//===== By: ================================================== //= Playtester //===== Current Version: ===================================== //= 1.2 //===== Compatible With: ===================================== //= SVN eA //===== Description: ========================================= //= Gunslinger guns and bullet quests //===== Additional Comments: ================================= //= 1.0 Only Garrison Gun done yet [Playtester] //= 1.1 Added Garrison[2] [Playtester] //= 1.2 Added Drifter, Destroyer and Inferno [Playtester] //============================================================ //===================== Garrison ===================================================== que_ng.gat,182,85,3 script Mr.Garrison 109,{ set @npcname$,"[Mr.Garrison]"; mes @npcname$; if(countitem(13105)>0) goto L_Already; if(countitem(13104)>0) goto L_Slot; mes "I have invented a new Revolver!"; mes "I think I call it... Garrison."; next; mes "[" +strcharinfo(0) + "]"; mes "Very innovative name really."; next; if(BaseJob != Job_Gunslinger || BaseLevel < 55){ mes @npcname$; mes "I don't think you have enough"; mes "knowledge of guns to see its"; mes "true beauty."; close; } mes @npcname$; mes "You look like you're an expert"; mes "in guns, aren't you?"; next; mes "[" +strcharinfo(0) + "]"; mes "Yeah you could say so."; next; mes @npcname$; mes "So, do you want me to make a"; mes "^0000FFGarrison^000000 for you?"; next; switch(select("Yes, please.","Nah, I'll stick with my gun.")) { case 1: mes @npcname$; mes "Great! But first you need to"; mes "bring me the materials I need"; mes "to create one."; next; mes @npcname$; mes "This is what I need:"; mes "^FF000050 Steels^000000,"; mes "^FF00003 Eluniums^000000,"; mes "^FF00001 Oridecon^000000,"; mes "^FF000050 Coals^000000,"; mes "^FF000020 Rusty Screws^000000 and"; mes "^FF000030000 Zeny^000000."; next; mes @npcname$; if ( (countitem(999)<50) || (countitem(985)<3) || (countitem(984)<1) || (countitem(1003)<50) || (countitem(7317)<20) || (Zeny < 30000) ) { mes "Come back when you have the materials."; close; } delitem 999,50; delitem 985,3; delitem 984,1; delitem 1003,50; delitem 7317,20; set Zeny,Zeny-30000; mes "I see you came prepared."; mes "Let me take those material."; next; mes @npcname$; mes "Give me just a minute..."; mes "..."; mes "..."; next; getitem 13104,1; mes @npcname$; mes "It's done. Here, take this"; mes "wonderful gun!"; close; case 2: mes @npcname$; mes "Well, guess a true Gunslinger"; mes "will never part from his"; mes "favorite gun, heh."; close; } L_Slot: mes "Oh, I see you have one of"; mes "my high-quality guns."; next; mes @npcname$; mes "Now that I look at it, I"; mes "think I could improve it"; mes "some more."; next; mes @npcname$; mes "How about I add a ^0000FFslot^000000"; mes "to it? Be careful, though."; mes "If you put a card into it"; mes "already, it will be lost"; mes "in the process."; next; switch(select("Yes, please add a slot.","Nah, I keep it as it is now.")) { case 1: mes @npcname$; mes "Great! But first you need to"; mes "bring me the materials I need"; mes "to improve it."; next; mes @npcname$; mes "This is what I need:"; mes "^FF000010 Steels^000000,"; mes "^FF00001 Eluniums^000000,"; mes "^FF000010 Emveretarcon^000000,"; mes "^FF000030 Coals^000000,"; mes "^FF000010 Rusty Screws^000000 and"; mes "of course your ^FF0000Garrison^000000."; next; mes @npcname$; if ( (countitem(999)<10) || (countitem(985)<1) || (countitem(1011)<10) ||(countitem(1003)<30) || (countitem(7317)<10) || (countitem(13104)<1) ) { mes "Come back when you have the materials."; close; } delitem 999,10; delitem 985,1; delitem 1011,10; delitem 1003,30; delitem 7317,10; delitem 13104,1; mes "I see you came prepared."; mes "Let me take those materials."; next; mes @npcname$; mes "Give me just a minute..."; mes "..."; mes "..."; next; getitem 13105,1; mes @npcname$; mes "It's done. Now it is"; mes "even better than before."; mes "Put it to good use."; close; case 2: mes @npcname$; mes "Okay, come back when you"; mes "changed your mind."; close; } L_Already: mes "So how do you like"; mes "my gun?"; close; } que_ng.gat,187,163,3 script Ingrid 744,{ set @npcname$,"[Ingrid]"; mes @npcname$; mes "I can make the strongest of"; mes "all weapons. The ultimate"; mes "grenade launcher."; mes "It's called ^0000FFInferno^000000."; next; if(BaseJob != Job_Gunslinger || BaseLevel < 65){ mes @npcname$; mes "But I don't think you are"; mes "experienced enough to use it."; next; mes @npcname$; mes "You'll probably kill yourself."; mes "It's