i < 261) set .@enchant,4751; //Luck2 - else if (.@i < 321) set .@enchant,4701; //Strength2 - else if (.@i < 351) set .@enchant,4752; //Luck3 - else if (.@i < 381) set .@enchant,4702; //Strength3 - else if (.@i < 411) set .@enchant,4764; //Critical5 - else if (.@i < 441) set .@enchant,4818; //Sharp1 - else if (.@i < 471) set .@enchant,4752; //Luck3 - else if (.@i < 571) set .@enchant,0; - else if (.@i < 586) set .@enchant,4753; //Luck4 - else if (.@i < 601) set .@enchant,4754; //Luck5 - else if (.@i < 606) set .@enchant,4765; //Critical7 - else if (.@i < 611) set .@enchant,4817; //Sharp2 - else if (.@i < 616) set .@enchant,4703; //Strength4 - else if (.@i < 618) set .@enchant,4816; //Sharp3 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4750; //Luck1 + else if (.@i < 201) .@enchant = 4700; //Strength1 + else if (.@i < 261) .@enchant = 4751; //Luck2 + else if (.@i < 321) .@enchant = 4701; //Strength2 + else if (.@i < 351) .@enchant = 4752; //Luck3 + else if (.@i < 381) .@enchant = 4702; //Strength3 + else if (.@i < 411) .@enchant = 4764; //Critical5 + else if (.@i < 441) .@enchant = 4818; //Sharp1 + else if (.@i < 471) .@enchant = 4752; //Luck3 + else if (.@i < 571) .@enchant = 0; + else if (.@i < 586) .@enchant = 4753; //Luck4 + else if (.@i < 601) .@enchant = 4754; //Luck5 + else if (.@i < 606) .@enchant = 4765; //Critical7 + else if (.@i < 611) .@enchant = 4817; //Sharp2 + else if (.@i < 616) .@enchant = 4703; //Strength4 + else if (.@i < 618) .@enchant = 4816; //Sharp3 + else .@enchant = 9; break; case 3: //Evasion - if (.@slot == 4) set .@i, rand(1,525); - else if (.@slot == 3) set .@i, rand(301,670); - else if (.@slot == 2) set .@i, rand(451,800); + if (.@slot == 4) .@i = rand(1,525); + else if (.@slot == 3) .@i = rand(301,670); + else if (.@slot == 2) .@i = rand(451,800); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4859; //Evasion1 - else if (.@i < 201) set .@enchant,4750; //Luck1 - else if (.@i < 301) set .@enchant,4730; //Agility1 - else if (.@i < 351) set .@enchant,4860; //Evasion3 - else if (.@i < 401) set .@enchant,4751; //Luck2 - else if (.@i < 451) set .@enchant,4731; //Agility2 - else if (.@i < 476) set .@enchant,4731; //Agility2 - else if (.@i < 501) set .@enchant,4752; //Luck3 - else if (.@i < 526) set .@enchant,4732; //Agility3 - else if (.@i < 626) set .@enchant,0; - else if (.@i < 641) set .@enchant,4762; //Evasion6 - else if (.@i < 656) set .@enchant,4753; //Luck4 - else if (.@i < 671) set .@enchant,4733; //Agility4 - else if (.@i < 676) set .@enchant,4763; //Evasion12 - else if (.@i < 681) set .@enchant,4754; //Luck5 - else if (.@i < 683) set .@enchant,4734; //Agility5 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4859; //Evasion1 + else if (.@i < 201) .@enchant = 4750; //Luck1 + else if (.@i < 301) .@enchant = 4730; //Agility1 + else if (.@i < 351) .@enchant = 4860; //Evasion3 + else if (.@i < 401) .@enchant = 4751; //Luck2 + else if (.@i < 451) .@enchant = 4731; //Agility2 + else if (.@i < 476) .@enchant = 4731; //Agility2 + else if (.@i < 501) .@enchant = 4752; //Luck3 + else if (.@i < 526) .@enchant = 4732; //Agility3 + else if (.@i < 626) .@enchant = 0; + else if (.@i < 641) .@enchant = 4762; //Evasion6 + else if (.@i < 656) .@enchant = 4753; //Luck4 + else if (.@i < 671) .@enchant = 4733; //Agility4 + else if (.@i < 676) .@enchant = 4763; //Evasion12 + else if (.@i < 681) .@enchant = 4754; //Luck5 + else if (.@i < 683) .@enchant = 4734; //Agility5 + else .@enchant = 9; break; case 4: //Healer - if (.@slot == 4) set .@i, rand(1,375); - else if (.@slot == 3) set .@i, rand(201,535); - else if (.@slot == 2) set .@i, rand(301,650); + if (.@slot == 4) .@i = rand(1,375); + else if (.@slot == 3) .@i = rand(201,535); + else if (.@slot == 2) .@i = rand(301,650); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4710; //Inteligence1 - else if (.@i < 201) set .@enchant,4720; //Dexterity1 - else if (.@i < 251) set .@enchant,4711; //Inteligence2 - else if (.@i < 301) set .@enchant,4721; //Dexterity2 - else if (.@i < 326) set .@enchant,4805; //Heal_Amount2 - else if (.@i < 351) set .@enchant,4712; //Inteligence3 - else if (.@i < 376) set .@enchant,4722; //Dexterity3 - else if (.@i < 476) set .@enchant,0; - else if (.@i < 491) set .@enchant,4760; //Matk1 - else if (.@i < 506) set .@enchant,4850; //Heal_Amount3 - else if (.@i < 521) set .@enchant,4713; //Inteligence4 - else if (.@i < 536) set .@enchant,4723; //Dexterity4 - else if (.@i < 541) set .@enchant,4761; //Matk2 - else if (.@i < 546) set .@enchant,4851; //Heal_Amount4 - else if (.@i < 548) set .@enchant,4806; //Matk3 - else if (.@i < 550) set .@enchant,4852; //Heal_Amount5 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4710; //Inteligence1 + else if (.@i < 201) .@enchant = 4720; //Dexterity1 + else if (.@i < 251) .@enchant = 4711; //Inteligence2 + else if (.@i < 301) .@enchant = 4721; //Dexterity2 + else if (.@i < 326) .@enchant = 4805; //Heal_Amount2 + else if (.@i < 351) .@enchant = 4712; //Inteligence3 + else if (.@i < 376) .@enchant = 4722; //Dexterity3 + else if (.@i < 476) .@enchant = 0; + else if (.@i < 491) .@enchant = 4760; //Matk1 + else if (.@i < 506) .@enchant = 4850; //Heal_Amount3 + else if (.@i < 521) .@enchant = 4713; //Inteligence4 + else if (.@i < 536) .@enchant = 4723; //Dexterity4 + else if (.@i < 541) .@enchant = 4761; //Matk2 + else if (.@i < 546) .@enchant = 4851; //Heal_Amount4 + else if (.@i < 548) .@enchant = 4806; //Matk3 + else if (.@i < 550) .@enchant = 4852; //Heal_Amount5 + else .