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Diffstat (limited to 'npc/re/jobs/2e/rebellion.txt')
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diff --git a/npc/re/jobs/2e/rebellion.txt b/npc/re/jobs/2e/rebellion.txt new file mode 100644 index 000000000..53beb11f5 --- /dev/null +++ b/npc/re/jobs/2e/rebellion.txt @@ -0,0 +1,1035 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2020 Hercules Dev Team +//= Copyright (C) Dastgir +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Rebellion Job Quest +//================= Description =========================================== +//= Job change Quest from Gunslinger -> Rebellion +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +job_gun,1,1,1 script Administrator1 CLEAR_NPC,{ + callfunc("F_GM_NPC"); + mes("Please enter the password."); + .@success = callfunc("F_GM_NPC", 1854, 0); + if (.@sucess != 1) + close(); + + mes("[Time Administrator]"); + mes("What time would you like to return?"); + next(); + .@select = select("Cancel", "Test monster spawn", "Start from beginning", "Furnace Zone", "Shooting Zone", "Complete the test"); + if (.@select == 1) { + close(); + } else if (.@select == 2) { + donpcevent("#target::OnStart"); + donpcevent("#nontarget::OnStart"); + close(); + } else if (.@select == 4) { + .@questComplete = 12341; + } else if (.@select == 5) { + .@questComplete = 12342; + } else if (.@select == 6) { + .@questComplete = 12344; + } + for (.@i = 12340; .@i <= 12345; .@i++) { + erasequest(.@i); + if (.@i <= .@questComplete) { + setquest(.@i); + completequest(.@i); + } + } + close(); + +OnInit: + disablenpc(strnpcinfo(NPC_NAME)); + end; +} + +// Warps +job_gun,56,26,0 warp rebelroom#1 2,2,einbroch,49,97 +job_gun,18,10,0 warp rebelroom#2 2,2,job_gun,81,29 +job_gun,165,22,0 warp rebelroom#3 2,2,job_gun,196,35 +job_gun,197,49,0 warp rebelroom#4 2,2,job_gun,157,21 + +job_gun,88,144,0 warp shootingrange#1 3,3,job_gun,93,123 +job_gun,105,97,0 warp shootingrange#2 3,3,job_gun,125,98 +job_gun,156,115,0 warp shootingrange#3 3,3,job_gun,157,137 +job_gun,152,154,0 warp shootingrange#4 3,3,job_gun,135,154 +job_gun,130,146,0 warp shootingrange#5 3,3,job_gun,120,130 + +job_gun,165,18,1 script Furnace Controller#1 CLEAR_NPC,{ + if (Class != Job_Gunslinger) { + mes("Only authorized user can do the operation."); + close(); + } + if (getstatus(SC_MONSTER_TRANSFORM, 1) != G_L_SHECIL) { + mes("Not an authorized user. Abort the operation."); + close(); + } + if (questprogress(12342) != 1) { + mes("Not an authorized user. Abort the operation."); + close(); + } + mes("Do you want to dredge the mold up from the furnace?"); + next(); + if (select("Quit.", "Begin.") == 1) { + mes("Switch to the Standby mode."); + close(); + } + hideonnpc("Furnace Controller#1"); + donpcevent("Furnace Controller#2::OnStart"); + mes("Initializing Furnace Controller ZX-3100..."); + close(); + +OnInit: + hideoffnpc("Furnace Controller#1"); + end; +} + +job_gun,214,36,1 script Auto Anvil#1 CLEAR_NPC,{ + if (Class != Job_Gunslinger) { + mes("Only authorized user can do the operation."); + close(); + } + if (countitem(Tiny_Flame) > 0) { + mes("Unauthorized firearm creation has been detected. Report to Manager Elwin."); + close(); + } + if (checkweight(Tiny_Flame, 1) == 0) { + mes("You have too many items, please reduce them to continue."); + close(); + } + if (getstatus(SC_MONSTER_TRANSFORM, 1) != G_L_SHECIL || countitem(Steel_Article_) <= 4 || questprogress(12342) != 1) { + mes("Not an authorized user. Abort the operation."); + close(); + } + + mes("Do you want to use the auto anvil and shape the standard Steel Artifacts into a firearm?"); + next(); + if (select("Quit.", "Begin.") == 1) { + mes("For your safety, please step away from the auto anvil."); + close(); + } + if (rand(1, 10) > 6) { + specialeffect(EF_REPAIRWEAPON); + mes("You have successfully created a firearm using the auto anvil. ^ff0000Please report before your transformation expires^000000."); + delitem(Steel_Article_, 5); + getitem(Tiny_Flame, 1); + } else { + specialeffect(EF_SUI_EXPLOSION); + mes("Failed to create a firearm."); + delitem(Steel_Article_, 5); + } + close(); + +OnInit: + hideoffnpc("Auto Anvil#1"); + end; +} + +job_gun,165,18,1 script Furnace Controller#2 CLEAR_NPC,{ + mes("The system is busy dredging a completed mold from the furnace."); + close(); + +OnInit: + hideonnpc("Furnace Controller#2"); + end; + +OnStart: + hideoffnpc("Furnace Controller#2"); + sleep(3000); + mapannounce("job_gun", "Furnace Controller: Dredging a mold up from the furnace... Workers, stand by at the production line.", bc_map, "0x00ff44"); + sleep(500); + .@wh_start = 0; + while (true) { + if (.@wh_start >= 30) + break; + + .@eff_rnd = rand(1, 100); + if (.@eff_rnd < 33) { // 0 - 32 + donpcevent("Heating Furnace#3::OnStart"); + } else if (.@eff_rnd > 66) { // 67-100 + donpcevent("Heating Furnace#4::OnStart"); + } else { // 33-66 + donpcevent("Heating Furnace#5::OnStart"); + } + sleep(200); + makeitem(Steel_Article, 1, "job_gun", rand(127, 143), rand(26, 29)); + if (rand(1, 10) > 7) { + makeitem(Steel_Article_, 1, "job_gun", rand(127, 143), rand(26, 29)); + } + .@wh_start += 1; + sleep(500); + + } + sleep(2000); + mapannounce("job_gun", "Furnace Controller: Finishing the operation... Entering Standby mode in 15 seconds.", bc_map, "0x00ff44"); + sleep(15000); + hideonnpc("Furnace Controller#2"); + hideoffnpc("Furnace Controller#1"); + end; +} + +job_gun,130,31,1 script Heating Furnace#3 CLEAR_NPC,{ + end; + +OnStart: + specialeffect(EF_FIREPILLAR); + sleep(500); + specialeffect(EF_FIREPILLARBOMB); + end; +} + +job_gun,136,31,1 script Heating Furnace#4 CLEAR_NPC,{ + end; + +OnStart: + specialeffect(EF_FIREPILLAR); + sleep(500); + specialeffect(EF_FIREPILLARBOMB); + end; +} + +job_gun,141,31,1 script Heating Furnace#5 CLEAR_NPC,{ + end; + +OnStart: + specialeffect(EF_FIREPILLAR); + sleep(500); + specialeffect(EF_FIREPILLARBOMB); + end; +} + +function script F_summonTargetMonster { + .@monster_id = getarg(0); + .@max_mob_count = getarg(1); + .@monster_name$ = getarg(2); + .@event_name$ = getarg(3); + while(true) { + .@mob_dead_num = mobcount("job_gun", .@event_name$); + if (.@mob_dead_num >= .@max_mob_count) + break; + + switch(rand(1, 5)) { + case 1: + .@mobx = rand(88, 99); + .@moby = rand(143, 147); + break; + case 2: + .@mobx = rand(92, 96); + .@moby = rand(95, 122); + break; + case 3: + .@mobx = rand(143, 159); + .@moby = rand(99, 100); + break; + case 4: + .@mobx = rand(157, 158); + .@moby = rand(137, 160); + break; + case 5: + .@mobx = rand(119, 134); + .@moby = rand(156, 160); + break; + } + monster("job_gun", .@mobx, .@moby, .@monster_name$, .@monster_id, 1, .@event_name$); + } + return; +} + +job_gun,1,4,1 script #target CLEAR_NPC,{ + end; + +OnStart: + killmonster("job_gun", "#target::OnTargetDead"); + callfunc("F_summonTargetMonster", J_REB_SHECIL1, 16, _("Standard-issue Target"), "#target::OnTargetDead"); + end; + +OnInit: + hideonnpc("#target"); + callfunc("F_summonTargetMonster", J_REB_SHECIL1, 16, _("Standard-issue Target"), "#target::OnTargetDead"); + end; + +OnTargetDead: + hideonnpc("#target"); + callfunc("F_summonTargetMonster", J_REB_SHECIL1, 16, _("Standard-issue Target"), "#target::OnTargetDead"); + end; +} + +job_gun,1,5,1 script #nontarget CLEAR_NPC,{ + end; +OnStart: + killmonster("job_gun", "#nontarget::OnNonTargetDead"); + hideonnpc("#nontarget"); + callfunc("F_summonTargetMonster", J_REB_SHECIL2, 56, _("Defective Target"), "#nontarget::OnNonTargetDead"); + end; + +OnInit: + hideonnpc("#nontarget"); + callfunc("F_summonTargetMonster", J_REB_SHECIL2, 56, _("Defective Target"), "#nontarget::OnNonTargetDead"); + end; + +OnNonTargetDead: + hideonnpc("#nontarget"); + callfunc("F_summonTargetMonster", J_REB_SHECIL2, 56, _("Defective Target"), "#nontarget::OnNonTargetDead"); + end; +} + +moc_fild12,261,318,3 script Suspicious Man 4_M_MOCASS2,2,2,{ + end; +OnTouch: + if (Class != Job_Gunslinger || BaseLevel < 99 || JobLevel < 70) + end; + if (questprogress(12340) < 1) { + mes("[Suspicious Man]"); + mes("Finally I've found you, Vagabond Spike! Your neck is mine!"); + next(); + select("Say what?"); + + mes("[Suspicious Man]"); + mes("*Snort* Don't pretend like you don't know. Look at this poster! You're in it!"); + next(); + select("I see the resemblance, but that's not me."); + + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Forget the resemblance. Where did you get that poster? I've never committed a crime."); + next(); + mes("[Suspicious Man]"); + mes("I knew you'd try to lie your way out."); + next(); + mes("[Suspicious Man]"); + mes("The ^0000ffEinbroch Private Pub^000000 has released that wanted poster. You have many bounty hunters like me on your heels."); + next(); + mes("[Suspicious Man]"); + mes("I don't care if you're the right one so long as you look it and I can take you dead or alive."); + next(); + } else { + mes("[Suspicious Man]"); + mes("It's you again! You've got guts to come back here!"); + next(); + } + switch (select("Make a run for it.", "Fight him.")) { + case 1: + mes("^0000ffI should run for now and think about this later.^000000"); + close2(); + break; + case 2: + mes("^0000ffHe's not the only bounty hunter after me, if he's telling the truth. I need time to strategize.^000000"); + close2(); + break; + } + setquest(12340); + warp("moc_fild12", 186, 83); + end; +} + +einbroch,54,97,3 script Bouncer 4_M_REBELLION,2,2,{ + if (Class != Job_Gunslinger) { + mes("[Bouncer]"); + mes("No loitering around the venue."); + close(); + } + if (questprogress(12340) < 1) { + mes("[Bouncer]"); + mes("Under construction, can't get in."); + close(); + } else if (questprogress(12340) == 1) { + mes("[Bouncer]"); + mes("*Gasp* You! I thought you were already captured. Ooh, doesn't matter now. You're my Get Out of Jail Free card!"); + next(); + select("I'm not the criminal you think I am!"); + mes("[Bouncer]"); + mes("You aren't?"); + next(); + mes("^0000ffThe bouncer examines your face.^000000"); + next(); + mes("[Bouncer]"); + mes("Hm, you bear a striking resemblance, though you don't look not as menacing as that criminal Spike"); + next(); + select("I want to talk to the poster publisher."); + mes("[Bouncer]"); + mes("Your problem is a bit out of my league. Get in. If I find out you're the real deal all along, I'll see that you'll never see the outside again."); + close2(); + warp("job_gun", 81, 29); + } else if (questprogress(12340) > 1) { + mes("[Bouncer]"); + mes("You're back. Why?"); + next(); + if (select("I want in.", "I was passing by.") == 2) { + mes("[Bouncer]"); + mes("You're silly."); + close(); + } + mes("[Bouncer]"); + mes("Go ahead. Stay out of trouble."); + close2(); + warp("job_gun", 70, 28); + } + end; +} + +job_gun,68,33,3 script Ruthless Rebellion 4_F_REBELLION,2,2,{ + mes("[Ruthless Rebellion]"); + mes("Do you know how to use a gun?"); + close(); +} + +job_gun,78,33,6 script Suspicious Gunslinger 4_M_JOB_BLACKSMITH,2,2,{ + mes("[Suspicious Gunslinger]"); + mes("... "); + next(); + mes("[Quiet Gunslinger]"); + mes("Don't say I look like a blacksmith you know."); + close(); +} + +job_gun,74,24,6 script Drunken Man 4_M_LIEMAN,2,2,{ + mes("[Drunken Man]"); + mes("*Hiccups* Oh, I'm the owner here."); + mes("Oh wait, am I in the pub or someplace