diff options
author | Haru <haru@dotalux.com> | 2014-10-26 03:19:01 +0100 |
---|---|---|
committer | Haru <haru@dotalux.com> | 2014-11-02 01:36:51 +0100 |
commit | d853cc9c0ccdafb8e23ddf6b3f18e7859af0a710 (patch) | |
tree | 6f58d1d5202d286dd64c9fc3083cae1d4f2e240a /npc/re/quests/eden | |
parent | eb5a3ece8568bae80d2d6912cd172f4cce029e68 (diff) | |
download | hercules-d853cc9c0ccdafb8e23ddf6b3f18e7859af0a710.tar.gz hercules-d853cc9c0ccdafb8e23ddf6b3f18e7859af0a710.tar.bz2 hercules-d853cc9c0ccdafb8e23ddf6b3f18e7859af0a710.tar.xz hercules-d853cc9c0ccdafb8e23ddf6b3f18e7859af0a710.zip |
Replaced 'set' with direct assignment where applicable (re/quests folder)
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'npc/re/quests/eden')
-rw-r--r-- | npc/re/quests/eden/11-25.txt | 10 | ||||
-rw-r--r-- | npc/re/quests/eden/41-55.txt | 2 | ||||
-rw-r--r-- | npc/re/quests/eden/56-70.txt | 8 | ||||
-rw-r--r-- | npc/re/quests/eden/71-85.txt | 74 | ||||
-rw-r--r-- | npc/re/quests/eden/86-90.txt | 6 | ||||
-rw-r--r-- | npc/re/quests/eden/91-99.txt | 16 | ||||
-rw-r--r-- | npc/re/quests/eden/eden_common.txt | 10 | ||||
-rw-r--r-- | npc/re/quests/eden/eden_iro.txt | 44 | ||||
-rw-r--r-- | npc/re/quests/eden/eden_quests.txt | 558 | ||||
-rw-r--r-- | npc/re/quests/eden/eden_tutorial.txt | 106 |
10 files changed, 417 insertions, 417 deletions
diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt index 17f5edb22..b9c9f85ce 100644 --- a/npc/re/quests/eden/11-25.txt +++ b/npc/re/quests/eden/11-25.txt @@ -19,9 +19,9 @@ moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ mes "- to receive these missions. -"; close; } - for(set .@i,11124; .@i<11134; set .@i,.@i+1) + for(.@i = 11124; .@i<11134; ++.@i) if (questprogress(.@i,PLAYTIME) == 2) erasequest .@i; - for(set .@i,11114; .@i<11123; set .@i,.@i+1) { + for(.@i = 11114; .@i<11123; ++.@i) { .@state = questprogress(.@i,HUNTING); if (.@state == 2) { mes " - You must collect your - "; @@ -79,7 +79,7 @@ L_Quest: close; } mes " - Mission '"+getarg(1)+"' - "; - for(set .@i,2; .@i<getargcount(); set .@i,.@i+1) + for(.@i = 2; .@i<getargcount(); ++.@i) mes getarg(.@i); mes " "; mes " - Manager : Spike - "; @@ -89,7 +89,7 @@ L_Quest: mes " - other missions. - "; close; } - for(set .@i,2; .@i<getargcount(); set .@i,.@i+1) + for(.@i = 2; .@i<getargcount(); ++.@i) mes getarg(.@i); if (getarg(0) == 11123 && questprogress(11123,PLAYTIME) == 2) erasequest 11133; // Special case for "Collect Poison Spores" @@ -98,7 +98,7 @@ L_Quest: } moc_para01,32,30,6 script Spike 4_F_CHILD,{ - for(set .@i,11114; .@i<11124; set .@i,.@i+1) { + for(.@i = 11114; .@i<11124; ++.@i) { .@state = questprogress(.@i,HUNTING); if (.@state == 2) switch(.@i) { case 11114: callsub L_Quest,.@i,"Hornet Hunting",900; diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt index 7898060b5..f67497c47 100644 --- a/npc/re/quests/eden/41-55.txt +++ b/npc/re/quests/eden/41-55.txt @@ -55,7 +55,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ end; } setarray .@exp[0],9600,7200,15750,7875,11100,8550,17100,9000,12300,9900,20250,10350,13800,11025,22500,11250; - for(set .@i,0; .@i<16; set .@i,.@i+1) + for(.@i = 0; .@i<16; ++.@i) if (questprogress(12072+.@i,HUNTING) == 2) { mes "[Mission Board]"; mes "You have completed the mission."; diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt index c014da7d1..0178a56ce 100644 --- a/npc/re/quests/eden/56-70.txt +++ b/npc/re/quests/eden/56-70.txt @@ -70,9 +70,9 @@ L_Quest: } if (getargcount() > 5) { if (countitem(getarg(5)) < getarg(6)) - set .@items,1; //incomplete + .@items = 1; //incomplete else - set .@items,2; //complete + .@items = 2; //complete } if (questprogress(getarg(0)) != 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) { mes "You have an on-going mission. Would you like to check the details?"; @@ -115,9 +115,9 @@ L_HuntingQuest: } if (getargcount() > 3) { if (countitem(getarg(3)) < getarg(4)) - set .@items,1; //incomplete + .@items = 1; //incomplete else - set .@items,2; //complete + .@items = 2; //complete } if (questprogress(getarg(0),HUNTING) != 2 || .@items == 1) { mes "You have an on-going mission. Would you like to check the details?"; diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt index f2ea5f2a1..e88e388cb 100644 --- a/npc/re/quests/eden/71-85.txt +++ b/npc/re/quests/eden/71-85.txt @@ -22,9 +22,9 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ } // Clear the original quest data (no longer used). - if (slv_quest) set slv_quest,0; + if (slv_quest) slv_quest = 0; if (questprogress(10102) || questprogress(10103) || questprogress(10104) || questprogress(10105) || questprogress(10106)) { - for(set .@quest,10102; .@quest<=10106; set .@quest,.@quest+1) { + for(.@quest = 10102; .@quest<=10106; ++.@quest) { if (questprogress(.@quest)) erasequest .@quest; } @@ -49,19 +49,19 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ 10114,10115,10116,10117, 10118,10119,10120, 10121,10122,10123,5055,5056; - for(set .@i,0; .@i<getarraysize(.@quests); set .@i,.@i+1) { + for(.@i = 0; .@i<getarraysize(.@quests); ++.@i) { if (questprogress(.@quests[.@i],HUNTING) == 2) - set .@complete[getarraysize(.@complete)], .@quests[.@i]; + .@complete[getarraysize(.@complete)] = .@quests[.@i]; } if (questprogress(5057) && countitem(7187) >= 30) - set .@complete[getarraysize(.@complete)],5057; + .@complete[getarraysize(.@complete)] = 5057; if (getarraysize(.@complete)) { mes "You have quests in progress."; mes "Do you want to turn them in?"; next; if(select("Of course.:No.") == 2) close; - for(set .@i,0; .@i<getarraysize(.@complete); set .@i,.@i+1) + for(.@i = 0; .@i<getarraysize(.@complete); ++.@i) callsub L_Quest,.@complete[.@i]; close; } @@ -81,8 +81,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to the Sphinx Dungeon -"; mes "- on this mission Board. -"; next; - set .@str1$,"The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. "; - set .@str2$,"- Meidi from Morroc -"; + .@str1$ = "The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. "; + .@str2$ = "- Meidi from Morroc -"; switch(select("Hunt Requiem:Hunt Marduk:Hunt Pasana")) { case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$; case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$; @@ -93,8 +93,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to Glast Heim -"; mes "- on this mission Board. -"; next; - set .@str1$,"I am very afraid that the monsters from Glast Heim will attack us. "; - set .@str2$,"- Ancellia from Geffen -"; + .@str1$ = "I am very afraid that the monsters from Glast Heim will attack us. "; + .@str2$ = "- Ancellia from Geffen -"; switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) { case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$; case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$; @@ -106,8 +106,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to the area -"; mes "- around Juno. -"; next; - set .@str1$,"Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. "; - set .@str2$,"- Jeanbai, traveler -"; + .@str1$ = "Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. "; + .@str2$ = "- Jeanbai, traveler -"; switch(select("Hunt Grand Peco:Hunt Sleeper:Hunt Goat:Hunt Harpy")) { case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$; case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$; @@ -119,8 +119,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to the Clock Tower -"; mes "- on this mission Board. -"; next; - set .@str1$,"I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. "; - set .@str2$,"- Rizingsetter, President of the Love Clock community -"; + .@str1$ = "I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. "; + .@str2$ = "- Rizingsetter, President of the Love Clock community -"; switch(select("Hunt Clock:Hunt Punk:Hunt Rideword")) { case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$; case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$; @@ -131,8 +131,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to the Localized Islands -"; mes "- on this mission Board. -"; next; - set .@str1$,"I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! "; - set .@str2$,"- Funfy, who wants to go on an adventure -"; + .@str1$ = "I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! "; + .@str2$ = "- Funfy, who wants to go on an adventure -"; switch(select("Hunt Kikimora:Hunt Miyabi Doll:Hunt Mi Gao:Hunt Headless Mule:Hunt Tamruan:Gather Festival Masks for the Festival")) { case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$; case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$; @@ -146,28 +146,28 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ //callsub L_Quest,<quest ID>{,"<description1>","<description2>"}; L_Quest: - set .@quest, getarg(0); + .@quest = getarg(0); switch(.@quest) { - case 10107: set .@name$,"Hunt Requiem"; set .