summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--npc/Changelog.txt4
-rw-r--r--npc/quests/gunslinger_quests.txt497
2 files changed, 374 insertions, 127 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index a2c63189a..5ba10d339 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,7 +1,9 @@
Date Added
======
2007/05/01
- * Updated Gunslinger weapon Inferno Quest to official. [SinSloth]
+ * Updated some Gunslinger quests. [SinSloth]
+ - Inferno Quest updated to official.
+ - Garrison Quest updated to official, thanks to Lazarus^.
* Elly now deletes the Iron_Box, and Kiel Hyre deletes the Pin. [L0ne_W0lf]
* More security on the 5th Big Door, now makes sure no one outside of who acticated it initially can use it. Resets after 10 minutes to make it. [L0ne_W0lf]
* Made it so that you need to be at least step 84 to activate the final door. [L0ne_W0lf]
diff --git a/npc/quests/gunslinger_quests.txt b/npc/quests/gunslinger_quests.txt
index 85c92154d..28f23c453 100644
--- a/npc/quests/gunslinger_quests.txt
+++ b/npc/quests/gunslinger_quests.txt
@@ -1,7 +1,7 @@
//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
-//= 1.4
+//= 1.6
//===== Compatible With: =====================================
//= SVN eA
//===== Description: =========================================
@@ -14,166 +14,411 @@
//= 1.4 Updated Destroyer Quest - Credits to Sinoco for first
//= official version. [SinSloth]
//= 1.5 Updated Inferno Quest to official version [SinSloth]
+//= 1.6 Updated Garrison Quest - Credits to Lazarus^ for
+//= making the first official version. [SinSloth]
//============================================================
//===================== Garrison =====================================================
-que_ng,182,85,3 script Mr.Garrison 109,{
- set @npcname$,"[Mr.Garrison]";
+que_ng.gat,182,85,3 script Garrison 109,{
- mes @npcname$;
- 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$;
- mes "I don't think you have enough";
- mes "knowledge of guns to see its";
- mes "true beauty.";
+ if(BaseJob != Job_Gunslinger)
+ {
+ mes "[Garrison]";
+ mes "You're not a gunslinger.";
+ mes "You're distracting me from my work. Go on.";
close;
}
- mes @npcname$;
- 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."))
+ else if(BaseLevel < 55)
+ {
+ mes "[Garrison]";
+ mes "My name is Garrison. I'm a master in crafting guns.";
+ mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
+ next;
+ mes "[Garrison]";
+ mes "Why don't you commission a Garrison from me?";
+ next;
+ callsub SubGarrison;
+ }
+ switch(gun_gs)
{
+ case 0:
+ if(countitem(13104) < 1)
+ {
+ mes "[Garrison]";
+ mes "My name is Garrison. I'm a master in crafting guns.";
+ mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
+ next;
+ mes "[Garrison]";
+ mes "Are you here to commission a Garrison from me?";
+ next;
+ callsub SubGarrison;
+ }
+ mes "[Garrison]";
+ mes "Hmm~ What's going on?";
+ mes "Are you here because you need a weapon?";
+ next;
+ switch( select( "I need a Garrison.","Not really.","Cancel") )
+ {
+ case 1:
+ mes "[Garrison]";
+ mes "Oh~ Welcome";
+ mes "Everyone needs me~!";
+ mes "It just proves that my gun, the Garrison, is the best of the best.";
+ mes "So, are you going to ask me to make one now?";
