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author | Haru <haru@dotalux.com> | 2014-10-26 02:06:46 +0100 |
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committer | Haru <haru@dotalux.com> | 2014-11-02 01:36:50 +0100 |
commit | bf4b0a281207e46a9b21a9c9f779aeafaa739b62 (patch) | |
tree | 0230ee95510255548ebb7f4080460b466c9e2ca6 /npc/jobs/2-1 | |
parent | 6b20c5b6988c889df35b890d93c338f8b87fa430 (diff) | |
download | hercules-bf4b0a281207e46a9b21a9c9f779aeafaa739b62.tar.gz hercules-bf4b0a281207e46a9b21a9c9f779aeafaa739b62.tar.bz2 hercules-bf4b0a281207e46a9b21a9c9f779aeafaa739b62.tar.xz hercules-bf4b0a281207e46a9b21a9c9f779aeafaa739b62.zip |
Replaced 'set' with direct assignment where applicable (common folder)
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'npc/jobs/2-1')
-rw-r--r-- | npc/jobs/2-1/assassin.txt | 186 | ||||
-rw-r--r-- | npc/jobs/2-1/blacksmith.txt | 104 | ||||
-rw-r--r-- | npc/jobs/2-1/hunter.txt | 74 | ||||
-rw-r--r-- | npc/jobs/2-1/knight.txt | 116 | ||||
-rw-r--r-- | npc/jobs/2-1/priest.txt | 44 | ||||
-rw-r--r-- | npc/jobs/2-1/wizard.txt | 144 |
6 files changed, 334 insertions, 334 deletions
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt index 4292e86b8..e88f0adc6 100644 --- a/npc/jobs/2-1/assassin.txt +++ b/npc/jobs/2-1/assassin.txt @@ -82,7 +82,7 @@ in_moc_16,19,33,1 script Guildsman#asn 1_M_JOBTESTER,{ mes "Well then,"; mes "go for it!"; close2; - set ASSIN_Q,0; + ASSIN_Q = 0; warp "in_moc_16",19,76; end; } @@ -92,9 +92,9 @@ in_moc_16,19,33,1 script Guildsman#asn 1_M_JOBTESTER,{ mes "[Ferocious-looking guy]"; mes "You'll have to walk if you want to get back to town. Oh, and don't forget to save your spawn point, alright?"; close2; - set ASSIN_Q,0; - set ASSIN_Q2,0; - set ASSIN_Q3,0; + ASSIN_Q = 0; + ASSIN_Q2 = 0; + ASSIN_Q3 = 0; savepoint "in_moc_16",18,14; warp "in_moc_16",18,14; end; @@ -253,7 +253,7 @@ in_moc_16,19,33,1 script Guildsman#asn 1_M_JOBTESTER,{ mes "It's been a while since I've received a guest. I'm sending"; mes "you to the office."; close2; - set ASSIN_Q,0; + ASSIN_Q = 0; if (questprogress(8000)) { changequest 8000,8001; } else { @@ -549,8 +549,8 @@ OnTouch: mes "Alright then,"; mes "best of luck to you!"; close2; - set ASSIN_Q3,1; - set ASSIN_Q,1; + ASSIN_Q3 = 1; + ASSIN_Q = 1; changequest 8001,8002; warp "in_moc_16",19,144; end; @@ -572,8 +572,8 @@ OnTouch: mes "to the Test Hall."; mes "Best of luck~"; close2; - set ASSIN_Q3,2; - set ASSIN_Q,1; + ASSIN_Q3 = 2; + ASSIN_Q = 1; changequest 8001,8002; warp "in_moc_16",19,144; end; @@ -598,9 +598,9 @@ OnTouch: mes "Eh, get outta here."; mes "Stop wastin' my time..."; close2; - set ASSIN_Q,0; - set ASSIN_Q3,0; - set ASSIN_Q2,0; + ASSIN_Q = 0; + ASSIN_Q3 = 0; + ASSIN_Q2 = 0; erasequest 8001; warp "moc_fild16",206,229; end; @@ -626,8 +626,8 @@ OnTouch: mes "[Assassin 'Khai']"; mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~"; next; - set ASSIN_Q3,1; - set ASSIN_Q,1; + ASSIN_Q3 = 1; + ASSIN_Q = 1; changequest 8001,8002; warp "in_moc_16",19,144; end; @@ -640,8 +640,8 @@ OnTouch: mes "Then give me the form so that I can send you to the Test Hall, alright?"; mes "Good luck..."; next; - set ASSIN_Q3,2; - set ASSIN_Q,1; + ASSIN_Q3 = 2; + ASSIN_Q = 1; changequest 8001,8002; warp "in_moc_16",19,144; end; @@ -707,7 +707,7 @@ OnTouch: mes "Although I am heartless,"; mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?"; next; - set ASSIN_Q2,0; + ASSIN_Q2 = 0; while(ASSIN_Q2 < 3) { switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) { case 1: @@ -770,7 +770,7 @@ OnTouch: mes "Now..."; mes "That's all I have to tell you"; mes "about Assassin skills."; - set ASSIN_Q2,1; + ASSIN_Q2 = 1; next; break; case 2: @@ -783,7 +783,7 @@ OnTouch: next; mes "[The Anonymous One]"; mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be."; - set ASSIN_Q2,2; + ASSIN_Q2 = 2; next; break; case 3: @@ -793,7 +793,7 @@ OnTouch: mes "I'll be the judge of that!"; next; } - set ASSIN_Q2,3; + ASSIN_Q2 = 3; break; } } @@ -843,53 +843,53 @@ OnTouch: mes "1. Choose skill that is not required to learn Grimtooth."; next; if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "2. What property does Enchant Poison possess?"; next; if (select("Poison:Earth:Fire:Wind") == 1) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "3. How does Level 4 Right Hand Mastery work?"; next; if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "4. What is the item required for using Venom Dust?"; next; if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?"; next; if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "6. Among the following skills, which allows you to walk while invisible?"; next; if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "7. Choose the condition that is unrelated to Venom Splasher."; next; if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?"; next; if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "9. How much SP does"; mes "Double Attack need?"; next; if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?"; next; if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; break; case 2: mes "[The Anonymous One]"; @@ -897,104 +897,104 @@ OnTouch: mes "drops a slotted Katar?"; next; if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "2. Which monster"; mes "drops a slotted Jur?"; next; if (select("Martin:Desert Wolf:Marionette:Myst") == 1) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "3. Which class is allowed to craft elemental weapons?"; next; if (select("Merchant:Blacksmith:Thief:Priest") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "4. Choose the weapon which is not in the Katar class."; next; if (select("Jamadhar:Jur:Katar:Gladius") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "5. What property do Izlude dungeon monsters posses?"; next; if (select("Water:Fire:Wind:Earth") == 1) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "6. Which monster"; mes "cannot be a Cute Pet?"; next; if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "7. Choose a monster that Fire property Daggers work the best on."; next; if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "8. Choose the non-elemental Katar from the following:"; next; if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "9. Which is the uncommon monster?"; next; if (select("Poring:Mastering:Ghostring:Spore") == 3) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "10. Choose the monster"; mes "that is not Undead."; next; if (select("Drake:Megalodon:Spore:Khalitzburg") == 3) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; break; case 3: mes "[The Anonymous One]"; mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10."; next; if (select("30:40:160:20") == 1) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins."; next; if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "3. Choose a group of weapons that cannot be used by an Assassin at once."; next; if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "4. Choose the town where Thieves can change their jobs."; next; if (select("Prontera:Lutie:Alberta:Morocc") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "5. Choose a card that does not affect the AGI stat."; next; if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "6. Choose the correct specialty of the Assassin class."; next; if (select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50."; next; if (select("7:8:9:10") == 4) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "8. Choose the item that an Assassin cannot equip."; next; if (select("Dagger:Helm:Boots:Brooch") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; mes "[The Anonymous One]"; mes "9. Choose the job change item for Thief."; next; switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) { case 1: case 3: - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; break; default: break; @@ -1003,7 +1003,7 @@ OnTouch: mes "10. Choose a card that would typically benefit an Assassin the least."; next; if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2) - set .@assassin_t,.@assassin_t+10; + .@assassin_t += 10; break; } if (ASSIN_Q2 == 3) { @@ -1019,7 +1019,7 @@ OnTouch: mes "You scored"; mes "" + .@assassin_t + " percent..."; if (.@assassin_t > 80) { - set ASSIN_Q2,5; + ASSIN_Q2 = 5; changequest 8002,8003; mes "Well done."; mes "You pass."; @@ -1029,7 +1029,7 @@ OnTouch: close; } else { - set ASSIN_Q2,4; + ASSIN_Q2 = 4; mes "That means you fail!"; next; mes "[The Anonymous One]"; @@ -1056,7 +1056,7 @@ OnTouch: mes "You scored"; mes "" + .@assassin_t + " points..."; if (.@assassin_t > 80) { - set ASSIN_Q2,5; + ASSIN_Q2 = 5; changequest 8002,8003; next; mes "[The Anonymous One]"; @@ -1064,7 +1064,7 @@ OnTouch: close; } else { - set ASSIN_Q2,4; + ASSIN_Q2 = 4; mes "You failed!"; next; mes "[The Anonymous One]"; @@ -1189,9 +1189,9 @@ OnTouch: mes "I guess you"; mes "could use a break..."; close2; - set ASSIN_Q,0; - set ASSIN_Q3,0; - set ASSIN_Q2,0; + ASSIN_Q = 0; + ASSIN_Q3 = 0; + ASSIN_Q2 = 0; changequest 8003,8000; warp "in_moc_16",19,13; end; @@ -1202,7 +1202,7 @@ in_moc_16,1,1,0 script Beholder#ASNTEST -1,{ end; OnEnable: - set .MyMobs,6; + .MyMobs = 6; // Target mobs monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead"; monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead"; @@ -1262,15 +1262,15 @@ OnResetMob: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map; - set ASSIN_Q,3; + ASSIN_Q = 3; changequest 8003,8004; donpcevent "timestopper#1::OnEnable"; donpcevent "Keeper of the Door#ASN::OnEnable"; donpcevent "Beholder#ASNTEST::OnResetMob"; - set .DisableTraps,1; + .DisableTraps = 1; stopnpctimer; } else { @@ -1280,7 +1280,7 @@ OnMyMobDead: OnMyMobDead2: mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map; - set ASSIN_Q,2; + ASSIN_Q = 2; warp "in_moc_16",19,161; donpcevent "Beholder#ASNTEST::OnReset"; end; @@ -1336,7 +1336,7 @@ OnTimer184000: OnTimer185000: mapannounce "in_moc_16","Time's up!",bc_map; mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map; - //set ASSIN_Q,2; + //ASSIN_Q = 2; end; OnTimer186000: @@ -1352,7 +1352,7 @@ in_moc_16,68,158,0 script 01_1::SinTrap -1,0,0,{ OnTouch: if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) { mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map; - set ASSIN_Q,2; + ASSIN_Q = 2; warp "in_moc_16",19,161; donpcevent "Beholder#ASNTEST::OnResetMob"; donpcevent "Standby Room#ASNTEST::OnStart"; @@ -1452,9 +1452,9 @@ OnInit: OnTouch: donpcevent "Thomas#ASNTEST::OnDisable"; if (ASSIN_Q == 3) - set ASSIN_Q,3; + ASSIN_Q = 3; else - set ASSIN_Q,4; + ASSIN_Q = 4; warp "in_moc_16",87,102; savepoint "in_moc_16",16,13; end; @@ -1486,7 +1486,7 @@ OnDisable: OnMyMobDead: mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map; mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map; - set ASSIN_Q,3; + ASSIN_Q = 3; warp "in_moc_16",87,102; killmonsterall "in_moc_16"; end; @@ -1520,9 +1520,9 @@ OnTouch: mes "Oh hey, don't forget to save your respawn point in town."; close2; mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map; - set ASSIN_Q,0; - set ASSIN_Q2,0; - set ASSIN_Q3,0; + ASSIN_Q = 0; + ASSIN_Q2 = 0; + ASSIN_Q3 = 0; changequest 8004,8000; savepoint "in_moc_16",18,14; warp "in_moc_16",18,14; @@ -1543,7 +1543,7 @@ OnTouch: mes "[Thomas]"; mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got."; close2; - set ASSIN_Q,4; + ASSIN_Q = 4; monster "in_moc_16",81,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; monster "in_moc_16",82,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead"; @@ -1590,7 +1590,7 @@ OnTouch: mes "Oh! Congratulations!"; mes "You may now proceed to our Guildmaster's room. Good luck!!"; close2; - set ASSIN_Q,5; + ASSIN_Q = 5; changequest 8004,8005; warp "in_moc_16",181,183; end; @@ -1600,7 +1600,7 @@ in_moc_16,182,169,0 script Maze Assistant WARPNPC,1,1,{ OnTouch: if (ASSIN_Q == 5 || ASSIN_Q == 6) { warp "in_moc_16",181,183; - set ASSIN_Q,ASSIN_Q+1; + ++ASSIN_Q; changequest 8005,8006; } else { @@ -1637,7 +1637,7 @@ in_moc_16,149,80,4 script Guildmaster#ASN2 1_M_MOC_LORD,1,1,{ OnTouch: savepoint "morocc",100,100; if (ASSIN_Q == 7 && BaseJob == Job_Thief) { - set ASSIN_Q,8; + ASSIN_Q = 8; mes "[Guildmaster]"; mes "Welcome."; mes "I apologize for"; @@ -1671,7 +1671,7 @@ OnTouch: next; switch(select("Revenge...!:Money~:I want to travel.")) { case 1: - set ASSIN_Q,8; + ASSIN_Q = 8; mes "[Guildmaster]"; mes "Revenge...?"; mes "Yes, I understand. All of us hold grudges against someone else eventually."; @@ -1685,7 +1685,7 @@ OnTouch: next; break; case 2: - set ASSIN_Q,9; + ASSIN_Q = 9; mes "[Guildmaster]"; mes "Financial reasons...? I won't deny that we all need money to live. But being Assassin means living for a higher purpose."; next; @@ -1696,7 +1696,7 @@ OnTouch: next; break; case 3: - set ASSIN_Q,10; + ASSIN_Q = 10; mes "[Guildmaster]"; mes "Good idea. Traveling around the world will allow you to broaden your experiences."; next; @@ -1725,7 +1725,7 @@ OnTouch: next; switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) { case 1: - set ASSIN_Q,11; + ASSIN_Q = 11; mes "[Guildmaster]"; mes "You got the point..."; mes "We are lonely. We will always be alone, even amongst each other..."; @@ -1740,13 +1740,13 @@ OnTouch: next; break; case 2: - set ASSIN_Q,12; + ASSIN_Q = 12; mes "[Guildmaster]"; mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?"; next; break; case 3: - set ASSIN_Q,13; + ASSIN_Q = 13; mes "[Guildmaster]"; mes "Style and appearance is only superficial. It is sad that many people think this way..."; next; @@ -1771,7 +1771,7 @@ OnTouch: next; switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) { case 1: - set ASSIN_Q,14; + ASSIN_Q = 14; mes "[Guildmaster]"; mes "Learning skills comes naturally with the Assassin job. But don't think of skills as the best value of your training."; next; @@ -1780,7 +1780,7 @@ OnTouch: next; break; case 2: - set ASSIN_Q,15; + ASSIN_Q = 15; mes "[Guildmaster]"; mes "It's a goal of yours, eh? Well, I guess you've got to have goals..."; next; @@ -1794,7 +1794,7 @@ OnTouch: next; break; case 3: - set ASSIN_Q,16; + ASSIN_Q = 16; mes "[Guildmaster]"; mes "Good idea..."; mes "That is a good way to improve yourself. I've seen many people who know how to be strong physically but not in their mental state."; @@ -1826,14 +1826,14 @@ OnTouch: next; switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) { case 1: - set .@assassin_sangdam,.@assassin_sangdam+10; + .@assassin_sangdam += 10; mes "[Guildmaster]"; mes "Don't act recklessly..."; mes "Being an Assassin never makes you a different person. And don't rely on chance."; next; break; case 2: - set .@assassin_sangdam,.@assassin_sangdam+5; + .@assassin_sangdam += 5; mes "[Guildmaster]"; mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability."; next; @@ -1860,14 +1860,14 @@ OnTouch: next; switch(select("My friends.:My Guildsmen.:My lover.")) { case 1: - set .@assassin_sangdam,.@assassin_sangdam+5; + .@assassin_sangdam += 5; mes "[Guildmaster]"; mes "I see..."; mes "Appreciate them for caring about you, even when you're alone."; next; break; case 2: - set .@assassin_sangdam,.@assassin_sangdam+5; + .@assassin_sangdam += 5; mes "[Guildmaster]"; mes "Great..."; mes "Comrades for whom you would die for..."; @@ -1898,7 +1898,7 @@ OnTouch: next; switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) { case 1: - set .@assassin_sangdam,.@assassin_sangdam+5; + .@assassin_sangdam += 5; mes "[Guildmaster]"; mes "It all depends on your mind. Any place could be the best to level up according to your mind state."; next; @@ -1916,7 +1916,7 @@ OnTouch: next; break; case 3: - set .@assassin_sangdam,.@assassin_sangdam+10; + .@assassin_sangdam += 10; mes "[Guildmaster]"; mes "Oh my lord..."; mes "Are you planning to become an Assassin in order to make money?"; @@ -2054,8 +2054,8 @@ OnTouch: next; } if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) { - set ASSIN_Q,17; - set ASSIN_Q3,2; + ASSIN_Q = 17; + ASSIN_Q3 = 2; mes "[Guildmaster]"; mes "Well, I've said too much. Please choose a weapon as a present."; next; @@ -2092,7 +2092,7 @@ OnTouch: next; } else { - set ASSIN_Q,17; + ASSIN_Q = 17; mes "[Guildmaster]"; mes "Well, I talked too much."; mes "Please take this first."; @@ -2151,7 +2151,7 @@ OnTouch: end; } else if (ASSIN_Q > 7 && ASSIN_Q < 17) { - set ASSIN_Q,7; + ASSIN_Q = 7; mes "[Guildmaster]"; mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?"; next; diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt index b05c9c897..53f2fa5fc 100644 --- a/npc/jobs/2-1/blacksmith.txt +++ b/npc/jobs/2-1/blacksmith.txt @@ -162,7 +162,7 @@ ein_in01,18,28,4 script Guildsman#BLS 4_M_JOB_BLACKSMITH,{ mes "Hmmm..."; mes "One of our Blacksmiths in Einbech, ^8E6B23Geschupenschte^000000 has sent us word that he's short on help. Your first test of character will be to help him out."; next; - set BSMITH_Q,1; + BSMITH_Q = 1; setquest 2000; mes "[Altiregen]"; mes "Be careful"; @@ -217,7 +217,7 @@ ein_in01,18,28,4 script Guildsman#BLS 4_M_JOB_BLACKSMITH,{ mes "Please go talk to the guildsman inside the building for more details about your next test."; next; if (select("I want to change my job quickly! But...oh well.:Grrr! Enough is enough!") == 1) { - set BSMITH_Q,16; + BSMITH_Q = 16; changequest 2013,2014; mes "[Altiregen]"; mes "I'm sorry, but I'm sure you understand, right? We can't just casually accept anybody into"; @@ -252,7 +252,7 @@ ein_in01,18,28,4 script Guildsman#BLS 4_M_JOB_BLACKSMITH,{ changequest 2015,2016; } next; - set .@joblvl,JobLevel; + .@joblvl = JobLevel; callfunc "Job_Change",Job_Blacksmith; callfunc "F_ClearJobVar"; // clears all job variables for the current player mes "[Altiregen]"; @@ -324,7 +324,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "[Geschupenschte]"; mes "However, I want to make sure that you have some basic knowledge as a Merchant. I'd like to ask you some questions, if that's okay."; next; - set .@selection,select("Yes.:Um, can I have some time to prepare?"); + .@selection = select("Yes.:Um, can I have some time to prepare?"); } else if (BSMITH_Q == 2) { mes "[Geschupenschte]"; @@ -350,131 +350,131 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "with its specialty item?"; next; if (select("Morroc - Thief Clothes:Alberta - Two Hand Axe:Comodo - Berserk Potion:Alberta - Swordmace") == 4) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "2. What status can"; mes "be inflicted with the"; mes "^8E6B23Hammer Fall^000000 skill?"; next; if (select("Stun:Blind:Silence:Sleep") == 1) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "3. Which one of the following skills cannot be performed"; mes "by a Merchant?"; next; if (select("Vending:Discount:Overcharge:Increase AGI") == 4) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "4. Where can you find a store"; mes "that sells Blue Gemstones?"; next; if (select("Alberta:Morroc:Geffen:Prontera") == 3) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "5. Where is the"; mes "Tool Dealer"; mes "located in Geffen?"; next; if (select("8 o'clock direction from the town square:11 o'clock direction from the town square:6 o'clock direction from the town square:5 o'clock direction from the town square") == 1) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "6. Which weapon"; mes "cannot be used"; mes "by a Merchant?"; next; if (select("Stiletto:Ring Pommel Saber:Chain:Bible") == 4) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "7. Which one of the following"; mes "has the highest defense rate?"; next; if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "8. For Level 3 weapons,"; mes "what is the ^8E6B23Safe^000000 limit"; mes "for upgrading?"; next; if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "9. What item"; mes "can be made using"; mes "the ^8E6B23Trunks^000000 item?"; next; if (select("Sakkat:Ghost Bandana:Majestic Goat:Antler") == 1) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "10. The most important"; mes "part of being a Merchant is...?"; next; select("Credit:Integrity:Money:Rhetoric"); - set .@black_q,.@black_q+10; + .