//===== eAthena Script ======================================= 
//= pʦL
//===== By: ================================================== 
//= SinSloth
//===== Current Version: ===================================== 
//= 1.8
//===== Compatible With: ===================================== 
//= eAthena
//===== Description: ========================================= 
//= pѰʦL
//===== Additional Comments: =================================
//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
//= 1.1 Fixed wrong label names [Luups]
//= 1.1a Corrected a a typo error ";;". [Samuray22]
//= 1.2 Updated several aspects of the script. [L0ne_W0lf]
//= 1.3 Minor Touchups to quest. [L0ne_W0lf]
//= 1.4 Optimizing refine method and wrong close2. [Zephyrus]
//= 1.5 Fixed Trans classes being assigned random reward. [L0ne_W0lf]
//= 1.6 Fixed checking for Oridecon Hammer. [L0ne_W0lf]
//=     Corrected Sudi's and player's HP settings.
//= 1.7 Fixed a copy/paste error in Nordri. [L0ne_W0lf]
//= 1.8 Fixed item check for Oridecon. [L0ne_W0lf]
//= +(c) c餤 [¦B]
//============================================================

prontera,124,297,3	script		706,{
	if ($God3 < 50) {
		cutin "god_tialpi01",2;
		mes "[]";
		mes "ťťݧa...";
		mes "{bbojYӦaWA";
		mes "ojOqAoHLz";
		mes "iS...";
		mes "PıF? LkwHƥ";
		mes "Xi}...!";
	}
	else {
		if(god_mjo_0 == 11) {
			cutin "god_tialpi01",2;
			mes "[]";
			mes "ڱNݦb@WYӨA";
			mes "A{ͤѹp@A";
			mes "]ڰڡAڨä{A";
			mes "@ӹڴNF";
		}
		else if(god_mjo_1 == 2 && god_mjo_2 == 2 && god_mjo_3 == 2 && god_mjo_4 == 2) {
			if (god_mjo_0 == 10) {
				if ((countitem(756) > 49) && (countitem(757) > 49)) {
					set .@gift,0;
					if (BaseJob == Job_Knight) {
						set .@gift,1;
					}
					else if (BaseJob == Job_Priest) {
						set .@gift,2;
					}
					else if (BaseJob == Job_Wizard){
						set .@gift,3;
					}
					else if (BaseJob == Job_Blacksmith){
						set .@gift,4;
					}
					else if (BaseJob == Job_hunter){
						set .@gift,5;
					}
					else if (BaseJob == Job_Assassin){
						set .@gift,6;
					}
					else if(BaseJob == Job_Crusader){
						set .@gift,7;
					}
					else if (BaseJob == Job_Monk){
						set .@gift,8;
					}
					else if (BaseJob == Job_Sage){
						set .@gift,9;
					}
					else if (BaseJob == Job_Alchemist){
						set .@gift,10;
					}
					else if (BaseJob == Job_Rogue){
						set .@gift,11;
					}
					else if (BaseJob == Job_Bard){
						set .@gift,12;
					}
					else if(BaseJob == Job_Hunter){
						set .@gift,13;
					}
					else {
						set .@gift,rand(1,13);
					}
					cutin "god_tialpi01",2;
					mes "[]";
					mes "A^ӰաAӭnЧAUۡA";
					mes "L٤pAAڭ̮aکҶǩӤUӪ_A";
					mes "ڬ۫Hڭ̪]{A";
					mes "_ojA";
					mes "]OL̩ҼַN쪺";
					next;
					mes "[]";
					mes "åBAiHA̰ܡA";
					mes "аݧAOݭnۤvnΪFܡAάO䥦H󦳥ΩO...";
					mes "аݧAݭn@?";
					next;
					switch(select("ۤvһݭnF:OHһݭnF")) {
					case 1:
						mes "[]";
						mes "OAAѤFAڷ|h_I̥ͥ͡A";
						mes "һݭnF";
						mes "ڨӬݬ... F|nO...?";
						mes "کNboa誺... ...";
						mes "rNOo...";
						mes "ӭnڡA";
						mes "աAbo̰.... ܦn";
						break;
					case 2:
						set .@gift,rand(1,13);
						mes "[]";
						mes "I see...";
						mes "Give me a moment";
						mes "to find a suitable";
						mes "item for your friend.";
						break;
					}
					next;
					delitem 756,50;  //Oridecon_Stone
					delitem 757,50;  //Elunium_Stone
					set god_mjo_0,11;
					if (.@gift == 1) {
						getitem 1471,1; // Hell_Fire
					}
					else if(.@gift == 2) {
						getitem 1526,1; // Slash
					}
					else if(.@gift == 3) {
						getitem 1231,1; // Bazerald
					}
					else if(.@gift == 4) {
						getitem 1367,1; // Slaughter
					}
					else if(.@gift == 5) {
						getitem 1722,1; // Balistar
					}
					else if(.@gift == 6) {
						getitem 1230,1; // House_Auger
					}
					else if(.@gift == 7) {
						getitem 1141,1; // Immaterial_Sword
					}
					else if(.@gift == 8) {
						getitem 1813,1; // Kaiser_Knuckle
					}
					else if(.@gift == 9) {
						getitem 1557,1; // Book_Of_The_Apocalypse
					}
					else if(.@gift == 10) {
						getitem 1235,1; // Azoth
					}
					else if(.@gift == 11) {
						getitem 1227,1; // Weeder_Knife
					}
					else if(.@gift == 12) {
						getitem 1913,1; // Electronic_Guitar
					}
					else if(.@gift == 13) {
						getitem 1963,1; // Rapture_Rose
					}
					else {
						mes "Unknown error occurred.";
						close2;
						cutin "god_tialpi01",255;
						end;
					}
					cutin "god_tialpi01",2;
					mes "[]";
					mes "uWAFAMڤ]ӲMA";
					mes "sOFAڬ۫HA";
					mes "o@w|UAťoF褣צb̡A";
					mes "QnoOܤe";
					next;
					mes "[]";
					mes "ڱNݦb@WYӨA";
					mes "A{ͤѹp@A";
					mes "]ڰڡAڨä{A";
					mes "@ӹڹҴNF";
				}
				else {
					cutin "god_tialpi01",2;
					mes "[]";
					mes "I need";
					mes "50 Rough Oridecon";
					mes "and 50 Rough Elunium.";
					next;
					mes "[]";
					mes "I don't have much time, so go ahead and continue on your journeys if you can't bring those to me.";
				}
			}
			else {
				if ($God4 > 99) {
					mes "[]";
					mes "I sense a strange energy growing more powerful somewhere on this continent...";
					next;
					mes "[]";
					mes "Can you feel it?";
					mes "Something must be going on!";
					next;
					mes "[]";
					mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
				}
				else {
					set $God4,$God4 +1;
					if($God4 == 50) {
						announce ">> jĤGӡA [pya]ʦLwgX{F <<",bc_all;
					}
					else if($God4 == 100 && $God2 == 100 && $God3 == 100 && $God1 == 100) {
						announce ">> ҦʦLPɳQѶ}F <<",bc_all;
					}
					else if($God4 == 100) {
						announce ">> [p] ʦLQѶ}F <<",bc_all;
					}
					set god_mjo_0,10;
					mes "[]";
					mes "AL|Wo״KKA";
					mes "~^ӤFrAnť";
					mes "L̬Oӷ|zH...";
					mes "_I̥ͧAiO@찶jH";
					next;
					mes "[]";
					mes "کҰگu|{?";
					mes "DuOͪpA";
					mes "NX{b@Wx?";
					mes "nFA";
					mes "N|bjW|jܤƦ";
					next;
					mes "[]";
					mes "§AڪШDA";
					mes "MOLDSA";
					mes "ڱNڭ̮aҶǩӤUӪh_A";
					mes "D@˵A";
					next;
					mes "[]";
					mes "uOo˵AܡA";
					mes "ڷ|䥦˱SܥiHN...";
					mes "Ы_I̥ͱaӡA";
					mes "_IGƤұo쪺FaA...";
					mes "աA";
					mes "YiHܽзǳơA";
					mes "ݭ۩MT50ӴNnF";
					next;
					mes "[]";
					mes "MoOڻ{wdA";
					mes "YAQڻ`oǪF]iHrA";
					mes "}]iHrALA";
					mes "ڻ{_b@W~A";
					mes "On@Ir";
				}
			}
		}
		else if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
			mes "[]";
			mes "Hmm...";
			mes "The Dwarven Blacksmiths";
			mes "must be upset at you for";
			mes "some reason.";
			next;
			mes "[]";
			mes "Remember my sister's";
			mes "suggestion and speak to";
			mes "them with great courtesy.";
			mes "Carefully choose words";
			mes "of respect lest they";
			mes "be insulted.";
			next;
			set god_mjo_1,0;
			set god_mjo_2,0;
			set god_mjo_3,0;
			set god_mjo_4,0;
			mes "[]";
			mes "You should be okay now.";
			mes "By this time, they've probably forgotten the insult. But make sure you speak to my sister for advice first.";
		}
		else if(god_mjo_0 == 2 || god_mjo_0 == 1) {
			cutin "god_tialpi01",2;
			mes "[]";
			mes "Sorry for the trouble.";
			mes "I wish you good luck";
			mes "in finding the Dwarves!";
			mes "Just... Don't insult them!";
		}
		else if(god_mjo_0 == 0) {
			if($God4 > 99) {
				cutin "god_tialpi01",2;
				mes "[]";
				mes "I sense a strange energy growing more powerful somewhere on this continent...";
				next;
				mes "[]";
				mes "Can you feel it?";
				mes "Something must be going on!";
				next;
				mes "[]";
				mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
				close;
			}
			else if(BaseLevel < 70) {
				cutin "god_tialpi02",2;
				mes "[]";
				mes "One of my ancestors supposedly was a servant of Thor. Still, I find it difficult to believe.";
				next;
				mes "[]";
				mes "If the gods have all these powers, how could a mere human be of any real assistance?";
			}
			else {
				cutin "god_tialpi01",2;
				mes "[]";
				mes "_I̥͡A_I̥͡AťڻܧaA";
				mes "Qѩ]̰FS_ڡA";
				mes "ެO֡A";
				mes "ťťڪܴNnF";
				next;
				mes "[]";
				mes "ڤڬOjAOͪͱqA";
				mes "ڪA͵ۥLA";
				mes "HjAuiXoA";
				mes "ǳƮi}_I";
				next;
				mes "[]";
				mes "M]ťF֬GơA";
				mes "GơAjǻA";
				mes "Oj^̪@ͤƱA";
				mes "MڰOoӲMFA";
				mes "LگuuY";
				next;
				mes " []";
				mes "bohGƤ";
				mes "Z... ڥup誺";
				mes "LH̲`ڡAHOA";
				mes "Qs@L{GơAPp";
				mes "@__IIw.....";
				next;
				mes "[]";
				mes "Mťo״GơA";
				mes "AӪDa? Ҧ";
				mes "֦OA";
				mes "jOo״KKһs@XӪA";
				mes "ڬOť쨺GƤQ_Ӫ";
				next;
				mes "[]";
				mes "sWrPͪZۦPA";
				mes "̤OOӦYO?";
				mes "A̦XǥsߤA";
				mes "ۦXo״";
				mes "KK";
				next;
				mes "[]";
				mes "YiHܥhǥsߡA";
				mes "@Uo״KK";
				mes "NnFAMDoO";
				mes "LznD... ӥB٤D";
				mes "|˪MI";
				next;
				mes "[]";
				mes "MoơAM|";
				mes "˪UALAکҦn_ƱA";
				mes "ڧXקaA_I̥͡A";
				mes "бڪШDa";
				next;
				switch(select("ڵAШD:AШD")) {
				case 1:
					cutin "god_tialpi02",2;
					mes "[]";
					mes "I see. But I still appreciate that you took the time to listen to me.";
					mes "Hopefully someday I'll learn the truth about my dreams and about Mjolnir itself.";
					break;
				case 2:
					cutin "god_tialpi01",2;
					mes "[]";
					mes "§A! uӷP¤FAO";
					mes "SMI{Aڬ۫HA|";
					mes "ڸѨMAڡAuuA";
					mes "ਣ_I̥͡AuOB";
					next;
					mes "[]";
					mes "Ш_䫰~ڪ̧̡A";
					mes "ùJڧaA";
					mes "LڡAڧ󪾹Do״";
					mes "Ʊr";
					next;
					set god_mjo_0,rand(1,2);
					mes "[]";
					mes "hݨpĪܡAL|iDAA";
					mes "nΤ覡o״KK̡A";
					mes "HΦpLܪ覡A";
					mes "NAUAF";
				}
			}
		}
		else {
			cutin "god_tialpi01",2;
			mes "[]";
			mes "I believe in you.";
			mes "Just be courageous!";
		}
	}
	close2;
	cutin "god_tialpi01",255;
	end;
}

