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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Euphy
//= Copyright (C)  Samuray22
//= Copyright (C)  Lupus
//= Copyright (C)  SinSloth
//= Copyright (C)  Playtester
//=
//= 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/>.
//=========================================================================
//= Gunslinger quests
//================= Description ===========================================
//= Gunslinger guns and bullet quests
//================= Current Version =======================================
//= 1.7
//=========================================================================

que_ng,182,85,3	script	Garrison	4_M_MANAGER,{

	if(BaseJob != Job_Gunslinger)
	{
		mes "[Garrison]";
		mes "You're not a gunslinger.";
		mes "You're distracting me from my work. Go on.";
		close;
	}
	else if(BaseLevel < 55)
	{
		mes "[Garrison]";
		mes "My name is Garrison. I'm a master in crafting guns.";
		mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
		next;
		mes "[Garrison]";
		mes "Why don't you commission a Garrison from me?";
		next;
		callsub SubGarrison;
	}
	switch(gun_gs)
	{
		case 0:
			if(countitem(The_Garrison) < 1)
			{
				mes "[Garrison]";
				mes "My name is Garrison. I'm a master in crafting guns.";
				mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
				next;
				mes "[Garrison]";
				mes "Are you here to commission a Garrison from me?";
				next;
				callsub SubGarrison;
			}
			mes "[Garrison]";
			mes "Hmm~ What's going on?";
			mes "Are you here because you need a weapon?";
			next;
			switch( select( "I need a Garrison.","Not really.","Cancel") )
			{
				case 1:
					mes "[Garrison]";
					mes "Oh~ Welcome";
					mes "Everyone needs me~!";
					mes "It just proves that my gun, the Garrison, is the best of the best.";
					mes "So, are you going to ask me to make one now?";
					next;
					callsub SubGarrison;

				case 2:
					mes "[Garrison]";
					mes "Hmm~ You look like you're wandering around without a mission.";
					mes "If you've got the time, will you do me a favor?";
					next;
					mes "["+strcharinfo(PC_NAME)+"]";
					mes "What is it?";
					next;
					mes "[Garrison]";
					mes "Mmm~ Well, I had actually received a letter recently stating that there are many defective makes of a gun I created called the Six Shooter.";
					next;
					mes "[Garrison]";
					mes "I'm a perfectionist, but due to my old age, my eyes are growing dark, and I think I may have sold defective Six Shooters.";
					next;
					mes "[Garrison]";
					mes "So what I'm trying to say is, I'm hoping someone will find me spare parts which I can use to replace defective parts in the detective Six Shooters.";
					next;
					mes "[Garrison]";
					mes "If you help me, I'll put a slot in that Garrison you're holding right now.";
					mes "What do you say?";
					next;
					mes "[Garrison]";
					mes "Just so you know, if I slot your Garrison, any current refine points or slotted cards will disappear. Decide carefully.";
					next;
					switch( select( "I don't like the sound of this.","Ok, I'll try it out.") )
					{
						case 1:
							mes "[Garrison]";
							mes "Hmm, I see.";
							mes "I understand.";
							mes "I guess I'll look for a different man.";
							close;

						case 2:
							mes "[Garrison]";
							mes "Oh, would you?";
							mes "I'm so thankful.";
							mes "These are the materials I need to make spare parts...";
							next;
							mes "[Garrison]";
							mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
							mes "I need this exact amount. Don't forget.";
							gun_gs = 1;
							close;
					}

				case 3:
					mes "[Garrison]";
					mes "Hmm... Come and see me later.";
					close;
			}

		case 1:
			if((countitem(Steel) < 10) || (countitem(Screw) < 10) || (countitem(Emveretarcon) < 10) || (countitem(Coal) < 30) || (countitem(Elunium) < 1))
			{
				mes "[Garrison]";
				mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
				mes "Don't forget -- the amount has to be exact.";
				close;
			}
			mes "[Garrison]";
			mes "Oh~ You're back with what I need~";
			mes "I'm so grateful.";
			mes "Oh.. there's another favor I need to have done. Err...";
			next;
			mes "[Garrison]";
			mes "I need to deliver the spare parts once I make them to another person, but I've got so much work to do around here.";
			next;
			mes "[Garrison]";
			mes "Sorry to ask, but I was hoping you can deliver what I make out of these materials to the next person.";
			next;
			mes "[Garrison]";
			mes "While you are on delivery, I will make preparations to slot your Garrison, as promised.";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "-Hmm, I don't want to do it, but I'll do it anyway.-";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Ok.";
			next;
			mes "[Garrison]";
			mes "Oh, thanks a lot.";
			mes "Then deliver this to a person called Ravey. He lives in the slums of Lighthalzen.";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "You receive the delivery goods from Garrison.";
			mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
			delitem 999,10;
			delitem 1011,10;
			delitem 7317,10;
			delitem 985,1;
			delitem 1003,30;
			gun_gs = 2;
			close;

