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authorFlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-12-05 13:23:07 +0000
committerFlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-12-05 13:23:07 +0000
commit288490094a7fe9167747dc78d416940759a31197 (patch)
tree53dc4f5c2375f4b688b53ca8841630ddec5e1f88 /npc/quests/gunslinger_quests.txt
parent8ec1c47aed09c90343949d57c92760ba84738a46 (diff)
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- Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests/gunslinger_quests.txt')
-rw-r--r--npc/quests/gunslinger_quests.txt808
1 files changed, 404 insertions, 404 deletions
diff --git a/npc/quests/gunslinger_quests.txt b/npc/quests/gunslinger_quests.txt
index cb2823a88..c939035b6 100644
--- a/npc/quests/gunslinger_quests.txt
+++ b/npc/quests/gunslinger_quests.txt
@@ -1,405 +1,405 @@
-//===== By: ==================================================
-//= Playtester
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= SVN eA
-//===== Description: =========================================
-//= Gunslinger guns and bullet quests
-//===== Additional Comments: =================================
-//= 1.0 Only Garrison Gun done yet [Playtester]
-//= 1.1 Added Garrison[2] [Playtester]
-//= 1.2 Added Drifter, Destroyer and Inferno [Playtester]
-//============================================================
-
-
-//===================== Garrison =====================================================
-
-que_ng.gat,182,85,3 script Mr.Garrison 109,{
- set @npcname$,"[Mr.Garrison]";
-
- mes @npcname$;
- if(countitem(13105)>0) goto L_Already;
- if(countitem(13104)>0) goto L_Slot;
- mes "I have invented a new Revolver!";
- mes "I think I call it... Garrison.";
- next;
- mes "[" +strcharinfo(0) + "]";
- mes "Very innovative name really.";
- next;
- if(BaseJob != Job_Gunslinger || BaseLevel < 55){
- mes @npcname$;
- mes "I don't think you have enough";
- mes "knowledge of guns to see its";
- mes "true beauty.";
- close;
- }
- mes @npcname$;
- mes "You look like you're an expert";
- mes "in guns, aren't you?";
- next;
- mes "[" +strcharinfo(0) + "]";
- mes "Yeah you could say so.";
- next;
- mes @npcname$;
- mes "So, do you want me to make a";
- mes "^0000FFGarrison^000000 for you?";
- next;
-
- switch(select("Yes, please.","Nah, I'll stick with my gun."))
- {
-
- case 1:
- mes @npcname$;
- mes "Great! But first you need to";
- mes "bring me the materials I need";
- mes "to create one.";
- next;
- mes @npcname$;
- mes "This is what I need:";
- mes "^FF000050 Steels^000000,";
- mes "^FF00003 Eluniums^000000,";
- mes "^FF00001 Oridecon^000000,";
- mes "^FF000050 Coals^000000,";
- mes "^FF000020 Rusty Screws^000000 and";
- mes "^FF000030000 Zeny^000000.";
- next;
- mes @npcname$;
- if ( (countitem(999)<50) || (countitem(985)<3) || (countitem(984)<1) || (countitem(1003)<50) || (countitem(7317)<20) || (Zeny < 30000) ) {
- mes "Come back when you have the materials.";
- close;
- }
- delitem 999,50;
- delitem 985,3;
- delitem 984,1;
- delitem 1003,50;
- delitem 7317,20;
- set Zeny,Zeny-30000;
- mes "I see you came prepared.";
- mes "Let me take those material.";
- next;
- mes @npcname$;
- mes "Give me just a minute...";
- mes "...";
- mes "...";
- next;
- getitem 13104,1;
- mes @npcname$;
- mes "It's done. Here, take this";
- mes "wonderful gun!";
- close;
-
- case 2:
- mes @npcname$;
- mes "Well, guess a true Gunslinger";
- mes "will never part from his";
- mes "favorite gun, heh.";
- close;
- }
-
-L_Slot:
- mes "Oh, I see you have one of";
- mes "my high-quality guns.";
- next;
- mes @npcname$;
- mes "Now that I look at it, I";
- mes "think I could improve it";
- mes "some more.";
- next;
- mes @npcname$;
- mes "How about I add a ^0000FFslot^000000";
- mes "to it? Be careful, though.";
- mes "If you put a card into it";
- mes "already, it will be lost";
- mes "in the process.";
- next;
- switch(select("Yes, please add a slot.","Nah, I keep it as it is now."))
