//===== eAthena Script =======================================
//= Comodo Gambling
//===== By: ==================================================
//= Reddozen, Cypress, Zefris
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= eAthena SVN 6769+ (temporary npc variables)
//===== Description: =========================================
//= Random items from 3carat diamonds in Comodo
//===== Additional Comments: =================================
//= 0.1- so far just a basic setup, and working on the function
//= 0.2- fixed some spelling errors and set zeny,zeny - (@amount * 55000)[Cypress]
//= 0.3- Revised the gambling NPC using the official Aegis script [MasterOfMuppets]
//= for information. Thanks to Zefris for doing it for me.
//= 0.4- Fixed an exploit. thanks to reddozen [MasterOfMuppets]
//= 0.5- Moved item check to the proper place [Lupus]
//= 1.0- Synced the script with aegis and reformatted it for readability [ultramage]
//= Corrected the npc giving you Cotton Shirt instead of Adventurer's Suit[1]
//= Added comments to items so people know what the NPC is about
//= Added missing emotions and cutins
//============================================================
comodo.gat,219,160,3 script Kachua 91,{
cutin "katsua01.bmp",2;
mes "[Kachua]";
mes "Diamonds...!";
mes "I simply can't get my mind off";
mes "them! Ever since that man";
mes "showed me that diamond,";
mes "it's been all I think about!";
next;
switch(select("Would you like to have mine?", "Ah, what a shame...")) {
case 1:
if(countitem(732) > 0) {
mes "[Kachua]";
mes "Are you sure you don't mind";
mes "giving this to me? Thank you";
mes "so much! I don't have much in";
mes "the way of money, but i can give";
mes "you something from one of my";
mes "collections~";
next;
if(Weight >= MaxWeight/2) {
cutin "katsua01.bmp",255;
cutin "katsua03.bmp",2;
mes "[Kachua]";
mes "Errr...";
mes "You brought too many things.";
mes "You can't receive this item now.";
mes "You better reorganize your inventory and try again.";
close2;
cutin "katsua03.bmp",255;
end;
} else {
if(countitem(732) == 0) { // anti-hack
logmes "Hack: Tried to bypass item check.";
cutin "katsua01.bmp",255;
close;
}
delitem 732,1;
mes "[Kachua]";
mes "So what would";
mes "you like to have?";
next;
switch(select("Weapon", "Armor", "Garment", "Helmet", "Shoes", "Shield")) {
case 1: // Weapons
set @gamble1,rand(1,1000);
if ((@gamble1 > 920) && (@gamble1 < 931)) {
set @gamble2,rand(1,51);
if (@gamble2 == 1) set @item,1128; // Haedonggum[2]
else if (@gamble2 == 2) set @item,1120; // Tsurugi[2]
else if (@gamble2 == 3) set @item,1127; // Saber[3]
else if (@gamble2 == 4) set @item,1158; // Two-Handed Sword[2]
else if (@gamble2 == 5) set @item,1155; // Bastard Sword[3]
else if (@gamble2 == 6) set @item,1220; // Gladius[3]
else if (@gamble2 == 7) set @item,1222; // Damascus[1]
else if (@gamble2 == 8) set @item,1253; // Katar[2]
else if (@gamble2 == 9) set @item,1529; // Iron Driver
else if (@gamble2 == 10) set @item,1251; // Jur[3]
else if (@gamble2 == 11) set @item,1361; // Two-Handed Axe[2]
else if (@gamble2 == 12) set @item,1258; // Katar of Raging Blaze
else if (@gamble2 == 13) set @item,1257; // Katar of Quaking
else if (@gamble2 == 14) set @item,1256; // Katar of Frozen Icicle
else if (@gamble2 == 15) set @item,1259; // Katar of Piercing Wind
else if (@gamble2 == 16) set @item,1260; // Sharpened Legbone of Ghoul
else if (@gamble2 == 17) set @item,1716; // Gakkung Bow[2]
