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-rw-r--r--npc/re/merchants/3rd_trader.txt42
-rw-r--r--npc/re/merchants/advanced_refiner.txt38
-rw-r--r--npc/re/merchants/alchemist.txt22
-rw-r--r--npc/re/merchants/blessed_refiner.txt44
-rw-r--r--npc/re/merchants/card_separation.txt138
-rw-r--r--npc/re/merchants/catalog.txt4
-rw-r--r--npc/re/merchants/coin_exchange.txt210
-rw-r--r--npc/re/merchants/diamond.txt6
-rw-r--r--npc/re/merchants/enchan_mal.txt354
-rw-r--r--npc/re/merchants/enchan_mora.txt584
-rw-r--r--npc/re/merchants/enchan_upg.txt168
-rw-r--r--npc/re/merchants/flute.txt4
-rw-r--r--npc/re/merchants/hd_refiner.txt36
-rw-r--r--npc/re/merchants/quivers.txt16
-rw-r--r--npc/re/merchants/refine.txt90
-rw-r--r--npc/re/merchants/ticket_refiner.txt34
16 files changed, 899 insertions, 891 deletions
diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt
index 792b7abd9..51b50fdcf 100644
--- a/npc/re/merchants/3rd_trader.txt
+++ b/npc/re/merchants/3rd_trader.txt
@@ -34,18 +34,18 @@
mes "Each Herb costs 4,000 zeny.";
mes "What would you like?";
next;
- set .@i, select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1;
+ .@i = select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1;
mes "[Poison Herb Merchant]";
if (.@i < 6) {
- set .@item,7932+.@i;
- set .@price,4000;
- set .@max,2000;
- set .@max$,"2,000";
+ .@item = 7932+.@i;
+ .@price = 4000;
+ .@max = 2000;
+ .@max$ = "2,000";
} else if (.@i == 6) {
- set .@item,7931;
- set .@price,5000;
- set .@max,500;
- set .@max$,"500";
+ .@item = 7931;
+ .@price = 5000;
+ .@max = 500;
+ .@max$ = "500";
mes "Each Poison Kit costs 5,000 zeny.";
} else {
mes "Well, I see. Come back again~!";
@@ -66,7 +66,7 @@
mes "The number must be less than "+.@max$+"!";
close;
}
- set .@total, .@amount * .@price;
+ .@total = .@amount * .@price;
if (Zeny < .@total) {
mes "[Poison Herb Merchant]";
mes "You don't have enough money.";
@@ -99,18 +99,18 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG
mes "I sell all sorts of Rune Stones!";
mes "What would you like?";
next;
- set .@i, select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones.");
+ .@i = select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones.");
mes "[Rune Merchant]";
if (.@i == 1) {
mes "High-quality Runes!";
mes "They cost 2,500 zeny each!";
- set .@item,12734; //Runstone_Quality
- set .@price,2500;
+ .@item = 12734; //Runstone_Quality
+ .@price = 2500;
} else {
mes "Ordinary Rune Stones?";
mes "They cost 1,000 zeny each!";
- set .@item,12737; //Runstone_Ordinary
- set .@price,1000;
+ .@item = 12737; //Runstone_Ordinary
+ .@price = 1000;
setarray .@rune[0],12737,1000;
}
mes "Tell me how many you want,";
@@ -128,7 +128,7 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG
mes "The number must be less than 2,000!";
close;
}
- set .@total, .@amount * .@price;
+ .@total = .@amount * .@price;
if (Zeny < .@total) {
mes "[Rune Merchant]";
mes "Zeny! Zeny!";
@@ -166,7 +166,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{
mes "[Rare Poison Herb Collector]";
mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them.";
next;
- set .@i, select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2;
+ .@i = select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2;
if (.@i == -1) {
mes "[Rare Poison Herb Collector]";
mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle.";
@@ -176,8 +176,8 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{
close;
} else {
setarray .@exchange[0],702,621,631,749,605,703;
- set .@item, .@exchange[.@i];
- set .@price, 10000;
+ .@item = .@exchange[.@i];
+ .@price = 10000;
mes "[Rare Poison Herb Collector]";
mes "How many do you want?";
@@ -195,7 +195,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{
mes "The number must be less than 2,000!";
close;
}
- set .@total, .@amount * .@price;
+ .@total = .@amount * .@price;
if (countitem(.@item) < .@amount || Zeny < .@total) {
mes "[Rare Poison Herb Collector]";
mes "Hey, come back when you have all the requirements for the exchange.";
@@ -228,7 +228,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{
mes "[Point Merchant]";
mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?";
next;
- set .@i, select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1;
+ .@i = select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1;
mes "[Point Merchant]";
if (.@i == 4) {
mes "You can't find the stuff you need?";
diff --git a/npc/re/merchants/advanced_refiner.txt b/npc/re/merchants/advanced_refiner.txt
index ddd48b836..d637ace73 100644
--- a/npc/re/merchants/advanced_refiner.txt
+++ b/npc/re/merchants/advanced_refiner.txt
@@ -26,10 +26,10 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{
mes "What should Holink~ refine today?";
next;
setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for(set .@i,1; .@i<=10; set .@i,.@i+1)
- set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
- set .@part, select(.@menu$);
+ .@menu$ = "";
+ for(.@i = 1; .@i<=10; ++.@i)
+ .@menu$ = .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
+ .@part = select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Holink]";
switch(.@part) {
@@ -77,33 +77,33 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{
switch(getequipweaponlv(.@part)) {
default:
case 0: // Armor
- set .@price,15000;
- set .@material,7619; //Enriched_Elunium
- set .@type$,"armor";
+ .@price = 15000;
+ .@material = 7619; //Enriched_Elunium
+ .@type$ = "armor";
mes "You have chosen an armor, meow~";
break;
case 1: // Level 1 Weapon
- set .@price,500;
- set .@material,7620; //Enriched_Oridecon
- set .@type$,"weapon";
+ .@price = 500;
+ .@material = 7620; //Enriched_Oridecon
+ .@type$ = "weapon";
mes "A level 1 weapon...?";
break;
case 2: // Level 2 Weapon
- set .@price,2000;
- set .@material,7620; //Enriched_Oridecon
- set .@type$,"weapon";
+ .@price = 2000;
+ .@material = 7620; //Enriched_Oridecon
+ .@type$ = "weapon";
mes "Meow, a level 2 weapon...?";
break;
case 3: // Level 3 Weapon
- set .@price,20000;
- set .@material,7620; //Enriched_Oridecon
- set .@type$,"weapon";
+ .@price = 20000;
+ .@material = 7620; //Enriched_Oridecon
+ .@type$ = "weapon";
mes "Meow Meow~~ A level 3 weapon~~";
break;
case 4: // Level 4 Weapon
- set .@price,50000;
- set .@material,7620; //Enriched_Oridecon
- set .@type$,"weapon";
+ .@price = 50000;
+ .@material = 7620; //Enriched_Oridecon
+ .@type$ = "weapon";
mes "Me-Meow!... A level 4 weapon...!";
mes "I've only seen it twice while";
mes "learning from Aragam... Me-Meow!!";
diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt
index ed2c0c20a..0658126ff 100644
--- a/npc/re/merchants/alchemist.txt
+++ b/npc/re/merchants/alchemist.txt
@@ -55,16 +55,16 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{
mes "Okay then, here's the list of available craft books.";
next;
switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){
- case 1: set .@item,6279; break;
- case 2: set .@item,6280; break;
- case 3: set .@item,6281; break;
- case 4: set .@item,6282; break;
- case 5: set .@item,6283; break;
- case 6: set .@item,6284; break;
- case 7: set .@item,6285; break;
- case 8: set .@item,11022; break;
- case 9: set .@item,11023; break;
- case 10: set .@item,11024; break;
+ case 1: .@item = 6279; break;
+ case 2: .@item = 6280; break;
+ case 3: .@item = 6281; break;
+ case 4: .@item = 6282; break;
+ case 5: .@item = 6283; break;
+ case 6: .@item = 6284; break;
+ case 7: .@item = 6285; break;
+ case 8: .@item = 11022; break;
+ case 9: .@item = 11023; break;
+ case 10: .@item = 11024; break;
case 11:
mes "[Craft Book Merchant]";
mes "Thank you for your patronage.";
@@ -92,7 +92,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{
mes "Would you like to continue?";
next;
if (select("Yes:No") == 1) {
- set .@total, .@amount * 100000;
+ .@total = .@amount * 100000;
if (Zeny < .@total) {
mes "[Craft Book Merchant]";
mes "I'm sorry, but you don't have enough money.";
diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt
index bb5dd62d7..ec6b591a9 100644
--- a/npc/re/merchants/blessed_refiner.txt
+++ b/npc/re/merchants/blessed_refiner.txt
@@ -29,10 +29,10 @@
mes "How about it? Do you want to refine?";
next;
setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for(set .@i,1; .@i<=10; set .@i,.@i+1)
- set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
- set .@part, select(.@menu$);
+ .@menu$ = "";
+ for(.@i = 1; .@i<=10; ++.@i)
+ .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
+ .@part = select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Blacksmith Dister]";
switch(.@part) {
@@ -70,42 +70,42 @@
mes "This item cannot be refined.";
close;
}
- set .@equip_refine, getequiprefinerycnt(.@part);
+ .@equip_refine = getequiprefinerycnt(.@part);
if (.@equip_refine < 6 || .@equip_refine > 12) {
mes "[Blacksmith Dister]";
mes "This equipment has refined to "+.@equip_refine+". I only handle items with refine levels from +6 to +12!";
close;
}
- set .@equip_lv, getequipweaponlv(.@part);
+ .@equip_lv = getequipweaponlv(.@part);
switch(.@equip_lv) {
default:
case 0:
- set .@price,20000;
- set .@material,6439; //Unbreakable_Def
- set .@type$,"Armor";
+ .@price = 20000;
+ .@material = 6439; //Unbreakable_Def
+ .@type$ = "Armor";
break;
case 1:
- set .@price,1000;
- set .@material,6438; //Unbreakable_Weap
- set .@type$,"Weapon";
+ .@price = 1000;
+ .@material = 6438; //Unbreakable_Weap
+ .@type$ = "Weapon";
break;
case 2:
- set .@price,2000;
- set .@material,6438; //Unbreakable_Weap
- set .@type$,"Weapon";
+ .@price = 2000;
+ .@material = 6438; //Unbreakable_Weap
+ .@type$ = "Weapon";
break;
case 3:
- set .@price,20000;
- set .@material,6438; //Unbreakable_Weap
- set .@type$,"Weapon";
+ .@price = 20000;
+ .@material = 6438; //Unbreakable_Weap
+ .@type$ = "Weapon";
break;
case 4:
- set .@price,40000;
- set .@material,6438; //Unbreakable_Weap
- set .@type$,"Weapon";
+ .@price = 40000;
+ .@material = 6438; //Unbreakable_Weap
+ .@type$ = "Weapon";
break;
}
- set .@ore$,"^ff9999Blessed "+.@type$+" Ore^000000";
+ .@ore$ = "^ff9999Blessed "+.@type$+" Ore^000000";
mes "[Blacksmith Dister]";
mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee.";
mes "Do you want to proceed?";
diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt
index 9954476ca..fa64db4f0 100644
--- a/npc/re/merchants/card_separation.txt
+++ b/npc/re/merchants/card_separation.txt
@@ -23,8 +23,8 @@
close;
}
if (strnpcinfo(1) == "Jeremy") {
- set .@Jeremy,1;
- set .@n$, "[Jeremy]";
+ .@Jeremy = 1;
+ .@n$ = "[Jeremy]";
setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat";
setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP;
@@ -32,8 +32,8 @@
mes "Long time no see~";
mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?";
} else {
- set .@Jeremy,0;
- set .@n$, "[Richard]";
+ .@Jeremy = 0;
+ .@n$ = "[Richard]";
setarray .@equip_name$[0], "Left hand", "Right hand";
setarray .@equip_slot[0], EQI_HAND_L, EQI_HAND_R;
@@ -48,14 +48,14 @@
mes "There is a possibility of destroying them even using a special item. Also, ^ff0000the refine level might be lost^000000. Do you have any equipment to separate?";
next;
- for(set .@i,0; .@i<getarraysize(.@equip_slot); set .@i,.@i+1) {
+ for(.@i = 0; .@i<getarraysize(.@equip_slot); ++.@i) {
if (getequipisequiped(.@equip_slot[.@i]))
- set .@menu$, .@menu$+getequipname(.@equip_slot[.@i])+":";
+ .@menu$ += getequipname(.@equip_slot[.@i])+":";
else
- set .@menu$, .@menu$+"^999999"+.@equip_name$[.@i]+" (empty)^000000:";
+ .@menu$ += "^999999"+.@equip_name$[.@i]+" (empty)^000000:";
}
- set .@i, select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$);
+ .@i = select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$);
switch(.@i) {
case 1:
mes .@n$;
@@ -91,7 +91,7 @@
mes "I'm not sure about the quality of success. Anyway, this is so cheap, right?";
close;
default:
- set .@equip_num, .@equip_slot[.@i-3];
+ .@equip_num = .@equip_slot[.@i-3];
if (!getequipisequiped(.@equip_num)) {
mes .@n$;
if (.@Jeremy)
@@ -103,33 +103,40 @@
break;
}
- setarray .@equip_card[0], getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
- set .@mvp_list$,
- "|4408|4128|4456|4168|4142"+ //Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card
- "|4134|4137|4386|4407|4357"+ //Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card
- "|4146|4132|4147|4372|4145"+ //Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card
- "|4374|4352|4367|4236|4425"+ //Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card
- "|4359|4123|4144|4135|4143"+ //B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card
- "|4263|4131|4430|4276|4419"+ //Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card
- "|4403|4399|4376|4441|4302"+ //Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card
- "|4305|4148|4318|4121|4365"+ //Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card
- "|4363|4324|4361|4330|4342|"; //B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card
+ setarray .@equip_card, getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
+ setarray .@mvp_list, Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card,
+ Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card,
+ Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card,
+ Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card,
+ B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card,
+ Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card,
+ Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card,
+ Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card,
+ B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card;
+ .@boss_chk = false;
if (.@Jeremy) {
- for(set .@i,0; .@i<4; set .@i,.@i+1) {
- if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- set .@equip_card[.@i],0;
+ .@cardcount = 4;
+ for (.@i = 0; .@i < 4; ++.@i) {
+ if (.@equip_card[.@i] >= 4700 // Armor Enchant System
+ || .@equip_card[.@i] == 0) {
+ .@equip_card[.@i] = 0;
+ --.@cardcount;
+ }
}
- if (!getarraysize(.@equip_card)) {
+ if (!.@cardcount) {
mes .@n$;
mes "The card is not equipped. Do you want to check again?";
close;
}
- if ((.@equip_card[0] && compare(.@mvp_list$,"|"+.@equip_card[0]+"|")) ||
- (.@equip_card[1] && compare(.@mvp_list$,"|"+.@equip_card[1]+"|")) ||
- (.@equip_card[2] && compare(.@mvp_list$,"|"+.@equip_card[2]+"|")) ||
- (.@equip_card[3] && compare(.@mvp_list$,"|"+.@equip_card[3]+"|")))
- set .@boss_chk,1;
+ for (.@i = 0; .@i < 4; ++.@i) {
+ if (.@equip_card[.@i] == 0)
+ continue;
+ for (.@j = 0; .@j < getarraysize(.@mvp_list); ++.@j) {
+ if (.@equip_card[.@i] == .@mvp_list[.@j])
+ .@boss_chk = true;
+ }
+ }
} else {
// Official "Richard" script uses a hardcoded list including every possible item.