		case 2:
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "You receive the delivery goods from Garrison.";
			mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
			close;

		case 3:
			mes "[Garrison]";
			mes "Oh~ How was your trip?";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Gyah~";
			mes "I nearly died!!!";
			mes "That man tried to attack me when he saw me. I barely escaped death!";
			next;
			mes "[Garrison]";
			mes "Ahh~ Oh no.";
			mes "I had no idea the person who sent the letter was actually plotting to assassinate me. He was probably sent by one of our enemy guilds...";
			next;
			mes "[Garrison]";
			mes "It looks like I've sent you unintentionally on a very dangerous mission.";
			next;
			mes "[Garrison]";
			mes "I'm so sorry.";
			mes "You may also know, but there's bad guys plotting to attack the Professor and the Gunslinger Guild all over the place.";
			next;
			mes "[Garrison]";
			mes "Consider this a part of your training as an Gunslinger.";
			next;
			mes "[Garrison]";
			mes "I'm sorry about what happened.";
			mes "But, as promised, I will slot your Garrison ...";
			next;
			if(countitem(The_Garrison) < 1)
			{
				mes "[Garrison]";
				mes "Huh? Sigh.";
				mes "Did you sell off your gun while you were gone?";
				mes "I said I'd slot your gun, but I never said I'd slot a gun that isn't here.";
				mes "Go and get your Garrison and then get back to me.";
				gun_gs = 4;
				close;
			}
			mes "[Garrison]";
			mes "Let's see~";
			mes "*tonk* *tonk* *thump* *whump*";
			mes "Here is your modified";
			mes "Garrison.";
			mes "Please use it well.";
			delitem 13104,1;
			getitem 13105,1;
			gun_gs = 5;
			close;
		case 4:
			if(countitem(The_Garrison) < 1)
			{
				mes "[Garrison]";
				mes "Go and get your Garrison and then get back to me.";
				close;
			}
			mes "[Garrison]";
			mes "Ah, there it is.";
			mes "Here is your modified";
			mes "Garrison.";
			mes "Do use it well.";
			delitem 13104, 1;
			getitem 13105, 1;
			gun_gs = 5;
			close;
		case 5:
			mes "[Garrison]";
			mes "Hmm~ You're back again~";
			mes "What's the matter?";
			mes "Did you come back because you need a weapon?";
			mes "What do you need?";
			next;
			switch( select( "Garrison","Slot a Garrison","Cancel"))
			{
				case 1:
					callsub SubGarrison;
				case 2:
					callsub SubGarrison_;
				case 3:
					mes "[Garrison]";
					mes "I'll see you when I see you~";
					close;
			}
	}

SubGarrison:
	mes "[Garrison]";
	mes "To create a Garrison, I need...";
	mes "50 Steel, 3 Eluniums,";
	mes "1 Oridecon, 50 Coal,";
	mes "20 Rusty Screws, and";
	mes "there's a fee of 30,000 Zeny.";
	mes "Well, do you want one?.";
	next;
	switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel") )
	{
		case 1:
			mes "[Garrison]";
			mes "Hmmm~ I got worked up for nothing~";
			mes "Think about it. Come see me if you decide.";
			close;