else if (@gamble2 == 18) set @item,1715; // Arbalest[2]
else if (@gamble2 == 19) set @item,1711; // Crossbow[3]
else if (@gamble2 == 20) set @item,1702; // Bow[4]
else if (@gamble2 == 21) set @item,1520; // Chain[3]
else if (@gamble2 == 22) set @item,1610; // Arc Wand[1]
else if (@gamble2 == 23) set @item,1615; // Evil Bone Wand
else if (@gamble2 == 24) set @item,1602; // Rod[4]
else if (@gamble2 == 25) set @item,1461; // Trident[3]
else if (@gamble2 == 26) set @item,1402; // Javelin[4]
else if (@gamble2 == 27) set @item,1953; // Line[3]
else if (@gamble2 == 28) set @item,1957; // Rante Whip[1]
else if (@gamble2 == 29) set @item,1552; // Tablet[1]
else if (@gamble2 == 30) set @item,1551; // Bible[2]
else if (@gamble2 == 31) set @item,1553; // Book of Billows
else if (@gamble2 == 32) set @item,1554; // Book of Mother Earth
else if (@gamble2 == 33) set @item,1555; // Book of the Blazing Sun
else if (@gamble2 == 34) set @item,1556; // Book of Gust of Wind
else if (@gamble2 == 35) set @item,1951; // Rope[4]
else if (@gamble2 == 36) set @item,1959; // Tail Whip[2]
else if (@gamble2 == 37) set @item,1961; // Whip[2]
else if (@gamble2 == 38) set @item,1955; // Wire Whip[3]
else if (@gamble2 == 39) set @item,1810; // Claw[2]
else if (@gamble2 == 40) set @item,1910; // Harp[2]
else if (@gamble2 == 41) set @item,1906; // Lute[3]
else if (@gamble2 == 42) set @item,1902; // Violin[4]
else if (@gamble2 == 43) set @item,1904; // Mandolin[3]
else if (@gamble2 == 44) set @item,1912; // Gumoongoh[2]
else if (@gamble2 == 45) set @item,1908; // Guitar[1]
else if (@gamble2 == 46) set @item,1808; // Fist[1]
else if (@gamble2 == 47) set @item,1802; // Waghnak[4]
else if (@gamble2 == 48) set @item,1812; // Finger[2]
else if (@gamble2 == 49) set @item,1806; // Studded Knuckles[3]
else if (@gamble2 == 50) set @item,1804; // Knuckle Duster[3]
else if (@gamble2 == 51) set @item,1550; // Book[3]
}
else if ((@gamble1 > 0) && (@gamble1 < 201)) set @item,1201; // Knife[3]
else if ((@gamble1 > 200) && (@gamble1 < 301)) set @item,1101; // Sword[3]
else if ((@gamble1 > 300) && (@gamble1 < 401)) set @item,1601; // Rod[3]
else if ((@gamble1 > 400) && (@gamble1 < 501)) set @item,1116; // Katana[3]
else if ((@gamble1 > 500) && (@gamble1 < 601)) set @item,1250; // Jur[2]
else if ((@gamble1 > 600) && (@gamble1 < 701)) set @item,1301; // Axe[3]
else if ((@gamble1 > 700) && (@gamble1 < 801)) set @item,1701; // Bow[3]
else if ((@gamble1 > 800) && (@gamble1 < 851)) set @item,1504; // Mace[3]
else if ((@gamble1 > 850) && (@gamble1 < 901)) set @item,1604; // Wand[2]
else if ((@gamble1 > 900) && (@gamble1 < 911)) set @item,1108; // Blade[4]
else if ((@gamble1 > 910) && (@gamble1 < 921)) set @item,1163; // Claymore
else if ((@gamble1 > 930) && (@gamble1 < 961)) set @item,1522; // Stunner
else if ((@gamble1 > 960) && (@gamble1 < 971)) set @item,1608; // Staff[3]
else if ((@gamble1 > 970) && (@gamble1 < 981)) set @item,1408; // Pike[4]
else if ((@gamble1 > 980) && (@gamble1 < 991)) set @item,1452; // Guisarme[3]
else if ((@gamble1 > 990) && (@gamble1 < 1001)) set @item,1208; // Main Gauche[4]
break;
case 2: // Armors
set @gamble1,rand(1,500);
if ((@gamble1 > 299) && (@gamble1 < 302)) {
set @gamble2,rand(1,30);
if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,2315; // Chain Mail[1]
else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2336; // Thief Clothes[1]
else if ((@gamble2 > 4) && (@gamble2 < 7)) set @item,2318; // Lord's Clothes[1]