@enchant = 9; break; case 5: //Spell 1 - if (.@slot == 4) set .@i, rand(1,600); - else if (.@slot == 3) set .@i, rand(401,760); - else if (.@slot == 2) set .@i, rand(401,766); + if (.@slot == 4) .@i = rand(1,600); + else if (.@slot == 3) .@i = rand(401,760); + else if (.@slot == 2) .@i = rand(401,766); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4710; //Inteligence1 - else if (.@i < 201) set .@enchant,4720; //Dexterity1 - else if (.@i < 301) set .@enchant,4795; //HP100 - else if (.@i < 401) set .@enchant,4815; //Spell1 - else if (.@i < 451) set .@enchant,4711; //Inteligence2 - else if (.@i < 501) set .@enchant,4721; //Dexterity2 - else if (.@i < 551) set .@enchant,4796; //HP200 - else if (.@i < 601) set .@enchant,4814; //Spell2 - else if (.@i < 701) set .@enchant,0; - else if (.@i < 716) set .@enchant,4712; //Inteligence3 - else if (.@i < 731) set .@enchant,4722; //Dexterity3 - else if (.@i < 746) set .@enchant,4797; //HP300 - else if (.@i < 761) set .@enchant,4813; //Spell3 - else if (.@i < 763) set .@enchant,4713; //Inteligence4 - else if (.@i < 765) set .@enchant,4723; //Dexterity4 - else if (.@i < 767) set .@enchant,4812; //Spell4 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4710; //Inteligence1 + else if (.@i < 201) .@enchant = 4720; //Dexterity1 + else if (.@i < 301) .@enchant = 4795; //HP100 + else if (.@i < 401) .@enchant = 4815; //Spell1 + else if (.@i < 451) .@enchant = 4711; //Inteligence2 + else if (.@i < 501) .@enchant = 4721; //Dexterity2 + else if (.@i < 551) .@enchant = 4796; //HP200 + else if (.@i < 601) .@enchant = 4814; //Spell2 + else if (.@i < 701) .@enchant = 0; + else if (.@i < 716) .@enchant = 4712; //Inteligence3 + else if (.@i < 731) .@enchant = 4722; //Dexterity3 + else if (.@i < 746) .@enchant = 4797; //HP300 + else if (.@i < 761) .@enchant = 4813; //Spell3 + else if (.@i < 763) .@enchant = 4713; //Inteligence4 + else if (.@i < 765) .@enchant = 4723; //Dexterity4 + else if (.@i < 767) .@enchant = 4812; //Spell4 + else .@enchant = 9; break; case 6: //Assist 1 - if (.@slot == 4) set .@i, rand(1,520); - else if (.@slot == 3) set .@i, rand(321,720); - else if (.@slot == 2) set .@i, rand(521,850); + if (.@slot == 4) .@i = rand(1,520); + else if (.@slot == 3) .@i = rand(321,720); + else if (.@slot == 2) .@i = rand(521,850); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 81) set .@enchant,4792; //Def6 - else if (.@i < 161) set .@enchant,4787; //Mdef4 - else if (.@i < 241) set .@enchant,4801; //SP100 - else if (.@i < 321) set .@enchant,4796; //HP200 - else if (.@i < 371) set .@enchant,4700; //Strength1 - else if (.@i < 421) set .@enchant,4720; //Dexterity1 - else if (.@i < 471) set .@enchant,4730; //Agility1 - else if (.@i < 521) set .@enchant,4740; //Vitality1 - else if (.@i < 621) set .@enchant,0; - else if (.@i < 646) set .@enchant,4793; //Def9 - else if (.@i < 671) set .@enchant,4788; //Mdef6 - else if (.@i < 696) set .@enchant,4802; //SP150 - else if (.@i < 721) set .@enchant,4797; //HP300 - else if (.@i < 731) set .@enchant,4701; //Strength2 - else if (.@i < 741) set .@enchant,4721; //Dexterity2 - else if (.@i < 751) set .@enchant,4731; //Agility2 - else set .@enchant,9; + if (.@i < 81) .@enchant = 4792; //Def6 + else if (.@i < 161) .@enchant = 4787; //Mdef4 + else if (.@i < 241) .@enchant = 4801; //SP100 + else if (.@i < 321) .@enchant = 4796; //HP200 + else if (.@i < 371) .@enchant = 4700; //Strength1 + else if (.@i < 421) .@enchant = 4720; //Dexterity1 + else if (.@i < 471) .@enchant = 4730; //Agility1 + else if (.@i < 521) .@enchant = 4740; //Vitality1 + else if (.@i < 621) .@enchant = 0; + else if (.@i < 646) .@enchant = 4793; //Def9 + else if (.@i < 671) .@enchant = 4788; //Mdef6 + else if (.@i < 696) .@enchant = 4802; //SP150 + else if (.@i < 721) .@enchant = 4797; //HP300 + else if (.@i < 731) .@enchant = 4701; //Strength2 + else if (.@i < 741) .@enchant = 4721; //Dexterity2 + else if (.@i < 751) .@enchant = 4731; //Agility2 + else .@enchant = 9; break; case 7: //Assist 2 - if (.@slot == 4) set .@i, rand(1,520); - else if (.@slot == 3) set .@i, rand(321,720); - else if (.@slot == 2) set .@i, rand(521,850); + if (.@slot == 4) .@i = rand(1,520); + else if (.@slot == 3) .@i = rand(321,720); + else if (.@slot == 2) .@i = rand(521,850); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 81) set .@enchant,4792; //Def6 - else if (.@i < 161) set .@enchant,4787; //Mdef4 - else if (.@i < 241) set .@enchant,4801; //SP100 - else if (.@i < 321) set .@enchant,4796; //HP200 - else if (.@i < 371) set .@enchant,4710; //Inteligence1 - else if (.@i < 421) set .@enchant,4720; //Dexterity1 - else if (.@i < 471) set .@enchant,4730; //Agility1 - else if (.@i < 521) set .@enchant,4740; //Vitality1 - else if (.@i < 621) set .@enchant,0; - else if (.@i < 646) set .@enchant,4793; //Def9 - else if (.@i < 671) set .@enchant,4788; //Mdef6 - else if (.@i < 696) set .@enchant,4802; //SP150 - else if (.@i < 721) set .@enchant,4797; //HP300 - else if (.@i < 731) set .@enchant,4711; //Inteligence2 - else if (.@i < 741) set .@enchant,4721; //Dexterity2 - else if (.@i < 751) set .@enchant,4741; //Vitality2 - else set .@enchant,9; + if (.@i < 81) .@enchant = 4792; //Def6 + else if (.@i < 161) .@enchant = 4787; //Mdef4 + else if (.@i < 241) .@enchant = 4801; //SP100 + else if (.@i < 321) .@enchant = 4796; //HP200 + else if (.@i < 371) .@enchant = 4710; //Inteligence1 + else if (.@i < 421) .@enchant = 4720; //Dexterity1 + else if (.@i < 471) .@enchant = 4730; //Agility1 + else if (.