summaryrefslogblamecommitdiff
path: root/npc/other/monster_race.txt
blob: 08ac734b6e852d9e900d71e4ec02b682a17a3c70 (plain) (tree)
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//===== eAthena Script =======================================
//= Hugel Monster Races
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
//===== Compatible With: =====================================
//= eAthena SVN (Trunk, r12752+)
//===== Description: =========================================
//= [Aegis Conversion]
//= - Hugel Monster Races (Single and Double)
//= - Prize Medal Exchanging, and Monster Track NPCs.
//= - Contains both euRO and iRO dialog.
//= - There are no permenent variables.
//===== Additional Comments: =================================
//= 1.0 First version. Please report bugs. [L0ne_W0lf]
//= 1.1 Corrected a minor typo. [L0ne_W0lf]
//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
//= 1.3 Ei'felle now gives Exercise. (Bugreport:4092) [L0ne_W0lf]
//= 1.4 Fixed call to a non-existant event. [L0ne_W0lf]
//= 1.5 Updated Dialog. [L0e_W0lf]
//============================================================

//============================================================
// Monstrer Race - Single Monster Race
//============================================================
hugel,51,61,0	script	#race_timer1-1	-1,{
OnInit:
	enablenpc "#race_timer1-1";
	set $@mon_time_1_1,2;
	initnpctimer;
	end;

OnEnable:
	enablenpc "#race_timer1-1";
	set $@mon_time_1_1,2;
	initnpctimer;
	end;

OnDisable:
	disablenpc "#race_timer1-1";
	stopnpctimer;
	end;

OnTimer10000:
	mapannounce "hugel","The Single Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0x87ceeb";
	end;

OnTimer30000:
	mapannounce "hugel","The Single Monster Race Arena has just opened.",bc_map,"0x87ceeb";
	set $@mon_time_1_1,1;
	donpcevent "Race Progress Timer::OnEnable";
	end;

OnTimer90000:
	mapannounce "hugel","The Single Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0x87ceeb";
	end;

OnTimer210000:
	mapannounce "hugel","The entrance to the Single Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0x87ceeb";
	end;

OnTimer270000:
	mapannounce "hugel","The Single Monster Race Arena's entrance will soon close.",bc_map,"0x87ceeb";
	end;

OnTimer272000:
	mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0x87ceeb";
	end;

OnTimer330000:
	mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0x87ceeb";
	set $@mon_time_1_1,0;
	donpcevent "#race_timer1-1::OnDisable";
	stopnpctimer;

	end;
}

p_track01,58,0,0	script	Race Progress Timer	-1,{
OnInit:
	disablenpc "Race Progress Timer";
	end;

OnEnable:
	enablenpc "Race Progress Timer";
	initnpctimer;
	enablenpc "starting#1";
	enablenpc "starting#2";
	enablenpc "starting#3";
	enablenpc "starting#4";
	enablenpc "starting#5";
	enablenpc "starting#6";

	set .@1st_line,rand(1,70);
	if ((.@1st_line > 0) && (.@1st_line < 11)) {
		set $@mr_1_luk1,.@1st_line;
		enablenpc "Luk#5";
		enablenpc "Luk#6";
		set .@tired1,rand(50,60);
		if (.@tired1 > 49) && (.@tired1 < 61) {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
		}
	}
	else if ((.@1st_line > 10) && (.@1st_line < 31)) {
		set $@mr_1_luk1,.@1st_line;
		
		enablenpc "Luk#5";
		set .@tired1,rand(40,60);
		if (.@tired1 > 49) && (.@tired1 < 61) {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
		}
		else {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
		}
	}
	else if ((.@1st_line > 20) && (.@1st_line < 41)) {
		set $@mr_1_luk1,.@1st_line;
		enablenpc "Luk#1";
		set .@tired1,rand(30,50);
		if (.@tired1 > 39) && (.@tired1 < 51) {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
		}
		else {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
		}
	}
	else if ((.@1st_line > 40) && (.@1st_line < 51)) {
		set $@mr_1_luk1,.@1st_line;
		enablenpc "Luk#1";
		enablenpc "Luk#2";
		set .@tired1,rand(20,40);
		if (.@tired1 > 29) && (.@tired1 < 41) {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
		}
		else {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
			enablenpc "Tire#4";
		}
	}
	else if ((.@1st_line > 50) && (.@1st_line < 61)) {
		set $@mr_1_luk1,.@1st_line;
		enablenpc "Luk#1";
		enablenpc "Luk#2";
		enablenpc "Luk#3";
		set .@tired1,rand(10,30);
		if (.@tired1 > 19) && (.@tired1 < 31) {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
			enablenpc "Tire#4";
		}
		else {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
			enablenpc "Tire#4";
			enablenpc "Tire#5";
		}
	}
	else if ((.@1st_line > 60) && (.@1st_line < 71)) {
		set $@mr_1_luk1,.@1st_line;
		enablenpc "Luk#1";
		enablenpc "Luk#2";
		enablenpc "Luk#3";
		enablenpc "Luk#4";
		set .@tired1,rand(0,20);
		if (.@tired1 > 9) && (.@tired1 < 21) {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
			enablenpc "Tire#4";
			enablenpc "Tire#5";
		}
		else {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
			enablenpc "Tire#4";
			enablenpc "Tire#5";
			enablenpc "Tire#6";
		}
	}
	else {
		set $@mr_1_luk1,.@1st_line;
		enablenpc "Luk#1";
		enablenpc "Luk#2";
		enablenpc "Luk#3";
		enablenpc "Luk#4";
		set .@tired1,rand(0,20);
		if (.@tired1 > 9) && (.@tired1 < 21) {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
			enablenpc "Tire#4";
			enablenpc "Tire#5";
		}
		else {
			set $@mr_1_tire1,.@tired1;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
			enablenpc "Tire#4";
			enablenpc "Tire#5";
			enablenpc "Tire#6";
		}
	}
	set .@2nd_line,rand(1,70);
	if ((.@2nd_line > 0) && (.@2nd_line < 11)) {
		set $@mr_1_luk2,.@2nd_line;
		enablenpc "Luk2#5";
		enablenpc "Luk2#6";
		set .@tired2,rand(50,60);
		if (.@tired2 > 49) && (.@tired2 < 61) {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#2";
		}
	}
	else if ((.@2nd_line > 10) && (.@2nd_line < 31)) {
		set $@mr_1_luk2,.@2nd_line;
		enablenpc "Luk2#5";
		set .@tired2,rand(40,60);
		if (.@tired2 > 49) && (.@tired2 < 61) {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
		}
		else {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
		}
	}
	else if ((.@2nd_line > 20) && (.@2nd_line < 41)) {
		set $@mr_1_luk2,.@2nd_line;
		enablenpc "Luk2#1";
		set .@tired2,rand(30,50);
		if (.@tired2 > 39) && (.@tired2 < 51) {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
		}
		else {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
		}
	}
	else if ((.@2nd_line > 40) && (.@2nd_line < 51)) {
		set $@mr_1_luk2,.@2nd_line;
		enablenpc "Luk2#1";
		enablenpc "Luk2#2";
		set .@tired2,rand(20,40);
		if (.@tired2 > 29) && (.@tired2 < 41) {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
		}
		else {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
			enablenpc "Tire2#4";
		}
	}
	else if ((.@2nd_line > 50) && (.@2nd_line < 61)) {
		set $@mr_1_luk2,.@2nd_line;
		enablenpc "Luk2#1";
		enablenpc "Luk2#2";
		enablenpc "Luk2#3";
		set .@tired2,rand(10,30);
		if (.@tired2 > 19) && (.@tired2 < 31) {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
			enablenpc "Tire2#4";
		}
		else {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
			enablenpc "Tire2#4";
			enablenpc "Tire2#5";
		}
	}
	else if ((.@2nd_line > 60) && (.@2nd_line < 71)) {
		set $@mr_1_luk2,.@2nd_line;
		enablenpc "Luk2#1";
		enablenpc "Luk2#2";
		enablenpc "Luk2#3";
		enablenpc "Luk2#4";
		set .@tired2,rand(0,20);
		if (.@tired2 > 9) && (.@tired2 < 21) {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
			enablenpc "Tire2#4";
			enablenpc "Tire2#5";
		}
		else {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
			enablenpc "Tire2#4";
			enablenpc "Tire2#5";
			enablenpc "Tire2#6";
		}
	}
	else {
		set $@mr_1_luk2,.@2nd_line;
		enablenpc "Luk2#1";
		enablenpc "Luk2#2";
		enablenpc "Luk2#3";
		enablenpc "Luk2#4";
		set .@tired2,rand(0,20);
		if (.@tired2 > 9) && (.@tired2 < 21) {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
			enablenpc "Tire2#4";
			enablenpc "Tire2#5";
		}
		else {
			set $@mr_1_tire2,.@tired2;
			enablenpc "Tire2#1";
			enablenpc "Tire2#2";
			enablenpc "Tire2#3";
			enablenpc "Tire2#4";
			enablenpc "Tire2#5";
			enablenpc "Tire2#6";
		}
	}
	set .@3rd_line,rand(1,70);
	if ((.@3rd_line > 0) && (.@3rd_line < 11)) {
		set $@mr_1_luk3,.@3rd_line;
		enablenpc "Luk3#5";
		enablenpc "Luk3#6";
		set .@tired3,rand(50,60);
		if (.@tired3 > 49) && (.@tired3 < 61) {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
		}

	}
	else if ((.@3rd_line > 10) && (.@3rd_line < 31)) {
		set $@mr_1_luk3,.@3rd_line;
		enablenpc "Luk3#5";
		set .@tired3,rand(40,60);
		if (.@tired3 > 49) && (.@tired3 < 61) {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
		}
		else {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
		}

	}
	else if ((.@3rd_line > 20) && (.@3rd_line < 41)) {
		set $@mr_1_luk3,.@3rd_line;
		enablenpc "Luk3#1";
		set .@tired3,rand(30,50);
		if (.@tired3 > 39) && (.@tired3 < 51) {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
		}
		else {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
			enablenpc "Tire3#3";
		}
	}
	else if ((.@3rd_line > 40) && (.@3rd_line < 51)) {
		set $@mr_1_luk3,.@3rd_line;
		enablenpc "Luk3#1";
		enablenpc "Luk3#2";
		set .@tired3,rand(20,40);
		if (.@tired3 > 29) && (.@tired3 < 41) {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
			enablenpc "Tire3#3";
		}
		else {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
			enablenpc "Tire3#3";
			enablenpc "Tire3#4";
		}
	}
	else if ((.@3rd_line > 50) && (.@3rd_line < 61)) {
		set $@mr_1_luk3,.@3rd_line;
		enablenpc "Luk3#1";
		enablenpc "Luk3#2";
		enablenpc "Luk3#3";
		set .@tired3,rand(10,30);
		if (.@tired3 > 19) && (.@tired3 < 31) {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
			enablenpc "Tire3#3";
			enablenpc "Tire3#4";
		}
		else {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
			enablenpc "Tire#3";
			enablenpc "Tire#4";
			enablenpc "Tire#5";
		}
	}
	else if ((.@3rd_line > 60) && (.@3rd_line < 71)) {
		set $@mr_1_luk3,.@3rd_line;
		enablenpc "Luk3#1";
		enablenpc "Luk3#2";
		enablenpc "Luk3#3";
		enablenpc "Luk3#4";
		set .@tired3,rand(0,20);
		if (.@tired3 > 9) && (.@tired3 < 21) {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
			enablenpc "Tire3#3";
			enablenpc "Tire3#4";
			enablenpc "Tire3#5";
		}
		else {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
			enablenpc "Tire3#3";
			enablenpc "Tire3#4";
			enablenpc "Tire3#5";
			enablenpc "Tire3#6";
		}
	}
	else {
		set $@mr_1_luk3,.@3rd_line;
		enablenpc "Luk3#1";
		enablenpc "Luk3#2";
		enablenpc "Luk3#3";
		enablenpc "Luk3#4";
		set .@tired3,rand(0,20);
		if (.@tired3 > 9) && (.@tired3 < 21) {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
			enablenpc "Tire3#3";
			enablenpc "Tire3#4";
			enablenpc "Tire3#5";
		}
		else {
			set $@mr_1_tire3,.@tired3;
			enablenpc "Tire3#1";
			enablenpc "Tire3#2";
			enablenpc "Tire3#3";
			enablenpc "Tire3#4";
			enablenpc "Tire3#5";
			enablenpc "Tire3#6";
		}
	}
	set .@4th_line,rand(1,70);
	if ((.@4th_line > 0) && (.@4th_line < 11)) {
		set $@mr_1_luk4,.@4th_line;
		enablenpc "Luk4#5";
		enablenpc "Luk4#6";
		set .@tired4,rand(50,60);
		if (.@tired4 > 49) && (.@tired4 < 61) {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
		}
	}
	else if ((.@4th_line > 10) && (.@4th_line < 31)) {
		set $@mr_1_luk4,.@4th_line;
		enablenpc "Luk4#5";
		set .@tired4,rand(40,60);
		if (.@tired4 > 49) && (.@tired4 < 61) {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire#1";
		}
		else {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire#1";
			enablenpc "Tire#2";
		}
	}
	else if ((.@4th_line > 20) && (.@4th_line < 41)) {
		set $@mr_1_luk4,.@4th_line;
		enablenpc "Luk4#1";
		set .@tired4,rand(30,50);
		if (.@tired4 > 39) && (.@tired4 < 51) {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
		}
		else {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
		}
	}
	else if ((.@4th_line > 40) && (.@4th_line < 51)) {
		set $@mr_1_luk4,.@4th_line;
		enablenpc "Luk4#1";
		enablenpc "Luk4#2";
		set .@tired4,rand(20,40);
		if (.@tired4 > 29) && (.@tired4 < 41) {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
		}
		else {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
			enablenpc "Tire4#4";
		}
	}
	else if ((.@4th_line > 50) && (.@4th_line < 61)) {
		set $@mr_1_luk4,.@4th_line;
		enablenpc "Luk#1";
		enablenpc "Luk#2";
		enablenpc "Luk#3";
		set .@tired4,rand(10,30);
		if (.@tired4 > 19) && (.@tired4 < 31) {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
			enablenpc "Tire4#4";
		}
		else {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
			enablenpc "Tire4#4";
			enablenpc "Tire4#5";
		}
	}
	else if ((.@4th_line > 60) && (.@4th_line < 71)) {
		set $@mr_1_luk4,.@4th_line;
		enablenpc "Luk4#1";
		enablenpc "Luk4#2";
		enablenpc "Luk4#3";
		enablenpc "Luk4#4";
		set .@tired4,rand(0,20);
		if (.@tired4 > 9) && (.@tired4 < 21) {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
			enablenpc "Tire4#4";
			enablenpc "Tire4#5";
		}
		else {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
			enablenpc "Tire4#4";
			enablenpc "Tire4#5";
			enablenpc "Tire4#6";
		}
	}
	else {
		set $@mr_1_luk4,.@4th_line;
		enablenpc "Luk4#1";
		enablenpc "Luk4#2";
		enablenpc "Luk4#3";
		enablenpc "Luk4#4";
		set .@tired4,rand(0,20);
		if (.@tired4 > 9) && (.@tired4 < 21) {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
			enablenpc "Tire4#4";
			enablenpc "Tire4#5";
		}
		else {
			set $@mr_1_tire4,.@tired4;
			enablenpc "Tire4#1";
			enablenpc "Tire4#2";
			enablenpc "Tire4#3";
			enablenpc "Tire4#4";
			enablenpc "Tire4#5";
			enablenpc "Tire4#6";
		}
	}
	set .@5th_line,rand(1,70);
	if ((.@5th_line > 0) && (.@5th_line < 11)) {
		set $@mr_1_luk5,.@5th_line;
		enablenpc "Luk5#5";
		enablenpc "Luk5#6";
		set .@tired5,rand(50,60);
		if (.@tired5 > 49) && (.@tired5 < 61) {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
		}
	}
	else if ((.@5th_line > 10) && (.@5th_line < 31)) {
		set $@mr_1_luk5,.@5th_line;
		enablenpc "Luk5#5";
		set .@tired5,rand(40,60);
		if (.@tired5 > 49) && (.@tired5 < 61) {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
		}
		else {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
		}
	}
	else if ((.@5th_line > 20) && (.@5th_line < 41)) {
		set $@mr_1_luk5,.@5th_line;
		enablenpc "Luk5#1";
		set .@tired5,rand(30,50);
		if (.@tired5 > 39) && (.@tired5 < 51) {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
		}
		else {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
		}
	}
	else if ((.@5th_line > 40) && (.@5th_line < 51)) {
		set $@mr_1_luk5,.@5th_line;
		enablenpc "Luk5#1";
		enablenpc "Luk5#2";
		set .@tired5,rand(20,40);
		if (.@tired5 > 29) && (.@tired5 < 41) {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
		}
		else {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
			enablenpc "Tire5#4";
		}
	}
	else if ((.@5th_line > 50) && (.@5th_line < 61)) {
		set $@mr_1_luk5,.@5th_line;
		enablenpc "Luk5#1";
		enablenpc "Luk5#2";
		enablenpc "Luk5#3";
		set .@tired5,rand(10,30);
		if (.@tired5 > 19) && (.@tired5 < 31) {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
			enablenpc "Tire5#4";
		}
		else {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
			enablenpc "Tire5#4";
			enablenpc "Tire5#5";
		}
	}
	else if ((.@5th_line > 60) && (.@5th_line < 71)) {
		set $@mr_1_luk5,.@5th_line;
		enablenpc "Luk5#1";
		enablenpc "Luk5#2";
		enablenpc "Luk5#3";
		enablenpc "Luk5#4";
		set .@tired5,rand(0,20);
		if (.@tired5 > 9) && (.@tired5 < 21) {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
			enablenpc "Tire5#4";
			enablenpc "Tire5#5";
		}
		else {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
			enablenpc "Tire5#4";
			enablenpc "Tire5#5";
			enablenpc "Tire5#6";
		}
	}
	else {
		set $@mr_1_luk5,.@5th_line;
		enablenpc "Luk5#1";
		enablenpc "Luk5#2";
		enablenpc "Luk5#3";
		enablenpc "Luk5#4";
		set .@tired5,rand(0,20);
		if (.@tired5 > 9) && (.@tired5 < 21) {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
			enablenpc "Tire5#4";
			enablenpc "Tire5#5";
		}
		else {
			set $@mr_1_tire5,.@tired5;
			enablenpc "Tire5#1";
			enablenpc "Tire5#2";
			enablenpc "Tire5#3";
			enablenpc "Tire5#4";
			enablenpc "Tire5#5";
			enablenpc "Tire5#6";
		}
	}
	set .@6th_line,rand(1,70);
	if ((.@6th_line > 0) && (.@6th_line < 11)) {
		set $@mr_1_luk6,.@6th_line;
		enablenpc "Luk6#5";
		enablenpc "Luk6#6";
		set .@tired6,rand(50,60);
		if (.@tired6 > 49) && (.@tired6 < 61) {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
		}
	}
	else if ((.@6th_line > 10) && (.@6th_line < 31)) {
		set $@mr_1_luk6,.@6th_line;
		enablenpc "Luk6#5";
		set .@tired6,rand(40,60);
		if (.@tired6 > 49) && (.@tired6 < 61) {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
		}
		else {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
		}
	}
	else if ((.@6th_line > 20) && (.@6th_line < 41)) {
		set $@mr_1_luk6,.@6th_line;
		enablenpc "Luk6#1";
		set .@tired6,rand(30,50);
		if (.@tired6 > 39) && (.@tired6 < 51) {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
		}
		else {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
		}
	}
	else if ((.@6th_line > 40) && (.@6th_line < 51)) {
		set $@mr_1_luk6,.@6th_line;
		enablenpc "Luk6#1";
		enablenpc "Luk6#2";
		set .@tired6,rand(20,40);
		if (.@tired6 > 29) && (.@tired6 < 41) {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
		}
		else {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
			enablenpc "Tire6#4";
		}
	}
	else if ((.@6th_line > 50) && (.@6th_line < 61)) {
		set $@mr_1_luk6,.@6th_line;
		enablenpc "Luk6#1";
		enablenpc "Luk6#2";
		enablenpc "Luk6#3";
		set .@tired6,rand(10,30);
		if (.@tired6 > 19) && (.@tired6 < 31) {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
			enablenpc "Tire6#4";
		}
		else {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
			enablenpc "Tire6#4";
			enablenpc "Tire6#5";
		}
	}
	else if ((.@6th_line > 60) && (.@6th_line < 71)) {
		set $@mr_1_luk6,.@6th_line;
		enablenpc "Luk6#1";
		enablenpc "Luk6#2";
		enablenpc "Luk6#3";
		enablenpc "Luk6#4";
		set .@tired6,rand(0,20);
		if (.@tired6 > 9) && (.@tired6 < 21) {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
			enablenpc "Tire6#4";
			enablenpc "Tire6#5";
		}
		else {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
			enablenpc "Tire6#4";
			enablenpc "Tire6#5";
			enablenpc "Tire6#6";
		}
	}
	else {
		set $@mr_1_luk6,.@6th_line;
		enablenpc "Luk6#1";
		enablenpc "Luk6#2";
		enablenpc "Luk6#3";
		enablenpc "Luk6#4";
		set .@tired6,rand(0,20);
		if (.@tired6 > 9) && (.@tired6 < 21) {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
			enablenpc "Tire6#4";
			enablenpc "Tire6#5";
		}
		else {
			set $@mr_1_tire6,.@tired6;
			enablenpc "Tire6#1";
			enablenpc "Tire6#2";
			enablenpc "Tire6#3";
			enablenpc "Tire6#4";
			enablenpc "Tire6#5";
			enablenpc "Tire6#6";
		}
	}
	end;

