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function script ClearVariables {
if (@login_event != 1) goto L_Deprecated;
// Remove old variables to new quest system
if (QL_VALON) {
setq CandorQuest_Valon, QL_VALON;
QL_VALON = 0;
}
if (QL_HIDENSEEK) {
setq CandorQuest_HideNSeek, (QL_HIDENSEEK >= 64 ? 2 : 1), (QL_HIDENSEEK-1);
QL_HIDENSEEK = 0;
}
if (#CRYPT_PASSWORD && !getq(Quest_Reapercry)) {
setq Quest_Reapercry, 1;
}
if (#DD5_TALLY) {
setq Quest_Doomsday, 2;
#DD5_TALLY = 0; // Whatever
}
if (QL_CINDY) {
if (QL_CINDY == 5) QL_CINDY = 0;
else if (QL_CINDY == 6) QL_CINDY = 1;
else if (QL_CINDY == 1) QL_CINDY = 2;
else if (QL_CINDY == 2) QL_CINDY = 3;
else if (QL_CINDY == 3) QL_CINDY = 4;
else if (QL_CINDY == 4) QL_CINDY = 5;
setq KaizeiQuest_Cindy, QL_CINDY;
QL_CINDY = 0;
}
if (MAGIC_EXPERIENCE) {
setq1(MagicQuest_Healing, (QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT); // Needed as QUEST_MAGIC2 wasn't completely deleted
setq2(MagicQuest_Healing, MAGIC_EXPERIENCE >> 24);
MAGIC_EXP = (MAGIC_EXPERIENCE & 65535);
MAGIC_EXPERIENCE = 0;
}
// Don't ask me what code below does
// ----------------------------------
/*
if (#BankAccount >= 0) return;
if (Zeny >= -#BankAccount) {
Zeny = Zeny + #BankAccount;
#BankAccount = 0;
}
// Partial fix
#BankAccount = #BankAccount + Zeny;
Zeny = 0;
*/
return;
}
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