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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2013-2015  Hercules Dev Team
//= Copyright (C)  Frost
//= Copyright (C)  Euphy
//= Copyright (C)  -SkittleNugget-
//=
//= 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/>.
//=========================================================================
//= Eden iRO NPCs
//================= Description ===========================================
//= Eden scripts custom to iRO (disabled by default).
//= You may need iRO's data.grf to view some of the items.
//================= Current Version =======================================
//= 1.3
//=========================================================================

//== Acolyte Warper (part of other/acolyte_warp.txt) =======
moc_para01,14,32,5	script	Aperture#acolytewarp	4_F_01,{
	mes "[Aperture]";
	mes "Hello there, adventurer.";
	mes "I've been studying magic from all over Rune-Midgard to upgrade what I believe to be one of the greatest skills available to the acolyte class.";
	next;
	mes "[Aperture]";
	mes "I am the one and only Acolyte that has attained the Level 10 Warp Portal skill!";
	emotion e_dots,1;
	next;
	mes "[Aperture]";
	mes "That's right! And...";
	mes "I promise you that I don't forget locations that I have already memorized.";
	mes "One day I will level up my skills to warp to wherever I please~";
	next;
	mes "[Aperture]";
	mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
	mes "Would you like to use this service?";
	next;
	switch(select("Yes", "No")) {
	case 1:
		mes "[Aperture]";
		mes "Where would you like to go to?";
		mes "I wish you goodluck on your journey.";
		next;

		setarray .@towns$[0], "Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno", "Einbroch", "Lighthalzen", "Hugel", "Rachel";
		setarray .@cost[0],          600,      600,     1200,    1200,     1200,      1800,          2200,     2200,     2200,   1800,       2200,          2200,    2200,     2200;

		.@size = getarraysize(.@towns$);
		for(.@i = 0; .@i<.@size; ++.@i)
			.@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
		.@i = select(.@menu$+"Cancel")-1;
		if (.@i == .@size) {
			mes "[Aperture]";
			mes "Come back when you need a warp.";
			close;
		}
		if (Zeny < .@cost[.@i]) {
			mes "[Aperture]";
			mes "I'm sorry, but you don't have";
			mes "enough zeny for the Teleport";
			mes "Service. The fee to teleport";
			mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
			close;
		}
		specialeffect2 EF_READYPORTAL;
		specialeffect2 EF_TELEPORTATION;
		specialeffect2 EF_PORTAL;
		next;
		Zeny -= .@cost[.@i];
		switch(.@i) {
			case 0: warp "prontera",116,72; break;
			case 1: warp "izlude",128,98; break;
			case 2: warp "geffen",120,39; break;
			case 3: warp "payon",161,58; break;
			case 4: warp "morocc",156,46; break;
			case 5: warp "alberta",117,56; break;
			case 6: warp "aldebaran",168,112; break;
			case 7: warp "comodo",209,143; break;
			case 8: warp "umbala",100,154; break;
			case 9: warp "yuno",158,125; break;
			case 10: warp "einbroch",67,195; break;
			case 11: warp "lighthalzen",159,90; break;
			case 12: warp "hugel",98,150; break;
			case 13: warp "rachel",119,135; break;
		}
		close;
	case 2:
		mes "[Aperture]";
		mes "Come back when you need a warp.";
		close;
	}
}

//== Carrot & Red Potion Traders ===========================
moc_para01,166,51,3	script	Phelix#edco	4_M_03,{
	mes "[Phelix]";
	mes "Oh... I see from that look that you want me to work and give you Meat and Carrots...";
	mes "Well my friend Izaac here has some Red Potions with him, but I only have some Carrots.";
	mes "So I can trade you ^0000CC1 Carrot for 3 Jellopy^000000.";
	next;
	mes "[Phelix]";
	mes "If you're interested in my offer, get me the Jellopies I mentioned.";
	next;
	select("Carrots please.");
	mes "[Phelix]";
	mes "Alright, let's see what ya got...";
	next;
	if (countitem(Jellopy) < 3) {
		mes "[Phelix]";
		mes "Hmm, look dude, I said 3 Jellopies for 1 Carrot... got it?";
		close;
	}
	mes "[Phelix]";
	mes "Not too bad...";
	mes "How many do you want?";
	next;
	switch(select("As many as I can get, please.", "I want to choose.", "Never mind, I like my Jellopy.")) {
	case 1:
		.@amount = countitem(Jellopy) / 3;
		break;
	case 2:
		.@available = countitem(Jellopy) / 3;
		mes "[Phelix]";
		mes "How many do you want?";
		mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000";
		input .@input;
		next;
		if (.@input < 1 || .@input > 10000) {
			mes "[Phelix]";
			mes "Don't want to deal? Fair enough...";
			close;
		}
		if (.@input > .@available) {
			mes "[Phelix]";
			mes "Dude, I said for every 3 Jellopy I'll give you 1 Carrot.";
			close;
		}
		.@amount = .@input;
		break;
	case 3:
		mes "[Phelix]";
		mes "Don't bother me if you don't want to trade.";
		close;
	}
	if (checkweight(Carrot,.@amount) == 0) {
		mes "[Phelix]";
		mes "You are overweight.";
		close;
	}
	mes "[Phelix]";
	mes "There you go~! As I promised.";
	mes "Try not to stuff yer face.";
	delitem Jellopy,.@amount*3;
	getitem Carrot,.@amount;
	end;
}

