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@@ -7,12 +7,11 @@
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//= DON'T REMOVE THIS! (by request of him, he provided all
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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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//= the info regarding the quests and shops.)
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//===== Current Version: =====================================
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//===== Current Version: =====================================
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-//= 1.8
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+//= 1.10
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//===== Compatible With: =====================================
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//===== Compatible With: =====================================
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//= eAthena SVN
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//= eAthena SVN
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//===== Description: =========================================
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//===== Description: =========================================
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-//= "Semi" Official Gunslinger Quest ~ The text isn't the same
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-//= but it does the things it has to do :P
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+//= Gunslinger Job Change Quest
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//===== Additional Comments: =================================
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//===== Additional Comments: =================================
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//= 1.0 Made the NPC [erKURITA]
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//= 1.0 Made the NPC [erKURITA]
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//= 1.5 Couple fixes to the npc, aswell as adding the missing
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//= 1.5 Couple fixes to the npc, aswell as adding the missing
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@@ -24,197 +23,429 @@
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//= 1.7b Parenthesis fixes [KarLaeda]
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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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//= 1.8 Fixed the reward you can get [Playtester]
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//= 1.9 Removed some 'clever' script constructs [ultramage]
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//= 1.9 Removed some 'clever' script constructs [ultramage]
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+//= 1.10 Updated to official version - Thanks to Omega for
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+//= his first try [SinSloth]
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//============================================================
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//============================================================
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-que_ng,152,167,3 script Gunslinger Jobchanger 901,{
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+que_ng.gat,152,167,3 script Master Miller 901,{
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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$;
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- mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger.";
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- close;
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- } else if (JobLevel < 10) {
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- mes .@npcname$;
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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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- close;
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- }
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- mes .@npcname$;
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- mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being..";
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+ if(Class == Job_Novice && JobLevel > 9)
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+ {
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+ switch(GUNS_Q)
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+ {
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+ case 0:
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+ mes "[Master Miller]";
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+ mes "I'm a Security Chief and also";
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+ mes "a Gunslinger Instructor, you may call me";
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+ mes "Master Miller.";
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next;
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next;
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- mes .@npcname$;
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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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+ mes "[Master Miller]";
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+ mes "I can't be distracted from my duty";
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+ mes "at this moment.";
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+ mes "What is it that you want?";
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next;
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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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- 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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+ switch( select( "Nothing much.","I want to become a Gunslinger.") )
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+ {
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+ case 1:
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+ mes "[Master Miller]";
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+ mes "Wasting my time is like,";
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+ mes "wasting gold.";
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+ mes "Get out of my sight immediatly.";
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+ close;
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+
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+ case 2:
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+ mes "[Master Miller]";
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+ mes "Hmm.";
