diff options
Diffstat (limited to 'npc/re/quests/quests_mora.txt')
-rw-r--r-- | npc/re/quests/quests_mora.txt | 606 |
1 files changed, 303 insertions, 303 deletions
diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt index a8697058a..fc076a6b3 100644 --- a/npc/re/quests/quests_mora.txt +++ b/npc/re/quests/quests_mora.txt @@ -35,7 +35,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "[Theore]"; mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!"; mes "Noooo!!!"; - set ep14_1_bs,1; + ep14_1_bs = 1; close; } else if (ep14_1_bs == 1) { mes "- A person with a white gown -"; @@ -126,7 +126,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "- The man seems to be in a manic state. -"; mes "- Wait until he calms down -"; mes "- and try speaking to him again. -"; - set ep14_1_bs,2; + ep14_1_bs = 2; setquest 11182; close; case 2: @@ -138,7 +138,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ } } } else if (ep14_1_bs == 2) { - if (checkquest(11182,PLAYTIME) < 2) { + if (questprogress(11182,PLAYTIME) != 2) { mes "[Theore]"; mes "......"; switch(rand(1,4)) { @@ -214,7 +214,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ next; mes "[Theore]"; mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm."; - set ep14_1_bs,3; + ep14_1_bs = 3; changequest 11182,11183; close; } else if (ep14_1_bs == 3) { @@ -292,7 +292,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "My poor innocent imagination!!!!"; next; mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -"; - set ep14_1_bs2, ep14_1_bs2+3; //4,5,6 -> 7,8,9 + ep14_1_bs2 += 3; //4,5,6 -> 7,8,9 changequest 11185,11186; close; } else { @@ -326,7 +326,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "[Theore]"; mes "Then I'm off to put the finishing touches on the report!!!!!!!"; mes "Oh yeah!!!!"; - set ep14_1_bs,19; + ep14_1_bs = 19; getexp 0,200000; getitem 6380,5; //Mora_Coin close; @@ -348,7 +348,7 @@ OnTouch: mes "[Theore]"; mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!"; mes "Noooo!!!"; - set ep14_1_bs,1; + ep14_1_bs = 1; close; } } @@ -360,13 +360,13 @@ OnTouch: mes "- It's just an ordinary bush. -"; close; } - set .@i, atoi(charat(strnpcinfo(2),9)); - set .@rand, rand(1,3); + .@i = atoi(charat(strnpcinfo(2),9)); + .@rand = rand(1,3); mes "[Unarmed Laphine]"; mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"; donpcevent "Fairy#cmd"+.@i+.@rand+"::OnEnable"; - set ep14_1_bs, .@i+3; - set ep14_1_bs2, .@rand; + ep14_1_bs = .@i+3; + ep14_1_bs2 = .@rand; changequest 11183,11184; next; mes "- You try to talk to the Laphine, -"; @@ -390,22 +390,22 @@ OnDisable: - script #mora_pouch -1,{ end; OnTouch: - set .@i, atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(2),9)); if (ep14_1_bs == .@i+3) { if (countitem(6390) == 0) { if (checkweight(1201,1) == 0) { mes " - Hang on there !! -"; mes " - You are carrying too many kinds of items - "; - mes " - to receive any more items. - "; + mes " - to receive any more items. - "; mes " - Please lighten your load - "; - mes " - and try again. - "; + mes " - and try again. - "; close; } if (MaxWeight - Weight < 1000) { mes " - Hang on there !! -"; - mes " - You are carrying too much weight - "; + mes " - You are carrying too much weight - "; mes " - Please lighten your load - "; - mes " - and try again. - "; + mes " - and try again. - "; close; } mes "- Jumble Fumble -"; @@ -414,7 +414,7 @@ OnTouch: if (rand(1,5) == 4) { mes "- You've found a Small pouch. -"; if (ep14_1_bs2 > 0 && ep14_1_bs2 < 4) - set ep14_1_bs2, ep14_1_bs2+3; + ep14_1_bs2 += 3; changequest 11184,11185; getitem 6390,1; //Small_Pocket close; @@ -530,7 +530,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "I'm tired, don't talk to me."; close; } else if (ep14_1_bs < 10) { - if (checkquest(11187) == -1) { + if (!questprogress(11187)) { mes "[Tired-looking Fairy]"; mes "I'm tired, don't talk to me."; next; @@ -552,7 +552,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "Then tell me if you remember anything."; close; } - } else if (checkquest(11187) == 2) { + } else if (questprogress(11187) == 2) { mes "[Tired-looking Fairy]"; mes "I hope you can find the owner."; close; @@ -572,7 +572,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ select("Snow-white clothing:Grape clothing:Sky-blue clothing:Grassy-green clothing"), select("Round wings:Two pairs of wings:Characteristic Wings"); - set .@i[0], (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10)); + .@i[0] = (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10)); mes "[Tired-looking Fairy]"; mes "A "+.@Skin$[.@i[2]-1]+"-skinned fairy with "+.@Hair$[.@i[1]-1]+" hair and "+.@Wings$[.@i[4]-1]+" wings, dressed in "+.@Clothing$[.@i[3]-1]+" clothing......."; @@ -584,7 +584,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "Kusmi must be roaming the area southeast of the village."; mes "Go see if she has lost her pouch."; if (ep14_1_bs2 == 7) - set ep14_1_bs2,10; + ep14_1_bs2 = 10; close; case 2212: // Theodore: grassy-green hair, dark skin, snow-white clothing, round wings mes "Hmm......That must be Theodore."; @@ -593,7 +593,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "Theodore must be roaming the area northeast of the village."; mes "Go see if he has lost his pouch."; if (ep14_1_bs2 == 8) - set ep14_1_bs2,11; + ep14_1_bs2 = 11; close; case 9264: // Pauchon: sea-blue hair, dark skin, grassy-green clothing, characteristic wings mes "Hmm......That must be Pauchon."; @@ -602,7 +602,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "Pauchon must be roaming the area north of the village."; mes "Go see if she has lost her pouch."; if (ep14_1_bs2 == 9) - set ep14_1_bs2,12; + ep14_1_bs2 = 12; close; default: next; @@ -658,7 +658,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ mes "Promise me you won't tell anyonee!"; mes "If you can promise, please talk to me againn."; delitem 6390,1; //Small_Pocket - set ep14_1_bs,10; + ep14_1_bs = 10; changequest 11187,11188; close; } else { @@ -703,7 +703,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ mes "[Kusmi]"; mes "Oh, and you must never ever tell anyone about what happened todayy!"; mes "Unless that person wanted to help uss... spreading the word won't do Splendide any goood."; - set ep14_1_bs,11; + ep14_1_bs = 11; completequest 11188; setquest 11189; close; @@ -726,7 +726,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ next; mes "[Kusmi]"; mes "If you're headed that way, please go see that all's okayy."; - set ep14_1_bs,12; + ep14_1_bs = 12; changequest 11189,11190; close; case 2: @@ -761,7 +761,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ next; mes "[Kusmi]"; mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time."; - set ep14_1_bs,14; + ep14_1_bs = 14; changequest 11191,11192; close; } else if (ep14_1_bs == 14) { @@ -771,7 +771,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ next; mes "[Kusmi]"; mes "If you go to the warehouse in Mora Village, the manager will tell you moree."; - if (checkquest(11193) > -1 && checkquest(11193) < 2) + if (questprogress(11193) == 1) close; mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?"; next; @@ -779,7 +779,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time."; close; } else if (ep14_1_bs > 14) { - if (checkquest(11193) == -1) { + if (!questprogress(11193)) { mes "[Kusmi]"; mes "Will you check to see that my friend Rondo is in Mora Villagee?"; next; @@ -802,7 +802,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ mes "[Kusmi]"; mes "Oh, And Daphrer is in northwest Splendide."; } - if (checkquest(11193) < 2) { + if (questprogress(11193) != 2) { completequest 11192; completequest 11193; } @@ -853,7 +853,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ mes "If you really want to hear the answer, talk to me again."; mes "I need time to think."; delitem 6390,1; //Small_Pocket - set ep14_1_bs,10; + ep14_1_bs = 10; changequest 11187,11194; close; } else { @@ -894,7 +894,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ mes "[Theodore]"; mes "And as I said before, what I told you is a secret and you must not tell anyone."; mes "We do need help, but we are cornered and we don't want others to know."; - set ep14_1_bs,11; + ep14_1_bs = 11; completequest 