function script Debug {
if(!@debug_npc) goto L_Begin;
mes "The debug NPCs have been deprecated. Please use this command instead:";
mes "";
mes "%%E ##a@debug##0";
@debug_npc = 0;
goto L_close;
L_Begin:
@debug_mask = 65535;
@debug_shift = 0;
@mexp = ((MAGIC_EXPERIENCE & @debug_mask) >> @debug_shift);
mes "What do you want to do?";
menu
"Change my level.", L_Level,
"Change my stats.", L_Status,
"Change my basic skills.", L_BasicSkills,
"Change my focus skills.", L_FocusSkills,
"Change my magic skills.", L_MagicSkills,
"Add everything.", L_AddAll,
"Reset everything.", L_ResetAll,
"Close.", L_close;
L_Level:
mes "What level do you want to be (min: 1 - max: 99)?";
input @lvl;
if (@lvl < 1)
goto L_LevelTooLow;
if (@lvl > 99)
goto L_LevelTooHigh;
if (BaseLevel == @lvl)
goto L_SameLevel;
BaseLevel = @lvl;
resetstatus;
mes "You are now level " + BaseLevel + ".";
goto L_Begin;
L_LevelTooLow:
mes "Bad choice. Minimum level is 1.";
next;
goto L_Begin;
L_LevelTooHigh:
mes "Bad choice. Maximum level is 99.";
next;
goto L_Begin;
L_SameLevel:
mes "You already are level " + @lvl + ".";
next;
goto L_Begin;
L_Status:
mes "What do you want to do?";
menu
"Set all of my stats myself.", L_ChangeStrength,
"Set one of my stats myself.", L_ChangeSingleStat,
"Get maximum points in all stats.", L_ChangeAllStats,
"Reset my status points.", L_ResetStatusPoints,
"Back to the main menu.", L_Begin,
"Close.", L_close;
L_ChangeAllStats:
Str = 99;
Agi = 99;
Vit = 99;
Int = 99;
Dex = 99;
Luk = 99;
mes "You now have 99 in all stats.";
next;
goto L_Begin;
L_ChangeStrength:
mes "How much strength do you want to have (min: 1 - max: 99)?";
input @str;
if (@str < 1)
goto L_StatTooLow;
if (@str > 99)
goto L_StatTooHigh;
Str = @str;
goto L_ChangeAgility;
L_ChangeAgility:
mes "How much agility do you want to have (min: 1 - max: 99)?";
input @agi;
if (@agi < 1)
goto L_StatTooLow;
if (@agi > 99)
goto L_StatTooHigh;
Agi = @agi;
goto L_ChangeVitality;
L_ChangeVitality:
mes "How much vitality do you want to have (min: 1 - max: 99)?";
input @vit;
if (@vit < 1)
goto L_StatTooLow;
if (@vit > 99)
goto L_StatTooHigh;
Vit = @vit;
goto L_ChangeIntelligence;
L_ChangeIntelligence:
mes "How much intelligence do you want to have (min: 1 - max: 99)?";
input @int;
if (@int < 1)
goto L_StatTooLow;
if (@int > 99)
goto L_StatTooHigh;
Int = @int;
goto L_ChangeDexterity;
L_ChangeDexterity:
mes "How much dexterity do you want to have (min: 1 - max: 99)?";
input @dex;
if (@dex < 1)
goto L_StatTooLow;
if (@dex > 99)
goto L_StatTooHigh;
Dex = @dex;
goto L_ChangeLuck;
L_ChangeLuck:
mes "How much luck do you want to have (min: 1 - max: 99)?";
input @luk;
if (@luk < 1)
goto L_StatTooLow;
if (@luk > 99)
goto L_StatTooHigh;
Luk = @luk;
mes "You now have " + Str + " in strength.";
mes "You now have " + Agi + " in agility.";
mes "You now have " + Vit + " in vitality.";
mes "You now have " + Int + " in intelligence.";
