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-rw-r--r--npc/jobs/1-1e/gunslinger.txt12
-rw-r--r--npc/jobs/1-1e/ninja.txt10
-rw-r--r--npc/jobs/1-1e/taekwon.txt10
-rw-r--r--npc/jobs/2-1/assassin.txt186
-rw-r--r--npc/jobs/2-1/blacksmith.txt104
-rw-r--r--npc/jobs/2-1/hunter.txt74
-rw-r--r--npc/jobs/2-1/knight.txt116
-rw-r--r--npc/jobs/2-1/priest.txt44
-rw-r--r--npc/jobs/2-1/wizard.txt144
-rw-r--r--npc/jobs/2-1a/AssassinCross.txt4
-rw-r--r--npc/jobs/2-1a/HighPriest.txt4
-rw-r--r--npc/jobs/2-1a/HighWizard.txt4
-rw-r--r--npc/jobs/2-1a/LordKnight.txt4
-rw-r--r--npc/jobs/2-1a/Sniper.txt4
-rw-r--r--npc/jobs/2-1a/WhiteSmith.txt4
-rw-r--r--npc/jobs/2-1e/StarGladiator.txt54
-rw-r--r--npc/jobs/2-2/alchemist.txt156
-rw-r--r--npc/jobs/2-2/bard.txt78
-rw-r--r--npc/jobs/2-2/crusader.txt122
-rw-r--r--npc/jobs/2-2/dancer.txt102
-rw-r--r--npc/jobs/2-2/monk.txt144
-rw-r--r--npc/jobs/2-2/rogue.txt128
-rw-r--r--npc/jobs/2-2/sage.txt278
-rw-r--r--npc/jobs/2-2a/Champion.txt4
-rw-r--r--npc/jobs/2-2a/Clown.txt4
-rw-r--r--npc/jobs/2-2a/Gypsy.txt4
-rw-r--r--npc/jobs/2-2a/Paladin.txt4
-rw-r--r--npc/jobs/2-2a/Professor.txt4
-rw-r--r--npc/jobs/2-2a/Stalker.txt4
-rw-r--r--npc/jobs/2-2e/SoulLinker.txt22
-rw-r--r--npc/jobs/novice/supernovice.txt4
-rw-r--r--npc/jobs/valkyrie.txt14
32 files changed, 925 insertions, 925 deletions
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt
index aafe2d0c4..ff98b30e7 100644
--- a/npc/jobs/1-1e/gunslinger.txt
+++ b/npc/jobs/1-1e/gunslinger.txt
@@ -86,7 +86,7 @@ que_ng,152,167,3 script Master Miller 4_M_HUOLDARMY,{
mes "Horn in Payon. He's a shaman";
mes "that will judge whether or not";
mes "you qualify to be a Gunslinger.";
- set GUNS_Q,1;
+ GUNS_Q = 1;
setquest 6020;
close;
}
@@ -179,7 +179,7 @@ que_ng,152,167,3 script Master Miller 4_M_HUOLDARMY,{
mes "power of the earth protect";
mes "you in all of your adventures~";
callfunc "Job_Change",Job_Gunslinger;
- set GUNS_Q,6;
+ GUNS_Q = 6;
completequest 6024;
if (rand(1,2) == 1) {
getitem 13100,1; // Six_Shooter
@@ -260,7 +260,7 @@ payon,184,65,3 script Wise Bull Horn 4_M_LGTGRAND,{
mes "will help you achieve";
mes "your goal of becoming";
mes "a Gunslinger.";
- set GUNS_Q,2;
+ GUNS_Q = 2;
changequest 6020,6021;
close;
}
@@ -297,7 +297,7 @@ payon,184,65,3 script Wise Bull Horn 4_M_LGTGRAND,{
delitem 935,10; // Shell
delitem 511,3; // Green_Herb
delitem 1013,3; // Colorful_Shell
- set GUNS_Q,3;
+ GUNS_Q = 3;
changequest 6021,6022;
mes "[Wise Bull Horn]";
mes "Ah, you've returned";
@@ -344,7 +344,7 @@ payon,184,65,3 script Wise Bull Horn 4_M_LGTGRAND,{
mes "I'm thirsty, and would like";
mes "a cold glass of Milk. Would";
mes "you please bring me some?";
- set GUNS_Q,4;
+ GUNS_Q = 4;
changequest 6022,6023;
close;
}
@@ -359,7 +359,7 @@ payon,184,65,3 script Wise Bull Horn 4_M_LGTGRAND,{
close;
}
delitem 519,1; // Milk
- set GUNS_Q,5;
+ GUNS_Q = 5;
changequest 6023,6024;
mes "[Wise Bull Horn]";
mes "Oh, thank you for your!";
diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt
index 90cc08edc..be8753834 100644
--- a/npc/jobs/1-1e/ninja.txt
+++ b/npc/jobs/1-1e/ninja.txt
@@ -186,7 +186,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "Anyway, after you give him";
mes "the letter, come back and";
mes "let me know his answer.";
- set NINJ_Q,1;
+ NINJ_Q = 1;
setquest 6015;
close;
}
@@ -253,7 +253,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "I should have thought about";
mes "that earlier! Well, it's too";
mes "late now. Just h-hurry it up!";
- set NINJ_Q,4;
+ NINJ_Q = 4;
changequest 6017,6018;
close;
}
@@ -331,7 +331,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "agile as the wind, and as";
mes "quiet as the falling shadows.";
callfunc "Job_Change",Job_Ninja;
- set NINJ_Q,5;
+ NINJ_Q = 5;
delitem 7053,5; // Cyfar
delitem 1010,1; // Phracon
getitem 13010,1; // Asura
@@ -430,7 +430,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "help me find";
mes "^3355FF5 Cyfars^000000 and";
mes "^3355FF1 Phracon^000000.";
- set NINJ_Q,2;
+ NINJ_Q = 2;
changequest 6015,6016;
close;
}
@@ -524,7 +524,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "me send you there directly...";
delitem 1010,1; // Phracon
delitem 7053,5; // Cyfar
- set NINJ_Q,3;
+ NINJ_Q = 3;
changequest 6016,6017;
close2;
warp "amatsu",113,127;
diff --git a/npc/jobs/1-1e/taekwon.txt b/npc/jobs/1-1e/taekwon.txt
index 6403c2648..dd088790d 100644
--- a/npc/jobs/1-1e/taekwon.txt
+++ b/npc/jobs/1-1e/taekwon.txt
@@ -102,7 +102,7 @@ payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{
mes "training as a Novice. Very good. Then let us prepare for your";
mes "spiritual training. Take a deep";
mes "breath, speak to me when ready.";
- set TK_Q, 2;
+ TK_Q = 2;
setquest 6001;
close;
}
@@ -112,8 +112,8 @@ payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{
mes "true potential without integrating mind and body. Go, gain ^FF00001 more";
mes "Base Level^000000, and then return.";
next;
- set TAEK_Q, BaseLevel;
- set TK_Q, 1;
+ TAEK_Q = BaseLevel;
+ TK_Q = 1;
setquest 6000;
mes "[Phoenix]";
mes "I understand this is not an";
@@ -136,7 +136,7 @@ payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{
switch(TK_Q) {
case 1:
if(BaseLevel > TAEK_Q) {
- set TK_Q, 2;
+ TK_Q = 2;
changequest 6000,6001;
mes "[Phoenix]";
mes "Good. I sense that you";
@@ -331,7 +331,7 @@ payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{
mes "we have discussed for a little";
mes "while. When your mind is calm,";
mes "come and speak to me.";
- set TK_Q, 3;
+ TK_Q = 3;
changequest 6001,6002;
close;
case 3:
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";
diff --git a/npc/jobs/2-1a/AssassinCross.txt b/npc/jobs/2-1a/AssassinCross.txt
index a9fdee622..3daf3bd84 100644
--- a/npc/jobs/2-1a/AssassinCross.txt
+++ b/npc/jobs/2-1a/AssassinCross.txt
@@ -15,7 +15,7 @@
valkyrie,44,58,5 script Assassin Cross#Valkyrie 4_F_JOB_ASSASSIN,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Assassin Cross]";
mes "Congratulations...";
@@ -77,7 +77,7 @@ valkyrie,44,58,5 script Assassin Cross#Valkyrie 4_F_JOB_ASSASSIN,{
close;
}
jobchange Job_Assassin_Cross;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Assassin Cross]";
mes "Congratulations.";
mes "As an Assassin Cross,";
diff --git a/npc/jobs/2-1a/HighPriest.txt b/npc/jobs/2-1a/HighPriest.txt
index e7dffe9b9..77cf7be23 100644
--- a/npc/jobs/2-1a/HighPriest.txt
+++ b/npc/jobs/2-1a/HighPriest.txt
@@ -15,7 +15,7 @@
valkyrie,44,42,5 script High Priest#Valkyrie 1_M_PASTOR,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[High Priest]";
mes "Congratulations.";
@@ -57,7 +57,7 @@ valkyrie,44,42,5 script High Priest#Valkyrie 1_M_PASTOR,{
close;
}
jobchange Job_High_Priest;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[High Priest]";
mes "Congratulations.";
mes "As a High Priest,";
diff --git a/npc/jobs/2-1a/HighWizard.txt b/npc/jobs/2-1a/HighWizard.txt
index ab5dc6424..2a823da5f 100644
--- a/npc/jobs/2-1a/HighWizard.txt
+++ b/npc/jobs/2-1a/HighWizard.txt
@@ -15,7 +15,7 @@
valkyrie,44,47,5 script High Wizard#Valkyrie 4_M_JOB_WIZARD,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[High Wizard]";
mes "Congratulations.";
@@ -61,7 +61,7 @@ valkyrie,44,47,5 script High Wizard#Valkyrie 4_M_JOB_WIZARD,{
close;
}
jobchange Job_High_Wizard;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[High Wizard]";
mes "Congratulations.";
mes "As a High Wizard,";
diff --git a/npc/jobs/2-1a/LordKnight.txt b/npc/jobs/2-1a/LordKnight.txt
index eb310e360..291cd930c 100644
--- a/npc/jobs/2-1a/LordKnight.txt
+++ b/npc/jobs/2-1a/LordKnight.txt
@@ -15,7 +15,7 @@
valkyrie,44,39,5 script Lord Knight#Valkyrie 1_M_KNIGHTMASTER,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Lord Knight]";
mes "Congratulations.";
@@ -59,7 +59,7 @@ valkyrie,44,39,5 script Lord Knight#Valkyrie 1_M_KNIGHTMASTER,{
close;
}
jobchange Job_Lord_Knight;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Lord Knight]";
mes "Congratulations!";
mes "As a Lord Knight,";
diff --git a/npc/jobs/2-1a/Sniper.txt b/npc/jobs/2-1a/Sniper.txt
index c7060cdf6..893dc3a2d 100644
--- a/npc/jobs/2-1a/Sniper.txt
+++ b/npc/jobs/2-1a/Sniper.txt
@@ -15,7 +15,7 @@
valkyrie,44,55,5 script Sniper#Valkyrie 4_F_JOB_HUNTER,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Sniper]";
mes "Congratulations.";
@@ -57,7 +57,7 @@ valkyrie,44,55,5 script Sniper#Valkyrie 4_F_JOB_HUNTER,{
close;
}
jobchange Job_Sniper;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Sniper]";
mes "Congratulations!";
mes "As a Sniper, I hope";
diff --git a/npc/jobs/2-1a/WhiteSmith.txt b/npc/jobs/2-1a/WhiteSmith.txt
index 590f68143..a530246cc 100644
--- a/npc/jobs/2-1a/WhiteSmith.txt
+++ b/npc/jobs/2-1a/WhiteSmith.txt
@@ -15,7 +15,7 @@
valkyrie,44,50,5 script MasterSmith#Valkyrie 4_M_JOB_BLACKSMITH,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[MasterSmith]";
mes "Congratulations.";
@@ -63,7 +63,7 @@ valkyrie,44,50,5 script MasterSmith#Valkyrie 4_M_JOB_BLACKSMITH,{
close;
}
jobchange Job_Whitesmith;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[MasterSmith]";
mes "Congratulations!";
mes "As a MasterSmith,";
diff --git a/npc/jobs/2-1e/StarGladiator.txt b/npc/jobs/2-1e/StarGladiator.txt
index ca04c46c9..f33cda98e 100644
--- a/npc/jobs/2-1e/StarGladiator.txt
+++ b/npc/jobs/2-1e/StarGladiator.txt
@@ -101,7 +101,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{
mes "place that's closest to the sky.^FFFFFF ^000000 In the meantime, I'll write a";
mes "letter of recommendation that";
mes "I'll send to him for you.";
- set STGL_Q,1;
+ STGL_Q = 1;
setquest 7007;
close;
}
@@ -224,7 +224,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{
mes "back to the Moon Room. Soon,";
mes "maybe we'll be able to greet";
mes "each other as Taekwon Masters!";
- set STGL_Q,8;
+ STGL_Q = 8;
close;
}
mes "[Moohyun]";
@@ -420,7 +420,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{
mes "^4D4DFFMystic Frozen^000000 and";
mes "^4D4DFFFlame Heart^000000.";
mes "Now go...";
- set STGL_Q,2;
+ STGL_Q = 2;
changequest 7007,7008;
close;
}
@@ -485,7 +485,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{
delitem 997,1; //Great_Nature
delitem 995,1; //Mistic_Frozen
delitem 994,1; //Flame_Heart
- set STGL_Q,3;
+ STGL_Q = 3;
changequest 7008,7009;
close;
}
@@ -839,7 +839,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "I suppose you can think";
mes "of mankind as the sons of";
mes "the sun. Good, very good...";
- set .@sun_point,.@sun_point+10;
+ .@sun_point += 10;
break;
case 2:
mes "[Daru]";
@@ -853,7 +853,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "I suppose you can think of";
mes "the Sun as one of thousands";
mes "of stars in the universe...";
- set .@sun_point,.@sun_point+5;
+ .@sun_point += 5;
break;
case 4:
mes "[Daru]";
@@ -879,7 +879,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "of the sun, our world";
mes "not only be cold, but it";
mes "would be completely lifeless.";
- set .@sun_point,.@sun_point+10;
+ .@sun_point += 10;
break;
case 2:
mes "[Daru]";
@@ -888,7 +888,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "of the sun brings comfort.";
mes "And without comfort, is life";
mes "truly worth living? Good answer. ^FFFFFF ^000000";
- set .@sun_point,.@sun_point+10;
+ .@sun_point += 10;
break;
case 3:
mes "[Daru]";
@@ -897,7 +897,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "we would see nothing.";
mes "We would know nothing.";
mes "We would be nothing.";
- set .@sun_point,.@sun_point+10;
+ .@sun_point += 10;
break;
case 4:
mes "[Daru]";
@@ -931,7 +931,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "them all? Think carefully...";
next;
if (select("2nd, Marsh, Knights:4th, Desert, Sand:10th, Desert, Knights:5th, Deep Cave, Wolves") == 2)
- set .@sun_point,.@sun_point+10;
+ .@sun_point += 10;
mes "[Daru]";
mes "Well, that will be all.";
mes "I cannot possibly know all";
@@ -948,7 +948,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "all life, the origin of warmth";
mes "and comfort. Now, let me lead";
mes "you to the Moon Room.";
- set STGL_Q,4;
+ STGL_Q = 4;
close2;
warp "job_star",100,13;
end;
@@ -967,7 +967,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "more attuned with the power of";
mes "the cosmos. Now, please come";
mes "this way to the Moon Room...";
- set STGL_Q,4;
+ STGL_Q = 4;
close2;
warp "job_star",100,13;
end;
@@ -987,7 +987,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "to speak to me once again.";
mes "Contemplate the infinite";
mes "power of the sun...";
- set STGL_Q,5;
+ STGL_Q = 5;
close;
}
else if (STGL_Q == 4) {
@@ -1009,7 +1009,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
mes "its importance to the humans";
mes "and the world. Well done. Now,";
mes "let's proceed to the Moon Room.";
- set STGL_Q,4;
+ STGL_Q = 4;
close2;
warp "job_star",100,13;
end;
@@ -1134,7 +1134,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
mes "gentle moon whose soft";
mes "light helps you think clearly.";
mes "It's a moon of peaceful rest...";
- set .@moon_point,.@moon_point+10;
+ .@moon_point += 10;
break;
case 3:
mes "[Beeryu]";
@@ -1144,7 +1144,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
mes "to aspire to attain prosperity";
mes "is natural, and to fulfill your";
mes "aspirations is life's pinnacle.";
- set .@moon_point,.@moon_point+10;
+ .@moon_point += 10;
break;
case 4:
mes "[Beeryu]";
@@ -1173,7 +1173,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
mes "both power and compassion";
mes "are required to enact the";
mes "truest form of justice.";
- set .@moon_point,.@moon_point+10;
+ .@moon_point += 10;
break;
case 2:
mes "[Beeryu]";
@@ -1183,7 +1183,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
mes "never forget your reasons";
mes "for attaining mastery of the";
mes "self, else you lose your way.";
- set .@moon_point,.@moon_point+10;
+ .@moon_point += 10;
break;
case 3:
mes "[Beeryu]";
@@ -1240,7 +1240,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
mes "light of the moon?";
next;
if (select("2nd, Marsh, Dark Knights:4th, the Desert, the Sand:10th, Deep Cave, Dark Knight:5th, Marsh, Wolves") == 4)
- set .@moon_point,.@moon_point+10;
+ .@moon_point += 10;
mes "[Beeryu]";
mes "Well, I've asked the";
mes "questions I wanted to set";
@@ -1264,7 +1264,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
mes "Now, the time has come for you";
mes "to enter the Star Room. Come,";
mes "follow me this way...";
- set STGL_Q,6;
+ STGL_Q = 6;
close2;
warp "job_star",166,29;
end;
@@ -1295,7 +1295,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
mes "of patience^000000. Then, when you're";
mes "ready, please talk to Moogang";
mes "so that he can send you to me.";
- set STGL_Q,7;
+ STGL_Q = 7;
close2;
warp "payon",164,58;
end;
@@ -1366,7 +1366,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
mes "pride without hubris. You're";
mes "ready for the Star Room, so";
mes "I'll send you to Cheehee now.";
- set STGL_Q,6;
+ STGL_Q = 6;
close2;
warp "job_star",166,29;
end;
@@ -1422,7 +1422,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{
mes "like a pretty girl's teardrops";
mes "shed on a background of ";
mes "pitch black night sky...";
- set STGL_Q,9;
+ STGL_Q = 9;
close;
}
else if (STGL_Q == 9) {
@@ -1433,7 +1433,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{
mes "bring me the items on";
mes "this earth that come from";
mes "the stars. Bring me a piece of a star and the sand of a star...";
- set STGL_Q,10;
+ STGL_Q = 10;
changequest 7009,7010;
close;
}
@@ -1465,7 +1465,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{
mes "sweet kind of sadness...";
delitem 1000,1; //Star_Crumb
delitem 1001,1; //Sparkling_Dust
- set STGL_Q,11;
+ STGL_Q = 11;
close;
}
mes "[Cheehee]";
@@ -1534,7 +1534,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{
mes "Moogang again. I will";
mes "let him know that you";
mes "completed our testing.";
- set STGL_Q,12;
+ STGL_Q = 12;
changequest 7010,7011;
close;
}
@@ -1567,7 +1567,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{
mes "Moogang again. I will";
mes "let him know that you";
mes "completed our testing.";
- set STGL_Q,12;
+ STGL_Q = 12;
changequest 7010,7011;
close;
}
diff --git a/npc/jobs/2-2/alchemist.txt b/npc/jobs/2-2/alchemist.txt
index b30defc48..04a32e0cf 100644
--- a/npc/jobs/2-2/alchemist.txt
+++ b/npc/jobs/2-2/alchemist.txt
@@ -183,17 +183,17 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{
mes "needs to bring...";
switch(rand(1,3)) {
case 1:
- set ALCH_Q,1;
+ ALCH_Q = 1;
setquest 2028;
mes "^551A8B7 Berserk Potions^000000.";
break;
case 2:
- set ALCH_Q,2;
+ ALCH_Q = 2;
setquest 2029;