11194; setquest 11195; close; @@ -916,7 +916,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ next; mes "[Theodore]"; mes "If you happen to venture there, please ask a guard what things are like there."; - set ep14_1_bs,12; + ep14_1_bs = 12; changequest 11195,11196; close; case 2: @@ -951,21 +951,21 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ next; mes "[Theodore]"; mes "And if it's not too much trouble, you could drop by my friend Lilitia's also..."; - set ep14_1_bs,14; + ep14_1_bs = 14; changequest 11197,11198; close; } else if (ep14_1_bs == 14) { mes "[Theodore]"; mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information."; mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?"; - if (checkquest(11199) > -1 && checkquest(11199) < 2) + if (questprogress(11199) == 1) close; next; mes "[Theodore]"; mes "And if it's not too much trouble, you could drop by my friend Lilitia's also..."; close; } else if (ep14_1_bs > 14) { - if (checkquest(11199) == -1) { + if (!questprogress(11199)) { mes "[Theodore]"; mes "And if it's not too much trouble, you could drop by my friend Lilitia's also..."; close; @@ -984,7 +984,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ mes "[Theodore]"; mes "Oh, And Daphrer is in northwest Splendide."; } - if (checkquest(11199) < 2) { + if (questprogress(11199) != 2) { completequest 11198; completequest 11199; } @@ -1033,7 +1033,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "I do appreciate you finding my pouch.... Hmm..."; mes "Please give me some time to think.."; delitem 6390,1; //Small_Pocket - set ep14_1_bs,10; + ep14_1_bs = 10; changequest 11187,11200; close; } else { @@ -1075,7 +1075,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "[Pauchon]"; mes "I'd eat the bark off of that tree if I could."; mes "If only somebody could help. *sob*"; - set ep14_1_bs,11; + ep14_1_bs = 11; completequest 11200; setquest 11201; close; @@ -1098,7 +1098,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "[Pauchon]"; mes "Oh! The guard there might know something."; mes "If you're headed that way, please go find out what's up."; - set ep14_1_bs,12; + ep14_1_bs = 12; changequest 11201,11202; close; case 2: @@ -1131,7 +1131,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ next; mes "[Pauchon]"; mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village."; - set ep14_1_bs,14; + ep14_1_bs = 14; changequest 11203,11204; close; } else if (ep14_1_bs == 14) { @@ -1140,7 +1140,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ next; mes "[Pauchon]"; mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something."; - if (checkquest(11205) > -1 && checkquest(11205) < 2) + if (questprogress(11205) == 1) close; mes "Also, please pay a visit to my friend Humming."; next; @@ -1148,7 +1148,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village."; close; } else if (ep14_1_bs > 14) { - if (checkquest(11205) == -1) { + if (!questprogress(11205)) { mes "[Pauchon]"; mes "Please pay a visit to my friend Humming."; mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village."; @@ -1167,7 +1167,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "[Pauchon]"; mes "Oh, And Daphrer is in northwest Splendide."; } - if (checkquest(11205) < 2) { + if (questprogress(11205) != 2) { completequest 11204; completequest 11205; } @@ -1201,14 +1201,14 @@ splendide,262,376,4 script Laphine Soldier#ep14_1 4_M_FAIRYSOLDIER,{ next; mes "[Laphine Soldier]"; mes "You can get to Alfheim by making it through the Maze of the Hazy Forest. However, nobody has ever come back from the Maze of the Hazy Forest."; - if (checkquest(11190) > -1 && checkquest(11190) < 2) { - set ep14_1_bs,13; + if (questprogress(11190) == 1) { + ep14_1_bs = 13; changequest 11190,11191; - } else if (checkquest(11196) > -1 && checkquest(11196) < 2) { - set ep14_1_bs,13; + } else if (questprogress(11196) == 1) { + ep14_1_bs = 13; changequest 11196,11197; - } else if (checkquest(11202) > -1 && checkquest(11202) < 2) { - set ep14_1_bs,13; + } else if (questprogress(11202) == 1) { + ep14_1_bs = 13; changequest 11202,11203; } close; @@ -1239,7 +1239,7 @@ mora,185,163,2 script Warehouse Manager#ep14_1 4_M_RAFLE_GR,{ mes "[Warehouse Manager]"; mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn."; mes "He has something that needs to be urgently delivered to the army of Splendide."; - set ep14_1_bs,15; + ep14_1_bs = 15; setquest 11206; close; } else if (ep14_1_bs == 15) { @@ -1270,7 +1270,7 @@ mora,35,119,4 script Rondo#ep14_1_bs 4_M_DOGTRAVELER,{ mes "[Rondo]"; mes "Please tell Kusmi"; mes "that if he wants to meet, we can meet any time. There is nothing to worry about."; - if (checkquest(11193) == -1) + if (!questprogress(11193)) setquest 11193; } close; @@ -1290,7 +1290,7 @@ mora,98,66,4 script Lilitia#ep14_1_bs 4_F_RAFLE_PK,{ mes "[Lilitia]"; mes "What? Theodore sent you?"; mes "Please tell him that I'm so mad!!"; - if (checkquest(11199) == -1) + if (!questprogress(11199)) setquest 11199; close; } @@ -1316,7 +1316,7 @@ mora,139,102,2 script Humming#ep14_1_bs 4_F_DOGTRAVELER,{ mes "[Humming]"; mes "If you reach Splendide before me, please tell Pauchon"; mes "that I'm going through the Maze of the Hazy Forest."; - if (checkquest(11205) == -1) + if (!questprogress(11205)) setquest 11205; close; } @@ -1352,7 +1352,7 @@ mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{ case 1: mes "[Jones]"; mes "Thank you."; - set ep14_1_bs,16; + ep14_1_bs = 16; changequest 11206,11207; close; case 2: @@ -1374,7 +1374,7 @@ mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{ mes "[Jones]"; mes "Please take good care of it."; mes "It's for Daphrer in Splendide."; - set ep14_1_bs,17; + ep14_1_bs = 17; getitem 6391,1; //Splendid_Supply_Kit changequest 11207,11208; close; @@ -1416,7 +1416,7 @@ splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{ mes "This is probably too small to be a reward, but please accept this as a sign of my gratitude."; delitem 6391,1; //Splendid_Supply_Kit if (ep14_1_bs == 17) { - set ep14_1_bs,18; + ep14_1_bs = 18; completequest 11208; getexp 0,500000; getitem 6380,5; //Mora_Coin @@ -1433,7 +1433,7 @@ splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{ mes "I knew that it was probably a stretch......"; mes "Perhaps I've been unrealistic."; mes "But I thank you for your trouble anyway. Please accept this as a sign of my gratitude."; - set ep14_1_bs,18; + ep14_1_bs = 18; completequest 11208; getexp 0,200000; getitem 6380,2; //Mora_Coin @@ -1448,14 +1448,14 @@ sec_in02,35,175,0 script Theore Set Guid 4_F_FAIRYKID,{ callfunc "F_GM_NPC"; switch(select("Set0:Set33:Set2_0")) { case 1: - set ep14_1_bs,0; + ep14_1_bs = 0; end; case 2: - set ep4_1_bs,3; + ep4_1_bs = 3; setquest 11183; end; case 3: - set ep14_1_bs2,0; + ep14_1_bs2 = 0; end; } } @@ -1465,7 +1465,7 @@ sec_in02,35,175,0 script Theore Set Guid 4_F_FAIRYKID,{ dic_in01,262,191,0 script #ep14_1_xq02 HIDDEN_WARP_NPC,0,3,{ end; OnTouch: - if (ep13_3_secret > 22 && checkquest(7206) == -1) { + if (ep13_3_secret > 22 && !questprogress(7206)) { enablenpc "Cheshire#ep14_1_xq01"; cutin "ep13_cheshire_h",1; mes "[Cheshire]"; @@ -1507,8 +1507,8 @@ dic_dun01,274,114,0 script Stacked Boxes of Goods CLEAR_NPC,{ mes "- You have too many items to do this quest. -"; close; } - set .@playtime, checkquest(7208,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7208,PLAYTIME); + if (.