//===== eAthena Script ======================================= 
//= Quest NPCs related to Gonryun
//===== By: ==================================================
//= KarLaeda
//===== Current Version: ===================================== 
//= 1.0
//===== Compatible With: ===================================== 
//= eAthena 1
//===== Description: ========================================= 
//= Gonryun Broken Sword Quest
//===== Additional Comments: ================================= 
//= 
//============================================================ 


gon_in.gat,17,93,5	script	Chief#gnbs	775,{
	mes "[SaYumMoon]";
	if (BaseLevel <= 50) {
		mes "hmm...";
		mes "Oh, Hi there~";
		mes "I am SaYumMoon, a chief of";
		mes "this village.";
		mes "Welcome to Kunlun.";
		next;
		mes "[SaYumMoon]";
		mes "Well, to tell you about this village..";
		mes "We weren't that much associated with ";
		mes "other villages.";
		mes "Nevertheless, through the village named";
		mes "Alberta, we allowed people to visit";
		mes "here. It all happened lately.";
		next;
		mes "[SaYumMoon]";
		mes "I feel that this town has been";
		mes "isolated for too long.";
		mes "Therefore, people in this town";
		mes "are not yet so friendly with";
		mes "visitors yet.";
		next;
		mes "[SaYumMoon]";
		mes "Moreover, thieves are having";
		mes "fun in this town lately.";
		mes "Well, you've come to visit this";
		mes "town.. Enjoy your stay.";
		close;
	}
	if (b_sword == 0) {
		set b_sword,1;
		mes "hmm...";
		mes "Oh, Hi there~";
		mes "I am SaYumMoon, a chief of";
		mes "this village.";
		mes "Welcome to Kunlun.";
		next;
		mes "[SaYumMoon]";
		mes "Well, to tell you about this village..";
		mes "We weren't that much associated with ";
		mes "other villages.";
		mes "Nevertheless, through the village named";
		mes "Alberta, we allowed people to visit";
		mes "here. It all happened lately.";
		next;
		mes "[SaYumMoon]";
		mes "I feel that this town has been";
		mes "isolated for too long.";
		mes "Therefore, people in this town";
		mes "are not yet so friendly with";
		mes "visitors yet.";
		next;
		mes "[SaYumMoon]";
		mes "Moreover, thieves are having";
		mes "fun in this town lately.";
		mes "Well, you've come to visit this";
		mes "town.. Enjoy your stay.";
		close;
	}
	if (b_sword < 18) {
		switch (b_sword) {
		case 1:
			mes "Umm....";
			mes "Oh, Hi there~";
			mes "I am SaYumMoon, a chief of";
			mes "this village.";
			next;
			mes "[SaYumMoon]";
			mes "Welcome to Kunlun.";
			mes "I feel that this village has been";
			mes "isolated for too long";
			mes "unlike other villages.";
			next;
			mes "[SaYumMoon]";
			mes "Nevertheless, through the village named";
			mes "Alberta, we allowed people to visit";
			mes "here. It all happened lately.";
			mes "Since our village has been";
			next;
			mes "[SaYumMoon]";
			mes "isolated for long time,";
			mes "people in this town";
			mes "are not yet so friendly with";
			mes "visitors yet.";
			mes "Moreover, thieves are having";
			next;
			mes "[SaYumMoon]";
			mes "fun in this town lately.";
			mes "Well, you've come to visit this";
			mes "town.. Enjoy your stay.";
			break;
		case 2:
			mes "Oh, it's you~";
			mes "How do you like it here so far?";
			mes "Like you've noticed,";
			mes "village is not so peaceful huh?";
			next;
			if(select("It's alright.:I heard that something was stolen..") == 1){
				mes "[SaYumMoon]";
				mes "Good...";
				mes "Well, watch out for robbery.";
				mes "And..don't act suspicious";
				mes "in the village.";
				close;
			}
			mes "[SaYumMoon]";
			mes "hmm..you heard of it?";
			mes "It was just last night when robbery";
			mes "occurred. The rumor was true..";
			mes "Lots of thieves are out there in the village.";
			next;
			switch(select("......:What was stolen?:Anyone with injuries?")){
			case 1:
				mes "[SaYumMoon]";
				mes "Can't believe it really happened.";
				mes "If you see anyone suspicious,";
				mes "please let me know.";
				set b_sword,3;
				break;
			case 2:
				mes "[SaYumMoon]";
				mes "um.....";
				mes "that is....";
				mes "just an ordinary sword.";
				mes "But to us, it's a family treasure";
				mes "from generation to generation.";
				next;
				mes "[SaYumMoon]";
				mes "I must find this sword";
				mes "no mattter what!";
				mes "...but I can't go find it just";
				mes "by myself. I am too busy.";
				next;
				mes "[SaYumMoon]";
				mes "You know how busy it is to be a";
				mes "chief of village.";
				mes "This is a big trouble...hmm...";
				next;
				if (select("Hope you find it soon.:Can I find it for you?") == 1){
					mes "[SaYumMoon]";
					mes "um..thank you.";
					mes "Perhaps you find a sword, ";
					mes "please let me know.";
					set b_sword,11;
				} else {
					mes "[SaYumMoon]";
					mes "Oh~ Are you serious??";
					mes "People in the village are";
					mes "now very sensitive cause of";
					mes "thieves. It is so difficult to ask";
					mes "them for a help. If you would help";
					mes "me to find a sword. I'll pay for that for sure.";
					set b_sword,3;
				}
				break;
			case 3:
				mes "[SaYumMoon]";
				mes "Fortunately, no one's hurt.";
				mes "But we lost something valuable.";
				mes "It's a family treasure";
				mes "which came from generation";
				mes "to generation.";
				next;
				mes "[SaYumMoon]";
				mes "I must find this sword";
				mes "no mattter what!";
				mes "...but I can't go find it just";
				mes "by myself. I am too busy.";
				next;
				mes "[SaYumMoon]";
				mes "You know how busy it is to be a";
				mes "chief of village.";
				mes "This is a big trouble...hmm...";
				next;
				if (select("Hope you find it soon.:Can I find it for you?") == 1){
					mes "[SaYumMoon]";
					mes "um..thank you.";
					mes "Perhaps you find a sword, ";
					mes "please let me know.";
					set b_sword,11;
				} else {
					mes "[SaYumMoon]";
					mes "Oh~ Are you serious??";
					mes "People in the village are";
					mes "now very sensitive cause of";
					mes "thieves. It is so difficult to ask";
					mes "them for a help. If you would help";
					mes "me to find a sword. I'll pay for that for sure.";
					set b_sword,3;
				}
				break;
			}
			break;
		case 3:
			mes "Haven't found it yet?";
			mes "No rush. Take it easy.";
			mes "You have to take care of";
			mes "youself first before";
			mes "doing other's favors.";
			break;
		case 4:
			mes "Haven't found it yet?";
			mes "No rush. Take it easy.";
			mes "You have to take care of";
			mes "youself first before";
			mes "doing other's favors.";
			break;
		case 5:
			mes "Haven't found it yet?";
			mes "No rush. Take it easy.";
			mes "You have to take care of";
			mes "youself first before";
			mes "doing other's favors.";
			break;
		case 6:
			mes "Oh, you found a traces?";
			mes "You're doing a good work.";
			mes "This is my family remedies.";
			mes "It might help you.";
			set b_sword,7;
			getitem 504,3; // White_Potion
			break;
		case 7:
			mes "Thief is in an injury.";
			mes "He probably is not";
			mes "far away from here.";
			break;
		case 8:
			mes "Oh, my sword...";
			mes "..it's broken?";
			mes "Unbelievable~";
			mes "How could this happen..";
			mes "Would you also look for";
			mes "the other parts please?";
			break;
		case 9:
			mes "hmm...";
			mes "..my sword... in pieces..";
			mes "I beg you please. Find it for me.";
			mes "You'll get something in return.";
			break;
		case 10:
			mes "Oh~~";
			mes "You've found the pieces for me~";
			mes "I knew you would've make it.";
			mes "But they are broken into pieces.";
			mes "What should I do...";
			next;
			mes "[SaYumMoon]";
			mes "If it's ok with you,";
			mes "Would you repair my sword for me?";
			mes "I'm sure I'll pay for that.";
			next;
			if (select("No way.:Alright.") == 1) {
				mes "[SaYumMoon]";
				mes "Well, yes.. you've been such a";
				mes "nice person. I appreciate for";
				mes "your hard work.";
				mes "It would be better if you help me";
				mes "to repair the sword for me though..";
				mes "nono.. I am not enforcing you..";
				next;
				mes "[SaYumMoon]";
				mes "I'll find someway to repair it.";
				mes "Without your help, I could've done";
				mes "nothing. This is not a big present";
				mes "but please take it.";
				set b_sword,15;
				getitem 603,1; // Old_Blue_Box
				next;
				mes "[SaYumMoon]";
				mes "If you get any informations or";
				mes "traces about that damn thief,";
				mes "please let me know.";
				mes "I got my sword back but there's";
				mes "no way I can forgive that thief.";
				mes "Have a nice travel.";
			} else {
				mes "[SaYumMoon]";
				mes "Wow..you are so nice.";
				mes "I am owing you a big favor.";
				mes "I have no idea how this sword";
				mes "broke into pieces.";
				mes "I believe you have to find famous";
				mes "blacksmith to repair it.";
				next;
				mes "[SaYumMoon]";
				mes "Like you know already, this is";
				mes "a family treasure for me.";
				mes "oh.. one more thing..";
				next;
				mes "[SaYumMoon]";
				mes "There's a guy named ^555555Choahk^000000";
				mes "in the village. He has been to many";
				mes "places all around the world.";
				mes "He probably has the informations";
				mes "you need. Go find him first.";
				next;
				mes "[SaYumMoon]";
				mes "and.. this is not a big gift";
				mes "but please take it..";
				mes "here...";
				set b_sword,14;
				getitem 603,1; // Old_Blue_Box
			}
			break;
		case 11:
			mes "The village is not in a good";
			mes "mood at this moment, but still";
			mes "lots of things to look around.";
			break;
		case 12:
			mes "hmm.. no traces? no marks?... nothing?";
			mes "ok.. well, thanks for help anyways.";
			mes "umm....";
			next;
			mes "[SaYumMoon]";
			mes "Here..take this.";
			mes "Have a good time.";
			set b_sword,13;
			getitem 504,1; // White_Potion
			break;
		case 13:
			mes "Everything going well?";
			mes "The village is not in a good mood.";
			mes "Take care of yourself.";
			break;
		case 14:
			mes "I appreciate what you are doing.";
			mes "You make me feel comfortable.";
			mes "Village seems it's turning back";
			mes "to old times too. huhu";
			break;
		case 15:
			mes "I appreciate what you are doing.";
			mes "You make me feel comfortable.";
			mes "Village seems it's turning back";
			mes "to old times too. huhu";
			break;
		case 16:
			mes "I appreciate what you are doing.";
			mes "You make me feel comfortable.";
			mes "Village seems it's turning back";
			mes "to old times too. huhu";
			break;
		case 17:
			mes "I appreciate what you are doing.";
			mes "You make me feel comfortable.";
			mes "Village seems it's turning back";
			mes "to old times too. huhu";
			break;
		}
	} else if (b_sword < 32) {
		mes "I appreciate what you are doing.";
		mes "You make me feel comfortable.";
		mes "Village seems it's turning back";
		mes "to old times too. huhu";
		mes "and please repair my";
		mes "sword for me.";
		next;
		mes "[SaYumMoon]";
		mes "You've done so many things for me.";
		mes "I feel sorry about asking you";
		mes "more to do.";
	} else if (b_sword == 32) {
		if (countitem(1123) < 1) { // Haedonggum
			mes "um.....";
			mes "Not yet huh?";
			mes "You'll repair it for me right?";
			mes "I'll be waiting.";
		} else {
			mes "oh.. it's you.";
			mes "............";
			mes "Is that my sword?";
			mes "Wow you have done it.";
			mes "Good work!";
			next;
			mes "[SaYumMoon]";
			mes "Hmm..If you have a similar sword I have,";
			mes "please leave it somewhere else and come back.";
			mes "Just in case that you give me a wrong one...";
			next;
			if(select("Wait for sec:Here it is.") == 1 || countitem(1123) < 1){
				mes "[SaYumMoon]";
				mes "Ok, go ahead.";
				mes "Don't leave mine!!";
				mes "haha..";
				close;
			}
			mes "[SaYumMoon]";
			mes "This is a small gift for you.";
			mes "Please take it.";
			mes "Thanks for a job well done!";
			delitem 1123,1; // Haedonggum
			set b_sword,33;
			getitem 2404,1; // Shoes_
			next;
			mes "[SaYumMoon]";
			mes "Many thanks for your trouble.";
			mes "Now I don't feel shame to";
			mes "ancestors anymore.";
			mes "huhuh...";
			mes "Have a good time.";
		}
	} else {
		mes "Oh, it's you.";
		mes "Once again, thank you.";
		mes "Enjoy your stay in";
		mes "our village.";
		mes "huhuh..";
	}
	close;
}