mes "^551A8B100 Mini Furnaces^000000.";
break;
case 3:
- set ALCH_Q,3;
+ ALCH_Q = 3;
setquest 2030;
mes "^551A8B7,500 Fire Arrows^000000.";
}
@@ -233,7 +233,7 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{
mes "[Parmy Gianino]";
mes "Okay, now you need to learn";
mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines.";
- set ALCH_Q,4;
+ ALCH_Q = 4;
if (questprogress(2028)) {
changequest 2028,2031;
}
@@ -266,7 +266,7 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{
mes "[Parmy Gianino]";
mes "Okay, now you need to learn";
mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines.";
- set ALCH_Q,4;
+ ALCH_Q = 4;
if (questprogress(2028)) {
changequest 2028,2031;
}
@@ -465,7 +465,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "Now go to Darwin!";
mes "He'll teach you how to do the experiments. Just tell him that";
mes "I sent you.";
- set ALCH_Q,6;
+ ALCH_Q = 6;
changequest 2031,2032;
close;
}
@@ -515,32 +515,32 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "12 + 23 + 34 + 45 = ?";
next;
input .@input;
- if (.@input != 114) set .@w_point,.@w_point+1;
+ if (.@input != 114) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "1000 - 36 - 227 - 348 = ?";
next;
input .@input;
- if (.@input != 389) set .@w_point,.@w_point+1;
+ if (.@input != 389) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "14 * 17 * 3 = ?";
next;
input .@input;
- if (.@input != 714) set .@w_point,.@w_point+1;
+ if (.@input != 714) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "9765 / 3 / 5 / 7 = ?";
next;
input .@input;
- if (.@input != 93) set .@w_point,.@w_point+1;
+ if (.@input != 93) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "(47 * 28) - (1376 / 4) = ?";
next;
input .@input;
- if (.@input != 972) set .@w_point,.@w_point+1;
+ if (.@input != 972) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "(2646 / 7) + (13 * 28) = ?";
next;
input .@input;
- if (.@input != 742) set .@w_point,.@w_point+1;
+ if (.@input != 742) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "How much do";
mes "12 Red Potions,";
@@ -549,7 +549,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "after a 24 % discount?";
next;
input .@input;
- if (.@input != 909) set .@w_point,.@w_point+1;
+ if (.@input != 909) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "What is the";
mes "total weight of";
@@ -557,7 +557,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "and 1 Long Coat?";
next;
input .@input;
- if (.@input != 450) set .@w_point,.@w_point+1;
+ if (.@input != 450) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "What is the";
mes "total defense of";
@@ -567,7 +567,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "Ear Muffs?";
next;
input .@input;
- if (.@input != 20) set .@w_point,.@w_point+1;
+ if (.@input != 20) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "If you buy 5 Helms";
mes "with a 24 % discount";
@@ -576,44 +576,44 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "do you earn?";
next;
input .@input;
- if (.@input != 8800) set .@w_point,.@w_point+1;
+ if (.@input != 8800) .@w_point += 1;
break;
case 2:
mes "[Raspuchin Gregory]";
mes "13 + 25 + 37 + 48 = ?";
next;
input .@input;
- if (.@input != 123) set .@w_point,.@w_point+1;
+ if (.@input != 123) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "1000 - 58 - 214 - 416 = ?";
next;
input .@input;
- if (.@input != 312) set .@w_point,.@w_point+1;
+ if (.@input != 312) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "12 * 24 * 3 = ?";
next;
input .@input;
- if (.@input != 864) set .@w_point,.@w_point+1;
+ if (.@input != 864) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "10530 / 3 / 5 / 2 = ?";
next;
input .@input;
- if (.@input != 351) set .@w_point,.@w_point+1;
+ if (.@input != 351) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "(35 * 19) - (1792 / 7) = ?";
next;
input .@input;
- if (.@input != 409) set .@w_point,.@w_point+1;
+ if (.@input != 409) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "(2368 / 8) + (24 * 17) = ?";
next;
input .@input;
- if (.@input != 704) set .@w_point,.@w_point+1;
+ if (.@input != 704) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "(2646 / 7) + (13 * 28) = ?";
next;
input .@input;
- if (.@input != 742) set .@w_point,.@w_point+1;
+ if (.@input != 742) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "What is the";
mes "total price of";
@@ -623,7 +623,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "a 24 % discount?";
next;
input .@input;
- if (.@input != 934) set .@w_point,.@w_point+1;
+ if (.@input != 934) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "What is the";
mes "total weight of";
@@ -631,7 +631,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "4 Caps, and 2 Boots?";
next;
input .@input;
- if (.@input != 550) set .@w_point,.@w_point+1;
+ if (.@input != 550) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "What is the";
mes "total defense of";
@@ -641,7 +641,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "and Glasses?";
next;
input .@input;
- if (.@input != 16) set .@w_point,.@w_point+1;
+ if (.@input != 16) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "How much profit do you";
mes "make if you buy Tights";
@@ -650,39 +650,39 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "the normal price?";
next;
input .@input;
- if (.@input != 8520) set .@w_point,.@w_point+1;
+ if (.@input != 8520) .@w_point += 1;
break;
case 3:
mes "[Raspuchin Gregory]";
mes "12 + 23 + 34 + 45 = ?";
next;
input .@input;
- if (.@input != 114) set .@w_point,.@w_point+1;
+ if (.@input != 114) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "1000 - 58 - 214 - 416 = ?";
next;
input .@input;
- if (.@input != 312) set .@w_point,.@w_point+1;
+ if (.@input != 312) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "14 * 17 * 3 = ?";
next;
input .@input;
- if (.@input != 714) set .@w_point,.@w_point+1;
+ if (.@input != 714) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "10530 / 3 / 5 / 2 = ?";
next;
input .@input;
- if (.@input != 351) set .@w_point,.@w_point+1;
+ if (.@input != 351) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "(47 * 28) - (1376 / 4) = ?";
next;
input .@input;
- if (.@input != 972) set .@w_point,.@w_point+1;
+ if (.@input != 972) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "(2646 / 7) + (13 * 28) = ?";
next;
input .@input;
- if (.@input != 742) set .@w_point,.@w_point+1;
+ if (.@input != 742) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "What is the";
mes "total cost of";
@@ -692,7 +692,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "after a 24 % discount?";
next;
input .@input;
- if (.@input != 798) set .@w_point,.@w_point+1;
+ if (.@input != 798) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "What is the";
mes "total weight of";
@@ -700,14 +700,14 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "3 Caps, and 3 boots?";
next;
input .@input;
- if (.@input != 480) set .@w_point,.@w_point+1;
+ if (.@input != 480) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "What is the";
mes "total defense of";
mes "a Mirror Shield, Mr. Smile, Leather Jacket, Silk Robe, Wedding Veil, Muffler, and Eye Patch?";
next;
input .@input;
- if (.@input != 12) set .@w_point,.@w_point+1;
+ if (.@input != 12) .@w_point += 1;
mes "[Raspuchin Gregory]";
mes "If you buy 4 Padded Armors";
mes "at a 24% discount and sell";
@@ -716,7 +716,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "you make from this sale?";
next;
input .@input;
- if (.@input != 7680) set w_point,w_point+1;
+ if (.@input != 7680) .@w_point += 1;
}
if (.@w_point == 0) {
mes "[Raspuchin Gregory]";
@@ -741,7 +741,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
next;
}
else {
- set ALCH_Q,5;
+ ALCH_Q = 5;
mes "[Raspuchin Gregory]";
mes "Keheheh! Idiot!";
mes "Just listening to your";
@@ -773,7 +773,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
mes "Now go to Darwin!";
mes "He'll teach you how to do the experiments. Just tell him that";
mes "I sent you.";
- set ALCH_Q,6;
+ ALCH_Q = 6;
changequest 2031,2032;
close;
}
@@ -914,7 +914,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
mes "^551A8B1 Red Herb^000000,";
mes "^551A8B1 Yellow Herb^000000 and";
mes "^551A8B1 White Herb^000000.";
- set ALCH_Q,7;
+ ALCH_Q = 7;
changequest 2032,2033;
next;
mes "[Darwin]";
@@ -1091,7 +1091,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
mes "Go to the Union";
mes "and cast away the last";
mes "vestiges of Merchant life!!";
- set ALCH_Q,40;
+ ALCH_Q = 40;
changequest 2033,2034;
close;
}
@@ -1122,19 +1122,19 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
mes "Now, make some medicine";
mes "using the simple procedure";
mes "I just explained to you.";
- set w_point,0;
+ .@w_point = 0;
next;
switch(select("Prepare the Medicine Bowl.:Put the Medicine Bowl on your head.:Kick the Medicine Bowl.")) {
case 1:
break;
case 2:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "What...?";
next;
break;
case 3:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "No!";
next;
@@ -1142,7 +1142,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
}
switch(select("Put some dirt in the Medicine Bowl.:Put some Herbs in the Medicine Bowl.:Put a Harp in the Medicine Bowl.")) {
case 1:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "...Eh!?";
mes "That's not";
@@ -1152,7 +1152,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
case 2:
break;
case 3:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "A Harp?";
mes "And how would";
@@ -1164,14 +1164,14 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
case 1:
break;
case 2:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "Wh-What are";
mes "you doing!?";
next;
break;
case 3:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "Agh...!";
mes "What do you";
@@ -1182,14 +1182,14 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
}
switch(select("Spray clean water.:Drink clean water.:Pour clean water.")) {
case 1:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "Huh?";
mes "What are you doing?";
next;
break;
case 2:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "W-wait...";
mes "Are you";
@@ -1203,7 +1203,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
case 1:
break;
case 2:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "Eat the Herbs?";
mes "I think you need";
@@ -1212,7 +1212,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
next;
break;
case 3:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "Singing and";
mes "dancing? Alchemists";
@@ -1223,7 +1223,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
}
switch(select("Put noodles in and fry it.:Pour it in an empty bottle.:Hold the Medicine Bowl and drink it.")) {
case 1:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "We're Alchemists,";
mes "not restaurant chefs.";
@@ -1232,7 +1232,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
case 2:
break;
case 3:
- set .@w_point,.@w_point+1;
+ ++.@w_point;
mes "[Darwin]";
mes "Huh...";
mes "Pretty sloppy...";
@@ -1256,7 +1256,7 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
mes "[Darwin]";
mes "Good job.";
mes "It came out pretty well considering it's your first time. Go ahead and keep the medicines that you've just made.";
- set ALCH_Q,8;
+ ALCH_Q = 8;
changequest 2033,2035;
next;
mes "[Darwin]";
@@ -1433,7 +1433,7 @@ alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{
mes "You don't need to bring anything. Just go watch him at work and have him tell you how he makes those solutions. Got it?";
next;
mes "[Van Helmont]";
- set ALCH_Q,9;
+ ALCH_Q = 9;
changequest 2035,2036;
mes "Well then, see you later.";
mes "You'd better get going as";
@@ -1503,13 +1503,13 @@ alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{
mes "necessary to make";
mes "a Counteragent?";
next;
- if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) set .@w_point,.@w_point+1;
+ if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) .@w_point += 1;
mes "[Van Helmont]";
mes "What item is not";
mes "necessary to make";
mes "a Mixture?";
next;
- if (select("Karvodailnirol:Detrimindexta:Alcohol") != 2) set .@w_point,.@w_point+1;
+ if (select("Karvodailnirol:Detrimindexta:Alcohol") != 2) .@w_point += 1;
if (.@w_point > 0) {
mes "[Van Helmont]";
mes "Weren't you listening to Molgenstein at all? Maybe you";
@@ -1528,7 +1528,7 @@ alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{
mes "Go out and find the room next";
mes "to this one and talk to Nicholas. He'll continue your training.";
next;
- set ALCH_Q,20;
+ ALCH_Q = 20;
changequest 2036,2037;
mes "[Van Helmont]";
mes "What are you";
@@ -1664,7 +1664,7 @@ alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{
}
else if (ALCH_Q == 40) {
if (JobLevel < 40) {
- set ALCH_Q,0;
+ ALCH_Q = 0;
mes "Hmm...you don't seem to be qualified yet.";
mes "Remember, you must reach at least job level 40 to become an Alchemist.";
close2;
@@ -1698,9 +1698,9 @@ alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{
mes "have learned all of";
mes "the basics of Alchemy.";
next;
- set ALCH_Q,0;
+ ALCH_Q = 0;
completequest 2040;
- set .@jlevel,JobLevel;
+ .@jlevel = JobLevel;
callfunc "Job_Change",Job_Alchemist;
callfunc "F_ClearJobVar";
mes "[Vincent Carsciallo]";
@@ -1813,51 +1813,51 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{
case 1:
mes "t m y a n y e o b n e g p r i";
next;
- if (select("Brake:Brass:Bug:Broken:Brigan?") == 5) set .@alch_t,.@alch_t+10;
+ if (select("Brake:Brass:Bug:Broken:Brigan?") == 5) .@alch_t += 10;
mes "o n c u t a p j l e r s v m u";
next;
- if (select("vendor:storage:weapon:simple:streetshop") == 1) set .@alch_t,.@alch_t+10;
+ if (select("vendor:storage:weapon:simple:streetshop") == 1) .@alch_t += 10;
mes "t v a r m e g p h e u b o y l";
next;
- if (select("molasses:party:leader:sweets:treacle") == 2) set .@alch_t,.@alch_t+10;
+ if (select("molasses:party:leader:sweets:treacle") == 2) .@alch_t += 10;
mes "q z a h n a i n b r d p t n c";
next;
- if (select("partisan:partizan:pato:paros:pack") == 2) set .@alch_t,.@alch_t+10;
+ if (select("partisan:partizan:pato:paros:pack") == 2) .@alch_t += 10;
break;
case 2:
mes "m p d i c f a r o g n k w a s";
next;
- if (select("packman:sunshine:ragnarok:wonderland:frost") == 1) set .@alch_t,.@alch_t+10;
+ if (select("packman:sunshine:ragnarok:wonderland:frost") == 1) .@alch_t += 10;
mes "g b n o p r e f a r e t a s k";
next;
- if (select("purple:smoker:ragnarok:bolt:burnt wood") == 3) set .@alch_t,.@alch_t+10;
+ if (select("purple:smoker:ragnarok:bolt:burnt wood") == 3) .@alch_t += 10;
mes "u g n i s j e k c e o g n d p";
next;
- if (select("scab:kinship:donate:source:opening") == 5) set .@alch_t,.@alch_t+10;
+ if (select("scab:kinship:donate:source:opening") == 5) .@alch_t += 10;
mes "r o e h n r o m c a i n p t t";
next;
- if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) set .@alch_t,.@alch_t+10;
+ if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) .@alch_t += 10;
break;
case 3:
mes "s m i e x b w u n e t a g l r";
next;
- if (select("tiger:wolf:pumpkin:tripped:tore") == 1) set .@alch_t,.@alch_t+10;
+ if (select("tiger:wolf:pumpkin:tripped:tore") == 1) .@alch_t += 10;
mes "n i e g b o p d s o a u w r v";
next;
- if (select("bash:provoke:endure:stun:abracadabra") == 3) set .@alch_t,.@alch_t+10;
+ if (select("bash:provoke:endure:stun:abracadabra") == 3) .@alch_t += 10;
mes "l r m g r e x t a v i n e d e";
next;
- if (select("alberta:latifoliate:crimson:maple:evergreen") == 5) set .@alch_t,.@alch_t+10;
+ if (select("alberta:latifoliate:crimson:maple:evergreen") == 5) .@alch_t += 10;
mes "r o e h n r o m c a i n p t t";
next;
- if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) set .@alch_t,.@alch_t+10;
+ if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) .@alch_t += 10;
break;
}
mes "[Nicholas Flamel]";
mes "Ah, you finished.";
mes "Now, let's see...";
if (.@alch_t > 30) {
- set ALCH_Q,22;
+ ALCH_Q = 22;
mes "Excellent job!";
next;
mes "[Nicholas Flamel]";
@@ -1875,7 +1875,7 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{
close;
}
else {
- set ALCH_Q,21;
+ ALCH_Q = 21;
mes "^666666*Gasp!*^000000 H-horrible!";
next;
mes "[Nicholas Flamel]";
@@ -1913,7 +1913,7 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{
mes "Come back here to me after you";
mes "help them out. They'll need all of these items to continue their experiments.";
next;
- set ALCH_Q,23;
+ ALCH_Q = 23;
changequest 2037,2038;
mes "[Nicholas Flamel]";
mes "1 Mixture,";
@@ -1943,7 +1943,7 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{
close;
}
else if (ALCH_Q == 24) {
- set ALCH_Q,40;
+ ALCH_Q = 40;