		case 2:
			if((countitem(Steel) < 50) || (countitem(Screw) < 20) || (countitem(Oridecon) < 1) || (countitem(Coal) < 50) ||(countitem(Elunium) < 3) )
			{
				mes "[Garrison]";
				mes "You didn't bring enough materials";
				mes "To create a Garrison, I need...";
				mes "50 Steel, 3 Eluniums,";
				mes "1 Oridecon, 50 Coal,";
				mes "50 Rusty Screws,";
				mes "and there's a fee of 30,000 Zeny";
				mes "Don't forget.";
				close;
			}
			else if(Zeny < 30000)
			{
				mes "[Garrison]";
				mes "You need more Zeny~!";
				mes "More Zeny!!";
				close;
			}
			else if(checkweight(The_Garrison,1) == 0)
			{
				mes "[Garrison]";
				mes "There's no room in your inventory";
				mes "for my creation.";
				mes "Make some room";
				mes "in your inventory, and then";
				mes "Come and see me.";
				close;
			}
			mes "[Garrison]";
			mes "Hmm, looks like the correct amount of materials and Zeny.";
			mes "Here's a Garrison~";
			mes "If you need one again, come and see me~";
			delitem Oridecon,1;
			delitem Elunium,3;
			delitem Steel,50;
			delitem Coal,50;
			delitem Screw,20; //Rusty Screw
			Zeny -= 30000;
			getitem The_Garrison,1; //Garrison
			close;

		case 3:
			mes "[Garrison]";
			mes "I'll see you when I see you~";
			close;
	}

SubGarrison_:
	mes "[Garrison]";
	mes "In order to slot a Garrison, I need";
	mes "10 Steel, 1 Elunium,";
	mes "10 Emveretarcon, 30 Coal,";
	mes "10 Rusty Screws, and";
	mes "1 Garrison.";
	mes "Well, do you want one?.";
	next;
	switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel" ))
	{
		case 1:
			mes "[Garrison]";
			mes "You've got me worked up for nothing~";
			mes "Get back to me when you've made up your mind.";
			close;

		case 2:
			if((countitem(Steel) < 10) || (countitem(Screw) < 10) || (countitem(Emveretarcon) < 10) || (countitem(Coal) < 30) || (countitem(Elunium) < 1) || (countitem(The_Garrison) < 1))
			{
				mes "[Garrison]";
				mes "You didn't bring enough materials";
				mes "In order to slot a Garrison, I need";
				mes "10 Steel, 1 Elunium,";
				mes "10 Emveretarcon, 30 Coal,";
				mes "10 Rusty Screws, and";
				mes "1 Garrison.";
				mes "Don't forget.";
				close;
			}
			else if(checkweight(The_Garrison_,1) != 1)
			{
				mes "[Garrison]";
				mes "There's no room in your inventory";
				mes "for my creation.";
				mes "Make some room";
				mes "in your inventory, and then";
				mes "Come and see me.";
				close;
			}
			mes "[Garrison]";
			mes "Hmm, looks like the correct amount of materials and Zeny.";
			mes "Here's a modified Garrison with a slot.";
			mes "If you need one again, come and see me~";
			delitem 999, 10;
			delitem 1011, 10;
			delitem 7317, 10;
			delitem 985, 1;
			delitem 1003, 30;
			delitem 13104, 1;
			getitem 13105, 1;
			close;
		case 3:
			mes "[Garrison]";
			mes "I'll see you when I see you~";
			close;
	}
}

lighthalzen,322,247,6	script	Ravey	4_M_04,{

	if(gun_gs == 2)
	{
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Excuse me. Hello.";
		mes "I'm here to give you replacement parts for defective Gunslin...";
		next;
		mes "[Ravey]";
		mes "You!!!";
		mes "Huuut~!!";
		mes "Die!!!";
		gun_gs = 3;
		percentheal 100,0;
		percentheal -90,0;
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
		mes "You nearly died.-";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "You run away without looking back.";
		mes "Let's hurry back to Garrison.-";
		close;
	}
	if(gun_gs == 3)
	{
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
		mes "You nearly died.-";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Let's hurry back to Garrison.-";
		close;
	}
	mes "[Ravey]";
	mes "Ugh...";
	mes "Err.. Err..";
	mes "......";
	close;
}