moc_para01,163,51,7	script	Izaac#edco	4_M_04,{
	mes "[Izaac]";
	mes "Good day!";
	mes "Have you collected any weird stuff from monsters?";
	mes "I want things like Jellopy, Fluff, Shell, Feather of Birds, Tree Root, Worm Peelings, and Chrysalis.";
	mes "I need those for something.";
	next;
	mes "[Izaac]";
	mes "Of course, I won't ask you to give me that stuff for free. What if I traded the following for ^CC00001 Red Potion^000000:";
	mes "^00CC005 Shell^000000";
	mes "^0000CC10 Fluff^000000";
	mes "^00CC0010 Jellopy^000000";
	mes "^0000CC6 Tree Root^000000";
	mes "^00CC001 Worm Peeling^000000";
	mes "^0000CC7 Feather of Birds^000000";
	mes "^00CC006 Chrysalis^000000";
	next;
	switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) {
	case 1:
		mes "[Izaac]";
		mes "So which items do";
		mes "you want to bring me?";
		next;

		setarray .@items[0], 935, 914, 909, 902, 955, 916, 915;
		setarray .@count[0],   5,  10,  10,   6,   1,   7,   6;

		.@size = getarraysize(.@items);
		for(.@i = 0; .@i<.@size; ++.@i)
			.@menu$ += getitemname(.@items[.@i])+":";
		.@select = select(.@menu$+"Cancel")-1;
		if (.@select == .@size) {
			mes "[Izaac]";
			mes "Sure~";
			mes "No problem.";
			close;
		}
		.@item = .@items[.@select];
		.@item$ = getitemname(.@item);
		.@price = .@count[.@select];

		if (countitem(.@item) < .@price) {
			mes "[Izaac]";
			mes "Hey, where's all";
			mes "that "+.@item$+" that";
			mes "you promised me?";
			mes "Give me "+.@item$+"!";
			close;
		}
		mes "[Izaac]";
		mes "Okay, let me check";
		mes "how much "+.@item$;
		mes "you have on you.";
		mes "Hmm...";
		next;
		.@amount = countitem(.@item) / .@price;
		.@trade_amount = .@amount * .@price;
		mes "[Izaac]";
		mes "You have";
		mes "a total of "+countitem(.@item)+" "+.@item$+"...";
		mes "For all those, I can give you";
		mes "a total of "+.@amount+" Red Potion(s).";
		next;
		mes "[Izaac]";
		mes "What do you say?";
		mes "Do we have a deal?";
		next;
		if(select("Deal.", "No deal.") == 2) {
			mes "[Izaac]";
			mes "Huh~";
			mes "Alright.";
			mes "Though are";
			mes .@item$ + " more useful";
			mes "to an adventurer like you?";
			close;
		}
		if (checkweight(Red_Potion,.@amount) == 0) { //custom check
			mes "[Izaac]";
			mes "You are overweight.";
			close;
		}
		delitem .@item,.@trade_amount;
		getitem Red_Potion,.@amount;
		mes "[Izaac]";
		mes "There you go!";
		mes "Check how many "+.@item$;
		mes "I've given you, it should be good.";
		mes "Thanks, that was a good deal~";
		close;
	case 2:
		mes "[Izaac]";
		mes "A rip-off...?";
		mes "If you check the market value";
		mes "of the items being traded, I'm actually the one getting";
		mes "ripped off here.";
		close;
	case 3:
		mes "[Izaac]";
		mes "Alright, No problem.";
		mes "But come back to me if you change your mind.";
		close;
	}
}