@black_q += 10; } else { mes "[Geschupenschte]"; mes "1. Among the following cities, which one is not correctly matched with its specialty?"; next; if (select("Al De Baran - Yggdrasil Leaf:Alberta - Hammer:Comodo - Berserk Potion:Al De Baran - Hammer") == 4) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "2. How much Zeny"; mes "is one Jellopy worth?"; next; if (select("1 Zeny:2 Zeny:3 Zeny:4 Zeny") == 3) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "3. What is required"; mes "for a Merchant to use"; mes "the ^8E6B23Vending^000000 Skill?"; next; if (select("Must have a Cart.:Must have items to sell.:Must be wielding a weapon.:Must be wearing armor.") == 1) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "4. Where can you"; mes "change your Job to"; mes "become a Merchant?"; next; if (select("Alberta:Morroc:Geffen:Prontera") == 1) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "5. Where is the"; mes "Weapons Dealer"; mes "located in Morroc?"; next; if (select("7 o'clock from the town's center:11 o'clock from the town's center:6 o'clock from the town's center:5 o'clock from the town's center") == 4) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "6. What weapon"; mes "can a Merchant"; mes "not use?"; next; if (select("Main Gauche:Claymore:Chain:Two handed Axe") == 2) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "7. Which one of the following"; mes "has the highest defense rate?"; next; if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "8. For Level 3 weapons,"; mes "what is the ^8E6B23Safe^000000 limit"; mes "for upgrading?"; next; if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "9. What monster does"; mes "NOT drop Iron Ore?"; next; if (select("Chon Chon:Steel Chon Chon:Zerom:Anolian") == 4) - set .@black_q,.@black_q+10; + .@black_q += 10; mes "[Geschupenschte]"; mes "10. What is most"; mes "important to a Merchant?"; next; select("Rhetoric:Credit:Money:Experience"); - set .@black_q,.@black_q+10; + .@black_q += 10; } mes "[Geschupenschte]"; mes "Umm. You did a good job!"; @@ -482,7 +482,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "[Geschupenschte]"; mes "Let's see...your score is..." + .@black_q + " points."; if (.@black_q == 100) { - set BSMITH_Q,3; + BSMITH_Q = 3; if (questprogress(2001)) { changequest 2001,2002; } else { @@ -499,7 +499,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "When you get back, I'll be ready!"; close; } - set BSMITH_Q,2; + BSMITH_Q = 2; if (!questprogress(2001)) { changequest 2000,2001; } @@ -576,7 +576,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ //Iron, Green_Herb, Animal's_Skin, Ring_Pommel_Saber default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; changequest 2002,2007; break; } - set BSMITH_Q,.@items[8]; + BSMITH_Q = .@items[8]; mes "[Geschupenschte]"; mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,"; @@ -645,7 +645,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ delitem .@items[2],.@items[3]; delitem .@items[4],.@items[5]; delitem .@items[6],.@items[7]; - set BSMITH_Q,.@items[8]; + BSMITH_Q = .@items[8]; mes "[Geschupenschte]"; mes "Wooooo~~~"; mes "All done..."; @@ -848,7 +848,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ next; if (select("Yes sir, here it is.:Receipt? I, uh, have it somewhere.") == 1) { if (countitem(1073) > 0) { - set BSMITH_Q,15; + BSMITH_Q = 15; delitem 1073,1; //Merchant_Voucher_1 if (questprogress(2008)) { changequest 2008,2013; @@ -880,7 +880,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "will be a great Blacksmith!"; close; } - set BSMITH_Q,3; + BSMITH_Q = 3; mes "[Geschupenschte]"; mes "You mean..."; mes "You didn't get"; @@ -955,7 +955,7 @@ geffen,46,164,1 script Baisulist#BLS 1_F_04,{ mes "[Baisulist]"; mes "You're"; mes "absolutely sure?"; - set BSMITH_Q,14; + BSMITH_Q = 14; delitem 1610,1; //Arc_Wand next; mes "[Baisulist]"; @@ -1038,7 +1038,7 @@ morocc,27,112,4 script Wickebine#BLS 4_F_JOB_ASSASSIN,{ next; mes "- She looks very happy. -"; next; - set BSMITH_Q,14; + BSMITH_Q = 14; delitem 1219,1; //Gladius cutin "Job_Black_hucke01",2; mes "[Wickebine]"; @@ -1132,7 +1132,7 @@ lighthalzen,209,80,4 script Krongast#BLS 4_M_JOB_KNIGHT2,{ mes "You double checked?"; mes "Alright then, I'll take it!"; next; - set BSMITH_Q,14; + BSMITH_Q = 14; delitem 1119,1; //Tsurugi mes "[Krongast]"; mes "Oh ho..."; @@ -1209,7 +1209,7 @@ payon,214,79,4 script Talpiz#BLS 1_M_ORIENT01,{ mes "So, you're sure?"; mes "Let me take a look..."; next; - set BSMITH_Q,14; + BSMITH_Q = 14; delitem 1713,1; //Arbalest mes "[Talpiz]"; mes "*wheet whoo*"; @@ -1290,7 +1290,7 @@ hugel,168,183,1 script Bismarc#BLS 2_M_THIEFMASTER,{ mes "Give it...!"; mes "Pleeeease!"; next; - set BSMITH_Q,14; + BSMITH_Q = 14; delitem 1122,1; //Ring_Pommel_Saber mes "^3355FFBismarc stabs"; mes "himself, repeatedly,"; @@ -1376,7 +1376,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "you fail. And I won't"; mes "tell you what you missed."; next; - set .@blackss_te,0; + .@blackss_te = 0; mes "[Mitehmaeeuh]"; mes "Please listen"; mes "and answer carefully..."; @@ -1389,7 +1389,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "the ^8E6B23Discount^000000 skill?"; next; if (select("Level 3 Push Cart:Item Appraisal:Level 10 Mammonite:Level 3 Enlarge Weight") == 4) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "2. When you attack"; mes "with ^8E6B23Hammerfall^000000,"; @@ -1397,7 +1397,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "you inflict on enemies?"; next; if (select("Stun:Blindness:Chaos:Silence") == 1) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "3. How much Zeny is spent"; mes "when attacking with the"; @@ -1405,7 +1405,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "(Level 10 Mammonite)"; next; if (select("900 Zeny:1000 Zeny:2000 Zeny:100,000 Zeny") == 2) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "4. What is the"; mes "discount rate when"; @@ -1413,7 +1413,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "skill is mastered?"; next; if (select("21 % :22 % :23 % :24 % ") == 4) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "5. What is the maximum"; mes "percentage that you can"; @@ -1422,7 +1422,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "^8E6B23Overcharge^000000 skill?"; next; if (select("21 % :22 % :23 % :24 % ") == 3) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; break; case 2: mes "[Mitehmaeeuh]"; @@ -1431,21 +1431,21 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "drops Steel?"; next; if (select("Zerom:Chon Chon:Skel Worker:Requiem") == 3) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "2. Which of the following"; mes "stones can be made from"; mes "Red Bloods?"; next; if (select("Flame Heart:Rough Wind:Great Nature:Mystic Frozen") == 1) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "3. Which of the following"; mes "stones do you have the most"; mes "of in your Kafra Storage?"; next; select("Wind of Verdure:Red Blood:Green Live:Crystal Blue"); - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "4. In general,"; mes "which of the following"; @@ -1454,14 +1454,14 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "attribute weapon?"; next; if (select("Fire Property:Water Property:Earth Property:Wind Property") == 2) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "5. How many Iron Ore"; mes "is required to make"; mes "1 Steel?"; next; if (select("5 Iron Ore :4 Iron Ore:3 Iron Ore:6 Iron Ore") == 1) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; break; case 3: mes "[Mitehmaeeuh]"; @@ -1472,7 +1472,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ switch(select("Ask them what they need.:Have a brief conversation.:Ignore them.:Give items and run away.")) { case 1: case 2: - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; break; default: break; @@ -1484,20 +1484,20 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "^8E6B23Change Cart^000000 skills?"; next; if (select("Al De Baran:Alberta:Morroc:Izlude") == 2) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "3. From the center of Einbroch,"; mes "in which direction is the Blacksmith Guild?"; next; if (select("11 o'clock:5 o'clock:7 o'clock:12 o'clock") == 2) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "4. In which town"; mes "can you find the"; mes "most Blacksmiths?"; next; if (select("Prontera:Morroc:Alberta:Einbroch") == 4) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "5. Which of the"; mes "following statuses"; @@ -1505,7 +1505,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "as a Blacksmith?"; next; if (select("STR :DEX:AGI :VIT ") == 2) - set .@blackss_te,.@blackss_te+20; + .@blackss_te += 20; break; } mes "[Mitehmaeeuh]"; @@ -1523,7 +1523,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ next; mes "[Mitehmaeeuh]"; mes "However, don't let your early success make you overconfident. A Blacksmith's life isn't a picnic. As proof that you have passed the test, I give you this Hammer of Blacksmith."; - set BSMITH_Q,17; + BSMITH_Q = 17; getitem 1005,1; //Hammer_Of_Blacksmith changequest 2014,2015; next; diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt index ab163860f..e0de2c97b 100644 --- a/npc/jobs/2-1/hunter.txt +++ b/npc/jobs/2-1/hunter.txt @@ -180,7 +180,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "[Hunter Sherin]"; mes "Tada~ Congratulations!"; mes "You look great as a Hunter!!"; - set .@joblvl, JobLevel; + .@joblvl = JobLevel; completequest 4013; callfunc "Job_Change",Job_Hunter; callfunc "F_ClearJobVar"; // clears all job variables for the current player @@ -242,10 +242,10 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ } break; case 2: - set .@selection,2; + .@selection = 2; break; case 3: - set .@selection,3; + .