@exp,15000; break; - case 10108: set .@name$,"Hunt Marduk"; set .@exp,15000; break; - case 10109: set .@name$,"Hunt Pasana"; set .@exp,15000; break; - case 10110: set .@name$,"Hunt Dark Frame"; set .@exp,20000; break; - case 10111: set .@name$,"Hunt Evil Druid"; set .@exp,20000; break; - case 10112: set .@name$,"Hunt Wraith"; set .@exp,20000; break; - case 10113: set .@name$,"Hunt Raydric Archer"; set .@exp,20000; break; - case 10114: set .@name$,"Hunt Grand Peco"; set .@exp,30000; break; - case 10115: set .@name$,"Hunt Sleeper"; set .@exp,30000; break; - case 10116: set .@name$,"Hunt Goat"; set .@exp,30000; break; - case 10117: set .@name$,"Hunt Harpy"; set .@exp,30000; break; - case 10118: set .@name$,"Hunt Clock"; set .@exp,25000; break; - case 10119: set .@name$,"Hunt Punk"; set .@exp,25000; break; - case 10120: set .@name$,"Hunt Rideword"; set .@exp,25000; break; - case 10121: set .@name$,"Hunt Kikimora"; set .@exp,30000; break; - case 10122: set .@name$,"Hunt Miyabi Doll"; set .@exp,30000; break; - case 10123: set .@name$,"Hunt Mi Gao"; set .@exp,30000; break; - case 5055: set .@name$,"Hunt Headless Mule"; set .@exp,30000; break; - case 5056: set .@name$,"Hunt Tamruan"; set .@exp,30000; break; - case 5057: set .@name$,"Gather Festival Masks for the Festival"; set .@exp,30000; break; + case 10107: .@name$ = "Hunt Requiem"; .@exp = 15000; break; + case 10108: .@name$ = "Hunt Marduk"; .@exp = 15000; break; + case 10109: .@name$ = "Hunt Pasana"; .@exp = 15000; break; + case 10110: .@name$ = "Hunt Dark Frame"; .@exp = 20000; break; + case 10111: .@name$ = "Hunt Evil Druid"; .@exp = 20000; break; + case 10112: .@name$ = "Hunt Wraith"; .@exp = 20000; break; + case 10113: .@name$ = "Hunt Raydric Archer"; .@exp = 20000; break; + case 10114: .@name$ = "Hunt Grand Peco"; .@exp = 30000; break; + case 10115: .@name$ = "Hunt Sleeper"; .@exp = 30000; break; + case 10116: .@name$ = "Hunt Goat"; .@exp = 30000; break; + case 10117: .@name$ = "Hunt Harpy"; .@exp = 30000; break; + case 10118: .@name$ = "Hunt Clock"; .@exp = 25000; break; + case 10119: .@name$ = "Hunt Punk"; .@exp = 25000; break; + case 10120: .@name$ = "Hunt Rideword"; .@exp = 25000; break; + case 10121: .@name$ = "Hunt Kikimora"; .@exp = 30000; break; + case 10122: .@name$ = "Hunt Miyabi Doll"; .@exp = 30000; break; + case 10123: .@name$ = "Hunt Mi Gao"; .@exp = 30000; break; + case 5055: .@name$ = "Hunt Headless Mule"; .@exp = 30000; break; + case 5056: .@name$ = "Hunt Tamruan"; .@exp = 30000; break; + case 5057: .@name$ = "Gather Festival Masks for the Festival"; .@exp = 30000; break; } if (getargcount() == 1) { mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?"; diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt index 2431670a0..de6d7f122 100644 --- a/npc/re/quests/eden/86-90.txt +++ b/npc/re/quests/eden/86-90.txt @@ -77,7 +77,7 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ 72000,78000,82000,80000, 72000,72000,72000,86000,80000; mes "You must be within level 86-90 to accept these missions."; - for(set .@quest,4167; .@quest<=4180; set .@quest,.@quest+1) { + for(.@quest = 4167; .@quest<=4180; ++.@quest) { .@hunting = questprogress(.@quest,HUNTING); if (.@hunting == 1) { next; @@ -150,8 +150,8 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ //callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"}; L_Quest: - set .@quest1, getarg(0); - set .@quest2, .@quest1+31; + .@quest1 = getarg(0); + .@quest2 = .@quest1+31; .@playtime = questprogress(.@quest2,PLAYTIME); if (.@playtime == 1) { mes "[86-90 Mission Board]"; diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt index 707cde268..ba3e8c479 100644 --- a/npc/re/quests/eden/91-99.txt +++ b/npc/re/quests/eden/91-99.txt @@ -79,7 +79,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ 102000,108000, 110000,138000,118000,96000,134000; mes "You must be within level 91-99 to accept these missions."; - for(set .@quest,4181; .@quest<=4196; set .@quest,.@quest+1) { + for(.@quest = 4181; .@quest<=4196; ++.@quest) { .@hunting = questprogress(.@quest,HUNTING); if (.@hunting == 1) { next; @@ -159,8 +159,8 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ //callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"}; L_Quest: - set .@quest1, getarg(0); - set .@quest2, .@quest1+31; + .@quest1 = getarg(0); + .@quest2 = .@quest1+31; .@playtime = questprogress(.@quest2,PLAYTIME); if (.@playtime == 1) { mes "[91-99 Mission Board]"; @@ -181,11 +181,11 @@ L_Quest: setquest .@quest2; // Job Experience calculation. - if (JobLevel > 50 && JobLevel < 56) set .@jexp,67000; - else if (JobLevel > 55 && JobLevel < 61) set .@jexp,94000; - else if (JobLevel > 60 && JobLevel < 66) set .@jexp,141000; - else if (JobLevel > 65 && JobLevel < 69) set .@jexp,212000; - else if (JobLevel == 69) set .@jexp,311000; + if (JobLevel > 50 && JobLevel < 56) .@jexp = 67000; + else if (JobLevel > 55 && JobLevel < 61) .@jexp = 94000; + else if (JobLevel > 60 && JobLevel < 66) .@jexp = 141000; + else if (JobLevel > 65 && JobLevel < 69) .@jexp = 212000; + else if (JobLevel == 69) .@jexp = 311000; getexp getarg(2),.@jexp; close; diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt index 7c6be1aa4..b814c7ba1 100644 --- a/npc/re/quests/eden/eden_common.txt +++ b/npc/re/quests/eden/eden_common.txt @@ -202,7 +202,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ case 1: mes "[Eden Teleport Officer]"; mes "Let's go to our secret base!"; - set nak_warp,strnpcinfo(2); + nak_warp = strnpcinfo(2); close2; warp "moc_para01",31,14; end; @@ -324,10 +324,10 @@ moc_para01,16,22,7 script Old Adventurer#eden 4_M_HUMERCHANT,{ } moc_para01,182,48,3 script Eden's Chief#eden 4_COOK,{ - set .@eggf,rand(1,118); - set .@eggf_1,.@eggf + 1; - set .@eggf_2,.@eggf + 2; - set .@eggf_6,.@eggf + 6; + .@eggf = rand(1,118); + .@eggf_1 = .@eggf + 1; + .@eggf_2 = .@eggf + 2; + .@eggf_6 = .@eggf + 6; mes "[Eden's Chief]"; mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?"; next; diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt index 78107cc46..e60f0aedd 100644 --- a/npc/re/quests/eden/eden_iro.txt +++ b/npc/re/quests/eden/eden_iro.txt @@ -42,10 +42,10 @@ moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{ setarray .@towns$[0], "Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno", "Einbroch", "Lighthalzen", "Hugel", "Rachel"; setarray .@cost[0], 600, 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800, 2200, 2200, 2200, 2200; - set .@size, getarraysize(.@towns$); - for(set .@i,0; .@i<.@size; set .@i,.@i+1) - set .@menu$, .@menu$+.@towns$[.@i]+" -> "+.@cost[.@i]+"z:"; - set .@i, select(.@menu$+"Cancel")-1; + .@size = getarraysize(.@towns$); + for(.@i = 0; .@i<.@size; ++.@i) + .@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:"; + .@i = select(.@menu$+"Cancel")-1; if (.@i == .@size) { mes "[Aperture]"; mes "Come back when you need a warp."; @@ -114,10 +114,10 @@ moc_para01,166,51,3 script Phelix#edco 4_M_03,{ next; switch(select("As many as I can get, please.:I want to choose.:Never mind, I like my Jellopy.")) { case 1: - set .@amount, countitem(909) / 3; + .@amount = countitem(909) / 3; break; case 2: - set .@available, countitem(909) / 3; + .@available = countitem(909) / 3; mes "[Phelix]"; mes "How many do you want?"; mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000"; @@ -133,7 +133,7 @@ moc_para01,166,51,3 script Phelix#edco 4_M_03,{ mes "Dude, I said for every 3 Jellopy I'll give you 1 Carrot."; close; } - set .@amount, .@input; + .@amount = .@input; break; case 3: mes "[Phelix]"; @@ -180,19 +180,19 @@ moc_para01,163,51,7 script Izaac#edco 4_M_04,{ setarray .@items[0], 935, 914, 909, 902, 955, 916, 915; setarray .@count[0], 5, 10, 10, 6, 1, 7, 6; - set .@size, getarraysize(.@items); - for(set .@i,0; .@i<.@size; set .@i,.@i+1) - set .@menu$, .@menu$+getitemname(.@items[.@i])+":"; - set .@select, select(.@menu$+"Cancel")-1; + .@size = getarraysize(.@items); + for(.@i = 0; .@i<.@size; ++.@i) + .@menu$ += getitemname(.@items[.@i])+":"; + .@select = select(.@menu$+"Cancel")-1; if (.@select == .@size) { mes "[Izaac]"; mes "Sure~"; mes "No problem."; close; } - set .@item, .@items[.@select]; - set .@item$, getitemname(.@item); - set .@price, .@count[.@select]; + .@item = .@items[.@select]; + .@item$ = getitemname(.@item); + .@price = .@count[.@select]; if (countitem(.@item) < .@price) { mes "[Izaac]"; @@ -208,8 +208,8 @@ moc_para01,163,51,7 script Izaac#edco 4_M_04,{ mes "you have on you."; mes "Hmm..."; next; - set .@amount, countitem(.@item) / .@price; - set .@trade_amount, .@amount * .@price; + .@amount = countitem(.@item) / .@price; + .@trade_amount = .@amount * .@price; mes "[Izaac]"; mes "You have"; mes "a total of "+countitem(.@item)+" "+.