Gunslinger weapon Garrison Quest updated to official, thanks to Lazarus^.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10416 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -1,7 +1,9 @@
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Date Added
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======
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2007/05/01
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* Updated Gunslinger weapon Inferno Quest to official. [SinSloth]
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* Updated some Gunslinger quests. [SinSloth]
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- Inferno Quest updated to official.
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- Garrison Quest updated to official, thanks to Lazarus^.
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* Elly now deletes the Iron_Box, and Kiel Hyre deletes the Pin. [L0ne_W0lf]
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* More security on the 5th Big Door, now makes sure no one outside of who acticated it initially can use it. Resets after 10 minutes to make it. [L0ne_W0lf]
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* Made it so that you need to be at least step 84 to activate the final door. [L0ne_W0lf]
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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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//= 1.4
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//= 1.6
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//===== Compatible With: =====================================
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//= SVN eA
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//===== Description: =========================================
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@ -14,166 +14,411 @@
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//= 1.4 Updated Destroyer Quest - Credits to Sinoco for first
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//= official version. [SinSloth]
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//= 1.5 Updated Inferno Quest to official version [SinSloth]
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//= 1.6 Updated Garrison Quest - Credits to Lazarus^ for
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//= making the first official version. [SinSloth]
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//============================================================
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//===================== Garrison =====================================================
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que_ng,182,85,3 script Mr.Garrison 109,{
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set @npcname$,"[Mr.Garrison]";
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que_ng.gat,182,85,3 script Garrison 109,{
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mes @npcname$;
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if(countitem(13105)>0) goto L_Already;
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if(countitem(13104)>0) goto L_Slot;
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mes "I have invented a new Revolver!";
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mes "I think I call it... Garrison.";
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next;
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mes "[" +strcharinfo(0) + "]";
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mes "Very innovative name really.";
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next;
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if(BaseJob != Job_Gunslinger || BaseLevel < 55){
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mes @npcname$;
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mes "I don't think you have enough";
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mes "knowledge of guns to see its";
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mes "true beauty.";
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if(BaseJob != Job_Gunslinger)
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{
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mes "[Garrison]";
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mes "You're not a gunslinger.";
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mes "You're distracting me from my work. Go on.";
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close;
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}
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mes @npcname$;
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mes "You look like you're an expert";
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mes "in guns, aren't you?";
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next;
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mes "[" +strcharinfo(0) + "]";
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mes "Yeah you could say so.";
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next;
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mes @npcname$;
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mes "So, do you want me to make a";
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mes "^0000FFGarrison^000000 for you?";
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next;
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switch(select("Yes, please.","Nah, I'll stick with my gun."))
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else if(BaseLevel < 55)
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{
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case 1:
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mes @npcname$;
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mes "Great! 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$;
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mes "This is what I need:";
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mes "^FF000050 Steels^000000,";
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mes "^FF00003 Eluniums^000000,";
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mes "^FF00001 Oridecon^000000,";
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mes "^FF000050 Coals^000000,";
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mes "^FF000020 Rusty Screws^000000 and";
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mes "^FF000030000 Zeny^000000.";
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next;
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mes @npcname$;
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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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mes "Come back when you have the materials.";
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close;
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}
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delitem 999,50;
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delitem 985,3;
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delitem 984,1;
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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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mes "I see you came prepared.";
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mes "Let me take those material.";
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next;
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mes @npcname$;
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mes "Give me just a minute...";
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mes "...";
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mes "...";
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next;
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getitem 13104,1;
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mes @npcname$;
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mes "It's done. Here, take this";
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mes "wonderful gun!";
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close;
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case 2:
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mes @npcname$;
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mes "Well, guess a true Gunslinger";
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mes "will never part from his";
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mes "favorite gun, heh.";
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close;
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mes "[Garrison]";
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mes "My name is Garrison. I'm a master in crafting guns.";
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mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
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next;
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mes "[Garrison]";
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mes "Why don't you commission a Garrison from me?";
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next;
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callsub SubGarrison;
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}
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L_Slot:
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mes "Oh, I see you have one of";
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mes "my high-quality guns.";
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next;
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mes @npcname$;
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mes "Now that I look at it, I";
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mes "think I could improve it";
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mes "some more.";
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next;
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mes @npcname$;
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mes "How about I add a ^0000FFslot^000000";
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mes "to it? Be careful, though.";
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mes "If you put a card into it";
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mes "already, it will be lost";
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mes "in the process.";
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next;
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switch(select("Yes, please add a slot.","Nah, I keep it as it is now."))