que_ng,187,163,3	script	Ingrid	4_F_ALCHE,{

	if(BaseJob != Job_Gunslinger)
	{
		mes "[Ingrid]";
		mes "How are you!";
		mes "I've been appointed the new Gunslinger Weapons Creator. The name is Ingrid.";
		next;
		mes "[Ingrid]";
		mes "However, you don't seem to be a member of the Gunslinger Guild, so I can't help you with anything. Sorry.";
		close;
	}
	switch(gun_inf)
	{
		case 0:
			mes "[Ingrid]";
			mes "How are you!";
			mes "I've been appointed the new Gunslinger";
			mes "Weapons Creator. The name is Ingrid.";
			mes "A pleasure to serve you!";
			next;
			mes "[Ingrid]";
			mes "It's only been a short while";
			mes "since I've started working,";
			mes "But I'll try my best to";
			mes "assist you.";
			next;
			mes "[Ingrid]";
			mes "Ahh ... I feel so anxious.";
			mes "As of now, I'm doing the job of creating a weapon called the Inferno for customers.";
			next;
			mes "[Ingrid]";
			mes "The Inferno is the most advanced weapon made in our Guild laboratory.";
			next;
			mes "[Ingrid]";
			mes "It features incredible power and range, and an ergonomic design so that it can be held well and significantly minimize kickback when fired.";
			mes "It's a weapon worthy of being called the ultimate weapon for any Gunslinger.";
			mes "huff huff...";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "You know quite a lot about it";
			mes ".....";
			next;
			mes "[Ingrid]";
			mes "Ah. Of course~";
			mes "I am the person who designed this weapon..";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Wooow~ That's incredible~";
			next;
			mes "[Ingrid]";
			mes "Ah Oops...";
			mes "Did I end up bragging?";
			mes "I'm still nothing compared to Professor Serena.";
			next;
			mes "[Ingrid]";
			mes "Actually, I wanted to become a gunslinger too, but because of my physical shortcomings weak determination, I had to give up.";
			next;
			mes "[Ingrid]";
			mes "While I was applying to become a gunslinger, I was lucky enough to have Professor Serena see my talents, and with her help, I'm where I am now helping with the manufacturing and sales of Gunslinger Weapons";
			next;
			mes "[Ingrid]";
			mes "I'm still remorseful that I wasn't able to become a Gunslinger, but at least my brother, who took the Gunslinger test with me, passed and become one.";
			next;
			mes "[Ingrid]";
			mes "I'm glad that even though I fell, my brother was able to fulfill our dream.";
			next;
			mes "[Ingrid]";
			mes "Haha~ Look at me telling you all these things when you didn't even ask.";
			mes "Sorry.";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "No, it's ok.";
			mes "You may not have become a Gunslinger, but I think you've become a great person.";
			next;
			mes "[Ingrid]";
			mes "Really? Thank you~";
			mes "I'll try my best.";
			next;
			mes "[Ingrid]";
			mes "To produce an Inferno,";
			mes "I need 100 Used Iron Plates, 10 Oridecons, 50 Old Rusty Screws, 100 Burning Hearts, and 200,000 Zeny.";
			mes "Would you like to produce it for you?";
			next;
			switch( select( "I'll think about it.", "Yes, please." ) )
			{
				case 1:
					mes "[Ingrid]";
					mes "Ah~ I see.";
					mes "I understand.";
					mes "Ok, well, think about it.";
					mes "Come back when you've made up your mind.";
					close;

				case 2:
					mes "[Ingrid]";
					mes "I understand.";
					mes "Here are the materials again.";
					next;
					mes "[Inferno]";
					mes "To produce an Inferno,";
					mes "I need 100 Used Iron Plates, 10 Oridecons, 50 Rusty Old Screws, 100 Burning Hearts, and 200,000 Zeny.";
					mes "You must bring me the correct number of materials.";
					mes "Please don't forget that.";
					gun_inf = 1;
					close;
			}

		case 1:
			callsub SubInferno;

		case 2:
			mes "[Ingrid]";
			mes "Hello~ You're back~";
			mes "Are you back because you need an Inferno?";
			next;
			switch( select( "Nah, I'm back just because..","Yes, make me an Inferno." ) )
			{
				case 1:
					mes "[Ingrid]";
					mes "Ah~ I see.";
					mes "I understand.";
					mes "Ok, well, think about it.";
					mes "Come back when you've made up your mind.";
					close;

