//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Euphy
//= Copyright (C) Masao
//= Copyright (C) JayPee Mateo
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Pile Bunker Quest
//================= Description ===========================================
//= A Pile Bunker Quest.
//================= Current Version =======================================
//= 2.2
//=========================================================================
yuno,179,174,4 script Gomer 4_M_REPAIR,{
if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
mes "[Gomer]";
mes "You are carrying so much. Drop off some of your luggage and come back to me.";
close;
}
if (countitem(Pilebuncker)) {
mes "[Gomer]";
mes "So how's that Pilebuncker working out for you?";
close;
}
if (Class != Job_Mechanic && Class != Job_Mechanic_T && Class != Job_Baby_Mechanic) {
mes "[Gomer]";
mes "I'm a retired Mechanic and I don't think I have any business with you.";
close;
}
mes "[Gomer]";
mes "So? What does it feel like to be on a Madogear?";
mes "It's something that's not allowed for those who failed to seek out their own path.";
next;
mes "[Gomer]";
mes "Me? I retired a long time ago. Because I got into an accident... got badly hurt and won't be able to ride again. I am upset about it.";
next;
mes "[Gomer]";
mes "So I've decided to stay here forging gears for Madogear.";
mes "Huh? I'm not saying I have any complaints about this work.";
next;
mes "[Gomer]";
mes "Forced to do something you don't like, there is nothing more miserable than that.";
next;
mes "[Gomer]";
mes "There are people who are happy just being props, you know, like being the wall for someone to lean on.";
next;
mes "[Gomer]";
mes "That makes me feel good and I am about to make a new gear. I want you to help me. What do you say?";
next;
switch(select("I am not that interested.", "What are you going to make?", "Where do you get the materials?", "I brought the materials.")) {
case 1:
mes "[Gomer]";
mes "Nothing I can do";
mes "about it then.";
mes "See you next time!";
close;
case 2:
mes "[Gomer]";
mes "Um, a huge metal stick that could smash an opponent in one hit!";
next;
mes "[Gomer]";
mes "It doesn't look fancy, but I've designed a spring-loaded device to attack with great strength.";
next;
mes "[Gomer]";
mes "It's concealed, so when you find a chance, one shot could put an opponent in critical condition!";
mes "I can't wait to see it in action!";
next;
mes "[Gomer]";
mes "If you were to imagine how good this kind of weapon could be, I will make it come true.";
next;
mes "[Gomer]";
mes "Bring me 200 Steel, 30 Flexible Tubes, and 1 Brocca. I could make what I just described with those materials.";
close;
case 3:
mes "[Gomer]";
mes "You should be able get steel from many monsters like Kobolds.";
next;
mes "[Gomer]";
mes "Flexible Tubes are more rare, dropped by Metalings around Einbroch and Lighthalzen.";
next;
mes "[Gomer]";
mes "Lastly, finding a Brocca is very hard, but you should be able to do something about it. Haha, go get it!";
close;
case 4:
if (countitem(Steel) < 200 || countitem(Tube) < 30 || countitem(Skewer) < 1) {
mes "[Gomer]";
mes "You haven't brought all of the materials that I asked for.";
next;
mes "[Gomer]";
mes "I have a habit of giving up what I've been making and trying to make new things when the inspiration comes up.";
mes "You'd better hurry!";
close;
} else {
mes "[Gomer]";
mes "Oh, I've been waiting. You didn't come on time, so I was wondering if you forgot about it. Please wait there a little bit.";
specialeffect EF_REPAIRWEAPON;
next;
mes "[Gomer]";
mes "It's done. What do you think? Not bad, eh? Although I made it myself, I have to say it's pretty decently done.";
next;
mes "[Gomer]";
mes "Combination of weight, volume and look at its color and gloss. It catches my heart!";
next;
mes "[Gomer]";
mes "...........";
next;
mes "[Gomer]";
mes "Uh, with little improvement, it could be mass produced and delivered. I'm sure I can make more of these so I will give this one to you.";
next;
mes "[Gomer]";
mes "Oh, and it turns out that I didn't need all that Steel after all. So here, take most of it back.";
delitem Steel,50;
delitem Tube,30;
delitem Skewer,1;
getitem Pilebuncker,1;
getitem Two_Handed_Axe,1;
close;
}
}
}