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author | Playtester <Playtester@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-03 23:26:08 +0000 |
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committer | Playtester <Playtester@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-03 23:26:08 +0000 |
commit | 4a218362a21ba01c5d7d3c027cfa29e10c91ec4c (patch) | |
tree | b5ea6ba2c3ea06873b8feeca2f4ba9b044452c48 /npc | |
parent | aa588005380c101b4b539e90234a9524f5390575 (diff) | |
download | hercules-4a218362a21ba01c5d7d3c027cfa29e10c91ec4c.tar.gz hercules-4a218362a21ba01c5d7d3c027cfa29e10c91ec4c.tar.bz2 hercules-4a218362a21ba01c5d7d3c027cfa29e10c91ec4c.tar.xz hercules-4a218362a21ba01c5d7d3c027cfa29e10c91ec4c.zip |
* Updated Gunslinger quest
- you can now create a Butcher
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10151 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc')
-rw-r--r-- | npc/Changelog.txt | 2 | ||||
-rw-r--r-- | npc/quests/gunslinger_quests.txt | 527 |
2 files changed, 468 insertions, 61 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt index e190703e1..80c8651e1 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -1,6 +1,8 @@ Date Added ====== 2007/04/04 + * Updated Gunslinger quest [Playtester] + - you can now create a Butcher * Updated Ninja quest variable usage [Playtester] - now MISC_QUEST variable is used when completed 2007/04/03 diff --git a/npc/quests/gunslinger_quests.txt b/npc/quests/gunslinger_quests.txt index 1ea63927e..5184fad01 100644 --- a/npc/quests/gunslinger_quests.txt +++ b/npc/quests/gunslinger_quests.txt @@ -325,81 +325,486 @@ que_ng,185,180,3 script Vanessa 726,{ } } -que_ng,149,178,5 script N.A 744,{ - set @npcname$,"[N.A]"; +que_ng,149,178,4 script Lab Director 744,{ - mes @npcname$; - 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$; - mes "Okay, but first you need to"; - mes "bring me the materials I need"; - mes "to create one."; + if(gun_na == 1){ + if(countitem(1043) > 999 && countitem(932) > 999){ + delitem 1043,1000; + delitem 932,1000; + set gun_na,2; + mes "[N. A]"; + mes "Ahh, it's all here! Ahh, and I"; + mes "was worried about that no one"; + mes "would be able to handle my ^ff0000Butcher^000000"; + mes "when I've finished creating it!"; next; - mes @npcname$; - 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."; + mes "[N. A]"; + mes "Alright, I'll give the ^ff0000Butcher^000000 to you."; + mes "However, we don't do work for"; + mes "free, so we need to charge you"; + mes "for it. Also, you need to obtain"; + mes "permission to use the Butcher from"; + mes "Lady Celena."; 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."; + mes "[N. A]"; + mes "Once you get the permission, I will"; + mes "give the Butcher to you, after paying"; + mes "the fee of 100000 zeny."; + close; + }else{ + mes "[N. A]"; + mes "Have you found ^ff00001000 Orc Claw^000000 and ^ff00001000 Skel Bone^000000 yet?"; + mes "If you think it's too difficult,"; + mes "you can choose to give up."; + next; + if(select("I'm not giving up!:I give up...") == 1){ + mes "[N. A]"; + mes "Alright, I trust you."; + mes "Good luck."; + close; + }else{ + mes "[N. A]"; + mes "You're giving up huh?"; + mes "Well, I'll admit that the"; + mes "test is quite difficult, but"; + mes "you can't handle this weapon"; + mes "if you can't handle the test."; + mes "You may come back later to"; + mes "take the challenge again."; + set gun_na,0; + close; + } + } + } + else if(gun_na == 2){ + mes "[N. A]"; + mes "I already got Lady Celena's"; + mes "permission to let you use the"; + mes "Butcher. You can use it once"; + mes "you've paid me 100000 zeny."; + mes "Do you want