gon_in.gat,152,35,4	script	Hostess#gnbs	702,{
	mes "[MaYumBang]";
	if (b_sword < 1) {
		mes "Oh.. you're new here right?";
		mes "Came from out of town?";
		mes "It's easy to see many people from";
		mes "out of town these days.";
		mes "It made people in the village busy.";
		next;
		mes "[MaYumBang]";
		mes "Oops, what am I saying..";
		mes "Wants some wine?";
		next;
		if (select("Yes, please:No, it's ok.") == 1) {
			mes "[MaYumBang]";
			mes "Oooops.. oh no...";
			mes "Many customers came by earlier and";
			mes "we are out of wine..";
			mes "Customers are growing larger.";
			mes "It is also a trouble..";
		} else {
			mes "[MaYumBang]";
			mes "Well, have fun in the village.";
			mes "Stop by sometimes.";
		}
	} else if (b_sword < 3) {
		mes "You know what?";
		mes "Chief's house was robbed last night.";
		mes "I can't believe this happened.";
		mes "Thieves are hanging around the";
		mes "village these days.";
		next;
		mes "[MaYumBang]";
		mes "How anxious it is..";
		mes "It could also happen to my shop.";
		mes "I should watch out.";
		mes "oh..what am I saying to you..";
		mes "Enjoy your time in my shop..hoho.";
		if (b_sword == 1) set b_sword,2;
	} else if (b_sword == 3) {
		mes "Oh, it's you again.";
		mes "I heard that you decided to";
		mes "help our chief.";
		mes "Please get him for us.";
		mes "How anxious it is..";
		next;
		mes "[MaYumBang]";
		mes "Do you see that guy over there";
		mes "leaning on the table?";
		mes "He seems to know about last night's";
		mes "happenings.";
		mes "He has been drinking all night long.";
		set b_sword,4;
	} else if (b_sword > 3 && b_sword < 11) {
		mes "Hello there.";
		mes "Feel something strange in the village huh?";
		mes "It's all because of the thieves.";
		mes "And it makes my business worse.";
		mes "peeew...";
	} else if (b_sword == 11 || b_sword == 12) {
		mes "Feel something strange in the village huh?";
		mes "Hope the thief to get caught in short time.";
		mes "...";
	} else {
		mes "You caught him?";
		mes "Wow, how brave you are.";
		mes "I should get ready to run the";
		mes "shop again. I need to order";
		mes "some wine first.";
		next;
		mes "[MaYumBang]";
		mes "SulBoong drank all the wine in the shop.";
		mes "I did not refill the wine since there";
		mes "aren't any customers...hoho.";
		mes "Stop by next time.";
		mes "I'll have a wine ready.";
	}
	close;
}

gon_in.gat,165,16,4	script	Man in hangover#gnbs	748,{
	mes "[SulBoong]";
	if (b_sword < 4) {
		mes "Ahhh.. my stomach.. my head..";
		mes "Shouldn't drink so much..";
		mes "Ehhhh....";
		emotion e_swt2;
	} else if (b_sword == 4) {
		if (countitem(506) < 1) { // Green_Potion
			mes "Ehhh....";
			mes "Can somebody bring me a potion?";
			mes "Ehhh....";
			close;
		}
		mes "Ehhh..my stomach..";
		mes "I need something..";
		mes "Ehhh..";
		mes "uh..hey you.. could you give me one of";
		mes "your ^00FF00Green_Potion^000000 to me?";
		mes "I got a mad stomach.";
		next;
		if (select("No.:Ok, here.") == 1 || countitem(506) < 1) {
			mes "[SulBoong]";
			mes "Ehh...";
			mes "Are you sure?";
			next;
			if (select("Sorry, I don't have one.:Ok, here it is.") == 1 || countitem(506) < 1) {
				mes "[SulBoong]";
				mes "Wooo..";
				mes "Go away man..";
				set b_sword,12;
				close;
			}
			delitem 506,1; // Green_Potion
			set b_sword,5;
			mes "[SulBoong]";
			mes "Oh.. thanks.";
			mes "I thought you're teasing me.";
			mes "I feel much better now.";
			mes "By the way.. You got any questions?";
			next;
			if (select("About thief.:Nothing.") == 1){
				mes "[SulBoong]";
				mes "Ah~ a thief..";
				mes "hmm.. let me see..";
				mes "I went out for walk in the middle";
				mes "of night while I was drinking.";
				mes "And I heard something noisy.";
				next;
				mes "[SulBoong]";
				mes "I looked around and found that";
				mes "area near chief's house was brighter";
				mes "than any other area. It was strange.";
				mes "So I kept watching at it and";
				mes "all of a sudden, I saw something moving";
				mes "on the roof of houses.";
				next;
				mes "[SulBoong]";
				mes "It disappeared in a second.";
				mes "I was drunk, and it was dark outside.";
				mes "I have no idea whether it was a man or a cat or..";
				mes "don't know what it was.. huhu..";
				set b_sword,6;
			} else {
				mes "[SulBoong]";
				mes "Ok, then, good bye..";
				mes "Don't be a drinker like me.";
				mes "Unless you want to suffer from a hangovers.";
				mes "huhu..";
			}
		} else {
			delitem 506,1; // Green_Potion
			set b_sword,5;
			emotion e_thx;
			mes "[SulBoong]";
			mes "Thank you.";
			mes "heew.. feel much better now.";
			mes "hmm.. you seem like you got";
			mes "something to ask me.";
			next;
			switch(select("About thief..:How much have you been drinking?:Nothing..")){
			case 1:
				mes "[SulBoong]";
				mes "Ah~ a thief..hmm...";
				mes "I went out for walk in the middle";
				mes "of night while I was drinking.";
				mes "And I heard something noisy.";
				mes "I looked around and found that";
				mes "area near chief's house was brighter";
				next;
				mes "[SulBoong]";
				mes "than any other area. It was strange.";
				mes "So I kept watching at it and";
				mes "all of a sudden, I saw something moving";
				mes "on the roof of houses.";
				mes "It disappeared in a second.";
				next;
				if (select("Where to?:Probably a cat.") == 1) {
					mes "[SulBoong]";
					mes "Umm?";
					mes "Well..let me see..";
					mes "It came from... and head to...um...";
					mes "bla bla..";
					next;
					mes "He was mumbling for awhile";
					mes "......";
					next;
					mes "[SulBoong]";
					mes "Ah ha~ right...";
					mes "A shrine.. yes..thief was heading to";
					mes "a shrine and disappeared.";
					mes "I'm not sure if it was a human or";
					mes "an animal...but little big creature.";
					mes "wonder what it was..";
					set b_sword,6;
					next;
					mes "[SulBoong]";
					mes "Anything else I can help?";
					mes "Thanks for the potion.";
					next;
					switch(select("Thanks for the information.:Stop drinking too much.:Ok, bye")){
					case 1:
						mes "[SulBoong]";
						mes "I'll see you later then.";
						mes "I am always here drinking..huhu";
						break;
					case 2:
						mes "[SulBoong]";
						mes "hmm..";
						mes "Don't mind me.";
						break;
					case 3:
						mes "[SulBoong]";
						mes "Alrighty.";
						mes "Come again whenever you find";
						mes "any other questions.";
						break;
					}
				} else {
					mes "[SulBoong]";
					mes "Yeah..maybe.";
					mes "It was so dark outside and I was drunk.";
					mes "I can't remember it clearly.";
					mes "Anyways it was bigger than a cat for sure.";
				}
				break;
			case 2:
				mes "[SulBoong]";
				mes "Ah..um....I..I am not sure.";
				mes "When I woke up, There were so many";
				mes "empty bottles around me.";
				mes ".....";
				next;
				mes "^00FF00.......";
				mes "Without a specific reason, he seemed to be very respectable.^000000";
				break;
			case 3:
				mes "[SulBoong]";
				mes "alright then.";
				mes "Hope you don't ever drink like me";
				mes "in the future.";
				mes "You'll suffer for long time if you do.";
				mes "You know what hangover is right?";
				break;
			}
		}
	} else if (b_sword == 5) {
		mes "Oh, it's you.";
		mes "Thanks for the portion last time.";
		mes "What are you up to?";
		mes "Got any question for me?";
		next;
		if (select("About a thief last night...:Nope, just passing by..") == 1){
			mes "[SulBoong]";
			mes "Ah~ a thief..";
			mes "hmm.. let me see..";
			mes "I went out for walk in the middle";
			mes "of night while I was drinking.";
			mes "And I heard something noisy.";
			mes "I looked around and found that";
			next;
			mes "[SulBoong]";
			mes "area near chief's house was brighter";
			mes "than any other area. It was strange.";
			mes "So I kept watching at it and";
			mes "all of a sudden, I saw something moving";
			mes "on the roof of houses.";
			next;
			mes "[SulBoong]";
			mes "It disappeared in a second.";
			mes "I was drunk, and it was dark outside.";
			mes "I have no idea whether it was a man or a cat or..";
			mes "don't know what it was.. huhu..";
			set b_sword,6;
		} else {
			mes "[SulBoong]";
			mes "alright then.";
			mes "Hope you don't ever drink like me";
			mes "in the future.";
			mes "bye.";
		}
	} else if (b_sword < 11) {
		mes "Well, do your job well.";
		mes "To keep the peace in our village,";
		mes "we need to take chief's worries out.";
	} else if (b_sword <14) {
		switch (b_sword) {
		case 11:
			mes "Ahhh.. my stomach.. my head..";
			mes "Shouldn't drink so much..";
			mes "Ehhhh....";
			emotion e_swt2;
			break;
		case 12:
			mes "Ehhhh..go away.";
			mes "You're a man with no mercy.";
			mes "ehhh...";
			emotion e_pif;
			break;
		case 13:
			mes "Ehhhh..go away.";
			mes "You're such a coldhearted man.";
			mes "ehhh...";
			emotion e_pif;
			break;
		}
	} else {
		mes "Wahahaha.";
		mes "So..you found a chief's belongging's?";
		mes "I knew you could've done it.";
		mes "You're brave enough to do anything.";
		mes "Wahahaha.";
	}
	close;
}

