//===== eAthena Script =======================================
//= Moscovia Quests
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= Quests for Moscovia.
//= The Moving Island, Help Mikhail, Acorn Exchange,
//= Banish Winter, Shafka Hat.
//===== Additional Comments: =================================
//= 1.0 First version. [Kisuka]
//= 1.1 Small fixes on The Moving Island. [Kisuka]
//============================================================
//============================================================================
// The Moving Island
//============================================================================
//----------------------------------------------------------------------------
// Berbayeff - Starting Point
//----------------------------------------------------------------------------
moscovia,171,71,3 script Berbayeff#npc 968,{
if (mos_whale_edq < 1) {
emotion e_an;
mes "[Berbayeff]";
mes "This..and..that...";
mes "All guys...are distrustful.";
mes "Makes me a braggart.";
next;
select("Do you have a problem?");
mes "[Berbayeff]";
mes "I haven't seen you before.";
mes "Are you a traveler?";
mes "If so, then you may have";
mes "seen many marvelous things";
mes "from near and far.";
next;
mes "[Berbayeff]";
mes "I'm sure you'll probably";
mes "be interested in my story.";
mes "All the villagers are blockheads,";
mes "so they treat me like an idiot.";
next;
if(select("I'm not interested in any story.:Tell me.") == 1) {
mes "[Berbayeff]";
mes "Indeed... You are not interested...";
mes "That's ok.";
next;
mes "[Berbayeff]";
mes "If you change your mind,";
mes "you can talk to me whenever.";
close;
}
emotion e_no1;
mes "[Berbayeff]";
mes "Good, I have been thinking that";
mes "I would tell you this story from the start.";
next;
mes "[Berbayeff]";
mes "You seem to have spent";
mes "only a few days here.";
mes "Have you ever heard";
mes "about The Moving Island?";
next;
mes "[Berbayeff]";
mes "In Moscovia,";
mes "a story is handed down";
mes "from the ancients, like legends.";
next;
mes "[Berbayeff]";
mes "It is said that";
mes "there is an island";
mes "which sometimes moves,";
mes "not far out at sea.";
next;
mes "[Berbayeff]";
mes "But, nobody has seen";
mes "the island before.";
mes "So, few people have";
mes "believed the legend.";
next;
mes "[Berbayeff]";
mes "Actually, I thought that";
mes "it might be a kind of";
mes "old story... nothing more.";
mes "But then... I saw...";
next;
mes "[Berbayeff]";
mes "Actually, I thought that";
mes "it might be a kind of";
mes "old story... nothing more.";
mes "But then... I saw...";
mes "The Moving Island!!!";
next;
mes "[Berbayeff]";
mes "Surprised? Right...";
mes "It is so surprising.";
mes "Frankly, you don't believe";
mes "any of this story either.";
next;
mes "[Berbayeff]";
mes "I saw the island";
mes "from the middle of";
mes "the village's south shore.";
next;
mes "[Berbayeff]";
mes "At first, I doubted my eyes.";
mes "I have never heard that that island";
mes "really existed here, even though I";
mes "have lived here all my life!";
next;
mes "[Berbayeff]";
mes "I tried to go up";
mes "to look at it from";
mes "higher ground, but";
mes "the island receded";
mes "and disappeared...";
mes "back to the sea.";
next;
select("The island doesn't appear any more?");
mes "[Berbayeff]";
mes "If it does,";
mes "one might just think";
mes "that they've looked";
mes "at an apparition.";
next;
mes "[Berbayeff]";
mes "But a few nights ago...";
mes "Finally, the island appeared";
mes "in front of me again,";
mes "while I was driving my ship to go home.";
next;
mes "[Berbayeff]";
mes "At that time, I tried to";
mes "get near the island again,";
mes "slowly, but it disappeared...";
mes "beyond the sea once more.";
next;
mes "[Berbayeff]";
mes "It was then, I couldn't help";
mes "to finally believe";
mes "in the existence of";
mes "The Moving Island!";
next;
mes "[Berbayeff]";
mes "Surely, this must be";
mes "a great discovery!";
mes "Don't you think??";
mes "Doesn't your heart shout out in";
mes "hopes of adventuring out to the island?";
next;
mes "[Berbayeff]";
mes "I haven't given up yet!";
mes "Certainly, it'll appear again";
mes "right in front of us!";
next;
mes "[Berbayeff]";
mes "And on that day,";
mes "I'll definitely go up to that";
mes "island... and verify it with my own eyes!";
set mos_whale_edq,1;
close;
}
else if (mos_whale_edq == 1) {
set .@speak,rand(1,5);
if (.@speak > 0 || .@speak < 3) {
mes "[Berbayeff]";
mes "Clearly, I want to prove";
mes "the existence of that island to everyone...";
next;
mes "[Berbayeff]";
mes "If the island appears again,";
mes "I should certify its identity.";
mes "Would you like to try it?";
close;
}
else if (.@speak > 2 || .@speak < 6) {
mes "[Berbayeff]";
mes "The best way to find the";
mes "island is by direct contact";
mes "with a ship in the sea.";
next;
mes "[Berbayeff]";
mes "Me?";
mes "Of course I have a ship.";
mes "I am a fisherman afterall...";
next;
mes "[Berbayeff]";
mes "Ah, you do? You need...";
mes "a ship? Hm...too bad.";
mes "I can't lend my ship to you...";
next;
mes "[Berbayeff]";
mes "But maybe Mr. Ibanoff";
mes "can lend his ship to you";
mes "He likes going around";
mes "adventuring like me.";
mes "He seems to enjoy his youth...";
next;
mes "[Berbayeff]";
mes "Mr. Ibanoff also traveled and";
mes "adventured all over the world";
mes "like you, so he might understand";
mes "your sentiments well.";
next;
mes "[Berbayeff]";
mes "If you want to find the island";
mes "by ship, go to Mr. Ibanoff";
mes "and ask for a favor.";
close;
}
else {
mes "um...What a beautiful day?";
mes "Hahahahahaha...";
close;
}
}
else if (mos_whale_edq > 12 && mos_whale_edq < 42) {
emotion e_omg;
mes "[Berbayeff]";
mes "Are you serious? Did you say";
mes "you've found The Moving Island?";
next;
emotion e_no1;
mes "[Berbayeff]";
mes "The legend is true!!";
mes "I was right, wasn't I?";
mes "You must be a great adventurer.";
close;
}else{
mes "[Berbayeff]";
mes "Welcome to Moscovia.";
mes "What's your impression thus far?";
mes "Looks gorgeous, huh?";
next;
mes "[Berbayeff]";
mes "Most travelers and strangers";
mes "like our village.";
mes "I want you to visit places here and";
mes "there. You'll probably love this town.";
close;
}
}
//----------------------------------------------------------------------------
// Mr. Ibanoff - Docks
//----------------------------------------------------------------------------
moscovia,135,49,5 script Mr. Ibanoff#npc 964,{
if (mos_whale_edq == 1 || mos_whale_edq == 2) {
mes "["+strcharinfo(0)+"]";
mes "Hello. Are you Mr. Ibanoff?";
next;
mes "[Mr. Ibanoff]";
mes "Yes. I am Mr. Ibanoff.";
mes "What's up?";
next;
if(select("Tell me an adventure story.:Lend me your ship.") == 1) {
mes "[Mr. Ibanoff]";
mes "You are an adventurer, right?";
mes "You come from a strange land?";
mes "Well, well, well...";
mes "You are welcome here.";
next;
mes "[Mr. Ibanoff]";
mes "When I adventured around";
mes "Rune Midgarts, maybe it was";
mes "well before you were born.";
mes "Ah... I miss those days...";
next;
mes "[Mr. Ibanoff]";
mes "Now, I'm so tired;";
mes "my body and my heart.";
mes "I get reminded of fond";
mes "memories just by looking at the sea...";
next;
mes "[Mr. Ibanoff]";
mes "Um... Stories...";
mes "What to talk about first?";
mes "Right, I'll talk about that time I";
mes "fought against a huge flock of Porings...";
next;
mes "["+strcharinfo(0)+"]";
mes "Hahaha...";
next;
mes "[Mr. Ibanoff]";
mes "You'll be happy that you";
mes "listened to the adventure story.";
mes "Well, well, well...";
mes "When I was 24 years old...";
mes "My colleagues and I were passing by";
mes "a forest near Payon...";
next;
mes "when...";
next;
mes "and....";
next;
mes "then.....";
next;
mes "Finally......";
next;
mes "[Mr. Ibanoff]";
mes "I did a very good";
mes "job in the fight, so";
mes "my colleagues and I were";
mes "able to get back safely.";
next;
mes "[Mr. Ibanoff]";
mes "What did you think?";
mes "Next... Let's talk about";
mes "the haunting of a Goblin mob...!";
next;
if(select("I'll listen next time...:Interesting. Keep talking.") == 1) {
mes "[Mr. Ibanoff]";
mes "If not...Ooo, I can just";
mes "keep going and going...";
mes "No? Too bad... Hehe...";
mes "Let's talk next time.";
close;
}
mes "[Mr. Ibanoff]";
mes "Yeah? Ohohoh... my friend,";
mes "we are in sync with each other...!";
next;
mes "[Mr. Ibanoff]";
mes "Ok, this time I'll talk";
mes "about the bloody fight at the";
mes "haunting of a Goblin mob...";
next;
mes "You see...";
next;
mes "and....";
next;
mes "also.....";
next;
mes "Lastly......";
next;
mes "[Mr. Ibanoff]";
mes "So, the day's great bloody";
mes "fight was over like that...";
mes "Ohwee...";
next;
mes "[Mr. Ibanoff]";
mes "Hah! You are the first";
mes "to listen carefully to";
mes "my stories, for a long time.";
mes "Feels so good...";
next;
mes "[Mr. Ibanoff]";
mes "You absolutely have talent,";
mes "as a great adventurer.";
mes "You can become a good friend to me.";
next;
mes "[Mr. Ibanoff]";
mes "Next time, we talk about your";
mes "adventure story... eh? ~";
mes "If you ever need anything,";
mes "come talk to me whenever, hahaha!";
set mos_whale_edq,2;
close;
}
if (mos_whale_edq == 2) {
mes "[Mr. Ibanoff]";
mes "Ah! The good listener!";
mes "What will you do if you";
mes "borrow my ship? I wonder...";
next;
mes "["+strcharinfo(0)+"]";
mes "I'm going to adventure out";
mes "to sea, to find a moving";
mes "island which has brought";
mes "many a legend to this neighboring village.";
next;
mes "[Mr. Ibanoff]";
mes "The Moving Island?";
mes "I have never seen that really...";
mes "You are young! Hawhawhaw!";
next;
mes "[Mr. Ibanoff]";
mes "I hope that you find";
mes "the island without fail,";
mes "and that you bring back";
mes "surprising news to us!";
next;
mes "[Mr. Ibanoff]";
mes "Let it be so!";
mes "First, I should check";
mes "the state of the ship...";
mes "You have some work to do,";
mes "if you want to help me.";
next;
mes "[Mr. Ibanoff]";
mes "She has not floated";
mes "for a long time,";
mes "so we should check";
mes "and repair the parts";
mes "that power her up.";
next;
mes "[Mr. Ibanoff]";
mes "Preparing the tools for repairs, in";
mes "this place, takes several days...";
mes "if you can possibly prepare them.";
next;
mes "[Mr. Ibanoff]";
mes "The materials needed are:";
mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
next;
mes "[Mr. Ibanoff]";
mes "When you've prepared all the";
mes "materials, bring them to me. I'll";
mes "repair the ship.";
set mos_whale_edq,3;
close;
}else{
emotion e_ag;
mes "[Mr. Ibanoff]";
mes "You want to borrow";
mes "my ship so spontaneously??";
mes "I don't even know you!!";
mes "You are more rude than you look.";
next;
mes "[Mr. Ibanoff]";
mes "I don't know, how you know";
mes "that I have a ship...";
mes "Anyway, I can't lend my ship";
mes "willingly to strangers.";
close;
}
}
else if (mos_whale_edq == 3) {
mes "[Mr. Ibanoff]";
mes "Did you bring all the materials?";
mes "If we have all the materials,";
mes "we can prepare for departure!";
next;
if (countitem(7167) > 9 && countitem(7317) > 9 && countitem(7325) > 4 && countitem(7312) > 9) {
mes "[Mr. Ibanoff]";
mes "Oh! You got the all materials.";
mes "It's enough.";
next;
delitem 7167,10; //Mystery_Iron_Bit
delitem 7317,10; //Screw
delitem 7325,5; //Tube
delitem 7312,10; //Jubilee
set mos_whale_edq,4;
mes "[Mr. Ibanoff]";
mes "Okay, we are at the ready.";
mes "When would you like to depart?";
mes "I'll say one thing...";
mes "It's difficult to keep this";
mes "ship afloat after the sun has set.";
next;
mes "[Mr. Ibanoff]";
mes "In these neighboring waters,";
mes "there are many raging waves.";
mes "After the sun sets, the tide does";
mes "not get any easier... even for an";
mes "expert seaman.";
next;
mes "[Mr. Ibanoff]";
mes "Remember, the poor condition of";
mes "this ship also factors when";
mes "attempting to plow through the";
mes "raging waves.";
next;
mes "[Mr. Ibanoff]";
mes "If you are ready to depart, talk to";
mes "me before the sun sets.";
close;
}else{
mes "[Mr. Ibanoff]";
mes "These materials are insufficient.";
mes "Perhaps you forgot some of them?";
next;
mes "[Mr. Ibanoff]";
mes "The materials needed are:";
mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
close;
}
}
else if (mos_whale_edq == 4) {
mes "[Mr. Ibanoff]";
mes "Oh. Are you ready to depart?";
mes "Good, let's see...";
next;
if (gettime(3)>=7 && gettime(3)<20) {
mes "[Mr. Ibanoff]";
mes "Hmm. It's not a bad time.";
mes "We should hurry up";
mes "before the sun sets.";
mes "The ship is prepared already";
mes "at a dock nearby, so we can depart";
mes "right away.";
close2;
warp "mosk_ship",94,110;
end;
}else{
mes "[Mr. Ibanoff]";
mes "Gee. The sun has already set.";
mes "It's too dangerous to depart";
mes "at night because of the waves";
mes "getting too rugged.";
next;
mes "[Mr. Ibanoff]";
mes "When the sun rises again tomorrow,";
mes "you can come back. We can't depart";
mes "right now.";
close;
}
}
else if (mos_whale_edq > 4 && mos_whale_edq < 15) {
mes "[Mr. Ibanoff]";
mes "That last sailing was tough...";
mes "But, all adventures";
mes "are like that...";
mes "Hahaha!";
next;
mes "[Mr. Ibanoff]";
mes "If you keep a mind to";
mes "depart again... tell me";
mes "before the sun sets.";
mes "while the sun rises.";
next;
mes "[Mr. Ibanoff]";
mes "Will you depart?";
next;
if(select("I'm not ready.:Let's go.") == 1) {
mes "[Mr. Ibanoff]";
mes "When you are ready to depart, tell me.";
close;
}
if (gettime(3)>=7 && gettime(3)<20) {
set mos_whale_edq,4;
mes "[Mr. Ibanoff]";
mes "Hmm. It's not a bad time.";
mes "We should hurry up";
mes "before the sun sets.";
mes "The ship is prepared already";
mes "at a dock nearby, so we can depart";
mes "right away.";
close2;
warp "mosk_ship",94,110;
end;
}else{
mes "[Mr. Ibanoff]";
mes "Gee. The sun has already set.";
mes "It's too dangerous to depart";
mes "at night because of the waves";
mes "getting too rugged.";
next;
mes "[Mr. Ibanoff]";
mes "When the sun rises again tomorrow,";
mes "you can come back. We can't depart";
mes "right now.";
close;
}
}
else if (mos_whale_edq == 15) {
mes "[Mr. Ibanoff]";
mes "Hey you... You are alive!";
mes "When you were swept away by the";
mes "waves, I thought that was the last";
mes "I would ever see of you!";
next;
mes "[Mr. Ibanoff]";
mes "Anyway, where were you all this time?";
next;
select("Explain the whole story.");
mes "[Mr. Ibanoff]";
mes "Oh... that's really marvelous.";
mes "Well I never...";
mes "The island truly exists...?";
next;
mes "[Mr. Ibanoff]";
mes "What's more...";
mes "The island is not an island?!?";
mes "It's a gigantic whale???";
next;
mes "[Mr. Ibanoff]";
mes "And trees grow... and water";
mes "streams... along the whale's";
mes "back!!?";
next;
mes "[Mr. Ibanoff]";
mes "That's unbelievable!";
mes "The most marvelous incident I have";
mes "ever heard in my lifetime!";
next;
mes "[Mr. Ibanoff]";
mes "Also, I am surprised at the";
mes "presence of an aged person on Whale";
mes "Island!";
next;
mes "[Mr. Ibanoff]";
mes "He must be a man strong in";
mes "spirit... with experience and high";
mes "discipline.";
next;
mes "[Mr. Ibanoff]";
mes "The story of the island has";
mes "advanced enough until this part.";
mes "Why don't you announce your";
mes "findings to our dearest Csar";
mes "and receive aid to find Whale";
mes "Island?";
next;
mes "[Mr. Ibanoff]";
mes "Our dear Csar likes it very";
mes "much to hear stories about";
mes "valuable things, so if he";
mes "listens to your story, he may give";
mes "you a prize...";
next;
mes "[Mr. Ibanoff]";
mes "And if you have any plans to go";
mes "back to the island, I want to go";
mes "together with you! Eh? Hahaha!";
set mos_whale_edq,16;
close;
}
else if (mos_whale_edq > 15 && mos_whale_edq < 18) {
mes "[Mr. Ibanoff]";
mes "If our dear Csar listens to this";
mes "kind of story, he would find it a";
mes "pleasure.";
next;
mes "[Mr. Ibanoff]";
mes "He might even give you a prize...";
close;
}
else if (mos_whale_edq == 18) {
mes "[Mr. Ibanoff]";
mes "Hm. Our dear Csar requested";
mes "evidence of the whale island?...";
next;
mes "[Mr. Ibanoff]";
mes "That may prove a little";
mes "difficult...";
next;
mes "[Mr. Ibanoff]";
mes "Do you have a guarantee that you";
mes "can find Whale Island again?";
next;
mes "[Mr. Ibanoff]";
mes "I think you won't give up.";
mes "How about if we depart";
mes "once more, and I will gladly help";
mes "you find Whale Island!";
next;
if(select("Try again to find Whale Island.:Give up.") == 1) {
mes "[Mr. Ibanoff]";
mes "That does it! I expected it.";
mes "I knew you weren't the type to give up an adventure!";
next;
mes "[Mr. Ibanoff]";
mes "Again, let's get the ship ready and sail before the sun sets!";
set mos_whale_edq,19;
close;
}
mes "[Mr. Ibanoff]";
mes "I see...";
mes "Even though you like adventure,";
mes "it might be impossible to find";
mes "Whale Island again...";
next;
mes "[Mr. Ibanoff]";
mes "If you change your mind,";
mes "anytime, come tell me.";
mes "Frankly, I would love to see you";
mes "prove the existence of Whale Island";
mes "to our dear Csar.";
close;
}
else if (mos_whale_edq == 19) {
mes "[Mr. Ibanoff]";
mes "Oh! Are you ready to depart?";
next;
if(select("I'm not ready.:Let's go.") == 1) {
mes "[Mr. Ibanoff]";
mes "When you are ready to depart, tell me.";
close;
}
if (gettime(3)>=7 && gettime(3)<20) {
mes "[Mr. Ibanoff]";
mes "Hmm. It's not a bad time.";
mes "We should hurry up";
mes "before the sun sets.";
mes "The ship is prepared already";
mes "at a dock nearby, so we can depart";
mes "right away.";
close2;
warp "mosk_ship",94,110;
end;
}else{
mes "[Mr. Ibanoff]";
mes "Gee. The sun has already set.";
mes "It's too dangerous to depart";
mes "at night because of the waves";
mes "getting too rugged.";
next;
mes "[Mr. Ibanoff]";
mes "When the sun rises again tomorrow,";
mes "you can come back. We can't depart";
mes "right now.";
close;
}
}
else if (mos_whale_edq > 19 && mos_whale_edq < 32) {
mes "[Mr. Ibanoff]";
mes "What a surprise!!";
mes "Where have you been??";
mes "I was worried that you had";
mes "disappeared forever!";
next;
mes "[Mr. Ibanoff]";
mes "I don't care... Wherever you have";
mes "been, it's very good to see you";
mes "again.";
set mos_whale_edq,19;
next;
mes "[Mr. Ibanoff]";
mes "I can guess you'd like to go to";
mes "Whale Island once again...";
next;
if (gettime(3)>=7 && gettime(3)<20) {
mes "[Mr. Ibanoff]";
mes "Hmm. It's not a bad time.";
mes "We should hurry up";
mes "before the sun sets.";
mes "The ship is prepared already";
mes "at a dock nearby, so we can depart";
mes "right away.";
close2;
warp "mosk_ship",94,110;
end;
}else{
mes "[Mr. Ibanoff]";
mes "Gee. The sun has already set.";
mes "It's too dangerous to depart";
mes "at night because of the waves";
mes "getting too rugged.";
next;
mes "[Mr. Ibanoff]";
mes "When the sun rises again tomorrow,";
mes "you can come back. We can't depart";
mes "right now.";
close;
}
}
else if (mos_whale_edq == 32) {
mes "[Mr. Ibanoff]";
mes "Oh. You came back!";
mes "So, how did you do?";
next;
mes "[Mr. Ibanoff]";
mes "You say...";
mes "If you bring the materials, the old";
mes "man makes the instrument...";
next;
mes "[Mr. Ibanoff]";
mes "And he promised that he won't move";
mes "the island until you go back";
mes "again...";
next;
mes "[Mr. Ibanoff]";
mes "I see. I remember the exact";
mes "directions. Let's leave";
mes "immediately, as soon as you are";
mes "ready.";
set mos_whale_edq,33;
close;
}
else if (mos_whale_edq > 32 && mos_whale_edq < 39) {
mes "[Mr. Ibanoff]";
mes "Oh. Did you get all the";
mes "materials you needed?";
next;
mes "[Mr. Ibanoff]";
mes "If so, do you want to go now?";
next;
if(select("Not yet.:Let's go.") == 1) {
mes "[Mr. Ibanoff]";
mes "I see. I will wait.";
close;
}
mes "[Mr. Ibanoff]";
mes "Ok, let's go!";
close2;
warp "mosk_fild01",93,94;
end;
}
else if (mos_whale_edq > 38 && mos_whale_edq < 41) {
mes "[Mr. Ibanoff]";
mes "Finally, everything has ended";
mes "successfully. With this, I add 1";
mes "more page to my... no, OUR adventure story!";
next;
mes "[Mr. Ibanoff]";
mes "Someday, I want to have another";
mes "chance to have another fantastic";
mes "adventure with a person like you!";
close;
}
else if (mos_whale_edq == 41) {
mes "[Mr. Ibanoff]";
mes "I heard that you played a great";
mes "performance, with the instrument";
mes "from Whale Island, at the Imperial";
mes "Palace. Eh? You must have quite the talent!";
next;
mes "[Mr. Ibanoff]";
mes "Finally, everything has ended";
mes "successfully. With this, I add 1";
mes "more page to my... no, OUR adventure story!";
next;
mes "[Mr. Ibanoff]";
mes "Someday, I want to have another";
mes "chance to have another fantastic";
mes "adventure with a person like you!";
close;
}
else if (mos_whale_edq > 90 && mos_whale_edq < 100) {
mes "[Mr. Ibanoff]";
mes "What's going on?";
mes "You should ride a ship now? Let's ready to leave hurry up.";
set mos_whale_edq,4;
close;
}
else if (mos_whale_edq > 200 && mos_whale_edq < 300) {
mes "[Mr. Ibanoff]";
mes "What's going on?";
mes "You should ride a ship now? Let's ready to leave hurry up.";
set mos_whale_edq,19;
close;
}
else{
mes "[Mr. Ibanoff]";
mes "You are also an adventurer from another province. I also was a great adventurer.";
next;
mes "[Mr. Ibanoff]";
mes "Uf...I just want to be 20 years younger, so I can travel here and there with invigorating youth such as you... Time is an enemy. Hahahahaha!";
close;
}
}
//----------------------------------------------------------------------------
// Mr. Ibanoff - Ship
//----------------------------------------------------------------------------
mosk_ship,98,110,3 script Mr. Ibanoff#npc2 964,{
if (mos_whale_edq == 4) {
mes "[Mr. Ibanoff]";
mes "What a time for sailing!";
mes "The wind of the sea is so cool.";
next;
mes "["+strcharinfo(0)+"]";
mes "You didn't have to accompany me";
mes "through this dangerous sailing...";
next;
mes "[Mr. Ibanoff]";
mes "Such as I am, I know the";
mes "sea a lot better than you!";
mes "And this ship has been my";
mes "friend through all my life!";
mes "I wouldn't abandon a friend.";
mes "Would you? ~";
next;
mes "[Mr. Ibanoff]";
mes "I will order you where to go, by";
mes "watching the seas.";
next;
mes "[Mr. Ibanoff]";
mes "You just adjust the direction of";
mes "the rudder by following my orders.";
next;
mes "[Mr. Ibanoff]";
mes "At first, hold the rudder to go";
mes "forward, to the east.";
set mos_whale_edq,5;
close;
}
else if (mos_whale_edq == 5) {
mes "[Mr. Ibanoff]";
mes "Keep the direction by holding the";
mes "rudder to move forward to the";
mes "East.";
close;
}
else if (mos_whale_edq == 6) {
set .@ship1,rand(1,4);
if (.@ship1 == 3) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "North, to follow the currents.";
set mos_whale_edq,7;
close;
}else{
mes "[Mr. Ibanoff]";
mes "Nothing yet... Nothing has changed";
mes "in the flow of water. There is";
mes "nothing to note...";
next;
mes "[Mr. Ibanoff]";
mes "We had better keep sailing on this";
mes "heading for now.";
close;
}
}
else if ($@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "North, and follow the currents!";
close;
}
else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
set .@ship1,rand(1,3);
if (.@ship1 == 3) {
set .@ship2,rand(1,4);
if (.@ship2 == 1) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "East, to follow the currents.";
set mos_whale_edq,91;
close;
}
else if (.@ship2 == 2) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "West, to follow the currents.";
set mos_whale_edq,92;
close;
}
else if (.@ship2 == 3) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "South, to follow the currents.";
set mos_whale_edq,93;
close;
}
else if (.@ship2 == 4) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "North, to follow the currents.";
set mos_whale_edq,94;
close;
}
}else{
mes "[Mr. Ibanoff]";
mes "Nothing yet... Nothing has changed";
mes "in the flow of water. There is";
mes "nothing to note...";
next;
mes "[Mr. Ibanoff]";
mes "We had better keep sailing on this heading for now.";
close;
}
}
else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "East, and follow the currents!";
close;
}
else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "West, and follow the currents!";
close;
}
else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "South, and follow the currents!";
close;
}
else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "North, and follow the currents!";
close;
}
else if (mos_whale_edq == 10 && $@mos1_edq == 0) {
set .@ship1,rand(1,3);
if (.@ship1 == 2) {
set .@ship2,rand(1,4);
if (.@ship2 == 1) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "East, to follow the currents.";
set mos_whale_edq,91;
close;
}
else if (.@ship2 == 2) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "West, to follow the currents.";
set mos_whale_edq,92;
close;
}
else if (.@ship2 == 3) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "South, to follow the currents.";
set mos_whale_edq,93;
close;
}
else if (.@ship2 == 4) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "North, to follow the currents.";
set mos_whale_edq,94;
close;
}
}else{
mes "[Mr. Ibanoff]";
mes "Nothing yet... Nothing has changed";
mes "in the flow of water. There is";
mes "nothing to note...";
next;
mes "[Mr. Ibanoff]";
mes "We had better keep sailing on this heading for now.";
close;
}
}
else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 11) {
mes "[Mr. Ibanoff]";
mes "Look... Beyond the sea!";
mes "Do you see something moving";
mes "mysteriously?";
next;
mes "[Mr. Ibanoff]";
mes "Heheh... What is...";
mes "that... Hey! You...";
mes "Go around the deck to look more";
mes "carefully! Go!";
set mos_whale_edq,12;
donpcevent "#findship::OnEnable";
close;
}
else if (mos_whale_edq == 12) {
mes "[Mr. Ibanoff]";
mes "What are you doing...? Go around";
mes "the deck to look more carefully!";
mes "Go!";
donpcevent "#findship::OnEnable";
close;
return;
}
else if (mos_whale_edq == 19) {
mes "[Mr. Ibanoff]";
mes "This time, I hope to find that";
mes "whale island again without any";
mes "incidents...";
next;
mes "[Mr. Ibanoff]";
mes "The method is the same as before.";
next;
mes "[Mr. Ibanoff]";
mes "I will order you where to go, by";
mes "watching the seas.";
next;
mes "[Mr. Ibanoff]";
mes "You just adjust the direction of";
mes "the rudder by following my orders.";
next;
mes "[Mr. Ibanoff]";
mes "At first, hold the rudder to go";
mes "forward, to the east.";
set mos_whale_edq,20;
close;
}
else if (mos_whale_edq == 20) {
mes "[Mr. Ibanoff]";
mes "Keep the direction by holding the";
mes "rudder to move forward to the";
mes "East.";
close;
}
else if (mos_whale_edq == 21) {
set .@ship1,rand(1,3);
if (.@ship1 == 2) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "North, to follow the currents.";
set mos_whale_edq,22;
close;
}else{
mes "[Mr. Ibanoff]";
mes "Nothing yet... Nothing has changed";
mes "in the flow of water. There is";