OnDisable:
	disablenpc "Race Progress Timer";
	stopnpctimer;
	end;

OnTimer1000:
	enablenpc "Ticket Helper#single";
	end;

OnTimer7000:
	mapannounce "p_track01","Welcome to the Monster Race Arena.",bc_map,"0xffb6c1";
	end;

OnTimer10000:
	mapannounce "p_track01","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0xffb6c1";
	end;

OnTimer120000:
	mapannounce "p_track01","The Single Monster Race will start in 3 minutes.",bc_map,"0xffb6c1";
	end;

OnTimer123000:
	mapannounce "p_track01","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0xffb6c1";
	end;

OnTimer240000:
	mapannounce "p_track01","The Single Monster Race will start shortly.",bc_map,"0xffb6c1";
	end;

OnTimer243000:
	mapannounce "p_track01","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0xffb6c1";
	end;

OnTimer300000:
	mapannounce "p_track01","The Monster Race has already begun. Good luck to all the participants.",bc_map,"0xffb6c1";
	set $@mon_time_1_1,0;
	set $@monster_race,0;
	disablenpc "Ticket Helper#single";
	donpcevent "Runner No. 1::OnEnable";
	donpcevent "Runner No. 2::OnEnable";
	donpcevent "Runner No. 3::OnEnable";
	donpcevent "Runner No. 4::OnEnable";
	donpcevent "Runner No. 5::OnEnable";
	donpcevent "Runner No. 6::OnEnable";
	stopnpctimer;
	end;
}

p_track01,73,22,1	script	Ticket Helper#single	899,{
	if (checkweight(908,200) == 0) {
		mes "[Ticket Helper]";
		mes "Welcome to the";
		mes "Monster Race Arena.";
		mes "If you'd like to participate";
		mes "in the ^3131FFSingle Monster Race^000000,";
		mes "then please select 1 out of";
		mes "the 6 monsters from the list.";
		next;
		mes "[Ticket Helper]";
		mes "Wait, wait...";
		mes "I can't give you";
		mes "anything right now.";
		mes "You're carrying way";
		mes "too many things...";
		close;
	}
	mes "[Ticket Helper]";
	mes "Welcome to the";
	mes "Monster Race Arena.";
	mes "If you'd like to participate";
	mes "in the ^3131FFSingle Monster Race^000000,";
	mes "then please select 1 out of";
	mes "the 6 monsters from the list.";
	next;
	switch(select("Monster Status:Monster 1:Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) {
	case 1:
		mes "Monster 1 [^CC6600Luck^000000: " + $@mr_1_luk1 + "] [^EE0000HP^000000: " + $@mr_1_tire1 + "]";
		mes "Monster 2 [^CC6600Luck^000000: " + $@mr_1_luk2 + "] [^EE0000HP^000000: " + $@mr_1_tire2 + "]";
		mes "Monster 3 [^CC6600Luck^000000: " + $@mr_1_luk3 + "] [^EE0000HP^000000: " + $@mr_1_tire3 + "]";
		mes "Monster 4 [^CC6600Luck^000000: " + $@mr_1_luk4 + "] [^EE0000HP^000000: " + $@mr_1_tire4 + "]";
		mes "Monster 5 [^CC6600Luck^000000: " + $@mr_1_luk5 + "] [^EE0000HP^000000: " + $@mr_1_tire5 + "]";
		mes "Monster 6 [^CC6600Luck^000000: " + $@mr_1_luk6 + "] [^EE0000HP^000000: " + $@mr_1_tire6 + "]";
		close;
	case 2:
		if ($@mon_time_1_1 == 1) {
			if (monster_race_1 > 0) {
				mes "[Ticket Helper]";
				mes "You have selected";
				mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
				mes "Single Monster Race.";
				mes "The start of the race";
				mes "will be announced soon,";
				mes "so please wait. Thank you.";
				close;
			}
			else {
				mes "[Ticket Helper]";
				mes "You've chosen Monster 1?";
				mes "Alright then, please wait";
				mes "until the start of the race is";
				mes "announced. If the monster you";
				mes "picked wins, then please use this ticket to redeem your prize.";
				getitem 7514,1; //Monster_Ticket
				set monster_race_1,1;
				close;
			}
		}
		else {
			mes "[Ticket Helper]";
			mes "I'm sorry, but a Monster";
			mes "Race is now in progress.";
			mes "If you'd like to participate, then please wait for the next race.";
			close;
		}
	case 3:
		if ($@mon_time_1_1 == 1) {
			if (monster_race_1 > 0) {
				mes "[Ticket Helper]";
				mes "You have selected";
				mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
				mes "Single Monster Race.";
				mes "The start of the race";
				mes "will be announced soon,";
				mes "so please wait. Thank you.";
				close;
			}
			else {
				mes "[Ticket Helper]";
				mes "You've chosen Monster 2?";
				mes "Alright then, please wait";
				mes "until the start of the race is";
				mes "announced. If the monster you";
				mes "picked wins, then please use";
				mes "this ticket to redeem your prize.";
				getitem 7514,1; //Monster_Ticket
				set monster_race_1,2;
				close;
			}
		}
		else {
			mes "[Ticket Helper]";
			mes "I'm sorry, but a Monster";
			mes "Race is now in progress.";
			mes "If you'd like to participate, then please wait for the next race.";
			close;
		}
	case 4:
		if ($@mon_time_1_1 == 1) {
			if (monster_race_1 > 0) {
				mes "[Ticket Helper]";
				mes "You have selected";
				mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
				mes "Single Monster Race.";
				mes "The start of the race";
				mes "will be announced soon,";
				mes "so please wait. Thank you.";
				close;
			}
			else {
				mes "[Ticket Helper]";
				mes "You've chosen Monster 3?";
				mes "Alright then, please wait";
				mes "until the start of the race is";
				mes "announced. If the monster you";
				mes "picked wins, then please use this ticket to redeem your prize.";
				getitem 7514,1; //Monster_Ticket
				set monster_race_1,3;
				close;
			}
		}
		else {
			mes "[Ticket Helper]";
			mes "I'm sorry, but a Monster";
			mes "Race is now in progress.";
			mes "If you'd like to participate, then please wait for the next race.";
			close;
		}
	case 5:
		if ($@mon_time_1_1 == 1) {
			if (monster_race_1 > 0) {
				mes "[Ticket Helper]";
				mes "You have selected";
				mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
				mes "Single Monster Race.";
				mes "The start of the race";
				mes "will be announced soon,";
				mes "so please wait. Thank you.";
				close;
			}
			else {
				mes "[Ticket Helper]";
				mes "You've chosen Monster 4?";
				mes "Alright then, please wait";
				mes "until the start of the race is";
				mes "announced. If the monster you";
				mes "picked wins, then please use this ticket to redeem your prize.";
				getitem 7514,1; //Monster_Ticket
				set monster_race_1,4;
				close;
			}
		}
		else {
			mes "[Ticket Helper]";
			mes "I'm sorry, but a Monster";
			mes "Race is now in progress.";
			mes "If you'd like to participate, then please wait for the next race.";
			close;
		}
	case 6:
		if ($@mon_time_1_1 == 1) {
			if (monster_race_1 > 0) {
				mes "[Ticket Helper]";
				mes "You have selected";
				mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
				mes "Single Monster Race.";
				mes "The start of the race";
				mes "will be announced soon,";
				mes "so please wait. Thank you.";
				close;
			}
			else {
				mes "[Ticket Helper]";
				mes "You've chosen Monster 5?";
				mes "Alright then, please wait";
				mes "until the start of the race is";
				mes "announced. If the monster you";
				mes "picked wins, then please use this ticket to redeem your prize.";
				getitem 7514,1; //Monster_Ticket
				set monster_race_1,5;
				close;
			}
		}
		else {
			mes "[Ticket Helper]";
			mes "I'm sorry, but a Monster";
			mes "Race is now in progress.";
			mes "If you'd like to participate, then please wait for the next race.";
			close;
		}
	case 7:
		if ($@mon_time_1_1 == 1) {
			if (monster_race_1 > 0) {
				mes "[Ticket Helper]";
				mes "You have selected";
				mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
				mes "Single Monster Race.";
				mes "The start of the race";
				mes "will be announced soon,";
				mes "so please wait. Thank you.";
				close;
			}
			else {
				mes "[Ticket Helper]";
				mes "You've chosen Monster 6?";
				mes "Alright then, please wait";
				mes "until the start of the race is";
				mes "announced. If the monster you";
				mes "picked wins, then please use this ticket to redeem your prize.";
				getitem 7514,1; //Monster_Ticket
				set monster_race_1,6;
				close;
			}
		}
		else {
			mes "[Ticket Helper]";
			mes "I'm sorry, but a Monster";
			mes "Race is now in progress.";
			mes "If you'd like to participate, then please wait for the next race.";
			close;
		}
	}
	close;

OnInit:
	disablenpc "Ticket Helper#single";
	end;
}

p_track01,30,38,0	script	Runner No. 1	-1,1,0,{
	end;

OnInit:
	disablenpc "Runner No. 1";
	end;

OnEnable:
	emotion e_gasp;
	enablenpc "Runner No. 1";
	monster "p_track01",58,38,"The 1st Racer",1725,1,"Runner No. 1::OnMyMobDead";
	end;

OnDisable:
	disablenpc "Runner No. 1";
	killmonster "p_track01","Runner No. 1::OnMyMobDead";
	end;

OnTouchNPC:
	initnpctimer;
	set $@monster_race,1;
	donpcevent "Runner No. 2::OnDisable";
	donpcevent "Runner No. 3::OnDisable";
	donpcevent "Runner No. 4::OnDisable";
	donpcevent "Runner No. 5::OnDisable";
	donpcevent "Runner No. 6::OnDisable";
	end;

OnTimer1000:
	mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
	end;

OnTimer2000:
	mapannounce "p_track01","Monster 1 is the winner of this race!",bc_map,"0x33FF66";
	end;

OnTimer6000:
	mapannounce "p_track01","If you wagered on Monster 1 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
	end;

OnTimer8000:
	mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
	end;

OnTimer9000:
	donpcevent "Medal Distributor#single::OnEnable";
	donpcevent "Runner No. 1::OnDisable";
	killmonster "p_track01","Runner No. 1::OnMyMobDead";
	stopnpctimer;
	end;
}

p_track01,30,36,0	script	Runner No. 2	-1,1,0,{
	end;

OnInit:
	disablenpc "Runner No. 2";
	end;

OnEnable:
	emotion e_gasp;
	enablenpc "Runner No. 2";
	monster "p_track01",58,36,"The 2nd Racer",1726,1,"Runner No. 2::OnMyMobDead";
	end;

OnDisable:
	disablenpc "Runner No. 2";
	killmonster "p_track01","Runner No. 2::OnMyMobDead";
	end;

OnTouchNPC:
	initnpctimer;
	set $@monster_race,2;
	donpcevent "Runner No. 1::OnDisable";
	donpcevent "Runner No. 3::OnDisable";
	donpcevent "Runner No. 4::OnDisable";
	donpcevent "Runner No. 5::OnDisable";
	donpcevent "Runner No. 6::OnDisable";
	end;

OnTimer1000:
	mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
	end;

OnTimer2000:
	mapannounce "p_track01","Monster 2 is the winner of this race!",bc_map,"0x33FF66";
	end;

OnTimer6000:
	mapannounce "p_track01","If you wagered on Monster 2 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
	end;

OnTimer8000:
	mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
	end;