- {
-
- case 1:
- mes @npcname$;
- mes "Great! But first you need to";
- mes "bring me the materials I need";
- mes "to improve it.";
- next;
- mes @npcname$;
- mes "This is what I need:";
- mes "^FF000010 Steels^000000,";
- mes "^FF00001 Eluniums^000000,";
- mes "^FF000010 Emveretarcon^000000,";
- mes "^FF000030 Coals^000000,";
- mes "^FF000010 Rusty Screws^000000 and";
- mes "of course your ^FF0000Garrison^000000.";
- next;
- mes @npcname$;
- if ( (countitem(999)<10) || (countitem(985)<1) || (countitem(1011)<10) ||(countitem(1003)<30) || (countitem(7317)<10) || (countitem(13104)<1) ) {
- mes "Come back when you have the materials.";
- close;
- }
- delitem 999,10;
- delitem 985,1;
- delitem 1011,10;
- delitem 1003,30;
- delitem 7317,10;
- delitem 13104,1;
- mes "I see you came prepared.";
- mes "Let me take those materials.";
- next;
- mes @npcname$;
- mes "Give me just a minute...";
- mes "...";
- mes "...";
- next;
- getitem 13105,1;
- mes @npcname$;
- mes "It's done. Now it is";
- mes "even better than before.";
- mes "Put it to good use.";
- close;
-
- case 2:
- mes @npcname$;
- mes "Okay, come back when you";
- mes "changed your mind.";
- close;
- }
-
-L_Already:
- mes "So how do you like";
- mes "my gun?";
- close;
-}
-
-que_ng.gat,187,163,3 script Ingrid 744,{
- set @npcname$,"[Ingrid]";
-
- mes @npcname$;
- mes "I can make the strongest of";
- mes "all weapons. The ultimate";
- mes "grenade launcher.";
- mes "It's called ^0000FFInferno^000000.";
- next;
- if(BaseJob != Job_Gunslinger || BaseLevel < 65){
- mes @npcname$;
- mes "But I don't think you are";
- mes "experienced enough to use it.";
- next;
- mes @npcname$;
- mes "You'll probably kill yourself.";
- mes "It's just too powerful to use";
- mes "for a beginner. I refuse to";
- mes "make one for you.";
- close;
- }
- mes @npcname$;
- mes "You look experienced.";
- mes "I think I could make one";
- mes "for you.";
- next;
- mes @npcname$;
- mes "So, do you want me to make an";
- mes "^0000FFInferno^000000 for you?";
- next;
-
- switch(select("Yes, please.","No thanks."))
- {
-
- case 1:
- mes @npcname$;
- mes "Okay, but first you need to";
- mes "bring me the materials I need";
- mes "to create one.";
- next;
- mes @npcname$;
- mes "This is what I need:";
- mes "^FF0000100 Used Iron Plates^000000,";
- mes "^FF000010 Oridecons^000000,";
- mes "^FF000050 Rusty Screws^000000,";
- mes "^FF0000100 Burning Hearts^000000 and";
- mes "^FF0000200000 Zeny^000000.";
- next;
- mes @npcname$;
- if ( (countitem(7319)<100) || (countitem(984)<10) || (countitem(7317)<50) || (countitem(7097)<100) || (Zeny < 200000) ) {
- mes "Come back when you have the materials.";
- close;
- }
- delitem 7319,100;
- delitem 984,10;
- delitem 7317,50;
- delitem 7097,100;
- set Zeny,Zeny-200000;
- mes "Oh, you already have the materials.";
- mes "Let me have them.";
- next;
- mes @npcname$;
- mes "I need to be careful...";
- mes "...";
- mes "...";
- next;
- getitem 13162,1;
- mes @npcname$;
- mes "It's done.";
- mes "Be careful with it.";
- close;
-
- case 2:
- mes @npcname$;
- mes "Probably a good choice.";
- mes "It's really dangerous.";
- close;
- }
-}
-
-que_ng.gat,185,180,3 script Vanessa 726,{
- set @npcname$,"[Vanessa]";
-
- mes @npcname$;
- mes "I can make a grenade launcher";
- mes "that can destroy armors.";
- mes "It's called ^0000FFDestroyer^000000.";
- next;
- if(BaseJob != Job_Gunslinger || BaseLevel < 52){
- mes @npcname$;
- mes "But I don't think you are";
- mes "experienced enough to use it.";
- next;
- mes @npcname$;
- mes "Come back when you think";
- mes "you are worthy to use this";
- mes "weapon.";
- close;
- }
- mes @npcname$;
- mes "You look experienced.";
- mes "I think I could make one";
- mes "for you.";
- next;
- mes @npcname$;
- mes "So, do you want me to make a";
- mes "^0000FFDestroyer^000000 for you?";
- next;
-
- switch(select("Yes, please.","No thanks."))