@playtime == 1) { mes "Boxes with all kinds of goods in them are stacked to the ceiling."; mes "The marked box Cheshire was talking about doesn't seem to be here yet."; close; @@ -1531,8 +1531,8 @@ dic_dun01,274,114,0 script Stacked Boxes of Goods CLEAR_NPC,{ close; } } else { - if (checkquest(7207) == -1) { - if (checkquest(7206) > -1) { + if (!questprogress(7207)) { + if (questprogress(7206)) { mes "Boxes with all kinds of goods in them are stacked to the ceiling."; mes "Looking closely, you find a box with a small piece of paper stuck to it."; next; @@ -1545,7 +1545,7 @@ dic_dun01,274,114,0 script Stacked Boxes of Goods CLEAR_NPC,{ getitem 6392,1; //Bradium_Box close; } - } else if (checkquest(7207) < 2) { + } else if (questprogress(7207) != 2) { mes "You've already obtained the box Cheshire was talking about."; mes "Now you only have to take it to the Crevice of Bifrost."; close; @@ -1562,7 +1562,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ close; } cutin "ep13_cheshire",1; - if (checkquest(7209) > -1) { + if (questprogress(7209)) { if (countitem(6090) < 20) { mes "[Cheshire]"; mes "Bring me 20 pieces of refined Bradium."; @@ -1592,7 +1592,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ end; } callsub L_CheckPlaytime; - if (checkquest(7210) > -1) { + if (questprogress(7210)) { if (countitem(6392) == 0) callsub L_LostQuest,7210; else { @@ -1616,8 +1616,8 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ } } if (ep13_3_secret > 22) { - if (checkquest(7207) == -1) { - if (checkquest(7206) == -1) { + if (!questprogress(7207)) { + if (!questprogress(7206)) { mes "[Cheshire]"; mes "...Hmm? Huh?"; mes "It's "+strcharinfo(0)+"!"; @@ -1685,7 +1685,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ cutin "",255; end; } - } else if (checkquest(7207) < 2) { + } else if (questprogress(7207) != 2) { if (countitem(6392) == 0) callsub L_LostQuest,7207; else { @@ -1828,8 +1828,8 @@ L_LostQuest: cutin "",255; end; L_CheckPlaytime: - set .@playtime, checkquest(7208,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7208,PLAYTIME); + if (.@playtime == 1) { mes "[Cheshire]"; mes "Each day, one of these boxes is sent to Kamidal Tunnel."; mes "It's smuggled in among other items."; @@ -1864,7 +1864,7 @@ OnTouch: mes "There must be someone down there."; if ($@cheshire_on == 0) { donpcevent "Cheshire#ep14_extra::OnEnable"; - set $@cheshire_on,1; + $@cheshire_on = 1; } close; } @@ -1947,7 +1947,7 @@ OnDisable: end; OnTimer600000: disablenpc "Cheshire#ep14_extra"; - set $@cheshire_on,0; + $@cheshire_on = 0; stopnpctimer; end; } @@ -2008,7 +2008,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "He wouldn't see me and locked himself in the room."; mes "But he might be willing to see you, because you've been to the Hazy Forest."; setquest 1109; - set ep14_1_rope,1; + ep14_1_rope = 1; close; } } @@ -2037,7 +2037,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "where he is."; mes "I'm counting on you, "+strcharinfo(0)+"."; changequest 1110,1111; - set ep14_1_rope,3; + ep14_1_rope = 3; close; } else if (ep14_1_rope == 3) { mes "[Euridi]"; @@ -2082,10 +2082,10 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ changequest 1112,1113; //delitem 6383,30; //Clue_Of_Lope - set .@count, countitem(6383); + .@count = countitem(6383); if (.@count) delitem 6383,((.@count > 30)?30:.@count); //Clue_Of_Lope - set ep14_1_rope,5; + ep14_1_rope = 5; close; } else if (ep14_1_rope == 5) { mes "[Euridi]"; @@ -2126,7 +2126,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "With the ring in her hand, Euridi bursts into tears."; mes "She starts to sing in a strained voice, still crying."; changequest 1116,1117; - set ep14_1_rope,10; + ep14_1_rope = 10; //delitem 6384,1; //Ring_Of_Lope if (countitem(6384)) delitem 6384,1; //Ring_Of_Lope @@ -2196,7 +2196,7 @@ mora,115,68,3 script Euridi's Friend#pa 4_F_MORAFINE1,{ mes "because of the thick fog."; mes "I think it's worth investigating."; changequest 1114,1115; - set ep14_1_rope,7; + ep14_1_rope = 7; close; } else if (ep14_1_rope == 7) { mes "[Euridi's Friend]"; @@ -2229,7 +2229,7 @@ mora,115,68,3 script Euridi's Friend#pa 4_F_MORAFINE1,{ mes "Lope will be able to rest in peace now."; mes "Thank you. I won't forget what you've done for me."; completequest 1117; - set ep14_1_rope,11; + ep14_1_rope = 11; getexp 1000000,2000000; getitem 6380,10; //Mora_Coin close; @@ -2267,7 +2267,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "He will be alive somewhere,"; mes "so go and try to find him! Just stop bothering me!"; changequest 1109,1110; - set ep14_1_rope,2; + ep14_1_rope = 2; close; } else if (ep14_1_rope == 2) { mes "[Pitt]"; @@ -2308,7 +2308,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "It's no use trying to talk to him any more."; mes "Try talking to Euridi."; changequest 1111,1112; - set ep14_1_rope,4; + ep14_1_rope = 4; close; } } else if (ep14_1_rope == 4) { @@ -2369,7 +2369,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "he must be somewhere around there,"; mes "in whatever form he might be in."; changequest 1113,1114; - set ep14_1_rope,6; + ep14_1_rope = 6; getitem 6384,1; //Ring_Of_Lope close; } else if (ep14_1_rope == 6 || ep14_1_rope == 7) { @@ -2444,7 +2444,7 @@ bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{ mes "[Lope]"; mes "Now go!"; mes "This is my last request as a Laphine called Lope..."; - set ep14_1_rope,9; + ep14_1_rope = 9; changequest 1115,1116; close; } else { @@ -2496,7 +2496,7 @@ OnTouch: next; mes "[Suspicious Man]"; mes "Aaaaarrrrrggghh!!!!!"; - set ep14_1_rope,8; + ep14_1_rope = 8; close; } else { mes "[Suspicious Man]"; @@ -2655,14 +2655,14 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "The sooner you get them back,"; mes "the sooner I can get back to my research."; setquest 5016; - set ep14_1_muk,1; + ep14_1_muk = 1; next; mes "[Raffle Researcher]"; mes "Have a safe trip."; emotion e_paper; close; } else if (ep14_1_muk == 1) { - if (checkquest(5016) > -1 && countitem(6385) == 0) { + if (questprogress(5016) && countitem(6385) == 0) { mes "[Raffle Researcher]"; mes "You're back? Where are my research tools?"; emotion e_what; @@ -2710,13 +2710,13 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "Why don't you take this and go to the inn"; mes "and rest up? There's nothing for you to do right now."; delitem 6385,1; //Research_Tool_Bag - set ep14_1_muk,2; + ep14_1_muk = 2; getitem 6380,1; //Mora_Coin erasequest 5016; close; } else if (ep14_1_muk == 2) { // Unofficial check, but it's needed here. - if (checkquest(5029,PLAYTIME) == 0 || checkquest(5029,PLAYTIME) == 1) { + if (questprogress(5029,PLAYTIME) == 1) { mes "[Raffle Researcher]"; mes "It must've been hard work to retrieve the tools."; mes "Why don't you take this and go to the inn"; @@ -2787,7 +2787,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "You can draw on his face,"; mes "pinch him, tickle him,"; mes "whatever you want. Just bully him 3 times."; - set ep14_1_muk,3; + ep14_1_muk = 3; setquest 5017; close; } else if (ep14_1_muk < 6) { @@ -2841,13 +2841,13 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "[Raffle Researcher]"; mes "Here is the sample tube for collecting."; mes "Go and collect 10 samples!"; - set ep14_1_muk,7; + ep14_1_muk = 7; getitem 1092,10; //Empty_Cylinder erasequest 5018; setquest 5019; close; } else if (ep14_1_muk == 7) { - if (checkquest(5019) > -1 && countitem(6386) < 10) { + if (questprogress(5019) && countitem(6386) < 10) { mes "[Raffle Researcher]"; mes "Have you collected the samples yet?"; mes "Please hurry up."; @@ -2877,12 +2877,12 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "Why don't you come back then?"; delitem 6386,10; //Bathtub_R_Sample getitem 6380,1; //Mora_Coin - set ep14_1_muk,8; + ep14_1_muk = 8; erasequest 5019; setquest 5020; close; } else if (ep14_1_muk == 8) { - if (checkquest(5020,PLAYTIME) == 0 || checkquest(5020,PLAYTIME) == 1) { + if (questprogress(5020,PLAYTIME) == 1) { mes "[Raffle Researcher]"; mes "The basic tests have not been completed yet."; mes "There's nothing for you to do now."; @@ -2908,30 +2908,30 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "the unidentified creature that attacked me."; next; if (rand(2)) { - set .@str$,"teeth"; - set .@quest,5021; + .@str$ = "teeth"; + .@quest = 5021; } else { - set .@str$,"scales"; - set .@quest,5022; + .@str$ = "scales"; + .@quest = 5022; } mes "[Raffle Researcher]"; mes "I'd better compare the two."; mes "Please return to the bath"; mes "and look for the creature's "+.@str$+"."; mes "If you can, please bring me 10 of them."; - set ep14_1_muk,9; + ep14_1_muk = 9; erasequest 5020; setquest .@quest; close; } else if (ep14_1_muk == 9) { - if (checkquest(5021) > -1 || checkquest(5022) > -1) { - if (checkquest(5021) > -1) { - set .@quest,5021; - set .@item,6387; //Teeth_Sample + if (questprogress(5021) || questprogress(5022)) { + if (questprogress(5021)) { + .@quest = 5021; + .@item = 6387; //Teeth_Sample setarray .@str$[0],"tooth","teeth"; } else { - set .@quest,5022; - set .