//================= 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)  rAthena Dev Team
//= Copyright (C)  eAthena Dev Team
//= Copyright (C)  Euphy
//= Copyright (C)  Kisuka
//= Copyright (C)  Paradox924X
//= Copyright (C)  Yommy
//= Copyright (C)  L0ne_W0lf
//= Copyright (C)  SinSloth
//= Copyright (C)  KarLaeda
//= Copyright (C)  Lupus
//= Copyright (C)  MasterOfMuppets
//= Copyright (C)  Evera
//=
//= 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/>.
//=========================================================================
//= Quest NPCs related to Einbroch and Einbech
//================= Description ===========================================
//= Oridecon/Mineral Quest
//= - Variable in use: ein_gear1 (max 2)
//= - Variable in use: $ein_amano (max 60)
//= Uwe Kliene Quest
//= - Variable in use: ein_cook (max ???)
//= Factory Quest
//= - Variable in use: EinFactory (max 16)
//= - Variable in use: $EinPolution (max 10)
//= Murder Quest
//= - Variable in use: Shinokas_Quest (max 11)
//= Lovers Quest
//= - Variable in use: EIN_LOVERQ (max 17)
//================= Current Version =======================================
//= 2.7
//=========================================================================

//== Oridecon Stone OR Mineral Stone Quest :: ein_amano ====
einbech,97,167,5	script	Cavitar	4_M_EINOLD,{
	if (ein_gear1 == 2) {
		mes "[Cavitar]";
		mes "It's been a long";
		mes "time, my friend. With";
		mes "your help, my wife has";
		mes "gotten much better.";
		next;
		mes "[Cavitar]";
		mes "Once again, I want to";
		mes "thank you for what you've";
		mes "done for me. Please drop";
		mes "by anytime whenever you";
		mes "come visit my town.";
		close;
	}
	else if (ein_gear1 == 1) {
		mes "[Cavitar]";
		mes "Oh, welcome.";
		mes "So did you bring";
		mes "everything that";
		mes "I've asked you?";
		next;
		switch(select("Yes.", "No, not yet.")) {
		case 1:
			if ((countitem(Emveretarcon) > 9) && (countitem(Coal) > 2) && (countitem(Zargon) > 9) && (countitem(Large_Jellopy) > 39)) {
				mes "[Cavitar]";
				mes "Let me check the items";
				mes "that you brought before";
				mes "I give you an Oridecon.";
				next;
				if (checkweight(Worn_Out_Scroll,1)) {
					mes "[Cavitar]";
					mes "Good, you brought";
					mes "everything! Now let me";
					mes "give you this Oridecon.";
					mes "I'm sorry that I can't offer";
					mes "you much more than this.";
					next;
					mes "[Cavitar]";
					mes "Alright then,";
					mes "adventurer. I hope";
					mes "you travel in safety.";
					delitem Coal,3;
					delitem Large_Jellopy,40;
					delitem Emveretarcon,10;
					delitem Zargon,10;
					ein_gear1 = 0;
					getitem Oridecon_Hammer,1; // Oridecon
					close;
				}
				else {
					mes "[Cavitar]";
					mes "Hmmm, it seems you're";
					mes "carrying too many things";
					mes "with you. Shouldn't you";
					mes "store some of your items";
					mes "in Kafra Storage first?";
					close;
				}
			}
			else {
				mes "[Cavitar]";
				mes "Hm...?";
				mes "You're missing some";
				mes "things. Let me tell you";
				mes "what you need to bring";
				mes "once again so that I can";
				mes "give you 1 Oridecon.";
				next;
				mes "[Cavitar]";
				mes "40 Large Jellopy,";
				mes "10 Emveretarcon,";
				mes "3 Coal and";
				mes "10 Zargon.";
				mes "Please don't";
				mes "forget this.";
				close;
			}
		case 2:
			mes "[Cavitar]";
			mes "Oh, alright.";
			mes "Let me remind";
			mes "you of what you";
			mes "need to trade for";
			mes "1 Oridecon in";
			mes "case you've forgotten.";
			next;
			mes "[Cavitar]";
			mes "40 Large Jellopy,";
			mes "10 Emveretarcon,";
			mes "3 Coal and";
			mes "10 Zargon.";
			mes "Come back";
			mes "whenever you're ready.";
			close;
		}
	}
	else {
		if (BaseLevel < 40){
			mes "[Cavitar]";
			mes "Recently, we've had some";
			mes "tunnel cave-ins which resulted";
			mes "in miner casualties. We're having";
			mes "a harder time working in the";
			mes "mines now that we're even";
			mes "lower on manpower.";
			next;
			mes "[Cavitar]";
			mes "What's really suspicious";
			mes "is that it seems something";
			mes "has been making the tunnels";
			mes "collapse on purpose. Some of";
			mes "us believe it's because we've";
			mes "angered the master of the cave.";
			next;
			mes "[Cavitar]";
			mes "The tunnel accident";
			mes "is still fresh in my mind.";
			mes "It seems that there are";
			mes "more ^FF0000Cave Master^000000 sightings";
			mes "when the tunnels started";
			mes "to inexplicably collapse.";
			next;
			mes "[Cavitar]";
			mes "I was off duty when";
			mes "the accident happened.";
			mes "Still, I hear the only survivor";
			mes "went crazy and disappeared";
			mes "somewhere. The poor bastard...";
			close;
		}
		else {
			if (Zeny < 1000){
				mes "[Cavitar]";
				mes "You're...";
				mes "You're just as";
				mes "bad off as I am!";
				mes "I feel so sorry for you";
				mes "that I'd give you some";
				mes "zeny if I could spare it...";
				close;
			}
			else {
				mes "[Cavitar]";
				mes "Hmm...?";
				mes "I'm sorry, but";
				mes "I don't think I have";
				mes "the luxury of chatting";
				mes "at the moment.";
				next;
				mes "[Cavitar]";
				mes "My wife was seriously";
				mes "injured when she was";
				mes "working with me in the";
				mes "mine when it collapsed.";
				mes "It's agonizing, wondering";
				mes "if she'll be okay or not.";
				next;
				mes "[Cavitar]";
				mes "Luckily no one";
				mes "was killed, but my";
				mes "wife is... ^333333*S-Sob*^000000";
				mes "I'm sorry, but I need";
				mes "to be alone right now...";
				next;
				switch(select("I can help you.", "Okay...", "An accident?")) {
				case 1:
					mes "[Cavitar]";
					mes "Are you serious?!";
					mes "Thank you, thank you so much!";
					mes "A-as you can see, I'm not doing";
					mes "so well financially. But I've got to get my wife to a hospital.";
					next;
					mes "[Cavitar]";
					mes "And since I've got to";
					mes "take of her myself,";
					mes "I haven't been able to work.";
					mes "I don't know what I should do.";
					next;
					select("Then how can I help?");
					mes "[Cavitar]";
					mes "Well, to be frank,";
					mes "I'm in dire need of zeny.";
					mes "It costs 1,000 zeny to cover";
					mes "her medical expenses and";
					mes "food for just one day.";
					next;
					switch(select("Help Him.", "Quit.")) {
					case 1:
						if (checkweight(Spawn,10) == 0) {
							mes "[Cavitar]";
							mes "Hmmm, it seems you're";
							mes "carrying too many things";
							mes "with you. Shouldn't you";
							mes "store some of your items";
							mes "in Kafra Storage first?";
							close;
						}
						else {
							mes "[Cavitar]";
							mes "Oh...!";
							mes "Thank you, you";
							mes "can't imagine how";
							mes "grateful I am! I never";
							mes "believed that I'd meet";
							mes "someone as kind as you.";
							next;
							if ($ein_amano == 60) {
								if (rand(1,3) == 1) {
									mes "[Cavitar]";
									mes "Other adventurers have";
									mes "also been helping me, so";
									mes "with all of your help, my wife";
									mes "has been getting better.";
									next;
									mes "[Cavitar]";
									mes "I would like to give";
									mes "you a small present";
									mes "as a token of my gratitute.";
									mes "If you would, please take this.";
									Zeny -= 1000;
									ein_gear1 = 2;
									switch(rand(1,7)) {
									case 1:
										getitem Phlogopite,1; // Phlogopite
										break;
									case 2:
										getitem Agate,1; // Agate
										break;
									case 3:
										getitem Rose_Quartz,1; // Rose_Quartz
										break;
									case 4:
										getitem Turquoise,1; // Turquoise
										break;
									case 5:
										getitem Citrine,1; // Citrine
										break;
									case 6:
										getitem Pyroxene,1; // Pyroxene
										break;
									case 7:
										getitem Olivine,1; // Olivine
									}
									next;
									mes "[Cavitar]";
									mes "I've been keeping these";
									mes "kinds of metals since I was";
									mes "sure they'd be more useful";
									mes "to someone other than me.";
									mes "Hopefully, you'll find this ore";
									mes "useful in one way or another.";
									close;
								}
								else {
									mes "[Cavitar]";
									mes "If I were still";
									mes "working, I'd try my";
									mes "best to pay you back.";
									mes "But my current situation";
									mes "doesn't really allow it...";
									next;
									mes "[Cavitar]";
									mes "Still, I'd be happy";
									mes "to trade you 1 Oridecon";
									mes "if you can bring me some";
									mes "items. How does that sound?";
									next;
									mes "[Cavitar]";
									mes "Would you bring me";
									mes "40 Large Jellopy,";
									mes "10 Emveretarcon,";
									mes "3 Coal and";
									mes "10 Zargon?";
									next;
									switch(select("Sure~!", "No, thanks.")) {
									case 1:
										Zeny -= 1000;
										ein_gear1 = 1;
										mes "[Cavitar]";
										mes "Great...!";
										mes "Now I need to go";
										mes "take care of my wife.";
										mes "Come back when you";
										mes "gather everything I've";
										mes "asked you to bring.";
										close;
									case 2:
										mes "[Cavitar]";
										mes "I see.";
										mes "Well, I understand";
										mes "that adventurers don't";
										mes "stay in one place for";
										mes "very long. Once again,";
										mes "thank you for your help.";
										next;
										mes "[Cavitar]";
										mes "But please take";
										mes "this small gift";
										mes "as a token of";
										mes "my gratitude.";
										Zeny -= 1000;
										getitem Phracon,1; // Phracon
										close;
									}
								}
							}
							else {
								mes "[Cavitar]";
								mes "If I were still";
								mes "working, I'd try my";
								mes "best to pay you back.";
								mes "But my current situation";
								mes "doesn't really allow it...";
								next;
								mes "[Cavitar]";
								mes "Still, I'd be happy";
								mes "to trade you 1 Oridecon";
								mes "if you can bring me some";
								mes "items. How does that sound?";
								next;
								mes "[Cavitar]";
								mes "Would you bring me";
								mes "40 Large Jellopy,";
								mes "10 Emveretarcon,";
								mes "3 Coal and";
								mes "10 Zargon?";
								next;
								switch(select("Sure~!", "No, thanks.")) {
								case 1:
									Zeny -= 1000;
									++$ein_amano;
									ein_gear1 = 1;
									mes "[Cavitar]";
									mes "Great...!";
									mes "Now I need to go";
									mes "take care of my wife.";
									mes "Come back when you";
									mes "gather everything I've";
									mes "asked you to bring.";
									close;
								case 2:
									mes "[Cavitar]";
									mes "I see.";
									mes "Well, I understand";
									mes "that adventurers don't";
									mes "stay in one place for";
									mes "very long. Once again,";
									mes "thank you for your help.";
									next;
									mes "[Cavitar]";
									mes "But please take";
									mes "this small gift";
									mes "as a token of";
									mes "my gratitude.";
									Zeny -= 1000;
									getitem Phracon,1; // Phracon
									close;
								}
							}
						}
					case 2:
						mes "[Cavitar]";
						mes "I understand.";
						mes "I'm sorry that I've";
						mes "asked so much of you.";
						mes "But please understand";
						mes "that I'm desperate...";
						close;
					}
				case 2:
					mes "[Cavitar]";
					mes "You're...";
					mes "You're heartless!";
					mes "^666666*Sob...*^000000";
					mes "Can't you see that I'm";
					mes "poor and need help?!";
					close;
				case 3:
					mes "[Cavitar]";
					mes "Recently, we've had some";
					mes "tunnel cave-ins which resulted";
					mes "in miner casualties. We're having";
					mes "a harder time working in the";
					mes "mines now that we're even";
					mes "lower on manpower.";
					next;
					mes "[Cavitar]";
					mes "What's really suspicious";
					mes "is that it seems something";
					mes "has been making the tunnels";
					mes "collapse on purpose. Some of";
					mes "us believe it's because we've";
					mes "angered the master of the cave.";
					next;
					mes "[Cavitar]";
					mes "The tunnel accident";
					mes "is still fresh in my mind.";
					mes "It seems that there are";
					mes "more ^FF0000Cave Master^000000 sightings";
					mes "when the tunnels started";
					mes "to inexplicably collapse.";
					next;
					mes "[Cavitar]";
					mes "I was off duty when";
					mes "the accident happened.";
					mes "Still, I hear the only survivor";
					mes "went crazy and disappeared";
					mes "somewhere. The poor bastard...";
					close;
				}
			}
		}
	}
}

//== Uwe Kleine :: ein_anoz ================================
einbroch,215,180,6	script	Uwe Kleine#ein	4_M_03,{
	function F_AboutEinbroch {
		mes "[Uwe]";
		mes "Einbroch was originally";
		mes "built to support Einbech's";
		mes "mining efforts. Because it's";
		mes "small and crowded with people,";
		mes "there's no room to build the ore refining factories over there.";
		next;
		mes "[Uwe]";
		mes "Since Einbroch used to be";
		mes "an empty lot, it was perfect";
		mes "for building factories. That's";
		mes "what my grandfather told me a";
		mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
		next;
		mes "[Uwe]";
		mes "Now people think that this";
		mes "city was never planned to be";
		mes "just an extension of Einbech.";
		mes "See that rampart over there?";
		mes "It doesn't connect to Einbech at all! No protection for them...";
		next;
		mes "[Uwe]";
		mes "It's like the government";
		mes "lost all interest in Einbech.";
		mes "Even the miners there have";
		mes "been moving here to work in ";
		mes "the factories. But more people hasn't made this city more lively.";
		next;
		mes "[Uwe]";
		mes "Einbroch may look modern";
		mes "and exciting now, but soon";
		mes "you'll see that there's no sign";
		mes "of warmth or life. So... Just don't live here in your old age.";
		next;
		.@choice2$ = "I won't. Thanks for the advice.";
		if (BaseClass == Job_Blacksmith)
			.@choice2$ = "But I like the city life~";
		switch (select("Then why are you here?", .@choice2$)) {
		case 1:
			if (BaseClass == Job_Blacksmith) {
				mes "[Uwe]";
				mes "Well, sugar honey,";
				mes "I've been waiting for";
				mes "someone. But... It looks";
				mes "like that person won't be";
				mes "coming back anyway.";
				next;
				mes "[Uwe]";
				mes "Oooh, but let's not talk";
				mes "about that. Next time you";
				mes "drop by, we'll talk about";
				mes "something more fun, 'kay?";
				close;
			}
			mes "[Uwe]";
			mes "Well, I have some";
			mes "precious memories of";
			mes "this place. Once, there was";
			mes "a man who lived here who";
			mes "was just like a father to me.";
			next;
			mes "[Uwe]";
			mes "Oh, but I'm sure that";
			mes "you don't want to hear";
			mes "about that. Next time you";
			mes "drop by, we'll talk about";
			mes "something more fun, 'kay?";
			mes "Buhbye for now, cutie~";
			close;
		case 2:
			if (BaseClass != Job_Blacksmith) {
				mes "[Uwe]";
				mes "Oh, that is such";
				mes "a good decision,";
				mes "sugar honey! Oh, you";
				mes "cutie adventurers are";
				mes "so precious, so lovable.";
				mes "^333333*Tee hee hee~*^000000";
				next;
				mes "[Uwe]";
				mes "Well, that was";
				mes "a fun talk. Come";
				mes "back and visit, 'kay?";
				mes "I'll miss you until";
				mes "the next time~";
				close;
			}
			mes "[Uwe]";
			mes "Big cities can be nice,";
			mes "but you never get to enjoy";
			mes "the sensation of stepping";
			mes "barefoot through the grass,";
			mes "or the magnificent sight of";
			mes "the shining stars at night.";
			next;
			mes "[Uwe]";
			mes "And the people who live";
			mes "in the cities can be so";
			mes "uptight! I've known more";
			mes "than a few who look down";
			mes "on people from smaller towns.";
			next;
			mes "[Uwe]";
			mes "It's sad to see some";
			mes "people will always be";
			mes "that ignorant. I... I just";
			mes "can't believe those people";
			mes "can be sooo close minded!";
			next;
			mes "[Uwe]";
			mes "Oh...!";
			mes "I'm sorry, I guess";
			mes "I went a little overboard.";
			mes "^666666*Titter*^000000 Next time you drop";
			mes "by, we'll talk about something";
			mes "more fun, 'kay? Buhbye~";
			close;
		}
	}
	
	function F_ForgeWeapon {
		mes "[Uwe]";
		mes "Well...";
		mes "I actually just";
		mes "do smithing work";
		mes "to create my own";
		mes "cooking tools.";
		next;
		mes "[Uwe]";
		mes "Oh, I understand";
		mes "that somebody needs";
		mes "to fight the monsters,";
		mes "but I'm the wrong person";
		mes "to ask for forging weapons.";
		mes "I... am a strict pacifist~";
		next;
		mes "[Uwe]";
		mes "Just go look";
		mes "around for a little";
		mes "bit, I'm sure you'll";
		mes "find a Blacksmith";
		mes "who's willing to forge";
		mes "you a good weapon~";
		close;
	}
	
	function F_Cancel {
		mes "[Uwe]";
		mes "Oh...?";
		mes "Well, feel";
		mes "free to visit";
		mes "me whenever";
		mes "you want, 'kay?";
		close;	
	}
	
	function F_RandCloseMsg {
		switch (rand(1, 3)) {
		case 1:
			mes "...Ho ho~";
			close;
		case 2:
			mes "...*Tee Hee~*";
			close;
		case 3:
			mes "...Behbie~";
			close;
		}
	}
	
	function F_Ingredients {
		mes "[Uwe]";
		mes "Now for beginners,";
		mes "learning to select";
		mes "and use ingredients";
		mes "is one of the most";
		mes "important fundamentals.";
		next;
		mes "[Uwe]";
		mes "Cooking is like forging";
		mes "since specific ingredients";
		mes "are needed to make specialty";
		mes "items or dishes. You can't just";
		mes "skip them if you really need";
		mes "them, right? Right!";
		next;
		mes "[Uwe]";
		mes "Once you make up your";
		mes "mind to do something,";
		mes "focus on finishing it, 'kay?";
		mes "Never cut corners and always";
		mes "dedicate yourself to make the";
		mes "very best finished product~";
		if (ein_cook == 7 && BaseClass == Job_Blacksmith)
			ein_cook += 10;
		next;
		mes "[Uwe]";
		mes "Well, that was";
		mes "a fun talk. Come";
		mes "back and visit, 'kay?";
		mes "I'll miss you until";
		mes "the next time~";
		F_RandCloseMsg();
	}
	
	function F_Cooking {
		mes "[Uwe]";
		mes "Mm...?";
		mes "Did you just";
		mes "say that you";
		mes "want to learn";
		mes "the art of cooking?";
		next;
		mes "[Uwe]";
		mes "I'm sorry, but I can't";
		mes "really give culinary";
		mes "lessons. But I will";
		mes "give good advice for";
		mes "hopeful beginners.";
		next;
		mes "[Uwe]";
		mes "Now...";
		mes "For your tuition";
		mes "I'll need-- Gosh,";
		mes "there's just so many";
		mes "things. Get some paper,";
		mes "and a pen for this list...";
		next;
		ein_cook += 100;
		mes "[Uwe]";
		mes "Just kidding!";
		mes "^333333*Titter~*^000000 I don't need";
		mes "much to make some";
		mes "cooking utensils. Bring";
		mes "6 ^0000FFLarge Jellopy^000000. That's it!";
		next;
		mes "[Uwe]";
		mes "In return, I will give you";
		mes "1 Coal and some useful";
		mes "cooking advice for novices.";
		mes "I give this advice for free to";
		mes "my smithing colleages, though...";
		next;
		mes "[Uwe]";
		mes "Why ^EEA9B8don't^000000 you";
		mes "become a Blacksmith?";
		mes "I'm much more confident";
		mes "in that field. ^333333*Tee hee~*^000000";
		next;
		mes "[Uwe]";
		mes "Well, I'll be";
		mes "waiting right";
		mes "here until you";
		mes "come back.";
		F_RandCloseMsg();
	}
	
	function F_Heart {
		mes "[Uwe]";
		mes "Ah, heart. Just like forging,";
		mes "you need passion and desire";
		mes "to create something special.";
		mes "Every smith and cook knows that";
		mes "you can do anything if you have";
		mes "the will and the commitment.";
		next;
		mes "[Uwe]";
		mes "Well, that's all";
		mes "I really have to";
		mes "say about that. But";
		mes "come back and chat";
		mes "whenever you please.";
		F_RandCloseMsg();
	}
	