gon_dun01.gat,148,156,0	script	start01#gnbs	-1,{
	OnInit:
		sleep 10000;
	OnCommandOn:
		donpcevent "trace1-"+rand(1,5)+"::OnCommandOn";
		end;
}

gon_dun01.gat,201,25,0	script	trace1-1#gnbs	139,1,1,{
	if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
	end;

	OnTimer10000:
		stopnpctimer;
		disablenpc "trace1-1#gnbs";
		donpcevent "start01#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace1-1#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace1-1#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun01.gat,2,1,0	script	timer1-1	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer1-1";
		end;

	OnCommandOn:
		enablenpc "timer1-1";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer1-1";
		end;

	OnTimer3000:
		donpcevent "#getitem1-1::OnCommandOn";
		end;
}

gon_dun01.gat,202,25,0	script	#getitem1-1	111,2,1,{
	if (b_sword != 7) end;
	set b_sword,8;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem1-1";
		end;

	OnCommandOn:
		enablenpc "#getitem1-1";
		donpcevent "timer1-1::OnCommandOff";
		donpcevent "start01#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem1-1";
		end;
}

gon_dun01.gat,190,160,0	script	trace1-2#gnbs	139,1,1,{
	if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
	end;

	OnTimer100000:
		stopnpctimer;
		disablenpc "trace1-2#gnbs";
		donpcevent "start01#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace1-2#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace1-2#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun01.gat,3,1,0	script	timer1-2	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer1-2";
		end;

	OnCommandOn:
		enablenpc "timer1-2";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer1-2";
		end;

	OnTimer3000:
		donpcevent "#getitem1-2::OnCommandOn";
		end;
}

gon_dun01.gat,190,159,0	script	#getitem1-2	111,2,1,{
	if (b_sword != 7) end;
	set b_sword,8;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem1-2";
		end;

	OnCommandOn:
		enablenpc "#getitem1-2";
		donpcevent "timer1-2::OnCommandOff";
		donpcevent "start01#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem1-2";
		end;
}

gon_dun01.gat,163,53,0	script	trace1-3#gnbs	139,1,1,{
	if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
	end;

	OnTimer90000:
		stopnpctimer;
		disablenpc "trace1-3#gnbs";
		donpcevent "start01#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace1-3#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace1-3#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun01.gat,4,1,0	script	timer1-3	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer1-3";
		end;

	OnCommandOn:
		enablenpc "timer1-3";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer1-3";
		end;

	OnTimer3000:
		donpcevent "#getitem1-3::OnCommandOn";
		end;
}

gon_dun01.gat,164,53,0	script	#getitem1-3	111,2,1,{
	if (b_sword != 7) end;
	set b_sword,8;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem1-3";
		end;

	OnCommandOn:
		enablenpc "#getitem1-3";
		donpcevent "timer1-3::OnCommandOff";
		donpcevent "start01#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem1-3";
		end;
}

gon_dun01.gat,133,183,0	script	trace1-4#gnbs	139,1,1,{
	if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
	end;

	OnTimer150000:
		stopnpctimer;
		disablenpc "trace1-4#gnbs";
		donpcevent "start01#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace1-4#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace1-4#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun01.gat,5,1,0	script	timer1-4	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer1-4";
		end;

	OnCommandOn:
		enablenpc "timer1-4";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer1-4";
		end;

	OnTimer3000:
		donpcevent "#getitem1-4::OnCommandOn";
		end;
}

gon_dun01.gat,134,183,0	script	#getitem1-4	111,2,1,{
	if (b_sword != 7) end;
	set b_sword,8;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem1-4";
		end;

	OnCommandOn:
		enablenpc "#getitem1-4";
		donpcevent "timer1-4::OnCommandOff";
		donpcevent "start01#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem1-4";
		end;
}

gon_dun01.gat,139,257,0	script	trace1-5#gnbs	139,1,1,{
	if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
	end;

	OnTimer170000:
		stopnpctimer;
		disablenpc "trace1-5#gnbs";
		donpcevent "start01#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace1-5#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace1-5#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun01.gat,6,1,0	script	timer1-5	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer1-5";
		end;

	OnCommandOn:
		enablenpc "timer1-5";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer1-5";
		end;

	OnTimer3000:
		donpcevent "#getitem1-5::OnCommandOn";
		end;
}

gon_dun01.gat,140,257,0	script	#getitem1-5	111,2,1,{
	if (b_sword != 7) end;
	set b_sword,8;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem1-5";
		end;

	OnCommandOn:
		enablenpc "#getitem1-5";
		donpcevent "timer1-5::OnCommandOff";
		donpcevent "start01#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem1-5";
		end;
}

gon_dun02.gat,1,1,0	script	start02#gnbs	-1,{
	OnInit:
		sleep 10000;
	OnCommandOn:
		donpcevent "trace2-"+rand(1,6)+"::OnCommandOn";
		end;
}

gon_dun02.gat,65,168,0	script	trace2-1#gnbs	139,1,1,{
	if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
	end;

	OnTimer80000:
		stopnpctimer;
		disablenpc "trace2-1#gnbs";
		donpcevent "start02#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace2-1#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace2-1#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun02.gat,2,1,0	script	timer2-1	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer2-1";
		end;

	OnCommandOn:
		enablenpc "timer2-1";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer2-1";
		end;

	OnTimer3000:
		donpcevent "#getitem2-1::OnCommandOn";
		end;
}

gon_dun02.gat,202,25,0	script	#getitem2-1	111,2,1,{
	if (b_sword != 8) end;
	set b_sword,9;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem2-1";
		end;

	OnCommandOn:
		enablenpc "#getitem2-1";
		donpcevent "timer2-1::OnCommandOff";
		donpcevent "start02#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem2-1";
		end;
}

gon_dun02.gat,265,200,0	script	trace2-2#gnbs	139,1,1,{
	if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
	end;

	OnTimer130000:
		stopnpctimer;
		disablenpc "trace2-2#gnbs";
		donpcevent "start02#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace2-2#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace2-2#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun02.gat,3,1,0	script	timer2-2	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer2-2";
		end;

	OnCommandOn:
		enablenpc "timer2-2";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer2-2";
		end;

	OnTimer3000:
		donpcevent "#getitem2-2::OnCommandOn";
		end;
}

gon_dun02.gat,265,201,0	script	#getitem2-2	111,2,1,{
	if (b_sword != 8) end;
	set b_sword,9;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem2-2";
		end;

	OnCommandOn:
		enablenpc "#getitem2-2";
		donpcevent "timer2-2::OnCommandOff";
		donpcevent "start02#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem2-2";
		end;
}

gon_dun02.gat,247,129,0	script	trace2-3#gnbs	139,1,1,{
	if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
	end;

	OnTimer110000:
		stopnpctimer;
		disablenpc "trace2-3#gnbs";
		donpcevent "start02#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace2-3#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace2-3#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun02.gat,4,1,0	script	timer2-3	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer2-3";
		end;

	OnCommandOn:
		enablenpc "timer2-3";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer2-3";
		end;

	OnTimer3000:
		donpcevent "#getitem2-3::OnCommandOn";
		end;
}

gon_dun02.gat,247,128,0	script	#getitem2-3	111,2,1,{
	if (b_sword != 8) end;
	set b_sword,9;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem2-3";
		end;

	OnCommandOn:
		enablenpc "#getitem2-3";
		donpcevent "timer2-3::OnCommandOff";
		donpcevent "start02#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem2-3";
		end;
}

gon_dun02.gat,149,74,0	script	trace2-4#gnbs	139,1,1,{
	if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
	end;

	OnTimer230000:
		stopnpctimer;
		disablenpc "trace2-4#gnbs";
		donpcevent "start02#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace2-4#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace2-4#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun02.gat,5,1,0	script	timer2-4	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer2-4";
		end;

	OnCommandOn:
		enablenpc "timer2-4";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer2-4";
		end;

	OnTimer3000:
		donpcevent "#getitem2-4::OnCommandOn";
		end;
}

gon_dun02.gat,149,75,0	script	#getitem2-4	111,2,1,{
	if (b_sword != 8) end;
	set b_sword,9;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem2-4";
		end;

	OnCommandOn:
		enablenpc "#getitem2-4";
		donpcevent "timer2-4::OnCommandOff";
		donpcevent "start02#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem2-4";
		end;
}

gon_dun02.gat,23,105,0	script	trace2-5#gnbs	139,1,1,{
	if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
	end;

	OnTimer190000:
		stopnpctimer;
		disablenpc "trace2-5#gnbs";
		donpcevent "start02#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace2-5#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace2-5#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun02.gat,6,1,0	script	timer2-5	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer2-5";
		end;

	OnCommandOn:
		enablenpc "timer2-5";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer2-5";
		end;

	OnTimer3000:
		donpcevent "#getitem2-5::OnCommandOn";
		end;
}

gon_dun02.gat,23,106,0	script	#getitem2-5	111,2,1,{
	if (b_sword != 8) end;
	set b_sword,9;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem2-5";
		end;