				case 2:
					callsub SubInferno;
			}
	}

SubInferno:
	if ((countitem(Old_Steel_Plate) < 100) || (countitem(Screw) < 50) || (countitem(Oridecon) < 10) || countitem(Burning_Heart) < 100)
	{
		mes "[Ingrid]";
		mes "Yeah, the required materials are 100 Used Iron Plates, 10 Oridecons, 50 Rusty Old Screws, 100 Burning Hearts, and 200,000 Zeny";
		mes "You must bring me the correct number of materials.";
		mes "Please don't forget that.";
		close;
	}
	else if(Zeny < 200000)
	{
		mes "[Ingrid]";
		mes "You've brought plenty of material,";
		mes "but did you bring enough Zeny?";
		mes "The price of creating an Inferno is 200,000 Zeny.";
		mes "Please don't forget that.";
		close;
	}
	else if(checkweight(Inferno,1) != 1)
	{
		mes "[Ingrid]";
		mes "It looks like you have too many items to carry my creation, so I can't give it to you.";
		mes "Why don't you come and see me again when you're ready to receive it?";
		close;
	}
	else
	{
		mes "[Ingrid]";
		mes "I see you have the proper amount of materials and Zeny.";
		mes "Here is the Inferno I've created for you.";
		mes "Use it well.";
		Zeny -= 200000;
		delitem 7319,100;
		delitem 984,10;
		delitem 7317,50;
		delitem 7097,100;
		getitem 13162,1;
		if(gun_inf == 1) gun_inf = 2;
		close;
	}
}

que_ng,185,180,3	script	Vanessa	4_F_JOB_BLACKSMITH,{

	if(BaseJob != Job_Gunslinger)
	{
		mes "[Vanessa]";
		mes "Hah !Hah !!";
		mes "Ballitude! Commander Sambo!";
		mes "Wrestling!, Muye Tai!";
		mes "Pancracion!,Lucharibre!";
		mes "I'm going to master all the bare hand weapons in this world!!";
		next;
		mes "[Vanessa]";
		mes "Hmm?!";
		mes "Who are you? You're inturrupting my practice!";
		mes "Get lost!";
		close;
	}
	switch(gunst)
	{
		case 0:
			mes "[Vanessa]";
			mes "Ha!Hyaa!!";
			mes "Vale Tudo!Commando Sambo!";
			mes "Wrestling!,Muay Thai!";
			mes "Pankration!,Mucho Libre!";
			mes "I will master all fighting styles";
			mes "in this world!!";
			next;
			mes "[Vanessa]";
			mes "Mm?";
			mes "You are a Gunslinger, huh?";
			mes "Why are you disturbing";
			mes "my exercises and me";
			mes "standing beside me?";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "It's just watching exercise";
			mes "looks good...";
			mes ".............";
			next;
			mes "[Vanessa]";
			mes "Oh! You like martial arts?";
			mes "Come here~ I'll lock";
			mes "you in an arm-bar~";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "N~ No thanks~";
			mes "it's okay~";
			next;
			mes "[Vanessa]";
			mes "What's okay~";
			mes "Come here~!";
			mes "-Bam!Bam!-";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Aah~Ugh~ Don't do that~";
			mes "Aa..Aaaahhhh~~!!";
			mes "Argh~";
			mes "-Sound of something broken-";
			mes "Owww~~";
			mes "*Sobs*~~";
			next;
			mes "[Vanessa]";
			mes "Hmm...Did I do it too strong.";
			mes "Mm~";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Well obviously!";
			mes "Idiot!Idiot!!";
			mes "*sobs*~";
			next;
			mes "[Vanessa]";
			mes "Umm~umm~";
			mes "Sorry~";
			mes "Okay, okay,";
			mes "Don't cry.";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "*sob*~";
			next;
			mes "[Vanessa]";
			mes "Okay~ okay..";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "*sob*~";
			next;
			mes "[Vanessa]";
			mes "Stop! Arrgh!";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "........";
			next;
			mes "[Vanessa]";
			mes "Fine, okay.";
			mes "I'm sorry what happened";
			mes "I'll make a weapon for you";
			mes "if you gather some";
			mes "materials...";
			next;
			mes "[Vanessa]";
			mes "I'm Vanessa Louise.";
			mes "Originally a Martial Artist Applicant";
			mes "but I took a wrong turn";
			mes "and I'm stuck making weapons.";
			mes "Oh my god~oh my~ my miserable life~";
			next;
			mes "[Vanessa]";
			mes "Now onto the subject.";
			mes "The weapon I can create is";
			mes "called the Destroyer.";
			next;
			mes "[Vanessa]";
			mes "I especially named it";
			mes "after a technique I used in an arena";
			mes "Hehe~";
			mes "Take this~!Destroyer~";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "*sob*~ Please~Stop~";
			next;
			mes "[Vanessa]";
			mes "Ah uh..Sorry...";
			mes "First Destroyer needs";
			mes "materials before creating it.";
			next;
			mes "[Vanessa]";
			mes "A considerable amount of items is needed";
			mes "so think carefully.";
			next;
			mes "[Vanessa]";
			mes "How about it? This kind of";
			mes "opportunity is not common.";
			mes "Want to make a request?";
			next;
			switch( select( "Maybe next time.","Okay.") )
			{
				case 1:
					mes "[Vanessa]";
					mes "Mm~ Is that so~";
					mes "It will be an opportunity for you.";
					mes "You'll regret it~";
					mes "Then see you next time~";
					mes "Bye~Bye~";
					close;
				case 2:
					mes "[Vanessa]";
					mes "Mm, Okay.";
					mes "To make a Destroyer,";
					mes "You need 50 Used Iron Plates";
					mes "5 Oridecons, 70 Rusty Old Screws";
					mes "and a fee of 100,000 zeny.";
					mes "You must bring me these exact materials. Understood?";
					gunst = 1;
					close;
			}
		case 1:
			callsub SubDestroyer;
		case 2:
			mes "[Vanessa]";
			mes "Oh~ You're back.?";
			mes "How are you nowadays?";
			mes "There's a new item in the store.";
			mes "Go ahead and choose.";
			next;
			switch(select( "Destroyer","Slotted Destroyer","Cancel") )
			{
				case 1:
					mes "[Vanessa]";
					mes "Yeah, that's nice";
					mes "That's a normal Destroyer.";
					mes "It takes 50 Used Iron Plates,";
					mes "5 Oridecons, 70 Rusty Old Screws,";
					mes "and 100,000 Zeny to make it.";
					mes "You have to bring me the correct amount of materials.";
					mes "Do you want it?";
					next;
					switch( select( "Maybe next time.","Okay.") )
					{
					case 1:
						mes "[Vanessa]";
						mes "What~ C'mon";
						mes "What's there to think about?";
						mes "Ok, well, think about it";
						mes "and come back...";
						close;
					case 2:
						callsub SubDestroyer;
					}
				case 2:
					mes "[Vanessa]";
					mes "Oh~ The Slotted Destroyer~";
					mes "Unlike the normal Destroyer,";
					mes "I want you to find me one of the rare items I'm collecting.";
					mes "Then I'll give it to you.";
					next;
					mes "[Vanessa]";
					mes "I'm looking for a Finger[2].";
					mes "I want 5 Oridecons too.";
					mes "You have to bring me the correct amount of materials.";
					mes "Do you still want a Slotted Destroyer?";
					next;
					switch( select( "I'll think about it.","OK! I do!") )
					{
					case 1:
						mes "[Vanessa]";
						mes "What~ C'mon";
						mes "What's there to think about?";
						mes "Ok, well, think about it";
						mes "and come back...";
						close;
					case 2:
						callsub SubDestroyer_;
					}
				case 3:
					mes "[Vanessa]";
					mes "Hmm~ Yeah~";
					mes "Take your time.";
					mes "Maybe you'd like to spar with me?";
					close;
			}
	}