changequest 2038,2039;
mes "[Nicholas Flamel]";
mes "Ah, you're back!";
diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt
index 55b7401a1..a5a7878f8 100644
--- a/npc/jobs/2-2/bard.txt
+++ b/npc/jobs/2-2/bard.txt
@@ -151,7 +151,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
mes "[Lalo]";
mes "It would be nice if more people went around and sang...";
mes "Well, it's quite ok as it is now... hmmhmm.";
- set BARD_Q,1;
+ BARD_Q = 1;
setquest 3000;
close2;
cutin "job_bard_aiolo01",255;
@@ -208,7 +208,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
mes "[Lalo]";
mes "It doesn't really matter which Flower, but try to bring one that I like.";
mes "And don't just buy any random Flower, ok?";
- set BARD_Q,2;
+ BARD_Q = 2;
changequest 3000,3001;
close2;
cutin "job_bard_aiolo01",255;
@@ -411,9 +411,9 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
mes "There's a talking snowman in a town called Lutie.";
mes "Go there and bring back a present.";
next;
- set BARD_Q,3;
+ BARD_Q = 3;
changequest 3001,3002;
- set xmas_npc,1;
+ xmas_npc = 1;
mes "[Lalo]";
mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
mes "And also talk to the townspeople while you're at it...";
@@ -423,7 +423,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
}
else if ((BARD_Q >= 3) || (BARD_Q <= 5)) {
if (BARD_Q == 3) {
- if(xmas_npc > 10) { //this var is set in LUTIE.TXT
+ if(xmas_npc > 10) { //this var is set in lutie.txt
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "How was the trip? Did you meet a lot of people?";
@@ -445,7 +445,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
}
else {
cutin "job_bard_aiolo01",2;
- set xmas_npc,1;
+ xmas_npc = 1;
mes "[Lalo]";
mes "Eh, you still haven't become his friend?";
mes "Talking will not be enough.";
@@ -475,7 +475,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
}
if (BARD_Q != 5) {
- set .@bard_s, rand(1,5);
+ .@bard_s = rand(1,5);
if (.@bard_s == 1) {
mes "^3377FFThere was a man^000000";
mes "who was said to be immortal.";
@@ -486,7 +486,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "There was a man")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.^000000";
@@ -497,7 +497,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "who was said to be immortal.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.";
@@ -508,7 +508,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "His name Jichfreid,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.";
@@ -519,7 +519,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Son of the hero Jichmunt.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.";
@@ -530,7 +530,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "The evil giant Papner,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.";
@@ -541,7 +541,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Turned into a dragon and ate him.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
}
else if (.@bard_s == 2) {
mes "^3377FFA Merchant without money or equipment,^000000";
@@ -553,7 +553,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "A Merchant without money or equipment,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.^000000";
@@ -564,7 +564,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "a Merchant that couldn't sell anything.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.";
@@ -575,7 +575,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "But he was too proud to beg.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.";
@@ -586,7 +586,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "So he gathered some money selling items.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.";
@@ -597,7 +597,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "At first he only sold Red Potions.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.";
@@ -608,7 +608,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Some say he sold Sweet Potatoes, too.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
}
else if (.@bard_s == 3) {
mes "^3377FFAll Gods never age.^000000";
@@ -620,7 +620,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "All Gods never age.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,^000000";
@@ -631,7 +631,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "The ever so Beautiful Goddess Eden,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,";
@@ -642,7 +642,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Beautiful and graceful Goddess Eden,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,";
@@ -653,7 +653,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Odin's daughter-in-law and Bragi's wife.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,";
@@ -664,7 +664,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Her sweet apples in her basket,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,";
@@ -675,7 +675,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "All thanks to her sweet apples.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
}
else if (.@bard_s == 4) {
mes "^3377FFBragi, Bragi,^000000";
@@ -687,7 +687,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Bragi, Bragi,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.^000000";
@@ -698,7 +698,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Forever call the poets name.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.";
@@ -709,7 +709,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "My songs are his breath,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.";
@@ -720,7 +720,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "My mind is his will,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.";
@@ -731,7 +731,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "All wandering poets are his people,")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.";
@@ -742,7 +742,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "And all praise shall go to him.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
}
else {
mes "^3377FFLouder, louder, louder.^000000";
@@ -754,7 +754,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Louder, louder, louder.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!^000000";
@@ -765,7 +765,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Give strength to the warriors!")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!";
@@ -776,7 +776,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Shake the sky and roar through the land.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!";
@@ -787,7 +787,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Make my heart pound again!")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!";
@@ -798,7 +798,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "Let the castle walls ring.")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!";
@@ -809,7 +809,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
next;
input .@Song$;
if (.@Song$ != "This day will never come again!")
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
}
if (.@w_point) {
@@ -828,7 +828,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
mes "[Lalo]";
mes "..........";
next;
- set BARD_Q,5;
+ BARD_Q = 5;
mes "[Lalo]";
mes "Wonderful! Finished it in one try!";
mes "You can become a great Bard. ";
@@ -841,7 +841,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
mes "Do you want to just change jobs now?";
mes "Or do you want a present.";
next;
- set .@selection,select("Just change my job please.:I'd be thankful for a present.");
+ .@selection = select("Just change my job please.:I'd be thankful for a present.");
}
if ((.@selection == 1) || (BARD_Q == 5)) {
if(SkillPoint) {
diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt
index 232e6c85e..c713194de 100644
--- a/npc/jobs/2-2/crusader.txt
+++ b/npc/jobs/2-2/crusader.txt
@@ -78,7 +78,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
next;
delitem 1004, 1;
delitem 1009, 1;
- set CRUS_Q,4;
+ CRUS_Q = 4;
mes "[Michael Halig]";
mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests...";
close;
@@ -149,7 +149,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
next;
delitem 1004, 1;
delitem 1009, 1;
- set CRUS_Q,4;
+ CRUS_Q = 4;
setquest 3009;
mes "[Michael Halig]";
mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests...";
@@ -163,9 +163,9 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
mes "This is my test for you. Bring me the following items and prove your determination to me.";
next;
mes "[Michael Halig]";
- set .@cru_m1,rand(1,3);
+ .@cru_m1 = rand(1,3);
if(.@cru_m1 == 1) {
- set CRUS_Q, 1;
+ CRUS_Q = 1;
setquest 3006;
mes "10 ^3355FF"+getitemname(957)+"^000000";
mes "10 ^3355FF"+getitemname(959)+"^000000";
@@ -174,7 +174,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
next;
}
else if(.@cru_m1 == 2) {
- set CRUS_Q, 2;
+ CRUS_Q = 2;
setquest 3007;
mes "10 ^3355FF"+getitemname(932)+"^000000";
mes "10 ^3355FF"+getitemname(1043)+"^000000";
@@ -183,7 +183,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
next;
}
else {
- set CRUS_Q, 3;
+ CRUS_Q = 3;
setquest 3008;
mes "10 ^3355FF"+getitemname(958)+"^000000";
mes "10 ^3355FF"+getitemname(930)+"^000000";
@@ -214,22 +214,22 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
next;
switch(CRUS_Q) {
case 1:
- set .@item1, 957;
- set .@item2, 959;
- set .@item3, 1099;
- set .@item4, 901;
+ .@item1 = 957;
+ .@item2 = 959;
+ .@item3 = 1099;
+ .@item4 = 901;
break;
case 2:
- set .@item1, 932;
- set .@item2, 1043;
- set .@item3, 1098;
- set .@item4, 1094;
+ .@item1 = 932;
+ .@item2 = 1043;
+ .@item3 = 1098;
+ .@item4 = 1094;
break;
case 3:
- set .@item1, 958;
- set .@item2, 930;
- set .@item3, 1041;
- set .@item4, 1062;
+ .@item1 = 958;
+ .@item2 = 930;
+ .@item3 = 1041;
+ .@item4 = 1062;
break;
}
if (countitem(.@item1) > 9 && countitem(.@item2) > 9 && countitem(.@item3) > 9 && countitem(.@item4) > 9) {
@@ -244,7 +244,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
delitem .@item2, 10;
delitem .@item3, 10;
delitem .@item4, 10;
- set CRUS_Q, 4;
+ CRUS_Q = 4;
if (questprogress(3006)) {
changequest 3006,3009;
}
@@ -281,7 +281,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
mes "[Michael Halig]";
mes "Together, let us ready ourselves and be victorious over evil and tyranny!";
next;
- set .@Joblevel,JobLevel;
+ .@Joblevel = JobLevel;
completequest 3015;
callfunc "Job_Change",Job_Crusader;
callfunc "F_ClearJobVar"; //clears all job variables for the current player
@@ -377,7 +377,7 @@ prt_castle,164,32,1 script Man in Anguish 4_M_JOB_KNIGHT1,{
mes "But...";
mes "You must keep one thing in mind. Under no condition are you allowed to kill the monsters.";
next;
- set CRUS_Q,5;
+ CRUS_Q = 5;
changequest 3009,3010;
mes "[Murnak Mijoul]";
mes "Well then...";
@@ -419,7 +419,7 @@ prt_castle,164,32,1 script Man in Anguish 4_M_JOB_KNIGHT1,{
mes "[Murnak Mijoul]";
mes "No matter what you do, do not kill any of the monsters. This time, think carefully before you draw your sword.";
next;
- set CRUS_Q,5;
+ CRUS_Q = 5;
mes "[Murnak Mijoul]";
mes "Well then...";
mes "Good luck.";
@@ -526,191 +526,191 @@ prt_church,95,127,3 script Crusader 4_F_CRU,{
mes "choose the correct answer.";
next;
}
- set .@cru_m,rand(1,3);
+ .@cru_m = rand(1,3);
if (.@cru_m == 1) {
mes "[Gabriel Valentine]";
mes "1. Which attribute is the most effective in atttacking the Undead?";
next;
if (select("Neutral:Earth:Undead:Holy") == 4)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "2. If the monster is a Level 2 Undead, how much more damage does a Holy attack do compared to Fire?";
next;
if (select("25 %:50 %:75 %:100 %") == 1)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "3. What item can you not get from an Evil Druid?";
next;
if (select("Monk Hat:Yggdrasil leaf:White Herb:Amulet ") == 1)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "4. Which Undead monster";
mes "has the highest HP?";
next;
if (select("Ghoul:Skeleton Prisoner:Wraith:Zombie Prisoner") == 4)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "5. Which of the following monsters is a different size than the others?";
next;
if (select("Wraith:Khalitzburg:Drake:Evil Druid") == 3)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "6. Which card grants you tolerance to Undead property attacks?";
next;
if (select("Orc Skeleton Card:Orc Zombie Card:Ghoul Card:Skel Worker Card") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "7. What was the relationship between Munak and Bongun before they passed away?";
next;
if (select("Big Brother and Little Sister:Childhood friends in the same village:Stepbrother and sister:Complete strangers") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "8. Which of the following monsters is not aggressive?";
next;
if (select("Soldier Skeleton:Orc Skeleton:Skeleton:Skel Worker") == 3)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "9. What is the name of the shield in which a Munak Card has been inserted?";
next;
if (select("Atomic Shield:Amulet Shield:Hypnotic Shield:Homeroth Shield") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "10. Which of the following monsters does not drop Memento?";
next;
if (select("Munak:Ghoul:Mummy:Soldier Skeleton") == 1)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
}
else if (.@cru_m == 2) {
mes "[Gabriel Valentine]";
mes "1. Which of the following monsters is a different attribute than the others?";
next;
if (select("Carat:Wind Ghost:Isis:Wanderer") == 3)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "2. Which sword is effective in attacking Demon monsters?";
next;
if (select("Decussate Tsurugi:Hollowed Tsurugi:Damned Tsurugi:Drowsy Tsurugi") == 1)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "3. Which item is NOT dropped by Dokebi?";
next;
if (select("Rough Elunium:Golden Hammer:Sword Mace:Mighty Staff") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "4. Which Demon monster has the most HP?";
next;
if (select("Giearth:Magnolia:Dokebi:Marionette") == 4)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "5. Which Demon monster is a different size than the others?";
next;
if (select("Ghostring:Whisper:Deviruchi:Baphomet Junior") == 1)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "6. Which shield reduces damage inflicted by Demon monsters?";
next;
if (select("Satanic Shield:Shield from Hell:Amulet Shield:Excellent Shield") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "7. Which attribute is the most effective on the Wind Ghost?";
next;
if (select("Water:Earth:Fire:Wind") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "8. Which monster is different from the other Demon monsters?";
next;
if (select("Sohee:Isis:Dokebi:Whisper") == 4)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "9. What effect does the Marionette Card have?";
next;
if (select("Increase defense against Shadow attacks by 30 %:Increase defense against poison attacks by 30 %:Increase defense against Ghost attacks by 30 %:Increase defense against Neutral attacks by 30 %") == 3)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "10. Which of the following is an effective way to react when encountering a demon monster?";
next;
if (select("Scream, 'Evil one, go away!':Offer your soul and get a deal.:Put Holy Water on a weapon and attack.:Put on a Deviruchi hat.") == 3)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
}
else {
mes "[Gabriel Valentine]";
mes "1. What level of 'Divine Protection' do you need to learn 'Demon Bane?'";
next;
if (select("Level 1:Level 2:Level 3:Level 4") == 3)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "2. If your INT is 30, including INT bonuses from quipment, at level 55, how much HP does Level 5 Heal recover?";
next;
if (select("396:440:484:528") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "3. With Level 7 Divine Protection, by how much is your defense against the Undead increased?";
next;
if (select("21:22:23:24") == 1)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "4. Which of the following spears can attack Nightmare, which is endowed with the Ghost attribute?";
next;
if (select("Lance:Bill Guisarme:Cresent scythe:Zephyrus") == 4)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "5. What level of 'Heal' do you need to learn 'Cure?'";
next;
if (select("Level 1:Level 2:Level 3:Level 4") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "6. What is the attack speed when Level 3 Cavalier Mastery is learned?";
next;
if (select("70 % of normal speed:80 % of normal speed:90 % of normal speed:100 % of normal speed") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "7. Which of the following is not correct of the Demon Bane skill?";