	function F_Skills {
		mes "[Uwe]";
		mes "When you're beginning to learn";
		mes "skills, you can't let yourself be discouraged! Practice makes";
		mes "perfect, you know? But never";
		mes "use your lack of skills as an";
		mes "excuse if you happen to fail...";
		next;
		mes "[Uwe]";
		mes "Effort is also an essential";
		mes "in forging and cooking! Now,";
		mes "on the other hand, if you put";
		mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
		next;
		mes "[Uwe]";
		mes "The key is to always";
		mes "give 100% effort and work";
		mes "on improving your skills.";
		mes "Before you know it, you'll";
		mes "be a respected master!";
		next;
		mes "[Uwe]";
		mes "Well, that was";
		mes "a fun talk. Come";
		mes "back and visit, 'kay?";
		mes "I'll miss you until";
		mes "the next time~";
		F_RandCloseMsg();
	}
	
	function F_Tools {
		mes "[Uwe]";
		mes "Cooking is a little";
		mes "easier if you have";
		mes "nicer tools to use,";
		mes "but that's it. Tools by";
		mes "themselves can't make";
		mes "just anybody a master.";
		next;
		mes "[Uwe]";
		mes "In the end, the best";
		mes "tools are the ones you're";
		mes "most comfortable with using.";
		mes "In fact, I still use the old knife I used back when I was just";
		mes "a little novice chef~";
		next;
		mes "[Uwe]";
		mes "Oh, while we're on";
		mes "the subject of tools,";
		mes "I just received some";
		mes "new hammers today.";
		mes "Would you like a couple?";
		next;
		if (checkweight(Spawn, 50) == 0) {
			mes "[Uwe]";
			mes "Mmmm...?";
			mes "You're holding too many";
			mes "things. I can't give you any";
			mes "hammers if you don't have";
			mes "room. Hurry, put your extra";
			mes "stuff in your Kafra Storage~";
			close;
		}
		ein_cook += 10;
		getitem Golden_Hammer, 1;
		getitem Iron_Hammer, 1;
		next;
		mes "[Uwe]";
		mes "Well, I hope";
		mes "you like them~";
		F_RandCloseMsg();
	}
	
	function F_ToolsWithoutReward {
		mes "[Uwe]";
		mes "Cooking is a little";
		mes "easier if you have";
		mes "nicer tools to use,";
		mes "but that's it. Tools by";
		mes "themselves can't make";
		mes "just anybody a master.";
		next;
		mes "[Uwe]";
		mes "In the end, the best";
		mes "tools are the ones you're";
		mes "most comfortable with using.";
		mes "In fact, I still use the old knife I used back when I was just";
		mes "a little novice chef~";
		next;
		mes "[Uwe]";
		mes "Well, that was";
		mes "a fun talk. Come";
		mes "back and visit, 'kay?";
		mes "I'll miss you until";
		mes "the next time~";
		F_RandCloseMsg();
	}
	
	function F_OverWeight {
		mes "[Uwe]";
		mes "Oh, I was going to give";
		mes "you a little something,";
		mes "but you've carrying too";
		mes "many things. Why don't";
		mes "you put some of it away";
		mes "in your Kafra Storage?";
		close;
	}
	
	function F_LargeJellopyForCoal {
		if (countitem(Large_Jellopy) > 5) {
			if (checkweight(Spawn, 199) == 0)
				F_OverWeight();
			mes "[Uwe]";
			mes "Thank you ^EEA9B8so^000000 much!";
			mes "Here's the Coal I promised~";
			mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*";
			delitem Large_Jellopy, 6;
			ein_cook = 219;
			getitem Coal, 1;
			getitem Portable_Furnace, 10;
			next;
			mes "[Uwe]";
			mes "I hope you enjoy!";
			mes "Personally, I think the";
			mes "best part of smithing";
			mes "is standing over the flaming";
			mes "heat and getting all ^EEA9B8hot and";
			mes "sweaty^000000. Ooh, how exciting~!";
			close;
		} else if (countitem(Large_Jellopy) > 0) {
			mes "[Uwe]";
			mes "Ooh, you're missing";
			mes "some. I guess you can";
			mes "still give them to me, but";
			mes "you'd get less of a reward";
			if (Sex == SEX_MALE) {
				mes "...you ^EEA9B8naughty boy^000000.";
			} else {
				mes "...you ^EEA9B8naughty girl^000000.";
			}
			next;
			.@choice = select("Give him all.", "Cancel.");
			if (.@choice == 1) {
				mes "[Uwe]";
				mes "Just kidding~";
				mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra...";
				next;
				mes "[Uwe]";
				mesf("I usually give you cutie %ss 10 Mini Furnaces, but you can have ^EEA9B811^000000." /* TODO: HULD Plural Table for jobname() */
				     "There's the little something extra I was talking about.", jobname(Class));
			} else {
				mes "[Uwe]";
				mes "Well... Then... Anyway,";
				mes "Congratulation to becoming";
				mesf("a %s!!", jobname(Class));
				mes "This is my present for it.";
				if (Sex == SEX_MALE) {
					mes "...you ^EEA9B8naughty boy^000000.";
				} else {
					mes "...you ^EEA9B8naughty girl^000000.";
				}
			}
			if (checkweight(Knife, 1) == 0 ||
			    checkweight(Spawn, (.@choice == 1 ? 220 : 200)) == 0)
					F_OverWeight();
			ein_cook = 219;
			getitem Portable_Furnace, (.@choice == 1 ? 11 : 10);
			next;
			mes "[Uwe]";
			mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
			close;
		} else {
			mes "[Uwe]";
			mes "^666666You didn't bring";
			mes "any Large Jellopy...?^000000.";
			ein_cook = 219;
			next;
			mes "[Uwe]";
			mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~";
			close;
		}
	}
	
	EinUwe = 0;
	if (BaseClass == Job_Blacksmith) {
		if (ein_cook > 999) {
			if (ein_cook > 1199) {
				mes "[Uwe]";
				mes "Oh hello hello~";
				mes "It's been a long";
				mes "time since we've talked,";
				mes "you cutie adventurer~";
				next;
				switch (select("So... You're a chef.", "Yes, I tried my best.")) {
				case 1:
					mesf("[%s]", strcharinfo(PC_NAME));
					mes "So...";
					mes "You're a chef.";
					next;
					mes "[Uwe]";
					mes "That's right, it's";
					mes "what I do for business.";
					mes "Now, as for what I do for";
					mes "^EEA9B8pleasure^000000, well, please don't";
					mes "hesitate to ask, sugar honey~ ";
					next;
					break;
				case 2:
					mes "[Uwe]";
					mes "Only continuous effort will lead you to success. I guess that means you've learned your lesson, sugar honey~";
					next;
					break;
				}
				if (checkweight(Spawn, 200) == 0)
					F_OverWeight();
				ein_cook = 219;
				getitem Portable_Furnace, 10;
				mes "[Uwe]";
				mes "I had these lying";
				mes "around, so why don't";
				mes "you take them, sugar";
				mes "honey? They're not very";
				mes "pricey, but they're useful";
				mes "in doing some smithing.";
				next;
				mes "[Uwe]";
				mes "Alright then~";
				mes "Hope you enjoy";
				mes "your Mini Furances";
				F_RandCloseMsg();
			} else if (ein_cook > 1099) { //6 Large Jellopy for Coal Part
				mes "[Uwe]";
				mes "Oh hello hello~";
				mes "It's been a long";
				mes "time since we've talked,";
				mes "you cutie adventurer~";
				next;
				mes "[Uwe]";
				mes "So, sugar honey,";
				mes "how is it going with";
				mes "the little favor I asked";
				mes "you about last time?";
				mes "Did you already forget";
				mes "the 6 Large Jellopy?";
				next;
				switch (select("There you go.", "I want to quit.", "Can I do it later?")) {
				case 1:
					F_LargeJellopyForCoal();
				case 2:
					if (checkweight(Spawn, 200) == 0)
						F_OverWeight();
					mes "[Uwe]";
					mes "Quit...?";
					mes "Oh well, at least you're honest. But let me give you a little something, since we're both fellow smiths.";
					next;
					mes "[Uwe]";
					mes "Still...";
					mes "That doesn't change";
					mes "the fact that you've";
					mes "been very, very bad.";
					if (Sex == SEX_MALE) {
						mes "...You ^EEA9B8naughty boy^000000.";
					} else {
						mes "...You ^EEA9B8naughty girl^000000.";
					}
					ein_cook = 219;
					getitem Portable_Furnace, 10;
					next;
					mes "[Uwe]";
					mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
					close;
				case 3:
					mes "[Uwe]";
					mes "Oooh, you came back later than I thought, so I don't need really need them anymore. Then again, just holding onto them doesn't sound right either...";
					next;
					switch (select("Here you go~", "I want to quit.")) {
					case 1:
						F_LargeJellopyForCoal();
					case 2:
						if (checkweight(Spawn, 200) == 0)
							F_OverWeight();
						mes "[Uwe]";
						mes "Well... Then... Anyway,";
						mes "Congratulation to becoming";
						mesf("a %s!!", jobname(Class));
							mes "This is my present for it. Huhuhu.";
						if (Class != Job_Whitesmith) {
							if (Sex == SEX_MALE) {
								mes "...You ^EEA9B8naughty boy^000000.";
							} else {
								mes "...You ^EEA9B8naughty girl^000000.";
							}
						}
						ein_cook = 219;
						getitem Portable_Furnace, 10;
						next;
						mes "[Uwe]";
						mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
						close;
					}
				}
			}
		}
		if (ein_cook == 0) {
			mes "[Uwe]";
			mes "Cooking is such a joy~!";
			mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000...";
			next;
			switch (select("Um, isn't this a forge?", "Ignore him.")) {
			case 1:
				mes "[Uwe]";
				mes "Is this a forge?";
				mes "Oh, sugar honey,";
				mes "you haven't been here";
				mes "before, haven't you?";
				next;
				mes "[Uwe]";
				mes "My name is Uwe Kleine";
				mes "and this is my forge~! I am";
				mes "the most elegant Blacksmith";
				mes "and the best chef here in the";
				mes "Schwaltzvalt Republic~";
				next;
				mes "[Uwe]";
				mes "Cooking is probably one";
				mes "of the greatest pleasures";
				mes "a craftsman can enjoy. Ooh,";
				mes "what do you think is the most";
				mes "important factor in cooking,";
				if (Sex == SEX_MALE) {
					mes "you ^EEA9B8naughty little man^000000?";
				} else {
					mes "you ^EEA9B8naughty, naughty girl^000000?";
				}
				next;
				switch (select("Heart.", "Ingredients.", "Skills.", "Tools.")) {
				case 1:
					mes "[Uwe]";
					mes "...";
					mes "......";
					mes "......Heart?";
					next;
					mes "[Uwe]";
					mes "Na-na-na-na-noooo~";
					mes "If a heart was all you";
					mes "needed to cook or forge,";
					mes "then anyone can make and";
					mes "upgrade a Claymore, right?";
					next;
					mes "[Uwe]";
					mes "What you really need";
					mes "when cooking and forging";
					mes "is ^EEA9B8desire^000000. The burning desire";
					mes "and passion to make something";
					mes "great! If that was what you meant, then you are absolutely right!";
					next;
					mes "[Uwe]";
					mes "But any other meaning";
					mes "to that answer would have";
					mes "been absolutely wrooooong.";
					next;
					mes "[Uwe]";
					mes "Oooh, I just received";
					mes "some Emvertarcons today,";
					mes "so please have one, 'kay?";
					mes "Welcome to Einbroch, cutie~";
					ein_cook = 1;
					getitem Emveretarcon, 1;
					break;
				case 2:
					mes "[Uwe]";
					mes "...";
					mes "......";
					mes "......Ingredients?";
					next;
					mes "[Uwe]";
					mes "Na-na-na-na-noooo~";
					mes "People always blame their";
					mes "ingredients when something";
					mes "goes wrong! It's those people";
					mes "who just embarrass themselves~ ";
					next;
					mes "[Uwe]";
					mes "Now, if you have the pride to only use the very best ingredients you can find, then that's fine. But the quality of whatever you make can't depend on the ingredients alone.";
					next;
					mes "[Uwe]";
					mes "Speaking of ingredients,";
					mes "someone just gave me some";
					mes "Steel. Why don't you have 2 of";
					mes "them as my little way of saying, ''Welcome to Einbroch, cutie~!''";
					ein_cook = 3;
					getitem Iron, 2;
					break;
				case 3:
					mes "[Uwe]";
					mes "...";
					mes "......";
					mes "......Skills?";
					next;
					mes "[Uwe]";
					mes "Well, skill alone isn't";
					mes "enough to make something";
					mes "great. You also need to put in";
					mes "the effort. You can't complain";
					mes "about not having enough skill";
					mes "when you slack off, right?";
					next;
					mes "[Uwe]";
					mes "You always need to invest";
					mes "time and effort to make your";
					mes "crafts stand out. Now, if you";
					mes "meet someone whose skill";
					mes "makes yours seem pathetic, driving you to improve yourself...";
					next;
					mes "[Uwe]";
					mes "Then by all means,";
					mes "feel free to follow";
					mes "your drive and improve";
					mes "your skills! Just don't";
					mes "fall back on your lack";
					mes "of skills as any excuse.";
					next;
					mes "[Uwe]";
					mes "Oooh, I just received";
					mes "some Emvertarcons today,";
					mes "so please have one, 'kay?";
					mes "Welcome to Einbroch, cutie~";
					ein_cook = 5;
					getitem Emveretarcon, 1;
					break;
				case 4:
					mes "[Uwe]";
					mes "...";
					mes "......";
					mes "......Tools?";
					next;
					mes "[Uwe]";
					mes "Well, not just anyone can";
					mes "bake delicious cakes, even";
					mes "if they had the best oven in";
					mes "in the Schwaltzvalt Republic.";
					mes "And a child with all the tools";
					mes "couldn't put a sword together.";
					next;
					mes "[Uwe]";
					mes "Tools are helpful, but";
					mes "master craftsmen never blame";
					mes "their tools for their mistakes.";
					next;
					mes "[Uwe]";
					mes "Oh, and speaking of";
					mes "tools, I just received";
					mes "some new hammers today.";
					mes "Why don't you have one as";
					mes "my way of saying ''Welcome";
					mes "to Einbroch, sugar honey~''";
					ein_cook = 7;
					getitem Iron_Hammer, 1;
					break;
				}
				next;
				mes "[Uwe]";
				mes "Oh...";
				mes "And feel free to";
				mes "come and see me";
				mes "anytime, alright?";
				mes "So don't be shy";
				F_RandCloseMsg();
			case 2:
				mes "[Uwe]";
				mes "Hmmm...?";
				mes "Why don't you stay and chat?";
				mes "Oh, you adventurers are always";
				mes "so busy with your things to do";
				mes "and people to see. Ah well~";
				close;
			}
		} else if (ein_cook < 10) {
			mes "[Uwe]";
			mes "Oh! Hello again,";
			mes "you cutie adventurer.";
			mes "So tell me, what brings";
			mesf("you here, %s?", strcharinfo(PC_NAME));
			next;
			switch (select("Ask about Cooking.", "Ask about Einbroch.", "Cancel.")) {
			case 1:
				if (ein_cook % 2 == 0)
					close; //Yes, there's really nothing defined for this in the Aegis Script
				mes "[Uwe]";
				mes "Ooh, cooking!";
				mes "So what did you";
				mes "want to ask me...?";
				next;
				if (ein_cook == 1) {
					switch (select("Ingredients", "Skills", "Tools", "Cancel")) {
					case 1:
						F_Ingredients();
					case 2:
						F_Skills();
					case 3:
						F_Tools();
					case 4:
						F_Cancel();
					}
				} else if (ein_cook == 3) {
					switch (select("Heart", "Skills", "Tools", "Cancel.")) {
					case 1:
						F_Heart();
					case 2:
						F_Skills();
					case 3:
						F_Tools();
					case 4:
						F_Cancel();
					}
				} else if (ein_cook == 5) {
					switch (select("Heart", "Ingredients", "Tools", "Cancel")) {
					case 1:
						F_Heart();
					case 2:
						F_Ingredients();
					case 3:
						F_Tools();
					case 4:
						F_Cancel();
					}
				} else if (ein_cook == 7) {
					switch (select("Heart", "Ingredients", "Skills", "Cancel.")) {
					case 1:
						F_Heart();
					case 2:
						F_Ingredients();
					case 3: //Yes, the part is suddenly different here in the Aegis Script as well.
						mes "[Uwe]";
						mes "'I couldn't do it cuz";
						mes "I'm not skillful with it.'";
						mes "It's the most foolish words in the world.";
						mes "There's only way for cooking.";
						mes "Practice, practice and try!.";
						next;
						mes "[Uwe]";
						mes "I know it's the easiest";
						mes "lame excuse for a person";
						mes "who never try hard anything.";
						mes "";
						next;
						mes "[Uwe]";
						mes "It's very same for a smith job.";
						mes "If you don't try to";
						mes "upgrade your skill,";
						mes "your works will be poor";
						mes "forever..";
						next;
						mes "[Uwe]";
						mes "But there's different way";
						mes "to blaim on your skill.";
						mes "When you face the higher wall,";
						mes "you can feel that you're not enough yet.";
						mes "Then you can reproch yourself and your skills.";
						mes "It's natural.";
						next;
						mes "[Uwe]";
						mes "After that ordeal, if you try harder";
						mes "and make your goal higher,";
						mes "every people around you will";
						mes "look up to you.";
						next;
						mes "[Uwe]";
						mes "Well, I hope";
						mes "you like them~";
						F_RandCloseMsg();
					case 4:
						F_Cancel();
					}
				} else if (ein_cook == 9) {
					switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) {
					case 1:
						F_Heart();
					case 2:
						F_Ingredients();
					case 3:
						F_Skills();
					case 4:
						F_Tools();
					case 5:
						F_Cancel();
					}
				}
			case 2:
				F_AboutEinbroch();
			case 3:
				F_Cancel();
			}
		} else if (ein_cook < 20 || ein_cook == 219) {
			mes "[Uwe]";
			mes "Oh, welcome back.";
			mes "So how's the weapon";
			mes "forging coming along?";
			next;
			switch (select("Talk about Cooking", "Talk about Einbroch", "Talk about Cooking Utensils", "Cancel")) {
			case 1:
				mes "[Uwe]";
				mes "Ooh, cooking!";
				mes "So what did you";
				mes "want to ask me...?";
				next;
				switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) {
				case 1:
					F_Heart();
				case 2:
					F_Ingredients();
				case 3:
					F_Skills();
				case 4:
					F_ToolsWithoutReward();
				case 5:
					F_Cancel();
				}
			case 2:
				F_AboutEinbroch();
			case 3:
				mes "[Uwe]";
				mes "Cooking utensils?";
				mes "Well, they're usually";
				mes "made out of ^0000FFJubilee^000000,";
				mes "a crystallization dropped";
				mes "from mineral monsters.";
				next;
				mes "[Uwe]";
				mes "Jubilee is too soft";
				mes "to make weapons, but";
				mes "it conducts heat very well";
				mes "so it's perfect for making";
				mes "cooking utensils! *Tee hee~*";
				next;
				mes "[Uwe]";
				mes "That reminds me...";
				mes "I need to make some new cooking utensils soon. Would you do me a favor and let me have some of your materials? Pretty pleeeeeease~";
				next;
				mes "[Uwe]";
				mes "If you don't mind,";
				mes "would you please give me";
				mes "30 ^0000FFJubilee^000000 and 4 ^0000FFLarge Jellopy^000000.";
				mes "Then, I'll trade you 1 Coal for all of those. How does it sound?";
				next;
				switch (select("Sure.", "No, thanks.")) {
				case 1:
					if (countitem(Jubilee) > 29 && countitem(Large_Jellopy) > 3) {
						delitem Jubilee, 30;
						delitem Large_Jellopy, 4;
						getitem Coal, 1;
						mes "[Uwe]";
						mes "Hooray!";
						mes "Thank you";
						mes "^EEA9B8soooo^000000 much!";
						close;
					} else {
						mes "[Uwe]";
						mes "Hmmm...?";
						mes "You don't have";
						mes "enough of them?";
						next;
						mes "[Uwe]";
						mes "Oh well, don't";
						mes "worry. You can take";
						mes "your time and bring";
						mes "that stuff whenever";
						mes " you can, 'kay?";
						close;
					}
				case 2:
					mes "[Uwe]";
					mes "I understand.";
					mes "You might not have all";
					mes "that Jubilee and Large Jellopy";
					mes "I'm asking for at the moment,";
					mes "anyway. But if you do get them, would visit me again, cutie?";
					close;
				}
			case 4:
				F_Cancel();
			}
		} else if (ein_cook > 299) {
			if (Class == Job_Whitesmith) {
				mes "[Uwe]";
				mes "Oooh...!";
				mes "Congratulations!";
				mes "You finally became";
				mesf("a cutie %s!", jobname(Class));
				next;
				mes "[Uwe]";
				mes "Mmmm...";
				mes "I know!";
				mes "Let's celebrate!";
				mes "Here sugar honey,";
				mes "have some of these";
				mes "cookies I just baked~";
				next;
				ein_cook = 9;
				getitem Well_Baked_Cookie, 5;
				mes "[Uwe]";
				mes "Okay, enjoy!";
				mes "I hope you have";
				mes "a good time smithing!";
				close;
			} else {
				mes "[Uwe]";
				mes "Hmmm?";
				mes "Oh, it's you~";
				mes "I'm sorry, I was";
				mes "just thinking about";
				mes "something but now I just";
				mes "lost my train of thought.";
				ein_cook = 219;
				next;
				mes "[Uwe]";
				mes "What was I going";
				mes "to say? Hmm, I can't";
				mes "quite remember. Oh well,";
				mes "I'll see you later, cutie~";
				close;
			}
		}
	} else {
		if (ein_cook % 2 == 1) {
			if (ein_cook >= 300) {
				mes "[Uwe]";
				mes "Ah, hello again,";
				mes "cutie adventurer.";
				mes "How can I help you?";
				next;
			} else {
				mes "[Uwe]";
				mes "Hm...?";
				mes "I never forget a face,";
				mes "but somehow I feel like";
				mes "we've met somewhere before...";
				next;
				if (ein_cook < 100) {
					ein_cook += 300;
				} else if (ein_cook < 300) {
					ein_cook += 100;
				}
				mes "[Uwe]";
				mes "Ah...!";
				mes "I have it!";
				mes "" + strcharinfo(PC_NAME) + "!";
				mes "Yes, now I remember you.";
				mes "Decided to transcend, eh?";
				next;
				mes "[Uwe]";
				mes "What brings to";
				if (Sex == SEX_MALE) {
					mes "me, you ^EEA9B8naughty boy^000000?";
				} else {
					mes "me, you ^EEA9B8naughty girl^000000?";
				}
				next;
			}
			switch (select("Ask about Einbroch.", "Ask about Cooking.", "Cancel.")) {
			case 1:
				F_AboutEinbroch();
			case 2:
				mes "[Uwe]";
				mes "Ooh, cooking!";
				mes "So what did you";
				mes "want to ask me...?";
				next;
				switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) {
				case 1:
					F_Heart();
				case 2:
					F_Ingredients();
				case 3:
					F_Skills();
				case 4:
					F_ToolsWithoutReward();
				case 5:
					F_Cancel();
				}
			case 3:
				F_Cancel();
			}
		}
		if (ein_cook > 999) {
			if (ein_cook > 1199) {
				mes "[Uwe]";
				mes "Ah, hello again,";
				mes "cutie adventurer.";
				mes "How can I help you?";
				next;
				switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Talk about Cooking.", "Cancel.")) {
				case 1:
					F_AboutEinbroch();
				case 2:
					F_ForgeWeapon();
				case 3:
					mes "[Uwe]";
					mes "Ooh, cooking!";
					mes "So what did you";
					mes "want to ask me...?";
					next;
					switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) {
					case 1:
						F_Heart();
					case 2:
						F_Ingredients();
					case 3:
						F_Skills();
					case 4:
						F_ToolsWithoutReward();
					case 5:
						F_Cancel();
					}
				case 4:
					mes "[Uwe]";
					mes "Alright then,";
					mes "sugar honey.";
					mes "Take care~";
					mes "Hohohohoho~";
					close;
				}
			} else if (ein_cook > 1099) {
				mes "[Uwe]";
				mes "Oh hello hello~";
				mes "It's been a long";
				mes "time since we've talked,";
				mes "you cutie adventurer~";
				next;
				mes "[Uwe]";
				mes "So, sugar honey,";
				mes "how is it going with";
				mes "the little favor I asked";
				mes "you about last time?";
				mes "Did you already forget";
				mes "the 6 Large Jellopy?";
				next;
				switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Give him the Materials.", "Cancel.")) {
				case 1:
					F_AboutEinbroch();
				case 2:
					F_ForgeWeapon();
				case 3:
					if (countitem(Large_Jellopy) > 5) {
						mes "[Uwe]";
						mes "Thank you ^EEA9B8so^000000 much!";
						mes "Here's the Coal I promised~";
						delitem Large_Jellopy, 6;
						ein_cook += 100;
						getitem Coal, 1;
						next;
					} else {
						mes "[Uwe]";
						mes "Huh...?";
						if (countitem(Large_Jellopy) == 0) {
							mes "You brought";
							mes "none at all...?";
						} else {
							mes "This isn't enough";
							mes "Large Jellopy...!";
						}
						mes "Next time, be sure";
						mes "to bring 6 Large Jellopy,";
						mes "okay? Don't forget, cutie~";
						close;
					}
					mes "[Uwe]";
					mes "Now, I can't teach you everything about cooking, but I will give you some good advice for beginners.";
					mes "I hope you pay attention, sugar";
					mes "honey. Now what would you like";
					mes "to hear more about? Hmm...?";
					next;
					switch (select("Heart", "Materials", "Skills", "Tools", "Cancel.")) {
					case 1:
						F_Heart();
					case 2:
						F_Ingredients();
					case 3:
						F_Skills();
					case 4:
						F_ToolsWithoutReward();
					case 5:
						mes "[Uwe]";
						mes "Alright then,";
						mes "sugar honey.";
						mes "Take care~";
						mes "Hohohohoho~";
						close;
					}
					break;
				case 4:
					mes "[Uwe]";
					mes "Alright then,";
					mes "sugar honey.";
					mes "Take care~";
					mes "Hohohohoho~";
					close;
				}
			} else {
				mes "[Uwe]";
				mes "Hello, cutie~";
				mes "How can I help you?";
				next;
				switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Master, I want to learn cooking.", "Cancel.")) {
				case 1:
					F_AboutEinbroch();
				case 2:
					F_ForgeWeapon();
				case 3:
					F_Cooking();
				case 4:
					mes "[Uwe]";
					mes "Take care,";
					mes "cutie adventurer!";
					mes "Hohoho!";
					close;
				}
			}
		} else if (ein_cook == 0) {
			mes "[Uwe]";
			mes "Cooking is such a joy~!";
			mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000...";
			next;
			switch (select("Um, isn't this a forge?", "Ignore him.")) {
			case 1:
				mes "[Uwe]";
				ein_cook = 1000;
				mes "Is this a forge?";
				mes "Oh, sugar honey,";
				mes "you haven't been here";
				mes "before, haven't you?";
				next;
				mes "[Uwe]";
				mes "My name is Uwe Kleine";
				mes "and this is my forge~! I am";
				mes "the most elegant Blacksmith";
				mes "and the best chef here in the";
				mes "Schwaltzvalt Republic~";
				next;
				mes "[Uwe]";
				mes "So, how can";
				mes "I help you, you";
				mes "adooooooooorable";
				if (Sex == SEX_MALE) {
					mes "hunk of a man?";
				} else {
					mes "womanly woman?";
				}
				next;
				switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Master, I want to learn cooking.", "Cancel.")) {
				case 1:
					F_AboutEinbroch();
				case 2:
					F_ForgeWeapon();
				case 3:
					F_Cooking();
				case 4:
					mes "[Uwe]";
					mes "Take care,";
					mes "sugar honey~";
					mes "Ho ho ho!";
					close;
				}
			case 2:
				mes "[Uwe]";
				mes "Cooking begins with";
				mes "fire and ends with fire.";
				mes "There's a certain art to";
				mes "creating fine, delicious";
				mes "foods to delight the palate~";
				close;
			}
		}
	}
}