//== Safe to 7 Certificate Exchanger =======================
moc_para01,50,39,4	script	Eve Natalia	4_F_SITDOWN,{
	mes "[Eve Natalia]";
	mes "So I'm in town for a while to see if I can strike up some commerce with MVP hunters!";
	mes "I'm willing to take some MVP gear and give you these upgrade Certificates I have in exchange;";
	mes "if things go well enough I'll open up further business opportunities!";
	next;
	mes "[Eve Natalia]";
	mes "So do you have any of the gears I'm looking for to get some random Safe to 7 Certificates?";
	next;
	switch(select("What gear?", "Yes I am!", "Never mind.")) {
	case 1:
		mes "[Eve Natalia]";
		mes "Nidhoggur's Shadow Garb 4 Random Safe to 7 Certificates";
		mes "Valkyrja's Shield 4 Random Safe to 7 Certificates";
		mes "Valkyrian Armor 5 Random Safe to 7 Certificates";
		mes "Diabolus Robe 5 Random Safe to 7 Certificates";
		mes "Diabolus Armor 2 Random Safe to 7 Certificates";
		mes "Diabolus Boots 2 Random Safe to 7 Certificates";
		mes "Diabolus Manteau 4 Random Safe to 7 Certificates";
		mes "Twin Edge of Naght Sieger Blue 2 Random Safe to 7 Certificates";
		mes "Twin Edge of Naght Sieger Red 2 Random Safe to 7 Certificates";
		close;
	case 2:
		mes "[Eve Natalia]";
		mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up.";
		mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000";
		next;
		.@i = select("Wait a minute", "Nidhoggur's Shadow Garb 4", "Valkyrja's Shield 4", "Valkyrian Armor 5", "Diabolus Robe 5", "Diabolus Armor 2", "Diabolus Boots 2", "Diabolus Manteau 4", "Twin Edge of Naght Sieger Blue 2", "Twin Edge of Naght Sieger Red 2")-2;
		if (.@i == -1)
			break;

		setarray .@items[0],   2554, 2115, 2357, 2374, 2375, 2433, 2537, 13412, 13413;
		setarray .@tickets[0],    4,    4,    5,    5,    2,    2,    4,     2,     2;

		.@item = .@items[.@i];
		.@amount = .@tickets[.@i];

		mes "[Eve Natalia]";
		mes "I see you have "+countitem(.@item)+" "+getitemname(.@item)+".";
		mes "So do you want to trade the 1st one in your inventory for ^00CC00"+.@amount+" Random Safe to 7 Certificates^000000?";
		mes "Tell me '1' if you do, or '0' to cancel.";
		next;
		input .@input;
		if (.@input < 0 || .@input > 1) {
			mes "[Eve Natalia]";
			mes "It is a 0 or 1, it can't be that difficult.";
			close;
		} else if (.@input == 0) {
			mes "[Eve Natalia]";
			mes "It's best to be sure before trading, have a good day.";
			close;
		}
		if (countitem(.@item) == 0) {
			mes "[Eve Natalia]";
			mes "You don't even have 1... stop wasting my time.";
			close;
		}
		mes "[Eve Natalia]";
		mes "Oh perfect, you get ^CC0000" + .@amount + "^000000 Safe to 7 Certificates!";
		delitem .@item,1;
		for(.@i = 0; .@i<.@amount; ++.@i) {
			// Note: iRO lists item 6235 as "Safe to 7 Headgear Certificate", but it's Guarantee_Armor_6Up in our database.
			if (rand(2))
				getitem Guarantee_Weapon_7Up,1;
			else
				getitem Guarantee_Armor_7Up,1;
		}
		close;
	case 3:
		break;
	}
	mes "[Eve Natalia]";
	mes "Fair enough, if you have business with me in the future don't be shy!";
	close;
}

//== Bubble Gum & Battle Manual Exchanger ==================
moc_para01,48,184,2	script	Gum & Manual Exchanger	2_DROP_MACHINE,{
	if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
		mes "You're carrying too many items right now.";
		close;
	}
	mes "[Trader Machine]";
	mes "Insert Bubble Gums and/or Battle Manuals to trade for higher efficiency Gums and Manuals.";
	next;
	mes "[Trader Machine]";
	mes "Exchange rate:";
	mes "2 Bubble Gum -> 1 HE Bubble Gum";
	mes "2 Battle Manual -> 1 HE Battle Manual";
	mes "4 HE Battle Manual -> 1 Battle Manual X3";
	mes "3 Thick Battle Manual -> 2 Battle Manual X3";
	mes "What would you like to exchange for?";
	next;
	switch(select("HE Bubble Gum", "HE Battle Manual", "1 Battle Manual X3", "2 Battle Manual X3", "1 Costume Corsair", "Nothing")) {
	case 1:
		callsub L_Exchange,12210,2,12412,1;
		break;
	case 2:
		callsub L_Exchange,12208,2,12411,1;
		break;
	case 3:
		callsub L_Exchange,12411,4,14545,1;
		break;
	case 4:
		callsub L_Exchange,12312,3,14545,2;
		break;
	case 5:
		mes "[Trader Machine]";
		mes "I can give you 1 Battle Manual X3 for 1 Costume Corsair.";
		next;
		if (countitem(C_Corsair) == 0) {
			mes "[Trader Machine]";
			mes "You don't have a Costume Corsair hat to make that trade.";
			close;
		}
		next;
		if(select("Yes, give it to me!", "No, wait not yet.") == 2)
			close;
		// Unofficial dialogue.
		mes "[Trader Machine]";
		mes "You place the required items into the machine...";
		next;
		mes "[Trader Machine]";
		mes "The Machine has given you an item in return!";
		delitem C_Corsair,1;
		getitem Battle_Manual_X3,1;
		close;
	case 6:
		close;
	}