@selection = 3; break; } } @@ -267,7 +267,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ switch(select("Scream out loud asking where you should go.:Quietly ask a person passing by.:Wander around alone and search for a place.")) { case 2: case 3: - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; default: break; } @@ -281,7 +281,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ switch(select("Ask a Priest to open a free warp portal.:Use the Kafra service.:Walk with a friend.")) { case 2: case 3: - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; default: break; } @@ -296,7 +296,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ switch(select("Beg here and there.:Sell items I do not need.:Hunt at a nearby field.")) { case 2: case 3: - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; default: break; } @@ -309,12 +309,12 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "situation?"; next; if (select("Attack a Hode from the top of a hill.:Go back to town.:Attack someone else's Hode.") == 2) - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; mes "[Hunter Sherin]"; mes "Let's say you were having too much trouble hunting Hodes and returned to town. Now you are out of HP and a Priest happens to be around. How would you ask for a Heal?"; next; if (select("Would it be possible to get a Heal, please?:Heal, please.:Heal me.") == 1) - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; mes "[Hunter Sherin]"; mes "This time, you found a rare item while you were going through your inventory. You go out to sell the item, and there are many people with stores and chatrooms open."; next; @@ -326,7 +326,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ switch(select("Scream out loud to everyone in sight.:Open a chatroom and wait.:Look to see if anyone already wants it.")) { case 2: case 3: - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; default: break; } @@ -334,7 +334,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "While you are waiting, someone is begging for items and Zeny. What should you do?"; next; if (select("Give some of my items and Zeny.:Ignore and walk away.:Tell the person about a good place to hunt.") == 1) - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; mes "[Hunter Sherin]"; mes "By now, you decide to go to the Maze by yourself."; next; @@ -346,7 +346,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ switch(select("Tell them which way to go.:Guide them to their destination.:Ignore.")) { case 1: case 2: - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; default: break; } @@ -357,7 +357,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "What should you do?"; next; if (select("Watch, then attack when asked for help.:Attack and see what happens.:Just go back to town.") == 1) - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; mes "[Hunter Sherin]"; mes "You are now very exhausted after your day of hunting. It's time to go back to town."; next; @@ -367,7 +367,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ switch(select("Pick it up and keep it.:Try to find the owner.:Just walk by.")) { case 2: case 3: - set .@hunter_t,.@hunter_t+10; + .@hunter_t += 10; default: break; } @@ -375,7 +375,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "Okay, this is the end of the test!"; next; if (.@hunter_t == 100) { - set HNTR_Q,2; + HNTR_Q = 2; changequest 4000,4001; mes "[Hunter Sherin]"; mes "Well done! Your answers show you've got the right outlook on life. You definitely have the right qualities to become a Hunter~"; @@ -385,7 +385,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ close; } else if (.@hunter_t == 90) { - set HNTR_Q,2; + HNTR_Q = 2; changequest 4000,4001; mes "[Hunter Sherin]"; mes "Well, I'm looking at your answers and your score isn't perfect. But I'll let you pass anyway. I don't know what our Guildmaster will think, though."; @@ -394,7 +394,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "Just remember to always keep basic etiquette in mind. Try harder in the following tests and make me happy, okay?"; close; } - set HNTR_Q,1; + HNTR_Q = 1; mes "[Hunter Sherin]"; mes "Hmm... I don't think this'll work out. You can't become a Hunter without knowing basic etiquette."; next; @@ -473,7 +473,7 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{ mes "[Guild Receptionist]"; mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(0) + ", correct?"; next; - set .@selection,select("Yes, that is correct.:Nope~~(heeheehee)"); + .@selection = select("Yes, that is correct.:Nope~~(heeheehee)"); if (.@selection == 2) { mes "[Demon Hunter]"; mes "Hey, stop messing around."; @@ -501,7 +501,7 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{ mes "[Demon Hunter]"; mes "You see, we're having some financial problems. Let's see, we're short on these items..."; next; - if(checkre(0)) set .@i,1; + if(checkre(0)) .@i = 1; switch(rand(1,7)) { //Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb case 1: setarray .@items[0], (.@i?928:7030),5, 1019,5, 509,3, 3; changequest 4001,4002; break; @@ -521,7 +521,7 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{ if (.@selection == 1) { mes "[Demon Hunter]"; mes "Hmm. ^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000 to use for arrow tips. ^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 to use here and there. And ^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000 please."; - set HNTR_Q,.@items[6]; + HNTR_Q = .@items[6]; next; mes "[Demon Hunter]"; mes "Oh right. Our Guildmaster has gone on an official trip to the Payon Central Palace. You have to go visit him because the one that administers the test."; @@ -532,7 +532,7 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{ close; } else if (HNTR_Q >= 3 && HNTR_Q <= 9) { - if(checkre(0)) set .@i,1; + if(checkre(0)) .@i = 1; switch(HNTR_Q) { //Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb case 3: setarray .@items[0], (.@i?928:7030),5, 1019,5, 509,3, 10; break; @@ -555,7 +555,7 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5]) { mes "[Demon Hunter]"; mes "You brought all of the necessary materials... You can get directions to the testing area from our Guildmaster who is currently in the Payon Central Palace."; - set HNTR_Q,.@items[6]; + HNTR_Q = .@items[6]; if (questprogress(4002)) { changequest 4002,4009; } @@ -655,7 +655,7 @@ payon_in03,131,7,3 script Hunter#htnGM 1_M_ORIENT01,{ } mes "[Hunter Guildmaster]"; mes "Well, then. Your arrows are probably still being made, so you can use mine to take the test."; - set HNTR_Q,12; + HNTR_Q = 12; changequest 4009,4011; getitem 1751,200; //Silver_Arrow close2; @@ -727,7 +727,7 @@ payon_in03,131,7,3 script Hunter#htnGM 1_M_ORIENT01,{ mes "Okay!! I hope"; mes "you will pass this time!"; close2; - set HNTR_Q,12; + HNTR_Q = 12; warp "job_hunte",176,22; end; } @@ -740,7 +740,7 @@ payon_in03,131,7,3 script Hunter#htnGM 1_M_ORIENT01,{ mes "[Hunter Guildmaster]"; mes "Wow, you came back in one piece!"; mes "I mean, good job. I'll give you the item which proves that you have passed the test."; - set HNTR_Q,17; + HNTR_Q = 17; savepoint "payon",104,99; getitem 1007,1; //Penetration changequest 4012,4013; @@ -819,7 +819,7 @@ payon_in02,21,31,1 script Hunter#htnGM2 1_M_ORIENT01,{ next; mes "[Hunter Guildmaster]"; mes "Good luck."; - set HNTR_Q,12; + HNTR_Q = 12; changequest 4010,4011; warp "job_hunte",176,22; cutin "job_huntermaster",255; @@ -915,7 +915,7 @@ payon_in02,21,31,1 script Hunter#htnGM2 1_M_ORIENT01,{ mes "Pass this time!"; close2; cutin "job_huntermaster",255; - set HNTR_Q,12; + HNTR_Q = 12; warp "job_hunte",176,22; end; } @@ -932,7 +932,7 @@ payon_in02,21,31,1 script Hunter#htnGM2 1_M_ORIENT01,{ mes "[Hunter Guildmaster]"; mes "Wow. You're back in one piece!"; mes "I mean, good job. Well then, I'll give you the item which serves as proof that you passed the test."; - set HNTR_Q,17; + HNTR_Q = 17; savepoint "payon",104,99; getitem 1007,1; //Penetration next; @@ -1008,7 +1008,7 @@ OnTouch: mes "Very well. I'll send you to Payon. Hope to see you next time. Don't forget to save when you leave."; // donpcevent "Waiting Room#hnt::OnStart"; close2; - set HNTR_Q,13; + HNTR_Q = 13; savepoint "payon",104,99; warp "payon_in02",21,27; } @@ -1050,7 +1050,7 @@ OnInit: OnEnable: donpcevent "Switch#hnt::OnDisable"; enablenpc "Manager#hnt"; - set .MyMobs,6; + .MyMobs = 6; initnpctimer; // Target Mosnters monster "job_hunte",67,80,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead"; @@ -1093,10 +1093,10 @@ OnEnable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 3) { mapannounce "job_hunte","Okay, good job... Now, find the switch in the center of the map!! Be careful of the traps!!",bc_map; - set HNTR_Q,14; + HNTR_Q = 14; donpcevent "Switch#hnt::OnEnable"; donpcevent "Manager#hnt::OnDisable"; } @@ -1107,7 +1107,7 @@ OnMyMobDead: OnMyMobDead2: mapannounce "job_hunte",strcharinfo(0)+ "!! You made a mistake...Please try again.",bc_map; - set HNTR_Q,13; + HNTR_Q = 13; warp "job_hunte",176,22; donpcevent "Manager#hnt::OnReset"; donpcevent "Waiting Room#hnt::OnStart"; @@ -1207,7 +1207,7 @@ job_hunte,93,101,1 script Switch#hnt 1_SHADOW_NPC,1,1,{ OnTouch: mes "^3355FFThere are 3 buttons"; mes "on the escape switch.^000000"; - set HNTR_Q,15; + HNTR_Q = 15; next; switch(select("Escape:Cancel:Re-test")) { case 1: @@ -1229,7 +1229,7 @@ OnTouch: mes "returned to the"; mes "waiting room.^000000"; close2; - set HNTR_Q,13; + HNTR_Q = 13; warp "job_hunte",176,22; donpcevent "Manager#hnt::OnReset"; donpcevent "Waiting Room#hnt::OnStart"; @@ -1254,7 +1254,7 @@ OnInit: OnTouch: donpcevent "Manager#hnt::OnReset"; donpcevent "Waiting Room#hnt::OnStart"; - set HNTR_Q,16; + HNTR_Q = 16; changequest 4011,4012; savepoint "payon",104,99; if (rand(2)) @@ -1400,7 +1400,7 @@ OnTouch: case 130: mapannounce "job_hunte",strcharinfo(0) + ", it's okay to cry. Just not too loudly.",bc_map; break; case 131: mapannounce "job_hunte",strcharinfo(0) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break; } - set HNTR_Q,13; + HNTR_Q = 13; warp "job_hunte",176,22; donpcevent "Manager#hnt::OnReset"; donpcevent "Waiting Room#hnt::OnStart"; @@ -1636,7 +1636,7 @@ job_hunte,65,92,0 duplicate(HntTrap) 57-3 -1,0,0 job_hunte,65,93,0 script 57-4::HntTrap2 -1,{ OnTouch: mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; - set HNTR_Q,13; + HNTR_Q = 13; warp "job_hunte",176,22; donpcevent "Manager#hnt::OnReset"; donpcevent "Waiting Room#hnt::OnStart"; diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt index 62fd03aaf..5b146d66d 100644 --- a/npc/jobs/2-1/knight.txt +++ b/npc/jobs/2-1/knight.txt @@ -133,7 +133,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ mes "all of your skill points."; close; } - set KNIGHT_Q,1; + KNIGHT_Q = 1; setquest 9000; mes "Let me see..."; mes "Your name is"; @@ -559,7 +559,7 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{ next; mes "[Sir Andrew]"; mes "Please go to my fellow Knight, Sir Siracuse, as he will give you your next test. Well done in mastering the Swordman job."; - set KNIGHT_Q,4; + KNIGHT_Q = 4; changequest 9000,9003; close; } @@ -577,7 +577,7 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{ //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break; } - set KNIGHT_Q,.