diff options
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/quests/gunslinger_quests.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/quests/gunslinger_quests.txt')
-rw-r--r-- | npc/quests/gunslinger_quests.txt | 808 |
1 files changed, 404 insertions, 404 deletions
diff --git a/npc/quests/gunslinger_quests.txt b/npc/quests/gunslinger_quests.txt index cb2823a88..c939035b6 100644 --- a/npc/quests/gunslinger_quests.txt +++ b/npc/quests/gunslinger_quests.txt @@ -1,405 +1,405 @@ -//===== 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] [Playtester]
-//= 1.2 Added Drifter, Destroyer and Inferno [Playtester]
-//============================================================
-
-
-//===================== 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;
- }
- delitem 999,50;
- delitem 985,3;
- delitem 984,1;
- delitem 1003,50;
- delitem 7317,20;
- set Zeny,Zeny-30000;
- mes "I see you came prepared.";
- mes "Let me take those material.";
- next;
- 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;
- }
- delitem 999,10;
- delitem 985,1;
- delitem 1011,10;
- delitem 1003,30;
- delitem 7317,10;
- delitem 13104,1;
- mes "I see you came prepared.";
- mes "Let me take those materials.";
- next;
- 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$;
- mes "Okay, come back when you";
- mes "changed your mind.";
- close;
- }
-
-L_Already:
- mes "So how do you like";
- mes "my gun?";
- close;
-}
-
-que_ng.gat,187,163,3 script Ingrid 744,{
- set @npcname$,"[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;
- }
- delitem 7319,100;
- delitem 984,10;
- delitem 7317,50;
- delitem 7097,100;
- set Zeny,Zeny-200000;
- mes "Oh, you already have the materials.";
- mes "Let me have them.";
- next;
- 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;
- }
- delitem 7319,50;
- delitem 984,5;
- delitem 7317,70;
- set Zeny,Zeny-100000;
- mes "Oh, you already have the materials.";
- mes "Let me have them.";
- next;
- 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;
- }
- delitem 999,70;
- delitem 985,5;
- delitem 984,3;
- delitem 1003,70;
- delitem 7317,50;
- set Zeny,Zeny-50000;
- mes "I see you came prepared.";
- mes "Let me take those materials.";
- next;
- 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$;
- mes "Oh well, your loss.";
- close;
- }
+//===== By: ================================================== +//= Playtester +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= SVN eA +//===== Description: ========================================= +//= Gunslinger guns and bullet quests +//===== Additional Comments: ================================= +//= 1.0 Only Garrison Gun done yet [Playtester] +//= 1.1 Added Garrison[2] [Playtester] +//= 1.2 Added Drifter, Destroyer and Inferno [Playtester] +//============================================================ + + +//===================== Garrison ===================================================== + +que_ng.gat,182,85,3 script Mr.Garrison 109,{ + set @npcname$,"[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$; + if ( (countitem(999)<50) || (countitem(985)<3) || (countitem(984)<1) || (countitem(1003)<50) || (countitem(7317)<20) || (Zeny < 30000) ) { + mes "Come back when you have the materials."; + close; + } + delitem 999,50; + delitem 985,3; + delitem 984,1; + delitem 1003,50; + delitem 7317,20; + set Zeny,Zeny-30000; + mes "I see you came prepared."; + mes "Let me take those material."; + next; + mes @npcname$; + 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$; + if ( (countitem(999)<10) || (countitem(985)<1) || (countitem(1011)<10) ||(countitem(1003)<30) || (countitem(7317)<10) || (countitem(13104)<1) ) { + mes "Come back when you have the materials."; + close; + } + delitem 999,10; + delitem 985,1; + delitem 1011,10; + delitem 1003,30; + delitem 7317,10; + delitem 13104,1; + mes "I see you came prepared."; + mes "Let me take those materials."; + next; + mes @npcname$; + 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; +} + +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$; + if ( (countitem(7319)<100) || (countitem(984)<10) || (countitem(7317)<50) || (countitem(7097)<100) || (Zeny < 200000) ) { + mes "Come back when you have the materials."; + close; + } + delitem 7319,100; + delitem 984,10; + delitem 7317,50; + delitem 7097,100; + set Zeny,Zeny-200000; + mes "Oh, you already have the materials."; + mes "Let me have them."; + next; + mes @npcname$; + 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$; + if ( (countitem(7319)<50) || (countitem(984)<5) || (countitem(7317)<70) || (Zeny < 100000) ) { + mes "Come back when you have the materials."; + close; + } + delitem 7319,50; + delitem 984,5; + delitem 7317,70; + set Zeny,Zeny-100000; + mes "Oh, you already have the materials."; + mes "Let me have them."; + next; + mes @npcname$; + 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$; + if ( (countitem(999)<70) || (countitem(985)<5) || (countitem(984)<3) || (countitem(1003)<70) || (countitem(7317)<50) || (Zeny < 50000) ) { + mes "Come back when you have the materials."; + close; + } + delitem 999,70; + delitem 985,5; + delitem 984,3; + delitem 1003,70; + delitem 7317,50; + set Zeny,Zeny-50000; + mes "I see you came prepared."; + mes "Let me take those materials."; + next; + mes @npcname$; + 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; + } }
\ No newline at end of file |