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@@ -1,53 +1,252 @@
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//===== eAthena Script =======================================
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//= Gunslinger Job Quest
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//===== By: ==================================================
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-//= Lord Gywall
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+//= erKURITA & RockmanEXE
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+//= Direct credits quote from RockmanExe:
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+//= "info provided by RockmanEXE cause he pwnz0rz yer arse"
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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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//= 1.0
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//===== Compatible With: =====================================
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//= eAthena SVN
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//===== Description: =========================================
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-//= Temp Gunslinger Quest
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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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//===== Additional Comments: =================================
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-//= 1.0 Fixed minor things [Lupus]
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+//= 1.0 Made the NPC [erKURITA]
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//============================================================
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+que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
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-einbroch.gat,244,110,1 script Gunslinger 859,{
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- mes "[Gunslinger]";
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- mes "*cough* Uh, Who's there?";
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- if(Class==Job_Novice) goto N_Novice;
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- mes "Hey! You're no novice!";
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- close;
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-N_Novice:
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- mes "Oh, A novice.. I guess you want to shoot things.";
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- next;
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- menu "I wish to become a Gunslinger",N_Question,"What are the requirements",N_Require,"Leave",-;
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- close;
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-N_Question:
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- mes "[Gunslinger]";
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- if(JobLevel<10 || SkillPoint) goto N_Bad;
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- mes "Where is needed to fire a gun?";
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+set @npcname$,"[Armsmith]";
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+
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+if (Class == Job_Novice) {
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+
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+ if (gs_quest >= 1) {
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+ mes @npcname$;
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+ mes "So, you've comeback?";
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+ next;
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+ if (gs_quest == 3) {
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+ if (SkillPoint > 0) {
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+ mes @npcname$;
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+ mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ } else if (JobLevel < 10) {
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+ mes @npcname$;
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+ mes "Err, excuse me, but you don't have Level 10 Job. You need to have 10 level job in order to change to Gunslinger";
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+ close2;
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+ set @npcname$,0;
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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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+ jobchange 24;
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+ next;
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+ mes @npcname$;
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+ mes "Oh, I forgot, here's a token of my appreciation";
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+ getitem 13150,1;
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+ close2;
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+ set gs_quest,0;
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+ set @npcname$,0;
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+ end;
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+ } else
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+ mes @npcname$;
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+ mes "But you still haven't done what I told you, need me to repeat it?";
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+ switch (select ("Yes, Please:No, Thanks")) {
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+ case 1:
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+ mes @npcname$;
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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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+ close2;
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+ set @npcname$,0;
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+ end;
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+ case 2:
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+ mes @npcname$;
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+ mes "Then GET GOING! Don't you want to become a gunslinger, do you?";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ }
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+ } else
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+
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+ mes @npcname$;
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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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+ 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 gs_quest,1;
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+ set @npcname$,0;
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+ end;
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+ case 2:
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+ mes @npcname$;
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+ mes "Too bad for you son";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ }
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+
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+ } else
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+ mes @npcname$;
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+ mes "Hi son, how's life threathing you?";
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+ close;
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+}
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+
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+payon.gat,184,65,3 script Mr. Tanieh 866,{
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+
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+set @npcname$,"[Mr. Tanieh]";
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+
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+if (gs_quest == 1) {
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+ mes @npcname$;
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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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- menu "Bullets",N_C,"Arrows",N_W,"Bolts",N_W,"Something.. I dunno",N_W;
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-N_C:
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- mes "[Gunslinger]";
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- mes "..Yep, Your right.";
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- mes "You know what goes in guns, so hey.. Use them!.";
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+ mes @npcname$;
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+ mes "I need to make a special soup for my wife, but, as you can see, I am not in conditions to look for the items, she's sick you know?";
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next;
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- jobchange Job_Gunslinger;
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- mes "[Gunslinger]";
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- mes "Congratulations. Now go train.";
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- close;
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-N_W:
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- mes "Argh.. Dammit, you idiot!";
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- close;