@i < 521) .@enchant = 4740; //Vitality1 + else if (.@i < 621) .@enchant = 0; + else if (.@i < 646) .@enchant = 4793; //Def9 + else if (.@i < 671) .@enchant = 4788; //Mdef6 + else if (.@i < 696) .@enchant = 4802; //SP150 + else if (.@i < 721) .@enchant = 4797; //HP300 + else if (.@i < 731) .@enchant = 4711; //Inteligence2 + else if (.@i < 741) .@enchant = 4721; //Dexterity2 + else if (.@i < 751) .@enchant = 4741; //Vitality2 + else .@enchant = 9; break; case 8: //Strength - if (.@slot == 4) set .@i, rand(1,525); - else if (.@slot == 3) set .@i, rand(301,685); - else if (.@slot == 2) set .@i, rand(451,800); + if (.@slot == 4) .@i = rand(1,525); + else if (.@slot == 3) .@i = rand(301,685); + else if (.@slot == 2) .@i = rand(451,800); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4740; //Vitality1 - else if (.@i < 201) set .@enchant,4797; //HP300 - else if (.@i < 301) set .@enchant,4791; //Def3 - else if (.@i < 351) set .@enchant,4741; //Vitality2 - else if (.@i < 401) set .@enchant,4798; //HP400 - else if (.@i < 451) set .@enchant,4792; //Def6 - else if (.@i < 476) set .@enchant,4742; //Vitality3 - else if (.@i < 501) set .@enchant,4793; //Def9 - else if (.@i < 526) set .@enchant,4799; //HP500 - else if (.@i < 626) set .@enchant,0; - else if (.@i < 641) set .@enchant,4742; //Vitality3 - else if (.@i < 656) set .@enchant,4743; //Vitality4 - else if (.@i < 671) set .@enchant,4794; //Def12 - //else if (.@i < 686) set .@enchant,01; // ?? - else if (.@i < 688) set .@enchant,4744; //Vitality5 - //else if (.@i < 690) set .@enchant,02; // ?? - else set .@enchant,9; + if (.@i < 101) .@enchant = 4740; //Vitality1 + else if (.@i < 201) .@enchant = 4797; //HP300 + else if (.@i < 301) .@enchant = 4791; //Def3 + else if (.@i < 351) .@enchant = 4741; //Vitality2 + else if (.@i < 401) .@enchant = 4798; //HP400 + else if (.@i < 451) .@enchant = 4792; //Def6 + else if (.@i < 476) .@enchant = 4742; //Vitality3 + else if (.@i < 501) .@enchant = 4793; //Def9 + else if (.@i < 526) .@enchant = 4799; //HP500 + else if (.@i < 626) .@enchant = 0; + else if (.@i < 641) .@enchant = 4742; //Vitality3 + else if (.@i < 656) .@enchant = 4743; //Vitality4 + else if (.@i < 671) .@enchant = 4794; //Def12 + //else if (.@i < 686) .@enchant = 01; // ?? + else if (.@i < 688) .@enchant = 4744; //Vitality5 + //else if (.@i < 690) .@enchant = 02; // ?? + else .@enchant = 9; break; case 9: //Range - if (.@slot == 4) set .@i, rand(1,470); - else if (.@slot == 3) set .@i, rand(201,610); - else if (.@slot == 2) set .@i, rand(321,750); + if (.@slot == 4) .@i = rand(1,470); + else if (.@slot == 3) .@i = rand(201,610); + else if (.@slot == 2) .@i = rand(321,750); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4750; //Luck1 - else if (.@i < 201) set .@enchant,4720; //Dexterity1 - else if (.@i < 261) set .@enchant,4751; //Luck2 - else if (.@i < 321) set .@enchant,4721; //Dexterity2 - else if (.@i < 351) set .@enchant,4752; //Luck3 - else if (.@i < 381) set .@enchant,4722; //Dexterity3 - else if (.@i < 411) set .@enchant,4764; //Critical5 - else if (.@i < 441) set .@enchant,4832; //Expert_Archer1 - else if (.@i < 471) set .@enchant,4753; //Luck4 - else if (.@i < 571) set .@enchant,0; - else if (.@i < 586) set .@enchant,4723; //Dexterity4 - else if (.@i < 601) set .@enchant,4833; //Expert_Archer2 - else if (.@i < 606) set .@enchant,4765; //Critical7 - else if (.@i < 611) set .@enchant,4834; //Expert_Archer3 - else if (.@i < 616) set .@enchant,4724; //Dexterity5 - else if (.@i < 618) set .@enchant,4835; //Expert_Archer4 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4750; //Luck1 + else if (.@i < 201) .@enchant = 4720; //Dexterity1 + else if (.@i < 261) .@enchant = 4751; //Luck2 + else if (.@i < 321) .@enchant = 4721; //Dexterity2 + else if (.@i < 351) .@enchant = 4752; //Luck3 + else if (.@i < 381) .@enchant = 4722; //Dexterity3 + else if (.@i < 411) .@enchant = 4764; //Critical5 + else if (.@i < 441) .@enchant = 4832; //Expert_Archer1 + else if (.@i < 471) .@enchant = 4753; //Luck4 + else if (.@i < 571) .@enchant = 0; + else if (.@i < 586) .@enchant = 4723; //Dexterity4 + else if (.@i < 601) .@enchant = 4833; //Expert_Archer2 + else if (.@i < 606) .@enchant = 4765; //Critical7 + else if (.@i < 611) .@enchant = 4834; //Expert_Archer3 + else if (.@i < 616) .@enchant = 4724; //Dexterity5 + else if (.@i < 618) .@enchant = 4835; //Expert_Archer4 + else .@enchant = 9; break; case 10: //Physical - if (.@slot == 4) set .@i, rand(1,600); - else if (.@slot == 3) set .@i, rand(401,800); - else if (.@slot == 2) set .@i, rand(601,930); + if (.@slot == 4) .@i = rand(1,600); + else if (.@slot == 3) .@i = rand(401,800); + else if (.@slot == 2) .@i = rand(601,930); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4791; //Def3 - else if (.@i < 201) set .@enchant,4730; //Agility1 - else if (.@i < 301) set .@enchant,4750; //Luck1 - else if (.@i < 401) set .@enchant,4795; //HP100 - else if (.@i < 451) set .@enchant,4792; //Def6 - else if (.@i < 501) set .@enchant,4731; //Agility2 - else if (.@i < 551) set .@enchant,4751; //Luck2 - else if (.@i < 601) set .@enchant,4796; //HP200 - else if (.@i < 701) set .@enchant,0; - else if (.@i < 726) set .@enchant,4793; //Def9 - else if (.@i < 751) set .@enchant,4732; //Agility3 - else if (.@i < 776) set .@enchant,4752; //Luck3 - else if (.@i < 801) set .@enchant,4797; //HP300 - else if (.@i < 816) set .@enchant,4733; //Agility4 - else if (.@i < 831) set .@enchant,4753; //Luck4 - else if (.