else? Zzz..."); + close(); +} + +job_gun,64,33,6 script Anxious Man 4_M_ALCHE_A,2,2,{ + mes("[Anxious Man]"); + mes("Maybe I'm in the wrong place. This place doesn't look like a pub."); + close(); +} + +job_gun,86,29,3 script Kulbertinov 4_M_REBELLION,2,2,{ + if (Class != Job_Gunslinger) { + mes("[Kulbertinov]"); + mes("Are you looking for me?"); + close(); + } + if (questprogress(12340) < 1) { + mes("[Kulbertinov]"); + mes("Can I help you?"); + close(); + } else if (questprogress(12340) == 1) { + mes("[Kulbertinov]"); + mes("What do you want?"); + next(); + select("I'm mistaken for a criminal!"); + mes("[Kulbertinov]"); + mes("Wait a minute... Mwah hah hah!"); + next(); + mes("^0000ffHe scans your face, then guffaws.^000000"); + next(); + mes("[Kulbertinov]"); + mes("I'm sorry. For a moment, I thought Spike came back to life. He was found dead three days ago."); + next(); + select("He was captured already?"); + mes("[Kulbertinov]"); + mes("Yes, and the bounty hunter was already paid. The news hasn't spread, and you're the spitting image of him. Go figure."); + next(); + select("You have to do something!"); + mes("[Kulbertinov]"); + mes("I'm sorry, but I can't talk to every single bounty hunter for you. Of course, I'm willing to compensate for your inconvenience."); + next(); + mes("[Kulbertinov]"); + mes("Hey, how about you join our ranks? At the very last, you won't get shot."); + next(); + select("You want me become a bounty hunter?"); + mes("[Kulbertinov]"); + mes("No, bounty hunting is just a pastime. We're the experts of all the firearms in the world."); + next(); + mes("[Kulbertinov]"); + mes("Carefree spirits!"); + mes("Magical spitfires!"); + mes("We call ourselves the ^0000ffRebellion^000000."); + next(); + mes("[Kulbertinov]"); + mes("You look like you know how to use a gun. How'd you like to join our ranks? You won't have to worry about other bounty hunters anymore too."); + next(); + switch (select("Let me think it over.", "I don't think I have a choice.")) { + case 1: + mes("[Kulbertinov]"); + mes("You can think it over and over, but the answer won't change. Just take the offer."); + break; + case 2: + mes("[Kulbertinov]"); + mes("Good thinking. Might as well do it now and get it over with."); + break; + } + next(); + mes("[Kulbertinov]"); + mes("Talk to Enwin Conick. She guides drifting spirits like you to the way of the Rebellion. I'll send word to her. Ah, and don't point your gun at her."); + setquest(12341); + completequest(12340); + } else if (questprogress(12340) > 1) { + mes("[Kulbertinov]"); + mes("Do you have business with Elwin Conick?"); + next(); + if (select("No.", "Send me to Elwin Conick.") == 1) { + mes("[Kulbertinov]"); + mes("All right. Care for a shot of vodka?"); + close(); + } + mes("[Kulbertinov]"); + mes("Okay, I'll let her know."); + } + close2(); + warp("job_gun", 19, 15); + end; +} + +job_gun,19,24,3 script Elwin Conick#1 4_F_REBELLION,2,2,{ + if (Class != Job_Gunslinger) { + mes("[Elwin Conick]"); + mes("If you don't want to join Rebellions, just get out."); + close2(); + warp("job_gun", 81, 29); + end; + } + if (questprogress(12341) == 1) { + mes("[Elwin Conick]"); + mes("Do you to join us Rebellions?"); + next(); + mes("^0000ffThe short woman with keen eyes stares into your eyes.^000000"); + next(); + mes("[Elwin Conick]"); + mes("Sign here."); + next(); + mes("^0000ffThe undersigned party [_____] will not speak of the test even if he or she suffers injury, mutilation, or death in an unforeseen accident that may occur during the test.