prt_fild01,196,47,3	script	ùJ	703,{
	if(god_mjo_0 == 1) {
		mes "[ùJ]";
		mes "o״KK... ̳w";
		mes "u§PWhF...";
		mes "ҥHAťMکһ...";
		mes "ɶqnX... AѶ?";
		next;
		mes "[ùJ]";
		mes "... Ӷɰ_Ua";
		mes "nF..hFa...";
		mes "̫~O_...";
		mes "ǿܴNhڭa...";
		close;
	}
	else if(god_mjo_0 == 2) {
		mes "[ùJ]";
		mes "o״KK... ̳w";
		mes "u§PWhF...";
		mes "ҥHAťMکһ...";
		mes "ɶqnX... AѶ?";
		next;
		mes "[ùJ]";
		mes "So it's really";
		mes "important that you";
		mes "speak to the Dwarves";
		mes "as courteously as you can.";
		mes "The first Dwarf you must visit";
		mes "can be found to the North.";
		mes "ǿܴNhڭa...";
		close;
	}
	else {
		mes "[ùJ]";
		mes "o̬Oڤ̦^Ъ";
		mes "a... ܤ[HeA";
		mes "oaiOܦhH...";
		mes "ּ֪ơAˤߪơAr֪ơA";
		mes "ҦH@_ɤF...";
		next;
		mes "[ùڧJ]";
		mes "ڭ̤ˤ]`ݦbo̡A";
		mes "]ɱ`PܦhHA";
		mes "OA{b˻PB̡ͭA";
		mes "aF... ̡A";
		mes "ťeFڭ̤Da";
		next;
		mes "[ùڧJ]";
		mes "ҥH... o̪... IA";
		mes "ݰ_ӦGIYD...";
		close;
	}
}