- {
-
- case 1:
- mes @npcname$;
- mes "Okay, but first you need to";
- mes "bring me the materials I need";
- mes "to create one.";
- next;
- mes @npcname$;
- mes "This is what I need:";
- mes "^FF000050 Used Iron Plates^000000,";
- mes "^FF00005 Oridecons^000000,";
- mes "^FF000070 Rusty Screws^000000 and";
- mes "^FF0000100000 Zeny^000000.";
- next;
- mes @npcname$;
- if ( (countitem(7319)<50) || (countitem(984)<5) || (countitem(7317)<70) || (Zeny < 100000) ) {
- mes "Come back when you have the materials.";
- close;
- }
- delitem 7319,50;
- delitem 984,5;
- delitem 7317,70;
- set Zeny,Zeny-100000;
- mes "Oh, you already have the materials.";
- mes "Let me have them.";
- next;
- mes @npcname$;
- mes "I'll make it in a minute...";
- mes "...";
- mes "...";
- next;
- getitem 13160,1;
- mes @npcname$;
- mes "It's done.";
- mes "Be careful with it.";
- close;
-
- case 2:
- mes @npcname$;
- mes "Oh well, your loss.";
- close;
- }
-}
-
-que_ng.gat,149,178,5 script N.A 744,{
- set @npcname$,"[N.A]";
-
- mes @npcname$;
- mes "If you like gatling guns, I'm the";
- mes "right person to talk to.";
- mes "I can make a ^0000FFDrifter^000000.";
- next;
- if(BaseJob != Job_Gunslinger || BaseLevel < 55){
- mes @npcname$;
- mes "But I don't think you are";
- mes "experienced enough to use it.";
- next;
- mes @npcname$;
- mes "Come back when you think";
- mes "you are worthy to use this";
- mes "weapon.";
- close;
- }
- mes @npcname$;
- mes "You look experienced.";
- mes "I think I could make one";
- mes "for you.";
- next;
- mes @npcname$;
- mes "So, do you want me to make a";
- mes "^0000FFDrifter^000000 for you?";
- next;
-
- switch(select("Yes, please.","No thanks."))
- {
-
- case 1:
- mes @npcname$;
- mes "Okay, but first you need to";
- mes "bring me the materials I need";
- mes "to create one.";
- next;
- mes @npcname$;
- mes "This is what I need:";
- mes "^FF000070 Steels^000000,";
- mes "^FF00005 Eluniums^000000,";
- mes "^FF00003 Oridecons^000000,";
- mes "^FF000070 Coals^000000,";
- mes "^FF000050 Rusty Screws^000000 and";
- mes "^FF000050000 Zeny^000000.";
- next;
- mes @npcname$;
- if ( (countitem(999)<70) || (countitem(985)<5) || (countitem(984)<3) || (countitem(1003)<70) || (countitem(7317)<50) || (Zeny < 50000) ) {
- mes "Come back when you have the materials.";
- close;
- }
- delitem 999,70;
- delitem 985,5;
- delitem 984,3;
- delitem 1003,70;
- delitem 7317,50;
- set Zeny,Zeny-50000;
- mes "I see you came prepared.";
- mes "Let me take those materials.";
- next;
- mes @npcname$;
- mes "Alright, you won't regret it...";
- mes "...";
- mes "...";
- next;
- getitem 13157,1;
- mes @npcname$;
- mes "It's done. Now shoot the";
- mes "enemies with no mercy!";
- close;
-
- case 2:
- mes @npcname$;
- mes "Oh well, your loss.";
- close;
- }
+//===== By: ==================================================
+//= Playtester
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= SVN eA