@items[12]; + KNIGHT_Q = .@items[12]; if (KNIGHT_Q == 2) changequest 9000,9001; else changequest 9000,9002; mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,"; @@ -626,7 +626,7 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{ delitem .@items[10],.@items[11]; if (KNIGHT_Q == 2) changequest 9001,9003; else changequest 9002,9003; - set KNIGHT_Q,4; + KNIGHT_Q = 4; mes "[Sir Andrew]"; mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day."; close; @@ -862,7 +862,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "A Knight must possess great strength, defense, speed, and the skill to wield a Two-Handed Sword. Which of the following weapons are not affected by the Two Hand Quicken skill?"; next; if (select("Katana:Slayer:Broadsword:Flamberge") != 4) { - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong!"; mes "That's a Two-Handed Sword!"; @@ -876,7 +876,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "Good, now let me ask about some skills. Which of the following is not necessary to learn Bowling Bash?"; next; if (select("Two Handed Sword Mastery Lv.5:Magnum Break Lv.3:Provoke Lv.10:Bash Lv.10") != 3) { - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong!"; mes "You need that to learn Bowling Bash! You should learn more about the Knight class before applying for the job!"; @@ -886,7 +886,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "Knights can also use Spears, unlike other jobs, and have skills related to Spears as well. What skills are not necessary to learn the skill Brandish Spear?"; next; if (select("Pierce Lv.5:Spear Stab Lv.3:Spear Boomerang Lv.3:Peco Peco Ride Lv.1") != 3) { - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong! You need to learn that to learn Brandish Spear! How can you not know about Knights if you want to become one?"; next; @@ -899,7 +899,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "Some Spears also have magical attributes, just like spells. Of the following, which can attack a Nightmare, which has the Ghost attribute?"; next; if (select("Zephyrus:Lance:Bill Guisarme:Crescent Scythe") != 1) { - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong! You'll be doing absolutely no damage with that type of Spear! Come back after you've learned more about Knights!"; next; @@ -914,7 +914,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "But, you can counter this speed decrease as you learn the Cavalier Mastery skill. What percentage of your normal attack speed will you have after learning Level 3 Cavalier Mastery?"; next; if (select("70 % of normal attack speed:80 % of normal attack speed:90 % of normal attack speed:100 % of normal attack speed") != 2) { - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong!"; mes "Don't bother riding a Peco Peco if you don't know about Cavalier Mastery!"; @@ -937,12 +937,12 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ next; break; case 2: - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "You have the wrong idea. Do you really believe that is helping the Novice? Give a man a fish, he will eat for a day. Teach him to fish, he will eat for a lifetime!"; close; case 3: - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Do you really believe that this will truly help the poor Novice? It's generous but, they will not know the true value of zeny and items until they earn it themselves."; close; @@ -960,12 +960,12 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ next; break; case 2: - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Are you crazy? Don't you realize the flaw in that kind of thinking? You can't control large mobs. What if they kill you? Who will protect the innocent?"; close; case 3: - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "I see your greed and we will have none of it here! It seems you do not truly care for others!"; mes "Get lost!"; @@ -984,17 +984,17 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ next; break; case 2: - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "You're scum! You strive to become a Knight for personal wealth? Get lost! We will not accept someone like you in our Chivalry!"; close; case 3: - set KNIGHT_Q,5; + KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "So you're trying to become famous through the Chivalry? That's pathetic. We won't accept someone like you in our Chivalry!"; close; } - set KNIGHT_Q,6; + KNIGHT_Q = 6; changequest 9003,9004; mes "[Sir Siracuse]"; mes "Well then,"; @@ -1096,19 +1096,19 @@ prt_in,79,94,4 script Sir Windsor#knt 4_M_JOB_KNIGHT1,{ } else if (KNIGHT_Q == 6 || KNIGHT_Q == 7) { if (KNIGHT_Q == 6) { - set .@mes$,"Sir Siracuse sent me to you.:Oh, nothing."; + .@mes$ = "Sir Siracuse sent me to you.:Oh, nothing."; mes ".....What?"; next; } else { - set .@mes$,"I want to try again!:..."; + .@mes$ = "I want to try again!:..."; next; } if (select(.@mes$) == 1) { mes "[Sir Windsor]"; mes "..."; next; - set KNIGHT_Q,7; + KNIGHT_Q = 7; if (questprogress(9004)) { changequest 9004,9005; } @@ -1160,7 +1160,7 @@ job_knt,89,106,4 script Knight Windsor#knt 4_M_JOB_KNIGHT1,{ mes "[Sir Windsor]"; mes "...Question?"; next; - set .@i, select("What kind of test is this?:How do I take the test?:I'd like to leave.:No."); + .@i = select("What kind of test is this?:How do I take the test?:I'd like to leave.:No."); mes "[Sir Windsor]"; mes "..."; if (.@i == 4) close; @@ -1253,14 +1253,14 @@ OnInit: OnEnable: enablenpc "Knight1"; if (!checkre(0)) { - set .MyMobs,12; + .MyMobs = 12; monster "job_knt",39,150,"Dustiness",1114,1,"Knight1::OnMyMobDead"; monster "job_knt",47,150,"Dustiness",1114,1,"Knight1::OnMyMobDead"; monster "job_knt",39,142,"Dustiness",1114,1,"Knight1::OnMyMobDead"; monster "job_knt",47,142,"Dustiness",1114,1,"Knight1::OnMyMobDead"; } else - set .MyMobs,8; + .MyMobs = 8; monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead"; monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead"; monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead"; @@ -1278,7 +1278,7 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mes "[Sir Windsor]"; mes "..."; @@ -1319,7 +1319,7 @@ OnInit: OnEnable: enablenpc "Knight2"; if (!checkre(0)) { - set .MyMobs,12; + .MyMobs = 12; monster "job_knt",43,42,"Desert Wolf",1106,1,"Knight2::OnMyMobDead"; monster "job_knt",43,62,"Desert Wolf",1106,1,"Knight2::OnMyMobDead"; monster "job_knt",60,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead"; @@ -1328,7 +1328,7 @@ OnEnable: monster "job_knt",27,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead"; } else - set .MyMobs,6; + .MyMobs = 6; monster "job_knt",53,52,"Frilldora",1119,1,"Knight2::OnMyMobDead"; monster "job_knt",34,52,"Frilldora",1119,1,"Knight2::OnMyMobDead"; monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead"; @@ -1344,7 +1344,7 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mes "[Sir Windsor]"; mes "...Hmm."; @@ -1384,12 +1384,12 @@ OnInit: OnEnable: enablenpc "Knight3"; if (!checkre(0)) { - set .MyMobs,7; + .MyMobs = 7; monster "job_knt",147,167,"Goblin Archer",1258,1,"Knight3::OnMyMobDead"; monster "job_knt",136,158,"Steam Goblin",1280,1,"Knight3::OnMyMobDead"; } else - set .MyMobs,5; + .MyMobs = 5; monster "job_knt",136,152,"Goblin",1122,1,"Knight3::OnMyMobDead"; monster "job_knt",150,152,"Goblin",1123,1,"Knight3::OnMyMobDead"; monster "job_knt",143,145,"Goblin",1124,1,"Knight3::OnMyMobDead"; @@ -1404,7 +1404,7 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mes "[Sir Windsor]"; mes "..."; @@ -1416,7 +1416,7 @@ OnMyMobDead: mes "...Go talk to"; mes "Amy Beatrice now."; close2; - set KNIGHT_Q,8; + KNIGHT_Q = 8; if (!questprogress(9007)) { changequest 9006,9007; } @@ -1616,7 +1616,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "How would you go about doing so?"; next; if (select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.") != 1) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith..."; next; @@ -1630,12 +1630,12 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "What should you do?"; next; if (select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.") != 2) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "But some rude players came with a group of monsters and disappeared! What should you do?"; next; if (select("Keep the monsters from reaching the party.:Defend while the party retreats.:Run away on your Peco Peco.") == 2) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "Luckily, you all lived through the crisis. But as you walk, you find a person, who is not in your party, collapsed on the ground."; next; @@ -1643,7 +1643,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "The person is asking politely for help. What should you do?"; next; if (select("Ask your party's Priest to help.:Say you will help for Zeny.:Ignore and move on.") == 1) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "You must bid farewell to your party members because you must go somewhere else."; next; @@ -1654,7 +1654,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "should you do?"; next; if(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.") != 2) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items."; next; @@ -1663,7 +1663,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "do to sell your item?"; next; if (select("Shout out loud to everyone.:Open a chat room and wait.:Inquire if there is anyone that is interested.") == 3) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "While you are waiting,"; mes "someone comes and begs"; @@ -1671,7 +1671,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "What do you do?"; next; if (select("Give them some Zeny and items.:Simply ignore them.:Give suggestions for a place to hunt.") == 3) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "Now you decide to go to the Hidden Temple by yourself. You happily ride on your Peco Peco."; next; @@ -1681,7 +1681,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "What should you do?"; next; if(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.") != 3) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "You've been hunting for a while, and now you're low on HP!"; mes "It's red now, which is very dangerous."; @@ -1693,7 +1693,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "the Priest for a Heal?"; next; if (select("Would it be possible to get a heal please?:Can I have a heal?:Heal plz!!") == 1) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "You are now very"; mes "exhausted and it's time"; @@ -1707,7 +1707,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "you do?"; next; if (select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.") != 1) - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Lady Amy]"; mes "Okay,"; mes "that was the"; @@ -1715,7 +1715,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ next; mes "[Lady Amy]"; if (.