mes "nothing to note...";
next;
mes "[Mr. Ibanoff]";
mes "We had better keep sailing on this heading for now.";
close;
}
}
else if ($@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "North, and follow the currents!";
close;
}
else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
set .@ship1,rand(1,5);
if (.@ship1 == 3) {
set .@ship2,rand(1,4);
if (.@ship2 == 1) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "East, to follow the currents.";
set mos_whale_edq,241;
close;
}
else if (.@ship2 == 2) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "West, to follow the currents.";
set mos_whale_edq,242;
close;
}
else if (.@ship2 == 3) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "South, to follow the currents.";
set mos_whale_edq,243;
close;
}
else if (.@ship2 == 4) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "North, to follow the currents.";
set mos_whale_edq,244;
close;
}
}else{
mes "[Mr. Ibanoff]";
mes "Nothing yet... Nothing has changed";
mes "in the flow of water. There is";
mes "nothing to note...";
next;
mes "[Mr. Ibanoff]";
mes "We had better keep sailing on this heading for now.";
close;
}
}
else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "East, and follow the currents!";
close;
}
else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "West, and follow the currents!";
close;
}
else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "East, and follow the currents!";
close;
}
else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Hey!";
mes "Did you not hear me?";
mes "Change the rudder forward to the";
mes "East, and follow the currents!";
close;
}
else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
set .@ship1,rand(1,4);
if (.@ship1 == 3) {
set .@ship2,rand(1,4);
if (.@ship2 == 1) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "East, to follow the currents.";
set mos_whale_edq,241;
close;
}
else if (.@ship2 == 2) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "West, to follow the currents.";
set mos_whale_edq,242;
close;
}
else if (.@ship2 == 3) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "South, to follow the currents.";
set mos_whale_edq,243;
close;
}
else if (.@ship2 == 4) {
mes "[Mr. Ibanoff]";
mes "Hm. The sea currents have changed.";
mes "Adjust the rudder forward to the";
mes "North, to follow the currents.";
set mos_whale_edq,244;
close;
}
}else{
mes "[Mr. Ibanoff]";
mes "Nothing yet... Nothing has changed";
mes "in the flow of water. There is";
mes "nothing to note...";
next;
mes "[Mr. Ibanoff]";
mes "We had better keep sailing on this heading for now.";
close;
}
}
else if (mos_whale_edq == 26) {
mes "[Mr. Ibanoff]";
mes "Look there!";
mes "There is a moving island!";
mes "We have done well!";
next;
mes "[Mr. Ibanoff]";
mes "Oh...my...";
mes "It really is there...";
mes "A whale! It's unbelievable!";
mes "It is as true as that...";
next;
mes "[Mr. Ibanoff]";
mes "I feel I can go anywhere with you!";
mes "Even through impossible things!";
mes "Haha! You are a friend who brings";
mes "good luck.";
next;
mes "[Mr. Ibanoff]";
mes "Okay, now that you have landed on";
mes "the island, I have to go back...";
next;
mes "[Mr. Ibanoff]";
mes "If another wave crashes against";
mes "this boat, I feel she might break";
mes "into pieces!";
next;
mes "[Mr. Ibanoff]";
mes "Good luck. I hope you";
mes "can return without problems.";
mes "I will pray for you.";
mes "See you next time.";
set mos_whale_edq,30;
close2;
warp "mosk_fild01",93,94;
end;
}
else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Don't adjust wheels now.";
mes "You can do that under my direction.";
close;
}
else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Don't adjust wheels now.";
mes "You can do that under my direction.";
close;
}
else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We must first repulse the";
mes "monsters!";
close;
}
else{
mes "[Mr. Ibanoff]";
mes "What? How did you get on";
mes "this ship?? You... No.";
mes "I'll forgive you this once, but go";
mes "back now.";
close2;
warp "moscovia",163,55;
end;
}
}
//----------------------------------------------------------------------------
// Rudder
//----------------------------------------------------------------------------
mosk_ship,101,111,4 script rudder#ship 111,{
if (mos_whale_edq == 5) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "keep heading east this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,6;
close;
break;
case 2:
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
break;
case 3:
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
break;
case 4:
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
}
}
else if (mos_whale_edq == 4) {
mes "[Mr. Ibanoff]";
mes "You don't have to adjust the rudder for now.";
mes "Wait for my direction.";
close;
}
else if (mos_whale_edq == 6) {
mes "[Mr. Ibanoff]";
mes "Do not yet adjust the rudder.";
mes "Only when I order you to,";
mes "you adjust the rudder.";
close;
}
else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon1,rand(1,5);
if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,5);
}
else if (.@ship_mon1 == 4) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 2:
set .@ship_mon1,rand(1,5);
if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,5);
}
else if (.@ship_mon1 == 4) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 3:
set .@ship_mon1,rand(1,5);
if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,5);
}
else if (.@ship_mon1 == 4) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 4:
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading north this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,8;
close;
}
}
else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Do not yet adjust the rudder.";
mes "Only when I order you to,";
mes "you adjust the rudder.";
close;
}
else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon2,rand(1,4);
if (.@ship_mon2 == 3) {
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading east this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
next;
mes "[Mr. Ibanoff]";
mes "Wait! Something has appeared in front of us...";
next;
mes "[Mr. Ibanoff]";
mes "Monsters!!!";
next;
mes "[Mr. Ibanoff]";
mes "These monsters are like none I have";
mes "ever encountered! Be careful! We";
mes "must repulse these monsters!";
set $@mos1_edq,$@mos1_edq+1;
set mos_whale_edq,11;
donpcevent "Baehideun3#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading east this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,10;
close;
}
break;
case 2:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
}
break;
case 3:
set .@ship_mon1,rand(1,4);
if (.@sship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
}
break;
case 4:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
}
}
}
else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
close;
}
break;
case 2:
set .@ship_mon2,rand(1,4);
if (.@ship_mon2 == 3) {
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading west this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
next;
mes "[Mr. Ibanoff]";
mes "Wait! Something has appeared in front of us...";
next;
mes "[Mr. Ibanoff]";
mes "Monsters!!!";
next;
mes "[Mr. Ibanoff]";
mes "These monsters are like none I have";
mes "ever encountered! Be careful! We";
mes "must repulse these monsters!";
set $@mos1_edq,$@mos1_edq+1;
set mos_whale_edq,11;
donpcevent "Baehideun3#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading west this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,10;
close;
}
break;
case 3:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
close;
}
break;
case 4:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
close;
}
}
}
else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
close;
}
break;
case 2:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
close;
}
break;
case 3:
set .@ship_mon2,rand(1,4);
if (.@ship_mon2 == 3) {
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading south this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
next;
mes "[Mr. Ibanoff]";
mes "Wait! Something has appeared in front of us...";
next;
mes "[Mr. Ibanoff]";
mes "Monsters!!!";
next;
mes "[Mr. Ibanoff]";
mes "These monsters are like none I have";
mes "ever encountered! Be careful! We";
mes "must repulse these monsters!";
set $@mos1_edq,$@mos1_edq+1;
set mos_whale_edq,11;
donpcevent "Baehideun3#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading south this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,10;
close;
}
break;
case 4:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
close;
}
}
}
else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 2:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 3:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 4:
set .@ship_mon2,rand(1,4);
if (.@ship_mon2 == 3) {
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading north this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
next;
mes "[Mr. Ibanoff]";
mes "Wait! Something has appeared in front of us...";
next;
mes "[Mr. Ibanoff]";
mes "Monsters!!!";
next;
mes "[Mr. Ibanoff]";
mes "These monsters are like none I have";
mes "ever encountered! Be careful! We";
mes "must repulse these monsters!";
set $@mos1_edq,$@mos1_edq+1;
set mos_whale_edq,11;
donpcevent "Baehideun3#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading north this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,10;
close;
}
}
}
else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 11 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq > 10 && mos_whale_edq < 13) {
mes "[Mr. Ibanoff]";
mes "Look... Beyond the sea!";
mes "Do you see something moving";
mes "mysteriously?";
next;
mes "[Mr. Ibanoff]";
mes "Heheh... What is...";
mes "that... Hey! You...";
mes "Go around the deck to look more";
mes "carefully! Go!";
close;
}
else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 20) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading east this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,21;
close;
break;
case 2:
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
break;
case 3:
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
break;
case 4:
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
}
}
else if (mos_whale_edq == 21) {
mes "[Mr. Ibanoff]";
mes "Do not yet adjust the rudder.";
mes "Only when I order you to,";
mes "you adjust the rudder.";
close;
}
else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 4) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 2:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 4) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 3:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 4) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 4:
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading north this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,23;
close;
}
}
else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "Do not yet adjust the rudder.";
mes "Only when I order you to,";
mes "you adjust the rudder.";
close;
}
else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon2,rand(1,5);
if (.@ship_mon2 == 3) {
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading east this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
next;
mes "[Mr. Ibanoff]";
mes "Wait! Something has appeared in front of us...";
next;
mes "[Mr. Ibanoff]";
mes "Monsters!!!";
next;
mes "[Mr. Ibanoff]";
mes "These monsters are like none I have";
mes "ever encountered! Be careful! We";
mes "must repulse these monsters!";
set $@mos1_edq,$@mos1_edq+1;
set mos_whale_edq,26;
donpcevent "Baehideun4#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading east this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,25;
close;
}
break;
case 2:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
}
break;
case 3:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
}
break;
case 4:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go East!";
mes "You should sail in the right";
mes "direction! To the east!";
close;
}
}
}
else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
close;
}
break;
case 2:
set .@ship_mon2,rand(1,5);
if (.@ship_mon2 == 3) {
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading west this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
next;
mes "[Mr. Ibanoff]";
mes "Wait! Something has appeared in front of us...";
next;
mes "[Mr. Ibanoff]";
mes "Monsters!!!";
next;
mes "[Mr. Ibanoff]";
mes "These monsters are like none I have";
mes "ever encountered! Be careful! We";
mes "must repulse these monsters!";
set $@mos1_edq,$@mos1_edq+1;
set mos_whale_edq,26;
donpcevent "Baehideun4#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading west this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,25;
close;
}
break;
case 3:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
close;
}
break;
case 4:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go West!";
mes "You should sail in the right";
mes "direction! To the west!";
close;
}
}
}
else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
close;
}
break;
case 2:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
close;
}
break;
case 3:
set .@ship_mon2,rand(1,5);
if (.@ship_mon2 == 3) {
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading south this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
next;
mes "[Mr. Ibanoff]";
mes "Wait! Something has appeared in front of us...";
next;
mes "[Mr. Ibanoff]";
mes "Monsters!!!";
next;
mes "[Mr. Ibanoff]";
mes "These monsters are like none I have";
mes "ever encountered! Be careful! We";
mes "must repulse these monsters!";
set $@mos1_edq,$@mos1_edq+1;
set mos_whale_edq,26;
donpcevent "Baehideun4#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading south this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,25;
close;
}
break;
case 4:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go South!";
mes "You should sail in the right";
mes "direction! To the south!";
close;
}
}
}
else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
mes "Which way?";
next;
switch(select("East:West:South:North")) {
case 1:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 2:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 3:
set .@ship_mon1,rand(1,4);
if (.@ship_mon1 == 1) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun1#ship::OnEnable";
close;
set .@ship_mon1,rand(1,4);
}
else if (.@ship_mon1 == 2) {
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
next;
mes "[Mr. Ibanoff]";
mes "Oh no! Monsters have appeared!";
mes "Let's get ready to fight! Hurry!";
set $@mos1_edq,$@mos1_edq+1;
donpcevent "Baehideun2#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "I said that we should go North!";
mes "You should sail in the right";
mes "direction! To the north!";
close;
}
break;
case 4:
set .@ship_mon2,rand(1,5);
if (.@ship_mon2 == 3) {
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading north this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
next;
mes "[Mr. Ibanoff]";
mes "Wait! Something has appeared in front of us...";
next;
mes "[Mr. Ibanoff]";
mes "Monsters!!!";
next;
mes "[Mr. Ibanoff]";
mes "These monsters are like none I have";
mes "ever encountered! Be careful! We";
mes "must repulse these monsters!";
set $@mos1_edq,$@mos1_edq+1;
set mos_whale_edq,26;
donpcevent "Baehideun4#ship::OnEnable";
close;
}else{
mes "[Mr. Ibanoff]";
mes "Good. Firstly, we should";
mes "Keep heading north this way.";
mes "When I give the order,";
mes "please adjust the rudder again.";
set mos_whale_edq,25;
close;
}
}
}
else if ($@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
mes "[Mr. Ibanoff]";
mes "You can adjust the rudder,";
mes "under my direction.";
close;
}
else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
mes "[Mr. Ibanoff]";
mes "We should make sure to kill any";
mes "monsters onboard.";
close;
}
else if (mos_whale_edq == 26) {
mes "[Mr. Ibanoff]";
mes "Hey! Listen to what I am saying.";
mes "How come you go there without my";
mes "permission...";
next;
}
else{
mes "[Mr. Ibanoff]";
mes "What? How did you get on";
mes "this ship?? You... No.";
mes "I'll forgive you this once, but go";
mes "back now.";
close2;
//set mos_whale_edq,4; lol, why is this here?
warp "moscovia",162,56;
end;
}
}
//----------------------------------------------------------------------------
// Aged Stranger - Whale Island
//----------------------------------------------------------------------------
mosk_fild01,86,104,3 script Aged Stranger#npc 963,{
if (checkweight(1201,1) == 0 ) {
mes "[Aged Stranger]";
mes "You're carrying too many items.";
mes "Please come after using kafra service.";
close;
}
if ((MaxWeight-Weight) < 2000) {
mes "[Aged Stranger]";
mes "You're carrying too many items.";
mes "Please come after using kafra service.";
close;
}
if (mos_whale_edq == 13) {
mes "[Aged Stranger]";
mes "Oh, your awake.";
mes "How do you feel? Are you ok??";
next;
mes "["+strcharinfo(0)+"]";
mes "Hm... where..is...";
mes "Eck! What happened...?";
next;
mes "[Aged Stranger]";
mes "Well... You were a bit";
mes "of a surprise! I haven't";
mes "talked for a long time...";
mes "with a person who lives on dry";
mes "land.";
next;
mes "["+strcharinfo(0)+"]";
mes "Where am I?";
mes "Who are you old man?";
next;
mes "[Aged Stranger]";
mes "This is... well...";
mes "What can I say...";
mes "This is called a moving island, by";
mes "most people.";
next;
mes "[Aged Stranger]";
mes "This is a small island that only I inhabit.";
next;
mes "[Aged Stranger]";
mes "I call it...";
mes "Whale Island.";
next;
mes "["+strcharinfo(0)+"]";
mes "This place is very famously known";
mes "as The Moving Island! But... This";
mes "island is... Maybe...";
next;
mes "[Aged Stranger]";
mes "Now do you get it? Hahaha!";
mes "Right. We are standing on";
mes "the back of a gigantic whale!";
mes "That's why I call it Whale Island!";
next;
mes "["+strcharinfo(0)+"]";
mes "How...? How is it possible";
mes "that the water flows in streams";
mes "here? And trees grow! On the";
mes "whale's back!?!";
next;
mes "[Aged Stranger]";
mes "Heheheh. This is an island";
mes "of legend. Right now you are";
mes "experiencing greatness! Hahahaha!";
next;
mes "["+strcharinfo(0)+"]";
mes "Are you a real person?";
next;
mes "[Aged Stranger]";
mes "Heheh, as you can see,";
mes "I am just an aged man.";
mes "I've simply spent my lifetime here";
mes "leisurely, by breaking off";
mes "relations with any unworldly life.";
next;
mes "[Aged Stranger]";
mes "Okay, now you get yourself";
mes "together. I will send you back to";
mes "dry land. If you don't go back";
mes "soon, some people may worry.";
next;
soundeffect "mos_gusli1.wav",0;
mes "-The island starts to move slowly";
mes "when the old man plays an";
mes "unfamiliar instrument...-";
next;
mes "[Aged Stranger]";
mes "In a few minutes, you will go back";
mes "to the land from whence you came.";
mes "You can relax.";
next;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
set mos_whale_edq,14;
close2;
donpcevent "#Island Control Tower::OnEnable";
end;
}
else if (mos_whale_edq == 14) {
soundeffect "mos_gusli1.wav",0;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
set mos_whale_edq,15;
close;
}
else if (mos_whale_edq == 15) {
mes "[Aged Stranger]";
mes "Hm... Almost there...";
mes "Young man, you will arrive back on";
mes "the mainland in a few minutes. Go carefully.";
next;
mes "["+strcharinfo(0)+"]";
mes "Old man, if I want to come back";
mes "here again, how can I do it?";
next;
mes "[Aged Stranger]";
mes "Hehe... Do you want to come here";
mes "again? Here? Where I live alone? In";
mes "this small island? You are";
mes "funny...";
next;
mes "[Aged Stranger]";
mes "If we are preordained to meet,";
mes "we will meet here again,";
mes "won't we? Heheheh...";
next;
mes "[Aged Stranger]";
mes "It's time to... well,";
mes "go back safely. Someday, if you";
mes "want to come again to meet me, you";
mes "can endure the same seas as last";
mes "time. I won't stop you. Hehehe.";
close2;
warp "moscovia",163,54;
end;
}
else if (mos_whale_edq == 30) {
mes "[Aged Stranger]";
mes "Hahaha... I didn't know that I";
mes "would meet you again! How did you";
mes "return?";
next;
select("Explain the whole story.");
mes "[Aged Stranger]";
mes "Hm... just like that?";
mes "Whoever hasn't come here directly";
mes "would expect you to return like";
mes "that. Well.";
next;
mes "[Aged Stranger]";
mes "I just wanted to spend the rest of";
mes "my life here, leisurely... I'm";
mes "interested in the world... but I'm";
mes "no match for it...";
next;
mes "[Aged Stranger]";
mes "Do not look sorry for me.";
mes "When you went back I didn't ask you";
mes "not to say anything about this";
mes "island to others.";
next;
mes "[Aged Stranger]";
mes "If I had decided to hide where";
mes "nobody can find... Well, you";
mes "needn't worry too much about that";
mes "now.";
next;
mes "[Aged Stranger]";
mes "Anyway, are you troubled?";
mes "What are you going to do?";
next;
if(select("Think more.:Don't you have a way?") == 1) {
mes "[Aged Stranger]";
mes "Do that. Think carefully, the";
mes "answer is to be found...";
mes "Hoohoohoo!";
close;
}
mes "[Aged Stranger]";
mes "To bring the Csar here and show him";
mes "everything?!? It's difficult...";
next;
mes "[Aged Stranger]";
mes "An evidence of whale island...";
mes "That's all you need if only it";
mes "existed in this island...";
next;
soundeffect "mos_gusli1.wav",0;
mes "-The aged man closes his eyes and";
mes "starts to play his instrument, as";
mes "he falls in thought.-";
next;
mes "["+strcharinfo(0)+"]";
mes "Old man, could you make one of";
mes "those instruments for me? That is a";
mes "marvelous thing that I've seen only";
mes "here.";
next;
mes "[Aged Stranger]";
mes "Oh... That's a good idea.";
mes "There isn't an instrument like this";
mes "in all Moscovia! Absolutely...";
next;
mes "[Aged Stranger]";
mes "Hm... If you grent my request, I";
mes "will make this instrument for you.";
next;
mes "["+strcharinfo(0)+"]";
mes "What is your request?";
next;
mes "[Aged Stranger]";
mes "Just in time. I have always used";
mes "this instrument which is already";
mes "over 50 years old. The body is so";
mes "worn. It's not surprising that it's";
mes "falling apart...";
next;
mes "[Aged Stranger]";
mes "It is made with strings that only";
mes "exist in this place, but you can";
mes "get the other materials for it in";
mes "the mainland.";
next;
mes "[Aged Stranger]";
mes "If you bring the materials, I can";
mes "make a new one.";
next;
mes "[Aged Stranger]";
mes "The materials are ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
next;
mes "[Aged Stranger]";
mes "I won't move the island, so you can";
mes "find it when you come back with the";
mes "materials.";
next;
mes "[Aged Stranger]";
mes "Tell me whenever you're ready, and";
mes "I'll send you back to the";
mes "mainland.";
set mos_whale_edq,31;
close;
}
else if (mos_whale_edq == 31) {
mes "[Aged Stranger]";
mes "Okay, are you ready to go back to the mainland?";
next;
if(select("What are the materials?:I am ready.") == 1) {
mes "[Aged Stranger]";
mes "You should bring these materials:";
next;
mes "[Aged Stranger]";
mes "You should bring these materials:";
mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
close;
}
mes "[Aged Stranger]";
mes "I see. If so, let's go.";
next;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
set mos_whale_edq,32;
close2;
warp "moscovia",162,56;
end;
}
else if (mos_whale_edq == 33) {
mes "[Aged Stranger]";
mes "Oh... Did you get all the";
mes "materials?";
next;
if (countitem(7201) > 29 && countitem(7197) > 19 && countitem(7106) > 19 && countitem(7065) > 9) {
mes "[Aged Stranger]";
mes "You found the right materials.";
mes "Okay, I will start to make the";
mes "instrument.";
next;
delitem 7201,30; //Log
delitem 7197,20; //Tough_Vines
delitem 7106,20; //Goat's_Horn
delitem 7065,10; //Sea_Otter_Leather
set mos_whale_edq,34;
mes "[Aged Stranger]";
mes "Wait for a moment until I make the";
mes "instrument successfully.";
close;
}else{
mes "[Aged Stranger]";
mes "Ugh... We need more materials...";
mes "We need ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
next;
mes "[Aged Stranger]";
mes "What will you do? Will you go back";
mes "to the mainland to find the";
mes "materials?";
next;
if(select("What are the materials?:I am ready.") == 1) {
mes "[Aged Stranger]";
mes "You should bring these materials:";
next;
mes "[Aged Stranger]";
mes "You should bring these materials:";
mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
close;
}
mes "[Aged Stranger]";
mes "I see. If so, let's go.";
next;
soundeffect "mos_gusli1.wav",0;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
close2;
warp "moscovia",162,56;
end;
}
}
else if (mos_whale_edq == 34) {
set .@comple,rand(1,3);
if (.@comple == 2) {
mes "[Aged Stranger]";
mes "I have succeeded in making the";
mes "instrument! Here you are. It's yours.";
mes "This instrument is called a Gusli.";
mes "This is a traditional instrument";
mes "which comes from a faraway land of";
mes "the ancestors of Moscovia.";
getitem 2707,1;
set mos_whale_edq,35;
next;
mes "[Aged Stranger]";
mes "I am the last person who has";
mes "learned it in this land.";
next;
mes "[Aged Stranger]";
mes "So, indeed... This is a very";
mes "special item here, that only we";
mes "have.";
next;
mes "[Aged Stranger]";
mes "If you show this to the good Csar,";
mes "he can believe your story about the";
mes "island. Everything is going to be";
mes "well.";
next;
mes "So, what will you do now?";
next;
switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
case 1:
mes "[Aged Stranger]";
mes "You are my friend now,";
mes "and you have this instrument.";
mes "Whenever you want to come back";
mes "here again, just play the Gusli";
mes "at the docks of Moscovia.";
next;
mes "[Aged Stranger]";
mes "Even if it's difficult to play it";
mes "well, because you may not yet know";
mes "how to play it, it's not a problem.";
mes "Just make a sound.";
next;
mes "[Aged Stranger]";
mes "This island... this whale... can";
mes "perceive the sound of a Gusli from";
mes "an endless distance away.";
next;
mes "[Aged Stranger]";
mes "If you play this instrument,";
mes "wherever you are, I'll go to you";
mes "with this island. Only if you are a";
mes "friend... heheh.";
close;
break;
case 2:
mes "[Aged Stranger]";
mes "You really want to...";
mes "learn this instrument...";
mes "don't you?";
mes "Well... it's hard to learn";
mes "in such a short time...";
next;
mes "[Aged Stranger]";
mes "It's okay if you can't play this";
mes "instrument. I already made it for you.";
next;
mes "[Aged Stranger]";
mes "But I can teach you how";
mes "to play it anyway.";
mes "I can't be too sure, though";
mes "because I have never taught others.";
next;
mes "[Aged Stranger]";
mes "Okay. If you are ready to play the";
mes "Gusli, let me know.";
set mos_whale_edq,36;
close;
break;
case 3:
