* Moved the Gunslinger quest NPCs to gunslinger_quests.txt
- put erKURITA's version of the Garrison quest into another file since I already added a complete version, use it if you like it more - also gave the NPCs their official names git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8267 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -36,6 +36,10 @@ Playtester
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Date Added
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======
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08/14
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* Moved the Gunslinger quest NPCs to gunslinger_quests.txt [Playtester]
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- put erKURITA's version of the Garrison quest into another file since I already
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added a complete version, use it if you like it more
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- also gave the NPCs their official names
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* Changed DTS warper to use MISC_QUEST|128 instead of dtseligible,2. [Evera]
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- May be some bugs, it's 1am @_@, look through it before trunk merge. [Evera]
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* Added Garbage clearing for dtseligible,2 -> MISC_QUEST|128, and added that func call to DTS warper. [Evera]
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@ -837,105 +837,3 @@ OnTouch:
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end;
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}
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que_ng.gat,182,85,2 script Garrison 109,{
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if (garrisonq == 1) {
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mes "[Garrison]";
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mes "Hey, you've comeback, let's see if you brought your items:";
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if (Zeny < 30000) {
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mes "You're going to need at least 30,000z. Get some please";
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close;
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} else if (countitem(999) < 50) {
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mes "You need "+(50 - countitem(999))+" steels. Get more please";
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close;
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} else if (countitem(985) < 3) {
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mes "You need "+(3 - countitem(985))+" eluniums. Get more please";
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close;
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} else if (countitem(1003) < 50) {
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mes "You need "+(50 - countitem(1003))+" coals. Get more please";
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close;
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} else if (countitem(7317) < 20) {
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mes "You need "+(20 - countitem(7317))+" Rusty screws. Get more please";
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close;
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} else
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mes "Awesome! You've got them all!";
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next;
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mes "[Garrison]";
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mes "Here's your ^800000Garrison^000000!";
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delitem 999,50;
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delitem 985,3;
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delitem 1003,50;
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delitem 7317,20;
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set Zeny,Zeny-30000;
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getitem 13104,1;
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set garrisonq,0;
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next;
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mes "[Garrison]";
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mes "Enjoy it and use it wise~~";
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close;
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}
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mes "[Garrison]";
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mes "Hiya there!~~ Have you ever heard about ''The Garrison''?";
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switch(select("The handgun?:Err, besides you, no")) {
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case 1:
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next;
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mes "[Garrison]";
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mes "YES YES! That one!. The garrison is a nice overall handgun which combines gunpowder's power and accuracy.";
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next;
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mes "[Garrison]";
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mes "However, it's not publicly made nowadays, but I do know how to make one. It will cost you a few things though... Interested?";
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switch(select("Yes I am:Nah, guns are not my type")) {
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case 1:
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next;
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mes "[Garrison]";
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mes "Ok, here's what you need:";
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mes "^80808050 Steels^000000";
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mes "^4747473 Eluniums^000000";
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mes "50 Coals";
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mes "^80000020 Rusted Screws^000000";
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mes "^FFAA0030,000 Zeny^000000";
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next;
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mes "[Garrison]";
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mes "Still interested?";
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if (select("Yes I am:No thanks...") == 1) {
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next;
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mes "[Garrison]";
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mes "Good stuff. Come back with the items then";
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set garrisonq,1;
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close;
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}
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case 2:
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next;
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mes "[Garrison]";
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mes "Come back anytime then!";
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close;
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}
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case 2:
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next;
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mes "[Garrison]";
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mes "Bad thing then...";
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close;
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}
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}
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//| Temporal NPC locations until the text inside it has been obtained
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//que_ng.gat,187,149,3 script TempNPC1 83,{
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//end;
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//}
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//que_ng.gat,187,154,3 script TempNPC2 86,{
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//end;
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//}
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//que_ng.gat,187,161,3 script TempNPC3 744,{
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//end;
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//}
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//que_ng.gat,185,180,3 script TempNPC4 726,{
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//end;
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//}
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//que_ng.gat,149,178,5 script TempNPC5 744,{
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//end;
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//}
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80
npc/quests/Another_Garrison.txt
Normal file
80
npc/quests/Another_Garrison.txt
Normal file
@ -0,0 +1,80 @@
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que_ng.gat,182,85,2 script Garrison 109,{
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if (garrisonq == 1) {
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mes "[Garrison]";
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mes "Hey, you've comeback, let's see if you brought your items:";
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if (Zeny < 30000) {
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mes "You're going to need at least 30,000z. Get some please";
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close;
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} else if (countitem(999) < 50) {
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mes "You need "+(50 - countitem(999))+" steels. Get more please";
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close;
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} else if (countitem(985) < 3) {
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mes "You need "+(3 - countitem(985))+" eluniums. Get more please";
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close;
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} else if (countitem(1003) < 50) {
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mes "You need "+(50 - countitem(1003))+" coals. Get more please";
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close;
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} else if (countitem(7317) < 20) {
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mes "You need "+(20 - countitem(7317))+" Rusty screws. Get more please";
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close;
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} else
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mes "Awesome! You've got them all!";
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next;
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mes "[Garrison]";
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mes "Here's your ^800000Garrison^000000!";
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delitem 999,50;
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delitem 985,3;
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delitem 1003,50;
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delitem 7317,20;
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set Zeny,Zeny-30000;
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getitem 13104,1;
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set garrisonq,0;
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next;
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mes "[Garrison]";
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mes "Enjoy it and use it wise~~";
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close;
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}
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mes "[Garrison]";
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mes "Hiya there!~~ Have you ever heard about ''The Garrison''?";
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switch(select("The handgun?:Err, besides you, no")) {
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case 1:
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next;
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mes "[Garrison]";
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mes "YES YES! That one!. The garrison is a nice overall handgun which combines gunpowder's power and accuracy.";
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next;
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mes "[Garrison]";
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mes "However, it's not publicly made nowadays, but I do know how to make one. It will cost you a few things though... Interested?";
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switch(select("Yes I am:Nah, guns are not my type")) {
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case 1:
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next;
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mes "[Garrison]";
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mes "Ok, here's what you need:";
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mes "^80808050 Steels^000000";
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mes "^4747473 Eluniums^000000";
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mes "50 Coals";
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mes "^80000020 Rusted Screws^000000";
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mes "^FFAA0030,000 Zeny^000000";
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next;
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mes "[Garrison]";
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mes "Still interested?";
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if (select("Yes I am:No thanks...") == 1) {
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next;
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mes "[Garrison]";
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mes "Good stuff. Come back with the items then";
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set garrisonq,1;
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close;
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}
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case 2:
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next;
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mes "[Garrison]";
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mes "Come back anytime then!";
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close;
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}
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case 2:
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next;
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mes "[Garrison]";
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mes "Bad thing then...";
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close;
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}
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}
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mes "So how do you like";
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mes "my gun?";
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close;
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}
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// NPC locations, working on implementing them
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que_ng.gat,187,149,3 script Kenny 83,{
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end;
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}
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que_ng.gat,187,156,3 script Tony 86,{
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end;
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}
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que_ng.gat,187,163,3 script Ingrid 744,{
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end;
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}
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que_ng.gat,185,180,3 script Vanessa 726,{
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end;
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}
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que_ng.gat,149,178,5 script N.A 744,{
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end;
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}
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