mjolnir_11,149,247,5	script	o״ KK#F	826,{
	if ($God3 < 50) {
		mes "[QSQ]";
		mes "{bojYBA";
		mes "w}loܤƤF... M۫HA";
		mes "ѷ|bѪŸ̬ݨT";
		close;
	}
	else {
		if($God4 > 99) {
			mes "[QSQ]";
			mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
			close;
		}
		else if(god_mjo_0 == 11) {
			mes "[QSQ]";
			mes "When my people finally retrieve the memories of their past, we will be able to grant the power of the gods to humans.";
			next;
			mes "[QSQ]";
			mes "I believe that";
			mes "time is coming...";
			close;
		}
		else if(god_mjo_0 == 10) {
			mes "[QSQ]";
			mes "Hm? I sense that you were asked to do a favor for that human. If I were you, I'd finish that task as soon as I could. Somehow, that human's fate, as well as that of the Dwarves, are intertwined...";
			close;
		}
		else if(god_mjo_0 == 1) {
			if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
				mes "[QSQ]";
				mes "What is it?! I refuse to speak to human as rude and contemptible";
				mes "as you! Now, get out of my sight!";
				close;
			}
			else if(god_mjo_1 == 2) {
				mes "[QSQ]";
				mes "What...?";
				mes "I have nothing";
				mes "to say to you.";
				close;
			}
			else if (god_mjo_2 != 0 || god_mjo_3 != 0 || god_mjo_4 != 0) {
				mes "[QSQ]";
				mes "Hm...?";
				mes "Why have you";
				mes "come to me, human?";
				next;
				switch(select("Nothing.:Hey, 'sup!")) {
				case 1:
					mes "[QSQ]";
					mes "...";
					close;
				case 2:
					set god_mjo_1,3;
					mes "[QSQ]";
					mes "What...?!";
					mes "Do not greet the";
					mes "Dwarves lightly,";
					mes "mortal!";
					close;
				}
			}
			else if(god_mjo_1 == 1) {
				mes "[QSQ]";
				mes "ڡAڦƹ?";
				next;
				switch(select("S:nN䥴Z@U")) {
				case 1:
					mes "[QSQ]";
					mes "...";
					close;
				case 2:
					if (countitem(1005) > 0) { //Hammer_Of_Blacksmith 
						while(1) {
							if (.@talk_to == 0) {
								mes "[QSQ]";
								mes "naAAQnDǤO?";
								mes "Xťťa";
								next;
								switch(select("...:p")) {
								case 1:
									set .@talk_not,1;
									break;
								case 2:
									break;
								}
							}
							else if(.@talk_to == 1) {
								mes "[QSQ]";
								mes "prAǻX{p";
								mes "OͥΪ@ثܮƪZA";
								mes "ǻAHK@|A}ѪšA";
								mes "_Tja";
								next;
								mes "[QSQ]";
								mes "ƹWӹpOڭ̱o״";
								mes "KKҳyA";
								mes "p誺`ܵuFO...";
								mes "Abťڻܶ?";
								next;
								switch(select("...:O!:?")) {
								default:
									set .@talk_not,1;
									break;
								case 2:
									break;
								}
							}
							else if(.@talk_to == 2) {
								mes "[QSQ]";
								mes "rA@Ѭ_";
								mes "ӧڭ̱o״A";
								mes "ڭ̬ݤT˯__A";
								mes "ٻiవXA";
								mes "ۤv_nFF.";
								next;
								mes "[QSQ]";
								mes "ƹW_̤]OA";
								mes "䥦״̩ҰAڭ̤]L";
								mes "ҥH̤]F";
								mes "T_... Abť?";
								next;
								switch(select("...:?:O!")) {
								default:
									set .@talk_not,1;
									break;
								case 3:
									break;
								}
							}
							else if(.@talk_to == 3) {
								mes "[QSQ]";
								mes "rAbs@_L{A";
								mes "̫bs@pɡA";
								mes "]Q_ǪΫrFA";
								mes "ԭcUNAҥHA";
								mes "`LkܪA";
								mes "NoܵuuFAOOܥi.";
								next;
								mes "[QSQ]";
								mes "`o˪ƱAOڭ̪";
								mes "O󵥤HrA";
								mes "GҳypAᤩ";
								mes "jjOqAoNO|";
								mes "ƪS[SHA";
								mes "Ÿݵ۳JߪZO";
								next;
								mes "[QSQ]";
								mes "۹諸`ܵuAҥH";
								mes "ݭnKM~iHA";
								mes "ɱRpA";
								mes "ҥHKKP즨NPA";
								mes "NOoبƶ?";
								next;
								mes "[QSQ]";
								mes "٦AosߤҥHsǥsߪ";
								mes "zѬO... d~e͡A";
								mes "M]ڪԧФAjjaN";
								mes "p詹UrA";
								mes "jaQsߤF";
								next;
								switch(select("...:?:O!")) {
								default:
									set .@talk_not,1;
									break;
								case 3:
									break;
								}
							}
							else if(.@talk_to == 4) {
								mes "[QSQ]";
								mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
								next;
								mes "[QSQ]";
								mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
								next;
								mes "[QSQ]";
								mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
								next;
								switch(select("...:I agree, sir!:Um, yeah.")) {
								default:
									set .@talk_not,1;
									break;
								case 2:
									break;
								}
							}
							else if(.@talk_to == 5) {
								mes "[QSQ]";
								mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
								next;
								mes "[QSQ]";
								mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
								next;
								mes "[QSQ]";
								mes "You can imagine just";
								mes "how powerful Mjolnir is.";
								mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
								next;
								switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
								default:
									set .@talk_not,1;
									break;
								case 3:
									break;
								}
							}
							else if(.@talk_to == 6) {
								mes "[QSQ]";
								mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
								next;
								mes "[QSQ]";
								mes "Yes, it's possible to create";
								mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
								next;
								switch(select("...:Yes, sir!:Yeah, whatever.")) {
								default:
									set .@talk_not,1;
									break;
								case 2:
									break;
								}
							}
							else if(.@talk_to == 7) {
								mes "[QSQ]";
								mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
								mes "know about Mjolnir.";
								next;
								mes "[QSQ]";
								mes "I feel that a great change is coming. I do not know what kind";
								mes "of effect it will have on our world, but something important will happen...";
								next;
								mes "[QSQ]";
								mes "Perhaps only the gods can be";
								mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
								next;
								switch(select("...:Yes?:Yes, sir!")) {
								default:
									set .@talk_not,1;
									break;
								case 3:
									break;
								}
							}
							else if(.@talk_to == 8) {
								set god_mjo_1,2;
								mes "[QSQ]";
								mes "Alright then...";
								mes "If you wish to learn more, you should speak to my brothers.";
								mes "Take care, human.";
								close;
							}
							if (.@talk_not == 1) {
								set god_mjo_1,3;
								mes "[QSQ]";
								mes "Grrr...!";
								mes "You're not listening, are you?! What a waste of my time!";
								next;
								mes "[QSQ]";
								mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
								close;
							}
							else {
								set .@talk_to,.@talk_to + 1;
							}
						}
					}
					else {
						mes "[QSQ]";
						mes "ҿתKKwܬñL";
						mes "lPKz...";
						mes "pAQڻܪܡA";
						mes "̰_X]nyLAѤ@UA";
						mes "KKߧa!";
						mes "]lOjKKܡA";
						mes "O|nϥΪ";
						mes "~...";
						next;
						mes "[QSQ]";
						mes "pAyLڦbܪܡA";
						mes "UڴN|zAA@_ܧaA";
						mes "A@Ӵr֪_I";
						close;
					}
				}
			}
			else if(god_mjo_1 == 0) {
				mes "[QSQ]";
				mes "What has made";
				mes "you come to me?";
				next;
				switch(select("Nothing.:Excuse me, sir.")) {
				case 1:
					mes "[QSQ]";
					mes "...";
					close;
				case 2:
					mes "[QSQ]";
					mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
					next;
					mes "[QSQ]";
					mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
					next;
					set god_mjo_1,1;
					mes "[QSQ]";
					mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
					next;
					mes "[QSQ]";
					mes "Now go, human.";
					mes "I wish you safety";
					mes "in your travels.";
					close;
				}
			}
			else {
				mes "[QSQ]";
				mes "Zzzz Zzzz...";
				close;
			}
		}
		else if(god_mjo_0 == 2) {
			if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
				mes "[QSQ]";
				mes "What is it?! I refuse to speak to human as rude and contemptible";
				mes "as you! Now, get out of my sight!";
				close;
			}
			else if(god_mjo_4 == 2) {
				mes "[QSQ]";
				mes "What is it...?";
				mes "I have nothing";
				mes "to say to you.";
				close;
			}
			else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_3 == 0 || god_mjo_3 == 1) {
				mes "[QSQ]";
				mes "What made you come to me?";
				next;
				switch(select("Nothing.:Hey, sup!")) {
				case 1:
					mes "[QSQ]";
					mes "...";
					close;
				case 2:
					set god_mjo_4,3;
					mes "[QSQ]";
					mes "What?!";
					mes "Leave immediately and go study your english properly!";
					close;
				}
			}
			else if(god_mjo_4 == 1) {
				mes "[QSQ]";
				mes "What has made";
				mes "you come to me?";
				next;
				switch(select("Nothing.:Excuse me, sir.")) {
				case 1:
					mes "[QSQ]";
					mes "...";
					close;
				case 2:
					if (countitem(1005) > 0) {
						mes "[QSQ]";
						mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
						next;
						while(1) {
							if (.@talk_to == 0) {
								mes "[QSQ]";
								mes "So what did";
								mes "want to ask";
								mes "me about?";
								next;
								switch(select("...:About Mjolnir.")) {
								case 1:
									set .@talk_not,1;
									break;
								case 2:
									break;
								}
							}
							else if (.@talk_to == 1) {
								mes "[QSQ]";
								mes "Mjolnir...?";
								mes "Thor's legendary weapon?";
								mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
								next;
								mes "[QSQ]";
								mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
								next;
								mes "[QSQ]";
								mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
								next;
								switch(select("...:Yes, sir!:Huh?")) {
								default:
									set .@talk_not,1;
								break;
								case 2:
									break;
								}
							}
							else if (.@talk_to == 2) {
								mes "[QSQ]";
								mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
								next;
								mes "[QSQ]";
								mes "Frankly his treasures were";
								mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
								next;
								switch(select("...:Boooring!:Oh, wow.")) {
								case 1:
									set .@talk_not,1;
								break;
								case 2:
									set .@talk_not,1;
								break;
								case 3:
								break;
								}
							}
							else if (.@talk_to == 3) {
								mes "[QSQ]";
								mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
								next;
								mes "[QSQ]";
								mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
								next;
								mes "[QSQ]";
								mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
								next;
								switch(select("...:Epito--what?:Yes sir, I agree.")) {
								default:
									set .@talk_not,1;
									break;
								case 3:
									break;
								}
							}
							else if (.@talk_to == 4) {
								mes "[QSQ]";
								mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
								next;
								mes "[QSQ]";
								mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
								next;
								mes "[QSQ]";
								mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
								next;
								switch(select("...:I agree, sir!:Um, yeah.")) {
								default:
									set .@talk_not,1;
									break;
								case 2:
									break;
								}
							}
							else if (.@talk_to == 5) {
								mes "[QSQ]";
								mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
								next;
								mes "[QSQ]";
								mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
								next;
								mes "[QSQ]";
								mes "You can imagine just";
								mes "how powerful Mjolnir is.";
								mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
								next;
								switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
								default:
									set .@talk_not,1;
									break;
								case 3:
									break;
								}
							}
							else if (.@talk_to == 6) {
								mes "[QSQ]";
								mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
								next;
								mes "[QSQ]";
								mes "Yes, it's possible to create";
								mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
								next;
								switch(select("...:Yes, sir!:Yeah, whatever.")) {
								default:
									set .@talk_not,1;
									break;
								case 2:
									break;
								}
							}
							else if (.@talk_to == 7) {
								mes "[QSQ]";
								mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
								mes "know about Mjolnir.";
								next;
								mes "[QSQ]";
								mes "I feel that a great change is coming. I do not know what kind";
								mes "of effect it will have on our world, but something important will happen...";
								next;
								mes "[QSQ]";
								mes "Perhaps only the gods can be";
								mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
								next;
								switch(select("...:Yes?:Yes, sir!")) {
								default:
									set .@talk_not,1;
									break;
								case 3:
									break;
								}
							}
							else if (.@talk_to == 8) {
								set god_mjo_4,2;
								mes "[QSQ]";
								mes "Alright then...";
								mes "Take care of";
								mes "yourself, human.";
								close;
							}
							if (.@talk_not == 1) {
								set god_mjo_4,3;
								mes "[QSQ]";
								mes "Grrr...!";
								mes "You're not listening, are you?! What a waste of my time!";
								next;
								mes "[QSQ]";
								mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
								close;
							} else {
								set .@talk_to,.@talk_to + 1;
							}
						}
					}
					else {
						mes "[QSQ]";
						mes "You don't seem to";
						mes "understand. If you";
						mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
						close;
					}
				}
			}
			else if(god_mjo_4 == 0) {
				mes "[QSQ]";
				mes "What made you come to me?";
				next;
				switch(select("Nothing.:Excuse me, sir.")) {
				case 1:
					mes "[QSQ]";
					mes "...";
					close;
				case 2:
					mes "[QSQ]";
					mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
					next;
					mes "[QSQ]";
					mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
					next;
					set god_mjo_4,1;
					mes "[QSQ]";
					mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
					next;
					mes "[QSQ]";
					mes "Now go, human.";
					mes "I wish you safety";
					mes "in your travels.";
					close;
				}
			}
			else {
				mes "[QSQ]";
				mes "Zzzz Zzzz...";
				close;
			}
		}
		else if(god_mjo_0 == 0) {
			mes "[QSQ]";
			mes "Ah...";
			mes "It feels like today's going to be a great day.";
			next;
			mes "[QSQ]";
			mes "I've got the warm sun, fresh forest air, and my hammer and anvil are at the ready. It's a perfect day for smithing!";
			close;
		}
		else {
			mes "[QSQ]";
			mes "Zzzz Zzzz...";
			close;
		}
	}
}