@item,6388; //Scale_Sample + .@quest = 5022; + .@item = 6388; //Scale_Sample setarray .@str$[0],"scale","scales"; } if (countitem(.@item) < 10) { @@ -2966,7 +2966,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ erasequest .@quest; setquest 5023; close; - } else if (checkquest(5023,PLAYTIME) == 0 || checkquest(5023,PLAYTIME) == 1) { + } else if (questprogress(5023,PLAYTIME) == 1) { mes "[Raffle Researcher]"; mes "I'm still analyzing the DNA."; mes "The DNA analysis takes about 6 hours."; @@ -2976,14 +2976,14 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ switch(rand(1,6)) { case 1: case 3: - set .@quest,5021; - set .@item,6387; //Teeth_Sample + .@quest = 5021; + .@item = 6387; //Teeth_Sample setarray .@str$[0],"tooth","teeth"; break; case 2: case 4: - set .@quest,5022; - set .@item,6388; //Scale_Sample + .@quest = 5022; + .@item = 6388; //Scale_Sample setarray .@str$[0],"scale","scales"; break; case 5: @@ -3045,7 +3045,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "You probably don't need to run around"; mes "like you did collecting"; mes "the bath water samples."; - set ep14_1_muk,10; + ep14_1_muk = 10; getitem 1092,1; //Empty_Cylinder erasequest 5023; setquest 5024; @@ -3078,7 +3078,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "The puddle should be at 7 o'clock"; mes "from the village."; delitem 6389,1; //Puddle_R_Sample - set ep14_1_muk,11; + ep14_1_muk = 11; getitem 1092,1; //Empty_Cylinder changequest 5024,5025; next; @@ -3106,7 +3106,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "The puddle to the south"; mes "should be... at 6 o'clock from here."; delitem 6389,1; //Puddle_R_Sample - set ep14_1_muk,12; + ep14_1_muk = 12; getitem 1092,1; //Empty_Cylinder changequest 5025,5026; next; @@ -3138,7 +3138,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "It's not completely to the north."; mes "it's at 11 o'clock from the village."; delitem 6389,1; //Puddle_R_Sample - set ep14_1_muk,13; + ep14_1_muk = 13; getitem 1092,1; //Empty_Cylinder changequest 5026,5027; next; @@ -3179,7 +3179,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "There's probably nothing else to do. While I run the experiment,"; mes "why don't you go and entertain yourself?"; delitem 6389,1; //Puddle_R_Sample - set ep14_1_muk,14; + ep14_1_muk = 14; getitem 6380,4; //Mora_Coin erasequest 5027; setquest 5028; @@ -3189,7 +3189,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "will take about 12 hours."; close; } else if (ep14_1_muk == 14) { - if (checkquest(5028,PLAYTIME) == 0 || checkquest(5028,PLAYTIME) == 1) { + if (questprogress(5028,PLAYTIME) == 1) { mes "[Raffle Researcher]"; mes "What? You're here? Well..."; next; @@ -3307,7 +3307,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "[Raffle Researcher]"; mes "The best research assistant in my life..."; mes "is you, "+strcharinfo(0)+"!!!"; - set ep14_1_muk,15; + ep14_1_muk = 15; completequest 5028; getexp 1000000,4000000; getitem 6380,30; //Mora_Coin @@ -3462,8 +3462,8 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ donpcevent "Black Shadow#ep14_muk::OnDisable"; end; } - set .@playtime, checkquest(5029,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(5029,PLAYTIME); + if (.@playtime == 1) { mes "You see a dark hole. As you show interest, something disappears quickly into the dark hole."; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; @@ -3471,7 +3471,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } else if (.@playtime == 2) erasequest 5029; if (ep14_1_goki == 30) { - if (checkquest(5030) == -1 && checkquest(5031) == -1 && checkquest(5032) == -1 && checkquest(5033) == -1 && checkquest(5034) == -1) { + if (!questprogress(5030) && !questprogress(5031) && !questprogress(5032) && !questprogress(5033) && !questprogress(5034)) { mes "[Unidentified creature]"; mes "Arrgghh!!!"; mes "Why you bother me."; @@ -3479,7 +3479,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; if(select("Bully anyway.:I'll stop.") == 1) { emotion e_sob; - set ep14_1_goki,0; + ep14_1_goki = 0; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; @@ -3506,7 +3506,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; if(select("Don't help.:Help.") == 1) { emotion e_sob; - set ep14_1_goki,0; + ep14_1_goki = 0; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; @@ -3548,7 +3548,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "You tell me my family do okay."; setquest 5030+rand(4); //5030,5031,5032,5033 close; - } else if (checkquest(5030) > -1 || checkquest(5031) > -1 || checkquest(5032) > -1 || checkquest(5033) > -1) { + } else if (questprogress(5030) || questprogress(5031) || questprogress(5032) || questprogress(5033)) { mes "[Fishee]"; mes "Please. In puddle."; mes "You tell me my family do okay."; @@ -3567,7 +3567,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "Please. In puddle."; mes "You tell me my family do okay."; close; - } else if (checkquest(5034) > -1 && checkquest(5034) < 2) { + } else if (questprogress(5034) == 1) { if (MaxWeight - Weight < 100 || checkweight(5792,1) == 0) { mes "[Fishee]"; mes "You have lots."; @@ -3593,7 +3593,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ completequest 5034; getitem 5792,1; //Fish_Pin close; - } else if (checkquest(5034) == 2) { + } else if (questprogress(5034) == 2) { mes "[Fishee]"; mes "You... I saw. Feeling. I saw. Feeling."; mes "You... Name?"; @@ -3606,17 +3606,17 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ close; } } - set .@weapon$, ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed"); - set .@pc_hp, 200; - set .@npc_hp, 200; + .@weapon$ = ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed"); + .@pc_hp = 200; + .@npc_hp = 200; setarray .@skills$[0],"Midsection punch","Headbutt","Wiggle wiggle","Screw punch","Mumble muble"; mes "The unidentified creature is attacking. What will you do?"; next; while(1) { switch(select("Attack with a weapon.:Attack using a skill.:Attack using teeth.:Run away in fear.")) { case 1: // Weapon - set .@p_damage,10; - set .@pc_attack, rand(1,10); + .@p_damage = 10; + .@pc_attack = rand(1,10); mes "["+strcharinfo(0)+"'s Attack]"; switch(.@pc_attack) { // Miss. @@ -3632,15 +3632,15 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect EF_HIT1; - set .@npc_hp, .@npc_hp - .@p_damage; + .@npc_hp -= .@p_damage; switch(.@pc_attack) { - case 1: set .@str$,"With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break; - case 2: set .@str$,"By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break; - case 4: set .@str$,"You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break; - case 5: set .@str$,"You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break; - case 7: set .@str$,"With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break; - case 8: set .@str$,"You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; - case 10: set .@str$,"You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; + case 1: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break; + case 2: .@str$ = "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break; + case 4: .@str$ = "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break; + case 5: .@str$ = "You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break; + case 7: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break; + case 8: .@str$ = "You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; + case 10: .@str$ = "You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; } mes .@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted."; break; @@ -3648,9 +3648,9 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; break; case 2: // Skill - set .@p_damage,20; - set .@pc_attack, rand(1,6); - set .@skillname$, .@skills$[rand(5)]; + .@p_damage = 20; + .@pc_attack = rand(1,6); + .@skillname$ = .@skills$[rand(5)]; mes "["+strcharinfo(0)+"'s Attack]"; switch(.@pc_attack) { // Miss. @@ -3666,11 +3666,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect EF_BASH; - set .@npc_hp, .@npc_hp - .@p_damage; + .@npc_hp -= .@p_damage; switch(.@pc_attack) { - case 1: set .@str$, "With an attack so fast and furious, the creature is too stunned to move."; break; - case 3: set .