//===== eAthena Script ======================================= //= Comodo Gambling //===== By: ================================================== //= Reddozen, Cypress, Zefris //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= eAthena SVN 6769+ (temporary npc variables) //===== Description: ========================================= //= Random items from 3carat diamonds in Comodo //===== Additional Comments: ================================= //= 0.1- so far just a basic setup, and working on the function //= 0.2- fixed some spelling errors and set zeny,zeny - (@amount * 55000)[Cypress] //= 0.3- Revised the gambling NPC using the official Aegis script [MasterOfMuppets] //= for information. Thanks to Zefris for doing it for me. //= 0.4- Fixed an exploit. thanks to reddozen [MasterOfMuppets] //= 0.5- Moved item check to the proper place [Lupus] //= 1.0- Synced the script with aegis and reformatted it for readability [ultramage] //= Corrected the npc giving you Cotton Shirt instead of Adventurer's Suit[1] //= Added comments to items so people know what the NPC is about //= Added missing emotions and cutins //============================================================ comodo.gat,219,160,3 script Kachua 91,{ cutin "katsua01.bmp",2; mes "[Kachua]"; mes "Diamonds...!"; mes "I simply can't get my mind off"; mes "them! Ever since that man"; mes "showed me that diamond,"; mes "it's been all I think about!"; next; switch(select("Would you like to have mine?", "Ah, what a shame...")) { case 1: if(countitem(732) > 0) { mes "[Kachua]"; mes "Are you sure you don't mind"; mes "giving this to me? Thank you"; mes "so much! I don't have much in"; mes "the way of money, but i can give"; mes "you something from one of my"; mes "collections~"; next; if(Weight >= MaxWeight/2) { cutin "katsua01.bmp",255; cutin "katsua03.bmp",2; mes "[Kachua]"; mes "Errr..."; mes "You brought too many things."; mes "You can't receive this item now."; mes "You better reorganize your inventory and try again."; close2; cutin "katsua03.bmp",255; end; } else { if(countitem(732) == 0) { // anti-hack logmes "Hack: Tried to bypass item check."; cutin "katsua01.bmp",255; close; } delitem 732,1; mes "[Kachua]"; mes "So what would"; mes "you like to have?"; next; switch(select("Weapon", "Armor", "Garment", "Helmet", "Shoes", "Shield")) { case 1: // Weapons set @gamble1,rand(1,1000); if ((@gamble1 > 920) && (@gamble1 < 931)) { set @gamble2,rand(1,51); if (@gamble2 == 1) set @item,1128; // Haedonggum[2] else if (@gamble2 == 2) set @item,1120; // Tsurugi[2] else if (@gamble2 == 3) set @item,1127; // Saber[3] else if (@gamble2 == 4) set @item,1158; // Two-Handed Sword[2] else if (@gamble2 == 5) set @item,1155; // Bastard Sword[3] else if (@gamble2 == 6) set @item,1220; // Gladius[3] else if (@gamble2 == 7) set @item,1222; // Damascus[1] else if (@gamble2 == 8) set @item,1253; // Katar[2] else if (@gamble2 == 9) set @item,1529; // Iron Driver else if (@gamble2 == 10) set @item,1251; // Jur[3] else if (@gamble2 == 11) set @item,1361; // Two-Handed Axe[2] else if (@gamble2 == 12) set @item,1258; // Katar of Raging Blaze else if (@gamble2 == 13) set @item,1257; // Katar of Quaking else if (@gamble2 == 14) set @item,1256; // Katar of Frozen Icicle else if (@gamble2 == 15) set @item,1259; // Katar of Piercing Wind else if (@gamble2 == 16) set @item,1260; // Sharpened Legbone of Ghoul else if (@gamble2 == 17) set @item,1716; // Gakkung Bow[2] else