else if ((@gamble2 > 6) && (@gamble2 < 9)) set @item,2326; // Saint's Robe[1]
else if ((@gamble2 > 8) && (@gamble2 < 11)) set @item,2327; // Holy Robe
else if ((@gamble2 > 10) && (@gamble2 < 13)) set @item,2317; // Full Plate[1]
else if ((@gamble2 > 12) && (@gamble2 < 15)) set @item,2331; // Tights[1]
else if ((@gamble2 > 14) && (@gamble2 < 17)) set @item,2342; // Legion Plate Armor[1]
else if ((@gamble2 > 16) && (@gamble2 < 19)) set @item,2311; // Mink Coat[1]
else if ((@gamble2 > 18) && (@gamble2 < 21)) set @item,2320; // Formal Suit[1]
else if ((@gamble2 > 20) && (@gamble2 < 23)) set @item,2319; // Glittering Jacket[1]
else if ((@gamble2 > 22) && (@gamble2 < 25)) set @item,2344; // Lucius's Fierce Armor of Volcano
else if ((@gamble2 > 24) && (@gamble2 < 27)) set @item,2346; // Saphien's Armor of Ocean
else if ((@gamble2 > 26) && (@gamble2 < 29)) set @item,2348; // Aebeccee's Raging Typhoon Armor
else if ((@gamble2 > 28) && (@gamble2 < 31)) set @item,2350; // Claytos Cracking Earth Armor
}
else if ((@gamble1 > 0) && (@gamble1 < 51)) set @item,2301; // Cotton Shirt
else if ((@gamble1 > 50) && (@gamble1 < 101)) set @item,2302; // Cotton Shirt[1]
else if ((@gamble1 > 100) && (@gamble1 < 151)) set @item,2303; // Jacket
else if ((@gamble1 > 150) && (@gamble1 < 201)) set @item,2304; // Jacket[1]
else if ((@gamble1 > 200) && (@gamble1 < 251)) set @item,2305; // Adventurer's Suit
else if ((@gamble1 > 250) && (@gamble1 < 300)) set @item,2306; // Adventurer's Suit[1]
else if ((@gamble1 > 301) && (@gamble1 < 351)) set @item,2307; // Mantle
else if ((@gamble1 > 350) && (@gamble1 < 401)) set @item,2309; // Coat
else if ((@gamble1 > 400) && (@gamble1 < 402)) set @item,2322; // Silk Robe[1]
else if ((@gamble1 > 401) && (@gamble1 < 403)) set @item,2310; // Coat[1]
else if ((@gamble1 > 402) && (@gamble1 < 411)) set @item,2306; // Adventurer's Suit[1]
else if ((@gamble1 > 410) && (@gamble1 < 416)) set @item,2308; // Mantle[1]
else if ((@gamble1 > 415) && (@gamble1 < 421)) set @item,2313; // Padded Armor[1]
else if ((@gamble1 > 420) && (@gamble1 < 426)) set @item,2337; // Ninja Suit
else if ((@gamble1 > 425) && (@gamble1 < 431)) set @item,2316; // Full Plate
else if ((@gamble1 > 430) && (@gamble1 < 436)) set @item,2325; // Saint's Robe
else if ((@gamble1 > 435) && (@gamble1 < 441)) set @item,2341; // Legion Plate Armor
else if ((@gamble1 > 440) && (@gamble1 < 446)) set @item,2330; // Tights
else if ((@gamble1 > 445) && (@gamble1 < 451)) set @item,2314; // Chain Mail
else if ((@gamble1 > 450) && (@gamble1 < 456)) set @item,2335; // Thief Clothes
else if ((@gamble1 > 455) && (@gamble1 < 461)) set @item,2324; // Scapulare[1]
else if ((@gamble1 > 460) && (@gamble1 < 466)) set @item,2329; // Wooden Mail[1]
else if ((@gamble1 > 465) && (@gamble1 < 471)) set @item,2340; // Novice Breastplate[1]
else if ((@gamble1 > 470) && (@gamble1 < 476)) set @item,2312; // Padded Armor
else if ((@gamble1 > 475) && (@gamble1 < 481)) set @item,2339; // Pantie
else if ((@gamble1 > 480) && (@gamble1 < 486)) set @item,2328; // Wooden Mail
else if ((@gamble1 > 485) && (@gamble1 < 491)) set @item,2321; // Silk Robe
else if ((@gamble1 > 490) && (@gamble1 < 501)) set @item,2323; // Scapulare
break;
case 3: // Garments
set @gamble1,rand(1,500);
if ((@gamble1 > 200) && (@gamble1 < 204))
{
set @gamble2,rand(1,11);
if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,2506; // Manteau[1]
else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2504; // Muffler[1]
