diff options
Diffstat (limited to 'npc/re')
96 files changed, 7135 insertions, 4552 deletions
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt index 405ce486c..417dc87b8 100644 --- a/npc/re/cities/brasilis.txt +++ b/npc/re/cities/brasilis.txt @@ -132,7 +132,7 @@ brasilis,137,77,5 script Ice-Cream Maker 4_M_03,{ else break; } - set .@icecream_hap,.@input*100; + .@icecream_hap = .@input*100; if (Zeny < .@icecream_hap) { mes "[Ice Cream Maker]"; mes "Dood~! You don't have enough money."; diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt index 1205a4de1..022d3d715 100644 --- a/npc/re/cities/dewata.txt +++ b/npc/re/cities/dewata.txt @@ -278,12 +278,12 @@ dewata,146,109,5 script Restauranteur#dew 4_COOK,{ case 1: mes "[Restauranteur]"; mes "This is Nasi Goreng fried with my special sauce plus egg fry on the top. It only costs ^0000FF5000^000000 Zeny."; - set .@food,11532; + .@food = 11532; break; case 2: mes "[Restauranteur]"; mes "This is the Satay, a slice of meat skewered and grilled over Palm fruit charcoal. It costs only ^0000FF5000^000000 Zeny."; - set .@food,11533; + .@food = 11533; break; } next; @@ -474,9 +474,9 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ mes "- Cancelled. -"; close; } else if (.@input <= 50000) - set .@good_luck, rand(1,10000); + .@good_luck = rand(1,10000); else - set .@good_luck, rand(1,5000); + .@good_luck = rand(1,5000); if (.@input > Zeny) { mes "- Not enough Zeny. -"; close; @@ -498,10 +498,10 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ 1,1,2,2,2,2,4,4,8,8,8,16,16,16,16,16,32,32,32,32,32,32,64,64,64,128,128,128; if (.@good_luck == 7 || .@good_luck == 77 || .@good_luck == 777 || .@good_luck == 7777) - set .@bonus,1; - for(set .@i,0; .@i<getarraysize(.@wishes$); set .@i,.@i+1) { + .@bonus = 1; + for(.@i = 0; .@i<getarraysize(.@wishes$); ++.@i) { if (compare(.@wish$,.@wishes$[.@i])) { - set .@stat, .@stat | .@index[.@i]; + .@stat |= .@index[.@i]; break; } } diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt index 7e37f9de2..6c6734cd1 100644 --- a/npc/re/cities/izlude.txt +++ b/npc/re/cities/izlude.txt @@ -89,7 +89,7 @@ function script F_IzludeChannel { mes "I can send you to another copy of Izlude."; mes "Do you want to go to another copy?"; next; - set .@i, select(getarg(0)+":Never mind"); + .@i = select(getarg(0)+":Never mind"); if (.@i < 6) { setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d"; savepoint .@maps$[.@i],128,98; diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt index e8cfdb615..7e597a140 100644 --- a/npc/re/cities/malangdo.txt +++ b/npc/re/cities/malangdo.txt @@ -19,7 +19,7 @@ // Malangdo Transportation :: malangdo_go //============================================================ - script Dolangmal -1,{ - if (checkquest(5091) == -1) { + if (!questprogress(5091)) { mes "[Dolangmal]"; mes "Hey~! Hi human~ This is Mr. Dolangmal. kakaka~"; next; @@ -27,7 +27,7 @@ mes "We are sent to here to take you to the heaven of cats, ^A2314BMalangdo^000000."; next; mes "[Dolangmal]"; - set .@s$,"Why don't you go to ^A2314BMalangdo^000000?"; + .@s$ = "Why don't you go to ^A2314BMalangdo^000000?"; switch(atoi(strnpcinfo(2))) { case 1: mes "How is that? The crowded city of Prontera is good, but why don't you go our heaven of the cats, ^A2314BMalangdo^000000?"; break; case 2: mes "Why don't you go to ^A2314BMalangdo^000000? That place is better than Geffen, where there are only crowds of simple honest wizards."; break; @@ -165,17 +165,17 @@ mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN mes "Meow? Huh?"; next; if (ep13_yong1 == 0) { - set .@price,1000; - set .@s1$,"Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000."; - set .@s2$,"Money? Where is the money? You can't go anywhere without the money. Shame on you."; + .@price = 1000; + .@s1$ = "Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000."; + .@s2$ = "Money? Where is the money? You can't go anywhere without the money. Shame on you."; } else if (ep13_yong1 < 60) { - set .@price,999; - set .@s1$,"You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to ^A2314BMalangdo^000000, because you have relationship with fleet."; - set .@s2$,"Where is the money? You don't have a sense of honor."; + .@price = 999; + .@s1$ = "You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to ^A2314BMalangdo^000000, because you have relationship with fleet."; + .@s2$ = "Where is the money? You don't have a sense of honor."; } else if (ep13_yong1 > 59 && ep13_yong1 < 80) { - set .@price,500; - set .@s1$,"You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000."; - set .@s2$,"You don't have any money for paying 50% discount price? I can't believe it."; + .@price = 500; + .@s1$ = "You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000."; + .@s2$ = "You don't have any money for paying 50% discount price? I can't believe it."; } else { mes "[Odgnalam]"; mes "You are a hero of cat's fleet. Your activity is the legend between us."; @@ -218,36 +218,36 @@ malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{ mes "The fleet has a service to Izlude and Alberta."; next; if (ep13_yong1 == 0) { - set .@price,1000; - set .@s1$, "1000 zeny"; - set .@s2$, "Have a nice day in Malangdo."; - set .@no_money$, "It is difficult for free."; - set .@yes_money$, "Have a nice trip."; + .@price = 1000; + .@s1$ = "1000 zeny"; + .@s2$ = "Have a nice day in Malangdo."; + .@no_money$ = "It is difficult for free."; + .@yes_money$ = "Have a nice trip."; mes "[Kong]"; mes "The fee of ship is only 1000 zeny, where do you want to go?"; next; } else if (ep13_yong1 < 60) { - set .@price,999; - set .@s1$,"999 zeny"; - set .@s2$, "Have a full of fortune day in Malangdo..."; - set .@no_money$, "It is difficult even though you have a relationship with the fleet."; - set .@yes_money$, "Thanks, have a wonderful trip."; + .@price = 999; + .@s1$ = "999 zeny"; + .@s2$ = "Have a full of fortune day in Malangdo..."; + .@no_money$ = "It is difficult even though you have a relationship with the fleet."; + .@yes_money$ = "Thanks, have a wonderful trip."; mes "[Kong]"; mes "You have a connection with our fleet. Apply special price 999 zeny. Where do you want to go?"; next; } else if (ep13_yong1 > 59 && ep13_yong1 < 80) { - set .@price,500; - set .@s1$,"500 zeny"; - set .@s2$, "There are full of fortune and jackpot in Malangdo."; - set .@no_money$, "Oh my god. You don't have 500 zeny? It is difficult for free."; - set .@yes_money$, "Have a nice trip and come again."; + .@price = 500; + .@s1$ = "500 zeny"; + .@s2$ = "There are full of fortune and jackpot in Malangdo."; + .@no_money$ = "Oh my god. You don't have 500 zeny? It is difficult for free."; + .@yes_money$ = "Have a nice trip and come again."; mes "[Kong]"; mes "Wow~ You contributed to our fleet a lot. Alright!! Special discount price 500 zeny. Where do you want to go?"; next; } else { - set .@price,0; - set .@s1$,"Free for the hero of our fleet!!"; - set .@s2$, "No one objects to the hero of our fleet staying in Malangdo..."; + .@price = 0; + .@s1$ = "Free for the hero of our fleet!!"; + .@s2$ = "No one objects to the hero of our fleet staying in Malangdo..."; mes "[Kong]"; mes "Ah... You are the legendary hero of our cat's fleet."; next; @@ -255,7 +255,7 @@ malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{ mes "We can't charge the hero of our fleet. What is your destination?"; next; } - set .@i, select("- Izlude destination --- "+.@s1$+":- Alberta destination --- "+.@s1$+":- Stay on Malangdo"); + .@i = select("- Izlude destination --- "+.@s1$+":- Alberta destination --- "+.@s1$+":- Stay on Malangdo"); mes "[Kong]"; if (.@i == 3) { mes .@s2$; diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt index da19e67c5..f806d4908 100644 --- a/npc/re/cities/malaya.txt +++ b/npc/re/cities/malaya.txt @@ -142,9 +142,9 @@ OnInit: case 9: setarray .@npc$,"09","10","11"; break; default: end; } - set .@size, getarraysize(.@npc$); - set .@rand, rand(.@size); - for(set .@i,0; .@i<.@size; set .@i,.@i+1) + .@size = getarraysize(.@npc$); + .@rand = rand(.@size); + for(.@i = 0; .@i<.@size; ++.@i) donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); end; OnEnable: @@ -159,9 +159,9 @@ OnBingx2: case 5: setarray .@npc$,"06","07","08"; break; case 9: setarray .@npc$,"10","11"; break; } - set .@size, getarraysize(.@npc$); - set .@rand, rand(.@size); - for(set .@i,0; .@i<.@size; set .@i,.@i+1) + .@size = getarraysize(.@npc$); + .@rand = rand(.@size); + for(.@i = 0; .@i<.@size; ++.@i) donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); donpcevent strnpcinfo(0)+"::OnDisable"; end; @@ -174,9 +174,9 @@ OnTouch: } if (rand(1,5)%2) { switch(atoi(strnpcinfo(2))) { - case 1: set $ma_name04$,strcharinfo(0); break; - case 5: set $ma_name05$,strcharinfo(0); break; - case 9: set $ma_name06$,strcharinfo(0); break; + case 1: $ma_name04$ = strcharinfo(0); break; + case 5: $ma_name05$ = strcharinfo(0); break; + case 9: $ma_name06$ = strcharinfo(0); break; } } donpcevent strnpcinfo(0)+"::OnBingx2"; @@ -210,23 +210,23 @@ OnBingx2: case 10: setarray .@npc$,"09","11"; break; case 11: setarray .@npc$,"09","10"; break; } - set .@size, getarraysize(.@npc$); - set .@rand, rand(.@size); - for(set .@i,0; .@i<.@size; set .@i,.@i+1) + .@size = getarraysize(.@npc$); + .@rand = rand(.@size); + for(.@i = 0; .@i<.@size; ++.@i) donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); donpcevent strnpcinfo(0)+"::OnDisable"; end; OnTouch: - set .@i, atoi(strnpcinfo(2)); + .@i = atoi(strnpcinfo(2)); if (.@i%4 == 2) { if (getcharid(0) == getpartyleader(getcharid(1),2)) - set .@pass,1; + .@pass = 1; } else if (.@i%4 == 3) { - if (checkquest(4229,PLAYTIME) > -1 && checkquest(9223,PLAYTIME) > -1 && checkquest(12278,PLAYTIME) > -1) - set .@pass,1; + if (questprogress(4229,PLAYTIME) && questprogress(9223,PLAYTIME) && questprogress(12278,PLAYTIME)) + .@pass = 1; } else if (.@i%4 == 0) { if (rand(1,100)%10 == 7) - set .@pass,1; + .@pass = 1; } if (.@pass) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { @@ -239,16 +239,16 @@ OnTouch: case 2: case 3: case 4: - set $ma_name04$,strcharinfo(0); + $ma_name04$ = strcharinfo(0); break; case 6: case 7: case 8: - set $ma_name05$,strcharinfo(0); + $ma_name05$ = strcharinfo(0); break; case 10: case 11: - set $ma_name06$,strcharinfo(0); + $ma_name06$ = strcharinfo(0); break; } } @@ -438,7 +438,7 @@ malaya,88,252,4 script Little Girl#ma04 4_F_BARYO_GIRL,{ close; } if (rand(1,3) == 2) { - set .@name$, getd("$ma_name0"+rand(1,6)+"$"); + .@name$ = getd("$ma_name0"+rand(1,6)+"$"); mes "[Little Girl]"; mes "A little while ago "+.@name$+" came and told me a fun story."; next; @@ -513,7 +513,7 @@ malaya,363,283,4 script Local#ma06 4_M_MALAYA,{ mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes."; close; } - set .@name$, getd("$ma_name0"+rand(1,6)+"$"); + .@name$ = getd("$ma_name0"+rand(1,6)+"$"); switch(rand(1,6)) { case 1: mes "[Local]"; @@ -611,8 +611,8 @@ malaya,63,185,4 script Woman#ma08 4_F_MALAYA,{ close; } if (rand(1,3) == 2) { - set .@name$, getd("$ma_name0"+rand(1,6)+"$"); - set .@rand, rand(1,10); + .@name$ = getd("$ma_name0"+rand(1,6)+"$"); + .@rand = rand(1,10); if (.@rand < 5) { mes "[Woman]"; mes "I like fun stories. Not so long ago, "+.@name$+" came and told me a funny story."; @@ -747,19 +747,19 @@ function script F_Malaya_Jeepney { viewpoint 1, 237, 240, 1, 0xF7E009; viewpoint 1, 67 , 44 , 2, 0xF7E009; viewpoint 1, 282, 129, 3, 0xF7E009; - set .@zif_in, 12; + .@zif_in = 12; break; case 2: viewpoint 1, 134, 250, 4, 0xF7E009; viewpoint 1, 341, 153, 5, 0xF7E009; viewpoint 1, 293, 290, 6, 0xF7E009; - set .@zif_in, 30; + .@zif_in = 30; break; case 3: viewpoint 1, 242, 221, 7, 0xF7E009; viewpoint 1, 62 , 245, 8, 0xF7E009; viewpoint 1, 257, 58 , 9, 0xF7E009; - set .@zif_in, 60; + .@zif_in = 60; break; } mes "[Jeepney Driver]"; diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt new file mode 100644 index 000000000..1a9635258 --- /dev/null +++ b/npc/re/events/halloween_2014.txt @@ -0,0 +1,2556 @@ +//===== Hercules Script ======================================================== +//= Halloween Event (2014) +//===== By: ==================================================================== +//= Kisuka +//===== Current Version: ======================================================= +//= 1.0.0 +//===== File Encoding ========================================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. +//===== Description: =========================================================== +//= The Official 2014 Halloween Event +//= +//= Help an Exhausted Priest collect souls in exchange for Candy Holders. +//= Help some spirits in Niflheim figure out which one among them isn't dead. +//= Collect 10 Red Scarf and 10 Hanging Doll for a spirit by the name of Loru. +//= Hunt 20 Hylozoists and 20 Bloody Murderers for a spirit by the name of Devi. +//===== Additional Comments: =================================================== +//= 1.0.0 Initial Release. [Kisuka] +//============================================================================== + +//= Exhausted Priest +//============================================================================== +- script Exhausted Priest#14hal::Hal14Priest 4_M_MINISTER,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Exhausted Priest]"; + mes "Why don't you reduce your weight to catch the soul?"; + mes "They are faster than you think."; + close; + } + if (BaseLevel < 50) { + mes "[Mighty Priest]"; + mes "I..I am too exhausted!"; + mes "Oh..Dear Odin, why have you caused this pain for me..."; + next; + mes "[Mighty Priest]"; + mes "I hope that someone very strong and patient will help me.."; + close; + } else { + if (questprogress(14450) == 2) { + mes "[Mighty Priest]"; + mes ""+(Sex ? "Brother" : "Sister")+", it's good to see you again!"; + mes "came here to see me because of that?"; + next; + mes "[Mighty Priest]"; + mes "You brought the Soul, right?"; + mes "Let's take a look at it."; + next; + if (countitem("Captured_Soul") > 4 && countitem("Black_Soul") > 0) { + + mes "[Mighty Priest]"; + mes "Wow, this is so strong!"; + mes "You may be better than our priests!"; + next; + mes "[Mighty Priest]"; + mes "Let's keep doing this!"; + mes "Here you are. See you next time!"; + close2; + delitem Captured_Soul, 5; + delitem Black_Soul, 1; + getitem Something_Candy_Holder, 1; + getitem DARK_INVITATION, 1; + end; + } else { + mes "[Mighty Priest]"; + mes "oh.. it's weird... Did they run away??"; + mes "You should hold them firmly, or else they will get away."; + next; + mes "[Mighty Priest]"; + mes "Well, can you catch them again?"; + mes "You need to bring ^0000cd5 Captured Souls^000000 from Wandering Soul, and ^0000cd1 Black Soul^000000 from Dark Soul."; + next; + mes "[Mighty Priest]"; + mes "How is that?"; + mes "Too easy, huh?"; + close; + } + } else if (questprogress(14450) == 1) { + if (countitem("Captured_Soul") > 2 && countitem("Black_Soul") > 0) { + mes "[Mighty Priest]"; + mes "Welcome! Did you bring the soul?"; + mes "Let me see~"; + next; + mes "[Mighty Priest]"; + mes "Wow, you captured a crucial one!"; + mes "I knew you would do well!"; + next; + mes "[Mighty Priest]"; + mes "Didn't I say I would give you some gift?"; + mes "Let me give you some snacks from the Order..."; + next; + mes "[Mighty Priest]"; + mes "I feel a bit uncomfortable for this though... oops.. no! It got a lot of sweets!!"; + mes "Please take this invitation too. This is a Niflheim Express Ticket."; + next; + mes "[Mighty Priest]"; + mes "It would be a great chance to go sight seeing there."; + mes "However, I'm too busy to go there myself."; + next; + mes "[Mighty Priest]"; + mes "Oops! I almost forgot to say this."; + mes "If you bring 5 Captured Souls and 1 Black Soul next time, I will give you another invitation and Candy Holder."; + next; + mes "[Mighty Priest]"; + mes "You might think that you got more gifts next time, but it's just not, actually!"; + emotion e_heh, "Exhausted Priest#pron14hal"; + next; + mes "[Mighty Priest]"; + mes "You can get them from any of the other priests in town."; + mes "See you next time!"; + close2; + delitem Captured_Soul, 3; + delitem Black_Soul, 1; + getitem Something_Candy_Holder, 1; + getitem DARK_INVITATION, 1; + completequest 14450; + end; + } else { + mes "[Mighty Priest]"; + mes "Welcome! Did you bring the soul?"; + mes "Let me see~"; + next; + mes "[Mighty Priest]"; + mes "oh.. it's weird... Did they run away??"; + mes "You should hold them firmly, or else they will get away."; + next; + mes "[Mighty Priest]"; + mes "Well, can you catch them again?"; + mes "You need to bring ^0000cd5 Captured Souls^000000 from Wandering Soul, and ^0000cd 1 Black Soul^000000 from Dark Soul."; + next; + mes "[Mighty Priest]"; + mes "How is that?"; + mes "Too easy, huh?"; + close; + } + } else if (!questprogress(14450)) { + mes "[Mighty Priest]"; + mes "Ha... no time to rest!"; + mes "My arms and legs hurt~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "If you're so tired... why don't you heal?"; + next; + mes "[Mighty Priest]"; + mes "Wow!! You're a genius!!!"; + mes "Hold on..."; + next; + mes "[Mighty Priest]"; + mes "Dear Odin, show me your love!"; + mes "Heal me with your love! Great!! Bam!!!!!"; + specialeffect EF_HEAL2,AREA,"Exhausted Priest#pron14hal"; + emotion e_swt, 1; + next; + mes "[Mighty Priest]"; + mes "I feel much better now!"; + mes ""+(Sex ? "Brother" : "Sister")+", thank you so much for waking me up."; + next; + mes "["+strcharinfo(0)+"]"; + mes "What made you so tired?"; + next; + mes "[Mighty Priest]"; + mes ""+(Sex ? "Brother" : "Sister")+", you didn't have any damage yet?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What happened to you?"; + next; + mes "[Mighty Priest]"; + mes "Ha? You don't know?"; + mes "You don't know about the power of the dead in Niflheim during Halloween?"; + next; + mes "[Mighty Priest]"; + mes "It doesn't matter if just normal dead people came here..."; + next; + mes "[Mighty Priest]"; + mes "But the problem is... dangerous people are coming here too."; + next; + mes "[Mighty Priest]"; + mes "We priests have been given an order to capture all the dangerous one."; + next; + mes "[Mighty Priest]"; + mes "However, our forces are so limited. We're getting very exhausted."; + next; + mes "[Mighty Priest]"; + mes "Oh, right!!"; + mes "Could you maybe help me out?"; + next; + mes "[Mighty Priest]"; + mes "They would not damage you at all, "+(Sex ? "brother" : "sister")+"."; + mes "I would also give you a reward for the trouble."; + next; + mes "[Mighty Priest]"; + mes "What do you think?"; + mes "Do you want to help out this pitiful priest?"; + next; + if(select("Yes I want to help.", "No, I don't think so.") == 2) { + emotion e_sob, "Exhausted Priest#pron14hal"; + mes "[Mighty Priest]"; + mes "Well now..."; + mes "You could have said it more kindly... even if you don't want to..."; + next; + mes "[Mighty Priest]"; + mes "I'm sorry for disturbing you."; + mes "Excuse me while I go capture more dangerous dead people now."; + close; + } + mes "[Mighty Priest]"; + mes "Faith in humanity restored!!"; + mes "So, may I ask a favor of you?"; + next; + mes "[Mighty Priest]"; + mes "Can you find ^0000cdWandering Souls^000000 in the fields? They should not be here."; + next; + mes "[Mighty Priest]"; + mes "They got the fake skin to come to land of the living, so you don't have to capture them directly."; + next; + mes "[Mighty Priest]"; + mes "If you killed them, they will drop a Captured Soul. You need to bring the ^0000cdCaptured Souls^000000."; + mes "Also, if you kill any Black Souls, then you should bring ^0000cdBlack Souls^000000 too."; + next; + mes "[Mighty Priest]"; + mes "Let me see... since this is your first attempt, I want you to bring back only a small amount."; + mes "^0000cd3 Captured Souls, 1 Black Soul^000000!"; + mes "How is that? Can you do this??"; + next; + mes "[Mighty Priest]"; + mes "See you soon! I will wait for your return."; + close2; + setquest 14450; + end; + } + } +} + +alberta,114,66,5 duplicate(Hal14Priest) Exhausted Priest#albe14h 4_M_MINISTER +aldebaran,147,117,3 duplicate(Hal14Priest) Exhausted Priest#alde14h 4_M_MINISTER +geffen,123,75,3 duplicate(Hal14Priest) Exhausted Priest#gef14h 4_M_MINISTER +morocc,150,103,5 duplicate(Hal14Priest) Exhausted Priest#moc14h 4_M_MINISTER +payon,179,107,3 duplicate(Hal14Priest) Exhausted Priest#pay14h 4_M_MINISTER +prontera,156,194,3 duplicate(Hal14Priest) Exhausted Priest#pron14h 4_M_MINISTER +yuno,162,192,3 duplicate(Hal14Priest) Exhausted Priest#yuno14h 4_M_MINISTER + +//= Bolak +//============================================================================== +niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Bolak]"; + mes "You have too many items."; + mes "Please come back after making space in your inventory!"; + close; + } + if (BaseLevel < 50) { + mes "[Bolak]"; + mes "Only dead people can be here."; + mes "Or someone strong..."; + next; + mes "[Bolak]"; + mes "It seems you are neither."; + close; + } else { + if (questprogress(14457) == 2) { + mes "[Bolak]"; + mes "Are you enjoying the festival?"; + mes "Maybe it's too hard for you to enjoy?"; + next; + mes "[Bolak]"; + mes "If you come back again later, come and find me."; + mes "I will give you a job."; + close; + } else if (questprogress(14457) == 1) { + mes "[Jack]"; + mes "Someone's Coming!"; + next; + mes "[Bolak]"; + mes "Who?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I came back!"; + next; + mes "[Bolak]"; + mes "Oh, have you arrived?"; + next; + mes "[Loru]"; + mes "You know, that guy, fake-dead man, he suddenly-"; + next; + mes "[Devi]"; + mes "disappeared."; + next; + mes "[Loru]"; + mes "I was going to say that!"; + mes "Don't interrupt me when I'm speaking!"; + next; + mes "[Jack]"; + mes "I am wondering what have done-"; + next; + mes "[Bolak]"; + mes "yeah, you've done it? right??"; + next; + mes "[Nathan]"; + mes "Aww~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes, I've had help from church this time as well."; + mes "His body is still alive. His soul is not supposed to come here yet."; + next; + mes "[Bolak]"; + mes "Huh, that is great!"; + next; + mes "[Nathan]"; + mes "Mama~"; + next; + mes "[Loru]"; + mes "Are you jealous??"; + next; + mes "[Bolak]"; + mes "No way!"; + next; + mes "[Jack]"; + mes "The suffering continues day in, and day out"; + next; + mes "[Bolak]"; + mes "I like this place, look how peaceful and joyful this place is!"; + next; + mes "[Devi]"; + mes "It seems like you're jealous."; + next; + mes "[Bolak]"; + mes "No, I said no! Anyway, maybe having hard time for good deed."; + next; + mes "["+strcharinfo(0)+"]"; + mes "By the way, that guy.. Richard? Why is he still here?"; + next; + mes "[Loru]"; + mes "Ah.. No need to bother."; + mes "Ah.. Bolak put that thing there, he feels like it is a bit weird without having Richard around here."; + next; + mes "[Devi]"; + mes "He complains that he's fake, but he seems to be attached to him a lot."; + next; + mes "[Jack]"; + mes "Hmm, it is weird-"; + next; + mes "[Bolak]"; + mes "Ah you know, look at us standing now, in a perfect circle."; + mes "If one person is missing, the shape would look weird!!!"; + next; + mes "[Loru]"; + mes "We would just need to move a bit..."; + mes "Don't make excuses."; + next; + mes "[Bolak]"; + mes "Stop saying nonsense!"; + mes "Hey! Give me something of yours!"; + next; + mes "[Loru]"; + mes "Why??"; + next; + mes "[Bolak]"; + mes "We, of course, need to give a reward to this person who had a hard time!"; + next; + mes "[Loru]"; + mes "Are you blackmailing us??"; + next; + mes "[Devi]"; + mes "I don't have much..."; + next; + mes "[Jack]"; + mes "Come empty.. return empty...-"; + next; + mes "[Nathan]"; + mes "Bba...bba..."; + next; + mes "[Bolak]"; + mes "Nathan you are okay, I will do it for you."; + mes "Hey, show what you have!"; + next; + mes "[Loru]"; + mes "The only thing I have is this. Take it."; + next; + mes "[Devi]"; + mes "Yeah, me too."; + next; + mes "[Bolak]"; + mes "Sorry to give you such a small gift, please take this as a sign of our gratitude."; + next; + mes "["+strcharinfo(0)+"]"; + mes "wow... I don't know what to say..."; + next; + mes "[Bolak]"; + mes "It's nothing special, just take it!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thank you so much, see you around."; + next; + mes "[Loru]"; + mes "Hey, wait!"; + mes "Before you go ^0000cdCome here and talk with me.^000000"; + next; + mes "[Devi]"; + mes "^0000cdYeah, talk with me as well!^000000"; + next; + mes "[Bolak]"; + mes "what are you guys going to talk about?!"; + next; + mes "[Jack]"; + mes "The suffering continues day in, and day out..."; + getitem Something_Candy_Holder, 7; + getitem Trans_Candy_Red, 5; + getitem Trans_Candy_Blue, 5; + getitem Trans_Candy_Yellow, 5; + getitem Trans_Candy_Green, 5; + completequest 14457; + setquest 14458; + setquest 14459; + close; + } else if (questprogress(14456) == 1 || questprogress(14455) == 1 || questprogress(14454) == 1) { + mes "[Bolak]"; + mes "How's it going with the thing?"; + mes "You are not going to run away, are you?"; + next; + mes "[Bolak]"; + mes "I prefer a person who has done their work well."; + mes "and don't want to be in chaos anymore."; + close; + } else if (questprogress(14453) == 1) { + if (countitem("Sacred_Rosary") > 0) { + mes "["+strcharinfo(0)+"]"; + mes "Will this really work...?"; + next; + mes "[Jack]"; + mes "Something is coming.. something fierce..!"; + next; + mes "[Bolak]"; + mes "What is coming?"; + next; + mes "[Nathan]"; + mes "Aww!!!"; + next; + mes "[Bolak]"; + mes "Huh???"; + next; + mes "[Loru]"; + mes "Ah, There! There! that thing working off something weird spirit!"; + next; + mes "[Devi]"; + mes "Go away!! They've brought a ^0000cdhalidom^000000 to kill us!!!"; + mes "Go away!!!"; + emotion e_omg, "Bolak#14hal"; + emotion e_an, "Devi#14hal"; + emotion e_omg, "Nathan#14hal"; + emotion e_omg, "Loru#14hal"; + emotion e_what, "Richard#14hal01"; + emotion e_omg, "Jack#14hal"; + next; + mes "[Bolak]"; + mes "What is your intention bringing us a halidom?!"; + mes "I asked you to way to distinguish dead men with living one!! You are going to kill us!!!"; + next; + mes "[Jack]"; + mes "Dead men are already dead-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "W..Wait, There's a situation!!"; + mes "Calm down..!"; + next; + mes "[Nathan]"; + mes "Aww....A..h....bba..bba!!"; + next; + mes "[Bolak]"; + mes "Whatever situation it is, get that thing out of my sight!!"; + next; + mes "[Richard]"; + mes "What is going on? what happened?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "^0000cdThat man is a living man^000000!!!"; + mes "Living men don't react to a halidom!"; + next; + mes "[Loru]"; + mes "Anyway, get that thing out of my sight!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay."; + mes "I will get that thing away from here."; + specialeffect2 EF_SPRINKLESAND; + next; + mes "[Bolak]"; + mes "Much better."; + mes "Anyway, I knew this man was living!"; + next; + mes "[Loru]"; + mes "Well.. that's why he is a bit weird."; + mes "Are you showing off that you are living man?"; + next; + mes "[Devi]"; + mes "Execute him!!!"; + mes "Make him a dead man!!!"; + next; + mes "[Jack]"; + mes "Hey guys, let him talk."; + next; + mes "[Nathan]"; + mes "Mamang....."; + next; + mes "[Richard]"; + mes "This is unfair!!!"; + mes "I.. I came here yesterday!"; + next; + mes "[Richard]"; + mes "Ah... I... I... was dead..."; + mes "I died for sure... I came here... Where strong warriors go..."; + next; + mes "[Richard]"; + mes "I died!! The fact that I am here is proof!"; + mes "Isn't that a fake halidom?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey, calm down. Thaink clearly."; + next; + mes "[Richard]"; + mes "I was really a dead man..?"; + mes "But how come I died?"; + next; + mes "[Jack]"; + mes "He's speaking nonsense."; + next; + mes "[Bolak]"; + mes "Hey, Do you really think we believe in your poor acting?"; + mes "Do you think we haven't seen a guy like you?"; + next; + mes "[Richard]"; + mes "Really... It's true! Why would I lie to you guys?!"; + mes "I died!!! I'm dead... I came here yesterday!"; + next; + mes "[Jack]"; + mes "If you came here yesterday, there would be ^0000cd someone you might know in living man's country^000000, is that so?"; + next; + mes "[Bolak]"; + mes "True, if you were dead and came here yesterday, there must be, ^0000cdsomeone who knows about you^000000."; + mes "It will be more clear once we ask them."; + next; + mes "[Bolak]"; + mes "But in any case, I am not going to the world of the living."; + mes "Neither is Nathan."; + next; + mes "[Nathan]"; + mes "Da..d?"; + next; + mes "[Loru]"; + mes "Me neither."; + next; + mes "[Devi]"; + mes "Me neither!"; + next; + mes "[Richard]"; + mes "I won't go either! You guys just want to kick me out of this place!!!"; + next; + mes "[Jack]"; + mes "There may be someone we can ask a favor from..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why... why are you guys looking at me like that?"; + next; + mes "[Bolak]"; + mes "I am sorry but, you should go there for us."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why should I?"; + next; + mes "[Loru]"; + mes "Which makes more sense? A living soul goes to the world of the living, or a dead man?"; + next; + mes "[Devi]"; + mes "Totally."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hold on! I am here traveling."; + mes "I'm just trying to have fun!"; + next; + mes "[Jack]"; + mes "You will come here again anyway once you die..."; + next; + mes "[Nathan]"; + mes "Aww~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm... it seems like I have no choice. I'll go, but where am I going?"; + next; + mes "[Richard]"; + mes "I... I... died."; + next; + mes "[Bolak]"; + mes "Hey, you are asking us where to go?"; + mes "Where did you live when you were alive?"; + next; + mes "[Jack]"; + mes "It's ruined..."; + next; + mes "[Richard]"; + mes "a cold place... snow all year long..."; + mes "^0000cdWarm place... behind Lutie Santa Clause..^000000"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I will go find it."; + next; + mes "[Jack]"; + mes "Hey babe, I will be waiting for you~"; + next; + mes "[Loru]"; + mes "What kind of joke is that?"; + next; + mes "[Jack]"; + mes "Just kidding."; + delitem Sacred_Rosary, 1; + erasequest 14453; + setquest 14454; + close; + } else { + mes "[Bolak]"; + mes "Have you been there? Did you find a solution?"; + mes "What have you brought? Nothing?"; + next; + mes "[Bolak]"; + mes "How can you figure out? huh? Is there any way to figure out?"; + close; + } + } else if (questprogress(14452) == 1 || questprogress(14451) == 1) { + mes "[Bolak]"; + mes "Have you been there? did you find a solution?"; + next; + mes "[Jack]"; + mes "I saw... They didn't go any where, they've just been wandering around..."; + next; + mes "[Devi]"; + mes "Don't go to the cathedral but stay here."; + next; + mes "[Bolak]"; + mes "What are you talking about?"; + mes "Go there! I want to have fun at the festival!"; + close; + } else if (!questprogress(14451)) { + mes "[Bolak]"; + mes "Is that you?"; + next; + emotion e_an, "Devi#14hal"; + mes "[Devi]"; + mes "I am not!!! ^0000cdI am not!!!^000000"; + mes "How dare you!"; + next; + mes "[Bolak]"; + mes "Then is that you?"; + next; + emotion e_pif, "Richard#14hal01"; + mes "[Richard]"; + mes "Huh.. I think it's you. I am suspicious when I see someone fussing around all the time."; + next; + emotion e_ok, "Loru#14hal"; + mes "[Loru]"; + mes "That is true!!!"; + next; + mes "[Bolak]"; + mes "It's impossible I am a dead man. I've been dead for ^0000cd568 years^000000!"; + mes "You've been with me this entire time! You know that."; + next; + mes "[Loru]"; + mes "You could be a 'fake'!"; + next; + mes "[Nathan]"; + mes "Da...d¡¦?"; + next; + mes "[Bolak]"; + mes "Nathan!! Even you doubt your own father?"; + mes "Come on!"; + next; + mes "[Nathan]"; + mes "Ma..ma...?"; + next; + mes "[Bolak]"; + mes "No, I am not your mother!"; + mes "I am your father!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What is all this about?"; + next; + mes "[Loru]"; + mes "Wow, a living man! Isn't that him?"; + next; + mes "[Devi]"; + mes "No, he is different."; + next; + mes "[Bolak]"; + mes "Ah yeah, we can ask to him!"; + mes "As you can see, this place is ^0000cdthe land of the dead^000000."; + next; + mes "[Bolak]"; + mes "During this time of year, there's no boundary between the land of the living and the dead."; + mes "We can come and go freely, but only dead men are accepted here."; + mes "But a foreign substance has come."; + next; + mes "[Jack]"; + mes "We don't call people substances."; + next; + mes "[Devi]"; + mes "There is a ^0000cdliving man^000000 among us."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Who is that?"; + next; + mes "[Loru]"; + mes "If we knew, don't you think we would have done something?"; + next; + mes "[Bolak]"; + mes "Normally it is distinguishable. But we can't figure it out this time."; + mes "They all say they are dead men. I really can't find the truth."; + next; + mes "[Richard]"; + mes "It's really bizarre that a living man is in a group of dead men."; + next; + mes "[Nathan]"; + mes "Aww~"; + next; + mes "[Bolak]"; + mes "You are not, you are my son. I know you've been a dead man for ^0000cd568 years^000000. I know that."; + next; + mes "[Loru]"; + mes "How about that newbie, Richard...?"; + next; + mes "[Richard]"; + mes "No way... I don't have an arm! You are insulting me! I was fighting with ^0000cd17 men and died^000000!"; + next; + mes "[Devi]"; + mes "Hmm well, I have a doubt with Loru. You look like a ^0000cdliving man^000000. Don't you?"; + next; + mes "[Loru]"; + mes "What? Then you are definitely a dead man."; + mes "You look like such a mess."; + next; + mes "[Devi]"; + mes "Are you insulting me?"; + next; + mes "[Jack]"; + mes "Well... What do you think about me?"; + next; + mes "[Bolak]"; + mes "Hey! We've seen each other ^0000cdfor more than 500 years^000000. Come on."; + mes "You want to be a newbie?"; + next; + mes "[Jack]"; + mes "Nah... I am just saying it because nobody has mentioned me.."; + next; + mes "[Bolak]"; + mes "So who do you think is a living soul among us?"; + next; + switch(select("Bolak", "Jack", "Loru", "Devi", "Richard")) { + case 1: + mes "[Bolak]"; + mes "What? You think I am a living soul? This is so humiliating!"; + next; + mes "[Nathan]"; + mes "Da..d....?"; + next; + mes "[Bolak]"; + mes "Nathan, I told you already, I am your father!"; + next; + break; + case 2: + mes "[Jack]"; + mes "It's such an honor to be chosen as a living soul.."; + next; + mes "[Bolak]"; + mes "No! He's not! I can guarantee you!!!"; + next; + break; + case 3: + mes "[Loru]"; + mes "Wow, you are saying I am living soul? Do you think I look that attractive?"; + next; + mes "[Devi]"; + mes "Get away from me!!!!"; + next; + break; + case 4: + mes "[Devi]"; + mes "I am not a living soul!"; + next; + mes "[Loru]"; + mes "You really think Devi is living soul? haha!!"; + next; + break; + case 5: + mes "[Richard]"; + mes "Look at my arm!!!"; + next; + mes "[Jack]"; + mes "True... without his arm, he looks like a undead soul."; + next; + break; + } + mes "["+strcharinfo(0)+"]"; + mes "Hmm.. everyone.. please calm down."; + next; + mes "[Loru]"; + mes "We'll never reach a decision! Never!"; + next; + mes "[Devi]"; + mes "Halloween will be over by the time we finish arguing about this!"; + next; + mes "[Richard]"; + mes "Ah.. I expected so much from Halloween. It's my first Halloween."; + next; + mes "[Nathan]"; + mes "Mo..m....."; + next; + mes "[Bolak]"; + mes "Hey, you adventurer. You figure out how to distinguish ^0000cddead men with living men in living men's country^000000."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Me? why??"; + next; + mes "[Bolak]"; + mes "Because we don't want to leave here, and you know many things as you are a living soul."; + mes "You know many things about the ^0000cdCathedral^000000 as well."; + next; + mes "[Loru]"; + mes "Yeah that is true."; + next; + mes "[Devi]"; + mes "What? Cathedral? It will kill us all!!!!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm, okay then I will go and figure this out."; + next; + mes "[Nathan]"; + mes "D..ad..a..-"; + next; + mes "[Jack]"; + mes "Such a good boy. Look after yourself."; + setquest 14451; + close; + } else { + mes "[Bolak]"; + mes "Hmm. Some unpleasant smell..."; + mes "something unpleasant."; + close; + } + } +} + +//= Nathan +//============================================================================== +niflheim,195,183,1 script Nathan#14hal 4_LUDE,{ + mes "[Nathan]"; + mes "Ma?"; + mes "Dada!!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "How cute!!~"; + next; + mes "[Nathan]"; + mes "What are you looking at? Are you look down on me since I look like a baby?"; + next; + mes "[Nathan]"; + mes "I've been living here much more than you."; + next; + mes "[Nathan]"; + mes "Get your hands off and go away before I get really mad."; + close; +} + +//= Jack +//============================================================================== +niflheim,192,182,7 script Jack#14hal 4_JACK,{ + mes "[Jack]"; + mes "Come empty, return empty..."; + mes "The suffering continues, day in, day out."; + next; + mes "[Jack]"; + mes "Don't you want to have a peaceful life here?"; + close; +} + +//= Richard +//============================================================================== +niflheim,190,185,5 script Richard#14hal01 4_M_NFDEADSWDMAN,{ + if (questprogress(14457) > -1) { + mes "A doll which resembles Richard."; + } else { + mes "[Richard]"; + mes "Me having only one arm is like a badge of honor!"; + } + close; +} + +//= Loru +//============================================================================== +niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Loru]"; + mes "Why are you carrying so much? If you have something good, give it to me~"; + mes "Or take these things out of my sight!"; + close; + } + if (questprogress(14464) == 1) { + if (!questprogress(14464, PLAYTIME)) { + mes "[Loru]"; + mes "Hmm, why do you come here?"; + mes "Time is not over yet?"; + next; + mes "[Loru]"; + mes "I told you to come again after a day."; + mes "Idiot!"; + close; + } else { + mes "[Loru]"; + mes "You've come here again."; + mes "Well.. Can I ask you one more favor?"; + next; + if(select("Yes", "No") == 2) { + mes "[Loru]"; + mes "Yeah? okay."; + mes "I don't know why you can't accept my favor.. "; + next; + mes "[Loru]"; + mes "Come visit me again if you are willing to accept my favor!"; + close; + } else { + if (BaseLevel < 100) { + mes "[Loru]"; + mes "Wow!!!"; + mes "I like you!! you accept all my favors!"; + next; + mes "[Loru]"; + mes "Then please hunt ^0000cd10 wandering soul^000000!"; + mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them."; + next; + mes "[Loru]"; + mes "Thank you! I will wait for you!"; + erasequest 14464; + setquest 14460; + close; + } else { + mes "[Loru]"; + mes "Wow!!!"; + mes "I like you!! you accept all my favors!"; + next; + mes "[Loru]"; + mes "Please bring me ^0000cd 10 Red Scarf and 10 Hanging Doll!^000000 ?"; + mes "Thank you! I will wait for you!"; + erasequest 14464; + setquest 14461; + close; + } + } + } + } else { + if (questprogress(14461) == 1 || questprogress(14460) == 1) { + if (questprogress(14461) == 1) { + mes "[Loru]"; + mes "Hey you are here. How's going with what I asked??"; + mes "Huh? You are not going to disappoint me, aren't you?"; + next; + if (countitem("Red_Scarf") > 9 && countitem("Hanging_Doll") > 9) { + mes "[Loru]"; + mes "Hmm, let me see.. wow!"; + mes "You bring all I asked?"; + next; + mes "[Loru]"; + mes "In additon, it looks more special and beautiful?"; + mes "You selected beautiful ones for me? huh??"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm.. no..t.. really..."; + next; + mes "[Loru]"; + mes "Haha, hey."; + mes "You can just say yes! i did.?"; + next; + mes "[Loru]"; + mes "Anyway, thank you."; + mes "Here's your reward. Then, see you ^0000cd tomorrow^000000!."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Tomorrow? again??"; + next; + mes "[Loru]"; + mes "Ah, you didn't know. Here, we give away decoration when people leave the party."; + mes "We should put new decoration everyday."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I've never heard of it.."; + next; + mes "[Loru]"; + mes "Of course, you haven't. This place is dead man's country."; + mes "Keep what I said in your mind as you will come here someday. Bye!~"; + delitem Red_Scarf, 10; + delitem Hanging_Doll, 10; + getitem Trans_Candy_Yellow, 10; + getitem Trans_Candy_Green, 10; + erasequest 14461; + setquest 14464; + close; + } else { + mes "[Loru]"; + mes "You return empty-handed?"; + mes "Have you forgotten? or are you messing around with me??"; + next; + mes "[Loru]"; + mes "I want to have joyful and luxurious party~"; + mes "So, Please bring me ^0000cd 10 Red Scarf and 10 Hanging Doll^000000."; + close; + } + } else { + if (questprogress(14460, HUNTING) == 2) { + mes "[Loru]"; + mes "Wow~ Welcome!"; + mes "The party gets more excited, thank you!!"; + next; + mes "[Loru]"; + mes "Everyone seems to enjoy the most of it."; + mes "So.. I want to repay your effort."; + next; + mes "[Loru]"; + mes "It's not much but hope you like it! then see you ^0000cdtomorrow^000000 again!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Tomorrow.. again??"; + next; + mes "[Loru]"; + mes "Yeah, when the party is over, everyone will leave."; + mes "They won't come again voluntarily, so we should make them. Then bye bye~"; + erasequest 14460; + setquest 14464; + getitem Trans_Candy_Yellow, 10; + getitem Trans_Candy_Green, 10; + close; + } else { + mes "[Loru]"; + mes "Why so early? you haven't done it yet?"; + mes "You forget what to do?"; + next; + mes "[Loru]"; + mes "^0000cd 10 Wandering Soul!^000000"; + mes "The more people there is, the funnier party will be!"; + next; + mes "[Loru]"; + mes "Please go and find them."; + mes "They will be nice once you hit them a bit."; + close; + } + } + } else if (questprogress(14458) == 1) { + mes "[Loru]"; + mes "You didn't forget to come?"; + mes "Hey.. I have a favor to ask. You seem to be a good. Would you do my favor??"; + next; + if(select("Yes", "No") == 2) { + mes "[Loru]"; + mes "Then why do you come and talk to me?"; + mes "Go!! go away!!!"; + close; + } else { + mes "[Loru]"; + mes "You know, everyone gets really excited because of Halloween?"; + mes "And people here are just gathering around and having fun."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes."; + next; + if (BaseLevel < 100) { + mes "[Loru]"; + mes "But people, who were supposed to have party together, have gone to living man's country."; + mes "You know, party is fun when there's many people. so... Could you bring them here."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Who? and how many??"; + next; + mes "[Loru]"; + mes "Oh, You do my favor?? ^0000cd10 Wandering Soul^000000!"; + mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I can do that."; + next; + mes "[Loru]"; + mes "Thank you so much, i will wait for you!"; + erasequest 14458; + setquest 14460; + close; + } else { + mes "[Loru]"; + mes "Look around. It looks so empty."; + mes "Nobody would dance and have fun in a place like this?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What can I do for you?"; + next; + mes "[Loru]"; + mes "^0000cd 10 Red Scarf and 10 Hanging Doll^000000! Could you bring me all this??"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Are you decorating with those? Your taste...seems...."; + next; + mes "[Loru]"; + mes "What? do you have any problem with that!"; + mes "You don't know nothing about latest trend. you've been living only for decades!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Sorry, I made a mistake."; + mes "so, 10 Red Scarf and 10 Hanging Doll, right??"; + next; + mes "[Loru]"; + mes "Yes! See you!!!"; + erasequest 14458; + setquest 14461; + close; + } + } + } else { + mes "[Loru]"; + mes "Hmm.. I am bored. How come it is so boring! It's Halloween?"; + mes "Boring! Boring!!!"; + close; + } + } +} + +//= Devi +//============================================================================== +niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Devi]"; + mes "Why do you carry so much? If you have something awesome, give it to me."; + mes "Otherwise, go and organize your inventory!"; + close; + } + if (questprogress(14465) == 1) { + if (!questprogress(14465, PLAYTIME)) { + mes "[Devi]"; + mes "Why? Do you have something to talk about?"; + mes "Hmm, It's not because of what I said yesterday, is it?"; + next; + mes "[Devi]"; + mes "Hey, a day hasn't passed yet"; + mes "I am not a living man but i know what 'a day' means?"; + next; + mes "[Devi]"; + mes "Come back again when you have time."; + close; + } else { + mes "[Devi]"; + mes "Oh, you again."; + mes "You are going to help me like you did yesterday, aren't you?"; + next; + mes "[Devi]"; + mes "That's why you are here for, right??"; + next; + if(select("Yes", "No") == 2) { + mes "[Devi]"; + mes "Yeah? Hmm.. okay."; + mes "Hmm.. it's a shame."; + next; + mes "[Devi]"; + mes "Not me, you! ."; + close; + } else { + mes "[Devi]"; + mes "It seems to be in the middle of chaos, today and yesterday as well."; + next; + if (BaseLevel < 100) { + mes "[Devi]"; + mes "You escape from here and bring troublemakers in living man's country."; + mes "I can't go anywhere as I am too busy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay. I don't want dead men create chaos in living man's country."; + next; + mes "[Devi]"; + mes "You got it. Cool."; + mes "Then please bring ^0000cd 10 Dark Soul^000000. Once you hunt them, they will come here."; + next; + mes "[Devi]"; + mes "Thank you in advance."; + erasequest 14465; + setquest 14462; + close; + } else { + mes "[Devi]"; + mes "Please catch them. they are making a chaos."; + mes "I can't go anywhere as I am too busy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay."; + next; + mes "[Devi]"; + mes "You got it. Cool."; + mes "Then, please bring ^0000cd20 Hylozoist and 20 Bloody Murderer^000000."; + next; + mes "[Devi]"; + mes "Thank you in advance."; + erasequest 14465; + setquest 14463; + close; + } + } + } + } else { + if (questprogress(14463) == 1 || questprogress(14462) == 1) { + mes "[Devi]"; + mes "Oh, it's you."; + mes "You come here earlier than I thought you would."; + next; + if (questprogress(14463) == 1) { + if (questprogress(14463, HUNTING) == 2) { + mes "[Devi]"; + mes "And you've done when you have to do perfectly."; + mes "Good, Very well done."; + next; + mes "[Devi]"; + mes "So, if you are not busy, please come again ^0000cdtomorrow^000000."; + mes "I want you to do this job."; + next; + mes "[Devi]"; + mes "Then, we will see again tomorrow."; + mes "See you."; + erasequest 14463; + setquest 14465; + getitem Trans_Candy_Red, 10; + getitem Trans_Candy_Blue, 10; + close; + } else { + mes "[Devi]"; + mes "But you haven't done what I asked as you rush too much?"; + mes "take your time and get them."; + next; + mes "[Devi]"; + mes "^0000cd20 Hylozoist and 20 Bloody Murderer.^000000"; + mes "It's not a big deal, isn't it?"; + close; + } + } else { + if (questprogress(14462, HUNTING) == 2) { + mes "[Devi]"; + mes "And you've done when you have to do perfectly."; + mes "Good, Very well done."; + next; + mes "[Devi]"; + mes "So, if you are not busy, please come again ^0000cdtomorrow^000000."; + mes "I want you to do this job."; + next; + mes "[Devi]"; + mes "Then, we will see again tomorrow."; + mes "See you."; + erasequest 14462; + setquest 14465; + getitem Trans_Candy_Red, 10; + getitem Trans_Candy_Blue, 10; + close; + } else { + mes "[Devi]"; + mes "But you haven't done what I asked as you rush too much?"; + mes "take your time and get them."; + next; + mes "[Devi]"; + mes "^0000cd 10 Black Soul!^000000"; + mes "It's not a big deal, isn't it?"; + close; + } + } + } else if (questprogress(14459) == 1) { + mes "[Devi]"; + mes "Oh, you really came back. I didn't expect you to come."; + mes "I am just kidding, you know that"; + next; + mes "[Devi]"; + mes "Yes, I have one favor to ask."; + mes "Hope you don't reject it.."; + next; + if(select("Okay", "No, I want to reject.") == 2) { + mes "[Devi]"; + mes "Yeah? Hmm.. okay."; + mes "Hmm.. it's a shame."; + next; + mes "[Devi]"; + mes "Not me! you!"; + close; + } else { + mes "[Devi]"; + mes "Good, very good."; + mes "Apparently, I am kind of a leader here."; + next; + mes "[Devi]"; + mes "You know what it takes."; + mes "It's hard to control when there are too many people in a group."; + next; + if (BaseLevel < 100) { + mes "[Devi]"; + mes "You escape from here and bring troublemakers in living man's country."; + mes "I can't go anywhere as I am too busy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay. I don't want dead men create chaos in living man's country."; + next; + mes "[Devi]"; + mes "You got it. Cool."; + mes "Then please bring ^0000cd 10 Dark Soul^000000. Once you hunt them, they will come here."; + next; + mes "[Devi]"; + mes "Thank you in advance."; + erasequest 14459; + setquest 14462; + close; + } else { + mes "[Devi]"; + mes "Please catch them. they are making a chaos."; + mes "I can't go anywhere as I am too busy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay."; + next; + mes "[Devi]"; + mes "You got it. Cool."; + mes "Then, please bring ^0000cd20 Hylozoist and 20 Bloody Murderer^000000."; + next; + mes "[Devi]"; + mes "Thank you in advance."; + erasequest 14459; + setquest 14463; + close; + } + } + } else { + mes "[Devi]"; + mes "It's hard, really hard.."; + mes "whatever it is,, It is too hard."; + close; + } + } +} + +//= Bonfire +//============================================================================== +niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ + mes "[Bonfire Spirit]"; + mes "Ahahah! Don't touch me with such cold hands!!!"; + mes "Fire, fire might die!!!"; + close; + + OnInit: + initnpctimer; + end; + + OnEnable: + stopnpctimer; + initnpctimer; + end; + + OnTimer1000: + OnTimer3000: + OnTimer21000: + OnTimer23000: + OnTimer25000: + specialeffect EF_TORCH,AREA,"Bonfire Spirit#14hal"; + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + end; + + OnTimer5000: + OnTimer8000: + OnTimer10000: + OnTimer13000: + OnTimer14000: + OnTimer16000: + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + end; + + OnTimer19000: + npctalk "Oh, No! The fire is dying!!!! Fire!!!!!!!!!!!!"; + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + end; + + OnTimer20000: + specialeffect EF_SIGHTRASHER,AREA,"Bonfire Spirit#14hal"; + end; + + OnTimer27000: + donpcevent "Bonfire Spirit#14hal::OnEnable"; + end; +} + +//= Sister / Nun +//============================================================================== +prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Spiritual Sister]"; + mes "What do you carry that so heavily? it looks really heavy."; + mes "When you come here you should empty your body and mind."; + close; + } + if (questprogress(14456) == 1) { + mes "[Sister Haley]"; + mes "Oh? Haven't you left yet?"; + mes "Did you forget what you need to prepare?"; + next; + mes "[Sister Haley]"; + mes "^0000cd1 of Leaf Of Yggdrasil and 1 Live Coal^000000 should be prepared and breathe in the smoke from burning leaves."; + mes "And never forget to pray to the soul to return."; + close; + } else if (questprogress(14455) == 1) { + mes "[Sister Haley]"; + mes "I hope all is well with everyone visiting here~"; + mes "Oh! Is it you, "+(Sex ? "brother" : "sister")+"? How is it going with the thing you need to do?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well.. I could identify the live ones."; + next; + mes "[Sister Haley]"; + mes "I knew it! Any side effects?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "But then there was another problem."; + mes "this is the reason I came here.."; + next; + mes "[Sister Haley]"; + mes "Oh? What happen?"; + mes "Tell me anything!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "There was a person who did not react on the halidom, but he insisted that he is dead."; + mes "So I went the place he lived, the body is alive. Just in a comma."; + next; + mes "[I told her what happened in Niflheim and story I heard from Rutie.]"; + next; + mes "[Sister Haley]"; + mes "Oh, dear, I can't believe it!!"; + mes "Sometimes the soul is separated from the body if there was some big impact on the body, and ^0000cdsome spirits think they forget they are alive and move to the death's land^000000."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Is there anything I can do about?"; + next; + mes "[Sister Haley]"; + mes "Simple! "; + mes "Make them to realize that they have their living body."; + next; + mes "["+strcharinfo(0)+"]"; + mes "So, How.."; + mes "They believe they are dead, but I should talk to them to make them return?"; + next; + mes "[Sister Haley]"; + mes "Of course not. There are secret method in this church."; + mes "We have been trough lots of stuff, we have all kinds of solution."; + next; + mes "["+strcharinfo(0)+"]"; + mes "So How.."; + next; + mes "[Sister Haley]"; + mes "You know Leaf Of Yggdrasil is good for resurrection?"; + mes "Leaf Of Yggdrasil is a leaf from Yggdrasil and has a strong power of life."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, That is like common sense, so just tell me the materials and method to do that.."; + next; + mes "[Sister Haley]"; + mes "There is nothing else than Leaf of Yggdrasil to resurrect the character."; + mes "Even our priest used Leaf Of Yggdrasil!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "so, I mean! tell me the material I need and the method!"; + next; + mes "[Sister Haley]"; + mes "Oh.. My my."; + mes "I just want to explain you how good it is."; + next; + mes "[Sister Haley]"; + mes "the material and the method is quite simple."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes, I like simple thing, so tell me briefly."; + next; + mes "[Sister Haley]"; + mes "^0000cd1 Leaf Of Yggdrasil and 1 live Coal^000000 are what you need."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Only that?"; + next; + mes "[Sister Haley]"; + mes "Of course not~ ^0000cdyour prayer^000000 that is so desperate to bring the soul near death to here!"; + mes "Bring these 3 things and burn the Leaf Of Yggdrasil."; + next; + mes "[Sister Haley]"; + mes "Once they breathe in the smoke, they will remember where their bodies are and come back to real life."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Is that all?"; + next; + mes "[Sister Haley]"; + mes "Yes. Indeed~"; + mes "One think you must remember: The longer the soul left their body, the less chance he will get to come back."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You should have told me earlier!"; + next; + mes "[Sister Haley]"; + mes "When you need my help, come and visit me anytime~"; + erasequest 14455; + setquest 14456; + close; + } else if (questprogress(14454) == 1) { + mes "[Sister Haley]"; + mes "Did you experience the holy Rosary effect?"; + mes "We often use it since it is simple. Of course, it make evils not to approach."; + close; + } else if (questprogress(14453) == 1) { + mes "[Sister Haley]"; + mes "How is it? the holy Rosary?"; + mes "did you use it?"; + next; + mes "[Sister Haley]"; + mes "If you have any problem, please come to me any time."; + close; + } else if (questprogress(14452) == 1) { + if ((countitem("Rosary_") > 0 || countitem("Rosary") > 0) && countitem("Holy_Water") > 5) { + mes "[Sister Haley]"; + mes "Did you prepare all?"; + mes "Even if you hide it, I can see it~"; + next; + mes "[Sister Haley]"; + mes "Well.. 6 Rosaries and .... holy .. water.."; + mes "Oops, you spilled the holy water little bit. but that is fine."; + next; + mes "[Sister Haley]"; + mes "This is enough. I can make it soon."; + mes "Odin Crystal power! with Holy light!!!!"; + next; + specialeffect EF_HOLYHIT,AREA,"Spiritual Sister#14hal"; + mes "[Sister Haley]"; + mes "Whoa~ It's done."; + mes "Hold ^0000cd this in your pocket^000000 and go to the crowd with live and dead ones, you will see who is dead or live."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Is that it? Awesome."; + mes "But.. Um.. you know.. is.. it affecting to me.. like in bad way?"; + next; + mes "[Sister Haley]"; + mes "Of course not!"; + mes "if ^0000cdHoly Rosary^000000 were a dangerous stuff, we would not be alive."; + next; + mes "[Sister Haley]"; + mes "But, For those who are dead.. Oh! I don't mean it's deadly threat, but it will give them little bit of pain."; + mes "So use it carefully not to damage the good dead people."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ok."; + mes "Thank you for making this!"; + next; + mes "[Sister Haley]"; + mes "No worries!"; + mes "Please come back again if you need my help!"; + if (countitem("Rosary") > 0) + delitem Rosary, 1; + else + delitem Rosary_, 1; + delitem Holy_Water, 6; + getitem Sacred_Rosary, 1; + erasequest 14452; + setquest 14453; + close; + } else { + mes "[Sister Haley]"; + mes "Did you prepare all?"; + mes "Even if you hide it, I can see it~"; + next; + mes "[Sister Haley]"; + mes "Oh, Look. You are not ready."; + mes "Please bring ^0000cd 1 Rosary and 6 Holy Water^000000."; + next; + mes "[Sister Haley]"; + mes "With our church's secret, I will make more holy halidom."; + close; + } + } else if (questprogress(14451) == 1) { + mes "[Sister Haley]"; + mes "I hope all is well with everyone visiting here~"; + mes "What makes you come here, "+(Sex ? "brother" : "sister")+"?"; + next; + mes "[I told her what happened in Nifflheim.]"; + next; + mes "["+strcharinfo(0)+"]"; + mes "So I came here."; + mes "But, I cannot tell who is dead and who is alive, is there any way ^0000cdto check that^000000?"; + next; + mes "[Sister Haley]"; + mes "Of course, there is. Very ^0000cdgood method^000000!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Really? I was not sure if I found the right place."; + mes "I think I found well!"; + next; + mes "[Sister Haley]"; + mes "We study everything to make dead and live ones to peace."; + mes "There is secret way to do that, it kept secretly in our church."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Tell me the way.."; + next; + mes "[Sister Haley]"; + mes "That is simple! Make ^0000cdspecial halidom^000000!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "S, so how..?"; + next; + mes "[Sister Haley]"; + mes "How you make it? Bring ^0000cd1 Rosary and 6 Holy Water^000000 to me."; + mes "Then I will make it for you. It's simple"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Y, yes!!"; + erasequest 14451; + setquest 14452; + close; + } else { + mes "[Sister Haley]"; + mes "I hope all is well with everyone visiting here~"; + close; + } + + OnTouch: + if (questprogress(14451) == 1) { + mes "[Sister Haley]"; + mes "I hope all is well with everyone visiting here~"; + mes "If anyone needs help, please come to me~ I will do my best to help you."; + close; + } + end; +} + +//= Richard's Wife +//============================================================================== +xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ + if (questprogress(14456) == 1) { + if (countitem("Leaf_Of_Yggdrasil") > 0 && countitem("Live_Coal") > 0) { + mes "[Richard's Daughter]"; + mes "Dad, Dad~ Wake up! It's time to wake up!"; + mes "I even made the stew for you. Wake and eat it."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Everyone, I am here."; + next; + mes "[Richard's Wife]"; + mes "Oh, dear, Adventurer! Welcome!"; + mes "Did you find the way to make him back?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes! But I need your help to do this."; + next; + mes "[Richard's Wife]"; + mes "How can I help you?"; + mes "I will do my best to do it!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Just pray hard to get him back."; + next; + mes "[Richard's Daughter]"; + mes "I will do it!"; + mes "I can do it!!!"; + next; + mes "[Richard's Wife]"; + mes "I will pray hard!"; + mes "Please!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, So I will burn.. this."; + specialeffect2 EF_TORCH; + sleep2 1000; + specialeffect2 EF_SMOKE; + sleep2 1000; + specialeffect2 EF_SMOKE; + sleep2 1000; + specialeffect2 EF_SMOKE; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's almost ran out.. Why not he wakes up.."; + mes "Oh!!"; + specialeffect EF_RESURRECTION,AREA,"Richard#14hal02"; + next; + mes "[Richard]"; + mes "Uhh.. Umm.."; + mes "My arm.. ugh.."; + emotion e_an, "Richard#14hal02"; + next; + mes "[Richard's Wife]"; + mes "Honey!! Can you see me?"; + next; + mes "[Richard's Daughter]"; + mes "Dad! is it you?"; + mes "Are you really my dad? Are you alright?"; + next; + mes "[Richard]"; + mes "I, I was dead.. where.."; + mes "I was dead.. .."; + next; + mes "[Richard's Wife]"; + mes "You didn't die!"; + mes "This is your house! It's your daughter and I!"; + next; + mes "[Richard's Daughter]"; + mes "Dad! Your home!"; + next; + mes "[Richard]"; + mes "H.. ome..? Home..?"; + mes "am.. I.. alive..?"; + next; + mes "[Richard's Wife]"; + mes "What?"; + mes "maybe.. it's like ...a side effect..?"; + next; + mes "[Richard's Daughter]"; + mes "Dad!!!"; + specialeffect EF_SONICBLOWHIT,AREA,"Richard#14hal02"; + next; + mes "[Richard]"; + mes "O, Ouch!!!"; + mes "I told you not to hit me!"; + next; + mes "[Richard's Daughter]"; + mes "Do you really see me now?"; + mes "It's your home!"; + next; + mes "[Richard]"; + mes "Home.. home!!!"; + mes "what.. what about my arm??"; + next; + mes "[Richard's Wife]"; + mes "You have been injured, but it's okay."; + mes "I am so happy that you are awake! Really.."; + next; + mes "[Richard]"; + mes "I.. came back."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thank god. Seriously."; + mes "It would have been really dangerous if I was a little late."; + next; + mes "[Richard]"; + mes "You saved me?"; + mes "Thank you! Thank you!"; + next; + mes "[Richard's Daughter]"; + mes "Dad! Mom and I also helped!!"; + next; + mes "[Richard]"; + mes "Yes, yes. You and your mom are the best!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "You can go to Niflheim later."; + mes "Why were you in a rush? You have a family."; + next; + mes "[Richard]"; + mes "I know. How could I forget my family?"; + mes "Anyway I could not even say good bye when I leave.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I will go and send your regards."; + next; + mes "[Richard]"; + mes "Thank you so much!"; + next; + mes "[Richard's Wife]"; + mes "I am really appreciated. There is no words to thank you on this."; + next; + mes "[Richard's Daughter]"; + mes "Thank you!"; + delitem Live_Coal, 1; + delitem Leaf_Of_Yggdrasil, 1; + erasequest 14456; + setquest 14457; + close; + } else { + mes "[Richard's Daughter]"; + mes "Dad, Dad~ Wake up! It's time to wake up!"; + mes "I even made the stew for you. Wake and eat it."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Everyone, I am here."; + next; + mes "[Richard's Wife]"; + mes "Oh, dear, Adventurer! Welcome!"; + mes "Did you find a way to bring him back?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes! Oh, w.wait.."; + mes "There is something missing. I will get it and come back."; + close; + } + } else if (questprogress(14455) == 1) { + mes "[Richard's Wife]"; + mes "How was the meeting with the sister in Prontera?"; + mes "My sweet heart.. can he come back?"; + close; + } else if (questprogress(14454) == 1) { + mes "["+strcharinfo(0)+"]"; + mes "If it's correct, it should be around here.."; + next; + mes "[Richard's Wife]"; + mes "Honey, Wake up."; + mes "It's.. time to wake up."; + emotion e_sob, "Worried Wife#14hal"; + next; + mes "[Richard's Daughter]"; + mes "Dad, I want to see your eyes."; + mes "Play with me~"; + emotion e_sob, "Worried Daughter#14hal"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hi, Is this Richard's house?"; + mes "I think I am right.."; + next; + mes "[Richard's Wife]"; + mes "Who is this?"; + next; + mes "[Richard's Daughter]"; + mes "Who..?"; + next; + mes "[Richard's Wife]"; + mes "Did you find my husband?"; + mes "But he is right now.. he hasn't waken up since after the accident.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "So, he is still alive?"; + mes "And.. his... arm is attached to his body?"; + next; + mes "[Richard's Wife]"; + mes "Huh? Of course.. he is badly injured but ^0000cddidn't lose his arm.^000000"; + mes "But for some reason ^0000cdhe won't wake up.^000000"; + next; + mes "[Richard's Daughter]"; + mes "How can you treat my ^0000cdliving dad^000000 as if he is dead?!"; + mes "You're mean!"; + next; + mes "[Richard's Wife]"; + mes "Is there anything I can help you with..?"; + mes "You seem to know my husband.. Do you know something?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I think we should find out why he is like this."; + next; + mes "[Richard's Wife]"; + mes "He used to be a swordsman. He had a dream to become the best swordsman in the world."; + mes "But he met me and we had a daughter, so he had to leave his dream for awhile."; + next; + mes "[Richard's Wife]"; + mes "Here, he fixes train rails."; + mes "Whether it is used or not, he did his best."; + next; + mes "[Richard's Wife]"; + mes "But the weather here isn't good."; + mes "There was snow storm coming, and he fell off from the rail."; + next; + mes "[Richard's Wife]"; + mes "I told him not to go, but he eventually went there and did not come back for long time."; + mes "and then.."; + next; + mes "[Richard's Wife]"; + mes "Luckily he only injured his arm, but otherwise he was fine."; + mes "But for some reason, he is not waking up."; + mes "The doctor said it's nothing but a concussion and that he'll wake up soon.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I see."; + mes "His soul is in Niflhiem. He thinks he is dead."; + next; + mes "[Richard's Daughter]"; + mes "^0000cdNiflhiem?!^000000"; + mes "The strong dead soldier's land?!"; + next; + mes "[Richard's Wife]"; + mes "Oh my god.. Niflhiem.. He always said he want to go there after he died.."; + next; + mes "[Richard's Wife]"; + mes "He wanted to be a swordsman.. He must have wanted it so deeply."; + mes "He never showed it to us.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "It seems he went there even though he is not dead."; + mes "Something must be wrong."; + next; + mes "[Richard's Wife]"; + mes "Can.. can he come back?"; + mes "He is still alive here.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm.. what should I do..?"; + mes "Oh, yes! I should go to ^0000cdProntera Church^000000."; + next; + mes "[Richard's Daughter]"; + mes "Prontera?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "There is ^0000cda nun I get help from sometimes^000000, I should ask if she can help me."; + next; + mes "[Richard's Wife]"; + mes "Please bring him back."; + mes "Please."; + erasequest 14454; + setquest 14455; + close; + } else { + mes "[Richard's Wife]"; + mes "My sweet heart, you are the best husband and dad ever."; + mes "I hope he can smile again."; + close; + } +} + +//= Richard's Daughter +//============================================================================== +xmas_in,163,178,3 script Worried Daughter#14hal 4_F_NFLOSTGIRL,{ + mes "[Richard's Daughter]"; + if (questprogress(14457)) { + mes "Thank you for helping my dad and mom."; + mes "You really are a nice person."; + } else if (questprogress(14456) || questprogress(14455)) { + mes "Can you fix my dad if you go prontera?"; + mes "I wish he could wake up again."; + } else if (questprogress(14454)) { + mes "My dad.. he won't wake up."; + mes "We are waiting for him to wake up..."; + } else { + mes "Dad, wake up and play with me~"; + mes "I even made a paper doll for you."; + } + close; +} + +//= Richard +//============================================================================== +xmas_in,160,178,3 script Richard#14hal02 4_M_DIEMAN,{ + mes "[Richard]"; + if (questprogress(14457) == 2) { + mes "I am happy to hear that everyone is doing well."; + mes "I am doing good here as well with my wife and daughter. Thank god to be alive."; + } else if (questprogress(14457) || questprogress(14456)) { + mes "Please send my regards to everyone in Niflheim."; + mes "I feel like I messed up."; + } else { + mes "......"; + mes "......"; + } + close; +} + +//= Event Monsters +//============================================================================== +gld_dun01_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld_dun02_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld_dun03_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld_dun04_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld2_ald,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld2_gef,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld2_pay,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld2_prt,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +lhz_dun04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +iz_dun05,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +mal_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dic_dun03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dew_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dew_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dew_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +mal_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +iz_dun05,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +man_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +man_fild03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +spl_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +spl_fild03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +man_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +spl_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +nyd_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +bra_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +bra_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +bra_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dic_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dic_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dic_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dic_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 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3381,2,5000,0,0 +ayo_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +ayo_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +ayo_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +beach_dun,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +beach_dun2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +beach_dun3,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +c_tower1,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +c_tower2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +c_tower3,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +c_tower4,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +cmd_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +cmd_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +cmd_fild03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +cmd_fild04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +cmd_fild06,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +cmd_fild07,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +cmd_fild08,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +cmd_fild09,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +ein_dun01,0,0,0,0 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3382,2,5000,0,0 +mjolnir_04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +mjolnir_05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +mjolnir_06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +mjolnir_07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +mjolnir_08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +mjolnir_09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +mjolnir_10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +mjolnir_11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +mjolnir_12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild13,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild14,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild15,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild16,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild17,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild18,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +nameless_n,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +nif_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +nif_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +nyd_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +odin_tem01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +odin_tem02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +odin_tem03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +orcsdun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +orcsdun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_maze01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_maze02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_maze03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_sewb1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_sewb2,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_sewb3,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +spl_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +thor_v01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +thor_v02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +thor_v03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +treasure01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +treasure02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tur_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tur_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tur_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tur_dun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +um_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +um_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +um_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +um_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +xmas_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +xmas_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +xmas_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_tdun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_tdun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_tdun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_tdun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_prydn1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_prydn2,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08a,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08b,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08c,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08d,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +gl_chyard_,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +gl_cas02_,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 diff --git a/npc/re/guides/guides_alberta.txt b/npc/re/guides/guides_alberta.txt index 94c95279c..2f7c2320b 100644 --- a/npc/re/guides/guides_alberta.txt +++ b/npc/re/guides/guides_alberta.txt @@ -20,11 +20,11 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ mes "Do you need help navigating the city?"; F_Navi("[Alberta Guide]"); next; - set .@str$,"Would you like to check any other locations?"; + .@str$ = "Would you like to check any other locations?"; while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:[ Destination Ports ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Tool Shop ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Beauty Salon ]:[ Merchant Guild ]:Previous Menu")) { case 1: @@ -82,13 +82,13 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ next; break; case 7: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Cool Event Employee ]:[ Bullet Merchant ]:[ Cooking Ingredient Merchant ]:Previous Menu")) { case 1: @@ -138,13 +138,13 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ next; break; case 6: - set .@loop,0; + .@loop = 0; break; } } break; case 3: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Port - Northern Dock ]:[ Port - Central Dock ]:[ Port - Southern Dock ]:Previous Menu")) { case 1: @@ -172,7 +172,7 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ next; break; case 4: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_aldebaran.txt b/npc/re/guides/guides_aldebaran.txt index ef47d543d..174e14499 100644 --- a/npc/re/guides/guides_aldebaran.txt +++ b/npc/re/guides/guides_aldebaran.txt @@ -21,11 +21,11 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{ mes "Do you need help navigating the city?"; F_Navi("[Al De Baran Guide]"); next; - set .@str$,"Would you like to check any other locations?"; + .@str$ = "Would you like to check any other locations?"; while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Kafra Headquarters ]:[ Alchemist Guild ]:[ Clock Tower ]:[ Inn & Tool Shop ]:[ Repair & Buy Equipment ]:[ Tavern ]:Previous Menu")) { case 1: @@ -70,13 +70,13 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{ next; break; case 7: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Mr. Claus ]:[ Chef Assistant ]:Previous Menu")) { case 1: @@ -107,7 +107,7 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{ next; break; case 5: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_ayothaya.txt b/npc/re/guides/guides_ayothaya.txt index 6d351d4d6..ef3e7bbc7 100644 --- a/npc/re/guides/guides_ayothaya.txt +++ b/npc/re/guides/guides_ayothaya.txt @@ -15,9 +15,9 @@ ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 4_F_THAIGIRL,{ if (strnpcinfo(0) == "Ayothaya Guide Noi#01ay") - set .@n$, "[Noi]"; + .@n$ = "[Noi]"; else - set .@n$, "[Noa]"; + .@n$ = "[Noa]"; mes .@n$; mes "Hello~"; mes "Welcome to ^8B4513Ayothaya^000000."; diff --git a/npc/re/guides/guides_comodo.txt b/npc/re/guides/guides_comodo.txt index 6b584714e..97d2c028a 100644 --- a/npc/re/guides/guides_comodo.txt +++ b/npc/re/guides/guides_comodo.txt @@ -23,7 +23,7 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel:About ^8B4513Comodo^000000")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Tavern ]:[ Casino ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Campsite ]:[ Souvenir Vendor ]:[ East Cave Mao ]:[ West Cave Karu ]:[ North Cave Ruanda ]:[ Hula Dance Stage ]:[ Kafra Co. Western Branch ]:Previous Menu")) { case 1: @@ -86,13 +86,13 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{ next; break; case 12: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Chief's House ]:[ Bor Robin ]:[ Kafra Employee ]:[ Roaming Bard ]:Previous Menu")) { case 1: @@ -122,7 +122,7 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{ next; break; case 5: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_einbroch.txt b/npc/re/guides/guides_einbroch.txt index 697450f51..fc52983ca 100644 --- a/npc/re/guides/guides_einbroch.txt +++ b/npc/re/guides/guides_einbroch.txt @@ -25,7 +25,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Airport ]:[ Factory ]:[ Plaza ]:[ Hotel ]:[ Train Station ]:[ Weapon Shop ]:[ Laboratory ]:[ Monument ]:[ Blacksmith Guild ]:[ Gunslinger Guild ]:Previous Menu")) { case 1: @@ -124,13 +124,13 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{ next; break; case 11: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Armsmith ]:[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) { case 1: @@ -172,7 +172,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{ next; break; case 4: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_geffen.txt b/npc/re/guides/guides_geffen.txt index 3bcd4db5b..67985d380 100644 --- a/npc/re/guides/guides_geffen.txt +++ b/npc/re/guides/guides_geffen.txt @@ -24,7 +24,7 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Magic Academy ]:[ Geffen Tower ]:[ Fountain ]:[ Tool Shop ]:[ Buy & Repair Equipment ]:[ Inn ]:[ Tavern ]:[ Christopher's Forge ]:Previous Menu")) { case 1: @@ -84,13 +84,13 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{ next; break; case 9: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Dimensional Arcanist Guide ]:Previous Menu")) { case 1: @@ -121,7 +121,7 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{ next; break; case 6: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_hugel.txt b/npc/re/guides/guides_hugel.txt index 0544ead01..7781848ab 100644 --- a/npc/re/guides/guides_hugel.txt +++ b/npc/re/guides/guides_hugel.txt @@ -20,11 +20,11 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{ mes "If this is the first time for you to use the guide services, you should ask a lot of questions."; F_Navi("[Hugel Guide Granny]"); next; - set .@str$,"Would you like to know more locations?"; + .@str$ = "Would you like to know more locations?"; while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ ^3131FFHunter Guild^000000 ]:[ Party Supplies Shop ]:[ ^3131FFShrine Expedition^000000 ]:Previous Menu")) { case 1: @@ -111,13 +111,13 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{ next; break; case 11: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) { case 1: @@ -138,7 +138,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{ next; break; case 3: - set .@loop,0; + .@loop = 0; break; } } @@ -184,7 +184,7 @@ hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ Hunter Guild ]:[ Party Supplies Shop ]:[ Shrine Expedition ]:Previous Menu")) { case 1: @@ -238,13 +238,13 @@ hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{ next; break; case 11: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) { case 1: @@ -258,7 +258,7 @@ hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{ next; break; case 3: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_izlude.txt b/npc/re/guides/guides_izlude.txt index a3a37537b..87987faad 100644 --- a/npc/re/guides/guides_izlude.txt +++ b/npc/re/guides/guides_izlude.txt @@ -24,11 +24,11 @@ mes "Do you need help navigating the town?"; F_Navi("[Izlude Guide]"); next; - set .@map$, strnpcinfo(4); + .@map$ = strnpcinfo(4); while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Cryptura Academy ]:[ Marina ]:[ International Airship ]:[ Arena ]:[ Kit Shop ]:[ Swordsman Guild ]:[ Enchant Association ]:[ Forge ]:Previous Menu")) { case 1: @@ -95,13 +95,13 @@ next; break; case 9: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Hypnotist ]:[ Newlywed Helper ]:[ Mercenary Guildsman ]:[ Pet Groomer ]:Previous Menu")) { case 1: @@ -145,7 +145,7 @@ next; break; case 7: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_juno.txt b/npc/re/guides/guides_juno.txt index dc85f0743..f62013147 100644 --- a/npc/re/guides/guides_juno.txt +++ b/npc/re/guides/guides_juno.txt @@ -22,7 +22,7 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Tool Shop ]:[ Forge ]:[ Airport ]:[ Government Building ]:[ Street of Book Stores ]:[ Inn & Pub ]:[ Sage Castle ]:[ Monster Academy ]:[ Library of the Republic ]:[ Weapon & Armor Shop ]:[ Juphero Plaza ]:[ Monster Museum ]:[ Schweicherbil Magic Academy ]:Previous Menu")) { case 1: @@ -95,13 +95,13 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{ next; break; case 14: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) { case 1: @@ -117,7 +117,7 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{ next; break; case 3: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_lighthalzen.txt b/npc/re/guides/guides_lighthalzen.txt index d7cd22aae..668ac4d08 100644 --- a/npc/re/guides/guides_lighthalzen.txt +++ b/npc/re/guides/guides_lighthalzen.txt @@ -35,7 +35,7 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_S while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Hotel ]:[ Bank ]:[ Airport ]:[ Weapon Shop ]:[ Department Store ]:[ Police Station ]:[ Jewelry Store ]:[ Cool Event Corp. ]:[ Somatology Laboratory ]:[ Alchemist Association ]:Previous Menu")) { case 1: @@ -89,13 +89,13 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_S next; break; case 11: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Armsmith ]:[ Seiayablem ]:[ Pet Groomer ]:[ Kafra Employees ]:[ Cool Event Corp. Staff ]:Previous Menu")) { case 1: @@ -136,7 +136,7 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_S next; break; case 6: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_louyang.txt b/npc/re/guides/guides_louyang.txt index f79039e32..2e043364a 100644 --- a/npc/re/guides/guides_louyang.txt +++ b/npc/re/guides/guides_louyang.txt @@ -26,7 +26,7 @@ louyang,224,104,4 script Louyang Guide#01louyang 4_F_CHNWOMAN,{ mes "^8B4513Louyang^000000 is famous for"; mes "its elaborate history, as well as specialties that are unique to this nation. Please take your time and enjoy your stay."; F_Navi("[Representative]"); - set .@str$,"Is there anything else I can do for you?"; + .@str$ = "Is there anything else I can do for you?"; while (1) { next; switch(select("[ Dragon Castle ]:[ Doctor's Office ]:[ City Hall ]:[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Observatory ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) { diff --git a/npc/re/guides/guides_morroc.txt b/npc/re/guides/guides_morroc.txt index 55b1ef58e..fb85d97c5 100644 --- a/npc/re/guides/guides_morroc.txt +++ b/npc/re/guides/guides_morroc.txt @@ -24,7 +24,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Oasis Entrance ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Tavern ]:Previous Menu")) { case 1: @@ -78,13 +78,13 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{ next; break; case 8: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Kafra Employee ]:[ Poison Herb Salesman ]:[ Dye Maker ]:[ Seiyablem ]:Previous Menu")) { case 1: @@ -121,7 +121,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{ next; break; case 5: - set .@loop,0; + .@loop = 0; break; } } @@ -176,7 +176,7 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Morroc Entrance ]:Previous Menu")) { case 1: @@ -208,13 +208,13 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{ next; break; case 4: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Eden Teleport Officer ]:[ Tool Dealer ]:[ Kafra Employee ]:[ Repairman ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Leablem ]:Previous Menu")) { case 1: @@ -265,7 +265,7 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{ next; break; case 8: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_moscovia.txt b/npc/re/guides/guides_moscovia.txt index 05664c06a..1f8810878 100644 --- a/npc/re/guides/guides_moscovia.txt +++ b/npc/re/guides/guides_moscovia.txt @@ -21,7 +21,7 @@ moscovia,161,76,3 script Moscovia Guide#01mosc 4_F_RUSWOMAN1,{ mes "I'm supporting to offer information about here."; mes "If you want to ask anything just feel free tell me."; F_Navi("[Moscovia Guide]"); - set .@str$,"Is there anything else I can do for you?"; + .@str$ = "Is there anything else I can do for you?"; while (1) { next; switch(select("[ Kafra Employee ]:[ Palace ]:[ Chapel ]:[ Weapon Shop ]:[ Armor Shop ]:[ Tool Shop ]:[ Inn ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) { diff --git a/npc/re/guides/guides_payon.txt b/npc/re/guides/guides_payon.txt index a165ad455..b363a1dba 100644 --- a/npc/re/guides/guides_payon.txt +++ b/npc/re/guides/guides_payon.txt @@ -24,7 +24,7 @@ payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Archer Village ]:[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Inn & Tavern ]:[ Central Palace ]:[ Palace Court ]:[ Royal Kitchen ]:Previous Menu")) { case 1: @@ -67,13 +67,13 @@ payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ next; break; case 8: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Eden Teleport Officer ]:[ Kafra Shop ]:[ Repair / Armsmith ]:[ Kafra Employee ]:[ Trap Specialist ]:[ Seiayblem ]:[ Leablem ]:[ Jade ]:[ Pet Groomer ]:[ Chef Assistant ]:Previous Menu")) { case 1: @@ -144,7 +144,7 @@ payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ next; break; case 11: - set .@loop,0; + .@loop = 0; break; } } @@ -203,7 +203,7 @@ pay_arche,86,33,4 script Guide#05payon 4_M_PAY_SOLDIER,{ mes "Do you need help navigating the village?"; F_Navi("[Payon Guide]"); next; - set .@str$,"Would you like to check any other locations?"; + .@str$ = "Would you like to check any other locations?"; while (1) { switch(select("[ Payon Dungeon ]:[ Archer Guild ]:[ Tool Shop ]:[ Kafra Employee ]:[ Mercenary Guildsman ]:[ Alchemist Guildsman ]:[ Eden Teleport Officer ]:Remove Marks from Mini-Map:Cancel")) { case 1: diff --git a/npc/re/guides/guides_prontera.txt b/npc/re/guides/guides_prontera.txt index c3ecea92f..58b5eecbe 100644 --- a/npc/re/guides/guides_prontera.txt +++ b/npc/re/guides/guides_prontera.txt @@ -22,11 +22,11 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{ mes "Do you need help navigating the city?"; F_Navi("[Prontera Guide]"); next; - set .@str$,"Would you like to check any other locations?"; + .@str$ = "Would you like to check any other locations?"; while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Forge ]:[ Sanctuary ]:[ Chivalry Office ]:[ Inn ]:[ Tavern ]:[ Library ]:[ Prontera Castle ]:[ Job Agency ]:[ City Hall ]:Previous Menu")) { case 1: @@ -119,13 +119,13 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{ next; break; case 12: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Eden Teleport Officer ]:[ Peco Peco Breeder ]:[ Riding Creature Master ]:[ Magic Gear Master ]:[ Peco Peco Remover ]:[ Trading Merchants ]:[ Mercenary Guildsman ]:[ Hypnotist ]:[ Kafra Employee ]:[ Leablem ]:[ Apprentice Craftsman ]:[ Pet Groomer ]:Previous Menu")) { case 1: @@ -234,7 +234,7 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{ next; break; case 13: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/guides_rachel.txt b/npc/re/guides/guides_rachel.txt index f7f1a2c87..28a3c1bd6 100644 --- a/npc/re/guides/guides_rachel.txt +++ b/npc/re/guides/guides_rachel.txt @@ -21,7 +21,7 @@ rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{ while (1) { switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { case 1: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Inn ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Cheshrumnir ]:[ Priest Zed's Mansion ]:Previous Menu")) { case 1: @@ -70,13 +70,13 @@ rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{ next; break; case 7: - set .@loop,0; + .@loop = 0; break; } } break; case 2: - set .@loop,1; + .@loop = 1; while (.@loop) { switch(select("[ Cool Event Corp. Staff ]:[ Eden Teleport Officer ]:Previous Menu")) { case 1: @@ -98,7 +98,7 @@ rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{ next; break; case 3: - set .@loop,0; + .@loop = 0; break; } } diff --git a/npc/re/guides/navigation.txt b/npc/re/guides/navigation.txt index b7bde6aab..b0263c93f 100644 --- a/npc/re/guides/navigation.txt +++ b/npc/re/guides/navigation.txt @@ -15,7 +15,7 @@ function script F_Navi { // Uncomment to disable the navigation system. - //set .@disabled,1; + //.@disabled = 1; // This function takes 0 ~ 3 parameters. switch(getargcount()) { diff --git a/npc/re/guild/invest_main.txt b/npc/re/guild/invest_main.txt index 50a4e7d35..9ed49ce7a 100644 --- a/npc/re/guild/invest_main.txt +++ b/npc/re/guild/invest_main.txt @@ -63,13 +63,13 @@ $@vfund_*_extra - script #invest_timer -1,{ OnClock0000: // Open investments on Wed (1 hour after WoE) if (gettime(4) == 3 && !agitcheck()) { - set $2011_agit_invest,1; + $2011_agit_invest = 1; donpcevent "#fund_master::OnInvest_start"; } end; OnClock1200: // Close investments on Fri (60 hours after investments open) if (gettime(4) == 5 && !agitcheck()) { - set $2011_agit_invest,2; + $2011_agit_invest = 2; donpcevent "#fund_master::OnInvest_stop"; } end; @@ -84,9 +84,9 @@ OnClock2000: // Close dungeons on Tues (1 hour before WoE) } function script F_Invest_Status { - set .@day, gettime(4); - set .@hour, gettime(3); - set .@minute, gettime(2); + .@day = gettime(4); + .@hour = gettime(3); + .@minute = gettime(2); // Inactive. if (agitcheck()) @@ -123,13 +123,13 @@ function script F_Invest_Abyss { next; switch(select("1 unit 10,000 Zeny:10 units 100,000 Zeny:50 units 500,000 Zeny:Another amount:Cancel")) { case 1: - set .@units,1; + .@units = 1; break; case 2: - set .@units,10; + .@units = 10; break; case 3: - set .@units,50; + .@units = 50; break; case 4: mes getarg(1); @@ -154,7 +154,7 @@ function script F_Invest_Abyss { mes "Canceled."; close; } - set .@zeny, .@units * 10000; + .@zeny = .@units * 10000; if (Zeny < .@zeny) { mes getarg(1); mes "You do not have enough money."; @@ -174,10 +174,10 @@ function script F_Invest_Abyss { next; switch(select("1 Investment Certificate:5 Investment Certificates:Another amount:Cancel")) { case 1: - set .@tickets,1; + .@tickets = 1; break; case 2: - set .@tickets,5; + .@tickets = 5; break; case 3: mes getarg(1); @@ -207,7 +207,7 @@ function script F_Invest_Abyss { mes "Looks like you have fewer Investment Certificates than you want to submit."; close; } - set .@units, .@tickets * 10; + .@units = .@tickets * 10; mes getarg(1); mes .@tickets+" Investment Certificate"+((.@tickets == 1)?" is":"s are")+" the same as an investment of "+.@units+" units ("+((.@units < 100)?.@units:insertchar(""+.@units,",",1))+"0,000z)"+getarg(2,"")+"."; mes "Not much but this is a small gift. You can exchange it with items in Malangdo."; @@ -227,9 +227,9 @@ function script F_Invest_Abyss { prt_gld,1,1,0 script #fund_master CLEAR_NPC,{ end; OnInit: - set .@invest_status, callfunc("F_Invest_Status"); + .@invest_status = callfunc("F_Invest_Status"); if (.@invest_status == 1) { - set $2011_agit_invest,1; + $2011_agit_invest = 1; end; } if ((.@invest_status == 2 && $2011_agit_invest == 1) || @@ -239,22 +239,22 @@ OnInit: } end; OnCalculate_Election: - set .@force_vote,1; + .@force_vote = 1; OnCalculate: setarray .@cas$[0],"prt","pay","gef","alde"; - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { // All funds per realm are summed. - set .@funds[.@i], getd("$fund_"+.@cas$[.@i]+"01")+getd("$fund_"+.@cas$[.@i]+"02")+getd("$fund_"+.@cas$[.@i]+"03")+getd("$fund_"+.@cas$[.@i]+"04")+getd("$fund_"+.@cas$[.@i]+"05")+getd("$fund_"+.@cas$[.@i]+"_extra"); + .@funds[.@i] = getd("$fund_"+.@cas$[.@i]+"01")+getd("$fund_"+.@cas$[.@i]+"02")+getd("$fund_"+.@cas$[.@i]+"03")+getd("$fund_"+.@cas$[.@i]+"04")+getd("$fund_"+.@cas$[.@i]+"05")+getd("$fund_"+.@cas$[.@i]+"_extra"); // 70,000,000z opens Hall of Abyss and F2. if (.@funds[.@i] >= 7000) { setd "$"+.@cas$[.@i]+"_invest_result",3; - set .@total_7000,1; + .@total_7000 = 1; } // 20,000,000z opens F2 and a chance for Hall of Abyss. else if (.@funds[.@i] >= 2000) { setd "$"+.@cas$[.@i]+"_invest_result",2; - set .@total_2000,1; + .@total_2000 = 1; } // Anything below that opens nothing. else @@ -265,20 +265,20 @@ OnCalculate: end; // No further actions if any realm hits 70,000,000z. if (.@total_7000) { - set $2011_agit_invest,4; + $2011_agit_invest = 4; end; } // Otherwise, highest investment above 20,000,000z opens Hall of Abyss. - set .@max, .@funds[0]; - for(set .@i,1; .@i<4; set .@i,.@i+1) { + .@max = .@funds[0]; + for(.@i = 1; .@i<4; ++.@i) { if (.@funds[.@i] > .@max) { - set .@max, .@funds[.@i]; - set .@ele, .@i; + .@max = .@funds[.@i]; + .@ele = .@i; deletearray .@rand$[0], getarraysize(.@rand$); } else if (.@funds[.@i] == .@max && .@funds[.@i] >= 2000) { if (!getarraysize(.@rand$)) - set .@rand$[0], .@cas$[.@ele]; - set .@rand$[getarraysize(.@rand$)], .@cas$[.@i]; + .@rand$[0] = .@cas$[.@ele]; + .@rand$[getarraysize(.@rand$)] = .@cas$[.@i]; } } if (.@max < 2000) @@ -287,62 +287,62 @@ OnCalculate: // Tie: declare a random winner. if (!.@force_vote) { - set .@i, rand(getarraysize(.@rand$)); + .@i = rand(getarraysize(.@rand$)); setd "$"+.@rand$[.@i]+"_invest_result",3; - set $2011_agit_invest,4; + $2011_agit_invest = 4; end; } // Tie: initiate a 30-minute election. - set .@str$, implode(.@rand$,"|"); - for(set .@i,0; .@i<4; set .@i,.@i+1) { + .@str$ = implode(.@rand$,"|"); + for(.@i = 0; .@i<4; ++.@i) { if (compare(.@str$,.@cas$[.@i])) - set .@election, .@election | (1<<.@i); + .@election = .@election | (1<<.@i); } switch(.@election) { - case 3: set $2011_agit_invest,11; break; //Prontera|Payon - case 9: set $2011_agit_invest,12; break; //Prontera|Al De Baran - case 5: set $2011_agit_invest,13; break; //Prontera|Geffen - case 10: set $2011_agit_invest,14; break; //Al De Baran|Payon - case 6: set $2011_agit_invest,15; break; //Geffen|Payon - case 12: set $2011_agit_invest,16; break; //Al De Baran|Geffen - case 11: set $2011_agit_invest,17; break; //Prontera|Payon|Al De Baran - case 7: set $2011_agit_invest,18; break; //Prontera|Payon|Geffen - case 13: set $2011_agit_invest,19; break; //Prontera|Al De Baran|Geffen - case 14: set $2011_agit_invest,20; break; //Al De Baran|Payon|Geffen - case 15: set $2011_agit_invest,21; break; //Prontera|Payon|Al De Baran|Geffen + case 3: $2011_agit_invest = 11; break; //Prontera|Payon + case 9: $2011_agit_invest = 12; break; //Prontera|Al De Baran + case 5: $2011_agit_invest = 13; break; //Prontera|Geffen + case 10: $2011_agit_invest = 14; break; //Al De Baran|Payon + case 6: $2011_agit_invest = 15; break; //Geffen|Payon + case 12: $2011_agit_invest = 16; break; //Al De Baran|Geffen + case 11: $2011_agit_invest = 17; break; //Prontera|Payon|Al De Baran + case 7: $2011_agit_invest = 18; break; //Prontera|Payon|Geffen + case 13: $2011_agit_invest = 19; break; //Prontera|Al De Baran|Geffen + case 14: $2011_agit_invest = 20; break; //Al De Baran|Payon|Geffen + case 15: $2011_agit_invest = 21; break; //Prontera|Payon|Al De Baran|Geffen } if ($2011_agit_invest >= 11) donpcevent "Revoting Manager#Invest1::OnStart"; end; } else { setd "$"+.@cas$[.@ele]+"_invest_result",3; - set $2011_agit_invest,4; + $2011_agit_invest = 4; end; } end; OnInvest_start: announce "From now on, we are going to start the investments to connect the 'Abyss Gate' in the WOE areas: Valkyrie Realm, Greenwood Lake, Luina, Britoniah.",bc_all,0xFF0000; //FW_NORMAL 10 - set $fund_prt01,0; - set $fund_prt02,0; - set $fund_prt03,0; - set $fund_prt04,0; - set $fund_prt05,0; - set $fund_pay01,0; - set $fund_pay02,0; - set $fund_pay03,0; - set $fund_pay04,0; - set $fund_pay05,0; - set $fund_gef01,0; - set $fund_gef02,0; - set $fund_gef03,0; - set $fund_gef04,0; - set $fund_gef05,0; - set $fund_alde01,0; - set $fund_alde02,0; - set $fund_alde03,0; - set $fund_alde04,0; - set $fund_alde05,0; + $fund_prt01 = 0; + $fund_prt02 = 0; + $fund_prt03 = 0; + $fund_prt04 = 0; + $fund_prt05 = 0; + $fund_pay01 = 0; + $fund_pay02 = 0; + $fund_pay03 = 0; + $fund_pay04 = 0; + $fund_pay05 = 0; + $fund_gef01 = 0; + $fund_gef02 = 0; + $fund_gef03 = 0; + $fund_gef04 = 0; + $fund_gef05 = 0; + $fund_alde01 = 0; + $fund_alde02 = 0; + $fund_alde03 = 0; + $fund_alde04 = 0; + $fund_alde05 = 0; donpcevent "Investment_total#fund00::OnEnable"; end; OnInvest_stop: @@ -353,35 +353,35 @@ OnInvest_stop: OnResult: announce "We've got the results of the investments for the 'Abyss Gate'. You can check through the Investment Status Board in each WOE area.",bc_all,0xFF0000; //FW_NORMAL 10 if ($2011_agit_invest == 4) { - set $fund_prt01,0; - set $fund_prt02,0; - set $fund_prt03,0; - set $fund_prt04,0; - set $fund_prt05,0; - set $fund_prt_extra,0; - set $fund_pay01,0; - set $fund_pay02,0; - set $fund_pay03,0; - set $fund_pay04,0; - set $fund_pay05,0; - set $fund_pay_extra,0; - set $fund_gef01,0; - set $fund_gef02,0; - set $fund_gef03,0; - set $fund_gef04,0; - set $fund_gef05,0; - set $fund_gef_extra,0; - set $fund_alde01,0; - set $fund_alde02,0; - set $fund_alde03,0; - set $fund_alde04,0; - set $fund_alde05,0; - set $fund_alde_extra,0; + $fund_prt01 = 0; + $fund_prt02 = 0; + $fund_prt03 = 0; + $fund_prt04 = 0; + $fund_prt05 = 0; + $fund_prt_extra = 0; + $fund_pay01 = 0; + $fund_pay02 = 0; + $fund_pay03 = 0; + $fund_pay04 = 0; + $fund_pay05 = 0; + $fund_pay_extra = 0; + $fund_gef01 = 0; + $fund_gef02 = 0; + $fund_gef03 = 0; + $fund_gef04 = 0; + $fund_gef05 = 0; + $fund_gef_extra = 0; + $fund_alde01 = 0; + $fund_alde02 = 0; + $fund_alde03 = 0; + $fund_alde04 = 0; + $fund_alde05 = 0; + $fund_alde_extra = 0; } else if ($2011_agit_invest == 2) donpcevent "#fund_master::OnCalculate"; end; OnReset: - set $2011_agit_invest,0; + $2011_agit_invest = 0; donpcevent "Investment_total#fund00::OnReset"; end; } @@ -412,13 +412,13 @@ OnInit: initnpctimer; donpcevent "Investment_total#fund00::OnVarInit"; } else { - set $agit_result_timer,0; - set $agit_result_notice,0; + $agit_result_timer = 0; + $agit_result_notice = 0; } end; OnVarInit: setarray .@cas$[0],"prt","pay","gef","alde"; - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { setd "$@vfund_"+.@cas$[.@i]+"01", getd("$fund_"+.@cas$[.@i]+"01"); setd "$@vfund_"+.@cas$[.@i]+"02", getd("$fund_"+.@cas$[.@i]+"02"); setd "$@vfund_"+.@cas$[.@i]+"03", getd("$fund_"+.@cas$[.@i]+"03"); @@ -428,13 +428,13 @@ OnVarInit: } end; OnEnable: - set $agit_result_timer,0; - set $agit_result_notice,0; + $agit_result_timer = 0; + $agit_result_notice = 0; initnpctimer; end; OnReset: - set $agit_result_timer,0; - set $agit_result_notice,0; + $agit_result_timer = 0; + $agit_result_notice = 0; stopnpctimer; end; OnTimerReset: @@ -443,11 +443,11 @@ OnTimerReset: OnTimer3600000: if (callfunc("F_Invest_Status") == 1) { if ($agit_result_timer < 59) { - set $agit_result_timer, $agit_result_timer+1; + $agit_result_timer = $agit_result_timer+1; // Trigger on multiples of 5 up to 55, and 58. if ($agit_result_timer % 10 == 5 || $agit_result_timer % 10 == 0 || $agit_result_timer == 58) { - set $agit_result_notice, $agit_result_notice+1; + $agit_result_notice = $agit_result_notice+1; donpcevent "Investment_total#fund00::OnVarInit"; announce "No. "+$agit_result_notice+" Interim statement is now available. You can check through the Investment Status Board in each WOE area.",bc_all,0xFF0000; //FW_NORMAL 10 } @@ -468,7 +468,7 @@ prt_gld,164,98,3 script Revoting Manager#Invest1 4_M_BOSSCAT,{ mes "Please wait for our results announcement."; close; OnInit: - set .@invest_status, callfunc("F_Invest_Status"); + .@invest_status = callfunc("F_Invest_Status"); if (.@invest_status == 2 && $2011_agit_invest >= 11 && $agit_revoting_timer < 30) { donpcevent "Revoting Manager#Invest2::OnEnable"; initnpctimer; @@ -491,26 +491,26 @@ OnCalculate: case 21: setarray.@cas$[0],"prt","pay","alde","gef"; break; default: end; } - set .@max, getd("$fund_"+.@cas$[0]+"_extra"); - for(set .@i,1; .@i<getarraysize(.@cas$); set .@i,.@i+1) { - set .@funds, getd("$fund_"+.@cas$[.@i]+"_extra"); + .@max = getd("$fund_"+.@cas$[0]+"_extra"); + for(.@i = 1; .@i<getarraysize(.@cas$); ++.@i) { + .@funds = getd("$fund_"+.@cas$[.@i]+"_extra"); if (.@funds > .@max) { - set .@max, .@funds; - set .@ele, .@i; + .@max = .@funds; + .@ele = .@i; deletearray .@rand$[0], getarraysize(.@rand$); } else if (.@funds == .@max) { if (!getarraysize(.@rand$)) - set .@rand$[0], .@cas$[.@ele]; - set .@rand$[getarraysize(.@rand$)], .@cas$[.@i]; + .@rand$[0] = .@cas$[.@ele]; + .@rand$[getarraysize(.@rand$)] = .@cas$[.@i]; } } if (getarraysize(.@rand$)) { - set .@i, rand(getarraysize(.@rand$)); + .