summaryrefslogblamecommitdiff
path: root/npc/jobs/1-1e/gunslinger.txt
blob: 800b8920d7066183c8ce103218709357f6d0d0ca (plain) (tree)
1
2
3
4
5
6
7
8
9








                                                               
         


                                                               
                               









                                                               
                                                           
                                                          
                                                          

                                                               
                                                     
 
                              




                                               


                                                                               
                                     



                                                                         
                                     





















































                                                                                                                  
                                 

                                


                                                               
                                      
 
                               

                                                           
                                     


                                                                       
                                      
 
                               




                                                                 
 
                               


                                                                         
                                      
 
                               
                                                         
                                                                                  
                                              
                                 




                                                                                    
                                     




































                                                                                  
                                     




                                                                 
                                     









                                                                                       
                                      
                 
                                                         





                                                        
                                            



                                                      
                      
                                      








                                                   
                      
                



                                                    
 
 
                                                     










































































































































































































                                                                                                                                                   
//===== eAthena Script ======================================= 
//= Gunslinger Job Quest
//===== By: ================================================== 
//= erKURITA & RockmanEXE
//= Direct credits quote from RockmanExe: 
//= "info provided by RockmanEXE cause he pwnz0rz yer arse"
//= DON'T REMOVE THIS! (by request of him, he provided all
//= the info regarding the quests and shops.)
//===== Current Version: ===================================== 
//= 1.10b
//===== Compatible With: ===================================== 
//= eAthena SVN
//===== Description: ========================================= 
//= Gunslinger Job Change Quest
//===== Additional Comments: ================================= 
//= 1.0 Made the NPC [erKURITA]
//= 1.5 Couple fixes to the npc, aswell as adding the missing
//=	  3 green herbs. [erKURITA]
//= 1.6 job number->const, commonized variable name,
//= 	optimized [Lupus]
//= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
//= 1.7b Parenthesis fixes [KarLaeda]
//= 1.8 Fixed the reward you can get [Playtester]
//= 1.9 Removed some 'clever' script constructs [ultramage]
//= 1.10 Updated to official version - Thanks to Omega for
//= his first try [SinSloth] 1.10b - removed .GATs [Lupus]
//============================================================ 

que_ng,152,167,3	script	Master Miller	901,{

	mes "[Master Miller]";
	if(Class == Job_Novice && JobLevel > 9)
	{
		switch(GUNS_Q)
		{
			case 0:
				mes "I'm a Security Chief and also";
				mes "a Gunslinger Instructor, you may call me";
				mes "Master Miller.";
				next;
				mes "[Master Miller]";
				mes "I can't be distracted from my duty";
				mes "at this moment.";
				mes "What is it that you want?";
				next;
				switch( select( "Nothing much.","I want to become a Gunslinger.") )
				{
					case 1:
						mes "[Master Miller]";
						mes "Wasting my time is like,";
						mes "wasting gold.";
						mes "Get out of my sight immediatly.";
						close;

					case 2:
						mes "[Master Miller]";
						mes "Hmm.";
						mes "You still look young";
						mes "but the look in your eyes...";
						mes "I can sense a powerful force.";
						next;
						mes "[Master Miller]";
						mes "Hmm...Okay.";
						mes "First, if you have the will to become a Gunslinger";
						mes "you will need to go through some tests";
						mes "and also interview and Training Sessions.";
						next;
						mes "[Master Miller]";
						mes "Do you wish to proceed?";
						next;
						switch (select ("No, I need time to think.","Sure.") )
						{
							case 1:
								mes "[Master Miller]";
								mes "Hmm..Is that so.";
								mes "Well, it is important...";
								mes "Think carefully and if you have the spirit,";
								mes "please, come back later.";
								close;

							case 2:
								mes "[Master Miller]";
								mes "Hmm. Okay.";
								mes "First";
								mes "deliver this letter I am giving to you";
								mes "to Payon's Alchemist,";
								mes "'The Wise Bull Horn'";
								mes "and hand the letter to him.";
								next;
								mes "[Master Miller]";
								mes "He will judge you and";
								mes "will report back to us if ";
								mes "you are up to our standards.";
								next;
								mes "["+ strcharinfo(0) +"]";
								mes "Allright, I'll do that.";
								set GUNS_Q,1;
								close;
						}
				}

			case 1:	
				mes "Hurry up and get moving.";
				mes "'The Wise Bull Horn' is";
				mes "currently in Payon.";
				close;

			case 2:
				mes "I guess he gave you";
				mes "some errands to run.";
				next;
				mes "[Master Miller]";
				mes "I think he saw potential in you.";
				mes "Good luck.";
				close;

			case 3:
				mes "That's a lot of errands";
				mes "I already told you, the";
				mes "old man is pretty serious.";
				mes "Perform your task well.";
				close;

			case 4:
				mes "Mm~ I'll be waiting for your news.";
				mes "I hope you'll become one of us.";
				mes "We'll be practically family..";
				close;

			case 5:
				if (skillpoint > 0)	{
					mes "Learn all your Basic Skills first!!";
					close;
				}
				mes "Ohh, I see you got something from the old man";
				mes "This is rare.";
				mes "Under normal circumstances...";
				mes "this would not be allowed...";
				mes "Nice, nice.";
				next;
				mes "[Master Miller]";
				mes "Mm..Okay.";
				mes "The old man gave his";
				mes "blessings, so I do not have any";
				mes "reason to reject your application.";
				next;
				mes "[Master Miller]";
				mes "Okay, from now on you'll be a Gunslinger.";
				mes "From now on, you are a gunslinger.";
				mes "After this, for every moment that you live,";
				mes "remember can never leave your side";
				mes "is your gun. We must remember the gun";
				mes "and even every one of its bullets";
				mes "has its own product number,";
				mes "and can be checked up by us.";
				next;
				mes "[Master Miller]";
				mes "For purchasing guns and ammo";
				mes "the only place you can buy them";
				mes "is from our special gunslinger";
				mes "guild stores in various places.";
				next;
				mes "[Master Miller]";
				mes "Of course, this is tedious.";
				mes "But this is all to...";
				mes "not let these guns";
				mes "fall in the wrong hands, so";
				mes "please forgive us for any inconvenience.";
				next;
				mes "[Master Miller]";
				mes "There are also";
				mes "other reasons.";
				mes "You'll no doubt find some of them";
				mes "later.";
				mes "These are all the instructions";
				mes "from Lady Celena, our";
				mes "guild leader.";
				next;
				mes "[Master Miller]";
				mes "After a bit of time";
				mes "we will give you missions.";
				mes "You will understand more";
				mes "later.";
				next;
				mes "[Master Miller]";
				mes "I'm sure we'll see each other again.";
				mes "So here's to a nice time";
				mes "working together.";
				nude;
				callfunc "Job_Change",Job_Gunslinger;
				callfunc "F_ClearJobVar";
				set GUNS_Q,6;
				set @gun_ex,rand(1,2);
				if(@gun_ex == 1) getitem 13100,1; else getitem 13150,1;
				close;
		}
	} else if(Class == Job_Novice && JobLevel < 10) {
		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 "Oh~ It's been a long time~";
		mes "So, how have your travels been?";
		mes "Remember, always take care";
		mes "of your gun.";
		close;
	} else if(Class == Job_Baby) {
		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;
	} else {
		mes "Don't get distracted with me.";
		mes "Get on with your traveling.";
		close;
	}
}

payon,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;
	}
}