From f9aca471849dfd69a9e8a752e949cc47e2a72d24 Mon Sep 17 00:00:00 2001 From: Lupus Date: Thu, 14 Sep 2006 06:22:56 +0000 Subject: fixed some typos, optimized, added missing NEXT; git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8739 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/jobs/1-1/thief.txt | 5 +- npc/jobs/1-1e/gunslinger.txt | 231 +++++++++++++++++++++---------------------- 2 files changed, 116 insertions(+), 120 deletions(-) (limited to 'npc/jobs') 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 -- cgit v1.2.3-60-g2f50