else if ((@gamble2 > 4) && (@gamble2 < 8)) set @item,2508; // Ragamuffin Manteau
else if ((@gamble2 > 7) && (@gamble2 < 11)) set @item,2507; // Ancient Cape
else if (@gamble2 == 11) set @item,2523; // Undershirt[1]
}
else if ((@gamble1 > 0) && (@gamble1 < 101)) set @item,2503; // Muffler
else if ((@gamble1 > 100) && (@gamble1 < 201)) set @item,2505; // Manteau
else if ((@gamble1 > 203) && (@gamble1 < 451)) set @item,2501; // Hood
else if ((@gamble1 > 450) && (@gamble1 < 501)) set @item,2502; // Hood[1]
break;
case 4: // Headgears
set @gamble1,rand(1,1000);
if ((@gamble1 > 299) && (@gamble1 < 304))
{
set @gamble2,rand(1,76);
if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,5109; // Red Bonnet
else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2285; // Apple of Archer
else if ((@gamble2 > 4) && (@gamble2 < 7)) set @item,2255; // Evil Wing
else if ((@gamble2 > 6) && (@gamble2 < 9)) set @item,5045; // Magician Hat
else if ((@gamble2 > 8) && (@gamble2 < 11)) set @item,2233; // Circlet[1]
else if ((@gamble2 > 10) && (@gamble2 < 13)) set @item,2231; // Gemmed Sallet[1]
else if ((@gamble2 > 12) && (@gamble2 < 15)) set @item,2217; // Biretta[1]
else if ((@gamble2 > 14) && (@gamble2 < 17)) set @item,2206; // Wedding Veil
else if ((@gamble2 > 16) && (@gamble2 < 19)) set @item,2246; // Golden Gear
else if ((@gamble2 > 18) && (@gamble2 < 21)) set @item,2261; // Army Cap
else if ((@gamble2 > 20) && (@gamble2 < 23)) set @item,2287; // Pirate Bandana
else if ((@gamble2 > 22) && (@gamble2 < 25)) set @item,5012; // Ph.D Hat
else if ((@gamble2 > 24) && (@gamble2 < 27)) set @item,2244; // Big Ribbon
else if ((@gamble2 > 26) && (@gamble2 < 29)) set @item,5057; // Black Cat Ears
else if ((@gamble2 > 28) && (@gamble2 < 31)) set @item,2248; // Western Grace
else if ((@gamble2 > 30) && (@gamble2 < 33)) set @item,2223; // Turban[1]
else if ((@gamble2 > 32) && (@gamble2 < 35)) set @item,2247; // Romantic Gent
else if ((@gamble2 > 34) && (@gamble2 < 37)) set @item,2245; // Sweet Gent
else if ((@gamble2 > 36) && (@gamble2 < 39)) set @item,5003; // Joker Jester
else if ((@gamble2 > 38) && (@gamble2 < 41)) set @item,2225; // Goggles[1]
else if ((@gamble2 > 40) && (@gamble2 < 43)) set @item,5017; // Bone Helm
else if ((@gamble2 > 42) && (@gamble2 < 45)) set @item,5030; // Panda Hat
else if ((@gamble2 > 44) && (@gamble2 < 47)) set @item,5035; // Poring Hat
else if ((@gamble2 > 46) && (@gamble2 < 49)) set @item,2250; // Cute Ribbon
else if ((@gamble2 > 48) && (@gamble2 < 51)) set @item,2277; // Nurse Cap
else if ((@gamble2 > 50) && (@gamble2 < 53)) set @item,5011; // Aerial
else if ((@gamble2 > 52) && (@gamble2 < 55)) set @item,2290; // Funeral Hat
else if ((@gamble2 > 54) && (@gamble2 < 57)) set @item,5010; // Indian Fillet
else if ((@gamble2 > 56) && (@gamble2 < 60)) set @item,2259; // Mini Propeller
else if ((@gamble2 > 59) && (@gamble2 < 62)) set @item,5008; // Puppy Love
else if ((@gamble2 > 61) && (@gamble2 < 63)) set @item,2249; // Coronet
else if ((@gamble2 > 62) && (@gamble2 < 65)) set @item,2229; // Helm[1]
else if (@gamble2 == 65) set @item,2258; // Spiky Band
else if (@gamble2 == 66) set @item,2274; // Ghost Bandana
else if (@gamble2 == 67) set @item,5019; // Corsair
else if (@gamble2 == 68) set @item,2254; // Angel Wing
else if (@gamble2 == 69) set @item,5007; // Grand Circlet
else if (@gamble2 == 70) set @item,5066; // Succubus Horn
else if (@gamble2 == 71) set @item,2235; // Crown
