diff options
Diffstat (limited to 'npc/jobs/1-1e/gunslinger.txt')
-rw-r--r-- | npc/jobs/1-1e/gunslinger.txt | 114 |
1 files changed, 37 insertions, 77 deletions
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index 3e0693f69..1ff0d61bd 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: =====================================
-//= 1.0
+//= 1.6
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -17,6 +17,8 @@ //= 1.0 Made the NPC [erKURITA]
//= 1.5 Couple fixes to the npc, aswell as adding the missing
//= 3 green herbs. [erKURITA]
+//= 1.6 job number->const, commonized variable name,
+//= optimized [Lupus]
//============================================================
que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
@@ -25,22 +27,22 @@ set @npcname$,"[Armsmith]"; if (Class == Job_Novice) {
- if (gs_quest >= 1) {
+ if (GUNS_Q >= 1) {
mes @npcname$;
mes "So, you've comeback?";
next;
- if (gs_quest == 5) {
+ if (GUNS_Q == 5) {
if (SkillPoint > 0) {
mes @npcname$;
mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
close2;
- set @npcname$,0;
+ set @npcname$,"";
end;
} else if (JobLevel < 10) {
mes @npcname$;
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";
close2;
- set @npcname$,0;
+ set @npcname$,"";
end;
}
mes @npcname$;
@@ -48,14 +50,14 @@ if (Class == Job_Novice) { next;
mes @npcname$;
mes "A gunslinger!!!";
- jobchange 24;
+ jobchange Job_Gunslinger;
+ callfunc "F_ClearJobVar"; //clears all job variables for the current player
next;
mes @npcname$;
mes "Oh, I forgot, here's a token of my appreciation";
getitem 13150,1;
close2;
- set gs_quest,0;
- set @npcname$,0;
+ set @npcname$,"";
end;
} else
mes @npcname$;
@@ -66,14 +68,14 @@ if (Class == Job_Novice) { mes @npcname$;
mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now then";
close2;
- set @npcname$,0;
+ set @npcname$,"";
end;
case 2:
next;
mes @npcname$;
mes "Then GET GOING! Don't you want to become a gunslinger, do you?";
close2;
- set @npcname$,0;
+ set @npcname$,"";
end;
}
} else
@@ -89,21 +91,22 @@ if (Class == Job_Novice) { mes @npcname$;
mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then";
close2;
- set gs_quest,1;
- set @npcname$,0;
+ set GUNS_Q,1;
+ set @npcname$,"";
end;
case 2:
next;
mes @npcname$;
mes "Too bad for you son";
close2;
- set @npcname$,0;
+ set @npcname$,"";
end;
}
} else
mes @npcname$;
mes "Hi son, how's life treating you?";
+ set @npcname$,"";
close;
}
@@ -111,7 +114,7 @@ payon.gat,184,65,3 script Mr. Tanieh 866,{ set @npcname$,"[Mr. Tanieh]";
-if (gs_quest == 1) {
+if (GUNS_Q == 1) {
mes @npcname$;
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;
@@ -122,38 +125,10 @@ if (gs_quest == 1) { mes "So, will you do it, please?";
switch (select ("Yes, I will:Sorry I can't now")) {
case 1:
- next;
- mes @npcname$;
- mes "Thanks very much!! Ok, here's what I need:";
- mes "^33CCFF 3 Feathers^000000";
- mes "^009933 3 Zargons^000000";
- mes "^660066 3 Rainbow Shells^000000";
- mes "^009900 3 Green Herbs^000000";
- set randtrunk,rand(1,5);
- if (randtrunk == 1) {
- mes "^663300 1 Trunk^000000";
- set trunk,1019;
- } else if (randtrunk == 2) {
- mes "^663300 1 Fine-Grained Trunk^000000";
- set trunk,1066;