mes "[Aged Stranger]";
mes "I see. Okay, let's go.";
next;
mes "[Aged Stranger]";
mes "Whenever you want to come back here";
mes "again, play the Gusli at the docks";
mes "of Moscovia.";
next;
mes "[Aged Stranger]";
mes "Even if it's difficult to play it";
mes "well, because you may not yet know";
mes "how to play it, it's not a problem.";
mes "Just make a sound.";
next;
mes "[Aged Stranger]";
mes "This island... this whale... can";
mes "perceive the sound of a Gusli from";
mes "an endless distance away.";
next;
mes "[Aged Stranger]";
mes "If you play this instrument,";
mes "wherever you are, I'll go to you";
mes "with this island. Only if you are a";
mes "friend... heheh.";
next;
soundeffect "mos_gusli1.wav",0;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
close2;
warp "moscovia",162,56;
end;
}
}else{
mes "[Aged Stranger]";
mes "It's not completed yet. Please wait a little longer.";
close;
}
}
else if (mos_whale_edq == 35) {
mes "[Aged Stranger]";
mes "So, what will you do now?";
next;
switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
case 1:
mes "[Aged Stranger]";
mes "You are my friend now,";
mes "and you have this instrument.";
mes "Whenever you want to come back";
mes "here again, just play the Gusli";
mes "at the docks of Moscovia.";
next;
mes "[Aged Stranger]";
mes "Even if it's difficult to play it";
mes "well, because you may not yet know";
mes "how to play it, it's not a problem.";
mes "Just make a sound.";
next;
mes "[Aged Stranger]";
mes "This island... this whale... can";
mes "perceive the sound of a Gusli from";
mes "an endless distance away.";
next;
mes "[Aged Stranger]";
mes "If you play this instrument,";
mes "wherever you are, I'll go to you";
mes "with this island. Only if you are a";
mes "friend... heheh.";
close;
break;
case 2:
mes "[Aged Stranger]";
mes "You really want to...";
mes "learn this instrument...";
mes "don't you?";
mes "Well... it's hard to learn";
mes "in such a short time...";
next;
mes "[Aged Stranger]";
mes "It's okay if you can't play this";
mes "instrument. I already made it for you.";
next;
mes "[Aged Stranger]";
mes "But I can teach you how";
mes "to play it anyway.";
mes "I can't be too sure, though";
mes "because I have never taught others.";
next;
mes "[Aged Stranger]";
mes "Okay. If you are ready to play the";
mes "Gusli, let me know.";
set mos_whale_edq,36;
close;
break;
case 3:
mes "[Aged Stranger]";
mes "I see. Okay, let's go.";
next;
mes "[Aged Stranger]";
mes "Whenever you want to come back here";
mes "again, play the Gusli at the docks";
mes "of Moscovia.";
next;
mes "[Aged Stranger]";
mes "Even if it's difficult to play it";
mes "well, because you may not yet know";
mes "how to play it, it's not a problem.";
mes "Just make a sound.";
next;
mes "[Aged Stranger]";
mes "This island... this whale... can";
mes "perceive the sound of a Gusli from";
mes "an endless distance away.";
next;
mes "[Aged Stranger]";
mes "If you play this instrument,";
mes "wherever you are, I'll go to you";
mes "with this island. Only if you are a";
mes "friend... heheh.";
next;
soundeffect "mos_gusli1.wav",0;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
close2;
warp "moscovia",162,56;
end;
}
}
else if (mos_whale_edq == 36) {
mes "[Aged Stranger]";
mes "Are you ready to learn the Gusli?";
mes "Please equip the Gusli.";
next;
if(getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
mes "[Aged Stranger]";
mes "Hm... Very well.";
mes "At first, look at me how I play,";
mes "then you play it slowly.";
next;
soundeffect "mos_gusli1.wav",0;
mes "[Aged Stranger]";
mes "Do not hurry,";
mes "keep your composure,";
mes "just look carefully,";
mes "and follow me slowly.";
next;
if (Class == Job_Bard || Class == Job_Clown) {
mes "[Aged Stranger]";
mes "Oh! Ooh... Your hands are really good. You are surely talented with a music instrument.";
next;
mes "[Aged Stranger]";
mes "I heard that there are some adventurers in the mainland... that like playing instruments and singing songs! You must be one of them...";
next;
mes "[Aged Stranger]";
mes "This may go faster than I expected.";
next;
mes "[Aged Stranger]";
mes "Okay, it's time for your turn. Play it. Play the song that I played.";
next;
set .@music_bard,rand(1,3);
if (.@music_bard == 2) {
soundeffect "mos_gusli1.wav",0;
emotion e_no1;
specialeffect2 7;
mes "[Aged Stranger]";
mes "Oh! You are good at playing the";
mes "Gusli! In such a short time... you";
mes "are great!";
next;
mes "[Aged Stranger]";
mes "You've done well. I don't need to";
mes "teach you any more. Your ability";
mes "will be improved with more practice.";
next;
mes "[Aged Stranger]";
mes "Now go back to the mainland and";
mes "play the Gusli for our dear Csar.";
next;
mes "[Aged Stranger]";
mes "With your ability to play, surely";
mes "you can win the admiration of all.";
set mos_whale_edq,38;
close;
}else{
mes "[Aged Stranger]";
mes "Um, a little bit greenhorn...";
mes "Do not play that way.";
mes "Take more time to concentrate while";
mes "you play.";
next;
mes "[Aged Stranger]";
mes "Practice more on your own.";
mes "I will check on you again.";
mes "If you practice, you will be good";
mes "at it in no time.";
set mos_whale_edq,37;
close;
}
}else{
mes "[Aged Stranger]";
mes "Okay, it's time for your turn. Play";
mes "it. Play the song that I played.";
next;
set .@music_etc,rand(1,6);
if (.@music_etc == 3) {
soundeffect "mos_gusli1.wav",0;
emotion e_no1;
specialeffect2 7;
mes "[Aged Stranger]";
mes "Oh! You are good at playing the";
mes "Gusli! In such a short time... you";
mes "are great!";
next;
mes "[Aged Stranger]";
mes "You've done well. I don't need to";
mes "teach you any more. Your ability";
mes "will be improved with more practice.";
next;
mes "[Aged Stranger]";
mes "Now go back to the mainland and";
mes "play the Gusli for our dear Csar.";
next;
mes "[Aged Stranger]";
mes "With your ability to play, surely";
mes "you can win the admiration of all.";
set mos_whale_edq,38;
close;
}else{
soundeffect "mos_gusli2.wav",0;
mes "[Aged Stranger]";
mes "Um, a little bit greenhorn...";
mes "Do not play that way.";
mes "Take more time to concentrate while";
mes "you play.";
next;
mes "[Aged Stranger]";
mes "Practice more on your own.";
mes "I will check on you again.";
mes "If you practice, you will be good";
mes "at it in no time.";
set mos_whale_edq,37;
close;
}
}
}else{
mes "[Aged Stranger]";
mes "Um... Your preparations are not";
mes "good. You're not holding the";
mes "instrument correctly. Equip it";
mes "properly, and then you can learn.";
next;
mes "[Aged Stranger]";
mes "Tell me again when you are prepared";
mes "to play the Gusli correctly.";
close;
}
}
else if (mos_whale_edq == 37) {
mes "[Aged Stranger]";
mes "Are you ready to learn the Gusli?";
next;
if(getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
mes "[Aged Stranger]";
mes "Um... You did well.";
next;
if (Class == Job_Bard || Class == Job_Clown) {
mes "[Aged Stranger]";
mes "with your ability, you can";
mes "absolutely play it wonderfully.";
mes "Cheer up.";
next;
mes "[Aged Stranger]";
mes "Good. Let's play again. Play the";
mes "song that I played.";
next;
set .@music_bard,rand(1,3);
if (.@music_bard == 2) {
soundeffect "mos_gusli1.wav",0;
emotion e_no1;
specialeffect2 7;
mes "[Aged Stranger]";
mes "Oh! You are good at playing the";
mes "Gusli! In such a short time... you";
mes "are great!";
next;
mes "[Aged Stranger]";
mes "You've done well. I don't need to";
mes "teach you any more. Your ability";
mes "will be improved with more practice.";
next;
mes "[Aged Stranger]";
mes "Now go back to the mainland and";
mes "play the Gusli for our dear Csar.";
next;
mes "[Aged Stranger]";
mes "With your ability to play, surely";
mes "you can win the admiration of all.";
set mos_whale_edq,38;
close;
}else{
mes "[Aged Stranger]";
mes "Um, a little bit greenhorn...";
mes "Do not play that way.";
mes "Take more time to concentrate while";
mes "you play.";
next;
mes "[Aged Stranger]";
mes "Practice more on your own.";
mes "I will check on you again.";
mes "If you practice, you will be good";
mes "at it in no time.";
set mos_whale_edq,37;
close;
}
}else{
mes "[Aged Stranger]";
mes "Good. Let's play again. Play the";
mes "song that I played.";
next;
set .@music_etc,rand(1,6);
if (.@music_etc == 3) {
soundeffect "mos_gusli1.wav",0;
emotion e_no1;
specialeffect2 7;
mes "[Aged Stranger]";
mes "Oh! You are good at playing the";
mes "Gusli! In such a short time... you";
mes "are great!";
next;
mes "[Aged Stranger]";
mes "You've done well. I don't need to";
mes "teach you any more. Your ability";
mes "will be improved with more practice.";
next;
mes "[Aged Stranger]";
mes "Now go back to the mainland and";
mes "play the Gusli for our dear Csar.";
next;
mes "[Aged Stranger]";
mes "With your ability to play, surely";
mes "you can win the admiration of all.";
set mos_whale_edq,38;
close;
}else{
mes "[Aged Stranger]";
mes "Um, a little bit greenhorn...";
mes "Do not play that way.";
mes "Take more time to concentrate while";
mes "you play.";
next;
mes "[Aged Stranger]";
mes "Practice more on your own.";
mes "I will check on you again.";
mes "If you practice, you will be good";
mes "at it in no time.";
set mos_whale_edq,37;
close;
}
}
}else{
mes "[Aged Stranger]";
mes "Um... Your preparations are not";
mes "good. You're not holding the";
mes "instrument correctly. Equip it";
mes "properly, and then you can learn.";
next;
mes "[Aged Stranger]";
mes "Tell me again when you are prepared";
mes "to play the Gusli correctly.";
close;
}
}
else if (mos_whale_edq == 38) {
mes "[Aged Stranger]";
mes "So, what will you do now?";
next;
if(select("How would I get back here?:Go back to the mainland.") == 1) {
mes "[Aged Stranger]";
mes "You are my friend now,";
mes "and you have this instrument.";
mes "Whenever you want to come back";
mes "here again, just play the Gusli";
mes "at the docks of Moscovia.";
next;
mes "[Aged Stranger]";
mes "Even if it's difficult to play it";
mes "well, because you may not yet know";
mes "how to play it, it's not a problem.";
mes "Just make a sound.";
next;
mes "[Aged Stranger]";
mes "This island... this whale... can";
mes "perceive the sound of a Gusli from";
mes "an endless distance away.";
next;
mes "[Aged Stranger]";
mes "If you play this instrument,";
mes "wherever you are, I'll go to you";
mes "with this island. Only if you are a";
mes "friend... heheh.";
close;
}
mes "[Aged Stranger]";
mes "I see. Okay, let's go.";
next;
mes "[Aged Stranger]";
mes "Whenever you want to come back here";
mes "again, play the Gusli at the docks";
mes "of Moscovia.";
next;
mes "[Aged Stranger]";
mes "Even if it's difficult to play it";
mes "well, because you may not yet know";
mes "how to play it, it's not a problem.";
mes "Just make a sound.";
next;
mes "[Aged Stranger]";
mes "This island... this whale... can";
mes "perceive the sound of a Gusli from";
mes "an endless distance away.";
next;
mes "[Aged Stranger]";
mes "If you play this instrument,";
mes "wherever you are, I'll go to you";
mes "with this island. Only if you are a";
mes "friend... heheh.";
next;
soundeffect "mos_gusli1.wav",0;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
close2;
warp "moscovia",162,56;
end;
}
else if (mos_whale_edq > 38) {
mes "[Aged Stranger]";
mes "This is the Whale Island.";
mes "I don't know how you came here.";
next;
mes "[Aged Stranger]";
mes "If you want, I can send you back";
mes "to the mainland. What'll it be?";
next;
switch(select("Look around.:Go back to the mainland.:Venture into the unkown.")) {
case 1:
mes "[Aged Stranger]";
mes "Well, well... Do as you please.";
mes "If so, I will take a rest.";
close;
break;
case 2:
mes "[Aged Stranger]";
mes "I see. If so, let's go.";
next;
soundeffect "mos_gusli1.wav",0;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
close2;
warp "moscovia",162,56;
end;
break;
case 3:
mes "[Aged Stranger]";
mes "Oh, if you want, I can";
mes "guide you to a good place for you.";
next;
mes "[Aged Stranger]";
mes "There are some lands...";
mes "untouched and mysterious...";
mes "around Moscovia...";
next;
mes "[Aged Stranger]";
mes "If you want, I'll send you there. What do you think of that?";
next;
if(select("Consider it.:Ok, please send me there.") == 1) {
mes "[Aged Stranger]";
mes "Well, well... Do as you please.";
mes "If so, I will take a rest.";
close;
}
mes "[Aged Stranger]";
mes "I see. If so, let's go.";
next;
soundeffect "mos_gusli1.wav",0;
mes "-The old man starts to play";
mes "his instrument, with eyes closed.";
mes "He is unresponsive...";
mes "like having fallen into a world";
mes "only his own.-";
close2;
warp "mosk_fild02",204,54;
end;
}
}else{
mes "[Aged Stranger]";
mes "Long time, no see!";
mes "You probably like the island, don't you?";
mes "Please stay and take a rest.";
next;
mes "[Aged Stranger]";
mes "Or if you want, I can send you back";
mes "to the mainland. What'll it be?";
next;
if(select("Look around.:Go back to the mainland.") == 1) {
mes "[Aged Stranger]";
mes "Well, well... Do as you please.";
mes "If so, I will take a rest.";
close;
}
mes "[Aged Stranger]";
mes "Good. I will go to the place";
mes "right way.";
next;
soundeffect "mos_gusli1.wav",0;
mes "A old man started to play a instrument";
mes "closing his eyes.";
mes "And then he didn't any answer so, looks like";
mes "falling down to only his world.";
close2;
warp "moscovia",162,56;
end;
}
}
//----------------------------------------------------------------------------
// Csar Alexsay III - Moscovia Palace
//----------------------------------------------------------------------------
mosk_in,131,92,3 script Csar Alexsay III#npc 965,{
if (checkweight(1201,1) == 0 ) {
mes "[Csar Alexsay III]";
mes "You're carrying too many items.";
mes "Please come after using kafra service.";
close;
}
if ((MaxWeight-Weight) < 2000) {
mes "[Csar Alexsay III]";
mes "You're carrying too many items.";
mes "Please come after using kafra service.";
close;
}
if (mos_nowinter == 12) {
mes "[Csar Alexsay III]";
mes "You!!!";
mes "So many people saw you";
mes "meet with Baba Yaga!";
next;
mes "[Csar Alexsay III]";
mes "The guilt which must be felt, when";
mes "meeting secretly with a witch...";
next;
mes "[Csar Alexsay III]";
mes "For that, we indict capital";
mes "punishment without any just trial!";
next;
mes "[Csar Alexsay III]";
mes "But you are a stranger to these";
mes "lands... So I will hold you in special trial.";
next;
mes "[Csar Alexsay III]";
mes "If you have anything to say...";
mes "spare me no detail.";
next;
select("Explain the circumstances.");
mes "-Talk about what happened with Baba";
mes "Yaga, and move forward with the plan.-";
next;
mes "[Csar Alexsay III]";
mes "Hm-hm, that's an embarrassing story...";
mes "But if you are telling the";
mes "truth, my people will be pleased.";
next;
mes "[Csar Alexsay III]";
mes "Okay, Bring to me";
mes "any evidence, to believe";
mes "what you are saying.";
next;
mes "[Csar Alexsay III]";
mes "You killed the Baba Yaga!!";
mes "If this is true, bring";
mes "me Yaga's Pestles.";
mes "If you do, I will make";
mes "sure no one ever doubts you.";
next;
if (countitem(7762) > 39) {
if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
mes "[" + PcName + "]";
mes "Yes, Here you are.";
next;
mes "-Offered the Yaga's Pestles.-";
delitem 7762,40;
next;
mes "[Csar Alexsay III]";
mes "Hm.. You do have them.";
mes "For the time being, I will admit";
mes "that you are coming and going to";
mes "hunt Baba Yaga.";
next;
mes "[Csar Alexsay III]";
mes "But do not engage in doubtable";
mes "behavior that would instigate my";
mes "people to act in a strange way!";
next;
mes "[Csar Alexsay III]";
mes "If you do that, I will arrest you immediately!";
mes "So take care of yourself.";
next;
mes "[Csar Alexsay III]";
mes "And, when you succeed in";
mes "banishing winter with magic,";
mes "announce that to me immediately.";
set mos_nowinter,14;
close;
}
mes "[Csar Alexsay III]";
mes "I said to bring me";
mes "40 Yaga's Pestles";
mes "from the Baba Yaga.";
set mos_nowinter,13;
close;
}else{
mes "[Csar Alexsay III]";
mes "I said to bring me";
mes "40 Yaga's Pestles";
mes "from the Baba Yaga.";
set mos_nowinter,13;
close;
}
}
else if (mos_nowinter == 13) {
mes "[Csar Alexsay III]";
mes "Did you bring some evidence to";
mes "resolve your issue of doubt, traveler?";
next;
if(select("Yes, I did.:I am confused.") == 1) {
if (countitem(7762) > 39) {
delitem 7762,40;
mes "[Csar Alexsay III]";
mes "Good,";
mes "I won't doubt you any more.";
mes "Because you've proven yourself,";
mes "you can remain a free traveler.";
next;
mes "[Csar Alexsay III]";
mes "Surely, I hate cooperating with Baba Yaga.";
mes "But if my people are happy";
mes "after the work you do,";
mes "I am also pleased.";
next;
mes "[Csar Alexsay III]";
mes "For the time being, I will admit";
mes "that you are coming and going to";
mes "hunt Baba Yaga.";
next;
mes "[Csar Alexsay III]";
mes "But do not engage in doubtable";
mes "behavior that would instigate my";
mes "people to act in a strange way!";
next;
mes "[Csar Alexsay III]";
mes "If you do that, I will arrest you immediately!";
mes "So take care of yourself.";
set mos_nowinter,14;
close;
}else{
mes "[Csar Alexsay III]";
mes "Your items do not match the";
mes "count of 40 Yaga's Pestles.";
mes "Did you forget the amount,";
mes "or did you wish to lie to me...";
next;
mes "[Csar Alexsay III]";
mes "I will treat that as a joke!";
mes "A kind of sarcasm!";
mes "You go away now and bring some";
mes "evidence to certify your innocence.";
close;
}
}
mes "[Csar Alexsay III]";
mes "I said to bring me";
mes "40 Yaga's Pestles";
mes "from the Baba Yaga.";
next;
mes "[Csar Alexsay III]";
mes "Are you here to tease me?";
close;
}
else if (mos_nowinter == 14) {
mes "[Csar Alexsay III]";
mes "It'd be great if I stayed put, for";
mes "the good of both me and my people.";
mes "I don't want to see the Baba Yaga";
mes "personally.";
next;
mes "[Csar Alexsay III]";
mes "So, I want you to ";
mes "take my place for that.";
next;
mes "[Csar Alexsay III]";
mes "Please help Baba Yaga";
mes "to seize the summer.";
close;
}
else if (mos_nowinter == 20) {
mes "[Csar Alexsay III]";
mes "Are you here for...";
next;
mes "[Csar Alexsay III]";
mes "I already heard about the";
mes "weather from the minister.";
next;
mes "[Csar Alexsay III]";
mes "Actually, I was a little";
mes "dissatisfied with the doing";
mes "of witchcraft at the center";
mes "of the square...";
next;
mes "[Csar Alexsay III]";
mes "But... I can admit it was good work.";
next;
mes "[Csar Alexsay III]";
mes "Everyone hates the cold winter.";
mes "Now, the winter will not";
mes "come anymore! So, I'm very pleased.";
next;
mes "[Csar Alexsay III]";
mes "Right.";
mes "I want to give you something";
mes "in the name of the people.";
next;
mes "[Csar Alexsay III]";
mes "Here,take it.";
mes "I give it as an atonement";
mes "to make my people happy.";
set mos_nowinter,21;
getitem 603,1;
next;
mes "[Csar Alexsay III]";
mes "Stay here as long as you want, and";
mes "enjoy yourself to the fullest this summer.";
close;
}
else{
if (mos_whale_edq < 16) {
mes "[Csar Alexsay III]";
mes "Welcome to Moscovia!";
mes "I am the ruler, Csar Aleksay III, of Moscovia.";
next;
mes "[Csar Alexsay III]";
mes "Go back to your hometown and talk about the beauty of Moscovia! Talk about my great government to all the people of the lands!";
close;
}
else if (mos_whale_edq == 16) {
mes "[Csar Alexsay III]";
mes "A foreign traveler...?";
mes " Do you have something to tell me?";
next;
mes "[Csar Alexsay III]";
mes "If it is not important,";
mes "have an audience with the Prime Minister first.";
close;
}
else if (mos_whale_edq == 17) {
mes "[Csar Alexsay III]";
mes "Oh, are you the traveler who told me about an interesting adventure story...";
next;
mes "[Csar Alexsay III]";
mes "Not only are you not from Moscovia, but also... you have found the moving island, which only existed in legends! I want to hear details...";
next;
mes "[Csar Alexsay III]";
mes "Let's hear it...";
mes "Tell me quickly.";
mes "I'm anxious to know the truth about the island...";
next;
select("Tell the story all the while.");
mes "...";
next;
mes "... ...";
next;
mes "... ... ...";
next;
mes "... ... ... ...";
next;
mes "[Csar Alexsay III]";
mes "Surely, an interesting story... But it sounds so unbelievable! What do you think, Prime Minister?";
next;
mes "[Prime Minister Dmitree]";
mes "It doesn't sound like a lie,";
mes "but it's difficult to believe";
mes "completely. I mean, I've known";
mes "a whale to be huge, but...";
next;
mes "[Prime Minister Dmitree]";
mes "a person living there...";
mes "water streaming...";
mes "and a tree growing on it...!!!";
mes "Hmm...";
next;
mes "[Csar Alexsay III]";
mes "I agree. I have heard many kinds of mysterious adventure stories, but this sounds like an absurd story!";
next;
mes "[Csar Alexsay III]";
mes "Not to mention that it's happened near my nation. Unbelievable!";
next;
mes "[Prime Minister Dmitree]";
mes "But Csar... In my memory,";
mes "I heard that exactly, the";
mes "last time a story was told";
mes "about the mysterious moving island. But there was a musical instrument...which an old man played.";
next;
mes "[Csar Alexsay III]";
mes "Really? Tell me the details.";
next;
mes "[Prime Minister Dmitree]";
mes "Surely, I have heard the same";
mes "story, as told in the legends";
mes "of our ancestors; about an old man who lived there.";
next;
mes "[Csar Alexsay III]";
mes "Hm. There are many doubtful points. Ordinarily, I would give you a big prize, but in this case, it is difficult to believe.";
next;
mes "[Csar Alexsay III]";
mes "Bring me something to prove";
mes "the existence of the whale.";
mes "If you do, I will give you a big prize.";
next;
mes "[Csar Alexsay III]";
mes "But if you don't,";
mes "I will punish you for your lies! Bring this instrument that supposedly an old man has.";
next;
mes "[Prime Minister Dmitree]";
mes "Csar... This is a foreigner...";
mes "No disrespect was meant to you.";
mes "Perhaps a little more generosity is in order?.";
next;
mes "[Csar Alexsay III]";
mes "No way! If the story is not true, many other foreign travelers who pass by this land will disrespect me like this... What would you have me do?";
next;
mes "[Prime Minister Dmitree]";
mes "......";
next;
mes "[Csar Alexsay III]";
mes "You got it, traveler?";
mes "You have a heavy responsibility.";
mes "Bring evidence of this whale island to me, to provide me with some relief. Now go.";
set mos_whale_edq,18;
close;
}
else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
mes "[Csar Alexsay III]";
mes "I'm tired... I want to take a rest, so... leave.";
next;
mes "[Csar Alexsay III]";
mes "Just think about finding the whale island...";
close;
}
else if (mos_whale_edq == 35) {
mes "[Csar Alexsay III]";
mes "Oh. You've come back...";
mes "Hm. Did you find something to bring";
mes "to me from the whale island?";
next;
mes "[Csar Alexsay III]";
mes "Did you bring the instrument?";
mes "A Gooselri? Which only exists";
mes "in the whale island? Let's see.";
next;
if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707 || countitem(2707) > 0) {
mes "[Csar Alexsay III]";
mes "Oh... Is this instrument... a Gooselri?";
next;
mes "[Prime Minister Dmitree]";
mes "Actually, Csar, I believe it is";
mes "called a Gusli.";
next;
mes "[Csar Alexsay III]";
mes "Oh. Prime Minister, is this the";
mes "correct instrument from the";
mes "legends, then?";
next;
mes "[Prime Minister Dmitree]";
mes "I can't be sure, but this is";
mes "definitely an instrument never seen";
mes "in our lands before.";
next;
mes "[Csar Alexsay III]";
mes "Hm. This is also my first time";
mes "seeing this kind of muscial";
mes "instrument. So mysterious... Hey!";
mes "Can you play it?";
next;
if(select("I can play.:I can't play it.") == 1) {
mes "[Csar Alexsay III]";
mes "You can play it!";
mes "Good, play it right away!";
next;
soundeffect "mos_gusli2.wav",0;
donpcevent "Csar Alexsay III#npc::OnEmoteAg";
donpcevent "Prime Minister Dmitree#m::OnEmoteAg";
mes "[Csar Alexsay III]";
mes "Um... What is this? Do you mock me?";
mes "You are so impudent... You...!";
next;
mes "[Prime Minister Dmitree]";
mes "Csar... Calm down, please.";
mes "If you are quick to anger by such a";
mes "lowly person, it will become a";
mes "problem of prestige for you.";
next;
mes "[Csar Alexsay III]";
mes "Agh... I agree with you.";
mes "You. Give a proper prize to the";
mes "adventurer and send them on their way.";
next;
mes "[Prime Minister Dmitree]";
mes "How can I re...reward...?";
next;
emotion e_pif;
mes "[Csar Alexsay III]";
mes "I ordered you instead Prime";
mes "Minister, to make this poor player";
mes "disappear from in front of my eyes,";
mes "right now.";
next;
mes "[Prime Minister Dmitree]";
mes "You should be grateful for the";
mes "Csar's mercy... impudent";
mes "traveler...";
next;
mes "[Prime Minister Dmitree]";
mes "Even though I regard as your effort for the time so, award you. Take it and go out.";
getitem 12702,1;
getexp 500000,0;
set mos_whale_edq,39;
close;
}
mes "[Csar Alexsay III]";
mes "Um... That's too bad.";
mes "I see... Will I ever believe...";
next;
mes "[Csar Alexsay III]";
mes "Thanks for your efforts.";
mes "Hey, Prime Minister,";
mes "reward this traveler.";
next;
mes "[Prime Minister Dmitree]";
mes "How can I reward the traveler?";
next;
mes "[Csar Alexsay III]";
mes "I leave the matter in your hands;";
mes "it's up to you. I will take a";
mes "rest.";
next;
mes "[Prime Minister Dmitree]";
mes "The Csar didn't take pleasure in";
mes "your story, as I expected.";
next;
mes "[Prime Minister Dmitree]";
mes "Even though I regard as your effort for the time so, award you. Take it.";
getitem 12702,1;
getexp 700000,0;
set mos_whale_edq,40;
close;
}else{
mes "[Csar Alexsay III]";
mes "What are you doing? Can you play it";
mes "without even holding the muscial instrument???";
next;
mes "[Csar Alexsay III]";
mes "Don't be impudent with me! Do it right!";
close;
}
}
else if (mos_whale_edq == 38) {
mes "[Csar Alexsay III]";
mes "Oh you come...hum did you find";
mes "something to satisfy me";
mes "at the whale island?";
next;
if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707 || countitem(2707) > 0) {
mes "[Csar Alexsay III]";
mes "Oh... Is this instrument... a Gooselri?";
next;
mes "[Prime Minister Dmitree]";
mes "Actually, Csar, I believe it is called a Gusli.";
next;
mes "[Csar Alexsay III]";
mes "Oh. Prime Minister, is this the";
mes "correct instrument from the";
mes "legends, then?";
next;
mes "[Prime Minister Dmitree]";
mes "I can't be sure, but this is";
mes "definitely an instrument never seen";
mes "in our lands before.";
next;
mes "[Csar Alexsay III]";
mes "Hm. This is also my first time";
mes "seeing this kind of musical";
mes "instrument. So mysterious... Hey!";
mes "Can you play it?";
next;
mes "["+strcharinfo(0)+"]";