just too powerful to use"; mes "for a beginner. I refuse to"; mes "make one for you."; close; } mes @npcname$; mes "You look experienced."; mes "I think I could make one"; mes "for you."; next; mes @npcname$; mes "So, do you want me to make an"; mes "^0000FFInferno^000000 for you?"; next; switch(select("Yes, please.","No thanks.")) { case 1: mes @npcname$; mes "Okay, but first you need to"; mes "bring me the materials I need"; mes "to create one."; next; mes @npcname$; mes "This is what I need:"; mes "^FF0000100 Used Iron Plates^000000,"; mes "^FF000010 Oridecons^000000,"; mes "^FF000050 Rusty Screws^000000,"; mes "^FF0000100 Burning Hearts^000000 and"; mes "^FF0000200000 Zeny^000000."; next; mes @npcname$; if ( (countitem(7319)<100) || (countitem(984)<10) || (countitem(7317)<50) || (countitem(7097)<100) || (Zeny < 200000) ) { mes "Come back when you have the materials."; close; } delitem 7319,100; delitem 984,10; delitem 7317,50; delitem 7097,100; set Zeny,Zeny-200000; mes "Oh, you already have the materials."; mes "Let me have them."; next; mes @npcname$; mes "I need to be careful..."; mes "..."; mes "..."; next; getitem 13162,1; mes @npcname$; mes "It's done."; mes "Be careful with it."; close; case 2: mes @npcname$; mes "Probably a good choice."; mes "It's really dangerous."; close; } } que_ng.gat,185,180,3 script Vanessa 726,{ set @npcname$,"[Vanessa]"; mes @npcname$; mes "I can make a grenade launcher"; mes "that can destroy armors."; mes "It's called ^0000FFDestroyer^000000."; next; if(BaseJob != Job_Gunslinger || BaseLevel < 52){ mes @npcname$; mes "But I don't think you are"; mes "experienced enough to use it."; next; mes @npcname$; mes "Come back when you think"; mes "you are worthy to use this"; mes "weapon."; close; } mes @npcname$; mes "You look experienced."; mes "I think I could make one"; mes "for you."; next; mes @npcname$; mes "So, do you want me to make a"; mes "^0000FFDestroyer^000000 for you?"; next; switch(select("Yes, please.","No thanks.")) { case 1: mes @npcname$; mes "Okay, but first you need to"; mes "bring me the materials I need"; mes "to create one."; next; mes @npcname$; mes "This is what I need:"; mes "^FF000050 Used Iron Plates^000000,"; mes "^FF00005 Oridecons^000000,"; mes "^FF000070 Rusty Screws^000000 and"; mes "^FF0000100000 Zeny^000000."; next; mes @npcname$; if ( (countitem(7319)<50) || (countitem(984)<5) || (countitem(7317)<70) || (Zeny < 100000) ) { mes "Come back when you have the materials."; close; } delitem 7319,50; delitem 984,5; delitem 7317,70; set Zeny,Zeny-100000; mes "Oh, you already have the materials."; mes "Let me have them."; next; mes @npcname$; mes "I'll make it in a minute..."; mes "..."; mes "..."; next; getitem 13160,1; mes @npcname$; mes "It's done."; mes "Be careful with it."; close; case 2: mes @npcname$; mes "Oh well, your loss."; close; } } que_ng.gat,149,178,5 script N.A 744,{ set @npcname$,"[N.A]"; mes @npcname$; mes "If you like gatling guns, I'm the"; mes "right person to talk to."; mes "I can make a ^0000FFDrifter^000000."; next; if(BaseJob != Job_Gunslinger || BaseLevel < 55){ mes @npcname$; mes "But I don't think you are"; mes "experienced enough to use it."; next; mes @npcname$; mes "Come back when you think"; mes "you are worthy to use this"; mes "weapon."; close; } mes @npcname$; mes "You look experienced."; mes "I think I could make one"; mes "for you."; next; mes @npcname$; mes "So, do you want me to make a"; mes "^0000FFDrifter^000000 for you?"; next; switch(select("Yes, please.","No thanks.")) { case 1: mes @npcname$; mes "Okay, but first you need to"; mes "bring me the materials I need"; mes "to create one."; next; mes @npcname$; mes "This is what I need:"; mes "^FF000070 Steels^000000,"; mes "^FF00005 Eluniums^000000,"; mes "^FF00003 Oridecons^000000,"; mes "^FF000070 Coals^000000,"; mes "^FF000050 Rusty Screws^000000 and"; mes "^FF000050000 Zeny^000000."; next; mes @npcname$; if ( (countitem(999)<70) || (countitem(985)<5) || (countitem(984)<3) || (countitem(1003)<70) || (countitem(7317)<50) || (Zeny < 50000) ) { mes "Come back when you have the materials."; close; } delitem 999,70; delitem 985,5; delitem 984,3; delitem 1003,70; delitem 7317,50; set Zeny,Zeny-50000; mes "I see you came prepared."; mes "Let me take those materials."; next; mes @npcname$; mes "Alright, you won't regret it..."; mes "..."; mes "..."; next; getitem 13157,1; mes @npcname$; mes "It's done. Now shoot the"; mes "enemies with no mercy!"; close; case 2: mes @npcname$; mes "Oh well, your loss."; close; } }