@i = rand(getarraysize(.@rand$)); setd "$"+.@rand$[.@i]+"_invest_result",3; } else setd "$"+.@cas$[.@ele]+"_invest_result",3; - set $2011_agit_invest,4; - set $agit_revoting_timer,0; + $2011_agit_invest = 4; + $agit_revoting_timer = 0; end; OnEnable: enablenpc "Revoting Manager#Invest1"; @@ -530,15 +530,15 @@ OnTimerReset: initnpctimer; end; OnTimer60000: - set .@revote, $agit_revoting_timer; + .@revote = $agit_revoting_timer; if (.@revote < 30) { - set $agit_revoting_timer, $agit_revoting_timer+1; + $agit_revoting_timer = $agit_revoting_timer+1; donpcevent "Revoting Manager#Invest1::OnTimerReset"; } else if (.@revote == 30) { announce "Cat Paw Merchant Guild: Now we are going to close the additional vote. We will announce the results soon.",bc_all,0xFF0000; //FW_NORMAL 10 donpcevent "Revoting Manager#Invest2::OnDisable"; donpcevent "Revoting Manager#Invest1::OnEnable"; - set $agit_revoting_timer, $agit_revoting_timer+1; + $agit_revoting_timer = $agit_revoting_timer+1; donpcevent "Revoting Manager#Invest1::OnTimerReset"; } else if (.@revote == 31) { donpcevent "Revoting Manager#Invest1::OnCalculate"; @@ -553,7 +553,7 @@ OnTimer60000: } prt_gld,164,98,3 script Revoting Manager#Invest2 4_M_BOSSCAT,{ - set .@invest, $2011_agit_invest; + .@invest = $2011_agit_invest; if (.@invest < 11) { mes "[Revoting Manager]"; mes "No! This is not the time to take a revote."; @@ -561,8 +561,8 @@ prt_gld,164,98,3 script Revoting Manager#Invest2 4_M_BOSSCAT,{ disablenpc "Revoting Manager#Invest2"; end; } - set .@playtime, checkquest(7349,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7349,PLAYTIME); + if (.@playtime == 1) { mes "[Revoting Manager]"; mes "You've already participated in the vote."; mes "Please relax and wait for the results."; @@ -584,17 +584,17 @@ prt_gld,164,98,3 script Revoting Manager#Invest2 4_M_BOSSCAT,{ // Create menu. explode(.@candidates$, callsub(OnGetCandidates, .@invest),"|"); - for(set .@i,0; .@i<getarraysize(.@candidates$); set .@i,.@i+1) { + for(.@i = 0; .@i<getarraysize(.@candidates$); ++.@i) { if (.@candidates$[.@i] == "alde") - set .@menu$[.@i],"Luina"; + .@menu$[.@i] = "Luina"; else if (.@candidates$[.@i] == "gef") - set .@menu$[.@i],"Britoniah"; + .@menu$[.@i] = "Britoniah"; else if (.@candidates$[.@i] == "pay") - set .@menu$[.@i],"Greenwood Lake"; + .@menu$[.@i] = "Greenwood Lake"; else if (.@candidates$[.@i] == "prt") - set .@menu$[.@i],"Valkyrie Realm"; + .@menu$[.@i] = "Valkyrie Realm"; } - set .@vote, select(implode(.@menu$,":"))-1; + .@vote = select(implode(.@menu$,":"))-1; mes "[Revoting Manager]"; mes "You've voted for "+.@menu$[.@vote]+"."; @@ -644,22 +644,22 @@ OnTimer14000: end; OnTimer20000: explode(.@candidates$, callsub(OnGetCandidates, $2011_agit_invest),"|"); - for(set .@i,0; .@i<getarraysize(.@candidates$); set .@i,.@i+1) { + for(.@i = 0; .@i<getarraysize(.@candidates$); ++.@i) { if (.@candidates$[.@i] == "alde") - set .@choices$[.@i],"Luina"; + .@choices$[.@i] = "Luina"; else if (.@candidates$[.@i] == "gef") - set .@choices$[.@i],"Britoniah"; + .@choices$[.@i] = "Britoniah"; else if (.@candidates$[.@i] == "pay") - set .@choices$[.@i],"Greenwood Lake"; + .@choices$[.@i] = "Greenwood Lake"; else if (.@candidates$[.@i] == "prt") - set .@choices$[.@i],"Valkyrie Realm"; + .@choices$[.@i] = "Valkyrie Realm"; } announce "Cat Paw Merchant Guild: The candidates for the additional vote are... "+implode(.@choices$," vs. ")+".",bc_all,0xFF0000; //FW_NORMAL 10 - set $fund_prt_extra,0; - set $fund_pay_extra,0; - set $fund_gef_extra,0; - set $fund_alde_extra,0; - set $agit_revoting_timer,0; + $fund_prt_extra = 0; + $fund_pay_extra = 0; + $fund_gef_extra = 0; + $fund_alde_extra = 0; + $agit_revoting_timer = 0; donpcevent "Revoting Manager#Invest2::OnEnable"; stopnpctimer; end; @@ -672,15 +672,15 @@ prtg_cas01,2,2,0 script Abrai 1_M_JOBTESTER,{ OnAgitInvest: switch(callfunc("F_Invest_Status")) { case 0: - set $2011_agit_invest,0; + $2011_agit_invest = 0; donpcevent "#fund_master::OnReset"; break; case 1: - set $2011_agit_invest,1; + $2011_agit_invest = 1; donpcevent "#fund_master::OnInvest_start"; break; case 2: - set $2011_agit_invest,2; + $2011_agit_invest = 2; donpcevent "#fund_master::OnInvest_stop"; break; case 3: @@ -696,27 +696,27 @@ OnAgitInvest: - script Cat Paw Merchant Guild -1,{ if (compare(strnpcinfo(4),"alde")) { - set .@npc$,"alde"; - set .@name$,"Megrez"; - set .@realm$,"Luina"; - set .@intro$,"Luina Branch Manager in Al De Baran"; + .@npc$ = "alde"; + .@name$ = "Megrez"; + .@realm$ = "Luina"; + .@intro$ = "Luina Branch Manager in Al De Baran"; } else if (compare(strnpcinfo(4),"gef")) { - set .@npc$,"gef"; - set .@name$,"Meraq"; - set .@realm$,"Britoniah"; - set .@intro$,"Britoniah Branch Manager"; + .@npc$ = "gef"; + .@name$ = "Meraq"; + .@realm$ = "Britoniah"; + .@intro$ = "Britoniah Branch Manager"; } else if (compare(strnpcinfo(4),"pay")) { - set .@npc$,"pay"; - set .@name$,"Phecda"; - set .@realm$,"Greenwood Lake"; - set .@intro$,"Payon Greenwood Lake Branch Manager"; + .@npc$ = "pay"; + .@name$ = "Phecda"; + .@realm$ = "Greenwood Lake"; + .@intro$ = "Payon Greenwood Lake Branch Manager"; } else if (compare(strnpcinfo(4),"prt")) { - set .@npc$,"prt"; - set .@name$,"Dubae"; - set .@realm$,"Valkyrie Realm"; - set .@intro$,"Prontera Valkyrie Realm Branch Manager"; + .@npc$ = "prt"; + .@name$ = "Dubae"; + .@realm$ = "Valkyrie Realm"; + .@intro$ = "Prontera Valkyrie Realm Branch Manager"; } - set .@n$,"["+.@name$+"]"; + .@n$ = "["+.@name$+"]"; mes .@n$; mes "I'm "+.@name$+", the "+.@intro$+" of the Cat Paw Merchant Guild."; @@ -890,23 +890,23 @@ OnAgitInvest: mes "Please come back during the investment duration."; close; } - set .@guild, getcharid(2); - for(set .@i,1; .@i<=5; set .@i,.@i+1) { - set .@castle_name$[.@i], getcastlename(.@npc$+"g_cas0"+.@i); - set .@owner_id[.@i], getcastledata(.@npc$+"g_cas0"+.@i,1); - set .@owner_name$[.@i], getguildname(.@owner_id[.@i]); + .@guild = getcharid(2); + for(.@i = 1; .@i<=5; ++.@i) { + .@castle_name$[.@i] = getcastlename(.@npc$+"g_cas0"+.@i); + .@owner_id[.@i] = getcastledata(.@npc$+"g_cas0"+.@i,1); + .@owner_name$[.@i] = getguildname(.@owner_id[.@i]); if (.@guild == .@owner_id[.@i]) { - set .@menu$, .@menu$+.@castle_name$[.@i]+" ["+.@owner_name$[.@i]+"] Guild:"; - set .@castles_owned, .@castles_owned | (1<<.@i); + .@menu$ = .@menu$+.@castle_name$[.@i]+" ["+.@owner_name$[.@i]+"] Guild:"; + .@castles_owned = .@castles_owned | (1<<.@i); } else - set .@menu$, .@menu$+"^aaaaaaNot the guild that claimed "+.@castle_name$[.@i]+"^000000:"; + .@menu$ = .@menu$+"^aaaaaaNot the guild that claimed "+.@castle_name$[.@i]+"^000000:"; } mes .@n$; mes "Would you like to invest in the ^4d4dff"+.@realm$+"^000000 region?"; mes "If there is a castle occupied already, you will invest in the castle and the guild that is occupying it."; next; if (.@castles_owned) { - set .@i, select(.@menu$+"Cancel"); + .@i = select(.@menu$+"Cancel"); if (.@i == 6) { mes .@n$; mes "Canceled."; @@ -938,34 +938,34 @@ OnAgitInvest: - script Gate Manager#realm -1,{ if (compare(strnpcinfo(4),"alde")) { - set .@npc$,"alde"; - set .@name$,"Alkor"; - set .@gate$,"Hero's Tears"; - set .@realm$,"Luina"; + .@npc$ = "alde"; + .@name$ = "Alkor"; + .@gate$ = "Hero's Tears"; + .@realm$ = "Luina"; } else if (compare(strnpcinfo(4),"gef")) { - set .@npc$,"gef"; - set .@name$,"Mizar"; - set .@gate$,"Hill of the Dead"; - set .@realm$,"Britoniah"; + .@npc$ = "gef"; + .@name$ = "Mizar"; + .@gate$ = "Hill of the Dead"; + .@realm$ = "Britoniah"; } else if (compare(strnpcinfo(4),"pay")) { - set .@npc$,"pay"; - set .@name$,"Alkaid"; - set .@gate$,"Winds of the Ancient"; - set .@realm$,"Greenwood Lake"; + .@npc$ = "pay"; + .@name$ = "Alkaid"; + .@gate$ = "Winds of the Ancient"; + .@realm$ = "Greenwood Lake"; } else if (compare(strnpcinfo(4),"prt")) { - set .@npc$,"prt"; - set .@name$,"Arios"; - set .@gate$,"Way of the Warrior"; - set .@realm$,"Valkyrie Realm"; + .@npc$ = "prt"; + .@name$ = "Arios"; + .@gate$ = "Way of the Warrior"; + .@realm$ = "Valkyrie Realm"; } - set .@n$,"["+.@name$+"]"; + .@n$ = "["+.@name$+"]"; if (callfunc("F_Invest_Status") != 3) { mes .@n$; mes "There are currently no connected dungeon gates."; close; } - set .@status, getd("$"+.@npc$+"_invest_result"); + .@status = getd("$"+.@npc$+"_invest_result"); if (.@status == 3) { mes .@n$; mes "We've successfully connected the Abyss Gate ["+.@gate$+"] with the help from your investment."; @@ -975,7 +975,7 @@ OnAgitInvest: mes "Please visit as often as possible since the entrance fee is saved as an investment for the region."; mes "Do you want to enter the Agit dungeon?"; next; - set .@i, select(.@realm$+" Dungeon 1F - 10000z:"+.@realm$+" Dungeon 2F - 10000z:Cancel"); + .@i = select(.@realm$+" Dungeon 1F - 10000z:"+.@realm$+" Dungeon 2F - 10000z:Cancel"); if (.@i == 3) { mes .@n$; mes "Canceled."; @@ -1017,40 +1017,40 @@ OnAgitInvest: } - script Investment Status Board -1,{ - set .@invest_status, callfunc("F_Invest_Status"); + .@invest_status = callfunc("F_Invest_Status"); if (.@invest_status == 1) { if (compare(strnpcinfo(4),"alde")) { - set .@npc$,"alde"; - set .@realm$,"Luina"; + .@npc$ = "alde"; + .@realm$ = "Luina"; } else if (compare(strnpcinfo(4),"gef")) { - set .@npc$,"gef"; - set .@realm$,"Britoniah"; + .@npc$ = "gef"; + .@realm$ = "Britoniah"; } else if (compare(strnpcinfo(4),"pay")) { - set .@npc$,"pay"; - set .@realm$,"Greenwood Lake"; + .@npc$ = "pay"; + .@realm$ = "Greenwood Lake"; } else if (compare(strnpcinfo(4),"prt")) { - set .@npc$,"prt"; - set .@realm$,"Valkyrie Realm"; + .@npc$ = "prt"; + .@realm$ = "Valkyrie Realm"; } - set .@notice, $agit_result_notice; + .@notice = $agit_result_notice; if (.@notice < 1 || .@notice > 12) { mes "There are currently no investment sums available."; close; } else if (.@notice == 1) - set .@str$,"1st"; + .@str$ = "1st"; else if (.@notice == 2) - set .@str$,"2nd"; + .@str$ = "2nd"; else if (.@notice == 3) - set .@str$,"3rd"; + .@str$ = "3rd"; else - set .@str$,.@notice+"th"; + .@str$ = .@notice+"th"; mes .@str$+" total (unit in 10,000z)"; - for(set .@i,1; .@i<=5; set .@i,.@i+1) { - set .@map$, .@npc$+"g_cas0"+.@i; - set .@fund[.@i], getd("$@vfund_"+.@npc$+"0"+.@i); + for(.@i = 1; .@i<=5; ++.@i) { + .@map$ = .@npc$+"g_cas0"+.@i; + .@fund[.@i] = getd("$@vfund_"+.@npc$+"0"+.@i); mes getcastlename(.@map$)+" "+getguildname(getcastledata(.@map$,1))+" Guild: "+.@fund[.@i]; } - set .@fund[0], getd("$@vfund_"+.@npc$+"_extra"); + .@fund[0] = getd("$@vfund_"+.@npc$+"_extra"); mes .@realm$+" normal: "+.@fund[0]; mes .@realm$+" Investment Grand Total: "+(.@fund[0]+.@fund[1]+.@fund[2]+.@fund[3]+.@fund[4]+.@fund[5]); close; @@ -1063,7 +1063,7 @@ OnAgitInvest: setarray .@invest_result[0], $prt_invest_result,$pay_invest_result,$gef_invest_result,$alde_invest_result; setarray .@invest_region$[0], "Valkyrie Realm", "Greenwood Lake", "Britoniah", "Luina"; mes "!- Investment Results of All Agit Regions -!"; - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { if (.@invest_result[.@i] == 1) mes "^aaaaaa["+.@invest_region$[.@i]+"] below minimum^000000"; else if (.@invest_result[.@i] == 2) { @@ -1087,22 +1087,22 @@ OnAgitInvest: //============================================================ - script Gate Manager#castle -1,{ - set .@id, atoi(charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1)); + .@id = atoi(charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1)); if (compare(strnpcinfo(2),"alde")) { - set .@npc$,"alde"; - set .@realm$,"Luina"; + .@npc$ = "alde"; + .@realm$ = "Luina"; } else if (compare(strnpcinfo(2),"gef")) { - set .@npc$,"gef"; - set .@realm$,"Britoniah"; + .@npc$ = "gef"; + .@realm$ = "Britoniah"; } else if (compare(strnpcinfo(2),"pay")) { - set .@npc$,"pay"; - set .@realm$,"Greenwood Lake"; + .@npc$ = "pay"; + .@realm$ = "Greenwood Lake"; } else if (compare(strnpcinfo(2),"prt")) { - set .@npc$,"prt"; - set .@realm$,"Valkyrie Realm"; + .@npc$ = "prt"; + .@realm$ = "Valkyrie Realm"; } - set .@GID, getcastledata(strnpcinfo(4),1); + .@GID = getcastledata(strnpcinfo(4),1); if (getcharid(2) != .@GID) { mes "[Gate Manager]"; mes "You don't seem to be the member of guild owning this castle."; @@ -1231,9 +1231,9 @@ OnAgitInvest: end; L_Enter: - set .@invest_status, callfunc("F_Invest_Status"); + .@invest_status = callfunc("F_Invest_Status"); if (.@invest_status == 3) { - set .@status, getd("$"+getarg(2)+"_invest_result"); + .@status = getd("$"+getarg(2)+"_invest_result"); if ((getarg(0) == 1 && .@status == 2) || .@status == 3) return; else { @@ -1288,32 +1288,32 @@ malangdo,218,126,4 script Cat Paw Merchants Notice 4_BOARD3,{ "Planting trees on Mellow Island","Ancient language research","Weapons made of sharp teeth","Toy boss doll 01", "A tiger is just a cat after all","The shattered spear and shield?","Toy boss doll 02","Best in summer! Cold scales", "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!"; - set .@menu$, "Quit:"+implode(.@event1$[0],":"); + .@menu$ = "Quit:"+implode(.@event1$[0],":"); while(1) { - set .@i, select(.@menu$)-1; + .@i = select(.@menu$)-1; switch(.@i) { case 0: close; - case 1: set .@str$,"2 Pieces of Queen's Wing"; break; - case 2: set .@str$,"2 Broken Crowns"; break; - case 3: set .@str$,"2 Fire Dragon Scales"; break; - case 4: set .@str$,"3 Mother's Nightmares"; break; - case 5: set .@str$,"5 Gemstones"; break; - case 6: set .@str$,"5 Heroic Emblems"; break; - case 7: set .@str$,"3 Taeguk Plates"; break; - case 8: set .@str$,"3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks"; break; - case 9: set .@str$,"2 Pocket Watches"; break; - case 10: set .@str$,"3 Young Twigs"; break; - case 11: set .@str$,"5 Rossata Pieces"; break; - case 12: set .@str$,"5 Fangs of Garm"; break; - case 13: set .@str$,"3 Baphomet Dolls"; break; - case 14: set .@str$,"1 Tiger's Footskin and 5 Tiger Skins"; break; - case 15: set .@str$,"3 Broken Shield Pieces and 3 Shining Spear Blades"; break; - case 16: set .@str$,"3 Osiris Dolls"; break; - case 17: set .@str$,"1 Ice Scale"; break; - case 18: set .@str$,"1 Skeletal Armor Piece"; break; - case 19: set .@str$,"1 Darkred Scale Piece"; break; - case 20: set .@str$,"2 Wills of Red Darkness"; break; - case 21: set .@str$,"2 Foolishness of the Blind"; break; + case 1: .@str$ = "2 Pieces of Queen's Wing"; break; + case 2: .@str$ = "2 Broken Crowns"; break; + case 3: .@str$ = "2 Fire Dragon Scales"; break; + case 4: .@str$ = "3 Mother's Nightmares"; break; + case 5: .@str$ = "5 Gemstones"; break; + case 6: .@str$ = "5 Heroic Emblems"; break; + case 7: .@str$ = "3 Taeguk Plates"; break; + case 8: .@str$ = "3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks"; break; + case 9: .@str$ = "2 Pocket Watches"; break; + case 10: .@str$ = "3 Young Twigs"; break; + case 11: .@str$ = "5 Rossata Pieces"; break; + case 12: .@str$ = "5 Fangs of Garm"; break; + case 13: .@str$ = "3 Baphomet Dolls"; break; + case 14: .@str$ = "1 Tiger's Footskin and 5 Tiger Skins"; break; + case 15: .@str$ = "3 Broken Shield Pieces and 3 Shining Spear Blades"; break; + case 16: .@str$ = "3 Osiris Dolls"; break; + case 17: .@str$ = "1 Ice Scale"; break; + case 18: .@str$ = "1 Skeletal Armor Piece"; break; + case 19: .@str$ = "1 Darkred Scale Piece"; break; + case 20: .@str$ = "2 Wills of Red Darkness"; break; + case 21: .@str$ = "2 Foolishness of the Blind"; break; } mes "["+.@event1$[.@i-1]+"]"; mes .@str$+" for one Cat Paw Merchants Investment Certificate."; @@ -1389,7 +1389,7 @@ malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{ "Planting trees on Mellow Island","Ancient language research","Weapons made of sharp teeth","Toy boss doll 01", "A tiger is just a cat after all","The shattered spear and shield?","Toy boss doll 02","Best in summer! Cold scales", "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!"; - set .@i, select(implode(.@event1$[0],":"))-1; + .@i = select(implode(.@event1$[0],":"))-1; switch(.@i+1) { case 1: callsub L_Check,"2 Pieces of Queen's Wing",6326,2,"Wings of the Insect Queen? What a pitiful name. I would've given some cool names!",.@event1$[.@i]; case 2: callsub L_Check,"2 Broken Crowns",7754,2,"For crying out loud! Those cats working on these events must be playing around. Can't they think of a better name?",.@event1$[.@i]; @@ -1421,12 +1421,12 @@ malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{ } end; L_Check: - set .@args, getargcount(); + .@args = getargcount(); if (.@args > 5) { if (countitem(getarg(5)) < getarg(6)) - set .@items,1; //incomplete + .@items = 1; //incomplete else - set .@items,2; //complete + .@items = 2; //complete } if (countitem(getarg(1)) < getarg(2) || .@items == 1) { mes "[Namis]"; @@ -1512,7 +1512,7 @@ malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{ close; } delitem 6488,5; //Thanks_Invest_Ticket - set .@i, rand(1,10000); + .@i = rand(1,10000); if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2 else if (.@i <= 250) callsub L_Bag,11549,10; //Woe_Blue_Potion @@ -1581,7 +1581,7 @@ malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{ close; } delitem 6488,50; //Thanks_Invest_Ticket - set .@i, rand(1,10000); + .@i = rand(1,10000); if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2 else if (.@i <= 250) callsub L_Bag,11549,20; //Woe_Blue_Potion diff --git a/npc/re/instances/BakonawaLake.txt b/npc/re/instances/BakonawaLake.txt index 89ce64ac4..9cf9ea8cd 100644 --- a/npc/re/instances/BakonawaLake.txt +++ b/npc/re/instances/BakonawaLake.txt @@ -36,33 +36,33 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ close; } - set .@party_id,getcharid(1); - set .@md_name$, "Bakonawa Lake"; + .@party_id = getcharid(1); + .@md_name$ = "Bakonawa Lake"; - set .@baku_time, checkquest(12278,PLAYTIME); - if (.@baku_time == -1) { - if (checkquest(12279) == -1) setquest 12279; + .@baku_time = questprogress(12278,PLAYTIME); + if (!.@baku_time) { + if (!questprogress(12279)) setquest 12279; } if (!.@party_id) { mes "[Taho]"; mes "Isn't there any company who can go with you? Or even if you wanna go alone, come after organizing a party."; close; } - if (.@baku_time == -1) { + if (!.@baku_time) { if (getcharid(0) == getpartyleader(.@party_id,2)) { mes "[Taho]"; mes "Are you the leader of the Bakonawa slayers? The road is not well so we have to go down the cliff with a rope, is that OK?"; next; - set .@i, select("Please weave a rope.:Now I will go down.:Cancel."); + .@i = select("Please weave a rope.:Now I will go down.:Cancel."); } else { mes "[Taho]"; mes "You came for slaying Bakonawa. The leader of your party has to help me weaving the rope for going down."; next; - set .@i, select(":Now I will go down.:Cancel."); + .@i = select(":Now I will go down.:Cancel."); } switch(.@i) { case 1: - set .@instance,instance_create(.@md_name$,.@party_id); + .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "[Taho]"; mes "Oh, the rope got dropped. I have to make a new one."; @@ -92,7 +92,7 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ case 3: close; } - } else if (.@baku_time == 0 || .@baku_time == 1) { + } else if (.@baku_time == 1) { mes "[Taho]"; mes "The rope used for getting to the Lake is already broken. We are now cleaning up the surroundings so come back after some time."; close; @@ -111,8 +111,8 @@ sec_in02,26,26,4 script Bakonawa's Rage 4_M_DEWZATIMAN,{ if (callfunc("F_GM_NPC",1854,0) == 1) { erasequest 12278; erasequest 12279; - set malaya_bakona1,7; - set malaya_bakona2,15; + malaya_bakona1 = 7; + malaya_bakona2 = 15; } close; } @@ -157,7 +157,7 @@ OnInstanceInit: end; OnStart: enablenpc instance_npcname("#Bakonawan1"); - set .@map$, instance_mapname("1@ma_b"); + .@map$ = instance_mapname("1@ma_b"); mapannounce .@map$,"Taho: I can see him there on the surface! ATTACK!!!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0 monster .@map$,78,81,"Bakonawa",2320,1,instance_npcname("#Bakonawan1")+"::OnMyMobDead"; //original: (78,83) initnpctimer; @@ -166,7 +166,7 @@ OnFail: killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan1")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@ma_b"); + .@map$ = instance_mapname("1@ma_b"); if (mobcount(.@map$,instance_npcname("#Bakonawan1")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("#BakonawaDeadn1")+"::OnStart"; killmonster .@map$,instance_npcname("#Bakonawan1")+"::OnMyMobDead"; @@ -189,7 +189,7 @@ OnTimer570000: donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart"; end; OnTimer600000: - set .@map$, instance_mapname("1@ma_b"); + .@map$ = instance_mapname("1@ma_b"); mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0 donpcevent instance_npcname("Taho#Fail")+"::OnStart"; donpcevent instance_npcname("#Bakonawan1")+"::OnFail"; @@ -220,9 +220,9 @@ OnTouch: OnTimer5000: setarray .@x[0],79,71,60,61,57,89,95,96,99; setarray .@y[0],71,72,80,90,99,73,82,90,99; - set .@map$, instance_mapname("1@ma_b"); - for(set .@i,0; .@i<9; set .@i,.@i+1) { - set .@rand, rand(1,10); + .@map$ = instance_mapname("1@ma_b"); + for(.@i = 0; .@i<9; ++.@i) { + .@rand = rand(1,10); if (.@rand > 7) monster .@map$,.@x[.@i],.@y[.@i],"Bakonawa's Will",2337,1,instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead"; else if (.@rand < 4) @@ -271,8 +271,8 @@ OnInstanceInit: end; OnStart: enablenpc instance_npcname("#Bakonawan2"); - set .@label$, instance_npcname("#Bakonawan2")+"::OnMyMobDead"; - set .@map$, instance_mapname("1@ma_b"); + .@label$ = instance_npcname("#Bakonawan2")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_b"); monster .@map$,95,98,"Caldron",2328,1,.@label$; monster .@map$,60,98,"Caldron",2328,1,.@label$; monster .@map$,97,104,"Gong",2328,1,.@label$; @@ -281,8 +281,8 @@ OnStart: initnpctimer; end; OnMyMobDead: - set .@map$, instance_mapname("1@ma_b"); - set .@mob_dead_num, mobcount(.@map$,instance_npcname("#Bakonawan2")+"::OnMyMobDead"); + .@map$ = instance_mapname("1@ma_b"); + .@mob_dead_num = mobcount(.@map$,instance_npcname("#Bakonawan2")+"::OnMyMobDead"); if (.@mob_dead_num < 1) { donpcevent instance_npcname("#Bakonawan2-1")+"::OnEnd"; stopnpctimer; @@ -304,7 +304,7 @@ OnTimer297000: callsub OnAnnounce,"3 seconds",18,0; OnTimer298000: callsub OnAnnounce,"2 seconds",19,0; OnTimer299000: callsub OnAnnounce,"1 second",20,0; OnTimer300000: - set .@map$, instance_mapname("1@ma_b"); + .@map$ = instance_mapname("1@ma_b"); mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0 donpcevent instance_npcname("Taho#Fail")+"::OnStart"; donpcevent instance_npcname("#Bakonawan2-1")+"::OnFail"; @@ -363,8 +363,8 @@ OnStart: donpcevent instance_npcname("#Bakonawan3-1")+"::OnStart"; end; OnMyMobDead: - set .@map$, instance_mapname("1@ma_b"); - set .@mob_dead_num, mobcount(.@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead"); + .@map$ = instance_mapname("1@ma_b"); + .@mob_dead_num = mobcount(.@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead"); if (.@mob_dead_num < 1) { mapannounce .@map$,"Taho: We got him! I can see he has threw up something that looks like a box.",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0 donpcevent instance_npcname("Taho#Completed")+"::OnStart"; @@ -397,7 +397,7 @@ OnTimer597000: callsub OnAnnounce,"3 seconds",18,0; OnTimer598000: callsub OnAnnounce,"2 seconds",19,0; OnTimer599000: callsub OnAnnounce,"1 second",20,0; OnTimer600000: - set .@map$, instance_mapname("1@ma_b"); + .@map$ = instance_mapname("1@ma_b"); mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0 donpcevent instance_npcname("Taho#Fail")+"::OnStart"; killmonster .@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead"; @@ -440,17 +440,17 @@ OnTimer600000: stopnpctimer; end; OnMobSpawn: - set .@label$, instance_npcname("#Bakonawan3-1")+"::OnMyMobDead"; - set .@map$, instance_mapname("1@ma_b"); + .@label$ = instance_npcname("#Bakonawan3-1")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_b"); killmonster .@map$,.@label$; - set .@mob_dead_num, mobcount(.@map$,.@label$); + .@mob_dead_num = mobcount(.@map$,.@label$); if (.@mob_dead_num < 50) { - set .@mob_rg, 50 - .@mob_dead_num; + .@mob_rg = 50 - .@mob_dead_num; if (.@mob_rg > getarg(0)) - set .@mob_rg, getarg(0); + .@mob_rg = getarg(0); while(1) { areamonster .@map$,74,74,82,74,"Bakonawa's Puppet",2334,1,.@label$; - set .@mob_dead_num, mobcount(.@map$,.@label$); + .@mob_dead_num = mobcount(.@map$,.@label$); if (.@mob_dead_num >= .@mob_rg) { break; } @@ -469,7 +469,7 @@ OnMobSpawn: mes "It seems you are already carrying items of too much weight. Please try again after reducing the weight."; close; } - if (checkquest(12279,HUNTING) == 2) { + if (questprogress(12279,HUNTING) == 2) { erasequest 12279; mes "[Taho]"; mes "This was found from Bakonawa's corpse. It would be better if you take this."; diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt index b995092a1..911abfced 100644 --- a/npc/re/instances/BangungotHospital.txt +++ b/npc/re/instances/BangungotHospital.txt @@ -21,11 +21,11 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ if (BaseLevel < 100) end; - set .@party_id,getcharid(1); + .@party_id = getcharid(1); cutin "malaya_nurseB",2; - if (checkquest(9223) == -1) { - set .@quest, checkquest(9222); - if (.@quest == -1) { + if (!questprogress(9223)) { + .@quest = questprogress(9222); + if (!.@quest) { if (!.@party_id) { if (malaya_bang == 30) callsub L_Closed,1; @@ -34,9 +34,9 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ else goto L_NoParty; } - if (checkquest(11309,HUNTING) < 2) { - set .@playtime, checkquest(9224,PLAYTIME); - if (.@playtime == -1) { + if (questprogress(11309,HUNTING) != 2) { + .@playtime = questprogress(9224,PLAYTIME); + if (!.@playtime) { if (malaya_bang == 30) callsub L_Closed,1; else if (malaya_bang == 31) @@ -50,8 +50,8 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ cutin "",255; end; } - } else if (.@playtime == 0 || .@playtime == 1) { - if (checkquest(11309) == -1) { + } else if (.@playtime == 1) { + if (!questprogress(11309)) { mes "[Nurse Maenne]"; mes "This is a fatal situation."; close2; @@ -73,10 +73,10 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ end; } } else { - set .@quest2, checkquest(11309); - if (.@quest2 == -1) { + .@quest2 = questprogress(11309); + if (!.@quest2) { callsub L_Closed,0; - } else if (.@quest2 == 0 || .@quest2 == 1) { + } else if (.@quest2 == 1) { callsub L_Complete; completequest 9224; erasequest 9224; @@ -105,13 +105,12 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ cutin "",255; end; } - } else if (.@quest == 0 || .@quest == 1) { + } else if (.@quest == 1) { if (!.@party_id) goto L_NoParty; if (malaya_bang > 39) { - set .@hunting, checkquest(9222,HUNTING); - if (.@hunting == 0 || .@hunting == 1) { - set .@playtime, checkquest(9224,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + if (questprogress(9222,HUNTING) == 1) { + .@playtime = questprogress(9224,PLAYTIME); + if (.@playtime == 1) { mes "[Nurse Maenne]"; mes "Do you want go up to the second floor again?"; next; @@ -190,7 +189,7 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ end; } } else { - if (checkquest(9223,PLAYTIME) == 0 || checkquest(9223,PLAYTIME) == 1) { + if (questprogress(9223,PLAYTIME) == 1) { callsub L_Complete; close2; cutin "",255; @@ -216,7 +215,7 @@ L_Closed: mes "I call her behind, but"; mes "she doesn't respond. -"; if (getarg(0)) { - set malaya_bang,31; + malaya_bang = 31; changequest 11302,11303; } close2; @@ -233,7 +232,7 @@ L_NoParty: end; L_Enter: - set .@md_name$,"Bangungot Hospital 2F"; + .@md_name$ = "Bangungot Hospital 2F"; if (getarg(2) == 0) { mes "[Nurse Maenne]"; mes "I already heard that story so"; @@ -258,7 +257,7 @@ L_Enter: next; switch(select(((getarg(0))?"Prepare to enter the second floor.":"")+":Enter the second floor.:Do not enter.")) { case 1: - set .@instance, instance_create(.@md_name$,getcharid(1)); + .@instance = instance_create(.@md_name$,getcharid(1)); if (.@instance < 0) { mes "[Nurse Maenne]"; mes "A critical situation has happened."; @@ -297,13 +296,13 @@ L_Enter: } else { mapannounce "ma_dun01", getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member entered "+.@md_name$+".",bc_map,"0x00ff99"; if (getarg(1)) { - if (checkquest(9223) > -1) { + if (questprogress(9223)) { completequest 9223; erasequest 9223; } - if (checkquest(9222) > -1) + if (questprogress(9222)) erasequest 9222; - if (checkquest(9224) > -1) + if (questprogress(9224)) erasequest 9224; setquest 9222; } @@ -352,8 +351,8 @@ sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{ case 4: erasequest 9223; close; case 5: setquest 9224; close; case 6: erasequest 9224; close; - case 7: set malaya_bang,30; close; - case 8: set malaya_bang,40; close; + case 7: malaya_bang = 30; close; + case 8: malaya_bang = 40; close; case 9: setquest 11309; close; case 10: completequest 11309; close; case 11: close; @@ -365,7 +364,7 @@ sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{ 1@ma_h,43,157,0 script #Memorial Start HIDDEN_WARP_NPC,2,2,{ end; OnTouch: - set .@map$, instance_mapname("1@ma_h"); + .@map$ = instance_mapname("1@ma_h"); mapannounce .@map$,"Bangungot: You silly "+strcharinfo(0)+" ....",bc_map,"0xFF82FF"; mapannounce .@map$,"Bangungot: Get out before you die...",bc_map,"0xFF82FF"; areamonster .@map$,44,156,46,158,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Memorial Start")+"::OnMyMobDead"; @@ -375,7 +374,7 @@ OnMyMobDead: initnpctimer; end; OnTimer1000: - set .@map$, instance_mapname("1@ma_h"); + .@map$ = instance_mapname("1@ma_h"); if (mobcount(.@map$,instance_npcname("#Memorial Start")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("#Ward1 Entry")+"::OnEnable1"; donpcevent instance_npcname("#Memorial Start_time")+"::OnDisable"; @@ -413,8 +412,8 @@ OnInstanceInit: disablenpc instance_npcname(strnpcinfo(0)); end; OnEnable1: - set .@map$, instance_mapname("1@ma_h"); - set .@label$, instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_h"); + .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; enablenpc instance_npcname(strnpcinfo(0)); specialeffect EF_BAT2; switch(atoi(charat(strnpcinfo(2),4))) { @@ -450,7 +449,7 @@ OnEnable2: end; */ OnEnable3: - set .@i, atoi(charat(strnpcinfo(2),4))+1; + .@i = atoi(charat(strnpcinfo(2),4))+1; donpcevent instance_npcname("#Ward"+.@i+" Entry")+"::OnEnable1"; disablenpc instance_npcname(strnpcinfo(0)); end; @@ -458,16 +457,16 @@ OnMyMobDead: initnpctimer; end; OnTimer1000: - set .@map$, instance_mapname("1@ma_h"); + .@map$ = instance_mapname("1@ma_h"); if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { specialeffect EF_BAT2; donpcevent instance_npcname(strnpcinfo(0))+"::OnEnable3"; switch(atoi(charat(strnpcinfo(2),4))) { - case 1: set .@str$,"Bangungot: I will let you see the pain and the agony actually be real....."; break; - case 2: set .@str$,"Bangungot: Diseased spirits are the source of my energy, and my life..."; break; - case 3: set .@str$,"Bangungot: Scream more....and more...... your pain..."; break; - case 4: set .@str$,"Bangungot: Deeply and more deeply in pain..."; break; - case 5: set .@str$,"Bangungot: Be horrified...be petrified."; break; + case 1: .@str$ = "Bangungot: I will let you see the pain and the agony actually be real....."; break; + case 2: .@str$ = "Bangungot: Diseased spirits are the source of my energy, and my life..."; break; + case 3: .@str$ = "Bangungot: Scream more....and more...... your pain..."; break; + case 4: .@str$ = "Bangungot: Deeply and more deeply in pain..."; break; + case 5: .@str$ = "Bangungot: Be horrified...be petrified."; break; } mapannounce .@map$,.@str$,bc_map,"0xFF82FF"; } @@ -485,8 +484,8 @@ OnInstanceInit: disablenpc instance_npcname("#Ward6 Entry"); end; OnEnable1: - set .@map$, instance_mapname("1@ma_h"); - set .@label$, instance_npcname("#Ward6 Entry")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_h"); + .@label$ = instance_npcname("#Ward6 Entry")+"::OnMyMobDead"; enablenpc instance_npcname("#Ward6 Entry"); specialeffect EF_BAT2; areamonster .@map$,93,137,95,139,"Bangungot's Mangkukulam",2339,1,.@label$; @@ -505,7 +504,7 @@ OnMyMobDead: initnpctimer; end; OnTimer3000: - set .@map$, instance_mapname("1@ma_h"); + .@map$ = instance_mapname("1@ma_h"); if (mobcount(.@map$,instance_npcname("#Ward6 Entry")+"::OnMyMobDead") < 1) { specialeffect EF_BAT2; donpcevent instance_npcname("#Summon Boss")+"::OnEnable"; @@ -564,7 +563,7 @@ OnMyMobDead: initnpctimer; end; OnTimer1000: - set .@map$, instance_mapname("1@ma_h"); + .@map$ = instance_mapname("1@ma_h"); if (mobcount(.@map$,instance_npcname("#Boss Room Entry")+"::OnMyMobDead") < 1) mapannounce .@map$,"Bangungot: HAHAHAH... That's not enough, I will be even stronger....",bc_map,"0xFF82FF"; stopnpctimer; @@ -606,12 +605,12 @@ OnEnable: end; OnTimer25000: mapannounce instance_mapname("1@ma_h"),"Bangungot: You will know what it is...",bc_map,"0xFF82FF"; - for(set .@i,10; .@i<=22; set .@i,.@i+1) + for(.@i = 10; .@i<=22; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer35000: mapannounce instance_mapname("1@ma_h"),"Bangungot: Real pain! You will know!!",bc_map,"0xFF82FF"; - for(set .@i,25; .@i<=33; set .@i,.@i+1) + for(.@i = 25; .@i<=33; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer45000: @@ -623,13 +622,13 @@ OnTimer55000: donpcevent instance_npcname("#Summon Ward Mob")+"::OnEnable7"; end; OnTimer60000: - for(set .@i,1; .@i<=8; set .@i,.@i+1) + for(.@i = 1; .@i<=8; ++.@i) enablenpc instance_npcname("#Patternwarp"+.@i); - for(set .@i,34; .@i<=38; set .@i,.@i+1) + for(.@i = 34; .@i<=38; ++.@i) enablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer60500: - for(set .@i,41; .@i<=49; set .@i,.@i+1) + for(.@i = 41; .@i<=49; ++.@i) enablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer90000: @@ -644,13 +643,13 @@ OnTimer125000: mapannounce instance_mapname("1@ma_h"),"Bangungot: You wanna hang out with me ......?",bc_map,"0xFF82FF"; end; OnTimer128000: - for(set .@i,1; .@i<=8; set .@i,.@i+1) + for(.@i = 1; .@i<=8; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); - for(set .@i,34; .@i<=38; set .@i,.@i+1) + for(.@i = 34; .@i<=38; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer128500: - for(set .@i,41; .@i<=49; set .@i,.@i+1) + for(.@i = 41; .@i<=49; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer129000: @@ -658,11 +657,11 @@ OnTimer129000: end; OnTimer129500: donpcevent instance_npcname("#Boss Room Entry")+"::OnSpawn"; - for(set .@i,10; .@i<=22; set .@i,.@i+1) + for(.@i = 10; .@i<=22; ++.@i) enablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer130000: - for(set .@i,25; .@i<=33; set .@i,.@i+1) + for(.@i = 25; .@i<=33; ++.@i) enablenpc instance_npcname("#Patternwarp"+.@i); stopnpctimer; end; @@ -687,22 +686,22 @@ OnTimer6000: mapannounce instance_mapname("1@ma_h"),"Bangungot: ...defeat me again...?",bc_map,"0xFF82FF"; end; OnTimer9000: - for(set .@i,1; .@i<=8; set .@i,.@i+1) + for(.@i = 1; .@i<=8; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); - for(set .@i,34; .@i<=38; set .@i,.@i+1) + for(.@i = 34; .@i<=38; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer9500: - for(set .@i,41; .@i<=49; set .@i,.@i+1) + for(.@i = 41; .@i<=49; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer10000: mapannounce instance_mapname("1@ma_h"),"Bangungot: You stupid persoon....",bc_map,"0xFF82FF"; - for(set .@i,10; .@i<=22; set .@i,.@i+1) + for(.@i = 10; .@i<=22; ++.@i) enablenpc instance_npcname("#Patternwarp"+.@i); end; OnTimer10500: - for(set .@i,25; .@i<=33; set .@i,.@i+1) + for(.@i = 25; .@i<=33; ++.@i) enablenpc instance_npcname("#Patternwarp"+.@i); stopnpctimer; end; @@ -718,8 +717,8 @@ OnTouch: specialeffect EF_CURSEATTACK; end; OnEnable1: - set .@map$, instance_mapname("1@ma_h"); - set .@label$, instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_h"); + .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; areamonster .@map$,47,77,49,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster .@map$,49,77,51,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster .@map$,51,77,53,79,"Bangungot's Tiyanak",2340,1,.@label$; @@ -729,8 +728,8 @@ OnEnable1: areamonster .@map$,49,81,51,83,"Bangungot's Tiyanak",2339,1,.@label$; end; OnEnable2: - set .@map$, instance_mapname("1@ma_h"); - set .@label$, instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_h"); + .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; areamonster .@map$,51,45,53,47,"Bangungot's Tiyanak",2339,1,.@label$; areamonster .@map$,53,45,55,47,"Bangungot's Tiyanak",2339,1,.@label$; areamonster .@map$,49,47,51,49,"Bangungot's Mangkukulam",2339,1,.@label$; @@ -740,8 +739,8 @@ OnEnable2: areamonster .@map$,53,49,55,51,"Bangungot's Tiyanak",2340,1,.@label$; end; OnEnable3: - set .@map$, instance_mapname("1@ma_h"); - set .@label$, instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_h"); + .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; areamonster .@map$,69,75,71,77,"Bangungot's Tiyanak",2340,1,.@label$; areamonster .@map$,71,75,73,77,"Bangungot's Tiyanak",2340,1,.@label$; areamonster .@map$,73,75,75,77,"Bangungot's Tiyanak",2340,1,.@label$; @@ -751,8 +750,8 @@ OnEnable3: areamonster .@map$,71,79,73,81,"Bangungot's Tiyanak",2339,1,.@label$; end; OnEnable4: - set .@map$, instance_mapname("1@ma_h"); - set .@label$, instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_h"); + .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; areamonster .@map$,73,45,75,47,"Bangungot's Tiyanak",2339,1,.@label$; areamonster .@map$,75,45,77,47,"Bangungot's Tiyanak",2339,1,.@label$; areamonster .@map$,71,47,73,49,"Bangungot's Mangkukulam",2339,1,.@label$; @@ -762,8 +761,8 @@ OnEnable4: areamonster .@map$,75,49,77,51,"Bangungot's Tiyanak",2340,1,.@label$; end; OnEnable5: - set .@map$, instance_mapname("1@ma_h"); - set .@label$, instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_h"); + .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; areamonster .@map$,93,77,95,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster .@map$,95,77,97,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster .@map$,97,77,99,79,"Bangungot's Tiyanak",2340,1,.@label$; @@ -773,8 +772,8 @@ OnEnable5: areamonster .@map$,95,81,97,83,"Bangungot's Tiyanak",2339,1,.@label$; end; OnEnable6: - set .@map$, instance_mapname("1@ma_h"); - set .@label$, instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_h"); + .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead"; areamonster .@map$,93,43,95,45,"Bangungot's Tiyanak",2339,1,.@label$; areamonster .@map$,95,43,97,45,"Bangungot's Tiyanak",2339,1,.@label$; areamonster .@map$,91,45,93,47,"Bangungot's Mangkukulam",2339,1,.@label$; @@ -822,9 +821,9 @@ OnTimer10000: "Moaning Patient","Screaming Patient","Patient in Pain","Passed Out Patient","Patient with Nightmare","Sick Looking Patient", "Horrified Patient","Patient in Sorrow","Suffering Patient","Wriggling Patient","Patient in Cold Sweat","Howling Patient"; enablenpc instance_npcname("#Summon Ward Mob"); - set .@rand, rand(1,6); + .@rand = rand(1,6); donpcevent instance_npcname("#Summon Ward Mob")+"::OnEnable"+.@rand; - set .@id, (.@rand*2)-rand(2); + .@id = (.@rand*2)-rand(2); donpcevent instance_npcname(.@npc$[.@id]+"#"+.@id)+"::OnEnable"; stopnpctimer; end; @@ -852,7 +851,7 @@ OnMyMobDead: initnpctimer; end; OnTimer1000: - set .@map$, instance_mapname("1@ma_h"); + .@map$ = instance_mapname("1@ma_h"); if (mobcount(.@map$,instance_npcname("#Summon Pillar")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("#Summon Pillar_time")+"::OnStopTimer"; donpcevent instance_npcname("#Summon Pillar")+"::OnEnable3"; @@ -969,17 +968,17 @@ OnTimer30000: end; OnEnable: switch(atoi(strnpcinfo(2))) { - case 2: set .@str$,"Screaming Patient: Aaaaargh!!"; break; - case 3: set .@str$,"Patient in Pain: Oooooowwww!! It's killing me!!!"; break; - case 4: set .@str$,"Passed Out Patient: ........"; break; - case 5: set .@str$,"Patient with Nightmare: Help~!!! Save me!!!"; break; - case 6: set .@str$,"Sick Looking Patient: Hu..a...aaah.."; break; - case 7: set .@str$,"Horrified Patient: Get away!! Please...."; break; - case 8: set .@str$,"Patient in Sorrow: crying and crying......"; break; - case 9: set .@str$,"Suffering Patient: Stop... please..."; break; - case 10: set .@str$,"Wriggling Patient: awwww..."; break; - case 11: set .@str$,"Patient in Cold Sweat: Help.....help...."; break; - case 12: set .@str$,"Howling Patient: aaaaahhhhhhhhhh!!"; break; + case 2: .@str$ = "Screaming Patient: Aaaaargh!!"; break; + case 3: .@str$ = "Patient in Pain: Oooooowwww!! It's killing me!!!"; break; + case 4: .@str$ = "Passed Out Patient: ........"; break; + case 5: .@str$ = "Patient with Nightmare: Help~!!! Save me!!!"; break; + case 6: .@str$ = "Sick Looking Patient: Hu..a...aaah.."; break; + case 7: .@str$ = "Horrified Patient: Get away!! Please...."; break; + case 8: .@str$ = "Patient in Sorrow: crying and crying......"; break; + case 9: .@str$ = "Suffering Patient: Stop... please..."; break; + case 10: .@str$ = "Wriggling Patient: awwww..."; break; + case 11: .@str$ = "Patient in Cold Sweat: Help.....help...."; break; + case 12: .@str$ = "Howling Patient: aaaaahhhhhhhhhh!!"; break; } mapannounce instance_mapname("1@ma_h"),.@str$,bc_map,"0xFF0000"; initnpctimer; @@ -1089,12 +1088,12 @@ OnInstanceInit: disablenpc instance_npcname("#Boss Room Exit"); disablenpc instance_npcname("#Boss Room Door"); disablenpc instance_npcname("#Boss Room Door1"); - for(set .@i,1; .@i<=8; set .@i,.@i+1) + for(.@i = 1; .@i<=8; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); - for(set .@i,34; .@i<=38; set .@i,.@i+1) + for(.@i = 34; .@i<=38; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); // Skip 39-40 since they're disabled in the official script. - for(set .@i,41; .@i<=49; set .@i,.@i+1) + for(.@i = 41; .@i<=49; ++.@i) disablenpc instance_npcname("#Patternwarp"+.@i); disablenpc instance_npcname("#ma_hos_warp_init"); end; diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt index 0a26dab9c..2333a2428 100644 --- a/npc/re/instances/BuwayaCave.txt +++ b/npc/re/instances/BuwayaCave.txt @@ -23,8 +23,8 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ close; } - set .@party_id,getcharid(1); - set .@md_name$,"Buwaya Cave"; + .@party_id = getcharid(1); + .@md_name$ = "Buwaya Cave"; if (!.@party_id) { mes "[Guard]"; @@ -60,10 +60,10 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ next; break; case 2: - set .@playtime, checkquest(4229,PLAYTIME); - if (.@playtime == -1) { + .@playtime = questprogress(4229,PLAYTIME); + if (!.@playtime) { // fall through - } else if (.@playtime == 0 || .@playtime == 1) { + } else if (.@playtime == 1) { mes "[Guard]"; mes "Buwaya is still hiding."; mes "Even if you enter now, Buwaya will not come out. "; @@ -73,7 +73,7 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ erasequest 4229; // fall through } - set .@instance,instance_create(.@md_name$,.@party_id); + .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "[Guard]"; mes "Party name is... "+getpartyname(.@party_id)+".";; @@ -118,10 +118,10 @@ OnTouch: mes "This place is dangerous. Please go back."; close; } - set .@playtime, checkquest(4229,PLAYTIME); - if (.@playtime == -1) { + .@playtime = questprogress(4229,PLAYTIME); + if (!.@playtime) { // fall through - } else if (.@playtime == 0 || .@playtime == 1) { + } else if (.@playtime == 1) { mes "[Guard]"; mes "Buwaya is still hiding."; mes "Even if you enter now, Buwaya will not come out."; @@ -247,8 +247,8 @@ OnInstanceInit: end; OnEnable: enablenpc instance_npcname("#box_mob_call"); - set .@label$, instance_npcname("#box_mob_call")+"::OnMyMobDead"; - set .@map$, instance_mapname("1@ma_c"); + .@label$ = instance_npcname("#box_mob_call")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_c"); monster .@map$,30,118,"Buwaya's Weakness",2333,1,.@label$; monster .@map$,35,118,"Buwaya's Weakness",2333,1,.@label$; end; @@ -271,8 +271,8 @@ OnEnable: enablenpc instance_npcname("#box_out"); end; OnTouch: - set .@x, rand(1,20) + 97; - set .@y, rand(1,20) + 74; + .@x = rand(1,20) + 97; + .@y = rand(1,20) + 74; warp instance_mapname("1@ma_c"),.@x,.@y; end; } @@ -286,7 +286,7 @@ OnInstanceInit: OnTimer30000: mapannounce instance_mapname("1@ma_c"),"Buwaya : I will put you in my treasure box!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 // Should execute OnTimer33000, but client doesn't render the effect fast enough. - for(set .@i,1; .@i<=9; set .@i,.@i+1) + for(.@i = 1; .@i<=9; ++.@i) donpcevent instance_npcname("#yunobi"+.@i)+"::OnEnable"; end; OnTimer33000: @@ -352,8 +352,8 @@ OnTimer64000: mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY...Deadly... ATTACK!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 end; OnTimer65000: - set .@label$, instance_npcname("#bunshin")+"::OnMyMobDead"; - set .@map$, instance_mapname("1@ma_c"); + .@label$ = instance_npcname("#bunshin")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_c"); areamonster .@map$,112,89,122,99,"Buwaya",2332,1,.@label$; areamonster .@map$,112,49,122,59,"Buwaya",2332,1,.@label$; areamonster .@map$,72,49,82,59,"Buwaya",2332,1,.@label$; @@ -386,7 +386,7 @@ OnInstanceInit: areamonster instance_mapname("1@ma_c"),90,67,104,81,"Buwaya",2319,1,instance_npcname("#buwaya_con")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@ma_c"); + .@map$ = instance_mapname("1@ma_c"); if (mobcount(.@map$,instance_npcname("#buwaya_con")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("#box_call")+"::OnDisable"; donpcevent instance_npcname("#bunshin")+"::OnDisable"; @@ -403,12 +403,12 @@ OnInstanceInit: initnpctimer; end; OnTimer60000: - set .@label$, instance_npcname("#exit_mob")+"::OnMyMobDead"; - set .@map$, instance_mapname("1@ma_c"); + .@label$ = instance_npcname("#exit_mob")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@ma_c"); if (mobcount(.@map$,.@label$) < 30) - set .@amount,10; + .@amount = 10; else - set .@amount,1; + .@amount = 1; areamonster .@map$,43,58,47,60,"Water Plant",2331,.@amount,.@label$; areamonster .@map$,43,58,47,60,"Egg",2329,.@amount,.@label$; stopnpctimer; @@ -440,7 +440,7 @@ OnTouch: 1@ma_c,1,1,0 script #buwaya_spawn_mobs -1,{ OnInstanceInit: - set .@map$, instance_mapname("1@ma_c"); + .@map$ = instance_mapname("1@ma_c"); areamonster .@map$,73,81,93,101,"Seaweed",2331,18; areamonster .@map$,110,97,116,103,"Seaweed",2331,8; areamonster .@map$,59,63,63,67,"Seaweed",2331,8; diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt index 0c32c73c6..1baa1423f 100644 --- a/npc/re/instances/HazyForest.txt +++ b/npc/re/instances/HazyForest.txt @@ -20,8 +20,8 @@ //============================================================ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ - set .@party_id,getcharid(1); - set .@md_name$,"Mistwood Maze"; + .@party_id = getcharid(1); + .@md_name$ = "Mistwood Maze"; mes "[Laphine Soldier]"; mes "Are you going into the forest?"; @@ -32,9 +32,9 @@ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ mes "Why don't you at least organize a party?"; close; } - set .@playtime, checkquest(7211,PLAYTIME); + .@playtime = questprogress(7211,PLAYTIME); if (getcharid(0) == getpartyleader(.@party_id,2)) { - if (.@playtime == 0 || .@playtime == 1) { + if (.@playtime == 1) { mes "[Laphine Soldier]"; mes "...Are you sure you're not doing too much?"; mes "I think you'd better get some rest."; @@ -84,12 +84,12 @@ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ mes "[Laphine Soldier]"; mes "Party Name "+getpartyname(.@party_id)+"..."; mes "Party Leader "+strcharinfo(0)+"..."; - set .@instance, instance_create(.@md_name$, .@party_id); + .@instance = instance_create(.@md_name$, .@party_id); if (.@instance < 0) { mes "Hmm..."; next; mes "[Laphine Soldier]"; - if (.@playtime == -1) + if (!.@playtime) mes "It's dangerous in the forest."; else mes "The atmosphere is somewhat tense in the forest."; @@ -117,7 +117,7 @@ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ case 2: mes "[Laphine Soldier]"; mes "Well, you've made the right decision."; - if (.@playtime == -1) + if (!.@playtime) mes "That's what's good for you."; close; } @@ -147,9 +147,8 @@ bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{ next; if(select("Enter the tunnel.:Give up.") == 2) close; - set .@playtime, checkquest(7211,PLAYTIME); if (has_instance("1@mist") == "") { - if (.@playtime == 0 || .@playtime == 1) { + if (questprogress(7211,PLAYTIME) == 1) { mes "You try to crawl into the log, but some mysterious power pushes you back with a gush of wind."; mes "It seems like you can't force your way into the forest."; close; @@ -158,8 +157,8 @@ bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{ mes "Your instinct is screaming that this forest is dangerous."; close; } else { - if (checkquest(7211,PLAYTIME) == 2) erasequest 7211; - if (checkquest(7211,PLAYTIME) == -1) setquest 7211; + if (questprogress(7211,PLAYTIME) == 2) erasequest 7211; + if (!questprogress(7211,PLAYTIME)) setquest 7211; mapannounce "bif_fild01",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member is entering the Mistwood Maze.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 warp "1@mist",89,29; close; @@ -195,7 +194,7 @@ OnTimer180000: // callfunc "F_Mora_Mist",<warp to enable>,<success message>,<fail message>{,<end flag>} function script F_Mora_Mist { - set .@map$, instance_mapname("1@mist"); + .@map$ = instance_mapname("1@mist"); if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") == 0) { mes "Obviously no one is taking care of it."; mes "It seems like you can chop down the garden tree."; @@ -424,7 +423,7 @@ OnMyMobDead: "Gardeners: We're not dead, yet!!!!",1; end; OnInstanceInit: - set .@map$, instance_mapname("1@mist"); + .@map$ = instance_mapname("1@mist"); monster .@map$,318,137,"Baby Tom",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"; monster .@map$,321,137,"Tomba the Baby",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"; monster .@map$,324,137,"Exhausted Remi",2137,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"; @@ -514,7 +513,7 @@ OnInstanceInit: monster instance_mapname("1@mist"),.@c[0],.@c[1],"Wandering Purple Dragon",2131,1,instance_npcname("#Dragon Herder")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@mist"); + .@map$ = instance_mapname("1@mist"); if (mobcount(.@map$,instance_npcname("#Dragon Herder")+"::OnMyMobDead") == 0) { donpcevent instance_npcname("Collapsed Girl#mist")+"::OnEnable"; donpcevent instance_npcname("Mysterious Young Man#mis")+"::OnEnable"; @@ -600,7 +599,7 @@ OnTimer3000: mes "[Loki]"; mes "Now we have to say goodbye here."; mes "If you survive this forest, of course."; - set ep14_1_mistwoods,2; + ep14_1_mistwoods = 2; setquest 7212; close; case 2: @@ -608,7 +607,7 @@ OnTimer3000: mes "I understand."; mes "Step back if you aren't ready."; mes "This forest doesn't like strangers."; - set ep14_1_mistwoods,1; + ep14_1_mistwoods = 1; close; } } else if (ep14_1_mistwoods == 1) { @@ -646,7 +645,7 @@ OnTimer3000: mes "[Loki]"; mes "Now we have to say goodbye here."; mes "Hopefully, we will see each other again in Mora."; - set ep14_1_mistwoods,2; + ep14_1_mistwoods = 2; setquest 7212; close; } @@ -706,7 +705,7 @@ OnDisable: mes "I'll wait for her to wake up and get out of this forest."; mes "I can manage it on my own."; mes "I'll see you in Mora."; - set ep14_1_mistwoods,3; + ep14_1_mistwoods = 3; erasequest 7212; setquest 7213; close; @@ -779,7 +778,7 @@ mora,46,152,5 script Flower Smelling Lady 4_F_NYDHOG,{ mes "I thought I was forsaken..."; next; mes "The Guardian slowly looked away as if deep in thought."; - set ep14_1_mistwoods,4; + ep14_1_mistwoods = 4; close2; } else if (ep14_1_mistwoods == 4) { mes "- He seems to be deep in thought. -"; @@ -902,7 +901,7 @@ mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{ next; mes "[Nydhogg the Guardian]"; mes "May the blessing of Mother Yggdrasil be with you..."; - set ep14_1_mistwoods,10; + ep14_1_mistwoods = 10; completequest 7213; getitem 2568,1; //Muffler_Of_Roki getitem 2858,1; //Pendant_Of_Guardian @@ -928,8 +927,8 @@ OnInstanceInit: monster instance_mapname("1@mist"),0,0,"Miming",2137,15,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@mist"); - set .@num_mobs, 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead"); + .@map$ = instance_mapname("1@mist"); + .@num_mobs = 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead"); if (.@num_mobs > 0) monster .@map$,0,0,"Miming",2137,.@num_mobs,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead"; end; @@ -941,8 +940,8 @@ OnInstanceInit: monster instance_mapname("1@mist"),0,0,"Pom Spider",2132,35,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@mist"); - set .@num_mobs, 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead"); + .@map$ = instance_mapname("1@mist"); + .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead"); if (.@num_mobs > 0) monster .@map$,0,0,"Pom Spider",2132,.@num_mobs,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead"; end; @@ -954,8 +953,8 @@ OnInstanceInit: monster instance_mapname("1@mist"),0,0,"Angra Mantis",2133,35,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@mist"); - set .@num_mobs, 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead"); + .@map$ = instance_mapname("1@mist"); + .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead"); if (.@num_mobs > 0) monster .@map$,0,0,"Angra Mantis",2133,.@num_mobs,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead"; end; @@ -967,8 +966,8 @@ OnInstanceInit: monster instance_mapname("1@mist"),0,0,"Parus",2134,35,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@mist"); - set .@num_mobs, 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead"); + .@map$ = instance_mapname("1@mist"); + .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead"); if (.@num_mobs > 0) monster .@map$,0,0,"Parus",2134,.@num_mobs,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead"; end; @@ -980,8 +979,8 @@ OnInstanceInit: monster instance_mapname("1@mist"),0,0,"Little Fatum",2136,15,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@mist"); - set .@num_mobs, 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead"); + .@map$ = instance_mapname("1@mist"); + .@num_mobs = 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead"); if (.@num_mobs > 0) monster .@map$,0,0,"Little Fatum",2136,.@num_mobs,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead"; end; @@ -1025,7 +1024,7 @@ bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{ 1@mist,109,70,0 script a1_a2 WARPNPC,1,1,{ end; OnTouch: - if (checkquest(7211,PLAYTIME) == -1) + if (!questprogress(7211,PLAYTIME)) setquest 7211; warp instance_mapname("1@mist"),116,40; end; diff --git a/npc/re/instances/MalangdoCulvert.txt b/npc/re/instances/MalangdoCulvert.txt index f209f409b..0751b46a2 100644 --- a/npc/re/instances/MalangdoCulvert.txt +++ b/npc/re/instances/MalangdoCulvert.txt @@ -42,24 +42,24 @@ mal_in01,172,28,2 script Albo#mal 4_CAT_SAILOR5,{ setarray .@names$[0], "General Culvert Daily Service","^990000Hard Culvert Daily Service^000000", "General Culvert Weekly Service","^990000Hard Culvert Weekly Service^000000"; - set .@menu$,"Why are doing this job?:"; - for(set .@i,0; .@i<4; set .@i,.@i+1) { - if (checkquest(.@quests[.@i],PLAYTIME) > -1) { - set .@status[.@i],2; - set .@menu$, .@menu$+"^aaaaaa- There is no new task -^000000:"; + .@menu$ = "Why are doing this job?:"; + for(.@i = 0; .@i<4; ++.@i) { + if (questprogress(.@quests[.@i],PLAYTIME)) { + .@status[.@i] = 2; + .@menu$ += "^aaaaaa- There is no new task -^000000:"; } else if (.@i%2 && BaseLevel < 140) { - set .@status[.@i],0; - set .@menu$, .@menu$+"^aaaaaaCan't take this job because level is too low^000000:"; + .@status[.@i] = 0; + .@menu$ += "^aaaaaaCan't take this job because level is too low^000000:"; } else { - set .@status[.@i],1; - set .@menu$, .@menu$+.@names$[.@i]+":"; + .@status[.@i] = 1; + .@menu$ += .@names$[.@i]+":"; } } mes "[Albo]"; mes "We crossed the sea!"; mes "We are great heroes of Culvert! We do not forgive the seafood that aims at Culvert!"; next; - set .@i, select(.@menu$)-1; + .@i = select(.@menu$)-1; if (.@i == 0) { mes "[Albo]"; mes "We used to be the henchmen of Mr. Missing! We almost became guards of such a historic site."; @@ -169,7 +169,7 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ mes "Oh?"; mes "You're the one who took care of my big brother Albo's request. It was a hard job!"; next; - set .@i, select("What are you doing here?:General Culvert Daily Service Compensation:Hard Culvert Daily Service Compensation:General Culvert Weekly Service Compensation:Hard Culvert Weekly Service Compensation")-1; + .@i = select("What are you doing here?:General Culvert Daily Service Compensation:Hard Culvert Daily Service Compensation:General Culvert Weekly Service Compensation:Hard Culvert Weekly Service Compensation")-1; if (.@i == 0) { mes "[Madeca]"; mes "I'm here to help my big brother Albo!"; @@ -192,7 +192,7 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ specialeffect2 EF_STEAL; switch(.@i) { case 1: // General Culvert Daily Service - if (checkquest(12271,PLAYTIME) == 2) + if (questprogress(12271,PLAYTIME) == 2) callsub L_EraseQuest,12255,12256,12257,12258,12259,12260,12271; else { // Reward: 2x B Grade Coin @@ -205,7 +205,7 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ } break; case 2: // Hard Culvert Daily Service - if (checkquest(12272,PLAYTIME) == 2) + if (questprogress(12272,PLAYTIME) == 2) callsub L_EraseQuest,12261,12262,12263,12264,12265,12266,12272; else { // Reward: 1x A Grade Coin @@ -218,7 +218,7 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ } break; case 3: // General Culvert Weekly Service - if (checkquest(12273,PLAYTIME) == 2) + if (questprogress(12273,PLAYTIME) == 2) callsub L_EraseQuest,12267,12268,12273; else { // Reward: 1x Sea God's Wrath @@ -227,7 +227,7 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ } break; case 4: // Hard Culvert Weekly Service - if (checkquest(12274,PLAYTIME) == 2) + if (questprogress(12274,PLAYTIME) == 2) callsub L_EraseQuest,12269,12270,12274; else { // Reward: 5x Sea God's Wrath @@ -245,8 +245,8 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ close; L_EraseQuest: - for(set .@j,0; .@j<getargcount(); set .@j,.@j+1) { - if (checkquest(getarg(.@j)) > -1) + for(.@j = 0; .@j<getargcount(); ++.@j) { + if (questprogress(getarg(.@j))) erasequest getarg(.@j); } mes "[Madeca]"; @@ -255,7 +255,7 @@ L_EraseQuest: // callsub L_CheckQuest,<quest ID>,<monster>,<reward item ID>,<reward item amount>; L_CheckQuest: - if (checkquest(getarg(0),HUNTING) == 2) { + if (questprogress(getarg(0),HUNTING) == 2) { mes "[Madeca]"; mes "You've punished ^0000ff"+getarg(1)+"^000000!"; mes "Here's your pay!"; @@ -376,7 +376,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ mes "[Missing, the Cleaner]"; mes "Don't forget! I will not open the"; mes "door if you do not have Seagod Protection!"; - set in_canal_n,1; + in_canal_n = 1; close; } if (countitem(6436) == 0) { @@ -384,16 +384,16 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ mes "You don't look like you have Seagod Protection. I can't open door at the moment!"; close; } - set .@party_id,getcharid(1); - set .@md_name$,"Culvert"; + .@party_id = getcharid(1); + .@md_name$ = "Culvert"; if (!.@party_id) { mes "^0000ffYou have to organize a party of"; mes "more than 1 member or be a member"; mes "of the party and come back.^000000"; close; } - set .@playtime, checkquest(12254,PLAYTIME); - if (.@playtime == -1) { + .@playtime = questprogress(12254,PLAYTIME); + if (!.@playtime) { if (getcharid(0) == getpartyleader(.@party_id,2)) { mes "[Missing, the Cleaner]"; mes "Ummm? What's up? Tell me the password if you're the leader!"; @@ -404,7 +404,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ mes "What a rookie."; close; case 2: - set .@instance,instance_create(.@md_name$,.@party_id); + .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "Party name: "+getpartyname(.@party_id); mes "Party leader: "+strcharinfo(0); @@ -430,7 +430,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ if(select("Enter Culvert:Cancel") == 2) end; callsub L_Enter,1; - } else if (.@playtime == 0 || .@playtime == 1) { + } else if (.@playtime == 1) { mes "You can enter the Culvert if the gate is open."; next; if(select("Enter Culvert:Cancel") == 2) @@ -444,7 +444,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ end; L_Enter: if (has_instance("1@pump") == "") { - if (checkquest(12254,PLAYTIME) == 0 || checkquest(12254,PLAYTIME) == 1) { + if (questprogress(12254,PLAYTIME) == 1) { mes "The gate to the Culvert is still closed."; mes "You must wait until you are able to enter or find a party leader who can create the instance."; close; @@ -454,7 +454,7 @@ L_Enter: close; } mapannounce "mal_in01", strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the Culvert.",bc_map,"0x00ff99"; - if (checkquest(12254) == -1) setquest 12254; + if (!questprogress(12254)) setquest 12254; warp "1@pump",63,98; end; } @@ -483,7 +483,7 @@ L_Enter: mes "Huh? Not ready yet? Talk to me again when you're ready."; close; } - set 'party_id,getcharid(1); + 'party_id = getcharid(1); mapannounce instance_mapname("1@pump"),"Missing: Move toward the 3 o'clock direction and wait for my next order!",bc_map,"0xff88ff",FW_NORMAL,15; disablenpc instance_npcname("Missing, the Cleaner#0"); enablenpc instance_npcname("Missing, the Cleaner#n"); @@ -505,7 +505,7 @@ L_Enter: mes "Hmm? Talk to me again when you're ready."; close; } - set 'party_id,getcharid(1); + 'party_id = getcharid(1); mapannounce instance_mapname("1@pump"),"Missing: I'll go in first, so follow me! I'll open up a gate at the 3 o'clock direction!",bc_map,"0xff88ff",FW_NORMAL,15; disablenpc instance_npcname("Missing, the Cleaner#0"); enablenpc instance_npcname("Culvert Entrance#i"); @@ -597,7 +597,7 @@ function script F_mal_missing { case 2: mes "[Missing, the Cleaner]"; mes "Ok! Let's start now!"; - set .@i$, charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(2),0); enablenpc instance_npcname("Missing, the Cleaner#"+.@i$); donpcevent instance_npcname("Missing, the Cleaner#"+.@i$)+"::OnStart"; disablenpc instance_npcname("Culvert Entrance#"+.@i$); @@ -625,9 +625,9 @@ OnStart: initnpctimer; end; OnAddSeaweed: - set .@map$, instance_mapname("1@pump"); + .@map$ = instance_mapname("1@pump"); areamonster .@map$,55,99,61,105,"Contaminated Seaweed",2191,1,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"; - set .@mob_dead_num, mobcount(.@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"); + .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"); if (.@mob_dead_num >= 6) donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail"; else @@ -638,7 +638,7 @@ OnMyMobDead: OnFail: stopnpctimer; donpcevent instance_npcname("Monster Hole#n")+"::OnClear"; - set .@map$, instance_mapname("1@pump"); + .@map$ = instance_mapname("1@pump"); killmonster .@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"; enablenpc instance_npcname("Missing, the Cleaner#nf"); mapannounce .@map$,"What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!",bc_map,"0xff88ff",FW_NORMAL,15; @@ -673,20 +673,20 @@ OnTimer300000: OnTimer350000: OnTimer400000: OnTimer450000: - set .@mob_dead_num, mobcount(instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"); + .@mob_dead_num = mobcount(instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"); if (.@mob_dead_num >= 6) donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail"; else donpcevent instance_npcname("Monster Hole#n")+"::OnSpawn"; end; OnTimer515000: - set .@map$, instance_mapname("1@pump"); - set .@mob_dead_num, mobcount(.@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"); + .@map$ = instance_mapname("1@pump"); + .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"); mapannounce .@map$,"Contaminated Seaweed: "+.@mob_dead_num+" stem. Missing will come and inspect the results of the cleaning soon.",bc_map,"0xff3333",FW_NORMAL,20; end; OnTimer520000: stopnpctimer; - set .@mob_dead_num, mobcount(instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"); + .@mob_dead_num = mobcount(instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead"); if (.@mob_dead_num >= 6) donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail"; else @@ -697,20 +697,20 @@ OnTimer520000: 1@pump,1,1,4 script Monster Hole#n -1,{ end; OnSpawn: - set .@i$, charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(2),0); if (.@i$ == "n") - set .@n,6; + .@n = 6; else if (.@i$ == "h") - set .@n,10; + .@n = 10; donpcevent instance_npcname("#Culvert_"+.@i$+rand(1,.@n))+"::OnEnable"; end; OnClear: - set .@i$, charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(2),0); if (.@i$ == "n") - set .@n,6; + .@n = 6; else if (.@i$ == "h") - set .@n,10; - for(set .@i,1; .@i<=.@n; set .@i,.@i+1) + .@n = 10; + for(.@i = 1; .@i<=.@n; ++.@i) donpcevent instance_npcname("#Culvert_"+.@i$+.@n)+"::OnClear"; end; } @@ -725,9 +725,9 @@ OnInstanceInit: end; OnEnable: enablenpc instance_npcname(strnpcinfo(0)); - set .@label$, instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - set .@map$, instance_mapname("1@pump"); - set .@index, atoi(charat(strnpcinfo(2),9)); + .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@map$ = instance_mapname("1@pump"); + .@index = atoi(charat(strnpcinfo(2),9)); switch(.@index) { case 1: setarray .@c[0],32,107,40,115; break; case 2: setarray .@c[0],64,120,72,128; break; @@ -746,7 +746,7 @@ OnEnable: getmapxy(.@map$,.@x,.@y,1); getpartymember 'party_id,2; copyarray .@partymemberaid[0],$@partymemberaid[0],$@partymembercount; - for(set .@i,0; .@i<$@partymembercount; set .@i,.@i+1) { + for(.@i = 0; .@i<$@partymembercount; ++.@i) { if (attachrid(.@partymemberaid[.@i])) { if (strcharinfo(3) == .@map$) viewpoint 0,.@x,.@y,.@index,0xFFFF00; @@ -786,7 +786,7 @@ OnEnable: initnpctimer; end; OnTimer100: - set .@i$, charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(2),0); if (.@i$ == "n") mapannounce instance_mapname("1@pump"),"Hmm! That wasn't so bad!",bc_map,"0xff88ff",FW_NORMAL,15; else if (.@i$ == "h") @@ -800,8 +800,8 @@ OnTimer10000: end; OnTimer20000: stopnpctimer; - set .@i$, charat(strnpcinfo(2),0); - set .@label$, instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@i$ = charat(strnpcinfo(2),0); + .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; if (rand(1,100) > 50) { if (.@i$ == "n") monster instance_mapname("1@pump"),0,0,"Weird Coelacanth",2188,1,.@label$; @@ -819,29 +819,29 @@ OnTimer20000: OnMyMobDead: if (mobcount(strnpcinfo(4),instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { mapannounce strnpcinfo(4),"You've destroyed all monsters in the culverts. There are trophies lying on the ground, please look for them.",bc_map,"0xffff00",FW_NORMAL,15; - set .@i$, charat(strnpcinfo(2),0); - set .@map$, strnpcinfo(4); + .@i$ = charat(strnpcinfo(2),0); + .@map$ = strnpcinfo(4); enablenpc instance_npcname("Culvert Entrance#"+.@i$); enablenpc instance_npcname("Missing, the Cleaner#"+.@i$+"o"); if (.@i$ == "n") { - for(set .@i,0; .@i<10; set .@i,.@i+1) { - set .@j, rand(1,6401); - if (.@j < 5001) set .@item,12636; //Malang_Sp_Can - else if (.@j < 5501) set .@item,12615; //Low_Coin_Pocket - else if (.@j < 6001) set .@item,12621; //Egrade_Pocket - else if (.@j < 6201) set .@item,12620; //Dgrade_Pocket - else if (.@j < 6401) set .@item,12623; //High_Weapon_Box + for(.@i = 0; .@i<10; ++.@i) { + .@j = rand(1,6401); + if (.@j < 5001) .@item = 12636; //Malang_Sp_Can + else if (.@j < 5501) .@item = 12615; //Low_Coin_Pocket + else if (.@j < 6001) .@item = 12621; //Egrade_Pocket + else if (.@j < 6201) .@item = 12620; //Dgrade_Pocket + else if (.@j < 6401) .@item = 12623; //High_Weapon_Box else continue; makeitem .@item,1,.@map$,rand(40,77),rand(87,120); } } else if (.@i$ == "h") { - for(set .@i,0; .@i<10; set .@i,.@i+1) { - set .@j, rand(1,5001); - if (.@j < 2001) set .@item,12615; //Low_Coin_Pocket - else if (.@j < 3001) set .@item,12621; //Egrade_Pocket - else if (.@j < 4001) set .@item,12620; //Dgrade_Pocket - else if (.@j < 4501) set .@item,12619; //Cgrade_Pocket - else if (.@j < 5001) set .@item,12623; //High_Weapon_Box + for(.@i = 0; .@i<10; ++.@i) { + .@j = rand(1,5001); + if (.@j < 2001) .@item = 12615; //Low_Coin_Pocket + else if (.@j < 3001) .@item = 12621; //Egrade_Pocket + else if (.@j < 4001) .@item = 12620; //Dgrade_Pocket + else if (.@j < 4501) .@item = 12619; //Cgrade_Pocket + else if (.@j < 5001) .@item = 12623; //High_Weapon_Box else continue; makeitem .@item,1,.@map$,rand(40,77),rand(87,120); } @@ -852,7 +852,7 @@ OnMyMobDead: } 1@pump,84,105,4 script Missing, the Cleaner#no 4_CAT_SAILOR2,{ - set .@i$, charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(2),0); if (.@i$ == "n") { mes "[Missing, the Cleaner]"; mes "I was very surprised!!"; @@ -916,9 +916,9 @@ OnStart: initnpctimer; end; OnAddSeaweed: - set .@map$, instance_mapname("2@pump"); + .@map$ = instance_mapname("2@pump"); areamonster .@map$,75,78,85,88,"Contaminated Seaweed",2191,1,instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead"; - set .@mob_dead_num, mobcount(.@map$,instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead"); + .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead"); if (.@mob_dead_num >= 6) donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail"; else @@ -929,7 +929,7 @@ OnMyMobDead: OnFail: stopnpctimer; donpcevent instance_npcname("Monster Hole#h")+"::OnClear"; - set .@map$, instance_mapname("2@pump"); + .@map$ = instance_mapname("2@pump"); killmonster .@map$, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead"; enablenpc instance_npcname("Missing, the Cleaner#hf"); mapannounce .@map$,"What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!",bc_map,"0xff88ff",FW_NORMAL,15; @@ -964,7 +964,7 @@ OnTimer240000: OnTimer280000: OnTimer320000: OnTimer360000: - set .@mob_dead_num, mobcount(instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead"); + .@mob_dead_num = mobcount(instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead"); if (.@mob_dead_num >= 6) donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail"; else @@ -975,7 +975,7 @@ OnTimer420000: end; OnTimer425000: stopnpctimer; - set .@mob_dead_num, mobcount(instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead"); + .@mob_dead_num = mobcount(instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead"); if (.@mob_dead_num >= 6) donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail"; else @@ -993,9 +993,9 @@ OnInstanceInit: end; OnEnable: enablenpc instance_npcname(strnpcinfo(0)); - set .@label$, instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - set .@map$, instance_mapname("2@pump"); - set .@index, atoi(substr(strnpcinfo(2),9,getstrlen(strnpcinfo(2))-1)); + .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@map$ = instance_mapname("2@pump"); + .@index = atoi(substr(strnpcinfo(2),9,getstrlen(strnpcinfo(2))-1)); switch(.@index) { case 1: setarray .@c[0],49,110,57,118; break; case 2: setarray .@c[0],75,105,83,113; break; diff --git a/npc/re/instances/OctopusCave.txt b/npc/re/instances/OctopusCave.txt index 43c2ac66f..c55d5e2bf 100644 --- a/npc/re/instances/OctopusCave.txt +++ b/npc/re/instances/OctopusCave.txt @@ -19,8 +19,8 @@ //============================================================ mal_dun01,151,235,5 script Starfish 4_ASTER,{ - set .@party_id,getcharid(1); - set .@md_name$,"Octopus Cave"; + .@party_id = getcharid(1); + .@md_name$ = "Octopus Cave"; if (!.@party_id) { mes "[Starfish]"; @@ -76,8 +76,8 @@ mal_dun01,151,235,5 script Starfish 4_ASTER,{ next; break; case 2: - set .@playtime, checkquest(4197,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(4197,PLAYTIME); + if (.@playtime == 1) { mes "[Starfish]"; mes "Octopus is not around now, hehe."; mes "Please come back later."; @@ -85,7 +85,7 @@ mal_dun01,151,235,5 script Starfish 4_ASTER,{ } if (.@playtime == 2) erasequest 4197; if (countitem(6442)) { - set .@instance,instance_create(.@md_name$,.@party_id); + .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "[Starfish]"; mes "Party name is... "+getpartyname(.@party_id)+"."; @@ -130,7 +130,7 @@ mal_dun01,153,237,5 script Weird Entrance CLEAR_NPC,{ case 1: if (countitem(6442)) { if (has_instance("1@cash") == "") { - if (checkquest(4197,PLAYTIME) == 0 || checkquest(4197,PLAYTIME) == 1) { + if (questprogress(4197,PLAYTIME) == 1) { mes "[Starfish]"; mes "Ah, now is not the time..."; mes "Would you come back later? Hehe."; @@ -143,7 +143,7 @@ mal_dun01,153,237,5 script Weird Entrance CLEAR_NPC,{ close; } mapannounce "mal_dun01", getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member started to hunt the Octopus!",bc_map,"0x00ff99"; - if (checkquest(4197) == -1) setquest 4197; + if (!questprogress(4197)) setquest 4197; warp "1@cash",199,99; end; } @@ -209,7 +209,7 @@ OnEnable: donpcevent instance_npcname("oct_foot2")+"::OnEnable"; donpcevent instance_npcname("oct_foot3")+"::OnEnable"; donpcevent instance_npcname("oct_foot4")+"::OnEnable"; - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,20,114,"Octopus Leg#1",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; monster .@map$,88,190,"Octopus Leg#2",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; monster .@map$,307,215,"Octopus Leg#3",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; @@ -219,7 +219,7 @@ OnDisable: disablenpc instance_npcname("oct_foot_4"); end; OnMyMobDead: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); if (mobcount(.@map$,instance_npcname("oct_foot_4")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("oct_boss_con")+"::OnEnable"; mapannounce .@map$,"Hey you!! I'll personally take care of you all! Let's bring it on!",bc_map,"0x00ff99"; @@ -238,9 +238,9 @@ OnInstanceInit: end; OnEnable: enablenpc instance_npcname(strnpcinfo(0)); - set .@label$, instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - set .@i, atoi(charat(strnpcinfo(0),8)); - set .@map$, instance_mapname("1@cash"); + .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@i = atoi(charat(strnpcinfo(0),8)); + .@map$ = instance_mapname("1@cash"); switch(.@i) { case 1: areamonster .@map$,34,96,38,100,"Octopus's Henchman",2192,3,.@label$; @@ -308,10 +308,10 @@ OnTouch: initnpctimer; end; OnTimer5000: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); mapannounce .@map$,"Let's give them a lesson!",bc_map,"0xFFFF00"; - set .@label$, instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - set .@i, atoi(charat(strnpcinfo(0),8)); + .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@i = atoi(charat(strnpcinfo(0),8)); switch(.@i) { case 1: areamonster .@map$,18,112,22,116,"Octopus's Henchman",2192,3,.@label$; @@ -334,17 +334,17 @@ OnTimer5000: OnTimer30000: setd "."+strnpcinfo(0)+instance_id(),0; stopnpctimer; - set .@i, atoi(charat(strnpcinfo(0),8)); + .@i = atoi(charat(strnpcinfo(0),8)); donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; end; OnMyMobDead: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { mapannounce .@map$,"You hurt my babies!!? You'll have to pay for this!!!",bc_map,"0x00ff99"; setd "."+strnpcinfo(0)+instance_id(),0; stopnpctimer; - set .@i, atoi(charat(strnpcinfo(0),8)); + .@i = atoi(charat(strnpcinfo(0),8)); donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; end; @@ -377,7 +377,7 @@ OnInstanceInit: donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; end; OnEnable: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); enablenpc instance_npcname("oct_mob_con"); monster .@map$,32,94,"Hydra",1068,1; monster .@map$,41,101,"Hydra",1068,1; @@ -439,7 +439,7 @@ OnInstanceInit: disablenpc instance_npcname("oct_backattack1"); end; OnTouch: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,39,59,"Hydra",1068,1; monster .@map$,40,59,"Hydra",1068,1; monster .@map$,41,59,"Hydra",1068,1; @@ -465,28 +465,28 @@ OnTouch: if (getd("."+instance_id())) end; setd "."+instance_id(),1; initnpctimer; - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,71,105,"Octopus's Henchman ",2192,1; mapannounce .@map$,"Headquarters are empty, GO!!!",bc_map,"0x00ff99"; hideonnpc instance_npcname("oct_backattack2"); end; OnTimer2000: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,71,105,"Octopus's Henchman ",2192,1; mapannounce .@map$,"Run, RUN! Go, GO!!!",bc_map,"0x00ff99"; end; OnTimer4000: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,71,105,"Octopus's Henchman ",2192,1; mapannounce .@map$,"No time, come out fast!",bc_map,"0x00ff99"; end; OnTimer6000: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,71,105,"Octopus's Henchman ",2192,3; mapannounce .@map$,"Let's take over the headquarters!!!",bc_map,"0x00ff99"; end; OnTimer8000: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,71,105,"Octopus's Henchman ",2192,1; mapannounce .@map$,"There is no time to lose, hurry up!!!",bc_map,"0x00ff99"; stopnpctimer; @@ -504,7 +504,7 @@ OnInstanceInit: OnTouch: if (getd("."+instance_id())) end; setd "."+instance_id(),1; - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,293,153,"Octopus's Henchman ",2192,1; monster .@map$,294,152,"Octopus's Henchman ",2192,1; monster .@map$,292,153,"Octopus's Henchman ",2192,1; @@ -531,7 +531,7 @@ OnInstanceInit: OnTouch: if (getd("."+instance_id())) end; setd "."+instance_id(),1; - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); monster .@map$,332,37,"Octopus's Henchman ",2192,1; monster .@map$,332,36,"Octopus's Henchman ",2192,1; monster .@map$,332,35,"Octopus's Henchman ",2192,1; @@ -623,7 +623,7 @@ OnAnnounce: mapannounce instance_mapname("1@cash"),"Disgusting Octopus : "+getarg(rand(3)),bc_map,"0xFFFF00"; return; OnMyMobDead: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); if (mobcount(.@map$,instance_npcname("oct_boss_con")+"::OnMyMobDead") < 1) { mapannounce .@map$,"Disgusting Octopus : That's it for the today! Next time, I will play with you badly!",bc_map,"0xFFFF00"; enablenpc instance_npcname("oct_exit_1"); @@ -646,7 +646,7 @@ OnEnable: initnpctimer; end; OnCall: - set .@map$, instance_mapname("1@cash"); + .@map$ = instance_mapname("1@cash"); if (mobcount(.@map$,instance_npcname("oct_boss_foot")+"::OnMyMobDead") < 100) { switch(rand(2)) { case 0: diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt index 4be3133bc..be0d4d002 100644 --- a/npc/re/instances/OldGlastHeim.txt +++ b/npc/re/instances/OldGlastHeim.txt @@ -20,12 +20,12 @@ glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{ mes "[Hugin]"; mes "Huh? You feel like you have seen me in different places? I see. What can I say?"; next; - set .@ghins_time, checkquest(12317,PLAYTIME); - if (.@ghins_time == -1) { + .@ghins_time = questprogress(12317,PLAYTIME); + if (!.@ghins_time) { - set .@party_id,getcharid(1); - set .@p_name$,getpartyname(.@party_id); - set .@md_name$,"Old Glast Heim"; + .@party_id = getcharid(1); + .@p_name$ = getpartyname(.@party_id); + .@md_name$ = "Old Glast Heim"; if (!instance_check_party(.@party_id,2)) { //custom @@ -35,12 +35,12 @@ glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{ } if (getcharid(0) == getpartyleader(.@party_id,2)) - set .@menu$, "Create the time gap.:Enter the Old Glast Heim.:Cancel."; + .@menu$ = "Create the time gap.:Enter the Old Glast Heim.:Cancel."; else - set .@menu$, ":Enter the Old Glast Heim.:Cancel."; + .@menu$ = ":Enter the Old Glast Heim.:Cancel."; switch(select(.@menu$)) { case 1: - set .@instance, instance_create(.@md_name$,.@party_id); + .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "Party Name: "+.@p_name$; mes "Party Leader: "+strcharinfo(0); @@ -72,7 +72,7 @@ glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{ case 3: close; } - } else if (.@ghins_time == 0 || .@ghins_time == 1) { + } else if (.@ghins_time == 1) { mes "[Hugin]"; mes "Oh, geez."; mes "Your body is still under the effects of time travel. In this state, you will not be able to travel again."; @@ -83,8 +83,8 @@ glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{ } else { mes "^0000ffOld Glast Heim access trail has been cleared. It is now possible to talk to Hugin.^000000"; erasequest 12317; - if (checkquest(12318) > -1) erasequest 12318; - if (checkquest(12319) > -1) erasequest 12319; + if (questprogress(12318)) erasequest 12318; + if (questprogress(12319)) erasequest 12319; close; } } @@ -151,7 +151,7 @@ OnDisable: OnDisable2: hideonnpc instance_npcname("Varmunt#ghinstance1"); - for(set .@i,1; .@i<=20; set .@i,.@i+4) { + for(.@i = 1; .@i<=20; .@i += 4) { hideoffnpc instance_npcname("Khalitzburg Crusader#"+.@i); hideoffnpc instance_npcname("Khalitzburg Crusader#"+(.@i+1)); hideoffnpc instance_npcname("White Knight#"+(.@i+2)); @@ -507,7 +507,7 @@ OnTimer85000: donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk7"; hideonnpc instance_npcname("Varmunt#ghinstance1"); - for(set .@i,1; .@i<=20; set .@i,.@i+4) { + for(.@i = 1; .@i<=20; .@i += 4) { hideonnpc instance_npcname("Khalitzburg Crusader#"+.@i); hideonnpc instance_npcname("Khalitzburg Crusader#"+(.@i+1)); hideonnpc instance_npcname("White Knight#"+(.@i+2)); @@ -516,8 +516,8 @@ OnTimer85000: hideonnpc instance_npcname("Khalitzburg Crusader#21"); hideonnpc instance_npcname("Khalitzburg Crusader#22"); - set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#talkinstance1")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@gl_k"); + .@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead"; monster .@map$,145,59,"Abyss Knight",2470,1,.@label$; monster .@map$,154,59,"Abyss Knight",2470,1,.@label$; monster .@map$,145,69,"Abyss Knight",2470,1,.@label$; @@ -529,7 +529,7 @@ OnTimer85000: monster .@map$,145,99,"Abyss Knight",2470,1,.@label$; monster .@map$,154,99,"Abyss Knight",2470,1,.@label$; - for(set .@i,1; .@i<=22; set .@i,.@i+1) + for(.@i = 1; .@i<=22; ++.@i) hideoffnpc instance_npcname(".#ghinstance"+.@i); donpcevent instance_npcname(".#ghinstance22")+"::OnTalkK"; @@ -548,7 +548,7 @@ OnTimer85000: OnTimer88000: donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk8"; - for(set .@i,1; .@i<=20; set .@i,.@i+4) { + for(.@i = 1; .@i<=20; .@i += 4) { hideonnpc instance_npcname(".#ghinstance"+.@i); hideonnpc instance_npcname(".#ghinstance"+(.@i+1)); disablenpc instance_npcname(".#ghinstance"+(.@i+2)); @@ -557,8 +557,8 @@ OnTimer88000: hideonnpc instance_npcname(".#ghinstance21"); hideonnpc instance_npcname(".#ghinstance22"); - set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#talkinstance1")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@gl_k"); + .@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead"; monster .@map$,145,54,"Khalitzburg",2471,1,.@label$; monster .@map$,154,54,"Khalitzburg",2471,1,.@label$; monster .@map$,145,64,"Khalitzburg",2471,1,.@label$; @@ -784,8 +784,8 @@ OnEnable: enablenpc instance_npcname(strnpcinfo(0)); end; OnTouch: - set .@map1$, instance_mapname("1@gl_k"); - set .@map2$, instance_mapname("2@gl_k"); + .@map1$ = instance_mapname("1@gl_k"); + .@map2$ = instance_mapname("2@gl_k"); switch(atoi(replacestr(strnpcinfo(2),"ghinstancewarp",""))) { case 1: warp .@map1$,80,80; break; case 2: warp .@map1$,105,80; break; @@ -826,8 +826,8 @@ OnDisable: end; OnEnable: enablenpc instance_npcname("#ghmemorialmob01"); - set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob01")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead"; areamonster .@map$,76,99,87,10,"Suffering Chamberlain",2466,15,.@label$; areamonster .@map$,67,39,12,6,"Fallen Monk",2465,20,.@label$; areamonster .@map$,67,39,12,6,"Suffering Chamberlain",2466,3,.@label$; @@ -835,9 +835,9 @@ OnEnable: areamonster .@map$,45,84,6,137,"Decayed Butler",2464,12,.@label$; end; OnMyMobDead: - set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob01")+"::OnMyMobDead"; - set .@mob_dead_num, 56 - mobcount(.@map$,.@label$); + .@map$ = instance_mapname("1@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead"; + .@mob_dead_num = 56 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 35) { mapannounce .@map$, "Seems like Himmelmez drains the dead's souls. They must be destroyed.",bc_map,"0xFFFFFF"; killmonster .@map$,.@label$; @@ -966,8 +966,8 @@ OnEnable: enablenpc instance_npcname("#ghmemorialmob02"); donpcevent instance_npcname("#ghinstancewarp3")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp4")+"::OnEnable"; - set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob02")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead"; mapannounce .@map$,"3 o'clock warp leading to zone 3 is now open.",bc_map,"0xFFFF00"; areamonster .@map$,241,113,291,19,"Suffering Chamberlain",2466,12,.@label$; areamonster .@map$,241,113,291,19,"Decayed Monk",2464,12,.@label$; @@ -975,9 +975,9 @@ OnEnable: areamonster .@map$,227,217,291,135,"Decayed Monk",2464,12,.@label$; end; OnMyMobDead: - set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob02")+"::OnMyMobDead"; - set .@mob_dead_num, 48 - mobcount(.@map$,.@label$); + .@map$ = instance_mapname("1@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead"; + .@mob_dead_num = 48 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 28) { mapannounce .@map$, "Seems like Himmelmez drains the dead's souls. They must be destroyed.",bc_map,"0xFFFFFF"; killmonster .@map$,.@label$; @@ -992,12 +992,12 @@ OnMyMobDead: 1@gl_k,221,82,3 script Breathless Man#GHtramp1 4_M_DIEMAN,4,4,{ end; OnTouch: - set .@i, rand(1,10); - if (.@i == 1) set .@mobs,3; - else if (.@i == 2) set .@mobs,4; - else if (.@i == 3) set .@mobs,5; - else if (.@i < 7) set .@mobs,6; - else set .@mobs,7; + .@i = rand(1,10); + if (.@i == 1) .@mobs = 3; + else if (.@i == 2) .@mobs = 4; + else if (.@i == 3) .@mobs = 5; + else if (.@i < 7) .@mobs = 6; + else .@mobs = 7; getmapxy(.@map$,.@x,.@y,1); specialeffect EF_VENOMDUST; monster .@map$,.@x,.@y,"Muck Worm",2467,.@mobs,instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; @@ -1060,8 +1060,8 @@ OnEnable: enablenpc instance_npcname("#ghmemorialmob03"); donpcevent instance_npcname("#ghinstancewarp5")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp6")+"::OnEnable"; - set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob03")+"::OnMyMobDead"; + .@map$ = instance_mapname("1@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead"; mapannounce .@map$,"12 o'clock warp leading to the zone 4 was opened.",bc_map,"0xFFFF00"; areamonster .@map$,17,259,53,180,"Decayed Guard",2468,11,.@label$; areamonster .@map$,17,259,53,180,"Sharpshooter Ranger",2469,14,.@label$; @@ -1073,9 +1073,9 @@ OnEnable: areamonster .@map$,108,281,231,234,"Sharpshooter Ranger",2469,14,.@label$; end; OnMyMobDead: - set .@map$, instance_mapname("1@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob03")+"::OnMyMobDead"; - set .@mob_dead_num, 100 - mobcount(.@map$,.@label$); + .@map$ = instance_mapname("1@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead"; + .@mob_dead_num = 100 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 85) { mapannounce .@map$,"Himmelmez: Nice parry. I thought you were going to die slowly surrounded by the dead I summoned~",bc_map,"0xFFFFFF"; killmonster .@map$,.@label$; @@ -1102,7 +1102,7 @@ OnEnable: monster instance_mapname("1@gl_k"),150,258,"Root of Corruption",2475,1,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("1@gl_k"); + .@map$ = instance_mapname("1@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead") < 1) { mapannounce .@map$, "12 o'clock warp leading to the Chivalry's Second Floor is now open.",bc_map,"0xFFFF00"; donpcevent instance_npcname("#ghinstancewarp7")+"::OnEnable"; @@ -1259,8 +1259,8 @@ OnTalk6: } 1@gl_k,156,259,3 script Varmunt#ghinstance3 4_M_BARMUND,{ - if (checkquest(12318,HUNTING) == 2) { - if (checkquest(12319,HUNTING) == -1) { + if (questprogress(12318,HUNTING) == 2) { + if (!questprogress(12319,HUNTING)) { mes "[Varmunt]"; mes "There's something unusual about this thing's aura. Maybe someday we will be able to understand what is behind all of this."; cutin "gl_barmund1",2; @@ -1520,25 +1520,25 @@ OnDisable: end; OnEnable: enablenpc instance_npcname("#ghmemorialmob05"); - set .@map$, instance_mapname("2@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; + .@map$ = instance_mapname("2@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; areamonster .@map$,124,20,31,162,"Decayed Guard",2468,8,.@label$; areamonster .@map$,124,20,31,162,"Sharpshooter Ranger",2469,8,.@label$; areamonster .@map$,124,20,31,162,"Fallen Abyss Knight",2470,8,.@label$; areamonster .@map$,124,20,31,162,"Suffering Khalitzburg",2471,8,.@label$; areamonster .@map$,124,20,31,162,"Swollen Knight",2472,8,.@label$; - set .MyMobs,80; + .MyMobs = 80; end; OnMyMobDead: - set .@map$, instance_mapname("2@gl_k"); - set .MyMobs, .MyMobs-1; + .@map$ = instance_mapname("2@gl_k"); + --.MyMobs; if (.MyMobs == 0) { mapannounce .@map$, "A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00"; donpcevent instance_npcname("#ghmemorialmob06")+"::OnDisable2"; donpcevent instance_npcname("#ghmemorialmob07")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob05")+"::OnDisable"; } else { - set .@label$, instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; + .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; switch(rand(5)) { case 0: areamonster .@map$,124,20,31,162,"Decayed Guard",2468,1,.@label$; @@ -1579,8 +1579,8 @@ OnSpawn: initnpctimer; end; OnTimer90000: - set .@map$, instance_mapname("2@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; + .@map$ = instance_mapname("2@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; setarray .@c[0], 114,141,118,139, 128,83,131,78, @@ -1589,7 +1589,7 @@ OnTimer90000: 58,83,63,78, 69,138,80,127, 34,143,39,138; - for(set .@i,0; .@i<getarraysize(.@c); set .@i,.@i+4) { + for(.@i = 0; .@i<getarraysize(.@c); .@i += 4) { areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Decayed Guard",2468,1,.@label$; areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Sharpshooter Ranger",2469,1,.@label$; areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Fallen Abyss Knight",2470,1,.@label$; @@ -1615,7 +1615,7 @@ OnEnable: areamonster instance_mapname("2@gl_k"),124,20,31,162,"The Destruction of the First Captain",2473,1,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("2@gl_k"); + .@map$ = instance_mapname("2@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead") < 1) { mapannounce .@map$, "3 o'clock positioned warp leading to the 2nd zone has been opened. Use the central hallway to get there.",bc_map,"0xFFFF00"; donpcevent instance_npcname("#ghinstancewarp10")+"::OnEnable"; @@ -1635,24 +1635,24 @@ OnDisable: end; OnEnable: enablenpc instance_npcname("#ghmemorialmob08"); - set .@map$, instance_mapname("2@gl_k"); - set .@label$, instance_npcname("#ghmemorialmob08")+"::OnMyMobDead"; + .@map$ = instance_mapname("2@gl_k"); + .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead"; areamonster .@map$,175,163,265,18,"Decayed Guard",2468,7,.@label$; areamonster .@map$,175,163,265,18,"Sharpshooter Ranger",2469,7,.@label$; areamonster .@map$,175,163,265,18,"Fallen Abyss Knight",2470,7,.@label$; areamonster .@map$,175,163,265,18,"Suffering Khalitzburg",2471,7,.@label$; areamonster .@map$,175,163,265,18,"Swollen Knight",2472,7,.@label$; - set .MyMobs,35; + .MyMobs = 35; end; OnMyMobDead: - set .@map$, instance_mapname("2@gl_k"); - set .MyMobs, .MyMobs-1; + .@map$ = instance_mapname("2@gl_k"); + --.MyMobs; if (.MyMobs == 0) { mapannounce .@map$, "A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00"; donpcevent instance_npcname("#ghmemorialmob09")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable"; } else { - set .@label$, instance_npcname("#ghmemorialmob08")+"::OnMyMobDead"; + .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead"; switch(rand(5)) { case 0: areamonster .@map$,175,163,265,18,"Decayed Guard",2468,1,.@label$; @@ -1686,7 +1686,7 @@ OnEnable: areamonster instance_mapname("2@gl_k"),175,163,265,18,"The Destruction of the Second Captain",2474,1,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead"; end; OnMyMobDead: - set .@map$, instance_mapname("2@gl_k"); + .@map$ = instance_mapname("2@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead") < 1) { mapannounce .@map$, "12 o'clock positioned warp leading to the 3rd zone has been opened. Use the central hallway to get there.",bc_map,"0xFFFF00"; donpcevent instance_npcname("#ghinstancewarp12")+"::OnEnable"; @@ -1998,7 +1998,7 @@ OnTimer80000: } 2@gl_k,158,241,1 script Hugin#ghinstance1 4_M_SAGE_C,{ - if (checkquest(12319,HUNTING) == 2) { + if (questprogress(12319,HUNTING) == 2) { mes "[Hugin]"; mes "Well, you are pretty ridiculous. Beginners shouldn't get the loot Amdarias drops."; erasequest 12318; diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt index 70cc81b8f..dcf726ed3 100644 --- a/npc/re/instances/WolfchevLaboratory.txt +++ b/npc/re/instances/WolfchevLaboratory.txt @@ -3,7 +3,7 @@ //===== By: ==================================================================== //= Kisuka (1.0) //===== Current Version: ======================================================= -//= 1.0.1 +//= 1.0.2 //===== File Encoding ========================================================== //= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: =========================================================== @@ -11,6 +11,7 @@ //===== Additional Comments: =================================================== //= 1.0.0 Initial Release. [Kisuka] //= 1.0.1 Some Clean-Up and Fixes. [Euphy] +//= 1.0.2 Fixed a small typo. [Euphy] //============================================================================== 1@lhz mapflag src4instance @@ -949,7 +950,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ .@equip_item = getequipid(.@position); .@lhz_max_num = 4000; if(.@equip_item == Agent_Katar || .@equip_item == Guillotine_Katar || .@equip_item == Ygnus_Stale || - .@equip_item == End_Sektura || .@equip_item = Cannon_Spear || .@equip_item == Giant_Lance || + .@equip_item == End_Sektura || .@equip_item == Cannon_Spear || .@equip_item == Giant_Lance || .@equip_item == Aztoe_Nail || .@equip_item == Scarletto_Nail || .@equip_item == Bloody_Cross) { .@type = 1; if(.@equip_item == Giant_Lance) @@ -1689,10 +1690,9 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000"; close; } - .@quest_time = checkquest(5112, PLAYTIME); .@killed_bosses = true; for(.@quest_id = 5113; .@quest_id <= 5125; .@quest_id++) { - if(checkquest(.@quest_id, HUNTING) <= 1) + if(questprogress(.@quest_id, HUNTING) != 2) .@killed_bosses = false; } if (lght_duk01 < 6) { @@ -1779,14 +1779,15 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ mes "And just so you know, please do not touch random things out of curiosity. I don't want you to get hurt."; close; case 2: - if (.@quest_time == 0) { + .@quest_time = questprogress(5112, PLAYTIME); + if (!.@quest_time) { mes "[Wolfchev]"; mes "I'm sorry, but it seems you still cannot enter to the laboratory yet. Will you come back later? The system is kind of tricky you know."; close; } else { //if (.@quest_time == 2) //recall_completequest 5112; - if (.@quest_time >= 0) + if (.@quest_time) erasequest 5112; if (!.@killed_bosses) { if (lght_duk01 == 9) { @@ -1907,13 +1908,13 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000"; close; } - .@lhz_time = checkquest(5112, PLAYTIME); + .@lhz_time = questprogress(5112, PLAYTIME); if (lght_duk01 < 7) { mes "It says,"; mes "'^0000FF****'s laboratory member only^000000'"; close; } - if (.@lhz_time == -1) { + if (!.@lhz_time) { mes "This is an entrance towards Wolfchev's laboratory. Something is howling over the entrance."; next; if(select("Go inside", "Think one more time") == 2) { @@ -1937,7 +1938,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ warp "1@lhz.gat", 45, 148; close; } - } else if (.@lhz_time == 0) { + } else if (.@lhz_time == 1) { mes "Di Rit- Di- Di- Dit-"; next; mes ""+ strcharinfo(PC_NAME) +". . ."; @@ -1945,7 +1946,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ next; mes "The system denied your entrance."; close; - } else if (.@lhz_time >= 1) { + } else if (.@lhz_time == 2) { mes "Di Rit- Di- Di- Dit-"; next; //if (.@lhz_time == 2) @@ -3112,7 +3113,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ } .@all_quests_complete = true; for(.@i = 5113; .@i <= 5125; .@i++) { - if(checkquest(.@i, HUNTING) != 2) + if(questprogress(.@i, HUNTING) != 2) .@all_quests_complete = false; } if (.@all_quests_complete) { diff --git a/npc/re/jobs/1-1/acolyte.txt b/npc/re/jobs/1-1/acolyte.txt index 07c37a07c..3ba4bcce9 100644 --- a/npc/re/jobs/1-1/acolyte.txt +++ b/npc/re/jobs/1-1/acolyte.txt @@ -143,7 +143,7 @@ prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{ mes "Farewell."; close2; savepoint "prt_fild03",361,255; - set job_acolyte_q,6; + job_acolyte_q = 6; end; } else { @@ -211,7 +211,7 @@ moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{ mes "Please return to the Prontera Sanctuary and speak to the Priest in charge."; close2; savepoint "moc_fild07",35,355; - set job_acolyte_q,7; + job_acolyte_q = 7; end; } else { @@ -288,7 +288,7 @@ prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{ mes "Now go back to the Santuary and finish becoming an Acolyte, kid."; close2; savepoint "prt_fild00",206,230; - set job_acolyte_q,8; + job_acolyte_q = 8; end; } else { diff --git a/npc/re/jobs/1-1/thief.txt b/npc/re/jobs/1-1/thief.txt index 4b04f9efa..f327d1892 100644 --- a/npc/re/jobs/1-1/thief.txt +++ b/npc/re/jobs/1-1/thief.txt @@ -151,7 +151,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ mes "[Thief Guildsman]"; mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?"; mes "If you want to become a Thief, ask the guy next to me."; - set q_job_thief,1; + q_job_thief = 1; close; } @@ -166,7 +166,7 @@ moc_prydb1,42,133,2 script Thief Guildsman#thief 2_M_THIEFMASTER,{ mes "'"+strcharinfo(0)+".'"; mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'"; callfunc "Job_Change",Job_Thief; - set q_job_thief,0; + q_job_thief = 0; getitem 13041,1; // N_Main_Gauche next; mes "[Commander of Thief Guild]"; diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt index 26782eb94..78e35ef34 100644 --- a/npc/re/jobs/3-1/archbishop.txt +++ b/npc/re/jobs/3-1/archbishop.txt @@ -122,7 +122,7 @@ prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{ mes "He's very old so he is hard of hearing."; mes "You have to speak loud and clearly. You got it?"; mes "I hope that this paves the way for you to live in the light of Odin."; - set job_arch,1; + job_arch = 1; setquest 2187; close; case 2: @@ -308,7 +308,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "After making your pilgrimage, let's have a drink together and talk about your experience."; next; mes "- Priest Dayan smiles again. -"; - set job_arch,2; + job_arch = 2; changequest 2187,2188; close; } else if (job_arch == 2) { @@ -405,7 +405,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "Thank you very much."; mes "Feel free to visit here when you want to pray, "+(Sex?"brother.":"sister."); mes "A visit from a friend always makes me happy."; - set job_arch,4; + job_arch = 4; changequest 2188,2189; close; } @@ -559,7 +559,7 @@ OnTouch: mes "[" + strcharinfo(0) + "]"; mes "That was refreshing."; mes "I guess I should go back to Priest Dayan."; - set job_arch,3; + job_arch = 3; close2; warp "umbala",138,219; end; @@ -707,7 +707,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "I'll pray for your safe return."; mes "I hope that Odin gives you his protection as well."; - set job_arch,5; + job_arch = 5; changequest 2189,2190; close; } else if ((job_arch > 4) && (job_arch < 100)) { @@ -901,11 +901,11 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "[Valkyrie Anguhilde]"; mes "When you finish preparing to go on, talk to me again."; mes "It'll be a long journey..."; - set job_arch,6; + job_arch = 6; close; } else if (job_arch == 6) { if ($@archbs == 0) { - set $@archbs,1; + $@archbs = 1; mes "[Valkyrie Anguhilde]"; mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?"; next; @@ -913,19 +913,19 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "[Valkyrie Anguhilde]"; mes "Hmm, someone is battling the devil in the shrine right now."; mes "You just wait a minute while I'm finding who it is."; - set $@archbs,0; + $@archbs = 0; close; } mes "[Valkyrie Anguhilde]"; mes "Ok. Now I'm going to send you there."; mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget."; - set $@archbs,0; + $@archbs = 0; close2; nude; if (countitem(2798)) delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel donpcevent "start#arch::OnEnable"; - set job_arch,7; + job_arch = 7; changequest 2190,2191; warp "job3_arch02",119,49; hideonnpc "Valkyrie#arch"; @@ -938,20 +938,20 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ if (countitem(12381)) delitem 12381,countitem(12381); //ValkyrieA_Scroll if (countitem(12382)) delitem 12382,countitem(12382); //ValkyrieB_Scroll if ($@archbs == 0) { - set $@archbs,1; + $@archbs = 1; mes "[Valkyrie Anguhilde]"; mes "Are you ok human?"; mes "It was not as easy as I expected."; mes "Will you challenge again?"; next; if (getmapusers("job3_arch02") > 0) { - set $@archbs,0; + $@archbs = 0; mes "[Valkyrie Anguhilde]"; mes "Hmm, someone is battling the devil in the shrine right now."; mes "You just wait a minute while I'm finding who it is."; close; } - set $@archbs,0; + $@archbs = 0; mes "[Valkyrie Anguhilde]"; mes "OK. now I'm going to send you there."; mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000."; @@ -962,7 +962,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ if (countitem(2798)) delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel donpcevent "start#arch::OnEnable"; - set job_arch,7; + job_arch = 7; warp "job3_arch02",119,49; hideonnpc "Valkyrie#arch"; end; @@ -974,7 +974,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ } end; OnBc: - set $@archbs,0; + $@archbs = 0; mapannounce "job3_arch01","Valkyrie: I think someone fell down in the shrine. I can hear the devil's unpleasant laugh.",bc_map,"0xFFCE00"; hideoffnpc "Valkyrie#arch"; end; @@ -997,7 +997,7 @@ OnTouch: } else if (getmercinfo(1) == 2037) { if (strnpcinfo(0) == "#arch_1_10") viewpoint 1,113,327,1,0xFF9900; - set .@randht, rand(1,10); + .@randht = rand(1,10); if (.@randht < 8) mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; else if ((.@randht == 8) || (.@randht == 9)) @@ -1188,7 +1188,7 @@ OnTouch: mes "- and come for the challenge again. -"; close; } - if (ismounting()) { + if (hascashmount()) { mes "You are on a riding pet,"; mes "so you cannot change your job."; mes "Please unequip your riding pet and try again!"; @@ -1293,7 +1293,7 @@ OnTouch: if (countitem(2798)) delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel delitem 6154,countitem(6154); //Broken_Horn_Pipe - set job_arch,100; + job_arch = 100; completequest 2191; getitem 5747,1; //Mitra getitem 2795,1; //Green_Apple_Ring @@ -1344,7 +1344,7 @@ OnTouch: delitem 12382,1; //ValkyrieB_Scroll // fall through } else if (getmercinfo(1) == 2038) { - set .@randht, rand(1,10); + .@randht = rand(1,10); if (.@randht < 8) mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; else if ((.@randht == 8) || (.@randht == 9)) @@ -1656,11 +1656,11 @@ job3_arch01,1,1,1 script control#arch CLEAR_NPC,{ next; switch(select("0:1")) { case 1: - set $@archbs,0; + $@archbs = 0; hideoffnpc "Valkyrie#arch"; close; case 2: - set $@archbs,1; + $@archbs = 1; hideoffnpc "Valkyrie#arch"; close; } diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt index df51c3496..5a75aeb84 100644 --- a/npc/re/jobs/3-1/guillotine_cross.txt +++ b/npc/re/jobs/3-1/guillotine_cross.txt @@ -83,14 +83,14 @@ que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ mes "[Ahcart]"; mes "You should be able to find it easily."; mes "Go now."; - set job_3rd_gc, 3; + job_3rd_gc = 3; setquest 7101; close; case 2: mes "[Ahcart]"; mes "Got it."; mes "But don't think about it for too long."; - set job_3rd_gc, 2; + job_3rd_gc = 2; close; } } @@ -102,7 +102,7 @@ que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ mes "[Ahcart]"; mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there."; mes "I think you might go there."; - set job_3rd_gc, 1; + job_3rd_gc = 1; close; } mes "[A man of a sharp impression]"; @@ -130,7 +130,7 @@ que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ mes "[Ahcart]"; mes "You should be able to find it easily."; mes "Go now."; - set job_3rd_gc, 3; + job_3rd_gc = 3; setquest 7101; close; case 2: @@ -152,17 +152,32 @@ que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ } function script func_3rdgc { - set .