mes "You now have " + Dex + " in dexterity.";
mes "You now have " + Luk + " in luck.";
next;
goto L_Begin;
L_StatTooLow:
mes "Bad choice. Minimum stat value is 1. Aborting.";
next;
goto L_Status;
L_StatTooHigh:
mes "Bad choice. Maximum stat value is 99. Aborting.";
next;
goto L_Status;
L_ChangeSingleStat:
mes "Which stat do you want to change?";
menu
"Strength.", L_ChangeStrengthSingle,
"Agility.", L_ChangeAgilitySingle,
"Vitality.", L_ChangeVitalitySingle,
"Intelligence.", L_ChangeIntelligenceSingle,
"Dexterity.", L_ChangeDexteritySingle,
"Luck.", L_ChangeLuckSingle,
"Back to the main menu.", L_Begin,
"Close.", L_close;
L_ChangeStrengthSingle:
mes "How much strength do you want to have (min: 1 - max: 99)?";
input @str;
if (@str < 1)
goto L_StatTooLow;
if (@str > 99)
goto L_StatTooHigh;
Str = @str;
mes "You now have " + Str + " in strength.";
next;
goto L_Begin;
L_ChangeAgilitySingle:
mes "How much agility do you want to have (min: 1 - max: 99)?";
input @agi;
if (@agi < 1)
goto L_StatTooLow;
if (@agi > 99)
goto L_StatTooHigh;
Agi = @agi;
mes "You now have " + Agi + " in agility.";
next;
goto L_Begin;
L_ChangeVitalitySingle:
mes "How much vitality do you want to have (min: 1 - max: 99)?";
input @vit;
if (@vit < 1)
goto L_StatTooLow;
if (@vit > 99)
goto L_StatTooHigh;
Vit = @vit;
mes "You now have " + Vit + " in vitality.";
next;
goto L_Begin;
L_ChangeIntelligenceSingle:
mes "How much intelligence do you want to have (min: 1 - max: 99)?";
input @int;
if (@int < 1)
goto L_StatTooLow;
if (@int > 99)
goto L_StatTooHigh;
Int = @int;
mes "You now have " + Int + " in intelligence.";
next;
goto L_Begin;
L_ChangeDexteritySingle:
mes "How much dexterity do you want to have (min: 1 - max: 99)?";
input @dex;
if (@dex < 1)
goto L_StatTooLow;
if (@dex > 99)
goto L_StatTooHigh;
Dex = @dex;
mes "You now have " + Dex + " in dexterity.";
next;
goto L_Begin;
L_ChangeLuckSingle:
mes "How much luck do you want to have (min: 1 - max: 99)?";
input @luk;
if (@luk < 1)
goto L_StatTooLow;
if (@luk > 99)
goto L_StatTooHigh;
Luk = @luk;
mes "You now have " + Luk + " in luck.";
next;
goto L_Begin;
L_ResetStatusPoints:
resetstatus;
mes "Stats successfully resetted.";
next;
goto L_Begin;
L_BasicSkills:
@emote = getskilllv(SKILL_EMOTE);
@trade = getskilllv(SKILL_TRADE);
@party = getskilllv(SKILL_PARTY);
menu
"Overview of my basic skills.", L_BasicSkillsOverview,
"Add basic skills.", L_AddBasicSkills,
"Reset basic skills.", L_ResetBasicSkills,
"Back to main menu.", L_Begin,
"Close.", L_close;
L_BasicSkillsOverview:
mes "Your level in the emote skill is " + @emote + ".";
mes "Your level in the trade skill is " + @trade + ".";
mes "Your level in the party skill is " + @party + ".";
next;
goto L_BasicSkills;
L_AddBasicSkills:
menu
"Emote", L_ChangeEmoteSkill,
"Trade.", L_ChangeTradeSkill,
"Party.", L_ChangePartySkill,
"All basic skills to their maximum level.", L_AllBasicSkills,