@item$+"..."; @@ -286,15 +286,15 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up."; mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000"; next; - set .@i, select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2; + .@i = select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2; if (.@i == -1) break; setarray .@items[0], 2554, 2115, 2357, 2374, 2375, 2433, 2537, 13412, 13413; setarray .@tickets[0], 4, 4, 5, 5, 2, 2, 4, 2, 2; - set .@item, .@items[.@i]; - set .@amount, .@tickets[.@i]; + .@item = .@items[.@i]; + .@amount = .@tickets[.@i]; mes "[Eve Natalia]"; mes "I see you have "+countitem(.@item)+" "+getitemname(.@item)+"."; @@ -319,7 +319,7 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "[Eve Natalia]"; mes "Oh perfect, you get ^CC0000" + .@amount + "^000000 Safe to 7 Certificates!"; delitem .@item,1; - for(set .@i,0; .@i<.@amount; set .@i,.@i+1) { + for(.@i = 0; .@i<.@amount; ++.@i) { // Note: iRO lists item 6235 as "Safe to 7 Headgear Certificate", but it's Guarantee_Armor_6Up in our database. if (rand(2)) getitem 6230,1; //Guarantee_Weapon_7Up @@ -415,8 +415,8 @@ L_Exchange: next; if(select("Yes, give them to me!:No, wait not yet.") == 2) close; - set .@cost, getarg(1) * .@amount; - set .@total_amount, getarg(3) * .@amount; + .@cost = getarg(1) * .@amount; + .@total_amount = getarg(3) * .@amount; if (countitem(getarg(0)) < .@cost) { mes "[Trader Machine]"; mes "You don't have enough "+getitemname(getarg(0))+" to make that trade."; diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index 6b98b217e..7ad15eca6 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -94,7 +94,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; - set para_suv01,1; + para_suv01 = 1; setquest 7128; close; } @@ -125,7 +125,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; - set para_suv01,6; + para_suv01 = 6; setquest 7133; close; } @@ -161,7 +161,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; - set para_suv01,13; + para_suv01 = 13; setquest 7138; close; } @@ -197,7 +197,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; - set para_suv01,17; + para_suv01 = 17; setquest 7142; close; } @@ -224,7 +224,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,24; + para_suv01 = 24; setquest 7147; close; } @@ -251,7 +251,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,29; + para_suv01 = 29; setquest 7152; close; } @@ -272,7 +272,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; - set para_suv01,33; + para_suv01 = 33; setquest 7156; close; } @@ -352,7 +352,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; - set para_suv01,1; + para_suv01 = 1; setquest 7128; close; } @@ -383,7 +383,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; - set para_suv01,6; + para_suv01 = 6; setquest 7133; close; } @@ -419,7 +419,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; - set para_suv01,13; + para_suv01 = 13; setquest 7138; close; } @@ -455,7 +455,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; - set para_suv01,17; + para_suv01 = 17; setquest 7142; close; } @@ -482,7 +482,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,24; + para_suv01 = 24; setquest 7147; close; } @@ -509,7 +509,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,29; + para_suv01 = 29; setquest 7152; close; } @@ -530,7 +530,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; - set para_suv01,33; + para_suv01 = 33; setquest 7156; close; } @@ -579,7 +579,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Inform the manager that I sent you. He will give you some stuff."; mes "Go go go!"; - set para_suv01,11; + para_suv01 = 11; completequest 7132; close; } @@ -610,7 +610,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Inform the manager that I sent you. He will give you some stuff."; mes "Go go go!"; - set para_suv01,11; + para_suv01 = 11; completequest 7137; close; } @@ -676,7 +676,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; - set para_suv01,13; + para_suv01 = 13; setquest 7138; close; } @@ -712,7 +712,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; - set para_suv01,17; + para_suv01 = 17; setquest 7142; close; } @@ -739,7 +739,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,24; + para_suv01 = 24; setquest 7147; close; } @@ -766,7 +766,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,29; + para_suv01 = 29; setquest 7152; close; } @@ -787,7 +787,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; - set para_suv01,33; + para_suv01 = 33; setquest 7156; close; } @@ -820,7 +820,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Choose an equipment that fits your particular set of skills."; - set para_suv01,22; + para_suv01 = 22; completequest 7141; close; } @@ -844,7 +844,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "The person in charge of equipment storage will supply you with what you need."; - set para_suv01,22; + para_suv01 = 22; completequest 7146; close; } @@ -891,7 +891,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,24; + para_suv01 = 24; setquest 7147; close; } @@ -918,7 +918,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,29; + para_suv01 = 29; setquest 7152; close; } @@ -939,7 +939,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; - set para_suv01,33; + para_suv01 = 33; setquest 7156; close; } @@ -979,7 +979,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - set para_suv01,37; + para_suv01 = 37; completequest 7151; close; } @@ -1003,7 +1003,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - set para_suv01,37; + para_suv01 = 37; completequest 7155; close; } @@ -1028,7 +1028,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - set para_suv01,37; + para_suv01 = 37; completequest 7159; close; } @@ -1127,7 +1127,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "We should hunt at least 10 Condors, ok?"; mes "I will sleep for a while."; mes "Krrrr woo bow..."; - set para_suv01,2; + para_suv01 = 2; changequest 7128,7129; close; case 3: @@ -1170,7 +1170,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "You must hunt at least 10!"; mes "Exactly 10!"; mes "Go go go!"; - set para_suv01,3; + para_suv01 = 3; changequest 7129,7130; close; } @@ -1206,7 +1206,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "It's the last step so let's make it simple"; mes "Just hunt 5!"; mes "Bow wow!"; - set para_suv01,4; + para_suv01 = 4; changequest 7130,7131; close; } @@ -1253,7 +1253,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight."; mes "Let me say again that you are great!"; mes "Hooooohooo~"; - set para_suv01,5; + para_suv01 = 5; changequest 7131,7132; close; } @@ -1382,7 +1382,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "a thief bug and froze in"; mes "place. Hunt those"; mes "Thief Bugs around here.^000000"; - set para_suv01,7; + para_suv01 = 7; changequest 7133,7134; close; } @@ -1410,7 +1410,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "[Timid Cat]"; mes "Training missions are hard and anoying."; mes "So go hurry and hunt 10 Tarou."; - set para_suv01,8; + para_suv01 = 8; changequest 7134,7135; close; } @@ -1448,7 +1448,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "I don't have anything..."; mes "......"; mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!"; - set para_suv01,9; + para_suv01 = 9; changequest 7135,7136; close; } @@ -1482,7 +1482,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "Do you know how to get to the Eden Group Headquarters?"; mes "Prontera is the closest city from here."; mes "Go to Prontera and find an Eden Group Teleporter."; - set para_suv01,10; + para_suv01 = 10; changequest 7136,7137; close; } @@ -1567,7 +1567,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "[Karl]"; mes "If you feel like you're in danger don't hesitate to just leave."; mes "You're not worried about getting hurt are you?"; - set para_suv01,14; + para_suv01 = 14; changequest 7138,7139; close; } @@ -1594,7 +1594,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "Ok if you're ready go and kill those Poporings."; mes "You should hunt 10 of them."; next; - set para_suv01,15; + para_suv01 = 15; changequest 7139,7140; close; } @@ -1626,7 +1626,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "[Karl]"; mes "You might get a new uniform."; mes "Haha. I will keep tabs on your progression."; - set para_suv01,16; + para_suv01 = 16; changequest 7140,7141; close; } @@ -1712,7 +1712,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "[Cloud]"; mes "In the case of ants, they assist eachother when attacked."; mes "Be careful and kill 15 Pierre ants."; - set para_suv01,18; + para_suv01 = 18; changequest 7142,7143; close; case 2: @@ -1751,7 +1751,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "[Cloud]"; mes "If you can't find Andre go deeper into the cave."; mes "Ah, and be careful of Maya."; - set para_suv01,19; + para_suv01 = 19; changequest 7143,7144; close; } @@ -1791,7 +1791,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "[Cloud]"; mes "If you feel you're in too much danger. Just come back."; mes "I will heal you."; - set para_suv01,20; + para_suv01 = 20; changequest 7144,7145; close; } @@ -1815,7 +1815,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "[Cloud]"; mes "You will get good news."; mes "You did a really good job even under the hot weather."; - set para_suv01,21; + para_suv01 = 21; changequest 7145,7146; close; } @@ -1908,7 +1908,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "Good or bad this is how it is going to be."; mes "Even if they are babies don't hesitate."; - set para_suv01,25; + para_suv01 = 25; changequest 7147,7148; close; } @@ -1930,7 +1930,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "Now it's time to hunt 10 Orc Warriors."; mes "If you are in trouble just come back here to safety."; mes "Do you understand?"; - set para_suv01,26; + para_suv01 = 26; changequest 7148,7149; close; } @@ -1961,7 +1961,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "You can already feel the strong power from outside..."; mes "Don't hesitate to attack them."; - set para_suv01,27; + para_suv01 = 27; changequest 7149,7150; close; } @@ -1987,7 +1987,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "Go back and report to the Eden Group headquarters."; mes "I'm sure they will have good news for you."; - set para_suv01,28; + para_suv01 = 28; changequest 7150,7151; close; } @@ -2039,7 +2039,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "They will attack you anywhere without hesitating."; mes "May Freya bless you."; - set para_suv01,30; + para_suv01 = 30; changequest 7152,7153; close; } @@ -2063,7 +2063,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "Ok, cheer up and see you again."; mes "Hunt 20 Orc Skeletons."; - set para_suv01,31; + para_suv01 = 31; changequest 7153,7154; close; } @@ -2087,7 +2087,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "I mean not due to you."; mes "Anyway I will inform the group so go there and report."; next; - set para_suv01,32; + para_suv01 = 32; changequest 7154,7155; close; } @@ -2167,7 +2167,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ mes "[Callandiva]"; mes "Okay, go and hunt 15 Merman."; mes "That will be your 1st training mission here."; - set para_suv01,34; + para_suv01 = 34; changequest 7156,7157; close; } @@ -2190,7 +2190,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ next; mes "[Callandiva]"; mes "Try avoiding the Mermans and hunt 10 Strouf, kill them."; - set para_suv01,35; + para_suv01 = 35; changequest 7157,7158; close; } @@ -2224,7 +2224,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ next; mes "[Callandiva]"; mes "Anyway you did great job!"; - set para_suv01,36; + para_suv01 = 36; changequest 7158,7159; close; } @@ -2289,8 +2289,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "One pair of Eden Group Boots I."; mes "One Eden Group Manteau."; mes "A total of 4 supplies, that's all."; - set para_suv01,12; - set para_suv02,1; + para_suv01 = 12; + para_suv02 = 1; getitem 5583,1; //Para_Team_Hat1 getitem 2560,1; //Para_Team_Manteau1 getitem 2456,1; //Para_Team_Boots1 @@ -2353,8 +2353,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1192,1; //P_Slayer1 getitem 18514,1; //Para_Team_Hat2 getitem 2571,1; //Para_Team_Manteau2 @@ -2368,8 +2368,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Two-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1192,1; //P_Slayer1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2386,8 +2386,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 23; - set para_suv02, 2; + para_suv01 = 23; + para_suv02 = 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2401,8 +2401,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A One-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2434,8 +2434,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2449,8 +2449,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Dagger, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2484,8 +2484,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2499,8 +2499,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A One-handed Sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2518,8 +2518,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2533,8 +2533,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2565,8 +2565,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 23; - set para_suv02, 2; + para_suv01 = 23; + para_suv02 = 2; getitem 1747,1; //P_Bow1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2580,8 +2580,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Bow, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1747,1; //P_Bow1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2614,8 +2614,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2629,8 +2629,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Staff, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2647,8 +2647,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2662,8 +2662,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2694,8 +2694,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 23; - set para_suv02, 2; + para_suv01 = 23; + para_suv02 = 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2709,8 +2709,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Staff, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2740,8 +2740,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 23; - set para_suv02, 2; + para_suv01 = 23; + para_suv02 = 2; getitem 13112,1; //P_Revolver1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2755,8 +2755,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Revolver, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13112,1; //P_Revolver1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2774,8 +2774,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "I don't know what weapon will suit you so, you'll get a Dagger."; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2790,8 +2790,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "A Weapon, Uniform and Boots all 3 supplies."; mes "I don't know what weapon will suit you so, you'll get a Dagger."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2844,8 +2844,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 38; - set para_suv02, 3; + para_suv01 = 38; + para_suv02 = 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2859,8 +2859,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A One-handed sword, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2877,8 +2877,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1193,1; //P_Slayer2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2892,8 +2892,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Two-handed sword, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1193,1; //P_Slayer2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2924,7 +2924,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv02, 3; + para_suv02 = 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2938,8 +2938,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Dagger, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2972,8 +2972,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2987,8 +2987,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Staff, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3005,8 +3005,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3020,8 +3020,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Mace, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3052,8 +3052,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1748,1; //P_Bow2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3067,8 +3067,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Bow, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1748,1; //P_Bow2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3098,8 +3098,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3113,8 +3113,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Dagger, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01, 38; - set para_suv02, 3; + para_suv01 = 38; + para_suv02 = 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3144,8 +3144,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3159,8 +3159,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Staff, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3193,8 +3193,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3208,8 +3208,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A One-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3226,8 +3226,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 38; - set para_suv02, 3; + para_suv01 = 38; + para_suv02 = 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3241,8 +3241,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3273,8 +3273,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13113,1; //P_Revolver2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3288,8 +3288,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Revolver, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13113,1; //P_Revolver2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3306,8 +3306,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat @@ -3320,8 +3320,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Uniform and Boots all 2 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; @@ -3379,7 +3379,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02,4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701; close; @@ -3401,7 +3401,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02,4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731; close; @@ -3423,7 +3423,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02,4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741; close; @@ -3445,7 +3445,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02,4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711; close; @@ -3467,7 +3467,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02, 4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721; close; @@ -3489,7 +3489,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02, 4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751; close; @@ -3851,7 +3851,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; next; - set para_suv01,39; + para_suv01 = 39; setquest 7214; mes "[Instructor Ur]"; mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; @@ -3871,7 +3871,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; next; - set para_suv01,43; + para_suv01 = 43; setquest 7219; mes "[Instructor Ur]"; mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; @@ -3891,7 +3891,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; next; - set para_suv01,46; + para_suv01 = 46; setquest 7223; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; @@ -3911,7 +3911,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; next; - set para_suv01,49; + para_suv01 = 49; setquest 7229; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; @@ -3931,7 +3931,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; next; - set para_suv01,52; + para_suv01 = 52; setquest 7233; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; @@ -3973,9 +3973,9 @@ L_GiveQuest: L_CompleteQuest: mes "Done already? Great work!"; next; - set para_suv01, getarg(1); + para_suv01 = getarg(1); completequest getarg(0); - if (para_suv02 < getarg(2)) set para_suv02, getarg(2); + if (para_suv02 < getarg(2)) para_suv02 = getarg(2); mes "[Instructor Ur]"; L_Toren: mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; @@ -3993,7 +3993,7 @@ comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{ mes "[Romeo]"; mes "Before we begin, I want to test you."; next; - set romeo,1; + romeo = 1; changequest 7214,7215; mes "[Romeo]"; mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; @@ -4008,7 +4008,7 @@ comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{ mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; next; getexp 10000,10000; - set romeo,2; + romeo = 2; changequest 7215,7216; mes "[Romeo]"; mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; @@ -4041,7 +4041,7 @@ um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{ mes "There is only one more thing I need you to do for me."; next; getexp 10000,10000; - set romeo,3; + romeo = 3; changequest 7216,7217; mes "[Romeo]"; mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; @@ -4059,8 +4059,8 @@ um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{ delitem 7196,5; // Shoulder Pad delitem 7100,7; // Sharp Leaf getexp 10000,10000; - set romeo,4; - set para_suv01,40; + romeo = 4; + para_suv01 = 40; changequest 7217,7218; mes "[Romeo]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; @@ -4091,7 +4091,7 @@ glast_01,195,131,6 script Johan 4_F_SISTER,{ mes "[Johan]"; mes "I don't need to explain anything to you."; next; - set johan,1; + johan = 1; changequest 7219,7220; mes "[Johan]"; mes "Go kill ^0000FF20 Wraiths^000000."; @@ -4106,7 +4106,7 @@ glast_01,195,131,6 script Johan 4_F_SISTER,{ mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; next; getexp 20000,20000; - set johan,2; + johan = 2; changequest 7220,7221; mes "[Johan]"; mes "This time kill them quickly, I don't like to wait."; @@ -4125,7 +4125,7 @@ glast_01,195,131,6 script Johan 4_F_SISTER,{ mes "Ok, I'm done with you."; next; getexp 20000,20000; - set johan,3; + johan = 3; changequest 7221,7222; mes "[Johan]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; @@ -4156,7 +4156,7 @@ ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ mes "[Kiren]"; mes "You must be a member of the Paradise Group, come help me for a second."; next; - set kiren,1; + kiren = 1; changequest 7223,7224; mes "[kiren]"; mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; @@ -4171,7 +4171,7 @@ ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ mes "I think you need a challenge."; next; getexp 30000,30000; - set kiren,2; + kiren = 2; changequest 7224,7226; setquest 7227; mes "[Kiren]"; @@ -4191,7 +4191,7 @@ ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ mes "I have never seen anyone kill them all so fast, you are good at this."; next; getexp 30000,30000; - set kiren,3; + kiren = 3; changequest 7226,7228; completequest 7227; mes "[Kiren]"; @@ -4223,7 +4223,7 @@ ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ mes "[Naomi]"; mes "I blame those annoying Siromas."; next; - set naomi,1; + naomi = 1; changequest 7229,7230; mes "[Naomi]"; mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; @@ -4238,7 +4238,7 @@ ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ mes "I need to make a special drink to stay warm, please help me make it."; next; getexp 40000,40000; - set naomi,2; + naomi = 2; changequest 7230,7231; mes "[Naomi]"; mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; @@ -4260,7 +4260,7 @@ ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ delitem 519,1; // Milk delitem 7453,1; // Sweet Sauce getexp 40000,40000; - set naomi,3; + naomi = 3; changequest 7231,7232; mes "[Naomi]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; @@ -4291,7 +4291,7 @@ mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ mes "[Margaret]"; mes "I have two friends here in the New World which need your help."; next; - set margaret,1; + margaret = 1; changequest 7233,7234; mes "[Margaret]"; mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; @@ -4306,7 +4306,7 @@ mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ mes "[Margaret]"; mes "Ah good, you were able to help him."; next; - set margaret,4; + margaret = 4; mes "[Margaret]"; mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; close; @@ -4323,7 +4323,7 @@ mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ mes "[Margaret]"; mes "Thanks for helping them, I knew you could do it."; next; - set margaret,7; + margaret = 7; changequest 7234,7237; mes "[Margaret]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; @@ -4342,7 +4342,7 @@ man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{ mes "[Paradise Dispatch]"; mes "The plant monsters in this area have a long ranged attack."; next; - set margaret,2; + margaret = 2; changequest 7234,7235; mes "[Paradise Dispatch]"; mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; @@ -4357,7 +4357,7 @@ man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{ mes "Ok, I'm out of here."; next; getexp 50000,50000; - set margaret,3; + margaret = 3; changequest 7235,7234; mes "[Paradise Dispatch]"; mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; @@ -4388,7 +4388,7 @@ spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{ mes "[Paradise Dispatch]"; mes "Ok, lets get started!"; next; - set margaret,5; + margaret = 5; changequest 7234,7236; mes "[Paradise Dispatch]"; mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; @@ -4403,7 +4403,7 @@ spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{ mes "Now is my chance to run to Splendide!"; next; getexp 50000,50000; - set margaret,6; + margaret = 6; changequest 7236,7234; mes "[Paradise Dispatch]"; mes "Head back to ^0000FFMargaret^000000, I will be ok now."; @@ -4549,9 +4549,9 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ getitem 2571,1; //Paradise Mantle II getitem 2473,1; //Paradise Boots IV getitem 15031,1; //Paradise Uniform IV - set para_suv02,14; + para_suv02 = 14; if (para_suv01 > 40) - set para_suv01, para_suv01+1; + para_suv01 += 1; if (Class == Job_Taekwon) { mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; next; @@ -4562,7 +4562,7 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ if (para_suv02 == 14) { setarray .