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switch(gun_gs)
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{
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case 0:
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if(countitem(13104) < 1)
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{
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mes "[Garrison]";
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mes "My name is Garrison. I'm a master in crafting guns.";
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mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
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next;
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mes "[Garrison]";
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mes "Are you here to commission a Garrison from me?";
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next;
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callsub SubGarrison;
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}
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mes "[Garrison]";
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mes "Hmm~ What's going on?";
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mes "Are you here because you need a weapon?";
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next;
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switch( select( "I need a Garrison.","Not really.","Cancel") )
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{
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case 1:
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mes "[Garrison]";
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mes "Oh~ Welcome";
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mes "Everyone needs me~!";
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mes "It just proves that my gun, the Garrison, is the best of the best.";
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mes "So, are you going to ask me to make one now?";
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next;
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callsub SubGarrison;
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case 2:
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mes "[Garrison]";
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mes "Hmm~ You look like you're wandering around without a mission.";
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mes "If you've got the time, will you do me a favor?";
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next;
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mes "["+strcharinfo(0)+"]";
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mes "What is it?";
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next;
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mes "[Garrison]";
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mes "Mmm~ Well, I had actually received a letter recently stating that there are many defective makes of a gun I created called the Six Shooter.";
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next;
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mes "[Garrison]";
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mes "I'm a perfectionist, but due to my old age, my eyes are growing dark, and I think I may have sold defective Six Shooters.";
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next;
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mes "[Garrison]";
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mes "So what I'm trying to say is, I'm hoping someone will find me spare parts which I can use to replace defective parts in the detective Six Shooters.";
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next;
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mes "[Garrison]";
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mes "If you help me, I'll put a slot in that Garrison you're holding right now.";
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mes "What do you say?";
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next;
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mes "[Garrison]";
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mes "Just so you know, if I slot your Garrison, any current refine points or slotted cards will disappear. Decide carefully.";
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next;
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switch( select( "I don't like the sound of this.","Ok, I'll try it out.") )
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{
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case 1:
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mes "[Garrison]";
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mes "Hmm, I see.";
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mes "I understand.";
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mes "I guess I'll look for a different man.";
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close;
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case 2:
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mes "[Garrison]";
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mes "Oh, would you?";
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mes "I'm so thankful.";
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mes "These are the materials I need to make spare parts...";
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next;
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mes "[Garrison]";
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mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
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mes "I need this exact amount. Don't forget.";
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set gun_gs,1;
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close;
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}
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case 3:
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mes "[Garrison]";
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mes "Hmm... Come and see me later.";