	OnCommandOn:
		enablenpc "#getitem2-5";
		donpcevent "timer2-5::OnCommandOff";
		donpcevent "start02#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem2-5";
		end;
}

gon_dun02.gat,249,39,0	script	trace2-6#gnbs	139,1,1,{
	if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
	end;

	OnTimer110000:
		stopnpctimer;
		disablenpc "trace2-6#gnbs";
		donpcevent "start02#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace2-6#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace2-6#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun02.gat,7,1,0	script	timer2-6	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer2-6";
		end;

	OnCommandOn:
		enablenpc "timer2-6";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer2-6";
		end;

	OnTimer3000:
		donpcevent "#getitem2-6::OnCommandOn";
		end;
}

gon_dun02.gat,249,40,0	script	#getitem2-6	111,2,1,{
	if (b_sword != 8) end;
	set b_sword,9;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	close;

	OnInit:
		disablenpc "#getitem2-6";
		end;

	OnCommandOn:
		enablenpc "#getitem2-6";
		donpcevent "timer2-6::OnCommandOff";
		donpcevent "start02#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem2-6";
		end;
}

gon_dun03.gat,1,1,0	script	start03#gnbs	-1,{
	OnInit:
		sleep 10000;
	OnCommandOn:
		donpcevent "trace3-"+rand(1,7)+"::OnCommandOn";
		end;
}

gon_dun03.gat,11,75,0	script	trace3-1#gnbs	139,1,1,{
	if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
	end;

	OnTimer200000:
		stopnpctimer;
		disablenpc "trace3-1#gnbs";
		donpcevent "start03#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace3-1#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace3-1#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun03.gat,2,1,0	script	timer3-1	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer3-1";
		end;

	OnCommandOn:
		enablenpc "timer3-1";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer3-1";
		end;

	OnTimer3000:
		donpcevent "#getitem3-1::OnCommandOn";
		end;
}

gon_dun03.gat,10,74,0	script	#getitem3-1	111,2,1,{
	if (b_sword != 9) end;
	set b_sword,10;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	mes "You put all the pieces on the ground";
	mes "and assembled them. Seems like you've found ";
	mes "all pieces of the blade.";
	close;

	OnInit:
		disablenpc "#getitem3-1";
		end;

	OnCommandOn:
		enablenpc "#getitem3-1";
		donpcevent "timer3-1::OnCommandOff";
		donpcevent "start03#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem3-1";
		end;
}

gon_dun03.gat,199,103,0	script	trace3-2#gnbs	139,1,1,{
	if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
	end;

	OnTimer130000:
		stopnpctimer;
		disablenpc "trace3-2#gnbs";
		donpcevent "start03#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace3-2#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace3-2#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun03.gat,3,1,0	script	timer3-2	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer3-2";
		end;

	OnCommandOn:
		enablenpc "timer3-2";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer3-2";
		end;

	OnTimer3000:
		donpcevent "#getitem3-2::OnCommandOn";
		end;
}

gon_dun03.gat,199,102,0	script	#getitem3-2	111,2,1,{
	if (b_sword != 9) end;
	set b_sword,10;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	mes "You put all the pieces on the ground";
	mes "and assembled them. Seems like you've found ";
	mes "all pieces of the blade.";
	close;

	OnInit:
		disablenpc "#getitem3-2";
		end;

	OnCommandOn:
		enablenpc "#getitem3-2";
		donpcevent "timer3-2::OnCommandOff";
		donpcevent "start03#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem3-2";
		end;
}

gon_dun03.gat,14,162,0	script	trace3-3#gnbs	139,1,1,{
	if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
	end;

	OnTimer110000:
		stopnpctimer;
		disablenpc "trace3-3#gnbs";
		donpcevent "start03#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace3-3#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace3-3#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun03.gat,4,1,0	script	timer3-3	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer3-3";
		end;

	OnCommandOn:
		enablenpc "timer3-3";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer3-3";
		end;

	OnTimer3000:
		donpcevent "#getitem3-3::OnCommandOn";
		end;
}

gon_dun03.gat,14,163,0	script	#getitem3-3	111,2,1,{
	if (b_sword != 9) end;
	set b_sword,10;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	mes "You put all the pieces on the ground";
	mes "and assembled them. Seems like you've found ";
	mes "all pieces of the blade.";
	close;

	OnInit:
		disablenpc "#getitem3-3";
		end;

	OnCommandOn:
		enablenpc "#getitem3-3";
		donpcevent "timer3-3::OnCommandOff";
		donpcevent "start03#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem3-3";
		end;
}

gon_dun03.gat,155,263,0	script	trace3-4#gnbs	139,1,1,{
	if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
	end;

	OnTimer230000:
		stopnpctimer;
		disablenpc "trace3-4#gnbs";
		donpcevent "start03#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace3-4#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace3-4#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun03.gat,5,1,0	script	timer3-4	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer3-4";
		end;

	OnCommandOn:
		enablenpc "timer3-4";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer3-4";
		end;

	OnTimer3000:
		donpcevent "#getitem3-4::OnCommandOn";
		end;
}

gon_dun03.gat,156,263,0	script	#getitem3-4	111,2,1,{
	if (b_sword != 9) end;
	set b_sword,10;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	mes "You put all the pieces on the ground";
	mes "and assembled them. Seems like you've found ";
	mes "all pieces of the blade.";
	close;

	OnInit:
		disablenpc "#getitem3-4";
		end;

	OnCommandOn:
		enablenpc "#getitem3-4";
		donpcevent "timer3-4::OnCommandOff";
		donpcevent "start03#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem3-4";
		end;
}

gon_dun03.gat,169,90,0	script	trace3-5#gnbs	139,1,1,{
	if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
	end;

	OnTimer190000:
		stopnpctimer;
		disablenpc "trace3-5#gnbs";
		donpcevent "start03#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace3-5#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace3-5#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun03.gat,6,1,0	script	timer3-5	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer3-5";
		end;

	OnCommandOn:
		enablenpc "timer3-5";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer3-5";
		end;

	OnTimer3000:
		donpcevent "#getitem3-5::OnCommandOn";
		end;
}

gon_dun03.gat,170,90,0	script	#getitem3-5	111,2,1,{
	if (b_sword != 9) end;
	set b_sword,10;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	mes "You put all the pieces on the ground";
	mes "and assembled them. Seems like you've found ";
	mes "all pieces of the blade.";
	close;

	OnInit:
		disablenpc "#getitem3-5";
		end;

	OnCommandOn:
		enablenpc "#getitem3-5";
		donpcevent "timer3-5::OnCommandOff";
		donpcevent "start03#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem3-5";
		end;
}

gon_dun03.gat,162,40,0	script	trace3-6#gnbs	139,1,1,{
	if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
	end;

	OnTimer110000:
		stopnpctimer;
		disablenpc "trace3-6#gnbs";
		donpcevent "start03#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace3-6#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace3-6#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun03.gat,7,1,0	script	timer3-6	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer3-6";
		end;

	OnCommandOn:
		enablenpc "timer3-6";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer3-6";
		end;

	OnTimer3000:
		donpcevent "#getitem3-6::OnCommandOn";
		end;
}

gon_dun03.gat,68,39,0	script	#getitem3-6	111,1,2,{
	if (b_sword != 9) end;
	set b_sword,10;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	mes "You put all the pieces on the ground";
	mes "and assembled them. Seems like you've found ";
	mes "all pieces of the blade.";
	close;

	OnInit:
		disablenpc "#getitem3-6";
		end;

	OnCommandOn:
		enablenpc "#getitem3-6";
		donpcevent "timer3-6::OnCommandOff";
		donpcevent "start03#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem3-6";
		end;
}

gon_dun03.gat,68,212,0	script	trace3-7#gnbs	139,1,1,{
	if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
	end;

	OnTimer110000:
		stopnpctimer;
		disablenpc "trace3-7#gnbs";
		donpcevent "start03#gnbs::OnCommandOn";
		end;

	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "trace3-7#gnbs";
		end;

	OnCommandOn:
		enablenpc "trace3-7#gnbs";
		setnpctimer 0;
		startnpctimer;
		end;
}

gon_dun03.gat,6,1,0	script	timer3-7	-1,{
	OnInit:
		initnpctimer;
		stopnpctimer;
		disablenpc "timer3-7";
		end;

	OnCommandOn:
		enablenpc "timer3-7";
		setnpctimer 0;
		startnpctimer;
		end;

	OnCommandOff:
		stopnpctimer;
		disablenpc "timer3-7";
		end;

	OnTimer3000:
		donpcevent "#getitem3-7::OnCommandOn";
		end;
}

gon_dun03.gat,68,213,0	script	#getitem3-7	111,1,2,{
	if (b_sword != 9) end;
	set b_sword,10;
	mes "You found ^FF0000piece of blade^000000.";
	mes "Seems like it's a part of the sword you've been looking for.";
	mes "You put all the pieces on the ground";
	mes "and assembled them. Seems like you've found ";
	mes "all pieces of the blade.";
	close;

	OnInit:
		disablenpc "#getitem3-7";
		end;

	OnCommandOn:
		enablenpc "#getitem3-7";
		donpcevent "timer3-7::OnCommandOff";
		donpcevent "start03#gnbs::OnCommandOn";

	OnCommandOff:
		disablenpc "#getitem3-7";
		end;
}

gon_in,18,27,5	script	Madam#gnbs	771,{
	mes "[SangHwaYeun]";
	mes "hohohohoho~";
	mes "Who might this be?";
	mes "A vistor from out of town~";
	mes "hohoho.";
	next;
	if (select("Hi, Madam~:Where's chief?") == 1) {
		mes "[SangHwaYeun]";
		mes "Hi, there~";
		close;
	}
	mes "[SangHwaYeun]";
	if (sex == 0) {
		mes "Hoho, he's upstairs.";
		mes "You're such a pretty lady.";
		mes "Don't be too fascinated by";
		mes "my husband. alright?";
		mes "Hohoho~";
	} else {
		mes "He's upstairs.";
		mes "You are such a handsome young man";
		mes "But not better than my huhsband.";
		mes "Hohoho..";
	}
	close;
}

gon_dun03,62,222,0	script	Strange dead body#gnbs	111,{
	if (b_sword < 7) {
		mes "Here's a rotten dead body.";
		mes "Seemed to be eaten by monsters.";
		close;
	}
	if (b_sword > 6 && b_sword < 11) {
		mes "There's a paper between the bones";
		mes "of dead body.";
		mes "Take a look?";
		next;
		if (select("Yes.:Leave.") == 1) {
			mes "Paper is so worned out,";
			mes "but there's a words on it.";
			mes "It's written by a blood.";
			mes "So difficult to see the letter.";
			mes "Almost impossible to find out what's written.";
			next;
			mes "^FF0000Damn I can't...believe..  failed..";
			mes "Sayum... I should've..";
			mes "watchout...ehhh...but..  break";
			mes "..pieces...and seprate..";
			mes "I..with";
			mes "this...^000000";
			next;
			mes "Paper was all blood-stained.";
			mes "He probably couldn't make it any longer.";
		} else {
			mes "Felt something was missing.";
			mes "Blood-stained dead body was";
			mes "getting on my nerve";
			mes "But I just decided to leave from here.";
		}
	} else if (b_sword == 11 || b_sword == 12) {
		mes "Here's a ungly looking dead body.";
		mes "I should just pass by.";
	} else {
		mes "A skeleton eaten by many monsters.";
		mes "Felt pitable for awhile, but felt";
		mes "bad when looking at it for";
		mes "long time.";
	}
	close;
}