+//===== Description: =========================================
+//= Gunslinger guns and bullet quests
+//===== Additional Comments: =================================
+//= 1.0 Only Garrison Gun done yet [Playtester]
+//= 1.1 Added Garrison[2] [Playtester]
+//= 1.2 Added Drifter, Destroyer and Inferno [Playtester]
+//============================================================
+
+
+//===================== Garrison =====================================================
+
+que_ng.gat,182,85,3 script Mr.Garrison 109,{
+ set @npcname$,"[Mr.Garrison]";
+
+ mes @npcname$;
+ if(countitem(13105)>0) goto L_Already;
+ if(countitem(13104)>0) goto L_Slot;
+ mes "I have invented a new Revolver!";
+ mes "I think I call it... Garrison.";
+ next;
+ mes "[" +strcharinfo(0) + "]";
+ mes "Very innovative name really.";
+ next;
+ if(BaseJob != Job_Gunslinger || BaseLevel < 55){
+ mes @npcname$;
+ mes "I don't think you have enough";
+ mes "knowledge of guns to see its";
+ mes "true beauty.";
+ close;
+ }
+ mes @npcname$;
+ mes "You look like you're an expert";
+ mes "in guns, aren't you?";
+ next;
+ mes "[" +strcharinfo(0) + "]";
+ mes "Yeah you could say so.";
+ next;
+ mes @npcname$;
+ mes "So, do you want me to make a";
+ mes "^0000FFGarrison^000000 for you?";
+ next;
+
+ switch(select("Yes, please.","Nah, I'll stick with my gun."))
+ {
+
+ case 1:
+ mes @npcname$;
+ mes "Great! But first you need to";
+ mes "bring me the materials I need";
+ mes "to create one.";
+ next;
+ mes @npcname$;
+ mes "This is what I need:";
+ mes "^FF000050 Steels^000000,";
+ mes "^FF00003 Eluniums^000000,";
+ mes "^FF00001 Oridecon^000000,";
+ mes "^FF000050 Coals^000000,";
+ mes "^FF000020 Rusty Screws^000000 and";
+ mes "^FF000030000 Zeny^000000.";
+ next;
+ mes @npcname$;
+ if ( (countitem(999)<50) || (countitem(985)<3) || (countitem(984)<1) || (countitem(1003)<50) || (countitem(7317)<20) || (Zeny < 30000) ) {
+ mes "Come back when you have the materials.";
+ close;
+ }
+ delitem 999,50;
+ delitem 985,3;
+ delitem 984,1;
+ delitem 1003,50;
+ delitem 7317,20;
+ set Zeny,Zeny-30000;
+ mes "I see you came prepared.";
+ mes "Let me take those material.";
+ next;
+ mes @npcname$;
+ mes "Give me just a minute...";
+ mes "...";
+ mes "...";
+ next;
+ getitem 13104,1;
+ mes @npcname$;
+ mes "It's done. Here, take this";
+ mes "wonderful gun!";
+ close;
+
+ case 2:
+ mes @npcname$;
+ mes "Well, guess a true Gunslinger";
+ mes "will never part from his";
+ mes "favorite gun, heh.";
+ close;
+ }
+
+L_Slot:
+ mes "Oh, I see you have one of";
+ mes "my high-quality guns.";
+ next;
+ mes @npcname$;
+ mes "Now that I look at it, I";
+ mes "think I could improve it";
+ mes "some more.";
+ next;
+ mes @npcname$;
+ mes "How about I add a ^0000FFslot^000000";
+ mes "to it? Be careful, though.";
+ mes "If you put a card into it";
+ mes "already, it will be lost";
+ mes "in the process.";
+ next;
+ switch(select("Yes, please add a slot.","Nah, I keep it as it is now."))