if (@gamble2 == 18) set @item,1715; // Arbalest[2] else if (@gamble2 == 19) set @item,1711; // Crossbow[3] else if (@gamble2 == 20) set @item,1702; // Bow[4] else if (@gamble2 == 21) set @item,1520; // Chain[3] else if (@gamble2 == 22) set @item,1610; // Arc Wand[1] else if (@gamble2 == 23) set @item,1615; // Evil Bone Wand else if (@gamble2 == 24) set @item,1602; // Rod[4] else if (@gamble2 == 25) set @item,1461; // Trident[3] else if (@gamble2 == 26) set @item,1402; // Javelin[4] else if (@gamble2 == 27) set @item,1953; // Line[3] else if (@gamble2 == 28) set @item,1957; // Rante Whip[1] else if (@gamble2 == 29) set @item,1552; // Tablet[1] else if (@gamble2 == 30) set @item,1551; // Bible[2] else if (@gamble2 == 31) set @item,1553; // Book of Billows else if (@gamble2 == 32) set @item,1554; // Book of Mother Earth else if (@gamble2 == 33) set @item,1555; // Book of the Blazing Sun else if (@gamble2 == 34) set @item,1556; // Book of Gust of Wind else if (@gamble2 == 35) set @item,1951; // Rope[4] else if (@gamble2 == 36) set @item,1959; // Tail Whip[2] else if (@gamble2 == 37) set @item,1961; // Whip[2] else if (@gamble2 == 38) set @item,1955; // Wire Whip[3] else if (@gamble2 == 39) set @item,1810; // Claw[2] else if (@gamble2 == 40) set @item,1910; // Harp[2] else if (@gamble2 == 41) set @item,1906; // Lute[3] else if (@gamble2 == 42) set @item,1902; // Violin[4] else if (@gamble2 == 43) set @item,1904; // Mandolin[3] else if (@gamble2 == 44) set @item,1912; // Gumoongoh[2] else if (@gamble2 == 45) set @item,1908; // Guitar[1] else if (@gamble2 == 46) set @item,1808; // Fist[1] else if (@gamble2 == 47) set @item,1802; // Waghnak[4] else if (@gamble2 == 48) set @item,1812; // Finger[2] else if (@gamble2 == 49) set @item,1806; // Studded Knuckles[3] else if (@gamble2 == 50) set @item,1804; // Knuckle Duster[3] else if (@gamble2 == 51) set @item,1550; // Book[3] } else if ((@gamble1 > 0) && (@gamble1 < 201)) set @item,1201; // Knife[3] else if ((@gamble1 > 200) && (@gamble1 < 301)) set @item,1101; // Sword[3] else if ((@gamble1 > 300) && (@gamble1 < 401)) set @item,1601; // Rod[3] else if ((@gamble1 > 400) && (@gamble1 < 501)) set @item,1116; // Katana[3] else if ((@gamble1 > 500) && (@gamble1 < 601)) set @item,1250; // Jur[2] else if ((@gamble1 > 600) && (@gamble1 < 701)) set @item,1301; // Axe[3] else if ((@gamble1 > 700) && (@gamble1 < 801)) set @item,1701; // Bow[3] else if ((@gamble1 > 800) && (@gamble1 < 851)) set @item,1504; // Mace[3] else if ((@gamble1 > 850) && (@gamble1 < 901)) set @item,1604; // Wand[2] else if ((@gamble1 > 900) && (@gamble1 < 911)) set @item,1108; // Blade[4] else if ((@gamble1 > 910) && (@gamble1 < 921)) set @item,1163; // Claymore else if ((@gamble1 > 930) && (@gamble1 < 961)) set @item,1522; // Stunner else if ((@gamble1 > 960) && (@gamble1 < 971)) set @item,1608; // Staff[3] else if ((@gamble1 > 970) && (@gamble1 < 981)) set @item,1408; // Pike[4] else if ((@gamble1 > 980) && (@gamble1 < 991)) set @item,1452; // Guisarme[3] else if ((@gamble1 > 990) && (@gamble1 < 1001)) set @item,1208; // Main Gauche[4] break; case 2: // Armors set @gamble1,rand(1,500); if ((@gamble1 > 299) && (@gamble1 < 302)) { set @gamble2,rand(1,30); if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,2315; // Chain Mail[1] else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2336; // Thief Clothes[1] else if ((@gamble2 > 4) && (@gamble2 < 7)) set @item,2318; // Lord's