//callsub L_Exchange,<Insert Item>,<Amount>,<Return Item>,<Amount>
L_Exchange:
	mes "[Trader Machine]";
	mes "How many "+getitemname(getarg(2))+" do you want?";
	mes "I can give you up to 60.";
	mes "Type 0 to cancel.";
	next;
	input .@amount;
	if (.@amount == 0) {
		mes "[Trader Machine]";
		mes "Cancelled.";
		close;
	} else if (.@amount < 0 || .@amount > 60) {
		mes "[Trader Machine]";
		mes "I said only 60 max.";
		close;
	}
	mes "[Trader Machine]";
	mes "That's a total of " + .@amount + " " + getitemname(getarg(2)) + ".";
	mes "Is this correct?";
	next;
	if(select("Yes, give them to me!", "No, wait not yet.") == 2)
		close;
	.@cost = getarg(1) * .@amount;
	.@total_amount = getarg(3) * .@amount;
	if (countitem(getarg(0)) < .@cost) {
		mes "[Trader Machine]";
		mes "You don't have enough "+getitemname(getarg(0))+" to make that trade.";
		close;
	}
	delitem getarg(0),.@cost;
	getitem getarg(2),.@total_amount;
	close;
}

//== Merry Badger ==========================================
moc_para01,13,22,4	script	Merry Badger#xch	4_F_SITDOWN,{
	mes "[Merry Badger]";
	mes "Hello there!  I'm Merry Badger and I was hired to exchange the ^00CC00Eden Merit Badges^000000!";
	next;
	mes "[Merry Badger]";
	mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges.";
	mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group.";
	next;
	switch (select("Redeem Badges", "Trade in FOR badges", "Exchange Rates", "15 Job Manuals - 1 JM Box")) {
	case 1:
		while (true) {
			mes "[Merry Badger]";
			mes "Sure thing, I have several options currently for your badges!";
			next;
			switch(select("This week's Special", "2 EMB for 10 KVM Badge", "2 EMB for 10 Bravery Medals", "2 EMB for 10 Valor Medals", "5 EMB for 5 Medium Life Potion", "5 EMB for 5 Life Insurance", "5 EMB for 5 Token of Siegfried", "7 EMB for 1 Job Battle Manual", "8 EMB for 1 Reset Stone", "Nothing Now")){
			case 1:
				if (countitem(Para_Logro_Badge) < 3) {
					mes "[Merry Badger]";
					mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
					next;
					continue;
				}
				mes "[Merry Badger]";
				mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000.";
				next;
				if (select("Yes", "No") != 1) {
					mes "[Merry Badger]";
					mes "I understand, let's see if you'd like something different!";
					next;
					continue;
				}
				if (countitem(Para_Logro_Badge) < 3) {
					mes "[Merry Badger]";
					mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
					next;
					continue;
				}
				delitem Para_Logro_Badge,3; //Para_Logro_Badge
				getitem Light_Granule,40; //Light_Granule
				getitem Gun_Power,40; //Gun_Power
				getitem Izidor,3; //Izidor
				getitem Prickly_Fruit,10; //Prickly_Fruit
				getitem Mandragora_Flowerpot,1; //Mandragora_Flowerpot
				getitem Elder_Branch,3; //Elder_Branch
				mes "[Merry Badger]";
				mes "There you go! What else would you like?";
				break;
			case 2:
				callsub L_Exchange,2,KVM_Badge,10; //KVM_Badge
				break;
			case 3:
				callsub L_Exchange,2,BF_Badge1,10; //BF_Badge1
				break;
			case 4:
				callsub L_Exchange,2,BF_Badge2,10; //BF_Badge2
				break;
			case 5:
				callsub L_Exchange,5,Med_Life_Potion,5; //Med_Life_Potion
				break;
			case 6:
				callsub L_Exchange,5,Insurance,5; //Insurance
				break;
			case 7:
				callsub L_Exchange,5,Token_Of_Siegfried,5; //Token_Of_Siegfried
				break;
			case 8:
				callsub L_Exchange,7,Job_Manual50,1; //Job_Manual50
				break;
			case 9:
				callsub L_Exchange,8,Premium_Reset_Stone,1; //Premium_Reset_Stone
				break;
			case 10:
				mes "[Merry Badger]";
				mes "Wonderful!";
				mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
				close;
			}
			next;
		}
		end;
	case 2:
		mes "[Merry Badger]";
		mes "I have a limited selection as of right now, but here is what I can offer to get 1 Eden Merit Badge!";
		next;
		if (select("Etc Items", "Cancel") != 1) {
			mes "[Merry Badger]";
			mes "Well that is OK, if you want to see what I offer just ask!";
			close;
		}
		while (true) {
			if (select("5x Old Purple Box", "Nothing") != 1) {
				mes "[Merry Badger]";
				mes "Wonderful!";
				mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
				close;
			}
			mes "[Merry Badger]";
			if (countitem(Old_Violet_Box) < 5) {
				mes "You don't have enough of that to get 1 Eden Merit Badge. Lets start over!";
			} else {
				mes "Wonderful, what else do you want?"; //custom dialogue
				delitem Old_Violet_Box,5; //Old_Violet_Box
				getitem Para_Logro_Badge,1; //Para_Logro_Badge
			}
			next;
		}
		end;
	case 3:
		mes "[Merry Badger]";
		mes "This is what I'll give you for your ^00CC00Eden Merit Badges^000000!";
		mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000.";
		mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x KVM Badge^000000";
		mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x Bravery Medals^000000";
		mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x Valor Medals^000000";
		mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Medium Life Potion^000000";
		mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Life Insurance^000000";
		mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Token Of Siegfried^000000";
		mes "^00CC007 Eden Merit Badges^000000 = ^0066CC1x Job Battle Manual^000000";
		mes "^00CC008 Eden Merit Badges^000000 = ^0066CC1x Reset Stone^000000";
		next;
		mes "[Merry Badger]";
		mes "This is what you can give me to get ^00CC001 Eden Merit Badge^000000!";
		mes "^0066CC5x Old Purple Box^000000";
		close;
	case 4:
		mes "[Merry Badger]";
		mes "I was strong armed into giving this, but you are worth it!";
		mes "Do you want to exchange 15 Job Manuals to get 1 Tradable box of 10 Job Manuals?";
		mes "I know 15 does not equal 10, but boxes are expensive you know.";
		next;