@n$, "["+strcharinfo(0)+"]"; + .@n$ = "["+strcharinfo(0)+"]"; mes .@n$; mes "Let me collect all the information..."; - set .@i,0; - if (checkquest(7112) == 1) { mes "Madelle saw a person who looked like a priest from Rachel late at night."; set .@i,.@i+1; } - if (checkquest(7113) == 1) { mes "Crave said that there was a girl who bought lots of things day and night."; set .@i,.@i+1; } - if (checkquest(7114) == 1) { mes "Trovan said that there was a guy who could be seen often but is not a hotel guest, so he is suspicious."; set .@i,.@i+1; } + .@i = 0; + if (questprogress(7112) == 1) { + mes "Madelle saw a person who looked like a priest from Rachel late at night."; + ++.@i; + } + if (questprogress(7113) == 1) { + mes "Crave said that there was a girl who bought lots of things day and night."; + ++.@i; + } + if (questprogress(7114) == 1) { + mes "Trovan said that there was a guy who could be seen often but is not a hotel guest, so he is suspicious."; + ++.@i; + } if (!getarg(0)) { - set .@i,.@i-2; - if (checkquest(7115) == 1) { mes "A peddler wears shabby clothes, but she buys fresh and expensive things every single day."; set .@i,.@i+1; } - if (checkquest(7116) == 1) { mes "The old man in village said that there was a girl who showed up in same place at the same time, so maybe moved here."; set .@i,.@i+1; } + .@i -= 2; + if (questprogress(7115) == 1) { + mes "A peddler wears shabby clothes, but she buys fresh and expensive things every single day."; + ++.@i; + } + if (questprogress(7116) == 1) { + mes "The old man in village said that there was a girl who showed up in same place at the same time, so maybe moved here."; + ++.@i; + } } next; if (.@i == 3) { @@ -182,7 +197,7 @@ function script func_3rdgc { next; mes .@n$; mes "Let me rethink this."; - set job_3rd_gc, 7; + job_3rd_gc = 7; close; case 2: mes .@n$; @@ -212,7 +227,7 @@ function script func_3rdgc { mes .@n$; mes "Crave said that she comes here day and night to buy stuff regularly."; mes "Then I know what I have to do."; - set job_3rd_gc, 8; + job_3rd_gc = 8; close; } } @@ -284,7 +299,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Yeah, can you find an entrance to an alley in the corner?"; mes "Go in there, then you can hear a more detailed story."; mes "Take on this special task~!"; - set job_3rd_gc, 4; + job_3rd_gc = 4; changequest 7101,7102; close; } @@ -352,7 +367,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "So, don't worry."; mes "Are you supposed to be here for her?"; mes "Go ahead."; - set job_3rd_gc, 11; + job_3rd_gc = 11; close; } else if (job_3rd_gc == 11) { mes "She is in a room."; @@ -395,10 +410,10 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ next; mes "[Daora]"; mes "If you need to, visit me anytime and I'll serve you a drink after your task is done."; - set job_3rd_gc, 6; + job_3rd_gc = 6; close; } else if (job_3rd_gc == 6) { - if (checkquest(7091) == 1) { + if (questprogress(7091) == 1) { mes "You hope that there will be something in the glass?"; mes "Information can't come out of empty glasses."; close; @@ -453,7 +468,8 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ next; switch(select("Figure out based on information.:Stop the stage.")) { case 1: - if (checkquest(7091) == 1) set .@j,1; + if (questprogress(7091) == 1) + .@j = 1; callfunc "func_3rdgc",.@j; close; case 2: @@ -461,7 +477,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ close; } } else if (job_3rd_gc == 8) { - if (checkquest(7092) == 1) { + if (questprogress(7092) == 1) { mes "Wait in an alley where she usually shows up to find her, and you will be able to pursue the question."; next; mes "[Daora]"; @@ -531,7 +547,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ close; } } else if (job_3rd_gc == 9) { - if (checkquest(7093) == 1) { + if (questprogress(7093) == 1) { mes "So, go to the east of village, you can see a narrow alley directed to the north."; next; mes "[Daora]"; @@ -575,7 +591,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "I sent a girl named Estillda to her home."; mes "Why do we handle worthless things like it?"; next; - if (checkquest(7094) == 1) { + if (questprogress(7094) == 1) { mes "[Daora]"; mes "I'm not sure if he still lives..."; mes "Anyway, he is a key artisan in Rachel,"; @@ -639,7 +655,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ close; } } else if (job_3rd_gc == 15) { - if (checkquest(7095) == 1) { + if (questprogress(7095) == 1) { mes "The field northwest of Veins."; mes "You can find that easily with a map."; mes "There are lots of wolves, so be careful."; @@ -874,7 +890,7 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes strcharinfo(0)+"."; mes "Time is not waiting for you."; mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life."; - set job_3rd_gc, 5; + job_3rd_gc = 5; changequest 7102,7103; close; } else if (job_3rd_gc == 5) { @@ -936,7 +952,7 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes "This is the last step."; mes "Don't make any mistakes."; delitem 6150,1; //Key_Of_The_Mansion - set job_3rd_gc, 15; + job_3rd_gc = 15; changequest 7108,7109; close; } else if (job_3rd_gc == 15) { @@ -957,9 +973,11 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes "At least you came back alive."; } next; - set .@all_wine,0; - for(set .@i,0; .@i<5; set .@i,.@i+1) - if (checkquest(7091+.@i) == 1) set .@all_wine, .@all_wine+1; + .@all_wine = 0; + for(.@i = 0; .@i < 5; ++.@i) + if (questprogress(7091+.@i) == 1) { + ++.@all_wine; + } mes "[Mayshell]"; if (.@all_wine < 2) { mes "You did the job by yourself"; @@ -975,11 +993,11 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ if (job_3rd_gc == 18) { mes "The evaluation of your task is... [S]."; mes "[S] is for 'special'."; - set .@quest,7099; + .@quest = 7099; } else { mes "The evaluation of your task is... [A]."; mes "If you were punctual, you would have received higher."; - set .@quest,7096; + .@quest = 7096; } next; } else { @@ -998,11 +1016,11 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ if (.@all_wine > 3) { if (job_3rd_gc == 18) { mes "The evaluation of your task is... [B]."; - set .@quest,7097; + .@quest = 7097; } else { mes "The evaluation of your task is... [C]."; mes "You need to act by yourself."; - set .@quest,7098; + .@quest = 7098; } next; } else { @@ -1013,10 +1031,10 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes "I like that."; if (job_3rd_gc == 18) { mes "The evaluation of your task is... [A]."; - set .@quest,7096; + .@quest = 7096; } else { mes "The evaluation of your task is... [B]."; - set .@quest,7097; + .@quest = 7097; } next; } @@ -1032,18 +1050,18 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes "[Mayshell]"; mes "I reward you for your labor, and I'm going to give you a present."; mes "I got this one from guild, I hope it's helpful to you."; - set job_3rd_gc, 20; + job_3rd_gc = 20; getitem 12106,1; //Accessory_Box erasequest 7091; erasequest 7092; erasequest 7093; - if (checkquest(7094) > -1) erasequest 7094; - if (checkquest(7095) > -1) erasequest 7095; + if (questprogress(7094)) erasequest 7094; + if (questprogress(7095)) erasequest 7095; erasequest 7112; erasequest 7113; erasequest 7114; - if (checkquest(7115) > -1) erasequest 7115; - if (checkquest(7116) > -1) erasequest 7116; + if (questprogress(7115)) erasequest 7115; + if (questprogress(7116)) erasequest 7116; changequest 7111,.@quest; next; mes "[Mayshell]"; @@ -1104,8 +1122,8 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "Visit and take a rest~"; close; } else if (job_3rd_gc == 6) { - if (checkquest(7091) == 1) { - if (checkquest(7112) == 1) { + if (questprogress(7091) == 1) { + if (questprogress(7112) == 1) { mes "That's all the information that I know."; mes "After that, I can't remember anything else."; next; @@ -1194,7 +1212,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ } } } else { - if (checkquest(7112) == 1) { + if (questprogress(7112) == 1) { mes "That's all the information that I know."; mes "I haven't seen them since."; next; @@ -1338,8 +1356,8 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ close; } else if (job_3rd_gc == 6) { - if (checkquest(7091) == 1) { - if (checkquest(7113) == 1) { + if (questprogress(7091) == 1) { + if (questprogress(7113) == 1) { mes "[Crave]"; mes "I already gave you all the information I have."; mes "I'm quick in visual learning."; @@ -1413,7 +1431,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ } } } else { - if (checkquest(7113) == 1) { + if (questprogress(7113) == 1) { mes "[Crave]"; mes "I already gave you all the information I have."; mes "I'm quick in visual learning."; @@ -1534,8 +1552,8 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ close; } else if (job_3rd_gc == 6) { - if (checkquest(7091) == 1) { - if (checkquest(7114) == 1) { + if (questprogress(7091) == 1) { + if (questprogress(7114) == 1) { mes "[Trovan]"; mes "I already gave you all the information I have."; mes "He's the only suspicious person that's been seen."; @@ -1616,7 +1634,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ } } } else { - if (checkquest(7114) == 1) { + if (questprogress(7114) == 1) { mes "[Trovan]"; mes "I already gave you all the information I have."; mes "He's the only suspicious person that's been seen."; @@ -1698,12 +1716,12 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ close; } else if (job_3rd_gc == 6) { - if (checkquest(7091) == 1) { + if (questprogress(7091) == 1) { mes "What a huge sandstorm."; mes "Are you ok?"; close; } else { - if (checkquest(7115) == 1) { + if (questprogress(7115) == 1) { mes "So, did you find that girl?"; mes "If you do, let her know that she has to come and visit me."; next; @@ -1799,11 +1817,11 @@ veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{ mes "Haha... I can remember my past when I see a young adventurer like you..."; close2; } else if (job_3rd_gc == 6) { - if (checkquest(7091) == 1) { + if (questprogress(7091) == 1) { mes "Haha... I can remember my past when I see a young adventurer like you..."; close; } else { - if (checkquest(7116) == 1) { + if (questprogress(7116) == 1) { mes "Thanks for talking to me."; next; mes "- I can't get anymore information from the Old Man. What information have I collected? -"; @@ -1924,7 +1942,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "I know everything."; close; case 2: - set .@ans00, 0; + .@ans00 = 0; mes "[Melissa]"; mes "Ok, answer my question."; mes "Is it a boy or a girl?"; @@ -1937,7 +1955,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ case 2: mes "[Melissa]"; mes "A girl and..."; - set .@ans00, .@ans00+1; + ++.@ans00; break; } next; @@ -1957,7 +1975,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ case 3: mes "[Melissa]"; mes "Light orange to blonde hair."; - set .@ans00, .@ans00+1; + ++.@ans00; break; case 4: mes "[Melissa]"; @@ -1977,7 +1995,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "[Melissa]"; mes "A young person."; mes "Like you?"; - set .@ans00, .@ans00+1; + ++.@ans00; break; case 3: mes "[Melissa]"; @@ -2014,7 +2032,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "Hehehe!"; erasequest 7103; setquest 7104; - set job_3rd_gc, 9; + job_3rd_gc = 9; next; mes "[Melissa]"; mes "She has to be who you're looking for. I'm never wrong."; @@ -2075,12 +2093,12 @@ veins,337,284,0 script #ghostestilla_3rdgc HIDDEN_WARP_NPC,3,3,{ end; OnTouch: if (job_3rd_gc == 9) { - if ((checkquest(7104,PLAYTIME) == 1) || (checkquest(7105,PLAYTIME) == 1)) { + if ((questprogress(7104,PLAYTIME) == 1) || (questprogress(7105,PLAYTIME) == 1)) { mes ".....?"; mes "There's a sign of somebody present."; mes "You still have time."; close; - } else if ((checkquest(7104,PLAYTIME) == 2) || (checkquest(7105,PLAYTIME) == 2)) { + } else if ((questprogress(7104,PLAYTIME) == 2) || (questprogress(7105,PLAYTIME) == 2)) { mes "The blind alley that Melissa told me about must be this street."; next; mes "There's a sign of somebody present."; @@ -2088,7 +2106,7 @@ OnTouch: donpcevent "Estillda#3rdgc10::OnEnable"; next; select("Make a surprise attack."); - set .@c_spec, readparam(bDex)+readparam(bAspd)+readparam(bCritical); + .@c_spec = readparam(bDex)+readparam(bAspd)+readparam(bCritical); if (.@c_spec > 209 || (!rand(2) && .@c_spec > 190 && .@c_spec < 210) || (!rand(3) && .@c_spec < 191)) { mes "You take her by the wrist trying not to let her see you."; mes "The food that she is holding falls on the floor."; @@ -2158,9 +2176,9 @@ OnTouch: next; mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -"; donpcevent "Estillda#3rdgc10::OnDisable"; - if (checkquest(7104) > -1) erasequest 7104; - if (checkquest(7105) > -1) erasequest 7105; - set job_3rd_gc, 10; + if (questprogress(7104)) erasequest 7104; + if (questprogress(7105)) erasequest 7105; + job_3rd_gc = 10; setquest 7106; next; mes "- The pub in the underground of Veins is the best place to keep her safe. -"; @@ -2168,8 +2186,8 @@ OnTouch: } else { mes "- I tried to take her by the wrist, but she already knew and ran away screaming. -"; donpcevent "Estillda#3rdgc10::OnDisable"; - if (checkquest(7104) > -1) erasequest 7104; - if (checkquest(7105) > -1) erasequest 7105; + if (questprogress(7104)) erasequest 7104; + if (questprogress(7105)) erasequest 7105; setquest 7105; next; mes "You couldn't catch Estillda."; @@ -2291,7 +2309,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ next; mes "["+strcharinfo(0)+"]"; mes "To go back home without an accident."; - set job_3rd_gc, 12; + job_3rd_gc = 12; changequest 7106,7107; close; case 2: @@ -2316,18 +2334,18 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ veins,206,56,0 script #3rdgc_battleroom01 HIDDEN_WARP_NPC,1,1,{ end; OnInit: - set $@3rdgc_room01, 0; + $@3rdgc_room01 = 0; end; OnTouch: if (job_3rd_gc == 12) { - if (checkquest(7107,PLAYTIME) == 2) { + if (questprogress(7107,PLAYTIME) == 2) { mes "This must be the place Estillda told me about."; next; switch(select("Go inside.:Observe the situation.")) { case 1: if ($@3rdgc_room01 == 0) { warp "job3_guil02",34,44; - set $@3rdgc_room01, 1; + $@3rdgc_room01 = 1; } else { mes "You tried to open the door but it's locked."; mes "It doesn't show any signs of life."; @@ -2339,7 +2357,7 @@ OnTouch: mes "I back up to watch the situation unfold."; close; } - } else if (checkquest(7107,PLAYTIME) == 1) { + } else if (questprogress(7107,PLAYTIME) == 1) { mes "This must be the place Estillda told me about."; mes "I have enough time for meeting."; close; @@ -2372,7 +2390,7 @@ OnTouch: mes "You don't have to come here now."; close; warp "veins",178,62; - set $@3rdgc_room01, 0; + $@3rdgc_room01 = 0; end; } end; @@ -2392,7 +2410,7 @@ OnTimer299000: donpcevent "#3rdgc_room01_mag01::OnEnable"; end; OnTimer300000: - set $@3rdgc_room01, 0; + $@3rdgc_room01 = 0; stopnpctimer; end; } @@ -2402,11 +2420,11 @@ job3_guil02,51,43,7 script A man with black clothes 4_M_DSTMAN,4,4,{ OnInit: OnDisable: hideonnpc "A man with black clothes"; - set .on,0; + .on = 0; end; OnEnable: hideoffnpc "A man with black clothes"; - set .on,1; + .on = 1; end; OnReset: killmonster "job3_guil02","A man with black clothes::OnMyMobDead"; @@ -2467,7 +2485,7 @@ OnTimer61000: donpcevent "Dandelion#3rdgc12::OnDisable"; donpcevent "A man with black clothes::OnDisable"; donpcevent "#3rdgc_room01_mag01::OnEnable"; - set $@3rdgc_room01, 0; + $@3rdgc_room01 = 0; stopnpctimer; end; } @@ -2494,7 +2512,7 @@ job3_guil02,49,43,5 script Dandelion#3rdgc12 4_M_DSTMANDEAD,{ mes "It's too late to save him."; mes "He passed away."; mes "You find a key with a fancy decoration around his neck."; - set job_3rd_gc, 13; + job_3rd_gc = 13; getitem 6150,1; //Key_Of_The_Mansion changequest 7107,7108; close; @@ -2632,7 +2650,7 @@ ra_in01,175,196,3 script Oresa Rava#3rdgc13 4_M_LGTGRAND,{ mes "Send over that key."; next; mes "- Find the owner of that key soon and tell Mayshell. -"; - set job_3rd_gc, 14; + job_3rd_gc = 14; close; } else if (job_3rd_gc == 14) { mes "That key is of a mansion built in a gorge of Veins."; @@ -2683,9 +2701,9 @@ ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{ case 1: if ($@3rdgc_room02 == 0) { erasequest ((job_3rd_gc == 17)?7110:7109); - set job_3rd_gc, 17; + job_3rd_gc = 17; setquest 7110; - set $@3rdgc_room02, 1; + $@3rdgc_room02 = 1; warp "job3_guil03",22,70; } else { mes "[Renzak]"; @@ -2694,7 +2712,7 @@ ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{ next; mes "[Renzak]"; mes "It'll be easy to infiltrate because it's covered by the cliff's shadow."; - set job_3rd_gc, 16; + job_3rd_gc = 16; } close; case 2: @@ -2705,7 +2723,7 @@ ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{ erasequest 7110; setquest 7109; } - set job_3rd_gc, 16; + job_3rd_gc = 16; close; } } else if (job_3rd_gc > 18) { @@ -2724,7 +2742,7 @@ ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{ close; } OnInit: - set $@3rdgc_room02, 0; + $@3rdgc_room02 = 0; end; } @@ -2748,7 +2766,7 @@ OnTouch: mes "You don't have to come here."; close2; warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) - set $@3rdgc_room02, 0; + $@3rdgc_room02 = 0; } end; OnTimer900000: @@ -2809,7 +2827,7 @@ OnReset: donpcevent "Priest from Rachel::OnDisable"; donpcevent "Renzak#3rdgc16::OnDisable"; donpcevent "#3rdgc_event01::OnEnable"; - set $@3rdgc_room02, 0; + $@3rdgc_room02 = 0; end; } @@ -3350,7 +3368,7 @@ OnMyMobDead: job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 CLEAR_NPC,{ end; OnEnable: - set .@i, atoi(charat(strnpcinfo(0),20)); + .@i = atoi(charat(strnpcinfo(0),20)); setarray .@x[1],74,124,103; setarray .@y[1],63, 78, 24; monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; @@ -3396,7 +3414,7 @@ OnReset: killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; end; OnTouch: - set .@i, atoi(charat(strnpcinfo(0),19)); + .@i = atoi(charat(strnpcinfo(0),19)); setarray .@x[1],64,86,83; setarray .@y[1],68,63,36; mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 @@ -3431,7 +3449,7 @@ OnTimer: setarray .@x[1],.@x-2,.@x+2; setarray .@y[1],.@y-2,.@y+2; sleep 1000; - for(set .@i,0; .@i<9; set .@i,.@i+1) { + for(.@i = 0; .@i<9; ++.@i) { if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) < 1) end; sleep 1000; @@ -3475,11 +3493,11 @@ job3_guil03,111,51,7 script Priest from Rachel 4_M_MIDDLE1,{ end; OnInit: OnDisable: - set .on,0; + .on = 0; hideonnpc "Priest from Rachel"; end; OnEnable: - set .on,1; + .on = 1; hideoffnpc "Priest from Rachel"; end; OnReset: @@ -3533,27 +3551,27 @@ OnTimer61000: end; OnTimer61500: donpcevent "#3rdgc_event01::OnEnable"; - set $@3rdgc_room02, 0; + $@3rdgc_room02 = 0; stopnpctimer; end; } job3_guil03,146,70,3 script Renzak#3rdgc16 4_F_GUILLOTINE,{ mes "[Renzak]"; - if (checkquest(7110,HUNTING) == 2) { + if (questprogress(7110,HUNTING) == 2) { mes "My peers will come here to settle this affair."; mes "Go to Mayshell for the report."; next; mes "[Renzak]"; - if (checkquest(7110,PLAYTIME) == 1) { + if (questprogress(7110,PLAYTIME) == 1) { mes "You finished quickly."; mes "Good job."; - set job_3rd_gc, 18; + job_3rd_gc = 18; } else { mes "I told you that you have to finish within 10 minutes."; mes "You might be exhausted."; mes "Fortunately you are ok."; - set job_3rd_gc, 19; + job_3rd_gc = 19; } erasequest 7110; setquest 7111; @@ -3624,7 +3642,7 @@ job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ switch(select("Yes, change my job.:I need to rethink it.")) { case 1: mes "[Bercasell]"; - if (ismounting()) { + if (hascashmount()) { mes "I cannot perform the job change."; mes "Please remove your mount and try again."; close; @@ -3653,17 +3671,17 @@ job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ mes "A sword of the shadow..."; setlook 7,0; jobchange roclass(eaclass()|EAJL_THIRD); - if (checkquest(7096) == 1) { - set job_3rd_gc, 25; + if (questprogress(7096) == 1) { + job_3rd_gc = 25; erasequest 7096; - } else if (checkquest(7097) == 1) { - set job_3rd_gc, 26; + } else if (questprogress(7097) == 1) { + job_3rd_gc = 26; erasequest 7097; - } else if (checkquest(7098) == 1) { - set job_3rd_gc, 27; + } else if (questprogress(7098) == 1) { + job_3rd_gc = 27; erasequest 7098; - } else if (checkquest(7099) == 1) { - set job_3rd_gc, 28; + } else if (questprogress(7099) == 1) { + job_3rd_gc = 28; erasequest 7099; } getitem 2795,1; //Green_Apple_Ring @@ -3837,7 +3855,7 @@ job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{ mes "What can I do for you?"; next; if (callfunc("F_GM_NPC",1854,0) == 1) { - set .@room01, $@3rdgc_room01; + .@room01 = $@3rdgc_room01; mes "I check the recent situation."; mes "The battle situation of storage: "+.@room01+""; mes "1 : In progress. 0 : Standby status."; @@ -3856,7 +3874,7 @@ job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{ donpcevent "Dandelion#3rdgc12::OnDisable"; donpcevent "A man with black clothes::OnDisable"; donpcevent "#3rdgc_room01_mag01::OnEnable"; - set $@3rdgc_room01, 0; + $@3rdgc_room01 = 0; next; mes "Complete a reset."; close; @@ -3876,7 +3894,7 @@ job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{ mes "What can I do for you?"; next; if (callfunc("F_GM_NPC",1854,0) == 1) { - set .@room02, $@3rdgc_room02; + .@room02 = $@3rdgc_room02; mes "Check the recent situation."; mes "The battle situation of the mansion is: "+.@room02+""; mes "1 : In progress. 0 : Standby status."; @@ -3927,7 +3945,7 @@ job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{ mes "We start to expel by force."; mes "Just put the enter button now."; donpcevent "#3rdgc_event01::OnEnable"; - set $@3rdgc_room02, 0; + $@3rdgc_room02 = 0; close2; mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) end; diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt index e34fccc72..227d59d00 100644 --- a/npc/re/jobs/3-1/mechanic.txt +++ b/npc/re/jobs/3-1/mechanic.txt @@ -30,7 +30,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ close; } else if (job__mechanic == 11) { if (BaseJob == Job_Blacksmith && BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) { - if (ismounting()) { + if (hascashmount()) { mes "You are on a riding pet,"; mes "so you cannot change your job."; mes "Please unequip your riding pet and try again!"; @@ -71,7 +71,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ mes "As I said before if the passion and the talent are real there would be no problem!"; mes "Congratulations for walking through a new path as a Mechanic!"; next; - set job__mechanic,12; + job__mechanic = 12; completequest 10101; if (Sex) getitem 5749,1; //Driver_Band @@ -154,7 +154,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ mes "for yourself like we did."; mes "Don't just wait around for someone to teach it to you. Show the passion that you claim to have."; next; - set job__mechanic,3; + job__mechanic = 3; changequest 10091,10092; mes "[Chainheart]"; mes "Anyway, whatever your choice might be I expect you to do your best."; @@ -207,7 +207,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ mes "I want to explain more but it's too technical."; mes "I don't want to bore you more."; next; - set job__mechanic,2; + job__mechanic = 2; changequest 10090,10091; mes "[Chainheart]"; mes "Anyway if you become one of us you can form your own definition and explanation of Mechanics yourself."; @@ -241,7 +241,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ mes "That isn't as simple to explain but I'll give it a try."; next; setquest 10090; - set job__mechanic,1; + job__mechanic = 1; mes "[Chainheart]"; mes "Sorry, I'm starting"; mes "to talk too much."; @@ -375,7 +375,7 @@ jupe_cave,37,55,5 script Scholar#Mechanic 4_M_ALCHE_D,{ mes "has told me how to warp to"; mes "the midway point to Juperos."; next; - set job__mechanic,4; + job__mechanic = 4; mes "[Scholar]"; mes "It is true that it becomes easy"; mes "but you can't help the fear"; @@ -417,7 +417,7 @@ jupe_core2,149,273,3 script Ghostfire#1 4_NFWISP,{ mes "[?]"; mes "My name... name is... Fr..."; close2; - set job__mechanic,11; + job__mechanic = 11; changequest 10100,10101; warp "yuno",157,83; end; @@ -461,7 +461,7 @@ jupe_core2,149,273,3 script Ghostfire#1 4_NFWISP,{ next; if (job__mechanic == 3 || job__mechanic == 4) changequest 10092,10094; - set job__mechanic,5; + job__mechanic = 5; mes "[?]"; mes "Knowledge isn't obtained from others. It is found through one's own efforts."; mes "Find your own knowledge path."; @@ -523,7 +523,7 @@ jupe_core2,53,75,3 script Ghostfire#2 4_NFWISP,{ mes "[?]"; mes "The recent events of the world have created a confusion so my research hasn't been shared with the rest of the world."; next; - set job__mechanic,6; + job__mechanic = 6; changequest 10094,10095; mes "[?]"; mes "So... I came back to Juperos to continue my investigation of science and magic."; @@ -564,7 +564,7 @@ jupe_core2,242,62,3 script Ghostfire#3 4_NFWISP,{ mes "[?]"; mes "I don't regret gaining the knowledge. All I wish is that I could have my body back."; next; - set job__mechanic,7; + job__mechanic = 7; changequest 10095,10096; mes "[?]"; mes "After I had poured my energy into the statue, I figured that I could move my energy to different statues."; @@ -596,7 +596,7 @@ OnTouch: mes "-a sacrificial offering-"; mes "-the statue of a human.-"; next; - set job__mechanic,8; + job__mechanic = 8; changequest 10096,10097; mes "-Most certain of all is that-"; mes "-I started to feel the urge-"; @@ -695,7 +695,7 @@ OnTouch: mes "-head instructed, let's go to-"; mes "-the southern foothold.-"; close2; - set job__mechanic,9; + job__mechanic = 9; changequest 10098,10099; donpcevent "#Door::OnDisable"; end; @@ -716,7 +716,7 @@ OnTouch: mes "-to know about mechanics-"; mes "-and magic machinery.-"; next; - set job__mechanic,10; + job__mechanic = 10; changequest 10099,10100; specialeffect EF_POTION_CON; mes "-This amount of knowledge-"; diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt index 0b52df91f..9ed4152b3 100644 --- a/npc/re/jobs/3-1/ranger.txt +++ b/npc/re/jobs/3-1/ranger.txt @@ -110,7 +110,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "[Survival Instructor, Rescue]"; mes "To do this you need to be cleansed of body and soul."; mes "Make sure that your weight equals '0' to continue."; - set job_ranger01,1; + job_ranger01 = 1; setquest 8254; close2; warp "alberta",117,57; @@ -144,7 +144,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "[Survival Instructor, Rescue]"; mes "Well, let's talk about the details when you get the qualification for taking the test."; mes "When you want to take the survival power test, please talk to me again."; - set job_ranger01,2; + job_ranger01 = 2; changequest 8254,8255; close; } @@ -193,7 +193,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "Well, then let's start."; mes "There's no time to hesitate."; mes "Do your best."; - set job_ranger01,3; + job_ranger01 = 3; changequest 8255,8256; getitem 1703,1; //Bow__ getitem 12323,10; //N_Fly_Wing @@ -380,11 +380,11 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "[Test Instructor, Teardrop]"; mes "If you run out of the provided items, we cannot support you more so take care."; mes "Consider this as an extension of the survival power test."; - set job_ranger01,4; + job_ranger01 = 4; changequest 8256,8257; close; } else if (job_ranger01 == 4) { - if (checkquest(8257,HUNTING) == 2) { + if (questprogress(8257,HUNTING) == 2) { if (countitem(7064) > 0) { mes "Oh! Oh! Woooooow!"; mes "You've brought it! Let me see..."; @@ -400,7 +400,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Well, before I explain, could you please give me that Dragonfly wing?"; mes "You've heard the saying, 'in any situation, eating comes first'?"; delitem 7064,1; //Dragon_Fly_Wing - set job_ranger01,5; + job_ranger01 = 5; changequest 8257,8258; close; } @@ -549,9 +549,10 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Okay. I'll respect your opinion."; mes "I'll cancel the job change request from "+strcharinfo(0)+"."; delitem 1703,1; //Bow__ - set job_ranger01,0; - for(set .@i,8254; .@i<=8262; set .@i,.@i+1) - if (checkquest(.@i) > -1) erasequest .@i; + job_ranger01 = 0; + for(.@i = 8254; .@i <= 8262; ++.@i) + if (questprogress(.@i)) + erasequest .@i; close; } mes "[Test Instructor, Teardrop]"; @@ -653,13 +654,13 @@ L_Start: if (countitem(1750) < 100) { mes "[Test Instructor, Teardrop]"; mes "Okay, once again I'll provide you with arrows, then I'll let you in."; - set .@arrow,1; + .@arrow = 1; next; } mes "[Test Instructor, Teardrop]"; mes "Good luck."; mes "Become a Ranger and we shall meet again."; - set job_ranger01,6; + job_ranger01 = 6; if (getarg(0) == 0) changequest 8258,8259; else { @@ -710,9 +711,10 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ mes "Okay. I'll respect your opinion."; mes "I'll cancel the job change request from "+strcharinfo(0)+"."; delitem 1703,1; //Bow__ - set job_ranger01,0; - for(set .@i,8254; .@i<=8262; set .@i,.@i+1) - if (checkquest(.@i) > -1) erasequest .@i; + job_ranger01 = 0; + for(.@i = 8254; .@i <= 8262; ++.@i) + if (questprogress(.@i)) + erasequest .@i; close; close2; warp "alberta",117,57; @@ -800,12 +802,12 @@ OnDisable: job3_rang02,100,95,0 script Test Supervisor#jr_04 HIDDEN_WARP_NPC,{ OnInit: - set $@job_rang_point01,0; + $@job_rang_point01 = 0; disablenpc "Test Supervisor#jr_04"; end; OnEnable: enablenpc "Test Supervisor#jr_04"; - set $@job_rang_point01,0; + $@job_rang_point01 = 0; initnpctimer; end; OnDisable: @@ -847,8 +849,8 @@ OnInit: end; OnEnable: enablenpc "First Test Timer#jr_05"; - set $@job_rang_point01,0; - set $@job_rang_text01,0; + $@job_rang_point01 = 0; + $@job_rang_text01 = 0; setarray .text$[1], "First","Second","Third","Fourth","Fifth","Sixth","Seventh","Eighth","Ninth","Tenth","Eleventh", "Twelfth","Thirteenth","Fourteenth","Fifteenth","Sixteenth","Seventeenth","Eighteenth","Nineteenth","Last"; @@ -901,7 +903,7 @@ OnTimer115000: OnTimer122000: OnTimer129000: OnTimer136000: - set $@job_rang_text01,$@job_rang_text01+1; + ++$@job_rang_text01; mapannounce "job3_rang02","Test Supervisor, Notice : "+.text$[$@job_rang_text01]+" Wave! Kill the Poring!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 donpcevent "CallCorrectAnswer#jr::OnStart"; end; @@ -910,7 +912,7 @@ OnTimer143000: end; OnTimer146000: if ($@job_rang_point01 < 1) - set $@job_rang_point01,0; + $@job_rang_point01 = 0; mapannounce "job3_rang02","Test Supervisor, Notice : I'll announce the test result. The number of Porings you killed out of 20 is ..." + $@job_rang_point01 + "!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 end; OnTimer149000: @@ -934,8 +936,8 @@ OnTimer154000: OnTimer157000: stopnpctimer; mapwarp "job3_rang02","tur_dun01",93,165; - set $@job_rang_point01,0; - set $@job_rang_text01,0; + $@job_rang_point01 = 0; + $@job_rang_text01 = 0; donpcevent "Test Supervisor#jr_04::OnDisable"; donpcevent "Test Waiting Room#jr_03::OnEnable"; donpcevent "First Test Timer#jr_05::OnDisable"; @@ -955,7 +957,7 @@ OnStart: setarray .@x[0],35,44,54,35,54,35,44,54; setarray .@y[0],58,58,58,49,49,39,39,39; setarray .@id[0],1002,1031,1242,1113; - set .@i, rand(8); + .@i = rand(8); donpcevent "CallWrongAnswer#jr::"+.@label$[.@i]; monster "job3_rang02",.@x[.@i],.@y[.@i],"Poring",.@id[rand(4)],1,"CallCorrectAnswer#jr::OnMyMobDead"; end; @@ -964,7 +966,7 @@ OnReset: end; OnMyMobDead: specialeffect2 EF_POTION_CON; - set $@job_rang_point01, $@job_rang_point01+1; + ++$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; } @@ -1054,7 +1056,7 @@ OnReset: end; OnMyMobDead: specialeffect2 EF_DEVIL; - set $@job_rang_point01, $@job_rang_point01-1; + --$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; } @@ -1370,7 +1372,7 @@ OnEnable: end; OnDisable: stopnpctimer; - set $@job_rang_point03,0; + $@job_rang_point03 = 0; disablenpc "Third Test Timer#jr_12"; end; OnTimer3000: @@ -1384,7 +1386,7 @@ OnTimer9000: end; OnTimer12000: mapannounce "job3_rang02","Test Supervisor, Freeze : The 'Egg Bombs' will spawn 20 times! Each time you successfully dismantle one, you get 1 point! If you get 10 or more points, you pass the practical test, so go for it! Then I'll start!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - set .n,14; + .n = 14; end; OnTimer15000: OnTimer20000: @@ -1407,14 +1409,14 @@ OnTimer100000: OnTimer105000: OnTimer110000: donpcevent "Egg Bomb#"+(.n+rand(3))+"::OnEnable"; - if (.n == 26) set .n,14; - else set .n,.n+3; + if (.n == 26) .n = 14; + else .n += 3; end; OnTimer113000: mapannounce "job3_rang02","Test Supervisor, Freeze : The test is ooooooooooooooveeeeerrr!!!!!!!!!!!!!!!!!!!!!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - for(set .@i,14; .@i<=28; set .@i,.@i+1) + for(.@i = 14; .@i<=28; ++.@i) donpcevent "Egg Bomb#"+.@i+"::OnDisable"; - set .n,0; + .n = 0; end; OnTimer116000: mapannounce "job3_rang02","Test Supervisor, Freeze : Well let's see the result?!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 @@ -1435,13 +1437,13 @@ OnTimer124000: end; OnTimer127000: mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - set $@job_rang_point03,0; + $@job_rang_point03 = 0; mapwarp "job3_rang02","tur_dun01",93,165; donpcevent "Test Supervisor#jr_13::OnDisable"; end; OnTimer130000: stopnpctimer; - set $@job_rang_point03,0; + $@job_rang_point03 = 0; donpcevent "Test Waiting Room#jr_03::OnEnable"; donpcevent "Third Test Timer#jr_12::OnDisable"; end; @@ -1450,7 +1452,7 @@ OnTimer130000: job3_rang02,251,49,3 script Test Supervisor#jr_13 4_M_JOB_HUNTER,{ mes "[Test Supervisor, Freeze]"; if (job_ranger01 == 6) { - if (checkquest(8261) == -1) { + if (!questprogress(8261)) { mes "Congrats for passing the 2nd practical test! I am the 3rd practical test supervisor Freeze!"; next; mes "[Test Supervisor, Freeze]"; @@ -1550,7 +1552,7 @@ OnTimer123000: mapannounce "job3_rang02","Test Supervisor, Freeze : You weren't on time for the test, so I am ending the 3rd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 end; OnTimer127000: - set $@job_rang_point03,0; + $@job_rang_point03 = 0; mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 mapwarp "job3_rang02","tur_dun01",93,165; end; @@ -1576,9 +1578,9 @@ OnEnable: getmapxy(.@map$,.@x,.@y,1); monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(0)+"::OnMyMobDead"; switch(atoi(strnpcinfo(2))%3) { - case 0: set .@str$,"Hey, I am going to explode. What are you going to do?"; break; - case 1: set .@str$,"I... no, I can't stand anymore!!"; break; - case 2: set .@str$,"I am almost done now... Don't stop me."; break; + case 0: .@str$ = "Hey, I am going to explode. What are you going to do?"; break; + case 1: .@str$ = "I... no, I can't stand anymore!!"; break; + case 2: .@str$ = "I am almost done now... Don't stop me."; break; } mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 end; @@ -1588,11 +1590,11 @@ OnDisable: disablenpc strnpcinfo(0); end; OnMyMobDead: - set $@job_rang_point03, $@job_rang_point03+1; + ++$@job_rang_point03; switch(atoi(strnpcinfo(2))%3) { - case 0: set .@str$,"The world is meaningless and my dream is so far away..."; break; - case 1: set .@str$,"Don't be relieved. Misery always comes from carelessness."; break; - case 2: set .@str$,"Alas, it was only a dream for a short time..."; break; + case 0: .@str$ = "The world is meaningless and my dream is so far away..."; break; + case 1: .@str$ = "Don't be relieved. Misery always comes from carelessness."; break; + case 2: .@str$ = "Alas, it was only a dream for a short time..."; break; } mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 donpcevent strnpcinfo(0)+"::OnDisable"; @@ -1647,7 +1649,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ mes "Congratulations!"; mes "You've completed all the rough practical tests!"; if (job_ranger01 == 6) { - set job_ranger01,7; + job_ranger01 = 7; changequest 8259,8262; } next; @@ -1692,7 +1694,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ close; } mes "[Ranger Master, Neveragain]"; - if (ismounting()) { + if (hascashmount()) { mes "You are on a riding pet,"; mes "so you cannot change your job."; mes "Please unequip your riding pet and try again!"; @@ -1705,9 +1707,10 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ mes "[Ranger Master, Neveragain]"; mes "What are you doing here?"; mes "You are not supposed to be here. Get out!"; - set job_ranger01,0; - for(set .@i,8254; .@i<=8262; set .@i,.@i+1) - if (checkquest(.@i) > -1) erasequest .@i; + job_ranger01 = 0; + for(.@i = 8254; .@i <= 8262; ++.@i) + if (questprogress(.@i)) + erasequest .@i; close2; warp "alberta",117,57; end; @@ -1726,7 +1729,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ mes "From now on be active as a splendid Ranger!"; mes "I wish you luck in your future!"; delitem 1703,1; //Bow__ - set job_ranger01,8; + job_ranger01 = 8; completequest 8262; jobchange roclass(eaclass()|EAJL_THIRD); getitem 5748,1; //Sniper_Goggle @@ -1795,7 +1798,7 @@ job3_rang01,58,1,0 script Worker#job_ranger 4_M_ORIENT01,{ case 8: mes "3rd Test has been Disabled"; donpcevent "Third Test Timer#jr_12::OnDisable"; - for(set .@i,14; .@i<=28; set .@i,.@i+1) + for(.@i = 14; .@i<=28; ++.@i) donpcevent "Egg Bomb#"+.@i+"::OnDisable"; close; case 9: diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt index ffb395e07..200d6c965 100644 --- a/npc/re/jobs/3-1/rune_knight.txt +++ b/npc/re/jobs/3-1/rune_knight.txt @@ -80,7 +80,7 @@ prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{ mes "You're sure now?"; mes "Let me send a dispatch to my comrades that you are willing to join our ranks."; next; - set job_rune_edq,1; + job_rune_edq = 1; setquest 3200; mes "[Rune Knight Manuel]"; mes "You know the place called Glast Heim? There's a Rune Knight waiting for you there, he will guide you to the entrance of Glast Heim Tower."; @@ -215,7 +215,7 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ next; mes "[Guide, Jungberg]"; mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate."; - set job_rune_edq,2; + job_rune_edq = 2; changequest 3200,3201; close; case 2: @@ -315,19 +315,19 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ mes "[Captain Tigris]"; if (job_rune_edq3 == 0) { mes "Hm... This is perfect. You've come here with very rare good records."; - set .@item,2140; //Energy_Rune_Guard + .@item = 2140; //Energy_Rune_Guard } else if (job_rune_edq3 > 2 && job_rune_edq3 < 6) { mes "Hmm... This is great. You've come here with decent records."; - set .@item,2794; //Magic_Stone_Ring + .@item = 2794; //Magic_Stone_Ring } else { mes "Hmm, not bad. It's not a great record but you tried your best."; - set .@item,15002; //Rune_Plate + .@item = 15002; //Rune_Plate } next; mes "[Captain Tigris]"; mes "Here, take this. It's a gift that I like to give to the younger generation like yourself."; getitem .@item,1; //Energy_Rune_Guard - set job_rune_edq,24; + job_rune_edq = 24; close; } mes "Hey, long time no see, "+strcharinfo(0)+". I don't think you've got any important matters to discuss but make yourself comfortable."; @@ -371,7 +371,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ mes "[Captain Tigris]"; mes "When the test is done, talk to me. Anyway you'll need to care about the tests progressing with other people."; next; - set job_rune_edq,3; + job_rune_edq = 3; changequest 3201,3202; mes "[Captain Tigris]"; mes "Well then, I'll be waiting here so take the test."; @@ -428,7 +428,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ next; mes "[Captain Tigris]"; mes "Go to that fiery lady in the library room to get the next test done and come back."; - set job_rune_edq,7; + job_rune_edq = 7; changequest 3204,3205; close; } else if (job_rune_edq > 6 && job_rune_edq < 16) { @@ -466,7 +466,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ mes "[Captain Tigris]"; mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight."; mes "So please do your best."; - set job_rune_edq,17; + job_rune_edq = 17; changequest 3215,3216; close; } else if (job_rune_edq > 16 && job_rune_edq < 22) { @@ -504,7 +504,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ next; switch(select("Every preparation is done.:I need more time to think.")) { case 1: - if (SkillPoint != 0 || checkriding()) { + if (SkillPoint != 0 || checkmount() == MOUNT_PECO) { mes "[Captain Tigris]"; mes "Weren't you listening?"; next; @@ -518,7 +518,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ mes "It seems not enough?"; close; } - if (ismounting()) { + if (hascashmount()) { mes "[Captain Tigris]"; mes "Please unequip your mount and come back again."; close; @@ -531,7 +531,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ next; getitem 5746,1; //Rune_Circlet getitem 2795,1; //Green_Apple_Ring - set job_rune_edq,23; + job_rune_edq = 23; completequest 3219; jobchange roclass(eaclass()|EAJL_THIRD); mes "[Captain Tigris]"; @@ -622,7 +622,7 @@ job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{ next; switch(select("Move to the test field now.:Please give me time to prepare.")) { case 1: - if (checkquest(3220,PLAYTIME) == 1) { + if (questprogress(3220,PLAYTIME) == 1) { mes "[Rune Knight, Lunarea]"; mes "Once someone enters into the test field you cannot enter directly. The test is taken one by one."; next; @@ -643,7 +643,7 @@ job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{ next; mes "[Rune Knight, Lunarea]"; mes "This portion of the test is over. Go talk to Captain Tigris."; - set job_rune_edq,6; + job_rune_edq = 6; changequest 3203,3204; close; } else if (job_rune_edq > 5) { @@ -661,14 +661,14 @@ L_Test: mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal."; if ($@job_rune_test1 == 0) { if (getarg(0) == 0) { - set job_rune_edq,4; + job_rune_edq = 4; changequest 3202,3203; setquest 3220; // ? - } else if (checkquest(3220) > -1) { + } else if (questprogress(3220)) { erasequest 3220; setquest 3220; } - set $@job_rune_test1,1; + $@job_rune_test1 = 1; close2; warp "job3_rune02",38,40; end; @@ -733,7 +733,7 @@ job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ next; mes "[Rune Knight, Renoa]"; mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either."; - set job_rune_edq,8; + job_rune_edq = 8; changequest 3205,3206; close; } else if (job_rune_edq > 7 && job_rune_edq < 11) { @@ -780,8 +780,8 @@ job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ next; mes "[Rune Knight, Renoa]"; mes "If you are ready I'll guide you to the warp that moves you directly to Serpeone. Meet her and get instructions from her."; - set job_rune_edq_book,0; - set job_rune_edq,12; + job_rune_edq_book = 0; + job_rune_edq = 12; changequest 3206,3207; close; } else if (job_rune_edq > 11 && job_rune_edq < 14) { @@ -838,7 +838,7 @@ job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Renoa]"; mes "The total number of rune stones you need to make is 20."; mes "Remember that well."; - set job_rune_edq,15; + job_rune_edq = 15; changequest 3213,3214; close; } else if (job_rune_edq == 15) { @@ -882,7 +882,7 @@ job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ next; mes "[Rune Knight, Renoa]"; mes "Ha! You did a good job considering how difficult my test is. If you were nervous, you can relax now."; - set job_rune_edq,16; + job_rune_edq = 16; if (job_rune_edq2 == 20) changequest 3214,3215; close; @@ -951,7 +951,7 @@ job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{ next; mes "[Rune Knight Renoa]"; mes "1 "+.@str$[0]+" rune was created normally."; - set job_rune_edq2, job_rune_edq2+1; + ++job_rune_edq2; close; } if (rand(1,(6 + job_rune_edq3)) == 3) { @@ -960,7 +960,7 @@ job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{ next; mes "[Rune Knight Renoa]"; mes "1 "+.@str$[0]+" rune was created normally."; - set job_rune_edq2, job_rune_edq2+1; + ++job_rune_edq2; close; } mes "[Rune Knight Renoa]"; @@ -968,7 +968,7 @@ job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{ next; mes "[Rune Knight Renoa]"; mes "Refining the rune stone has failed... Please try again."; - set job_rune_edq3, job_rune_edq3+1; + ++job_rune_edq3; close; } mes "[Rune Knight Renoa]"; @@ -988,7 +988,7 @@ job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{ while(1) { switch(select("The birth of Rune Knights:Runes and Magic Energy:Stop Reading")) { case 1: - set .@book1,1; + .@book1 = 1; mes "Rune Knights are the gathering of evolved swordmen who have achieved the harmony of sword and magic."; next; mes "It had been achieved by the legendary swordsman Beljeve who's been known as a Sword Master and a founder of dispensable expenditure."; @@ -1013,7 +1013,7 @@ job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{ next; break; case 2: - set .@book2,1; + .@book2 = 1; mes "A jewel called as a Rune is a medium that contains the formless existence, the magical power and the essence of it can be used directly."; next; mes "The Laphine Sage, Serpeone and the founder of Rune Knights Beljeve co-researched runes and the result of their research has only recently become to be known to the world."; @@ -1027,8 +1027,8 @@ job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{ break; case 3: if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 1) == 0) { - set job_rune_edq_book, job_rune_edq_book | 1; - set job_rune_edq, job_rune_edq+1; + job_rune_edq_book |= 1; + ++job_rune_edq; } close; } @@ -1047,7 +1047,7 @@ job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{ while(1) { switch(select("The principle use of Runes:The types of Runes:Stop Reading")) { case 1: - set .@book1,1; + .@book1 = 1; mes "A rune is a kind of symbol that's been used on the Rune-Midgard continent since ancient times. Up until now it has only been used by occult circles."; next; mes "Runes are used as a symbol system, however, by the story handed down orally, it's known to be used for fortune-telling or used to draw out the human sub consciousness."; @@ -1058,7 +1058,7 @@ job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{ next; break; case 2: - set .@book2,1; + .@book2 = 1; mes "The runes are created from a a total of 25 small stones and they are very fragile to physical shock. So they require special care when being handled."; next; mes "The 25 stones have different meanings and among these, 14 when counter-positioned can have entirely different power and meaning from the original so it's essential to study the exceptional aspects."; @@ -1074,8 +1074,8 @@ job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{ break; case 3: if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 2) == 0) { - set job_rune_edq_book, job_rune_edq_book | 2; - set job_rune_edq, job_rune_edq+1; + job_rune_edq_book |= 2; + ++job_rune_edq; } close; } @@ -1094,7 +1094,7 @@ job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{ while(1) { switch(select("The Making of Rune Stones:Rune Stone Ability Details:Stop Reading")) { case 1: - set .@book1,1; + .@book1 = 1; mes "The making of Rune stones is achieved through a skill called rune mastery which is learned when one becomes a Rune Knight."; next; mes "Rune Mastery is like a code that's been put into the body as a mark of a Rune Knight."; @@ -1109,7 +1109,7 @@ job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{ next; break; case 2: - set .@book2,1; + .@book2 = 1; switch(select("Chapter One:Chapter Two:Chapter Three:Chapter Four:Stop Reading")) { case 1: mes "Ehwaz - This rune means the enhancement of luck and positive power. It shapes the source in the form of a red spiral in a Rune Furnace."; @@ -1173,8 +1173,8 @@ job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{ break; case 3: if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 4) == 0) { - set job_rune_edq_book, job_rune_edq_book | 4; - set job_rune_edq, job_rune_edq+1; + job_rune_edq_book |= 4; + ++job_rune_edq; } close; } @@ -1331,7 +1331,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ next; mes "[Sage Serpeone]"; mes "If you have any problems or any questions, please talk to me."; - set job_rune_edq,13; + job_rune_edq = 13; changequest 3207,3208; setquest 3209; setquest 3210; @@ -1346,7 +1346,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ mes "[Sage Serpeone]"; mes "Is it so? Then let's check this out."; next; - if (checkquest(3209,HUNTING) == 2 && checkquest(3210,HUNTING) == 2 && checkquest(3211,HUNTING) == 2 && checkquest(3212,HUNTING) == 2) { + if (questprogress(3209,HUNTING) == 2 && questprogress(3210,HUNTING) == 2 && questprogress(3211,HUNTING) == 2 && questprogress(3212,HUNTING) == 2) { mes "[Sage Serpeone]"; mes "Umm, this is great. Enough amount of living body magical energy has accumulated in your body."; next; @@ -1358,7 +1358,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ next; mes "[Sage Serpeone]"; mes "If you have any business here, I'll send you to the Rune Knight gathering place. If you are ready, please tell me."; - set job_rune_edq,14; + job_rune_edq = 14; changequest 3208,3213; completequest 3209; completequest 3210; @@ -1465,14 +1465,14 @@ job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{ next; mes "[Rune Knight Velpino]"; mes "If you are ready just talk to me again."; - set job_rune_edq,18; + job_rune_edq = 18; changequest 3216,3217; close; } else if (job_rune_edq > 17 && job_rune_edq < 21) { if (countitem(12388)+countitem(12389)+countitem(12390) == 0) { mes "[Rune Knight Velpino]"; mes "If all of your preparations are done, I'll send you to the final test field."; - set job_rune_edq,18; + job_rune_edq = 18; next; if(select("Enter the final test field.:I'm not ready yet.") == 2) close; if (getequipisequiped(EQI_HEAD_TOP) || getequipisequiped(EQI_ARMOR) || getequipisequiped(EQI_GARMENT) || getequipisequiped(EQI_SHOES) || @@ -1481,7 +1481,7 @@ job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{ mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped. Keep your other equipments with the Kafra Employee in the center."; close; } - if (checkquest(3220,PLAYTIME) == 1) { + if (questprogress(3220,PLAYTIME) == 1) { mes "[Rune Knight Velpino]"; mes "Haven't you failed at the test... If you fail once, you cannot enter again for 10 minutes."; next; @@ -1491,11 +1491,11 @@ job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{ } if ($@job_rune_test1 == 0) { if (Weight < 4001) { - set $@job_rune_test1,1; + $@job_rune_test1 = 1; sc_start SC_INCINT,300000,40; getitem 12389,30; //Runstone_Storm getitem 12390,30; //Runstone_Millennium - if (checkquest(3220) > -1) erasequest 3220; + if (questprogress(3220)) erasequest 3220; setquest 3220; warp "job3_rune02",38,40; end; @@ -1535,7 +1535,7 @@ job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{ mes "[Rune Knight Velpino]"; mes "Congratulations!"; mes "Well I'd better go now for the remaining candidates."; - set job_rune_edq,22; + job_rune_edq = 22; changequest 3218,3219; close; } @@ -1580,8 +1580,8 @@ OnTouch: donpcevent "job_rune_edq#1st_tcnc::OnDisable"; donpcevent "job_rune_edq#3rd_tb::OnDisable"; donpcevent "job_rune_edq#3rd_tc::OnDisable"; - set $@job_rune_test1,0; - set $@job_rune_test2,0; + $@job_rune_test1 = 0; + $@job_rune_test2 = 0; donpcevent "#RK Test Hidden Portal 1::OnEnable"; mapwarp "job3_rune02","job3_rune01",80,65; end; @@ -1647,8 +1647,8 @@ OnTimer305000: donpcevent "job_rune_edq#3rd_tc::OnDisable"; donpcevent "#RK Test Hidden Portal 1::OnEnable"; mapwarp "job3_rune02","job3_rune01",80,65; - set $@job_rune_test1,0; - set $@job_rune_test2,0; + $@job_rune_test1 = 0; + $@job_rune_test2 = 0; stopnpctimer; end; } @@ -1738,7 +1738,7 @@ OnDisable: end; OnMyMobDead: if (mobcount("job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead") < 1) { - set job_rune_edq,5; + job_rune_edq = 5; erasequest 3220; killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead"; mapannounce "job3_rune02","Congratulations. You've passed the first test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 @@ -1749,8 +1749,8 @@ OnMyMobDead: donpcevent "job_rune_edq#1st_tcmc::OnDisable"; donpcevent "job_rune_edq#1st_tcmc2::OnDisable"; donpcevent "#RK Test Hidden Portal 1::OnEnable"; - set $@job_rune_test1,0; - set $@job_rune_test2,0; + $@job_rune_test1 = 0; + $@job_rune_test2 = 0; end; } end; @@ -1767,7 +1767,7 @@ OnEnable: end; OnDisable: stopnpctimer; - set $@job_rune_test2,0; + $@job_rune_test2 = 0; donpcevent "Captain Tigris#jrt1::OnDisable"; donpcevent "Rune Knight Lunarea#jrt1::OnDisable"; donpcevent "Rune Knight Renoa#jrt1::OnDisable"; @@ -1777,7 +1777,7 @@ OnDisable: OnUse: mapannounce "job3_rune02","Captain Tigris : Gentlemen, let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 stopnpctimer; - set $@job_rune_test2,0; + $@job_rune_test2 = 0; donpcevent "Captain Tigris#jrt1::OnDisable"; donpcevent "Rune Knight Lunarea#jrt1::OnDisable"; donpcevent "Rune Knight Renoa#jrt1::OnDisable"; @@ -1831,7 +1831,7 @@ job3_rune02,34,46,5 script Captain Tigris#jrt1 4_M_KNIGHT_SILVER,2,2,{ sc_start SC_BLOODING,10000,0; break; } - set $@job_rune_test2,1; + $@job_rune_test2 = 1; initnpctimer; end; OnInit: @@ -1843,7 +1843,7 @@ OnEnable: end; OnTimer5000: donpcevent "job_rune_edq#1st_tcnc::OnUse"; - set $@job_rune_test2,0; + $@job_rune_test2 = 0; stopnpctimer; end; } @@ -1876,7 +1876,7 @@ job3_rune02,43,46,3 script Rune Knight Lunarea#jrt1 4_M_KNIGHT_GOLD,2,2,{ sc_start SC_CURSE,30000,0; break; } - set $@job_rune_test2,1; + $@job_rune_test2 = 1; initnpctimer; end; OnInit: @@ -1888,7 +1888,7 @@ OnEnable: end; OnTimer5000: donpcevent "job_rune_edq#1st_tcnc::OnUse"; - set $@job_rune_test2,0; + $@job_rune_test2 = 0; stopnpctimer; end; } @@ -1922,7 +1922,7 @@ job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 4_M_KNIGHT_GOLD,2,2,{ sc_start SC_CURSE,30000,0; break; } - set $@job_rune_test2,1; + $@job_rune_test2 = 1; initnpctimer; end; OnInit: @@ -1933,7 +1933,7 @@ OnEnable: enablenpc "Rune Knight Renoa#jrt1"; end; OnTimer5000: - set $@job_rune_test2,0; + $@job_rune_test2 = 0; donpcevent "job_rune_edq#1st_tcnc::OnUse"; stopnpctimer; end; @@ -1967,7 +1967,7 @@ job3_rune02,34,34,7 script Rune Knight Velpino#jrt1 4_M_KNIGHT_BLACK,2,2,{ sc_start SC_SLEEP,10000,0; break; } - set $@job_rune_test2,1; + $@job_rune_test2 = 1; initnpctimer; end; OnInit: @@ -1978,7 +1978,7 @@ OnEnable: enablenpc "Rune Knight Velpino#jrt1"; end; OnTimer5000: - set $@job_rune_test2,0; + $@job_rune_test2 = 0; donpcevent "job_rune_edq#1st_tcnc::OnUse"; stopnpctimer; end; @@ -2044,8 +2044,8 @@ OnTimer482000: donpcevent "job_rune_edq#3rd_tb::OnDisable"; donpcevent "job_rune_edq#3rd_tc::OnDisable"; donpcevent "#RK Test Hidden Portal 1::OnEnable"; - set $@job_rune_test1,0; - set $@job_rune_test2,0; + $@job_rune_test1 = 0; + $@job_rune_test2 = 0; stopnpctimer; end; } @@ -2065,7 +2065,7 @@ OnDisable: end; OnMyMobDead: if (mobcount("job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead") < 1) { - set job_rune_edq,19; + job_rune_edq = 19; killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead"; donpcevent "job_rune_edq#3rd_tc2::OnEnable"; donpcevent "job_rune_edq#3rd_tc1::OnDisable"; @@ -2089,7 +2089,7 @@ OnDisable: end; OnMyMobDead: if (mobcount("job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead") < 1) { - set job_rune_edq,20; + job_rune_edq = 20; killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead"; donpcevent "job_rune_edq#3rd_tc3::OnEnable"; donpcevent "job_rune_edq#3rd_tc2::OnDisable"; @@ -2113,7 +2113,7 @@ OnDisable: end; OnMyMobDead: if (mobcount("job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead") < 1) { - set job_rune_edq,21; + job_rune_edq = 21; changequest 3217,3218; erasequest 3220; killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead"; @@ -2127,8 +2127,8 @@ OnMyMobDead: donpcevent "job_rune_edq#3rd_tb::OnDisable"; donpcevent "job_rune_edq#3rd_tc::OnDisable"; donpcevent "#RK Test Hidden Portal 1::OnEnable"; - set $@job_rune_test1,0; - set $@job_rune_test2,0; + $@job_rune_test1 = 0; + $@job_rune_test2 = 0; end; } end; @@ -2147,7 +2147,7 @@ sec_in02,34,167,3 script R.Knight Job Manager 4_M_KNIGHT_SILVER,1,1,{ mes "The number of Rune Knight Test field right now is... " + getmapusers("job3_rune02") + "."; close; case 2: - set $@job_rune_test1,0; + $@job_rune_test1 = 0; mes "Rune Knight Job Change GlobalVar is modified to 0. The use of the test field is now available."; close; } diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt index 671340a03..3445055c0 100644 --- a/npc/re/jobs/3-1/warlock.txt +++ b/npc/re/jobs/3-1/warlock.txt @@ -182,14 +182,14 @@ function script F_Warlock { mes "[Master Egnoloria]"; mes "Talk to the guy with the weird hair."; mes "He'll let you know what you should do."; - set job_wl,2; + job_wl = 2; setquest 11106; close; case 2: mes "[Master Egnoloria]"; mes "Good."; mes "You are a human being so that's for you."; - set job_wl,1; + job_wl = 1; close2; warp "splendide",200,100; end; @@ -250,7 +250,7 @@ spl_in02,77,107,5 script Assistant#Warlock1 4_M_FAIRYKID5,{ } if (SkillPoint != 0) { mes "First, use all of your remaining job skill points before continuing."; - set job_wl,3; + job_wl = 3; close; } mes "This is the Master's"; @@ -303,7 +303,7 @@ L_Quest: if (getarg(0)) { mes "[Yoop]"; mes "Show us how strong you are. And don't forget to wear this."; - set job_wl,4; + job_wl = 4; getitem 2796,1; //Magical_Stone getitem 2797,1; //Magical_Stone_ changequest 11106,11107; @@ -373,7 +373,7 @@ spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{ delitem 2797,countitem(2797); //Magical_Stone_ delitem 6152,countitem(6152); //Glittering_Crystal delitem 6151,countitem(6151); //Peice_Of_Great_Bradium - set job_wl,5; + job_wl = 5; changequest 11107,11108; close; } @@ -479,7 +479,7 @@ spl_in02,84,103,3 script Assistant#Warlock2 4_F_FAIRYKID4,{ next; mes "[Yoop]"; mes "I will guide you into the magic room."; - set job_wl,7; + job_wl = 7; changequest 11109,11110; getitem 12384,5; //Rainbow_Ruby_Water getitem 12386,5; //Rainbow_Ruby_Wind @@ -521,7 +521,7 @@ spl_in02,84,103,3 script Assistant#Warlock2 4_F_FAIRYKID4,{ mes "[Yoop]"; mes "All of the tests are done. Now talk to Master Engoloria."; mes "I'm so happy that you have succeeded."; - set job_wl,9; + job_wl = 9; changequest 11111,11112; close; } else if (job_wl == 9) { @@ -600,7 +600,7 @@ spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{ mes "[Master Egnoloria]"; mes "Talk to the guy with the weird hair."; mes "He'll let you know what you should do."; - set job_wl,2; + job_wl = 2; setquest 11106; close; case 2: @@ -645,7 +645,7 @@ spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{ mes "Yup, Master."; mes "Please follow me."; emotion e_ic,0,"Assistant#Warlock2"; - set job_wl,6; + job_wl = 6; changequest 11108,11109; close; } else if (job_wl < 9) { @@ -672,7 +672,7 @@ spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{ mes "Unless you like your current job, you should use all your skill points."; close; } - if (ismounting()) { + if (hascashmount()) { mes "You are on a riding pet,"; mes "so you cannot change your job."; mes "Please unequip your riding pet and try again!"; @@ -692,11 +692,11 @@ spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{ mes "[Master Egnoloria]"; mes "This crystallized magical stone will keep you safe."; if (Class == Job_High_Wizard) { - if (JobLevel > 69) set job_wl,13; - else if (JobLevel > 59) set job_wl,12; - else set job_wl,11; + if (JobLevel > 69) job_wl = 13; + else if (JobLevel > 59) job_wl = 12; + else job_wl = 11; } - else set job_wl,10; + else job_wl = 10; jobchange roclass(eaclass()|EAJL_THIRD); completequest 11112; getitem 5753,1; //Magic_Stone_Hat @@ -809,7 +809,7 @@ OnMyMobDead: if (mobcount("job3_war02",strnpcinfo(0)+"::OnMyMobDead") < 1) { stopnpctimer; mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map; - set .@str$, "The chamber of magic#"+((strnpcinfo(0) == "The chamber of magic#2")?"3":"4"); + .@str$ = "The chamber of magic#"+((strnpcinfo(0) == "The chamber of magic#2")?"3":"4"); donpcevent .@str$+"::OnEnable"; } end; @@ -952,7 +952,7 @@ OnDisable: OnMyMobDead: if (mobcount("job3_war02","Hollow Stone#Warlock::OnMyMobDead") < 1) { mapannounce "job3_war02","The Hollow Stone is crystallized with enough magic power.",bc_map; - set job_wl,8; + job_wl = 8; changequest 11110,11111; donpcevent "Hollow Stone#Warlock::OnReset"; donpcevent "Hollow Stone#Warlock::OnDisable"; diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt index 92b015bf4..809d5ff65 100644 --- a/npc/re/jobs/3-2/genetic.txt +++ b/npc/re/jobs/3-2/genetic.txt @@ -56,7 +56,7 @@ alde_alche,35,186,5 script Alchemist Union Member 1_M_SIGNALCHE,{ next; mes "[Alchemist Union Member]"; mes "You can find her in the Alchemy Lab at the western part of Lighthalzen. There is also another Geneticist studying weaponry there, you might want to pay her a visit as well."; - set job_gen,1; + job_gen = 1; setquest 2215; close; case 2: @@ -187,7 +187,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ next; mes "- For now it seems that I -"; mes "- need to calm down Devries. -"; - set job_gen,2; + job_gen = 2; close; } else if (job_gen == 2) { mes "[Devries]"; @@ -281,13 +281,13 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Alright."; mes "Even though your knowledge is not that great as that of Geneticists, a fundamental knowledge is also important."; mes "Popo, come back to me once you've finished your studies."; - set job_gen,4; + job_gen = 4; close; case 2: mes "[Devries]"; mes "Good!"; mes "Let's do it!"; - set job_gen,5; + job_gen = 5; close; } } else if (job_gen == 4) { @@ -304,7 +304,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "[Devries]"; mes "Very good!"; mes "Let's do it!"; - set job_gen,5; + job_gen = 5; close; } } else if (job_gen == 5) { @@ -365,7 +365,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ next; mes "[Devries]"; mes "Well, you better get started!"; - set job_gen,6; + job_gen = 6; close; } else if (job_gen == 6) { mes "[Devries]"; @@ -389,13 +389,13 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "[Devries]"; mes "You can start from the beginning then?"; mes "Why are you asking me such things?"; - set job_gen,7; - if (checkquest(2209) == 1) erasequest 2209; - if (checkquest(2210) == 1) erasequest 2210; - if (checkquest(2211) == 1) erasequest 2211; - if (checkquest(2212) == 1) erasequest 2212; - if (checkquest(2213) == 1) erasequest 2213; - if (checkquest(2214) == 1) erasequest 2214; + job_gen = 7; + if (questprogress(2209) == 1) erasequest 2209; + if (questprogress(2210) == 1) erasequest 2210; + if (questprogress(2211) == 1) erasequest 2211; + if (questprogress(2212) == 1) erasequest 2212; + if (questprogress(2213) == 1) erasequest 2213; + if (questprogress(2214) == 1) erasequest 2214; close; } } else if (job_gen == 60 || job_gen == 61) { @@ -416,7 +416,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "What happened?"; mes "How could you say the study is completed without any result?"; mes "Start again."; - set job_gen,7; + job_gen = 7; } else { mes "[Devries]"; mes "Well, I'll take a look at the seeds Popo made."; @@ -460,7 +460,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Go take a look at her experiment results."; mes "Could you give this message to her? Tell her to conduct her experiments quietly."; delitem 6273,1; //Altered_Seed - set job_gen,62; + job_gen = 62; changequest 2215,2216; } else { specialeffect EF_SPELLBREAKER,AREA,"Super Cultivator#gen"; @@ -470,22 +470,22 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "It didn't grow at all, it's withered already."; mes "Go and start over!"; delitem 6272,1; //Experiment_Seed - set job_gen,7; + job_gen = 7; } } - if (checkquest(2209) == 1) erasequest 2209; - if (checkquest(2210) == 1) erasequest 2210; - if (checkquest(2211) == 1) erasequest 2211; - if (checkquest(2212) == 1) erasequest 2212; - if (checkquest(2213) == 1) erasequest 2213; - if (checkquest(2214) == 1) erasequest 2214; + if (questprogress(2209) == 1) erasequest 2209; + if (questprogress(2210) == 1) erasequest 2210; + if (questprogress(2211) == 1) erasequest 2211; + if (questprogress(2212) == 1) erasequest 2212; + if (questprogress(2213) == 1) erasequest 2213; + if (questprogress(2214) == 1) erasequest 2214; close; } else if (job_gen > 61 && job_gen < 76) { - if (checkquest(2223,HUNTING) == 2) { + if (questprogress(2223,HUNTING) == 2) { mes "[Devries]"; mes "Oh, wait a second."; mes "It seems that the mail's has arrived."; - set job_gen,76; + job_gen = 76; completequest 2223; close; } @@ -546,7 +546,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "<We hope that you yield good fruits in the future as well.>"; next; mes "[Devries]"; - if (ismounting()) { + if (hascashmount()) { mes "You are on a riding pet,"; mes "so you cannot change your job."; mes "Please unequip your riding pet and try again!"; @@ -555,7 +555,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Congratulations, Popo!"; mes "You are a Geneticist from now on!!"; jobchange roclass(eaclass()|EAJL_THIRD); - set job_gen,77; + job_gen = 77; getitem 5752,1; //Midas_Whisper getitem 2795,1; //Green_Apple_Ring next; @@ -584,7 +584,7 @@ job3_gen01,83,72,3 script Delivery Box#generic HIDDEN_NPC,{ switch(select("Take out a cookie bag.:Do nothing.")) { case 1: mes "- You've taken out a cookie bag out of the box. -"; - set job_gen,3; + job_gen = 3; close; case 2: mes "You do nothing."; @@ -622,7 +622,7 @@ job3_gen01,12,56,3 script Plant Guide#generic HIDDEN_NPC,{ next; mes "...The plants usually used for Alchemy are Bigibigi Grass and Muka Trees that have sharp thorns but are delicate inside and Bogi Creeper whose growth speed is really fast but parasitic on living things."; if (job_gen == 6) - set job_gen,7; + job_gen = 7; close; case 3: mes "...Using minerals in Alchemy is a way that beginners find pretty easy."; @@ -642,12 +642,12 @@ job3_gen01,12,56,3 script Plant Guide#generic HIDDEN_NPC,{ // QuestID,PlantName,Description{,Part?} function script Genetic_Job_Plant { if (job_gen == 7) { - if (checkquest(getarg(0)) == -1 || checkquest(getarg(0)) == 0) { + if (!questprogress(getarg(0))) { mes "- "+getarg(2)+" -"; next; switch(select("Use it as a material.:Do not use.")) { case 1: - if (getarg(3,0)) set .@str$,"some of the "; + if (getarg(3, 0)) .@str$ = "some of the "; mes "- You've acquired "+.@str$+getarg(1)+". -"; setquest getarg(0); close; @@ -699,12 +699,8 @@ job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{ mes "- It's not the time to start an experiment. -"; close; } - if ((checkquest(2209) == -1 || checkquest(2209) == 0) && - (checkquest(2210) == -1 || checkquest(2210) == 0) && - (checkquest(2211) == -1 || checkquest(2211) == 0) && - (checkquest(2212) == -1 || checkquest(2212) == 0) && - (checkquest(2213) == -1 || checkquest(2213) == 0) && - (checkquest(2214) == -1 || checkquest(2214) == 0)) { + if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211) && !questprogress(2212) + && !questprogress(2213) && !questprogress(2213) && !questprogress(2214)) { mes "["+strcharinfo(0)+"]"; mes "Hmm, I need to gather plant materials first."; close; @@ -731,37 +727,35 @@ job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{ next; mes "["+strcharinfo(0)+"]"; mes "Good. Now I can let Miss Devries take a look at this seed!"; - if ((checkquest(2209) == -1 || checkquest(2209) == 0) && - (checkquest(2210) == -1 || checkquest(2210) == 0) && - (checkquest(2211) == -1 || checkquest(2211) == 0)){ - set job_gen,61; + if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211)) { + job_gen = 61; getitem 6272,1; //Experiment_Seed close; } - if (checkquest(2209) == 1) set job_gen,job_gen+10; - if (checkquest(2210) == 1) set job_gen,job_gen+10; - if (checkquest(2211) == 1) set job_gen,job_gen+10; - set .@score, job_gen + JobLevel - 20; + if (questprogress(2209) == 1) job_gen += 10; + if (questprogress(2210) == 1) job_gen += 10; + if (questprogress(2211) == 1) job_gen += 10; + .@score = job_gen + JobLevel - 20; if (rand(1,100) < .@score) { - set job_gen,60; + job_gen = 60; getitem 6273,1; //Altered_Seed close; } else { - set job_gen,61; + job_gen = 61; getitem 6272,1; //Experiment_Seed close; } } else if (job_gen > 7 && job_gen < 60) { mes "- It looks like the experiment has failed. I better start over. -"; - set job_gen,7; + job_gen = 7; if (countitem(6273)) delitem 6273,1; //Altered_Seed if (countitem(6272)) delitem 6272,1; //Experiment_Seed - if (checkquest(2209) == 1) erasequest 2209; - if (checkquest(2210) == 1) erasequest 2210; - if (checkquest(2211) == 1) erasequest 2211; - if (checkquest(2212) == 1) erasequest 2212; - if (checkquest(2213) == 1) erasequest 2213; - if (checkquest(2214) == 1) erasequest 2214; + if (questprogress(2209) == 1) erasequest 2209; + if (questprogress(2210) == 1) erasequest 2210; + if (questprogress(2211) == 1) erasequest 2211; + if (questprogress(2212) == 1) erasequest 2212; + if (questprogress(2213) == 1) erasequest 2213; + if (questprogress(2214) == 1) erasequest 2214; close; } else if (job_gen == 60 || job_gen == 61) { mes " - It looks like I need to let Miss Devries take a look at this seed! -"; @@ -806,7 +800,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "Ugh~ I think they dropped around here somewhere."; mes "I only need 10! I need to put the other parts together first... Please could you help me?!"; changequest 2216,2217; - set job_gen,63; + job_gen = 63; close; } else if (job_gen > 62 && job_gen < 74) { mes "Ah, oh no, oh no~~~"; @@ -914,13 +908,13 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "- Rattle -"; next; mes "- What's this? I feel like the floor is missing somewhere. -"; - set job_gen,75; + job_gen = 75; changequest 2217,2223; close2; warp "job3_gen01",23,32; end; } else if (job_gen == 75) { - if (checkquest(2223,HUNTING) == 2) { + if (questprogress(2223,HUNTING) == 2) { mes "It seem Miss Devries found out that I put you in her spore pen."; mes "It's funny when you look at her face. After you've killed all those spores."; close; @@ -952,7 +946,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "- There are so many scattered things on the floor that the lab is in chaos. -"; next; mes "- You found a little metal fragment. -"; - set job_gen, job_gen+1; + job_gen = job_gen+1; specialeffect EF_BASH; disablenpc strnpcinfo(0); initnpctimer; @@ -1017,7 +1011,7 @@ OnTouch: job3_gen01,24,32,0 script The gaze of Devries HIDDEN_WARP_NPC,2,2,{ OnTouch: - if (checkquest(2223,HUNTING) == 2) { + if (questprogress(2223,HUNTING) == 2) { mapannounce "job3_gen01","Devries: Whoa? Was there a lost kitty in the spore pen?",bc_map,"0x99CC00"; //FW_NORMAL 12 0 0 emotion e_omg,1; warp "job3_gen01",21,38; diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt index 1435b23fd..fee20e8d3 100644 --- a/npc/re/jobs/3-2/minstrel.txt +++ b/npc/re/jobs/3-2/minstrel.txt @@ -116,7 +116,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ } mes "["+strcharinfo(0)+"]"; mes "Ok, I will."; - set job_min,1; + job_min = 1; setquest 11135; next; mes "[Karian]"; @@ -181,7 +181,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "[Karian]"; mes "Um.."; mes "Anyway let's meet at the airship in Izlude."; - set job_min,5; + job_min = 5; changequest 11138,11139; close; } else if (job_min == 100) { @@ -253,7 +253,7 @@ prontera,141,97,4 script Warmhearted woman 4_F_GODEMOM,{ next; mes "[Warmhearted woman]"; mes "He must know something about making that book."; - set job_min,2; + job_min = 2; changequest 11135,11136; close; } else if (job_min == 2) { @@ -285,7 +285,7 @@ prontera,140,331,6 script Glasses-wearing Man 4_M_ALCHE_D,{ next; mes "[Glasses-wearing Man]"; mes "It would be better to ask the ^f57d7dwoman standing in front of the tool shop^000000."; - set job_min,3; + job_min = 3; changequest 11136,11137; close; } else if (job_min == 3) { @@ -325,7 +325,7 @@ prontera,146,218,4 script Woman#job_min 4_F_01,{ mes "- useful information. -"; mes "- I'll go back to Alberta -"; mes "- and talk to that Bard. -"; - set job_min,4; + job_min = 4; changequest 11137,11138; close; } else if (job_min == 4) { @@ -351,7 +351,7 @@ airplane,222,67,6 script Karian#job_min1 4_M_BARD,{ mes "[Karian]"; mes "Acchh..."; if (job_min == 5) { - set job_min,6; + job_min = 6; changequest 11139,11140; close2; warp "hu_in01",267,8; @@ -386,7 +386,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ next; mes "[Karian]"; mes "..."; - set job_min,7; + job_min = 7; changequest 11140,11141; close; } else if (job_min == 7) { @@ -471,7 +471,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ next; mes "[Karian]"; mes "Did he? I must go there!"; - set job_min,10; + job_min = 10; changequest 11142,11143; close; } else if (job_min == 10) { @@ -605,7 +605,7 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "[Tone-deaf person]"; mes "Rummaging rummaging."; mes "Browsing browsing ."; - set job_min,8; + job_min = 8; close; } else if (job_min == 8) { mes "[Tone-deaf person]"; @@ -666,7 +666,7 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "Ok see you later."; mes "If you want to hear my song, you can visit me."; mes "Hahahh"; - set job_min,9; + job_min = 9; changequest 11141,11142; close; } else if (job_min == 9) { @@ -738,7 +738,7 @@ OnTouch: mes "Juno's store..."; mes "Let's go to Juno..."; if (job_min == 10) { - set job_min,11; + job_min = 11; changequest 11143,11144; } donpcevent "Karian#cmd1::OnDisable"; @@ -926,7 +926,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "Ok. Then let's meet at Lighthalzen's hotel."; mes "I'll get the 33 Teddy Bears."; donpcevent "Karian#cmd2::OnDisable"; - set job_min,12; + job_min = 12; getitem 6270,1; //Mins_Picture changequest 11144,11145; close; @@ -954,7 +954,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ lighthalzen,155,119,3 script Little girl#job_min 4_F_HUGIRL,3,3,{ OnTouch: - if (checkquest(11145,HUNTING) == 2) { + if (questprogress(11145,HUNTING) == 2) { if (job_min == 12) { mes "[Little Girl]"; mes "Ah!!!!"; @@ -1057,7 +1057,7 @@ OnTouch: mes "Waaah!!!!!!!!!"; mes "I'm so happy!!!"; mes "Thank you, "+strcharinfo(0)+"."; - set job_min,13; + job_min = 13; changequest 11145,11146; donpcevent "Karian#cmd3::OnDisable"; close; @@ -1208,7 +1208,7 @@ OnTouch: if (job_min == 13) { mes "-on the leaves-"; percentheal -90,0; - set job_min,14; + job_min = 14; changequest 11146,11147; close2; warp "ra_in01",361,129; @@ -1226,7 +1226,7 @@ OnTouch: next; mes "["+strcharinfo(0)+"]"; mes "Where am I...?"; - set job_min,15; + job_min = 15; close; } end; @@ -1240,7 +1240,7 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ next; mes "["+strcharinfo(0)+"]"; mes "Where am I...?"; - set job_min,15; + job_min = 15; close; } else if (job_min == 15) { mes "You're in Rachel."; @@ -1308,7 +1308,7 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "We don't have a proper boat."; mes "In southern of Veins, there is a port. If you are lucky you can take it..."; donpcevent "Karian#cmd4::OnDisable"; - set job_min,16; + job_min = 16; changequest 11147,11148; close; } else if (job_min == 16) { @@ -1443,7 +1443,7 @@ function Choice; mes "-I've escaped from the-"; mes "-throes of death a-"; mes "-countless amount of times.-"; - set job_min,17; + job_min = 17; changequest 11148,11149; close2; warp "comodo",184,108; @@ -1455,7 +1455,7 @@ function Choice; close; function Choice { - set .@i$, getarg(select(getarg(0),getarg(1),getarg(2))-1); + .@i$ = getarg(select(getarg(0),getarg(1),getarg(2))-1); mes "[Karian]"; if (.@i$ == "Throw the water out.") { mes "I'll row and you just throw the water out!!"; @@ -1501,7 +1501,7 @@ OnTouch: mes "Oh yeah..."; mes "Why don't we ask the villagers?"; donpcevent "Karian#cmd6::OnDisable"; - set job_min,18; + job_min = 18; changequest 11149,11150; close; } @@ -1522,7 +1522,7 @@ comodo,192,119,0 script Kayak Master#job_min 4W_M_02,{ mes "[Kayak Master]"; mes "The hostess is good at memorizing the faces of customers."; mes "It's good for business you know?"; - set job_min,19; + job_min = 19; changequest 11150,11151; close; } @@ -1558,7 +1558,7 @@ comodo,159,316,4 script Woman Roasting Meat 4_F_GODEMOM,{ next; mes "[Woman Roasting Meat]"; mes "He raised our income a lot while he was here..."; - set job_min,20; + job_min = 20; changequest 11151,11152; close; } else if (job_min == 20) { @@ -1646,7 +1646,7 @@ OnTouch: } mes "Hey! Let's go~~"; donpcevent "Karian#cmd7::OnDisable"; - set job_min,21; + job_min = 21; changequest 11152,11153; close; } @@ -1703,7 +1703,7 @@ OnTouch: next; mes "[Karian]"; mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates."; - set job_min,22; + job_min = 22; changequest 11153,11154; donpcevent "Karian#cmd8::OnDisable"; close; @@ -1730,7 +1730,7 @@ OnTouch: mes "I'm so tired."; mes "I want to take a rest~"; mes "Come here, "+strcharinfo(0)+"."; - set job_min,23; + job_min = 23; close; } end; @@ -1740,7 +1740,7 @@ prontera,155,42,0 script #prtjm1 HIDDEN_WARP_NPC,1,1,{ OnTouch: if (job_min == 23) { mes "-Let me go back to my hometown.-"; - set job_min,24; + job_min = 24; close2; warp "prontera",155,44; end; @@ -1752,7 +1752,7 @@ prontera,155,44,0 script #prtjm2 HIDDEN_WARP_NPC,1,1,{ OnTouch: if (job_min == 24) { mes "-There are many beautiful flowers.-"; - set job_min,25; + job_min = 25; close2; warp "prontera",155,46; end; @@ -1764,7 +1764,7 @@ prontera,155,46,0 script #prtjm3 HIDDEN_WARP_NPC,1,1,{ OnTouch: if (job_min == 25) { mes "-The birds sing for me.-"; - set job_min,26; + job_min = 26; close2; warp "prontera",155,48; end; @@ -1813,7 +1813,7 @@ OnTouch: mes "[Karian]"; mes "Why are you looking at me?"; mes "How was it? Have fun??"; - set job_min,27; + job_min = 27; donpcevent "Karian#cmd9::OnDisable"; close2; warp "prt_in",101,174; @@ -1839,7 +1839,7 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ mes "How did you degrade?"; close; } - if (ismounting()) { + if (hascashmount()) { mes "Please unequip your riding pet and try again!"; close; } @@ -1874,7 +1874,7 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ next; mes "[Maestro Song]"; mes "You are also my friend."; - set job_min,100; + job_min = 100; jobchange roclass(eaclass()|EAJL_THIRD); completequest 11154; getitem 5751,1; //Minstrel_Song_Hat diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt index 82632ed36..b8679cd4d 100644 --- a/npc/re/jobs/3-2/royal_guard.txt +++ b/npc/re/jobs/3-2/royal_guard.txt @@ -32,7 +32,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "Oh you are so young. Keep working hard."; close; } - if (checkriding() || checkcart() || checkfalcon()) { + if (checkmount() || checkcart() || checkfalcon()) { mes "[Middle-aged Gentleman]"; mes "You are dragging something. If you're riding something you better dismount it before proceeding."; close; @@ -112,7 +112,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ next; mes "[Heinrich]"; mes "It's not a simple story to tell a person like you. Go back."; - set job_royal,1; + job_royal = 1; setquest 12090; close; case 2: @@ -187,7 +187,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ next; mes "[Heinrich]"; mes "Don't forget to bring the 100 Burning Hearts."; - set job_royal,2; + job_royal = 2; changequest 12090,12091; close; } else if (job_royal == 2) { @@ -201,7 +201,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Heinrich]"; mes "Wait while I arrange the stuff that you brought."; delitem 7097,100; //Burning_Heart - set job_royal,3; + job_royal = 3; changequest 12091,12092; close; } else if (job_royal == 3) { @@ -275,7 +275,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "I don't know if it will be helpful or not. I will write an explanation in detail."; next; mes "^000099Here's the last trace of the Royal Guard. Open the quest window and check the position.^000000"; - set job_royal,4; + job_royal = 4; changequest 12092,12093; close; } else if (job_royal == 4) { @@ -319,7 +319,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "I'll be deciphering the cloth for now so I will be very busy!"; delitem 6274,1; //Saint_Cloth_Piece getitem 6275,1; //King_Shield - set job_royal,5; + job_royal = 5; changequest 12093,12094; close; } else if (job_royal == 5) { @@ -340,7 +340,7 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ mes "- and please try again. -"; close; } - if (ismounting() || checkriding()) { + if (hascashmount() || checkmount()) { mes " Please unequip your riding pet and try again!"; close; } @@ -437,7 +437,7 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ gl_church,173,88,0 script Delicate trace#01 CLEAR_NPC,{ if (job_royal == 4 && countitem(6274) == 0) { progressbar "ffff00",5; - set .@roy_ran, rand(1,70); + .@roy_ran = rand(1,70); if (.@roy_ran < 6) getitem 6274,1; //Saint_Cloth_Piece else if (.@roy_ran > 5 && .@roy_ran < 66) @@ -507,7 +507,7 @@ sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{ mes "Set item to adjust the Royal Guard"; mes "You can only set a number between 1 to 5."; } else { - set job_royal, .@input; + job_royal = .@input; mes "Completed"; } close; @@ -519,7 +519,7 @@ sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{ mes "Set item to adjust the Rune Knight"; mes "You can only set a nbumber between 1 to 24."; } else { - set job_rune_edq, .@input; + job_rune_edq = .@input; mes "Completed"; } close; @@ -531,7 +531,7 @@ sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{ mes "Set item to adjust the Sorcerer"; mes "You can only set a number between 1 to 5."; } else { - set job_soc, .@input; + job_soc = .@input; mes "Completed"; } close; diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt index 230d5b49c..e51517446 100644 --- a/npc/re/jobs/3-2/shadow_chaser.txt +++ b/npc/re/jobs/3-2/shadow_chaser.txt @@ -38,7 +38,7 @@ morocc,156,70,3 script Girl#sc00 4_F_04,3,3,{ mes "[Girl]"; mes "Every time they visit us, they are on new missions."; mes "What missions are they doing I wonder?"; - set job_sha,1; + job_sha = 1; close; } else if (job_sha == 1) { mes "If you have any interest... just go!"; @@ -76,7 +76,7 @@ OnTouch: in_rogue,376,100,5 script Guild Member#sc01 4_M_ROGUE,{ if (BaseJob == Job_Rogue) { if (job_sha < 2) { - set @job_sha,0; + @job_sha = 0; OnDialogue: mes "[Vin]"; mes "Ah? What's this?"; @@ -104,8 +104,8 @@ in_rogue,376,100,5 script Guild Member#sc01 4_M_ROGUE,{ mes "My name is Urupa."; mes "If you are interested, could you come over here?"; if (@job_sha == 1) { - set job_sha,1; - set @job_sha,0; + job_sha = 1; + @job_sha = 0; } close; case 2: @@ -146,7 +146,7 @@ in_rogue,376,100,5 script Guild Member#sc01 4_M_ROGUE,{ in_rogue,379,99,1 script Guild Member#sc02 4_F_ROGUE,{ if (BaseJob == Job_Rogue) { if (job_sha < 2) { - set @job_sha,1; + @job_sha = 1; doevent "Guild Member#sc01::OnDialogue"; end; } @@ -183,7 +183,7 @@ in_rogue,379,101,3 script Scary Man#sc03 1_M_SIGNROGUE,{ mes "[Urupa]"; mes "My name is Urupa."; mes "If you have anything interesting just challenge it."; - set job_sha,1; + job_sha = 1; close; } mes "[Scary man]"; @@ -217,7 +217,7 @@ in_rogue,379,101,3 script Scary Man#sc03 1_M_SIGNROGUE,{ mes "[Urupa]"; mes "So write this down!"; mes "I expected that you would take this adventure!"; - set job_sha,2; + job_sha = 2; setquest 7160; close; } else if (job_sha == 2) { @@ -316,7 +316,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "[Manager]"; mes "So you are the one."; mes "Could you wait for a sec'?"; - set job_sha,3; + job_sha = 3; close; } mes "[Manager]"; @@ -373,7 +373,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "[Graham]"; mes "What the hell?"; mes "If you are not going to help then I'll just find someone else."; - set job_sha,4; + job_sha = 4; close; case 2: mes "[Graham]"; @@ -467,7 +467,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "[Graham]"; mes "Ok?"; mes "Then go there!"; - set job_sha,9; + job_sha = 9; changequest 7165,7166; close; } else if (job_sha == 9) { @@ -569,21 +569,21 @@ L_Code: mes "Now let's move on to the mission."; mes "Here's the cipher..."; next; - set .@key01, rand(3,5); - set .@a, 1 + .@key01; - set .@b, 2 + .@key01; - set .@d, 4 + .@key01; - set .@e, 5 + .@key01; - set .@f, 6 + .@key01; - set .@h, 8 + .@key01; - set .@i, 9 + .@key01; - set .@l, 12 + .@key01; - set .@n, 14 + .@key01; - set .@o, 15 + .@key01; - set .@r, 18 + .@key01; - set .@s, 19 + .@key01; - set .@t, 20 + .@key01; - set .@u, 21 + .@key01; + .@key01 = rand(3,5); + .@a = 1 + .@key01; + .@b = 2 + .@key01; + .@d = 4 + .@key01; + .@e = 5 + .@key01; + .@f = 6 + .@key01; + .@h = 8 + .@key01; + .@i = 9 + .@key01; + .@l = 12 + .@key01; + .@n = 14 + .@key01; + .@o = 15 + .@key01; + .@r = 18 + .@key01; + .@s = 19 + .@key01; + .@t = 20 + .@key01; + .@u = 21 + .@key01; mes "^4d4dff" + .@b + " " + .@l + " " + .@u + " " + .@e + " "; mes "" + .@f + " " + .@i + " " + .@r + " " + .@e + " "; mes "" + .@i + " " + .@n + " "; @@ -592,7 +592,7 @@ L_Code: mes "" + .@t + " " + .@h + " " + .@i + " " + .@r + " " + .@d + " "; mes "" + .@f + " " + .@l + " " + .@o + " " + .@o + " " + .@r + " "; mes "key : " + .@key01 + "."; - set job_sha,5; + job_sha = 5; erasequest 7160; if (.@key01 == 3) setquest 7161; else if (.@key01 == 4) setquest 7162; @@ -706,7 +706,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "What? You don't know it?"; mes "Then you'd better think about it more."; mes "It's so easy."; - set job_sha,10; + job_sha = 10; changequest 7166,7167; close; } @@ -806,7 +806,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "If Haled isn't supportive..."; mes "Tell him ^4d4dffI know what you did last summer!^000000"; mes "You shouldn't be wrong...!?"; - set job_sha,18; + job_sha = 18; changequest 7172,7173; close; } else if (job_sha == 18) { @@ -863,19 +863,19 @@ L_Code: case 0: mes "[ S E E D ]"; mes "S E E D?"; - set job_sha,11; + job_sha = 11; changequest getarg(0),7168; break; case 1: mes "[ F O O T ]"; mes "F O O T?"; - set job_sha,12; + job_sha = 12; changequest getarg(0),7169; break; case 2: mes "[ C O L D ]"; mes "C O L D?"; - set job_sha,13; + job_sha = 13; changequest getarg(0),7170; break; } @@ -928,7 +928,7 @@ s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{ mes "So what?"; mes "He's a wild-eyed person."; mes "Did you just speak to me in a threatening tone?"; - set job_sha,19; + job_sha = 19; close; } else if (job_sha == 19) { mes "[Haled]"; @@ -941,7 +941,7 @@ s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{ mes "What's wrong with you?"; mes "Are you ok?"; mes "Paul? What do you want to say?"; - set job_sha,19; + job_sha = 19; close; } else if (job_sha == 20) { mes "[Haled]"; @@ -974,7 +974,7 @@ s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{ mes "Of course, if you find something, you have to come back."; mes "Got it?"; mes "I'm going to write it down so that you won't forget."; - set job_sha,21; + job_sha = 21; changequest 7173,7174; close; } else if (job_sha == 21) { @@ -1046,7 +1046,7 @@ s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{ mes "[Haled]"; mes "Ok. Let me finish."; mes "Go to Vicente in Lighthalzen."; - set job_sha,26; + job_sha = 26; changequest 7176,7177; close; } @@ -1112,7 +1112,7 @@ L_Code: mes "[Haled]"; mes "I need some time to collect my thoughts."; mes "Wait for me a bit."; - set job_sha,20; + job_sha = 20; close; } return; @@ -1220,7 +1220,7 @@ s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{ mes "[Vicente]"; mes "You can't imagine what kind of things you might find."; mes "That's the final destination of all of the keys."; - set job_sha,27; + job_sha = 27; changequest 7177,7178; next; mes "[Vicente]"; @@ -1297,7 +1297,7 @@ s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{ mes "There is someone who has been waiting for you."; mes "He's been waiting for someone to bring this brush back."; mes "Let's go inside."; - set job_sha,29; + job_sha = 29; erasequest 7179; close; } else if (job_sha == 29 || job_sha == 30) { @@ -1358,7 +1358,7 @@ s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{ mes "- You can't continue on in this quest because you are overweight. -"; close; } - if (ismounting()) { + if (hascashmount()) { mes "[Dumk]"; mes "Who is this guy? Why should he sit in front of me so high?"; mes "Although I do not know why you riding on it, but here is in door,"; @@ -1497,7 +1497,7 @@ s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{ mes "I'm so thirsty."; mes "Wait a minute."; delitem 6269,1; //Master_Brush - set job_sha,30; + job_sha = 30; close; } mes "[Dumk]"; @@ -1594,7 +1594,7 @@ s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{ jobchange roclass(eaclass()|EAJL_THIRD); getitem 6121,1; //Makeover_Brush getitem 6122,1; //Paint_Brush - set job_sha,32; + job_sha = 32; getitem 2795,1; //Green_Apple_Ring getitem 5750,1; //Shadow_Handicraft next; @@ -1674,8 +1674,8 @@ tur_dun03,38,209,1 script Blue Flame#sc_f01 4_NFWISP,{ mes "The deciphered code means..."; next; input .@inputstr$; - set .@dap01$, "blue fire in turtle island third floor"; - set .@dap02$, "BLUE FIRE IN TURTLE ISLAND THIRD FLOOR"; + .@dap01$ = "blue fire in turtle island third floor"; + .@dap02$ = "BLUE FIRE IN TURTLE ISLAND THIRD FLOOR"; if (.@inputstr$ != .@dap01$ && .@inputstr$ != .@dap02$) { mes "["+strcharinfo(0)+"]"; mes "What was it?"; @@ -1717,20 +1717,20 @@ tur_dun03,38,209,1 script Blue Flame#sc_f01 4_NFWISP,{ next; mes "The Blue Flame is growning and rolling."; mes "They seem to be related."; - set job_sha,6; + job_sha = 6; setquest 7164; - if (checkquest(7161) >= 0) erasequest 7161; - if (checkquest(7162) >= 0) erasequest 7162; - if (checkquest(7163) >= 0) erasequest 7163; + if (questprogress(7161)) erasequest 7161; + if (questprogress(7162)) erasequest 7162; + if (questprogress(7163)) erasequest 7163; close; } else if (job_sha == 6) { - if (checkquest(7164,HUNTING) == 2) { + if (questprogress(7164,HUNTING) == 2) { mes "It looks like the blue flame is under the limitation."; mes "You can't feel that rolling effect of a spell like before."; next; select("Pick up the marbles."); mes "When you pick them up, you can feel that your weight is lightened."; - set job_sha,7; + job_sha = 7; erasequest 7164; close2; warp "job3_sha01",22,82; @@ -1783,11 +1783,11 @@ ice_dun02,206,223,1 script Red Flame#sc_f02 4_NFWISP,{ mes "Then pick it up."; mes "Tear my soul and"; mes "show the truth."; - set job_sha, job_sha+3; + job_sha += 3; setquest 7171; close; } else if (job_sha == 14 || job_sha == 15 || job_sha == 16) { - if (checkquest(7171,HUNTING) == 2) { + if (questprogress(7171,HUNTING) == 2) { mes "You can't feel the soul from the flame."; mes "When you go closer, you can't see well because of darkness."; close2; @@ -1889,15 +1889,15 @@ niflheim,230,276,1 script Red Flame#sc_f03 4_NFWISP,{ next; mes "The flame is dying."; mes "You should handle the shadow of pleasure."; - set job_sha,22; + job_sha = 22; erasequest 7174; setquest 7175; close; } else if (job_sha == 22) { - if (checkquest(7175,HUNTING) == 2) { + if (questprogress(7175,HUNTING) == 2) { mes "You can't feel the soul from the flame."; mes "When you go closer, you can't see well because of darkness."; - set job_sha,23; + job_sha = 23; erasequest 7175; close2; warp "job3_sha01",73,87; @@ -1934,7 +1934,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ next; setarray .@Codes1$[1],"EFDFJWF","FGEGKXG","GHFHLYH","HIGIMZI","IJHJNAJ","JKIKOBK","KLJLPCL","LMKMQDM"; setarray .@Codes2$[1],"IPOFTUZ","JQPGUVA","KRQHVWB","LSRIWXC","MTSJXYD","NUTKYZE","OVULZAF","PWVMABG"; - set .@i, rand(1,8); + .@i = rand(1,8); mes " "; mes " "; mes " DECEIVE"; @@ -1973,7 +1973,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ mes "There is a small and fabulous key."; next; mes "- You get the Key of Deception. -"; - set job_sha,8; + job_sha = 8; getitem 6266,1; //Cheat_Key setquest 7165; close; @@ -1997,7 +1997,7 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ } setarray .@Words$[0],"SEED","FOOT","COLD"; setarray .@numbers[0],24,25,20; - set .@i,job_sha-14; + .@i = job_sha-14; if (job_sha > 13 && job_sha < 17) { mes "There are lots of boxes."; mes "with sort of numbers."; @@ -2038,7 +2038,7 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ mes "Anyway, Paul will be disappointed."; mes "Key again..."; mes "How can I escape from here...?"; - set job_sha,17; + job_sha = 17; getitem 6267,1; //Virtual_Key erasequest 7171; changequest 7168+.@i,7172; @@ -2173,7 +2173,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "What? A key again!"; mes "Haled will be disappointed."; mes "I better go back."; - set job_sha,25; + job_sha = 25; setquest 7176; getitem 6268,1; //Mirth_Key close; @@ -2194,7 +2194,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "..."+.@inputstr$+"...?"; if (job_sha == 23) { mes "What does that mean?"; - set job_sha,24; + job_sha = 24; } else mes "Again? I don't get it."; close; @@ -2236,7 +2236,7 @@ job3_sha01,71,27,0 script ????#keybox04 CLEAR_NPC,{ delitem 6266,1; //Cheat_Key delitem 6267,1; //Virtual_Key delitem 6268,1; //Mirth_Key - set job_sha,28; + job_sha = 28; getitem 6269,1; //Master_Brush changequest 7178,7179; next; @@ -2274,7 +2274,7 @@ s_atelier,29,119,3 script Max#sc05_prt 4W_M_01,{ mes "You are a member of the Rogue guild!"; mes "What can I help you with?"; next; - set .@i, select("I need a make-up brush.:I need a paint brush.:Nothing."); + .@i = select("I need a make-up brush.:I need a paint brush.:Nothing."); mes "[Max]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2339,7 +2339,7 @@ s_atelier,136,70,3 script Titika#sc09_ra 4_F_CHILD,{ mes "You are in a guild."; mes "What can I help you with?"; next; - set .@i, select("Make a new make-up brush.:Make a new paint brush.:Nothing."); + .@i = select("Make a new make-up brush.:Make a new paint brush.:Nothing."); mes "[Titika]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2389,7 +2389,7 @@ s_atelier,124,128,3 script RimiGX#sc07_yuno 4_F_LGTGIRL,{ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { mes "What are you looking for?"; next; - set .@i, select("Make a new blush for make-up.:Make a new blush for painting.:Nothing."); + .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing."); mes "[RimiGX]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2438,7 +2438,7 @@ s_atelier,26,68,3 script Vito#sc11_lgt 4_M_KHMAN,{ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { mes "What are you looking for?"; next; - set .@i, select("Make a new blush for make-up.:Make a new blush for painting.:Nothing."); + .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing."); mes "[Vito]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt index 05c568431..b3ccc3c62 100644 --- a/npc/re/jobs/3-2/sorcerer.txt +++ b/npc/re/jobs/3-2/sorcerer.txt @@ -64,7 +64,7 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "[Merito]"; mes "Give me a second to register your name."; mes "Talk to me again in a second."; - set job_soc,1; + job_soc = 1; close; } else if (job_soc == 1) { mes "Good, then I'll give you a short explanation about the Sorcerer."; @@ -111,7 +111,7 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "[Merito]"; mes "Okay. "; mes "Then I'll hand it over to Karacas who is on the 4th floor. He will guide you through the process of the test."; - set job_soc,2; + job_soc = 2; setquest 12096; close; case 2: @@ -224,7 +224,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ next; mes "[Karacas]"; mes "When you bring these materials, I'll tell you the next step."; - set job_soc,3; + job_soc = 3; changequest 12096,12097; close; } else if (job_soc == 3) { @@ -295,7 +295,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "Then I'll write down the progress that I've summarized shortly. Wait..."; next; mes "^000099You got a paper on which the way of communicating with spirits is written. For more information please open your quest window^000000."; - set job_soc,4; + job_soc = 4; changequest 12097,12098; close; } @@ -321,7 +321,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ delitem 6276,1; //Clear_Reagent delitem 6278,1; //Black_Reagent delitem 6277,1; //Red_Reagent - set job_soc,5; + job_soc = 5; completequest 12098; close; } @@ -351,7 +351,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "You must have the etiquette of your job now before you accept the new job! "; close; } - if (ismounting()) { + if (hascashmount()) { mes "Good, before we get started..."; mes "Please unequip your riding pet~"; close; @@ -379,7 +379,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ if (job_soc == 4 && countitem(.@id[0]) > 2) { progressbar "ffff00",5; delitem .@id[0],3; //Boody_Red,Crystal_Blue,Yellow_Live,Wind_Of_Verdure - set .@soc_ran, rand(1,70); + .@soc_ran = rand(1,70); if (.@soc_ran < 10) { if (countitem(.@id[2]) == 0) { mes "You got a reagent by communicating with an unseen spirit."; diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt index 8bbc45cfe..2e25a6f28 100644 --- a/npc/re/jobs/3-2/sura.txt +++ b/npc/re/jobs/3-2/sura.txt @@ -140,7 +140,7 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ mes "..."; mes "....."; mes "........(cheeks glowing)"; - set job_shu,1; + job_shu = 1; setquest 11155; close; } else { @@ -214,7 +214,7 @@ OnTimer600000: ve_in,97,149,0 script #Suraryokan HIDDEN_WARP_NPC,3,3,{ OnTouch: if (job_shu == 1) { - set .@n$, "["+strcharinfo(0)+"]"; + .@n$ = "["+strcharinfo(0)+"]"; mes "[???]"; mes "Who is it?!"; next; @@ -263,7 +263,7 @@ OnTouch: next; mes "[???]"; mes "What the hell do you want?"; - set job_shu,2; + job_shu = 2; close; } end; @@ -367,7 +367,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "[???]"; mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000"; mes "After that, I'll think about it again."; - set job_shu,3; + job_shu = 3; changequest 11155,11156; close; case 2: @@ -377,7 +377,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ close; } } else if (job_shu == 3) { - if (checkquest(11156,HUNTING) == 2) { + if (questprogress(11156,HUNTING) == 2) { mes "[???]"; mes "Wow~"; mes "Did you really kill all those wolves?"; @@ -393,7 +393,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ next; mes "[Bruno]"; mes "Tell him that 'Bruno' sent you there and after that, just suit yourself."; - set job_shu,4; + job_shu = 4; changequest 11156,11157; close; } @@ -468,7 +468,7 @@ yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{ next; mes "[Buddy]"; mes "This way..."; - set job_shu,5; + job_shu = 5; changequest 11157,11158; close2; warp "sword_1-1",215,244; @@ -794,7 +794,7 @@ sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{ mes "[Master]"; mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies."; next; - if (ismounting()) { + if (hascashmount()) { mes "[Master]"; mes "So... please get down from your riding pet!"; mes "It is a loss of etiquette on this situation."; @@ -802,7 +802,7 @@ sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{ } mes "[Master]"; mes "You should train yourself steadily until that day."; - set job_shu,100; + job_shu = 100; jobchange roclass(eaclass()|EAJL_THIRD); completequest 11158; getitem 5754,1; //Blazing_Soul diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt index 9ce297068..07842f0dd 100644 --- a/npc/re/jobs/3-2/wanderer.txt +++ b/npc/re/jobs/3-2/wanderer.txt @@ -73,7 +73,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ mes "Right in front of the Christmas tree!"; mes "White snow, beautiful melody, and my captivating dance."; mes "Don't you think it would be a great performance?"; - set job_wan,1; + job_wan = 1; close; case 2: mes "[Mimi]"; @@ -128,7 +128,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "But I'm so overwhelmed that I might go crazy. Ahhhh~~!"; next; while (1) { - set .@loop,0; + .@loop = 0; switch(select("Sorry, I don't care.:What's the matter?:Why are you telling me this?")) { case 1: mes "[Performance Manager]"; @@ -142,7 +142,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "Those people don't feel any responsibility.."; mes "We're all expecting them and I've promoted them a lot."; next; - set .@loop,1; + .@loop = 1; break; case 3: emotion e_ag; @@ -155,7 +155,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ if (.@loop) break; } while (1) { - set .@loop,0; + .@loop = 0; switch(select("Is there a problem?:Who do you mean?:It has nothing to do with me.")) { case 1: mes "[Performance Manager]"; @@ -169,7 +169,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "Swing swing, dangling dangling!!"; mes "This is awful."; next; - set .@loop,1; + .@loop = 1; break; case 2: mes "[Performance Manager]"; @@ -187,7 +187,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ if (.@loop) break; } while (1) { - set .@loop,0; + .@loop = 0; switch(select("Are you afraid of people?:The performers caused trouble?:Ignore him.")) { case 1: mes "[Performance Manager]"; @@ -207,7 +207,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "Besides the money I spent for promoting and setting up the stage.."; mes "How can I handle all the angry people?"; next; - set .@loop,1; + .@loop = 1; break; case 3: mes "[Performance Manager]"; @@ -270,7 +270,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "[Performance Manager]"; mes "I don't know where Guitar Song is, but it is clear that he likes to visit the Comodo Casino!"; mes "Hu, Hurry up!! Oh, I really feel dizzy! Guitar Song!!!"; - set job_wan,2; + job_wan = 2; setquest 2218; close; } else if (job_wan == 2) { @@ -358,7 +358,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "I don't want to think about it. It just hurts my feelings."; next; mes "- Guitar Song is adamantly refusing to talk. What should I do to hear the story about <Nollio>? -"; - set job_wan,3; + job_wan = 3; close; } else if (job_wan == 3) { mes "[" + strcharinfo(0) + "]"; @@ -522,7 +522,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "[Guitar Song]"; mes "Although she loses her temper easily, her dance is so wonderful...."; mes "I don't know what I am doing wrong."; - set job_wan,4; + job_wan = 4; changequest 2218,2219; next; mes "[Guitar Song]"; @@ -546,7 +546,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ next; mes "[Guitar Song]"; mes "I'll go there right away and scold her."; - set job_wan,9; + job_wan = 9; close; } else if (job_wan == 9) { mes "[Guitar Song]"; @@ -669,7 +669,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ next; mes "[Vacant Looking Lady]"; mes "<Nollio> is over! Boo hoo hoo!"; - set job_wan,5; + job_wan = 5; close; } else if (job_wan == 5) { emotion e_sob; @@ -728,7 +728,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "I'll see you there."; mes "Just go one field South and one field West from here in Hugel."; mes "I'll meet you there."; - set job_wan,6; + job_wan = 6; changequest 2219,2220; close; } else if (job_wan == 6 || job_wan == 7) { @@ -766,12 +766,12 @@ hu_fild05,342,130,5 script Dancer Kim#fild 4_F_CAPEGIRL,{ mes "[Dancer Kim]"; mes "Good! Then ready, set~~"; mes "Go!"; - set job_wan,7; + job_wan = 7; changequest 2220,2221; close; } else if (job_wan == 7) { - if (checkquest(2221,PLAYTIME) == 0 || checkquest(2221,PLAYTIME) == 1) { - if (checkquest(2221,HUNTING) == 2) { + if (questprogress(2221,PLAYTIME) == 1) { + if (questprogress(2221,HUNTING) == 2) { mes "[Dancer Kim]"; mes "Whew!"; mes "Looks like I've lost!"; @@ -807,7 +807,7 @@ hu_fild05,342,130,5 script Dancer Kim#fild 4_F_CAPEGIRL,{ mes "[Dancer Kim]"; mes "You're a good person. I'm really happy that I met you."; mes "Thank god for sending such a stubborn person to me!"; - set job_wan,8; + job_wan = 8; changequest 2221,2222; close; } else { @@ -816,19 +816,19 @@ hu_fild05,342,130,5 script Dancer Kim#fild 4_F_CAPEGIRL,{ mes "But I'm sure I have a better chance to win."; close; } - } else if (checkquest(2221,PLAYTIME) == 2) { + } else if (questprogress(2221,PLAYTIME) == 2) { mes "[Dancer Kim]"; mes "Oh, you came back to me."; mes "I'm so tired. I don't give up halfway. It's a good exercise for me. I will have to give up Nollio to another Wanderer, it's all over...."; next; mes "- Dancer Kim dropped down by grief and fatigue -"; - set job_wan,6; + job_wan = 6; changequest 2221,2220; close; } else { mes "[Dancer Kim]"; mes "Huh...?"; - set job_wan,6; + job_wan = 6; close; } } else if (job_wan == 8) { @@ -898,7 +898,7 @@ xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{ mes "- You need to empty your inventory if you want to continue the quest. -"; close; } - if (ismounting()) { + if (hascashmount()) { mes "[Dancer Kim]"; mes "Please get off of that creature you're riding on."; mes "Then talk to me again."; @@ -981,7 +981,7 @@ xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{ mapannounce "xmas","Dancer Kim: Introducing the rising Wanderer! " + strcharinfo(0) + "!