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author | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-05 13:23:07 +0000 |
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committer | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-05 13:23:07 +0000 |
commit | 288490094a7fe9167747dc78d416940759a31197 (patch) | |
tree | 53dc4f5c2375f4b688b53ca8841630ddec5e1f88 /npc/jobs/1-1e/gunslinger.txt | |
parent | 8ec1c47aed09c90343949d57c92760ba84738a46 (diff) | |
download | hercules-288490094a7fe9167747dc78d416940759a31197.tar.gz hercules-288490094a7fe9167747dc78d416940759a31197.tar.bz2 hercules-288490094a7fe9167747dc78d416940759a31197.tar.xz hercules-288490094a7fe9167747dc78d416940759a31197.zip |
- Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/1-1e/gunslinger.txt')
-rw-r--r-- | npc/jobs/1-1e/gunslinger.txt | 522 |
1 files changed, 261 insertions, 261 deletions
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index 47da54866..707501e36 100644 --- a/npc/jobs/1-1e/gunslinger.txt +++ b/npc/jobs/1-1e/gunslinger.txt @@ -1,262 +1,262 @@ -//===== 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: =====================================
-//= 1.8
-//===== Compatible With: =====================================
-//= eAthena SVN
-//===== Description: =========================================
-//= "Semi" Official Gunslinger Quest ~ The text isn't the same
-//= but it does the things it has to do :P
-//===== 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]
-//============================================================
-
-que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
-
- set @npcname$,"[Armsmith]";
- if (Class == Job_Novice) {
- if (GUNS_Q >= 1) {
- mes @npcname$;
- mes "So, you've come back?";
- next;
- if (GUNS_Q == 10005) {
- if (SkillPoint > 0) {
- mes @npcname$;
- mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger.";
- close2;
- set @npcname$,"";
- end;
- } else if (JobLevel < 10) {
- mes @npcname$;
- mes "Err, excuse me, but your job level is not sufficient. You need to have a job level of 10 in order to change to a Gunslinger";
- close2;
- set @npcname$,"";
- end;
- }
- mes @npcname$;
- mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being..";
- next;
- mes @npcname$;
- mes "A Gunslinger!!";
- callfunc "Job_Change",Job_Gunslinger;
- callfunc "F_ClearJobVar"; //clears all job variables for the current player
- next;
- mes @npcname$;
- mes "Oh, I forgot, here's a token of my appreciation";
- if (rand(1,3) < 3) {
- getitem 13100,1;
- } else {
- getitem 13150,1;
- }
- close2;
- set @npcname$,"";
- end;
- }
- mes @npcname$;
- mes "But you still haven't done what I told you, need me to repeat it?";
- switch (select ("Yes, Please:No, Thanks")) {
- case 1:
- next;
- mes @npcname$;
- 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...";
- close2;
- set @npcname$,"";
- end;
- case 2:
- next;
- mes @npcname$;
- mes "Then GET GOING! You do want to become a Gunslinger, right?";
- close2;
- set @npcname$,"";
- end;
- }
- }
- mes @npcname$;
- mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?";
- switch (select ("Yes:No")) {
- case 1:
- next;
- mes @npcname$;
- mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
- next;
- mes @npcname$;
- mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then.";
- close2;
- set GUNS_Q,1;
- set @npcname$,"";
- end;
- case 2:
- next;
- mes @npcname$;
- mes "Too bad for you son. Come back when you are willing to do so.";
- close2;
- set @npcname$,"";
- end;
- }
-
- }
- mes @npcname$;
- mes "Hi son, how's life treating you?";
- set @npcname$,"";
- close;
-}
-
-payon.gat,184,65,3 script Mr. Tanieh 866,{
-
- set @npcname$,"[Mr. Tanieh]";
- if (GUNS_Q == 1) {
- mes @npcname$;
- mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things.";
- next;
- mes @npcname$;
- 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?";
- next;
- mes @npcname$;
- mes "So, will you do it, please?";
- switch (select ("Yes, I will:Sorry I can't now")) {
- case 1:
- set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068);
- goto L_LIST;
-
- case 2:
- next;
- mes @npcname$;
- mes "Oh, what am I going to do now...";
- close2;
- set @npcname$,"";
- end;
- }
-
- } else if (GUNS_Q > 1 && GUNS_Q < 10000) {
- mes @npcname$;
- mes "Oh, you've come back! Have you brought the items?";
- next;
- switch (select("Yes I did:No I forgot which items I had to bring")) {
- case 1:
- next;
- if (countitem(949) < 3) {
- mes @npcname$;
- mes "Sorry, you're missing a few Feathers";
- close2;