//if (!getequipisequiped(.@equip_num)) {
@@ -141,21 +148,21 @@
mes "[Richard]";
mes "Which number socket do you want to separate the card? From the left socket, they are sorted 1,2,3,4.";
next;
- set .@menu$,"";
- for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ .@menu$ = "";
+ for(.@i = 0; .@i<4; ++.@i) {
if (.@equip_card[.@i] && .@equip_card[.@i] < 4700) // Armor Enchant System
- set .@menu$, .@menu$+"Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":";
+ .@menu$ += "Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":";
else
- set .@menu$, .@menu$+"^777777Socket "+(.@i+1)+" - No card^000000:";
+ .@menu$ += "^777777Socket "+(.@i+1)+" - No card^000000:";
}
- set .@i, select("Stop the work:"+.@menu$);
+ .@i = select("Stop the work:"+.@menu$);
switch(.@i) {
case 1:
mes .@n$;
mes "Whenever you need to work, please come to me.";
close;
default:
- set .@slot, .@i-2;
+ .@slot = .@i-2;
if (.@equip_card[.@slot] == 0 || .@equip_card[.@slot] >= 4700) {
mes .@n$;
mes "This socket is not equipped with any card. Why don't you check again?";
@@ -163,18 +170,19 @@
}
break;
}
- if (compare(.@mvp_list$,"|"+.@equip_card[.@slot]+"|"))
- set .@boss_chk,1;
+ for (.@i = 0; .@i < getarraysize(.@mvp_list); ++.@i) {
+ if (.@equip_card[.@slot] == .@mvp_list[.@i])
+ .@boss_chk = true;
+ }
}
- if (.@boss_chk == 0) {
+ if (!.@boss_chk) {
mes .@n$;
if (.@Jeremy)
mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
else
mes "Please choose the working fee.";
next;
- set .@menu$,
- "Next time...:"+
+ .@menu$ = "Next time...:"+
((Zeny >= 1000000)?"Use 1,000,000z (Do not use special item):":"^999999Use 1,000,000z (Insufficient)^000000:")+
((countitem(6441))?"Use Premium Lubricant:":"^999999Premium Lubricant (Insufficient)^000000:")+
((countitem(6440))?"Use Ordinary Lubricant":"^999999Ordinary Lubricant (Insufficient)^000000");
@@ -197,9 +205,9 @@
mes "Whenever you need the work, visit me here.";
close;
}
- set .@sf_c_num,150;
- set .@sf_r_num,150;
- set .@sf_w_num,150;
+ .@sf_c_num = 150;
+ .@sf_r_num = 150;
+ .@sf_w_num = 150;
Zeny -= 1000000;
break;
case 3:
@@ -216,9 +224,9 @@
mes "Whenever you need the work, visit me here.";
close;
}
- set .@sf_c_num,75;
- set .@sf_r_num,75;
- set .@sf_w_num,75;
+ .@sf_c_num = 75;
+ .@sf_r_num = 75;
+ .@sf_w_num = 75;
delitem 6441,1; //High_RankLubricant
break;
case 4:
@@ -235,13 +243,13 @@
mes "Whenever you need the work, visit me here.";
close;
}
- set .@sf_c_num,75;
- set .@sf_r_num,150;
- set .@sf_w_num,150;
+ .@sf_c_num = 75;
+ .@sf_r_num = 150;
+ .@sf_w_num = 150;
delitem 6440,1; //General_Lubricant
break;
}
- } else if (.@boss_chk == 1) {
+ } else {
mes .@n$;
mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work.";
next;
@@ -261,10 +269,10 @@
mes .@n$;
if (.@Jeremy) {
mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
- set .@menu$,"Alright, let's do it!";
+ .@menu$ = "Alright, let's do it!";
} else {
mes "May I continue?";
- set .@menu$,"I got it. Just do it quickly!";
+ .@menu$ = "I got it. Just do it quickly!";
}
next;
switch(select("Next time...:"+.@menu$)) {
@@ -273,45 +281,45 @@
mes "Whenever you need the work, visit me here.";
close;
case 2:
- set .@sf_c_num,60;
- set .@sf_r_num,60;
- set .@sf_w_num,60;
+ .@sf_c_num = 60;
+ .@sf_r_num = 60;
+ .@sf_w_num = 60;
delitem 6443,1; //Sillit_Pong_Bottle
break;
}
}
- set .@equip_id, getequipid(.@equip_num);
- set .@equip_refine, getequiprefinerycnt(.@equip_num);
+ .@equip_id = getequipid(.@equip_num);
+ .@equip_refine = getequiprefinerycnt(.@equip_num);
delequip .@equip_num;
// Chance of retaining refine level.
if (rand(1,.@sf_r_num) >= 61)
- set .@equip_refine,0;
+ .@equip_refine = 0;
if (.@Jeremy) {
// Chance of retaining equipment.
if (rand(1,.@sf_w_num) < 61) {
- set .@equip_safe,1;
+ .@equip_safe = 1;
getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0;
}
// Chance of retaining cards.
- for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ for(.@i = 0; .@i<4; ++.@i) {
if (.@equip_card[.@i]) {
if (rand(1,.@sf_c_num) < 61)
getitem .@equip_card[.@i],1;
else
- set .@card_break,1;
+ .@card_break = 1;
}
}
} else {
- set .@card, .@equip_card[.@slot];
- set .@equip_card[.@slot],0;
+ .@card = .@equip_card[.@slot];
+ .@equip_card[.@slot] = 0;
// Chance of retaining equipment.
if (rand(1,.@sf_w_num) < 61) {
- set .@equip_safe,1;
+ .@equip_safe = 1;
getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
}
@@ -319,7 +327,7 @@
if (rand(1,.@sf_c_num) < 61)
getitem .@card,1;
else
- set .@card_break,1;
+ .@card_break = 1;
}
// Display corresponding effect.
diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt
index 3ef33e953..01793816a 100644
--- a/npc/re/merchants/catalog.txt
+++ b/npc/re/merchants/catalog.txt
@@ -18,7 +18,7 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{
mes "- You have too many items. Please make space. -";
close;
}
- set .@ticket_cost, 200;
+ .@ticket_cost = 200;
mes "[Catalog Magician]";
mes "Look... the Magic Academy";
mes "in Geffen is now directly";
@@ -64,7 +64,7 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{
} else
break;
}
- set .@sell, .@ticket_cost * .@input;
+ .@sell = .@ticket_cost * .@input;
mes "The total number of catalog(s) that you're trying to purchase is " + .@input + " pieces.";
mes "It costs " + .@sell + " z.";
if (Zeny < .@sell) {
diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt
index fb20726a3..4d69e2a61 100644
--- a/npc/re/merchants/coin_exchange.txt
+++ b/npc/re/merchants/coin_exchange.txt
@@ -34,22 +34,22 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{
6420, //Cgrade_Coin
6421, //Dgrade_Coin
6422; //Egrade_Coin
- set .@menu$,"Stop:";
- for(set .@i,1; .@i<=6; set .@i,.@i+1) {
+ .@menu$ = "Stop:";
+ for(.@i = 1; .@i<=6; ++.@i) {
if (countitem(.@coins[.@i]))
- set .@menu$, .@menu$+getitemname(.@coins[.@i])+":";
+ .@menu$ += getitemname(.@coins[.@i])+":";
else
- set .@menu$, .@menu$+"^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
+ .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
}
- set .@i, select(.@menu$);
+ .@i = select(.@menu$);
switch(.@i) {
case 1:
mes "[Coin Exchanger CX-1]";
mes "Thank you for coming.";
close;
default:
- set .@coin, .@coins[.@i-1];
- set .@coin_select, .@i-1;
+ .@coin = .@coins[.@i-1];
+ .@coin_select = .@i-1;
break;
}
if (countitem(.@coin) == 0) {
@@ -69,17 +69,17 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{
setarray .@exchange_rate[0],30,10;
setarray .@exchange_loss[0],rand(1,4),rand(1,2); // Amount deducted per exchange.
setarray .@exchange_id[0],.@coins[.@coin_select-1],.@coins[.@coin_select+1];
- if (.@exchange_id[0] == .@coins[1]) set .@exchange_id[0],0; // Cannot exchange for Silvervine.
- set .@menu$,"Stop:";
- for(set .@i,0; .@i<2; set .@i,.@i+1) {
+ if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine.
+ .@menu$ = "Stop:";
+ for(.@i = 0; .@i<2; ++.@i) {
if (.@exchange_id[.@i] == 0)
- set .@menu$, .@menu$+"^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:";
+ .@menu$ += "^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:";
else if (countitem(.@coin) < .@exchange_rate[.@i])
- set .@menu$, .@menu$+"^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:";
+ .@menu$ += "^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:";
else
- set .@menu$, .@menu$+"Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):";
+ .@menu$ += "Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):";
}
- set .@i, select(.@menu$)-2;
+ .@i = select(.@menu$)-2;
if (.@i == -1) {
mes "[Coin Exchanger CX-1]";
mes "Thank you for coming.";
@@ -97,7 +97,7 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{
mes "Thank you for coming.";
close;
}
- set .@exchange_total, .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)];
+ .@exchange_total = .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)];
delitem .@coin, .@exchange_rate[.@i];
getitem .@exchange_id[.@i], .@exchange_total;
mes "[Coin Exchanger CX-1]";
@@ -129,10 +129,10 @@ malangdo,218,165,5 script Special Vending Machine 2_DROP_MACHINE,{
"Ordinary Lubricant",6440,36,
"Sillit Pong",6443,192;
L_AddItem:
- set .@menu$,"Explanation:";
- for(set .@i,0; .@i<getargcount(); set .@i,.@i+3)
- set .@menu$, .@menu$+getarg(.@i)+":";
- set .@i, select(.@menu$)-2;
+ .@menu$ = "Explanation:";
+ for(.@i = 0; .@i<getargcount(); .@i += 3)
+ .@menu$ += getarg(.@i)+":";
+ .@i = select(.@menu$)-2;
if (.@i == -1) {
mes "[Special Vending Machine]";
mes "Seagod's Protection is an item used for entering the Culvert memorial dungeon during a certain period.";
@@ -147,14 +147,14 @@ L_AddItem:
mes "Sillit Pong is special item that separates sockets with MVP cards. Unable to separate MVP card by Premium and Ordinary Lubricant.";
close;
}
- set .@cost, getarg(.@i*3+2);
+ .@cost = getarg(.@i*3+2);
mes "[Special Vending Machine]";
mes "You choose ^005500"+getarg(.@i*3)+"^000000. For purchasing, you need ^005500"+.@cost+"^000000 unit(s) of Silvervine Fruit.";
next;
if (countitem(6417) < .@cost)
- set .@ven_menu$, "^999999Silvervine Fruit (missing "+(.@cost - countitem(6417))+")^000000";
+ .@ven_menu$ = "^999999Silvervine Fruit (missing "+(.@cost - countitem(6417))+")^000000";
else
- set .@ven_menu$, "Purchase - Silvervine Fruit (have "+countitem(6417)+")";
+ .@ven_menu$ = "Purchase - Silvervine Fruit (have "+countitem(6417)+")";
switch(select("Stop:"+.@ven_menu$)) {
case 1:
mes "[Special Vending Machine]";
@@ -191,14 +191,14 @@ malangdo,236,179,5 script Dark Merchant K 4_CAT_REST,{
next;
setarray .@coin_amount[0],10,100,500,1000;
while(1) {
- set .@menu$,"";
- for(set .@i,0; .@i<getarraysize(.@coin_amount); set .@i,.@i+1) {
+ .@menu$ = "";
+ for(.@i = 0; .@i<getarraysize(.@coin_amount); ++.@i) {
if (countitem(6420) >= .@coin_amount[.@i])
- set .@menu$, .@menu$+"Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:";
+ .@menu$ += "Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:";
else
- set .@menu$, .@menu$+"^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:";
+ .@menu$ += "^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:";
}
- set .@i, select(.@menu$+"Quit")-1;
+ .@i = select(.@menu$+"Quit")-1;
if (.@i == getarraysize(.@coin_amount)) {
mes "[Merchant K]";
mes "Let's exchange some other time.";
@@ -243,23 +243,23 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{
6420, //Cgrade_Coin
6421, //Dgrade_Coin
6422; //Egrade_Coin
- set .@menu$,"Quit:";
- for(set .@i,1; .@i<=6; set .@i,.@i+1) {
+ .@menu$ = "Quit:";
+ for(.@i = 1; .@i<=6; ++.@i) {
if (countitem(.@coins[.@i]))
- set .@menu$, .@menu$+getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):";
+ .@menu$ += getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):";
else
- set .@menu$, .@menu$+"^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
+ .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
}
- set .@i, select(.@menu$)-1;
+ .@i = select(.@menu$)-1;
if (.@i == 0) {
mes "[Dark Machine TX100]";
mes "Thank you for coming.";
close;
}
- set .@coin, .@coins[.@i];
+ .@coin = .@coins[.@i];
setarray .@exchange_name$[0],"higher","lower";
setarray .@exchange_id[0],.@coins[.@i-1],.@coins[.@i+1];
- if (.@exchange_id[0] == .@coins[1]) set .@exchange_id[0],0; // Cannot exchange for Silvervine.
+ if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine.
if (.@i > getarraysize(.@coins)) {
mes "[Dark Machine TX100]";
mes "You've chosen abnormal menu.";
@@ -279,26 +279,26 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{
mes "---------------------";
mes "^ff3333We take a small vendor fee from your exchanged coins.^000000";
next;
- set .@menu$, "Quit:";
+ .@menu$ = "Quit:";
if (.@exchange_id[0] == 0)
- set .@menu$, .@menu$+"^ff3333Cannot exchange to higher level coin^000000:";
+ .@menu$ += "^ff3333Cannot exchange to higher level coin^000000:";
else {
if (countitem(.@coin) >= 99)
- set .@menu$, .@menu$+"Exchange 99 "+getitemname(.@coin)+" into higher level coin:";
+ .@menu$ += "Exchange 99 "+getitemname(.@coin)+" into higher level coin:";
else
- set .@menu$, .@menu$+"^aaaaaaExchange to higher level coin (Not enough)^000000:";
+ .@menu$ += "^aaaaaaExchange to higher level coin (Not enough)^000000:";
}
if (.@exchange_id[1] == 0)
- set .@menu$, .@menu$+"^ff3333Cannot exchange to lower level coin^000000:";
+ .@menu$ += "^ff3333Cannot exchange to lower level coin^000000:";
else {
if (countitem(.@coin) > 500)
- set .@menu$, .@menu$+"Exchange 500 "+getitemname(.@coin)+" into lower level coin:";
+ .@menu$ += "Exchange 500 "+getitemname(.@coin)+" into lower level coin:";
else if (countitem(.@coin))
- set .@menu$, .@menu$+"Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:";
+ .@menu$ += "Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:";
else
- set .@menu$, .@menu$+"^aaaaaaExchange to lower level coin (Not enough)^000000:";
+ .@menu$ += "^aaaaaaExchange to lower level coin (Not enough)^000000:";
}
- set .@i, select(.@menu$)-2;
+ .@i = select(.@menu$)-2;
if (.@i == -1) {
mes "[Dark Machine TX100]";
mes "Thank you for coming.";
@@ -323,17 +323,17 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{
}
switch(.@i) {
case 0:
- set .@payment_amount,99;
- set .@reward_amount, .@payment_amount/3;
- set .@coin_text$,"High";
+ .@payment_amount = 99;
+ .@reward_amount = .@payment_amount/3;
+ .@coin_text$ = "High";
break;
case 1:
- set .@payment_amount,(((countitem(.@coin) > 500))?500:countitem(.@coin));
- set .@reward_amount, .@payment_amount*3;
- set .@coin_text$,"Low";
+ .@payment_amount = (((countitem(.@coin) > 500))?500:countitem(.@coin));
+ .@reward_amount = .@payment_amount*3;
+ .@coin_text$ = "Low";
break;
}
- set .@fee, rand(1,3);
+ .@fee = rand(1,3);
delitem .@coin, .@payment_amount;
getitem .@exchange_id[.@i], .@reward_amount - .@fee;
mes "[Dark Machine TX100]";
@@ -389,20 +389,20 @@ malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{
mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am.";
close;
case 2:
- set .@check,1;
- set .@count,1;
+ .@check = 1;
+ .@count = 1;
break;
case 3:
- set .@check,10;
- set .@count,10;
+ .@check = 10;
+ .@count = 10;
break;
case 4:
- set .@check,100;
- set .@count,100;
+ .@check = 100;
+ .@count = 100;
break;
case 5:
- set .@check,1;
- set .@count,countitem(12633);
+ .@check = 1;
+ .@count = countitem(12633);
break;
}
if (countitem(12633) < .@check) {
@@ -501,16 +501,16 @@ function script F_mal_coin {
mes "The price of ^0000FF["+getarg(2)+"]^000000 is";
if (getarg(4) && getarg(5)) { // Type 1: Egrade_Coin or Malang_Sp_Can
mes getarg(4)+" E Grade Coin or "+getarg(5)+" Malangdo Canned Specialties.";
- set .@type,1;
- set .@menu$,"Yes.:No, I'll purchase with cans.:I don't want to purchase any.";
+ .@type = 1;
+ .@menu$ = "Yes.:No, I'll purchase with cans.:I don't want to purchase any.";
} else if (getarg(5)) { // Type 2: Malang_Sp_Can only
mes getarg(5)+" Malangdo Canned Specialties.";
- set .@type,2;
- set .@menu$,"Yes.::No.";
+ .@type = 2;
+ .@menu$ = "Yes.::No.";
} else { // Type 3: Silvervine only
mes getarg(6)+" Silvervine Fruit.";
- set .@type,3;
- set .@menu$,"Yes.::I don't want to purchase any.";
+ .@type = 3;
+ .@menu$ = "Yes.::I don't want to purchase any.";
}
next;
mes getarg(1);
@@ -524,23 +524,23 @@ function script F_mal_coin {
next;
switch(select(.@menu$)) {
case 2:
- set .@type,2;
+ .@type = 2;
case 1:
switch(.@type) {
case 1:
- set .@item,6422; //Egrade_Coin
- set .@amount,getarg(4);
- set .@str$,"coins";
+ .@item = 6422; //Egrade_Coin
+ .@amount = getarg(4);
+ .@str$ = "coins";
break;
case 2:
- set .@item,12636; //Malang_Sp_Can
- set .@amount,getarg(5);
- set .@str$,"cans";
+ .@item = 12636; //Malang_Sp_Can
+ .@amount = getarg(5);
+ .@str$ = "cans";
break;
case 3:
- set .@item,6417; //Silvervine
- set .@amount,getarg(6);
- set .@str$,"Silvervine Fruit";
+ .@item = 6417; //Silvervine
+ .@amount = getarg(6);
+ .@str$ = "Silvervine Fruit";
break;
}
if (countitem(.@item) < .@amount) {
@@ -576,7 +576,7 @@ malangdo,162,146,5 script Wandering Merchant#mal 4_M_MERCAT1,{
"Spearfish","Tuna","Hairtail","Saurel","Malang Snow Crab","Brindle Eel",
"Hairtail (7Days)","Spearfish (7Days)","Saurel (7Days)","Tuna (7Days)","Brindle Eel (7Days)","Malang Snow Crab (7Days)";
while(1) {
- set .@i, select(
+ .@i = select(
"[Spearfish(1hr)] 8 E-Coins/50 Cans",
"[Tuna(1hr)] 8 E-Coins/50 Cans",
"[Hairtail(1hr)] 8 E-Coins/50 Cans",
@@ -703,7 +703,7 @@ malangdo,173,145,4 script Stinky Merchant 4_M_MERCAT2,{
setarray .@items[1],2873,16015;
setarray .@names$[1],"Cat Hand Glove","Cat Club";
while(1) {
- set .@i, select(
+ .@i = select(
"[Cat Hand Glove] 32 E-Coins/200 Cans",
"[Cat Club] 32 E-Coins/200 Cans",
"End purchasing."