OnTimer9000:
	donpcevent "Medal Distributor#single::OnEnable";
	donpcevent "Runner No. 2::OnDisable";
	killmonster "p_track01","Runner No. 2::OnMyMobDead";
	stopnpctimer;
	end;
}

p_track01,30,34,0	script	Runner No. 3	-1,1,0,{
	end;

OnInit:
	disablenpc "Runner No. 3";
	end;

OnEnable:
	emotion e_gasp;
	enablenpc "Runner No. 3";
	monster "p_track01",58,34,"The 3rd Racer",1727,1,"Runner No. 3::OnMyMobDead";
	end;

OnDisable:
	disablenpc "Runner No. 3";
	killmonster "p_track01","Runner No. 3::OnMyMobDead";
	end;

OnTouchNPC:
	initnpctimer;
	set $@monster_race,3;
	donpcevent "Runner No. 1::OnDisable";
	donpcevent "Runner No. 2::OnDisable";
	donpcevent "Runner No. 4::OnDisable";
	donpcevent "Runner No. 5::OnDisable";
	donpcevent "Runner No. 6::OnDisable";
	end;

OnTimer1000:
	mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
	end;

OnTimer2000:
	mapannounce "p_track01","Monster 3 is the winner of this race!",bc_map,"0x33FF66";
	end;

OnTimer6000:
	mapannounce "p_track01","If you wagered on Monster 3 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
	end;

OnTimer8000:
	mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
	end;

OnTimer9000:
	donpcevent "Medal Distributor#single::OnEnable";
	donpcevent "Runner No. 3::OnDisable";
	killmonster "p_track01","Runner No. 3::OnMyMobDead";
	stopnpctimer;
	end;
}

p_track01,30,32,0	script	Runner No. 4	-1,1,0,{
	end;

OnInit:
	disablenpc "Runner No. 4";
	end;

OnEnable:
	emotion e_gasp;
	enablenpc "Runner No. 4";
	monster "p_track01",58,32,"The 4th Racer",1728,1,"Runner No. 4::OnMyMobDead";
	end;

OnDisable:
	disablenpc "Runner No. 4";
	killmonster "p_track01","Runner No. 4::OnMyMobDead";
	end;

OnTouchNPC:
	initnpctimer;
	set $@monster_race,4;
	donpcevent "Runner No. 1::OnDisable";
	donpcevent "Runner No. 2::OnDisable";
	donpcevent "Runner No. 3::OnDisable";
	donpcevent "Runner No. 5::OnDisable";
	donpcevent "Runner No. 6::OnDisable";
	end;

OnTimer1000:
	mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
	end;

OnTimer2000:
	mapannounce "p_track01","Monster 4 is the winner of this race!",bc_map,"0x33FF66";
	end;

OnTimer6000:
	mapannounce "p_track01","If you wagered on Monster 4 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
	end;

OnTimer8000:
	mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
	end;

OnTimer9000:
	donpcevent "Medal Distributor#single::OnEnable";
	donpcevent "Runner No. 4::OnDisable";
	killmonster "p_track01","Runner No. 4::OnMyMobDead";
	stopnpctimer;
	end;
}

p_track01,30,30,0	script	Runner No. 5	-1,1,0,{
	end;

OnInit:
	disablenpc "Runner No. 5";
	end;

OnEnable:
	emotion e_gasp;
	enablenpc "Runner No. 5";
	monster "p_track01",58,30,"The 5th Racer",1730,1,"Runner No. 5::OnMyMobDead";
	end;

OnDisable:
	disablenpc "Runner No. 5";
	killmonster "p_track01","Runner No. 5::OnMyMobDead";
	end;

OnTouchNPC:
	initnpctimer;
	set $@monster_race,5;
	donpcevent "Runner No. 1::OnDisable";
	donpcevent "Runner No. 2::OnDisable";
	donpcevent "Runner No. 3::OnDisable";
	donpcevent "Runner No. 4::OnDisable";
	donpcevent "Runner No. 6::OnDisable";
	end;

OnTimer1000:
	mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
	end;

OnTimer2000:
	mapannounce "p_track01","Monster 5 is the winner of this race!",bc_map,"0x33FF66";
	end;

OnTimer6000:
	mapannounce "p_track01","If you wagered on Monster 5 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
	end;

OnTimer8000:
	mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
	end;

OnTimer9000:
	donpcevent "Medal Distributor#single::OnEnable";
	donpcevent "Runner No. 5::OnDisable";
	killmonster "p_track01","Runner No. 5::OnMyMobDead";
	stopnpctimer;
	end;
}

p_track01,30,28,0	script	Runner No. 6	-1,1,0,{
	end;

OnInit:
	disablenpc "Runner No. 6";
	end;

OnEnable:
	emotion e_gasp;
	enablenpc "Runner No. 6";
	monster "p_track01",58,28,"The 6th Racer",1729,1,"Runner No. 6::OnMyMobDead";
	end;

OnDisable:
	disablenpc "Runner No. 6";
	killmonster "p_track01","Runner No. 6::OnMyMobDead";
	end;

OnTouchNPC:
	initnpctimer;
	set $@monster_race,6;
	donpcevent "Runner No. 1::OnDisable";
	donpcevent "Runner No. 2::OnDisable";
	donpcevent "Runner No. 3::OnDisable";
	donpcevent "Runner No. 4::OnDisable";
	donpcevent "Runner No. 5::OnDisable";
	end;

OnTimer1000:
	mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
	end;

OnTimer2000:
	mapannounce "p_track01","Monster 6 is the winner of this race!",bc_map,"0x33FF66";
	end;

OnTimer6000:
	mapannounce "p_track01","If you wagered on Monster 6 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
	end;

OnTimer8000:
	mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
	end;

OnTimer9000:
	donpcevent "Medal Distributor#single::OnEnable";
	donpcevent "Runner No. 6::OnDisable";
	killmonster "p_track01","Runner No. 6::OnMyMobDead";
	stopnpctimer;
	end;
}

p_track01,67,45,5	script	Medal Distributor#single	845,{
	if (checkweight(908,200) == 0) {
		mes "[Medal Distributor]";
		mes "I'm sorry, but I can't";
		mes "reward you with any medals";
		mes "until you make more space";
		mes "available in your Inventory.";
		close;
	}
	set .@insa,rand(1,1000);
	if (countitem(7514) > 0) {
		mes "[Medal Distributor]";
		mes "Hello there~";
		mes "If you've wagered on the";
		mes "winning monster in a recent";
		mes "race, then you can exchange";
		mes "your game ticket here for";
		mes "some Prize Medals.";
		next;
		mes "[Medal Distributor]";
		mes "Please remember that you can";
		mes "only exchange winning Game";
		mes "Tickets for Prize Medals right";
		mes "after the race finishes. Prize";
		mes "Medals may be given to Wayne";
		mes "in Hugel in exchange for items.";
		next;
		if ($@monster_race == 1) {
			if (monster_race_1 == 1) {
				mes "[Medal Distributor]";
				mes "Oh, congratulations, you";
				mes "have a winning ticket for";
				mes "a Single Monster Race! So ";
				mes "would you like to exchange your";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Let me see your ticket...";
					mes "Oh! Congratulations, you";
					mes "won! May I have your name?";
					next;
					input .@input$;
					if (.@input$ == strcharinfo(0)) {
						mes "[Medal Distributor]";
						mes "Ah, "+strcharinfo(0)+".";
						mes "You can exchange this";
						mes "ticket for a Prize Medal by";
						mes "entering your ticket exchange";
						mes "number now. Your ticket";
						mes "exchange number is ^FF0000" + .@insa + "^000000.";
						next;
						input .@input; //,0,1000;
						if (.@input == 0) {
							mes "[Medal Distributor]";
							mes "Oh? You don't want";
							mes "to exchange your";
							mes "winning ticket?";
							close;
						}
						else if (.@input == .@insa) {
							mes "[Medal Distributor]";
							mes "Thank you! You entered";
							mes "the correct number...";
							mes "Everything seems to";
							mes "be in order. Alright!";
							next;
						}
						else {
							mes "[Medal Distributor]";
							mes "I'm sorry, but it seems";
							mes "that you entered the";
							mes "incorrect ticket number.";
							mes "Would you mind coming";
							mes "back again in a while?";
							close;
						}
					}
					else {
						mes "[Medal Distributor]";
						mes "What's this...?";
						mes "I think there's a problem...";
						mes "Did you enter your name";
						mes "incorrectly? Please check";
						mes "your name, and then try again.";
						close;
					}
					mes "[Medal Distributor]";
					mes "Now please accept your";
					mes "Prize Medals! You can";
					mes "exchange these with";
					mes "Wayne in Hugel for some";
					mes "interesting items. Thank you~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_1,0;
					getitem 7515,4; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if ($@monster_race == 2) {
			if (monster_race_1 == 2) {
				mes "[Medal Distributor]";
				mes "Oh, congratulations, you";
				mes "have a winning ticket for";
				mes "a Single Monster Race! So ";
				mes "would you like to exchange your";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Let me see your ticket...";
					mes "Oh! Congratulations, you";
					mes "won! May I have your name?";
					next;
					input .@input$;
					if (.@input$ == strcharinfo(0)) {
						mes "[Medal Distributor]";
						mes "Ah, "+strcharinfo(0)+".";
						mes "You can exchange this";
						mes "ticket for a Prize Medal by";
						mes "entering your ticket exchange";
						mes "number now. Your ticket";
						mes "exchange number is ^FF0000" + .@insa + "^000000.";
						next;
						input .@input; //,0,1000;
						if (.@input == 0) {
							mes "[Medal Distributor]";
							mes "Oh? You don't want";
							mes "to exchange your";
							mes "winning ticket?";
							close;
						}
						else if (.@input == .@insa) {
							mes "[Medal Distributor]";
							mes "[Medal Distributor]";
							mes "Thank you! You entered";
							mes "the correct number...";
							mes "Everything seems to";
							mes "be in order. Alright!";
							next;
						}
						else {
							mes "[Medal Distributor]";
							mes "I'm sorry, but it seems";
							mes "that you entered the";
							mes "incorrect ticket number.";
							mes "Would you mind coming";
							mes "back again in a while?";
							close;
						}
					}
					else {
						mes "[Medal Distributor]";
						mes "What's this...?";
						mes "I think there's a problem...";
						mes "Did you enter your name";
						mes "incorrectly? Please check";
						mes "your name, and then try again.";
						close;
					}
					mes "[Medal Distributor]";
					mes "Now please accept your";
					mes "Prize Medals! You can";
					mes "exchange these with";
					mes "Wayne in Hugel for some";
					mes "interesting items. Thank you~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_1,0;
					getitem 7515,4; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if ($@monster_race == 3) {
			if (monster_race_1 == 3) {
				mes "[Medal Distributor]";
				mes "Oh, congratulations, you";
				mes "have a winning ticket for";
				mes "a Single Monster Race! So ";
				mes "would you like to exchange your";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Let me see your ticket...";
					mes "Oh! Congratulations, you";
					mes "won! May I have your name?";
					next;
					input .@input$;
					if (.@input$ == strcharinfo(0)) {
						mes "[Medal Distributor]";
						mes "Ah, "+strcharinfo(0)+".";
						mes "You can exchange this";
						mes "ticket for a Prize Medal by";
						mes "entering your ticket exchange";
						mes "number now. Your ticket";
						mes "exchange number is ^FF0000" + .@insa + "^000000.";
						next;
						input .@input; //,0,1000;
						if (.@input == 0) {
							mes "[Medal Distributor]";
							mes "Oh? You don't want";
							mes "to exchange your";
							mes "winning ticket?";
							close;
						}
						else if (.@input == .@insa) {
							mes "[Medal Distributor]";
							mes "[Medal Distributor]";
							mes "Thank you! You entered";
							mes "the correct number...";
							mes "Everything seems to";
							mes "be in order. Alright!";
							next;
						}
						else {
							mes "[Medal Distributor]";
							mes "I'm sorry, but it seems";
							mes "that you entered the";
							mes "incorrect ticket number.";
							mes "Would you mind coming";
							mes "back again in a while?";
							close;
						}
					}
					else {
						mes "[Medal Distributor]";
						mes "What's this...?";
						mes "I think there's a problem...";
						mes "Did you enter your name";
						mes "incorrectly? Please check";
						mes "your name, and then try again.";
						close;
					}
					mes "[Medal Distributor]";
					mes "Now please accept your";
					mes "Prize Medals! You can";
					mes "exchange these with";
					mes "Wayne in Hugel for some";
					mes "interesting items. Thank you~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_1,0;
					getitem 7515,4; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if ($@monster_race == 4) {
			if (monster_race_1 == 4) {
				mes "[Medal Distributor]";
				mes "Oh, congratulations, you";
				mes "have a winning ticket for";
				mes "a Single Monster Race! So ";
				mes "would you like to exchange your";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Let me see your ticket...";
					mes "Oh! Congratulations, you";
					mes "won! May I have your name?";
					next;
					input .@input$;
					if (.@input$ == strcharinfo(0)) {
						mes "[Medal Distributor]";
						mes "Ah, "+strcharinfo(0)+".";
						mes "You can exchange this";
						mes "ticket for a Prize Medal by";
						mes "entering your ticket exchange";
						mes "number now. Your ticket";
						mes "exchange number is ^FF0000" + .@insa + "^000000.";
						next;
						input .@input; //,0,1000;
						if (.@input == 0) {
							mes "[Medal Distributor]";
							mes "Oh? You don't want";
							mes "to exchange your";
							mes "winning ticket?";
							close;
						}
						else if (.@input == .@insa) {
							mes "[Medal Distributor]";
							mes "[Medal Distributor]";
							mes "Thank you! You entered";
							mes "the correct number...";
							mes "Everything seems to";
							mes "be in order. Alright!";
							next;
						}
						else {
							mes "[Medal Distributor]";
							mes "I'm sorry, but it seems";
							mes "that you entered the";
							mes "incorrect ticket number.";
							mes "Would you mind coming";
							mes "back again in a while?";
							close;
						}
					}
					else {
						mes "[Medal Distributor]";
						mes "What's this...?";
						mes "I think there's a problem...";
						mes "Did you enter your name";
						mes "incorrectly? Please check";
						mes "your name, and then try again.";
						close;
					}
					mes "[Medal Distributor]";
					mes "Now please accept your";
					mes "Prize Medals! You can";
					mes "exchange these with";
					mes "Wayne in Hugel for some";
					mes "interesting items. Thank you~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_1,0;
					getitem 7515,4; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if ($@monster_race == 5) {
			if (monster_race_1 == 5) {
				mes "[Medal Distributor]";
				mes "Oh, congratulations, you";
				mes "have a winning ticket for";
				mes "a Single Monster Race! So ";
				mes "would you like to exchange your";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Let me see your ticket...";
					mes "Oh! Congratulations, you";
					mes "won! May I have your name?";
					next;
					input .@input$;
					if (.@input$ == strcharinfo(0)) {
						mes "[Medal Distributor]";
						mes "Ah, "+strcharinfo(0)+".";
						mes "You can exchange this";
						mes "ticket for a Prize Medal by";
						mes "entering your ticket exchange";
						mes "number now. Your ticket";
						mes "exchange number is ^FF0000" + .@insa + "^000000.";
						next;
						input .@input; //,0,1000;
						if (.@input == 0) {
							mes "[Medal Distributor]";
							mes "Oh? You don't want";
							mes "to exchange your";
							mes "winning ticket?";
							close;
						}
						else if (.@input == .@insa) {
							mes "[Medal Distributor]";
							mes "[Medal Distributor]";
							mes "Thank you! You entered";
							mes "the correct number...";
							mes "Everything seems to";
							mes "be in order. Alright!";
							next;
						}
						else {
							mes "[Medal Distributor]";
							mes "I'm sorry, but it seems";
							mes "that you entered the";
							mes "incorrect ticket number.";
							mes "Would you mind coming";
							mes "back again in a while?";
							close;
						}
					}
					else {
						mes "[Medal Distributor]";
						mes "What's this...?";
						mes "I think there's a problem...";
						mes "Did you enter your name";
						mes "incorrectly? Please check";
						mes "your name, and then try again.";
						close;
					}
					mes "[Medal Distributor]";
					mes "Now please accept your";
					mes "Prize Medals! You can";
					mes "exchange these with";
					mes "Wayne in Hugel for some";
					mes "interesting items. Thank you~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_1,0;
					getitem 7515,4; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if ($@monster_race == 6) {
			if (monster_race_1 == 6) {
				mes "[Medal Distributor]";
				mes "Oh, congratulations, you";
				mes "have a winning ticket for";
				mes "a Single Monster Race! So ";
				mes "would you like to exchange your";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Let me see your ticket...";
					mes "Oh! Congratulations, you";
					mes "won! May I have your name?";
					next;
					input .@input$;
					if (.@input$ == strcharinfo(0)) {
						mes "[Medal Distributor]";
						mes "Ah, "+strcharinfo(0)+".";
						mes "You can exchange this";
						mes "ticket for a Prize Medal by";
						mes "entering your ticket exchange";
						mes "number now. Your ticket";
						mes "exchange number is ^FF0000" + .@insa + "^000000.";
						next;
						input .@input; //,0,1000;
						if (.@input == 0) {
							mes "[Medal Distributor]";
							mes "Oh? You don't want";
							mes "to exchange your";
							mes "winning ticket?";
							close;
						}
						else if (.@input == .@insa) {
							mes "[Medal Distributor]";
							mes "[Medal Distributor]";
							mes "Thank you! You entered";
							mes "the correct number...";
							mes "Everything seems to";
							mes "be in order. Alright!";
							next;
						}
						else {
							mes "[Medal Distributor]";
							mes "I'm sorry, but it seems";
							mes "that you entered the";
							mes "incorrect ticket number.";
							mes "Would you mind coming";
							mes "back again in a while?";
							close;
						}
					}
					else {
						mes "[Medal Distributor]";
						mes "What's this...?";
						mes "I think there's a problem...";
						mes "Did you enter your name";
						mes "incorrectly? Please check";
						mes "your name, and then try again.";
						close;
					}
					mes "[Medal Distributor]";
					mes "Now please accept your";
					mes "Prize Medals! You can";
					mes "exchange these with";
					mes "Wayne in Hugel for some";
					mes "interesting items. Thank you~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_1,0;
					getitem 7515,4; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else {
			mes "[Medal Distributor]";
			mes "Hello there~";
			mes "If you've wagered on the";
			mes "winning monster in a recent";
			mes "race, then you can exchange";
			mes "your game ticket here for";
			mes "some Prize Medals.";
			next;
			mes "[Medal Distributor]";
			mes "Please remember that you can";
			mes "only exchange winning Game";
			mes "Tickets for Prize Medals right";
			mes "after the race finishes. Prize";
			mes "Medals may be given to Wayne";
			mes "in Hugel in exchange for items.";
			close;
		}
	}
	else {
		mes "[Medal Distributor]";
		mes "Hello there~";
		mes "If you've wagered on the";
		mes "winning monster in a recent";
		mes "race, then you can exchange";
		mes "your game ticket here for";
		mes "some Prize Medals.";
		next;
		mes "[Medal Distributor]";
		mes "Please remember that you can";
		mes "only exchange winning Game";
		mes "Tickets for Prize Medals right";
		mes "after the race finishes. Prize";
		mes "Medals may be given to Wayne";
		mes "in Hugel in exchange for items.";
		close;
	}
	end;