@i < 833) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4791; //Def3 + else if (.@i < 201) .@enchant = 4730; //Agility1 + else if (.@i < 301) .@enchant = 4750; //Luck1 + else if (.@i < 401) .@enchant = 4795; //HP100 + else if (.@i < 451) .@enchant = 4792; //Def6 + else if (.@i < 501) .@enchant = 4731; //Agility2 + else if (.@i < 551) .@enchant = 4751; //Luck2 + else if (.@i < 601) .@enchant = 4796; //HP200 + else if (.@i < 701) .@enchant = 0; + else if (.@i < 726) .@enchant = 4793; //Def9 + else if (.@i < 751) .@enchant = 4732; //Agility3 + else if (.@i < 776) .@enchant = 4752; //Luck3 + else if (.@i < 801) .@enchant = 4797; //HP300 + else if (.@i < 816) .@enchant = 4733; //Agility4 + else if (.@i < 831) .@enchant = 4753; //Luck4 + else if (.@i < 833) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; case 11: //Spell 2 - if (.@slot == 4) set .@i, rand(1,600); - else if (.@slot == 3) set .@i, rand(401,760); - else if (.@slot == 2) set .@i, rand(401,766); + if (.@slot == 4) .@i = rand(1,600); + else if (.@slot == 3) .@i = rand(401,760); + else if (.@slot == 2) .@i = rand(401,766); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4711; //Inteligence2 - else if (.@i < 201) set .@enchant,4721; //Dexterity2 - else if (.@i < 301) set .@enchant,4796; //HP200 - else if (.@i < 401) set .@enchant,4814; //Spell2 - else if (.@i < 451) set .@enchant,4712; //Inteligence3 - else if (.@i < 501) set .@enchant,4722; //Dexterity3 - else if (.@i < 551) set .@enchant,4760; //Matk1 - else if (.@i < 601) set .@enchant,4813; //Spell3 - else if (.@i < 701) set .@enchant,0; - else if (.@i < 716) set .@enchant,4713; //Inteligence4 - else if (.@i < 731) set .@enchant,4723; //Dexterity4 - else if (.@i < 746) set .@enchant,4761; //Matk2 - else if (.@i < 761) set .@enchant,4812; //Spell4 - else if (.@i < 763) set .@enchant,4714; //Inteligence5 - else if (.@i < 765) set .@enchant,4724; //Dexterity5 - else if (.@i < 767) set .@enchant,4806; //Matk3 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4711; //Inteligence2 + else if (.@i < 201) .@enchant = 4721; //Dexterity2 + else if (.@i < 301) .@enchant = 4796; //HP200 + else if (.@i < 401) .@enchant = 4814; //Spell2 + else if (.@i < 451) .@enchant = 4712; //Inteligence3 + else if (.@i < 501) .@enchant = 4722; //Dexterity3 + else if (.@i < 551) .@enchant = 4760; //Matk1 + else if (.@i < 601) .@enchant = 4813; //Spell3 + else if (.@i < 701) .@enchant = 0; + else if (.@i < 716) .@enchant = 4713; //Inteligence4 + else if (.@i < 731) .@enchant = 4723; //Dexterity4 + else if (.@i < 746) .@enchant = 4761; //Matk2 + else if (.@i < 761) .@enchant = 4812; //Spell4 + else if (.@i < 763) .@enchant = 4714; //Inteligence5 + else if (.@i < 765) .@enchant = 4724; //Dexterity5 + else if (.@i < 767) .@enchant = 4806; //Matk3 + else .@enchant = 9; break; default: mes "[Artifact Researcher]"; @@ -1077,17 +1077,17 @@ L_Socket: close; } if (.@equip_card[3] == 0 && getarg(2) < 4) { - set .@equip_card[3],.@enchant; + .@equip_card[3] = .@enchant; } else if (.@equip_card[2] == 0 && getarg(2) < 3) { - set .@equip_card[2],.@enchant; + .@equip_card[2] = .@enchant; if (.@enchant == 0) { - set .@equip_card[3],0; + .@equip_card[3] = 0; } } else if (.@equip_card[1] == 0 && getarg(2) < 2) { - set .@equip_card[1],.@enchant; + .@equip_card[1] = .@enchant; if (.@enchant == 0) { - set .@equip_card[2],0; - set .@equip_card[3],0; + .@equip_card[2] = 0; + .@equip_card[3] = 0; } } else { mes "[Artifact Researcher]"; @@ -1106,7 +1106,7 @@ L_Socket: specialeffect2 EF_SUI_EXPLOSION; mes "[Artifact Researcher]"; mes "This!"; - mes "I... I'm sorry but the equipment has been destroyed."; + mes "I... I'm sorry but the equipment has been destroyed."; close; } if (.@enchant == 0) { @@ -1139,9 +1139,9 @@ L_Socket: delequip .@part; // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { if (.@equip_card[.@i] >= 4700) // Armor Enchant System - set .@equip_card[.@i],0; + .@equip_card[.@i] = 0; } getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; @@ -1271,7 +1271,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ setarray .@artifacts[0],1657,16013,2007,2008,2009,2010; setarray .@empowered[0],1660,16018,2011,2012,2013,2014; while(1) { - set .@i, select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2; + .@i = select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2; if (.@i == -1) { emotion e_what; mes "[Artifact Collector]"; @@ -1284,15 +1284,15 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ switch(.@i) { case 0: setarray .@enchants[0],4761,4723,4714; - set .@str$, "MATK+2%, DEX+4, INT+5"; + .@str$ = "MATK+2%, DEX+4, INT+5"; break; case 1: setarray .@enchants[0],4767,4723,4704; - set .@str$, "ATK+3%, DEX+4, STR+5"; + .@str$ = "ATK+3%, DEX+4, STR+5"; break; default: setarray .@enchants[0],4761,4713; - set .@str$, "MATK+2%, INT+4"; + .@str$ = "MATK+2%, INT+4"; break; } mes "[Artifact Collector]"; @@ -1319,7 +1319,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ mes "I don't know what you are trying to do... I can't enhance what you don't have."; close; } - set .@equip_id, getequipid(EQI_HAND_R); + .@equip_id = getequipid(EQI_HAND_R); setarray .@equip_card[2], getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3); switch(.@equip_id) { case 2007: //Golden_Rod_Staff @@ -1328,19 +1328,19 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ case 2010: //Forest_Staff if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2 .@equip_card[2] == 4713 || .@equip_card[3] == 4713) //Inteligence4 - set .@empowered,.