		//custom dialogue below
		if (select("Yes", "No") != 1) {
			mes "[Merry Badger]";
			mes "Wonderful!";
			mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
			close;
		}
		if (countitem(Job_Manual50) < 15) {
			mes "[Merry Badger]";
			mes "You don't have 15 or more Job Manuals to get 1 Box!";
			close;
		}
		mes "[Merry Badger]";
		mes "Wonderful, what else do you want?";
		delitem Job_Manual50,15; //Job_Manual50
		getitem Job_Manual50_Box,1; //Job_Manual50_Box
		close;
	}
	end;

//callsub L_Exchange,<badge cost>,<item id>,<amount>;
L_Exchange:
	mes "[Merry Badger]";
	mes "Ok, I can give you ^ff0000"+getitemname(getarg(1))+"^000000 for ^0066CC"+getarg(0)+" of your Eden Merit Badge(s)^000000.";
	mes "Do you want to?";
	next;
	if (select("Yes", "No") != 1) {
		mes "[Merry Badger]";
		mes "I understand, let's see if you'd like something different!";
		return;
	}
	if (countitem(Para_Logro_Badge) < getarg(0)) {
		mes "[Merry Badger]";
		mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
		return;
	}
	mes "[Merry Badger]";
	mes "There you go! What else would you like?";
	delitem Para_Logro_Badge, getarg(0); //Para_Logro_Badge
	getitem getarg(1),getarg(2);
	return;
}

//== Kafra Stacker =========================================
moc_para01,41,169,2	script	Kafra Stacker#eden	4_M_ALCHE_B,{
	if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
		mes "- Wait a moment! -";
		mes "- Currently you're carrying -";
		mes "- too much weight in items. -";
		mes "- Please come back later -";
		mes "- after you put some into Kafra storage. -";
		close;
	}
	mes "[Toma]";
	mes "I can take your non-stacking Kafra Consumables";
	mes "and make them fit neatly into stacks!";
	next;
	mes "[Toma]";
	mes "Please understand that I can";
	mes "only stack 10 groups at a time";
	mes "so keep talking to me until";
	mes "you have 1 stack of each!";
	next;
	while(1) {
		if(select("Do it!", "Never mind.") == 2)
			break;
		// Something strange goes on here, haven't quite figured it out...
		mes "[Toma]";
		mes "Ten stack down!";
		mes "Want to do another?";
		next;
	}
	mes "[Toma]";
	mes "Ok then, laterz.";
	close;
}