"Back to the basic skills menu.", L_BasicSkills,
"Close.", L_close;
L_ChangeEmoteSkill:
mes "Your level in the emote skill is " + @emote + ". What do you want to do?";
menu
"Get level 0.", L_Next,
"Get level 1.", L_ChangeEmoteSkill1;
L_Next:
if (@menu == 1)
addtoskill SKILL_EMOTE, 0;
mes "Emote skill changed to level 0.";
next;
goto L_BasicSkills;
L_ChangeEmoteSkill1:
addtoskill SKILL_EMOTE, 1;
mes "Emote skill changed to level 1.";
next;
goto L_BasicSkills;
L_ChangeTradeSkill:
mes "Your level in the trade skill is " + @trade + ". What do you want to do?";
menu
"Get level 0.", L_Next1,
"Get level 1.", L_ChangeTradeSkill1;
L_Next1:
if (@menu == 1)
addtoskill SKILL_TRADE, 0;
mes "Trade skill changed to level 0.";
next;
goto L_BasicSkills;
L_ChangeTradeSkill1:
addtoskill SKILL_TRADE, 1;
mes "Trade skill changed to level 1.";
next;
goto L_BasicSkills;
L_ChangePartySkill:
mes "Your level in the party skill is " + @trade + ". What do you want to do?";
menu
"Get level 0.", L_Next2,
"Get level 1.", L_ChangePartySkill1,
"Get level 2.", L_ChangePartySkill2;
L_Next2:
if (@menu == 1)
addtoskill SKILL_PARTY, 0;
mes "Party skill changed to level 0.";
next;
goto L_BasicSkills;
L_ChangePartySkill1:
addtoskill SKILL_PARTY, 1;
mes "Party skill changed to level 1.";
next;
goto L_BasicSkills;
L_ChangePartySkill2:
addtoskill SKILL_PARTY, 2;
mes "Party skill changed to level 2.";
next;
goto L_BasicSkills;
L_AllBasicSkills:
addtoskill SKILL_EMOTE, 1;
addtoskill SKILL_TRADE, 1;
addtoskill SKILL_PARTY, 2;
mes "Basic skills added.";
next;
goto L_BasicSkills;
L_ResetBasicSkills:
addtoskill SKILL_EMOTE, 0;
addtoskill SKILL_TRADE, 0;
addtoskill SKILL_PARTY, 0;
mes "Basic skills removed.";
next;
goto L_BasicSkills;
L_FocusSkills:
@pool = getskilllv(SKILL_POOL);
@mallard = getskilllv(SKILL_MALLARDS_EYE);
@brawling = getskilllv(SKILL_BRAWLING);
@speed = getskilllv(SKILL_SPEED);
@poison = getskilllv(SKILL_RESIST_POISON);
@astralsoul = getskilllv(SKILL_ASTRAL_SOUL);
@raging = getskilllv(SKILL_RAGING);
menu
"Overview of my focus skills.", L_SeeFocusSkills,
"Focus or unfocus.", L_Unfocus,
"Add focus skills.", L_ChangeFocusSkills,
"Reset focus skills.", L_ResetFocusSkills,
"Back to the main menu.", L_Begin,
"Close.", L_close;
L_SeeFocusSkills:
cleararray @skilllist_name$[0], "", 8;
cleararray @skilllist_id[0], 0, 8;
cleararray @skilllist_count[0], 0, 8;
getactivatedpoolskilllist;
if (@skilllist_count == 0)
goto L_NotFocusedMessage;
if (@skilllist_count != 0)
mes "You are currently focused on the " + @skilllist_name$[@skilllist_count-1] + " skill.";
goto L_FocusSkills;
L_NotFocusedMessage:
mes "You are not focused on any skill right now.";
goto L_FocusSkillsOverview;
L_FocusSkillsOverview:
mes "Your focusing skill level is " + @pool + ".";
mes "Your mallard's eye skill level is " + @mallard + ".";
mes "Your brawling skill level is " + @brawling + ".";