else if (@gamble2 == 72) set @item,2234; // Tiara
else if (@gamble2 == 73) set @item,2256; // Majestic Goat
else if (@gamble2 == 74) set @item,5093; // Coif[1]
else if (@gamble2 == 75) set @item,5072; // Incubus Horn
else if (@gamble2 == 76) set @item,2231; // Gemmed Sallet[1]
}
else if ((@gamble1 > 0) && (@gamble1 < 101)) set @item,2226; // Cap
else if ((@gamble1 > 100) && (@gamble1 < 201)) set @item,2211; // Bandana
else if ((@gamble1 > 200) && (@gamble1 < 300)) set @item,2209; // Ribbon[1]
else if ((@gamble1 > 303) && (@gamble1 < 401)) set @item,2220; // Hat
else if ((@gamble1 > 400) && (@gamble1 < 501)) set @item,2232; // Circlet
else if ((@gamble1 > 500) && (@gamble1 < 601)) set @item,2216; // Biretta
else if ((@gamble1 > 600) && (@gamble1 < 701)) set @item,2230; // Gemmed Sallet
else if ((@gamble1 > 700) && (@gamble1 < 801)) set @item,2224; // Goggles
else if ((@gamble1 > 800) && (@gamble1 < 901)) set @item,2222; // Turban
else if ((@gamble1 > 900) && (@gamble1 < 906)) set @item,2228; // Helm
else if ((@gamble1 > 905) && (@gamble1 < 911)) set @item,2252; // Wizard Hat
else if ((@gamble1 > 910) && (@gamble1 < 916)) set @item,2227; // Cap[1]
else if ((@gamble1 > 915) && (@gamble1 < 921)) set @item,2221; // Hat[1]
else if ((@gamble1 > 920) && (@gamble1 < 926)) set @item,2299; // Orc Helm
else if ((@gamble1 > 925) && (@gamble1 < 931)) set @item,2236; // Santa Hat
else if ((@gamble1 > 930) && (@gamble1 < 936)) set @item,2275; // Red Bandana
else if ((@gamble1 > 935) && (@gamble1 < 941)) set @item,5015; // Egg Shell
else if ((@gamble1 > 940) && (@gamble1 < 946)) set @item,5061; // Flower Hairpin
else if ((@gamble1 > 945) && (@gamble1 < 951)) set @item,5092; // Coif
else if ((@gamble1 > 950) && (@gamble1 < 1001)) set @item,2226; // Cap
break;
case 5: // Footgear
set @gamble1,rand(1,500);
if ((@gamble1 > 299) && (@gamble1 < 303))
{
set @gamble2,rand(1,10);
if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,2406; // Boots[1]
else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2412; // Greaves[1]
else if ((@gamble2 > 4) && (@gamble2 < 8)) set @item,2404; // Shoes[1]
else if ((@gamble2 > 7) && (@gamble2 < 11)) set @item,2407; // Crystal Pumps
}
else if ((@gamble1 > 0) && (@gamble1 < 201)) set @item,2401; // Sandals
else if ((@gamble1 > 200) && (@gamble1 < 300)) set @item,2408; // Shackles
else if ((@gamble1 > 302) && (@gamble1 < 351)) set @item,2411; // Greaves
else if ((@gamble1 > 350) && (@gamble1 < 401)) set @item,2403; // Shoes
else if ((@gamble1 > 400) && (@gamble1 < 451)) set @item,2405; // Boots
else if ((@gamble1 > 450) && (@gamble1 < 476)) set @item,2409; // High Heels
else if ((@gamble1 > 475) && (@gamble1 < 501)) set @item,2402; // Sandals[1]
break;
case 6: // Shields
set @gamble1,rand(1,500);
if ((@gamble1 > 200) && (@gamble1 < 205))
{
set @gamble2,rand(1,10);
if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,2104; // Buckler[1]
else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2106; // Shield[1]
else if ((@gamble2 > 4) && (@gamble2 < 7)) set @item,2102; // Guard[1]
else if ((@gamble2 > 6) && (@gamble2 < 9)) set @item,2111; // Sacred Mission
else if ((@gamble2 > 8) && (@gamble2 < 11)) set @item,2109; // Memory Book
}
else if ((@gamble1 > 0) && (@gamble1 < 201)) set @item,2101; // Guard
else if ((@gamble1 > 204) && (@gamble1 < 301)) set @item,2103; // Buckler
else if ((@gamble1 > 300) && (@gamble1 < 401)) set @item,2107; // Mirror Shield