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close;
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}
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case 1:
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mes @npcname$;
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mes "Great! But first you need to";
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mes "bring me the materials I need";
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mes "to improve it.";
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next;
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mes @npcname$;
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mes "This is what I need:";
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mes "^FF000010 Steels^000000,";
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mes "^FF00001 Eluniums^000000,";
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mes "^FF000010 Emveretarcon^000000,";
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mes "^FF000030 Coals^000000,";
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mes "^FF000010 Rusty Screws^000000 and";
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mes "of course your ^FF0000Garrison^000000.";
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next;
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mes @npcname$;
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if ( (countitem(999)<10) || (countitem(985)<1) || (countitem(1011)<10) ||(countitem(1003)<30) || (countitem(7317)<10) || (countitem(13104)<1) ) {
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mes "Come back when you have the materials.";
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if((countitem(999) < 10) || (countitem(7317) < 10) || (countitem(1011) < 10) || (countitem(1003) < 30) || (countitem(985) < 1))
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{
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mes "[Garrison]";
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mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
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mes "Don't forget -- the amount has to be exact.";
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close;
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}
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mes "[Garrison]";
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mes "Oh~ You're back with what I need~";
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mes "I'm so grateful.";
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mes "Oh.. there's another favor I need to have done. Err...";
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next;
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mes "[Garrison]";
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mes "I need to deliver the spare parts once I make them to another person, but I've got so much work to do around here.";
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next;
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mes "[Garrison]";
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mes "Sorry to ask, but I was hoping you can deliver what I make out of these materials to the next person.";
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next;
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mes "[Garrison]";
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mes "While you are on delivery, I will make preparations to slot your Garrison, as promised.";
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next;
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mes "["+strcharinfo(0)+"]";
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mes "-Hmm, I don't want to do it, but I'll do it anyway.-";
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next;
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mes "["+strcharinfo(0)+"]";
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mes "Ok.";
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next;
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mes "[Garrison]";
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mes "Oh, thanks a lot.";
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mes "Then deliver this to a person called Ravey. He lives in the slums of Lighthalzen.";
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next;
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mes "["+strcharinfo(0)+"]";
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mes "You receive the delivery goods from Garrison.";
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mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
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delitem 999,10;
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delitem 985,1;
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delitem 1011,10;
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delitem 1003,30;
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delitem 7317,10;
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delitem 13104,1;
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mes "I see you came prepared.";
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mes "Let me take those materials.";
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next;
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mes @npcname$;
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mes "Give me just a minute...";
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mes "...";
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mes "...";
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next;
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getitem 13105,1;
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mes @npcname$;
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mes "It's done. Now it is";
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mes "even better than before.";
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mes "Put it to good use.";
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delitem 985,1;