mes "Your speed skill level is " + @speed + ".";
mes "Your resist poison skill level is " + @poison + ".";
mes "Your astral soul skill level is " + @astralsoul + ".";
mes "Your raging skill level is " + @raging + ".";
next;
goto L_FocusSkills;
L_Unfocus:
cleararray @skilllist_name$[0], "", 8;
cleararray @skilllist_id[0], 0, 8;
cleararray @skilllist_count[0], 0, 8;
if (getskilllv(SKILL_POOL) == 0)
addtoskill SKILL_POOL, 1;
getactivatedpoolskilllist;
if (@skilllist_count == 0)
goto L_Focus;
getactivatedpoolskilllist;
if (@skilllist_count != 0)
goto L_AskUnfocus;
mes "You are not focused on a skill at the moment.";
goto L_FocusSkills;
L_Focus:
cleararray @skilllist_name$[0], "", 8;
cleararray @skilllist_id[0], 0, 8;
cleararray @skilllist_count[0], 0, 8;
getunactivatedpoolskilllist;
if (@skilllist_count == 0)
goto L_NoFocusSkills;
@skilllist_id[@skilllist_count] = 0;
@skilllist_name$[@skilllist_count] = "Back to the focus skills menu.";
mes "You are not focused on any focus skill right now. Which one do you want to focus on?";
menu
@skilllist_name$[0], L_MenuItems,
@skilllist_name$[1], L_MenuItems,
@skilllist_name$[2], L_MenuItems,
@skilllist_name$[3], L_MenuItems,
@skilllist_name$[4], L_MenuItems,
@skilllist_name$[5], L_MenuItems,
@skilllist_name$[6], L_MenuItems,
@skilllist_name$[7], L_MenuItems;
L_MenuItems:
@menu = @menu - 1;
poolskill @skilllist_id[@menu];
goto L_FocusSkills;
L_NoFocusSkills:
mes "You have no skills to focus on or unfocus from.";
goto L_FocusSkills;
L_AskUnfocus:
mes "Unfocus " + @skilllist_name$[@skilllist_count-1] + "?";
menu
"Yes.", L_Next3,
"No.", L_FocusSkills;
L_Next3:
unpoolskill @skilllist_id[@skilllist_count-1];
goto L_FocusSkills;
L_ChangeFocusSkills:
menu
"Focusing.", L_ChangeFocusingSkill,
"Mallard's Eye.", L_ChangeMallardsEyeSkill,
"Brawling.", L_ChangeBrawlingSkill,
"Speed.", L_ChangeSpeedSkill,
"Resist Poison.", L_ChangeResistPoisonSkill,
"Astral Soul.", L_ChangeAstralSoulSkill,
"Raging.", L_ChangeRagingSkill,
"All focus skills to their maximum level.", L_AllFocusSkills,
"Back to the focus skills menu.", L_FocusSkills,
"Close.", L_close;
L_BadSkillLevel:
mes "Invalid skill level.";
next;
goto L_ChangeFocusSkills;
L_ChangeFocusingSkill:
mes "Enter the level you want to be in this skill (min: 0 - max: 1).";
input @lvl;
if (@lvl > 1)
goto L_BadSkillLevel;
addtoskill SKILL_POOL, @lvl;
next;
goto L_FocusSkills;
L_ChangeMallardsEyeSkill:
mes "Enter the level you want to be in this skill (min: 0 - max: 9).";
input @lvl;
if (@lvl > 9)
goto L_BadSkillLevel;
addtoskill SKILL_MALLARDS_EYE, @lvl;
next;
goto L_FocusSkills;
L_ChangeBrawlingSkill:
mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
input @lvl;
if (@lvl > 9)
goto L_BadSkillLevel;
addtoskill SKILL_BRAWLING, @lvl;
next;
goto L_FocusSkills;
L_ChangeSpeedSkill:
mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
input @lvl;
if (@lvl > 9)
goto L_BadSkillLevel;
