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path: root/npc/events/gdevent_aru.txt
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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Euphy
//= Copyright (C)  L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Guild dungeon event, Arunafeltz.
//================= Description ===========================================
//= Guild dungeon event, Arunafeltz. Retrieve Morestone's pickaxe from
//= Kublin.
//================= Current Version =======================================
//= 1.2
//=========================================================================

arug_dun01,1,1,1	script	Monster Controler#aru_gd	4_DOG01,{
OnInit:
	donpcevent "Monster Controler1#aru::OnKill";
	initnpctimer;
	end;

OnTimer3600000:
	donpcevent "Monster Controler1#aru::OnEnable";
	mapannounce "arug_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
	mapannounce "arug_dun01", "Morestone: Stop righ there! You thief!",bc_map,"0x99CC00";
	stopnpctimer;
	end;
}

arug_dun01,1,2,1	script	Monster Controler1#aru	4_DOG01,{
OnEnable:
	.@callwhere = rand(1,4);
	if (.@callwhere == 1) {
		monster "arug_dun01",150,340,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
	}
	else if (.@callwhere == 2) {
		monster "arug_dun01",232,293,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
	}
	else if (.@callwhere == 3) {
		monster "arug_dun01",156,167,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
	}
	else {
		monster "arug_dun01",243,56,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
	}
	end;

OnKill:
	killmonster "arug_dun01","Monster Controler1#aru::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("arug_dun01","Monster Controler1#aru::OnMyMobDead") == 0) {
		mapannounce "arug_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
		mapannounce "arug_dun01", "Morestone: I thought I heard Kublin screaming!! Who is there? What happened to Kublin? Hey you!",bc_map,"0x99CC00";
		donpcevent "Dwarf#aru_gd::OnEnable";
	}
	end;
}

