diff options
author | Lupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-14 06:22:56 +0000 |
---|---|---|
committer | Lupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-14 06:22:56 +0000 |
commit | f9aca471849dfd69a9e8a752e949cc47e2a72d24 (patch) | |
tree | c6072525a2501d10fba3e27819eb7d5e37ab84cb /npc/jobs | |
parent | 5e480ce76f9174e0c933fb0f0de22702079ec9e3 (diff) | |
download | hercules-f9aca471849dfd69a9e8a752e949cc47e2a72d24.tar.gz hercules-f9aca471849dfd69a9e8a752e949cc47e2a72d24.tar.bz2 hercules-f9aca471849dfd69a9e8a752e949cc47e2a72d24.tar.xz hercules-f9aca471849dfd69a9e8a752e949cc47e2a72d24.zip |
fixed some typos, optimized, added missing NEXT;
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8739 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs')
-rw-r--r-- | npc/jobs/1-1/thief.txt | 5 | ||||
-rw-r--r-- | npc/jobs/1-1e/gunslinger.txt | 231 |
2 files changed, 116 insertions, 120 deletions
diff --git a/npc/jobs/1-1/thief.txt b/npc/jobs/1-1/thief.txt index a64093317..62412614d 100644 --- a/npc/jobs/1-1/thief.txt +++ b/npc/jobs/1-1/thief.txt @@ -3,7 +3,7 @@ //===== By: ==================================================
//= eAthena dev team
//===== Current Version: =====================================
-//= 1.6
+//= 1.6a
//===== Compatible With: =====================================
//= eAthena 1.0 +
//===== Description: =========================================
@@ -15,7 +15,7 @@ //= v1.4 Optimised and moved first checker to Jfunc1-1 [massdriller]
//= Fixed possible EXP abuse [Lupus]
//= 1.5 Now saves/restores all quest skills [Lupus]
-//= 1.6 Merged back JFunc [Lupus]
+//= 1.6 Merged back JFunc [Lupus] 1.6a typos
//============================================================
@@ -71,7 +71,6 @@ moc_prydb1.gat,39,129,5 script Thief Guide 69,{ if(job_thief_q==2) goto L_1;
if(job_thief_q==1) goto L_Back;
- mes "[Thief Guide]";
if(Sex) {
mes "Heh... You look like a well to do boy... what brought you down to this rat hole?";
}else{
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index 9317d4751..fa739ad0b 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: =====================================
-//= 1.7
+//= 1.7a
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -20,122 +20,119 @@ //= 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]
//============================================================
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 comeback?";
- next;
- if (GUNS_Q == 10005) {
- if (SkillPoint > 0) {
+ 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$;
- mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
- close2;
- set @npcname$,"";
- end;
- } else if (JobLevel < 10) {
+ 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 "Err, excuse me, but you don't have Level 10 Job. You need to have 10 level job in order to change to Gunslinger";
+ mes "Oh, I forgot, here's a token of my appreciation";
+ getitem 13150,1;
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";
- getitem 13150,1;
- close2;
- set @npcname$,"";
- end;
- } else
+ mes "But you still haven't done what I told you, need me to repeat it?";
+ switch (select ("Yes, Please:No, Thanks")) {
+ case 1:
+ next;
+ mes @npcname$;
+ 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 "But you still haven't done what I told you, need me to repeat it?";
- switch (select ("Yes, Please:No, Thanks")) {
+ 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$;
- mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now then";
+ mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
+ next;
+ mes @npcname$;
+ 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 "Then GET GOING! Don't you want to become a gunslinger, do you?";
+ mes "Too bad for you son. Come back when you are willing to do so.";
close2;
set @npcname$,"";
end;
- }
- } else
-
- mes @npcname$;
- 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";
- close2;
- set @npcname$,"";
- end;
}
- } else
- mes @npcname$;
- mes "Hi son, how's life treating you?";
- set @npcname$,"";
- close;
+ }
+ mes @npcname$;
+ 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$;
- mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me in a few things";
- next;
- mes @npcname$;
- 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$;
- mes "So, will you do it, please?";
- switch (select ("Yes, I will:Sorry I can't now")) {
- case 1:
- set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068);
- goto L_LIST;
+ set @npcname$,"[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$,"";
- end;
+ case 2:
+ next;
+ mes @npcname$;
+ mes "Oh, what am I going to do now...";
+ close2;
+ set @npcname$,"";
+ end;
}
} else if (GUNS_Q > 1 && GUNS_Q < 10000) {
@@ -170,33 +167,33 @@ if (GUNS_Q == 1) { set @npcname$,"";
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$;
- mes "Sorry, you're missing a few Shells";
+ mes "Sorry, you're missing a few Green Herbs";
close2;
set @npcname$,"";
end;
- } else
- mes @npcname$;
- mes "GREAT! You brought them all! Thanks very much!";
- delitem 949,3;
- delitem 912,3;
- delitem 1013,3;
- delitem GUNS_Q,1; //here we keep Trunk ID
- delitem 935,10;
- delitem 511,3;
- next;
+ } else if (countitem(935) < 10) {
mes @npcname$;
- mes "Oh my~~ You've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
+ mes "Sorry, you're missing a few Shells";
close2;
- set GUNS_Q,10003;
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;
@@ -210,16 +207,16 @@ if (GUNS_Q == 1) { mes "^FF6600 10 Shells^000000";
next;
mes @npcname$;
- mes "Hurry please, I am not sure if my wife will last any longer... oh dear";
+ mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
close2;
set @npcname$,"";
end;
- }
+ }
} else if (GUNS_Q == 10003) || (GUNS_Q == 10004) {
if (countitem(519) >= 1) && (GUNS_Q == 10004) {
mes @npcname$;
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
- switch(select("Yes, take it please:Sorry but I need it")) {
+ switch(select("Sure, take it:Sorry but I need it")) {
case 1:
next;
mes @npcname$;
@@ -232,28 +229,28 @@ if (GUNS_Q == 1) { case 2:
next;
mes @npcname$;
- mes "OH please, I need it so much, thing about it please";
+ mes "Oh please, I need it so much, think about it please...";
close2;
set @npcname$,"";
end;
}
- } else
+ }
mes @npcname$;
- mes "*sigh* All I need now is wait. Thanks for your help... but I believe there's something missing..";
+ mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
close2;
set @npcname$,"";
set GUNS_Q,10004;
end;
} else if (Class == Job_Gunslinger) || (GUNS_Q == 10005) {
mes @npcname$;
- mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients";
+ mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
close2;
set @npcname$,"";
end;
}
-mes @npcname$;
-mes "Hi son, how you doing? Nice day eh?";
-close2;
-set @npcname$,"";
-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 |