OnInit:
	disablenpc "Medal Distributor#single";
	end;

OnEnable:
	emotion e_gasp;
	enablenpc "Medal Distributor#single";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "p_track01","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00";
	end;

OnTimer4000:
	mapannounce "p_track01","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00";
	end;

OnTimer7000:
	mapannounce "p_track01","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00";
	end;

OnTimer10000:
	mapannounce "p_track01","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00";
	end;

OnTimer13000:
	mapannounce "p_track01","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00";
	end;

OnTimer240000:
	mapannounce "p_track01","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00";
	end;

OnTimer243000:
	mapannounce "p_track01","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00";
	end;

OnTimer246000:
	mapannounce "p_track01","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00";
	end;

OnTimer249000:
	mapannounce "p_track01","Thank you for your cooperation.",bc_map,"0xFFFF00";
	end;

OnTimer252000:
	mapannounce "p_track01","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00";
	donpcevent "starting#1::OnDisable";
	donpcevent "starting#2::OnDisable";
	donpcevent "starting#3::OnDisable";
	donpcevent "starting#5::OnDisable";
	donpcevent "starting#6::OnDisable";
	end;

OnTimer300000:
	donpcevent "#race_timer1-1::OnEnable";
	set $@mon_time_1_1,2;
	set $@monster_race,0;
	mapwarp "p_track01","hugel",63,73;
	end;

OnTimer306000:
	donpcevent "Race Progress Timer::OnEnable";
	end;

OnTimer342000:
	disablenpc "Medal Distributor#single";
	stopnpctimer;
	end;
}

p_track01,76,36,1	script	Exit Guide#single	798,{
	mes "[Exit Guide]";
	mes "If you have a winning Racing";
	mes "Ticket, please make sure that";
	mes "you redeem it for Prize Medals";
	mes "now. All Racing Tickets become";
	mes "void once the next race begins.";
	next;
	mes "[Exit Guide]";
	mes "If you wish to leave";
	mes "the arena, then I can guide";
	mes "you outside. Would you like";
	mes "to leave the arena right now?";
	next;
	switch(select("Yes:No")) {
	case 1:
		if (countitem(7514) == 0) {
			mes "[Exit Guide]";
			mes "Thank you for";
			mes "your patronage, and";
			mes "I hope that you come";
			mes "visit us again soon~";
		}
		else {
			mes "[Exit Guide]";
			mes "In accordance with our";
			mes "policies, I must take your";
			mes "Racing Ticket before you leave.";
			mes "Thank you for your patronage,";
			mes "and I hope you enjoy your time";
			mes "here in the Monster Race Arena.";
			delitem 7514,1; //Monster_Ticket
		}
		set monster_race_1,0;
		close2;
		warp "hugel",63,73;
		end;
	case 2:
		mes "[Exit Guide]";
		mes "Alright, then.";
		mes "Just let me know";
		mes "whenever you're";
		mes "ready to leave.";
		close;
	}
}

hugel,58,72,6	script	Eckar Ellebird#single	798,{
	mes "[Eckar Ellebird]";
	mes "Welcome to the biggest";
	mes "attraction in Hugel, the";
	mes "Monster Race Arena.";
	mes "How may I help you today?";
	next;
	switch(select("Monster Race Info:Enter Monster Race")) {
	case 1:
		mes "[Eckar Ellebird]";
		mes "Monster Races originated from";
		mes "simple children's games in which";
		mes "Cute Pets would race against each other. This grew into an adult";
		mes "pastime that is so popular, we've built a racing arena in Hugel.";
		next;
		mes "[Eckar Ellebird]";
		mes "Our Monster Race Arena hosts";
		mes "two types of monster races. First, we have the Single Monster Race,";
		mes "in which those that wagered on the 1st place monster are rewarded.";
		next;
		mes "[Eckar Ellebird]";
		mes "Then, we have the Dual Monster";
		mes "Race in which the house odds and rewards are greater than in Single";
		mes "Monster Races: you must wager on 2 monsters, and they must place in";
		mes "1st and 2nd for you to win.";
		next;
		mes "[Eckar Ellebird]";
		mes "Although a small entrance";
		mes "fee is required, we only use";
		mes "the money to give rewards to";
		mes "participants and maintain this";
		mes "arena. Therefore, we're not";
		mes "profiting from this enterprise.";
		next;
		mes "[Eckar Ellebird]";
		mes "Also, we prohibit others";
		mes "from making personal bets";
		mes "and wagers, using items and";
		mes "zeny, based on the outcomes";
		mes "of these races. That kind of";
		mes "gambling is illegal here...";
		next;
		mes "[Eckar Ellebird]";
		mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
		mes "Keep in mind that winning Racing Tickets can only be exchanged for";
		mes "Prize Medals during a 5 minute window after the end of the race.";
		next;
		break;
	case 2:
		break;
	}
	mes "[Eckar Ellebird]";
	mes "The entrance fee for all races";
	mes "in the Monster Race Arena is";
	mes "2,000 zeny. If you'd like to wager on a Dual Monster Race, then";
	mes "please ask my brother Erenes,";
	mes "and he will help you.";
	next;
	mes "[Eckar Ellebird]";
	mes "Otherwise, I'll help get you";
	mes "started if you're interested";
	mes "in a Single Monster Race.";
	mes "Would you like wager on";
	mes "a Single Monster Race?";
	next;
	switch(select("Yes, please.:No, thanks.")) {
	case 1:
		if (checkweight(908,700) == 0) {
			mes "[Eckar Ellebird]";
			mes "Oh, wow. You're carrying";
			mes "an awful lot of stuff... Yeah,";
			mes "you better put some of it away";
			mes "in Kafra Storage or something.";
			close;
		}
		if (Zeny > 1999) {
			if (countitem(7514) > 0) {
				mes "[Eckar Ellebird]";
				mes "Hm? What are you doing";
				mes "with an expired Racing Ticket?";
				mes "Well, I better get rid of it for you before it can get mixed up";
				mes "with your new Racing Ticket.";
				delitem 7514,1; //Monster_Ticket
				next;
				if ($@mon_time_1_1 == 1) {
					mes "[Eckar Ellebird]";
					mes "Alright, I think you";
					mes "should be all set. I hope";
					mes "that you enjoy the race~";
					mes "Let me guide you inside";
					mes "the Monster Race Arena now.";
					set zeny,zeny-2000;
					set monster_race_1,0;
					close2;
					warp "p_track01",75,41;
					end;
				}
				else if ($@mon_time_1_1 == 2) {
					mes "[Eckar Ellebird]";
					mes "We're still finishing our";
					mes "preparations for the next";
					mes "Single Monster Race, so";
					mes "we ask that you please";
					mes "wait a little while longer.";
					close;
				}
				else {
					if (.@monster_race == 0) {
						mes "[Eckar Ellebird]";
						mes "Right now, a Monster Race";
						mes "is in progress. It's too late to place a wager, but if you'd like";
						mes "to watch, the fee is 500 zeny";
						mes "for spectators. Would you like to enter the Monster Race Arena?";
						next;
						switch(select("Enter:Cancel")) {
						case 1:
							if (Zeny > 499) {
								mes "[Eckar Ellebird]";
								mes "Thank you~";
								mes "I hope you enjoy";
								mes "watching this race!";
								set zeny,zeny-500;
								set monster_race_1,0;
								close2;
								warp "p_track01",75,41;
								end;
							}
							else {
								mes "[Eckar Ellebird]";
								mes "I'm sorry, but you don't";
								mes "have enough money to pay";
								mes "the 500 zeny spectator fee.";
								close;
							}
						case 2:
							mes "[Eckar Ellebird]";
							mes "Alright, then. If you'd like";
							mes "to wager on a monster";
							mes "race, please wait for the";
							mes "current race to finish. I hope";
							mes "that you enjoy your time here";
							mes "in the Monster Race Arena~";
							close;
						}
					}
					else {
						mes "[Eckar Ellebird]";
						mes "I'm sorry, but a monster";
						mes "race has just ended, so we're";
						mes "having the 5 minute period in";
						mes "which the winners can claim";
						mes "their Prize Medals. The gate";
						mes "will open soon, so please wait.";
						close;
					}
				}
			}
			else {
				if ($@mon_time_1_1 == 1) {
					mes "[Eckar Ellebird]";
					mes "Thanks, I hope that";
					mes "you enjoy this race.";
					mes "Let me guide you now";
					mes "to the Monster Race Arena.";
					set zeny,zeny-2000;
					set monster_race_1,0;
					close2;
					warp "p_track01",75,41;
					end;
				}
				else if ($@mon_time_1_1 == 2) {
					mes "[Eckar Ellebird]";
					mes "We're still finishing our";
					mes "preparations for the next";
					mes "Single Monster Race, so";
					mes "we ask that you please";
					mes "wait a little while longer...";
					close;
				}
				else {
					if ($@monster_race == 0) {
						mes "[Eckar Ellebird]";
						mes "Right now, a Monster Race";
						mes "is in progress. It's too late to place a wager, but if you'd like";
						mes "to watch, the fee is 500 zeny";
						mes "for spectators. Would you like to enter the Monster Race Arena?";
						next;
						switch(select("Enter:Cancel")) {
						case 1:
							if (Zeny > 499) {
								mes "[Eckar Ellebird]";
								mes "Thank you~";
								mes "I hope you enjoy";
								mes "watching this race!";
								set zeny,zeny-500;
								set monster_race_1,0;
								close2;
								warp "p_track01",75,41;
								end;
							}
							else {
								mes "[Eckar Ellebird]";
								mes "I'm sorry, but you don't";
								mes "have enough money to pay";
								mes "the 500 zeny spectator fee.";
								close;
							}
						case 2:
							mes "[Eckar Ellebird]";
							mes "Alright, then. If you'd like";
							mes "to wager on a monster";
							mes "race, please wait for the";
							mes "current race to finish. I hope";
							mes "that you enjoy your time here";
							mes "in the Monster Race Arena~";
							close;
						}
					}
					else {
						mes "[Eckar Ellebird]";
						mes "I'm sorry, but a monster";
						mes "race has just ended, so we're";
						mes "having the 5 minute period in";
						mes "which the winners can claim";
						mes "their Prize Medals. The gate";
						mes "will open soon, so please wait.";
						close;
					}
				}
			}
		}
		else {
			mes "[Eckar Ellebird]";
			mes "I'm sorry, but you";
			mes "don't have enough";
			mes "money to pay the";
			mes "2,000 zeny entrance fee. ";
			close;
		}
	case 2:
		mes "[Eckar Ellebird]";
		mes "Very well. I hope that";
		mes "you enjoy your time here";
		mes "in the Monster Race Arena~";
		close;
	}
	close;
}

p_track01,39,49,3	script	Game Guide#single	845,{
	mes "[Game Guide]";
	mes "Welcome to the";
	mes "Monster Race Arena.";
	mes "How can I help you?";
	next;
	switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) {
	case 1:
		mes "[Game Guide]";
		mes "Monster Races originated from";
		mes "simple children's games in which";
		mes "Cute Pets would race against each other. This grew into an adult";
		mes "pastime that is so popular, we've built a racing arena in Hugel.";
		next;
		mes "[Game Guide]";
		mes "Our Monster Race Arena hosts";
		mes "two types of monster races. First, we have the Single Monster Race,";
		mes "in which those that wagered on the 1st place monster are rewarded.";
		next;
		mes "[Game Guide]";
		mes "Then, we have the Dual Monster";
		mes "Race in which the house odds and rewards are greater than in Single";
		mes "Monster Races: you must wager on 2 monsters, and they must place in";
		mes "1st and 2nd for you to win.";
		next;
		mes "[Game Guide]";
		mes "Although a small entrance";
		mes "fee is required, we only use";
		mes "the money to give rewards to";
		mes "participants and maintain this";
		mes "arena. Therefore, we're not";
		mes "profiting from this enterprise.";
		next;
		mes "[Game Guide]";
		mes "Also, we prohibit others";
		mes "from making personal bets";
		mes "and wagers, using items and";
		mes "zeny, based on the outcomes";
		mes "of these races. That kind of";
		mes "gambling is illegal here...";
		next;
		mes "[Game Guide]";
		mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
		mes "Keep in mind that winning Racing Tickets can only be exchanged for";
		mes "Prize Medals during a 5 minute window after the end of the race.";
		next;
		break;
	case 2:
		mes "[Game Guide]";
		mes "Before placing a wager, you";
		mes "must get a free Racing Ticket";
		mes "from the Ticket Helper. There,";
		mes "I've marked the Ticket Helper";
		mes "on your Mini-Map, so you can";
		mes "find him pretty easily.";
		viewpoint 1,73,22,1,0xFF3355;
		next;
		break;
	case 3:
		mes "[Game Guide]";
		mes "If you wagered on the winner";
		mes "of a Single Monster Race, or";
		mes "on the 1st or 2nd place winners";
		mes "in a Dual Monster Race, then";
		mes "you can exchange your Racing";
		mes "Ticket for Prize Medals.";
		next;
		mes "[Game Guide]";
		mes "However, you must exchange";
		mes "your Racing Ticket with the";
		mes "Medal Distributor within the";
		mes "5 minute window after the end";
		mes "of the race. ^FF0000Your ticket becomes^FFFFFF ^FF0000 void after these 5 minutes.^000000";
		next;
		mes "[Game Guide]";
		mes "When this 5 minute window";
		mes "elapses, you will be teleported outside, and we will immediately";
		mes "begin preparing for the next race. Make sure that you remember this";
		mes "information when you wager.";
		next;
		mes "[Game Guide]";
		mes "If you haven't received";
		mes "your free Racing Ticket,";
		mes "then please visit the Ticket";
		mes "Helper. There, I've just marked";
		mes "his location on your Mini-Map.";
		viewpoint 1,67,45,2,0xCE6300;
		next;
		break;
	}
	mes "[Game Guide]";
	mes "Thank you, and";
	mes "I hope you enjoy";
	mes "your time here in the";
	mes "Monster Racing Arena.";
	close;
}

p_track01,56,38,0	script	starting#1	-1,0,0,{
	end;