arug_dun01,199,195,5	script	Dwarf#aru_gd	4_M_DWARF,{
	if (getcharid(CHAR_ID_GUILD) == 0) {
		mes "[Dwarf]";
		mes "Hey did you see an ugly Goblin come by? He stole something from me!";
		close;
	}
	.@chk_urquest = questprogress(2143,PLAYTIME);
	.@chk_yourgdname$ = getguildname(getcharid(CHAR_ID_GUILD));
	if ($@gdeventv_a1 == 0) {
		if ($@gdevents_a$ == "") {
			$@gdeventv_a1 = 1;
			$@gdevents_a$ = .@chk_yourgdname$;
			mes "[Dwarf]";
			mes "Help me!";
			mes "Please, help me!";
			next;
			switch(select("What happened?", "Nevermind.")) {
			case 1:
				mes "[Dwarf]";
				mes "I am Morestone and I collect rare gems.";
				next;
				mes "[Morestone]";
				mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
				mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
				next;
				select("Pickaxe!");
				mes "[Morestone]";
				mes "Yes, my beloved pickaxe!";
				mes "I always carry it with me, you know?";
				next;
				mes "[Morestone]";
				mes "We started working here together.";
				mes "After a few days, we finally found something!";
				next;
				select("Something strange??");
				mes "[Morestone]";
				mes "No, but it was worth quite alot.";
				mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
				mes "His name was^3131FFKublin^000000!";
				next;
				mes "[Morestone]";
				mes "He stole my Pickaxe!";
				mes "I can't live without it...";
				next;
				if (countitem(Pickaxe) > 0) {
					mes "[" + strcharinfo(PC_NAME) + "]";
					mes "Is this the pickaxe that you've been looking for?";
					next;
					mes "[Morestone]";
					mes "You found my Pickaxe?";
					mes "Show me, please!";
					next;
					mes "[Morestone]";
					mes "Oh, my! You've returned it to me!";
					mes "My precious pickaxe, I thought I lost you forever.";
					next;
					mes "[Morestone]";
					mes "You are great! What guild are you from?";
					mes "Could it be Gravity or Mercury?";
					next;
					mes "[" + strcharinfo(PC_NAME) + "]";
					mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
					next;
					mes "[Morestone]";
					mes "Oh... That guild will receive my greatest respect.";
					next;
					mes "[Morestone]";
					mes "Oh! My friend, I am very grateful for your help.";
					mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
					next;
					select("A mysterious area?");
					mes "[Morestone]";
					mes "That's right. I found it when I was digging around here.";
					mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
					next;
					mes "[Morestone]";
					mes "Instead of going there alone, I think it would be more fun to go with your friends...";
					next;
					mes "[Morestone]";
					mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
					mes "Do you want to go there now?";
					next;
					switch(select("Wait! I'm not ready yet.", "Let's go!")) {
					case 1:
						$@gdeventv_a1 = 0;
						$@gdevents_a$ = "";
						mes "[Morestone]";
						mes "Take your time, and find a place to gather your friends.";
						close;
					case 2:
						mes "[Morestone]";
						mes "Alright! Let's go.";
						mes "If your friends visit me again later, I will guide them to that area again.";
						mes "Don't forget, dwarves are grateful beings! Hahaha!";
						delitem Pickaxe,1;
						$@gdeventv_a1 = 1;
						$@gdevents_a$ = .@chk_yourgdname$;
						close2;
						setquest 2144;
						warp "arug_que01",103,133;
						end;
					}
				}
				else {
					$@gdeventv_a1 = 0;
					$@gdevents_a$ = "";
					mes "[Morestone]";
					mes "I will tell you how to find him.";
					mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
					close;
				}
			case 2:
				$@gdeventv_a1 = 0;
				$@gdevents_a$ = "";
				emotion e_sob;
				mes "[Dwarf]";
				mes "Ahhh...";
				close;
			}
		}
		else if ($@gdevents_a$ == .@chk_yourgdname$) {
			if (questprogress(2144) == 1) {
				mes "[Morestone]";
				mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
				mes "Oh, you are a member.";
				mes "Would you like to go to the mysterious area?";
				next;
				switch(select("Let's go.", "No, thanks.")) {
				case 1:
					mes "[Morestone]";
					mes "I hope you enjoy yourself, my friend.";
					close2;
					warp "arug_que01",103,133;
					end;
				case 2:
					mes "[Morestone]";
					mes "If you need my assistance, just ask.";
					mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
					close;
				}
			}
			else {
				$@gdeventv_a1 = 1;
				$@gdevents_a$ = .@chk_yourgdname$;
				mes "[Dwarf]";
				mes "Help me!";
				mes "Please, help me!";
				next;
				switch(select("What happened?", "Nevermind.")) {
				case 1:
					mes "[Dwarf]";
					mes "I am Morestone and I collect rare gems.";
					next;
					mes "[Morestone]";
					mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
					mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
					next;
					select("Pickaxe!");
					mes "[Morestone]";
					mes "Yes, my beloved pickaxe!";
					mes "I always carry it with me, you know?";
					next;
					mes "[Morestone]";
					mes "We started working here together.";
					mes "After a few days, we finally found something!";
					next;
					select("Something strange??");
					mes "[Morestone]";
					mes "No, but it was worth quite alot.";
					mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
					mes "His name was^3131FFKublin^000000!";
					next;
					mes "[Morestone]";
					mes "He stole my Pickaxe!";
					mes "I can't live without it...";
					next;
					if (countitem(Pickaxe) > 0) {
						mes "[" + strcharinfo(PC_NAME) + "]";
						mes "Is this the pickaxe that you've been looking for?";
						next;
						mes "[Morestone]";
						mes "You found my Pickaxe?";
						mes "Show me, please!";
						next;
						mes "[Morestone]";
						mes "Oh, my! You've returned it to me!";
						mes "My precious pickaxe, I thought I lost you forever.";
						next;
						mes "[Morestone]";
						mes "You are great! What guild are you from?";
						mes "Could it be Gravity or Mercury?";
						next;
						mes "[" + strcharinfo(PC_NAME) + "]";
						mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
						next;
						mes "[Morestone]";
						mes "Oh... That guild will receive my greatest respect.";
						next;
						mes "[Morestone]";
						mes "Oh! My friend, I am very grateful for your help.";
						mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
						next;
						select("A mysterious area?");
						mes "[Morestone]";
						mes "That's right. I found it when I was digging around here.";
						mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
						next;
						mes "[Morestone]";
						mes "Instead of going there alone, I think it would be more fun to go with your friends...";
						next;
						mes "[Morestone]";
						mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
						mes "Do you want to go there now?";
						next;
						switch(select("Wait! I'm not ready yet.", "Let's go!")) {
						case 1:
							$@gdeventv_a1 = 0;
							$@gdevents_a$ = "";
							mes "[Morestone]";
							mes "Take your time, and find a place to gather your friends.";
							close;
						case 2:
							mes "[Morestone]";
							mes "Alright! Let's go.";
							mes "If your friends visit me again later, I will guide them to that area again.";
							mes "Don't forget, dwarves are grateful beings! Hahaha!";
							delitem Pickaxe,1;
							$@gdeventv_a1 = 1;
							$@gdevents_a$ = .@chk_yourgdname$;
							close2;
							setquest 2144;
							warp "arug_que01",103,133;
							end;
						}
					}
					else {
						$@gdeventv_a1 = 0;
						$@gdevents_a$ = "";
						mes "[Morestone]";
						mes "I will tell you how to find him.";
						mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
						close;
					}
				case 2:
					$@gdeventv_a1 = 0;
					$@gdevents_a$ = "";
					emotion e_sob;
					mes "[Dwarf]";
					mes "Ah....";
					close;
				}
			}
		}
		else {
			mes "[Morestone]";
			mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
			mes "Hm, you're not a member.";
			mes "Could you please give them my greetings?";
			close;
		}
	}
	else {
		if ($@gdevents_a$ == .@chk_yourgdname$) {
			if (questprogress(2144) == 1) {
				mes "[Morestone]";
				mes "[Morestone]";
				mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
				mes "Oh, you are a member.";
				mes "Would you like to go to the mysterious area?";
				next;
				switch(select("Let's go.", "No, thanks.")) {
				case 1:
					mes "[Morestone]";
					mes "I hope you enjoy yourself, my friend.";
					close2;
					warp "arug_que01",103,133;
					end;
				case 2:
					mes "[Morestone]";
					mes "If you need my assistance, just ask.";
					mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
					close;
				}
			}
			else {
				$@gdeventv_a1 = 1;
				$@gdevents_a$ = .@chk_yourgdname$;
				mes "[Dwarf]";
				mes "Help me!";
				mes "Please, help me!";
				next;
				switch(select("What happened?", "Nevermind.")) {
				case 1:
					mes "[Dwarf]";
					mes "I am Morestone and I collect rare gems.";
					next;
					mes "[Morestone]";
					mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
					mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
					next;
					select("Pickaxe!");
					mes "[Morestone]";
					mes "Yes, my beloved pickaxe!";
					mes "I always carry it with me, you know?";
					next;
					mes "[Morestone]";
					mes "We started working here together.";
					mes "After a few days, we finally found something!";
					next;
					select("Something strange??");
					mes "[Morestone]";
					mes "No, but it was worth quite alot.";
					mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
					mes "His name was^3131FFKublin^000000!";
					next;
					mes "[Morestone]";
					mes "He stole my Pickaxe!";
					mes "I can't live without it...";
					next;
					if (countitem(Pickaxe) > 0) {
						mes "[" + strcharinfo(PC_NAME) + "]";
						mes "Is this the pickaxe that you've been looking for?";
						next;
						mes "[Morestone]";
						mes "You found my Pickaxe?";
						mes "Show me, please!";
						next;
						mes "[Morestone]";
						mes "Oh, my! You've returned it to me!";
						mes "My precious pickaxe, I thought I lost you forever.";
						next;
						mes "[Morestone]";
						mes "You are great! What guild are you from?";
						mes "Could it be Gravity or Mercury?";
						next;
						mes "[" + strcharinfo(PC_NAME) + "]";
						mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
						next;
						mes "[Morestone]";
						mes "Oh... That guild will receive my greatest respect.";
						next;
						mes "[Morestone]";
						mes "Oh! My friend, I am very grateful for your help.";
						mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
						next;
						select("A mysterious area?");
						mes "[Morestone]";
						mes "That's right. I found it when I was digging around here.";
						mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
						next;
						mes "[Morestone]";
						mes "Instead of going there alone, I think it would be more fun to go with your friends...";
						next;
						mes "[Morestone]";
						mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
						mes "Do you want to go there now?";
						next;
						switch(select("Wait! I'm not ready yet.", "Let's go!")) {
						case 1:
							$@gdeventv_a1 = 0;
							$@gdevents_a$ = "";
							mes "[Morestone]";
							mes "Take your time, and find a place to gather you friends.";
							close;
						case 2:
							mes "[Morestone]";
							mes "Alright! Let's go.";
							mes "If your friends visit me again later, I will guide them to that area again.";
							mes "Don't forget, dwarves are grateful beings! Hahaha!";
							delitem Pickaxe,1;
							$@gdeventv_a1 = 1;
							$@gdevents_a$ = .@chk_yourgdname$;
							close2;
							setquest 2144;
							warp "arug_que01",103,133;
							end;
						}
					}
					else {
						$@gdeventv_a1 = 0;
						$@gdevents_a$ = "";
						mes "[Morestone]";
						mes "I will tell you how to find him.";
						mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
						close;
					}
				case 2:
					$@gdeventv_a1 = 0;
					$@gdevents_a$ = "";
					emotion e_sob;
					mes "[Dwarf]";
					mes "Ah....";
					close;
				}
			}
		}
		else {
			mes "[Morestone]";
			mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
			mes "Hm, you're not a member.";
			mes "Could you please give them my greetings?";
			close;
		}
	}
	end;

