* 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
This commit is contained in:
Playtester 2006-08-14 08:52:26 +00:00
parent 0486ae7b2b
commit 5cb9cfd463
4 changed files with 106 additions and 102 deletions

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@ -36,6 +36,10 @@ Playtester
Date Added
======
08/14
* Moved the Gunslinger quest NPCs to gunslinger_quests.txt [Playtester]
- 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
* Changed DTS warper to use MISC_QUEST|128 instead of dtseligible,2. [Evera]
- May be some bugs, it's 1am @_@, look through it before trunk merge. [Evera]
* 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:
end;
}
que_ng.gat,182,85,2 script Garrison 109,{
if (garrisonq == 1) {
mes "[Garrison]";
mes "Hey, you've comeback, let's see if you brought your items:";
if (Zeny < 30000) {
mes "You're going to need at least 30,000z. Get some please";
close;
} else if (countitem(999) < 50) {
mes "You need "+(50 - countitem(999))+" steels. Get more please";
close;
} else if (countitem(985) < 3) {
mes "You need "+(3 - countitem(985))+" eluniums. Get more please";
close;
} else if (countitem(1003) < 50) {
mes "You need "+(50 - countitem(1003))+" coals. Get more please";
close;
} else if (countitem(7317) < 20) {
mes "You need "+(20 - countitem(7317))+" Rusty screws. Get more please";
close;
} else
mes "Awesome! You've got them all!";
next;
mes "[Garrison]";
mes "Here's your ^800000Garrison^000000!";
delitem 999,50;
delitem 985,3;
delitem 1003,50;
delitem 7317,20;
set Zeny,Zeny-30000;
getitem 13104,1;
set garrisonq,0;
next;
mes "[Garrison]";
mes "Enjoy it and use it wise~~";
close;
}
mes "[Garrison]";
mes "Hiya there!~~ Have you ever heard about ''The Garrison''?";
switch(select("The handgun?:Err, besides you, no")) {
case 1:
next;
mes "[Garrison]";
mes "YES YES! That one!. The garrison is a nice overall handgun which combines gunpowder's power and accuracy.";
next;
mes "[Garrison]";
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?";
switch(select("Yes I am:Nah, guns are not my type")) {
case 1:
next;
mes "[Garrison]";
mes "Ok, here's what you need:";
mes "^80808050 Steels^000000";
mes "^4747473 Eluniums^000000";
mes "50 Coals";
mes "^80000020 Rusted Screws^000000";
mes "^FFAA0030,000 Zeny^000000";
next;
mes "[Garrison]";
mes "Still interested?";
if (select("Yes I am:No thanks...") == 1) {
next;
mes "[Garrison]";
mes "Good stuff. Come back with the items then";
set garrisonq,1;
close;
}
case 2:
next;
mes "[Garrison]";
mes "Come back anytime then!";
close;
}
case 2:
next;
mes "[Garrison]";
mes "Bad thing then...";
close;
}
}
//| Temporal NPC locations until the text inside it has been obtained
//que_ng.gat,187,149,3 script TempNPC1 83,{
//end;
//}
//que_ng.gat,187,154,3 script TempNPC2 86,{
//end;
//}
//que_ng.gat,187,161,3 script TempNPC3 744,{
//end;
//}
//que_ng.gat,185,180,3 script TempNPC4 726,{
//end;
//}
//que_ng.gat,149,178,5 script TempNPC5 744,{
//end;
//}

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@ -0,0 +1,80 @@
que_ng.gat,182,85,2 script Garrison 109,{
if (garrisonq == 1) {
mes "[Garrison]";
mes "Hey, you've comeback, let's see if you brought your items:";
if (Zeny < 30000) {
mes "You're going to need at least 30,000z. Get some please";
close;
} else if (countitem(999) < 50) {
mes "You need "+(50 - countitem(999))+" steels. Get more please";
close;
} else if (countitem(985) < 3) {
mes "You need "+(3 - countitem(985))+" eluniums. Get more please";
close;
} else if (countitem(1003) < 50) {
mes "You need "+(50 - countitem(1003))+" coals. Get more please";
close;
} else if (countitem(7317) < 20) {
mes "You need "+(20 - countitem(7317))+" Rusty screws. Get more please";
close;
} else
mes "Awesome! You've got them all!";
next;
mes "[Garrison]";
mes "Here's your ^800000Garrison^000000!";
delitem 999,50;
delitem 985,3;
delitem 1003,50;
delitem 7317,20;
set Zeny,Zeny-30000;
getitem 13104,1;
set garrisonq,0;
next;
mes "[Garrison]";
mes "Enjoy it and use it wise~~";
close;
}
mes "[Garrison]";
mes "Hiya there!~~ Have you ever heard about ''The Garrison''?";
switch(select("The handgun?:Err, besides you, no")) {
case 1:
next;
mes "[Garrison]";
mes "YES YES! That one!. The garrison is a nice overall handgun which combines gunpowder's power and accuracy.";
next;
mes "[Garrison]";
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?";
switch(select("Yes I am:Nah, guns are not my type")) {
case 1:
next;
mes "[Garrison]";
mes "Ok, here's what you need:";
mes "^80808050 Steels^000000";
mes "^4747473 Eluniums^000000";
mes "50 Coals";
mes "^80000020 Rusted Screws^000000";
mes "^FFAA0030,000 Zeny^000000";
next;
mes "[Garrison]";
mes "Still interested?";
if (select("Yes I am:No thanks...") == 1) {
next;
mes "[Garrison]";
mes "Good stuff. Come back with the items then";
set garrisonq,1;
close;
}
case 2:
next;
mes "[Garrison]";
mes "Come back anytime then!";
close;
}
case 2:
next;
mes "[Garrison]";
mes "Bad thing then...";
close;
}
}

View File

@ -165,4 +165,26 @@ L_Already:
mes "So how do you like";
mes "my gun?";
close;
}
// NPC locations, working on implementing them
que_ng.gat,187,149,3 script Kenny 83,{
end;
}
que_ng.gat,187,156,3 script Tony 86,{
end;
}
que_ng.gat,187,163,3 script Ingrid 744,{
end;
}
que_ng.gat,185,180,3 script Vanessa 726,{
end;
}
que_ng.gat,149,178,5 script N.A 744,{
end;
}