next;
if (select("Increase attack on Undead:Only Acolytes can learn the skill:When mastered, + 30 increase:Passive Skill") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "8. How much SP does Level 7 Heal use?";
next;
if (select("30:31:33:35") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "9. What status cannot be";
mes "cured with the Cure skill?";
next;
if (select("Curse:Silence:Chaos:Blind") == 1)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
mes "[Gabriel Valentine]";
mes "10. What best describes a Crusader?";
next;
if (select("One preparing for matrimony.:One preparing for the Holy War.:One preparing consummation.:One preparing potions.") == 2)
- set .@cru_t,.@cru_t+10;
+ .@cru_t += 10;
}
mes "[Gabriel Valentine]";
@@ -722,7 +722,7 @@ prt_church,95,127,3 script Crusader 4_F_CRU,{
mes " " + strcharinfo(0) + "'s score";
mes "is " + .@cru_t + " points...";
if(.@cru_t == 100) {
- set CRUS_Q, 8;
+ CRUS_Q = 8;
changequest 3011,3013;
mes "Superb! Now, it's time for";
mes "you to take the next test.";
@@ -735,7 +735,7 @@ prt_church,95,127,3 script Crusader 4_F_CRU,{
close;
}
else if(.@cru_t == 90) {
- set CRUS_Q, 8;
+ CRUS_Q = 8;
changequest 3011,3013;
mes "Well done~ Now, it's time for";
mes "you to take the next test.";
@@ -748,7 +748,7 @@ prt_church,95,127,3 script Crusader 4_F_CRU,{
close;
}
else if (.@cru_t == 80 && CRUS_Q == 7) {
- set CRUS_Q,8;
+ CRUS_Q = 8;
changequest 3011,3013;
mes "Seems like you prepared a lot so I'll let you pass this time.";
mes "Hurry now and go take the next test.";
@@ -758,7 +758,7 @@ prt_church,95,127,3 script Crusader 4_F_CRU,{
mes "I will inform him to prepare the next test.";
close;
}
- set CRUS_Q,7;
+ CRUS_Q = 7;
if (questprogress(3011)) {
changequest 3011,3012;
}
@@ -1204,7 +1204,7 @@ OnDead:
job_cru,98,105,4 script Summoner#cr5 WARPNPC,3,3,{
OnTouch:
- set CRUS_Q,6;
+ CRUS_Q = 6;
changequest 3010,3011;
warp "prt_castle",164,28;
end;
@@ -1271,7 +1271,7 @@ OnInit:
end;
OnStart:
- set .MyMonsterCount,0;
+ .MyMonsterCount = 0;
enablenpc "Monster Summon#cr0";
donpcevent "Monster Summon#cr1::OnStart";
donpcevent "Monster Summon#cr2::OnStart";
@@ -1301,9 +1301,9 @@ OnMonster3:
end;
OnDead:
- set .MyMonsterCount,.MyMonsterCount+1;
+ ++.MyMonsterCount;
if (.MyMonsterCount >= 10) {
- set CRUS_Q,10;
+ CRUS_Q = 10;
changequest 3014,3015;
}
end;
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt
index a34bf0540..36e84321a 100644
--- a/npc/jobs/2-2/dancer.txt
+++ b/npc/jobs/2-2/dancer.txt
@@ -176,7 +176,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?";
close2;
cutin "",255;
- set DANC_Q,1;
+ DANC_Q = 1;
setquest 7000;
end;
}
@@ -230,9 +230,9 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
mes "[Aile]";
mes "We're short on some supplies, but you'll be using them for yourself anyway. Just think of it as part of the tuition, so don't worry too much.";
next;
- set .@item_nd,rand(1,10);
+ .@item_nd = rand(1,10);
if (.@item_nd > 0 && .@item_nd < 3) {
- set DANC_Q,2;
+ DANC_Q = 2;
changequest 7000,7001;
mes "[Aile]";
mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish.";
@@ -249,7 +249,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
mes "^CD68891 Shoes^000000.";
}
else if (.@item_nd == 4) {
- set DANC_Q,3;
+ DANC_Q = 3;
changequest 7000,7002;
mes "[Aile]";
mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68895 Earthworm Peelings^000000 for polishing the floor and, of course, a pair of ^CD6889Boots^000000.";
@@ -261,7 +261,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
mes "^CD68891 Boots^000000.";
}
else {
- set DANC_Q,4;
+ DANC_Q = 4;
changequest 7000,7003;
mes "[Aile]";
mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68892 Clam Shells^000000 for your costume, ^CD68895 Yellow Potions^000000 and ^CD688920 Jellopy^000000 to treat foot injuries.";
@@ -299,8 +299,8 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
setarray .@count[0], 2,5,20,10,1;
break;
}
- set .@size, getarraysize(.@item);
- for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) {
+ .@size = getarraysize(.@item);
+ for (.@i = 0; .@i < .@size; ++.@i) {
if( countitem(.@item[.@i]) < .@count[.@i] ) {
break;
}
@@ -319,7 +319,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
Zeny -= 10000;
mes "[Aile]";
mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
- set DANC_Q,5;
+ DANC_Q = 5;
if (questprogress(7001)) {
changequest 7001,7004;
}
@@ -504,7 +504,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "increases which of the following?";
next;
if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "2. Of the following,";
mes "which can you not consider";
@@ -512,10 +512,10 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
next;
switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
default:
- set .@da_score,.@da_score-10;
+ .@da_score -= 10;
break;
case 5:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
}
mes "[Bijou]";
@@ -523,18 +523,18 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "best describes a Dancer?";
next;
if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "4. Which of the following";
mes "cannot be associated with Comodo?";
next;
if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?";
next;
if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "6. Who is the most";
mes "beautiful dancer?";
@@ -548,11 +548,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ .@da_score -= 10;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
default:
break;
@@ -563,26 +563,26 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "with a Dancer?";
next;
if (select("Assassin:Bard:Alchemist:Sage") == 2)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "8. Which of the following";
mes "is not a specialty of Comodo?";
next;
if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "9. Who is the manager";
mes "of the Comodo Casino?";
next;
if (select("Yoo:Moo:Hoon:Roul") == 2)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "10. Who accepts the";
mes "Dancer job change";
mes "applications?";
next;
if (select("Bijou:Aile:Athena:Sonotora") == 2)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
case 2:
mes "[Bijou]";
@@ -591,14 +591,14 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "^CD6889Mental Sensing^000000?";
next;
if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "2. Which is considered";
mes "bad etiquette on the dance";
mes "floor after a dance?";
next;
if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "3. Which is not an";
mes "appropriate response";
@@ -607,27 +607,27 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "are dancing together?";
next;
if (select("Smile at each other and continue dancing.:Point out the mistake.:Ignore it if the dancer does not realize it.:Give them a smile.") == 2)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "4. In which town";
mes "can you change jobs";
mes "to a Dancer?";
next;
if (select("Cocomo:Sandarman:Comudo:Comodo") == 4)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "5. How many dungeons";
mes "are directly connected";
mes "to Comodo?";
next;
if (select("1:2:3:4") == 3)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "6. Which of the following";
mes "is not a Cute Pet monster?";
next;
if (select("Isis:Argiope:Dokebi:Deviruchi") == 2)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "7. Who is the most";
mes "graceful dancer?";
@@ -641,11 +641,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ .@da_score -= 10;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
default:
break;
@@ -656,18 +656,18 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Kafra in Comodo?";
next;
if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[......]";
mes "9. What is my name?";
next;
if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "10. What is the";
mes "effect of ^CD6889Lullaby^000000?";
next;
if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
case 3:
mes "[Bijou]";
@@ -679,7 +679,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
break;
case 2:
case 3:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
}
mes "[Bijou]";
@@ -690,19 +690,19 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "ground to create a rhythm?";
next;
if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "3. Which of the following";
mes "is not a characteristic of a Dancer?";
next;
if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "4. Which town has";
mes "the most Dancers?";
next;
if (select("Al De Baran:Juno:Morroc:Comodo") == 4)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "5. Of the following,";
mes "who dances most beautifully?";
@@ -716,11 +716,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ .@da_score -= 10;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
default:
break;
@@ -731,32 +731,32 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "job classes?";
next;
if (select("Health:Acting :Dancing :Magic ") == 3)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "7. Who is the manager";
mes "of the Comodo Casino?";
next;
if (select("Ryu:Moo:Roul:Hoon") == 2)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "8. What item cannot";
mes "be equipped by a Dancer?";
next;
if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "9. Do you think you";
mes "can say this quiz is";
mes "frustrating and annoying?";
next;
select("Yes:No");
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
mes "[Bijou]";
mes "10. Which of the following";
mes "is not a Jazz musician?";
next;
if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5)
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
}
mes "[Bijou]";
mes "Good job~";
@@ -769,7 +769,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Your score is";
mes "" + .@da_score + " points...";
if (.@da_score == 100) {
- set DANC_Q,7;
+ DANC_Q = 7;
mes "Very well done!";
mes "A perfect score!";
next;
@@ -782,12 +782,12 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
close;
}
else if (.@da_score > 70) {
- set DANC_Q,7;
+ DANC_Q = 7;
mes "It wasn't perfect, but I'll let you pass.";
close;
}
else {
- set DANC_Q,6;
+ DANC_Q = 6;
mes "You.. You failed!";
next;
mes "[Bijou]";
@@ -831,7 +831,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Well then~";
mes "Good luck...!!";
changequest 7004,7005;
- set DANC_Q,8;
+ DANC_Q = 8;
close2;
warp "job_duncer",105,109;
end;
@@ -868,7 +868,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "[Bijou]";
mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~";
next;
- set .@jlevel,JobLevel;
+ .@jlevel = JobLevel;
mes "[Bijou]";
completequest 7006;
callfunc "Job_Change",Job_Dancer;
@@ -1236,7 +1236,7 @@ OnTimer89000:
job_duncer,69,110,0 script dance#return -1,1,4,{
OnTouch:
mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
- set DANC_Q,9;
+ DANC_Q = 9;
changequest 7005,7006;
warp "comodo",188,162;
end;
@@ -1255,7 +1255,7 @@ OnEnable:
job_duncer,66,110,0 script dance#return#2 -1,1,1,{
OnTouch:
- set DANC_Q,9;
+ DANC_Q = 9;
warp "comodo",188,162;
end;
@@ -1271,7 +1271,7 @@ OnEnable:
job_duncer,72,110,0 script dance#return#3 -1,1,1,{
OnTouch:
- set DANC_Q,9;
+ DANC_Q = 9;
warp "comodo",188,162;
end;
@@ -1292,7 +1292,7 @@ OnEnable:
OnTouch:
donpcevent "Backdancer#1::OnOmg";
mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
- set DANC_Q,8;
+ DANC_Q = 8;
donpcevent "Bijou#dance_timer::OnDisable";
donpcevent "Waiting Room#dance::OnEnable";
warp "comodo",188,162;
diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt
index 90fccf68c..d3bd8b329 100644
--- a/npc/jobs/2-2/monk.txt
+++ b/npc/jobs/2-2/monk.txt
@@ -67,7 +67,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "We monks live our lives for spiritual enlightenment.";
mes "We improve our bodies as well as our minds to reach true inner peace.";
mes "May you find your inner peace as well.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
case 2:
if (BaseJob == Job_Acolyte && JobLevel > 39) {
@@ -75,7 +75,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "Hmm you seem as though you have been training for this...";
mes "That is good. Go see our sensei Moohae. Speak with him.";
mes "He will help you start your training.";
- set MONK_Q,2;
+ MONK_Q = 2;
setquest 3016;
close;
}
@@ -94,7 +94,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "I hope that you will soon join us on our";
mes "path of inner peace and enlightenment.";
mes "I'll be waiting here for you.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
}
else {
@@ -114,7 +114,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "when observing our brothers in their";
mes "pursuit of spiritual enlightenment.";
mes "I hope you reach it too.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
}
}
@@ -130,7 +130,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "I hope that your experience here with";
mes "our brothers has helped you become one";
mes "step closer to true enlightenment.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
case 2:
if (BaseJob == Job_Acolyte && JobLevel > 39) {
@@ -138,7 +138,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "Hmm you seem as though you have been training for this...";
mes "That is good. Go see our sensei Moohae. Speak with him.";
mes "He will help you start your training.";
- set MONK_Q,2;
+ MONK_Q = 2;
setquest 3016;
close;
}
@@ -157,7 +157,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "I hope that you will soon join us in our";
mes "path to inner peace and enlightenment.";
mes "I'll be waiting here for you.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
}
else {
@@ -177,7 +177,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "when observing our brothers in their";
mes "pursuit of spiritual enlightenment.";
mes "I hope you reach it too.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
}
}
@@ -213,7 +213,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "We monks live our lives for God and spiritual enlightenment.";
mes "We improve our bodies as well as our minds to reach true inner peace.";
mes "May you find your inner peace as well.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
case 2:
if (BaseJob == Job_Acolyte && JobLevel > 39) {
@@ -221,7 +221,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "Hmm you seem as though you have been training for this...";
mes "That is good. Go see our sensei Moohae, speak with him";
mes "and he will help you start new training.";
- set MONK_Q,2;
+ MONK_Q = 2;
setquest 3016;
close;
}
@@ -240,7 +240,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "I hope that you will soon join us in our";
mes "path to inner peace and enlightenment.";
mes "I'll be waiting here for you.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
}
else {
@@ -260,7 +260,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
mes "when observing our brothers in their";
mes "pursuit of spiritual enlightenment.";
mes "I hope you reach it too.";
- set MONK_Q,1;
+ MONK_Q = 1;
close;
}
}
@@ -391,7 +391,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes .@items[3]+" "+getitemname(.@items[2])+",";
mes .@items[5]+" "+getitemname(.@items[4])+".";
mes "Find these items and return to me.";
- set MONK_Q,.@items[6];
+ MONK_Q = .@items[6];
next;
mes "[Sensei Moohae]";
switch (.@items[6]) {
@@ -418,7 +418,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "Well done, you found all the items.";
mes "I will tell this to the elders.";
- set MONK_Q,10;
+ MONK_Q = 10;
changequest 3017,3024;
delitem 938,5; //Sticky_Mucus
delitem 1055,10; //Earthworm_Peeling
@@ -449,7 +449,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "Very good, you found all the items.";
mes "I will tell this to the elders.";
- set MONK_Q,10;
+ MONK_Q = 10;
changequest 3018,3024;
delitem 942,20; //Yoyo_Tail
delitem 1002,5; //Iron_Ore
@@ -480,7 +480,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "See, that wasn't so bad you real found all the items.";
mes "I will tell this to the elders.";
- set MONK_Q,10;
+ MONK_Q = 10;
changequest 3019,3024;
delitem 905,30; //Stem
delitem 909,5; //Jellopy
@@ -511,7 +511,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "Impressive, you really found all the items.";
mes "I will tell this to the elders.";
- set MONK_Q,10;
+ MONK_Q = 10;
changequest 3020,3024;
delitem 943,5; //Solid_Shell
delitem 935,20; //Shell
@@ -542,7 +542,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "Very nice, you found all the items.";
mes "I will tell this to the elders.";
- set MONK_Q,10;
+ MONK_Q = 10;
changequest 3021,3024;
delitem 7053,5; //Cyfar
delitem 509,10; //White_Herb
@@ -573,7 +573,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "Excellent, all the items I asked for.";