addtoskill SKILL_SPEED, @lvl;
next;
goto L_FocusSkills;
L_ChangeResistPoisonSkill:
mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
input @lvl;
if (@lvl > 9)
goto L_BadSkillLevel;
addtoskill SKILL_RESIST_POISON, @lvl;
next;
goto L_FocusSkills;
L_ChangeAstralSoulSkill:
mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
input @lvl;
if (@lvl > 9)
goto L_BadSkillLevel;
addtoskill SKILL_ASTRAL_SOUL, @lvl;
next;
goto L_FocusSkills;
L_ChangeRagingSkill:
mes "Enter the lvl you want to be in this skill (min: 0 - max: 9).";
input @lvl;
if (@lvl > 9)
goto L_BadSkillLevel;
addtoskill SKILL_RAGING, @lvl;
next;
goto L_FocusSkills;
L_AllFocusSkills:
addtoskill SKILL_POOL, 1;
addtoskill SKILL_MALLARDS_EYE, 9;
addtoskill SKILL_BRAWLING, 9;
addtoskill SKILL_SPEED, 9;
addtoskill SKILL_RESIST_POISON, 9;
addtoskill SKILL_ASTRAL_SOUL, 9;
addtoskill SKILL_RAGING, 9;
mes "Focus skills added.";
next;
goto L_FocusSkills;
L_ResetFocusSkills:
addtoskill SKILL_POOL, 0;
addtoskill SKILL_MALLARDS_EYE, 0;
addtoskill SKILL_BRAWLING, 0;
addtoskill SKILL_SPEED, 0;
addtoskill SKILL_RESIST_POISON, 0;
addtoskill SKILL_ASTRAL_SOUL, 0;
addtoskill SKILL_RAGING, 0;
mes "Focus skills removed.";
next;
goto L_FocusSkills;
L_MagicSkills:
@general = getskilllv(SKILL_MAGIC);
@life = getskilllv(SKILL_MAGIC_LIFE);
@war = getskilllv(SKILL_MAGIC_WAR);
@trans = getskilllv(SKILL_MAGIC_TRANSMUTE);
@nature = getskilllv(SKILL_MAGIC_NATURE);
@astral = getskilllv(SKILL_MAGIC_ASTRAL);
@dark = getskilllv(SKILL_MAGIC_DARK);
menu
"Overview of my magical skills.", L_MagicSkillsOverview,
"Get magic skills.", L_ChangeMagicSkills,
"Get magic experience.", L_MagicExperience,
"All magic skills to their maximum level and maximum magic experience.", L_GetAllMagic,
"Reset magic skills and experience.", L_ResetMagicSkills,
"Back to the main menu.", L_Begin,
"Close.", L_close;
L_MagicSkillsOverview:
mes "Your current magic experience skill is " + @mexp + ".";
mes "Your level in the general magic skill is " + @general + ".";
mes "Your level in the life magic skill is " + @life + ".";
mes "Your level in the war magic skill is " + @war + ".";
mes "Your level in the transmutation magic skill is " + @trans + ".";
mes "Your level in the nature magic skill is " + @nature + ".";
mes "Your level in the astral magic skill is " + @astral + ".";
mes "Your level in the dark magic skill is " + @dark + ".";
next;
goto L_MagicSkills;
L_MagicExperience:
mes "Your current magic experience is " + @mexp + ".";
if (@general == 0
&& @life == 0
&& @war == 0
&& @trans == 0
&& @nature == 0
&& @astral == 0
&& @dark == 0)
goto L_NoMagicSkills;
goto L_ChangeMagicExperience;
L_NoMagicSkills:
mes "You can't have magic experience, since you have no magic skills yet.";
goto L_MagicSkills;
L_ChangeMagicExperience:
mes "Set the desired magic experience (min: 0 - max: 8000).";
input @value;
if (@value < 0 || @value > 8000)
goto L_WrongMagicExperience;