OnInit:
	disablenpc "Dwarf#aru_gd";
	$@gdeventv_a1 = 0;
	$@gdevents_a$ = "";
	end;

OnEnable:
	enablenpc "Dwarf#aru_gd";
	end;
}

arug_que01,100,81,3	script	Pierrot Pier#aru_gd	4_M_PIERROT,{
	specialeffect EF_POISONHIT;
	.@sprchg_gd = rand(1,5);
	if (.@sprchg_gd == 1) {
		setnpcdisplay "Pierrot Pier#aru_gd", 4_GHOSTRING;
	}
	else if (.@sprchg_gd == 2) {
		setnpcdisplay "Pierrot Pier#aru_gd", 4_M_PIERROT;
	}
	else if (.@sprchg_gd == 3) {
		setnpcdisplay "Pierrot Pier#aru_gd", 4_F_06;
	}
	else if (.@sprchg_gd == 4) {
		setnpcdisplay "Pierrot Pier#aru_gd", 4_M_UMDANCEKID2;
	}
	else {
		setnpcdisplay "Pierrot Pier#aru_gd", 4_CAT;
	}
	if (checkweight(Knife,1) == 0) {
		mes "- Wait!! -";
		mes "- You're carrying too many items, -";
		mes "- you can't receive the materials. -";
		mes "- Please use the Kafra Services, -";
		mes "- and come back later. -";
		close;
	}
	if (strcharinfo(PC_NAME) == getguildmaster(getcharid(CHAR_ID_GUILD))) {
		if ($@gdeventv_a2 == 0) {
			.@que_2143 = questprogress(2143,PLAYTIME);
			if (!.@que_2143) {
				setnpcdisplay "Pierrot Pier#aru_gd", 4_M_PIERROT;
				mes "A lonely clown is juggling.";
				next;
				mes "When looked at closely, the clown is just a puppet that looks like a human.";
				next;
				mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
				next;
				mes "[Pierrot Pier]";
				mes "Beep beep beep.";
				mes "Hello, my friends!";
				mapannounce "arug_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
				next;
				mes "[Pierrot Pier]";
				mes "I am the loyal servant of Gergath, and I have finally received my orders.";
				mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
				mapannounce "arug_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
				next;
				mes "[Pierrot Pier]";
				mes "Did you get permission from Gergath?";
				mapannounce "arug_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
				next;
				switch(select("I need to check that.", "No.")) {
				case 1:
					mes "[Pierrot Pier]";
					mes "Please give me the palm of your hand.";
					mapannounce "arug_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
					next;
					mes "[Pierrot Pier]";
					mes "Let me see...";
					mapannounce "arug_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
					next;
					emotion e_dots;
					mes "[Pierrot Pier]";
					mes "Hm...";
					mapannounce "arug_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
					next;
					emotion e_dots;
					mes "[Pierrot Pier]";
					mes "Okay, I see...";
					mapannounce "arug_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
					next;
					emotion e_dots;
					mes "[Pierrot Pier]";
					mes "Indeed...";
					mapannounce "arug_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
					next;
					emotion e_bzz;
					mes "[Pierrot Pier]";
					mes "Verification completed!";
					mapannounce "arug_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
					next;
					break;
				case 2:
					mes "[Pierrot Pier]";
					mes "Hm? that's right.";
					mes "When is that person coming? I am very bored~!";
					close;
				}
				mes "[Pierrot Pier]";
				mes "^3131FF<You're someone who can only think about nonsense everyday, you have no focus at all.>^000000";
				mapannounce "arug_que01", "Pierrot Pier: <You're someone who can only think about nonsense everyday, you have no focus at all.>",bc_map,"0x99CC00";
				next;
				emotion e_ho;
				mes "[Pierrot Pier]";
				mes "Hm? You don't think so?";
				mapannounce "arug_que01", "Pierrot Pier: Hm? You don't think so?",bc_map,"0x99CC00";
				next;
				emotion e_heh;
				mes "[Pierrot Pier]";
				mes "Haha, I'm just kidding. Beep beep.";
				mes "Ah, you are the one my master speaks of.";
				mapannounce "arug_que01", "Pierrot Pier: Haha, I'm just kidding. Beep beep. You are the one my master speaks of.",bc_map,"0x99CC00";
				next;
				mes "[Pierrot Pier]";
				mes "Come, the Gergath has left a message for you.";
				mes "It's a bit old, but it should still be legible.";
				next;
				mes "[Pierrot Pier]";
				mes "Alright, let's begin!";
				setquest 2143;
				donpcevent "Gergath#aru_gd::OnEnable";
				close;
			}
			else if (.@que_2143 == 1) {
				mes "[Pierrot Pier]";
				mes "Let's talk after I finished reading my master's message. Beep beep.";
				close;
			}
			else {
				mes "[Pierrot Pier]";
				mes "My master Gergath sincerely wishes you joy for you and your family everyday.";
				next;
				mes "[Pierrot Pier]";
				mes "Alright, would you like to play the game Gergath has prepared for you?";
				next;
				switch(select("Game instructions.", "Skip instructions.", "Refuse game.")) {
				case 1:
					mes "[Pierrot Pier]";
					mes "The game prepared by my master is very unique, yet simple and fun!";
					mapannounce "arug_que01", "Pierrot Pier: The game prepared by my lord is very unique, yet simple and fun!",bc_map,"0x99CC00";
					next;
					mes "[Pierrot Pier]";
					mes "It's called \"Find the Treasure Map\"!!";
					mapannounce "arug_que01", "Pierrot Pier: It's called \"Find the Treasure Map\"!!",bc_map,"0x99CC00";
					next;
					mes "[Pierrot Pier]";
					mes "Do you see this large and green field? Beep, beep?";
					mes "I will show you the most incredible magic here.";
					mes "I will turn this place very white. Veeery white!";
					mapannounce "arug_que01", "Pierrot Pier: I will turn this place very white. Veeery white!",bc_map,"0x99CC00";
					next;
					mes "[Pierrot Pier]";
					mes "The game instruction is just to find the treasure map within the time limit.";
					mes "Sounds easy, right?";
					mapannounce "arug_que01", "Pierrot Pier: The game instruction is just to find the treasure map within the time limit. ounds easy, right?",bc_map,"0x99CC00";
					next;
					break;
				case 2:
					break;
				case 3:
					emotion e_sob;
					mes "[Pierrot Pier]";
					mes "Oh, you don't want to play?";
					close;
				}
				mes "[Pierrot Pier]";
				mes "Okay, I'm ready to begin.";
				mes "Shall we start? Beep, beep?";
				next;