mes "I will tell this to the elders.";
- set MONK_Q,10;
+ MONK_Q = 10;
changequest 3022,3024;
delitem 913,10; //Tooth_Of_Bat
delitem 948,5; //Bear's_Foot
@@ -604,7 +604,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "Wow, you found all the items!!";
mes "I will tell this to the elders.";
- set MONK_Q,10;
+ MONK_Q = 10;
changequest 3023,3024;
delitem 1027,5; //Porcupine_Spike
delitem 1025,20; //Spiderweb
@@ -839,7 +839,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
mes "[Sensei Moohae]";
mes "....and see life through the eyes of a monk.";
next;
- set .@jlevel,JobLevel;
+ .@jlevel = JobLevel;
completequest 3032;
callfunc "Job_Change",Job_Monk;
callfunc "F_ClearJobVar";
@@ -943,9 +943,9 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
next;
}
mes "[Touha]";
- set .@rand,rand(1,3);
+ .@rand = rand(1,3);
if ((.@rand == 1) || (MONK_Q == 11)) {
- set MONK_Q,11;
+ MONK_Q = 11;
mes "I seek the path";
next;
mes "[Touha]";
@@ -976,7 +976,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
mes "et Spiritus Sancti.";
}
else if ((.@rand == 2) || (MONK_Q == 12)) {
- set MONK_Q,12;
+ MONK_Q = 12;
mes "I commit myself to";
next;
mes "[Touha]";
@@ -1007,7 +1007,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
mes "et Spiritus Sancti.";
}
else if ((.@rand == 3) || (MONK_Q == 13)) {
- set MONK_Q,13;
+ MONK_Q = 13;
mes "And shepherds we shall be,";
next;
mes "[Touha]";
@@ -1071,7 +1071,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
mes "to what we believe";
break;
case 7:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "[" + strcharinfo(0) + "]";
mes "I seek the path";
break;
@@ -1094,7 +1094,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 3: mes "I seek the path"; break;
case 4: mes "shall hold true"; break;
case 5:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "of enlightenment.";
break;
case 6: mes "and will help protect others"; break;
@@ -1106,7 +1106,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
switch(select("to what we believe:We monks:I seek the path:shall hold true:of enlightenment.:we learn through our lives.:In nomine Patris, et Filii:and will help protect others:through the teachings:et Spiritus Sancti.")) {
case 1: mes "to what we believe"; break;
case 2:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "We monks";
break;
case 3: mes "I seek the path"; break;
@@ -1120,7 +1120,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
}
switch(select("shall hold true:I seek the path:We monks:In nomine Patris, et Filii:of enlightenment.:et Spiritus Sancti.:to what we believe:we learn through our lives.:and will help protect others:through the teachings")) {
case 1:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "shall hold true";
break;
case 2: mes "I seek the path"; break;
@@ -1144,7 +1144,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 7: mes "we learn through our lives."; break;
case 8: mes "In nomine Patris, et Filii"; break;
case 9:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "to what we believe";
break;
case 10: mes "et Spiritus Sancti."; break;
@@ -1153,7 +1153,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 1: mes "I seek the path"; break;
case 2: mes "through the teachings"; break;
case 3:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "and will help protect others";
break;
case 4: mes "of enlightenment."; break;
@@ -1175,13 +1175,13 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 8: mes "shall hold true"; break;
case 9: mes "and will help protect others"; break;
case 10:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "through the teachings";
break;
}
switch(select("we learn through our lives.:In nomine Patris, et Filii:through the teachings:I seek the path:We monks:shall hold true:to what we believe:and will help protect others:of enlightenment.:et Spiritus Sancti.")) {
case 1:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "we learn through our lives.";
break;
case 2: mes "In nomine Patris, et Filii"; break;
@@ -1205,7 +1205,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 8: mes "through the teachings"; break;
case 9: mes "we learn through our lives."; break;
case 10:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "In nomine Patris, et Filii";
break;
}
@@ -1220,7 +1220,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 8: mes "we learn through our lives."; break;
case 9: mes "In nomine Patris, et Filii"; break;
case 10:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "et Spiritus Sancti.";
break;
}
@@ -1241,7 +1241,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
break;
case 4:
mes "[" + strcharinfo(0) + "]";
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "I commit myself to";
break;
case 5:
@@ -1279,14 +1279,14 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 7: mes "et Spiritus Sancti."; break;
case 8: mes "I commit myself to"; break;
case 9:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "veritas and aequitas.";
break;
case 10: mes "In nomine Patris, et Filii"; break;
}
switch(select("I will follow my path:veritas and aequitas.:I commit myself to:et Spiritus Sancti.:Evil shall never be:to enlightenment and purity.:In nomine Patris, et Filii:I will protect my:brothers with my life.:victorious while I breathe.")) {
case 1:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "I will follow my path";
break;
case 2: mes "veritas and aequitas."; break;
@@ -1306,7 +1306,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 4: mes "I will protect my"; break;
case 5: mes "victorious while I breathe."; break;
case 6:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "to enlightenment and purity.";
break;
case 7: mes "brothers with my life."; break;
@@ -1325,7 +1325,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 8: mes "I will follow my path"; break;
case 9: mes "veritas and aequitas."; break;
case 10:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "I will protect my";
break;
}
@@ -1335,7 +1335,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 3: mes "veritas and aequitas."; break;
case 4: mes "I commit myself to"; break;
case 5:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "brothers with my life.";
break;
case 6: mes "I will protect my"; break;
@@ -1347,7 +1347,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
switch(select("veritas and aequitas.:Evil shall never be:brothers with my life.:victorious while I breathe.:I will follow my path:to enlightenment and purity.:I will protect my:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) {
case 1: mes "veritas and aequitas."; break;
case 2:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "Evil shall never be";
break;
case 3: mes "brothers with my life."; break;
@@ -1361,7 +1361,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
}
switch(select("victorious while I breathe.:to enlightenment and purity.:I will protect my:veritas and aequitas.:brothers with my life.:I will follow my path:Evil shall never be:In nomine Patris, et Filii:I commit myself to:et Spiritus Sancti.")) {
case 1:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "victorious while I breathe.";
break;
case 2: mes "to enlightenment and purity."; break;
@@ -1383,7 +1383,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 6: mes "brothers with my life."; break;
case 7: mes "Evil shall never be"; break;
case 8:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "In nomine Patris, et Filii";
break;
case 9: mes "victorious while I breathe."; break;
@@ -1400,7 +1400,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 8: mes "victorious while I breathe."; break;
case 9: mes "In nomine Patris, et Filii"; break;
case 10:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "et Spiritus Sancti.";
break;
}
@@ -1413,7 +1413,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
break;
case 2:
mes "[" + strcharinfo(0) + "]";
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "And shepherds we shall be,";
break;
case 3:
@@ -1458,7 +1458,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 6: mes "Power hath descended forth"; break;
case 7: mes "And shepherds we shall be,"; break;
case 8:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "for thee my lord for thee.";
break;
case 9: mes "from the hand"; break;
@@ -1468,7 +1468,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 1: mes "And shepherds we shall be,"; break;
case 2: mes "for thee my lord for thee."; break;
case 3:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "Power hath descended forth";
break;
case 4: mes "from the hand"; break;
@@ -1485,7 +1485,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 3: mes "Power hath descended forth"; break;
case 4: mes "so our feet may swiftly carry"; break;
case 5:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "from the hand";
break;
case 6: mes "flow a river forth to thee and"; break;
@@ -1499,7 +1499,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 2: mes "for thee my lord for thee."; break;
case 3: mes "Power hath descended forth"; break;
case 4:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "so our feet may swiftly carry";
break;
case 5: mes "from the hand"; break;
@@ -1517,7 +1517,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 5: mes "so our feet may swiftly carry"; break;
case 6: mes "flow a river forth to thee and"; break;
case 7:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "out thy command. And we shall";
break;
case 8: mes "teeming with souls shall it ever be"; break;
@@ -1528,7 +1528,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 1: mes "for thee my lord for thee."; break;
case 2: mes "teeming with souls shall it ever be"; break;
case 3:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "flow a river forth to thee and";
break;
case 4: mes "In nomine Patris, et Filii"; break;
@@ -1541,7 +1541,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
}
switch(select("teeming with souls shall it ever be:In nomine Patris, et Filii:And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and:et Spiritus Sancti.")) {
case 1:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "teeming with souls shall it ever be";
break;
case 2: mes "In nomine Patris, et Filii"; break;
@@ -1559,7 +1559,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 2: mes "for thee my lord for thee."; break;
case 3: mes "And shepherds we shall be,"; break;
case 4:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "In nomine Patris, et Filii";
break;
case 5: mes "so our feet may swiftly carry"; break;
@@ -1580,7 +1580,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
case 8: mes "teeming with souls shall it ever be"; break;
case 9: mes "In nomine Patris, et Filii"; break;
case 10:
- set .@monk_t,.@monk_t+10;
+ .@monk_t += 10;
mes "et Spiritus Sancti.";
break;
}
@@ -1593,7 +1593,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
mes "Hmm...";
next;
if (.@monk_t > 90) {
- set MONK_Q,14;
+ MONK_Q = 14;
changequest 3025,3026;
mes "[Touha]";
mes "...well done, that was perfect. You pay attention well...";
@@ -1774,14 +1774,14 @@ prt_monk,57,179,1 script Boohae#mk 4_M_MINISTER,{
mes "Choose which one you want to do...";
next;
if (select("Gathering mushrooms:Marathon") == 1) {
- set MONK_Q,15;
+ MONK_Q = 15;
changequest 3026,3027;
mes "[Boohae]";
mes "Hmm....gathering mushrooms. So you want to test your tolerance huh?";
mes "Go prepare and come back later when you're ready.";
close;
}
- set MONK_Q,16;
+ MONK_Q = 16;
changequest 3026,3028;
mes "[Boohae]";
mes "Good choice. Forcing your physical limits to their boundaries and grants a higher amount of self control.";
@@ -1954,7 +1954,7 @@ monk_test,386,388,4 script Apprentice Monk#mk 4_M_MINISTER,{
mes "" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!";
mapannounce "monk_test","" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map;
close2;
- set MONK_Q,15;
+ MONK_Q = 15;
changequest 3028,3027;
warp "prt_monk",194,168;
end;
@@ -1968,12 +1968,12 @@ monk_test,386,388,4 script Apprentice Monk#mk 4_M_MINISTER,{
monk_test,387,350,0 script Supervisor#race_monk WARPNPC,2,2,{
OnTouch:
if (MONK_Q >= 15 && MONK_Q <= 23) {
- set MONK_Q,MONK_Q+1;
+ MONK_Q += 1;
warp "monk_test",385,388;
end;
}
else if (MONK_Q == 24) {
- set MONK_Q,25;
+ MONK_Q = 25;
changequest 3028,3029;
mapannounce "monk_test","Now! This is the last lap!! If you make it you need to go visit Tomoon for the next test!",bc_map;
warp "monk_test",385,388;
@@ -2040,7 +2040,7 @@ job_monk,225,180,1 script Hyunmoo#mk 4_M_ORIENT02,{
mes ".....I figured as much....you don't have a spirit.";
mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map;
close2;
- set MONK_Q,16;
+ MONK_Q = 16;
changequest 3027,3028;
warp "prt_monk",194,168;
end;
@@ -2087,7 +2087,7 @@ job_monk,225,180,1 script Hyunmoo#mk 4_M_ORIENT02,{
close2;
mapannounce "job_monk","" + strcharinfo(0) + ", has quit his training to become a monk.",bc_map;
warp "prt_monk",194,168;
- set MONK_Q,16;
+ MONK_Q = 16;
changequest 3027,3028;
end;
}
@@ -2099,7 +2099,7 @@ job_monk,225,180,1 script Hyunmoo#mk 4_M_ORIENT02,{
mes "[Hyunmoo]";
mes "Go meet Tomoon for your next test.";
mes "Tomoon is staying in the deepest room inside a building near this abbey.";
- set MONK_Q,25;
+ MONK_Q = 25;
changequest 3027,3029;
delitem 1069,countitem(1069); //Mushroom_Of_Thief_1
delitem 1070,countitem(1070); //Mushroom_Of_Thief_2
@@ -2181,7 +2181,7 @@ monk_test,319,139,1 script Tomoon#mk 1_M_HOF,{
mes "[Tomoon]";
mes "Let's see if you got what it takes to be a true monk!!";
close2;
- set MONK_Q,26;
+ MONK_Q = 26;
changequest 3029,3031;
warp "monk_test",88,74;
end;
@@ -2204,7 +2204,7 @@ monk_test,319,139,1 script Tomoon#mk 1_M_HOF,{
getitem 506,1; //Green_Potion
mes "Drink this potion and you will be able to become a monk!!!";
mes "... now go back to sensei Moohae!!!";
- set MONK_Q,28;
+ MONK_Q = 28;
changequest 3031,3032;
close;
}
@@ -2237,7 +2237,7 @@ monk_test,82,85,1 script Proctor#mk 4_F_SISTER,{
mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
close2;
- set MONK_Q,26;
+ MONK_Q = 26;
warp "monk_test",125,277;
end;
case 2:
@@ -2323,7 +2323,7 @@ monk_test,166,278,0 script exit_monk#1 WARPNPC,1,1,{
OnTouch:
mes "[Proctor]";
mes "You did well. Please return to Tomoon, he's waiting for you.";
- set MONK_Q,27;
+ MONK_Q = 27;
donpcevent "mob_monk#1_5::OnDisable";
donpcevent "mob_monk#1_4::OnDisable";
donpcevent "mob_monk#1_3::OnDisable";
@@ -2344,7 +2344,7 @@ monk_test,88,91,1 script Proctor#mk2 1_M_HOF,{
mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
close2;
- set MONK_Q,26;
+ MONK_Q = 26;
warp "monk_test",125,177;
end;
case 2:
@@ -2430,7 +2430,7 @@ monk_test,166,178,0 script exit_monk#2 WARPNPC,1,1,{
OnTouch:
mes "[Proctor]";
mes "You did well. Please return to Tomoon, he's waiting for you.";
- set MONK_Q,27;
+ MONK_Q = 27;
donpcevent "mob_monk#2_5::OnDisable";
donpcevent "mob_monk#2_4::OnDisable";
donpcevent "mob_monk#2_3::OnDisable";
@@ -2451,7 +2451,7 @@ monk_test,95,85,1 script Proctor#btl#3 1_F_PRIEST,{
mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
close2;
- set MONK_Q,26;
+ MONK_Q = 26;
warp "monk_test",230,277;
end;
case 2:
@@ -2537,7 +2537,7 @@ monk_test,270,278,0 script exit_monk#3 WARPNPC,1,1,{
OnTouch:
mes "[Proctor]";
mes "You did well. Please return to Tomoon, he's waiting for you.";
- set MONK_Q,27;
+ MONK_Q = 27;
donpcevent "mob_monk#3_5::OnDisable";
donpcevent "mob_monk#3_4::OnDisable";
donpcevent "mob_monk#3_3::OnDisable";
diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt
index d0b2ba95f..7fb6f2c0a 100644
--- a/npc/jobs/2-2/rogue.txt
+++ b/npc/jobs/2-2/rogue.txt
@@ -168,7 +168,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
mes "You've been";
mes "doin' a great job~";
}
- set .@jlevel,JobLevel;
+ .@jlevel = JobLevel;
callfunc "Job_Change",Job_Rogue;
callfunc "F_ClearJobVar";
completequest 2027;
@@ -212,110 +212,110 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
mes "1. Choose the skill necessary for learning ^880000Stalk^000000.";
next;
if (select("^880000Hiding^000000:^880000Steal^000000:^880000Improve Dodge^000000:^880000Bash^000000") == 1)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "2. In comparison to the Merchant's Level 10 ^880000Discount^000000 skill, how much more of a discount, in terms of percent, can a Rogue get with Level 10 ^880000Haggle^000000 skill?";
next;
if (select("3 %:2 %:1 %:0 %") == 3)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "3. What is the correct description for the skill, ^880000Mug^000000?";
next;
