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author | Kisuka <Kisuka@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2009-03-19 19:57:49 +0000 |
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committer | Kisuka <Kisuka@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2009-03-19 19:57:49 +0000 |
commit | e62d8405636d6c67228cdc5600966344de601eb3 (patch) | |
tree | 4651e6195b77af54f486176d8eef527f1d5d783c | |
parent | 32bcf9e6f20389fd46f0d3343c675affd33b6617 (diff) | |
download | hercules-e62d8405636d6c67228cdc5600966344de601eb3.tar.gz hercules-e62d8405636d6c67228cdc5600966344de601eb3.tar.bz2 hercules-e62d8405636d6c67228cdc5600966344de601eb3.tar.xz hercules-e62d8405636d6c67228cdc5600966344de601eb3.zip |
* Moscovia Update!
- Added Moscovia quests.
- Uncommented mosk_dun & added field spawns.
- Updated moscovia & mosk_dun warps.
- Removed most the npcs from cities/moscovia.txt (they are part of the quests).
- Added some more moscovia quest items to item_trade.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13605 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | db/item_trade.txt | 3 | ||||
-rw-r--r-- | npc/cities/moscovia.txt | 262 | ||||
-rw-r--r-- | npc/mobs/dungeons/mosk_dun.txt | 7 | ||||
-rw-r--r-- | npc/quests/quests_moscovia.txt | 10208 | ||||
-rw-r--r-- | npc/scripts_athena.conf | 2 | ||||
-rw-r--r-- | npc/scripts_monsters.conf | 3 | ||||
-rw-r--r-- | npc/warps/cities/moscovia.txt | 2 | ||||
-rw-r--r-- | npc/warps/dungeons/mosk_dun.txt | 277 |
8 files changed, 10385 insertions, 379 deletions
diff --git a/db/item_trade.txt b/db/item_trade.txt index 448a78f72..0f916a345 100644 --- a/db/item_trade.txt +++ b/db/item_trade.txt @@ -457,6 +457,9 @@ 7773,115,100 // War_Badge // Moscovia Quest Items ----- +2707,91,100 // Gusli +7761,115,100 // Magic_Gourd_Bottle +7765,115,100 // Yaga_Secret_Medicine 7876,115,100 // Gold_Key 7877,115,100 // Red_Ring 7878,115,100 // Lusalka_Hair diff --git a/npc/cities/moscovia.txt b/npc/cities/moscovia.txt index 68fc9e989..8f23acdad 100644 --- a/npc/cities/moscovia.txt +++ b/npc/cities/moscovia.txt @@ -3,13 +3,14 @@ //===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= Moscovia Town Script
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
+//= 1.1 Removed villagers (they are part of a quest). [Kisuka]
//============================================================
// Moscovia Transportation
@@ -113,272 +114,19 @@ moscovia,166,53,4 script Moscovia P.R. Officer#2 960,{ // Generic Moscovia NPCs
//============================================================
-moscovia,149,112,4 script A man#mosk1 964,{
- mes "[Lev]";
- mes "I was once like you.";
- mes "with hot heart and cool reason";
- mes "adventuring everywhere and";
- mes "coping with all the troubles...";
- close;
-}
-
-moscovia,167,97,4 script A lady#mosk1 961,{
- mes "[Roza]";
- mes "Naughty boys are too excited in the warm days.";
- next;
- mes "[Roza]";
- mes "Where is the sun?";
- mes "Where is it hiding?";
- close;
-}
-
-moscovia,168,135,4 script A lady#mosk2 961,{
- mes "[Kyra]";
- mes "I've seen many people";
- mes "from other provinces recently.";
- next;
- mes "[Kyra]";
- mes "This is not";
- mes "a tourist town.";
- mes "What happened...?";
- close;
-}
-
-moscovia,192,80,4 script A lady#mosk3 959,{
- mes "[Sabina]";
- mes "Sunflowers are squeezed for oil and";
- mes "their bodies are used for medicinal purposes";
- mes "They are very useful.";
- close;
-}
-
-moscovia,196,71,4 script A young man#mosk1 968,{
- mes "[Fredek]";
- mes "The men here grow up";
- mes "after going through though waves in";
- mes "the vast sea.";
- next;
- mes "[Fredek]";
- mes "Do you like";
- mes "sailing?";
- close;
-}
-
-moscovia,228,80,4 script A little boy#mosk1 962,{
- 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;
-}
-
-moscovia,202,102,4 script A little boy#mosk2 962,{
- 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,211,215,5 script A young man#mosk2 967,{
- mes "[Izlof]";
- mes "There is a old saying,";
- mes "'an opportunity is a chance.'";
- next;
- mes "[Izlof]";
- mes "It is best time to confess";
- mes "to ladies in the warm winter,";
- mes "when their minds wander";
- mes "right now!";
