diff options
author | Haru <haru@dotalux.com> | 2014-10-26 03:19:01 +0100 |
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committer | Haru <haru@dotalux.com> | 2014-11-02 01:36:51 +0100 |
commit | d853cc9c0ccdafb8e23ddf6b3f18e7859af0a710 (patch) | |
tree | 6f58d1d5202d286dd64c9fc3083cae1d4f2e240a /npc | |
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')
-rw-r--r-- | npc/re/quests/cupet.txt | 34 | ||||
-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 | ||||
-rw-r--r-- | npc/re/quests/homun_s.txt | 12 | ||||
-rw-r--r-- | npc/re/quests/magic_books.txt | 24 | ||||
-rw-r--r-- | npc/re/quests/quests_brasilis.txt | 96 | ||||
-rw-r--r-- | npc/re/quests/quests_dewata.txt | 298 | ||||
-rw-r--r-- | npc/re/quests/quests_dicastes.txt | 243 | ||||
-rw-r--r-- | npc/re/quests/quests_eclage.txt | 33 | ||||
-rw-r--r-- | npc/re/quests/quests_malangdo.txt | 716 | ||||
-rw-r--r-- | npc/re/quests/quests_malaya.txt | 320 | ||||
-rw-r--r-- | npc/re/quests/quests_mora.txt | 438 |
20 files changed, 1525 insertions, 1523 deletions
diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt index 829ec2dae..3e339e168 100644 --- a/npc/re/quests/cupet.txt +++ b/npc/re/quests/cupet.txt @@ -14,14 +14,14 @@ // 1st NPC - script CPM1 4_M_ALCHE_C,{ - set .@npc$, "[Cute Pet Manager]"; + .@npc$ = "[Cute Pet Manager]"; setarray .@tame_id[0],619,620,622,623,624,627,628,629,630; setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3; setarray .@hunt_id[0],909,909,705,916,935,919,919,940,921; setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500; setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014; - set .@tame_gets, 3; + .@tame_gets = 3; if (cpm_one == .@tame_gets) { mes "[Cute Pet Manager]"; @@ -45,7 +45,7 @@ // 2nd NPC - script CPM2 4_M_ALCHE_C,{ - set .@npc$, "[Cute Pet Manager]"; + .@npc$ = "[Cute Pet Manager]"; setarray .@tame_id[0],621,625,632,631,633,634,635,636,659,637,639,640; setarray .@tame_amount[0],2,2,2,2,2,2,2,2,2,2,2,2; @@ -53,7 +53,7 @@ setarray .@hunt_amount[0],500,600,500,300,500,500,500,500,500,500,500,500; setarray .@hunt_item_count[0],1,1,1,1,1,1,1,1,1; setarray .@mob_id[0],1031,1042,1019,1077,1056,1057,1023,1026,1188,1110,1029; - set .@tame_gets, 2; + .@tame_gets = 2; if (cpm_two == .@tame_gets) { mes "[Cute Pet Manager]"; @@ -77,7 +77,7 @@ // 3rd NPC - script CPM3 4_M_ALCHE_C,{ - set .@npc$, "[Cute Pet Manager]"; + .@npc$ = "[Cute Pet Manager]"; setarray .@tame_id[0],638,626,641,661,660,642; setarray .@tame_amount[0],1,1,1,1,1,1; @@ -86,7 +86,7 @@ setarray .@hunt_id2[0],0,0,0,0,7017,0; setarray .@hunt_amount2[0],0,0,0,0,20,0; setarray .@mob_id[0],1170,1035,1109,1275,1200,1101; - set .@tame_gets, 1; + .@tame_gets = 1; if (cpm_three == .@tame_gets) { mes "[Cute Pet Manager]"; @@ -158,21 +158,21 @@ function script cute_pet_manager { next; // Create Menu System - for (set .@a, 0; .@a < getarraysize(getarg(0)); set .@a, .@a + 1) { - set .@menu$, .@menu$ + (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a)); + for (.@a = 0; .@a < getarraysize(getarg(0)); ++.@a) { + .@menu$ += (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a)); } // Query Player Choice - set .@choice, select(.@menu$) - 1; + .@choice = select(.@menu$) - 1; // Store Variables (Less Lookup) - set .@tame_id, getelementofarray(getarg(0), .@choice); - set .@tame_amount, getelementofarray(getarg(1), .@choice); - set .@hunt_id, getelementofarray(getarg(2), .@choice); - set .@hunt_amount, getelementofarray(getarg(3), .@choice); - set .@mob_id, getelementofarray(getarg(4), .@choice); - set .@hunt_id2, getelementofarray(getarg(7), .@choice); - set .@hunt_amount2, getelementofarray(getarg(8), .@choice); + .@tame_id = getelementofarray(getarg(0), .@choice); + .@tame_amount = getelementofarray(getarg(1), .@choice); + .@hunt_id = getelementofarray(getarg(2), .@choice); + .@hunt_amount = getelementofarray(getarg(3), .@choice); + .@mob_id = getelementofarray(getarg(4), .@choice); + .@hunt_id2 = getelementofarray(getarg(7), .@choice); + .@hunt_amount2 = getelementofarray(getarg(8), .@choice); dispbottom "Tame ID: " + .@tame_id; dispbottom "Tame Amount: " + .@tame_amount; @@ -183,7 +183,7 @@ function script cute_pet_manager { dispbottom "Hunt ID2: " + .@hunt_id2; dispbottom "Hunt Amount2: " + .@hunt_amount2; - if (.@hunt_id2) { set .@hunt2_count, countitem(.@hunt_id2); } + if (.@hunt_id2) { .@hunt2_count = countitem(.@hunt_id2); } if (countitem(.@hunt_id) >= .@hunt_amount && countitem(6083) > 0 && .@hunt2_count >= .@hunt_amount2) { mes "[Cute Pet Manager]"; 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) { diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt index 0c8f39b30..4bea2322e 100644 --- a/npc/re/quests/homun_s.txt +++ b/npc/re/quests/homun_s.txt @@ -464,23 +464,23 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ switch(select("Eira:Sera:Dieter:Bayeri:Eleanor")) { case 1: cutin "Mer_Eira_Card",3; - set .@Homunculus,6048; //MER_EIRA + .@Homunculus = 6048; //MER_EIRA break; case 2: cutin "Mer_Sera_Card",3; - set .@Homunculus,6050; //MER_SERA + .@Homunculus = 6050; //MER_SERA break; case 3: cutin "Mer_Dieter_Card",3; - set .@Homunculus,6051; //MER_DIETER + .@Homunculus = 6051; //MER_DIETER break; case 4: cutin "Mer_Bayeri_Card",3; - set .@Homunculus,6049; //MER_BAYERI + .@Homunculus = 6049; //MER_BAYERI break; case 5: cutin "Mer_Eleanor_Card",3; - set .@Homunculus,6052; //MER_ELEANOR + .@Homunculus = 6052; //MER_ELEANOR break; } mes "[Viorel]"; @@ -591,7 +591,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "has only just begun~!"; close; } else { - for(set .@i,4154; .@i<=4160; set .@i,.@i+1) { + for(.@i = 4154; .@i<=4160; ++.@i) { if (questprogress(.@i)) erasequest .@i; } diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt index eac06cb83..b89b4f069 100644 --- a/npc/re/quests/magic_books.txt +++ b/npc/re/quests/magic_books.txt @@ -172,7 +172,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ next; mes "[Master Velofos]"; mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!"; - if (wm_book < 1) set wm_book, 1; + if (wm_book < 1) wm_book = 1; close; case 2: mes "[Master Velofos]"; @@ -243,7 +243,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ next; mes "[Master Velofos]"; mes "If you want to see him, you should prepare for a long journey."; - set mac_book,2; + mac_book = 2; close; } if (mac_book > 1) { @@ -304,7 +304,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books."; next; - set .@Payment, select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1; + .@Payment = select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1; mes "[Lea]"; if (!.@Payment) { mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items."; @@ -316,7 +316,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(1006) > 1) || (.@Payment == 3 && countitem(1097) > 49)) { mes "What kind of Magic Book do you want?"; next; - set .@i, select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1; + .@i = select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1; mes "[Lea]"; if (!.@i) { mes "No problem."; @@ -347,7 +347,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books."; next; - set .@Payment, select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1; + .@Payment = select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1; mes "[Lea]"; if (!.@Payment) { mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues."; @@ -360,7 +360,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(603) > 1) || (.@Payment == 3 && countitem(985) > 8)) { mes "What kind of Magic Book do you want?"; next; - set .@i, select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1; + .@i = select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1; setarray .@Books[0],6192,6193,6194,6197,6198,6199,6200,6201; mes "[Lea]"; if (!.@i) { @@ -399,7 +399,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?"; next; - set .@Payment, select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; + .@Payment = select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; mes "[Lea]"; if (!.@Payment) { mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts."; @@ -433,7 +433,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(7094) > 11) || (.@Payment == 3 && countitem(984) > 6) || (.@Payment == 4 && countitem(617))))) { mes "What kind of Magic Book do you want?"; next; - set .@i, select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1; + .@i = select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1; mes "[Lea]"; if (!.@i) { mes "No problem."; @@ -480,7 +480,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ next; mes "[Lea]"; mes "I'm sorry that I can't help you more than that."; - set mac_book,1; + mac_book = 1; close; } if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) { @@ -604,7 +604,7 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ next; mes "[Galfos]"; mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards."; - set mac_book,3; + mac_book = 3; close; } if (mac_book == 3) { @@ -620,7 +620,7 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ mes "Oh, did you find"; mes "anything useful?"; next; - set .@i, select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex."); + .@i = select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex."); mes "[Galfos]"; if ((.@i == 1 && countitem(6195)) || (.@i == 2 && countitem(6196))) { mes "Are you kidding me? You already have the book!"; @@ -697,7 +697,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ } if (mac_book == 3) { mes "You have discovered records about magic, acceleration, and particle waves. These documents must be the ones that Galfos is looking for."; - set mac_book, 4; + mac_book = 4; close; } if (mac_book == 4) { diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt index e74d14c77..589dca99f 100644 --- a/npc/re/quests/quests_brasilis.txt +++ b/npc/re/quests/quests_brasilis.txt @@ -51,13 +51,13 @@ brasilis,297,307,5 script Angelo#br 1_M_04,{ mes "Oh, thank you. You found all of 3 puppies."; mes "Thanks a lot."; mes "I hope this is useful to you. hoho."; - set .@randexp,rand(50000,112500); + .@randexp = rand(50000,112500); getexp .@randexp,0; erasequest 9031; setquest 9032; specialeffect2 EF_ASSUMPTIO; consumeitem 607; //Yggdrasilberry - set .@rand,rand(1,10); + .@rand = rand(1,10); if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil close; @@ -94,12 +94,12 @@ OnGo: mes "[Puppy]"; mes "bow wow bow wow!!"; next; - set brazil_kid,brazil_kid+1; + ++brazil_kid; mes "[" + strcharinfo(0) + "]"; if (brazil_kid == 3) { mes "Good. I found all 3 puppies."; mes "Now I need to go tell Angelo."; - set brazil_kid,0; + brazil_kid = 0; erasequest 9030; setquest 9031; } @@ -403,7 +403,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "If you can't find him in the city, go to museum."; mes "He's a vain person so he likes to act big."; mes "He's probably wandering in the museum trying to show off to someone for sure."; - set brazil_gua,1; + brazil_gua = 1; setquest 2192; close; case 2: @@ -448,7 +448,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "[Candy Maker]"; mes "Look! It's the popular guarana candy."; mes "Try to savor its amazing taste hey~ take it easy. hahaha!!"; - set brazil_gua,11; + brazil_gua = 11; completequest 2200; getitem 12414,1; //Guarana_Candy getexp 70000,10000; @@ -575,7 +575,7 @@ bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ mes "[Cherto]"; mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip."; mes "Come closer. Cherto will whisper so nobody can listen in."; - set brazil_gua,2; + brazil_gua = 2; close; } else if (brazil_gua == 2) { @@ -605,7 +605,7 @@ bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ mes "What about you?"; mes "Who is the guarana kid?"; mes "Will you figure out it? hohohhhhh~"; - set brazil_gua,3; + brazil_gua = 3; changequest 2192,2193; close; } @@ -644,7 +644,7 @@ bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ mes "His name is Paje."; mes "Take this note over to him."; mes "He will show the solution for you and the kid."; - set brazil_gua,5; + brazil_gua = 5; changequest 2194,2195; close; } @@ -700,7 +700,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "["+strcharinfo(0)+"]"; mes "He makes strange sound like an animals."; mes "Should I ask advice from Cherto?"; - set brazil_gua,4; + brazil_gua = 4; changequest 2193,2194; close; } @@ -790,7 +790,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "["+strcharinfo(0)+"]"; mes "If I have this, I can make a guarana candy."; mes "I better find that Candy Maker!"; - set brazil_gua,10; + brazil_gua = 10; changequest 2199,2200; getitem 6237,1; //Guarana_Fruit close; @@ -851,7 +851,7 @@ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ next; mes "[Mage Paje]"; mes "Good luck~!"; - set brazil_gua,6; + brazil_gua = 6; changequest 2195,2196; specialeffect2 EF_ASSUMPTIO; close; @@ -908,7 +908,7 @@ OnTouch: next; mes "[Toucan]"; mes "Fly fly far away. bbaaaeeeccckkk--!"; - set brazil_gua,7; + brazil_gua = 7; changequest 2196,2197; specialeffect2 EF_SEISMICWEAPON; close2; @@ -973,7 +973,7 @@ OnTouch_: mes "I will give you a Jaguar's high blessing."; mes "Go to monkey by flowing through the wind like a bee."; mes "Let's meet again my friend!"; - set brazil_gua,8; + brazil_gua = 8; changequest 2197,2198; close2; consumeitem 12016; //Speed_Up_Potion @@ -1026,7 +1026,7 @@ bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{ next; mes "["+strcharinfo(0)+"]"; mes "Good~ Now it's time to go back to the kid~!!"; - set brazil_gua,9; + brazil_gua = 9; changequest 2198,2199; close; } @@ -1070,7 +1070,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{ mes "[Karmen]"; mes "Ah, if you are interested more in the Water Lily story, find someone named Marta."; mes "She is wise and knows lots of stories here in Brasilis."; - set brazil_regia,1; + brazil_regia = 1; setquest 2201; close; } @@ -1091,7 +1091,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{ mes "[Karmen]"; mes "I am so grateful that I met you."; mes "The water lily must truly be a lucky flower. hahaha"; - set brazil_regia,10; + brazil_regia = 10; completequest 2207; getexp 50000,10000; close; @@ -1237,7 +1237,7 @@ bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ mes "Did you enjoy this story?"; mes "If you want to listen to another story, just come to me."; mes "If you don't mind playing with my grandson a ~ little. hoohoo."; - set brazil_regia,2; + brazil_regia = 2; close; } else if (brazil_regia > 1) { @@ -1388,7 +1388,7 @@ bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ mes "Did you enjoy this story?"; mes "If you want to listen to another story, just come to me."; mes "If you don't mind playing with my grandson a ~ little. hoohoo."; - set brazil_regia,2; + brazil_regia = 2; close; } else if (brazil_regia > 1) { @@ -1584,7 +1584,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "[Jasira]"; mes "Give him 10 Banana and tell him that I really miss him."; mes "Sorry for ignoring you before. Please, only you can help me!"; - set brazil_regia,3; + brazil_regia = 3; changequest 2201,2202; close; } @@ -1631,7 +1631,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ next; mes "["+strcharinfo(0)+"]"; mes "Thanks Jasira!"; - set brazil_regia,6; + brazil_regia = 6; changequest 2204,2205; close; } @@ -1670,7 +1670,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "[Jasira]"; mes "I know, I know! I'm the best..."; delitem 7553,1; //Lotus_Flower - set brazil_regia,9; + brazil_regia = 9; changequest 2206,2207; setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat @@ -1764,7 +1764,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "I got it."; mes "As you can see, there are lots of Brasilis water lily around here."; mes "If you make sure that you won't destroy them you can appreciate them as you wish."; - set brazil_regia,4; + brazil_regia = 4; changequest 2202,2203; close; } @@ -1808,7 +1808,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "Oh, can you tell that girl Jasira something for me?"; mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her."; delitem 11515,5; //Coconut - set brazil_regia,7; + brazil_regia = 7; changequest 2205,2206; close; } @@ -1901,7 +1901,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ mes "[Jasi]"; mes "If you bring 5 of those things, I will reconsider your suggestion."; delitem 513,10; //Banana - set brazil_regia,5; + brazil_regia = 5; changequest 2203,2204; next; mes "["+strcharinfo(0)+"]"; @@ -1928,7 +1928,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ close; } mes "- You take a beautiful water lily carefully in your hands. -"; - set brazil_regia,8; + brazil_regia = 8; getitem 7553,1; //Lotus_Flower close; } @@ -2131,7 +2131,7 @@ brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{ next; mes "[Fabio]"; mes "Maybe you're just scared..."; - set brazil_ghost,1; + brazil_ghost = 1; setquest 2208; close; } @@ -2229,8 +2229,8 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Mother the door won't open!"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Mother the door won't open!"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2270,7 +2270,7 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ next; specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the toilet."; - set brazil_ghost,3; + brazil_ghost = 3; changequest 2208,60351; close; } @@ -2331,8 +2331,8 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Mother the water is flooding!"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Mother the water is flooding!"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2360,7 +2360,7 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ next; specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the faucet."; - set brazil_ghost,4; + brazil_ghost = 4; changequest 60351,60352; close; } @@ -2404,8 +2404,8 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Mother the drought has started!"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Mother the drought has started!"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2439,7 +2439,7 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ next; specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the carpet."; - set brazil_ghost,5; + brazil_ghost = 5; changequest 60352,60353; close; } @@ -2479,8 +2479,8 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Mother where are my friends?"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Mother where are my friends?"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2521,7 +2521,7 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ next; specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the mirror."; - set brazil_ghost,6; + brazil_ghost = 6; changequest 60353,60354; close; } @@ -2561,8 +2561,8 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Where are you mom?"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Where are you mom?"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2606,8 +2606,8 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ switch(select("Take the eye bandage off.:Run away~.")) { case 1: while(1) { - set .@cpudice,rand(1,6); - set .@pcdice,rand(1,6); + .@cpudice = rand(1,6); + .@pcdice = rand(1,6); if (.@cpudice != .@pcdice) { emotion (57+.@cpudice),0,"Ghost#bra"; emotion (57+.@cpudice),1; @@ -2618,7 +2618,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ specialeffect2 EF_DEVIL; mes "[Ghost]"; mes "^FF0000Go away!^000000"; - set brazil_ghost,1; + brazil_ghost = 1; changequest 60354,2208; percentheal -50,-50; close2; @@ -2631,7 +2631,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ mes "[Ghost]"; mes "^FF0000Ahh!^000000"; mes "The Ghost disappeared into the toilet."; - set brazil_ghost,7; + brazil_ghost = 7; changequest 60354,60355; close2; disablenpc "Ghost#bra"; @@ -2641,7 +2641,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ case 2: mes "You run away from the ghost."; close2; - set brazil_ghost,1; + brazil_ghost = 1; changequest 60354,2208; warp "bra_in01",12,183; disablenpc "Ghost#bra"; @@ -2712,7 +2712,7 @@ bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{ next; mes "The curator looks around calmly then opens the door."; delitem 11515,1; //Coconut - set brazil_ghost,2; + brazil_ghost = 2; close2; warp "bra_in01",138,176; end; @@ -2798,7 +2798,7 @@ bra_in01,206,188,1 script Open Manhole#todunbra CLEAR_NPC,{ mes "[Ghost]"; mes "I guess now I can finally rest in peace."; mes "Thank you friend."; - set brazil_ghost,8; + brazil_ghost = 8; //completequest 2208; completequest 60355; getexp 90000,0; diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt index a2424cdfc..db78bce54 100644 --- a/npc/re/quests/quests_dewata.txt +++ b/npc/re/quests/quests_dewata.txt @@ -46,7 +46,7 @@ OnTouch: mes "In my younger years I could have easily solved the problem but this old man's mind cannot figure out what's missing."; next; mes "The conversation trails off and you don't hear any more."; - set dew_legend,1; + dew_legend = 1; close; } end; @@ -77,7 +77,7 @@ OnTouch: mes "Could it happen for sure?"; mes "If so, I will give everything"; mes "to support them..."; - set dew_legend,4; + dew_legend = 4; close; } end; @@ -119,7 +119,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "[Sage Kasyapa]"; mes "Ah, the feather......!"; mes "Instead of talking to me, why don't you talk to our tribe's leader, ^0000FFPaiko^000000."; - set dew_legend,2; + dew_legend = 2; close; } else if (dew_legend == 2) { mes "[Sage Kasyapa]"; @@ -182,7 +182,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ close; } } - set dew_legend,8; + dew_legend = 8; getitem 6406,1; //Cendrawasih_SF completequest 9157; erasequest 9157; @@ -247,7 +247,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "It's not something that a stranger like you could understand so make like a tree, and get out of here."; - set dew_legend,3; + dew_legend = 3; close; } else if (dew_legend == 3) { mes "[Tribal Chief Paiko]"; @@ -296,7 +296,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "The symbol of the Jaty Tribe is also a famous mystical creature."; mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me."; mes "Our faith is in you, stranger."; - set dew_legend,5; + dew_legend = 5; setquest 9155; close; } else if (dew_legend == 5) { @@ -309,7 +309,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me."; close; } - set dew_legend,6; + dew_legend = 6; delitem 6405,15; //Cendrawasih_F changequest 9155,9156; mes "[Tribal Chief Paiko]"; @@ -329,7 +329,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "Ah, also you should go see Sage ^0000FFKasyapa^000000 who really wants to reward you with something."; - set dew_legend,7; + dew_legend = 7; changequest 9156,9157; close; } else if (dew_legend == 7) { @@ -375,7 +375,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "[Tribal Chief Paiko]"; mes "You may be tempted by the aroma of our ^006400Satay^000000 and you may eat one but, if you eat more than that you won't be able to share the ^006400Satay^000000"; mes "with our village friends."; - set dew_legend,9; + dew_legend = 9; getitem 11533,2; //Satay setquest 9158; close; @@ -393,7 +393,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "If you are attracted by the aroma of the ^006400Satay^000000, you may eat one but, if you eat more you won't be able to share ^006400Satay^000000 with our friends."; - set dew_legend,11; + dew_legend = 11; getitem 11533,2; //Satay changequest 9159,9160; close; @@ -415,7 +415,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000."; - set dew_legend,13; + dew_legend = 13; getitem 11533,2; //Satay changequest 9161,9162; close; @@ -435,7 +435,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000."; - set dew_legend,15; + dew_legend = 15; getitem 11533,2; //Satay changequest 9163,9164; close; @@ -472,7 +472,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "[Tribal Chief Paiko]"; mes "Made with our tribe's secret marinade try the ^006400Satay^000000."; mes "It was made with all our heart, especially for you, but don't forget to share it with friends."; - set dew_legend,17; + dew_legend = 17; getitem 18520,1; //Jaty_C getitem 11533,5; //Satay completequest 9165; @@ -539,7 +539,7 @@ dew_fild01,78,288,6 script Jaty Tribe Warrior#dew 4_M_DEWZATIMAN,{ mes "My mouth is already watering thank you."; mes "There is something I would like to share with you regarding our tribe."; delitem 11533,1; //Satay - set dew_legend,10; + dew_legend = 10; changequest 9158,9159; next; mes "[Jaty Tribe Warrior]"; @@ -580,7 +580,7 @@ dew_fild01,185,300,6 script Tribe Manager#dew 4_M_DEWZATIMAN,{ mes "Please give my regards"; mes "to our Tribe Leader."; delitem 11533,1; //Satay - set dew_legend,12; + dew_legend = 12; changequest 9160,9161; next; mes "[Tribe Manager]"; @@ -613,7 +613,7 @@ dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{ mes "I cannot allow anyone to go in there."; next; if (dew_legend == 13 && countitem(11533)) - set .@menu$, ":^0000FFTribal Chief Paiko^000000"; + .@menu$ = ":^0000FFTribal Chief Paiko^000000"; switch(select("Allow me through:I don't want to go in"+.@menu$)) { case 1: if (dew_legend < 8) { @@ -650,7 +650,7 @@ dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{ mes "I was slightly hungry"; mes "so this should fill me up."; delitem 11533,1; //Satay - set dew_legend,14; + dew_legend = 14; changequest 9162,9163; next; mes "[Gatekeeper of Krakatau Volcano]"; @@ -716,7 +716,7 @@ dewata,78,192,6 script Borobudur Temple Manager 4_M_DEWMAN,{ mes "Good~~ This is the same taste I remember."; mes "To give my thanks I will pass along a story that may interest you"; delitem 11533,1; //Satay - set dew_legend,16; + dew_legend = 16; changequest 9164,9165; next; mes "[Borobudur Temple Manager]"; @@ -844,7 +844,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ next; mes "[Memo]"; mes "This guy has never broken a promise for 10 years, so he must have a really good reason not to come."; - set dew_drink,1; + dew_drink = 1; setquest 5035; next; mes "[Memo]"; @@ -884,7 +884,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ next; mes "[Memo]"; mes "If it is not, wait there and bring ^FF000030 bottles of oil^000000 to me."; - set dew_drink,6; + dew_drink = 6; changequest 5040,5041; close; } else if (dew_drink == 6) { @@ -910,7 +910,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ mes "Excuse me, but I have an urgent matter to attend to. Can you wait for a while and talk to me when I'm done?"; delitem 6401,30; //Palm_O changequest 5042,5043; - set dew_drink,8; + dew_drink = 8; close; } else if (dew_drink == 8) { if (questprogress(5043,PLAYTIME) == 1) { @@ -958,7 +958,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ mes "[Memo]"; mes "You really did a great job. I like you because you are different from today's youngins."; changequest 5043,5044; - set dew_drink,10; + dew_drink = 10; getexp 50000,10000; getitem 617,1; //Old_Violet_Box next; @@ -967,9 +967,9 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ mes "I will pay you for what you do for me."; close; } else if (dew_drink == 10) { - for(set .@i,0; .@i<7; set .@i,.@i+1) + for(.@i = 0; .@i<7; ++.@i) if (questprogress(5045+.@i)) - set .@j, .@j | (1<<.@i); + .@j |= (1<<.@i); if (.