Clothes[1] else if ((@gamble2 > 6) && (@gamble2 < 9)) set @item,2326; // Saint's Robe[1] else if ((@gamble2 > 8) && (@gamble2 < 11)) set @item,2327; // Holy Robe else if ((@gamble2 > 10) && (@gamble2 < 13)) set @item,2317; // Full Plate[1] else if ((@gamble2 > 12) && (@gamble2 < 15)) set @item,2331; // Tights[1] else if ((@gamble2 > 14) && (@gamble2 < 17)) set @item,2342; // Legion Plate Armor[1] else if ((@gamble2 > 16) && (@gamble2 < 19)) set @item,2311; // Mink Coat[1] else if ((@gamble2 > 18) && (@gamble2 < 21)) set @item,2320; // Formal Suit[1] else if ((@gamble2 > 20) && (@gamble2 < 23)) set @item,2319; // Glittering Jacket[1] else if ((@gamble2 > 22) && (@gamble2 < 25)) set @item,2344; // Lucius's Fierce Armor of Volcano else if ((@gamble2 > 24) && (@gamble2 < 27)) set @item,2346; // Saphien's Armor of Ocean else if ((@gamble2 > 26) && (@gamble2 < 29)) set @item,2348; // Aebeccee's Raging Typhoon Armor else if ((@gamble2 > 28) && (@gamble2 < 31)) set @item,2350; // Claytos Cracking Earth Armor } else if ((@gamble1 > 0) && (@gamble1 < 51)) set @item,2301; // Cotton Shirt else if ((@gamble1 > 50) && (@gamble1 < 101)) set @item,2302; // Cotton Shirt[1] else if ((@gamble1 > 100) && (@gamble1 < 151)) set @item,2303; // Jacket else if ((@gamble1 > 150) && (@gamble1 < 201)) set @item,2304; // Jacket[1] else if ((@gamble1 > 200) && (@gamble1 < 251)) set @item,2305; // Adventurer's Suit else if ((@gamble1 > 250) && (@gamble1 < 300)) set @item,2306; // Adventurer's Suit[1] else if ((@gamble1 > 301) && (@gamble1 < 351)) set @item,2307; // Mantle else if ((@gamble1 > 350) && (@gamble1 < 401)) set @item,2309; // Coat else if ((@gamble1 > 400) && (@gamble1 < 402)) set @item,2322; // Silk Robe[1] else if ((@gamble1 > 401) && (@gamble1 < 403)) set @item,2310; // Coat[1] else if ((@gamble1 > 402) && (@gamble1 < 411)) set @item,2306; // Adventurer's Suit[1] else if ((@gamble1 > 410) && (@gamble1 < 416)) set @item,2308; // Mantle[1] else if ((@gamble1 > 415) && (@gamble1 < 421)) set @item,2313; // Padded Armor[1] else if ((@gamble1 > 420) && (@gamble1 < 426)) set @item,2337; // Ninja Suit else if ((@gamble1 > 425) && (@gamble1 < 431)) set @item,2316; // Full Plate else if ((@gamble1 > 430) && (@gamble1 < 436)) set @item,2325; // Saint's Robe else if ((@gamble1 > 435) && (@gamble1 < 441)) set @item,2341; // Legion Plate Armor else if ((@gamble1 > 440) && (@gamble1 < 446)) set @item,2330; // Tights else if ((@gamble1 > 445) && (@gamble1 < 451)) set @item,2314; // Chain Mail else if ((@gamble1 > 450) && (@gamble1 < 456)) set @item,2335; // Thief Clothes else if ((@gamble1 > 455) && (@gamble1 < 461)) set @item,2324; // Scapulare[1] else if ((@gamble1 > 460) && (@gamble1 < 466)) set @item,2329; // Wooden Mail[1] else if ((@gamble1 > 465) && (@gamble1 < 471)) set @item,2340; // Novice Breastplate[1] else if ((@gamble1 > 470) && (@gamble1 < 476)) set @item,2312; // Padded Armor else if ((@gamble1 > 475) && (@gamble1 < 481)) set @item,2339; // Pantie else if ((@gamble1 > 480) && (@gamble1 < 486)) set @item,2328; // Wooden Mail else if ((@gamble1 > 485) && (@gamble1 < 491)) set @item,2321; // Silk Robe else if ((@gamble1 > 490) && (@gamble1 < 501)) set @item,2323; // Scapulare break; case 3: // Garments set @gamble1,rand(1,500); if ((@gamble1 > 200) && (@gamble1 < 204)) { set @gamble2,rand(1,11); if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,2506; // Manteau[1] else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2504; // Muffler[1] else