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authorLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-14 06:22:56 +0000
committerLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-14 06:22:56 +0000
commitf9aca471849dfd69a9e8a752e949cc47e2a72d24 (patch)
treec6072525a2501d10fba3e27819eb7d5e37ab84cb /npc/jobs/1-1e
parent5e480ce76f9174e0c933fb0f0de22702079ec9e3 (diff)
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fixed some typos, optimized, added missing NEXT;
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8739 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/1-1e')
-rw-r--r--npc/jobs/1-1e/gunslinger.txt231
1 files changed, 114 insertions, 117 deletions
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt
index 9317d4751..fa739ad0b 100644
--- a/npc/jobs/1-1e/gunslinger.txt
+++ b/npc/jobs/1-1e/gunslinger.txt
@@ -7,7 +7,7 @@
//= DON'T REMOVE THIS! (by request of him, he provided all
//= the info regarding the quests and shops.)
//===== Current Version: =====================================
-//= 1.7
+//= 1.7a
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -20,122 +20,119 @@
//= 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]
//============================================================
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 comeback?";
- next;
- if (GUNS_Q == 10005) {
- if (SkillPoint > 0) {
+ 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$;
- mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
- close2;
- set @npcname$,"";
- end;
- } else if (JobLevel < 10) {
+ 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 "Err, excuse me, but you don't have Level 10 Job. You need to have 10 level job in order to change to Gunslinger";
+ mes "Oh, I forgot, here's a token of my appreciation";
+ getitem 13150,1;
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";
- getitem 13150,1;
- close2;
- set @npcname$,"";
- end;
- } else
+ mes "But you still haven't done what I told you, need me to repeat it?";
+ switch (select ("Yes, Please:No, Thanks")) {
+ case 1:
+ next;
+ mes @npcname$;
+ 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 "But you still haven't done what I told you, need me to repeat it?";
- switch (select ("Yes, Please:No, Thanks")) {
+ 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$;
- mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now then";
+ mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
+ next;
+ mes @npcname$;
+ 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 "Then GET GOING! Don't you want to become a gunslinger, do you?";
+ mes "Too bad for you son. Come back when you are willing to do so.";
close2;
set @npcname$,"";
end;
- }
- } else
-
- mes @npcname$;
- 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";
- close2;
- set @npcname$,"";
- end;
}
- } else
- mes @npcname$;
- mes "Hi son, how's life treating you?";
- set @npcname$,"";
- close;
+ }
+ mes @npcname$;
+ 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$;
- mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me in a few things";
- next;
- mes @npcname$;
- 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$;
- mes "So, will you do it, please?";
- switch (select ("Yes, I will:Sorry I can't now")) {
- case 1:
- set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068);
- goto L_LIST;
+ set @npcname$,"[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$,"";
- end;
+ case 2:
+ next;
+ mes @npcname$;
+ mes "Oh, what am I going to do now...";
+ close2;
+ set @npcname$,"";
+ end;
}
} else if (GUNS_Q > 1 && GUNS_Q < 10000) {
@@ -170,33 +167,33 @@ if (GUNS_Q == 1) {
set @npcname$,"";
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$;
- mes "Sorry, you're missing a few Shells";
+ mes "Sorry, you're missing a few Green Herbs";
close2;
set @npcname$,"";
end;
- } else
- mes @npcname$;
- mes "GREAT! You brought them all! Thanks very much!";
- delitem 949,3;
- delitem 912,3;
- delitem 1013,3;
- delitem GUNS_Q,1; //here we keep Trunk ID
- delitem 935,10;
- delitem 511,3;
- next;
+ } else if (countitem(935) < 10) {
mes @npcname$;
- mes "Oh my~~ You've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
+ mes "Sorry, you're missing a few Shells";
close2;
- set GUNS_Q,10003;
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;
@@ -210,16 +207,16 @@ if (GUNS_Q == 1) {
mes "^FF6600 10 Shells^000000";
next;
mes @npcname$;
- mes "Hurry please, I am not sure if my wife will last any longer... oh dear";
+ mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
close2;
set @npcname$,"";
end;
- }
+ }
} else if (GUNS_Q == 10003) || (GUNS_Q == 10004) {
if (countitem(519) >= 1) && (GUNS_Q == 10004) {
mes @npcname$;
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
- switch(select("Yes, take it please:Sorry but I need it")) {
+ switch(select("Sure, take it:Sorry but I need it")) {
case 1:
next;
mes @npcname$;
@@ -232,28 +229,28 @@ if (GUNS_Q == 1) {
case 2:
next;
mes @npcname$;
- mes "OH please, I need it so much, thing about it please";
+ mes "Oh please, I need it so much, think about it please...";
close2;
set @npcname$,"";
end;
}
- } else
+ }
mes @npcname$;
- mes "*sigh* All I need now is wait. Thanks for your help... but I believe there's something missing..";
+ mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
close2;
set @npcname$,"";
set GUNS_Q,10004;
end;
} else if (Class == Job_Gunslinger) || (GUNS_Q == 10005) {
mes @npcname$;
- mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients";
+ mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
close2;
set @npcname$,"";
end;
}
-mes @npcname$;
-mes "Hi son, how you doing? Nice day eh?";
-close2;
-set @npcname$,"";
-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