				switch(select("No.", "Start.")) {
				case 1:
					mes "[Pierrot Pier]";
					mes "Let me know when you are ready.";
					close;
				case 2:
					mes "[Pierrot Pier]";
					mes "Alright! Let us begin!";
					next;
					mes "[Pierrot Pier]";
					mes "Ladies, and gentlemen.";
					mapannounce "arug_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
					next;
					mes "[Pierrot Pier]";
					mes "Who will find the treasure map in this white world?";
					mapannounce "arug_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
					next;
					mes "[Pierrot Pier]";
					mes "Amongst all of you, who shall be the lucky one?";
					mapannounce "arug_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
					next;
					mes "[Pierrot Pier]";
					mes "Let the game.. Begin!";
					mapannounce "arug_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
					$@gdeventv_a2 = 1;
					donpcevent "Controller#gdevent_a::OnGame_start";
					erasequest 2143;
					close;
				}
			}
		}
		else if ($@gdeventv_a2 == 1) {
			mes "[Pierrot Pier]";
			mes "Did you find the treasure map?";
			mes "Show me what you have in your hands! Beep, beep!";
			next;
			mes "[Pierrot Pier]";
			mes "Let me see...";
			next;
			if (countitem(Glitering_PaperB) > 0) {
				donpcevent "Controller#gdevent_a::OnStop";
				$@gdeventv_a2 = 3;
				donpcevent "eff_mvp#aru_gd::OnMVP";
				mes "[Pierrot Pier]";
				mes "Wow~~!!";
				mes "Success~!!";
				mes "What a success~!!";
				mapannounce "arug_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
				delitem Glitering_PaperB,1;
				close;
			}
			else {
				if (countitem(Glitering_PaperA) > 0) {
					mes "[Pierrot Pier]";
					mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
					mes "Quickly! Your time is running out! Hurry up!";
					close;
				}
				else {
					mes "[Pierrot Pier]";
					mes "I don't see anything. Have you even started yet? Beep?";
					mes "Hehe, while you're talking to me, the time is slowly ticking away~";
					close;
				}
			}
		}
		else if ($@gdeventv_a2 == 2) {
			mes "[Pierrot Pier]";
			mes "Wah, why is it like this~!!";
			mes "Not enough? But this makes the game fun, no? Hahaha!";
			next;
			mes "[Pierrot Pier]";
			mes "What did you think?";
			next;
			switch(select("It was pretty hard.", "I should've been successful...")) {
			case 1:
				mes "[Pierrot Pier]";
				mes "It's like trying to find a needle in a haystack!";
				mes "It's hard, but if you find it, it's worth ten times the effort. Beep, beep.";
				next;
				break;
			case 2:
				mes "[Pierrot Pier]";
				mes "Aaah~! Time is gold.";
				mes "Precious time goes by so fast.";
				next;
				break;
			}
			mes "[Pierrot Pier]";
			mes "I, Pierrot Piere, am not a heartless clown! Beep beep.";
			mapannounce "arug_que01", "Pierrot Pier: I, Pierrot Piere, am not a heartless clown! Beep beep.",bc_map,"0x99CC00";
			next;
			mes "[Pierrot Pier]";
			mes "Your success is my happiness!";
			mes "I'll give you one more chance. How's that? Beep?";
			mapannounce "arug_que01", "Pierrot Pier: I'll give you one more chance. How's that? Beep?",bc_map,"0x99CC00";
			next;
			mes "[Pierrot Pier]";
			mes "Okay, I'm ready to begin.";
			mes "Shall we start? Beep, beep?";
			mapannounce "arug_que01", "Pierrot Pier: Okay, I'm ready to begin. Shall we start? Beep, beep?",bc_map,"0x99CC00";
			next;
			switch(select("No.", "Start.")) {
			case 1:
				mes "[Pierrot Pier]";
				mes "Let me know when you are ready.";
				close;
			case 2:
				mes "[Pierrot Pier]";
				mes "Alright! Let us begin!";
				next;
				mes "[Pierrot Pier]";
				mes "Ladies, and gentlemen.";
				mapannounce "arug_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
				next;
				mes "[Pierrot Pier]";
				mes "Who will find the treasure map in this white world?";
				mapannounce "arug_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
				next;
				mes "[Pierrot Pier]";
				mes "Amongst all of you, who shall be the lucky one?";
				mapannounce "arug_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
				next;
				mes "[Pierrot Pier]";
				mes "Let the game.. Begin!";
				mapannounce "arug_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
				$@gdeventv_a2 = 10;
				donpcevent "Controller#gdevent_a::OnGame_start";
				close;
			}
		}
		else if ($@gdeventv_a2 == 3) {
			if (questprogress(2143) == 2) {
				erasequest 2143;
			}
			mes "[Pierrot Pier]";
			mes "How did you do it?";
			mapannounce "arug_que01", "Pierrot Pier: How did you do it?",bc_map,"0x99CC00";
			next;
			mes "[Pierrot Pier]";
			mes "You managed to find a needle in a haystack!";
			mes "Amazing!";
			mapannounce "arug_que01", "Pierrot Pier: You managed to find a needle in a haystack! Amazing!!",bc_map,"0x99CC00";
			next;
			mes "[Pierrot Pier]";
			mes "You've completeled an unbelievable task, I will give you the wonderful gift master has prepared!! Ha!";
			mapannounce "arug_que01", "Pierrot Pier: You've completeled an unbelievable task, I will give you the wonderful gift my master has prepared!! Ha!",bc_map,"0x99CC00";
			mapannounce "arug_que01", "Pierrot Pier: Here, take Pierre's Treasure Boxes.",bc_map,"0x99CC00";
			donpcevent "eff_mvp#aru_gd::OnMVP";
			$@gdeventv_a2 = 5;
			getitem Pierre_Treasurebox,10;
			close;
		}
		else if ($@gdeventv_a2 == 4) {
			mes "[Pierrot Pier]";
			mes "Incredible! Unbelievable! Beep beep!";
			close;
		}
		else if ($@gdeventv_a2 == 5) {
			mapannounce "arug_que01", "Pierrot Pier: Seeing your smiles, makes Pierrot feel very happy~ See you next time!",bc_map,"0x99CC00";
			mes "[Pierrot Pier]";
			mes "Did you have fun?";
			next;
			mes "[Pierrot Pier]";
			mes "Seeing your smiles, makes Pierrot feel very happy~";
			next;
			mes "[Pierrot Pier]";
			mes "I hope to see you again very soon, I must go back to being a doll now.";
			mes "See you next time!";
			erasequest 2144;
			close;
		}
		else {
			mes "[Pierrot Pier]";
			mes "Did you find the treasure map?";
			mes "Show me what you have in your hands! Beep, beep!";
