1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
|
function script ClearVariables {
if (@login_event != 1) goto L_Deprecated;
// Remove old variables to new quest system
if (QL_VALON) {
setq CandorQuest_Valon, QL_VALON;
QL_VALON = 0;
}
if (QL_HIDENSEEK) {
setq CandorQuest_HideNSeek, (QL_HIDENSEEK >= 64 ? 2 : 1), (QL_HIDENSEEK-1);
QL_HIDENSEEK = 0;
}
if (#CRYPT_PASSWORD && !getq(Quest_Reapercry)) {
setq Quest_Reapercry, 1;
}
if (#DD5_TALLY) {
setq Quest_Doomsday, 2;
#DD5_TALLY = 0; // Whatever
}
if (QL_CINDY) {
if (QL_CINDY == 5) QL_CINDY = 0;
else if (QL_CINDY == 6) QL_CINDY = 1;
else if (QL_CINDY == 1) QL_CINDY = 2;
else if (QL_CINDY == 2) QL_CINDY = 3;
else if (QL_CINDY == 3) QL_CINDY = 4;
else if (QL_CINDY == 4) QL_CINDY = 5;
setq KaizeiQuest_Cindy, QL_CINDY;
QL_CINDY = 0;
}
if (MAGIC_EXPERIENCE) {
setq2(MagicQuest_Healing, MAGIC_EXPERIENCE >> 24);
MAGIC_EXP = (MAGIC_EXPERIENCE & 65535);
MAGIC_EXPERIENCE = 0;
/* Convert the old magic system to new magic system */
setq1(MagicQuest_Healing,
(QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT);
//setq1(MagicQuest_Wyara,
// (QUEST_MAGIC2 & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT);
//setq1(MagicQuest_Kadiya,
// (QUEST_MAGIC2 & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
//setq1(MagicQuest_Pauline,
// (QUEST_MAGIC2 & NIBBLE_4_MASK) >> NIBBLE_4_SHIFT);
//setq1(MagicQuest_BrotherSword,
// (QUEST_MAGIC2 & NIBBLE_6_MASK) >> NIBBLE_6_SHIFT);
//setq1(MagicQuest_SisterSword,
// (QUEST_MAGIC2 & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT); // Twobits, overlap w/ brothersword o.o
//setq1(MagicQuest_Auldsbel,
// (QUEST_MAGIC & (NIBBLE_0_MASK | NIBBLE_1_MASK)) >> NIBBLE_0_SHIFT); // Twobits
//setq1(MagicQuest_WhiteMage,
// (QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT); // Boo + Druid
//SAGATHA_ST = (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; // Unhappy
//Saggy - 4+5
//Alchemist - 6+7 (War Quest - Swords again?)
QUEST_MAGIC = 0;
QUEST_MAGIC2 = 0;
}
// Don't ask me what code below does
// ----------------------------------
/*
if (#BankAccount >= 0) return;
if (Zeny >= -#BankAccount) {
Zeny = Zeny + #BankAccount;
#BankAccount = 0;
}
// Partial fix
#BankAccount = #BankAccount + Zeny;
Zeny = 0;
*/
return;
}
|