//== Code Redeemer =========================================
moc_para01,38,162,2	script	Code the Redeemer#Give1	4_M_YOUNGKNIGHT,{
	if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
		mes "^0000ffHold it right there!";
		mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.^000000";
		close;
	}
	mes "[Code the Redeemer]";
	mes "Welcome, "+strcharinfo(PC_NAME)+"!";
	mes "I've been expecting you.";
	next;
	mes "[Code the Redeemer]";
	mes "I am a distributor of all the";
	mes "items that adventurers like";
	mes "yourself purchase on websites";
	mes "or receive as promotions.";
	next;
	mes "[Code the Redeemer]";
	mes "^0000FFIf the list is empty,";
	mes "that means that you have";
	mes "not purchased, or inputted";
	mes "your serial code from the purchasing website.^000000";
	next;

	// If you have a code redemption system, write your SQL queries here.
	select("");

	close;
}

//== Cash Shops ============================================
/* Due to the irregularity of iRO's databases, some of these sprites may not display properly. */
moc_para01,32,171,6	trader	Kafra Headgears#eden1	4_F_KAFRA3,{
OnInit:
	tradertype(NST_CASH);
	sellitem F_Robo_Eye_Box,500;
	sellitem F_Pecopeco_Hairband_Box,150;
	sellitem Yggdrasil_Crown_Box,300;
	sellitem F_Chick_Hat_Box,500;
	sellitem F_Flying_Angel_Box,1000;
	sellitem F_All_In_One_Ring_Box,400;
	sellitem F_Red_Glasses_Box,300;
}

moc_para01,35,174,2	trader	Kafra Dye Shop#dyes2	4_F_KAFRA4,{
OnInit:
	tradertype(NST_CASH);
	sellitem F_Clothing_Dye_Coupon,150;
}

moc_para01,37,170,2	trader	Kafra Consumables#eden3	4_F_KAFRA6,{
OnInit:
	tradertype(NST_CASH);
	sellitem Blue_Potion_Box,5;
	sellitem F_Neuralizer_Box,400;
	sellitem FPremium_Reset_Stone_Box,100;
	sellitem F_Abrasive_Box10,75;
	sellitem F_G_O_I_Box10,25;
	sellitem Greed_Scroll_Box_30,30;
	sellitem F_M_Life_Potion_Box,70;
	sellitem F_S_Life_Potion_Box,50;
	sellitem F_Regeneration_Box5,25;
	sellitem FS_Def_Potion_Box10,30;
	sellitem FB_Mdef_Potion_Box10,60;
	sellitem FS_Mdef_Potion_Box10,30;
	sellitem FB_Def_Potion_Box10,60;
	sellitem F_Blessing_10_Scroll_Box,40;
	sellitem F_Inc_Agi_10_Scroll_Box,40;
	sellitem F_Assumptio_5_Scroll_Box,40;
	sellitem F_Wind_Walk_10_Scroll_Box,40;
	sellitem F_Aspersio_5_Scroll_Box,40;
	sellitem F_Adrenaline_Scroll_Box,40;
	sellitem F_Str_Dish_Box,100;
	sellitem F_Agi_Dish_Box,100;
	sellitem F_Int_Dish_Box,100;
	sellitem F_Dex_Dish_Box,100;
	sellitem F_Luk_Dish_Box,100;
	sellitem F_Vit_Dish_Box,100;
	sellitem Adventurer_Pack,1500;
}

moc_para01,32,174,2	trader	Kafra Rental Items#eden	4_F_KAFRA7,{
OnInit:
	tradertype(NST_CASH);
	sellitem B_Halter_Box_30Days,150;
	sellitem Boarding_Halter_Box,50;
	sellitem F_Apple_Of_Archer_Box,250;
	sellitem F_Asura_Box,250;
	sellitem Rudra_Bow_Box,250;
	sellitem F_Brooch_Box,250;
	sellitem F_Bunny_Band_Box,250;
	sellitem F_Combat_Knife_Box,250;
	sellitem F_Counter_Dagger_Box,250;
	sellitem F_Critical_Ring_Box,250;
	sellitem Cutlus_Box,250;
	sellitem F_Diary_Of_Great_Sage,250;
	sellitem F_Earring_Box,250;
	sellitem F_Elven_Ears_Box,250;
	sellitem Executioner_Box_,250;
	sellitem F_Glove_Box,250;
	sellitem F_Right_Epsilon_Box,250;
	sellitem Moonlight_Dagger_Box,250;
	sellitem F_Necklace_Box,250;
	sellitem F_Ring_Box,250;
	sellitem F_Rosary_Box,250;
	sellitem Solar_Sword_Box_,250;
	sellitem Pole_Axe_Box_,250;
	sellitem F_Safety_Ring_Box,250;
	sellitem F_Steel_Flower_Box,250;
	sellitem Tomahawk_Box_,250;
	sellitem Wrench_Box,250;
}