- close;
-}
-
-
-moscovia,204,188,5 script A maid#mosk1 959,{
- mes "[Katya]";
- mes "The spring has come~";
- next;
- mes "[Katya]";
- mes "A million sunflowers are blooming~";
- close;
-}
-
-moscovia,220,172,4 script A young man#mosk3 968,{
- mes "[Ilyav]";
- mes "I am going to adventure";
- mes "to experience new worlds";
- mes "as you do.";
- close;
-}
-
-moscovia,234,168,5 script A man#mosk2 964,{
- mes "[Gavrel]";
- mes "Don't you think that the castle is magnificent?";
- mes "It was built by my great great grandfather.";
- close;
-}
-
-moscovia,219,229,5 script A middle aged man#mosk1 964,{
- 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,233,204,4 script A young man#mosk4 968,{
- mes "[Fedor]";
- mes "Finally, Winter is over.";
- mes "Spring is coming";
- mes "to my mind...";
- close;
-}
-
-moscovia,253,175,4 script A man#mosk3 964,{
- mes "[Orek]";
- mes "The present Csar is a bit strict and";
- mes "terrible, but";
- mes "he actually loves";
- mes "his people.";
- close;
-}
-
moscovia,253,166,4 script Soldier#mosk1 966,{
mes "[Soldier]";
- mes "Our dear Czar Alexsay III is in the palace.";
+ mes "Our dear Csar Alexsay III is in the palace.";
mes "He rules over Moscovia.";
mes "Please be careful not to cause him any trouble.";
close;
}
-moscovia,252,203,5 script A little girl#mosk1 958,{
- mes "[Yosefina]";
- mes "Babayaga, the Horrible Cannibal";
- mes "is living outside the town.";
- next;
- mes "[Yosefina]";
- mes "My mom tole me.";
- mes "that wat is real.";
- close;
-}
-
-moscovia,255,203,4 script A little boy#mosk3 962,{
- mes "[Vasili]";
- if (sex)
- mes "Wow, he is";
- else {
- mes "Wow, she 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";
- mes "sword and shield...?";
- mes "Where?";
- close;
-}
-
-moscovia,208,182,7 script Acorn Dealer#mosk 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;
- }
-}
-
-// Inside Moscovia
-//============================================================
-mosk_in,141,212,4 script Pub Owner#mosk 964,{
- mes "[Pub Owner]";
- mes "Welcome to our pub.";
- mes "I'm Alexandre of ^0000FF'Stream Pub'^000000 But,";
- mes "everyone calls me 'Sasha'.";
- mes "It's a fine day today. I feel like";
- mes "going out.";
- close;
-}
-
// Moscovia Palace
//============================================================
-- script Soldier::MoscSoldier 966,{
+- script Soldier#mosk::MoscSoldier 966,{
mes "[Soldier]";
- mes "Please be silent or the Czar will be angry.";
+ mes "Please be silent or the Csar will be angry.";
close;
}
diff --git a/npc/mobs/dungeons/mosk_dun.txt b/npc/mobs/dungeons/mosk_dun.txt index e9c040622..7918a6793 100644 --- a/npc/mobs/dungeons/mosk_dun.txt +++ b/npc/mobs/dungeons/mosk_dun.txt @@ -3,13 +3,14 @@ //===== By: ================================================== //= Athena (1.0) //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= Any Athena Version //===== Additional Comments: ================================= //= 1.0 Added spawns [Playtester] //= 1.1 Swapped named according to mob db. [L0ne_W0lf] //= 1.2 Fixed the mob names (iRO names) [Playtester] +//= 1.2 Updated spawns kinda. [Kisuka] //============================================================ //================================================== @@ -17,8 +18,8 @@ //================================================== mosk_dun01,64,236,100,100 monster Wood Goblin 1880,15,10000,0,1 mosk_dun01,64,236,100,100 monster Les 1881,7,10000,0,1 -mosk_dun01,86,183,100,100 monster Wood Goblin 1880,15,10000,0,1 -mosk_dun01,86,183,100,100 monster Les 1881,7,10000,0,1 +mosk_dun01,99,162,100,100 monster Wood Goblin 1880,15,10000,0,1 +mosk_dun01,99,162,100,100 monster Les 1881,7,10000,0,1 mosk_dun01,150,80,100,5 monster Wood Goblin 1880,30,10000,0,1 mosk_dun01,150,80,100,5 monster Les 1881,15,10000,0,1 mosk_dun01,241,177,10,10 monster Wood Goblin 1880,3,10000,0,1 diff --git a/npc/quests/quests_moscovia.txt b/npc/quests/quests_moscovia.txt index 462be6be9..9b5df03ed 100644 --- a/npc/quests/quests_moscovia.txt +++ b/npc/quests/quests_moscovia.txt @@ -1,148 +1,10132 @@ -//===== eAthena Script ======================================= -//= Moscovia Town script -//===== By: ================================================== -//= $ephiroth -//===== Current Version: ===================================== +//===== eAthena Script ======================================= +//= Moscovia Quests +//===== By: ================================================== +//= Kisuka +//===== Current Version: ===================================== //= 1.0 -//===== Compatible With: ===================================== -//= Any eAthena Version -//===== Description: ========================================= -//= Moscovia Town Npcs -//===== Additional Comments: ================================= -//= 1.0 $ephiroth (from jA) Pre-quest dungeon entrances -//============================================================ - -//============================================================ -//= NPC Moscovia Dungeon -//============================================================ - -mosk_dun01,207,276,0 script Stone#mosk1 111,{ - - mes "^009900-Square-shaped rocks on the surface"; - mes "are engraved on the characters.-^000000"; - next; - mes "^3333FF~The person who advances, instead of being hurt."; - mes "As for the person who receives courage, returns how long,"; - mes "it probably is safe."; - mes "As for the person who has rash courage advancing."; - mes "That's not good to be back.~^000000"; - next; - if (select("Forward:Return") == 1) { - mes "-Chose to go-"; +//===== 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] +//============================================================ + +//============================================================================ +// 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_dun02",165,30; + warp "mosk_fild01",93,94; end; } - mes "-Chose to return-"; - close; -} + 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; + } +} -mosk_dun02,168,28,0 script Stone#mosk2 111,{ +//---------------------------------------------------------------------------- +// 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; + } +} - mes "^009900-Square-shaped rocks on the surface"; - mes "are engraved on the characters.-^000000"; - next; - mes "^3333FF~The person who advances, instead of being hurt."; - mes "Courage is received."; - mes "As for the person who returns how long."; - mes "it probably is safe."; - mes "As for the person who is courage advancing,"; - mes "That's not good to be back.~^000000"; - next; - if (select("Forward:Return") == 1) { - mes "-Chose to go-"; +//---------------------------------------------------------------------------- +// 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 "mosk_dun01",201,269; + 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 || 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 || 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; } - mes "-Chose to return-"; - close; } -mosk_dun02,268,117,0 script Stone#mosk3 111,{ +//---------------------------------------------------------------------------- +// 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 || 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 || 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; +} - mes "^009900-Square-shaped rocks on the surface"; - mes "are engraved on the characters.-^000000"; - next; - mes "^3333FF~The person who advances, instead of dying."; - mes "Reputation is received."; - mes "The person who returns obtains courage, but"; - mes "it probably will get injured."; - mes "As for the person who has rash courage advancing."; - mes "That's not good to be back.~^000000"; - next; - if (select("Forward:Return") == 1) { - mes "-Chose to go-"; +//---------------------------------------------------------------------------- +// 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 || 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_dun03",32,135; + warp "mosk_fild01",95,93; + end; + }else{ end; } - mes "-Chose to return-"; - close; + end; + +OnTimer300000: + donpcevent "#findship::OnDisable"; + end; } -mosk_dun03,27,131,0 script Stone#mosk4 111,{ +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; - mes "^009900-Square-shaped rocks on the surface"; - mes "are engraved on the characters.