@knight_t == 100) { - set KNIGHT_Q,10; + KNIGHT_Q = 10; changequest 9008,9009; mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~"; next; @@ -1724,7 +1724,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ close; } else if (.@knight_t == 90) { - set KNIGHT_Q,10; + KNIGHT_Q = 10; changequest 9008,9009; mes "Well, it wasn't perfect,"; mes "but I think you know enough"; @@ -1735,7 +1735,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "Now, it's time for you to go to Sir Edmond for your next test. Do well on the rest of your tests. You better promise~"; close; } - set KNIGHT_Q,9; + KNIGHT_Q = 9; mes "Mmm..."; mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet."; next; @@ -1884,7 +1884,7 @@ prt_in,70,99,6 script Sir Edmond#knt 4_M_JOB_KNIGHT2,{ mes "the quality of"; mes "reverence."; close2; - set KNIGHT_Q,11; + KNIGHT_Q = 11; changequest 9009,9010; warp "job_knt",143,57; end; @@ -1994,7 +1994,7 @@ OnInit: disablenpc "Warp#knt"; end; OnTouch: - set KNIGHT_Q,12; + KNIGHT_Q = 12; changequest 9010,9011; warp "prt_in",80,100; end; @@ -2198,7 +2198,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ next; switch(select("Gain wealth and fame.:I can protect myself.:I can protect others.")) { case 1: - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Sir Gray]"; mes "Of course, wealth and fame have their place in the world. But we as Knights must live for higher virtues."; next; @@ -2238,7 +2238,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ next; break; case 2: - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Sir Gray]"; mes "Of course wealth is important."; mes "But we Knights must live for higher virtues."; @@ -2255,7 +2255,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ } break; case 3: - set .@knight_t,.@knight_t+5; + .@knight_t += 5; mes "[Sir Gray]"; mes "Satisfaction, you say."; mes "It seems like you are"; @@ -2274,20 +2274,20 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ next; switch(select("Skills.:Goal.:Appearance.")) { case 1: - set .@knight_t,.@knight_t+5; + .@knight_t += 5; mes "[Sir Gray]"; mes "Skill is something you gain with experience as a Knight. It cannot be your highest goal. Otherwise, you'll never be satisfied as a Knight."; next; break; case 2: - set .@knight_t,.@knight_t-5; + .@knight_t -= 5; mes "[Sir Gray]"; mes "I see..."; mes "Always having a goal is very important. You may be full of ideas upon becoming a Knight, but that may change with time."; next; break; case 3: - set .@knight_t,.@knight_t+5; + .@knight_t += 5; mes "[Sir Gray]"; mes "Oh no..."; mes "What you see isn't what really counts. A Swordman may be stronger than a Knight, and even Knight may grow weak if he becomes lazy."; @@ -2318,7 +2318,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ next; switch(select("I will grow within a short period of time.:I would like to test my ability as a Knight.:I would like to go to more challenging places.")) { case 1: - set .@knight_t,.@knight_t+10; + .@knight_t += 10; mes "[Sir Gray]"; mes "Don't be in too much of a hurry to become strong. Even if you become"; mes "a Knight, you are still yourself."; @@ -2379,7 +2379,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ next; switch(select("Comfortable places for Knights to go...:The different paths of a Knight...:Ways to get more money as a Knight...")) { case 1: - set .@knight_t,.@knight_t+5; + .@knight_t += 5; mes "[Sir Gray]"; mes "There are many places that are comfortable or uncomfortable in this world. However Knights must"; mes "be able to survive anywhere."; @@ -2391,7 +2391,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ next; break; case 3: - set .@knight_t,.@knight_t+15; + .@knight_t += 15; mes "[Sir Gray]"; mes "Oh no. Do you hold wealth as a priority of being a Knight? We're not meant to be that way. Come again when you have thought"; mes "more about it..."; @@ -2408,7 +2408,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "for so long."; next; if (.@knight_t == 0) { - set KNIGHT_Q,14; + KNIGHT_Q = 14; changequest 9011,9012; mes "[Sir Gray]"; mes "I enjoyed talking with you. You remind me of myself as a young recruit. Shall we talk to the captain and decide on your"; @@ -2422,7 +2422,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ close; } else if (.@knight_t == 5) { - set KNIGHT_Q,14; + KNIGHT_Q = 14; changequest 9011,9012; mes "[Sir Gray]"; mes "I enjoyed speaking with you. You can think about the principles of Knighthood more once you become a Knight."; @@ -2432,7 +2432,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ close; } else if (.@knight_t == 10) { - set KNIGHT_Q,14; + KNIGHT_Q = 14; changequest 9011,9012; mes "[Sir Gray]"; mes "I enjoyed talking with you. Although, there were some"; @@ -2450,7 +2450,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ close; } else { - set KNIGHT_Q,13; + KNIGHT_Q = 13; mes "[Sir Gray]"; mes "Conversing"; mes "with young ones"; diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt index 76fb03cad..e28106f69 100644 --- a/npc/jobs/2-1/priest.txt +++ b/npc/jobs/2-1/priest.txt @@ -35,7 +35,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ // Uncomment the following 'if' statement to allow High Priests to assist Acolytes with the job change quest. // Officially High Priests are blocked from helping by an indiscriminate check if you are a transcended character. - //if (Class == Job_High_Priest) set .@AllowHPAssist,1; + //if (Class == Job_High_Priest) .@AllowHPAssist = 1; if (Upper == 1 && .@AllowHPAssist != 1) { mes "[Bishop Paul]"; mes "Hm...?"; @@ -241,7 +241,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "I strongly recommend that you use all of these skill points before you apply for the Priest job change test."; close; } - set PRIEST_Q,1; + PRIEST_Q = 1; setquest 8009; mes "[Bishop Paul]"; if (Sex) @@ -271,7 +271,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "I have no doubt that you will do a good job by yourself. However, it will be easier with the aid of a Brother or Sister that has already become a Priest."; next; - set PRIEST_Q,5; + PRIEST_Q = 5; changequest 8009,8011; mes "[Bishop Paul]"; mes "Well, are you ready for the Spiritual Training?"; @@ -392,7 +392,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ close; } else if (PRIEST_Q == 4) { - set PRIEST_Q,5; + PRIEST_Q = 5; changequest 8010,8011; mes "[Bishop Paul]"; mes "You've accomplished"; @@ -509,7 +509,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "Make this servant of yours an instrument of your miraculous works..."; next; - set .@joblvl,JobLevel; + .@joblvl = JobLevel; completequest 8016; callfunc "Job_Change",Job_Priest; callfunc "F_ClearJobVar"; // clears all job variables for the current player @@ -722,7 +722,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "Aw...? How could you give me that kind of answer? I assume you're not ready to be a Priest yet..."; next; - set PRIEST_Q,8; + PRIEST_Q = 8; mes "[Sister Cecilia]"; mes "You should reflect a little more on the teachings of holiness and come back later. You can't be a Priest if your spirit is weak."; close; @@ -734,7 +734,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "Aw...? God won't grant you the power of holiness if your goals aren't just and pure. Meditate on your motivations for a while, and then come back to me."; next; - set PRIEST_Q,8; + PRIEST_Q = 8; mes "[Sister Cecilia]"; mes "Think about the qualities that make Priests people of respect. You can't be a Priest if your spirit is not in accordance with God."; close; @@ -746,7 +746,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "No, no. You've got the wrong idea. God authorizes us to use his power to support his children. You must help people in danger: it is your obligation."; next; - set PRIEST_Q,8; + PRIEST_Q = 8; mes "[Sister Cecilia]"; mes "Go and observe the adventurers that are fighting for peace in this world. They will teach you what you must do in order to help them."; close; @@ -758,7 +758,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "How can you say no...? That's one of the basic principles of Priesthood. You must value the welfare of others over your own safety."; next; - set PRIEST_Q,8; + PRIEST_Q = 8; mes "[Sister Cecilia]"; mes "Go and think about the value of suffering and the meaning of sacrifice. When you think you understand more about helping those in need, come back to me."; close; @@ -770,7 +770,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "No no no... You've got it wrong. Even though your purpose is to spread God's message, no one