mjolnir_09,209,341,3	script	o״ KK#n	826,{
	if ($God3 < 50) {
		mes "[qwO]";
		mes "I want to compete";
		mes "and fight with stronger and stronger opponents!";
		next;
		mes "[qwO]";
		mes "One day, I'll return to Svartalfaheimr and defeat Ivaldi! Mwahahaha!";
		close;
	}
	else {
		if ($God4 > 99) {
			mes "[qwO]";
			mes "Wait, this is";
			mes "not the right time";
			mes "for fighting...";
			next;
			mes "[qwO]";
			mes "Something that has been hidden is about to be born out of the sweat of determination and tears of sacrifice. We must wait until then.";
			close;
		}
		else if(god_mjo_0 == 11) {
			mes "[qwO]";
			mes "I want to compete with a stronger one!";
			mes "I will be stronger and stronger,";
			mes "one day when I get back to Svartalfaheimr";
			mes "I shall defeat Ivaldi!";
			mes "Muhahahaha...!";
			close;
		}
		else if(god_mjo_10 == 10) {
			mes "[qwO]";
			mes "I must admit that you're a really strong human. Let us fight again when we have a chance. The next time, you may not be so lucky!";
			close;
		}
		else if(god_mjo_0 == 1) {
			if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
				mes "[qwO]";
				mes "Go back to where you belong before I beat you to death!";
				next;
				mes "[qwO]";
				mes "All you can gain here are a few herbs.";
				close;
			}
			else if(god_mjo_2 == 2) {
				mes "[qwO]";
				mes "That was a great fight!";
				mes "Mwahahaha! I'm satisfied with the results. I may have lost, but we fought honorably with everything we had.";
				close;
			}
			else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
				mes "[Sudri]";
				mes "So...";
				mes "What brings";
				mes "you here?";
				next;
				switch(select("Nothing.:Excuse me, sir.")) {
				case 1:
					mes "[Sudri]";
					mes "You have too much time on your hands. Why don't you log out and hang out with your friends instead?";
					close;
				case 2:
					set god_mjo_2,3;
					mes "[Sudri]";
					mes "Why should";
					mes "I excuse you?";
					next;
					mes "[Sudri]";
					mes "If there's";
					mes "anything I hate,";
					mes "it's insincerity and";
					mes "sarcasm. What, you";
					mes "wanna fight?!";
					close;
				}
			}
			else if(god_mjo_2 == 1) {
				set .@n_vit,200;
				set .@p_vit,100;
				while(1) {
					mes "Sudri : " + .@n_vit + " HP";
					mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
					mes "--------------------";
					mes "" + strcharinfo(0) + "";
					mes "initiated";
					mes "an attack!";
					next;
					switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
					case 1:
						set .@p_atk,0;
						break;
					case 2:
						set .@p_atk,1;
						break;
					case 3:
						set .@p_atk,2;
						break;
					case 4:
						set .@p_atk,3;
						break;
					case 5:
						set .@p_atk,4;
						break;
					}
					set .@n_def,rand(1,3);
					set .@damage,rand(15,25);
					if (.@p_atk == 1) {
						mes "" + strcharinfo(0) + "";
						mes "attacks Sudri's head!";
					}
					else if(.@p_atk == 2) {
						mes "" + strcharinfo(0) + "";
						mes "strikes Sudri's chest!";
					}
					else if(.@p_atk == 3) {
						mes "" + strcharinfo(0) + "";
						mes "aims for Sudri's legs!";
					}
					else if(.@p_atk == 4) {
						mes "" + strcharinfo(0) + "";
						mes "requests a break!";
					}
					else {
						mes "" + strcharinfo(0) + "'s";
						mes "weak point revealed!";
					}
					if (.@p_atk == .@n_def) {
						specialeffect EF_GUARD;
						if (.@n_def == 1) {
							mes "--------------------";
							mes "Sudri easily dodges";
							mes "your attack by twisting";
							mes "his small, yet svelte, body.";
							mes "--------------------";
							mes "" + strcharinfo(0) + " misses!";
						}
						else if(.@n_def == 2) {
							mes "--------------------";
							mes "Sudri blocks your";
							mes "attack by crossing";
							mes "his stout arms.";
							mes "--------------------";
							mes "" + strcharinfo(0) + "'s attack is blocked!";
						}
						else if(.@n_def == 3) {
							mes "--------------------";
							mes "Sudri dodges your";
							mes "attack with a graceful";
							mes "leap to the heavens.";
							mes "--------------------";
							mes "" + strcharinfo(0) + " misses!";
						}
					}
					else if(.@p_atk == 4) {
						specialeffect2 EF_HEAL;
						set .@p_vit,.@p_vit + 10;
						mes "--------------------";
						mes "" + strcharinfo(0) + "";
						mes "has gained 10 HP!";
					}
					else if(.@p_atk == 1) {
						specialeffect EF_HIT5;
						set .@n_vit,.@n_vit - .@damage;
						mes "--------------------";
						mes "You successfully hit";
						mes "Sudri on the head!";
						mes "--------------------";
						mes "Sudri has lost " + .@damage + " HP!";
					}
					else if(.@p_atk == 2) {
						specialeffect EF_HIT2;
						set .@n_vit,.@n_vit - .@damage;
						mes "--------------------";
						mes "You successfully hit";
						mes "Sudri on the chest!";
						mes "--------------------";
						mes "Sudri has";
						mes "lost " + .@damage + " HP!";
					}
					else if(.@p_atk == 3) {
						specialeffect EF_HIT4;
						set .@n_vit,.@n_vit - .@damage;
						mes "--------------------";
						mes "You successfully hit";
						mes "Sudri on the legs!";
						mes "--------------------";
						mes "Sudri has";
						mes "lost " + .@damage + " HP!";
					}
					else if(.@p_atk == 0) {
						specialeffect2 EF_HIT5;
						set .@p_vit,.@p_vit - 10;
						mes "--------------------";
						mes "You were hit by";
						mes "Sudri's counter attack!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost 10 HP!";
						if (.@p_vit < 1) {
							mes "Defeated...";
							next;
							break;
						}
					}
					else {
						mes "--------------------";
						mes "Something happened";
						mes "and the fight has stopped!";
						close;
					}
					if (.@n_vit < 1) {
						mes "" + strcharinfo(0) + " wins!";
						next;
						break;
					}
					next;
					mes "Sudri : " + .@n_vit + " HP";
					mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
					mes "--------------------";
					mes "Sudri attacks...!";
					next;
					switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
					case 1:
						set .@p_def,0;
						break;
					case 2:
						set .@p_def,1;
						break;
					case 3:
						set .@p_def,2;
						break;
					case 4:
						set .@p_def,3;
						break;
					case 5:
						set .@p_def,4;
						break;
					}
					set .@n_atk,rand(1,3);
					set .@damage,rand(20,25);
					if (.@n_atk == 1) {
						mes "Sudri aims for the head!";
					}
					else if(.@n_atk == 2) {
						mes "Sudri strikes the chest!";
					}
					else {
						mes "Sudri attacks the legs!";
					}
					if (.@n_atk == .@p_def) {
						specialeffect2 EF_GUARD;
						if (.@p_def == 1) {
							mes "--------------------";
							mes "" + strcharinfo(0) + "";
							mes "quickly dodged!";
							mes "Sudri's arms were";
							mes "too short and missed!";
							mes "--------------------";
							mes "Sudri has failed to attack.";
						}
						else if(.@p_def == 2) {
							mes "--------------------";
							mes "" + strcharinfo(0) + "";
							mes "barely blocked";
							mes "Sudri's attack.";
							mes "--------------------";
							mes "Sudri has failed to attack.";
						}
						else if(.@p_def == 3) {
							mes "--------------------";
							mes "" + strcharinfo(0) + " jumped,";
							mes "dodged Sudri's attack at ease.";
							mes "--------------------";
							mes "Sudri has failed to attack.";
						}
					}
					else if(.@p_def == 4) {
						set .@count,rand(1,4);
						mes "--------------------";
						mes "" + strcharinfo(0) + "";
						mes "counters!";
						if (.@count == 1) {
							specialeffect2 EF_AUTOCOUNTER;
							specialeffect EF_MAGNUMBREAK;
							set .@n_vit,.@n_vit - 20;
							mes "You successfully";
							mes "counter attacked!";
							mes "--------------------";
							mes "Sudri has lost 20 HP!";
							if (.@n_vit < 1) {
								mes "" + strcharinfo(0) + " won!";
								next;
								break;
							}
						}
						else {
							specialeffect2 EF_CRASHEARTH;
							set .@p_vit,.@p_vit - 30;
							mes "You've taken";
							mes "critical .@damage";
							mes "on your weak spot!";
							mes "--------------------";
							mes "" + strcharinfo(0) + " has lost 30 HP!";
						}
					}
					else if(.@n_atk == 1) {
						specialeffect2 EF_HIT5;
						set .@p_vit,.@p_vit - .@damage;
						mes "--------------------";
						mes "Sudri successfully";
						mes "hit " + strcharinfo(0) + "";
						mes "on the head!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
					}
					else if(.@n_atk == 2) {
						specialeffect2 EF_HIT2;
						set .@p_vit,.@p_vit - .@damage;
						mes "--------------------";
						mes "Sudri successfully";
						mes "hit " + strcharinfo(0) + "";
						mes "on the chest!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
					}
					else if(.@n_atk == 3) {
						specialeffect2 EF_HIT4;
						set .@p_vit,.@p_vit - .@damage;
						mes "--------------------";
						mes "Sudri successfully";
						mes "hit " + strcharinfo(0) + "";
						mes "on the legs!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
					}
					else if(.@n_atk == 0) {
						specialeffect2 EF_HIT5;
						set .@p_vit,.@p_vit - .@damage;
						mes "--------------------";
						mes "Sudri successfully";
						mes "hits "+ strcharinfo(0) +"";
						mes "during a moment of";
						mes "absent-mindedness!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
					}
					else {
						mes "--------------------";
						mes "Something happened";
						mes "and the fight has stopped!";
						close;
					}
					if (.@p_vit < 1) {
						mes "Sudri won!";
						next;
						break;
					}
					next;
				}
				if (.@p_vit < n_vit) {
					mes "[qwO]";
					mes "Muhahahaha!";
					mes "You're not strong enough to beat me! I want someone who can offer";
					mes "me a challenge!";
					next;
					mes "[qwO]";
					mes "Go out, train some and get stronger before you even think about coming back!";
					close;
				}
				else if(.@n_vit < p_vit) {
					set god_mjo_2,2;
					mes "[qwO]";
					mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
					next;
					mes "[qwO]";
					mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
					next;
					mes "[qwO]";
					mes "Okay then,";
					mes "be safe on";
					mes "your travels!";
					close;
				}
			}
			else if(god_mjo_2 == 0) {
				mes "[qwO]";
				mes "So...";
				mes "What brings";
				mes "you here, human?";
				next;
				switch(select("Nothing.:Excuse me, sir.")) {
				case 1:
					mes "[qwO]";
					mes "You have too much time on your hands. Why don't you log out and hang out with your buddies for a while?";
					close;
				case 2:
					mes "[qwO]";
					mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
					next;
					mes "[qwO]";
					mes "If there's anything I love,";
					mes "it's bare knuckle brawling,";
					mes "old school style.";
					next;
					mes "[qwO]";
					mes "Words can be deceptive,";
					mes "but if you can beat me in";
					mes "a fight, I think I might";
					mes "just talk to you.";
					mes "How about it?";
					next;
					switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
					case 1:
						set god_mjo_2,3;
						mes "[qwO]";
						mes "You didn't";
						mes "even answer me!";
						mes "Fine! Whatever!";
						close;
					case 2:
						set god_mjo_2,1;
						mes "[qwO]";
						mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
						close;
					case 3:
						set god_mjo_2,1;
						mes "[qwO]";
						mes "Eh...?";
						mes "Why are you being";
						mes "such a coward?";
						mes "Are you afraid of";
						mes "this old and tiny Dwarf?";
						next;
						mes "[qwO]";
						mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
						close;
					}
				}
			}
			else {
				mes "[qwO]";
				mes "Zzzz Zzzz...";
				close;
			}
		}
		else if(god_mjo_0 == 2) {
			if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
				mes "[qwO]";
				mes "[qwO]";
				mes "Get out of here before I beat you to death! All you can gain over here is a few herbs, anyway!";
				close;
			}
			else if(god_mjo_3 == 2) {
				mes "[qwO]";
				mes "ܴΪ... ...";
				mes "ߪAfAQAѤFAڤᮬ...";
				close;
			}
			else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
				mes "[qwO]";
				mes "What made you come to me?";
				next;
				switch(select("Nothing.:Excuse me, sir.")) {
				case 1:
					mes "[qwO]";
					mes "You have too much";
					mes "time on your hands.";
					mes "Why don't you log out and go out with your friends instead?";
					close;
				case 2:
					set god_mjo_3,3;
					mes "[qwO]";
					mes "Why should";
					mes "I excuse you?";
					mes "Do you want to";
					mes "fight with me, huh?";
					close;
				}
			}
			else if(god_mjo_3 == 1) {
				mes "[qwO]";
				mes "naAӤ@Ua!! }la!! ";
				next;
				set .@n_vit,200;
				set .@p_vit,100;
				while(1) {
					mes "qwO : "+ .@n_vit;
					mes strcharinfo(0) +" : "+ .@p_vit;
					mes "--------------------";
					mes strcharinfo(0) +"!!";
					next;
					switch(select("...?!:Y!!:!!:L!!:Ȯɥ𮧤@U")) {
					case 1:
						set .@p_atk,0;
						break;
					case 2:
						set .@p_atk,1;
						break;
					case 3:
						set .@p_atk,2;
						break;
					case 4:
						set .@p_atk,3;
						break;
					case 5:
						set .@p_atk,4;
						break;
					}
					set .@n_def,rand(1,3);
					set .@damage,rand(15,25);
					if (.@p_atk == 1) {
						mes strcharinfo(0) +"Y!!";
					}
					else if(.@p_atk == 2) {
						mes "" + strcharinfo(0) + "";
						mes "strikes Sudri's chest!";
					}
					else if(.@p_atk == 3) {
						mes strcharinfo(0) +"L!!";
					}
					else if(.@p_atk == 4) {
						mes "" + strcharinfo(0) + "";
						mes "requests a break!";
					}
					else {
						mes "" + strcharinfo(0) + "'s";
						mes "weak point revealed!";
					}
					if (.@p_atk == .@n_def) {
						specialeffect EF_GUARD;
						if (.@n_def == 1) {
							mes "--------------------";
							mes "Sudri easily dodges";
							mes "your attack by twisting";
							mes "his small, yet svelte, body.";
							mes "--------------------";
							mes "" + strcharinfo(0) + " misses!";
						}
						else if(.@n_def == 2) {
							mes "--------------------";
							mes "Sudri blocks your";
							mes "attack by crossing";
							mes "his stout arms.";
							mes "--------------------";
							mes "" + strcharinfo(0) + "'s attack is blocked!";
						}
						else if(.@n_def == 3) {
							mes "--------------------";
							mes "Sudri dodges your";
							mes "attack with a graceful";
							mes "leap to the heavens.";
							mes "--------------------";
							mes "" + strcharinfo(0) + " misses!";
						}
					}
					else if(.@p_atk == 4) {
						specialeffect2 EF_HEAL;
						set .@p_vit,.@p_vit + 10;
						mes "--------------------";
						mes "" + strcharinfo(0) + "";
						mes "has gained 10 HP!";
					}
					else if(.@p_atk == 1) {
						specialeffect EF_HIT5;
						set .@n_vit,.@n_vit - .@damage;
						mes "--------------------";
						mes "TYAqwOY";
						mes "ǽTRF!!";
						mes "--------------------";
						mes "qwOO "+ .@damage +" zFF!!";
					}
					else if(.@p_atk == 2) {
						specialeffect EF_HIT2;
						set .@n_vit,.@n_vit - .@damage;
						mes "--------------------";
						mes "You successfully hit";
						mes "Sudri on the chest!";
						mes "--------------------";
						mes "Sudri has";
						mes "lost " + .@damage + " HP!";
					}
					else if(.@p_atk == 3) {
						specialeffect EF_HIT4;
						set .@n_vit,.@n_vit - .@damage;
						mes "--------------------";
						mes "ӱLAqwOUbA";
						mes "}ln̤F!!";
						mes "--------------------";
						mes "qwOO "+ .@damage +" zF!!";
					}
					else if(.@p_atk == 0) {
						specialeffect2 EF_HIT5;
						set .@p_vit,.@p_vit - 10;
						mes "--------------------";
						mes "You were hit by";
						mes "Sudri's counter attack!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost 10 HP!";
						if (.@p_vit < 1) {
							mes "Defeated...";
							next;
							break;
						}
					}
					else {
						mes "--------------------";
						mes "Something happened";
						mes "and the fight has stopped!";
						close;
					}
					if (.@n_vit < 1) {
						mes "ѤFqwO!!";
						next;
						break;
					}
					next;
					mes "qwO : "+ .@n_vit;
					mes strcharinfo(0) +" : "+ .@p_vit;
					mes "--------------------";
					mes "qwO!!";
					next;
					switch(select("...?!:{!!:!!:k]!!:!!")) {
					case 1:
						set .@p_def,0;
						break;
					case 2:
						set .@p_def,1;
						break;
					case 3:
						set .@p_def,2;
						break;
					case 4:
						set .@p_def,3;
						break;
					case 5:
						set .@p_def,4;
						break;
					}
					set .@n_atk,rand(1,3);
					set .@damage,rand(20,25);
					if (.@n_atk == 1) {
						mes "qwOY!!";
					}
					else if(.@n_atk == 2) {
						mes "Sudri strikes the chest!";
					}
					else {
						mes "Sudri attacks the legs!";
					}
					if (.@n_atk == .@p_def) {
						specialeffect2 EF_GUARD;
						if (.@p_def == 1) {
							mes "--------------------";
							mes "" + strcharinfo(0) + " quickly dodged,";
							mes "Sudri's arms were too";
							mes "short to reach at you.";
							mes "--------------------";
							mes "Sudri has failed to attack.";
						}
						else if(.@p_def == 2) {
							mes "--------------------";
							mes "" + strcharinfo(0) + "";
							mes "barely blocked";
							mes "Sudri's attack.";
							mes "--------------------";
							mes "Sudri has failed to attack.";
						}
						else if(.@p_def == 3) {
							mes "--------------------";
							mes "" + strcharinfo(0) + " jumped,";
							mes "dodged Sudri's attack at ease.";
							mes "--------------------";
							mes "Sudri has failed to attack.";
						}
					}
					else if(.@p_def == 4) {
						set .@count,rand(1,4);
						mes "--------------------";
						mes strcharinfo(0) +"!!";
						if (.@count == 1) {
							specialeffect2 EF_AUTOCOUNTER;
							specialeffect EF_MAGNUMBREAK;
							set .@n_vit,.@n_vit - 20;
							mes "e\F!!";
							mes "--------------------";
							mes "qwOOzF20!!";
							if (.@n_vit < 1) {
								mes "" + strcharinfo(0) + " won!";
								next;
								break;
							}
						}
						else {
							specialeffect2 EF_CRASHEARTH;
							set .@p_vit,.@p_vit - 30;
							mes "You've taken";
							mes "critical .@damage";
							mes "on your weak spot!";
							mes "--------------------";
							mes "" + strcharinfo(0) + " has lost 30 HP!";
						}
					}
					else if(.@n_atk == 1) {
						specialeffect2 EF_HIT5;
						set .@p_vit,.@p_vit - .@damage;
						mes "--------------------";
						mes "Sudri successfully";
						mes "hit " + strcharinfo(0) + "";
						mes "on the head!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
					}
					else if(.@n_atk == 2) {
						specialeffect2 EF_HIT2;
						set .@p_vit,.@p_vit - .@damage;
						mes "--------------------";
						mes "Sudri successfully";
						mes "hit " + strcharinfo(0) + "";
						mes "on the chest!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
					}
					else if(.@n_atk == 3) {
						specialeffect2 EF_HIT4;
						set .@p_vit,.@p_vit - .@damage;
						mes "--------------------";
						mes "Sudri successfully";
						mes "hit " + strcharinfo(0) + "";
						mes "on the legs!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
					}
					else if(.@n_atk == 0) {
						specialeffect2 EF_HIT5;
						set .@p_vit,.@p_vit - .@damage;
						mes "--------------------";
						mes "Sudri successfully";
						mes "hits "+ strcharinfo(0) +"";
						mes "during a moment of";
						mes "absent-mindedness!";
						mes "--------------------";
						mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
					}
					else {
						mes "--------------------";
						mes "Something happened";
						mes "and the fight has stopped!";
						close;
					}
					if (.@p_vit < 1) {
						mes "Sudri won!";
						next;
						break;
					}
					next;
				}
				if (.@p_vit < .@n_vit) {
					mes "[qwO]";
					mes "AGM!!";
					mes "uSڪm˪GA";
					mes "NRUӪå!!";
					mes "ֿnIOAUA^ӧa!!";
					close;
				}
				else if(.@n_vit < .@p_vit) {
					set god_mjo_3,2;
					mes "[qwO]";
					mes "Aܱj... uڷQA";
					mes "٦jHr... uO²A";
					mes "uF_rAF_A.";
					mes "naAUڪBͮɡA";
					mes "ڷ|nniDL̪...";
					mes "LAnOA";
					mes "dUndǤF";
					next;
					mes "[qwO]";
					mes "A~A_IaA";
					mes "ûy̡AH...";
					close;
				}
			}
			else if(god_mjo_3 == 0) {
				mes "[qwO]";
				mes "ڡAڦƹ?";
				next;
				switch(select("S:nN䥴Z@U")) {
				case 1:
					mes "[qwO]";
					mes "You have too much";
					mes "time on your hands.";
					mes "Why don't you log out and go out with your friends instead?";
					close2;
				case 2:
					mes "[qwO]";
					mes "AOH򲴯䥦HPr?";
					mes "QqڳoGpSܮzѤHWA";
					mes "Qť@ǤƱܡA";
					mes "ڤHλyܪr";
					next;
					mes "[qwO]";
					mes "UZAڳ̳wA";
					mes "uHYӨMӭtF!!";
					mes "_LWA";
					mes "ʧuʤO?";
					mes "ˡAnڥ@? ?";
					next;
					switch(select(".....:OAUzF:ΰաAګܮ`ȧr")) {
					case 1:
						set god_mjo_3,3;
						mes "[qwO]";
						mes "You didn't";
						mes "even answer me!";
						mes "Fine! Whatever!";
						close;
					case 2:
						set god_mjo_3,1;
						mes "[qwO]";
						mes "^oܲn֧rAܦn!! ܦnA";
						mes "@UxBʦAӧaAǳƦnܡA";
						mes "WNӤ@Ma...!!";
						mes "nRǳƷ|n";
						close;
					case 3:
						set god_mjo_3,1;
						mes "[qwO]";
						mes "Eh...?";
						mes "Why are you being";
						mes "such a coward?";
						mes "Are you afraid of";
						mes "this old and tiny Dwarf?";
						next;
						mes "[qwO]";
						mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
						close;
					}
				}
			}
			else {
				mes "[qwO]";
				mes "Zzzz Zzzz...";
				close;
			}
		}
		else if(god_mjo_0 == 0) {
			mes "[qwO]";
			mes "In a one on one fight, you put everything on the line to show your might to your opponent.";
			next;
			mes "[qwO]";
			mes "Have you ever felt the same way I do, human? Win or lose, just giving your all is the most satisfying accomplishment.";
			close;
		}
		else {
			mes "[qwO]";
			mes "Zzzz Zzzz...";
			close;
		}
	}
}