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-N_Bad:
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- mes "Wait a second.. Your either too low in job level or you have Skill Points.";
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- close;
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-N_Require:
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- mes "[Gunslinger]";
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- mes "Get the simple question right..";
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- mes "Your job level must be at least 10 before trying.";
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- close;
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-}
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+ mes @npcname$;
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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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+ mes @npcname$;
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+ mes "Thanks very much!! Ok, here's what I need:";
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+ mes "^33CCFF 3 Feathers^000000";
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+ mes "^009933 3 Zargons^000000";
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+ mes "^660066 3 Rainbow Shells^000000";
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+ set @randtrunk,rand(1,5);
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+ if (@randtrunk == 1) {
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+ mes "^663300 1 Trunk^000000";
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+ set trunk,1019;
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+ } else if (@randtrunk == 2) {
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+ mes "^663300 1 Fine-Grained Trunk^000000";
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+ set trunk,1066;
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+ } else if (@randtrunk == 3) {
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+ mes "^663300 1 Solid Trunk^000000";
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+ set trunk,1067;
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+ } else if (@randtrunk == 4) {
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+ mes "^663300 1 Barren Trunk^000000";
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+ set trunk,1068;
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+ } else if (@randtrunk == 5) {
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+ mes "^663300 1 Thin Trunk";
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+ set trunk,7186;
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+ }
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+ mes "^FF6600 10 Shells^000000";
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+ next;
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+ mes @npcname$;
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+ mes "Hurry please, I am not sure if my wife will last any longer... oh dear";
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+ close2;
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+ set @npcname$,0;
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+ set gs_quest,2;
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+ end;
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+ case 2:
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+ mes @npcname$;
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+ mes "Oh, what am I going to do now...";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ }
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+
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+ } else if (gs_quest == 2) {
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+ mes @npcname$;
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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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+ if (countitem(949) < 3) {
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+ mes @npcname$;
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+ mes "Sorry, you're missing a few Feathers";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ } else if (countitem(912) < 3) {
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+ mes @npcname$;
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+ mes "Sorry, you're missing a few Zargons";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ } else if (countitem(1013) < 3) {
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+ mes @npcname$;
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+ mes "Sorry, you're missing a few Rainbow Shells";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ } else if (countitem(trunk) < 1) {
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+ mes @npcname$;
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+ mes "Sorry, you don't have the exact Trunk";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ } else if (countitem(935) < 10) {
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+ mes @npcname$;
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+ mes "Sorry, you're missing a few Shells";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ } else
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+ mes @npcname$;
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+ mes "GREAT! You brought them all! Thanks very much!";
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+ delitem 949,3;
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+ delitem 912,3;
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+ delitem 1013,3;
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+ delitem trunk,1;
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+ delitem 935,10;
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+ next;
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+ mes @npcname$;
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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. Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
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+ close2;
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+ set gs_quest,3;
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+ set @npcname$,0;
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+ set trunk,0;
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+ end;
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+ case 2:
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+ mes @npcname$;
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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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+ set @randtrunk,rand(1,5);
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+ if (@randtrunk == 1) {
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+ mes "^663300 1 Trunk^000000";
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+ set trunk,1019;
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+ } else if (@randtrunk == 2) {
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+ mes "^663300 1 Fine-Grained Trunk^000000";
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+ set trunk,1066;
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+ } else if (@randtrunk == 3) {
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+ mes "^663300 1 Solid Trunk^000000";
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+ set trunk,1067;
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+ } else if (@randtrunk == 4) {
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+ mes "^663300 1 Barren Trunk^000000";
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+ set trunk,1068;
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+ } else if (@randtrunk == 5) {
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+ mes "^663300 1 Thin Trunk";
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+ set trunk,7186;
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+ }
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+ mes "^FF6600 10 Shells^000000";
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+ next;
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+ mes @npcname$;
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+ mes "Hurry please, I am not sure if my wife will last any longer... oh dear";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ }
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+ } else if (Class == 24) || (gs_quest == 3) {
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+ mes @npcname$;
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+ mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients";
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+ close2;
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+ set @npcname$,0;
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+ end;
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+ }
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+mes @npcname$;
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+mes "Hi son, how you doing? Nice day eh?";
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+close2;
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+set @npcname$,0;
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+end;
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+}
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