//== Factory Quest :: ein_factory ==========================
einbroch,1,1,0	script	Einbroch Smog Alert	FAKE_NPC,{
	end;

OnEnable:
	$@AlrdEinPoll = 1;
	mapannounce "einbroch","This is a state of emergency! Harmful smog is reaching high levels of saturation. Residents of Einbroch must find shelter immediately.",bc_map;
	enablenpc "Einbroch Smog Alert";
	hideonnpc "Centzu#ein";
	hideonnpc "Khowropher#ein";
	hideonnpc "Khetine#ein";
	hideonnpc "Sleik#ein";
	hideonnpc "Tollaf#ein";
	hideonnpc "Keneshiotz#ein";
	hideonnpc "Khashurantze#ein";
	hideonnpc "Kesunboss#ein";
	hideonnpc "Train Station Staff#ein1";
	hideonnpc "Train Station Staff#ein2";
	hideonnpc "Leslie#ein_1";
	hideonnpc "Tan#ein";
	hideonnpc "Little Toby#ein-1";
	hideonnpc "Airship Engineer#ein-1";
	hideonnpc "Kafra Employee#ein1";
	hideonnpc "Kafra Employee#ein2";
	hideonnpc "Kafra Employee#ein3";
	hideonnpc "Morei#ein";
	hideonnpc "Mark#ein";
	hideonnpc "Khemko#ein";
	hideonnpc "Oberu#ein";
	hideonnpc "Uwe Kleine#ein";
	hideonnpc "Flu Mask Dealer#ein";
	hideonnpc "Paddler#ein";
	hideonnpc "Laboratory Soldier#ein-1";
	hideonnpc "Laboratory Soldier#ein=2";
	initnpctimer;
	monster "einbroch",82,332,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",99,328,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",122,317,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",138,319,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",147,312,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",159,316,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",173,315,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",161,311,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",147,296,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",168,282,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",175,271,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",146,274,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",160,272,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",155,256,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",179,262,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",192,248,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",212,255,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",230,250,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",246,251,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",262,254,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",253,240,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",202,245,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",181,251,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",172,238,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",146,242,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",186,226,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",173,239,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",124,248,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",120,234,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",98,234,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",101,219,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",89,208,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",96,191,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",76,194,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",60,196,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",45,194,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",34,201,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",40,184,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",64,173,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",96,173,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",41,155,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",46,131,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",46,108,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",38,93,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",55,86,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",81,81,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",107,82,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",107,104,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",123,73,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",132,87,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",125,63,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",142,64,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",150,52,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",157,37,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",179,39,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",197,46,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",217,67,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",246,54,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",228,110,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",250,118,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",273,127,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",288,138,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",281,160,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",281,192,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",291,201,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",283,218,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",268,216,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",273,196,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",262,164,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",241,180,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",216,205,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",209,198,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",224,177,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",227,163,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",208,166,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",132,87,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",149,119,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",119,36,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",84,155,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	monster "einbroch",82,107,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("einbroch","Einbroch Smog Alert::OnMyMobDead")) {
		end;
	}

OnTimer600000:
	killmonsterall "einbroch";
	mapannounce "einbroch","Emergency status is now cancelled. Air pollution levels are now within the safety zone.",bc_map;
	disablenpc "Einbroch Smog Alert";
	hideoffnpc "Liotzburg#ein";
	hideoffnpc "Centzu#ein";
	hideoffnpc "Khowropher#ein";
	hideoffnpc "Khetine#ein";
	hideoffnpc "Sleik#ein";
	hideoffnpc "Tollaf#ein";
	hideoffnpc "Keneshiotz#ein";
	hideoffnpc "Khashurantze#ein";
	hideoffnpc "Kesunboss#ein";
	hideoffnpc "Train Station Staff#ein1";
	hideoffnpc "Train Station Staff#ein2";
	hideoffnpc "Leslie#ein_1#ein";
	hideoffnpc "Tan#ein#ein";
	hideoffnpc "Little Toby#ein-1";
	hideoffnpc "Airship Engineer#ein-1";
	hideoffnpc "Kafra Employee#ein1";
	hideoffnpc "Kafra Employee#ein2";
	hideoffnpc "Kafra Employee#ein3";
	hideoffnpc "Morei#ein";
	hideoffnpc "Mark#ein";
	hideoffnpc "Khemko#ein";
	hideoffnpc "Oberu#ein";
	hideoffnpc "Uwe Kleine#ein";
	hideoffnpc "Flu Mask Dealer#ein";
	hideoffnpc "Paddler#ein";
	hideoffnpc "Laboratory Soldier#ein-1";
	hideoffnpc "Laboratory Soldier#ein-2";
	$@AlrdEinPoll = 0;
	$EinPolution = 0;
	stopnpctimer;
	end;
}

einbroch,132,84,3	script	Liotzburg#ein	4_M_YURI,2,2,{
	if ((EinFactory == 13) || (EinFactory == 14)) {
		changequest 8029,8030;
		EinFactory = 14;
		mes "[Liotzburg]";
		mes "What...?";
		mes "Factory Repair";
		mes "budget? No way!";
		next;
		mes "[Liotzburg]";
		mes "Why waste money?";
		mes "We haven't had any";
		mes "problems so far! Look,";
		mes "everything's fine! Why";
		mes "are you exaggerating";
		mes "such small details?";
		next;
		mes "[Liotzburg]";
		mes "The field overseer,";
		mes "Zelmeto, just came by to";
		mes "ask for a budget increase.";
		mes "Well, I think he's lying!";
		mes "Everything's perfect!";
		close;
	}
	mes "[Liotzburg]";
	mes "I'm the plant";
	mes "superintendant of this";
	mes "factory. Most of my employees";
	mes "are diligent workers. I can't say that of everyone, but overall we're doing an excellent job. Ha ha ha~!";
	next;
	mes "[Liotzburg]";
	mes "So long as this factory";
	mes "is well maintained, we won't";
	mes "have to worry about this city's";
	mes "safety. The field overseer,";
	mes "Zelmeto, is also very reliable.";
	next;
	mes "[Liotzburg]";
	mes "I can trust Zelmeto";
	mes "to look after things,";
	mes "so there's no need for";
	mes "me to go inside the factory.";
	mes "Delegating work is great!";
	next;
	mes "[Liotzburg]";
	mes "Our factory will";
	mes "continue to develop";
	mes "and everyone will be";
	mes "proud of the progress";
	mes "we're making. Yes, I can";
	mes "assure you of that!";
	close;

OnTouch:
	if ($EinPolution > 9 && !$@AlrdEinPoll) {
		mes "[Liotzburg]";
		mes "What's going on?!";
		mes "Who's responsible?!";
		mes "God, I can't believe";
		mes "this is happening!";
		mes "^333333*Cough Cough!*^000000";
		next;
		mes "[Liotzburg]";
		mes "I need to get out of here!";
		mes "You! D-do something and";
		mes "fix this! I gotta hide and find";
		mes "someplace safe!";
		close2;
		if ($EinPolution > 9 && !$@AlrdEinPoll) {
			donpcevent "Einbroch Smog Alert::OnEnable";
			hideonnpc "Liotzburg#ein";
		}
		end;
	}
	else {
		end;
	}
}