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delitem 1003,30;
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set gun_gs,2;
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close;
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case 2:
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mes @npcname$;
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mes "Okay, come back when you";
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mes "changed your mind.";
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mes "["+strcharinfo(0)+"]";
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mes "You receive the delivery goods from Garrison.";
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mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
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close;
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case 3:
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mes "[Garrison]";
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mes "Oh~ How was your trip?";
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next;
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mes "["+strcharinfo(0)+"]";
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mes "Gyah~";
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mes "I nearly died!!!";
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mes "That man tried to attack me when he saw me. I barely escaped death!";
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next;
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mes "[Garrison]";
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mes "Ahh~ Oh no.";
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mes "I had no idea the person who sent the letter was actually plotting to assassinate me. He was probably sent by one of our enemy guilds...";
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next;
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mes "[Garrison]";
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mes "It looks like I've sent you unintentionally on a very dangerous mission.";
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next;
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mes "[Garrison]";
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mes "I'm so sorry.";
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mes "You may also know, but there's bad guys plotting to attack the Professor and the Gunslinger Guild all over the place.";
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next;
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mes "[Garrison]";
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mes "Consider this a part of your training as an Gunslinger.";
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next;
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mes "[Garrison]";
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mes "I'm sorry about what happened.";
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mes "But, as promised, I will slot your Garrison ...";
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next;
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if(countitem(13104) < 1)
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{
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mes "[Garrison]";
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mes "Huh? Sigh.";
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mes "Did you sell off your gun while you were gone?";
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mes "I said I'd slot your gun, but I never said I'd slot a gun that isn't here.";
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mes "Go and get your Garrison and then get back to me.";
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set gun_gs,4;
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close;
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}
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mes "[Garrison]";
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mes "Let's see~";
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mes "*tonk* *tonk* *thump* *whump*";
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mes "Here is your modified";
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mes "Garrison.";
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mes "Please use it well.";
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delitem 13104,1;
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getitem 13105,1;
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set gun_gs, 5;
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close;
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case 4:
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if(countitem(13104) < 1)
|
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{
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mes "[Garrison]";
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mes "Go and get your Garrison and then get back to me.";
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close;
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}
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mes "[Garrison]";
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mes "Ah, there it is.";
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mes "Here is your modified";
|
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mes "Garrison.";
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mes "Do use it well.";
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delitem 13104, 1;
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getitem 13105, 1;
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set gun_gs,5;
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close;
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case 5:
|
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mes "[Garrison]";
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mes "Hmm~ You're back again~";
|
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mes "What's the matter?";
|