gonryun,139,142,7	script	Girl##gnbs1	772,{
	mes "[SaEunSo]";
	if (b_sword < 12) {
		mes "..........";
		mes "I was happy looking at the visitors";
		mes "from other villages, but because of";
		mes "the thief, I feel terrible now'";
		emotion e_dots;
	} else {
		mes "Hehe...";
		mes "I am so happy now.";
		mes "Lots of visitors are coming to our village..";
		mes "found the stuff my father lost..";
		mes "Hehe...";
		mes "The guy who found the stuff for my";
		mes "father.. I am sure he is a great man.";
	}
	close;
}

gonryun.gat,100,241,0	script	Stranger#gnbs"	733,{
	mes "[Choahk]";
	if (b_sword < 14) {
		mes "Hmm...";
		mes "I'm pretty busy right now, come later.";
		emotion e_dots;
	} else if (b_sword < 17) {
		switch (b_sword) {
		case 14:
			switch(nakha) {
			case 0:
				mes "Hmm...";
				mes "What is it?";
				mes "What do you want?";
				mes "I don't like to get bothered.";
				next;
				if (select("Ask about blacksmith.:Are are you being so mean?") == 1){
					mes "[Choahk]";
					mes "Hum.....";
					mes "so..you are the one who found";
					mes "the sword huh?";
					mes "Did you also get asked to repair it?";
					next;
					if (select("Exactly.:No..I'm just...") == 1){
						mes "[Choahk]";
						mes "well..";
						mes "If you want some information";
						mes "from me, come after helping one";
						mes "person in the village who's in trouble right now.";
						set b_sword,16;
					} else {
						mes "[Choahk]";
						mes "Hmm...";
						mes "I guess not...";
						mes "Don't bother me anymore. I got bunch of things to do.";
					}
				} else {
					mes "[Choahk]";
					mes "Hmm...";
					mes "Why do you care about other's";
					mes "personality. It's none of your business.";
					mes "Take a look at yourself first";
					mes "before you say something like that.";
				}
				break;
			case 1:
				mes "Hmm...";
				mes "You're in the middle of helping";
				mes "someone now huh?";
				mes "Why don't you go and take care of it first.";
				mes "Once you start to help someone,";
				mes "you're responsible to finsh that job well.";
				set b_sword,16;
				break;
			case 2:
				mes "Hmm...";
				mes "You're in the middle of helping";
				mes "someone now huh?";
				mes "Why don't you go and take care of it first.";
				mes "Once you start to help someone,";
				mes "you're responsible to finsh that job well.";
				set b_sword,16;
				break;
			case 3:
				mes "Hmm...";
				mes "What do you want??";
				next;
				if (select("Ask about blacksmith.:Are are you being so mean?") == 1) {
					mes "[Choahk]";
					mes "Hum.....";
					mes "so..you are the one who found";
					mes "the sword huh?";
					mes "Did you also get asked to repair it?";
					next;
					if (select("Exactly.:No..I'm just...") == 1){
						mes "[Choahk]";
						mes "Hmm...";
						mes "Since it's broke into pieces,";
						mes "you should find someone to repair it.";
						mes "Go to ^FF0000Geffen^000000, you'll find someone";
						mes "who can help you.";
						set b_sword,17;
					} else {
						mes "[Choahk]";
						mes "Hmm...";
						mes "I guess not...";
						mes "Don't bother me anymore.";
						mes "I got bunch of things to do.";
					}
				} else {
					mes "[Choahk]";
					mes "Hmm...";
					mes "Why do you care about other's";
					mes "personality. It's none of your business.";
					mes "Take a look at yourself first";
					mes "before you say something like that.";
				}
				break;
			case 4:
				mes "Guess I was wasting my time.";
				mes "If you make any promises,";
				mes "it's your responsibility to";
				mes "take care of it until it's completely done.";
				next;
				mes "[Choahk]";
				mes "I don't like people who do not";
				mes "keep the promises.";
				mes "You'll not get any informations from me.";
				mes "Don't ever bother me again.";
				set b_sword,15;
				break;
			}
			break;
		case 15:
			mes "Hmm...";
			mes "I'm busy right now. Why don't come later.";
			emotion e_dots;
			break;
		case 16:
			switch(nakha){
			case 0:
				mes "Hmm......";
				mes "You're not done with your";
				mes "requirements yet.";
				mes "I can't give you any information";
				mes "until you finish your job.";
				break;
			case 1:
				mes "Hmm....";
				mes "Once you start to help someone,";
				mes "you're responsible to finsh that job well.";
				mes "Why don't you go and take care of it first.";
				break;
			case 2:
				mes "Hmm....";
				mes "Once you start to help someone,";
				mes "you're responsible to finsh that job well.";
				mes "Why don't you go and take care of it first.";
				break;
			case 3:
				mes "Hmm......";
				mes "What do you want?";
				next;
				if (select("Ask about blacksmith.:Are are you being so mean?") == 1) {
					mes "[Choahk]";
					mes "Hum.....";
					mes "so..you are the one who found";
					mes "the sword huh?";
					mes "Did you also get asked to repair it?";
					next;
					if (select("Exactly:No.. I'm just...") == 1) {
						mes "[Choahk]";
						mes "Hmm...";
						mes "Since it's broke into pieces,";
						mes "you should find someone to repair it.";
						mes "Go to ^FF0000Geffen^000000, you'll find someone";
						mes "who can help you.";
						set b_sword,17;
					} else {
						mes "[Choahk]";
						mes "Hmm...";
						mes "I guess not...";
						mes "Don't bother me anymore.";
						mes "I got bunch of things to do.";
					}
				} else {
					mes "[Choahk]";
					mes "Hmm...";
					mes "Why do you care about other's";
					mes "personality. It's none of your business.";
					mes "Take a look at yourself first";
					mes "before you say something like that.";
				}
				break;
			case 4:
				mes "Guess I was wasting my time.";
				mes "If you make any promises,";
				mes "it's your responsibility to";
				mes "take care of it until it's completely done.";
				next;
				mes "[Choahk]";
				mes "I don't like people who do not";
				mes "keep the promises.";
				mes "You'll not get any informations from me.";
				mes "Don't ever bother me again.";
				set b_sword,15;
				break;
			}
			break;
		}
	} else if (b_sword < 33) {
		mes "Umm?";
		mes "Didn't I tell you to go to ^FF0000Geffen^000000?";
		mes "You'll find famous blacksmith there.";
		mes "He'll repair the sword for you.";
		mes "I gave you all the informations";
		mes "I have so far.";
		next;
		mes "[Choahk]";
		mes "You are responsible to take care of the rest.";
	} else {
		mes "Hmm......";
		mes "Helping people in trouble is";
		mes "such a nice thing to do.";
		mes "You are doing the right thing.";
	}
	close;
}

