* Updated Gunslinger Job Change Quest to official.
* Fixed a minor bug in Ninja Job Change Quest. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10419 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
0b0b873a11
commit
585e0d790a
@ -1,6 +1,8 @@
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Date Added
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Date Added
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======
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======
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2007/05/01
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2007/05/01
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* Updated Gunslinger Job Change Quest to official. [SinSloth]
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* Fixed a minor bug in Ninja Job Change Quest. [SinSloth]
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* Even more Fixes to the Kiel Hyre Quest [L0ne_W0lf]
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* Even more Fixes to the Kiel Hyre Quest [L0ne_W0lf]
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- Exit will now enable if you are just retrieving the Ring, keeps you from getting stuck.
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- Exit will now enable if you are just retrieving the Ring, keeps you from getting stuck.
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- Corrected "KH_Kielh02", was setting off a debug, invalid map index. Should have been "kh_Kiehl02"
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- Corrected "KH_Kielh02", was setting off a debug, invalid map index. Should have been "kh_Kiehl02"
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@ -7,12 +7,11 @@
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//= DON'T REMOVE THIS! (by request of him, he provided all
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//= DON'T REMOVE THIS! (by request of him, he provided all
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//= the info regarding the quests and shops.)
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//= the info regarding the quests and shops.)
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//===== Current Version: =====================================
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//===== Current Version: =====================================
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//= 1.8
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//= 1.10
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//===== Compatible With: =====================================
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//===== Compatible With: =====================================
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//= eAthena SVN
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//= eAthena SVN
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//===== Description: =========================================
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//===== Description: =========================================
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//= "Semi" Official Gunslinger Quest ~ The text isn't the same
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//= Gunslinger Job Change Quest
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//= but it does the things it has to do :P
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//===== Additional Comments: =================================
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//===== Additional Comments: =================================
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//= 1.0 Made the NPC [erKURITA]
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//= 1.0 Made the NPC [erKURITA]
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//= 1.5 Couple fixes to the npc, aswell as adding the missing
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//= 1.5 Couple fixes to the npc, aswell as adding the missing
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@ -24,197 +23,429 @@
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//= 1.7b Parenthesis fixes [KarLaeda]
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//= 1.7b Parenthesis fixes [KarLaeda]
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//= 1.8 Fixed the reward you can get [Playtester]
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//= 1.8 Fixed the reward you can get [Playtester]
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//= 1.9 Removed some 'clever' script constructs [ultramage]
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//= 1.9 Removed some 'clever' script constructs [ultramage]
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//= 1.10 Updated to official version - Thanks to Omega for
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//= his first try [SinSloth]
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//============================================================
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//============================================================
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que_ng,152,167,3 script Gunslinger Jobchanger 901,{
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que_ng.gat,152,167,3 script Master Miller 901,{
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set .@npcname$, "[Armsmith]";
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if(Class == Job_Novice && JobLevel > 9)
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if (Class == Job_Novice) {
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{
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if (GUNS_Q >= 1) {
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switch(GUNS_Q)
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mes .@npcname$;
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{
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mes "So, you've come back?";
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case 0:
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mes "[Master Miller]";
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mes "I'm a Security Chief and also";
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mes "a Gunslinger Instructor, you may call me";
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mes "Master Miller.";
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next;
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next;
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if (GUNS_Q == 10005) {
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mes "[Master Miller]";
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if (SkillPoint > 0) {
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mes "I can't be distracted from my duty";
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mes .@npcname$;
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mes "at this moment.";
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mes "Err, excuse me, but you still have Skill Points left. You have to use them all before I can turn you into a Gunslinger.";