+ {
+
+ case 1:
+ mes @npcname$;
+ mes "Great! But first you need to";
+ mes "bring me the materials I need";
+ mes "to improve it.";
+ next;
+ mes @npcname$;
+ mes "This is what I need:";
+ mes "^FF000010 Steels^000000,";
+ mes "^FF00001 Eluniums^000000,";
+ mes "^FF000010 Emveretarcon^000000,";
+ mes "^FF000030 Coals^000000,";
+ mes "^FF000010 Rusty Screws^000000 and";
+ mes "of course your ^FF0000Garrison^000000.";
+ next;
+ mes @npcname$;
+ if ( (countitem(999)<10) || (countitem(985)<1) || (countitem(1011)<10) ||(countitem(1003)<30) || (countitem(7317)<10) || (countitem(13104)<1) ) {
+ mes "Come back when you have the materials.";
+ close;
+ }
+ delitem 999,10;
+ delitem 985,1;
+ delitem 1011,10;
+ delitem 1003,30;
+ delitem 7317,10;
+ delitem 13104,1;
+ mes "I see you came prepared.";
+ mes "Let me take those materials.";
+ next;
+ mes @npcname$;
+ mes "Give me just a minute...";
+ mes "...";
+ mes "...";
+ next;
+ getitem 13105,1;
+ mes @npcname$;
+ mes "It's done. Now it is";
+ mes "even better than before.";
+ mes "Put it to good use.";
+ close;
+
+ case 2:
+ mes @npcname$;
+ mes "Okay, come back when you";
+ mes "changed your mind.";
+ close;
+ }
+
+L_Already:
+ mes "So how do you like";
+ mes "my gun?";
+ close;
+}
+
+que_ng.gat,187,163,3 script Ingrid 744,{
+ set @npcname$,"[Ingrid]";
+
+ mes @npcname$;
+ mes "I can make the strongest of";
+ mes "all weapons. The ultimate";
+ mes "grenade launcher.";
+ mes "It's called ^0000FFInferno^000000.";
+ next;
+ if(BaseJob != Job_Gunslinger || BaseLevel < 65){
+ mes @npcname$;
+ mes "But I don't think you are";
+ mes "experienced enough to use it.";
+ next;
+ mes @npcname$;
+ mes "You'll probably kill yourself.";
+ mes "It's just too powerful to use";
+ mes "for a beginner. I refuse to";
+ mes "make one for you.";
+ close;
+ }
+ mes @npcname$;
+ mes "You look experienced.";
+ mes "I think I could make one";
+ mes "for you.";
+ next;
+ mes @npcname$;
+ mes "So, do you want me to make an";
+ mes "^0000FFInferno^000000 for you?";
+ next;
+
+ switch(select("Yes, please.","No thanks."))
+ {
+
+ case 1:
+ mes @npcname$;
+ mes "Okay, but first you need to";
+ mes "bring me the materials I need";
+ mes "to create one.";
+ next;
+ mes @npcname$;
+ mes "This is what I need:";
+ mes "^FF0000100 Used Iron Plates^000000,";
+ mes "^FF000010 Oridecons^000000,";
+ mes "^FF000050 Rusty Screws^000000,";
+ mes "^FF0000100 Burning Hearts^000000 and";
+ mes "^FF0000200000 Zeny^000000.";
+ next;
+ mes @npcname$;
+ if ( (countitem(7319)<100) || (countitem(984)<10) || (countitem(7317)<50) || (countitem(7097)<100) || (Zeny < 200000) ) {
+ mes "Come back when you have the materials.";
+ close;
+ }
+ delitem 7319,100;
+ delitem 984,10;
+ delitem 7317,50;
+ delitem 7097,100;
+ set Zeny,Zeny-200000;
+ mes "Oh, you already have the materials.";
+ mes "Let me have them.";
+ next;
+ mes @npcname$;
+ mes "I need to be careful...";
+ mes "...";
+ mes "...";
+ next;
+ getitem 13162,1;
+ mes @npcname$;
+ mes "It's done.";
+ mes "Be careful with it.";
+ close;
+
+ case 2:
+ mes @npcname$;
+ mes "Probably a good choice.";
+ mes "It's really dangerous.";
+ close;
+ }
+}
+
+que_ng.gat,185,180,3 script Vanessa 726,{
+ set @npcname$,"[Vanessa]";
+
+ mes @npcname$;
+ mes "I can make a grenade launcher";
+ mes "that can destroy armors.";
+ mes "It's called ^0000FFDestroyer^000000.";
+ next;
+ if(BaseJob != Job_Gunslinger || BaseLevel < 52){
+ mes @npcname$;
+ mes "But I don't think you are";
+ mes "experienced enough to use it.";
+ next;
+ mes @npcname$;
+ mes "Come back when you think";
+ mes "you are worthy to use this";
+ mes "weapon.";
+ close;
+ }
+ mes @npcname$;
+ mes "You look experienced.";
+ mes "I think I could make one";
+ mes "for you.";
+ next;
+ mes @npcname$;
+ mes "So, do you want me to make a";
+ mes "^0000FFDestroyer^000000 for you?";
+ next;
+
+ switch(select("Yes, please.","No thanks."))
