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Diffstat (limited to 'npc/re/quests/quests_mora.txt')
-rw-r--r--npc/re/quests/quests_mora.txt606
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;