@str$, "The creature dodged, but you foresaw his movements and targeted accurately."; break; - case 5: set .@str$, "Your skill flew in a perfect parabola and hit the creature exactly."; break; + case 1: .@str$ = "With an attack so fast and furious, the creature is too stunned to move."; break; + case 3: .@str$ = "The creature dodged, but you foresaw his movements and targeted accurately."; break; + case 5: .@str$ = "Your skill flew in a perfect parabola and hit the creature exactly."; break; } mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the unidentified creature. "+.@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted."; break; @@ -3678,12 +3678,12 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; break; case 3: // Tooth - set .@p_damage,50; - set .@pc_attack, rand(1,10); + .@p_damage = 50; + .@pc_attack = rand(1,10); mes "["+strcharinfo(0)+"'s Attack]"; if (.@pc_attack == 4 || .@pc_attack == 7) { specialeffect EF_HIT1; - set .@npc_hp, .@npc_hp - .@p_damage; + .@npc_hp -= .@p_damage; mes "You use your well-groomed teeth to bite the unidentified creature hard until your teeth sink into its flesh. ^FF0000["+.@p_damage+"]^000000 damage inflicted."; } else mes "You use your steel-like teeth to bite the unidentified creature, but the frightened creature dodged. He stares at you with strange eyes."; @@ -3701,7 +3701,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; specialeffect2 EF_HIT1; mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; - set .@pc_hp, .@pc_hp - 10; + .@pc_hp -= 10; next; // Unofficial check, but it's needed here. callsub L_CheckPCAlive, .@pc_hp; @@ -3711,7 +3711,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ if (.@npc_hp <= 0) { mes "You won. The unidentified creature is unconscious."; next; - if (checkquest(5016) > -1 && countitem(6385) == 0) { + if (questprogress(5016) && countitem(6385) == 0) { mes "What will you do?"; next; select("Look for the research tools."); @@ -3725,7 +3725,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ end; } mes "Found Researcher Raffle's ^0000FF Research tool ^000000."; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; getitem 6385,1; //Research_Tool_Bag setquest 5029; next; @@ -3733,7 +3733,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; - } else if (checkquest(5017) > -1) { + } else if (questprogress(5017)) { mes "How will you bully the creature?"; next; input .@inputstr$; @@ -3752,8 +3752,8 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ changequest 5017,5018; break; } - set ep14_1_muk, ep14_1_muk+1; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_muk += 1; + ep14_1_goki += 1; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; @@ -3762,7 +3762,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; if(select("Check the body of the unidentified creature.:Leave.") == 2) { setquest 5029; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; @@ -3770,21 +3770,21 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ if (rand(1,30) == 7) { if (checkweight(6380,1) == 0) { mes "While you were checking the body of the unidentified creature, your fingers touch something. You got lucky, but due to your heavy load you failed to obtain a ^0000FF Mora Coin^000000."; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; setquest 5029; close2; donpcevent "Black Shadow#ep14_muk::OnDisable"; end; } mes "While you were checking the body of the unidentified creature, your fingers touch something. Lucky. Obtained a ^0000FF Mora Coin^000000."; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; getitem 6380,1; //Mora_Coin setquest 5029; next; mes "The creature wakes up and disappears into the dark hole."; } else { mes "As soon as you touch the creature's body, it wakes up and disappears into the dark hole."; - set ep14_1_goki, ep14_1_goki+1; + ep14_1_goki += 1; setquest 5029; } close2; @@ -3797,18 +3797,18 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "Unidentified Creature HP = "+.@npc_hp; next; mes "[Attack of the unidentified creature]"; - set .@npc_attack, rand(1,3); + .@npc_attack = rand(1,3); switch(.@npc_attack) { case 1: - set .@n_damage,10; + .@n_damage = 10; mes "The unidentified creature shoots a stream of bath water."; break; case 2: - set .@n_damage,20; + .@n_damage = 20; mes "The unidentified creature dashes at you with great speed. It appears to be attempting a headbutt."; break; case 3: - set .@n_damage,50; + .@n_damage = 50; mes "The unidentified creature runs at you with its teeth bared. It appears to be attempting to bite."; break; } @@ -3831,13 +3831,13 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; } - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; next; break; case 2: switch(.@npc_attack) { case 1: - set .@miss, rand(1,5); + .@miss = rand(1,5); mes "[Attack of the unidentified creature]"; switch(.@miss) { // Miss. @@ -3850,11 +3850,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect2 EF_ICEARROW; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; switch(.@miss) { - case 2: set .@str$,"face"; break; - case 4: set .@str$,"stomach"; break; - case 5: set .@str$,"arm"; break; + case 2: .@str$ = "face"; break; + case 4: .@str$ = "stomach"; break; + case 5: .@str$ = "arm"; break; } mes "The stream of water hits your "+.@str$+" squarely. ^FF0000["+.@n_damage+"]^000000 damage received."; break; @@ -3862,7 +3862,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; break; case 2: - set .@miss, rand(1,10); + .@miss = rand(1,10); mes "[Attack of the unidentified creature]"; switch(.@miss) { // Miss. @@ -3881,14 +3881,14 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect2 EF_BASH; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; switch(.@miss) { - case 2: set .@str$,"With a thud, you can feel intense pain."; break; - case 4: set .@str$,"*thud* Your back seems to give way."; break; - case 6: set .@str$,"The creature's attack hits you in the shoulder."; break; - case 8: set .@str$,"The attack is like an arrow."; break; - case 9: set .@str$,"The attack was fast and accurate."; break; - case 10: set .@str$,"It hits your hand with a thud."; break; + case 2: .@str$ = "With a thud, you can feel intense pain."; break; + case 4: .@str$ = "*thud* Your back seems to give way."; break; + case 6: .@str$ = "The creature's attack hits you in the shoulder."; break; + case 8: .@str$ = "The attack is like an arrow."; break; + case 9: .@str$ = "The attack was fast and accurate."; break; + case 10: .@str$ = "It hits your hand with a thud."; break; } mes "The unidentified creature dashes at you and headbutts. "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; break; @@ -3896,7 +3896,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; break; case 3: - set .@miss, rand(1,10); + .@miss = rand(1,10); mes "[Attack of the unidentified creature]"; switch(.@miss) { // Miss. @@ -3921,12 +3921,12 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ // Hit. default: specialeffect2 EF_HIT1; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; switch(.@miss) { - case 2: set .@str$,"leg. Its sharp teeth penetrate your legs."; break; - case 4: set .@str$,"arm. Its sharp teeth penetrate your arm."; break; - case 6: set .@str$,"toe. You feel like your toe is being cut off."; break; - case 10: set .@str$,"finger. You feel like your finger is being cut off."; break; + case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break; + case 4: .@str$ = "arm. Its sharp teeth penetrate your arm."; break; + case 6: .@str$ = "toe. You feel like your toe is being cut off."; break; + case 10: .@str$ = "finger. You feel like your finger is being cut off."; break; } mes "The unidentified creature runs at you with its teeth bared, and bites your "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; break; @@ -3936,78 +3936,78 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } break; case 3: - set .@defend, rand(1,10); + .@defend = rand(1,10); switch(.@npc_attack) { case 1: if (.@defend == 3 || .@defend == 6) { - set .@n_damage, .@n_damage / 2; + .@n_damage /= 2; specialeffect2 EF_GUARD; } else specialeffect2 EF_ICEARROW; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(0)+"]"; switch(.@defend) { // Blocked. - case 3: set .