//===== 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,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$;
mes "Okay, come back when you";
mes "changed your mind.";
close;
}
L_Already:
mes "So how do you like";
mes "my gun?";
close;
}
que_ng,187,163,3 script Ingrid 744,{
set @npcname$,"[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$;
mes "Probably a good choice.";
mes "It's really dangerous.";
close;
}
}
que_ng,185,180,3 script Vanessa 726,{
set @npcname$,"[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,149,178,4 script Lab Director 744,{
if(gun_na == 1){
if(countitem(1043) > 999 && countitem(932) > 999){
delitem 1043,1000;
delitem 932,1000;
set gun_na,2;
mes "[N. A]";
mes "Ahh, it's all here! Ahh, and I";
mes "was worried about that no one";
mes "would be able to handle my ^ff0000Butcher^000000";
mes "when I've finished creating it!";
next;
mes "[N. A]";
mes "Alright, I'll give the ^ff0000Butcher^000000 to you.";
mes "However, we don't do work for";
mes "free, so we need to charge you";
mes "for it. Also, you need to obtain";
mes "permission to use the Butcher from";
mes "Lady Celena.";
next;
mes "[N. A]";
mes "Once you get the permission, I will";
mes "give the Butcher to you, after paying";
mes "the fee of 100000 zeny.";
close;
}else{
mes "[N. A]";
mes "Have you found ^ff00001000 Orc Claw^000000 and ^ff00001000 Skel Bone^000000 yet?";
mes "If you think it's too difficult,";
mes "you can choose to give up.";
next;
if(select("I'm not giving up!:I give up...") == 1){
mes "[N. A]";
mes "Alright, I trust you.";
mes "Good luck.";
close;
}else{
mes "[N. A]";
mes "You're giving up huh?";
mes "Well, I'll admit that the";
mes "test is quite difficult, but";
mes "you can't handle this weapon";
mes "if you can't handle the test.";
mes "You may come back later to";
mes "take the challenge again.";
set gun_na,0;
close;
}
}
}
else if(gun_na == 2){
mes "[N. A]";
mes "I already got Lady Celena's";
mes "permission to let you use the";
mes "Butcher. You can use it once";
mes "you've paid me 100000 zeny.";
mes "Do you want to pay now?";
next;
if(select("Nope.:Yeah.") == 1){
mes "[N. A]";
mes "Alright. I await you to return";
mes "with the money.";
close;
}else{
if(Zeny < 100000){
mes "[N. A]";
mes "Huh, I don't think you have";
mes "enough money on you.";
mes "Come back with the money,";
mes "alright?";
close;
}
if(checkweight(13158,1) == 0){
mes "[N. A]";
mes "You are overweight.";
mes "Even if I give you the";
mes "weapon, you cannot carry it.";
mes "Please clear your inventory.";
close;
}
set Zeny,Zeny-100000;
set gun_na,0;
getitem 13158,1;
mes "[N. A]";
mes "One, two, three, four, five,";
mes "six... 99997, 99998, 99999...";
mes "100000. *ding~!* Very well!";
mes "The fee is clear now. You may";
mes "take the ^ff0000Butcher^000000 now!";
next;
mes "[N. A]";
mes "Mr. F. Harrison from Lighthalzen";
mes "is quite interested in your new";
mes "toy there. Show it to him some";
mes "time. He'll be glad.";
next;
mes "[N. A]";
mes "Make good use of it!";
mes "See ya!";
close;
}
}
else if(gun_na == 10){
if (countitem(999) > 69 && countitem(985) > 4 && countitem(984) > 2 && countitem(1003) > 69 && countitem(7317) > 49 && Zeny > 50000){
delitem 999,70;
delitem 985,5;
delitem 984,3;
delitem 1003,70;
delitem 7317,50;
set Zeny,Zeny-50000;
set gun_na,11;
mes "[N. A]";
mes "Aha, you got me all the";
mes "materials. Here, let me get down";
mes "to it right away! It'll take";
mes "some time, so wait up...";