-^000000"; - next; - mes "^3333FF~The person who remains, instead of being hurt."; - mes "Reputation is received."; - mes "As for the person who returns getting large injured,"; - mes "Courage probably will be learned."; - mes "by the return of courage."; - mes "As for the person who is courage the return.~^000000"; +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 (select("Forward:Return") == 1) { - mes "-Fear, chose to return-"; - close2; - warp "mosk_dun02",262,118; + 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; } - mes "-Chose to return-"; - close; } -mosk_dun01,264,191,0 script Stone#mosk5 111,{ +//---------------------------------------------------------------------------- +// 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 "["+PcName+"]"; + 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; + 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 +//============================================================================ - mes "^009900-Square-shaped rocks on the surface"; - mes "are engraved on the characters.-^000000"; +//---------------------------------------------------------------------------- +// 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; - mes "^3333FF~The person who advances, instead of dying."; - mes "Reputation is received."; - mes "As for the person who returns how long,"; - mes "It probably is safe."; - mes "As for the person who does not fear death advancing,"; - mes "That's not good to be back.~^000000"; + 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; - if (select("Forward:Return") == 1) { - mes "–Chose to go-"; - close2; - warp "mosk_dun03",117,36; - end; + 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; } - mes "-Chose to return-"; - close; } -mosk_dun03,119,46,0 script Stone#mosk6 111,{ +//---------------------------------------------------------------------------- +// 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; + } +} - mes "^009900-Square-shaped rocks on the surface"; - mes "are engraved on the characters.-^000000"; +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 "^3333FF~The person who remains, instead of dying."; - mes "Reputation is received."; - mes "As for the person who returns how long,"; - mes "It probably is safe."; - mes "As for the person who does not fear death the return,"; - mes "is not a good forward.~^000000"; + mes "- When the animal comes across you, it starts to sniffle and purse up it's lips. -"; next; - if (select("Forward:Return") == 1) { - mes "-Fear, chose to return-"; + 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_dun01",257,190; + warp "mosk_dun02",53,217; end; } - mes "-Chose to return-"; - close; + 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; + } }
\ No newline at end of file diff --git a/npc/scripts_athena.conf b/npc/scripts_athena.conf index 2c78b00fe..4e93bb2fa 100644 --- a/npc/scripts_athena.conf +++ b/npc/scripts_athena.conf @@ -78,7 +78,7 @@ npc: npc/quests/quests_lighthalzen.txt npc: npc/quests/quests_louyang.txt npc: npc/quests/quests_lutie.txt npc: npc/quests/quests_morocc.txt -//npc: npc/quests/quests_moscovia.txt +npc: npc/quests/quests_moscovia.txt npc: npc/quests/quests_nameless.txt npc: npc/quests/quests_niflheim.txt npc: npc/quests/quests_payon.txt diff --git a/npc/scripts_monsters.conf b/npc/scripts_monsters.conf index efa67117b..cdc8c7bc2 100644 --- a/npc/scripts_monsters.conf +++ b/npc/scripts_monsters.conf @@ -17,6 +17,7 @@ npc: npc/mobs/fields/louyang.txt npc: npc/mobs/fields/lutie.txt npc: npc/mobs/fields/mjolnir.txt npc: npc/mobs/fields/morocc.txt +npc: npc/mobs/fields/moscovia.txt npc: npc/mobs/fields/niflheim.txt npc: npc/mobs/fields/payon.txt npc: npc/mobs/fields/prontera.txt @@ -49,7 +50,7 @@ npc: npc/mobs/dungeons/lou_dun.txt npc: npc/mobs/dungeons/mag_dun.txt npc: npc/mobs/dungeons/mjo_dun.txt npc: npc/mobs/dungeons/moc_pryd.txt -//npc: npc/mobs/dungeons/mosk_dun.txt +npc: npc/mobs/dungeons/mosk_dun.txt npc: npc/mobs/dungeons/odin.txt npc: npc/mobs/dungeons/orcsdun.txt npc: npc/mobs/dungeons/pay_dun.txt diff --git a/npc/warps/cities/moscovia.txt b/npc/warps/cities/moscovia.txt index 3a0d88f23..0b97f511a 100644 --- a/npc/warps/cities/moscovia.txt +++ b/npc/warps/cities/moscovia.txt @@ -43,5 +43,3 @@ moscovia,205,98,0 warp moskwarp1021 