@@ -754,7 +754,7 @@ malangdo,150,135,5 script Roving Merchant 4_M_MERCAT1,{
setarray .@items[1],12639,12637,12638,12640;
setarray .@names$[1],"Flying Fish","Sow Bug","Dried Squid","Starfish";
while(1) {
- set .@i, select(
+ .@i = select(
"[Flying Fish] 200 Cans",
"[Sow Bug] 200 Cans",
"[Dried Squid] 200 Cans",
@@ -832,7 +832,7 @@ ecl_in01,66,95,2 script Armor Merchant Naphara 4_F_FAIRYKID,{
mes "Hello, this is Naphara's store, a place of high class goods.";
mes "What would you need?";
next;
- set .@i, select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove");
+ .@i = select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove");
mes "[Armor Merchant]";
switch(.@i) {
case 1: // Str Glove
@@ -840,42 +840,42 @@ ecl_in01,66,95,2 script Armor Merchant Naphara 4_F_FAIRYKID,{
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFATK+1 increases for every STR+10^000000";
mes "^3131FFATK +1% added above STR 110^000000";
- set .@item,2917; //Str_Glove
+ .@item = 2917; //Str_Glove
break;
case 2:
mes "^3131FFInt Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFMATK+1 increases for every INT+10^000000";
mes "^3131FFMATK +1% added above INT 110^000000";
- set .@item,2918; //Int_Glove
+ .@item = 2918; //Int_Glove
break;
case 3:
mes "^3131FFAgi Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFFLEE+1 increases for every AGI+10^000000";
mes "^3131FFComplete Flee +1 added above AGI 110^000000";
- set .@item,2919; //Agi_Glove
+ .@item = 2919; //Agi_Glove
break;
case 4:
mes "^3131FFVit Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFMHP+50 for every VIT+10^000000";
mes "^3131FFMHP+1% added above VIT 110^000000";
- set .@item,2920; //Vit_Glove
+ .@item = 2920; //Vit_Glove
break;
case 5:
mes "^3131FFDex Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFHIT+1 increases for every DEX+10^000000";
mes "^3131FFRanged attack power +1% added above DEX 110^000000";
- set .@item,2921; //Dex_Glove
+ .@item = 2921; //Dex_Glove
break;
case 6:
mes "^3131FFLuk Glove^000000";
mes "^3131FFMHP + 100, MSP + 20^000000";
mes "^3131FFCRI+1 increases for every LUK+10^000000";
mes "^3131FFCritical damage +1% added above LUK 110^000000";
- set .@item,2922; //Luk_Glove
+ .@item = 2922; //Luk_Glove
break;
}
mes "^3131FFRequired Level: 100^000000";
@@ -921,9 +921,9 @@ ecl_in01,64,97,4 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{
next;
setarray .@noslots[0],2917,2918,2919,2920,2921,2922;
setarray .@slotted[0],2923,2924,2925,2926,2927,2928;
- set .@i, select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1;
- set .@item, .@noslots[.@i];
- set .@new_item, .@slotted[.@i];
+ .@i = select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1;
+ .@item = .@noslots[.@i];
+ .@new_item = .@slotted[.@i];
mes "[Slot Expert]";
mes "Let's confirm for the last time. Is the one you want "+getitemname(.@item)+"?";
next;
@@ -1063,16 +1063,16 @@ ecl_in01,67,39,4 script Replication Expert Palt 4_M_FAIRYKID4,{
0, //-- not implemented? --
19545; //C_Boys_Cap
if (countitem(6081) >= 50 && countitem(747) >= 4 && countitem(6395) >= 1 && countitem(721) >= 10 && countitem(723) >= 10 && countitem(726) >= 10 && countitem(728) >= 10 && countitem(729) >= 10)
- set .@item_check,1;
- for(set .@i,0; .@i<getarraysize(.@items); set .@i,.@i+1) {
+ .@item_check = 1;
+ for(.@i = 0; .@i<getarraysize(.@items); ++.@i) {
if (.@item_check && countitem(.@items[.@i]))
- set .@menu$, .@menu$+getitemname(.@items[.@i])+":"; //custom
+ .@menu$ += getitemname(.@items[.@i])+":"; //custom
else
- set .@menu$, .@menu$+getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):";
+ .@menu$ += getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):";
}
- set .@i, select(.@menu$)-1;
- set .@item, .@items[.@i];
- set .@new_item, .@costumes[.@i];
+ .@i = select(.@menu$)-1;
+ .@item = .@items[.@i];
+ .@new_item = .@costumes[.@i];
mes "[Paltu]";
mes "Is ^0571B0"+getitemname(.@item)+"^000000 what you wanted?";
next;
@@ -1115,26 +1115,26 @@ ecl_in01,33,98,4 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{
case 1:
mes "[Herb Merchant]";
mes "Snow Flip has special effects on ^3131FFBurning, Bleeding, Deep Sleep, Sleep^000000.";
- set .@item,12812; //Snow_Flip
- set .@cost,5;
+ .@item = 12812; //Snow_Flip
+ .@cost = 5;
break;
case 2:
mes "[Herb Merchant]";
mes "Peony Mamy has special effects on ^3131FFFrost, Frozen, Freezing^000000.";
- set .@item,12813; //Peony_Mommy
- set .@cost,5;
+ .@item = 12813; //Peony_Mommy
+ .@cost = 5;
break;
case 3:
mes "[Herb Merchant]";
mes "Slapping Herb has special effects on ^3131FFStun, Fear, Chaos, Hallucination^000000.";
- set .@item,12814; //Slapping_Herb
- set .@cost,1;
+ .@item = 12814; //Slapping_Herb
+ .@cost = 1;
break;
case 4:
mes "[Herb Merchant]";
mes "Yggdrasil Dust has special effects on ^3131FFBlind, Curse, Decrease Agility, Reverse Orcish^000000.";
- set .@item,12815; //Yggdrasil_Dust
- set .@cost,1;
+ .@item = 12815; //Yggdrasil_Dust
+ .@cost = 1;
break;
case 5:
mes "[Herb Merchant]";
@@ -1146,15 +1146,15 @@ ecl_in01,33,98,4 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{
next;
switch(select("Buy 1.:Buy 10.:Don't buy.")) {
case 1:
- set .@amount,1;
+ .@amount = 1;
break;
case 2:
- set .@amount,10;
+ .@amount = 10;
break;
case 3:
close;
}
- set .@price,.@amount*.@cost;
+ .@price = .@amount*.@cost;
mes "[Herb Merchant]";
mes "Would you like to buy "+.@amount+" "+getitemname(.@item)+"?";
next;
diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt
index eda1740ca..80fcb88de 100644
--- a/npc/re/merchants/diamond.txt
+++ b/npc/re/merchants/diamond.txt
@@ -18,7 +18,7 @@
- script RareDiamondMerchant 1_M_MERCHANT,{
- set .@npc$, "[Rare Diamond Merchant]";
+ .@npc$ = "[Rare Diamond Merchant]";
mes .@npc$;
mes "Ladies and Gentlemen! ! !";
@@ -47,9 +47,9 @@
mes "It is the ^FF82FF'17 Carat Diamond'^000000!";
next;
- set .@menu$, "^FF82FF'17 Carat Diamond'^000000?";
+ .@menu$ = "^FF82FF'17 Carat Diamond'^000000?";
if (countitem(6024))
- set .@menu$, .@menu$ + ":Exchange my 17 Carat Diamond for zeny...";
+ .@menu$ += ":Exchange my 17 Carat Diamond for zeny...";
switch(select(.@menu$)) {
case 1:
diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt
index 24ed71c04..6dbb264df 100644
--- a/npc/re/merchants/enchan_mal.txt
+++ b/npc/re/merchants/enchan_mal.txt
@@ -49,21 +49,21 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{
mes "Several rules are changed. Well, you better have experience.";
close;
case 2:
- set @mal_enchant_select,1;
+ @mal_enchant_select = 1;
break;
case 3:
- set @mal_enchant_select,2;
+ @mal_enchant_select = 2;
break;
}
if (!getequipisequiped(EQI_HAND_R)) {
mes "[Mayomayo]";
mes "Did you take off your equipment?";
- set @mal_enchant_select,0;
+ @mal_enchant_select = 0;
close;
}
- set @mal_equip_id, getequipid(EQI_HAND_R);
- set .@equip_type, getiteminfo(@mal_equip_id,11);
+ @mal_equip_id = getequipid(EQI_HAND_R);
+ .@equip_type = getiteminfo(@mal_equip_id,11);
//callsub L_Socket,<cost multiplier>,<4-x enchants possible>;
switch(.@equip_type) { // Check weapon type first to speed up the checks.
@@ -306,18 +306,18 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{
mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~";
else
mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~";
- set @mal_equip_id,0;
- set @mal_enchant_select,0;
+ @mal_equip_id = 0;
+ @mal_enchant_select = 0;
close;
L_Socket:
- set .@select, @mal_enchant_select;
- set .@equip_id, @mal_equip_id;
- set .@equip_name$, getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":"");
- set .@equip_refine, getequiprefinerycnt(EQI_HAND_R);
+ .@select = @mal_enchant_select;
+ .@equip_id = @mal_equip_id;
+ .@equip_name$ = getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":"");
+ .@equip_refine = getequiprefinerycnt(EQI_HAND_R);
setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
- set @mal_equip_id,0;
- set @mal_enchant_select,0;
+ @mal_equip_id = 0;
+ @mal_enchant_select = 0;
if (.@select == 1) {
mes "[Mayomayo]";
@@ -327,16 +327,16 @@ L_Socket:
setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID
setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier
- set .@menu$, "Stop:";
- for(set .@i,0; .@i<getarraysize(.@coin); set .@i,.@i+1) {
- set .@count[.@i], countitem(.@coin[.@i]);
- set .@total[.@i], getarg(0)*.@cost[.@i];
+ .@menu$ = "Stop:";
+ for(.@i = 0; .@i<getarraysize(.@coin); ++.@i) {
+ .@count[.@i] = countitem(.@coin[.@i]);
+ .@total[.@i] = getarg(0)*.@cost[.@i];
if (.@count[.@i] < .@total[.@i])
- set .@menu$, .@menu$+"^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:";
+ .@menu$ += "^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:";
else
- set .@menu$, .@menu$+getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):";
+ .@menu$ += getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):";
}
- set .@coin_select, select(.@menu$)-2;
+ .@coin_select = select(.@menu$)-2;
if (.@coin_select == -1) {
mes "[Mayomayo]";
mes "Come back again if you change your mind.";
@@ -348,16 +348,16 @@ L_Socket:
}
switch(.@coin_select) {
case 0: //Egrade_Coin
- set .@enchant_type,10;
+ .@enchant_type = 10;
break;
case 1: //Dgrade_Coin
- set .@enchant_type,9;
+ .@enchant_type = 9;
break;
case 2: //Cgrade_Coin
- set .@enchant_type,8;
+ .@enchant_type = 8;
break;
case 3: //Bgrade_Coin
- set .@enchant_type,7;
+ .@enchant_type = 7;
break;
case 4: //Agrade_Coin
case 5: //Anger_Seagod
@@ -370,23 +370,23 @@ L_Socket:
mes "Ok. If you change your mind, let me know.";
close;
case 2:
- set .@enchant_type,((.@coin_select == 4)?4:1);
+ .@enchant_type = ((.@coin_select == 4)?4:1);
break;
case 3:
- set .@enchant_type,((.@coin_select == 4)?5:2);
+ .@enchant_type = ((.@coin_select == 4)?5:2);
break;
case 4:
- set .@enchant_type,((.@coin_select == 4)?6:3);
+ .@enchant_type = ((.@coin_select == 4)?6:3);
break;
}
break;
}
if (.@equip_card[3] == 0 && getarg(1) < 4) {
- set .@socket,4;
- set .@str$,"1st";
+ .@socket = 4;
+ .@str$ = "1st";
} else if (.@equip_card[2] == 0 && getarg(1) < 3) {
- set .@socket,3;
- set .@str$,"2nd";
+ .@socket = 3;
+ .@str$ = "2nd";
} else {
mes "[Mayomayo]";
mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon.";
@@ -402,174 +402,174 @@ L_Socket:
}
switch(.@enchant_type) {
case 10: //Egrade_Coin
- set .@i, rand(1,531);
- if (.@i < 101) set .@enchant,4787; //Mdef4
- else if (.@i < 201) set .@enchant,4792; //Def6
- else if (.@i < 301) set .@enchant,4801; //SP100
- else if (.@i < 351) set .@enchant,4795; //HP100
- else if (.@i < 401) set .@enchant,4796; //HP200
- else if (.@i < 451) set .@enchant,4819; //Atk1
- else if (.@i < 476) set .@enchant,4720; //Dexterity1
- else if (.@i < 501) set .@enchant,4740; //Vitality1
- else if (.@i < 526) set .@enchant,4750; //Luck1
- else if (.@i < 528) set .@enchant,4700; //Strength1
- else if (.@i < 530) set .@enchant,4730; //Agility1
- else if (.@i < 532) set .@enchant,4710; //Inteligence1
- else set .@enchant,9;
+ .@i = rand(1,531);
+ if (.@i < 101) .@enchant = 4787; //Mdef4
+ else if (.@i < 201) .@enchant = 4792; //Def6
+ else if (.@i < 301) .@enchant = 4801; //SP100
+ else if (.@i < 351) .@enchant = 4795; //HP100
+ else if (.@i < 401) .@enchant = 4796; //HP200
+ else if (.@i < 451) .@enchant = 4819; //Atk1
+ else if (.@i < 476) .@enchant = 4720; //Dexterity1
+ else if (.@i < 501) .@enchant = 4740; //Vitality1
+ else if (.@i < 526) .@enchant = 4750; //Luck1
+ else if (.@i < 528) .@enchant = 4700; //Strength1
+ else if (.@i < 530) .@enchant = 4730; //Agility1
+ else if (.@i < 532) .@enchant = 4710; //Inteligence1
+ else .@enchant = 9;
break;
case 9: //Dgrade_Coin
- set .@i, rand(1,531);
- if (.@i < 101) set .@enchant,4795; //HP100
- else if (.@i < 201) set .@enchant,4796; //HP200
- else if (.@i < 301) set .@enchant,4819; //Atk1
- else if (.@i < 351) set .@enchant,4720; //Dexterity1
- else if (.@i < 401) set .@enchant,4740; //Vitality1
- else if (.@i < 451) set .@enchant,4750; //Luck1
- else if (.@i < 476) set .@enchant,4700; //Strength1
- else if (.@i < 501) set .@enchant,4730; //Agility1
- else if (.@i < 526) set .@enchant,4710; //Inteligence1
- else if (.@i < 528) set .@enchant,4701; //Strength2
- else if (.@i < 530) set .@enchant,4731; //Agility2
- else if (.@i < 532) set .@enchant,4711; //Inteligence2
- else set .@enchant,9;
+ .@i = rand(1,531);
+ if (.@i < 101) .@enchant = 4795; //HP100
+ else if (.@i < 201) .@enchant = 4796; //HP200
+ else if (.@i < 301) .@enchant = 4819; //Atk1
+ else if (.@i < 351) .@enchant = 4720; //Dexterity1
+ else if (.@i < 401) .@enchant = 4740; //Vitality1
+ else if (.@i < 451) .@enchant = 4750; //Luck1
+ else if (.@i < 476) .@enchant = 4700; //Strength1
+ else if (.@i < 501) .@enchant = 4730; //Agility1
+ else if (.@i < 526) .@enchant = 4710; //Inteligence1
+ else if (.@i < 528) .@enchant = 4701; //Strength2
+ else if (.@i < 530) .@enchant = 4731; //Agility2
+ else if (.@i < 532) .@enchant = 4711; //Inteligence2
+ else .@enchant = 9;
break;
case 8: //Cgrade_Coin
- set .@i, rand(1,531);
- if (.@i < 101) set .@enchant,4720; //Dexterity1