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+ mes "You still look young";
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+ mes "but the look in your eyes...";
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+ mes "I can sense a powerful force.";
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+ next;
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+ mes "[Master Miller]";
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+ mes "Hmm...Okay.";
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+ mes "First, if you have the will to become a Gunslinger";
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+ mes "you will need to go through some tests";
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+ mes "and also interview and Training Sessions.";
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+ next;
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+ mes "[Master Miller]";
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+ mes "Do you wish to proceed?";
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+ next;
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+ switch (select ("No, I need time to think.","Sure.") )
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+ {
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+ case 1:
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+ mes "[Master Miller]";
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+ mes "Hmm..Is that so.";
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+ mes "Well, it is important...";
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+ mes "Think carefully and if you have the spirit,";
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+ mes "please, come back later.";
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+ close;
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+
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+ case 2:
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+ mes "[Master Miller]";
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+ mes "Hmm. Okay.";
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+ mes "First";
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+ mes "deliver this letter I am giving to you";
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+ mes "to Payon's Alchemist,";
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+ mes "'The Wise Bull Horn'";
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+ mes "and hand the letter to him.";
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+ next;
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+ mes "[Master Miller]";
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+ mes "He will judge you and";
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+ mes "will report back to us if ";
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+ mes "you are up to our standards.";
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+ next;
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+ mes "["+ strcharinfo(0) +"]";
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+ mes "Allright, I'll do that.";
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+ set GUNS_Q,1;
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+ close;
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+ }
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}
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}
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+
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+ case 1:
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+ mes "[Master Miller]";
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+ mes "Hurry up and get moving.";
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+ mes "'The Wise Bull Horn' is";
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+ mes "currently in Payon.";
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close;
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close;
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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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- case 1:
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- next;
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- mes .@npcname$;
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- mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now...";
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- close;
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- case 2:
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- next;
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- mes .@npcname$;
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- mes "Then GET GOING! You do want to become a Gunslinger, right?";
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- close;
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- }
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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$;
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- mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then.";
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- set GUNS_Q,1;
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- close;
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+
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case 2:
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case 2:
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+ mes "[Master Miller]";
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+ mes "I guess he gave you";
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+ mes "some errands to run.";
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next;
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next;
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- mes .@npcname$;
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- mes "Too bad for you son. Come back when you are willing to do so.";
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+ mes "[Master Miller]";
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+ mes "I think he saw potential in you.";
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+ mes "Good luck.";
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close;
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close;
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- }
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- }
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- mes .@npcname$;
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- mes "Hi son, how's life treating you?";
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- close;
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-}
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-
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-payon,184,65,3 script Mr. Tanieh 866,{