@j == 0) { mes "[Memo]"; mes strcharinfo(0)+", to what do I owe the pleasure?"; @@ -1115,7 +1115,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ next; mes "[Lero]"; mes "Poby might in ^0000FFPalm Forest^000000. The crop is best at the southern part of the forest."; - set dew_drink,2; + dew_drink = 2; changequest 5035,5036; close; } else if (dew_drink == 2) { @@ -1159,7 +1159,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ next; mes "[Lero]"; mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique."; - set dew_drink,4; + dew_drink = 4; changequest 5037,5038; next; mes "[Lero]"; @@ -1198,7 +1198,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "[Lero]"; mes "It takes some time, so go back to Mr. Memo and tell him the situation. Also tell him that I'm sorry for the delay."; delitem 6402,60; //Oil_Palm_F - set dew_drink,5; + dew_drink = 5; changequest 5039,5040; close; } @@ -1222,7 +1222,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "[Lero]"; mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault."; changequest 5041,5042; - set dew_drink,7; + dew_drink = 7; getitem 6401,30; //Palm_O close; } else if (dew_drink == 7) { @@ -1235,7 +1235,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault."; close; } else { - set .@num, 30 - countitem(6401); + .@num = 30 - countitem(6401); if (checkweight(6401,.@num) == 0) { mes "[Lero]"; mes "You are carrying too much right now to continue."; @@ -1265,9 +1265,9 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ emotion e_ok; close; } else if (dew_drink == 10) { - for(set .@i,0; .@i<7; set .@i,.@i+1) + for(.@i = 0; .@i<7; ++.@i) if (questprogress(5045+.@i)) - set .@j, .@j | (1<<.@i); + .@j |= (1<<.@i); if (.@j == 0) { mes "[Lero]"; mes "What happened? I didn't get a memo from Mr. Memo that he was going to send someone here."; @@ -1276,7 +1276,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "[Lero]"; mes "Hey, I've been waiting for you. I didn't know that Poby's injury would make my life so difficult."; next; - set .@quest,rand(3); + .@quest = rand(3); mes "[Lero]"; mes "I'm ashamed to ask you this, but can you bring ^0000FF"+(20+(.@quest*10))+" pieces of oil palm nuts^000000 please?"; changequest 5045,5046+(.@quest*2); @@ -1377,7 +1377,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "[Poby]"; mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move."; changequest 5036,5037; - set dew_drink,3; + dew_drink = 3; next; mes "[Poby]"; mes "I can't move at all 'cuz of this backache..."; @@ -1441,11 +1441,11 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "Oh! "+strcharinfo(0)+", we meet again. What's going on?"; if (questprogress(5047)) - set .@count,10; + .@count = 10; else if (questprogress(5049)) - set .@count,15; + .@count = 15; else if (questprogress(5051)) - set .@count,20; + .@count = 20; if (.@count) { if (countitem(6401) >= .@count) { // Custom translation @@ -1453,7 +1453,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "Good work! Be careful while delivering them~"; close; } - set .@new_count, .@count-countitem(6401); + .@new_count = .@count-countitem(6401); mes "- You explain the situation. -"; next; mes "[Poby]"; @@ -1501,10 +1501,10 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ close; } - if (questprogress(5039)) set .@count,60; - else if (questprogress(5046)) set .@count,20; - else if (questprogress(5048)) set .@count,30; - else if (questprogress(5050)) set .@count,40; + if (questprogress(5039)) .@count = 60; + else if (questprogress(5046)) .@count = 20; + else if (questprogress(5048)) .@count = 30; + else if (questprogress(5050)) .@count = 40; if (.@count == 0) { mes "There's a palm tree"; mes "facing the cool wind."; @@ -1527,12 +1527,12 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ switch(select("Shake the tree:Kick the tree")) { case 1: specialeffect EF_HITLINE2; - set .@message$, "As you shake the palm tree..."; + .@message$ = "As you shake the palm tree..."; mes "You shake the palm tree."; break; case 2: specialeffect EF_BASH; - set .@message$, "As you give the palm tree a quick kick to its proverbial shin..."; + .@message$ = "As you give the palm tree a quick kick to its proverbial shin..."; mes "You kick the palm tree swiftly with all you might."; break; } @@ -1701,7 +1701,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "Hahahahahahahahaha...!!!"; next; mes "- The old man started to laugh like a crazy person after hearing the name of the Island. You decide to ask a little bit later. -"; - set dew_weapon,1; + dew_weapon = 1; close; } else { mes "[Gatti]"; @@ -1790,7 +1790,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "Let me ask you a favor. If you get the recognition first, please don't forget to visit me."; close2; setquest 5052; - set dew_weapon,2; + dew_weapon = 2; end; } mes "[Gatti]"; @@ -1811,7 +1811,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "The weapon material that I was looking for is ^0000FFComodo Leather^000000. Bring me 100 of them, and I will make you a fancy weapon."; setquest 5053; - set dew_weapon,3; + dew_weapon = 3; next; mes "[Gatti]"; mes "I heard Comodo Dragons are very powerful monsters. Please be careful."; @@ -1861,7 +1861,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I'm so eager to make the weapon in the weapon blueprint."; changequest 5052,5053; - set dew_weapon,3; + dew_weapon = 3; next; mes "[Gatti]"; mes "Please, before my passion fades out."; @@ -1875,7 +1875,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "By the looks of your walk, you must have brought me 100 Comodo Leather. Hand it over to me."; delitem 6403,100; erasequest 5053; - set dew_weapon,4; + dew_weapon = 4; next; mes "- Gatti takes the Comodo Leather from you. -"; close; @@ -1909,7 +1909,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ next; mes "- Mastersmith Gatti is enjoying to process the Leathers you've brought to make the weapon. -"; mes "- You should wait a little while. -"; - set dew_weapon,5; + dew_weapon = 5; close; } else if (dew_weapon == 5) { mes "["+strcharinfo(0)+"]"; @@ -1950,7 +1950,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I'll make you a best weapon ever."; setquest 5054; - set dew_weapon,6; + dew_weapon = 6; getitem 6404,1; //Caress_H next; mes "[Gatti]"; @@ -1997,7 +1997,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "Now, I learned how to make the weapon, ask me any time if you need it."; erasequest 5054; - set dew_weapon,7; + dew_weapon = 7; delitem 6403,100; //Comodo_L delitem 999,20; //Steel delitem 984,10; //Oridecon @@ -2100,106 +2100,106 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ Zeny -= 100000; // Socket 3 - set .@i, rand(4300); - if (.@i < 150) set .@s3,4700; // STR + 1 - else if (.@i < 300) set .@s3,4730; // AGI + 1 - else if (.@i < 450) set .@s3,4740; // VIT + 1 - else if (.@i < 600) set .@s3,4710; // INT + 1 - else if (.@i < 750) set .@s3,4720; // DEX + 1 - else if (.@i < 900) set .@s3,4750; // LUK + 1 - else if (.@i < 1050) set .@s3,4761; // MATK + 2% - else if (.@i < 1200) set .@s3,4764; // CRIT + 5 - else if (.@i < 1350) set .@s3,4786; // MDEF + 2 - else if (.@i < 1500) set .@s3,4791; // DEF + 3 - else if (.@i < 1650) set .@s3,4795; // HP + 100 - else if (.@i < 1750) set .@s3,4800; // SP + 50 - else if (.@i < 1850) set .@s3,4797; // HP + 300 - else if (.@i < 1950) set .@s3,4793; // DEF + 9 - else if (.@i < 2050) set .@s3,4788; // MDEF + 6 - else if (.@i < 2150) set .@s3,4752; // LUK + 3 - else if (.@i < 2250) set .@s3,4722; // DEX + 3 - else if (.@i < 2350) set .@s3,4712; // INT + 3 - else if (.@i < 2450) set .@s3,4742; // VIT + 3 - else if (.@i < 2550) set .@s3,4732; // AGI + 3 - else if (.@i < 2650) set .@s3,4702; // STR + 3 - else if (.@i < 2700) set .@s3,4703; // STR + 4 - else if (.@i < 2750) set .@s3,4733; // AGI + 4 - else if (.@i < 2800) set .@s3,4743; // VIT + 4 - else if (.@i < 2850) set .@s3,4713; // INT + 4 - else if (.@i < 2900) set .@s3,4723; // DEX + 4 - else if (.@i < 2950) set .@s3,4753; // LUK + 4 - else if (.@i < 3000) set .@s3,4789; // MDEF + 8 - else if (.@i < 3001) set .@s3,4704; // STR + 5 - else if (.@i < 3002) set .@s3,4734; // AGI + 5 - else if (.@i < 3003) set .@s3,4744; // VIT + 5 - else if (.@i < 3004) set .@s3,4714; // INT + 5 - else if (.@i < 3005) set .@s3,4724; // DEX + 5 - else if (.@i < 3006) set .@s3,4754; // LUK + 5 - else if (.@i < 3007) set .@s3,4806; // MATK + 3% - else if (.@i < 3008) set .@s3,4765; // CRIT + 7 - else if (.@i < 3009) set .@s3,4766; // ATK + 2% - else if (.@i < 3010) set .@s3,4801; // SP + 100 - else if (.@i < 3140) set .@s3,4796; // HP + 200 - else if (.@i < 3270) set .@s3,4792; // DEF + 6 - else if (.@i < 3400) set .@s3,4787; // MDEF + 4 - else if (.@i < 3530) set .@s3,4751; // LUK + 2 - else if (.@i < 3660) set .@s3,4721; // DEX + 2 - else if (.@i < 3790) set .@s3,4711; // INT + 1 - else if (.@i < 3920) set .@s3,4741; // VIT + 2 - else if (.@i < 4050) set .@s3,4731; // AGI + 2 - else if (.@i < 4180) set .@s3,4701; // STR + 2 - else set .@s3,0; + .@i = rand(4300); + if (.@i < 150) .@s3 = 4700; // STR + 1 + else if (.@i < 300) .@s3 = 4730; // AGI + 1 + else if (.@i < 450) .@s3 = 4740; // VIT + 1 + else if (.@i < 600) .@s3 = 4710; // INT + 1 + else if (.@i < 750) .@s3 = 4720; // DEX + 1 + else if (.@i < 900) .@s3 = 4750; // LUK + 1 + else if (.@i < 1050) .@s3 = 4761; // MATK + 2% + else if (.@i < 1200) .@s3 = 4764; // CRIT + 5 + else if (.@i < 1350) .@s3 = 4786; // MDEF + 2 + else if (.@i < 1500) .@s3 = 4791; // DEF + 3 + else if (.@i < 1650) .@s3 = 4795; // HP + 100 + else if (.@i < 1750) .@s3 = 4800; // SP + 50 + else if (.@i < 1850) .@s3 = 4797; // HP + 300 + else if (.@i < 1950) .@s3 = 4793; // DEF + 9 + else if (.@i < 2050) .@s3 = 4788; // MDEF + 6 + else if (.@i < 2150) .@s3 = 4752; // LUK + 3 + else if (.@i < 2250) .@s3 = 4722; // DEX + 3 + else if (.@i < 2350) .@s3 = 4712; // INT + 3 + else if (.@i < 2450) .@s3 = 4742; // VIT + 3 + else if (.@i < 2550) .@s3 = 4732; // AGI + 3 + else if (.@i < 2650) .@s3 = 4702; // STR + 3 + else if (.@i < 2700) .@s3 = 4703; // STR + 4 + else if (.@i < 2750) .@s3 = 4733; // AGI + 4 + else if (.@i < 2800) .@s3 = 4743; // VIT + 4 + else if (.@i < 2850) .@s3 = 4713; // INT + 4 + else if (.@i < 2900) .@s3 = 4723; // DEX + 4 + else if (.@i < 2950) .@s3 = 4753; // LUK + 4 + else if (.@i < 3000) .@s3 = 4789; // MDEF + 8 + else if (.@i < 3001) .@s3 = 4704; // STR + 5 + else if (.@i < 3002) .@s3 = 4734; // AGI + 5 + else if (.@i < 3003) .@s3 = 4744; // VIT + 5 + else if (.@i < 3004) .@s3 = 4714; // INT + 5 + else if (.@i < 3005) .@s3 = 4724; // DEX + 5 + else if (.@i < 3006) .@s3 = 4754; // LUK + 5 + else if (.@i < 3007) .@s3 = 4806; // MATK + 3% + else if (.@i < 3008) .@s3 = 4765; // CRIT + 7 + else if (.@i < 3009) .@s3 = 4766; // ATK + 2% + else if (.@i < 3010) .@s3 = 4801; // SP + 100 + else if (.@i < 3140) .@s3 = 4796; // HP + 200 + else if (.@i < 3270) .@s3 = 4792; // DEF + 6 + else if (.@i < 3400) .@s3 = 4787; // MDEF + 4 + else if (.@i < 3530) .@s3 = 4751; // LUK + 2 + else if (.@i < 3660) .@s3 = 4721; // DEX + 2 + else if (.@i < 3790) .@s3 = 4711; // INT + 1 + else if (.@i < 3920) .@s3 = 4741; // VIT + 2 + else if (.@i < 4050) .@s3 = 4731; // AGI + 2 + else if (.@i < 4180) .@s3 = 4701; // STR + 2 + else .@s3 = 0; // Socket 4 - set .@j, rand(4100); - if (.@j < 130) set .@s4,4700; // STR + 1 - else if (.@j < 260) set .@s4,4730; // AGI + 1 - else if (.@j < 390) set .@s4,4740; // VIT + 1 - else if (.@j < 520) set .@s4,4710; // INT + 1 - else if (.@j < 650) set .@s4,4720; // DEX + 1 - else if (.@j < 780) set .@s4,4750; // LUK + 1 - else if (.@j < 910) set .@s4,4760; // MATK + 1% - else if (.@j < 1040) set .@s4,4764; // CRIT + 5 - else if (.@j < 1170) set .@s4,4766; // ATK + 2% - else if (.@j < 1300) set .@s4,4786; // MDEF + 2 - else if (.@j < 1430) set .@s4,4791; // DEF + 3 - else if (.@j < 1560) set .@s4,4795; // HP + 100 - else if (.@j < 1690) set .@s4,4800; // SP + 50 - else if (.@j < 1790) set .@s4,4796; // HP + 200 - else if (.@j < 1890) set .@s4,4792; // DEF + 6 - else if (.@j < 1990) set .@s4,4787; // MDEF + 4 - else if (.@j < 2090) set .@s4,4767; // ATK + 3% - else if (.@j < 2190) set .@s4,4765; // CRIT + 7 - else if (.@j < 2290) set .@s4,4751; // LUK + 2 - else if (.@j < 2390) set .@s4,4721; // DEX + 2 - else if (.@j < 2490) set .@s4,4711; // INT + 2 - else if (.@j < 2590) set .@s4,4741; // VIT + 2 - else if (.@j < 2690) set .@s4,4731; // AGI + 2 - else if (.@j < 2790) set .@s4,4701; // STR + 2 - else if (.@j < 2860) set .@s4,4702; // STR + 3 - else if (.@j < 2930) set .@s4,4732; // AGI + 3 - else if (.@j < 3000) set .@s4,4742; // VIT + 3 - else if (.@j < 3140) set .@s4,4712; // INT + 3 - else if (.@j < 3210) set .@s4,4722; // DEX + 3 - else if (.@j < 3280) set .@s4,4788; // MDEF + 8 - else if (.@j < 3350) set .@s4,4793; // DEF + 9 - else if (.@j < 3420) set .@s4,4797; // HP + 300 - else if (.@j < 3490) set .@s4,4801; // SP + 100 - else if (.@j < 3540) set .@s4,4798; // HP + 400 - else if (.@j < 3590) set .@s4,4789; // MDEF + 8 - else if (.@j < 3640) set .@s4,4753; // LUK + 4 - else if (.@j < 3690) set .@s4,4723; // DEX + 4 - else if (.@j < 3740) set .@s4,4713; // INT + 4 - else if (.@j < 3790) set .@s4,4743; // VIT + 4 - else if (.@j < 3840) set .@s4,4733; // AGI + 4 - else if (.@j < 3890) set .@s4,4703; // STR + 4 - else if (.@j < 3900) set .@s4,4704; // STR + 5 - else if (.@j < 3910) set .@s4,4734; // AGI + 5 - else if (.@j < 3920) set .@s4,4744; // VIT + 5 - else if (.@j < 3930) set .@s4,4714; // INT + 5 - else if (.@j < 3940) set .@s4,4724; // DEX + 5 - else if (.@j < 3950) set .@s4,4754; // LUK + 5 - else set .@s4,0; + .@j = rand(4100); + if (.@j < 130) .@s4 = 4700; // STR + 1 + else if (.@j < 260) .@s4 = 4730; // AGI + 1 + else if (.@j < 390) .@s4 = 4740; // VIT + 1 + else if (.@j < 520) .@s4 = 4710; // INT + 1 + else if (.@j < 650) .@s4 = 4720; // DEX + 1 + else if (.@j < 780) .@s4 = 4750; // LUK + 1 + else if (.@j < 910) .@s4 = 4760; // MATK + 1% + else if (.@j < 1040) .@s4 = 4764; // CRIT + 5 + else if (.@j < 1170) .@s4 = 4766; // ATK + 2% + else if (.@j < 1300) .@s4 = 4786; // MDEF + 2 + else if (.@j < 1430) .@s4 = 4791; // DEF + 3 + else if (.@j < 1560) .@s4 = 4795; // HP + 100 + else if (.@j < 1690) .@s4 = 4800; // SP + 50 + else if (.@j < 1790) .@s4 = 4796; // HP + 200 + else if (.@j < 1890) .@s4 = 4792; // DEF + 6 + else if (.@j < 1990) .@s4 = 4787; // MDEF + 4 + else if (.@j < 2090) .@s4 = 4767; // ATK + 3% + else if (.@j < 2190) .@s4 = 4765; // CRIT + 7 + else if (.@j < 2290) .@s4 = 4751; // LUK + 2 + else if (.@j < 2390) .@s4 = 4721; // DEX + 2 + else if (.@j < 2490) .@s4 = 4711; // INT + 2 + else if (.@j < 2590) .@s4 = 4741; // VIT + 2 + else if (.@j < 2690) .@s4 = 4731; // AGI + 2 + else if (.@j < 2790) .@s4 = 4701; // STR + 2 + else if (.@j < 2860) .@s4 = 4702; // STR + 3 + else if (.@j < 2930) .@s4 = 4732; // AGI + 3 + else if (.@j < 3000) .@s4 = 4742; // VIT + 3 + else if (.@j < 3140) .@s4 = 4712; // INT + 3 + else if (.@j < 3210) .@s4 = 4722; // DEX + 3 + else if (.@j < 3280) .@s4 = 4788; // MDEF + 8 + else if (.@j < 3350) .@s4 = 4793; // DEF + 9 + else if (.@j < 3420) .@s4 = 4797; // HP + 300 + else if (.@j < 3490) .@s4 = 4801; // SP + 100 + else if (.@j < 3540) .@s4 = 4798; // HP + 400 + else if (.@j < 3590) .@s4 = 4789; // MDEF + 8 + else if (.@j < 3640) .@s4 = 4753; // LUK + 4 + else if (.@j < 3690) .@s4 = 4723; // DEX + 4 + else if (.@j < 3740) .@s4 = 4713; // INT + 4 + else if (.@j < 3790) .@s4 = 4743; // VIT + 4 + else if (.@j < 3840) .@s4 = 4733; // AGI + 4 + else if (.@j < 3890) .@s4 = 4703; // STR + 4 + else if (.@j < 3900) .@s4 = 4704; // STR + 5 + else if (.@j < 3910) .@s4 = 4734; // AGI + 5 + else if (.@j < 3920) .@s4 = 4744; // VIT + 5 + else if (.@j < 3930) .@s4 = 4714; // INT + 5 + else if (.@j < 3940) .@s4 = 4724; // DEX + 5 + else if (.@j < 3950) .@s4 = 4754; // LUK + 5 + else .@s4 = 0; delitem 13067,1; //Caress if (.@s3 == 0 && .@s4 == 0) { diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt index e8d493c9b..c07d4af6a 100644 --- a/npc/re/quests/quests_dicastes.txt +++ b/npc/re/quests/quests_dicastes.txt @@ -120,7 +120,7 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ mes "How many do you want? You can buy up to 100."; next; input .@input; - set .@deal, 500 * .@input; + .@deal = 500 * .@input; if (.@deal == 0) { mes "[Curious Sapha]"; mes "You changed your mind?"; @@ -181,7 +181,7 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ mes "Setting you for dungeon entry."; mes "You will be able to go through if the password is correct."; if (callfunc("F_GM_NPC",1854,0) == 1) { - set ep13_3_secret,6; + ep13_3_secret = 6; getitem 2782,1; //Ring_Of_Wise_King getitem 6437,2; //Scaraba_Perfume mes "Setting Complete"; @@ -323,7 +323,7 @@ OnTouch: mes "[Black Clothed Guy]"; mes "...Really?"; mes "You've found it at last."; - set ep13_3_secret, 24; + ep13_3_secret = 24; next; cutin "",255; donpcevent "Suspicious Guy#ep133_::OnDisable"; @@ -394,7 +394,7 @@ OnEnable: mes "[Capital City Guard]"; mes "Are you returning to El Dicastes?"; next; - set .@m, select("Yes. Going to the castle.:No.") - 1; + .@m = select("Yes. Going to the castle.:No.") - 1; mes "[Capital City Guard]"; mes "Good luck."; close2; @@ -539,7 +539,7 @@ dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Hunting Dept. 1 Manager]"; - set .@s$, "Oh, you completed all your requests. Confirmation complete."; + .@s$ = "Oh, you completed all your requests. Confirmation complete."; que_dic(0,12099,4000,.@s$); que_dic(0,12100,49000,.@s$); que_dic(0,12101,18000,.@s$); @@ -609,7 +609,7 @@ dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Hunting Dept. 2 Manager]"; - set .@s$, "Oh, you completed all your requests. Confirmation complete."; + .@s$ = "Oh, you completed all your requests. Confirmation complete."; que_dic(0,12106,77000,.@s$); que_dic(0,12107,47000,.@s$); que_dic(0,12108,50000,.@s$); @@ -676,7 +676,7 @@ dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Supply Dept. 1 Manager]"; - set .@s$, "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?"; + .@s$ = "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?"; que_dic(1,12117,26300,6086,6,.@s$); que_dic(1,12118,25600,6090,3,.@s$); que_dic(1,12119,51100,6073,16,.@s$); @@ -744,7 +744,7 @@ dic_in01,48,273,8 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Supply Dept. 2 Manager]"; - set .@s$, "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; + .@s$ = "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; que_dic(1,12127,65300,6023,5,.@s$); que_dic(1,12128,65300,6020,21,.@s$); que_dic(1,12129,82800,1042,27,.@s$); @@ -811,7 +811,7 @@ dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Transport Dept. 1 Manager]"; - set .@s$, "Quantity check finished. Ahhh, you going to rest? Then why don't you visit the famous pub of the Capital? They have no yummy food though...."; + .@s$ = "Quantity check finished. Ahhh, you going to rest? Then why don't you visit the famous pub of the Capital? They have no yummy food though...."; que_dic(1,12137,30000,7143,4,.@s$); que_dic(1,12138,25000,744,5,.@s$); que_dic(1,12139,47500,748,1,.@s$); @@ -885,7 +885,7 @@ dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Transport Dept. 2 Manager.]"; - set .@s$, "Well received. One less thing to worry about now."; + .@s$ = "Well received. One less thing to worry about now."; que_dic(1,12148,23000,528,100,.@s$); que_dic(1,12149,20750,512,100,.@s$); que_dic(1,12150,20750,515,100,.@s$); @@ -926,7 +926,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "You won't need those documents even if you could read them. Looks like you haven't gotten enough training"; close; } - set .@map_hi, rand(1,4); + .@map_hi = rand(1,4); mes "[Papyrus]"; if (.@map_hi == 1) mes "Welcome, I am Papyrus, the manager of the Archive room here."; else if (.@map_hi == 2) mes "The number of adventurers visiting the Archive room has increased"; @@ -1037,7 +1037,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ } specialeffect2 EF_DISPELL; progressbar "ffff00",4; - set .@doc,rand(1,70); + .@doc = rand(1,70); if (.@doc > 50 && .@doc <= 60) { mes "No documents look out of the ordinary."; close; @@ -1333,7 +1333,7 @@ OnTouch: mes "But you see a human in high-ranking Sapha clothing in front of you."; sc_end SC_BLIND; emotion e_omg,1; - set ep13_3_secret, 14; + ep13_3_secret = 14; erasequest 7198; close2; cutin "",255; @@ -1390,7 +1390,7 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ mes "Clear them out without anyone knowing."; mes "And bring them here instead of throwing them away anywhere."; mes "Bring back at least 10 of each."; - set ep13_3_secret, 17; + ep13_3_secret = 17; setquest 7199; next; mes "[Cheshire]"; @@ -1409,10 +1409,10 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ delitem 6306,10; //Solid_Bloodstain delitem 6305,10; //Frozen_Skin_Piece delitem 6307,10; //Suspicious_Magic_Stone - set ep13_3_secret, 18; + ep13_3_secret = 18; erasequest 7199; setquest 7200; - set ep13_3_ahtdayq, 2; + ep13_3_ahtdayq = 2; close2; } else { @@ -1448,7 +1448,7 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ delitem 6306,10; //Solid_Bloodstain delitem 6305,10; //Frozen_Skin_Piece delitem 6307,10; //Suspicious_Magic_Stone - set ep13_3_ahtdayq, 2; + ep13_3_ahtdayq = 2; getitem 6304,1; //Sapa_Feat_Cert getexp 70000,0; getexp 0,30000; @@ -1481,7 +1481,7 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ mes "[Cheshire]"; mes "Collect 10 of each as always."; mes "Got it?"; - set ep13_3_ahtdayq, 1; + ep13_3_ahtdayq = 1; if (questprogress(7200,PLAYTIME)) erasequest 7200; setquest 7201; next; @@ -1538,7 +1538,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "But you see a human in high-ranking Sapha clothing in front of you."; sc_end SC_BLIND; emotion e_omg,1; - set ep13_3_secret, 14; + ep13_3_secret = 14; erasequest 7198; close2; } @@ -1590,7 +1590,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "...."; next; while (.@ahtlove < 4) { - set .@ahtlove, .@ahtlove + 1; + ++.@ahtlove; mes "- Ahat tries to hypnotize you again."; mes "He must have erased himself by doing this over and over again.-"; next; @@ -1678,7 +1678,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "You are my loyal servant."; mes "My hands and feet."; } - set ep13_3_secret, 15; + ep13_3_secret = 15; close2; } else if (ep13_3_secret == 15) { @@ -1729,7 +1729,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ next; mes "- Ahat doesn't suspect a thing yet."; mes "He seems to believe that his spell was complete. -"; - set ep13_3_secret, 16; + ep13_3_secret = 16; close2; } else if (ep13_3_secret == 16) { @@ -1775,7 +1775,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "[Ahat]"; mes "And this is something to reward you for your deeds."; mes "Nothing much but I hope you like it."; - set ep13_3_secret, 19; + ep13_3_secret = 19; getitem 2790,1; //Bradium_Brooch close2; } @@ -1860,7 +1860,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[HesLanta]"; mes "Jarute.. What did Ahat look like to you?"; next; - set .@m, select("I don't understand your question.:My master.") - 1; + .@m = select("I don't understand your question.:My master.") - 1; if (.@m) { mes "[HesLanta]"; mes "....huh....?"; @@ -1869,7 +1869,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; mes "HesLanta is upset with my reply."; mes "His expression is complex and dark."; - set ep13_3_secret, 20; + ep13_3_secret = 20; close; } mes "[HesLanta]"; @@ -1992,7 +1992,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "Ahat climbed the ladder up to where he is now after gaining Ravail's trust."; mes "His working abilities is amazing."; mes "He is the perfect Sapha."; - set ep13_3_secret, 21; + ep13_3_secret = 21; next; mes "HesLanta starts to think deeply after saying this."; close; @@ -2116,7 +2116,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; mes "[" + strcharinfo(0) + "]"; mes "I must go back to the expedition camp to report to Doha!"; - set ep13_3_secret, 22; + ep13_3_secret = 22; setquest 7203; close; } @@ -2130,7 +2130,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "It was Cheshire"; mes "Cheshire is a feline."; mes "and the bandana was to hid his ears."; - set .@yes, .@yes + 1; + ++.@yes; break; case 2: mes "[" + strcharinfo(0) + "]"; @@ -2161,7 +2161,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "To bring conflict between the three countries?"; mes "What will Cheshire gain out of this?"; } - set .@yes, .@yes + 1; + ++.@yes; next; } else if (.@yes == 2) { @@ -2179,7 +2179,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "Yes. Ahat must have order him."; mes "But why would Ahat do that?"; mes "Conflict between three countries? Or the report content?"; - set .@yes, .@yes + 1; + ++.@yes; } next; } @@ -2204,7 +2204,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "A bit dramatic but we cannot rule out the evil lord Morroc."; mes "Because the crack was created by the evil lord Morroc himself."; } - set .@yes, .@yes + 1; + ++.@yes; next; } else if (.@yes == 4) { @@ -2223,7 +2223,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[" + strcharinfo(0) + "]"; mes "Yes. There is a report from the tracking team led by Echinacea."; mes "It was about the evil lord Morroc."; - set .@yes, .@yes + 1; + ++.@yes; } next; } @@ -2231,7 +2231,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[" + strcharinfo(0) + "]"; mes "Oh no. I don't know."; mes "Let's think it over."; - set .@yes, 0; + .@yes = 0; next; } } @@ -2265,7 +2265,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ cutin "",255; end; } - set .@yessay, rand(1,3); + .@yessay = rand(1,3); if (.@yessay == 1) { mes "[HesLanta]"; mes "I'm very tired because I had too much work today."; @@ -2370,7 +2370,7 @@ dicastes01,223,190,1 script Calyon#pa8029 4_MAN_NITT,{ mes "[Calyon]"; mes "Finally, I have a request for you. It is an important one so I need you to be focused."; next; - set .@calyonrequest,rand(1,11); + .@calyonrequest = rand(1,11); mes "[Calyon]"; if (.@calyonrequest == 1) { setquest 12139; @@ -2543,7 +2543,7 @@ dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{ mes "[Moltuka]"; mes "..............(rustling sound)"; next; - set .@tut_13, rand(1,11); + .@tut_13 = rand(1,11); if (.@tut_13 == 1) { setquest 12148; setquest 12164; @@ -2777,8 +2777,8 @@ dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{ mes "I actually have something"; mes "just right for you."; next; - set .@tut_lv, (BaseLevel); - set .@rand, rand(100,BaseLevel); + .@tut_lv = (BaseLevel); + .@rand = rand(100,BaseLevel); if (.@rand < 109) { setquest 12106; setquest 12160; @@ -2925,7 +2925,7 @@ dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{ mes "I actually have something"; mes "just right for you."; next; - set .@rand, rand(97,BaseLevel); + .@rand = rand(97,BaseLevel); if (.@rand < 103) { setquest 12099; setquest 12159; @@ -3091,7 +3091,7 @@ dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{ mes "I actually have something"; mes "just right for you."; next; - set .@tut_13, rand(1,10); + .@tut_13 = rand(1,10); if (.@tut_13 == 1) { setquest 12117; setquest 12161; @@ -3262,7 +3262,7 @@ dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{ mes "[Tragis]"; mes "I just got a request. It's good that none of us wasted time."; next; - set .@tut_13, rand(1,10); + .@tut_13 = rand(1,10); if (.