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0 mes "This rising Wanderer star, " + strcharinfo(0) + "!"; jobchange roclass(eaclass()|EAJL_THIRD); - set job_wan,10; + job_wan = 10; getitem 2795,1; //Green_Apple_Ring getitem 5758,1; //Dying_Swan completequest 2222; diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt index b7a4bd492..aa991e8c3 100644 --- a/npc/re/jobs/novice/novice.txt +++ b/npc/re/jobs/novice/novice.txt @@ -44,7 +44,7 @@ mes "[Sprakki]"; mes "Walk over that bridge and there's a castle used as the Training Center."; mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself."; - set job_novice_q,1; + job_novice_q = 1; setquest 7117; next; cutin "tutorial02",3; @@ -103,7 +103,7 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "[Sprakki]"; mes "Well then, I will give you a quest to talk to me."; mes "After the conversation is over, talk to me again by left-clicking on me."; - set job_novice_q,1; + job_novice_q = 1; setquest 7117; next; cutin "tutorial02",3; @@ -121,7 +121,7 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "[Sprakki]"; mes "Great!"; mes "Now you know how to move and talk to others, right?"; - set job_novice_q,2; + job_novice_q = 2; getexp 600,5; completequest 7117; next; @@ -152,19 +152,19 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 warp strnpcinfo(4),100,100; end; case 2: - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; mes "[Sprakki]"; mes "Ok, You want to start right away."; mes "Which Town do you want to start at?"; next; - set .@select, select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude"); + .@select = select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude"); mes "[Sprakki]"; mes "I see."; mes "Go ahead and grow stronger! Look toward a brighter future ahead of you."; @@ -242,16 +242,16 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "[Instructor Brade]"; mes "First off, try moving around."; mes "After moving around, talk to me again."; - set nov_1st_cos,0; - set nov_2nd_cos,0; - set nov_3_swordman,0; - set nov_3_archer,0; - set nov_3_thief,0; - set nov_3_magician,0; - set nov_3_acolyte,0; - set nov_3_merchant,0; - set treasure_alb,0; - set job_novice_q,2; + nov_1st_cos = 0; + nov_2nd_cos = 0; + nov_3_swordman = 0; + nov_3_archer = 0; + nov_3_thief = 0; + nov_3_magician = 0; + nov_3_acolyte = 0; + nov_3_merchant = 0; + treasure_alb = 0; + job_novice_q = 2; setquest 7118; next; cutin "tutorial02",3; @@ -272,7 +272,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "[Instructor Brade]"; mes "Great."; mes "You've completed the given quest successfully, so I will reward you with experience points."; - set job_novice_q,3; + job_novice_q = 3; getexp 900,10; completequest 7118; next; @@ -300,7 +300,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "Take these."; mes "Basic equipments and recovery potions."; } - set job_novice_q,4; + job_novice_q = 4; getitem 2352,1; //Novice_Plate getitem 2510,1; //Novice_Hood getitem 2414,1; //Novice_Boots @@ -358,7 +358,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "[Instructor Brade]"; mes "You are all set."; mes "You are coming along just fine."; - set job_novice_q,5; + job_novice_q = 5; getexp 1200,15; getitem 12323,50; //N_Fly_Wing getitem 12324,20; //N_Butterfly_Wing @@ -429,7 +429,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "[Instructor Brade]"; mes "You've come along fine this far."; mes "This is not much, but take this as a reward."; - set job_novice_q,7; + job_novice_q = 7; getitem 2393,1; //N_Adventurer's_Suit completequest 7120; close; @@ -514,7 +514,7 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "[Jinha]"; mes "Well, you can directly go to the next step of the course."; mes "Go back to Instructor Brade."; - set job_novice_q,6; + job_novice_q = 6; close; } else { mes "[Jinha]"; @@ -537,8 +537,8 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "Hot Key is ^4d4dffALT + S^000000."; mes "Why don't you try the skill?"; skill "NV_FIRSTAID",1,0; - set skill_nov,3; // Has future uses - do not remove! [Euphy] - set job_novice_q,6; + skill_nov = 3; // Has future uses - do not remove! [Euphy] + job_novice_q = 6; next; mes "[Jinha]"; mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step."; @@ -625,7 +625,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "Well then, let's hear from each of them."; mes "Start by talking to the [Kafra] Employee."; - set job_novice_q,8; + job_novice_q = 8; setquest 7121; next; mes "^4d4dff- You've received a quest from Chocolat."; @@ -669,7 +669,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "Well then, let's hear from each of them."; mes "Start by talking to the [Kafra] Employee."; - set job_novice_q,8; + job_novice_q = 8; setquest 7121; close; } else if (job_novice_q == 8) { @@ -713,7 +713,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 next; mes "[Chocolat]"; mes "Besides these guys, there's many merchants selling various kind of items, so go check them out."; - set job_novice_q,12; + job_novice_q = 12; completequest 7121; getexp 1800,20; getitem 7059,20; //Cargo_Free_Ticket @@ -732,7 +732,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "Real Combat Training will be given by Instructor Brade. You met him earlier."; mes "I will send you to the Real Combat Training Field."; close2; - set .@map$, "new_"+charat(strnpcinfo(4),4)+"-3"; + .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3"; savepoint .@map$,96,21; warp .@map$,96,21; end; @@ -750,7 +750,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "I will send you to the Real Combat Training Field."; close2; - set .@map$, "new_"+charat(strnpcinfo(4),4)+"-3"; + .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3"; savepoint .@map$,96,21; warp .@map$,96,21; end; @@ -791,13 +791,13 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID callsub L_Services,2; //Storage next; callsub L_Services,3; //Teleport - set job_novice_q,9; + job_novice_q = 9; next; mes "[Kafra Employee]"; mes "Do you want to hear another explanation?"; next; while(1) { - set .@select, select("About Save:About Storage:About Teleport:About Cart:No More."); + .@select = select("About Save:About Storage:About Teleport:About Cart:No More."); if (.@select == 5) { mes "[Kafra Employee]"; mes "I hope you are satisfied with my explanation"; @@ -895,7 +895,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "informed about?"; next; while(1) { - set .@select, select("About Save:About Storage:About Teleport:About Cart:No More."); + .@select = select("About Save:About Storage:About Teleport:About Cart:No More."); if (.@select == 5) { mes "[Kafra Employee]"; mes "I hope you are satisfied with my explanation"; @@ -1033,7 +1033,7 @@ new_5-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv5 4_F_KAFRA1 next; mes "[Cool Event Corp. Staff]"; mes "Mostly all of us wear red coats in the places that the Kafra Employee's don't work in."; - set job_novice_q,10; + job_novice_q = 10; close; } else { mes "[Cool Event Corp. Staff]"; @@ -1066,7 +1066,7 @@ new_5-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool5 4_M_ZONDAMAN mes "[Guide]"; mes "If you want to go to your first town, you can ask the Kafra Employee to the left."; mes "You can move there with the Teleport Service."; - set job_novice_q,11; + job_novice_q = 11; close; } else { mes "[Guide]"; @@ -1125,7 +1125,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "[Brade]"; mes "Then we will start your training."; mes "I'll write down the registration form."; - set job_novice_q,12; + job_novice_q = 12; close; } } else { @@ -1144,7 +1144,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "[Brade]"; mes "Then we will start your training."; mes "I'll write down the registration form."; - set job_novice_q,12; + job_novice_q = 12; close; } } @@ -1168,7 +1168,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "[Brade]"; mes "Then, let's go Poring hunting."; mes "Please hunt 'Poring's on Level 1 of the training grounds."; - set job_novice_q,13; + job_novice_q = 13; setquest 7122; getitem 569,100; //Novice_Potion savepoint strnpcinfo(4),96,21; @@ -1178,11 +1178,11 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER close2; } else if (job_novice_q < 15) { if (job_novice_q == 13) { - if (checkquest(7122,HUNTING) == 2) { + if (questprogress(7122,HUNTING) == 2) { mes "[Brade]"; mes "You can see it is not so hard, huh?"; mes "Nice job."; - set job_novice_q,14; + job_novice_q = 14; getitem 13040,1; //N_Cutter getexp 3000,30; completequest 7122; @@ -1222,7 +1222,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "[Brade]"; mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job."; mes "Try those skills and decide which job to choose."; - set job_novice_q,15; + job_novice_q = 15; close; } else { mes "[Brade]"; @@ -1412,8 +1412,8 @@ new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1 end; } case 3: - set .@quest, checkquest(7123); - if (.@quest == -1) { + .@quest = questprogress(7123); + if (!.@quest) { mes "[Swordman Guildsman]"; mes "You want me to give you a quest?"; mes "Umm. Let me see."; @@ -1432,8 +1432,8 @@ new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1 mes "I'll wait for you here."; mes "Wish you a good luck."; close; - } else if (.@quest == 0 || .@quest == 1) { - if (checkquest(7123,HUNTING) == 2) { + } else if (.@quest == 1) { + if (questprogress(7123,HUNTING) == 2) { mes "[Swordman Guildsman]"; mes "Great."; mes "I think that you're good enough to be a Swordman."; @@ -1646,8 +1646,8 @@ new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER end; } case 3: - set .@quest, checkquest(7127); - if (.@quest == -1) { + .@quest = questprogress(7127); + if (!.@quest) { mes "[Thief Guild Member]"; mes "Quests?"; mes "Hmm, what will be good for you?"; @@ -1662,8 +1662,8 @@ new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER mes "If you equip the Thief manual, you can have the effect of the skill, Double Attack."; mes "Double Attack and Hide are the main skills of the Thief."; close; - } else if (.@quest == 0 || .@quest == 1) { - if (checkquest(7127,HUNTING) == 2) { + } else if (.@quest == 1) { + if (questprogress(7127,HUNTING) == 2) { mes "[Thief Guild Member]"; mes "You are very strong."; mes "These are not many but let me give you a reward for your effort."; @@ -1784,8 +1784,8 @@ new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER end; } case 3: - set .@quest, checkquest(7126); - if (.@quest == -1) { + .@quest = questprogress(7126); + if (!.@quest) { mes "[Merchant Guildsman]"; mes "Huh? Quest??"; mes "Humm... What would be suited for you...?"; @@ -1799,7 +1799,7 @@ new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER mes "I will wait for you here."; mes "Good luck!"; close; - } else if (.@quest == 0 || .@quest == 1) { + } else if (.@quest == 1) { if (Zeny >= 300) { mes "[Merchant Guildsman]"; mes "Excellent!"; @@ -2046,8 +2046,8 @@ new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER end; } case 3: - set .@quest, checkquest(7124); - if (.@quest == -1) { + .@quest = questprogress(7124); + if (!.@quest) { mes "[Mage Guild Member]"; mes "Huh? Quest?"; mes "Hmm... What would be suited for you...?"; @@ -2062,8 +2062,8 @@ new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER mes "I will wait for you here."; mes "Good luck!"; close; - } else if (.@quest == 0 || .@quest == 1) { - if (checkquest(7124,HUNTING) == 2) { + } else if (.@quest == 1) { + if (questprogress(7124,HUNTING) == 2) { mes "[Mage Guild Member]"; mes "You have done an excellent job."; mes "So, did you find any interests about Mages?"; @@ -2296,12 +2296,12 @@ new_5-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv5 4_F_NOVICE,5,5 mes "[Trainer Brutus]"; mes "I see, then let me guide you to another level. Which level do you want to go to?"; next; - for(set .@i,1; .@i<6; set .@i,.@i+1) { + for(.@i = 1; .@i<6; ++.@i) { if (!compare(strnpcinfo(2),"nv"+.@i)) - set .@menu$, .@menu$+"Send me to Level "+.@i; - set .@menu$, .@menu$+":"; + .@menu$ += "Send me to Level "+.@i; + .@menu$ += ":"; } - set .@i, select(.@menu$+"Cancel"); + .@i = select(.@menu$+"Cancel"); if (.@i < 7) warp "new_"+.@i+"-3",96,21; close; @@ -2443,10 +2443,10 @@ new_5-2,161,182,5 duplicate(NvEdwin) Instructor#nv5 4_F_03 function script F_NvErase { if (getarg(0,0)) { - if (checkquest(7123) > -1) erasequest 7123; - if (checkquest(7124) > -1) erasequest 7124; - if (checkquest(7126) > -1) erasequest 7126; - if (checkquest(7127) > -1) erasequest 7127; + if (questprogress(7123)) erasequest 7123; + if (questprogress(7124)) erasequest 7124; + if (questprogress(7126)) erasequest 7126; + if (questprogress(7127)) erasequest 7127; } nude; setarray .@manuals[0],countitem(2819),countitem(2820),countitem(2821),countitem(2822),countitem(2823),countitem(2824); @@ -2599,7 +2599,7 @@ L_Supplies: next; mes "[Hanson]"; mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services."; - set nov_3_swordman,40; + nov_3_swordman = 40; getitem 7059,20; //Cargo_Free_Ticket getitem 7060,30; //Warp_Free_Ticket getitem 2393,1; //N_Adventurer's_Suit @@ -2672,7 +2672,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "How about it?"; mes "Would you like to take the test?"; next; - set .@loop,1; + .@loop = 1; while(.@loop) { switch(select("Take the test.:What's the test for?:No, thank you.")) { case 1: @@ -2680,7 +2680,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "Great!"; mes "Let's start the test~"; next; - set .@loop,0; + .@loop = 0; break; case 2: mes "[Lark]"; @@ -2716,23 +2716,23 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Fight against the punks:Cast Magic.:Call for Guards.:Throw rocks at them.")) { case 1: - set .@question_01$, "You subdue them easily."; - set .@swordman_p, .@swordman_p+1; - set .@taekwon_p, .@taekwon_p+1; - set .@ninja_p, .@ninja_p+1; + .@question_01$ = "You subdue them easily."; + ++.@swordman_p; + ++.@taekwon_p; + ++.@ninja_p; break; case 2: - set .@question_01$, "You cast a spell on them."; - set .@magician_p, .@magician_p+1; + .@question_01$ = "You cast a spell on them."; + ++.@magician_p; break; case 3: - set .@question_01$, "You call for help and Guards come to your aid."; - set .@acolyte_p, .@acolyte_p+1; + .@question_01$ = "You call for help and Guards come to your aid."; + ++.@acolyte_p; break; case 4: - set .@question_01$, "You skillfully throw rocks at the punks."; - set .@archer_p, .@archer_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + .@question_01$ = "You skillfully throw rocks at the punks."; + ++.@archer_p; + ++.@gunslinger_p; break; } mes "[Lark]"; @@ -2742,12 +2742,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Man:Woman")) { case 1: - set .@question_02_01$, "he"; - set .@question_02_02$, "son"; + .@question_02_01$ = "he"; + .@question_02_02$ = "son"; break; case 2: - set .@question_02_01$, "she"; - set .@question_02_02$, "daughter"; + .@question_02_01$ = "she"; + .@question_02_02$ = "daughter"; break; } mes "[Lark]"; @@ -2756,16 +2756,16 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Delivering an important object:Delivering a small souvenir:Delivering a message")) { case 1: - set .@swordman_p, .@swordman_p+1; - set .@archer_p, .@archer_p+1; - set .@magician_p, .@magician_p+1; + ++.@swordman_p; + ++.@archer_p; + ++.@magician_p; break; case 2: - set .@thief_p, .@thief_p+1; - set .@taekwon_p, .@taekwon_p+1; + ++.@thief_p; + ++.@taekwon_p; break; case 3: - set .@acolyte_p, .@acolyte_p+1; + ++.@acolyte_p; break; } mes "[Lark]"; @@ -2774,31 +2774,31 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Capital city, Prontera:Mountain city, Payon:Port city, Alberta:Magic city, Geffen:Satelite city, Izlude:Desert city, Morocc:Industrial city, Einbroch:World of natural life, Amatsu:Garden city, Hugel")) { case 1: - set .@acolyte_p, .@acolyte_p+1; + ++.@acolyte_p; break; case 2: - set .@taekwon_p, .@taekwon_p+1; + ++.@taekwon_p; break; case 3: - set .@merchant_p, .@merchant_p+1; + ++.@merchant_p; break; case 4: - set .@magician_p, .@magician_p+1; + ++.@magician_p; break; case 5: - set .@swordman_p, .@swordman_p+1; + ++.@swordman_p; break; case 6: - set .@thief_p, .@thief_p+1; + ++.@thief_p; break; case 7: - set .@gunslinger_p, .@gunslinger_p+1; + ++.@gunslinger_p; break; case 8: - set .@ninja_p, .@ninja_p+1; + ++.@ninja_p; break; case 9: - set .@archer_p, .@archer_p+1; + ++.@archer_p; break; } mes "[Lark]"; @@ -2806,17 +2806,17 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Happening:Not happening.")) { case 1: - set .@thief_p, .@thief_p+1; - set .@swordman_p, .@swordman_p+1; - set .@ninja_p, .@ninja_p+1; - set .@taekwon_p, .@taekwon_p+1; - set .@magician_p, .@magician_p+1; - set .@thief_p, .@thief_p+1; + ++.@thief_p; + ++.@swordman_p; + ++.@ninja_p; + ++.@taekwon_p; + ++.@magician_p; + ++.@thief_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; - set .@merchant_p, .@merchant_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@acolyte_p; + ++.@merchant_p; + ++.@gunslinger_p; break; } mes "[Lark]"; @@ -2825,61 +2825,61 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Study:Exercise:Service:Violence")) { case 1: - set .@magician_p, .@magician_p+1; + ++.@magician_p; break; case 2: - set .@thief_p, .@thief_p+1; - set .@swordman_p, .@swordman_p+1; - set .@taekwon_p, .@taekwon_p+1; + ++.@thief_p; + ++.@swordman_p; + ++.@taekwon_p; break; case 3: - set .@acolyte_p, .@acolyte_p+1; + ++.@acolyte_p; break; case 4: - set .@thief_p, .@thief_p+1; - set .@ninja_p, .@ninja_p+1; + ++.@thief_p; + ++.@ninja_p; break; } switch(select("Change:Preservation")) { case 1: - set .@magician_p, .@magician_p+1; + ++.@magician_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; + ++.@acolyte_p; break; } switch(select("Consumer:Seller:Producer")) { case 1: - set .@swordman_p, .@swordman_p+1; - set .@thief_p, .@thief_p+1; - set .@acolyte_p, .@acolyte_p+1; - set .@archer_p, .@archer_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@swordman_p; + ++.@thief_p; + ++.@acolyte_p; + ++.@archer_p; + ++.@gunslinger_p; break; case 2: - set .@merchant_p, .@merchant_p+1; + ++.@merchant_p; break; case 3: - set .@magician_p, .@magician_p+1; + ++.@magician_p; break; } switch(select("Speed:Caution")) { case 1: - set .@thief_p, .@thief_p+1; - set .@ninja_p, .@ninja_p+1; + ++.@thief_p; + ++.@ninja_p; break; case 2: - set .@archer_p, .@archer_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@archer_p; + ++.@gunslinger_p; break; } switch(select("Theory:Experience")) { case 1: - set .@magician_p, .@magician_p+1; + ++.@magician_p; break; case 2: - set .@swordman_p, .@swordman_p+1; - set .@taekwon_p, .@taekwon_p+1; + ++.@swordman_p; + ++.@taekwon_p; break; } mes "[Lark]"; @@ -2891,11 +2891,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@merchant_p, .@merchant_p+1; - set .@ninja_p, .@ninja_p+1; + ++.@merchant_p; + ++.@ninja_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; + ++.@acolyte_p; break; } mes "[Lark]"; @@ -2903,12 +2903,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@ninja_p, .@ninja_p+1; - set .@archer_p, .@archer_p+1; + ++.@ninja_p; + ++.@archer_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@acolyte_p; + ++.@gunslinger_p; break; } mes "[Lark]"; @@ -2916,12 +2916,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@swordman_p, .@swordman_p+1; - set .@merchant_p, .@merchant_p+1; + ++.@swordman_p; + ++.@merchant_p; break; case 2: - set .@magician_p, .@magician_p+1; - set .@taekwon_p, .@taekwon_p+1; + ++.@magician_p; + ++.@taekwon_p; break; } mes "[Lark]"; @@ -2929,12 +2929,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@taekwon_p, .@taekwon_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@taekwon_p; + ++.@gunslinger_p; break; case 2: - set .@ninja_p, .@ninja_p+1; - set .@merchant_p, .@merchant_p+1; + ++.@ninja_p; + ++.@merchant_p; break; } mes "[Lark]"; @@ -2942,11 +2942,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@magician_p, .@magician_p+1; + ++.@magician_p; break; case 2: - set .@archer_p, .@archer_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@archer_p; + ++.@gunslinger_p; break; } mes "[Lark]"; @@ -2954,12 +2954,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@merchant_p, .@merchant_p+1; - set .@ninja_p, .@ninja_p+1; + ++.@merchant_p; + ++.@ninja_p; break; case 2: - set .@swordman_p, .@swordman_p+1; - set .@thief_p, .@thief_p+1; + ++.@swordman_p; + ++.@thief_p; break; } mes "[Lark]"; @@ -2967,12 +2967,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@thief_p, .@thief_p+1; - set .@swordman_p, .@swordman_p+1; + ++.@thief_p; + ++.@swordman_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; - set .@taekwon_p, .@taekwon_p+1; + ++.@acolyte_p; + ++.@taekwon_p; break; } mes "[Lark]"; @@ -2980,12 +2980,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@magician_p, .@magician_p+1; - set .@merchant_p, .@merchant_p+1; + ++.@magician_p; + ++.@merchant_p; break; case 2: - set .@thief_p, .@thief_p+1; - set .@archer_p, .@archer_p+1; + ++.@thief_p; + ++.@archer_p; break; } mes "[Lark]"; @@ -2993,12 +2993,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@ninja_p, .@ninja_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@ninja_p; + ++.@gunslinger_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; - set .@swordman_p, .@swordman_p+1; + ++.@acolyte_p; + ++.@swordman_p; break; } mes "[Lark]"; @@ -3006,12 +3006,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@acolyte_p, .@acolyte_p+1; - set .@swordman_p, .@swordman_p+1; + ++.@acolyte_p; + ++.@swordman_p; break; case 2: - set .@archer_p, .@archer_p+1; - set .@ninja_p, .@ninja_p+1; + ++.@archer_p; + ++.@ninja_p; break; } mes "[Lark]"; @@ -3019,11 +3019,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@thief_p, .@thief_p+1; - set .@ninja_p, .@ninja_p+1; + ++.@thief_p; + ++.@ninja_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; + ++.@acolyte_p; break; } mes "[Lark]"; @@ -3031,11 +3031,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@gunslinger_p, .@gunslinger_p+1; - set .@archer_p, .@archer_p+1; + ++.@gunslinger_p; + ++.@archer_p; break; case 2: - set .@taekwon_p, .@taekwon_p+1; + ++.@taekwon_p; break; } mes "[Lark]"; @@ -3043,13 +3043,13 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@magician_p, .@magician_p+1; - set .@gunslinger_p, .@gunslinger_p+1; - set .@archer_p, .@archer_p+1; + ++.@magician_p; + ++.@gunslinger_p; + ++.@archer_p; break; case 2: - set .@taekwon_p, .@taekwon_p+1; - set .@magician_p, .@magician_p+1; + ++.@taekwon_p; + ++.@magician_p; break; } mes "[Lark]"; @@ -3057,11 +3057,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@swordman_p, .@swordman_p+1; + ++.@swordman_p; break; case 2: - set .@thief_p, .@thief_p+1; - set .@ninja_p, .@ninja_p+1; + ++.@thief_p; + ++.@ninja_p; break; } mes "[Lark]"; @@ -3069,12 +3069,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@archer_p, .@archer_p+1; - set .@merchant_p, .@merchant_p+1; + ++.@archer_p; + ++.@merchant_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; - set .@archer_p, .@archer_p+1; + ++.@acolyte_p; + ++.@archer_p; break; } mes "[Lark]"; @@ -3082,12 +3082,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@taekwon_p, .@taekwon_p+1; - set .@thief_p, .@thief_p+1; + ++.@taekwon_p; + ++.@thief_p; break; case 2: - set .@archer_p, .@archer_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@archer_p; + ++.@gunslinger_p; break; } mes "[Lark]"; @@ -3095,12 +3095,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@swordman_p, .@swordman_p+1; - set .@merchant_p, .@merchant_p+1; + ++.@swordman_p; + ++.@merchant_p; break; case 2: - set .@magician_p, .@magician_p+1; - set .@thief_p, .@thief_p+1; + ++.@magician_p; + ++.@thief_p; break; } mes "[Lark]"; @@ -3108,12 +3108,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@gunslinger_p, .@gunslinger_p+1; - set .@archer_p, .@archer_p+1; + ++.@gunslinger_p; + ++.@archer_p; break; case 2: - set .@acolyte_p, .@acolyte_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@acolyte_p; + ++.@gunslinger_p; break; } mes "[Lark]"; @@ -3121,12 +3121,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@thief_p, .@thief_p+1; - set .@gunslinger_p, .@gunslinger_p+1; + ++.@thief_p; + ++.@gunslinger_p; break; case 2: - set .@gunslinger_p, .@gunslinger_p+1; - set .@merchant_p, .@merchant_p+1; + ++.@gunslinger_p; + ++.@merchant_p; break; } mes "[Lark]"; @@ -3134,11 +3134,11 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(select("Yes:No")) { case 1: - set .@magician_p, .@magician_p+1; + ++.@magician_p; break; case 2: - set .@ninja_p, .@ninja_p+1; - set .@archer_p, .@archer_p+1; + ++.@ninja_p; + ++.@archer_p; break; } @@ -3146,14 +3146,14 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 // In the official script, higher .@who_job value always wins in a tie. setarray .@points[0], .@swordman_p, .@magician_p, .@archer_p, .@merchant_p, .@thief_p, .@acolyte_p, .@taekwon_p, .@gunslinger_p, .@ninja_p; - set .@max, .@points[0]; - for(set .@i,1; .@i<9; set .@i,.@i+1) { + .@max = .@points[0]; + for(.@i = 1; .@i<9; ++.@i) { if (.@points[.@i] >= .@max) { - set .@max, .@points[.@i]; - set .@ele, .@i; + .@max = .@points[.@i]; + .@ele = .@i; } } - set .@who_job, .@ele+1; // To match the official script's numbering. + .@who_job = .@ele+1; // To match the official script's numbering. mes "[Lark]"; mes "Thank you, have a long life."; @@ -3169,7 +3169,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; switch(.@who_job) { case 1: - set .@job$, "Swordman"; + .@job$ = "Swordman"; mes "[Lark]"; mes "...simple and straightforward..."; mes "...strong beliefs can affect the world..."; @@ -3179,7 +3179,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; break; case 2: - set .@job$, "Wizard"; + .@job$ = "Wizard"; mes "[Lark]"; mes "...to understand all these things alone deulmyeo..."; mes "...hard work and independent thinking..."; @@ -3189,7 +3189,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; break; case 3: - set .@job$, "Archer"; + .@job$ = "Archer"; mes "[Lark]"; mes "...immeasurable, have many emotions..."; mes "...to people who are trying to understand..."; @@ -3200,7 +3200,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; break; case 4: - set .@job$, "Merchant"; + .@job$ = "Merchant"; mes "[Lark]"; mes "...to identify people's sense of hearing..."; mes "...outstanding determination and goals..."; @@ -3209,7 +3209,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; break; case 5: - set .@job$, "Thief"; + .@job$ = "Thief"; mes "[Lark]"; mes "...always makes life fun and who wants..."; mes "...always trying to find a new job..."; @@ -3219,7 +3219,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; break; case 6: - set .@job$, "Acolyte"; + .@job$ = "Acolyte"; mes "[Lark]"; mes "...mentality makes him warm and considerate for others..."; mes "I know I have loved anyone,..."; @@ -3229,7 +3229,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; break; case 7: - set .@job$, "Taekwon Boy/Girl"; + .@job$ = "Taekwon Boy/Girl"; mes "[Lark]"; mes "...to believe with a stubborn conviction..."; mes "...heart and spirit of the grassland is consistent: it..."; @@ -3240,7 +3240,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; break; case 8: - set .@job$, "Gunslinger"; + .@job$ = "Gunslinger"; mes "[Lark]"; mes "People often praised Justice."; mes "Sometimes fear and confusion may exist..."; @@ -3250,7 +3250,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; break; case 9: - set .@job$, "Ninja"; + .@job$ = "Ninja"; mes "[Lark]"; mes "...to avoid the type of self-aspiring..."; mes "...married to a prominent goal and quietly avoiding..."; @@ -3297,7 +3297,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Yes, sir. Please select your desired job."; next; - set .@who_job, select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again."); + .@who_job = select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again."); if (.@who_job == 10) { mes "[Lark]"; mes "The Novice Training Center has a lot of sea experience, please pay attention along the way."; @@ -3306,7 +3306,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 break; } callfunc "F_NvErase",1; - set .@str$, "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey."; + .@str$ = "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey."; switch(.@who_job) { case 1: mes "[Lark]"; diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt index 044e386fe..5578d7700 100644 --- a/npc/re/jobs/novice/supernovice_ex.txt +++ b/npc/re/jobs/novice/supernovice_ex.txt @@ -48,7 +48,7 @@ function script Esseray_Ex { mes "You should find him."; next; setquest 5092; - set EXSUPNOV_Q,1; + EXSUPNOV_Q = 1; mes "[Esseray]"; mes "He can guide you along"; mes "the correct path..."; @@ -58,7 +58,7 @@ function script Esseray_Ex { } beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ - if (checkquest(5092) >= 0) { + if (questprogress(5092)) { mes "[Fishing Novice]"; mes "Sh --------- !!"; mes "Be quiet please."; @@ -165,7 +165,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "- Talk to him again. -"; close; } - else if (checkquest(5093) >= 0) { + else if (questprogress(5093)) { mes "[Nodor]"; mes "Emmhmm ----- !!"; next; @@ -251,7 +251,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Do you know what this is for?"; next; setarray .@Monsters$[0],"Poring","Lunatic","Fabre","Picky"; - set .@i, rand(4); + .@i = rand(4); changequest 5093,5094+.@i; mes "[Nodor]"; mes "You know what a ^FF0000"+.@Monsters$[.@i]+"^000000 monster is, right?"; @@ -268,7 +268,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Don't come back until you've hunted 1,000."; close; } - else if (checkquest(5094) >= 0 || checkquest(5095) >= 0 || checkquest(5096) >= 0 || checkquest(5097) >= 0) { + else if (questprogress(5094) || questprogress(5095) || questprogress(5096) || questprogress(5097)) { mes "["+strcharinfo(0)+"]"; mes "Hey, Nodor!"; next; @@ -277,7 +277,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Oh my god!"; mes "So frightened... let me see?"; next; - if (checkquest(5094,HUNTING) != 2 && checkquest(5095,HUNTING) != 2 && checkquest(5096,HUNTING) != 2 && checkquest(5097,HUNTING) != 2) { + if (questprogress(5094,HUNTING) != 2 && questprogress(5095,HUNTING) != 2 && questprogress(5096,HUNTING) != 2 && questprogress(5097,HUNTING) != 2) { mes "[Nodor]"; mes "Hey! Super Novice!"; mes "Didn't I say to hunt 1,000?"; @@ -291,14 +291,14 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "You are better than I thought."; mes "Anyway, what was the monster that I told you to hunt?"; next; - set .@i, select("Poring:Lunatic:Fabre:Picky:Baphomet")-1; + .@i = select("Poring:Lunatic:Fabre:Picky:Baphomet")-1; if (.@i == 4) { mes "[Nodor]"; mes "Heheh? Can you seriously hunt Baphomet alone?"; mes "Don't tell a lie!! I will hit you!!"; close; } - if (checkquest(5094+.@i,HUNTING) != 2) { + if (questprogress(5094+.@i,HUNTING) != 2) { mes "[Nodor]"; mes "Don't tell a lie!"; mes "I didn't tell you to hunt this!"; @@ -321,7 +321,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "I will let you know how to overcome your strength deficiencies."; close; } - else if (checkquest(5098) >= 0) { + else if (questprogress(5098)) { if (rand(10) != 1) { mes "[Nodor]"; mes "Oh! You already came here?"; @@ -377,7 +377,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "You can give some to my bro. He's up in the airship."; close; } - else if (checkquest(5099) >= 0) { + else if (questprogress(5099)) { mes "[Nodor]"; mes "Have you visited already?"; next; @@ -392,10 +392,10 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "10,000,000 zeny is okay~"; close; } - else if (checkquest(5100) >= 0) { - if (EXSUPNOV_Q_ == 3) set .@str$,"300,000"; - else if (EXSUPNOV_Q_ == 4) set .@str$,"1,000,000"; - else set .@str$,"100,000"; + else if (questprogress(5100)) { + if (EXSUPNOV_Q_ == 3) .@str$ = "300,000"; + else if (EXSUPNOV_Q_ == 4) .@str$ = "1,000,000"; + else .@str$ = "100,000"; mes "[Nodor]"; mes "Hey, have you gone there?"; mes "I got another message from my bro."; @@ -477,7 +477,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ nude; callfunc "F_ClearJobVar"; // -- Clears all job variables for the current player jobchange roclass(eaclass()|EAJL_THIRD); - set EXSUPNOV_Q,5; + EXSUPNOV_Q = 5; emotion e_heh; mes "[Nodor]"; mes "Puhahahahahahahahahahah!!"; @@ -570,7 +570,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ specialeffect2 EF_RECOVERY; mes "[Nodor]"; mes "Let Super Novice "+strcharinfo(0)+" be blessed with the Super Novice Guardian!"; - set EXSUPNOV_Q,6; + EXSUPNOV_Q = 6; close; } else if (EXSUPNOV_Q > 5) { @@ -588,7 +588,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ } airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ - if (checkquest(5099) >= 0) { + if (questprogress(5099)) { mes "[Nudor]"; mes "Ahhh~ I have no money to buy any food."; mes "I'm hungry, but I have no idea when Brother is coming..."; @@ -610,7 +610,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ mes "- eyes, holding out his hands. -"; mes "- How much do you want to give? -"; next; - set .@i, select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have"); + .@i = select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have"); mes "[Nudor]"; if (.@i == 1) { mes "- crying -"; @@ -622,9 +622,9 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ } else if (.@i < 5) { switch(.@i) { - case 2: set .@str$,"100,000"; set .@n,100000; break; - case 3: set .@str$,"300,000"; set .@n,300000; break; - case 4: set .@str$,"1,000,000"; set .@n,1000000; break; + case 2: .@str$ = "100,000"; .@n = 100000; break; + case 3: .@str$ = "300,000"; .@n = 300000; break; + case 4: .@str$ = "1,000,000"; .@n = 1000000; break; } mes "Lovely~~ Did he give you "+.@str$+" Zeny? That's pretty much!"; next; @@ -647,18 +647,18 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ mes "Eh? But you don't have any money. You're so poor, huh?"; close; } - set .@n,Zeny; + .@n = Zeny; } mes "[Nudor]"; mes "Woa~!! "+.@n+" Zeny! This helped me so much~ Tehee~"; mes "I can't believe it..."; changequest 5099,5100; Zeny -= .@n; - if (.@i < 5) set EXSUPNOV_Q_, .@i; + if (.@i < 5) EXSUPNOV_Q_ = .@i; else { - if (.@n > 1000000) set EXSUPNOV_Q_,4; - else if (.@n > 300000) set EX_SUPNOV_Q_,3; - else set EXSUPNOV_Q_,2; + if (.@n > 1000000) EXSUPNOV_Q_ = 4; + else if (.@n > 300000) EX_SUPNOV_Q_ = 3; + else EXSUPNOV_Q_ = 2; } next; mes "[Nudor]"; @@ -670,7 +670,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ mes "- tricked, so go back to Nodor. -"; close; } - else if (checkquest(5100) >= 0) { + else if (questprogress(5100)) { mes "[Nudor]"; mes "I cannot believe that my bro sent me money... I love it~"; next; diff --git a/npc/re/jobs/repair.txt b/npc/re/jobs/repair.txt index 184f7071f..fd3c51d7a 100644 --- a/npc/re/jobs/repair.txt +++ b/npc/re/jobs/repair.txt @@ -82,7 +82,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ close; } setarray .@items[0], 2796, 2797, 6152, 6151; //Magical_Stone,Magical_Stone_,Glittering_Crystal,Peice_Of_Great_Bradium - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { if (countitem(.@items[.@i])) delitem .@items[.@i], countitem(.@items[.@i]); } @@ -100,7 +100,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ // Rebirth - variable if ((Class >= Job_Swordman && Class <= Job_Crusader2) && ADVJOB != 0) { - set ADVJOB,0; + ADVJOB = 0; mes "[Valerie]"; mes "You're carrying big karma- You should erase it."; next; @@ -169,7 +169,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ L_Second: if (getd(getarg(0)) != 0) { setd getarg(0),0; - if (checkquest(getarg(1)) == 2) + if (questprogress(getarg(1)) == 2) erasequest getarg(1); mes "[Valerie]"; mes "I will help clear your problems for you that came from your former attempts."; @@ -184,15 +184,15 @@ L_Third: if (getd(getarg(0)) != 0) { setd getarg(0),0; if (getarg(1)) { - if (checkquest(getarg(1)) == 2) + if (questprogress(getarg(1)) == 2) erasequest getarg(1); } - for(set .@i,getarg(2); .@i<=getarg(3); set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = getarg(2); .@i<=getarg(3); ++.@i) { + if (questprogress(.@i)) erasequest .@i; } if (getarg(4,0)) { - if (checkquest(getarg(4)) > -1) + if (questprogress(getarg(4))) erasequest getarg(4); } mes "[Valerie]"; @@ -239,33 +239,33 @@ sec_in02,12,40,5 script Job Repair 1_M_LIBRARYMASTER,1,1,{ mes "Please input your password."; next; if (callfunc("F_GM_NPC","1854",1) == 1) { - set job_arch,100; - set job_3rd_gc,100; - set job__mechanic,100; - set job_ranger01,100; - set job_rune_edq,100; - set job_wl,100; - set job_gen,100; - set job_min,100; - set job_royal,100; - set job_sha,100; - set job_soc,100; - set job_shu,100; - set job_wan,100; - set KNIGHT_Q,100; - set PRIEST_Q,100; - set WIZ_Q,100; - set BSMITH_Q,100; - set ASSIN_Q,100; - set HNTR_Q,100; - set CRUS_Q,100; - set MONK_Q,100; - set SAGE_Q,100; - set ALCH_Q,100; - set ROGUE_Q,100; - set BARD_Q,100; - set DANC_Q,100; - set ADVJOB,15; + job_arch = 100; + job_3rd_gc = 100; + job__mechanic = 100; + job_ranger01 = 100; + job_rune_edq = 100; + job_wl = 100; + job_gen = 100; + job_min = 100; + job_royal = 100; + job_sha = 100; + job_soc = 100; + job_shu = 100; + job_wan = 100; + KNIGHT_Q = 100; + PRIEST_Q = 100; + WIZ_Q = 100; + BSMITH_Q = 100; + ASSIN_Q = 100; + HNTR_Q = 100; + CRUS_Q = 100; + MONK_Q = 100; + SAGE_Q = 100; + ALCH_Q = 100; + ROGUE_Q = 100; + BARD_Q = 100; + DANC_Q = 100; + ADVJOB = 15; } close; } diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt index 792b7abd9..51b50fdcf 100644 --- a/npc/re/merchants/3rd_trader.txt +++ b/npc/re/merchants/3rd_trader.txt @@ -34,18 +34,18 @@ mes "Each Herb costs 4,000 zeny."; mes "What would you like?"; next; - set .@i, select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1; + .@i = select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1; mes "[Poison Herb Merchant]"; if (.@i < 6) { - set .@item,7932+.@i; - set .@price,4000; - set .@max,2000; - set .@max$,"2,000"; + .@item = 7932+.@i; + .@price = 4000; + .@max = 2000; + .@max$ = "2,000"; } else if (.@i == 6) { - set .@item,7931; - set .@price,5000; - set .@max,500; - set .@max$,"500"; + .@item = 7931; + .@price = 5000; + .@max = 500; + .@max$ = "500"; mes "Each Poison Kit costs 5,000 zeny."; } else { mes "Well, I see. Come back again~!"; @@ -66,7 +66,7 @@ mes "The number must be less than "+.@max$+"!"; close; } - set .@total, .@amount * .@price; + .@total = .@amount * .@price; if (Zeny < .@total) { mes "[Poison Herb Merchant]"; mes "You don't have enough money."; @@ -99,18 +99,18 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG mes "I sell all sorts of Rune Stones!"; mes "What would you like?"; next; - set .@i, select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."); + .@i = select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."); mes "[Rune Merchant]"; if (.@i == 1) { mes "High-quality Runes!"; mes "They cost 2,500 zeny each!"; - set .@item,12734; //Runstone_Quality - set .@price,2500; + .@item = 12734; //Runstone_Quality + .@price = 2500; } else { mes "Ordinary Rune Stones?"; mes "They cost 1,000 zeny each!"; - set .@item,12737; //Runstone_Ordinary - set .@price,1000; + .@item = 12737; //Runstone_Ordinary + .@price = 1000; setarray .@rune[0],12737,1000; } mes "Tell me how many you want,"; @@ -128,7 +128,7 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG mes "The number must be less than 2,000!"; close; } - set .@total, .@amount * .@price; + .@total = .@amount * .@price; if (Zeny < .@total) { mes "[Rune Merchant]"; mes "Zeny! Zeny!"; @@ -166,7 +166,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "[Rare Poison Herb Collector]"; mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them."; next; - set .@i, select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2; + .@i = select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2; if (.@i == -1) { mes "[Rare Poison Herb Collector]"; mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle."; @@ -176,8 +176,8 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ close; } else { setarray .@exchange[0],702,621,631,749,605,703; - set .@item, .@exchange[.@i]; - set .@price, 10000; + .@item = .@exchange[.@i]; + .@price = 10000; mes "[Rare Poison Herb Collector]"; mes "How many do you want?"; @@ -195,7 +195,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "The number must be less than 2,000!"; close; } - set .@total, .@amount * .@price; + .@total = .@amount * .@price; if (countitem(.@item) < .@amount || Zeny < .@total) { mes "[Rare Poison Herb Collector]"; mes "Hey, come back when you have all the requirements for the exchange."; @@ -228,7 +228,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "[Point Merchant]"; mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?"; next; - set .@i, select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1; + .@i = select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1; mes "[Point Merchant]"; if (.@i == 4) { mes "You can't find the stuff you need?"; diff --git a/npc/re/merchants/advanced_refiner.txt b/npc/re/merchants/advanced_refiner.txt index ddd48b836..d637ace73 100644 --- a/npc/re/merchants/advanced_refiner.txt +++ b/npc/re/merchants/advanced_refiner.txt @@ -26,10 +26,10 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ mes "What should Holink~ refine today?"; next; setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ = .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Holink]"; switch(.@part) { @@ -77,33 +77,33 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ switch(getequipweaponlv(.@part)) { default: case 0: // Armor - set .@price,15000; - set .@material,7619; //Enriched_Elunium - set .@type$,"armor"; + .@price = 15000; + .@material = 7619; //Enriched_Elunium + .@type$ = "armor"; mes "You have chosen an armor, meow~"; break; case 1: // Level 1 Weapon - set .@price,500; - set .@material,7620; //Enriched_Oridecon - set .@type$,"weapon"; + .@price = 500; + .@material = 7620; //Enriched_Oridecon + .@type$ = "weapon"; mes "A level 1 weapon...?"; break; case 2: // Level 2 Weapon - set .@price,2000; - set .@material,7620; //Enriched_Oridecon - set .@type$,"weapon"; + .@price = 2000; + .@material = 7620; //Enriched_Oridecon + .@type$ = "weapon"; mes "Meow, a level 2 weapon...?"; break; case 3: // Level 3 Weapon - set .@price,20000; - set .@material,7620; //Enriched_Oridecon - set .@type$,"weapon"; + .@price = 20000; + .@material = 7620; //Enriched_Oridecon + .@type$ = "weapon"; mes "Meow Meow~~ A level 3 weapon~~"; break; case 4: // Level 4 Weapon - set .@price,50000; - set .@material,7620; //Enriched_Oridecon - set .@type$,"weapon"; + .@price = 50000; + .@material = 7620; //Enriched_Oridecon + .@type$ = "weapon"; mes "Me-Meow!... A level 4 weapon...!"; mes "I've only seen it twice while"; mes "learning from Aragam... Me-Meow!!"; diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt index ed2c0c20a..0658126ff 100644 --- a/npc/re/merchants/alchemist.txt +++ b/npc/re/merchants/alchemist.txt @@ -55,16 +55,16 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "Okay then, here's the list of available craft books."; next; switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){ - case 1: set .@item,6279; break; - case 2: set .@item,6280; break; - case 3: set .@item,6281; break; - case 4: set .@item,6282; break; - case 5: set .@item,6283; break; - case 6: set .@item,6284; break; - case 7: set .@item,6285; break; - case 8: set .@item,11022; break; - case 9: set .@item,11023; break; - case 10: set .@item,11024; break; + case 1: .@item = 6279; break; + case 2: .@item = 6280; break; + case 3: .@item = 6281; break; + case 4: .@item = 6282; break; + case 5: .@item = 6283; break; + case 6: .@item = 6284; break; + case 7: .@item = 6285; break; + case 8: .@item = 11022; break; + case 9: .@item = 11023; break; + case 10: .@item = 11024; break; case 11: mes "[Craft Book Merchant]"; mes "Thank you for your patronage."; @@ -92,7 +92,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "Would you like to continue?"; next; if (select("Yes:No") == 1) { - set .@total, .@amount * 100000; + .@total = .@amount * 100000; if (Zeny < .@total) { mes "[Craft Book Merchant]"; mes "I'm sorry, but you don't have enough money."; diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt index bb5dd62d7..ec6b591a9 100644 --- a/npc/re/merchants/blessed_refiner.txt +++ b/npc/re/merchants/blessed_refiner.txt @@ -29,10 +29,10 @@ mes "How about it? Do you want to refine?"; next; setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Blacksmith Dister]"; switch(.@part) { @@ -70,42 +70,42 @@ mes "This item cannot be refined."; close; } - set .@equip_refine, getequiprefinerycnt(.@part); + .@equip_refine = getequiprefinerycnt(.@part); if (.@equip_refine < 6 || .@equip_refine > 12) { mes "[Blacksmith Dister]"; mes "This equipment has refined to "+.@equip_refine+". I only handle items with refine levels from +6 to +12!"; close; } - set .@equip_lv, getequipweaponlv(.@part); + .@equip_lv = getequipweaponlv(.@part); switch(.@equip_lv) { default: case 0: - set .@price,20000; - set .@material,6439; //Unbreakable_Def - set .@type$,"Armor"; + .@price = 20000; + .@material = 6439; //Unbreakable_Def + .@type$ = "Armor"; break; case 1: - set .@price,1000; - set .@material,6438; //Unbreakable_Weap - set .@type$,"Weapon"; + .@price = 1000; + .@material = 6438; //Unbreakable_Weap + .@type$ = "Weapon"; break; case 2: - set .@price,2000; - set .@material,6438; //Unbreakable_Weap - set .@type$,"Weapon"; + .@price = 2000; + .@material = 6438; //Unbreakable_Weap + .@type$ = "Weapon"; break; case 3: - set .@price,20000; - set .@material,6438; //Unbreakable_Weap - set .@type$,"Weapon"; + .@price = 20000; + .@material = 6438; //Unbreakable_Weap + .@type$ = "Weapon"; break; case 4: - set .@price,40000; - set .@material,6438; //Unbreakable_Weap - set .@type$,"Weapon"; + .@price = 40000; + .@material = 6438; //Unbreakable_Weap + .@type$ = "Weapon"; break; } - set .@ore$,"^ff9999Blessed "+.@type$+" Ore^000000"; + .@ore$ = "^ff9999Blessed "+.@type$+" Ore^000000"; mes "[Blacksmith Dister]"; mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee."; mes "Do you want to proceed?"; diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt index 9954476ca..fa64db4f0 100644 --- a/npc/re/merchants/card_separation.txt +++ b/npc/re/merchants/card_separation.txt @@ -23,8 +23,8 @@ close; } if (strnpcinfo(1) == "Jeremy") { - set .@Jeremy,1; - set .@n$, "[Jeremy]"; + .@Jeremy = 1; + .@n$ = "[Jeremy]"; setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat"; setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP; @@ -32,8 +32,8 @@ mes "Long time no see~"; mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?"; } else { - set .@Jeremy,0; - set .@n$, "[Richard]"; + .@Jeremy = 0; + .@n$ = "[Richard]"; setarray .@equip_name$[0], "Left hand", "Right hand"; setarray .@equip_slot[0], EQI_HAND_L, EQI_HAND_R; @@ -48,14 +48,14 @@ mes "There is a possibility of destroying them even using a special item. Also, ^ff0000the refine level might be lost^000000. Do you have any equipment to separate?"; next; - for(set .@i,0; .@i<getarraysize(.@equip_slot); set .@i,.@i+1) { + for(.@i = 0; .@i<getarraysize(.@equip_slot); ++.@i) { if (getequipisequiped(.@equip_slot[.@i])) - set .@menu$, .@menu$+getequipname(.@equip_slot[.@i])+":"; + .@menu$ += getequipname(.@equip_slot[.@i])+":"; else - set .@menu$, .@menu$+"^999999"+.@equip_name$[.@i]+" (empty)^000000:"; + .@menu$ += "^999999"+.@equip_name$[.@i]+" (empty)^000000:"; } - set .@i, select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$); + .@i = select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$); switch(.@i) { case 1: mes .@n$; @@ -91,7 +91,7 @@ mes "I'm not sure about the quality of success. Anyway, this is so cheap, right?"; close; default: - set .@equip_num, .@equip_slot[.@i-3]; + .@equip_num = .@equip_slot[.@i-3]; if (!getequipisequiped(.@equip_num)) { mes .@n$; if (.@Jeremy) @@ -103,33 +103,40 @@ break; } - setarray .@equip_card[0], getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3); - set .@mvp_list$, - "|4408|4128|4456|4168|4142"+ //Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card - "|4134|4137|4386|4407|4357"+ //Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card - "|4146|4132|4147|4372|4145"+ //Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card - "|4374|4352|4367|4236|4425"+ //Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card - "|4359|4123|4144|4135|4143"+ //B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card - "|4263|4131|4430|4276|4419"+ //Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card - "|4403|4399|4376|4441|4302"+ //Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card - "|4305|4148|4318|4121|4365"+ //Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card - "|4363|4324|4361|4330|4342|"; //B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card + setarray .@equip_card, getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3); + setarray .@mvp_list, Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card, + Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card, + Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card, + Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card, + B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card, + Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card, + Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card, + Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card, + B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card; + .@boss_chk = false; if (.@Jeremy) { - for(set .@i,0; .@i<4; set .@i,.@i+1) { - if (.@equip_card[.@i] >= 4700) // Armor Enchant System - set .@equip_card[.@i],0; + .@cardcount = 4; + for (.@i = 0; .@i < 4; ++.@i) { + if (.@equip_card[.@i] >= 4700 // Armor Enchant System + || .@equip_card[.@i] == 0) { + .@equip_card[.@i] = 0; + --.@cardcount; + } } - if (!getarraysize(.@equip_card)) { + if (!.@cardcount) { mes .@n$; mes "The card is not equipped. Do you want to check again?"; close; } - if ((.@equip_card[0] && compare(.@mvp_list$,"|"+.@equip_card[0]+"|")) || - (.@equip_card[1] && compare(.@mvp_list$,"|"+.@equip_card[1]+"|")) || - (.@equip_card[2] && compare(.@mvp_list$,"|"+.@equip_card[2]+"|")) || - (.@equip_card[3] && compare(.@mvp_list$,"|"+.@equip_card[3]+"|"))) - set .@boss_chk,1; + for (.@i = 0; .@i < 4; ++.@i) { + if (.@equip_card[.@i] == 0) + continue; + for (.@j = 0; .@j < getarraysize(.@mvp_list); ++.@j) { + if (.@equip_card[.@i] == .@mvp_list[.@j]) + .@boss_chk = true; + } + } } else { // Official "Richard" script uses a hardcoded list including every possible item. //if (!getequipisequiped(.@equip_num)) { @@ -141,21 +148,21 @@ mes "[Richard]"; mes "Which number socket do you want to separate the card? From the left socket, they are sorted 1,2,3,4."; next; - set .@menu$,""; - for(set .@i,0; .@i<4; set .@i,.@i+1) { + .@menu$ = ""; + for(.@i = 0; .@i<4; ++.@i) { if (.@equip_card[.@i] && .@equip_card[.@i] < 4700) // Armor Enchant System - set .@menu$, .@menu$+"Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":"; + .@menu$ += "Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":"; else - set .@menu$, .@menu$+"^777777Socket "+(.@i+1)+" - No card^000000:"; + .@menu$ += "^777777Socket "+(.@i+1)+" - No card^000000:"; } - set .@i, select("Stop the work:"+.@menu$); + .@i = select("Stop the work:"+.@menu$); switch(.@i) { case 1: mes .@n$; mes "Whenever you need to work, please come to me."; close; default: - set .@slot, .@i-2; + .@slot = .@i-2; if (.@equip_card[.@slot] == 0 || .@equip_card[.@slot] >= 4700) { mes .@n$; mes "This socket is not equipped with any card. Why don't you check again?"; @@ -163,18 +170,19 @@ } break; } - if (compare(.@mvp_list$,"|"+.@equip_card[.@slot]+"|")) - set .@boss_chk,1; + for (.@i = 0; .@i < getarraysize(.@mvp_list); ++.@i) { + if (.@equip_card[.@slot] == .@mvp_list[.@i]) + .@boss_chk = true; + } } - if (.@boss_chk == 0) { + if (!.@boss_chk) { mes .@n$; if (.@Jeremy) mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:"; else mes "Please choose the working fee."; next; - set .@menu$, - "Next time...:"+ + .@menu$ = "Next time...:"+ ((Zeny >= 1000000)?"Use 1,000,000z (Do not use special item):":"^999999Use 1,000,000z (Insufficient)^000000:")+ ((countitem(6441))?"Use Premium Lubricant:":"^999999Premium Lubricant (Insufficient)^000000:")+ ((countitem(6440))?"Use Ordinary Lubricant":"^999999Ordinary Lubricant (Insufficient)^000000"); @@ -197,9 +205,9 @@ mes "Whenever you need the work, visit me here."; close; } - set .@sf_c_num,150; - set .@sf_r_num,150; - set .@sf_w_num,150; + .@sf_c_num = 150; + .@sf_r_num = 150; + .@sf_w_num = 150; Zeny -= 1000000; break; case 3: @@ -216,9 +224,9 @@ mes "Whenever you need the work, visit me here."; close; } - set .@sf_c_num,75; - set .@sf_r_num,75; - set .@sf_w_num,75; + .@sf_c_num = 75; + .@sf_r_num = 75; + .@sf_w_num = 75; delitem 6441,1; //High_RankLubricant break; case 4: @@ -235,13 +243,13 @@ mes "Whenever you need the work, visit me here."; close; } - set .@sf_c_num,75; - set .@sf_r_num,150; - set .@sf_w_num,150; + .@sf_c_num = 75; + .@sf_r_num = 150; + .@sf_w_num = 150; delitem 6440,1; //General_Lubricant break; } - } else if (.@boss_chk == 1) { + } else { mes .@n$; mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work."; next; @@ -261,10 +269,10 @@ mes .@n$; if (.@Jeremy) { mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:"; - set .@menu$,"Alright, let's do it!"; + .@menu$ = "Alright, let's do it!"; } else { mes "May I continue?"; - set .@menu$,"I got it. Just do it quickly!"; + .@menu$ = "I got it. Just do it quickly!"; } next; switch(select("Next time...:"+.@menu$)) { @@ -273,45 +281,45 @@ mes "Whenever you need the work, visit me here."; close; case 2: - set .@sf_c_num,60; - set .@sf_r_num,60; - set .@sf_w_num,60; + .@sf_c_num = 60; + .@sf_r_num = 60; + .@sf_w_num = 60; delitem 6443,1; //Sillit_Pong_Bottle break; } } - set .@equip_id, getequipid(.@equip_num); - set .@equip_refine, getequiprefinerycnt(.@equip_num); + .@equip_id = getequipid(.@equip_num); + .@equip_refine = getequiprefinerycnt(.@equip_num); delequip .@equip_num; // Chance of retaining refine level. if (rand(1,.@sf_r_num) >= 61) - set .@equip_refine,0; + .@equip_refine = 0; if (.@Jeremy) { // Chance of retaining equipment. if (rand(1,.@sf_w_num) < 61) { - set .@equip_safe,1; + .@equip_safe = 1; getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0; } // Chance of retaining cards. - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { if (.@equip_card[.@i]) { if (rand(1,.@sf_c_num) < 61) getitem .@equip_card[.@i],1; else - set .@card_break,1; + .@card_break = 1; } } } else { - set .@card, .@equip_card[.@slot]; - set .@equip_card[.@slot],0; + .@card = .@equip_card[.@slot]; + .@equip_card[.@slot] = 0; // Chance of retaining equipment. if (rand(1,.@sf_w_num) < 61) { - set .@equip_safe,1; + .@equip_safe = 1; getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; } @@ -319,7 +327,7 @@ if (rand(1,.@sf_c_num) < 61) getitem .@card,1; else - set .@card_break,1; + .@card_break = 1; } // Display corresponding effect. diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt index 3ef33e953..01793816a 100644 --- a/npc/re/merchants/catalog.txt +++ b/npc/re/merchants/catalog.txt @@ -18,7 +18,7 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{ mes "- You have too many items. Please make space. -"; close; } - set .@ticket_cost, 200; + .@ticket_cost = 200; mes "[Catalog Magician]"; mes "Look... the Magic Academy"; mes "in Geffen is now directly"; @@ -64,7 +64,7 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{ } else break; } - set .@sell, .@ticket_cost * .@input; + .@sell = .@ticket_cost * .@input; mes "The total number of catalog(s) that you're trying to purchase is " + .@input + " pieces."; mes "It costs " + .@sell + " z."; if (Zeny < .@sell) { diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt index fb20726a3..4d69e2a61 100644 --- a/npc/re/merchants/coin_exchange.txt +++ b/npc/re/merchants/coin_exchange.txt @@ -34,22 +34,22 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{ 6420, //Cgrade_Coin 6421, //Dgrade_Coin 6422; //Egrade_Coin - set .@menu$,"Stop:"; - for(set .@i,1; .@i<=6; set .@i,.@i+1) { + .@menu$ = "Stop:"; + for(.@i = 1; .@i<=6; ++.@i) { if (countitem(.@coins[.@i])) - set .@menu$, .@menu$+getitemname(.@coins[.@i])+":"; + .@menu$ += getitemname(.@coins[.@i])+":"; else - set .@menu$, .@menu$+"^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:"; + .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:"; } - set .@i, select(.@menu$); + .@i = select(.@menu$); switch(.@i) { case 1: mes "[Coin Exchanger CX-1]"; mes "Thank you for coming."; close; default: - set .@coin, .@coins[.@i-1]; - set .@coin_select, .@i-1; + .@coin = .@coins[.@i-1]; + .@coin_select = .@i-1; break; } if (countitem(.@coin) == 0) { @@ -69,17 +69,17 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{ setarray .@exchange_rate[0],30,10; setarray .@exchange_loss[0],rand(1,4),rand(1,2); // Amount deducted per exchange. setarray .@exchange_id[0],.@coins[.@coin_select-1],.@coins[.@coin_select+1]; - if (.@exchange_id[0] == .@coins[1]) set .@exchange_id[0],0; // Cannot exchange for Silvervine. - set .@menu$,"Stop:"; - for(set .@i,0; .@i<2; set .@i,.@i+1) { + if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine. + .@menu$ = "Stop:"; + for(.@i = 0; .@i<2; ++.@i) { if (.@exchange_id[.@i] == 0) - set .@menu$, .@menu$+"^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:"; + .@menu$ += "^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:"; else if (countitem(.@coin) < .@exchange_rate[.@i]) - set .@menu$, .@menu$+"^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:"; + .@menu$ += "^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:"; else - set .@menu$, .@menu$+"Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):"; + .@menu$ += "Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):"; } - set .@i, select(.@menu$)-2; + .@i = select(.@menu$)-2; if (.@i == -1) { mes "[Coin Exchanger CX-1]"; mes "Thank you for coming."; @@ -97,7 +97,7 @@ malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{ mes "Thank you for coming."; close; } - set .@exchange_total, .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)]; + .@exchange_total = .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)]; delitem .@coin, .@exchange_rate[.@i]; getitem .@exchange_id[.@i], .@exchange_total; mes "[Coin Exchanger CX-1]"; @@ -129,10 +129,10 @@ malangdo,218,165,5 script Special Vending Machine 2_DROP_MACHINE,{ "Ordinary Lubricant",6440,36, "Sillit Pong",6443,192; L_AddItem: - set .@menu$,"Explanation:"; - for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) - set .@menu$, .@menu$+getarg(.@i)+":"; - set .@i, select(.@menu$)-2; + .@menu$ = "Explanation:"; + for(.@i = 0; .@i<getargcount(); .@i += 3) + .@menu$ += getarg(.@i)+":"; + .@i = select(.@menu$)-2; if (.@i == -1) { mes "[Special Vending Machine]"; mes "Seagod's Protection is an item used for entering the Culvert memorial dungeon during a certain period."; @@ -147,14 +147,14 @@ L_AddItem: mes "Sillit Pong is special item that separates sockets with MVP cards. Unable to separate MVP card by Premium and Ordinary Lubricant."; close; } - set .@cost, getarg(.@i*3+2); + .@cost = getarg(.@i*3+2); mes "[Special Vending Machine]"; mes "You choose ^005500"+getarg(.@i*3)+"^000000. For purchasing, you need ^005500"+.@cost+"^000000 unit(s) of Silvervine Fruit."; next; if (countitem(6417) < .@cost) - set .@ven_menu$, "^999999Silvervine Fruit (missing "+(.@cost - countitem(6417))+")^000000"; + .@ven_menu$ = "^999999Silvervine Fruit (missing "+(.@cost - countitem(6417))+")^000000"; else - set .@ven_menu$, "Purchase - Silvervine Fruit (have "+countitem(6417)+")"; + .@ven_menu$ = "Purchase - Silvervine Fruit (have "+countitem(6417)+")"; switch(select("Stop:"+.@ven_menu$)) { case 1: mes "[Special Vending Machine]"; @@ -191,14 +191,14 @@ malangdo,236,179,5 script Dark Merchant K 4_CAT_REST,{ next; setarray .@coin_amount[0],10,100,500,1000; while(1) { - set .@menu$,""; - for(set .@i,0; .@i<getarraysize(.@coin_amount); set .@i,.@i+1) { + .@menu$ = ""; + for(.@i = 0; .@i<getarraysize(.@coin_amount); ++.@i) { if (countitem(6420) >= .@coin_amount[.@i]) - set .@menu$, .@menu$+"Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:"; + .@menu$ += "Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:"; else - set .@menu$, .@menu$+"^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:"; + .@menu$ += "^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:"; } - set .@i, select(.@menu$+"Quit")-1; + .@i = select(.@menu$+"Quit")-1; if (.@i == getarraysize(.@coin_amount)) { mes "[Merchant K]"; mes "Let's exchange some other time."; @@ -243,23 +243,23 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{ 6420, //Cgrade_Coin 6421, //Dgrade_Coin 6422; //Egrade_Coin - set .@menu$,"Quit:"; - for(set .@i,1; .@i<=6; set .@i,.@i+1) { + .@menu$ = "Quit:"; + for(.@i = 1; .@i<=6; ++.@i) { if (countitem(.@coins[.@i])) - set .@menu$, .@menu$+getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):"; + .@menu$ += getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):"; else - set .@menu$, .@menu$+"^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:"; + .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:"; } - set .@i, select(.@menu$)-1; + .@i = select(.@menu$)-1; if (.@i == 0) { mes "[Dark Machine TX100]"; mes "Thank you for coming."; close; } - set .@coin, .@coins[.@i]; + .@coin = .@coins[.@i]; setarray .@exchange_name$[0],"higher","lower"; setarray .@exchange_id[0],.@coins[.@i-1],.@coins[.@i+1]; - if (.@exchange_id[0] == .@coins[1]) set .@exchange_id[0],0; // Cannot exchange for Silvervine. + if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine. if (.@i > getarraysize(.@coins)) { mes "[Dark Machine TX100]"; mes "You've chosen abnormal menu."; @@ -279,26 +279,26 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{ mes "---------------------"; mes "^ff3333We take a small vendor fee from your exchanged coins.^000000"; next; - set .@menu$, "Quit:"; + .@menu$ = "Quit:"; if (.@exchange_id[0] == 0) - set .@menu$, .@menu$+"^ff3333Cannot exchange to higher level coin^000000:"; + .@menu$ += "^ff3333Cannot exchange to higher level coin^000000:"; else { if (countitem(.@coin) >= 99) - set .@menu$, .@menu$+"Exchange 99 "+getitemname(.@coin)+" into higher level coin:"; + .@menu$ += "Exchange 99 "+getitemname(.@coin)+" into higher level coin:"; else - set .@menu$, .@menu$+"^aaaaaaExchange to higher level coin (Not enough)^000000:"; + .@menu$ += "^aaaaaaExchange to higher level coin (Not enough)^000000:"; } if (.@exchange_id[1] == 0) - set .@menu$, .@menu$+"^ff3333Cannot exchange to lower level coin^000000:"; + .@menu$ += "^ff3333Cannot exchange to lower level coin^000000:"; else { if (countitem(.@coin) > 500) - set .@menu$, .@menu$+"Exchange 500 "+getitemname(.@coin)+" into lower level coin:"; + .@menu$ += "Exchange 500 "+getitemname(.@coin)+" into lower level coin:"; else if (countitem(.@coin)) - set .@menu$, .@menu$+"Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:"; + .@menu$ += "Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:"; else - set .@menu$, .@menu$+"^aaaaaaExchange to lower level coin (Not enough)^000000:"; + .@menu$ += "^aaaaaaExchange to lower level coin (Not enough)^000000:"; } - set .@i, select(.@menu$)-2; + .@i = select(.@menu$)-2; if (.@i == -1) { mes "[Dark Machine TX100]"; mes "Thank you for coming."; @@ -323,17 +323,17 @@ malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{ } switch(.@i) { case 0: - set .@payment_amount,99; - set .@reward_amount, .@payment_amount/3; - set .@coin_text$,"High"; + .@payment_amount = 99; + .@reward_amount = .@payment_amount/3; + .@coin_text$ = "High"; break; case 1: - set .@payment_amount,(((countitem(.@coin) > 500))?500:countitem(.@coin)); - set .@reward_amount, .@payment_amount*3; - set .@coin_text$,"Low"; + .@payment_amount = (((countitem(.@coin) > 500))?500:countitem(.@coin)); + .@reward_amount = .@payment_amount*3; + .@coin_text$ = "Low"; break; } - set .@fee, rand(1,3); + .@fee = rand(1,3); delitem .@coin, .@payment_amount; getitem .@exchange_id[.@i], .@reward_amount - .@fee; mes "[Dark Machine TX100]"; @@ -389,20 +389,20 @@ malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{ mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am."; close; case 2: - set .@check,1; - set .@count,1; + .@check = 1; + .@count = 1; break; case 3: - set .@check,10; - set .@count,10; + .@check = 10; + .@count = 10; break; case 4: - set .@check,100; - set .@count,100; + .@check = 100; + .@count = 100; break; case 5: - set .@check,1; - set .@count,countitem(12633); + .@check = 1; + .@count = countitem(12633); break; } if (countitem(12633) < .@check) { @@ -501,16 +501,16 @@ function script F_mal_coin { mes "The price of ^0000FF["+getarg(2)+"]^000000 is"; if (getarg(4) && getarg(5)) { // Type 1: Egrade_Coin or Malang_Sp_Can mes getarg(4)+" E Grade Coin or "+getarg(5)+" Malangdo Canned Specialties."; - set .@type,1; - set .@menu$,"Yes.:No, I'll purchase with cans.:I don't want to purchase any."; + .@type = 1; + .@menu$ = "Yes.:No, I'll purchase with cans.:I don't want to purchase any."; } else if (getarg(5)) { // Type 2: Malang_Sp_Can only mes getarg(5)+" Malangdo Canned Specialties."; - set .@type,2; - set .@menu$,"Yes.::No."; + .@type = 2; + .@menu$ = "Yes.::No."; } else { // Type 3: Silvervine only mes getarg(6)+" Silvervine Fruit."; - set .@type,3; - set .@menu$,"Yes.::I don't want to purchase any."; + .@type = 3; + .@menu$ = "Yes.::I don't want to purchase any."; } next; mes getarg(1); @@ -524,23 +524,23 @@ function script F_mal_coin { next; switch(select(.@menu$)) { case 2: - set .@type,2; + .@type = 2; case 1: switch(.@type) { case 1: - set .@item,6422; //Egrade_Coin - set .@amount,getarg(4); - set .@str$,"coins"; + .@item = 6422; //Egrade_Coin + .@amount = getarg(4); + .@str$ = "coins"; break; case 2: - set .@item,12636; //Malang_Sp_Can - set .@amount,getarg(5); - set .@str$,"cans"; + .@item = 12636; //Malang_Sp_Can + .@amount = getarg(5); + .@str$ = "cans"; break; case 3: - set .@item,6417; //Silvervine - set .@amount,getarg(6); - set .@str$,"Silvervine Fruit"; + .@item = 6417; //Silvervine + .@amount = getarg(6); + .@str$ = "Silvervine Fruit"; break; } if (countitem(.@item) < .@amount) { @@ -576,7 +576,7 @@ malangdo,162,146,5 script Wandering Merchant#mal 4_M_MERCAT1,{ "Spearfish","Tuna","Hairtail","Saurel","Malang Snow Crab","Brindle Eel", "Hairtail (7Days)","Spearfish (7Days)","Saurel (7Days)","Tuna (7Days)","Brindle Eel (7Days)","Malang Snow Crab (7Days)"; while(1) { - set .@i, select( + .@i = select( "[Spearfish(1hr)] 8 E-Coins/50 Cans", "[Tuna(1hr)] 8 E-Coins/50 Cans", "[Hairtail(1hr)] 8 E-Coins/50 Cans", @@ -703,7 +703,7 @@ malangdo,173,145,4 script Stinky Merchant 4_M_MERCAT2,{ setarray .@items[1],2873,16015; setarray .@names$[1],"Cat Hand Glove","Cat Club"; while(1) { - set .@i, select( + .@i = select( "[Cat Hand Glove] 32 E-Coins/200 Cans", "[Cat Club] 32 E-Coins/200 Cans", "End purchasing." @@ -754,7 +754,7 @@ malangdo,150,135,5 script Roving Merchant 4_M_MERCAT1,{ setarray .@items[1],12639,12637,12638,12640; setarray .@names$[1],"Flying Fish","Sow Bug","Dried Squid","Starfish"; while(1) { - set .@i, select( + .@i = select( "[Flying Fish] 200 Cans", "[Sow Bug] 200 Cans", "[Dried Squid] 200 Cans", @@ -832,7 +832,7 @@ ecl_in01,66,95,2 script Armor Merchant Naphara 4_F_FAIRYKID,{ mes "Hello, this is Naphara's store, a place of high class goods."; mes "What would you need?"; next; - set .@i, select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove"); + .@i = select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove"); mes "[Armor Merchant]"; switch(.@i) { case 1: // Str Glove @@ -840,42 +840,42 @@ ecl_in01,66,95,2 script Armor Merchant Naphara 4_F_FAIRYKID,{ mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFATK+1 increases for every STR+10^000000"; mes "^3131FFATK +1% added above STR 110^000000"; - set .@item,2917; //Str_Glove + .@item = 2917; //Str_Glove break; case 2: mes "^3131FFInt Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFMATK+1 increases for every INT+10^000000"; mes "^3131FFMATK +1% added above INT 110^000000"; - set .@item,2918; //Int_Glove + .@item = 2918; //Int_Glove break; case 3: mes "^3131FFAgi Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFFLEE+1 increases for every AGI+10^000000"; mes "^3131FFComplete Flee +1 added above AGI 110^000000"; - set .@item,2919; //Agi_Glove + .@item = 2919; //Agi_Glove break; case 4: mes "^3131FFVit Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFMHP+50 for every VIT+10^000000"; mes "^3131FFMHP+1% added above VIT 110^000000"; - set .@item,2920; //Vit_Glove + .@item = 2920; //Vit_Glove break; case 5: mes "^3131FFDex Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFHIT+1 increases for every DEX+10^000000"; mes "^3131FFRanged attack power +1% added above DEX 110^000000"; - set .@item,2921; //Dex_Glove + .@item = 2921; //Dex_Glove break; case 6: mes "^3131FFLuk Glove^000000"; mes "^3131FFMHP + 100, MSP + 20^000000"; mes "^3131FFCRI+1 increases for every LUK+10^000000"; mes "^3131FFCritical damage +1% added above LUK 110^000000"; - set .@item,2922; //Luk_Glove + .@item = 2922; //Luk_Glove break; } mes "^3131FFRequired Level: 100^000000"; @@ -921,9 +921,9 @@ ecl_in01,64,97,4 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{ next; setarray .@noslots[0],2917,2918,2919,2920,2921,2922; setarray .@slotted[0],2923,2924,2925,2926,2927,2928; - set .@i, select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1; - set .@item, .@noslots[.@i]; - set .@new_item, .@slotted[.@i]; + .@i = select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1; + .@item = .@noslots[.@i]; + .@new_item = .@slotted[.@i]; mes "[Slot Expert]"; mes "Let's confirm for the last time. Is the one you want "+getitemname(.@item)+"?"; next; @@ -1063,16 +1063,16 @@ ecl_in01,67,39,4 script Replication Expert Palt 4_M_FAIRYKID4,{ 0, //-- not implemented? -- 19545; //C_Boys_Cap if (countitem(6081) >= 50 && countitem(747) >= 4 && countitem(6395) >= 1 && countitem(721) >= 10 && countitem(723) >= 10 && countitem(726) >= 10 && countitem(728) >= 10 && countitem(729) >= 10) - set .@item_check,1; - for(set .@i,0; .@i<getarraysize(.@items); set .@i,.@i+1) { + .@item_check = 1; + for(.@i = 0; .@i<getarraysize(.@items); ++.@i) { if (.@item_check && countitem(.@items[.@i])) - set .@menu$, .@menu$+getitemname(.@items[.@i])+":"; //custom + .@menu$ += getitemname(.@items[.@i])+":"; //custom else - set .@menu$, .@menu$+getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):"; + .@menu$ += getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):"; } - set .@i, select(.@menu$)-1; - set .@item, .@items[.@i]; - set .@new_item, .@costumes[.@i]; + .@i = select(.@menu$)-1; + .@item = .@items[.@i]; + .@new_item = .@costumes[.@i]; mes "[Paltu]"; mes "Is ^0571B0"+getitemname(.@item)+"^000000 what you wanted?"; next; @@ -1115,26 +1115,26 @@ ecl_in01,33,98,4 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ case 1: mes "[Herb Merchant]"; mes "Snow Flip has special effects on ^3131FFBurning, Bleeding, Deep Sleep, Sleep^000000."; - set .@item,12812; //Snow_Flip - set .@cost,5; + .@item = 12812; //Snow_Flip + .@cost = 5; break; case 2: mes "[Herb Merchant]"; mes "Peony Mamy has special effects on ^3131FFFrost, Frozen, Freezing^000000."; - set .@item,12813; //Peony_Mommy - set .@cost,5; + .@item = 12813; //Peony_Mommy + .@cost = 5; break; case 3: mes "[Herb Merchant]"; mes "Slapping Herb has special effects on ^3131FFStun, Fear, Chaos, Hallucination^000000."; - set .@item,12814; //Slapping_Herb - set .@cost,1; + .@item = 12814; //Slapping_Herb + .@cost = 1; break; case 4: mes "[Herb Merchant]"; mes "Yggdrasil Dust has special effects on ^3131FFBlind, Curse, Decrease Agility, Reverse Orcish^000000."; - set .@item,12815; //Yggdrasil_Dust - set .@cost,1; + .@item = 12815; //Yggdrasil_Dust + .@cost = 1; break; case 5: mes "[Herb Merchant]"; @@ -1146,15 +1146,15 @@ ecl_in01,33,98,4 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ next; switch(select("Buy 1.:Buy 10.:Don't buy.")) { case 1: - set .@amount,1; + .@amount = 1; break; case 2: - set .@amount,10; + .@amount = 10; break; case 3: close; } - set .@price,.@amount*.@cost; + .@price = .@amount*.@cost; mes "[Herb Merchant]"; mes "Would you like to buy "+.@amount+" "+getitemname(.@item)+"?"; next; diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt index eda1740ca..80fcb88de 100644 --- a/npc/re/merchants/diamond.txt +++ b/npc/re/merchants/diamond.txt @@ -18,7 +18,7 @@ - script RareDiamondMerchant 1_M_MERCHANT,{ - set .@npc$, "[Rare Diamond Merchant]"; + .@npc$ = "[Rare Diamond Merchant]"; mes .@npc$; mes "Ladies and Gentlemen! ! !"; @@ -47,9 +47,9 @@ mes "It is the ^FF82FF'17 Carat Diamond'^000000!"; next; - set .@menu$, "^FF82FF'17 Carat Diamond'^000000?"; + .@menu$ = "^FF82FF'17 Carat Diamond'^000000?"; if (countitem(6024)) - set .@menu$, .@menu$ + ":Exchange my 17 Carat Diamond for zeny..."; + .@menu$ += ":Exchange my 17 Carat Diamond for zeny..."; switch(select(.@menu$)) { case 1: diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt index 24ed71c04..6dbb264df 100644 --- a/npc/re/merchants/enchan_mal.txt +++ b/npc/re/merchants/enchan_mal.txt @@ -49,21 +49,21 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ mes "Several rules are changed. Well, you better have experience."; close; case 2: - set @mal_enchant_select,1; + @mal_enchant_select = 1; break; case 3: - set @mal_enchant_select,2; + @mal_enchant_select = 2; break; } if (!getequipisequiped(EQI_HAND_R)) { mes "[Mayomayo]"; mes "Did you take off your equipment?"; - set @mal_enchant_select,0; + @mal_enchant_select = 0; close; } - set @mal_equip_id, getequipid(EQI_HAND_R); - set .@equip_type, getiteminfo(@mal_equip_id,11); + @mal_equip_id = getequipid(EQI_HAND_R); + .@equip_type = getiteminfo(@mal_equip_id,11); //callsub L_Socket,<cost multiplier>,<4-x enchants possible>; switch(.@equip_type) { // Check weapon type first to speed up the checks. @@ -306,18 +306,18 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~"; else mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~"; - set @mal_equip_id,0; - set @mal_enchant_select,0; + @mal_equip_id = 0; + @mal_enchant_select = 0; close; L_Socket: - set .@select, @mal_enchant_select; - set .@equip_id, @mal_equip_id; - set .@equip_name$, getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":""); - set .@equip_refine, getequiprefinerycnt(EQI_HAND_R); + .@select = @mal_enchant_select; + .@equip_id = @mal_equip_id; + .@equip_name$ = getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":""); + .@equip_refine = getequiprefinerycnt(EQI_HAND_R); setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3); - set @mal_equip_id,0; - set @mal_enchant_select,0; + @mal_equip_id = 0; + @mal_enchant_select = 0; if (.@select == 1) { mes "[Mayomayo]"; @@ -327,16 +327,16 @@ L_Socket: setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier - set .@menu$, "Stop:"; - for(set .@i,0; .@i<getarraysize(.@coin); set .@i,.@i+1) { - set .@count[.@i], countitem(.@coin[.@i]); - set .@total[.@i], getarg(0)*.@cost[.@i]; + .@menu$ = "Stop:"; + for(.@i = 0; .@i<getarraysize(.@coin); ++.@i) { + .@count[.@i] = countitem(.@coin[.@i]); + .@total[.@i] = getarg(0)*.@cost[.@i]; if (.@count[.@i] < .@total[.@i]) - set .@menu$, .@menu$+"^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:"; + .@menu$ += "^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:"; else - set .@menu$, .@menu$+getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):"; + .@menu$ += getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):"; } - set .@coin_select, select(.@menu$)-2; + .@coin_select = select(.@menu$)-2; if (.@coin_select == -1) { mes "[Mayomayo]"; mes "Come back again if you change your mind."; @@ -348,16 +348,16 @@ L_Socket: } switch(.@coin_select) { case 0: //Egrade_Coin - set .@enchant_type,10; + .@enchant_type = 10; break; case 1: //Dgrade_Coin - set .@enchant_type,9; + .@enchant_type = 9; break; case 2: //Cgrade_Coin - set .@enchant_type,8; + .@enchant_type = 8; break; case 3: //Bgrade_Coin - set .@enchant_type,7; + .@enchant_type = 7; break; case 4: //Agrade_Coin case 5: //Anger_Seagod @@ -370,23 +370,23 @@ L_Socket: mes "Ok. If you change your mind, let me know."; close; case 2: - set .@enchant_type,((.@coin_select == 4)?4:1); + .@enchant_type = ((.@coin_select == 4)?4:1); break; case 3: - set .@enchant_type,((.@coin_select == 4)?5:2); + .@enchant_type = ((.@coin_select == 4)?5:2); break; case 4: - set .@enchant_type,((.@coin_select == 4)?6:3); + .@enchant_type = ((.@coin_select == 4)?6:3); break; } break; } if (.@equip_card[3] == 0 && getarg(1) < 4) { - set .@socket,4; - set .@str$,"1st"; + .@socket = 4; + .@str$ = "1st"; } else if (.@equip_card[2] == 0 && getarg(1) < 3) { - set .@socket,3; - set .@str$,"2nd"; + .@socket = 3; + .@str$ = "2nd"; } else { mes "[Mayomayo]"; mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon."; @@ -402,174 +402,174 @@ L_Socket: } switch(.@enchant_type) { case 10: //Egrade_Coin - set .@i, rand(1,531); - if (.@i < 101) set .@enchant,4787; //Mdef4 - else if (.@i < 201) set .@enchant,4792; //Def6 - else if (.@i < 301) set .@enchant,4801; //SP100 - else if (.@i < 351) set .@enchant,4795; //HP100 - else if (.@i < 401) set .@enchant,4796; //HP200 - else if (.@i < 451) set .@enchant,4819; //Atk1 - else if (.@i < 476) set .@enchant,4720; //Dexterity1 - else if (.@i < 501) set .@enchant,4740; //Vitality1 - else if (.@i < 526) set .@enchant,4750; //Luck1 - else if (.@i < 528) set .@enchant,4700; //Strength1 - else if (.@i < 530) set .@enchant,4730; //Agility1 - else if (.@i < 532) set .@enchant,4710; //Inteligence1 - else set .@enchant,9; + .@i = rand(1,531); + if (.@i < 101) .@enchant = 4787; //Mdef4 + else if (.@i < 201) .@enchant = 4792; //Def6 + else if (.@i < 301) .@enchant = 4801; //SP100 + else if (.@i < 351) .@enchant = 4795; //HP100 + else if (.@i < 401) .@enchant = 4796; //HP200 + else if (.@i < 451) .@enchant = 4819; //Atk1 + else if (.@i < 476) .@enchant = 4720; //Dexterity1 + else if (.@i < 501) .@enchant = 4740; //Vitality1 + else if (.@i < 526) .@enchant = 4750; //Luck1 + else if (.@i < 528) .@enchant = 4700; //Strength1 + else if (.@i < 530) .@enchant = 4730; //Agility1 + else if (.@i < 532) .@enchant = 4710; //Inteligence1 + else .@enchant = 9; break; case 9: //Dgrade_Coin - set .@i, rand(1,531); - if (.@i < 101) set .@enchant,4795; //HP100 - else if (.@i < 201) set .@enchant,4796; //HP200 - else if (.@i < 301) set .@enchant,4819; //Atk1 - else if (.@i < 351) set .@enchant,4720; //Dexterity1 - else if (.@i < 401) set .@enchant,4740; //Vitality1 - else if (.@i < 451) set .@enchant,4750; //Luck1 - else if (.@i < 476) set .@enchant,4700; //Strength1 - else if (.@i < 501) set .@enchant,4730; //Agility1 - else if (.@i < 526) set .@enchant,4710; //Inteligence1 - else if (.@i < 528) set .@enchant,4701; //Strength2 - else if (.@i < 530) set .@enchant,4731; //Agility2 - else if (.@i < 532) set .@enchant,4711; //Inteligence2 - else set .@enchant,9; + .@i = rand(1,531); + if (.@i < 101) .@enchant = 4795; //HP100 + else if (.@i < 201) .@enchant = 4796; //HP200 + else if (.@i < 301) .@enchant = 4819; //Atk1 + else if (.@i < 351) .@enchant = 4720; //Dexterity1 + else if (.@i < 401) .@enchant = 4740; //Vitality1 + else if (.@i < 451) .@enchant = 4750; //Luck1 + else if (.@i < 476) .@enchant = 4700; //Strength1 + else if (.@i < 501) .@enchant = 4730; //Agility1 + else if (.@i < 526) .@enchant = 4710; //Inteligence1 + else if (.@i < 528) .@enchant = 4701; //Strength2 + else if (.@i < 530) .@enchant = 4731; //Agility2 + else if (.@i < 532) .@enchant = 4711; //Inteligence2 + else .@enchant = 9; break; case 8: //Cgrade_Coin - set .@i, rand(1,531); - if (.@i < 101) set .@enchant,4720; //Dexterity1 - else if (.@i < 201) set .@enchant,4740; //Vitality1 - else if (.@i < 301) set .@enchant,4750; //Luck1 - else if (.@i < 351) set .@enchant,4700; //Strength1 - else if (.@i < 401) set .@enchant,4730; //Agility1 - else if (.@i < 451) set .@enchant,4710; //Inteligence1 - else if (.@i < 476) set .@enchant,4701; //Strength2 - else if (.@i < 501) set .@enchant,4731; //Agility2 - else if (.@i < 526) set .@enchant,4711; //Inteligence2 - else if (.@i < 528) set .@enchant,4702; //Strength3 - else if (.@i < 530) set .@enchant,4732; //Agility3 - else if (.@i < 532) set .@enchant,4712; //Inteligence3 - else set .@enchant,9; + .@i = rand(1,531); + if (.@i < 101) .@enchant = 4720; //Dexterity1 + else if (.@i < 201) .@enchant = 4740; //Vitality1 + else if (.@i < 301) .@enchant = 4750; //Luck1 + else if (.@i < 351) .@enchant = 4700; //Strength1 + else if (.@i < 401) .@enchant = 4730; //Agility1 + else if (.@i < 451) .@enchant = 4710; //Inteligence1 + else if (.@i < 476) .@enchant = 4701; //Strength2 + else if (.@i < 501) .@enchant = 4731; //Agility2 + else if (.@i < 526) .@enchant = 4711; //Inteligence2 + else if (.@i < 528) .@enchant = 4702; //Strength3 + else if (.@i < 530) .@enchant = 4732; //Agility3 + else if (.@i < 532) .@enchant = 4712; //Inteligence3 + else .@enchant = 9; break; case 7: //Bgrade_Coin - set .@i, rand(1,531); - if (.@i < 101) set .@enchant,4700; //Strength1 - else if (.@i < 201) set .@enchant,4730; //Agility1 - else if (.@i < 301) set .@enchant,4710; //Inteligence1 - else if (.@i < 351) set .@enchant,4701; //Strength2 - else if (.@i < 401) set .@enchant,4731; //Agility2 - else if (.@i < 451) set .@enchant,4711; //Inteligence2 - else if (.@i < 476) set .@enchant,4702; //Strength3 - else if (.@i < 501) set .@enchant,4732; //Agility3 - else if (.@i < 526) set .@enchant,4712; //Inteligence3 - else if (.@i < 528) set .@enchant,4703; //Strength4 - else if (.@i < 530) set .@enchant,4733; //Agility4 - else if (.@i < 532) set .@enchant,4713; //Inteligence4 - else set .@enchant,9; + .@i = rand(1,531); + if (.@i < 101) .@enchant = 4700; //Strength1 + else if (.@i < 201) .@enchant = 4730; //Agility1 + else if (.@i < 301) .@enchant = 4710; //Inteligence1 + else if (.@i < 351) .@enchant = 4701; //Strength2 + else if (.@i < 401) .@enchant = 4731; //Agility2 + else if (.@i < 451) .@enchant = 4711; //Inteligence2 + else if (.@i < 476) .@enchant = 4702; //Strength3 + else if (.@i < 501) .@enchant = 4732; //Agility3 + else if (.@i < 526) .@enchant = 4712; //Inteligence3 + else if (.@i < 528) .@enchant = 4703; //Strength4 + else if (.@i < 530) .@enchant = 4733; //Agility4 + else if (.@i < 532) .@enchant = 4713; //Inteligence4 + else .@enchant = 9; break; case 6: //Agrade_Coin - Caster - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4711; //Inteligence2 - else if (.@i < 161) set .@enchant,4721; //Dexterity2 - else if (.@i < 241) set .@enchant,4814; //Spell2 - else if (.@i < 311) set .@enchant,4712; //Inteligence3 - else if (.@i < 371) set .@enchant,4722; //Dexterity3 - else if (.@i < 431) set .@enchant,4813; //Spell3 - else if (.@i < 476) set .@enchant,4713; //Inteligence4 - else if (.@i < 516) set .@enchant,4812; //Spell4 - else if (.@i < 526) set .@enchant,4760; //Matk1 - else if (.@i < 546) set .@enchant,4714; //Inteligence5 - else if (.@i < 551) set .@enchant,4826; //Spell5 - else if (.@i < 556) set .@enchant,4761; //Matk2 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4711; //Inteligence2 + else if (.@i < 161) .@enchant = 4721; //Dexterity2 + else if (.@i < 241) .@enchant = 4814; //Spell2 + else if (.@i < 311) .@enchant = 4712; //Inteligence3 + else if (.@i < 371) .@enchant = 4722; //Dexterity3 + else if (.@i < 431) .@enchant = 4813; //Spell3 + else if (.@i < 476) .@enchant = 4713; //Inteligence4 + else if (.@i < 516) .@enchant = 4812; //Spell4 + else if (.@i < 526) .@enchant = 4760; //Matk1 + else if (.@i < 546) .@enchant = 4714; //Inteligence5 + else if (.@i < 551) .@enchant = 4826; //Spell5 + else if (.@i < 556) .@enchant = 4761; //Matk2 + else .@enchant = 9; break; case 5: //Agrade_Coin - Long Range - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4731; //Agility2 - else if (.@i < 161) set .@enchant,4833; //Expert_Archer2 - else if (.@i < 241) set .@enchant,4817; //Sharp2 - else if (.@i < 311) set .@enchant,4732; //Agility3 - else if (.@i < 371) set .@enchant,4834; //Expert_Archer3 - else if (.@i < 431) set .@enchant,4816; //Sharp3 - else if (.@i < 476) set .@enchant,4733; //Agility4 - else if (.@i < 516) set .@enchant,4835; //Expert_Archer4 - else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 - else if (.@i < 546) set .@enchant,4734; //Agility5 - else if (.@i < 551) set .@enchant,4836; //Expert_Archer5 - else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4731; //Agility2 + else if (.@i < 161) .@enchant = 4833; //Expert_Archer2 + else if (.@i < 241) .@enchant = 4817; //Sharp2 + else if (.@i < 311) .@enchant = 4732; //Agility3 + else if (.@i < 371) .@enchant = 4834; //Expert_Archer3 + else if (.@i < 431) .@enchant = 4816; //Sharp3 + else if (.@i < 476) .@enchant = 4733; //Agility4 + else if (.@i < 516) .@enchant = 4835; //Expert_Archer4 + else if (.@i < 526) .@enchant = 4807; //Atk_Speed1 + else if (.@i < 546) .@enchant = 4734; //Agility5 + else if (.@i < 551) .@enchant = 4836; //Expert_Archer5 + else if (.@i < 556) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; case 4: //Agrade_Coin - Short Range - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4731; //Agility2 - else if (.@i < 161) set .@enchant,4808; //Fighting_Spirit4 - else if (.@i < 241) set .@enchant,4817; //Sharp2 - else if (.@i < 311) set .@enchant,4732; //Agility3 - else if (.@i < 371) set .@enchant,4820; //Fighting_Spirit5 - else if (.@i < 431) set .@enchant,4816; //Sharp3 - else if (.@i < 476) set .@enchant,4733; //Agility4 - else if (.@i < 516) set .@enchant,4821; //Fighting_Spirit6 - else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 - else if (.@i < 546) set .@enchant,4734; //Agility5 - else if (.@i < 551) set .@enchant,4822; //Fighting_Spirit7 - else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4731; //Agility2 + else if (.@i < 161) .@enchant = 4808; //Fighting_Spirit4 + else if (.@i < 241) .@enchant = 4817; //Sharp2 + else if (.@i < 311) .@enchant = 4732; //Agility3 + else if (.@i < 371) .@enchant = 4820; //Fighting_Spirit5 + else if (.@i < 431) .@enchant = 4816; //Sharp3 + else if (.@i < 476) .@enchant = 4733; //Agility4 + else if (.@i < 516) .@enchant = 4821; //Fighting_Spirit6 + else if (.@i < 526) .@enchant = 4807; //Atk_Speed1 + else if (.@i < 546) .@enchant = 4734; //Agility5 + else if (.@i < 551) .@enchant = 4822; //Fighting_Spirit7 + else if (.@i < 556) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; case 3: //Anger_Seagod - Caster - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4712; //Inteligence3 - else if (.@i < 161) set .@enchant,4722; //Dexterity3 - else if (.@i < 241) set .@enchant,4813; //Spell3 - else if (.@i < 311) set .@enchant,4713; //Inteligence4 - else if (.@i < 371) set .@enchant,4812; //Spell4 - else if (.@i < 431) set .@enchant,4760; //Matk1 - else if (.@i < 476) set .@enchant,4714; //Inteligence5 - else if (.@i < 516) set .@enchant,4826; //Spell5 - else if (.@i < 526) set .@enchant,4761; //Matk2 - else if (.@i < 546) set .@enchant,4715; //Inteligence6 - else if (.@i < 551) set .@enchant,4827; //Spell6 - else if (.@i < 556) set .@enchant,4761; //Matk2 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4712; //Inteligence3 + else if (.@i < 161) .@enchant = 4722; //Dexterity3 + else if (.@i < 241) .@enchant = 4813; //Spell3 + else if (.@i < 311) .@enchant = 4713; //Inteligence4 + else if (.@i < 371) .@enchant = 4812; //Spell4 + else if (.@i < 431) .@enchant = 4760; //Matk1 + else if (.@i < 476) .@enchant = 4714; //Inteligence5 + else if (.@i < 516) .@enchant = 4826; //Spell5 + else if (.@i < 526) .@enchant = 4761; //Matk2 + else if (.@i < 546) .@enchant = 4715; //Inteligence6 + else if (.@i < 551) .@enchant = 4827; //Spell6 + else if (.@i < 556) .@enchant = 4761; //Matk2 + else .@enchant = 9; break; case 2: //Anger_Seagod - Long Range - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4732; //Agility3 - else if (.@i < 161) set .@enchant,4834; //Expert_Archer3 - else if (.@i < 241) set .@enchant,4843; //Sharp4 - else if (.@i < 311) set .@enchant,4733; //Agility4 - else if (.@i < 371) set .@enchant,4835; //Expert_Archer4 - else if (.@i < 431) set .@enchant,4844; //Sharp5 - else if (.@i < 476) set .@enchant,4734; //Agility5 - else if (.@i < 516) set .@enchant,4836; //Expert_Archer5 - else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 - else if (.@i < 546) set .@enchant,4735; //Agility6 - else if (.@i < 551) set .@enchant,4837; //Expert_Archer6 - else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4732; //Agility3 + else if (.@i < 161) .@enchant = 4834; //Expert_Archer3 + else if (.@i < 241) .@enchant = 4843; //Sharp4 + else if (.@i < 311) .@enchant = 4733; //Agility4 + else if (.@i < 371) .@enchant = 4835; //Expert_Archer4 + else if (.@i < 431) .@enchant = 4844; //Sharp5 + else if (.@i < 476) .@enchant = 4734; //Agility5 + else if (.@i < 516) .@enchant = 4836; //Expert_Archer5 + else if (.@i < 526) .@enchant = 4807; //Atk_Speed1 + else if (.@i < 546) .@enchant = 4735; //Agility6 + else if (.@i < 551) .@enchant = 4837; //Expert_Archer6 + else if (.@i < 556) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; case 1: //Anger_Seagod - Short Range - set .@i, rand(1,555); - if (.@i < 81) set .@enchant,4732; //Agility3 - else if (.@i < 161) set .@enchant,4820; //Fighting_Spirit5 - else if (.@i < 241) set .@enchant,4843; //Sharp4 - else if (.@i < 311) set .@enchant,4733; //Agility4 - else if (.@i < 371) set .@enchant,4821; //Fighting_Spirit6 - else if (.@i < 431) set .@enchant,4844; //Sharp5 - else if (.@i < 476) set .@enchant,4734; //Agility5 - else if (.@i < 516) set .@enchant,4822; //Fighting_Spirit7 - else if (.@i < 526) set .@enchant,4807; //Atk_Speed1 - else if (.@i < 546) set .@enchant,4735; //Agility6 - else if (.@i < 551) set .@enchant,4823; //Fighting_Spirit8 - else if (.@i < 556) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + .@i = rand(1,555); + if (.@i < 81) .@enchant = 4732; //Agility3 + else if (.@i < 161) .@enchant = 4820; //Fighting_Spirit5 + else if (.@i < 241) .@enchant = 4843; //Sharp4 + else if (.@i < 311) .@enchant = 4733; //Agility4 + else if (.@i < 371) .@enchant = 4821; //Fighting_Spirit6 + else if (.@i < 431) .@enchant = 4844; //Sharp5 + else if (.@i < 476) .@enchant = 4734; //Agility5 + else if (.@i < 516) .@enchant = 4822; //Fighting_Spirit7 + else if (.@i < 526) .@enchant = 4807; //Atk_Speed1 + else if (.@i < 546) .@enchant = 4735; //Agility6 + else if (.@i < 551) .@enchant = 4823; //Fighting_Spirit8 + else if (.@i < 556) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; default: mes "[Mayomayo]"; mes "There is something wrong. Please try again."; close; } - if (.@equip_card[3] == 0 && getarg(1) < 4) set .@equip_card[3],.@enchant; - else if (.@equip_card[2] == 0 && getarg(1) < 3) set .@equip_card[2],.@enchant; - else if (.@equip_card[1] == 0 && getarg(1) < 2) set .@equip_card[1],.@enchant; - else if (.@equip_card[0] == 0 && getarg(1) < 1) set .@equip_card[0],.@enchant; + if (.@equip_card[3] == 0 && getarg(1) < 4) .@equip_card[3] = .@enchant; + else if (.@equip_card[2] == 0 && getarg(1) < 3) .@equip_card[2] = .@enchant; + else if (.@equip_card[1] == 0 && getarg(1) < 2) .@equip_card[1] = .@enchant; + else if (.@equip_card[0] == 0 && getarg(1) < 1) .@equip_card[0] = .@enchant; else { mes "[Mayomayo]"; mes "This equipment is at the end of enchant. I provide enchant for two times maximum."; @@ -628,9 +628,9 @@ L_Socket: delequip EQI_HAND_R; // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { if (.@equip_card[.@i] >= 4700) // Armor Enchant System - set .@equip_card[.@i],0; + .@equip_card[.@i] = 0; } getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt index e35f768a3..6db1cc002 100644 --- a/npc/re/merchants/enchan_mora.txt +++ b/npc/re/merchants/enchan_mora.txt @@ -97,7 +97,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ setarray .@items[0],1657,16013; //Wand_Of_Affection,Mace_Of_Judgement break; } - set .@item, .@items[rand(getarraysize(.@items))]; + .@item = .@items[rand(getarraysize(.@items))]; delitem 6380,10; //Mora_Coin getitem .@item,1; mes "[Artifice]"; @@ -112,9 +112,9 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ mes "It seems that you have power to control the ring so I cannot exchange it into coins."; close; } - if (countitem(2864)) set .@item,2864; //Light_Of_Cure - else if (countitem(2865)) set .@item,2865; //Seal_Of_Cathedral - else if (countitem(2866)) set .@item,2866; //Ring_Of_Archbishop + if (countitem(2864)) .@item = 2864; //Light_Of_Cure + else if (countitem(2865)) .@item = 2865; //Seal_Of_Cathedral + else if (countitem(2866)) .@item = 2866; //Ring_Of_Archbishop else { mes "[Artifice]"; mes "Did you change something?"; @@ -172,7 +172,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "[Relice]"; mes "If you have a ritual for luck, you should use it now!"; next; - set .@select, select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement"); + .@select = select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement"); switch(.@select) { case 1: mes "[Relice]"; @@ -183,9 +183,9 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ case 4: setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop setarray .@special[0],4803,4804,4805; //Highness_Heal_3sec,Coluceo_Heal30,Heal_Amount2 - set .@item, .@items[.@select-2]; - set .@sp, .@special[.@select-2]; - set .@enchant_type,1; + .@item = .@items[.@select-2]; + .@sp = .@special[.@select-2]; + .@enchant_type = 1; break; case 5: case 6: @@ -195,16 +195,16 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ case 10: case 11: setarray .@items[0],2471,2472,2569,2570,15029,15030,2156; //Shoes_Of_Affection,Shoes_Of_Judgement,Shawl_Of_Affection,Shawl_Of_Judgement,Robe_Of_Affection,Robe_Of_Judgement,Bible_Of_Promise1 - set .@item, .@items[.@select-5]; - set .@enchant_type,2; + .@item = .@items[.@select-5]; + .@enchant_type = 2; break; case 12: - set .@item,1657; //Wand_Of_Affection - set .@enchant_type,3; + .@item = 1657; //Wand_Of_Affection + .@enchant_type = 3; break; case 13: - set .@item,16013; //Mace_Of_Judgement - set .@enchant_type,4; + .@item = 16013; //Mace_Of_Judgement + .@enchant_type = 4; break; } if (countitem(6380) < 2 || countitem(.@item) == 0) { @@ -217,7 +217,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ delitem .@item,1; switch(.@enchant_type) { case 1: - set .@i, rand(1,1487); + .@i = rand(1,1487); if (.@i <= 1024) { // Basic combinations // (raw: .@i increments by 16, 4 repeats) @@ -235,7 +235,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ } break; case 2: - set .@i, rand(1,1487); + .@i = rand(1,1487); if (.@i <= 1024) { // Basic combinations // (raw: .@i increments by 16) @@ -262,7 +262,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ } break; case 3: - set .@i, rand(1,2852); + .@i = rand(1,2852); if (.@i <= 1984) { // Basic combinations // (raw: .@i increments by 31, 4 repeats) @@ -285,7 +285,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ } break; case 4: - set .@i, rand(1,2852); + .@i = rand(1,2852); if (.@i <= 1984) { // Basic combinations // (raw: .@i increments by 31, 4 repeats) @@ -363,9 +363,9 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{ mes "[Guardian of Artifacts]"; mes "Okay, see you later then."; close; - case 2: + case 2: setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes - set .@plural,1; + .@plural = 1; break; case 3: setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb @@ -382,7 +382,7 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{ mes "Would you please come back when you have enough Coins?"; close; } - set .@item, .@items[rand(getarraysize(.@items))]; + .@item = .@items[rand(getarraysize(.@items))]; delitem 6380,10; //Mora_Coin getitem .@item,1; mes "[Guardian of Artifacts]"; @@ -407,7 +407,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ mes "[Artifact Crafter]"; mes "Let me explain. One reinforcement costs you two Coins."; next; - set .@info_only,1; + .@info_only = 1; } mes "[Artifact Crafter]"; mes "And, I'll work on the item whether it's been already reinforced or not."; @@ -420,7 +420,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ if (.@info_only) close; next; - set .@select, select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe"); + .@select = select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe"); switch(.@select) { case 1: mes "[Artifact Crafter]"; @@ -431,31 +431,31 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ case 4: case 5: setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff - set .@enchant_type,1; + .@enchant_type = 1; break; case 6: case 7: case 8: case 9: setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes - set .@enchant_type,2; + .@enchant_type = 2; break; case 10: case 11: case 12: case 13: setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb - set .@enchant_type,2; + .@enchant_type = 2; break; case 14: case 15: case 16: case 17: setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe - set .@enchant_type,2; + .@enchant_type = 2; break; } - set .@item, .@items[(.@select-2)%4]; + .@item = .@items[(.@select-2)%4]; if (countitem(6380) < 2 || countitem(.@item) == 0) { mes "[Artifact Crafter]"; mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work."; @@ -466,7 +466,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ delitem .@item,1; switch(.@enchant_type) { case 1: - set .@i, rand(1,2847); + .@i = rand(1,2847); if (.@i <= 1984) { // Basic combinations // (raw: .@i increments by 31, 4 repeats) @@ -487,7 +487,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ } break; case 2: - set .@i, rand(1,2858); + .@i = rand(1,2858); if (.@i <= 1984) { // Basic combinations // (raw: .@i increments by 31) @@ -552,7 +552,7 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ mes "^ff0000Choose carefully because these artifacts aren't easy to come by^000000. So what class do you want it for?"; next; setarray .@jobs$[0],"Rune Knight","Guillotine Cross","Ranger"; - set .@job, select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2; + .@job = select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2; if (.@job == -1) { mes "[Guardian of Power]"; mes "Talk to me later then."; @@ -565,15 +565,15 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ switch(.@job) { case 0: // Rune Knight setarray .@items[0],2475,2476,2574,2575; - set .@i, select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2; + .@i = select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2; break; case 1: // Guillotine Cross setarray .@items[0],2477,2478,2577,2578; - set .@i, select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2; + .@i = select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2; break; case 2: // Ranger setarray .@items[0],2479,2480,2580,2581; - set .@i, select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2; + .@i = select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2; break; } if (.@i == -1) { @@ -625,10 +625,10 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "The best part of my service is that any enhancements that you have in these artifacts will not be harmed."; close; case 2: - set @mora_enchant_select,1; + @mora_enchant_select = 1; break; case 3: - set @mora_enchant_select,2; + @mora_enchant_select = 2; break; } if (Zeny < 100000 || countitem(6380) == 0) { @@ -639,21 +639,21 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "[Artifact Researcher]"; mes "Ok, so are you ready? Before I start working on this, what kind of equipment did you want me to enhance?"; next; - set .@i, select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2; + .@i = select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2; if (.@i == -1) { mes "[Artifact Researcher]"; mes "Make sure you're wearing the equipment first."; close; } setarray .@parts[0], EQI_HAND_R, EQI_SHOES, EQI_GARMENT, EQI_ARMOR, EQI_ACC_L; - set .@part, .@parts[.@i]; + .@part = .@parts[.@i]; if (!getequipisequiped(.@part)) { mes "[Artifact Researcher]"; mes "Make sure you're wearing the equipment first."; close; } - set .@equip_id, getequipid(.@part); - set @mora_equip_part, .@part; + .@equip_id = getequipid(.@part); + @mora_equip_part = .@part; //callsub L_Socket,<enchant type>,<bonus enchant type>,<4-x enchants possible>; // Enchant types: @@ -713,19 +713,19 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "[Artifact Researcher]"; mes "^990099"+getequipname(.@part)+"^000000??"; mes "I really want to study this equipment..."; - set @mora_equip_part,0; + @mora_equip_part = 0; close; L_Socket: - set .@select, @mora_enchant_select; - set .@enchant_type, getarg(0); - set .@part, @mora_equip_part; - set .@equip_id, getequipid(.@part); - set .@equip_name$, getitemname(.@equip_id); - set .@equip_refine, getequiprefinerycnt(.@part); + .@select = @mora_enchant_select; + .@enchant_type = getarg(0); + .@part = @mora_equip_part; + .@equip_id = getequipid(.@part); + .@equip_name$ = getitemname(.@equip_id); + .@equip_refine = getequiprefinerycnt(.@part); setarray .@equip_card[0], getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3); - set @mora_equip_part,0; - set @mora_enchant_select,0; + @mora_equip_part = 0; + @mora_enchant_select = 0; if (.@select == 1) { // If refine is +9 or higher, unlock bonus enchant type. @@ -743,23 +743,23 @@ L_Socket: case 1: break; case 2: - set .@enchant_type, getarg(1); + .@enchant_type = getarg(1); break; } } if (.@equip_card[3] == 0 && getarg(2) < 4) { - set .@slot,4; + .@slot = 4; mes "[Artifact Researcher]"; mes "Attempting to strengthen the ability further. The previous enforcement won't be affected. Do you want to continue?"; } else if (.@equip_card[2] == 0 && getarg(2) < 3) { - set .@slot,3; + .@slot = 3; mes "[Artifact Researcher]"; mes "Attempting second enhancement. The previous enforcement won't be affected."; next; mes "[Artifact Researcher]"; mes "I may have a chance to fail now with this attempt. Do you wish to continue?"; } else if (.@equip_card[1] == 0 && getarg(2) < 2) { - set .@slot,2; + .@slot = 2; mes "[Artifact Researcher]"; mes "Let's start the third enhancement. I can give the best stats at this stage but remember, ^990000there is now a chance for the artifact to be destroyed and previous enhancements will be erased^000000. Continue?"; } else { @@ -775,301 +775,301 @@ L_Socket: } switch(.@enchant_type) { case 1: //Attack - if (.@slot == 4) set .@i, rand(1,525); - else if (.@slot == 3) set .