//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
//= 1.2
//===== 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$;
mes "Okay, come back when you";
mes "changed your mind.";
close;
}
L_Already:
mes "So how do you like";
mes "my gun?";
close;
}
// NPC locations, working on implementing them
que_ng.gat,187,149,3 script Kenny 83,{
end;
}
que_ng.gat,187,156,3 script Tony 86,{
end;
}
que_ng.gat,187,163,3 script Ingrid 744,{
set @npcname$,"[Ingrid]";
mes @npcname$;
mes "I can make the strongest of";
mes "all weapons. The ultimate";
mes "grenade launcher.";
mes "It's called ^0000FFInferno^000000.";
next;
if(BaseJob != Job_Gunslinger || BaseLevel < 65){
mes @npcname$;
mes "But I don't think you are";
mes "experienced enough to use it.";
next;
mes @npcname$;
mes "You'll probably kill yourself.";
mes "It's just too powerful to use";
mes "for a beginner. I refuse to";
mes "make one for you.";
close;
}
mes @npcname$;
mes "You look experienced.";
mes "I think I could make one";
mes "for you.";
next;
mes @npcname$;
mes "So, do you want me to make an";
mes "^0000FFInferno^000000 for you?";
next;
switch(select("Yes, please.","No thanks."))
{
case 1:
mes @npcname$;
mes "Okay, but first you need to";
mes "bring me the materials I need";
mes "to create one.";
next;
mes @npcname$;
mes "This is what I need:";
mes "^FF0000100 Used Iron Plates^000000,";
mes "^FF000010 Oridecons^000000,";
mes "^FF000050 Rusty Screws^000000,";
mes "^FF0000100 Burning Hearts^000000 and";
mes "^FF0000200000 Zeny^000000.";
next;
mes @npcname$;
if ( (countitem(7319)<100) || (countitem(984)<10) || (countitem(7317)<50) || (countitem(7097)<100) || (Zeny < 200000) ) {
mes "Come back when you have the materials.";
close;
}
mes "Oh, you already have the materials.";
next;
delitem 7319,100;
delitem 984,10;
delitem 7317,50;
delitem 7097,100;
set Zeny,Zeny-200000;
mes @npcname$;
mes "I need to be careful...";
mes "...";
mes "...";
next;
getitem 13162,1;
mes @npcname$;
mes "It's done.";
mes "Be careful with it.";
close;
case 2:
mes @npcname$;
mes "Probably a good choice.";
mes "It's really dangerous.";
close;
}
}
que_ng.gat,185,180,3 script Vanessa 726,{
set @npcname$,"[Vanessa]";
mes @npcname$;
mes "I can make a grenade launcher";
mes "that can destroy armors.";
mes "It's called ^0000FFDestroyer^000000.";
next;
if(BaseJob != Job_Gunslinger || BaseLevel < 52){
mes @npcname$;
mes "But I don't think you are";
mes "experienced enough to use it.";
next;
mes @npcname$;
mes "Come back when you think";
mes "you are worthy to use this";
mes "weapon.";
close;
}
mes @npcname$;
mes "You look experienced.";
mes "I think I could make one";
mes "for you.";
next;
mes @npcname$;
mes "So, do you want me to make a";
mes "^0000FFDestroyer^000000 for you?";
next;
switch(select("Yes, please.","No thanks."))
{
case 1:
mes @npcname$;
mes "Okay, but first you need to";
mes "bring me the materials I need";
mes "to create one.";
next;
mes @npcname$;
mes "This is what I need:";
mes "^FF000050 Used Iron Plates^000000,";
mes "^FF00005 Oridecons^000000,";
mes "^FF000070 Rusty Screws^000000 and";
mes "^FF0000100000 Zeny^000000.";
next;
mes @npcname$;
if ( (countitem(7319)<50) || (countitem(984)<5) || (countitem(7317)<70) || (Zeny < 100000) ) {
mes "Come back when you have the materials.";
close;
}
mes "Oh, you already have the materials.";
next;
delitem 7319,50;
delitem 984,5;
delitem 7317,70;
set Zeny,Zeny-100000;
mes @npcname$;
mes "I'll make it in a minute...";
mes "...";
mes "...";
next;
getitem 13160,1;
mes @npcname$;
mes "It's done.";
mes "Be careful with it.";
close;
case 2:
mes @npcname$;
mes "Oh well, your loss.";
close;
}
}
que_ng.gat,149,178,5 script N.A 744,{
set @npcname$,"[N.A]";
mes @npcname$;
mes "If you like gatling guns, I'm the";
mes "right person to talk to.";
mes "I can make a ^0000FFDrifter^000000.";
next;
if(BaseJob != Job_Gunslinger || BaseLevel < 55){
mes @npcname$;
mes "But I don't think you are";
mes "experienced enough to use it.";
next;
mes @npcname$;
mes "Come back when you think";
mes "you are worthy to use this";
mes "weapon.";
close;
}
mes @npcname$;
mes "You look experienced.";
mes "I think I could make one";
mes "for you.";
next;
mes @npcname$;
mes "So, do you want me to make a";
mes "^0000FFDrifter^000000 for you?";
next;
switch(select("Yes, please.","No thanks."))
{
case 1:
mes @npcname$;
mes "Okay, but first you need to";
mes "bring me the materials I need";
mes "to create one.";
next;
mes @npcname$;
mes "This is what I need:";
mes "^FF000070 Steels^000000,";
mes "^FF00005 Eluniums^000000,";
mes "^FF00003 Oridecons^000000,";
mes "^FF000070 Coals^000000,";
mes "^FF000050 Rusty Screws^000000 and";
mes "^FF000050000 Zeny^000000.";
next;
mes @npcname$;
if ( (countitem(999)<70) || (countitem(985)<5) || (countitem(984)<3) || (countitem(1003)<70) || (countitem(7317)<50) || (Zeny < 50000) ) {
mes "Come back when you have the materials.";
close;
}
mes "I see you came prepared.";
next;
delitem 999,70;
delitem 985,5;
delitem 984,3;
delitem 1003,70;
delitem 7317,50;
set Zeny,Zeny-50000;
mes @npcname$;
mes "Alright, you won't regret it...";
mes "...";
mes "...";
next;
getitem 13157,1;
mes @npcname$;
mes "It's done. Now shoot the";
mes "enemies with no mercy!";
close;
case 2:
mes @npcname$;
mes "Oh well, your loss.";
close;
}
}