updated gunslinger job quest/ fixed louyang bug
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7976 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -38,6 +38,9 @@ Playtester
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Date Added
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======
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07/30
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* Optimized Gunslinger Job Quest, rediced vars number, updated Global_Functions.txt [Lupus]
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07/29
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* Some more sign quest warps and a small change to the comodo gambling NPC. [MasterOfMuppets]
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* Fixed a mixed up mob id in Thanatos spawns [Playtester]
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@ -519,7 +519,7 @@ louyang.gat,276,136,4 script Fist Master 819,{
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}
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louyang.gat,272,133,0 script Trainee::trainees 819,{
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set @talk,rand(11);
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set @talk,rand(12);
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if(@talk == 1) goto L_QUOT1;
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if(@talk == 2) goto L_QUOT2;
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if(@talk == 3) goto L_QUOT3;
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@ -7,7 +7,7 @@
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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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//===== Current Version: =====================================
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//= 1.0
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//= 1.6
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//===== Compatible With: =====================================
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//= eAthena SVN
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//===== Description: =========================================
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@ -17,6 +17,8 @@
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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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//= 3 green herbs. [erKURITA]
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//= 1.6 job number->const, commonized variable name,
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//= optimized [Lupus]
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//============================================================
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que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
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@ -25,22 +27,22 @@ set @npcname$,"[Armsmith]";
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if (Class == Job_Novice) {
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if (gs_quest >= 1) {
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if (GUNS_Q >= 1) {
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mes @npcname$;
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mes "So, you've comeback?";
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next;
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if (gs_quest == 5) {
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if (GUNS_Q == 5) {
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if (SkillPoint > 0) {
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mes @npcname$;
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mes "Err, excuse me, but you still have Skill Points left. You have to use them all first before I can turn you into a Gunslinger";
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close2;
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set @npcname$,0;
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set @npcname$,"";
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end;
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} else if (JobLevel < 10) {
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mes @npcname$;
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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";
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close2;
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set @npcname$,0;
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set @npcname$,"";
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end;
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}
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mes @npcname$;
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@ -48,14 +50,14 @@ if (Class == Job_Novice) {
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next;
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mes @npcname$;
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mes "A gunslinger!!!";
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jobchange 24;
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jobchange 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$;
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mes "Oh, I forgot, here's a token of my appreciation";
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getitem 13150,1;
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close2;
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set gs_quest,0;
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set @npcname$,0;
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set @npcname$,"";
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end;
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} else
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mes @npcname$;
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@ -66,14 +68,14 @@ if (Class == Job_Novice) {
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mes @npcname$;
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mes "You need to go to Payon. At the small wooden wall and in the south exit, Mr. Tanieh will be there waiting to ask you a few things. Go now then";
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close2;
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set @npcname$,0;
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set @npcname$,"";
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end;
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case 2:
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next;
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mes @npcname$;
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mes "Then GET GOING! Don't you want to become a gunslinger, do you?";
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close2;
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set @npcname$,0;
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set @npcname$,"";
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end;
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}
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} else
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@ -89,21 +91,22 @@ if (Class == Job_Novice) {
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mes @npcname$;
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mes "He'll be waiting for you next to the small wooden wall of the south exit. See you later then";
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close2;
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set gs_quest,1;
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set @npcname$,0;
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set GUNS_Q,1;
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set @npcname$,"";
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end;
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case 2:
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next;
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mes @npcname$;
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mes "Too bad for you son";
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close2;
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set @npcname$,0;
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set @npcname$,"";
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end;
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}
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} else
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mes @npcname$;
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mes "Hi son, how's life treating you?";
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set @npcname$,"";
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close;
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}
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@ -111,7 +114,7 @@ payon.gat,184,65,3 script Mr. Tanieh 866,{
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set @npcname$,"[Mr. Tanieh]";
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if (gs_quest == 1) {
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if (GUNS_Q == 1) {
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mes @npcname$;
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mes "Oh, you're ^0000CC"+strcharinfo(0)+"^000000, right? Einbroch's Armsmith told me you were going to help me in a few things";
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next;
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@ -122,38 +125,10 @@ if (gs_quest == 1) {
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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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next;
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mes @npcname$;
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mes "Thanks very much!! Ok, here's what I need:";
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mes "^33CCFF 3 Feathers^000000";
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mes "^009933 3 Zargons^000000";
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mes "^660066 3 Rainbow Shells^000000";
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mes "^009900 3 Green Herbs^000000";
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set randtrunk,rand(1,5);
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if (randtrunk == 1) {
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mes "^663300 1 Trunk^000000";
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set trunk,1019;
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} else if (randtrunk == 2) {
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mes "^663300 1 Fine-Grained Trunk^000000";
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set trunk,1066;
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} else if (randtrunk == 3) {
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mes "^663300 1 Solid Trunk^000000";
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set trunk,1067;
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} else if (randtrunk == 4) {
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mes "^663300 1 Barren Trunk^000000";
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set trunk,1068;
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} else if (randtrunk == 5) {
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mes "^663300 1 Thin Trunk";
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set trunk,7186;