^000000"); + next(); + select("WHAT?!"); + mes("[Elwin Conick]"); + mes("Do you want join us or not?"); + next(); + if (select("I give up.", "...I'll sign.") == 1) { + mes("[Elwin Conick]"); + mes("Your choice."); + close2(); + warp("job_gun", 81, 29); + end; + } + mes("[Elwin Conick]"); + mes("Good. Now, follow me."); + close2(); + warp("job_gun", 117, 41); + end; + } + if (questprogress(12342) == 1) { + mes("[Elwin Conick]"); + mes("Do you want to try again?"); + next(); + if (select("I give up.", "Do it.") == 1) { + mes("[Elwin Conick]"); + mes("Your choice."); + close2(); + warp("job_gun", 81, 29); + end; + } + mes("[Elwin Conick]"); + mes("Follow me."); + close2(); + warp("job_gun", 117, 41); + end; + } + if (questprogress(12343) == 1) { + mes("[Elwin Conick]"); + mes("You still have Ivan's shooting test, do you want to try again?"); + next(); + if (select("I give up.", "Do it.") == 1) { + mes("[Elwin Conick]"); + mes("It's not worth to give up, now go out and relax."); + close2(); + warp("job_gun", 81, 29); + end; + } + mes("[Elwin Conick]"); + mes("Remember to give your best."); + close2(); + warp("job_gun", 120, 130); + end; + } + if (questprogress(12343) > 1) { + mes("[Elwin Conick]"); + mes("Ivan's shooting test have not finished yet, do you want to try again?"); + next(); + if (select("I give up.", "Do it.") == 1) { + mes("[Elwin Conick]"); + mes("It's not worth to give up, now go out and relax."); + close2(); + warp("job_gun", 81, 29); + end; + } + mes("[Elwin Conick]"); + mes("Remember to give your best."); + close2(); + warp("job_gun", 120, 130); + end; + } + if (questprogress(12345) == 1) { + mes("[Elwin Conick]"); + mes("Ivan is waiting for you, go find him."); + close2(); + warp("job_gun", 120, 130); + end; + } + mes("[Elwin Conick]"); + mes("You have no more test to take. Why don't you go out and have a drink?"); + close2(); + warp("job_gun", 81, 29); + end; +} + +job_gun,117,46,3 script Elwin Conick#2 4_F_REBELLION,2,2,{ + if (Class != Job_Gunslinger) { + mes("[Elwin Conick]"); + mes("If you don't want to join Rebellions, just get out."); + close2(); + warp("job_gun", 81, 29); + end; + } + if (getstatus(SC_MONSTER_TRANSFORM, 1) == G_L_SHECIL) { + mes("^0000ffYou are already in the test form. If you have finished all your tests, report to Elwin Conick in the Assembly Room^000000."); + close(); + } else if (getstatus(SC_MONSTER_TRANSFORM, 1) > 1) { + mes("[Elwin Conick]"); + mes("Look at yourself, do you really want to test?"); + next(); + mes("^0000ffElwin see you turn into another form and she is very angry. Wait for your current form ends, and then find her again.^000000"); + next(); + if (select("Wait.", "Go away.") == 1) { + mes("[Elwin Conick]"); + mes("It's not worth to give up, now go out and relax.."); + close(); + } + mes("[Elwin Conick]"); + mes("Come back when you aren't in any form."); + close2(); + warp("job_gun", 81, 29); + end; + } + if (questprogress(12341) == 1) { + .@st_job1 = countitem(Steel_Article); + .@st_job2 = countitem(Steel_Article_); + if (.@st_job1 > 0) { + delitem(Steel_Article, .@st_job1); + mes("[Elwin Conick]"); + mes("Any leftover Steel Artifacts must be returned after the test."); + close(); + } + if (.@st_job2 > 0) { + delitem(Steel_Article_, .@st_job2); + mes("[Elwin Conick]"); + mes("Any leftover Steel Artifacts must be returned after the test."); + close(); + } + if (countitem(Tiny_Flame) > 0) { + delitem(Tiny_Flame, 1); + mes("[Elwin Conick]"); + mes("Time over. You failed the test. Let me take all your leftover test materials."); + close(); + } + setquest(12342); + completequest(12341); + .@showDialog = true; + } else if (questprogress(12342) == 1) { + .@st_job1 = countitem(Steel_Article); + .@st_job2 = countitem(Steel_Article_); + if (.@st_job1 > 0) { + delitem(Steel_Article, .@st_job1); + mes("[Elwin Conick]"); + mes("Any leftover Steel Artifacts must be returned after the test."); + close(); + } + if (.@st_job2 > 0) { + delitem(Steel_Article_, .