moc_para01,37,172,2	trader	Kafra Costume#eden5	4_F_KAFRA8,{
OnInit:
	tradertype(NST_CASH);
	sellitem Comin_Actor_Box,300;
	sellitem Weather_Report_Box,600;
	sellitem Yellow_Hat_Box,150;
	sellitem Singing_Bird_Box,150;
	sellitem Red_Minicrown_Box,150;
	sellitem Butterfly_ear_Box,150;
	sellitem Stuckhead_Screw_Box,150;
}

moc_para01,35,168,1	trader	Kafra Utility Shop#eden	4_F_KAFRA5,{
OnInit:
	tradertype(NST_CASH);
	sellitem Universal_Catalog_Gold_Box10,25;
	sellitem Job_Manual50_Box,400;
	sellitem HD_Elu_Box10,100;
	sellitem HD_Ori_Box10,100;
	sellitem Max_Weight_Up_10Box,500;
	sellitem HD_Elunium,10;
	sellitem HD_Oridecon,10;
	sellitem HD_Carnium,15;
	sellitem HD_Bradium,15;
	sellitem Adv_Siege_Supply_Box,5;
	sellitem F_Marriage_Covenant,500;
	sellitem Max_Weight_Up_Scroll,50;
	sellitem Enriched_Elunium,30;
	sellitem Enriched_Oridecon,30;
	sellitem Battle_Manual,40;
	sellitem F_Battle_Manual_Box,400;
	sellitem Bubble_Gum,40;
	sellitem F_Bubble_Gum_Box,400;
	sellitem F_WOB_Rune_Box10,50;
	sellitem F_WOB_Schwaltz_Box10,50;
	sellitem F_WOB_Rachel_Box10,50;
	sellitem F_WOB_Local_Box10,50;
	sellitem F_Dun_Tele_Scroll_Box10,50;
	sellitem F_Giant_Fly_Wing_Box,40;
	sellitem Giant_Fly_Wing_Box_500,500;
	sellitem WoE_Teleport_Scroll_100_Box,400;
	sellitem F_Kafra_Card_Box,100;
	sellitem F_Insurance_Package,100;
	sellitem F_Token_Of_Siegfried_Box,100;
}

//== Duplicate NPCs ========================================
/* Technically these NPC names are different, but it's not worth editing the original scripts. */

//- Weapon/Armor Refiner "Normalson" (merchants/refine.txt) -
moc_para01,14,185,4	script	Normalson#ed	4_M_DWARF,{
	callfunc "refinemain","Normalson",0;
	end;
}

//- Advanced Refiner "Suhnmi" (merchants/advanced_refiner.txt) -
moc_para01,26,185,4	duplicate(Suhnbi#cash)	Suhnmi#eden	4_M_03

//- HD Refiner "Blacksmith Mighty Hammer" (re/merchants/hd_refiner.txt) -
// A combination of the +7~9 and +10 and up refiner, currently a placeholder.
moc_para01,38,185,4	duplicate(MightyHammer)	Mighty Hammer#ed	4_M_DWARF

//- Refiner Effect -
-	script	#eden_refine_effect	FAKE_NPC,{
OnInit:
	initnpctimer;
	end;
OnTimer5000:
	specialeffect EF_REFINEOK,AREA,"Suhnmi#eden";
	specialeffect EF_REFINEOK,AREA,"Mighty Hammer#ed";
	initnpctimer;
	end;
}

//- Gym Pass Trainer "Ripped Cabus" (other/gympass) -
moc_para01,33,162,6	duplicate(Ripped Cabus#GymPass)	Ripped Callus#ed	4_M_HUMAN_02

//- RWC 2012 Enchanter "Goldenthiefberg" (events/RWC_2012.txt) -
// A combination of the slotter and enchanter, currently a placeholder.
moc_para01,27,179,4	script	RWC Enchanter#new10	4_M_BARBER,{ end; }

//- Cash Headgear Dyer "Alora" (merchants/cashheadgear_dye.txt) -
// Also converts some +8 and up headgears into costumes, currently a placeholder.
moc_para01,21,185,4	duplicate(Alora)	Alora#headgear_dye2	4_F_LGTGIRL