@check[0],18514,2571,2473,15031; setarray .@item$[0],"Hat","Mantle","Boots","Uniform"; - for(set .@i,0; .@i<4; set .@i,.@i+1) + for(.@i = 0; .@i<4; ++.@i) if (countitem(.@check[.@i]) < 1) { mes "[Toren]"; mes "Where is the Paradise "+.@item$[.@i]+" I gave you?"; @@ -4604,13 +4604,13 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ mes "Alright, but I'll need a few items for the enchantment process."; next; if (BaseLevel >= 90) { - set paragearenchant,1; + paragearenchant = 1; setquest 7239; mes "[Toren]"; mes "Just bring me ^0000FF20 Used Iron Plates^000000."; close; } - set paragearenchant,2; + paragearenchant = 2; setquest 7238; mes "[Toren]"; mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; @@ -4622,7 +4622,7 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ mes "Thanks, that's what I needed!"; next; delitem 7319,20; // Used Iron Plate - set paragearenchant,3; + paragearenchant = 3; changequest 7239,7240; mes "[Toren]"; mes "Give me a second to prepare before I enchant your gears."; @@ -4639,7 +4639,7 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ next; delitem 1002,20; // Iron Ore delitem 998,10; // Iron - set paragearenchant,3; + paragearenchant = 3; changequest 7238,7240; mes "[Toren]"; mes "Give me a second to prepare before I enchant your gears."; @@ -4660,42 +4660,42 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ mes "Now pick which gear you would like me to enchant."; next; setarray .@item[0],2571,2473,15031; - set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; + .@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; if (countitem(.@item[.@i]) < 1) { mes "[Toren]"; mes "Bring one and I'll enchant it."; close; } - set .@paragearcount, .@item[.@i]; + .@paragearcount = .@item[.@i]; mes "[Toren]"; mes "Here we go!"; close2; specialeffect2 EF_MAPPILLAR; progressbar "ffff00",4; - set .@enc_paragear,rand(1,42); - if (.@enc_paragear == 1) set .@addpart,4763; - else if (.@enc_paragear == 2) set .@addpart,4765; - else if (.@enc_paragear == 3) set .@addpart,4790; - else if (.@enc_paragear == 4) set .@addpart,4794; - else if (.@enc_paragear < 7) set .@addpart,4762; - else if (.@enc_paragear < 9) set .@addpart,4764; - else if (.@enc_paragear < 11) set .@addpart,4789; - else if (.@enc_paragear < 13) set .@addpart,4793; - else if (.@enc_paragear < 15) set .@addpart,4701; - else if (.@enc_paragear < 17) set .@addpart,4711; - else if (.@enc_paragear < 19) set .@addpart,4721; - else if (.@enc_paragear < 21) set .@addpart,4731; - else if (.@enc_paragear < 23) set .@addpart,4741; - else if (.@enc_paragear < 25) set .@addpart,4751; - else if (.@enc_paragear < 28) set .@addpart,4788; - else if (.@enc_paragear < 31) set .@addpart,4792; - else if (.@enc_paragear < 35) set .@addpart,4787; - else if (.@enc_paragear < 39) set .@addpart,4791; - else if (.@enc_paragear < 43) set .@addpart,4786; - set .@addpart2,4701+(10*rand(6)); + .@enc_paragear = rand(1,42); + if (.@enc_paragear == 1) .@addpart = 4763; + else if (.@enc_paragear == 2) .@addpart = 4765; + else if (.@enc_paragear == 3) .@addpart = 4790; + else if (.@enc_paragear == 4) .@addpart = 4794; + else if (.@enc_paragear < 7) .@addpart = 4762; + else if (.@enc_paragear < 9) .@addpart = 4764; + else if (.@enc_paragear < 11) .@addpart = 4789; + else if (.@enc_paragear < 13) .@addpart = 4793; + else if (.@enc_paragear < 15) .@addpart = 4701; + else if (.@enc_paragear < 17) .@addpart = 4711; + else if (.@enc_paragear < 19) .@addpart = 4721; + else if (.@enc_paragear < 21) .@addpart = 4731; + else if (.@enc_paragear < 23) .@addpart = 4741; + else if (.@enc_paragear < 25) .@addpart = 4751; + else if (.@enc_paragear < 28) .@addpart = 4788; + else if (.@enc_paragear < 31) .@addpart = 4792; + else if (.@enc_paragear < 35) .@addpart = 4787; + else if (.@enc_paragear < 39) .@addpart = 4791; + else if (.@enc_paragear < 43) .@addpart = 4786; + .@addpart2 = 4701+(10*rand(6)); delitem .@paragearcount,1; getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; - set paragearenchant,4; + paragearenchant = 4; changequest 7240,7241; mes "[Toren]"; mes "It is finished! Come back tomorrow if you want to enchant more."; @@ -4707,7 +4707,7 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ close; } if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) { - set paragearenchant,0; + paragearenchant = 0; erasequest 7241; mes "[Toren]"; mes "Another day, another piece of equipment to enchant!"; @@ -4718,14 +4718,14 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ L_Select: next; mes "[Toren]"; - set .@menu$,""; - for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) { - set .@menu$, .@menu$+getarg(.@i+1)+".:"; + .@menu$ = ""; + for(.@i = 0; .@i<getargcount(); .@i += 3) { + .@menu$ += getarg(.@i+1)+".:"; mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; mes " "; } next; - set .@i, select(.@menu$)-1; + .@i = select(.@menu$)-1; getitem getarg(.@i*3),1; mes "[Toren]"; return; @@ -4901,8 +4901,8 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; - else set paraweaponenchant,4806; + if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; + else paraweaponenchant = 4806; callsub L_GetWeapon; mes "[Weapons Expert]"; mes "OK, gimmy a sec."; @@ -4911,7 +4911,7 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ progressbar "ffff00",4; delitem paraweaponcount,1; getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant; - set para_suv01,45; + para_suv01 = 45; mes "[Weapons Expert]"; mes "All done."; close; @@ -4927,8 +4927,8 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; - else set paraweaponenchant,4806; + if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; + else paraweaponenchant = 4806; callsub L_GetWeapon; mes "[Weapons Expert]"; mes "Gotcha, now for the second enchantment."; @@ -4942,27 +4942,27 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) set paraweaponenchant2,4060; - if (paraweaponenchant == 4806) set paraweaponenchant2,4472; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; break; case 2: - if (paraweaponenchant == 4767) set paraweaponenchant2,4068; - if (paraweaponenchant == 4806) set paraweaponenchant2,4470; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; break; case 3: - if (paraweaponenchant == 4767) set paraweaponenchant2,4063; - if (paraweaponenchant == 4806) set paraweaponenchant2,4476; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; break; case 4: - if (paraweaponenchant == 4767) set paraweaponenchant2,4080; - if (paraweaponenchant == 4806) set paraweaponenchant2,4469; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; break; case 5: - if (paraweaponenchant == 4767) set paraweaponenchant2,4118; - if (paraweaponenchant == 4806) set paraweaponenchant2,4471; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; break; case 6: - set paraweaponenchant2,4805; + paraweaponenchant2 = 4805; break; } mes "[Weapons Expert]"; @@ -4972,7 +4972,7 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ progressbar "ffff00",4; delitem paraweaponcount,1; getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant; - set para_suv01,48; + para_suv01 = 48; mes "[Weapons Expert]"; mes "All done."; close; @@ -4988,8 +4988,8 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; - else set paraweaponenchant,4806; + if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; + else paraweaponenchant = 4806; callsub L_GetWeapon; mes "[Weapons Expert]"; mes "Gotcha, on to the next one."; @@ -5007,27 +5007,27 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) set paraweaponenchant2,4060; - if (paraweaponenchant == 4806) set paraweaponenchant2,4472; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; break; case 2: - if (paraweaponenchant == 4767) set paraweaponenchant2,4068; - if (paraweaponenchant == 4806) set paraweaponenchant2,4470; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; break; case 3: - if (paraweaponenchant == 4767) set paraweaponenchant2,4063; - if (paraweaponenchant == 4806) set paraweaponenchant2,4476; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; break; case 4: - if (paraweaponenchant == 4767) set paraweaponenchant2,4080; - if (paraweaponenchant == 4806) set paraweaponenchant2,4469; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; break; case 5: - if (paraweaponenchant == 4767) set paraweaponenchant2,4118; - if (paraweaponenchant == 4806) set paraweaponenchant2,4471; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; break; case 6: - set paraweaponenchant2,4805; + paraweaponenchant2 = 4805; break; } mes "[Weapons Expert]"; @@ -5042,27 +5042,27 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) set paraweaponenchant3,4060; - if (paraweaponenchant == 4806) set paraweaponenchant3,4472; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4060; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4472; break; case 