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-rw-r--r--npc/jobs/1-1e/gunslinger.txt29
1 files changed, 14 insertions, 15 deletions
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt
index 1ff0d61bd..4913c9b52 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: =====================================
-//= 1.6
+//= 1.7
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -19,6 +19,7 @@
//= 3 green herbs. [erKURITA]
//= 1.6 job number->const, commonized variable name,
//= optimized [Lupus]
+//= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
//============================================================
que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
@@ -31,7 +32,7 @@ if (Class == Job_Novice) {
mes @npcname$;
mes "So, you've comeback?";
next;
- if (GUNS_Q == 5) {
+ if (GUNS_Q == 10005) {
if (SkillPoint > 0) {
mes @npcname$;
mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
@@ -125,8 +126,7 @@ if (GUNS_Q == 1) {
mes "So, will you do it, please?";
switch (select ("Yes, I will:Sorry I can't now")) {
case 1:
- set GUNS_Q2,callfunc("F_RandMes",5,1019,1066,1067,1068,7186);
- set GUNS_Q,2;
+ set GUNS_Q,callfunc("F_RandMes",5,1019,1066,1067,1068,7186);
goto L_LIST;
case 2:
@@ -138,7 +138,7 @@ if (GUNS_Q == 1) {
end;
}
- } else if (GUNS_Q == 2) {
+ } else if (GUNS_Q > 1 && GUNS_Q < 10000) {
mes @npcname$;
mes "Oh, you've come back! Have you brought the items?";
next;
@@ -163,7 +163,7 @@ if (GUNS_Q == 1) {
close2;
set @npcname$,"";
end;
- } else if (countitem(GUNS_Q2) < 1) {
+ } else if (countitem(GUNS_Q) < 1) {
mes @npcname$;
mes "Sorry, you don't have the exact Trunk";
close2;
@@ -187,15 +187,14 @@ if (GUNS_Q == 1) {
delitem 949,3;
delitem 912,3;
delitem 1013,3;
- delitem GUNS_Q2,1;
+ delitem GUNS_Q,1; //here we keep Trunk ID
delitem 935,10;
delitem 511,3;
next;
mes @npcname$;
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,3;
- set GUNS_Q2,0;
+ set GUNS_Q,10003;
set @npcname$,"";
end;
case 2:
@@ -207,7 +206,7 @@ if (GUNS_Q == 1) {
mes "^009933 3 Zargons^000000";
mes "^660066 3 Rainbow Shells^000000";
mes "^009900 3 Green Herbs^000000";
- mes "^663300 1 "+getitemname(GUNS_Q2)+"^000000";
+ mes "^663300 1 "+getitemname(GUNS_Q)+"^000000";
mes "^FF6600 10 Shells^000000";
next;
mes @npcname$;
@@ -216,8 +215,8 @@ if (GUNS_Q == 1) {
set @npcname$,"";
end;
}
- } else if (GUNS_Q == 3) || (GUNS_Q == 4) {
- if (countitem(519) >= 1) && (GUNS_Q == 4) {
+ } else if (GUNS_Q == 10003) || (GUNS_Q == 10004) {
+ if (countitem(519) >= 1) && (GUNS_Q == 10004) {
mes @npcname$;
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")) {
@@ -227,7 +226,7 @@ if (GUNS_Q == 1) {
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,5;
+ set GUNS_Q,10005;
set @npcname$,"";
end;
case 2:
@@ -243,9 +242,9 @@ if (GUNS_Q == 1) {
mes "*sigh* All I need now is wait. Thanks for your help... but I believe there's something missing..";
close2;
set @npcname$,"";
- set GUNS_Q,4;
+ set GUNS_Q,10004;
end;
- } else if (Class == Job_Gunslinger) || (GUNS_Q == 5) {
+ } 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;