@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2 + .@empowered = .@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2 break; case 1657: //Wand_Of_Affection if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2 .@equip_card[2] == 4714 || .@equip_card[3] == 4714 || //Inteligence5 .@equip_card[2] == 4723 || .@equip_card[3] == 4723) //Dexterity4 - set .@empowered,1660; //Wand_Of_Affection2 + .@empowered = 1660; //Wand_Of_Affection2 break; case 16013: //Mace_Of_Judgement if (.@equip_card[2] == 4723 || .@equip_card[3] == 4723 || //Dexterity4 .@equip_card[2] == 4704 || .@equip_card[3] == 4704 || //Strength5 .@equip_card[2] == 4767 || .@equip_card[3] == 4767) //Atk3 - set .@empowered,16018; //Mace_Of_Judgement2 + .@empowered = 16018; //Mace_Of_Judgement2 break; default: emotion e_an; @@ -1477,7 +1477,7 @@ function script F_Mora_Enchant { progressbar "ffff00",3; delitem 6380,5; //Mora_Coin delitem getarg(0),1; - set .@i, rand(1,4568); + .@i = rand(1,4568); if (.@i <= 3168) { // Basic combinations // (raw: .@i increments by 11) @@ -1525,7 +1525,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{ mes "I happen to have a few army paddings in stock. Would you like to buy one? The price is 1 Mora Coin. So cheap."; next; switch(select("Maybe next time.:I'll buy one now.")) { - case 1: + case 1: mes "[Master Tailor]"; mes "Okay, I understand."; mes "Come back for one if you change your mind."; diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt index abbc0896a..939f7d812 100644 --- a/npc/re/merchants/enchan_upg.txt +++ b/npc/re/merchants/enchan_upg.txt @@ -49,7 +49,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "Are you listening to me? I will only do for you if you bring the Enchant Book!"; close; } - set .@select,1; + .@select = 1; break; case 3: mes "[Devil Enchant Master]"; @@ -64,10 +64,10 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "Come back after you have confirmed!"; close; } - set .@select,2; + .@select = 2; break; } - set .@part, EQI_HAND_R; + .@part = EQI_HAND_R; mes "[Devil Enchant Master]"; if (!getequipisequiped(.@part)) { @@ -79,13 +79,13 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "It is dangerous to remove equipment during enchant process!"; close; } - set .@equip_id, getequipid(.@part); - set .@item$, "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|"; + .@equip_id = getequipid(.@part); + .@item$ = "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|"; if (!compare(.@item$,"|"+.@equip_id+"|")) { mes "I don't want to touch your equipment now!"; close; } - set .@equip_refine, getequiprefinerycnt(.@part); + .@equip_refine = getequiprefinerycnt(.@part); if (.@select == 1) { if (!countitem(6484)) { @@ -100,10 +100,10 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "Come back again after you change your mind!"; close; case 2: - set .@enc_type,1; + .@enc_type = 1; break; case 3: - set .@enc_type,2; + .@enc_type = 2; break; } mes "[Devil Enchant Master]"; @@ -125,81 +125,81 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ } if (.@enc_type == 1) { // Physical Series - set .@i, rand(1,1300); - if (.@i < 51) set .@enchant,4734; //Agility5 - else if (.@i < 76) set .@enchant,4735; //Agility6 - else if (.@i < 88) set .@enchant,4736; //Agility7 - else if (.@i < 93) set .@enchant,4737; //Agility8 - else if (.@i < 95) set .@enchant,4738; //Agility9 - else if (.@i < 96) set .@enchant,4739; //Agility10 - else if (.@i < 146) set .@enchant,4724; //Dexterity5 - else if (.@i < 171) set .@enchant,4725; //Dexterity6 - else if (.@i < 183) set .@enchant,4726; //Dexterity7 - else if (.@i < 188) set .@enchant,4727; //Dexterity8 - else if (.@i < 190) set .@enchant,4728; //Dexterity9 - else if (.@i < 191) set .@enchant,4729; //Dexterity10 - else if (.@i < 291) set .@enchant,4704; //Strength5 - else if (.@i < 341) set .@enchant,4705; //Strength6 - else if (.@i < 366) set .@enchant,4706; //Strength7 - else if (.@i < 378) set .@enchant,4707; //Strength8 - else if (.@i < 383) set .@enchant,4708; //Strength9 - else if (.@i < 384) set .@enchant,4709; //Strength10 - else if (.@i < 434) set .@enchant,4754; //Luck5 - else if (.@i < 459) set .@enchant,4755; //Luck6 - else if (.@i < 471) set .@enchant,4756; //Luck7 - else if (.@i < 476) set .@enchant,4757; //Luck8 - else if (.@i < 478) set .@enchant,4758; //Luck9 - else if (.@i < 479) set .@enchant,4759; //Luck10 - else if (.@i < 679) set .@enchant,4744; //Vitality5 - else if (.@i < 779) set .@enchant,4745; //Vitality6 - else if (.@i < 829) set .@enchant,4746; //Vitality7 - else if (.@i < 854) set .@enchant,4747; //Vitality8 - else if (.@i < 866) set .@enchant,4748; //Vitality9 - else if (.@i < 867) set .@enchant,4749; //Vitality10 - else if (.@i < 967) set .@enchant,4808; //Fighting_Spirit4 - else if (.@i < 992) set .@enchant,4820; //Fighting_Spirit5 - else if (.@i < 1092) set .@enchant,4835; //Expert_Archer4 - else if (.@i < 1117) set .@enchant,4836; //Expert_Archer5 - else if (.@i < 1217) set .@enchant,4835; //Expert_Archer4 - else if (.@i < 1242) set .@enchant,4836; //Expert_Archer5 - else set .@enchant,0; + .@i = rand(1,1300); + if (.@i < 51) .@enchant = 4734; //Agility5 + else if (.@i < 76) .@enchant = 4735; //Agility6 + else if (.@i < 88) .@enchant = 4736; //Agility7 + else if (.@i < 93) .@enchant = 4737; //Agility8 + else if (.@i < 95) .@enchant = 4738; //Agility9 + else if (.@i < 96) .@enchant = 4739; //Agility10 + else if (.@i < 146) .@enchant = 4724; //Dexterity5 + else if (.@i < 171) .@enchant = 4725; //Dexterity6 + else if (.