+ next;
+ callsub SubGarrison;
+
+ case 2:
+ mes "[Garrison]";
+ mes "Hmm~ You look like you're wandering around without a mission.";
+ mes "If you've got the time, will you do me a favor?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is it?";
+ next;
+ mes "[Garrison]";
+ mes "Mmm~ Well, I had actually received a letter recently stating that there are many defective makes of a gun I created called the Six Shooter.";
+ next;
+ mes "[Garrison]";
+ mes "I'm a perfectionist, but due to my old age, my eyes are growing dark, and I think I may have sold defective Six Shooters.";
+ next;
+ mes "[Garrison]";
+ mes "So what I'm trying to say is, I'm hoping someone will find me spare parts which I can use to replace defective parts in the detective Six Shooters.";
+ next;
+ mes "[Garrison]";
+ mes "If you help me, I'll put a slot in that Garrison you're holding right now.";
+ mes "What do you say?";
+ next;
+ mes "[Garrison]";
+ mes "Just so you know, if I slot your Garrison, any current refine points or slotted cards will disappear. Decide carefully.";
+ next;
+ switch( select( "I don't like the sound of this.","Ok, I'll try it out.") )
+ {
+ case 1:
+ mes "[Garrison]";
+ mes "Hmm, I see.";
+ mes "I understand.";
+ mes "I guess I'll look for a different man.";
+ close;
+
+ case 2:
+ mes "[Garrison]";
+ mes "Oh, would you?";
+ mes "I'm so thankful.";
+ mes "These are the materials I need to make spare parts...";
+ next;
+ mes "[Garrison]";
+ mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
+ mes "I need this exact amount. Don't forget.";
+ set gun_gs,1;
+ close;
+ }
+
+ case 3:
+ mes "[Garrison]";
+ mes "Hmm... Come and see me later.";
+ close;
+ }
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.";
+ if((countitem(999) < 10) || (countitem(7317) < 10) || (countitem(1011) < 10) || (countitem(1003) < 30) || (countitem(985) < 1))
+ {
+ mes "[Garrison]";
+ mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
+ mes "Don't forget -- the amount has to be exact.";
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.";
+ mes "[Garrison]";
+ mes "Oh~ You're back with what I need~";
+ mes "I'm so grateful.";
+ mes "Oh.. there's another favor I need to have done. Err...";
next;
- mes @npcname$;
- mes "Give me just a minute...";
- mes "...";
- mes "...";
+ mes "[Garrison]";
+ mes "I need to deliver the spare parts once I make them to another person, but I've got so much work to do around here.";
next;
- getitem 13104,1;
- mes @npcname$;
- mes "It's done. Here, take this";
- mes "wonderful gun!";
+ mes "[Garrison]";
+ mes "Sorry to ask, but I was hoping you can deliver what I make out of these materials to the next person.";
+ next;
+ mes "[Garrison]";
+ mes "While you are on delivery, I will make preparations to slot your Garrison, as promised.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "-Hmm, I don't want to do it, but I'll do it anyway.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok.";
+ next;
+ mes "[Garrison]";
+ mes "Oh, thanks a lot.";
+ mes "Then deliver this to a person called Ravey. He lives in the slums of Lighthalzen.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You receive the delivery goods from Garrison.";
+ mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
+ delitem 999,10;
+ delitem 1011,10;
+ delitem 7317,10;
+ delitem 985,1;
+ delitem 1003,30;
+ set gun_gs,2;
close;
case 2:
- mes @npcname$;
- mes "Well, guess a true Gunslinger";
- mes "will never part from his";
- mes "favorite gun, heh.";
+ mes "["+strcharinfo(0)+"]";
+ mes "You receive the delivery goods from Garrison.";
+ mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
close;
+
+ case 3:
+ mes "[Garrison]";
+ mes "Oh~ How was your trip?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Gyah~";
+ mes "I nearly died!!!";
+ mes "That man tried to attack me when he saw me. I barely escaped death!";
+ next;
+ mes "[Garrison]";
+ mes "Ahh~ Oh no.";
+ mes "I had no idea the person who sent the letter was actually plotting to assassinate me. He was probably sent by one of our enemy guilds...";
+ next;
+ mes "[Garrison]";
+ mes "It looks like I've sent you unintentionally on a very dangerous mission.";
+ next;
+ mes "[Garrison]";
+ mes "I'm so sorry.";
+ mes "You may also know, but there's bad guys plotting to attack the Professor and the Gunslinger Guild all over the place.";
+ next;
+ mes "[Garrison]";
+ mes "Consider this a part of your training as an Gunslinger.";
+ next;
+ mes "[Garrison]";
+ mes "I'm sorry about what happened.";
+ mes "But, as promised, I will slot your Garrison ...";
+ next;
+ if(countitem(13104) < 1)
+ {
+ mes "[Garrison]";
+ mes "Huh? Sigh.";
+ mes "Did you sell off your gun while you were gone?";
+ mes "I said I'd slot your gun, but I never said I'd slot a gun that isn't here.";
+ mes "Go and get your Garrison and then get back to me.";
+ set gun_gs,4;
+ close;
+ }
+ mes "[Garrison]";
+ mes "Let's see~";
+ mes "*tonk* *tonk* *thump* *whump*";
+ mes "Here is your modified";
+ mes "Garrison.";
+ mes "Please use it well.";
+ delitem 13104,1;
+ getitem 13105,1;
+ set gun_gs, 5;
+ close;
+ case 4:
+ if(countitem(13104) < 1)
+ {
+ mes "[Garrison]";
+ mes "Go and get your Garrison and then get back to me.";
+ close;
+ }
+ mes "[Garrison]";
+ mes "Ah, there it is.";
+ mes "Here is your modified";
+ mes "Garrison.";
+ mes "Do use it well.";
+ delitem 13104, 1;
+ getitem 13105, 1;
+ set gun_gs,5;
+ close;
+ case 5:
+ mes "[Garrison]";
+ mes "Hmm~ You're back again~";
+ mes "What's the matter?";
+ mes "Did you come back because you need a weapon?";
+ mes "What do you need?";
+ next;
+ switch( select( "Garrison","Slot a Garrison","Cancel"))
+ {
+ case 1:
+ callsub SubGarrison;
+ case 2:
+ callsub SubGarrison_;
+ }
}
-L_Slot:
- mes "Oh, I see you have one of";
- mes "my high-quality guns.";
+SubGarrison:
+ mes "[Garrison]";
+ mes "To create a Garrison, I need...";
+ mes "50 Steel, 3 Eluniums,";
+ mes "1 Oridecon, 50 Coal,";
+ mes "20 Rusty Screws, and";
+ mes "there's a fee of 30,000 Zeny.";
+ mes "Well, do you want one?.";
next;
- mes @npcname$;
- mes "Now that I look at it, I";
- mes "think I could improve it";
- mes "some more.";
- next;
- mes @npcname$;
- mes "How about I add a ^0000FFslot^000000";
- mes "to it? Be careful, though.";
- mes "If you put a card into it";
- mes "already, it will be lost";
- mes "in the process.";
- next;
- switch(select("Yes, please add a slot.","Nah, I keep it as it is now."))
+ switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel") )
{
-
case 1:
- mes @npcname$;
- 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.";
+ mes "[Garrison]";
+ mes "Hmmm~ I got worked up for nothing~";
+ mes "Think about it. Come see me if you decide.";
+ close;
+
+ case 2:
+ if((countitem(999) < 50) || (countitem(7317) < 20) || (countitem(984) < 1) || (countitem(1003) < 50) ||(countitem(985) < 3) )
+ {
+ mes "[Garrison]";
+ mes "You didn't bring enough materials";
+ mes "To create a Garrison, I need...";
+ mes "50 Steel, 3 Eluniums,";
+ mes "1 Oridecon, 50 Coal,";
+ mes "50 Rusty Screws,";
+ mes "and there's a fee of 30,000 Zeny";
+ mes "Don't forget.";
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.";
+ else if(Zeny < 30000)
+ {
+ mes "[Garrison]";
+ mes "You need more Zeny~!";
+ mes "More Zeny!!";
+ close;
+ }
+ else if(checkweight(13104,1) == 0)
+ {
+ mes "[Garrison]";
+ mes "There's no room in your inventory";
+ mes "for my creation.";
+ mes "Make some room";
+ mes "in your inventory, and then";
+ mes "Come and see me.";
+ close;
+ }
+ mes "[Garrison]";
+ mes "Hmm, looks like the correct amount of materials and Zeny.";
+ mes "Here's a Garrison~";
+ mes "If you need one again, come and see me~";
+ delitem 999,50;
+ delitem "Oridecon",1;
+ delitem 7317,20;
+ delitem 985,3;
+ delitem 1003,50;
+ set Zeny,Zeny-30000;
+ getitem 13104,1;
+ close;
+
+ case 3:
+ mes "[Garrison]";
+ mes "I'll see you when I see you~";
+ close;
+ }
+
+SubGarrison_:
+ mes "[Garrison]";
+ mes "In order to slot a Garrison, I need";
+ mes "10 Steel, 1 Elunium,";
+ mes "10 Emveretarcon, 30 Coal,";
+ mes "10 Rusty Screws, and";
+ mes "1 Garrison.";
+ mes "Well, do you want one?.";
+ next;
+ switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel" ))
+ {
+ case 1:
+ mes "[Garrison]";
+ mes "You've got me worked up for nothing~";
+ mes "Get back to me when you've made up your mind.";
close;
case 2:
- mes @npcname$;
- mes "Okay, come back when you";
- mes "changed your mind.";
+ if((countitem(999) < 10) || (countitem(7317) < 10) || (countitem(1011) < 10) || (countitem(1003) < 30) || (countitem(985) < 1) || (countitem(13104) < 1))
+ {
+ mes "[Garrison]";
+ mes "You didn't bring enough materials";
+ mes "In order to slot a Garrison, I need";
+ mes "10 Steel, 1 Elunium,";
+ mes "10 Emveretarcon, 30 Coal,";
+ mes "10 Rusty Screws, and";
+ mes "1 Garrison.";
+ mes "Don't forget.";
+ close;
+ }
+ else if(checkweight(13105,1) != 1)
+ {
+ mes "[Garrison]";
+ mes "There's no room in your inventory";
+ mes "for my creation.";
+ mes "Make some room";
+ mes "in your inventory, and then";
+ mes "Come and see me.";
+ close;
+ }
+ mes "[Garrison]";
+ mes "Hmm, looks like the correct amount of materials and Zeny.";
+ mes "Here's a modified Garrison with a slot.";
+ mes "If you need one again, come and see me~";
+ delitem 999, 10;
+ delitem 1011, 10;
+ delitem 7317, 10;
+ delitem 985, 1;
+ delitem 1003, 30;
+ delitem 13104, 1;
+ getitem 13105, 1;
close;
+
+ case 3:
+ mes "[Garrison]";
+ mes "I'll see you when I see you~";
+ close;
}
+}
-L_Already:
- mes "So how do you like";
- mes "my gun?";
+lighthalzen.gat,322,247,6 script Ravey 86,{
+
+ if(gun_gs == 2)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me. Hello.";
+ mes "I'm here to give you replacement parts for defective Gunslin...";
+ next;
+ mes "[Ravey]";
+ mes "You!!!";
+ mes "Huuut~!!";
+ mes "Die!!!";
+ set gun_gs,3;
+ percentheal 100,0;
+ percentheal -90,0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
+ mes "You nearly died.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You run away without looking back.";
+ mes "Let's hurry back to Garrison.-";
+ close;
+ }
+ if(gun_gs == 3)
+ {
+ mes "["+strcharinfo(0)+"]";
+ mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
+ mes "You nearly died.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's hurry back to Garrison.-";
+ close;
+ }
+ mes "[Ravey]";
+ mes "Ugh...";
+ mes "Err.. Err..";
+ mes "......";
close;
}
+
que_ng,187,163,3 script Ingrid 744,{
if(BaseJob != Job_Gunslinger)