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@@ -23,109 +23,95 @@
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//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
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//= 1.7b Parenthesis fixes [KarLaeda]
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//= 1.8 Fixed the reward you can get [Playtester]
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+//= 1.9 Removed some 'clever' script constructs [ultramage]
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//============================================================
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que_ng,152,167,3 script Gunslinger Jobchanger 901,{
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- set @npcname$,"[Armsmith]";
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+ set .@npcname$, "[Armsmith]";
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if (Class == Job_Novice) {
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if (GUNS_Q >= 1) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "So, you've come back?";
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next;
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if (GUNS_Q == 10005) {
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if (SkillPoint > 0) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger.";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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} else if (JobLevel < 10) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Err, excuse me, but your job level is not sufficient. You need to have a job level of 10 in order to change to a Gunslinger";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being..";
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "A Gunslinger!!";
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callfunc "Job_Change",Job_Gunslinger;
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callfunc "F_ClearJobVar"; //clears all job variables for the current player
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Oh, I forgot, here's a token of my appreciation";
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if (rand(1,3) < 3) {
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getitem 13100,1;
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} else {
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getitem 13150,1;
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}
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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- mes @npcname$;
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+ mes .@npcname$;
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mes "But you still haven't done what I told you, need me to repeat it?";
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switch (select ("Yes, Please:No, Thanks")) {
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case 1:
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now...";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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case 2:
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Then GET GOING! You do want to become a Gunslinger, right?";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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}
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?";
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switch (select ("Yes:No")) {
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case 1:
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then.";
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- close2;
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set GUNS_Q,1;
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- set @npcname$,"";
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- end;
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+ close;
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case 2:
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Too bad for you son. Come back when you are willing to do so.";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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}
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Hi son, how's life treating you?";
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- set @npcname$,"";
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close;
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}
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payon,184,65,3 script Mr. Tanieh 866,{
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- set @npcname$,"[Mr. Tanieh]";
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+ set .@npcname$, "[Mr. Tanieh]";
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if (GUNS_Q == 1) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things.";
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "I need to make a special soup for my wife, but, as you can see, I am not in conditions to look for the items, she's sick you know?";
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "So, will you do it, please?";
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switch (select ("Yes, I will:Sorry I can't now")) {
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case 1:
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@@ -134,58 +120,44 @@ payon,184,65,3 script Mr. Tanieh 866,{
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case 2:
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Oh, what am I going to do now...";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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} else if (GUNS_Q > 1 && GUNS_Q < 10000) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Oh, you've come back! Have you brought the items?";
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next;
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switch (select("Yes I did:No I forgot which items I had to bring")) {
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case 1:
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next;
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if (countitem(949) < 3) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Sorry, you're missing a few Feathers";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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} else if (countitem(912) < 3) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Sorry, you're missing a few Zargons";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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} else if (countitem(1013) < 3) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Sorry, you're missing a few Rainbow Shells";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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} else if (countitem(GUNS_Q) < 1) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Sorry, you don't have the exact Trunk";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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} else if (countitem(511) < 3) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Sorry, you're missing a few Green Herbs";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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} else if (countitem(935) < 10) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Sorry, you're missing a few Shells";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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- mes @npcname$;
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+ mes .@npcname$;
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mes "GREAT! You brought them all! Thanks very much!";
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delitem 949,3;
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delitem 912,3;
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@@ -194,16 +166,14 @@ payon,184,65,3 script Mr. Tanieh 866,{
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delitem 935,10;
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delitem 511,3;
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
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- close2;
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set GUNS_Q,10003;
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- set @npcname$,"";
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- end;
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+ close;
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case 2:
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L_LIST:
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Ok, I'll tell you again, so please take note!:";
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mes "^33CCFF 3 Feathers^000000";
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mes "^009933 3 Zargons^000000";
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@@ -212,51 +182,39 @@ payon,184,65,3 script Mr. Tanieh 866,{
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mes "^663300 1 "+getitemname(GUNS_Q)+"^000000";
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mes "^FF6600 10 Shells^000000";
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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} else if (GUNS_Q == 10003 || GUNS_Q == 10004) {
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if (countitem(519) >= 1 && GUNS_Q == 10004) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
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switch(select("Sure, take it:Sorry but I need it")) {
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case 1:
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
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delitem 519,1;
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- close2;
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set GUNS_Q,10005;
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- set @npcname$,"";
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- end;
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+ close;
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case 2:
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next;
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Oh please, I need it so much, think about it please...";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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}
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- mes @npcname$;
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+ mes .@npcname$;
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mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
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- close2;
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- set @npcname$,"";
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set GUNS_Q,10004;
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- end;
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+ close;
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} else if (Class == Job_Gunslinger || GUNS_Q == 10005) {
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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- mes @npcname$;
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+ mes .@npcname$;
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mes "Hi son, how's life treating you? Nice day, isn't it?";
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- close2;
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- set @npcname$,"";
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- end;
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+ close;
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}
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