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mes "What is it that you want?";
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close;
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} else if (JobLevel < 10) {
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mes .@npcname$;
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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";
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close;
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}
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mes .@npcname$;
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mes "Glad to know you did what Mr. Tanieh asked you to do, makes me know you're worthy of being..";
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next;
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next;
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mes .@npcname$;
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switch( select( "Nothing much.","I want to become a Gunslinger.") )
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mes "A Gunslinger!!";
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{
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callfunc "Job_Change",Job_Gunslinger;
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callfunc "F_ClearJobVar"; //clears all job variables for the current player
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next;
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mes .@npcname$;
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mes "Oh, I forgot, here's a token of my appreciation";
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if (rand(1,3) < 3) {
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getitem 13100,1;
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} else {
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getitem 13150,1;
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}
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close;
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}
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mes .@npcname$;
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mes "But you still haven't done what I told you, need me to repeat it?";
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switch (select ("Yes, Please:No, Thanks")) {
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case 1:
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case 1:
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next;
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mes "[Master Miller]";
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mes .@npcname$;
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mes "Wasting my time is like,";
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mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now...";
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mes "wasting gold.";
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mes "Get out of my sight immediatly.";
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close;
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close;
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case 2:
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case 2:
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mes "[Master Miller]";
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mes "Hmm.";
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mes "You still look young";
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mes "but the look in your eyes...";
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mes "I can sense a powerful force.";
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next;
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next;
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mes .@npcname$;
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mes "[Master Miller]";
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mes "Then GET GOING! You do want to become a Gunslinger, right?";
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mes "Hmm...Okay.";
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close;
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mes "First, if you have the will to become a Gunslinger";
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}
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mes "you will need to go through some tests";
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}
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mes "and also interview and Training Sessions.";
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mes .@npcname$;
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next;
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mes "Hi ^0000CC"+strcharinfo(0)+"^000000,I need you to do something for me first, will you?";
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mes "[Master Miller]";
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switch (select ("Yes:No")) {
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mes "Do you wish to proceed?";
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next;
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switch (select ("No, I need time to think.","Sure.") )
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{
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case 1:
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case 1:
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mes "[Master Miller]";
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mes "Hmm..Is that so.";
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mes "Well, it is important...";
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mes "Think carefully and if you have the spirit,";
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mes "please, come back later.";
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close;
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case 2:
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mes "[Master Miller]";
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mes "Hmm. Okay.";
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mes "First";
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mes "deliver this letter I am giving to you";
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mes "to Payon's Alchemist,";
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mes "'The Wise Bull Horn'";
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mes "and hand the letter to him.";
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next;
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next;
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mes .@npcname$;
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mes "[Master Miller]";
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mes "Good, I need you to go to Payon and do a few things from Mr. Tanieh.";
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mes "He will judge you and";
