//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= SVN eA
//===== Description: =========================================
//= Gunslinger guns and bullet quests
//===== Additional Comments: =================================
//= 1.0 Only Garrison Gun done yet [Playtester]
//= 1.1 Added Garrison[2]
//============================================================
//===================== Garrison =====================================================
que_ng.gat,182,85,3 script Mr.Garrison 109,{
set @npcname$,"[Mr.Garrison]";
mes @npcname$;
if(countitem(13105)>0) goto L_Already;
if(countitem(13104)>0) goto L_Slot;
mes "I have invented a new Revolver!";
mes "I think I call it... Garrison.";
next;
mes "[" +strcharinfo(0) + "]";
mes "Very innovative name really.";
next;
if(BaseJob != Job_Gunslinger || BaseLevel < 55){
mes @npcname$;
mes "I don't think you have enough";
mes "knowledge of guns to see its";
mes "true beauty.";
close;
}
mes @npcname$;
mes "You look like you're an expert";
mes "in guns, aren't you?";
next;
mes "[" +strcharinfo(0) + "]";
mes "Yeah you could say so.";
next;
mes @npcname$;
mes "So, do you want me to make a";
mes "^0000FFGarrison^000000 for you?";
next;
switch(select("Yes, please.","Nah, I'll stick with my gun."))
{
case 1:
mes @npcname$;
mes "Great! But first you need to";
mes "bring me the materials I need";
mes "to create one.";
next;
mes @npcname$;
mes "This is what I need:";
mes "^FF000050 Steels^000000,";
mes "^FF00003 Eluniums^000000,";
mes "^FF00001 Oridecon^000000,";
mes "^FF000050 Coals^000000,";
mes "^FF000020 Rusty Screws^000000 and";
mes "^FF000030000 Zeny^000000.";
next;
mes @npcname$;
if ( (countitem(999)<50) || (countitem(985)<3) || (countitem(984)<1) ||(countitem(1003)<50) || (countitem(7317)<20) || (Zeny < 30000) ) {
mes "Come back when you have the materials.";
close;
}
mes "I see you came prepared.";
next;
delitem 999,50;
delitem 985,3;
delitem 984,1;
delitem 1003,50;
delitem 7317,20;
set Zeny,Zeny-30000;
mes @npcname$;
mes "Give me just a minute...";
mes "...";
mes "...";
next;
getitem 13104,1;
mes @npcname$;
mes "It's done. Here, take this";
mes "wonderful gun!";
close;
case 2:
mes @npcname$;
mes "Well, guess a true Gunslinger";
mes "will never part from his";
mes "favorite gun, heh.";
close;
}
L_Slot:
mes "Oh, I see you have one of";
mes "my high-quality guns.";
next;
mes @npcname$;
mes "Now that I look at it, I";
mes "think I could improve it";
mes "some more.";
next;
mes @npcname$;
mes "How about I add a ^0000FFslot^000000";
mes "to it? Be careful, though.";
mes "If you put a card into it";
mes "already, it will be lost";
mes "in the process.";
next;
switch(select("Yes, please add a slot.","Nah, I keep it as it is now."))
{
case 1:
mes @npcname$;
mes "Great! But first you need to";
mes "bring me the materials I need";
mes "to improve it.";
next;
mes @npcname$;
mes "This is what I need:";
mes "^FF000010 Steels^000000,";
mes "^FF00001 Eluniums^000000,";
mes "^FF000010 Emveretarcon^000000,";
mes "^FF000030 Coals^000000,";
mes "^FF000010 Rusty Screws^000000 and";
mes "of course your ^FF0000Garrison^000000.";
next;
mes @npcname$;
if ( (countitem(999)<10) || (countitem(985)<1) || (countitem(1011)<10) ||(countitem(1003)<30) || (countitem(7317)<10) || (countitem(13104)<1) ) {
mes "Come back when you have the materials.";
close;
}
mes "I see you came prepared.";
next;
delitem 999,10;
delitem 985,1;
delitem 1011,10;
delitem 1003,30;
delitem 7317,10;
delitem 13104,1;
mes @npcname$;
mes "Give me just a minute...";
mes "...";
mes "...";
next;
getitem 13105,1;
mes @npcname$;
mes "It's done. Now it is";
mes "even better than before.";
mes "Put it to good use.";
close;
case 2:
mes @npcname$;
mes "Okay, come back when you";
mes "changed your mind.";
close;
}
L_Already:
mes "So how do you like";
mes "my gun?";
close;
}