if (select("Steal items from players:Steal items from monsters:Steal Zeny from monsters:Steal Zeny from players") == 3)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "4. How many Rogues does it require to activate the skill, ^880000Slyness^000000?";
next;
if (select("1 Rogues + 2 Assassin:1 Thief + 2 Rogue:4 Thieves:2 Rogues") == 4)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "5. Choose the skill that you can learn at Level 5 ^880000Divest Helm^000000.";
next;
if (select("^880000Envenom^000000:^880000Strip Tease^000000:^880000Venom Splasher^000000:^880000Divest Shield^000000") == 4)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "6. Choose the skill which allows its user to move while hiding.";
next;
if (select("^880000Hiding^000000:^880000Back Slide^000000:^880000Stalk^000000:^880000Sand Attack^000000") == 3)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "7. Choose the card that increases the accuracy rate of its owner.";
next;
if (select("Andre Card.:Familiar Card.:Mummy Card.:Marina Card.") == 3)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "8. Choose the monster that receives more damage when it's attacked by a weapon with the Vadon card (20 % more damage on Fire property).";
next;
if (select("Vadon:Deviruchi:Elder Willow:Baphomet") == 3)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "9. How much SP does the skill ^880000Double Attack^000000 require when used with a Dagger?";
next;
if (select("15:Passive skill, no SP required.:Passive skill, 10 SP:54") == 2)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "10. Choose the most efficient dagger to use in the Byalan 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 "[Markie]";
mes "1. Which monster drops a slotted Gladius?";
next;
if (select("Thief Bug:Peco Peco:Desert Wolf:Kobold") == 4)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "2. Which monster drops a slotted Main-Gauche?";
next;
if (select("Hornet:Desert Wolf:Marionette:Myst") == 1)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "3. Choose the class that is able to create unique potions.";
next;
if (select("Merchant:Alchemist:Blacksmith:Priest") == 2)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "4. Choose the weapon that Rogues aren't allowed to use.";
next;
if (select("Gakkung:Crossbow:Gladius:Katar") == 4)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "5. Choose the property that the monster Hode possesses.";
next;
if (select("Water:Fire:Wind:Earth") == 4)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "6. Choose the monster that is unable to be tamed for as a Cute Pet.";
next;
if (select("Poporing:Creamy:Orc:Poison Spore") == 2)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "7. Choose the monster that receives more damage from a Dagger with the Fire property.";
next;
if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "8. Choose the town that doesn't have any guild castles.";
next;
if (select("Prontera:Al De Baran:Alberta:Payon") == 3)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "9. Choose the plant that drops Blue Herbs.";
@@ -324,54 +324,54 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
default:
break;
case 3:
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
break;
case 4:
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
break;
}
mes "[Markie]";
mes "10. Choose the monster that does not have the Undead property.";
next;
if (select("Zombie:Megalodon:Familiar:Khalitzburg") == 3)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
break;
case 3:
mes "[Markie]";
mes "1. By what percentage is the flee rate increased when a Thief masters the ^880000Improve Dodge^000000?";
next;
if (select("30:40:160:20") == 1)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "2. Choose the monster that detects a characters using the Hiding or Cloaking skill.";
next;
if (select("Worm Tail:Argos:Mummy:Soldier Skeleton") == 2)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "3. Choose the location where Thieves can change their jobs to Rogues.";
next;
if (select("Comodo:Kokomo Beach:Paros Lighthouse:Morroc") == 3)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "4. In which town can Novices change their jobs to Thieves?";
next;
if (select("Comodo:Lutie:Alberta:Morroc") == 4)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "5. Choose the card that does not affect the DEX stat.";
next;
if (select("Rocker Card:Mummy Card:Zerom Card:Drops Card") == 2)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "6. So what's cool about being a Rogue?";
next;
select("Being totally badass.:The clothes, the style.:Getting to call other people, 'foo'':Excellent attack strength");
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "7. When is it possible to change jobs from Thief to Rogue?";
@@ -380,17 +380,17 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
default:
break;
case 3:
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
break;
case 4:
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
break;
}
mes "[Markie]";
mes "8. You want to dye your hair blue. What town do you go to, and in which direction, with 12 o' clock being North.";
next;
if (select("Morroc, 7 o'clock:Prontera, 7 o'clock:Morroc, 5 o'clock:Prontera, 1 o'clock") == 2)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
mes "[Markie]";
mes "9. Choose the mushroom that is required on the Thief job change quest.";
@@ -400,14 +400,14 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
break;
case 1:
case 3:
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
break;
}
mes "[Markie]";
mes "10. Choose the card that least benefits the Rogue class.";
next;
if (select("Whisper Card:Elder Willow Card:Zerom Card:Matyr Card") == 2)
- set .@assassin_t,.@assassin_t+10;
+ .@assassin_t += 10;
}
mes "[Markie]";
mes "*Whew~*";
@@ -419,7 +419,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
mes "You got...";
mes "" + .@assassin_t + " points.";
if (.@assassin_t > 80) {
- set ROGUE_Q,2;
+ ROGUE_Q = 2;
setquest 2017;
mes "Good. You passed.";
mes "We don't gotta";
@@ -434,7 +434,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
close;
}
else {
- set ROGUE_Q,1;
+ ROGUE_Q = 1;
mes "Aw crud... You failed!";
next;
mes "[Markie]";
@@ -506,14 +506,14 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{
mes "[Mr. Smith]";
mes "What you have to understand is that the Rogue Guild does a lot of business, ^666666sometimes illegally^000000, that needs financial backup.";
next;
- set .@item_need,rand(1,15);
+ .@item_need = rand(1,15);
if (.@item_need > 0 && .@item_need < 6) callsub S_Req,"10 Skel-bone","6 Blue Herb","10 Decayed Nail","10 Horrendous Mouth",3;
else if (.@item_need > 5 && .@item_need < 11) callsub S_Req,"10 Green Herb","10 Crab Shell","10 Snake Scale","10 Garlet",4;
else if (.@item_need > 10 && .@item_need < 15) callsub S_Req,"10 Yellow Herb","10 Shell","10 Grasshopper's Leg","10 Bear's Footskin",5;
else if (.@item_need == 15) {
mes "[Mr. Smith]";
mes "I will let you know...";
- set ROGUE_Q,6;
+ ROGUE_Q = 6;
changequest 2017,2021;
next;
mes "[Mr. Smith]";
@@ -679,14 +679,14 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{
delitem 917,5; //Talon
delitem 908,5; //Spawn
delitem 945,5; //Raccoon_Leaf
- set ROGUE_Q,8;
+ ROGUE_Q = 8;
next;
mes "[Mr. Smith]";
mes "Wow, you've brought each and every single thing I asked you to. Good work... I salute you.";
next;
mes "^CCCCCC- Middle Finger -^000000'";
mes "*Grins*";
- set ROGUE_Q,8;
+ ROGUE_Q = 8;
changequest 2021,2025;
next;
mes "[Mr. Smith]";
@@ -756,7 +756,7 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{
mes "I send you to...?";
switch(rand(1,3)) {
case 1:
- set ROGUE_Q,9;
+ ROGUE_Q = 9;
if (questprogress(2018)) {
changequest 2018,2022;
}
@@ -793,7 +793,7 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{
mes "Well, I will wish you luck. His place isn't that far from here, so come back as soon as possible. Being swift... That is the spirit of the Rogue.";
close;
case 2:
- set ROGUE_Q,10;
+ ROGUE_Q = 10;
if (questprogress(2018)) {
changequest 2018,2023;
}
@@ -829,7 +829,7 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{
mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFAntonio doesn't enjoy destroying upgrade items^000000.";
close;
case 3:
- set ROGUE_Q,11;
+ ROGUE_Q = 11;
if (questprogress(2018)) {
changequest 2018,2024;
}
@@ -944,7 +944,7 @@ S_Req:
mes "^FF0000"+getarg(1)+"^000000,";
mes "^FF0000"+getarg(2)+"^000000 and";
mes "^FF0000"+getarg(3)+"^000000.";
- set ROGUE_Q,getarg(4);
+ ROGUE_Q = getarg(4);
if(getarg(4) == 3) {
changequest 2017,2018;
}
@@ -979,13 +979,13 @@ S_CheckItems:
delitem getarg(2),getarg(3);
delitem getarg(4),getarg(5);
delitem getarg(6),getarg(7);
- set ROGUE_Q,7;
+ ROGUE_Q = 7;
next;
mes "[Mr. Smith]";
mes "Great, great...";
mes "I think you";
mes "brought everything.";
- set ROGUE_Q,7;
+ ROGUE_Q = 7;
next;
mes "[Mr. Smith]";
mes "Alright, wait just a moment while";
@@ -1024,7 +1024,7 @@ OnTouch:
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Aragham";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 3:
mes "[" + strcharinfo(0) + "]";
@@ -1040,7 +1040,7 @@ OnTouch:
case 2: mes "didn't"; break;
case 3:
mes "never";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 4: mes "ever"; break;
}
@@ -1048,7 +1048,7 @@ OnTouch:
case 1: mes "hoard"; break;
case 2:
mes "hoarded";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 3: mes "hide"; break;
case 4: mes "took"; break;
@@ -1057,7 +1057,7 @@ OnTouch:
switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) {
case 1:
mes "upgrade items.";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 2: mes "forging items."; break;
case 3: mes "refining item."; break;
@@ -1090,7 +1090,7 @@ OnTouch:
case 1:
mes "[" + strcharinfo(0) + "]";
mes "My father";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 2:
mes "[" + strcharinfo(0) + "]";
@@ -1110,7 +1110,7 @@ OnTouch:
case 2: mes "didn't"; break;
case 3:
mes "never";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 4: mes "ever"; break;
}
@@ -1121,13 +1121,13 @@ OnTouch:
case 4: mes "took"; break;
case 5:
mes "hoarded";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
}
switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) {
case 1:
mes "upgrade items.";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 2: mes "forging items."; break;
case 3: mes "refining item."; break;
@@ -1168,7 +1168,7 @@ OnTouch:
case 3:
mes "[" + strcharinfo(0) + "]";
mes "Antonio";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 4:
mes "[" + strcharinfo(0) + "]";
@@ -1179,7 +1179,7 @@ OnTouch:
case 1: mes "enjoys"; break;
case 2:
mes "doesn't enjoy";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 3: mes "likes"; break;
case 4: mes "doesn't like"; break;
@@ -1188,7 +1188,7 @@ OnTouch:
case 1: mes "damaging"; break;
case 2:
mes "destroying";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 3: mes "fixing"; break;
case 4: mes "forging"; break;
@@ -1198,7 +1198,7 @@ OnTouch:
case 2: mes "refining items."; break;
case 3:
mes "upgrade items.";
- set .@rogue_t,.@rogue_t+10;
+ .@rogue_t += 10;
break;
case 4: mes "refined items."; break;
case 5: mes "upgraded items."; break;
@@ -1250,7 +1250,7 @@ in_rogue,272,135,1 script Hermanthorn Jr#rg 4_M_03,{
mes "[HermanthornJr.]";
mes "Well...";
mes "Just make it back to the Rogue Guild alive. That's all you have to do!";
- set ROGUE_Q,12;
+ ROGUE_Q = 12;
changequest 2025,2026;
close;
}
@@ -1287,7 +1287,7 @@ OnTouch:
mes "has opened.^000000";
close2;
warp "in_rogue",10,21;
- set ROGUE_Q,12;
+ ROGUE_Q = 12;
end;
}
else {
@@ -1385,7 +1385,7 @@ OnMyMobDead:
in_rogue,9,389,0 script oneway_to_gu WARPNPC,1,1,{
OnTouch:
donpcevent "gen_ro#4::OnDisable";
- set ROGUE_Q,17;
+ ROGUE_Q = 17;
warp "in_rogue",367,10;
end;
}
@@ -1423,7 +1423,7 @@ in_rogue,244,39,1 script Aragham Junior#rg 4W_M_03,{
mes "Good luck, then.";
close2;
warp "in_rogue",15,105;
- set ROGUE_Q,13;
+ ROGUE_Q = 13;
changequest 2022,2026;
end;
}
@@ -1504,7 +1504,7 @@ in_rogue,160,34,1 script Hollgrehenn junior#rg 4_M_03,{
mes "Good luck.";
close2;
warp "in_rogue",15,105;
- set ROGUE_Q,15;
+ ROGUE_Q = 15;
changequest 2024,2026;
end;
}
@@ -1591,7 +1591,7 @@ in_rogue,177,109,1 script Antonio junior#rg 4_M_ORIENT01,{
mes "a Rogue if you pass...";
close2;
warp "in_rogue",15,105;
- set ROGUE_Q,14;
+ ROGUE_Q = 14;
changequest 2023,2026;
end;
}
@@ -1649,7 +1649,7 @@ in_rogue,177,109,1 script Antonio junior#rg 4_M_ORIENT01,{
in_rogue,370,320,0 script quest_out WARPNPC,1,1,{
OnTouch:
- set ROGUE_Q,16;
+ ROGUE_Q = 16;
warp "in_rogue",378,113;
end;
}
diff --git a/npc/jobs/2-2/sage.txt b/npc/jobs/2-2/sage.txt
index 4f0db7888..46493312c 100644
--- a/npc/jobs/2-2/sage.txt
+++ b/npc/jobs/2-2/sage.txt
@@ -126,7 +126,7 @@ yuno_in02,38,61,5 script Dean of the Academy#sa 2_M_SAGE_OLD,{
else if (SAGE_Q == 15) {
if (countitem(1550) > 0) {
if (JobLevel < 40) {
- set SAGE_Q,0;
+ SAGE_Q = 0;
mes "You don't seem to be qualified yet.";
mes "Remember, you must reach at least job level 40 to become a Sage.";
close2;
@@ -329,7 +329,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "[Metheus Sylphe]";
mes "Yes, everything's ready.";
mes "Next, you will take an entrance test.";
- set SAGE_Q,4;
+ SAGE_Q = 4;
setquest 2041;
next;
mes "[Metheus Sylphe]";
@@ -347,7 +347,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "[Metheus Sylphe]";
mes "Thank you, your application has been accepted.";
mes "Next, you will take an entrance test.";
- set SAGE_Q,4;
+ SAGE_Q = 4;
setquest 2041;
next;
mes "[Metheus Sylphe]";
@@ -366,7 +366,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "[Metheus Sylphe]";
mes "Thank you, your application has been accepted.";
mes "Next, you will take the entrance test.";
- set SAGE_Q,4;
+ SAGE_Q = 4;
setquest 2041;
next;
mes "[Metheus Sylphe]";
@@ -405,7 +405,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "[Metheus Sylphe]";
mes "Yes, everything's ready.";
mes "Next, you will take the entrance test.";
- set SAGE_Q,4;
+ SAGE_Q = 4;
setquest 2041;
next;
mes "[Metheus Sylphe]";
@@ -438,7 +438,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
next;
switch(rand(1,3)) {
case 1:
- set SAGE_Q,1;
+ SAGE_Q = 1;
setquest 2043;
mes "[Metheus Sylphe]";
mes "Please gather the following items.";
@@ -450,7 +450,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "If you bring those items, your tuition will be 30,000 zeny, in lieu of the original 70,000 zeny fee.";
break;
case 2:
- set SAGE_Q,2;
+ SAGE_Q = 2;
setquest 2044;
mes "[Metheus Sylphe]";
mes "Please gather the following items.";
@@ -462,7 +462,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "If you bring the aforementioned items, the tuition fee will be 30,000 zeny, rather than the original 70,000 zeny fee.";
break;
case 3:
- set SAGE_Q,3;
+ SAGE_Q = 3;
setquest 2045;
mes "[Metheus Sylphe]";
mes "Please gather the following items.";
@@ -511,14 +511,14 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
delitem 1007,1; //Penetration
mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request.";
- set SAGE_Q,4;
+ SAGE_Q = 4;
next;
}
else if (Zeny > 69999) {
Zeny -= 70000;
mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request.";
- set SAGE_Q,4;
+ SAGE_Q = 4;
next;
}
else {
@@ -539,17 +539,17 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
setarray .@count[0], 50,50,50,50;
break;
}
- set .@size, (getarraysize(.@item)-1);
- for( set .@i,0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; set .@i,.@i+1 );
+ .@size = (getarraysize(.@item)-1);
+ for (.@i = 0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; ++.@i);
if(.@i == .@size) {
if (Zeny > 29999) {
- for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
+ for (.@i = 0; .@i < .@size ; ++.@i)
delitem .@item[.@i], .@count[.@i];
Zeny -= 30000;
mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request.";
- set .@SAGE_Q_T,SAGE_Q;
- set SAGE_Q,4;
+ .@SAGE_Q_T = SAGE_Q;
+ SAGE_Q = 4;
next;
}
mes "[Metheus Sylphe]";
@@ -594,7 +594,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
mes "[Metheus Sylphe]";
mes "Ah yes, everything is in readiness.";
mes "Next, you will take an entrance test.";
- set SAGE_Q,4;
+ SAGE_Q = 4;
if (questprogress(2043)) {
changequest 2043,2041;
}
@@ -714,247 +714,247 @@ L_AskQuestions:
mes "1. Choose an item that the Gift merchant in Prontera does not sell.";
next;
if (select("China:Red Frame:Bouquet:Glass Bead") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "2. Choose a city where you cannot purchase a Stiletto.";
next;
if (select("Prontera:Morroc:Geffen:Lutie") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "3. Choose the closest city to Turtle Island.";