@i < 183) .@enchant = 4726; //Dexterity7 + else if (.@i < 188) .@enchant = 4727; //Dexterity8 + else if (.@i < 190) .@enchant = 4728; //Dexterity9 + else if (.@i < 191) .@enchant = 4729; //Dexterity10 + else if (.@i < 291) .@enchant = 4704; //Strength5 + else if (.@i < 341) .@enchant = 4705; //Strength6 + else if (.@i < 366) .@enchant = 4706; //Strength7 + else if (.@i < 378) .@enchant = 4707; //Strength8 + else if (.@i < 383) .@enchant = 4708; //Strength9 + else if (.@i < 384) .@enchant = 4709; //Strength10 + else if (.@i < 434) .@enchant = 4754; //Luck5 + else if (.@i < 459) .@enchant = 4755; //Luck6 + else if (.@i < 471) .@enchant = 4756; //Luck7 + else if (.@i < 476) .@enchant = 4757; //Luck8 + else if (.@i < 478) .@enchant = 4758; //Luck9 + else if (.@i < 479) .@enchant = 4759; //Luck10 + else if (.@i < 679) .@enchant = 4744; //Vitality5 + else if (.@i < 779) .@enchant = 4745; //Vitality6 + else if (.@i < 829) .@enchant = 4746; //Vitality7 + else if (.@i < 854) .@enchant = 4747; //Vitality8 + else if (.@i < 866) .@enchant = 4748; //Vitality9 + else if (.@i < 867) .@enchant = 4749; //Vitality10 + else if (.@i < 967) .@enchant = 4808; //Fighting_Spirit4 + else if (.@i < 992) .@enchant = 4820; //Fighting_Spirit5 + else if (.@i < 1092) .@enchant = 4835; //Expert_Archer4 + else if (.@i < 1117) .@enchant = 4836; //Expert_Archer5 + else if (.@i < 1217) .@enchant = 4835; //Expert_Archer4 + else if (.@i < 1242) .@enchant = 4836; //Expert_Archer5 + else .@enchant = 0; } else if (.@enc_type == 2) { // Magical Series - set .@i, rand(1,1200); - if (.@i < 51) set .@enchant,4714; //Inteligence5 - else if (.@i < 76) set .@enchant,4715; //Inteligence6 - else if (.@i < 88) set .@enchant,4716; //Inteligence7 - else if (.@i < 93) set .@enchant,4717; //Inteligence8 - else if (.@i < 95) set .@enchant,4718; //Inteligence9 - else if (.@i < 96) set .@enchant,4719; //Inteligence10 - else if (.@i < 146) set .@enchant,4724; //Dexterity5 - else if (.@i < 171) set .@enchant,4725; //Dexterity6 - else if (.@i < 183) set .@enchant,4726; //Dexterity7 - else if (.@i < 188) set .@enchant,4727; //Dexterity8 - else if (.@i < 190) set .@enchant,4728; //Dexterity9 - else if (.@i < 191) set .@enchant,4729; //Dexterity10 - else if (.@i < 291) set .@enchant,4734; //Agility5 - else if (.@i < 341) set .@enchant,4735; //Agility6 - else if (.@i < 366) set .@enchant,4736; //Agility7 - else if (.@i < 378) set .@enchant,4737; //Agility8 - else if (.@i < 383) set .@enchant,4738; //Agility9 - else if (.@i < 384) set .@enchant,4739; //Agility10 - else if (.@i < 484) set .@enchant,4754; //Luck5 - else if (.@i < 534) set .@enchant,4755; //Luck6 - else if (.@i < 559) set .@enchant,4756; //Luck7 - else if (.@i < 571) set .@enchant,4757; //Luck8 - else if (.@i < 576) set .@enchant,4758; //Luck9 - else if (.@i < 577) set .@enchant,4759; //Luck10 - else if (.@i < 777) set .@enchant,4744; //Vitality5 - else if (.@i < 877) set .@enchant,4745; //Vitality6 - else if (.@i < 927) set .@enchant,4746; //Vitality7 - else if (.@i < 952) set .@enchant,4747; //Vitality8 - else if (.@i < 964) set .@enchant,4748; //Vitality9 - else if (.@i < 969) set .@enchant,4749; //Vitality10 - else if (.@i < 1069) set .@enchant,4812; //Spell4 - else if (.@i < 1094) set .@enchant,4826; //Spell5 - else if (.@i < 1119) set .@enchant,4761; //Matk2 - else if (.@i < 1124) set .@enchant,4806; //Matk3 - else set .@enchant,0; + .@i = rand(1,1200); + if (.@i < 51) .@enchant = 4714; //Inteligence5 + else if (.@i < 76) .@enchant = 4715; //Inteligence6 + else if (.@i < 88) .@enchant = 4716; //Inteligence7 + else if (.@i < 93) .@enchant = 4717; //Inteligence8 + else if (.@i < 95) .@enchant = 4718; //Inteligence9 + else if (.@i < 96) .@enchant = 4719; //Inteligence10 + else if (.@i < 146) .@enchant = 4724; //Dexterity5 + else if (.@i < 171) .@enchant = 4725; //Dexterity6 + else if (.@i < 183) .@enchant = 4726; //Dexterity7 + else if (.@i < 188) .@enchant = 4727; //Dexterity8 + else if (.@i < 190) .@enchant = 4728; //Dexterity9 + else if (.@i < 191) .@enchant = 4729; //Dexterity10 + else if (.@i < 291) .@enchant = 4734; //Agility5 + else if (.@i < 341) .@enchant = 4735; //Agility6 + else if (.@i < 366) .@enchant = 4736; //Agility7 + else if (.@i < 378) .@enchant = 4737; //Agility8 + else if (.@i < 383) .@enchant = 4738; //Agility9 + else if (.@i < 384) .@enchant = 4739; //Agility10 + else if (.@i < 484) .@enchant = 4754; //Luck5 + else if (.@i < 534) .@enchant = 4755; //Luck6 + else if (.@i < 559) .@enchant = 4756; //Luck7 + else if (.@i < 571) .@enchant = 4757; //Luck8 + else if (.@i < 576) .@enchant = 4758; //Luck9 + else if (.@i < 577) .@enchant = 4759; //Luck10 + else if (.@i < 777) .@enchant = 4744; //Vitality5 + else if (.@i < 877) .@enchant = 4745; //Vitality6 + else if (.@i < 927) .@enchant = 4746; //Vitality7 + else if (.@i < 952) .@enchant = 4747; //Vitality8 + else if (.@i < 964) .@enchant = 4748; //Vitality9 + else if (.@i < 969) .@enchant = 4749; //Vitality10 + else if (.@i < 1069) .@enchant = 4812; //Spell4 + else if (.@i < 1094) .@enchant = 4826; //Spell5 + else if (.@i < 1119) .@enchant = 4761; //Matk2 + else if (.@i < 1124) .@enchant = 4806; //Matk3 + else .@enchant = 0; } else { mes "[Devil Enchant Master]"; mes "Hmm! This item is having a problem, please check it again!"; @@ -217,8 +217,8 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ if (.@enchant == 0) { specialeffect EF_SHIELDCHARGE; mes "Oh! Unbelievable!! It failed!! Please come again!"; - set .@lost_refine, rand(0,.