SubDestroyer:

	if ((countitem(Old_Steel_Plate) < 50) || (countitem(Screw) < 70) || (countitem(Oridecon) < 5))
	{
		mes "[Vanessa]";
		mes "Yeah, the required materials are 50 Used Iron Plates,";
		mes "5 Oridecons, 70 Rusty Old Screws, and 100,000 Zeny.";
		mes "Keep in mind that you have to bring the correct amount.";
		close;
	}
	else if(Zeny < 100000)
	{
		mes "[Vanessa]";
		mes "You've brought plenty of material,";
		mes "But the fee is 100,000.";
		mes "Keep that in mind.";
		close;
	}
	else if(checkweight(Destroyer,1) != 1)
	{
		mes "[Vanessa]";
		mes "It looks like you wouldn't be able to carry my creation with you even if I made it.";
		mes "Go and empty your inventory a bit.";
		close;
	}
	else
	{
		mes "[Vanessa]";
		mes "Okay~ Very well~";
		mes "All Checked~";
		mes "You've got the perfect materials and Zeny~";
		mes "Here's the Destroyer I made ahead of time for you.";
		mes "Use it well.";
		Zeny -= 100000;
		delitem 7319,50;
		delitem 984,5;
		delitem 7317,70;
		getitem 13160,1;
		if(gunst == 1) gunst = 2;
		next;
		mes "[Vanessa]";
		mes "If you ever need one again later,";
		mes "Come and fine me anytime~";
		mes "Next time I'll cast a different kind of bare hand technique.";
		close;
	}

