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author | SinSloth <SinSloth@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-30 17:09:41 +0000 |
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committer | SinSloth <SinSloth@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-30 17:09:41 +0000 |
commit | 7901ac7f93aab5827d3b93873e8faf6bf4786188 (patch) | |
tree | ccb7a6aad72477225aa72d48b5dff9321e02bb6c | |
parent | c82f1a6a2a81c9a0eda1355c17e01b710d46f009 (diff) | |
download | hercules-7901ac7f93aab5827d3b93873e8faf6bf4786188.tar.gz hercules-7901ac7f93aab5827d3b93873e8faf6bf4786188.tar.bz2 hercules-7901ac7f93aab5827d3b93873e8faf6bf4786188.tar.xz hercules-7901ac7f93aab5827d3b93873e8faf6bf4786188.zip |
* Updated Gunslinger Job Change Quest to official.
* Fixed a minor bug in Ninja Job Change Quest.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10419 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | npc/Changelog.txt | 2 | ||||
-rw-r--r-- | npc/jobs/1-1e/gunslinger.txt | 577 | ||||
-rw-r--r-- | npc/jobs/1-1e/ninja.txt | 5 |
3 files changed, 409 insertions, 175 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt index 3ff91c853..614dccff1 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -1,6 +1,8 @@ Date Added ====== 2007/05/01 + * Updated Gunslinger Job Change Quest to official. [SinSloth] + * Fixed a minor bug in Ninja Job Change Quest. [SinSloth] * Even more Fixes to the Kiel Hyre Quest [L0ne_W0lf] - Exit will now enable if you are just retrieving the Ring, keeps you from getting stuck. - Corrected "KH_Kielh02", was setting off a debug, invalid map index. Should have been "kh_Kiehl02" diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index e7fa1edfd..fecd3f61b 100644 --- a/npc/jobs/1-1e/gunslinger.txt +++ b/npc/jobs/1-1e/gunslinger.txt @@ -7,12 +7,11 @@ //= DON'T REMOVE THIS! (by request of him, he provided all //= the info regarding the quests and shops.) //===== Current Version: ===================================== -//= 1.8 +//= 1.10 //===== 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 +//= Gunslinger Job Change Quest //===== Additional Comments: ================================= //= 1.0 Made the NPC [erKURITA] //= 1.5 Couple fixes to the npc, aswell as adding the missing @@ -24,197 +23,429 @@ //= 1.7b Parenthesis fixes [KarLaeda] //= 1.8 Fixed the reward you can get [Playtester] //= 1.9 Removed some 'clever' script constructs [ultramage] +//= 1.10 Updated to official version - Thanks to Omega for +//= his first try [SinSloth] //============================================================ -que_ng,152,167,3 script Gunslinger Jobchanger 901,{ +que_ng.gat,152,167,3 script Master Miller 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$; - mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger."; - close; - } else if (JobLevel < 10) { - mes .@npcname$; - 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"; - close; - } - mes .@npcname$; - mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being.."; + if(Class == Job_Novice && JobLevel > 9) + { + switch(GUNS_Q) + { + case 0: + mes "[Master Miller]"; + mes "I'm a Security Chief and also"; + mes "a Gunslinger Instructor, you may call me"; + mes "Master Miller."; next; - mes .@npcname$; - mes "A Gunslinger!!"; - callfunc "Job_Change",Job_Gunslinger; - callfunc "F_ClearJobVar"; //clears all job variables for the current player + mes "[Master Miller]"; + mes "I can't be distracted from my duty"; + mes "at this moment."; + mes "What is it that you want?"; next; - mes .@npcname$; - mes "Oh, I forgot, here's a token of my appreciation"; - if (rand(1,3) < 3) { - getitem 13100,1; - } else { - getitem 13150,1; + switch( select( "Nothing much.","I want to become a Gunslinger.") ) + { + case 1: + mes "[Master Miller]"; + mes "Wasting my time is like,"; + mes "wasting gold."; + mes "Get out of my sight immediatly."; + close; + + case 2: + mes "[Master Miller]"; + mes "Hmm."; + mes "You still look young"; + mes "but the look in your eyes..."; + mes "I can sense a powerful force."; + next; + mes "[Master Miller]"; + mes "Hmm...Okay."; + mes "First, if you have the will to become a Gunslinger"; + mes "you will need to go through some tests"; + mes "and also interview and Training Sessions."; + next; + mes "[Master Miller]"; + mes "Do you wish to proceed?"; + next; + switch (select ("No, I need time to think.","Sure.") ) + { + case 1: + mes "[Master Miller]"; + mes "Hmm..Is that so."; + mes "Well, it is important..."; + mes "Think carefully and if you have the spirit,"; + mes "please, come back later."; + close; + + case 2: + mes "[Master Miller]"; + mes "Hmm. Okay."; + mes "First"; + mes "deliver this letter I am giving to you"; + mes "to Payon's Alchemist,"; + mes "'The Wise Bull Horn'"; + mes "and hand the letter to him."; + next; + mes "[Master Miller]"; + mes "He will judge you and"; + mes "will report back to us if "; + mes "you are up to our standards."