* Added all the Gunslinger gun quests
- sphere creation and ammo casing are still missing, working on it - removed erKURITA's version, he's okay with it git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8287 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -35,6 +35,10 @@ Playtester
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Date Added
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======
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08/15
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* Added all the Gunslinger gun quests [Playtester]
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- sphere creation and ammo casing are still missing, working on it
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- removed erKURITA's version, he's okay with it
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08/14
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* Various changes in other/dts_warper.txt [Evera]
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- Uses new global var $dtsday to count voting sessions [Evera]
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@ -1,80 +0,0 @@
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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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@ -1,7 +1,7 @@
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//===== By: ==================================================
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//= Playtester
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//===== Current Version: =====================================
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//= 1.1
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//= 1.2
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//===== Compatible With: =====================================
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//= SVN eA
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//===== Description: =========================================
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@ -64,7 +64,7 @@ que_ng.gat,182,85,3 script Mr.Garrison 109,{
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mes "^FF000030000 Zeny^000000.";
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next;
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mes @npcname$;
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if ( (countitem(999)<50) || (countitem(985)<3) || (countitem(984)<1) ||(countitem(1003)<50) || (countitem(7317)<20) || (Zeny < 30000) ) {
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if ( (countitem(999)<50) || (countitem(985)<3) || (countitem(984)<1) || (countitem(1003)<50) || (countitem(7317)<20) || (Zeny < 30000) ) {
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mes "Come back when you have the materials.";
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close;
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}
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@ -178,13 +178,232 @@ que_ng.gat,187,156,3 script Tony 86,{
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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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set @npcname$,"[Ingrid]";
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mes @npcname$;
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mes "I can make the strongest of";
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mes "all weapons. The ultimate";
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mes "grenade launcher.";
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mes "It's called ^0000FFInferno^000000.";
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next;
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if(BaseJob != Job_Gunslinger || BaseLevel < 65){
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mes @npcname$;
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mes "But I don't think you are";
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mes "experienced enough to use it.";
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next;
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mes @npcname$;
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mes "You'll probably kill yourself.";
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mes "It's just too powerful to use";
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mes "for a beginner. I refuse to";
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mes "make one for you.";
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close;
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}
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mes @npcname$;
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mes "You look experienced.";
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mes "I think I could make one";
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mes "for you.";
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next;
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mes @npcname$;
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mes "So, do you want me to make an";
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mes "^0000FFInferno^000000 for you?";
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next;
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switch(select("Yes, please.","No thanks."))
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{
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case 1:
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mes @npcname$;
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mes "Okay, but first you need to";
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mes "bring me the materials I need";
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mes "to create one.";
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next;
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mes @npcname$;
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mes "This is what I need:";
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mes "^FF0000100 Used Iron Plates^000000,";
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mes "^FF000010 Oridecons^000000,";
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mes "^FF000050 Rusty Screws^000000,";
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mes "^FF0000100 Burning Hearts^000000 and";
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mes "^FF0000200000 Zeny^000000.";
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next;
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mes @npcname$;
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if ( (countitem(7319)<100) || (countitem(984)<10) || (countitem(7317)<50) || (countitem(7097)<100) || (Zeny < 200000) ) {
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mes "Come back when you have the materials.";
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close;
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}
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mes "Oh, you already have the materials.";
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next;
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delitem 7319,100;
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delitem 984,10;
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delitem 7317,50;
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delitem 7097,100;
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set Zeny,Zeny-200000;
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mes @npcname$;
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mes "I need to be careful...";
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mes "...";
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mes "...";
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next;
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getitem 13162,1;
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mes @npcname$;
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mes "It's done.";
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mes "Be careful with it.";
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close;
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case 2:
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mes @npcname$;
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mes "Probably a good choice.";
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mes "It's really dangerous.";
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close;
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}
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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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set @npcname$,"[Vanessa]";
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mes @npcname$;
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mes "I can make a grenade launcher";
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mes "that can destroy armors.";
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mes "It's called ^0000FFDestroyer^000000.";
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next;
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if(BaseJob != Job_Gunslinger || BaseLevel < 52){
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mes @npcname$;
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mes "But I don't think you are";
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mes "experienced enough to use it.";
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next;
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mes @npcname$;
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mes "Come back when you think";
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mes "you are worthy to use this";
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mes "weapon.";
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close;
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}
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mes @npcname$;
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mes "You look experienced.";
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mes "I think I could make one";
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mes "for you.";
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next;
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mes @npcname$;
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mes "So, do you want me to make a";
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mes "^0000FFDestroyer^000000 for you?";
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next;
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switch(select("Yes, please.","No thanks."))