@tut_13 == 1) { setquest 12127; setquest 12162; @@ -3486,7 +3486,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "Hmm... my throat is soar from talking too much."; mes "Let's continue later after I get some rest."; mes "I think I need a cup of water."; - set ep13_3_secret, 2; + ep13_3_secret = 2; close; } mes "[Doha]"; @@ -3580,7 +3580,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "[Doha]"; mes "Please bring back some clues. Anything you come by during your journey"; mes "Please report back to me if you have anything leads."; - set ep13_3_secret, 3; + ep13_3_secret = 3; changequest 7185,7186; close; } @@ -3634,7 +3634,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ delitem 6306,1; //Solid_Bloodstain delitem 6305,1; //Frozen_Skin_Piece delitem 6307,1; //Suspicious_Magic_Stone - set ep13_3_secret, 23; + ep13_3_secret = 23; getitem 2553,1; //Dragon_Manteau erasequest 7202; completequest 7203; @@ -3812,7 +3812,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "Well.. bigger then them?"; mes "Not sure. Haven't heard of it."; mes "Why don't you ^4d4dffask Sapha's around here?^000000"; - set ep13_3_secret, 4; + ep13_3_secret = 4; erasequest 7186; setquest 7187; break; @@ -3919,7 +3919,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ next; mes "[Shay]"; mes "And if he ignores you, tell him that ^4d4dffShay's special drink will be delivered^000000."; - set ep13_3_secret, 5; + ep13_3_secret = 5; erasequest 7188; erasequest 7189; erasequest 7190; @@ -3959,7 +3959,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "But there is a crack here too?"; mes "..Too many ill-fates."; mes "Bit sorrowful."; - set ep13_3_secret, 10; + ep13_3_secret = 10; changequest 7192,7193; break; } @@ -3985,10 +3985,11 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ setarray .@item, 6306,6305,6307; setarray .@str$, "bloodstain","frozen piece of skin","strange magical stone fragment"; - for (set .@size, getarraysize(.@item); .@i < .@size; set .@i, .@i + 1) { + .@size = getarraysize(.@item); + for (.@i = 0; .@i < .@size; ++.@i) { if (countitem(.@item[.@i])) { mes "- You show the " + .@str$[.@i] + " you collected from near the crack.-"; - set .@crack, 1; + .@crack = 1; next; break; } @@ -4050,7 +4051,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "First, think of what you have to do."; mes "Meet Ahat by collecting exploit certifications."; mes "And then find doubt what is the relationship between him and the crack."; - set ep13_3_secret, 12; + ep13_3_secret = 12; for (.@i = 0; .@i < getarraysize(.@quest); ++.@i) if (questprogress(.@quest[.@i])) erasequest .@quest[.@i]; setquest 7197; @@ -4169,7 +4170,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "Ungrateful...."; break; } - set .@shysay, rand(1,3); + .@shysay = rand(1,3); if (.@shysay == 1) { mes "[Shay]"; mes "What do you want?"; @@ -4608,7 +4609,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "[BK]"; mes "So I'll sell my information for exploit certifications."; mes "Tell me when you are ready."; - set ep13_3_secret, 6; + ep13_3_secret = 6; close; } mes "[" + strcharinfo(0) + "]"; @@ -4652,7 +4653,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "Hu hu..."; mes "Satisfied?"; delitem 6304,1; //Sapa_Feat_Cert - set ep13_3_secret, 7; + ep13_3_secret = 7; next; mes "- BK says this and takes the exploit certification out of your hand."; mes "Information on the person with animal ears Doha mentioned!-"; @@ -4710,7 +4711,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "The new minister was picked up ^4d4dffnear the crack^000000."; mes "He must be an alien!"; delitem 6304,1; //Sapa_Feat_Cert - set ep13_3_secret, 8; + ep13_3_secret = 8; next; select("What do you think so?"); } @@ -4751,7 +4752,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "Well, I don't understand why because all Saphas"; mes "are beautiful."; delitem 6304,1; //Sapa_Feat_Cert - set ep13_3_secret, 9; + ep13_3_secret = 9; changequest 7191,7192; next; mes "- BK says this and takes the exploit certification out of your hand."; @@ -4792,11 +4793,12 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "- You can too many items to proceed with the quest. -"; close; } - set .@n$, strnpcinfo(1); + .@n$ = strnpcinfo(1); setarray .@npc$, "Rock Pile", "Dirt Pile", "Split Earth"; setarray .@item, 6307, 6306, 6305; - for (set .@size, getarraysize(.@npc$); .@i < .@size; set .@i, .@i + 1) - if (.@n$ == .@npc$[.@i]) set .@type, .@i; + .@size = getarraysize(.@npc$); + for (.@i = 0; .@i < .@size; ++.@i) + if (.@n$ == .@npc$[.@i]) .@type = .@i; if (ep13_3_secret == 10) { if (.@npc$[.@type] == "Rock Pile") { @@ -4814,7 +4816,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ } mes "Don't see anything suspicious."; next; - set .@menu$, (.@npc$[.@type] == "Rock Pile")? "Try to knock down the rock pile.:Study the pile closely." : "Stomp on it with your feet.:Poke around in the dirt pile."; + .@menu$ = (.@npc$[.@type] == "Rock Pile")? "Try to knock down the rock pile.:Study the pile closely." : "Stomp on it with your feet.:Poke around in the dirt pile."; if (select(.@menu$) == 1) { if (.@npc$[.@type] == "Rock Pile") mes "Knock down the pebbles that make up the pile of rocks and spread them out."; else if (.@npc$[.@type] == "Dirt Pile") mes "You step on the dug up dirt pile and make the ground flat."; @@ -4839,7 +4841,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "You feel evil energy. Does this have anything to do with Ahat?"; mes "You collect the clotted bloodstains."; } - set ep13_3_secret, 11; + ep13_3_secret = 11; getitem .@item[.@type], 1; erasequest 7193; setquest 7194; @@ -5016,7 +5018,7 @@ dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{ mes "[Frede]"; mes "Do you mind helping me get to the building over there?"; mes "I will feel better if I rest a little."; - set ep13_3_bra, 1; + ep13_3_bra = 1; close2; warp "dic_in01",165,101; end; @@ -5082,7 +5084,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "[Frede]"; mes "Here, sit and eat this."; mes "The cats outside gave it to me. It doesn't do much good for Saphas but I heard it's suppose to help you humans."; - set ep13_3_bra, 2; + ep13_3_bra = 2; setquest 11171; getitem 513,1; //Banana close; @@ -5178,14 +5180,14 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ next; mes "[Frede]"; mes "I only hope they are all healthy and well."; - set ep13_3_bra, 4; + ep13_3_bra = 4; changequest 11171,11172; close; } mes "[Frede]"; mes "I guess I can't do anything about it."; mes "But drag myself there."; - set ep13_3_bra, 3; + ep13_3_bra = 3; close; } else if (ep13_3_bra == 3) { @@ -5209,7 +5211,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ next; mes "[Frede]"; mes "I only hope they are all healthy and well."; - set ep13_3_bra, 4; + ep13_3_bra = 4; changequest 11171,11172; close; } @@ -5243,9 +5245,9 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "[Frede]"; mes "Ask ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium."; mes "I can't thank you enough."; - set ep13_3_bra, 5; + ep13_3_bra = 5; changequest 11172,11173; - for (set .@i, 0; .@i < .@size; set .@i, .@i + 1) + for (.@i = 0; .@i < .@size; ++.@i) erasequest .@quest_id[.@i]; close; } @@ -5330,9 +5332,9 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "It's nothing much but I want you to have it."; mes "We may be from different races but we can be great friends."; completequest 11176; - set ep13_3_bra, 9; + ep13_3_bra = 9; getitem 2788,1; //Bradium_Earing - for (set .@i, 0; .@i < .@size; set .@i, .@i + 1) + for (.@i = 0; .@i < .@size; ++.@i) erasequest .@quest_id[.@i]; close; } @@ -6022,7 +6024,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ next; mes "[Bouy]"; mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people."; - set ep13_3_bra, 6; + ep13_3_bra = 6; changequest 11173,11174; close; } @@ -6039,7 +6041,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "Please go rest while I get to work."; delitem 6319,30; //Small_Bradium changequest 11174,11175; - set ep13_3_bra, 7; + ep13_3_bra = 7; close; } mes "[Bouy]"; @@ -6058,7 +6060,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "I did it!"; mes "I was a bit nervous because it has been a long time since I did manual work but I think I did a good job."; mes "Please take these to them."; - set ep13_3_bra, 8; + ep13_3_bra = 8; changequest 11175,11176; close; } @@ -6214,7 +6216,7 @@ mid_campin,93,114,3 script Guard Aello#ep133_is03 4_M_RUSMAN1,{ mes "There will be a guard standing in front"; mes "just tell him you got authorization."; mes "He is interested in humans, so try to be courteous while talking to him."; - set ep13_3_invite, 1; + ep13_3_invite = 1; setquest 7182; close; } @@ -6358,7 +6360,7 @@ function script eldicastes_c { mes "If you are going to leave, better be now."; mes "Come back to me once you are ready to leave."; mes "I will let you know your mission."; - set ep13_3_invite, 3; + ep13_3_invite = 3; close; case 2: mes "[Vyhannus]"; @@ -6377,7 +6379,7 @@ function script eldicastes_c { mes "I'm a little excited."; mes "on what our meeting will bring in the future."; mes "Only hope it won't be like a blizzard in the middle of the night."; - set ep13_3_invite, 4; + ep13_3_invite = 4; changequest 7182,7183; close; case 3: @@ -6486,8 +6488,8 @@ function script eldicastes_c { mes "Vyhannus? I'll come by to see you again."; mes "And you should ^4d4dffmeet Inspector Doha after talking with Vyhannus^000000."; mes "Then bye everyone."; - set ep13_3_invite, 2; - set ep13_3_secret, 1; + ep13_3_invite = 2; + ep13_3_secret = 1; setquest 7185; next; disablenpc "Hibba Agip#ep133_is07"; @@ -6707,7 +6709,7 @@ man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ mes "[Avalanche]"; mes "Please let me know any news about the capital city when you come back."; mes "Hahaha.."; - set ep13_3_invite, 5; + ep13_3_invite = 5; changequest 7183,7184; close2; } @@ -6796,7 +6798,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "This is a little souvenir for visiting El Dicastes."; mes "You can use it to return to El Dicastes whenever you wish."; next; - set ep13_3_invite, 6; + ep13_3_invite = 6; getitem 2844,1; //El_Dicastes_Light completequest 7184; mes "[Clerk Rhawyne]"; @@ -6836,7 +6838,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "It is a separate elevator that leads to the high minister's office"; mes "You will be guided in front of the office."; delitem 6304,3; //Sapa_Feat_Cert - set ep13_3_secret, 13; + ep13_3_secret = 13; changequest 7197,7198; close; } @@ -6947,8 +6949,8 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ // Enchantment NPCs //============================================================ - script dic_enc#main -1,{ - set .@re$, strnpcinfo(1); - set .@n$, "["+.@re$+"]"; + .@re$ = strnpcinfo(1); + .@n$ = "["+.@re$+"]"; if (!checkweight (1201,1)) { mes "You have too many kinds of items. Let's try again after you reduce the number of items."; close; @@ -6991,7 +6993,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ delitem 6304,6; //Sapa_Feat_Cert delitem 2844,1; //El_Dicastes_Light getitem 2844,1; //El_Dicastes_Light - set ep13_3_ring2,0; + ep13_3_ring2 = 0; } close; } @@ -7028,12 +7030,12 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Either you are not wearing or don't have the equipment to upgrade on you."; close; } - set .@v$, "ring2"; - set .@Items_, 2844; + .@v$ = "ring2"; + .@Items_ = 2844; } else { mes .@n$; - set .@cat_hi, rand(1,30); + .@cat_hi = rand(1,30); if (.@cat_hi == 1) mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail."; else if (.@cat_hi == 2) mes "Grrr... I was punished with a ladle for peeing on my blanket yesterday."; else if (.@cat_hi == 3) mes "I dream sometimes of a giant patting me on the head. But I feel more annoyed than afraid."; @@ -7085,18 +7087,18 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ } if (.@re$ == "Brare") { mes "Do you want to look luxurious with Golden Bells?"; - set .@Items_,2843; - set .@v$, "ring1"; + .@Items_ = 2843; + .@v$ = "ring1"; } else if (.@re$ == "Mancho") { mes "You must be interested in the ^800080Feral Tail^000000?"; - set .@Items_,2564; - set .@v$, "robe"; + .@Items_ = 2564; + .@v$ = "robe"; } else if (.@re$ == "Jalapeno") { mes "You've come for Feral Boots. I have just the item for you."; - set .@Items_,2463; - set .@v$, "shoe"; + .@Items_ = 2463; + .@v$ = "shoe"; } next; switch(select("Please explain.:I want to reset.:I want to upgrade.")) { @@ -7191,7 +7193,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ next; mes .@n$; mes "First upgrade step requires ^8000801 Sapha Certification^000000. Do you want to proceed?"; - set .@req, 1; + .@req = 1; } else if (getd("ep13_3_"+.@v$) < 9) { mes .@n$; @@ -7203,7 +7205,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ next; mes .@n$; mes "Second upgrade step requires ^9900992 Exploit Certifications of Sapha^000000. Do you want to proceed?"; - set .@req, 2; + .@req = 2; } else if (getd("ep13_3_"+.@v$) < 69) { mes .@n$; @@ -7224,7 +7226,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "this is a delicate process of"; mes "casting immense power to the equipment."; mes "Are you ready?"; - set .@req, 3; + .@req = 3; } else if (getd("ep13_3_"+.@v$) > 68 && countitem(.@Items_)) { mes .@n$; @@ -7281,36 +7283,36 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ delitem 6304,.@req; if (getd("ep13_3_"+.@v$) == 0) { if (.@re$ == "Kareka") { - set .@enc_en, rand(1,45); + .@enc_en = rand(1,45); setarray .@rates, 45,32,30,22,20,12,10,2; } else { - set .@enc_en, rand(1,40); + .@enc_en = rand(1,40); setarray .@rates, 40,34,30,24,20,14,10,4; } setarray .@var, 1,2,3,4,5,6,7,8; } else if (getd("ep13_3_"+.@v$) <= 8) { if (.@re$ == "Kareka") { - set .@enc_en, rand(1,45); + .@enc_en = rand(1,45); setarray .@rates, 45,32,30,17,15,2; } else { - set .@enc_en, rand(1,30); + .@enc_en = rand(1,30); setarray .@rates, 30,24,20,14,10,4; } setarray .@var, 10,20,30,40,50,60; } else if (getd("ep13_3_"+.@v$) <= 68) { if (compare(.@v$,"ring")) { - set .@enc_en, rand(1,90); + .@enc_en = rand(1,90); setarray .@rates, 90,62,60,32,30,2; setarray .@var, 100,200,400,500,700,800; } else { - set .@crs_yong, 140 - (ep13_yong1 / 100); - if (.@crs_yong < 95) set .@crs_yong, 95; - set .@enc_en, rand(1,.@crs_yong); + .@crs_yong = 140 - (ep13_yong1 / 100); + if (.@crs_yong < 95) .@crs_yong = 95; + .@enc_en = rand(1,.@crs_yong); if (.@enc_en > 90) { delitem .@Items_,1; setd "ep13_3_"+.@v$, 0; @@ -7332,13 +7334,13 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ // Enchant Constants // Ex: .@dex[1]: DEX + 1 | .@cri[5]: CRI + 5 | .@eva[12]: FLEE + 12 - set .@matk[1], 4760; set .@matk[2], 4761; - set .@eva[6], 4762; set .@eva[12], 4763; - set .@cri[5], 4764; set .@cri[7], 4765; - set .@atk[2], 4766; set .@atk[3], 4767; - set .@dex[1], 4720; set .@dex[2], 4721; set .@dex[3], 4722; - set .@int[1], 4710; set .@int[2], 4711; set .@int[3], 4712; - set .@agi[1], 4730; set .@agi[2], 4731; set .@agi[3], 4732; + .@matk[1] = 4760; .@matk[2] = 4761; + .@eva[6] = 4762; .@eva[12] = 4763; + .@cri[5] = 4764; .@cri[7] = 4765; + .@atk[2] = 4766; .@atk[3] = 4767; + .@dex[1] = 4720; .@dex[2] = 4721; .@dex[3] = 4722; + .@int[1] = 4710; .@int[2] = 4711; .@int[3] = 4712; + .@agi[1] = 4730; .@agi[2] = 4731; .@agi[3] = 4732; // Enchant attribute is determined by the digit position of variable value (ep13_3_<type>). // For example, assume the variable value is 516: @@ -7351,16 +7353,17 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ else setarray .@f_2[1],.@agi[1],.@agi[2],.@agi[3],.@int[1],.@int[2],.@int[3],.@dex[1],.@dex[2],.@dex[3]; setarray .@f_3[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2]; setarray .@f_4[1],.@atk[2],.@atk[3],.@cri[5],.@cri[7],.@eva[6],.@eva[12],.@matk[1],.@matk[2]; - set .@str$, getd("ep13_3_"+.@v$) + ""; - set .@len, getstrlen(.@str$); - set .@j, 4; - set .@c, 1; + .@str$ = getd("ep13_3_"+.@v$) + ""; + .@len = getstrlen(.@str$); + .@j = 4; + .@c = 1; while ((.@len - .@c) > -1 && getd("ep13_3_"+.@v$)) { setd ".@e_"+.@j, getd(".@f_"+.@j+"["+atoi(charat(.@str$,.@len-.@c))+"]"); - set .@c, .@c + 1; - set .@j, .@j - 1; + ++.@c; + --.@j; } - for (set .@size, getarraysize(.@rates); .@r <= .@size; set .@r, .@r + 1) { + .@size = getarraysize(.@rates); + for (.@r = 0; .@r <= .@size; ++.@r) { if (.@enc_en > .@rates[.@r]) { setd ".@e_"+.@j, getd(".@f_"+.@j+"["+.@r+"]"); break; @@ -7385,7 +7388,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ mes "Come back to me once you have one. I'll give you something good in exchange."; close; } - set .@cattalkj,rand(1,9); + .@cattalkj = rand(1,9); if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously."; else if (.@cattalkj == 2) mes "Pub owner Shay carried something away to make something strange! Be careful!"; else if (.@cattalkj == 3) mes "We cats can jump 5 times our size. Isn't it cool? But then, don't ask me to jump from here now."; @@ -7400,7 +7403,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ mes "Why are you here?"; mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!"; next; - set .@i, select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")-1; + .@i = select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")-1; switch (.@i) { case 0: mes "[Jahbong]"; @@ -7546,7 +7549,7 @@ moc_para01,44,19,3 script Cat Hand Agent#gekk 4_M_MERCAT2,{ mes "With this, our contract is now complete."; mes "Geck will help you to get to Ash-Vacuum in one piece."; Zeny -= 50000; - set ep13_start, 100; + ep13_start = 100; next; mes "[Agent Geck]"; mes "Don't forget, human. The reason why Geck is helping you is to help the Cat Hand Merchant working hard in the other world."; diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt index f7776ec81..ca784e44d 100644 --- a/npc/re/quests/quests_eclage.txt +++ b/npc/re/quests/quests_eclage.txt @@ -46,22 +46,21 @@ mes "[Teleport Cat]"; mes "We provide teleport service between various regions based on our accumulated knowledge. We accept Malangdo Canned Specialties or Zeny, so you can pay however you like it~"; next; - set .@menu$,"Forget it:"; - for(set .@i,0; .@i<getarraysize(.@map$); set .@i,.@i+1) { - set .@menu$, .@menu$+ - .@map$[.@i]+" ("+.@cost[.@i]+" Canned Food):"+ - .@map$[.@i]+" ("+.@cost[.@i]+",000 Zeny):"; + .@menu$ = "Forget it:"; + for(.@i = 0; .@i<getarraysize(.@map$); ++.@i) { + .@menu$ += .@map$[.@i]+" ("+.@cost[.@i]+" Canned Food):"+ + .@map$[.@i]+" ("+.@cost[.@i]+",000 Zeny):"; } - set .@i, select(.@menu$)-2; + .@i = select(.@menu$)-2; if (.@i == -1) { mes "[Teleport Cat]"; mes "I'll see you later then."; close; } - set .@choice$, .@map$[.@i/2]; - set .@price, .@cost[.@i/2]; + .@choice$ = .@map$[.@i/2]; + .@price = .@cost[.@i/2]; if (.@i % 2) { - set .@price, .@price*1000; + .@price *= 1000; if (Zeny < .@price) { mes "[Teleport Cat]"; mes "I'm afraid it's not enough. Sorry, but it can't be done for free~"; @@ -136,7 +135,7 @@ ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{ mes "[Security Guard]"; mes "If you completed your forms, please submit them to the administrator over there."; mes "There may be some waiting time, so take your time."; - set ep14_2_enter,1; + ep14_2_enter = 1; setquest 11310; close; } else if (ep14_2_enter == 1) { @@ -154,7 +153,7 @@ ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{ next; mes "[Security Guard]"; mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit."; - set ep14_2_enter,3; + ep14_2_enter = 3; erasequest 11311; close2; warp "eclage",100,28; @@ -321,7 +320,7 @@ ecl_fild01,111,320,2 script Immigration Officer#ep1 4_M_FAIRYKID4,{ mes "[Mark Esha]"; mes "My goodness......"; emotion e_swt2,1; - set ep14_2_enter,2; + ep14_2_enter = 2; erasequest 11310; setquest 11311; close2; @@ -781,7 +780,7 @@ function script F_Eclage_Traveler { erasequest 7412; erasequest 7413; setquest 7414; - set ep14_2_tl,1; + ep14_2_tl = 1; donpcevent "Eclage Guard#tl01::OnDisable"; close2; cutin "minuel01.bmp",255; @@ -1111,7 +1110,7 @@ ecl_in01,82,70,2 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "Please follow me then."; erasequest 7414; setquest 7415; - set ep14_2_tl,2; + ep14_2_tl = 2; close2; warp "ecl_in03",244,89; cutin "minuel02.bmp",255; @@ -1176,7 +1175,7 @@ ecl_in01,82,70,2 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ case 1: mes "[Eclage Guard]"; mes "Follow me, please."; - set ep14_2_tl,4; + ep14_2_tl = 4; close2; warp "ecl_in03",58,72; cutin "minuel02.bmp",255; @@ -1423,7 +1422,7 @@ ecl_in03,245,93,2 script Chief of Staff#tl01 4_F_FAIRY,{ mes "By the way, the guard who is going to lead you will be at the east gate. Don't forget the time."; erasequest 7415; setquest 7416; - set ep14_2_tl,3; + ep14_2_tl = 3; close2; warp "ecl_in01",47,28; end; @@ -1572,7 +1571,7 @@ ecl_in03,41,90,2 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "I'll be looking forward to seeing you, stranger who will be my friend."; erasequest 7416; setquest 7417; - set ep14_2_tl,5; + ep14_2_tl = 5; close2; cutin "kardui01.bmp",255; end; diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt index f6e55302c..4cd3ec886 100644 --- a/npc/re/quests/quests_malangdo.txt +++ b/npc/re/quests/quests_malangdo.txt @@ -73,7 +73,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ close; } delitem 12636,10; //Malang_Sp_Can - set ep13_yong1,10; + ep13_yong1 = 10; mes "[Investment Cat Helper]"; mes "Good!"; mes "Write down here~ and"; @@ -129,7 +129,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "smell... smell..."; next; if (ep13_yong1 < 10000) { - set .@cans,10; + .@cans = 10; mes "[Investment Cat Helper]"; mes "This is a familiar smell!!"; mes "If it's so...!!"; @@ -142,7 +142,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "From your smell~ you are below 10,000 accounts."; mes "Until then, you can get an account by investing ten cans."; } else { - set .@cans,20; + .@cans = 20; mes "[Investment Cat Helper]"; mes "Such a stong smell!!"; mes "Then it must be!!"; @@ -178,7 +178,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "You can get a maximum of 10 accounts~"; close; } - set .@required, .@input*.@cans; + .@required = .@input*.@cans; mes "[Investment Cat Helper]"; mes "Total " + .@input + " accounts, right?"; mes "The number of cans you need is "+.@required+" pieces."; @@ -199,7 +199,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ } if (ep13_yong1 < 10000) { delitem 12636,.@required; //Malang_Sp_Can - set ep13_yong1, ep13_yong1+.@input; + ep13_yong1 += .@input; mes "[Investment Cat Helper]"; mes .@input+" accounts were invested in."; mes "Thank you for your help~"; @@ -213,7 +213,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ } else { if (.@input + ep13_yong1 > 20000) { delitem 12636,.@required; //Malang_Sp_Can - set ep13_yong1,20000; + ep13_yong1 = 20000; mes "[Investment Cat Helper]"; mes "You can have 20,000 accounts max"; mes "according to the trader policy..."; @@ -227,7 +227,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ close; } else { delitem 12636,.@required; //Malang_Sp_Can - set ep13_yong1, ep13_yong1+.@input; + ep13_yong1 += .@input; mes "[Investment Cat Helper]"; mes .@input+" accounts have been invested in."; mes "Thank you for your help~"; @@ -318,13 +318,13 @@ malangdo,184,139,4 script Storekeeper#mal 4_CAT_ADV2,{ mes "What do you take me for?"; next; if (ep13_yong1 > 999) { - set .@cans,1; - set .@zeny,1500; - set .@i, select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z"); + .@cans = 1; + .@zeny = 1500; + .@i = select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z"); } else { - set .@cans,2; - set .@zeny,3000; - set .@i, select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z"); + .@cans = 2; + .@zeny = 3000; + .@i = select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z"); } if (getskilllv("NV_BASIC") < 6) { mes "[Storekeeper]"; @@ -504,7 +504,7 @@ mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{ mes "[Tomas, Village Chief]"; mes "You're just in time. Go to the ^0000FFregular meeting^000000 being held now."; mes "The meeting place is ^0000FFat the end of the corridor^000000."; - set ma_tomas,1; + ma_tomas = 1; setquest 11209; close2; cutin "",255; @@ -612,7 +612,7 @@ mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{ next; mes "[Tomas, Village Chief]"; mes "Then, as village chief and the admiral of the cat association, I'd like you to get along with me as well!"; - set ma_tomas,100; + ma_tomas = 100; completequest 11237; getitem 6422,30; //Egrade_Coin close2; @@ -652,7 +652,7 @@ mal_in02,182,61,3 script President of Meeting#mal 4_M_BOSSCAT,{ next; mes "[President of Meeting]"; mes "Umm... Yes. Then, please say first, ^6666ccScottfold^000000."; - set ma_tomas,2; + ma_tomas = 2; changequest 11209,11210; emotion e_paper,0,"Scottfold#mal"; close; @@ -720,7 +720,7 @@ mal_in02,178,66,5 script Scottfold#mal 4_M_BABYCAT,{ next; mes "[President of Meeting]"; mes "Then for the next... yes, Koon please speak now."; - set ma_tomas,3; + ma_tomas = 3; changequest 11210,11211; emotion e_paper,0,"Koon#mal"; close; @@ -761,7 +761,7 @@ mal_in02,177,58,7 script Koon#mal 4_CAT_SAILOR3,{ next; mes "[President of Meeting]"; mes "Yes. Carry on please."; - set ma_tomas,4; + ma_tomas = 4; changequest 11211,11212; emotion e_paper,0,"Linguist Devore#mal"; close; @@ -810,7 +810,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ next; mes "[Linguist Devore]"; mes "It's like this, for the question, ¬¬¬Ñ¬Ü ¬ã¬Ú?, it says, ¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?"; - next; + next; mes "[Linguist Devore]"; mes "Though I tried talking to Biscuit like this, there was no feedback."; next; @@ -820,7 +820,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "[President of Meeting]"; mes "Ok, we listened well to what Dr. Devore said."; mes "Then, let's wrap up the progress of the language study, and listen to Geologist, Dr. Mali."; - set ma_tomas,5; + ma_tomas = 5; changequest 11212,11213; emotion e_paper,0,"Geologist Mali#mal"; close; @@ -871,7 +871,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "[Linguist Devore]"; mes "Why are they here and what do they want!"; mes "I'd be good enough if I could just know it!"; - set ma_tomas,19; + ma_tomas = 19; changequest 11225,11226; close; } else if (ma_tomas == 19) { @@ -897,7 +897,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ next; mes "[Linguist Devore]"; mes "Let's go and hear it together!!"; - set ma_tomas,21; + ma_tomas = 21; changequest 11227,11228; close; } else if (ma_tomas < 34) { @@ -927,7 +927,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "Ah, and I really want to tell this happy news to our chief, Tomas."; mes "Please!!"; emotion e_hlp; - set ma_tomas,35; + ma_tomas = 35; changequest 11236,11237; getitem 6422,30; //Egrade_Coin close; @@ -978,7 +978,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ next; mes "[President of Meeting]"; mes "Mr. Brie!! I understand what your situation is, but please clam dowm, since we're having a meeting."; - set ma_tomas,6; + ma_tomas = 6; changequest 11213,11214; emotion e_paper,0,"Brie#mal"; close; @@ -1047,7 +1047,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ mes "[Geologist Mali]"; mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~"; mes "Get out of here and visit the ^6666cca room on your right^000000, mew~"; - set ma_tomas,14; + ma_tomas = 14; setquest 11221; close; case 2: @@ -1093,7 +1093,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ mes "[Geologist Mali]"; mes "Everyone knows how you, Dr. Devore, are studying hard, mew~!!!"; mes "You do your best, so be more confident, mew~!"; - set ma_tomas,18; + ma_tomas = 18; completequest 11224; setquest 11225; setquest 11243; @@ -1157,10 +1157,10 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ } else if (ma_tomas == 14) { // Dialogue in repeatable quest is identical. // Uses a variable to determine the quest mode. - set @mal_bob_q,1; + @mal_bob_q = 1; L_Quest1: - set .@i, @mal_bob_q; - set @mal_bob_q,0; + .