- else if (.@i < 201) set .@enchant,4740; //Vitality1
- else if (.@i < 301) set .@enchant,4750; //Luck1
- else if (.@i < 351) set .@enchant,4700; //Strength1
- else if (.@i < 401) set .@enchant,4730; //Agility1
- else if (.@i < 451) set .@enchant,4710; //Inteligence1
- else if (.@i < 476) set .@enchant,4701; //Strength2
- else if (.@i < 501) set .@enchant,4731; //Agility2
- else if (.@i < 526) set .@enchant,4711; //Inteligence2
- else if (.@i < 528) set .@enchant,4702; //Strength3
- else if (.@i < 530) set .@enchant,4732; //Agility3
- else if (.@i < 532) set .@enchant,4712; //Inteligence3
- else set .@enchant,9;
+ .@i = rand(1,531);
+ if (.@i < 101) .@enchant = 4720; //Dexterity1
+ else if (.@i < 201) .@enchant = 4740; //Vitality1
+ else if (.@i < 301) .@enchant = 4750; //Luck1
+ else if (.@i < 351) .@enchant = 4700; //Strength1
+ else if (.@i < 401) .@enchant = 4730; //Agility1
+ else if (.@i < 451) .@enchant = 4710; //Inteligence1
+ else if (.@i < 476) .@enchant = 4701; //Strength2
+ else if (.@i < 501) .@enchant = 4731; //Agility2
+ else if (.@i < 526) .@enchant = 4711; //Inteligence2
+ else if (.@i < 528) .@enchant = 4702; //Strength3
+ else if (.@i < 530) .@enchant = 4732; //Agility3
+ else if (.@i < 532) .@enchant = 4712; //Inteligence3
+ else .@enchant = 9;
break;
case 7: //Bgrade_Coin
- set .@i, rand(1,531);
- if (.@i < 101) set .@enchant,4700; //Strength1
- else if (.@i < 201) set .@enchant,4730; //Agility1
- else if (.@i < 301) set .@enchant,4710; //Inteligence1
- else if (.@i < 351) set .@enchant,4701; //Strength2
- else if (.@i < 401) set .@enchant,4731; //Agility2
- else if (.@i < 451) set .@enchant,4711; //Inteligence2
- else if (.@i < 476) set .@enchant,4702; //Strength3
- else if (.@i < 501) set .@enchant,4732; //Agility3
- else if (.@i < 526) set .@enchant,4712; //Inteligence3
- else if (.@i < 528) set .@enchant,4703; //Strength4
- else if (.@i < 530) set .@enchant,4733; //Agility4
- else if (.@i < 532) set .@enchant,4713; //Inteligence4
- else set .@enchant,9;
+ .@i = rand(1,531);
+ if (.@i < 101) .@enchant = 4700; //Strength1
+ else if (.@i < 201) .@enchant = 4730; //Agility1
+ else if (.@i < 301) .@enchant = 4710; //Inteligence1
+ else if (.@i < 351) .@enchant = 4701; //Strength2
+ else if (.@i < 401) .@enchant = 4731; //Agility2
+ else if (.@i < 451) .@enchant = 4711; //Inteligence2
+ else if (.@i < 476) .@enchant = 4702; //Strength3
+ else if (.@i < 501) .@enchant = 4732; //Agility3
+ else if (.@i < 526) .@enchant = 4712; //Inteligence3
+ else if (.@i < 528) .@enchant = 4703; //Strength4
+ else if (.@i < 530) .@enchant = 4733; //Agility4
+ else if (.@i < 532) .@enchant = 4713; //Inteligence4
+ else .@enchant = 9;
break;
case 6: //Agrade_Coin - Caster
- set .@i, rand(1,555);
- if (.@i < 81) set .@enchant,4711; //Inteligence2
- else if (.@i < 161) set .@enchant,4721; //Dexterity2
- else if (.@i < 241) set .@enchant,4814; //Spell2
- else if (.@i < 311) set .@enchant,4712; //Inteligence3
- else if (.@i < 371) set .@enchant,4722; //Dexterity3
- else if (.@i < 431) set .@enchant,4813; //Spell3
- else if (.@i < 476) set .@enchant,4713; //Inteligence4
- else if (.@i < 516) set .@enchant,4812; //Spell4
- else if (.@i < 526) set .@enchant,4760; //Matk1
- else if (.@i < 546) set .@enchant,4714; //Inteligence5
- else if (.@i < 551) set .@enchant,4826; //Spell5
- else if (.@i < 556) set .@enchant,4761; //Matk2
- else set .@enchant,9;
+ .@i = rand(1,555);
+ if (.@i < 81) .@enchant = 4711; //Inteligence2
+ else if (.@i < 161) .@enchant = 4721; //Dexterity2
+ else if (.@i < 241) .@enchant = 4814; //Spell2
+ else if (.@i < 311) .@enchant = 4712; //Inteligence3
+ else if (.@i < 371) .@enchant = 4722; //Dexterity3
+ else if (.@i < 431) .@enchant = 4813; //Spell3
+ else if (.@i < 476) .@enchant = 4713; //Inteligence4
+ else if (.@i < 516) .@enchant = 4812; //Spell4
+ else if (.@i < 526) .@enchant = 4760; //Matk1
+ else if (.@i < 546) .@enchant = 4714; //Inteligence5
+ else if (.@i < 551) .@enchant = 4826; //Spell5
+ else if (.@i < 556) .@enchant = 4761; //Matk2
+ else .@enchant = 9;
break;
case 5: //Agrade_Coin - Long Range
- set .@i, rand(1,555);
- if (.@i < 81) set .@enchant,4731; //Agility2
- else if (.@i < 161) set .@enchant,4833; //Expert_Archer2
- else if (.@i < 241) set .@enchant,4817; //Sharp2
- else if (.@i < 311) set .@enchant,4732; //Agility3
- else if (.@i < 371) set .@enchant,4834; //Expert_Archer3
- else if (.@i < 431) set .@enchant,4816; //Sharp3
- else if (.@i < 476) set .@enchant,4733; //Agility4
- else if (.@i < 516) set .@enchant,4835; //Expert_Archer4
- else if (.@i < 526) set .@enchant,4807; //Atk_Speed1
- else if (.@i < 546) set .@enchant,4734; //Agility5
- else if (.@i < 551) set .@enchant,4836; //Expert_Archer5
- else if (.@i < 556) set .@enchant,4807; //Atk_Speed1
- else set .@enchant,9;
+ .@i = rand(1,555);
+ if (.@i < 81) .@enchant = 4731; //Agility2
+ else if (.@i < 161) .@enchant = 4833; //Expert_Archer2
+ else if (.@i < 241) .@enchant = 4817; //Sharp2
+ else if (.@i < 311) .@enchant = 4732; //Agility3
+ else if (.@i < 371) .@enchant = 4834; //Expert_Archer3
+ else if (.@i < 431) .@enchant = 4816; //Sharp3
+ else if (.@i < 476) .@enchant = 4733; //Agility4
+ else if (.@i < 516) .@enchant = 4835; //Expert_Archer4
+ else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
+ else if (.@i < 546) .@enchant = 4734; //Agility5
+ else if (.@i < 551) .@enchant = 4836; //Expert_Archer5
+ else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
+ else .@enchant = 9;
break;
case 4: //Agrade_Coin - Short Range
- set .@i, rand(1,555);
- if (.@i < 81) set .@enchant,4731; //Agility2
- else if (.@i < 161) set .@enchant,4808; //Fighting_Spirit4
- else if (.@i < 241) set .@enchant,4817; //Sharp2
- else if (.@i < 311) set .@enchant,4732; //Agility3
- else if (.@i < 371) set .@enchant,4820; //Fighting_Spirit5
- else if (.@i < 431) set .@enchant,4816; //Sharp3
- else if (.@i < 476) set .@enchant,4733; //Agility4
- else if (.@i < 516) set .@enchant,4821; //Fighting_Spirit6
- else if (.@i < 526) set .@enchant,4807; //Atk_Speed1
- else if (.@i < 546) set .@enchant,4734; //Agility5
- else if (.@i < 551) set .@enchant,4822; //Fighting_Spirit7
- else if (.@i < 556) set .@enchant,4807; //Atk_Speed1
- else set .@enchant,9;
+ .@i = rand(1,555);
+ if (.@i < 81) .@enchant = 4731; //Agility2
+ else if (.@i < 161) .@enchant = 4808; //Fighting_Spirit4
+ else if (.@i < 241) .@enchant = 4817; //Sharp2
+ else if (.@i < 311) .@enchant = 4732; //Agility3
+ else if (.@i < 371) .@enchant = 4820; //Fighting_Spirit5
+ else if (.@i < 431) .@enchant = 4816; //Sharp3
+ else if (.@i < 476) .@enchant = 4733; //Agility4
+ else if (.@i < 516) .@enchant = 4821; //Fighting_Spirit6
+ else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
+ else if (.@i < 546) .@enchant = 4734; //Agility5
+ else if (.@i < 551) .@enchant = 4822; //Fighting_Spirit7
+ else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
+ else .@enchant = 9;
break;
case 3: //Anger_Seagod - Caster
- set .@i, rand(1,555);
- if (.@i < 81) set .@enchant,4712; //Inteligence3
- else if (.@i < 161) set .@enchant,4722; //Dexterity3
- else if (.@i < 241) set .@enchant,4813; //Spell3
- else if (.@i < 311) set .@enchant,4713; //Inteligence4
- else if (.@i < 371) set .@enchant,4812; //Spell4
- else if (.@i < 431) set .@enchant,4760; //Matk1
- else if (.@i < 476) set .@enchant,4714; //Inteligence5
- else if (.@i < 516) set .@enchant,4826; //Spell5
- else if (.@i < 526) set .@enchant,4761; //Matk2
- else if (.@i < 546) set .@enchant,4715; //Inteligence6
- else if (.@i < 551) set .@enchant,4827; //Spell6
- else if (.@i < 556) set .@enchant,4761; //Matk2
- else set .@enchant,9;
+ .@i = rand(1,555);
+ if (.@i < 81) .@enchant = 4712; //Inteligence3
+ else if (.@i < 161) .@enchant = 4722; //Dexterity3
+ else if (.@i < 241) .@enchant = 4813; //Spell3
+ else if (.@i < 311) .@enchant = 4713; //Inteligence4
+ else if (.@i < 371) .@enchant = 4812; //Spell4
+ else if (.@i < 431) .@enchant = 4760; //Matk1
+ else if (.@i < 476) .@enchant = 4714; //Inteligence5
+ else if (.@i < 516) .@enchant = 4826; //Spell5
+ else if (.@i < 526) .@enchant = 4761; //Matk2
+ else if (.@i < 546) .@enchant = 4715; //Inteligence6
+ else if (.@i < 551) .@enchant = 4827; //Spell6
+ else if (.@i < 556) .@enchant = 4761; //Matk2
+ else .@enchant = 9;
break;
case 2: //Anger_Seagod - Long Range
- set .@i, rand(1,555);
- if (.@i < 81) set .@enchant,4732; //Agility3
- else if (.@i < 161) set .@enchant,4834; //Expert_Archer3
- else if (.@i < 241) set .@enchant,4843; //Sharp4
- else if (.@i < 311) set .@enchant,4733; //Agility4
- else if (.@i < 371) set .@enchant,4835; //Expert_Archer4
- else if (.@i < 431) set .@enchant,4844; //Sharp5
- else if (.@i < 476) set .@enchant,4734; //Agility5
- else if (.@i < 516) set .@enchant,4836; //Expert_Archer5
- else if (.@i < 526) set .@enchant,4807; //Atk_Speed1
- else if (.@i < 546) set .@enchant,4735; //Agility6
- else if (.@i < 551) set .@enchant,4837; //Expert_Archer6
- else if (.@i < 556) set .@enchant,4807; //Atk_Speed1
- else set .@enchant,9;
+ .@i = rand(1,555);
+ if (.@i < 81) .@enchant = 4732; //Agility3
+ else if (.@i < 161) .@enchant = 4834; //Expert_Archer3
+ else if (.@i < 241) .@enchant = 4843; //Sharp4
+ else if (.@i < 311) .@enchant = 4733; //Agility4
+ else if (.@i < 371) .@enchant = 4835; //Expert_Archer4
+ else if (.@i < 431) .@enchant = 4844; //Sharp5
+ else if (.@i < 476) .@enchant = 4734; //Agility5
+ else if (.@i < 516) .@enchant = 4836; //Expert_Archer5
+ else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
+ else if (.@i < 546) .@enchant = 4735; //Agility6
+ else if (.@i < 551) .@enchant = 4837; //Expert_Archer6
+ else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
+ else .@enchant = 9;
break;
case 1: //Anger_Seagod - Short Range
- set .@i, rand(1,555);
- if (.@i < 81) set .@enchant,4732; //Agility3
- else if (.@i < 161) set .@enchant,4820; //Fighting_Spirit5
- else if (.@i < 241) set .@enchant,4843; //Sharp4
- else if (.@i < 311) set .@enchant,4733; //Agility4
- else if (.@i < 371) set .@enchant,4821; //Fighting_Spirit6
- else if (.@i < 431) set .@enchant,4844; //Sharp5
- else if (.@i < 476) set .@enchant,4734; //Agility5
- else if (.@i < 516) set .@enchant,4822; //Fighting_Spirit7
- else if (.@i < 526) set .@enchant,4807; //Atk_Speed1
- else if (.@i < 546) set .@enchant,4735; //Agility6
- else if (.@i < 551) set .@enchant,4823; //Fighting_Spirit8
- else if (.@i < 556) set .@enchant,4807; //Atk_Speed1
- else set .@enchant,9;
+ .@i = rand(1,555);
+ if (.@i < 81) .@enchant = 4732; //Agility3
+ else if (.@i < 161) .@enchant = 4820; //Fighting_Spirit5
+ else if (.@i < 241) .@enchant = 4843; //Sharp4
+ else if (.@i < 311) .@enchant = 4733; //Agility4
+ else if (.@i < 371) .@enchant = 4821; //Fighting_Spirit6
+ else if (.@i < 431) .@enchant = 4844; //Sharp5
+ else if (.@i < 476) .@enchant = 4734; //Agility5
+ else if (.@i < 516) .@enchant = 4822; //Fighting_Spirit7
+ else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
+ else if (.@i < 546) .@enchant = 4735; //Agility6
+ else if (.@i < 551) .@enchant = 4823; //Fighting_Spirit8
+ else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
+ else .@enchant = 9;
break;
default:
mes "[Mayomayo]";
mes "There is something wrong. Please try again.";
close;
}
- if (.@equip_card[3] == 0 && getarg(1) < 4) set .@equip_card[3],.@enchant;
- else if (.@equip_card[2] == 0 && getarg(1) < 3) set .@equip_card[2],.@enchant;
- else if (.@equip_card[1] == 0 && getarg(1) < 2) set .@equip_card[1],.@enchant;
- else if (.@equip_card[0] == 0 && getarg(1) < 1) set .@equip_card[0],.@enchant;
+ if (.@equip_card[3] == 0 && getarg(1) < 4) .@equip_card[3] = .@enchant;
+ else if (.@equip_card[2] == 0 && getarg(1) < 3) .@equip_card[2] = .@enchant;
+ else if (.@equip_card[1] == 0 && getarg(1) < 2) .@equip_card[1] = .@enchant;
+ else if (.@equip_card[0] == 0 && getarg(1) < 1) .@equip_card[0] = .@enchant;
else {
mes "[Mayomayo]";
mes "This equipment is at the end of enchant. I provide enchant for two times maximum.";
@@ -628,9 +628,9 @@ L_Socket:
delequip EQI_HAND_R;
// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ for(.@i = 0; .@i<4; ++.@i) {
if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- set .@equip_card[.@i],0;
+ .@equip_card[.@i] = 0;
}
getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt
index e35f768a3..6db1cc002 100644
--- a/npc/re/merchants/enchan_mora.txt
+++ b/npc/re/merchants/enchan_mora.txt
@@ -97,7 +97,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{
setarray .@items[0],1657,16013; //Wand_Of_Affection,Mace_Of_Judgement
break;
}
- set .@item, .@items[rand(getarraysize(.@items))];
+ .@item = .@items[rand(getarraysize(.@items))];
delitem 6380,10; //Mora_Coin
getitem .@item,1;
mes "[Artifice]";
@@ -112,9 +112,9 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{
mes "It seems that you have power to control the ring so I cannot exchange it into coins.";
close;
}