SubDestroyer_:

	if ((countitem(Finger_) < 1) || (countitem(Oridecon) < 5))
	{
		mes "[Vanessa]";
		mes "Yeah, the required materials are 1 Finger[2]";
		mes "and 5 Oridecons.";
		mes "Keep in mind that the materials need to be exact.";
		close;
	}
	else if(checkweight(Destroyer_,1) != 1)
	{
		mes "[Vanessa]";
		mes "There's no space in your inventory.";
		mes "Even if I made you one,";
		mes "You wouldn't be able to carry it";
		mes "Come back after you've cleared out your inventory.";
		close;
	}
	else
	{
		mes "[Vanessa]";
		mes "Okay~ Very well~";
		mes "All Checked~";
		mes "You've got the perfect materials and Zeny~";
		mes "Here's the Slotted Destroyer I made ahead of time for you.";
		mes "Use it well.";
		delitem 1812,1;
		delitem 984,5;
		getitem 13161,1;
		next;
		mes "[Vanessa]";
		mes "If you ever need one again later,";
		mes "Come and fine me anytime~";
		mes "Next time I'll cast a different kind of bare hand technique.";
		close;
	}
}

que_ng,149,178,4	script	Lab Director	4_F_ALCHE,{

	if(gun_na == 1){
		if(countitem(Nail_Of_Orc) > 999 && countitem(Skel_Bone) > 999){
			delitem 1043,1000;
			delitem 932,1000;
			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.";
				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(Butcher,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;
			}
			Zeny -= 100000;
			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(Steel) > 69 && countitem(Elunium) > 4 && countitem(Oridecon) > 2 && countitem(Coal) > 69 && countitem(Screw) > 49 && Zeny > 50000){
			delitem 999,70;
			delitem 985,5;
			delitem 984,3;
			delitem 1003,70;
			delitem 7317,50;
			Zeny -= 50000;
			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.";
				gun_na = 0;
				close;
			}
		}
	}
	else if(gun_na == 11){
		if(checkweight(Drifter,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;
		}
		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;
		select("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;
		select("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;
		select("Make him an offer.");
		mes "[N. A]";
		mes "An offer? Like what?";
		next;
		select("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.";
		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;
		case 2:
			if(countitem(Poison_Sphere) >= 30){
				delitem 13205,30;
				gun_na = 103;
			}
			break;
		case 3:
			if(countitem(Flare_Sphere) >= 30){
				delitem 13203,30;
				gun_na = 103;
			}
			break;
		case 4:
			if(countitem(Lighting_Sphere) >= 30){
				delitem 13204,30;
				gun_na = 103;
			}
			break;
		case 5:
			if(countitem(Blind_Sphere) >= 30){
				delitem 13206,30;
				gun_na = 103;
			}
			break;
		case 6:
			if(countitem(Freezing_Sphere) >= 30){
				delitem 13207,30;
				gun_na = 103;
			}
			break;
		}
		if (gun_na != 103) {
			mes "[N. A]";
			mes "Eh? What? Am I the only";
			mes "person who can't see them?";
			mes "Bring me more!";
			close;
		}
		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){
		select("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 < 55) {
		select("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;
	}
	switch(select(((BaseLevel > 67)?"Ask about 'Butcher'.":""), "Ask about the 'Drifter'.", "Cancel")) {
	case 1:
		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...";
			gun_na = 1;
			close;
		}
	case 2:
		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{
			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;
		}
	case 3:
		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;
	}
}

lighthalzen,205,284,6	script	F. Harrison	4_M_03,{

	if (gun_na == 100){
		if(checkweight(Crimson_Bolt,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;
		select("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!!!";
		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(Steel) >= 10 && countitem(Elunium) >= 2 && countitem(Oridecon) >= 1 && countitem(Coal) >= 20){
			if(countitem(Crimson_Bolt) > 0){
				delitem 999,10;
				delitem 985,2;
				delitem 984,1;
				delitem 1003,20;
				delitem 13102,1;
				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(Butcher_,1) == 0){
			mes "-You're overweight already.-";
			mes "-Come back after dropping some";
			mes "stuff first.-";
			close;
		}
		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) {
			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;
		}
		if(BaseLevel > 67 && countitem(Butcher) > 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;
			gun_na = 100;
			close;
		}
	}
}