geffen_in.gat,71,112,2	script	Blacksmith#SaYumMoon	731,{
	mes "[Aumgarl]";
	if (b_sword < 17) {
		mes "Pew..hew....";
		mes "My poor baby Lyroo..";
		mes "hew....";
	} else if (b_sword < 32) {
		switch (b_sword) {
		case 17:
			mes "Pew..hew....";
			mes "My poor baby Lyroo..";
			mes "hew....";
			next;
			if (select("Sir...:...........") == 1) {
				mes "[Aumgarl]";
				mes "Umm? Who're you?";
				mes "Need something?";
				mes "If not, please leave..";
				next;
				if (select("I came to repair the sword.:I heard you are famous blacksmith...") == 1) {
					mes "[Aumgarl]";
					mes "Umm........";
					mes "Sorry but, we're closed.";
					mes "Come again next time.";
					mes "Bye";
					set b_sword,18;
				} else {
					mes "[Aumgarl]";
					mes "Yes, I am a blacksmith,";
					mes "but I don't think I am famous.";
					mes "And unfortunately.. we are closed.";
				}
			} else {
				mes "[Aumgarl]";
				mes "Done with your business?";
				mes "Then please leave.";
			}
			break;
		case 18:
			mes "Like I said...I am busy!";
			mes "Come later.";
			if (rand(1,8) == 7) {
				set b_sword,19;
				mes "What nerve you've got!";
			}
			close2;
			warp "geffen.gat",173,169;
			end;
		case 19:
			mes "Hmm....";
			mes "Ahh....";
			mes "What nerve you've got!";
			mes "What do you want?";
			next;
			switch(select("I want to marry your granddaughter.:Your graddaughter is such a pretty girl.:I came to repair the sword.")){
			case 1:
				mes "[Aumgarl]";
				mes ".....";
				mes ".........";
				mes ".............";
				mes "...................";
				mes "........................";
				next;
				mes "[Aumgarl]";
				mes "Who the heck are you?";
				mes "Want my granddaughter all of a sudden?";
				mes "Get the hell out of here!";
				mes "Don't ever come back here!";
				emotion e_pif;
				break;
			case 2:
				mes "[Aumgarl]";
				mes "You're damn right~";
				mes "My granddaughter is so~ pretty.";
				mes "Hahaha....";
				mes ".....peew heew....";
				next;
				switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")){
				case 1:
					mes "[Aumgarl]";
					mes ".....";
					mes ".........";
					mes ".............";
					mes "...................";
					mes "........................";
					next;
					mes "[Aumgarl]";
					mes "Who the heck are you?";
					mes "Want my granddaughter all of a sudden?";
					mes "Get the hell out of here!";
					mes "Don't ever come back here!";
					emotion e_pif;
					break;
				case 2:
					mes "[Aumgarl]";
					mes "...............";
					mes "the sword?";
					mes "I don't remember when was the";
					mes "last time I touched a steel.";
					mes "hmm...";
					mes "let me see the sword.?";
					next;
					mes "[Aumgarl]";
					mes "Hmm......";
					mes "Umm.........";
					mes "............";
					next;
					mes "^0000FFHe took a careful look at the pieces of sword for awhile.^000000";
					next;
					mes "[Aumgarl]";
					mes "Hmm.......";
					mes "So this is the one huh?";
					mes "Well.....";
					mes "I am sorry, but this sword is not";
					mes "something I can repair";
					mes "at the moment.";
					next;
					mes "[Aumgarl]";
					mes "Why don't you go find";
					mes "some other blacksmith.";
					mes "I am sorry........";
					break;
				case 3:
					mes "[Aumgarl]";
					mes "Ah...............";
					mes "this is not something I shall tell";
					mes "others....but....";
					mes "my granddaughter lyroo has";
					mes "an incurable disease...";
					next;
					mes "[Aumgarl]";
					mes "Not long after she was born,";
					mes "her parents died by an accident.";
					mes "Since from that day of an accident,";
					mes "I took care of her.";
					mes "hmm......";
					next;
					mes "[Aumgarl]";
					mes "Ahh...........";
					mes "and...moreover, she started to suffer";
					mes "from an illness. I've met many famous";
					mes "doctors all around the place but....";
					mes "no one even found out the name of";
					mes "a disease.";
					next;
					switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")){
					case 1:
						mes "[Aumgarl]";
						mes "Ahh.......";
						mes "I'll just have to take it";
						mes "as our fate.";
						mes "I just feel sorry for lyroo.";
						mes ".............";
						emotion e_dots;
						break;
					case 2:
						mes "[Aumgarl]";
						mes "Umm.....";
						mes "What do you mean?";
						mes "How're you going to make her happy?";
						mes "I don't think it makes sense at all.";
						mes "Umm......";
						next;
						switch(select( "I'll make her happy all the time.:I want to take her with me.:I will cure her.")){
						case 1:
							mes "[Aumgarl]";
							mes "................";
							mes "What are you talking about?";
							mes "Make her happy all the time?";
							mes "She is dying even at";
							mes "this moment.";
							next;
							mes "[Aumgarl]";
							mes "I think you are out of";
							mes "your mind!";
							mes "Get out of here.";
							break;
						case 2:
							mes "[Aumgarl]";
							mes "................";
							mes "You want to take her to where?";
							mes "What are you gonna do?";
							next;
							if (select("I will cure her.:I am sorry.") == 1) {
								mes "[Aumgarl]";
								mes "It's useless talking about";
								mes "it any longer. I don't think";
								mes "there is anyone who can";
								mes "cure my granddaughter.";
							} else {
								mes "[Aumgarl]";
								mes "Ahh.......";
								mes "I am not blaming you.";
								mes "It's not your fault anyway.";
								mes "........";
								next;
								if (select("...........:I'll wish for her recover.") == 1){
									mes "[Aumgarl]";
									mes "Ahh......";
									mes "....I am sorry to ask you this but..";
									mes "can you do me a favor?";
									mes "Umm......";
									next;
									if (select("No.:Sure.") == 1) {
										mes "[Aumgarl]";
										mes "Umm....";
										mes "Alright, I won't bother you..";
										mes "bye...";
										break;
									}
									mes "[Aumgarl]";
									mes "It won't be easy but,";
									mes "would you help me to find";
									mes "any doctors... nono..anybody";
									mes "who can cure Lyroo or";
									next;
									mes "[Aumgarl]";
									mes "has any informations";
									mes "about her unidentified illness?";
									mes "please?";
									mes "...peeew..";
									next;
									menu "Yes, Sir.",-;
									mes "[Aumgarl]";
									mes "Oh....";
									mes "Thank you so much.";
									mes "If Lyroo can get her health back,";
									mes "I'll never forget";
									mes "your help forever.";
									next;
									mes "[Aumgarl]";
									mes "Thank you..";
									mes "Thank you...";
									set b_sword,20;
								} else {
									mes "[Aumgarl]";
									mes "Well...thanks.";
									mes "I'm going to try my best to";
									mes "make her happy till the";
									mes "last second.";
									mes "Come by sometimes to say hi";
									mes "to Lyroo.";
								}
							}
							break;
						case 3:
							mes "[Aumgarl]";
							mes ".............";
							mes "How're you going to cure";
							mes "my granddaughter?";
							mes "You don't look like";
							mes "a doctor to me.";
							next;
							switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")){
							case 1:
								mes "[Aumgarl]";
								mes "Hoo.......";
								mes "Do I look like a fool to you?";
								mes "I hate people who lie";
								emotion e_pif;
								close2;
								warp "geffen.gat",173,169;
								end;
							case 2:
								mes "[Aumgarl]";
								mes "A famous doctor?";
								mes "I've met all kinds of";
								mes "doctors around.";
								mes "I probably have met that";
								mes "doctor already.";
								break;
							case 3:
								mes "[Aumgarl]";
								mes "................";
								mes "You want to cure her";
								mes "no matter what?";
								mes "How're going to do that?";
								mes "What if it turns worse?";
								mes "Huh?";
								next;
								mes "[Aumgarl]";
								mes "No more of your bragging.";
								mes "Please go away.";
								break;
							}
							break;
						}
						break;
					case 3:
						mes "[Aumgarl]";
						mes ".................";
						mes "Thanks for your concern..";
						mes "but you're a stranger to us.";
						mes "I can't let you do that.";
						mes "Thanks anyways.";
						break;
					}
					break;
				}
				break;
			case 3:
				mes "[Aumgarl]";
				mes ".........";
				mes "Umm........";
				mes "I'm sorry but";
				mes "I am so exhausted.";
				mes "Can't help you..";
				break;
			}
			break;
		case 20:
		case 21:
		case 22:
		case 23:
			mes "Ahh........";
			mes "Go to place where it's";
			mes "crowd of people.";
			mes "And you'll get some informations.";
			mes "I'm counting on you.";
			break;
		case 24:
		case 25:
		case 26:
			mes "Ahh....";
			mes "Lyroo is upstairs.";
			mes "She's in pain.";
			mes "Don't talk to her too long.";
			break;
		case 27:
			mes "Oh....";
			mes "Thank you...";
			mes "I never thought you'll";
			mes "help me.";
			mes "Go ahead see Lyroo.";
			break;
		case 28:
			mes "Thank you so much...";
			mes "Without your help...";
			emotion e_sob;
			mes "it was meaningless.";
			next;
			mes "[Aumgarl]";
			mes "Alright....";
			mes "Is there anything I can";
			mes "do for you?";
			mes "I want to return your favor somehow.";
			next;
			if (select("No..I don't need anything.:Would you repair the sword for me?") == 1) {
				mes "[Aumgarl]";
				mes "Hmm....";
				mes "Well..";
				mes "Whenever you have a favor to ask,";
				mes "come and find me.";
				mes "I'll try my best to help you.";
				set b_sword,29;
			} else {
				mes "[Aumgarl]";
				mes "Hmm....";
				mes "Show me the sword.";
				mes "I need to take a look at it first";
				mes "to find out whether I can repair it or not.";
				next;
				mes "^0000FF Showed the pieces of broken sword";
				mes "to Aumgarl.";
				mes "....................";
				mes "Aumgarl took a careful look";
				mes "at the pieces for awhile..^000000";
				next;
				mes "................";
				mes "............";
				mes "........";
				mes "......";
				next;
				mes "[Aumgarl]";
				mes "Umm.....";
				mes "Well.....";
				mes "It's not possible to get into";
				mes "work right away.";
				mes "I need some materials.";
				next;
				mes "[Aumgarl]";
				mes "To repair this sword, we need";
				mes "some materials.";
				mes "Since Lyroo is upstairs in pain.";
				mes "I don't think I can leave the house.";
				next;
				mes "[Aumgarl]";
				mes "so....would you get the";
				mes "materials for me?";
				mes "I am sorry I am asking";
				mes "you too much to do.";
				next;
				if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1){
					mes "[Aumgarl]";
					mes "Umm.....";
					mes "I am sorry I can't";
					mes "help you right away.";
					mes "Come back here when";
					mes "you need my help then.";
				} else {
					mes "[Aumgarl]";
					mes "Oh~~ really?";
					mes "Thank you.";
					mes "I'm sure I'll repair it for you.";
					mes "Now, listen carefully.";
					next;
					mes "[Aumgarl]";
					mes "^FF00FF One Anvil";
					mes "2 Oridecon Stones";
					mes "5 Broken Swords";
					mes "2 Steels";
					mes "1 Hammer of Blacksmith";
					mes "2 Star Crumbs";
					mes "5 Live Coals^000000";
					next;
					mes "[Aumgarl]";
					mes "Quite alot huh?";
					mes "They are necessities";
					mes "We need them to repair the sword.";
					mes "I'll go find some other materials.";
					set b_sword,30;
				}
			}
			break;
		case 29:
			mes "Oh~ It's you.";
			mes "Got any favor to ask?";
			mes "I'll do my best";
			mes "to help you.";
			next;
			if (select("Maybe next time..:Please repair this sword for me.") == 1) {
				mes "[Aumgarl]";
				mes "Well..";
				mes "Whenever you have a favor to ask,";
				mes "come and find me.";
			} else {
				mes "[Aumgarl]";
				mes "Hmm....";
				mes "Show me the sword.";
				mes "I need to take a look at it first";
				mes "to find out whether I can repair it or not.";
				next;
				mes "^0000FF Showed the pieces of broken sword";
				mes "to Aumgarl.";
				mes "....................";
				mes "Aumgarl took a careful look";
				mes "at the pieces for awhile..^000000";
				next;
				mes "................";
				mes "............";
				mes "........";
				mes "......";
				next;
				mes "[Aumgarl]";
				mes "Umm.....";
				mes "Well.....";
				mes "It's not possible to get into";
				mes "work right away.";
				mes "I need some materials.";
				next;
				mes "[Aumgarl]";
				mes "To repair this sword, we need";
				mes "some materials.";
				mes "Since Lyroo is upstairs in pain.";
				mes "I don't think I can leave the house.";
				next;
				mes "[Aumgarl]";
				mes "so....would you get the";
				mes "materials for me?";
				mes "I am sorry I am asking";
				mes "you too much to do.";
				next;
				if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) {
					mes "[Aumgarl]";
					mes "Umm.....";
					mes "I am sorry I can't";
					mes "help you right away.";
					mes "Come back here when";
					mes "you need my help then.";
				} else {
					mes "[Aumgarl]";
					mes "Oh~~ really?";
					mes "Thank you.";
					mes "I'm sure I'll repair it for you.";
					mes "Now, listen carefully.";
					next;
					mes "[Aumgarl]";
					mes "^FF00FF1 Anvil";
					mes "2 Oridecon Stones";
					mes "5 Broken Swords";
					mes "2 Steels";
					mes "1 Hammer of Blacksmith";
					mes "2 Star Crumbs";
					mes "5 Live Coals^000000";
					next;
					mes "[Aumgarl]";
					mes "Quite alot huh?";
					mes "They are necessities";
					mes "We need them to repair the sword.";
					mes "I'll go find some other materials.";
					set b_sword,30;
				}
			}
			break;
		case 30:
			if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) {
				mes "Oh~~ good, you got them all.";
				mes "Alright, come back later,";
				mes "I'll have it repaired.";
				delitem 986,1; // Anvil
				delitem 756,2; // Oridecon_Stone
				delitem 7110,5; // Vroken_Sword
				delitem 999,2; // Steel
				delitem 1005,1; // Hammer_Of_Blacksmith
				delitem 1000,2; // Star_Crumb
				delitem 7098,5; // Live_Coal
				set b_sword,31;
			} else {
				mes "Hmm.....";
				mes "Not ready yet?";
				mes "Materials you need are...";
				next;
				mes "[Aumgarl]";
				mes "^FF00FF1 Anvil";
				mes "2 Oridecon Stones";
				mes "5 Broken Swords";
				mes "2 Steels";
				mes "1 Hammer of Blacksmith";
				mes "2 Star Crumbs";
				mes "5 Live Coals^000000";
				next;
				mes "[Aumgarl]";
				mes "Wrote them down?";
				mes "I'm almost ready for other materials.";
			}
			break;
		case 31:
			if (rand(1,5) == 2) {
				mes "Hey, you're back.";
				mes "Here it is.";
				mes "This sword is a great one";
				mes "for sure. I've noticed at";
				mes "the first sight.";
				mes "huhu.....";
				next;
				mes "[Aumgarl]";
				mes "I haven't seen this kind of";
				mes "great sword for a long";
				mes "time in my life.";
				mes "I envy you...";
				mes "Huhuhu......";
				next;
				mes "'You received repaired";
				mes "'^FF0000SaYumMoon's sword^000000'.";
				set b_sword,32;
				getitem 1123,1; // Haedonggum
			} else {
				mes "Umm.. it's not done yet.";
				mes "Would you give me little";
				mes "more time? It takes longer";
				mes "than I thought. sorry.";
			}
			break;
		}
	} else {
		mes "Thank you...";
		mes "You've been a great help";
		mes "to us.";
		mes "Hope my work had";
		mes "helped you.";
	}
	close;
}