2: - if (paraweaponenchant == 4767) set paraweaponenchant3,4068; - if (paraweaponenchant == 4806) set paraweaponenchant3,4470; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4068; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4470; break; case 3: - if (paraweaponenchant == 4767) set paraweaponenchant3,4063; - if (paraweaponenchant == 4806) set paraweaponenchant3,4476; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4063; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4476; break; case 4: - if (paraweaponenchant == 4767) set paraweaponenchant3,4080; - if (paraweaponenchant == 4806) set paraweaponenchant3,4469; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4080; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4469; break; case 5: - if (paraweaponenchant == 4767) set paraweaponenchant3,4118; - if (paraweaponenchant == 4806) set paraweaponenchant3,4471; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4118; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4471; break; case 6: - set paraweaponenchant3,4805; + paraweaponenchant3 = 4805; break; } mes "[Weapons Expert]"; @@ -5072,7 +5072,7 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ progressbar "ffff00",4; delitem paraweaponcount,1; getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant; - set para_suv01,54; + para_suv01 = 54; mes "[Weapons Expert]"; mes "All done."; close; @@ -5090,33 +5090,33 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ L_Select: next; mes "[Weapons Expert]"; - set .@menu$,""; - for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) { - set .@menu$, .@menu$+getarg(.@i+1)+".:"; + .@menu$ = ""; + for(.@i = 0; .@i<getargcount(); .@i += 3) { + .@menu$ += getarg(.@i+1)+".:"; mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; mes " "; } next; - set .@i, select(.@menu$)-1; + .@i = select(.@menu$)-1; getitem getarg(.@i*3),1; mes "[Weapons Expert]"; return; L_GetWeapon: - if (countitem(1197)) set paraweaponcount,1197; - else if (countitem(1289)) set paraweaponcount,1289; - else if (countitem(1391)) set paraweaponcount,1391; - else if (countitem(1434)) set paraweaponcount,1434; - else if (countitem(1583)) set paraweaponcount,1583; - else if (countitem(1658)) set paraweaponcount,1658; - else if (countitem(1831)) set paraweaponcount,1831; - else if (countitem(1931)) set paraweaponcount,1931; - else if (countitem(1986)) set paraweaponcount,1986; - else if (countitem(13066)) set paraweaponcount,13066; - else if (countitem(13114)) set paraweaponcount,13114; - else if (countitem(13310)) set paraweaponcount,13310; - else if (countitem(13434)) set paraweaponcount,13434; - else if (countitem(16014)) set paraweaponcount,16014; - else if (countitem(18106)) set paraweaponcount,18106; + if (countitem(1197)) paraweaponcount = 1197; + else if (countitem(1289)) paraweaponcount = 1289; + else if (countitem(1391)) paraweaponcount = 1391; + else if (countitem(1434)) paraweaponcount = 1434; + else if (countitem(1583)) paraweaponcount = 1583; + else if (countitem(1658)) paraweaponcount = 1658; + else if (countitem(1831)) paraweaponcount = 1831; + else if (countitem(1931)) paraweaponcount = 1931; + else if (countitem(1986)) paraweaponcount = 1986; + else if (countitem(13066)) paraweaponcount = 13066; + else if (countitem(13114)) paraweaponcount = 13114; + else if (countitem(13310)) paraweaponcount = 13310; + else if (countitem(13434)) paraweaponcount = 13434; + else if (countitem(16014)) paraweaponcount = 16014; + else if (countitem(18106)) paraweaponcount = 18106; return; } @@ -5127,7 +5127,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "Please select the variable you want to modify."; next; - set .@var, select("para_suv01:para_suv02"); + .@var = select("para_suv01:para_suv02"); mes "Enter the modified value"; next; input .@input,0,9999; diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt index 408ba83df..c8277cbe2 100644 --- a/npc/re/quests/eden/eden_tutorial.txt +++ b/npc/re/quests/eden/eden_tutorial.txt @@ -17,8 +17,8 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ } else if (!questprogress(9167)) { OnStartQuest: if (@tutorial_restart) { - set .@tutorial_restart,1; - set @tutorial_restart,0; + .@tutorial_restart = 1; + @tutorial_restart = 0; } mes "[Tutorial Instructor]"; mes "Lately, it has been said that"; @@ -462,7 +462,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ next; switch(select("Yes:No")) { case 1: - set @tutorial_restart,1; + @tutorial_restart = 1; goto OnStartQuest; case 2: mes "[Tutorial Instructor]"; @@ -698,7 +698,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "Now that you've gone through all of this with an expert, isn't it easy to understand?"; mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("Challenge me!:Listen Again:Quit")) { case 1: @@ -710,18 +710,18 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "What words go in the empty spaces of []?"; next; if(select("Castle, User, Guild:Castle, Guild, Guild:Town, Guild, Guild:Town, User, User") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "What is the wrong Siege time?"; next; if(select("WoE 1 Tues 9-11:WoE 1 Sat 4-6:WoE 1 Thurs 8-10") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "When you get a castle, you must raise [] in order to get better benefits."; mes "What words go in the empty spaces of []?"; next; if(select("Commerce Development:Industrial Development:Guild Development:Town Development") == 1) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Siege Expert]"; @@ -731,36 +731,36 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "What words go in the empty spaces of []?"; next; if(select("War of Emperium MO:War of Emperium NE:War of Emperium SK:War of Emperium SE") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "As the guild that owns a castle, you must protect the []."; mes "What words go in the empty spaces of []?"; next; if(select("Emperial:Emperium:Emperiom:Imperial") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "What benefits does the guild get for winning the Siege?"; next; if(select("30% off all items when purchasing:Increase experience gained by 20%:Access to Guild Dungeon:Getting Weapons everyday at midnight.") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Siege Expert]"; mes "What benefits does the guild get for winning the Siege?"; next; if(select("Increase experience gained by 20%:30% off all items when purchasing:Access to Guild Field:Treasure Box daily at midnight") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "How many hours does a siege last?"; next; if(select("1 Hour:2 Hours:3 Hours:4 Hours") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "When you get a castle, you must raise [] in order to get better benefits."; mes "What words go in the empty spaces of []?"; next; if(select("Town Development:Industry Development:Guild Development:Commerce Development") == 4) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { @@ -867,7 +867,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "[Party Recruiting Expert]"; mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("On to the quiz!:Explain again please?:Give up.")) { case 1: @@ -880,18 +880,18 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "What words go in the empty spaces of []?"; next; if(select("Guild, Guildmate:Club, Club Members:Paris, Party Members:Party, Party Members") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "The window that is used to help users look and search for a party is called a []."; mes "What words go in the empty spaces of []?"; next; if(select("Party List:Party Wanted List:Party Recruiting List:Costume Party List") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "Which of the choices are not listed as a choice to pick when making a party recruit notice?"; next; if(select("LEVEL:SKILL:JOB:MAP") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Party Recruiting Expert]"; @@ -901,19 +901,19 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "What words go in the empty spaces of []?"; next; if(select("Search for Parties that are Recruiting:Parties that are starting to hunt:Party Recruit and Item Distribution:Party Stuff") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "In order to start Party Recruiting, you have to click the [] button which is located in the info section of the upper left hand side."; mes "What words go in the empty spaces of []?"; next; if(select("party:guild:booking:skill") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "If you want to know more about commands for Party Recruiting, you have to press the [] button on the Party Recruting List window."; mes "What words go in the empty spaces of []?"; next; if(select("Basic Information:Help:Party:Confirm") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Party