next;
if (select("Al De Baran:Alberta:Comodo:Izlude") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "4. Choose the monster that is a different type than the others.";
next;
if (select("Raggler:Pest:Frilldora:Aster") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "5. Choose the monster that has a different attribute than the others.";
next;
if (select("Mantis:Metaller:Rocker:Horn") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "6. Choose the monster that is different sized than the others.";
next;
if (select("Raydric:Raydric Archer:Wanderer:Dark Frame") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "7. Choose the monster which doesn't drop 'Alcohol'.";
next;
if (select("Horong:Plankton:Poison Spore:Toad") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "8. Choose the NPC that is irrelevant to the Knight job change quest.";
next;
if (select("Sir Siracuse:Thomas Servantes:Sir Windsor:Lady Amy") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "9. Choose the NPC that is not a citizen of Prontera.";
next;
if (select("Tono:Pina:YuPi:Hollgrehenn") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "10. Choose the right name for the Kafra lady who wears glasses.";
next;
if (select("Pavianne:Roxie:Leilah:Curly Sue") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "11. How much SP is spent to use lvl 7 Thunderstorm?";
next;
if (select("49:59:69:74") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "12. Choose the right amount of damage reduction and SP consumption of the Energy Coat skill when the caster's remaining SP is 50%.";
next;
if (select("Damage -24% SP1.5%:Damage -24% SP2%:Damage -18% SP1.5%:Damage -18% SP2%") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "13. Choose the property that is irrelevant to 'Bolt' type skills for the Mage class.";
next;
if (select("Water:Earth:Fire:Wind") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "14. Choose the right chance and attack strength for lvl 7 Double Attack, the Thief skill.";
next;
if (select("35% / 120%:35% / 140%:40% / 120%:40% / 140%") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "15. Choose the skill that is irrelevant to learning Magnus Exorcismus, the Priest skill.";
next;
if (select("Divine Protection:Heal:Ruwach:Aqua Benedicta") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "16. Choose the correct defense and ability of the Bunny Band.";
next;
if (select("1 / LUK +2:1 / LUK +5:2 / LUK +2:2 / LUK +5") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "17. Choose the class that cannot equip Padded Armor.";
next;
if (select("Swordman:Merchant:Thief:Archer") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "18. Choose the item that cures all abnormal status and restores full HP and SP at the same time.";
next;
if (select("Royal Jelly:Yggdrasil Seed:Yggdrasilberry:Mastella Fruit") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "19. Who rules the Rune-Midgarts kingdom right now?";
next;
if (select("Tristun the 3rd:Tristram the 3rd:Tristar the 3rd:Trast the 3rd") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "20. Choose the god of Crusaders.";
next;
if (select("Odin:Loki:Thor:Venadin") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
break;
case 2:
mes "1. Choose the jewel that the Morroc Jewel Merchant does not sell.";
next;
if (select("Topaz:Garnet:Diamond:Sapphire") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "2. Choose the city where users cannot purchase Monster's Feed from an NPC.";
next;
if (select("Prontera:Morroc:Al De Baran:Alberta") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "3. Choose the closest city to the Maze.";
next;
if (select("Prontera:Morroc:Geffen:Payon") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "4. Choose the monster that is a different type than the others.";
next;
if (select("Muka:Drops:Plankton:Penomena") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "5. Choose the monster with the different attribute.";
next;
if (select("Dokebi:Isis:Giearth:Deviruchi") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "6. Choose the monster that is different in size.";
next;
if (select("Thiefbug (Aggressive):Horn:Metaller:Argos") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "7. Choose the monster which does not drop 'Yggdrasil Leaf'.";
next;
if (select("Marduk:Baphomet Jr.:Angeling:Wanderer") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "8. Choose the NPC that is irrelevant to the Priest job change quest.";
next;
if (select("Paul:Sir Windsor:Peter S. Alberto:Cecilia") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "9. Choose the NPC that is not a citizen of Morroc.";
next;
if (select("Syvia:Akira:Antonio:Dmitrii") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "10. Choose the Kafra lady who has gorgeous blue hair.";
next;
if (select("Pavianne:Roxie:Leilah:Curly Sue") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "11. Choose the skill that is irrelevant to learning Fire Wall, the Mage skill.";
next;
if (select("lvl 4 Fire Bolt:lvl 4 Napalm Beat:lvl 5 Fire Ball:lvl 1 Sight") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "12. How much SP can be restored when learning SP recovery at lvl 6 (without being affected by INT)?";
next;
if (select("14:16:18:21") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "13. How many INT points does a Mage receive as a bonus at job lvl 33?";
next;
if (select("7:6:5:4") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "14. Choose the correct SP consumption and the skill duration for Improve Concentration lvl 5 (Archer skill).";
next;
if (select("45 / 80 sec:50 / 80 sec:45 / 90 sec:50 / 90 sec") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "15. Choose the skill that is irrelevant to learning Maximize Power, the Blacksmith skill.";
next;
if (select("Hilt Binding:Skin Tempering:Hammer Fall:Weapon Perfection") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "16. What is the correct defense rate and ability of Cute Ribbon?";
next;
if (select("0 / SP +20:0 / SP +30:1 / SP +20:1 / SP +30") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "17. Choose the class that cannot equip Saint Robe.";
next;
if (select("Swordman:Merchant:Thief:Acolyte") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "18. Choose the abnormal status that cannot be cured by Green Potion.";
next;
if (select("Silence:Chaos:Blind:Curse") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "19. Choose the correct name for the ancient kingdom that disappeared somewhere in Geffen.";
next;
if (select("Geffayon:Geffenia:Gefenn:Jaffen") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "20. Choose the correct name for the tree that has become the root of this world.";
next;
if (select("Yggdrasil:Iggdrassil:Mastella:Dead Branch") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
break;
case 3:
mes "1. Choose the item that the Magical Tool merchant in Geffen does not sell.";
next;
if (select("Mantle:Wand:Circlet:Silver Robe") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "2. Choose the city where users cannot purchase Blade from an NPC.";
next;
if (select("Prontera:Izlude:Al De Baran:Payon") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "3. Choose the closest city to Glast Heim.";
next;
if (select("Prontera:Geffen:Morroc:Payon") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "4. Choose the monster that is a different type than the others.";
next;
if (select("Aster:Marc:Marse:Marin") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "5. Choose the monster that has a different attribute.";
next;
if (select("Baby Desert Wolf:Smokie:Picky:Choco") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "6. Choose the monster that is different sized.";
next;
if (select("Drake:Wraith:Evil Druid:Khalitzburg") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "7. Choose the monster that does not drop 'Phracon'.";
next;
if (select("Pupa:Peco Peco Egg:Savage Bebe:Baby Desert Wolf") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "8. Choose the NPC that is irrelevant to the Blacksmith job change quest.";
next;
if (select("Altiregen:Geschupenschte:Barcadi:Baisulist") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "9. Choose the NPC that is not a citizen of Al De Baran.";
next;
if (select("RS125:GOD-POING:Stromme:Chemirre") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "10. Choose the Kafra lady who is the youngest among the staff.";
next;
if (select("Pavianne:Roxie:Leilah:Curly Sue") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "11. Choose the correct SP consumption and the number of evasions when using Safety Wall lvl 6.";
next;
if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "12. Choose the correct amount of magic attack for Napalm Beat lvl 6.";
next;
if (select("MATK * 1.2:MATK * 1.3:MATK * 1.4:MATK * 1.5") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "13. Choose the catalyst stone for Mage Solution no. 4 that is used for the Mage job change quest.";
next;
if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:1 carat Diamond") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "14. Choose the correct attack strength and SP consumption for Bash lvl 6, the Swordman skill.";
next;
if (select("250% / 8:280% / 8:280% / 15:310% / 15") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "15. Choose the skill that is irrelevant to learning Claymore Trap, the Hunter skill.";
next;
if (select("Remove Trap:Land Mine:Ankle Snare:Flasher") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "16. Choose the correct defense and ability of Wedding Veil.";
next;
if (select("0 / MDEF +3:0 / MDEF +5:1 / MDEF +3:1 / MDEF +5") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "17. Choose the class that cannot equip Coat.";
next;
if (select("Swordman:Merchant:Thief:Novice") == 4)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "18. Choose the item that is not an ingredient for Blue Dyestuffs.";
next;
if (select("Alcohol:Detrimindexta:Karvodailnirol:Blue Herb") == 3)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "19. When the world was created by the god Odin, what did he use for the material?";
next;
if (select("The heart of Ymir:The nail of Ymir:The tooth of Ymir:The memento of Ymir") == 1)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
mes "20. Choose the metal that has rumored to bring fortune and fame to a person with the destiny.";
next;
if (select("Empelium Gold:Emperium:Emperor:Phracon") == 2)
- set .@sage_t,.@sage_t+5;
+ .@sage_t += 5;
}
mes "[Claytos Verdo]";
if (SAGE_Q == 4) {
@@ -977,7 +977,7 @@ L_AskQuestions:
mes "Excellent! You seem fully qualified to become a Sage!";
else
mes "Excellent! You must have studed really hard for this test!";
- set SAGE_Q,6;
+ SAGE_Q = 6;
changequest 2041,2046;
next;
mes "[Claytos Verdo]";
@@ -985,7 +985,7 @@ L_AskQuestions:
mes "Go visit Professor Hermes for the practical examination.";
}
else if (.@sage_t >= 80) {
- set SAGE_Q,6;
+ SAGE_Q = 6;
changequest 2041,2046;
mes "Yeah, not bad. I assume that you will at least understand what you're going to learn in class.";
next;
@@ -995,7 +995,7 @@ L_AskQuestions:
}
else {
if (SAGE_Q == 4) {
- set SAGE_Q,5;
+ SAGE_Q = 5;
mes "Oh well...what a shame: You failed.";
next;
mes "[Claytos Verdo]";
@@ -1020,11 +1020,11 @@ L_AskQuestions:
mes "You will take the written test under the same conditions as the test you took before. I'll give you 20 questions.";
mes "Each correct answer will give you 5 points. When your score reaches 80 points, you pass the test.";
next;
- set sage_m2,rand(1,3);
+ sage_m2 = rand(1,3);
mes "[Claytos Verdo]";
mes "Okay, there's no need to wait.";
mes "Answer immediately, or I'll fail you again.";
- set SAGE_Q,5;
+ SAGE_Q = 5;
goto L_AskQuestions;
end;
}
@@ -1127,7 +1127,7 @@ yuno_in03,169,180,3 script Practical Examination P 4_M_SAGE_C,{
mes "How about it? Are you ready to take this test?";
next;
if (select("Yes, I am.:Sorry, give me some time.") == 1) {
- set SAGE_Q,7;
+ SAGE_Q = 7;
mes "[Hermes Tris]";
mes "Good, let's start immediately.";
mes "Do your best and come back safely!";
@@ -1135,7 +1135,7 @@ yuno_in03,169,180,3 script Practical Examination P 4_M_SAGE_C,{
warp "job_sage",50,154;
end;
}
- set SAGE_Q,7;
+ SAGE_Q = 7;
mes "[Hermes Tris]";
mes "Yes, you don't need to hurry... take your time and come back.";
close;
@@ -1173,7 +1173,7 @@ yuno_in03,169,180,3 script Practical Examination P 4_M_SAGE_C,{
next;
switch(rand(1,3)) {
case 1:
- set SAGE_Q,9;
+ SAGE_Q = 9;
changequest 2046,2047;
mes "[Hermes Tris]";
mes "Now, you will study Yggdrasil.";
@@ -1187,7 +1187,7 @@ yuno_in03,169,180,3 script Practical Examination P 4_M_SAGE_C,{
mes "I wish you luck.";
close;
case 2:
- set SAGE_Q,11;
+ SAGE_Q = 11;
changequest 2046,2048;
mes "[Hermes Tris]";
mes "Now, you will study monsters.";
@@ -1201,7 +1201,7 @@ yuno_in03,169,180,3 script Practical Examination P 4_M_SAGE_C,{
mes "I wish you luck.";
close;
case 3:
- set SAGE_Q,13;
+ SAGE_Q = 13;
changequest 2046,2049;
mes "[Hermes Tris]";
mes "Now, you will study magic skills that have certain properties.";
@@ -1346,7 +1346,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
mes "Anything is fine as long as it's related to the Yggdrasil tree.";
mes "Seeds or fruits of the tree would be good. I know it's difficult to find, but please try.";
next;
- set SAGE_Q2,1;
+ SAGE_Q2 = 1;
changequest 2047,2050;
mes "[Saphien Layless]";
mes "When we have the reserve items, we will start the class.";
@@ -1471,8 +1471,8 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
mes "^3355FF1 Empty Bottle^000000 which will be used for holding the squid ink.";
next;
- set SAGE_Q2,0;
- set SAGE_Q,10;
+ SAGE_Q2 = 0;
+ SAGE_Q = 10;
changequest 2050,2051;
mes "[Saphien Layless]";
mes "I will help you to write your thesis when you're ready with all those items.";
@@ -1500,36 +1500,36 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
mes "The ocean is coiled up by";
switch(select("A giant ash tree.:A giant snake Yormungandr.:A giant turtle and elephants.:A giant dragon.")) {
case 1:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "A giant ash tree.";
break;
case 2:
mes "A giant snake Yormungandr.";
break;
case 3:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "A giant turtle and elephants.";
break;
case 4:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "A giant dragon.";
break;
}
mes "The continent consists of three places such as,";
switch(select("Mt.Mjolnir, where spiders live,:Uranos, where titans live,:Utgard, where titans live,:Lutie, the winter land,")) {
case 1:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Mt.Mjolnir where spiders live,";
break;
case 2:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Uranos where titans live,";
break;
case 3:
mes "Utgard where titans live,";
break;
case 4:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Lutie, the winter land,";
break;
}
@@ -1538,32 +1538,32 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
mes "Midgard, where humans live in,";
break;
case 2:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Rune-Midgarts, where humans live,";
break;
case 3:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Tritonia, where mermaids live,";
break;
case 4:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Morroc, the desert city,";
break;
}
switch(select("Abguard, where gods live.:Asgard, where gods live.:Schwarzwald, where citizens live.:Prontera, the capital of Rune-Midgarts.")) {
case 1:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Abguard where gods live.";
break;
case 2:
mes "Asgard, where gods live.";
break;
case 3:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Schwarzwald, where citizens live.";
break;
case 4:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Prontera, the capital of Rune-Midgarts.";
break;
}
@@ -1586,30 +1586,30 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
mes "A giant ash tree.";
break;
case 2:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "A fabulous Mastella tree.";
break;
case 3:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "A giant willow.";
break;
case 4:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "A giant dead branch.";
break;
}
mes "The root of Yggdrasil is divided into 3 parts. Those parts reach to 3 places...";
switch(select("Schwarzwald, Jotunnheim, Niflheim.:Midgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Niflheim.")) {
case 1:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Schwarzwald, Jotunnheim, Niflheim.";
break;