@i, rand(301,655); - else if (.@slot == 2) set .@i, rand(451,750); + if (.@slot == 4) .@i = rand(1,525); + else if (.@slot == 3) .@i = rand(301,655); + else if (.@slot == 2) .@i = rand(451,750); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4700; //Strength1 - else if (.@i < 201) set .@enchant,4811; //Fighting_Spirit1 - else if (.@i < 301) set .@enchant,4819; //Atk1 - else if (.@i < 351) set .@enchant,4701; //Strength2 - else if (.@i < 401) set .@enchant,4810; //Fighting_Spirit2 - else if (.@i < 451) set .@enchant,4766; //Atk2 - else if (.@i < 476) set .@enchant,4702; //Strength3 - else if (.@i < 501) set .@enchant,4809; //Fighting_Spirit3 - else if (.@i < 526) set .@enchant,4767; //Atk3 - else if (.@i < 626) set .@enchant,0; - else if (.@i < 641) set .@enchant,4703; //Strength4 - else if (.@i < 656) set .@enchant,4808; //Fighting_Spirit4 - else if (.@i < 661) set .@enchant,4704; //Strength5 - else if (.@i < 666) set .@enchant,4820; //Fighting_Spirit5 - else if (.@i < 668) set .@enchant,4705; //Strength6 - else if (.@i < 670) set .@enchant,4821; //Fighting_Spirit6 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4700; //Strength1 + else if (.@i < 201) .@enchant = 4811; //Fighting_Spirit1 + else if (.@i < 301) .@enchant = 4819; //Atk1 + else if (.@i < 351) .@enchant = 4701; //Strength2 + else if (.@i < 401) .@enchant = 4810; //Fighting_Spirit2 + else if (.@i < 451) .@enchant = 4766; //Atk2 + else if (.@i < 476) .@enchant = 4702; //Strength3 + else if (.@i < 501) .@enchant = 4809; //Fighting_Spirit3 + else if (.@i < 526) .@enchant = 4767; //Atk3 + else if (.@i < 626) .@enchant = 0; + else if (.@i < 641) .@enchant = 4703; //Strength4 + else if (.@i < 656) .@enchant = 4808; //Fighting_Spirit4 + else if (.@i < 661) .@enchant = 4704; //Strength5 + else if (.@i < 666) .@enchant = 4820; //Fighting_Spirit5 + else if (.@i < 668) .@enchant = 4705; //Strength6 + else if (.@i < 670) .@enchant = 4821; //Fighting_Spirit6 + else .@enchant = 9; break; case 2: //Critical - if (.@slot == 4) set .@i, rand(1,470); - else if (.@slot == 3) set .@i, rand(201,610); - else if (.@slot == 2) set .@i, rand(381,750); + if (.@slot == 4) .@i = rand(1,470); + else if (.@slot == 3) .@i = rand(201,610); + else if (.@slot == 2) .@i = rand(381,750); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4750; //Luck1 - else if (.@i < 201) set .@enchant,4700; //Strength1 - else if (.@i < 261) set .@enchant,4751; //Luck2 - else if (.@i < 321) set .@enchant,4701; //Strength2 - else if (.@i < 351) set .@enchant,4752; //Luck3 - else if (.@i < 381) set .@enchant,4702; //Strength3 - else if (.@i < 411) set .@enchant,4764; //Critical5 - else if (.@i < 441) set .@enchant,4818; //Sharp1 - else if (.@i < 471) set .@enchant,4752; //Luck3 - else if (.@i < 571) set .@enchant,0; - else if (.@i < 586) set .@enchant,4753; //Luck4 - else if (.@i < 601) set .@enchant,4754; //Luck5 - else if (.@i < 606) set .@enchant,4765; //Critical7 - else if (.@i < 611) set .@enchant,4817; //Sharp2 - else if (.@i < 616) set .@enchant,4703; //Strength4 - else if (.@i < 618) set .@enchant,4816; //Sharp3 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4750; //Luck1 + else if (.@i < 201) .@enchant = 4700; //Strength1 + else if (.@i < 261) .@enchant = 4751; //Luck2 + else if (.@i < 321) .@enchant = 4701; //Strength2 + else if (.@i < 351) .@enchant = 4752; //Luck3 + else if (.@i < 381) .@enchant = 4702; //Strength3 + else if (.@i < 411) .@enchant = 4764; //Critical5 + else if (.@i < 441) .@enchant = 4818; //Sharp1 + else if (.@i < 471) .@enchant = 4752; //Luck3 + else if (.@i < 571) .@enchant = 0; + else if (.@i < 586) .@enchant = 4753; //Luck4 + else if (.@i < 601) .@enchant = 4754; //Luck5 + else if (.@i < 606) .@enchant = 4765; //Critical7 + else if (.@i < 611) .@enchant = 4817; //Sharp2 + else if (.@i < 616) .@enchant = 4703; //Strength4 + else if (.@i < 618) .@enchant = 4816; //Sharp3 + else .@enchant = 9; break; case 3: //Evasion - if (.@slot == 4) set .@i, rand(1,525); - else if (.@slot == 3) set .@i, rand(301,670); - else if (.@slot == 2) set .@i, rand(451,800); + if (.@slot == 4) .@i = rand(1,525); + else if (.@slot == 3) .@i = rand(301,670); + else if (.@slot == 2) .@i = rand(451,800); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4859; //Evasion1 - else if (.@i < 201) set .@enchant,4750; //Luck1 - else if (.@i < 301) set .@enchant,4730; //Agility1 - else if (.@i < 351) set .@enchant,4860; //Evasion3 - else if (.@i < 401) set .@enchant,4751; //Luck2 - else if (.@i < 451) set .@enchant,4731; //Agility2 - else if (.@i < 476) set .@enchant,4731; //Agility2 - else if (.@i < 501) set .@enchant,4752; //Luck3 - else if (.@i < 526) set .@enchant,4732; //Agility3 - else if (.@i < 626) set .@enchant,0; - else if (.@i < 641) set .@enchant,4762; //Evasion6 - else if (.@i < 656) set .@enchant,4753; //Luck4 - else if (.@i < 671) set .@enchant,4733; //Agility4 - else if (.@i < 676) set .@enchant,4763; //Evasion12 - else if (.@i < 681) set .@enchant,4754; //Luck5 - else if (.@i < 683) set .@enchant,4734; //Agility5 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4859; //Evasion1 + else if (.@i < 201) .@enchant = 4750; //Luck1 + else if (.@i < 301) .@enchant = 4730; //Agility1 + else if (.@i < 351) .@enchant = 4860; //Evasion3 + else if (.@i < 401) .@enchant = 4751; //Luck2 + else if (.@i < 451) .@enchant = 4731; //Agility2 + else if (.@i < 476) .@enchant = 4731; //Agility2 + else if (.@i < 501) .@enchant = 4752; //Luck3 + else if (.@i < 526) .@enchant = 4732; //Agility3 + else if (.@i < 626) .@enchant = 0; + else if (.@i < 641) .@enchant = 4762; //Evasion6 + else if (.@i < 656) .@enchant = 4753; //Luck4 + else if (.@i < 671) .@enchant = 4733; //Agility4 + else if (.@i < 676) .@enchant = 4763; //Evasion12 + else if (.@i < 681) .@enchant = 4754; //Luck5 + else if (.@i < 683) .@enchant = 4734; //Agility5 + else .@enchant = 9; break; case 4: //Healer - if (.@slot == 4) set .@i, rand(1,375); - else if (.@slot == 3) set .@i, rand(201,535); - else if (.@slot == 2) set .@i, rand(301,650); + if (.@slot == 4) .@i = rand(1,375); + else if (.@slot == 3) .@i = rand(201,535); + else if (.@slot == 2) .@i = rand(301,650); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4710; //Inteligence1 - else if (.@i < 201) set .@enchant,4720; //Dexterity1 - else if (.@i < 251) set .@enchant,4711; //Inteligence2 - else if (.@i < 301) set .@enchant,4721; //Dexterity2 - else if (.@i < 326) set .@enchant,4805; //Heal_Amount2 - else if (.@i < 351) set .@enchant,4712; //Inteligence3 - else if (.@i < 376) set .@enchant,4722; //Dexterity3 - else if (.@i < 476) set .@enchant,0; - else if (.@i < 491) set .@enchant,4760; //Matk1 - else if (.@i < 506) set .@enchant,4850; //Heal_Amount3 - else if (.@i < 521) set .@enchant,4713; //Inteligence4 - else if (.@i < 536) set .@enchant,4723; //Dexterity4 - else if (.@i < 541) set .@enchant,4761; //Matk2 - else if (.@i < 546) set .@enchant,4851; //Heal_Amount4 - else if (.@i < 548) set .@enchant,4806; //Matk3 - else if (.@i < 550) set .@enchant,4852; //Heal_Amount5 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4710; //Inteligence1 + else if (.@i < 201) .@enchant = 4720; //Dexterity1 + else if (.@i < 251) .@enchant = 4711; //Inteligence2 + else if (.@i < 301) .@enchant = 4721; //Dexterity2 + else if (.@i < 326) .@enchant = 4805; //Heal_Amount2 + else if (.@i < 351) .@enchant = 4712; //Inteligence3 + else if (.@i < 376) .@enchant = 4722; //Dexterity3 + else if (.@i < 476) .@enchant = 0; + else if (.@i < 491) .@enchant = 4760; //Matk1 + else if (.@i < 506) .@enchant = 4850; //Heal_Amount3 + else if (.@i < 521) .@enchant = 4713; //Inteligence4 + else if (.@i < 536) .@enchant = 4723; //Dexterity4 + else if (.@i < 541) .@enchant = 4761; //Matk2 + else if (.@i < 546) .@enchant = 4851; //Heal_Amount4 + else if (.@i < 548) .@enchant = 4806; //Matk3 + else if (.@i < 550) .@enchant = 4852; //Heal_Amount5 + else .@enchant = 9; break; case 5: //Spell 1 - if (.@slot == 4) set .@i, rand(1,600); - else if (.@slot == 3) set .@i, rand(401,760); - else if (.@slot == 2) set .@i, rand(401,766); + if (.@slot == 4) .@i = rand(1,600); + else if (.@slot == 3) .@i = rand(401,760); + else if (.@slot == 2) .@i = rand(401,766); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4710; //Inteligence1 - else if (.@i < 201) set .@enchant,4720; //Dexterity1 - else if (.@i < 301) set .@enchant,4795; //HP100 - else if (.@i < 401) set .@enchant,4815; //Spell1 - else if (.@i < 451) set .@enchant,4711; //Inteligence2 - else if (.@i < 501) set .@enchant,4721; //Dexterity2 - else if (.@i < 551) set .@enchant,4796; //HP200 - else if (.@i < 601) set .@enchant,4814; //Spell2 - else if (.@i < 701) set .@enchant,0; - else if (.@i < 716) set .@enchant,4712; //Inteligence3 - else if (.@i < 731) set .@enchant,4722; //Dexterity3 - else if (.@i < 746) set .@enchant,4797; //HP300 - else if (.@i < 761) set .@enchant,4813; //Spell3 - else if (.@i < 763) set .@enchant,4713; //Inteligence4 - else if (.@i < 765) set .@enchant,4723; //Dexterity4 - else if (.@i < 767) set .@enchant,4812; //Spell4 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4710; //Inteligence1 + else if (.@i < 201) .@enchant = 4720; //Dexterity1 + else if (.@i < 301) .@enchant = 4795; //HP100 + else if (.@i < 401) .@enchant = 4815; //Spell1 + else if (.@i < 451) .@enchant = 4711; //Inteligence2 + else if (.@i < 501) .@enchant = 4721; //Dexterity2 + else if (.@i < 551) .@enchant = 4796; //HP200 + else if (.@i < 601) .@enchant = 4814; //Spell2 + else if (.@i < 701) .@enchant = 0; + else if (.@i < 716) .@enchant = 4712; //Inteligence3 + else if (.@i < 731) .@enchant = 4722; //Dexterity3 + else if (.@i < 746) .@enchant = 4797; //HP300 + else if (.@i < 761) .@enchant = 4813; //Spell3 + else if (.@i < 763) .@enchant = 4713; //Inteligence4 + else if (.@i < 765) .@enchant = 4723; //Dexterity4 + else if (.@i < 767) .@enchant = 4812; //Spell4 + else .@enchant = 9; break; case 6: //Assist 1 - if (.@slot == 4) set .@i, rand(1,520); - else if (.@slot == 3) set .@i, rand(321,720); - else if (.@slot == 2) set .@i, rand(521,850); + if (.@slot == 4) .@i = rand(1,520); + else if (.@slot == 3) .@i = rand(321,720); + else if (.@slot == 2) .@i = rand(521,850); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 81) set .@enchant,4792; //Def6 - else if (.@i < 161) set .@enchant,4787; //Mdef4 - else if (.@i < 241) set .@enchant,4801; //SP100 - else if (.@i < 321) set .@enchant,4796; //HP200 - else if (.@i < 371) set .@enchant,4700; //Strength1 - else if (.@i < 421) set .@enchant,4720; //Dexterity1 - else if (.@i < 471) set .@enchant,4730; //Agility1 - else if (.@i < 521) set .@enchant,4740; //Vitality1 - else if (.@i < 621) set .@enchant,0; - else if (.@i < 646) set .@enchant,4793; //Def9 - else if (.@i < 671) set .@enchant,4788; //Mdef6 - else if (.@i < 696) set .@enchant,4802; //SP150 - else if (.@i < 721) set .@enchant,4797; //HP300 - else if (.@i < 731) set .@enchant,4701; //Strength2 - else if (.@i < 741) set .@enchant,4721; //Dexterity2 - else if (.@i < 751) set .@enchant,4731; //Agility2 - else set .@enchant,9; + if (.@i < 81) .@enchant = 4792; //Def6 + else if (.@i < 161) .@enchant = 4787; //Mdef4 + else if (.@i < 241) .@enchant = 4801; //SP100 + else if (.@i < 321) .@enchant = 4796; //HP200 + else if (.@i < 371) .@enchant = 4700; //Strength1 + else if (.@i < 421) .@enchant = 4720; //Dexterity1 + else if (.@i < 471) .@enchant = 4730; //Agility1 + else if (.@i < 521) .@enchant = 4740; //Vitality1 + else if (.@i < 621) .@enchant = 0; + else if (.@i < 646) .@enchant = 4793; //Def9 + else if (.@i < 671) .@enchant = 4788; //Mdef6 + else if (.@i < 696) .@enchant = 4802; //SP150 + else if (.@i < 721) .@enchant = 4797; //HP300 + else if (.@i < 731) .@enchant = 4701; //Strength2 + else if (.@i < 741) .@enchant = 4721; //Dexterity2 + else if (.@i < 751) .@enchant = 4731; //Agility2 + else .@enchant = 9; break; case 7: //Assist 2 - if (.@slot == 4) set .@i, rand(1,520); - else if (.@slot == 3) set .@i, rand(321,720); - else if (.@slot == 2) set .@i, rand(521,850); + if (.@slot == 4) .@i = rand(1,520); + else if (.@slot == 3) .@i = rand(321,720); + else if (.@slot == 2) .@i = rand(521,850); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 81) set .@enchant,4792; //Def6 - else if (.@i < 161) set .@enchant,4787; //Mdef4 - else if (.@i < 241) set .@enchant,4801; //SP100 - else if (.@i < 321) set .@enchant,4796; //HP200 - else if (.@i < 371) set .@enchant,4710; //Inteligence1 - else if (.@i < 421) set .@enchant,4720; //Dexterity1 - else if (.@i < 471) set .@enchant,4730; //Agility1 - else if (.@i < 521) set .@enchant,4740; //Vitality1 - else if (.@i < 621) set .@enchant,0; - else if (.@i < 646) set .@enchant,4793; //Def9 - else if (.@i < 671) set .@enchant,4788; //Mdef6 - else if (.@i < 696) set .@enchant,4802; //SP150 - else if (.@i < 721) set .@enchant,4797; //HP300 - else if (.@i < 731) set .@enchant,4711; //Inteligence2 - else if (.@i < 741) set .@enchant,4721; //Dexterity2 - else if (.@i < 751) set .@enchant,4741; //Vitality2 - else set .@enchant,9; + if (.@i < 81) .@enchant = 4792; //Def6 + else if (.@i < 161) .@enchant = 4787; //Mdef4 + else if (.@i < 241) .@enchant = 4801; //SP100 + else if (.@i < 321) .@enchant = 4796; //HP200 + else if (.@i < 371) .@enchant = 4710; //Inteligence1 + else if (.@i < 421) .@enchant = 4720; //Dexterity1 + else if (.@i < 471) .@enchant = 4730; //Agility1 + else if (.@i < 521) .@enchant = 4740; //Vitality1 + else if (.@i < 621) .@enchant = 0; + else if (.@i < 646) .@enchant = 4793; //Def9 + else if (.@i < 671) .@enchant = 4788; //Mdef6 + else if (.@i < 696) .@enchant = 4802; //SP150 + else if (.@i < 721) .@enchant = 4797; //HP300 + else if (.@i < 731) .@enchant = 4711; //Inteligence2 + else if (.@i < 741) .@enchant = 4721; //Dexterity2 + else if (.@i < 751) .@enchant = 4741; //Vitality2 + else .@enchant = 9; break; case 8: //Strength - if (.@slot == 4) set .@i, rand(1,525); - else if (.@slot == 3) set .@i, rand(301,685); - else if (.@slot == 2) set .@i, rand(451,800); + if (.@slot == 4) .@i = rand(1,525); + else if (.@slot == 3) .@i = rand(301,685); + else if (.@slot == 2) .@i = rand(451,800); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4740; //Vitality1 - else if (.@i < 201) set .@enchant,4797; //HP300 - else if (.@i < 301) set .@enchant,4791; //Def3 - else if (.@i < 351) set .@enchant,4741; //Vitality2 - else if (.@i < 401) set .@enchant,4798; //HP400 - else if (.@i < 451) set .@enchant,4792; //Def6 - else if (.@i < 476) set .@enchant,4742; //Vitality3 - else if (.@i < 501) set .@enchant,4793; //Def9 - else if (.@i < 526) set .@enchant,4799; //HP500 - else if (.@i < 626) set .@enchant,0; - else if (.@i < 641) set .@enchant,4742; //Vitality3 - else if (.@i < 656) set .@enchant,4743; //Vitality4 - else if (.@i < 671) set .@enchant,4794; //Def12 - //else if (.@i < 686) set .@enchant,01; // ?? - else if (.@i < 688) set .@enchant,4744; //Vitality5 - //else if (.@i < 690) set .@enchant,02; // ?? - else set .@enchant,9; + if (.@i < 101) .@enchant = 4740; //Vitality1 + else if (.@i < 201) .@enchant = 4797; //HP300 + else if (.@i < 301) .@enchant = 4791; //Def3 + else if (.@i < 351) .@enchant = 4741; //Vitality2 + else if (.@i < 401) .@enchant = 4798; //HP400 + else if (.@i < 451) .@enchant = 4792; //Def6 + else if (.@i < 476) .@enchant = 4742; //Vitality3 + else if (.@i < 501) .@enchant = 4793; //Def9 + else if (.@i < 526) .@enchant = 4799; //HP500 + else if (.@i < 626) .@enchant = 0; + else if (.@i < 641) .@enchant = 4742; //Vitality3 + else if (.@i < 656) .@enchant = 4743; //Vitality4 + else if (.@i < 671) .@enchant = 4794; //Def12 + //else if (.@i < 686) .@enchant = 01; // ?? + else if (.@i < 688) .@enchant = 4744; //Vitality5 + //else if (.@i < 690) .@enchant = 02; // ?? + else .@enchant = 9; break; case 9: //Range - if (.@slot == 4) set .@i, rand(1,470); - else if (.@slot == 3) set .@i, rand(201,610); - else if (.@slot == 2) set .@i, rand(321,750); + if (.@slot == 4) .@i = rand(1,470); + else if (.@slot == 3) .@i = rand(201,610); + else if (.@slot == 2) .@i = rand(321,750); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4750; //Luck1 - else if (.@i < 201) set .@enchant,4720; //Dexterity1 - else if (.@i < 261) set .@enchant,4751; //Luck2 - else if (.@i < 321) set .@enchant,4721; //Dexterity2 - else if (.@i < 351) set .@enchant,4752; //Luck3 - else if (.@i < 381) set .@enchant,4722; //Dexterity3 - else if (.@i < 411) set .@enchant,4764; //Critical5 - else if (.@i < 441) set .@enchant,4832; //Expert_Archer1 - else if (.@i < 471) set .@enchant,4753; //Luck4 - else if (.@i < 571) set .@enchant,0; - else if (.@i < 586) set .@enchant,4723; //Dexterity4 - else if (.@i < 601) set .@enchant,4833; //Expert_Archer2 - else if (.@i < 606) set .@enchant,4765; //Critical7 - else if (.@i < 611) set .@enchant,4834; //Expert_Archer3 - else if (.@i < 616) set .@enchant,4724; //Dexterity5 - else if (.@i < 618) set .@enchant,4835; //Expert_Archer4 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4750; //Luck1 + else if (.@i < 201) .@enchant = 4720; //Dexterity1 + else if (.@i < 261) .@enchant = 4751; //Luck2 + else if (.@i < 321) .@enchant = 4721; //Dexterity2 + else if (.@i < 351) .@enchant = 4752; //Luck3 + else if (.@i < 381) .@enchant = 4722; //Dexterity3 + else if (.@i < 411) .@enchant = 4764; //Critical5 + else if (.@i < 441) .@enchant = 4832; //Expert_Archer1 + else if (.@i < 471) .@enchant = 4753; //Luck4 + else if (.@i < 571) .@enchant = 0; + else if (.@i < 586) .@enchant = 4723; //Dexterity4 + else if (.@i < 601) .@enchant = 4833; //Expert_Archer2 + else if (.@i < 606) .@enchant = 4765; //Critical7 + else if (.@i < 611) .@enchant = 4834; //Expert_Archer3 + else if (.@i < 616) .@enchant = 4724; //Dexterity5 + else if (.@i < 618) .@enchant = 4835; //Expert_Archer4 + else .@enchant = 9; break; case 10: //Physical - if (.@slot == 4) set .@i, rand(1,600); - else if (.@slot == 3) set .@i, rand(401,800); - else if (.@slot == 2) set .@i, rand(601,930); + if (.@slot == 4) .@i = rand(1,600); + else if (.@slot == 3) .@i = rand(401,800); + else if (.@slot == 2) .@i = rand(601,930); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4791; //Def3 - else if (.@i < 201) set .@enchant,4730; //Agility1 - else if (.@i < 301) set .@enchant,4750; //Luck1 - else if (.@i < 401) set .@enchant,4795; //HP100 - else if (.@i < 451) set .@enchant,4792; //Def6 - else if (.@i < 501) set .@enchant,4731; //Agility2 - else if (.@i < 551) set .@enchant,4751; //Luck2 - else if (.@i < 601) set .@enchant,4796; //HP200 - else if (.@i < 701) set .@enchant,0; - else if (.@i < 726) set .@enchant,4793; //Def9 - else if (.@i < 751) set .@enchant,4732; //Agility3 - else if (.@i < 776) set .@enchant,4752; //Luck3 - else if (.@i < 801) set .@enchant,4797; //HP300 - else if (.@i < 816) set .@enchant,4733; //Agility4 - else if (.@i < 831) set .@enchant,4753; //Luck4 - else if (.@i < 833) set .@enchant,4807; //Atk_Speed1 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4791; //Def3 + else if (.@i < 201) .@enchant = 4730; //Agility1 + else if (.@i < 301) .@enchant = 4750; //Luck1 + else if (.@i < 401) .@enchant = 4795; //HP100 + else if (.@i < 451) .@enchant = 4792; //Def6 + else if (.@i < 501) .@enchant = 4731; //Agility2 + else if (.@i < 551) .@enchant = 4751; //Luck2 + else if (.@i < 601) .@enchant = 4796; //HP200 + else if (.@i < 701) .@enchant = 0; + else if (.@i < 726) .@enchant = 4793; //Def9 + else if (.@i < 751) .@enchant = 4732; //Agility3 + else if (.@i < 776) .@enchant = 4752; //Luck3 + else if (.@i < 801) .@enchant = 4797; //HP300 + else if (.@i < 816) .@enchant = 4733; //Agility4 + else if (.@i < 831) .@enchant = 4753; //Luck4 + else if (.@i < 833) .@enchant = 4807; //Atk_Speed1 + else .@enchant = 9; break; case 11: //Spell 2 - if (.@slot == 4) set .@i, rand(1,600); - else if (.@slot == 3) set .@i, rand(401,760); - else if (.@slot == 2) set .@i, rand(401,766); + if (.@slot == 4) .@i = rand(1,600); + else if (.@slot == 3) .@i = rand(401,760); + else if (.@slot == 2) .@i = rand(401,766); else { mes "[Artifact Researcher]"; mes "An unknown error has occurred."; close; } - if (.@i < 101) set .@enchant,4711; //Inteligence2 - else if (.@i < 201) set .@enchant,4721; //Dexterity2 - else if (.@i < 301) set .@enchant,4796; //HP200 - else if (.@i < 401) set .@enchant,4814; //Spell2 - else if (.@i < 451) set .@enchant,4712; //Inteligence3 - else if (.@i < 501) set .@enchant,4722; //Dexterity3 - else if (.@i < 551) set .@enchant,4760; //Matk1 - else if (.@i < 601) set .@enchant,4813; //Spell3 - else if (.@i < 701) set .@enchant,0; - else if (.@i < 716) set .@enchant,4713; //Inteligence4 - else if (.@i < 731) set .@enchant,4723; //Dexterity4 - else if (.@i < 746) set .@enchant,4761; //Matk2 - else if (.@i < 761) set .@enchant,4812; //Spell4 - else if (.@i < 763) set .@enchant,4714; //Inteligence5 - else if (.@i < 765) set .@enchant,4724; //Dexterity5 - else if (.@i < 767) set .@enchant,4806; //Matk3 - else set .@enchant,9; + if (.@i < 101) .@enchant = 4711; //Inteligence2 + else if (.@i < 201) .@enchant = 4721; //Dexterity2 + else if (.@i < 301) .@enchant = 4796; //HP200 + else if (.@i < 401) .@enchant = 4814; //Spell2 + else if (.@i < 451) .@enchant = 4712; //Inteligence3 + else if (.@i < 501) .@enchant = 4722; //Dexterity3 + else if (.@i < 551) .@enchant = 4760; //Matk1 + else if (.@i < 601) .@enchant = 4813; //Spell3 + else if (.@i < 701) .@enchant = 0; + else if (.@i < 716) .@enchant = 4713; //Inteligence4 + else if (.@i < 731) .@enchant = 4723; //Dexterity4 + else if (.@i < 746) .@enchant = 4761; //Matk2 + else if (.@i < 761) .@enchant = 4812; //Spell4 + else if (.@i < 763) .@enchant = 4714; //Inteligence5 + else if (.@i < 765) .@enchant = 4724; //Dexterity5 + else if (.@i < 767) .@enchant = 4806; //Matk3 + else .@enchant = 9; break; default: mes "[Artifact Researcher]"; @@ -1077,17 +1077,17 @@ L_Socket: close; } if (.@equip_card[3] == 0 && getarg(2) < 4) { - set .@equip_card[3],.@enchant; + .@equip_card[3] = .@enchant; } else if (.@equip_card[2] == 0 && getarg(2) < 3) { - set .@equip_card[2],.@enchant; + .@equip_card[2] = .@enchant; if (.@enchant == 0) { - set .@equip_card[3],0; + .@equip_card[3] = 0; } } else if (.@equip_card[1] == 0 && getarg(2) < 2) { - set .@equip_card[1],.@enchant; + .@equip_card[1] = .@enchant; if (.@enchant == 0) { - set .@equip_card[2],0; - set .@equip_card[3],0; + .@equip_card[2] = 0; + .@equip_card[3] = 0; } } else { mes "[Artifact Researcher]"; @@ -1106,7 +1106,7 @@ L_Socket: specialeffect2 EF_SUI_EXPLOSION; mes "[Artifact Researcher]"; mes "This!"; - mes "I... I'm sorry but the equipment has been destroyed."; + mes "I... I'm sorry but the equipment has been destroyed."; close; } if (.@enchant == 0) { @@ -1139,9 +1139,9 @@ L_Socket: delequip .@part; // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] - for(set .@i,0; .@i<4; set .@i,.@i+1) { + for(.@i = 0; .@i<4; ++.@i) { if (.@equip_card[.@i] >= 4700) // Armor Enchant System - set .@equip_card[.@i],0; + .@equip_card[.@i] = 0; } getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3]; @@ -1271,7 +1271,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ setarray .@artifacts[0],1657,16013,2007,2008,2009,2010; setarray .@empowered[0],1660,16018,2011,2012,2013,2014; while(1) { - set .@i, select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2; + .@i = select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2; if (.@i == -1) { emotion e_what; mes "[Artifact Collector]"; @@ -1284,15 +1284,15 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ switch(.@i) { case 0: setarray .@enchants[0],4761,4723,4714; - set .@str$, "MATK+2%, DEX+4, INT+5"; + .@str$ = "MATK+2%, DEX+4, INT+5"; break; case 1: setarray .@enchants[0],4767,4723,4704; - set .@str$, "ATK+3%, DEX+4, STR+5"; + .@str$ = "ATK+3%, DEX+4, STR+5"; break; default: setarray .@enchants[0],4761,4713; - set .@str$, "MATK+2%, INT+4"; + .@str$ = "MATK+2%, INT+4"; break; } mes "[Artifact Collector]"; @@ -1319,7 +1319,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ mes "I don't know what you are trying to do... I can't enhance what you don't have."; close; } - set .@equip_id, getequipid(EQI_HAND_R); + .@equip_id = getequipid(EQI_HAND_R); setarray .@equip_card[2], getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3); switch(.@equip_id) { case 2007: //Golden_Rod_Staff @@ -1328,19 +1328,19 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ case 2010: //Forest_Staff if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2 .@equip_card[2] == 4713 || .@equip_card[3] == 4713) //Inteligence4 - set .@empowered,.@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2 + .@empowered = .@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2 break; case 1657: //Wand_Of_Affection if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2 .@equip_card[2] == 4714 || .@equip_card[3] == 4714 || //Inteligence5 .@equip_card[2] == 4723 || .@equip_card[3] == 4723) //Dexterity4 - set .@empowered,1660; //Wand_Of_Affection2 + .@empowered = 1660; //Wand_Of_Affection2 break; case 16013: //Mace_Of_Judgement if (.@equip_card[2] == 4723 || .@equip_card[3] == 4723 || //Dexterity4 .@equip_card[2] == 4704 || .@equip_card[3] == 4704 || //Strength5 .@equip_card[2] == 4767 || .@equip_card[3] == 4767) //Atk3 - set .@empowered,16018; //Mace_Of_Judgement2 + .@empowered = 16018; //Mace_Of_Judgement2 break; default: emotion e_an; @@ -1477,7 +1477,7 @@ function script F_Mora_Enchant { progressbar "ffff00",3; delitem 6380,5; //Mora_Coin delitem getarg(0),1; - set .@i, rand(1,4568); + .@i = rand(1,4568); if (.@i <= 3168) { // Basic combinations // (raw: .@i increments by 11) @@ -1525,7 +1525,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{ mes "I happen to have a few army paddings in stock. Would you like to buy one? The price is 1 Mora Coin. So cheap."; next; switch(select("Maybe next time.:I'll buy one now.")) { - case 1: + case 1: mes "[Master Tailor]"; mes "Okay, I understand."; mes "Come back for one if you change your mind."; diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt index abbc0896a..939f7d812 100644 --- a/npc/re/merchants/enchan_upg.txt +++ b/npc/re/merchants/enchan_upg.txt @@ -49,7 +49,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "Are you listening to me? I will only do for you if you bring the Enchant Book!"; close; } - set .@select,1; + .@select = 1; break; case 3: mes "[Devil Enchant Master]"; @@ -64,10 +64,10 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "Come back after you have confirmed!"; close; } - set .@select,2; + .@select = 2; break; } - set .@part, EQI_HAND_R; + .@part = EQI_HAND_R; mes "[Devil Enchant Master]"; if (!getequipisequiped(.@part)) { @@ -79,13 +79,13 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "It is dangerous to remove equipment during enchant process!"; close; } - set .@equip_id, getequipid(.@part); - set .@item$, "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|"; + .@equip_id = getequipid(.@part); + .@item$ = "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|"; if (!compare(.@item$,"|"+.@equip_id+"|")) { mes "I don't want to touch your equipment now!"; close; } - set .@equip_refine, getequiprefinerycnt(.@part); + .@equip_refine = getequiprefinerycnt(.@part); if (.@select == 1) { if (!countitem(6484)) { @@ -100,10 +100,10 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "Come back again after you change your mind!"; close; case 2: - set .@enc_type,1; + .@enc_type = 1; break; case 3: - set .@enc_type,2; + .@enc_type = 2; break; } mes "[Devil Enchant Master]"; @@ -125,81 +125,81 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ } if (.@enc_type == 1) { // Physical Series - set .@i, rand(1,1300); - if (.@i < 51) set .@enchant,4734; //Agility5 - else if (.@i < 76) set .@enchant,4735; //Agility6 - else if (.@i < 88) set .@enchant,4736; //Agility7 - else if (.@i < 93) set .@enchant,4737; //Agility8 - else if (.@i < 95) set .@enchant,4738; //Agility9 - else if (.@i < 96) set .@enchant,4739; //Agility10 - else if (.@i < 146) set .@enchant,4724; //Dexterity5 - else if (.@i < 171) set .@enchant,4725; //Dexterity6 - else if (.@i < 183) set .@enchant,4726; //Dexterity7 - else if (.@i < 188) set .@enchant,4727; //Dexterity8 - else if (.@i < 190) set .@enchant,4728; //Dexterity9 - else if (.@i < 191) set .@enchant,4729; //Dexterity10 - else if (.@i < 291) set .@enchant,4704; //Strength5 - else if (.@i < 341) set .@enchant,4705; //Strength6 - else if (.@i < 366) set .@enchant,4706; //Strength7 - else if (.@i < 378) set .@enchant,4707; //Strength8 - else if (.@i < 383) set .@enchant,4708; //Strength9 - else if (.@i < 384) set .@enchant,4709; //Strength10 - else if (.@i < 434) set .@enchant,4754; //Luck5 - else if (.@i < 459) set .@enchant,4755; //Luck6 - else if (.@i < 471) set .@enchant,4756; //Luck7 - else if (.@i < 476) set .@enchant,4757; //Luck8 - else if (.@i < 478) set .@enchant,4758; //Luck9 - else if (.@i < 479) set .@enchant,4759; //Luck10 - else if (.@i < 679) set .@enchant,4744; //Vitality5 - else if (.@i < 779) set .@enchant,4745; //Vitality6 - else if (.@i < 829) set .@enchant,4746; //Vitality7 - else if (.@i < 854) set .@enchant,4747; //Vitality8 - else if (.@i < 866) set .@enchant,4748; //Vitality9 - else if (.@i < 867) set .@enchant,4749; //Vitality10 - else if (.@i < 967) set .@enchant,4808; //Fighting_Spirit4 - else if (.@i < 992) set .@enchant,4820; //Fighting_Spirit5 - else if (.@i < 1092) set .@enchant,4835; //Expert_Archer4 - else if (.@i < 1117) set .@enchant,4836; //Expert_Archer5 - else if (.@i < 1217) set .@enchant,4835; //Expert_Archer4 - else if (.@i < 1242) set .@enchant,4836; //Expert_Archer5 - else set .@enchant,0; + .@i = rand(1,1300); + if (.@i < 51) .@enchant = 4734; //Agility5 + else if (.@i < 76) .@enchant = 4735; //Agility6 + else if (.@i < 88) .@enchant = 4736; //Agility7 + else if (.@i < 93) .@enchant = 4737; //Agility8 + else if (.@i < 95) .@enchant = 4738; //Agility9 + else if (.@i < 96) .@enchant = 4739; //Agility10 + else if (.@i < 146) .@enchant = 4724; //Dexterity5 + else if (.@i < 171) .@enchant = 4725; //Dexterity6 + else if (.@i < 183) .@enchant = 4726; //Dexterity7 + else if (.@i < 188) .@enchant = 4727; //Dexterity8 + else if (.@i < 190) .@enchant = 4728; //Dexterity9 + else if (.@i < 191) .@enchant = 4729; //Dexterity10 + else if (.@i < 291) .@enchant = 4704; //Strength5 + else if (.@i < 341) .@enchant = 4705; //Strength6 + else if (.@i < 366) .@enchant = 4706; //Strength7 + else if (.@i < 378) .@enchant = 4707; //Strength8 + else if (.@i < 383) .@enchant = 4708; //Strength9 + else if (.@i < 384) .@enchant = 4709; //Strength10 + else if (.@i < 434) .@enchant = 4754; //Luck5 + else if (.@i < 459) .@enchant = 4755; //Luck6 + else if (.@i < 471) .@enchant = 4756; //Luck7 + else if (.@i < 476) .@enchant = 4757; //Luck8 + else if (.@i < 478) .@enchant = 4758; //Luck9 + else if (.@i < 479) .@enchant = 4759; //Luck10 + else if (.@i < 679) .@enchant = 4744; //Vitality5 + else if (.@i < 779) .@enchant = 4745; //Vitality6 + else if (.@i < 829) .@enchant = 4746; //Vitality7 + else if (.@i < 854) .@enchant = 4747; //Vitality8 + else if (.@i < 866) .@enchant = 4748; //Vitality9 + else if (.@i < 867) .@enchant = 4749; //Vitality10 + else if (.@i < 967) .@enchant = 4808; //Fighting_Spirit4 + else if (.@i < 992) .@enchant = 4820; //Fighting_Spirit5 + else if (.@i < 1092) .@enchant = 4835; //Expert_Archer4 + else if (.@i < 1117) .@enchant = 4836; //Expert_Archer5 + else if (.@i < 1217) .@enchant = 4835; //Expert_Archer4 + else if (.@i < 1242) .@enchant = 4836; //Expert_Archer5 + else .@enchant = 0; } else if (.@enc_type == 2) { // Magical Series - set .@i, rand(1,1200); - if (.@i < 51) set .@enchant,4714; //Inteligence5 - else if (.@i < 76) set .@enchant,4715; //Inteligence6 - else if (.@i < 88) set .@enchant,4716; //Inteligence7 - else if (.@i < 93) set .@enchant,4717; //Inteligence8 - else if (.@i < 95) set .@enchant,4718; //Inteligence9 - else if (.@i < 96) set .@enchant,4719; //Inteligence10 - else if (.@i < 146) set .@enchant,4724; //Dexterity5 - else if (.@i < 171) set .@enchant,4725; //Dexterity6 - else if (.@i < 183) set .@enchant,4726; //Dexterity7 - else if (.@i < 188) set .@enchant,4727; //Dexterity8 - else if (.@i < 190) set .@enchant,4728; //Dexterity9 - else if (.@i < 191) set .@enchant,4729; //Dexterity10 - else if (.@i < 291) set .@enchant,4734; //Agility5 - else if (.@i < 341) set .@enchant,4735; //Agility6 - else if (.@i < 366) set .@enchant,4736; //Agility7 - else if (.@i < 378) set .@enchant,4737; //Agility8 - else if (.@i < 383) set .@enchant,4738; //Agility9 - else if (.@i < 384) set .@enchant,4739; //Agility10 - else if (.@i < 484) set .@enchant,4754; //Luck5 - else if (.@i < 534) set .@enchant,4755; //Luck6 - else if (.@i < 559) set .@enchant,4756; //Luck7 - else if (.@i < 571) set .@enchant,4757; //Luck8 - else if (.@i < 576) set .@enchant,4758; //Luck9 - else if (.@i < 577) set .@enchant,4759; //Luck10 - else if (.@i < 777) set .@enchant,4744; //Vitality5 - else if (.@i < 877) set .@enchant,4745; //Vitality6 - else if (.@i < 927) set .@enchant,4746; //Vitality7 - else if (.@i < 952) set .@enchant,4747; //Vitality8 - else if (.@i < 964) set .@enchant,4748; //Vitality9 - else if (.@i < 969) set .@enchant,4749; //Vitality10 - else if (.@i < 1069) set .@enchant,4812; //Spell4 - else if (.@i < 1094) set .@enchant,4826; //Spell5 - else if (.@i < 1119) set .@enchant,4761; //Matk2 - else if (.@i < 1124) set .@enchant,4806; //Matk3 - else set .@enchant,0; + .@i = rand(1,1200); + if (.@i < 51) .@enchant = 4714; //Inteligence5 + else if (.@i < 76) .@enchant = 4715; //Inteligence6 + else if (.@i < 88) .@enchant = 4716; //Inteligence7 + else if (.@i < 93) .@enchant = 4717; //Inteligence8 + else if (.@i < 95) .@enchant = 4718; //Inteligence9 + else if (.@i < 96) .@enchant = 4719; //Inteligence10 + else if (.@i < 146) .@enchant = 4724; //Dexterity5 + else if (.@i < 171) .@enchant = 4725; //Dexterity6 + else if (.@i < 183) .@enchant = 4726; //Dexterity7 + else if (.@i < 188) .@enchant = 4727; //Dexterity8 + else if (.@i < 190) .@enchant = 4728; //Dexterity9 + else if (.@i < 191) .@enchant = 4729; //Dexterity10 + else if (.@i < 291) .@enchant = 4734; //Agility5 + else if (.@i < 341) .@enchant = 4735; //Agility6 + else if (.@i < 366) .@enchant = 4736; //Agility7 + else if (.@i < 378) .@enchant = 4737; //Agility8 + else if (.@i < 383) .@enchant = 4738; //Agility9 + else if (.@i < 384) .@enchant = 4739; //Agility10 + else if (.@i < 484) .@enchant = 4754; //Luck5 + else if (.@i < 534) .@enchant = 4755; //Luck6 + else if (.@i < 559) .@enchant = 4756; //Luck7 + else if (.@i < 571) .@enchant = 4757; //Luck8 + else if (.@i < 576) .@enchant = 4758; //Luck9 + else if (.@i < 577) .@enchant = 4759; //Luck10 + else if (.@i < 777) .@enchant = 4744; //Vitality5 + else if (.@i < 877) .@enchant = 4745; //Vitality6 + else if (.@i < 927) .@enchant = 4746; //Vitality7 + else if (.@i < 952) .@enchant = 4747; //Vitality8 + else if (.@i < 964) .@enchant = 4748; //Vitality9 + else if (.@i < 969) .@enchant = 4749; //Vitality10 + else if (.@i < 1069) .@enchant = 4812; //Spell4 + else if (.@i < 1094) .@enchant = 4826; //Spell5 + else if (.@i < 1119) .@enchant = 4761; //Matk2 + else if (.@i < 1124) .@enchant = 4806; //Matk3 + else .@enchant = 0; } else { mes "[Devil Enchant Master]"; mes "Hmm! This item is having a problem, please check it again!"; @@ -217,8 +217,8 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ if (.@enchant == 0) { specialeffect EF_SHIELDCHARGE; mes "Oh! Unbelievable!! It failed!! Please come again!"; - set .@lost_refine, rand(0,.@equip_refine); - set .@equip_refine, .@equip_refine - .@lost_refine; + .@lost_refine = rand(0,.@equip_refine); + .@equip_refine -= .@lost_refine; } else { specialeffect EF_REPAIRWEAPON; mes "The slot ^9900004^000000 has been enchanted!"; diff --git a/npc/re/merchants/flute.txt b/npc/re/merchants/flute.txt index 343308268..d2c9515b2 100644 --- a/npc/re/merchants/flute.txt +++ b/npc/re/merchants/flute.txt @@ -43,10 +43,10 @@ if (eaclass()&EAJL_THIRD) { mes "[Falcon Flute Trader]"; mes "For Rangers, however, I have a special price of 10,000 zeny!"; - set .@price,10000; + .@price = 10000; next; } else - set .@price,12500; + .@price = 12500; if(select("Don't buy one:Buy a Falcon Flute") == 1) { mes "[Falcon Flute Trader]"; mes "That's too bad. If you need one, come back!"; diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt index 0e0f3e081..7c875e995 100644 --- a/npc/re/merchants/hd_refiner.txt +++ b/npc/re/merchants/hd_refiner.txt @@ -31,10 +31,10 @@ mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?"; next; setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Blacksmith Mighty Hammer]"; switch(.@part) { @@ -80,15 +80,15 @@ switch(getequipweaponlv(.@part)) { default: case 0: - set .@price,20000; - set .@material,6241; //HD_Elunium + .@price = 20000; + .@material = 6241; //HD_Elunium break; case 1: case 2: case 3: case 4: - set .@price,20000; - set .@material,6240; //HD_Oridecon + .@price = 20000; + .@material = 6240; //HD_Oridecon break; } mes "[Blacksmith Mighty Hammer]"; @@ -165,10 +165,10 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF mes "Which equipment do you want to refine?"; next; setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Basta]"; switch(.@part) { @@ -219,17 +219,17 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF switch(getequipweaponlv(.@part)) { default: case 0: - set .@price,100000; - set .@material,6225; //HD_Carnium - set .@type$,"armor"; + .@price = 100000; + .@material = 6225; //HD_Carnium + .@type$ = "armor"; break; case 1: case 2: case 3: case 4: - set .@price,100000; - set .@material,6226; //HD_Bradium - set .@type$,"weapon"; + .@price = 100000; + .@material = 6226; //HD_Bradium + .@type$ = "weapon"; break; } mes "[Basta]"; diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt index 03730a04a..649da8529 100644 --- a/npc/re/merchants/quivers.txt +++ b/npc/re/merchants/quivers.txt @@ -73,10 +73,10 @@ S_BuyQuiver: next; switch(select("Trade all the arrows you have:Get only one quiver:Don't trade")) { case 1: - set .@arrows, countitem(getarg(0)); - set .@quiver, .@arrows / getarg(1); - set .@arrows_used, .@quiver * getarg(1); - set .@arrow_zeny01, .@quiver * getarg(2); + .@arrows = countitem(getarg(0)); + .@quiver = .@arrows / getarg(1); + .@arrows_used = .@quiver * getarg(1); + .@arrow_zeny01 = .@quiver * getarg(2); mes "The number of arrows you have : ^3131FF"+.@arrows+"^000000"; mes "The number of quivers available : ^3131FF"+.@quiver+"^000000"; mes "Zeny needed for trade : ^3131FF"+.@arrow_zeny01+" zeny^000000"; @@ -90,10 +90,10 @@ S_BuyQuiver: } break; case 2: - set .@quiver, 1; - set .@arrows_used, getarg(1); - set .@arrow_zeny01, getarg(2); - set .@zeny_mes,1; + .@quiver = 1; + .@arrows_used = getarg(1); + .@arrow_zeny01 = getarg(2); + .@zeny_mes = 1; break; case 3: mes "[Quiver Maker]"; diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt index db57a1d5d..490f10b5c 100644 --- a/npc/re/merchants/refine.txt +++ b/npc/re/merchants/refine.txt @@ -54,20 +54,20 @@ function script refinenew { next; setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) { + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) { if (getequipisequiped(.@i)) { - set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; - set .@equipped,1; + .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; + .@equipped = 1; } - set .@menu$, .@menu$ + ":"; + .@menu$ += ":"; } if (.@equipped == 0) { mes "[" + getarg(0) + "]"; mes "I don't think I can refine any items you have..."; close; } - set .@part, select(.@menu$); + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { //custom check mes "[" + getarg(0) + "]"; @@ -95,27 +95,27 @@ function script refinenew { mes "refined as it gets!"; close; } - set .@refineitemid, getequipid(.@part); // save id of the item - set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count + .@refineitemid = getequipid(.@part); // save id of the item + .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) { - set .@type$,"weapon"; - set .@material,6224; //Bradium - set .@price,100000; + .@type$ = "weapon"; + .@material = 6224; //Bradium + .@price = 100000; switch(getequipweaponlv(.@part)) { - case 1: set .@safe,10; break; - case 2: set .@safe,10; break; - case 3: set .@safe,10; break; - case 4: set .@safe,10; break; + case 1: .@safe = 10; break; + case 2: .@safe = 10; break; + case 3: .@safe = 10; break; + case 4: .@safe = 10; break; } mes "["+ getarg(0) +"]"; mes "Hmm a weapon, is that ok?"; mes "If you want to refine this weapon,"; mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny."; } else { - set .@type$,"armor"; - set .@material,6223; //Carnium - set .@price,100000; - set .@safe,10; + .@type$ = "armor"; + .@material = 6223; //Carnium + .@price = 100000; + .@safe = 10; mes "["+ getarg(0) +"]"; mes "Hmm an armor, is that ok?"; mes "If you want to refine this armor,"; @@ -222,26 +222,26 @@ function script refinenew { mes "[" + getarg(0) + "]"; mes "I can refine this to the safe limit or a desired number of times. It's your choice."; next; - set .@menu2,select("To the safe limit, please.","I'll decide how many times.","I've changed my mind..."); + .@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind..."); } else - set .@menu2,2; + .@menu2 = 2; switch(.@menu2){ case 1: - set .@refinecnt,.@safe - getequiprefinerycnt(.@part); + .@refinecnt = .@safe - getequiprefinerycnt(.@part); break; case 2: mes "[" + getarg(0) + "]"; mes "How many times would you like me to refine your item?"; next; input .@refinecnt; - set .@refinecheck,.@refinecnt + getequiprefinerycnt(.@part); + .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part); if (.@refinecnt < 1 || .@refinecheck > 20) { mes "[" + getarg(0) + "]"; mes "I can't refine this item that many times."; close; } if (.@refinecheck > .@safe) { - set .@refinecheck,.@refinecheck - .@safe; + .@refinecheck -= .@safe; mes "[" + getarg(0) + "]"; mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?"; next; @@ -257,7 +257,7 @@ function script refinenew { mes "You said so... So be it."; close; } - set .@fullprice,.@price * .@refinecnt; + .@fullprice = .@price * .@refinecnt; mes "[" + getarg(0) + "]"; mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?"; next; @@ -290,7 +290,7 @@ function script refinenew { if (getequippercentrefinery(.@part) > rand(100)) { mes "Clang! Clang! Clang! Clang!"; successrefitem .@part; - set .@refinecnt,.@refinecnt - 1; + --.@refinecnt; next; } else { if (rand(100) < 80) { @@ -402,10 +402,10 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ mes "Yes!!! You!! You want to refine?"; next; setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Clink]"; switch(.@part) { @@ -452,34 +452,34 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ switch(getequipweaponlv(.@part)) { default: case 0: // Armor - set .@price,2000; - set .@material,985; //Elunium - set .@type$,"armor"; + .@price = 2000; + .@material = 985; //Elunium + .@type$ = "armor"; mes "Hmm, an armor refine? Someone like you?"; break; case 1: // Level 1 Weapon - set .@price,50; - set .@material,1010; //Phracon - set .@type$,"weapon"; + .@price = 50; + .@material = 1010; //Phracon + .@type$ = "weapon"; mes "A level 1 weapon?"; mes "Urr... Annoying... Okay, let's try..."; break; case 2: // Level 2 Weapon - set .@price,200; - set .@material,1011; //Emveretarcon - set .@type$,"weapon"; + .@price = 200; + .@material = 1011; //Emveretarcon + .@type$ = "weapon"; mes "A level 2 weapon?"; break; case 3: // Level 3 Weapon - set .@price,20000; - set .@material,984; //Oridecon - set .@type$,"weapon"; + .@price = 20000; + .@material = 984; //Oridecon + .@type$ = "weapon"; mes "Woot!! A level 3 weapon? Impressive~"; break; case 4: // Level 4 Weapon - set .@price,50000; - set .@material,984; //Oridecon - set .@type$,"weapon"; + .@price = 50000; + .@material = 984; //Oridecon + .@type$ = "weapon"; mes "Wow!... A level 4 weapon~!!"; break; } diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt index 59894c678..4bb929ac4 100644 --- a/npc/re/merchants/renters.txt +++ b/npc/re/merchants/renters.txt @@ -21,23 +21,21 @@ job3_rune01,88,62,5 script Dragon Breeder 8W_SOLDIER,{ next; switch(select("Yes:No")) { case 1: - //if (!getskilllv("RK_DRAGONTRAINING")) { - if (!getskilllv("KN_RIDING")) { + //if (!getskilllv(RK_DRAGONTRAINING)) { + if (!getskilllv(KN_RIDING)) { mes "[Dragon Breeder]"; mes "Please learn how to ride a Dragon first."; close; - } - else if (checkriding()) { + } else if (checkmount()) { mes "[Dragon Breeder]"; mes "You already have a Dragon."; close; - } - else if(ismounting()) { + } else if(hascashmount()) { mes "[Dragon Breeder]"; mes "Please remove your cash mount."; close; } - setdragon; + setmount(MOUNT_DRAGON); close; case 2: mes "[Dragon Breeder]"; @@ -59,23 +57,21 @@ prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{ next; switch(select("Yes:No")) { case 1: - //if (!getskilllv("RK_DRAGONTRAINING")) { - if (!getskilllv("KN_RIDING")) { + //if (!getskilllv(RK_DRAGONTRAINING)) { + if (!getskilllv(KN_RIDING)) { mes "[Riding Creature Master]"; mes "Please learn how to ride a Dragon first."; close; - } - else if (checkriding()) { + } else if (checkmount()) { mes "[Riding Creature Master]"; mes "You already have a Dragon."; close; - } - else if(ismounting()) { + } else if(hascashmount()) { mes "[Riding Creature Master]"; mes "Please remove your cash mount."; close; } - setdragon; + setmount(MOUNT_DRAGON); close; case 2: mes "[Riding Creature Master]"; @@ -88,22 +84,20 @@ prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{ next; switch(select("Yes:No")) { case 1: - if(!getskilllv("KN_RIDING")) { + if(!getskilllv(KN_RIDING)) { mes "[Riding Creature Master]"; mes "Please learn how to ride a Gryphon first."; close; - } - else if (checkriding()) { + } else if (checkmount()) { mes "[Riding Creature Master]"; mes "You already have a Gryphon."; close; - } - else if(ismounting()) { + } else if(hascashmount()) { mes "[Riding Creature Master]"; mes "Please remove your cash mount."; close; } - setriding; + setmount(MOUNT_PECO); close; case 2: mes "[Riding Creature Master]"; @@ -122,7 +116,7 @@ prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{ mes "If you're unable to dismount from a Peco Peco"; mes "for some unknown reason,"; mes "please feel free to use my services."; - if (checkriding()) { + if (checkmount() == MOUNT_PECO) { next; mes "[Soldier]"; mes "You're riding a Peco Peco."; @@ -130,7 +124,7 @@ prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{ next; switch(select("Yes:No")) { case 1: - setriding 0; + setmount(MOUNT_NONE); mes "[Soldier]"; mes "Say, how does it feel to"; mes "step on the ground on your own"; @@ -168,23 +162,21 @@ prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{ mes "There you go!"; close; case 2: - if (checkmadogear()) { + if (checkmount() == MOUNT_MADO) { mes "[Magic Gear Master]"; mes "I'm sorry, but you're already"; mes "riding a Magic Gear."; close; - } - else if (!getskilllv("NC_MADOLICENCE")) { + } else if (!getskilllv(NC_MADOLICENCE)) { mes "[Magic Gear Master]"; mes "Please learn the skill to get the Magic Gear License first."; close; - } - else if(ismounting()) { + } else if(hascashmount()) { mes "[Magic Gear Master]"; mes "Please remove your cash mount."; close; } - setmadogear; + setmount(MOUNT_MADO); mes "[Magic Gear Master]"; mes "Have fun, and please come again!"; close; diff --git a/npc/re/merchants/ticket_refiner.txt b/npc/re/merchants/ticket_refiner.txt index d5d4dd59f..aa768f20b 100644 --- a/npc/re/merchants/ticket_refiner.txt +++ b/npc/re/merchants/ticket_refiner.txt @@ -16,9 +16,9 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ disable_items; if (countitem(6238) || countitem(6228) || countitem(6229) || countitem(6230) || countitem(6231) || countitem(6456)) - set .@bWeaponUp,1; + .@bWeaponUp = 1; if (countitem(6239) || countitem(6232) || countitem(6233) || countitem(6234) || countitem(6235) || countitem(6457)) - set .@bArmorUp,1; + .@bArmorUp = 1; if (!.@bWeaponUp && !.@bArmorUp) { mes "[Refine Master]"; mes "Hello!"; @@ -55,10 +55,10 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "Which equipment would you like to refine?"; next; setarray .@position$[1],"Head upper","Armor","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head middle","Head lower"; - set .@menu$,""; - for(set .@i,1; .@i<=10; set .@i,.@i+1) - set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"- [Empty]")+":"; - set .@part, select(.@menu$); + .@menu$ = ""; + for(.@i = 1; .@i<=10; ++.@i) + .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"- [Empty]")+":"; + .@part = select(.@menu$); if (!getequipisequiped(.@part)) { mes "[Refine Master]"; mes "You have to equip the item you want to refine."; @@ -76,8 +76,8 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ case 0: setarray .@tickets[0],6457,6235,6234,6233,6232,6239; setarray .@levels[0],5,6,7,8,9,11; - set .@type$,"Armor"; - set .@check,.@bArmorUp; + .@type$ = "Armor"; + .@check = .@bArmorUp; break; case 1: case 2: @@ -85,8 +85,8 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ case 4: setarray .@tickets[0],6456,6231,6230,6229,6228,6238; setarray .@levels[0],5,6,7,8,9,11; - set .@type$,"Weapon"; - set .@check,.@bWeaponUp; + .@type$ = "Weapon"; + .@check = .@bWeaponUp; break; } if (!.@check) { @@ -99,12 +99,12 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "[Refine Master]"; mes "Please choose which ^006400"+.@type$+" Refine Ticket^000000 you want to use."; next; - set .@menu$,""; - for(set .@i,0; .@i<getarraysize(.@tickets); set .@i,.@i+1) - set .@menu$, .@menu$+getitemname(.@tickets[.@i])+":"; - set .@select, select(.@menu$)-1; - set .@ticket_lv, .@levels[.@select]; - set .@ticket_id, .@tickets[.@select]; + .@menu$ = ""; + for(.@i = 0; .@i<getarraysize(.@tickets); ++.@i) + .@menu$ += getitemname(.@tickets[.@i])+":"; + .@select = select(.@menu$)-1; + .@ticket_lv = .@levels[.@select]; + .@ticket_id = .@tickets[.@select]; if (countitem(.@ticket_id) == 0) { emotion e_what; mes "[Refine Master]"; @@ -146,7 +146,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "Please report this."; close; } - for(set .@i,getequiprefinerycnt(.@part); .@i<.@ticket_lv; set .@i,.@i+1) + for(.@i = getequiprefinerycnt(.@part); .@i<.@ticket_lv; ++.@i) successrefitem .@part; next; emotion e_ho; diff --git a/npc/re/mobs/dungeons/lhz_dun.txt b/npc/re/mobs/dungeons/lhz_dun.txt index 8da7874bf..16296e20e 100644 --- a/npc/re/mobs/dungeons/lhz_dun.txt +++ b/npc/re/mobs/dungeons/lhz_dun.txt @@ -73,26 +73,26 @@ OnTimer6000000: // delay1 = 6000000 ms (100 min) OnInit: // Select Coordinates to summon a random MVP on switch(rand(1,6)) { - case 1: set .@x,140; set .@y,232; break; - case 2: set .@x,75; set .@y,138; break; - case 3: set .@x,140; set .@y,87; break; - case 4: set .@x,205; set .@y,140; break; - case 5: set .@x,123; set .@y,137; break; - case 6: set .@x,175; set .@y,137; break; + case 1: .@x = 140; .@y = 232; break; + case 2: .@x = 75; .@y = 138; break; + case 3: .@x = 140; .@y = 87; break; + case 4: .@x = 205; .@y = 140; break; + case 5: .@x = 123; .@y = 137; break; + case 6: .@x = 175; .@y = 137; break; } - set .@mob,rand(1646,1651); + .@mob = rand(1646,1651); monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead"; // Select Coordinates to summon a random 99 on switch(rand(1,6)) { - case 1: set .@x2,183; set .@y2,97; break; - case 2: set .@x2,97; set .@y2,96; break; - case 3: set .@x2,47; set .@y2,139; break; - case 4: set .@x2,231; set .@y2,140; break; - case 5: set .@x2,139; set .@y2,211; break; - case 6: set .@x2,139; set .@y2,259; break; + case 1: .@x2 = 183; .@y2 = 97; break; + case 2: .@x2 = 97; .@y2 = 96; break; + case 3: .@x2 = 47; .@y2 = 139; break; + case 4: .@x2 = 231; .@y2 = 140; break; + case 5: .@x2 = 139; .@y2 = 211; break; + case 6: .@x2 = 139; .@y2 = 259; break; } - set .@mob2,rand(1640,1645); + .@mob2 = rand(1640,1645); monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead"; end; @@ -128,28 +128,28 @@ OnTimer6000000: // delay1 = 6000000 ms (100 min) OnInit: // Select Coordinates to summon a random MVP on switch(rand(1,7)) { - case 1: set .@x,77; set .@y,251; break; - case 2: set .@x,147; set .@y,224; break; - case 3: set .@x,219; set .@y,219; break; - case 4: set .@x,244; set .@y,120; break; - case 5: set .@x,149; set .@y,41; break; - case 6: set .@x,53; set .@y,109; break; - case 7: set .@x,149; set .@y,151; break; + case 1: .@x = 77; .@y = 251; break; + case 2: .@x = 147; .@y = 224; break; + case 3: .@x = 219; .@y = 219; break; + case 4: .@x = 244; .@y = 120; break; + case 5: .@x = 149; .@y = 41; break; + case 6: .@x = 53; .@y = 109; break; + case 7: .@x = 149; .@y = 151; break; } - set .@mob,rand(2235,2241); + .@mob = rand(2235,2241); monster "lhz_dun04",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead"; // Select Coordinates to summon a random 99 on switch(rand(1,7)) { - case 1: set .@x2,77; set .@y2,251; break; - case 2: set .@x2,147; set .@y2,224; break; - case 3: set .@x2,219; set .@y2,219; break; - case 4: set .@x2,244; set .@y2,120; break; - case 5: set .@x2,149; set .@y2,41; break; - case 6: set .@x2,53; set .@y2,109; break; - case 7: set .@x2,149; set .@y2,151; break; + case 1: .@x2 = 77; .@y2 = 251; break; + case 2: .@x2 = 147; .@y2 = 224; break; + case 3: .@x2 = 219; .@y2 = 219; break; + case 4: .@x2 = 244; .@y2 = 120; break; + case 5: .@x2 = 149; .@y2 = 41; break; + case 6: .@x2 = 53; .@y2 = 109; break; + case 7: .@x2 = 149; .@y2 = 151; break; } - set .@mob2,rand(2228,2234); + .@mob2 = rand(2228,2234); monster "lhz_dun04",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead"; end; diff --git a/npc/re/other/resetskill.txt b/npc/re/other/resetskill.txt index f3415e6c9..a237fcf24 100644 --- a/npc/re/other/resetskill.txt +++ b/npc/re/other/resetskill.txt @@ -61,10 +61,10 @@ izlude,127,175,3 script Hypnotist#novice 4_F_TELEPORTER,{ mes "work, or will backfire..."; close; case 2: - set .@str$,"Stat"; + .@str$ = "Stat"; case 3: if (.@str$ == "") - set .@str$,"Skill"; + .@str$ = "Skill"; mes "[Hypnotist]"; mes "Are you sure that you"; mes "want to proceed with"; diff --git a/npc/re/other/stone_change.txt b/npc/re/other/stone_change.txt index cfb2aa5eb..f99ae28c5 100644 --- a/npc/re/other/stone_change.txt +++ b/npc/re/other/stone_change.txt @@ -25,14 +25,14 @@ geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{ mes "[Ore Tester Sorty]"; mes "So, would you like me to organize your ores?"; next; - set .@i, select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks."); + .@i = select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks."); if (.@i == 5) { mes "[Ore Tester Sorty]"; mes "Huh, I really hate messy people!"; close; } setarray .@ores[0],999,998,1002,756; - set .@item, .@ores[.@i-1]; + .@item = .@ores[.@i-1]; if (countitem(.@item) == 0) { mes "[Ore Tester Sorty]"; mes "You don't have any "+getitemname(.@item)+"..."; @@ -40,8 +40,8 @@ geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{ } while(1) { if (countitem(.@item)) { - set .@count, countitem(.@item); - set .@total, .@total + .@count; + .@count = countitem(.@item); + .@total += .@count; delitem .@item, .@count; } else { getitem .@item, .@total; diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt index 829ec2dae..3e339e168 100644 --- a/npc/re/quests/cupet.txt +++ b/npc/re/quests/cupet.txt @@ -14,14 +14,14 @@ // 1st NPC - script CPM1 4_M_ALCHE_C,{ - set .@npc$, "[Cute Pet Manager]"; + .@npc$ = "[Cute Pet Manager]"; setarray .@tame_id[0],619,620,622,623,624,627,628,629,630; setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3; setarray .@hunt_id[0],909,909,705,916,935,919,919,940,921; setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500; setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014; - set .@tame_gets, 3; + .@tame_gets = 3; if (cpm_one == .@tame_gets) { mes "[Cute Pet Manager]"; @@ -45,7 +45,7 @@ // 2nd NPC - script CPM2 4_M_ALCHE_C,{ - set .@npc$, "[Cute Pet Manager]"; + .@npc$ = "[Cute Pet Manager]"; setarray .@tame_id[0],621,625,632,631,633,634,635,636,659,637,639,640; setarray .@tame_amount[0],2,2,2,2,2,2,2,2,2,2,2,2; @@ -53,7 +53,7 @@ setarray .@hunt_amount[0],500,600,500,300,500,500,500,500,500,500,500,500; setarray .@hunt_item_count[0],1,1,1,1,1,1,1,1,1; setarray .@mob_id[0],1031,1042,1019,1077,1056,1057,1023,1026,1188,1110,1029; - set .@tame_gets, 2; + .@tame_gets = 2; if (cpm_two == .@tame_gets) { mes "[Cute Pet Manager]"; @@ -77,7 +77,7 @@ // 3rd NPC - script CPM3 4_M_ALCHE_C,{ - set .@npc$, "[Cute Pet Manager]"; + .@npc$ = "[Cute Pet Manager]"; setarray .@tame_id[0],638,626,641,661,660,642; setarray .@tame_amount[0],1,1,1,1,1,1; @@ -86,7 +86,7 @@ setarray .@hunt_id2[0],0,0,0,0,7017,0; setarray .@hunt_amount2[0],0,0,0,0,20,0; setarray .@mob_id[0],1170,1035,1109,1275,1200,1101; - set .@tame_gets, 1; + .@tame_gets = 1; if (cpm_three == .@tame_gets) { mes "[Cute Pet Manager]"; @@ -158,21 +158,21 @@ function script cute_pet_manager { next; // Create Menu System - for (set .@a, 0; .@a < getarraysize(getarg(0)); set .@a, .@a + 1) { - set .@menu$, .@menu$ + (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a)); + for (.@a = 0; .@a < getarraysize(getarg(0)); ++.@a) { + .@menu$ += (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a)); } // Query Player Choice - set .@choice, select(.@menu$) - 1; + .@choice = select(.@menu$) - 1; // Store Variables (Less Lookup) - set .@tame_id, getelementofarray(getarg(0), .@choice); - set .@tame_amount, getelementofarray(getarg(1), .@choice); - set .@hunt_id, getelementofarray(getarg(2), .@choice); - set .@hunt_amount, getelementofarray(getarg(3), .@choice); - set .@mob_id, getelementofarray(getarg(4), .@choice); - set .@hunt_id2, getelementofarray(getarg(7), .@choice); - set .@hunt_amount2, getelementofarray(getarg(8), .@choice); + .@tame_id = getelementofarray(getarg(0), .@choice); + .@tame_amount = getelementofarray(getarg(1), .@choice); + .@hunt_id = getelementofarray(getarg(2), .@choice); + .@hunt_amount = getelementofarray(getarg(3), .@choice); + .@mob_id = getelementofarray(getarg(4), .@choice); + .@hunt_id2 = getelementofarray(getarg(7), .@choice); + .@hunt_amount2 = getelementofarray(getarg(8), .@choice); dispbottom "Tame ID: " + .@tame_id; dispbottom "Tame Amount: " + .@tame_amount; @@ -183,7 +183,7 @@ function script cute_pet_manager { dispbottom "Hunt ID2: " + .@hunt_id2; dispbottom "Hunt Amount2: " + .@hunt_amount2; - if (.@hunt_id2) { set .@hunt2_count, countitem(.@hunt_id2); } + if (.@hunt_id2) { .@hunt2_count = countitem(.@hunt_id2); } if (countitem(.@hunt_id) >= .@hunt_amount && countitem(6083) > 0 && .@hunt2_count >= .@hunt_amount2) { mes "[Cute Pet Manager]"; diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt index 200454e81..b9c9f85ce 100644 --- a/npc/re/quests/eden/11-25.txt +++ b/npc/re/quests/eden/11-25.txt @@ -19,11 +19,11 @@ moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ mes "- to receive these missions. -"; close; } - for(set .@i,11124; .@i<11134; set .@i,.@i+1) - if (checkquest(.@i,PLAYTIME) == 2) erasequest .@i; - for(set .@i,11114; .@i<11123; set .@i,.@i+1) { - set .@j, checkquest(.@i,HUNTING); - if (.@j == 2) { + for(.@i = 11124; .@i<11134; ++.@i) + if (questprogress(.@i,PLAYTIME) == 2) erasequest .@i; + for(.@i = 11114; .@i<11123; ++.@i) { + .@state = questprogress(.@i,HUNTING); + if (.@state == 2) { mes " - You must collect your - "; mes " - reward before starting - "; mes " - a new mission. - "; @@ -31,7 +31,7 @@ moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ mes " - Manager : Spike - "; close; } - else if (.@j >= 0) { + else if (.@state) { mes " - You can only request - "; mes " - one mission at a time. - "; mes " "; @@ -71,7 +71,7 @@ moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ } end; L_Quest: - if (checkquest(getarg(0),PLAYTIME) == 1) { + if (questprogress(getarg(0),PLAYTIME) == 1) { mes " - Mission ^4d4dff"+getarg(1)+"^000000 - "; mes " - is already finished for today. - "; mes " "; @@ -79,7 +79,7 @@ L_Quest: close; } mes " - Mission '"+getarg(1)+"' - "; - for(set .@i,2; .@i<getargcount(); set .@i,.@i+1) + for(.@i = 2; .@i<getargcount(); ++.@i) mes getarg(.@i); mes " "; mes " - Manager : Spike - "; @@ -89,18 +89,18 @@ L_Quest: mes " - other missions. - "; close; } - for(set .@i,2; .@i<getargcount(); set .@i,.@i+1) + for(.@i = 2; .@i<getargcount(); ++.@i) mes getarg(.@i); - if (getarg(0) == 11123 && checkquest(11123,PLAYTIME) == 2) + if (getarg(0) == 11123 && questprogress(11123,PLAYTIME) == 2) erasequest 11133; // Special case for "Collect Poison Spores" setquest getarg(0); close; } moc_para01,32,30,6 script Spike 4_F_CHILD,{ - for(set .@i,11114; .@i<11124; set .@i,.@i+1) { - set .@j, checkquest(.@i,HUNTING); - if (.@j == 2) switch(.@i) { + for(.@i = 11114; .@i<11124; ++.@i) { + .@state = questprogress(.@i,HUNTING); + if (.@state == 2) switch(.@i) { case 11114: callsub L_Quest,.@i,"Hornet Hunting",900; case 11115: callsub L_Quest,.@i,"Condor Hunting",1800; case 11116: callsub L_Quest,.@i,"Grasshopper's Leg",1400,940,10; @@ -112,7 +112,7 @@ moc_para01,32,30,6 script Spike 4_F_CHILD,{ case 11122: callsub L_Quest,.@i,"Collect Feathers",5400; case 11123: callsub L_Quest,.@i,"Collect Poison Spores",6000,7033,5; } - else if (.@j >= 0) { + else if (.@state) { mes "[Spike]"; mes "You haven't finished your mission yet."; mes "Keep up the good work. You are almost done."; @@ -127,7 +127,7 @@ moc_para01,32,30,6 script Spike 4_F_CHILD,{ mes "Why don't you look around and find some interesting tasks?"; close; L_Quest: - if (checkquest(getarg(0),HUNTING) == 2) { + if (questprogress(getarg(0),HUNTING) == 2) { if (getarg(3,0)) if (countitem(getarg(3)) < getarg(4)) { mes "[Spike]"; diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt index a4f0d5637..3ff9f5213 100644 --- a/npc/re/quests/eden/26-40.txt +++ b/npc/re/quests/eden/26-40.txt @@ -84,7 +84,7 @@ L_Quest: mes "You have declined the "+getarg(2)+" mission."; close; } - if (checkquest(getarg(0)) > -1) mes "You are already doing this mission."; + if (questprogress(getarg(0))) mes "You are already doing this mission."; else { setquest getarg(0); mes "You have accepted the "+getarg(2)+" mission."; @@ -134,8 +134,8 @@ geffen,103,42,5 script Sponiac 4W_M_03,{ end; L_Quest: //QuestID,Quest,BExp,JExp,PotionAmt,Desc - if (checkquest(getarg(0)) == 1) { - if (checkquest(getarg(0),HUNTING) == 2) { + if (questprogress(getarg(0)) == 1) { + if (questprogress(getarg(0),HUNTING) == 2) { mes "[Sponiac]"; mes getarg(1)+"!"; mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!"; @@ -209,7 +209,7 @@ moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{ } end; L_Quest: - if (checkquest(getarg(0)) != 1) { + if (questprogress(getarg(0)) != 1) { mes "[Dieshin Man]"; mes "Huh? Are you sure? Something is wrong..."; next; @@ -281,7 +281,7 @@ pay_fild07,83,89,7 script Zoologist 4_M_ORIENT02,{ mes "Oh, I need an Insecticide to continue the study."; close; } - if (checkquest(8271) != 1) { + if (questprogress(8271) != 1) { mes "[Zoologist]"; mes "Huh?"; mes "You are not Dieshin's delivery man?"; @@ -346,7 +346,7 @@ prt_fild03,30,254,3 script Entomologist 4_M_01,{ mes "Oh, I need Honey to continue the study."; close; } - if (checkquest(8272) != 1) { + if (questprogress(8272) != 1) { mes "[Entomologist]"; mes "Huh?"; mes "You are not Dieshin's delivery man?"; @@ -411,7 +411,7 @@ xmas_fild01,92,57,3 script Biologist 4W_M_01,{ mes "Huh, whatever. But be careful! It's very slippery here."; close; } - if (checkquest(8273) != 1) { + if (questprogress(8273) != 1) { mes "[Biologist]"; mes "Huh?"; mes "You are not Dieshin's delivery man?"; @@ -645,7 +645,7 @@ payon,179,66,3 script Dashia 4_M_RACHMAN1,{ mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; close; L_Quest: - if (checkquest(getarg(0)) != 1) { + if (questprogress(getarg(0)) != 1) { mes "[Dashia]"; mes "Huh? Are you sure? Something is wrong..."; next; diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt index eb1c22e42..f67497c47 100644 --- a/npc/re/quests/eden/41-55.txt +++ b/npc/re/quests/eden/41-55.txt @@ -22,7 +22,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000"; close; } - if (checkquest(12088) == -1) { + if (!questprogress(12088)) { if (BaseLevel < 41 || BaseLevel > 55) { mes "Mission bulletin board for Lv41~55 adventurers."; close; @@ -55,8 +55,8 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ end; } setarray .@exp[0],9600,7200,15750,7875,11100,8550,17100,9000,12300,9900,20250,10350,13800,11025,22500,11250; - for(set .@i,0; .@i<16; set .@i,.@i+1) - if (checkquest(12072+.@i,HUNTING) == 2) { + for(.@i = 0; .@i<16; ++.@i) + if (questprogress(12072+.@i,HUNTING) == 2) { mes "[Mission Board]"; mes "You have completed the mission."; mes "Here is your reward."; @@ -66,7 +66,10 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ getexp .@exp[.@i],0; close; } - if ((checkquest(12072,HUNTING) == 0) && (checkquest(12073,HUNTING) == 0) && (checkquest(12074,HUNTING) == 0) && (checkquest(12075,HUNTING) == 0) && (checkquest(12076,HUNTING) == 0) && (checkquest(12077,HUNTING) == 0) && (checkquest(12078,HUNTING) == 0) && (checkquest(12079,HUNTING) == 0) && (checkquest(12080,HUNTING) == 0) && (checkquest(12081,HUNTING) == 0) && (checkquest(12082,HUNTING) == 0) && (checkquest(12083,HUNTING) == 0) && (checkquest(12084,HUNTING) == 0) && (checkquest(12085,HUNTING) == 0) && (checkquest(12086,HUNTING) == 0) && (checkquest(12087,HUNTING) == 0)) { + if (!questprogress(12072,HUNTING) && !questprogress(12073,HUNTING) && !questprogress(12074,HUNTING) && !questprogress(12075,HUNTING) + && !questprogress(12076,HUNTING) && !questprogress(12077,HUNTING) && !questprogress(12078,HUNTING) && !questprogress(12079,HUNTING) + && !questprogress(12080,HUNTING) && !questprogress(12081,HUNTING) && !questprogress(12082,HUNTING) && !questprogress(12083,HUNTING) + && !questprogress(12084,HUNTING) && !questprogress(12085,HUNTING) && !questprogress(12086,HUNTING) && !questprogress(12087,HUNTING)) { mes "You may now view the bulletin board."; erasequest 12088; close; diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt index c7e5103a8..0178a56ce 100644 --- a/npc/re/quests/eden/56-70.txt +++ b/npc/re/quests/eden/56-70.txt @@ -51,7 +51,7 @@ moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{ end; L_Quest: - if (checkquest(getarg(0)) == -1) { + if (!questprogress(getarg(0))) { callsub L_Details, getarg(0); next; mes "Would you like to accept this mission?"; @@ -70,11 +70,11 @@ L_Quest: } if (getargcount() > 5) { if (countitem(getarg(5)) < getarg(6)) - set .@items,1; //incomplete + .@items = 1; //incomplete else - set .@items,2; //complete + .@items = 2; //complete } - if (checkquest(getarg(0)) < 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) { + if (questprogress(getarg(0)) != 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) { mes "You have an on-going mission. Would you like to check the details?"; next; if(select("Check the details.:Cancel.") == 1) @@ -96,7 +96,7 @@ L_Quest: end; L_HuntingQuest: - if (checkquest(getarg(0)) == -1) { + if (!questprogress(getarg(0))) { callsub L_Details, getarg(0); next; mes "Would you like to accept this mission?"; @@ -115,17 +115,17 @@ L_HuntingQuest: } if (getargcount() > 3) { if (countitem(getarg(3)) < getarg(4)) - set .@items,1; //incomplete + .@items = 1; //incomplete else - set .@items,2; //complete + .@items = 2; //complete } - if (checkquest(getarg(0),HUNTING) < 2 || .@items == 1) { + if (questprogress(getarg(0),HUNTING) != 2 || .@items == 1) { mes "You have an on-going mission. Would you like to check the details?"; next; if(select("Check the details.:Cancel.") == 1) callsub L_Details, getarg(0); close; - } else if (checkquest(getarg(0),HUNTING) == 2) { + } else if (questprogress(getarg(0),HUNTING) == 2) { mes "I have done pretty well for the mission. Should I report it now?"; next; if(select("Report the mission.:Do not report it yet.") == 1) { diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt index 57102982c..e88e388cb 100644 --- a/npc/re/quests/eden/71-85.txt +++ b/npc/re/quests/eden/71-85.txt @@ -22,10 +22,10 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ } // Clear the original quest data (no longer used). - if (slv_quest) set slv_quest,0; - if (checkquest(10102) > -1 || checkquest(10103) > -1 || checkquest(10104) > -1 || checkquest(10105) > -1 || checkquest(10106) > -1) { - for(set .@quest,10102; .@quest<=10106; set .@quest,.@quest+1) { - if (checkquest(.@quest) > -1) + if (slv_quest) slv_quest = 0; + if (questprogress(10102) || questprogress(10103) || questprogress(10104) || questprogress(10105) || questprogress(10106)) { + for(.@quest = 10102; .@quest<=10106; ++.@quest) { + if (questprogress(.@quest)) erasequest .@quest; } mes "- Since the client has moved -"; @@ -49,19 +49,19 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ 10114,10115,10116,10117, 10118,10119,10120, 10121,10122,10123,5055,5056; - for(set .@i,0; .@i<getarraysize(.@quests); set .@i,.@i+1) { - if (checkquest(.@quests[.@i],HUNTING) == 2) - set .@complete[getarraysize(.@complete)], .@quests[.@i]; + for(.@i = 0; .@i<getarraysize(.@quests); ++.@i) { + if (questprogress(.@quests[.@i],HUNTING) == 2) + .@complete[getarraysize(.@complete)] = .@quests[.@i]; } - if (checkquest(5057) > -1 && countitem(7187) >= 30) - set .@complete[getarraysize(.@complete)],5057; + if (questprogress(5057) && countitem(7187) >= 30) + .@complete[getarraysize(.@complete)] = 5057; if (getarraysize(.@complete)) { mes "You have quests in progress."; mes "Do you want to turn them in?"; next; if(select("Of course.:No.") == 2) close; - for(set .@i,0; .@i<getarraysize(.@complete); set .@i,.@i+1) + for(.@i = 0; .@i<getarraysize(.@complete); ++.@i) callsub L_Quest,.@complete[.@i]; close; } @@ -81,8 +81,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to the Sphinx Dungeon -"; mes "- on this mission Board. -"; next; - set .@str1$,"The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. "; - set .@str2$,"- Meidi from Morroc -"; + .@str1$ = "The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. "; + .@str2$ = "- Meidi from Morroc -"; switch(select("Hunt Requiem:Hunt Marduk:Hunt Pasana")) { case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$; case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$; @@ -93,8 +93,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to Glast Heim -"; mes "- on this mission Board. -"; next; - set .@str1$,"I am very afraid that the monsters from Glast Heim will attack us. "; - set .@str2$,"- Ancellia from Geffen -"; + .@str1$ = "I am very afraid that the monsters from Glast Heim will attack us. "; + .@str2$ = "- Ancellia from Geffen -"; switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) { case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$; case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$; @@ -106,8 +106,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to the area -"; mes "- around Juno. -"; next; - set .@str1$,"Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. "; - set .@str2$,"- Jeanbai, traveler -"; + .@str1$ = "Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. "; + .@str2$ = "- Jeanbai, traveler -"; switch(select("Hunt Grand Peco:Hunt Sleeper:Hunt Goat:Hunt Harpy")) { case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$; case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$; @@ -119,8 +119,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to the Clock Tower -"; mes "- on this mission Board. -"; next; - set .@str1$,"I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. "; - set .@str2$,"- Rizingsetter, President of the Love Clock community -"; + .@str1$ = "I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. "; + .@str2$ = "- Rizingsetter, President of the Love Clock community -"; switch(select("Hunt Clock:Hunt Punk:Hunt Rideword")) { case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$; case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$; @@ -131,8 +131,8 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- related to the Localized Islands -"; mes "- on this mission Board. -"; next; - set .@str1$,"I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! "; - set .@str2$,"- Funfy, who wants to go on an adventure -"; + .@str1$ = "I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! "; + .@str2$ = "- Funfy, who wants to go on an adventure -"; switch(select("Hunt Kikimora:Hunt Miyabi Doll:Hunt Mi Gao:Hunt Headless Mule:Hunt Tamruan:Gather Festival Masks for the Festival")) { case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$; case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$; @@ -146,28 +146,28 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ //callsub L_Quest,<quest ID>{,"<description1>","<description2>"}; L_Quest: - set .@quest, getarg(0); + .@quest = getarg(0); switch(.@quest) { - case 10107: set .@name$,"Hunt Requiem"; set .@exp,15000; break; - case 10108: set .@name$,"Hunt Marduk"; set .@exp,15000; break; - case 10109: set .@name$,"Hunt Pasana"; set .@exp,15000; break; - case 10110: set .@name$,"Hunt Dark Frame"; set .@exp,20000; break; - case 10111: set .@name$,"Hunt Evil Druid"; set .@exp,20000; break; - case 10112: set .@name$,"Hunt Wraith"; set .@exp,20000; break; - case 10113: set .@name$,"Hunt Raydric Archer"; set .@exp,20000; break; - case 10114: set .@name$,"Hunt Grand Peco"; set .@exp,30000; break; - case 10115: set .@name$,"Hunt Sleeper"; set .@exp,30000; break; - case 10116: set .@name$,"Hunt Goat"; set .@exp,30000; break; - case 10117: set .@name$,"Hunt Harpy"; set .@exp,30000; break; - case 10118: set .@name$,"Hunt Clock"; set .@exp,25000; break; - case 10119: set .@name$,"Hunt Punk"; set .@exp,25000; break; - case 10120: set .@name$,"Hunt Rideword"; set .@exp,25000; break; - case 10121: set .@name$,"Hunt Kikimora"; set .@exp,30000; break; - case 10122: set .@name$,"Hunt Miyabi Doll"; set .@exp,30000; break; - case 10123: set .@name$,"Hunt Mi Gao"; set .@exp,30000; break; - case 5055: set .@name$,"Hunt Headless Mule"; set .@exp,30000; break; - case 5056: set .@name$,"Hunt Tamruan"; set .@exp,30000; break; - case 5057: set .@name$,"Gather Festival Masks for the Festival"; set .@exp,30000; break; + case 10107: .@name$ = "Hunt Requiem"; .@exp = 15000; break; + case 10108: .@name$ = "Hunt Marduk"; .@exp = 15000; break; + case 10109: .@name$ = "Hunt Pasana"; .@exp = 15000; break; + case 10110: .@name$ = "Hunt Dark Frame"; .@exp = 20000; break; + case 10111: .@name$ = "Hunt Evil Druid"; .@exp = 20000; break; + case 10112: .@name$ = "Hunt Wraith"; .@exp = 20000; break; + case 10113: .@name$ = "Hunt Raydric Archer"; .@exp = 20000; break; + case 10114: .@name$ = "Hunt Grand Peco"; .@exp = 30000; break; + case 10115: .@name$ = "Hunt Sleeper"; .@exp = 30000; break; + case 10116: .@name$ = "Hunt Goat"; .@exp = 30000; break; + case 10117: .@name$ = "Hunt Harpy"; .@exp = 30000; break; + case 10118: .@name$ = "Hunt Clock"; .@exp = 25000; break; + case 10119: .@name$ = "Hunt Punk"; .@exp = 25000; break; + case 10120: .@name$ = "Hunt Rideword"; .@exp = 25000; break; + case 10121: .@name$ = "Hunt Kikimora"; .@exp = 30000; break; + case 10122: .@name$ = "Hunt Miyabi Doll"; .@exp = 30000; break; + case 10123: .@name$ = "Hunt Mi Gao"; .@exp = 30000; break; + case 5055: .@name$ = "Hunt Headless Mule"; .@exp = 30000; break; + case 5056: .@name$ = "Hunt Tamruan"; .@exp = 30000; break; + case 5057: .@name$ = "Gather Festival Masks for the Festival"; .@exp = 30000; break; } if (getargcount() == 1) { mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?"; @@ -184,13 +184,14 @@ L_Quest: } else { if (.@quest == 5057) { // Quest 5057 is the only collection quest, so separate conditions are unnecessary. - if (checkquest(5057) == -1) - set .@hunting,-1; + if (!questprogress(5057)) + .@hunting = 0; else if (countitem(7187) >= 30) - set .@hunting,2; - } else - set .@hunting, checkquest(.@quest,HUNTING); - if (.@hunting == 0 || .@hunting == 1) { + .@hunting = 2; + } else { + .@hunting = questprogress(.@quest,HUNTING); + } + if (.@hunting == 1) { mes getarg(1); mes getarg(2); next; diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt index 01c8fec29..de6d7f122 100644 --- a/npc/re/quests/eden/86-90.txt +++ b/npc/re/quests/eden/86-90.txt @@ -77,9 +77,9 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ 72000,78000,82000,80000, 72000,72000,72000,86000,80000; mes "You must be within level 86-90 to accept these missions."; - for(set .@quest,4167; .@quest<=4180; set .@quest,.@quest+1) { - set .@hunting, checkquest(.@quest,HUNTING); - if (.@hunting == 0 || .@hunting == 1) { + for(.@quest = 4167; .@quest<=4180; ++.@quest) { + .@hunting = questprogress(.@quest,HUNTING); + if (.@hunting == 1) { next; mes ":: You cannot proceed in"; mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000."; @@ -150,16 +150,16 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ //callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"}; L_Quest: - set .@quest1, getarg(0); - set .@quest2, .@quest1+31; - set .@playtime, checkquest(.@quest2,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@quest1 = getarg(0); + .@quest2 = .@quest1+31; + .@playtime = questprogress(.@quest2,PLAYTIME); + if (.@playtime == 1) { mes "[86-90 Mission Board]"; mes "You need to wait 3 hours before you can take this mission again."; close; } - set .@hunting, checkquest(.@quest1,HUNTING); - if (.@hunting == 0 || .@hunting == 1) { + .@hunting = questprogress(.@quest1,HUNTING); + if (.@hunting == 1) { mes "[86-90 Mission Board]"; mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?"; close; @@ -168,7 +168,7 @@ L_Quest: mes "You have completed the hunting."; mes "Please accept this reward as a compensation."; erasequest .@quest1; - if (.@playtime > -1) erasequest .@quest2; + if (.@playtime) erasequest .@quest2; setquest .@quest2; getexp getarg(2),0; close; @@ -190,7 +190,7 @@ L_Quest: if(select("I'll hunt them.:No thanks.") == 1) { mes "[86-90 Mission Board]"; mes "When you have completed the mission, post it on this board and collect your reward."; - if (.@playtime > -1) erasequest .@quest2; + if (.@playtime) erasequest .@quest2; setquest .@quest1; } close; diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt index e6744e80f..ba3e8c479 100644 --- a/npc/re/quests/eden/91-99.txt +++ b/npc/re/quests/eden/91-99.txt @@ -79,9 +79,9 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ 102000,108000, 110000,138000,118000,96000,134000; mes "You must be within level 91-99 to accept these missions."; - for(set .@quest,4181; .@quest<=4196; set .@quest,.@quest+1) { - set .@hunting, checkquest(.@quest,HUNTING); - if (.@hunting == 0 || .@hunting == 1) { + for(.@quest = 4181; .@quest<=4196; ++.@quest) { + .@hunting = questprogress(.@quest,HUNTING); + if (.@hunting == 1) { next; mes ":: You cannot proceed in"; mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000."; @@ -159,16 +159,16 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ //callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"}; L_Quest: - set .@quest1, getarg(0); - set .@quest2, .@quest1+31; - set .@playtime, checkquest(.@quest2,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@quest1 = getarg(0); + .@quest2 = .@quest1+31; + .@playtime = questprogress(.@quest2,PLAYTIME); + if (.@playtime == 1) { mes "[91-99 Mission Board]"; mes "You need to wait 3 hours before you can take this mission again."; close; } - set .@hunting, checkquest(.@quest1,HUNTING); - if (.@hunting == 0 || .@hunting == 1) { + .@hunting = questprogress(.@quest1,HUNTING); + if (.@hunting == 1) { mes "[91-99 Mission Board]"; mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?"; close; @@ -177,15 +177,15 @@ L_Quest: mes "You have completed the hunting."; mes "Please accept this reward as a compensation."; erasequest .@quest1; - if (.@playtime > -1) erasequest .@quest2; + if (.@playtime) erasequest .@quest2; setquest .@quest2; // Job Experience calculation. - if (JobLevel > 50 && JobLevel < 56) set .@jexp,67000; - else if (JobLevel > 55 && JobLevel < 61) set .@jexp,94000; - else if (JobLevel > 60 && JobLevel < 66) set .@jexp,141000; - else if (JobLevel > 65 && JobLevel < 69) set .@jexp,212000; - else if (JobLevel == 69) set .@jexp,311000; + if (JobLevel > 50 && JobLevel < 56) .@jexp = 67000; + else if (JobLevel > 55 && JobLevel < 61) .@jexp = 94000; + else if (JobLevel > 60 && JobLevel < 66) .@jexp = 141000; + else if (JobLevel > 65 && JobLevel < 69) .@jexp = 212000; + else if (JobLevel == 69) .@jexp = 311000; getexp getarg(2),.@jexp; close; @@ -207,7 +207,7 @@ L_Quest: if(select("I'll hunt them.:No thanks.") == 1) { mes "[91-99 Mission Board]"; mes "When you have completed the mission, post it on this board and collect your reward."; - if (.@playtime > -1) erasequest .@quest2; + if (.@playtime) erasequest .@quest2; setquest .@quest1; } close; diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt index 7c6be1aa4..b814c7ba1 100644 --- a/npc/re/quests/eden/eden_common.txt +++ b/npc/re/quests/eden/eden_common.txt @@ -202,7 +202,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ case 1: mes "[Eden Teleport Officer]"; mes "Let's go to our secret base!"; - set nak_warp,strnpcinfo(2); + nak_warp = strnpcinfo(2); close2; warp "moc_para01",31,14; end; @@ -324,10 +324,10 @@ moc_para01,16,22,7 script Old Adventurer#eden 4_M_HUMERCHANT,{ } moc_para01,182,48,3 script Eden's Chief#eden 4_COOK,{ - set .@eggf,rand(1,118); - set .@eggf_1,.@eggf + 1; - set .@eggf_2,.@eggf + 2; - set .@eggf_6,.@eggf + 6; + .@eggf = rand(1,118); + .@eggf_1 = .@eggf + 1; + .@eggf_2 = .@eggf + 2; + .@eggf_6 = .@eggf + 6; mes "[Eden's Chief]"; mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?"; next; diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt index 78107cc46..e60f0aedd 100644 --- a/npc/re/quests/eden/eden_iro.txt +++ b/npc/re/quests/eden/eden_iro.txt @@ -42,10 +42,10 @@ moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{ setarray .@towns$[0], "Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno", "Einbroch", "Lighthalzen", "Hugel", "Rachel"; setarray .@cost[0], 600, 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800, 2200, 2200, 2200, 2200; - set .@size, getarraysize(.@towns$); - for(set .@i,0; .@i<.@size; set .@i,.@i+1) - set .@menu$, .@menu$+.@towns$[.@i]+" -> "+.@cost[.@i]+"z:"; - set .@i, select(.@menu$+"Cancel")-1; + .@size = getarraysize(.@towns$); + for(.@i = 0; .@i<.@size; ++.@i) + .@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:"; + .@i = select(.@menu$+"Cancel")-1; if (.@i == .@size) { mes "[Aperture]"; mes "Come back when you need a warp."; @@ -114,10 +114,10 @@ moc_para01,166,51,3 script Phelix#edco 4_M_03,{ next; switch(select("As many as I can get, please.:I want to choose.:Never mind, I like my Jellopy.")) { case 1: - set .@amount, countitem(909) / 3; + .@amount = countitem(909) / 3; break; case 2: - set .@available, countitem(909) / 3; + .@available = countitem(909) / 3; mes "[Phelix]"; mes "How many do you want?"; mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000"; @@ -133,7 +133,7 @@ moc_para01,166,51,3 script Phelix#edco 4_M_03,{ mes "Dude, I said for every 3 Jellopy I'll give you 1 Carrot."; close; } - set .@amount, .@input; + .@amount = .@input; break; case 3: mes "[Phelix]"; @@ -180,19 +180,19 @@ moc_para01,163,51,7 script Izaac#edco 4_M_04,{ setarray .@items[0], 935, 914, 909, 902, 955, 916, 915; setarray .@count[0], 5, 10, 10, 6, 1, 7, 6; - set .@size, getarraysize(.@items); - for(set .@i,0; .@i<.@size; set .@i,.@i+1) - set .@menu$, .@menu$+getitemname(.@items[.@i])+":"; - set .@select, select(.@menu$+"Cancel")-1; + .@size = getarraysize(.@items); + for(.@i = 0; .@i<.@size; ++.@i) + .@menu$ += getitemname(.@items[.@i])+":"; + .@select = select(.@menu$+"Cancel")-1; if (.@select == .@size) { mes "[Izaac]"; mes "Sure~"; mes "No problem."; close; } - set .@item, .@items[.@select]; - set .@item$, getitemname(.@item); - set .@price, .@count[.@select]; + .@item = .@items[.@select]; + .@item$ = getitemname(.@item); + .@price = .@count[.@select]; if (countitem(.@item) < .@price) { mes "[Izaac]"; @@ -208,8 +208,8 @@ moc_para01,163,51,7 script Izaac#edco 4_M_04,{ mes "you have on you."; mes "Hmm..."; next; - set .@amount, countitem(.@item) / .@price; - set .@trade_amount, .@amount * .@price; + .@amount = countitem(.@item) / .@price; + .@trade_amount = .@amount * .@price; mes "[Izaac]"; mes "You have"; mes "a total of "+countitem(.@item)+" "+.@item$+"..."; @@ -286,15 +286,15 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up."; mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000"; next; - set .@i, select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2; + .@i = select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2; if (.@i == -1) break; setarray .@items[0], 2554, 2115, 2357, 2374, 2375, 2433, 2537, 13412, 13413; setarray .@tickets[0], 4, 4, 5, 5, 2, 2, 4, 2, 2; - set .@item, .@items[.@i]; - set .@amount, .@tickets[.@i]; + .@item = .@items[.@i]; + .@amount = .@tickets[.@i]; mes "[Eve Natalia]"; mes "I see you have "+countitem(.@item)+" "+getitemname(.@item)+"."; @@ -319,7 +319,7 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "[Eve Natalia]"; mes "Oh perfect, you get ^CC0000" + .@amount + "^000000 Safe to 7 Certificates!"; delitem .@item,1; - for(set .@i,0; .@i<.@amount; set .@i,.@i+1) { + for(.@i = 0; .@i<.@amount; ++.@i) { // Note: iRO lists item 6235 as "Safe to 7 Headgear Certificate", but it's Guarantee_Armor_6Up in our database. if (rand(2)) getitem 6230,1; //Guarantee_Weapon_7Up @@ -415,8 +415,8 @@ L_Exchange: next; if(select("Yes, give them to me!:No, wait not yet.") == 2) close; - set .@cost, getarg(1) * .@amount; - set .@total_amount, getarg(3) * .@amount; + .@cost = getarg(1) * .@amount; + .@total_amount = getarg(3) * .@amount; if (countitem(getarg(0)) < .@cost) { mes "[Trader Machine]"; mes "You don't have enough "+getitemname(getarg(0))+" to make that trade."; diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index f1b54a9e7..7ad15eca6 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -94,7 +94,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; - set para_suv01,1; + para_suv01 = 1; setquest 7128; close; } @@ -125,7 +125,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; - set para_suv01,6; + para_suv01 = 6; setquest 7133; close; } @@ -161,7 +161,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; - set para_suv01,13; + para_suv01 = 13; setquest 7138; close; } @@ -197,7 +197,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; - set para_suv01,17; + para_suv01 = 17; setquest 7142; close; } @@ -224,7 +224,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,24; + para_suv01 = 24; setquest 7147; close; } @@ -251,7 +251,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,29; + para_suv01 = 29; setquest 7152; close; } @@ -272,7 +272,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; - set para_suv01,33; + para_suv01 = 33; setquest 7156; close; } @@ -352,7 +352,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; - set para_suv01,1; + para_suv01 = 1; setquest 7128; close; } @@ -383,7 +383,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; - set para_suv01,6; + para_suv01 = 6; setquest 7133; close; } @@ -419,7 +419,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; - set para_suv01,13; + para_suv01 = 13; setquest 7138; close; } @@ -455,7 +455,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; - set para_suv01,17; + para_suv01 = 17; setquest 7142; close; } @@ -482,7 +482,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,24; + para_suv01 = 24; setquest 7147; close; } @@ -509,7 +509,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,29; + para_suv01 = 29; setquest 7152; close; } @@ -530,7 +530,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; - set para_suv01,33; + para_suv01 = 33; setquest 7156; close; } @@ -579,7 +579,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Inform the manager that I sent you. He will give you some stuff."; mes "Go go go!"; - set para_suv01,11; + para_suv01 = 11; completequest 7132; close; } @@ -610,7 +610,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Inform the manager that I sent you. He will give you some stuff."; mes "Go go go!"; - set para_suv01,11; + para_suv01 = 11; completequest 7137; close; } @@ -676,7 +676,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; - set para_suv01,13; + para_suv01 = 13; setquest 7138; close; } @@ -712,7 +712,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; - set para_suv01,17; + para_suv01 = 17; setquest 7142; close; } @@ -739,7 +739,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,24; + para_suv01 = 24; setquest 7147; close; } @@ -766,7 +766,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,29; + para_suv01 = 29; setquest 7152; close; } @@ -787,7 +787,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; - set para_suv01,33; + para_suv01 = 33; setquest 7156; close; } @@ -820,7 +820,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Choose an equipment that fits your particular set of skills."; - set para_suv01,22; + para_suv01 = 22; completequest 7141; close; } @@ -844,7 +844,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "The person in charge of equipment storage will supply you with what you need."; - set para_suv01,22; + para_suv01 = 22; completequest 7146; close; } @@ -891,7 +891,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,24; + para_suv01 = 24; setquest 7147; close; } @@ -918,7 +918,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "Ok, may Freya bless you!"; - set para_suv01,29; + para_suv01 = 29; setquest 7152; close; } @@ -939,7 +939,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; - set para_suv01,33; + para_suv01 = 33; setquest 7156; close; } @@ -979,7 +979,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - set para_suv01,37; + para_suv01 = 37; completequest 7151; close; } @@ -1003,7 +1003,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - set para_suv01,37; + para_suv01 = 37; completequest 7155; close; } @@ -1028,7 +1028,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - set para_suv01,37; + para_suv01 = 37; completequest 7159; close; } @@ -1127,7 +1127,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "We should hunt at least 10 Condors, ok?"; mes "I will sleep for a while."; mes "Krrrr woo bow..."; - set para_suv01,2; + para_suv01 = 2; changequest 7128,7129; close; case 3: @@ -1139,7 +1139,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ } } if (para_suv01 == 2) { - if (checkquest(7129,HUNTING) == 2) { + if (questprogress(7129,HUNTING) == 2) { mes "[Talking Dog]"; mes "Woooohh..."; mes "Great!"; @@ -1170,7 +1170,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "You must hunt at least 10!"; mes "Exactly 10!"; mes "Go go go!"; - set para_suv01,3; + para_suv01 = 3; changequest 7129,7130; close; } @@ -1186,7 +1186,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ close; } if (para_suv01 == 3) { - if (checkquest(7130,HUNTING) == 2) { + if (questprogress(7130,HUNTING) == 2) { mes "[Talking Dog]"; mes "You are so perfect."; next; @@ -1206,7 +1206,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "It's the last step so let's make it simple"; mes "Just hunt 5!"; mes "Bow wow!"; - set para_suv01,4; + para_suv01 = 4; changequest 7130,7131; close; } @@ -1224,7 +1224,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ close; } if (para_suv01 == 4) { - if (checkquest(7131,HUNTING) == 2) { + if (questprogress(7131,HUNTING) == 2) { mes "[Talking Dog]"; mes "Um. Excellent."; mes "You are awesome!"; @@ -1253,7 +1253,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight."; mes "Let me say again that you are great!"; mes "Hooooohooo~"; - set para_suv01,5; + para_suv01 = 5; changequest 7131,7132; close; } @@ -1382,13 +1382,13 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "a thief bug and froze in"; mes "place. Hunt those"; mes "Thief Bugs around here.