close;
}else{
mes "[N. A]";
mes "Eh? You don't have the materials";
mes "with you yet?";
next;
mes "[N. A]";
mes "To make Drifter, I will need";
mes "70 Steel, 5 Elunium,";
mes "3 Oridecon, 70 Coal, 50 Rusty";
mes "Screws, and also a fee of";
mes "50000 zeny.";
mes "Come back to me once you have";
mes "everything ready.";
next;
mes "[N. A]";
mes "If you don't want it anymore,";
mes "you can cancel the request.";
next;
if(select("Don't cancel.:Cancel it.") == 1){
mes "[N. A]";
mes "Well, please come back with the";
mes "materials. I'll be waiting.";
close;
}else{
mes "[N. A]";
mes "Alright, request to make";
mes "a Drifter for you is cancelled.";
mes "I wish you good luck";
mes "in your future.";
set gun_na,0;
close;
}
}
}
else if(gun_na == 11){
if(checkweight(13157,1) == 0){
mes "[N. A]";
mes "You are overweight.";
mes "Even if I made you the";
mes "weapon, you cannot carry it.";
mes "Please clear your inventory.";
close;
}
set gun_na,0;
getitem 13157,1;
mes "[N. A]";
mes "Ahh, here's the completed";
mes "Drifter for you.";
next;
mes "[N. A]";
mes "Please learn to use the";
mes "Gatlings well. The crazy";
mes "destruction will definitely";
mes "be mentally helpful to you.";
close;
}
else if(gun_na == 101){
mes "[N. A]";
mes "Ah, hello?";
mes "I'm the Coordinator of";
mes "Einbroch Weapon Development.";
mes "My name is 'Lab Director'.";
mes "Do you need something?";
next;
menu "I need a Special Metal Rod.",-;
mes "[N. A]";
mes "Huh...? Hey, weren't you that guy";
mes "who walked out of here with a";
mes "Butcher a while ago? How was the";
mes "Butcher?";
next;
mes "[N. A]";
mes "...... WHAT!? YOU BROKE IT!?";
mes "I thought you would be able to";
mes "use it well... You disappoint me!!!";
next;
mes "[N. A]";
mes "You betrayed my faith in you!";
mes "You traitor! Traitor!! TRAITOR!!!!";
next;
menu "Explain everything.",-;
mes "[N. A]";
mes "...... Whew.";
mes "So it was Mr. F. Harrison who";
mes "broke it, huh? I'm sorry, I should";
mes "not have suspected you.";
next;
mes "[N. A]";
mes "Lady Celena has the special metal";
mes "rod that you want, but the doc is";
mes "not in right now, and no one else";
mes "knows where it is...";
next;
mes "[N. A]";
mes "I have other research right now";
mes "so I can't waste my time looking";
mes "for that... Grr... I need the";
mes "Elemental Spheres to keep going";
mes "with my research...";
next;
menu "Make him an offer.",-;
mes "[N. A]";
mes "An offer? Like what?";
next;
menu "We find things for each other.",-;
mes "[N. A]";
mes "Hmm... That sounds good.";
mes "Well, according to the offer,";
mes "I'll look for the rod for you,";
mes "while you find me those";
mes "Elemental Spheres.";
next;
mes "[N. A]";
mes "30 Poison Sphere, 30 Flare Sphere,";
mes "30 Lightning Sphere, 30 Blind";
mes "Sphere, or 30 Freezing Sphere.";
mes "Find me 30 of each Element.";
set gun_na,102;
close;
}
else if(gun_na == 102){
mes "[N. A]";
mes "30 Poison Sphere, 30 Flare Sphere,";
mes "30 Lightning Sphere, 30 Blind";
mes "Sphere, or 30 Freezing Sphere.";
mes "Find me 30 of each Element.";
mes "Did you find them?";
next;
switch(select("Nope.:I found 30 Poison Spheres.:I found 30 Flare Spheres.:I found 30 Lightning Spheres.:I found 30 Blind Spheres.:I found 30 Freezing Spheres.")){
case 1:
mes "[N. A]";
mes "Just bring me whatever type";
mes "you could find.";
close;
break;
case 2:
if(countitem(13205) >= 30){
delitem 13205,30;
set gun_na,103;
}
else goto L_MORE;
break;
case 3:
if(countitem(13203) >= 30){
delitem 13203,30;
set gun_na,103;
}
else goto L_MORE;
break;
case 4:
if(countitem(13204) >= 30){
delitem 13204,30;
set gun_na,103;
}
else goto L_MORE;
break;
case 5:
if(countitem(13206) >= 30){
delitem 13206,30;
set gun_na,103;
}
else goto L_MORE;
break;
case 6:
if(countitem(13207) >= 30){
delitem 13207,30;
set gun_na,103;
}
else goto L_MORE;
break;
}
mes "[N. A]";
mes "Wow, you found them all for me!";
mes "I had to turn Lady Celena's lab";
mes "over to find this rod too.";
mes "Let's trade then!";
next;
mes "-You gave the Elemental";
mes "Spheres to Research Coordinator and got";
mes "the Metal Rod in return.-";
next;
mes "[N. A]";
mes "Mr. F. Harrison is very good.";
mes "I'm sure he can fix your";
mes "Butcher for you.";
mes "Well, see you later!";
close;
}
else if(gun_na == 103 || gun_na == 104){
mes "[N. A]";
mes "Mr. F. Harrison is very good.";
mes "I'm sure he can fix your";
mes "Butcher for you.";
mes "Well, see you later!";
close;
}
mes "[N. A]";
mes "Ah, hello?";
mes "I'm the Coordinator of";
mes "Einbroch Weapon Development.";
mes "My name is 'Lab Director'.";
mes "Do you need something?";
next;
if (BaseJob != Job_Gunslinger){
menu "Talk to him.",-;
mes "[N. A]";
mes "If you see Gunslingers around,";
mes "please tell them that I have";
mes "the latest news on weapons.";
mes "If necessary, please send them";
mes "here. Heheheheh...";
close;
}
if (BaseLevel > 67){
menu "Ask about 'Butcher'.",L_BUTCHER,"Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL;
}
else if(BaseLevel > 54){
menu "Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL;
}
else{
menu "Talk.",-;
mes "[N. A]";
mes "... Destruction... Madness...";
mes "Hmm... Attack speed over 180...";
next;
mes "[N. A]";
mes "Ah, sorry, I'm developing some";
mes "new weapons. Please don't";
mes "disturb me.";
close;
}
L_CANCEL:
mes "[N. A]";
mes "I have news on the latest";
mes "weapons but... I guess you're";
mes "too busy to hear them.";
mes "Maybe next time I guess.";
close;
L_BUTCHER:
mes "[N. A]";
mes "Ah, you heard the news";
mes "shortly after the end";
mes "of the development eh?";
next;
mes "[N. A]";
mes "^ff0000Butcher^000000 is the newest development";
mes "by us, the Einbroch Firearm Lab.";
mes "It is the newest type of Gatling";
mes "we have developed. While";
mes "^ff0000Drifter^000000 is a good weapon";
mes "as well, the ^ff0000Butcher^000000 definitely has";
mes "a much stronger firepower!";
next;
mes "[N. A]";
mes "Due to its strong firepower,";
mes "the Butcher was also dubbed";
mes "as the 'Murderer'.";
next;
mes "[N. A]";
mes "However, even Gunslingers could";
mes "have troubles controlling such";
mes "a powerful weapon.";
next;
mes "[N. A]";
mes "Do you think you can handle it?";
next;
if(select("I'm not sure...:Of course I can!!") == 1){
mes "[N. A]";
mes "The ^ff0000Butcher^000000 is a weapon that you";
mes "can't handle without a strong";
mes "will. I'll see you again when";
mes "you have enough confidence to";
mes "handle this monster.";
close;
}else{
mes "[N. A]";
mes "Aha, how self-confident you";
mes "are! However, I see people with";
mes "such self-confidence everywhere.";
mes "You'll need to prove it...";
mes "But how... Hmm...";
next;
mes "[N. A]";
mes "Hmmm......";
next;
mes "[N. A]";
mes "Aha! I got it!";
next;
mes "[N. A]";
mes "Here, bring me ^ff00001000 Orc Claws^000000 and ^ff00001000 Skel Bone^000000.";
mes "If you can bring me these items,";
mes "I'll let you use the Butcher.";