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mes "will report back to us if ";
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mes "you are up to our standards.";
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next;
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next;
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mes .@npcname$;
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mes "["+ strcharinfo(0) +"]";
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mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then.";
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mes "Allright, I'll do that.";
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set GUNS_Q,1;
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set GUNS_Q,1;
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close;
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close;
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case 2:
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}
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next;
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mes .@npcname$;
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mes "Too bad for you son. Come back when you are willing to do so.";
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close;
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}
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}
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}
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mes .@npcname$;
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mes "Hi son, how's life treating you?";
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close;
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}
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payon,184,65,3 script Mr. Tanieh 866,{
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set .@npcname$, "[Mr. Tanieh]";
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if (GUNS_Q == 1) {
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mes .@npcname$;
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mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me with a few things.";
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next;
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mes .@npcname$;
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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?";
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next;
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mes .@npcname$;
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mes "So, will you do it, please?";
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switch (select ("Yes, I will:Sorry I can't now")) {
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case 1:
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case 1:
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set GUNS_Q,callfunc("F_RandMes",4,1019,1066,1067,1068);
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mes "[Master Miller]";
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goto L_LIST;
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mes "Hurry up and get moving.";
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mes "'The Wise Bull Horn' is";
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mes "currently in Payon.";
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close;
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case 2:
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case 2:
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mes "[Master Miller]";
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mes "I guess he gave you";
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mes "some errands to run.";
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next;
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next;
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mes .@npcname$;
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mes "[Master Miller]";
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mes "Oh, what am I going to do now...";
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mes "I think he saw potential in you.";
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mes "Good luck.";
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close;
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close;
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case 3:
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mes "[Master Miller]";
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mes "That's a lot of errands";
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mes "I already told you, the";
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mes "old man is pretty serious.";
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mes "Perform your task well.";
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close;
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case 4:
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mes "[Master Miller]";
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mes "Mm~ I'll be waiting for your news.";
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mes "I hope you'll become one of us.";
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mes "We'll be practically family..";
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close;
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case 5:
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if (skillpoint > 0)
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{
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mes "[Master Miller]";
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mes "Learn all your Basic Skills first!!";
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close;
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}
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mes "[Master Miller]";
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mes "Ohh, I see you got something from the old man";
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mes "This is rare.";
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mes "Under normal circumstances...";
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mes "this would not be allowed...";
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mes "Nice, nice.";
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next;
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mes "[Master Miller]";
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mes "Mm..Okay.";
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mes "The old man gave his";
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mes "blessings, so I do not have any";
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mes "reason to reject your application.";
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next;
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mes "[Master Miller]";
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mes "Okay, from now on you'll be a Gunslinger.";