ein_in01,67,242,3	script	Zelmeto	4_M_REPAIR,{
	if ($EinPolution > 9) {
		mes "[Zelmeto]";
		mes "We've got a big problem";
		mes "here! I appreciate that you've";
		mes "been gathering the materials,";
		mes "but the machines have been";
		mes "broken for too long!";
		next;
		mes "[Zelmeto]";
		mes "Right when I tried to";
		mes "fix it, a huge shortout";
		mes "occurred. Our town is";
		mes "probably filled with";
		mes "toxic fog right now!";
		next;
		mes "[Zelmeto]";
		mes "I'll try my best to fix";
		mes "this, but we really should";
		mes "have allocated some funds";
		mes "to fix this machine earlier!";
		next;
		mes "[Zelmeto]";
		mes "The most important";
		mes "thing is that you get";
		mes "out of here and find";
		mes "shelter! Right now!";
		close2;
		warp "einbroch",131,83;
		end;
	}
	if (EinFactory == 16) {
		mes "[Zelmeto]";
		mes "We'll be putting good";
		mes "use to the materials you";
		mes "gave me. With your help,";
		mes "our factory will operate";
		mes "safely. At least, for just";
		mes "a little while longer.";
		close;
	}
	if ((EinFactory == 15) && (countitem(Tube) > 19) && (countitem(Screw) > 9) && (countitem(Old_Steel_Plate) > 9)) {
		mes "[Zelmeto]";
		mes "Ah, it's you again.";
		mes "It's shameful letting";
		mes "other people know about";
		mes "our miserable situation...";
		next;
		mes "[Zelmeto]";
		mes "There's nothing";
		mes "worth seeing here,";
		mes "so there really isn't";
		mes "a point in you coming to";
		mes "visit this place anymore.";
		next;
		switch(select("Give him materials.", "Huh.")) {
		case 1:
			mes "[Zelmeto]";
			mes "...Hm?";
			mes "Aren't these the";
			mes "materials we need";
			mes "to make repairs in";
			mes "the factory? How did";
			mes "you find all of these?";
			next;
			mes "[Zelmeto]";
			mes "I don't know how";
			mes "I can possibly pay you";
			mes "back for this great favor.";
			mes "I appreciate that you've";
			mes "stepped forward to help us.";
			next;
			mes "[Zelmeto]";
			mes "Oh...!";
			mes "In my years of managing,";
			mes "I've learned the ultimate";
			mes "motivation techniques. Let";
			mes "me enhance your motivation";
			mes "to show you my gratitude.";
			next;
			mes "[Zelmeto]";
			mes "Now...";
			mes "Just open your mind";
			mes "and listen to my words";
			mes "of encouragement";
			mes "and inspiration...";
			next;
			mes "[Zelmeto]";
			mes "^236B8EWhen the going";
			mes "gets rough, you've";
			mes "gotta get rougher!";
			mes "You gotta climb that";
			mes "mountain 'cause no one's";
			mes "gonna climb it for you!^000000";
			next;
			mes "[Zelmeto]";
			mes "^236B8EDon't give it up!";
			mes "Go for broke!";
			mes "Losers are quitters";
			mes "and quitters are losers!";
			delitem Tube,20;
			delitem Screw,10;
			delitem Old_Steel_Plate,10;
			++$EinPolution;
			completequest 8031;
			EinFactory = 16;
			if (RENEWAL_EXP) {
				if (BaseLevel < 41) getexp 61,0;
				else if (BaseLevel < 51) getexp 307,0;
				else if (BaseLevel < 61) getexp 660,0;
				else if (BaseLevel < 71) getexp 1850,0;
				else if (BaseLevel < 81) getexp 3206,0;
				else if (BaseLevel < 91) getexp 7602,0;
				else getexp 29067,0;
			} else {
				if (BaseLevel < 41) getexp 615,0;
				else if (BaseLevel < 51) getexp 3075,0;
				else if (BaseLevel < 61) getexp 6604,0;
				else if (BaseLevel < 71) getexp 18508,0;
				else if (BaseLevel < 81) getexp 32066,0;
				else if (BaseLevel < 91) getexp 76026,0;
				else getexp 290675,0;
			}
			next;
			mes "[Zelmeto]";
			mes "^333333*Whew*^000000";
			mes "I haven't given that much";
			mes "inspiration in a while, but";
			mes "your help was well worth it.";
			mes "I'm going to start the repairs, but once again, I'd like to thank you.";
			close;
		case 2:
			mes "[Zelmeto]";
			mes "^333333*Sigh...*^000000";
			mes "I'm really worried";
			mes "about this factory's";
			mes "future. What is our";
			mes "superintendant thinking...?";
			close;
		}
	}
	if (EinFactory == 15) {
		mes "[Zelmeto]";
		mes "We need";
		mes "at least";
		mes "20 ^FF0000Flexible Tubes^000000,";
		mes "10 ^FF0000Rusty Screw^000000 and";
		mes "10 ^FF0000Used Iron Plate^000000";
		mes "to repair this factory.";
		next;
		mes "[Zelmeto]";
		mes "^333333*Sigh...*^000000";
		mes "But there's no way";
		mes "we can get all of those";
		mes "things. Our budget isn't";
		mes "big enough to cover it...";
		close;
	}
	if (EinFactory == 14) {
		mes "[Zelmeto]";
		mes "...";
		mes "......";
		next;
		mes "[Zelmeto]";
		mes "^333333*Sigh*^000000";
		mes "My proposal was rejected";
		mes "by our superintendant. But";
		mes "maintenance and repairs";
		mes "are crucial for peak operating";
		mes "efficiency and worker safety!";
		next;
		mes "[Zelmeto]";
		mes "I'm frustrated and worried.";
		mes "Maybe nothing will happen";
		mes "for now, but we've got to";
		mes "safeguard our future by";
		mes "regularly maintaining";
		mes "all of these machines.";
		next;
		mes "[Zelmeto]";
		mes "Even possible threats";
		mes "to the safety of our workers";
		mes "can't be ignored. Isn't there";
		mes "something I can do? ^333333*Sigh*^000000";
		next;
		mes "[Zelmeto]";
		mes "If we can";
		mes "just get";
		mes "20 ^FF0000Flexible Tube^000000,";
		mes "10 ^FF0000Rusty Screw^000000 and";
		mes "10 ^FF0000Used Iron Plate^000000,";
		mes "we could make those repairs.";
		next;
		changequest 8030,8031;
		EinFactory = 15;
		mes "[Zelmeto]";
		mes "But without funds, there's";
		mes "no way we can purchase";
		mes "those items. If something";
		mes "happens, who's going to";
		mes "be responsible?";
		close;
	}
	if (EinFactory == 13) {
		mes "[Zelmeto]";
		mes "I've got to report this";
		mes "to our superintendant";
		mes "as soon as possible.";
		next;
		mes "[Zelmeto]";
		mes "With any luck, he'll approve";
		mes "a budget increase so that we";
		mes "can get all of the materials";
		mes "needed for the repairs.";
		close;
	}
	if (EinFactory == 12) {
		mes "[Zelmeto]";
		mes "Well, I figured that both";
		mes "conveyors would have";
		mes "similar problems. We";
		mes "can fix them at the";
		mes "same time, but it'll";
		mes "be a hassle.";
		next;
		mes "[Zelmeto]";
		mes "Thank you so much for";
		mes "your help. Without you,";
		mes "I'm pretty sure we wouldn't";
		mes "know about these problems";
		mes "until it was too late.";
		next;
		mes "[Zelmeto]";
		mes "Now, I've got to make sure";
		mes "we have enough materials";
		mes "to make the repairs so that";
		mes "the machines will be safely";
		mes "functioning again.";
		next;
		changequest 8028,8029;
		EinFactory = 13;
		mes "[Zelmeto]";
		mes "First, I better";
		mes "hurry and request";
		mes "an increase for the";
		mes "Factory Repair budget";
		mes "from our superintendant.";
		close;
	}
	if (EinFactory == 11) {
		mes "[Zelmeto]";
		mes "The machine which";
		mes "you are supposed to";
		mes "inspect right now";
		mes "is a large conveyor.";
		next;
		mes "[Zelmeto]";
		mes "Remember that we";
		mes "also have a small sized";
		mes "conveyor, so make sure";
		mes "that you examine the";
		mes "larger one, alright?";
		close;
	}
	if (EinFactory == 10) {
		mes "[Zelmeto]";
		mes "This is";
		mes "worse than";
		mes "I imagined...";
		next;
		mes "[Zelmeto]";
		mes "We've got to start";
		mes "repairs as soon as we";
		mes "can! Hopefully, we can";
		mes "resolve this before any";
		mes "serious problems happen...";
		next;
		mes "[Zelmeto]";
		mes "Alright, the last";
		mes "thing that you need to";
		mes "inspect is a ^FF0000large converyor^000000.";
		mes "It's similar to the one you";
		mes "inspected before, but it's";
		mes "bigger and more powerful.";
		next;
		mes "[Zelmeto]";
		mes "We have only one of these";
		mes "machines and it's usually";
		mes "moved around a lot since";
		mes "a lot of people in the factory";
		mes "use it. I really don't know";
		mes "where it could be now.";
		next;
		changequest 8026,8027;
		EinFactory = 11;
		mes "[Zelmeto]";
		mes "Still, I'm sure that";
		mes "it's inside the building,";
		mes "so you should be able to";
		mes "find it. I hope you can inspect";
		mes "that conveyor for me soon.";
		close;
	}
	if (EinFactory == 9) {
		mes "[Zelmeto]";
		mes "This time, you need";
		mes "to inspect an outdoor";
		mes "pipe that is located far";
		mes "outside of the factory.";
		next;
		mes "[Zelmeto]";
		mes "Since there aren't any";
		mes "other machines in that";
		mes "area, that pipe shouldn't";
		mes "be too hard to find.";
		close;
	}
	if (EinFactory == 8) {
		mes "[Zelmeto]";
		mes "Huh?";
		mes "I'm suprised to hear";
		mes "that. ^333333*Sigh*^000000 There's just";
		mes "too many things that need";
		mes "fixing. This is terrible...";
		next;
		mes "[Zelmeto]";
		mes "Well, let me worry";
		mes "about that for now. Please";
		mes "focus on continuing to inspect";
		mes "some of the other machines.";
		next;
		mes "[Zelmeto]";
		mes "Now, there's a pipe inside";
		mes "this factory that I want you";
		mes "to look at. Many of our pipes";
		mes "aren't in the best condition,";
		mes "but this particular one might";
		mes "be severely damaged.";
		next;
		mes "[Zelmeto]";
		mes "Now, the pipe I want";
		mes "you to inspect is located";
		mes "near those large cauldrons";
		mes "of molten metal. You should";
		mes "be able to find it pretty easily.";
		next;
		changequest 8024,8025;
		EinFactory = 9;
		mes "[Zelmeto]";
		mes "Thanks again";
		mes "for your help,";
		mes "adventurer.";
		close;
	}
	if (EinFactory == 7) {
		mes "[Zelmeto]";
		mes "The machine which";
		mes "I want you to inspect";
		mes "this time is a small";
		mes "sized conveyor.";
		next;
		mes "[Zelmeto]";
		mes "Be sure that you";
		mes "inspect the small";
		mes "one, since we also";
		mes "have a large conveyor";
		mes "in the factory as well.";
		close;
	}
	if (EinFactory == 6) {
		mes "[Zelmeto]";
		mes "I see...";
		mes "It's most likely that";
		mes "there was a short";
		mes "circuit and most";
		mes "of the internal devices";
		mes "were burnt out...";
		next;
		mes "[Zelmeto]";
		mes "Thanks for checking";
		mes "that out for me. Now,";
		mes "the next machine I need";
		mes "you to inspect is different";
		mes "than the others I've had";
		mes "you examine.";
		next;
		mes "[Zelmeto]";
		mes "It's a mechanical";
		mes "hand that transports";
		mes "small objects. We didn't";
		mes "really give it a name, but";
		mes "you should be able to find it.";
		next;
		mes "[Zelmeto]";
		mes "Recently, it seems";
		mes "that there have been";
		mes "problems in operating";
		mes "that machine. If something's";
		mes "broken, we need to know";
		mes "and fix it right away.";
		next;
		changequest 8022,8023;
		EinFactory = 7;
		mes "[Zelmeto]";
		mes "Thanks again";
		mes "in advance.";
		close;
	}
	if (EinFactory == 5) {
		mes "[Zelmeto]";
		mes "I'd like you to inspect";
		mes "the control panel. It's";
		mes "fairly large and can be";
		mes "found in the middle of the";
		mes "factory. You shouldn't have";
		mes "too much trouble finding it.";
		close;
	}
	if (EinFactory == 4) {
		mes "[Zelmeto]";
		mes "What...?";
		mes "This is worse";
		mes "than I expected. But";
		mes "it's good that we know";
		mes "about these problems";
		mes "as soon as possible.";
		next;
		mes "[Zelmeto]";
		mes "Don't you worry,";
		mes "we'll take care of";
		mes "this. In the meantime,";
		mes "I'd like you to inspect";
		mes "the next machine for me.";
		next;
		mes "[Zelmeto]";
		mes "I want you to check";
		mes "a ^FF0000control panel^000000. It's the";
		mes "same kind as the one";
		mes "you just inspected, but";
		mes "bigger in size.";
		next;
		mes "[Zelmeto]";
		mes "It's located in the";
		mes "middle of the factory,";
		mes "so you should be able";
		mes "to find it. It may be in bad";
		mes "condition, even though it's";
		mes "operating fine for now...";
		next;
		changequest 8020,8021;
		EinFactory = 5;
		mes "[Zelmeto]";
		mes "We need to ensure that";
		mes "it's stable, reliable and";
		mes "doesn't pose a threat to";
		mes "our workforce. Thanks";
		mes "again, adventurer.";
		close;
	}
	if (EinFactory == 3) {
		mes "[Zelmeto]";
		mes "You need to inspect";
		mes "an automatic pressure";
		mes "governor. It looks fine,";
		mes "but sometimes it makes";
		mes "strange noises.";
		next;
		mes "[Zelmeto]";
		mes "It probably will";
		mes "be a good idea to";
		mes "check that machine";
		mes "more carefully this";
		mes "time, just in case.";
		next;
		mes "[Zelmeto]";
		mes "Thank you";
		mes "for helping us,";
		mes "adventurer.";
		close;
	}
	if (EinFactory == 2) {
		mes "[Zelmeto]";
		mes "Huh, I see.";
		mes "We must do something";
		mes "about that as soon as";
		mes "we can. Now, let me tell";
		mes "you what to check next.";
		next;
		mes "[Zelmeto]";
		mes "There are 3 automatic";
		mes "pressure governors which";
		mes "hammer the bent iron plates";
		mes "from above to flatten them. It";
		mes "seems that one of them may";
		mes "have some kind of problem.";
		next;
		mes "[Zelmeto]";
		mes "Please inspect the ^FF0000automatic pressure governors^000000. Even if the";
		mes "problem seems small, please";
		mes "report it to me. I know it might seem fine now, but I want to prevent an accident if I can.";
		next;
		changequest 8018,8019;
		EinFactory = 3;
		mes "[Zelmeto]";
		mes "Thank you";
		mes "in advance,";
		mes "adventurer.";
		close;
	}
	if (EinFactory == 1) {
		mes "[Zelmeto]";
		mes "If you would,";
		mes "please inspect the";
		mes "2nd control panel that";
		mes "seems to have been";
		mes "broken for a while...";
		close;
	}
	mes "[Zelmeto]";
	mes "Ah, you must be a visitor.";
	mes "I'm Zelmeto Abellov, the";
	mes "field overseer. Have you";
	mes "been in this facility before?";
	next;
	mes "[Zelmeto]";
	mes "This factory plays an";
	mes "important role in our city";
	mes "and generates a lot of income.";
	mes "However, our employees suffer";
	mes "from a poor work environment.";
	next;
	mes "[Zelmeto]";
	mes "Our superintendant makes a lot";
	mes "of money and seems content with";
	mes "the current situation. However, the rest of the workforce doesn't enjoy all of the benefits he receives...";
	next;
	mes "[Zelmeto]";
	mes "Many people have already";
	mes "quit and there are only a few";
	mes "people who continue to work";
	mes "here. So now we're understaffed";
	mes "and I'm in quite a bind...";
	next;
	mes "[Zelmeto]";
	mes "There are some urgent";
	mes "tasks I need done, but";
	mes "there's no way for me";
	mes "to recruit new workers.";
	mes "Ah, I'm sorry, I've spoken too";
	mes "freely about my own problems...";
	next;
	switch(select("You're understaffed?", "No, it's okay.")) {
	case 1:
		mes "[Zelmeto]";
		mes "Yes, we are!";
		mes "I don't have enough";
		mes "people to inspect the";
		mes "factory machines and";
		mes "determine what kinds";
		mes "of problems we have.";
		next;
		mes "[Zelmeto]";
		mes "It's a time consuming";
		mes "task I'd rather do on my";
		mes "own. However, between that";
		mes "and managing the workforce,";
		mes "I don't have enough time...";
		next;
		switch(select("I can help you.", "Keep up the good job.")) {
		case 1:
			mes "[Zelmeto]";
			mes "You can help me?";
			mes "I know something like";
			mes "this is too much to ask,";
			mes "but I'll accept any help";
			mes "anyone offers me. I'm";
			mes "that desperate.";
			next;
			mes "[Zelmeto]";
			mes "Alright, I'll have you";
			mes "inspect the machines";
			mes "in the factory one by one.";
			mes "It's imperative that we know";
			mes "what needs to be repaired";
			mes "and what's working fine.";
			next;
			mes "[Zelmeto]";
			mes "First, find the ^FF00002nd control";
			mes "panel^000000 and determine its";
			mes "status. I'm fairly certain that";
			mes "it broke a long time ago, but";
			mes "it wouldn't hurt to make sure.";
			mes "You should find it easily.";
			next;
			setquest 8017;
			EinFactory = 1;
			mes "[Zelmeto]";
			mes "When you finish your";
			mes "inspection, report back";
			mes "to me so I can tell you";
			mes "which machine to check";
			mes "next. Thanks again for";
			mes "offering to help.";
			close;
		case 2:
			mes "[Zelmeto]";
			mes "Well, it's a living.";
			mes "^333333*Sigh*^000000 I can put up with";
			mes "this, but I hope the higher";
			mes "ups will consider improving";
			mes "the work environment here...";
			close;
		}
	case 2:
		mes "[Zelmeto]";
		mes "Thank you for";
		mes "your kindness.";
		mes "And please don't";
		mes "let anyone know about";
		mes "anything I just told you.";
		close;
	}
}

ein_in01,49,232,3	script	2nd Control Panel#ins	HIDDEN_NPC,{
	if ((EinFactory == 1) || (EinFactory == 2)) {
		changequest 8017,8018;
		EinFactory = 2;
		mes "^3355FFIt's the 2nd control panel";
		mes "Zelmeto asked you to inspect.";
		mes "It looks totally broken: screws";
		mes "are missing, and the iron cover";
		mes "has been bent open, revealing";
		mes "a tangled mess of wires inside.^000000";
		close;
	}
	end;
}

ein_in01,108,217,3	script	3rd Pressure Governor#1	HIDDEN_NPC,{
	if ((EinFactory == 3) || (EinFactory == 4)) {
		changequest 8019,8020;
		EinFactory = 4;
		mes "^3355FFAt first glance, this";
		mes "pressure governor looks";
		mes "perfectly fine. But after you";
		mes "check it more carefully, you";
		mes "find that it's making strange";
		mes "grinding noises and a few of";
		mes "the surface screws are loose.";
		close;
	}
	end;
}

ein_in01,62,258,3	script	Main Control Panel#ins	HIDDEN_NPC,{
	if ((EinFactory == 5) || (EinFactory == 6)) {
		changequest 8021,8022;
		EinFactory = 6;
		mes "^3355FFThe main control panel";
		mes "doesn't look like it has";
		mes "any problems. But after";
		mes "tapping on its surface,";
		mes "you hear a disheartening";
		mes "hollow sound. It looks like";
		mes "it's missing some parts...^000000";
		close;
	}
	end;
}

ein_in01,46,197,3	script	Conveyor#ins	HIDDEN_NPC,{
	if ((EinFactory == 7) || (EinFactory == 8)) {
		changequest 8023,8024;
		EinFactory = 8;
		mes "^3355FFThe conveyor's movements";
		mes "look jittery and clumsy. The";
		mes "mechanical arm also doesn't";
		mes "look powerful enough to bear";
		mes "the loads that it's carrying. The screws in the conveyor look";
		mes "loose and rusted over.^000000";
		close;
	}
	end;
}

ein_in01,100,266,3	script	Pipe#ins	HIDDEN_NPC,{
	if ((EinFactory == 9) || (EinFactory == 10)) {
		changequest 8025,8026;
		EinFactory = 10;
		mes "^3355FFThe inspection of this";
		mes "pipe didn't take very long.";
		mes "It's bloated and worn out";
		mes "from long durations of ";
		mes "being overloaded with";
		mes "pressure. It's a wonder";
		mes "it hasn't exploded yet.";
		close;
	}
	end;
}

ein_in01,95,239,3	script	Conveyor#ins2	HIDDEN_NPC,{
	if ((EinFactory == 11) || (EinFactory == 12)) {
		changequest 8027,8028;
		EinFactory = 12;
		mes "^3355FFThis conveyor seems";
		mes "to have similar problems";
		mes "as its smaller version. Its";
		mes "movements are awkward,";
		mes "erratic and weak, and almost";
		mes "all of its screws are rusted.^000000";
		close;
	}
	end;
}

//- Administrator NPC used to rig the invasion in Einbroch. -
sec_in02,127,86,3	script	Factory Quest Test	4_M_REPAIR,{
	.@i = callfunc("F_GM_NPC",8028,0,0,9000);
	if (.@i == -2) {
		mes "[Test1]";
		mes "Boo~ya.";
		close;
	} else if (.@i == -1) {
		mes "[Test1]";
		mes "Do you want";
		mes "to cancel~?";
		close;
	} else if (.@i == 0) {
		mes "[Test1]";
		mes "Whoa...";
		mes "That is";
		mes "sooo wrong!";
		close;
	} else {
		mes "[Test1]";
		mes "The current value";
		mes "of the global variable";
		mes "for the Factory Quest";
		mes "is... ^3355FF" + z + "^000000.";
		mes "You wanna change?";
		next;
		switch(select("0", "10", "Invade")) {
		case 1:
			mes "[Test1]";
			mes "Okay...!";
			mes "It's been";
			mes "changed to ''0.''";
			$EinPolution = 0;
			close;
		case 2:
			mes "[Test2]";
			mes "Okay...!";
			mes "It's been";
			mes "changed to ''10.''";
			$EinPolution = 10;
			close;
		case 3:
			donpcevent "Einbroch Smog Alert::OnEnable";
			close;
		}
	}
}