mjolnir_01,35,136,7	script	o״ KK#	826,{
	if($God3 < 50) {
		mes "[SO]";
		mes "If you want something, you should earn it through your own efforts.";
		next;
		mes "[SO]";
		mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
		next;
		mes "[SO]";
		mes "What do you think?";
		mes "Kids these days...";
		close;
	}
	else {
		if($God4 > 99) {
			mes "[SO]";
			mes "I don't feel";
			mes "like doing anything";
			mes "today. Anything at all...";
			next;
			mes "[SO]";
			mes "Someone must have forged something really monstrous, otherwise I wouldn't be feeling so worthless!";
			next;
			mes "[SO]";
			mes "Yeah, I think I need a break! Don't you think I need a break, human?";
			close;
		}
		else if(god_mjo_0 == 11) {
			mes "[SO]";
			mes "There's nothing like taking a relaxing break after putting your heart into your work.";
			next;
			mes "[SO]";
			mes "What do you think,";
			mes "human? Isn't that one";
			mes "of life's simple pleasures?";
			close;
		}
		else if(god_mjo_0 == 10) {
			mes "[SO]";
			mes "If you want something, you should earn it through your own efforts.";
			next;
			mes "[SO]";
			mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
			next;
			mes "[SO]";
			mes "What do you think?";
			mes "Kids these days...";
			close;
		}
		else if(god_mjo_0 == 1) {
			if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
				mes "[SO]";
				mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
				close;
			}
			else if(god_mjo_3 == 2) {
				mes "[SO]";
				mes "ޤɭԪF賣ǳƦnFA";
				mes "@w|\NA";
				mes "MDn̡A";
				mes "]o_믫̫r";
				close;
			}
			else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
				mes "[SO]";
				mes "What do you want?";
				next;
				switch(select("Nothing.:Excuse me.")) {
				case 1:
					mes "[SO]";
					mes "If you want something, you should earn it through your own efforts.";
					next;
					mes "[SO]";
					mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
					close;
				case 2:
					set god_mjo_3,3;
					mes "[SO]";
					mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
					next;
					mes "[SO]";
					mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
					close;
				}
			}
			else if(god_mjo_3 == 1) {
				mes "[SO]";
				mes "ܦn!! nӰاMO? ?";
				mes "}lioطPı...";
				mes "uԨr...!!";
				next;