@equip_refine); - set .@equip_refine, .@equip_refine - .@lost_refine; + .@lost_refine = rand(0,.@equip_refine); + .@equip_refine -= .@lost_refine; } else { specialeffect EF_REPAIRWEAPON; mes "The slot ^9900004^000000 has been enchanted!"; diff --git a/npc/re/merchants/flute.txt b/npc/re/merchants/flute.txt index 343308268..d2c9515b2 100644 --- a/npc/re/merchants/flute.txt +++ b/npc/re/merchants/flute.txt @@ -43,10 +43,10 @@ if (eaclass()&EAJL_THIRD) { mes "[Falcon Flute Trader]"; mes "For Rangers, however, I have a special price of 10,000 zeny!"; - set .@price,10000; + .@price = 10000; next; } else - set .@price,12500; + .@price = 12500; if(select("Don't buy one:Buy a Falcon Flute") == 1) { mes "[Falcon Flute Trader]"; mes "That's too bad. If you need one, come back!"; diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt index 0e0f3e081..7c875e995 100644 --- a/npc/re/merchants/hd_refiner.txt +++ b/npc/re/merchants/hd_refiner.txt @@ -31,10 +31,10 @@ mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?"; next; setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Blacksmith Mighty Hammer]"; switch(.@part) { @@ -80,15 +80,15 @@ switch(getequipweaponlv(.@part)) { default: case 0: - set .@price,20000; - set .@material,6241; //HD_Elunium + .@price = 20000; + .@material = 6241; //HD_Elunium break; case 1: case 2: case 3: case 4: - set .@price,20000; - set .@material,6240; //HD_Oridecon + .@price = 20000; + .@material = 6240; //HD_Oridecon break; } mes "[Blacksmith Mighty Hammer]"; @@ -165,10 +165,10 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF mes "Which equipment do you want to refine?"; 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) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Basta]"; switch(.@part) { @@ -219,17 +219,17 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF switch(getequipweaponlv(.@part)) { default: case 0: - set .@price,100000; - set .@material,6225; //HD_Carnium - set .@type$,"armor"; + .@price = 100000; + .@material = 6225; //HD_Carnium + .@type$ = "armor"; break; case 1: case 2: case 3: case 4: - set .@price,100000; - set .@material,6226; //HD_Bradium - set .@type$,"weapon"; + .@price = 100000; + .@material = 6226; //HD_Bradium + .@type$ = "weapon"; break; } mes "[Basta]"; diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt index 03730a04a..649da8529 100644 --- a/npc/re/merchants/quivers.txt +++ b/npc/re/merchants/quivers.txt @@ -73,10 +73,10 @@ S_BuyQuiver: next; switch(select("Trade all the arrows you have:Get only one quiver:Don't trade")) { case 1: - set .@arrows, countitem(getarg(0)); - set .@quiver, .@arrows / getarg(1); - set .@arrows_used, .@quiver * getarg(1); - set .@arrow_zeny01, .@quiver * getarg(2); + .@arrows = countitem(getarg(0)); + .@quiver = .@arrows / getarg(1); + .@arrows_used = .@quiver * getarg(1); + .@arrow_zeny01 = .@quiver * getarg(2); mes "The number of arrows you have : ^3131FF"+.@arrows+"^000000"; mes "The number of quivers available : ^3131FF"+.@quiver+"^000000"; mes "Zeny needed for trade : ^3131FF"+.@arrow_zeny01+" zeny^000000"; @@ -90,10 +90,10 @@ S_BuyQuiver: } break; case 2: - set .@quiver, 1; - set .@arrows_used, getarg(1); - set .@arrow_zeny01, getarg(2); - set .@zeny_mes,1; + .@quiver = 1; + .@arrows_used = getarg(1); + .@arrow_zeny01 = getarg(2); + .@zeny_mes = 1; break; case 3: mes "[Quiver Maker]"; diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt index db57a1d5d..490f10b5c 100644 --- a/npc/re/merchants/refine.txt +++ b/npc/re/merchants/refine.txt @@ -54,20 +54,20 @@ function script refinenew { 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$[.@i] + "-" + "[" + getequipname(.@i) + "]"; - set .@equipped,1; + .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; + .@equipped = 1; } - set .@menu$, .@menu$ + ":"; + .@menu$ += ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } - set .@part, select(.@menu$); + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; @@ -95,27 +95,27 @@ function script refinenew { mes "refined as it gets!"; close; } - set .@refineitemid, getequipid(.@part); // save id of the item - set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count + .@refineitemid = getequipid(.@part); // save id of the item + .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) { - set .@type$,"weapon"; - set .@material,6224; //Bradium - set .@price,100000; + .@type$ = "weapon"; + .@material = 6224; //Bradium + .@price = 100000; switch(getequipweaponlv(.@part)) { - case 1: set .@safe,10; break; - case 2: set .@safe,10; break; - case 3: set .@safe,10; break; - case 4: set .@safe,10; break; + case 1: .@safe = 10; break; + case 2: .@safe = 10; break; + case 3: .@safe = 10; break; + case 4: .@safe = 10; break; } mes "["+ getarg(0) +"]"; mes "Hmm a weapon, is that ok?"; mes "If you want to refine this weapon,"; mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny."; } else { - set .@type$,"armor"; - set .@material,6223; //Carnium - set .@price,100000; - set .@safe,10; + .@type$ = "armor"; + .@material = 6223; //Carnium + .@price = 100000; + .@safe = 10; mes "["+ getarg(0) +"]"; mes "Hmm an armor, is that ok?"; mes "If you want to refine this armor,"; @@ -222,26 +222,26 @@ function script refinenew { mes "[" + getarg(0) + "]"; mes "I can refine this to the safe limit or a desired number of times. It's your choice."; next; - set .@menu2,select("To the safe limit, please.","I'll decide how many times.","I've changed my mind..."); + .@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind..."); } else - set .