^000000"; - set para_suv01,7; + para_suv01 = 7; changequest 7133,7134; close; } } if (para_suv01 == 7) { - if (checkquest(7134,HUNTING) == 2) { + if (questprogress(7134,HUNTING) == 2) { mes "[Timid Cat]"; mes "Now do you understand the dirty and humid underground sewers?"; mes "Eeeh look what's next meow."; @@ -1410,7 +1410,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "[Timid Cat]"; mes "Training missions are hard and anoying."; mes "So go hurry and hunt 10 Tarou."; - set para_suv01,8; + para_suv01 = 8; changequest 7134,7135; close; } @@ -1426,7 +1426,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ close; } if (para_suv01 == 8) { - if (checkquest(7135,HUNTING) == 2) { + if (questprogress(7135,HUNTING) == 2) { mes "[Timid Cat]"; mes "Great job~!"; mes "How'd you get rid of those dirty bugs and Tarou. You are brave."; @@ -1448,7 +1448,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "I don't have anything..."; mes "......"; mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!"; - set para_suv01,9; + para_suv01 = 9; changequest 7135,7136; close; } @@ -1464,7 +1464,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ close; } if (para_suv01 == 9) { - if (checkquest(7136,HUNTING) == 2) { + if (questprogress(7136,HUNTING) == 2) { mes "[Timid Cat]"; mes "You are great meow~"; mes "You killed them so quickly!"; @@ -1482,7 +1482,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "Do you know how to get to the Eden Group Headquarters?"; mes "Prontera is the closest city from here."; mes "Go to Prontera and find an Eden Group Teleporter."; - set para_suv01,10; + para_suv01 = 10; changequest 7136,7137; close; } @@ -1567,12 +1567,12 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "[Karl]"; mes "If you feel like you're in danger don't hesitate to just leave."; mes "You're not worried about getting hurt are you?"; - set para_suv01,14; + para_suv01 = 14; changequest 7138,7139; close; } if (para_suv01 == 14) { - if (checkquest(7139,HUNTING) == 2) { + if (questprogress(7139,HUNTING) == 2) { mes "[Karl]"; mes "Did you get how the undead work?"; mes "As you know undead never die so, blessing of live person it's same as curse to them."; @@ -1594,7 +1594,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "Ok if you're ready go and kill those Poporings."; mes "You should hunt 10 of them."; next; - set para_suv01,15; + para_suv01 = 15; changequest 7139,7140; close; } @@ -1611,7 +1611,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ close; } if (para_suv01 == 15) { - if (checkquest(7140,HUNTING) == 2) { + if (questprogress(7140,HUNTING) == 2) { mes "[Karl]"; mes "Did you get back what the Poporing stole?"; mes "This cave is really deep and there are lots of precious things that they could have picked up."; @@ -1626,7 +1626,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "[Karl]"; mes "You might get a new uniform."; mes "Haha. I will keep tabs on your progression."; - set para_suv01,16; + para_suv01 = 16; changequest 7140,7141; close; } @@ -1712,7 +1712,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "[Cloud]"; mes "In the case of ants, they assist eachother when attacked."; mes "Be careful and kill 15 Pierre ants."; - set para_suv01,18; + para_suv01 = 18; changequest 7142,7143; close; case 2: @@ -1734,7 +1734,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ } } if (para_suv01 == 18) { - if (checkquest(7143,HUNTING) == 2) { + if (questprogress(7143,HUNTING) == 2) { mes "[Cloud]"; mes "Hey, what was it?"; mes "Maybe you saw an Andre when you were hunting Pierre."; @@ -1751,7 +1751,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "[Cloud]"; mes "If you can't find Andre go deeper into the cave."; mes "Ah, and be careful of Maya."; - set para_suv01,19; + para_suv01 = 19; changequest 7143,7144; close; } @@ -1764,7 +1764,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ close; } if (para_suv01 == 19) { - if (checkquest(7144,HUNTING) == 2) { + if (questprogress(7144,HUNTING) == 2) { mes "[Cloud]"; mes "Great. You seem to have killed all of the Andre."; mes "How do you think about fighting ants?"; @@ -1791,7 +1791,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "[Cloud]"; mes "If you feel you're in too much danger. Just come back."; mes "I will heal you."; - set para_suv01,20; + para_suv01 = 20; changequest 7144,7145; close; } @@ -1803,7 +1803,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ close; } if (para_suv01 == 20) { - if (checkquest(7145,HUNTING) == 2) { + if (questprogress(7145,HUNTING) == 2) { mes "[Cloud]"; mes "Oh... it might have been an anoying fight."; mes "You finished so fast."; @@ -1815,7 +1815,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "[Cloud]"; mes "You will get good news."; mes "You did a really good job even under the hot weather."; - set para_suv01,21; + para_suv01 = 21; changequest 7145,7146; close; } @@ -1908,12 +1908,12 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "Good or bad this is how it is going to be."; mes "Even if they are babies don't hesitate."; - set para_suv01,25; + para_suv01 = 25; changequest 7147,7148; close; } if (para_suv01 == 25) { - if (checkquest(7148,HUNTING) == 2) { + if (questprogress(7148,HUNTING) == 2) { mes "[Hooksha]"; mes "Great. Awesome."; mes "It's not very pleasant so let's move on."; @@ -1930,7 +1930,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "Now it's time to hunt 10 Orc Warriors."; mes "If you are in trouble just come back here to safety."; mes "Do you understand?"; - set para_suv01,26; + para_suv01 = 26; changequest 7148,7149; close; } @@ -1946,7 +1946,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ close; } if (para_suv01 == 26) { - if (checkquest(7149,HUNTING) == 2) { + if (questprogress(7149,HUNTING) == 2) { mes "[Hooksha]"; mes "Now you can move on to the next step."; next; @@ -1961,7 +1961,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "You can already feel the strong power from outside..."; mes "Don't hesitate to attack them."; - set para_suv01,27; + para_suv01 = 27; changequest 7149,7150; close; } @@ -1977,7 +1977,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ close; } if (para_suv01 == 27) { - if (checkquest(7150,HUNTING) == 2) { + if (questprogress(7150,HUNTING) == 2) { mes "[Hooksha]"; mes "Great job."; mes "Now you should understand how the orc tribe works here in Orc Village."; @@ -1987,7 +1987,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "Go back and report to the Eden Group headquarters."; mes "I'm sure they will have good news for you."; - set para_suv01,28; + para_suv01 = 28; changequest 7150,7151; close; } @@ -2039,12 +2039,12 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "They will attack you anywhere without hesitating."; mes "May Freya bless you."; - set para_suv01,30; + para_suv01 = 30; changequest 7152,7153; close; } if (para_suv01 == 30) { - if (checkquest(7153,HUNTING) == 2) { + if (questprogress(7153,HUNTING) == 2) { mes "[Hooksha]"; mes "It's different from what you saw in Payon, right?"; mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger.."; @@ -2063,7 +2063,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "[Hooksha]"; mes "Ok, cheer up and see you again."; mes "Hunt 20 Orc Skeletons."; - set para_suv01,31; + para_suv01 = 31; changequest 7153,7154; close; } @@ -2076,7 +2076,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ close; } if (para_suv01 == 31) { - if (checkquest(7154,HUNTING) == 2) { + if (questprogress(7154,HUNTING) == 2) { mes "[Hooksha]"; mes "Your training mission has been completed."; mes "Go back to the Eden Group headquarters and report."; @@ -2087,7 +2087,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "I mean not due to you."; mes "Anyway I will inform the group so go there and report."; next; - set para_suv01,32; + para_suv01 = 32; changequest 7154,7155; close; } @@ -2167,12 +2167,12 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ mes "[Callandiva]"; mes "Okay, go and hunt 15 Merman."; mes "That will be your 1st training mission here."; - set para_suv01,34; + para_suv01 = 34; changequest 7156,7157; close; } if (para_suv01 == 34) { - if (checkquest(7157,HUNTING) == 2) { + if (questprogress(7157,HUNTING) == 2) { mes "[Callandiva]"; mes "Oh, you came back~!"; mes "What did you think of those threatening Mermans?"; @@ -2190,7 +2190,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ next; mes "[Callandiva]"; mes "Try avoiding the Mermans and hunt 10 Strouf, kill them."; - set para_suv01,35; + para_suv01 = 35; changequest 7157,7158; close; } @@ -2203,7 +2203,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ close; } if (para_suv01 == 35) { - if (checkquest(7158,HUNTING) == 2) { + if (questprogress(7158,HUNTING) == 2) { mes "[Callandiva]"; mes "Did you kill all the Strouf already?"; mes "I wasn't counting that you'd make it."; @@ -2224,7 +2224,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ next; mes "[Callandiva]"; mes "Anyway you did great job!"; - set para_suv01,36; + para_suv01 = 36; changequest 7158,7159; close; } @@ -2289,8 +2289,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "One pair of Eden Group Boots I."; mes "One Eden Group Manteau."; mes "A total of 4 supplies, that's all."; - set para_suv01,12; - set para_suv02,1; + para_suv01 = 12; + para_suv02 = 1; getitem 5583,1; //Para_Team_Hat1 getitem 2560,1; //Para_Team_Manteau1 getitem 2456,1; //Para_Team_Boots1 @@ -2353,8 +2353,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1192,1; //P_Slayer1 getitem 18514,1; //Para_Team_Hat2 getitem 2571,1; //Para_Team_Manteau2 @@ -2368,8 +2368,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Two-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1192,1; //P_Slayer1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2386,8 +2386,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 23; - set para_suv02, 2; + para_suv01 = 23; + para_suv02 = 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2401,8 +2401,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A One-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2434,8 +2434,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2449,8 +2449,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Dagger, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2484,8 +2484,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2499,8 +2499,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A One-handed Sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2518,8 +2518,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2533,8 +2533,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2565,8 +2565,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 23; - set para_suv02, 2; + para_suv01 = 23; + para_suv02 = 2; getitem 1747,1; //P_Bow1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2580,8 +2580,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Bow, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1747,1; //P_Bow1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2614,8 +2614,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2629,8 +2629,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Staff, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2647,8 +2647,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2662,8 +2662,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2694,8 +2694,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 23; - set para_suv02, 2; + para_suv01 = 23; + para_suv02 = 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2709,8 +2709,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Staff, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2740,8 +2740,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 23; - set para_suv02, 2; + para_suv01 = 23; + para_suv02 = 2; getitem 13112,1; //P_Revolver1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2755,8 +2755,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Revolver, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13112,1; //P_Revolver1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2774,8 +2774,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "I don't know what weapon will suit you so, you'll get a Dagger."; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2790,8 +2790,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "A Weapon, Uniform and Boots all 3 supplies."; mes "I don't know what weapon will suit you so, you'll get a Dagger."; mes "Please check it again."; - set para_suv01,23; - set para_suv02,2; + para_suv01 = 23; + para_suv02 = 2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 @@ -2844,8 +2844,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 38; - set para_suv02, 3; + para_suv01 = 38; + para_suv02 = 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2859,8 +2859,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A One-handed sword, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2877,8 +2877,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1193,1; //P_Slayer2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2892,8 +2892,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Two-handed sword, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1193,1; //P_Slayer2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2924,7 +2924,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv02, 3; + para_suv02 = 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2938,8 +2938,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Dagger, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2972,8 +2972,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -2987,8 +2987,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Staff, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3005,8 +3005,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3020,8 +3020,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Mace, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3052,8 +3052,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1748,1; //P_Bow2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3067,8 +3067,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Bow, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1748,1; //P_Bow2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3098,8 +3098,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3113,8 +3113,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Dagger, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01, 38; - set para_suv02, 3; + para_suv01 = 38; + para_suv02 = 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3144,8 +3144,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3159,8 +3159,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Staff, Uniform, and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3193,8 +3193,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3208,8 +3208,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A One-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3226,8 +3226,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01, 38; - set para_suv02, 3; + para_suv01 = 38; + para_suv02 = 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3241,8 +3241,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3273,8 +3273,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13113,1; //P_Revolver2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3288,8 +3288,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Revolver, Uniform and Boots all 3 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 13113,1; //P_Revolver2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 @@ -3306,8 +3306,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat @@ -3320,8 +3320,8 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "A Uniform and Boots all 2 supplies."; mes "Please check it again."; - set para_suv01,38; - set para_suv02,3; + para_suv01 = 38; + para_suv02 = 3; getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; @@ -3379,7 +3379,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02,4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701; close; @@ -3401,7 +3401,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02,4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731; close; @@ -3423,7 +3423,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02,4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741; close; @@ -3445,7 +3445,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02,4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711; close; @@ -3467,7 +3467,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02, 4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721; close; @@ -3489,7 +3489,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ next; mes "[Michael]"; mes "Here you are."; - set para_suv02, 4; + para_suv02 = 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751; close; @@ -3851,7 +3851,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; next; - set para_suv01,39; + para_suv01 = 39; setquest 7214; mes "[Instructor Ur]"; mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; @@ -3871,7 +3871,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; next; - set para_suv01,43; + para_suv01 = 43; setquest 7219; mes "[Instructor Ur]"; mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; @@ -3891,7 +3891,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; next; - set para_suv01,46; + para_suv01 = 46; setquest 7223; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; @@ -3911,7 +3911,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; next; - set para_suv01,49; + para_suv01 = 49; setquest 7229; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; @@ -3931,7 +3931,7 @@ moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; next; - set para_suv01,52; + para_suv01 = 52; setquest 7233; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; @@ -3973,9 +3973,9 @@ L_GiveQuest: L_CompleteQuest: mes "Done already? Great work!"; next; - set para_suv01, getarg(1); + para_suv01 = getarg(1); completequest getarg(0); - if (para_suv02 < getarg(2)) set para_suv02, getarg(2); + if (para_suv02 < getarg(2)) para_suv02 = getarg(2); mes "[Instructor Ur]"; L_Toren: mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; @@ -3993,14 +3993,14 @@ comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{ mes "[Romeo]"; mes "Before we begin, I want to test you."; next; - set romeo,1; + romeo = 1; changequest 7214,7215; mes "[Romeo]"; mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; close; } if (romeo == 1) { - if (checkquest(7215,HUNTING) == 2) { + if (questprogress(7215,HUNTING) == 2) { mes "[Romeo]"; mes "You did it? Thats all the proof I needed."; next; @@ -4008,7 +4008,7 @@ comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{ mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; next; getexp 10000,10000; - set romeo,2; + romeo = 2; changequest 7215,7216; mes "[Romeo]"; mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; @@ -4033,7 +4033,7 @@ comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{ um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{ if (romeo == 2) { - if (checkquest(7216,HUNTING) == 2) { + if (questprogress(7216,HUNTING) == 2) { mes "[Romeo]"; mes "Wow, you have arrived sooner than I expected."; next; @@ -4041,7 +4041,7 @@ um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{ mes "There is only one more thing I need you to do for me."; next; getexp 10000,10000; - set romeo,3; + romeo = 3; changequest 7216,7217; mes "[Romeo]"; mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; @@ -4059,8 +4059,8 @@ um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{ delitem 7196,5; // Shoulder Pad delitem 7100,7; // Sharp Leaf getexp 10000,10000; - set romeo,4; - set para_suv01,40; + romeo = 4; + para_suv01 = 40; changequest 7217,7218; mes "[Romeo]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; @@ -4091,14 +4091,14 @@ glast_01,195,131,6 script Johan 4_F_SISTER,{ mes "[Johan]"; mes "I don't need to explain anything to you."; next; - set johan,1; + johan = 1; changequest 7219,7220; mes "[Johan]"; mes "Go kill ^0000FF20 Wraiths^000000."; close; } if (johan == 1) { - if (checkquest(7220,HUNTING) == 2) { + if (questprogress(7220,HUNTING) == 2) { mes "[Johan]"; mes "Good."; next; @@ -4106,7 +4106,7 @@ glast_01,195,131,6 script Johan 4_F_SISTER,{ mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; next; getexp 20000,20000; - set johan,2; + johan = 2; changequest 7220,7221; mes "[Johan]"; mes "This time kill them quickly, I don't like to wait."; @@ -4117,7 +4117,7 @@ glast_01,195,131,6 script Johan 4_F_SISTER,{ close; } if (johan == 2) { - if (checkquest(7221,HUNTING) == 2) { + if (questprogress(7221,HUNTING) == 2) { mes "[Johan]"; mes "Hmmmm, better."; next; @@ -4125,7 +4125,7 @@ glast_01,195,131,6 script Johan 4_F_SISTER,{ mes "Ok, I'm done with you."; next; getexp 20000,20000; - set johan,3; + johan = 3; changequest 7221,7222; mes "[Johan]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; @@ -4156,14 +4156,14 @@ ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ mes "[Kiren]"; mes "You must be a member of the Paradise Group, come help me for a second."; next; - set kiren,1; + kiren = 1; changequest 7223,7224; mes "[kiren]"; mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; close; } if (kiren == 1) { - if (checkquest(7224,HUNTING) == 2) { + if (questprogress(7224,HUNTING) == 2) { mes "[Kiren]"; mes "Wow, most people spend twice as long as you did to kill those Porcellios!"; next; @@ -4171,7 +4171,7 @@ ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ mes "I think you need a challenge."; next; getexp 30000,30000; - set kiren,2; + kiren = 2; changequest 7224,7226; setquest 7227; mes "[Kiren]"; @@ -4183,7 +4183,7 @@ ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ close; } if (kiren == 2) { - if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) { + if ((questprogress(7226,HUNTING) == 2) && (questprogress(7227,HUNTING) == 2)) { mes "[Kiren]"; mes "Incredible, you set a new record!"; next; @@ -4191,7 +4191,7 @@ ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ mes "I have never seen anyone kill them all so fast, you are good at this."; next; getexp 30000,30000; - set kiren,3; + kiren = 3; changequest 7226,7228; completequest 7227; mes "[Kiren]"; @@ -4223,14 +4223,14 @@ ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ mes "[Naomi]"; mes "I blame those annoying Siromas."; next; - set naomi,1; + naomi = 1; changequest 7229,7230; mes "[Naomi]"; mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; close; } if (naomi == 1) { - if (checkquest(7230,HUNTING) == 2) { + if (questprogress(7230,HUNTING) == 2) { mes "[Naomi]"; mes "Thank you, but there are still so many Siromas here!"; next; @@ -4238,7 +4238,7 @@ ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ mes "I need to make a special drink to stay warm, please help me make it."; next; getexp 40000,40000; - set naomi,2; + naomi = 2; changequest 7230,7231; mes "[Naomi]"; mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; @@ -4249,7 +4249,7 @@ ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ close; } if (naomi == 2) { - if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { + if ((questprogress(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { mes "[Naomi]"; mes "Yay, you did it!"; next; @@ -4260,7 +4260,7 @@ ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ delitem 519,1; // Milk delitem 7453,1; // Sweet Sauce getexp 40000,40000; - set naomi,3; + naomi = 3; changequest 7231,7232; mes "[Naomi]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; @@ -4291,7 +4291,7 @@ mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ mes "[Margaret]"; mes "I have two friends here in the New World which need your help."; next; - set margaret,1; + margaret = 1; changequest 7233,7234; mes "[Margaret]"; mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; @@ -4306,7 +4306,7 @@ mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ mes "[Margaret]"; mes "Ah good, you were able to help him."; next; - set margaret,4; + margaret = 4; mes "[Margaret]"; mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; close; @@ -4323,7 +4323,7 @@ mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ mes "[Margaret]"; mes "Thanks for helping them, I knew you could do it."; next; - set margaret,7; + margaret = 7; changequest 7234,7237; mes "[Margaret]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; @@ -4342,14 +4342,14 @@ man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{ mes "[Paradise Dispatch]"; mes "The plant monsters in this area have a long ranged attack."; next; - set margaret,2; + margaret = 2; changequest 7234,7235; mes "[Paradise Dispatch]"; mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; close; } if (margaret == 2) { - if (checkquest(7235,HUNTING) == 2) { + if (questprogress(7235,HUNTING) == 2) { mes "[Paradise Dispatch]"; mes "Thanks!"; next; @@ -4357,7 +4357,7 @@ man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{ mes "Ok, I'm out of here."; next; getexp 50000,50000; - set margaret,3; + margaret = 3; changequest 7235,7234; mes "[Paradise Dispatch]"; mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; @@ -4388,14 +4388,14 @@ spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{ mes "[Paradise Dispatch]"; mes "Ok, lets get started!"; next; - set margaret,5; + margaret = 5; changequest 7234,7236; mes "[Paradise Dispatch]"; mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; close; } if (margaret == 5) { - if (checkquest(7236,HUNTING) == 2) { + if (questprogress(7236,HUNTING) == 2) { mes "[Paradise Dispatch]"; mes "You make it look so easy, but I couldn't even kill 1..."; next; @@ -4403,7 +4403,7 @@ spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{ mes "Now is my chance to run to Splendide!"; next; getexp 50000,50000; - set margaret,6; + margaret = 6; changequest 7236,7234; mes "[Paradise Dispatch]"; mes "Head back to ^0000FFMargaret^000000, I will be ok now."; @@ -4549,9 +4549,9 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ getitem 2571,1; //Paradise Mantle II getitem 2473,1; //Paradise Boots IV getitem 15031,1; //Paradise Uniform IV - set para_suv02,14; + para_suv02 = 14; if (para_suv01 > 40) - set para_suv01, para_suv01+1; + para_suv01 += 1; if (Class == Job_Taekwon) { mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; next; @@ -4562,7 +4562,7 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ if (para_suv02 == 14) { setarray .@check[0],18514,2571,2473,15031; setarray .@item$[0],"Hat","Mantle","Boots","Uniform"; - for(set .@i,0; .@i<4; set .@i,.@i+1) + for(.@i = 0; .@i<4; ++.@i) if (countitem(.@check[.@i]) < 1) { mes "[Toren]"; mes "Where is the Paradise "+.@item$[.@i]+" I gave you?"; @@ -4604,13 +4604,13 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ mes "Alright, but I'll need a few items for the enchantment process."; next; if (BaseLevel >= 90) { - set paragearenchant,1; + paragearenchant = 1; setquest 7239; mes "[Toren]"; mes "Just bring me ^0000FF20 Used Iron Plates^000000."; close; } - set paragearenchant,2; + paragearenchant = 2; setquest 7238; mes "[Toren]"; mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; @@ -4622,7 +4622,7 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ mes "Thanks, that's what I needed!"; next; delitem 7319,20; // Used Iron Plate - set paragearenchant,3; + paragearenchant = 3; changequest 7239,7240; mes "[Toren]"; mes "Give me a second to prepare before I enchant your gears."; @@ -4639,7 +4639,7 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ next; delitem 1002,20; // Iron Ore delitem 998,10; // Iron - set paragearenchant,3; + paragearenchant = 3; changequest 7238,7240; mes "[Toren]"; mes "Give me a second to prepare before I enchant your gears."; @@ -4660,54 +4660,54 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ mes "Now pick which gear you would like me to enchant."; next; setarray .@item[0],2571,2473,15031; - set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; + .@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; if (countitem(.@item[.@i]) < 1) { mes "[Toren]"; mes "Bring one and I'll enchant it."; close; } - set .@paragearcount, .@item[.@i]; + .@paragearcount = .@item[.@i]; mes "[Toren]"; mes "Here we go!"; close2; specialeffect2 EF_MAPPILLAR; progressbar "ffff00",4; - set .@enc_paragear,rand(1,42); - if (.@enc_paragear == 1) set .@addpart,4763; - else if (.@enc_paragear == 2) set .@addpart,4765; - else if (.@enc_paragear == 3) set .@addpart,4790; - else if (.@enc_paragear == 4) set .@addpart,4794; - else if (.@enc_paragear < 7) set .@addpart,4762; - else if (.@enc_paragear < 9) set .@addpart,4764; - else if (.@enc_paragear < 11) set .@addpart,4789; - else if (.@enc_paragear < 13) set .@addpart,4793; - else if (.@enc_paragear < 15) set .@addpart,4701; - else if (.@enc_paragear < 17) set .@addpart,4711; - else if (.@enc_paragear < 19) set .@addpart,4721; - else if (.@enc_paragear < 21) set .@addpart,4731; - else if (.@enc_paragear < 23) set .@addpart,4741; - else if (.@enc_paragear < 25) set .@addpart,4751; - else if (.@enc_paragear < 28) set .@addpart,4788; - else if (.@enc_paragear < 31) set .@addpart,4792; - else if (.@enc_paragear < 35) set .@addpart,4787; - else if (.@enc_paragear < 39) set .@addpart,4791; - else if (.@enc_paragear < 43) set .@addpart,4786; - set .@addpart2,4701+(10*rand(6)); + .@enc_paragear = rand(1,42); + if (.@enc_paragear == 1) .@addpart = 4763; + else if (.@enc_paragear == 2) .@addpart = 4765; + else if (.@enc_paragear == 3) .@addpart = 4790; + else if (.@enc_paragear == 4) .@addpart = 4794; + else if (.@enc_paragear < 7) .@addpart = 4762; + else if (.@enc_paragear < 9) .@addpart = 4764; + else if (.@enc_paragear < 11) .@addpart = 4789; + else if (.@enc_paragear < 13) .@addpart = 4793; + else if (.@enc_paragear < 15) .@addpart = 4701; + else if (.@enc_paragear < 17) .@addpart = 4711; + else if (.@enc_paragear < 19) .@addpart = 4721; + else if (.@enc_paragear < 21) .@addpart = 4731; + else if (.@enc_paragear < 23) .@addpart = 4741; + else if (.@enc_paragear < 25) .@addpart = 4751; + else if (.@enc_paragear < 28) .@addpart = 4788; + else if (.@enc_paragear < 31) .@addpart = 4792; + else if (.@enc_paragear < 35) .@addpart = 4787; + else if (.@enc_paragear < 39) .@addpart = 4791; + else if (.@enc_paragear < 43) .@addpart = 4786; + .@addpart2 = 4701+(10*rand(6)); delitem .@paragearcount,1; getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; - set paragearenchant,4; + paragearenchant = 4; changequest 7240,7241; mes "[Toren]"; mes "It is finished! Come back tomorrow if you want to enchant more."; close; } - if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) { + if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) != 2)) { mes "[Toren]"; mes "Please come back tomorrow if you want to enchant more."; close; } - if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) { - set paragearenchant,0; + if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) { + paragearenchant = 0; erasequest 7241; mes "[Toren]"; mes "Another day, another piece of equipment to enchant!"; @@ -4718,14 +4718,14 @@ moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ L_Select: next; mes "[Toren]"; - set .@menu$,""; - for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) { - set .@menu$, .@menu$+getarg(.@i+1)+".:"; + .@menu$ = ""; + for(.@i = 0; .@i<getargcount(); .@i += 3) { + .@menu$ += getarg(.@i+1)+".:"; mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; mes " "; } next; - set .@i, select(.@menu$)-1; + .@i = select(.@menu$)-1; getitem getarg(.@i*3),1; mes "[Toren]"; return; @@ -4901,8 +4901,8 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; - else set paraweaponenchant,4806; + if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; + else paraweaponenchant = 4806; callsub L_GetWeapon; mes "[Weapons Expert]"; mes "OK, gimmy a sec."; @@ -4911,7 +4911,7 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ progressbar "ffff00",4; delitem paraweaponcount,1; getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant; - set para_suv01,45; + para_suv01 = 45; mes "[Weapons Expert]"; mes "All done."; close; @@ -4927,8 +4927,8 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; - else set paraweaponenchant,4806; + if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; + else paraweaponenchant = 4806; callsub L_GetWeapon; mes "[Weapons Expert]"; mes "Gotcha, now for the second enchantment."; @@ -4942,27 +4942,27 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) set paraweaponenchant2,4060; - if (paraweaponenchant == 4806) set paraweaponenchant2,4472; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; break; case 2: - if (paraweaponenchant == 4767) set paraweaponenchant2,4068; - if (paraweaponenchant == 4806) set paraweaponenchant2,4470; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; break; case 3: - if (paraweaponenchant == 4767) set paraweaponenchant2,4063; - if (paraweaponenchant == 4806) set paraweaponenchant2,4476; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; break; case 4: - if (paraweaponenchant == 4767) set paraweaponenchant2,4080; - if (paraweaponenchant == 4806) set paraweaponenchant2,4469; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; break; case 5: - if (paraweaponenchant == 4767) set paraweaponenchant2,4118; - if (paraweaponenchant == 4806) set paraweaponenchant2,4471; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; break; case 6: - set paraweaponenchant2,4805; + paraweaponenchant2 = 4805; break; } mes "[Weapons Expert]"; @@ -4972,7 +4972,7 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ progressbar "ffff00",4; delitem paraweaponcount,1; getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant; - set para_suv01,48; + para_suv01 = 48; mes "[Weapons Expert]"; mes "All done."; close; @@ -4988,8 +4988,8 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ mes "[Weapons Expert]"; mes "There are only 2 to choose from, which one would you like?"; next; - if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; - else set paraweaponenchant,4806; + if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; + else paraweaponenchant = 4806; callsub L_GetWeapon; mes "[Weapons Expert]"; mes "Gotcha, on to the next one."; @@ -5007,27 +5007,27 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) set paraweaponenchant2,4060; - if (paraweaponenchant == 4806) set paraweaponenchant2,4472; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; break; case 2: - if (paraweaponenchant == 4767) set paraweaponenchant2,4068; - if (paraweaponenchant == 4806) set paraweaponenchant2,4470; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; break; case 3: - if (paraweaponenchant == 4767) set paraweaponenchant2,4063; - if (paraweaponenchant == 4806) set paraweaponenchant2,4476; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; break; case 4: - if (paraweaponenchant == 4767) set paraweaponenchant2,4080; - if (paraweaponenchant == 4806) set paraweaponenchant2,4469; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; break; case 5: - if (paraweaponenchant == 4767) set paraweaponenchant2,4118; - if (paraweaponenchant == 4806) set paraweaponenchant2,4471; + if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; + if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; break; case 6: - set paraweaponenchant2,4805; + paraweaponenchant2 = 4805; break; } mes "[Weapons Expert]"; @@ -5042,27 +5042,27 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ next; switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { case 1: - if (paraweaponenchant == 4767) set paraweaponenchant3,4060; - if (paraweaponenchant == 4806) set paraweaponenchant3,4472; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4060; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4472; break; case 2: - if (paraweaponenchant == 4767) set paraweaponenchant3,4068; - if (paraweaponenchant == 4806) set paraweaponenchant3,4470; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4068; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4470; break; case 3: - if (paraweaponenchant == 4767) set paraweaponenchant3,4063; - if (paraweaponenchant == 4806) set paraweaponenchant3,4476; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4063; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4476; break; case 4: - if (paraweaponenchant == 4767) set paraweaponenchant3,4080; - if (paraweaponenchant == 4806) set paraweaponenchant3,4469; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4080; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4469; break; case 5: - if (paraweaponenchant == 4767) set paraweaponenchant3,4118; - if (paraweaponenchant == 4806) set paraweaponenchant3,4471; + if (paraweaponenchant == 4767) paraweaponenchant3 = 4118; + if (paraweaponenchant == 4806) paraweaponenchant3 = 4471; break; case 6: - set paraweaponenchant3,4805; + paraweaponenchant3 = 4805; break; } mes "[Weapons Expert]"; @@ -5072,7 +5072,7 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ progressbar "ffff00",4; delitem paraweaponcount,1; getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant; - set para_suv01,54; + para_suv01 = 54; mes "[Weapons Expert]"; mes "All done."; close; @@ -5090,33 +5090,33 @@ moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ L_Select: next; mes "[Weapons Expert]"; - set .@menu$,""; - for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) { - set .@menu$, .@menu$+getarg(.@i+1)+".:"; + .@menu$ = ""; + for(.@i = 0; .@i<getargcount(); .@i += 3) { + .@menu$ += getarg(.@i+1)+".:"; mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; mes " "; } next; - set .@i, select(.@menu$)-1; + .@i = select(.@menu$)-1; getitem getarg(.@i*3),1; mes "[Weapons Expert]"; return; L_GetWeapon: - if (countitem(1197)) set paraweaponcount,1197; - else if (countitem(1289)) set paraweaponcount,1289; - else if (countitem(1391)) set paraweaponcount,1391; - else if (countitem(1434)) set paraweaponcount,1434; - else if (countitem(1583)) set paraweaponcount,1583; - else if (countitem(1658)) set paraweaponcount,1658; - else if (countitem(1831)) set paraweaponcount,1831; - else if (countitem(1931)) set paraweaponcount,1931; - else if (countitem(1986)) set paraweaponcount,1986; - else if (countitem(13066)) set paraweaponcount,13066; - else if (countitem(13114)) set paraweaponcount,13114; - else if (countitem(13310)) set paraweaponcount,13310; - else if (countitem(13434)) set paraweaponcount,13434; - else if (countitem(16014)) set paraweaponcount,16014; - else if (countitem(18106)) set paraweaponcount,18106; + if (countitem(1197)) paraweaponcount = 1197; + else if (countitem(1289)) paraweaponcount = 1289; + else if (countitem(1391)) paraweaponcount = 1391; + else if (countitem(1434)) paraweaponcount = 1434; + else if (countitem(1583)) paraweaponcount = 1583; + else if (countitem(1658)) paraweaponcount = 1658; + else if (countitem(1831)) paraweaponcount = 1831; + else if (countitem(1931)) paraweaponcount = 1931; + else if (countitem(1986)) paraweaponcount = 1986; + else if (countitem(13066)) paraweaponcount = 13066; + else if (countitem(13114)) paraweaponcount = 13114; + else if (countitem(13310)) paraweaponcount = 13310; + else if (countitem(13434)) paraweaponcount = 13434; + else if (countitem(16014)) paraweaponcount = 16014; + else if (countitem(18106)) paraweaponcount = 18106; return; } @@ -5127,7 +5127,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "Please select the variable you want to modify."; next; - set .@var, select("para_suv01:para_suv02"); + .@var = select("para_suv01:para_suv02"); mes "Enter the modified value"; next; input .@input,0,9999; diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt index 92cfb26fd..c8277cbe2 100644 --- a/npc/re/quests/eden/eden_tutorial.txt +++ b/npc/re/quests/eden/eden_tutorial.txt @@ -14,11 +14,11 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ if (Class == Job_Novice) { // Fall through - } else if (checkquest(9167) == -1) { + } else if (!questprogress(9167)) { OnStartQuest: if (@tutorial_restart) { - set .@tutorial_restart,1; - set @tutorial_restart,0; + .@tutorial_restart = 1; + @tutorial_restart = 0; } mes "[Tutorial Instructor]"; mes "Lately, it has been said that"; @@ -85,7 +85,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "When you're not so busy, come find me again."; close; } - } else if (checkquest(9167) == 0 || checkquest(9167) == 1) { + } else if (questprogress(9167) == 1) { if (!getmercinfo(1)) { mes "[Tutorial Instructor]"; mes "You haven't gotten a mercenary yet."; @@ -146,7 +146,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ completequest 9167; setquest 9168; close; - } else if (checkquest(9168) == 0 || checkquest(9168) == 1) { + } else if (questprogress(9168) == 1) { if (checkweight(607,1) == 0) { if (MaxWeight - Weight < getiteminfo(607,6)) { mes "[Tutorial Instructor]"; @@ -237,7 +237,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "the ^006400Quest Window^000000,"; mes "come find and talk to me again."; close; - } else if (checkquest(9169) == 0 || checkquest(9169) == 1) { + } else if (questprogress(9169) == 1) { if (countitem(12580) == 0) { mes "[Tutorial Instructor]"; mes "Hmm? So I noticed that"; @@ -280,7 +280,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ completequest 9169; setquest 9170; close; - } else if (checkquest(9170) == 0 || checkquest(9170) == 1) { + } else if (questprogress(9170) == 1) { if (countitem(12580)) { mes "[Tutorial Instructor]"; mes "Hmm... It seems that you still have"; @@ -319,7 +319,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ completequest 9170; setquest 9171; close; - } else if (checkquest(9171) == 0 || checkquest(9171) == 1) { + } else if (questprogress(9171) == 1) { if (countitem(909) < 10) { mes "[Tutorial Instructor]"; mes "It seems you didn't bring"; @@ -401,7 +401,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "When you're done looking at them,"; mes "give them back to me."; close; - } else if (checkquest(9172) == 0 || checkquest(9172) == 1) { + } else if (questprogress(9172) == 1) { if (countitem(15033) == 0 || countitem(15034) == 0) { mes "[Tutorial Instructor]"; mes "What did you do with the Enchanted"; @@ -438,13 +438,13 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "then bring them back to me."; close; } - } else if (checkquest(9173) == 0 || checkquest(9173) == 1) { + } else if (questprogress(9173) == 1) { mes "[Tutorial Instructor]"; mes "Do you have any questions?"; next; switch(select("Can I do the same quest again?:About the Quest Window...:About ENCHANT...:About Searching Vends...:About Mercenary and Pets...:End Conversation.")) { case 1: - if (checkquest(9173,PLAYTIME) == 0 || checkquest(9173,PLAYTIME) == 1) { + if (questprogress(9173,PLAYTIME) == 1) { mes "[Tutorial Instructor]"; mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000."; next; @@ -462,7 +462,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ next; switch(select("Yes:No")) { case 1: - set @tutorial_restart,1; + @tutorial_restart = 1; goto OnStartQuest; case 2: mes "[Tutorial Instructor]"; @@ -579,32 +579,32 @@ moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{ close; } } - if (checkquest(4161) == 0 || checkquest(4161) == 1) { + if (questprogress(4161) == 1) { mes "[Tutorial Goal]"; mes "Well~ We gotta go challenge the experts right?"; mes "Let's start off by finding the ^006400Siege Expert^000000!"; close; - } else if (checkquest(4162) == 0 || checkquest(4162) == 1) { + } else if (questprogress(4162) == 1) { mes "[Tutorial Goal]"; mes "You've passed the ^006400Siege Expert^000000's test! Congrats!"; mes "Now, go find the ^006400Party Recruiting Expert^000000!"; close; - } else if (checkquest(4163) == 0 || checkquest(4163) == 1) { + } else if (questprogress(4163) == 1) { mes "[Tutorial Goal]"; mes "Oh! You've passed the ^006400Party Recruiting Expert^000000's test! Congrats!"; mes "Now, go find the ^006400Battleground Expert^000000!"; close; - } else if (checkquest(4164) == 0 || checkquest(4164) == 1) { + } else if (questprogress(4164) == 1) { mes "[Tutorial Goal]"; mes "Yay! You passed the test from the ^006400Battleground Expert^000000! Congrats!"; mes "Next, go and find the ^006400Memorial Dungeon Expert^000000!"; close; - } else if (checkquest(4165) == 0 || checkquest(4165) == 1) { + } else if (questprogress(4165) == 1) { mes "[Tutorial Goal]"; mes "You passed the test from ^006400Memorial Dungeon Expert^000000! That's great!"; mes "Try finding the ^006400Map Expert^000000!"; close; - } else if (checkquest(4166) == 0 || checkquest(4166) == 1) { + } else if (questprogress(4166) == 1) { mes "[Tutorial Goal]"; mes "You passed ^006400Map Expert^000000's test! Congrats!"; mes "I'm so glad that you were to pass all the Experts' tests! You're better than I expected!!"; @@ -621,7 +621,7 @@ moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{ getitem 504,5; //White_Potion getitem 608,1; //Seed_Of_Yggdrasil close; - } else if (checkquest(4166) == 2) { + } else if (questprogress(4166) == 2) { mes "[Tutorial Goal]"; mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!"; mes "Thank you so much for your hard work."; @@ -662,7 +662,7 @@ moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{ } moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ - set .@checkquest, checkquest(4161); + .@checkquest = questprogress(4161); if (.@checkquest == 2) { mes "[Siege Expert]"; mes "Since you've come again, I assume you're curious about ^006400Siege^000000?"; @@ -678,7 +678,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "If you want to go over anything, just come talk to me."; close; } - } else if (.@checkquest == 0 || .@checkquest == 1) { + } else if (.@checkquest == 1) { mes "[Siege Expert]"; mes "I am someone who has studied War of Emperium for 16 years! So that makes me an expert! Since you came to find me, I assume you want to learn more about ^006400Siege^000000."; next; @@ -698,7 +698,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "Now that you've gone through all of this with an expert, isn't it easy to understand?"; mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("Challenge me!:Listen Again:Quit")) { case 1: @@ -710,18 +710,18 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "What words go in the empty spaces of []?"; next; if(select("Castle, User, Guild:Castle, Guild, Guild:Town, Guild, Guild:Town, User, User") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "What is the wrong Siege time?"; next; if(select("WoE 1 Tues 9-11:WoE 1 Sat 4-6:WoE 1 Thurs 8-10") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "When you get a castle, you must raise [] in order to get better benefits."; mes "What words go in the empty spaces of []?"; next; if(select("Commerce Development:Industrial Development:Guild Development:Town Development") == 1) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Siege Expert]"; @@ -731,36 +731,36 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "What words go in the empty spaces of []?"; next; if(select("War of Emperium MO:War of Emperium NE:War of Emperium SK:War of Emperium SE") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "As the guild that owns a castle, you must protect the []."; mes "What words go in the empty spaces of []?"; next; if(select("Emperial:Emperium:Emperiom:Imperial") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "What benefits does the guild get for winning the Siege?"; next; if(select("30% off all items when purchasing:Increase experience gained by 20%:Access to Guild Dungeon:Getting Weapons everyday at midnight.") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Siege Expert]"; mes "What benefits does the guild get for winning the Siege?"; next; if(select("Increase experience gained by 20%:30% off all items when purchasing:Access to Guild Field:Treasure Box daily at midnight") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "How many hours does a siege last?"; next; if(select("1 Hour:2 Hours:3 Hours:4 Hours") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Siege Expert]"; mes "When you get a castle, you must raise [] in order to get better benefits."; mes "What words go in the empty spaces of []?"; next; if(select("Town Development:Industry Development:Guild Development:Commerce Development") == 4) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { @@ -835,7 +835,7 @@ L_Info: } moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ - set .@checkquest, checkquest(4162); + .@checkquest = questprogress(4162); if (.@checkquest == 2) { mes "[Party Recruiting Expert]"; mes "Since you've come and found me, it seems you're curious about ^006400Party Recruiting^000000?"; @@ -851,7 +851,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "Well, if you have any questions, come find me."; close; } - } else if (.@checkquest == 0 || .@checkquest == 1) { + } else if (.@checkquest == 1) { mes "[Party Recruiting Expert]"; mes "I am the ^006400Party Recruiting^000000 expert because I did research about Party Recruting for 16 years! It seems that the ^006400Siege Expert^000000 sent you my way since you passed his tests, hmm?"; next; @@ -867,7 +867,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "[Party Recruiting Expert]"; mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("On to the quiz!:Explain again please?:Give up.")) { case 1: @@ -880,18 +880,18 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "What words go in the empty spaces of []?"; next; if(select("Guild, Guildmate:Club, Club Members:Paris, Party Members:Party, Party Members") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "The window that is used to help users look and search for a party is called a []."; mes "What words go in the empty spaces of []?"; next; if(select("Party List:Party Wanted List:Party Recruiting List:Costume Party List") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "Which of the choices are not listed as a choice to pick when making a party recruit notice?"; next; if(select("LEVEL:SKILL:JOB:MAP") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Party Recruiting Expert]"; @@ -901,19 +901,19 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "What words go in the empty spaces of []?"; next; if(select("Search for Parties that are Recruiting:Parties that are starting to hunt:Party Recruit and Item Distribution:Party Stuff") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "In order to start Party Recruiting, you have to click the [] button which is located in the info section of the upper left hand side."; mes "What words go in the empty spaces of []?"; next; if(select("party:guild:booking:skill") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "If you want to know more about commands for Party Recruiting, you have to press the [] button on the Party Recruting List window."; mes "What words go in the empty spaces of []?"; next; if(select("Basic Information:Help:Party:Confirm") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Party Recruiting Expert]"; @@ -923,14 +923,14 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "What words go in the empty spaces of []?"; next; if(select("/Party Collection Window:/Party Collection:/Party Recruitment Window:/Party Recruitment") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "When recruiting for a party, you can set 3 parameters. Those 3 are"; mes "LEVEL, JOB, and []."; mes "What words go in the empty spaces of []?"; next; if(select("SKILL:GUILD:MAP:OPTION") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Party Recruiting Expert]"; mes "Party Recruiting is used to help"; mes "users that are looking for []"; @@ -938,7 +938,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "What words go in the empty spaces of []?"; next; if(select("Parry, Party Members:Club, Club Members:Party, Party Members:Guild, Guild Members") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { @@ -1017,7 +1017,7 @@ L_Info: } moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ - set .@checkquest, checkquest(4163); + .@checkquest = questprogress(4163); if (.@checkquest == 2) { mes "[Battleground Expert]"; mes "Seeing that you sought me out, I guess you want to learn about ^006400Battleground^000000s, eh?"; @@ -1033,7 +1033,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "If you want to go over anything, let me know."; close; } - } else if (.@checkquest == 0 || .@checkquest == 1) { + } else if (.@checkquest == 1) { mes "[Battleground Expert]"; mes "For 16 years, I experienced the intense heat of battle on the ^006400Battleground^000000s... I am the ^006400Battleground^000000 Expert!"; mes "It seems that the ^006400Party Recruiting Expert^000000 sent you to me since you passed his quiz."; @@ -1050,7 +1050,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "[Battleground Expert]"; mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("On to the quiz!:Explain again please?:Give up.")) { case 1: @@ -1061,19 +1061,19 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "What words go in the empty spaces of []?"; next; if(select("Guillaume, Tierra:Rachel, KVM:Guillaume, Croix:Maroll, KVM") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "[] can do either 10vs10 and you have to attack the crystals of the opposing team while protecting yours."; mes "What words go in the empty spaces of []?"; next; if(select("Tierra:Flavius:KVM:Maroll") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "When you complete a battle, you may get a reward! From a KVM battle, you get []."; mes "What words go in the empty spaces of []?"; next; if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 1) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Battleground Expert]"; @@ -1081,18 +1081,18 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "What words go in the empty spaces of []?"; next; if(select("Maroll:KVM:Flavius:Tierra") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "In order to get into the battlegrounds, which one is not the recruiter you need to find?"; next; if(select("Maroll Mercenary Recruiter:KVM Mercenary Recruiter:Tierra Mercenary Recruiter:Flavius Mercenary Recruiter") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "You can get [] from participating in the Battlegrounds of Tierra."; mes "What words go in the empty spaces of []?"; next; if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Battleground Expert]"; @@ -1100,19 +1100,19 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "What words go in the empty spaces of []?"; next; if(select("Maroll Battleground Recruiter:Tierra Battleground Recruiter:Flavius Battleground Recruiter:KVM Battleground Recruiter") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "For [], you go in 5vs5 with the intention of trying to reduce the number of enemies on the opposite side."; mes "What words go in the empty spaces of []?"; next; if(select("Maroll:Flavius:KVM:Tierra") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Battleground Expert]"; mes "When you complete a battle, you get a prize. The prize from Flavius is called []."; mes "What words go in the empty spaces of []?"; next; if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { @@ -1197,7 +1197,7 @@ L_Info: } moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ - set .@checkquest, checkquest(4164); + .@checkquest = questprogress(4164); if (.@checkquest == 2) { mes "[Memorial Dungeon Expert]"; mes "Since you've come here, it seems you want to learn about the ^006400Memorial Dungeon^000000."; @@ -1213,7 +1213,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes " If you want to hear about it again, come find me."; close; } - } else if (.@checkquest == 0 || .@checkquest == 1) { + } else if (.@checkquest == 1) { mes "[Memorial Dungeon Expert]"; mes "I am the ^006400Memorial Dungeon^000000 Expert! I studied the ^006400Memorial Dungeon^000000 for 16 years!"; mes "Since you've sought me out, I assume that you've passed the ^006400Battleground Expert^000000's quiz."; @@ -1232,7 +1232,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me."; mes "Okay, now I'm gonna give you a quiz. You have to get all the questions right to pass. Ready?"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("On to the quiz!:Explain again please?:Give up.")) { case 1: @@ -1243,19 +1243,19 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "What words go in the empty spaces of []?"; next; if(select("Party Members:Guildmates:Friends:Family") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "If you go to [] and find [], he will give you information about Endless Tower- which is a huge and tall dungeon."; mes "What words go in the empty spaces of []?"; next; if(select("Prontera, Seiyablem:Alberta, Leyablem:Alberta, Captain Jansen:Prontera, Captin Jansen") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "In order to enter Memorial Dungeon the [] must apply and then be on stand-by to enter. You will enter in the order the application was put in."; mes "What words go in the empty spaces of []?"; next; if(select("Guild Member:Guild Leader:Party Leader:Party Member") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Memorial Dungeon Expert]"; @@ -1263,20 +1263,20 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "What words go in the empty spaces of []?"; next; if(select("Buff:Ritual:Exploration:Inspection") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "If you go to the Orc Map where all the orcs live, you will be able to find []. He will probably be able to give you information about the Orc's Memory dungeon."; mes "What words go in the empty spaces of []?"; next; if(select("Insane Scientist:Crazy Scientist:Insane Alchemist:Crazy Alchemist") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "In order to enter Memorial Dungeon, the [] must apply- then you'll be able to enter in order of when your application was turned in."; mes "You have to be on stand-by for this."; mes "What words go in the empty spaces of []?"; next; if(select("Guild Leader:Guildmate:Party Member:Party Leader") == 4) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Memorial Dungeon Expert]"; @@ -1284,19 +1284,19 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "What words go in the empty spaces of []?"; next; if(select("Agent Patrick:Patrolman Patrick:Drunken Patrick:Detective Patrick") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time."; mes "What words go in the empty spaces of []?"; next; if(select("Exploration:Inspection:Buff:Ritual") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "^006400Memorial Dungeon^000000 is not just open to all users. It is open available for you and your []."; mes "What words go in the empty spaces of []?"; next; if(select("Friends:Family:Party Members:Guildmates") == 3) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { @@ -1375,7 +1375,7 @@ L_Info: } moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ - set .@checkquest, checkquest(4165); + .@checkquest = questprogress(4165); if (.@checkquest == 2) { mes "[Map Expert]"; mes "Seeing that you came to me, I assume you have some questions about ^006400MAP^000000s?"; @@ -1392,7 +1392,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "If you have any more questions, come find me."; close; } - } else if (.@checkquest == 0 || .@checkquest == 1) { + } else if (.@checkquest == 1) { mes "[Map Expert]"; mes "I have been researching and studying ^006400MAP^000000s for 16 years and so now I am the ^006400MAP^000000 Expert!"; mes "Since you've sought me out, it seems you've passed ^006400Memorial Dungeon Expert^000000's quiz."; @@ -1409,7 +1409,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "[Map Expert]"; mes "How was my explanation? Now I am gonna give you a quick quiz! You have to get all the answers correct in order to pass. Ready?"; while(1) { - set .@correct,0; + .@correct = 0; next; switch(select("On to the quiz!:Explain again please?:Give up.")) { case 1: @@ -1420,19 +1420,19 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "What words go in the empty spaces of []?"; next; if(select("SKILL:GUILD:MAP:BOOKING") == 3) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "When looking at the map, each area offers the [] and [] information about the monsters. That will take all the guess work out of where you should hunt."; mes "What words go in the empty spaces of []?"; next; if(select("Name, Age:Attributes, Level:Attributes, Tribe:Name, Level") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "If you want to stop looking at the map, simple press the shortcut key of [] or ESC and it will close the map for you."; mes "What words go in the empty spaces of []?"; next; if(select("ALT + F4:CTRL + %:CTRL + M:ALT + ESC") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 2: mes "[Map Expert]"; @@ -1442,20 +1442,20 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "What words go in the empty spaces of []?"; next; if(select("Name, Area Details:Name, Monster Attributes:Specialties, Area Details:Specialties, Name") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "If you look to the bottom right of the map, you will see a drawing of []. Click on that or press the TAB shortcut key and you can find out various information."; mes "What words go in the empty spaces of []?"; next; if(select("Desert Wolf:Mimic:Siroma:Poring") == 4) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; mes "You can also find the [] of the monsters in that area."; mes "What words go in the empty spaces of []?"; next; if(select("Name:Level:Attribute:Size") == 2) - set .@correct, .@correct+10; + .@correct += 10; break; case 3: mes "[Map Expert]"; @@ -1463,20 +1463,20 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "What words go in the empty spaces of []?"; next; if(select("O:X:EXIT:ALT") == 2) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; mes "You can also find the [] of the monsters in that area."; mes "What words go in the empty spaces of []?"; next; if(select("Level:Name:Size:Attribute") == 1) - set .@correct, .@correct+10; + .@correct += 10; mes "[Map Expert]"; mes "You can view the map by clicking on the [] button that is located in the upper left hand side."; mes "What words go in the empty spaces of []?"; next; if(select("GUILD:SKILL:BOOKING:MAP") == 4) - set .@correct, .@correct+10; + .@correct += 10; break; } if (.@correct == 30) { diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt index d5abca9fd..4bea2322e 100644 --- a/npc/re/quests/homun_s.txt +++ b/npc/re/quests/homun_s.txt @@ -20,13 +20,13 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ if (countitem(6415)) { if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) { disable_items; - if (checkquest(4159) == -1 && checkquest(4160) == -1) { + if (!questprogress(4159) && !questprogress(4160)) { mes "[Viorel]"; mes "Why are you here?"; mes "Shouldn't you be at ^005DFFJeyna^000000's house?"; close2; - for(set .@i,4154; .@i<=4160; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 4154; .@i <= 4160; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } setquest 4154; @@ -64,8 +64,8 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ close; } } - if ((Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) && (checkquest(4154) > -1)) { - if ((checkquest(4155) > -1) || (checkquest(4160) > -1)) { + if ((Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) && questprogress(4154)) { + if (questprogress(4155) || questprogress(4160)) { mes "[Viorel]"; mes "Weather's great."; next; @@ -270,7 +270,7 @@ L_CheckHomunculus: } que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ - if (checkquest(4155) > -1) { + if (questprogress(4155)) { emotion e_dum; mes "[Viorel]"; mes "Good."; @@ -400,7 +400,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ end; } } - } else if (checkquest(4160) > -1) { + } else if (questprogress(4160)) { playbgm "33.mp3"; // Yuna Song mes "[Viorel]"; mes "The ^FF4800Homunculus^000000 I saw before has returned to its ^0000FFembryo^000000 state."; @@ -464,23 +464,23 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ switch(select("Eira:Sera:Dieter:Bayeri:Eleanor")) { case 1: cutin "Mer_Eira_Card",3; - set .@Homunculus,6048; //MER_EIRA + .@Homunculus = 6048; //MER_EIRA break; case 2: cutin "Mer_Sera_Card",3; - set .@Homunculus,6050; //MER_SERA + .@Homunculus = 6050; //MER_SERA break; case 3: cutin "Mer_Dieter_Card",3; - set .@Homunculus,6051; //MER_DIETER + .@Homunculus = 6051; //MER_DIETER break; case 4: cutin "Mer_Bayeri_Card",3; - set .@Homunculus,6049; //MER_BAYERI + .@Homunculus = 6049; //MER_BAYERI break; case 5: cutin "Mer_Eleanor_Card",3; - set .@Homunculus,6052; //MER_ELEANOR + .@Homunculus = 6052; //MER_ELEANOR break; } mes "[Viorel]"; @@ -591,8 +591,8 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "has only just begun~!"; close; } else { - for(set .@i,4154; .@i<=4160; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 4154; .@i<=4160; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } mes "[Viorel]"; @@ -605,7 +605,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ } que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ - if (checkquest(4156) > -1) { + if (questprogress(4156)) { playbgm "28.mp3"; // You're in Ruins emotion e_gasp; mes "[Jeyna]"; @@ -661,14 +661,14 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ setquest 4157; erasequest 4156; end; - } else if (checkquest(4157) > -1) { + } else if (questprogress(4157)) { emotion e_what; mes "[Jeyna]"; mes "Take a look at the board behind me, on the right."; close2; emotion e_gasp,0,"Magic Board#homun_s"; end; - } else if (checkquest(4158) > -1) { + } else if (questprogress(4158)) { playbgm "28.mp3"; // You're in Ruins disable_items; mes "[Jeyna]"; @@ -772,7 +772,7 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ mes "Maybe I shouldn't have asked in the first place."; close; } - } else if (checkquest(4159) > -1 || checkquest(4160) > -1) { + } else if (questprogress(4159) || questprogress(4160)) { playbgm "28.mp3"; // You're in Ruins mes "[Jeyna]"; mes "^005DFFViorel^000000 will finish the mutation process."; @@ -790,7 +790,7 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ warp "que_house_s",19,42; end; } else { - if (checkquest(4154) > -1) + if (questprogress(4154)) erasequest 4154; mes "[Jeyna]"; mes "Hey, how did you get in here?"; @@ -847,7 +847,7 @@ que_house_s,83,47,3 script Magic Board#homun_s 4_BOARD3,{ mes "--------------------------"; mes "The rest is sealed because it seems to be a private message."; close2; - if (checkquest(4157) > -1) { + if (questprogress(4157)) { setquest 4158; erasequest 4157; } diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt index 0fd885d8f..b89b4f069 100644 --- a/npc/re/quests/magic_books.txt +++ b/npc/re/quests/magic_books.txt @@ -172,7 +172,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ next; mes "[Master Velofos]"; mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!"; - if (wm_book < 1) set wm_book, 1; + if (wm_book < 1) wm_book = 1; close; case 2: mes "[Master Velofos]"; @@ -243,7 +243,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ next; mes "[Master Velofos]"; mes "If you want to see him, you should prepare for a long journey."; - set mac_book,2; + mac_book = 2; close; } if (mac_book > 1) { @@ -304,7 +304,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books."; next; - set .@Payment, select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1; + .@Payment = select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1; mes "[Lea]"; if (!.@Payment) { mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items."; @@ -316,7 +316,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(1006) > 1) || (.@Payment == 3 && countitem(1097) > 49)) { mes "What kind of Magic Book do you want?"; next; - set .@i, select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1; + .@i = select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1; mes "[Lea]"; if (!.@i) { mes "No problem."; @@ -347,7 +347,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books."; next; - set .@Payment, select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1; + .@Payment = select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1; mes "[Lea]"; if (!.@Payment) { mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues."; @@ -360,7 +360,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(603) > 1) || (.@Payment == 3 && countitem(985) > 8)) { mes "What kind of Magic Book do you want?"; next; - set .@i, select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1; + .@i = select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1; setarray .@Books[0],6192,6193,6194,6197,6198,6199,6200,6201; mes "[Lea]"; if (!.@i) { @@ -399,7 +399,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?"; next; - set .@Payment, select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; + .@Payment = select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; mes "[Lea]"; if (!.@Payment) { mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts."; @@ -433,7 +433,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(7094) > 11) || (.@Payment == 3 && countitem(984) > 6) || (.@Payment == 4 && countitem(617))))) { mes "What kind of Magic Book do you want?"; next; - set .@i, select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1; + .@i = select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1; mes "[Lea]"; if (!.@i) { mes "No problem."; @@ -480,7 +480,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ next; mes "[Lea]"; mes "I'm sorry that I can't help you more than that."; - set mac_book,1; + mac_book = 1; close; } if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) { @@ -604,7 +604,7 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ next; mes "[Galfos]"; mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards."; - set mac_book,3; + mac_book = 3; close; } if (mac_book == 3) { @@ -620,13 +620,13 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ mes "Oh, did you find"; mes "anything useful?"; next; - set .@i, select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex."); + .@i = select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex."); mes "[Galfos]"; if ((.@i == 1 && countitem(6195)) || (.@i == 2 && countitem(6196))) { mes "Are you kidding me? You already have the book!"; close; } - if ((.@i == 1 && checkquest(12218) == 2) || (.@i == 2 && checkquest(12219) == 2 && checkquest(12220) == 2 && checkquest(12221) == 2 && checkquest(12222) == 2)) { + if ((.@i == 1 && questprogress(12218) == 2) || (.@i == 2 && questprogress(12219) == 2 && questprogress(12220) == 2 && questprogress(12221) == 2 && questprogress(12222) == 2)) { mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book."; next; mes "[Galfos]"; @@ -676,11 +676,11 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "When you approach the documents, an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly."; close; } - if (checkquest(12165,"PLAYTIME") == 1) { + if (questprogress(12165,PLAYTIME) == 1) { mes "The documents are making you feel nauseous. You should come back later after your stomach settles."; close; } - if (checkquest(12165,"PLAYTIME") == 2) { + if (questprogress(12165,PLAYTIME) == 2) { mes "You don't feel as nauseous anymore. It should be safe to proceed now."; erasequest 12165; close; @@ -697,13 +697,13 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ } if (mac_book == 3) { mes "You have discovered records about magic, acceleration, and particle waves. These documents must be the ones that Galfos is looking for."; - set mac_book, 4; + mac_book = 4; close; } if (mac_book == 4) { if (rand(1,10) == 1) { if (getskilllv(2213) > 0) { - if (checkquest(12218) == 1) { + if (questprogress(12218) == 1) { mes "You already own this document."; close; } @@ -721,7 +721,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ } if (rand(1,10) == 2) { if (getskilllv(2217) > 0) { - if (checkquest(12219) == 1) { + if (questprogress(12219) == 1) { mes "You already own this document."; close; } @@ -739,7 +739,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ } if (rand(1,10) == 3) { if (getskilllv(2217) > 0) { - if (checkquest(12220) == 1) { + if (questprogress(12220) == 1) { mes "You already own this document."; close; } @@ -756,7 +756,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ } if (rand(1,10) == 4) { if (getskilllv(2217) > 0) { - if (checkquest(12221) == 1) { + if (questprogress(12221) == 1) { mes "You already own this document."; close; } @@ -774,7 +774,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ } if (rand(1,10) == 5) { if (getskilllv(2217) > 0) { - if (checkquest(12222) == 1) { + if (questprogress(12222) == 1) { mes "You already own this document."; close; } @@ -807,7 +807,7 @@ function script Magic_Book_Essence { mes "Please lighten your bag."; close; } - if (checkquest(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) { + if (questprogress(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) { specialeffect2 EF_BLIND; specialeffect2 EF_BEGINSPELL; progressbar "ffff00",4; @@ -823,7 +823,7 @@ function script Magic_Book_Essence { mes "^008888You have failed to refine the essence using "+getarg(2)+" "+getitemname(getarg(1))+"s.^000000"; close; } - if (checkquest(getarg(0)) == 2) { + if (questprogress(getarg(0)) == 2) { mes "You've already created "+getarg(3)+" Essence in this area."; close; } diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt index 33758fe9a..589dca99f 100644 --- a/npc/re/quests/quests_brasilis.txt +++ b/npc/re/quests/quests_brasilis.txt @@ -31,33 +31,33 @@ brasilis,297,307,5 script Angelo#br 1_M_04,{ mes "Gosh... what can I do... ?"; close; } - if (checkquest(9032,PLAYTIME) == 2) { + if (questprogress(9032,PLAYTIME) == 2) { erasequest 9032; } - if (checkquest(9032,PLAYTIME) == 0) { + if (questprogress(9032,PLAYTIME) == 1) { mes "[Angelo]"; mes "The day is not finished yet."; mes "You can only help once a day. Hehe."; close; } - if (checkquest(9030) == 1) { + if (questprogress(9030) == 1) { mes "[Angelo]"; mes "My pets are in the field outside of the village."; mes "Why did they leave? Please find them."; close; } - if (checkquest(9031) == 1) { + if (questprogress(9031) == 1) { mes "[Angelo]"; mes "Oh, thank you. You found all of 3 puppies."; mes "Thanks a lot."; mes "I hope this is useful to you. hoho."; - set .@randexp,rand(50000,112500); + .@randexp = rand(50000,112500); getexp .@randexp,0; erasequest 9031; setquest 9032; specialeffect2 EF_ASSUMPTIO; consumeitem 607; //Yggdrasilberry - set .@rand,rand(1,10); + .@rand = rand(1,10); if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil close; @@ -89,17 +89,17 @@ OnGo: } - script Puppy#bra -1,{ - if (checkquest(9030) == 1) { + if (questprogress(9030) == 1) { if (brazil_kid < 3) { mes "[Puppy]"; mes "bow wow bow wow!!"; next; - set brazil_kid,brazil_kid+1; + ++brazil_kid; mes "[" + strcharinfo(0) + "]"; if (brazil_kid == 3) { mes "Good. I found all 3 puppies."; mes "Now I need to go tell Angelo."; - set brazil_kid,0; + brazil_kid = 0; erasequest 9030; setquest 9031; } @@ -169,9 +169,8 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ close; } else { - set .@nQState1,checkquest(9028); - set .@nQState2,checkquest(9029); - if (.@nQState1 == -1) { + .@nQState = questprogress(9028); + if (!.@nQState) { mes "[Lucia]"; mes "Hello."; mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?"; @@ -215,7 +214,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ close; } } - else if ((.@nQState1 == 0) || (.@nQState1 == 1)) { + else if (.@nQState == 1) { if (countitem(6221) > 0) { mes "[Lucia]"; mes "Hello, you really did it!"; @@ -227,7 +226,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ delitem 6221,1; //Mystic_Leaf_Cat_Ball completequest 9028; //recall_completequest 9029; - if (.@nQState2 > -1) erasequest 9029; + if (questprogress(9029)) erasequest 9029; setquest 9029; consumeitem 607; //Yggdrasilberry consumeitem 12070; //Luk_Dish05 @@ -290,8 +289,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ else { mes "[Lucia]"; mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back."; - set .@nCheckTime,checkquest(9029,PLAYTIME); - if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) { + if (questprogress(9029,PLAYTIME) == 1) { mes "I'm so grateful for your help."; mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000"; mes "Please come at the appropriate time."; @@ -299,7 +297,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ } else { //recall_completequest 9028; - if (.@nQState1 > -1) erasequest 9028; + if (.@nQState) erasequest 9028; completequest 9029; mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?"; next; @@ -405,7 +403,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "If you can't find him in the city, go to museum."; mes "He's a vain person so he likes to act big."; mes "He's probably wandering in the museum trying to show off to someone for sure."; - set brazil_gua,1; + brazil_gua = 1; setquest 2192; close; case 2: @@ -450,7 +448,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "[Candy Maker]"; mes "Look! It's the popular guarana candy."; mes "Try to savor its amazing taste hey~ take it easy. hahaha!!"; - set brazil_gua,11; + brazil_gua = 11; completequest 2200; getitem 12414,1; //Guarana_Candy getexp 70000,10000; @@ -577,7 +575,7 @@ bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ mes "[Cherto]"; mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip."; mes "Come closer. Cherto will whisper so nobody can listen in."; - set brazil_gua,2; + brazil_gua = 2; close; } else if (brazil_gua == 2) { @@ -607,7 +605,7 @@ bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ mes "What about you?"; mes "Who is the guarana kid?"; mes "Will you figure out it? hohohhhhh~"; - set brazil_gua,3; + brazil_gua = 3; changequest 2192,2193; close; } @@ -646,7 +644,7 @@ bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ mes "His name is Paje."; mes "Take this note over to him."; mes "He will show the solution for you and the kid."; - set brazil_gua,5; + brazil_gua = 5; changequest 2194,2195; close; } @@ -702,7 +700,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "["+strcharinfo(0)+"]"; mes "He makes strange sound like an animals."; mes "Should I ask advice from Cherto?"; - set brazil_gua,4; + brazil_gua = 4; changequest 2193,2194; close; } @@ -792,7 +790,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "["+strcharinfo(0)+"]"; mes "If I have this, I can make a guarana candy."; mes "I better find that Candy Maker!"; - set brazil_gua,10; + brazil_gua = 10; changequest 2199,2200; getitem 6237,1; //Guarana_Fruit close; @@ -853,7 +851,7 @@ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ next; mes "[Mage Paje]"; mes "Good luck~!"; - set brazil_gua,6; + brazil_gua = 6; changequest 2195,2196; specialeffect2 EF_ASSUMPTIO; close; @@ -910,7 +908,7 @@ OnTouch: next; mes "[Toucan]"; mes "Fly fly far away. bbaaaeeeccckkk--!"; - set brazil_gua,7; + brazil_gua = 7; changequest 2196,2197; specialeffect2 EF_SEISMICWEAPON; close2; @@ -975,7 +973,7 @@ OnTouch_: mes "I will give you a Jaguar's high blessing."; mes "Go to monkey by flowing through the wind like a bee."; mes "Let's meet again my friend!"; - set brazil_gua,8; + brazil_gua = 8; changequest 2197,2198; close2; consumeitem 12016; //Speed_Up_Potion @@ -1028,7 +1026,7 @@ bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{ next; mes "["+strcharinfo(0)+"]"; mes "Good~ Now it's time to go back to the kid~!!"; - set brazil_gua,9; + brazil_gua = 9; changequest 2198,2199; close; } @@ -1072,7 +1070,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{ mes "[Karmen]"; mes "Ah, if you are interested more in the Water Lily story, find someone named Marta."; mes "She is wise and knows lots of stories here in Brasilis."; - set brazil_regia,1; + brazil_regia = 1; setquest 2201; close; } @@ -1093,7 +1091,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{ mes "[Karmen]"; mes "I am so grateful that I met you."; mes "The water lily must truly be a lucky flower. hahaha"; - set brazil_regia,10; + brazil_regia = 10; completequest 2207; getexp 50000,10000; close; @@ -1239,7 +1237,7 @@ bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ mes "Did you enjoy this story?"; mes "If you want to listen to another story, just come to me."; mes "If you don't mind playing with my grandson a ~ little. hoohoo."; - set brazil_regia,2; + brazil_regia = 2; close; } else if (brazil_regia > 1) { @@ -1390,7 +1388,7 @@ bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ mes "Did you enjoy this story?"; mes "If you want to listen to another story, just come to me."; mes "If you don't mind playing with my grandson a ~ little. hoohoo."; - set brazil_regia,2; + brazil_regia = 2; close; } else if (brazil_regia > 1) { @@ -1586,7 +1584,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "[Jasira]"; mes "Give him 10 Banana and tell him that I really miss him."; mes "Sorry for ignoring you before. Please, only you can help me!"; - set brazil_regia,3; + brazil_regia = 3; changequest 2201,2202; close; } @@ -1633,7 +1631,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ next; mes "["+strcharinfo(0)+"]"; mes "Thanks Jasira!"; - set brazil_regia,6; + brazil_regia = 6; changequest 2204,2205; close; } @@ -1672,7 +1670,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "[Jasira]"; mes "I know, I know! I'm the best..."; delitem 7553,1; //Lotus_Flower - set brazil_regia,9; + brazil_regia = 9; changequest 2206,2207; setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat @@ -1766,7 +1764,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "I got it."; mes "As you can see, there are lots of Brasilis water lily around here."; mes "If you make sure that you won't destroy them you can appreciate them as you wish."; - set brazil_regia,4; + brazil_regia = 4; changequest 2202,2203; close; } @@ -1810,7 +1808,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "Oh, can you tell that girl Jasira something for me?"; mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her."; delitem 11515,5; //Coconut - set brazil_regia,7; + brazil_regia = 7; changequest 2205,2206; close; } @@ -1903,7 +1901,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ mes "[Jasi]"; mes "If you bring 5 of those things, I will reconsider your suggestion."; delitem 513,10; //Banana - set brazil_regia,5; + brazil_regia = 5; changequest 2203,2204; next; mes "["+strcharinfo(0)+"]"; @@ -1930,7 +1928,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ close; } mes "- You take a beautiful water lily carefully in your hands. -"; - set brazil_regia,8; + brazil_regia = 8; getitem 7553,1; //Lotus_Flower close; } @@ -2133,7 +2131,7 @@ brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{ next; mes "[Fabio]"; mes "Maybe you're just scared..."; - set brazil_ghost,1; + brazil_ghost = 1; setquest 2208; close; } @@ -2231,8 +2229,8 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Mother the door won't open!"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Mother the door won't open!"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2272,7 +2270,7 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ next; specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the toilet."; - set brazil_ghost,3; + brazil_ghost = 3; changequest 2208,60351; close; } @@ -2333,8 +2331,8 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Mother the water is flooding!"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Mother the water is flooding!"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2362,7 +2360,7 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ next; specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the faucet."; - set brazil_ghost,4; + brazil_ghost = 4; changequest 60351,60352; close; } @@ -2406,8 +2404,8 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Mother the drought has started!"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Mother the drought has started!"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2441,7 +2439,7 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ next; specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the carpet."; - set brazil_ghost,5; + brazil_ghost = 5; changequest 60352,60353; close; } @@ -2481,8 +2479,8 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Mother where are my friends?"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Mother where are my friends?"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2523,7 +2521,7 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ next; specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the mirror."; - set brazil_ghost,6; + brazil_ghost = 6; changequest 60353,60354; close; } @@ -2563,8 +2561,8 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ mes "["+strcharinfo(0)+"]"; mes .@input$; next; - set .@braspell$,"Where are you mom?"; - set .@chkspell,compare(.@braspell$,.@input$); + .@braspell$ = "Where are you mom?"; + .@chkspell = compare(.@braspell$,.@input$); if (!.@chkspell) { mes "Seems like you said something wrong."; close; @@ -2608,8 +2606,8 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ switch(select("Take the eye bandage off.:Run away~.")) { case 1: while(1) { - set .@cpudice,rand(1,6); - set .@pcdice,rand(1,6); + .@cpudice = rand(1,6); + .@pcdice = rand(1,6); if (.@cpudice != .@pcdice) { emotion (57+.@cpudice),0,"Ghost#bra"; emotion (57+.@cpudice),1; @@ -2620,7 +2618,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ specialeffect2 EF_DEVIL; mes "[Ghost]"; mes "^FF0000Go away!^000000"; - set brazil_ghost,1; + brazil_ghost = 1; changequest 60354,2208; percentheal -50,-50; close2; @@ -2633,7 +2631,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ mes "[Ghost]"; mes "^FF0000Ahh!^000000"; mes "The Ghost disappeared into the toilet."; - set brazil_ghost,7; + brazil_ghost = 7; changequest 60354,60355; close2; disablenpc "Ghost#bra"; @@ -2643,7 +2641,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ case 2: mes "You run away from the ghost."; close2; - set brazil_ghost,1; + brazil_ghost = 1; changequest 60354,2208; warp "bra_in01",12,183; disablenpc "Ghost#bra"; @@ -2714,7 +2712,7 @@ bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{ next; mes "The curator looks around calmly then opens the door."; delitem 11515,1; //Coconut - set brazil_ghost,2; + brazil_ghost = 2; close2; warp "bra_in01",138,176; end; @@ -2800,7 +2798,7 @@ bra_in01,206,188,1 script Open Manhole#todunbra CLEAR_NPC,{ mes "[Ghost]"; mes "I guess now I can finally rest in peace."; mes "Thank you friend."; - set brazil_ghost,8; + brazil_ghost = 8; //completequest 2208; completequest 60355; getexp 90000,0; @@ -2849,8 +2847,7 @@ OnInit: // Iara :: iara.sc //============================================================ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ - set .@iara_re,checkquest(4135,PLAYTIME); - if ((.@iara_re == 0) || (.@iara_re == 1)) { + if (questprogress(4135,PLAYTIME) == 1) { mes "[Anori]"; mes "I'm still preparing."; mes "I don't require your help at this time."; @@ -2858,9 +2855,8 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ close; } else { - if (checkquest(4135) > 1) erasequest 4135; - set .@iara_q,checkquest(4133); - if ((.@iara_q == 0) || (.@iara_q == 1)) { + if (questprogress(4135) == 2) erasequest 4135; + if (questprogress(4133) == 1) { mes "[Anori]"; mes "To block Iara "; mes "seducing the tribes"; @@ -2914,8 +2910,7 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ mes "The tribe is facing a major threat."; close; } - set .@re_q,checkquest(4134); - if (.@re_q == 2) { + if (questprogress(4134) == 2) { mes "[Anori]"; mes "you are..."; mes "the adventurer who came for the"; @@ -3138,7 +3133,7 @@ bra_fild01,188,301,5 script Native Warrior#nk 4_M_BRZ_INDIAN,{ mes "[Native Warrior]"; mes "When will she come out of the waterfall again...?"; next; - if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) { + if (questprogress(4133) || questprogress(4134)) { mes "[" + strcharinfo(0) + "]"; mes "(Wh...what's this guy?)"; } diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt index e3d1a7302..db78bce54 100644 --- a/npc/re/quests/quests_dewata.txt +++ b/npc/re/quests/quests_dewata.txt @@ -46,7 +46,7 @@ OnTouch: mes "In my younger years I could have easily solved the problem but this old man's mind cannot figure out what's missing."; next; mes "The conversation trails off and you don't hear any more."; - set dew_legend,1; + dew_legend = 1; close; } end; @@ -77,7 +77,7 @@ OnTouch: mes "Could it happen for sure?"; mes "If so, I will give everything"; mes "to support them..."; - set dew_legend,4; + dew_legend = 4; close; } end; @@ -119,7 +119,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "[Sage Kasyapa]"; mes "Ah, the feather......!"; mes "Instead of talking to me, why don't you talk to our tribe's leader, ^0000FFPaiko^000000."; - set dew_legend,2; + dew_legend = 2; close; } else if (dew_legend == 2) { mes "[Sage Kasyapa]"; @@ -182,7 +182,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ close; } } - set dew_legend,8; + dew_legend = 8; getitem 6406,1; //Cendrawasih_SF completequest 9157; erasequest 9157; @@ -247,7 +247,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "It's not something that a stranger like you could understand so make like a tree, and get out of here."; - set dew_legend,3; + dew_legend = 3; close; } else if (dew_legend == 3) { mes "[Tribal Chief Paiko]"; @@ -296,7 +296,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "The symbol of the Jaty Tribe is also a famous mystical creature."; mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me."; mes "Our faith is in you, stranger."; - set dew_legend,5; + dew_legend = 5; setquest 9155; close; } else if (dew_legend == 5) { @@ -309,7 +309,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me."; close; } - set dew_legend,6; + dew_legend = 6; delitem 6405,15; //Cendrawasih_F changequest 9155,9156; mes "[Tribal Chief Paiko]"; @@ -329,7 +329,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "Ah, also you should go see Sage ^0000FFKasyapa^000000 who really wants to reward you with something."; - set dew_legend,7; + dew_legend = 7; changequest 9156,9157; close; } else if (dew_legend == 7) { @@ -375,7 +375,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "[Tribal Chief Paiko]"; mes "You may be tempted by the aroma of our ^006400Satay^000000 and you may eat one but, if you eat more than that you won't be able to share the ^006400Satay^000000"; mes "with our village friends."; - set dew_legend,9; + dew_legend = 9; getitem 11533,2; //Satay setquest 9158; close; @@ -393,7 +393,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "If you are attracted by the aroma of the ^006400Satay^000000, you may eat one but, if you eat more you won't be able to share ^006400Satay^000000 with our friends."; - set dew_legend,11; + dew_legend = 11; getitem 11533,2; //Satay changequest 9159,9160; close; @@ -415,7 +415,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000."; - set dew_legend,13; + dew_legend = 13; getitem 11533,2; //Satay changequest 9161,9162; close; @@ -435,7 +435,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ next; mes "[Tribal Chief Paiko]"; mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000."; - set dew_legend,15; + dew_legend = 15; getitem 11533,2; //Satay changequest 9163,9164; close; @@ -472,7 +472,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "[Tribal Chief Paiko]"; mes "Made with our tribe's secret marinade try the ^006400Satay^000000."; mes "It was made with all our heart, especially for you, but don't forget to share it with friends."; - set dew_legend,17; + dew_legend = 17; getitem 18520,1; //Jaty_C getitem 11533,5; //Satay completequest 9165; @@ -539,7 +539,7 @@ dew_fild01,78,288,6 script Jaty Tribe Warrior#dew 4_M_DEWZATIMAN,{ mes "My mouth is already watering thank you."; mes "There is something I would like to share with you regarding our tribe."; delitem 11533,1; //Satay - set dew_legend,10; + dew_legend = 10; changequest 9158,9159; next; mes "[Jaty Tribe Warrior]"; @@ -580,7 +580,7 @@ dew_fild01,185,300,6 script Tribe Manager#dew 4_M_DEWZATIMAN,{ mes "Please give my regards"; mes "to our Tribe Leader."; delitem 11533,1; //Satay - set dew_legend,12; + dew_legend = 12; changequest 9160,9161; next; mes "[Tribe Manager]"; @@ -613,7 +613,7 @@ dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{ mes "I cannot allow anyone to go in there."; next; if (dew_legend == 13 && countitem(11533)) - set .@menu$, ":^0000FFTribal Chief Paiko^000000"; + .@menu$ = ":^0000FFTribal Chief Paiko^000000"; switch(select("Allow me through:I don't want to go in"+.@menu$)) { case 1: if (dew_legend < 8) { @@ -650,7 +650,7 @@ dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{ mes "I was slightly hungry"; mes "so this should fill me up."; delitem 11533,1; //Satay - set dew_legend,14; + dew_legend = 14; changequest 9162,9163; next; mes "[Gatekeeper of Krakatau Volcano]"; @@ -716,7 +716,7 @@ dewata,78,192,6 script Borobudur Temple Manager 4_M_DEWMAN,{ mes "Good~~ This is the same taste I remember."; mes "To give my thanks I will pass along a story that may interest you"; delitem 11533,1; //Satay - set dew_legend,16; + dew_legend = 16; changequest 9164,9165; next; mes "[Borobudur Temple Manager]"; @@ -754,7 +754,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ close; } } - set .@playtime, checkquest(5044,PLAYTIME); + .@playtime = questprogress(5044,PLAYTIME); if (.@playtime == 0) { mes "[Memo]"; mes "Will you help me again tomorrow?"; @@ -844,7 +844,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ next; mes "[Memo]"; mes "This guy has never broken a promise for 10 years, so he must have a really good reason not to come."; - set dew_drink,1; + dew_drink = 1; setquest 5035; next; mes "[Memo]"; @@ -884,7 +884,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ next; mes "[Memo]"; mes "If it is not, wait there and bring ^FF000030 bottles of oil^000000 to me."; - set dew_drink,6; + dew_drink = 6; changequest 5040,5041; close; } else if (dew_drink == 6) { @@ -910,17 +910,17 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ mes "Excuse me, but I have an urgent matter to attend to. Can you wait for a while and talk to me when I'm done?"; delitem 6401,30; //Palm_O changequest 5042,5043; - set dew_drink,8; + dew_drink = 8; close; } else if (dew_drink == 8) { - if (checkquest(5043,PLAYTIME) == 0) { + if (questprogress(5043,PLAYTIME) == 1) { mes "[Memo]"; mes "... ... ..."; emotion e_swt2; next; mes "- Memo is making an ark. -"; close; - } else if (checkquest(5043,PLAYTIME) == -1) { + } else if (!questprogress(5043,PLAYTIME)) { mes "- There is error in the quest. -"; close; } @@ -958,7 +958,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ mes "[Memo]"; mes "You really did a great job. I like you because you are different from today's youngins."; changequest 5043,5044; - set dew_drink,10; + dew_drink = 10; getexp 50000,10000; getitem 617,1; //Old_Violet_Box next; @@ -967,9 +967,9 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ mes "I will pay you for what you do for me."; close; } else if (dew_drink == 10) { - for(set .@i,0; .@i<7; set .@i,.@i+1) - if (checkquest(5045+.@i) > -1) - set .@j, .@j | (1<<.@i); + for(.@i = 0; .@i<7; ++.@i) + if (questprogress(5045+.@i)) + .@j |= (1<<.@i); if (.@j == 0) { mes "[Memo]"; mes strcharinfo(0)+", to what do I owe the pleasure?"; @@ -1115,7 +1115,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ next; mes "[Lero]"; mes "Poby might in ^0000FFPalm Forest^000000. The crop is best at the southern part of the forest."; - set dew_drink,2; + dew_drink = 2; changequest 5035,5036; close; } else if (dew_drink == 2) { @@ -1159,21 +1159,21 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ next; mes "[Lero]"; mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique."; - set dew_drink,4; + dew_drink = 4; changequest 5037,5038; next; mes "[Lero]"; mes "Although he is lazy and rather careless, he is the best worker."; close; } else if (dew_drink == 4) { - if (checkquest(5038) > -1) { + if (questprogress(5038)) { mes "[Lero]"; mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique."; next; mes "[Lero]"; mes "Although he is lazy and rather careless, he is the best worker."; close; - } else if (checkquest(5039) > -1) { + } else if (questprogress(5039)) { if (countitem(6402) < 60) { mes "[Lero]"; mes "Did you gather the nuts already?"; @@ -1198,7 +1198,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "[Lero]"; mes "It takes some time, so go back to Mr. Memo and tell him the situation. Also tell him that I'm sorry for the delay."; delitem 6402,60; //Oil_Palm_F - set dew_drink,5; + dew_drink = 5; changequest 5039,5040; close; } @@ -1222,11 +1222,11 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "[Lero]"; mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault."; changequest 5041,5042; - set dew_drink,7; + dew_drink = 7; getitem 6401,30; //Palm_O close; } else if (dew_drink == 7) { - if (checkquest(5042) > -1 && countitem(6401) > 29) { + if (questprogress(5042) && countitem(6401) > 29) { mes "[Lero]"; mes "It is heavier than you might think, so be careful when carrying it."; next; @@ -1235,7 +1235,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault."; close; } else { - set .@num, 30 - countitem(6401); + .@num = 30 - countitem(6401); if (checkweight(6401,.@num) == 0) { mes "[Lero]"; mes "You are carrying too much right now to continue."; @@ -1265,9 +1265,9 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ emotion e_ok; close; } else if (dew_drink == 10) { - for(set .@i,0; .@i<7; set .@i,.@i+1) - if (checkquest(5045+.@i) > -1) - set .@j, .@j | (1<<.@i); + for(.@i = 0; .@i<7; ++.@i) + if (questprogress(5045+.@i)) + .@j |= (1<<.@i); if (.@j == 0) { mes "[Lero]"; mes "What happened? I didn't get a memo from Mr. Memo that he was going to send someone here."; @@ -1276,7 +1276,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "[Lero]"; mes "Hey, I've been waiting for you. I didn't know that Poby's injury would make my life so difficult."; next; - set .@quest,rand(3); + .@quest = rand(3); mes "[Lero]"; mes "I'm ashamed to ask you this, but can you bring ^0000FF"+(20+(.@quest*10))+" pieces of oil palm nuts^000000 please?"; changequest 5045,5046+(.@quest*2); @@ -1377,7 +1377,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "[Poby]"; mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move."; changequest 5036,5037; - set dew_drink,3; + dew_drink = 3; next; mes "[Poby]"; mes "I can't move at all 'cuz of this backache..."; @@ -1391,7 +1391,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ emotion e_swt2; close; } else if (dew_drink == 4) { - if (checkquest(5039) > -1) { + if (questprogress(5039)) { if (countitem(6402) > 59) { // Oil_Palm_F mes "[Poby]"; mes "You got all the fruits. Bring them to Mr. Lero."; @@ -1440,12 +1440,12 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "[Poby]"; mes "Oh! "+strcharinfo(0)+", we meet again. What's going on?"; - if (checkquest(5047) > -1) - set .@count,10; - else if (checkquest(5049) > -1) - set .@count,15; - else if (checkquest(5051) > -1) - set .@count,20; + if (questprogress(5047)) + .@count = 10; + else if (questprogress(5049)) + .@count = 15; + else if (questprogress(5051)) + .@count = 20; if (.@count) { if (countitem(6401) >= .@count) { // Custom translation @@ -1453,7 +1453,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "Good work! Be careful while delivering them~"; close; } - set .@new_count, .@count-countitem(6401); + .@new_count = .@count-countitem(6401); mes "- You explain the situation. -"; next; mes "[Poby]"; @@ -1501,10 +1501,10 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ close; } - if (checkquest(5039) > -1) set .@count,60; - else if (checkquest(5046) > -1) set .@count,20; - else if (checkquest(5048) > -1) set .@count,30; - else if (checkquest(5050) > -1) set .@count,40; + if (questprogress(5039)) .@count = 60; + else if (questprogress(5046)) .@count = 20; + else if (questprogress(5048)) .@count = 30; + else if (questprogress(5050)) .@count = 40; if (.@count == 0) { mes "There's a palm tree"; mes "facing the cool wind."; @@ -1527,12 +1527,12 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ switch(select("Shake the tree:Kick the tree")) { case 1: specialeffect EF_HITLINE2; - set .@message$, "As you shake the palm tree..."; + .@message$ = "As you shake the palm tree..."; mes "You shake the palm tree."; break; case 2: specialeffect EF_BASH; - set .@message$, "As you give the palm tree a quick kick to its proverbial shin..."; + .@message$ = "As you give the palm tree a quick kick to its proverbial shin..."; mes "You kick the palm tree swiftly with all you might."; break; } @@ -1701,7 +1701,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "Hahahahahahahahaha...!!!"; next; mes "- The old man started to laugh like a crazy person after hearing the name of the Island. You decide to ask a little bit later. -"; - set dew_weapon,1; + dew_weapon = 1; close; } else { mes "[Gatti]"; @@ -1790,7 +1790,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "Let me ask you a favor. If you get the recognition first, please don't forget to visit me."; close2; setquest 5052; - set dew_weapon,2; + dew_weapon = 2; end; } mes "[Gatti]"; @@ -1811,7 +1811,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "The weapon material that I was looking for is ^0000FFComodo Leather^000000. Bring me 100 of them, and I will make you a fancy weapon."; setquest 5053; - set dew_weapon,3; + dew_weapon = 3; next; mes "[Gatti]"; mes "I heard Comodo Dragons are very powerful monsters. Please be careful."; @@ -1861,7 +1861,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I'm so eager to make the weapon in the weapon blueprint."; changequest 5052,5053; - set dew_weapon,3; + dew_weapon = 3; next; mes "[Gatti]"; mes "Please, before my passion fades out."; @@ -1875,7 +1875,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "By the looks of your walk, you must have brought me 100 Comodo Leather. Hand it over to me."; delitem 6403,100; erasequest 5053; - set dew_weapon,4; + dew_weapon = 4; next; mes "- Gatti takes the Comodo Leather from you. -"; close; @@ -1909,7 +1909,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ next; mes "- Mastersmith Gatti is enjoying to process the Leathers you've brought to make the weapon. -"; mes "- You should wait a little while. -"; - set dew_weapon,5; + dew_weapon = 5; close; } else if (dew_weapon == 5) { mes "["+strcharinfo(0)+"]"; @@ -1950,7 +1950,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I'll make you a best weapon ever."; setquest 5054; - set dew_weapon,6; + dew_weapon = 6; getitem 6404,1; //Caress_H next; mes "[Gatti]"; @@ -1997,7 +1997,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "Now, I learned how to make the weapon, ask me any time if you need it."; erasequest 5054; - set dew_weapon,7; + dew_weapon = 7; delitem 6403,100; //Comodo_L delitem 999,20; //Steel delitem 984,10; //Oridecon @@ -2100,106 +2100,106 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ Zeny -= 100000; // Socket 3 - set .@i, rand(4300); - if (.@i < 150) set .@s3,4700; // STR + 1 - else if (.@i < 300) set .@s3,4730; // AGI + 1 - else if (.@i < 450) set .@s3,4740; // VIT + 1 - else if (.@i < 600) set .@s3,4710; // INT + 1 - else if (.@i < 750) set .@s3,4720; // DEX + 1 - else if (.@i < 900) set .@s3,4750; // LUK + 1 - else if (.@i < 1050) set .@s3,4761; // MATK + 2% - else if (.@i < 1200) set .@s3,4764; // CRIT + 5 - else if (.@i < 1350) set .@s3,4786; // MDEF + 2 - else if (.@i < 1500) set .@s3,4791; // DEF + 3 - else if (.@i < 1650) set .@s3,4795; // HP + 100 - else if (.@i < 1750) set .@s3,4800; // SP + 50 - else if (.@i < 1850) set .@s3,4797; // HP + 300 - else if (.@i < 1950) set .@s3,4793; // DEF + 9 - else if (.@i < 2050) set .@s3,4788; // MDEF + 6 - else if (.@i < 2150) set .@s3,4752; // LUK + 3 - else if (.@i < 2250) set .@s3,4722; // DEX + 3 - else if (.@i < 2350) set .@s3,4712; // INT + 3 - else if (.@i < 2450) set .@s3,4742; // VIT + 3 - else if (.@i < 2550) set .@s3,4732; // AGI + 3 - else if (.@i < 2650) set .@s3,4702; // STR + 3 - else if (.@i < 2700) set .@s3,4703; // STR + 4 - else if (.@i < 2750) set .@s3,4733; // AGI + 4 - else if (.@i < 2800) set .@s3,4743; // VIT + 4 - else if (.@i < 2850) set .@s3,4713; // INT + 4 - else if (.@i < 2900) set .@s3,4723; // DEX + 4 - else if (.@i < 2950) set .@s3,4753; // LUK + 4 - else if (.@i < 3000) set .@s3,4789; // MDEF + 8 - else if (.@i < 3001) set .@s3,4704; // STR + 5 - else if (.@i < 3002) set .@s3,4734; // AGI + 5 - else if (.@i < 3003) set .@s3,4744; // VIT + 5 - else if (.@i < 3004) set .@s3,4714; // INT + 5 - else if (.@i < 3005) set .@s3,4724; // DEX + 5 - else if (.@i < 3006) set .@s3,4754; // LUK + 5 - else if (.@i < 3007) set .@s3,4806; // MATK + 3% - else if (.@i < 3008) set .@s3,4765; // CRIT + 7 - else if (.@i < 3009) set .@s3,4766; // ATK + 2% - else if (.@i < 3010) set .@s3,4801; // SP + 100 - else if (.@i < 3140) set .@s3,4796; // HP + 200 - else if (.@i < 3270) set .@s3,4792; // DEF + 6 - else if (.@i < 3400) set .@s3,4787; // MDEF + 4 - else if (.@i < 3530) set .@s3,4751; // LUK + 2 - else if (.@i < 3660) set .@s3,4721; // DEX + 2 - else if (.@i < 3790) set .@s3,4711; // INT + 1 - else if (.@i < 3920) set .@s3,4741; // VIT + 2 - else if (.@i < 4050) set .@s3,4731; // AGI + 2 - else if (.@i < 4180) set .@s3,4701; // STR + 2 - else set .@s3,0; + .@i = rand(4300); + if (.@i < 150) .@s3 = 4700; // STR + 1 + else if (.@i < 300) .@s3 = 4730; // AGI + 1 + else if (.@i < 450) .@s3 = 4740; // VIT + 1 + else if (.@i < 600) .@s3 = 4710; // INT + 1 + else if (.@i < 750) .@s3 = 4720; // DEX + 1 + else if (.@i < 900) .@s3 = 4750; // LUK + 1 + else if (.@i < 1050) .@s3 = 4761; // MATK + 2% + else if (.@i < 1200) .@s3 = 4764; // CRIT + 5 + else if (.@i < 1350) .@s3 = 4786; // MDEF + 2 + else if (.@i < 1500) .@s3 = 4791; // DEF + 3 + else if (.@i < 1650) .@s3 = 4795; // HP + 100 + else if (.@i < 1750) .@s3 = 4800; // SP + 50 + else if (.@i < 1850) .@s3 = 4797; // HP + 300 + else if (.@i < 1950) .@s3 = 4793; // DEF + 9 + else if (.@i < 2050) .@s3 = 4788; // MDEF + 6 + else if (.@i < 2150) .@s3 = 4752; // LUK + 3 + else if (.@i < 2250) .@s3 = 4722; // DEX + 3 + else if (.@i < 2350) .@s3 = 4712; // INT + 3 + else if (.@i < 2450) .@s3 = 4742; // VIT + 3 + else if (.@i < 2550) .@s3 = 4732; // AGI + 3 + else if (.@i < 2650) .@s3 = 4702; // STR + 3 + else if (.@i < 2700) .@s3 = 4703; // STR + 4 + else if (.@i < 2750) .@s3 = 4733; // AGI + 4 + else if (.@i < 2800) .@s3 = 4743; // VIT + 4 + else if (.@i < 2850) .@s3 = 4713; // INT + 4 + else if (.@i < 2900) .@s3 = 4723; // DEX + 4 + else if (.@i < 2950) .@s3 = 4753; // LUK + 4 + else if (.@i < 3000) .@s3 = 4789; // MDEF + 8 + else if (.@i < 3001) .@s3 = 4704; // STR + 5 + else if (.@i < 3002) .@s3 = 4734; // AGI + 5 + else if (.@i < 3003) .@s3 = 4744; // VIT + 5 + else if (.@i < 3004) .@s3 = 4714; // INT + 5 + else if (.@i < 3005) .@s3 = 4724; // DEX + 5 + else if (.@i < 3006) .@s3 = 4754; // LUK + 5 + else if (.@i < 3007) .@s3 = 4806; // MATK + 3% + else if (.@i < 3008) .@s3 = 4765; // CRIT + 7 + else if (.@i < 3009) .@s3 = 4766; // ATK + 2% + else if (.@i < 3010) .@s3 = 4801; // SP + 100 + else if (.@i < 3140) .@s3 = 4796; // HP + 200 + else if (.@i < 3270) .@s3 = 4792; // DEF + 6 + else if (.@i < 3400) .@s3 = 4787; // MDEF + 4 + else if (.@i < 3530) .@s3 = 4751; // LUK + 2 + else if (.@i < 3660) .@s3 = 4721; // DEX + 2 + else if (.@i < 3790) .@s3 = 4711; // INT + 1 + else if (.@i < 3920) .@s3 = 4741; // VIT + 2 + else if (.@i < 4050) .@s3 = 4731; // AGI + 2 + else if (.@i < 4180) .@s3 = 4701; // STR + 2 + else .@s3 = 0; // Socket 4 - set .@j, rand(4100); - if (.@j < 130) set .@s4,4700; // STR + 1 - else if (.@j < 260) set .@s4,4730; // AGI + 1 - else if (.@j < 390) set .@s4,4740; // VIT + 1 - else if (.@j < 520) set .@s4,4710; // INT + 1 - else if (.@j < 650) set .@s4,4720; // DEX + 1 - else if (.@j < 780) set .@s4,4750; // LUK + 1 - else if (.@j < 910) set .@s4,4760; // MATK + 1% - else if (.@j < 1040) set .@s4,4764; // CRIT + 5 - else if (.@j < 1170) set .@s4,4766; // ATK + 2% - else if (.@j < 1300) set .@s4,4786; // MDEF + 2 - else if (.@j < 1430) set .@s4,4791; // DEF + 3 - else if (.@j < 1560) set .@s4,4795; // HP + 100 - else if (.@j < 1690) set .@s4,4800; // SP + 50 - else if (.@j < 1790) set .@s4,4796; // HP + 200 - else if (.@j < 1890) set .@s4,4792; // DEF + 6 - else if (.@j < 1990) set .@s4,4787; // MDEF + 4 - else if (.@j < 2090) set .@s4,4767; // ATK + 3% - else if (.@j < 2190) set .@s4,4765; // CRIT + 7 - else if (.@j < 2290) set .@s4,4751; // LUK + 2 - else if (.@j < 2390) set .@s4,4721; // DEX + 2 - else if (.@j < 2490) set .@s4,4711; // INT + 2 - else if (.@j < 2590) set .@s4,4741; // VIT + 2 - else if (.@j < 2690) set .@s4,4731; // AGI + 2 - else if (.@j < 2790) set .@s4,4701; // STR + 2 - else if (.@j < 2860) set .@s4,4702; // STR + 3 - else if (.@j < 2930) set .@s4,4732; // AGI + 3 - else if (.@j < 3000) set .@s4,4742; // VIT + 3 - else if (.@j < 3140) set .@s4,4712; // INT + 3 - else if (.@j < 3210) set .@s4,4722; // DEX + 3 - else if (.@j < 3280) set .@s4,4788; // MDEF + 8 - else if (.@j < 3350) set .@s4,4793; // DEF + 9 - else if (.@j < 3420) set .@s4,4797; // HP + 300 - else if (.@j < 3490) set .@s4,4801; // SP + 100 - else if (.@j < 3540) set .@s4,4798; // HP + 400 - else if (.@j < 3590) set .@s4,4789; // MDEF + 8 - else if (.@j < 3640) set .@s4,4753; // LUK + 4 - else if (.@j < 3690) set .@s4,4723; // DEX + 4 - else if (.@j < 3740) set .@s4,4713; // INT + 4 - else if (.@j < 3790) set .@s4,4743; // VIT + 4 - else if (.@j < 3840) set .@s4,4733; // AGI + 4 - else if (.@j < 3890) set .@s4,4703; // STR + 4 - else if (.@j < 3900) set .@s4,4704; // STR + 5 - else if (.@j < 3910) set .@s4,4734; // AGI + 5 - else if (.@j < 3920) set .@s4,4744; // VIT + 5 - else if (.@j < 3930) set .@s4,4714; // INT + 5 - else if (.@j < 3940) set .@s4,4724; // DEX + 5 - else if (.@j < 3950) set .@s4,4754; // LUK + 5 - else set .@s4,0; + .@j = rand(4100); + if (.@j < 130) .@s4 = 4700; // STR + 1 + else if (.@j < 260) .@s4 = 4730; // AGI + 1 + else if (.@j < 390) .@s4 = 4740; // VIT + 1 + else if (.@j < 520) .@s4 = 4710; // INT + 1 + else if (.@j < 650) .@s4 = 4720; // DEX + 1 + else if (.@j < 780) .@s4 = 4750; // LUK + 1 + else if (.@j < 910) .@s4 = 4760; // MATK + 1% + else if (.@j < 1040) .@s4 = 4764; // CRIT + 5 + else if (.@j < 1170) .@s4 = 4766; // ATK + 2% + else if (.@j < 1300) .@s4 = 4786; // MDEF + 2 + else if (.@j < 1430) .@s4 = 4791; // DEF + 3 + else if (.@j < 1560) .@s4 = 4795; // HP + 100 + else if (.@j < 1690) .@s4 = 4800; // SP + 50 + else if (.@j < 1790) .@s4 = 4796; // HP + 200 + else if (.@j < 1890) .@s4 = 4792; // DEF + 6 + else if (.@j < 1990) .@s4 = 4787; // MDEF + 4 + else if (.@j < 2090) .@s4 = 4767; // ATK + 3% + else if (.@j < 2190) .@s4 = 4765; // CRIT + 7 + else if (.@j < 2290) .@s4 = 4751; // LUK + 2 + else if (.@j < 2390) .@s4 = 4721; // DEX + 2 + else if (.@j < 2490) .@s4 = 4711; // INT + 2 + else if (.@j < 2590) .@s4 = 4741; // VIT + 2 + else if (.@j < 2690) .@s4 = 4731; // AGI + 2 + else if (.@j < 2790) .@s4 = 4701; // STR + 2 + else if (.@j < 2860) .@s4 = 4702; // STR + 3 + else if (.@j < 2930) .@s4 = 4732; // AGI + 3 + else if (.@j < 3000) .@s4 = 4742; // VIT + 3 + else if (.@j < 3140) .@s4 = 4712; // INT + 3 + else if (.@j < 3210) .@s4 = 4722; // DEX + 3 + else if (.@j < 3280) .@s4 = 4788; // MDEF + 8 + else if (.@j < 3350) .@s4 = 4793; // DEF + 9 + else if (.@j < 3420) .@s4 = 4797; // HP + 300 + else if (.@j < 3490) .@s4 = 4801; // SP + 100 + else if (.@j < 3540) .@s4 = 4798; // HP + 400 + else if (.@j < 3590) .@s4 = 4789; // MDEF + 8 + else if (.@j < 3640) .@s4 = 4753; // LUK + 4 + else if (.@j < 3690) .@s4 = 4723; // DEX + 4 + else if (.@j < 3740) .@s4 = 4713; // INT + 4 + else if (.@j < 3790) .@s4 = 4743; // VIT + 4 + else if (.@j < 3840) .@s4 = 4733; // AGI + 4 + else if (.@j < 3890) .@s4 = 4703; // STR + 4 + else if (.@j < 3900) .@s4 = 4704; // STR + 5 + else if (.@j < 3910) .@s4 = 4734; // AGI + 5 + else if (.@j < 3920) .@s4 = 4744; // VIT + 5 + else if (.@j < 3930) .@s4 = 4714; // INT + 5 + else if (.@j < 3940) .@s4 = 4724; // DEX + 5 + else if (.@j < 3950) .@s4 = 4754; // LUK + 5 + else .@s4 = 0; delitem 13067,1; //Caress if (.@s3 == 0 && .@s4 == 0) { diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt index d17b63267..dbd1d034a 100644 --- a/npc/re/quests/quests_dicastes.txt +++ b/npc/re/quests/quests_dicastes.txt @@ -120,7 +120,7 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ mes "How many do you want? You can buy up to 100."; next; input .@input; - set .@deal, 500 * .@input; + .@deal = 500 * .@input; if (.@deal == 0) { mes "[Curious Sapha]"; mes "You changed your mind?"; @@ -181,7 +181,7 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ mes "Setting you for dungeon entry."; mes "You will be able to go through if the password is correct."; if (callfunc("F_GM_NPC",1854,0) == 1) { - set ep13_3_secret,6; + ep13_3_secret = 6; getitem 2782,1; //Ring_Of_Wise_King getitem 6437,2; //Scaraba_Perfume mes "Setting Complete"; @@ -323,7 +323,7 @@ OnTouch: mes "[Black Clothed Guy]"; mes "...Really?"; mes "You've found it at last."; - set ep13_3_secret, 24; + ep13_3_secret = 24; next; cutin "",255; donpcevent "Suspicious Guy#ep133_::OnDisable"; @@ -394,7 +394,7 @@ OnEnable: mes "[Capital City Guard]"; mes "Are you returning to El Dicastes?"; next; - set .@m, select("Yes. Going to the castle.:No.") - 1; + .@m = select("Yes. Going to the castle.:No.") - 1; mes "[Capital City Guard]"; mes "Good luck."; close2; @@ -443,8 +443,8 @@ sec_in02,10,42,1 script 13.3 Related Reset 4_MAN_BENKUNI,{ mes "[Reset]"; mes "Resets all quest windows including daily and map quests for 13.3."; freeloop(1); - for(set .@i,12099; .@i<=12216; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 12099; .@i <= 12216; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } freeloop(0); @@ -455,11 +455,11 @@ sec_in02,10,42,1 script 13.3 Related Reset 4_MAN_BENKUNI,{ //============================================================ function script que_dic { if (!getarg(0)) { - if (checkquest(getarg(1),HUNTING) != 2) return; + if (questprogress(getarg(1),HUNTING) != 2) return; mes getarg(3); } else if (getarg(0) == 1) { - if (checkquest(getarg(1)) == -1) return; + if (!questprogress(getarg(1))) return; if (countitem(getarg(3)) < getarg(4)) { mes "It looks like you are short on the amount."; close; @@ -469,8 +469,8 @@ function script que_dic { delitem getarg(3), getarg(4); } else if (getarg(0) == 2) { - for(set .@i,1; .@i<getargcount(); set .@i,.@i+1) { - if (checkquest(getarg(.@i)) >= 0) + for(.@i = 1; .@i < getargcount(); ++.@i) { + if (questprogress(getarg(.@i))) erasequest getarg(.@i); } return; @@ -507,7 +507,7 @@ dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ mes "Umm...What are you up to? Anything to do with me?"; close; } - if (checkquest(12159,PLAYTIME) == -1) { + if (!questprogress(12159,PLAYTIME)) { mes "[Hunting Dept. 1 Manager]"; mes "So you didn't get"; mes "any requests yet."; @@ -516,7 +516,7 @@ dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ mes "you one. Try meeting him."; close; } - else if (checkquest(12159,PLAYTIME) == 2) { + else if (questprogress(12159,PLAYTIME) == 2) { mes "[Hunting Dept. 1 Manager]"; mes "Time limit has expired for the existing request."; next; @@ -539,7 +539,7 @@ dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Hunting Dept. 1 Manager]"; - set .