@st_job2); + mes("[Elwin Conick]"); + mes("Time over. You failed the test. Let me take all your leftover test materials."); + close(); + } + if (countitem(Tiny_Flame) > 0) { + delitem(Tiny_Flame, 1); + mes("[Elwin Conick]"); + mes("Time over. You failed the test. Let me take all your leftover test materials."); + close2(); + end; + } + .@showDialog = true; + } + if (.@showDialog) { + mes("[Elwin Conick]"); + mes("Listen up. I'm not going to great lengths trying to explain the test to you."); + next(); + select("Okay."); + mes("[Elwin Conick]"); + mes("This is where the firearm molds are cast. Everywhere you can see Steel Artifacts are being produced."); + next(); + mes("[Elwin Conick]"); + mes("You'll be asked to control switches on the machine and select 5 standard Steel Artifacts."); + next(); + mes("[Elwin Conick]"); + mes("You'll then take them to the next Assembly Room and assemble them into a complete firearm. You'll be given 3 minutes to finish all that. ^0000ffTo check the elapsed time, you'll be transformed into a different job^000000."); + next(); + mes("[Elwin Conick]"); + mes("I'll be in the next room, waiting for you to bring me a complete firearm. Remember, ^0000ffyou fail the test when your transformation expires after 3 minutes^000000."); + montransform(G_L_SHECIL, 180000); + close(); + } + mes("[Elwin Conick]"); + mes("Ah? Are you lost? You need to register first and then get back here."); + close2(); + warp("job_gun", 81, 29); + end; +} + +job_gun,198,39,3 script Elwin Conick#3 4_F_REBELLION,2,2,{ + if (Class != Job_Gunslinger) { + mes("[Elwin Conick]"); + mes("If you don't want to join Rebellions, just get out."); + close2(); + warp("job_gun", 81, 29); + end; + } + if (questprogress(12342) != 1) { + mes("[Elwin Conick]"); + mes("Ah? Are you lost? You need to register first and then get back here."); + close2(); + warp("job_gun", 81, 29); + end; + } + if (getstatus(SC_MONSTER_TRANSFORM, 1) == G_L_SHECIL) { + if (countitem(Tiny_Flame) == 0) { + mes("[Elwin Conick]"); + mes("Are you done? I don't see any completed firearm in your inventory."); + close(); + } + delitem(Tiny_Flame, 1); + mes("[Elwin Conick]"); + mes("It's shoddy but not bad, given the time. You passed."); + next(); + mes("[Elwin Conick]"); + mes("Let me take all your leftover test materials."); + .@st_job1 = countitem(Steel_Article); + .@st_job2 = countitem(Steel_Article_); + if (.@st_job1 > 0) { + delitem(Steel_Article, .@st_job1); + } + if (.@st_job2 > 0) { + delitem(Steel_Article_, .@st_job2); + } + next(); + mes("[Elwin Conick]"); + mes("Now you can move on to the next course. Ivan Sidorenko will oversee your test."); + completequest(12342); + close2(); + warp("job_gun", 120, 133); + end; + + } else if (getstatus(SC_MONSTER_TRANSFORM, 1) > 1) { + mes("[Elwin Conick]"); + mes("Look at yourself, do you really want to test?"); + next(); + mes("^0000ffElwin see you turn into another form and she is very angry. Wait for your current form ends, and then find her again.^000000"); + next(); + if (select("Wait.", "Go away.") == 1) { + mes("[Elwin Conick]"); + mes("It's not worth to give up, now go out and relax.."); + close(); + } + mes("[Elwin Conick]"); + mes("Come back when you aren't in any form."); + close2(); + warp("job_gun", 81, 29); + end; + } else { + mes("[Elwin Conick]"); + mes("Time over. You failed the test. Let me take all your leftover test materials."); + .@st_job1 = countitem(Steel_Article); + .@st_job2 = countitem(Steel_Article_); + if (.@st_job1 > 0) { + delitem(Steel_Article, .@st_job1); + } + if (.@st_job2 > 0) { + delitem(Steel_Article_, .