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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2020 Hercules Dev Team
//= Copyright (C) Samuray22
//= Copyright (C) L0ne_W0lf
//= Copyright (C) Kisuka
//=
//= 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/>.
//=========================================================================
//= Gym Pass Cash Item NPC
//================= Description ===========================================
//= Exchange Gym Passes to learn "Enlarge Weight Limit"
//= iRO NPC situated in Payon beside Kafra Shop.
//================= Current Version =======================================
//= 1.3
//=========================================================================

payon,173,141,4	script	Ripped Cabus#GymPass	4_M_HUMAN_02,{
	mes "[Ripped]";
	mes "Hey, there. People aren't";
	mes "as physically active as they";
	mes "used to be. Even if you fight";
	mes "for a living, your body might";
	mes "be weak and flabby in some";
	mes "areas. Know what I mean?";
	next;
	mes "[Ripped]";
	mes "Hey, train with me, and I can";
	mes "guarantee that you'll be able";
	mes "to lift and carry more of your";
	mes "stuff. Just gimme your";
	mes "^FF0000Gym Pass^000000 each time,";
	mes "and we'll be good to go.";
	next;
	mes "[Ripped]";
	mes "But don't get too excited:";
	mes "no matter how much training";
	mes "I take you through, you can";
	mes "overdo it. You ever hear of";
	mes "anyone that got too buff?";
	mes "That's cuz they're dead. See?";
	next;
	mes "[Ripped]";
	mes "I'd say that it'd be safe";
	mes "for you to seriously train";
	mes "with me and increase your";
	mes "item carrying capacity ^FF000010 times^000000.";
	mes "So... Are you ready to sweat?";
	next;
	switch(select("Yes", "No", "Um, my workouts wore off.")) {
	case 1:
		if (gympassmemory < 10) {
			.@add_carry = gympassmemory + 1;
			.@remain_carry = 10 - .@add_carry;
			if (countitem(Max_Weight_Up_Scroll) > 0) {
				mes "[Ripped]";
				mes "Oh, awesome, I see you";
				mes "brought your Gym Pass.";
				mes "Alright, just do what I do,";
				mes "and try to feel the burn.";
				mes "Ready? Let's do this.";
				next;
				specialeffect(EF_EARTHSPIKE, AREA, playerattached());
				next;
				specialeffect(EF_DEVIL, AREA, playerattached());
				next;
				specialeffect(EF_COIN, AREA, playerattached());
				next;
				specialeffect(EF_SIGHTRASHER, AREA, playerattached());
				next;
				mes "[Ripped]";
				mes "There, you should be able";
				mes "to carry more stuff with you.";
				mes "Let's see, we can increase";
				mes "your item carrying capacity";
				mes "^FF00000" + .@remain_carry + "^000000 more times if we continue";
				mes "training together like this.";
				delitem Max_Weight_Up_Scroll,1;
				gympassmemory = .@add_carry;
				skill ALL_INCCARRY,.@add_carry,3;
				close;
			}
			else {
				mes "[Ripped]";
				mes "Dude, what'd I tell you?";
				mes "You gotta bring me your";
				mes "^FF0000Gym Pass^000000 if you wanna";
				mes "work out, and build up your";
				mes "item carrying muscles.";
				close;
			}
		}
		else {
			mes "[Ripped]";
			mes "Dude, I don't think we can";
			mes "build up your item carrying";
			mes "muscles anymore than that.";
			mes "It's too dangerous for your";
			mes "body if we even tried! C'mon,";
			mes "I told you about the limits.";
			close;
		}
	case 2:
		mes "[Ripped]";
		mes "Aw, that's too bad.";
		mes "Well, come back if you";
		mes "change your mind. Tell";
		mes "your friends about me:";
		mes "if they're flabby, I'll help";
		mes "get them in shape.";
		close;
	case 3:
		if (gympassmemory > 0) {
			mes "[Ripped]";
			mes "What happened?";
			mes "You let your item carrying";
			mes "muscles just atrophy? Lucky";
			mes "for you, there's such a thing";
			mes "as muscle memory. It's won't take";
			mes "as long to build 'em back up...";
			next;
			specialeffect(EF_EARTHSPIKE, AREA, playerattached());
			next;
			specialeffect(EF_DEVIL, AREA, playerattached());
			next;
			specialeffect(EF_COIN, AREA, playerattached());
			next;
			specialeffect(EF_SIGHTRASHER, AREA, playerattached());
			next;
			mes "[Ripped]";
			mes "How about that?";
			mes "Your item carrying";
			mes "muscles grew back,";
			mes "just like that! Try not to";
			mes "wimp out again, okay?";
			skill "ALL_INCCARRY",gympassmemory,3;
			close;
		}
		else {
			mes "[Ripped]";
			mes "Uhh...";
			mes "We didn't work out";
			mes "together before.";
			mes "I'm sure about that.";
			close;
		}
	}
}