will eagerly accept what you say when you spam text."; next; - set PRIEST_Q,8; + PRIEST_Q = 8; mes "[Sister Cecilia]"; mes "Remember..."; mes "You must be a moral person, and display maturity and respect to other players. This kind of attitude applies for all classes,"; @@ -784,7 +784,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "No, you won't. Luring many monsters does more harm than good. There is no exception. That behavior is totally unacceptable."; next; - set PRIEST_Q,8; + PRIEST_Q = 8; mes "[Sister Cecilia]"; mes "Even if it looks like you are aiding your party members, such action results in bad karma. Please reflect on that for a while."; close; @@ -796,7 +796,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "With that spirit, you can't be a Priest. If it is God's will to sacrifice yourself for a good purpose, you must carry out God's will as his servant."; next; - set PRIEST_Q,8; + PRIEST_Q = 8; mes "[Sister Cecilia]"; mes "Besides, God has also given Priests the resurrection power. Think about the meaning of life and death again, and then come back to me."; close; @@ -809,7 +809,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "You have demonstrated your devotion to God. Will you swear to adhere to his teachings for the rest of your days?"; next; if (select("I do.:No.") == 1) { - set PRIEST_Q,9; + PRIEST_Q = 9; changequest 8014,8015; mes "[Sister Cecilia]"; mes "Now, you have completed your oath of Priesthood and accomplished all three trials required to become a Priest."; @@ -825,7 +825,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "..."; mes "......"; next; - set PRIEST_Q,8; + PRIEST_Q = 8; mes "[Sister Cecilia]"; mes "You've come so far..."; mes "Why would you want"; @@ -953,14 +953,14 @@ job_prist,24,187,4 script Peter S. Alberto 4_M_MINISTER,{ donpcevent "Peter S. Alberto#2::OnEnable"; end; case 2: - set PRIEST_Q,6; + PRIEST_Q = 6; mes "[Father Peter]"; mes "Hm? What is it you need?"; mes "Well, no problem. You can"; mes "afford to take your time."; close; case 3: - set PRIEST_Q,6; + PRIEST_Q = 6; mes "[Father Peter]"; mes "What...?"; mes "You wanna go back??"; @@ -1102,7 +1102,7 @@ OnEnable: end; OnM1: - set .MyMobs,13; + .MyMobs = 13; monster "job_prist",24,52,"Theft",1015,1,"Z_C#prst::OnMyMobDead"; monster "job_prist",18,52,"Want of Virtue",1015,1,"Z_C#prst::OnMyMobDead"; monster "job_prist",30,52,"Jealousy",1015,1,"Z_C#prst::OnMyMobDead"; @@ -1294,7 +1294,7 @@ OnDisable: job_prist,24,109,4 script prst1_1 WARPNPC,3,3,{ OnTouch: - set .@mobs,getvariableofnpc(.MyMobs,"Zombie_Generator#prst"); + .@mobs = getvariableofnpc(.MyMobs,"Zombie_Generator#prst"); if (BaseJob == Job_Priest) warp "job_prist",168,17; else if (BaseClass == Job_Acolyte && .@mobs < 1) { warp "job_prist",168,17; @@ -1711,7 +1711,7 @@ OnTouch: end; } else if (BaseClass == Job_Acolyte) { - set PRIEST_Q,7; + PRIEST_Q = 7; if (questprogress(8012)) { changequest 8012,8013; } @@ -1738,7 +1738,7 @@ function script F_FatherRub { mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels."; close2; savepoint "prt_fild03",361,255; - set PRIEST_Q,2; + PRIEST_Q = 2; end; } else if (PRIEST_Q == 2) { @@ -1786,7 +1786,7 @@ function script F_MotherMart { mes "on your journey."; close2; savepoint "moc_fild07",35,355; - set PRIEST_Q,3; + PRIEST_Q = 3; end; } else if (PRIEST_Q == 3) { @@ -1846,7 +1846,7 @@ function script F_FatherYos { mes "completed."; close2; savepoint "prt_fild00",206,230; - set PRIEST_Q,4; + PRIEST_Q = 4; end; } else if (PRIEST_Q == 4) { diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt index 86c245f94..bce3603eb 100644 --- a/npc/jobs/2-1/wizard.txt +++ b/npc/jobs/2-1/wizard.txt @@ -140,7 +140,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ mes "[Catherine]"; mes "Go talk to the man in the corner and he will give you the remaining exams."; mes "Be careful. We have lost many Mages due to the difficulty of the exams."; - set WIZ_Q,3; + WIZ_Q = 3; setquest 9015; close; } @@ -152,18 +152,18 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ mes "The first test is collecting magic items."; mes "The important part is that you must gather these items on your own."; next; - set wizard_m1,rand(1,2); + wizard_m1 = rand(1,2); mes "[Catherine]"; mes "The items you must collect are..."; if (rand(2)) { - set WIZ_Q,1; + WIZ_Q = 1; setquest 9013; mes "^3355FFRed Gemstone^000000 10 each,"; mes "^3355FFBlue Gemstone^000000 10 each,"; mes "^3355FFYellow Gemstone^000000 10 each,"; } else { - set WIZ_Q,2; + WIZ_Q = 2; setquest 9014; mes "^3355FFCrystal Blue^000000 5 each,"; mes "^3355FFGreen Live^000000 5 each,"; @@ -200,7 +200,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ delitem 716,10; //Red_Gemstone delitem 717,10; //Blue_Gemstone delitem 715,10; //Yellow_Gemstone - set WIZ_Q,3; + WIZ_Q = 3; changequest 9013,9015; mes "[Catherine]"; mes "Good for you! You passed the first test."; @@ -239,7 +239,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ delitem 993,5; //Yellow_Live delitem 990,5; //Boody_Red delitem 992,5; //Wind_Of_Verdure - set WIZ_Q,3; + WIZ_Q = 3; changequest 9014,9015; mes "[Catherine]"; mes "Good. You've passed the first test now."; @@ -393,7 +393,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ } else if (WIZ_Q == 7) { if (JobLevel < 40) { - set WIZ_Q,0; + WIZ_Q = 0; mes "[Catherine]"; mes "Hey, what don't you get it?"; mes "I said you must be at least job level 40 to change your job, got it?"; @@ -588,156 +588,156 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "1. Which of the following is not necessary to learn Fire Wall?"; next; if (select("Fire Bolt Lv 4:Fire Ball Lv 5:Sight Lv 1:Napalm Beat Lv 4") == 4) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "2. Regaurdless of it's previous attribute, What does the monster's attribute change to when you cast Frost Diver on it?"; next; if (select("Water:Earth:Fire:Wind") == 1) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "3. When you completely master Napalm Beat, what is the ratio of the increased MATK using that spell?"; next; if (select("1.6 times:1.7 times:2 times:20 times") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "4. What item do you need when casting Stone Curse?"; next; if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "5. Which of the following is not required to master Safety Wall?"; next; if (select("Napalm Beat Lv 4:Soul Strike Lv 5:Increase SP Recovery Lv 6:Safety Wall Lv 7") == 3) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "6. Without the INT bonus, what amount of SP is recovered every 10 seconds when you have learned Increase SP Recovery Lv 7?"; next; if (select("14:21:28:35") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "7. Using Energy Coat, when you have 50% of your SP remaining, how much SP is used when hit, and what percentage is damage reduced by?"; next; if (select("Damage 18% SP1.5%:Damage 18% SP2%:Damage 24% SP1.5%:Damage 24% SP2%") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "8. How much SP is consumed and how many times can you avoid attacks when using Safety Wall Lv 6?"; next; if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "9. How much SP is needed when using Lv 10 Thunderstorm?"; next; if (select("84:74:64:54") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "10. Which skill is most useful training in the Byalan Dungeon?"; next; if (select("Lightning Bolt:Fire Bolt:Cold Bolt:Sight") == 1) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; break; case 2: mes "[Raulel]"; mes "1. Which monster can you obtain a slotted Guard from?"; next; if (select("Thief Bug:PecoPeco:Pupa:Kobold (Hammer)") == 3) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "2. Which of the following is the easiest monster for a low level Mage to hunt?"; next; if (select("Flora:Giearth:Golem:Myst") == 1) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "3. Which monster will not be affected by Stone Curse?"; next; if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "4. When attacking a Lv 3 water attribute monster with a wind attribute weapon, what is the damage percentage?"; next; if (select("125%:150%:175%:200%") == 4) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "5. If a Baby Desert Wolf and a Familiar fought, which one would win?"; next; if (select("Baby Desert Wolf:Familiar:Neither:I don't know") == 1) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "6. Which of the following cannot be a Cute Pet?"; next; if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "7. Choose the monster that is weak against a fire attribute attack."; next; if (select("Dagger Goblin:Mace Goblin:Morningstar Goblin:Hammer Goblin") == 4) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "8. Which of the following has the highest defense?"; next; if (select("Horn:Chonchon:Andre:Caramel") == 4) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "9. Choose the monster that's of a different species."; next; if (select("Poring:Mastering:Ghostring:Spore") == 3) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "10. Which of the following is not an Undead monster?"; next; if (select("Drake:Megalodon:Deviace:Khalitzburg") == 3) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; break; case 3: mes "[Raulel]"; mes "1. Which stat is the most important for a Mage?"; next; if (select("INT:AGI:DEX:VIT") == 1) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "2. Which attribute does not have a 'Bolt' type attack?"; next; if (select("Water:Earth:Fire:Wind") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "3. Choose the one that does not relate to a Mage."; next; if (select("Weak physical strength.:Attacks at a distance.:Good at selling stuff.:Magic Defense is high.") == 3) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "4. Which town is the home of Mages?"; next; if (select("Prontera:Morroc:Alberta:Geffen") == 4) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "5. Which of the following cards has nothing to do with INT?"; next; if (select("Andre Egg Card:Soldier Andre Card:Baby Desert Wolf Card:Elder Willow Card") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "6. What is the Mage good at compared to other job classes?"; next; if (select("Exceptional Vocal Ability:Exceptional Acting Ability:Exceptional Dance Skills:Exceptional Magic Skills") == 4) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "7. What is the INT bonus at Job Lv 40 for a Mage?"; next; if (select("8:7:6:5") == 4) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "8. Which item can a Mage not equip?"; next; if (select("Knife:Boys Cap:Sandle:Eye of Dullahan") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "9. Which of the following is the catalyst when making the Mage test solution 3?"; next; if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:Red Blood") == 1) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; mes "[Raulel]"; mes "10. Which card is irrelevant to magic?"; next; if (select("Marduk Card:Magnolia Card:Willow Card:Maya Card") == 2) - set .