- if (countitem(2864)) set .@item,2864; //Light_Of_Cure
- else if (countitem(2865)) set .@item,2865; //Seal_Of_Cathedral
- else if (countitem(2866)) set .@item,2866; //Ring_Of_Archbishop
+ if (countitem(2864)) .@item = 2864; //Light_Of_Cure
+ else if (countitem(2865)) .@item = 2865; //Seal_Of_Cathedral
+ else if (countitem(2866)) .@item = 2866; //Ring_Of_Archbishop
else {
mes "[Artifice]";
mes "Did you change something?";
@@ -172,7 +172,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
mes "[Relice]";
mes "If you have a ritual for luck, you should use it now!";
next;
- set .@select, select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement");
+ .@select = select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement");
switch(.@select) {
case 1:
mes "[Relice]";
@@ -183,9 +183,9 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
case 4:
setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop
setarray .@special[0],4803,4804,4805; //Highness_Heal_3sec,Coluceo_Heal30,Heal_Amount2
- set .@item, .@items[.@select-2];
- set .@sp, .@special[.@select-2];
- set .@enchant_type,1;
+ .@item = .@items[.@select-2];
+ .@sp = .@special[.@select-2];
+ .@enchant_type = 1;
break;
case 5:
case 6:
@@ -195,16 +195,16 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
case 10:
case 11:
setarray .@items[0],2471,2472,2569,2570,15029,15030,2156; //Shoes_Of_Affection,Shoes_Of_Judgement,Shawl_Of_Affection,Shawl_Of_Judgement,Robe_Of_Affection,Robe_Of_Judgement,Bible_Of_Promise1
- set .@item, .@items[.@select-5];
- set .@enchant_type,2;
+ .@item = .@items[.@select-5];
+ .@enchant_type = 2;
break;
case 12:
- set .@item,1657; //Wand_Of_Affection
- set .@enchant_type,3;
+ .@item = 1657; //Wand_Of_Affection
+ .@enchant_type = 3;
break;
case 13:
- set .@item,16013; //Mace_Of_Judgement
- set .@enchant_type,4;
+ .@item = 16013; //Mace_Of_Judgement
+ .@enchant_type = 4;
break;
}
if (countitem(6380) < 2 || countitem(.@item) == 0) {
@@ -217,7 +217,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
delitem .@item,1;
switch(.@enchant_type) {
case 1:
- set .@i, rand(1,1487);
+ .@i = rand(1,1487);
if (.@i <= 1024) {
// Basic combinations
// (raw: .@i increments by 16, 4 repeats)
@@ -235,7 +235,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
}
break;
case 2:
- set .@i, rand(1,1487);
+ .@i = rand(1,1487);
if (.@i <= 1024) {
// Basic combinations
// (raw: .@i increments by 16)
@@ -262,7 +262,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
}
break;
case 3:
- set .@i, rand(1,2852);
+ .@i = rand(1,2852);
if (.@i <= 1984) {
// Basic combinations
// (raw: .@i increments by 31, 4 repeats)
@@ -285,7 +285,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
}
break;
case 4:
- set .@i, rand(1,2852);
+ .@i = rand(1,2852);
if (.@i <= 1984) {
// Basic combinations
// (raw: .@i increments by 31, 4 repeats)
@@ -363,9 +363,9 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{
mes "[Guardian of Artifacts]";
mes "Okay, see you later then.";
close;
- case 2:
+ case 2:
setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes
- set .@plural,1;
+ .@plural = 1;
break;
case 3:
setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb
@@ -382,7 +382,7 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{
mes "Would you please come back when you have enough Coins?";
close;
}
- set .@item, .@items[rand(getarraysize(.@items))];
+ .@item = .@items[rand(getarraysize(.@items))];
delitem 6380,10; //Mora_Coin
getitem .@item,1;
mes "[Guardian of Artifacts]";
@@ -407,7 +407,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{
mes "[Artifact Crafter]";
mes "Let me explain. One reinforcement costs you two Coins.";
next;
- set .@info_only,1;
+ .@info_only = 1;
}
mes "[Artifact Crafter]";
mes "And, I'll work on the item whether it's been already reinforced or not.";
@@ -420,7 +420,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{
if (.@info_only)
close;
next;
- set .@select, select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe");
+ .@select = select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe");
switch(.@select) {
case 1:
mes "[Artifact Crafter]";
@@ -431,31 +431,31 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{
case 4:
case 5:
setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff
- set .@enchant_type,1;
+ .@enchant_type = 1;
break;
case 6:
case 7:
case 8:
case 9:
setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes
- set .@enchant_type,2;
+ .@enchant_type = 2;
break;
case 10:
case 11:
case 12:
case 13:
setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb
- set .@enchant_type,2;
+ .@enchant_type = 2;
break;
case 14:
case 15:
case 16:
case 17:
setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe
- set .@enchant_type,2;
+ .@enchant_type = 2;
break;
}
- set .@item, .@items[(.@select-2)%4];
+ .@item = .@items[(.@select-2)%4];
if (countitem(6380) < 2 || countitem(.@item) == 0) {
mes "[Artifact Crafter]";
mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work.";
@@ -466,7 +466,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{
delitem .@item,1;
switch(.@enchant_type) {
case 1:
- set .@i, rand(1,2847);
+ .@i = rand(1,2847);
if (.@i <= 1984) {
// Basic combinations
// (raw: .@i increments by 31, 4 repeats)
@@ -487,7 +487,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{
}
break;
case 2:
- set .@i, rand(1,2858);
+ .@i = rand(1,2858);
if (.@i <= 1984) {
// Basic combinations
// (raw: .@i increments by 31)
@@ -552,7 +552,7 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{
mes "^ff0000Choose carefully because these artifacts aren't easy to come by^000000. So what class do you want it for?";
next;
setarray .@jobs$[0],"Rune Knight","Guillotine Cross","Ranger";
- set .@job, select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2;
+ .@job = select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2;
if (.@job == -1) {
mes "[Guardian of Power]";
mes "Talk to me later then.";
@@ -565,15 +565,15 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{
switch(.@job) {
case 0: // Rune Knight
setarray .@items[0],2475,2476,2574,2575;
- set .@i, select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2;
+ .@i = select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2;
break;
case 1: // Guillotine Cross
setarray .@items[0],2477,2478,2577,2578;
- set .@i, select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2;
+ .@i = select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2;
break;
case 2: // Ranger
setarray .@items[0],2479,2480,2580,2581;
- set .@i, select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2;
+ .@i = select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2;
break;
}
if (.@i == -1) {
@@ -625,10 +625,10 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{
mes "The best part of my service is that any enhancements that you have in these artifacts will not be harmed.";
close;
case 2:
- set @mora_enchant_select,1;
+ @mora_enchant_select = 1;
break;
case 3:
- set @mora_enchant_select,2;
+ @mora_enchant_select = 2;
break;
}
if (Zeny < 100000 || countitem(6380) == 0) {
@@ -639,21 +639,21 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{
mes "[Artifact Researcher]";
mes "Ok, so are you ready? Before I start working on this, what kind of equipment did you want me to enhance?";
next;
- set .@i, select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2;
+ .@i = select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2;
if (.@i == -1) {
mes "[Artifact Researcher]";
mes "Make sure you're wearing the equipment first.";
close;
}
setarray .@parts[0], EQI_HAND_R, EQI_SHOES, EQI_GARMENT, EQI_ARMOR, EQI_ACC_L;
- set .@part, .@parts[.@i];
+ .@part = .@parts[.@i];
if (!getequipisequiped(.@part)) {
mes "[Artifact Researcher]";
mes "Make sure you're wearing the equipment first.";
close;
}
- set .@equip_id, getequipid(.@part);
- set @mora_equip_part, .@part;
+ .@equip_id = getequipid(.@part);
+ @mora_equip_part = .@part;
//callsub L_Socket,<enchant type>,<bonus enchant type>,<4-x enchants possible>;
// Enchant types:
@@ -713,19 +713,19 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{
mes "[Artifact Researcher]";
mes "^990099"+getequipname(.@part)+"^000000??";
mes "I really want to study this equipment...";
- set @mora_equip_part,0;
+ @mora_equip_part = 0;
close;
L_Socket:
- set .@select, @mora_enchant_select;
- set .@enchant_type, getarg(0);
- set .@part, @mora_equip_part;
- set .@equip_id, getequipid(.@part);
- set .@equip_name$, getitemname(.@equip_id);
- set .@equip_refine, getequiprefinerycnt(.@part);
+ .@select = @mora_enchant_select;
+ .@enchant_type = getarg(0);
+ .@part = @mora_equip_part;
+ .@equip_id = getequipid(.@part);
+ .@equip_name$ = getitemname(.@equip_id);
+ .@equip_refine = getequiprefinerycnt(.@part);
setarray .@equip_card[0], getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3);
- set @mora_equip_part,0;
- set @mora_enchant_select,0;
+ @mora_equip_part = 0;
+ @mora_enchant_select = 0;
if (.@select == 1) {
// If refine is +9 or higher, unlock bonus enchant type.
@@ -743,23 +743,23 @@ L_Socket:
case 1:
break;
case 2:
- set .@enchant_type, getarg(1);
+ .@enchant_type = getarg(1);
break;
}
}
if (.@equip_card[3] == 0 && getarg(2) < 4) {
- set .@slot,4;
+ .@slot = 4;
mes "[Artifact Researcher]";
mes "Attempting to strengthen the ability further. The previous enforcement won't be affected. Do you want to continue?";
} else if (.@equip_card[2] == 0 && getarg(2) < 3) {
- set .@slot,3;
+ .@slot = 3;
mes "[Artifact Researcher]";
mes "Attempting second enhancement. The previous enforcement won't be affected.";
next;
mes "[Artifact Researcher]";
mes "I may have a chance to fail now with this attempt. Do you wish to continue?";
} else if (.@equip_card[1] == 0 && getarg(2) < 2) {
- set .@slot,2;
+ .@slot = 2;
mes "[Artifact Researcher]";
mes "Let's start the third enhancement. I can give the best stats at this stage but remember, ^990000there is now a chance for the artifact to be destroyed and previous enhancements will be erased^000000. Continue?";
} else {
@@ -775,301 +775,301 @@ L_Socket:
}
switch(.@enchant_type) {
case 1: //Attack
- if (.@slot == 4) set .@i, rand(1,525);
- else if (.@slot == 3) set .@i, rand(301,655);
- else if (.@slot == 2) set .@i, rand(451,750);
+ if (.@slot == 4) .@i = rand(1,525);
+ else if (.@slot == 3) .@i = rand(301,655);
+ else if (.@slot == 2) .@i = rand(451,750);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4700; //Strength1
- else if (.@i < 201) set .@enchant,4811; //Fighting_Spirit1
- else if (.@i < 301) set .@enchant,4819; //Atk1
- else if (.@i < 351) set .@enchant,4701; //Strength2
- else if (.@i < 401) set .@enchant,4810; //Fighting_Spirit2
- else if (.@i < 451) set .@enchant,4766; //Atk2
- else if (.@i < 476) set .@enchant,4702; //Strength3
- else if (.@i < 501) set .@enchant,4809; //Fighting_Spirit3
- else if (.@i < 526) set .@enchant,4767; //Atk3
- else if (.@i < 626) set .@enchant,0;
- else if (.@i < 641) set .@enchant,4703; //Strength4
- else if (.@i < 656) set .@enchant,4808; //Fighting_Spirit4
- else if (.@i < 661) set .@enchant,4704; //Strength5
- else if (.@i < 666) set .@enchant,4820; //Fighting_Spirit5
- else if (.@i < 668) set .@enchant,4705; //Strength6
- else if (.@i < 670) set .@enchant,4821; //Fighting_Spirit6
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4700; //Strength1
+ else if (.@i < 201) .@enchant = 4811; //Fighting_Spirit1
+ else if (.@i < 301) .@enchant = 4819; //Atk1
+ else if (.@i < 351) .@enchant = 4701; //Strength2
+ else if (.@i < 401) .@enchant = 4810; //Fighting_Spirit2
+ else if (.@i < 451) .@enchant = 4766; //Atk2
+ else if (.@i < 476) .@enchant = 4702; //Strength3
+ else if (.@i < 501) .@enchant = 4809; //Fighting_Spirit3
+ else if (.@i < 526) .@enchant = 4767; //Atk3
+ else if (.@i < 626) .@enchant = 0;
+ else if (.@i < 641) .@enchant = 4703; //Strength4
+ else if (.@i < 656) .@enchant = 4808; //Fighting_Spirit4
+ else if (.@i < 661) .@enchant = 4704; //Strength5
+ else if (.@i < 666) .@enchant = 4820; //Fighting_Spirit5
+ else if (.@i < 668) .@enchant = 4705; //Strength6
+ else if (.@i < 670) .@enchant = 4821; //Fighting_Spirit6
+ else .@enchant = 9;
break;
case 2: //Critical
- if (.@slot == 4) set .@i, rand(1,470);
- else if (.@slot == 3) set .@i, rand(201,610);
- else if (.@slot == 2) set .@i, rand(381,750);
+ if (.@slot == 4) .@i = rand(1,470);
+ else if (.@slot == 3) .@i = rand(201,610);
+ else if (.@slot == 2) .@i = rand(381,750);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4750; //Luck1
- else if (.@i < 201) set .@enchant,4700; //Strength1
- else if (.@i < 261) set .@enchant,4751; //Luck2
- else if (.@i < 321) set .@enchant,4701; //Strength2
- else if (.@i < 351) set .@enchant,4752; //Luck3
- else if (.@i < 381) set .@enchant,4702; //Strength3
- else if (.@i < 411) set .@enchant,4764; //Critical5
- else if (.@i < 441) set .@enchant,4818; //Sharp1
- else if (.@i < 471) set .@enchant,4752; //Luck3
- else if (.@i < 571) set .@enchant,0;
- else if (.@i < 586) set .@enchant,4753; //Luck4