OnDisable:
	enablenpc "Luk#1";
	enablenpc "Luk#2";
	enablenpc "Luk#3";
	enablenpc "Luk#4";
	enablenpc "Luk#5";
	enablenpc "Luk#6";
	enablenpc "Tire#1";
	enablenpc "Tire#2";
	enablenpc "Tire#3";
	enablenpc "Tire#4";
	enablenpc "Tire#5";
	enablenpc "Tire#6";
	set $@mr_1_luk1,0;
	set $@mr_1_tire1,0;
	end;

OnInit:
	disablenpc "starting#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track01,33,38,0	script	Luk#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,37,38,0	script	Luk#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,53,38,0	script	Luk#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,45,38,0	script	Luk#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,49,38,0	script	Luk#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,41,38,0	script	Luk#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,43,38,0	script	Tire#1	-1,0,0,{
	end;
OnInit:
	disablenpc "Tire#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,39,38,0	script	Tire#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,35,38,0	script	Tire#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,55,38,0	script	Tire#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,51,38,0	script	Tire#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,47,38,0	script	Tire#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,56,36,0	script	starting#2	-1,0,0,{
	end;

OnDisable:
	enablenpc "Luk2#1";
	enablenpc "Luk2#2";
	enablenpc "Luk2#3";
	enablenpc "Luk2#4";
	enablenpc "Luk2#5";
	enablenpc "Luk2#6";
	enablenpc "Tire2#1";
	enablenpc "Tire2#2";
	enablenpc "Tire2#3";
	enablenpc "Tire2#4";
	enablenpc "Tire2#5";
	enablenpc "Tire2#6";
	set $@mr_1_luk2,0; 
	set $@mr_1_tire2,0;
	end;

OnInit:
	disablenpc "starting#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track01,33,36,0	script	Luk2#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk2#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,37,36,0	script	Luk2#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk2#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,53,36,0	script	Luk2#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk2#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,45,36,0	script	Luk2#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk2#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,49,36,0	script	Luk2#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk2#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,41,36,0	script	Luk2#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk2#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,43,36,0	script	Tire2#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire2#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,39,36,0	script	Tire2#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire2#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,35,36,0	script	Tire2#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire2#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,55,36,0	script	Tire2#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire2#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,51,36,0	script	Tire2#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire2#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,47,36,0	script	Tire2#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire2#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,56,34,0	script	starting#3	-1,0,0,{
	end;

OnDisable:
	enablenpc "Luk3#1";
	enablenpc "Luk3#2";
	enablenpc "Luk3#3";
	enablenpc "Luk3#4";
	enablenpc "Luk3#5";
	enablenpc "Luk3#6";
	enablenpc "Tire3#1";
	enablenpc "Tire3#2";
	enablenpc "Tire3#3";
	enablenpc "Tire3#4";
	enablenpc "Tire3#5";
	enablenpc "Tire3#6";
	set $@mr_1_luk3,0;
	set $@mr_1_tire3,0;
	end;

OnInit:
	disablenpc "starting#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track01,33,34,0	script	Luk3#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk3#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,37,34,0	script	Luk3#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk3#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,53,34,0	script	Luk3#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk3#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,45,34,0	script	Luk3#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk3#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,49,34,0	script	Luk3#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk3#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,41,34,0	script	Luk3#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk3#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,43,34,0	script	Tire3#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire3#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,39,34,0	script	Tire3#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire3#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,35,34,0	script	Tire3#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire3#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,55,34,0	script	Tire3#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire3#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,51,34,0	script	Tire3#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire3#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,47,34,0	script	Tire3#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire3#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,56,32,0	script	starting#4	-1,0,0,{
	end;

OnDisable:
	enablenpc "starting#4";
	enablenpc "Luk4#1";
	enablenpc "Luk4#2";
	enablenpc "Luk4#3";
	enablenpc "Luk4#4";
	enablenpc "Luk4#5";
	enablenpc "Luk4#6";
	enablenpc "Tire4#1";
	enablenpc "Tire4#2";
	enablenpc "Tire4#3";
	enablenpc "Tire4#4";
	enablenpc "Tire4#5";
	enablenpc "Tire4#6";
	set $@mr_1_luk4,0;
	set $@mr_1_tire4,0;
	end;

OnInit:
	disablenpc "starting#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track01,33,32,0	script	Luk4#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk4#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,37,32,0	script	Luk4#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk4#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,53,32,0	script	Luk4#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk4#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,45,32,0	script	Luk4#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk4#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,49,32,0	script	Luk4#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk4#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,41,32,0	script	Luk4#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk4#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,43,32,0	script	Tire4#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire4#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,39,32,0	script	Tire4#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire4#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,35,32,0	script	Tire4#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire4#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,55,32,0	script	Tire4#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire4#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,51,32,0	script	Tire4#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire4#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,47,32,0	script	Tire4#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire4#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,56,30,0	script	starting#5	-1,0,0,{
	end;

OnDisable:
	enablenpc "Luk5#1";
	enablenpc "Luk5#2";
	enablenpc "Luk5#3";
	enablenpc "Luk5#4";
	enablenpc "Luk5#5";
	enablenpc "Luk5#6";
	enablenpc "Tire5#1";
	enablenpc "Tire5#2";
	enablenpc "Tire5#3";
	enablenpc "Tire5#4";
	enablenpc "Tire5#5";
	enablenpc "Tire5#6";
	set $@mr_1_luk5,0;
	set $@mr_1_tire5,0;
	end;

OnInit:
	disablenpc "starting#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track01,33,30,0	script	Luk5#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk5#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,37,30,0	script	Luk5#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk5#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,53,30,0	script	Luk5#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk5#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,45,30,0	script	Luk5#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk5#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,49,30,0	script	Luk5#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk5#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,41,30,0	script	Luk5#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk5#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,43,30,0	script	Tire5#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire5#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,39,30,0	script	Tire5#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire5#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,35,30,0	script	Tire5#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire5#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,55,30,0	script	Tire5#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire5#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,51,30,0	script	Tire5#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire5#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,47,30,0	script	Tire5#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire5#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,56,28,0	script	starting#6	-1,0,0,{
	end;

OnDisable:
	enablenpc "Luk6#1";
	enablenpc "Luk6#2";
	enablenpc "Luk6#3";
	enablenpc "Luk6#4";
	enablenpc "Luk6#5";
	enablenpc "Luk6#6";
	enablenpc "Tire6#1";
	enablenpc "Tire6#2";
	enablenpc "Tire6#3";
	enablenpc "Tire6#4";
	enablenpc "Tire6#5";
	enablenpc "Tire6#6";
	set $@mr_1_luk6,0;
	set $@mr_1_tire6,0;
	end;

OnInit:
	disablenpc "starting#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track01,33,28,0	script	Luk6#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk6#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,37,28,0	script	Luk6#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk6#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,53,28,0	script	Luk6#3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk6#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,45,28,0	script	Luk6#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk6#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track01,49,28,0	script	Luk6#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk6#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,41,28,0	script	Luk6#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk6#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track01,43,28,0	script	Tire6#1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire6#1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,39,28,0	script	Tire6#2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire6#2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,35,28,0	script	Tire6#3	-1,0,0,{
	end;
OnInit:
	disablenpc "Tire6#3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,55,28,0	script	Tire6#4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire6#4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,51,28,0	script	Tire6#5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire6#5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track01,47,28,0	script	Tire6#6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire6#6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

//============================================================
// Monstrer Race - Dual Monster Race
//============================================================
hugel,47,56,0	script	#race_timer2-1	-1,{
OnInit:
	enablenpc "#race_timer2-1";
	set $@mon_time_2_1,2;
	initnpctimer;
	end;

OnEnable:
	enablenpc "#race_timer2-1";
	set $@mon_time_2_1,2;
	initnpctimer;
	end;

OnDisable:
	disablenpc "#race_timer2-1";
	stopnpctimer;
	end;

OnTimer10000:
	mapannounce "hugel","The Dual Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0xffb6c1";
	end;

OnTimer30000:
	mapannounce "hugel","The Dual Monster Race Arena has just opened.",bc_map,"0xffb6c1";
	set $@mon_time_2_1,1;
	donpcevent "#race_timer2-2::OnEnable";
	enablenpc "Ticket Helper#2";
	donpcevent "TrapGlobal#race02::OnEnable";
	end;

OnTimer90000:
	mapannounce "hugel","The Dual Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0xffb6c1";
	end;

OnTimer210000:
	mapannounce "hugel","The entrance to the Dual Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0xffb6c1";
	end;

OnTimer270000:
	mapannounce "hugel","The Dual Monster Race Arena's entrance will soon close.",bc_map,"0xffb6c1";
	end;

OnTimer272000:
	mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0xffb6c1";
	end;

OnTimer330000:
	mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0xffb6c1";
	set $@mon_time_2_1,0;
	donpcevent "#race_timer2-1::OnDisable";
	stopnpctimer;
	end;
}

p_track02,42,23,0	script	#race_timer2-2	-1,{
OnInit:
	disablenpc "#race_timer2-2";
	set $@mon_time_2_2,0;
	end;

OnEnable:
	enablenpc "#race_timer2-2";
	set $@mon_time_2_2,0;
	initnpctimer;
	end;

OnDisable:
	disablenpc "#race_timer2-2";
	stopnpctimer;
	end;

OnTimer5000:
	mapannounce "p_track02","Welcome to the Monster Race Arena.",bc_map,"0x87ceeb";
	end;

OnTimer7000:
	mapannounce "p_track02","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0x87ceeb";
	end;

OnTimer120000:
	mapannounce "p_track02","The Dual Monster Race will start in 3 minutes.",bc_map,"0x87ceeb";
	end;

OnTimer122000:
	mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb";
	end;

OnTimer240000:
	mapannounce "p_track02","The Dual Monster Race will start shortly.",bc_map,"0x87ceeb";
	end;

OnTimer242000:
	mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb";
	end;

OnTimer300000:
	mapannounce "p_track02","The Monster Race is starting now. Good luck, everybody!",bc_map,"0x87ceeb";
	set $@mon_time_2_2,1;
	set $@mon_race_2_1,0;
	set $@mon_race_2_2,0;
	disablenpc "Ticket Helper#2";
	donpcevent "#poring1::OnEnable";
	donpcevent "#lunatic1::OnEnable";
	donpcevent "#savagebebe1::OnEnable";
	donpcevent "#desertwolf1::OnEnable";
	donpcevent "#deviruchi1::OnEnable";
	donpcevent "#baphomet1::OnEnable";
	stopnpctimer;
	end;
}

p_track02,80,43,0	script	#race_timer2-3	-1,{
OnInit:
	disablenpc "#race_timer2-3";
	end;

OnEnable:
	enablenpc "#race_timer2-3";
	initnpctimer;
	end;

OnDisable:
	disablenpc "#race_timer2-3";
	stopnpctimer;
	end;

OnTimer3000:
	mapannounce "p_track02","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00";
	end;

OnTimer6000:
	mapannounce "p_track02","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00";
	end;

OnTimer9000:
	mapannounce "p_track02","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00";
	end;

OnTimer12000:
	mapannounce "p_track02","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00";
	end;

OnTimer15000:
	mapannounce "p_track02","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00";
	end;

OnTimer240000:
	mapannounce "p_track02","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00";
	end;

OnTimer243000:
	mapannounce "p_track02","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00";
	end;

OnTimer246000:
	mapannounce "p_track02","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00";
	end;

OnTimer249000:
	mapannounce "p_track02","Thank you for your cooperation.",bc_map,"0xFFFF00";
	end;

OnTimer252000:
	mapannounce "p_track02","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00";
	end;

OnTimer300000:
	mapwarp "p_track02","hugel",63,73;
	enablenpc "Medal Distributor#medal";
	donpcevent "#race_timer2-1::OnEnable";
	set $@mon_race_2_1,0;
	set $@mon_race_2_2,0;
	donpcevent "#race_timer2-3::OnDisable";
	stopnpctimer;
	end;
}

hugel,62,69,1	script	Eckar Erenes#double	798,{
	mes "[Eckar Erenes]";
	mes "Welcome to the";
	mes "Monster Race Arena,";
	mes "the pride and joy of";
	mes "the village of Hugel!";
	mes "How may I help you?";
	next;
	switch(select("Monster Race Info:Enter Monster Race")) {
	case 1:
		mes "[Eckar Erenes]";
		mes "Monster Races originated from";
		mes "simple children's games in which";
		mes "Cute Pets would race against each other. This grew into an adult";
		mes "pastime that is so popular, we've built a racing arena in Hugel.";
		next;
		mes "[Eckar Erenes]";
		mes "Our Monster Race Arena hosts";
		mes "two types of monster races. First, we have the Single Monster Race,";
		mes "in which those that wagered on the 1st place monster are rewarded.";
		next;
		mes "[Eckar Erenes]";
		mes "Then, we have the Dual Monster";
		mes "Race in which the house odds and rewards are greater than in Single";
		mes "Monster Races: you must wager on 2 monsters, and they must place in";
		mes "1st and 2nd for you to win.";
		next;
		mes "[Eckar Erenes]";
		mes "Although a small entrance";
		mes "fee is required, we only use";
		mes "the money to give rewards to";
		mes "participants and maintain this";
		mes "arena. Therefore, we're not";
		mes "profiting from this enterprise.";
		next;
		mes "[Eckar Erenes]";
		mes "Also, we prohibit others";
		mes "from making personal bets";
		mes "and wagers, using items and";
		mes "zeny, based on the outcomes";
		mes "of these races. That kind of";
		mes "gambling is illegal here...";
		next;
		mes "[Eckar Erenes]";
		mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
		mes "Keep in mind that winning Racing Tickets can only be exchanged for";
		mes "Prize Medals during a 5 minute window after the end of the race.";
		next;
		break;
	case 2:
		break;
	}
	mes "[Eckar Erenes]";
	mes "The entrance fee for all races";
	mes "in the Monster Race Arena is";
	mes "2,000 zeny. If you'd like to wager on a Single Monster Race,";
	mes "then please ask my brother";
	mes "Ellebird to help you.";
	next;
	mes "[Eckar Erenes]";
	mes "Otherwise, I'll help get you";
	mes "started if you're interested";
	mes "in a Dual Monster Race.";
	mes "Would you like to wager";
	mes "on a Dual Monster Race?";
	next;
	switch(select("Yes, please.:No, thanks.")) {
	case 1:
		if (checkweight(909,700) == 0) {
			mes "[Eckar Erenes]";
			mes "Hmm... You're toting";
			mes "too many things with you";
			mes "right now. You better put";
			mes "some of your stuff away in";
			mes "Kafra Storage before you can";
			mes "wager on any monster races...";
			close;
		}
		if (Zeny > 1999) {
			if (countitem(7514) > 0) {
				mes "[Eckar Erenes]";
				mes "Hm? What are you doing";
				mes "with an expired Racing Ticket?";
				mes "Well, I better get rid of it for you before it can get mixed up";
				mes "with your new Racing Ticket.";
				delitem 7514,1; //Monster_Ticket
				next;
				if ($@mon_time_2_1 == 1) {
					mes "[Eckar Erenes]";
					mes "Alright, I think you";
					mes "should be all set. I hope";
					mes "that you enjoy the race~";
					mes "Let me guide you inside";
					mes "the Monster Race Arena now.";
					set zeny,zeny-2000;
					set monster_race_2_1,0;
					set monster_race_2_2,0;
					close2;
					warp "p_track02",75,41;
					end;
				}
				else if ($@mon_time_2_1 == 2) {
					mes "[Eckar Erenes]";
					mes "We're still finishing our";
					mes "preparations for the next";
					mes "Double Monster Race, so";
					mes "we ask that you please";
					mes "wait a little while longer...";
					close;
				}
				else {
					if (($@mon_time_2_1 == 0) || ($@mon_time_2_2 == 0)) {
						mes "[Eckar Erenes]";
						mes "Right now, a Monster Race";
						mes "is in progress. It's too late to place a wager, but if you'd like";
						mes "to watch, the fee is 500 zeny";
						mes "for spectators. Would you like to enter the Monster Race Arena?";
						next;
						switch(select("Enter:Cancel")) {
						case 1:
							if (Zeny > 499) {
								mes "[Eckar Erenes]";
								mes "Thank you~";
								mes "I hope you enjoy";
								mes "watching this race!";
								set zeny,zeny-500;
								set monster_race_2_1,0;
								set monster_race_2_2,0;
								close2;
								warp "p_track02",75,41;
								end;
							}
							else {
								mes "[Eckar Erenes]";
								mes "I'm sorry, but you don't";
								mes "have enough money to pay";
								mes "the 500 zeny spectator fee.";
								close;
							}
						case 2:
							mes "[Eckar Erenes]";
							mes "Alright, then. If you'd like";
							mes "to wager on a monster";
							mes "race, please wait for the";
							mes "current race to finish. I hope";
							mes "that you enjoy your time here";
							mes "in the Monster Race Arena~";
							close;
						}
					}
					else {
						mes "[Eckar Erenes]";
						mes "I'm sorry, but a monster";
						mes "race has just ended, so we're";
						mes "having the 5 minute period in";
						mes "which the winners can claim";
						mes "their Prize Medals. The gate";
						mes "will open soon, so please wait.";
						close;
					}
				}
			}
			else {
				if ($@mon_time_2_1 == 1) {
					mes "[Eckar Erenes]";
					mes "Thanks, I hope that";
					mes "you enjoy this race.";
					mes "Let me guide you now";
					mes "to the Monster Race Arena.";
					set zeny,zeny-2000;
					set monster_race_2_1,0;
					set monster_race_2_2,0;
					close2;
					warp "p_track02",75,41;
					end;
				}
				else if ($@mon_time_2_1 == 2) {
					mes "[Eckar Erenes]";
					mes "We're still finishing our";
					mes "preparations for the next";
					mes "Double Monster Race, so";
					mes "we ask that you please";
					mes "wait a little while longer...";
					close;
				}
				else {
					if (($@mon_time_2_1 == 0) || ($@mon_time_2_2 == 0)) {
						mes "[Eckar Erenes]";
						mes "Right now, a Monster Race";
						mes "is in progress. It's too late to place a wager, but if you'd like";
						mes "to watch, the fee is 500 zeny";
						mes "for spectators. Would you like to enter the Monster Race Arena?";
						next;
						switch(select("Enter:Cancel")) {
						case 1:
							if (Zeny > 499) {
								mes "[Eckar Erenes]";
								mes "Thank you~";
								mes "I hope you enjoy";
								mes "watching this race!";
								set zeny,zeny-500;
								set monster_race_2_1,0;
								set monster_race_2_2,0;
								close2;
								warp "p_track02",75,41;
								end;
							}
							else {
								mes "[Eckar Erenes]";
								mes "I'm sorry, but you don't";
								mes "have enough money to pay";
								mes "the 500 zeny spectator fee.";
								close;
							}
						case 2:
							mes "[Eckar Erenes]";
							mes "Alright, then. If you'd like";
							mes "to wager on a monster";
							mes "race, please wait for the";
							mes "current race to finish. I hope";
							mes "that you enjoy your time here";
							mes "in the Monster Race Arena~";
							close;
						}
					}
					else {
						mes "[Eckar Erenes]";
						mes "I'm sorry, but a monster";
						mes "race has just ended, so we're";
						mes "having the 5 minute period in";
						mes "which the winners can claim";
						mes "their Prize Medals. The gate";
						mes "will open soon, so please wait.";
 						close;
					}
				}
			}
		}
		else {
			mes "[Eckar Erenes]";
			mes "I'm sorry, but you";
			mes "don't have enough";
			mes "money to pay the";
			mes "2,000 zeny entrance fee. ";
			close;
		}
	case 2:
		mes "[Eckar Erenes]";
		mes "Very well. I hope that";
		mes "you enjoy your time here";
		mes "in the Monster Race Arena~";
		close;
	}
}