			next;
			mes "[Pierrot Pier]";
			mes "Let me see.";
			next;
			if (countitem(Glitering_PaperB) > 0) {
				donpcevent "Controller#gdevent_a::OnStop";
				$@gdeventv_a2 = 3;
				donpcevent "eff_mvp#aru_gd::OnMVP";
				mes "[Pierrot Pier]";
				mes "Wow~~!!";
				mes "Success~!!";
				mes "What a success~!!";
				delitem Glitering_PaperB,1;
				close;
			}
			else {
				if (countitem(Glitering_PaperA) > 0) {
					mes "[Pierrot Pier]";
					mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
					mes "Quickly! Your time is running out! Hurry up!";
					close;
				}
				else {
					mes "[Pierrot Pier]";
					mes "I don't see anything. Have you even started yet? Beep?";
					mes "Hehe, while you're talking to me, the time is slowly ticking away~";
					close;
				}
			}
		}
	}
	else {
		if ($@gdeventv_a2 == 0) {
			setnpcdisplay "Pierrot Pier#aru_gd", 4_M_PIERROT;
			mes "A lonely clown is juggling.";
			next;
			mes "When looked at closely, the clown is just a puppet that looks like a human.";
			next;
			mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
			next;
			mes "[Pierrot Pier]";
			mes "Beep beep beep.";
			mes "Hello, my friends!";
			mapannounce "arug_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
			next;
			mes "[Pierrot Pier]";
			mes "I am the loyal servant of Gergath, and I have finally received my orders.";
			mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
			mapannounce "arug_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
			next;
			mes "[Pierrot Pier]";
			mes "Did you get permission from the Gergath?";
			mapannounce "arug_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
			next;
			switch(select("I need to check that.", "No.")) {
			case 1:
				mes "[Pierrot Pier]";
				mes "Please give me the palm of your hand.";
				mapannounce "arug_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
				next;
				mes "[Pierrot Pier]";
				mes "Let me see...";
				mapannounce "arug_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
				next;
				emotion e_dots;
				mes "[Pierrot Pier]";
				mes "Hm...";
				mapannounce "arug_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
				next;
				emotion e_dots;
				mes "[Pierrot Pier]";
				mes "Okay, I see...";
				mapannounce "arug_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
				next;
				emotion e_dots;
				mes "[Pierrot Pier]";
				mes "Indeed...";
				mapannounce "arug_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
				next;
				emotion e_bzz;
				mes "[Pierrot Pier]";
				mes "Verification completed!";
				mapannounce "arug_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
				next;
				break;
			case 2:
				mes "[Pierrot Pier]";
				mes "Hm? that's right.";
				mes "When is that person coming? I am very bored~!";
				close;
			}
			emotion e_heh;
			mes "[Pierrot Pier]";
			mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
			next;
			emotion e_swt2;
			mes "[Pierrot Pier]";
			mes "Hm? You don't think so?";
			next;
			mes "[Pierrot Pier]";
			mes "The one my lord appointed is ^3131FF< someone who leads many people >^000000. Beep.";
			next;
			mes "[Pierrot Pier]";
			mes "Pierrot wants to be someone like that, too. Beep.";
			close;
		}
		else if ($@gdeventv_a2 == 1) {
			mes "[Pierrot Pier]";
			mes "Did you find the treasure map?";
			mes "Show me what you have in your hands! Beep, beep!";
			next;
			mes "[Pierrot Pier]";
			mes "Let me see...";
			next;
			if (countitem(Glitering_PaperB) > 0) {
				donpcevent "Controller#gdevent_a::OnStop";
				$@gdeventv_a2 = 3;
				donpcevent "eff_mvp#aru_gd::OnMVP";
				mes "[Pierrot Pier]";
				mes "Wow~~!!";
				mes "Success~!!";
				mes "What a success~!!";
				mapannounce "arug_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
				delitem Glitering_PaperB,1;
				close;
			}
			else {
				if (countitem(Glitering_PaperA) > 0) {
					mes "[Pierrot Pier]";
					mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
					mes "Quickly! Your time is running out! Hurry up!";
					close;
				}
				else {
					mes "[Pierrot Pier]";
					mes "I don't see anything. Have you even started yet? Beep?";
					mes "Hehe, while you're talking to me, the time is slowly ticking away~";
					close;
				}
			}
		}
		else if ($@gdeventv_a2 == 2) {
			mes "[Pierrot Pier]";
			mes "Wah, why is it like this~!!";
			mes "Not enough? But this makes the game fun, no? Hahaha!";
			close;
		}
		else if ($@gdeventv_a2 == 3) {
			mes "[Pierrot Pier]";
			mes "Congratulations, you have succeeded!";
			mes "I will talk to your leader about other details.";
			close;
		}
		else if ($@gdeventv_a2 == 4) {
			mes "[Pierrot Pier]";
			mes "Incredible! Unbelievable! Beep beep!";
			close;
		}
		else if ($@gdeventv_a2 == 5) {
			mes "[Pierrot Pier]";
			mes "Did you have fun?";
			next;
			mes "[Pierrot Pier]";
			mes "Seeing your smiles, makes Pierrot feel very happy~";
			next;
			mes "[Pierrot Pier]";
			mes "I hope to see you again very soon, I must go back to being a doll now.";
			mes "See you next time!";
			close;
		}
		else {
			mes "[Pierrot Pier]";
			mes "Did you find the treasure?";
			mes "Show me that thing you are holding, now!";
			next;
			mes "[Pierrot Pier]";
			mes "Let me see...";
			next;
			if (countitem(Glitering_PaperB) > 0) {
				donpcevent "Controller#gdevent_a::OnStop";
				$@gdeventv_a2 = 3;
				donpcevent "eff_mvp#aru_gd::OnMVP";
				mes "[Pierrot Pier]";
				mes "Wow~~!!";
				mes "Success~!!";
				mes "What a success~!!";
				delitem Glitering_PaperB,1;
				close;
			}
			else {
				if (countitem(Glitering_PaperA) > 0) {
					mes "[Pierrot Pier]";
					mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
					mes "Quickly! Your time is running out! Hurry up!";
					close;
				}
				else {
					mes "[Pierrot Pier]";
					mes "I don't see anything. Have you even started yet? Beep?";
					mes "Hehe, while you're talking to me, the time is slowly ticking away~";
					close;
				}
			}
		}
	}
}