//== Murder Quest :: ein_main_tre ==========================
einbech,165,105,7	script	Buender Hikeman#ein	4_M_EINOLD,{
	cutin "ein_hicman",2;
	if (Shinokas_Quest == 0) {
		mes "[Buender Hikeman]";
		mes "...";
		mes "......";
		next;
		mes "[Buender Hikeman]";
		mes "...";
		mes "......";
		mes "......You...";
		emotion e_what,1;
		next;
		mes "[Buender Hikeman]";
		mes "...";
		mes "......";
		mes "......You...";
		mes "......Stop it...";
		next;
		mes "[Buender Hikeman]";
		mes "...";
		mes "......";
		mes "......You...";
		mes "......Stop it...";
		mes "...You ^FF0000bastard^000000!";
		next;
		mes "[Buender Hikeman]";
		mes "RaaaaAAAARGHHH!!";
		next;
		mes "^3355FFThe old man seems";
		mes "slightly irked at seeing";
		mes "you. Unfortunately, his";
		mes "screaming and rambling";
		mes "is totally incoherent.^000000";
		next;
		mes "[Buender Hikeman]";
		mes "It ^FF0000IS^000000 you!";
		mes "You're responsible!";
		mes "You've taken everything";
		mes "away from me!!";
		next;
		switch(select("'What are you talking about?'", "Ignore Him.")) {
		case 1:
			mes "[Buender Hikeman]";
			mes "How dare you...";
			mes "How dare you treat me";
			mes "after destroying all the";
			mes "happiness in my life!";
			next;
			mes "[Buender Hikeman]";
			mes "Damn you...";
			mes "How can you have";
			mes "the audacity to pretend";
			mes "as if nothing happened?!";
			mes "^333333*C-cough Cough...*^000000";
			next;
			break;
		case 2:
			mes "[Buender Hikeman]";
			mes "W...wait!";
			mes "I said wait!";
			mes "^333333*Cough!*^000000";
			close2;
			cutin "ein_hicman",255;
			end;
		}
		mes "[Buender Hikeman]";
		mes "Are you so evil to";
		mes "just shallowly forget";
		mes "what you've done to our";
		mes "lives? Did you already";
		mes "forget what you did";
		mes "here in Einbech?!";
		next;
		mes "[Buender Hikeman]";
		mes "It was such a long";
		mes "time ago, but I'll never";
		mes "forget. This town was";
		mes "small, but full of folk";
		mes "with warm hearts...";
		next;
		mes "[Buender Hikeman]";
		mes "Me, Khartophe, Anuto,";
		mes "Maskharundt... All of";
		mes "us were friends hired";
		mes "by that big businessman";
		mes "to dig up ores in the mine.";
		next;
		mes "[Buender Hikeman]";
		mes "And then there";
		mes "was you! All of us";
		mes "put together made the";
		mes "greatest mining team!";
		mes "That was, until, we";
		mes "discovered ^FF0000it^000000.";
		next;
		mes "[Buender Hikeman]";
		mes "Yes...";
		mes "The mysterious ore";
		mes "that dazzled with a";
		mes "magnificent light.";
		next;
		mes "[Buender Hikeman]";
		mes "But we should have known";
		mes "that the ^3131FFUngoliant^000000 would";
		mes "be around that ore. We";
		mes "should have realized";
		mes "the danger...";
		next;
		mes "[Buender Hikeman]";
		mes "We reported our findings";
		mes "to our employer, and then";
		mes "the ore just disappeared. He";
		mes "must have sent it somewhere,";
		mes "it was none of our business.";
		next;
		mes "[Buender Hikeman]";
		mes "Then life was back";
		mes "to normal for a while.";
		mes "But one day you yelled";
		mes "to us that you had found";
		mes "another special, mysterious";
		mes "ore in the mines.";
		next;
		mes "[Buender Hikeman]";
		mes "But when we came";
		mes "over to check the hole";
		mes "you dug up, you know";
		mes "what we found...?!";
		next;
		switch(select("Ungoliant?", "A mysterious ore, right?", "Nothing...?")) {
		case 1:
			mes "[Buender Hikeman]";
			mes "Don't you remember";
			mes "what happened? What";
			mes "you did to us at that time?!";
			next;
			break;
		case 2:
			mes "[Buender Hikeman]";
			mes "Don't you remember";
			mes "what happened? What";
			mes "you did to us at that time?!";
			next;
			break;
		case 3:
			mes "[Buender Hikeman]";
			mes "Yes...";
			mes "Nothing.";
			next;
			break;
		}
		mes "[Buender Hikeman]";
		mes "There was nothing";
		mes "inside the hole!";
		next;
		mes "[Buender Hikeman]";
		mes "Then you pointed to";
		mes "the wall behind us and";
		mes "screamed that Ungoliant";
		mes "was coming! In our panic";
		mes "we started to dig our way out!";
		next;
		mes "[Buender Hikeman]";
		mes "I remember that the expression on your face seemed so strange. I had thought you looked sad, but now I'm sure you were consumed by greed! We trusted you and you betrayed us! ^FFFFFFspace^000000";
		next;
		mes "[Buender Hikeman]";
		mes "When we finally smashed";
		mes "down that last wall, everything";
		mes "starting to fall around us. We";
		mes "were the only two to survive";
		mes "that tunnel collapse.";
		next;
		mes "[Buender Hikeman]";
		mes "Then I learned...";
		mes "You planned it all along.";
		setquest 2071;
		Shinokas_Quest = 1;
		close2;
		cutin "ein_hicman",255;
		end;
	}
	else if (Shinokas_Quest == 1) {
		mes "[Buender Hikeman]";
		mes "Bastard!";
		mes "I'm sick of";
		mes "your lies!";
		next;
		switch(select("I'm not who you think!", "How did you survive the accident?")) {
		case 1:
			mes "[Buender Hikeman]";
			mes "Ha...!";
			mes "Do you think";
			mes "I'd so easily";
			mes "forget the face";
			mes "of the person who";
			mes "shattered my life?!";
			next;
			break;
		case 2:
			break;
		}
		next;
		mes "[Buender Hikeman]";
		mes "When I came to,";
		mes "I was lying on my";
		mes "stomach in the ruins";
		mes "of that dark tunnel.";
		next;
		mes "[Buender Hikeman]";
		mes "And I found...";
		mes "You know what I found.";
		next;
		mes "[Buender Hikeman]";
		mes "^333333*Cough Cough*^000000";
		mes "The corpses of my friends!";
		mes "Khartophe, Anuto, Maskharundt!";
		mes "Great men and my best friends.";
		mes "But where were you?!";
		next;
		mes "[Buender Hikeman]";
		mes "Your body was nowhere";
		mes "to be found. I searched";
		mes "the tunnel and finally";
		mes "climbed outside where";
		mes "I was found unconscious.";
		next;
		mes "[Buender Hikeman]";
		mes "I was so stupid.";
		mes "It was because of";
		mes "that ore! You killed our";
		mes "friends and destroyed";
		mes "my life for that thing!";
		next;
		mes "[Buender Hikeman]";
		mes "And now...";
		mes "You come out of";
		mes "hiding and show up.";
		mes "What do you want of";
		mes "me? What more can";
		mes "you possibly take away?!";
		next;
		switch(select("I'm not who you think I am!", "I'd like to apologize.")) {
		case 1:
			mes "[Buender Hikeman]";
			mes "Quit lying!";
			mes "You've stirred up";
			mes "my hatred by showing";
			mes "up again! I've never";
			mes "forgotten that day!";
			next;
			break;
		case 2:
			mes "[Buender Hikeman]";
			mes "Ha ha...";
			mes "Apologize?";
			mes "The harm is";
			mes "already done...";
			next;
			break;
		}
		mes "[Buender Hikeman]";
		mes "It's too late";
		mes "for you now. For";
		mes "the sake of my friends,";
		mes "I'll have my vengeance!";
		next;
		mes "[Buender Hikeman]";
		mes "Prepare to die!";
		mes "^3131FFShinokas^000000!!!!";
		next;
		mes "[Buender Hikeman]";
		mes "...!";
		mes "^333333*Cough! Cough!*^000000";
		mes "Noooo! N-not now...";
		mes "^333333*Cough! Cough!*^000000";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "...";
		mes "I better";
		mes "get away";
		mes "from him!";
		next;
		mes "^3355FFYou ran away from Hikeman";
		mes "as he collapsed on the ground.";
		mes "It wouldn't be a good idea to";
		mes "provoke the old man anymore,";
		mes "intentionally or not.^000000";
		changequest 2071,2072;
		Shinokas_Quest = 2;
		close2;
		cutin "ein_hicman",255;
		end;
	}
	else if (Shinokas_Quest == 2) {
		mes "^3355FFIt'd be best";
		mes "to avoid aggravating";
		mes "the old man for now.^000000";
		close2;
		cutin "ein_hicman",255;
		end;
	}
	else if (Shinokas_Quest == 10) {
		mes "^3355FFHikeman is dozing";
		mes "off in his chair. Judging";
		mes "from the look of discomfort";
		mes "on his face, he seems to be";
		mes "having a nightmare.";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Excuse me...";
		next;
		mes "[Buender Hikeman]";
		mes "Huh...?";
		mes ".........!!";
		mes "Hahahahaha!";
		mes "Come back for";
		mes "your beating,";
		mes "eh, Shinokas?!";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Look...!";
		mes "I'm not Shinokas,";
		mes "okay? How can you";
		mes "forget what he looks";
		mes "like or how old he is?";
		mes "I'm way younger!";
		next;
		mes "[Buender Hikeman]";
		mes "What...?";
		next;
		mes "[Buender Hikeman]";
		mes "................";
		emotion e_gasp;
		next;
		mes "[Buender Hikeman]";
		mes "Uhhhh......";
		next;
		mes "[Buender Hikeman]";
		mes "Huh.";
		next;
		if (Sex == SEX_FEMALE) {
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "And...";
			mes "I'm a cute girl!";
			mes "Shinokas is male";
			mes "and kind of...";
			next;
			mes "[Buender Hikeman]";
			mes "What...?";
			mes "IMPOSSIBLE!";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "...";
			mes "......";
			next;
			mes "[Buender Hikeman]";
			mes "...";
			mes "......";
			next;
		}
		mes "[Buender Hikeman]";
		mes "It seems...";
		mes "I've made a";
		mes "huge mistake.";
		next;
		mes "[Buender Hikeman]";
		mes "Ever since the accident, people have said that I haven't been the same. Maybe they're right.";
		next;
		mes "[Buender Hikeman]";
		mes "I keep making the same";
		mes "mistakes, so maybe they're";
		mes "right about me getting senile.";
		mes "Did you come just to clear";
		mes "up this misunderstanding?";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Um...";
		mes "Actually...";
		next;
		switch(select("Tell Hikeman about Shinokas's death.", "Don't notify Hikeman.")) {
		case 1:
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Shinokas died";
			mes "a while ago in";
			mes "Einbroch.";
			next;
			mes "[Buender Hikeman]";
			mes "Wh-what...?";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Shinokas was killed by";
			mes "some men. He thinks they";
			mes "may have been the ones";
			mes "who hired you guys. In the";
			mes "end, he was betrayed too...";
			next;
			mes "[Buender Hikeman]";
			mes "I...";
			mes "I see...";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Shinokas may have";
			mes "gotten some money,";
			mes "but he spent the rest";
			mes "of his life in hiding,";
			mes "being hunted down.";
			next;
			mes "[Buender Hikeman]";
			mes "Nothing's left.";
			mes "I've got nothing";
			mes "to look foward to.";
			mes "I was living only to";
			mes "avenge my friends...";
			next;
			mes "[Buender Hikeman]";
			mes "Please...";
			mes "Just go back to";
			mes "wherever you came";
			mes "from. Leave me alone...";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "...";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "^333333Did Hikeman really want";
			mes "revenge on Shinokas or did";
			mes "he want to hear him out since";
			mes "they used to be close friends?^000000";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "^333333If I mention that";
			mes "what they found was";
			mes "the Ymir Heart Piece,";
			mes "Hikeman might end up";
			mes "getting hunted down, so";
			mes "I better not say anything.^000000";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "^333333Why are those men";
			mes "so obsessed with that";
			mes "Ymir Heart Piece? Is it";
			mes "really worth this kind of";
			mes "cruelty? Whoever they are,";
			mes "their intentions can't be good.";
			close2;
			cutin "ein_hicman",255;
			completequest 2078;
			Shinokas_Quest = 11;
			if (RENEWAL_EXP) {
				if (BaseLevel < 70) getexp 30000,30000;
				else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 40000,40000;
				else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 70000,70000;
				else getexp 90000,90000;
			} else {
				if (BaseLevel < 70) getexp 100000,80000;
				else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 300000,100000;
				else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 500000,300000;
				else getexp 700000,500000;
			}
			end;
		case 2:
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Yeah...";
			mes "That' right.";
			mes "I wanted to clear up";
			mes "this misunderstanding";
			mes "so you could calm down,";
			mes "even if it's just a little bit.";
			next;
			mes "[Buender Hikeman]";
			mes "Well, you don't have";
			mes "to worry so much about";
			mes "my stress. I find that the";
			mes "winds that pass through";
			mes "this town to be very relaxing.";
			next;
			mes "[Buender Hikeman]";
			mes "Each time the wind";
			mes "blows by, my vision blurs,";
			mes "my memories haze and all";
			mes "of my hatred just drifts away.";
			next;
			mes "[Buender Hikeman]";
			mes "Without the wind, I'd only";
			mes "have my hatred towards ^FF0000him^000000.";
			mes "Maybe it's my only reason for";
			mes "living and maybe I'm lonely,";
			mes "but it's too late to feel";
			mes "sorry for myself now.";
			close2;
			cutin "ein_hicman",255;
			end;
		}
	}
	else {
		mes "^3355FFHikeman is dozing";
		mes "off in his chair. Judging";
		mes "from the look of discomfort";
		mes "on his face, he seems to be";
		mes "having a nightmare.";
		cutin "ein_hicman",255;
		close;
	}
}

ein_in01,231,163,7	script	Sick Old Man#ein	4_M_DIEMAN,{
	if (Shinokas_Quest < 2) {
		mes "[Sick Old Man]";
		mes "...!";
		next;
		mes "[Sick Old Man]";
		mes "Awwwk~";
		mes "It's killing me!";
		mes "Arrrgh! Awwwrgh!";
		mes "W-when will my son";
		mes "come back from";
		mes "the factory...?!";
		next;
		mes "^3355FFYou feel really awkward";
		mes "just staring at this old";
		mes "man violently rolling";
		mes "around in his bed.^000000";
		close;
	}
	else if (Shinokas_Quest == 2) {
		mes "[Sick Old Man]";
		mes "...!";
		next;
		mes "[Sick Old Man]";
		mes "Awwwk~";
		mes "It's killing me!";
		mes "Arrrgh! Awwwrgh!";
		mes "W-when will my son";
		mes "come back from";
		mes "the factory...?!";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Shi...";
		mes "Shinokas?";
		next;
		mes "[Sick Old Man]";
		mes "Huh...?";
		mes "Noooo! M-my name is";
		mes "Shinotarous. Y-you've";
		mes "got the wrong person!";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "^333333This has to be the";
		mes "Shinokas that Hikeman";
		mes "was talking about in Einbech.";
		mes "Hmmm, but how can I get";
		mes "him to admit it?^000000";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "^333333*Ahem!*^000000";
		mes "Excuse me...";
		next;
		while(1) {
			if (.@einbech > 6) {
				if (select("Have you ever heard of ^3131FFHikeman^000000 before?", "Weren't you living in ^3131FFEinbech^000000?") == 1) {
					break;
				}
				mes "[Sick Old Man]";
				mes "Einbech...?";
				mes "No! I've never";
				mes "lived there before!";
				next;
				mes "^3355FFIt doesn't seem";
				mes "like this old man";
				mes "is telling the truth...^000000";
				.@einbech = 0;
				next;
			}
			else {
				switch(select("Remember the mine tunnel collapse?", "Didn't you used to be a miner?", "Have you lived in Einbroch all your life?")) {
				case 1:
					mes "[Sick Old Man]";
					mes "Noooo!";
					mes "I don't know";
					mes "what the hell";
					mes "you're talking";
					mes "about!";
					++.@einbech;
					next;
					break;
				case 2:
					mes "[Sick Old Man]";
					mes "Nooo...!";
					mes "W-why would you";
					mes "even ask me that";
					mes "kind of question?!";
					++.@einbech;
					next;
					break;
				case 3:
					mes "[Sick Old Man]";
					mes "Y-yes!";
					mes "Born and raised";
					mes "raised here in";
					mes "Einbe--Einbroch!";
					next;
					mes "^3355FFIt doesn't seem";
					mes "like this old man";
					mes "is telling the truth...^000000";
					if (.@einbech > 0) {
						.@einbech = 0;
					}
					next;
					break;
				}
			}
		}
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Are you sure";
		mes "that you don't";
		mes "know anything";
		mes "about ^3131FFHikeman^000000?";
		next;
		mes "[Shinokas]";
		mes "No...!";
		mes "I've never met";
		mes "Buender Hikeman";
		mes "in my entire li--";
		next;
		mes "[Shinokas]";
		mes "...";
		mes ".......";
		emotion e_swt2;
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "I was right.";
		mes "You're Shinokas!";
		emotion e_gg,1;
		next;
		mes "[Shinokas]";
		mes "Curses!";
		mes "I've blown";
		mes "my cover!";
		mes "W-wait! How much";
		mes "do you know?!";
		emotion e_omg;
		next;
		mes "[Shinokas]";
		mes "Did ^3131FFthey^000000 send you?";
		mes "^333333*Sigh*^000000 I think that this";
		mes "is it. I'll never be";
		mes "able to solve the";
		mes "secret before I die.";
		next;
		mes "[Shinokas]";
		mes "Okay.";
		mes "Get on with it.";
		mes "I'm ready now...";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Tell me everything";
		mes "you know related to";
		mes "that incident where";
		mes "the mine tunnel";
		mes "collapsed around";
		mes "you and Hikeman.";
		next;
		mes "[Shinokas]";
		mes "...?";
		mes "Errr....";
		mes "You're not";
		mes "here to kill me?";
		emotion e_what;
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "No...!";
		mes "I'm here to find";
		mes "out the truth!";
		next;
		mes "[Shinokas]";
		mes "That means...";
		mes "I still have some time.";
		mes "This must be destiny!";
		mes "Alright, I'll tell you what";
		mes "happened. But it's a";
		mes "long story...";
		changequest 2072,2073;
		Shinokas_Quest = 3;
		close;
	}
	else if (Shinokas_Quest == 3) {
		mes "[Shinokas]";
		mes "How much do you know";
		mes "about the accident? No,";
		mes "wait. Don't answer that.";
		mes "I don't want to hear it.";
		next;
		mes "[Shinokas]";
		mes "I admit it. Yes.";
		mes "I stabbed my friends";
		mes "in the back. It was an";
		mes "unforgivable sin that will";
		mes "haunt me until the day I die.";
		next;
		mes "[Shinokas]";
		mes "I sold out my friends for";
		mes "money. I destroyed that";
		mes "tunnel and killed them. But";
		mes "I suppose I was tricked as well. ^3131FFThey^000000 never intended to keep their end of our agreement.";
		next;
		mes "[Shinokas]";
		mes "After I destroyed the tunnel,";
		mes "they targeted me and I ended up";
		mes "spending the rest of my life being pursued and running from place to place. What the hell was that ^3131FFore^000000 and why was it so important?";
		next;
		mes "[Shinokas]";
		mes "I need to know more about";
		mes "that ore if it's worth killing for. That's why I've risked sneaking into Einbroch. Supposedly, an ore similar to the one we found has";
		mes "been transported here recently.";
		next;
		select("Did you find it?");
		mes "[Shinokas]";
		mes "No, not yet.";
		mes "I've been searching";
		mes "for that ore every night.";
		mes "During the day, this kind";
		mes "blacksmith has managed";
		mes "to hide me from those men.";
		next;
		mes "[Shinokas]";
		mes "But I won't be safe";
		mes "for very long. Look, I'm";
		mes "no saint, but before I die,";
		mes "I wanna do this one last";
		mes "thing and see what's so";
		mes "great about this ore...";
		next;
		select("Wait, who's trying to get you?");
		mes "[Shinokas]";
		mes "Who's trying to kill me?";
		mes "The people who hired me and";
		mes "my friends to dig up that ore in the first place. We thought they were ordinary businessmen,";
		mes "but... They're dangerous.";
		next;
		mes "[Shinokas]";
		mes "So I told you everything";
		mes "and now you know that my";
		mes "days might be numbered.";
		mes "Please do an old man a favor";
		mes "and search Einbroch for that";
		mes "strange, mysterious ore.";
		next;
		mes "[Shinokas]";
		mes "Now, the first thing I learned";
		mes "in this town is that the richest family is the Kapellthaines. Only the rich and powerful can possibly be involved in something so big.";
		next;
		mes "[Shinokas]";
		mes "Would you search";
		mes "Kappellthaine Manor";
		mes "for that ore? It's on the way";
		mes "to the Airport and it shouldn't be hard to miss. They're the richest people in Einbroch, after all.";
		next;
		mes "[Shinokas]";
		mes "I'm too old and weak to leave";
		mes "this house, and there's the chance that those men will find me. If you can sympathize with my situation, please find out if the Kapellthaine family has any unique ores...";
		changequest 2073,2074;
		Shinokas_Quest = 4;
		close;
	}
	else if (Shinokas_Quest == 4) {
		mes "[Shinokas]";
		mes "Please...";
		mes "Find out if the Kapellthaines";
		mes "are keeping some kind of unique";
		mes "ore. Their manor is on the road";
		mes "that leads to the Airport.";
		close;
	}
	else if (Shinokas_Quest == 5) {
		mes "[Shinokas]";
		mes "So, did you find";
		mes "anything from the";
		mes "Kapellthaines?";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Well, Mr. Kapellthaine";
		mes "is kind of violent, but";
		mes "I didn't find anything";
		mes "really suspicious.";
		next;
		mes "[Shinokas]";
		mes "Huh...";
		mes "I must have";
		mes "been wrong, then...";
		mes "Where else could it be?";
		next;
		mes "[Shinokas]";
		mes "Oh, right! The huge";
		mes "factory in Einbroch!";
		mes "What could be more";
		mes "suspicious? There's a ton";
		mes "of workers, but no one really";
		mes "knows what they do there...";
		next;
		mes "[Shinokas]";
		mes "If they're so secretive,";
		mes "it's possible that they're";
		mes "keeping the ore over there.";
		mes "Please go and search the";
		mes "Factory for that ore as";
		mes "soon as you can.";
		changequest 2074,2075;
		Shinokas_Quest = 6;
		close;
	}
	else if (Shinokas_Quest == 6) {
		if (EinFactory > 12) {
			mes "[Shinokas]";
			mes "So...?";
			mes "Did you learn";
			mes "anything new";
			mes "in the Factory?";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Well...";
			mes "There's a lot of";
			mes "suspicious business";
			mes "in the factory, but I don't";
			mes "think any of it is related";
			mes "to that ore you mentioned.";
			next;
			mes "[Shinokas]";
			mes "Damn it...";
			mes "Then where did";
			mes "they hide it? Where";
			mes "do you think that";
			mes "ore might be?";
			next;
			switch(select("Airport", "Factory", "Train Station", "Airship Repairshop", "Laboratory")) {
			case 1:
				mes "[Shinokas]";
				mes "No...";
				mes "The Airport is always";
				mes "crowded with people.";
				mes "It'd be a bad idea to hide";
				mes "something so important";
				mes "in that kind of place.";
				close;
			case 2:
				mes "[Shinokas]";
				mes "Didn't you just";
				mes "check the factory?";
				mes "You couldn't find";
				mes "any clues to the";
				mes "ore over there...";
				close;
			case 3:
				mes "[Shinokas]";
				mes "Hmm...";
				mes "People are always going";
				mes "in and out of the Train Station. It's not the best place to hide something as important as the ore.";
				close;
			case 4:
				mes "[Shinokas]";
				mes "The Airship? Hm, it does";
				mes "fly through some mysterious";
				mes "power... But I already checked";
				mes "the Airship Repairshop myself.";
				mes "I haven't found any trace of";
				mes "the ore over there.";
				close;
			case 5:
				mes "[Shinokas]";
				mes "...!";
				mes "Yes. Yes...!";
				mes "That could be it!";
				mes "Why didn't I think";
				mes "about the Laboratory?";
				mes "It makes so much sense!";
				next;
				mes "[Shinokas]";
				mes "I have a good feeling";
				mes "about this. Please sneak";
				mes "into that Laboratory and";
				mes "see if you can find the ore!";
				next;
				mes "[Shinokas]";
				mes "Remember...";
				mes "Not just anybody";
				mes "can enter that kind";
				mes "of place. But I'm sure";
				mes "you'll figure something out.";
				changequest 2075,2076;
				Shinokas_Quest = 7;
				close;
			}
		}
		else {
			mes "[Shinokas]";
			mes "I'm really in no position";
			mes "to ask and I'm not trying";
			mes "to give you a hard time on";
			mes "purpose, but would you please";
			mes "check for any traces of the ore";
			mes "in the Factory once again?";
			close;
		}
	}
	else if (Shinokas_Quest == 9) {
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Shinokas,";
		mes "I found something!";
		next;
		mes "[Shinokas]";
		mes "You...";
		mes "Came... back...";
		mes "Even... if... it's";
		mes "already... Too late.";
		mes "^333333*Cough Cough*^000000";
		next;
		mes "^3355FFYou help Shinokas";
		mes "sit up, but find that";
		mes "your hands have been";
		mes "stained with his blood.^000000";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Blood...?!";
		mes "Shinokas!";
		mes "Who did this to you?";
		mes "W-we need to call for help!";
		next;
		mes "[Shinokas]";
		mes "No...";
		mes "It's already";
		mes "too late for me.";
		mes "I should have died";
		mes "a long time ago...";
		next;
		mes "[Shinokas]";
		mes "^333333*Cough*^000000";
		mes "I only regret that";
		mes "I've never been able";
		mes "to apologize to my";
		mes "friends... ^333333*Cough!*^000000";
		next;
		mes "[Shinokas]";
		mes "But did you";
		mes "find out? D-did";
		mes "you find out what's";
		mes "so special about";
		mes "that ore? W-what";
		mes "is it... Really?";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "It was...";
		next;
		input .@input$;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "It was";
		mes "^3131FF"+.@input$+"^000000!";
		next;
		if (.@input$ == "Ymir") {
			mes "[Shinokas]";
			mes "Y-Ymir...?";
			mes "The h-heart of Ymir?";
			mes "The power to control";
			mes "the world... We really";
			mes "did find something";
			mes "great, didn't we?";
			next;
			mes "[Shinokas]";
			mes "I remember...";
			mes "The first time";
			mes "we saw it. We...";
			mes "We were so excited.";
			mes "So amazed and proud...";
			next;
			mes "[Shinokas]";
			mes "But digging up...";
			mes "Something so great...";
			mes "Was only possible";
			mes "with-- ^333333*Cough*^000000 --";
			mes "M-my buddies...";
			next;
			mes "[Shinokas]";
			mes "^333333*Cough*^000000";
			mes "It's getting...";
			mes "Darker... I...";
			mes "Don't have to";
			mes "run anymore.";
			next;
		}
		else {
			mes "[Shinokas]";
			mes "W-wait...!";
			mes "What did...";
			mes "I can't underst--";
			mes "^333333*Cough cough!*^000000";
			next;
		}
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "No...!";
		mes "Tell me who";
		mes "did this to you!";
		mes "Where are they?";
		mes "Speak to me, please!";
		next;
		mes "[Shinokas]";
		mes "W-wha...?";
		mes "I told you.";
		mes "Th-they we--";
		next;
		mes "[Shinokas]";
		mes "...";
		mes "......";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "No!";
		mes "Shinokas!";
		mes "Why, God?";
		mes "Why...";
		changequest 2077,2078;
		Shinokas_Quest = 10;
		close;
	}
	else if (Shinokas_Quest > 9) {
		mes "^3355FFShinokas's";
		mes "body has grown";
		mes "cold to the touch.^000000";
		close;
	}
	else {
		mes "[Shinokas]";
		mes "...";
		mes "......";
		close;
	}
}