p_track02,73,22,1	script	Ticket Helper#2	899,{
	if (checkweight(908,200) == 0) {
		mes "[Ticket Helper]";
		mes "Welcome to the";
		mes "Monster Race Arena.";
		mes "If you'd like to participate";
		mes "in the ^3131FFDouble Monster Race^000000,";
		mes "then please select 1 out of";
		mes "the 6 monsters from the list.";
		next;
		mes "[Ticket Helper]";
		mes "Wait, wait...";
		mes "I can't give you";
		mes "anything right now.";
		mes "You're carrying way";
		mes "too many things...";
		close;
	}
	if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
		mes "[Ticket Helper]";
		mes "Hello there!";
		mes "Interested in wagering on";
		mes "the Dual Monster Race?";
		mes "I'm here to help you if you've";
		mes "got any questions, or if you";
		mes "want to place your wager.";
		next;
		switch(select("Check Monster Status:Wager on Race:Monster Race?:Cancel")) {
		case 1:
			mes "Monster 1 [^CC6600Luck^000000: " + $@mon_r02_Luk1 + "] [^EE0000HP^000000: " + $@mon_r02_tire1 + "]";
			mes "Monster 2 [^CC6600Luck^000000: " + $@mon_r02_Luk2 + "] [^EE0000HP^000000: " + $@mon_r02_Tire2 + "]";
			mes "Monster 3 [^CC6600Luck^000000: " + $@mon_r02_Luk3 + "] [^EE0000HP^000000: " + $@mon_r02_Tire3 + "]";
			mes "Monster 4 [^CC6600Luck^000000: " + $@mon_r02_Luk4 + "] [^EE0000HP^000000: " + $@mon_r02_Tire4 + "]";
			mes "Monster 5 [^CC6600Luck^000000: " + $@mon_r02_Luk5 + "] [^EE0000HP^000000: " + $@mon_r02_Tire5 + "]";
			mes "Monster 6 [^CC6600Luck^000000: " + $@mon_r02_Luk6 + "] [^EE0000HP^000000: " + $@mon_r02_Tire6 + "]";
			close;
		case 2:
			mes "[Ticket Helper]";
			mes "Alright, please choose which";
			mes "two monsters that you think";
			mes "will win 1st and 2nd place.";
			mes "If both your monsters come";
			mes "in 1st and 2nd, in any order,";
			mes "you'll win the wager.";
			next;
			mes "[Ticket Helper]";
			mes "Now, please tell me";
			mes "your first choice for one";
			mes "of the monsters that";
			mes "will win this race.";
			next;
			switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) {
			case 1:
				mes "[Ticket Helper]";
				mes "You've chosen";
				mes "^0000FFMonster 1^000000, a friendly";
				mes "Poring type monster.";
				mes "Are you sure you want";
				mes "to choose this monster?";
				next;
				switch(select("Yes:No")) {
				case 1:
					mes "[Ticket Helper]";
					mes "Now, please make";
					mes "your second choice";
					mes "for the monster that";
					mes "you think will place";
					mes "1st or 2nd in this race.";
					next;
					switch(select("Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) {
					case 1:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 2^000000, an adorable";
						mes "Lunatic type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 1^000000 and ^0000FFMonster 2^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,1;
								set monster_race_2_2,2;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 2:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 3^000000, a darling";
						mes "Savage Bebe monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 1^000000 and ^0000FFMonster 3^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,1;
								set monster_race_2_2,3;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 3:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 4^000000, a gentle Baby";
						mes "Desert Wolf monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've chosen";
								mes "^0000FFMonster 1^000000 and";
								mes "^0000FFMonster 4^000000.";
								mes "I wish you good luck.";
								emotion e_kis;
								set monster_race_2_1,1;
								set monster_race_2_2,4;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
							break;
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 4:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 5^000000, a small, yet";
						mes "demonic, Deviruchi.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 1^000000 and ^0000FFMonster 5^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,1;
								set monster_race_2_2,5;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 5:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 6^000000, a naughty";
						mes "Baphomet Jr. monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 1^000000 and ^0000FFMonster 6^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,1;
								set monster_race_2_2,6;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					}
				case 2:
					mes "[Ticket Helper]";
					mes "You have canceled";
					mes "your wager. Okay,";
					mes "I understand. Perhaps";
					mes "you'd feel more comfortable";
					mes "checking the monsters first?";
					close;
				}
			case 2:
				mes "[Ticket Helper]";
				mes "You've chosen";
				mes "^0000FFMonster 2^000000, an adorable";
				mes "Lunatic type monster.";
				mes "Are you sure you want";
				mes "to choose this monster?";
				next;
				switch(select("Yes:No")) {
				case 1:
					mes "[Ticket Helper]";
					mes "Now, please make";
					mes "your second choice";
					mes "for the monster that";
					mes "you think will place";
					mes "1st or 2nd in this race.";
					next;
					switch(select("Monster 1:Monster 3:Monster 4:Monster 5:Monster 6")) {
					case 1:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 1^000000, a friendly";
						mes "Poring type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 2^000000 and ^0000FFMonster 1^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,2;
								set monster_race_2_2,1;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 2:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 3^000000, a darling";
						mes "Savage Bebe monster.";
						mes "Are you sure you want";
						mes "to choose this monster?.";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 2^000000 and ^0000FFMonster 3^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,2;
								set monster_race_2_2,3;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 3:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 4^000000, a gentle Baby";
						mes "Desert Wolf monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 2^000000 and ^0000FFMonster 4^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,2;
								set monster_race_2_2,4;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 4:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 5^000000, a small, yet";
						mes "demonic, Deviruchi.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 2^000000 and ^0000FFMonster 5^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,2;
								set monster_race_2_2,5;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 5:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 6^000000, a naughty";
						mes "Baphomet Jr. monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 2^000000 and ^0000FFMonster 6^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,2;
								set monster_race_2_2,6;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					}
				case 2:
					mes "[Ticket Helper]";
					mes "You have canceled";
					mes "your wager. Okay,";
					mes "I understand. Perhaps";
					mes "you'd feel more comfortable";
					mes "checking the monsters first?";
					close;
				}
			case 3:
				mes "[Ticket Helper]";
				mes "You've chosen";
				mes "^0000FFMonster 3^000000, a darling";
				mes "Savage Bebe monster.";
				mes "Are you sure you want";
				mes "to choose this monster?";
				next;
				switch(select("Yes:No")) {
				case 1:
					mes "[Ticket Helper]";
					mes "Now, please make";
					mes "your second choice";
					mes "for the monster that";
					mes "you think will place";
					mes "1st or 2nd in this race.";
					next;
					switch(select("Monster 1:Monster 2:Monster 4:Monster 5:Monster 6")) {
					case 1:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 1^000000, a friendly";
						mes "Poring type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 3^000000 and ^0000FFMonster 1^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,3;
								set monster_race_2_2,1;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 2:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 2^000000, an adorable";
						mes "Lunatic type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 3^000000 and ^0000FFMonster 2^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,3;
								set monster_race_2_2,2;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 3:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 4^000000, a gentle Baby";
						mes "Desert Wolf monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 3^000000 and ^0000FFMonster 4^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,3;
								set monster_race_2_2,4;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 4:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 5^000000, a small, yet";
						mes "demonic, Deviruchi.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 3^000000 and ^0000FFMonster 5^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,3;
								set monster_race_2_2,5;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 5:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 6^000000, a naughty";
						mes "Baphomet Jr. monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 3^000000 and ^0000FFMonster 6^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,3;
								set monster_race_2_2,6;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					}
				case 2:
					mes "[Ticket Helper]";
					mes "You have canceled";
					mes "your wager. Okay,";
					mes "I understand. Perhaps";
					mes "you'd feel more comfortable";
					mes "checking the monsters first?";
					close;
				}
			case 4:
				mes "[Ticket Helper]";
				mes "You've chosen";
				mes "^0000FFMonster 4^000000, a gentle Baby";
				mes "Desert Wolf monster.";
				mes "Are you sure you want";
				mes "to choose this monster?";
				next;
				switch(select("Yes:No")) {
				case 1:
					mes "[Ticket Helper]";
					mes "Now, please make";
					mes "your second choice";
					mes "for the monster that";
					mes "you think will place";
					mes "1st or 2nd in this race.";
					next;
					switch(select("Monster 1:Monster 2:Monster 3:Monster 5:Monster 6")) {
					case 1:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 1^000000, a friendly";
						mes "Poring type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 4^000000 and ^0000FFMonster 1^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,4;
								set monster_race_2_2,1;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 2:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 2^000000, an adorable";
						mes "Lunatic type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 4^000000 and ^0000FFMonster 2^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,4;
								set monster_race_2_2,2;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 3:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 3^000000, a darling";
						mes "Savage Bebe monster.";
						mes "Are you sure you want";
						mes "to choose this monster?.";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 4^000000 and ^0000FFMonster 3^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,4;
								set monster_race_2_2,3;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
						break;
					case 4:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 5^000000, a small, yet";
						mes "demonic, Deviruchi.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 4^000000 and ^0000FFMonster 5^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,4;
								set monster_race_2_2,5;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 5:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 6^000000, a naughty";
						mes "Baphomet Jr. monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 4^000000 and ^0000FFMonster 6^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,4;
								set monster_race_2_2,6;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					}
				case 2:
					mes "[Ticket Helper]";
					mes "You have canceled";
					mes "your wager. Okay,";
					mes "I understand. Perhaps";
					mes "you'd feel more comfortable";
					mes "checking the monsters first?";
					close;
				}
			case 5:
				mes "[Ticket Helper]";
				mes "You've chosen";
				mes "^0000FFMonster 5^000000, a small, yet";
				mes "demonic, Deviruchi.";
				mes "Are you sure you want";
				mes "to choose this monster?";
				next;
				switch(select("Yes:No")) {
				case 1:
					mes "[Ticket Helper]";
					mes "Now, please make";
					mes "your second choice";
					mes "for the monster that";
					mes "you think will place";
					mes "1st or 2nd in this race.";
					next;
					switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 6")) {
					case 1:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 1^000000, a friendly";
						mes "Poring type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 5^000000 and ^0000FFMonster 1^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,5;
								set monster_race_2_2,1;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 2:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 2^000000, an adorable";
						mes "Lunatic type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 5^000000 and ^0000FFMonster 2^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,5;
								set monster_race_2_2,2;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 3:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 3^000000, a darling";
						mes "Savage Bebe monster.";
						mes "Are you sure you want";
						mes "to choose this monster?.";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 5^000000 and ^0000FFMonster 3^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,5;
								set monster_race_2_2,3;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 4:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 4^000000, a gentle Baby";
						mes "Desert Wolf monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 5^000000 and ^0000FFMonster 4^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,5;
								set monster_race_2_2,4;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 5:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 6^000000, a small, yet";
						mes "demonic, Deviruchi.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 5^000000 and ^0000FFMonster 6^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,5;
								set monster_race_2_2,6;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					}
				case 2:
					mes "[Ticket Helper]";
					mes "You have canceled";
					mes "your wager. Okay,";
					mes "I understand. Perhaps";
					mes "you'd feel more comfortable";
					mes "checking the monsters first?";
					close;
				}
			case 6:
				mes "[Ticket Helper]";
				mes "You've chosen";
				mes "^0000FFMonster 6^000000, a naughty";
				mes "Baphomet Jr. monster.";
				mes "Are you sure you want";
				mes "to choose this monster?";
				next;
				switch(select("Yes:No")) {
				case 1:
					mes "[Ticket Helper]";
					mes "Then, please pick your 2nd choice.";
					next;
					switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 5")) {
					case 1:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 1^000000, a friendly";
						mes "Poring type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 6^000000 and ^0000FFMonster 1^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,6;
								set monster_race_2_2,1;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 2:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 2^000000, an adorable";
						mes "Lunatic type monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 6^000000 and ^0000FFMonster 2^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,6;
								set monster_race_2_2,2;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 3:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 3^000000, a darling";
						mes "Savage Bebe monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 6^000000 and ^0000FFMonster 3^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,6;
								set monster_race_2_2,3;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 4:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 4^000000, a gentle Baby";
						mes "Desert Wolf monster.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 6^000000 and ^0000FFMonster 4^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,6;
								set monster_race_2_2,4;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					case 5:
						mes "[Ticket Helper]";
						mes "You've chosen";
						mes "^0000FFMonster 5^000000, a small, yet";
						mes "demonic, Deviruchi.";
						mes "Are you sure you want";
						mes "to choose this monster?";
						next;
						switch(select("Yes:No")) {
						case 1:
							if ($@mon_time_2_2 == 0) {
								mes "[Ticket Helper]";
								mes "You've wagered on";
								mes "^0000FFMonster 6^000000 and ^0000FFMonster 5^000000";
								mes "to win this race. Good luck!";
								mes "I really hope that the odds";
								mes "work out in your favor~";
								emotion e_kis;
								set monster_race_2_1,6;
								set monster_race_2_2,5;
								getitem 7514,1; //Monster_Ticket
								close;
							}
							else {
								mes "[Ticket Helper]";
								mes "I'm very sorry, but a";
								mes "monster race is underway.";
								mes "Please wait, and then place";
								mes "your wager for the next race.";
								close;
							}
						case 2:
							mes "[Ticket Helper]";
							mes "You have canceled";
							mes "your wager. Okay,";
							mes "I understand. Perhaps";
							mes "you'd feel more comfortable";
							mes "checking the monsters first?";
							close;
						}
					}
				case 2:
					mes "[Ticket Helper]";
					mes "You have canceled";
					mes "your wager. Okay,";
					mes "I understand. Perhaps";
					mes "you'd feel more comfortable";
					mes "checking the monsters first?";
					close;
				}
			}
		case 3:
			mes "[Ticket Helper]";
			mes "Monster Races originated from";
			mes "simple children's games in which";
			mes "Cute Pets would race against each other. This grew into an adult";
			mes "pastime that is so popular, we've built a racing arena in Hugel.";
			next;
			mes "[Ticket Helper]";
			mes "Our Monster Race Arena hosts";
			mes "two types of monster races. First, we have the Single Monster Race,";
			mes "in which those that wagered on the 1st place monster are rewarded.";
			next;
			mes "[Eclar Ellbird]";
			mes "Then, we have the Dual Monster";
			mes "Race in which those that wagered on the 1st and 2nd place monsters";
			mes "are equally rewarded. The house";
			mes "odds and wager rewards are greater in Dual Races than Single Races.";
			next;
			mes "[Ticket Helper]";
			mes "Although a small entrance";
			mes "fee is required, we only use";
			mes "the money to give rewards to";
			mes "participants and maintain this";
			mes "arena. Therefore, we're not";
			mes "profiting from this enterprise.";
			next;
			mes "[Ticket Helper]";
			mes "Also, we prohibit others";
			mes "from making personal bets";
			mes "and wagers, using items and";
			mes "zeny, based on the outcomes";
			mes "of these races. That kind of";
			mes "gambling is illegal here...";
			next;
			mes "[Ticket Helper]";
			mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
			mes "Keep in mind that winning Racing Tickets can only be exchanged for";
			mes "Prize Medals during a 5 minute window after the end of the race.";
			next;
			mes "[Ticket Helper]";
			mes "You're already here";
			mes "inside the Monster Race";
			mes "Arena, so you may as well";
			mes "try placing a wager. It's";
			mes "more fun than you'd think~";
			close;
		case 4:
			mes "[Ticket Helper]";
			mes "You have canceled";
			mes "your wager. Okay,";
			mes "I understand. Perhaps";
			mes "you'd feel more comfortable";
			mes "checking the monsters first?";
			close;
		}
	}
	else {
		if (countitem(7514) > 0) {
			mes "[Ticket Helper]";
			mes "You've wagered on";
			mes "^0000FFMonster " + monster_race_2_1 + "^000000 and ^0000FFMonster " + monster_race_2_2 + "^000000";
			mes "for this Dual Monster Race.";
			next;
			mes "[Ticket Helper]";
			mes "The start of the race will be";
			mes "announced through a broadcast.";
			mes "You can refer to your Mini-Map";
			mes "to track the monsters' race";
			mes "positions. Thank you, and";
			mes "have a good time!";
			viewpoint 1,43,35,0,0xFF0000;
			close;
		}
		else {
			mes "[Ticket Helper]";
			mes "The start of the race will be";
			mes "announced through a broadcast.";
			mes "You can refer to your Mini-Map";
			mes "to track the monsters' race";
			mes "positions. Thank you, and";
			mes "have a good time!";
			viewpoint 1,43,35,0,0xFF0000;
			close;
		}
	}