1,1,mosk_in,214,255 mosk_in,214,252,0 warp moskwarp1022 1,1,moscovia,203,96 mosk_in,220,273,0 warp moskwarp1023 1,1,mosk_in,152,275 mosk_in,152,272,0 warp moskwarp1024 1,1,mosk_in,220,270 - -mosk_in,215,36,0 warp moskwarp1025 1,1,mosk_dun02,53,217 diff --git a/npc/warps/dungeons/mosk_dun.txt b/npc/warps/dungeons/mosk_dun.txt index 8ca0fe42a..0dd551b0d 100644 --- a/npc/warps/dungeons/mosk_dun.txt +++ b/npc/warps/dungeons/mosk_dun.txt @@ -1,9 +1,9 @@ //===== eAthena Script ======================================= //= Moscovia Dungeon Warp Script //===== By: ================================================== -//= $ephiroth +//= Kisuka, $ephiroth //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= Any Athena Version //===== Description: ========================================= @@ -11,8 +11,279 @@ //===== Additional Comments: ================================= //= 1.0 Initial version [$ephiroth] //= 1.1, 1.2 Updated from jA [$ephiroth] +//= 1.3 Added warp npcs. Removed place holder warps. [Kisuka] //============================================================ mosk_fild02,190,257,0 warp moscoviawarp0401 1,1,mosk_dun01,189,45 -mosk_dun02,53,220,0 warp moscoviawarp0101 1,1,mosk_in,215,41 mosk_dun01,189,42,0 warp moscoviawarp0501 1,1,mosk_fild02,190,254 +mosk_in,215,36,0 warp babayagaout 1,1,mosk_dun02,53,217 + +mosk_dun02,53,220,4 script #babayagain 45,1,1,{ + end; +OnTouch: + if (mos_nowinter == 11) { + donpcevent "Soldier1#mos::OnEnable"; + donpcevent "Soldier2#mos::OnEnable"; + donpcevent "Soldier3#mos::OnEnable"; + mes "[Soldier]"; + mes "Halt right there!"; + next; + mes "[Soldier]"; + mes "We have information"; + mes "that you've been secretly"; + mes "communicating with"; + mes "Baba Yaga, the Horrible."; + next; + mes "[Soldier]"; + mes "If you have something to say,"; + mes "speak to the Csar."; + mes "Come with us."; + close2; + donpcevent "Soldier1#mos::OnInit"; + donpcevent "Soldier2#mos::OnInit"; + donpcevent "Soldier3#mos::OnInit"; + set mos_nowinter,12; + warp "mosk_in",125,92; + end; + } + else if (mos_nowinter == 12) { + donpcevent "Soldier1#mos::OnEnable"; + donpcevent "Soldier2#mos::OnEnable"; + donpcevent "Soldier3#mos::OnEnable"; + mes "[Soldier]"; + mes "We expected"; + mes "that you would appear again."; + mes "What is your business with the Csar?"; + next; + if(select("Run away.:Explain the situation.") == 1) { + mes "["+strcharinfo(0)+"]"; + mes "I should get out of here..."; + close2; + warp "mosk_dun02",100,100; + donpcevent "Soldier1#mos::OnInit"; + donpcevent "Soldier2#mos::OnInit"; + donpcevent "Soldier3#mos::OnInit"; + end; + } + mes "-I explain what happend until now.-"; + next; + mes "[Soldier]"; + mes "If you have something to say, speak"; + mes "to the Csar."; + mes "If you leave to this place,"; + mes "you will be considered as our enemy."; + close2; + donpcevent "Soldier1#mos::OnInit"; + donpcevent "Soldier2#mos::OnInit"; + donpcevent "Soldier3#mos::OnInit"; + end; + } + else if (mos_nowinter == 13) { + donpcevent "Soldier1#mos::OnEnable"; + donpcevent "Soldier2#mos::OnEnable"; + donpcevent "Soldier3#mos::OnEnable"; + mes "[Soldier]"; + mes "We expected"; + mes "that you would appear again."; + mes "What is your business with the Csar?"; + next; + if(select("Run away.:Explain the situation.") == 1) { + mes "["+strcharinfo(0)+"]"; + mes "I should get out of here..."; + close2; + warp "mosk_dun02",100,100; + donpcevent "Soldier1#mos::OnInit"; + donpcevent "Soldier2#mos::OnInit"; + donpcevent "Soldier3#mos::OnInit"; + end; + } + mes "-I explain what happend until now.