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mes "From now on, you are a gunslinger.";
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mes "After this, for every moment that you live,";
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mes "remember can never leave your side";
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mes "is your gun. We must remember the gun";
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mes "and even every one of its bullets";
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mes "has its own product number,";
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mes "and can be checked up by us.";
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next;
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mes "[Master Miller]";
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mes "For purchasing guns and ammo";
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mes "the only place you can buy them";
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mes "is from our special gunslinger";
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mes "guild stores in various places.";
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next;
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mes "[Master Miller]";
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mes "Of course, this is tedious.";
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mes "But this is all to...";
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mes "not let these guns";
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mes "fall in the wrong hands, so";
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mes "please forgive us for any inconvenience.";
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next;
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mes "[Master Miller]";
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mes "There are also";
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mes "other reasons.";
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mes "You'll no doubt find some of them";
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mes "later.";
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mes "These are all the instructions";
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mes "from Lady Celena, our";
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mes "guild leader.";
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next;
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mes "[Master Miller]";
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mes "After a bit of time";
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mes "we will give you missions.";
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mes "You will understand more";
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mes "later.";
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next;
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mes "[Master Miller]";
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mes "I'm sure we'll see each other again.";
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mes "So here's to a nice time";
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mes "working together.";
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nude;
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callfunc "Job_Change",Job_Gunslinger;
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callfunc "F_ClearJobVar";
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set GUNS_Q,6;
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set @gun_ex,rand(1,2);
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if(@gun_ex == 1) getitem 13100,1; else getitem 13150,1;
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close;
|
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|
}
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|
}
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else if(Class == Job_Novice && JobLevel < 10)
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{
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mes "[Master Miller]";
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|
mes "Hmm, I think you";
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||||||
|
mes "have the potential";
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mes "but you're not yet strong enough.";
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|
mes "Keep getting stronger and";
|
||||||
|
mes "come back later.";
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|
close;
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|
}
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|
else if(Class == Job_Gunslinger)
|
||||||
|
{
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|
mes "[Master Miller]";
|
||||||
|
mes "Oh~ It's been a long time~";
|
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|
mes "So, how have your travels been?";
|
||||||
|
mes "Remember, always take care";
|
||||||
|
mes "of your gun.";
|
||||||
|
close;
|
||||||
|
}
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|
else if(Class == Job_Baby)
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||||||
|
{
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|
mes "[Master Miller]";
|
||||||
|
mes "Ouch~";
|
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|
mes "How did a baby come here~";
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||||||
|
mes "Peekaboo~";
|
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|
next;
|
||||||
|
mes "[Master Miller]";
|
||||||
|
mes "Where's your mommy~";
|
||||||
|
mes "Haha~";
|
||||||
|
mes "It's a dangerous place here.";
|
||||||
|
mes "Go play somewhere else.";
|
||||||
|
close;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
mes "[Master Miller]";
|
||||||
|
mes "Don't get distracted with me.";
|
||||||
|
mes "Get on with your traveling.";
|
||||||
|
close;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
} else if (GUNS_Q > 1 && GUNS_Q < 10000) {
|
payon.gat,184,65,3 script The Wise Bull Horn 866,{
|
||||||
mes .@npcname$;
|
|
||||||
mes "Oh, you've come back! Have you brought the items?";
|
switch(GUNS_Q)
|
||||||
next;
|
{
|
||||||
switch (select("Yes I did:No I forgot which items I had to bring")) {
|
case 0:
|
||||||
|
mes "[The Wise Bull Horn]";
|
||||||
|
mes "Zzz...Zzz";
|
||||||
|
close;
|
||||||
|
|
||||||
case 1:
|
case 1:
|
||||||
|
mes "[The Wise Bull Horn]";
|
||||||
|
mes "...Hmm... Young one";
|
||||||
|
mes "What is it that you want.";
|
||||||
next;
|
next;
|
||||||
if (countitem(949) < 3) {
|
mes "["+ strcharinfo(0) +"]";
|
||||||
mes .@npcname$;
|
mes "Mr. Miller sent me here.";
|
||||||
mes "Sorry, you're missing a few Feathers";
|
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;
|
close;
|
||||||
} else if (countitem(912) < 3) {
|
|
||||||
mes .@npcname$;
|
case 2:
|
||||||
mes "Sorry, you're missing a few Zargons";
|
if ((countitem(935) < 10) || (countitem(949) < 3) || (countitem(1019) < 1) || (countitem(912) < 3) || (countitem(511) < 3))
|
||||||
close;