@mexp = @value;
callsub S_Update_Mask;
mes "You now have " + @mexp + " magic experience points.";
goto L_MagicSkills;
L_WrongMagicExperience:
mes "Wrong value informed. Aborting.";
goto L_MagicSkills;
L_ChangeMagicSkills:
menu
"General Magic.", L_ChangeGeneralMagicSkill,
"Life Magic.", L_ChangeLifeMagicSkill,
"War Magic.", L_ChangeWarMagicSkill,
"Transmutation Magic.", L_ChangeTransmutationMagicSkill,
"Nature Magic.", L_ChangeNatureMagicSkill,
"Astral Magic.", L_ChangeAstralMagicSkill,
"Dark Magic.", L_ChangeDarkMagicSkill,
"Back to the magic skills menu.", L_MagicSkills,
"Close.", L_close;
L_ChangeGeneralMagicSkill:
mes "Your level in the general magic skill is " + @general + ". What do you want to do?";
menu
"Get level 0.", L_Next4,
"Get level 1.", L_ChangeGeneralMagicSkill1,
"Get level 2.", L_ChangeGeneralMagicSkill2;
L_Next4:
if (@menu == 1)
addtoskill SKILL_MAGIC, 0;
mes "General Magic skill changed to level 0.";
next;
goto L_MagicSkills;
L_ChangeGeneralMagicSkill1:
addtoskill SKILL_MAGIC, 1;
mes "General Magic skill changed to level 1.";
next;
goto L_MagicSkills;
L_ChangeGeneralMagicSkill2:
addtoskill SKILL_MAGIC, 2;
if (@mexp < 100)
@mexp = 100;
callsub S_Update_Mask;
mes "General Magic skill changed to level 2.";
next;
goto L_MagicSkills;
L_ChangeLifeMagicSkill:
mes "Your level in the life magic skill is " + @life + ". What do you want to do?";
menu
"Get level 0.", L_Next5,
"Get level 1.", L_ChangeLifeMagicSkill1,
"Get level 2.", L_ChangeLifeMagicSkill2;
L_Next5:
if (@menu == 1)
addtoskill SKILL_MAGIC_LIFE, 0;
mes "Life Magic skill changed to level 0.";
next;
goto L_MagicSkills;
L_ChangeLifeMagicSkill1:
addtoskill SKILL_MAGIC_LIFE, 1;
mes "Life Magic skill changed to level 1.";
next;
goto L_MagicSkills;
L_ChangeLifeMagicSkill2:
addtoskill SKILL_MAGIC_LIFE, 2;
if (@mexp < 100)
@mexp = 100;
callsub S_Update_Mask;
mes "Life Magic skill changed to level 2.";
next;
goto L_MagicSkills;
L_ChangeWarMagicSkill:
mes "Your level in the war magic skill is " + @war + ". What do you want to do?";
menu
"Get level 0.", L_Next6,
"Get level 1.", L_ChangeWarMagicSkill1,
"Get level 2.", L_ChangeWarMagicSkill2;
L_Next6:
if (@menu == 1)
addtoskill SKILL_MAGIC_WAR, 0;
mes "War Magic skill changed to level 0.";
next;
goto L_MagicSkills;
L_ChangeWarMagicSkill1:
addtoskill SKILL_MAGIC_WAR, 1;
mes "War Magic skill changed to level 1.";
next;
goto L_MagicSkills;
L_ChangeWarMagicSkill2:
addtoskill SKILL_MAGIC_WAR, 2;
if (@mexp < 100)
@mexp = 100;
callsub S_Update_Mask;
mes "War Magic skill changed to level 2.";
next;
goto L_MagicSkills;
L_ChangeTransmutationMagicSkill:
mes "Your level in the transmutation magic skill is " + @trans + ". What do you want to do?";
menu
"Get level 0.", L_Next7,
"Get level 1.", L_ChangeTransmutationMagicSkill1,
"Get level 2.", L_ChangeTransmutationMagicSkill2;
L_Next7:
if (@menu == 1)
addtoskill SKILL_MAGIC_TRANSMUTE, 0;