@str$,"You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break; - case 6: set .@str$,"You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break; + case 3: .@str$ = "You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break; + case 6: .@str$ = "You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break; // Not blocked. - case 1: set .@str$,"You try to block the stream of water with your strong butt, but it's too late."; break; - case 2: set .@str$,"You try to block the stream of water with your big gut, but to no avail."; break; - case 4: set .@str$,"You try to block the stream of water with your gathered hands, but the creature targets a different place."; break; - case 5: set .@str$,"You try to block the stream of water with your strong hands, but you fail."; break; - case 7: set .@str$,"You try to block the stream of water with arms crossed, but you fold them wrong."; break; - case 8: set .@str$,"You try to block the stream of water with your rock-like head, but it was not possible."; break; - case 9: set .@str$,"You try to block the stream of water with your solid muscles, but it was not possible."; break; - case 10: set .@str$,"You try to block the stream of water with your strong feet, but your effort was wasted."; break; + case 1: .@str$ = "You try to block the stream of water with your strong butt, but it's too late."; break; + case 2: .@str$ = "You try to block the stream of water with your big gut, but to no avail."; break; + case 4: .@str$ = "You try to block the stream of water with your gathered hands, but the creature targets a different place."; break; + case 5: .@str$ = "You try to block the stream of water with your strong hands, but you fail."; break; + case 7: .@str$ = "You try to block the stream of water with arms crossed, but you fold them wrong."; break; + case 8: .@str$ = "You try to block the stream of water with your rock-like head, but it was not possible."; break; + case 9: .@str$ = "You try to block the stream of water with your solid muscles, but it was not possible."; break; + case 10: .@str$ = "You try to block the stream of water with your strong feet, but your effort was wasted."; break; } mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; next; break; case 2: if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) { - set .@n_damage, .@n_damage / 2; + .@n_damage /= 2; specialeffect2 EF_GUARD; } else specialeffect2 EF_BASH; - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(0)+"]"; switch(.@defend) { // Blocked. - case 1: set .@str$,"You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break; - case 3: set .@str$,"You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break; - case 5: set .@str$,"You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break; - case 7: set .@str$,"The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break; + case 1: .@str$ = "You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break; + case 3: .@str$ = "You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break; + case 5: .@str$ = "You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break; + case 7: .@str$ = "The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break; // Not blocked. - case 2: set .@str$,"You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break; - case 4: set .@str$,"You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break; - case 6: set .@str$,"You try to block the dash attack with arms crossed, but you feel an incredible force."; break; - case 8: set .@str$,"You try to block the dash attack, to no avail."; break; - case 9: set .@str$,"You try to block the dash attack with your strong hands, to no avail."; break; - case 10: set .@str$,"You try to block the dash attack with your durable feet, but the pain woke you up."; break; + case 2: .@str$ = "You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break; + case 4: .@str$ = "You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break; + case 6: .@str$ = "You try to block the dash attack with arms crossed, but you feel an incredible force."; break; + case 8: .@str$ = "You try to block the dash attack, to no avail."; break; + case 9: .@str$ = "You try to block the dash attack with your strong hands, to no avail."; break; + case 10: .@str$ = "You try to block the dash attack with your durable feet, but the pain woke you up."; break; } mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; next; break; case 3: if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) { - set .@n_damage, .@n_damage / 2; + .@n_damage /= 2; specialeffect2 EF_GUARD; } - set .@pc_hp, .@pc_hp - .@n_damage; + .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(0)+"]"; switch(.@defend) { // Blocked. - case 2: set .@str$,"but you block its attack with a branch nearby. HP reduced only by half."; break; - case 4: set .@str$,"but you block its attack with a weapon. HP reduced only by half."; break; - case 6: set .@str$,"but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break; - case 8: set .@str$,"but you block its attack using a book you always carry around. HP reduced only by half."; break; + case 2: .@str$ = "but you block its attack with a branch nearby. HP reduced only by half."; break; + case 4: .@str$ = "but you block its attack with a weapon. HP reduced only by half."; break; + case 6: .@str$ = "but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break; + case 8: .@str$ = "but you block its attack using a book you always carry around. HP reduced only by half."; break; // Not blocked. - case 1: set .@str$,"and bites your arm."; break; - case 3: set .@str$,"and bites your leg."; break; - case 5: set .@str$,"and bites your shoulder."; break; - case 7: set .@str$,"and bites your finger."; break; - case 9: set .@str$,"and bites your finger."; break; - case 10: set .@str$,"and bites your toe."; break; + case 1: .@str$ = "and bites your arm."; break; + case 3: .@str$ = "and bites your leg."; break; + case 5: .@str$ = "and bites your shoulder."; break; + case 7: .@str$ = "and bites your finger."; break; + case 9: .@str$ = "and bites your finger."; break; + case 10: .@str$ = "and bites your toe."; break; } mes "The unidentified creature runs at you with its teeth bared, "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; next; @@ -4027,7 +4027,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "You fail to escape."; next; mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; - set .@pc_hp, .@pc_hp - 10; + .@pc_hp -= 10; next; } break; @@ -4076,7 +4076,7 @@ OnFullon: } - script ???#mora -1,{ - if (checkquest(5019) > -1) { + if (questprogress(5019)) { mes "You find an area emitting a distinct aura."; mes "You may be able to collect bath water samples."; mes "What will you do?"; @@ -4119,13 +4119,13 @@ OnFullon: close2; donpcevent strnpcinfo(0)+"::OnDisable"; end; - } else if (checkquest(5021) > -1 || checkquest(5022) > -1) { - if (checkquest(5021) > -1) { - set .@str$,"tooth"; - set .@item,6387; //Teeth_Sample + } else if (questprogress(5021) || questprogress(5022)) { + if (questprogress(5021)) { + .@str$ = "tooth"; + .@item = 6387; //Teeth_Sample } else { - set .@str$,"scale"; - set .@item,6388; //Scale_Sample + .@str$ = "scale"; + .@item = 6388; //Scale_Sample } mes "Something is shining in the water."; mes "You may be able to collect the unidentified creature's "+.@str$+" samples."; @@ -4191,12 +4191,12 @@ OnTimer60000: donpcevent strnpcinfo(0)+"::OnEnable"; end; OnTouch: - if (checkquest(5034) == 2 || ep14_1_muk == 0 || rand(5)) { + if (questprogress(5034) == 2 || ep14_1_muk == 0 || rand(5)) { percentheal 5,5; end; } - set .@playtime, checkquest(5029,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(5029,PLAYTIME); + if (.@playtime == 1) { percentheal 5,5; end; } else if (.@playtime == 2) { @@ -4218,14 +4218,14 @@ mora,116,81,0 duplicate(???#mora) ???#ep14_muk04 CLEAR_NPC,2,2 mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 - script #mora_puddle -1,{ - set .@i, atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(2),9)); // This script has a lot of checks, // so arrays are only set when used. setarray .@quest1[1],5024,5025,5026,5027; setarray .@dir$[1],"east","west","south","north"; - if (checkquest(.@quest1[.@i]) > -1) { + if (questprogress(.