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{
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case 1:
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mes @npcname$;
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mes "Okay, but first you need to";
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mes "bring me the materials I need";
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mes "to create one.";
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next;
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mes @npcname$;
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mes "This is what I need:";
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mes "^FF000050 Used Iron Plates^000000,";
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mes "^FF00005 Oridecons^000000,";
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mes "^FF000070 Rusty Screws^000000 and";
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mes "^FF0000100000 Zeny^000000.";
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next;
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mes @npcname$;
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if ( (countitem(7319)<50) || (countitem(984)<5) || (countitem(7317)<70) || (Zeny < 100000) ) {
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mes "Come back when you have the materials.";
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close;
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}
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mes "Oh, you already have the materials.";
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next;
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delitem 7319,50;
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delitem 984,5;
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delitem 7317,70;
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set Zeny,Zeny-100000;
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mes @npcname$;
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mes "I'll make it in a minute...";
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mes "...";
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mes "...";
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next;
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getitem 13160,1;
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mes @npcname$;
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mes "It's done.";
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mes "Be careful with it.";
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close;
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case 2:
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mes @npcname$;
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mes "Oh well, your loss.";
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close;
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}
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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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set @npcname$,"[N.A]";
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mes @npcname$;
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mes "If you like gatling guns, I'm the";
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mes "right person to talk to.";
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mes "I can make a ^0000FFDrifter^000000.";
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next;
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if(BaseJob != Job_Gunslinger || BaseLevel < 55){
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mes @npcname$;
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mes "But I don't think you are";
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mes "experienced enough to use it.";
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next;
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mes @npcname$;
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mes "Come back when you think";
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mes "you are worthy to use this";
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mes "weapon.";
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close;
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}
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mes @npcname$;
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mes "You look experienced.";
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mes "I think I could make one";
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mes "for you.";
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next;
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mes @npcname$;
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mes "So, do you want me to make a";
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mes "^0000FFDrifter^000000 for you?";
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next;
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switch(select("Yes, please.","No thanks."))
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{
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case 1:
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mes @npcname$;
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mes "Okay, but first you need to";
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mes "bring me the materials I need";
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mes "to create one.";
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next;
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mes @npcname$;
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mes "This is what I need:";
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mes "^FF000070 Steels^000000,";
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mes "^FF00005 Eluniums^000000,";
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mes "^FF00003 Oridecons^000000,";
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mes "^FF000070 Coals^000000,";
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mes "^FF000050 Rusty Screws^000000 and";
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mes "^FF000050000 Zeny^000000.";
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next;
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mes @npcname$;
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if ( (countitem(999)<70) || (countitem(985)<5) || (countitem(984)<3) || (countitem(1003)<70) || (countitem(7317)<50) || (Zeny < 50000) ) {
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mes "Come back when you have the materials.";
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close;
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}
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mes "I see you came prepared.";
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next;
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delitem 999,70;
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delitem 985,5;
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delitem 984,3;
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delitem 1003,70;
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delitem 7317,50;
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set Zeny,Zeny-50000;
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mes @npcname$;
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mes "Alright, you won't regret it...";
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mes "...";
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mes "...";
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next;
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getitem 13157,1;
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mes @npcname$;
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mes "It's done. Now shoot the";
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mes "enemies with no mercy!";
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close;
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case 2:
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mes @npcname$;
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mes "Oh well, your loss.";
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close;
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}
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}
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