-"; + next; + mes "[Soldier]"; + mes "If you have something to say, speak"; + mes "to the Csar."; + mes "If you leave to this place,"; + mes "you will be considered as our enemy."; + close2; + donpcevent "Soldier1#mos::OnInit"; + donpcevent "Soldier2#mos::OnInit"; + donpcevent "Soldier3#mos::OnInit"; + end; + } + else { + warp "mosk_in",215,41; + end; + } +} + +mosk_dun02,53,215,3 script Soldier1#mos 966,{ + mes "[Soldier]"; + mes "We're the Csar's soldiers."; + mes "We're called out for emergencies,"; + mes "don't disturb us anymore."; + close; + +OnInit: + hideonnpc "Soldier1#mos"; + end; + +OnEnable: + hideoffnpc "Soldier1#mos"; + end; +} + +mosk_dun02,50,217,3 script Soldier2#mos 966,{ + mes "[Soldier]"; + mes "We're the Csar's soldiers."; + mes "We're called out for emergencies,"; + mes "don't disturb us anymore."; + close; + +OnInit: + hideonnpc "Soldier2#mos"; + end; + +OnEnable: + hideoffnpc "Soldier2#mos"; + end; +} + + +mosk_dun02,56,217,5 script Soldier3#mos 966,{ + mes "[Soldier]"; + mes "We're the Csar's soldiers."; + mes "We're called out for emergencies,"; + mes "don't disturb us anymore."; + close; + +OnInit: + hideonnpc "Soldier3#mos"; + end; + +OnEnable: + hideoffnpc "Soldier3#mos"; + end; +} + +mosk_dun01,170,164,3 script Milestone#1 111,{ + mes "- There is writing on a big rock. -"; + next; + mes "^3131FF- Those who serve the Sun will die, Go to the North. -^000000"; + close; +} + +mosk_dun01,207,276,3 script Milestone#1-2 111,{ + mes "- There is writing on a big rock. -"; + next; + mes "^3131FF- Those who advance may get hurt but are courageous of heart and those who move back will remain safe."; + mes "If you have courage, step forward. Otherwise, step backward. -^000000"; + next; + if(select("Step forward.:Stay.") == 1) { + mes "- You follow the way before you. -"; + close2; + warp "mosk_dun02",165,30; + end; + } + mes "- You won't advance. -"; + close; +} + +mosk_dun01,164,191,3 script Milestone#1-3 111,{ + mes "- There is writing on a big rock. -"; + next; + mes "^3131FF- Those who advance may get hurt but are brave of heart and those who move back will remain safe."; + mes "If you are brave, then take a step forward. Otherwise, step back. -^000000"; + next; + if(select("Step forward.:Stay.") == 1) { + mes "- You follow the way before you. -"; + close2; + warp "mosk_dun03",117,36; + end; + } + mes "- You decide to stay. -"; + close; +} + +mosk_dun02,168,28,3 script Milestone#2-1 111,{ + mes "- There is writing on a big rock. -"; + next; + mes "^3131FF- Those who advance may get hurt but are valorous of heart and those who move back will remain safe."; + mes "If you valorous, then take a step forward. Otherwise, step back. -^000000"; + next; + if(select("Go back.:Stay.") == 1) { + mes "- You sense danger and decide to go back -"; + close2; + warp "mosk_dun01",201,269; + end; + } + mes "- You decided to stay. -"; + close; +} + +mosk_dun02,268,117,3 script Milestone#2-3 111,{ + mes "- There is writing on a big rock. -"; + next; + mes "^3131FF- Those who step forward will gain honor but may die, those who step backward will have courage but may still get hurt."; + mes "If you are truly brave, step forward. Otherwise, step back -^000000"; + next; + if(select("Step forward.:Stay.") == 1) { + mes "- You bravely step forward. -"; + close2; + warp "mosk_dun03",32,135; + end; + } + mes "- You decided to stay. -"; + close; +} + +mosk_dun03,27,131,3 script Milestone#3-2 111,{ + mes "- There is writing on a big rock. -"; + next; + mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage."; + mes "Those who have courage will go back, otherwise step forward and stay. -^000000"; + next; + if(select("Go back.:Stay.") == 1) { + mes "- You sense danger and decide to go back -"; + close2; + warp "mosk_dun02",262,118; + end; + } + mes "- You decide to stay. -"; + close; +} + +mosk_dun03,119,46,3 script Milestone#3-1 111,{ + mes "There is writing on a big rock."; + next; + mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage."; + mes "Those who are afraid of the death will go back, otherwise step forward and stay. -^000000"; + next; + if(select("Go back.:Stay.") == 1) { + mes "- You sense danger and decide to go back -"; + close2; + warp "mosk_dun01",257,190; + end; + } + mes "- You decided to stay. -"; + close; +} + +mosk_dun01,194,43,3 script Milestone#1-1 111,{ + mes "- There is writing on a big rock. -"; + next; + mes "- If you want to protect your life, go back -"; + close; +} + +mosk_fild02,198,53,3 script Ship#mos_dun 111,{ + mes "- You find a ship at anchor. -"; + next; + if(select("Take the ship and go back to the village.:Explore more.") == 1) { + mes "- You board the ship and pull at the oars. -"; + close2; + warp "moscovia",140,54; + end; + } + mes "- That unknown area arouses your interest. -"; + close; +} |