@st_job2); + } + if (countitem(Tiny_Flame) > 0) { + delitem(Tiny_Flame, 1); + } + next(); + mes("[Elwin Conick]"); + mes("Let's start again."); + close2(); + warp("job_gun", 117, 41); + end; + } + end; +} + +job_gun,120,138,3 script Ivan Sidorenko#1 4_M_REBELLION,2,2,{ + if (Class != Job_Gunslinger) { + mes("[Ivan Sidorenko]"); + mes("This is shooting test area, you can't come here as you like."); + close2(); + warp("job_gun", 81, 29); + end; + } + if (questprogress(12342) < 2) { + mes("[Ivan Sidorenko]"); + mes("There seems to be a mistake, you can't stay here."); + close2(); + warp("job_gun", 81, 29); + end; + } + if (questprogress(12343) < 1) { + mes("[Ivan Sidorenko]"); + mes("Hey, stay focused--we're using live ammo here, and you can get shot anytime."); + next(); + mes("[Ivan Sidorenko]"); + mes("Let me make this quick. Basically you'll be running in this shooting range consisting of 5 sections."); + next(); + mes("[Ivan Sidorenko]"); + mes("The objective is to find enemies in the midst of a crowd quickly and without fail."); + next(); + mes("[Ivan Sidorenko]"); + mes("Among all the targets, you must shoot only the ^0000ffStandard-issue Targets^000000. If you make a mistake, you'll lose points."); + next(); + mes("[Ivan Sidorenko]"); + mes("Let's try. There aren't many ^0000ffStandard-issue Targets^000000, so keep your eyes peeled."); + next(); + mes("[Ivan Sidorenko]"); + mes("^0000ffYou have 3 minutes to finish this test. If you can't finish before your transformation expires^000000, you'll fail. If that happens, just follow the path back to me."); + next(); + mes("[Ivan Sidorenko]"); + mes("^0000ffYou'll fail if you miss a Standard-issue Target, or shoot 3 incorrect targets^000000. Let's get started."); + setquest(12343); + setquest(12344); + montransform(G_L_SHECIL, 180000); + close2(); + warp("job_gun", 102, 146); + end; + } else if (questprogress(12343) == 1) { + .@standard_target = 0; + .@failed_target = 0; + .@total_target = 0; + if (questprogress(12343, HUNTING) == 2) { + .@standard_target = 10; + } + if (questprogress(12344, HUNTING) == 2) { + .@failed_target = 2; + } + if (getstatus(SC_MONSTER_TRANSFORM, 1) != G_L_SHECIL) { + .@total_target = 5; + } + .@target_count = .@standard_target - (.@failed_target + .@total_target); // + if (.@target_count > 9) { // Killed 10 Standard, 0 Failed + completequest(12343); + completequest(12344); + setquest(12345); + mes("[Ivan Sidorenko]"); + mes("Good job. I didn't think you could pass so quickly."); + next(); + mes("[Ivan Sidorenko]"); + mes("You may leave and wait outside. I'll bring other instructors' evaluation reports to see you."); + close2(); + warp("job_gun", 210, 132); + end; + } else if (.@target_count == 8) { // Killed 10 Standard, 3 failed + erasequest(12343); + erasequest(12344); + mes("[Ivan Sidorenko]"); + mes("You're quick enough, but you shot too many incorrect targets. You failed."); + next(); + } else if (.@target_count == 5) { // Timeout + erasequest(12343); + erasequest(12344); + mes("[Ivan Sidorenko]"); + mes("You accurate enough, but you took too much time. Slow Rebellions don't survive long enough."); + next(); + } else if (.@target_count < 5) { // Timeout and failed targets + erasequest(12343); + erasequest(12344); + mes("[Ivan Sidorenko]"); + mes("You failed at both speed and accuracy. How did you survive this long?"); + next(); + } else { + erasequest(12343); + erasequest(12344); + mes("[Ivan Sidorenko]"); + mes("There's a problem, the statistic seems to be wrong. Well... This can happen sometimes."); + next(); + } + mes("[Ivan Sidorenko]"); + mes("Let's try again. Be more careful this time."); + setquest(12343); + setquest(12344); + montransform(G_L_SHECIL, 180000); + close2(); + warp("job_gun", 102, 146); + end; + } else { + mes("[Ivan Sidorenko]"); + mes("How did you not leave?"); + next(); + mes("[Ivan Sidorenko]"); + mes("You may leave and wait outside. I'll bring other instructors' evaluation reports to see you."); + close2(); + warp("job_gun", 210, 132); + end; + } + end; +} + +job_gun,220,132,3 script Ivan Sidorenko#2 4_M_REBELLION,2,2,{ + .