//- Stylist "Dinorah Lacostt" (?) -
// Dyes clothing for an Omni Clothing Dye, currently a placeholder.
moc_para01,33,185,4	script	Dinorah Lacostt#ed	4_F_LGTGIRL,{ end; }

//== Commonly Updated NPCs =================================
/* These scripts change on a regular basis, so they're mostly just placeholders for now. */
moc_para01,29,35,4	script	Gramps#huntquests	4_M_LGTGRAND,{
	mes "[Gramps]";
	mes "When you get to being my";
	mes "age, you become bitter.";
	mes "Too long I've done nothing about the monsters that roam around";
	mes "Rune Midgard.";
	next;
	mes "[Gramps]";
	mes "That's why I'm asking you wippersnappers to help";
	mes "me hunt some monsters.";
	mes "Will you help me, young adventurer?";
	close;
	//next;
	//switch(select("Yes, I'll help.", "Reward Me!", "^ff0000I want to quit hunting^000000", "^0000ffCan you warp me?^000000", "Can you erase the timer?", "What missions are you giving?", "Give me Limited 3 day VIP", "Tell me more about the VIP Access", "No thanks, pops.")) {
}

moc_para01,174,33,3	script	Bathory#2012spirits	BATHORY,{
	mes "[Bathory]";
	mes "Eheeheeheehee! The spotlight is on Glast Heim this week, so I'm ferrying people there for a mere 1,000z!";
	next;
	mes "[Bathory]";
	mes "How about it? Want to take a ride on a beautiful Bathory's broom?";
	next;
	switch(select("Prepare for Takeoff!", "No thanks.")) {
	case 1:
		if (Zeny < 1000) {
			mes "[Bathory]";
			mes "Come on dearie...";
			mes "You don't even have 1,000 zeny?";
			close;
		}
		mes "[Bathory]";
		mes "Alright, hold on tight!";
		close2;
		Zeny -= 1000;
		warp "niflheim",194,185;
		end;
	case 2:
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "No thanks, maybe later.";
		close;
	}
}

moc_para01,26,174,4	script	Grandma Boxter#boxx	4_F_THAISHAMAN,{ end; }

//== Mail Annex Station ====================================
/* Map "auction_03" is a duplicate of "auction_02".

moc_para01,30,187,4	script	Mail Annex Station	2_POSTBOX,{
	mes "[Mail Annex Station]";
	mes "Would you like to go to the Kafra Mail Annex Station?";
	next;
	if (select("Yes, send me now!", "No thanks.") != 1) {
		mes "[Mail Annex Station]";
		mes "Ok then!";
		close;
	}
	mes "[Mail Annex Station]";
	mes "Sending you to the Mail Annex Room.";
	close2;
	warp "auction_03",151,23;
	end;
}

auction_03,152,16,0	warp	#mail_annex_warp	1,1,moc_para01,30,184

auction_03,152,42,4	script	Kafra Employee#annex	4_F_KAFRA1,{
	mes "[Kafra Employee]";
	mes "Welcome to the Kafra's Mail Annex Station. This is now the only place to send and retrieve mail.";
	next;
	mes "[Kafra Employee]";
	mes "What would you like to do?";
	next;
	switch(select("Access Mail", "Storage", "Cancel")) {
	case 1:
		if (Zeny < 130) {
			mes "[Kafra Employee]";
			mes "I am sorry, but you do not have enough money.";
			mes "To use the mailbox service,";
			mes "you are required to pay 130 zeny.";
			close;
		}
		mes "[Kafra Employee]";
		mes "Thank you for using the Kafra Service.";
		Zeny -= 130;
		close2;
		openmail;
		end;
	case 2:
		callfunc "F_KafStor",0,1200,0;
		end;
	case 3:
		mes "[Kafra Employee]";
		mes "Thank you for using the Kafra Service.";
		close;
	}
}

auction_03,145,47,2	trader	Tool Dealer#annex	4_M_01,{
OnInit:
	sellitem Spectacles;
	sellitem Red_Potion;
	sellitem Orange_Potion;
	sellitem Yellow_Potion;
	sellitem Green_Potion;
	sellitem White_Potion;
	sellitem Center_Potion;
	sellitem Awakening_Potion;
	sellitem Berserk_Potion;
	sellitem Wing_Of_Fly;
	sellitem Wing_Of_Butterfly;
	sellitem Booby_Trap;
	sellitem Scell;
	sellitem Garlet;
	sellitem Blue_Gemstone;
	sellitem Empty_Cylinder;
	sellitem Empty_Potion;
	sellitem Empty_Bottle,400;
}
*/