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Allright, I'll do that."; + set GUNS_Q,1; + close; + } } + + case 1: + mes "[Master Miller]"; + mes "Hurry up and get moving."; + mes "'The Wise Bull Horn' is"; + mes "currently in Payon."; close; - } - mes .@npcname$; - 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$; - mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now..."; - close; - case 2: - next; - mes .@npcname$; - mes "Then GET GOING! You do want to become a Gunslinger, right?"; - close; - } - } - 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$; - mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then."; - set GUNS_Q,1; - close; + case 2: + mes "[Master Miller]"; + mes "I guess he gave you"; + mes "some errands to run."; next; - mes .@npcname$; - mes "Too bad for you son. Come back when you are willing to do so."; + mes "[Master Miller]"; + mes "I think he saw potential in you."; + mes "Good luck."; close; - } - } - mes .@npcname$; - mes "Hi son, how's life treating you?"; - close; -} - -payon,184,65,3 script Mr. Tanieh 866,{ - - set .@npcname$, "[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$; - mes "So, will you do it, please?"; - switch (select ("Yes, I will:Sorry I can't now")) { - case 1: - set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068); - goto L_LIST; + case 3: + mes "[Master Miller]"; + mes "That's a lot of errands"; + mes "I already told you, the"; + mes "old man is pretty serious."; + mes "Perform your task well."; + close; - case 2: - next; - mes .@npcname$; - mes "Oh, what am I going to do now..."; + case 4: + mes "[Master Miller]"; + mes "Mm~ I'll be waiting for your news."; + mes "I hope you'll become one of us."; + mes "We'll be practically family.."; close; - } - } 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"; - close; - } else if (countitem(912) < 3) { - mes .@npcname$; - mes "Sorry, you're missing a few Zargons"; - close; - } else if (countitem(1013) < 3) { - mes .@npcname$; - mes "Sorry, you're missing a few Rainbow Shells"; - close; - } else if (countitem(GUNS_Q) < 1) { - mes .@npcname$; - mes "Sorry, you don't have the exact Trunk"; - close; - } else if (countitem(511) < 3) { - mes .@npcname$; - mes "Sorry, you're missing a few Green Herbs"; - close; - } else if (countitem(935) < 10) { - mes .@npcname$; - mes "Sorry, you're missing a few Shells"; + case 5: + if (skillpoint > 0) + { + mes "[Master Miller]"; + mes "Learn all your Basic Skills first!!"; close; } - mes .@npcname$; - 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; + mes "[Master Miller]"; + mes "Ohh, I see you got something from the old man"; + mes "This is rare."; + mes "Under normal circumstances..."; + mes "this would not be allowed..."; + mes "Nice, nice."; next; - mes .@npcname$; - mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change."; - set GUNS_Q,10003; - close; - case 2: - L_LIST: + mes "[Master Miller]"; + mes "Mm..Okay."; + mes "The old man gave his"; + mes "blessings, so I do not have any"; + mes "reason to reject your application."; + next; + mes "[Master Miller]"; + mes "Okay, from now on you'll be a Gunslinger."; + mes "From now on, you are a gunslinger."; + mes "After this, for every moment that you live,"; + mes "remember can never leave your side"; + mes "is your gun. We must remember the gun"; + mes "and even every one of its bullets"; + mes "has its own product number,"; + mes "and can be checked up by us."; + next; + mes "[Master Miller]"; + mes "For purchasing guns and ammo"; + mes "the only place you can buy them"; + mes "is from our special gunslinger"; + mes "guild stores in various places."; + next; + mes "[Master Miller]"; + mes "Of course, this is tedious."; + mes "But this is all to..."; + mes "not let these guns"; + mes "fall in the wrong hands, so"; + mes "please forgive us for any inconvenience."; + next; + mes "[Master Miller]"; + mes "There are also"; + mes "other reasons."; + mes "You'll no doubt find some of them"; + mes "later."; + mes "These are all the instructions"; + mes "from Lady Celena, our"; + mes "guild leader."; next; - mes .