//===== By: ================================================== //= Playtester //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= SVN eA //===== Description: ========================================= //= Gunslinger guns and bullet quests //===== Additional Comments: ================================= //= 1.0 Only Garrison Gun done yet [Playtester] //= 1.1 Added Garrison[2] [Playtester] //= 1.2 Added Drifter, Destroyer and Inferno [Playtester] //= 1.3 Added official Gatling quests [Playtester] //============================================================ //===================== Garrison ===================================================== que_ng,182,85,3 script Mr.Garrison 109,{ set @npcname$,"[Mr.Garrison]"; mes @npcname$; if(countitem(13105)>0) goto L_Already; if(countitem(13104)>0) goto L_Slot; mes "I have invented a new Revolver!"; mes "I think I call it... Garrison."; next; mes "[" +strcharinfo(0) + "]"; mes "Very innovative name really."; next; if(BaseJob != Job_Gunslinger || BaseLevel < 55){ mes @npcname$; mes "I don't think you have enough"; mes "knowledge of guns to see its"; mes "true beauty."; close; } mes @npcname$; mes "You look like you're an expert"; mes "in guns, aren't you?"; next; mes "[" +strcharinfo(0) + "]"; mes "Yeah you could say so."; next; mes @npcname$; mes "So, do you want me to make a"; mes "^0000FFGarrison^000000 for you?"; next; switch(select("Yes, please.","Nah, I'll stick with my gun.")) { case 1: mes @npcname$; mes "Great! But first you need to"; mes "bring me the materials I need"; mes "to create one."; next; mes @npcname$; mes "This is what I need:"; mes "^FF000050 Steels^000000,"; mes "^FF00003 Eluniums^000000,"; mes "^FF00001 Oridecon^000000,"; mes "^FF000050 Coals^000000,"; mes "^FF000020 Rusty Screws^000000 and"; mes "^FF000030000 Zeny^000000."; next; mes @npcname$; if ( (countitem(999)<50) || (countitem(985)<3) || (countitem(984)<1) || (countitem(1003)<50) || (countitem(7317)<20) || (Zeny < 30000) ) { mes "Come back when you have the materials."; close; } delitem 999,50; delitem 985,3; delitem 984,1; delitem 1003,50; delitem 7317,20; set Zeny,Zeny-30000; mes "I see you came prepared."; mes "Let me take those material."; next; mes @npcname$; mes "Give me just a minute..."; mes "..."; mes "..."; next; getitem 13104,1; mes @npcname$; mes "It's done. Here, take this"; mes "wonderful gun!"; close; case 2: mes @npcname$; mes "Well, guess a true Gunslinger"; mes "will never part from his"; mes "favorite gun, heh."; close; } L_Slot: mes "Oh, I see you have one of"; mes "my high-quality guns."; next; mes @npcname$; mes "Now that I look at it, I"; mes "think I could improve it"; mes "some more."; next; mes @npcname$; mes "How about I add a ^0000FFslot^000000"; mes "to it? Be careful, though."; mes "If you put a card into it"; mes "already, it will be lost"; mes "in the process."; next; switch(select("Yes, please add a slot.","Nah, I keep it as it is now.")) { case 1: mes @npcname$; mes "Great! But first you need to"; mes "bring me the materials I need"; mes "to improve it."; next; mes @npcname$; mes "This is what I need:"; mes "^FF000010 Steels^000000,"; mes "^FF00001 Eluniums^000000,"; mes "^FF000010 Emveretarcon^000000,"; mes "^FF000030 Coals^000000,"; mes "^FF000010 Rusty Screws^000000 and"; mes "of course your ^FF0000Garrison^000000."; next; mes @npcname$; if ( (countitem(999)<10) || (countitem(985)<1) || (countitem(1011)<10) ||(countitem(1003)<30) || (countitem(7317)<10) || (countitem(13104)<1) ) { mes "Come back when you have the materials."; close; } delitem 999,10; delitem 985,1; delitem 1011,10; delitem 1003,30; delitem 7317,10; delitem 13104,1; mes "I see you came prepared."; mes "Let me take those materials."; next; mes @npcname$; mes "Give me just a minute..."; mes "..."; mes "..."; next; getitem 13105,1; mes @npcname$; mes "It's done. Now it is"; mes "even better than before."; mes "Put it to good use."; close; case 2: mes @npcname$; mes "Okay, come back when you"; mes "changed your mind."; close; } L_Already: mes "So how do you like"; mes "my gun?"; close; } que_ng,187,163,3 script Ingrid 744,{ set @npcname$,"[Ingrid]"; mes @npcname$; mes "I can make the strongest of"; mes "all weapons. The ultimate"; mes "grenade launcher."; mes "It's called ^0000FFInferno^000000."; next; if(BaseJob != Job_Gunslinger || BaseLevel < 65){ mes @npcname$; mes "But I don't think you are"; mes "experienced enough to use it."; next; mes @npcname$; mes "You'll probably kill yourself."; mes "It's just too powerful to use"; mes "for a beginner. I refuse to"; mes "make one for you."; close; } mes @npcname$; mes "You look experienced."; mes "I think I could make one"; mes "for you."; next; mes @npcname$; mes "So, do you want me to make an"; mes "^0000FFInferno^000000 for you?"; next; switch(select("Yes, please.","No thanks.")) { case 1: mes @npcname$; mes "Okay, but first you need to"; mes "bring me the materials I need"; mes "to create one."; next; mes @npcname$; mes "This is what I need:"; mes "^FF0000100 Used Iron Plates^000000,"; mes "^FF000010 Oridecons^000000,"; mes "^FF000050 Rusty Screws^000000,"; mes "^FF0000100 Burning Hearts^000000 and"; mes "^FF0000200000 Zeny^000000."; next; mes @npcname$; if ( (countitem(7319)<100) || (countitem(984)<10) || (countitem(7317)<50) || (countitem(7097)<100) || (Zeny < 200000) ) { mes "Come back when you have the materials."; close; } delitem 7319,100; delitem 984,10; delitem 7317,50; delitem 7097,100; set Zeny,Zeny-200000; mes "Oh, you already have the materials."; mes "Let me have them."; next; mes @npcname$; mes "I need to be careful..."; mes "..."; mes "..."; next; getitem 13162,1; mes @npcname$; mes "It's done."; mes "Be careful with it."; close; case 2: mes @npcname$; mes "Probably a good choice."; mes "It's really dangerous."; close; } } que_ng,185,180,3 script Vanessa 726,{ set @npcname$,"[Vanessa]"; mes @npcname$; mes "I can make a grenade launcher"; mes "that can destroy armors."; mes "It's called ^0000FFDestroyer^000000."; next; if(BaseJob != Job_Gunslinger || BaseLevel < 52){ mes @npcname$; mes "But I don't think you are"; mes "experienced enough to use it."; next; mes @npcname$; mes "Come back when you think"; mes "you are worthy to use this"; mes "weapon."; close; } mes @npcname$; mes "You look experienced."; mes "I think I could make one"; mes "for you."; next; mes @npcname$; mes "So, do you want me to make a"; mes "^0000FFDestroyer^000000 for you?"; next; switch(select("Yes, please.","No thanks.")) { case 1: mes @npcname$; mes "Okay, but first you need to"; mes "bring me the materials I need"; mes "to create one."; next; mes @npcname$; mes "This is what I need:"; mes "^FF000050 Used Iron Plates^000000,"; mes "^FF00005 Oridecons^000000,"; mes "^FF000070 Rusty Screws^000000 and"; mes "^FF0000100000 Zeny^000000."; next; mes @npcname$; if ( (countitem(7319)<50) || (countitem(984)<5) || (countitem(7317)<70) || (Zeny < 100000) ) { mes "Come back when you have the materials."; close; } delitem 7319,50; delitem 984,5; delitem 7317,70; set Zeny,Zeny-100000; mes "Oh, you already have the materials."; mes "Let me have them."; next; mes @npcname$; mes "I'll make it in a minute..."; mes "..."; mes "..."; next; getitem 13160,1; mes @npcname$; mes "It's done."; mes "Be careful with it."; close; case 2: mes @npcname$; mes "Oh well, your loss."; close; } } que_ng,149,178,4 script Lab Director 744,{ if(gun_na == 1){ if(countitem(1043) > 999 && countitem(932) > 999){ delitem 1043,1000; delitem 932,1000; set gun_na,2; mes "[N. A]"; mes "Ahh, it's all here! Ahh, and I"; mes "was worried about that no one"; mes "would be able to handle my ^ff0000Butcher^000000"; mes "when I've finished creating it!"; next; mes "[N. A]"; mes "Alright, I'll give the ^ff0000Butcher^000000 to you."; mes "However, we don't do work for"; mes "free, so we need to charge you"; mes "for it. Also, you need to obtain"; mes "permission to use the Butcher from"; mes "Lady Celena."; next; mes "[N. A]"; mes "Once you get the permission, I will"; mes "give the Butcher to you, after paying"; mes "the fee of 100000 zeny."; close; }else{ mes "[N. A]"; mes "Have you found ^ff00001000 Orc Claw^000000 and ^ff00001000 Skel Bone^000000 yet?"; mes "If you think it's too difficult,"; mes "you can choose to give up."; next; if(select("I'm not giving up!:I give up...") == 1){ mes "[N. A]"; mes "Alright, I trust you."; mes "Good luck."; close; }else{ mes "[N. A]"; mes "You're giving up huh?"; mes "Well, I'll admit that the"; mes "test is quite difficult, but"; mes "you can't handle this weapon"; mes "if you can't handle the test."; mes "You may come back later to"; mes "take the challenge again."; set gun_na,0; close; } } } else if(gun_na == 2){ mes "[N. A]"; mes "I already got Lady Celena's"; mes "permission to let you use the"; mes "Butcher. You can use it once"; mes "you've paid me 100000 zeny."; mes "Do you want to pay now?"; next; if(select("Nope.:Yeah.") == 1){ mes "[N. A]"; mes "Alright. I await you to return"; mes "with the money."; close; }else{ if(Zeny < 100000){ mes "[N. A]"; mes "Huh, I don't think you have"; mes "enough money on you."; mes "Come back with the money,"; mes "alright?"; close; } if(checkweight(13158,1) == 0){ mes "[N. A]"; mes "You are overweight."; mes "Even if I give you the"; mes "weapon, you cannot carry it."; mes "Please clear your inventory."; close; } set Zeny,Zeny-100000; set gun_na,0; getitem 13158,1; mes "[N. A]"; mes "One, two, three, four, five,"; mes "six... 99997, 99998, 99999..."; mes "100000. *ding~!* Very well!"; mes "The fee is clear now. You may"; mes "take the ^ff0000Butcher^000000 now!"; next; mes "[N. A]"; mes "Mr. F. Harrison from Lighthalzen"; mes "is quite interested in your new"; mes "toy there. Show it to him some"; mes "time. He'll be glad."; next; mes "[N. A]"; mes "Make good use of it!"; mes "See ya!"; close; } } else if(gun_na == 10){ if (countitem(999) > 69 && countitem(985) > 4 && countitem(984) > 2 && countitem(1003) > 69 && countitem(7317) > 49 && Zeny > 50000){ delitem 999,70; delitem 985,5; delitem 984,3; delitem 1003,70; delitem 7317,50; set Zeny,Zeny-50000; set gun_na,11; mes "[N. A]"; mes "Aha, you got me all the"; mes "materials. Here, let me get down"; mes "to it right away! It'll take"; mes "some time, so wait up..."; close; }else{ mes "[N. A]"; mes "Eh? You don't have the materials"; mes "with you yet?"; next; mes "[N. A]"; mes "To make Drifter, I will need"; mes "70 Steel, 5 Elunium,"; mes "3 Oridecon, 70 Coal, 50 Rusty"; mes "Screws, and also a fee of"; mes "50000 zeny."; mes "Come back to me once you have"; mes "everything ready."; next; mes "[N. A]"; mes "If you don't want it anymore,"; mes "you can cancel the request."; next; if(select("Don't cancel.:Cancel it.") == 1){ mes "[N. A]"; mes "Well, please come back with the"; mes "materials. I'll be waiting."; close; }else{ mes "[N. A]"; mes "Alright, request to make"; mes "a Drifter for you is cancelled."; mes "I wish you good luck"; mes "in your future."; set gun_na,0; close; } } } else if(gun_na == 11){ if(checkweight(13157,1) == 0){ mes "[N. A]"; mes "You are overweight."; mes "Even if I made you the"; mes "weapon, you cannot carry it."; mes "Please clear your inventory."; close; } set gun_na,0; getitem 13157,1; mes "[N. A]"; mes "Ahh, here's the completed"; mes "Drifter for you."; next; mes "[N. A]"; mes "Please learn to use the"; mes "Gatlings well. The crazy"; mes "destruction will definitely"; mes "be mentally helpful to you."; close; } else if(gun_na == 101){ mes "[N. A]"; mes "Ah, hello?"; mes "I'm the Coordinator of"; mes "Einbroch Weapon Development."; mes "My name is 'Lab Director'."; mes "Do you need something?"; next; menu "I need a Special Metal Rod.",-; mes "[N. A]"; mes "Huh...? Hey, weren't you that guy"; mes "who walked out of here with a"; mes "Butcher a while ago? How was the"; mes "Butcher?"; next; mes "[N. A]"; mes "...... WHAT!? YOU BROKE IT!?"; mes "I thought you would be able to"; mes "use it well... You disappoint me!!!"; next; mes "[N. A]"; mes "You betrayed my faith in you!"; mes "You traitor! Traitor!! TRAITOR!!!!"; next; menu "Explain everything.",-; mes "[N. A]"; mes "...... Whew."; mes "So it was Mr. F. Harrison who"; mes "broke it, huh? I'm sorry, I should"; mes "not have suspected you."; next; mes "[N. A]"; mes "Lady Celena has the special metal"; mes "rod that you want, but the doc is"; mes "not in right now, and no one else"; mes "knows where it is..."; next; mes "[N. A]"; mes "I have other research right now"; mes "so I can't waste my time looking"; mes "for that... Grr... I need the"; mes "Elemental Spheres to keep going"; mes "with my research..."; next; menu "Make him an offer.",-; mes "[N. A]"; mes "An offer? Like what?"; next; menu "We find things for each other.",-; mes "[N. A]"; mes "Hmm... That sounds good."; mes "Well, according to the offer,"; mes "I'll look for the rod for you,"; mes "while you find me those"; mes "Elemental Spheres."; next; mes "[N. A]"; mes "30 Poison Sphere, 30 Flare Sphere,"; mes "30 Lightning Sphere, 30 Blind"; mes "Sphere, or 30 Freezing Sphere."; mes "Find me 30 of each Element."; set gun_na,102; close; } else if(gun_na == 102){ mes "[N. A]"; mes "30 Poison Sphere, 30 Flare Sphere,"; mes "30 Lightning Sphere, 30 Blind"; mes "Sphere, or 30 Freezing Sphere."; mes "Find me 30 of each Element."; mes "Did you find them?"; next; switch(select("Nope.:I found 30 Poison Spheres.:I found 30 Flare Spheres.:I found 30 Lightning Spheres.:I found 30 Blind Spheres.:I found 30 Freezing Spheres.")){ case 1: mes "[N. A]"; mes "Just bring me whatever type"; mes "you could find."; close; break; case 2: if(countitem(13205) >= 30){ delitem 13205,30; set gun_na,103; } else goto L_MORE; break; case 3: if(countitem(13203) >= 30){ delitem 13203,30; set gun_na,103; } else goto L_MORE; break; case 4: if(countitem(13204) >= 30){ delitem 13204,30; set gun_na,103; } else goto L_MORE; break; case 5: if(countitem(13206) >= 30){ delitem 13206,30; set gun_na,103; } else goto L_MORE; break; case 6: if(countitem(13207) >= 30){ delitem 13207,30; set gun_na,103; } else goto L_MORE; break; } mes "[N. A]"; mes "Wow, you found them all for me!"; mes "I had to turn Lady Celena's lab"; mes "over to find this rod too."; mes "Let's trade then!"; next; mes "-You gave the Elemental"; mes "Spheres to Research Coordinator and got"; mes "the Metal Rod in return.-"; next; mes "[N. A]"; mes "Mr. F. Harrison is very good."; mes "I'm sure he can fix your"; mes "Butcher for you."; mes "Well, see you later!"; close; } else if(gun_na == 103 || gun_na == 104){ mes "[N. A]"; mes "Mr. F. Harrison is very good."; mes "I'm sure he can fix your"; mes "Butcher for you."; mes "Well, see you later!"; close; } mes "[N. A]"; mes "Ah, hello?"; mes "I'm the Coordinator of"; mes "Einbroch Weapon Development."; mes "My name is 'Lab Director'."; mes "Do you need something?"; next; if (BaseJob != Job_Gunslinger){ menu "Talk to him.",-; mes "[N. A]"; mes "If you see Gunslingers around,"; mes "please tell them that I have"; mes "the latest news on weapons."; mes "If necessary, please send them"; mes "here. Heheheheh..."; close; } if (BaseLevel > 67){ menu "Ask about 'Butcher'.",L_BUTCHER,"Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL; } else if(BaseLevel > 54){ menu "Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL; } else{ menu "Talk.",-; mes "[N. A]"; mes "... Destruction... Madness..."; mes "Hmm... Attack speed over 180..."; next; mes "[N. A]"; mes "Ah, sorry, I'm developing some"; mes "new weapons. Please don't"; mes "disturb me."; close; } L_CANCEL: mes "[N. A]"; mes "I have news on the latest"; mes "weapons but... I guess you're"; mes "too busy to hear them."; mes "Maybe next time I guess."; close; L_BUTCHER: mes "[N. A]"; mes "Ah, you heard the news"; mes "shortly after the end"; mes "of the development eh?"; next; mes "[N. A]"; mes "^ff0000Butcher^000000 is the newest development"; mes "by us, the Einbroch Firearm Lab."; mes "It is the newest type of Gatling"; mes "we have developed. While"; mes "^ff0000Drifter^000000 is a good weapon"; mes "as well, the ^ff0000Butcher^000000 definitely has"; mes "a much stronger firepower!"; next; mes "[N. A]"; mes "Due to its strong firepower,"; mes "the Butcher was also dubbed"; mes "as the 'Murderer'."; next; mes "[N. A]"; mes "However, even Gunslingers could"; mes "have troubles controlling such"; mes "a powerful weapon."; next; mes "[N. A]"; mes "Do you think you can handle it?"; next; if(select("I'm not sure...:Of course I can!!") == 1){ mes "[N. A]"; mes "The ^ff0000Butcher^000000 is a weapon that you"; mes "can't handle without a strong"; mes "will. I'll see you again when"; mes "you have enough confidence to"; mes "handle this monster."; close; }else{ mes "[N. A]"; mes "Aha, how self-confident you"; mes "are! However, I see people with"; mes "such self-confidence everywhere."; mes "You'll need to prove it..."; mes "But how... Hmm..."; next; mes "[N. A]"; mes "Hmmm......"; next; mes "[N. A]"; mes "Aha! I got it!"; next; mes "[N. A]"; mes "Here, bring me ^ff00001000 Orc Claws^000000 and ^ff00001000 Skel Bone^000000."; mes "If you can bring me these items,"; mes "I'll let you use the Butcher."; next; mes "[N. A]"; mes "Easy, ain't it? Go and prove"; mes "your ability then! Heheheh..."; set gun_na,1; close; } L_DRIFTER: mes "[N. A]"; mes "Ah, you're here to learn about"; mes "the ^ff0000Drifter^000000 eh?"; next; mes "[N. A]"; mes "The ^ff0000Drifter^000000 is one of the many"; mes "highest-classed weapons developed"; mes "by Lady Celena. It's an automatic"; mes "Gatling which boasts very high"; mes "rate of fire, which is the highest"; mes "among all Gunslinger weapons."; next; mes "[N. A]"; mes "Of course, you will need the Skill"; mes "to allow you to control Gatlings,"; mes "but he who contorls Gatlings well"; mes "will receive full aid from the"; mes "^ff0000Drifter^000000."; next; mes "[N. A]"; mes "Do you want to try using the ^ff0000Drifter^000000?"; next; if(select("Um, no.:Yeah!") == 1){ mes "[N. A]"; mes "If you want to try it out"; mes "some time, come back here."; close; }else{ set gun_na,10; mes "[N. A]"; mes "Since it's really hard to find"; mes "the materials for constructing"; mes "the ^ff0000Drifter^000000, we only make them"; mes "on requests, and we require those"; mes "who want to use the ^ff0000Drifter^000000 to bring"; mes "us the materials."; next; mes "[N. A]"; mes "I'll tell you the materials"; mes "needed, just bring them and"; mes "we'll construct it for you."; next; mes "[N. A]"; mes "To make a Drifter, we need"; mes "70 Steel, 5 Eluniums, 3"; mes "Oridecons, 70 Coal, 50 Rusty"; mes "Screws, and a fee of"; mes "50,000 zeny."; mes "Come back after you found"; mes "them all."; close; } L_MORE: mes "[N. A]"; mes "Eh? What? Am I the only"; mes "person who can't see them?"; mes "Bring me more!"; close; } lighthalzen,205,284,6 script F. Harrison 85,{ if (gun_na == 100){ if(checkweight(13102,1) == 0){ mes "[F. Harrison]"; mes "You are overweight."; mes "Even if I gave you the"; mes "weapon, you cannot carry it."; mes "Please clear your inventory."; close; } mes "[F. Harrison]"; mes "Hmm... Oh?"; mes "Ahh...... Eh?"; next; mes "[F. Harrison]"; mes "Heheh... Hmm... Huh...?"; next; menu "May I have my Butcher back now?",-; mes "[F. Harrison]"; mes "Uh? Oh, umm... Heheh..."; next; mes "[F. Harrison]"; mes "Th-that, huh? Eh... Heheh..."; next; mes "[F. Harrison]"; mes "Ahahahah! I uh..."; next; mes "[F. Harrison]"; mes "That thing! BOOM!"; next; mes "[F. Harrison]"; mes "Bam bam! I was gonna fire it!"; mes "Yeah!"; next; mes "[F. Harrison]"; mes "But it resisted! So I went 'BAM!' with"; mes "my hand! MUAHAHAHAH!!"; next; mes "[F. Harrison]"; mes "And it broke...... *sob sob*"; next; mes "[F. Harrison]"; mes "I call myself 'Dr. Everything' and"; mes "I wanted to fix it myself, but I"; mes "don't seem to have the materials"; mes "to fix it... And the materials are"; mes "so rare too... *sob sob*"; next; mes "[F. Harrison]"; mes "Umm... I'm sorry for breaking"; mes "it but... Could you get me the"; mes "materials I need for fixing it?"; mes "Bring me those items, and I can"; mes "fix it, plus I'll modify it for"; mes "you! I promise!!"; next; mes "So please bring me the materials..."; mes "*sob sob sob*"; next; mes "[F. Harrison]"; mes "The materials I need are"; mes "10 Steel, 2 Eluniums,"; mes "1 Oridecon, 20 Coal..."; mes "And a Special Metal Rod"; mes "used in the Butcher..."; mes "I think only Lady Celena can"; mes "make those rods......"; next; mes "[F. Harrison]"; mes "But first, you'll need to talk"; mes "to Lady Celena's assistant, the 'Lab Director',"; mes "and ask for his help."; mes "That kid's a bit hysterical, but"; mes "she'll be nice help if you talk"; mes "to her nicely..."; next; mes "[F. Harrison]"; mes "I'm really sorry... Here, I'll"; mes "lend you my prized weapon,"; mes "'Crimson Bolt'. But make sure"; mes "you bring all those materials"; mes "to me once you find them all!"; mes "Promise me!!!"; set gun_na,101; getitem 13102,1; close; } else if(gun_na == 101 || gun_na == 102){ mes "[F. Harrison]"; mes "The materials I need are"; mes "10 Steel, 2 Eluniums,"; mes "1 Oridecon, 20 Coal..."; mes "And a Special Metal Rod"; mes "used in the Butcher..."; mes "Talk to the 'Lab Director' for his"; mes "assistance on the Rod."; close; } else if(gun_na == 103){ if(countitem(999) >= 10 && countitem(985) >= 2 && countitem(984) >= 1 && countitem(1003) >= 20){ if(countitem(13102) > 0){ delitem 999,10; delitem 985,2; delitem 984,1; delitem 1003,20; delitem 13102,1; set gun_na,104; mes "[F. Harrison]"; mes "Aha! You got all the materials"; mes "for me! I'll get to the repair"; mes "right away, please hold on..."; close; } else{ mes "[F. Harrison]"; mes "Aha! You got all the materials"; mes "for me!"; mes "... But where's my treasured"; mes "'Crimson Bolt'!? I will not fix"; mes "your Butcher for you if you don't"; mes "bring it back to me!!"; close; } } else{ mes "[F. Harrison]"; mes "The materials I need are"; mes "10 Steel, 2 Eluniums,"; mes "1 Oridecon, 20 Coal..."; mes "And a Special Metal Rod"; mes "used in the Butcher..."; mes "Good thing you found the"; mes "Special Metal Rod already."; close; } } else if(gun_na == 104){ if(checkweight(13159,1) == 0){ mes "-You're overweight already.-"; mes "-Come back after dropping some"; mes "stuff first.-"; close; } set gun_na,0; getitem 13159,1; mes "[F. Harrison]"; mes "Whew... Finally it's fixed, thanks"; mes "to your effort. I'm very sorry"; mes "for breaking it, and thank you"; mes "for your effort. I feel guilty"; mes "for just fixing it, so I added"; mes "some extra power on it. I hope"; mes "it'll work nicely for you."; mes "Well, enjoy it."; close; } else if(gun_na == 0){ if(BaseJob != Job_Gunslinger) goto L_BORED; if(BaseLevel > 67 && countitem(13158) > 0){ mes "[F. Harrison]"; mes "Man, I'm so bored..."; mes "I wonder if there's anything"; mes "interesting..."; next; mes "[F. Harrison]"; mes "Eh? Are you a Gunslinger?"; mes "I haven't seen that weapon"; mes "in your hand before..."; next; mes "[F. Harrison]"; mes "May I take a look? Please?"; mes "C'mon, let me take a look!"; mes "I'm bored out of my mind here!"; mes "Pleeeeeeeeeeeease~?"; next; if(select("No way.:Here...") == 1){ mes "[F. Harrison]"; mes "Hah! You think you're the only"; mes "one with a cool weapon!? Well"; mes "I got my beautiful Crimson Bolt!"; mes "Hmph!!"; close; } mes "[F. Harrison]"; mes "Heheh... This is the newest"; mes "development by Einbroch Firearms"; mes "Lab, the so-called uncontrollable"; mes "'Destroyer Butcher', eh?"; mes "Interesting... VERY interesting..."; next; mes "[F. Harrison]"; mes "Hey, let me try it out for a"; mes "bit, alright? Don't worry, I"; mes "know how to handle weapons,"; mes "I won't break it!"; mes "That's that! Let's go~"; delitem 13158,1; set gun_na,100; close; } } L_BORED: mes "[F. Harrison]"; mes "Man, I'm so bored..."; mes "I wonder if there's anything"; mes "interesting..."; next; mes "[F. Harrison]"; mes "Oh well... I'll just play with my"; mes "beautiful 'Crimson Bolt'."; close; }