to pay now?"; + next; + if(select("Nope.:Yeah.") == 1){ + mes "[N. A]"; + mes "Alright. I await you to return"; + mes "with the money."; + close; + }else{ + if(Zeny < 100000){ + mes "[N. A]"; + mes "Huh, I don't think you have"; + mes "enough money on you."; + mes "Come back with the money,"; + mes "alright?"; + close; + } + if(checkweight(13158,1) == 0){ + mes "[N. A]"; + mes "You are overweight."; + mes "Even if I give you the"; + mes "weapon, you cannot carry it."; + mes "Please clear your inventory."; close; } + set Zeny,Zeny-100000; + set gun_na,0; + getitem 13158,1; + mes "[N. A]"; + mes "One, two, three, four, five,"; + mes "six... 99997, 99998, 99999..."; + mes "100000. *ding~!* Very well!"; + mes "The fee is clear now. You may"; + mes "take the ^ff0000Butcher^000000 now!"; + next; + mes "[N. A]"; + mes "Mr. F. Harrison from Lighthalzen"; + mes "is quite interested in your new"; + mes "toy there. Show it to him some"; + mes "time. He'll be glad."; + next; + mes "[N. A]"; + mes "Make good use of it!"; + mes "See ya!"; + close; + } + } + else if(gun_na == 10){ + if (countitem(999) > 69 && countitem(985) > 4 && countitem(984) > 2 && countitem(1003) > 69 && countitem(7317) > 49 && Zeny > 50000){ 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."; + set gun_na,11; + mes "[N. A]"; + mes "Aha, you got me all the"; + mes "materials. Here, let me get down"; + mes "to it right away! It'll take"; + mes "some time, so wait up..."; + close; + }else{ + mes "[N. A]"; + mes "Eh? You don't have the materials"; + mes "with you yet?"; next; - mes @npcname$; - mes "Alright, you won't regret it..."; - mes "..."; - mes "..."; + mes "[N. A]"; + mes "To make Drifter, I will need"; + mes "70 Steel, 5 Elunium,"; + mes "3 Oridecon, 70 Coal, 50 Rusty"; + mes "Screws, and also a fee of"; + mes "50000 zeny."; + mes "Come back to me once you have"; + mes "everything ready."; next; - getitem 13157,1; - mes @npcname$; - mes "It's done. Now shoot the"; - mes "enemies with no mercy!"; + mes "[N. A]"; + mes "If you don't want it anymore,"; + mes "you can cancel the request."; + next; + if(select("Don't cancel.:Cancel it.") == 1){ + mes "[N. A]"; + mes "Well, please come back with the"; + mes "materials. I'll be waiting."; + close; + }else{ + mes "[N. A]"; + mes "Alright, request to make"; + mes "a Drifter for you is cancelled."; + mes "I wish you good luck"; + mes "in your future."; + set gun_na,0; + close; + } + } + } + else if(gun_na == 11){ + if(checkweight(13157,1) == 0){ + mes "[N. A]"; + mes "You are overweight."; + mes "Even if I made you the"; + mes "weapon, you cannot carry it."; + mes "Please clear your inventory."; close; + } + set gun_na,0; + getitem 13157,1; + mes "[N. A]"; + mes "Ahh, here's the completed"; + mes "Drifter for you."; + next; + mes "[N. A]"; + mes "Please learn to use the"; + mes "Gatlings well. The crazy"; + mes "destruction will definitely"; + mes "be mentally helpful to you."; + close; + } + else if(gun_na == 101){ + mes "[N. A]"; + mes "Ah, hello?"; + mes "I'm the Coordinator of"; + mes "Einbroch Weapon Development."; + mes "My name is 'Lab Director'."; + mes "Do you need something?"; + next; + menu "I need a Special Metal Rod.",-; + mes "[N. A]"; + mes "Huh...? Hey, weren't you that guy"; + mes "who walked out of here with a"; + mes "Butcher a while ago? How was the"; + mes "Butcher?"; + next; + mes "[N. A]"; + mes "...... WHAT!? YOU BROKE IT!?"; + mes "I thought you would be able to"; + mes "use it well... You disappoint me!!!"; + next; + mes "[N. A]"; + mes "You betrayed my faith in you!"; + mes "You traitor! Traitor!! TRAITOR!!!!"; + next; + menu "Explain everything.",-; + mes "[N. A]"; + mes "...... Whew."; + mes "So it was Mr. F. Harrison who"; + mes "broke it, huh? I'm sorry, I should"; + mes "not have suspected you."; + next; + mes "[N. A]"; + mes "Lady Celena has the special metal"; + mes "rod that you want, but the doc is"; + mes "not in right now, and no one else"; + mes "knows where it is..."; + next; + mes "[N. A]"; + mes "I have other research right now"; + mes "so I can't waste my time looking"; + mes "for that... Grr... I need the"; + mes "Elemental Spheres to keep going"; + mes "with my research..."; + next; + menu "Make him an offer.",-; + mes "[N. A]"; + mes "An offer? Like what?"; + next; + menu "We find things for each other.",-; + mes "[N. A]"; + mes "Hmm... That sounds good."; + mes "Well, according to the offer,"; + mes "I'll look for the rod for you,"; + mes "while you find me those"; + mes "Elemental Spheres."; + next; + mes "[N. A]"; + mes "30 Poison Sphere, 30 Flare Sphere,"; + mes "30 Lightning Sphere, 30 Blind"; + mes "Sphere, or 30 Freezing Sphere."; + mes "Find me 30 of each Element."; + set gun_na,102; + close; + } + else if(gun_na == 102){ + mes "[N. A]"; + mes "30 Poison Sphere, 30 Flare Sphere,"; + mes "30 Lightning Sphere, 30 Blind"; + mes "Sphere, or 30 Freezing Sphere."; + mes "Find me 30 of each Element."; + mes "Did you find them?"; + next; - case 2: - mes @npcname$; - mes "Oh well, your loss."; + switch(select("Nope.:I found 30 Poison Spheres.:I found 30 Flare Spheres.:I found 30 Lightning Spheres.:I found 30 Blind Spheres.:I found 30 Freezing Spheres.")){ + + case 1: + mes "[N. A]"; + mes "Just bring me whatever type"; + mes "you could find."; close; + break; + case 2: + if(countitem(13205) >= 30){ + delitem 13205,30; + set gun_na,103; + } + else goto L_MORE; + break; + case 3: + if(countitem(13203) >= 30){ + delitem 13203,30; + set gun_na,103; + } + else goto L_MORE; + break; + case 4: + if(countitem(13204) >= 30){ + delitem 13204,30; + set gun_na,103; + } + else goto L_MORE; + break; + case 5: + if(countitem(13206) >= 30){ + delitem 13206,30; + set gun_na,103; + } + else goto L_MORE; + break; + case 6: + if(countitem(13207) >= 30){ + delitem 13207,30; + set gun_na,103; + } + else goto L_MORE; + break; + } + mes "[N. A]"; + mes "Wow, you found them all for me!"; + mes "I had to turn Lady Celena's lab"; + mes "over to find this rod too."; + mes "Let's trade then!"; + next; + mes "-You gave the Elemental"; + mes "Spheres to Research Coordinator and got"; + mes "the Metal Rod in return.-"; + next; + mes "[N. A]"; + mes "Mr. F. Harrison is very good."; + mes "I'm sure he can fix your"; + mes "Butcher for you."; + mes "Well, see you later!"; + close; + } + else if(gun_na == 103 || gun_na == 104){ + mes "[N. A]"; + mes "Mr. F. Harrison is very good."; + mes "I'm sure he can fix your"; + mes "Butcher for you."; + mes "Well, see you later!"; + close; + } + mes "[N. A]"; + mes "Ah, hello?"; + mes "I'm the Coordinator of"; + mes "Einbroch Weapon Development."; + mes "My name is 'Lab Director'."; + mes "Do you need something?"; + next; + if (BaseJob != Job_Gunslinger){ + menu "Talk to him.",-; + mes "[N. A]"; + mes "If you see Gunslingers around,"; + mes "please tell them that I have"; + mes "the latest news on weapons."; + mes "If necessary, please send them"; + mes "here. Heheheheh..."; + close; + } + if (BaseLevel > 67){ + menu "Ask about 'Butcher'.",L_BUTCHER,"Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL; } -}