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}
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mes "^FF6600 10 Shells^000000";
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next;
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mes @npcname$;
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mes "Hurry please, I am not sure if my wife will last any longer... oh dear";
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close2;
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set @npcname$,"";
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set gs_quest,2;
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end;
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set GUNS_Q2,callfunc("F_RandMes",5,1019,1066,1067,1068,7186);
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set GUNS_Q,2;
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goto L_LIST;
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case 2:
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next;
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mes @npcname$;
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@ -163,7 +138,7 @@ if (gs_quest == 1) {
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end;
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}
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} else if (gs_quest == 2) {
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} else if (GUNS_Q == 2) {
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mes @npcname$;
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mes "Oh, you've come back! Have you brought the items?";
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next;
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@ -188,7 +163,7 @@ if (gs_quest == 1) {
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close2;
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set @npcname$,"";
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end;
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} else if (countitem(trunk) < 1) {
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} else if (countitem(GUNS_Q2) < 1) {
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mes @npcname$;
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mes "Sorry, you don't have the exact Trunk";
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close2;
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@ -212,42 +187,27 @@ if (gs_quest == 1) {
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delitem 949,3;
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delitem 912,3;
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delitem 1013,3;
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delitem trunk,1;
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delitem GUNS_Q2,1;
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delitem 935,10;
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delitem 511,3;
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next;
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mes @npcname$;
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mes "Oh my~~ You've been of great help. I'll recommend you to the Einbroch Armory for your job change.";
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close2;
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set gs_quest,3;
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set @npcname$,0;
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set trunk,0;
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set randtrunk,0;
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set GUNS_Q,3;
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set GUNS_Q2,0;
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set @npcname$,"";
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end;
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case 2:
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next;
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L_LIST:
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next;
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mes @npcname$;
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mes "Ok, I'll tell you again, so please take note!:";
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mes "^33CCFF 3 Feathers^000000";
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mes "^009933 3 Zargons^000000";
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mes "^660066 3 Rainbow Shells^000000";
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mes "^009900 3 Green Herbs^000000";
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if (randtrunk == 1) {
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mes "^663300 1 Trunk^000000";
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set trunk,1019;
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} else if (randtrunk == 2) {
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mes "^663300 1 Fine-Grained Trunk^000000";
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set trunk,1066;
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} else if (randtrunk == 3) {
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mes "^663300 1 Solid Trunk^000000";
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set trunk,1067;
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} else if (randtrunk == 4) {
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mes "^663300 1 Barren Trunk^000000";
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set trunk,1068;
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} else if (randtrunk == 5) {
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mes "^663300 1 Thin Trunk";
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set trunk,7186;
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}
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mes "^663300 1 "+getitemname(GUNS_Q2)+"^000000";
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mes "^FF6600 10 Shells^000000";
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next;
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mes @npcname$;
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@ -256,8 +216,8 @@ if (gs_quest == 1) {
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set @npcname$,"";
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end;
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}
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} else if (gs_quest == 3) || (gs_quest == 4) {
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if (countitem(519) >= 1) && (gs_quest == 4) {
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} else if (GUNS_Q == 3) || (GUNS_Q == 4) {
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if (countitem(519) >= 1) && (GUNS_Q == 4) {
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mes @npcname$;
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mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
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switch(select("Yes, take it please:Sorry but I need it")) {
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@ -267,7 +227,7 @@ if (gs_quest == 1) {
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mes "Thanks so much! Go talk again with the Einbroch Armsmith. He'll change you. Thanks again and see you.";
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delitem 519,1;
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close2;
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set gs_quest,5;
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set GUNS_Q,5;
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set @npcname$,"";
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end;
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case 2:
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@ -283,18 +243,18 @@ if (gs_quest == 1) {
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mes "*sigh* All I need now is wait. Thanks for your help... but I believe there's something missing..";
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close2;
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set @npcname$,"";
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set gs_quest,4;
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set GUNS_Q,4;
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end;
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} else if (Class == 24) || (gs_quest == 5) {
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} else if (Class == Job_Gunslinger) || (GUNS_Q == 5) {
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mes @npcname$;
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mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients";
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close2;
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set @npcname$,0;
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set @npcname$,"";
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end;
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}
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mes @npcname$;
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mes "Hi son, how you doing? Nice day eh?";
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close2;
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set @npcname$,0;
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set @npcname$,"";
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end;
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}
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@ -3,7 +3,7 @@
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//===== By: ==================================================
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//= Lupus, kobra_k88
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//===== Current Version: =====================================
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//= 2.02
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//= 2.03
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//===== Compatible With: =====================================
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//= eAthena 1.0
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//===== Description: =========================================
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@ -24,6 +24,7 @@
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//= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
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//= 2.01 Added $talk to F_ClearGarbage [Evera]
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//= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
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//= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
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//============================================================
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@ -62,6 +63,7 @@ function script F_ClearJobVar {
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set TAEK_Q,0;
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set STGL_Q,0;
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set SOUL_Q,0;
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set GUNS_Q,0; set GUNS_Q2,0;
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return;
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}
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