geffen_in.gat,106,106,7	script	Girl#gnbs2	716,{
	mes "[Lyroo]";
	if (b_sword < 20) {
		mes "Ah...Ah....";
		mes "Ah...Hi.......";
		next;
		mes "^0000FFThis girl seemed to be in serious pain.^000000";
		close;
	} else if (b_sword < 24) {
		mes "Aaa....Aaa....";
		mes "you...you....";
		mes "you are the....one...";
		mes "who will....cure....";
		mes "...me? Aa....";
		next;
		mes "[Lyroo]";
		mes "..tha... thank you....";
		next;
		mes "^0000FFBetter stop talking to her and";
		mes "rush to find a way to cure her.^000000";
		close;
	} else if (b_sword == 24 || b_sword == 25 || b_sword == 26) {
		mes "Ahh...ahh....";
		if (sex == 0) {
			mes "It's ..you.. pretty...sister..";
		} else {
			mes "It's ..you.. handsome...brother..";
		}
		mes "ah he he....";
		next;
		if (select("Ask about her health condition.:Talk to her for a while.") == 1){
			mes "[Lyroo]";
			if (rand(1,4) == 3) {
				mes "uh....umm...?";
				mes "umm... I...";
				mes "I can't talk...too long..";
				mes "so.. listen....carefully..please...";
				next;
				mes "[Lyroo]";
				mes "^0030FFMy body..repeatedly turns cold and hot...";
				mes "....no sweating on my body...";
				mes "..and get paralyzed ...quite often..and..";
				mes "my heart beats ...irregularly.^000000";
				next;
				mes "[Lyroo]";
				mes "Ahh...Ahh.";
				mes "...........";
			} else {
				mes "I...am...so...";
				mes "...tired.";
				mes ".............";
			}
		} else {
			mes "[Lyroo]";
			mes "Ahh........";
			mes "I..want to ...talk to...you..";
			mes "but.... sorry....";
		}
		next;
		mes "^0000FFshe seems to have fallen asleeep.^000000";
		close;
	} else if (b_sword == 27) {
		mes "uh...umm?";
		if (sex == 0) {
			mes "Ah....It's you pretty sister...";
		} else {
			mes "Ah....It's you handsome brother...";
		}
		if (countitem(606) > 0) {
			mes "uh?..what is that you have?";
			next;
			if (select("It's nothing.:It's your medicine.") == 1 || countitem(606) < 1){
				mes "[Lyroo]";
				mes "umm......";
				mes "ok....";
				mes "...........";
				close;
			}
			mes "[Lyroo]";
			mes "Ah!";
			mes "you found the medicine~";
			mes "Ah..hehe...";
			delitem 606,1; // Aloebera
			next;
			mes "^0000FFYou gave her a medicine you";
			mes "received from Cylrnel.";
			mes "After taking a medicine, Lyroo";
			mes "fell in asleep.^000000";
			set b_sword,28;
		}
		close;
	} else {
		mes "ehehe...";
		if (sex == 0) {
			mes "Thank you my pretty sister.";
		} else {
			mes "Thank you my handsome brother.";
		}
		mes "I'll have my health back";
		mes "and be a strong girl. hehe";
		close;
	}
}

prontera.gat,275,86,2	script	Young man#SaYumMoon"	97,{
	mes "[Neil]";
	if (b_sword < 20) {
		mes "It's so good to be helathy.";
		mes "If you stay in hospital laying";
		mes "down on the bed all day long,";
		mes "It'll make you feel depressed.";
		next;
		mes "[Neil]";
		mes "Take care of your health";
		mes "all the time.";
		mes "Health is the best of all.";
	} else {
		mes "Not long ago, I was in hospital";
		mes "laying down on the bed for";
		mes "quite a long time.";
		mes "And I met this ^FF5000doctor from Yuno^000000.";
		mes "She helped me to recover in no time.";
		mes "Yet, I can't run around though.";
		next;
		mes "[Neil]";
		mes "However, I can't believe I got";
		mes "my health back. It's like a";
		mes "miracle. Hope I can be someone like";
		mes "her who can cure others.";
		if (b_sword == 20) set b_sword,21;
	}
	close;
}

yuno,208,164,4	script	Active little girl#gnbs	101,{
	mes "[Hisa]";
	if (b_sword < 21) {
		mes "Ahhmm.....";
		mes "This town is so boring.";
		mes "No events, no festivals..";
		mes "and all the people stay in";
		mes "their home studying this and that.";
		close;
	}
	mes "But still, there's one person";
	mes "I respect. Her name is ^FF5500Cylrnel^000000.";
	mes "She is an expert in medical treatment.";
	mes "Moreover, whenever someone becomes";
	mes "sick in the town, she comes right";
	mes "away to cure that person..";
	next;
	mes "[Hisa]";
	mes "She tells me lots of stories";
	mes "she experienced. It's so";
	mes "interesting to hear them.";
	mes "She also made jorney round the";
	mes "world.... Ah ha.....";
	next;
	mes "[Hisa]";
	mes "She's probably at her home.";
	mes "She came back from a trip.";
	mes "haha......";
	if (b_sword == 21) set b_sword,22;
	if (rand(1,2) == 2) {
		next;
		mes "[Hisa]";
		mes "Ah~!";
		mes "She's also known as an";
		mes "fickle woman.";
		mes "Better watch out. haha..";
	}
	close;
}

