summaryrefslogtreecommitdiff
path: root/npc/re/merchants/coin_exchange.txt
blob: be9f1dbee3df01d6a35ec9af288c55173db98358 (plain) (blame)
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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Dastgir
//= Copyright (C)  rAthena Dev Team
//= Copyright (C)  Lemongrass
//= Copyright (C)  Euphy
//=
//= 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/>.
//=========================================================================
//= Coin Merchants
//================= Description ===========================================
//= Renewal coin redemption NPCs.
//================= Current Version =======================================
//= 1.2a
//=========================================================================

//== Malangdo ==============================================
malangdo,220,167,5	script	Coin Exchanger CX-1	2_VENDING_MACHINE1,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
		close;
	}
	if (MaxWeight - Weight < 10000) {
		mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
		close;
	}
	mes "[Coin Exchanger CX-1]";
	mes "Welcome to CX-1. If you have coins, you can exchange them to high or low grade coins.";
	next;
	setarray .@coins[1],
		6417, //Silvervine
		6418, //Agrade_Coin
		6419, //Bgrade_Coin
		6420, //Cgrade_Coin
		6421, //Dgrade_Coin
		6422; //Egrade_Coin
	.@menu$ = "Stop:";
	for(.@i = 1; .@i<=6; ++.@i) {
		if (countitem(.@coins[.@i]))
			.@menu$ += getitemname(.@coins[.@i])+":";
		else
			.@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
	}
	.@i = select(.@menu$);
	switch(.@i) {
	case 1:
		mes "[Coin Exchanger CX-1]";
		mes "Thank you for coming.";
		close;
	default:
		.@coin = .@coins[.@i-1];
		.@coin_select = .@i-1;
		break;
	}
	if (countitem(.@coin) == 0) {
		mes "[Coin Exchanger CX-1]";
		mes "You chose a coin that you don't have.";
		mes "Thank you for coming.";
		close;
	}
	mes "[Coin Exchanger CX-1]";
	mes "----Rate of exchange----";
	mes "Higher exchange - 30 to 10";
	mes "Lower exchange - 10 to 30";
	mes "------------------------";
	mes "^ff3333When you exchange, we charge a fee according to the current market price.^000000";
	next;
	setarray .@exchange_name$[0],"higher","lower";
	setarray .@exchange_rate[0],30,10;
	setarray .@exchange_loss[0],rand(1,4),rand(1,2); // Amount deducted per exchange.
	setarray .@exchange_id[0],.@coins[.@coin_select-1],.@coins[.@coin_select+1];
	if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine.
	.@menu$ = "Stop:";
	for(.@i = 0; .@i<2; ++.@i) {
		if (.@exchange_id[.@i] == 0)
			.@menu$ += "^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:";
		else if (countitem(.@coin) < .@exchange_rate[.@i])
			.@menu$ += "^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:";
		else
			.@menu$ += "Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):";
	}
	.@i = select(.@menu$)-2;
	if (.@i == -1) {
		mes "[Coin Exchanger CX-1]";
		mes "Thank you for coming.";
		close;
	}
	if (.@exchange_id[.@i] == 0) {
		mes "[Coin Exchanger CX-1]";
		mes "This coin is not available to exchange to "+.@exchange_name$[.@i]+" coin.";
		mes "Thank you for coming.";
		close;
	}
	if (countitem(.@coin) < .@exchange_rate[.@i]) {
		mes "[Coin Exchanger CX-1]";
		mes "You don't have enough coins to exchange to "+.@exchange_name$[.@i]+" coin.";
		mes "Thank you for coming.";
		close;
	}
	.@exchange_total = .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)];
	delitem .@coin, .@exchange_rate[.@i];
	getitem .@exchange_id[.@i], .@exchange_total;
	mes "[Coin Exchanger CX-1]";
	mes "^003399"+.@exchange_rate[.@i]+"^000000 unit(s) of ^003399 "+getitemname(.@coin)+"^000000 taken.";
	mes "I exchanged them for ^003399"+.@exchange_name$[.@i]+" coins^000000, after deducting ^003399"+.@exchange_loss[(!.@i)]+"^000000 unit(s), ^003399"+.@exchange_total+"^000000 unit(s) remaining.";
	close;
}

malangdo,218,165,5	script	Special Vending Machine	2_DROP_MACHINE,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
		close;
	}
	if (MaxWeight - Weight < 10000) {
		mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
		close;
	}
	mes "[Special Vending Machine]";
	mes "Welcome to CX-82. You have a Silvervine Fruit, so you can purchase the Malangdo Specialty that has special ability.";
	next;
	callsub L_AddItem, //DisplayName,ItemID,Cost
		"Seagod's Protection [23 hours]",16740,4,
		"Seagod's Protection [7 days]",16763,12,
		"Seagod's Protection [15 days]",16764,24,
		"Octopus Hunting Stick [23 hours]",16765,2,
		"Octopus Hunting Stick [3 days]",16766,5,
		"Octopus Hunting Stick [7 days]",16767,10,
		"Premium Lubricant",6441,56,
		"Ordinary Lubricant",6440,36,
		"Sillit Pong",6443,192;
L_AddItem:
	.@menu$ = "Explanation:";
	for(.@i = 0; .@i<getargcount(); .@i += 3)
		.@menu$ += getarg(.@i)+":";
	.@i = select(.@menu$)-2;
	if (.@i == -1) {
		mes "[Special Vending Machine]";
		mes "Seagod's Protection is an item used for entering the Culvert memorial dungeon during a certain period.";
		next;
		mes "[Special Vending Machine]";
		mes "Octopus Hunting Stick is an item used for entering the Culvert memorial dungeon during a certain period.";
		next;
		mes "[Special Vending Machine]";
		mes "Premium and Ordinary Lubricant are items used for separation of equipment and cards. If you visit the specialist Jeremy with either item, he will explain more details of the effects.";
		next;
		mes "[Special Vending Machine]";
		mes "Sillit Pong is special item that separates sockets with MVP cards. Unable to separate MVP card by Premium and Ordinary Lubricant.";
		close;
	}
	.@cost = getarg(.@i*3+2);
	mes "[Special Vending Machine]";
	mes "You choose ^005500"+getarg(.@i*3)+"^000000. For purchasing, you need ^005500"+.@cost+"^000000 unit(s) of Silvervine Fruit.";
	next;
	if (countitem(Silvervine) < .@cost)
		.@ven_menu$ = "^999999Silvervine Fruit (missing "+(.@cost - countitem(Silvervine))+")^000000";
	else
		.@ven_menu$ = "Purchase - Silvervine Fruit (have "+countitem(Silvervine)+")";
	switch(select("Stop", ""+.@ven_menu$)) {
	case 1:
		mes "[Special Vending Machine]";
		mes "Thank you for coming.";
		close;
	case 2:
		if (countitem(Silvervine) < .@cost) {
			mes "[Special Vending Machine]";
			mes "Not enough Silvervine Fruit.";
			mes "Closing the transaction.";
			mes "Thank you for coming.";
			close;
		}
		mes "[Special Vending Machine]";
		mes "The transaction is completed. Thank you for coming.";
		delitem Silvervine,.@cost;
		getitem getarg(.@i*3+1),1;
		close;
	}
}

malangdo,236,179,5	script	Dark Merchant K	4_CAT_REST,{
	if (checkweight(Knife,1) == 0) {
		mes "It seems you have too much in your inventory. Let's try again after getting rid of some of your belongings.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "Your inventory is too heavy now. Please come back after getting rid of some of your belongings.";
		close;
	}
	mes "[Merchant K]";
	mes "Thank you for the trade.";
	mes "We exchange ^ff000010 C Grade Coin^000000 to ^3333ff1 Mora Coin^000000. Shall we begin then?";
	next;
	setarray .@coin_amount[0],10,100,500,1000;
	while(1) {
		.@menu$ = "";
		for(.@i = 0; .@i<getarraysize(.@coin_amount); ++.@i) {
			if (countitem(Cgrade_Coin) >= .@coin_amount[.@i])
				.@menu$ += "Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:";
			else
				.@menu$ += "^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:";
		}
		.@i = select(.@menu$+"Quit")-1;
		if (.@i == getarraysize(.@coin_amount)) {
			mes "[Merchant K]";
			mes "Let's exchange some other time.";
			close;
		}
		if (countitem(Cgrade_Coin) < .@coin_amount[.@i]) {
			mes "[Merchant K]";
			mes "You need ^ff0000"+.@coin_amount[.@i]+"^000000 C Grade Coin to perform the exchange. But you don't seem to have enough now.";
			close;
		}
		delitem Cgrade_Coin,.@coin_amount[.@i];
		getitem Mora_Coin,.@coin_amount[.@i]/10;
		mes "[Merchant K]";
		mes "C Grade Coin ^003399"+.@coin_amount[.@i]+"^000000 well received."; //FIXME: Dialogue.
		mes "Exchanged to ^003399"+(.@coin_amount[.@i]/10)+"^000000 Mora Coin.";
		next;
		mes "[Merchant K]";
		mes "Would you like to continue?";
		next;
	}
}

malangdo,233,180,3	script	Dark MachineTX100	2_VENDING_MACHINE1,{
	if (checkweight(Knife,1) == 0) {
		mes "It seems you have too much in your inventory. Let's try again after getting rid of some of your belongings.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "Your inventory is too heavy now. Please come back after getting rid of some of your belongings.";
		close;
	}
	mes "[Dark Machine TX100]";
	mes "Thank you for visiting TX100. You can exchange coins into higher or lower level coins.";
	next;
	mes "[Dark Machine TX100]";
	mes "For a lower level coin exchange you can do 500 as a 1 time maximum, and for higher level coin exchange you can do 99 as a 1 time maximum.";
	next;
	setarray .@coins[1],
		6417, //Silvervine
		6418, //Agrade_Coin
		6419, //Bgrade_Coin
		6420, //Cgrade_Coin
		6421, //Dgrade_Coin
		6422; //Egrade_Coin
	.@menu$ = "Quit:";
	for(.@i = 1; .@i<=6; ++.@i) {
		if (countitem(.@coins[.@i]))
			.@menu$ += getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):";
		else
			.@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
	}
	.@i = select(.@menu$)-1;
	if (.@i == 0) {
		mes "[Dark Machine TX100]";
		mes "Thank you for coming.";
		close;
	}
	.@coin = .@coins[.@i];
	setarray .@exchange_name$[0],"higher","lower";
	setarray .@exchange_id[0],.@coins[.@i-1],.@coins[.@i+1];
	if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine.
	if (.@i > getarraysize(.@coins)) {
		mes "[Dark Machine TX100]";
		mes "You've chosen abnormal menu.";
		mes "Aborting process. Thank you for coming.";
		close;
	}
	if (countitem(.@coin) == 0) {
		mes "[Dark Machine TX100]";
		mes "You chose a coin that you don't have.";
		mes "Aborting process. Thank you for coming.";
		close;
	}
	mes "[Dark Machine TX100]";
	mes "----Exchange Rate----";
	mes "Higher Coin - 3 to 1";
	mes "Lower Coin - 1 to 3";
	mes "---------------------";
	mes "^ff3333We take a small vendor fee from your exchanged coins.^000000";
	next;
	.@menu$ = "Quit:";
	if (.@exchange_id[0] == 0)
		.@menu$ += "^ff3333Cannot exchange to higher level coin^000000:";
	else {
		if (countitem(.@coin) >= 99)
			.@menu$ += "Exchange 99 "+getitemname(.@coin)+" into higher level coin:";
		else
			.@menu$ += "^aaaaaaExchange to higher level coin (Not enough)^000000:";
	}
	if (.@exchange_id[1] == 0)
		.@menu$ += "^ff3333Cannot exchange to lower level coin^000000:";
	else {
		if (countitem(.@coin) > 500)
			.@menu$ += "Exchange 500 "+getitemname(.@coin)+" into lower level coin:";
		else if (countitem(.@coin))
			.@menu$ += "Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:";
		else
			.@menu$ += "^aaaaaaExchange to lower level coin (Not enough)^000000:";
	}
	.@i = select(.@menu$)-2;
	if (.@i == -1) {
		mes "[Dark Machine TX100]";
		mes "Thank you for coming.";
		close;
	}
	if (.@exchange_id[.@i] == 0) {
		mes "[Dark Machine TX100]";
		mes "This coin cannot be exchanged to a "+.@exchange_name$[.@i]+" level coin.";
		mes "Aborting process. Thank you for coming.";
		close;
	}
	if ((.@i == 0 && countitem(.@coin) < 100) || (.@i == 1 && countitem(.@coin) == 0)) {
		mes "[Dark Machine TX100]";
		mes "You have not enough coins for a "+.@exchange_name$[.@i]+" level coin exchange.";
		mes "Aborting process. Thank you for coming.";
		close;
	}
	if (countitem(.@exchange_id[.@i]) > 28000) {
		mes "[Dark Machine TX100]";
		mes "You have too many "+.@exchange_name$[.@i]+" level coins already. Please come back with less coins.";
		close;
	}
	switch(.@i) {
	case 0:
		.@payment_amount = 99;
		.@reward_amount = .@payment_amount/3;
		.@coin_text$ = "High";
		break;
	case 1:
		.@payment_amount = (((countitem(.@coin) > 500))?500:countitem(.@coin));
		.@reward_amount = .@payment_amount*3;
		.@coin_text$ = "Low";
		break;
	}
	.@fee = rand(1,3);
	delitem .@coin, .@payment_amount;
	getitem .@exchange_id[.@i], .@reward_amount - .@fee;
	mes "[Dark Machine TX100]";
	mes "Received ^003399"+getitemname(.@coin)+"^000000 for ^003399"+.@payment_amount+"^000000 unit(s).";
	mes "We have excanged your coin to ^003399"+(.@reward_amount-.@fee)+"^000000 unit(s) of ^003399"+.@coin_text$+" Level Coin^000000, deducted ^003399"+.@fee+"^000000 unit(s) as exchanging fee.";
	close;
}

malangdo,175,145,4	script	Can Agency Guard	4_CAT_MERMASTER,{
	if (checkweight(Knife,1) == 0) {
		mes "You seem to have too many items. Give it a try after sorting out the item kinds.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "You're not likely to be able to go on due to the heavy items you've got. Give it a try after lightening the weight.";
		close;
	}
	mes "[Can Agency Guard]";
	mes "Hey, you there... Have you seen any ^0000ffMalangdo Cat Can^000000s around here?";
	next;
	switch(select("Why are you asking?", "Oh, you mean these?")) {
	case 1:
		mes "[Can Agency Guard]";
		mes "Umm.";
		mes "We at the Can Agency recently got some suspicious intelligence about them...";
		next;
		mes "[Can Agency Guard]";
		mes "There were faulty products in bulk on the can production line for Malangdo specialty. These products, to be discarded, seem to have fallen into a retail dealer's hands.";
		next;
		mes "[Can Agency Guard]";
		mes "Actually they were hard to distinguish from normal products. But it obviously says ^0000ffMalangdo Cat Can^000000 outside.";
		next;
		mes "[Can Agency Guard]";
		mes "As faulty products are moving around on the market, we've been collecting them as is our duty. Have you ever seen anyone who has things like what I'm describing?";
		next;
		mes "[Can Agency Guard]";
		mes "If you find anyone selling these products, please come and tell me.";
		close;
	case 2:
		if (countitem(12633) == 0) {
			mes "[Can Agency Guard]";
			mes "Umm? I cannot see the ^0000ffMalangdo Cat Can^000000 from you. Don't forget to bring it to me if you've found out...";
			close;
		}
		break;
	}
	mes "[Can Agency Guard]";
	mes "The Malangdo Cat Can is a faulty product. Let me exchange it to 3 E Grade Coins. How about that?";
	next;
	switch(select("I won't exchange", "^0000ff1^000000 Can -> ^0000ff3^000000 E Grade Coin", "^0000ff10^000000 Can -> ^0000ff30^000000 E Grade Coin", "^0000ff100^000000 Can -> ^0000ff300^000000 E Grade Coin", "Exchange all I've got")) {
	case 1:
		mes "[Can Agency Guard]";
		mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am.";
		close;
	case 2:
		.@check = 1;
		.@count = 1;
		break;
	case 3:
		.@check = 10;
		.@count = 10;
		break;
	case 4:
		.@check = 100;
		.@count = 100;
		break;
	case 5:
		.@check = 1;
		.@count = countitem(12633);
		break;
	}
	if (countitem(12633) < .@check) {
		if (.@check == 1) {
			mes "[Can Agency Guard]";
			mes "Umm? I cannot see the ^0000ffMalangdo Cat Can^000000 from you. Don't forget to bring it to me if you've found out...";
			close;
		} else {
			mes "[Can Agency Guard]";
			mes "Umm? I don't think you have enough to exchange... Come to me again when the amount is exactly decided.";
			close;
		}
	}
	delitem 12633,.@count;
	getitem Egrade_Coin,.@count*3;
	mes "[Can Agency Guard]";
	mes "Exchanged "+.@count+" Malangdo Cat Can to "+(.@count*3)+" E Class Coin. Check it out.";
	close;
}

function	script	F_mal_coin	{

//- Initial dialogue and checks -
// -- callfunc "F_mal_coin",0,"[<NPC Name>]",<NPC ID>;
	if (getarg(0) == 0) {
		if (getarg(2) != 2 && BaseLevel < 50) {
			mes getarg(1);
			mes "Ahaaa~";
			mes "If you want to buy this stuff,";
			mes "you can talk to me";
			mes "when you grow up a little more.";
			mes "This stuff is too expensive";
			mes "for a child~";
			close;
		}
		mes getarg(1);
		mes "Nice to meet you~~";
		mes "I am! YES~~ That's right!";
		mes "I'm selling special stuff";
		mes "which you can see only here on Meow Meow Island!";
		next;
		mes getarg(1);
		mes "How about it? What are you waiting for?";
		mes "Why don't you take a look at";
		mes "what kinds of stuff I have?";
		next;
		switch(getarg(2)) {
		case 1:
			mes "[Wandering Merchant]";
			mes "Oh~";
			mes "These are rental items, so make sure you know if you have the ^0000FF1 hour^000000 or ^0000FF7 day^000000 version.";
			next;
			break;
		case 2:
			break;
		case 3:
			mes "[Roving Merchant]";
			mes "Just for your information,";
			mes "Sow Bug, Starfish, Dried Squid, and Flying Fish are the items which you can use for 1 hour.";
			next;
			break;
		}
		mes getarg(1);
		mes "Well then, do you want to take a look at what I have now?";
		next;
		switch(select("Yes", "No")) {
		case 1:
			if (checkweight(Knife,1) == 0) {
				mes getarg(1);
				mes "It seems that there are too many items in your inventory.";
				mes "Please make space and come back again~";
				close;
			}
			if (MaxWeight - Weight < 2500) {
				mes getarg(1);
				mes "It seems that you're overweight.";
				mes "Please reduce your weight and come back again~";
				close;
			}
			mes getarg(1);
			mes "Well, take a good look at them~~~";
			next;
			return;
		case 2:
			mes getarg(1);
			mes "Well, then. I'll see you next time.";
			mes "Goodbye.";
			close;
		}
	}

//- Exchange function -
// -- callfunc "F_mal_coin",1,"[<NPC Name>]","<Display Name>",<Item ID>,<Egrade_Coin>,<Malang_Sp_Can>,<Silvervine>
	if (getarg(0) == 1) {
		mes getarg(1);
		mes "The price of ^0000FF["+getarg(2)+"]^000000 is";
		if (getarg(4) && getarg(5)) { // Type 1: Egrade_Coin or Malang_Sp_Can
			mes getarg(4)+" E Grade Coin or "+getarg(5)+" Malangdo Canned Specialties.";
			.@type = 1;
			.@menu$ = "Yes.:No, I'll purchase with cans.:I don't want to purchase any.";
		} else if (getarg(5)) { // Type 2: Malang_Sp_Can only
			mes getarg(5)+" Malangdo Canned Specialties.";
			.@type = 2;
			.@menu$ = "Yes.::No.";
		} else { // Type 3: Silvervine only
			mes getarg(6)+" Silvervine Fruit.";
			.@type = 3;
			.@menu$ = "Yes.::I don't want to purchase any.";
		}
		next;
		mes getarg(1);
		if (.@type == 1) {
			mes "Would you like to purchase";
			mes "^0000FF["+getarg(2)+"]^000000 with E Grade Coins?";
		} else {
			mes "Would you like to";
			mes "purchase ^0000FF["+getarg(2)+"]^000000?";
		}
		next;
		switch(select(.@menu$)) {
		case 2:
			.@type = 2;
		case 1:
			switch(.@type) {
			case 1:
				.@item = 6422; //Egrade_Coin
				.@amount = getarg(4);
				.@str$ = "coins";
				break;
			case 2:
				.@item = 12636; //Malang_Sp_Can
				.@amount = getarg(5);
				.@str$ = "cans";
				break;
			case 3:
				.@item = 6417; //Silvervine
				.@amount = getarg(6);
				.@str$ = "Silvervine Fruit";
				break;
			}
			if (countitem(.@item) < .@amount) {
				mes getarg(1);
				mes "I'm sorry, you need more "+.@str$+".";
				close;
			}
			if (MaxWeight - Weight < getiteminfo(getarg(3),6)) {
				mes getarg(1);
				mes "Sorry, you've purchased too many.";
				mes "You need to make more space in your inventory. Please come back later.";
				close;
			}
			mes getarg(1);
			mes "Thank you.";
			delitem .@item,.@amount;
			getitem getarg(3),1;
			return;
		case 3:
			mes getarg(1);
			mes "Always be careful";
			mes "when you purchase items.";
			close;
		}
	}
}
malangdo,162,146,5	script	Wandering Merchant#mal	4_M_MERCAT1,{
	callfunc "F_mal_coin",0,"[Wandering Merchant]",1;
	setarray .@items[1],
		16743,16747,16741,16745,16749,16751, // 1 hour items.
		16742,16744,16746,16748,16752,16750; // 7 day items.
	setarray .@names$[1],
		"Spearfish","Tuna","Hairtail","Saurel","Malang Snow Crab","Brindle Eel",
		"Hairtail (7Days)","Spearfish (7Days)","Saurel (7Days)","Tuna (7Days)","Brindle Eel (7Days)","Malang Snow Crab (7Days)";
	while(1) {
		.@i = select(
			"[Spearfish(1hr)] 8 E-Coins/50 Cans",
			"[Tuna(1hr)] 8 E-Coins/50 Cans",
			"[Hairtail(1hr)] 8 E-Coins/50 Cans",
			"[Saurel(1hr)] 8 E-Coins/50 Can",
			"[Malang Snow Crab(1hr)] 8 E-Coins/50 Can",
			"[Brindle Eel(1hr)] 8 E-Coins/50 Can",
			"[Hairtail(7Days)] 10 Silvervine Fruit",
			"[Spearfish(7Days)] 10 Silvervine Fruit",
			"[Saurel(7Days)] 10 Silvervine Fruit",
			"[Tuna(7Days)] 10 Silvervine Fruit",
			"[Brindle Eel(7Days)] 10 Silvervine Fruit",
			"[Malang Snow Crab(7Days)] 10 Silvervine Fruit",
			"End purchasing."
		);
		if (.@i == 13) {
			mes "[Wandering Merchant]";
			mes "Well, then. I'll see you next time.";
			mes "Goodbye.";
			close;
		}
		mes "[Wandering Merchant]";
		mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
		switch(.@i) {
		case 1: //Spearfish_Box1
		case 8: //Spearfish_Box2
			mes "This is... a fish that moves according to the season, very tasty!";
			mes "But this is only a food that I'm talking about, yummy~";
			next;
			mes "[Wandering Merchant]";
			mes "Of course, this is ^DC143CTwo-Handed Spear^000000.";
			mes "It gives a high chance of";
			mes "causing the Bleeding status";
			mes "when you're using Pierce or Clashing Spiral~";
			next;
			mes "[Wandering Merchant]";
			mes "More details are...";
			mes "Increase 100% of Clashing Spiral ATK and 50% of Inspiration ATK,";
			mes "additional ATK + 30 when Base Lv. is over 100.";
			mes "Base ATK is 220.";
			next;
			break;
		case 2: //Tuna_Box1
		case 10: //Tuna_Box2
			mes "This is a very popular fish";
			mes "which is used in various dishes.";
			mes "Swordman, Merchant, and Acolyte classes can use it";
			mes "as a ^DC143CMace^000000.";
			next;
			mes "[Wandering Merchant]";
			mes "It gives a high chance of executing the Stun or Auto-Spell Bash";
			mes "when using close-range physical attacks.";
			mes "Base ATK is 180.";
			next;
			mes "[Wandering Merchant]";
			mes "More details are...";
			mes "additional ATK + 20 when Base Lv. is over 100,";
			mes "freeze self with low rate.";
			next;
			break;
		case 3: //Hairtail_Box1
		case 7: //Hairtail_Box2
			mes "This fish looks like a long belt.";
			next;
			mes "[Wandering Merchant]";
			mes "This is a ^DC143CTwo-Handed Sword^000000";
			mes "which most swordmen can use.";
			mes "It increases 50% of critical damage when attacking and CRI + 20.";
			mes "Base ATK is 220.";
			next;
			mes "[Wandering Merchant]";
			mes "More details are...";
			mes "additional ATK + 50 when Base Lv. is over 100.";
			next;
			break;
		case 4: //Saurel_Box1
		case 9: //Saurel_Box2
			mes "This is a ^DC143CDagger^000000 which gives MATK + 100";
			mes "and ATK + 30 for 7sec at a certain rate with physical attacks.";
			next;
			mes "[Wandering Merchant]";
			mes "More details are...";
			mes "gives MATK + 20 for 7sec at a certain rate with magical attacks";
			mes "and additional MATK + 10, ATK + 10 when Base Lv. is over 100.";
			mes "Base ATK is 160.";
			next;
			break;
		case 5: //Malang_Crab_Box1
		case 12: //Malang_Crab_Box2
			mes "This is a ^DC143CBow^000000 which increases LUK + 3 and 50% of critical damage,";
			mes "and increases 20% of long rage phyical ATK when Base Lv. is over 100.";
			mes "Base ATK is 120.";
			next;
			mes "[Wandering Merchant]";
			mes "More details are...";
			mes "can be used by Archer, Thief, and Rogue classes.";
			next;
			break;
		case 6: //Brindle_Eel_Box1
		case 11: //Brindle_Eel_Box2
			mes "This is a ^DC143CBow^000000.";
			mes "Because it has elastic force,";
			mes "we started to use it as a Bow.";
			mes "Base ATK is 180.";
			next;
			mes "[Wandering Merchant]";
			mes "More details are...";
			mes "AGI + 3, and ASPD + 2 for 5sec at a certain rate with long range physical attacks.";
			mes "Also gives additional 20% of long range physical ATK when Base Lv. is over 100.";
			mes "Hunter, Bard, and Dancer classes can use it.";
			next;
			break;
		}
		if (.@i < 7)
			setarray .@price[0],8,50,0; // 1 hour items cost 8 Egrade_Coin or 50 Malang_Sp_Can.
		else
			setarray .@price[0],0,0,10; // 7 day items cost 10 Silvervine.
		callfunc "F_mal_coin",1,"[Wandering Merchant]",.@names$[.@i],.@items[.@i],.@price[0],.@price[1],.@price[2];
		next;
	}
}

malangdo,173,145,4	script	Stinky Merchant	4_M_MERCAT2,{
	callfunc "F_mal_coin",0,"[Stinky Merchant]",2;
	setarray .@items[1],2873,16015;
	setarray .@names$[1],"Cat Hand Glove","Cat Club";
	while(1) {
		.@i = select(
			"[Cat Hand Glove] 32 E-Coins/200 Cans",
			"[Cat Club] 32 E-Coins/200 Cans",
			"End purchasing."
		);
		if (.@i == 3) {
			mes "[Stinky Merchant]";
			mes "Well, then. I'll see you next time.";
			mes "Goodbye.";
			close;
		}
		mes "[Stinky Merchant]";
		mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
		switch(.@i) {
		case 1: //Cat_Hand_Glove
			mes "This is a glove which can give happiness";
			mes "just by wearing it.";
			next;
			mes "[Stinky Merchant]";
			mes "This is an ^DC143CAccessory^000000";
			mes "and its defense is 5.";
			mes "It also gives";
			mes "VIT + 1, AGI + 1, DEX + 1, LUK + 1.";
			next;
			mes "[Stinky Merchant]";
			mes "More details are...";
			mes "SLOT : 1 / Refine : Unable / Destruction : Unable";
			next;
			break;
		case 2: //Cat_Club
			mes "It looks like it wouldn't hurt, don't you think so?";
			mes "But I'm telling you, it can hurt someone.";
			next;
			mes "[Stinky Merchant]";
			mes "This is a ^DC143CMace^000000 that increases 15% of damage to the animal type of monster.";
			mes "Base ATK is 88.";
			mes "The other details are";
			mes "Weapon Lv : 1 / SLOT : 3 / Refine : Able / Destruction : Unable";
			next;
			break;
		}
		callfunc "F_mal_coin",1,"[Stinky Merchant]",.@names$[.@i],.@items[.@i],32,200,0;
		next;
	}
}

malangdo,150,135,5	script	Roving Merchant	4_M_MERCAT1,{
	callfunc "F_mal_coin",0,"[Roving Merchant]",3;
	setarray .@items[1],12639,12637,12638,12640;
	setarray .@names$[1],"Flying Fish","Sow Bug","Dried Squid","Starfish";
	while(1) {
		.@i = select(
			"[Flying Fish] 200 Cans",
			"[Sow Bug] 200 Cans",
			"[Dried Squid] 200 Cans",
			"[Starfish] 200 Cans",
			"End purchasing."
		);
		if (.@i == 5) {
			mes "[Roving Merchant]";
			mes "Well, then. I'll see you next time.";
			mes "Goodbye.";
			close;
		}
		mes "[Roving Merchant]";
		mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
		switch(.@i) {
		case 1: //Flying_Fish_Box
			mes "This is the one that flies";
			mes "with a big pectoral.";
			next;
			mes "[Roving Merchant]";
			mes "This is a ^DC143CThrowing Weapon^000000.";
			mes "Of course, it can give fatal wounds to the enemy";
			mes "at a certain rate when attacking.";
			next;
			mes "[Roving Merchant]";
			mes "Its property is neutral and ATK is 50.";
			next;
			break;
		case 2: //Gong_Bug_Pocket
			mes "In that case, I'll explain for you.";
			mes "This is a ^DC143CBullet^000000 which stuns the enemy at a certain rate when attacking.";
			next;
			mes "[Roving Merchant]";
			mes "I feel somthing bad";
			mes "is moving in my pocket but...";
			mes "it is neutral property and its ATK is 50.";
			next;
			break;
		case 3: //Dried_Squid_Box
			mes "I'll explain about this item.";
			mes "This is a ^DC143CThrowing Weapon^000000 which causes darkness at a certain rate.";
			mes "It's neutral property and its ATK is 50.";
			next;
			mes "[Roving Merchant]";
			mes "It is compressed";
			mes "and put into a very small box,";
			mes "so be careful when you open it.";
			next;
			break;
		case 4: //Starfish_Box
			mes "I'll explain about this item.";
			mes "This is a ^DC143CThrowing Weapon^000000 which stuns the enemy at a certain rate.";
			next;
			mes "[Roving Merchant]";
			mes "It is perfectly organized and packed";
			mes "so you can't even see inside.";
			mes "It is neutral property and its ATK is 110.";
			next;
			break;
		}
		mes "[Roving Merchant]";
		mes "For your information,";
		mes "one box contains";
		mes "200 units.";
		next;
		callfunc "F_mal_coin",1,"[Roving Merchant]",.@names$[.@i],.@items[.@i],0,200,0;
		next;
	}
}

//== Eclage ================================================
ecl_in01,66,95,3	script	Armor Merchant Naphara#e	4_F_FAIRYKID,{
	if (!checkweight(Axe,3)) {
		mes "- Stop Here!! -";
		mes "- You have too many items. -";
		mes "- You cannot carry any more items. -";
		mes "- Lighten your load and -";
		mes "- try again. -";
		close;
	}
	mes "[Armor Merchant]";
	mes "Hello, this is Naphara's store, a place of high class goods.";
	mes "What would you need?";
	next;
	.@choice = select("Str Glove", "Int Glove", "Agi Glove", "Vit Glove", "Dex Glove", "Luk Glove");
	.@choice -= 1;
	mes "[Armor Merchant]";
	mes "^3131FF" + .name$[.@choice] + " For ^000000,";
	mes "^3131FFMHP + 100, MSP + 20^000000";
	mes "^3131FF" + .descript$[.@choice] + "^000000";
	mes "^3131FF" + .descript2$[.@choice] + "^000000";
	mes "^3131FFRequired Level: 100^000000";
	mes "^3131FFSlot:0^000000";
	mes "^3131FFWeight:10^000000";
	mes "are the characteristic options.";
	next;
	mes "[Armor Merchant]";
	mes "It costs 10 Splendide Coins.";
	mes "Would you like to buy it?";
	next;
	if (select("Buy it.", "Don't buy it.")==1) {
		if (countitem(Splendide_Coin) < 10) {
			mes "[Armor Merchant]";
			mes "It seems like you don't have enough coins.";
			close;
		}
		delitem Splendide_Coin,10; //Splendide_Coin
		getitem (.@choice+2917),1;
		mes "[Armor Merchant]";
		mes "Great, it's yours. Thank you.";
	}
	close;

OnInit:
	setarray .name$[0],"Str Glove","Int Glove","Agi Glove","Vit Glove","Dex Glove","Luk Glove";
	setarray .descript$[0],"ATK+1 increases for every STR+10",
							"MATK+1 increases for every INT+10",
							"FLEE+1 increases for every AGI+10",
							"MHP+50 for every VIT+10",
							"HIT+1 increases for every DEX+10",
							"CRI+1 increases for every LUK+10";
	setarray .descript2$[0],"ATK +1% added above STR 110",
							"MATK +1% added above INT 110",
							"Complete Flee +1 added above AGI 110",
							"MHP+1 added above VIT 110",
							"Ranged attack power +1% added above DEX 110",
							"Critical damage +1% added above LUK 110";
	end;
}

ecl_in01,64,97,5	script	Slot Expert Nattuer#ecl	4_F_FAIRYKID,{
	disable_items;
	mes "[Slot Expert]";
	mes "I am Slot Expert Nattuer.";
	mes "If you bring me an item from my little brother Naphara along with 5 Splendide Coins, I will open up one Slot for you.";
	next;
	if (select("Activate a Slot.", "Forget it.")==2){
		close;
	}
	mes "[Slot Expert]";
	mes "Slot activation is an extremely difficult procedure that can fail even with heightened care and the use of a magnifying lens.";
	next;
	mes "[Slot Expert]";
	mes "Of course, if your heart were as big as that flower-filled land, you wouldn't mind. Right? Should I go for it?";
	next;
	if (select("Continue.", "Forget it.")==2) {
		close;
	}
	mes "[Slot Expert]";
	mes "Which item would you like to activate with a Slot?";
	next;
	.@choice = select("Str Glove", "Int Glove", "Ag Glove", "Vit Glove", "Dex Glove", "Luk Glove");
	.@choice += 2916;
	mes "[Slot Expert]";
	mes "Let's confirm for the last time. Is the one you want " + getitemname(.@choice) + "?";
	next;
	if (select("Yes", "No")==2) {
		mes "[Slot Expert]";
		mes "Why don't you talk to me when you know for sure.";
		close;
	}
	if (countitem(.@choice) < 1) {
		mes "[Slot Expert]";
		mes "You don't have that item. Why don't you talk to me when you know for sure.";
		close;
	}
	if (countitem(Splendide_Coin) < 5) {
		mes "[Slot Expert]";
		mes "You don't have enough coins. Why don't you talk to me when you know for sure.";
		close;
	}
	progressbar "0xFFFF00",3;
	mes "[Slot Expert]";
	delitem Splendide_Coin,5; //Splendide_Coin
	.@luckyday = rand(1,100);
	if ( (.@luckyday%20) > 0){
		emotion e_dots;
		delitem .@choice,1;
		mes "Shoot, I'm sorry. It failed.";
		mes "But I'm sure it will work next time. I have a feeling.";
		close;
	}
	emotion e_no1;
	delitem .@choice,1;
	getitem (.@choice+6),1;
	mes "My eyes feel like they're gonna pop out.";
	mes "Nonetheless, congratulations. Slot activation was successful.";
	close;
}

ecl_in01,33,98,5	script	Herb Merchant Plafina#e	4_M_FAIRYKID2,{
	if (checkweight(Axe,1)==0) {
		mes "- Stop Here!! -";
		mes "- You have too many items. -";
		mes "- You cannot carry any more items. -";
		mes "- Lighten your load and -";
		mes "- try again. -";
		close;
	}
	mes "[Herb Merchant]";
	mes "Welcome, this is Plafina's Herb Store where only the freshest herbs are provided~!";
	next;
	.@item = select("Snow Flip", "Peony Mommy", "Slapping Herb", "Yggdrasil Dust", "End conversation")-1;
	if (.@item==4){
		mes "[Herb Merchant]";
		mes "Come back anytime.";
		close;
	}
	mes "[Herb Merchant]";
	switch (.@item){
		case 0:
			mes "Snow Flip has special effects on ^3131FFBurning, Bleeding, Deep Sleep, Sleep^000000.";
			break;
		case 1:
			mes "Peony Mamy has special effects on ^3131FFFrost, Frozen, Freezing^000000";
			break;
		case 2:
			mes "Slapping Herb has special effects on ^3131FFStun, Fear, Chaos, Hallucination^000000";
			break;
		case 3:
			mes "Yggdrasil Dust has special effects on ^3131FFBlind, Curse, Decrease Agility, Reverse Orcish^000000.";
			break;
	}
	mes "Requires 5 seconds between uses.";
	mes "It costs "+ .cost[.@item] +" Splendide Coins for each.";
	next;
	.@buy = select("Buy 1.", "Buy 10.", "Don't buy.");
	if (.@buy==3){
		close;
	}
	if (.@buy==2){
		.@buy = 10;
	}
	mes "[Herb Merchant]";
	mes "Would you like to buy "+ .@buy +" "+ getitemname(.items[.@item]) +"?";
	next;
	if (select("Buy.", "Don't buy.")==2){
		close;
	}
	if (countitem(Splendide_Coin) < (.cost[.@item]*.@buy) ) {
		mes "[Herb Merchant]";
		mes "You don't have enough coins.";
		close;
	}
	mes "[Herb Merchant]";
	mes "Thank you for your business.";
	delitem Splendide_Coin,.cost[.@item]*.@buy; //Splendide_Coin
	getitem .items[.@item],.@buy;
	close;

OnInit:
	setarray .items[0],Snow_Flip,Peony_Mommy,Slapping_Herb,Yggdrasil_Dust;
	setarray .cost[0],5,5,1,1;	//Splendide Coins
	end;
}

ecl_in01,67,39,4	script	Replication Expert Paltu	4_M_FAIRYKID4,{
	if (checkweight(Axe,3)==0) {
		mes "You have too many items to continue.";
		close;
	}
	emotion e_lv;
	mes "[Paltu]";
	mes "Woohoo- Greetings. What are you looking for? Lots of goods here.";
	next;
	switch (select("No thanks.", "Replication?", "I know you got lots up your sleeve!")) {
		case 1:
			emotion e_an;
			mes "[Paltu]";
			mes "Really? Hmm?";
			close;
		case 2:
			mes "[Paltu]";
			mes "One can say that there's no one better in Eclage than I at utilizing magic resistance.";
			next;
			mes "[Paltu]";
			mes "I'll give you a good price whatever it is. Just trust me.";
			next;
			select("Could you do something for me?");
			emotion e_no1;
			mes "[Paltu]";
			mes "Hey, I like your attitude.";
			next;
			mes "[Paltu]";
			mes "Ah- you know the hat you're wearing?";
			next;
			emotion e_what;
			mes "[Paltu]";
			mes "Don't you have any of those hats lying around in storage that are solid but too ugly to wear? You do, right?";
			next;
			select(".........");
			emotion e_dots,1;
			emotion e_heh;
			mes "[Paltu]";
			mes "See! I knew it. I knew it from the first minute.";
			next;
			mes "[Paltu]";
			mes "If you bring me ^ff0000 50 Splendide Coins and the ingredients^000000, I'll make you a new hat in the same shape but worn as a ^ff0000Costume^000000.";
			next;
			mes "[Paltu]";
			mes "Hmm, what was it...?";
			mes "I think you adventurers call them ^0571B0Costumes^000000? right?";
			next;
			select("Yes~ What do you need?");
			mes "[Paltu]";
			mes "I need 1 ^0571B0hat to replicate^000000 and";
			mes "I need ^E1281E 4 Crystal Mirrors^000000 for magic resistance, ^E1281E 1 Fairy Magic Powder^000000 as the catalyst, and ^E1281E Emerald, Ruby, Sapphire, Topaz, and Zircon, 10 of each^000000, to be used for amplifying the magic power.";
			next;
			emotion e_no;
			mes "[Paltu]";
			mes "There's quite a lot of ingredients, right? Well, I can't do anything about that. Dealing with magic power is not a joke.";
			next;
			select("Which hats can be replicated?");
			mes "[Paltu]";
			mes "Oh! You're pretty sharp!";
			mes "Almost forgot the most important thing.";
			next;
			mes "[Paltu]";
			mes "Hats that I can replicate are:";
			mes "^0571B0Frog Hat, Romantic Flower, Magestic Goat, Blush, Valkyrie Helm, Deviruchi Hat, Assassin Mask, Elven Ears, Hahoe Mask, and Boys Cap^000000 a total of 10 types.";
			next;
			mes "[Paltu]";
			mes "What do you think? I'll make it happen as long as I have the ingredients and the compensation.";
			next;
			if (select("I'll do it later.", "Show me what you got!") == 1) {
				emotion e_dots;
				mes "[Paltu]";
				mes "What? Are you kidding me? Please tell me you are!";
				close;
			}
			break;
	}
	disable_items;
	emotion e_lv2;
	mes "[Paltu]";
	mes "Oh wow.";
	mes "You made the right call. I thought I was going to starve to death because the Laphines have no interest in pretty hats.";
	next;
	mes "[Paltu]";
	mes "I'll make it a great deal for you. You really should know I'm giving you a good deal here.";
	next;
	mes "[Paltu]";
	mes "Is there something you had in mind? Why don't you take a look?";
	next;
	setarray .@items[0],Frog_Cap,
						Centimental_Flower,
						Magestic_Goat,
						Blush,
						Valkyrie_Helm,
						Deviruchi_Cap,
						Assassin_Mask_,
						Elven_Ears,
						Hahoe_Mask,
						Boys_Cap;
	setarray .@costumes[0], C_Frog_Cap,
							C_Centimental_Flower,
							C_Magestic_Goat,
							C_Blush,
							C_Valkyrie_Helm,
							C_Deviruchi_Cap,
							C_Assassin_Mask_,
							C_Elven_Ears,
							C_Hahoe_Mask,
							C_Boys_Cap;
	if ((countitem(Splendide_Coin) >= 50) && (countitem(Crystal_Mirror) >= 4) && countitem(Angel_Magic_Power) && (countitem(Azure_Jewel) >= 10) && (countitem(Cardinal_Jewel) >= 10) && (countitem(Blue_Jewel) >= 10) && (countitem(Golden_Jewel) >= 10) && (countitem(Bluish_Green_Jewel) >= 10))
		.@item_check =1;

	for(.@i = 0; .@i<getarraysize(.@items); .@i++) {
		if (.@item_check && countitem(.@items[.@i]))
			.@menu$ = .@menu$+getitemname(.@items[.@i])+" (^2502FDAble to Replicate^000000):";
		else
			.@menu$ = .@menu$+getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):";
	}
	.@i = select(.@menu$)-1;
	mes "[Paltu]";
	mes "Is ^0571B0"+getitemname(.@items[.@i])+"^000000 what you wanted?";
	next;
	if (.@item_check == 0 || countitem(.@items[.@i]) == 0) {
		emotion e_sob;
		mes "[Paltu]";
		mes "Ay... Credit purchases are difficult for me.";
		next;
		mes "[Paltu]";
		mes "^0571B0"+getitemname(.@items[.@i])+"^000000 and";
		mes "^E1281E50 Splendide Coins, 4 Crystal Mirrors, 1 Fairy Magic Powder, 10 of each Emerald, Ruby, Sapphire, Topaz, and Zircon^000000 are necessary.";
		next;
		mes "[Paltu]";
		mes "I'm in a tight spot myself. Please consider my situation also.";
		close;
	}
	emotion e_what;
	mes "[Paltu]";
	mes "Yes, this is more than enough. Should I make it now?";
	next;
	if (select("Please make it now.", "Oops, I have to take care of something...") == 2) {
		emotion e_omg;
		mes "[Paltu]";
		mes "Hey.. Hey! Hey! Where you going?";
		close;
	}
	emotion e_omg;
	mes "[Paltu]";
	mes "I got it. Oh right! Almost forgot again.";
	next;
	mes "[Paltu]";
	mes "^FF0000In the process of replication, magic intervention phenomenon causes the hat to lose all of its refinements, cards, and hidden enchantments.^000000";
	next;
	mes "[Paltu]";
	mes "^FF0000And if you possess multiple hats of the same type, the one you don't want can undergo the replication process, so please check to make sure.^000000";
	next;
	mes "[Paltu]";
	mes "So any problems with that?";
	next;
	if (select("Let me go check.", "Start the replication process.")==1) {
		mes "[Paltu]";
		mes "Yeah, please make sure!";
		close;
	}
	emotion e_gg;
	mes "[Paltu]";
	mes "Woohoo- Got it.";
	mes "It's finally time for me to use my skills again.";
	next;
	emotion e_swt2;
	mes "[Paltu]";
	mes "Do this thing here, and do that thing there, and then do this thing here again...";
	next;
	emotion e_dots;
	emotion e_swt2;
	mes "[Paltu]";
	mes "... .. ...";
	specialeffect EF_BEGINSPELL;
	progressbar "0xFFFF00",1;
	specialeffect EF_BEGINSPELL2;
	progressbar "0xFFFF00",1;
	specialeffect EF_BEGINSPELL3;
	progressbar "0xFFFF00",1;
	specialeffect EF_BEGINSPELL4;
	progressbar "0xFFFF00",1;
	specialeffect EF_MVP;
	next;
	delitem Splendide_Coin,50;
	delitem Crystal_Mirror,4;
	delitem Angel_Magic_Power,1;
	delitem Azure_Jewel,10;
	delitem Cardinal_Jewel,10;
	delitem Blue_Jewel,10;
	delitem Golden_Jewel,10;
	delitem Bluish_Green_Jewel,10;
	delitem .@items[.@i],1;
	getitem .@costumes[.@i],1;
	mes "[Paltu]";
	mes "Good. This is a satisfying result.";
	mes "I'll do even a better job next time. Please tell others about my work. Have a good day~";
	close;
}