diff options
Diffstat (limited to 'npc/jobs')
-rw-r--r-- | npc/jobs/1-1e/gunslinger.txt | 160 |
1 files changed, 59 insertions, 101 deletions
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index 244284652..39e861ebd 100644 --- a/npc/jobs/1-1e/gunslinger.txt +++ b/npc/jobs/1-1e/gunslinger.txt @@ -23,109 +23,95 @@ //= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster] //= 1.7b Parenthesis fixes [KarLaeda] //= 1.8 Fixed the reward you can get [Playtester] +//= 1.9 Removed some 'clever' script constructs [ultramage] //============================================================ que_ng,152,167,3 script Gunslinger Jobchanger 901,{ - set @npcname$,"[Armsmith]"; + set .@npcname$, "[Armsmith]"; if (Class == Job_Novice) { if (GUNS_Q >= 1) { - mes @npcname$; + mes .@npcname$; mes "So, you've come back?"; next; if (GUNS_Q == 10005) { if (SkillPoint > 0) { - mes @npcname$; + mes .@npcname$; 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$,""; - end; + close; } else if (JobLevel < 10) { - mes @npcname$; + 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; + close; } - mes @npcname$; + mes .@npcname$; mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being.."; next; - mes @npcname$; + mes .@npcname$; mes "A Gunslinger!!"; callfunc "Job_Change",Job_Gunslinger; callfunc "F_ClearJobVar"; //clears all job variables for the current player next; - mes @npcname$; + mes .@npcname$; 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$,""; - end; + close; } - mes @npcname$; + 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 .@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; + close; case 2: next; - mes @npcname$; + mes .@npcname$; mes "Then GET GOING! You do want to become a Gunslinger, right?"; - close2; - set @npcname$,""; - end; + close; } } - mes @npcname$; + 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 .@npcname$; mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh."; next; - mes @npcname$; + 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; + close; case 2: next; - mes @npcname$; + mes .@npcname$; mes "Too bad for you son. Come back when you are willing to do so."; - close2; - set @npcname$,""; - end; + close; } } - mes @npcname$; + mes .@npcname$; mes "Hi son, how's life treating you?"; - set @npcname$,""; close; } payon,184,65,3 script Mr. Tanieh 866,{ - set @npcname$,"[Mr. Tanieh]"; + set .@npcname$, "[Mr. Tanieh]"; if (GUNS_Q == 1) { - mes @npcname$; + mes .@npcname$; 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$; + mes .@npcname$; 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$; + mes .@npcname$; mes "So, will you do it, please?"; switch (select ("Yes, I will:Sorry I can't now")) { case 1: @@ -134,58 +120,44 @@ payon,184,65,3 script Mr. Tanieh 866,{ case 2: next; - mes @npcname$; + mes .@npcname$; mes "Oh, what am I going to do now..."; - close2; - set @npcname$,""; - end; + close; } } else if (GUNS_Q > 1 && GUNS_Q < 10000) { - mes @npcname$; + 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 .@npcname$; mes "Sorry, you're missing a few Feathers"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(912) < 3) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Zargons"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(1013) < 3) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Rainbow Shells"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(GUNS_Q) < 1) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you don't have the exact Trunk"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(511) < 3) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Green Herbs"; - close2; - set @npcname$,""; - end; + close; } else if (countitem(935) < 10) { - mes @npcname$; + mes .@npcname$; mes "Sorry, you're missing a few Shells"; - close2; - set @npcname$,""; - end; + close; } - mes @npcname$; + mes .@npcname$; mes "GREAT! You brought them all! Thanks very much!"; delitem 949,3; delitem 912,3; @@ -194,16 +166,14 @@ payon,184,65,3 script Mr. Tanieh 866,{ delitem 935,10; delitem 511,3; next; - mes @npcname$; + 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; + close; case 2: L_LIST: next; - mes @npcname$; + mes .@npcname$; mes "Ok, I'll tell you again, so please take note!:"; mes "^33CCFF 3 Feathers^000000"; mes "^009933 3 Zargons^000000"; @@ -212,51 +182,39 @@ payon,184,65,3 script Mr. Tanieh 866,{ mes "^663300 1 "+getitemname(GUNS_Q)+"^000000"; mes "^FF6600 10 Shells^000000"; next; - mes @npcname$; + mes .@npcname$; mes "Hurry please, I am not sure if my wife will last any longer... oh dear.."; - close2; - set @npcname$,""; - end; + close; } } else if (GUNS_Q == 10003 || GUNS_Q == 10004) { if (countitem(519) >= 1 && GUNS_Q == 10004) { - mes @npcname$; + 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 .@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; + close; case 2: next; - mes @npcname$; + mes .@npcname$; mes "Oh please, I need it so much, think about it please..."; - close2; - set @npcname$,""; - end; + close; } } - mes @npcname$; + 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; + close; } else if (Class == Job_Gunslinger || GUNS_Q == 10005) { - mes @npcname$; + mes .@npcname$; mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients..."; - close2; - set @npcname$,""; - end; + close; } - mes @npcname$; + mes .@npcname$; mes "Hi son, how's life treating you? Nice day, isn't it?"; - close2; - set @npcname$,""; - end; + close; }
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