@s$, "Oh, you completed all your requests. Confirmation complete."; + .@s$ = "Oh, you completed all your requests. Confirmation complete."; que_dic(0,12099,4000,.@s$); que_dic(0,12100,49000,.@s$); que_dic(0,12101,18000,.@s$); @@ -577,7 +577,7 @@ dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ mes "Ha ha, you will need to train a little more to work with me."; close; } - if (checkquest(12160,PLAYTIME) == -1) { + if (!questprogress(12160,PLAYTIME)) { mes "[Hunting Dept. 2 Manager]"; mes "So you didn't get"; mes "any requests yet."; @@ -586,7 +586,7 @@ dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ mes "you one. Try to find him."; close; } - else if (checkquest(12160,PLAYTIME) == 2) { + else if (questprogress(12160,PLAYTIME) == 2) { mes "[Hunting Dept. 2 Manager]"; mes "Kalipo seems to have another request for you."; next; @@ -609,7 +609,7 @@ dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Hunting Dept. 2 Manager]"; - set .@s$, "Oh, you completed all your requests. Confirmation complete."; + .@s$ = "Oh, you completed all your requests. Confirmation complete."; que_dic(0,12106,77000,.@s$); que_dic(0,12107,47000,.@s$); que_dic(0,12108,50000,.@s$); @@ -646,7 +646,7 @@ dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{ mes "You gotta be strong enough to deal with Supply Dept. 1."; close; } - if (checkquest(12161,PLAYTIME) == -1) { + if (!questprogress(12161,PLAYTIME)) { mes "[Supply Dept. 1 Manager]"; mes "So you didn't get"; mes "any requests yet."; @@ -655,7 +655,7 @@ dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{ mes "you one. Try meeting him."; close; } - else if (checkquest(12161,PLAYTIME) == 2) { + else if (questprogress(12161,PLAYTIME) == 2) { mes "[Supply Dept. 1 Manager]"; mes "Pura is looking for you."; next; @@ -676,7 +676,7 @@ dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Supply Dept. 1 Manager]"; - set .@s$, "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?"; + .@s$ = "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?"; que_dic(1,12117,26300,6086,6,.@s$); que_dic(1,12118,25600,6090,3,.@s$); que_dic(1,12119,51100,6073,16,.@s$); @@ -717,7 +717,7 @@ dic_in01,48,273,8 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ mes "No way, You can't stand the job of Supply Dept. 2 with that weak body."; close; } - if (checkquest(12162,PLAYTIME) == -1) { + if (!questprogress(12162,PLAYTIME)) { mes "[Supply Dept. 2 Manager]"; mes "So you didn't get"; mes "any requests yet."; @@ -726,7 +726,7 @@ dic_in01,48,273,8 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ mes "you one. Try meeting him."; close; } - else if (checkquest(12162,PLAYTIME) == 2) { + else if (questprogress(12162,PLAYTIME) == 2) { mes "[Supply Dept. 2 Manager]"; mes "I erased all records related with the previous request. Tragis is looking for you so hurry up to meet him."; next; @@ -744,7 +744,7 @@ dic_in01,48,273,8 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Supply Dept. 2 Manager]"; - set .@s$, "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; + .@s$ = "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; que_dic(1,12127,65300,6023,5,.@s$); que_dic(1,12128,65300,6020,21,.@s$); que_dic(1,12129,82800,1042,27,.@s$); @@ -784,7 +784,7 @@ dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{ mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 1."; close; } - if (checkquest(12163,PLAYTIME) == -1) { + if (!questprogress(12163,PLAYTIME)) { mes "[Transport Dept. 1 Manager]"; mes "So you didn't get"; mes "any requests yet."; @@ -793,7 +793,7 @@ dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{ mes "you one. Try meeting him."; close; } - else if (checkquest(12163,PLAYTIME) == 2) { + else if (questprogress(12163,PLAYTIME) == 2) { mes "[Transport Dept. 1 Manager]"; mes "I erased all records related with the previous request. Calyon is looking for you so hurry up to meet him."; next; @@ -811,7 +811,7 @@ dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Transport Dept. 1 Manager]"; - set .@s$, "Quantity check finished. Ahhh, you going to rest? Then why don't you visit the famous pub of the Capital? They have no yummy food though...."; + .@s$ = "Quantity check finished. Ahhh, you going to rest? Then why don't you visit the famous pub of the Capital? They have no yummy food though...."; que_dic(1,12137,30000,7143,4,.@s$); que_dic(1,12138,25000,744,5,.@s$); que_dic(1,12139,47500,748,1,.@s$); @@ -858,7 +858,7 @@ dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{ mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 2."; close; } - if (checkquest(12164) == -1) { + if (!questprogress(12164)) { mes "[Transport Dept. 2 Manager]"; mes "So you didn't get"; mes "any requests yet."; @@ -867,7 +867,7 @@ dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{ mes "you one. Try meeting him."; close; } - else if (checkquest(12164,PLAYTIME) == 2) { + else if (questprogress(12164,PLAYTIME) == 2) { mes "[Transport Dept. 2 Manager]"; mes "I erased all records related with the previous request. Moltuka is looking for you so hurry up to meet him."; next; @@ -885,7 +885,7 @@ dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Transport Dept. 2 Manager.]"; - set .@s$, "Well received. One less thing to worry about now."; + .@s$ = "Well received. One less thing to worry about now."; que_dic(1,12148,23000,528,100,.@s$); que_dic(1,12149,20750,512,100,.@s$); que_dic(1,12150,20750,515,100,.@s$); @@ -926,7 +926,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "You won't need those documents even if you could read them. Looks like you haven't gotten enough training"; close; } - set .@map_hi, rand(1,4); + .@map_hi = rand(1,4); mes "[Papyrus]"; if (.@map_hi == 1) mes "Welcome, I am Papyrus, the manager of the Archive room here."; else if (.@map_hi == 2) mes "The number of adventurers visiting the Archive room has increased"; @@ -1026,18 +1026,18 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "When you try to open and read a document, a Sapha manager motions to call Guard Galten. Let's get out of here quickly."; close; } - if (checkquest(12165,PLAYTIME) == 2) { + if (questprogress(12165,PLAYTIME) == 2) { mes "Feeling a bit better"; erasequest 12165; close; } - else if (checkquest(12165,PLAYTIME) != -1) { + else if (questprogress(12165,PLAYTIME)) { mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down"; close; } specialeffect2 EF_DISPELL; progressbar "ffff00",4; - set .@doc,rand(1,70); + .@doc = rand(1,70); if (.@doc > 50 && .@doc <= 60) { mes "No documents look out of the ordinary."; close; @@ -1099,7 +1099,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ close; function eldicastes_dp { - if (checkquest(getarg(0)) >= 0) { + if (questprogress(getarg(0))) { mes "You've found a document you already have."; close; } @@ -1120,7 +1120,7 @@ dic_in01,25,187,0 duplicate(Document Package#main) Document Package#0004 CLEAR_N // Unknown Relics //============================================================ function script unknown_d { - if (checkquest(getarg(0)) == -1) { + if (!questprogress(getarg(0))) { mes "You see some traces of digging."; close; } @@ -1333,7 +1333,7 @@ OnTouch: mes "But you see a human in high-ranking Sapha clothing in front of you."; sc_end SC_BLIND; emotion e_omg,1; - set ep13_3_secret, 14; + ep13_3_secret = 14; erasequest 7198; close2; cutin "",255; @@ -1390,7 +1390,7 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ mes "Clear them out without anyone knowing."; mes "And bring them here instead of throwing them away anywhere."; mes "Bring back at least 10 of each."; - set ep13_3_secret, 17; + ep13_3_secret = 17; setquest 7199; next; mes "[Cheshire]"; @@ -1409,10 +1409,10 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ delitem 6306,10; //Solid_Bloodstain delitem 6305,10; //Frozen_Skin_Piece delitem 6307,10; //Suspicious_Magic_Stone - set ep13_3_secret, 18; + ep13_3_secret = 18; erasequest 7199; setquest 7200; - set ep13_3_ahtdayq, 2; + ep13_3_ahtdayq = 2; close2; } else { @@ -1448,7 +1448,7 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ delitem 6306,10; //Solid_Bloodstain delitem 6305,10; //Frozen_Skin_Piece delitem 6307,10; //Suspicious_Magic_Stone - set ep13_3_ahtdayq, 2; + ep13_3_ahtdayq = 2; getitem 6304,1; //Sapa_Feat_Cert getexp 70000,0; getexp 0,30000; @@ -1465,14 +1465,14 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ } } else if (ep13_3_ahtdayq == 2) { - if (checkquest(7200,PLAYTIME) == 0 || checkquest(7200,PLAYTIME) == 1) { + if (questprogress(7200,PLAYTIME) == 1) { mes "[Cheshire]"; mes "Not just yet."; mes "We must plan the cleanup near the crack carefully."; mes "Come back later."; close2; } - else if (checkquest(7200,PLAYTIME) == 2) { + else if (questprogress(7200,PLAYTIME) == 2) { mes "[Cheshire]"; mes "Back to work today."; mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone.."; @@ -1481,8 +1481,8 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ mes "[Cheshire]"; mes "Collect 10 of each as always."; mes "Got it?"; - set ep13_3_ahtdayq, 1; - if (checkquest(7200,PLAYTIME) >= 0) erasequest 7200; + ep13_3_ahtdayq = 1; + if (questprogress(7200,PLAYTIME)) erasequest 7200; setquest 7201; next; mes "You've received a request from Cheshire to clean up the crack area."; @@ -1538,7 +1538,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "But you see a human in high-ranking Sapha clothing in front of you."; sc_end SC_BLIND; emotion e_omg,1; - set ep13_3_secret, 14; + ep13_3_secret = 14; erasequest 7198; close2; } @@ -1590,7 +1590,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "...."; next; while (.@ahtlove < 4) { - set .@ahtlove, .@ahtlove + 1; + ++.@ahtlove; mes "- Ahat tries to hypnotize you again."; mes "He must have erased himself by doing this over and over again.-"; next; @@ -1678,7 +1678,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "You are my loyal servant."; mes "My hands and feet."; } - set ep13_3_secret, 15; + ep13_3_secret = 15; close2; } else if (ep13_3_secret == 15) { @@ -1729,7 +1729,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ next; mes "- Ahat doesn't suspect a thing yet."; mes "He seems to believe that his spell was complete. -"; - set ep13_3_secret, 16; + ep13_3_secret = 16; close2; } else if (ep13_3_secret == 16) { @@ -1775,7 +1775,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "[Ahat]"; mes "And this is something to reward you for your deeds."; mes "Nothing much but I hope you like it."; - set ep13_3_secret, 19; + ep13_3_secret = 19; getitem 2790,1; //Bradium_Brooch close2; } @@ -1860,7 +1860,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[HesLanta]"; mes "Jarute.. What did Ahat look like to you?"; next; - set .@m, select("I don't understand your question.:My master.") - 1; + .@m = select("I don't understand your question.:My master.") - 1; if (.@m) { mes "[HesLanta]"; mes "....huh....?"; @@ -1869,7 +1869,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; mes "HesLanta is upset with my reply."; mes "His expression is complex and dark."; - set ep13_3_secret, 20; + ep13_3_secret = 20; close; } mes "[HesLanta]"; @@ -1992,7 +1992,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "Ahat climbed the ladder up to where he is now after gaining Ravail's trust."; mes "His working abilities is amazing."; mes "He is the perfect Sapha."; - set ep13_3_secret, 21; + ep13_3_secret = 21; next; mes "HesLanta starts to think deeply after saying this."; close; @@ -2116,7 +2116,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; mes "[" + strcharinfo(0) + "]"; mes "I must go back to the expedition camp to report to Doha!"; - set ep13_3_secret, 22; + ep13_3_secret = 22; setquest 7203; close; } @@ -2130,7 +2130,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "It was Cheshire"; mes "Cheshire is a feline."; mes "and the bandana was to hid his ears."; - set .@yes, .@yes + 1; + ++.@yes; break; case 2: mes "[" + strcharinfo(0) + "]"; @@ -2161,7 +2161,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "To bring conflict between the three countries?"; mes "What will Cheshire gain out of this?"; } - set .@yes, .@yes + 1; + ++.@yes; next; } else if (.@yes == 2) { @@ -2179,7 +2179,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "Yes. Ahat must have order him."; mes "But why would Ahat do that?"; mes "Conflict between three countries? Or the report content?"; - set .@yes, .@yes + 1; + ++.@yes; } next; } @@ -2204,7 +2204,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "A bit dramatic but we cannot rule out the evil lord Morroc."; mes "Because the crack was created by the evil lord Morroc himself."; } - set .@yes, .@yes + 1; + ++.@yes; next; } else if (.@yes == 4) { @@ -2223,7 +2223,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[" + strcharinfo(0) + "]"; mes "Yes. There is a report from the tracking team led by Echinacea."; mes "It was about the evil lord Morroc."; - set .@yes, .@yes + 1; + ++.@yes; } next; } @@ -2231,7 +2231,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[" + strcharinfo(0) + "]"; mes "Oh no. I don't know."; mes "Let's think it over."; - set .@yes, 0; + .@yes = 0; next; } } @@ -2265,7 +2265,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ cutin "",255; end; } - set .@yessay, rand(1,3); + .@yessay = rand(1,3); if (.@yessay == 1) { mes "[HesLanta]"; mes "I'm very tired because I had too much work today."; @@ -2339,10 +2339,10 @@ dicastes01,223,190,1 script Calyon#pa8029 4_MAN_NITT,{ mes "Ha ha, come back again after you are trained more. I have no request that fits you."; close; } - if (checkquest(12163,PLAYTIME) == 2) { + if (questprogress(12163,PLAYTIME) == 2) { mes "Calculate your request activities with the ^800080Transport Dept. 1 Manager^000000 at Operations and then come back."; close; - } else if (checkquest(12163,PLAYTIME) != -1) { + } else if (questprogress(12163,PLAYTIME)) { mes "We're done for the day. You can report back to the ^800080Transport Dept. 1 Manager^000000 at Operations. Good luck."; close; } @@ -2370,7 +2370,7 @@ dicastes01,223,190,1 script Calyon#pa8029 4_MAN_NITT,{ mes "[Calyon]"; mes "Finally, I have a request for you. It is an important one so I need you to be focused."; next; - set .@calyonrequest,rand(1,11); + .@calyonrequest = rand(1,11); mes "[Calyon]"; if (.@calyonrequest == 1) { setquest 12139; @@ -2512,12 +2512,12 @@ dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{ mes "Ha ha, come back again after you are trained more. I have no request that fits you."; close; } - if (checkquest(12164,PLAYTIME) == 2) { + if (questprogress(12164,PLAYTIME) == 2) { mes "[Moltuka]"; mes "Have you met the ^990099Transport Dept. 2 Manager^000000 at Operations? I will give you a new request after you clear your request history."; close; } - else if (checkquest(12164,PLAYTIME) != -1) { + else if (questprogress(12164,PLAYTIME)) { mes "[Moltuka]"; mes "I don't have any requests for you now. Report back to the ^990099Transport Dept. 2 Manager^000000 at Operations after you complete all requests."; close; @@ -2543,7 +2543,7 @@ dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{ mes "[Moltuka]"; mes "..............(rustling sound)"; next; - set .@tut_13, rand(1,11); + .@tut_13 = rand(1,11); if (.@tut_13 == 1) { setquest 12148; setquest 12164; @@ -2736,13 +2736,13 @@ dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{ mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time."; close; } - if (checkquest(12160,PLAYTIME) == 2) { + if (questprogress(12160,PLAYTIME) == 2) { mes "[Kalipo]"; mes "Please come back after checking"; mes "previous requests with the ^990099Hunting Dept. 2 Manager^000000."; close; } - else if (checkquest(12160,PLAYTIME) > -1) { + else if (questprogress(12160,PLAYTIME)) { mes "[Kalipo]"; mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 2 Manager^000000 at Operations to report request completion."; close; @@ -2777,8 +2777,8 @@ dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{ mes "I actually have something"; mes "just right for you."; next; - set .@tut_lv, (BaseLevel); - set .@rand, rand(100,BaseLevel); + .@tut_lv = (BaseLevel); + .@rand = rand(100,BaseLevel); if (.@rand < 109) { setquest 12106; setquest 12160; @@ -2878,12 +2878,12 @@ dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{ mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time."; close; } - if (checkquest(12159,PLAYTIME) > -1 && checkquest(12159,PLAYTIME) < 2) { + if (questprogress(12159,PLAYTIME) && questprogress(12159,PLAYTIME) != 2) { mes "[Laponte]"; mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 1 Manager^000000 at Operations to report request completion."; close; } - else if (checkquest(12159,PLAYTIME) == 2) { + else if (questprogress(12159,PLAYTIME) == 2) { mes "[Laponte]"; mes "Please come back after checking"; mes "previous requests with the ^990099Hunting Dept. 1 Manager^000000."; @@ -2925,7 +2925,7 @@ dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{ mes "I actually have something"; mes "just right for you."; next; - set .@rand, rand(97,BaseLevel); + .@rand = rand(97,BaseLevel); if (.@rand < 103) { setquest 12099; setquest 12159; @@ -3050,12 +3050,12 @@ dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{ mes "We are not that unfortunate to receive help from you."; close; } - if (checkquest(12161,PLAYTIME) == 2) { + if (questprogress(12161,PLAYTIME) == 2) { mes "[Pura]"; mes "Have you already met the ^990099Supply Dept. 1 Manager^000000 at Operations? I will give you a new request after you clear your request history."; close; } - else if (checkquest(12161,PLAYTIME) > -1) { + else if (questprogress(12161,PLAYTIME)) { mes "[Pura]"; mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 1 Manager^000000 at Operations after you complete all requests."; close; @@ -3091,7 +3091,7 @@ dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{ mes "I actually have something"; mes "just right for you."; next; - set .@tut_13, rand(1,10); + .@tut_13 = rand(1,10); if (.@tut_13 == 1) { setquest 12117; setquest 12161; @@ -3240,12 +3240,12 @@ dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{ mes "It is pretty embarassing that you are looking for a request with your level, you know that?"; close; } - if (checkquest(12162,PLAYTIME) == 2) { + if (questprogress(12162,PLAYTIME) == 2) { mes "[Tragis]"; mes "Calculate your request activities with the ^990099Supply Dept. 2 Manager^000000 at Operations and then come back."; close; } - else if (checkquest(12162,PLAYTIME) > -1) { + else if (questprogress(12162,PLAYTIME)) { mes "[Tragis]"; mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 2 Manager^000000 at Operations after you complete all requests."; close; @@ -3262,7 +3262,7 @@ dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{ mes "[Tragis]"; mes "I just got a request. It's good that none of us wasted time."; next; - set .@tut_13, rand(1,10); + .@tut_13 = rand(1,10); if (.@tut_13 == 1) { setquest 12127; setquest 12162; @@ -3486,7 +3486,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "Hmm... my throat is soar from talking too much."; mes "Let's continue later after I get some rest."; mes "I think I need a cup of water."; - set ep13_3_secret, 2; + ep13_3_secret = 2; close; } mes "[Doha]"; @@ -3580,7 +3580,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "[Doha]"; mes "Please bring back some clues. Anything you come by during your journey"; mes "Please report back to me if you have anything leads."; - set ep13_3_secret, 3; + ep13_3_secret = 3; changequest 7185,7186; close; } @@ -3634,7 +3634,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ delitem 6306,1; //Solid_Bloodstain delitem 6305,1; //Frozen_Skin_Piece delitem 6307,1; //Suspicious_Magic_Stone - set ep13_3_secret, 23; + ep13_3_secret = 23; getitem 2553,1; //Dragon_Manteau erasequest 7202; completequest 7203; @@ -3812,7 +3812,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "Well.. bigger then them?"; mes "Not sure. Haven't heard of it."; mes "Why don't you ^4d4dffask Sapha's around here?^000000"; - set ep13_3_secret, 4; + ep13_3_secret = 4; erasequest 7186; setquest 7187; break; @@ -3845,9 +3845,10 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ "7190","Galtens are interested in the Cat Merchant for their cat ears."; mes "[" + strcharinfo(0) + "]"; mes "I'm trying to organize the information I've collected."; - for (set .@size, getarraysize(.@ward$); .@i < .@size; set .@i, .@i + 2) - if (checkquest(atoi(.@ward$[.@i])) >= 0) { - set .@sealall, .@sealall + 1; + .@size = getarraysize(.@ward$); + for (.@i = 0; .@i < .@size; .@i += 2) + if (questprogress(atoi(.@ward$[.@i]))) { + ++.@sealall; mes .@ward$[.@i+1]; } if (!.@sealall) mes "But what should I do with the collected information?"; @@ -3918,7 +3919,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ next; mes "[Shay]"; mes "And if he ignores you, tell him that ^4d4dffShay's special drink will be delivered^000000."; - set ep13_3_secret, 5; + ep13_3_secret = 5; erasequest 7188; erasequest 7189; erasequest 7190; @@ -3958,7 +3959,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "But there is a crack here too?"; mes "..Too many ill-fates."; mes "Bit sorrowful."; - set ep13_3_secret, 10; + ep13_3_secret = 10; changequest 7192,7193; break; } @@ -3984,10 +3985,11 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ setarray .@item, 6306,6305,6307; setarray .@str$, "bloodstain","frozen piece of skin","strange magical stone fragment"; - for (set .@size, getarraysize(.@item); .@i < .@size; set .@i, .@i + 1) { + .@size = getarraysize(.@item); + for (.@i = 0; .@i < .@size; ++.@i) { if (countitem(.@item[.@i])) { mes "- You show the " + .@str$[.@i] + " you collected from near the crack.-"; - set .@crack, 1; + .@crack = 1; next; break; } @@ -4049,9 +4051,9 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "First, think of what you have to do."; mes "Meet Ahat by collecting exploit certifications."; mes "And then find doubt what is the relationship between him and the crack."; - set ep13_3_secret, 12; - for (set .@i, 0; .@i < getarraysize(.@quest); set .@i, .@i + 1) - if (checkquest(.@quest[.@i]) >= 0) erasequest .@quest[.@i]; + ep13_3_secret = 12; + for (.@i = 0; .@i < getarraysize(.@quest); ++.@i) + if (questprogress(.@quest[.@i])) erasequest .@quest[.@i]; setquest 7197; break; } @@ -4168,7 +4170,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "Ungrateful...."; break; } - set .@shysay, rand(1,3); + .@shysay = rand(1,3); if (.@shysay == 1) { mes "[Shay]"; mes "What do you want?"; @@ -4315,7 +4317,7 @@ dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{ mes "Ah, did you see the group of cats in front of the castle?"; mes "They are really soft and cuddly unlike us."; next; - if (checkquest(7188) >= -1) { + if (!questprogress(7188)) { mes "[Knit]"; mes "And especially their ear and tail!!"; next; @@ -4404,7 +4406,7 @@ dicastes01,112,248,5 script Resting Piom#ep133_16 4_MAN_PIOM5,{ mes "Huh? You're... human!"; mes "Why are you here?"; next; - if (checkquest(7189) >= -1) { + if (!questprogress(7189)) { select("About a human with cat ears.."); mes "[Piom]"; mes "HAHAHAHA!!!"; @@ -4476,7 +4478,7 @@ dicastes01,249,140,3 script Training Galten#ep133_17 4_MAN_GALTUN,{ mes "Hmm? Aren't you the outsider that came here awhile ago?"; mes "Have you come to see the training grounds?"; next; - if (checkquest(7190) >= -1) { + if (!questprogress(7190)) { select("About a human with cat ears.."); mes "[Galten]"; mes "Cat ears?"; @@ -4607,7 +4609,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "[BK]"; mes "So I'll sell my information for exploit certifications."; mes "Tell me when you are ready."; - set ep13_3_secret, 6; + ep13_3_secret = 6; close; } mes "[" + strcharinfo(0) + "]"; @@ -4651,7 +4653,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "Hu hu..."; mes "Satisfied?"; delitem 6304,1; //Sapa_Feat_Cert - set ep13_3_secret, 7; + ep13_3_secret = 7; next; mes "- BK says this and takes the exploit certification out of your hand."; mes "Information on the person with animal ears Doha mentioned!-"; @@ -4709,7 +4711,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "The new minister was picked up ^4d4dffnear the crack^000000."; mes "He must be an alien!"; delitem 6304,1; //Sapa_Feat_Cert - set ep13_3_secret, 8; + ep13_3_secret = 8; next; select("What do you think so?"); } @@ -4750,7 +4752,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "Well, I don't understand why because all Saphas"; mes "are beautiful."; delitem 6304,1; //Sapa_Feat_Cert - set ep13_3_secret, 9; + ep13_3_secret = 9; changequest 7191,7192; next; mes "- BK says this and takes the exploit certification out of your hand."; @@ -4791,11 +4793,12 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "- You can too many items to proceed with the quest. -"; close; } - set .@n$, strnpcinfo(1); + .@n$ = strnpcinfo(1); setarray .@npc$, "Rock Pile", "Dirt Pile", "Split Earth"; setarray .@item, 6307, 6306, 6305; - for (set .@size, getarraysize(.@npc$); .@i < .@size; set .@i, .@i + 1) - if (.@n$ == .@npc$[.@i]) set .@type, .@i; + .@size = getarraysize(.@npc$); + for (.@i = 0; .@i < .@size; ++.@i) + if (.@n$ == .@npc$[.@i]) .@type = .@i; if (ep13_3_secret == 10) { if (.@npc$[.@type] == "Rock Pile") { @@ -4813,7 +4816,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ } mes "Don't see anything suspicious."; next; - set .@menu$, (.@npc$[.@type] == "Rock Pile")? "Try to knock down the rock pile.:Study the pile closely." : "Stomp on it with your feet.:Poke around in the dirt pile."; + .@menu$ = (.@npc$[.@type] == "Rock Pile")? "Try to knock down the rock pile.:Study the pile closely." : "Stomp on it with your feet.:Poke around in the dirt pile."; if (select(.@menu$) == 1) { if (.@npc$[.@type] == "Rock Pile") mes "Knock down the pebbles that make up the pile of rocks and spread them out."; else if (.@npc$[.@type] == "Dirt Pile") mes "You step on the dug up dirt pile and make the ground flat."; @@ -4838,7 +4841,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "You feel evil energy. Does this have anything to do with Ahat?"; mes "You collect the clotted bloodstains."; } - set ep13_3_secret, 11; + ep13_3_secret = 11; getitem .@item[.@type], 1; erasequest 7193; setquest 7194; @@ -4883,14 +4886,14 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ if (countitem(.@item[.@type]) == 10) { mes "Collected enough for Cheshire but"; mes "you may need some more to report separately."; - if (checkquest(7202) == -1) setquest 7202; + if (!questprogress(7202)) setquest 7202; close; } mes "Not enough was collected to fill Cheshire's request."; close; } else if (countitem(.@item[.@type]) == 10) { - if (checkquest(7202) >= 0) { + if (questprogress(7202)) { setarray .@str$, "stone fragments","bloodstains","pieces of skin"; mes "Need more " + .@str$[.@type] + " to report back to Doha at the expedition camp."; } @@ -5015,7 +5018,7 @@ dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{ mes "[Frede]"; mes "Do you mind helping me get to the building over there?"; mes "I will feel better if I rest a little."; - set ep13_3_bra, 1; + ep13_3_bra = 1; close2; warp "dic_in01",165,101; end; @@ -5081,7 +5084,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "[Frede]"; mes "Here, sit and eat this."; mes "The cats outside gave it to me. It doesn't do much good for Saphas but I heard it's suppose to help you humans."; - set ep13_3_bra, 2; + ep13_3_bra = 2; setquest 11171; getitem 513,1; //Banana close; @@ -5177,14 +5180,14 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ next; mes "[Frede]"; mes "I only hope they are all healthy and well."; - set ep13_3_bra, 4; + ep13_3_bra = 4; changequest 11171,11172; close; } mes "[Frede]"; mes "I guess I can't do anything about it."; mes "But drag myself there."; - set ep13_3_bra, 3; + ep13_3_bra = 3; close; } else if (ep13_3_bra == 3) { @@ -5208,7 +5211,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ next; mes "[Frede]"; mes "I only hope they are all healthy and well."; - set ep13_3_bra, 4; + ep13_3_bra = 4; changequest 11171,11172; close; } @@ -5219,9 +5222,10 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ } else if (ep13_3_bra == 4) { setarray .@quest_id, 11159,11160,11161,11162,11163,11164; - for (set .@size, getarraysize(.@quest_id); .@i < .@size; set .@i, .@i + 1) - if (checkquest(.@quest_id[.@i]) == -1) { - set .@fail, 1; + .@size = getarraysize(.@quest_id); + for (.@i = 0; .@i < .@size; ++.@i) + if (!questprogress(.@quest_id[.@i])) { + .@fail = true; break; } if (!.@fail) { @@ -5241,9 +5245,9 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "[Frede]"; mes "Ask ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium."; mes "I can't thank you enough."; - set ep13_3_bra, 5; + ep13_3_bra = 5; changequest 11172,11173; - for (set .@i, 0; .@i < .@size; set .@i, .@i + 1) + for (.@i = 0; .@i < .@size; ++.@i) erasequest .@quest_id[.@i]; close; } @@ -5307,9 +5311,10 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ close; } setarray .@quest_id, 11165,11166,11167,11168,11169,11170; - for (set .@size, getarraysize(.@quest_id); .@i < .@size; set .@i, .@i + 1) - if (checkquest(.@quest_id[.@i]) == -1) { - set .@fail, 1; + .@size = getarraysize(.@quest_id); + for (.@i = 0; .@i < .@size; ++.@i) + if (!questprogress(.@quest_id[.@i])) { + .@fail = true; break; } if (!.@fail) { @@ -5327,9 +5332,9 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "It's nothing much but I want you to have it."; mes "We may be from different races but we can be great friends."; completequest 11176; - set ep13_3_bra, 9; + ep13_3_bra = 9; getitem 2788,1; //Bradium_Earing - for (set .@i, 0; .@i < .@size; set .@i, .@i + 1) + for (.@i = 0; .@i < .@size; ++.@i) erasequest .@quest_id[.@i]; close; } @@ -5360,7 +5365,7 @@ dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{ close; } else if (ep13_3_bra < 8) { - if (checkquest(11159) >= 0 || ep13_3_bra != 4) { + if (questprogress(11159) || ep13_3_bra != 4) { mes "[Brian]"; mes "Oh... that reminds me, how many days passed since I came here..."; mes "Do you happen to know what day it is today?"; @@ -5399,7 +5404,7 @@ dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{ close; } else if (ep13_3_bra == 8) { - if (checkquest(11165) >= 0) { + if (questprogress(11165)) { mes "[Brian]"; mes "I'm out of Bradium already."; mes "Frede has been nagging me about this all the time but now I see why."; @@ -5461,7 +5466,7 @@ dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{ close; } else if (ep13_3_bra == 4) { - if (checkquest(11161) >= 0) { + if (questprogress(11161)) { mes "[Tyler]"; mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry."; close; @@ -5523,7 +5528,7 @@ dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{ close; } else if (ep13_3_bra == 8) { - if (checkquest(11167) >= 0) { + if (questprogress(11167)) { mes "[Tyler]"; mes "Oh!! I was out of Bradium. How did you know!"; mes "Thanks!"; @@ -5591,7 +5596,7 @@ dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{ close; } else if (ep13_3_bra == 4) { - if (checkquest(11160) >= 0) { + if (questprogress(11160)) { mes "[John]"; mes "Oh well..."; mes "There... is nothing to worry about."; @@ -5645,7 +5650,7 @@ dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{ close; } else if (ep13_3_bra == 8) { - if (checkquest(11166) >= 0) { + if (questprogress(11166)) { mes "[John]"; mes "......"; mes "Thanks...."; @@ -5691,7 +5696,7 @@ dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{ close; } else if (ep13_3_bra == 4) { - if (checkquest(11162) >= 0) { + if (questprogress(11162)) { mes "[Rose]"; mes "Tell him there is no problem at all except that I am too good at my job."; mes "Because I'm perfect."; @@ -5729,7 +5734,7 @@ dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{ close; } else if (ep13_3_bra == 8) { - if (checkquest(11168) >= 0) { + if (questprogress(11168)) { mes "[Rose]"; mes "I'll return to the village soon."; mes "We can meet up then~"; @@ -5788,7 +5793,7 @@ dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{ close; } else if (ep13_3_bra == 4) { - if (checkquest(11163) >= 0) { + if (questprogress(11163)) { mes "[Bain]"; mes "Just tell him I'm doing well."; mes "Simple, isn't it?"; @@ -5819,7 +5824,7 @@ dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{ close; } else if (ep13_3_bra == 8) { - if (checkquest(11169) >= 0) { + if (questprogress(11169)) { mes "[Bain]"; mes "But I will be in trouble if I don't go back to the village for Bradium."; next; @@ -5883,7 +5888,7 @@ dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{ close; } else if (ep13_3_bra == 4) { - if (checkquest(11164) >= 0) { + if (questprogress(11164)) { mes "[Lash]"; mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?"; next; @@ -5929,7 +5934,7 @@ dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{ close; } else if (ep13_3_bra == 8) { - if (checkquest(11170) >= 0) { + if (questprogress(11170)) { mes "[Lash]"; mes "Wow!!!!"; mes "You've saved me!"; @@ -6019,7 +6024,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ next; mes "[Bouy]"; mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people."; - set ep13_3_bra, 6; + ep13_3_bra = 6; changequest 11173,11174; close; } @@ -6036,7 +6041,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "Please go rest while I get to work."; delitem 6319,30; //Small_Bradium changequest 11174,11175; - set ep13_3_bra, 7; + ep13_3_bra = 7; close; } mes "[Bouy]"; @@ -6050,12 +6055,12 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ close; } else if (ep13_3_bra == 7) { - if (checkquest(11175,PLAYTIME) > 1) { + if (questprogress(11175,PLAYTIME) == 2) { mes "[Bouy]"; mes "I did it!"; mes "I was a bit nervous because it has been a long time since I did manual work but I think I did a good job."; mes "Please take these to them."; - set ep13_3_bra, 8; + ep13_3_bra = 8; changequest 11175,11176; close; } @@ -6211,7 +6216,7 @@ mid_campin,93,114,3 script Guard Aello#ep133_is03 4_M_RUSMAN1,{ mes "There will be a guard standing in front"; mes "just tell him you got authorization."; mes "He is interested in humans, so try to be courteous while talking to him."; - set ep13_3_invite, 1; + ep13_3_invite = 1; setquest 7182; close; } @@ -6355,7 +6360,7 @@ function script eldicastes_c { mes "If you are going to leave, better be now."; mes "Come back to me once you are ready to leave."; mes "I will let you know your mission."; - set ep13_3_invite, 3; + ep13_3_invite = 3; close; case 2: mes "[Vyhannus]"; @@ -6374,7 +6379,7 @@ function script eldicastes_c { mes "I'm a little excited."; mes "on what our meeting will bring in the future."; mes "Only hope it won't be like a blizzard in the middle of the night."; - set ep13_3_invite, 4; + ep13_3_invite = 4; changequest 7182,7183; close; case 3: @@ -6483,8 +6488,8 @@ function script eldicastes_c { mes "Vyhannus? I'll come by to see you again."; mes "And you should ^4d4dffmeet Inspector Doha after talking with Vyhannus^000000."; mes "Then bye everyone."; - set ep13_3_invite, 2; - set ep13_3_secret, 1; + ep13_3_invite = 2; + ep13_3_secret = 1; setquest 7185; next; disablenpc "Hibba Agip#ep133_is07"; @@ -6704,7 +6709,7 @@ man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ mes "[Avalanche]"; mes "Please let me know any news about the capital city when you come back."; mes "Hahaha.."; - set ep13_3_invite, 5; + ep13_3_invite = 5; changequest 7183,7184; close2; } @@ -6793,7 +6798,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "This is a little souvenir for visiting El Dicastes."; mes "You can use it to return to El Dicastes whenever you wish."; next; - set ep13_3_invite, 6; + ep13_3_invite = 6; getitem 2844,1; //El_Dicastes_Light completequest 7184; mes "[Clerk Rhawyne]"; @@ -6833,7 +6838,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "It is a separate elevator that leads to the high minister's office"; mes "You will be guided in front of the office."; delitem 6304,3; //Sapa_Feat_Cert - set ep13_3_secret, 13; + ep13_3_secret = 13; changequest 7197,7198; close; } @@ -6944,8 +6949,8 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ // Enchantment NPCs //============================================================ - script dic_enc#main -1,{ - set .@re$, strnpcinfo(1); - set .@n$, "["+.@re$+"]"; + .@re$ = strnpcinfo(1); + .@n$ = "["+.@re$+"]"; if (!checkweight (1201,1)) { mes "You have too many kinds of items. Let's try again after you reduce the number of items."; close; @@ -6988,7 +6993,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ delitem 6304,6; //Sapa_Feat_Cert delitem 2844,1; //El_Dicastes_Light getitem 2844,1; //El_Dicastes_Light - set ep13_3_ring2,0; + ep13_3_ring2 = 0; } close; } @@ -7025,12 +7030,12 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Either you are not wearing or don't have the equipment to upgrade on you."; close; } - set .@v$, "ring2"; - set .@Items_, 2844; + .@v$ = "ring2"; + .@Items_ = 2844; } else { mes .@n$; - set .@cat_hi, rand(1,30); + .@cat_hi = rand(1,30); if (.@cat_hi == 1) mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail."; else if (.@cat_hi == 2) mes "Grrr... I was punished with a ladle for peeing on my blanket yesterday."; else if (.@cat_hi == 3) mes "I dream sometimes of a giant patting me on the head. But I feel more annoyed than afraid."; @@ -7082,18 +7087,18 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ } if (.@re$ == "Brare") { mes "Do you want to look luxurious with Golden Bells?"; - set .@Items_,2843; - set .@v$, "ring1"; + .@Items_ = 2843; + .@v$ = "ring1"; } else if (.@re$ == "Mancho") { mes "You must be interested in the ^800080Feral Tail^000000?"; - set .@Items_,2564; - set .@v$, "robe"; + .@Items_ = 2564; + .@v$ = "robe"; } else if (.@re$ == "Jalapeno") { mes "You've come for Feral Boots. I have just the item for you."; - set .@Items_,2463; - set .@v$, "shoe"; + .@Items_ = 2463; + .@v$ = "shoe"; } next; switch(select("Please explain.:I want to reset.:I want to upgrade.")) { @@ -7188,7 +7193,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ next; mes .@n$; mes "First upgrade step requires ^8000801 Sapha Certification^000000. Do you want to proceed?"; - set .@req, 1; + .@req = 1; } else if (getd("ep13_3_"+.@v$) < 9) { mes .@n$; @@ -7200,7 +7205,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ next; mes .@n$; mes "Second upgrade step requires ^9900992 Exploit Certifications of Sapha^000000. Do you want to proceed?"; - set .@req, 2; + .@req = 2; } else if (getd("ep13_3_"+.@v$) < 69) { mes .@n$; @@ -7221,7 +7226,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "this is a delicate process of"; mes "casting immense power to the equipment."; mes "Are you ready?"; - set .@req, 3; + .@req = 3; } else if (getd("ep13_3_"+.@v$) > 68 && countitem(.@Items_)) { mes .@n$; @@ -7278,36 +7283,36 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ delitem 6304,.@req; if (getd("ep13_3_"+.@v$) == 0) { if (.@re$ == "Kareka") { - set .@enc_en, rand(1,45); + .@enc_en = rand(1,45); setarray .@rates, 45,32,30,22,20,12,10,2; } else { - set .@enc_en, rand(1,40); + .@enc_en = rand(1,40); setarray .@rates, 40,34,30,24,20,14,10,4; } setarray .@var, 1,2,3,4,5,6,7,8; } else if (getd("ep13_3_"+.@v$) <= 8) { if (.@re$ == "Kareka") { - set .@enc_en, rand(1,45); + .@enc_en = rand(1,45); setarray .@rates, 45,32,30,17,15,2; } else { - set .@enc_en, rand(1,30); + .@enc_en = rand(1,30); setarray .@rates, 30,24,20,14,10,4; } setarray .@var, 10,20,30,40,50,60; } else if (getd("ep13_3_"+.@v$) <= 68) { if (compare(.@v$,"ring")) { - set .@enc_en, rand(1,90); + .@enc_en = rand(1,90); setarray .@rates, 90,62,60,32,30,2; setarray .@var, 100,200,400,500,700,800; } else { - set .@crs_yong, 140 - (ep13_yong1 / 100); - if (.@crs_yong < 95) set .@crs_yong, 95; - set .@enc_en, rand(1,.@crs_yong); + .@crs_yong = 140 - (ep13_yong1 / 100); + if (.@crs_yong < 95) .@crs_yong = 95; + .@enc_en = rand(1,.@crs_yong); if (.@enc_en > 90) { delitem .@Items_,1; setd "ep13_3_"+.@v$, 0; @@ -7329,13 +7334,13 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ // Enchant Constants // Ex: .@dex[1]: DEX + 1 | .@cri[5]: CRI + 5 | .@eva[12]: FLEE + 12 - set .@matk[1], 4760; set .@matk[2], 4761; - set .@eva[6], 4762; set .@eva[12], 4763; - set .@cri[5], 4764; set .@cri[7], 4765; - set .@atk[2], 4766; set .@atk[3], 4767; - set .@dex[1], 4720; set .@dex[2], 4721; set .@dex[3], 4722; - set .@int[1], 4710; set .@int[2], 4711; set .@int[3], 4712; - set .@agi[1], 4730; set .@agi[2], 4731; set .@agi[3], 4732; + .@matk[1] = 4760; .@matk[2] = 4761; + .@eva[6] = 4762; .@eva[12] = 4763; + .@cri[5] = 4764; .@cri[7] = 4765; + .@atk[2] = 4766; .@atk[3] = 4767; + .@dex[1] = 4720; .@dex[2] = 4721; .@dex[3] = 4722; + .@int[1] = 4710; .@int[2] = 4711; .@int[3] = 4712; + .@agi[1] = 4730; .@agi[2] = 4731; .@agi[3] = 4732; // Enchant attribute is determined by the digit position of variable value (ep13_3_<type>). // For example, assume the variable value is 516: @@ -7348,16 +7353,17 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ else setarray .@f_2[1],.@agi[1],.@agi[2],.@agi[3],.@int[1],.@int[2],.@int[3],.@dex[1],.@dex[2],.@dex[3]; setarray .@f_3[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2]; setarray .@f_4[1],.@atk[2],.@atk[3],.@cri[5],.@cri[7],.@eva[6],.@eva[12],.@matk[1],.@matk[2]; - set .@str$, getd("ep13_3_"+.@v$) + ""; - set .@len, getstrlen(.@str$); - set .@j, 4; - set .@c, 1; + .@str$ = getd("ep13_3_"+.@v$) + ""; + .@len = getstrlen(.@str$); + .@j = 4; + .@c = 1; while ((.@len - .@c) > -1 && getd("ep13_3_"+.@v$)) { setd ".@e_"+.@j, getd(".@f_"+.@j+"["+atoi(charat(.@str$,.@len-.@c))+"]"); - set .@c, .@c + 1; - set .@j, .@j - 1; + ++.@c; + --.@j; } - for (set .@size, getarraysize(.@rates); .@r <= .@size; set .@r, .@r + 1) { + .@size = getarraysize(.@rates); + for (.@r = 0; .@r <= .@size; ++.@r) { if (.@enc_en > .@rates[.@r]) { setd ".@e_"+.@j, getd(".@f_"+.@j+"["+.@r+"]"); break; @@ -7382,7 +7388,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ mes "Come back to me once you have one. I'll give you something good in exchange."; close; } - set .@cattalkj,rand(1,9); + .@cattalkj = rand(1,9); if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously."; else if (.@cattalkj == 2) mes "Pub owner Shay carried something away to make something strange! Be careful!"; else if (.@cattalkj == 3) mes "We cats can jump 5 times our size. Isn't it cool? But then, don't ask me to jump from here now."; @@ -7397,7 +7403,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ mes "Why are you here?"; mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!"; next; - set .@i, select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")-1; + .@i = select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")-1; switch (.@i) { case 0: mes "[Jahbong]"; @@ -7543,7 +7549,7 @@ moc_para01,44,19,3 script Cat Hand Agent#gekk 4_M_MERCAT2,{ mes "With this, our contract is now complete."; mes "Geck will help you to get to Ash-Vacuum in one piece."; Zeny -= 50000; - set ep13_start, 100; + ep13_start = 100; next; mes "[Agent Geck]"; mes "Don't forget, human. The reason why Geck is helping you is to help the Cat Hand Merchant working hard in the other world."; diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt index 0bc237d58..ca784e44d 100644 --- a/npc/re/quests/quests_eclage.txt +++ b/npc/re/quests/quests_eclage.txt @@ -46,22 +46,21 @@ mes "[Teleport Cat]"; mes "We provide teleport service between various regions based on our accumulated knowledge. We accept Malangdo Canned Specialties or Zeny, so you can pay however you like it~"; next; - set .@menu$,"Forget it:"; - for(set .@i,0; .@i<getarraysize(.@map$); set .@i,.@i+1) { - set .@menu$, .@menu$+ - .@map$[.@i]+" ("+.@cost[.@i]+" Canned Food):"+ - .@map$[.@i]+" ("+.@cost[.@i]+",000 Zeny):"; + .@menu$ = "Forget it:"; + for(.@i = 0; .@i<getarraysize(.@map$); ++.@i) { + .@menu$ += .@map$[.@i]+" ("+.@cost[.@i]+" Canned Food):"+ + .@map$[.@i]+" ("+.@cost[.@i]+",000 Zeny):"; } - set .@i, select(.@menu$)-2; + .@i = select(.@menu$)-2; if (.@i == -1) { mes "[Teleport Cat]"; mes "I'll see you later then."; close; } - set .@choice$, .@map$[.@i/2]; - set .@price, .@cost[.@i/2]; + .@choice$ = .@map$[.@i/2]; + .@price = .@cost[.@i/2]; if (.@i % 2) { - set .@price, .@price*1000; + .@price *= 1000; if (Zeny < .@price) { mes "[Teleport Cat]"; mes "I'm afraid it's not enough. Sorry, but it can't be done for free~"; @@ -136,7 +135,7 @@ ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{ mes "[Security Guard]"; mes "If you completed your forms, please submit them to the administrator over there."; mes "There may be some waiting time, so take your time."; - set ep14_2_enter,1; + ep14_2_enter = 1; setquest 11310; close; } else if (ep14_2_enter == 1) { @@ -154,7 +153,7 @@ ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{ next; mes "[Security Guard]"; mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit."; - set ep14_2_enter,3; + ep14_2_enter = 3; erasequest 11311; close2; warp "eclage",100,28; @@ -321,7 +320,7 @@ ecl_fild01,111,320,2 script Immigration Officer#ep1 4_M_FAIRYKID4,{ mes "[Mark Esha]"; mes "My goodness......"; emotion e_swt2,1; - set ep14_2_enter,2; + ep14_2_enter = 2; erasequest 11310; setquest 11311; close2; @@ -347,7 +346,7 @@ eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{ emotion e_sob; close; } - if (checkquest(11312) == -1) { + if (!questprogress(11312)) { mes "[Fairy Carpenter]"; mes "This area is kind of broken, so be careful."; mes "Otherwise, you'll fall aaaaaall the way down."; @@ -743,7 +742,7 @@ ecl_in04,109,215,2 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ // For Eclage //============================================================ function script F_Eclage_Traveler { - if (checkquest(7411) > -1 && checkquest(7412) > -1 && checkquest(7413) > -1) { + if (questprogress(7411) && questprogress(7412) && questprogress(7413)) { cutin "minuel01.bmp",4; donpcevent "Eclage Guard#tl01::OnEnable"; mes "[Eclage Guard]"; @@ -781,7 +780,7 @@ function script F_Eclage_Traveler { erasequest 7412; erasequest 7413; setquest 7414; - set ep14_2_tl,1; + ep14_2_tl = 1; donpcevent "Eclage Guard#tl01::OnDisable"; close2; cutin "minuel01.bmp",255; @@ -792,7 +791,7 @@ function script F_Eclage_Traveler { ecl_in01,32,52,4 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ if (ep14_2_tl == 0) { - if (checkquest(7411) == -1) { + if (!questprogress(7411)) { mes "[Fome]"; mes "Come here and have a talk with us."; mes "My name is Fome and I'm from the central region of Alpheim."; @@ -903,7 +902,7 @@ ecl_in01,32,52,4 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ close; } OnTouch: - if (ep14_2_tl == 0 && checkquest(7411) == -1 && checkquest(7412) == -1 && checkquest(7413) == -1) { + if (ep14_2_tl == 0 && !questprogress(7411) && !questprogress(7412) && !questprogress(7413)) { mes "A group of travelers of Alpheim are having a conversation."; emotion e_loud; next; @@ -920,7 +919,7 @@ OnTouch: ecl_in01,32,51,6 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{ if (ep14_2_tl == 0) { - if (checkquest(7412) == -1) { + if (questprogress(7412)) { mes "[Litrip]"; mes "Oh, look at this strange traveler."; mes "Come here. My name is Litrip."; @@ -1008,7 +1007,7 @@ ecl_in01,32,51,6 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{ ecl_in01,35,51,2 script Traveler Chiba#tl03 4_M_DOGTRAVELER2,{ if (ep14_2_tl == 0) { - if (checkquest(7413) == -1) { + if (questprogress(7413)) { mes "[Chiba]"; mes "You're human from Midgard."; mes "I'm Chiba."; @@ -1111,7 +1110,7 @@ ecl_in01,82,70,2 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "Please follow me then."; erasequest 7414; setquest 7415; - set ep14_2_tl,2; + ep14_2_tl = 2; close2; warp "ecl_in03",244,89; cutin "minuel02.bmp",255; @@ -1157,7 +1156,7 @@ ecl_in01,82,70,2 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "I see you pretty often."; mes "I was notified in advance that the Chief of Staff requested for an audience."; next; - if (checkquest(7416,PLAYTIME) < 2) { + if (questprogress(7416,PLAYTIME) != 2) { mes "[Eclage Guard]"; mes "But I'm afraid it's too early."; mes "I think you have to wait for a while."; @@ -1176,7 +1175,7 @@ ecl_in01,82,70,2 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ case 1: mes "[Eclage Guard]"; mes "Follow me, please."; - set ep14_2_tl,4; + ep14_2_tl = 4; close2; warp "ecl_in03",58,72; cutin "minuel02.bmp",255; @@ -1210,7 +1209,7 @@ ecl_in01,82,70,2 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ end; } } else if (ep14_2_tl == 5) { - if (checkquest(7418) == -1) { + if (!questprogress(7418)) { cutin "minuel01.bmp",2; mes "[Eclage Guard]"; mes "Eh, good to see you again."; @@ -1423,12 +1422,12 @@ ecl_in03,245,93,2 script Chief of Staff#tl01 4_F_FAIRY,{ mes "By the way, the guard who is going to lead you will be at the east gate. Don't forget the time."; erasequest 7415; setquest 7416; - set ep14_2_tl,3; + ep14_2_tl = 3; close2; warp "ecl_in01",47,28; end; } else if (ep14_2_tl == 3) { - if (checkquest(7416,PLAYTIME) < 2) { + if (questprogress(7416,PLAYTIME) != 2) { mes "[Shenime]"; mes "You need to wait a little longer to see Mayor Jun."; mes "He is pretty busy, so please bear with us."; @@ -1572,7 +1571,7 @@ ecl_in03,41,90,2 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "I'll be looking forward to seeing you, stranger who will be my friend."; erasequest 7416; setquest 7417; - set ep14_2_tl,5; + ep14_2_tl = 5; close2; cutin "kardui01.bmp",255; end; @@ -1618,7 +1617,7 @@ ecl_fild01,205,86,4 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{ mes "...Ah... I'm just feeling sorry for myself, so just continue on your way."; close; } else { - if (checkquest(7419) == -1) { + if (!questprogress(7419)) { mes "[Roy]"; mes "It's hard."; mes "It really is hard."; @@ -1705,7 +1704,7 @@ eclage,112,40,4 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "I hope you enjoy your trip."; close; } else { - if (checkquest(7420) == -1) { + if (!questprogress(7420)) { mes "[Leo]"; mes "Hi, how are you?"; emotion e_gasp; diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt index 0511a1e55..4cd3ec886 100644 --- a/npc/re/quests/quests_malangdo.txt +++ b/npc/re/quests/quests_malangdo.txt @@ -73,7 +73,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ close; } delitem 12636,10; //Malang_Sp_Can - set ep13_yong1,10; + ep13_yong1 = 10; mes "[Investment Cat Helper]"; mes "Good!"; mes "Write down here~ and"; @@ -129,7 +129,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "smell... smell..."; next; if (ep13_yong1 < 10000) { - set .@cans,10; + .@cans = 10; mes "[Investment Cat Helper]"; mes "This is a familiar smell!!"; mes "If it's so...!!"; @@ -142,7 +142,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "From your smell~ you are below 10,000 accounts."; mes "Until then, you can get an account by investing ten cans."; } else { - set .@cans,20; + .@cans = 20; mes "[Investment Cat Helper]"; mes "Such a stong smell!!"; mes "Then it must be!!"; @@ -178,7 +178,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "You can get a maximum of 10 accounts~"; close; } - set .@required, .@input*.@cans; + .@required = .@input*.@cans; mes "[Investment Cat Helper]"; mes "Total " + .@input + " accounts, right?"; mes "The number of cans you need is "+.@required+" pieces."; @@ -199,7 +199,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ } if (ep13_yong1 < 10000) { delitem 12636,.@required; //Malang_Sp_Can - set ep13_yong1, ep13_yong1+.@input; + ep13_yong1 += .@input; mes "[Investment Cat Helper]"; mes .@input+" accounts were invested in."; mes "Thank you for your help~"; @@ -213,7 +213,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ } else { if (.@input + ep13_yong1 > 20000) { delitem 12636,.@required; //Malang_Sp_Can - set ep13_yong1,20000; + ep13_yong1 = 20000; mes "[Investment Cat Helper]"; mes "You can have 20,000 accounts max"; mes "according to the trader policy..."; @@ -227,7 +227,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ close; } else { delitem 12636,.@required; //Malang_Sp_Can - set ep13_yong1, ep13_yong1+.@input; + ep13_yong1 += .@input; mes "[Investment Cat Helper]"; mes .@input+" accounts have been invested in."; mes "Thank you for your help~"; @@ -318,13 +318,13 @@ malangdo,184,139,4 script Storekeeper#mal 4_CAT_ADV2,{ mes "What do you take me for?"; next; if (ep13_yong1 > 999) { - set .@cans,1; - set .@zeny,1500; - set .@i, select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z"); + .@cans = 1; + .@zeny = 1500; + .@i = select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z"); } else { - set .@cans,2; - set .@zeny,3000; - set .@i, select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z"); + .@cans = 2; + .@zeny = 3000; + .@i = select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z"); } if (getskilllv("NV_BASIC") < 6) { mes "[Storekeeper]"; @@ -504,7 +504,7 @@ mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{ mes "[Tomas, Village Chief]"; mes "You're just in time. Go to the ^0000FFregular meeting^000000 being held now."; mes "The meeting place is ^0000FFat the end of the corridor^000000."; - set ma_tomas,1; + ma_tomas = 1; setquest 11209; close2; cutin "",255; @@ -612,7 +612,7 @@ mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{ next; mes "[Tomas, Village Chief]"; mes "Then, as village chief and the admiral of the cat association, I'd like you to get along with me as well!"; - set ma_tomas,100; + ma_tomas = 100; completequest 11237; getitem 6422,30; //Egrade_Coin close2; @@ -652,7 +652,7 @@ mal_in02,182,61,3 script President of Meeting#mal 4_M_BOSSCAT,{ next; mes "[President of Meeting]"; mes "Umm... Yes. Then, please say first, ^6666ccScottfold^000000."; - set ma_tomas,2; + ma_tomas = 2; changequest 11209,11210; emotion e_paper,0,"Scottfold#mal"; close; @@ -720,7 +720,7 @@ mal_in02,178,66,5 script Scottfold#mal 4_M_BABYCAT,{ next; mes "[President of Meeting]"; mes "Then for the next... yes, Koon please speak now."; - set ma_tomas,3; + ma_tomas = 3; changequest 11210,11211; emotion e_paper,0,"Koon#mal"; close; @@ -761,7 +761,7 @@ mal_in02,177,58,7 script Koon#mal 4_CAT_SAILOR3,{ next; mes "[President of Meeting]"; mes "Yes. Carry on please."; - set ma_tomas,4; + ma_tomas = 4; changequest 11211,11212; emotion e_paper,0,"Linguist Devore#mal"; close; @@ -810,7 +810,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ next; mes "[Linguist Devore]"; mes "It's like this, for the question, ¬¬¬Ñ¬Ü ¬ã¬Ú?, it says, ¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?"; - next; + next; mes "[Linguist Devore]"; mes "Though I tried talking to Biscuit like this, there was no feedback."; next; @@ -820,7 +820,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "[President of Meeting]"; mes "Ok, we listened well to what Dr. Devore said."; mes "Then, let's wrap up the progress of the language study, and listen to Geologist, Dr. Mali."; - set ma_tomas,5; + ma_tomas = 5; changequest 11212,11213; emotion e_paper,0,"Geologist Mali#mal"; close; @@ -871,7 +871,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "[Linguist Devore]"; mes "Why are they here and what do they want!"; mes "I'd be good enough if I could just know it!"; - set ma_tomas,19; + ma_tomas = 19; changequest 11225,11226; close; } else if (ma_tomas == 19) { @@ -897,7 +897,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ next; mes "[Linguist Devore]"; mes "Let's go and hear it together!!"; - set ma_tomas,21; + ma_tomas = 21; changequest 11227,11228; close; } else if (ma_tomas < 34) { @@ -927,7 +927,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "Ah, and I really want to tell this happy news to our chief, Tomas."; mes "Please!!"; emotion e_hlp; - set ma_tomas,35; + ma_tomas = 35; changequest 11236,11237; getitem 6422,30; //Egrade_Coin close; @@ -978,7 +978,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ next; mes "[President of Meeting]"; mes "Mr. Brie!! I understand what your situation is, but please clam dowm, since we're having a meeting."; - set ma_tomas,6; + ma_tomas = 6; changequest 11213,11214; emotion e_paper,0,"Brie#mal"; close; @@ -1047,7 +1047,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ mes "[Geologist Mali]"; mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~"; mes "Get out of here and visit the ^6666cca room on your right^000000, mew~"; - set ma_tomas,14; + ma_tomas = 14; setquest 11221; close; case 2: @@ -1093,19 +1093,19 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ mes "[Geologist Mali]"; mes "Everyone knows how you, Dr. Devore, are studying hard, mew~!!!"; mes "You do your best, so be more confident, mew~!"; - set ma_tomas,18; + ma_tomas = 18; completequest 11224; setquest 11225; setquest 11243; getitem 6422,20; //Egrade_Coin close; } else if (ma_tomas > 99) { - if (checkquest(11240) > -1 || checkquest(11241) > -1) { + if (questprogress(11240) || questprogress(11241)) { mes "[Geologist Mali]"; mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~."; mes "Get out of here and visit the ^6666cca room on your right^000000, mew~"; close; - } else if (checkquest(11242) > -1) { + } else if (questprogress(11242)) { mes "[Geologist Mali]"; mes "Ah! Bob complimented you so much on your great job, mew~"; mes "Please help us next time again when you can, mew~"; @@ -1113,13 +1113,13 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ getitem 6422,4; //Egrade_Coin close; } else { - if (checkquest(11243,PLAYTIME) == 0 || checkquest(11243,PLAYTIME) == 1) { + if (questprogress(11243,PLAYTIME) == 1) { mes "[Geologist Mali]"; mes "Don't overdo yourself, mew~"; mes "It'd be bad if your health gets worse, mew~"; close; } - if (checkquest(11243,PLAYTIME) == 2) + if (questprogress(11243,PLAYTIME) == 2) erasequest 11243; mes "[Geologist Mali]"; mes "There is a lot more repairing left to do for today!"; @@ -1157,10 +1157,10 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ } else if (ma_tomas == 14) { // Dialogue in repeatable quest is identical. // Uses a variable to determine the quest mode. - set @mal_bob_q,1; + @mal_bob_q = 1; L_Quest1: - set .@i, @mal_bob_q; - set @mal_bob_q,0; + .@i = @mal_bob_q; + @mal_bob_q = 0; mes "[Bob]"; mes "You bow-wow! bow! wow! I mew! mew! mew!"; mes "I'm into juice from delicious fish, mew~"; @@ -1219,7 +1219,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "Ah, right..."; mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000"; if (.@i == 1) { - set ma_tomas,15; + ma_tomas = 15; changequest 11221,11222; } else changequest 11240,11241; @@ -1288,14 +1288,14 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "I will tell Dr. Mali!"; if (countitem(6434) > 0) delitem 6434,1; //Fix_Kit - set ma_tomas,17; + ma_tomas = 17; changequest 11223,11224; close; } else if (ma_tomas > 99) { - if (checkquest(11240) > -1) { - set @mal_bob_q,2; + if (questprogress(11240)) { + @mal_bob_q = 2; goto L_Quest1; - } else if (checkquest(11241) > -1) + } else if (questprogress(11241)) goto L_Quest2; } mes "[Bob]"; @@ -1307,17 +1307,17 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ - script Crack#mal0 -1,{ if (.off) end; // Official script uses a 1-second timer to disable cracks. Added to prevent abuse. - if (ma_tomas == 15 || checkquest(11241) > -1) { + if (ma_tomas == 15 || questprogress(11241)) { if (countitem(6434) < 1) { mes "- To repair the crack -"; mes "- you need a Fix Kit. -"; close; } - set .@ma_cr1, rand(1,10); + .@ma_cr1 = rand(1,10); if (.@ma_cr1 < 5) { mes "- Ground is a bit cracked. -"; mes "- Used a stapler. -"; - set .off,1; + .off = 1; donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; close; } else if (.@ma_cr1 == 7) { @@ -1360,17 +1360,17 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ if (rand(1,3) == 2) { mes "- Let's get back to report this. -"; if (ma_tomas == 15) { - set ma_tomas,16; + ma_tomas = 16; changequest 11222,11223; } - if (checkquest(11241) > -1) { + if (questprogress(11241)) { changequest 11241,11242; } } else { mes "- Let's find -"; mes "- the other cracks. -"; } - set .off,1; + .off = 1; donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; close; } @@ -1385,7 +1385,7 @@ OnEnable: enablenpc strnpcinfo(0); end; OnDisable: - set .off,0; + .off = 0; disablenpc strnpcinfo(0); end; } @@ -1478,7 +1478,7 @@ mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ mes "[President of Meeting]"; mes "Well, let's have a break for now."; mes "In time, Samuel brought Seaweed and tuna here."; - set ma_tomas,7; + ma_tomas = 7; completequest 11214; setquest 11215; close; @@ -1505,7 +1505,7 @@ mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ next; mes "[Brie]"; mes "My father will be staying there saying he's really bored today again..."; - set ma_tomas,8; + ma_tomas = 8; changequest 11215,11216; close; case 2: @@ -1552,7 +1552,7 @@ mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ mes "[Geologist Mali]"; mes "Now as I get him back home, I'm going to find the participants, mew~"; mes "Cheers!"; - set ma_tomas,13; + ma_tomas = 13; completequest 11220; close; } @@ -1722,7 +1722,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "Ah! Keep the secret to my son for sure~"; mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~"; emotion e_kis; - set ma_tomas,9; + ma_tomas = 9; changequest 11216,11217; close; case 2: @@ -1748,7 +1748,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ next; mes "[Rican]"; mes "Then would you put it in the machine in front of me?"; - set ma_tomas,10; + ma_tomas = 10; changequest 11217,11218; close; } else if (ma_tomas == 10) { @@ -1793,7 +1793,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "[Rican]"; mes "If you see my son, please tell him to get back soon~"; mes "And this is for you to buy something delicious with, since you did hard work."; - set ma_tomas,12; + ma_tomas = 12; getitem 6422,20; //Egrade_Coin changequest 11219,11220; setquest 11239; @@ -1805,7 +1805,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "If you see my son, please tell him to get back soon~"; close; } else if (ma_tomas > 99) { - if (checkquest(11238) != -1) { + if (questprogress(11238)) { if (countitem(6435) < 30) { mes "[Rican]"; mes "You need exactly 30 to get a set!"; @@ -1819,13 +1819,13 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ setquest 11239; getitem 6422,5; //Egrade_Coin close; - } else if (checkquest(11239,PLAYTIME) == 0 || checkquest(11239,PLAYTIME) == 1) { + } else if (questprogress(11239,PLAYTIME) == 1) { mes "[Rican]"; mes "Would you like to take a rest for a while?"; mes "It hasn't been a day yet since you last worked~"; close; } else { - if (checkquest(11239,PLAYTIME) == 2) + if (questprogress(11239,PLAYTIME) == 2) erasequest 11239; mes "[Rican]"; mes "Hehe~"; @@ -1877,7 +1877,7 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ mes "- The machine starts operating -"; mes "- when he presses the button. -"; delitem 6435,30; //Fresh_Fruit - set ma_tomas,11; + ma_tomas = 11; changequest 11218,11219; close; case 2: @@ -1900,7 +1900,7 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - if (ma_tomas == 9 || checkquest(11238) > -1) { + if (ma_tomas == 9 || questprogress(11238)) { if (rand(1,5) == 4) { mes "- As I put my hand in the sand -"; mes "- a fresh smell comes out. -"; @@ -1912,7 +1912,7 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ mes "- Ah, ah! Feels bad... -"; emotion e_omg,1; } - set .off,1; + .off = 1; donpcevent "Water Sand"+strnpcinfo(2)+"#mal::OnEnable"; close; } @@ -1923,7 +1923,7 @@ OnEnable: enablenpc strnpcinfo(0); end; OnDisable: - set .off,0; + .off = 0; disablenpc strnpcinfo(0); end; } @@ -2085,7 +2085,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Hey... Don't look down on me!"; emotion e_ag; donpcevent "Linguist Devore#mald::OnDisable"; - set ma_tomas,22; + ma_tomas = 22; completequest 11228; setquest 11229; close; @@ -2129,7 +2129,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "So we haven't needed any more explanation or flowery words..."; mes "Woo, it's bothering me so much!"; if (ma_tomas == 22) - set ma_tomas,23; + ma_tomas = 23; if (ma_tomas == 25) close; next; @@ -2149,7 +2149,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "It was a life like a flame... Sob sob sob sob"; emotion e_sob; if (ma_tomas == 23) - set ma_tomas,24; + ma_tomas = 24; if (ma_tomas == 25) close; next; @@ -2162,7 +2162,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Now, those cats already occupied it as they wanted."; mes "It's a problem because Star Candy is too kind..."; if (ma_tomas == 24) { - set ma_tomas,25; + ma_tomas = 25; changequest 11229,11230; } if (ma_tomas == 25) @@ -2181,7 +2181,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "You can get the jellies around here."; mes "It's not that difficult, and you should come back before Star Candy's meal time!"; mes "About 30 jellies would be okay for a meal."; - set ma_tomas,26; + ma_tomas = 26; changequest 11230,11231; close; case 2: @@ -2204,10 +2204,10 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ } else if (ma_tomas == 26) { // Dialogue in repeatable quest is identical. // Uses a variable to determine the quest mode. - set @mal_bob_q,1; + @mal_bob_q = 1; L_Quest: - set .@i, @mal_bob_q; - set @mal_bob_q,0; + .@i = @mal_bob_q; + @mal_bob_q = 0; if (countitem(12624) < 30) { mes "[Biscuit]"; mes "It's not enough at all~"; @@ -2219,7 +2219,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "There won't be any problem to prepare her meal."; delitem 12624,30; //Delicious_Jelly if (.@i == 1) { - set ma_tomas,27; + ma_tomas = 27; changequest 11231,11232; } else { erasequest 11244; @@ -2294,7 +2294,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "[Biscuit]"; mes "Then please find the brush to wash her and get a basket to move water here."; mes "Maybe they're stacked in the storage."; - set ma_tomas,28; + ma_tomas = 28; changequest 11232,11233; close; } else if (ma_tomas == 28) { @@ -2304,7 +2304,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "You brought the tools successfully."; mes "Now you can wash the dry skin in the counter-clockwise direction!"; mes "Right, then from her left leg...!"; - set ma_tomas,29; + ma_tomas = 29; changequest 11233,11234; close; } else if (countitem(6433) && countitem(6431)) { @@ -2378,22 +2378,22 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "[Biscuit]"; mes "This is not for you... and all of you, either. It's rather for Star Candy to get rest as soon as possible, you know!"; emotion e_pif; - set ma_tomas,34; + ma_tomas = 34; erasequest 11235; setquest 11236; getitem 6422,100; //Egrade_Coin getitem 12636,20; //Malang_Sp_Can close; } else if (ma_tomas > 99) { - if (checkquest(11244) > -1) { - set @mal_bob_q,2; + if (questprogress(11244)) { + @mal_bob_q = 2; goto L_Quest; - } else if (checkquest(11245,PLAYTIME) == 0 || checkquest(11245,PLAYTIME) == 1) { + } else if (questprogress(11245,PLAYTIME) == 1) { mes "[Biscuit]"; mes "I'll call you when I need you, so don't worry!"; close; } else { - if (checkquest(11245,PLAYTIME) == 2) + if (questprogress(11245,PLAYTIME) == 2) erasequest 11245; mes "[Biscuit]"; mes "It's the time for Star Candy to have a meal."; @@ -2575,7 +2575,7 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -"; next; mes "- I think it's better to let Dr. Devore know this soon. -"; - set ma_tomas,20; + ma_tomas = 20; changequest 11226,11227; close; } @@ -2587,12 +2587,12 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ } - script #skin_mal -1,{ - set .@index, atoi(strnpcinfo(2)); + .@index = atoi(strnpcinfo(2)); switch(.@index) { - case 29: set .@str$,"dry"; break; - case 30: set .@str$,"prickly"; break; - case 31: set .@str$,"chapped"; break; - case 32: set .@str$,"hard"; break; + case 29: .@str$ = "dry"; break; + case 30: .@str$ = "prickly"; break; + case 31: .@str$ = "chapped"; break; + case 32: .@str$ = "hard"; break; default: mes "An error has occurred."; close; @@ -2613,9 +2613,9 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ getitem 6431,1; //Bucket next; if (rand(1,2) == 1) - set .@menu$,"Brush.:Stop.:"; + .@menu$ = "Brush.:Stop.:"; else - set .@menu$,":Stop.:Brush."; + .@menu$ = ":Stop.:Brush."; switch(select(.@menu$)) { case 1: case 3: @@ -2657,13 +2657,13 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ mes "Thanks so much."; break; default: - set ma_tomas, ma_tomas+1; + ++ma_tomas; if (.@index == 32) changequest 11234,11235; close; } cutin "ma_starcandy",2; - set ma_tomas, ma_tomas+1; + ++ma_tomas; if (.@index == 32) changequest 11234,11235; close2; @@ -2772,13 +2772,13 @@ malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ mes "^770099This cat is working on something, but she asks for help above level 60.^000000"; close; } - set .@fish_ss1$, "What are you doing?"; + .@fish_ss1$ = "What are you doing?"; if (countitem(6451) > 29) - set .@fish_ss2$, "I caught a lot of strange fishes!"; + .@fish_ss2$ = "I caught a lot of strange fishes!"; else - set .@fish_ss2$, (30-countitem(6451))+" of ^bbbbbbUnidentified Fish are required.^000000"; + .@fish_ss2$ = (30-countitem(6451))+" of ^bbbbbbUnidentified Fish are required.^000000"; if (ma_tomas == 100) - set .@fish_ss3$, "I met an Admiral Tomas..."; + .@fish_ss3$ = "I met an Admiral Tomas..."; mes "[Pipielle]"; mes "Would you come here and open your bag for me?"; next; @@ -2876,7 +2876,7 @@ malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ next; mes "[Pipielle]"; mes "And this is a small gift for looking after admiral Tomas."; - set ma_tomas,101; + ma_tomas = 101; getitem 6422,200; //Egrade_Coin mes "^0000ffReceived 200 E Class Coins.^000000"; close; @@ -2890,7 +2890,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "- Can't go next step due to having too many items. -"; close; } - if (checkquest(1152,PLAYTIME) == 0) { + if (!questprogress(1152,PLAYTIME)) { mes "[Gobonge]"; mes "Hmm, investigation is not enough."; mes "We need go back to basic point."; @@ -2898,13 +2898,13 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "I might be in pain of stomach"; mes "like usual."; close; - } else if (checkquest(1152,PLAYTIME) == 1) { + } else if (questprogress(1152,PLAYTIME) == 1) { erasequest 1152; - set malang_bad_guys,0; - } else if (checkquest(1152,PLAYTIME) == 2) { + malang_bad_guys = 0; + } else if (questprogress(1152,PLAYTIME) == 2) { completequest 1152; erasequest 1152; - set malang_bad_guys,0; + malang_bad_guys = 0; } if (BaseLevel < 60) { mes "[Gobonge]"; @@ -2970,7 +2970,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "We should get them to help"; mes "our cats' well-being!"; setquest 1145; - set malang_bad_guys,1; + malang_bad_guys = 1; close; } } @@ -3008,7 +3008,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "I need time to concentrate on my stomachache."; mes "You can go now!"; erasequest 1151; - set malang_bad_guys,8; + malang_bad_guys = 8; getitem 12636,20; //Malang_Sp_Can delitem 6427,1; //Bad_Can_Sack delitem 6426,30; //Bad_Can @@ -3036,14 +3036,14 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "Sorry, but you should go now"; mes "so that I can concentrate on my stomachache."; setquest 1152; - set malang_bad_guys,9; + malang_bad_guys = 9; close; case 2: mes "[Gobonge]"; mes "All right, then I will have time"; mes "to concentrate on my stomachache."; setquest 1153; - set malang_bad_guys,10; + malang_bad_guys = 10; close; } } else if (malang_bad_guys == 9) { @@ -3071,7 +3071,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "so let's investigate tomorrow!"; erasequest 1155; setquest 1152; - set malang_bad_guys,13; + malang_bad_guys = 13; getitem 6422,5; //Egrade_Coin close; } else if (malang_bad_guys == 13) { @@ -3175,7 +3175,7 @@ OnTouch: if (malang_bad_guys == 1) { erasequest 1145; setquest 1146; - set malang_bad_guys,2; + malang_bad_guys = 2; } close; } else if (malang_bad_guys > 2 && malang_bad_guys < 8) { @@ -3199,7 +3199,7 @@ OnTouch: if (malang_bad_guys == 3) { erasequest 1147; setquest 1148; - set malang_bad_guys,4; + malang_bad_guys = 4; } close; } else if (malang_bad_guys > 7) { @@ -3229,7 +3229,7 @@ OnTouch: if (malang_bad_guys == 2) { erasequest 1146; setquest 1147; - set malang_bad_guys,3; + malang_bad_guys = 3; } close; } @@ -3265,7 +3265,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "You need to search lounge of ship Navi?"; erasequest 1148; setquest 1149; - set malang_bad_guys,5; + malang_bad_guys = 5; close; } } else if (malang_bad_guys == 5) { @@ -3344,7 +3344,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "located in the shining coral area."; erasequest 1150; setquest 1151; - set malang_bad_guys,7; + malang_bad_guys = 7; close; } } @@ -3396,7 +3396,7 @@ OnTouch: mes "is in Awfully Suspious Dealer in deck."; erasequest 1149; setquest 1150; - set malang_bad_guys,6; + malang_bad_guys = 6; getitem 6427,1; //Bad_Can_Sack close; } else if (malang_bad_guys == 6) { @@ -3447,11 +3447,11 @@ malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{ mes "I will expect various bad activities."; erasequest 1153; setquest 1154; - set malang_bad_guys,11; + malang_bad_guys = 11; close; } } else if (malang_bad_guys == 11) { - if (checkquest(1154,HUNTING) == 2) { + if (questprogress(1154,HUNTING) == 2) { mes "[Patrol Leader]"; mes "Wow, you did to ^0000FFRed Eruma^000000 so badly!"; mes "I am impressed at your work."; @@ -3473,7 +3473,7 @@ malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{ mes "Visit Gobonge now."; erasequest 1154; setquest 1155; - set malang_bad_guys,12; + malang_bad_guys = 12; close; } mes "[Patrol Leader]"; @@ -3537,7 +3537,7 @@ malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{ case 3: mes "[Helper]"; mes "Yap!"; - set malang_bad_guys,0; + malang_bad_guys = 0; erasequest 1152; close; case 4: @@ -3550,12 +3550,12 @@ malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{ mes "Yap!"; erasequest 1150; setquest 1151; - set malang_bad_guys,7; + malang_bad_guys = 7; close; case 6: mes "[Helper]"; mes "Yap!"; - set malang_bad_guys,10; + malang_bad_guys = 10; close; } } @@ -3645,7 +3645,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "[Cleanyang]"; mes "There is definitely something I do not know. Meow."; mes "Meow... I'll clean this place up. Please find something instead of me."; - set mal_qook,1; + mal_qook = 1; setquest 7260; close; } @@ -3654,7 +3654,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ close; } } else if (mal_qook == 1) { - if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1) { + if (questprogress(7261) && questprogress(7262) && questprogress(7263)) { emotion e_omg; mes "[Cleanyang]"; mes "Uh. What is that? Meow."; @@ -3698,7 +3698,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "Please show this to chef and tell him that Cleanyang really cleaned up very well."; mes "Well... I'm still afraid of chef..."; mes "...please! Meow!"; - set mal_qook,2; + mal_qook = 2; erasequest 7261; erasequest 7262; erasequest 7263; @@ -3805,7 +3805,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "[Cleanyang]"; mes "So let me see you everyday from provided cat's ship biscuit tomorrow."; mes "You did good job. This is a token of thanks."; - set mal_qook,6; + mal_qook = 6; getitem 12636,30; //Malang_Sp_Can getexp 80000,80000; setquest 7267; @@ -3839,14 +3839,14 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ next; switch(select("It's time to promise~:I'm here to see the result~:Shake your butt~")) { case 1: - if (checkquest(7267,PLAYTIME) == 0) { + if (!questprogress(7267,PLAYTIME)) { mes "[Cleanyang]"; mes "Uh? Not yet."; mes "Today's cat's ship biscuit is not provided yet, so I will know that after wait little bit more."; mes "It might be after chef's distribution of cat's ship biscuit."; close; } - if (checkquest(7268) != -1) { + if (questprogress(7268)) { mes "[Cleanyang]"; mes "My service to you today."; mes "Recently, there are 9 spot that hided cat's ship biscuit as well."; @@ -3860,7 +3860,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "Please search the 9 spot where hiding frequently."; close; } - if (checkquest(7267,PLAYTIME) == 2) + if (questprogress(7267,PLAYTIME) == 2) completequest 7267; erasequest 7267; mes "[Cleanyang]"; @@ -3884,15 +3884,15 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ close; } case 2: - if (checkquest(7268) == -1) { + if (!questprogress(7268)) { mes "[Cleanyang]"; mes "Um? Nobody request for collecting cat's ship biscuit today."; mes "By the way, what is the result report?"; mes "Are you sick?"; close; } - if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1 && checkquest(7269) != -1 && checkquest(7270) != -1 && - checkquest(7271) != -1 && checkquest(7272) != -1 && checkquest(7273) != -1 && checkquest(7274) != -1 && checkquest(7275) != -1) { + if (questprogress(7261) && questprogress(7262) && questprogress(7263) && questprogress(7269) && questprogress(7270) && + questprogress(7271) && questprogress(7272) && questprogress(7273) && questprogress(7274) && questprogress(7275)) { mes "[Cleanyang]"; mes "Um, the rising cat's ship biscuit spot!"; mes "Did you collect all fully?"; @@ -3953,7 +3953,7 @@ mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{ close; } if (mal_qook == 1) { - if (checkquest(7261) == -1) { + if (!questprogress(7261)) { mes "Lots of junk are piled up in a corner of captain's room."; mes "Cleanyang might not clean in a corner because it is not within his hand."; next; @@ -3987,7 +3987,7 @@ mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{ setquest 7261; getitem 11536,1; //Cat_Hard_Biscuit next; - if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1) { + if (questprogress(7261) && questprogress(7262) && questprogress(7263)) { mes "I guess I searched pretty enough."; mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; close; @@ -4000,8 +4000,8 @@ mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{ mes "I think it's ok now due to we removed all of them."; close; } - if (checkquest(7268) != -1) { - if (checkquest(7261) == -1) { + if (questprogress(7268)) { + if (!questprogress(7261)) { mes "Lots of junk are piled up in a corner of captain's room."; mes "Cleanyng might not clean in a corner because it is not within his hand."; mes "He reached out and search under the junk."; @@ -4031,8 +4031,8 @@ mal_in02,183,49,0 script #MeetingFloor4 CLEAR_NPC,{ mes "- You have too many items so you can't continue the quest. -"; close; } - if (mal_qook == 1 || checkquest(7268) != -1) { - if (checkquest(7263) == -1) { + if (mal_qook == 1 || questprogress(7268)) { + if (!questprogress(7263)) { mes "This is ventilation window on the floor. It is really close to Cooking table"; mes "I'm trying to ignore that but it is on my mind. What should I do?"; next; @@ -4056,7 +4056,7 @@ mal_in02,183,49,0 script #MeetingFloor4 CLEAR_NPC,{ getitem 11536,1; //Cat_Hard_Biscuit if (mal_qook == 1) { next; - if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1) { + if (questprogress(7261) && questprogress(7262) && questprogress(7263)) { mes "I guess I searched pretty enough."; mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; } else @@ -4078,8 +4078,8 @@ mal_in02,103,22,0 script #MalBed5 CLEAR_NPC,{ mes "- You have too many items so you can't continue the quest. -"; close; } - if (mal_qook == 1 || checkquest(7268) != -1) { - if (checkquest(7262) == -1) { + if (mal_qook == 1 || questprogress(7268)) { + if (!questprogress(7262)) { mes "This is bed for sailors. There is too much hair and so messy."; mes "At the corner of under the bed is does not reached hand so I'm thinking too much about that."; next; @@ -4096,7 +4096,7 @@ mal_in02,103,22,0 script #MalBed5 CLEAR_NPC,{ getitem 11536,1; //Cat_Hard_Biscuit if (mal_qook == 1) { next; - if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1) { + if (questprogress(7261) && questprogress(7262) && questprogress(7263)) { mes "I guess I searched pretty enough."; mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; } else @@ -4123,8 +4123,8 @@ malangdo,141,178,0 script #Darkweed6 CLEAR_NPC,{ mes "- You have too many items so you can't continue the quest. -"; close; } - if (checkquest(7268) != -1) { - if (checkquest(7269) == -1) { + if (questprogress(7268)) { + if (!questprogress(7269)) { mes "Many weeds are growing in rest area near cat tower."; mes "It's easily ignored, so it's on my mind."; next; @@ -4160,9 +4160,9 @@ malangdo,133,134,0 script Strange Pile of Sand#7 4_SOIL,{ mes "- You have too many items so you can't continue the quest. -"; close; } - if (checkquest(7268) != -1) { - set .@quest, (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275; - if (checkquest(.@quest) == -1) { + if (questprogress(7268)) { + .@quest = (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275; + if (!questprogress(.@quest)) { mes "The pile of sand is billowed like a grave. Should be something in there."; mes "According to rumors, cats have a habit to bury with sand after stool..."; next; @@ -4204,8 +4204,8 @@ malangdo,232,131,0 script #UnderStairs8 CLEAR_NPC,{ mes "- You have too many items so you can't continue the quest. -"; close; } - if (checkquest(7268) != -1) { - if (checkquest(7271) == -1) { + if (questprogress(7268)) { + if (!questprogress(7271)) { mes "Some weeds are growing under the low stairs."; mes "It's really hard to find something fell under the stairs.."; next; @@ -4238,8 +4238,8 @@ mal_in01,74,20,0 script #CornerTower9 CLEAR_NPC,{ mes "- You have too many items so you can't continue the quest. -"; close; } - if (checkquest(7268) != -1) { - if (checkquest(7272) == -1) { + if (questprogress(7268)) { + if (!questprogress(7272)) { mes "This cat tower is for playing and resting."; mes "Dust is piled up because there is gap between the foothold and ground."; next; @@ -4269,8 +4269,8 @@ mal_in01,159,225,0 script #CornerLocker10 CLEAR_NPC,{ mes "- You have too many items so you can't continue the quest. -"; close; } - if (checkquest(7268) != -1) { - if (checkquest(7273) == -1) { + if (questprogress(7268)) { + if (!questprogress(7273)) { mes "In the corner of the gap between the wall and locker that is used by cat's gamers,"; mes "I can see something there. It's really hard to find object if drop there."; next; @@ -4300,8 +4300,8 @@ mal_in01,24,72,0 script #FootholdTower11 CLEAR_NPC,{ mes "- You have too many items so you can't continue the quest. -"; close; } - if (checkquest(7268) != -1) { - if (checkquest(7274) == -1) { + if (questprogress(7268)) { + if (!questprogress(7274)) { mes "This cat tower is for playing and resting in Malangdo."; mes "Dust is piled up because there is gap between the foothold and ground."; next; @@ -4411,7 +4411,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "Chef is outraged and very upset."; mes "He mumbled and made a threatening sound with grind his teeth."; mes "Come back later when he calms down."; - set mal_qook,3; + mal_qook = 3; erasequest 7264; setquest 7265; close; @@ -4445,7 +4445,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ next; mes "A look of chef is quite serious."; mes "Let me tell Cleanyang about the result first."; - set mal_qook,4; + mal_qook = 4; erasequest 7265; setquest 7266; close; @@ -4464,7 +4464,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "If you don't mind, just come back tomorrow."; delitem 577,10; //Grain delitem 7454,1; //Plain_Sauce - set mal_qook,5; + mal_qook = 5; erasequest 7266; setquest 7276; close; @@ -4485,7 +4485,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ next; switch(select("What's today's work?:Food Delivery:Just bored...")) { case 1: - if (checkquest(7276,PLAYTIME) == 0) { + if (questprogress(7276,PLAYTIME)) { mes "[Chef Nyas]"; mes "Now, cat's ship biscuit is being baked in this oven."; mes "It's all for your delivery food."; @@ -4506,12 +4506,12 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "Just take care of them."; close; } - if (checkquest(7276,PLAYTIME) == 2) + if (questprogress(7276,PLAYTIME) == 2) completequest 7276; mes "[Chef Nyas]"; mes "Here you are."; mes "I need ingredients for cat's ship biscuit now. Fortunately, you are here at the right moment."; - if (checkquest(7276) != -1) + if (questprogress(7276)) erasequest 7276; next; mes "[Chef Nyas]"; @@ -4558,13 +4558,13 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ next; mes "[Chef Nyas]"; mes "My curious food is..."; - set .@i, rand(1,66); + .@i = rand(1,66); // IDs grouped in 5s incrementally. setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434; mes "^4d4dff "+getitemname(.@StartID[(.@i-1)/5]+((.@i-1)%5))+" ^000000 ."; - set mal_food,.@i; + mal_food = .@i; setquest 7280+.@i; mes "Just one dish is enough, so please do it together."; next; @@ -4595,11 +4595,11 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "Is that ingredients of cat's ship biscuit and the food of human?"; mes "Let me check what you brought..."; next; - set .@i, mal_food; + .@i = mal_food; // IDs grouped in 5s incrementally. setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434; - set .@food, .@StartID[(.@i-1)/5]+((.@i-1)%5); + .@food = .@StartID[(.@i-1)/5]+((.@i-1)%5); if (countitem(577) >= 10 && countitem(7454) > 0 && countitem(.@food) > 0) { mes "[Chef Nyas]"; @@ -4610,7 +4610,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ delitem 7454,1; //Plain_Sauce delitem .@food,1; setquest 7276; - set mal_food,0; + mal_food = 0; erasequest 7280+.@i; // Quantities grouped in 10s repeating. @@ -4707,7 +4707,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "The youngest one is Charo, with gold fur."; mes "Roku has black fur, and Rosy has white fur."; mes "Please take care of them."; - set nyadven,1; + nyadven = 1; setquest 7242; close; case 2: @@ -4772,7 +4772,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "It's very kind of you to play with the kids."; mes "This is for you."; delitem 6430,6; //Picture_Piece - set nyadven,14; + nyadven = 14; getitem 6422,100; //Egrade_Coin completequest 7259; next; @@ -4877,7 +4877,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "made by the Meow Bravery Team!"; mes "Challenge it whenever you want to!"; delitem 746,1; //Glass_Bead - set nyadven,2; + nyadven = 2; getitem 12636,30; //Malang_Sp_Can close; case 2: @@ -4921,7 +4921,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ next; mes "Got Adventure Card from the yellow cat Charo."; mes "It seems to work if I put this card in the slot in the Beginning Compass."; - set nyadven,3; + nyadven = 3; getitem 6428,1; //Bravery_Card_A changequest 7242,7243; next; @@ -4950,8 +4950,8 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "Oh? Isn't this failed stamp from Bubi?"; mes "I'm really disappointed."; mes "Try again~ you can make it!"; - set nyadven02,0; - if (checkquest(7257) > -1) + nyadven02 = 0; + if (questprogress(7257)) erasequest 7257; close; } @@ -4998,7 +4998,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "Oh, you might shut your eyes to the fact."; mes "Give the Adventure Card back!"; delitem 6428,1; //Bravery_Card_A - set nyadven,5; + nyadven = 5; erasequest 7243; close; case 2: @@ -5013,7 +5013,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ next; mes "- Changed Adventure Card A into Adventure Card B. -"; delitem 6428,1; //Bravery_Card_A - set nyadven,6; + nyadven = 6; getitem 6429,1; //Bravery_Card_B setquest 7246; erasequest 7243; @@ -5039,7 +5039,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "It shouldn't happen that the detective misunderstands you as an enemy!"; next; mes "- Changed Adventure Card A into Adventure Card B. -"; - set nyadven,6; + nyadven = 6; getitem 6429,1; //Bravery_Card_B setquest 7246; next; @@ -5115,7 +5115,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "We couldn't make the Bravery Team without Rato."; mes "Please."; mes "Tell him we didn't forget our home island."; - set nyadven,13; + nyadven = 13; changequest 7258,7259; close; } else if (nyadven == 13) { @@ -5251,7 +5251,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Charo likes you so much."; mes "He will be happy if you come."; delitem 6428,1; //Bravery_Card_A - set nyadven02,29; + nyadven02 = 29; getitem 6422,3; //Egrade_Coin getexp 20000,20000; erasequest 7244; @@ -5290,8 +5290,8 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Beginning Compass, start!"; delitem 12636,1; //Malang_Sp_Can getitem 6428,1; //Bravery_Card_A - set nyadven02,0; - if (checkquest(7257) > -1) + nyadven02 = 0; + if (questprogress(7257)) erasequest 7257; close; case 2: @@ -5324,7 +5324,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Is this because of the machine?"; mes "Let's make void for this race."; delitem 6428,1; //Bravery_Card_A - set nyadven02,0; + nyadven02 = 0; erasequest 7244; erasequest 7245; close; @@ -5336,7 +5336,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Do you want to try again?"; mes "I will delete the report of the failed result."; } else { - if (checkquest(7257,PLAYTIME) == 0 || checkquest(7257,PLAYTIME) == 1) { + if (questprogress(7257,PLAYTIME) == 1) { mes "[Roku]"; mes "No, not yet."; mes "Duruduru race is only once for a day."; @@ -5347,7 +5347,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "I know that you will try the Duruduru race."; mes "I deleted your last report."; } - if (checkquest(7257) > -1) + if (questprogress(7257)) erasequest 7257; next; mes "[Roku]"; @@ -5372,7 +5372,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "Beginning Compass, start!"; delitem 12636,1; //Malang_Sp_Can getitem 6428,1; //Bravery_Card_A - set nyadven02,0; + nyadven02 = 0; close; case 2: mes "[Roku]"; @@ -5403,13 +5403,13 @@ malangdo,212,204,0 script Beginning Compass#nya_02 CLEAR_NPC,{ if (rand(20) < 10) { callsub L_Viewpoint,1,1; mes "The game has started already!"; - set nyadven02,11; + nyadven02 = 11; setquest 7244; close; } else { callsub L_Viewpoint,2,1; mes "The game has started already!"; - set nyadven02,21; + nyadven02 = 21; setquest 7245; close; } @@ -5462,8 +5462,8 @@ L_Viewpoint: viewpoint 1,213,89,4,0xFF0000; break; } - for(set .@i,1; .@i<=5; set .@i,.@i+1) - set .@str$, .@str$+((.@i >= getarg(1))?.@colors$[.@i]:"")+.@Text$[.@i]+" "; + for(.@i = 1; .@i<=5; ++.@i) + .@str$ += ((.@i >= getarg(1))?.@colors$[.@i]:"")+.@Text$[.@i]+" "; if (getarg(1) > 1) mes "After inserting the card and pressing the red button, the path to the destination lit up."; mes "The order will be "+.@str$+"^000000."; @@ -5476,27 +5476,27 @@ L_Viewpoint: mes "This is the Duruduru compass from the Meow Bravery Team."; close; } - set .@index, atoi(strnpcinfo(2)); + .@index = atoi(strnpcinfo(2)); switch(.@index) { case 1: setarray .@var[0],11,25; - set .@color$,"red"; + .@color$ = "red"; break; case 2: setarray .@var[0],12,22; - set .@color$,"blue"; + .@color$ = "blue"; break; case 3: setarray .@var[0],13,21; - set .@color$,"gold"; + .@color$ = "gold"; break; case 4: setarray .@var[0],14,24; - set .@color$,"green"; + .@color$ = "green"; break; case 5: setarray .@var[0],15,23; - set .@color$,"white"; + .@color$ = "white"; break; } mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(1)+"."; @@ -5514,33 +5514,33 @@ L_Viewpoint: while(1) { switch(.@index) { case 1: - set .@nori_a, rand(1,999); - set .@nori_b, rand(1,999); - set .@nori_c, .@nori_a+.@nori_b; + .@nori_a = rand(1,999); + .@nori_b = rand(1,999); + .@nori_c = .@nori_a+.@nori_b; mes .@nori_a+" + "+.@nori_b+" = ??"; break; case 2: - set .@nori_a, rand(1,9); - set .@nori_b, rand(1,9); - set .@nori_c, .@nori_a*.@nori_b; + .@nori_a = rand(1,9); + .@nori_b = rand(1,9); + .@nori_c = .@nori_a*.@nori_b; mes .@nori_a+" x "+.@nori_b+" = ??"; break; case 3: - set .@nori_a, rand(600,999); - set .@nori_b, rand(1,599); - set .@nori_c, .@nori_a-.@nori_b; + .@nori_a = rand(600,999); + .@nori_b = rand(1,599); + .@nori_c = .@nori_a-.@nori_b; mes .@nori_a+" - "+.@nori_b+" = ??"; break; case 4: - set .@nori_a, rand(1,99); - set .@nori_b, rand(1,9); - set .@nori_d, rand(1,9); - set .@nori_c, .@nori_a+(.@nori_b*.@nori_d); + .@nori_a = rand(1,99); + .@nori_b = rand(1,9); + .@nori_d = rand(1,9); + .@nori_c = .@nori_a+(.@nori_b*.@nori_d); mes .@nori_a+" + "+.@nori_b+" x "+.@nori_d+" = ??"; break; case 5: - set .@nori_a, rand(1,9); - set .@nori_c, .@nori_a+(.@nori_a*.@nori_a); + .@nori_a = rand(1,9); + .@nori_c = .@nori_a+(.@nori_a*.@nori_a); mes .@nori_a+" + "+.@nori_a+" x "+.@nori_a+" = ??"; break; } @@ -5550,7 +5550,7 @@ L_Viewpoint: mes "The card slides out with a sound after entering the number."; mes "^4d4dffYou have passed the "+strnpcinfo(1)+"! Run to the next destination!^000000"; mes "You should run for the next destination."; - set nyadven02, nyadven02+1; + ++nyadven02; close; } mes "You've got wrong answer!"; @@ -5597,9 +5597,9 @@ malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ close; } if (nyadven02 == 16) - set .@quest,7244; + .@quest = 7244; else if (nyadven02 == 26) - set .@quest,7245; + .@quest = 7245; else { mes "There is a one more little bell beside the huge notice bell in the deck."; mes "This is the Meowbell from the Meow Bravery Team."; @@ -5616,9 +5616,9 @@ malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ viewpoint 2,1,1,3,0xFFFFFF; viewpoint 2,1,1,4,0xFFFFFF; viewpoint 2,1,1,5,0xFFFFFF; - if (checkquest(.@quest,PLAYTIME) == 0 || checkquest(.@quest,PLAYTIME) == 1) { + if (questprogress(.@quest,PLAYTIME) == 1) { mes "Knock Meowbell!!"; - set nyadven02,27; + nyadven02 = 27; changequest .@quest,7257; next; if (nyadven == 3) { @@ -5635,7 +5635,7 @@ malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ mes "[Deckhand Bubi]"; mes "Go to Charo with that Adventure Card."; mes "I will give you a confirmation stamp for success."; - set nyadven,4; + nyadven = 4; close; } else { mes "[Deckhand Bubi]"; @@ -5648,7 +5648,7 @@ malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ } else { mes "-- Beep --"; mes "The card has out with a warning sound."; - set nyadven02,28; + nyadven02 = 28; changequest .@quest,7257; next; mes "[Deckhand Bubi]"; @@ -5790,7 +5790,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ next; mes "[Homnya]"; mes "Well, stop this machine!!!"; - set nyadven,7; + nyadven = 7; changequest 7246,7247; close2; break; @@ -5844,7 +5844,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "Here is your Adventure Card."; mes "Stop this machine this time."; delitem 12636,1; //Malang_Sp_Can - set nyadven,7; + nyadven = 7; getitem 6429,1; //Bravery_Card_B close2; break; @@ -5894,7 +5894,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "[Nyangson]"; mes "It will be fine because it isn't really a large place."; mes "I look forward to your active work!"; - set nyadven,10; + nyadven = 10; setquest 7250; close2; break; @@ -5935,7 +5935,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "Please give it back to the Meow Bravery Team~"; mes "For everyone~ Meow~"; mes "These are real treasures!"; - set nyadven,12; + nyadven = 12; erasequest 7250; erasequest 7251; erasequest 7252; @@ -5960,7 +5960,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ erasequest 7254; erasequest 7255; erasequest 7256; - set nyadven,10; + nyadven = 10; setquest 7250; close2; } @@ -6000,7 +6000,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ next; switch(select("How's the condition of Bang?:Ignore it.")) { case 1: - if (checkquest(7249,PLAYTIME) == 0 || checkquest(7249,PLAYTIME) == 1) { + if (questprogress(7249,PLAYTIME) == 1) { mes "[Homnya]"; mes "it's so motivated but it's not the time yet."; mes "Not yet even though naughty machine is noisy."; @@ -6010,7 +6010,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "We also have break time....."; close2; } else { - if (checkquest(7249,PLAYTIME) == 2) + if (questprogress(7249,PLAYTIME) == 2) erasequest 7249; mes "[Homnya]"; mes "Can you hear how noisy this one is?"; @@ -6102,7 +6102,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "It looks more unstable as it spins faster."; close; } - if (checkquest(7249,PLAYTIME) == 0 || checkquest(7249,PLAYTIME) == 1) { + if (questprogress(7249,PLAYTIME) == 1) { mes "[Homnya]"; mes "It's so motivated, but it's not time yet."; mes "Not yet, even though the machine is so noisy."; @@ -6162,7 +6162,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "You can get it after you have been through all the difficulties from the Meow Advanture Team."; mes "And we are not sure if this machine will try to blow up agian, so please come again tomorrow."; if (nyadven == 7) { - set nyadven,9; + nyadven = 9; erasequest 7247; } delitem 6429,1; //Bravery_Card_B @@ -6205,7 +6205,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "[Nyangson]"; mes "It will be fine because it isn't really a large place."; mes "I look forward to your active work!"; - set nyadven,10; + nyadven = 10; setquest 7250; close2; break; @@ -6230,9 +6230,9 @@ L_ShowLights: mes "Luminous"; setarray .@color$[0],"Red","Blue","Yellow","Green"; setarray .@Cutin$[0],"nya_red","nya_blue","nya_yellow","nya_green"; - for(set .@i,0; .@i<getarg(0); set .@i,.@i+1) { - set .@rand, rand(4); - set .@Lamp[.@i],.@rand; + for(.@i = 0; .@i<getarg(0); ++.@i) { + .@rand = rand(4); + .@Lamp[.@i] = .@rand; mes .@color$[.@rand]; if (.@i+1 == getarg(0)) mes "Shines according to this order."; @@ -6243,15 +6243,15 @@ L_ShowLights: mes "The buttons below are shining now."; mes "Stop the machine by pressing the right button within time."; next; - set .@pass,0; + .@pass = 0; setarray .@count$[0],"first","second","third","fourth","fifth","sixth","seventh","eighth"; - for(set .@i,0; .@i<getarg(0); set .@i,.@i+1) { + for(.@i = 0; .@i<getarg(0); ++.@i) { mes "Which color button do you want to press "+.@count$[.@i]+"?"; next; // Red <-> Green, Blue <-> Yellow - set .@j, select("Red:Blue:Yellow:Green"); + .@j = select("Red:Blue:Yellow:Green"); if (.@Lamp[.@i] == 4-.@j) - set .@pass,.@pass+1; + .@pass += 1; } if (.@pass < getarg(0)) { mes "The speed of spinning is getting faster after pressing the buttons."; @@ -6274,7 +6274,7 @@ L_ShowLights: mes "with a huge explosion."; delitem 6429,1; //Bravery_Card_B if (nyadven == 7) - set nyadven,8; + nyadven = 8; close; } mes "The speed of the spinning discs gets slower after pressing the buttons."; @@ -6308,7 +6308,7 @@ function script F_Mal_Picture { return 1; else if (nyadven != 10) return 2; - else if (checkquest(getarg(0)) > -1) + else if (questprogress(getarg(0))) return 3; else { mes getarg(2); @@ -6319,10 +6319,10 @@ function script F_Mal_Picture { setquest getarg(0); getitem 6430,1; //Picture_Piece next; - if (checkquest(7251) > -1 && checkquest(7252) > -1 && checkquest(7253) > -1 && checkquest(7254) > -1 && checkquest(7255) > -1 && checkquest(7256) > -1) { + if (questprogress(7251) && questprogress(7252) && questprogress(7253) && questprogress(7254) && questprogress(7255) && questprogress(7256)) { mes "It looks like you can put these pieces of paintings together."; mes "If I found all the pieces, I should go back to Homnya."; - set nyadven,11; + nyadven = 11; close; } mes "I think this is the treasure Homnya and Nyangson mentioned."; @@ -6544,7 +6544,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "[Cat Gamers Director]"; mes "We've got to find out the reason for this losing streak."; - set malang_gamer,1; + malang_gamer = 1; next; mes "You are getting interested in the cat's story. Let's hear more."; close; @@ -6576,7 +6576,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "giving up too many points;"; mes "aggressive point betting;"; mes "and players disappearing?"; - set malang_gamer,2; + malang_gamer = 2; next; mes "It seems like the gentle looking cat has finished thinking. Let's interrupt the conversion."; close; @@ -6646,7 +6646,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Wow. I respect you, "+strcharinfo(0)+"."; mes "Let me ask you a favor."; mes "Please meet the hard working Manager Cat and ask about our team's attitude these days."; - set malang_gamer,3; + malang_gamer = 3; setquest 5058; next; mes "[Cat Gamers Director]"; @@ -6681,12 +6681,12 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ emotion e_omg; next; mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down."; - set malang_gamer,5; + malang_gamer = 5; erasequest 5059; setquest 5060; close; } else if (malang_gamer == 5) { - if (checkquest(5060,PLAYTIME) == 0 || checkquest(5060,PLAYTIME) == 1) { + if (questprogress(5060,PLAYTIME) == 1) { mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down."; close; } @@ -6726,12 +6726,12 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "[Cat Gamers Director]"; mes "I appreciate your help, "+strcharinfo(0)+". heh~"; - set malang_gamer,6; + malang_gamer = 6; erasequest 5060; setquest 5061; close; } else if (malang_gamer == 6) { - if (checkquest(5062) == 2 && checkquest(5063) == 2 && checkquest(5064) == 2 && checkquest(5065) == 2) { + if (questprogress(5062) == 2 && questprogress(5063) == 2 && questprogress(5064) == 2 && questprogress(5065) == 2) { mes "[Cat Gamers Director]"; mes "Heh~ It seems some humans are scamming cats around this town."; next; @@ -6761,7 +6761,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "What? Really?"; next; mes "The Cat Gamers Director seems to be shocked once again. Better give him more time to calm down."; - set malang_gamer,7; + malang_gamer = 7; erasequest 5061; setquest 5060; close; @@ -6780,7 +6780,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "I appreciate your help, "+strcharinfo(0)+". heh~"; close; } else if (malang_gamer == 7) { - if (checkquest(5060,PLAYTIME) == 0 || checkquest(5060,PLAYTIME) == 1) { + if (questprogress(5060,PLAYTIME) == 1) { mes "Cat Gamers Director seems to be in shock once again. Better give more time to calm down."; close; } @@ -6804,7 +6804,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "[Cat Gamers Director]"; mes "Heh~ I would much appreciate your help, "+strcharinfo(0)+"~."; - set malang_gamer,8; + malang_gamer = 8; erasequest 5060; setquest 5066; close; @@ -6842,12 +6842,12 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Now I need to check with our players, see how they really feel."; mes "Heh~ Why don't you come back tomorrow?"; mes "Heh~ Let me decide what to do after checking their honest petition letters. Heh~"; - set malang_gamer,10; + malang_gamer = 10; erasequest 5067; setquest 5068; close; } else if (malang_gamer == 10) { - if (checkquest(5068,PLAYTIME) == 0 || checkquest(5068,PLAYTIME) == 1) { + if (questprogress(5068,PLAYTIME) == 1) { mes "[Cat Gamers Director]"; mes "Still receiving petition letters. Heh~"; next; @@ -6958,7 +6958,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "We will always welcome you, "+strcharinfo(0)+", as a guest member of the Cat Gamers."; mes "Heh~"; - set malang_gamer,11; + malang_gamer = 11; erasequest 5068; getitem 6422,100; //Egrade_Coin next; @@ -6980,7 +6980,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Since you will be our team's practicing partner, please come back in an hour."; mes "Then I will give you our '^0000FFCat Gamers Certificate^000000'."; mes "Heh~"; - set malang_gamer,12; + malang_gamer = 12; erasequest 5068; setquest 5069; getitem 6422,100; //Egrade_Coin @@ -7014,12 +7014,12 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "Come back in an hour and I will get you a '^0000FFCat Gamers Certificate^000000'."; mes "Heh~"; - set malang_gamer,12; + malang_gamer = 12; setquest 5069; close; } } else if (malang_gamer == 12) { - if (checkquest(5069,PLAYTIME) == 0 || checkquest(5069,PLAYTIME) == 1) { + if (questprogress(5069,PLAYTIME) == 1) { mes "[Cat Gamers Director]"; mes "Heh~ You want to get the '^0000FFCat Gamers Certificate^000000' faster. Heh~ It's not really easy to get such a certificate easily."; next; @@ -7051,7 +7051,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "Heh~ Take this and show us what you've got."; erasequest 5069; - set malang_gamer,20; + malang_gamer = 20; getitem 2872,1; //G_Honor_Certificate next; mes "[Cat Gamers Director]"; @@ -7133,10 +7133,10 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ // Detect quest (ID range 5074~5090) mes "[Cat Gamers Director]"; - if (checkquest(5074,HUNTING) > -1) { + if (questprogress(5074,HUNTING)) { mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(0)+"."; next; - if (checkquest(5074,HUNTING) == 2 && countitem(1023) >= 10) { + if (questprogress(5074,HUNTING) == 2 && countitem(1023) >= 10) { delitem 1023,10; //Fish_Tail callsub L_CompleteQuest,5074, "Heh~ So, you brought 30 Phens and 10 Fish Tails, just as ordered."; @@ -7145,10 +7145,10 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh~ It says in the note to bring 30 Phens and 10 Fish Tails. Heh~ Maybe you didn't catch enough Phens, or forgot some Fish Tails? Heh~"; close; } - } else if (checkquest(5075,HUNTING) > -1) { + } else if (questprogress(5075,HUNTING)) { mes "Heh~ Hmm, 50 Marses, and 30 Milk Bottles... Heh~"; next; - if (checkquest(5075,HUNTING) == 2 && countitem(519) >= 30) { + if (questprogress(5075,HUNTING) == 2 && countitem(519) >= 30) { delitem 519,30; //Milk callsub L_CompleteQuest,5075, "Heh~ Guess they wanted some healthy food. Heh~ They should have just told me... Let me show you my skills. Heh~"; @@ -7157,10 +7157,10 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh~ But, where are 50 Marses and 30 Milk Bottles? Heh~ Please see if you haven't missed them..."; close; } - } else if (checkquest(5076,HUNTING) > -1) { + } else if (questprogress(5076,HUNTING)) { mes "Heh~ Our team must have some grudge over Team 'Dog n Waltz', enough to ask you for this kind of favor..."; next; - if (checkquest(5076,HUNTING) == 2) { + if (questprogress(5076,HUNTING) == 2) { callsub L_CompleteQuest,5076, "Heh~ So you have finished harassing 30 Kobold Archers as noted. Heh~ Outstanding."; } else { @@ -7168,11 +7168,11 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh~ It says on the note, harass 30 Kobold Archers. Heh~ Please check if you have harassed 30 of them already."; close; } - } else if (checkquest(5077,HUNTING) > -1) { + } else if (questprogress(5077,HUNTING)) { mes "Heh~ Ah, quickness training. It's good to see our players trying their best on training."; mes "Heh~ Yes, nothing is better than mouse catching for improving quickness."; next; - if (checkquest(5077,HUNTING) == 2) { + if (questprogress(5077,HUNTING) == 2) { callsub L_CompleteQuest,5077, "Heh~ Oh, you got some fresh and chubby Cramps. Heh~ Great."; } else { @@ -7180,10 +7180,10 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh? Where are those 10 Cramps you promised? Heh~ You didn't eat them... did you?"; close; } - } else if (checkquest(5078,HUNTING) > -1) { + } else if (questprogress(5078,HUNTING)) { mes "Heh~ '50 Peco Peco please!! Let's party.' Hmm... Heh~ 50 Pecos can feed all of our neighbors."; next; - if (checkquest(5078,HUNTING) == 2) { + if (questprogress(5078,HUNTING) == 2) { callsub L_CompleteQuest,5078, "Heh~ Wow, you did bring 50 Peco Pecos. Heh~ I guess we'll really have a party this evening."; } else { @@ -7191,7 +7191,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh~ Where are those Peco Pecos? Still not ready? Heh~"; close; } - } else if (checkquest(5079) > -1) { + } else if (questprogress(5079)) { mes "Heh~ Hmm... let me see... Heh~ That's right, I was worrying about our team getting so nervous before the actual game... But, they won't even talk to me about it."; next; if (countitem(7038) >= 20) { @@ -7203,7 +7203,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh~ Where are those 20 yarns? It says 20 on the note, right...? Please check if you have lost them somewhere."; close; } - } else if (checkquest(5080) > -1) { + } else if (questprogress(5080)) { mes "Heh~ The note says, get me 30 Rat Tails for a snack."; next; if (countitem(1016) >= 30) { @@ -7215,7 +7215,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh~ Where are those 30 Rat Tails? Please check and come back later."; close; } - } else if (checkquest(5081) > -1) { + } else if (questprogress(5081)) { mes "Heh~ It says 5 on the note... 5 of what? What?! Lemons?"; next; if (countitem(568) >= 5) { @@ -7227,7 +7227,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh~ Let's just get 5 Lemons for them, will you? Heh~ I am still not sure where they want to use them..."; close; } - } else if (checkquest(5082) > -1) { + } else if (questprogress(5082)) { mes "Heh~ Give us 10 Ice Pieces or 10 Ice Creams!! Heh~ I personally prefer Ice Cream, just so you know."; next; if (countitem(7066) >= 10) { @@ -7243,10 +7243,10 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Heh~ Where are the Ice Pieces or Ice Creams? You should get them before they melt..."; close; } - } else if (checkquest(5083) > -1 || checkquest(5084) > -1) { + } else if (questprogress(5083) || questprogress(5084)) { mes "Heh~ Here, I found the note from our team. Heh~"; next; - if (checkquest(5083) > -1) { + if (questprogress(5083)) { mes "[Cat Gamers Director]"; mes "Heh~ It says 'We will meet Eryu together.'