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authormekolat <mekolat@gmail.com>2015-04-19 15:37:54 -0400
committermekolat <mekolat@users.noreply.github.com>2015-04-30 01:41:56 -0400
commit6df037322b925220dd503746692200b9aff5d2d4 (patch)
tree9c7fccf1cecea4f1120e2fbad3c71f1df03094ef /world/map/npc
parentbf3c1c0e4add6a5d8a52b043a30775eada1cef2f (diff)
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add new consts for the params
Diffstat (limited to 'world/map/npc')
-rw-r--r--world/map/npc/006-1/miriam.txt7
-rw-r--r--world/map/npc/009-2/kfahr.txt6
-rw-r--r--world/map/npc/016-1/gwendolyn.txt2
-rw-r--r--world/map/npc/018-2/caul.txt12
-rw-r--r--world/map/npc/029-2/morgan.txt2
-rw-r--r--world/map/npc/052-1/channelling.txt8
-rw-r--r--world/map/npc/annuals/xmas/core.txt2
-rwxr-xr-xworld/map/npc/functions/debug.txt60
-rw-r--r--world/map/npc/items/require_stat.txt7
9 files changed, 51 insertions, 55 deletions
diff --git a/world/map/npc/006-1/miriam.txt b/world/map/npc/006-1/miriam.txt
index a0f95288..7ebf41c6 100644
--- a/world/map/npc/006-1/miriam.txt
+++ b/world/map/npc/006-1/miriam.txt
@@ -161,12 +161,11 @@ L_teach:
"I am already fast.", L_notfast;
L_Prepared:
- set @agi, bAgi;
set @torso$, getitemlink(getequipid(equip_torso));
set @weight, MaxWeight/Weight;
if (@weight < 3)
goto L_heavyweight;
- if (@agi < 60)
+ if (Agi < 60)
goto L_slow;
if (BaseLevel < 60)
goto L_lowlevel;
@@ -197,7 +196,7 @@ L_heavymetal:
L_slow:
mes "[Miriam]";
- mes "Oh, wait, wait... " +@agi+ " Agility? Are you serious? What do you do with all your Character points? Put them all to 'Strength'? Really... I don't even want to know... Come back here when you have a decent character points distribution!\"";
+ mes "Oh, wait, wait... " +Agi+ " Agility? Are you serious? What do you do with all your Character points? Put them all to 'Strength'? Really... I don't even want to know... Come back here when you have a decent character points distribution!\"";
close;
L_lowlevel:
@@ -216,7 +215,7 @@ L_offer:
L_TorsoNext:
mes "[Miriam]";
- mes "\"I see. I like the way you distributed your Character Points too... " +@agi+ " points to Agility! You really know how to prepare yourself for a good fight!\"";
+ mes "\"I see. I like the way you distributed your Character Points too... " +Agi+ " points to Agility! You really know how to prepare yourself for a good fight!\"";
next;
mes "\"Well... Even if you have a potential to be a good fighter, moving the way you do will not help. You need to be fast to avoid the monsters. \"";
next;
diff --git a/world/map/npc/009-2/kfahr.txt b/world/map/npc/009-2/kfahr.txt
index 7274a708..8b6cb37d 100644
--- a/world/map/npc/009-2/kfahr.txt
+++ b/world/map/npc/009-2/kfahr.txt
@@ -920,9 +920,9 @@ L_gs_wrestle:
set @KFAHR_AGI, 60 - @beer_count * 5;
set @kfahr_stamina, 120;
- set @PC_STR, bStr;
- set @PC_AGI, bAgi;
- set @PC_MAX_STAMINA, bVit + 20;
+ set @PC_STR, Str;
+ set @PC_AGI, Agi;
+ set @PC_MAX_STAMINA, Vit + 20;
set @pc_stamina, @PC_MAX_STAMINA;
setarray @positions$,
diff --git a/world/map/npc/016-1/gwendolyn.txt b/world/map/npc/016-1/gwendolyn.txt
index f8831d82..8276de08 100644
--- a/world/map/npc/016-1/gwendolyn.txt
+++ b/world/map/npc/016-1/gwendolyn.txt
@@ -442,7 +442,7 @@ L_target_hit:
next;
mes "\"Let me inspect it...\" She walks to the target.";
next;
- if( rand(500) > (2*bDex + bAgi))
+ if( rand(500) > (2*Dex + Agi))
goto L_target_nohit;
set @Q_hawkseye, 6;
callsub S_Update_Var;
diff --git a/world/map/npc/018-2/caul.txt b/world/map/npc/018-2/caul.txt
index 2c0da73b..4709cfc9 100644
--- a/world/map/npc/018-2/caul.txt
+++ b/world/map/npc/018-2/caul.txt
@@ -138,7 +138,7 @@ L_brew:
goto L_CraftLoop;
L_CraftLoop:
- set @throw, rand(bInt);
+ set @throw, rand(Int);