if ((@gamble2 > 4) && (@gamble2 < 8)) set @item,2508; // Ragamuffin Manteau else if ((@gamble2 > 7) && (@gamble2 < 11)) set @item,2507; // Ancient Cape else if (@gamble2 == 11) set @item,2523; // Undershirt[1] } else if ((@gamble1 > 0) && (@gamble1 < 101)) set @item,2503; // Muffler else if ((@gamble1 > 100) && (@gamble1 < 201)) set @item,2505; // Manteau else if ((@gamble1 > 203) && (@gamble1 < 451)) set @item,2501; // Hood else if ((@gamble1 > 450) && (@gamble1 < 501)) set @item,2502; // Hood[1] break; case 4: // Headgears set @gamble1,rand(1,1000); if ((@gamble1 > 299) && (@gamble1 < 304)) { set @gamble2,rand(1,76); if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,5109; // Red Bonnet else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2285; // Apple of Archer else if ((@gamble2 > 4) && (@gamble2 < 7)) set @item,2255; // Evil Wing else if ((@gamble2 > 6) && (@gamble2 < 9)) set @item,5045; // Magician Hat else if ((@gamble2 > 8) && (@gamble2 < 11)) set @item,2233; // Circlet[1] else if ((@gamble2 > 10) && (@gamble2 < 13)) set @item,2231; // Gemmed Sallet[1] else if ((@gamble2 > 12) && (@gamble2 < 15)) set @item,2217; // Biretta[1] else if ((@gamble2 > 14) && (@gamble2 < 17)) set @item,2206; // Wedding Veil else if ((@gamble2 > 16) && (@gamble2 < 19)) set @item,2246; // Golden Gear else if ((@gamble2 > 18) && (@gamble2 < 21)) set @item,2261; // Army Cap else if ((@gamble2 > 20) && (@gamble2 < 23)) set @item,2287; // Pirate Bandana else if ((@gamble2 > 22) && (@gamble2 < 25)) set @item,5012; // Ph.D Hat else if ((@gamble2 > 24) && (@gamble2 < 27)) set @item,2244; // Big Ribbon else if ((@gamble2 > 26) && (@gamble2 < 29)) set @item,5057; // Black Cat Ears else if ((@gamble2 > 28) && (@gamble2 < 31)) set @item,2248; // Western Grace else if ((@gamble2 > 30) && (@gamble2 < 33)) set @item,2223; // Turban[1] else if ((@gamble2 > 32) && (@gamble2 < 35)) set @item,2247; // Romantic Gent else if ((@gamble2 > 34) && (@gamble2 < 37)) set @item,2245; // Sweet Gent else if ((@gamble2 > 36) && (@gamble2 < 39)) set @item,5003; // Joker Jester else if ((@gamble2 > 38) && (@gamble2 < 41)) set @item,2225; // Goggles[1] else if ((@gamble2 > 40) && (@gamble2 < 43)) set @item,5017; // Bone Helm else if ((@gamble2 > 42) && (@gamble2 < 45)) set @item,5030; // Panda Hat else if ((@gamble2 > 44) && (@gamble2 < 47)) set @item,5035; // Poring Hat else if ((@gamble2 > 46) && (@gamble2 < 49)) set @item,2250; // Cute Ribbon else if ((@gamble2 > 48) && (@gamble2 < 51)) set @item,2277; // Nurse Cap else if ((@gamble2 > 50) && (@gamble2 < 53)) set @item,5011; // Aerial else if ((@gamble2 > 52) && (@gamble2 < 55)) set @item,2290; // Funeral Hat else if ((@gamble2 > 54) && (@gamble2 < 57)) set @item,5010; // Indian Fillet else if ((@gamble2 > 56) && (@gamble2 < 60)) set @item,2259; // Mini Propeller else if ((@gamble2 > 59) && (@gamble2 < 62)) set @item,5008; // Puppy Love else if ((@gamble2 > 61) && (@gamble2 < 63)) set @item,2249; // Coronet else if ((@gamble2 > 62) && (@gamble2 < 65)) set @item,2229; // Helm[1] else if (@gamble2 == 65) set @item,2258; // Spiky Band else if (@gamble2 == 66) set @item,2274; // Ghost Bandana else if (@gamble2 == 67) set @item,5019; // Corsair else if (@gamble2 == 68) set @item,2254; // Angel Wing else if (@gamble2 == 69) set @item,5007; // Grand Circlet else if (@gamble2 == 70) set @item,5066; // Succubus Horn else if (@gamble2 == 71) set @item,2235; // Crown else if (@gamble2 == 72) set @item,2234; // Tiara else if (@gamble2 == 73) set @item,2256; // Majestic Goat else if (@gamble2 == 74) set @item,5093; // Coif[1] else if (@gamble2 == 75) set @item,5072; // Incubus Horn else if (@gamble2 == 76) set @item,2231; // Gemmed Sallet[1] } else if ((@gamble1 > 0) && (@gamble1 < 101)) set @item,2226; // Cap else if ((@gamble1 > 100) && (@gamble1 < 201)) set @item,2211; // Bandana else if ((@gamble1 > 200) && (@gamble1 < 300)) set @item,2209; // Ribbon[1] else if ((@gamble1 > 303) && (@gamble1 < 401)) set @item,2220; // Hat else if ((@gamble1 > 400) && (@gamble1 < 501)) set @item,2232; // Circlet else if ((@gamble1 > 500) && (@gamble1 < 601)) set @item,2216; // Biretta else if ((@gamble1 > 600) && (@gamble1 < 701)) set @item,2230; // Gemmed Sallet else if ((@gamble1 > 700) && (@gamble1 < 801)) set @item,2224; // Goggles else if ((@gamble1 > 800) && (@gamble1 < 901)) set @item,2222; // Turban else if ((@gamble1 > 900) && (@gamble1 < 906)) set @item,2228; // Helm else if ((@gamble1 > 905) && (@gamble1 < 911)) set @item,2252; // Wizard Hat else if ((@gamble1 > 910) && (@gamble1 < 916)) set @item,2227; // Cap[1] else if ((@gamble1 > 915) && (@gamble1 < 921)) set @item,2221; // Hat[1] else if ((@gamble1 > 920) && (@gamble1 < 926)) set @item,2299; // Orc Helm else if ((@gamble1 > 925) && (@gamble1 < 931)) set @item,2236; // Santa Hat else if ((@gamble1 > 930) && (@gamble1 < 936)) set @item,2275; // Red Bandana else if ((@gamble1 > 935) && (@gamble1 < 941)) set @item,5015; // Egg Shell else if ((@gamble1 > 940) && (@gamble1 < 946)) set @item,5061; // Flower Hairpin else if ((@gamble1 > 945) && (@gamble1 < 951)) set @item,5092; // Coif else if ((@gamble1 > 950) && (@gamble1 < 1001)) set @item,2226; // Cap break; case 5: // Footgear set @gamble1,rand(1,500); if ((@gamble1 > 299) && (@gamble1 < 303)) { set @gamble2,rand(1,10); if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,2406; // Boots[1] else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2412; // Greaves[1] else if ((@gamble2 > 4) && (@gamble2 < 8)) set @item,2404; // Shoes[1] else if ((@gamble2 > 7) && (@gamble2 < 11)) set @item,2407; // Crystal Pumps } else if ((@gamble1 > 0) && (@gamble1 < 201)) set @item,2401; // Sandals else if ((@gamble1 > 200) && (@gamble1 < 300)) set @item,2408; // Shackles else if ((@gamble1 > 302) && (@gamble1 < 351)) set @item,2411; // Greaves else if ((@gamble1 > 350) && (@gamble1 < 401)) set @item,2403; // Shoes else if ((@gamble1 > 400) && (@gamble1 < 451)) set @item,2405; // Boots else if ((@gamble1 > 450) && (@gamble1 < 476)) set @item,2409; // High Heels else if ((@gamble1 > 475) && (@gamble1 < 501)) set @item,2402; // Sandals[1] break; case 6: // Shields set @gamble1,rand(1,500); if ((@gamble1 > 200) && (@gamble1 < 205)) { set @gamble2,rand(1,10); if ((@gamble2 > 0) && (@gamble2 < 3)) set @item,2104; // Buckler[1] else if ((@gamble2 > 2) && (@gamble2 < 5)) set @item,2106; // Shield[1] else if ((@gamble2 > 4) && (@gamble2 < 7)) set @item,2102; // Guard[1] else if ((@gamble2 > 6) && (@gamble2 < 9)) set @item,2111; // Sacred Mission else if ((@gamble2 > 8) && (@gamble2 < 11)) set @item,2109; // Memory Book } else if ((@gamble1 > 0) && (@gamble1 < 201)) set @item,2101; // Guard else if ((@gamble1 > 204) && (@gamble1 < 301)) set @item,2103; // Buckler else if ((@gamble1 > 300) && (@gamble1 < 401)) set @item,2107; // Mirror Shield else if ((@gamble1 > 401) && (@gamble1 < 481)) set @item,2105; // Shield else if ((@gamble1 > 480) && (@gamble1 < 501)) set @item,2108; // Mirror Shield break; default: // Cancel button / hack cutin "katsua01.bmp",255; close; break; } getitem @item,1; cutin "katsua01.bmp",255; cutin "katsua02.bmp",2; mes "[Kachua]"; mes "Ah~ that Diamond is so beautiful."; mes "I wish I could repay you better."; close2; cutin "katsua02.bmp",255; end; } close; } else { cutin "katsua01.bmp",255; cutin "katsua03.bmp",2; mes "[Kachua]"; mes "*piff*"; mes "You don't have any diamonds!"; mes "Don't even try to fool me!"; close2; cutin "katsua03.bmp",255; end; } break; case 2: mes "[Kachua]"; mes "Yes, I know..."; mes "Even among everything"; mes "in my collections, nothing"; mes "compares to diamonds..."; close2; cutin "katsua01.bmp",255; end; break; } close; } mjolnir_02.gat,85,364,3 script Blacksmith Miner 726,{ mes "[Dwayne]"; mes "Wahahahaha~"; mes "I've dug up a fortune!"; next; mes "[Dwayne]"; mes "Diamonds! Hundreds and"; mes "thousands of Diamonds,"; mes "all of them mine!"; mes "I'm rich!"; emotion e_heh; next; switch(select("I want to buy some.", "Congratulations.")) { case 1: mes "[Dwayne]"; mes "Ah, you have an"; mes "eye for valuables!"; mes "Sure, sure why not!"; mes "I'll give you a discount, too!"; mes "55,000 Zeny for a diamond,"; mes "how does that sound?"; next; mes "[Dwayne]"; mes "How many"; mes "diamonds do you need?"; mes "If you change your mind"; mes "please enter '0' to cancel"; next; while(1) { input .@amount; if (.@amount <= 0) { mes "[Dwayne]"; mes "Alright, you've"; mes "canceled the trade."; mes "Take care!"; close; } else if (.@amount > 500) { mes "[Dwayne]"; mes "The maximum number you can enter is 500."; mes "Please enter no more than 500."; next; } else { break; } } set .@price, .@amount * 55000; if (Zeny < .@price) { mes "[Dwayne]"; mes "Hahahaha~"; mes "You can't fool me!"; mes "You don't have enough"; mes "Zeny for that many!"; close; } if (!checkweight(732, .@amount)) { mes "[Dwayne]"; mes "Errr... You brought too many things."; mes "You can't receive this item at this time."; mes "You better reorganise your inventory and try again."; close; } set Zeny, Zeny - .@price; getitem 732, .@amount; mes "[Dwayne]"; mes "Thank you for"; mes "buying my diamonds!"; mes "You're welcome to"; mes "come back anytime."; close; break; case 2: mes "[Dwayne]"; mes "Haha, thank you~"; mes "If by any chance"; mes "you need a diamond,"; mes "please drop by."; mes "I'll sell them to"; mes "you at a cheap price."; close; break; } close; } comodo.gat,204,148,7 script Devellin 90,{ mes "[Devellin]"; mes "It seems some traveller showed"; mes "a huge diamond to Kachua a while"; mes "ago. Ever since then, all she's"; mes "been talking about is diamonds and"; mes "how much she wants them."; next; mes "[Devellin]"; mes "She's been getting pretty obsessive"; mes "about it, which scares me. It seems"; mes "she's more than willing to"; mes "sacrifice anything she owns for a"; mes "diamond."; next; mes "[Devellin]"; mes "She's the type of person who'll do"; mes "anything to get what she wants. I'm"; mes "worried that she might give away"; mes "something far more valuable than a"; mes "diamond in exchange..."; close; } comodo.gat,210,154,4 script Suspicious Guy 118,{ if (BaseClass == Job_Thief) { mes "[Cain]"; mes "Heeeey..."; mes "It seems we share the same line of"; mes "work, you and me, Heh heh, lemme"; mes "give you a hot