. Heh~ Have you met Eryu already? I don't think so... Heh~"; close; @@ -7254,10 +7254,10 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ callsub L_CompleteQuest,5084, "Heh~ Oh, you did meet Eryu. Heh~ I will lecture them later for making you work too much... Heh~"; } - } else if (checkquest(5085) > -1 || checkquest(5086) > -1) { + } else if (questprogress(5085) || questprogress(5086)) { mes "Heh~ Here, I found the note from our team. Heh~"; next; - if (checkquest(5085) > -1) { + if (questprogress(5085)) { mes "[Cat Gamers Director]"; mes "Heh~ It says 'We will meet Stew together.'. Heh~ Have you met Stew already? I don't think so... Heh~"; close; @@ -7265,10 +7265,10 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ callsub L_CompleteQuest,5086, "Heh~ Oh, you did meet Stew. Heh~ I will lecture them later for making you work too much... Heh~"; } - } else if (checkquest(5087) > -1 || checkquest(5088) > -1) { + } else if (questprogress(5087) || questprogress(5088)) { mes "Heh~ Here, I found the note from our team. Heh~"; next; - if (checkquest(5087) > -1) { + if (questprogress(5087)) { mes "[Cat Gamers Director]"; mes "Heh~ It says 'We will meet Ketchup together.'. Heh~ Have you met Ketchup already? I don't think so... Heh~"; close; @@ -7276,10 +7276,10 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ callsub L_CompleteQuest,5088, "Heh~ Oh, you did meet Ketchup. Heh~ I will lecture them later for making you work too much... Heh~"; } - } else if (checkquest(5089) > -1 || checkquest(5090) > -1) { + } else if (questprogress(5089) || questprogress(5090)) { mes "Heh~ Here, I found the note from our team. Heh~"; next; - if (checkquest(5089) > -1) { + if (questprogress(5089)) { mes "[Cat Gamers Director]"; mes "Heh~ It says 'We will meet Eff together.'. Heh~ Have you met Eff already? I don't think so... Heh~"; close; @@ -7328,7 +7328,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "What do you want?"; emotion e_what; next; - set .@cat_gam, rand(1,10); + .@cat_gam = rand(1,10); select("Ask about the team's attitude..."); if (.@cat_gam == 5) { mes "[Manager Cat]"; @@ -7348,7 +7348,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ next; mes "[Manager Cat]"; mes "Can you give me that?"; - set malang_gamer,4; + malang_gamer = 4; erasequest 5058; setquest 5059; next; @@ -7422,7 +7422,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "["+strcharinfo(0)+"]"; mes "Ok, I will go tell it to the Games Director~"; emotion e_ok,1; - set malang_gamer,9; + malang_gamer = 9; erasequest 5066; setquest 5067; close; @@ -7606,8 +7606,8 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - if (checkquest(5061) == 0 || checkquest(5061) == 1) { - if (checkquest(5062) == -1) { + if (questprogress(5061) == 1) { + if (!questprogress(5062)) { mes "You found Eryu the cat, and start talking."; next; mes "[Eryu]"; @@ -7719,7 +7719,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ break; } close2; - } else if (checkquest(5062) == 2) { + } else if (questprogress(5062) == 2) { mes "[Eryu]"; mes "Aren't you the magazine writer?"; mes "What brings you here again...?"; @@ -7739,7 +7739,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "This is not possible. Please contact an administrator."; close2; } - } else if (checkquest(5083) == 0 || checkquest(5083) == 1) { + } else if (questprogress(5083) == 1) { mes "[Eryu]"; mes "Who are you?"; next; @@ -7749,9 +7749,9 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ if (.@inputstr$ == "Come back") { erasequest 5083; setquest 5084; - set .@str$, "You've delivered the message, so let's get away."; + .@str$ = "You've delivered the message, so let's get away."; } else - set .@str$, "You didn't deliver the right message, but let's still get away."; + .@str$ = "You didn't deliver the right message, but let's still get away."; mes "[Eryu]"; mes "What is this? What do you mean by '"+.@inputstr$+"'...?"; mes "Ah... aren't you the writer?"; @@ -7763,7 +7763,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Eryu seems to recognize you."; mes .@str$; close2; - } else if (checkquest(5084) == 0 || checkquest(5084) == 1) { + } else if (questprogress(5084) == 1) { mes "[Eryu]"; mes "I think you are the writer..."; mes "Hey~ Stop there~"; @@ -7822,8 +7822,8 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - if (checkquest(5061) == 0 || checkquest(5061) == 1) { - if (checkquest(5063) == -1) { + if (questprogress(5061) == 1) { + if (!questprogress(5063)) { mes "You found Stew the cat, and start talking."; next; mes "[Stew]"; @@ -7948,7 +7948,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ break; } close2; - } else if (checkquest(5063) == 2) { + } else if (questprogress(5063) == 2) { mes "[Stew]"; mes "Aren't you from the 'Boom Can' Company?"; mes "Another survey meow?"; @@ -7967,7 +7967,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "This is not possible. Please contact an administrator."; close2; } - } else if (checkquest(5085) == 0 || checkquest(5085) == 1) { + } else if (questprogress(5085) == 1) { mes "[Stew]"; mes "Who are you meow?"; emotion e_what; @@ -7978,9 +7978,9 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ if (.@inputstr$ == "Come back") { erasequest 5085; setquest 5086; - set .@str$, "You've delivered the message, so let's get away."; + .@str$ = "You've delivered the message, so let's get away."; } else - set .@str$, "You didn't deliver the right message, but let's still get away."; + .@str$ = "You didn't deliver the right message, but let's still get away."; mes "[Stew]"; mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow..."; mes "And... Aren't you from the 'Boom Can' Company, meow?"; @@ -7992,7 +7992,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Stew seems to recognize you."; mes .@str$; close2; - } else if (checkquest(5086) == 0 || checkquest(5086) == 1) { + } else if (questprogress(5086) == 1) { mes "[Stew]"; mes "I think you are from the 'Boom Can' Company, meow... Who are you, meow~"; next; @@ -8051,8 +8051,8 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - if (checkquest(5061) == 0 || checkquest(5061) == 1) { - if (checkquest(5064) == -1) { + if (questprogress(5061) == 1) { + if (!questprogress(5064)) { mes "You found Ketchup the cat, and start talking."; next; mes "[Ketchup]"; @@ -8136,7 +8136,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ break; } close2; - } else if (checkquest(5064) == 2) { + } else if (questprogress(5064) == 2) { mes "[Ketchup]"; mes "You are..."; emotion e_omg; @@ -8149,7 +8149,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "This is not possible. Please contact an administrator."; close2; } - } else if (checkquest(5087) == 0 || checkquest(5087) == 1) { + } else if (questprogress(5087) == 1) { mes "[Ketchup]"; mes "Who are you?"; emotion e_what; @@ -8182,7 +8182,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "It seems you need to find Ketchup one more time."; close2; } - } else if (checkquest(5088) == 0 || checkquest(5088) == 1) { + } else if (questprogress(5088) == 1) { mes "[Ketchup]"; mes "Can... 'Cans for Kittens'?"; emotion e_omg; @@ -8240,8 +8240,8 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - if (checkquest(5061) == 0 || checkquest(5061) == 1) { - if (checkquest(5065) == -1) { + if (questprogress(5061) == 1) { + if (!questprogress(5065)) { mes "You found Eff the cat, and start talking."; next; mes "[Eff]"; @@ -8395,7 +8395,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ break; } close2; - } else if (checkquest(5065) == 2) { + } else if (questprogress(5065) == 2) { mes "[Eff]"; mes "You are--!!"; mes "Meow~ I want to invest. Meow~"; @@ -8417,7 +8417,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "This is not possible. Please contact an administrator."; close2; } - } else if (checkquest(5089) == 0 || checkquest(5089) == 1) { + } else if (questprogress(5089) == 1) { mes "[Eff]"; mes "Who are you, meow?"; next; @@ -8427,9 +8427,9 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ if (.@inputstr$ == "Come back") { erasequest 5089; setquest 5090; - set .@str$, "You've delivered the message, so let's get away."; + .@str$ = "You've delivered the message, so let's get away."; } else - set .@str$, "You didn't deliver the right message, but let's still get away."; + .@str$ = "You didn't deliver the right message, but let's still get away."; mes "[Eff]"; mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow..."; mes "Meow...? Meow! You! Investor meow?"; @@ -8440,7 +8440,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Eff seems to recognize you."; mes .@str$; close2; - } else if (checkquest(5090) == 0 || checkquest(5090) == 1) { + } else if (questprogress(5090) == 1) { mes "[Eff]"; mes "You are--!!"; mes "Meow~ I want to invest. Meow~"; @@ -8501,8 +8501,8 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { - if (checkquest(.@i) > -1) { + for(.@i = 5074; .@i<=5090; ++.@i) { + if (questprogress(.@i)) { mes "[Ser]"; mes "Hey, ^0000FF"+strcharinfo(0)+"^000000. You haven't done what we asked you for. A promise is a promise, you know."; next; @@ -8535,11 +8535,11 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ mes "Please go get the certificate."; close; } - if (checkquest(5070,PLAYTIME) == 0 || checkquest(5070,PLAYTIME) == 1) { + if (questprogress(5070,PLAYTIME) == 1) { mes "[Ser]"; mes "Is it tomorrow already? I don't think so! Can't you read the time?"; close; - } else if (checkquest(5070,PLAYTIME) == 2) + } else if (questprogress(5070,PLAYTIME) == 2) erasequest 5070; mes "[Ser]"; mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?"; @@ -8606,7 +8606,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ mes .@count$[.@match]+" match ~~"; if (.@tie) { mes "Result is even, so we play again."; - set .@tie,0; + .@tie = 0; } mes "Try your best!"; next; @@ -8614,24 +8614,24 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ mes "Rock! Paper! Scissors!"; next; - set .@pc, select("Rock:Paper:Scissors")-1; - set .@npc, rand(3); + .@pc = select("Rock:Paper:Scissors")-1; + .@npc = rand(3); emotion .@emote[.@pc],1; emotion .@emote[.@npc]; mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; mes "--------------------------------"; mes "[Ser] "+.@rps$[.@npc]; if (.@pc == .@npc) { - set .@tie,1; - set .@result$, "Hmm, we are even. Let's play again."; + .@tie = 1; + .@result$ = "Hmm, we are even. Let's play again."; } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) { - set .@match, .@match+1; - set .@win, .@win+1; - set .@result$, "I lost!"; + ++.@match; + ++.@win; + .@result$ = "I lost!"; } else { - set .@match, .@match+1; - set .@loss, .@loss+1; - set .@result$, "So I win!!"; + ++.@match; + ++.@loss; + .@result$ = "So I win!!"; } next; mes "[Ser]"; @@ -8845,8 +8845,8 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { - if (checkquest(.@i) > -1) { + for(.@i = 5074; .@i<=5090; ++.@i) { + if (questprogress(.@i)) { mes "[Paa]"; mes "You haven't done what we asked you for meow. A promise is a promise, you know meow."; next; @@ -8879,11 +8879,11 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes "Go get the certificate meow."; close; } - if (checkquest(5070,PLAYTIME) == 0 || checkquest(5070,PLAYTIME) == 1) { + if (questprogress(5070,PLAYTIME) == 1) { mes "[Paa]"; mes "We can only play the game once a day meow. Come tomorrow meow."; close; - } else if (checkquest(5070,PLAYTIME) == 2) + } else if (questprogress(5070,PLAYTIME) == 2) erasequest 5070; mes "[Paa]"; mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; @@ -8938,7 +8938,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes .@count$[.@match]+" match ~~ meow."; if (.@tie) { mes "Result is even, so we play again meow."; - set .@tie,0; + .@tie = 0; } mes "Try your best meow!"; next; @@ -8946,24 +8946,24 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes "Rock! Paper! Scissors!"; next; - set .@pc, select("Rock:Paper:Scissors")-1; - set .@npc, rand(3); + .@pc = select("Rock:Paper:Scissors")-1; + .@npc = rand(3); emotion .@emote[.@pc],1; emotion .@emote[.@npc]; mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; mes "--------------------------------"; mes "[Ser] "+.@rps$[.@npc]; if (.@pc == .@npc) { - set .@tie,1; - set .@result$, "Hmm, we are even. Let's play again meow."; + .@tie = 1; + .@result$ = "Hmm, we are even. Let's play again meow."; } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) { - set .@match, .@match+1; - set .@win, .@win+1; - set .@result$, "I lost meow!"; + ++.@match; + ++.@win; + .@result$ = "I lost meow!"; } else { - set .@match, .@match+1; - set .@loss, .@loss+1; - set .@result$, "So I win meow!!"; + ++.@match; + ++.@loss; + .@result$ = "So I win meow!!"; } next; mes "[Paa]"; @@ -9175,8 +9175,8 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { - if (checkquest(.@i) > -1) { + for(.@i = 5074; .@i<=5090; ++.@i) { + if (questprogress(.@i)) { mes "[Kuka]"; mes "You haven't done what we asked you for yo~. A promise is a promise, you know yo~."; next; @@ -9209,11 +9209,11 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "Please go get the certificate yo~"; close; } - if (checkquest(5071,PLAYTIME) == 0 || checkquest(5071,PLAYTIME) == 1) { + if (questprogress(5071,PLAYTIME) == 1) { mes "[Kuka]"; mes "Is it not tomorrow yet yo~ You can play one game a day yo~ Come back tomorrow yo~"; close; - } else if (checkquest(5071,PLAYTIME) == 2) + } else if (questprogress(5071,PLAYTIME) == 2) erasequest 5071; mes "[Kuka]"; mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~"; @@ -9277,19 +9277,19 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ case 1: if (rand(1000) < 500) { cutin "g_cat_01",4; - set .@win, .@win+1; + ++.@win; } else { cutin "g_cat_02",4; - set .@loss,1; + .@loss = 1; } break; case 2: if (rand(1000) < 500) { cutin "g_cat_03",4; - set .@win, .@win+1; + ++.@win; } else { cutin "g_cat_04",4; - set .@loss,1; + .@loss = 1; } break; } @@ -9317,13 +9317,13 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~"; close; } else { - set .@name_record$, $malangdo_gamer$; - set .@win_record, $malangdo_gamer; - set .@win_cnt, .@win-.@win_record; - set .@cans, .@win-2; + .@name_record$ = $malangdo_gamer$; + .@win_record = $malangdo_gamer; + .@win_cnt = .@win-.@win_record; + .@cans = .@win-2; if (.@win > .@win_record) { - set $malangdo_gamer$, strcharinfo(0); - set $malangdo_gamer, .@win; + $malangdo_gamer$ = strcharinfo(0); + $malangdo_gamer = .@win; mes "[Kuka]"; mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~"; if (strcharinfo(0) == .@name_record$) @@ -9497,8 +9497,8 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { - if (checkquest(.@i) > -1) { + for(.@i = 5074; .@i<=5090; ++.@i) { + if (questprogress(.@i)) { mes "[KungKung]"; mes "You didn't keep your promise. I have no business with you."; close; @@ -9525,11 +9525,11 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ mes "Where is your certificate? You cannot practice with us unless you have that certificate. Go get it."; close; } - if (checkquest(5072,PLAYTIME) == 0 || checkquest(5072,PLAYTIME) == 1) { + if (questprogress(5072,PLAYTIME) == 1) { mes "[KungKung]"; mes "You don't have a watch? Or can't read the time? It's not the time yet."; close; - } else if (checkquest(5072,PLAYTIME) == 2) + } else if (questprogress(5072,PLAYTIME) == 2) erasequest 5072; mes "[KungKung]"; mes "Are you the practice partner? You are late. Let's start right away."; @@ -9585,8 +9585,8 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ close; } while(1) { - set .@pc_dic, rand(6); - set .@npc_dic, rand(6); + .@pc_dic = rand(6); + .@npc_dic = rand(6); // Emote[58-63]: // e_dice1, e_dice2, e_dice3, e_dice4, e_dice5, e_dice6 @@ -9596,13 +9596,13 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ if (.@pc_dic > .@npc_dic) { mes "[KungKung]"; mes "Your dice roll number is higher. You can attack first."; - set .@attack_turn,1; + .@attack_turn = 1; next; break; } else if (.@pc_dic < .@npc_dic) { mes "[KungKung]"; mes "My dice roll number is higher. I will attack first."; - set .@attack_turn,2; + .@attack_turn = 2; next; break; } else { @@ -9611,8 +9611,8 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ next; } } - set .@pc_hp,100; - set .@npc_hp,100; + .@pc_hp = 100; + .@npc_hp = 100; while(1) { if (!.@pc_hp || !.@npc_hp) break; mes strcharinfo(0)+" (^FF0000"+.@pc_hp+"^000000/100)"; @@ -9634,7 +9634,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ emotion e_loud,1; emotion e_loud; next; - set .@cat_hand, rand(1,10); + .@cat_hand = rand(1,10); switch(.@attack_turn) { case 1: // Attack mes "How would you like to attack?"; @@ -9646,7 +9646,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ switch(select("Back:Palm")) { case 1: if (.@cat_hand <= 5) { - set .@npc_hp, .@npc_hp-10; + --.@npc_hp0; cutin "cat_g_01",4; specialeffect EF_BASH; mes "Attack was successful."; @@ -9654,7 +9654,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ next; cutin "",255; } else { - set .@attack_turn,2; + .@attack_turn = 2; cutin "cat_g_02",4; mes "Attack has failed."; mes "KungKung starts attack now."; @@ -9664,14 +9664,14 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ break; case 2: if (.@cat_hand <= 5) { - set .@attack_turn,2; + .@attack_turn = 2; cutin "cat_g_03",4; mes "Attack has failed."; mes "KungKung starts attack now."; next; cutin "",255; } else { - set .@npc_hp, .@npc_hp-10; + --.@npc_hp0; cutin "cat_g_04",4; specialeffect EF_BASH; mes "Attack was successful."; @@ -9692,7 +9692,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ switch(select("Back:Palm")) { case 1: if (.@cat_hand <= 5) { - set .@pc_hp, .@pc_hp-10; + --.@pc_hp0; cutin "cat_g_05",4; specialeffect2 EF_BASH; mes "Defending has failed."; @@ -9700,7 +9700,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ next; cutin "",255; } else { - set .@attack_turn,1; + .@attack_turn = 1; cutin "cat_g_06",4; mes "Defending was succesful."; mes "You can start attack now."; @@ -9710,14 +9710,14 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ break; case 2: if (.@cat_hand <= 5) { - set .@attack_turn,1; + .@attack_turn = 1; cutin "cat_g_07",4; mes "Defending was succesful."; mes "You can start attack now."; next; cutin "",255; } else { - set .@pc_hp, .@pc_hp-10; + .@pc_hp -= 10; cutin "cat_g_08",4; specialeffect2 EF_BASH; mes "Defending has failed."; @@ -9915,8 +9915,8 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "Your inventory is too full to proceed. Come back after reducing your load."; close; } - for(set .@i,5074; .@i<=5090; set .@i,.@i+1) { - if (checkquest(.@i) > -1) { + for(.@i = 5074; .@i<=5090; ++.@i) { + if (questprogress(.@i)) { mes "[Leader]"; mes "You cannot challenge this Flag Game unless you are done with your assigned work."; close; @@ -9943,11 +9943,11 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "You cannot challenge this Flag Game unless you are wearing our certificate item. Please come back later."; close; } - if (checkquest(5073) == 0 || checkquest(5073) == 1) { + if (questprogress(5073) == 1) { mes "[Leader]"; mes "The Flag Game is only available once a day."; close; - } else if (checkquest(5073) == 2) + } else if (questprogress(5073) == 2) erasequest 5073; mes "[Leader]"; mes "Do you want to challege?"; @@ -10001,7 +10001,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ } // Starting Flag Points (default 5). - set .@flag_point,5; + .@flag_point = 5; setarray .@flag_point_cat[1],5,5,5,5,5; // Cat players' names. @@ -10025,69 +10025,69 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ "3|4|5|6"; // Drooping while(1) { - for(set .@i,1; .@i<=5; set .@i,.@i+1) - set .@cat_action[.@i], ((.@flag_point_cat[.@i])?rand(1,8):0); + for(.@i = 1; .@i<=5; ++.@i) + .@cat_action[.@i] = ((.@flag_point_cat[.@i])?rand(1,8):0); switch(.@cat_action[1]) { - case 0: set .@cat_mes$[1], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[1], "focuses on hair picking, careless for the game"; break; - case 2: set .@cat_mes$[1], "looks around with round eyes"; break; - case 3: set .@cat_mes$[1], "picks out hair around the front paw"; break; - case 4: set .@cat_mes$[1], "is getting annoyed at tails smacking on the ground"; break; - case 5: set .@cat_mes$[1], "picks his hair while looking around"; break; - case 6: set .@cat_mes$[1], "shows off his front paw to the Leader Cat"; break; - case 7: set .@cat_mes$[1], "is picking some hair on his belly with a calm mind"; break; - case 8: set .@cat_mes$[1], "is drooping down with a pleasant face"; break; + case 0: .@cat_mes$[1] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[1] = "focuses on hair picking, careless for the game"; break; + case 2: .@cat_mes$[1] = "looks around with round eyes"; break; + case 3: .@cat_mes$[1] = "picks out hair around the front paw"; break; + case 4: .@cat_mes$[1] = "is getting annoyed at tails smacking on the ground"; break; + case 5: .@cat_mes$[1] = "picks his hair while looking around"; break; + case 6: .@cat_mes$[1] = "shows off his front paw to the Leader Cat"; break; + case 7: .@cat_mes$[1] = "is picking some hair on his belly with a calm mind"; break; + case 8: .@cat_mes$[1] = "is drooping down with a pleasant face"; break; } switch(.@cat_action[2]) { - case 0: set .@cat_mes$[2], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[2], "picks out hair around the front paw"; break; - case 2: set .@cat_mes$[2], "looks around with round eyes"; break; - case 3: set .@cat_mes$[2], "is getting annoyed with the Leader Cat"; break; - case 4: set .@cat_mes$[2], "observes flies flying around"; break; - case 5: set .@cat_mes$[2], "shows off picked hair proudly"; break; - case 6: set .@cat_mes$[2], "observes Leader Cat's tail curiously"; break; - case 7: set .@cat_mes$[2], "looks at you with drooping eyes"; break; - case 8: set .@cat_mes$[2], "is checking you out with a weird glimmer"; break; + case 0: .@cat_mes$[2] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[2] = "picks out hair around the front paw"; break; + case 2: .@cat_mes$[2] = "looks around with round eyes"; break; + case 3: .@cat_mes$[2] = "is getting annoyed with the Leader Cat"; break; + case 4: .@cat_mes$[2] = "observes flies flying around"; break; + case 5: .@cat_mes$[2] = "shows off picked hair proudly"; break; + case 6: .@cat_mes$[2] = "observes Leader Cat's tail curiously"; break; + case 7: .@cat_mes$[2] = "looks at you with drooping eyes"; break; + case 8: .@cat_mes$[2] = "is checking you out with a weird glimmer"; break; } switch(.@cat_action[3]) { - case 0: set .@cat_mes$[3], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[3], "is getting annoyed at tails smacking on the ground"; break; - case 2: set .@cat_mes$[3], "observes Leader Cat's tail curiously"; break; - case 3: set .@cat_mes$[3], "is getting annoyed while picking his hair"; break; - case 4: set .@cat_mes$[3], "scratches with a drooping face"; break; - case 5: set .@cat_mes$[3], "catches a flying fly and shows off"; break; - case 6: set .@cat_mes$[3], "is getting irritable with a tired face"; break; - case 7: set .@cat_mes$[3], "picks his hair while looking around"; break; - case 8: set .@cat_mes$[3], "is getting annoyed with the Leader Cat"; break; + case 0: .@cat_mes$[3] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[3] = "is getting annoyed at tails smacking on the ground"; break; + case 2: .@cat_mes$[3] = "observes Leader Cat's tail curiously"; break; + case 3: .@cat_mes$[3] = "is getting annoyed while picking his hair"; break; + case 4: .@cat_mes$[3] = "scratches with a drooping face"; break; + case 5: .@cat_mes$[3] = "catches a flying fly and shows off"; break; + case 6: .@cat_mes$[3] = "is getting irritable with a tired face"; break; + case 7: .@cat_mes$[3] = "picks his hair while looking around"; break; + case 8: .@cat_mes$[3] = "is getting annoyed with the Leader Cat"; break; } switch(.@cat_action[4]) { - case 0: set .@cat_mes$[4], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[4], "is picking some hair on his belly with a calm mind"; break; - case 2: set .@cat_mes$[4], "shows off his front paw to the Leader Cat"; break; - case 3: set .@cat_mes$[4], "is getting irritable with a tired face"; break; - case 4: set .@cat_mes$[4], "catches a flying fly and shows off"; break; - case 5: set .@cat_mes$[4], "shows off an attractive tail"; break; - case 6: set .@cat_mes$[4], "is drooping and mumbling"; break; - case 7: set .@cat_mes$[4], "shows off picked hair proudly"; break; - case 8: set .@cat_mes$[4], "is checking you out with a weird glimmer"; break; + case 0: .@cat_mes$[4] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[4] = "is picking some hair on his belly with a calm mind"; break; + case 2: .@cat_mes$[4] = "shows off his front paw to the Leader Cat"; break; + case 3: .@cat_mes$[4] = "is getting irritable with a tired face"; break; + case 4: .@cat_mes$[4] = "catches a flying fly and shows off"; break; + case 5: .@cat_mes$[4] = "shows off an attractive tail"; break; + case 6: .@cat_mes$[4] = "is drooping and mumbling"; break; + case 7: .@cat_mes$[4] = "shows off picked hair proudly"; break; + case 8: .@cat_mes$[4] = "is checking you out with a weird glimmer"; break; } switch(.@cat_action[5]) { - case 0: set .@cat_mes$[5], "cannot do anything with all points used"; break; - case 1: set .@cat_mes$[5], "is fighting with his tail"; break; - case 2: set .@cat_mes$[5], "is scratching with his hind foot"; break; - case 3: set .@cat_mes$[5], "is drooping down with a pleasant face"; break; - case 4: set .@cat_mes$[5], "checks you out with a drooping face"; break; - case 5: set .@cat_mes$[5], "scratches with a drooping face"; break; - case 6: set .@cat_mes$[5], "is drooping and mumbling"; break; - case 7: set .@cat_mes$[5], "is lying around~"; break; - case 8: set .@cat_mes$[5], "is doing nothing"; break; + case 0: .@cat_mes$[5] = "cannot do anything with all points used"; break; + case 1: .@cat_mes$[5] = "is fighting with his tail"; break; + case 2: .@cat_mes$[5] = "is scratching with his hind foot"; break; + case 3: .@cat_mes$[5] = "is drooping down with a pleasant face"; break; + case 4: .@cat_mes$[5] = "checks you out with a drooping face"; break; + case 5: .@cat_mes$[5] = "scratches with a drooping face"; break; + case 6: .@cat_mes$[5] = "is drooping and mumbling"; break; + case 7: .@cat_mes$[5] = "is lying around~"; break; + case 8: .@cat_mes$[5] = "is doing nothing"; break; } switch(rand(3)) { - case 0: set .@tip$, "You can predict if the cat will wave the flag or not with 'Observe cats'."; break; - case 1: set .@tip$, "1 Flag Point will be deducted if you choose 'Wave flag'."; break; - case 2: set .@tip$, "Choosing 'Wait', you can check the results and move on to the next game."; break; + case 0: .@tip$ = "You can predict if the cat will wave the flag or not with 'Observe cats'."; break; + case 1: .@tip$ = "1 Flag Point will be deducted if you choose 'Wave flag'."; break; + case 2: .@tip$ = "Choosing 'Wait', you can check the results and move on to the next game."; break; } while(1) { mes "[Leader]"; @@ -10096,48 +10096,48 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes " "; mes "Tip: ^F86A08"+.@tip$+"^000000"; next; - set .@choice, select("Observe cats:Wave flag:Wait"); + .@choice = select("Observe cats:Wave flag:Wait"); switch(.@choice) { case 1: mes "Observing cats..."; next; - for(set .@i,1; .@i<=5; set .@i,.@i+1) { + for(.@i = 1; .@i<=5; ++.@i) { mes "[------ Observing cats ------]"; mes .@cat_name$[.@i]+.@cat_desc$[.@i]+" ^FF0000"+.@cat_mes$[.@i]+"^000000."; next; } break; case 2: - set .@flag_point, .@flag_point-1; - set .@you_flag,1; + --.@flag_point; + .@you_flag = 1; break; case 3: break; } if (.@choice != 1) break; } - set .@round, .@round+1; - set .@rounds_nowave, .@rounds_nowave+1; + ++.@round; + ++.@rounds_nowave; if (.@you_flag == 1) { - set .@you_flag$, "You waved the flag"; - set .@emotion[0], e_korea; + .@you_flag$ = "You waved the flag"; + .@emotion[0] = e_korea; } else { - set .@you_flag$, "You didn't wave the flag"; - set .@emotion[0], e_swt2; + .@you_flag$ = "You didn't wave the flag"; + .@emotion[0] = e_swt2; } - for(set .@i,1; .@i<=5; set .@i,.@i+1) { + for(.@i = 1; .@i<=5; ++.@i) { if (.@flag_point_cat[.@i] == 0) { - set .@cat_flag$[.@i], "Not enough Flag Points, could not wave"; - set .@emotion[.@i], e_ho; + .@cat_flag$[.@i] = "Not enough Flag Points, could not wave"; + .@emotion[.@i] = e_ho; } else { if (compare(.@cat_emotes$[.@i],""+.@cat_action[.@i])) { - set .@cat_flag$[.@i], "Didn't wave"; - set .@emotion[.@i], .@cat_emote[.@i]; + .@cat_flag$[.@i] = "Didn't wave"; + .@emotion[.@i] = .@cat_emote[.@i]; } else { - set .@cat_flag$[.@i], "Did wave"; - set .@flag_point_cat[.@i], .@flag_point_cat[.@i]-1; - set .@cat_flags_waved, .@cat_flags_waved+1; - set .@emotion[.@i], e_korea; + .@cat_flag$[.@i] = "Did wave"; + --.@flag_point_cat[.@i]; + ++.@cat_flags_waved; + .@emotion[.@i] = e_korea; } } } @@ -10150,7 +10150,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes .@flag_point+" Flag Point remaining."; emotion .@emotion[0],1; next; - for(set .@i,1; .@i<=5; set .@i,.@i+1) { + for(.@i = 1; .@i<=5; ++.@i) { mes "[Leader]"; mes "~ "+.@cat_name$[.@i]+.@cat_desc$[.@i]+" ~"; mes "^FF0000"+.@cat_flag$[.@i]+"^000000 the flag for game ^C1653E"+.@round+"^000000."; @@ -10159,7 +10159,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; } if (.@you_flag == 1) { - set .@rounds_nowave,0; + .@rounds_nowave = 0; if (.@cat_flags_waved == 0) { // You win. break; @@ -10170,7 +10170,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; break; } else { - set .@you_flag,0; + .@you_flag = 0; mes "[Leader]"; mes "You have failed at flag waving."; mes .@flag_point+" Flag Point remaining."; @@ -10191,8 +10191,8 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; } else { if (.@rounds_nowave == 10) { - set .@rounds_nowave,0; - set .@flag_point, .@flag_point-1; + .@rounds_nowave = 0; + --.@flag_point; mes "[Leader]"; mes "Since you didn't wave your flag for 10 games, 1 Flag Point will be reduced according to the official Flag Game rules."; next; @@ -10219,7 +10219,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; } } - set .@cat_flags_waved,0; + .@cat_flags_waved = 0; } mes "[Leader]"; mes "The Flag-Waving Game has ended."; @@ -10240,11 +10240,11 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "But, only 3 Canned Foods will be given as the present since you didn't take a big part through the game."; } else { switch(.@flag_point) { - case 0: set .@cans,5; break; - case 1: set .@cans,7; break; - case 2: set .@cans,10; break; - case 3: set .@cans,15; break; - case 4: set .@cans,20; break; + case 0: .@cans = 5; break; + case 1: .@cans = 7; break; + case 2: .@cans = 10; break; + case 3: .@cans = 15; break; + case 4: .@cans = 20; break; } getitem 12636, .@cans; //Malang_Sp_Can mes "[Leader]"; @@ -10446,8 +10446,8 @@ mal_in01,142,220,6 script Sign#Cat G B2 4_BULLETIN_BOARD2,{ } mal_in01,155,222,2 script Uneet#gamer 4_LAM,{ - set .@playtime, checkquest(5069,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(5069,PLAYTIME); + if (.@playtime == 1) { mes "[Uneet]"; mes "Wow Wot~ What a busy day~"; mes "Oh, you are the one who won the honorable certificate?"; @@ -10526,11 +10526,11 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ } if (getequipid(EQI_GARMENT) == 2573) { if (Zeny >= 1000000) - set .@menu$, "Enchant Archangel Wing"; + .@menu$ = "Enchant Archangel Wing"; else - set .@menu$, "^999999You do not have enough zeny!^000000"; + .@menu$ = "^999999You do not have enough zeny!^000000"; } else - set .@menu$, "^999999You have not equipped the Archangel Wing!^000000"; + .@menu$ = "^999999You have not equipped the Archangel Wing!^000000"; mes "[Fallen Angel]"; mes "You seem like a poor guy!"; next; @@ -10587,44 +10587,44 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "This Archangel Wing is enchanted! Please initialize it or bring another Archangel Wing for me!"; close; } - set .@equip_refine, getequiprefinerycnt(EQI_GARMENT); + .@equip_refine = getequiprefinerycnt(EQI_GARMENT); setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2); - set .@i, rand(1,900); - if (.@i < 2) set .@enchant,4848; //Immuned1 - else if (.@i < 3) set .@enchant,4849; //Cranial1 - else if (.@i < 4) set .@enchant,4852; //Heal_Amount5 - else if (.@i < 9) set .@enchant,4853; //S_Str - else if (.@i < 14) set .@enchant,4854; //S_Agi - else if (.@i < 19) set .@enchant,4855; //S_Vital - else if (.@i < 24) set .@enchant,4856; //S_Int - else if (.@i < 29) set .@enchant,4857; //S_Dex - else if (.@i < 34) set .@enchant,4858; //S_Luck - else if (.@i < 39) set .@enchant,4851; //Heal_Amount4 - else if (.@i < 49) set .@enchant,4850; //Heal_Amount3 - else if (.@i < 74) set .@enchant,4760; //Matk1 - else if (.@i < 84) set .@enchant,4761; //Matk2 - else if (.@i < 109) set .@enchant,4817; //Sharp2 - else if (.@i < 119) set .@enchant,4816; //Sharp3 - else if (.@i < 144) set .@enchant,4814; //Spell2 - else if (.@i < 154) set .@enchant,4813; //Spell3 - else if (.@i < 179) set .@enchant,4833; //Expert_Archer2 - else if (.@i < 189) set .@enchant,4834; //Expert_Archer3 - else if (.@i < 214) set .@enchant,4810; //Fighting_Spirit2 - else if (.@i < 224) set .@enchant,4809; //Fighting_Spirit3 - else if (.@i < 259) set .@enchant,4701; //Strength2 - else if (.@i < 294) set .@enchant,4731; //Agility2 - else if (.@i < 329) set .@enchant,4721; //Dexterity2 - else if (.@i < 364) set .@enchant,4741; //Vitality2 - else if (.@i < 399) set .@enchant,4751; //Luck2 - else if (.@i < 434) set .@enchant,4711; //Inteligence2 - else if (.@i < 504) set .@enchant,4700; //Strength1 - else if (.@i < 574) set .@enchant,4730; //Agility1 - else if (.@i < 644) set .@enchant,4720; //Dexterity1 - else if (.@i < 714) set .@enchant,4740; //Vitality1 - else if (.@i < 784) set .@enchant,4750; //Luck1 - else if (.@i < 854) set .@enchant,4710; //Inteligence1 - else set .@enchant,0; + .@i = rand(1,900); + if (.@i < 2) .@enchant = 4848; //Immuned1 + else if (.@i < 3) .@enchant = 4849; //Cranial1 + else if (.@i < 4) .@enchant = 4852; //Heal_Amount5 + else if (.@i < 9) .@enchant = 4853; //S_Str + else if (.@i < 14) .@enchant = 4854; //S_Agi + else if (.@i < 19) .@enchant = 4855; //S_Vital + else if (.@i < 24) .@enchant = 4856; //S_Int + else if (.@i < 29) .@enchant = 4857; //S_Dex + else if (.@i < 34) .@enchant = 4858; //S_Luck + else if (.@i < 39) .@enchant = 4851; //Heal_Amount4 + else if (.@i < 49) .@enchant = 4850; //Heal_Amount3 + else if (.@i < 74) .@enchant = 4760; //Matk1 + else if (.@i < 84) .@enchant = 4761; //Matk2 + else if (.@i < 109) .@enchant = 4817; //Sharp2 + else if (.@i < 119) .@enchant = 4816; //Sharp3 + else if (.@i < 144) .@enchant = 4814; //Spell2 + else if (.@i < 154) .@enchant = 4813; //Spell3 + else if (.@i < 179) .@enchant = 4833; //Expert_Archer2 + else if (.@i < 189) .@enchant = 4834; //Expert_Archer3 + else if (.@i < 214) .@enchant = 4810; //Fighting_Spirit2 + else if (.@i < 224) .@enchant = 4809; //Fighting_Spirit3 + else if (.@i < 259) .@enchant = 4701; //Strength2 + else if (.@i < 294) .@enchant = 4731; //Agility2 + else if (.@i < 329) .@enchant = 4721; //Dexterity2 + else if (.@i < 364) .@enchant = 4741; //Vitality2 + else if (.@i < 399) .@enchant = 4751; //Luck2 + else if (.@i < 434) .@enchant = 4711; //Inteligence2 + else if (.@i < 504) .@enchant = 4700; //Strength1 + else if (.@i < 574) .@enchant = 4730; //Agility1 + else if (.@i < 644) .@enchant = 4720; //Dexterity1 + else if (.@i < 714) .@enchant = 4740; //Vitality1 + else if (.@i < 784) .@enchant = 4750; //Luck1 + else if (.@i < 854) .@enchant = 4710; //Inteligence1 + else .@enchant = 0; Zeny -= 1000000; delequip EQI_GARMENT; @@ -10679,7 +10679,7 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "This equipment has not been enchanted, please check it again!"; close; } - set .@equip_refine, getequiprefinerycnt(EQI_GARMENT); + .@equip_refine = getequiprefinerycnt(EQI_GARMENT); setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2); delitem 6417,3; //Silvervine delequip EQI_GARMENT; diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index 0c9eb2a82..b315771b9 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -48,7 +48,7 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ mes "I will mark on the map the location of Phong in Mumbaki."; mes "I welcome your visit though the times are harsh."; viewpoint 1, 185, 358, 0, 0x0A82FF; - set malaya_hi, 1; + malaya_hi = 1; setquest 7350; close; } else if (malaya_hi == 1) { @@ -70,8 +70,8 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. "; close; } - .@playtime = checkquest(7405, PLAYTIME); - if (.@playtime == 0) { + .@playtime = questprogress(7405, PLAYTIME); + if (!.@playtime) { mes "[Rodel the Guard]"; mes "Whew, thanks to you, I have one less thing to worry about."; mes "I will lose less of my things."; @@ -93,8 +93,8 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ mes "Come and find me when you decide."; close; } else { - .@hunting = checkquest(7404, HUNTING); - if (.@hunting == -1) { + .@hunting = questprogress(7404, HUNTING); + if (!.@hunting) { mes "[Rodel the Guard]"; switch(rand(1, 6)) { case 1: @@ -133,7 +133,7 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ mes "It would be a simple task for you."; setquest 7404; close; - } else if (.@hunting == 0) { + } else if (.@hunting == 0) { // FIXME mes "[Rodel the Guard]"; mes "You have to get rid of 20 Jejelings."; mes "20 should be enough to give those Jejelings a good scare."; @@ -158,7 +158,7 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ getexp 200000,200000; erasequest 7404; setquest 7405; - if (rand(1)) + if (rand(2)) $malayaNames$[1] = strcharinfo(0); // SavePPL Jejellopy close; @@ -258,8 +258,8 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "[Phong in Mumbaki]"; mes "Young friend. Your presence is welcomed anywhere."; mes "The light from your pure soul will protect you from the darkness."; - set malaya_hi, 10; - if (checkquest(7350) > -1) + malaya_hi = 10; + if (questprogress(7350)) erasequest 7350; close; } else if (malaya_hi == 10) { @@ -356,7 +356,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "Yes, because you will become their heart's savior."; next; mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers."; - set malaya_hi, 12; + malaya_hi = 12; erasequest 7358; setquest 7351; close; @@ -382,7 +382,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "My grandchild Imelda will create it."; mes "So don't worry. You don't have to give out any more of your things."; erasequest 7365; - set malaya_hi, 20; + malaya_hi = 20; getexp 200000, 200000; // SavePPL Soul_Protection close; @@ -437,7 +437,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "[Phong in Mumbaki]"; mes "Gather these flowers, and I'll make a Bouquet out of it and bless it."; mes "Flowers can be found out side the village."; - set malaya_diwata, 3; + malaya_diwata = 3; erasequest 7396; setquest 7397; close; @@ -467,7 +467,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ delitem 6510, 3; // Elegant_Flower delitem 6511, 3; // Beautiful_Flower getitem 6506, 1; // Memorial_Bouquet - set malaya_diwata, 4; + malaya_diwata = 4; erasequest 7397; setquest 7398; close; @@ -487,7 +487,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ close; } case 2: - if (checkquest(7402) == -1) { + if (!questprogress(7402)) { mes "[Phong in Mumbaki]"; mes "Who is the floral tribute for?"; mes "Don't tell me you're making one in advance cause you're lazy?"; @@ -598,7 +598,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ next; mes "[Imelda]"; mes "Now's the time to prove your prowess!"; - set malaya_hi, 21; + malaya_hi = 21; setquest 7366; close; case 2: @@ -635,7 +635,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "[Imelda]"; mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection."; mes "Give them to me! And don't bother me during the process!"; - set malaya_hi, 22; + malaya_hi = 22; delitem 6500, 6; // Sharp_Bamboo delitem 6501, 6; // Salt_Bag delitem 6502, 6; // Silver_Cross @@ -643,8 +643,8 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ setquest 7367; close; } else if (malaya_hi == 22) { - .@playtime = checkquest(7367, PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7367, PLAYTIME); + if (.@playtime == 1) { mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives."; mes "Better not disturb her."; close; @@ -661,7 +661,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ next; mes "Took the Spiritual Protection, despite her ridiculous logic and vigor."; mes "Let's give them to the villagers."; - set malaya_hi, 23; + malaya_hi = 23; getitem 6503, 6; // Soul_Protection erasequest 7367; setquest 7368; @@ -700,7 +700,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ next; mes "[Imelda]"; mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day."; - set malaya_hi, 25; + malaya_hi = 25; erasequest 7374; erasequest 7379; setquest 7375; @@ -709,7 +709,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ // else // getitem 6497, 1; // Lesser_Agimat getexp 200000,200000; - if (rand(1)) + if (rand(2)) $malayaNames$[0] = strcharinfo(0); close; } else { @@ -720,7 +720,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ next; switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) { case 1: - if (checkquest(7380) > -1) { + if (questprogress(7380)) { if ((countitem(6501) < 6) || (countitem(6502) < 6) || (countitem(6500) < 6)) { mes "[Imelda]"; mes "Materials for making a Spiritual Protection are"; @@ -749,8 +749,8 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ getexp 200000,200000; close; } else { - .@playtime = checkquest(7381, PLAYTIME); - if ((.@playtime == 0) || (.@playtime == 1)) { + .@playtime = questprogress(7381, PLAYTIME); + if (.@playtime == 1) { mes "[Imelda]"; mes "I appreciate your kindness, but we have enough for today."; mes "I'll ask for you when I need more materials."; @@ -789,8 +789,8 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ } } case 2: - if (checkquest(7374) != -1) { - if (checkquest(7379) == -1) { + if (questprogress(7374)) { + if (!questprogress(7379)) { mes "[Imelda]"; mes "Please deliver these new Spiritual Protections to the villagers."; mes "You know them, right?"; @@ -815,12 +815,12 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ // else // getitem 6497, 1; // Lesser_Agimat getexp 200000,200000; - if (rand(1)) + if (rand(2)) $malayaNames$[0] = strcharinfo(0); close; } else { - .@playtime = checkquest(7375, PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7375, PLAYTIME); + if (.@playtime == 1) { mes "[Imelda]"; mes "The Spiritual Protections given before will still be in effect"; mes "It's okay for now."; @@ -838,7 +838,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Of course, you'll still encounter ghosts here and there."; close; } - if ((checkquest(7381) == 0) || (checkquest(7381) == 1)) { + if (questprogress(7381) == 1) { mes "[Imelda]"; mes "Thank you very much."; mes "Come back when you've given them all out."; @@ -873,7 +873,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Of course, you'll still encounter ghosts here and there."; close; } - if ((checkquest(7381, PLAYTIME) == 0) || (checkquest(7381, PLAYTIME) == 1)) { + if (questprogress(7381, PLAYTIME) == 1) { mes "[Imelda]"; mes "Thank you very much."; mes "Come back when you've given them all out."; @@ -912,7 +912,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ mes "Not from around here, I see. I have nothing to say."; close; } else if (malaya_hi == 10) { - if (checkquest(7353) == 2) { + if (questprogress(7353) == 2) { mes "[Old Man Nardo]"; mes "How about lending a hand for a poor old man?"; mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor."; @@ -937,10 +937,10 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; setquest 7353; completequest 7353; - if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -951,7 +951,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ mes "Must counsel with Mumbaki first!"; close; } else if (malaya_hi == 12) { - if (checkquest(7360) != -1) { + if (questprogress(7360)) { mes "[Old Man Nardo]"; mes "To be honest, I do not believe that this Holy Artifact has any abilities."; mes "It's just for the peace of mind."; @@ -980,9 +980,10 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ delitem 523, 1; //Holy_Water setquest 7360; completequest 7360; - if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 + && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With the Old Man as last, enough Holy Artifacts have been given out.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1032,7 +1033,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ mes "Thank you."; close; case 2: - if ((checkquest(7374) != -1) && (checkquest(7369) != -1)) { + if (questprogress(7374) && questprogress(7369)) { if (!countitem(6503)) { mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000"; close; @@ -1046,10 +1047,10 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ delitem 6503, 1; // Soul_Protection erasequest 7369; setquest 7383; - if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1075,7 +1076,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron."; close; } - if ((checkquest(7378, PLAYTIME) == 0) || (checkquest(7378, PLAYTIME) == 1)) { + if (questprogress(7378, PLAYTIME) == 1) { mes "[Old Man Nardo]"; mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today."; mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day."; @@ -1083,7 +1084,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ mes "[Old Man Nardo]"; mes "Help me out again tomorrow if you can."; close; - } else if (checkquest(7378, PLAYTIME) == 2) { + } else if (questprogress(7378, PLAYTIME) == 2) { mes "[Old Man Nardo]"; mes "Hey there!"; mes "So, are you well and well fed?"; @@ -1094,7 +1095,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ erasequest 7378; close; } else { - if (checkquest(7377) != -1) { + if (questprogress(7377)) { if (countitem(6503) < 5) { mes "[Old Man Nardo]"; mes "Did you deliver the cauldron in one piece?"; @@ -1121,7 +1122,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ $malayaNames$[2] = strcharinfo(0); close; } else { - if (checkquest(7376) > -1) { + if (questprogress(7376)) { mes "[Old Man Nardo]"; mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; mes "This should help against the Bakonawa troubles."; @@ -1176,7 +1177,7 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ mes "(He evades your gaze and ignores you.)"; close; } else if (malaya_hi == 10) { - if (checkquest(7357) == 2) { + if (questprogress(7357) == 2) { mes "[Romel]"; mes "....So cold-hearted."; mes "And here we are, always trembling in anxiety..."; @@ -1201,10 +1202,10 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; setquest 7357; completequest 7357; - if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -1214,7 +1215,7 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ mes "He'll surely take a hair or pull a sleeve if he had his way!"; close; } else if (malaya_hi == 12) { - if (checkquest(7364) != -1) { + if (questprogress(7364)) { mes "[Romel]"; mes "Frankly speaking, it's for the peace of mind."; mes "With it, I could face them with more boldness."; @@ -1245,9 +1246,10 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ delitem 523, 1; //Holy_Water setquest 7364; completequest 7364; - if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 + && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Romel as last, I think enough Holy Artifacts have been given.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1286,7 +1288,7 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ mes "I am at peace these days."; close; } - if ((checkquest(7374) == -1) || (checkquest(7373) == -1)) { + if (!questprogress(7374) || !questprogress(7373)) { mes "[Romel]"; mes "A new Spiritual Protection?"; mes "The one you gave me before still works fine."; @@ -1306,10 +1308,10 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ delitem 6503, 1; // Soul_Protection erasequest 7373; setquest 7387; - if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1332,7 +1334,7 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ mes "(When your eyes met with hers, she ran and hid behind her father.)"; close; } else if (malaya_hi == 10) { - if (checkquest(7356) == 2) { + if (questprogress(7356) == 2) { mes "[Talah]"; mes "Talah might be taken away tonight."; mes "Scary kids might come to Talah."; @@ -1355,10 +1357,10 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ mes "- The troubled villagers desire your belongings because you fend off the ghosts. -"; setquest 7356; completequest 7356; - if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -1367,7 +1369,7 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ mes "Talah looks from you to her father with inquisitive eyes."; close; } else if (malaya_hi == 12) { - if (checkquest(7363) != -1) { + if (questprogress(7363)) { mes "[Talah]"; mes "I dont know for sure"; mes "but I get a warm feel from them."; @@ -1393,9 +1395,10 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ delitem 523, 1; //Holy_Water setquest 7363; completequest 7363; - if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 + && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Talah as last, I think enough Holy Artifacts have been given.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1415,7 +1418,7 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ mes "You're keeping us safe aren't you?"; close; } - if ((checkquest(7374) != -1) && (checkquest(7372) != -1)) { + if (questprogress(7374) && questprogress(7372)) { if (!countitem(6503)) { mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000"; close; @@ -1430,10 +1433,10 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ delitem 6503, 1; // Soul_Protection erasequest 7372; setquest 7386; - if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1460,7 +1463,7 @@ malaya,62,274,0 script Sand Trap#malaya 4_SOIL,{ mes "- Cannot proceed with the quest. You are carrying too many items. -"; close; } - if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) { + if (!questprogress(7366) && !questprogress(7380)) { mes "A device to evaporate sea water is buried in the sand..."; close; } @@ -1494,7 +1497,7 @@ ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{ mes "- Cannot proceed with the quest. You are carrying too many items. -"; close; } - if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) { + if (!questprogress(7366) && !questprogress(7380)) { mes "There's a short and black bamboo tree."; close; } @@ -1513,7 +1516,7 @@ ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{ mes "I knew I could do this!"; close; OnTouch: - if ((checkquest(7366) != -1) || (checkquest(7380) != -1)) { + if (questprogress(7366) || questprogress(7380)) { specialeffect EF_LEVEL99_4; } end; @@ -1540,7 +1543,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "Go away. Shoo, leave!"; close; } else if (malaya_hi == 10) { - if (checkquest(7355) == 2) { + if (questprogress(7355) == 2) { mes "[Woeon]"; mes "Now, look here my friend..."; mes "This can all be solved by giving me a button."; @@ -1564,10 +1567,10 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "- The troubled villagers desire your belongings because you fend off the ghosts. -"; setquest 7355; completequest 7355; - if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -1584,7 +1587,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "Cold hearted son of a..."; close; } else if (malaya_hi == 12) { - if (checkquest(7362) != -1) { + if (questprogress(7362)) { mes "[Woeon]"; mes "Hmm. Look at my hands."; mes "Less shaky, eh?"; @@ -1618,9 +1621,10 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ delitem 523, 1; //Holy_Water setquest 7362; completequest 7362; - if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 + && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Woeon as last, I think enough Holy Artifacts have been given.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1636,7 +1640,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "Oh, hi there!"; next; if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) { - if (((checkquest(7374) == 0) || (checkquest(7374) == 1)) && ((checkquest(7371) == 0) || (checkquest(7371) == 1))) { + if (questprogress(7374) == 1 && questprogress(7371) == 1) { if (!countitem(6503)) { mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000"; close; @@ -1650,10 +1654,10 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ delitem 6503, 1; // Soul_Protection erasequest 7371; setquest 7385; - if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "-With Woeon as last, all Spiritual Protections have been delivered.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1683,13 +1687,13 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "I'll let you have at it once you're stronger, my friend!"; close; } - if ((checkquest(7392, PLAYTIME) == 0) || (checkquest(7392, PLAYTIME) == 1)) { + if (questprogress(7392, PLAYTIME) == 1) { mes "[Woeon]"; mes "Oh, the Jejellopy collecting?"; mes "I have enough for today."; mes "Come back again tomorrow."; close; - } else if (checkquest(7392, PLAYTIME) == 2) { + } else if (questprogress(7392, PLAYTIME) == 2) { mes "[Woeon]"; mes "Oh, yes yes."; mes "You're going to collect Jejellopy today as well?"; @@ -1708,7 +1712,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ setquest 7391; close; } else { - if ((checkquest(7391) == 0) || (checkquest(7391) == 1)) { + if (questprogress(7391) == 1) { if (countitem(6498) < 30) { mes "[Woeon]"; mes "Hmm? I don't think you have enough."; @@ -1731,7 +1735,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ // else // getitem 6497, 1; // Lesser_Agimat getexp 200000,200000; - set .@memo_name, rand(1,3); + .@memo_name = rand(1,3); if (!rand(3)) $malayaNames$[1] = strcharinfo(0); close; @@ -1777,7 +1781,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "Go... Go away!"; close; } else if (malaya_hi == 10) { - if (checkquest(7354) == 2) { + if (questprogress(7354) == 2) { mes "[Pandoi]"; mes "Please.."; mes "Couldn't you help a guy out here, just for the sake of it?"; @@ -1806,10 +1810,10 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; setquest 7354; completequest 7354; - if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -1826,7 +1830,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "Do you really think ignoring me is the best option?!"; close; } else if (malaya_hi == 12) { - if (checkquest(7361) != -1) { + if (questprogress(7361)) { mes "[Pandoi]"; mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!"; mes "Bu... But, I'm too scared..."; @@ -1850,9 +1854,10 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ delitem 523, 1; //Holy_Water setquest 7361; completequest 7361; - if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 + && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -1887,7 +1892,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ next; switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) { case 1: - if ((checkquest(7374) == -1) || (checkquest(7370) == -1)) { + if (!questprogress(7374) || !questprogress(7370)) { mes "[Pandoi]"; mes "I appreciate you taking care of the expiration dates of my Spiritual Protection."; mes "I think mine's good for now. "; @@ -1906,10 +1911,10 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ delitem 6503, 1; // Soul_Protection erasequest 7370; setquest 7384; - if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "-With Pandoi as last, all Spiritual Protections have been delivered.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -1932,7 +1937,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "If you go in there like that... You'll never make it out alive!"; close; } - .@hunting = checkquest(7393, HUNTING); + .@hunting = questprogress(7393, HUNTING); if (.@hunting == 2) { if (countitem(6508) < 10) { mes "[Pandoi]"; @@ -1968,7 +1973,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ if (!rand(3)) $malayaNames$[1] = strcharinfo(0); close; - } else if (.@hunting == 0 || .@hunting == 1) { + } else if (.@hunting == 1) { mes "[Pandoi]"; mes "The village hospital holds the most hideous things inside."; mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it..."; @@ -1978,8 +1983,8 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "You're the only one I can trust!"; close; } else { - .@playtime = checkquest(7394, PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7394, PLAYTIME); + if (.@playtime == 1) { mes "[Pandoi]"; mes "I still have some silver to smelt."; mes "I'll request more if I fail again."; @@ -2058,15 +2063,15 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ next; switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) { case 1: - set .@amount,1; + .@amount = 1; case 2: - if (!.@amount) set .@amount,6; + if (!.@amount) .@amount = 6; if (countitem(6508) < (.@amount * 2)) { mes "[Pandoi]"; mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + "."; close; } - set .@time,5; + .@time = 5; break; case 3: mes "[Pandoi]"; @@ -2089,7 +2094,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets."; close; } - set .@time,15; + .@time = 15; break; case 4: mes "[Pandoi]"; @@ -2125,7 +2130,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "I'm seeing ghosts. I think it's my time to die."; close; } else if (malaya_hi == 10) { - if (checkquest(7352) == 2) { + if (questprogress(7352) == 2) { mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-"; close; } @@ -2168,10 +2173,10 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-"; setquest 7352; completequest 7352; - if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { next; mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; - set malaya_hi, 11; + malaya_hi = 11; setquest 7358; } close; @@ -2181,7 +2186,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "This is so awkward."; close; } else if (malaya_hi == 12) { - if (checkquest(7359) != -1) { + if (questprogress(7359)) { mes "[Pedro the Sailor]"; mes "Anyway, now that I have what they hate..."; mes "Now's the time to charge into my ship...!"; @@ -2208,9 +2213,10 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ delitem 523, 1; //Holy_Water setquest 7359; completequest 7359; - if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 + && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-"; - set malaya_hi, 13; + malaya_hi = 13; erasequest 7351; setquest 7365; } @@ -2229,7 +2235,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "Well, living the dream, eh?"; next; if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) { - if ((checkquest(7374) == -1) || (checkquest(7368) == -1)) { + if (!questprogress(7374) || !questprogress(7368)) { mes "[Pedro the Sailor]"; mes "The Spiritual Protection you gave me before works fine."; mes "I'm good for now."; @@ -2248,10 +2254,10 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ delitem 6503, 1; // Soul_Protection erasequest 7368; setquest 7382; - if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-"; if (malaya_hi == 23) { - set malaya_hi, 24; + malaya_hi = 24; } setquest 7379; erasequest 7382; @@ -2318,7 +2324,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "[Pedro the Sailor]"; mes "If you don't believe me, see for yourself."; mes "Then you'll believe me."; - set malaya_diwata, 1; + malaya_diwata = 1; setquest 7395; close; } else if (malaya_diwata == 1) { @@ -2369,7 +2375,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "I'd better get ready to set sail then."; mes "It's not much, but this is for you."; mes "If we can get back in business, I'll take you to Izlude for just 1000z."; - set malaya_diwata, 6; + malaya_diwata = 6; erasequest 7399; setquest 7401; // if (IsPremiumPcCafe == 10) @@ -2381,8 +2387,8 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ $malayaNames$[0] = strcharinfo(0); close; } else { - .@playtime = checkquest(7401, PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7401, PLAYTIME); + if (.@playtime == 1) { mes "[Pedro the Sailor]"; mes "If you want to go to Alberta, use the big ship over there."; mes "This little one goes to Izlude."; @@ -2412,8 +2418,8 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ erasequest 7401; goto L_SetQuest; } else { - if (checkquest(7403) == -1) { - if (checkquest(7402) == -1) { + if (!questprogress(7403)) { + if (!questprogress(7402)) { goto L_SetQuest; } mes "[Pedro the Sailor]"; @@ -2521,7 +2527,7 @@ OnTouch: next; cutin "", 255; mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-"; - set malaya_diwata, 2; + malaya_diwata = 2; setquest 7396; erasequest 7395; close2; @@ -2534,7 +2540,7 @@ OnTouch: next; cutin "", 255; mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-"; - set malaya_diwata, 2; + malaya_diwata = 2; setquest 7396; erasequest 7395; close2; @@ -2618,7 +2624,7 @@ OnTouch: next; mes "[Diwata]"; mes "Now, g... go away!"; - set malaya_diwata, 5; + malaya_diwata = 5; delitem 6506, 1; // Memorial_Boquet erasequest 7398; setquest 7399; @@ -2630,9 +2636,9 @@ OnTouch: mes "If they bother me again, however, I won't be."; close; } else { - if (checkquest(7402) == -1) { - if (checkquest(7403) == -1) { - if ((checkquest(7401, PLAYTIME) == 0) || (checkquest(7401, PLAYTIME) == 1)) { + if (!questprogress(7402)) { + if (!questprogress(7403)) { + if (questprogress(7401, PLAYTIME) == 1) { cutin "malaya_diwata02", 2; mes "[Diwata]"; mes "Surprisingly enough, I'm doing fine."; @@ -2733,8 +2739,8 @@ ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{ next; switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) { case 1: - if (checkquest(7376) == -1) { - if (checkquest(7377) == -1) { + if (!questprogress(7376)) { + if (!questprogress(7377)) { mes "[Kiko in Mumbaki]"; mes "What cauldron?"; mes "As far as I know, you're not the one bringing it."; @@ -2779,8 +2785,8 @@ ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{ erasequest 7376; close; case 2: - if (checkquest(7406) == -1) { - if (checkquest(7407) == -1) { + if (!questprogress(7406)) { + if (!questprogress(7407)) { mes "[Kiko in Mumbaki]"; mes "The only purification needed in this village is Vantai's food."; mes "There are no rituals where an outsider, like yourself, can take part in."; @@ -2861,8 +2867,8 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ mes "Ha ha ha ha ha ha ha!"; close; } - .@playtime = checkquest(7408, PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7408, PLAYTIME); + if (.@playtime == 1) { mes "[Dhong the Guard]"; mes "The bones you brought Vantai gave him a feast."; mes "He'll be full and merry for a while now."; @@ -2889,7 +2895,7 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ mes "for the hero to get us some Evil Spirit Bones from the forest."; close; } else { - if (checkquest(7406) != -1) { + if (questprogress(7406)) { mes "[Dhong the Guard]"; mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits."; mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them."; @@ -2899,7 +2905,7 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ mes "Kiko in Mumbaki will purify them for you."; close; } else { - if (checkquest(7407) == 1) { + if (questprogress(7407) == 1) { if (countitem(6505) < 10) { mes "[Dhong the Guard]"; mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones."; @@ -2995,8 +3001,8 @@ ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ mes "An anxious looking woman is stands."; close; } - .@playtime = checkquest(7390, PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7390, PLAYTIME); + if (.@playtime == 1) { mes "[Maries]"; mes "Now that the children know that they can get back home with an Inside-out Shirt,"; mes "they play out in the forest recklessly and timelessly."; @@ -3012,7 +3018,7 @@ ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ erasequest 7390; close; } else { - if (checkquest(7389) != -1) { + if (questprogress(7389)) { mes "[Maries]"; mes "You came back."; mes "Thanks to you, the child has returned home safely."; @@ -3031,7 +3037,7 @@ ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ $malayaNames$[2] = strcharinfo(0); close; } else { - if (checkquest(7388) != -1) { + if (questprogress(7388)) { mes "[Maries]"; mes "I'm sure they're lost in the woods because of mischievous spirits."; mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found."; @@ -3099,7 +3105,7 @@ ma_fild01,203,189,3 script Little Girl#malaya 4_F_BARYO_GIRL,{ } ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ - if (checkquest(7388) > -1) { + if (questprogress(7388)) { if (!countitem(12700)) { mes "[Little Kid]"; mes "Sigh. Are you lost too?"; @@ -3144,7 +3150,7 @@ ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ } end; } else { - if (checkquest(7389) != -1) { + if (questprogress(7389)) { mes "[Little Kid]"; mes "I want to play some more."; mes "I can always go back with this shirt."; @@ -3226,8 +3232,8 @@ ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ mes "We'll never make it."; close; } - .@playtime = checkquest(7410, PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(7410, PLAYTIME); + if (.@playtime == 1) { mes "[Budidai]"; mes "Traveler, my friend!"; mes "Bongisungisu ran far far away."; @@ -3243,8 +3249,8 @@ ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ mes "You won't turn you're back on a good Capre?"; close; } else { - if (checkquest(7409) != -1) { - if (checkquest(7409, HUNTING) == 2) { + if (questprogress(7409)) { + if (questprogress(7409, HUNTING) == 2) { mes "[Budidai]"; mes "Astonishing, wanderer!"; mes "I could hear the pitiful wails of Bongisungisu all the way from here!"; @@ -3870,7 +3876,7 @@ malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{ next; mes "[Guard]"; mes "I hear people are talking about a mysterious treasure hidden deep in the woods."; - set malaya_buwaya,1; + malaya_buwaya = 1; setquest 2271; next; } @@ -3978,7 +3984,7 @@ malaya,276,288,5 script Port Malaya Villager::buwaya_A 4_M_MALAYA,{ emotion e_sob,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!"; - set malaya_buwaya,2; + malaya_buwaya = 2; erasequest 2271; setquest 2272; close; @@ -4031,7 +4037,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Can't talk long. I need to heal my eyes first."; mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?"; - set malaya_buwaya,3; + malaya_buwaya = 3; close; } else if (malaya_buwaya == 3) { if (!countitem(506)) { @@ -4050,7 +4056,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Gulp, gulp..."; delitem 506,1; //Green_Potion - set malaya_buwaya,4; + malaya_buwaya = 4; } close; } else if (malaya_buwaya == 4) { @@ -4137,7 +4143,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ next; mes "[Totoy]"; mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!"; - set malaya_buwaya,5; + malaya_buwaya = 5; erasequest 2272; setquest 2273; close; @@ -4229,7 +4235,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Anyway, thanks for bringing my best friend back."; mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-"; - set malaya_buwaya,13; + malaya_buwaya = 13; erasequest 2278; setquest 2279; close; @@ -4261,7 +4267,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ next; mes "[Dog]"; mes "Woof woof woof!!!!"; - set malaya_buwaya,14; + malaya_buwaya = 14; getitem 6497,5; //Lesser_Agimat disablenpc "Dog#buwaya_totoi"; erasequest 2279; @@ -4351,7 +4357,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ if (select("I will prove it.:Suspicious of Totoy.") == 2) { mes "[Master of Hunting]"; mes "Kids tell stories for their own reasons. I'm sure Totoy is the same."; - set malaya_buwaya,6; + malaya_buwaya = 6; close; } mes "[Master of Hunting]"; @@ -4365,7 +4371,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ next; mes "[Master of Hunting]"; mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; - set malaya_buwaya,7; + malaya_buwaya = 7; erasequest 2273; setquest 2274; close; @@ -4389,7 +4395,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ next; mes "[Master of Hunting]"; mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; - set malaya_buwaya,7; + malaya_buwaya = 7; erasequest 2273; setquest 2274; close; @@ -4404,7 +4410,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "You've really brought back the samples."; mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench."; delitem 6519,10; //Collected_Sample - set malaya_buwaya,8; + malaya_buwaya = 8; erasequest 2274; setquest 2275; close; @@ -4429,7 +4435,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ next; mes "[Master of Hunting]"; mes "You! Come here and feel this!"; - set malaya_buwaya,9; + malaya_buwaya = 9; enablenpc "#buwaya_soil"; close; } else if (malaya_buwaya == 9) { @@ -4503,7 +4509,7 @@ malaya,291,152,3 script #buwaya_soil 4_SOIL,{ mes "[Master of Hunting]"; mes "Please go and tell the Guard Leader that Buwaya is active again."; mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya."; - set malaya_buwaya,10; + malaya_buwaya = 10; disablenpc "#buwaya_soil"; erasequest 2275; setquest 2276; @@ -4616,7 +4622,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ next; mes "[Guard Leader]"; mes "Then take care and good luck."; - set malaya_buwaya,11; + malaya_buwaya = 11; erasequest 2276; setquest 2277; } else if (malaya_buwaya == 11) { @@ -4638,12 +4644,12 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "Here, this is a symbol of our gratitude."; mes "If you would like to help with Buwaya again, please look for me."; mes "Hope you have a great journey."; - set malaya_buwaya,15; + malaya_buwaya = 15; getexp 1000000, 600000; completequest 2280; } else { - set .@hunting, checkquest(2281,HUNTING); - if (.@hunting == -1) { + .@hunting = questprogress(2281,HUNTING); + if (!.@hunting) { mes "[Guard Leader]"; mes "Hear Buwaya appeared from the depth of the Forest."; mes "As everyone knows, all our manpower is dispatched to handle Bangungots servants attacking the hospital recently."; @@ -4673,7 +4679,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "Keep this in mind and be cautious at all times."; mes "I recommend asking trustful colleagues for help."; setquest 2281; - } else if (.@hunting == 0 || .@hunting == 1) { + } else if (.@hunting == 1) { mes "[Guard Leader]"; mes "How is it going with the Buwaya situation?"; next; @@ -4782,7 +4788,7 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "[Dog]"; mes "Bark bark!"; - set malaya_buwaya,12; + malaya_buwaya = 12; disablenpc "Dog#buwaya"; erasequest 2277; setquest 2278; @@ -5094,7 +5100,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "Down along this path"; mes "you will meet my granddaughter near the port."; mes "Get the Slate Piece from there."; - set malaya_bakona1,1; + malaya_bakona1 = 1; setquest 1174; close; } @@ -5170,7 +5176,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "Good luck to you... for our sake..."; erasequest 1175; setquest 1176; - set malaya_bakona1,3; + malaya_bakona1 = 3; close; } else if (malaya_bakona1 == 3) { mes "[Old Legend Teller]"; @@ -5220,7 +5226,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "so that you can enter the Bakonawa Lake."; mes "Please get rid of this monster for us."; erasequest 1179; - set malaya_bakona1,7; + malaya_bakona1 = 7; // if (IsPremiumPcCafe == 10) getitem 6499,5; //Ancient_Grudge // else @@ -5313,7 +5319,7 @@ ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{ mes "of the traveling merchant."; erasequest 1176; setquest 1177; - set malaya_bakona1,4; + malaya_bakona1 = 4; close; case 4: mes "[Malaya Immigrant]"; @@ -5419,7 +5425,7 @@ ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{ mes "Investigate the stone ahead."; erasequest 1177; setquest 1178; - set malaya_bakona1,5; + malaya_bakona1 = 5; close; } } else if (malaya_bakona1 == 5) { @@ -5480,7 +5486,7 @@ OnTouch: mes "The letters are not clear but you can still read it."; next; callsub L_Record; - set malaya_bakona1,6; + malaya_bakona1 = 6; erasequest 1178; setquest 1179; close; @@ -5567,7 +5573,7 @@ malaya,304,100,4 script Old Man's Granddaughter 4_F_BARYO_GIRL,{ mes "now that I have the Slate Piece."; erasequest 1174; setquest 1175; - set malaya_bakona1,2; + malaya_bakona1 = 2; close; } else if (malaya_bakona1 == 2) { mes "[Old Man's Granddaughter]"; @@ -5693,7 +5699,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc"; mes "and take them to ^0000FFMissing Person's Father^000000"; mes "for me."; - set malaya_bakona2,1; + malaya_bakona2 = 1; setquest 1180; close; } @@ -5740,7 +5746,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "saying that the energy of the moon seems strange."; erasequest 1184; setquest 1185; - set malaya_bakona2,6; + malaya_bakona2 = 6; // if (IsPremiumPcCafe == 10) getitem 12700,7; //Insideout_Shirt // else @@ -5794,7 +5800,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "will be waiting for you. He will be very helpful."; erasequest 1187; setquest 1188; - set malaya_bakona2,9; + malaya_bakona2 = 9; close; } } else if (malaya_bakona2 == 9) { @@ -5845,7 +5851,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "Please help us by"; mes "attacking his lair."; erasequest 1193; - set malaya_bakona2,15; + malaya_bakona2 = 15; getexp 1000000,600000; // if (IsPremiumPcCafe == 10) getitem 6497,7; //Lesser_Agimat @@ -5931,7 +5937,7 @@ malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{ delitem 6520,2; //Lost_Belongings erasequest 1180; setquest 1181; - set malaya_bakona2,2; + malaya_bakona2 = 2; close; } else if (malaya_bakona2 == 2) { mes "[Missing Person's Father]"; @@ -5982,7 +5988,7 @@ malaya,265,274,5 script Missing Person's Friend 4_M_BARYO_BOY,{ delitem 6520,7; //Lost_Belongings erasequest 1181; setquest 1182; - set malaya_bakona2,3; + malaya_bakona2 = 3; close; } else { mes "[Missing Person's Friend]"; @@ -6031,7 +6037,7 @@ malaya,270,278,4 script Missing Person's Son 4_M_BARYO_MAN,{ delitem 6520,3; //Lost_Belongings erasequest 1182; setquest 1183; - set malaya_bakona2,4; + malaya_bakona2 = 4; close; } else { mes "[Missing Person's Son]"; @@ -6086,7 +6092,7 @@ malaya,265,284,4 script Missing Person's Mother 4_F_BARYO_WOMAN,{ delitem 6520,5; //Lost_Belongings erasequest 1183; setquest 1184; - set malaya_bakona2,5; + malaya_bakona2 = 5; close; } else { mes "[Missing Person's Mother]"; @@ -6146,11 +6152,11 @@ malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{ mes "there will be a great disaster."; erasequest 1185; setquest 1186; - set malaya_bakona2,7; + malaya_bakona2 = 7; close; } } else if (malaya_bakona2 == 7) { - if (checkquest(1186,HUNTING) == 2) { + if (questprogress(1186,HUNTING) == 2) { mes "[Young Fortune Teller]"; mes "It looks like you took care of ^FF0000Tikbalang^000000"; mes "well enough."; @@ -6159,7 +6165,7 @@ malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{ mes "the Village Chief for help."; erasequest 1186; setquest 1187; - set malaya_bakona2,8; + malaya_bakona2 = 8; // if (IsPremiumPcCafe == 10) getitem 12699,7; //Tikbalang_Belt // else @@ -6241,7 +6247,7 @@ OnTouch: mes "Go and set up the trap together."; erasequest 1188; setquest 1189; - set malaya_bakona2,10; + malaya_bakona2 = 10; close; } else if (malaya_bakona2 == 10) { mes "The trap has been set up here."; @@ -6311,7 +6317,7 @@ OnTouch: mes "Come on, move it!"; erasequest 1189; setquest 1190; - set malaya_bakona2,11; + malaya_bakona2 = 11; close; } else if (malaya_bakona2 == 11) { mes "The trap has been set up here."; @@ -6383,7 +6389,7 @@ OnTouch: mes "find the Gloomy Worker."; erasequest 1190; setquest 1191; - set malaya_bakona2,12; + malaya_bakona2 = 12; close; } else if (malaya_bakona2 == 12) { mes "The trap has been set up here."; @@ -6452,7 +6458,7 @@ OnTouch: mes "Though I doubt it will be much help."; erasequest 1191; setquest 1192; - set malaya_bakona2,13; + malaya_bakona2 = 13; close; } else if (malaya_bakona2 == 13) { mes "The trap has been set up here."; @@ -6518,7 +6524,7 @@ OnTouch: mes "now that the trap is set."; erasequest 1192; setquest 1193; - set malaya_bakona2,14; + malaya_bakona2 = 14; close; } else if (malaya_bakona2 == 14) { mes "The trap is set here."; @@ -6546,19 +6552,19 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) { case 1: mes "Here you go!"; - set malaya_bakona1,0; - set malaya_bakona2,0; - for(set .@i,1174; .@i<=1193; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + malaya_bakona1 = 0; + malaya_bakona2 = 0; + for(.@i = 1174; .@i<=1193; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } close; case 2: mes "[Briquet Scheme]"; mes "Here you go!"; - set malaya_bakona1,6; - for(set .@i,1174; .@i<=1178; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + malaya_bakona1 = 6; + for(.@i = 1174; .@i<=1178; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } setquest 1179; @@ -6566,9 +6572,9 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ case 3: mes "[Briquet Scheme]"; mes "Here you go!"; - set malaya_bakona2,0; - for(set .@i,1180; .@i<=1193; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + malaya_bakona2 = 0; + for(.@i = 1180; .@i<=1193; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } close; @@ -6580,10 +6586,10 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ case 5: mes "[Briquet Scheme]"; mes "Here you go!"; - set malaya_bakona2,8; + malaya_bakona2 = 8; setquest 1187; - for(set .@i,1178; .@i<=1193; set .@i,.@i+1) { - if (checkquest(.@i) > -1) + for(.@i = 1178; .@i<=1193; ++.@i) { + if (questprogress(.@i)) erasequest .@i; } close; @@ -6611,7 +6617,7 @@ function script F_Malaya_Nurse { mes "Oh!"; mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?"; mes "I think it'll be a good idea to ask her."; - set malaya_bang,32; + malaya_bang = 32; changequest 11303,11304; callsub L_Warp, getarg(0), 1; } else if (malaya_bang == 32) { @@ -6642,7 +6648,7 @@ function script F_Malaya_Nurse { next; mes "[Nurse Las]"; mes "Maybe it will block the bad energy it's giving out."; - set malaya_bang,35; + malaya_bang = 35; changequest 11306,11307; callsub L_Warp, getarg(0), 1; } else if (malaya_bang == 35) { @@ -6683,29 +6689,29 @@ function script F_Malaya_Nurse { break; } callsub L_Incomplete; - set malaya_bang,42; + malaya_bang = 42; changequest 11308,11309; callsub L_Reward; callsub L_Warp, getarg(0), 1; } else if (malaya_bang == 40) { callsub L_Weight; - if (checkquest(11309,HUNTING) == 2) { + if (questprogress(11309,HUNTING) == 2) { callsub L_Complete; - set malaya_bang,41; + malaya_bang = 41; completequest 11309; callsub L_Reward; callsub L_Warp, getarg(0), 1; } else { callsub L_Incomplete; - set malaya_bang,42; + malaya_bang = 42; callsub L_Reward; callsub L_Warp, getarg(0); } } else if (malaya_bang > 40) { if (malaya_bang == 42) { - if (checkquest(11309,HUNTING) == 2) { + if (questprogress(11309,HUNTING) == 2) { callsub L_Complete; - set malaya_bang,41; + malaya_bang = 41; completequest 11309; callsub L_Warp, getarg(0), 1; } else { @@ -7011,7 +7017,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ next; mes "[Nurse Las]"; mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects."; - set malaya_bang,1; + malaya_bang = 1; setquest 11284; close2; cutin "",255; @@ -7047,7 +7053,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "*Squish*"; mes "*Squelch*"; delitem 930,2; //Rotten_Bandage - set malaya_bang,2; + malaya_bang = 2; close2; cutin "",255; end; @@ -7078,7 +7084,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "[Nurse Las]"; mes "Okay!!!!!!"; mes "I don't know if it's locked or stuck, let's try pushing it together!"; - set malaya_bang,3; + malaya_bang = 3; changequest 11284,11285; close2; cutin "",255; @@ -7113,7 +7119,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "[Nurse Las]"; mes "Hey, why don't you start with that girl over there?"; mes "Perhaps she'll tell you something."; - set malaya_bang,5; + malaya_bang = 5; changequest 11286,11287; close2; cutin "",255; @@ -7149,7 +7155,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "I'll contact HQ again for more info."; mes "Hey, why not ask that man over there?"; mes "I'm sure he'll know something."; - set malaya_bang,7; + malaya_bang = 7; changequest 11288,11289; close2; cutin "",255; @@ -7190,7 +7196,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "[Nurse Las]"; mes "I have to be back here again anyway."; mes "Thank you."; - set malaya_bang,9; + malaya_bang = 9; changequest 11290,11291; close2; cutin "",255; @@ -7221,7 +7227,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "Keys?"; mes "Well this is one step closer to my goals!"; mes "Let's open the door right now!"; - set malaya_bang,11; + malaya_bang = 11; close2; cutin "",255; end; @@ -7317,7 +7323,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ } mes "The voice seems to be coming from the bushes near the entrance of the hospital."; specialeffect EF_STEAL,AREA,"Bushes#ma"; - set malaya_bang,13; + malaya_bang = 13; changequest 11293,11294; close; } else if (malaya_bang == 13) { @@ -7356,7 +7362,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ next; mes "[Nurse Las]"; mes "Hey you in the bushes, I'll tell on you if you don't go home now!"; - set malaya_bang,16; + malaya_bang = 16; changequest 11296,11297; close2; cutin "",255; @@ -7401,7 +7407,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "Anyway, the first floor door is open, so let's go inside."; mes "Everything would be meaningless if the second floor door is not opened."; emotion e_sob; - set malaya_bang,19; + malaya_bang = 19; changequest 11299,11300; close2; cutin "",255; @@ -7442,7 +7448,7 @@ ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{ mes "The hospital is infested with monsters, like the old lady said."; mes "How could she have gone back and forth to the 2nd floor with her feet like that...."; next; - set malaya_bang,20; + malaya_bang = 20; changequest 11300,11301; } mes "[Nurse Las]"; @@ -7478,7 +7484,7 @@ ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2 if (malaya_bang == 20) { mes "There's a talisman similar to the ones outside the hospital."; mes "Let's look around for something else."; - set malaya_bang,30; + malaya_bang = 30; changequest 11301,11302; close; } else if (malaya_bang == 30) { @@ -7526,7 +7532,7 @@ ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2 mes "[Nurse Las]"; mes "This is your lucky day!"; mes "*Snigger*"; - set malaya_bang,36; + malaya_bang = 36; changequest 11307,11308; close2; cutin "",255; @@ -7546,7 +7552,7 @@ malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{ if (malaya_bang == 3) { mes "Pushed hard on the door, but it won't open."; mes "It doesn't feel like it's locked or stuck, but encased by a layer of something."; - set malaya_bang,4; + malaya_bang = 4; changequest 11285,11286; close; } else if (malaya_bang == 4) { @@ -7558,7 +7564,7 @@ malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{ mes "But it's not locked as expected."; next; mes "Then why is the door not opening?"; - set malaya_bang,12; + malaya_bang = 12; changequest 11292,11293; close; } else if (malaya_bang == 12) { @@ -7613,7 +7619,7 @@ malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{ mes "I don't know."; mes "I haven't given it a thought."; mes "It is strange to have a new nurse coming to a closed hospital."; - set malaya_bang,6; + malaya_bang = 6; changequest 11287,11288; close; case 2: @@ -7627,7 +7633,7 @@ malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{ mes "I don't know."; mes "I haven't given it a thought."; mes "It is strange to have a new nurse coming to a closed hospital."; - set malaya_bang,6; + malaya_bang = 6; changequest 11287,11288; close; } else { @@ -7694,7 +7700,7 @@ malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{ mes "[Village Man]"; mes "That's where the doctor is staying."; mes "He's been there ever since the hospital was closed."; - set malaya_bang,8; + malaya_bang = 8; changequest 11289,11290; close; case 2: @@ -7768,7 +7774,7 @@ malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{ mes "[Dr. Boon]"; mes "I'll be there as soon as I'm done here."; mes "Good luck~"; - set malaya_bang,10; + malaya_bang = 10; changequest 11291,11292; close; } @@ -7859,7 +7865,7 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ next; mes "[???]"; mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left."; - set malaya_bang,14; + malaya_bang = 14; changequest 11294,11295; close; case 5: @@ -7931,7 +7937,7 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ mes "Pulled out the deeply planted stick."; mes "The hospital seems to have become more gloomy."; if (rand(2)) { - set malaya_bang,15; + malaya_bang = 15; changequest 11295,11296; getitem 6497,1; //Lesser_Agimat donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; @@ -8084,7 +8090,7 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ mes "But the administrator wouldn't listen."; mes "Far from curing people, they started to die."; mes "So did my daughter..."; - set malaya_bang,17; + malaya_bang = 17; changequest 11297,11298; close; case 2: @@ -8141,7 +8147,7 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ next; mes "Nurse Las may be in danger, standing alone in front of the hospital."; mes "If I don't return quickly..."; - set malaya_bang,18; + malaya_bang = 18; changequest 11298,11299; close; } else if (malaya_bang == 18) { @@ -8155,7 +8161,7 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ next; mes "[Bent Old Lady]"; mes "Not famous, but a talented shaman."; - set malaya_bang,33; + malaya_bang = 33; changequest 11304,11305; close; } else { @@ -8221,7 +8227,7 @@ malaya,276,367,4 script Bent Shaman#ma 4_F_UMOLDWOMAN,{ mes "It's okay."; mes "No need for money."; mes "It's the karma this village must face..."; - set malaya_bang,34; + malaya_bang = 34; changequest 11305,11306; } close; @@ -8267,7 +8273,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ next; switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) { case 1: - set $malaya_pintados_00,1; + $malaya_pintados_00 = 1; donpcevent "Pintados Manager#pin::OnEnable"; mes "Start the Pintados Festival."; close; @@ -8307,7 +8313,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ input .@input; if (.@input < 0 || .@input > 344) close; - set $malaya_pintados_00, .@input; + $malaya_pintados_00 = .@input; break; case 3: mes "Adjust the accumulated value for the Lesser Agimat."; @@ -8316,7 +8322,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ input .@input; if (.@input < 0 || .@input > 1000) close; - set $malaya_pintados_01, .@input; + $malaya_pintados_01 = .@input; break; case 4: mes "Adjust the accumulated value of the Silver Cross."; @@ -8325,7 +8331,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ input .@input; if (.@input < 0 || .@input > 1000) close; - set $malaya_pintados_02, .@input; + $malaya_pintados_02 = .@input; break; case 5: mes "Adjust the accumulated value for the Dyestuff."; @@ -8334,7 +8340,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ input .@input; if (.@input < 0 || .@input > 300) close; - set $malaya_pintados_03, .@input; + $malaya_pintados_03 = .@input; break; } mes "Time Value: ("+$malaya_pintados_00+"/344)"; @@ -8360,13 +8366,13 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ // end; OnTimer1800000: - set $malaya_pintados_00, $malaya_pintados_00; + //$malaya_pintados_00 = $malaya_pintados_00; if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) { - set $malaya_pintados_00,$malaya_pintados_00+1; + ++$malaya_pintados_00; stopnpctimer; initnpctimer; } else { - set $malaya_pintados_00,0; + $malaya_pintados_00 = 0; donpcevent "Pintados Manager#pin::OnDisable"; } end; @@ -8377,18 +8383,18 @@ OnEnable: end; OnDisable: stopnpctimer; - set $malaya_pintados_00,0; - set $malaya_pintados_01,0; - set $malaya_pintados_02,0; - set $malaya_pintados_03,0; + $malaya_pintados_00 = 0; + $malaya_pintados_01 = 0; + $malaya_pintados_02 = 0; + $malaya_pintados_03 = 0; donpcevent "Pintados Manager#pin::OnDisableNPC"; announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12; end; OnEnableNPC: - set .@str$, "::OnEnable"; + .@str$ = "::OnEnable"; OnDisableNPC: if (.@str$ == "") - set .@str$, "::OnDisable"; + .@str$ = "::OnDisable"; donpcevent "Tourist#pin01"+.@str$; donpcevent "Tourist#pin02"+.@str$; donpcevent "Tourist#pin03"+.@str$; @@ -8410,7 +8416,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ } if ($malaya_pintados_00 == 0) { if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) { - set $malaya_pintados_00,1; + $malaya_pintados_00 = 1; donpcevent "Pintados Manager#pin::OnEnable"; emotion e_lv; mes "[Isco]"; @@ -8510,7 +8516,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'."; close; case 3: - set .@str$, (Sex)?"Bro":"Sis"; + .@str$ = (Sex)?"Bro":"Sis"; break; } emotion e_lv; @@ -8519,26 +8525,26 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!"; mes "He he. What did you bring?"; next; - set .@i, select( + .@i = select( "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+ "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+ "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)" ); switch(.@i) { case 1: - set .@item,6497; //Lesser_Agimat - set .@name$,"Lesser Agimats"; - set .@total,1000; + .@item = 6497; //Lesser_Agimat + .@name$ = "Lesser Agimats"; + .@total = 1000; break; case 2: - set .@item,6502; //Silver_Cross - set .@name$,"Silver Crosses"; - set .@total,1000; + .@item = 6502; //Silver_Cross + .@name$ = "Silver Crosses"; + .@total = 1000; break; case 3: setarray .@items[0],975,976,978,979,980,981,982,983; - set .@name$,"Dyestuffs"; - set .@total,300; + .@name$ = "Dyestuffs"; + .@total = 300; break; } mes "[Isco]"; @@ -8555,7 +8561,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ next; switch(select("One?!:Enter quantity.")) { case 1: - set .@amount,1; + .@amount = 1; mes "[Isco]"; mes "He he... You've brought back one."; next; @@ -8580,9 +8586,9 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ } else { mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?"; next; - for(set .@j,0; .@j<getarraysize(.@items); set .@j,.@j+1) - set .@menu$, .@menu$+getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):"; - set .@item, .@items[select(.@menu$)-1]; + for(.@j = 0; .@j<getarraysize(.@items); ++.@j) + .@menu$ += getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):"; + .@item = .@items[select(.@menu$)-1]; if (countitem(.@item) == 0) { mes "[Isco]"; mes "Sigh~ You don't have any "+getitemname(.@item)+"."; @@ -8604,7 +8610,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ } break; case 2: - set .@amount, countitem(.@item); + .@amount = countitem(.@item); break; } if (countitem(.@item) < .@amount) { @@ -8615,7 +8621,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ } delitem .@item,.@amount; setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount; - set .@amount_left, .@total - getd("$malaya_pintados_0"+.@i); + .@amount_left = .@total - getd("$malaya_pintados_0"+.@i); mes "[Isco]"; mes "He he... Thanks. "+.@str$+"!"; if (.@amount_left <= 0) @@ -8743,22 +8749,22 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; close; case 2: - set .@tattoo,2911; //Bangungot_Tattoo - set .@doll,6517; //Bangungot_Doll - set .@spirit,6524; //Bangungot_Spirit_Piece - set .@name$,"Bangungot"; + .@tattoo = 2911; //Bangungot_Tattoo + .@doll = 6517; //Bangungot_Doll + .@spirit = 6524; //Bangungot_Spirit_Piece + .@name$ = "Bangungot"; break; case 3: - set .@tattoo,2907; //Buwaya_Tattoo - set .@doll,6518; //Buwaya_Doll - set .@spirit,6525; //Buwaya_Spirit_Piece - set .@name$,"Buwaya"; + .@tattoo = 2907; //Buwaya_Tattoo + .@doll = 6518; //Buwaya_Doll + .@spirit = 6525; //Buwaya_Spirit_Piece + .@name$ = "Buwaya"; break; case 4: - set .@tattoo,2910; //Bakonawa_Tattoo - set .@doll,6516; //Bakonawa_Doll - set .@spirit,6523; //Bakonawa_Spirit_Piece - set .@name$,"Bakonawa"; + .@tattoo = 2910; //Bakonawa_Tattoo + .@doll = 6516; //Bakonawa_Doll + .@spirit = 6523; //Bakonawa_Spirit_Piece + .@name$ = "Bakonawa"; break; } if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) { @@ -8914,7 +8920,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ delitem .@spirit,1; delitem .@doll,1; getitem .@tattoo,1; - set $malaya_pintados_04$, strcharinfo(0); + $malaya_pintados_04$ = strcharinfo(0); mes "[Tattooist]"; mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time."; next; diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt index 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; diff --git a/npc/re/quests/quests_morocc.txt b/npc/re/quests/quests_morocc.txt index 480618a70..5632245f0 100644 --- a/npc/re/quests/quests_morocc.txt +++ b/npc/re/quests/quests_morocc.txt @@ -119,15 +119,15 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ warp "moc_prydb1",100,57; end; case 2: - set .@playtime, checkquest(2290,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(2290,PLAYTIME); + if (.@playtime == 1) { mes "[Suspicious Cat]"; mes "Look at that Verit, he's afraid of us! Kyaahaha! We're safe, at least for a while!"; close; } else if (.@playtime == 2) erasequest 2290; - set .@hunting, checkquest(2289,HUNTING); - if (.@hunting == -1) { + .@hunting = questprogress(2289,HUNTING); + if (!.@hunting) { mes "[Suspicious Cat]"; mes "Did you know that cats and dogs don't get along?"; next; @@ -157,7 +157,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "Pah! You don't care about me? Fine, you traitor!"; close; } - } else if (.@hunting == 0 || .@hunting == 1) { + } else if (.@hunting == 1) { mes "[Suspicious Cat]"; mes "Is Verit's training going well?"; next; @@ -181,15 +181,15 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ close; } case 3: - set .@playtime, checkquest(2291,PLAYTIME); - if (.@playtime == 0 || .@playtime == 1) { + .@playtime = questprogress(2291,PLAYTIME); + if (.@playtime == 1) { mes "[Suspicious Cat]"; mes "Good, I'll make a good use of the time you gained! But I gotta do something about this stomachache first....."; close; } else if (.@playtime == 2) erasequest 2291; - set .@hunting, checkquest(2292,HUNTING); - if (.@hunting == -1) { + .@hunting = questprogress(2292,HUNTING); + if (!.@hunting) { mes "[Suspicious Cat]"; mes "Precious treasures are supposed to be hidden in the deep secret places here!"; mes "I'm sure the mummy's precious treasures are hidden in the second basement level."; @@ -217,7 +217,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "Bah, you're so cold-hearted."; close; } - } else if (.@hunting == 0 || .@hunting == 1) { + } else if (.@hunting == 1) { mes "[Suspicious Cat]"; mes "Is fighting Ancient Mummies going well?"; next; diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf index 1e5f28ed8..076ffd528 100644 --- a/npc/re/scripts.conf +++ b/npc/re/scripts.conf @@ -18,6 +18,9 @@ npc: npc/re/cities/malaya.txt npc: npc/re/cities/mora.txt npc: npc/re/cities/yuno.txt +// --------------------------- Events --------------------------- +//npc: npc/re/events/halloween_2014.txt + // --------------------------- Guides --------------------------- npc: npc/re/guides/navigation.txt npc: npc/re/guides/guides_alberta.txt diff --git a/npc/re/warps/cities/dicastes.txt b/npc/re/warps/cities/dicastes.txt index 9af35d123..1d1476830 100644 --- a/npc/re/warps/cities/dicastes.txt +++ b/npc/re/warps/cities/dicastes.txt @@ -41,21 +41,21 @@ dic_in01,242,182,0 script #eldicastes0016 CLEAR_NPC,{ // Elevators - script Elevator#main -1,{ - set .@n, atoi(strnpcinfo(2)); - set .@eq, (isequipped(2782))?1:0; + .@n = atoi(strnpcinfo(2)); + .@eq = (isequipped(2782))?1:0; if (.@n <= 4) { - set .@m$, (.@eq)?"Civil Services:Archive Room:Situation Room:Administrative Office":"¢³¡ð¡Ð:¡ñ¡ñ¡ò:¡ø¡ø¡ð:¡÷¡ú¡ð"; + .@m$ = (.@eq)?"Civil Services:Archive Room:Situation Room:Administrative Office":"¢³¡ð¡Ð:¡ñ¡ñ¡ò:¡ø¡ø¡ð:¡÷¡ú¡ð"; setarray .@xy, 45,286,36,212,122,282,121,201; } else if (.@n <= 11) { - set .@m$, (.@eq)?"Residential Zone 1:Residential Zone 2:Residential Zone 3:Pub Burman Flone":"¡ô¡õ¡ñ ¡þ :¢³¡ü¡Ð ¡ú :¡ï¢³¢¤ ¢² :¢±¡Ð¡ñ"; + .@m$ = (.@eq)?"Residential Zone 1:Residential Zone 2:Residential Zone 3:Pub Burman Flone":"¡ô¡õ¡ñ ¡þ :¢³¡ü¡Ð ¡ú :¡ï¢³¢¤ ¢² :¢±¡Ð¡ñ"; setarray .@xy, 42,115,110,108,178,108,260,115; } else if (.@n <= 13) { - set .@m$, (.@eq)?"Battle Station:Galten Quarters":"¡ø¡ô¡ï ¡ò :¡ü¡÷¡ó ¡÷ "; + .@m$ = (.@eq)?"Battle Station:Galten Quarters":"¡ø¡ô¡ï ¡ò :¡ü¡÷¡ó ¡÷ "; setarray .@xy, 385,272,385,208; } - set .@m, select(.@m$) - 1; + .@m = select(.@m$) - 1; warp "dic_in01",.@xy[.@m*2],.@xy[.@m*2+1]; end; } diff --git a/npc/re/warps/cities/malaya.txt b/npc/re/warps/cities/malaya.txt index 190f1831a..d6102dc48 100644 --- a/npc/re/warps/cities/malaya.txt +++ b/npc/re/warps/cities/malaya.txt @@ -92,7 +92,7 @@ OnTouch: function script F_Malaya_Warp { mes "Where would you like to go?"; next; - set .@i$, getarg(select("Back outside",getarg(1)+" Jeepney",getarg(2)+" Jeepney") - 1); + .@i$ = getarg(select("Back outside",getarg(1)+" Jeepney",getarg(2)+" Jeepney") - 1); close2; switch(getarg(3)) { case 1: // 12 passenger diff --git a/npc/re/warps/fields/morroc_fild.txt b/npc/re/warps/fields/morroc_fild.txt index 3b40d2443..3e4084640 100644 --- a/npc/re/warps/fields/morroc_fild.txt +++ b/npc/re/warps/fields/morroc_fild.txt @@ -42,7 +42,7 @@ moc_fild03,70,341,0 warp mocf04-1 5,2,moc_fild02,332,23 //moc_fild04,14,98,0 warp mocf07 1,11,moc_fild05,378,119 //moc_fild04,175,18,0 warp mocf08 3,2,moc_fild08,170,380 //moc_fild04,19,206,0 warp mocf09 3,15,moc_fild05,373,208 -//moc_fild04,219,327,0 script mocf016 WARPNPC,3,4,{ set @anthell,0; warp "anthell01",35,262; } +//moc_fild04,219,327,0 script mocf016 WARPNPC,3,4,{ @anthell = 0; warp "anthell01",35,262; } //moc_fild04,292,381,0 warp mocf01-2 10,1,moc_fild01,76,25 //moc_fild04,314,381,0 warp mocf01-3 10,1,moc_fild01,76,25 //moc_fild04,336,381,0 warp mocf01-4 10,1,moc_fild01,76,25 @@ -95,7 +95,7 @@ moc_fild13,308,49,0 warp mocf06-1 2,4,moc_fild03,20,37 //moc_fild14,196,382,0 warp mocf16-1 4,2,moc_fild08,204,19 //moc_fild15,104,16,0 warp mocf26 9,2,moc_fild16,125,380 //moc_fild15,158,363,0 warp mocf18-1 6,2,moc_fild09,126,23 -//moc_fild15,258,253,0 script mocf017 WARPNPC,3,3,{ set @anthell,1; warp "anthell01",35,262; } +//moc_fild15,258,253,0 script mocf017 WARPNPC,3,3,{ @anthell = 1; warp "anthell01",35,262; } //moc_fild15,348,18,0 warp mocf27 5,2,moc_fild16,334,379 //moc_fild15,367,276,0 warp mocf25-1 2,4,moc_fild14,19,278 //moc_fild15,38,105,0 warp mocf23-1 2,4,moc_fild11,376,197 |