set @result, 1;
if (@throw >= 5) set @result, 2;
if (@throw >= 15) set @result, 3;
@@ -426,7 +426,7 @@ L_mo_random_1: // mode 1: remove colour
return;
L_mo_pc_bad:
- if (rand(bInt + 100) > 60)
+ if (rand(Int + 100) > 60)
goto L_mo_pc_bad_ok;
if (@bubble_mode)
mes "As your leaf dissolves, the intensity of the bubbling increases.";
@@ -446,7 +446,7 @@ L_mo_pc_bad_ok:
L_mo_auto_bad:
if (rand(3) == 0)
goto L_Return;
- if (rand(bInt + 100) > 70)
+ if (rand(Int + 100) > 70)
goto L_Return;
mes "The brew begins to bubble more violently.";
set @bubble_mode, @bubble_mode + 1;
@@ -459,11 +459,11 @@ L_mo_auto_bad:
L_mo_explode:
mes "[Exploding monster oil]";
mes "Your brew explodes!";
- if (rand(bAgi) > 40)
+ if (rand(Agi) > 40)
goto L_mo_explode_dodge;
mes "The burst of boiling monster brew hits you.";
next;
- heal (15 * rand(bVit)) - 1500, 0, 1;
+ heal (15 * rand(Vit)) - 1500, 0, 1;
close;
L_mo_explode_dodge:
@@ -713,7 +713,7 @@ L_mopox_failed_hard:
mes "Suddenly, the thick mass bends outwards, a huge bubble bursting open right in your face!";
next;
- if (rand(bVit) < 40)
+ if (rand(Vit) < 40)
sc_start sc_poison, 1, 20;
mes "[Brewing Mopox Cure]";
diff --git a/world/map/npc/029-2/morgan.txt b/world/map/npc/029-2/morgan.txt
index 9f5d2668..cb3608d4 100644
--- a/world/map/npc/029-2/morgan.txt
+++ b/world/map/npc/029-2/morgan.txt
@@ -31,7 +31,7 @@ OnInit:
if (@npc_check)
goto L_Close;
callfunc "MorganState";
- if (bInt >= 5)
+ if (Int >= 5)
goto L_Learn;
goto L_NotMagic;
diff --git a/world/map/npc/052-1/channelling.txt b/world/map/npc/052-1/channelling.txt
index 414e1bf3..01364b41 100644
--- a/world/map/npc/052-1/channelling.txt
+++ b/world/map/npc/052-1/channelling.txt
@@ -101,7 +101,7 @@ function|script|StartChannelling
set $@illia_level_4_progress, 1;
set $@illia_char_channelling$, strcharinfo(0);
- set @bonus, (bInt+1) / 25;
+ set @bonus, (Int+1) / 25;
// Lazurite Stones power, will also depend on the Int of the channelling character
setarray $@illia_lazurites_power,
12 + @bonus, // small
@@ -114,11 +114,11 @@ function|script|StartChannelling
setarray $@illia_large_lazurites, 21,40, 34,25;
// amount of initial magic power
- set $@illia_magic_power, 1811 + bInt*2;
+ set $@illia_magic_power, 1811 + Int*2;
// Channelling required power depends on the base Int of the character
- set $@illia_magic_power_required, 5707 - 2*bInt;
+ set $@illia_magic_power_required, 5707 - 2*Int;
// magic power loss depends also on Int
- set $@illia_magic_power_loss, 53 - ((bInt+1)*2)/10;
+ set $@illia_magic_power_loss, 53 - ((Int+1)*2)/10;
// register the power status to display hints to the players
// Statuses: 0=critical(below 300), 1=neutral, 2=almost there (max-300)
diff --git a/world/map/npc/annuals/xmas/core.txt b/world/map/npc/annuals/xmas/core.txt
index 45b4b71f..517ac084 100644
--- a/world/map/npc/annuals/xmas/core.txt
+++ b/world/map/npc/annuals/xmas/core.txt
@@ -130,7 +130,7 @@ L_SetRewardBonus:
set @xmas_reward_lower_bound, 2 * @xmas_reward_tally - rand(5);
if (@xmas_reward_tally <= 5)
set @xmas_reward_lower_bound, @xmas_reward_tally;
- set @xmas_reward_upper_bound, @xmas_reward_lower_bound + ((bLuk) / 5);
+ set @xmas_reward_upper_bound, @xmas_reward_lower_bound + ((Luk) / 5);
set @xmas_reward, (rand(@xmas_reward_lower_bound, @xmas_reward_upper_bound));
set @xmas_reward_lower_bound, 0;
set @xmas_reward_upper_bound, 0;
diff --git a/world/map/npc/functions/debug.txt b/world/map/npc/functions/debug.txt
index 4c118dbd..5affb8f0 100755
--- a/world/map/npc/functions/debug.txt
+++ b/world/map/npc/functions/debug.txt
@@ -59,12 +59,12 @@ L_Status:
"Close.", L_Close;
L_ChangeAllStats:
- set bStr, 99;
- set bAgi, 99;
- set bVit, 99;
- set bInt, 99;
- set bDex, 99;
- set bLuk, 99;