next;
mes "[N. A]";
mes "Easy, ain't it? Go and prove";
mes "your ability then! Heheheh...";
set gun_na,1;
close;
}
L_DRIFTER:
mes "[N. A]";
mes "Ah, you're here to learn about";
mes "the ^ff0000Drifter^000000 eh?";
next;
mes "[N. A]";
mes "The ^ff0000Drifter^000000 is one of the many";
mes "highest-classed weapons developed";
mes "by Lady Celena. It's an automatic";
mes "Gatling which boasts very high";
mes "rate of fire, which is the highest";
mes "among all Gunslinger weapons.";
next;
mes "[N. A]";
mes "Of course, you will need the Skill";
mes "to allow you to control Gatlings,";
mes "but he who contorls Gatlings well";
mes "will receive full aid from the";
mes "^ff0000Drifter^000000.";
next;
mes "[N. A]";
mes "Do you want to try using the ^ff0000Drifter^000000?";
next;
if(select("Um, no.:Yeah!") == 1){
mes "[N. A]";
mes "If you want to try it out";
mes "some time, come back here.";
close;
}else{
set gun_na,10;
mes "[N. A]";
mes "Since it's really hard to find";
mes "the materials for constructing";
mes "the ^ff0000Drifter^000000, we only make them";
mes "on requests, and we require those";
mes "who want to use the ^ff0000Drifter^000000 to bring";
mes "us the materials.";
next;
mes "[N. A]";
mes "I'll tell you the materials";
mes "needed, just bring them and";
mes "we'll construct it for you.";
next;
mes "[N. A]";
mes "To make a Drifter, we need";
mes "70 Steel, 5 Eluniums, 3";
mes "Oridecons, 70 Coal, 50 Rusty";
mes "Screws, and a fee of";
mes "50,000 zeny.";
mes "Come back after you found";
mes "them all.";
close;
}
L_MORE:
mes "[N. A]";
mes "Eh? What? Am I the only";
mes "person who can't see them?";
mes "Bring me more!";
close;
}
lighthalzen,205,284,6 script F. Harrison 85,{
if (gun_na == 100){
if(checkweight(13102,1) == 0){
mes "[F. Harrison]";
mes "You are overweight.";
mes "Even if I gave you the";
mes "weapon, you cannot carry it.";
mes "Please clear your inventory.";
close;
}
mes "[F. Harrison]";
mes "Hmm... Oh?";
mes "Ahh...... Eh?";
next;
mes "[F. Harrison]";
mes "Heheh... Hmm... Huh...?";
next;
menu "May I have my Butcher back now?",-;
mes "[F. Harrison]";
mes "Uh? Oh, umm... Heheh...";
next;
mes "[F. Harrison]";
mes "Th-that, huh? Eh... Heheh...";
next;
mes "[F. Harrison]";
mes "Ahahahah! I uh...";
next;
mes "[F. Harrison]";
mes "That thing! BOOM!";
next;
mes "[F. Harrison]";
mes "Bam bam! I was gonna fire it!";
mes "Yeah!";
next;
mes "[F. Harrison]";
mes "But it resisted! So I went 'BAM!' with";
mes "my hand! MUAHAHAHAH!!";
next;
mes "[F. Harrison]";
mes "And it broke...... *sob sob*";
next;
mes "[F. Harrison]";
mes "I call myself 'Dr. Everything' and";
mes "I wanted to fix it myself, but I";
mes "don't seem to have the materials";
mes "to fix it... And the materials are";
mes "so rare too... *sob sob*";
next;
mes "[F. Harrison]";
mes "Umm... I'm sorry for breaking";
mes "it but... Could you get me the";
mes "materials I need for fixing it?";
mes "Bring me those items, and I can";
mes "fix it, plus I'll modify it for";
mes "you! I promise!!";
next;
mes "So please bring me the materials...";
mes "*sob sob sob*";
next;
mes "[F. Harrison]";
mes "The materials I need are";
mes "10 Steel, 2 Eluniums,";
mes "1 Oridecon, 20 Coal...";
mes "And a Special Metal Rod";
mes "used in the Butcher...";
mes "I think only Lady Celena can";
mes "make those rods......";
next;
mes "[F. Harrison]";
mes "But first, you'll need to talk";
mes "to Lady Celena's assistant, the 'Lab Director',";