mes "Yes. I learned how to play it at Whale Island.";
next;
mes "[Csar Alexsay III]";
mes "Oh! Oh!... You can play it!";
mes "Play it right away. I wonder about its sound.";
next;
soundeffect "mos_gusli1.wav",0;
mes "-When the music of the Gusli is";
mes "played, all the people in the";
mes "Csar's Palace fall in with the tune.-";
next;
donpcevent "Csar Alexsay III#npc::OnEmoteSob";
donpcevent "Prime Minister Dmitree#m::OnEmoteSob";
mes "[Csar Alexsay III]";
mes "Oh! I can't hear without tears.";
mes "That's a sad tune.";
next;
mes "[Prime Minister Dmitree]";
mes "That's right, Csar.";
mes "I have never heard a sad tune such as this.";
mes "Kh-huk. Sniff.";
next;
mes "[Csar Alexsay III]";
mes "Huk... You. Give a big prize to";
mes "this traveler!";
next;
mes "[Prime Minister Dmitree]";
mes "Hukhuk... Sniff. How can I reward this?";
next;
mes "[Csar Alexsay III]";
mes "I leave this matter in your hands.";
mes "Give a proper prize to whom has";
mes "Shown me a great story and";
mes "beautiful music.";
next;
mes "[Prime Minister Dmitree]";
mes "I express thanks to you on behalf";
mes "of our dear Csar and all the people";
mes "in his palace. I will reward your";
mes "efforts, in the name of the Csar.";
getitem 617,1;
getexp 1200000,0;
set mos_whale_edq,41;
close;
}else{
mes "[Csar Alexsay III]";
mes "But you... Where do you keep the";
mes "instrument which you are to show me?";
next;
mes "[Csar Alexsay III]";
mes "Don't you need to be holding the instrument, in order to play it???";
next;
mes "["+strcharinfo(0)+"]";
mes "I'm sorry. I will be ready now, and try again to play it.";
close;
}
}
else if (mos_whale_edq == 39) {
mes "[Csar Alexsay III]";
mes "What happen... If you have special things go out.";
close;
}
else if (mos_whale_edq == 40) {
mes "[Csar Alexsay III]";
mes "Um... You are a traveler as I saw.";
mes "If you have special things, don't interfere my rest.";
close;
}
else if (mos_whale_edq == 41) {
mes "[Csar Alexsay III]";
mes "Oh... You. ~";
mes "Nice to see you again.";
mes "I want for you to sometimes stop by here and play some music for me. ~";
close;
}
else{
mes "[Csar Alexsay III]";
mes "Welcome to Moscovia,";
mes "I am Csar Alexsay the Third.";
next;
mes "[Csar Alexsay III]";
mes "Go back to your hometown and tell everyone about the beauty of Moscovia,";
mes "and my great government.";
close;
}
}
OnEmoteAg:
emotion e_ag;
end;
OnEmoteSob:
emotion e_sob;
end;
}
//----------------------------------------------------------------------------
// Prime Minister Dmitree - Moscovia Palace
//----------------------------------------------------------------------------
mosk_in,127,89,3 script Prime Minister Dmitree#m 967,{
if (mos_nowinter > 11 && mos_nowinter < 14) {
mes "[Prime Minister Dmitree]";
mes "You are in trouble if";
mes "you conspire against the Csar,";
mes "so, make your actions carefull,";
mes "and if you want to clean yourself";
mes "from suspicion... do everything you";
mes "can to prove your innocence.";
close;
}
else if (mos_nowinter == 14) {
mes "[Prime Minister Dmitree]";
mes "You have just cleared your name,";
mes "but... we don't trust you wholly yet.";
next;
mes "[Prime Minister Dmitree]";
mes "I can't trust you, but...";
mes "if you succeed in taking hold of";
mes "the summer... I might be able to.";
close;
}
else if (mos_nowinter == 20) {
mes "[Prime Minister Dmitree]";
mes "We know that you mean well.";
mes "But we can't fully trust you,";
mes "so we kept an eye on your movements.";
next;
mes "[Prime Minister Dmitree]";
mes "I heard that you performed";
mes "witchcraft at the palace square...";
mes "so, I ordered scholars to";
mes "investigate the weather.";
next;
mes "[Prime Minister Dmitree]";
mes "The results from taking observation";
mes "of the weather, are the reducing";
mes "change of temperature, and that the";
mes "highest temperature is now stabilized.";
next;
mes "[Prime Minister Dmitree]";
mes "I don't know what this may mean, by";
mes "way of principle, but I've decided";
mes "to admit the facts.";
next;
mes "[Prime Minister Dmitree]";
mes "Already, our dear Csar knows.";
mes "I finished the report.";
mes "Go and announce it to him.";
close;
}
else{
if (mos_whale_edq < 16) {
mes "[Prime Minister Dmitree]";
mes "You are a foreign traveler. This is the Moscovia Palace, home of Csar Aleksay the Third. Extending your every courtesy here... is not bad manners.";
close;
}
else if (mos_whale_edq == 16) {
mes "[Prime Minister Dmitree]";
mes "Traveler, why have you come to the Csar's Palace?";
next;
if(select("Just to look around.:To see the dear Csar.") == 1) {
mes "[Prime Minister Dmitree]";
mes "If so... look around with caution. Do not bother the Csar.";
next;
mes "[Prime Minister Dmitree]";
mes "Moscovia welcomes all travelers such as yourself!";
next;
mes "[Prime Minister Dmitree]";
mes "Marvelously, our dear Csar likes it very much when interesting stories are often told to him.";
close;
}
mes "[Prime Minister Dmitree]";
mes "Did you come to see our dear Csar? If so, tell me your business with him in advance.";
next;
if(select("I'd like to say hello.:I have an adventure story for him.") == 1) {
mes "[Prime Minister Dmitree]";
mes "I will tell him directly about your business. You don't need to worry yourself with the Csar.";
close;
}
mes "[Prime Minister Dmitree]";
mes "I wonder what sort of things have happened to you... The Csar will be very pleased to hear your stories.";
next;
mes "[Prime Minister Dmitree]";
mes "I will admit you. If our dear Csar is satisfied with your story, he will give you a big prize.";
set mos_whale_edq,17;
close;
}
else if (mos_whale_edq == 17) {
mes "[Prime Minister Dmitree]";
mes "I already announced you,";
mes "so go see him and speak to him directly.";
close;
}
else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
mes "[Prime Minister Dmitree]";
mes "Now, our dear Csar needs a rest.";
mes "You should do your duty and go find the whale island.";
close;
}
else if (mos_whale_edq == 35) {
mes "[Prime Minister Dmitree]";
mes "Ah! You've come back.";
mes "I will request for you to see him immediately.";
close;
}
else if (mos_whale_edq == 38) {
mes "[Prime Minister Dmitree]";
mes "Ah! You've come back.";
mes "I will request for you to see him immediately.";
close;
}
else if (mos_whale_edq == 39) {
mes "[Prime Minister Dmitree]";
mes "I don't want to hear your terrible ";
mes "performance any more so, go out away.";
close;
}
else if (mos_whale_edq == 40) {
mes "[Prime Minister Dmitree]";
mes "What's up? Dear Chare is taking a rest.";
mes "If you have nothing special, go out.";
close;
}
else if (mos_whale_edq == 41) {
mes "[Prime Minister Dmitree]";
mes "Your Gusli performance was so touching.";
mes "Unforgettable! Whenever you are here, please allow us to hear that tune again.";
close;
}else{
mes "[Prime Minister Dmitree]";
mes "You are a foreign traveler. This is a palace";
mes "which lives Alexei the Third.";
mes "Extend you every courtesy don't not bad manner.";
close;
}
}
}
//----------------------------------------------------------------------------
// Island Trigger - Docks
//----------------------------------------------------------------------------
moscovia,136,46,4 script Find#ship 844,4,4,{
end;
OnTouch:
if (mos_whale_edq > 34) {
mes "-Watching the sea from the docks,";
mes "it suddenly dawns upon you that you";
mes "have memories from Whale Island.-";
next;
mes "["+strcharinfo(0)+"]";
mes "Stop by the whale island?";
next;
if(select("Go to Whale Island.:Stay put.") == 1) {
if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
soundeffect "mos_gusli2.wav",0;
mes "-Slowly, your hands are on the";
mes "Gusli, and the playing starts...";
mes "reminding you of the melody which";
mes "the aged stranger had played...-";
next;
mes "[Village resident]";
mes "So...something is rising from the sea!!!";
next;
mes "[Village Youth]";
mes "What...What is that...??";
next;
mes "[Mr. Ibanoff]";
mes "Ohohoh!... That's the whale";
mes "island...!!! Someday, I hope to go there! Hahaha.";
next;
warp "mosk_fild01",95,93;
}else{
mes "["+strcharinfo(0)+"]";
mes "Oh my goodness... Slipped right out";
mes "of my mind... to forget equipping the Gusli.";
next;
mes "["+strcharinfo(0)+"]";
mes "The aged stranger said that when I";
mes "want to go to Whale Island again, I";
mes "should play the Gusli from this place...";
close;
}
}
mes "["+strcharinfo(0)+"]";
mes "I can go some other time.";
mes "I will do other work now.";
close;
}else{
end;
}
}
//----------------------------------------------------------------------------
// Triggers
//----------------------------------------------------------------------------
mosk_ship,1,1,4 script Baehideun#ship -1,{
OnInit:
set $@mos1_edq,0;
end;
}
mosk_ship,81,110,0 script #findship 844,5,5,{
OnInit:
disablenpc "#findship";
stopnpctimer;
end;
OnEnable:
enablenpc "#findship";
initnpctimer;
end;
OnDisable:
disablenpc "#findship";
set $@mos1_edq,0;
end;
OnTouch:
if (mos_whale_edq == 12) {
mes "seeewaaaaaaaaaaa";
next;
mes "[Mr. Ibanoff]";
mes "Hey "+strcharinfo(0)+"! Look!";
mes "It's dangerous! Hide! Hurry!";
next;
mes "["+strcharinfo(0)+"]";
mes "That... that is...";
next;
mes "["+strcharinfo(0)+"]";
mes "Something... something is rising...";
next;
mes "[Mr. Ibanoff]";
mes "Watch out! "+strcharinfo(0)+"!";
mes "Ah... That... That is... What...";
set mos_whale_edq,13;
close2;
warp "mosk_fild01",95,93;
end;
}else{
end;
}
end;
OnTimer300000:
donpcevent "#findship::OnDisable";
end;
}
mosk_ship,2,2,4 script Baehideun1#ship -1,{
OnInit:
disablenpc "Baehideun1#ship";
stopnpctimer;
end;
OnEnable:
enablenpc "Baehideun1#ship";
monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
initnpctimer;
end;
OnDisable:
set $@mos1_edq,0;
stopnpctimer;
disablenpc "Baehideun1#ship";
end;
OnMyMobDead:
if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
set $@mos1_edq,0;
mes "[Mr. Ibanoff]";
mes "Now that all the monsters are gone,";
mes "we can start sailing again";
mes "normally.";
donpcevent "Baehideun1#ship::OnDisable";
close;
}
end;
OnTimer300000:
killmonster "mosk_ship","Baehideun1#ship::OnMyMobDead";
set $@mos1_edq,0;
donpcevent "Baehideun1#ship::OnDisable";
end;
}
mosk_ship,3,3,4 script Baehideun2#ship -1,{
OnInit:
disablenpc "Baehideun2#ship";
stopnpctimer;
end;
OnEnable:
enablenpc "Baehideun2#ship";
monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
monster "mosk_ship",80,110,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
monster "mosk_ship",83,114,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
initnpctimer;
end;
OnDisable:
set $@mos1_edq,0;
stopnpctimer;
disablenpc "Baehideun2#ship";
end;
OnMyMobDead:
if (mobcount("mosk_ship","Baehideun2#ship::OnMyMobDead") < 1) {
set $@mos1_edq,0;
mes "[Mr. Ibanoff]";
mes "Now that all the monsters are gone,";
mes "we can start sailing again";
mes "normally.";
donpcevent "Baehideun2#ship::OnDisable";
close;
}
end;
OnTimer300000:
killmonster "mosk_ship","Baehideun2#ship::OnMyMobDead";
set $@mos1_edq,0;
donpcevent "Baehideun2#ship::OnDisable";
end;
}
mosk_ship,5,5,4 script Baehideun3#ship -1,{
OnInit:
disablenpc "Baehideun3#ship";
stopnpctimer;
end;
OnEnable:
enablenpc "Baehideun3#ship";
monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun3#ship::OnMyMobDead";
monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
initnpctimer;
end;
OnDisable:
set $@mos1_edq,0;
stopnpctimer;
disablenpc "Baehideun3#ship";
end;
OnMyMobDead:
if (mobcount("mosk_ship","Baehideun3#ship::OnMyMobDead") < 1) {
set $@mos1_edq,0;
mes "[Mr. Ibanoff]";
mes "Now that all the monsters are gone,";
mes "we can start sailing again";
mes "normally.";
set mos_whale_edq,11;
donpcevent "Baehideun3#ship::OnDisable";
close;
}
end;
OnTimer300000:
killmonster "mosk_ship","Baehideun3#ship::OnMyMobDead";
set $@mos1_edq,0;
donpcevent "Baehideun3#ship::OnDisable";
end;
}
mosk_ship,15,15,4 script Baehideun4#ship -1,{
OnInit:
disablenpc "Baehideun4#ship";
stopnpctimer;
end;
OnEnable:
enablenpc "Baehideun4#ship";
monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun4#ship::OnMyMobDead";
monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
initnpctimer;
end;
OnDisable:
set $@mos1_edq,0;
stopnpctimer;
disablenpc "Baehideun4#ship";
end;
OnMyMobDead:
if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
set $@mos1_edq,0;
mes "[Mr. Ibanoff]";
mes "Now that all the monsters are gone,";
mes "we can start sailing again";
mes "normally.";
set mos_whale_edq,26;
donpcevent "Baehideun4#ship::OnDisable";
close;
}
end;
OnTimer300000:
killmonster "mosk_ship","Baehideun4#ship::OnMyMobDead";
set $@mos1_edq,0;
donpcevent "Baehideun4#ship::OnDisable";
end;
}
mosk_fild01,21,21,0 script #Island Control Tower -1,{
OnInit:
disablenpc "#Island Control Tower";
stopnpctimer;
end;
OnEnable:
enablenpc "#Island Control Tower";
initnpctimer;
end;
OnDisable:
disablenpc "#Island Control Tower";
stopnpctimer;
end;
OnTimer20000:
set mos_whale_edq,15;
disablenpc "#Island Control Tower";
end;
}
//============================================================================
// Help Mikhail
//============================================================================
//----------------------------------------------------------------------------
// Gallina - Starting Point
//----------------------------------------------------------------------------
mosk_in,144,279,5 script Gallina#mos 959,{
if (mos_swan == 0) {
mes "[Gallina]";
mes "Oh, where the heck is he?";
mes "I'll teach him a lesson.";
mes "He's timid like Dad.";
next;
mes "[Anna]";
mes "Mikhail, he's a coward, a crybaby.";
mes "Mikhail, he's a coward, a crybaby.";
next;
mes "[Gallina]";
mes "It's because you didn't look after your brother. So you clean the house, Anna?";
next;
donpcevent "Anna#mos::OnEmoteSob";
mes "[Anna]";
mes "Oh, my................";
next;
if(select("Talk to her.:Just pass by her") == 1) {
mes "["+strcharinfo(0)+"]";
mes "Hello, there?";
next;
mes "[Gallina]";
mes "Oh, God!";
mes "I didn't see you there. Sorry!";
mes "You want to buy a hotcake, don't you?";
mes "I'm sorry but we're not ready to open the store..";
next;
mes "["+strcharinfo(0)+"]";
mes "No, that's ok.";
mes "Is there something that I can help with? What's the matter?";
next;
mes "[Gallina]";
mes "Oh, well...";
mes "My son, Mikhail broke our Matrushka while I was away from home.";
mes "He's afraid that I would punish him. So he ran away.";
next;
mes "[Gallina]";
mes "How timid the boy is!";
mes "I doubt that he'd be able to be a great general in the future";
next;
mes "[Gallina]";
mes "He used to come home at this time.";
mes "I'm worried that something bad has happened to him.";
next;
mes "["+strcharinfo(0)+"]";
mes "You look anxious. I'd like to help you to find your son.";
next;
mes "[Gallina]";
mes "Did you say I'm anxious?";
mes "I'm just anxious for him to get home.";
mes "...So I can punish him for what he did.";
next;
mes "[Gallina]";
mes "But it's not good that I refuse your kindness";
mes "Will you find Mikhail for me?";
next;
if(select("I was not serious.:Yes, I will!") == 1) {
mes "[Gallina]";
mes "You meanie! I'm not in the mood for jokes.";
close;
}
mes "[Gallina]";
mes "Oh, God, You're so kind";
mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
mes "Please bring him to me, then~";
set mos_swan,1;
close;
}
mes "[Gallina]";
mes "I'm worried that he's making trouble somewhere...";
close;
}
else if (mos_swan == 1) {
mes "[Gallina]";
mes "Mikhail, my timid son must still be in this village.";
mes "I'm sorry if he's shy and timid like his father.";
close;
}
else if (mos_swan > 1 && mos_swan < 25) {
mes "["+strcharinfo(0)+"]";
mes "Mikhail hasn't come yet?";
next;
mes "[Gallina]";
mes "No, where on earth is he?";
close;
}
else if (mos_swan == 25) {
mes "[Gallina]";
mes "He came back with my Matrushka roughly pasted together and just left...";
next;
mes "[Gallina]";
mes "I'm sorry that I treated the little boy badly.";
mes "He did his best in his own way.";
next;
mes "["+strcharinfo(0)+"]";
mes "That's ok. You will be a sweet mom to your little boy. haha";
next;
mes "[Gallina]";
mes "Yes. I'm sure I will. hoho..";
mes "Anna, my daughter made a mistake. She laid the blame upon her brother alone. I'll punish her too.";
next;
mes "[Gallina]";
mes "I appreciate your effort. You went to a dangerous place to find my son";
next;
mes "["+strcharinfo(0)+"]";
mes "It often happens to me, hehe.";
next;
mes "[Gallina]";
mes "I can't afford to reward you with much but... I'll let you know how to make a delicious hotcake!";
next;
mes "[Gallina]";
mes "I have to work now but Larissa will tell you about that. She's our maid..";
mes "She's really a nice cook.";
next;
mes "[Gallina]";
mes "Hotcakes of Moscovia are so delicious!";
mes "Once you make it, I bet you that you'll love it.";
next;
mes "[Gallina]";
mes "Well, now I have to get to work!";
mes "I'll make you my hotcakes someday. Please visit me later";
set mos_swan,100;
getexp 1000000,0;
close;
}else{
mes "[Gallina]";
mes "I'm always trying to prepare a new dish.";
mes "What do you think of 'the most spicy chilli hotcake in the world'?";
mes "I think that will be great!";
close;
}
OnEmoteSob:
emotion e_sob;
end;
}
//----------------------------------------------------------------------------
// Anna - Sister
//----------------------------------------------------------------------------
mosk_in,148,274,1 script Anna#mos 958,{
if (mos_swan == 0) {
mes "[Gallina]";
mes "Oh, where the heck is he?";
mes "I'll teach him a lesson.";
mes "He's timid like Dad.";
next;
mes "[Anna]";
mes "Mikhail, he's a coward, a crybaby.";
mes "Mikhail, he's a coward, a crybaby.";
next;
mes "[Gallina]";
mes "It's because you didn't look after your brother. So you clean the house, Anna?";
next;
emotion e_sob;
mes "[Anna]";
mes "Oh, my................";
next;
if(select("Talk to her.:Just pass by her") == 1) {
mes "["+strcharinfo(0)+"]";
mes "Hello, there?";
next;
mes "[Gallina]";
mes "Oh, God!";
mes "I didn't see you there. Sorry!";
mes "You want to buy a hotcake, don't you?";
mes "I'm sorry but we're not ready to open the store..";
next;
mes "["+strcharinfo(0)+"]";
mes "No, that's ok.";
mes "Is there something that I can help with? What's the matter?";
next;
mes "[Gallina]";
mes "Oh, well...";
mes "My son, Mikhail broke our Matrushka while I was away from home.";
mes "He's afraid that I would punish him. So he ran away.";
next;
mes "[Gallina]";
mes "How timid the boy is!";
mes "I doubt that he'd be able to be a great general in the future";
next;
mes "[Gallina]";
mes "He used to come home at this time.";
mes "I'm worried that something bad has happened to him.";
next;
mes "["+strcharinfo(0)+"]";
mes "You look anxious. I'd like to help you to find your son.";
next;
mes "[Gallina]";
mes "Did you say I'm anxious?";
mes "I'm just anxious for him to get home.";
mes "...So I can punish him for what he did.";
next;
mes "[Gallina]";
mes "But it's not good that I refuse your kindness";
mes "Will you find Mikhail for me?";
next;
if(select("I was not serious.:Yes, I will!") == 1) {
mes "[Gallina]";
mes "You meanie! I'm not in the mood for jokes.";
close;
}
mes "[Gallina]";
mes "Oh, God, You're so kind";
mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
mes "Please bring him to me, then~";
set mos_swan,1;
close;
}
mes "[Gallina]";
mes "I'm worried that he's making trouble somewhere...";
close;
}
else if (mos_swan == 1) {
mes "[Anna]";
mes "Mikhail, he's a coward, a crybaby.";
mes "Mikhail, he's a coward, a crybaby.";
close;
}
else if (mos_swan == 2) {
mes "[Anna]";
mes "Why are you here?";
next;
while(1) {
switch(select("About where Mikhail might be hiding:About their relationship:About the situation:Ask her about other things:End the conversation")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "Where is Mikhail?";
mes "Do you know where he is?";
next;
emotion 39;
mes "[Anna]";
mes "If I had known that, I would have already found him, you fool.";
next;
emotion 4,1;
mes "["+strcharinfo(0)+"]";
mes "Hahaha, you're right.";
next;
break;
case 2:
mes "["+strcharinfo(0)+"]";
mes "How's your relationship with your brother?";
next;
mes "[Anna]";
mes "Mikhail always stays behind me and asks me to read books!";
mes "And he cries too much.";
mes "It annoys me.";
mes "And he only wants to play with me. That's why he has no friends.";
next;
mes "["+strcharinfo(0)+"]";
mes "You seem very courageous.";
mes "I can understand why your mother worries about him.";
next;
break;
case 3:
mes "["+strcharinfo(0)+"]";
mes "What were you doing when Mikhail broke your mother's Matrushka?";
next;
mes "[Anna]";
mes "I was there.";
next;
mes "["+strcharinfo(0)+"]";
mes "Oh were you?";
next;
mes "[Anna]";
mes "When my parents were out, they asked me to take care of Mikhail.";
mes "I didn't want to do that but I'm his sister so I was reading a book next to him.";
next;
mes "[Anna]";
mes "He began to tease me to read a book for him and later, he annoyed me saying that he's hungry!";
next;
mes "[Anna]";
mes "I was so bothered with him and I pretended not to hear him and kept reading. I guess it made him mad and so he broke the Matrushka.";
next;
mes "[Anna]";
mes "He made trouble and began to cry!";
mes "He's such a timid boy...";
mes "(giggling)";
next;
mes "[Anna]";
mes "And then I told him that we should glue the pieces together before Mom came back, so Mikhail went to get ^3131FFpaste^000000 but he hasn't come back yet.";
next;
mes "["+strcharinfo(0)+"]";
mes "Where can you get it?";
mes "Why didn't you go with him?";
next;
mes "[Anna]";
mes "Do you think we kids know that?";
mes "He broke it and should get the thing by himself!";
mes "And Mom said that he should do his work for himself to become a great general.";
next;
mes "["+strcharinfo(0)+"]";
mes "Don't you have any idea of where he might be?";
next;
mes "[Anna]";
mes "No.";
next;
mes "["+strcharinfo(0)+"]";
mes "Is there anyone who is close to him?";
next;
emotion 32;
mes "[Anna]";
mes "(giggle) He's a fool and has no friends.";
mes "But among our villagers, the lady of ^3131FFInn 'Sticky Herb Tree'^000000 has held Mikhail dear.";
next;
mes "[Anna]";
mes "I have no idea any more.";
next;
mes "- Anna sticks her tongue out. -";
next;
mes "["+strcharinfo(0)+"]";
mes "It's the only clue, I guess I'll go to ^3131FFInn 'Sticky Herb Tree'^000000?";
if (mos_swan == 2) {
set mos_swan,3;
}
next;
break;
case 4:
mes "["+strcharinfo(0)+"]";
mes "What am I going to ask her?";
next;
input .@AnnaInfo$;
mes "["+strcharinfo(0)+"]";
mes "Anna,";
mes ""+.@AnnaInfo$+"?";
mes "Do you know what this is?";
next;
if (.@AnnaInfo$ == "Gravity") {
mes "[Anna]";
mes "I know that they have a game called RAGNAROK Online 2... and they like... what am I saying now... right?";
next;
}
else if (.@AnnaInfo$ == "Gallina") {
mes "[Anna]";
mes "Mom's hotcakes are so delicious! Oh, it's sweet flavor!";
mes "Everyone in this village likes Mom's hotcakes. Hehe.";
next;
}
else if (.@AnnaInfo$ == "Mikhail") {
mes "[Anna]";
mes "Mikhail is a timid fool!";
next;
}
else {
mes "[Anna]";
mes "I have no idea about that thing.";
next;
}
break;
case 5:
mes "[Anna]";;
mes "Hmm ~ ~ ~ ~ ";
next;
mes "- Anna frowns at me and sticks out her tongue.";
mes "She doesn't want to talk to me -";
close;
}
}
}
else if (mos_swan == 3) {
mes "["+strcharinfo(0)+"]";
mes "Ok, I got a clue from Anna and one thing that I have to do is go to ^3131FFInn 'Sticky Herb Tree'^000000.";
close;
}
else if (mos_swan > 3 && mos_swan < 12) {
mes "[Anna]";
mes "Mikhail is foolish, timid and a coward!";
close;
}
else if (mos_swan == 25) {
mes "[Anna]";
mes "Mik..ha..il";
mes "He tattled on me to mom...";
next;
mes "[Gallina]";
mes "Anna!";
next;
mes "[Anna]";
mes "....I'm sorry.";
close;
}
else if (mos_swan == 100) {
mes "[Anna]";
mes "Mik..ha..il";
mes "He tattled on me to mom...";
next;
mes "[Gallina]";
mes "Anna!";
next;
emotion e_sob;
mes "[Anna]";
mes "....I'm sorry.";
close;
}
else {
mes "[Anna]";
mes "....I'm bored.";
close;
}
}
//----------------------------------------------------------------------------
// Bed
//----------------------------------------------------------------------------
mosk_in,136,279,3 script Bed#mos1 111,{
if (mos_swan == 11) {
mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them. -";
next;
if(select("Check other things:Look it over ") == 1) {
mes "- You'll examine the bed later -";
close;
}
mes "- You come near the bed to look it over. -";
next;
mes " .............. ";
mes " .............. ";
mes " .............. ";
mes " .............. ";
next;
mes " .............. ";
mes " .............. ";
mes " .............. ";
mes " .............. ";
mes " .............. ";
next;
mes "- You didn't find anything -";
close;
}else{
mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them -";
close;
}
}
mosk_in,161,279,3 duplicate(Bed#mos1) Bed#mos2 111
//----------------------------------------------------------------------------
// Fire pot + Mikhail
//----------------------------------------------------------------------------
mosk_in,205,268,3 script Fire pot#mos 111,{
if (mos_swan == 0) {
mes "- It's a fire pot to heat the room or bake something -";
close;
}
else if (mos_swan == 1) {
mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
mes "It seems that this has not been used for a long time.";
mes "I think I should ask his family where he might have fun off to -";
set mos_swan,2;
close;
}
else if (mos_swan > 1 && mos_swan < 11) {
mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
mes "It seems that it was used a long time ago. -";
close;
}
else if (mos_swan == 11) {
mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
mes "It seems that it was used a long time ago. -";
next;
if(select("Check other things:Look it over") == 1) {
mes "- You decide to check out other things -";
close;
}
mes "- You come near the pot to look it over. -";
next;
mes " .............. ";
mes " .............. ";
mes " .............. ";
mes " .............. ";
next;
mes " .............. ";
mes " .............. ";
mes " .............. ";
mes " .............. ";
mes " .............. ";
next;
mes "- As you look it over very carefully, you find some pieces of bread on the floor around the fire pot! -";
next;
switch(select("Mikhail is in the fire pot.:Mikhail is around the fire pot.:There's nothing between pieces of bread and Mikhail.")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "I finally found him.";
next;
mes "- You put your arm into the hole of the fire pot. -";
next;
mes "- Something makes a rustling sound. -";
next;
mes "- You call Mikhail with a low voice. -";
next;
mes "["+strcharinfo(0)+"]";
mes "Mik-ha-il-.";
next;
mes "- .......................... -";
next;
mes "["+strcharinfo(0)+"]";
mes "Mikhail.";
mes "I know you're there, please come out.";
next;
mes "- .......................... -";
next;
mes "["+strcharinfo(0)+"]";
mes "Your mom and sister are worried about you.";
next;
mes "[???]";
mes ".......hey.";
next;
mes "["+strcharinfo(0)+"]";