@quest1[.@i])) { if (countitem(6389) == 0) { mes "This appears to be the puddle to the "+.@dir$[.@i]; mes "that the researcher talked about."; @@ -4254,14 +4254,14 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 } } - set .@quest1[0], .@quest1[.@i]; - set .@dir$[0], .@dir$[.@i]; + .@quest1[0] = .@quest1[.@i]; + .@dir$[0] = .@dir$[.@i]; deletearray .@quest1[.@i],1; deletearray .@dir$[.@i],1; - if (checkquest(.@quest1[1]) > -1 || checkquest(.@quest1[2]) > -1 || checkquest(.@quest1[3]) > -1) { - for(set .@j,1; .@j<=3; set .@j,.@j+1) { - if (checkquest(.@quest1[.@j]) > -1) + if (questprogress(.@quest1[1]) || questprogress(.@quest1[2]) || questprogress(.@quest1[3])) { + for(.@j = 1; .@j<=3; ++.@j) { + if (questprogress(.@quest1[.@j])) break; } mes "This is not the puddle to the "+.@dir$[.@j]+"."; @@ -4269,10 +4269,10 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 } setarray .@quest2[1],5030,5031,5032,5033; - set .@quest2[0], .@quest2[.@i]; + .@quest2[0] = .@quest2[.@i]; deletearray .@quest2[.@i],1; - if (ep14_1_goki == 30 && checkquest(.@quest2[0]) > -1) { + if (ep14_1_goki == 30 && questprogress(.@quest2[0])) { mes "You arrived at the puddle to the "+.@dir$[0]+"."; mes "You should look for the unidentified creature's family."; next; @@ -4329,13 +4329,13 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 mes "We okay. Happy. Here. You tell son."; changequest .@quest2[0],5034; close; - } else if (checkquest(5034) > -1 && checkquest(5034) < 2) { + } else if (questprogress(5034) == 1) { mes "[Fishee's Dad]"; mes "Yes... Human give son news."; mes "Thanks. Son,"; mes "We okay. Happy. Here. You tell son."; close; - } else if (checkquest(.@quest2[1]) > -1 || checkquest(.@quest2[2]) > -1 || checkquest(.@quest2[3]) > -1) { + } else if (questprogress(.@quest2[1]) || questprogress(.@quest2[2]) || questprogress(.@quest2[3])) { mes "You arrived at the puddle to the "+.@dir$[0]+"."; mes "You should look for the unidentified creature's family."; next; @@ -4377,8 +4377,8 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ mes "Why don't you come back when you've grown stronger? I can't give you tasks when you're in your current state."; close; } - set .@playtime, checkquest(12230,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(12230,PLAYTIME); + if (.@playtime == 1) { mes "[Elephantine]"; mes "I have no additional tasks available now. If I get some, I'll let you know when you come back."; close; @@ -4418,7 +4418,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "I'd like you to take them out as you see them, before they try to sell anything to the adventurers lost in the forest."; - set .@n$,"Fruit-Carrying Insects"; + .@n$ = "Fruit-Carrying Insects"; break; case 2: setquest 12226; @@ -4428,7 +4428,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "No casualties have been reported yet, but it wouldn't hurt to take precautions. Please deal with them appropriately."; - set .@n$,"Flowery Hunters"; + .@n$ = "Flowery Hunters"; break; case 3: setquest 12227; @@ -4438,7 +4438,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "They didn't look so ferocious... but the adventurer has asked me to get rid of them, so you'll have to do it."; - set .@n$,"Small but Ferocious..."; + .@n$ = "Small but Ferocious..."; break; case 4: setquest 12228; @@ -4448,7 +4448,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "I don't know what grudge he has against the fairies, but a request is a request."; - set .@n$,"An Unknown Grudge"; + .@n$ = "An Unknown Grudge"; break; case 5: setquest 12229; @@ -4458,7 +4458,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ next; mes "[Elephantine]"; mes "They don't seem so dangerous, but they are reported to steal books and sweets from adventurers. Please deal with them appropriately."; - set .@n$,"Blondie Ann"; + .@n$ = "Blondie Ann"; break; } next; @@ -4485,8 +4485,8 @@ mora,115,98,8 script Hotcha#pa0829 4_ELEPHANT,{ mes "This place is like a paradise for adventurers. Not for weak ones like you, though."; close; } - set .@playtime, checkquest(12230,PLAYTIME); - if (.@playtime == -1) { + .@playtime = questprogress(12230,PLAYTIME); + if (!.@playtime) { mes "[Hotcha]"; mes "I see you haven't received"; mes "any tasks yet."; @@ -4503,8 +4503,8 @@ mora,115,98,8 script Hotcha#pa0829 4_ELEPHANT,{ next; mes "[Hotcha]"; mes "Once they are removed, go talk to Elephantine and you can receive new tasks."; - for(set .@i,12225; .@i<=12229; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 12225; .@i<=12229; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } erasequest 12230; @@ -4520,8 +4520,8 @@ mora,115,98,8 script Hotcha#pa0829 4_ELEPHANT,{ mes "Please wait a minute while I check the documents."; next; - for(set .@i,12225; .@i<=12229; set .@i,.@i+1) { - if (checkquest(.@i,HUNTING) == 2) { + for(.@i = 12225; .@i<=12229; ++.@i) { + if (questprogress(.@i,HUNTING) == 2) { mes "[Hotcha]"; mes "Yes, I see you've completed the task. It has been confirmed as completed."; erasequest .@i; @@ -4560,8 +4560,8 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ mes "You really have no clue. What could you do with such a weak body?"; close; } - set .@playtime, checkquest(12241,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(12241,PLAYTIME); + if (.@playtime == 1) { mes "[Bow-wow]"; mes "I have no additional tasks available now. If I get some, I'll let you know when you come back."; close; @@ -4601,7 +4601,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "*grin* None other than... Insect Feelers! The General Goods Dealer there asked me to get four of them. I personally would not eat it for all the world..."; - set .@n$,"Material for the Preservative"; + .@n$ = "Material for the Preservative"; break; case 2: setquest 12232; @@ -4611,7 +4611,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "Immortal Hearts seem to be all the rage lately. The General Goods Merchant asked me to get five of them."; - set .@n$,"A Symbol of Resistance"; + .@n$ = "A Symbol of Resistance"; break; case 3: setquest 12233; @@ -4621,7 +4621,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "The client is the General Goods Merchant over there. Three bunches of them will be enough."; - set .@n$,"Material for First Aid Kits"; + .@n$ = "Material for First Aid Kits"; break; case 4: setquest 12234; @@ -4631,7 +4631,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "The General Goods Dealer asked me to get three Orcish Vouchers, which are to be used to make symbols of courage."; - set .@n$,"Symbols of Courage"; + .@n$ = "Symbols of Courage"; break; case 5: setquest 12235; @@ -4641,7 +4641,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ next; mes "[Bow-wow]"; mes "The General Goods Dealer asked me to get three Skel-Bones, which are to be used to make tonic."; - set .@n$,"Good for Stamina..."; + .@n$ = "Good for Stamina..."; break; } next; @@ -4668,8 +4668,8 @@ mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{ mes "What could you do with that fragile body? Go get some exercise."; close; } - set .@playtime, checkquest(12241,PLAYTIME); - if (.@playtime == -1) { + .@playtime = questprogress(12241,PLAYTIME); + if (!.@playtime) { mes "[General Good Dealer]"; mes "I see you haven't received"; mes "any tasks yet."; @@ -4686,8 +4686,8 @@ mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{ next; mes "[General Good Dealer]"; mes "Once they are removed, go talk to Bow-wow and you can receive new tasks."; - for(set .@i,12231; .@i<=12235; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 12231; .@i<=12235; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } erasequest 12241; @@ -4716,7 +4716,7 @@ mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{ close; L_CheckQuest: - if (checkquest(getarg(0)) > -1) { + if (questprogress(getarg(0))) { if (countitem(getarg(1)) < getarg(2)) { mes "[General Good Dealer]"; mes "The amount is not enough..."; @@ -4756,8 +4756,8 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ mes "This place is not a nursery. Grow up and come back, and I'll gladly give you tasks."; close; } - set .@playtime, checkquest(12242,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(12242,PLAYTIME); + if (.