- set @npcname$,"";
- end;
- } else if (countitem(912) < 3) {
- mes @npcname$;
- mes "Sorry, you're missing a few Zargons";
- close2;
- set @npcname$,"";
- end;
- } else if (countitem(1013) < 3) {
- mes @npcname$;
- mes "Sorry, you're missing a few Rainbow Shells";
- close2;
- set @npcname$,"";
- end;
- } else if (countitem(GUNS_Q) < 1) {
- mes @npcname$;
- mes "Sorry, you don't have the exact Trunk";
- close2;
- set @npcname$,"";
- end;
- } else if (countitem(511) < 3) {
- mes @npcname$;
- mes "Sorry, you're missing a few Green Herbs";
- close2;
- set @npcname$,"";
- end;
- } else if (countitem(935) < 10) {
- mes @npcname$;
- mes "Sorry, you're missing a few Shells";
- close2;
- set @npcname$,"";
- end;
- }
- mes @npcname$;
- mes "GREAT! You brought them all! Thanks very much!";
- delitem 949,3;
- delitem 912,3;
- delitem 1013,3;
- delitem GUNS_Q,1; //here we keep Trunk ID
- delitem 935,10;
- delitem 511,3;
- next;
- mes @npcname$;
- mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
- close2;
- set GUNS_Q,10003;
- set @npcname$,"";
- end;
- case 2:
- L_LIST:
- next;
- mes @npcname$;
- mes "Ok, I'll tell you again, so please take note!:";
- mes "^33CCFF 3 Feathers^000000";
- mes "^009933 3 Zargons^000000";
- mes "^660066 3 Rainbow Shells^000000";
- mes "^009900 3 Green Herbs^000000";
- mes "^663300 1 "+getitemname(GUNS_Q)+"^000000";
- mes "^FF6600 10 Shells^000000";
- next;
- mes @npcname$;
- mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
- close2;
- set @npcname$,"";
- end;
- }
- } else if (GUNS_Q == 10003 || GUNS_Q == 10004) {
- if (countitem(519) >= 1 && GUNS_Q == 10004) {
- mes @npcname$;
- mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
- switch(select("Sure, take it:Sorry but I need it")) {
- case 1:
- next;
- mes @npcname$;
- mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
- delitem 519,1;
- close2;
- set GUNS_Q,10005;
- set @npcname$,"";
- end;
- case 2:
- next;
- mes @npcname$;
- mes "Oh please, I need it so much, think about it please...";
- close2;
- set @npcname$,"";
- end;
- }
- }
- mes @npcname$;
- mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
- close2;
- set @npcname$,"";
- set GUNS_Q,10004;
- end;
- } else if (Class == Job_Gunslinger || GUNS_Q == 10005) {
- mes @npcname$;
- mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
- close2;
- set @npcname$,"";
- end;
- }
- mes @npcname$;
- mes "Hi son, how's life treating you? Nice day, isn't it?";
- close2;
- set @npcname$,"";
- end;
+//===== eAthena Script ======================================= +//= Gunslinger Job Quest +//===== By: ================================================== +//= erKURITA & RockmanEXE +//= Direct credits quote from RockmanExe: +//= "info provided by RockmanEXE cause he pwnz0rz yer arse" +//= DON'T REMOVE THIS! (by request of him, he provided all +//= the info regarding the quests and shops.) +//===== Current Version: ===================================== +//= 1.8 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= "Semi" Official Gunslinger Quest ~ The text isn't the same +//= but it does the things it has to do :P +//===== Additional Comments: ================================= +//= 1.0 Made the NPC [erKURITA] +//= 1.5 Couple fixes to the npc, aswell as adding the missing +//= 3 green herbs. [erKURITA] +//= 1.6 job number->const, commonized variable name, +//= optimized [Lupus] +//= 1.7 Now uses only ONE variable GUNS_Q [Lupus] +//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster] +//= 1.7b Parenthesis fixes [KarLaeda] +//= 1.8 Fixed the reward you can get [Playtester] +//============================================================ + +que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{ + + set @npcname$,"[Armsmith]"; + if (Class == Job_Novice) { + if (GUNS_Q >= 1) { + mes @npcname$; + mes "So, you've come back?"; + next; + if (GUNS_Q == 10005) { + if (SkillPoint > 0) { + mes @npcname$; + 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."; + close2; + set @npcname$,""; + end; + } else if (JobLevel < 10) { + mes @npcname$; + 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"; + close2; + set @npcname$,""; + end; + } + mes @npcname$; + mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being.."; + next; + mes @npcname$; + mes "A Gunslinger!!"; + callfunc "Job_Change",Job_Gunslinger; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + next; + mes @npcname$; + mes "Oh, I forgot, here's a token of my appreciation"; + if (rand(1,3) < 3) { + getitem 13100,1; + } else { + getitem 13150,1; + } + close2; + set @npcname$,""; + end; + } + mes @npcname$; + mes "But you still haven't done what I told you, need me to repeat it?"; + switch (select ("Yes, Please:No, Thanks")) { + case 1: + next; + mes @npcname$; + mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now..."; + close2; + set @npcname$,""; + end; + case 2: + next; + mes @npcname$; + mes "Then GET GOING! You do want to become a Gunslinger, right?"; + close2; + set @npcname$,""; + end; + } + } + mes @npcname$; + mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?"; + switch (select ("Yes:No")) { + case 1: + next; + mes @npcname$; + mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh."; + next; + mes @npcname$; + mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then."; + close2; + set GUNS_Q,1; + set @npcname$,""; + end; + case 2: + next; + mes @npcname$; + mes "Too bad for you son. Come back when you are willing to do so."; + close2; + set @npcname$,""; + end; + } + + } + mes @npcname$; + mes "Hi son, how's life treating you?"; + set @npcname$,""; + close; +} + +payon.gat,184,65,3 script Mr. Tanieh 866,{ + + set @npcname$,"[Mr. Tanieh]"; + if (GUNS_Q == 1) { + mes @npcname$; + mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things."; + next; + mes @npcname$; + mes "I need to make a special soup for my wife, but, as you can see, I am not in conditions to look for the items, she's sick you know?"; + next; + mes @npcname$; + mes "So, will you do it, please?"; + switch (select ("Yes, I will:Sorry I can't now")) { + case 1: + set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068); + goto L_LIST; + + case 2: + next; + mes @npcname$; + mes "Oh, what am I going to do now..."; + close2; + set @npcname$,""; + end; + } + + } else if (GUNS_Q > 1 && GUNS_Q < 10000) { + mes @npcname$; + mes "Oh, you've come back! Have you brought the items?"; + next; + switch (select("Yes I did:No I forgot which items I had to bring")) { + case 1: + next; + if (countitem(949) < 3) { + mes @npcname$; + mes "Sorry, you're missing a few Feathers"; + close2; + set @npcname$,""; + end; + } else if (countitem(912) < 3) { + mes @npcname$; + mes "Sorry, you're missing a few Zargons"; + close2; + set @npcname$,""; + end; + } else if (countitem(1013) < 3) { + mes @npcname$; + mes "Sorry, you're missing a few Rainbow Shells"; + close2; + set @npcname$,""; + end; + } else if (countitem(GUNS_Q) < 1) { + mes @npcname$; + mes "Sorry, you don't have the exact Trunk"; + close2; + set @npcname$,""; + end; + } else if (countitem(511) < 3) { + mes @npcname$; + mes "Sorry, you're missing a few Green Herbs"; + close2; + set @npcname$,""; + end; + } else if (countitem(935) < 10) { + mes @npcname$; + mes "Sorry, you're missing a few Shells"; + close2; + set @npcname$,""; + end; + } + mes @npcname$; + mes "GREAT! You brought them all! Thanks very much!"; + delitem 949,3; + delitem 912,3; + delitem 1013,3; + delitem GUNS_Q,1; //here we keep Trunk ID + delitem 935,10; + delitem 511,3; + next; + mes @npcname$; + mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change."; + close2; + set GUNS_Q,10003; + set @npcname$,""; + end; + case 2: + L_LIST: + next; + mes @npcname$; + mes "Ok, I'll tell you again, so please take note!:"; + mes "^33CCFF 3 Feathers^000000"; + mes "^009933 3 Zargons^000000"; + mes "^660066 3 Rainbow Shells^000000"; + mes "^009900 3 Green Herbs^000000"; + mes "^663300 1 "+getitemname(GUNS_Q)+"^000000"; + mes "^FF6600 10 Shells^000000"; + next; + mes @npcname$; + mes "Hurry please, I am not sure if my wife will last any longer... oh dear.."; + close2; + set @npcname$,""; + end; + } + } else if (GUNS_Q == 10003 || GUNS_Q == 10004) { + if (countitem(519) >= 1 && GUNS_Q == 10004) { + mes @npcname$; + 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$; + mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you."; + delitem 519,1; + close2; + set GUNS_Q,10005; + set @npcname$,""; + end; + case 2: + next; + mes @npcname$; + mes "Oh please, I need it so much, think about it please..."; + close2; + set @npcname$,""; + end; + } + } + mes @npcname$; + mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing.."; + close2; + set @npcname$,""; + set GUNS_Q,10004; + end; + } else if (Class == Job_Gunslinger || GUNS_Q == 10005) { + mes @npcname$; + mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients..."; + close2; + set @npcname$,""; + end; + } + mes @npcname$; + mes "Hi son, how's life treating you? Nice day, isn't it?"; + close2; + set @npcname$,""; + end; }
\ No newline at end of file |