@i = @mal_bob_q; + @mal_bob_q = 0; mes "[Bob]"; mes "You bow-wow! bow! wow! I mew! mew! mew!"; mes "I'm into juice from delicious fish, mew~"; @@ -1219,7 +1219,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "Ah, right..."; mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000"; if (.@i == 1) { - set ma_tomas,15; + ma_tomas = 15; changequest 11221,11222; } else changequest 11240,11241; @@ -1288,12 +1288,12 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "I will tell Dr. Mali!"; if (countitem(6434) > 0) delitem 6434,1; //Fix_Kit - set ma_tomas,17; + ma_tomas = 17; changequest 11223,11224; close; } else if (ma_tomas > 99) { if (questprogress(11240)) { - set @mal_bob_q,2; + @mal_bob_q = 2; goto L_Quest1; } else if (questprogress(11241)) goto L_Quest2; @@ -1313,11 +1313,11 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "- you need a Fix Kit. -"; close; } - set .@ma_cr1, rand(1,10); + .@ma_cr1 = rand(1,10); if (.@ma_cr1 < 5) { mes "- Ground is a bit cracked. -"; mes "- Used a stapler. -"; - set .off,1; + .off = 1; donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; close; } else if (.@ma_cr1 == 7) { @@ -1360,7 +1360,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ if (rand(1,3) == 2) { mes "- Let's get back to report this. -"; if (ma_tomas == 15) { - set ma_tomas,16; + ma_tomas = 16; changequest 11222,11223; } if (questprogress(11241)) { @@ -1370,7 +1370,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "- Let's find -"; mes "- the other cracks. -"; } - set .off,1; + .off = 1; donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; close; } @@ -1385,7 +1385,7 @@ OnEnable: enablenpc strnpcinfo(0); end; OnDisable: - set .off,0; + .off = 0; disablenpc strnpcinfo(0); end; } @@ -1478,7 +1478,7 @@ mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ mes "[President of Meeting]"; mes "Well, let's have a break for now."; mes "In time, Samuel brought Seaweed and tuna here."; - set ma_tomas,7; + ma_tomas = 7; completequest 11214; setquest 11215; close; @@ -1505,7 +1505,7 @@ mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ next; mes "[Brie]"; mes "My father will be staying there saying he's really bored today again..."; - set ma_tomas,8; + ma_tomas = 8; changequest 11215,11216; close; case 2: @@ -1552,7 +1552,7 @@ mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ mes "[Geologist Mali]"; mes "Now as I get him back home, I'm going to find the participants, mew~"; mes "Cheers!"; - set ma_tomas,13; + ma_tomas = 13; completequest 11220; close; } @@ -1722,7 +1722,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "Ah! Keep the secret to my son for sure~"; mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~"; emotion e_kis; - set ma_tomas,9; + ma_tomas = 9; changequest 11216,11217; close; case 2: @@ -1748,7 +1748,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ next; mes "[Rican]"; mes "Then would you put it in the machine in front of me?"; - set ma_tomas,10; + ma_tomas = 10; changequest 11217,11218; close; } else if (ma_tomas == 10) { @@ -1793,7 +1793,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "[Rican]"; mes "If you see my son, please tell him to get back soon~"; mes "And this is for you to buy something delicious with, since you did hard work."; - set ma_tomas,12; + ma_tomas = 12; getitem 6422,20; //Egrade_Coin changequest 11219,11220; setquest 11239; @@ -1877,7 +1877,7 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ mes "- The machine starts operating -"; mes "- when he presses the button. -"; delitem 6435,30; //Fresh_Fruit - set ma_tomas,11; + ma_tomas = 11; changequest 11218,11219; close; case 2: @@ -1912,7 +1912,7 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ mes "- Ah, ah! Feels bad... -"; emotion e_omg,1; } - set .off,1; + .off = 1; donpcevent "Water Sand"+strnpcinfo(2)+"#mal::OnEnable"; close; } @@ -1923,7 +1923,7 @@ OnEnable: enablenpc strnpcinfo(0); end; OnDisable: - set .off,0; + .off = 0; disablenpc strnpcinfo(0); end; } @@ -2085,7 +2085,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Hey... Don't look down on me!"; emotion e_ag; donpcevent "Linguist Devore#mald::OnDisable"; - set ma_tomas,22; + ma_tomas = 22; completequest 11228; setquest 11229; close; @@ -2129,7 +2129,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "So we haven't needed any more explanation or flowery words..."; mes "Woo, it's bothering me so much!"; if (ma_tomas == 22) - set ma_tomas,23; + ma_tomas = 23; if (ma_tomas == 25) close; next; @@ -2149,7 +2149,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "It was a life like a flame... Sob sob sob sob"; emotion e_sob; if (ma_tomas == 23) - set ma_tomas,24; + ma_tomas = 24; if (ma_tomas == 25) close; next; @@ -2162,7 +2162,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Now, those cats already occupied it as they wanted."; mes "It's a problem because Star Candy is too kind..."; if (ma_tomas == 24) { - set ma_tomas,25; + ma_tomas = 25; changequest 11229,11230; } if (ma_tomas == 25) @@ -2181,7 +2181,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "You can get the jellies around here."; mes "It's not that difficult, and you should come back before Star Candy's meal time!"; mes "About 30 jellies would be okay for a meal."; - set ma_tomas,26; + ma_tomas = 26; changequest 11230,11231; close; case 2: @@ -2204,10 +2204,10 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ } else if (ma_tomas == 26) { // Dialogue in repeatable quest is identical. // Uses a variable to determine the quest mode. - set @mal_bob_q,1; + @mal_bob_q = 1; L_Quest: - set .@i, @mal_bob_q; - set @mal_bob_q,0; + .@i = @mal_bob_q; + @mal_bob_q = 0; if (countitem(12624) < 30) { mes "[Biscuit]"; mes "It's not enough at all~"; @@ -2219,7 +2219,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "There won't be any problem to prepare her meal."; delitem 12624,30; //Delicious_Jelly if (.@i == 1) { - set ma_tomas,27; + ma_tomas = 27; changequest 11231,11232; } else { erasequest 11244; @@ -2294,7 +2294,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "[Biscuit]"; mes "Then please find the brush to wash her and get a basket to move water here."; mes "Maybe they're stacked in the storage."; - set ma_tomas,28; + ma_tomas = 28; changequest 11232,11233; close; } else if (ma_tomas == 28) { @@ -2304,7 +2304,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "You brought the tools successfully."; mes "Now you can wash the dry skin in the counter-clockwise direction!"; mes "Right, then from her left leg...!"; - set ma_tomas,29; + ma_tomas = 29; changequest 11233,11234; close; } else if (countitem(6433) && countitem(6431)) { @@ -2378,7 +2378,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "[Biscuit]"; mes "This is not for you... and all of you, either. It's rather for Star Candy to get rest as soon as possible, you know!"; emotion e_pif; - set ma_tomas,34; + ma_tomas = 34; erasequest 11235; setquest 11236; getitem 6422,100; //Egrade_Coin @@ -2386,7 +2386,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ close; } else if (ma_tomas > 99) { if (questprogress(11244)) { - set @mal_bob_q,2; + @mal_bob_q = 2; goto L_Quest; } else if (questprogress(11245,PLAYTIME) == 1) { mes "[Biscuit]"; @@ -2575,7 +2575,7 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -"; next; mes "- I think it's better to let Dr. Devore know this soon. -"; - set ma_tomas,20; + ma_tomas = 20; changequest 11226,11227; close; } @@ -2587,12 +2587,12 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ } - script #skin_mal -1,{ - set .@index, atoi(strnpcinfo(2)); + .@index = atoi(strnpcinfo(2)); switch(.@index) { - case 29: set .@str$,"dry"; break; - case 30: set .@str$,"prickly"; break; - case 31: set .@str$,"chapped"; break; - case 32: set .@str$,"hard"; break; + case 29: .@str$ = "dry"; break; + case 30: .@str$ = "prickly"; break; + case 31: .@str$ = "chapped"; break; + case 32: .@str$ = "hard"; break; default: mes "An error has occurred."; close; @@ -2613,9 +2613,9 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ getitem 6431,1; //Bucket next; if (rand(1,2) == 1) - set .@menu$,"Brush.:Stop.:"; + .@menu$ = "Brush.:Stop.:"; else - set .@menu$,":Stop.:Brush."; + .@menu$ = ":Stop.:Brush."; switch(select(.@menu$)) { case 1: case 3: @@ -2657,13 +2657,13 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ mes "Thanks so much."; break; default: - set ma_tomas, ma_tomas+1; + ++ma_tomas; if (.@index == 32) changequest 11234,11235; close; } cutin "ma_starcandy",2; - set ma_tomas, ma_tomas+1; + ++ma_tomas; if (.@index == 32) changequest 11234,11235; close2; @@ -2772,13 +2772,13 @@ malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ mes "^770099This cat is working on something, but she asks for help above level 60.^000000"; close; } - set .@fish_ss1$, "What are you doing?"; + .@fish_ss1$ = "What are you doing?"; if (countitem(6451) > 29) - set .@fish_ss2$, "I caught a lot of strange fishes!"; + .@fish_ss2$ = "I caught a lot of strange fishes!"; else - set .@fish_ss2$, (30-countitem(6451))+" of ^bbbbbbUnidentified Fish are required.^000000"; + .@fish_ss2$ = (30-countitem(6451))+" of ^bbbbbbUnidentified Fish are required.^000000"; if (ma_tomas == 100) - set .@fish_ss3$, "I met an Admiral Tomas..."; + .@fish_ss3$ = "I met an Admiral Tomas..."; mes "[Pipielle]"; mes "Would you come here and open your bag for me?"; next; @@ -2876,7 +2876,7 @@ malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ next; mes "[Pipielle]"; mes "And this is a small gift for looking after admiral Tomas."; - set ma_tomas,101; + ma_tomas = 101; getitem 6422,200; //Egrade_Coin mes "^0000ffReceived 200 E Class Coins.^000000"; close; @@ -2900,11 +2900,11 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ close; } else if (questprogress(1152,PLAYTIME) == 1) { erasequest 1152; - set malang_bad_guys,0; + malang_bad_guys = 0; } else if (questprogress(1152,PLAYTIME) == 2) { completequest 1152; erasequest 1152; - set malang_bad_guys,0; + malang_bad_guys = 0; } if (BaseLevel < 60) { mes "[Gobonge]"; @@ -2970,7 +2970,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "We should get them to help"; mes "our cats' well-being!"; setquest 1145; - set malang_bad_guys,1; + malang_bad_guys = 1; close; } } @@ -3008,7 +3008,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "I need time to concentrate on my stomachache."; mes "You can go now!"; erasequest 1151; - set malang_bad_guys,8; + malang_bad_guys = 8; getitem 12636,20; //Malang_Sp_Can delitem 6427,1; //Bad_Can_Sack delitem 6426,30; //Bad_Can @@ -3036,14 +3036,14 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "Sorry, but you should go now"; mes "so that I can concentrate on my stomachache."; setquest 1152; - set malang_bad_guys,9; + malang_bad_guys = 9; close; case 2: mes "[Gobonge]"; mes "All right, then I will have time"; mes "to concentrate on my stomachache."; setquest 1153; - set malang_bad_guys,10; + malang_bad_guys = 10; close; } } else if (malang_bad_guys == 9) { @@ -3071,7 +3071,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "so let's investigate tomorrow!"; erasequest 1155; setquest 1152; - set malang_bad_guys,13; + malang_bad_guys = 13; getitem 6422,5; //Egrade_Coin close; } else if (malang_bad_guys == 13) { @@ -3175,7 +3175,7 @@ OnTouch: if (malang_bad_guys == 1) { erasequest 1145; setquest 1146; - set malang_bad_guys,2; + malang_bad_guys = 2; } close; } else if (malang_bad_guys > 2 && malang_bad_guys < 8) { @@ -3199,7 +3199,7 @@ OnTouch: if (malang_bad_guys == 3) { erasequest 1147; setquest 1148; - set malang_bad_guys,4; + malang_bad_guys = 4; } close; } else if (malang_bad_guys > 7) { @@ -3229,7 +3229,7 @@ OnTouch: if (malang_bad_guys == 2) { erasequest 1146; setquest 1147; - set malang_bad_guys,3; + malang_bad_guys = 3; } close; } @@ -3265,7 +3265,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "You need to search lounge of ship Navi?"; erasequest 1148; setquest 1149; - set malang_bad_guys,5; + malang_bad_guys = 5; close; } } else if (malang_bad_guys == 5) { @@ -3344,7 +3344,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "located in the shining coral area."; erasequest 1150; setquest 1151; - set malang_bad_guys,7; + malang_bad_guys = 7; close; } } @@ -3396,7 +3396,7 @@ OnTouch: mes "is in Awfully Suspious Dealer in deck."; erasequest 1149; setquest 1150; - set malang_bad_guys,6; + malang_bad_guys = 6; getitem 6427,1; //Bad_Can_Sack close; } else if (malang_bad_guys == 6) { @@ -3447,7 +3447,7 @@ malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{ mes "I will expect various bad activities."; erasequest 1153; setquest 1154; - set malang_bad_guys,11; + malang_bad_guys = 11; close; } } else if (malang_bad_guys == 11) { @@ -3473,7 +3473,7 @@ malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{ mes "Visit Gobonge now."; erasequest 1154; setquest 1155; - set malang_bad_guys,12; + malang_bad_guys = 12; close; } mes "[Patrol Leader]"; @@ -3537,7 +3537,7 @@ malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{ case 3: mes "[Helper]"; mes "Yap!"; - set malang_bad_guys,0; + malang_bad_guys = 0; erasequest 1152; close; case 4: @@ -3550,12 +3550,12 @@ malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{ mes "Yap!"; erasequest 1150; setquest 1151; - set malang_bad_guys,7; + malang_bad_guys = 7; close; case 6: mes "[Helper]"; mes "Yap!"; - set malang_bad_guys,10; + malang_bad_guys = 10; close; } } @@ -3645,7 +3645,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "[Cleanyang]"; mes "There is definitely something I do not know. Meow."; mes "Meow... I'll clean this place up. Please find something instead of me."; - set mal_qook,1; + mal_qook = 1; setquest 7260; close; } @@ -3698,7 +3698,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "Please show this to chef and tell him that Cleanyang really cleaned up very well."; mes "Well... I'm still afraid of chef..."; mes "...please! Meow!"; - set mal_qook,2; + mal_qook = 2; erasequest 7261; erasequest 7262; erasequest 7263; @@ -3805,7 +3805,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "[Cleanyang]"; mes "So let me see you everyday from provided cat's ship biscuit tomorrow."; mes "You did good job. This is a token of thanks."; - set mal_qook,6; + mal_qook = 6; getitem 12636,30; //Malang_Sp_Can getexp 80000,80000; setquest 7267; @@ -4161,7 +4161,7 @@ malangdo,133,134,0 script Strange Pile of Sand#7 4_SOIL,{ close; } if (questprogress(7268)) { - set .@quest, (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275; + .@quest = (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275; if (!questprogress(.@quest)) { mes "The pile of sand is billowed like a grave. Should be something in there."; mes "According to rumors, cats have a habit to bury with sand after stool..."; @@ -4411,7 +4411,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "Chef is outraged and very upset."; mes "He mumbled and made a threatening sound with grind his teeth."; mes "Come back later when he calms down."; - set mal_qook,3; + mal_qook = 3; erasequest 7264; setquest 7265; close; @@ -4445,7 +4445,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ next; mes "A look of chef is quite serious."; mes "Let me tell Cleanyang about the result first."; - set mal_qook,4; + mal_qook = 4; erasequest 7265; setquest 7266; close; @@ -4464,7 +4464,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "If you don't mind, just come back tomorrow."; delitem 577,10; //Grain delitem 7454,1; //Plain_Sauce - set mal_qook,5; + mal_qook = 5; erasequest 7266; setquest 7276; close; @@ -4558,13 +4558,13 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ next; mes "[Chef Nyas]"; mes "My curious food is..."; - set .@i, rand(1,66); + .@i = rand(1,66); // IDs grouped in 5s incrementally. setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434; mes "^4d4dff "+getitemname(.@StartID[(.@i-1)/5]+((.@i-1)%5))+" ^000000 ."; - set mal_food,.@i; + mal_food = .@i; setquest 7280+.@i; mes "Just one dish is enough, so please do it together."; next; @@ -4595,11 +4595,11 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "Is that ingredients of cat's ship biscuit and the food of human?"; mes "Let me check what you brought..."; next; - set .@i, mal_food; + .@i = mal_food; // IDs grouped in 5s incrementally. setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434; - set .@food, .@StartID[(.@i-1)/5]+((.@i-1)%5); + .@food = .@StartID[(.@i-1)/5]+((.@i-1)%5); if (countitem(577) >= 10 && countitem(7454) > 0 && countitem(.@food) > 0) { mes "[Chef Nyas]"; @@ -4610,7 +4610,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ delitem 7454,1; //Plain_Sauce delitem .@food,1; setquest 7276; - set mal_food,0; + mal_food = 0; erasequest 7280+.@i; // Quantities grouped in 10s repeating. @@ -4707,7 +4707,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "The youngest one is Charo, with gold fur."; mes "Roku has black fur, and Rosy has white fur."; mes "Please take care of them."; - set nyadven,1; + nyadven = 1; setquest 7242; close; case 2: @@ -4772,7 +4772,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "It's very kind of you to play with the kids."; mes "This is for you."; delitem 6430,6; //Picture_Piece - set nyadven,14; + nyadven = 14; getitem 6422,100; //Egrade_Coin completequest 7259; next; @@ -4877,7 +4877,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "made by the Meow Bravery Team!"; mes "Challenge it whenever you want to!"; delitem 746,1; //Glass_Bead - set nyadven,2; + nyadven = 2; getitem 12636,30; //Malang_Sp_Can close; case 2: @@ -4921,7 +4921,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ next; mes "Got Adventure Card from the yellow cat Charo."; mes "It seems to work if I put this card in the slot in the Beginning Compass."; - set nyadven,3; + nyadven = 3; getitem 6428,1; //Bravery_Card_A changequest 7242,7243; next; @@ -4950,7 +4950,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "Oh? Isn't this failed stamp from Bubi?"; mes "I'm really disappointed."; mes "Try again~ you can make it!"; - set nyadven02,0; + nyadven02 = 0; if (questprogress(7257)) erasequest 7257; close; @@ -4998,7 +4998,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "Oh, you might shut your eyes to the fact."; mes "Give the Adventure Card back!"; delitem 6428,1; //Bravery_Card_A - set nyadven,5; + nyadven = 5; erasequest 7243; close; case 2: @@ -5013,7 +5013,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ next; mes "- Changed Adventure Card A into Adventure Card B. -"; delitem 6428,1; //Bravery_Card_A - set nyadven,6; + nyadven = 6; getitem 6429,1; //Bravery_Card_B setquest 7246; erasequest 7243; @@ -5039,7 +5039,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "It shouldn't happen that the detective misunderstands you as an enemy!"; next; mes "- Changed Adventure Card A into Adventure Card B. -"; - set nyadven,6; + nyadven = 6; getitem 6429,1; //Bravery_Card_B setquest 7246; next; @@ -5115,7 +5115,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "We couldn't make the Bravery Team without Rato."; mes "Please."; mes "Tell him we didn't forget our home island."; - set nyadven,13; + nyadven = 13; changequest 7258,7259; close; } else if (nyadven == 13) { @@ -5251,7 +5251,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Charo likes you so much."; mes "He will be happy if you come."; delitem 6428,1; //Bravery_Card_A - set nyadven02,29; + nyadven02 = 29; getitem 6422,3; //Egrade_Coin getexp 20000,20000; erasequest 7244; @@ -5290,7 +5290,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Beginning Compass, start!"; delitem 12636,1; //Malang_Sp_Can getitem 6428,1; //Bravery_Card_A - set nyadven02,0; + nyadven02 = 0; if (questprogress(7257)) erasequest 7257; close; @@ -5324,7 +5324,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Is this because of the machine?"; mes "Let's make void for this race."; delitem 6428,1; //Bravery_Card_A - set nyadven02,0; + nyadven02 = 0; erasequest 7244; erasequest 7245; close; @@ -5372,7 +5372,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Beginning Compass, start!"; delitem 12636,1; //Malang_Sp_Can getitem 6428,1; //Bravery_Card_A - set nyadven02,0; + nyadven02 = 0; close; case 2: mes "[Roku]"; @@ -5403,13 +5403,13 @@ malangdo,212,204,0 script Beginning Compass#nya_02 CLEAR_NPC,{ if (rand(20) < 10) { callsub L_Viewpoint,1,1; mes "The game has started already!"; - set nyadven02,11; + nyadven02 = 11; setquest 7244; close; } else { callsub L_Viewpoint,2,1; mes "The game has started already!"; - set nyadven02,21; + nyadven02 = 21; setquest 7245; close; } @@ -5462,8 +5462,8 @@ L_Viewpoint: viewpoint 1,213,89,4,0xFF0000; break; } - for(set .@i,1; .@i<=5; set .@i,.@i+1) - set .@str$, .@str$+((.@i >= getarg(1))?.@colors$[.@i]:"")+.@Text$[.@i]+" "; + for(.@i = 1; .@i<=5; ++.@i) + .@str$ += ((.@i >= getarg(1))?.@colors$[.@i]:"")+.@Text$[.@i]+" "; if (getarg(1) > 1) mes "After inserting the card and pressing the red button, the path to the destination lit up."; mes "The order will be "+.@str$+"^000000."; @@ -5476,27 +5476,27 @@ L_Viewpoint: mes "This is the Duruduru compass from the Meow Bravery Team."; close; } - set .@index, atoi(strnpcinfo(2)); + .@index = atoi(strnpcinfo(2)); switch(.@index) { case 1: setarray .@var[0],11,25; - set .@color$,"red"; + .@color$ = "red"; break; case 2: setarray .@var[0],12,22; - set .@color$,"blue"; + .@color$ = "blue"; break; case 3: setarray .@var[0],13,21; - set .@color$,"gold"; + .@color$ = "gold"; break; case 4: setarray .@var[0],14,24; - set .@color$,"green"; + .@color$ = "green"; break; case 5: setarray .@var[0],15,23; - set .@color$,"white"; + .@color$ = "white"; break; } mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(1)+"."; @@ -5514,33 +5514,33 @@ L_Viewpoint: while(1) { switch(.@index) { case 1: - set .@nori_a, rand(1,999); - set .@nori_b, rand(1,999); - set .@nori_c, .@nori_a+.@nori_b; + .@nori_a = rand(1,999); + .@nori_b = rand(1,999); + .@nori_c = .@nori_a+.@nori_b; mes .@nori_a+" + "+.@nori_b+" = ??"; break; case 2: - set .@nori_a, rand(1,9); - set .@nori_b, rand(1,9); - set .@nori_c, .@nori_a*.@nori_b; + .@nori_a = rand(1,9); + .@nori_b = rand(1,9); + .@nori_c = .@nori_a*.@nori_b; mes .@nori_a+" x "+.@nori_b+" = ??"; break; case 3: - set .@nori_a, rand(600,999); - set .@nori_b, rand(1,599); - set .@nori_c, .@nori_a-.@nori_b; + .@nori_a = rand(600,999); + .@nori_b = rand(1,599); + .@nori_c = .@nori_a-.@nori_b; mes .@nori_a+" - "+.@nori_b+" = ??"; break; case 4: - set .@nori_a, rand(1,99); - set .@nori_b, rand(1,9); - set .@nori_d, rand(1,9); - set .@nori_c, .@nori_a+(.@nori_b*.@nori_d); + .@nori_a = rand(1,99); + .@nori_b = rand(1,9); + .@nori_d = rand(1,9); + .@nori_c = .@nori_a+(.@nori_b*.@nori_d); mes .@nori_a+" + "+.@nori_b+" x "+.@nori_d+" = ??"; break; case 5: - set .@nori_a, rand(1,9); - set .@nori_c, .@nori_a+(.@nori_a*.@nori_a); + .@nori_a = rand(1,9); + .@nori_c = .@nori_a+(.@nori_a*.@nori_a); mes .@nori_a+" + "+.@nori_a+" x "+.@nori_a+" = ??"; break; } @@ -5550,7 +5550,7 @@ L_Viewpoint: mes "The card slides out with a sound after entering the number."; mes "^4d4dffYou have passed the "+strnpcinfo(1)+"! Run to the next destination!^000000"; mes "You should run for the next destination."; - set nyadven02, nyadven02+1; + ++nyadven02; close; } mes "You've got wrong answer!"; @@ -5597,9 +5597,9 @@ malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ close; } if (nyadven02 == 16) - set .@quest,7244; + .@quest = 7244; else if (nyadven02 == 26) - set .@quest,7245; + .@quest = 7245; else { mes "There is a one more little bell beside the huge notice bell in the deck."; mes "This is the Meowbell from the Meow Bravery Team."; @@ -5618,7 +5618,7 @@ malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ viewpoint 2,1,1,5,0xFFFFFF; if (questprogress(.@quest,PLAYTIME) == 1) { mes "Knock Meowbell!!"; - set nyadven02,27; + nyadven02 = 27; changequest .@quest,7257; next; if (nyadven == 3) { @@ -5635,7 +5635,7 @@ malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ mes "[Deckhand Bubi]"; mes "Go to Charo with that Adventure Card."; mes "I will give you a confirmation stamp for success."; - set nyadven,4; + nyadven = 4; close; } else { mes "[Deckhand Bubi]"; @@ -5648,7 +5648,7 @@ malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ } else { mes "-- Beep --"; mes "The card has out with a warning sound."; - set nyadven02,28; + nyadven02 = 28; changequest .@quest,7257; next; mes "[Deckhand Bubi]"; @@ -5790,7 +5790,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ next; mes "[Homnya]"; mes "Well, stop this machine!!!"; - set nyadven,7; + nyadven = 7; changequest 7246,7247; close2; break; @@ -5844,7 +5844,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "Here is your Adventure Card."; mes "Stop this machine this time."; delitem 12636,1; //Malang_Sp_Can - set nyadven,7; + nyadven = 7; getitem 6429,1; //Bravery_Card_B close2; break; @@ -5894,7 +5894,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "[Nyangson]"; mes "It will be fine because it isn't really a large place."; mes "I look forward to your active work!"; - set nyadven,10; + nyadven = 10; setquest 7250; close2; break; @@ -5935,7 +5935,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "Please give it back to the Meow Bravery Team~"; mes "For everyone~ Meow~"; mes "These are real treasures!"; - set nyadven,12; + nyadven = 12; erasequest 7250; erasequest 7251; erasequest 7252; @@ -5960,7 +5960,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ erasequest 7254; erasequest 7255; erasequest 7256; - set nyadven,10; + nyadven = 10; setquest 7250; close2; } @@ -6162,7 +6162,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "You can get it after you have been through all the difficulties from the Meow Advanture Team."; mes "And we are not sure if this machine will try to blow up agian, so please come again tomorrow."; if (nyadven == 7) { - set nyadven,9; + nyadven = 9; erasequest 7247; } delitem 6429,1; //Bravery_Card_B @@ -6205,7 +6205,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "[Nyangson]"; mes "It will be fine because it isn't really a large place."; mes "I look forward to your active work!"; - set nyadven,10; + nyadven = 10; setquest 7250; close2; break; @@ -6230,9 +6230,9 @@ L_ShowLights: mes "Luminous"; setarray .@color$[0],"Red","Blue","Yellow","Green"; setarray .@Cutin$[0],"nya_red","nya_blue","nya_yellow","nya_green"; - for(set .@i,0; .@i<getarg(0); set .@i,.@i+1) { - set .@rand, rand(4); - set .@Lamp[.@i],.@rand; + for(.@i = 0; .@i<getarg(0); ++.@i) { + .@rand = rand(4); + .@Lamp[.@i] = .@rand; mes .@color$[.@rand]; if (.@i+1 == getarg(0)) mes "Shines according to this order."; @@ -6243,15 +6243,15 @@ L_ShowLights: mes "The buttons below are shining now."; mes "Stop the machine by pressing the right button within time."; next; - set .@pass,0; + .@pass = 0; setarray .@count$[0],"first","second","third","fourth","fifth","sixth","seventh","eighth"; - for(set .@i,0; .@i<getarg(0); set .@i,.@i+1) { + for(.@i = 0; .@i<getarg(0); ++.@i) { mes "Which color button do you want to press "+.@count$[.@i]+"?"; next; // Red <-> Green, Blue <-> Yellow - set .@j, select("Red:Blue:Yellow:Green"); + .@j = select("Red:Blue:Yellow:Green"); if (.@Lamp[.@i] == 4-.@j) - set .@pass,.@pass+1; + .@pass += 1; } if (.