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-
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- set .@npcname$, "[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$;
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- mes "So, will you do it, please?";
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- switch (select ("Yes, I will:Sorry I can't now")) {
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- case 1:
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- set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068);
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- goto L_LIST;
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+ case 3:
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+ mes "[Master Miller]";
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+ mes "That's a lot of errands";
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+ mes "I already told you, the";
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+ mes "old man is pretty serious.";
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+ mes "Perform your task well.";
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+ close;
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- case 2:
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- next;
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- mes .@npcname$;
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- mes "Oh, what am I going to do now...";
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+ case 4:
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+ mes "[Master Miller]";
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+ mes "Mm~ I'll be waiting for your news.";
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+ mes "I hope you'll become one of us.";
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+ mes "We'll be practically family..";
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close;
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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$;
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- mes "Oh, you've come back! Have you brought the items?";
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- next;
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- switch (select("Yes I did:No I forgot which items I had to bring")) {
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- case 1:
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- next;
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- if (countitem(949) < 3) {
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- mes .@npcname$;
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- mes "Sorry, you're missing a few Feathers";
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- close;
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- } else if (countitem(912) < 3) {
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- mes .@npcname$;
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- mes "Sorry, you're missing a few Zargons";
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- close;
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- } else if (countitem(1013) < 3) {
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- mes .@npcname$;
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- mes "Sorry, you're missing a few Rainbow Shells";
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- close;
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- } else if (countitem(GUNS_Q) < 1) {
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- mes .@npcname$;
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- mes "Sorry, you don't have the exact Trunk";
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- close;
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- } else if (countitem(511) < 3) {
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- mes .@npcname$;
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- mes "Sorry, you're missing a few Green Herbs";
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- close;
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- } else if (countitem(935) < 10) {
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- mes .@npcname$;
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- mes "Sorry, you're missing a few Shells";
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+ case 5:
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+ if (skillpoint > 0)
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+ {
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+ mes "[Master Miller]";
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+ mes "Learn all your Basic Skills first!!";
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close;
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close;
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}
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}
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- mes .@npcname$;
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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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+ mes "[Master Miller]";
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+ mes "Ohh, I see you got something from the old man";
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+ mes "This is rare.";
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+ mes "Under normal circumstances...";
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+ mes "this would not be allowed...";
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+ mes "Nice, nice.";
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next;
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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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- set GUNS_Q,10003;
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- close;
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- case 2:
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- L_LIST:
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+ mes "[Master Miller]";
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+ mes "Mm..Okay.";
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+ mes "The old man gave his";
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+ mes "blessings, so I do not have any";
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+ mes "reason to reject your application.";
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+ next;
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+ mes "[Master Miller]";
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+ mes "Okay, from now on you'll be a Gunslinger.";
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+ mes "From now on, you are a gunslinger.";
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+ mes "After this, for every moment that you live,";