\ No newline at end of file + else if(BaseLevel > 54){ + menu "Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL; + } + else{ + menu "Talk.",-; + mes "[N. A]"; + mes "... Destruction... Madness..."; + mes "Hmm... Attack speed over 180..."; + next; + mes "[N. A]"; + mes "Ah, sorry, I'm developing some"; + mes "new weapons. Please don't"; + mes "disturb me."; + close; + } + +L_CANCEL: + mes "[N. A]"; + mes "I have news on the latest"; + mes "weapons but... I guess you're"; + mes "too busy to hear them."; + mes "Maybe next time I guess."; + close; + +L_BUTCHER: + mes "[N. A]"; + mes "Ah, you heard the news"; + mes "shortly after the end"; + mes "of the development eh?"; + next; + mes "[N. A]"; + mes "^ff0000Butcher^000000 is the newest development"; + mes "by us, the Einbroch Firearm Lab."; + mes "It is the newest type of Gatling"; + mes "we have developed. While"; + mes "^ff0000Drifter^000000 is a good weapon"; + mes "as well, the ^ff0000Butcher^000000 definitely has"; + mes "a much stronger firepower!"; + next; + mes "[N. A]"; + mes "Due to its strong firepower,"; + mes "the Butcher was also dubbed"; + mes "as the 'Murderer'."; + next; + mes "[N. A]"; + mes "However, even Gunslingers could"; + mes "have troubles controlling such"; + mes "a powerful weapon."; + next; + mes "[N. A]"; + mes "Do you think you can handle it?"; + next; + if(select("I'm not sure...:Of course I can!!") == 1){ + mes "[N. A]"; + mes "The ^ff0000Butcher^000000 is a weapon that you"; + mes "can't handle without a strong"; + mes "will. I'll see you again when"; + mes "you have enough confidence to"; + mes "handle this monster."; + close; + }else{ + mes "[N. A]"; + mes "Aha, how self-confident you"; + mes "are! However, I see people with"; + mes "such self-confidence everywhere."; + mes "You'll need to prove it..."; + mes "But how... Hmm..."; + next; + mes "[N. A]"; + mes "Hmmm......"; + next; + mes "[N. A]"; + mes "Aha! I got it!"; + next; + mes "[N. A]"; + mes "Here, bring me ^ff00001000 Orc Claws^000000 and ^ff00001000 Skel Bone^000000."; + mes "If you can bring me these items,"; + mes "I'll let you use the Butcher."; + next; + mes "[N. A]"; + mes "Easy, ain't it? Go and prove"; + mes "your ability then! Heheheh..."; + set gun_na,1; + close; + } + +L_DRIFTER: + mes "[N. A]"; + mes "Ah, you're here to learn about"; + mes "the ^ff0000Drifter^000000 eh?"; + next; + mes "[N. A]"; + mes "The ^ff0000Drifter^000000 is one of the many"; + mes "highest-classed weapons developed"; + mes "by Lady Celena. It's an automatic"; + mes "Gatling which boasts very high"; + mes "rate of fire, which is the highest"; + mes "among all Gunslinger weapons."; + next; + mes "[N. A]"; + mes "Of course, you will need the Skill"; + mes "to allow you to control Gatlings,"; + mes "but he who contorls Gatlings well"; + mes "will receive full aid from the"; + mes "^ff0000Drifter^000000."; + next; + mes "[N. A]"; + mes "Do you want to try using the ^ff0000Drifter^000000?"; + next; + if(select("Um, no.:Yeah!") == 1){ + mes "[N. A]"; + mes "If you want to try it out"; + mes "some time, come back here."; + close; + }else{ + set gun_na,10; + mes "[N. A]"; + mes "Since it's really hard to find"; + mes "the materials for constructing"; + mes "the ^ff0000Drifter^000000, we only make them"; + mes "on requests, and we require those"; + mes "who want to use the ^ff0000Drifter^000000 to bring"; + mes "us the materials."; + next; + mes "[N. A]"; + mes "I'll tell you the materials"; + mes "needed, just bring them and"; + mes "we'll construct it for you."; + next; + mes "[N. A]"; + mes "To make a Drifter, we need"; + mes "70 Steel, 5 Eluniums, 3"; + mes "Oridecons, 70 Coal, 50 Rusty"; + mes "Screws, and a fee of"; + mes "50,000 zeny."; + mes "Come back after you found"; + mes "them all."; + close; + } + +L_MORE: + mes "[N. A]"; + mes "Eh? What? Am I the only"; + mes "person who can't see them?"; + mes "Bring me more!"; + close; +} |