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) { setq2(MagicQuest_Healing, MAGIC_EXPERIENCE >> 24); MAGIC_EXP = (MAGIC_EXPERIENCE & 65535); MAGIC_EXPERIENCE = 0; /* Convert the old magic system to new magic system */ setq1(MagicQuest_Healing, (QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT); //setq1(MagicQuest_Wyara, // (QUEST_MAGIC2 & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT); //setq1(MagicQuest_Kadiya, // (QUEST_MAGIC2 & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT); //setq1(MagicQuest_Pauline, // (QUEST_MAGIC2 & NIBBLE_4_MASK) >> NIBBLE_4_SHIFT); //setq1(MagicQuest_BrotherSword, // (QUEST_MAGIC2 & NIBBLE_6_MASK) >> NIBBLE_6_SHIFT); //setq1(MagicQuest_SisterSword, // (QUEST_MAGIC2 & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT); // Twobits, overlap w/ brothersword o.o //setq1(MagicQuest_Auldsbel, // (QUEST_MAGIC & (NIBBLE_0_MASK | NIBBLE_1_MASK)) >> NIBBLE_0_SHIFT); // Twobits //setq1(MagicQuest_WhiteMage, // (QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT); // Boo + Druid //SAGATHA_ST = (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; // Unhappy //Saggy - 4+5 //Alchemist - 6+7 (War Quest - Swords again?) QUEST_MAGIC = 0; QUEST_MAGIC2 = 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; }