mes "?????";
next;
mes "[Mikhail]";
mes ".......No, I can't............";
mes "I'll.... be punished........";
next;
mes "["+strcharinfo(0)+"]";
mes "No, you won't, Mikhail.";
mes "Your mom is worried about you so much.";
mes "Your sister, too.";
next;
mes "["+strcharinfo(0)+"]";
mes "You broke your mom's Matrushka by mistake, didn't you?";
mes "I'll tell her about your mistake. Please come out.";
next;
mes "[Mikhail]";
mes "Oh.. ma.. matrushka..";
mes "I didn't break..it.. it..wasn't.. just me!";
next;
mes "["+strcharinfo(0)+"]";
mes "And?";
next;
mes "[Mikhail]";
mes "Anna pushed me and bumped me......";
mes "But she told Mom that it was just me who broke it....";
next;
mes "["+strcharinfo(0)+"]";
mes "Oh, dear! You and Anna did that but she put all the blame on you?";
next;
mes "[Mikhail]";
mes "Yes.....";
next;
mes "["+strcharinfo(0)+"]";
mes "You should come out and tell your mom the truth! Let's go Mikhail.";
next;
mes "[Mikhail]";
mes "No! No, I can't!!";
next;
mes "- A small-white hand comes out of the fire pot and grabs your ankle -";
next;
mes "[Mikhail]";
mes "No...I'm afraid that Mom will punish me...";
mes "Because Grandma's Matrushka is broken......";
next;
mes "["+strcharinfo(0)+"]";
mes "Oh, my. Please don't cry little boy.";
mes "There's no way. I'll get a paste to bond all the pieces together. And then you can bring it back to your mom and apologize to her.";
next;
mes "[Mikhail]";
mes "Can you... get... a paste?";
next;
mes "["+strcharinfo(0)+"]";
mes "You don't believe me?";
mes "Ok, stay here. I'll be right back with the paste.";
next;
mes "- I need to know what's required for the paste.";
mes "I'll ask that guy ^3131FFMr. Victor^000000 about them. -";
set mos_swan,12;
close;
break;
case 2:
mes "- I guess he's near the fire pot. Where can I find him? -";
close;
break;
case 3:
mes "- I guess pieces of bread have nothing to do with Mikhail. -";
close;
}
}
else if (mos_swan == 12) {
mes "- Ok, what I have to do first is ask Mr.Victor what I need for the paste. -";
close;
}
else if (mos_swan == 24) {
mes "["+strcharinfo(0)+"]";
mes "Hey, Mikhail. I've got the paste!.";
next;
mes "[Mikhail]";
mes "......Really? are you serious?";
next;
donpcevent "Mikhail#mos::OnEnable";
mes "- You hand over the paste from Victor to Mikhail. -";
next;
mes "[Mikhail]";
mes "Wow! Great!";
next;
mes "- He begins working on the broken Matrushka as if he was piecing together a puzzle. -";
next;
mes "[Mikhail]";
mes "I've done it!!!!!!!";
mes "Thank you so much!!!";
next;
mes "["+strcharinfo(0)+"]";
mes "You're welcome, haha.";
mes "Anyway, can you promise me one thing?";
next;
mes "[Mikhail]";
mes "What?";
next;
mes "["+strcharinfo(0)+"]";
mes "Bring back the Matrushka to your mother, and promise me that you will be a brave general in the future.";
next;
mes "[Mikhail]";
mes ".............";
next;
mes "[Mikhail]";
mes "OK, I will!";
next;
mes "["+strcharinfo(0)+"]";
mes "Hoohoo, you're good boy.";
next;
mes "[Mikhail]";
mes "Now I'm gonna give this back to Mom.";
donpcevent "Mikhail#mos::OnInit";
set mos_swan,25;
delitem 7764,1;
close;
}
else{
mes "- It's a fire pot to heat the room or bake something -";
close;
}
}
mosk_in,202,269,5 script Mikhail#mos 962,{
end;
OnInit:
hideonnpc "Mikhail#mos";
end;
OnEnable:
hideoffnpc "Mikhail#mos";
end;
}
//----------------------------------------------------------------------------
// Sticky Herb Tree Inn NPCs
//----------------------------------------------------------------------------
mosk_in,135,191,5 script Landlord#mos 961,{
mes "[Landlord]";
mes "Oh, welcome to the Inn 'Sticky Herb Tree'.";
mes "It is the most comfortable and calmest place in all of Moscovia.";
next;
if (mos_swan == 3) {
switch(select("Save:Stay the night - 5000z:Ask her about Mikhail.")) {
case 1:
mes "[Landlord]";
mes "Your respawn point has been saved.";
mes "Hope we can see you again next time hoho.";
savepoint "mosk_in",142,189;
close;
break;
case 2:
if (Zeny > 4999) {
mes "[Landlord]";
mes "Ok, I'll bring you the best room.";
mes "Please have a rest, young adventurer.";
close2;
set Zeny,Zeny-5000;
percentheal 100,100;
warp "mosk_in",215,181;
end;
}else{
mes "[Landlord]";
mes "The service charge is 5000z.";
mes "Please make sure you have enough money for the service.";
close;
}
break;
case 3:
mes "[Landlord]";
emotion 3;
if (sex) {
mes "Oh~! You look great! Look at the solid muscle!";
mes "But you look tired. Is it because of a long journey?";
next;
mes "[Landlord]";
mes "We've got a room available just for you. It's the best in town. How about staying the night?";
mes "I'll charge you at reasonable price for you, handsome guy.";
}else{
mes "Oh, you look great! Look at your fair skin! ";
mes "But you look tired. Is it because of a long journey?";
next;
mes "[Landlord]";
mes "We've got a room available just for you. It's like a princess' room.";
mes "How about staying the night? I'll mark down the price for you, beautiful lady.";
}
next;
mes "["+strcharinfo(0)+"]";
mes "Oh, I'm sorry but I didn't come to stay here.";
mes "I'm looking for a kid and I've got something to ask you...";
next;
emotion e_omg;
mes "[Landlord]";
mes "What!?!?";
next;
mes "[Landlord]";
mes "Hey~ You've heard about 'give and take'?";
mes "Haven't you?";
mes "If you're my customer, I could offer you what you want but you're not!";
next;
mes "[Landlord]";
mes "If you promise me to stay overnight, I'll tell you about what you want to know. Deal?";
next;
if(select("Refuse.:Stay overnight and get the info. - 5000z") == 1) {
emotion 7;
mes "[Landlord]";
mes "Well, get the info by yourself then.";
close;
}
if (Zeny < 5000) {
mes "[Landlord]";
mes "No way. You don't have enough money.";
mes "Go away! I can't offer you a room.";
close;
}else{
mes "[Landlord]";
mes "Oh, God! You're as great as you look~";
mes "Ok, I'll bring you to the room in a bit!!";
next;
mes "[Landlord]";
mes "Come on, please follow me with your luggage.";
mes "Oh, let me carry them. Hohoho, you must be exhausted.";
mes "I wish you a good night's rest. Hohoho.";
set mos_swan,4;
close2;
set Zeny,Zeny-5000;
percentheal 100,100;
warp "mosk_in",215,181;
end;
}
}
}
else if (mos_swan == 4 || mos_swan == 5) {
mes "[Landlord]";
mes "You're up already?";
mes "Well since you're young you've probably already recovered all of your strength.";
mes "Hohoho.";
next;
while(1) {
switch(select("Ask her about the inn:Ask her about Mikhail.:End the conversation")) {
case 1:
mes "[Landlord]";
mes "The name of our inn came from a big apple tree which is outside of the village.";
mes "I hope our inn will be the most famous place in Moscovia like the apple tree that distinguishes itself in the thick wood.";
next;
break;
case 2:
mes "[Landlord]";
mes "Mikhail?";
mes "Ah! You're talking about a cute boy, Mr. Ibanoff's son?";
mes "Yes I saw him. He was here a few hours ago.";
next;
mes "[Landlord]";
mes "He looked pale and asked me for a high-strength adhesive. He might've broken something important.";
next;
mes "[Landlord]";
mes "I felt sorry for him because he was so tense. He's such a sweet boy. I'd like to make him my son.";
mes "Hohoho";
next;
mes "["+strcharinfo(0)+"]";
mes "So what happened?";
mes "Did Mikhail get it?";
next;
mes "[Landlord]";
mes "Hoho, I don't really know. Maybe my husband does...";
mes "He's not much to look at, but he's good at repairing and making stuff! hoho";
next;
mes "[Landlord]";
mes "But it's been a long time since he was out of Moscovia so I can't ask him how to make adhesives now...";
next;
mes "["+strcharinfo(0)+"]";
mes "......And then?";
next;
mes "[Landlord]";
mes "I told him to go to the pub over there.";
mes "I also told him not to drink what those guys offer to him!";
mes "Cause he's such a cute boy!";
next;
mes "["+strcharinfo(0)+"]";
mes "So, did he go there?";
next;
mes "[Landlord]";
mes "Yes he did-.";
mes "As he's a good boy, he would go there.";
mes "He's really gentle.";
next;
mes "["+strcharinfo(0)+"]";
mes "OK. Thank you for your answers!";
next;
mes "[Landlord]";
mes "I was unkind to make you stay here but wasn't it easier for you? hoho.";
mes "When it gets dark, promise me to come here again. Hoho";
set mos_swan,7;
close;
break;
case 3:
mes "[Landlord]";
mes "When you need to take a rest, where will you go?";
next;
mes "[Landlord]";
mes "You should come back here to Inn 'Sticky Herb Tree'. Ok?";
mes "I'll offer you better service next time.";
close;
}
}
}
else{
if(select("Save:Stay the night - 5000z") == 1) {
mes "[Landlord]";
mes "Your respawn point has been saved.";
mes "Hope we can see you again next time hoho.";
savepoint "mosk_in",142,189;
close;
}
if (Zeny> 4999) {
mes "[Landlord]";
mes "Please be comfortable.";
close2;
set Zeny,Zeny-5000;
percentheal 100,100;
warp "mosk_in",215,181;
end;
}else{
mes "[Landlord]";
mes "The service charge is 5000z.";
mes "Please make sure you have enough money for the service.";
close;
}
}
}
mosk_in,141,212,3 script Pub Owner#mos 964,{
if (checkweight(1201,1) == 0 ) {
mes "- Please stop here !! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
if ((MaxWeight-Weight) < 2000) {
mes "- Please stop here!! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
if (mos_swan == 7) {
mes "[Pub Owner]";
mes "We've got another wanderer here";
mes "Welcome to our pub.";
mes "I'm Alexandre of ^3131FF'Pub Stream'^000000. You can call me 'Sasha'.";
next;
if(select("Ask him about Mikhail.:Order a drink.") == 1) {
mes "["+strcharinfo(0)+"]";
mes "Sasha, has a little boy called 'Mikhail' came here?";
next;
mes "[Pub Owner]";
mes "Are you talking about the cute little boy? Yes he has came here.";
mes "He looked pale and needed a high-strength adhesive .";
next;
mes "["+strcharinfo(0)+"]";
mes "So what did you say ?";
next;
mes "[Pub Owner]";
mes "I don't know well about that thing.";
mes "However, I know a person who may know about that so I introduced him to Mikhail.";
next;
mes "["+strcharinfo(0)+"]";
mes "Who's that person?";
next;
mes "[Pub Owner]";
mes "It's Victor over there.";
mes "He's very careful about details so we call him ^3131FF'hedgehog Victor'^000000.";
mes "No one knows about it well except him.";
next;
mes "["+strcharinfo(0)+"]";
mes "Sasha, thanks a lot!";
next;
mes "[Pub Owner]";
mes "You're welcome.";
set mos_swan,8;
close;
}
mes "[Pub Owner]";
mes "Although you may be an experienced adventurer, you look so young.";
mes "I recommend you these drinks. Which one will you take?";
next;
switch(select("Milk - 1000z:Sticky_Herb juice - 1000z:They are all expensive!")) {
case 1:
if (Zeny > 999) {
set Zeny,Zeny-1000;
set mos_swan,9;
getitem 519,1;
mes "[Pub Owner]";
mes "Here you are. This is what you ordered.";
mes "How do you like Moscovia?";
next;
mes "["+strcharinfo(0)+"]";
mes "Yes, it's beautiful and gorgeous.";
mes "Sasha, most of all, can you answer one question?";
next;
mes "[Pub Owner]";
mes "About what?";
next;
mes "["+strcharinfo(0)+"]";
mes "Has Mikhail come here?";
next;
mes "[Pub Owner]";
mes "Yes he has.";
mes "He looked pale and needed a high-strength adhesive.";
next;
mes "["+strcharinfo(0)+"]";
mes "So what happened?";
next;
mes "[Pub Owner]";
mes "I don't know much about adhesives.";
mes "But, I know a person who may know about them so I introduced Mikhail to him.";
next;
mes "["+strcharinfo(0)+"]";
mes "Who's this person?";
next;
mes "[Pub Owner]";
mes "It's Victor over there.";
mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
mes "No one knows adhesives as well as he does.";
next;
mes "["+strcharinfo(0)+"]";
mes "Sasha, thanks a lot!";
next;
mes "[Pub Owner]";
mes "You're welcome.";
close;
}else{
mes "[Pub Owner]";
mes "You'll need a lot of money while you're traveling.";
mes "If you don't have enough money, I'll offer you a glass of water.";
close;
}
break;
case 2:
if (Zeny > 999) {
set Zeny,Zeny-1000;
set mos_swan,9;
getitem 531,1;
mes "[Pub Owner]";
mes "Here you are. This is what you ordered.";
mes "How do you like Moscovia?";
next;
mes "["+strcharinfo(0)+"]";
mes "Yes, it's beautiful and gorgeous.";
mes "Sasha, most of all, can you answer one question?";
next;
mes "[Pub Owner]";
mes "About what?";
next;
mes "["+strcharinfo(0)+"]";
mes "Has Mikhail come here?";
next;
mes "[Pub Owner]";
mes "Yes he has.";
mes "He looked pale and needed a high-strength adhesive.";
next;
mes "["+strcharinfo(0)+"]";
mes "So what happened?";
next;
mes "[Pub Owner]";
mes "I don't know much about adhesives.";
mes "But, I know a person who may know about them so I introduced Mikhail to him.";
next;
mes "["+strcharinfo(0)+"]";
mes "Who's this person?";
next;
mes "[Pub Owner]";
mes "It's Victor over there.";
mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
mes "No one knows adhesives as well as he does.";
next;
mes "["+strcharinfo(0)+"]";
mes "Sasha, thanks a lot!";
next;
mes "[Pub Owner]";
mes "You're welcome.";
close;
}else{
mes "[Pub Owner]";
mes "You'll need a lot of money while you're traveling.";
mes "If you don't have enough money, I'll offer you a glass of water.";
close;
}
break;
case 3:
mes "[Pub Owner]";
mes "Hahaha, too much for you eh cheapskate.";
close;
}
}
else if (mos_swan == 8) {
mes "[Pub Owner]";
mes "While I work in this pub, I can hear stories from all around the world.";
mes "They are all heroes of their life.";
next;
mes "[Pub Owner]";
mes "Each story interests me so a day passes quick.";
mes "That's why I love my job.";
next;
mes "[Pub Owner]";
mes "Well, do you have some stories for me? or you've got something to ask me.";
mes "I recommend you those drinks.";
next;
switch(select("Milk - 1000z:Apple juice - 1000z:They are all expensive!")) {
case 1:
if (Zeny > 999) {
set Zeny,Zeny-1000;
set mos_swan,9;
getitem 519,1;
mes "[Pub Owner]";
mes "Here you are. This is what you ordered.";
mes "Enjoy yourself.";
close;
}else{
mes "[Pub Owner]";
mes "You'll need a lot of money while you're traveling.";
mes "If you don't have enough money, I'll offer you a glass of water.";
close;
}
break;
case 2:
if (Zeny > 999) {
set Zeny,Zeny-1000;
set mos_swan,9;
getitem 531,1;
mes "[Pub Owner]";
mes "Here you are. This is what you ordered.";
mes "Enjoy yourself.";
close;
}else{
mes "[Pub Owner]";
mes "You'll need a lot of money while you're traveling.";
mes "If you don't have enough money, I'll offer you a glass of water.";
close;
}
break;
case 3:
mes "[Pub Owner]";
mes "Hahaha, Here is the sightseeing place.";
close;
}
}
else if (mos_swan == 9) {
mes "[Pub Owner]";
mes "Have you spoken to Victor?";
close;
}
else {
mes "[Pub Owner]";
mes "Welcome to our pub.";
mes "I'm Alexandre of ^3131FF'Stream Pub'^000000. But, everyone calls me 'Sasha'.";
mes "It's a fine day today. I feel like going out.";
close;
}
}
mosk_in,147,202,3 script Victor#mos 968,{
if (checkweight(1201,1) == 0 ) {
mes "- Please stop here !! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
if ((MaxWeight-Weight) < 2000) {
mes "- Please stop here!! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
if (mos_swan == 8) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me.";
mes "Could you spare a few minutes for me?";
next;
mes "[Victor]";
mes "Who are you?";
mes "What gives you the right to say such a thing?";
mes "I'm busy appreciating wine in this glass.";
close;
}
else if (mos_swan == 9) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me.";
mes "Could you spare a few minutes for me?";
next;
mes "[Victor]";
mes "Who are you?";
mes "What gives you the right to say such a thing?";
mes "I'm busy appreciating wine in this glass.";
next;
mes "[Victor]";
mes "Pardon? You're drinking too.";
mes "Ok, it's lonely to drink alone. I but I've gotten used to it.";
next;
mes "[Victor]";
mes "Well, tell me what you have on your mind. I'm listening.";
next;
mes "["+strcharinfo(0)+"]";
mes "Have you seen a little boy who was looking for paste?";
next;
mes "[Victor]";
mes "..................";
next;
mes "[Victor]";
mes "You're talking about Mikhail?";
mes "He's such a sentimental boy. I was troubled by him";
next;
mes "[Victor]";
mes "By the way, how did you know that he came to see me? Did he say anything to you?";
next;
mes "["+strcharinfo(0)+"]";
mes "Mikhail hasn't come back yet since he left to get the paste. He broke his mother's Matrushka..";
next;
mes "[Victor]";
mes "............What?";
mes "Hmm.. Oh dear.....";
mes "I doubt he went there.";
next;
mes "["+strcharinfo(0)+"]";
mes "There?";
next;
mes "[Victor]";
mes "Yes. Baba Yaga 'The Terrible' and other scary animals live there.";
next;
mes "[Victor]";
mes "The little boy came here crying a few hours ago.";
mes "He's got something that needs to be stuck together, so he needed a high-strength adhesive.";
next;
mes "[Victor]";
mes "But I don't carry such a thing. So I told him to bring me some stuff for it.";
next;
mes "[Victor]";
mes "To get the stuff for a high-strength adhesive, you need to go to an isolated swamp. You can reach it by boat and it takes a long time.";
next;
mes "[Victor]";
mes "But the way to the swamp is very dangerous. There are horrible monsters around it, all hunting with eager eyes.";
next;
mes "[Victor]";
mes "Especially, the old lady Baba Yaga who attacks anyone she sees. She especially likes youngsters like you. haha!";
mes "heeheehee!!";
next;
mes "[Victor]";
mes "...You turned pale! hahaha!!";
next;
mes "[Victor]";
mes "But...";
mes "I'm exaggerating a little, it's true that there are scary things.";
mes "But, I don't believe that a little and timid boy like Mikhail would go there. It's impossible!";
next;
mes "[Victor]";
mes "I said to him, 'you can never, ever go there' and told him to go back home.";
mes "He asked for the impossible so I calmed him down with some bread.";
next;
mes "[Victor]";
mes "He was already white with fear that he broke his mother's matrushka. Do you think that he would go there?";
next;
mes "[Victor]";
mes "He might've just hidden himself somewhere, haha!";
set mos_swan,10;
close;
}
else if (mos_swan == 10 || mos_swan == 11) {
mes "[Victor]";
mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there. ";
next;
mes "[Victor]";
mes "If you go deep into it's forest, you can find a swamp where sticky weeds are growing.";
next;
mes "[Victor]";
mes "The way to go there is full of danger. Do think that a timid boy like Mikhail can go there?";
close;
}
else if (mos_swan == 12) {
mes "[Victor]";
mes "You came back. Hmm, are you about to make me responsible that he's gone?";
next;
mes "["+strcharinfo(0)+"]";
mes "No, I found him. You don't have to worry.";
next;
mes "[Victor]";
mes "So, what do you want with me?";
next;
mes "["+strcharinfo(0)+"]";
mes "I promised him I'd make the high-strength adhesive. What do I have to do for that?";
next;
mes "[Victor]";
mes "Why are you so eager to make it? How important is the stuff?";
mes "Well, I don't care...";
next;
mes "[Victor]";
mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there.";
next;
mes "[Victor]";
mes "If you go deep into it's forest, you can find a swamp where sticky weeds are growing.";
next;
mes "[Victor]";
mes "You should bring ^3131FF'10 sticky herbs'^000000 and ^3131FF 1 medicine bowl^000000 to me.";
set mos_swan,13;
close;
}
else if (mos_swan > 12 && mos_swan < 23) {
mes "[Victor]";
mes "If you want to make adhesives";
mes "get 10 sticky herbs and";
mes "1 medicine bowl for me.";
mes "Those sticky herbs are growing in the swamp. It may be dangerous but that shouldn't be a problem for you?";
close;
}
else if (mos_swan == 23) {
mes "[Victor]";
mes "What do you want with me this time??";
mes "Oh, you said you wanted an adhesive...";
mes "You're bothering me so much!";
next;
if (countitem(7763) > 9 && countitem(7134) > 0) {
mes "[Victor]";
mes "Give me the stuff! I'll make it quickly. You're annoying me!";
next;
mes "- He's making adhesive with a crunching sound -";
mes "- He's making adhesive with a crunching sound -";
mes "- He's making adhesive with a crunching sound -";
next;
mes "- And he may be rubbing something -";
mes "- And he may be rubbing something -";
mes "- And he may be rubbing something -";
mes "- And he may be rubbing something -";
next;
mes "[Victor]";
mes "Ok, done!";
mes "I don't want you to bother me any longer!";
mes "Please leave!";
delitem 7763,10;
delitem 7134,1;
set mos_swan,24;
getitem 7764,1;
close;
}else{
mes "[Victor]";
mes "He's annoying me so much. Give me the materials!";
mes "Oh dear? What are those things? I said 10 sticky herbs and 1 medicine bowl!!";
next;
mes "[Victor]";
mes "Even though I'm always in the pub, I have my own business... !";
next;
mes "[Victor]";
mes ".............!!!!";
next;
mes "[Victor]";
mes "..................";
mes "What are you staring at? Bring them to me right now!";
close;
}
}
else{
mes "[Victor]";
mes "What did you say? I just want to drink peacefully!";
close;
}
}
mosk_in,215,181,0 script #swan_inn -1,1,1,{
end;
OnTouch:
if (mos_swan == 4) {
mes "..................";
mes "..................";
next;
mes "..................";
mes "..................";
mes "..................";
next;
mes "..................";
mes "..................";
mes "..................";
mes "..................";
next;
mes "["+strcharinfo(0)+"]";
mes "Oh, I got a good night's sleep. How long did I sleep?";
next;
mes "["+strcharinfo(0)+"]";
mes "Althought I was forced to stay here, it's true that it's got great facilities.";
mes "I feel refreshed.";
next;
mes "["+strcharinfo(0)+"]";
mes "Ok, I guess I will go to the landlord to get some info.";
set mos_swan,5;
close;
}else{
end;
}
}
//----------------------------------------------------------------------------
// Swamp
//----------------------------------------------------------------------------
mosk_dun03,153,90,3 script Bubbling Swamp#mos1 844,{
if (checkweight(1201,1) == 0) {
mes "- Your bag is very heavy today -";
close;
}
if ((MaxWeight-Weight) < 2000) {
mes "- Your bag is very heavy today -";
close;
}
if (mos_swan == 10) {
mes "- You feel sticky just looking at this swamp. -";
next;
mes "- Gas bubbles are rising. The atomosphere here is pretty scary -";
next;
mes "["+strcharinfo(0)+"]";
mes "I don't see any traces of Mikhail. I think I should go back and check his house one more time.";
set mos_swan,11;
close;
}
else if (mos_swan == 11 && mos_swan == 12) {
mes "- You can see a small muddy swamp -";
next;
mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
close;
}
else if (mos_swan > 12 && mos_swan < 23) {
mes "- You feel sticky just looking at the swamp. -";
next;
mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
next;
mes "- You stretch out to find sticky herbs. -";
next;
set .@leaf_mos,rand(1,10);
if (.@leaf_mos < 6) {
mes "- You have pricked your finger on a Sticky Herb. -";
if (mos_swan == 22) {
getitem 7763,1;
set mos_swan,23;
close;
}else{
getitem 7763,1;
set mos_swan,mos_swan+1;
close;
}
}else{
mes "- You have pricked your finger on a Green Herb. -";
getitem 511,1;
close;
}
}
else {
mes "- You can see a small swamp which seems very muddy. -";
next;
mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
close;
}
}
//----------------------------------------------------------------------------
// Larissa - Hotcake Quests
//----------------------------------------------------------------------------
mosk_in,211,259,5 script Larissa#mos_01 960,{
if (checkweight(1201,1) == 0) {
mes "- Please stop here !! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
if ((MaxWeight-Weight) < 2000) {
mes "- Please stop here !! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
if (mos_swan == 100) {
mes "[Larissa]";
mes "Oh, you're the adventurer that Madame told me about .";
mes "Did you find her son?";
mes "I'm so glad. He's a good kid.";
next;
mes "[Larissa]";
mes "Here you are. This special pancake is for you.";
mes "It will be very delicious.";
set mos_swan,101;
getitem 592,5;
getitem 593,5;
next;
mes "[Larissa]";
mes "Whenever you'd like to eat these pancake, you come on by.";
mes "I'll bake you the most delicious one.";
close;
}
else if (mos_swan > 100) {
mes "[Larissa]";
mes "Did the pancake taste good?";
mes "Would you like another pancake?";
next;
if(select("Yes:No") == 1) {
if (countitem(7031) > 0 && countitem(519) > 1 && countitem(504) > 1 && countitem(548) > 0 && countitem(1019) > 0 && countitem(518) > 0) {
mes "[Larissa]";
mes "Let me check if you have all the ingredients.";
mes "A frying pan, milk... potion that softens the dough, cheese..honey..and firewood.";
mes "Perfect!";
next;
mes "[Larissa]";
mes "Let us begin by kneading the dough.";
mes "I'll add sugar and baking powder.";
mes "It can be mixed well with this sieve.";
next;
mes "[Larissa]";
mes "What should I do with the wheat flour?";
next;
switch(select("Turn it down.:Pass it through a sieve.:Press it with your fist.")) {
case 1:
mes "[Larissa]";
mes "Oh, my! What are you doing now?";
mes "I'm going to do that from the beginning.";
mes "Look, pass it through a sieve.";
next;
break;
case 2:
mes "[Larissa]";
mes "There you go. Just do it slowly while tapping the sides, sifting the sugar and baking powder through the sieve together.";
next;
break;
case 3:
mes "[Larissa]";
mes "If we don't have the sieve, we can use our fist but we've got one. So we might as well use it right?";
next;
}
mes "[Larissa]";
mes "That way, it will mix well.";
mes "And then I'm adding an egg, some milk and a white potion.";
mes "What next?";
next;
if(select("Stir it up with great speed.:Do the same as she said.") == 1) {
mes "[Larissa]";
mes "No, you don't have to do that way. It won't rise properly if you stir it too fast.";
next;
}else{
mes "[Larissa]";
mes "You're very good at this!";
next;
}
mes "[Larissa]";
mes "It'll rise while baking if you stir it properly";
mes "Ok, let me bake now. Let's pour it on our pan and spread it around.";
next;
mes "[Larissa]";
mes "Cook in low temperature. It'll rise and have bubbles on it.";
mes "When you see the bubbles, you can turn it over.";
next;
if(select("Cook in high temperature.:Can I turn it over now?") == 1) {
mes "[Larissa]";
mes "No, you don't do that.";
mes "You'll burn it up.";
mes "Wait for a while.";
next;
}else{
mes "[Larissa]";
mes "Hmm let's see. It's good.";
mes "You were good at it.";
next;
}
mes "[Larissa]";
mes "Ok, turn it over. Oh it looks delicious";
mes "What should I top it with? First I put some cheese but the rest is up to you...";
next;
switch(select("Caviar:Mushrooms:Honey:Strawberry jam:Sour cream")) {
case 1:
mes "[Larissa]";
mes "Ok. you want caviar. Forturnately, I still have a little left.";
mes "Hoohoo, this'll be luxurious..";
mes "Here we go. It's all done!";
delitem 7031,1;
delitem 519,2;
delitem 504,2;
delitem 548,1;
delitem 1019,1;
delitem 518,1;
getitem 591,1;
close;
break;
case 2:
mes "[Larissa]";
mes "Ok. you want mushrooms.. It has an earthly flavor.";
mes "Here we go. It's all done!";
delitem 7031,1;
delitem 519,2;
delitem 504,2;
delitem 548,1;
delitem 1019,1;
delitem 518,1;
getitem 595,1;
close;
break;
case 3:
mes "[Larissa]";
mes "Ok, honey syrup goes perfectly with pancakes.";