@now_weight = MaxWeight - Weight; + if (checkweight(Knife, 1) == 0) { + mes("You have too many items, please reduce them to continue."); + close(); + } + if (.@now_weight < 1000) { + mes("The items in your inventory are weighing you down. Lighten your weight first."); + close(); + } + if (questprogress(12345) != 1) { + mes("[Ivan Sidorenko]"); + mes("There must have been a mistake. You aren't supposed to remain here."); + close2(); + warp("job_gun", 81, 29); + end; + } + if (Class == Job_Gunslinger) { + if (BaseLevel < 99 || JobLevel < 70) { + mes("[Ivan Sidorenko]"); + mes("Huh? You look so weak? I have nothing more to say."); + close(); + } + if (SkillPoint != 0) { + mes("[Ivan Sidorenko]"); + mes("Oh no~ You still have Skill Points."); + close(); + } + mes("[Ivan Sidorenko]"); + mes("Kulbertinov, Elwin, and I've evaluated your Rebellion test results."); + next(); + mes("[Ivan Sidorenko]"); + mes("And..."); + next(); + mes("[Ivan Sidorenko]"); + mes("You've met all our requirements including the attitude and the test performance."); + next(); + mes("[Ivan Sidorenko]"); + mes("That's right, you're now a member of the Rebellion. Get ready to be wowed."); + next(); + jobchange(Job_Rebellion); + completequest(12345); + mes("[Ivan Sidorenko]"); + mes("And Elwin wants you to have this. Take good care of it. He made it for you."); + getitem(Freedom_Flame, 1); + next(); + mes("[Ivan Sidorenko]"); + mes("See you later."); + close2(); + warp("job_gun", 81, 29); + end; + } else if (Class == Job_Rebellion) { + mes("[Ivan Sidorenko]"); + mes("This life should be fun, not boring."); + next(); + mes("[Ivan Sidorenko]"); + mes("And by becoming a Rebellion your life should be upgraded. So, go and create a great journey, make us proud!"); + close(); + } else { + mes("[Ivan Sidorenko]"); + mes("Do you have something to say to me, don't you?"); + close(); + } +} + +job_gun,220,138,4 trader Prop Vending Machine 2_VENDING_MACHINE1,{ + end; +OnInit: + sellitem(Slug_Bullet_1); + sellitem(Slug_Bullet_2); + sellitem(Slug_Bullet_3); + sellitem(Slug_Bullet_4); + sellitem(Slug_Bullet_5); + sellitem(Fullmetal_Jacket_Bullet); + sellitem(Mine_Projectile); + sellitem(Dragon_Tail_Missile); + end; +} + +job_gun,216,138,4 script Butler Karlex 1_M_01,{ + mes("[Butler Karlex]"); + mes("Use this temporary storage to keep your items safe while on the Advancement test."); + next(); + .@select = select("Cancel", "Open the storage."); + mes("[Butler Karlex]"); + mes("Thank you for using the service."); + close2(); + if (.@select == 2) { + openstorage(); + } + end; +} + +prontera,92,209,4 trader Rebellion Weapons 2_VENDING_MACHINE1,{ + end; +OnInit: + sellitem(H_FEATHER_H_FIRE); + sellitem(ALTAIR_ARES); + sellitem(COLORSCOPE); + sellitem(RAG203); + sellitem(DEATHFIRE); + sellitem(R_THUNDER); + sellitem(P_BREAKER); + sellitem(MINIMAY); + sellitem(TEMPEST); + sellitem(END_OF_HORIZON); + sellitem(Southern_Cross_R); + end; +} + +prontera,96,209,4 trader Rebellion Accessories 2_VENDING_MACHINE1,{ + end; +OnInit: + sellitem(Slug_Bullet); + sellitem(Fullmetal_Jacket_Bullet); + sellitem(Mine_Projectile); + sellitem(Dragon_Tail_Missile); + sellitem(Special_Alloy_Trap); + sellitem(Bullet); + sellitem(Silver_Bullet_); + sellitem(Shell_Of_Blood_); + sellitem(AP_Ammo); + sellitem(Blaze_Bullet); + sellitem(Freezing_Bullet); + sellitem(Electric_Shock_Bullet); + sellitem(Magical_Stone_Bullet); + sellitem(Sanctified_Bullet); + sellitem(Flare_Bullet); + sellitem(Lightning_Bullet); + sellitem(Poison_Bullet); + sellitem(Blind_Bullet); + sellitem(Ice_Bullet); + end; +} |