summaryrefslogblamecommitdiff
path: root/npc/quests/gunslinger_quests.txt
blob: 26aa45fd2ea77c24a6314f6239afff06f8eff26f (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12


                                                              
       







                                                              
                                                  




                                                                                      
                                             

























































































































































                                                                                                                                                                         
                                             














































































                                                                                                                                                 
                                             









































































                                                                                                                      
                                                     
 









                                                                               
                             






                                                                                   
                             

























































                                                                                                               

                                      























                                                                                                                                                     





                                            










                                                               
                             







                                                            
                             


























                                                                      
                              





















































































                                                          
 





                                                                                                                                                                                  
                              
















































































                                                                                                             
         


















































































































































                                                                                                    






















































































































































































































                                                                                                                
//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
//= 1.3
//===== 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]
//= 1.3 Added official Gatling quests [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;
}