@npcname$; - 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"; + mes "[Master Miller]"; + mes "After a bit of time"; + mes "we will give you missions."; + mes "You will understand more"; + mes "later."; next; - mes .@npcname$; - mes "Hurry please, I am not sure if my wife will last any longer... oh dear.."; + mes "[Master Miller]"; + mes "I'm sure we'll see each other again."; + mes "So here's to a nice time"; + mes "working together."; + nude; + callfunc "Job_Change",Job_Gunslinger; + callfunc "F_ClearJobVar"; + set GUNS_Q,6; + set @gun_ex,rand(1,2); + if(@gun_ex == 1) getitem 13100,1; else getitem 13150,1; close; } - } else if (GUNS_Q == 10003 || GUNS_Q == 10004) { - if (countitem(519) >= 1 && GUNS_Q == 10004) { - mes .@npcname$; - 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$; - mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you."; - delitem 519,1; - set GUNS_Q,10005; - close; - case 2: - next; - mes .@npcname$; - mes "Oh please, I need it so much, think about it please..."; - close; - } - } - mes .@npcname$; - mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing.."; - set GUNS_Q,10004; + } + else if(Class == Job_Novice && JobLevel < 10) + { + mes "[Master Miller]"; + mes "Hmm, I think you"; + mes "have the potential"; + mes "but you're not yet strong enough."; + mes "Keep getting stronger and"; + mes "come back later."; + close; + } + else if(Class == Job_Gunslinger) + { + mes "[Master Miller]"; + mes "Oh~ It's been a long time~"; + mes "So, how have your travels been?"; + mes "Remember, always take care"; + mes "of your gun."; close; - } else if (Class == Job_Gunslinger || GUNS_Q == 10005) { - mes .@npcname$; - mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients..."; + } + else if(Class == Job_Baby) + { + mes "[Master Miller]"; + mes "Ouch~"; + mes "How did a baby come here~"; + mes "Peekaboo~"; + next; + mes "[Master Miller]"; + mes "Where's your mommy~"; + mes "Haha~"; + mes "It's a dangerous place here."; + mes "Go play somewhere else."; close; - } - mes .@npcname$; - mes "Hi son, how's life treating you? Nice day, isn't it?"; - close; + } + else + { + mes "[Master Miller]"; + mes "Don't get distracted with me."; + mes "Get on with your traveling."; + close; + } } + +payon.gat,184,65,3 script The Wise Bull Horn 866,{ + + switch(GUNS_Q) + { + case 0: + mes "[The Wise Bull Horn]"; + mes "Zzz...Zzz"; + close; + + case 1: + mes "[The Wise Bull Horn]"; + mes "...Hmm... Young one"; + mes "What is it that you want."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Mr. Miller sent me here."; + next; + mes "[The Wise Bull Horn]";; + mes "Miller..."; + mes "Mm...Hmm. So Dark Fox"; + mes "sent you here..."; + next; + mes "[The Wise Bull Horn]"; + mes "He is wise and cunning..."; + mes "that is willing to sacrifice himself for his teammates."; + mes "mm...If he sent you.."; + mes "Then you should be rather capable..."; + next; + mes "[The Wise Bull Horn]"; + mes "Wait...come closer..."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "...."; + next; + mes "[The Wise Bull Horn]";; + mes "mmm..."; + mes "mmmmm...."; + next; + mes "[The Wise Bull Horn]"; + mes "mmm...Bright eyes and..."; + mes "a serious face...also..."; + mes "a very good attitude...a good sense of..."; + mes "responsibility..."; + mes "But still not enough."; + next; + mes "[The Wise Bull Horn]"; + mes "Lack of experience..."; + mes "And you still don't have the blessing of the land..."; + mes "You'll get injured at this rate..."; + next; + mes "[The Wise Bull Horn]"; + mes "Very well, I shall craft you a gift..."; + mes "If you wish to follow this path..."; + mes "Gather 3 Rainbow Shells,"; + mes "10 Shells, 3 Feathers,"; + mes "1 Trunk, 3 Zargons, and 3 Green Herbs,"; + mes "then bring them to me."; + next; + mes "[The Wise Bull Horn]"; + mes "If you show the gift that you just received"; + mes "to Dark Fox. Then he will definitely..."; + mes "accept you."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "-I'll need-"; + mes "-3 Rainbow Shells-"; + mes "-10 Shells, 3 Feathers-"; + mes "-1 Trunk, 3 Zargons,-"; + mes "-and 3 Green Herbs.-"; + set GUNS_Q,2; + close; + + case 2: + if ((countitem(935) < 10) || (countitem(949) < 3) || (countitem(1019) < 1) || (countitem(912) < 3) || (countitem(511) < 3)) + { + mes "["+ strcharinfo(0) +"]"; + mes "-I'll need-"; + mes "-3 Rainbow Shells-"; + mes "-10 Shells, 3 Feathers-"; + mes "-1 Trunk, 3 Zargons,-"; + mes "-and 3 Green Herbs.