arug_que01,10,10,3	script	Controller#gdevent_a	4_DOG01,{
OnInit:
	$@gdeventv_a2 = 0;
	end;

OnWin:
	donpcevent "treg#aru_gd::OnEnable";
	end;

OnGame_start:
	initnpctimer;
	donpcevent "paper_sp_1_a::OnEnable";
	donpcevent "paper_sp_2_a::OnEnable";
	donpcevent "paper_sp_3_a::OnEnable";
	donpcevent "paper_sp_4_a::OnEnable";
	donpcevent "paper_sp_5_a::OnEnable";
	donpcevent "paper_sp_6_a::OnEnable";
	donpcevent "paper_sp_7_a::OnEnable";
	donpcevent "paper_sp_8_a::OnEnable";
	donpcevent "paper_sp_9_a::OnEnable";
	.@roulette_where = rand(1,9);
	if (.@roulette_where == 1) {
		donpcevent "paper_sp_1_a::OnBingo";
	}
	else if (.@roulette_where == 2) {
		donpcevent "paper_sp_2_a::OnBingo";
	}
	else if (.@roulette_where == 3) {
		donpcevent "paper_sp_3_a::OnBingo";
	}
	else if (.@roulette_where == 4) {
		donpcevent "paper_sp_4_a::OnBingo";
	}
	else if (.@roulette_where == 5) {
		donpcevent "paper_sp_5_a::OnBingo";
	}
	else if (.@roulette_where == 6) {
		donpcevent "paper_sp_6_a::OnBingo";
	}
	else if (.@roulette_where == 7) {
		donpcevent "paper_sp_7_a::OnBingo";
	}
	else if (.@roulette_where == 8) {
		donpcevent "paper_sp_8_a::OnBingo";
	}
	else {
		donpcevent "paper_sp_9_a::OnBingo";
	}
	end;

OnStop:
	stopnpctimer;
	end;

OnTimer40000:
	mapannounce "arug_que01", "Pierrot Pier: Time is running out, hurry up!",bc_map,"0x99CC00";
	end;

OnTimer60000:
	mapannounce "arug_que01", "Pierrot Pier: Time is up!",bc_map,"0x99CC00";
	mapwarp "arug_que01","arug_que01",100,79;
	enablenpc "removepp_aru_gd";
	$@gdeventv_a2 = 2;
	end;

OnTimer63000:
	stopnpctimer;
	end;
}

arug_que01,87,93,0	script	paper_sp_1_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while1 = 0;
	while(1) {
		if (.@paper_while1 == 100) {
			break;
		} else {
			++.@paper_while1;
			.@paper_x1 = rand(81,95);
			.@paper_y1 = rand(87,100);
			makeitem 6030,1,"arug_que01",.@paper_x1,.@paper_y1; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x1 = rand(81,95);
	.@paper_y1 = rand(87,100);
	makeitem 6031,1,"arug_que01",.@paper_x1,.@paper_y1; //Glitering_PaperB
	end;
}

arug_que01,102,93,0	script	paper_sp_2_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while2 = 0;
	while(1) {
		if (.@paper_while2 == 100) {
			break;
		} else {
			++.@paper_while2;
			.@paper_x2 = rand(96,110);
			.@paper_y2 = rand(87,100);
			makeitem 6030,1,"arug_que01",.@paper_x2,.@paper_y2; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x2 = rand(96,110);
	.@paper_y2 = rand(87,100);
	makeitem 6031,1,"arug_que01",.@paper_x2,.@paper_y2; //Glitering_PaperB
	end;
}

arug_que01,117,93,0	script	paper_sp_3_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while3 = 0;
	while(1) {
		if (.@paper_while3 == 100) {
			break;
		} else {
			++.@paper_while3;
			.@paper_x3 = rand(111,124);
			.@paper_y3 = rand(87,100);
			makeitem 6030,1,"arug_que01",.@paper_x3,.@paper_y3; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x3 = rand(111,124);
	.@paper_y3 = rand(87,100);
	makeitem 6031,1,"arug_que01",.@paper_x3,.@paper_y3; //Glitering_PaperB
	end;
}

arug_que01,87,80,0	script	paper_sp_4_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while4 = 0;
	while(1) {
		if (.@paper_while4 == 100) {
			break;
		}
		else {
			++.@paper_while4;
			.@paper_x4 = rand(81,95);
			.@paper_y4 = rand(73,86);
			makeitem 6030,1,"arug_que01",.@paper_x4,.@paper_y4; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x4 = rand(81,95);
	.@paper_y4 = rand(73,86);
	makeitem 6031,1,"arug_que01",.@paper_x4,.@paper_y4; //Glitering_PaperB
	end;
}

arug_que01,102,80,0	script	paper_sp_5_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while5 = 0;
	while(1) {
		if (.@paper_while5 == 100) {
			break;
		} else {
			++.@paper_while5;
			.@paper_x5 = rand(96,110);
			.@paper_y5 = rand(73,86);
			makeitem 6030,1,"arug_que01",.@paper_x5,.@paper_y5; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x5 = rand(96,110);
	.@paper_y5 = rand(73,86);
	makeitem 6031,1,"arug_que01",.@paper_x5,.@paper_y5; //Glitering_PaperB
	end;
}

arug_que01,117,80,0	script	paper_sp_6_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while6 = 0;
	while(1) {
		if (.@paper_while6 == 100) {
			break;
		} else {
			++.@paper_while6;
			.@paper_x6 = rand(111,124);
			.@paper_y6 = rand(73,86);
			makeitem 6030,1,"arug_que01",.@paper_x6,.@paper_y6; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x6 = rand(111,124);
	.@paper_y6 = rand(73,86);
	makeitem 6031,1,"arug_que01",.@paper_x6,.@paper_y6; //Glitering_PaperB
	end;
}

arug_que01,87,65,0	script	paper_sp_7_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while7 = 0;
	while(1) {
		if (.@paper_while7 == 100) {
			break;
		} else {
			++.@paper_while7;
			.@paper_x7 = rand(81,95);
			.@paper_y7 = rand(59,72);
			makeitem 6030,1,"arug_que01",.@paper_x7,.@paper_y7; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x7 = rand(81,95);
	.@paper_y7 = rand(59,72);
	makeitem 6031,1,"arug_que01",.@paper_x7,.@paper_y7; //Glitering_PaperB
	end;
}

arug_que01,102,65,0	script	paper_sp_8_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while8 = 0;
	while(1) {
		if (.@paper_while8 == 100) {
			break;
		}
		else {
			++.@paper_while8;
			.@paper_x8 = rand(96,110);
			.@paper_y8 = rand(59,72);
			makeitem 6030,1,"arug_que01",.@paper_x8,.@paper_y8; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x8 = rand(96,110);
	.@paper_y8 = rand(59,72);
	makeitem 6031,1,"arug_que01",.@paper_x8,.@paper_y8; //Glitering_PaperB
	end;
}

arug_que01,117,65,0	script	paper_sp_9_a	HIDDEN_WARP_NPC,{
	end;