case 2:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Midgard, Jotunnheim, Naffleheim.";
break;
case 3:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "Asgard, Jotunnheim, Naffleheim.";
break;
case 4:
@@ -1619,18 +1619,18 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
mes "One who has a Seed of Yggdrasil,";
switch(select("can be cured from all the abnormal statuses.:can restore full HP and SP at once.:can restore half of total HP and SP.:can be cured from Silence, Curse and Chaos.")) {
case 1:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "can be cured from all the abnormal statuses.";
break;
case 2:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "can restore full HP and SP at once.";
break;
case 3:
mes "can restore half of total HP and SP.";
break;
case 4:
- set .@w_point,.@w_point+1;
+ .@w_point += 1;
mes "can be cured from Silence, Curse and Chaos.";
break;
}
@@ -1651,7 +1651,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
next;
mes ".................................";
next;
- set SAGE_Q,15;
+ SAGE_Q = 15;
changequest 2051,2052;
mes "[Saphien Layless]";
mes "Oh, did you finish already? Well done.";
@@ -1758,13 +1758,13 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "Yes, that's what I guessed about you. You're just book smart.";
mes "However, I am sure you will encounter most of the monsters mentioned in my lecture.";
next;
- set sage_m4,rand(1,3);
+ sage_m4 = rand(1,3);
mes "[Lucius Celsus]";
mes "Let's get started.";
mes "Make sure you're ready for the practical examination during my lecture.";
next;
if (sage_m4 == 1) {
- set SAGE_Q2,1;
+ SAGE_Q2 = 1;
changequest 2048,2053;
mes "[Lucius Celsus]";
mes "Go bring the following items to me.";
@@ -1773,7 +1773,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "5 ^3355FFFish Tail^000000.";
}
else if (sage_m4 == 2) {
- set SAGE_Q2,2;
+ SAGE_Q2 = 2;
changequest 2048,2054;
mes "[Lucius Celsus]";
mes "Go bring the following items to me.";
@@ -1782,7 +1782,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "5 ^3355FFHeart of Mermaid^000000.";
}
else {
- set SAGE_Q2,3;
+ SAGE_Q2 = 3;
changequest 2048,2054;
mes "[Lucius Celsus]";
mes "Go bring following items to me.";
@@ -1824,7 +1824,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "Most fish class monsters live underwater, so they are attributed with the water property.";
break;
case 3:
- set sage_m4,4;
+ sage_m4 = 4;
mes "[Lucius Celsus]";
mes "...I didn't know Phens were aggressive nowadays?";
mes "Or do Marina and Plankton team up to start a fight with you?";
@@ -1834,7 +1834,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "They are all fishes and possess water property.";
break;
case 4:
- set sage_m4,4;
+ sage_m4 = 4;
mes "[Lucius Celsus]";
mes "What...! What are you here for!? You are here to study about specific monsters, microcephalic moron!";
mes "Sigh...they are all fishes and possess water property.";
@@ -1852,7 +1852,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "Although you might want to be careful of monsters that recognize magic casting.";
break;
case 2:
- set sage_m4,4;
+ sage_m4 = 4;
mes "[Lucius Celsus]";
mes "What? Fire Bolt! Fire cannot beat water, you imbecile!";
mes "Most fishes are attributed with the water property. Therefore, they are weak to wind property magic spells. Don't you get it?";
@@ -1863,7 +1863,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "However, you will be in trouble if you use the spell in a poorly chosen spot.";
break;
case 4:
- set sage_m4,4;
+ sage_m4 = 4;
mes "[Lucius Celsus]";
mes "I can't fathom such stupidity! This question asks you to choose a property that counters water! Don't you get it?";
mes "Logically, any magic spell possessing the water property cannot overcome the water atrribute monsters!";
@@ -1880,7 +1880,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
next;
switch(rand(1,4)) {
case 1:
- set SAGE_Q2,4;
+ SAGE_Q2 = 4;
if (questprogress(2053)) {
changequest 2053,2056;
}
@@ -1895,7 +1895,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "5 ^3355FFInsect Feeler^000000.";
break;
case 2:
- set SAGE_Q2,5;
+ SAGE_Q2 = 5;
if (questprogress(2053)) {
changequest 2053,2057;
}
@@ -1910,7 +1910,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "5 ^3355FFMoth Dust^000000.";
break;
case 3:
- set SAGE_Q2,6;
+ SAGE_Q2 = 6;
if (questprogress(2053)) {
changequest 2053,2058;
}
@@ -1925,7 +1925,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "5 ^3355FFRainbow Shell^000000.";
break;
case 4:
- set SAGE_Q2,7;
+ SAGE_Q2 = 7;
if (questprogress(2053)) {
changequest 2053,2059;
}
@@ -2000,8 +2000,8 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
next;
- set SAGE_Q2,0;
- set SAGE_Q,12;
+ SAGE_Q2 = 0;
+ SAGE_Q = 12;
if (questprogress(2056)) {
changequest 2056,2051;
}
@@ -2074,7 +2074,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
next;
mes ".................................";
next;
- set SAGE_Q,15;
+ SAGE_Q = 15;
changequest 2051,2052;
mes "[Lucius Celsus]";
mes "Are you done? Okay, then it's over.";
@@ -2179,7 +2179,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{
mes "Please bring me ^3355FF30 Stone^000000, that's all.";
mes "It's not so hard, isn't it?";
next;
- set SAGE_Q2,1;
+ SAGE_Q2 = 1;
changequest 2049,2060;
mes "[Aebecee George]";
mes "Why don't you ask a thief pal for help?";
@@ -2215,7 +2215,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{
mes "[Aebecee George]";
mes "I will give you these elemental ores...but...they are not for free.";
mes "Whoa there cowboy! Don't pull out so soon~ Listen, tee hee~";
- set SAGE_Q2,2;
+ SAGE_Q2 = 2;
changequest 2060,2061;
next;
mes "[Aebecee George]";
@@ -2274,7 +2274,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{
mes "[Aebecee George]";
mes "When you come to the next class, bring ^3355FF1 Holy Water^000000~";
mes "I hope you have at least one Priest friend. Oh, you don't? Well, it couldn't hurt to get friendly with one.";
- set SAGE_Q2,3;
+ SAGE_Q2 = 3;
changequest 2061,2062;
close;
}
@@ -2323,8 +2323,8 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{
mes "[Aebecee George]";
mes "Well, that's it. You can write your thesis with what I've taught you!";
mes "Tee hee~ yes! Yes! I am the best teacher in the world! Oh, I am on fire! Tee hee~";
- set SAGE_Q2,0;
- set SAGE_Q,14;
+ SAGE_Q2 = 0;
+ SAGE_Q = 14;
changequest 2062,2051;
next;
mes "[Aebecee George]";
@@ -2491,7 +2491,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{
next;
mes ".................................";
next;
- set SAGE_Q,15;
+ SAGE_Q = 15;
changequest 2051,2052;
mes "[Aebecee George]";
mes "Tee hee, so... are you done with your thesis? What do you think of your work? I think you did fine~";
@@ -2584,7 +2584,7 @@ OnInit:
OnEnable:
enablenpc "Arena#1";
- set .MyMobs,16;
+ .MyMobs = 16;
monster "job_sage",111,102,"Grade F",1183,1,"Arena#1::OnMyMobDead";
monster "job_sage",120,102,"Grade F",1183,1,"Arena#1::OnMyMobDead";
monster "job_sage",111,93,"Grade F",1183,1,"Arena#1::OnMyMobDead";
@@ -2609,7 +2609,7 @@ OnReset:
end;
OnMyMobDead:
- set .MyMobs,.MyMobs-1;
+ --.MyMobs;
if (.MyMobs < 1) {
mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map;
donpcevent "Arena#2::OnEnable";
@@ -2682,7 +2682,7 @@ OnEnable:
enablenpc "Arena#2";
donpcevent "Arena#1::OnReset";
disablenpc "Arena#1";
- set .MyMobs,24;
+ .MyMobs = 24;
monster "job_sage",111,102,"Numerical Value",1063,1,"Arena#2::OnMyMobDead";
monster "job_sage",111,102,"Physics",1063,1,"Arena#2::OnMyMobDead";
monster "job_sage",111,102,"History",1063,1,"Arena#2::OnMyMobDead";
@@ -2715,7 +2715,7 @@ OnReset:
end;
OnMyMobDead:
- set .MyMobs,.MyMobs-1;
+ --.MyMobs;
if (.MyMobs < 1) {
mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map;
donpcevent "Arena#Doorkeeper::OnEnable";
@@ -2785,7 +2785,7 @@ OnEnable:
enablenpc "Arena#Doorkeeper";
donpcevent "Arena#2::OnReset";
disablenpc "Arena#2";
- set .MyMobs,1;
+ .MyMobs = 1;
monster "job_sage",116,97,"Academic Probation",1179,1,"Arena#Doorkeeper::OnMyMobDead";
initnpctimer;
end;
@@ -2800,10 +2800,10 @@ OnDisable:
end;
OnMyMobDead:
- set .MyMobs,.MyMobs-1;
+ --.MyMobs;
if (.MyMobs < 1) {
mapannounce "job_sage","Congratulations, " + strcharinfo(0) + ". You passed the test.",bc_map;
- set SAGE_Q,8;
+ SAGE_Q = 8;
donpcevent "Test Helper#sg::OnEnable";
disablenpc "Arena#Doorkeeper";
stopnpctimer;
diff --git a/npc/jobs/2-2a/Champion.txt b/npc/jobs/2-2a/Champion.txt
index 7f0f743cd..72eed8840 100644
--- a/npc/jobs/2-2a/Champion.txt
+++ b/npc/jobs/2-2a/Champion.txt
@@ -15,7 +15,7 @@
valkyrie,53,42,3 script Champion#Valkyrie 1_M_HOF,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Champion]";
mes "Congratulations.";
@@ -62,7 +62,7 @@ valkyrie,53,42,3 script Champion#Valkyrie 1_M_HOF,{
close;
}
jobchange Job_Champion;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Champion]";
mes "Congratulations!";
mes "Live as a Champion,";
diff --git a/npc/jobs/2-2a/Clown.txt b/npc/jobs/2-2a/Clown.txt
index 1d9b200bf..173aedb40 100644
--- a/npc/jobs/2-2a/Clown.txt
+++ b/npc/jobs/2-2a/Clown.txt
@@ -17,7 +17,7 @@
valkyrie,53,54,3 script Minstrel#Valkyrie 2_M_BARD_ORIENT,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Minstrel]";
mes "Congratulations.";
@@ -58,7 +58,7 @@ valkyrie,53,54,3 script Minstrel#Valkyrie 2_M_BARD_ORIENT,{
close;
}
jobchange Job_Clown;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Minstrel]";
mes "Congratulations!";
mes "As a Minstrel, your";
diff --git a/npc/jobs/2-2a/Gypsy.txt b/npc/jobs/2-2a/Gypsy.txt
index f8d80cc29..b265cc921 100644
--- a/npc/jobs/2-2a/Gypsy.txt
+++ b/npc/jobs/2-2a/Gypsy.txt
@@ -15,7 +15,7 @@
valkyrie,53,56,3 script Gypsy#Valkyrie 4W_F_01,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Gypsy]";
mes "Congratulations.";
@@ -58,7 +58,7 @@ valkyrie,53,56,3 script Gypsy#Valkyrie 4W_F_01,{
close;
}
jobchange Job_Gypsy;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Gypsy]";
mes "Congratulations!";
mes "As a Gypsy, I know";
diff --git a/npc/jobs/2-2a/Paladin.txt b/npc/jobs/2-2a/Paladin.txt
index 9bd6a46f0..ec97506d3 100644
--- a/npc/jobs/2-2a/Paladin.txt
+++ b/npc/jobs/2-2a/Paladin.txt
@@ -15,7 +15,7 @@
valkyrie,53,39,3 script Paladin#Valkyrie 4_M_CRU_OLD,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Paladin]";
mes "Congratulations.";
@@ -59,7 +59,7 @@ valkyrie,53,39,3 script Paladin#Valkyrie 4_M_CRU_OLD,{
close;
}
jobchange Job_Paladin;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Paladin]";
mes "Congratulations.";
mes "As a Paladin, I hope";
diff --git a/npc/jobs/2-2a/Professor.txt b/npc/jobs/2-2a/Professor.txt
index b42e1627a..68cac14cf 100644
--- a/npc/jobs/2-2a/Professor.txt
+++ b/npc/jobs/2-2a/Professor.txt
@@ -15,7 +15,7 @@
valkyrie,53,47,3 script Scholar#Valkyrie 2_M_SAGE_OLD,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Scholar]";
mes "Congratulations.";
@@ -66,7 +66,7 @@ valkyrie,53,47,3 script Scholar#Valkyrie 2_M_SAGE_OLD,{
close;
}
jobchange Job_Professor;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Scholar]";
mes "Congratulations!";
mes "As a Professor, I hope";
diff --git a/npc/jobs/2-2a/Stalker.txt b/npc/jobs/2-2a/Stalker.txt
index fbc1e060c..34ec24935 100644
--- a/npc/jobs/2-2a/Stalker.txt
+++ b/npc/jobs/2-2a/Stalker.txt
@@ -15,7 +15,7 @@
valkyrie,53,58,3 script Stalker#Valkyrie 4_F_ROGUE,{
if (ADVJOB == 0 || Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Stalker]";
mes "Congratulations.";
@@ -67,7 +67,7 @@ valkyrie,53,58,3 script Stalker#Valkyrie 4_F_ROGUE,{
close;
}
jobchange Job_Stalker;
- set ADVJOB,0;
+ ADVJOB = 0;
mes "[Stalker]";
mes "Congratulations!";
mes "As a Stalker, I hope";
diff --git a/npc/jobs/2-2e/SoulLinker.txt b/npc/jobs/2-2e/SoulLinker.txt
index 597407909..300928c5d 100644
--- a/npc/jobs/2-2e/SoulLinker.txt
+++ b/npc/jobs/2-2e/SoulLinker.txt
@@ -156,7 +156,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
mes "and talk to me at any time.";
close;
}
- set SOUL_Q,1;
+ SOUL_Q = 1;
setquest 6005;
mes "[Kid]";
mes "So you want to become";
@@ -197,7 +197,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
delitem 732,1; //Crystal_Jewel__
delitem 929,1; //Immortal_Heart
delitem 748,1; //Witherless_Rose
- set SOUL_Q,2;
+ SOUL_Q = 2;
changequest 6005,6006;
mes "[Kid]";
mes "Great, I see that you've";
@@ -246,7 +246,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
mes "to wait for very long.";
close;
}
- set SOUL_Q,0;
+ SOUL_Q = 0;
mes "[Kid]";
mes "You've become a warrior";
mes "of the Sun, the Moon and";
@@ -276,7 +276,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
close;
}
donpcevent "Timer#link3::OnEnable";
- set .SoulLinkerTest,1;
+ .SoulLinkerTest = 1;
mes "[Maia]";
mes "Great, I've finished";
mes "the preparations. Now";
@@ -314,7 +314,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
close;
}
donpcevent "Timer#link3::OnEnable";
- set .SoulLinkerTest,1;
+ .SoulLinkerTest = 1;
mes "[Maia]";
mes "Alright then, close";
mes "your eyes and relax.";
@@ -327,7 +327,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
}
OnInit:
- set .SoulLinkerTest,0;
+ .SoulLinkerTest = 0;
end;
}
@@ -360,7 +360,7 @@ OnTouch:
mes "will be able to call upon";
mes "more spirits as a Soul Linker.";
next;
- set SOUL_Q,3;
+ SOUL_Q = 3;
changequest 6006,6007;
mes "[Maia]";
mes "We can only remain in";
@@ -445,7 +445,7 @@ OnTouch:
completequest 6008;
callfunc "Job_Change",Job_Soul_Linker;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
- set SOUL_Q,0;
+ SOUL_Q = 0;
mes "[Maia]";
mes "I wish the best of luck";
mes "in your new life. Surround";
@@ -519,7 +519,7 @@ job_soul,30,35,6 script Monk Spirit#link4 4_M_GRANDMONK,{
mes "is the only chance that I can";
mes "possibly have to do this.";
next;
- set SOUL_Q,4;
+ SOUL_Q = 4;
if (!questprogress(6008)) {
changequest 6007,6008;
}
@@ -568,7 +568,7 @@ job_soul,30,25,7 script Sage Spirit#link5 4_M_SAGE_A,{
mes "it. But to do that, I shall";
mes "require your help. I beg you,";
mes "let me become your spirit ally.";
- set SOUL_Q,4;
+ SOUL_Q = 4;
if (!questprogress(6008)) {
changequest 6007,6008;
}
@@ -612,7 +612,7 @@ job_soul,25,30,5 script Alchemist Spirit#link7 4_F_ALCHE,{
mes "passed away. I cannot go";
mes "on to the next world until I've";
mes "passed on my techniques...";
- set SOUL_Q,4;
+ SOUL_Q = 4;
if (!questprogress(6008)) {
changequest 6007,6008;
}
diff --git a/npc/jobs/novice/supernovice.txt b/npc/jobs/novice/supernovice.txt
index 2887b2ae3..7411e3533 100644
--- a/npc/jobs/novice/supernovice.txt
+++ b/npc/jobs/novice/supernovice.txt
@@ -209,7 +209,7 @@ aldeba_in,223,167,3 script Tzerero#sn 4_M_SEAMAN,{
mes "an ordinary number.";
mes "Hahahahaha~";
next;
- set SUPNOV_Q,1;
+ SUPNOV_Q = 1;
setquest 6010;
mes "[Tzerero]";
mes "Good luck, my friend.";
@@ -430,7 +430,7 @@ aldebaran,54,238,5 script Kafra Employee#sn 4_F_KAFRA1,{
close;
}
if (Zeny >= 1899) {
- set RESRVPTS, RESRVPTS + 190;
+ RESRVPTS += 190;
Zeny -= 1900;
if (getskilllv("MC_PUSHCART") > 0) setcart;
mes "[Kafra Employee]";
diff --git a/npc/jobs/valkyrie.txt b/npc/jobs/valkyrie.txt
index 651fd2b65..0439033b9 100644
--- a/npc/jobs/valkyrie.txt
+++ b/npc/jobs/valkyrie.txt
@@ -143,12 +143,12 @@ valkyrie,48,86,4 script Valkyrie# 4_F_VALKYRIE,{
mes "One...";
mes "Two......";
mes "And Three.";
- set ADVJOB, Class+Job_Novice_High; //memo the target 3rd Job ID
- if(ADVJOB == Job_Lord_Knight2) set ADVJOB,Job_Lord_Knight;
- if(ADVJOB == Job_Paladin2) set ADVJOB,Job_Paladin;
+ ADVJOB = Class+Job_Novice_High; //memo the target 3rd Job ID
+ if(ADVJOB == Job_Lord_Knight2) ADVJOB = Job_Lord_Knight;
+ if(ADVJOB == Job_Paladin2) ADVJOB = Job_Paladin;
jobchange Job_Novice_High;
resetlvl(1);
- set MISC_QUEST,MISC_QUEST | 1024; //<-reset Skill Reset Event
+ MISC_QUEST |= 1024; //<-reset Skill Reset Event
skill 142,1,0;
skill 143,1,0;
completequest 1000;
@@ -232,7 +232,7 @@ yuno_in02,88,164,5 script Metheus Sylphe#Library 2_M_SAGE_B,{
if (select("Donate.:Cancel.") == 1) {
if (Zeny >= 1285000) {
Zeny -= 1285000;
- set valkyrie_Q,1;
+ valkyrie_Q = 1;
mes "[Metheus Sylphe]";
mes "Thank you, your donation will be used for a good cause. You may";
mes "now go in and read the book.";
@@ -324,7 +324,7 @@ yuno_in02,93,207,1 script Book of Ymir HIDDEN_NPC,{
mes "So, I am leaving this record in hope that someone in the future";
mes "can confirm that Valkyrie and Valhalla actually exist...";
next;
- set valkyrie_Q,2;
+ valkyrie_Q = 2;
if(!questprogress(1000)) {
setquest 1000;
}
@@ -352,7 +352,7 @@ yuno_in05,49,43,1 script Heart of Ymir HIDDEN_NPC,{
valkyrie,44,33,5 script Teleporter 4_F_TELEPORTER,{
if (Upper != 1) {
- set .@karma_d,rand(1,10);
+ .@karma_d = rand(1,10);
if (.@karma_d > 4) {
mes "[Teleporter]";
mes "Congratulations.";