Recruiting Expert]"; @@ -923,14 +923,14 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "What words go in the empty spaces of []?"; next; if(select("/Party Collection Window:/Party Collection:/Party Recruitment Window:/Party Recruitment") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "When recruiting for a party, you can set 3 parameters. Those 3 are"; mes "LEVEL, JOB, and []."; mes "What words go in the empty spaces of []?"; next; if(select("SKILL:GUILD:MAP:OPTION") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "Party Recruiting is used to help"; mes "users that are looking for []"; @@ -938,7 +938,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "What words go in the empty spaces of []?"; next; if(select("Parry, Party Members:Club, Club Members:Party, Party Members:Guild, Guild Members") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { @@ -1050,7 +1050,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "[Battleground Expert]"; mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("On to the quiz!:Explain again please?:Give up.")) { case 1: @@ -1061,19 +1061,19 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "What words go in the empty spaces of []?"; next; if(select("Guillaume, Tierra:Rachel, KVM:Guillaume, Croix:Maroll, KVM") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "[] can do either 10vs10 and you have to attack the crystals of the opposing team while protecting yours."; mes "What words go in the empty spaces of []?"; next; if(select("Tierra:Flavius:KVM:Maroll") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "When you complete a battle, you may get a reward! From a KVM battle, you get []."; mes "What words go in the empty spaces of []?"; next; if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 1) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Battleground Expert]"; @@ -1081,18 +1081,18 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "What words go in the empty spaces of []?"; next; if(select("Maroll:KVM:Flavius:Tierra") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "In order to get into the battlegrounds, which one is not the recruiter you need to find?"; next; if(select("Maroll Mercenary Recruiter:KVM Mercenary Recruiter:Tierra Mercenary Recruiter:Flavius Mercenary Recruiter") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "You can get [] from participating in the Battlegrounds of Tierra."; mes "What words go in the empty spaces of []?"; next; if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Battleground Expert]"; @@ -1100,19 +1100,19 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "What words go in the empty spaces of []?"; next; if(select("Maroll Battleground Recruiter:Tierra Battleground Recruiter:Flavius Battleground Recruiter:KVM Battleground Recruiter") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "For [], you go in 5vs5 with the intention of trying to reduce the number of enemies on the opposite side."; mes "What words go in the empty spaces of []?"; next; if(select("Maroll:Flavius:KVM:Tierra") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "When you complete a battle, you get a prize. The prize from Flavius is called []."; mes "What words go in the empty spaces of []?"; next; if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { @@ -1232,7 +1232,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me."; mes "Okay, now I'm gonna give you a quiz. You have to get all the questions right to pass. Ready?"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("On to the quiz!:Explain again please?:Give up.")) { case 1: @@ -1243,19 +1243,19 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "What words go in the empty spaces of []?"; next; if(select("Party Members:Guildmates:Friends:Family") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "If you go to [] and find [], he will give you information about Endless Tower- which is a huge and tall dungeon."; mes "What words go in the empty spaces of []?"; next; if(select("Prontera, Seiyablem:Alberta, Leyablem:Alberta, Captain Jansen:Prontera, Captin Jansen") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "In order to enter Memorial Dungeon the [] must apply and then be on stand-by to enter. You will enter in the order the application was put in."; mes "What words go in the empty spaces of []?"; next; if(select("Guild Member:Guild Leader:Party Leader:Party Member") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Memorial Dungeon Expert]"; @@ -1263,20 +1263,20 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "What words go in the empty spaces of []?"; next; if(select("Buff:Ritual:Exploration:Inspection") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "If you go to the Orc Map where all the orcs live, you will be able to find []. He will probably be able to give you information about the Orc's Memory dungeon."; mes "What words go in the empty spaces of []?"; next; if(select("Insane Scientist:Crazy Scientist:Insane Alchemist:Crazy Alchemist") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "In order to enter Memorial Dungeon, the [] must apply- then you'll be able to enter in order of when your application was turned in."; mes "You have to be on stand-by for this."; mes "What words go in the empty spaces of []?"; next; if(select("Guild Leader:Guildmate:Party Member:Party Leader") == 4) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Memorial Dungeon Expert]"; @@ -1284,19 +1284,19 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "What words go in the empty spaces of []?"; next; if(select("Agent Patrick:Patrolman Patrick:Drunken Patrick:Detective Patrick") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time."; mes "What words go in the empty spaces of []?"; next; if(select("Exploration:Inspection:Buff:Ritual") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "^006400Memorial Dungeon^000000 is not just open to all users. It is open available for you and your []."; mes "What words go in the empty spaces of []?"; next; if(select("Friends:Family:Party Members:Guildmates") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { @@ -1409,7 +1409,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "[Map Expert]"; mes "How was my explanation? Now I am gonna give you a quick quiz! You have to get all the answers correct in order to pass. Ready?"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("On to the quiz!:Explain again please?:Give up.")) { case 1: @@ -1420,19 +1420,19 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "What words go in the empty spaces of []?"; next; if(select("SKILL:GUILD:MAP:BOOKING") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "When looking at the map, each area offers the [] and [] information about the monsters. That will take all the guess work out of where you should hunt."; mes "What words go in the empty spaces of []?"; next; if(select("Name, Age:Attributes, Level:Attributes, Tribe:Name, Level") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "If you want to stop looking at the map, simple press the shortcut key of [] or ESC and it will close the map for you."; mes "What words go in the empty spaces of []?"; next; if(select("ALT + F4:CTRL + %:CTRL + M:ALT + ESC") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Map Expert]"; @@ -1442,20 +1442,20 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "What words go in the empty spaces of []?"; next; if(select("Name, Area Details:Name, Monster Attributes:Specialties, Area Details:Specialties, Name") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "If you look to the bottom right of the map, you will see a drawing of []. Click on that or press the TAB shortcut key and you can find out various information."; mes "What words go in the empty spaces of []?"; next; if(select("Desert Wolf:Mimic:Siroma:Poring") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; mes "You can also find the [] of the monsters in that area."; mes "What words go in the empty spaces of []?"; next; if(select("Name:Level:Attribute:Size") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Map Expert]"; @@ -1463,20 +1463,20 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "What words go in the empty spaces of []?"; next; if(select("O:X:EXIT:ALT") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; mes "You can also find the [] of the monsters in that area."; mes "What words go in the empty spaces of []?"; next; if(select("Level:Name:Size:Attribute") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "You can view the map by clicking on the [] button that is located in the upper left hand side."; mes "What words go in the empty spaces of []?"; next; if(select("GUILD:SKILL:BOOKING:MAP") == 4) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { |