prontera,188,209,4	script	Shandy Man	4_M_HUMAN_02,7,7,{
	if (questprogress(30426)){
		mes ("...");
		close;
	}	
	mes ("[ ^ff0000Shandy Man^000000 ]");
	mes ("Hey, you there.  I have some shad--I mean awesome deals for you!.");
	mes ("You see, I have stol--I mean acquired the designs of the crown jewels and some other hats.");
	mes ("For a uhm..*cough* fair price.  I can make you an awesome replica!.");
	next;
	if(select("Sure! How much?","I don't trust you.") ==  1){
		mes ("[ ^ff0000Shandy Man^000000 ]");
		mes ("Uhm.. about 300K will do!  You have to pay me now though.  I won't be around much longer.");
		next;
		if(select("Pay him.","Don't pay.") == 1){
			if (Zeny > 299999){
				mes ("[ ^ff0000Shandy Man^000000 ]");	
				mes ("Hehehe, sucker!!");
				Zeny -= 300000;
				hideonnpc "Shandy Man";
				initnpctimer;
				next;
				mes ("^ff0000He runs off with your money.  Where the hell did he go?!^000000");
				setquest(30426);
				close;
			}
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes ("You don't have that amount of Zeny.");
			close;
		} else {
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes ("Fine, fine.  But hurry up if you still want to.");
			close;
		}
	} else {
		mes ("[ ^ff0000Shandy Man^000000 ]");
		mes ("Hmph, well... your choice!!");
		close;
	}

OnTouch:
	if (!questprogress(30426)){
		mes "[!?]";
		mes "Pssssssssstttt!!";
		close;
	}
	end;

OnTimer100000:
	hideoffnpc "Shandy Man";
	stopnpctimer;
	end;

}

prt_castle,139,96,1	script	Shandy Man#2	4_M_HUMAN_02,{
	disable_items();
	if (questprogress(30426) == 2){	
		mes ("[ ^ff0000Shandy Man^000000 ]");
		mes ("Right.  I can make you these:");
		next;
		switch(select("Imperial Pride", "Lady's Splendor", "Gentleman's Hat", "Valentine's Tropper", "Moogle Ball")) {
		case 1: // Imperial Pride
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes Itemlink(Imperial_Pride);
			mes ("A beatiful crown, only worn by the most important people.  I can make it if you bring me:");

			mes ("^ff0000400x "+getitemname(Shining_Scales)+"^000000");
			mes ("^ff00005x "+getitemname(Crystal_Jewel___)+"^000000");
			mes ("^ff00002x "+getitemname(Crystal_Jewel__)+"^000000");
			mes ("^ff00001x "+getitemname(Crystal_Jewel)+"^000000");
			mes ("^ff00001x "+getitemname(Black_Dyestuffs)+"^000000");
			mes ("^ff00001x "+getitemname(Violet_Jewel)+"^000000");
			next;
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes ("Wanna make this?");
			next;
			if (select("Absolutely", "Nah") == 1) {
				mes ("[ ^ff0000Shandy Man^000000 ]");		
				/* Check Required Items */						
				if ( countitem(Shining_Scales) > 399
					&& countitem(Crystal_Jewel___) > 4
					&& countitem(Crystal_Jewel__) > 1
					&& countitem(Crystal_Jewel) > 0
					&& countitem(Black_Dyestuffs) > 0 
					&& countitem(Violet_Jewel) > 0
					){
					/* Delete Required Items */						
					delitem Shining_Scales,400;
					delitem Crystal_Jewel___,5;
					delitem Crystal_Jewel__,2;
					delitem Crystal_Jewel,1;
					delitem Black_Dyestuffs,1;		
					delitem Violet_Jewel,1;
					/* Get Reward */		
					getitem Imperial_Pride,1; 
					close;
				}
				/* Lacking ingredients */
				mes ("Sorry, those are not all ingredients.");
				close;
			} else {
				mes ("[ ^ff0000Shandy Man^000000 ]");
				mes ("Ok, fine.");	
				close;
			}
		case 2:	// Lady's Splendor
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes Itemlink(Ladys_Splendor);
			mes ("A beatiful lady's crown, only worn by the most important people.  I can make it if you bring me:");
			mes ("^ff0000400x "+getitemname(Shining_Scales)+"^000000");
			mes ("^ff00005x "+getitemname(Crystal_Jewel___)+"^000000");
			mes ("^ff00002x "+getitemname(Crystal_Jewel__)+"^000000");
			mes ("^ff00001x "+getitemname(Crystal_Jewel)+"^000000");
			mes ("^ff00001x "+getitemname(Black_Dyestuffs)+"^000000");
			mes ("^ff00001x "+getitemname(Violet_Jewel)+"^000000");
			next;
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes ("Wanna make this?");
			next;
			if (select("Absolutely", "Nah") == 1) {
				mes ("[ ^ff0000Shandy Man^000000 ]");		
				/* Check Required Items */						
				if ( countitem(Shining_Scales) > 399
					&& countitem(Crystal_Jewel___) > 4
					&& countitem(Crystal_Jewel__) > 1
					&& countitem(Crystal_Jewel) > 0
					&& countitem(Black_Dyestuffs) > 0 
					&& countitem(Violet_Jewel) > 0
					){
					/* Delete Required Items */						
					delitem Shining_Scales,400;
					delitem Crystal_Jewel___,5;
					delitem Crystal_Jewel__,2;
					delitem Crystal_Jewel,1;
					delitem Black_Dyestuffs,1;		
					delitem Violet_Jewel,1;
					/* Get Reward */		
					getitem Ladys_Splendor,1; 
					close;
				}
				/* Lacking ingredients */
				mes ("Sorry, those are not all ingredients.");
				close;
			} else {
				mes ("[ ^ff0000Shandy Man^000000 ]");
				mes ("Ok, fine.");	
				close;
			}
		case 3:	// Gentleman's Hat
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes Itemlink(Gentlemans_Hat);
			mes ("A very stylish gentleman's hat. Makes you appear classy..  I can make it if you bring me:");

			mes ("^ff0000400x "+getitemname(Sea_Otter_Leather)+"^000000");
			mes ("^ff0000200x "+getitemname(Fluff)+"^000000");
			mes ("^ff000050x "+getitemname(Soft_Silk_Cloth)+"^000000");
			mes ("^ff00005x "+getitemname(Witherless_Rose)+"^000000");
			mes ("^ff00001x "+getitemname(Scarlet_Dyestuffs)+" ^000000");
			next;
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes ("Wanna make this?");
			next;
			if (select("Absolutely", "Nah") == 1) {
				mes ("[ ^ff0000Shandy Man^000000 ]");		
				/* Check Required Items */						
				if ( countitem(Sea_Otter_Leather) > 399
					&& countitem(Fluff) > 199
					&& countitem(Soft_Silk_Cloth) > 49
					&& countitem(Witherless_Rose) > 4
					&& countitem(Scarlet_Dyestuffs) > 0 
					){
					/* Delete Required Items */						
					delitem Sea_Otter_Leather,400;
					delitem Fluff,200;
					delitem Soft_Silk_Cloth,50;
					delitem Witherless_Rose,5;
					delitem Scarlet_Dyestuffs,1;		
					/* Get Reward */		
					getitem Gentlemans_Hat,1; 
					close;
				}
				/* Lacking ingredients */
				mes ("Sorry, those are not all ingredients.");
				close;
			} else {
				mes ("[ ^ff0000Shandy Man^000000 ]");
				mes ("Ok, fine.");	
				close;
			}
		case 4:	// Valentine Trooper
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes Itemlink(Valentines_Topper);
			mes ("A hat showing that you are in love!  I can make it if you bring me:");

			mes ("^ff0000400x "+getitemname(Sea_Otter_Leather)+"^000000");
			mes ("^ff0000200x "+getitemname(Fluff)+"^000000");
			mes ("^ff000050x "+getitemname(Soft_Silk_Cloth)+"^000000");
			mes ("^ff00005x "+getitemname(Witherless_Rose)+"^000000");
			mes ("^ff00001x "+getitemname(Scarlet_Dyestuffs)+" ^000000");
			next;
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes ("Wanna make this?");
			next;
			if (select("Absolutely", "Nah") == 1) {
				mes ("[ ^ff0000Shandy Man^000000 ]");		
				/* Check Required Items */						
				if ( countitem(Sea_Otter_Leather) > 399
					&& countitem(Fluff) > 199
					&& countitem(Soft_Silk_Cloth) > 49
					&& countitem(Witherless_Rose) > 4
					&& countitem(Scarlet_Dyestuffs) > 0 
					){
					/* Delete Required Items */						
					delitem Sea_Otter_Leather,400;
					delitem Fluff,200;
					delitem Soft_Silk_Cloth,50;
					delitem Witherless_Rose,5;
					delitem Scarlet_Dyestuffs,1;		
					/* Get Reward */		
					getitem Valentines_Topper,1; 
					close;
				}
				/* Lacking ingredients */
				mes ("Sorry, those are not all ingredients.");
				close;
			} else {
				mes ("[ ^ff0000Shandy Man^000000 ]");
				mes ("Ok, fine.");	
				close;
			}
		case 5:	// Moogle Ball
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes Itemlink(Moogle_Ball);
			mes ("A jiggling ball on top of your head. It makes you look rather silly.  I can make it if you bring me:");
			mes ("^ff0000300x "+getitemname(Dragon_Horn)+"^000000");
			mes ("^ff0000300x "+getitemname(Flexible_String)+"^000000");
			mes ("^ff00003x "+getitemname(Prohibition_Red_Candle)+"^000000");
			mes ("^ff00001x "+getitemname(Scarlet_Dyestuffs)+" ^000000");
			next;
			mes ("[ ^ff0000Shandy Man^000000 ]");
			mes ("Wanna make this?");
			next;
			if (select("Absolutely", "Nah") == 1) {
				mes ("[ ^ff0000Shandy Man^000000 ]");		
				/* Check Required Items */						
				if ( countitem(Dragon_Horn) > 299
					&& countitem(Flexible_String) > 299
					&& countitem(Prohibition_Red_Candle) > 2
					&& countitem(Scarlet_Dyestuffs) > 0 
					){
					/* Delete Required Items */						
					delitem Dragon_Horn,300;
					delitem Flexible_String,300;
					delitem Prohibition_Red_Candle,3;
					delitem Scarlet_Dyestuffs,1;		
					/* Get Reward */		
					getitem Moogle_Ball,1; 
					close;
				}
				/* Lacking ingredients */
				mes ("Sorry, those are not all ingredients.");
				close;
			} else {
				mes ("[ ^ff0000Shandy Man^000000 ]");
				mes ("Ok, fine.");	
				close;
			}
		
		default:
			close;
		}
	}
	if (questprogress(30426) == 1){
		mes("[ ^257995"+strcharinfo(PC_NAME)+"^000000 ]");
		mes ("You bastard!  You ran away with my money!  Get ready for a fist in your face!");
		next;
		mes ("[ ^ff0000Shandy Man^000000 ]");
		mes ("... Ah crap, you found me.");
		mes ("Wait wait wait, don't hit me!");
		mes ("I'm sorry, okay?  I really need the money to pay off some people.");
		next;
		mes ("[ ^ff0000Shandy Man^000000 ]");
		mes ("I can still make you the headgears you want, though.  Give me a moment to get the designs and I can show you what I can make you.");
		completequest(30426);
		close;
	}	
	mes ("...");
	close;
}