+ {
+
+ case 1:
+ mes @npcname$;
+ mes "Okay, but first you need to";
+ mes "bring me the materials I need";
+ mes "to create one.";
+ next;
+ mes @npcname$;
+ mes "This is what I need:";
+ mes "^FF000050 Used Iron Plates^000000,";
+ mes "^FF00005 Oridecons^000000,";
+ mes "^FF000070 Rusty Screws^000000 and";
+ mes "^FF0000100000 Zeny^000000.";
+ next;
+ mes @npcname$;
+ if ( (countitem(7319)<50) || (countitem(984)<5) || (countitem(7317)<70) || (Zeny < 100000) ) {
+ mes "Come back when you have the materials.";
+ close;
+ }
+ delitem 7319,50;
+ delitem 984,5;
+ delitem 7317,70;
+ set Zeny,Zeny-100000;
+ mes "Oh, you already have the materials.";
+ mes "Let me have them.";
+ next;
+ mes @npcname$;
+ mes "I'll make it in a minute...";
+ mes "...";
+ mes "...";
+ next;
+ getitem 13160,1;
+ mes @npcname$;
+ mes "It's done.";
+ mes "Be careful with it.";
+ close;
+
+ case 2:
+ mes @npcname$;
+ mes "Oh well, your loss.";
+ close;
+ }
+}
+
+que_ng.gat,149,178,5 script N.A 744,{
+ set @npcname$,"[N.A]";
+
+ mes @npcname$;
+ mes "If you like gatling guns, I'm the";
+ mes "right person to talk to.";
+ mes "I can make a ^0000FFDrifter^000000.";
+ next;
+ if(BaseJob != Job_Gunslinger || BaseLevel < 55){
+ mes @npcname$;
+ mes "But I don't think you are";
+ mes "experienced enough to use it.";
+ next;
+ mes @npcname$;
+ mes "Come back when you think";
+ mes "you are worthy to use this";
+ mes "weapon.";
+ close;
+ }
+ mes @npcname$;
+ mes "You look experienced.";
+ mes "I think I could make one";
+ mes "for you.";
+ next;
+ mes @npcname$;
+ mes "So, do you want me to make a";
+ mes "^0000FFDrifter^000000 for you?";
+ next;
+
+ switch(select("Yes, please.","No thanks."))
+ {
+
+ case 1:
+ mes @npcname$;
+ mes "Okay, but first you need to";
+ mes "bring me the materials I need";
+ mes "to create one.";
+ next;
+ mes @npcname$;
+ mes "This is what I need:";
+ mes "^FF000070 Steels^000000,";
+ mes "^FF00005 Eluniums^000000,";
+ mes "^FF00003 Oridecons^000000,";
+ mes "^FF000070 Coals^000000,";
+ mes "^FF000050 Rusty Screws^000000 and";
+ mes "^FF000050000 Zeny^000000.";
+ next;
+ mes @npcname$;
+ if ( (countitem(999)<70) || (countitem(985)<5) || (countitem(984)<3) || (countitem(1003)<70) || (countitem(7317)<50) || (Zeny < 50000) ) {
+ mes "Come back when you have the materials.";
+ close;
+ }
+ delitem 999,70;
+ delitem 985,5;
+ delitem 984,3;
+ delitem 1003,70;
+ delitem 7317,50;
+ set Zeny,Zeny-50000;
+ mes "I see you came prepared.";
+ mes "Let me take those materials.";
+ next;
+ mes @npcname$;
+ mes "Alright, you won't regret it...";
+ mes "...";
+ mes "...";
+ next;
+ getitem 13157,1;
+ mes @npcname$;
+ mes "It's done. Now shoot the";
+ mes "enemies with no mercy!";
+ close;
+
+ case 2:
+ mes @npcname$;
+ mes "Oh well, your loss.";
+ close;
+ }
} \ No newline at end of file