@pass < getarg(0)) { mes "The speed of spinning is getting faster after pressing the buttons."; @@ -6274,7 +6274,7 @@ L_ShowLights: mes "with a huge explosion."; delitem 6429,1; //Bravery_Card_B if (nyadven == 7) - set nyadven,8; + nyadven = 8; close; } mes "The speed of the spinning discs gets slower after pressing the buttons."; @@ -6322,7 +6322,7 @@ function script F_Mal_Picture { if (questprogress(7251) && questprogress(7252) && questprogress(7253) && questprogress(7254) && questprogress(7255) && questprogress(7256)) { mes "It looks like you can put these pieces of paintings together."; mes "If I found all the pieces, I should go back to Homnya."; - set nyadven,11; + nyadven = 11; close; } mes "I think this is the treasure Homnya and Nyangson mentioned."; @@ -6544,7 +6544,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "[Cat Gamers Director]"; mes "We've got to find out the reason for this losing streak."; - set malang_gamer,1; + malang_gamer = 1; next; mes "You are getting interested in the cat's story. Let's hear more."; close; @@ -6576,7 +6576,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "giving up too many points;"; mes "aggressive point betting;"; mes "and players disappearing?"; - set malang_gamer,2; + malang_gamer = 2; next; mes "It seems like the gentle looking cat has finished thinking. Let's interrupt the conversion."; close; @@ -6646,7 +6646,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Wow. I respect you, "+strcharinfo(0)+"."; mes "Let me ask you a favor."; mes "Please meet the hard working Manager Cat and ask about our team's attitude these days."; - set malang_gamer,3; + malang_gamer = 3; setquest 5058; next; mes "[Cat Gamers Director]"; @@ -6681,7 +6681,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ emotion e_omg; next; mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down."; - set malang_gamer,5; + malang_gamer = 5; erasequest 5059; setquest 5060; close; @@ -6726,7 +6726,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "[Cat Gamers Director]"; mes "I appreciate your help, "+strcharinfo(0)+". heh~"; - set malang_gamer,6; + malang_gamer = 6; erasequest 5060; setquest 5061; close; @@ -6761,7 +6761,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "What? Really?"; next; mes "The Cat Gamers Director seems to be shocked once again. Better give him more time to calm down."; - set malang_gamer,7; + malang_gamer = 7; erasequest 5061; setquest 5060; close; @@ -6804,7 +6804,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "[Cat Gamers Director]"; mes "Heh~ I would much appreciate your help, "+strcharinfo(0)+"~."; - set malang_gamer,8; + malang_gamer = 8; erasequest 5060; setquest 5066; close; @@ -6842,7 +6842,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Now I need to check with our players, see how they really feel."; mes "Heh~ Why don't you come back tomorrow?"; mes "Heh~ Let me decide what to do after checking their honest petition letters. Heh~"; - set malang_gamer,10; + malang_gamer = 10; erasequest 5067; setquest 5068; close; @@ -6958,7 +6958,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "We will always welcome you, "+strcharinfo(0)+", as a guest member of the Cat Gamers."; mes "Heh~"; - set malang_gamer,11; + malang_gamer = 11; erasequest 5068; getitem 6422,100; //Egrade_Coin next; @@ -6980,7 +6980,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Since you will be our team's practicing partner, please come back in an hour."; mes "Then I will give you our '^0000FFCat Gamers Certificate^000000'."; mes "Heh~"; - set malang_gamer,12; + malang_gamer = 12; erasequest 5068; setquest 5069; getitem 6422,100; //Egrade_Coin @@ -7014,7 +7014,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "Come back in an hour and I will get you a '^0000FFCat Gamers Certificate^000000'."; mes "Heh~"; - set malang_gamer,12; + malang_gamer = 12; setquest 5069; close; } @@ -7051,7 +7051,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "Heh~ Take this and show us what you've got."; erasequest 5069; - set malang_gamer,20; + malang_gamer = 20; getitem 2872,1; //G_Honor_Certificate next; mes "[Cat Gamers Director]"; @@ -7328,7 +7328,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "What do you want?"; emotion e_what; next; - set .@cat_gam, rand(1,10); + .@cat_gam = rand(1,10); select("Ask about the team's attitude..."); if (.@cat_gam == 5) { mes "[Manager Cat]"; @@ -7348,7 +7348,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ next; mes "[Manager Cat]"; mes "Can you give me that?"; - set malang_gamer,4; + malang_gamer = 4; erasequest 5058; setquest 5059; next; @@ -7422,7 +7422,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "["+strcharinfo(0)+"]"; mes "Ok, I will go tell it to the Games Director~"; emotion e_ok,1; - set malang_gamer,9; + malang_gamer = 9; erasequest 5066; setquest 5067; close; @@ -7749,9 +7749,9 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ if (.@inputstr$ == "Come back") { erasequest 5083; setquest 5084; - set .@str$, "You've delivered the message, so let's get away."; + .@str$ = "You've delivered the message, so let's get away."; } else - set .@str$, "You didn't deliver the right message, but let's still get away."; + .@str$ = "You didn't deliver the right message, but let's still get away."; mes "[Eryu]"; mes "What is this? What do you mean by '"+.@inputstr$+"'...?"; mes "Ah... aren't you the writer?"; @@ -7978,9 +7978,9 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ if (.@inputstr$ == "Come back") { erasequest 5085; setquest 5086; - set .@str$, "You've delivered the message, so let's get away."; + .@str$ = "You've delivered the message, so let's get away."; } else - set .@str$, "You didn't deliver the right message, but let's still get away."; + .@str$ = "You didn't deliver the right message, but let's still get away."; mes "[Stew]"; mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow..."; mes "And... Aren't you from the 'Boom Can' Company, meow?"; @@ -8427,9 +8427,9 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ if (.@inputstr$ == "Come back") { erasequest 5089; setquest 5090; - set .@str$, "You've delivered the message, so let's get away."; + .@str$ = "You've delivered the message, so let's get away."; } else - set .@str$, "You didn't deliver the right message, but let's still get away."; + .@str$ = "You didn't deliver the right message, but let's still get away."; mes "[Eff]"; mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow..."; mes "Meow...? Meow! You! Investor meow?"; @@ -8501,7 +8501,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { + for(.@i = 5074; .@i<=5090; ++.@i) { if (questprogress(.@i)) { mes "[Ser]"; mes "Hey, ^0000FF"+strcharinfo(0)+"^000000. You haven't done what we asked you for. A promise is a promise, you know."; @@ -8606,7 +8606,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ mes .@count$[.@match]+" match ~~"; if (.@tie) { mes "Result is even, so we play again."; - set .@tie,0; + .@tie = 0; } mes "Try your best!"; next; @@ -8614,24 +8614,24 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ mes "Rock! Paper! Scissors!"; next; - set .@pc, select("Rock:Paper:Scissors")-1; - set .@npc, rand(3); + .@pc = select("Rock:Paper:Scissors")-1; + .@npc = rand(3); emotion .@emote[.@pc],1; emotion .@emote[.@npc]; mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; mes "--------------------------------"; mes "[Ser] "+.@rps$[.@npc]; if (.@pc == .@npc) { - set .@tie,1; - set .@result$, "Hmm, we are even. Let's play again."; + .@tie = 1; + .@result$ = "Hmm, we are even. Let's play again."; } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) { - set .@match, .@match+1; - set .@win, .@win+1; - set .@result$, "I lost!"; + ++.@match; + ++.@win; + .@result$ = "I lost!"; } else { - set .@match, .@match+1; - set .@loss, .@loss+1; - set .@result$, "So I win!!"; + ++.@match; + ++.@loss; + .@result$ = "So I win!!"; } next; mes "[Ser]"; @@ -8845,7 +8845,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { + for(.@i = 5074; .@i<=5090; ++.@i) { if (questprogress(.@i)) { mes "[Paa]"; mes "You haven't done what we asked you for meow. A promise is a promise, you know meow."; @@ -8938,7 +8938,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes .@count$[.@match]+" match ~~ meow."; if (.@tie) { mes "Result is even, so we play again meow."; - set .@tie,0; + .@tie = 0; } mes "Try your best meow!"; next; @@ -8946,24 +8946,24 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes "Rock! Paper! Scissors!"; next; - set .@pc, select("Rock:Paper:Scissors")-1; - set .@npc, rand(3); + .@pc = select("Rock:Paper:Scissors")-1; + .@npc = rand(3); emotion .@emote[.@pc],1; emotion .@emote[.@npc]; mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; mes "--------------------------------"; mes "[Ser] "+.@rps$[.@npc]; if (.@pc == .@npc) { - set .@tie,1; - set .@result$, "Hmm, we are even. Let's play again meow."; + .@tie = 1; + .@result$ = "Hmm, we are even. Let's play again meow."; } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) { - set .@match, .@match+1; - set .@win, .@win+1; - set .@result$, "I lost meow!"; + ++.@match; + ++.@win; + .@result$ = "I lost meow!"; } else { - set .@match, .@match+1; - set .@loss, .@loss+1; - set .@result$, "So I win meow!!"; + ++.@match; + ++.@loss; + .@result$ = "So I win meow!!"; } next; mes "[Paa]"; @@ -9175,7 +9175,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { + for(.@i = 5074; .@i<=5090; ++.@i) { if (questprogress(.@i)) { mes "[Kuka]"; mes "You haven't done what we asked you for yo~. A promise is a promise, you know yo~."; @@ -9277,19 +9277,19 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ case 1: if (rand(1000) < 500) { cutin "g_cat_01",4; - set .@win, .@win+1; + ++.@win; } else { cutin "g_cat_02",4; - set .@loss,1; + .@loss = 1; } break; case 2: if (rand(1000) < 500) { cutin "g_cat_03",4; - set .@win, .@win+1; + ++.@win; } else { cutin "g_cat_04",4; - set .@loss,1; + .@loss = 1; } break; } @@ -9317,13 +9317,13 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~"; close; } else { - set .@name_record$, $malangdo_gamer$; - set .@win_record, $malangdo_gamer; - set .@win_cnt, .@win-.@win_record; - set .@cans, .@win-2; + .@name_record$ = $malangdo_gamer$; + .@win_record = $malangdo_gamer; + .@win_cnt = .@win-.@win_record; + .@cans = .@win-2; if (.@win > .@win_record) { - set $malangdo_gamer$, strcharinfo(0); - set $malangdo_gamer, .@win; + $malangdo_gamer$ = strcharinfo(0); + $malangdo_gamer = .@win; mes "[Kuka]"; mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~"; if (strcharinfo(0) == .@name_record$) @@ -9497,7 +9497,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { + for(.@i = 5074; .@i<=5090; ++.@i) { if (questprogress(.@i)) { mes "[KungKung]"; mes "You didn't keep your promise. I have no business with you."; @@ -9585,8 +9585,8 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ close; } while(1) { - set .@pc_dic, rand(6); - set .@npc_dic, rand(6); + .@pc_dic = rand(6); + .@npc_dic = rand(6); // Emote[58-63]: // e_dice1, e_dice2, e_dice3, e_dice4, e_dice5, e_dice6 @@ -9596,13 +9596,13 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ if (.@pc_dic > .@npc_dic) { mes "[KungKung]"; mes "Your dice roll number is higher. You can attack first."; - set .@attack_turn,1; + .@attack_turn = 1; next; break; } else if (.@pc_dic < .@npc_dic) { mes "[KungKung]"; mes "My dice roll number is higher. I will attack first."; - set .@attack_turn,2; + .@attack_turn = 2; next; break; } else { @@ -9611,8 +9611,8 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ next; } } - set .@pc_hp,100; - set .@npc_hp,100; + .@pc_hp = 100; + .@npc_hp = 100; while(1) { if (!.@pc_hp || !.@npc_hp) break; mes strcharinfo(0)+" (^FF0000"+.@pc_hp+"^000000/100)"; @@ -9634,7 +9634,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ emotion e_loud,1; emotion e_loud; next; - set .@cat_hand, rand(1,10); + .@cat_hand = rand(1,10); switch(.@attack_turn) { case 1: // Attack mes "How would you like to attack?"; @@ -9646,7 +9646,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ switch(select("Back:Palm")) { case 1: if (.@cat_hand <= 5) { - set .@npc_hp, .@npc_hp-10; + --.@npc_hp0; cutin "cat_g_01",4; specialeffect EF_BASH; mes "Attack was successful."; @@ -9654,7 +9654,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ next; cutin "",255; } else { - set .@attack_turn,2; + .@attack_turn = 2; cutin "cat_g_02",4; mes "Attack has failed."; mes "KungKung starts attack now."; @@ -9664,14 +9664,14 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ break; case 2: if (.@cat_hand <= 5) { - set .@attack_turn,2; + .@attack_turn = 2; cutin "cat_g_03",4; mes "Attack has failed."; mes "KungKung starts attack now."; next; cutin "",255; } else { - set .@npc_hp, .@npc_hp-10; + --.@npc_hp0; cutin "cat_g_04",4; specialeffect EF_BASH; mes "Attack was successful."; @@ -9692,7 +9692,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ switch(select("Back:Palm")) { case 1: if (.@cat_hand <= 5) { - set .@pc_hp, .@pc_hp-10; + --.@pc_hp0; cutin "cat_g_05",4; specialeffect2 EF_BASH; mes "Defending has failed."; @@ -9700,7 +9700,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ next; cutin "",255; } else { - set .@attack_turn,1; + .@attack_turn = 1; cutin "cat_g_06",4; mes "Defending was succesful."; mes "You can start attack now."; @@ -9710,14 +9710,14 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ break; case 2: if (.@cat_hand <= 5) { - set .@attack_turn,1; + .@attack_turn = 1; cutin "cat_g_07",4; mes "Defending was succesful."; mes "You can start attack now."; next; cutin "",255; } else { - set .@pc_hp, .@pc_hp-10; + .@pc_hp -= 10; cutin "cat_g_08",4; specialeffect2 EF_BASH; mes "Defending has failed."; @@ -9915,7 +9915,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { + for(.@i = 5074; .@i<=5090; ++.@i) { if (questprogress(.@i)) { mes "[Leader]"; mes "You cannot challenge this Flag Game unless you are done with your assigned work."; @@ -10001,7 +10001,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ } // Starting Flag Points (default 5). - set .@flag_point,5; + .@flag_point = 5; setarray .@flag_point_cat[1],5,5,5,5,5; // Cat players' names. @@ -10025,69 +10025,69 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ "3|4|5|6"; // Drooping while(1) { - for(set .@i,1; .@i<=5; set .@i,.@i+1) - set .@cat_action[.@i], ((.@flag_point_cat[.@i])?rand(1,8):0); + for(.@i = 1; .@i<=5; ++.@i) + .@cat_action[.@i] = ((.@flag_point_cat[.@i])?rand(1,8):0); switch(.@cat_action[1]) { - case 0: set .@cat_mes$[1], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[1], "focuses on hair picking, careless for the game"; break; - case 2: set .@cat_mes$[1], "looks around with round eyes"; break; - case 3: set .@cat_mes$[1], "picks out hair around the front paw"; break; - case 4: set .@cat_mes$[1], "is getting annoyed at tails smacking on the ground"; break; - case 5: set .@cat_mes$[1], "picks his hair while looking around"; break; - case 6: set .@cat_mes$[1], "shows off his front paw to the Leader Cat"; break; - case 7: set .@cat_mes$[1], "is picking some hair on his belly with a calm mind"; break; - case 8: set .@cat_mes$[1], "is drooping down with a pleasant face"; break; + case 0: .@cat_mes$[1] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[1] = "focuses on hair picking, careless for the game"; break; + case 2: .@cat_mes$[1] = "looks around with round eyes"; break; + case 3: .@cat_mes$[1] = "picks out hair around the front paw"; break; + case 4: .@cat_mes$[1] = "is getting annoyed at tails smacking on the ground"; break; + case 5: .@cat_mes$[1] = "picks his hair while looking around"; break; + case 6: .@cat_mes$[1] = "shows off his front paw to the Leader Cat"; break; + case 7: .@cat_mes$[1] = "is picking some hair on his belly with a calm mind"; break; + case 8: .@cat_mes$[1] = "is drooping down with a pleasant face"; break; } switch(.@cat_action[2]) { - case 0: set .@cat_mes$[2], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[2], "picks out hair around the front paw"; break; - case 2: set .@cat_mes$[2], "looks around with round eyes"; break; - case 3: set .@cat_mes$[2], "is getting annoyed with the Leader Cat"; break; - case 4: set .@cat_mes$[2], "observes flies flying around"; break; - case 5: set .@cat_mes$[2], "shows off picked hair proudly"; break; - case 6: set .@cat_mes$[2], "observes Leader Cat's tail curiously"; break; - case 7: set .@cat_mes$[2], "looks at you with drooping eyes"; break; - case 8: set .@cat_mes$[2], "is checking you out with a weird glimmer"; break; + case 0: .@cat_mes$[2] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[2] = "picks out hair around the front paw"; break; + case 2: .@cat_mes$[2] = "looks around with round eyes"; break; + case 3: .@cat_mes$[2] = "is getting annoyed with the Leader Cat"; break; + case 4: .@cat_mes$[2] = "observes flies flying around"; break; + case 5: .@cat_mes$[2] = "shows off picked hair proudly"; break; + case 6: .@cat_mes$[2] = "observes Leader Cat's tail curiously"; break; + case 7: .@cat_mes$[2] = "looks at you with drooping eyes"; break; + case 8: .@cat_mes$[2] = "is checking you out with a weird glimmer"; break; } switch(.@cat_action[3]) { - case 0: set .@cat_mes$[3], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[3], "is getting annoyed at tails smacking on the ground"; break; - case 2: set .@cat_mes$[3], "observes Leader Cat's tail curiously"; break; - case 3: set .@cat_mes$[3], "is getting annoyed while picking his hair"; break; - case 4: set .@cat_mes$[3], "scratches with a drooping face"; break; - case 5: set .@cat_mes$[3], "catches a flying fly and shows off"; break; - case 6: set .@cat_mes$[3], "is getting irritable with a tired face"; break; - case 7: set .@cat_mes$[3], "picks his hair while looking around"; break; - case 8: set .@cat_mes$[3], "is getting annoyed with the Leader Cat"; break; + case 0: .@cat_mes$[3] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[3] = "is getting annoyed at tails smacking on the ground"; break; + case 2: .@cat_mes$[3] = "observes Leader Cat's tail curiously"; break; + case 3: .@cat_mes$[3] = "is getting annoyed while picking his hair"; break; + case 4: .@cat_mes$[3] = "scratches with a drooping face"; break; + case 5: .@cat_mes$[3] = "catches a flying fly and shows off"; break; + case 6: .@cat_mes$[3] = "is getting irritable with a tired face"; break; + case 7: .@cat_mes$[3] = "picks his hair while looking around"; break; + case 8: .@cat_mes$[3] = "is getting annoyed with the Leader Cat"; break; } switch(.@cat_action[4]) { - case 0: set .@cat_mes$[4], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[4], "is picking some hair on his belly with a calm mind"; break; - case 2: set .@cat_mes$[4], "shows off his front paw to the Leader Cat"; break; - case 3: set .@cat_mes$[4], "is getting irritable with a tired face"; break; - case 4: set .@cat_mes$[4], "catches a flying fly and shows off"; break; - case 5: set .@cat_mes$[4], "shows off an attractive tail"; break; - case 6: set .@cat_mes$[4], "is drooping and mumbling"; break; - case 7: set .@cat_mes$[4], "shows off picked hair proudly"; break; - case 8: set .@cat_mes$[4], "is checking you out with a weird glimmer"; break; + case 0: .@cat_mes$[4] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[4] = "is picking some hair on his belly with a calm mind"; break; + case 2: .@cat_mes$[4] = "shows off his front paw to the Leader Cat"; break; + case 3: .@cat_mes$[4] = "is getting irritable with a tired face"; break; + case 4: .@cat_mes$[4] = "catches a flying fly and shows off"; break; + case 5: .@cat_mes$[4] = "shows off an attractive tail"; break; + case 6: .@cat_mes$[4] = "is drooping and mumbling"; break; + case 7: .@cat_mes$[4] = "shows off picked hair proudly"; break; + case 8: .@cat_mes$[4] = "is checking you out with a weird glimmer"; break; } switch(.@cat_action[5]) { - case 0: set .@cat_mes$[5], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[5], "is fighting with his tail"; break; - case 2: set .@cat_mes$[5], "is scratching with his hind foot"; break; - case 3: set .@cat_mes$[5], "is drooping down with a pleasant face"; break; - case 4: set .@cat_mes$[5], "checks you out with a drooping face"; break; - case 5: set .@cat_mes$[5], "scratches with a drooping face"; break; - case 6: set .@cat_mes$[5], "is drooping and mumbling"; break; - case 7: set .@cat_mes$[5], "is lying around~"; break; - case 8: set .@cat_mes$[5], "is doing nothing"; break; + case 0: .@cat_mes$[5] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[5] = "is fighting with his tail"; break; + case 2: .@cat_mes$[5] = "is scratching with his hind foot"; break; + case 3: .@cat_mes$[5] = "is drooping down with a pleasant face"; break; + case 4: .@cat_mes$[5] = "checks you out with a drooping face"; break; + case 5: .@cat_mes$[5] = "scratches with a drooping face"; break; + case 6: .@cat_mes$[5] = "is drooping and mumbling"; break; + case 7: .@cat_mes$[5] = "is lying around~"; break; + case 8: .@cat_mes$[5] = "is doing nothing"; break; } switch(rand(3)) { - case 0: set .@tip$, "You can predict if the cat will wave the flag or not with 'Observe cats'."; break; - case 1: set .@tip$, "1 Flag Point will be deducted if you choose 'Wave flag'."; break; - case 2: set .@tip$, "Choosing 'Wait', you can check the results and move on to the next game."; break; + case 0: .@tip$ = "You can predict if the cat will wave the flag or not with 'Observe cats'."; break; + case 1: .@tip$ = "1 Flag Point will be deducted if you choose 'Wave flag'."; break; + case 2: .@tip$ = "Choosing 'Wait', you can check the results and move on to the next game."; break; } while(1) { mes "[Leader]"; @@ -10096,48 +10096,48 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes " "; mes "Tip: ^F86A08"+.@tip$+"^000000"; next; - set .@choice, select("Observe cats:Wave flag:Wait"); + .@choice = select("Observe cats:Wave flag:Wait"); switch(.@choice) { case 1: mes "Observing cats..."; next; - for(set .@i,1; .@i<=5; set .@i,.@i+1) { + for(.@i = 1; .@i<=5; ++.@i) { mes "[------ Observing cats ------]"; mes .@cat_name$[.@i]+.@cat_desc$[.@i]+" ^FF0000"+.@cat_mes$[.@i]+"^000000."; next; } break; case 2: - set .@flag_point, .@flag_point-1; - set .@you_flag,1; + --.@flag_point; + .@you_flag = 1; break; case 3: break; } if (.@choice != 1) break; } - set .@round, .@round+1; - set .@rounds_nowave, .@rounds_nowave+1; + ++.@round; + ++.@rounds_nowave; if (.@you_flag == 1) { - set .@you_flag$, "You waved the flag"; - set .@emotion[0], e_korea; + .@you_flag$ = "You waved the flag"; + .@emotion[0] = e_korea; } else { - set .@you_flag$, "You didn't wave the flag"; - set .@emotion[0], e_swt2; + .@you_flag$ = "You didn't wave the flag"; + .@emotion[0] = e_swt2; } - for(set .@i,1; .@i<=5; set .@i,.@i+1) { + for(.@i = 1; .@i<=5; ++.@i) { if (.@flag_point_cat[.@i] == 0) { - set .@cat_flag$[.@i], "Not enough Flag Points, could not wave"; - set .@emotion[.@i], e_ho; + .@cat_flag$[.@i] = "Not enough Flag Points, could not wave"; + .@emotion[.@i] = e_ho; } else { if (compare(.@cat_emotes$[.@i],""+.@cat_action[.@i])) { - set .@cat_flag$[.@i], "Didn't wave"; - set .@emotion[.@i], .@cat_emote[.@i]; + .@cat_flag$[.@i] = "Didn't wave"; + .@emotion[.@i] = .@cat_emote[.@i]; } else { - set .@cat_flag$[.@i], "Did wave"; - set .@flag_point_cat[.@i], .@flag_point_cat[.@i]-1; - set .@cat_flags_waved, .@cat_flags_waved+1; - set .@emotion[.@i], e_korea; + .@cat_flag$[.@i] = "Did wave"; + --.@flag_point_cat[.@i]; + ++.@cat_flags_waved; + .@emotion[.@i] = e_korea; } } } @@ -10150,7 +10150,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes .@flag_point+" Flag Point remaining."; emotion .@emotion[0],1; next; - for(set .@i,1; .@i<=5; set .@i,.@i+1) { + for(.@i = 1; .@i<=5; ++.@i) { mes "[Leader]"; mes "~ "+.@cat_name$[.@i]+.@cat_desc$[.@i]+" ~"; mes "^FF0000"+.@cat_flag$[.@i]+"^000000 the flag for game ^C1653E"+.@round+"^000000."; @@ -10159,7 +10159,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; } if (.@you_flag == 1) { - set .@rounds_nowave,0; + .@rounds_nowave = 0; if (.@cat_flags_waved == 0) { // You win. break; @@ -10170,7 +10170,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; break; } else { - set .@you_flag,0; + .@you_flag = 0; mes "[Leader]"; mes "You have failed at flag waving."; mes .@flag_point+" Flag Point remaining."; @@ -10191,8 +10191,8 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; } else { if (.@rounds_nowave == 10) { - set .@rounds_nowave,0; - set .@flag_point, .@flag_point-1; + .@rounds_nowave = 0; + --.@flag_point; mes "[Leader]"; mes "Since you didn't wave your flag for 10 games, 1 Flag Point will be reduced according to the official Flag Game rules."; next; @@ -10219,7 +10219,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; } } - set .@cat_flags_waved,0; + .@cat_flags_waved = 0; } mes "[Leader]"; mes "The Flag-Waving Game has ended."; @@ -10240,11 +10240,11 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "But, only 3 Canned Foods will be given as the present since you didn't take a big part through the game."; } else { switch(.@flag_point) { - case 0: set .@cans,5; break; - case 1: set .@cans,7; break; - case 2: set .@cans,10; break; - case 3: set .@cans,15; break; - case 4: set .@cans,20; break; + case 0: .@cans = 5; break; + case 1: .@cans = 7; break; + case 2: .@cans = 10; break; + case 3: .@cans = 15; break; + case 4: .@cans = 20; break; } getitem 12636, .@cans; //Malang_Sp_Can mes "[Leader]"; @@ -10526,11 +10526,11 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ } if (getequipid(EQI_GARMENT) == 2573) { if (Zeny >= 1000000) - set .@menu$, "Enchant Archangel Wing"; + .@menu$ = "Enchant Archangel Wing"; else - set .@menu$, "^999999You do not have enough zeny!^000000"; + .@menu$ = "^999999You do not have enough zeny!^000000"; } else - set .@menu$, "^999999You have not equipped the Archangel Wing!^000000"; + .@menu$ = "^999999You have not equipped the Archangel Wing!^000000"; mes "[Fallen Angel]"; mes "You seem like a poor guy!"; next; @@ -10587,44 +10587,44 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "This Archangel Wing is enchanted! Please initialize it or bring another Archangel Wing for me!"; close; } - set .@equip_refine, getequiprefinerycnt(EQI_GARMENT); + .@equip_refine = getequiprefinerycnt(EQI_GARMENT); setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2); - set .@i, rand(1,900); - if (.@i < 2) set .@enchant,4848; //Immuned1 - else if (.@i < 3) set .@enchant,4849; //Cranial1 - else if (.@i < 4) set .@enchant,4852; //Heal_Amount5 - else if (.@i < 9) set .@enchant,4853; //S_Str - else if (.@i < 14) set .@enchant,4854; //S_Agi - else if (.@i < 19) set .@enchant,4855; //S_Vital - else if (.@i < 24) set .@enchant,4856; //S_Int - else if (.@i < 29) set .@enchant,4857; //S_Dex - else if (.@i < 34) set .@enchant,4858; //S_Luck - else if (.@i < 39) set .@enchant,4851; //Heal_Amount4 - else if (.@i < 49) set .@enchant,4850; //Heal_Amount3 - else if (.@i < 74) set .@enchant,4760; //Matk1 - else if (.@i < 84) set .@enchant,4761; //Matk2 - else if (.@i < 109) set .@enchant,4817; //Sharp2 - else if (.@i < 119) set .@enchant,4816; //Sharp3 - else if (.@i < 144) set .@enchant,4814; //Spell2 - else if (.@i < 154) set .@enchant,4813; //Spell3 - else if (.@i < 179) set .@enchant,4833; //Expert_Archer2 - else if (.@i < 189) set .@enchant,4834; //Expert_Archer3 - else if (.@i < 214) set .@enchant,4810; //Fighting_Spirit2 - else if (.@i < 224) set .@enchant,4809; //Fighting_Spirit3 - else if (.@i < 259) set .@enchant,4701; //Strength2 - else if (.@i < 294) set .@enchant,4731; //Agility2 - else if (.@i < 329) set .@enchant,4721; //Dexterity2 - else if (.@i < 364) set .