- else if (.@i < 601) set .@enchant,4754; //Luck5
- else if (.@i < 606) set .@enchant,4765; //Critical7
- else if (.@i < 611) set .@enchant,4817; //Sharp2
- else if (.@i < 616) set .@enchant,4703; //Strength4
- else if (.@i < 618) set .@enchant,4816; //Sharp3
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4750; //Luck1
+ else if (.@i < 201) .@enchant = 4700; //Strength1
+ else if (.@i < 261) .@enchant = 4751; //Luck2
+ else if (.@i < 321) .@enchant = 4701; //Strength2
+ else if (.@i < 351) .@enchant = 4752; //Luck3
+ else if (.@i < 381) .@enchant = 4702; //Strength3
+ else if (.@i < 411) .@enchant = 4764; //Critical5
+ else if (.@i < 441) .@enchant = 4818; //Sharp1
+ else if (.@i < 471) .@enchant = 4752; //Luck3
+ else if (.@i < 571) .@enchant = 0;
+ else if (.@i < 586) .@enchant = 4753; //Luck4
+ else if (.@i < 601) .@enchant = 4754; //Luck5
+ else if (.@i < 606) .@enchant = 4765; //Critical7
+ else if (.@i < 611) .@enchant = 4817; //Sharp2
+ else if (.@i < 616) .@enchant = 4703; //Strength4
+ else if (.@i < 618) .@enchant = 4816; //Sharp3
+ else .@enchant = 9;
break;
case 3: //Evasion
- if (.@slot == 4) set .@i, rand(1,525);
- else if (.@slot == 3) set .@i, rand(301,670);
- else if (.@slot == 2) set .@i, rand(451,800);
+ if (.@slot == 4) .@i = rand(1,525);
+ else if (.@slot == 3) .@i = rand(301,670);
+ else if (.@slot == 2) .@i = rand(451,800);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4859; //Evasion1
- else if (.@i < 201) set .@enchant,4750; //Luck1
- else if (.@i < 301) set .@enchant,4730; //Agility1
- else if (.@i < 351) set .@enchant,4860; //Evasion3
- else if (.@i < 401) set .@enchant,4751; //Luck2
- else if (.@i < 451) set .@enchant,4731; //Agility2
- else if (.@i < 476) set .@enchant,4731; //Agility2
- else if (.@i < 501) set .@enchant,4752; //Luck3
- else if (.@i < 526) set .@enchant,4732; //Agility3
- else if (.@i < 626) set .@enchant,0;
- else if (.@i < 641) set .@enchant,4762; //Evasion6
- else if (.@i < 656) set .@enchant,4753; //Luck4
- else if (.@i < 671) set .@enchant,4733; //Agility4
- else if (.@i < 676) set .@enchant,4763; //Evasion12
- else if (.@i < 681) set .@enchant,4754; //Luck5
- else if (.@i < 683) set .@enchant,4734; //Agility5
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4859; //Evasion1
+ else if (.@i < 201) .@enchant = 4750; //Luck1
+ else if (.@i < 301) .@enchant = 4730; //Agility1
+ else if (.@i < 351) .@enchant = 4860; //Evasion3
+ else if (.@i < 401) .@enchant = 4751; //Luck2
+ else if (.@i < 451) .@enchant = 4731; //Agility2
+ else if (.@i < 476) .@enchant = 4731; //Agility2
+ else if (.@i < 501) .@enchant = 4752; //Luck3
+ else if (.@i < 526) .@enchant = 4732; //Agility3
+ else if (.@i < 626) .@enchant = 0;
+ else if (.@i < 641) .@enchant = 4762; //Evasion6
+ else if (.@i < 656) .@enchant = 4753; //Luck4
+ else if (.@i < 671) .@enchant = 4733; //Agility4
+ else if (.@i < 676) .@enchant = 4763; //Evasion12
+ else if (.@i < 681) .@enchant = 4754; //Luck5
+ else if (.@i < 683) .@enchant = 4734; //Agility5
+ else .@enchant = 9;
break;
case 4: //Healer
- if (.@slot == 4) set .@i, rand(1,375);
- else if (.@slot == 3) set .@i, rand(201,535);
- else if (.@slot == 2) set .@i, rand(301,650);
+ if (.@slot == 4) .@i = rand(1,375);
+ else if (.@slot == 3) .@i = rand(201,535);
+ else if (.@slot == 2) .@i = rand(301,650);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4710; //Inteligence1
- else if (.@i < 201) set .@enchant,4720; //Dexterity1
- else if (.@i < 251) set .@enchant,4711; //Inteligence2
- else if (.@i < 301) set .@enchant,4721; //Dexterity2
- else if (.@i < 326) set .@enchant,4805; //Heal_Amount2
- else if (.@i < 351) set .@enchant,4712; //Inteligence3
- else if (.@i < 376) set .@enchant,4722; //Dexterity3
- else if (.@i < 476) set .@enchant,0;
- else if (.@i < 491) set .@enchant,4760; //Matk1
- else if (.@i < 506) set .@enchant,4850; //Heal_Amount3
- else if (.@i < 521) set .@enchant,4713; //Inteligence4
- else if (.@i < 536) set .@enchant,4723; //Dexterity4
- else if (.@i < 541) set .@enchant,4761; //Matk2
- else if (.@i < 546) set .@enchant,4851; //Heal_Amount4
- else if (.@i < 548) set .@enchant,4806; //Matk3
- else if (.@i < 550) set .@enchant,4852; //Heal_Amount5
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4710; //Inteligence1
+ else if (.@i < 201) .@enchant = 4720; //Dexterity1
+ else if (.@i < 251) .@enchant = 4711; //Inteligence2
+ else if (.@i < 301) .@enchant = 4721; //Dexterity2
+ else if (.@i < 326) .@enchant = 4805; //Heal_Amount2
+ else if (.@i < 351) .@enchant = 4712; //Inteligence3
+ else if (.@i < 376) .@enchant = 4722; //Dexterity3
+ else if (.@i < 476) .@enchant = 0;
+ else if (.@i < 491) .@enchant = 4760; //Matk1
+ else if (.@i < 506) .@enchant = 4850; //Heal_Amount3
+ else if (.@i < 521) .@enchant = 4713; //Inteligence4
+ else if (.@i < 536) .@enchant = 4723; //Dexterity4
+ else if (.@i < 541) .@enchant = 4761; //Matk2
+ else if (.@i < 546) .@enchant = 4851; //Heal_Amount4
+ else if (.@i < 548) .@enchant = 4806; //Matk3
+ else if (.@i < 550) .@enchant = 4852; //Heal_Amount5
+ else .@enchant = 9;
break;
case 5: //Spell 1
- if (.@slot == 4) set .@i, rand(1,600);
- else if (.@slot == 3) set .@i, rand(401,760);
- else if (.@slot == 2) set .@i, rand(401,766);
+ if (.@slot == 4) .@i = rand(1,600);
+ else if (.@slot == 3) .@i = rand(401,760);
+ else if (.@slot == 2) .@i = rand(401,766);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4710; //Inteligence1
- else if (.@i < 201) set .@enchant,4720; //Dexterity1
- else if (.@i < 301) set .@enchant,4795; //HP100
- else if (.@i < 401) set .@enchant,4815; //Spell1
- else if (.@i < 451) set .@enchant,4711; //Inteligence2
- else if (.@i < 501) set .@enchant,4721; //Dexterity2
- else if (.@i < 551) set .@enchant,4796; //HP200
- else if (.@i < 601) set .@enchant,4814; //Spell2
- else if (.@i < 701) set .@enchant,0;
- else if (.@i < 716) set .@enchant,4712; //Inteligence3
- else if (.@i < 731) set .@enchant,4722; //Dexterity3
- else if (.@i < 746) set .@enchant,4797; //HP300
- else if (.@i < 761) set .@enchant,4813; //Spell3
- else if (.@i < 763) set .@enchant,4713; //Inteligence4
- else if (.@i < 765) set .@enchant,4723; //Dexterity4
- else if (.@i < 767) set .@enchant,4812; //Spell4
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4710; //Inteligence1
+ else if (.@i < 201) .@enchant = 4720; //Dexterity1
+ else if (.@i < 301) .@enchant = 4795; //HP100
+ else if (.@i < 401) .@enchant = 4815; //Spell1
+ else if (.@i < 451) .@enchant = 4711; //Inteligence2
+ else if (.@i < 501) .@enchant = 4721; //Dexterity2
+ else if (.@i < 551) .@enchant = 4796; //HP200
+ else if (.@i < 601) .@enchant = 4814; //Spell2
+ else if (.@i < 701) .@enchant = 0;
+ else if (.@i < 716) .@enchant = 4712; //Inteligence3
+ else if (.@i < 731) .@enchant = 4722; //Dexterity3
+ else if (.@i < 746) .@enchant = 4797; //HP300
+ else if (.@i < 761) .@enchant = 4813; //Spell3
+ else if (.@i < 763) .@enchant = 4713; //Inteligence4
+ else if (.@i < 765) .@enchant = 4723; //Dexterity4
+ else if (.@i < 767) .@enchant = 4812; //Spell4
+ else .@enchant = 9;
break;
case 6: //Assist 1
- if (.@slot == 4) set .@i, rand(1,520);
- else if (.@slot == 3) set .@i, rand(321,720);
- else if (.@slot == 2) set .@i, rand(521,850);
+ if (.@slot == 4) .@i = rand(1,520);
+ else if (.@slot == 3) .@i = rand(321,720);
+ else if (.@slot == 2) .@i = rand(521,850);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 81) set .@enchant,4792; //Def6
- else if (.@i < 161) set .@enchant,4787; //Mdef4
- else if (.@i < 241) set .@enchant,4801; //SP100
- else if (.@i < 321) set .@enchant,4796; //HP200
- else if (.@i < 371) set .@enchant,4700; //Strength1
- else if (.@i < 421) set .@enchant,4720; //Dexterity1
- else if (.@i < 471) set .@enchant,4730; //Agility1
- else if (.@i < 521) set .@enchant,4740; //Vitality1
- else if (.@i < 621) set .@enchant,0;
- else if (.@i < 646) set .@enchant,4793; //Def9
- else if (.@i < 671) set .@enchant,4788; //Mdef6
- else if (.@i < 696) set .@enchant,4802; //SP150
- else if (.@i < 721) set .@enchant,4797; //HP300
- else if (.@i < 731) set .@enchant,4701; //Strength2
- else if (.@i < 741) set .@enchant,4721; //Dexterity2
- else if (.@i < 751) set .@enchant,4731; //Agility2
- else set .@enchant,9;
+ if (.@i < 81) .@enchant = 4792; //Def6
+ else if (.@i < 161) .@enchant = 4787; //Mdef4
+ else if (.@i < 241) .@enchant = 4801; //SP100
+ else if (.@i < 321) .@enchant = 4796; //HP200
+ else if (.@i < 371) .@enchant = 4700; //Strength1
+ else if (.@i < 421) .@enchant = 4720; //Dexterity1
+ else if (.@i < 471) .@enchant = 4730; //Agility1
+ else if (.@i < 521) .@enchant = 4740; //Vitality1
+ else if (.@i < 621) .@enchant = 0;
+ else if (.@i < 646) .@enchant = 4793; //Def9
+ else if (.@i < 671) .@enchant = 4788; //Mdef6
+ else if (.@i < 696) .@enchant = 4802; //SP150
+ else if (.@i < 721) .@enchant = 4797; //HP300
+ else if (.@i < 731) .@enchant = 4701; //Strength2
+ else if (.@i < 741) .@enchant = 4721; //Dexterity2
+ else if (.@i < 751) .@enchant = 4731; //Agility2
+ else .@enchant = 9;
break;
case 7: //Assist 2
- if (.@slot == 4) set .@i, rand(1,520);
- else if (.@slot == 3) set .@i, rand(321,720);
- else if (.@slot == 2) set .@i, rand(521,850);
+ if (.@slot == 4) .@i = rand(1,520);
+ else if (.@slot == 3) .@i = rand(321,720);
+ else if (.@slot == 2) .@i = rand(521,850);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 81) set .@enchant,4792; //Def6
- else if (.@i < 161) set .@enchant,4787; //Mdef4
- else if (.@i < 241) set .@enchant,4801; //SP100
- else if (.@i < 321) set .@enchant,4796; //HP200
- else if (.@i < 371) set .@enchant,4710; //Inteligence1
- else if (.@i < 421) set .@enchant,4720; //Dexterity1
- else if (.@i < 471) set .@enchant,4730; //Agility1
- else if (.@i < 521) set .@enchant,4740; //Vitality1
- else if (.@i < 621) set .@enchant,0;
- else if (.@i < 646) set .@enchant,4793; //Def9
- else if (.@i < 671) set .@enchant,4788; //Mdef6
- else if (.@i < 696) set .@enchant,4802; //SP150
- else if (.@i < 721) set .@enchant,4797; //HP300
- else if (.@i < 731) set .@enchant,4711; //Inteligence2
- else if (.@i < 741) set .@enchant,4721; //Dexterity2
- else if (.@i < 751) set .@enchant,4741; //Vitality2
- else set .@enchant,9;
+ if (.@i < 81) .@enchant = 4792; //Def6
+ else if (.@i < 161) .@enchant = 4787; //Mdef4
+ else if (.@i < 241) .@enchant = 4801; //SP100
+ else if (.@i < 321) .@enchant = 4796; //HP200
+ else if (.@i < 371) .@enchant = 4710; //Inteligence1
+ else if (.@i < 421) .@enchant = 4720; //Dexterity1
+ else if (.@i < 471) .@enchant = 4730; //Agility1
+ else if (.@i < 521) .@enchant = 4740; //Vitality1
+ else if (.@i < 621) .@enchant = 0;
+ else if (.@i < 646) .@enchant = 4793; //Def9
+ else if (.@i < 671) .@enchant = 4788; //Mdef6
+ else if (.@i < 696) .@enchant = 4802; //SP150
+ else if (.@i < 721) .@enchant = 4797; //HP300
+ else if (.@i < 731) .@enchant = 4711; //Inteligence2
+ else if (.@i < 741) .@enchant = 4721; //Dexterity2
+ else if (.@i < 751) .@enchant = 4741; //Vitality2
+ else .@enchant = 9;
break;
case 8: //Strength
- if (.@slot == 4) set .@i, rand(1,525);
- else if (.@slot == 3) set .@i, rand(301,685);
- else if (.@slot == 2) set .@i, rand(451,800);
+ if (.@slot == 4) .@i = rand(1,525);
+ else if (.@slot == 3) .@i = rand(301,685);
+ else if (.@slot == 2) .@i = rand(451,800);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4740; //Vitality1
- else if (.@i < 201) set .@enchant,4797; //HP300
- else if (.@i < 301) set .@enchant,4791; //Def3
- else if (.@i < 351) set .@enchant,4741; //Vitality2
- else if (.@i < 401) set .@enchant,4798; //HP400
- else if (.@i < 451) set .@enchant,4792; //Def6
- else if (.@i < 476) set .@enchant,4742; //Vitality3
- else if (.@i < 501) set .@enchant,4793; //Def9
- else if (.@i < 526) set .@enchant,4799; //HP500
- else if (.@i < 626) set .@enchant,0;
- else if (.@i < 641) set .@enchant,4742; //Vitality3
- else if (.@i < 656) set .@enchant,4743; //Vitality4
- else if (.@i < 671) set .@enchant,4794; //Def12
- //else if (.@i < 686) set .@enchant,01; // ??
- else if (.@i < 688) set .@enchant,4744; //Vitality5
- //else if (.@i < 690) set .@enchant,02; // ??
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4740; //Vitality1
+ else if (.@i < 201) .@enchant = 4797; //HP300
+ else if (.@i < 301) .@enchant = 4791; //Def3
+ else if (.@i < 351) .@enchant = 4741; //Vitality2
+ else if (.@i < 401) .@enchant = 4798; //HP400
+ else if (.@i < 451) .@enchant = 4792; //Def6
+ else if (.@i < 476) .@enchant = 4742; //Vitality3
+ else if (.@i < 501) .@enchant = 4793; //Def9
+ else if (.@i < 526) .@enchant = 4799; //HP500
+ else if (.@i < 626) .@enchant = 0;
+ else if (.@i < 641) .@enchant = 4742; //Vitality3
+ else if (.@i < 656) .@enchant = 4743; //Vitality4
+ else if (.@i < 671) .@enchant = 4794; //Def12
+ //else if (.@i < 686) .@enchant = 01; // ??
+ else if (.@i < 688) .@enchant = 4744; //Vitality5
+ //else if (.@i < 690) .@enchant = 02; // ??