+ set Str, 99;
+ set Agi, 99;
+ set Vit, 99;
+ set Int, 99;
+ set Dex, 99;
+ set Luk, 99;
mes "You now have 99 in all stats.";
next;
goto L_Begin;
@@ -76,7 +76,7 @@ L_ChangeStrength:
goto L_StatTooLow;
if (@str > 99)
goto L_StatTooHigh;
- set bStr, @str;
+ set Str, @str;
goto L_ChangeAgility;
L_ChangeAgility:
@@ -86,7 +86,7 @@ L_ChangeAgility:
goto L_StatTooLow;
if (@agi > 99)
goto L_StatTooHigh;
- set bAgi, @agi;
+ set Agi, @agi;
goto L_ChangeVitality;
L_ChangeVitality:
@@ -96,7 +96,7 @@ L_ChangeVitality:
goto L_StatTooLow;
if (@vit > 99)
goto L_StatTooHigh;
- set bVit, @vit;
+ set Vit, @vit;
goto L_ChangeIntelligence;
L_ChangeIntelligence:
@@ -106,7 +106,7 @@ L_ChangeIntelligence:
goto L_StatTooLow;
if (@int > 99)
goto L_StatTooHigh;
- set bInt, @int;
+ set Int, @int;
goto L_ChangeDexterity;
L_ChangeDexterity:
@@ -116,7 +116,7 @@ L_ChangeDexterity:
goto L_StatTooLow;
if (@dex > 99)
goto L_StatTooHigh;
- set bDex, @dex;
+ set Dex, @dex;
goto L_ChangeLuck;
L_ChangeLuck:
@@ -126,13 +126,13 @@ L_ChangeLuck:
goto L_StatTooLow;
if (@luk > 99)
goto L_StatTooHigh;
- set bLuk, @luk;
- mes "You now have " + bStr + " in strength.";
- mes "You now have " + bAgi + " in agility.";
- mes "You now have " + bVit + " in vitality.";
- mes "You now have " + bInt + " in intelligence.";
- mes "You now have " + bDex + " in dexterity.";
- mes "You now have " + bLuk + " in luck.";
+ set Luk, @luk;
+ mes "You now have " + Str + " in strength.";
+ mes "You now have " + Agi + " in agility.";
+ mes "You now have " + Vit + " in vitality.";
+ mes "You now have " + Int + " in intelligence.";
+ mes "You now have " + Dex + " in dexterity.";
+ mes "You now have " + Luk + " in luck.";
next;
goto L_Begin;
@@ -165,8 +165,8 @@ L_ChangeStrengthSingle:
goto L_StatTooLow;
if (@str > 99)
goto L_StatTooHigh;
- set bStr, @str;
- mes "You now have " + bStr + " in strength.";
+ set Str, @str;
+ mes "You now have " + Str + " in strength.";
next;
goto L_Begin;
@@ -177,8 +177,8 @@ L_ChangeAgilitySingle:
goto L_StatTooLow;
if (@agi > 99)
goto L_StatTooHigh;
- set bAgi, @agi;
- mes "You now have " + bAgi + " in agility.";
+ set Agi, @agi;
+ mes "You now have " + Agi + " in agility.";
next;
goto L_Begin;
@@ -189,8 +189,8 @@ L_ChangeVitalitySingle:
goto L_StatTooLow;
if (@vit > 99)
goto L_StatTooHigh;
- set bVit, @vit;
- mes "You now have " + bVit + " in vitality.";
+ set Vit, @vit;
+ mes "You now have " + Vit + " in vitality.";
next;
goto L_Begin;
@@ -201,8 +201,8 @@ L_ChangeIntelligenceSingle:
goto L_StatTooLow;
if (@int > 99)
goto L_StatTooHigh;
- set bInt, @int;
- mes "You now have " + bInt + " in intelligence.";
+ set Int, @int;
+ mes "You now have " + Int + " in intelligence.";
next;
goto L_Begin;
@@ -213,8 +213,8 @@ L_ChangeDexteritySingle:
goto L_StatTooLow;
if (@dex > 99)
goto L_StatTooHigh;
- set bDex, @dex;
- mes "You now have " + bDex + " in dexterity.";
+ set Dex, @dex;
+ mes "You now have " + Dex + " in dexterity.";
next;
goto L_Begin;
@@ -225,8 +225,8 @@ L_ChangeLuckSingle:
goto L_StatTooLow;
if (@luk > 99)
goto L_StatTooHigh;
- set bLuk, @luk;
- mes "You now have " + bLuk + " in luck.";
+ set Luk, @luk;
+ mes "You now have " + Luk + " in luck.";
next;
goto L_Begin;
diff --git a/world/map/npc/items/require_stat.txt b/world/map/npc/items/require_stat.txt
index 27d215f9..87ecf22a 100644
--- a/world/map/npc/items/require_stat.txt
+++ b/world/map/npc/items/require_stat.txt
@@ -13,14 +13,11 @@ function|script|RequireStat
set @bStatVal, @bStat;
// If the requirement isn't met, we set an unequip trigger.
// The item is now removed.
- if (@bStatVal < @minbStatVal)
+ if (@bStat < @minbStatVal)
goto L_Unequip;
- goto L_Return;
+ return;
L_Unequip:
callfunc "UnequipLater";
- goto L_Return;
-
-L_Return:
return;
}