ein_in01,32,133,7	script	Maid#ein	4_F_EINWOMAN,{
	if (Shinokas_Quest == 4) {
		mes "[Maid]";
		mes "Did you ask me";
		mes "if I saw some kind";
		mes "of ore around here?";
		mes "That's strange...";
		next;
		mes "[Maid]";
		mes "Well, I've been with";
		mes "this family for a long";
		mes "time. Let me assure you";
		mes "that there's no secrets";
		mes "from me in this household!";
		next;
		mes "[Maid]";
		mes "I'm sorry, but I don't";
		mes "think we have any ores,";
		mes "special or otherwise, here";
		mes "in the manor. What exactly";
		mes "do you need them for?";
		Shinokas_Quest = 5;
		close;
	}
	else {
		mes "[Maid]";
		mes "There's no end";
		mes "to all these plates";
		mes "I have to clean...!";
		close;
	}
}

ein_in01,254,35,1	script	Scientist#ein	4_M_ALCHE_B,{
	mes "[Scientist]";
	mes "^333333*Grumble grumble*^000000";
	next;
	mes "[Scientist]";
	mes "Huh...?";
	mes "How did you";
	mes "get in here?";
	next;
	mes "["+strcharinfo(PC_NAME)+"]";
	mes "Oh! Ah....";
	mes "I'm the new...";
	mes "Guard. Nice";
	mes "to meet you.";
	next;
	mes "[Scientist]";
	mes "Oh. Yeah.";
	mes "Nice-meet-you.";
	mes "..............";
	mes "^333333*Grumble grumble*^000000";
	if (Shinokas_Quest == 7) {
		next;
		switch(select("What's wrong?", "Catch you later.")) {
		case 1:
			mes "[Scientist]";
			mes "What's wrong...?!";
			mes "Oh, don't get me started!";
			mes "I'm stuck here doing all the";
			mes "work while the Lab Department Head goes out every freakin' day!";
			next;
			mes "[Scientist]";
			mes "While I'm slaving";
			mes "away here, he's in";
			mes "that Airship, busy";
			mes "flirting with that";
			mes "woman. God...!";
			mes "I'm like, so teed off!";
			Shinokas_Quest = 8;
			close;
		case 2:
			mes "[Scientist]";
			mes "Right.";
			mes "Yeah.";
			mes "Later, man.";
			close;
		}
	}
	else if (Shinokas_Quest == 8) {
		next;
		mes "[Scientist]";
		mes "Man alive!";
		mes "Would it kill the";
		mes "Department Head";
		mes "to come in here and do";
		mes "some work for a change?!";
		next;
		mes "[Scientist]";
		mes "I mean, come on!";
		mes "I shouldn't have to";
		mes "carry his workload!";
		close;
	}
	close;
}

ein_in01,266,27,3	script	Unknown Stuff#ein	HIDDEN_NPC,{
	mes "^3355FFThere's something";
	mes "attached to a huge";
	mes "machine with many cords";
	mes "and folds of barbed wire.^000000";
	close;
}

einbroch,51,46,5	script	Laboratory Soldier#ein-1	4_M_EIN_SOLDIER,{
	mes "[Laboratory Soldier]";
	mes "This area";
	mes "is off limits.";
	mes "Please leave";
	mes "immediately.";
	close;
}

einbroch,51,56,5	script	Laboratory Soldier#ein-2	4_M_EIN_SOLDIER,{
	mes "[Laboratory Soldier]";
	mes "Yuck...!";
	mes "There's this";
	mes "nasty dusty taste";
	mes "right inside my mouth";
	mes "that I can't get rid of!";
	next;
	mes "[Laboratory Soldier]";
	mes "^333333*Sigh*^000000";
	mes "I want to go home.";
	mes "Get some mouthwash.";
	mes "You know. Something.";
	close;
}

airplane,31,77,5	script	Drunken Man#ein	4_M_YURI,{
	if (Shinokas_Quest == 8) {
		mes "[Drunken Man]";
		mes "Okay okay...";
		mes "Daddy's gonna";
		mes "win some Apples";
		mes "this time for sure!";
		next;
		mes "[Drunken Man]";
		mes "Let's do it!";
		mes "^3131FFYmir's Heart^000000 is";
		mes "on my side! GO!";
		emotion e_go;
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Huh...?";
		mes "What did he just say?";
		mes "It seemed important!";
		next;
		mes "^3355FF*Rolling and rumbling*^000000";
		next;
		emotion e_kis;
		mes "[Kaci]";
		mes "I have a total of ^FF000011^000000";
		mes "and you have total ^FF00005^000000.";
		mes "You lose this game. I'm";
		mes "sorry, but I hope we play";
		mes "again sometime.";
		next;
		mes "[Drunken Man]";
		mes "Waaaaaahhhhhhhhh!";
		mes "Apples! My apples!";
		mes "Apples, I need more...!";
		if (countitem(Apple) < 11) {
			close;
		}
		else if ((countitem(Apple) > 10) && (countitem(Apple) < 100)) {
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Do you want";
			mes "some of mine?";
			next;
			mes "[Drunken Man]";
			mes "What...?";
			mes "I can't do anything";
			mes "with so few Apples!";
			mes "I'm a high roller and";
			mes "this is a high stakes game!";
			close;
		}
		else {
			delitem Apple,countitem(Apple);
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Do you want";
			mes "some of mine?";
			next;
			mes "[Drunken Man]";
			mes "Wha--? Yes...";
			mes "Hell yes! Gimme";
			mes "some of your Apples!";
			mes "Yeeeeeeeeeeehaw!";
			mes "I'm back, baby!";
			next;
			mes "[Drunken Man]";
			mes "Now, to win!";
			mes "Daddy needs love...";
			mes "Time to go from";
			mes "crappy to classy!";
			next;
			mes "^3355FF*Rolling and rumbling*^000000";
			next;
			if (rand(1,10) > 7) {
				emotion e_kis;
				mes "[Kaci]";
				mes "I got a total of ^FF00008^000000,";
				mes "and you have total ^FF000011^000000.";
				mes "Congratulations, you won!";
				mes "Let me give you your winnings";
				mes "and we'll play again some time~";
				next;
			}
			else {
				emotion e_omg;
				mes "[Kaci]";
				mes "Oooh...";
				mes "I got a total of ^FF000010^000000,";
				mes "and you have a total of ^FF00007^000000.";
				mes "I'm sorry, but you lose";
				mes "again. Better luck next time...";
				next;
				mes "[Drunken Man]";
				mes "Waaaaahhhhhhhhhh!";
				mes "Waaaaaaahhhhhhh!";
				close;
			}
		}
		mes "[Drunken Man]";
		mes "Mwahhahahahaha!";
		mes "Whahahahahahahaha!";
		mes "That's why they call me";
		mes "the ''Resurrection Kid!''";
		mes "I always come back!";
		next;
		mes "[Drunken Man]";
		mes "Oh yes, right!";
		mes "You...! You lent";
		mes "me those lucky";
		mes "Apples. ^333333*Hiccup*^000000";
		next;
		mes "[Drunken Man]";
		mes "I'm Kurshenburg!";
		mes "Thanks to you, I'm";
		mes "on a winning streak!";
		mes "Hahaha! Th-thank you~";
		mes "^333333*Hic-hic-hiccup!*^000000";
		next;
		switch(select("So what was that about Ymir's Heart?", "Hehe, you're welcome.")) {
		case 1:
			mes "[Drunken Man]";
			mes "What...?";
			mes "Ymir's Heart?";
			mes "How do you know";
			mes "about that? ^333333*Hiccup*^000000";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Y-you...!";
			mes "You were just yelling,";
			mes "''Ymir's Heart is on my";
			mes "side,'' while you were";
			mes "gambling with those Apples!";
			next;
			mes "[Drunken Man]";
			mes "What...?!";
			mes "No way~";
			mes "Err...? Did I...?";
			next;
			mes "[Drunken Man]";
			mes "Heh heh...";
			mes "I'm not really";
			mes "supposed to be talking";
			mes "about this. As head of";
			mes "the Laboratory, I'm sworn";
			mes "to secrecy about Ymir's Heart.";
			next;
			mes "[Drunken Man]";
			mes "But what do I care?!";
			mes "All they want are the";
			mes "results of my research!";
			mes "They don't appreciate";
			mes "my work at all! My title";
			mes "is completely worthless!";
			next;
			mes "[Drunken Man]";
			mes "You don't know how long I've";
			mes "been imprisoned in the lab and";
			mes "that the work conditions just get worse and worse. Screw them! I'll keep getting paid as long as I show them some progress in our project!";
			next;
			select("Project?");
			next;
			mes "[Drunken Man]";
			mes "Yeah, we're researching";
			mes "Ymir's Heart. It was found";
			mes "a long time ago in ^3131FFEinbech^000000";
			mes "and it's in our lab now.";
			next;
			mes "[Drunken Man]";
			mes "Everyone knows it's supposed";
			mes "to hold some legendary power,";
			mes "but even I was surprised to see";
			mes "what it was capable of. It's both terrible and miraculous, scary";
			mes "and wondrous...";
			next;
			mes "[Drunken Man]";
			mes "So...";
			mes "I figure...";
			mes "It may even";
			mes "have the power to";
			mes "win me Dice games!";
			mes "Bwahaha--^333333*Hiccup!*^000000";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "^333333(That thing I saw";
			mes "hooked up to all those";
			mes "wires in the Laboratory";
			mes "must have been a piece";
			mes "of ^3131FFYmir's Heart^333333. I better";
			mes "tell Shinokas about this.)^000000";
			changequest 2076,2077;
			Shinokas_Quest = 9;
			close;
		case 2:
			mes "[Drunken Man]";
			mes "Hahahaha!";
			mes "You're great!";
			mes "And I feel great!";
			mes "Everything's great!";
			mes "Bwahahahaahahah!";
			mes "^333333*Hiccup*^000000";
			close;
		}
	}
	else if (Shinokas_Quest == 9) {
		mes "[Drunken Man]";
		mes "Hahahaha!";
		mes "You're great!";
		mes "I feel great!";
		mes "Everything's great!";
		mes "Bwahahahaahahah!";
		mes "^333333*Hiccup*^000000";
		close;
	}
	else {
		mes "[Drunken Man]";
		mes "Okay okay...";
		mes "Daddy's gonna";
		mes "win some Apples";
		mes "this time for sure!";
		next;
		mes "[Drunken Man]";
		mes "Let's do it!";
		mes "^3131FFYmir's Heart^000000 is";
		mes "on my side! GO!";
		emotion e_go;
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Huh...?";
		mes "What did he just say?";
		mes "It seemed important!";
		next;
		mes "^3355FF*Rolling and rumbling*^000000";
		next;
		emotion e_kis;
		mes "[Kaci]";
		mes "I have a total of ^FF00003^000000";
		mes "and you have total ^FF00002^000000.";
		mes "You lose this game. I'm";
		mes "sorry, but I hope we play";
		mes "again sometime.";
		next;
		mes "[Drunken Man]";
		mes "Waaaaaahhhhhhhhh!";
		mes "Apples! My apples!";
		close;
	}
}

ein_in01,231,170,0	script	#kenka	FAKE_NPC,2,2,{
OnTouch:
	if (Shinokas_Quest > 8) {
		mes "^3355FFThe open window rattles";
		mes "as you enter the room and";
		mes "are welcomed by a sudden";
		mes "chill. A trail of red footprints";
		mes "lies near your feet.^000000";
		next;
		mes "^3355FFA grey sheet lies";
		mes "rumpled on the bed,";
		mes "but you can see dark red";
		mes "stains in between the folds.^000000";
		close;
	}
	end;
}

einbech,57,210,3	script	Young Man#Shinokas_Quest	4_M_EINMAN,{
	mes "[Young Man]";
	mes "Behind the pub,";
	mes "you'll see this old man";
	mes "who's always mumbling";
	mes "something to himself.";
	next;
	mes "[Young Man]";
	mes "Sometimes he seems really";
	mes "angry, but other times he looks";
	mes "awfully depressed. He must have";
	mes "lived through some really horrible experience. I can't help but feel really sorry for the old guy.";
	next;
	mes "[Young Man]";
	mes "He says and does";
	mes "a lot of strange things.";
	mes "It's sad to see someone";
	mes "that old act that way, but";
	mes "it makes me wonder what";
	mes "could have happened to him.";
	close;
}

//== Typing Test :: ein_main_ma1 ===========================
einbroch,51,52,0	script	Security#ein	WARPNPC,1,1,{
	end;

OnTouch:
	if (((Shinokas_Quest == 7) || (lhz_heart == 9)) || (lhz_heart == 10)) {
		mes "[Security System]";
		mes "^8B0000*Beep Boop*^000000";
		mes "Restricted Access Area.";
		mes "Please identify yourself";
		mes "through the system.";
		next;
		switch(select("Identify.", "Information", "Cancel")) {
		case 1:
			mes "[Security System]";
			mes "Enter the following";
			mes "password in 60 seconds.";
			mes "Failure to do so will result";
			mes "in lockout. Please wait.";
			next;
			.@startseconds = gettime(GETTIME_HOUR)*60*60+gettime(GETTIME_MINUTE)*60+gettime(GETTIME_SECOND);
			mes "[Security System]";
			switch(rand(1,7)) {
			case 1:
				.@word1$ = "burrdingdingdilidingdingphoohudaambandoorabambarambambamburanbamding";
				.@word2$ = "burapaphurarlandreamduranbatuhiwooikabamturubamdingding";
				mes "^3CBCBC"+.@word1$+"^000000";
				next;
				input .@input1$;
				mes "[Security System]";
				mes "^FF1493"+.@word2$+"^000000";
				break;
			case 2:
				.@word1$ = "...silence. quiet benevolence... soul mate... wonder. enigma... cloud.";
				.@word2$ = "opeN,Open!op3n.openOpen0p3nOpEn0pen`open'0Pen open?open!111OPENSESAME";
				mes "^3CBCBC"+.@word1$+"^000000";
				next;
				input .@input1$;
				mes "[Security System]";
				mes "^FF1493"+.@word2$+"^000000";
				break;
			case 3:
				.@word1$ = "Coboman no chikara-yumei na chikara-daiookii na chikara da ze! COBO ON";
				.@word2$ = "hfjdkeldjsieldjshfjdjeiskdlefvbd";
				mes "^3CBCBC"+.@word1$+"^000000";
				next;
				input .@input1$;
				mes "[Security System]";
				mes "^FF1493"+.@word2$+"^000000";
				break;
			case 4:
				.@word1$ = "belief love luck grimace sweat rush folktale rodimus optimus bumblebee";
				.@word2$ = "LiGhTsPeEd RiGhT SPEed LeFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk";
				mes "^3CBCBC"+.@word1$+"^000000";
				next;
				input .@input1$;
				mes "[Security System]";
				mes "^FF1493"+.@word2$+"^000000";
				break;
			case 5:
				.@word1$ = "By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE!";
				.@word2$ = "uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH";
				mes "^3CBCBCBy the power of p-po-poi-po-poi-poin-poing";
				mes "GOD-POING. I NEVER LOSE!^000000";
				next;
				input .@input1$;
				mes "[Security System]";
				mes "^FF1493"+.@word2$+"^000000";
				break;
			case 6:
				.@word1$ = "You give me no choice. I guess it's time for me to reveal my secret...";
				.@word2$ = "fReeDoM eCstAcy JoUrnaLiSm ArMpIt DisCoverY hEaDaChE MoonbeAmS jUsTiCE";
				mes "^3CBCBC"+.@word1$+"^000000";
				next;
				input .@input1$;
				mes "[Security System]";
				mes "^800080"+.@word2$+"^000000";
				break;
			case 7:
				.@word1$ = "I'm the King of All Weirdos! Now you know of my true power. Obey~!";
				.@word2$ = "0uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH";
				mes "^3CBCBC"+.@word1$+"^000000";
				next;
				input .@input1$;
				mes "[Security System]";
				mes "^800080"+.@word2$+"^000000";
			}
			next;
			input .@input2$;
			.@endtime = gettime(GETTIME_HOUR)*60*60+gettime(GETTIME_MINUTE)*60+gettime(GETTIME_SECOND);
			.@time = .@endtime-.@startseconds;
			mes "[Security System]";
			if ((.@input1$ == .@word1$) && (.@input2$ == .@word2$)) {
				if (.@time > 60) {
					mes "Time over.";
					mes "It took ^ff0000" + .@time + " seconds^000000";
					mes "for you to enter the";
					mes "password. Initiating";
					mes "lockout. Access denied.";
					close;
				}
				else {
					mes "It took ^ff0000" + .@time + " seconds^000000";
					mes "for you to enter the";
					mes "password. Initiating";
					mes "override. Access granted.";
					close2;
					warp "ein_in01",283,25;
					end;
				}
			}
			else {
				mes "You have failed";
				mes "the identification";
				mes "check. Access denied.";
				close;
			}
		case 2:
			mes "[Security System]";
			mes "You must use the";
			mes "security system in order";
			mes "to gain access into the";
			mes "Einbroch Laboratory.";
			next;
			mes "[Security System]";
			mes "You will be given";
			mes "a password that you";
			mes "must input correctly";
			mes "within 60 seconds.";
			mes "Otherwise, you will";
			mes "fail the security check.";
			next;
			mes "[Security System]";
			mes "If you take longer";
			mes "than 3 minutes to";
			mes "enter the password,";
			mes "the security system";
			mes "will initiate lockout.";
			close;
		case 3:
			mes "[Security System]";
			mes "You have canceled";
			mes "the ID security check.";
			close;
		}
	}
	else {
		mes "^3355FFThe door is locked.";
		mes "You cannot enter.^000000";
		close;
	}
}