+ else .@enchant = 9;
break;
case 9: //Range
- if (.@slot == 4) set .@i, rand(1,470);
- else if (.@slot == 3) set .@i, rand(201,610);
- else if (.@slot == 2) set .@i, rand(321,750);
+ if (.@slot == 4) .@i = rand(1,470);
+ else if (.@slot == 3) .@i = rand(201,610);
+ else if (.@slot == 2) .@i = rand(321,750);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4750; //Luck1
- else if (.@i < 201) set .@enchant,4720; //Dexterity1
- else if (.@i < 261) set .@enchant,4751; //Luck2
- else if (.@i < 321) set .@enchant,4721; //Dexterity2
- else if (.@i < 351) set .@enchant,4752; //Luck3
- else if (.@i < 381) set .@enchant,4722; //Dexterity3
- else if (.@i < 411) set .@enchant,4764; //Critical5
- else if (.@i < 441) set .@enchant,4832; //Expert_Archer1
- else if (.@i < 471) set .@enchant,4753; //Luck4
- else if (.@i < 571) set .@enchant,0;
- else if (.@i < 586) set .@enchant,4723; //Dexterity4
- else if (.@i < 601) set .@enchant,4833; //Expert_Archer2
- else if (.@i < 606) set .@enchant,4765; //Critical7
- else if (.@i < 611) set .@enchant,4834; //Expert_Archer3
- else if (.@i < 616) set .@enchant,4724; //Dexterity5
- else if (.@i < 618) set .@enchant,4835; //Expert_Archer4
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4750; //Luck1
+ else if (.@i < 201) .@enchant = 4720; //Dexterity1
+ else if (.@i < 261) .@enchant = 4751; //Luck2
+ else if (.@i < 321) .@enchant = 4721; //Dexterity2
+ else if (.@i < 351) .@enchant = 4752; //Luck3
+ else if (.@i < 381) .@enchant = 4722; //Dexterity3
+ else if (.@i < 411) .@enchant = 4764; //Critical5
+ else if (.@i < 441) .@enchant = 4832; //Expert_Archer1
+ else if (.@i < 471) .@enchant = 4753; //Luck4
+ else if (.@i < 571) .@enchant = 0;
+ else if (.@i < 586) .@enchant = 4723; //Dexterity4
+ else if (.@i < 601) .@enchant = 4833; //Expert_Archer2
+ else if (.@i < 606) .@enchant = 4765; //Critical7
+ else if (.@i < 611) .@enchant = 4834; //Expert_Archer3
+ else if (.@i < 616) .@enchant = 4724; //Dexterity5
+ else if (.@i < 618) .@enchant = 4835; //Expert_Archer4
+ else .@enchant = 9;
break;
case 10: //Physical
- if (.@slot == 4) set .@i, rand(1,600);
- else if (.@slot == 3) set .@i, rand(401,800);
- else if (.@slot == 2) set .@i, rand(601,930);
+ if (.@slot == 4) .@i = rand(1,600);
+ else if (.@slot == 3) .@i = rand(401,800);
+ else if (.@slot == 2) .@i = rand(601,930);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4791; //Def3
- else if (.@i < 201) set .@enchant,4730; //Agility1
- else if (.@i < 301) set .@enchant,4750; //Luck1
- else if (.@i < 401) set .@enchant,4795; //HP100
- else if (.@i < 451) set .@enchant,4792; //Def6
- else if (.@i < 501) set .@enchant,4731; //Agility2
- else if (.@i < 551) set .@enchant,4751; //Luck2
- else if (.@i < 601) set .@enchant,4796; //HP200
- else if (.@i < 701) set .@enchant,0;
- else if (.@i < 726) set .@enchant,4793; //Def9
- else if (.@i < 751) set .@enchant,4732; //Agility3
- else if (.@i < 776) set .@enchant,4752; //Luck3
- else if (.@i < 801) set .@enchant,4797; //HP300
- else if (.@i < 816) set .@enchant,4733; //Agility4
- else if (.@i < 831) set .@enchant,4753; //Luck4
- else if (.@i < 833) set .@enchant,4807; //Atk_Speed1
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4791; //Def3
+ else if (.@i < 201) .@enchant = 4730; //Agility1
+ else if (.@i < 301) .@enchant = 4750; //Luck1
+ else if (.@i < 401) .@enchant = 4795; //HP100
+ else if (.@i < 451) .@enchant = 4792; //Def6
+ else if (.@i < 501) .@enchant = 4731; //Agility2
+ else if (.@i < 551) .@enchant = 4751; //Luck2
+ else if (.@i < 601) .@enchant = 4796; //HP200
+ else if (.@i < 701) .@enchant = 0;
+ else if (.@i < 726) .@enchant = 4793; //Def9
+ else if (.@i < 751) .@enchant = 4732; //Agility3
+ else if (.@i < 776) .@enchant = 4752; //Luck3
+ else if (.@i < 801) .@enchant = 4797; //HP300
+ else if (.@i < 816) .@enchant = 4733; //Agility4
+ else if (.@i < 831) .@enchant = 4753; //Luck4
+ else if (.@i < 833) .@enchant = 4807; //Atk_Speed1
+ else .@enchant = 9;
break;
case 11: //Spell 2
- if (.@slot == 4) set .@i, rand(1,600);
- else if (.@slot == 3) set .@i, rand(401,760);
- else if (.@slot == 2) set .@i, rand(401,766);
+ if (.@slot == 4) .@i = rand(1,600);
+ else if (.@slot == 3) .@i = rand(401,760);
+ else if (.@slot == 2) .@i = rand(401,766);
else {
mes "[Artifact Researcher]";
mes "An unknown error has occurred.";
close;
}
- if (.@i < 101) set .@enchant,4711; //Inteligence2
- else if (.@i < 201) set .@enchant,4721; //Dexterity2
- else if (.@i < 301) set .@enchant,4796; //HP200
- else if (.@i < 401) set .@enchant,4814; //Spell2
- else if (.@i < 451) set .@enchant,4712; //Inteligence3
- else if (.@i < 501) set .@enchant,4722; //Dexterity3
- else if (.@i < 551) set .@enchant,4760; //Matk1
- else if (.@i < 601) set .@enchant,4813; //Spell3
- else if (.@i < 701) set .@enchant,0;
- else if (.@i < 716) set .@enchant,4713; //Inteligence4
- else if (.@i < 731) set .@enchant,4723; //Dexterity4
- else if (.@i < 746) set .@enchant,4761; //Matk2
- else if (.@i < 761) set .@enchant,4812; //Spell4
- else if (.@i < 763) set .@enchant,4714; //Inteligence5
- else if (.@i < 765) set .@enchant,4724; //Dexterity5
- else if (.@i < 767) set .@enchant,4806; //Matk3
- else set .@enchant,9;
+ if (.@i < 101) .@enchant = 4711; //Inteligence2
+ else if (.@i < 201) .@enchant = 4721; //Dexterity2
+ else if (.@i < 301) .@enchant = 4796; //HP200
+ else if (.@i < 401) .@enchant = 4814; //Spell2
+ else if (.@i < 451) .@enchant = 4712; //Inteligence3
+ else if (.@i < 501) .@enchant = 4722; //Dexterity3
+ else if (.@i < 551) .@enchant = 4760; //Matk1
+ else if (.@i < 601) .@enchant = 4813; //Spell3
+ else if (.@i < 701) .@enchant = 0;
+ else if (.@i < 716) .@enchant = 4713; //Inteligence4
+ else if (.@i < 731) .@enchant = 4723; //Dexterity4
+ else if (.@i < 746) .@enchant = 4761; //Matk2
+ else if (.@i < 761) .@enchant = 4812; //Spell4
+ else if (.@i < 763) .@enchant = 4714; //Inteligence5
+ else if (.@i < 765) .@enchant = 4724; //Dexterity5
+ else if (.@i < 767) .@enchant = 4806; //Matk3
+ else .@enchant = 9;
break;
default:
mes "[Artifact Researcher]";
@@ -1077,17 +1077,17 @@ L_Socket:
close;
}
if (.@equip_card[3] == 0 && getarg(2) < 4) {
- set .@equip_card[3],.@enchant;
+ .@equip_card[3] = .@enchant;
} else if (.@equip_card[2] == 0 && getarg(2) < 3) {
- set .@equip_card[2],.@enchant;
+ .@equip_card[2] = .@enchant;
if (.@enchant == 0) {
- set .@equip_card[3],0;
+ .@equip_card[3] = 0;
}
} else if (.@equip_card[1] == 0 && getarg(2) < 2) {
- set .@equip_card[1],.@enchant;
+ .@equip_card[1] = .@enchant;
if (.@enchant == 0) {
- set .@equip_card[2],0;
- set .@equip_card[3],0;
+ .@equip_card[2] = 0;
+ .@equip_card[3] = 0;
}
} else {
mes "[Artifact Researcher]";
@@ -1106,7 +1106,7 @@ L_Socket:
specialeffect2 EF_SUI_EXPLOSION;
mes "[Artifact Researcher]";
mes "This!";
- mes "I... I'm sorry but the equipment has been destroyed.";
+ mes "I... I'm sorry but the equipment has been destroyed.";
close;
}
if (.@enchant == 0) {
@@ -1139,9 +1139,9 @@ L_Socket:
delequip .@part;
// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ for(.@i = 0; .@i<4; ++.@i) {
if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- set .@equip_card[.@i],0;
+ .@equip_card[.@i] = 0;
}
getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
@@ -1271,7 +1271,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{
setarray .@artifacts[0],1657,16013,2007,2008,2009,2010;
setarray .@empowered[0],1660,16018,2011,2012,2013,2014;
while(1) {
- set .@i, select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2;
+ .@i = select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2;
if (.@i == -1) {
emotion e_what;
mes "[Artifact Collector]";
@@ -1284,15 +1284,15 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{
switch(.@i) {
case 0:
setarray .@enchants[0],4761,4723,4714;
- set .@str$, "MATK+2%, DEX+4, INT+5";
+ .@str$ = "MATK+2%, DEX+4, INT+5";
break;
case 1:
setarray .@enchants[0],4767,4723,4704;
- set .@str$, "ATK+3%, DEX+4, STR+5";
+ .@str$ = "ATK+3%, DEX+4, STR+5";
break;
default:
setarray .@enchants[0],4761,4713;
- set .@str$, "MATK+2%, INT+4";
+ .@str$ = "MATK+2%, INT+4";
break;
}
mes "[Artifact Collector]";
@@ -1319,7 +1319,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{
mes "I don't know what you are trying to do... I can't enhance what you don't have.";
close;
}
- set .@equip_id, getequipid(EQI_HAND_R);
+ .@equip_id = getequipid(EQI_HAND_R);
setarray .@equip_card[2], getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
switch(.@equip_id) {
case 2007: //Golden_Rod_Staff
@@ -1328,19 +1328,19 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{
case 2010: //Forest_Staff
if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2
.@equip_card[2] == 4713 || .@equip_card[3] == 4713) //Inteligence4
- set .@empowered,.@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2
+ .@empowered = .@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2
break;
case 1657: //Wand_Of_Affection
if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2
.@equip_card[2] == 4714 || .@equip_card[3] == 4714 || //Inteligence5
.@equip_card[2] == 4723 || .@equip_card[3] == 4723) //Dexterity4
- set .@empowered,1660; //Wand_Of_Affection2
+ .@empowered = 1660; //Wand_Of_Affection2
break;
case 16013: //Mace_Of_Judgement
if (.@equip_card[2] == 4723 || .@equip_card[3] == 4723 || //Dexterity4
.@equip_card[2] == 4704 || .@equip_card[3] == 4704 || //Strength5
.@equip_card[2] == 4767 || .@equip_card[3] == 4767) //Atk3
- set .@empowered,16018; //Mace_Of_Judgement2
+ .@empowered = 16018; //Mace_Of_Judgement2
break;
default:
emotion e_an;
@@ -1477,7 +1477,7 @@ function script F_Mora_Enchant {
progressbar "ffff00",3;
delitem 6380,5; //Mora_Coin
delitem getarg(0),1;
- set .@i, rand(1,4568);
+ .@i = rand(1,4568);
if (.@i <= 3168) {
// Basic combinations
// (raw: .@i increments by 11)
@@ -1525,7 +1525,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{
mes "I happen to have a few army paddings in stock. Would you like to buy one? The price is 1 Mora Coin. So cheap.";
next;
switch(select("Maybe next time.:I'll buy one now.")) {
- case 1:
+ case 1:
mes "[Master Tailor]";
mes "Okay, I understand.";
mes "Come back for one if you change your mind.";
diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt
index abbc0896a..939f7d812 100644
--- a/npc/re/merchants/enchan_upg.txt
+++ b/npc/re/merchants/enchan_upg.txt
@@ -49,7 +49,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
close;
}
- set .@select,1;
+ .@select = 1;
break;
case 3:
mes "[Devil Enchant Master]";
@@ -64,10 +64,10 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
mes "Come back after you have confirmed!";
close;
}
- set .@select,2;
+ .@select = 2;
break;
}
- set .@part, EQI_HAND_R;
+ .@part = EQI_HAND_R;
mes "[Devil Enchant Master]";
if (!getequipisequiped(.@part)) {
@@ -79,13 +79,13 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
mes "It is dangerous to remove equipment during enchant process!";
close;
}
- set .@equip_id, getequipid(.@part);
- set .@item$, "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|";
+ .@equip_id = getequipid(.@part);
+ .@item$ = "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|";
if (!compare(.@item$,"|"+.@equip_id+"|")) {
mes "I don't want to touch your equipment now!";
close;
}
- set .@equip_refine, getequiprefinerycnt(.@part);
+ .@equip_refine = getequiprefinerycnt(.@part);
if (.@select == 1) {
if (!countitem(6484)) {
@@ -100,10 +100,10 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
mes "Come back again after you change your mind!";
close;
case 2:
- set .@enc_type,1;
+ .@enc_type = 1;
break;
case 3:
- set .@enc_type,2;
+ .@enc_type = 2;
break;
}
mes "[Devil Enchant Master]";
@@ -125,81 +125,81 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
}
if (.@enc_type == 1) { // Physical Series
- set .@i, rand(1,1300);
- if (.@i < 51) set .@enchant,4734; //Agility5
- else if (.@i < 76) set .@enchant,4735; //Agility6
- else if (.@i < 88) set .@enchant,4736; //Agility7
- else if (.@i < 93) set .@enchant,4737; //Agility8
- else if (.@i < 95) set .@enchant,4738; //Agility9
- else if (.@i < 96) set .@enchant,4739; //Agility10
- else if (.@i < 146) set .@enchant,4724; //Dexterity5
- else if (.@i < 171) set .@enchant,4725; //Dexterity6
- else if (.@i < 183) set .@enchant,4726; //Dexterity7
- else if (.@i < 188) set .@enchant,4727; //Dexterity8
- else if (.@i < 190) set .@enchant,4728; //Dexterity9
- else if (.@i < 191) set .@enchant,4729; //Dexterity10
- else if (.@i < 291) set .@enchant,4704; //Strength5
- else if (.@i < 341) set .@enchant,4705; //Strength6
- else if (.@i < 366) set .@enchant,4706; //Strength7
- else if (.@i < 378) set .@enchant,4707; //Strength8
- else if (.@i < 383) set .@enchant,4708; //Strength9
- else if (.@i < 384) set .@enchant,4709; //Strength10
- else if (.@i < 434) set .@enchant,4754; //Luck5
- else if (.@i < 459) set .@enchant,4755; //Luck6
- else if (.@i < 471) set .@enchant,4756; //Luck7
- else if (.@i < 476) set .@enchant,4757; //Luck8
- else if (.@i < 478) set .@enchant,4758; //Luck9
- else if (.@i < 479) set .@enchant,4759; //Luck10
- else if (.@i < 679) set .@enchant,4744; //Vitality5
- else if (.@i < 779) set .@enchant,4745; //Vitality6
- else if (.@i < 829) set .@enchant,4746; //Vitality7
- else if (.@i < 854) set .@enchant,4747; //Vitality8
- else if (.@i < 866) set .@enchant,4748; //Vitality9
- else if (.@i < 867) set .@enchant,4749; //Vitality10
- else if (.@i < 967) set .@enchant,4808; //Fighting_Spirit4
- else if (.@i < 992) set .@enchant,4820; //Fighting_Spirit5
- else if (.@i < 1092) set .@enchant,4835; //Expert_Archer4
- else if (.@i < 1117) set .@enchant,4836; //Expert_Archer5
- else if (.@i < 1217) set .@enchant,4835; //Expert_Archer4
- else if (.@i < 1242) set .@enchant,4836; //Expert_Archer5
- else set .@enchant,0;
+ .@i = rand(1,1300);
+ if (.@i < 51) .@enchant = 4734; //Agility5
+ else if (.@i < 76) .@enchant = 4735; //Agility6
+ else if (.@i < 88) .@enchant = 4736; //Agility7
+ else if (.@i < 93) .@enchant = 4737; //Agility8
+ else if (.@i < 95) .@enchant = 4738; //Agility9
+ else if (.@i < 96) .@enchant = 4739; //Agility10
+ else if (.@i < 146) .@enchant = 4724; //Dexterity5
+ else if (.@i < 171) .@enchant = 4725; //Dexterity6
+ else if (.@i < 183) .@enchant = 4726; //Dexterity7
+ else if (.@i < 188) .@enchant = 4727; //Dexterity8
+ else if (.@i < 190) .@enchant = 4728; //Dexterity9
+ else if (.@i < 191) .@enchant = 4729; //Dexterity10
+ else if (.@i < 291) .@enchant = 4704; //Strength5
+ else if (.@i < 341) .@enchant = 4705; //Strength6
+ else if (.@i < 366) .@enchant = 4706; //Strength7
+ else if (.@i < 378) .@enchant = 4707; //Strength8
+ else if (.@i < 383) .@enchant = 4708; //Strength9
+ else if (.@i < 384) .@enchant = 4709; //Strength10
+ else if (.@i < 434) .@enchant = 4754; //Luck5
+ else if (.@i < 459) .@enchant = 4755; //Luck6
+ else if (.@i < 471) .@enchant = 4756; //Luck7
+ else if (.@i < 476) .@enchant = 4757; //Luck8
+ else if (.@i < 478) .@enchant = 4758; //Luck9
+ else if (.@i < 479) .@enchant = 4759; //Luck10
+ else if (.@i < 679) .@enchant = 4744; //Vitality5
+ else if (.@i < 779) .@enchant = 4745; //Vitality6
+ else if (.@i < 829) .@enchant = 4746; //Vitality7
+ else if (.@i < 854) .@enchant = 4747; //Vitality8
+ else if (.@i < 866) .@enchant = 4748; //Vitality9
+ else if (.@i < 867) .@enchant = 4749; //Vitality10
+ else if (.@i < 967) .@enchant = 4808; //Fighting_Spirit4
+ else if (.@i < 992) .@enchant = 4820; //Fighting_Spirit5
+ else if (.@i < 1092) .@enchant = 4835; //Expert_Archer4
+ else if (.@i < 1117) .@enchant = 4836; //Expert_Archer5
+ else if (.@i < 1217) .@enchant = 4835; //Expert_Archer4
+ else if (.@i < 1242) .@enchant = 4836; //Expert_Archer5
+ else .@enchant = 0;
} else if (.@enc_type == 2) { // Magical Series
- set .@i, rand(1,1200);
- if (.@i < 51) set .@enchant,4714; //Inteligence5
- else if (.@i < 76) set .@enchant,4715; //Inteligence6
- else if (.@i < 88) set .@enchant,4716; //Inteligence7
- else if (.@i < 93) set .@enchant,4717; //Inteligence8