mes "Here we go. It's all done!";
delitem 7031,1;
delitem 519,2;
delitem 504,2;
delitem 548,1;
delitem 1019,1;
delitem 518,1;
getitem 593,1;
close;
break;
case 4:
mes "[Larissa]";
mes "Who could get sick of pancakes with strawberry jam?";
mes "Hoohoo it tastes sweet too.";
mes "Here we go. It's all done!";
delitem 7031,1;
delitem 519,2;
delitem 504,2;
delitem 548,1;
delitem 1019,1;
delitem 518,1;
getitem 592,1;
close;
break;
case 5:
mes "[Larissa]";
mes "You want sour cream.. you will feel as if you fly in the sky.";
mes "It can help reduce stress.";
mes "Here we go. It's all done!";
delitem 7031,1;
delitem 519,2;
delitem 504,2;
delitem 548,1;
delitem 1019,1;
delitem 518,1;
getitem 594,1;
close;
}
}else{
mes "[Larissa]";
mes "That's good. I have ingredients and several toppings but...";
mes "It's still not enough. You need to get all of the things that we don't have now.";
next;
mes "[Larissa]";
mes "I need ^4d4dff1 old frying pan , 2 bottles of milk , 2 white potion, 1 cheese, 1 Trunk, 1 Honey ^000000.";
mes "We can bake our pancake when we get all of those.";
close;
}
}
mes "[Larissa]";
mes "Ok we can bake it next time.";
mes "I'm always available.";
close;
}
else{
mes "[Larissa]";
mes "Young lady is a practical joker and her brother is tenderhearted.";
mes "By the way, I haven't seen him for quite some time.";
close;
}
}
//============================================================================
// Acorn Exchange
//============================================================================
//----------------------------------------------------------------------------
// Acorn Dealer - Sells Acorns
//----------------------------------------------------------------------------
moscovia,208,182,7 script Acorn Dealer#mos 967,{
mes "[Acorn Dealer]";
mes "We have very fresh acorns. Everyone will like them!";
mes "You can buy one acorn for 100zeny!";
next;
if(select("Buy one.:What can I use them for?") == 2) {
mes "[Acorn Dealer]";
mes "Well uh...";
mes "You can grind them to make";
mes "something to eat and you can feed squirrels.";
next;
mes "[Acorn Dealer]";
mes "Someone can decorate their house";
mes "with them but I don't know how...";
mes "they've got to be highly talented.";
mes "Haha.";
close;
}
mes "[Acorn Dealer]";
mes "I'll bet you that they are very fresh!";
mes "How many acorns do you need?";
next;
while(.@input <= 0 || .@input > 500) {
input .@input;
if (.@input <= 0) {
mes "[Acorn Dealer]";
mes "Do you want to cancel this trade?";
close;
}
if (.@input > 500) {
mes "[Acorn Dealer]";
mes "You can't buy more than 500.";
next;
}
}
if (!checkweight(1026, .@input)) {
mes "[Acorn Dealer]";
mes "Hello, I think you can't get acorns";
mes "now. You're carrying too many";
mes "items!";
mes "Please use Kafra service. I'll be";
mes "right here.";
close;
}
set .@price, .@input * 100;
if (Zeny < .@price) {
mes "[Acorn Dealer]";
mes "Hello? You've turned pale! Are you ok??";
mes "Do you have enough money?";
close;
}else{
mes "[Acorn Dealer]";
mes "Oh, thank you...";
mes "What do you think of them? They're fresh, aren't they?";
set Zeny,Zeny - .@price;
getitem 1026,.@input;
close;
}
}
//----------------------------------------------------------------------------
// Big Squirrel - Trade Acorns for Gems
//----------------------------------------------------------------------------
mosk_fild01,113,108,3 script Big Squirrel#mos 111,{
if (checkweight(1201,1) == 0 ) {
mes "- Please stop here !! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
if ((MaxWeight-Weight) < 2000) {
mes "- Please stop here!! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
mes "- It's an extroardinary big squirrel. -";
next;
mes "- When the animal comes across you, it starts to sniffle and purse up it's lips. -";
next;
if (countitem(1026) > 19) {
switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
case 1:
mes "- You take one of acorns out and hold it out to the squirrel. -";
next;
mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
next;
mes "- It makes a crunching sound -";
mes "- It makes a crunching sound -";
mes "- It makes a crunching sound -";
next;
mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
delitem 1026,20;
set .@cyworld,rand(1,1000);
set .@stworld,rand(1,150);
if (.@cyworld > 0 && .@cyworld < 100) {
getitem 733,1;
}
else if (.@cyworld == 100) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 730,1;
else
getitem 7289,1;
}
else if (.@cyworld > 100 && .@cyworld < 200) {
getitem 733,1;
}
else if (.@cyworld == 200) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 731,1;
else
set .@stonez1,rand(1,10);
if (.@stonez1 < 6)
getitem 7290,1;
else if (.@stonez1 > 5 && .@stonez1 < 8)
getitem 7297,1;
else
getitem 7292,1;
}
else if (.@cyworld > 200 && .@cyworld < 300) {
getitem 733,1;
}
else if (.@cyworld == 300) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 732,1;
else
set .@stonez2,rand(1,10);
if (.@stonez2 < 6)
getitem 7291,1;
else
getitem 7294,1;
}
else if (.@cyworld > 300 && .@cyworld < 400) {
getitem 733,1;
}
else if (.@cyworld == 400) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 730,1;
else
getitem 7295,1;
}
else if (.@cyworld > 400 && .@cyworld < 500) {
getitem 733,1;
}
else if (.@cyworld == 500) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 731,1;
else
getitem 7293,1;
}
else if (.@cyworld > 500 && .@cyworld < 600) {
getitem 724,1;
}
else if (.@cyworld == 600) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 732,1;
else
getitem 7292,1;
}
else if (.@cyworld > 600 && .@cyworld < 700) {
getitem 724,1;
}
else if (.@cyworld == 700) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 730,1;
else
getitem 7290,1;
}
else if (.@cyworld > 700 && .@cyworld < 800) {
getitem 724,1;
}
else if (.@cyworld == 800) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 731,1;
else
getitem 7296,1;
}
else if (.@cyworld > 800 && .@cyworld < 900) {
getitem 724,1;
}
else if (.@cyworld == 900) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 732,1;
else
getitem 7297,1;
}
else if (.@cyworld == 1000) {
getitem 727,1;
}
else {
getitem 724,1;
}
close;
break;
case 2:
mes "["+strcharinfo(0)+"]";
mes "It's so cute.";
close;
break;
case 3:
mes "[Aged Man]";
mes "Is it bigger than an ordinary one?";
mes "I found it one day and was barely able to save it...";
next;
mes "[Aged Man]";
mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
next;
mes "[Aged Man]";
mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
mes "That's why it's bigger than ordinary ones hahaha.";
close;
}
}else{
mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
close;
}
}
mosk_fild01,113,108,5 script #mos_sq 1104,2,2,{
end;
OnTouch:
if (checkweight(1201,1) == 0 ) {
mes "- Please stop here !! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
if ((MaxWeight-Weight) < 2000) {
mes "- Please stop here!! -";
mes "- You're carrying too many items -";
mes "- Please try again -";
mes "- after using the kafra service -";
close;
}
mes "- It's an extroardinary big squirrel. -";
next;
mes "- When the animal comes across you, it starts to sniffle and purse up it's lips. -";
next;
if (countitem(1026) > 19) {
switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
case 1:
mes "- You take one of acorns out and hold it out to the squirrel. -";
next;
mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
next;
mes "- It makes a crunching sound -";
mes "- It makes a crunching sound -";
mes "- It makes a crunching sound -";
next;
mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
delitem 1026,20;
set .@cyworld,rand(1,1000);
set .@stworld,rand(1,150);
if (.@cyworld > 0 && .@cyworld < 100) {
getitem 733,1;
}
else if (.@cyworld == 100) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 730,1;
else
getitem 7289,1;
}
else if (.@cyworld > 100 && .@cyworld < 200) {
getitem 733,1;
}
else if (.@cyworld == 200) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 731,1;
else
set .@stonez1,rand(1,10);
if (.@stonez1 < 6)
getitem 7290,1;
else if (.@stonez1 > 5 && .@stonez1 < 8)
getitem 7297,1;
else
getitem 7292,1;
}
else if (.@cyworld > 200 && .@cyworld < 300) {
getitem 733,1;
}
else if (.@cyworld == 300) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 732,1;
else
set .@stonez2,rand(1,10);
if (.@stonez2 < 6)
getitem 7291,1;
else
getitem 7294,1;
}
else if (.@cyworld > 300 && .@cyworld < 400) {
getitem 733,1;
}
else if (.@cyworld == 400) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 730,1;
else
getitem 7295,1;
}
else if (.@cyworld > 400 && .@cyworld < 500) {
getitem 733,1;
}
else if (.@cyworld == 500) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 731,1;
else
getitem 7293,1;
}
else if (.@cyworld > 500 && .@cyworld < 600) {
getitem 724,1;
}
else if (.@cyworld == 600) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 732,1;
else
getitem 7292,1;
}
else if (.@cyworld > 600 && .@cyworld < 700) {
getitem 724,1;
}
else if (.@cyworld == 700) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 730,1;
else
getitem 7290,1;
}
else if (.@cyworld > 700 && .@cyworld < 800) {
getitem 724,1;
}
else if (.@cyworld == 800) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 731,1;
else
getitem 7296,1;
}
else if (.@cyworld > 800 && .@cyworld < 900) {
getitem 724,1;
}
else if (.@cyworld == 900) {
if (.@stworld > 0 && .@stworld < 10)
getitem 718,1;
else if (.@stworld > 9 && .@stworld < 20)
getitem 719,1;
else if (.@stworld > 19 && .@stworld < 30)
getitem 720,1;
else if (.@stworld > 29 && .@stworld < 40)
getitem 721,1;
else if (.@stworld > 39 && .@stworld < 50)
getitem 722,1;
else if (.@stworld > 49 && .@stworld < 60)
getitem 723,1;
else if (.@stworld > 59 && .@stworld < 70)
getitem 725,1;
else if (.@stworld > 69 && .@stworld < 80)
getitem 728,1;
else if (.@stworld > 79 && .@stworld < 90)
getitem 729,1;
else if (.@stworld > 89 && .@stworld < 100)
getitem 732,1;
else
getitem 7297,1;
}
else if (.@cyworld == 1000) {
getitem 727,1;
}
else {
getitem 724,1;
}
close;
break;
case 2:
mes "["+strcharinfo(0)+"]";
mes "It's so cute.";
close;
break;
case 3:
mes "[Aged Man]";
mes "Is it bigger than an ordinary one?";
mes "I found it one day and was barely able to save it...";
next;
mes "[Aged Man]";
mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
next;
mes "[Aged Man]";
mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
mes "That's why it's bigger than ordinary ones hahaha.";
close;
}
}else{
mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
close;
}
}
//============================================================================
// Banish Winter
//============================================================================
//----------------------------------------------------------------------------
// Baba Yaga, the Horrible - Starting Point
//----------------------------------------------------------------------------
mosk_in,215,46,5 script #babayaga -1,7,7,{
end;
OnTouch:
if (mos_nowinter == 0) {
if (countitem(7762) > 39 && BaseLevel > 59) {
set mos_nowinter,2;
mes "[Baba Yaga, the Horrible]";
mes "Who the hell are you?";
mes "You want me to kick your ass!";
next;
mes "[Baba Yaga, the Horrible]";
mes "No. They are...";
next;
mes "[Baba Yaga, the Horrible]";
mes "You have our Yaga Pestles!";
mes "You have so many of them...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Who, who are you?";
close;
}
else if (countitem(7762) > 39 && BaseLevel < 60) {
mes "[Baba Yaga, the Horrible]";
mes "Hohoho~";
mes "You cannot beat my friends!";
mes "I don't know where you got";
mes "those Yaga Pestles, but";
mes "give them back to me!";
set mos_nowinter,1;
set .@getback,rand(1,20);
delitem 7762,.@getback;
close2;
warp "mosk_dun02",53,217;
end;
}
else{
mes "[Baba Yaga, the Horrible]";
mes "Who the hell are you?";
mes "You want me to kick your ass!";
set mos_nowinter,1;
close2;
warp "mosk_dun02",53,217;
end;
}
}
else if (mos_nowinter == 1) {
if (countitem(7762) > 39 && BaseLevel > 59) {
set mos_nowinter,2;
mes "[Baba Yaga, the Horrible]";
mes "Who the hell are you.";
mes "You want me to kick your ass!";
next;
mes "[Baba Yaga, the Horrible]";
mes "No. They are...";
next;
mes "[Baba Yaga, the Horrible]";
mes "You have our Yaga Pestles!";
mes "You have so many of them...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Who, who are you?";
close;
}
else if (countitem(7762) > 39 && BaseLevel < 60) {
mes "[Baba Yaga, the Horrible]";
mes "You, chicken,";
mes "I need to kick your ass more.";
next;
if (Sex) {
mes "[Baba Yaga, the Horrible]";
mes "I will bewitch";
mes "and enslave you.";
mes "Come here, Heeee!";
}else{
mes "[Baba Yaga, the Horrible]";
mes "Recently, I have no appetite.";
mes "But you will be";
mes "a good appetizer.";
mes "Come here, Heeeeeeeee.";
}
close2;
warp "mosk_dun02",53,217;
end;
}
else {
mes "[Baba Yaga, the Horrible]";
mes "I need to kick your ass more.";
mes "Come here";
mes "to play a game";
mes "Heeeeeeeeeeee";
close2;
warp "mosk_dun02",53,217;
end;
}
}
}
mosk_in,215,46,5 script Baba Yaga, the Horrible 970,{
if (mos_nowinter == 0 || mos_nowinter == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Hohoho";
mes "I need to kick your ass more.";
mes "Come here,";
mes "to play a game.";
mes "Heeeeeeeee.";
close2;
warp "mosk_dun02",53,217;
end;
}
else if (mos_nowinter == 2) {
mes "[Baba Yaga, the Horrible]";
mes "Let me live, leave me alone, and don't come near me.";
mes "Stop, I am hungry and scared.";
next;
mes "-She is blabbing something weird.-";
next;
mes "[Baba Yaga, the Horrible]";
mes "Yes, if you let me live, I will compensate you";
mes "with a present, how about that?";
next;
if(select("A present?:I don't need.") == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Yes, if you let me live";
mes "I will give you the Yaga Pestles";
mes "Aren't you gathering them?";
next;
select("I don't need them anymore.");
}
mes "[Baba Yaga, the Horrible]";
mes "Kaaaaaaaaaak!";
mes "Please, let me live,";
mes "I will do anything you want.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Don't you need any cream for wounds";
mes "or indigestion?";
mes "They are a bit dirty,";
mes "but very useful.";
next;
select("Well...");
mes "[Baba Yaga, the Horrible]";
mes "How about this?";
mes "I bewitch this country so that";
mes "the winter will never come here again.";
next;
mes "[Baba Yaga, the Horrible]";
mes "I guess that people will like it and";
mes "I'm sure that the Csar";
mes "will award you for it.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Ah? You seem";
mes "interested... ya?";
mes "What do you think about that?";
next;
if(select("Good, but I think you're lying.:I am not interested.") == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Sure, you can trust me.";
mes "It is so complicated that I cannot";
mes "perform it on my own";
mes "I am not a liar.";
next;
mes "[Baba Yaga, the Horrible]";
mes "But, the problem is...";
next;
mes "[Baba Yaga, the Horrible]";
mes "I am not able to get the materials neccessary";
mes "because I don't feel good.";
next;
mes "[Baba Yaga, the Horrible]";
mes "So,";
mes "if you give me a hand,";
mes "I can use the magic that";
mes "stops winter from returning. Will you help me?";
next;
if(select("Ok, I will.:No. I don't like it.") == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Ah, do you accept?";
mes "Thank you.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Well, I thank you for your kindness.";
mes "Let's cooperate and";
mes "make my Secret Medicine.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Let me see... Ah...";
next;
mes "[Baba Yaga, the Horrible]";
mes "It is not used often.";
mes "I don't remember";
mes "where it is.";
mes "Could you please come back later?";
set mos_nowinter,5;
close;
}else{
mes "[Baba Yaga, the Horrible]";
mes "Heeeek,";
mes "Just, just I need a little help.. It is really little.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Please, don't kill me...";
next;
mes "'Hmmm, what should I do...'";
set mos_nowinter,4;
close;
}
}else{
mes "[Baba Yaga, the Horrible]";
mes "Akkk... What on earth did you do to me...";
next;
mes "Hmm... What do you want...";
set mos_nowinter,3;
close;
}
}
else if (mos_nowinter == 3) {
mes "[Baba Yaga, the Horrible]";
mes "Akkkk!";
mes "You came back..";
next;
mes "[Baba Yaga, the Horrible]";
mes "If you tell the Csar that";
mes "winter won't come back again";
mes "he will reward you.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Isn't that better for you";
mes "than hurting me?";
next;
if(select("Ok, tell me the story.:Let me think...") == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Certainly, trust me.";
mes "It is so complicated that I cannot";
mes "perform it on my own";
mes "I am not a liar.";
next;
mes "[Baba Yaga, the Horrible]";
mes "The problem is...";
next;
mes "[Baba Yaga, the Horrible]";
mes "I am not able to get the materials neccessary";
mes "because I don't feel good.";
next;
mes "[Baba Yaga, the Horrible]";
mes "So,";
mes "if you give me a hand.";
mes "I can use the magic that";
mes "stops winter from returning. Will you help me?";
next;
if(select("Ok, I will.:No. I don't like it.") == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Ah, do you accept?";
mes "Thank you.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Well, I thank you for your kindness.";
mes "Let's cooperate and";
mes "make my Secret Medicine.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Let me see... Ah...";
next;
mes "[Baba Yaga, the Horrible]";
mes "It is not used often.";
mes "I don't remember";
mes "where it is.";
mes "Could you please come back later?";
set mos_nowinter,5;
close;
}else{
mes "[Baba Yaga, the Horrible]";
mes "Heeeeek,";
mes "Just, just I need a little help.. It is really little.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Please, don't kill me...";
next;
mes "'Hmm... what should I do...'";
set mos_nowinter,4;
close;
}
}
mes "[Baba Yaga, the Horrible]";
mes "You think more...";
mes "What do you want from me...";
close;
}
else if (mos_nowinter == 4) {
mes "[Baba Yaga, the Horrible]";
mes "You just need to help little,";
mes "really little...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Well, did you change your mind?";
next;
if(select("Ok, let's try.:Let me think more...") == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Ah, do you accept?";
mes "Thank you.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Well, I thank you for your kindness.";
mes "Let's cooperate and";
mes "make my Secret Medicine.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Let me see... Ah...";
next;
mes "[Baba Yaga, the Horrible]";
mes "It is not used often.";
mes "I don't remember";
mes "where it is.";
mes "Could you please come back later?";
set mos_nowinter,5;
close;
}
mes "[Baba Yaga, the Horrible]";
mes "You think more...";
mes "What do you want from me...";
close;
}
else if (mos_nowinter == 5) {
mes "[Baba Yaga, the Horrible]";
mes "Let me see...where the season spell...";
next;
mes "rummaging..";
next;
mes "[Baba Yaga, the Horrible]";
mes "Ah, here it is... I found it!";
mes "Hoook~ Hoook~";
next;
mes "-What a dusty old book!-";
next;
mes "[Baba Yaga, the Horrible]";
mes "Well, open your ears.";
mes "It is so rare around here that";
mes "it is not easy for you to remember at once.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Above all,";
mes "I need 20 Grasshopper's Legs...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Cough, cough,";
mes "Kaaak, Kaaaaak";
next;
mes "[Baba Yaga, the Horrible]";
mes "Sniff, sniff.";
mes "5 Spawn...";
next;
mes "[Baba Yaga, the Horrible]";
mes "eh... and...";
mes "20 Wings Of Red Bat...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Let me see...";
mes "a glue, no, to cast a spell";
mes "10 Sticky Mucus...";
next;
if(select("...Are you sure?:A glue? You want me to kill you?!") == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Yes, yes, I am certain. Why don't you trust me...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Cough, cough,";
mes "I am coughing now, so do not disturb me,";
mes "you write them down.";
set .@plus1,1;
next;
}else{
mes "[Baba Yaga, the Horrible]";
mes "No, It just...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Ehhh, terrible.";
mes "Hey, relax your hand and";
mes "keep writing.";
mes "Forget the Sticky Mucus...";
next;
}
mes "[Baba Yaga, the Horrible]";
mes "Where were we...";
mes "Cough, cough, cough!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Ah, yes. Next elements are";
mes "essential.";
next;
mes "[Baba Yaga, the Horrible]";
mes "10 Witched Starsand";
mes "10 Fine Grits...";
mes "Hooook, hooook~";
mes "Ekkkk, what a dusty book!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Next is for";
mes "someting hot.";
mes "1 Detonator";
mes "5 Red Blood,";
mes "and 10 Burning Hearts.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Ah, and I need";
mes "a 1, 2, or 3 carat";
mes "^ff0000Diamond^000000.";
next;
if (.@plus1 == 1) {
mes "[Baba Yaga, the Horrible]";
mes "Ok, I am repeating the items.";
mes "Eh, they are...";
next;
mes "[Baba Yaga, the Horrible]";
mes "^ff000020 Grasshopper's Legs,";
mes "5 Spawn,";
mes "20 Wing Of Red Bat,";
mes "10 Sticky Mucus,";
mes "10 Witched Starsand^000000...";
next;
mes "[Baba Yaga, the Horrible]";
mes "^ff000010 Fine Grit,";
mes "1 Detonator,";
mes "5 Boody Red,";
mes "10 Burning Heart^000000 and,";
mes "a 1, 2, or 3 carat";
mes "^ff00001 Diamond^000000.";
set mos_nowinter,6;
next;
}else{
mes "[Baba Yaga, the Horrible]";
mes "Ok, I am repeating the items.";
mes "Eh, they are...";
next;
mes "[Baba Yaga, the Horrible]";
mes "^ff000020 Grasshopper's Legs,";
mes "5 Spawn,";
mes "20 Wing Of Red Bat,";
mes "10 Witched Starsand^000000...";
next;
mes "[Baba Yaga, the Horrible]";
mes "^ff000010 Fine Grit,";
mes "1 Detonator,";
mes "5 Bloody Red,";
mes "10 Burning Heart^000000 and,";
mes "a 1, 2, or 3 carat";
mes "^ff0000Diamond^000000.";
set mos_nowinter,7;
next;
}
mes "[Baba Yaga, the Horrible]";
mes "I am preparing to make it,";
mes "you should get me them quickly. Cough, cough!";
close;
}
else if (mos_nowinter == 6) {
mes "[Baba Yaga, the Horrible]";
mes "Ehhh... You came back early.";
next;
mes "[Baba Yaga, the Horrible]";
mes "I'm almost prepared..";
mes "Did you get";
mes "all of the items?";
next;
if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(938) > 9 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
delitem 940,20;
delitem 908,5;
delitem 7006,20;
delitem 1061,10;
delitem 7041,10;
delitem 938,10;
delitem 1051,1;
delitem 990,5;
delitem 7097,10;
if (countitem(730) > 0) {
delitem 730,1;
}else{
if (countitem(731) > 0) {
delitem 731,1;
}else{
delitem 732,1;
}
}
set mos_nowinter,8;
mes "[Baba Yaga, the Horrible]";
mes "Right, you got them all.";
mes "With this amount.. For some time...";
mes "No, to make the Secret Medicine,";
mes "These are enough, cough.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Let me see, we have all";
mes "that we need...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Ehhhh...";
mes "Huk!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Cough, cough, cough!";
mes "Eh... I mean...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Have you heard the story of";
mes "a dragon sleeping for a long time?";
mes "Next thing that I need is";
mes "something from that dragon, kkkk.";
next;
mes "[Baba Yaga, the Horrible]";
mes "You can find a funny-shaped bottle";
mes "in the dragon's lair.";
mes "It's a gourd bottle, that can";
mes "contain people's speech.";
mes "I must have this.";
next;
mes "[Baba Yaga, the Horrible]";
mes "I don't know how strong you are,";
mes "but I would like to recommend that";
mes "you avoid fighting that dragon, Kaaaaak~";
next;
mes "[Baba Yaga, the Horrible]";
mes "Then, release me.";
mes "I want to do something,";
mes "...but, my life is the priority. Yes, it is... Cough, cough!";
close;
}else{
mes "[Baba Yaga, the Horrible]";
mes "I think";
mes "I need more, cough, cough!";
next;
mes "[Baba Yaga, the Horrible]";
mes "I am not able to do";
mes "anything without them.";
mes "I am repeating the items in the list,";
mes "you should get them all, kaaaaak!";
next;
mes "[Baba Yaga, the Horrible]";
mes "^ff000020 Grasshopper's Legs,";
mes "5 Spawn,";
mes "20 Wings Of Red Bat";
mes "10 Sticky Mucus,";
mes "10 Witch Starsand^000000...";
next;
mes "[Baba Yaga, the Horrible]";
mes "^ff000010 Fine Grit,";
mes "1 Detonator,";
mes "5 Boody Red";
mes "10 Burning Hearts^000000 and";
mes "a 1, 2, or 3 carat";
mes "^ff0000Diamond^000000.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Cough, cough.";
mes "Hu, I talked so much";
mes "that it hurts me, Kaaaak~";
close;
}
}
else if (mos_nowinter == 7) {
mes "[Baba Yaga, the Horrible]";
mes "Ehhh... You came back earlier.";
next;
mes "[Baba Yaga, the Horrible]";
mes "I almost prepared";
mes "Did you get";
mes "all of them?";
next;
if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
delitem 940,20;
delitem 908,5;
delitem 7006,20;
delitem 1061,10;
delitem 7041,10;
delitem 1051,1;
delitem 990,5;
delitem 7097,10;
if (countitem(730) > 0) {
delitem 730,1;
}else{
if (countitem(731) > 0) {
delitem 731,1;
}else{
delitem 732,1;
}
}
set mos_nowinter,8;
mes "[Baba Yaga, the Horrible]";
mes "Right, you got them all.";
mes "With this amount.. For some time......";
mes "No, to make the Secret Medicine.";
mes "These are enough, cough.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Let me see, we have all";
mes "that we need...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Ehhh...";
mes "Huk!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Cough, cough, cough!";
mes "Eh... I mean...";
next;
mes "[Baba Yaga, the Horrible]";
mes "Have you heard the story of";
mes "a dragon sleeping for a long time?";
mes "Next thing that I need is";
mes "somwthing from that dragon, kkkk.";
next;
mes "[Baba Yaga, the Horrible]";
mes "You can find a funny-shaped bottle";
mes "in the dragon's lair.";
mes "It's a gourd bottle, that can";
mes "contain people's speech.";
mes "I must have this.";
next;
mes "[Baba Yaga, the Horrible]";
mes "I don't know how strong you are,";
mes "but I would like to recommend that";
mes "you avoid fighting that dragon, Kaaaaak~";
next;
mes "[Baba Yaga, the Horrible]";
mes "Then, release me.";
mes "I want to do something,";
mes "...but, my life is the priority. Yes, it is... Cough, cough!";
close;
}else{
mes "[Baba Yaga, the Horrible]";
mes "I think";
mes "I need more, cough, cough!";
next;
mes "[Baba Yaga, the Horrible]";
mes "I am not able to do";
mes "anything without them.";
mes "I am repeating the items in the list,";
mes "you should get them all, kaaaaak!";
next;
mes "[Baba Yaga, the Horrible]";
mes "^ff000020 Grasshopper's Legs,";
mes "5 Spawn,";
mes "20 Wings Of Red Bat,";
mes "10 Witch Starsand^000000...";
next;
mes "[Baba Yaga, the Horrible]";
mes "^ff000010 Fine Grit,";
mes "1 Detonator,";
mes "5 Boody Red,";
mes "10 Burning Hearts^000000 and";