@wizard_t,.@wizard_t+10; + .@wizard_t += 10; } mes "[Raulel]"; if (WIZ_Q == 4) { @@ -746,7 +746,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "[Raulel]"; mes "Your score is... " + .@wizard_t + "points....."; if (.@wizard_t == 100) { - set WIZ_Q,5; + WIZ_Q = 5; changequest 9016,9017; mes "Hahahahahahah~ Well done, you passed the second test."; mes "It wasn't done in one try like mine was, but I'll let you slide..."; @@ -757,7 +757,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ close; } else if (.@wizard_t == 90) { - set WIZ_Q,5; + WIZ_Q = 5; changequest 9016,9017; mes "Hahaha~ Since you only missed one problem, you passed the second test."; mes "It wasn't done in one try like mine was, but I'll let you slide..."; @@ -768,7 +768,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ close; } else if (.@wizard_t == 80) { - set WIZ_Q,5; + WIZ_Q = 5; changequest 9016,9017; mes "Sheez... You didn't do very well, but you passed the second test."; mes "It wasn't done in one try like mine was, but I'll let you slide..."; @@ -792,7 +792,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "[Raulel]"; mes "Your score is... " + .@wizard_t + " points!"; if (.@wizard_t == 100) { - set WIZ_Q,5; + WIZ_Q = 5; changequest 9016,9017; mes "*cough* *Cough* Well done, you passed the second test."; next; @@ -802,7 +802,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ close; } else if (.@wizard_t == 90) { - set WIZ_Q,5; + WIZ_Q = 5; changequest 9016,9017; mes "Hahahaha~ I'll let you slide by since you only missed one problem. You passed the second test."; next; @@ -812,7 +812,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ close; } else { - set WIZ_Q,4; + WIZ_Q = 4; mes "You failed. I will let you come back again...after you've learned more relating to the type of questions I've asked you."; next; mes "[Raulel]"; @@ -834,7 +834,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "What a rash person. Your the type that rushes into battle without thinking, what in the world are you doing here instead of with the Prontera Chivalry? Heck, go for it! *cough* Not my fault if you end up dying."; mes "Just consider yourself a glass cannon...because the monsters are going to break you into pieces. Hahahahahahahahaha~"; next; - set WIZ_Q,6; + WIZ_Q = 6; savepoint "geffen",120,107; mes "[Raulel]"; mes "Then, as you wish. I'll send you there right now."; @@ -868,7 +868,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "If you want, I can send you back to town right now... What do you want to do?"; next; if (select("Continue testing.:I want to go back because I have butterflies in my stomach.") == 1) { - set WIZ_Q,6; + WIZ_Q = 6; savepoint "geffen",120,107; mes "[Raulel]"; mes "You are indeed, very determined. Ok! Hahahahahaha~"; @@ -877,7 +877,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ warp "job_wiz",57,154; end; } - set WIZ_Q,6; + WIZ_Q = 6; mes "[Raulel]"; mes "Good thinking. This is a better choice for you. Hahahahah~"; mes "Go back and live a easy life, Greater Magic is a force that should not be wield by types like yourself."; @@ -895,7 +895,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "Ok then, here's a proposition. Since you're probably worn out as it is, and I can clearly see the lust for Greater Magic burning in your eyes..."; mes "Hahahahaha~ yeah! Go bring me a ^3355FFWorn Out Scroll^000000."; next; - set WIZ_Q2,WIZ_Q2+1; + WIZ_Q2 = 7; mes "[Raulel]"; mes "If not, you can take the test again..."; mes "Well, I'll send you to take the test for now. Hahahaha~"; @@ -923,8 +923,8 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "Hahahahahahahaha~ *Cough* *cough* So you ended up bringing one of these eh? Good job..."; mes "I think I can continue my research with this..."; next; - set WIZ_Q2,0; - set WIZ_Q,7; + WIZ_Q2 = 0; + WIZ_Q = 7; mes "[Raulel]"; mes "Even though your not Grade A Wizard material, I can tell your serious about wanting the Greater Magic. I'll tell Catherine that you passed. Hahahahahahahahah~"; mes "You went through a lot of trouble here, and that is the true purpose for us selecting Wizards. Only those who will devote themselves to the art will ever become Wizards. Good luck to you. Become much Stronger. Hahahahahaha~"; @@ -946,27 +946,27 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "1. Choose the monster with a different attribute than the others."; next; if (select("Mantis:Cornutus:Giearth:Caramel") == 2) - set .@wizard_t,.@wizard_t+20; + .@wizard_t += 20; mes "[Raulel]"; mes "2. Choose the monster that is not a looting one."; next; if (select("Yoyo:Magnolia:Metaller:Zerom") == 4) - set .@wizard_t,.@wizard_t+20; + .@wizard_t += 20; mes "[Raulel]"; mes "3. Which of these monsters does not recognize casting?"; next; if (select("Marina:Vitata:Scorpion:Giearth") == 1) - set .@wizard_t,.@wizard_t+20; + .@wizard_t += 20; mes "[Raulel]"; mes "4. Choose the spell that would be efficient against a Marine Sphere."; next; if (select("Cold Bolt:Fire Bolt:Lightning Bolt:Stone Curse") == 3) - set .@wizard_t,.@wizard_t+20; + .@wizard_t += 20; mes "[Raulel]"; mes "5. Choose the monster that can move."; next; if (select("Hydra:Madragora:Greatest General:Frilldora") == 4) - set .@wizard_t,.@wizard_t+20; + .@wizard_t += 20; mes "[Raulel]"; mes "*pfft* Do it right, so I don't have to ask again."; next; @@ -1094,11 +1094,11 @@ OnInit: OnEnable: enablenpc "Room of Water"; if (!checkre(0)) { - set .MyMobs,8; + .MyMobs = 8; monster "job_wiz",129,170,"Obeaune",1044,1,"Room of Water::OnMyMobDead"; } else - set .MyMobs,7; + .MyMobs = 7; monster "job_wiz",109,174,"Phen",1158,1,"Room of Water::OnMyMobDead"; monster "job_wiz",118,174,"Shellfish",1074,1,"Room of Water::OnMyMobDead"; monster "job_wiz",109,165,"Vadon",1066,1,"Room of Water::OnMyMobDead"; @@ -1115,9 +1115,9 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { - set WIZ_Q2,WIZ_Q2+1; + ++WIZ_Q2; mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map; donpcevent "Room of Water#Door::OnEnable"; stopnpctimer; @@ -1188,7 +1188,7 @@ OnInit: OnEnable: enablenpc "Room of Water#Door"; donpcevent "Room of Water::OnDisable"; - set .MyMobs,5; + .MyMobs = 5; monster "job_wiz",114,169,"Marine Sphere",1142,1,"Room of Water#Door::OnMyMobDead"; monster "job_wiz",112,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead"; monster "job_wiz",116,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead"; @@ -1203,7 +1203,7 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map; percentheal 100,100; @@ -1267,13 +1267,13 @@ OnInit: OnEnable: enablenpc "Room of Earth"; if (!checkre(0)) { - set .MyMobs,10; + .MyMobs = 10; monster "job_wiz",120,102,"Hode",1127,1,"Room of Earth::OnMyMobDead"; monster "job_wiz",111,93,"Savage",1166,1,"Room of Earth::OnMyMobDead"; monster "job_wiz",127,86,"Mantis",1139,1,"Room of Earth::OnMyMobDead"; } else - set .MyMobs,7; + .MyMobs = 7; monster "job_wiz",111,102,"Yoyo",1057,1,"Room of Earth::OnMyMobDead"; monster "job_wiz",120,102,"Deniro",1105,1,"Room of Earth::OnMyMobDead"; monster "job_wiz",111,102,"Caramel",1103,1,"Room of Earth::OnMyMobDead"; @@ -1290,7 +1290,7 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map; donpcevent "Room of Earth#Door::OnEnable"; @@ -1363,11 +1363,11 @@ OnEnable: enablenpc "Room of Earth#Door"; donpcevent "Room of Earth::OnDisable"; if (!checkre(0)) { - set .MyMobs,7; + .MyMobs = 7; monster "job_wiz",116,97,"Flora",1118,1,"Room of Earth#Door::OnMyMobDead"; } else - set .MyMobs,6; + .MyMobs = 6; monster "job_wiz",114,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; monster "job_wiz",118,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; monster "job_wiz",114,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead"; @@ -1383,7 +1383,7 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monster.",bc_map; percentheal 100,100; @@ -1447,12 +1447,12 @@ OnInit: OnEnable: enablenpc "Room of Fire"; if (!checkre(0)) { - set .MyMobs,8; + .MyMobs = 8; monster "job_wiz",58,110,"Zerom",1178,1,"Room of Fire::OnMyMobDead"; monster "job_wiz",54,89,"Desert Wolf",1106,1,"Room of Fire::OnMyMobDead"; } else - set .MyMobs,6; + .MyMobs = 6; monster "job_wiz",33,110,"Goblin",1123,1,"Room of Fire::OnMyMobDead"; monster "job_wiz",40,103,"Scorpion",1001,1,"Room of Fire::OnMyMobDead"; monster "job_wiz",51,103,"Frilldora",1119,1,"Room of Fire::OnMyMobDead"; @@ -1468,7 +1468,7 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map; donpcevent "Room of Fire#Door::OnEnable"; @@ -1540,7 +1540,7 @@ OnInit: OnEnable: enablenpc "Room of Fire#Door"; donpcevent "Room of Fire::OnDisable"; - set .MyMobs,3; + .MyMobs = 3; monster "job_wiz",44,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead"; if (checkre(0)) { monster "job_wiz",43,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead"; @@ -1559,10 +1559,10 @@ OnDisable: end; OnMyMobDead: - set .MyMobs,.MyMobs-1; + --.MyMobs; if (.MyMobs < 1) { mapannounce "job_wiz","Congratulations, " + strcharinfo(0) + ". You have passed the job change test.",bc_map; - set WIZ_Q,7; + WIZ_Q = 7; changequest 9017,9018; donpcevent "Room of Fire#Door::OnDisable"; donpcevent "Test Helper#wiz::OnEnable"; |