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@@ -7,7 +7,7 @@
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//= DON'T REMOVE THIS! (by request of him, he provided all
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//= the info regarding the quests and shops.)
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//===== Current Version: =====================================
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-//= 1.7
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+//= 1.7a
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//===== Compatible With: =====================================
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//= eAthena SVN
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//===== Description: =========================================
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@@ -20,122 +20,119 @@
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//= 1.6 job number->const, commonized variable name,
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//= optimized [Lupus]
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//= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
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+//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
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//============================================================
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que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
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-set @npcname$,"[Armsmith]";
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-
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-if (Class == Job_Novice) {
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-
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- if (GUNS_Q >= 1) {
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- mes @npcname$;
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- mes "So, you've comeback?";
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- next;
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- if (GUNS_Q == 10005) {
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- if (SkillPoint > 0) {
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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 "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$;
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+ mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger.";
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+ close2;
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+ set @npcname$,"";
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+ end;
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+ } else if (JobLevel < 10) {
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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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+ }
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mes @npcname$;
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- mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
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- close2;
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- set @npcname$,"";
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- end;
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- } else if (JobLevel < 10) {
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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$;
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+ mes "A Gunslinger!!";
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+ callfunc "Job_Change",Job_Gunslinger;
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+ callfunc "F_ClearJobVar"; //clears all job variables for the current player
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+ next;
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mes @npcname$;
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- mes "Err, excuse me, but you don't have Level 10 Job. You need to have 10 level job in order to change to Gunslinger";
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+ mes "Oh, I forgot, here's a token of my appreciation";
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+ getitem 13150,1;
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close2;
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set @npcname$,"";
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end;
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}
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mes @npcname$;
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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$;
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- mes "A Gunslinger!!!";
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- callfunc "Job_Change",Job_Gunslinger;
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- callfunc "F_ClearJobVar"; //clears all job variables for the current player
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- next;
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- mes @npcname$;
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- mes "Oh, I forgot, here's a token of my appreciation";
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- getitem 13150,1;
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- close2;
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- set @npcname$,"";
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- end;
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- } else
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+ mes "But you still haven't done what I told you, need me to repeat it?";
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+ switch (select ("Yes, Please:No, Thanks")) {
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+ case 1:
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+ next;
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+ mes @npcname$;
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+ mes "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$,"";
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+ end;
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+ case 2:
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+ next;
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+ mes @npcname$;
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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$,"";
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+ end;
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+ }
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+ }
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mes @npcname$;
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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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+ 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$;
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- mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now then";
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+ mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
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+ next;
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+ mes @npcname$;
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+ mes "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$,"";
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end;
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case 2:
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next;
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mes @npcname$;
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- mes "Then GET GOING! Don't you want to become a gunslinger, do you?";
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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$,"";
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end;
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- }
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- } else
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-
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- mes @npcname$;
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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$;
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- mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh";
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- next;
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- mes @npcname$;
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- mes "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$,"";
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- end;
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- case 2:
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- next;
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- mes @npcname$;
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- mes "Too bad for you son";
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- close2;
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- set @npcname$,"";
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- end;
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}
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- } else
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- mes @npcname$;
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- mes "Hi son, how's life treating you?";
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- set @npcname$,"";
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- close;
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+ }
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+ mes @npcname$;
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+ mes "Hi son, how's life treating you?";
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+ set @npcname$,"";
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+ close;
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}
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payon.gat,184,65,3 script Mr. Tanieh 866,{
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-set @npcname$,"[Mr. Tanieh]";
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-
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-if (GUNS_Q == 1) {
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- mes @npcname$;
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- mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me in a few things";
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- next;
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- mes @npcname$;
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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$;
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- mes "So, will you do it, please?";
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- switch (select ("Yes, I will:Sorry I can't now")) {
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- case 1:
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- set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068);
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- goto L_LIST;
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+ set @npcname$,"[Mr. Tanieh]";
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+ if (GUNS_Q == 1) {
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+ mes @npcname$;
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+ mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things.";
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+ next;
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+ mes @npcname$;
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+ mes "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$;
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+ mes "So, will you do it, please?";
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+ switch (select ("Yes, I will:Sorry I can't now")) {
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+ case 1:
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+ set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068);
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+ goto L_LIST;
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- case 2:
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- next;
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- mes @npcname$;
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- mes "Oh, what am I going to do now...";
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- close2;
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- set @npcname$,"";
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- end;
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+ case 2:
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+ next;
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+ mes @npcname$;
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+ mes "Oh, what am I going to do now...";
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+ close2;
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+ set @npcname$,"";
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+ end;
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}
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} else if (GUNS_Q > 1 && GUNS_Q < 10000) {
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@@ -170,33 +167,33 @@ if (GUNS_Q == 1) {
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set @npcname$,"";
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end;
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} else if (countitem(511) < 3) {
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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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- } else if (countitem(935) < 10) {
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mes @npcname$;
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- mes "Sorry, you're missing a few Shells";
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+ mes "Sorry, you're missing a few Green Herbs";
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close2;
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set @npcname$,"";
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end;
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- } else
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- mes @npcname$;
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- mes "GREAT! You brought them all! Thanks very much!";
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- delitem 949,3;
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- delitem 912,3;
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- delitem 1013,3;
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- delitem GUNS_Q,1; //here we keep Trunk ID
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- delitem 935,10;
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- delitem 511,3;
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- next;
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+ } else if (countitem(935) < 10) {
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mes @npcname$;
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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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+ mes "Sorry, you're missing a few Shells";
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close2;
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- set GUNS_Q,10003;
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set @npcname$,"";
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end;
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+ }
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+ mes @npcname$;
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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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+ delitem 1013,3;
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+ delitem GUNS_Q,1; //here we keep Trunk ID
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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$;
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+ mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
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+ close2;
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+ set GUNS_Q,10003;
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+ set @npcname$,"";
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+ end;
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case 2:
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L_LIST:
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next;
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@@ -210,16 +207,16 @@ if (GUNS_Q == 1) {
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mes "^FF6600 10 Shells^000000";
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next;
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mes @npcname$;
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- mes "Hurry please, I am not sure if my wife will last any longer... oh dear";
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+ mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
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close2;
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set @npcname$,"";
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end;
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- }
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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$;
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mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
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- switch(select("Yes, take it please:Sorry but I need it")) {
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+ switch(select("Sure, take it:Sorry but I need it")) {
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case 1:
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next;
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mes @npcname$;
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@@ -232,28 +229,28 @@ if (GUNS_Q == 1) {
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case 2:
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next;
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mes @npcname$;
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- mes "OH please, I need it so much, thing about it please";
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+ mes "Oh please, I need it so much, think about it please...";
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close2;
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set @npcname$,"";
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end;
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}
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- } else
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+ }
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mes @npcname$;
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- mes "*sigh* All I need now is wait. Thanks for your help... but I believe there's something missing..";
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+ mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
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close2;
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set @npcname$,"";
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set GUNS_Q,10004;
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end;
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} else if (Class == Job_Gunslinger) || (GUNS_Q == 10005) {
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mes @npcname$;
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- mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients";
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+ mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
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close2;
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set @npcname$,"";
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end;
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}
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-mes @npcname$;
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-mes "Hi son, how you doing? Nice day eh?";
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-close2;
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-set @npcname$,"";
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-end;
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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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}
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