mes "Transmutation Magic skill changed to level 0.";
next;
goto L_MagicSkills;
L_ChangeTransmutationMagicSkill1:
addtoskill SKILL_MAGIC_TRANSMUTE, 1;
mes "Transmutation Magic skill changed to level 1.";
next;
goto L_MagicSkills;
L_ChangeTransmutationMagicSkill2:
addtoskill SKILL_MAGIC_TRANSMUTE, 2;
if (@mexp < 100)
@mexp = 100;
callsub S_Update_Mask;
mes "Transmutation Magic skill changed to level 2.";
next;
goto L_MagicSkills;
L_ChangeNatureMagicSkill:
mes "Your level in the nature magic skill is " + @nature + ". What do you want to do?";
menu
"Get level 0.", L_Next8,
"Get level 1.", L_ChangeNatureMagicSkill1,
"Get level 2.", L_ChangeNatureMagicSkill2;
L_Next8:
if (@menu == 1)
addtoskill SKILL_MAGIC_NATURE, 0;
mes "Nature Magic skill changed to level 0.";
next;
goto L_MagicSkills;
L_ChangeNatureMagicSkill1:
addtoskill SKILL_MAGIC_NATURE, 1;
mes "Nature Magic skill changed to level 1.";
next;
goto L_MagicSkills;
L_ChangeNatureMagicSkill2:
addtoskill SKILL_MAGIC_NATURE, 2;
if (@mexp < 100)
@mexp = 100;
callsub S_Update_Mask;
mes "Nature Magic skill changed to level 2.";
next;
goto L_MagicSkills;
L_ChangeAstralMagicSkill:
mes "Your level in the astral magic skill is " + @astral + ". What do you want to do?";
menu
"Get level 0.", L_Next9,
"Get level 1.", L_ChangeAstralMagicSkill1,
"Get level 2.", L_ChangeAstralMagicSkill2;
L_Next9:
if (@menu == 1)
addtoskill SKILL_MAGIC_ASTAL, 0;
mes "Astral Magic skill changed to level 0.";
next;
goto L_MagicSkills;
L_ChangeAstralMagicSkill1:
addtoskill SKILL_MAGIC_ASTRAL, 1;
mes "Astral Magic skill changed to level 1.";
next;
goto L_MagicSkills;
L_ChangeAstralMagicSkill2:
addtoskill SKILL_MAGIC_ASTRAL, 2;
if (@mexp < 100)
@mexp = 100;
callsub S_Update_Mask;
mes "Astral Magic skill changed to level 2.";
next;
goto L_MagicSkills;
L_ChangeDarkMagicSkill:
mes "Your level in the dark magic skill is " + @dark + ". What do you want to do?";
menu
"Get level 0.", L_Next10,
"Get level 1.", L_ChangeDarkMagicSkill1,
"Get level 2.", L_ChangeDarkMagicSkill2;
L_Next10:
if (@menu == 1)
addtoskill SKILL_MAGIC_DARK, 0;
mes "Dark Magic skill changed to level 0.";
next;
goto L_MagicSkills;
L_ChangeDarkMagicSkill1:
addtoskill SKILL_MAGIC_DARK, 1;
mes "Dark Magic skill changed to level 1.";
next;
goto L_MagicSkills;
L_ChangeDarkMagicSkill2:
addtoskill SKILL_MAGIC_DARK, 2;
if (@mexp < 100)
@mexp = 100;
callsub S_Update_Mask;
mes "Dark Magic skill changed to level 2.";
next;
goto L_MagicSkills;
S_Update_Mask:
set MAGIC_EXPERIENCE,
(MAGIC_EXPERIENCE & ~(@debug_mask))
| (@mexp << @debug_shift);
return;
L_GetAllMagic:
addtoskill SKILL_MAGIC, 5;
addtoskill SKILL_MAGIC_LIFE, 5;
addtoskill SKILL_MAGIC_WAR, 5;
addtoskill SKILL_MAGIC_TRANSMUTE, 5;
addtoskill SKILL_MAGIC_NATURE, 5;
addtoskill SKILL_MAGIC_ASTRAL, 5;
addtoskill SKILL_MAGIC_DARK, 5;
@mexp = 8000;
callsub S_Update_Mask;
mes "Magic skills added.";
next;
goto L_MagicSkills;
L_ResetMagicSkills:
addtoskill SKILL_MAGIC, 0;
addtoskill SKILL_MAGIC_LIFE, 0;
addtoskill SKILL_MAGIC_WAR, 0;
addtoskill SKILL_MAGIC_TRANSMUTE, 0;
addtoskill SKILL_MAGIC_NATURE, 0;
addtoskill SKILL_MAGIC_ASTRAL, 0;
addtoskill SKILL_MAGIC_DARK, 0;
@mexp = 0;
callsub S_Update_Mask;
mes "Magic skills removed.";
next;
goto L_MagicSkills;
L_AddAll:
addtoskill SKILL_EMOTE, 1;
addtoskill SKILL_TRADE, 1;
addtoskill SKILL_PARTY, 2;
addtoskill SKILL_POOL, 1;
addtoskill SKILL_MALLARDS_EYE, 9;
addtoskill SKILL_BRAWLING, 9;
addtoskill SKILL_SPEED, 9;
addtoskill SKILL_RESIST_POISON, 9;
addtoskill SKILL_ASTRAL_SOUL, 9;
addtoskill SKILL_RAGING, 9;
addtoskill SKILL_MAGIC, 5;
addtoskill SKILL_MAGIC_LIFE, 5;
addtoskill SKILL_MAGIC_WAR, 5;
addtoskill SKILL_MAGIC_TRANSMUTE, 5;
addtoskill SKILL_MAGIC_NATURE, 5;
addtoskill SKILL_MAGIC_ASTRAL, 5;
addtoskill SKILL_MAGIC_DARK, 5;
@mexp = 8000;
resetstatus;
BaseLevel = 99;
mes "All skills added to their maximum level.";
mes "Maximum number of Magic Experience points.";
mes "You are now level " + BaseLevel + ".";
next;
goto L_Begin;
L_ResetAll:
cleararray @skilllist_name$[0], "", 8;
cleararray @skilllist_id[0], 0, 8;
cleararray @skilllist_count[0], 0, 8;
addtoskill SKILL_EMOTE, 0;
addtoskill SKILL_TRADE, 0;
addtoskill SKILL_PARTY, 0;
addtoskill SKILL_POOL, 0;
addtoskill SKILL_MALLARDS_EYE, 0;
addtoskill SKILL_BRAWLING, 0;
addtoskill SKILL_SPEED, 0;
addtoskill SKILL_RESIST_POISON, 0;
addtoskill SKILL_ASTRAL_SOUL, 0;
addtoskill SKILL_RAGING, 0;
addtoskill SKILL_MAGIC, 0;
addtoskill SKILL_MAGIC_LIFE, 0;
addtoskill SKILL_MAGIC_WAR, 0;
addtoskill SKILL_MAGIC_TRANSMUTE, 0;
addtoskill SKILL_MAGIC_NATURE, 0;
addtoskill SKILL_MAGIC_ASTRAL, 0;
addtoskill SKILL_MAGIC_DARK, 0;
@mexp = 0;
callsub S_Update_Mask;
resetstatus;
BaseLevel = 1;
mes "All skills removed.";
mes "Minimum number of Magic Experience points.";
mes "You are now level " + BaseLevel + ".";
next;
goto L_Begin;
L_close:
close2;
return;
}
- script Debug Spell NPC32767,{
if(!debug && getgmlevel() < CMD_DEBUG) end;
callfunc "Debug";
end;
OnDeprecated:
message strcharinfo(0), "Debug : ##3The #debug spell has been superseded by the ##B@debug##b command.";
end;
OnInit:
registercmd "@debug", "Debug Spell";
registercmd "#debug", "Debug Spell::OnDeprecated";
end;
}
029-2,30,26,0 script Debug#0 NPC154,{
@debug_npc = 1;
callfunc "Debug";
end;
OnInit:
if (!debug)
disablenpc "Debug#0";
end;
}
001-1,53,47,0 script Debug#1 NPC154,{
@debug_npc = 1;
callfunc "Debug";
end;
OnInit:
if (!debug)
disablenpc "Debug#1";
end;
}
009-1,45,33,0 script Debug#2 NPC154,{
@debug_npc = 1;
callfunc "Debug";
end;
OnInit:
if (!debug)
disablenpc "Debug#2";
end;
}
020-1,75,85,0 script Debug#3 NPC154,{
@debug_npc = 1;
callfunc "Debug";
end;
OnInit:
if (!debug)
disablenpc "Debug#3";
end;
}
027-2,125,103,0 script Debug#5 NPC154,{
@debug_npc = 1;
callfunc "Debug";
end;
OnInit:
if (!debug)
disablenpc "Debug#5";
end;
}