- } else if (randtrunk == 3) {
- mes "^663300 1 Solid Trunk^000000";
- set trunk,1067;
- } else if (randtrunk == 4) {
- mes "^663300 1 Barren Trunk^000000";
- set trunk,1068;
- } else if (randtrunk == 5) {
- mes "^663300 1 Thin Trunk";
- set trunk,7186;
- }
- mes "^FF6600 10 Shells^000000";
- next;
- mes @npcname$;
- mes "Hurry please, I am not sure if my wife will last any longer... oh dear";
- close2;
- set @npcname$,"";
- set gs_quest,2;
- end;
+ set GUNS_Q2,callfunc("F_RandMes",5,1019,1066,1067,1068,7186);
+ set GUNS_Q,2;
+ goto L_LIST;
+
case 2:
next;
mes @npcname$;
@@ -163,7 +138,7 @@ if (gs_quest == 1) { end;
}
- } else if (gs_quest == 2) {
+ } else if (GUNS_Q == 2) {
mes @npcname$;
mes "Oh, you've come back! Have you brought the items?";
next;
@@ -188,7 +163,7 @@ if (gs_quest == 1) { close2;
set @npcname$,"";
end;
- } else if (countitem(trunk) < 1) {
+ } else if (countitem(GUNS_Q2) < 1) {
mes @npcname$;
mes "Sorry, you don't have the exact Trunk";
close2;
@@ -212,42 +187,27 @@ if (gs_quest == 1) { delitem 949,3;
delitem 912,3;
delitem 1013,3;
- delitem trunk,1;
+ delitem GUNS_Q2,1;
delitem 935,10;
delitem 511,3;
next;
mes @npcname$;
mes "Oh my~~ You've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
close2;
- set gs_quest,3;
- set @npcname$,0;
- set trunk,0;
- set randtrunk,0;
+ set GUNS_Q,3;
+ set GUNS_Q2,0;
+ set @npcname$,"";
end;
case 2:
- next;
+ L_LIST:
+ next;
mes @npcname$;
mes "Ok, I'll tell you again, so please take note!:";
mes "^33CCFF 3 Feathers^000000";
mes "^009933 3 Zargons^000000";
mes "^660066 3 Rainbow Shells^000000";
mes "^009900 3 Green Herbs^000000";
- if (randtrunk == 1) {
- mes "^663300 1 Trunk^000000";
- set trunk,1019;
- } else if (randtrunk == 2) {
- mes "^663300 1 Fine-Grained Trunk^000000";
- set trunk,1066;
- } else if (randtrunk == 3) {
- mes "^663300 1 Solid Trunk^000000";
- set trunk,1067;
- } else if (randtrunk == 4) {
- mes "^663300 1 Barren Trunk^000000";
- set trunk,1068;
- } else if (randtrunk == 5) {
- mes "^663300 1 Thin Trunk";
- set trunk,7186;
- }
+ mes "^663300 1 "+getitemname(GUNS_Q2)+"^000000";
mes "^FF6600 10 Shells^000000";
next;
mes @npcname$;
@@ -256,8 +216,8 @@ if (gs_quest == 1) { set @npcname$,"";
end;
}
- } else if (gs_quest == 3) || (gs_quest == 4) {
- if (countitem(519) >= 1) && (gs_quest == 4) {
+ } else if (GUNS_Q == 3) || (GUNS_Q == 4) {
+ if (countitem(519) >= 1) && (GUNS_Q == 4) {
mes @npcname$;
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")) {
@@ -267,7 +227,7 @@ if (gs_quest == 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 gs_quest,5;
+ set GUNS_Q,5;
set @npcname$,"";
end;
case 2:
@@ -283,18 +243,18 @@ if (gs_quest == 1) { mes "*sigh* All I need now is wait. Thanks for your help... but I believe there's something missing..";
close2;
set @npcname$,"";
- set gs_quest,4;
+ set GUNS_Q,4;
end;
- } else if (Class == 24) || (gs_quest == 5) {
+ } else if (Class == Job_Gunslinger) || (GUNS_Q == 5) {
mes @npcname$;
mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients";
close2;
- set @npcname$,0;
+ set @npcname$,"";
end;
}
mes @npcname$;
mes "Hi son, how you doing? Nice day eh?";
close2;
-set @npcname$,0;
+set @npcname$,"";
end;
}
\ No newline at end of file |