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//===== 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;
	}
}