OnEnable:
	.@paper_while9 = 0;
	while(1) {
		if (.@paper_while9 == 100) {
			break;
		}
		else {
			++.@paper_while9;
			.@paper_x9 = rand(111,124);
			.@paper_y9 = rand(59,72);
			makeitem 6030,1,"arug_que01",.@paper_x9,.@paper_y9; //Glitering_PaperA
		}
	}
	end;

OnBingo:
	.@paper_x9 = rand(111,124);
	.@paper_y9 = rand(59,72);
	makeitem 6031,1,"arug_que01",.@paper_x9,.@paper_y9; //Glitering_PaperB
	end;
}

arug_que01,100,80,0	script	removepp_aru_gd	FAKE_NPC,5,5,{
	end;

OnInit:
	disablenpc "removepp_aru_gd";
	end;

OnTouch:
	.@paper_aru_gd = countitem(Glitering_PaperA);
	.@spaper_aru_gd = countitem(Glitering_PaperB);
	if ((.@paper_aru_gd > 0) || (.@spaper_aru_gd > 0)) {
		delitem Glitering_PaperA,.@paper_aru_gd;
		delitem Glitering_PaperB,.@spaper_aru_gd;
	}
	end;
}

arug_que01,6,6,1	script	eff_mvp#aru_gd	CLEAR_NPC,{
	end;

OnMVP:
	initnpctimer;
	end;

OnTimer1000:
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_1_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_3_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_5_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_7_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_9_a"));
	end;

OnTimer2000:
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_2_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_4_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_6_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_8_a"));
	end;

OnTimer3000:
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_1_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_3_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_5_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_7_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_9_a"));
	end;

OnTimer4000:
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_2_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_4_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_6_a"));
	specialeffect(EF_MVP, AREA, getnpcid("paper_sp_8_a"));
	stopnpctimer;
	end;
}

arug_que01,100,75,5	script	Gergath#aru_gd	4_M_OLDFRIAR,{
	end;

OnInit:
	disablenpc "Gergath#aru_gd";
	end;

OnEnable:
	enablenpc "Gergath#aru_gd";
	specialeffect EF_FORESTLIGHT;
	initnpctimer;
	end;

OnTimer5000:
	mapannounce "arug_que01", "Gergath : My dear friend, how have you been? This is something I prepared for you.",bc_map,"0xFFFF00";
	end;

OnTimer10000:
	mapannounce "arug_que01", "Gergath : Do you still remember when we were young? We fought everyday like we were sworn enemies.",bc_map,"0xFFFF00";
	end;

OnTimer15000:
	mapannounce "arug_que01", "Gergath : No matter how hard the adults tried, we had no intentions to change. Haha.",bc_map,"0xFFFF00";
	end;

OnTimer20000:
	mapannounce "arug_que01", "Gergath : But I believe that deep inside, we valued our friendship with each other.",bc_map,"0xFFFF00";
	end;

OnTimer25000:
	mapannounce "arug_que01", "Gergath : After I lost my mother's remnants in Mt. Mjolnir, you came to find me.",bc_map,"0xFFFF00";
	end;

OnTimer30000:
	mapannounce "arug_que01", "Gergath : When you, handed me my mother's remnants, I couldn't even say thank you.",bc_map,"0xFFFF00";
	end;

OnTimer35000:
	mapannounce "arug_que01", "Gergath : I couldn't say it even as I became an old man.",bc_map,"0xFFFF00";
	end;

OnTimer40000:
	mapannounce "arug_que01", "Gergath : I found out about your whereabouts not long ago. I heard you were taking care of orphaned children?",bc_map,"0xFFFF00";
	end;

OnTimer45000:
	mapannounce "arug_que01", "Gergath : Please accept this as a gift from a useless friend to you and your beloved children. I hope you will like it, haha.",bc_map,"0xFFFF00";
	end;

OnTimer50000:
	mapannounce "arug_que01", "Gergath : Pierrot Pier will help you. I hope you can use this chance to return to the past and enjoy yourself with your children.",bc_map,"0xFFFF00";
	disablenpc "Gergath#aru_gd";
	stopnpctimer;
	end;
}

arug_que01,104,140,0	warp	back#aru_gd	1,1,arug_dun01,199,192

/*
arug_que01,104,140,1	script	treg#aru_gd	CLEAR_NPC,{
	end;

OnEnable:
	monster "arug_que01",87,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	monster "arug_que01",102,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	monster "arug_que01",117,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	monster "arug_que01",87,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	monster "arug_que01",102,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	monster "arug_que01",117,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	monster "arug_que01",87,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	monster "arug_que01",102,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	monster "arug_que01",117,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("arug_que01","treg#aru_gd::OnMyMobDead") == 0) {
		mapannounce "arug_que01", "Pierrot Pier: Beep! Oh, you already opened the gift? You sure are fast now, beep!",bc_map,"0x99CC00";
		$@gdeventv_a2 = 5;
	}
	end;
}
*/