//== Lovers Quest :: ein_ryu ===============================
ein_in01,31,138,3	script	Calla#ein	4_F_01,{
	if (checkweight(Spawn,70) == 0) {
		mes "^3355FFWait a second!";
		mes "Right now, you're carrying";
		mes "too many things with you.";
		mes "Please come back after";
		mes "using the Kafra Service";
		mes "to store some of your items.^000000";
		close;
	}
	if (BaseLevel < 60) {
		mes "[Calla]";
		mes "Hello adventurer.";
		mes "Our city must just be";
		mes "another place where";
		mes "you'll stay no longer";
		mes "than a few days.";
		next;
		mes "[Calla]";
		mes "You must have so much";
		mes "freedom. I envy you. I can't";
		mes "do what I want to do. I don't";
		mes "even have the courage to tell";
		mes "my family what I really want,";
		mes "much less change things here...";
		next;
		mes "[Calla]";
		mes "How is it like?";
		mes "Going wherever you";
		mes "please, following your";
		mes "heart's true desire?";
		mes "What I would give to";
		mes "be able to do that...";
		close;
	}
	if (EIN_LOVERQ == 17) {
		mes "[Calla]";
		mes "Thank you so much!";
		mes "I'll try my best to convince";
		mes "my parents to accept our";
		mes "relationship. It'll be hard,";
		mes "but it's a good first step~";
		next;
		mes "[Calla]";
		mes "I hope that we can all";
		mes "work together to improve";
		mes "relations between Einbech";
		mes "and Einbroch. The hatred";
		mes "between our towns must end...";
		next;
		mes "[Calla]";
		mes "I really appreciate";
		mes "what you've done for";
		mes "all of us. I'll be praying";
		mes "for your safety, adventurer.";
		close;
	}
	if (EIN_LOVERQ == 16) {
		mes "[Calla]";
		mes "I just heard from my mother";
		mes "that she's planning to have";
		mes "tea with Klitzer! I'm sure that";
		mes "I have you to thank for this~";
		next;
		mes "[Calla]";
		mes "I never dreamed that";
		mes "something as wonderful";
		mes "as this could happen.";
		mes "I'm so happy, I could cry...";
		mes "I'll always be grateful";
		mes "for what you've done.";
		next;
		mes "[Calla]";
		mes "I feel like such a fool,";
		mes "thinking it was all hopeless.";
		mes "I'll be doing my best to have";
		mes "my parents accept Klitzer and";
		mes "someday we'll be married~";
		next;
		mes "[Calla]";
		mes "There isn't much that I can";
		mes "give you, but I can show you";
		mes "one of my family's secrets.";
		mes "It's an invigorating massage";
		mes "technique that makes you a lot";
		mes "healthier in only ten seconds.";
		next;
		mes "[Calla]";
		mes "Well, please take";
		mes "off your equipment";
		mes "and stand still while";
		mes "I give the massage. It";
		mes "might hurt a bit at first...";
		nude;
		next;
		mes "^3355FF*Rub Rub Rub*";
		mes "*Knead Knead Knead*";
		mes "*Crrack C-c-c--c-crack*";
		mes "*Crack Crack Crrrrrrack*";
		mes "*Rub Crrraaaaaaaaaack*^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Ooooooooh...";
		mes "I feel sooo";
		mes "sore and yet";
		mes "soooooo good.";
		mes "Wait. Now I just";
		mes "feel goooood~";
		percentheal 100,0;
		EIN_LOVERQ = 17;
		if (RENEWAL_EXP) {
			if (BaseLevel < 41) getexp 61,0;
			else if (BaseLevel < 61) getexp 600,0;
			else if (BaseLevel < 81) getexp 3000,0;
			else if (BaseLevel < 99) getexp 20000,0;
			else getexp 30000,0;
		} else {
			if (BaseLevel < 41) getexp 610,0;
			else if (BaseLevel < 61) getexp 6000,0;
			else if (BaseLevel < 81) getexp 30000,0;
			else getexp 200000,0;
		}
		next;
		mes "[Calla]";
		mes "So how was it?";
		mes "I hope it was refreshing.";
		mes "Please understand that";
		mes "it's the best thing I can";
		mes "give you to show my gratitude.";
		next;
		mes "[Calla]";
		mes "Once again,";
		mes "thank you so";
		mes "much, "+ strcharinfo(PC_NAME) +".";
		mes "I'll always pray for";
		mes "your safety on your";
		mes "your adventures~";
		completequest 8088;
		close;
	}
	if ((EIN_LOVERQ == 5) && (countitem(Flower) > 0)) {
		mes "[Calla]";
		mes "You've spoken";
		mes "with Klitzer? How";
		mes "is he? What did he say?";
		next;
		mes "[Calla]";
		mes "Oh...?";
		mes "He asked you to";
		mes "deliver this flower";
		mes "to me? How sweet~";
		mes "Thank you very much,";
		mes "kind adventurer~";
		next;
		mes "[Calla]";
		mes "Ah, I'm so rude!";
		mes "I've been calling you";
		mes "''adventurer'' this whole";
		mes "time you've been helping";
		mes "me! Would you please";
		mes "tell me your name?";
		next;
		input .@input$;
		if (.@input$ == strcharinfo(PC_NAME)) {
			mes "[Calla]";
			mes "Ah, " + strcharinfo(PC_NAME) + "!";
			mes "Such a lovely name~";
			mes "I promise that I won't ever";
			mes "forget it. Oh, and if you pass by Einbech, would you thank Klitzer for the flower for me please?";
			next;
			mes "[Calla]";
			mes "A-and... And...";
			mes "Please tell him that";
			mes "I really miss him a lot.";
			mes "^333333*Sob Sob...*^000000";
			delitem Flower,1;
			EIN_LOVERQ = 6;
			changequest 8079,808;
			close;
		}
		else {
			mes "[Calla]";
			mes "I'm sorry...";
			mes "I didn't catch that.";
			mes "Would you please tell";
			mes "me your name again?";
			close;
		}
	}
	if (EIN_LOVERQ == 4) {
		mes "[Calla]";
		mes "Oh my god...";
		mes "Are you alright?";
		mes "I just found out that";
		mes "you ran into my father!";
		next;
		mes "[Calla]";
		mes "By all means,";
		mes "try to avoid my dad!";
		mes "He doesn't trust anyone";
		mes "who's not considered part";
		mes "of the upper class, even";
		mes "adventurers like you!";
		next;
		mes "[Calla]";
		mes "Would you please";
		mes "take this Violin and";
		mes "try to make it to Klitzer";
		mes "this time? Thank you";
		mes "for your help~";
		EIN_LOVERQ = 3;
		changequest 8078,8077;
		getitem Violin,1;
		close;
	}
	if ((EIN_LOVERQ == 3) || (EIN_LOVERQ == 5)) {
		mes "[Calla]";
		mes "Oh, please send my";
		mes "regards to Klitzer for me.";
		mes "I wish I could comfort";
		mes "him in person, but this";
		mes "is the best I can do for now.";
		close;
	}
	if (EIN_LOVERQ == 2) {
		mes "[Calla]";
		mes "You're the adventurer";
		mes "from before, aren't you?";
		mes "Sadly, there isn't much";
		mes "to do around here. This";
		mes "place is basically like";
		mes "a prison to me...";
		next;
		mes "[Calla]";
		mes "Oh, you've met Klitzer?";
		mes "Isn't he so kind, and such";
		mes "a perfect gentleman?";
		next;
		mes "[Calla]";
		mes "I really wish I could";
		mes "see him, but it's almost";
		mes "impossible. My parents think";
		mes "he's not good enough for me,";
		mes "but they're wrong! What am";
		mes "I going to do? Oh, Klitzer...";
		next;
		mes "[Calla]";
		mes "Well, maybe I can't see";
		mes "him, but would you give";
		mes "my violin to Klitzer for me?";
		mes "I used to play this for him";
		mes "all the time...";
		next;
		EIN_LOVERQ = 3;
		changequest 8076,8077;
		getitem Violin,1;
		mes "[Calla]";
		mes "I'm sorry to trouble you,";
		mes "but please understand";
		mes "that I want to comfort my";
		mes "Klitzer in any way that";
		mes "I possibly can. Thank";
		mes "you so much, adventurer...";
		close;
	}
	else {
		mes "[Calla]";
		mes "Hello adventurer.";
		mes "Our city must just be";
		mes "another place where";
		mes "you'll stay no longer";
		mes "than a few days.";
		next;
		mes "[Calla]";
		mes "You must have so much";
		mes "freedom. I envy you. I can't";
		mes "do what I want to do. I don't";
		mes "even have the courage to tell";
		mes "my family what I really want,";
		mes "much less change things here...";
		next;
		if (EIN_LOVERQ == 0) {
			EIN_LOVERQ = 1;
		}
		mes "[Calla]";
		mes "How is it like?";
		mes "Going wherever you";
		mes "please, following your";
		mes "heart's true desire?";
		mes "What I would give to";
		mes "be able to do that...";
		close;
	}
}

ein_in01,200,101,5	script	Klitzer#ein	4_M_EINMAN2,{
	if (EIN_LOVERQ == 16) {
		mes "[Klitzer]";
		mes "Look out, world!";
		mes "I'm gonna become";
		mes "worthy of Calla's love!";
		mes "Someday, maybe even her";
		mes "parents will approve me!";
		close;
	}
	if ((EIN_LOVERQ == 15) && (countitem(Tuxedo) > 0)) {
		mes "[Klitzer]";
		mes "Waaaah!";
		mes "What should I wear?!";
		mes "I can't for the life of me";
		mes "figure this out! Something,";
		mes "um, formal? I've never worn";
		mes "anything like that before!";
		next;
		mes "[Klitzer]";
		mes "Wait, " + strcharinfo(PC_NAME) + ".";
		mes "What's that you've got";
		mes "there? I've seen something";
		mes "like that before. It's called";
		mes "a Tuxedo, right? Something";
		mes "like that would be perfect!";
		next;
		switch(select("Give it to him.", "Ignore Him.")) {
		case 1:
			mes "[Klitzer]";
			mes "I can have this?";
			mes "Oh, thank you so much!";
			mes "Finally, I have something";
			mes "nice enough to wear to meet";
			mes "Calla's mom! What a relief!";
			next;
			mes "[Klitzer]";
			mes "You've been helping me all";
			mes "this time and I haven't properly expressed my gratitude. I'm sorry";
			mes "if I've been too absorbed in my own problems. I may be poor, but I need to repay you somehow...";
			next;
			mes "[Klitzer]";
			mes "Wait...";
			mes "Why don't you have this";
			mes "ore? I don't know how";
			mes "valuable it is, but I know";
			mes "that it's pretty rare. It may";
			mes "even be useful to you later~";
			delitem Tuxedo,1;
			EIN_LOVERQ = 16;
			changequest 8087,8088;
			switch(rand(1,7)) {
			case 1:
				getitem Olivine,1;
				break;
			case 2:
				getitem Phlogopite,1;
				break;
			case 3:
				getitem Agate,1;
				break;
			case 4:
				getitem Rose_Quartz,1;
				break;
			case 5:
				getitem Turquoise,1;
				break;
			case 6:
				getitem Citrine,1;
				break;
			case 7:
				getitem Pyroxene,1;
			}
			next;
			mes "[Klitzer]";
			mes "" + strcharinfo(PC_NAME) + ",";
			mes "you've really opened";
			mes "my eyes. From now on,";
			mes "I'll do my best to earn the";
			mes "approval of Calla's parents and";
			mes "become worthy of Calla's love.";
			close;
		case 2:
			mes "[Klitzer]";
			mes "But how can I get";
			mes "a Tuxedo? Ooh, I hope";
			mes "it doesn't cost too much";
			mes "zeny or I won't be able to";
			mes "get one of those soon...";
			close;
		}
	}
	if (EIN_LOVERQ == 15) {
		mes "[Klitzer]";
		mes "Noooooo!";
		mes "I've got to find";
		mes "the perfect thing";
		mes "to wear or Calla's";
		mes "mother might ^FF0000hate^000000 me!";
		next;
		mes "[Klitzer]";
		mes "What am I gonna do?!";
		mes "Okay, nothing too flashy";
		mes "or revealing. Can't let her";
		mes "think I'm wild, immature or";
		mes "unpredictable. Should I";
		mes "wear suspenders or a belt?!";
		close;
	}
	if (EIN_LOVERQ == 14) {
		mes "[Klitzer]";
		mes "Noooooo!";
		mes "I've got to find";
		mes "the perfect thing";
		mes "to wear or Calla's";
		mes "mother might ^FF0000hate^000000 me!";
		next;
		mes "[Klitzer]";
		mes "Think, Klitzer, think!";
		mes "Okay, no fun colors.";
		mes "I don't want her to";
		mes "think I'm not serious";
		mes "about Calla. Stripes";
		mes "might be bad too...";
		close;
	}
	if (EIN_LOVERQ == 13) {
		mes "[Klitzer]";
		mes "Eh...?";
		mes "What did you just say?";
		mes "You did something for";
		mes "the Kapellthaines?";
		next;
		mes "[Klitzer]";
		mes "What...?";
		mes "Did you just say";
		mes "that Calla's mother";
		mes "wants me to have tea";
		mes "with her? Holy moley...!";
		next;
		mes "[Klitzer]";
		mes "Okay, okay.";
		mes "I-I I'll need something";
		mes "nice to wear, right? Oh.";
		mes "Wow. This is so sudden!";
		mes "W-what should I do?";
		next;
		EIN_LOVERQ = 14;
		changequest 8085,8086;
		mes "[Klitzer]";
		mes "This monkey suit";
		mes "that I've got on just";
		mes "won't do! Arrrgh! But I've";
		mes "already outgrown all of my";
		mes "nice clothes already. Boy,";
		mes "am I in a pickle...";
		close;
	}
	if (EIN_LOVERQ > 6) {
		mes "[Klitzer]";
		mes "*Sigh...*";
		mes "What can I do to";
		mes "get Calla's parents";
		mes "to accept me as her";
		mes "boyfriend? I can't";
		mes "think of anything...";
		close;
	}
	if (EIN_LOVERQ == 6) {
		mes "[Klitzer]";
		mes "You've given her";
		mes "the flower? That's";
		mes "great! Thank you,";
		mes "thank you so mu--";
		next;
		mes "[Klitzer]";
		mes "...Oh!";
		mes "Gosh! I was thinking so";
		mes "much about myself that";
		mes "I forgot to ask you for your";
		mes "name! I'm sorry for being";
		mes "so knuckle-headed...";
		next;
		mes "[Klitzer]";
		mes "So...";
		mes "What's your name?";
		next;
		input .@input$;
		if (.@input$ == strcharinfo(PC_NAME)) {
			mes "[Klitzer]";
			mes "" + strcharinfo(PC_NAME) + "...";
			mes "That's very nice. Thank you,";
			mes "I'm really grateful for your help. Although I can't see Calla in";
			mes "person, I can at least send";
			mes "my regards if you help me.";
			next;
			EIN_LOVERQ = 7;
			changequest 8080,8081;
			mes "[Klitzer]";
			mes "I feel so much";
			mes "better now. Oh!";
			mes "When you have the";
			mes "time, why don't you talk";
			mes "to my mother? She always";
			mes "likes meeting my friends.";
			close;
		}
		else {
			mes "[Klitzer]";
			mes "Hm...?";
			mes "Oh, don't be";
			mes "so nervous~";
			mes "But would you please";
			mes "tell me your name again?";
			mes "I couldn't hear you...";
			close;
		}
	}
	if (EIN_LOVERQ == 5) {
		mes "[Klitzer]";
		mes "Have you left to";
		mes "see Calla for me yet?";
		mes "I'm sorry if I sound";
		mes "pretty demanding...";
		next;
		mes "[Klitzer]";
		mes "Anyway, please";
		mes "remember to bring";
		mes "Calla ^FF00001 Flower^000000 for me.";
		mes "It doesn't need to be";
		mes "fancy, an ordinary one";
		mes "should be just fine.";
		close;
	}
	if ((EIN_LOVERQ == 3) && (countitem(Violin) == 1)) {
		mes "[Klitzer]";
		mes "What brings you here?";
		mes "Aren't you tired of hearing";
		mes "me moan and whine about";
		mes "lost love? ^333333*Siiiiigh...*^000000";
		next;
		mes "[Klitzer]";
		mes "Hey, this violin...";
		mes "Calla used to play";
		mes "such beautiful music";
		mes "on this for me. Did";
		mes "she give this to you?";
		next;
		mes "[Klitzer]";
		mes "I see. Calla must have";
		mes "known that I'm all broken up";
		mes "right now. She's too good to";
		mes "to me. How can she consider";
		mes "my feelings before thinking";
		mes "about herself?";
		next;
		mes "[Klitzer]";
		mes "I know I'm being";
		mes "shameless, but I have";
		mes "a favor to ask. Adventurer,";
		mes "would you please send";
		mes "Calla a present for me?";
		next;
		mes "[Klitzer]";
		mes "All you need to do is";
		mes "just give her ^FF00001 Flower^000000.";
		mes "I don't have the zeny and";
		mes "I don't think I'm welcome";
		mes "at Kapellthaine Manor.";
		next;
		mes "[Klitzer]";
		mes "Here, in return, I'll";
		mes "give you this health";
		mes "massage. It's not a";
		mes "big deal, but when I'm";
		mes "done, your mind and body";
		mes "will be refreshed. Here goes!";
		next;
		mes "^3355FF*Knead Knead*";
		mes "*Rub Rub Rub Rub*";
		mes "*Press Press Press*";
		mes "*C-c-c-c-c-c-crack!*";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Oh--";
		mes "Hell yeah!";
		mes "That's the stuff!";
		percentheal 100,0;
		delitem Violin,1;
		EIN_LOVERQ = 5;
		changequest 8077,8079;
		if (RENEWAL_EXP) {
			if (BaseLevel < 41) getexp 61,0;
			else if (BaseLevel < 61) getexp 600,0;
			else if (BaseLevel < 81) getexp 3000,0;
			else if (BaseLevel < 99) getexp 20000,0;
			else getexp 30000,0;
		} else {
			if (BaseLevel < 41) getexp 610,0;
			else if (BaseLevel < 61) getexp 6000,0;
			else if (BaseLevel < 81) getexp 30000,0;
			else getexp 200000,0;
		}
		next;
		mes "[Klitzer]";
		mes "Would you please bring";
		mes "1 Flower to Calla for me?";
		mes "I'm sorry for troubling you... ";
		close;
	}
	if (EIN_LOVERQ == 2) {
		mes "[Klitzer]";
		mes "^333333*Sigh*^000000";
		mes "I really appreciate your";
		mes "sympathy, but I'm merely";
		mes "a coward and a fool.";
		next;
		mes "[Klitzer]";
		mes "Yeah...";
		mes "I'm a coward for doing";
		mes "nothing about my feelings";
		mes "and an idiot for falling in love with such a high class girl in";
		mes "the first place... Oh, Calla...";
		close;
	}
	if (EIN_LOVERQ == 1) {
		mes "[Klitzer]";
		mes "That faintly sweet";
		mes "and pleasant scent...";
		mes "It's just like the fragrance";
		mes "they use in Calla's house.";
		next;
		mes "[Klitzer]";
		mes "Ah, so you visited";
		mes "Calla in Einbroch?";
		mes "I miss her sooo much!";
		mes "Is she doing alright?";
		next;
		mes "[Klitzer]";
		mes "Calla's so beautiful.";
		mes "And she's so lovely.";
		mes "Every time I close my";
		mes "eyes, I can still see";
		mes "her lovely smile.";
		next;
		mes "[Klitzer]";
		mes "I'm sorry if I sound";
		mes "silly, but I can't help";
		mes "it. I know I'm acting like";
		mes "a complete idiot. But I'd";
		mes "give anything to see her...";
		next;
		EIN_LOVERQ = 2;
		setquest 8076;
		mes "[Klitzer]";
		mes "Just...";
		mes "Just don't listen";
		mes "to anything I say.";
		mes "I'm just a poor fool";
		mes "in love with the wrong";
		mes "person. That has to be it...";
		close;
	}
	mes "[Klitzer]";
	mes "Is there something";
	mes "that you really want";
	mes "in life, but it's just";
	mes "beyond your grasp?";
	next;
	mes "[Klitzer]";
	mes "I wish I were more";
	mes "like you adventurers.";
	mes "People like you never";
	mes "seem to give up, no matter";
	mes "what the obstacles may be.";
	mes "But I'm so helpless...";
	next;
	mes "[Klitzer]";
	mes "I can't even see";
	mes "the one person that";
	mes "I love. We've just so";
	mes "different that it's not";
	mes "even possible anymore...";
	close;
}

ein_in01,21,147,3	script	Megass#EIN	4_M_YURI,3,3,{
	end;

OnTouch:
	if ((EIN_LOVERQ == 4) && (EIN_LOVERQ == 5)) {
		mes "[Megass]";
		mes "You again?!";
		mes "What do you";
		mes "want from me?!";
		next;
		mes "[Megass]";
		mes "Guards...!";
		mes "Sweep the driveway with";
		mes "this guy's face and keep";
		mes "punching the stomach";
		mes "until there's nothing";
		mes "left to throw up!";
		close2;
		percentheal -90,0;
		warp "einbroch",112,245;
		end;
	}
	if ((EIN_LOVERQ == 3) && (countitem(Violin) > 0)) {
		mes "[Megass]";
		mes "That's...";
		mes "That's my";
		mes "daughter's Violin.";
		mes "I gave that to her";
		mes "for her sweet sixteen...";
		next;
		mes "[Megass]";
		mes "It's bad enough to";
		mes "intrude into my house,";
		mes "but to steal from my Calla?!";
		mes "You've crossed the line, punk!";
		mes "Guards! Get over here!";
		next;
		mes "[Megass]";
		mes "Men, I want you to";
		mes "knock the wind out";
		mes "of this fool and anything";
		mes "else that might be inside!";
		mes "Make sure that if this punk";
		mes "wakes up, it won't be today!";
		delitem Violin,1;
		EIN_LOVERQ = 4;
		changequest 8077,8078;
		percentheal -90,0;
		close2;
		warp "einbroch",112,245;
		end;
	}
	mes "[Megass]";
	mes "How dare you...";
	mes "A vagabond like";
	mes "you setting foot";
	mes "into my home!?";
	mes "Unthinkable!";
	next;
	mes "[Megass]";
	mes "Leave immediately";
	mes "before I report you";
	mes "to the authorities";
	mes "for trespassing!";
	next;
	warp "einbroch",112,245;
	close;
}