@enchant,4741; //Vitality2 - else if (.@i < 399) set .@enchant,4751; //Luck2 - else if (.@i < 434) set .@enchant,4711; //Inteligence2 - else if (.@i < 504) set .@enchant,4700; //Strength1 - else if (.@i < 574) set .@enchant,4730; //Agility1 - else if (.@i < 644) set .@enchant,4720; //Dexterity1 - else if (.@i < 714) set .@enchant,4740; //Vitality1 - else if (.@i < 784) set .@enchant,4750; //Luck1 - else if (.@i < 854) set .@enchant,4710; //Inteligence1 - else set .@enchant,0; + .@i = rand(1,900); + if (.@i < 2) .@enchant = 4848; //Immuned1 + else if (.@i < 3) .@enchant = 4849; //Cranial1 + else if (.@i < 4) .@enchant = 4852; //Heal_Amount5 + else if (.@i < 9) .@enchant = 4853; //S_Str + else if (.@i < 14) .@enchant = 4854; //S_Agi + else if (.@i < 19) .@enchant = 4855; //S_Vital + else if (.@i < 24) .@enchant = 4856; //S_Int + else if (.@i < 29) .@enchant = 4857; //S_Dex + else if (.@i < 34) .@enchant = 4858; //S_Luck + else if (.@i < 39) .@enchant = 4851; //Heal_Amount4 + else if (.@i < 49) .@enchant = 4850; //Heal_Amount3 + else if (.@i < 74) .@enchant = 4760; //Matk1 + else if (.@i < 84) .@enchant = 4761; //Matk2 + else if (.@i < 109) .@enchant = 4817; //Sharp2 + else if (.@i < 119) .@enchant = 4816; //Sharp3 + else if (.@i < 144) .@enchant = 4814; //Spell2 + else if (.@i < 154) .@enchant = 4813; //Spell3 + else if (.@i < 179) .@enchant = 4833; //Expert_Archer2 + else if (.@i < 189) .@enchant = 4834; //Expert_Archer3 + else if (.@i < 214) .@enchant = 4810; //Fighting_Spirit2 + else if (.@i < 224) .@enchant = 4809; //Fighting_Spirit3 + else if (.@i < 259) .@enchant = 4701; //Strength2 + else if (.@i < 294) .@enchant = 4731; //Agility2 + else if (.@i < 329) .@enchant = 4721; //Dexterity2 + else if (.@i < 364) .@enchant = 4741; //Vitality2 + else if (.@i < 399) .@enchant = 4751; //Luck2 + else if (.@i < 434) .@enchant = 4711; //Inteligence2 + else if (.@i < 504) .@enchant = 4700; //Strength1 + else if (.@i < 574) .@enchant = 4730; //Agility1 + else if (.@i < 644) .@enchant = 4720; //Dexterity1 + else if (.@i < 714) .@enchant = 4740; //Vitality1 + else if (.@i < 784) .@enchant = 4750; //Luck1 + else if (.@i < 854) .@enchant = 4710; //Inteligence1 + else .@enchant = 0; Zeny -= 1000000; delequip EQI_GARMENT; @@ -10679,7 +10679,7 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "This equipment has not been enchanted, please check it again!"; close; } - set .@equip_refine, getequiprefinerycnt(EQI_GARMENT); + .@equip_refine = getequiprefinerycnt(EQI_GARMENT); setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2); delitem 6417,3; //Silvervine delequip EQI_GARMENT; diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index c64dd5230..b315771b9 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -48,7 +48,7 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ mes "I will mark on the map the location of Phong in Mumbaki."; mes "I welcome your visit though the times are harsh."; viewpoint 1, 185, 358, 0, 0x0A82FF; - set malaya_hi, 1; + malaya_hi = 1; setquest 7350; close; } else if (malaya_hi == 1) { @@ -258,7 +258,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "[Phong in Mumbaki]"; mes "Young friend. Your presence is welcomed anywhere."; mes "The light from your pure soul will protect you from the darkness."; - set malaya_hi, 10; + malaya_hi = 10; if (questprogress(7350)) erasequest 7350; close; @@ -356,7 +356,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "Yes, because you will become their heart's savior."; next; mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers."; - set malaya_hi, 12; + malaya_hi = 12; erasequest 7358; setquest 7351; close; @@ -382,7 +382,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "My grandchild Imelda will create it."; mes "So don't worry. You don't have to give out any more of your things."; erasequest 7365; - set malaya_hi, 20; + malaya_hi = 20; getexp 200000, 200000; // SavePPL Soul_Protection close; @@ -437,7 +437,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "[Phong in Mumbaki]"; mes "Gather these flowers, and I'll make a Bouquet out of it and bless it."; mes "Flowers can be found out side the village."; - set malaya_diwata, 3; + malaya_diwata = 3; erasequest 7396; setquest 7397; close; @@ -467,7 +467,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ delitem 6510, 3; // Elegant_Flower delitem 6511, 3; // Beautiful_Flower getitem 6506, 1; // Memorial_Bouquet - set malaya_diwata, 4; + malaya_diwata = 4; erasequest 7397; setquest 7398; close; @@ -598,7 +598,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ next; mes "[Imelda]"; mes "Now's the time to prove your prowess!"; - set malaya_hi, 21; + malaya_hi = 21; setquest 7366; close; case 2: @@ -635,7 +635,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "[Imelda]"; mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection."; mes "Give them to me! And don't bother me during the process!"; - set malaya_hi, 22; + malaya_hi = 22; delitem 6500, 6; // Sharp_Bamboo delitem 6501, 6; // Salt_Bag delitem 6502, 6; // Silver_Cross @@ -661,7 +661,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ next; mes "Took the Spiritual Protection, despite her ridiculous logic and vigor."; mes "Let's give them to the villagers."; - set malaya_hi, 23; + malaya_hi = 23; getitem 6503, 6; // Soul_Protection erasequest 7367; setquest 7368; @@ -700,7 +700,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ next; mes "[Imelda]"; mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day."; - set malaya_hi, 25; + malaya_hi = 25; erasequest 7374; erasequest 7379; setquest 7375; @@ -940,7 +940,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -983,7 +983,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With the Old Man as last, enough Holy Artifacts have been given out.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1050,7 +1050,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1205,7 +1205,7 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -1249,7 +1249,7 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Romel as last, I think enough Holy Artifacts have been given.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1311,7 +1311,7 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1360,7 +1360,7 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -1398,7 +1398,7 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Talah as last, I think enough Holy Artifacts have been given.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1436,7 +1436,7 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1570,7 +1570,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -1624,7 +1624,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Woeon as last, I think enough Holy Artifacts have been given.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1657,7 +1657,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "-With Woeon as last, all Spiritual Protections have been delivered.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1735,7 +1735,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ // else // getitem 6497, 1; // Lesser_Agimat getexp 200000,200000; - set .@memo_name, rand(1,3); + .@memo_name = rand(1,3); if (!rand(3)) $malayaNames$[1] = strcharinfo(0); close; @@ -1813,7 +1813,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -1857,7 +1857,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1914,7 +1914,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "-With Pandoi as last, all Spiritual Protections have been delivered.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -2063,15 +2063,15 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ next; switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) { case 1: - set .@amount,1; + .@amount = 1; case 2: - if (!.@amount) set .@amount,6; + if (!.@amount) .@amount = 6; if (countitem(6508) < (.@amount * 2)) { mes "[Pandoi]"; mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + "."; close; } - set .@time,5; + .@time = 5; break; case 3: mes "[Pandoi]"; @@ -2094,7 +2094,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets."; close; } - set .@time,15; + .@time = 15; break; case 4: mes "[Pandoi]"; @@ -2176,7 +2176,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -2216,7 +2216,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -2257,7 +2257,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -2324,7 +2324,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "[Pedro the Sailor]"; mes "If you don't believe me, see for yourself."; mes "Then you'll believe me."; - set malaya_diwata, 1; + malaya_diwata = 1; setquest 7395; close; } else if (malaya_diwata == 1) { @@ -2375,7 +2375,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "I'd better get ready to set sail then."; mes "It's not much, but this is for you."; mes "If we can get back in business, I'll take you to Izlude for just 1000z."; - set malaya_diwata, 6; + malaya_diwata = 6; erasequest 7399; setquest 7401; // if (IsPremiumPcCafe == 10) @@ -2527,7 +2527,7 @@ OnTouch: next; cutin "", 255; mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-"; - set malaya_diwata, 2; + malaya_diwata = 2; setquest 7396; erasequest 7395; close2; @@ -2540,7 +2540,7 @@ OnTouch: next; cutin "", 255; mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-"; - set malaya_diwata, 2; + malaya_diwata = 2; setquest 7396; erasequest 7395; close2; @@ -2624,7 +2624,7 @@ OnTouch: next; mes "[Diwata]"; mes "Now, g... go away!"; - set malaya_diwata, 5; + malaya_diwata = 5; delitem 6506, 1; // Memorial_Boquet erasequest 7398; setquest 7399; @@ -3876,7 +3876,7 @@ malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{ next; mes "[Guard]"; mes "I hear people are talking about a mysterious treasure hidden deep in the woods."; - set malaya_buwaya,1; + malaya_buwaya = 1; setquest 2271; next; } @@ -3984,7 +3984,7 @@ malaya,276,288,5 script Port Malaya Villager::buwaya_A 4_M_MALAYA,{ emotion e_sob,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!"; - set malaya_buwaya,2; + malaya_buwaya = 2; erasequest 2271; setquest 2272; close; @@ -4037,7 +4037,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Can't talk long. I need to heal my eyes first."; mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?"; - set malaya_buwaya,3; + malaya_buwaya = 3; close; } else if (malaya_buwaya == 3) { if (!countitem(506)) { @@ -4056,7 +4056,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Gulp, gulp..."; delitem 506,1; //Green_Potion - set malaya_buwaya,4; + malaya_buwaya = 4; } close; } else if (malaya_buwaya == 4) { @@ -4143,7 +4143,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ next; mes "[Totoy]"; mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!"; - set malaya_buwaya,5; + malaya_buwaya = 5; erasequest 2272; setquest 2273; close; @@ -4235,7 +4235,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Anyway, thanks for bringing my best friend back."; mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-"; - set malaya_buwaya,13; + malaya_buwaya = 13; erasequest 2278; setquest 2279; close; @@ -4267,7 +4267,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ next; mes "[Dog]"; mes "Woof woof woof!!!!"; - set malaya_buwaya,14; + malaya_buwaya = 14; getitem 6497,5; //Lesser_Agimat disablenpc "Dog#buwaya_totoi"; erasequest 2279; @@ -4357,7 +4357,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ if (select("I will prove it.:Suspicious of Totoy.") == 2) { mes "[Master of Hunting]"; mes "Kids tell stories for their own reasons. I'm sure Totoy is the same."; - set malaya_buwaya,6; + malaya_buwaya = 6; close; } mes "[Master of Hunting]"; @@ -4371,7 +4371,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ next; mes "[Master of Hunting]"; mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; - set malaya_buwaya,7; + malaya_buwaya = 7; erasequest 2273; setquest 2274; close; @@ -4395,7 +4395,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ next; mes "[Master of Hunting]"; mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; - set malaya_buwaya,7; + malaya_buwaya = 7; erasequest 2273; setquest 2274; close; @@ -4410,7 +4410,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "You've really brought back the samples."; mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench."; delitem 6519,10; //Collected_Sample - set malaya_buwaya,8; + malaya_buwaya = 8; erasequest 2274; setquest 2275; close; @@ -4435,7 +4435,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ next; mes "[Master of Hunting]"; mes "You! Come here and feel this!"; - set malaya_buwaya,9; + malaya_buwaya = 9; enablenpc "#buwaya_soil"; close; } else if (malaya_buwaya == 9) { @@ -4509,7 +4509,7 @@ malaya,291,152,3 script #buwaya_soil 4_SOIL,{ mes "[Master of Hunting]"; mes "Please go and tell the Guard Leader that Buwaya is active again."; mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya."; - set malaya_buwaya,10; + malaya_buwaya = 10; disablenpc "#buwaya_soil"; erasequest 2275; setquest 2276; @@ -4622,7 +4622,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ next; mes "[Guard Leader]"; mes "Then take care and good luck."; - set malaya_buwaya,11; + malaya_buwaya = 11; erasequest 2276; setquest 2277; } else if (malaya_buwaya == 11) { @@ -4644,7 +4644,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "Here, this is a symbol of our gratitude."; mes "If you would like to help with Buwaya again, please look for me."; mes "Hope you have a great journey."; - set malaya_buwaya,15; + malaya_buwaya = 15; getexp 1000000, 600000; completequest 2280; } else { @@ -4788,7 +4788,7 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "[Dog]"; mes "Bark bark!"; - set malaya_buwaya,12; + malaya_buwaya = 12; disablenpc "Dog#buwaya"; erasequest 2277; setquest 2278; @@ -5100,7 +5100,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "Down along this path"; mes "you will meet my granddaughter near the port."; mes "Get the Slate Piece from there."; - set malaya_bakona1,1; + malaya_bakona1 = 1; setquest 1174; close; } @@ -5176,7 +5176,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "Good luck to you... for our sake..."; erasequest 1175; setquest 1176; - set malaya_bakona1,3; + malaya_bakona1 = 3; close; } else if (malaya_bakona1 == 3) { mes "[Old Legend Teller]"; @@ -5226,7 +5226,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "so that you can enter the Bakonawa Lake."; mes "Please get rid of this monster for us."; erasequest 1179; - set malaya_bakona1,7; + malaya_bakona1 = 7; // if (IsPremiumPcCafe == 10) getitem 6499,5; //Ancient_Grudge // else @@ -5319,7 +5319,7 @@ ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{ mes "of the traveling merchant."; erasequest 1176; setquest 1177; - set malaya_bakona1,4; + malaya_bakona1 = 4; close; case 4: mes "[Malaya Immigrant]"; @@ -5425,7 +5425,7 @@ ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{ mes "Investigate the stone ahead."; erasequest 1177; setquest 1178; - set malaya_bakona1,5; + malaya_bakona1 = 5; close; } } else if (malaya_bakona1 == 5) { @@ -5486,7 +5486,7 @@ OnTouch: mes "The letters are not clear but you can still read it."; next; callsub L_Record; - set malaya_bakona1,6; + malaya_bakona1 = 6; erasequest 1178; setquest 1179; close; @@ -5573,7 +5573,7 @@ malaya,304,100,4 script Old Man's Granddaughter 4_F_BARYO_GIRL,{ mes "now that I have the Slate Piece."; erasequest 1174; setquest 1175; - set malaya_bakona1,2; + malaya_bakona1 = 2; close; } else if (malaya_bakona1 == 2) { mes "[Old Man's Granddaughter]"; @@ -5699,7 +5699,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc"; mes "and take them to ^0000FFMissing Person's Father^000000"; mes "for me."; - set malaya_bakona2,1; + malaya_bakona2 = 1; setquest 1180; close; } @@ -5746,7 +5746,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "saying that the energy of the moon seems strange."; erasequest 1184; setquest 1185; - set malaya_bakona2,6; + malaya_bakona2 = 6; // if (IsPremiumPcCafe == 10) getitem 12700,7; //Insideout_Shirt // else @@ -5800,7 +5800,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "will be waiting for you. He will be very helpful."; erasequest 1187; setquest 1188; - set malaya_bakona2,9; + malaya_bakona2 = 9; close; } } else if (malaya_bakona2 == 9) { @@ -5851,7 +5851,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "Please help us by"; mes "attacking his lair."; erasequest 1193; - set malaya_bakona2,15; + malaya_bakona2 = 15; getexp 1000000,600000; // if (IsPremiumPcCafe == 10) getitem 6497,7; //Lesser_Agimat @@ -5937,7 +5937,7 @@ malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{ delitem 6520,2; //Lost_Belongings erasequest 1180; setquest 1181; - set malaya_bakona2,2; + malaya_bakona2 = 2; close; } else if (malaya_bakona2 == 2) { mes "[Missing Person's Father]"; @@ -5988,7 +5988,7 @@ malaya,265,274,5 script Missing Person's Friend 4_M_BARYO_BOY,{ delitem 6520,7; //Lost_Belongings erasequest 1181; setquest 1182; - set malaya_bakona2,3; + malaya_bakona2 = 3; close; } else { mes "[Missing Person's Friend]"; @@ -6037,7 +6037,7 @@ malaya,270,278,4 script Missing Person's Son 4_M_BARYO_MAN,{ delitem 6520,3; //Lost_Belongings erasequest 1182; setquest 1183; - set malaya_bakona2,4; + malaya_bakona2 = 4; close; } else { mes "[Missing Person's Son]"; @@ -6092,7 +6092,7 @@ malaya,265,284,4 script Missing Person's Mother 4_F_BARYO_WOMAN,{ delitem 6520,5; //Lost_Belongings erasequest 1183; setquest 1184; - set malaya_bakona2,5; + malaya_bakona2 = 5; close; } else { mes "[Missing Person's Mother]"; @@ -6152,7 +6152,7 @@ malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{ mes "there will be a great disaster."; erasequest 1185; setquest 1186; - set malaya_bakona2,7; + malaya_bakona2 = 7; close; } } else if (malaya_bakona2 == 7) { @@ -6165,7 +6165,7 @@ malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{ mes "the Village Chief for help."; erasequest 1186; setquest 1187; - set malaya_bakona2,8; + malaya_bakona2 = 8; // if (IsPremiumPcCafe == 10) getitem 12699,7; //Tikbalang_Belt // else @@ -6247,7 +6247,7 @@ OnTouch: mes "Go and set up the trap together."; erasequest 1188; setquest 1189; - set malaya_bakona2,10; + malaya_bakona2 = 10; close; } else if (malaya_bakona2 == 10) { mes "The trap has been set up here."; @@ -6317,7 +6317,7 @@ OnTouch: mes "Come on, move it!"; erasequest 1189; setquest 1190; - set malaya_bakona2,11; + malaya_bakona2 = 11; close; } else if (malaya_bakona2 == 11) { mes "The trap has been set up here."; @@ -6389,7 +6389,7 @@ OnTouch: mes "find the Gloomy Worker."; erasequest 1190; setquest 1191; - set malaya_bakona2,12; + malaya_bakona2 = 12; close; } else if (malaya_bakona2 == 12) { mes "The trap has been set up here."; @@ -6458,7 +6458,7 @@ OnTouch: mes "Though I doubt it will be much help."; erasequest 1191; setquest 1192; - set malaya_bakona2,13; + malaya_bakona2 = 13; close; } else if (malaya_bakona2 == 13) { mes "The trap has been set up here."; @@ -6524,7 +6524,7 @@ OnTouch: mes "now that the trap is set."; erasequest 1192; setquest 1193; - set malaya_bakona2,14; + malaya_bakona2 = 14; close; } else if (malaya_bakona2 == 14) { mes "The trap is set here."; @@ -6552,9 +6552,9 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) { case 1: mes "Here you go!"; - set malaya_bakona1,0; - set malaya_bakona2,0; - for(set .@i,1174; .@i<=1193; set .@i,.@i+1) { + malaya_bakona1 = 0; + malaya_bakona2 = 0; + for(.@i = 1174; .@i<=1193; ++.@i) { if (questprogress(.@i)) erasequest .@i; } @@ -6562,8 +6562,8 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ case 2: mes "[Briquet Scheme]"; mes "Here you go!"; - set malaya_bakona1,6; - for(set .@i,1174; .@i<=1178; set .@i,.@i+1) { + malaya_bakona1 = 6; + for(.@i = 1174; .@i<=1178; ++.@i) { if (questprogress(.@i)) erasequest .@i; } @@ -6572,8 +6572,8 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ case 3: mes "[Briquet Scheme]"; mes "Here you go!"; - set malaya_bakona2,0; - for(set .@i,1180; .@i<=1193; set .@i,.@i+1) { + malaya_bakona2 = 0; + for(.@i = 1180; .@i<=1193; ++.@i) { if (questprogress(.@i)) erasequest .@i; } @@ -6586,9 +6586,9 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ case 5: mes "[Briquet Scheme]"; mes "Here you go!"; - set malaya_bakona2,8; + malaya_bakona2 = 8; setquest 1187; - for(set .@i,1178; .@i<=1193; set .@i,.@i+1) { + for(.@i = 1178; .@i<=1193; ++.@i) { if (questprogress(.@i)) erasequest .@i; } @@ -6617,7 +6617,7 @@ function script F_Malaya_Nurse { mes "Oh!"; mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?"; mes "I think it'll be a good idea to ask her."; - set malaya_bang,32; + malaya_bang = 32; changequest 11303,11304; callsub L_Warp, getarg(0), 1; } else if (malaya_bang == 32) { @@ -6648,7 +6648,7 @@ function script F_Malaya_Nurse { next; mes "[Nurse Las]"; mes "Maybe it will block the bad energy it's giving out."; - set malaya_bang,35; + malaya_bang = 35; changequest 11306,11307; callsub L_Warp, getarg(0), 1; } else if (malaya_bang == 35) { @@ -6689,7 +6689,7 @@ function script F_Malaya_Nurse { break; } callsub L_Incomplete; - set malaya_bang,42; + malaya_bang = 42; changequest 11308,11309; callsub L_Reward; callsub L_Warp, getarg(0), 1; @@ -6697,13 +6697,13 @@ function script F_Malaya_Nurse { callsub L_Weight; if (questprogress(11309,HUNTING) == 2) { callsub L_Complete; - set malaya_bang,41; + malaya_bang = 41; completequest 11309; callsub L_Reward; callsub L_Warp, getarg(0), 1; } else { callsub L_Incomplete; - set malaya_bang,42; + malaya_bang = 42; callsub L_Reward; callsub L_Warp, getarg(0); } @@ -6711,7 +6711,7 @@ function script F_Malaya_Nurse { if (malaya_bang == 42) { if (questprogress(11309,HUNTING) == 2) { callsub L_Complete; - set malaya_bang,41; + malaya_bang = 41; completequest 11309; callsub L_Warp, getarg(0), 1; } else { @@ -7017,7 +7017,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ next; mes "[Nurse Las]"; mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects."; - set malaya_bang,1; + malaya_bang = 1; setquest 11284; close2; cutin "",255; @@ -7053,7 +7053,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "*Squish*"; mes "*Squelch*"; delitem 930,2; //Rotten_Bandage - set malaya_bang,2; + malaya_bang = 2; close2; cutin "",255; end; @@ -7084,7 +7084,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "[Nurse Las]"; mes "Okay!!!!!!"; mes "I don't know if it's locked or stuck, let's try pushing it together!"; - set malaya_bang,3; + malaya_bang = 3; changequest 11284,11285; close2; cutin "",255; @@ -7119,7 +7119,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "[Nurse Las]"; mes "Hey, why don't you start with that girl over there?"; mes "Perhaps she'll tell you something."; - set malaya_bang,5; + malaya_bang = 5; changequest 11286,11287; close2; cutin "",255; @@ -7155,7 +7155,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "I'll contact HQ again for more info."; mes "Hey, why not ask that man over there?"; mes "I'm sure he'll know something."; - set malaya_bang,7; + malaya_bang = 7; changequest 11288,11289; close2; cutin "",255; @@ -7196,7 +7196,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "[Nurse Las]"; mes "I have to be back here again anyway."; mes "Thank you."; - set malaya_bang,9; + malaya_bang = 9; changequest 11290,11291; close2; cutin "",255; @@ -7227,7 +7227,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "Keys?"; mes "Well this is one step closer to my goals!"; mes "Let's open the door right now!"; - set malaya_bang,11; + malaya_bang = 11; close2; cutin "",255; end; @@ -7323,7 +7323,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ } mes "The voice seems to be coming from the bushes near the entrance of the hospital."; specialeffect EF_STEAL,AREA,"Bushes#ma"; - set malaya_bang,13; + malaya_bang = 13; changequest 11293,11294; close; } else if (malaya_bang == 13) { @@ -7362,7 +7362,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ next; mes "[Nurse Las]"; mes "Hey you in the bushes, I'll tell on you if you don't go home now!"; - set malaya_bang,16; + malaya_bang = 16; changequest 11296,11297; close2; cutin "",255; @@ -7407,7 +7407,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "Anyway, the first floor door is open, so let's go inside."; mes "Everything would be meaningless if the second floor door is not opened."; emotion e_sob; - set malaya_bang,19; + malaya_bang = 19; changequest 11299,11300; close2; cutin "",255; @@ -7448,7 +7448,7 @@ ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{ mes "The hospital is infested with monsters, like the old lady said."; mes "How could she have gone back and forth to the 2nd floor with her feet like that...."; next; - set malaya_bang,20; + malaya_bang = 20; changequest 11300,11301; } mes "[Nurse Las]"; @@ -7484,7 +7484,7 @@ ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2 if (malaya_bang == 20) { mes "There's a talisman similar to the ones outside the hospital."; mes "Let's look around for something else."; - set malaya_bang,30; + malaya_bang = 30; changequest 11301,11302; close; } else if (malaya_bang == 30) { @@ -7532,7 +7532,7 @@ ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2 mes "[Nurse Las]"; mes "This is your lucky day!"; mes "*Snigger*"; - set malaya_bang,36; + malaya_bang = 36; changequest 11307,11308; close2; cutin "",255; @@ -7552,7 +7552,7 @@ malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{ if (malaya_bang == 3) { mes "Pushed hard on the door, but it won't open."; mes "It doesn't feel like it's locked or stuck, but encased by a layer of something."; - set malaya_bang,4; + malaya_bang = 4; changequest 11285,11286; close; } else if (malaya_bang == 4) { @@ -7564,7 +7564,7 @@ malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{ mes "But it's not locked as expected."; next; mes "Then why is the door not opening?"; - set malaya_bang,12; + malaya_bang = 12; changequest 11292,11293; close; } else if (malaya_bang == 12) { @@ -7619,7 +7619,7 @@ malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{ mes "I don't know."; mes "I haven't given it a thought."; mes "It is strange to have a new nurse coming to a closed hospital."; - set malaya_bang,6; + malaya_bang = 6; changequest 11287,11288; close; case 2: @@ -7633,7 +7633,7 @@ malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{ mes "I don't know."; mes "I haven't given it a thought."; mes "It is strange to have a new nurse coming to a closed hospital."; - set malaya_bang,6; + malaya_bang = 6; changequest 11287,11288; close; } else { @@ -7700,7 +7700,7 @@ malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{ mes "[Village Man]"; mes "That's where the doctor is staying."; mes "He's been there ever since the hospital was closed."; - set malaya_bang,8; + malaya_bang = 8; changequest 11289,11290; close; case 2: @@ -7774,7 +7774,7 @@ malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{ mes "[Dr. Boon]"; mes "I'll be there as soon as I'm done here."; mes "Good luck~"; - set malaya_bang,10; + malaya_bang = 10; changequest 11291,11292; close; } @@ -7865,7 +7865,7 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ next; mes "[???]"; mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left."; - set malaya_bang,14; + malaya_bang = 14; changequest 11294,11295; close; case 5: @@ -7937,7 +7937,7 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ mes "Pulled out the deeply planted stick."; mes "The hospital seems to have become more gloomy."; if (rand(2)) { - set malaya_bang,15; + malaya_bang = 15; changequest 11295,11296; getitem 6497,1; //Lesser_Agimat donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; @@ -8090,7 +8090,7 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ mes "But the administrator wouldn't listen."; mes "Far from curing people, they started to die."; mes "So did my daughter..."; - set malaya_bang,17; + malaya_bang = 17; changequest 11297,11298; close; case 2: @@ -8147,7 +8147,7 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ next; mes "Nurse Las may be in danger, standing alone in front of the hospital."; mes "If I don't return quickly..."; - set malaya_bang,18; + malaya_bang = 18; changequest 11298,11299; close; } else if (malaya_bang == 18) { @@ -8161,7 +8161,7 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ next; mes "[Bent Old Lady]"; mes "Not famous, but a talented shaman."; - set malaya_bang,33; + malaya_bang = 33; changequest 11304,11305; close; } else { @@ -8227,7 +8227,7 @@ malaya,276,367,4 script Bent Shaman#ma 4_F_UMOLDWOMAN,{ mes "It's okay."; mes "No need for money."; mes "It's the karma this village must face..."; - set malaya_bang,34; + malaya_bang = 34; changequest 11305,11306; } close; @@ -8273,7 +8273,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ next; switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) { case 1: - set $malaya_pintados_00,1; + $malaya_pintados_00 = 1; donpcevent "Pintados Manager#pin::OnEnable"; mes "Start the Pintados Festival."; close; @@ -8313,7 +8313,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ input .