mes "a 1, 2, or 3 carat";
mes "^ff0000Diamond^000000.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Cough, cough.";
mes "Hu, I talked so much";
mes "that it hurts me, Kaaaak~";
close;
}
}
else if (mos_nowinter == 8) {
mes "[Baba Yaga, the Horrible]";
mes "It is very, very hard to return alive";
mes "from a lair of a dragon";
mes "without strength and courage.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Unless you want to be killed,";
mes "you'd better forget";
mes "the magic gourd bottle, cough!";
close;
}
else if (mos_nowinter == 9) {
if (countitem(7761) > 0) {
mes "[Baba Yaga, the Horrible]";
mes "Akkkk?";
mes "Did you really bring it";
mes "from the lair of the dragon...?";
next;
mes "[Baba Yaga, the Horrible]";
mes "You are superbly great.";
mes "I don't know whether";
mes "you killed the dragon or";
mes "you just stole it from the dragon,";
mes "either way I don't care.";
next;
mes "[Baba Yaga, the Horrible]";
mes "It is great that";
mes "you've returned alive";
mes "from the lair of the dragon, cough!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Here, I told you before that";
mes "this gourd bottle can";
mes "contain people's speech";
next;
mes "[Baba Yaga, the Horrible]";
mes "The next thing that we have to do";
mes "is to recieve sincere speechs from";
mes "people with this bottle.";
next;
mes "[Baba Yaga, the Horrible]";
mes "The important thing is that";
mes "you cannot force them to speak.";
mes "For example, you cannot tell them";
mes "to say 'I don't want winter to come.'";
next;
mes "[Baba Yaga, the Horrible]";
mes "You should have them";
mes "speak naturally.";
mes "Ah, one more thing that";
mes "you have to take care to remember.";
next;
mes "[Baba Yaga, the Horrible]";
mes "You need to have the";
mes "voices of three people.";
mes "From a child, a young person and a";
mes "middle aged person.";
next;
mes "[Baba Yaga, the Horrible]";
mes "The magic is not just witchcraft";
mes "This type of magic is effective";
mes "only by embodying the desires of people.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Take care of yourself, cough, cough.";
set mos_nowinter,10;
close;
}else{
mes "[Baba Yaga, the Horrible]";
mes "It is very, very hard to return alive";
mes "from a lair of a dragon";
mes "without strength and courage.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Unless you want to be killed";
mes "you'd better forget";
mes "the magic gourd bottle, cough!";
close;
}
}
else if (mos_nowinter == 10) {
mes "[Baba Yaga, the Horrible]";
mes "To make the magic,";
mes "I need you to contain";
mes "the wish phrase 'I don't want winter to come.'";
mes "from the three people, kkk.";
next;
mes "[Baba Yaga, the Horrible]";
mes "But, one thing that you need to remember";
mes "is, do not force them to say it!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Next,";
mes "you should contain the word from";
mes "a child, a young man and a middle aged man.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Well, take care of yourself.";
mes "Cough, cough, cough!";
close;
}
else if (mos_nowinter > 10 && mos_nowinter < 14) {
mes "[Baba Yaga, the Horrible]";
mes "My place has been revealed, cough, cough.";
mes "because of you!";
next;
mes "[Baba Yaga, the Horrible]";
mes "What did you do outside?";
mes "The soldiers of the Csar are";
mes "surrounding here so that";
mes "I cannot go out.";
close;
}
else if (mos_nowinter == 14) {
mes "[Baba Yaga, the Horrible]";
mes "Did you do";
mes "what I told";
mes "you to do?";
next;
if (countitem(7761) > 0) {
delitem 7761,1;
mes "[Baba Yaga, the Horrible]";
mes "Anyway, give me the bottle and";
mes "think about";
mes "what to do, cough!";
next;
}else{
mes "[Baba Yaga, the Horrible]";
mes "Where is the Gourd Bottle?";
mes "I can't do anything without it.";
mes "Cough, cough!";
close;
}
mes "[Baba Yaga, the Horrible]";
mes "This bottle will be";
mes "used later and now,";
mes "the last step remains";
mes "to complete the work.";
mes "Pass me the book.";
next;
mes "[Baba Yaga, the Horrible]";
mes "My abilities are deteriorating";
mes "and magic should only be";
mes "done by a single person.";
mes "So, you must compound the materials yourself,";
mes "kaaaaak!";
next;
mes "[Baba Yaga, the Horrible]";
mes "I know it is hard to do,";
mes "but it is the magic that";
mes "embodies and reveals";
mes "people's desires.";
mes "It is useless unless you put your";
mes "full effort into it, cough!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Ok, you see that book??";
mes "The letters on the book ";
mes "are illegible,";
mes "But you'll be able to read it 'cuz";
mes "I added comments under the lines for you.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Read carefully and just follow what";
mes "it tells you.";
mes "The magic is complete.";
mes "Do your best,";
mes "Cough!";
set mos_nowinter,15;
close;
}
else if (mos_nowinter == 15 || mos_nowinter == 16) {
mes "[Baba Yaga, the Horrible]";
mes "Magic does not come from";
mes "something mysterious.";
next;
mes "[Baba Yaga, the Horrible]";
mes "It is your effort";
mes "that makes magic.";
mes "There is a saying,";
mes "if you really want it,";
mes "it will happen, cough!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Here, according to the book";
mes "put the materials in the pot and";
mes "boil them for some time.";
close;
}
else if (mos_nowinter == 17) {
mes "[Baba Yaga, the Horrible]";
mes "Ehmmm...";
mes "Don't you think that";
mes "something is wrong?";
next;
mes "[Baba Yaga, the Horrible]";
mes "Well, try it again.";
mes "We still have enough materials.";
set mos_nowinter,16;
close;
}
else if (mos_nowinter == 18) {
mes "[Baba Yaga, the Horrible]";
mes "Let me see, hmm!";
next;
mes "[Baba Yaga, the Horrible]";
mes "Hmm, this might be your first time, but";
mes "this is good.";
mes "You may be talented, kkkk.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Now then, we are in the final step.";
mes "I'll put the medicine in the bottle,";
mes "you break it by dropping it";
mes "in the center of the town.";
next;
mes "[Baba Yaga, the Horrible]";
mes "If you do this, what the viallagers want";
mes "will be happeing,";
mes "forever.";
set mos_nowinter,19;
getitem 7765,1;
close;
}
else if (mos_nowinter == 19) {
mes "[Baba Yaga, the Horrible]";
mes "You just drop the bottle";
mes "in the middle of the village";
mes "to break it.";
next;
mes "[Baba Yaga, the Horrible]";
mes "And then,";
mes "It doesn't matter to me";
mes "if you tell the whole town or";
mes "report to the Csar to be praised.";
next;
mes "[Baba Yaga, the Horrible]";
mes "But, don't come back to me, cough, cough.";
close;
}
else {
mes "[Baba Yaga, the Horrible]";
mes "Hey,";
mes "I told you";
mes "to never come back, cough.";
next;
mes "[Baba Yaga, the Horrible]";
mes "Stop disturbing me.";
close;
}
}
//----------------------------------------------------------------------------
// Book
//----------------------------------------------------------------------------
mosk_in,217,45,0 script #book_russia 111,{
if (mos_nowinter == 15) {
mes "-Beside the pot,";
mes "There is an unusually large book.";
mes "The letters are in disarray and";
mes "some of them, I can't understand.";
mes "The comments by Baba Yaga";
mes "help me read some of them.-";
next;
mes "-Ok, time to read it.-";
next;
mes "...Therefore, this spell is";
mes "particularly good among our mighty ones.";
mes "Usually, the magic is considered";
mes "as a contract with evil.";
mes "But, the following is not the power";
mes "of Hell but of Nature and the spirit of humans.";
mes "I already told you that this spell";
mes "has 2 features as follows.";
mes "First, it changes natural phenomenon.";
mes "Unlike the idea from foolish scholars,";
mes "this world is composed of invisable and precise orders.";
mes "The things that people call";
mes "miracles are made by stimulating";
mes "them or simply altering their arrangement.";
mes "Most of the spells for weather";
mes "changing are included in them and";
mes "they require a high level of comprehension.";
mes "The orders of this world are not simply aligned.";
mes "It is amost impossible to observe";
mes "the smallest and detailed part of";
mes "them and completely understand their structure";
mes "However, it is not that difficult";
mes "to repeat the spells that are already made.";
mes "This thick spell book is for that purpose.";
next;
mes "["+strcharinfo(0)+"]";
mes "That? That's just the preface?!";
next;
mes "...The second feature is";
mes "This spell book represents the desire of mankind.";
mes "Their spirit is so great,";
mes "sometimes flames in their hearts";
mes "are embodied and become reality.";
mes "Now, practice one of the spells for weather.";
mes "You have to go to a damp and deserted place,";
mes "and have a pot of melting materials";
mes "along with the spirit of the caster.";
mes "The next spells should be conducted";
mes "through the exact process.";
mes "If you realize that something is";
mes "wrong, you'd MUST stop immediately.";
mes "To prevent the ordinary from";
mes "abusing the magic,";
mes "the narratives of the materials are metaphors,";
mes "but, whoever understands this can";
mes "read everything in it.";
next;
mes "["+strcharinfo(0)+"]";
mes "It just accounts for the spell.";
mes "What a long preface.";
mes "I'll mark this spot.";
mes "so I can easily find the mixing";
mes "process next time...";
set mos_nowinter,16;
next;
mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
mes "First of all, you need to put and";
mes "mix the first 3 things in a pre-heated pot.";
mes "The extended arms of those who stalk at night,";
mes "The rotten mixture of plants and animals,";
mes "and the limbs of one going forward,";
mes "who wants to run backward.";
mes "This first stage should be complete.";
mes "Just after this stage, the mixture";
mes "will barely show any alteration.";
mes "After this, you must add the liquid";
mes "that aids all life and stir 20 times.";
mes "At this point you will certainly";
mes "see its color and smell changing.";
mes "Remember that if you realize that";
mes "something is wrong, you must stop and start over.";
mes "Following these precise steps are";
mes "most important when working on magic.";
mes "Next, 2 things must be put in the pot.";
mes "First, objects that are seen when";
mes "looking at the night sky.";
mes "Second the pretty mass of earth,";
mes "slipping through even when watered.";
mes "You should check if it's smell has changed.";
mes "Then stir it well 15 times.";
mes "It's color will change.";
mes "The final ingredients will be those";
mes "that contain heat.";
mes "You must follow the order.";
mes "Stones that have the attribute of sun,";
mes "brains of a marine sphere,";
mes "the organ of passion,";
mes "and a stone that cannot be cut.";
mes "Once the final ingredient is placed in the pot,";
mes "It will be over.";
mes "The solution must be sprinkled at";
mes "the place where you want to affect,";
mes "the changing of the seasons.";
next;
mes "["+strcharinfo(0)+"]";
mes "I'll mark this page so that I";
mes "know where to read next time.";
close;
}
else if (mos_nowinter == 16) {
if(select("Read from the preface.:Read from the marked page.") == 1) {
mes "...Therefore, this spell is";
mes "particularly good among our mighty ones.";
mes "Usually, the magic is considered";
mes "as a contract with evil.";
mes "But, the following is not the power";
mes "of Hell but of Nature and the spirit of humans.";
mes "I already told you that this spell";
mes "has 2 features as follows.";
mes "First, it changes natural phenomenon.";
mes "Unlike the idea from foolish scholars,";
mes "this world is composed of invisable and precise orders.";
mes "The things that people call";
mes "miracles are made by stimulating";
mes "them or simply altering their arrangement.";
mes "Most of the spells for weather";
mes "changing are included in them and";
mes "they require a high level of comprehension.";
mes "The orders of this world are not simply aligned.";
mes "It is amost impossible to observe";
mes "the smallest and detailed part of";
mes "them and completely understand their structure";
mes "However, it is not that difficult";
mes "to repeat the spells that are already made.";
mes "This thick spell book is for that purpose.";
next;
mes "...The second feature is";
mes "This spell book represents the desire of mankind.";
mes "Their spirit is so great,";
mes "sometimes flames in their hearts";
mes "are embodied and become reality.";
mes "Now, practice one of the spells for weather.";
mes "You have to go to a damp and deserted place,";
mes "and have a pot of melting materials";
mes "along with the spirit of the caster.";
mes "The next spells should be conducted";
mes "through the exact process.";
mes "If you realize that something is";
mes "wrong, you'd MUST stop immediately.";
mes "To prevent the ordinary from";
mes "abusing the magic,";
mes "the narratives of the materials are metaphors,";
mes "but, whoever understands this can";
mes "read everything in it.";
next;
mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
mes "First of all, you need to put and";
mes "mix the first 3 things in a pre-heated pot.";
mes "The extended arms of those who stalk at night,";
mes "The rotten mixture of plants and animals,";
mes "and the limbs of one going forward,";
mes "who wants to run backward.";
mes "This first stage should be complete.";
mes "Just after this stage, the mixture";
mes "will barely show any alteration.";
mes "After this, you must add the liquid";
mes "that aids all life and stir 20 times.";
mes "At this point you will certainly";
mes "see its color and smell changing.";
mes "Remember that if you realize that";
mes "something is wrong, you must stop and start over.";
mes "Following these precise steps are";
mes "most important when working on magic.";
mes "Next, 2 things must be put in the pot.";
mes "First, objects that are seen when";
mes "looking at the night sky.";
mes "Second the pretty mass of earth,";
mes "slipping through even when watered.";
mes "You should check if it's smell has changed.";
mes "Then stir it well 15 times.";
mes "It's color will change.";
mes "The final ingredients will be those";
mes "that contain heat.";
mes "You must follow the order.";
mes "Stones that have the attribute of sun,";
mes "brains of a marine sphere,";
mes "the organ of passion,";
mes "and a stone that cannot be cut.";
mes "Once the final ingredient is placed in the pot,";
mes "It will be over.";
mes "The solution must be sprinkled at";
mes "the place where you want to affect,";
mes "the changing of the seasons.";
close;
}
mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
mes "First of all, you need to put and";
mes "mix the first 3 things in a pre-heated pot.";
mes "The extended arms of those who stalk at night,";
mes "The rotten mixture of plants and animals,";
mes "and the limbs of one going forward,";
mes "who wants to run backward.";
mes "This first stage should be complete.";
mes "Just after this stage, the mixture";
mes "will barely show any alteration.";
mes "After this, you must add the liquid";
mes "that aids all life and stir 20 times.";
mes "At this point you will certainly";
mes "see its color and smell changing.";
mes "Remember that if you realize that";
mes "something is wrong, you must stop and start over.";
mes "Following these precise steps are";
mes "most important when working on magic.";
mes "Next, 2 things must be put in the pot.";
mes "First, objects that are seen when";
mes "looking at the night sky.";
mes "Second the pretty mass of earth,";
mes "slipping through even when watered.";
mes "You should check if it's smell has changed.";
mes "Then stir it well 15 times.";
mes "It's color will change.";
mes "The final ingredients will be those";
mes "that contain heat.";
mes "You must follow the order.";
mes "Stones that have the attribute of sun,";
mes "brains of a marine sphere,";
mes "the organ of passion,";
mes "and a stone that cannot be cut.";
mes "Once the final ingredient is placed in the pot,";
mes "It will be over.";
mes "The solution must be sprinkled at";
mes "the place where you want to affect,";
mes "the changing of the seasons.";
close;
}
else if (mos_nowinter > 14) {
mes "-This book is the magic book that";
mes "helped me make the medicine, but,";
mes "I never want to read it again.-";
close;
}
else {
mes "-It's an unusually large book laid down, open.-";
close;
}
}
//----------------------------------------------------------------------------
// Mixing Pot
//----------------------------------------------------------------------------
mosk_in,221,43,0 script #bowl 111,{
if (mos_nowinter == 16) {
mes "-It is a very dirty pot.";
mes "Something is boiling";
mes "Baba Yaga might have done something";
mes "with it.";
mes "Well, let's get it started.-";
next;
while(1) {
mes "-Something is still being boiled in the pot.";
mes "What am I going to do?-";
next;
switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
case 1:
switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
case 1:
if (.@bat > 0) {
mes "-I put the Powder Of Wing Of Bat in the pot.";
mes "Its smell slightly changes.-";
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
}else{
mes "-I put the Powder Of Wing Of Bat in the pot.";
mes "It's color slightly changes.-";
specialeffect EF_SMOKE;
set .@bat,.@bat+1;
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
}
next;
break;
case 2:
if (.@mush > 0) {
mes "-I put the Liquid Of Spawn in the pot.";
mes "Its smell slightly changes.-";
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
}else{
mes "-I put the Liquid Of Spawn in the pot.";
mes "It's color slightly changes.-";
specialeffect EF_SMOKE;
set .@mush,.@mush+1;
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
}
next;
break;
case 3:
if (.@locker > 0) {
mes "-I put the Grasshopper's Leg in the pot.";
mes "Its smell slightly changes.-";
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
}else{
mes "-I put the Grasshopper's Leg in the pot.";
mes "It's color slightly changes.-";
specialeffect EF_SMOKE;
set .@locker,.@locker+1;
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
}
next;
break;
case 4:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "-I put the Starsand Of Witch in the pot.";
mes "Its smell slightly changes.-";
next;
break;
case 5:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "-I put the Fine Grit in the pot.";
mes "Its smell slightly changes.-";
next;
break;
}
break;
case 2:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "-I pour water in the pot a little.";
mes "The liquid has become thin.";
mes "No other remarkable changes";
mes "have happened.-";
next;
break;
case 3:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "-I stir it up";
mes "with a stick several times.";
mes "No other remarkable changes";
mes "have happened.-";
next;
break;
case 4:
specialeffect EF_POISONATTACK;
mes "["+strcharinfo(0)+"]";
mes "I will tell Baba Yaga that";
mes "the work has been done.";
set mos_nowinter,17;
close;
}
if (.@nankai == 3) {
}
}
specialeffect EF_BUBBLE;
mes "-The liquid has been changed";
mes "and is now bubbling.";
mes "It seems to have shrunk,";
mes "but not by much.-";
next;
mes "-Anyway, the first step is done";
mes "let's go on the next stage.-";
next;
while(1) {
mes "-Well, What am I going to do?-";
next;
switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
case 1:
switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
case 1:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "-I put the Powder Of Wing Of Bat in it.";
mes "It's smell drastically changes.-";
next;
break;
case 2:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "-I put the Liquid Of Spawn in the pot.";
mes "It's smell drastically changes.-";
next;
break;
case 3:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "-I put the Grasshopper's Leg in the pot.";
mes "It's smell drastically changes.-";
next;
break;
case 4:
if (.@nankai == 5 || .@nankai == 6) {
if (.@star > 0) {
specialeffect EF_POISONHIT;
mes "-I put the Starsand Of Witch in the pot.";
mes "Its color slightly changes.-";
next;
}else{
mes "-I put the Starsand Of Witch in the pot.";
mes "Its smell slightly changes.-";
specialeffect EF_SMOKE;
set .@maho,.@maho+1;
set .@star,.@star+1;
next;
}
}else{
specialeffect EF_POISONHIT;
mes "-I put the Starsand Of Witch in the pot.";
mes "Its color slightly changes.-";
set .@star,.@star+1;
next;
}
set .@nankai,.@nankai+1;
break;
case 5:
if (.@nankai == 5 || .@nankai == 6) {
if (.@sand > 0) {
specialeffect EF_POISONHIT;
mes "-I put the Fine Grit in the pot.";
mes "Its color slightly changes.-";
next;
}else{
mes "-I put the Fine Grit in the pot.";
mes "Its smell slightly changes.-";
specialeffect EF_SMOKE;
set .@sand,.@sand+1;
set .@maho,.@maho+1;
next;
}
}else{
specialeffect EF_POISONHIT;
mes "-I put the Fine Grit in the pot.";
mes "Its color slightly changes.-";
set .@sand,@sand+1;
next;
}
set .@nankai,.@nankai+1;
}
break;
case 2:
if (.@nankai == 3) {
mes "-I pour water in the pot a little.";
mes "The boiling sounds stronger as if";
mes "something in the cloudy liquid";
mes "has changed.-";
specialeffect EF_DRAGONSMOKE;
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
next;
}else{
specialeffect EF_POISONHIT;
mes "-I pour water in the pot and, the liquid gets thin.-";
set .@nankai,.@nankai+1;
next;
}
break;
case 3:
if (.@nankai == 4) {
mes "["+strcharinfo(0)+"]";
mes "Ok, I will stir it up this time.";
mes "How many times should I..?";
next;
input .@input;
if (.@input == 20) {
mes "-It must be 20 times.-";
next;
specialeffect EF_WIND;
mes "-Stirring up makes it";
mes "brighter and";
mes "its smell gets";
mes "more bearable.";
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
next;
}
else if (.@input == 0) {
mes "-I won't stir it up.-";
next;
}
else if (.@input > 100) {
mes "-It won't be able";
mes "to stir so many times.";
mes "Let me think again.-";
next;
}
else {
mes "-Yes, it must be " + .@input + " times.-";
next;
mes "-I stir it up really hard.";
mes "It is boiled.-";
set .@nankai,.@nankai+1;
next;
}
}else{
mes "-Bubble, bubble-";
next;
mes "["+strcharinfo(0)+"]";
mes "Something changed?";
set .@nankai,.@nankai+1;
next;
}
break;
case 4:
mes "["+strcharinfo(0)+"]";
mes "I will tell Baba Yaga that";
mes "it has been done.";
set mos_nowinter,17;
specialeffect EF_POISONATTACK;
close;
}
if (.@nankai == 7) {
}
}
mes "-I am sure that the book told me";
mes "to wait for some time.-";
next;
mes "............";
next;
mes "............";
next;
mes "-The smell of the liquid boiling in";
mes "the pot has changed enough.";
mes "Let's go on to the next stage.-";
next;
while(1) {
mes "-Well, What am I going to do?-";
next;
switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
case 1:
if (.@nankai != 11) {
switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart")) {
case 1:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "-I put the Starsand Of Witch in the pot.";
mes "Its smell slightly changes.-";
next;
break;
case 2:
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
mes "I put the Fine Grit in the pot.";
mes "Its smell slightly changes.-";
next;
break;
case 3:
if (.@nankai == 9) {
mes "-I put the Detonator in the pot.";
mes "The smell has been changed a little.-";
specialeffect EF_SMOKE;
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
next;
}else{
specialeffect EF_POISONHIT;
mes "-I put the Detonator in the pot.";
mes "The smell gets worse.-";
set .@nankai,.@nankai+1;
next;
}
break;
case 4:
if (.@nankai == 8) {
mes "-I put the Boody Red in the pot.-";
mes "The smell has been changed a little.-";
specialeffect EF_SMOKE;
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
next;
}else{
specialeffect EF_POISONHIT;
mes "-I put the Boody Red in the pot.";
mes "The smell gets worse.-";
set .@nankai,.@nankai+1;
next;
}
break;
case 5:
if (.@nankai == 10) {
mes "-I put the Burning Heart in the pot.";
mes "The smell has been changed a little.-";
specialeffect EF_SMOKE;
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
next;
}else{
specialeffect EF_POISONHIT;
mes "-I put the Burning Heart in the pot.";
mes "The smell gets worse.-";
set .@nankai,.@nankai+1;
next;
}
}
}else{
switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart:Piece Of Diamond")) {
case 1:
set .@nankai,.@nankai+1;
specialeffect EF_POISONHIT;
mes "-I put the Starsand Of Witch in the pot.";
mes "The smell gets worse.-";
next;
break;
case 2:
set .@nankai,.@nankai+1;
specialeffect EF_POISONHIT;
mes "I put the Fine Grit in the pot.";
mes "The smell gets worse.-";
next;
break;
case 3:
mes "-I put the Detonator in the pot.";
mes "The smell gets worse.-";
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
next;
break;
case 4:
mes "-I put the Boody Red in the pot.";
mes "The smell gets worse.-";
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
next;
break;
case 5:
mes "-I put the Burning Heart in the pot.";
mes "The smell gets better.-";
specialeffect EF_POISONHIT;
set .@nankai,.@nankai+1;
next;
break;
case 6:
mes "-I put a Piece Of Diamond in the pot.";
mes "The solution alters in color.-";
specialeffect EF_SMOKE;
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
next;
break;
}
}
break;
case 2:
set .@nankai,.@nankai+1;
mes "-I pour water in the pot a little.";
mes "The smell gest better.-";
next;
break;
case 3:
if (.@nankai == 7) {
mes "["+strcharinfo(0)+"]";
mes "Ok, I will stir it up this time.";
mes "How many times should I...?";
next;
input .@input;
if (.@input == 15) {
mes "-It must be 15 times.-";
next;
specialeffect EF_WIND;
mes "-Stirring up makes it";
mes "brighter.-";
set .@maho,.@maho+1;
set .@nankai,.@nankai+1;
next;
}
else if (.@input == 0) {
mes "-I won't stir it up.-";
next;
}
else if (.@input > 100) {
mes "-It won't be to";
mes "stir so many times.";
mes "Let me think again.-";
next;
}
else {
mes "-Yes, it must be " + .@input + " times.-";
next;
mes "-I stir it up really hard.";
mes "It is boiled.-";
set .@nankai,.@nankai+1;
next;
}
}else{
mes "-Bubble, bubble-";
next;
mes "["+strcharinfo(0)+"]";
mes "Something changed?";
set .@nankai,.@nankai+1;
next;
}
break;
case 4:
if (.@maho == 12) {
mes "-It seems that the work is over.";
mes "I need to show this to Baba Yaga.-";
set mos_nowinter,18;
specialeffect EF_GASPUSH;
close;
}else{
mes "-It seems that the work is over.";
mes "I need to show this to Baba Yaga.-";
specialeffect EF_POISONATTACK;
set mos_nowinter,17;
close;
}
}
}
}
}
//----------------------------------------------------------------------------
// Center of Town
//----------------------------------------------------------------------------
moscovia,224,190,0 script #nowinterplz 844,{
if (mos_nowinter == 19) {
if (countitem(7765) > 0) {
mes "["+strcharinfo(0)+"]";
mes "This place must be";
mes "the center of town...";
next;
mes "["+strcharinfo(0)+"]";
mes "Ok, let's do it!";
next;
mes "-I drop the magic bottle";