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+ mes "remember can never leave your side";
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+ mes "is your gun. We must remember the gun";
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+ mes "and even every one of its bullets";
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+ mes "has its own product number,";
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+ mes "and can be checked up by us.";
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+ next;
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+ mes "[Master Miller]";
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+ mes "For purchasing guns and ammo";
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+ mes "the only place you can buy them";
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+ mes "is from our special gunslinger";
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+ mes "guild stores in various places.";
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+ next;
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+ mes "[Master Miller]";
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+ mes "Of course, this is tedious.";
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+ mes "But this is all to...";
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+ mes "not let these guns";
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+ mes "fall in the wrong hands, so";
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+ mes "please forgive us for any inconvenience.";
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+ next;
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+ mes "[Master Miller]";
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+ mes "There are also";
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+ mes "other reasons.";
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+ mes "You'll no doubt find some of them";
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+ mes "later.";
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+ mes "These are all the instructions";
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+ mes "from Lady Celena, our";
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+ mes "guild leader.";
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next;
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next;
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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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- mes "^660066 3 Rainbow Shells^000000";
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- mes "^009900 3 Green Herbs^000000";
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- mes "^663300 1 "+getitemname(GUNS_Q)+"^000000";
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- mes "^FF6600 10 Shells^000000";
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+ mes "[Master Miller]";
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+ mes "After a bit of time";
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+ mes "we will give you missions.";
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+ mes "You will understand more";
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+ mes "later.";
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next;
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next;
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- mes .@npcname$;
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- mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
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+ mes "[Master Miller]";
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+ mes "I'm sure we'll see each other again.";
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+ mes "So here's to a nice time";
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+ mes "working together.";
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+ nude;
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+ callfunc "Job_Change",Job_Gunslinger;
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+ callfunc "F_ClearJobVar";
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+ set GUNS_Q,6;
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+ set @gun_ex,rand(1,2);
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+ if(@gun_ex == 1) getitem 13100,1; else getitem 13150,1;
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close;
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close;
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}
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}
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- } else if (GUNS_Q == 10003 || GUNS_Q == 10004) {
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- if (countitem(519) >= 1 && GUNS_Q == 10004) {
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- mes .@npcname$;
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|
- mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
|
|
|
|
- switch(select("Sure, take it:Sorry but I need it")) {
|
|
|
|
- case 1:
|
|
|
|
- next;
|
|
|
|
- mes .@npcname$;
|
|
|
|
- mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
|
|
|
|
- delitem 519,1;
|
|
|
|
- set GUNS_Q,10005;
|
|
|
|
- close;
|
|
|
|
- case 2:
|
|
|
|
- next;
|
|
|
|
- mes .@npcname$;
|
|
|
|
- mes "Oh please, I need it so much, think about it please...";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- mes .@npcname$;
|
|
|
|
- mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
|
|
|
|
- set GUNS_Q,10004;
|
|
|
|
|
|
+ }
|
|
|
|
+ else if(Class == Job_Novice && JobLevel < 10)
|
|
|
|
+ {
|
|
|
|
+ mes "[Master Miller]";
|
|
|
|
+ mes "Hmm, I think you";
|
|
|
|
+ mes "have the potential";
|
|
|
|
+ mes "but you're not yet strong enough.";
|
|
|
|
+ mes "Keep getting stronger and";
|
|
|
|
+ mes "come back later.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else if(Class == Job_Gunslinger)
|
|
|
|
+ {
|
|
|
|
+ mes "[Master Miller]";
|
|
|
|
+ mes "Oh~ It's been a long time~";
|
|
|
|
+ mes "So, how have your travels been?";
|
|
|
|
+ mes "Remember, always take care";
|
|
|
|
+ mes "of your gun.";
|
|
close;
|
|
close;
|
|
- } else if (Class == Job_Gunslinger || GUNS_Q == 10005) {
|
|
|
|
- mes .@npcname$;
|
|
|
|
- mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
|
|
|
|
|
|
+ }
|
|
|
|
+ else if(Class == Job_Baby)
|
|
|
|
+ {
|
|
|
|
+ mes "[Master Miller]";
|
|
|
|
+ mes "Ouch~";
|
|
|
|
+ mes "How did a baby come here~";
|
|
|
|
+ mes "Peekaboo~";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Master Miller]";
|
|
|
|
+ mes "Where's your mommy~";
|
|
|
|
+ mes "Haha~";
|
|
|
|
+ mes "It's a dangerous place here.";
|
|
|
|
+ mes "Go play somewhere else.";
|
|
close;
|
|
close;
|
|
- }
|
|
|
|
- mes .@npcname$;
|
|
|
|
- mes "Hi son, how's life treating you? Nice day, isn't it?";