mes "and ask for his help.";
mes "That kid's a bit hysterical, but";
mes "she'll be nice help if you talk";
mes "to her nicely...";
next;
mes "[F. Harrison]";
mes "I'm really sorry... Here, I'll";
mes "lend you my prized weapon,";
mes "'Crimson Bolt'. But make sure";
mes "you bring all those materials";
mes "to me once you find them all!";
mes "Promise me!!!";
set gun_na,101;
getitem 13102,1;
close;
}
else if(gun_na == 101 || gun_na == 102){
mes "[F. Harrison]";
mes "The materials I need are";
mes "10 Steel, 2 Eluniums,";
mes "1 Oridecon, 20 Coal...";
mes "And a Special Metal Rod";
mes "used in the Butcher...";
mes "Talk to the 'Lab Director' for his";
mes "assistance on the Rod.";
close;
}
else if(gun_na == 103){
if(countitem(999) >= 10 && countitem(985) >= 2 && countitem(984) >= 1 && countitem(1003) >= 20){
if(countitem(13102) > 0){
delitem 999,10;
delitem 985,2;
delitem 984,1;
delitem 1003,20;
delitem 13102,1;
set gun_na,104;
mes "[F. Harrison]";
mes "Aha! You got all the materials";
mes "for me! I'll get to the repair";
mes "right away, please hold on...";
close;
}
else{
mes "[F. Harrison]";
mes "Aha! You got all the materials";
mes "for me!";
mes "... But where's my treasured";
mes "'Crimson Bolt'!? I will not fix";
mes "your Butcher for you if you don't";
mes "bring it back to me!!";
close;
}
}
else{
mes "[F. Harrison]";
mes "The materials I need are";
mes "10 Steel, 2 Eluniums,";
mes "1 Oridecon, 20 Coal...";
mes "And a Special Metal Rod";
mes "used in the Butcher...";
mes "Good thing you found the";
mes "Special Metal Rod already.";
close;
}
}
else if(gun_na == 104){
if(checkweight(13159,1) == 0){
mes "-You're overweight already.-";
mes "-Come back after dropping some";
mes "stuff first.-";
close;
}
set gun_na,0;
getitem 13159,1;
mes "[F. Harrison]";
mes "Whew... Finally it's fixed, thanks";
mes "to your effort. I'm very sorry";
mes "for breaking it, and thank you";
mes "for your effort. I feel guilty";
mes "for just fixing it, so I added";
mes "some extra power on it. I hope";
mes "it'll work nicely for you.";
mes "Well, enjoy it.";
close;
}
else if(gun_na == 0){
if(BaseJob != Job_Gunslinger) goto L_BORED;
if(BaseLevel > 67 && countitem(13158) > 0){
mes "[F. Harrison]";
mes "Man, I'm so bored...";
mes "I wonder if there's anything";
mes "interesting...";
next;
mes "[F. Harrison]";
mes "Eh? Are you a Gunslinger?";
mes "I haven't seen that weapon";
mes "in your hand before...";
next;
mes "[F. Harrison]";
mes "May I take a look? Please?";
mes "C'mon, let me take a look!";
mes "I'm bored out of my mind here!";
mes "Pleeeeeeeeeeeease~?";
next;
if(select("No way.:Here...") == 1){
mes "[F. Harrison]";
mes "Hah! You think you're the only";
mes "one with a cool weapon!? Well";
mes "I got my beautiful Crimson Bolt!";
mes "Hmph!!";
close;
}
mes "[F. Harrison]";
mes "Heheh... This is the newest";
mes "development by Einbroch Firearms";
mes "Lab, the so-called uncontrollable";
mes "'Destroyer Butcher', eh?";
mes "Interesting... VERY interesting...";
next;
mes "[F. Harrison]";
mes "Hey, let me try it out for a";
mes "bit, alright? Don't worry, I";
mes "know how to handle weapons,";
mes "I won't break it!";
mes "That's that! Let's go~";
delitem 13158,1;
set gun_na,100;
close;
}
}
L_BORED:
mes "[F. Harrison]";
mes "Man, I'm so bored...";
mes "I wonder if there's anything";
mes "interesting...";
next;
mes "[F. Harrison]";
mes "Oh well... I'll just play with my";
mes "beautiful 'Crimson Bolt'.";
close;
}