@playtime == 1) { mes "[Woof-grrr]"; mes "I have no additional tasks available now. If I get some, I'll let you know when you come back."; close; @@ -4797,7 +4797,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "Mementos serve as inspirations for designers of those cases. The Commodities Dealer across from me asked me to get two of them."; - set .@n$,"The Latest Trend in Talismans"; + .@n$ = "The Latest Trend in Talismans"; break; case 2: setquest 12237; @@ -4807,7 +4807,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "The Commodities Dealer across from me seems to make protective cases out of Shells. I was asked to get three of them."; - set .@n$,"Keep Your Valuables Safe"; + .@n$ = "Keep Your Valuables Safe"; break; case 3: setquest 12238; @@ -4817,7 +4817,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "The Commodities Dealer across from me asked me to get three Scale Shells, which are to be used to make knee protectors."; - set .@n$,"Material for Knee Protectors"; + .@n$ = "Material for Knee Protectors"; break; case 4: setquest 12239; @@ -4827,7 +4827,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "The Commodities Dealer across from me asked me to get two Venom Canines, which are to be used in the research of the substance."; - set .@n$,"Poison for Poison..."; + .@n$ = "Poison for Poison..."; break; case 5: setquest 12240; @@ -4837,7 +4837,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ next; mes "[Woof-grrr]"; mes "The Commodities Dealer across from me commissioned me to get five globs of Sticky Mucus."; - set .@n$,"Don't Slip and Fall"; + .@n$ = "Don't Slip and Fall"; break; } next; @@ -4864,8 +4864,8 @@ mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{ mes "Go away! I can't concentrate on cataloging with you hanging around like that..."; close; } - set .@playtime, checkquest(12242,PLAYTIME); - if (.@playtime == -1) { + .@playtime = questprogress(12242,PLAYTIME); + if (!.@playtime) { mes "[Commodities Dealer]"; mes "I see you haven't received"; mes "any tasks yet."; @@ -4882,8 +4882,8 @@ mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{ next; mes "[Commodities Dealer]"; mes "Once they are removed, go talk to Woof-grrr and you can receive new tasks."; - for(set .@i,12236; .@i<=12240; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 12236; .@i<=12240; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } erasequest 12242; @@ -4912,7 +4912,7 @@ mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{ close; L_CheckQuest: - if (checkquest(getarg(0)) > -1) { + if (questprogress(getarg(0))) { if (countitem(getarg(1)) < getarg(2)) { mes "[Commodities Dealer]"; mes "The amount is not enough..."; @@ -4952,16 +4952,16 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ mes "You need to have a strong spirit to do this task. I think you need a lot more discipline."; close; } - set .@playtime, checkquest(12253,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(12253,PLAYTIME); + if (.@playtime == 1) { mes "You still have marks of the haunting souls on your body."; next; mes "You'll have to come back when the marks have disappeared."; close; } else if (.@playtime == 2) { mes "You feel your mind has calmed down once again. You now have enough energy to go look for other souls, so talk to the Guide again."; - for(set .@i,12243; .@i<=12252; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 12243; .@i<=12252; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } erasequest 12253; @@ -4990,66 +4990,66 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ setquest 12243; setquest 12253; mes "^660066Age 32. Comes from Midgard. Has been missing for 3 months since he went to the Maze of the Hazy Forest in order to collect the native plants. Low chance of survival.^000000"; - set .@n$,"Tazar"; + .@n$ = "Tazar"; break; case 2: setquest 12244; setquest 12253; mes "^660066Age 19. Adventurer who came from a far, unknown place by ship. Been missing for 2 months since he went to explore the Maze dressed in thin tights, despite dissuasion of all Mora residents."; mes "Even if he's alive, he would cause trouble to the rescue team.^000000"; - set .@n$,"Niger"; + .@n$ = "Niger"; break; case 3: setquest 12245; setquest 12253; mes "^660066Age unknown. Has some mental illness. Went alone in order to purify the Maze of the Hazy forest. He insists that he has good ancestry but no one trusts him."; mes "Disappearance period : 12 years. Not much chance of survival.^000000"; - set .@n$,"Messil"; + .@n$ = "Messil"; break; case 4: setquest 12246; setquest 12253; mes "^660066Age 51. Used to be a big thief who stole famous swords from all around the world."; mes "Went missing in the Maze after being pursued for running an illegal casino house which caused massive casualties in his final years. Low chance of survival.^000000"; - set .@n$,"Noirit"; + .@n$ = "Noirit"; break; case 5: setquest 12247; setquest 12253; mes "^660066Age 22. An apprentice of an airship pilot. He has gone missing while drinking in Mora town, where he went for a break."; mes "Rumor has it that he fled after signing somewhere. Disappearance period : 4 months. Low chance of survival.^000000"; - set .@n$,"Pajama Sin"; + .@n$ = "Pajama Sin"; break; case 6: setquest 12248; setquest 12253; mes "^660066Age Unknown. A female with long hair, dressed in black. Went on an expedition to the forest of the Maze in search of eternal life. Disappearance period : 3 months. Low chance of survival.^000000"; - set .@n$,"Mendel"; + .@n$ = "Mendel"; break; case 7: setquest 12249; setquest 12253; mes "^660066Age around 50. The current Mayor of the Mora village. He ran away to the Forest of Maze after being caught pocketing profits by cheating the residents. Survival uncertain.^000000"; - set .@n$,"Milebit"; + .@n$ = "Milebit"; break; case 8: setquest 12250; setquest 12253; mes "^660066Age 29. A young man with an unknown background."; mes "Fled to the forest of maze after scamming 1200 Mora coins from Mora residents while pretending to start a lot of business and adapting himself in Mora. Survival uncertain.^000000"; - set .@n$,"Kunmoon"; + .@n$ = "Kunmoon"; break; case 9: setquest 12251; setquest 12253; mes "^660066Age 34. Flirted with several women in Mora. Fled from Mora villagers to the forest of maze. Survival uncertain.^000000"; - set .@n$,"Chaihokin"; + .@n$ = "Chaihokin"; break; case 10: setquest 12252; setquest 12253; mes "^660066Age Unknown. Disappered with coins which were joint controlled by the villagers. Low chance of survival.^000000"; - set .@n$,"Tual"; + .@n$ = "Tual"; break; } next; @@ -5088,12 +5088,12 @@ sec_in02,29,34,5 script Initializing Mora Sanjo 4_MAN_NITT,{ mes "[Initialization]"; mes "14.1 Initializing all quest window include related daily quest and map and so on"; freeloop(1); - for(set .@i,12225; .@i<=12353; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 12225; .@i<=12353; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } freeloop(0); - set ep14_1_mistwoods,10; + ep14_1_mistwoods = 10; close; } } @@ -5106,7 +5106,7 @@ function script mora_remains { mes "You have to make space in your inventory."; close; } - if (checkquest(getarg(0)) > -1) { + if (questprogress(getarg(0))) { specialeffect2 EF_BLIND; specialeffect2 EF_BEGINSPELL; progressbar "ffff00",4; @@ -5155,8 +5155,8 @@ mora,118,166,6 script Knights Chief#mo 4_F_RAFLE_VI,{ } mora,116,165,5 script Knights Boss#mo 4_M_RAFLE_VI,{ - set .@playtime, checkquest(1119,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(1119,PLAYTIME); + if (.@playtime == 1) { mes "[Order of the Knights Boss]"; mes "We've run out of Mora Coins."; mes "Come back tomorrow!"; @@ -5279,7 +5279,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ mes "I think you'll make a great right-hand man, the Chief."; mes "I feel rewarded, as the Boss."; mes "As the Leader, I'm so pleased to see you all improve."; - set ep14_1_rope,12; + ep14_1_rope = 12; setquest 1118; close; } @@ -5314,7 +5314,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ mes "It's no use trying to do it."; completequest 1118; delitem 6383,30; //Clue_Of_Lope - set ep14_1_rope,13; + ep14_1_rope = 13; getitem 6380,2; //Mora_Coin getexp 1000000,1000000; close; |