|
{
|
||||||
} else if (countitem(1013) < 3) {
|
mes "["+ strcharinfo(0) +"]";
|
||||||
mes .@npcname$;
|
mes "-I'll need-";
|
||||||
mes "Sorry, you're missing a few Rainbow Shells";
|
mes "-3 Rainbow Shells-";
|
||||||
close;
|
mes "-10 Shells, 3 Feathers-";
|
||||||
} else if (countitem(GUNS_Q) < 1) {
|
mes "-1 Trunk, 3 Zargons,-";
|
||||||
mes .@npcname$;
|
mes "-and 3 Green Herbs.-";
|
||||||
mes "Sorry, you don't have the exact Trunk";
|
|
||||||
close;
|
|
||||||
} else if (countitem(511) < 3) {
|
|
||||||
mes .@npcname$;
|
|
||||||
mes "Sorry, you're missing a few Green Herbs";
|
|
||||||
close;
|
|
||||||
} else if (countitem(935) < 10) {
|
|
||||||
mes .@npcname$;
|
|
||||||
mes "Sorry, you're missing a few Shells";
|
|
||||||
close;
|
close;
|
||||||
}
|
}
|
||||||
mes .@npcname$;
|
mes "[The Wise Bull Horn]";
|
||||||
mes "GREAT! You brought them all! Thanks very much!";
|
mes "Oh...give them to me.";
|
||||||
delitem 949,3;
|
mes "There is time to be consumed to";
|
||||||
delitem 912,3;
|
mes "make the gift, wait for a while.";
|
||||||
delitem 1013,3;
|
|
||||||
delitem GUNS_Q,1; //here we keep Trunk ID
|
|
||||||
delitem 935,10;
|
delitem 935,10;
|
||||||
|
delitem 949,3;
|
||||||
|
delitem 1019,1;
|
||||||
|
delitem 912,3;
|
||||||
delitem 511,3;
|
delitem 511,3;
|
||||||
next;
|
set GUNS_Q,3;
|
||||||
mes .@npcname$;
|
|
||||||
mes "Oh my, you've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
|
|
||||||
set GUNS_Q,10003;
|
|
||||||
close;
|
close;
|
||||||
case 2:
|
|
||||||
L_LIST:
|
case 3:
|
||||||
|
mes "[The Wise Bull Horn]";
|
||||||
|
mes "Mm...You came right on time.";
|
||||||
|
mes "The preparation finished just now.";
|
||||||
|
mes "It is a rather simple gift.";
|
||||||
|
mes "But that's because I haven't worked in so long.";
|
||||||
|
mes "Ahh...I feel tired now...";
|
||||||
next;
|
next;
|
||||||
mes .@npcname$;
|
mes "[The Wise Bull Horn]";
|
||||||
mes "Ok, I'll tell you again, so please take note!:";
|
mes "The last time I crafted this...";
|
||||||
mes "^33CCFF 3 Feathers^000000";
|
mes "Was well over ten years ago.";
|
||||||
mes "^009933 3 Zargons^000000";
|
mes "I also followed this path once...";
|
||||||
mes "^660066 3 Rainbow Shells^000000";
|
mes "and I once battled...";
|
||||||
mes "^009900 3 Green Herbs^000000";
|
mes "with such an item.";
|
||||||
mes "^663300 1 "+getitemname(GUNS_Q)+"^000000";
|
|
||||||
mes "^FF6600 10 Shells^000000";
|
|
||||||
next;
|
next;
|
||||||
mes .@npcname$;
|
mes "[The Wise Bull Horn]";
|
||||||
mes "Hurry please, I am not sure if my wife will last any longer... oh dear..";
|
mes "Meeting Celena's father";
|
||||||
|
mes "feels just like yesterday,";
|
||||||
|
mes "time really flies.";
|
||||||
|
mes "Like the smooth western wind.";
|
||||||
|
next;
|
||||||
|
mes "[The Wise Bull Horn]";
|
||||||
|
mes "Though there would always be painful";
|
||||||
|
mes "memories...but my followers...";
|
||||||
|
mes "especially people like...";
|
||||||
|
mes "Celena and Dark Fox.";
|
||||||
|
mes "Ahh, young people, and my followers...";
|
||||||
|
mes "I thank you...";
|
||||||
|
next;
|
||||||
|
mes "[The Wise Bull Horn]";
|
||||||
|
mes "Though now, I am already old...";
|
||||||
|
mes "In a short while...";
|
||||||
|
mes "I will return...to the land";
|
||||||
|
next;
|
||||||
|
mes "[The Wise Bull Horn]";
|
||||||
|
mes "I feel so tired...";
|
||||||
|
mes "I'm so sorry...but if you could...";
|
||||||
|
mes "Promise me something...";
|
||||||
|
mes "Promise to do...something for me.";
|
||||||
|
next;
|
||||||
|
mes "[The Wise Bull Horn]";
|
||||||
|
mes "I suddenly feel like...";
|
||||||
|
mes "drinking a glass of milk.";
|
||||||
|
next;
|
||||||
|
mes "[The Wise Bull Horn]";
|
||||||
|
mes "Take it as a request...from an old man.";
|
||||||
|
next;
|
||||||
|
mes "["+ strcharinfo(0) +"]";
|
||||||
|
mes "-Let's get a glass of Milk-";
|
||||||
|
mes "For 'The Wise Bull Horn'.-";
|
||||||
|
set GUNS_Q, 4;
|
||||||
|
close;
|
||||||
|
|
||||||
|
case 4:
|
||||||
|
if (countitem(519) < 0)
|
||||||
|
{
|
||||||
|
mes "["+ strcharinfo(0) +"]";
|
||||||
|
mes "-Let's get a glass of Milk-";
|
||||||
|
mes "-for 'The Wise Bull Horn'.-";
|
||||||
close;
|
close;
|
||||||
}
|
}
|
||||||
} else if (GUNS_Q == 10003 || GUNS_Q == 10004) {
|
mes "[The Wise Bull Horn]";
|
||||||
if (countitem(519) >= 1 && GUNS_Q == 10004) {
|
mes "Thank you.";
|
||||||
mes .@npcname$;
|
mes "You are truly a kind young man.";
|
||||||
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
|
mes "Now get on the road.";
|
||||||
switch(select("Sure, take it:Sorry but I need it")) {
|
|
||||||
case 1:
|
|
||||||
next;
|
|
||||||
mes .@npcname$;
|
|
||||||
mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
|
|
||||||
delitem 519,1;
|
delitem 519,1;
|
||||||
set GUNS_Q,10005;
|
set GUNS_Q,5;
|
||||||
close;
|
|
||||||
case 2:
|
|
||||||
next;
|
next;
|
||||||
mes .@npcname$;
|
mes "[The Wise Bull Horn]";
|
||||||
mes "Oh please, I need it so much, think about it please...";
|
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;
|
close;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
mes .@npcname$;
|
|
||||||
mes "*sigh* Now I have to wait again... Thanks for your help... but I believe there's something missing..";
|
|
||||||
set GUNS_Q,10004;
|
|
||||||
close;
|
|
||||||
} else if (Class == Job_Gunslinger || GUNS_Q == 10005) {
|
|
||||||
mes .@npcname$;
|
|
||||||
mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
|
|
||||||
close;
|
|
||||||
}
|
|
||||||
mes .@npcname$;
|
|
||||||
mes "Hi son, how's life treating you? Nice day, isn't it?";
|
|
||||||
close;
|
|
||||||
}
|
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
//===== By: ==================================================
|
//===== By: ==================================================
|
||||||
//= Legionaire
|
//= Legionaire
|
||||||
//===== Current Version: =====================================
|
//===== Current Version: =====================================
|
||||||
//= 1.3
|
//= 1.4
|
||||||
//===== Compatible With: =====================================
|
//===== Compatible With: =====================================
|
||||||
//= eAthena SVN that supports Ninjas
|
//= eAthena SVN that supports Ninjas
|
||||||
//===== Description: =========================================
|
//===== Description: =========================================
|
||||||
@ -12,6 +12,7 @@
|
|||||||
//= 1.1 Optimized, updated, checked [Lupus]
|
//= 1.1 Optimized, updated, checked [Lupus]
|
||||||
//= 1.2 Added Akagi [Playtester]
|
//= 1.2 Added Akagi [Playtester]
|
||||||
//= 1.3 Updated dialogs to official ones and optimized [SinSloth]
|
//= 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,{
|
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.";
|
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;
|
close;
|
||||||
}
|
}
|
||||||
else if(Class == Job_Super_Baby)
|
else if(Class == Job_Baby)
|
||||||
{
|
{
|
||||||
mes "[Cougar Gai]";
|
mes "[Cougar Gai]";
|
||||||
mes "What the...! A super baby!";
|
mes "What the...! A super baby!";
|
||||||
|
Loading…
x
Reference in New Issue
Block a user