OnInit:
	disablenpc "Ticket Helper#2";
	end;
}

p_track02,39,49,3	script	Game Guide#double	845,{
	mes "[Game Guide]";
	mes "Welcome to the";
	mes "Monster Race Arena.";
	mes "How can I help you?";
	next;
	switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) {
	case 1:
		mes "[Game Guide]";
		mes "Monster Races originated from";
		mes "simple children's games in which";
		mes "Cute Pets would race against each other. This grew into an adult";
		mes "pastime that is so popular, we've built a racing arena in Hugel.";
		next;
		mes "[Game Guide]";
		mes "Our Monster Race Arena hosts";
		mes "two types of monster races. First, we have the Single Monster Race,";
		mes "in which those that wagered on the 1st place monster are rewarded.";
		next;
		mes "[Game Guide]";
		mes "Then, we have the Dual Monster";
		mes "Race in which the house odds and rewards are greater than in Single";
		mes "Monster Races: you must wager on 2 monsters, and they must place in";
		mes "1st and 2nd for you to win.";
		next;
		mes "[Game Guide]";
		mes "Although a small entrance";
		mes "fee is required, we only use";
		mes "the money to give rewards to";
		mes "participants and maintain this";
		mes "arena. Therefore, we're not";
		mes "profiting from this enterprise.";
		next;
		mes "[Game Guide]";
		mes "Also, we prohibit others";
		mes "from making personal bets";
		mes "and wagers, using items and";
		mes "zeny, based on the outcomes";
		mes "of these races. That kind of";
		mes "gambling is illegal here...";
		next;
		mes "[Game Guide]";
		mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
		mes "Keep in mind that winning Racing Tickets can only be exchanged for";
		mes "Prize Medals during a 5 minute window after the end of the race.";
		next;
		break;
	case 2:
		mes "[Game Guide]";
		mes "Before placing a wager, you";
		mes "must get a free Racing Ticket";
		mes "from the Ticket Helper. There,";
		mes "I've marked the Ticket Helper";
		mes "on your Mini-Map, so you can";
		mes "find him pretty easily.";
		viewpoint 1,73,22,1,0xFF3355;
		next;
		break;
	case 3:
		mes "[Game Guide]";
		mes "If you wagered on the winner";
		mes "of a Single Monster Race, or";
		mes "on the 1st or 2nd place winners";
		mes "in a Dual Monster Race, then";
		mes "you can exchange your Racing";
		mes "Ticket for Prize Medals.";
		next;
		mes "[Game Guide]";
		mes "However, you must exchange";
		mes "your Racing Ticket with the";
		mes "Medal Distributor within the";
		mes "5 minute window after the end";
		mes "of the race. ^FF0000Your ticket becomes^FFFFFF ^FF0000 void after these 5 minutes.^000000";
		next;
		mes "[Game Guide]";
		mes "When this 5 minute window";
		mes "elapses, you will be teleported outside, and we will immediately";
		mes "begin preparing for the next race. Make sure that you remember this";
		mes "information when you wager.";
		next;
		mes "[Game Guide]";
		mes "If you haven't received";
		mes "your free Racing Ticket,";
		mes "then please visit the Ticket";
		mes "Helper. There, I've just marked";
		mes "his location on your Mini-Map.";
		viewpoint 1,67,45,2,0xCE6300;
		next;
		break;
	}
	mes "[Game Guide]";
	mes "Thank you, and";
	mes "I hope you enjoy";
	mes "your time here in the";
	mes "Monster Racing Arena.";
	close;
}

p_track02,67,45,5	script	Medal Distributor#medal	845,{
	if (checkweight(909,20) == 0) {
		mes "[Medal Distributor]";
		mes "I'm sorry, but I can't";
		mes "reward you with any medals";
		mes "until you make more space";
		mes "available in your Inventory.";
		close;
	}
	if (countitem(7514) > 0) {
		mes "[Medal Distributor]";
		mes "Hello there~";
		mes "If you've wagered on the";
		mes "winning monster in a recent";
		mes "race, then you can exchange";
		mes "your game ticket here for";
		mes "some Prize Medals.";
		next;
		mes "[Medal Distributor]";
		mes "Please remember that you can";
		mes "only exchange winning Game";
		mes "Tickets for Prize Medals right";
		mes "after the race finishes. Prize";
		mes "Medals may be given to Wayne";
		mes "in Hugel in exchange for items.";
		next;
		if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 2)) || (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 1)) {
			if ((monster_race_2_1 == 1) && (monster_race_2_2 == 2)) || ((monster_race_2_1 == 2) && (monster_race_2_2 == 1)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 3)) || (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 1)) {
			if ((monster_race_2_1 == 1) && (monster_race_2_2 == 3)) || ((monster_race_2_1 == 3) && (monster_race_2_2 == 1)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 1)) {
			if ((monster_race_2_1 == 1) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 1)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 1)) {
			if ((monster_race_2_1 == 1) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 1)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 1)) {
			if ((monster_race_2_1 == 1) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 1)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 3)) || (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 2)) {
			if ((monster_race_2_1 == 2) && (monster_race_2_2 == 3)) || ((monster_race_2_1 == 3) && (monster_race_2_2 == 2)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 2)) {
			if ((monster_race_2_1 == 2) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 2)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 2)) {
			if ((monster_race_2_1 == 2) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 2)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 2)) {
			if ((monster_race_2_1 == 2) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 2)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 3)) {
			if ((monster_race_2_1 == 3) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 3)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 3)) {
			if ((monster_race_2_1 == 3) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 3)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 3)) {
			if ((monster_race_2_1 == 3) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 3)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 4)) {
			if ((monster_race_2_1 == 4) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 4)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 4)) {
			if ((monster_race_2_1 == 4) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 4)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else if (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 5)) {
			if ((monster_race_2_1 == 5) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 5)) {
				mes "[Medal Distributor]";
				mes "Congratulations! It's really";
				mes "difficult to guess the winners";
				mes "of a Dual Monster Race, so you";
				mes "must be really lucky! Would you";
				mes "like to exchange your winning";
				mes "Racing Ticket for Prize Medals?";
				next;
				switch(select("Yes, please.:No, thanks.")) {
				case 1:
					mes "[Medal Distributor]";
					mes "Okay, everything looks good,";
					mes "so here's your Prize Medals~";
					mes "If you want to trade these";
					mes "medals for items, please";
					mes "visit Wayne in Hugel. We hope";
					mes "you enjoyed the Monster Race~";
					delitem 7514,1; //Monster_Ticket
					set monster_race_2_1,7;
					set monster_race_2_2,7;
					getitem 7515,15; //Marvelous_Medal
					close;
				case 2:
					mes "[Medal Distributor]";
					mes "Um, are you sure? You ";
					mes "can only exchange a winning";
					mes "Racing Ticket for Prize Medals";
					mes "for a short time after the race. If you made a mistake, you";
					mes "should ask me again quickly.";
					close;
				}
			}
			else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
				mes "[Medal Distributor]";
				mes "Well, better luck next time...";
				mes "Although you can't always";
				mes "be lucky, it's always fun to";
				mes "wager on the monster races!";
				close;
			}
			else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
				mes "[Medal Distributor]";
				mes "Thanks for visiting the";
				mes "Monster Race Arena, and";
				mes "I hope you enjoy your time";
				mes "here. I'll see you next time~";
				close;
			}
			else {
				mes "[Medal Distributor]";
				mes "You may not have wagered";
				mes "on the winning monster in";
				mes "the last race, but I hope that";
				mes "you get lucky next time~";
				close;
			}
		}
		else {
			mes "[Medal Distributor]";
			mes "Hello there~";
			mes "If you've wagered on the";
			mes "winning monster in a recent";
			mes "race, then you can exchange";
			mes "your game ticket here for";
			mes "some Prize Medals.";
			next;
			mes "[Medal Distributor]";
			mes "Please remember that you can";
			mes "only exchange winning Game";
			mes "Tickets for Prize Medals right";
			mes "after the race finishes. Prize";
			mes "Medals may be given to Wayne";
			mes "in Hugel in exchange for items.";
			close;
		}
	}
	else {
		mes "[Medal Distributor]";
		mes "Hello there~";
		mes "If you've wagered on the";
		mes "winning monster in a recent";
		mes "race, then you can exchange";
		mes "your game ticket here for";
		mes "some Prize Medals.";
		next;
		mes "[Medal Distributor]";
		mes "Please remember that you can";
		mes "only exchange winning Game";
		mes "Tickets for Prize Medals right";
		mes "after the race finishes. Prize";
		mes "Medals may be given to Wayne";
		mes "in Hugel in exchange for items.";
		close;
	}

OnInit:
	disablenpc "Medal Distributor#medal";
	end;
}

p_track02,76,38,1	script	Exit Guide#double	798,{
	mes "[Exit Guide]";
	mes "If you have a winning Racing";
	mes "Ticket, please make sure that";
	mes "you redeem it for Prize Medals";
	mes "now. All Racing Tickets become";
	mes "void once the next race begins.";
	next;
	mes "[Exit Guide]";
	mes "If you wish to leave";
	mes "the arena, then I can guide";
	mes "you outside. Would you like";
	mes "to leave the arena right now?";
	next;
	switch(select("Yes:No")) {
	case 1:
		if (countitem(7514) == 0) {
			mes "[Exit Guide]";
			mes "Thank you for";
			mes "your patronage, and";
			mes "I hope that you come";
			mes "visit us again soon~";
		}
		else {
			mes "[Exit Guide]";
			mes "In accordance with our";
			mes "policies, I must take your";
			mes "Racing Ticket before you leave.";
			mes "Thank you for your patronage,";
			mes "and I hope you enjoy your time";
			mes "here in the Monster Race Arena.";
			delitem 7514,1; //Monster_Ticket
		}
		set monster_race_2_1,0;
		set monster_race_2_2,0;
		close2;
		warp "hugel",63,73;
		end;
	case 2:
		mes "[Exit Guide]";
		mes "Alright, then.";
		mes "Just let me know";
		mes "whenever you're";
		mes "ready to leave.";
		close;
	}
}

p_track02,30,38,0	script	#poring1	139,0,0,{
OnInit:
	disablenpc "#poring1";
	end;

OnEnable:
	enablenpc "#poring1";
	monster "p_track02",58,38,"Monster 1",1725,1,"#poring1::OnMyMobDead";
	end;

OnDisable:
	killmonster "p_track02","#poring1::OnMyMobDead";
	disablenpc "#poring1";
	end;

OnTouchNPC:
	if ($@mon_race_2_1 == 0) {
		emotion e_lv;
		specialeffect EF_MVP;
		mapannounce "p_track02","Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_1,1;
		donpcevent "#poring1::OnDisable";
	}
	else {
		emotion e_lv;
		specialeffect EF_MVP;
		mapannounce "p_track02","The race is over! Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_2,1;
		donpcevent "#poring1::OnDisable";
		donpcevent "#lunatic1::OnDisable";
		donpcevent "#savagebebe1::OnDisable";
		donpcevent "#desertwolf1::OnDisable";
		donpcevent "#deviruchi1::OnDisable";
		donpcevent "#baphomet1::OnDisable";
		donpcevent "TrapGlobal#race02::OnDisable";
		enablenpc "Medal Distributor#medal";
		donpcevent "#race_timer2-3::OnEnable";
	}
	end;

OnMyMobDead:
	end;
}

p_track02,30,36,0	script	#lunatic1	139,0,0,{
OnInit:
	disablenpc "#lunatic1";
	end;

OnEnable:
	enablenpc "#lunatic1";
	monster "p_track02",58,36,"Monster No. 2",1726,1,"#lunatic1::OnMyMobDead";
	end;

OnDisable:
	killmonster "p_track02","#lunatic1::OnMyMobDead";
	disablenpc "#lunatic1";
	end;

OnTouchNPC:
	if ($@mon_race_2_1 == 0) {
		emotion e_ho;
		specialeffect EF_MVP;
		mapannounce "p_track02","Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_1,2;
		donpcevent "#lunatic1::OnDisable";
	}
	else {
		emotion e_ho;
		specialeffect EF_MVP;
		mapannounce "p_track02","The race is over! Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_2,2;
		donpcevent "#lunatic1::OnDisable";
		donpcevent "#poring1::OnDisable";
		donpcevent "#savagebebe1::OnDisable";
		donpcevent "#desertwolf1::OnDisable";
		donpcevent "#deviruchi1::OnDisable";
		donpcevent "#baphomet1::OnDisable";
		donpcevent "TrapGlobal#race02::OnDisable";
		enablenpc "Medal Distributor#medal";
		donpcevent "#race_timer2-3::OnEnable";
	}
	end;

OnMyMobDead:
	end;
}

p_track02,30,34,0	script	#savagebebe1	139,0,0,{
OnInit:
	disablenpc "#savagebebe1";
	end;

OnEnable:
	enablenpc "#savagebebe1";
	monster "p_track02",58,34,"Monster No. 3",1727,1,"#savagebebe1::OnMyMobDead";
	end;

OnDisable:
	killmonster "p_track02","#savagebebe1::OnMyMobDead";
	disablenpc "#savagebebe1";
	end;