mes "containing Baba Yaga's";
mes "Secret Medicine.-";
delitem 7765,1;
specialeffect EF_BARRIER;
set mos_nowinter,20;
next;
mes "-You feel like your";
mes "body is heating up.";
mes "It's much hotter";
mes "than before.-";
next;
mes "["+strcharinfo(0)+"]";
mes "I'm sure that the season has changed";
mes "But how can I confirm this?";
next;
mes "["+strcharinfo(0)+"]";
mes "First I'm going to see the Csar.";
mes "He would like to hear about this.";
close;
}else{
mes "["+strcharinfo(0)+"]";
mes "Ah, where did I place";
mes "the magic bottle that Baba Yaga gave to me...";
close;
}
}else{
end;
}
}
//----------------------------------------------------------------------------
// Villagers
//----------------------------------------------------------------------------
moscovia,252,203,5 script A Little Girl#mos1 958,{
if (mos_nowinter == 10) {
if (mos_kid == 1) {
mes "[Yosefina]";
mes "Baba Yaga, the Horrible Cannibal";
mes "is living outside the town.";
next;
mes "[Yosefina]";
mes "My mom told me.";
mes "that she is real.";
close;
}else{
set .@kid,rand(1,100);
select("Do you like the warm weather, little girl?");
if (.@kid > 70) {
mes "[Yosefina]";
mes "Yes, I like it very much~";
mes "I never want it to leave. I don't want winter to come.";
specialeffect2 EF_SUMMONSLAVE;
set mos_kid,1;
if (mos_middle == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Yosefina]";
mes "Yes, I like it very much~";
mes "But, as soon as the sun sets I must go back home.";
next;
mes "[Yosefina]";
mes "Baba Yaga kidnaps";
mes "bad kids wandering";
mes "in the night, I heard.";
close;
}
}
}else{
mes "[Yosefina]";
mes "Baba Yaga, the Horrible Cannibal";
mes "is living outside the town.";
next;
mes "[Yosefina]";
mes "My mom told me.";
mes "that she is real.";
close;
}
}
moscovia,233,204,3 script A Young Man#mos2 968,{
if (mos_nowinter == 10) {
if (mos_middle == 1) {
mes "[Fedor]";
mes "Finally, winter is over.";
mes "Spring is coming";
mes "to my mind...";
close;
}else{
select("You don't like winter, do you?");
set .@kid,rand(1,100);
if (.@kid > 70) {
mes "[Fedor]";
mes "No, I don't like the cold winter.";
mes "And I get angry when";
mes "seeing couples.";
specialeffect2 EF_SUMMONSLAVE;
set mos_middle,1;
if (mos_kid == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Fedor]";
mes "Huuuu, I wish I could have a girlfriend";
mes "I would be able to enjoy the warm sunlight better...";
next;
mes "[Fedor]";
mes "Who are you?";
mes "Don't make matters worse!";
close;
}
}
}else{
mes "[Fedor]";
mes "Finally, winter is over.";
mes "Spring is coming";
mes "to my mind...";
close;
}
}
moscovia,219,229,5 script A Middle-Aged Man#mos3 964,{
if (mos_nowinter == 10) {
if (mos_elder == 1) {
mes "[Viktor]";
mes "Our people are very, very";
mes "proud of their strength and";
mes "invincible spirits.";
next;
mes "[Viktor]";
mes "It doesn't matter to us";
mes "how cold the winter is!";
close;
}else{
set .@kid,rand(1,100);
select("Who ever likes the winter?");
if (.@kid > 70) {
mes "[Viktor]";
mes "Tell me about it!";
mes "Everyone will be sad";
mes "when it comes again.";
mes "I don't want winter to come.";
specialeffect2 EF_SUMMONSLAVE;
set mos_elder,1;
if (mos_kid == 1 && mos_middle == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Viktor]";
mes "Hmm, do you think so...";
mes "I am too familar with both";
mes "summer and winter to care much for";
mes "one over the other.";
close;
}
}
}else{
mes "[Viktor]";
mes "Our people are very, very";
mes "proud of their strength and";
mes "invincible spirits.";
next;
mes "[Viktor]";
mes "It doesn't matter to us";
mes "how cold the winter is!";
close;
}
}
moscovia,255,203,3 script A Little Boy#mos4 962,{
if (mos_nowinter == 10) {
if (mos_kid == 1) {
mes "[Vasili]";
mes "Wow, he is";
mes "an adventurer, an adventurer!!";
next;
mes "[Vasili]";
mes "Tell me your exciting story.";
mes "Have you fought a dragon?";
mes "Where is your gold-shining sword and shield?";
mes "Where?";
close;
}else{
mes "[Vasili]";
mes "Wow, he is";
mes "an adventurer, an adventurer!!";
next;
mes "[Vasili]";
mes "Why did you come here?";
mes "Don't you have any colleague?";
mes "I heard that the heroes in epics were tall,";
mes "but, why are you so small?";
mes "Where is your gold-shining sword?";
mes "I heard that the armor gliterred white,";
mes "but, why don't you have on the armor?";
mes "Won't you go for aonther adventure?";
mes "How can you do it in the cold and snowy winter?";
next;
set .@kid,rand(1,100);
select("I will go if it gets warm.");
if (.@kid > 70) {
mes "[Vasili]";
mes "Will you? I will also";
mes "go out for adventures";
mes "with shining armor and";
mes "a long and heavy sword";
mes "some day.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Vasili]";
mes "If winter is gone,";
mes "it is much easier to go on adventures.";
set mos_kid,1;
if (mos_middle == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Vasili]";
mes "Ah, when are you leaving?";
mes "Where are you going this time?";
next;
mes "[Vasili]";
mes "Will you go to slay the dragon,";
mes "that breathes fire and can";
mes "exterminates 10 men by flapping";
mes "its wings once?";
close;
}
}
}else{
mes "[Vasili]";
mes "Wow, he is";
mes "an adventurer, an adventurer!!";
next;
mes "[Vasili]";
mes "Tell me your exciting story.";
mes "Have you fought a dragon?";
mes "Where is your gold-shining sword and shield?";
mes "Where?";
close;
}
}
moscovia,204,188,5 script A Lady#mos5 959,{
if (mos_nowinter == 10) {
if (mos_middle == 1) {
mes "[Katya]";
mes "The spring has come~";
next;
mes "[Katya]";
mes "A million sunflowers are blooming~";
close;
}else{
set .@kid,rand(1,100);
select("You look good today.");
if (.@kid > 70) {
mes "[Katya]";
mes "Yes, I feel good.";
mes "When it gets warm, sunflowers bloom.";
mes "The sunflower is the symbol";
mes "of this province.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Katya]";
mes "I wish that winter never comes back and";
mes "I could see sunflowers everyday.";
set mos_middle,1;
if (mos_kid == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Katya]";
mes "Yes, I feel good.";
mes "When it gets warm, sunflowers bloom.";
mes "The sunflower is the symbol";
mes "of this province.";
close;
}
}
}else{
mes "[Katya]";
mes "The spring has come~";
next;
mes "[Katya]";
mes "A million sunflowers are blooming~";
close;
}
}
moscovia,167,97,3 script A Lady#mos6 961,{
if (mos_nowinter == 10) {
if (mos_elder == 1) {
mes "[Roza]";
mes "Naughty children get too";
mes "excited in the warm days.";
next;
mes "[Roza]";
mes "Where is the sun?";
mes "Where is it hiding?";
close;
}else{
set .@kid,rand(1,100);
select("The weather is getting warmer.");
if (.@kid > 70) {
mes "[Roza]";
mes "Yes, kids like it and";
mes "flowers are blooimg.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Roza]";
mes "Who ever likes the cold and dark winter?";
mes "I hope this weather last forever.";
set mos_elder,1;
if (mos_kid == 1 && mos_middle == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Roza]";
mes "In the warm days,";
mes "I'm in trouble.";
mes "It's too hard to control";
mes "the children.";
next;
mes "[Roza]";
mes "I think";
mes "I need winter again.";
close;
}
}
}else{
mes "[Roza]";
mes "Naughty children get too";
mes "excited in the warm days.";
next;
mes "[Roza]";
mes "Where is the sun?";
mes "Where is it hiding?";
close;
}
}
moscovia,202,102,3 script A Little Boy#mos7 962,{
if (mos_nowinter == 10) {
if (mos_kid == 1) {
mes "[Feliks]";
mes "This is the story";
mes "about a terrible dragon.";
next;
mes "[Feliks]";
mes "It is sleeping";
mes "in its lair,";
mes "but, it destroys everything";
mes "around it when it awakes.";
next;
mes "[Feliks]";
mes "This came from my grandma's";
mes "grandma's grandma's";
mes "grandma's grandma's";
mes "grandma's grandma.";
close;
}else{
set .@kid,rand(1,100);
select("Do you like mysterious stories?");
if (.@kid > 70) {
mes "[Feliks]";
mes "Yes, I love them.";
mes "But, in winter,";
mes "nobody comes out of their homes.";
mes "So its not very fun.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Feliks]";
mes "If winter never comes";
mes "I can have";
mes "fun all the time...";
set mos_kid,1;
if (mos_middle == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Feliks]";
mes "Yes, my Grandma told me";
mes "fairy-tales.";
mes "The winter is cold, but";
mes "it is fun to hear them.";
close;
}
}
}else{
mes "[Feliks]";
mes "This is the story";
mes "about a terrible dragon.";
next;
mes "[Feliks]";
mes "It is sleeping";
mes "in its lair,";
mes "but, it destroys everything";
mes "around it when it awakes.";
next;
mes "[Feliks]";
mes "This came from my grandma's";
mes "grandma's grandma's";
mes "grandma's grandma's";
mes "grandma's grandma.";
close;
}
}
moscovia,220,172,3 script A Young Man#mos8 968,{
if (mos_nowinter == 10) {
if (mos_middle == 1) {
mes "[Ilyav]";
mes "I am going to adventure";
mes "to experience new worlds";
mes "as you do.";
close;
}else{
set .@kid,rand(1,100);
mes "[Ilyav]";
mes "I am going to adventure";
mes "to experience new worlds";
mes "as you do.";
next;
select("When do you feel good?");
if (.@kid > 70) {
mes "[Ilyav]";
mes "When the weather is as good as recently";
mes "I feel an impulse to adventure";
mes "many times a day.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Ilyav]";
mes "But, I don't want to in the cold winter.";
mes "Hu, if the weather everday was as good as lately,";
mes "I would like to go out a lot more.";
mes "I hate winter...";
set mos_middle,1;
if (mos_kid == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Ilyav]";
mes "Well...";
mes "I don't know.";
mes "I just am sometimes.";
close;
}
}
}else{
mes "[Ilyav]";
mes "I am going to adventure";
mes "to experience new worlds";
mes "as you do.";
close;
}
}
moscovia,253,175,3 script A Man#mos9 964,{
if (mos_nowinter == 10) {
if (mos_elder == 1) {
mes "[Orek]";
mes "The present Csar is a bit strict and";
mes "terrible, but";
mes "he actually loves";
mes "his people.";
close;
}else{
set .@kid,rand(1,100);
select("What do you usually do in winter?");
if (.@kid > 70) {
mes "[Orek]";
mes "It is too cold in winter so I don't go outside.";
mes "There's so much snow that it makes it hard to go";
mes "around here and there.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Orek]";
mes "In winter, fishing is more difficult,";
mes "anyway, it is bad for us.";
mes "I think it would be ok if we never had winter again.";
set mos_elder,1;
if (mos_kid == 1 && mos_middle == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Orek]";
mes "It snows a lot in winter and";
mes "gets too cold.";
mes "So, we don't go outside";
mes "without a particular reason.";
next;
mes "[Orek]";
mes "My family just sits beside the pechka and talks,";
mes "hoping that winter passes by soon.";
close;
}
}
}else{
mes "[Orek]";
mes "The present Csar is a bit strict and";
mes "terrible, but";
mes "he actually loves";
mes "his people.";
close;
}
}
moscovia,168,135,3 script A Lady#mos10 961,{
if (mos_nowinter == 10) {
if (mos_elder == 1) {
mes "[Kyra]";
mes "I've seen many people";
mes "from other provinces recently.";
next;
mes "[Kyra]";
mes "This used to not";
mes "be a tourist town.";
mes "What happend...?";
close;
}else{
mes "[Kyra]";
mes "I've seen many people";
mes "from other provinces recently.";
next;
mes "[Kyra]";
mes "This used to not";
mes "be a tourist town.";
mes "What happend...?";
next;
select("Here it is warm and good.");
set .@kid,rand(1,100);
if (.@kid > 70) {
mes "[Kyra]";
mes "Hohoho, that may be true now.";
mes "But, you don't even know how cold it gets here in winter.";
mes "You wouldn't even want to go outside.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Kyra]";
mes "It is good to stay with my family, but";
mes "nobody likes the cold winter.";
set mos_elder,1;
if (mos_kid == 1 && mos_middle == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Kyra]";
mes "Hohoho, that may be true now.";
mes "But, you don't even know how cold it gets here in winter.";
mes "You wouldn't even want to go outside.";
close;
}
}
}else{
mes "[Kyra]";
mes "I've seen many people";
mes "from other provinces recently.";
next;
mes "[Kyra]";
mes "This used to not";
mes "be a tourist town.";
mes "What happend...?";
close;
}
}
moscovia,192,80,3 script A Lady#mos11 959,{
if (mos_nowinter == 10) {
if (mos_middle == 1) {
mes "[Sabina]";
mes "Sunflowers are squeezed for oil and";
mes "their bodies are used for medicianl purposes.";
mes "They are very useful.";
close;
}else{
mes "[Sabina]";
mes "Sunflowers are squeezed for oil and";
mes "their bodies are used for medicianl purposes.";
mes "They are very useful.";
next;
select("When do sunflowers bloom?");
set .@kid,rand(1,100);
if (.@kid > 70) {
mes "[Sabina]";
mes "They start to bloom";
mes "from the late summer.";
mes "You cannot help being";
mes "attracted to sunflowers,";
mes "if you see the spectacluar scene";
mes "of a field filled up with them.";
next;
mes "[Sabina]";
mes "If the summmer continues to last,";
mes "I can see them all the time...";
specialeffect2 EF_SUMMONSLAVE;
set mos_middle,1;
if (mos_kid == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Sabina]";
mes "They start to bloom";
mes "from the late summer.";
mes "You cannot help being";
mes "attracted to sunflowers,";
mes "if you see the spectacluar scene";
mes "of a field filled up with them.";
close;
}
}
}else{
mes "[Sabina]";
mes "Sunflowers are squeezed for oil and";
mes "their bodies are used for medicianl purposes.";
mes "They are very useful.";
close;
}
}
moscovia,211,215,5 script A Young Man#mos12 967,{
if (mos_nowinter == 10) {
if (mos_middle == 1) {
mes "[Izlof]";
mes "There is a old saying,";
mes "'an opportunity is a chance.'";
next;
mes "[Izlof]";
mes "It is best to confess";
mes "to ladies in the warm weather,";
mes "when their minds wander";
mes "like right now!";
close;
}else{
set .@kid,rand(1,100);
mes "[Izlof]";
mes "There is a old saying,";
mes "'an opportunity is a chance.'";
next;
mes "[Izlof]";
mes "It is best to confess";
mes "to ladies in the warm weather,";
mes "when their minds wander";
mes "right now!";
next;
select("It's good to have warm weather.");
if (.@kid > 70) {
mes "[Izlof]";
mes "Of course.";
mes "From now on, it is my golden age of apportunity!";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Izlof]";
mes "If it is the summer all the time,";
mes "my life will be in an amorous mood.";
mes "Hahaha!";
mes "I don't want winter to come.";
set mos_middle,1;
if (mos_kid == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Izlof]";
mes "Of course.";
mes "The cold winter has gone.";
mes "From now on, it is my golden age!";
close;
}
}
}else{
mes "[Izlof]";
mes "There is a old saying,";
mes "'an opportunity is a chance.'";
next;
mes "[Izlof]";
mes "It is best to confess";
mes "to ladies in the warm weather,";
mes "when their minds wander";
mes "right now!";
close;
}
}
moscovia,149,112,3 script A Man#mos13 964,{
if (mos_nowinter == 10) {
if (mos_elder == 1) {
mes "[Lev]";
mes "I was once like you,";
mes "with a hot heart and cool reason,";
mes "adventuring everywhere and";
mes "coping with all the troubles...";
close;
}else{
mes "[Lev]";
mes "I was once like you,";
mes "with a hot heart and cool reason,";
mes "adventuring everywhere and";
mes "coping with all the troubles...";
next;
set .@kid,rand(1,100);
select("You need to take a rest.");
if (.@kid > 70) {
mes "[Lev]";
mes "Yes, under the warm sunlight,";
mes "I like to rest.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Lev]";
mes "I hope that this warm weather";
mes "will last forever.";
mes "I hate the cold winter.";
set mos_elder,1;
if (mos_kid == 1 && mos_middle == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Lev]";
mes "Yes, under the warm sunlight,";
mes "I like to rest.";
next;
mes "[Lev]";
mes "But, I am still alive!";
mes "I don't want to hear talk";
mes "like that from you.";
close;
}
}
}else{
mes "[Lev]";
mes "I was once like you,";
mes "with a hot heart and cool reason,";
mes "adventuring everywhere and";
mes "coping with all the troubles...";
close;
}
}
moscovia,196,71,3 script A Young Man#mos14 968,{
if (mos_nowinter == 10) {
if (mos_middle == 1) {
mes "[Fredek]";
mes "The men here grow up";
mes "after going through tough waves in";
mes "the vast sea";
next;
mes "[Fredek]";
mes "Do you like";
mes "sailing?";
close;
}else{
mes "[Fredek]";
mes "The men here grow up";
mes "after going through tough waves in";
mes "the vast sea";
next;
select("However, if winter comes...");
set .@kid,rand(1,100);
if (.@kid > 70) {
mes "[Fredek]";
mes "Yes, in winter the";
mes "sea is frozen, so it";
mes "is impossible to sail.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Fredek]";
mes "I hope that winter never comes.";
mes "It is my dream.";
set mos_middle,1;
if (mos_kid == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Fredek]";
mes "Although I won't be able";
mes "to sail, my passion is not";
mes "cooled down from winter.";
close;
}
}
}else{
mes "[Fredek]";
mes "The men here grow up";
mes "after going through tough waves in";
mes "the vast sea";
next;
mes "[Fredek]";
mes "Do you like";
mes "sailing?";
close;
}
}
moscovia,234,168,5 script A Man#mos15 964,{
if (mos_nowinter == 10) {
if (mos_elder == 1) {
mes "[Gavrel]";
mes "Don't you think that the castle is magnificent?";
mes "It was built by my great great grandfather.";
close;
}else{
mes "[Gavrel]";
mes "Don't you think that the castle is magnificent?";
mes "It was built by my great great grandfather.";
next;
mes "[Gavrel]";
mes "It is very strong and";
mes "it is warm inside of it.";
mes "I am very proud of it.";
next;
select("Is it cold much in winter?");
set .@kid,rand(1,100);
if (.@kid > 70) {
mes "[Gavrel]";
mes "Yes, it is very cold.";
mes "If you didn't prepare,";
mes "it would be hard for you.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Gavrel]";
mes "It would be a lot better";
mes "if winter never came again.";
mes "But, design of coldness is";
mes "winter itself, isn't it?";
set mos_elder,1;
if (mos_kid == 1 && mos_middle == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Gavrel]";
mes "Yes, it is very cold.";
mes "If you didn't prepare,";
mes "it would be hard for you.";
close;
}
}
}else{
mes "[Gavrel]";
mes "Don't you think that the castle is magnificent?";
mes "It was built by my great great grandfather.";
close;
}
}
moscovia,228,80,3 script A Little Boy#mos16 962,{
if (mos_nowinter == 10) {
if (mos_kid == 1) {
mes "[Rurik]";
mes "It's hard to look up at you.";
mes "Come lower so I can see your eyes.";
next;
mes "[Rurik]";
mes "Hmm, that's better.";
mes "Children are the future.";
mes "I won't have a future if I fall";
mes "back and hurt my neck";
mes "while looking up at you.";
close;
}else{
set .@kid,rand(1,100);
select("Do you like summer?");
if (.@kid > 70) {
mes "[Rurik]";
mes "Ah, move a bit to the side.";
mes "a bit more... Yes.";
mes "Ah, stop there.";
next;
mes "[Rurik]";
mes "I certainly like the summer.";
mes "Unless the sunlight is too strong,";
mes "it is much better than the cold winter.";
next;
specialeffect2 EF_SUMMONSLAVE;
mes "[Rurik]";
mes "By the way, what is this for?";
mes "It is natural to like the summer.";
mes "Do you think";
mes "the winter should come again?";
set mos_kid,1;
if (mos_middle == 1 && mos_elder == 1) {
set mos_nowinter,11;
}
close;
}else{
mes "[Rurik]";
mes "Sure, I like the summer.";
mes "Why are you asking";
mes "such a question so suddenly?";
close;
}
}
}else{
mes "[Rurik]";
mes "It's hard to look up at you.";
mes "Come lower so I can see your eyes.";
next;
mes "[Rurik]";
mes "Hmm, that's better.";
mes "Children are the future.";
mes "I won't have a future if I fall";
mes "back and hurt my neck";
mes "while looking up at you.";
close;
}
}
//----------------------------------------------------------------------------
// Magic Bottle
//----------------------------------------------------------------------------
mosk_dun03,225,233,0 script Pile of skeletons#mosk 111,{
if (mos_nowinter == 8) {
mes "-There are ugly skulls";
mes "all over here but, ";
mes "this is the only place that I can stay.-";
next;
mes "-Get closer to see";
mes "more carefully.-";
close;
}else{
mes "-The ugly skulls are gathered.-";
close;
}
}
mosk_dun03,225,233,0 script #Magic_Bottle -1,5,5,{
end;
OnTouch:
if (mos_nowinter == 8) {
mes "-She said that the Magic Gourd Bottle that";
mes "can hold people's speech";
mes "is around here.-";
next;
mes "["+strcharinfo(0)+"]";
mes "This is probably the only place";
mes "where the bottle is hidden,";
mes "but there are bones all over.";
next;
mes "["+strcharinfo(0)+"]";
mes "Anyway, why am I here?";
mes "It would be trouble if";
mes "the dragon came back...";
next;
while(1) {
if(select("Look for it.:I will try next time.") == 1) {
set .@findout,rand(1,20);
if (Class == THIEF || Class == THIEF_H || Class == ROGUE || Class == ROGUE_H || Class == ASSASSIN || Class == ASSASSIN_H) {
mes "["+strcharinfo(0)+"]";
mes "Here it is.";
mes "That was easy to find.";
set mos_nowinter,9;
getitem 7761,1;
close;
}else{
if (.@findout > 14) {
mes "["+strcharinfo(0)+"]";
mes "Ah, I got it!";
mes "I better get out of here quickly.";
set mos_nowinter,9;
getitem 7761,1;
close;
}else{
mes "............";
next;
mes "["+strcharinfo(0)+"]";
mes "Where the hell is it?!";
mes "It has to be in here somewhere!";
next;
}
}
}
mes "["+strcharinfo(0)+"]";
mes "I will try later.";
close;
}
}
}
//----------------------------------------------------------------------------
// Csar Alexsay III
//----------------------------------------------------------------------------
mosk_in,131,92,3 script #Csar -1,7,7,{
if (mos_nowinter == 12) {
mes "[Csar Alexsay III]";
mes "You!!!";
mes "So many people saw you";
mes "meet with Baba Yaga!";
next;
mes "[Csar Alexsay III]";
mes "The guilt which must be felt, when";
mes "meeting secretly with a witch...";
next;
mes "[Csar Alexsay III]";
mes "For that, we indict capital";
mes "punishment without any just trial!";
next;
mes "[Csar Alexsay III]";
mes "But you are a stranger to these";
mes "lands... So I will hold you in special trial.";
next;
mes "[Csar Alexsay III]";
mes "If you have anything to say...";
mes "spare me no detail.";
next;
select("Explain the circumstances.");
mes "-Talk about what happened with Baba";
mes "Yaga, and move forward with the plan.-";
next;
mes "[Csar Alexsay III]";
mes "Hm-hm, that's an embarrassing story...";
mes "But if you are telling the";
mes "truth, my people will be pleased.";
next;
mes "[Csar Alexsay III]";
mes "Okay, Bring to me";
mes "any evidence, to believe";
mes "what you are saying.";
next;
mes "[Csar Alexsay III]";
mes "You killed the Baba Yaga!!";
mes "If this is true, bring";
mes "me Yaga's Pestles.";
mes "If you do, I will make";
mes "sure no one ever doubts you.";
next;
if (countitem(7762) > 39) {
if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
mes "[" + PcName + "]";
mes "Yes, Here you are.";
next;
mes "-Offered the Yaga's Pestles.-";
delitem 7762,40;
next;
mes "[Csar Alexsay III]";
mes "Hm.. You do have them.";
mes "For the time being, I will admit";
mes "that you are coming and going to";
mes "hunt Baba Yaga.";
next;
mes "[Csar Alexsay III]";
mes "But do not engage in doubtable";
mes "behavior that would instigate my";
mes "people to act in a strange way!";
next;
mes "[Csar Alexsay III]";
mes "If you do that, I will arrest you immediately!";
mes "So take care of yourself.";
next;
mes "[Csar Alexsay III]";
mes "And, when you succeed in";
mes "banishing winter with magic,";
mes "announce that to me immediately.";
set mos_nowinter,14;
close;
}
mes "[Csar Alexsay III]";
mes "I said to bring me";
mes "40 Yaga's Pestles";
mes "from the Baba Yaga.";
set mos_nowinter,13;
close;
}else{
mes "[Csar Alexsay III]";
mes "I said to bring me";
mes "40 Yaga's Pestles";
mes "from the Baba Yaga.";
set mos_nowinter,13;
close;
}
}
}
//============================================================================
// Shafka Hat
//============================================================================
moscovia,211,93,3 script Irina#edq 958,{
if (checkweight(1201,1) == 0 ) {
mes "Wait a moment!!";
mes "You have too many items.";
mes "You can't receive this.";
mes "Lighten your weight and";
mes "try again.";
close;
}
mes "[Irina]";
mes "Hello, foreign traveler!";
mes "Have you had good day";
mes "in Moscovia?";
next;
mes "[Irina]";
mes "A special souvenir for visiting Moscovia...?";
next;
mes "[Irina]";
mes "For you, let's make a Shafka hat.";
mes "The Shafka has practicality and";
mes "it's spruce! Do you want one?";
next;
if(select("Learn about the Shafka.:Make a Shafka hat.") == 1) {
mes "[Irina]";
mes "When I look at you, you seem to";
mes "want to put on something of a thick";
mes "fur hat on your head, out in this";
mes "temperature. A Shafka!";
next;
mes "[Irina]";
mes "If you've come here for the first";
mes "time, you might not know... that";
mes "winter here is famous for being so";
mes "long and cold in Moscovia.";
next;
mes "[Irina]";
mes "A Shafka hat is especially";
mes "necessary to live here during the";
mes "cold seasons. Without this hat, you";
mes "may not endure a winter!";
next;
mes "[Irina]";
mes "Now, the long, long winter has";
mes "ended and the sun is shining... But";
mes "someday the winter will come again.";
mes "So, for preparation, you should";
mes "keep a Shafka hat handy.";
next;
mes "[Irina]";
mes "Don't worry about keeping warm if";
mes "you're wearing a Shafka hat. Even";
mes "during the coldest weather... You";
mes "can roll around in the snow and the";
mes "Shafka still keeps you warm!";
close;
}
mes "[Irina]";
mes "Do you want to make a Shafka hat?";
mes "Heheh. Good idea!";
mes "That's a good task.";
mes "You will be grateful forever.";
next;
mes "[Irina]";
mes "If you bring the materials,";
mes "we can make one immediately!";
mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
next;
if (countitem(1022) > 19 && countitem(7038) > 9 && countitem(7166) > 9 && countitem(7065) > 19 && countitem(7217) > 0) {
mes "[Irina]";
mes "You did well.";
mes "Give me the materials. I will make the Shafka.";
next;
delitem 1022,20; //Fox_Tail
delitem 7038,10; //Yarn
delitem 7166,10; //Soft_Silk_Cloth
delitem 7065,20; //Sea_Otter_Leather
delitem 7217,1; //Spool
getitem 5243,1; //Chullos
mes "[Irina]";
mes "Good, I made it. So, how about it?";
mes "Do you like it?";
next;
mes "[Irina]";
mes "If you need a Shafka hat,";
mes "come to me whenever,";
mes "with the materials.";
mes "I will make it.";
next;
mes "[Irina]";
mes "Okay?";
mes "Okay, so... Bye-bye!~";
close;
}else{
mes "[Irina]";
mes "Ah... You lack some materials. We";
mes "can't make the Shafka hat with just";
mes "these materials.";
next;
mes "[Irina]";
mes "If you bring the right materials, I";
mes "will make a Shafka immediately.";
next;
mes "[Irina]";
mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
close;
}
}