//================= 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 . //========================================================================= //= 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; } } }