@input; if (.@input < 0 || .@input > 344) close; - set $malaya_pintados_00, .@input; + $malaya_pintados_00 = .@input; break; case 3: mes "Adjust the accumulated value for the Lesser Agimat."; @@ -8322,7 +8322,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ input .@input; if (.@input < 0 || .@input > 1000) close; - set $malaya_pintados_01, .@input; + $malaya_pintados_01 = .@input; break; case 4: mes "Adjust the accumulated value of the Silver Cross."; @@ -8331,7 +8331,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ input .@input; if (.@input < 0 || .@input > 1000) close; - set $malaya_pintados_02, .@input; + $malaya_pintados_02 = .@input; break; case 5: mes "Adjust the accumulated value for the Dyestuff."; @@ -8340,7 +8340,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ input .@input; if (.@input < 0 || .@input > 300) close; - set $malaya_pintados_03, .@input; + $malaya_pintados_03 = .@input; break; } mes "Time Value: ("+$malaya_pintados_00+"/344)"; @@ -8366,13 +8366,13 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ // end; OnTimer1800000: - set $malaya_pintados_00, $malaya_pintados_00; + //$malaya_pintados_00 = $malaya_pintados_00; if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) { - set $malaya_pintados_00,$malaya_pintados_00+1; + ++$malaya_pintados_00; stopnpctimer; initnpctimer; } else { - set $malaya_pintados_00,0; + $malaya_pintados_00 = 0; donpcevent "Pintados Manager#pin::OnDisable"; } end; @@ -8383,18 +8383,18 @@ OnEnable: end; OnDisable: stopnpctimer; - set $malaya_pintados_00,0; - set $malaya_pintados_01,0; - set $malaya_pintados_02,0; - set $malaya_pintados_03,0; + $malaya_pintados_00 = 0; + $malaya_pintados_01 = 0; + $malaya_pintados_02 = 0; + $malaya_pintados_03 = 0; donpcevent "Pintados Manager#pin::OnDisableNPC"; announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12; end; OnEnableNPC: - set .@str$, "::OnEnable"; + .@str$ = "::OnEnable"; OnDisableNPC: if (.@str$ == "") - set .@str$, "::OnDisable"; + .@str$ = "::OnDisable"; donpcevent "Tourist#pin01"+.@str$; donpcevent "Tourist#pin02"+.@str$; donpcevent "Tourist#pin03"+.@str$; @@ -8416,7 +8416,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ } if ($malaya_pintados_00 == 0) { if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) { - set $malaya_pintados_00,1; + $malaya_pintados_00 = 1; donpcevent "Pintados Manager#pin::OnEnable"; emotion e_lv; mes "[Isco]"; @@ -8516,7 +8516,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'."; close; case 3: - set .@str$, (Sex)?"Bro":"Sis"; + .@str$ = (Sex)?"Bro":"Sis"; break; } emotion e_lv; @@ -8525,26 +8525,26 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!"; mes "He he. What did you bring?"; next; - set .@i, select( + .@i = select( "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+ "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+ "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)" ); switch(.@i) { case 1: - set .@item,6497; //Lesser_Agimat - set .@name$,"Lesser Agimats"; - set .@total,1000; + .@item = 6497; //Lesser_Agimat + .@name$ = "Lesser Agimats"; + .@total = 1000; break; case 2: - set .@item,6502; //Silver_Cross - set .@name$,"Silver Crosses"; - set .@total,1000; + .@item = 6502; //Silver_Cross + .@name$ = "Silver Crosses"; + .@total = 1000; break; case 3: setarray .@items[0],975,976,978,979,980,981,982,983; - set .@name$,"Dyestuffs"; - set .@total,300; + .@name$ = "Dyestuffs"; + .@total = 300; break; } mes "[Isco]"; @@ -8561,7 +8561,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ next; switch(select("One?!:Enter quantity.")) { case 1: - set .@amount,1; + .@amount = 1; mes "[Isco]"; mes "He he... You've brought back one."; next; @@ -8586,9 +8586,9 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ } else { mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?"; next; - for(set .@j,0; .@j<getarraysize(.@items); set .@j,.@j+1) - set .@menu$, .@menu$+getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):"; - set .@item, .@items[select(.@menu$)-1]; + for(.@j = 0; .@j<getarraysize(.@items); ++.@j) + .@menu$ += getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):"; + .@item = .@items[select(.@menu$)-1]; if (countitem(.@item) == 0) { mes "[Isco]"; mes "Sigh~ You don't have any "+getitemname(.@item)+"."; @@ -8610,7 +8610,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ } break; case 2: - set .@amount, countitem(.@item); + .@amount = countitem(.@item); break; } if (countitem(.@item) < .@amount) { @@ -8621,7 +8621,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ } delitem .@item,.@amount; setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount; - set .@amount_left, .@total - getd("$malaya_pintados_0"+.@i); + .@amount_left = .@total - getd("$malaya_pintados_0"+.@i); mes "[Isco]"; mes "He he... Thanks. "+.@str$+"!"; if (.@amount_left <= 0) @@ -8749,22 +8749,22 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; close; case 2: - set .@tattoo,2911; //Bangungot_Tattoo - set .@doll,6517; //Bangungot_Doll - set .@spirit,6524; //Bangungot_Spirit_Piece - set .@name$,"Bangungot"; + .@tattoo = 2911; //Bangungot_Tattoo + .@doll = 6517; //Bangungot_Doll + .@spirit = 6524; //Bangungot_Spirit_Piece + .@name$ = "Bangungot"; break; case 3: - set .@tattoo,2907; //Buwaya_Tattoo - set .@doll,6518; //Buwaya_Doll - set .@spirit,6525; //Buwaya_Spirit_Piece - set .@name$,"Buwaya"; + .@tattoo = 2907; //Buwaya_Tattoo + .@doll = 6518; //Buwaya_Doll + .@spirit = 6525; //Buwaya_Spirit_Piece + .@name$ = "Buwaya"; break; case 4: - set .@tattoo,2910; //Bakonawa_Tattoo - set .@doll,6516; //Bakonawa_Doll - set .@spirit,6523; //Bakonawa_Spirit_Piece - set .@name$,"Bakonawa"; + .@tattoo = 2910; //Bakonawa_Tattoo + .@doll = 6516; //Bakonawa_Doll + .@spirit = 6523; //Bakonawa_Spirit_Piece + .@name$ = "Bakonawa"; break; } if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) { @@ -8920,7 +8920,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ delitem .@spirit,1; delitem .@doll,1; getitem .@tattoo,1; - set $malaya_pintados_04$, strcharinfo(0); + $malaya_pintados_04$ = strcharinfo(0); mes "[Tattooist]"; mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time."; next; diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt index 94429ae8e..fc076a6b3 100644 --- a/npc/re/quests/quests_mora.txt +++ b/npc/re/quests/quests_mora.txt @@ -35,7 +35,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "[Theore]"; mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!"; mes "Noooo!!!"; - set ep14_1_bs,1; + ep14_1_bs = 1; close; } else if (ep14_1_bs == 1) { mes "- A person with a white gown -"; @@ -126,7 +126,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "- The man seems to be in a manic state. -"; mes "- Wait until he calms down -"; mes "- and try speaking to him again. -"; - set ep14_1_bs,2; + ep14_1_bs = 2; setquest 11182; close; case 2: @@ -214,7 +214,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ next; mes "[Theore]"; mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm."; - set ep14_1_bs,3; + ep14_1_bs = 3; changequest 11182,11183; close; } else if (ep14_1_bs == 3) { @@ -292,7 +292,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "My poor innocent imagination!!!!"; next; mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -"; - set ep14_1_bs2, ep14_1_bs2+3; //4,5,6 -> 7,8,9 + ep14_1_bs2 += 3; //4,5,6 -> 7,8,9 changequest 11185,11186; close; } else { @@ -326,7 +326,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "[Theore]"; mes "Then I'm off to put the finishing touches on the report!!!!!!!"; mes "Oh yeah!!!!"; - set ep14_1_bs,19; + ep14_1_bs = 19; getexp 0,200000; getitem 6380,5; //Mora_Coin close; @@ -348,7 +348,7 @@ OnTouch: mes "[Theore]"; mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!"; mes "Noooo!!!"; - set ep14_1_bs,1; + ep14_1_bs = 1; close; } } @@ -360,13 +360,13 @@ OnTouch: mes "- It's just an ordinary bush. -"; close; } - set .@i, atoi(charat(strnpcinfo(2),9)); - set .@rand, rand(1,3); + .@i = atoi(charat(strnpcinfo(2),9)); + .@rand = rand(1,3); mes "[Unarmed Laphine]"; mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"; donpcevent "Fairy#cmd"+.@i+.@rand+"::OnEnable"; - set ep14_1_bs, .@i+3; - set ep14_1_bs2, .@rand; + ep14_1_bs = .@i+3; + ep14_1_bs2 = .@rand; changequest 11183,11184; next; mes "- You try to talk to the Laphine, -"; @@ -390,22 +390,22 @@ OnDisable: - script #mora_pouch -1,{ end; OnTouch: - set .@i, atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(2),9)); if (ep14_1_bs == .@i+3) { if (countitem(6390) == 0) { if (checkweight(1201,1) == 0) { mes " - Hang on there !! -"; mes " - You are carrying too many kinds of items - "; - mes " - to receive any more items. - "; + mes " - to receive any more items. - "; mes " - Please lighten your load - "; - mes " - and try again. - "; + mes " - and try again. - "; close; } if (MaxWeight - Weight < 1000) { mes " - Hang on there !! -"; - mes " - You are carrying too much weight - "; + mes " - You are carrying too much weight - "; mes " - Please lighten your load - "; - mes " - and try again. - "; + mes " - and try again. - "; close; } mes "- Jumble Fumble -"; @@ -414,7 +414,7 @@ OnTouch: if (rand(1,5) == 4) { mes "- You've found a Small pouch. -"; if (ep14_1_bs2 > 0 && ep14_1_bs2 < 4) - set ep14_1_bs2, ep14_1_bs2+3; + ep14_1_bs2 += 3; changequest 11184,11185; getitem 6390,1; //Small_Pocket close; @@ -572,7 +572,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ select("Snow-white clothing:Grape clothing:Sky-blue clothing:Grassy-green clothing"), select("Round wings:Two pairs of wings:Characteristic Wings"); - set .@i[0], (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10)); + .@i[0] = (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10)); mes "[Tired-looking Fairy]"; mes "A "+.@Skin$[.@i[2]-1]+"-skinned fairy with "+.@Hair$[.@i[1]-1]+" hair and "+.@Wings$[.@i[4]-1]+" wings, dressed in "+.@Clothing$[.@i[3]-1]+" clothing......."; @@ -584,7 +584,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "Kusmi must be roaming the area southeast of the village."; mes "Go see if she has lost her pouch."; if (ep14_1_bs2 == 7) - set ep14_1_bs2,10; + ep14_1_bs2 = 10; close; case 2212: // Theodore: grassy-green hair, dark skin, snow-white clothing, round wings mes "Hmm......That must be Theodore."; @@ -593,7 +593,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "Theodore must be roaming the area northeast of the village."; mes "Go see if he has lost his pouch."; if (ep14_1_bs2 == 8) - set ep14_1_bs2,11; + ep14_1_bs2 = 11; close; case 9264: // Pauchon: sea-blue hair, dark skin, grassy-green clothing, characteristic wings mes "Hmm......That must be Pauchon."; @@ -602,7 +602,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "Pauchon must be roaming the area north of the village."; mes "Go see if she has lost her pouch."; if (ep14_1_bs2 == 9) - set ep14_1_bs2,12; + ep14_1_bs2 = 12; close; default: next; @@ -658,7 +658,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ mes "Promise me you won't tell anyonee!"; mes "If you can promise, please talk to me againn."; delitem 6390,1; //Small_Pocket - set ep14_1_bs,10; + ep14_1_bs = 10; changequest 11187,11188; close; } else { @@ -703,7 +703,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ mes "[Kusmi]"; mes "Oh, and you must never ever tell anyone about what happened todayy!"; mes "Unless that person wanted to help uss... spreading the word won't do Splendide any goood."; - set ep14_1_bs,11; + ep14_1_bs = 11; completequest 11188; setquest 11189; close; @@ -726,7 +726,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ next; mes "[Kusmi]"; mes "If you're headed that way, please go see that all's okayy."; - set ep14_1_bs,12; + ep14_1_bs = 12; changequest 11189,11190; close; case 2: @@ -761,7 +761,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ next; mes "[Kusmi]"; mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time."; - set ep14_1_bs,14; + ep14_1_bs = 14; changequest 11191,11192; close; } else if (ep14_1_bs == 14) { @@ -853,7 +853,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ mes "If you really want to hear the answer, talk to me again."; mes "I need time to think."; delitem 6390,1; //Small_Pocket - set ep14_1_bs,10; + ep14_1_bs = 10; changequest 11187,11194; close; } else { @@ -894,7 +894,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ mes "[Theodore]"; mes "And as I said before, what I told you is a secret and you must not tell anyone."; mes "We do need help, but we are cornered and we don't want others to know."; - set ep14_1_bs,11; + ep14_1_bs = 11; completequest 11194; setquest 11195; close; @@ -916,7 +916,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ next; mes "[Theodore]"; mes "If you happen to venture there, please ask a guard what things are like there."; - set ep14_1_bs,12; + ep14_1_bs = 12; changequest 11195,11196; close; case 2: @@ -951,7 +951,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ next; mes "[Theodore]"; mes "And if it's not too much trouble, you could drop by my friend Lilitia's also..."; - set ep14_1_bs,14; + ep14_1_bs = 14; changequest 11197,11198; close; } else if (ep14_1_bs == 14) { @@ -1033,7 +1033,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "I do appreciate you finding my pouch.... Hmm..."; mes "Please give me some time to think.."; delitem 6390,1; //Small_Pocket - set ep14_1_bs,10; + ep14_1_bs = 10; changequest 11187,11200; close; } else { @@ -1075,7 +1075,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "[Pauchon]"; mes "I'd eat the bark off of that tree if I could."; mes "If only somebody could help. *sob*"; - set ep14_1_bs,11; + ep14_1_bs = 11; completequest 11200; setquest 11201; close; @@ -1098,7 +1098,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "[Pauchon]"; mes "Oh! The guard there might know something."; mes "If you're headed that way, please go find out what's up."; - set ep14_1_bs,12; + ep14_1_bs = 12; changequest 11201,11202; close; case 2: @@ -1131,7 +1131,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ next; mes "[Pauchon]"; mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village."; - set ep14_1_bs,14; + ep14_1_bs = 14; changequest 11203,11204; close; } else if (ep14_1_bs == 14) { @@ -1202,13 +1202,13 @@ splendide,262,376,4 script Laphine Soldier#ep14_1 4_M_FAIRYSOLDIER,{ mes "[Laphine Soldier]"; mes "You can get to Alfheim by making it through the Maze of the Hazy Forest. However, nobody has ever come back from the Maze of the Hazy Forest."; if (questprogress(11190) == 1) { - set ep14_1_bs,13; + ep14_1_bs = 13; changequest 11190,11191; } else if (questprogress(11196) == 1) { - set ep14_1_bs,13; + ep14_1_bs = 13; changequest 11196,11197; } else if (questprogress(11202) == 1) { - set ep14_1_bs,13; + ep14_1_bs = 13; changequest 11202,11203; } close; @@ -1239,7 +1239,7 @@ mora,185,163,2 script Warehouse Manager#ep14_1 4_M_RAFLE_GR,{ mes "[Warehouse Manager]"; mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn."; mes "He has something that needs to be urgently delivered to the army of Splendide."; - set ep14_1_bs,15; + ep14_1_bs = 15; setquest 11206; close; } else if (ep14_1_bs == 15) { @@ -1352,7 +1352,7 @@ mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{ case 1: mes "[Jones]"; mes "Thank you."; - set ep14_1_bs,16; + ep14_1_bs = 16; changequest 11206,11207; close; case 2: @@ -1374,7 +1374,7 @@ mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{ mes "[Jones]"; mes "Please take good care of it."; mes "It's for Daphrer in Splendide."; - set ep14_1_bs,17; + ep14_1_bs = 17; getitem 6391,1; //Splendid_Supply_Kit changequest 11207,11208; close; @@ -1416,7 +1416,7 @@ splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{ mes "This is probably too small to be a reward, but please accept this as a sign of my gratitude."; delitem 6391,1; //Splendid_Supply_Kit if (ep14_1_bs == 17) { - set ep14_1_bs,18; + ep14_1_bs = 18; completequest 11208; getexp 0,500000; getitem 6380,5; //Mora_Coin @@ -1433,7 +1433,7 @@ splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{ mes "I knew that it was probably a stretch......"; mes "Perhaps I've been unrealistic."; mes "But I thank you for your trouble anyway. Please accept this as a sign of my gratitude."; - set ep14_1_bs,18; + ep14_1_bs = 18; completequest 11208; getexp 0,200000; getitem 6380,2; //Mora_Coin @@ -1448,14 +1448,14 @@ sec_in02,35,175,0 script Theore Set Guid 4_F_FAIRYKID,{ callfunc "F_GM_NPC"; switch(select("Set0:Set33:Set2_0")) { case 1: - set ep14_1_bs,0; + ep14_1_bs = 0; end; case 2: - set ep4_1_bs,3; + ep4_1_bs = 3; setquest 11183; end; case 3: - set ep14_1_bs2,0; + ep14_1_bs2 = 0; end; } } @@ -1864,7 +1864,7 @@ OnTouch: mes "There must be someone down there."; if ($@cheshire_on == 0) { donpcevent "Cheshire#ep14_extra::OnEnable"; - set $@cheshire_on,1; + $@cheshire_on = 1; } close; } @@ -1947,7 +1947,7 @@ OnDisable: end; OnTimer600000: disablenpc "Cheshire#ep14_extra"; - set $@cheshire_on,0; + $@cheshire_on = 0; stopnpctimer; end; } @@ -2008,7 +2008,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "He wouldn't see me and locked himself in the room."; mes "But he might be willing to see you, because you've been to the Hazy Forest."; setquest 1109; - set ep14_1_rope,1; + ep14_1_rope = 1; close; } } @@ -2037,7 +2037,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "where he is."; mes "I'm counting on you, "+strcharinfo(0)+"."; changequest 1110,1111; - set ep14_1_rope,3; + ep14_1_rope = 3; close; } else if (ep14_1_rope == 3) { mes "[Euridi]"; @@ -2082,10 +2082,10 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ changequest 1112,1113; //delitem 6383,30; //Clue_Of_Lope - set .@count, countitem(6383); + .@count = countitem(6383); if (.@count) delitem 6383,((.@count > 30)?30:.@count); //Clue_Of_Lope - set ep14_1_rope,5; + ep14_1_rope = 5; close; } else if (ep14_1_rope == 5) { mes "[Euridi]"; @@ -2126,7 +2126,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "With the ring in her hand, Euridi bursts into tears."; mes "She starts to sing in a strained voice, still crying."; changequest 1116,1117; - set ep14_1_rope,10; + ep14_1_rope = 10; //delitem 6384,1; //Ring_Of_Lope if (countitem(6384)) delitem 6384,1; //Ring_Of_Lope @@ -2196,7 +2196,7 @@ mora,115,68,3 script Euridi's Friend#pa 4_F_MORAFINE1,{ mes "because of the thick fog."; mes "I think it's worth investigating."; changequest 1114,1115; - set ep14_1_rope,7; + ep14_1_rope = 7; close; } else if (ep14_1_rope == 7) { mes "[Euridi's Friend]"; @@ -2229,7 +2229,7 @@ mora,115,68,3 script Euridi's Friend#pa 4_F_MORAFINE1,{ mes "Lope will be able to rest in peace now."; mes "Thank you. I won't forget what you've done for me."; completequest 1117; - set ep14_1_rope,11; + ep14_1_rope = 11; getexp 1000000,2000000; getitem 6380,10; //Mora_Coin close; @@ -2267,7 +2267,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "He will be alive somewhere,"; mes "so go and try to find him! Just stop bothering me!"; changequest 1109,1110; - set ep14_1_rope,2; + ep14_1_rope = 2; close; } else if (ep14_1_rope == 2) { mes "[Pitt]"; @@ -2308,7 +2308,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "It's no use trying to talk to him any more."; mes "Try talking to Euridi."; changequest 1111,1112; - set ep14_1_rope,4; + ep14_1_rope = 4; close; } } else if (ep14_1_rope == 4) { @@ -2369,7 +2369,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "he must be somewhere around there,"; mes "in whatever form he might be in."; changequest 1113,1114; - set ep14_1_rope,6; + ep14_1_rope = 6; getitem 6384,1; //Ring_Of_Lope close; } else if (ep14_1_rope == 6 || ep14_1_rope == 7) { @@ -2444,7 +2444,7 @@ bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{ mes "[Lope]"; mes "Now go!"; mes "This is my last request as a Laphine called Lope..."; - set ep14_1_rope,9; + ep14_1_rope = 9; changequest 1115,1116; close; } else { @@ -2496,7 +2496,7 @@ OnTouch: next; mes "[Suspicious Man]"; mes "Aaaaarrrrrggghh!!!!!"; - set ep14_1_rope,8; + ep14_1_rope = 8; close; } else { mes "[Suspicious Man]"; @@ -2655,7 +2655,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "The sooner you get them back,"; mes "the sooner I can get back to my research."; setquest 5016; - set ep14_1_muk,1; + ep14_1_muk = 1; next; mes "[Raffle Researcher]"; mes "Have a safe trip."; @@ -2710,7 +2710,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "Why don't you take this and go to the inn"; mes "and rest up? There's nothing for you to do right now."; delitem 6385,1; //Research_Tool_Bag - set ep14_1_muk,2; + ep14_1_muk = 2; getitem 6380,1; //Mora_Coin erasequest 5016; close; @@ -2787,7 +2787,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "You can draw on his face,"; mes "pinch him, tickle him,"; mes "whatever you want. Just bully him 3 times."; - set ep14_1_muk,3; + ep14_1_muk = 3; setquest 5017; close; } else if (ep14_1_muk < 6) { @@ -2841,7 +2841,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "[Raffle Researcher]"; mes "Here is the sample tube for collecting."; mes "Go and collect 10 samples!"; - set ep14_1_muk,7; + ep14_1_muk = 7; getitem 1092,10; //Empty_Cylinder erasequest 5018; setquest 5019; @@ -2877,7 +2877,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "Why don't you come back then?"; delitem 6386,10; //Bathtub_R_Sample getitem 6380,1; //Mora_Coin - set ep14_1_muk,8; + ep14_1_muk = 8; erasequest 5019; setquest 5020; close; @@ -2908,30 +2908,30 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "the unidentified creature that attacked me."; next; if (rand(2)) { - set .@str$,"teeth"; - set .@quest,5021; + .@str$ = "teeth"; + .@quest = 5021; } else { - set .@str$,"scales"; - set .@quest,5022; + .@str$ = "scales"; + .@quest = 5022; } mes "[Raffle Researcher]"; mes "I'd better compare the two."; mes "Please return to the bath"; mes "and look for the creature's "+.@str$+"."; mes "If you can, please bring me 10 of them."; - set ep14_1_muk,9; + ep14_1_muk = 9; erasequest 5020; setquest .@quest; close; } else if (ep14_1_muk == 9) { if (questprogress(5021) || questprogress(5022)) { if (questprogress(5021)) { - set .@quest,5021; - set .@item,6387; //Teeth_Sample + .@quest = 5021; + .@item = 6387; //Teeth_Sample setarray .@str$[0],"tooth","teeth"; } else { - set .@quest,5022; - set .@item,6388; //Scale_Sample + .@quest = 5022; + .@item = 6388; //Scale_Sample setarray .@str$[0],"scale","scales"; } if (countitem(.@item) < 10) { @@ -2976,14 +2976,14 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ switch(rand(1,6)) { case 1: case 3: - set .@quest,5021; - set .@item,6387; //Teeth_Sample + .@quest = 5021; + .@item = 6387; //Teeth_Sample setarray .@str$[0],"tooth","teeth"; break; case 2: case 4: - set .@quest,5022; - set .@item,6388; //Scale_Sample + .@quest = 5022; + .@item = 6388; //Scale_Sample setarray .@str$[0],"scale","scales"; break; case 5: @@ -3045,7 +3045,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "You probably don't need to run around"; mes "like you did collecting"; mes "the bath water samples."; - set ep14_1_muk,10; + ep14_1_muk = 10; getitem 1092,1; //Empty_Cylinder erasequest 5023; setquest 5024; @@ -3078,7 +3078,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "The puddle should be at 7 o'clock"; mes "from the village."; delitem 6389,1; //Puddle_R_Sample - set ep14_1_muk,11; + ep14_1_muk = 11; getitem 1092,1; //Empty_Cylinder changequest 5024,5025; next; @@ -3106,7 +3106,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "The puddle to the south"; mes "should be... at 6 o'clock from here."; delitem 6389,1; //Puddle_R_Sample - set ep14_1_muk,12; + ep14_1_muk = 12; getitem 1092,1; //Empty_Cylinder changequest 5025,5026; next; @@ -3138,7 +3138,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "It's not completely to the north."; mes "it's at 11 o'clock from the village."; delitem 6389,1; //Puddle_R_Sample - set ep14_1_muk,13; + ep14_1_muk = 13; getitem 1092,1; //Empty_Cylinder changequest 5026,5027; next; @@ -3179,7 +3179,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "There's probably nothing else to do. While I run the experiment,"; mes "why don't you go and entertain yourself?"; delitem 6389,1; //Puddle_R_Sample - set ep14_1_muk,14; + ep14_1_muk = 14; getitem 6380,4; //Mora_Coin erasequest 5027; setquest 5028; @@ -3307,7 +3307,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "[Raffle Researcher]"; mes "The best research assistant in my life..."; mes "is you, "+strcharinfo(0)+"!!!"; - set ep14_1_muk,15; + ep14_1_muk = 15; completequest 5028; getexp 1000000,4000000; getitem 6380,30; //Mora_Coin @@ -3479,7 +3479,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; if(select("Bully anyway.:I'll stop.") == 1) { emotion e_sob; - set ep14_1_goki,0; + ep14_1_goki = 0; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; @@ -3506,7 +3506,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; if(select("Don't help.:Help.") == 1) { emotion e_sob; - set ep14_1_goki,0; + ep14_1_goki = 0; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; @@ -3606,17 +3606,17 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ close; } } - set .@weapon$, ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed"); - set .@pc_hp, 200; - set .@npc_hp, 200; + .@weapon$ = ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed"); + .@pc_hp = 200; + .@npc_hp = 200; setarray .@skills$[0],"Midsection punch","Headbutt","Wiggle wiggle","Screw punch","Mumble muble"; mes "The unidentified creature is attacking. What will you do?"; next; while(1) { switch(select("Attack with a weapon.:Attack using a skill.:Attack using teeth.:Run away in fear.")) { case 1: // Weapon - set .@p_damage,10; - set .@pc_attack, rand(1,10); + .@p_damage = 10; + .@pc_attack = rand(1,10); mes "["+strcharinfo(0)+"'s Attack]"; switch(.@pc_attack) { // Miss. @@ -3632,15 +3632,15 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect EF_HIT1; - set .@npc_hp, .@npc_hp - .@p_damage; + .@npc_hp -= .@p_damage; switch(.@pc_attack) { - case 1: set .