				setarray .@position$[1], "Y","","","k","~T","cl","˹~1","˹~2","Y2","Y3";
				set .@menu$,"";
				for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
				{
					if( getequipisequiped(.@i) )
						set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";

					set .@menu$, .@menu$ + ":";
				}
				set .@part,select(.@menu$);

				if (getequipisequiped(.@part) == 0)
					close;

				if (getequipisenableref(.@part) == 0) {
					mes "[SO]";
					mes "What...?!";
					mes "This isn't upgradable!";
					mes "What the hell do you want";
					mes "me to do with this?";
					close;
				}
				if (getequipisidentify(.@part) == 0) {
					mes "[SO]";
					mes "You'd better identify this item first. If we don't know what it is, what's the point of upgrading it?";
					close;
				}
				if (getequiprefinerycnt(.@part) >= 10) {
					mes "[SO]";
					mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
					close;
				}
				if (GetEquipPercentRefinery(.@part) == 100) {
					mes "[SO]";
					mes "AoMO";
					mes "D`wMAڻLa?";
					mes "D!!";
					mes "pGADԸO檺!!";
					close;
				}
				if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
					mes "[SO]";
					mes "Hey...";
					mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
					next;
					mes "[SO]";
					mes "Bring me a Level 4 weapon for me to work on next time, got it?";
					close;
				}
				if (getequipweaponlv(.@part) == 0){
					mes "[SO]";
					mes "Armor?!";
					mes "Didn't I tell";
					mes "you that I only work";
					mes "on Level 4 weapons?";
					next;
					mes "[SO]";
					mes "You can have a human";
					mes "Blacksmith work on that kind of stuff! Now, a Dwarf like me needs something that's more of a challenge!";
					close;
				}

				mes "[SO]";
				mes "naAӰ̫@T{aA";
				mes "AӪDMᥢѪܡA";
				mes "LkAϥΪƹ?";
				mes "̭ҴdMݩʳoǪFA";
				mes "^FF0000|^000000C!";
				mes "^FF0000ZN|^000000 F!!";
				mes "ܨErAnnDԤ@UO!!";
				next;
				if( select("nrAڭnDԬݬ!!:...ΰڡAF") == 2 )
				{
					mes "[SO]";
					mes "Bah...!";
					mes "How do you survive";
					mes "in this world with that";
					mes "kind of cowardice?!";
					next;
					mes "[SO]";
					mes "Oh, forget it.";
					mes "I know you're just being careful. Damn, I was just so eager to get";
					mes "to work!";
					close;
				}

				if (countitem(984) > 0) {
					delitem 984,1; //Oridecon
				}
				else {
					mes "[SO]";
					mes "Huh...";
					mes "You forgot to";
					mes "bring an Oridecon.";
					mes "Hurry up and get one.";
					close;
				}
				if (getequippercentrefinery(.@part) > rand(100)) {
					mes "^3355FF*Clang Clang!*^000000";
					successrefitem .@part;
					next;
					emotion e_heh;
					mes "[SO]";
					mes "Mwahahaha~";
					mes "I've still got it!";
					mes "So aren't you happy";
					mes "with an even more";
					mes "powerful weapon?";
					next;
				}
				else {
					mes "[SO]";
					mes "! ! ! ! !";
					failedrefitem .@part;
					next;
					emotion e_omg;
					mes "[SO]";
					mes "ڰڰڰڰڰڰڰڰ!!!!";
					next;
					mes "[SO]";
					mes "AASYrAS... rA";
					mes "ڷQѹB𤣤ӦnaA";
					mes "r! NPLѧa!!";
					mes "ڹMHͳoA";
					mes "@IᮬS!!";
					next;
				}
				set god_mjo_3,2;
				mes "[SO]";
				mes "oڪ즹NաA";
				mes "YCDڪ䥦S̪ܡA";
				mes "ڰݤ@nnܡA̳oƱаVA";
				mes "ƱiHAӪȵ{A";
				mes "U...";
				close;
			}
			else if(god_mjo_3 == 0) {
				mes "[SO]";
				mes "What do you want?";
				next;
				switch(select("Nothing.:Excuse me.")) {
				case 1:
					mes "[SO]";
					mes "If you want something, you should earn it through your own efforts.";
					next;
					mes "[SO]";
					mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
					close;
				case 2:
					mes "[SO]";
					mes "Huh...";
					mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
					next;
					mes "[SO]";
					mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
					next;
					mes "[SO]";
					mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
					next;
					mes "[SO]";
					mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
					next;
					set god_mjo_3,1;
					mes "[SO]";
					mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
					close;
				}
			}
			else {
				mes "[SO]";
				mes "Zzzz Zzzz Zzzz...";
				close;
			}
		}
		else if(god_mjo_0 == 2) {
			if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
				mes "[SO]";
				mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
				close;
			}
			else if(god_mjo_2 == 2) {
				mes "[SO]";
				mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
				next;
				mes "[SO]";
				mes "I don't know how";
				mes "big your goals are,";
				mes "but put your heart into";
				mes "whatever it is that you";
				mes "plan to accomplish in life.";
				close;
			}
			else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
				mes "[SO]";
				mes "What do you want?";
				next;
				switch(select("Nothing.:Excuse me.")) {
				case 1:
					mes "[SO]";
					mes "If you want something, you should earn it through your own efforts.";
					next;
					mes "[SO]";
					mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
					close;
				