ein_in01,31,151,3	script	Satra#ein	4_F_EINWOMAN,{
	if (EIN_LOVERQ > 12) {
		mes "[Satra]";
		mes "I understand that my";
		mes "home is extravagantly";
		mes "splendid and to approach";
		mes "any Kappelthaine is an";
		mes "honor to most commoners.";
		next;
		mes "[Satra]";
		mes "However, Klitzer";
		mes "has no reason to feel so";
		mes "intimidated. Tell the poor";
		mes "boy that he's earned the";
		mes "honor of speaking with me.";
		close;
	}
	if ((EIN_LOVERQ == 12) && (countitem(Coal) > 9)) {
		mes "[Satra]";
		mes "Ho ho ho ho~";
		mes "Welcome adventurer,";
		mes "I so enjoy our little chats.";
		mes "Hors d'oeuvre?";
		next;
		mes "[Satra]";
		mes "Oh! You can't enjoy";
		mes "any food in that state!";
		mes "Your hands are atrociously";
		mes "grimy! May I ask why?";
		next;
		mes "[Satra]";
		mes "Ah~";
		mes "In my excitement,";
		mes "I nearly forgot that";
		mes "I asked you to bring";
		mes "Coals to me again!";
		mes "My apologies~";
		next;
		mes "[Satra]";
		mes "You've brought so much Coal";
		mes "to me, I'm convinced that you're much more diligent than those";
		mes "languid peasants in Einbech.";
		mes "I appreciate that you've labored so much to win my favor.";
		next;
		mes "[Satra]";
		mes "Hm, what was that?";
		mes "Someone else provided";
		mes "these Coals and you were";
		mes "only delivering them? Then";
		mes "who actually gathered these?";
		next;
		input .@input$;
		if (.@input$ == "Klitzer") {
			mes "[Satra]";
			mes "Ah, Klitzer?";
			mes "I must say, that's";
			mes "a very humble name.";
			mes "Yet it's so familiar...";
			next;
			mes "[Satra]";
			mes "Ah, I recall there";
			mes "was a hooligan that";
			mes "has been pestering my";
			mes "daughter named Klitzer.";
			mes "Perhaps they are one";
			mes "and the same. Hmm...";
			next;
			mes "[Satra]";
			mes "I remember that he was";
			mes "rather shabby looking and";
			mes "lacked any semblance of";
			mes "etiquette whatsoever. Clearly,";
			mes "he is a fool and a coward, but now I see that he is sincere.";
			next;
			mes "[Satra]";
			mes "It might not be possible";
			mes "to let him go out with my";
			mes "daughter straight away, but";
			mes "I will invite him for a spot of";
			mes "tea. And if Calla likes him,";
			mes "well, he must be special.";
			next;
			mes "[Satra]";
			mes "For a humble peasant,";
			mes "this must be like a dream";
			mes "come true! And to have tea";
			mes "with Klitzer. Oh, what would";
			mes "the girls say? Ah, but I did";
			mes "marry that oafish Megass~";
			next;
			delitem Coal,10;
			EIN_LOVERQ = 13;
			changequest 8084,8085;
			mes "[Satra]";
			mes "Anyway, when you next";
			mes "meet Klitzer, please tell";
			mes "him to pay me a visit soon.";
			mes "Oh, and remind him to dress";
			mes "appropriately for this special";
			mes "occasion. Ho ho ho ho ho~";
			close;
		}
		else {
			mes "[Satra]";
			mes "I beg your pardon?";
			mes .@input$ + "? Oh my...";
			mes "I believe I may have";
			mes "misheard you. Ho ho ho ho~";
			close;
		}
	}
	if (EIN_LOVERQ == 12) {
		mes "[Satra]";
		mes "Ho ho ho ho~";
		mes "Welcome adventurer,";
		mes "I so enjoy our little chats.";
		mes "Hors d'oeuvre?";
		next;
		mes "[Satra]";
		mes "Ah...";
		mes "It seems you've";
		mes "forgotten your ^FF0000Coals^000000.";
		mes "A silly mistake, but one";
		mes "I'm willing to overlook.";
		close;
	}
	if ((EIN_LOVERQ == 11) && (countitem(Coal) > 9)) {
		mes "[Satra]";
		mes "Why hello~";
		mes "Your visits have";
		mes "recently been quite";
		mes "delightful, fair adventurer.";
		next;
		mes "[Satra]";
		mes "Continue to show";
		mes "your appreciation";
		mes "and dedication to me";
		mes "and you'll soon be known";
		mes "to be my most favored";
		mes "commoner. Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "I'm sure you've noticed";
		mes "the strained relationship";
		mes "between Einbroch and Einbech";
		mes "by now. It's a shame, really.";
		next;
		mes "[Satra]";
		mes "As Einbroch grew wealthier";
		mes "and Einbech became more";
		mes "destitude, the affluent began";
		mes "despising the impoverished.";
		mes "I suppose it follows that the poor started to resent the rich.";
		next;
		mes "[Satra]";
		mes "It might be said that";
		mes "both towns have been";
		mes "trying to take advantage";
		mes "of each other, but it's";
		mes "clear that Einbroch has";
		mes "always had the upper hand.";
		next;
		mes "[Satra]";
		mes "In fact, because of";
		mes "this rift between our";
		mes "cities, our families are";
		mes "taught not to associate";
		mes "with the people of Einbech.";
		next;
		mes "[Satra]";
		mes "Now, I believe that most";
		mes "people who live in Einbech";
		mes "are peons, but that does not";
		mes "mean I will not give them a";
		mes "chance to prove their worth.";
		next;
		delitem Coal,10;
		EIN_LOVERQ = 12;
		mes "[Satra]";
		mes "Why should I deprive";
		mes "the lowly of my gracious";
		mes "presense if they prove";
		mes "themselves meritable?";
		mes "Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "Oh, that was scrumptious!";
		mes "If you wish to pay me another";
		mes "visit, don't forget to bring some Coal with you. Tah tah~";
		close;
	}
	if (EIN_LOVERQ == 11) {
		mes "[Satra]";
		mes "Why hello~";
		mes "Your visits have";
		mes "recently been quite";
		mes "delightful, fair adventurer.";
		next;
		mes "[Satra]";
		mes "Oh, my apologies!";
		mes "I suppose you're just";
		mes "here for sight seeing,";
		mes "or perhaps you're running";
		mes "some sort of adventurer's";
		mes "errand. Am I right?";
		next;
		mes "[Satra]";
		mes "I know you well enough";
		mes "to know that you wouldn't";
		mes "be so rude as to stop by";
		mes "and chat without bringing";
		mes "any ^FF0000Coal^000000. Ho ho ho ho~";
		close;
	}
	if ((EIN_LOVERQ == 10) && (countitem(Coal) > 9)) {
		mes "[Satra]";
		mes "^333333*Titter~*^000000";
		mes "Why, if it isn't my";
		mes "intrepid adventurer.";
		mes "Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "My word!";
		mes "Why are you carrying";
		mes "all of that dirty Coal";
		mes "with you? You poor,";
		mes "impoverished thing.";
		next;
		mes "[Satra]";
		mes "Oh! Dear me,";
		mes "I've nearly forgotten~";
		mes "How divinely silly of me!";
		mes "Once again, I graciously";
		mes "accept your small gift on";
		mes "behalf of the Kappellthaines.";
		next;
		mes "[Satra]";
		mes "Let me share a little";
		mes "bit of history concerning";
		mes "our lovely Einbroch. At one";
		mes "time, there was only Einbech,";
		mes "the mining village. You can";
		mes "imagine how long ago that was.";
		next;
		mes "[Satra]";
		mes "However, the minerals";
		mes "and ores mined in Einbech";
		mes "need to be processed and";
		mes "refined in factories that were";
		mes "all built in a nearby industrial complex which became Einbroch.";
		next;
		mes "[Satra]";
		mes "Now every citizen in";
		mes "Einbroch is wealthy and";
		mes "it's well known that there";
		mes "is a higher standard of";
		mes "living here than in Einbech.";
		next;
		delitem Coal,10;
		EIN_LOVERQ = 11;
		mes "[Satra]";
		mes "Goodness, I believe";
		mes "it's time for a spot of tea~";
		mes "The next time you wish to have";
		mes "an audience with me, it would";
		mes "behoove you to bring another";
		mes "gift of Coal. Toodles~";
		close;
	}
	if (EIN_LOVERQ == 10) {
		mes "[Satra]";
		mes "^333333*Titter~*^000000";
		mes "Why, if it isn't my";
		mes "intrepid adventurer.";
		mes "Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "My apologies, but you";
		mes "must first prove to me";
		mes "that you are worthy of";
		mes "conversation. Why don't";
		mes "you deliver more of those";
		mes "^FF0000Coals^000000, mmm?";
		next;
		mes "[Satra]";
		mes "After all, I have no other";
		mes "means of knowing whether";
		mes "or not you appreciate the time";
		mes "I sacrifice by socializing with";
		mes "someone of your status.";
		mes "Ho ho ho ho~";
		close;
	}
	if ((EIN_LOVERQ == 9) && (countitem(Coal) > 9)) {
		mes "[Satra]";
		mes "My, you've already";
		mes "brought the Coal?";
		mes "How charmingly";
		mes "prompt you are~";
		next;
		mes "[Satra]";
		mes "On behalf of the";
		mes "Kappellthaine family,";
		mes "I shall ignore your lowly";
		mes "status and graciously";
		mes "accept your small gift.";
		mes "Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "Do you hail from";
		mes "Einbech, adventurer?";
		mes "Ah, the Rune-Midgarts";
		mes "kingdom! I've visited your";
		mes "country. It's quite quaint";
		mes "and Jawaii is very lovely.";
		next;
		delitem Coal,10;
		EIN_LOVERQ = 10;
		changequest 8083,8084;
		mes "[Satra]";
		mes "Well, I shall try to";
		mes "find some use for these.";
		mes "I'm afraid the gift I've asked";
		mes "from you isn't very practical.";
		mes "How is Coal usually used?";
		mes "Ah, I have a novel idea!";
		next;
		mes "[Satra]";
		mes "Wouldn't it be";
		mes "intoxicatingly wild if";
		mes "Megass were to hold one";
		mes "of those social functions that";
		mes "the lower classes are so fond";
		mes "of? A 'barbeque,' yes?";
		next;
		mes "[Satra]";
		mes "In any case, if you";
		mes "bring me more of that";
		mes "Coal, you would be even";
		mes "more favored by me and";
		mes "you'll become a recipient";
		mes "of my good graces. Ho ho~";
		close;
	}
	if (EIN_LOVERQ == 9) {
		mes "[Satra]";
		mes "A wandering adventurer...?";
		mes "How ravishingly delightful!";
		mes "You must have risked life and";
		mes "limb to sneak past my husband";
		mes "to enjoy the captivating sights";
		mes "of my home. Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "Since you're a very";
		mes "unique guest, I shall";
		mes "give you a unique honor";
		mes "and deign to converse";
		mes "with you, adventurer.";
		next;
		mes "[Satra]";
		mes "Einbech exists to provide";
		mes "my family with coal and";
		mes "materials from their mines.";
		mes "It's a natural law: workers";
		mes "must be led by a chosen few.";
		next;
		mes "[Satra]";
		mes "It's delightfully";
		mes "ludicrous to see those";
		mes "workers aspire to reach";
		mes "our heights of social";
		mes "prestige. Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "Oh, I haven't spoken to";
		mes "someone from a lower";
		mes "class in ages! It feels";
		mes "so forbiddenly exciting!";
		next;
		mes "[Satra]";
		mes "Well adventurer, that's ";
		mes "the end of our informal";
		mes "chat. I'll even grant you";
		mes "full permission to boast";
		mes "of the fact that you've";
		mes "spoken to Lady Satra.";
		next;
		mes "[Satra]";
		mes "If you do wish for";
		mes "me to share words with";
		mes "you once more, prove to";
		mes "me that you're worthier";
		mes "than the other peons of";
		mes "my graceful presense.";
		next;
		mes "[Satra]";
		mes "Oh, I have a marvelous";
		mes "idea! Why don't you bring";
		mes "me ^990000Coals^000000? It's not impossible";
		mes "for someone like yourself, but";
		mes "this kind of task will require";
		mes "some effort on your part.";
		next;
		mes "[Satra]";
		mes "Tah tah,";
		mes "adventurer~";
		close;
	}
	if (EIN_LOVERQ == 8) {
		mes "[Satra]";
		mes "A wandering adventurer...?";
		mes "How ravishingly delightful!";
		mes "You must have risked life and";
		mes "limb to sneak past my husband";
		mes "to enjoy the captivating sights";
		mes "of my home. Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "Since you're a very";
		mes "unique guest, I shall";
		mes "give you a unique honor";
		mes "and deign to converse";
		mes "with you, adventurer.";
		next;
		mes "[Satra]";
		mes "Einbech exists to provide";
		mes "my family with coal and";
		mes "materials from their mines.";
		mes "It's a natural law: workers";
		mes "must be led by a chosen few.";
		next;
		mes "[Satra]";
		mes "It's delightfully";
		mes "ludicrous to see those";
		mes "workers aspire to reach";
		mes "our heights of social";
		mes "prestige. Ho ho ho ho~";
		next;
		mes "[Satra]";
		mes "Oh, I haven't spoken to";
		mes "someone from a lower";
		mes "class in ages! It feels";
		mes "so forbiddenly exciting!";
		next;
		mes "[Satra]";
		mes "Well adventurer, that's ";
		mes "the end of our informal";
		mes "chat. I'll even grant you";
		mes "full permission to boast";
		mes "of the fact that you've";
		mes "spoken to Lady Satra.";
		next;
		mes "[Satra]";
		mes "If you do wish for";
		mes "me to share words with";
		mes "you once more, prove to";
		mes "me that you're worthier";
		mes "than the other peons of";
		mes "my graceful presense.";
		next;
		mes "[Satra]";
		mes "Oh, I have a marvelous";
		mes "idea! Why don't you bring";
		mes "me ^990000Coals^000000? It's not impossible";
		mes "for someone like yourself, but";
		mes "this kind of task will require";
		mes "some effort on your part.";
		EIN_LOVERQ = 9;
		changequest 8082,8083;
		next;
		mes "[Satra]";
		mes "Tah tah,";
		mes "adventurer~";
		close;
	}
	mes "[Satra]";
	mes "A wandering";
	mes "adventurer...?";
	mes "How sinfully";
	mes "intriguing!";
	mes "Ho ho ho ho~";
	next;
	mes "[Satra]";
	mes "Oh, do not worry.";
	mes "I'm sure the beauty of";
	mes "my home has captured your";
	mes "curiosity. My brutish excuse";
	mes "for a husband would have you";
	mes "beat if he found you...";
	next;
	mes "[Satra]";
	mes "But I'm far more genteel";
	mes "than Megass. You're more";
	mes "than welcome to enjoy the";
	mes "furnishings. Ho ho ho ho~";
	close;
}

ein_in01,191,102,5	script	Kaijeta#ein	4_F_EINOLD,{
	if (EIN_LOVERQ > 15) {
		mes "[Kaijeta]";
		mes "My son learned";
		mes "an awful lot from";
		mes "your good example.";
		mes "As a mother, I really";
		mes "appreciate everything";
		mes "you've done for him.";
		next;
		mes "[Kaijeta]";
		mes "Well, adventurer,";
		mes "I will be praying for";
		mes "your safety wherever";
		mes "your journeys may";
		mes "take you.";
		close;
	}
	if (EIN_LOVERQ == 15) {
		mes "[Kaijeta]";
		mes "Thank you for helping";
		mes "my son Klitzer. Sadly, the";
		mes "little fool doesn't have any";
		mes "clue when it comes to certain";
		mes "things like choosing clothing.";
		mes "He gets so nervous about it!";
		next;
		mes "[Kaijeta]";
		mes "A man should wear nice";
		mes "clothes, like a Formal Suit";
		mes "or a Tuxedo, for important";
		mes "meetings and special occasions.";
		mes "Hopefully, he'll learn that soon.";
		close;
	}
	if (EIN_LOVERQ == 14) {
		mes "[Kaijeta]";
		mes "Thank you for helping";
		mes "my son Klitzer. Sadly, the";
		mes "little fool doesn't have any";
		mes "clue when it comes to certain";
		mes "things like choosing clothing.";
		mes "He gets so nervous about it!";
		next;
		EIN_LOVERQ = 15;
		changequest 8086,8087;
		mes "[Kaijeta]";
		mes "A man should wear nice";
		mes "clothes, like a Formal Suit";
		mes "or a Tuxedo, for important";
		mes "meetings and special occasions.";
		mes "Hopefully, he'll learn that soon.";
		close;
	}
	if (EIN_LOVERQ == 8) {
		mes "[Kaijeta]";
		mes "I can't bear to see the";
		mes "petty hatred between our";
		mes "two towns stopping my son from";
		mes "seeing the woman he loves...";
		changequest 8081,8082;
		close;
	}
	if (EIN_LOVERQ == 7) {
		mes "[Kaijeta]";
		mes "Thank you for helping my";
		mes "son. He may look like a fool";
		mes "for falling in love with someone from Einbroch, but he's an honest";
		mes "hard working man.";
		next;
		mes "[Kaijeta]";
		mes "Then again, it was bound to";
		mes "happen sometime. Einbech is";
		mes "a very poor town while Einbroch";
		mes "is a very rich town. I'd understand if you don't agree, but opposites attract sooner or later.";
		next;
		mes "[Kaijeta]";
		mes "^666666*Sigh...*^000000";
		mes "If my son and Calla can";
		mes "work things out, maybe it";
		mes "would improve relations";
		mes "between our two towns.";
		mes "I certainly hope so...";
		next;
		mes "[Kaijeta]";
		mes "Still, I'm quite baffled!";
		mes "I raised my son to have more";
		mes "guts than to wallow in misery";
		mes "when his heart's broken. And";
		mes "I still have no idea how he got together with such a rich woman.";
		next;
		EIN_LOVERQ = 8;
		mes "[Kaijeta]";
		mes "Do you have any idea";
		mes "how we can put an end";
		mes "to the hate between our";
		mes "two towns? I don't want to";
		mes "see this couple separated";
		mes "because of such pettiness.";
		close;
	}
	mes "[Kaijeta]";
	mes "Welcome to my humble";
	mes "abode, adventurer. I'm";
	mes "sorry if I'm a poor host.";
	next;
	mes "[Kaijeta]";
	mes "As you can see, we have";
	mes "to share this house with";
	mes "other families so we don't";
	mes "have much open space or";
	mes "privacy. I'm afraid we can't";
	mes "afford even basic comfort.";
	next;
	mes "[Kaijeta]";
	mes "For now, this is the best";
	mes "we can do. We don't have";
	mes "the zeny to buy a house or";
	mes "land, so we have no choice";
	mes "but to endure through this...";
	close;
}

einbroch,188,72,3	script	Keneshiotz#ein	4_M_EINMAN,{
	mes "[Keneshiotz]";
	mes "This city is full of sky";
	mes "high smokestacks and";
	mes "the droning hum of machines.";
	next;
	mes "[Keneshiotz]";
	mes "Sure, the air is polluted,";
	mes "but I think it's a fair price";
	mes "to pay for wealth and a";
	mes "modern life of comfort.";
	mes "Screw the environment!";
	next;
	mes "[Keneshiotz]";
	mes "I'd much rather live like";
	mes "this than end up like those";
	mes "backwards vagrants in that";
	mes "filthy Einbech. Don't they";
	mes "know that money makes";
	mes "the world go 'round?";
	close;
}

einbech,216,118,3	script	Catzllanpu#ein	4_M_EINMAN2,{
	mes "[Catzllanpu]";
	mes "^333333*Sigh...*^000000";
	mes "Simple pleasures.";
	mes "They're what make";
	mes "life worth living,";
	mes "you know?";
	next;
	mes "[Catzllanpu]";
	mes "It's enough for me just to";
	mes "live a normal and happy life,";
	mes "but everyone around me wants";
	mes "to work harder and harder. If";
	mes "you never take a rest, you're";
	mes "killing yourself pretty slowly.";
	next;
	mes "[Catzllanpu]";
	mes "I guess you can tell that";
	mes "I don't have the worries";
	mes "other people have about";
	mes "money. It's great, but it's";
	mes "not worth sacrificing the";
	mes "quality of your life, right?";
	close;
}

einbroch,208,208,3	script	Kesunboss#ein	4_F_EINWOMAN,{
	mes "[Kesunboss]";
	mes "Lady Calla is the";
	mes "epitome of elegance,";
	mes "a veritable goddess";
	mes "of Einbroch.";
	next;
	mes "[Kesunboss]";
	mes "Her gentle voice,";
	mes "that angelic smile, her";
	mes "kindness and warmth";
	mes "towards other people";
	mes "and above all...";
	next;
	mes "[Kesunboss]";
	mes "Calla's family";
	mes "is wealthy beyond";
	mes "imagination! She's";
	mes "perfect! I don't know who";
	mes "she'll marry, but he'd be";
	mes "a lucky gentleman, I'm sure.";
	next;
	mes "[Kesunboss]";
	mes "Lady Calla lives in a magnificent mansion that makes other houses";
	mes "look like shacks in comparison.";
	mes "Head north and then west from";
	mes "here if you wish to marvel in its";
	mes "beauty and elegance.";
	close;
}

einbech,176,125,3	script	Ellhenje#ein	4_F_EINWOMAN,{
	mes "[Ellhenje]";
	mes "Things might be";
	mes "bad in this town";
	mes "with the pollution";
	mes "and the bullying";
	mes "from Einbroch...";
	next;
	mes "[Ellhenje]";
	mes "But somehow, people";
	mes "are able to get by. That's";
	mes "because there's a guy";
	mes "that everyone here likes...";
	next;
	mes "[Ellhenje]";
	mes "I'm talking about Klitzer!";
	mes "He's almost too honest and";
	mes "almost too diligent. But most";
	mes "of all, he's the nicest guy~";
	next;
	mes "[Ellhenje]";
	mes "Klitzer was born in one of";
	mes "Einbech's poorest families,";
	mes "but he's usually happy and always thinks about others. I guess that's why people like to think of him";
	mes "as representing all of Einbech.";
	next;
	mes "[Ellhenje]";
	mes "Recently, something's";
	mes "been bothering him. I'm";
	mes "not sure, but I think only";
	mes "woman troubles could make";
	mes "a guy feel so glum. I hope he";
	mes "feels better soon...";
	close;
}

ein_in01,208,86,3	script	Decii#ein	4_M_EINMAN,{
	mes "[Decii]";
	mes "This is so";
	mes "frustrating!";
	mes "I'm surrounded";
	mes "by all these ^FF0000people^000000!";
	next;
	mes "[Decii]";
	mes "There's absolutely";
	mes "no privacy in a city";
	mes "this crowded! I guess";
	mes "I should try to move";
	mes "out as soon as I can.";
	close;
}

ein_in01,192,90,3	script	Supineque#ein	4_M_DIEMAN,{
	mes "[Supineque]";
	mes "Ugh...";
	mes "I'm starving!";
	next;
	mes "[Supineque]";
	mes "I haven't had food for so";
	mes "long that my stomach is";
	mes "beginning to digest itself!";
	mes "This is horrible...";
	next;
	mes "[Supineque]";
	mes "I mean, I have";
	mes "food that I can";
	mes "eat today. But if";
	mes "I finish it, what am";
	mes "I gonna eat tomorrow?";
	close;
}