-"; + close; + } + mes "[The Wise Bull Horn]"; + mes "Oh...give them to me."; + mes "There is time to be consumed to"; + mes "make the gift, wait for a while."; + delitem 935,10; + delitem 949,3; + delitem 1019,1; + delitem 912,3; + delitem 511,3; + set GUNS_Q,3; + close; + + case 3: + mes "[The Wise Bull Horn]"; + mes "Mm...You came right on time."; + mes "The preparation finished just now."; + mes "It is a rather simple gift."; + mes "But that's because I haven't worked in so long."; + mes "Ahh...I feel tired now..."; + next; + mes "[The Wise Bull Horn]"; + mes "The last time I crafted this..."; + mes "Was well over ten years ago."; + mes "I also followed this path once..."; + mes "and I once battled..."; + mes "with such an item."; + next; + mes "[The Wise Bull Horn]"; + mes "Meeting Celena's father"; + mes "feels just like yesterday,"; + mes "time really flies."; + mes "Like the smooth western wind."; + next; + mes "[The Wise Bull Horn]"; + mes "Though there would always be painful"; + mes "memories...but my followers..."; + mes "especially people like..."; + mes "Celena and Dark Fox."; + mes "Ahh, young people, and my followers..."; + mes "I thank you..."; + next; + mes "[The Wise Bull Horn]"; + mes "Though now, I am already old..."; + mes "In a short while..."; + mes "I will return...to the land"; + next; + mes "[The Wise Bull Horn]"; + mes "I feel so tired..."; + mes "I'm so sorry...but if you could..."; + mes "Promise me something..."; + mes "Promise to do...something for me."; + next; + mes "[The Wise Bull Horn]"; + mes "I suddenly feel like..."; + mes "drinking a glass of milk."; + next; + mes "[The Wise Bull Horn]"; + mes "Take it as a request...from an old man."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "-Let's get a glass of Milk-"; + mes "For 'The Wise Bull Horn'.-"; + set GUNS_Q, 4; + close; + + case 4: + if (countitem(519) < 0) + { + mes "["+ strcharinfo(0) +"]"; + mes "-Let's get a glass of Milk-"; + mes "-for 'The Wise Bull Horn'.-"; + close; + } + mes "[The Wise Bull Horn]"; + mes "Thank you."; + mes "You are truly a kind young man."; + mes "Now get on the road."; + delitem 519,1; + set GUNS_Q,5; + next; + mes "[The Wise Bull Horn]"; + mes "Take this Gift made bye me"; + mes "and show it to Dark Fox."; + mes "You have my blessings"; + mes "to become a Gunslinger."; + next; + mes "[The Wise Bull Horn]"; + mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~"; + mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "-Singing a weird-"; + mes "-song-"; + mes "-'The Wise Bull Horn'. I feel strange.-"; + mes "-Let's take the Gift-"; + mes "-to Mr.Miller now.-"; + close; + + case 5: + mes "[The Wise Bull Horn]"; + mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~"; + mes "Ee~~Ye~Ee~~ Hooma~ Raa~~Nae~Eee~~"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "-Singing a weird-"; + mes "-song-"; + mes "-'The Wise Bull Horn'.-"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "-I feel strange.-"; + mes "-Let's take the Gift-"; + mes "-to Mr.Miller now.-"; + close; + + case 6: + mes "[The Wise Bull Horn]"; + mes "Mm...It's been a while."; + mes "Hopefully you'll become a strong Gunslinger."; + close; + } +}
\ No newline at end of file diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt index 8f5764dd5..b2709d71c 100644 --- a/npc/jobs/1-1e/ninja.txt +++ b/npc/jobs/1-1e/ninja.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Legionaire //===== Current Version: ===================================== -//= 1.3 +//= 1.4 //===== Compatible With: ===================================== //= eAthena SVN that supports Ninjas //===== Description: ========================================= @@ -12,6 +12,7 @@ //= 1.1 Optimized, updated, checked [Lupus] //= 1.2 Added Akagi [Playtester] //= 1.3 Updated dialogs to official ones and optimized [SinSloth] +//= 1.4 Fixed a minor bug [SinSloth] //============================================================ alberta,30,65,3 script Akagi#nq 730,{ @@ -433,7 +434,7 @@ que_ng,30,65,3 script Cougar Gai 730,{ mes "You don't know when and where you may be asked to go on a mission, so don't put off your training for a single day."; close; } - else if(Class == Job_Super_Baby) + else if(Class == Job_Baby) { mes "[Cougar Gai]"; mes "What the...! A super baby!"; |