@str$,"With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break; - case 2: set .@str$,"By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break; - case 4: set .@str$,"You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break; - case 5: set .@str$,"You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break; - case 7: set .@str$,"With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break; - case 8: set .@str$,"You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; - case 10: set .@str$,"You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; + case 1: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break; + case 2: .@str$ = "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break; + case 4: .@str$ = "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break; + case 5: .@str$ = "You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break; + case 7: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break; + case 8: .@str$ = "You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; + case 10: .@str$ = "You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; } mes .@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted."; break; @@ -3648,9 +3648,9 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; break; case 2: // Skill - set .@p_damage,20; - set .@pc_attack, rand(1,6); - set .@skillname$, .@skills$[rand(5)]; + .@p_damage = 20; + .@pc_attack = rand(1,6); + .@skillname$ = .@skills$[rand(5)]; mes "["+strcharinfo(0)+"'s Attack]"; switch(.@pc_attack) { // Miss. @@ -3666,11 +3666,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect EF_BASH; - set .@npc_hp, .@npc_hp - .@p_damage; + .@npc_hp -= .@p_damage; switch(.@pc_attack) { - case 1: set .@str$, "With an attack so fast and furious, the creature is too stunned to move."; break; - case 3: set .@str$, "The creature dodged, but you foresaw his movements and targeted accurately."; break; - case 5: set .@str$, "Your skill flew in a perfect parabola and hit the creature exactly."; break; + case 1: .@str$ = "With an attack so fast and furious, the creature is too stunned to move."; break; + case 3: .@str$ = "The creature dodged, but you foresaw his movements and targeted accurately."; break; + case 5: .@str$ = "Your skill flew in a perfect parabola and hit the creature exactly."; break; } mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the unidentified creature. "+.@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted."; break; @@ -3678,12 +3678,12 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; break; case 3: // Tooth - set .@p_damage,50; - set .@pc_attack, rand(1,10); + .@p_damage = 50; + .@pc_attack = rand(1,10); mes "["+strcharinfo(0)+"'s Attack]"; if (.@pc_attack == 4 || .@pc_attack == 7) { specialeffect EF_HIT1; - set .@npc_hp, .@npc_hp - .@p_damage; + .@npc_hp -= .@p_damage; mes "You use your well-groomed teeth to bite the unidentified creature hard until your teeth sink into its flesh. ^FF0000["+.@p_damage+"]^000000 damage inflicted."; } else mes "You use your steel-like teeth to bite the unidentified creature, but the frightened creature dodged. He stares at you with strange eyes."; @@ -3701,7 +3701,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; specialeffect2 EF_HIT1; mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; - set .@pc_hp, .@pc_hp - 10; + .@pc_hp -= 10; next; // Unofficial check, but it's needed here. callsub L_CheckPCAlive, .@pc_hp; @@ -3725,7 +3725,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ end; } mes "Found Researcher Raffle's ^0000FF Research tool ^000000."; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; getitem 6385,1; //Research_Tool_Bag setquest 5029; next; @@ -3752,8 +3752,8 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ changequest 5017,5018; break; } - set ep14_1_muk, ep14_1_muk+1; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_muk += 1; + ep14_1_goki += 1; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; @@ -3762,7 +3762,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; if(select("Check the body of the unidentified creature.:Leave.") == 2) { setquest 5029; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; @@ -3770,21 +3770,21 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ if (rand(1,30) == 7) { if (checkweight(6380,1) == 0) { mes "While you were checking the body of the unidentified creature, your fingers touch something. You got lucky, but due to your heavy load you failed to obtain a ^0000FF Mora Coin^000000."; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; setquest 5029; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; } mes "While you were checking the body of the unidentified creature, your fingers touch something. Lucky. Obtained a ^0000FF Mora Coin^000000."; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; getitem 6380,1; //Mora_Coin setquest 5029; next; mes "The creature wakes up and disappears into the dark hole."; } else { mes "As soon as you touch the creature's body, it wakes up and disappears into the dark hole."; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; setquest 5029; } close2; @@ -3797,18 +3797,18 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "Unidentified Creature HP = "+.@npc_hp; next; mes "[Attack of the unidentified creature]"; - set .@npc_attack, rand(1,3); + .@npc_attack = rand(1,3); switch(.@npc_attack) { case 1: - set .@n_damage,10; + .@n_damage = 10; mes "The unidentified creature shoots a stream of bath water."; break; case 2: - set .@n_damage,20; + .@n_damage = 20; mes "The unidentified creature dashes at you with great speed. It appears to be attempting a headbutt."; break; case 3: - set .@n_damage,50; + .@n_damage = 50; mes "The unidentified creature runs at you with its teeth bared. It appears to be attempting to bite."; break; } @@ -3831,13 +3831,13 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; } - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; next; break; case 2: switch(.@npc_attack) { case 1: - set .@miss, rand(1,5); + .@miss = rand(1,5); mes "[Attack of the unidentified creature]"; switch(.@miss) { // Miss. @@ -3850,11 +3850,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect2 EF_ICEARROW; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; switch(.@miss) { - case 2: set .@str$,"face"; break; - case 4: set .@str$,"stomach"; break; - case 5: set .@str$,"arm"; break; + case 2: .@str$ = "face"; break; + case 4: .@str$ = "stomach"; break; + case 5: .@str$ = "arm"; break; } mes "The stream of water hits your "+.@str$+" squarely. ^FF0000["+.@n_damage+"]^000000 damage received."; break; @@ -3862,7 +3862,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; break; case 2: - set .@miss, rand(1,10); + .@miss = rand(1,10); mes "[Attack of the unidentified creature]"; switch(.@miss) { // Miss. @@ -3881,14 +3881,14 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect2 EF_BASH; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; switch(.@miss) { - case 2: set .@str$,"With a thud, you can feel intense pain."; break; - case 4: set .@str$,"*thud* Your back seems to give way."; break; - case 6: set .@str$,"The creature's attack hits you in the shoulder."; break; - case 8: set .@str$,"The attack is like an arrow."; break; - case 9: set .@str$,"The attack was fast and accurate."; break; - case 10: set .@str$,"It hits your hand with a thud."; break; + case 2: .@str$ = "With a thud, you can feel intense pain."; break; + case 4: .@str$ = "*thud* Your back seems to give way."; break; + case 6: .@str$ = "The creature's attack hits you in the shoulder."; break; + case 8: .@str$ = "The attack is like an arrow."; break; + case 9: .@str$ = "The attack was fast and accurate."; break; + case 10: .@str$ = "It hits your hand with a thud."; break; } mes "The unidentified creature dashes at you and headbutts. "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; break; @@ -3896,7 +3896,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; break; case 3: - set .@miss, rand(1,10); + .@miss = rand(1,10); mes "[Attack of the unidentified creature]"; switch(.@miss) { // Miss. @@ -3921,12 +3921,12 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect2 EF_HIT1; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; switch(.@miss) { - case 2: set .@str$,"leg. Its sharp teeth penetrate your legs."; break; - case 4: set .@str$,"arm. Its sharp teeth penetrate your arm."; break; - case 6: set .@str$,"toe. You feel like your toe is being cut off."; break; - case 10: set .@str$,"finger. You feel like your finger is being cut off."; break; + case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break; + case 4: .@str$ = "arm. Its sharp teeth penetrate your arm."; break; + case 6: .@str$ = "toe. You feel like your toe is being cut off."; break; + case 10: .@str$ = "finger. You feel like your finger is being cut off."; break; } mes "The unidentified creature runs at you with its teeth bared, and bites your "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; break; @@ -3936,78 +3936,78 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } break; case 3: - set .@defend, rand(1,10); + .@defend = rand(1,10); switch(.@npc_attack) { case 1: if (.@defend == 3 || .@defend == 6) { - set .@n_damage, .@n_damage / 2; + .@n_damage /= 2; specialeffect2 EF_GUARD; } else specialeffect2 EF_ICEARROW; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(0)+"]"; switch(.@defend) { // Blocked. - case 3: set .@str$,"You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break; - case 6: set .@str$,"You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break; + case 3: .@str$ = "You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break; + case 6: .@str$ = "You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break; // Not blocked. - case 1: set .@str$,"You try to block the stream of water with your strong butt, but it's too late."; break; - case 2: set .@str$,"You try to block the stream of water with your big gut, but to no avail."; break; - case 4: set .@str$,"You try to block the stream of water with your gathered hands, but the creature targets a different place."; break; - case 5: set .@str$,"You try to block the stream of water with your strong hands, but you fail."; break; - case 7: set .@str$,"You try to block the stream of water with arms crossed, but you fold them wrong."; break; - case 8: set .@str$,"You try to block the stream of water with your rock-like head, but it was not possible."; break; - case 9: set .@str$,"You try to block the stream of water with your solid muscles, but it was not possible."; break; - case 10: set .@str$,"You try to block the stream of water with your strong feet, but your effort was wasted."; break; + case 1: .@str$ = "You try to block the stream of water with your strong butt, but it's too late."; break; + case 2: .@str$ = "You try to block the stream of water with your big gut, but to no avail."; break; + case 4: .@str$ = "You try to block the stream of water with your gathered hands, but the creature targets a different place."; break; + case 5: .@str$ = "You try to block the stream of water with your strong hands, but you fail."; break; + case 7: .@str$ = "You try to block the stream of water with arms crossed, but you fold them wrong."; break; + case 8: .@str$ = "You try to block the stream of water with your rock-like head, but it was not possible."; break; + case 9: .@str$ = "You try to block the stream of water with your solid muscles, but it was not possible."; break; + case 10: .@str$ = "You try to block the stream of water with your strong feet, but your effort was wasted."; break; } mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; next; break; case 2: if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) { - set .@n_damage, .@n_damage / 2; + .@n_damage /= 2; specialeffect2 EF_GUARD; } else specialeffect2 EF_BASH; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(0)+"]"; switch(.@defend) { // Blocked. - case 1: set .@str$,"You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break; - case 3: set .@str$,"You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break; - case 5: set .@str$,"You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break; - case 7: set .@str$,"The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break; + case 1: .@str$ = "You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break; + case 3: .@str$ = "You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break; + case 5: .@str$ = "You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break; + case 7: .@str$ = "The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break; // Not blocked. - case 2: set .@str$,"You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break; - case 4: set .@str$,"You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break; - case 6: set .@str$,"You try to block the dash attack with arms crossed, but you feel an incredible force."; break; - case 8: set .@str$,"You try to block the dash attack, to no avail."; break; - case 9: set .@str$,"You try to block the dash attack with your strong hands, to no avail."; break; - case 10: set .@str$,"You try to block the dash attack with your durable feet, but the pain woke you up."; break; + case 2: .@str$ = "You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break; + case 4: .@str$ = "You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break; + case 6: .@str$ = "You try to block the dash attack with arms crossed, but you feel an incredible force."; break; + case 8: .@str$ = "You try to block the dash attack, to no avail."; break; + case 9: .@str$ = "You try to block the dash attack with your strong hands, to no avail."; break; + case 10: .@str$ = "You try to block the dash attack with your durable feet, but the pain woke you up."; break; } mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; next; break; case 3: if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) { - set .@n_damage, .@n_damage / 2; + .@n_damage /= 2; specialeffect2 EF_GUARD; } - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(0)+"]"; switch(.@defend) { // Blocked. - case 2: set .@str$,"but you block its attack with a branch nearby. HP reduced only by half."; break; - case 4: set .@str$,"but you block its attack with a weapon. HP reduced only by half."; break; - case 6: set .@str$,"but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break; - case 8: set .@str$,"but you block its attack using a book you always carry around. HP reduced only by half."; break; + case 2: .@str$ = "but you block its attack with a branch nearby. HP reduced only by half."; break; + case 4: .@str$ = "but you block its attack with a weapon. HP reduced only by half."; break; + case 6: .@str$ = "but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break; + case 8: .@str$ = "but you block its attack using a book you always carry around. HP reduced only by half."; break; // Not blocked. - case 1: set .@str$,"and bites your arm."; break; - case 3: set .@str$,"and bites your leg."; break; - case 5: set .@str$,"and bites your shoulder."; break; - case 7: set .@str$,"and bites your finger."; break; - case 9: set .@str$,"and bites your finger."; break; - case 10: set .@str$,"and bites your toe."; break; + case 1: .@str$ = "and bites your arm."; break; + case 3: .@str$ = "and bites your leg."; break; + case 5: .@str$ = "and bites your shoulder."; break; + case 7: .@str$ = "and bites your finger."; break; + case 9: .@str$ = "and bites your finger."; break; + case 10: .@str$ = "and bites your toe."; break; } mes "The unidentified creature runs at you with its teeth bared, "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; next; @@ -4027,7 +4027,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "You fail to escape."; next; mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; - set .@pc_hp, .@pc_hp - 10; + .@pc_hp -= 10; next; } break; @@ -4121,11 +4121,11 @@ OnFullon: end; } else if (questprogress(5021) || questprogress(5022)) { if (questprogress(5021)) { - set .@str$,"tooth"; - set .@item,6387; //Teeth_Sample + .@str$ = "tooth"; + .@item = 6387; //Teeth_Sample } else { - set .@str$,"scale"; - set .@item,6388; //Scale_Sample + .@str$ = "scale"; + .@item = 6388; //Scale_Sample } mes "Something is shining in the water."; mes "You may be able to collect the unidentified creature's "+.@str$+" samples."; @@ -4218,7 +4218,7 @@ mora,116,81,0 duplicate(???#mora) ???#ep14_muk04 CLEAR_NPC,2,2 mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 - script #mora_puddle -1,{ - set .@i, atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(2),9)); // This script has a lot of checks, // so arrays are only set when used. @@ -4254,13 +4254,13 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 } } - set .@quest1[0], .@quest1[.@i]; - set .@dir$[0], .@dir$[.@i]; + .@quest1[0] = .@quest1[.@i]; + .@dir$[0] = .@dir$[.@i]; deletearray .@quest1[.@i],1; deletearray .@dir$[.@i],1; if (questprogress(.@quest1[1]) || questprogress(.@quest1[2]) || questprogress(.@quest1[3])) { - for(set .@j,1; .@j<=3; set .@j,.@j+1) { + for(.@j = 1; .@j<=3; ++.@j) { if (questprogress(.@quest1[.@j])) break; } @@ -4269,7 +4269,7 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 } setarray .@quest2[1],5030,5031,5032,5033; - set .@quest2[0], .@quest2[.@i]; + .@quest2[0] = .@quest2[.@i]; deletearray .@quest2[.@i],1; if (ep14_1_goki == 30 && questprogress(.@quest2[0])) { @@ -4418,7 +4418,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "I'd like you to take them out as you see them, before they try to sell anything to the adventurers lost in the forest."; - set .@n$,"Fruit-Carrying Insects"; + .@n$ = "Fruit-Carrying Insects"; break; case 2: setquest 12226; @@ -4428,7 +4428,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "No casualties have been reported yet, but it wouldn't hurt to take precautions. Please deal with them appropriately."; - set .@n$,"Flowery Hunters"; + .@n$ = "Flowery Hunters"; break; case 3: setquest 12227; @@ -4438,7 +4438,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "They didn't look so ferocious... but the adventurer has asked me to get rid of them, so you'll have to do it."; - set .@n$,"Small but Ferocious..."; + .@n$ = "Small but Ferocious..."; break; case 4: setquest 12228; @@ -4448,7 +4448,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "I don't know what grudge he has against the fairies, but a request is a request."; - set .@n$,"An Unknown Grudge"; + .@n$ = "An Unknown Grudge"; break; case 5: setquest 12229; @@ -4458,7 +4458,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "They don't seem so dangerous, but they are reported to steal books and sweets from adventurers. Please deal with them appropriately."; - set .@n$,"Blondie Ann"; + .@n$ = "Blondie Ann"; break; } next; @@ -4503,7 +4503,7 @@ mora,115,98,8 script Hotcha#pa0829 4_ELEPHANT,{ next; mes "[Hotcha]"; mes "Once they are removed, go talk to Elephantine and you can receive new tasks."; - for(set .@i,12225; .@i<=12229; set .@i,.@i+1) { + for(.@i = 12225; .@i<=12229; ++.@i) { if (questprogress(.@i)) erasequest .@i; } @@ -4520,7 +4520,7 @@ mora,115,98,8 script Hotcha#pa0829 4_ELEPHANT,{ mes "Please wait a minute while I check the documents."; next; - for(set .@i,12225; .@i<=12229; set .@i,.@i+1) { + for(.@i = 12225; .@i<=12229; ++.@i) { if (questprogress(.@i,HUNTING) == 2) { mes "[Hotcha]"; mes "Yes, I see you've completed the task. It has been confirmed as completed."; @@ -4601,7 +4601,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "*grin* None other than... Insect Feelers! The General Goods Dealer there asked me to get four of them. I personally would not eat it for all the world..."; - set .@n$,"Material for the Preservative"; + .@n$ = "Material for the Preservative"; break; case 2: setquest 12232; @@ -4611,7 +4611,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "Immortal Hearts seem to be all the rage lately. The General Goods Merchant asked me to get five of them."; - set .@n$,"A Symbol of Resistance"; + .@n$ = "A Symbol of Resistance"; break; case 3: setquest 12233; @@ -4621,7 +4621,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "The client is the General Goods Merchant over there. Three bunches of them will be enough."; - set .@n$,"Material for First Aid Kits"; + .@n$ = "Material for First Aid Kits"; break; case 4: setquest 12234; @@ -4631,7 +4631,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "The General Goods Dealer asked me to get three Orcish Vouchers, which are to be used to make symbols of courage."; - set .@n$,"Symbols of Courage"; + .@n$ = "Symbols of Courage"; break; case 5: setquest 12235; @@ -4641,7 +4641,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "The General Goods Dealer asked me to get three Skel-Bones, which are to be used to make tonic."; - set .@n$,"Good for Stamina..."; + .@n$ = "Good for Stamina..."; break; } next; @@ -4686,7 +4686,7 @@ mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{ next; mes "[General Good Dealer]"; mes "Once they are removed, go talk to Bow-wow and you can receive new tasks."; - for(set .@i,12231; .@i<=12235; set .@i,.@i+1) { + for(.@i = 12231; .@i<=12235; ++.@i) { if (questprogress(.@i)) erasequest .@i; } @@ -4797,7 +4797,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "Mementos serve as inspirations for designers of those cases. The Commodities Dealer across from me asked me to get two of them."; - set .@n$,"The Latest Trend in Talismans"; + .@n$ = "The Latest Trend in Talismans"; break; case 2: setquest 12237; @@ -4807,7 +4807,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "The Commodities Dealer across from me seems to make protective cases out of Shells. I was asked to get three of them."; - set .@n$,"Keep Your Valuables Safe"; + .@n$ = "Keep Your Valuables Safe"; break; case 3: setquest 12238; @@ -4817,7 +4817,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "The Commodities Dealer across from me asked me to get three Scale Shells, which are to be used to make knee protectors."; - set .@n$,"Material for Knee Protectors"; + .@n$ = "Material for Knee Protectors"; break; case 4: setquest 12239; @@ -4827,7 +4827,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "The Commodities Dealer across from me asked me to get two Venom Canines, which are to be used in the research of the substance."; - set .@n$,"Poison for Poison..."; + .@n$ = "Poison for Poison..."; break; case 5: setquest 12240; @@ -4837,7 +4837,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "The Commodities Dealer across from me commissioned me to get five globs of Sticky Mucus."; - set .@n$,"Don't Slip and Fall"; + .@n$ = "Don't Slip and Fall"; break; } next; @@ -4882,7 +4882,7 @@ mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{ next; mes "[Commodities Dealer]"; mes "Once they are removed, go talk to Woof-grrr and you can receive new tasks."; - for(set .@i,12236; .@i<=12240; set .@i,.@i+1) { + for(.@i = 12236; .@i<=12240; ++.@i) { if (questprogress(.@i)) erasequest .@i; } @@ -4960,7 +4960,7 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ close; } else if (.@playtime == 2) { mes "You feel your mind has calmed down once again. You now have enough energy to go look for other souls, so talk to the Guide again."; - for(set .@i,12243; .@i<=12252; set .@i,.@i+1) { + for(.@i = 12243; .@i<=12252; ++.@i) { if (questprogress(.@i)) erasequest .@i; } @@ -4990,66 +4990,66 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ setquest 12243; setquest 12253; mes "^660066Age 32. Comes from Midgard. Has been missing for 3 months since he went to the Maze of the Hazy Forest in order to collect the native plants. Low chance of survival.^000000"; - set .@n$,"Tazar"; + .@n$ = "Tazar"; break; case 2: setquest 12244; setquest 12253; mes "^660066Age 19. Adventurer who came from a far, unknown place by ship. Been missing for 2 months since he went to explore the Maze dressed in thin tights, despite dissuasion of all Mora residents."; mes "Even if he's alive, he would cause trouble to the rescue team.^000000"; - set .@n$,"Niger"; + .@n$ = "Niger"; break; case 3: setquest 12245; setquest 12253; mes "^660066Age unknown. Has some mental illness. Went alone in order to purify the Maze of the Hazy forest. He insists that he has good ancestry but no one trusts him."; mes "Disappearance period : 12 years. Not much chance of survival.^000000"; - set .@n$,"Messil"; + .@n$ = "Messil"; break; case 4: setquest 12246; setquest 12253; mes "^660066Age 51. Used to be a big thief who stole famous swords from all around the world."; mes "Went missing in the Maze after being pursued for running an illegal casino house which caused massive casualties in his final years. Low chance of survival.^000000"; - set .@n$,"Noirit"; + .@n$ = "Noirit"; break; case 5: setquest 12247; setquest 12253; mes "^660066Age 22. An apprentice of an airship pilot. He has gone missing while drinking in Mora town, where he went for a break."; mes "Rumor has it that he fled after signing somewhere. Disappearance period : 4 months. Low chance of survival.^000000"; - set .@n$,"Pajama Sin"; + .@n$ = "Pajama Sin"; break; case 6: setquest 12248; setquest 12253; mes "^660066Age Unknown. A female with long hair, dressed in black. Went on an expedition to the forest of the Maze in search of eternal life. Disappearance period : 3 months. Low chance of survival.^000000"; - set .@n$,"Mendel"; + .@n$ = "Mendel"; break; case 7: setquest 12249; setquest 12253; mes "^660066Age around 50. The current Mayor of the Mora village. He ran away to the Forest of Maze after being caught pocketing profits by cheating the residents. Survival uncertain.^000000"; - set .@n$,"Milebit"; + .@n$ = "Milebit"; break; case 8: setquest 12250; setquest 12253; mes "^660066Age 29. A young man with an unknown background."; mes "Fled to the forest of maze after scamming 1200 Mora coins from Mora residents while pretending to start a lot of business and adapting himself in Mora. Survival uncertain.^000000"; - set .@n$,"Kunmoon"; + .@n$ = "Kunmoon"; break; case 9: setquest 12251; setquest 12253; mes "^660066Age 34. Flirted with several women in Mora. Fled from Mora villagers to the forest of maze. Survival uncertain.^000000"; - set .@n$,"Chaihokin"; + .@n$ = "Chaihokin"; break; case 10: setquest 12252; setquest 12253; mes "^660066Age Unknown. Disappered with coins which were joint controlled by the villagers. Low chance of survival.^000000"; - set .@n$,"Tual"; + .@n$ = "Tual"; break; } next; @@ -5088,12 +5088,12 @@ sec_in02,29,34,5 script Initializing Mora Sanjo 4_MAN_NITT,{ mes "[Initialization]"; mes "14.1 Initializing all quest window include related daily quest and map and so on"; freeloop(1); - for(set .@i,12225; .@i<=12353; set .@i,.@i+1) { + for(.@i = 12225; .@i<=12353; ++.@i) { if (questprogress(.@i)) erasequest .@i; } freeloop(0); - set ep14_1_mistwoods,10; + ep14_1_mistwoods = 10; close; } } @@ -5279,7 +5279,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ mes "I think you'll make a great right-hand man, the Chief."; mes "I feel rewarded, as the Boss."; mes "As the Leader, I'm so pleased to see you all improve."; - set ep14_1_rope,12; + ep14_1_rope = 12; setquest 1118; close; } @@ -5314,7 +5314,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ mes "It's no use trying to do it."; completequest 1118; delitem 6383,30; //Clue_Of_Lope - set ep14_1_rope,13; + ep14_1_rope = 13; getitem 6380,2; //Mora_Coin getexp 1000000,1000000; close; |