@menu2,2; + .@menu2 = 2; switch(.@menu2){ case 1: - set .@refinecnt,.@safe - getequiprefinerycnt(.@part); + .@refinecnt = .@safe - getequiprefinerycnt(.@part); break; case 2: mes "[" + getarg(0) + "]"; mes "How many times would you like me to refine your item?"; next; input .@refinecnt; - set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part); + .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part); if (.@refinecnt < 1 || .@refinecheck > 20) { mes "[" + getarg(0) + "]"; mes "I can't refine this item that many times."; close; } if (.@refinecheck > .@safe) { - set .@refinecheck,.@refinecheck - .@safe; + .@refinecheck -= .@safe; mes "[" + getarg(0) + "]"; mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?"; next; @@ -257,7 +257,7 @@ function script refinenew { mes "You said so... So be it."; close; } - set .@fullprice,.@price * .@refinecnt; + .@fullprice = .@price * .@refinecnt; mes "[" + getarg(0) + "]"; mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?"; next; @@ -290,7 +290,7 @@ function script refinenew { if (getequippercentrefinery(.@part) > rand(100)) { mes "Clang! Clang! Clang! Clang!"; successrefitem .@part; - set .@refinecnt,.@refinecnt - 1; + --.@refinecnt; next; } else { if (rand(100) < 80) { @@ -402,10 +402,10 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ mes "Yes!!! You!! You want to refine?"; 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) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Clink]"; switch(.@part) { @@ -452,34 +452,34 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ switch(getequipweaponlv(.@part)) { default: case 0: // Armor - set .@price,2000; - set .@material,985; //Elunium - set .@type$,"armor"; + .@price = 2000; + .@material = 985; //Elunium + .@type$ = "armor"; mes "Hmm, an armor refine? Someone like you?"; break; case 1: // Level 1 Weapon - set .@price,50; - set .@material,1010; //Phracon - set .@type$,"weapon"; + .@price = 50; + .@material = 1010; //Phracon + .@type$ = "weapon"; mes "A level 1 weapon?"; mes "Urr... Annoying... Okay, let's try..."; break; case 2: // Level 2 Weapon - set .@price,200; - set .@material,1011; //Emveretarcon - set .@type$,"weapon"; + .@price = 200; + .@material = 1011; //Emveretarcon + .@type$ = "weapon"; mes "A level 2 weapon?"; break; case 3: // Level 3 Weapon - set .@price,20000; - set .@material,984; //Oridecon - set .@type$,"weapon"; + .@price = 20000; + .@material = 984; //Oridecon + .@type$ = "weapon"; mes "Woot!! A level 3 weapon? Impressive~"; break; case 4: // Level 4 Weapon - set .@price,50000; - set .@material,984; //Oridecon - set .@type$,"weapon"; + .@price = 50000; + .@material = 984; //Oridecon + .@type$ = "weapon"; mes "Wow!... A level 4 weapon~!!"; break; } diff --git a/npc/re/merchants/ticket_refiner.txt b/npc/re/merchants/ticket_refiner.txt index d5d4dd59f..aa768f20b 100644 --- a/npc/re/merchants/ticket_refiner.txt +++ b/npc/re/merchants/ticket_refiner.txt @@ -16,9 +16,9 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ disable_items; if (countitem(6238) || countitem(6228) || countitem(6229) || countitem(6230) || countitem(6231) || countitem(6456)) - set .@bWeaponUp,1; + .@bWeaponUp = 1; if (countitem(6239) || countitem(6232) || countitem(6233) || countitem(6234) || countitem(6235) || countitem(6457)) - set .@bArmorUp,1; + .@bArmorUp = 1; if (!.@bWeaponUp && !.@bArmorUp) { mes "[Refine Master]"; mes "Hello!"; @@ -55,10 +55,10 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "Which equipment would you like to refine?"; next; setarray .@position$[1],"Head upper","Armor","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head middle","Head lower"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"- [Empty]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"- [Empty]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Refine Master]"; mes "You have to equip the item you want to refine."; @@ -76,8 +76,8 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ case 0: setarray .@tickets[0],6457,6235,6234,6233,6232,6239; setarray .@levels[0],5,6,7,8,9,11; - set .@type$,"Armor"; - set .@check,.@bArmorUp; + .@type$ = "Armor"; + .@check = .@bArmorUp; break; case 1: case 2: @@ -85,8 +85,8 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ case 4: setarray .@tickets[0],6456,6231,6230,6229,6228,6238; setarray .@levels[0],5,6,7,8,9,11; - set .@type$,"Weapon"; - set .@check,.@bWeaponUp; + .@type$ = "Weapon"; + .@check = .@bWeaponUp; break; } if (!.@check) { @@ -99,12 +99,12 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "[Refine Master]"; mes "Please choose which ^006400"+.@type$+" Refine Ticket^000000 you want to use."; next; - set .@menu$,""; - for(set .@i,0; .@i<getarraysize(.@tickets); set .@i,.@i+1) - set .@menu$, .@menu$+getitemname(.@tickets[.@i])+":"; - set .@select, select(.@menu$)-1; - set .@ticket_lv, .@levels[.@select]; - set .@ticket_id, .@tickets[.@select]; + .@menu$ = ""; + for(.@i = 0; .@i<getarraysize(.@tickets); ++.@i) + .@menu$ += getitemname(.@tickets[.@i])+":"; + .@select = select(.@menu$)-1; + .@ticket_lv = .@levels[.@select]; + .@ticket_id = .@tickets[.@select]; if (countitem(.@ticket_id) == 0) { emotion e_what; mes "[Refine Master]"; @@ -146,7 +146,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "Please report this."; close; } - for(set .@i,getequiprefinerycnt(.@part); .@i<.@ticket_lv; set .@i,.@i+1) + for(.@i = getequiprefinerycnt(.@part); .@i<.@ticket_lv; ++.@i) successrefitem .@part; next; emotion e_ho; |