				case 2:
					set god_mjo_2,3;
					mes "[SO]";
					mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
					next;
					mes "[SO]";
					mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
					close;
				}
			}
			else if(god_mjo_2 == 1) {
				disable_items;
				mes "[SO]";
				mes "ܦn!! nӰاMO? ?";
				mes "}lioطPı...";
				mes "uԨr...!!";
				next;

				setarray .@position$[1], "Y","","","k","~T","cl","˹~1","˹~2","Y2","Y3";
				set .@menu$,"";
				for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
				{
					if( getequipisequiped(.@i) )
						set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";

					set .@menu$, .@menu$ + ":";
				}
				set .@part,select(.@menu$);

				if (getequipisequiped(.@part) == 0)
					close;

				if (getequipisenableref(.@part) == 0) {
					mes "[SO]";
					mes "What...?!";
					mes "This isn't upgradable!";
					mes "What the hell do you want";
					mes "me to do with this?";
					close;
				}
				if (getequipisidentify(.@part) == 0) {
					mes "[SO]";
					mes "You'd better identify this item first. If we don't know what it is, what's the point of upgrading it?";
					close;
				}
				if (getequiprefinerycnt(.@part) >= 10) {
					mes "[SO]";
					mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
					close;
				}
				if (GetEquipPercentRefinery(.@part) == 100) {
					mes "[SO]";
					mes "AoMO";
					mes "D`wMAڻLa?";
					mes "D!!";
					mes "pGADԸO檺!!";
					close;
				}
				if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
					mes "[SO]";
					mes "Hey...";
					mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
					next;
					mes "[SO]";
					mes "Bring me a Level 4 weapon for me to work on next time, got it?";
					close;
				}
				if (getequipweaponlv(.@part) == 0){
					mes "[SO]";
					mes "Armor?!";
					mes "Didn't I tell";
					mes "you that I only work";
					mes "on Level 4 weapons?";
					close;
				}
				mes "[SO]";
				mes "naAӰ̫@T{aA";
				mes "AӪDMᥢѪܡA";
				mes "LkAϥΪƹ?";
				mes "̭ҴdMݩʳoǪFA";
				mes "^FF0000|^000000C!";
				mes "^FF0000ZN|^000000 F!!";
				mes "ܨErAnnDԤ@UO!!";
				next;
				if( select("nrAڭnDԬݬ!!:...ΰڡAF") == 2 )
				{
					mes "[SO]";
					mes "Bah...!";
					mes "How do you survive";
					mes "in this world with that";
					mes "kind of cowardice?!";
					next;
					mes "[SO]";
					mes "Oh, forget it.";
					mes "I know you're just being careful. Damn, I was just so eager to get";
					mes "to work!";
					close;
				}
				if (countitem(984) > 0) {
					delitem 984,1; //Oridecon
				}
				else {
					mes "[SO]";
					mes "Huh...";
					mes "You forgot to";
					mes "bring an Oridecon.";
					mes "Hurry up and get one.";
					close;
				}
				if (getequippercentrefinery(.@part) > rand(100)) {
					mes "^3355FF*Clang Clang!*^000000";
					successrefitem .@part;
					next;
					emotion e_heh;
					mes "[SO]";
					mes "Mwahahaha~";
					mes "I've still got it!";
					mes "So aren't you happy";
					mes "with an even more";
					mes "powerful weapon?";
					next;
				}
				else {
					mes "[SO]";
					mes "^3355FF*Clang Clang!*^000000";
					failedrefitem .@part;
					next;
					emotion e_omg;
					mes "[SO]";
					mes "ڰڰڰڰڰڰڰڰ!!!!";
					next;
					mes "[SO]";
					mes "AASYrAS... rA";
					mes "ڷQѹB𤣤ӦnaA";
					mes "r! NPLѧa!!";
					mes "ڹMHͳoA";
					mes "@IᮬS!!";
					next;
				}
				set god_mjo_2,2;
				mes "[SO]";
				mes "oڪ즹NաA";
				mes "YCDڪ䥦S̪ܡA";
				mes "ڰݤ@nnܡA̳oƱаVA";
				mes "ƱiHAӪȵ{A";
				mes "U...";
				close;
			}
			else if(god_mjo_2 == 0) {
				mes "[SO]";
				mes "ڡAڦƹ?";
				next;
				switch(select("S:nN䥴Z@U")) {
				case 1:
					mes "[SO]";
					mes "If you want something, you should earn it through your own efforts.";
					next;
					mes "[SO]";
					mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
					close;
				case 2:
					mes "[SO]";
					mes "AMڤDOƱ...";
					mes "ڤDڥiHWA򦣭CA";
					mes "MAݤFNDڬOKKA";
					mes "ڤ䥦KKA";
					mes "w@Ʊr";
					next;
					mes "[SO]";
					mes "NO... DԥOHw";
					mes "ƱrAĴpA";
					mes "gLhM媺ZAQAMrA";
					mes "άOgLhM媺A";
					mes "AMAάOgLhM媺Y.....";
					next;
					mes "[SO]";
					mes "ڤ䥦KKwA";
					mes "nM!! AıoDԷ";
					mes "Oh򦳽쪺Ʊ!? VL";
					mes "ֳSݹLauAMƱ";
					mes "o... NOMr!";
					next;
					mes "[SO]";
					mes "naAoˤlۨ]OtڡA";
					mes "گSOΧڪդOA";
					mes "AM@˦nZa!!";
					mes "OAunڧƧYiA";
					mes "OӤĳa?";
					next;
					set god_mjo_2,1;
					mes "[SO]";
					mes "uO... ڤSMIʡA";
					mes "FLͽ쪺MAAa?";
					mes "ڭnOŪZA";
					mes "ڥunثܦgIA";
					mes "neVL~Ӱ!!";
					mes "MAnѰOݰ?";
					close;
				}
			}
			else {
				mes "[SO]";
				mes "Zzzz Zzzz Zzzz...";
				close;
			}
		}
		else if(god_mjo_0 == 0) {
			mes "[SO]";
			mes "It's always a pleasure to engage myself in hard work, especially smithing.";
			next;
			mes "[SO]";
			mes "Upgrading is always enjoyable!";
			mes "I have no regrets when failure, and I'm always pleased when I'm successful. I'll upgrade everyday to make the best of my life~";
			close;
		}
		else {
			mes "[SO]";
			mes "Zzzz Zzzz Zzzz...";
			close;
		}
	}
}