|
|
|
|
- close;
|
|
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ mes "[Master Miller]";
|
|
|
|
+ mes "Don't get distracted with me.";
|
|
|
|
+ mes "Get on with your traveling.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
+
|
|
|
|
+payon.gat,184,65,3 script The Wise Bull Horn 866,{
|
|
|
|
+
|
|
|
|
+ switch(GUNS_Q)
|
|
|
|
+ {
|
|
|
|
+ case 0:
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Zzz...Zzz";
|
|
|
|
+ close;
|
|
|
|
+
|
|
|
|
+ case 1:
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "...Hmm... Young one";
|
|
|
|
+ mes "What is it that you want.";
|
|
|
|
+ next;
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "Mr. Miller sent me here.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";;
|
|
|
|
+ mes "Miller...";
|
|
|
|
+ mes "Mm...Hmm. So Dark Fox";
|
|
|
|
+ mes "sent you here...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "He is wise and cunning...";
|
|
|
|
+ mes "that is willing to sacrifice himself for his teammates.";
|
|
|
|
+ mes "mm...If he sent you..";
|
|
|
|
+ mes "Then you should be rather capable...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Wait...come closer...";
|
|
|
|
+ next;
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "....";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";;
|
|
|
|
+ mes "mmm...";
|
|
|
|
+ mes "mmmmm....";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "mmm...Bright eyes and...";
|
|
|
|
+ mes "a serious face...also...";
|
|
|
|
+ mes "a very good attitude...a good sense of...";
|
|
|
|
+ mes "responsibility...";
|
|
|
|
+ mes "But still not enough.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Lack of experience...";
|
|
|
|
+ mes "And you still don't have the blessing of the land...";
|
|
|
|
+ mes "You'll get injured at this rate...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Very well, I shall craft you a gift...";
|
|
|
|
+ mes "If you wish to follow this path...";
|
|
|
|
+ mes "Gather 3 Rainbow Shells,";
|
|
|
|
+ mes "10 Shells, 3 Feathers,";
|
|
|
|
+ mes "1 Trunk, 3 Zargons, and 3 Green Herbs,";
|
|
|
|
+ mes "then bring them to me.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "If you show the gift that you just received";
|
|
|
|
+ mes "to Dark Fox. Then he will definitely...";
|
|
|
|
+ mes "accept you.";
|
|
|
|
+ next;
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "-I'll need-";
|
|
|
|
+ mes "-3 Rainbow Shells-";
|
|
|
|
+ mes "-10 Shells, 3 Feathers-";
|
|
|
|
+ mes "-1 Trunk, 3 Zargons,-";
|
|
|
|
+ mes "-and 3 Green Herbs.-";
|
|
|
|
+ set GUNS_Q,2;
|
|
|
|
+ close;
|
|
|
|
+
|
|
|
|
+ case 2:
|
|
|
|
+ if ((countitem(935) < 10) || (countitem(949) < 3) || (countitem(1019) < 1) || (countitem(912) < 3) || (countitem(511) < 3))
|
|
|
|
+ {
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "-I'll need-";
|
|
|
|
+ mes "-3 Rainbow Shells-";
|
|
|
|
+ mes "-10 Shells, 3 Feathers-";
|
|
|
|
+ mes "-1 Trunk, 3 Zargons,-";
|
|
|
|
+ mes "-and 3 Green Herbs.-";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Oh...give them to me.";
|
|
|
|
+ mes "There is time to be consumed to";
|
|
|
|
+ mes "make the gift, wait for a while.";
|
|
|
|
+ delitem 935,10;
|
|
|
|
+ delitem 949,3;
|
|
|
|
+ delitem 1019,1;
|
|
|
|
+ delitem 912,3;
|
|
|
|
+ delitem 511,3;
|
|
|
|
+ set GUNS_Q,3;
|
|
|
|
+ close;
|
|
|
|
+
|
|
|
|
+ case 3:
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Mm...You came right on time.";
|
|
|
|
+ mes "The preparation finished just now.";
|
|
|
|
+ mes "It is a rather simple gift.";
|
|
|
|
+ mes "But that's because I haven't worked in so long.";
|
|
|
|
+ mes "Ahh...I feel tired now...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "The last time I crafted this...";
|
|
|
|
+ mes "Was well over ten years ago.";
|
|
|
|
+ mes "I also followed this path once...";
|
|
|
|
+ mes "and I once battled...";
|
|
|
|
+ mes "with such an item.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Meeting Celena's father";
|
|
|
|
+ mes "feels just like yesterday,";
|
|
|
|
+ mes "time really flies.";
|
|
|
|
+ mes "Like the smooth western wind.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Though there would always be painful";
|
|
|
|
+ mes "memories...but my followers...";
|
|
|
|
+ mes "especially people like...";
|
|
|
|
+ mes "Celena and Dark Fox.";
|
|
|
|
+ mes "Ahh, young people, and my followers...";
|
|
|
|
+ mes "I thank you...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Though now, I am already old...";
|
|
|
|
+ mes "In a short while...";
|
|
|
|
+ mes "I will return...to the land";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "I feel so tired...";
|
|
|
|
+ mes "I'm so sorry...but if you could...";
|
|
|
|
+ mes "Promise me something...";
|
|
|
|
+ mes "Promise to do...something for me.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "I suddenly feel like...";
|
|
|
|
+ mes "drinking a glass of milk.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Take it as a request...from an old man.";
|
|
|
|
+ next;
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "-Let's get a glass of Milk-";
|
|
|
|
+ mes "For 'The Wise Bull Horn'.-";
|
|
|
|
+ set GUNS_Q, 4;
|
|
|
|
+ close;
|
|
|
|
+
|
|
|
|
+ case 4:
|
|
|
|
+ if (countitem(519) < 0)
|
|
|
|
+ {
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "-Let's get a glass of Milk-";
|
|
|
|
+ mes "-for 'The Wise Bull Horn'.-";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Thank you.";
|
|
|
|
+ mes "You are truly a kind young man.";
|
|
|
|
+ mes "Now get on the road.";
|
|
|
|
+ delitem 519,1;
|
|
|
|
+ set GUNS_Q,5;
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Take this Gift made bye me";
|
|
|
|
+ mes "and show it to Dark Fox.";
|
|
|
|
+ mes "You have my blessings";
|
|
|
|
+ mes "to become a Gunslinger.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~";
|
|
|
|
+ mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~";
|
|
|
|
+ next;
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "-Singing a weird-";
|
|
|
|
+ mes "-song-";
|
|
|
|
+ mes "-'The Wise Bull Horn'. I feel strange.-";
|
|
|
|
+ mes "-Let's take the Gift-";
|
|
|
|
+ mes "-to Mr.Miller now.-";
|
|
|
|
+ close;
|
|
|
|
+
|
|
|
|
+ case 5:
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~";
|
|
|
|
+ mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~";
|
|
|
|
+ next;
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "-Singing a weird-";
|
|
|
|
+ mes "-song-";
|
|
|
|
+ mes "-'The Wise Bull Horn'.-";
|
|
|
|
+ next;
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "-I feel strange.-";
|
|
|
|
+ mes "-Let's take the Gift-";
|
|
|
|
+ mes "-to Mr.Miller now.-";
|
|
|
|
+ close;
|
|
|
|
+
|
|
|
|
+ case 6:
|
|
|
|
+ mes "[The Wise Bull Horn]";
|
|
|
|
+ mes "Mm...It's been a while.";
|
|
|
|
+ mes "Hopefully you'll become a strong Gunslinger.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+}
|