yuno_in01,99,101,4	script	Doctor#gnbs	744,{
	if (b_sword < 23) {
		mes "[??????]";
		mes "I have no idea who you are";
		mes "but would you mind to leave me alone?";
		mes "I am really busy right now.";
	} else if (b_sword < 27) {
		mes "[Cylrnel]";
		switch (b_sword) {
		case 23:
			mes "How can I help you?";
			mes "If it's not urgent, please";
			mes "come back next time.";
			next;
			mes "[Cylrnel]";
			if (rand(1,4) == 2) {
				mes "...............";
				mes "Need to ask me something?";
				next;
				if (select("You're so beautiful.:Do you like traveling?") == 1) {
					mes "[Cylrnel]";
					if (rand(1,4) == 4) {
						mes "..excuse me?";
						mes "Ah ha ha~";
						mes "You're a funny guy.";
						mes "Trying to work on me?";
						mes "Ah ha ha ha.";
						next;
						if (select("Yes, I fell in love in first sight.:I have a favor to ask.") == 1) {
							mes "[Cylrnel]";
							if (rand(1,3) == 3) {
								mes "Ahhaha...Ahahaha...";
								mes "Ah..I'm sorry..";
								mes "I haven't seen a guy like you";
								mes "for a long time.";
								next;
								mes "[Cylrnel]";
								mes "It makes me laugh..haha.";
								mes "Guess what?";
								mes "I know you're not here";
								mes "to work on me.";
								mes "What business do you have?";
								next;
								menu "Well, actually...",-;
								mes "^FF0000Told Cylrnel about Lyroo.";
								mes "And also about favor of blacksmith, Aumgarl.^000000";
								next;
								mes "[Cylrnel]";
								if (rand(1,3) == 2) {
									mes "Um.....";
									mes "that's what happened..";
									mes "Oh, well..";
									mes "I need exact symptoms of a girl.";
									mes "Go find exact symptoms first";
									mes "and come back again.";
									next;
									mes "[Cylrnel]";
									mes "Without exact symptoms,";
									mes "I can't make any diagnose.";
									set b_sword,24;
								} else {
									mes "Umm.......";
									mes "Quite a long story..";
									mes "I have no idea why you're";
									mes "trying to help these people,";
									mes "but, it's hard to believe you.";
									mes "Why don't you find some other doctor?";
								}
							} else {
								mes "Ah!";
								mes "I never thought someone";
								mes "like you still exist.";
								mes "I am sorry but, I am";
								mes "tired with this crap.";
							}
						} else {
							mes "[Cylrnel]";
							if (rand(1,3) == 3) {
								mes "Huhu...";
								mes "well...";
								mes "Let me hear your story.";
								next;
								menu "Actually...",-;
								mes "^FF0000Told Cylrnel about Lyroo.";
								mes "And also about favor of blacksmith, Aumgarl.^000000";
								next;
								mes "[Cylrnel]";
								if (rand(1,3) == 1) {
									mes "Um.....";
									mes "that's what happened..";
									mes "Oh, well..";
									mes "I need exact symptoms of a girl.";
									mes "Go find exact symptoms first";
									mes "and come back again.";
									next;
									mes "[Cylrnel]";
									mes "Without exact symptoms,";
									mes "I can't make any diagnose.";
									set b_sword,24;
								} else {
									mes "Umm.......";
									mes "Quite a long story..";
									mes "I have no idea why you're";
									mes "trying to help these people,";
									mes "but, it's hard to believe you.";
									mes "Why don't you find some other doctor?";
								}
							} else {
								mes "Huhu..";
								mes "Well...";
								mes "You're no differ with";
								mes "any other guys around.";
								mes "I don't have any bussiness";
								mes "with you. please leave.";
								close2;
								warp "yuno.gat",246,143;
								end;
							}
						}
					} else {
						mes "Ahhaha..";
						mes "You're a funny guy.";
						mes "But, that doesn't";
						mes "work on me.";
					}
				} else {
					mes "[Cylrnel]";
					mes "Hmm.. Yes.. but,";
					mes "if you don't have ";
					mes "any business to take care,";
					mes "please leave, I'm pretty busy right now.";
				}
			} else {
				mes "I am sorry, I don't have a time to waste.";
			}
			break;
		case 24:
			mes "Oh..";
			mes "you're back..";
			mes "Did you find the right symptoms?";
			mes "I wanted to go with you, but";
			mes "I been really busy.";
			next;
			if(select("Not yet...:Yes, Here.") == 1){
				mes "[Cylrnel]";
				mes "You're still here?";
				mes "Go right away!";
				mes "She's in serious pain.";
				mes "Her body could be paralyzed";
				mes "in any minute!";
				close;
			}
			mes "[Cylrnel]";
			mes "What a relief..";
			mes "You're earlier than I thought.";
			mes "I'll ask you some questions about";
			mes "her condition. Answer correctly.";
			next;
			mes "[Cylrnel]";
			mes "First, How was her body temperature?";
			set @sick,0;
			next;
			setarray .sick1$[1],"Very hot.","Very cold.","Normal.","Turns hot and cold repeatedly.";
			set @sick1,select(.sick1$[1],.sick1$[2],.sick1$[3],.sick1$[4]);
			if (@sick1 == 4) set @sick,@sick+1;
			mes "[Cylrnel]";
			mes "Ok.";
			mes "Now, about physiological condition.";
			next;
			setarray .sick2$[1],"No sweating at all.","Sweating all over the body.","Runny nose.","No tears, sweats at all.";
			set @sick2,select(.sick2$[1],.sick2$[2],.sick2$[3],.sick2$[4]);
			if (@sick2 == 1) set @sick,@sick+1;
			mes "[Cylrnel]";
			mes "Next, tell me about";
			mes "her body condition.";
			next;
			setarray .sick3$[1],"Nothing particular.","Become paralyzed often.","Muscles became so soft.","Muscles became so hard.";
			set @sick3,select(.sick3$[1],.sick3$[2],.sick3$[3],.sick3$[4]);
			if (@sick3 == 2) set @sick,@sick+1;
			mes "[Cylrnel]";
			mes "How about an internal organs?";
			next;
			setarray .sick4$[1],"Stomach hurts like it's been stabbed by a knife.","Head hurts like it's been smashed by a hammer.","Heart beats irregularly.","Has difficulty in breathing.";
			set @sick4,select(.sick4$[1],.sick4$[2],.sick4$[3],.sick4$[4]);
			if (@sick4 == 3) set @sick,@sick+1;
			mes "[Cylrnel]";
			mes "Hmm.. alright.";
			mes "Let me check this.";
			mes "so the symptoms are";
			mes "..............";
			next;
			mes "[Cylrnel]";
			mes "^FF0000"+.sick1$[@sick1]+"";
			mes ""+.sick2$[@sick2]+"";
			mes ""+.sick3$[@sick3]+"";
			mes ""+.sick4$[@sick4]+"^000000";
			mes "right?";
			next;
			if(select("No..not exactly..:Yes, I am sure.") == 1){
				mes "[Cylrnel]";
				mes "Then, go back to her and";
				mes "find the exact symptoms";
				mes "right away~!!";
				close;
			}
			mes "[Cylrnel]";
			mes "You're sure about";
			mes "this, right?";
			mes "If they're wrong symptoms, I can't be responsible.";
			next;
			if(select("Well..let me go and recheck it.:I'm sure.") == 1){
				mes "[Cylrnel]";
				mes "Then, go back to her and";
				mes "find the exact symptoms";
				mes "right away~!!";
				close;
			}
			mes "[Cylrnel]";
			mes "Hmm.....";
			mes "Aright. I'll trust you.";
			mes "Now, go get these ingredients.";
			mes "Get them as fast as possible.";
			mes "Alright?";
			next;
			if (@sick == 4) {
				mes "[Cylrnel]";
				mes "^FF00002 Seeds of Yggdrasil";
				mes "3 Aloes";
				mes "1 Witherless Rose";
				mes "10 Starsands Of Witch";
				mes "5 Burning Hearts";
				mes "5 Ice pieces";
				set b_sword,26;
				next;
				mes "[Cylrnel]";
				mes "Wrote them down?";
				mes "I'll tell you once again.";
				mes "We need...";
				next;
				mes "[Cylrnel]";
				mes "^FF00002 Seeds of Yggdrasil";
				mes "3 Aloes";
				mes "1 Witherless Rose";
				mes "10 Starsands Of Witch";
				mes "5 Burning Hearts";
				mes "5 Ice pieces";
				next;
			} else {
				mes "[Cylrnel]";
				mes "^FF00001 Seed of Yggdrasil";
				mes "1 Aloe";
				mes "5 Starsands Of Witch";
				mes "3 Burning Hearts";
				mes "3 Ice pieces";
				set b_sword,25;
				next;
				mes "[Cylrnel]";
				mes "Wrote them down?";
				mes "I'll tell you once again.";
				mes "We need...";
				next;
				mes "[Cylrnel]";
				mes "^FF00001 Seed of Yggdrasil";
				mes "1 Aloe";
				mes "5 Starsands Of Witch";
				mes "3 Burning Hearts";
				mes "3 Ice pieces";
				next;
			}
			mes "[Cylrnel]";
			mes "Get them as fast as possible.";
			mes "There isn't much time for Lyroo.";
			break;
		case 25:
			if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 4 && countitem(7097) > 2 && countitem(7066) > 2) {
				mes "Hmm....";
				mes "Good. you got them all.";
				mes "Let me see..";
				mes ".............";
				delitem 608,1; // Seed_Of_Yggdrasil
				delitem 704,1; // Aloe
				delitem 1061,5; // Starsand_Of_Witch
				delitem 7097,3; // Burning_Heart
				delitem 7066,3; // Ice_Piece
				next;
				mes "^FF0000Cylrnel began to mix";
				mes "the ingredients.";
				mes "................";
				mes ".............";
				mes ".........";
				mes "......^000000";
				next;
				mes "[Cylrnel]";
				mes "............";
				mes "What!?!?";
				mes ".....";
				mes "Hey you....";
				mes "You gave me a wrong information.";
				set b_sword,24;
				next;
				mes "[Cylrnel]";
				mes "I made the mecine according";
				mes "to the symptoms you told me.";
				mes "But, it became strange medicine!";
				mes "Bring me the exact symptoms!";
				close2;
				warp "yuno.gat",246,143;
				end;
			} else {
				mes "...........";
				mes "Hey~ you don't have all";
				mes "the ingredients yet.";
				mes "Go get them all right away.";
				next;
				mes "[Cylrnel]";
				mes "^FF00001 Seed of Yggdrasil";
				mes "1 Aloe";
				mes "5 Starsands Of Witch";
				mes "3 Burning Hearts";
				mes "3 Ice pieces";
				next;
				mes "[Cylrnel]";
				mes "Alright?";
				mes "Now, hurry!.";
				close2;
				warp "yuno.gat",246,143;
				end;
			}
			break;
		case 26:
			if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) {
				mes "Hmm....";
				mes "Good. you got them all.";
				mes "Let me see..";
				mes ".............";
				delitem 608,2; // Seed_Of_Yggdrasil
				delitem 704,3; // Aloe
				delitem 748,1; // Witherless_Rose
				delitem 1061,10; // Starsand_Of_Witch
				delitem 7097,5; // Burning_Heart
				delitem 7066,5; // Ice_Piece
				next;
				mes "^FF0000Cylrnel began to mix";
				mes "the ingredients.";
				mes "................";
				mes ".............";
				mes ".........";
				mes "......^000000";
				next;
				mes "[Cylrnel]";
				mes "Here~!";
				mes "It's done.";
				mes "I don't think this medicine would";
				mes "cure her disease completely. However,";
				mes "it will alleviate her from the pain.";
				next;
				mes "[Cylrnel]";
				mes "It wasn't easy to make this medicine.";
				mes "Here, take this with you.";
				mes "Take care then..";
				set b_sword,27;
				getitem 606,1; // Aloebera
			} else {
				mes "...........";
				mes "Hey~ you don't have all";
				mes "the ingredients yet.";
				mes "Go get them all right away.";
				next;
				mes "[Cylrnel]";
				mes "^FF00002 Seeds of Yggdrasil";
				mes "3 Aloes";
				mes "1 Witherless Rose";
				mes "10 Starsands Of Witch";
				mes "5 Burning Hearts";
				mes "5 Ice pieces";
				next;
				mes "[Cylrnel]";
				mes "Alright?";
				mes "Go get them as fast as possible.";
				close;
				warp "yuno.gat",246,143;
				end;
			}
			break;
		}
	} else {
		mes "[Cylrnel]";
		mes "Huhu...";
		mes "How is she doing?";
		mes "Getting better?.";
		mes "By taking that medicine, she'll";
		mes "recover fast.";
		next;
		mes "[Cylrnel]";
		mes "Tell her to come to me";
		mes "sometimes to get a medical.";
		mes "treatment. Walking from her";
		mes "house to here would be a good";
		mes "exercise too. Name of her disease";
		mes "is called '^FF0000Amarhade^000000'.";
		next;
		mes "[Cylrnel]";
		mes "It's a rare disease that";
		mes "it's not even well known";
		mes "to medical institution.";
		mes "Likewise, exact treatment";
		mes "has not maden yet.";
		next;
		mes "[Cylrnel]";
		mes "..but I found the something..";
		mes "and it's a.....secret. haha.";
//      Emotion "Doctor" ET_DELIGHT
		emotion e_ho;
	}
	close;
}

yuno_in01.gat,104,94,0	script	go away#gnbs	139,2,1{
	if (b_sword < 22) {
		mes "[??????]";
		mes "^FF0000What are you doing here?";
		mes "Get out!^000000";
		close2;
		warp "yuno.gat",246,143;
		end;
	} else if (b_sword == 22) {
		if (rand(1,10) == 10) {
			mes "[??????]";
			mes "I am very busy right now. please leave.";
			set b_sword,23;
			close;
		} else {
			mes "[??????]";
			mes "^FF0000What are you doing here?";
			mes "Get out!^000000";
			close2;
			warp "yuno.gat",246,143;
			end;
		}
	} else {
		mes "[Cylrnel]";
		mes "Who are you?";
		close;
	}
}