else if ((@gamble1 > 401) && (@gamble1 < 481)) set @item,2105; // Shield
else if ((@gamble1 > 480) && (@gamble1 < 501)) set @item,2108; // Mirror Shield
break;
default: // Cancel button / hack
cutin "katsua01.bmp",255;
close;
break;
}
getitem @item,1;
cutin "katsua01.bmp",255;
cutin "katsua02.bmp",2;
mes "[Kachua]";
mes "Ah~ that Diamond is so beautiful.";
mes "I wish I could repay you better.";
close2;
cutin "katsua02.bmp",255;
end;
}
close;
} else {
cutin "katsua01.bmp",255;
cutin "katsua03.bmp",2;
mes "[Kachua]";
mes "*piff*";
mes "You don't have any diamonds!";
mes "Don't even try to fool me!";
close2;
cutin "katsua03.bmp",255;
end;
}
break;
case 2:
mes "[Kachua]";
mes "Yes, I know...";
mes "Even among everything";
mes "in my collections, nothing";
mes "compares to diamonds...";
close2;
cutin "katsua01.bmp",255;
end;
break;
}
close;
}
mjolnir_02.gat,85,364,3 script Blacksmith Miner 726,{
mes "[Dwayne]";
mes "Wahahahaha~";
mes "I've dug up a fortune!";
next;
mes "[Dwayne]";
mes "Diamonds! Hundreds and";
mes "thousands of Diamonds,";
mes "all of them mine!";
mes "I'm rich!";
emotion e_heh;
next;
switch(select("I want to buy some.", "Congratulations.")) {
case 1:
mes "[Dwayne]";
mes "Ah, you have an";
mes "eye for valuables!";
mes "Sure, sure why not!";
mes "I'll give you a discount, too!";
mes "55,000 Zeny for a diamond,";
mes "how does that sound?";
next;
mes "[Dwayne]";
mes "How many";
mes "diamonds do you need?";
mes "If you change your mind";
mes "please enter '0' to cancel";
next;
while(1) {
input .@amount;
if (.@amount <= 0) {
mes "[Dwayne]";
mes "Alright, you've";
mes "canceled the trade.";
mes "Take care!";
close;
} else if (.@amount > 500) {
mes "[Dwayne]";
mes "The maximum number you can enter is 500.";
mes "Please enter no more than 500.";
next;
} else {
break;
}
}
set .@price, .@amount * 55000;
if (Zeny < .@price) {
mes "[Dwayne]";
mes "Hahahaha~";
mes "You can't fool me!";
mes "You don't have enough";
mes "Zeny for that many!";
close;
}
if (!checkweight(732, .@amount)) {
mes "[Dwayne]";
mes "Errr... You brought too many things.";
mes "You can't receive this item at this time.";
mes "You better reorganise your inventory and try again.";
close;
}
set Zeny, Zeny - .@price;
getitem 732, .@amount;
mes "[Dwayne]";
mes "Thank you for";
mes "buying my diamonds!";
mes "You're welcome to";
mes "come back anytime.";
close;
break;
case 2:
mes "[Dwayne]";
mes "Haha, thank you~";
mes "If by any chance";
mes "you need a diamond,";
mes "please drop by.";
mes "I'll sell them to";
mes "you at a cheap price.";
close;
break;
}
close;
}
comodo.gat,204,148,7 script Devellin 90,{
mes "[Devellin]";
mes "It seems some traveller showed";
mes "a huge diamond to Kachua a while";
mes "ago. Ever since then, all she's";
mes "been talking about is diamonds and";
mes "how much she wants them.";
next;
mes "[Devellin]";
mes "She's been getting pretty obsessive";
mes "about it, which scares me. It seems";
mes "she's more than willing to";
mes "sacrifice anything she owns for a";
mes "diamond.";
next;
mes "[Devellin]";
mes "She's the type of person who'll do";
mes "anything to get what she wants. I'm";
mes "worried that she might give away";
mes "something far more valuable than a";
mes "diamond in exchange...";
close;
}
comodo.gat,210,154,4 script Suspicious Guy 118,{
if (BaseClass == Job_Thief) {
mes "[Cain]";
mes "Heeeey...";
mes "It seems we share the same line of";
mes "work, you and me, Heh heh, lemme";
mes "give you a hot tip.";