tip."; next; mes "[Cain]"; mes "I've been charging other people for"; mes "this information, but since, shall"; mes "we say, we work in the same"; mes "professional field, I don't have"; mes "the heart to take your zeny."; next; mes "[Cain]"; mes "You see that lady over there?"; mes "She's just totally in love with" ; mes "diamonds. And from what my sources"; mes "tell me, she's loaded. Tons and"; mes "tons of valuables."; next; mes "[Cain]"; mes "I'm talking' rare items."; mes "I took the liberty of sneaking a"; mes "peek at what she owns, and saw"; mes "she's got a helmet with goat horns"; mes "and even a crown! She's so rich"; mes "it's ridiculous!"; next; mes "[Cain]"; mes "The buzz that's been going around"; mes "is that she's got a cache of rare"; mes "equipment and weapons too! So"; mes "whaddya say? Wanna be partners in"; mes "crime and rob her house?"; next; switch(select("No, thanks.", "Sweet, I'm in.")) { case 1: mes "[Cain]"; mes "Wha... ?"; mes "C'mon I thought pilfering was"; mes "something you do! Aw well, I'm"; mes "gonna do it, but stay hushed on"; mes "this, got it?"; close; break; case 2: mes "[Cain]"; mes "Ha ha ha!"; mes "... Dork!"; mes "I'm just jivin'"; mes "so fuggedabout it!"; next; mes "[Cain]"; mes "Ah right. Supposedly, there's a"; mes "mountain where tons of diamonds are"; mes "burried. A pal o'mine says there's"; mes "a mine near the mountain too, so I"; mes "guess if you went to the mine,"; mes "you'd find Diamonds."; next; mes "[Cain]"; mes "I guess it can't hurt to gather"; mes "some Diamonds there and try to"; mes "exchange them for whatever the old"; mes "lady's got. Take care, pal~"; close; break; } close; } else { mes "[Cain]"; mes "Hey..."; mes "I got a hot tip for you."; mes "It'll cost you 500 zeny"; mes "and trust me, it's worth it."; mes "So whaddya say... ?"; next; switch(select("Alright.", "No, thanks.")) { case 1: if(Zeny >= 500) { set Zeny, Zeny - 500; mes "[Cain]"; mes "You see that lady over there?"; mes "She's just totally in love with" ; mes "diamonds. And from what my sources"; mes "tell me, she's loaded. Tons and"; mes "tons of valuables."; next; mes "[Cain]"; mes "I'm talking' rare items."; mes "I took the liberty of sneaking a"; mes "peek at what she owns, and saw"; mes "she's got a helmet with goat horns"; mes "and even a crown! She's so rich"; mes "it's ridiculous!"; next; mes "[Cain]"; mes "There's a chance that rare"; mes "equipment and weapons might be"; mes "yours! She'll give anything for a"; mes "3carat diamond. So if you have any"; mes "of those, you might as well see"; mes "her."; next; mes "[Cain]"; mes "Ah right. Supposedly, there's a"; mes "mountain where tons of diamonds"; mes "are burried. A pal o'mine says"; mes "there's a mine near the mountain"; mes "too, so I guess if you went to the"; mes "mine, you'd find Diamonds."; next; mes "[Cain]"; mes "I guess it can't hurt to gather"; mes "some Diamonds there and try to"; mes "exchange them for whatever the old"; mes "lady's got. Take care, pal~"; close; } else { mes "[Cain]"; mes "What the hell?!"; mes "Don't you even have any money? Didn't I"; mes "say 500 zeny? Hey man, Info like"; mes "this doesn't come cheap!"; close; } break; case 2: mes "[Cain]"; mes "Hey hey!"; mes "What are you, a cheapskate? You"; mes "understand that everything has its"; mes "price and this information is so"; mes "worth it. C'mon, you can't pass"; mes "this up, can you?"; close; break; } close; } }