From 288490094a7fe9167747dc78d416940759a31197 Mon Sep 17 00:00:00 2001 From: FlavioJS Date: Tue, 5 Dec 2006 13:23:07 +0000 Subject: - Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/jobs/1-1e/gunslinger.txt | 522 +++++++++++++++++++++---------------------- 1 file changed, 261 insertions(+), 261 deletions(-) (limited to 'npc/jobs/1-1e') diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index 47da54866..707501e36 100644 --- a/npc/jobs/1-1e/gunslinger.txt +++ b/npc/jobs/1-1e/gunslinger.txt @@ -1,262 +1,262 @@ -//===== eAthena Script ======================================= -//= Gunslinger Job Quest -//===== By: ================================================== -//= erKURITA & RockmanEXE -//= Direct credits quote from RockmanExe: -//= "info provided by RockmanEXE cause he pwnz0rz yer arse" -//= DON'T REMOVE THIS! (by request of him, he provided all -//= the info regarding the quests and shops.) -//===== Current Version: ===================================== -//= 1.8 -//===== Compatible With: ===================================== -//= eAthena SVN -//===== Description: ========================================= -//= "Semi" Official Gunslinger Quest ~ The text isn't the same -//= but it does the things it has to do :P -//===== Additional Comments: ================================= -//= 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] -//= 1.7 Now uses only ONE variable GUNS_Q [Lupus] -//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster] -//= 1.7b Parenthesis fixes [KarLaeda] -//= 1.8 Fixed the reward you can get [Playtester] -//============================================================ - -que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{ - - set @npcname$,"[Armsmith]"; - if (Class == Job_Novice) { - if (GUNS_Q >= 1) { - mes @npcname$; - mes "So, you've come back?"; - next; - if (GUNS_Q == 10005) { - if (SkillPoint > 0) { - mes @npcname$; - mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger."; - close2; - set @npcname$,""; - end; - } else if (JobLevel < 10) { - mes @npcname$; - mes "Err, excuse me, but your job level is not sufficient. You need to have a job level of 10 in order to change to a Gunslinger"; - close2; - set @npcname$,""; - end; - } - mes @npcname$; - mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being.."; - next; - mes @npcname$; - mes "A Gunslinger!!"; - callfunc "Job_Change",Job_Gunslinger; - callfunc "F_ClearJobVar"; //clears all job variables for the current player - next; - mes @npcname$; - mes "Oh, I forgot, here's a token of my appreciation"; - if (rand(1,3) < 3) { - getitem 13100,1; - } else { - getitem 13150,1; - } - close2; - set @npcname$,""; - end; - } - mes @npcname$; - mes "But you still haven't done what I told you, need me to repeat it?"; - switch (select ("Yes, Please:No, Thanks")) { - case 1: - next; - mes @npcname$; - 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..."; - close2; - set @npcname$,""; - end; - case 2: - next; - mes @npcname$; - mes "Then GET GOING! You do want to become a Gunslinger, right?"; - close2; - set @npcname$,""; - end; - } - } - mes @npcname$; - mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?"; - switch (select ("Yes:No")) { - case 1: - next; - mes @npcname$; - mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh."; - next; - mes @npcname$; - mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then."; - close2; - set GUNS_Q,1; - set @npcname$,""; - end; - case 2: - next; - mes @npcname$; - mes "Too bad for you son. Come back when you are willing to do so."; - close2; - set @npcname$,""; - end; - } - - } - mes @npcname$; - mes "Hi son, how's life treating you?"; - set @npcname$,""; - close; -} - -payon.gat,184,65,3 script Mr. Tanieh 866,{ - - set @npcname$,"[Mr. Tanieh]"; - if (GUNS_Q == 1) { - mes @npcname$; - mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things."; - next; - mes @npcname$; - mes "I need to make a special soup for my wife, but, as you can see, I am not in conditions to look for the items, she's sick you know?"; - next; - mes @npcname$; - mes "So, will you do it, please?"; - switch (select ("Yes, I will:Sorry I can't now")) { - case 1: - set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068); - goto L_LIST; - - case 2: - next; - mes @npcname$; - mes "Oh, what am I going to do now..."; - close2; - set @npcname$,""; - end; - } - - } else if (GUNS_Q > 1 && GUNS_Q < 10000) { - mes @npcname$; - mes "Oh, you've come back! Have you brought the items?"; - next; - switch (select("Yes I did:No I forgot which items I had to bring")) { - case 1: - next; - if (countitem(949) < 3) { - mes @npcname$; - mes "Sorry, you're missing a few Feathers"; - close2; - set @npcname$,""; - end; - } else if (countitem(912) < 3) { - mes @npcname$; - mes "Sorry, you're missing a few Zargons"; - close2; - set @npcname$,""; - end; - } else if (countitem(1013) < 3) { - mes @npcname$; - mes "Sorry, you're missing a few Rainbow Shells"; - close2; - set @npcname$,""; - end; - } else if (countitem(GUNS_Q) < 1) { - mes @npcname$; - mes "Sorry, you don't have the exact Trunk"; - close2; - set @npcname$,""; - end; - } else if (countitem(511) < 3) { - mes @npcname$; - mes "Sorry, you're missing a few Green Herbs"; - close2; - set @npcname$,""; - end; - } else if (countitem(935) < 10) { - mes @npcname$; - mes "Sorry, you're missing a few Shells"; - close2; - set @npcname$,""; - end; - } - mes @npcname$; - mes "GREAT! You brought them all! Thanks very much!"; - delitem 949,3; - delitem 912,3; - delitem 1013,3; - delitem GUNS_Q,1; //here we keep Trunk ID - delitem 935,10; - delitem 511,3; - next; - mes @npcname$; - 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,10003; - set @npcname$,""; - end; - case 2: - L_LIST: - next; - mes @npcname$; - 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"; - mes "^663300 1 "+getitemname(GUNS_Q)+"^000000"; - mes "^FF6600 10 Shells^000000"; - next; - mes @npcname$; - mes "Hurry please, I am not sure if my wife will last any longer... oh dear.."; - close2; - set @npcname$,""; - end; - } - } else if (GUNS_Q == 10003 || GUNS_Q == 10004) { - if (countitem(519) >= 1 && GUNS_Q == 10004) { - mes @npcname$; - mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?"; - switch(select("Sure, take it:Sorry but I need it")) { - case 1: - next; - mes @npcname$; - 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,10005; - set @npcname$,""; - end; - case 2: - next; - mes @npcname$; - mes "Oh please, I need it so much, think about it please..."; - close2; - set @npcname$,""; - end; - } - } - mes @npcname$; - mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing.."; - close2; - set @npcname$,""; - set GUNS_Q,10004; - end; - } else if (Class == Job_Gunslinger || GUNS_Q == 10005) { - mes @npcname$; - mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients..."; - close2; - set @npcname$,""; - end; - } - mes @npcname$; - mes "Hi son, how's life treating you? Nice day, isn't it?"; - close2; - set @npcname$,""; - end; +//===== eAthena Script ======================================= +//= Gunslinger Job Quest +//===== By: ================================================== +//= erKURITA & RockmanEXE +//= Direct credits quote from RockmanExe: +//= "info provided by RockmanEXE cause he pwnz0rz yer arse" +//= DON'T REMOVE THIS! (by request of him, he provided all +//= the info regarding the quests and shops.) +//===== Current Version: ===================================== +//= 1.8 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= "Semi" Official Gunslinger Quest ~ The text isn't the same +//= but it does the things it has to do :P +//===== Additional Comments: ================================= +//= 1.0 Made the NPC [erKURITA] +//= 1.5 Couple fixes to the npc, aswell as adding the missing +//= 3 green herbs. [erKURITA] +//= 1.6 job number->const, commonized variable name, +//= optimized [Lupus] +//= 1.7 Now uses only ONE variable GUNS_Q [Lupus] +//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster] +//= 1.7b Parenthesis fixes [KarLaeda] +//= 1.8 Fixed the reward you can get [Playtester] +//============================================================ + +que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{ + + set @npcname$,"[Armsmith]"; + if (Class == Job_Novice) { + if (GUNS_Q >= 1) { + mes @npcname$; + mes "So, you've come back?"; + next; + if (GUNS_Q == 10005) { + if (SkillPoint > 0) { + mes @npcname$; + mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger."; + close2; + set @npcname$,""; + end; + } else if (JobLevel < 10) { + mes @npcname$; + mes "Err, excuse me, but your job level is not sufficient. You need to have a job level of 10 in order to change to a Gunslinger"; + close2; + set @npcname$,""; + end; + } + mes @npcname$; + mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being.."; + next; + mes @npcname$; + mes "A Gunslinger!!"; + callfunc "Job_Change",Job_Gunslinger; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + next; + mes @npcname$; + mes "Oh, I forgot, here's a token of my appreciation"; + if (rand(1,3) < 3) { + getitem 13100,1; + } else { + getitem 13150,1; + } + close2; + set @npcname$,""; + end; + } + mes @npcname$; + mes "But you still haven't done what I told you, need me to repeat it?"; + switch (select ("Yes, Please:No, Thanks")) { + case 1: + next; + mes @npcname$; + mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now..."; + close2; + set @npcname$,""; + end; + case 2: + next; + mes @npcname$; + mes "Then GET GOING! You do want to become a Gunslinger, right?"; + close2; + set @npcname$,""; + end; + } + } + mes @npcname$; + mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?"; + switch (select ("Yes:No")) { + case 1: + next; + mes @npcname$; + mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh."; + next; + mes @npcname$; + mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then."; + close2; + set GUNS_Q,1; + set @npcname$,""; + end; + case 2: + next; + mes @npcname$; + mes "Too bad for you son. Come back when you are willing to do so."; + close2; + set @npcname$,""; + end; + } + + } + mes @npcname$; + mes "Hi son, how's life treating you?"; + set @npcname$,""; + close; +} + +payon.gat,184,65,3 script Mr. Tanieh 866,{ + + set @npcname$,"[Mr. Tanieh]"; + if (GUNS_Q == 1) { + mes @npcname$; + mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things."; + next; + mes @npcname$; + mes "I need to make a special soup for my wife, but, as you can see, I am not in conditions to look for the items, she's sick you know?"; + next; + mes @npcname$; + mes "So, will you do it, please?"; + switch (select ("Yes, I will:Sorry I can't now")) { + case 1: + set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068); + goto L_LIST; + + case 2: + next; + mes @npcname$; + mes "Oh, what am I going to do now..."; + close2; + set @npcname$,""; + end; + } + + } else if (GUNS_Q > 1 && GUNS_Q < 10000) { + mes @npcname$; + mes "Oh, you've come back! Have you brought the items?"; + next; + switch (select("Yes I did:No I forgot which items I had to bring")) { + case 1: + next; + if (countitem(949) < 3) { + mes @npcname$; + mes "Sorry, you're missing a few Feathers"; + close2; + set @npcname$,""; + end; + } else if (countitem(912) < 3) { + mes @npcname$; + mes "Sorry, you're missing a few Zargons"; + close2; + set @npcname$,""; + end; + } else if (countitem(1013) < 3) { + mes @npcname$; + mes "Sorry, you're missing a few Rainbow Shells"; + close2; + set @npcname$,""; + end; + } else if (countitem(GUNS_Q) < 1) { + mes @npcname$; + mes "Sorry, you don't have the exact Trunk"; + close2; + set @npcname$,""; + end; + } else if (countitem(511) < 3) { + mes @npcname$; + mes "Sorry, you're missing a few Green Herbs"; + close2; + set @npcname$,""; + end; + } else if (countitem(935) < 10) { + mes @npcname$; + mes "Sorry, you're missing a few Shells"; + close2; + set @npcname$,""; + end; + } + mes @npcname$; + mes "GREAT! You brought them all! Thanks very much!"; + delitem 949,3; + delitem 912,3; + delitem 1013,3; + delitem GUNS_Q,1; //here we keep Trunk ID + delitem 935,10; + delitem 511,3; + next; + mes @npcname$; + mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change."; + close2; + set GUNS_Q,10003; + set @npcname$,""; + end; + case 2: + L_LIST: + next; + mes @npcname$; + mes "Ok, I'll tell you again, so please take note!:"; + mes "^33CCFF 3 Feathers^000000"; + mes "^009933 3 Zargons^000000"; + mes "^660066 3 Rainbow Shells^000000"; + mes "^009900 3 Green Herbs^000000"; + mes "^663300 1 "+getitemname(GUNS_Q)+"^000000"; + mes "^FF6600 10 Shells^000000"; + next; + mes @npcname$; + mes "Hurry please, I am not sure if my wife will last any longer... oh dear.."; + close2; + set @npcname$,""; + end; + } + } else if (GUNS_Q == 10003 || GUNS_Q == 10004) { + if (countitem(519) >= 1 && GUNS_Q == 10004) { + mes @npcname$; + mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?"; + switch(select("Sure, take it:Sorry but I need it")) { + case 1: + next; + mes @npcname$; + mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you."; + delitem 519,1; + close2; + set GUNS_Q,10005; + set @npcname$,""; + end; + case 2: + next; + mes @npcname$; + mes "Oh please, I need it so much, think about it please..."; + close2; + set @npcname$,""; + end; + } + } + mes @npcname$; + mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing.."; + close2; + set @npcname$,""; + set GUNS_Q,10004; + end; + } else if (Class == Job_Gunslinger || GUNS_Q == 10005) { + mes @npcname$; + mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients..."; + close2; + set @npcname$,""; + end; + } + mes @npcname$; + mes "Hi son, how's life treating you? Nice day, isn't it?"; + close2; + set @npcname$,""; + end; } \ No newline at end of file -- cgit v1.2.3-70-g09d2