arug_que01,98,105,3	script	#aru_flower_01::GD_Ev_Flower	4_YELL_FLOWER,{
	end;
}

arug_que01,94,105,3	duplicate(GD_Ev_Flower)	#aru_flower_02	4_RED_FLOWER
arug_que01,90,105,3	duplicate(GD_Ev_Flower)	#aru_flower_03	4_YELL_FLOWER
arug_que01,86,105,3	duplicate(GD_Ev_Flower)	#aru_flower_04	4_RED_FLOWER
arug_que01,82,105,3	duplicate(GD_Ev_Flower)	#aru_flower_05	4_YELL_FLOWER
arug_que01,79,103,3	duplicate(GD_Ev_Flower)	#aru_flower_06	4_RED_FLOWER
arug_que01,79,100,3	duplicate(GD_Ev_Flower)	#aru_flower_07	4_YELL_FLOWER
arug_que01,79,97,3	duplicate(GD_Ev_Flower)	#aru_flower_08	4_RED_FLOWER
arug_que01,79,97,3	duplicate(GD_Ev_Flower)	#aru_flower_09	4_YELL_FLOWER
arug_que01,79,94,3	duplicate(GD_Ev_Flower)	#aru_flower_10	4_RED_FLOWER
arug_que01,79,91,3	duplicate(GD_Ev_Flower)	#aru_flower_11	4_YELL_FLOWER
arug_que01,79,88,3	duplicate(GD_Ev_Flower)	#aru_flower_12	4_RED_FLOWER
arug_que01,79,85,3	duplicate(GD_Ev_Flower)	#aru_flower_13	4_YELL_FLOWER
arug_que01,79,82,3	duplicate(GD_Ev_Flower)	#aru_flower_14	4_RED_FLOWER
arug_que01,79,79,3	duplicate(GD_Ev_Flower)	#aru_flower_15	4_YELL_FLOWER
arug_que01,79,76,3	duplicate(GD_Ev_Flower)	#aru_flower_16	4_RED_FLOWER
arug_que01,79,73,3	duplicate(GD_Ev_Flower)	#aru_flower_17	4_YELL_FLOWER
arug_que01,79,70,3	duplicate(GD_Ev_Flower)	#aru_flower_18	4_RED_FLOWER
arug_que01,79,67,3	duplicate(GD_Ev_Flower)	#aru_flower_19	4_YELL_FLOWER
arug_que01,79,64,3	duplicate(GD_Ev_Flower)	#aru_flower_20	4_RED_FLOWER
arug_que01,79,61,3	duplicate(GD_Ev_Flower)	#aru_flower_21	4_YELL_FLOWER
arug_que01,79,58,3	duplicate(GD_Ev_Flower)	#aru_flower_22	4_RED_FLOWER
arug_que01,84,58,3	duplicate(GD_Ev_Flower)	#aru_flower_23	4_YELL_FLOWER
arug_que01,89,58,3	duplicate(GD_Ev_Flower)	#aru_flower_24	4_RED_FLOWER
arug_que01,94,58,3	duplicate(GD_Ev_Flower)	#aru_flower_25	4_YELL_FLOWER
arug_que01,99,58,3	duplicate(GD_Ev_Flower)	#aru_flower_26	4_RED_FLOWER
arug_que01,104,58,3	duplicate(GD_Ev_Flower)	#aru_flower_27	4_YELL_FLOWER
arug_que01,109,58,3	duplicate(GD_Ev_Flower)	#aru_flower_28	4_RED_FLOWER
arug_que01,114,58,3	duplicate(GD_Ev_Flower)	#aru_flower_29	4_YELL_FLOWER
arug_que01,119,58,3	duplicate(GD_Ev_Flower)	#aru_flower_30	4_RED_FLOWER
arug_que01,124,58,3	duplicate(GD_Ev_Flower)	#aru_flower_31	4_YELL_FLOWER
arug_que01,129,58,3	duplicate(GD_Ev_Flower)	#aru_flower_32	4_RED_FLOWER
arug_que01,129,105,3	duplicate(GD_Ev_Flower)	#aru_flower_33	4_YELL_FLOWER
arug_que01,129,103,3	duplicate(GD_Ev_Flower)	#aru_flower_34	4_RED_FLOWER
arug_que01,129,100,3	duplicate(GD_Ev_Flower)	#aru_flower_35	4_YELL_FLOWER
arug_que01,129,97,3	duplicate(GD_Ev_Flower)	#aru_flower_36	4_RED_FLOWER
arug_que01,129,97,3	duplicate(GD_Ev_Flower)	#aru_flower_37	4_YELL_FLOWER
arug_que01,129,94,3	duplicate(GD_Ev_Flower)	#aru_flower_38	4_RED_FLOWER
arug_que01,129,91,3	duplicate(GD_Ev_Flower)	#aru_flower_39	4_YELL_FLOWER
arug_que01,129,88,3	duplicate(GD_Ev_Flower)	#aru_flower_40	4_RED_FLOWER
arug_que01,129,85,3	duplicate(GD_Ev_Flower)	#aru_flower_41	4_YELL_FLOWER
arug_que01,129,82,3	duplicate(GD_Ev_Flower)	#aru_flower_42	4_RED_FLOWER
arug_que01,129,79,3	duplicate(GD_Ev_Flower)	#aru_flower_43	4_YELL_FLOWER
arug_que01,129,76,3	duplicate(GD_Ev_Flower)	#aru_flower_44	4_RED_FLOWER
arug_que01,129,73,3	duplicate(GD_Ev_Flower)	#aru_flower_45	4_YELL_FLOWER
arug_que01,129,70,3	duplicate(GD_Ev_Flower)	#aru_flower_46	4_RED_FLOWER
arug_que01,129,67,3	duplicate(GD_Ev_Flower)	#aru_flower_47	4_YELL_FLOWER
arug_que01,129,64,3	duplicate(GD_Ev_Flower)	#aru_flower_48	4_RED_FLOWER
arug_que01,129,61,3	duplicate(GD_Ev_Flower)	#aru_flower_49	4_YELL_FLOWER
arug_que01,129,58,3	duplicate(GD_Ev_Flower)	#aru_flower_50	4_RED_FLOWER
arug_que01,124,105,3	duplicate(GD_Ev_Flower)	#aru_flower_51	4_YELL_FLOWER
arug_que01,119,105,3	duplicate(GD_Ev_Flower)	#aru_flower_52	4_RED_FLOWER
arug_que01,114,105,3	duplicate(GD_Ev_Flower)	#aru_flower_53	4_YELL_FLOWER
arug_que01,109,105,3	duplicate(GD_Ev_Flower)	#aru_flower_54	4_RED_FLOWER
arug_que01,104,105,3	duplicate(GD_Ev_Flower)	#aru_flower_55	4_BLUE_FLOWER

arug_dun01,5,5,1	script	Event controller#aru_gd	4_DOG01,{
	if (callfunc("F_GM_NPC",1854,0) < 1) {
		mes "Incorrect password.";
		close;
	} else {
		mes "How can I help you?";
		next;
		switch(select("Reset.", "No, thanks.")) {
		case 1:
			mes "Completed.";
			donpcevent "Monster Controler1#aru::OnControler1#aru_gd";
			donpcevent "Monster Controler1#aru::OnControler1#aru_gd";
			disablenpc "Dwarf#aru_gd";
			$@gdeventv_a1 = 0;
			$@gdeventv_a2 = 0;
			$@gdevents_a$ = "";
			close;
		case 2:
			mes "Good bye~";
			close;
		}
	}
}