mjolnir_12,18,18,7	script	o״ KK#_	826,{
	if ($God3 < 50) {
		mes "[մwO]";
		mes "What...?";
		mes "I don't have any";
		mes "Eluniums or Oridecons!";
		next;
		mes "[մwO]";
		mes "Vestri took them all. ^333333*Sigh*^000000 Those were my treasures, you know...";
		close;
	}
	else {
		if ($God4 > 99) {
			mes "[մwO]";
			mes "What's happening?";
			mes "I sense change in the winds, but what that change may be, I cannot tell.";
			next;
			mes "[մwO]";
			mes "Should I go into the cave to figure it out? Huh. This is most peculiar.";
			close;
		}
		else if (god_mjo_0 == 11) {
			mes "[մwO]";
			mes "Bwahahah!";
			mes "Even the gods know that we Dwarves are the most talented of artisans! Maybe it doesn't seem that way now, but someday we shall return.";
			close;
		}
		else if (god_mjo_0 == 10) {
			mes "[մwO]";
			mes "What...?";
			mes "I don't have any";
			mes "Eluniums or Oridecons!";
			next;
			mes "[մwO]";
			mes "Vestri took them all.";
			mes "Don't you understand?";
			close;
		}
		else if (god_mjo_0 == 1) {
			if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
				mes "[մwO]";
				mes "Eh heh heh~";
				mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
				close;
			}
			else if (god_mjo_4 == 2) {
				mes "[մwO]";
				mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
				next;
				mes "[մwO]";
				mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
				close;
			}
			else if ((god_mjo_1 == 0) || (god_mjo_1 == 1) || (god_mjo_2 == 0) || (god_mjo_2 == 1) || (god_mjo_3 == 0) || (god_mjo_3 == 1)){
				mes "[մwO]";
				mes "What business";
				mes "do you have with";
				mes "me, human?";
				next;
				switch(select("Nothing.:Excuse me.")) {
				case 1:
					mes "[մwO]";
					mes "Huh.";
					mes "If that's the case,";
					mes "then leave me alone.";
					close;
				case 2:
					set god_mjo_4,3;
					mes "[մwO]";
					mes "Huh.";
					mes "That's fine. Still...";
					mes "I'm surprised to see";
					mes "such a polite human.";
					close;
				}
			}
			else if (god_mjo_4 == 1) {
				if (countitem(501) > 0) {
					delitem 501,1;  //Red_Potion
					mes "[մwO]";
					mes "Aڷ|hPEaYA";
					mes "ڤwgܤUöQĤFAڨӧiDA";
					mes "@ܭnGƧaA";
					mes "A|ܦť";
					next;
					while(1) {
						if (.@talk_to == 0) {
							mes "[մwO]";
							mes "ھڶǻͦh";
							mes "HaAS[S_I";
							mes "oƱAjaD";
							mes "LbPH...";
							next;
							mes "[մwO]";
							mes "Ĥ@OYF誺A";
							mes "ťYFWŦhF誺C...";
							mes "MYFҦ";
							mes "@Ws_klA";
							mes "oYFשMYAƦܳsJYF";
							next;
							mes "[մwO]";
							mes "ƹWͳQF]kA";
							mes "OLk{X誺";
							mes "... F賣";
							mes "ҦF賣YAsO...?";
							next;
							switch(select("g:v::")) {
							default:
								set .@talk_not,1;
								break;
							case 3:
								break;
							}
						}
						else if(.@talk_to == 1) {
							mes "[մwO]";
							mes "ڡAO''A";
							mes "٦ɶ]ɡAOUH";
							mes "FXӡAhX@WsJ_֦~A";
							mes "ɥiSǡA";
							mes "}B֪åC";
							next;
							mes "[մwO]";
							mes "iO޶]FXA";
							mes "ǴNOĹFJ_A";
							mes "񤰻򳣧֪֦~";
							mes "O... sO?";
							next;
							switch(select("y:Q:Ʊ:T")) {
							default:
								set .@talk_not,1;
								break;
							case 2:
								break;
							}
						}
						else if(.@talk_to == 2) {
							mes "[մwO]";
							mes "rArA'Q'...";
							mes "ViHA";
							mes "ƦܭA˦͡Ann";
							mes "ѤӱCӥ@[OAQѤU";
							mes "DLkĹ@ѤHa?";
							mes "rArA'Q'...";
							mes "For the final contest, Thor would challenge an old woman in a wrestling match. At first, Thor thought his victory was assured, but he learned that he could not defeat the old crone.";
							next;
							mes "[մwO]";
							mes "NO]LQF]kA";
							mes "ޤ򳣬ݰO@ѤӱCA";
							mes "ެOֳĹFsb...";
							mes "MSQ_ӤFAsOO?";
							next;
							switch(select("AG:ja::Ѥ")) {
							default:
								set .@talk_not,1;
								break;
							case 4:
								break;
							}
						}
						else if(.@talk_to == 3) {
							mes "[մwO]";
							mes "r! NO'Ѥ'AެOֳĹFѤƳoƱA";
							mes "GFҦ䪺͡A";
							mes "qHťFuۡA";
							mes "jja_ӤFALwg";
							mes "HML̪F...";
							next;
							mes "[մwO]";
							mes "oGƦӵסA";
							mes "Ĥ@ӴNOAҬݨ";
							mes "ëDO... ٦Abo@ɤW";
							mes "ۤvjHܦhAnѰO";
							mes "nO@VOA... դF?";
							next;
							mes "[մwO]";
							mes "ۥ@ɪzUh";
							mes "O̭nAڭ̬۫H";
							mes "YتFsbAi|@֦LA";
							mes "]\O]Q]kҤA";
							mes "ݨ쪺OiH֦۷Q";
							mes "Try to live as good a life as you can. Remember that you can't have everything that you want. Obssession and irrationality go hand in hand.";
							next;
							set god_mjo_4,2;
							mes "[մwO]";
							mes "Thank you for listening to my long story. If you meet someone with a dangerous obsession, please tell this story of Thor and the illusions of the giant king.";
							close;
						}
						if (.@talk_not == 1) {
							mes "[մwO]";
							mes "Huh...?";
							mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
							next;
							mes "[մwO]";
							mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
							close;
						}
						else {
							set .@talk_to,.@talk_to + 1;
						}
					}
				}
				else {
					mes "[մwO]";
					mes "No˻ܡALڬOI?";
					mes "Юڤ@ӬĤnܡA";
					mes "@UVAnFA";
					mes "yܻڥH|iDAn";
					mes "Ʊ... KKKKK";
					close;
				}
			}
			else if(god_mjo_4 == 0) {
				mes "[մwO]";
				mes "ڡAڦƹ?";
				next;
				switch(select("S:nN䥴Z@U")) {
				case 1:
					mes "[մwO]";
					mes "Huh.";
					mes "If that's the case,";
					mes "then leave me alone.";
					close;
				case 2:
					set god_mjo_4,1;
					mes "[մwO]";
					mes "No˻ܡALڬOI?";
					mes "Юڤ@ӬĤnܡA";
					mes "@UVAnFA";
					mes "yܻڥH|iDAn";
					mes "Ʊ... KKKKK";
					close;
				}
			}
			else {
				mes "[մwO]";
				mes "Zzzz Zzzz...";
				close2;
			}
		}
		else if(god_mjo_0 == 2) {
			if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
				mes "[մwO]";
				mes "Eh heh heh~";
				mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
				close;
			}
			else if (god_mjo_1 == 2) {
				mes "[մwO]";
				mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
				next;
				mes "[մwO]";
				mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
				close;
			}
			else if ((god_mjo_2 != 0) || (god_mjo_3 != 0) || (god_mjo_4 != 0)) {
				mes "[մwO]";
				mes "What business";
				mes "do you have with";
				mes "me, human?";
				next;
				switch(select("Nothing.:Excuse me.")) {
				case 1:
					mes "[մwO]";
					mes "Huh.";
					mes "If that's the case,";
					mes "then leave me alone.";
					close;
				case 2:
					set god_mjo_1,3;
					mes "[մwO]";
					mes "Huh.";
					mes "That's fine. Still...";
					mes "I'm surprised to see";
					mes "such a polite human.";
					close;
				}
			}
			else if(god_mjo_1 == 1) {
				if (countitem(501) > 0) {

					delitem 501,1;  //Red_Potion
					mes "[մwO]";
					mes "Ah, you've brought";
					mes "me a Red Potion...?";
					mes "In return, I will";
					mes "tell you an old story.";
					mes "I'm sure you'll like it.";
					next;
					while(1) {
						if (.@talk_to == 0) {
							mes "[մwO]";
							mes "There is a story of a Dwarf named Alvis who contained more knowledge than a library and was braver than Siegfried the warrior.";
							next;
							mes "[մwO]";
							mes "Unfortunately...";
							mes "He was too ambitious.";
							mes "He fell in love with Thrud, Thor's first daughter, at first sight.";
							next;
							mes "[մwO]";
							mes "He asked Thor for permission to marry Thrud, but as was expected, Thor refused. Alvis should have given up there, but he didn't.";
							next;
							mes "[մwO]";
							mes "So Thor decided to test his knowledge by asking him some questions. The first question was, 'What is the name of the ground in human terms?' Do you know the answer?";
							next;
							switch(select("Ymir's body:Earth:Lane:Universe")) {
							default:
								set .@talk_not,1;
								break;
							case 2:
								break;
							}
						}
						else if (.@talk_to == 1) {
							mes "[մwO]";
							mes "Yes, that's right, 'Earth.' Alvis was able to also answer Thor's question correctly.";
							next;
							mes "[մwO]";
							mes "Thor then gave Alvis another question. What is the giant's term for the round shell that covers the earth?";
							next;
							switch(select("Ymir's Head:Sky:Cloud Factory:High House")) {
							default:
								set .@talk_not,1;
								break;
							case 4:
								break;
							}
						}
						else if (.@talk_to == 2) {
							mes "[մwO]";
							mes "That's it, 'High House.' Since the giants are so huge, it might have looked that way to them.";
							next;
							mes "[մwO]";
							mes "So Thor gave him another question. What is the term for the ball that rises in the sky at night, as used by the gods?";
							next;
							switch(select("Circling Wheel:Moon:False Sun:Fast Stranger")) {
							default:
								set .@talk_not,1;
								break;
							case 3:
								break;
							}
						}
						else if(.@talk_to == 3) {
							mes "[մwO]";
							mes "Yes! Gods refer to the";
							mes "moon as the 'false sun.'";
							mes "Although Alvis answered all of Thor's questions, he didn't notice the sun was rising.";
							next;
							mes "[մwO]";
							mes "Yes...";
							mes "Thor prolonged his test so that Alvis would be turned to stone";
							mes "once the sun rose.";
							next;
							mes "[մwO]";
							mes "There are two";
							mes "things we can learn";
							mes "from this story. First, do not covet something to the point of challenging fate or the gods.";
							next;
							mes "[մwO]";
							mes "Secondly, do not have too much pride in yourself. No matter how much ability or talent you may have, you cannot get everything";
							mes "you want.";
							next;
							mes "[մwO]";
							mes "It's most";
							mes "important to live a";
							mes "good and virtuous life. It's great to achieve your desires, but be aware that some desires are not meant to be fulfilled.";
							next;
							set god_mjo_1,2;
							mes "[մwO]";
							mes "Thank you for listening to my long story. If you meet anyone afflicted with an insatiable desire, please tell him this story of Thor and Alvis, a brave yet very defiant Dwarf.";
							close;
						}
						if (.@talk_not == 1) {
							mes "[մwO]";
							mes "Huh...?";
							mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
							next;
							mes "[մwO]";
							mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
							close;
						}
						else {
							set .@talk_to,.@talk_to + 1;
						}
					}
				}
				else {
					mes "[մwO]";
					mes "No˻ܡALڬOI?";
					mes "Юڤ@ӬĤnܡA";
					mes "@UVAnFA";
					mes "yܻڥH|iDAn";
					mes "Ʊ... KKKKK";
					close;
				}
			}
			else if (god_mjo_1 == 0) {
				mes "[մwO]";
				mes "What business";
				mes "do you have with";
				mes "me, human?";
				next;
				switch(select("S:nN䥴Z@U")) {
				case 1:
					mes "[մwO]";
					mes "You're funny, leave me alone.";
					close;
				case 2:
					mes "[մwO]";
					mes "No˻ܡALڬOI?";
					mes "Юڤ@ӬĤnܡA";
					mes "@UVAnFA";
					mes "yܻڥH|iDAn";
					mes "Ʊ... KKKKK";
					close;
				}
			}
			else {
				mes "[մwO]";
				mes "Zzzz Zzzz Zzzz...";
				close;
			}
		}
		else if (god_mjo_0 == 0) {
			mes "[մwO]";
			mes "I am Nordri,";
			mes "Dwarven Blacksmith.";
			next;
			mes "[մwO]";
			mes "I am in charge of this Northern part of Mount Mjolnir. If you wish to pass, you must first secure my approval!";
			next;
			mes "[մwO]";
			mes "Ho ho ho...";
			mes "Calm down, it";
			mes "was only a joke.";
			mes "Hahahahaha!";
			close;
		}
		else {
			mes "[մwO]";
			mes "Zzzz Zzzz Zzzz...";
			close;
		}
	}
}