- else if (.@i < 95) set .@enchant,4718; //Inteligence9
- else if (.@i < 96) set .@enchant,4719; //Inteligence10
- else if (.@i < 146) set .@enchant,4724; //Dexterity5
- else if (.@i < 171) set .@enchant,4725; //Dexterity6
- else if (.@i < 183) set .@enchant,4726; //Dexterity7
- else if (.@i < 188) set .@enchant,4727; //Dexterity8
- else if (.@i < 190) set .@enchant,4728; //Dexterity9
- else if (.@i < 191) set .@enchant,4729; //Dexterity10
- else if (.@i < 291) set .@enchant,4734; //Agility5
- else if (.@i < 341) set .@enchant,4735; //Agility6
- else if (.@i < 366) set .@enchant,4736; //Agility7
- else if (.@i < 378) set .@enchant,4737; //Agility8
- else if (.@i < 383) set .@enchant,4738; //Agility9
- else if (.@i < 384) set .@enchant,4739; //Agility10
- else if (.@i < 484) set .@enchant,4754; //Luck5
- else if (.@i < 534) set .@enchant,4755; //Luck6
- else if (.@i < 559) set .@enchant,4756; //Luck7
- else if (.@i < 571) set .@enchant,4757; //Luck8
- else if (.@i < 576) set .@enchant,4758; //Luck9
- else if (.@i < 577) set .@enchant,4759; //Luck10
- else if (.@i < 777) set .@enchant,4744; //Vitality5
- else if (.@i < 877) set .@enchant,4745; //Vitality6
- else if (.@i < 927) set .@enchant,4746; //Vitality7
- else if (.@i < 952) set .@enchant,4747; //Vitality8
- else if (.@i < 964) set .@enchant,4748; //Vitality9
- else if (.@i < 969) set .@enchant,4749; //Vitality10
- else if (.@i < 1069) set .@enchant,4812; //Spell4
- else if (.@i < 1094) set .@enchant,4826; //Spell5
- else if (.@i < 1119) set .@enchant,4761; //Matk2
- else if (.@i < 1124) set .@enchant,4806; //Matk3
- else set .@enchant,0;
+ .@i = rand(1,1200);
+ if (.@i < 51) .@enchant = 4714; //Inteligence5
+ else if (.@i < 76) .@enchant = 4715; //Inteligence6
+ else if (.@i < 88) .@enchant = 4716; //Inteligence7
+ else if (.@i < 93) .@enchant = 4717; //Inteligence8
+ else if (.@i < 95) .@enchant = 4718; //Inteligence9
+ else if (.@i < 96) .@enchant = 4719; //Inteligence10
+ else if (.@i < 146) .@enchant = 4724; //Dexterity5
+ else if (.@i < 171) .@enchant = 4725; //Dexterity6
+ else if (.@i < 183) .@enchant = 4726; //Dexterity7
+ else if (.@i < 188) .@enchant = 4727; //Dexterity8
+ else if (.@i < 190) .@enchant = 4728; //Dexterity9
+ else if (.@i < 191) .@enchant = 4729; //Dexterity10
+ else if (.@i < 291) .@enchant = 4734; //Agility5
+ else if (.@i < 341) .@enchant = 4735; //Agility6
+ else if (.@i < 366) .@enchant = 4736; //Agility7
+ else if (.@i < 378) .@enchant = 4737; //Agility8
+ else if (.@i < 383) .@enchant = 4738; //Agility9
+ else if (.@i < 384) .@enchant = 4739; //Agility10
+ else if (.@i < 484) .@enchant = 4754; //Luck5
+ else if (.@i < 534) .@enchant = 4755; //Luck6
+ else if (.@i < 559) .@enchant = 4756; //Luck7
+ else if (.@i < 571) .@enchant = 4757; //Luck8
+ else if (.@i < 576) .@enchant = 4758; //Luck9
+ else if (.@i < 577) .@enchant = 4759; //Luck10
+ else if (.@i < 777) .@enchant = 4744; //Vitality5
+ else if (.@i < 877) .@enchant = 4745; //Vitality6
+ else if (.@i < 927) .@enchant = 4746; //Vitality7
+ else if (.@i < 952) .@enchant = 4747; //Vitality8
+ else if (.@i < 964) .@enchant = 4748; //Vitality9
+ else if (.@i < 969) .@enchant = 4749; //Vitality10
+ else if (.@i < 1069) .@enchant = 4812; //Spell4
+ else if (.@i < 1094) .@enchant = 4826; //Spell5
+ else if (.@i < 1119) .@enchant = 4761; //Matk2
+ else if (.@i < 1124) .@enchant = 4806; //Matk3
+ else .@enchant = 0;
} else {
mes "[Devil Enchant Master]";
mes "Hmm! This item is having a problem, please check it again!";
@@ -217,8 +217,8 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
if (.@enchant == 0) {
specialeffect EF_SHIELDCHARGE;
mes "Oh! Unbelievable!! It failed!! Please come again!";
- set .@lost_refine, rand(0,.@equip_refine);
- set .@equip_refine, .@equip_refine - .@lost_refine;
+ .@lost_refine = rand(0,.@equip_refine);
+ .@equip_refine -= .@lost_refine;
} else {
specialeffect EF_REPAIRWEAPON;
mes "The slot ^9900004^000000 has been enchanted!";
diff --git a/npc/re/merchants/flute.txt b/npc/re/merchants/flute.txt
index 343308268..d2c9515b2 100644
--- a/npc/re/merchants/flute.txt
+++ b/npc/re/merchants/flute.txt
@@ -43,10 +43,10 @@
if (eaclass()&EAJL_THIRD) {
mes "[Falcon Flute Trader]";
mes "For Rangers, however, I have a special price of 10,000 zeny!";
- set .@price,10000;
+ .@price = 10000;
next;
} else
- set .@price,12500;
+ .@price = 12500;
if(select("Don't buy one:Buy a Falcon Flute") == 1) {
mes "[Falcon Flute Trader]";
mes "That's too bad. If you need one, come back!";
diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt
index 0e0f3e081..7c875e995 100644
--- a/npc/re/merchants/hd_refiner.txt
+++ b/npc/re/merchants/hd_refiner.txt
@@ -31,10 +31,10 @@
mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?";
next;
setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for(set .@i,1; .@i<=10; set .@i,.@i+1)
- set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
- set .@part, select(.@menu$);
+ .@menu$ = "";
+ for(.@i = 1; .@i<=10; ++.@i)
+ .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
+ .@part = select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Blacksmith Mighty Hammer]";
switch(.@part) {
@@ -80,15 +80,15 @@
switch(getequipweaponlv(.@part)) {
default:
case 0:
- set .@price,20000;
- set .@material,6241; //HD_Elunium
+ .@price = 20000;
+ .@material = 6241; //HD_Elunium
break;
case 1:
case 2:
case 3:
case 4:
- set .@price,20000;
- set .@material,6240; //HD_Oridecon
+ .@price = 20000;
+ .@material = 6240; //HD_Oridecon
break;
}
mes "[Blacksmith Mighty Hammer]";
@@ -165,10 +165,10 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF
mes "Which equipment do you want to refine?";
next;
setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for(set .@i,1; .@i<=10; set .@i,.@i+1)
- set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
- set .@part, select(.@menu$);
+ .@menu$ = "";
+ for(.@i = 1; .@i<=10; ++.@i)
+ .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
+ .@part = select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Basta]";
switch(.@part) {
@@ -219,17 +219,17 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF
switch(getequipweaponlv(.@part)) {
default:
case 0:
- set .@price,100000;
- set .@material,6225; //HD_Carnium
- set .@type$,"armor";
+ .@price = 100000;
+ .@material = 6225; //HD_Carnium
+ .@type$ = "armor";
break;
case 1:
case 2:
case 3:
case 4:
- set .@price,100000;
- set .@material,6226; //HD_Bradium
- set .@type$,"weapon";
+ .@price = 100000;
+ .@material = 6226; //HD_Bradium
+ .@type$ = "weapon";
break;
}
mes "[Basta]";
diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt
index 03730a04a..649da8529 100644
--- a/npc/re/merchants/quivers.txt
+++ b/npc/re/merchants/quivers.txt
@@ -73,10 +73,10 @@ S_BuyQuiver:
next;
switch(select("Trade all the arrows you have:Get only one quiver:Don't trade")) {
case 1:
- set .@arrows, countitem(getarg(0));
- set .@quiver, .@arrows / getarg(1);
- set .@arrows_used, .@quiver * getarg(1);
- set .@arrow_zeny01, .@quiver * getarg(2);
+ .@arrows = countitem(getarg(0));
+ .@quiver = .@arrows / getarg(1);
+ .@arrows_used = .@quiver * getarg(1);
+ .@arrow_zeny01 = .@quiver * getarg(2);
mes "The number of arrows you have : ^3131FF"+.@arrows+"^000000";
mes "The number of quivers available : ^3131FF"+.@quiver+"^000000";
mes "Zeny needed for trade : ^3131FF"+.@arrow_zeny01+" zeny^000000";
@@ -90,10 +90,10 @@ S_BuyQuiver:
}
break;
case 2:
- set .@quiver, 1;
- set .@arrows_used, getarg(1);
- set .@arrow_zeny01, getarg(2);
- set .@zeny_mes,1;
+ .@quiver = 1;
+ .@arrows_used = getarg(1);
+ .@arrow_zeny01 = getarg(2);
+ .@zeny_mes = 1;
break;
case 3:
mes "[Quiver Maker]";
diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt
index db57a1d5d..490f10b5c 100644
--- a/npc/re/merchants/refine.txt
+++ b/npc/re/merchants/refine.txt
@@ -54,20 +54,20 @@ function script refinenew {
next;
setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for(set .@i,1; .@i<=10; set .@i,.@i+1) {
+ .@menu$ = "";
+ for(.@i = 1; .@i<=10; ++.@i) {
if (getequipisequiped(.@i)) {
- set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- set .@equipped,1;
+ .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+ .@equipped = 1;
}
- set .@menu$, .@menu$ + ":";
+ .@menu$ += ":";
}
if (.@equipped == 0) {
mes "[" + getarg(0) + "]";
mes "I don't think I can refine any items you have...";
close;
}
- set .@part, select(.@menu$);
+ .@part = select(.@menu$);
if (!getequipisequiped(.@part)) { //custom check
mes "[" + getarg(0) + "]";
@@ -95,27 +95,27 @@ function script refinenew {
mes "refined as it gets!";
close;
}
- set .@refineitemid, getequipid(.@part); // save id of the item
- set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
+ .@refineitemid = getequipid(.@part); // save id of the item
+ .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
- set .@type$,"weapon";
- set .@material,6224; //Bradium
- set .@price,100000;
+ .@type$ = "weapon";
+ .@material = 6224; //Bradium
+ .@price = 100000;
switch(getequipweaponlv(.@part)) {
- case 1: set .@safe,10; break;
- case 2: set .@safe,10; break;
- case 3: set .@safe,10; break;
- case 4: set .@safe,10; break;
+ case 1: .@safe = 10; break;
+ case 2: .@safe = 10; break;
+ case 3: .@safe = 10; break;
+ case 4: .@safe = 10; break;
}
mes "["+ getarg(0) +"]";
mes "Hmm a weapon, is that ok?";
mes "If you want to refine this weapon,";
mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny.";
} else {
- set .@type$,"armor";
- set .@material,6223; //Carnium
- set .@price,100000;
- set .@safe,10;
+ .@type$ = "armor";
+ .@material = 6223; //Carnium
+ .@price = 100000;
+ .@safe = 10;
mes "["+ getarg(0) +"]";
mes "Hmm an armor, is that ok?";
mes "If you want to refine this armor,";
@@ -222,26 +222,26 @@ function script refinenew {
mes "[" + getarg(0) + "]";
mes "I can refine this to the safe limit or a desired number of times. It's your choice.";
next;
- set .@menu2,select("To the safe limit, please.","I'll decide how many times.","I've changed my mind...");
+ .@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind...");
} else
- set .@menu2,2;
+ .@menu2 = 2;
switch(.@menu2){
case 1:
- set .@refinecnt,.@safe - getequiprefinerycnt(.@part);
+ .@refinecnt = .@safe - getequiprefinerycnt(.@part);
break;
case 2:
mes "[" + getarg(0) + "]";
mes "How many times would you like me to refine your item?";
next;
input .@refinecnt;
- set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part);
+ .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part);
if (.@refinecnt < 1 || .@refinecheck > 20) {
mes "[" + getarg(0) + "]";
mes "I can't refine this item that many times.";
close;
}
if (.@refinecheck > .@safe) {
- set .@refinecheck,.@refinecheck - .@safe;
+ .@refinecheck -= .@safe;
mes "[" + getarg(0) + "]";
mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?";
next;
@@ -257,7 +257,7 @@ function script refinenew {
mes "You said so... So be it.";
close;
}
- set .@fullprice,.@price * .@refinecnt;
+ .@fullprice = .@price * .@refinecnt;
mes "[" + getarg(0) + "]";
mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
next;
@@ -290,7 +290,7 @@ function script refinenew {
if (getequippercentrefinery(.@part) > rand(100)) {
mes "Clang! Clang! Clang! Clang!";
successrefitem .@part;
- set .@refinecnt,.@refinecnt - 1;
+ --.@refinecnt;
next;
} else {
if (rand(100) < 80) {
@@ -402,10 +402,10 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{
mes "Yes!!! You!! You want to refine?";
next;
setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for(set .@i,1; .@i<=10; set .@i,.@i+1)
- set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
- set .@part, select(.@menu$);
+ .@menu$ = "";
+ for(.@i = 1; .@i<=10; ++.@i)
+ .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
+ .@part = select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Clink]";
switch(.@part) {
@@ -452,34 +452,34 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{
switch(getequipweaponlv(.@part)) {
default:
case 0: // Armor
- set .@price,2000;
- set .@material,985; //Elunium
- set .@type$,"armor";
+ .@price = 2000;
+ .@material = 985; //Elunium
+ .@type$ = "armor";
mes "Hmm, an armor refine? Someone like you?";
break;
case 1: // Level 1 Weapon
- set .@price,50;
- set .@material,1010; //Phracon
- set .@type$,"weapon";
+ .@price = 50;
+ .@material = 1010; //Phracon
+ .@type$ = "weapon";
mes "A level 1 weapon?";
mes "Urr... Annoying... Okay, let's try...";
break;
case 2: // Level 2 Weapon
- set .@price,200;
- set .@material,1011; //Emveretarcon
- set .@type$,"weapon";
+ .@price = 200;
+ .@material = 1011; //Emveretarcon
+ .@type$ = "weapon";
mes "A level 2 weapon?";
break;
case 3: // Level 3 Weapon
- set .@price,20000;
- set .@material,984; //Oridecon
- set .@type$,"weapon";
+ .@price = 20000;
+ .@material = 984; //Oridecon
+ .@type$ = "weapon";
mes "Woot!! A level 3 weapon? Impressive~";
break;
case 4: // Level 4 Weapon
- set .@price,50000;
- set .@material,984; //Oridecon
- set .@type$,"weapon";
+ .@price = 50000;
+ .@material = 984; //Oridecon
+ .@type$ = "weapon";
mes "Wow!... A level 4 weapon~!!";
break;
}
diff --git a/npc/re/merchants/ticket_refiner.txt b/npc/re/merchants/ticket_refiner.txt
index d5d4dd59f..aa768f20b 100644
--- a/npc/re/merchants/ticket_refiner.txt
+++ b/npc/re/merchants/ticket_refiner.txt
@@ -16,9 +16,9 @@
prontera,184,177,6 script Refine Master 4_M_REPAIR,{
disable_items;
if (countitem(6238) || countitem(6228) || countitem(6229) || countitem(6230) || countitem(6231) || countitem(6456))
- set .@bWeaponUp,1;
+ .@bWeaponUp = 1;
if (countitem(6239) || countitem(6232) || countitem(6233) || countitem(6234) || countitem(6235) || countitem(6457))
- set .@bArmorUp,1;
+ .@bArmorUp = 1;
if (!.@bWeaponUp && !.@bArmorUp) {
mes "[Refine Master]";
mes "Hello!";
@@ -55,10 +55,10 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{
mes "Which equipment would you like to refine?";
next;
setarray .@position$[1],"Head upper","Armor","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head middle","Head lower";
- set .@menu$,"";
- for(set .@i,1; .@i<=10; set .@i,.@i+1)
- set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"- [Empty]")+":";
- set .@part, select(.@menu$);
+ .@menu$ = "";
+ for(.@i = 1; .@i<=10; ++.@i)
+ .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"- [Empty]")+":";
+ .@part = select(.@menu$);
if (!getequipisequiped(.@part)) {
mes "[Refine Master]";
mes "You have to equip the item you want to refine.";
@@ -76,8 +76,8 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{
case 0:
setarray .@tickets[0],6457,6235,6234,6233,6232,6239;
setarray .@levels[0],5,6,7,8,9,11;
- set .@type$,"Armor";
- set .@check,.@bArmorUp;
+ .@type$ = "Armor";
+ .@check = .@bArmorUp;
break;
case 1:
case 2:
@@ -85,8 +85,8 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{
case 4:
setarray .@tickets[0],6456,6231,6230,6229,6228,6238;
setarray .@levels[0],5,6,7,8,9,11;
- set .@type$,"Weapon";
- set .@check,.@bWeaponUp;
+ .@type$ = "Weapon";
+ .@check = .@bWeaponUp;
break;
}
if (!.@check) {
@@ -99,12 +99,12 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{
mes "[Refine Master]";
mes "Please choose which ^006400"+.@type$+" Refine Ticket^000000 you want to use.";
next;
- set .@menu$,"";
- for(set .@i,0; .@i<getarraysize(.@tickets); set .@i,.@i+1)
- set .@menu$, .@menu$+getitemname(.@tickets[.@i])+":";
- set .@select, select(.@menu$)-1;
- set .@ticket_lv, .@levels[.@select];
- set .@ticket_id, .@tickets[.@select];
+ .@menu$ = "";
+ for(.@i = 0; .@i<getarraysize(.@tickets); ++.@i)
+ .@menu$ += getitemname(.@tickets[.@i])+":";
+ .@select = select(.@menu$)-1;
+ .@ticket_lv = .@levels[.@select];
+ .@ticket_id = .@tickets[.@select];
if (countitem(.@ticket_id) == 0) {
emotion e_what;
mes "[Refine Master]";
@@ -146,7 +146,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{
mes "Please report this.";
close;
}
- for(set .@i,getequiprefinerycnt(.@part); .@i<.@ticket_lv; set .@i,.@i+1)
+ for(.@i = getequiprefinerycnt(.@part); .@i<.@ticket_lv; ++.@i)
successrefitem .@part;
next;
emotion e_ho;