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mes "Did you come back because you need a weapon?";
|
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mes "What do you need?";
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next;
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switch( select( "Garrison","Slot a Garrison","Cancel"))
|
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{
|
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case 1:
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callsub SubGarrison;
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case 2:
|
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callsub SubGarrison_;
|
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}
|
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}
|
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SubGarrison:
|
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mes "[Garrison]";
|
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mes "To create a Garrison, I need...";
|
||||
mes "50 Steel, 3 Eluniums,";
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mes "1 Oridecon, 50 Coal,";
|
||||
mes "20 Rusty Screws, and";
|
||||
mes "there's a fee of 30,000 Zeny.";
|
||||
mes "Well, do you want one?.";
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next;
|
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switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel") )
|
||||
{
|
||||
case 1:
|
||||
mes "[Garrison]";
|
||||
mes "Hmmm~ I got worked up for nothing~";
|
||||
mes "Think about it. Come see me if you decide.";
|
||||
close;
|
||||
|
||||
case 2:
|
||||
if((countitem(999) < 50) || (countitem(7317) < 20) || (countitem(984) < 1) || (countitem(1003) < 50) ||(countitem(985) < 3) )
|
||||
{
|
||||
mes "[Garrison]";
|
||||
mes "You didn't bring enough materials";
|
||||
mes "To create a Garrison, I need...";
|
||||
mes "50 Steel, 3 Eluniums,";
|
||||
mes "1 Oridecon, 50 Coal,";
|
||||
mes "50 Rusty Screws,";
|
||||
mes "and there's a fee of 30,000 Zeny";
|
||||
mes "Don't forget.";
|
||||
close;
|
||||
}
|
||||
else if(Zeny < 30000)
|
||||
{
|
||||
mes "[Garrison]";
|
||||
mes "You need more Zeny~!";
|
||||
mes "More Zeny!!";
|
||||
close;
|
||||
}
|
||||
else if(checkweight(13104,1) == 0)
|
||||
{
|
||||
mes "[Garrison]";
|
||||
mes "There's no room in your inventory";
|
||||
mes "for my creation.";
|
||||
mes "Make some room";
|
||||
mes "in your inventory, and then";
|
||||
mes "Come and see me.";
|
||||
close;
|
||||
}
|
||||
mes "[Garrison]";
|
||||
mes "Hmm, looks like the correct amount of materials and Zeny.";
|
||||
mes "Here's a Garrison~";
|
||||
mes "If you need one again, come and see me~";
|
||||
delitem 999,50;
|
||||
delitem "Oridecon",1;
|
||||
delitem 7317,20;
|
||||
delitem 985,3;
|
||||
delitem 1003,50;
|
||||
set Zeny,Zeny-30000;
|
||||
getitem 13104,1;
|
||||
close;
|
||||
|
||||
case 3:
|
||||
mes "[Garrison]";
|
||||
mes "I'll see you when I see you~";
|
||||
close;
|
||||
}
|
||||
|
||||
L_Already:
|
||||
mes "So how do you like";
|
||||
mes "my gun?";
|
||||
SubGarrison_:
|
||||
mes "[Garrison]";
|
||||
mes "In order to slot a Garrison, I need";
|
||||
mes "10 Steel, 1 Elunium,";
|
||||
mes "10 Emveretarcon, 30 Coal,";
|
||||
mes "10 Rusty Screws, and";
|
||||
mes "1 Garrison.";
|
||||
mes "Well, do you want one?.";
|
||||
next;
|
||||
switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel" ))
|
||||
{
|
||||
case 1:
|
||||
mes "[Garrison]";
|
||||
mes "You've got me worked up for nothing~";
|
||||
mes "Get back to me when you've made up your mind.";
|
||||
close;
|
||||
|
||||
case 2:
|
||||
if((countitem(999) < 10) || (countitem(7317) < 10) || (countitem(1011) < 10) || (countitem(1003) < 30) || (countitem(985) < 1) || (countitem(13104) < 1))
|
||||
{
|
||||
mes "[Garrison]";
|
||||
mes "You didn't bring enough materials";
|
||||
mes "In order to slot a Garrison, I need";
|
||||
mes "10 Steel, 1 Elunium,";
|
||||
mes "10 Emveretarcon, 30 Coal,";
|
||||
mes "10 Rusty Screws, and";
|
||||
mes "1 Garrison.";
|
||||
mes "Don't forget.";
|
||||
close;
|
||||
}
|
||||
else if(checkweight(13105,1) != 1)
|
||||
{
|
||||
mes "[Garrison]";
|
||||
mes "There's no room in your inventory";
|
||||
mes "for my creation.";
|
||||
mes "Make some room";
|
||||
mes "in your inventory, and then";
|
||||
mes "Come and see me.";
|
||||
close;
|
||||
}
|
||||
mes "[Garrison]";
|
||||
mes "Hmm, looks like the correct amount of materials and Zeny.";
|
||||
mes "Here's a modified Garrison with a slot.";
|
||||
mes "If you need one again, come and see me~";
|
||||
delitem 999, 10;
|
||||
delitem 1011, 10;
|
||||
delitem 7317, 10;
|
||||
delitem 985, 1;
|
||||
delitem 1003, 30;
|
||||
delitem 13104, 1;
|
||||
getitem 13105, 1;
|
||||
close;
|
||||
|
||||
case 3:
|
||||
mes "[Garrison]";
|
||||
mes "I'll see you when I see you~";
|
||||
close;
|
||||
}
|
||||
}
|
||||
|
||||
lighthalzen.gat,322,247,6 script Ravey 86,{
|
||||
|
||||
if(gun_gs == 2)
|
||||
{
|
||||
mes "["+strcharinfo(0)+"]";
|
||||
mes "Excuse me. Hello.";
|
||||
mes "I'm here to give you replacement parts for defective Gunslin...";
|
||||
next;
|
||||
mes "[Ravey]";
|
||||
mes "You!!!";
|
||||
mes "Huuut~!!";
|
||||
mes "Die!!!";
|
||||
set gun_gs,3;
|
||||
percentheal 100,0;
|
||||
percentheal -90,0;
|
||||
next;
|
||||
mes "["+strcharinfo(0)+"]";
|
||||
mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
|
||||
mes "You nearly died.-";
|
||||
next;
|
||||
mes "["+strcharinfo(0)+"]";
|
||||
mes "You run away without looking back.";
|
||||
mes "Let's hurry back to Garrison.-";
|
||||
close;
|
||||
}
|
||||
if(gun_gs == 3)
|
||||
{
|
||||
mes "["+strcharinfo(0)+"]";
|
||||
mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
|
||||
mes "You nearly died.-";
|
||||
next;
|
||||
mes "["+strcharinfo(0)+"]";
|
||||
mes "Let's hurry back to Garrison.-";
|
||||
close;
|
||||
}
|
||||
mes "[Ravey]";
|
||||
mes "Ugh...";
|
||||
mes "Err.. Err..";
|
||||
mes "......";
|
||||
close;
|
||||
}
|
||||
|
||||
|
||||
que_ng,187,163,3 script Ingrid 744,{
|
||||
|
||||
if(BaseJob != Job_Gunslinger)
|
||||
|
Loading…
x
Reference in New Issue
Block a user