next;
mes "[Cain]";
mes "I've been charging other people for";
mes "this information, but since, shall";
mes "we say, we work in the same";
mes "professional field, I don't have";
mes "the heart to take your zeny.";
next;
mes "[Cain]";
mes "You see that lady over there?";
mes "She's just totally in love with" ;
mes "diamonds. And from what my sources";
mes "tell me, she's loaded. Tons and";
mes "tons of valuables.";
next;
mes "[Cain]";
mes "I'm talking' rare items.";
mes "I took the liberty of sneaking a";
mes "peek at what she owns, and saw";
mes "she's got a helmet with goat horns";
mes "and even a crown! She's so rich";
mes "it's ridiculous!";
next;
mes "[Cain]";
mes "The buzz that's been going around";
mes "is that she's got a cache of rare";
mes "equipment and weapons too! So";
mes "whaddya say? Wanna be partners in";
mes "crime and rob her house?";
next;
switch(select("No, thanks.", "Sweet, I'm in.")) {
case 1:
mes "[Cain]";
mes "Wha... ?";
mes "C'mon I thought pilfering was";
mes "something you do! Aw well, I'm";
mes "gonna do it, but stay hushed on";
mes "this, got it?";
close;
break;
case 2:
mes "[Cain]";
mes "Ha ha ha!";
mes "... Dork!";
mes "I'm just jivin'";
mes "so fuggedabout it!";
next;
mes "[Cain]";
mes "Ah right. Supposedly, there's a";
mes "mountain where tons of diamonds are";
mes "burried. A pal o'mine says there's";
mes "a mine near the mountain too, so I";
mes "guess if you went to the mine,";
mes "you'd find Diamonds.";
next;
mes "[Cain]";
mes "I guess it can't hurt to gather";
mes "some Diamonds there and try to";
mes "exchange them for whatever the old";
mes "lady's got. Take care, pal~";
close;
break;
}
close;
} else {
mes "[Cain]";
mes "Hey...";
mes "I got a hot tip for you.";
mes "It'll cost you 500 zeny";
mes "and trust me, it's worth it.";
mes "So whaddya say... ?";
next;
switch(select("Alright.", "No, thanks.")) {
case 1:
if(Zeny >= 500) {
set Zeny, Zeny - 500;
mes "[Cain]";
mes "You see that lady over there?";
mes "She's just totally in love with" ;
mes "diamonds. And from what my sources";
mes "tell me, she's loaded. Tons and";
mes "tons of valuables.";
next;
mes "[Cain]";
mes "I'm talking' rare items.";
mes "I took the liberty of sneaking a";
mes "peek at what she owns, and saw";
mes "she's got a helmet with goat horns";
mes "and even a crown! She's so rich";
mes "it's ridiculous!";
next;
mes "[Cain]";
mes "There's a chance that rare";
mes "equipment and weapons might be";
mes "yours! She'll give anything for a";
mes "3carat diamond. So if you have any";
mes "of those, you might as well see";
mes "her.";
next;
mes "[Cain]";
mes "Ah right. Supposedly, there's a";
mes "mountain where tons of diamonds";
mes "are burried. A pal o'mine says";
mes "there's a mine near the mountain";
mes "too, so I guess if you went to the";
mes "mine, you'd find Diamonds.";
next;
mes "[Cain]";
mes "I guess it can't hurt to gather";
mes "some Diamonds there and try to";
mes "exchange them for whatever the old";
mes "lady's got. Take care, pal~";
close;
} else {
mes "[Cain]";
mes "What the hell?!";
mes "Don't you even have any money? Didn't I";
mes "say 500 zeny? Hey man, Info like";
mes "this doesn't come cheap!";
close;
}
break;
case 2:
mes "[Cain]";
mes "Hey hey!";
mes "What are you, a cheapskate? You";
mes "understand that everything has its";
mes "price and this information is so";
mes "worth it. C'mon, you can't pass";
mes "this up, can you?";
close;
break;
}
close;
}
}