OnTouchNPC:
	if ($@mon_race_2_1 == 0) {
		emotion e_heh;
		specialeffect EF_MVP;
		mapannounce "p_track02","Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_1,3;
		donpcevent "#savagebebe1::OnDisable";
	}
	else {
		emotion e_heh;
		specialeffect EF_MVP;
		mapannounce "p_track02","The race is over! Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_2,3;
		donpcevent "#savagebebe1::OnDisable";
		donpcevent "#poring1::OnDisable";
		donpcevent "#lunatic1::OnDisable";
		donpcevent "#desertwolf1::OnDisable";
		donpcevent "#deviruchi1::OnDisable";
		donpcevent "#baphomet1::OnDisable";
		donpcevent "TrapGlobal#race02::OnDisable";
		enablenpc "Medal Distributor#medal";
		donpcevent "#race_timer2-3::OnEnable";
	}
	end;

OnMyMobDead:
	end;
}

p_track02,30,32,0	script	#desertwolf1	139,0,0,{
OnInit:
	disablenpc "#desertwolf1";
	end;

OnEnable:
	enablenpc "#desertwolf1";
	monster "p_track02",58,32,"Monster No. 4",1728,1,"#desertwolf1::OnMyMobDead";
	end;

OnDisable:
	killmonster "p_track02","#desertwolf1::OnMyMobDead";
	disablenpc "#desertwolf1";
	end;

OnTouchNPC:
	if ($@mon_race_2_1 == 0) {
		emotion e_kis;
		specialeffect EF_MVP;
		mapannounce "p_track02","Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_1,4;
		donpcevent "#desertwolf1::OnDisable";
	}
	else {
		emotion e_kis;
		specialeffect EF_MVP;
		mapannounce "p_track02","The race is over! Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_2,4;
		donpcevent "#desertwolf1::OnDisable";
		donpcevent "#poring1::OnDisable";
		donpcevent "#lunatic1::OnDisable";
		donpcevent "#savagebebe1::OnDisable";
		donpcevent "#deviruchi1::OnDisable";
		donpcevent "#baphomet1::OnDisable";
		donpcevent "TrapGlobal#race02::OnDisable";
		enablenpc "Medal Distributor#medal";
		donpcevent "#race_timer2-3::OnEnable";
	}
	end;

OnMyMobDead:
	end;
}

p_track02,30,30,0	script	#deviruchi1	139,0,0,{
OnInit:
	disablenpc "#deviruchi1";
	end;

OnEnable:
	enablenpc "#deviruchi1";
	monster "p_track02",58,30,"Monster No. 5",1730,1,"#deviruchi1::OnMyMobDead";
	end;

OnDisable:
	killmonster "p_track02","#deviruchi1::OnMyMobDead";
	disablenpc "#deviruchi1";
	end;

OnTouchNPC:
	if ($@mon_race_2_1 == 0) {
		emotion e_gg;
		specialeffect EF_MVP;
		mapannounce "p_track02","Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_1,5;
		donpcevent "#deviruchi1::OnDisable";
	}
	else {
		emotion e_gg;
		specialeffect EF_MVP;
		mapannounce "p_track02","The race is over! Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_2,5;
		donpcevent "#deviruchi1::OnDisable";
		donpcevent "#poring1::OnDisable";
		donpcevent "#lunatic1::OnDisable";
		donpcevent "#savagebebe1::OnDisable";
		donpcevent "#desertwolf1::OnDisable";
		donpcevent "#baphomet1::OnDisable";
		donpcevent "TrapGlobal#race02::OnDisable";
		enablenpc "Medal Distributor#medal";
		donpcevent "#race_timer2-3::OnEnable";
	}
	end;

OnMyMobDead:
	end;
}

p_track02,30,28,0	script	#baphomet1	139,0,0,{
OnInit:
	disablenpc "#baphomet1";
	end;

OnEnable:
	enablenpc "#baphomet1";
	monster "p_track02",58,28,"Monster No. 6",1729,1,"#baphomet1::OnMyMobDead";
	end;

OnDisable:
	killmonster "p_track02","#baphomet1::OnMyMobDead";
	disablenpc "#baphomet1";
	end;

OnTouchNPC:
	if ($@mon_race_2_1 == 0) {
		emotion e_pif;
		specialeffect EF_MVP;
		mapannounce "p_track02","Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_1,6;
		donpcevent "#baphomet1::OnDisable";
	}
	else {
		emotion e_pif;
		specialeffect EF_MVP;
		mapannounce "p_track02","The race is over! Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC";
		set $@mon_race_2_2,6;
		donpcevent "#baphomet1::OnDisable";
		donpcevent "#poring1::OnDisable";
		donpcevent "#lunatic1::OnDisable";
		donpcevent "#savagebebe1::OnDisable";
		donpcevent "#desertwolf1::OnDisable";
		donpcevent "#deviruchi1::OnDisable";
		donpcevent "TrapGlobal#race02::OnDisable";
		enablenpc  "Medal Distributor#medal";
		donpcevent "#race_timer2-3::OnEnable";
	}
	end;

OnMyMobDead:
	end;
}

p_track02,19,48,0	script	TrapGlobal#race02	-1,{
OnInit:
	set $@mon_r02_luk1,0;
	set $@mon_r02_luk2,0;
	set $@mon_r02_luk3,0;
	set $@mon_r02_luk4,0;
	set $@mon_r02_luk5,0;
	set $@mon_r02_luk6,0;
	set $@mon_r02_tire1,0;
	set $@mon_r02_tire2,0;
	set $@mon_r02_tire3,0;
	set $@mon_r02_tire4,0;
	set $@mon_r02_tire5,0;
	set $@mon_r02_tire6,0;
	end;

OnEnable:
	enablenpc "TrapGlobal#race02";
	enablenpc "starting#race02_1";
	enablenpc "starting#race02_2";
	enablenpc "starting#race02_3";
	enablenpc "starting#race02_4";
	enablenpc "starting#race02_5";
	enablenpc "starting#race02_6";
	//-------------------------------------------------------------
	// Monster No. 1, Poring
	//-------------------------------------------------------------
	set .@firstline,rand(1,70);
	if ((.@firstline > 0) && (.@firstline < 11)) {
		set $@mon_r02_luk1,.@firstline;
		enablenpc "Luk#race02_1_5";
		enablenpc "Luk#race02_1_6";
		set .@firsttired,rand(50,60);
		if (.@firsttired > 49) && (.@firsttired < 61) {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
		}
	}
	else if ((.@firstline > 10) && (.@firstline < 31)) {
		set $@mon_r02_luk1,.@firstline;
		enablenpc "Luk#race02_1_5";
		set .@firsttired,rand(40,60);
		if (.@firsttired > 49) && (.@firsttired < 61) {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
		}
		else {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
		}
	}
	else if ((.@firstline > 20) && (.@firstline < 41)) {
		set $@mon_r02_luk1,.@firstline;
		enablenpc "Luk#race02_1_1";
		set .@firsttired,rand(30,50);
		if (.@firsttired > 39) && (.@firsttired < 51) {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
		}
		else {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
		}
	}
	else if ((.@firstline > 40) && (.@firstline < 51)) {
		set $@mon_r02_luk1,.@firstline;
		enablenpc "Luk#race02_1_1";
		enablenpc "Luk#race02_1_2";
		set .@firsttired,rand(20,40);
		if (.@firsttired > 29) && (.@firsttired < 41) {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
		}
		else {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
			enablenpc "Tire#race02_1_4";
		}
	}
	else if ((.@firstline > 50) && (.@firstline < 61)) {
		set $@mon_r02_luk1,.@firstline;
		enablenpc "Luk#race02_1_1";
		enablenpc "Luk#race02_1_2";
		enablenpc "Luk#race02_1_3";
		set .@firsttired,rand(10,30);
		if (.@firsttired > 19) && (.@firsttired < 31) {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
			enablenpc "Tire#race02_1_4";
		}
		else {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
			enablenpc "Tire#race02_1_4";
			enablenpc "Tire#race02_1_5";
		}
	}
	else if ((.@firstline > 60) && (.@firstline < 71)) {
		set $@mon_r02_luk1,.@firstline;
		enablenpc "Luk#race02_1_1";
		enablenpc "Luk#race02_1_2";
		enablenpc "Luk#race02_1_3";
		enablenpc "Luk#race02_1_4";
		set .@firsttired,rand(0,20);
		if (.@firsttired > 9) && (.@firsttired < 21) {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
			enablenpc "Tire#race02_1_4";
			enablenpc "Tire#race02_1_5";
		}
		else {
			set $@mon_r02_tire1,.@firsttired;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
			enablenpc "Tire#race02_1_4";
			enablenpc "Tire#race02_1_5";
			enablenpc "Tire#race02_1_6";
		}
	}
	else {
		set $@mon_r02_luk1,.@firstline;
		enablenpc "Luk#race02_1_1";
		enablenpc "Luk#race02_1_2";
		enablenpc "Luk#race02_1_3";
		enablenpc "Luk#race02_1_4";
		set .@firsttired,rand(0,20);
		if (.@firsttired > 9) && (.@firsttired < 21) {
			set $@mon_r02_tire1,.@firstline;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
			enablenpc "Tire#race02_1_4";
			enablenpc "Tire#race02_1_5";
		}
		else {
			set $@mon_r02_tire1,.@firstline;
			enablenpc "Tire#race02_1_1";
			enablenpc "Tire#race02_1_2";
			enablenpc "Tire#race02_1_3";
			enablenpc "Tire#race02_1_4";
			enablenpc "Tire#race02_1_5";
			enablenpc "Tire#race02_1_6";
		}
	}
	//-------------------------------------------------------------
	// Monster No. 2, Lunatic
	//-------------------------------------------------------------
	set .@secondline,rand(1,70);
	if ((.@secondline > 0) && (.@secondline < 11)) {
		set $@mon_r02_luk2,.@secondline;
		enablenpc "Luk#race02_2_5";
		enablenpc "Luk#race02_2_6";
		set .@secondtired,rand(50,60);
		if (.@secondtired > 49) && (.@secondtired < 61) {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
		}
	}
	else if ((.@secondline > 10) && (.@secondline < 31)) {
		set $@mon_r02_luk2,.@secondline;
		enablenpc "Luk#race02_2_5";
		set .@secondtired,rand(40,60);
		if (.@secondtired > 49) && (.@secondtired < 61) {
			set $@mon_r02_tire2,.@secondline;
			enablenpc "Tire#race02_2_1";
		}
		else {
			set $@mon_r02_tire2,.@secondline;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
		}
	}
	else if ((.@secondline > 20) && (.@secondline < 41)) {
		set $@mon_r02_luk2,.@secondline;
		enablenpc "Luk#race02_2_1";
		set .@secondtired,rand(30,50);
		if (.@secondtired > 39) && (.@secondtired < 51) {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
		}
		else {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
		}
	}
	else if ((.@secondline > 40) && (.@secondline < 51)) {
		set $@mon_r02_luk2,.@secondline;
		enablenpc "Luk#race02_2_1";
		enablenpc "Luk#race02_2_2";
		set .@secondtired,rand(20,40);
		if (.@secondtired > 29) && (.@secondtired < 41) {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
		}
		else {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
			enablenpc "Tire#race02_2_4";
		}
	}
	else if ((.@secondline > 50) && (.@secondline < 61)) {
		set $@mon_r02_luk2,.@secondline;
		enablenpc "Luk#race02_2_1";
		enablenpc "Luk#race02_2_2";
		enablenpc "Luk#race02_2_3";
		set .@secondtired,rand(10,30);
		if (.@secondtired > 19) && (.@secondtired < 31) {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
			enablenpc "Tire#race02_2_4";
		}
		else {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
			enablenpc "Tire#race02_2_4";
			enablenpc "Tire#race02_2_5";
		}
	}
	else if ((.@secondline > 60) && (.@secondline < 71)) {
		set $@mon_r02_luk2,.@secondline;
		enablenpc "Luk#race02_2_1";
		enablenpc "Luk#race02_2_2";
		enablenpc "Luk#race02_2_3";
		enablenpc "Luk#race02_2_4";
		set .@secondtired,rand(0,20);
		if (.@secondtired > 9) && (.@secondtired < 21) {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
			enablenpc "Tire#race02_2_4";
			enablenpc "Tire#race02_2_5";
		}
		else {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
			enablenpc "Tire#race02_2_4";
			enablenpc "Tire#race02_2_5";
			enablenpc "Tire#race02_2_6";
		}
	}
	else {
		set $@mon_r02_luk2,.@secondline;
		enablenpc "Luk#race02_2_1";
		enablenpc "Luk#race02_2_2";
		enablenpc "Luk#race02_2_3";
		enablenpc "Luk#race02_2_4";
		set .@secondtired,rand(0,20);
		if (.@secondtired > 9) && (.@secondtired < 21) {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
			enablenpc "Tire#race02_2_4";
			enablenpc "Tire#race02_2_5";
		}
		else {
			set $@mon_r02_tire2,.@secondtired;
			enablenpc "Tire#race02_2_1";
			enablenpc "Tire#race02_2_2";
			enablenpc "Tire#race02_2_3";
			enablenpc "Tire#race02_2_4";
			enablenpc "Tire#race02_2_5";
			enablenpc "Tire#race02_2_6";
		}
	}
	//-------------------------------------------------------------
	// Monster No. 3, Savage Babe
	//-------------------------------------------------------------
	set .@thirdline,rand(1,70);
	if ((.@thirdline > 0) && (.@thirdline < 11)) {
		set $@mon_r02_luk3,.@thirdline;
		enablenpc "Luk#race02_3_5";
		enablenpc "Luk#race02_3_6";
		set .@thridtired,rand(50,60);
		if (.@thridtired > 49) && (.@thridtired < 61) {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
		}
	}
	else if ((.@thirdline > 10) && (.@thirdline < 31)) {
		set $@mon_r02_luk3,.@thirdline;
		enablenpc "Luk#race02_3_5";
		set .@thridtired,rand(40,60);
		if (.@thridtired > 49) && (.@thridtired < 61) {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
		}
		else {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
		}
	}
	else if ((.@thirdline > 20) && (.@thirdline < 41)) {
		set $@mon_r02_luk3,.@thirdline;
		enablenpc "Luk#race02_3_1";
		set .@thridtired,rand(30,50);
		if (.@thridtired > 39) && (.@thridtired < 51) {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
		}
		else {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
		}
	}
	else if ((.@thirdline > 40) && (.@thirdline < 51)) {
		set $@mon_r02_luk3,.@thirdline;
		enablenpc "Luk#race02_3_1";
		enablenpc "Luk#race02_3_2";
		set .@thridtired,rand(20,40);
		if (.@thridtired > 29) && (.@thridtired < 41) {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
		}
		else {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
			enablenpc "Tire#race02_3_4";
		}
	}
	else if ((.@thirdline > 50) && (.@thirdline < 61)) {
		set $@mon_r02_luk3,.@thirdline;
		enablenpc "Luk#race02_3_1";
		enablenpc "Luk#race02_3_2";
		enablenpc "Luk#race02_3_3";
		set .@thridtired,rand(10,30);
		if (.@thridtired > 19) && (.@thridtired < 31) {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
			enablenpc "Tire#race02_3_4";
		}
		else {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
			enablenpc "Tire#race02_3_4";
			enablenpc "Tire#race02_3_5";
		}
	}
	else if ((.@thirdline > 60) && (.@thirdline < 71)) {
		set $@mon_r02_luk3,.@thirdline;
		enablenpc "Luk#race02_3_1";
		enablenpc "Luk#race02_3_2";
		enablenpc "Luk#race02_3_3";
		enablenpc "Luk#race02_3_4";
		set .@thridtired,rand(0,20);
		if (.@thridtired > 9) && (.@thridtired < 21) {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
			enablenpc "Tire#race02_3_4";
			enablenpc "Tire#race02_3_5";
		}
		else {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
			enablenpc "Tire#race02_3_4";
			enablenpc "Tire#race02_3_5";
			enablenpc "Tire#race02_3_6";
		}
	}
	else {
		set $@mon_r02_luk3,.@thirdline;
		enablenpc "Luk#race02_3_1";
		enablenpc "Luk#race02_3_2";
		enablenpc "Luk#race02_3_3";
		enablenpc "Luk#race02_3_4";
		set .@thridtired,rand(0,20);
		if (.@thridtired > 9) && (.@thridtired < 21) {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
			enablenpc "Tire#race02_3_4";
			enablenpc "Tire#race02_3_5";
		}
		else {
			set $@mon_r02_tire3,.@thridtired;
			enablenpc "Tire#race02_3_1";
			enablenpc "Tire#race02_3_2";
			enablenpc "Tire#race02_3_3";
			enablenpc "Tire#race02_3_4";
			enablenpc "Tire#race02_3_5";
			enablenpc "Tire#race02_3_6";
		}
	}
	//-------------------------------------------------------------
	// Monster No. 4, Baby Desert Wolf
	//-------------------------------------------------------------
	set .@fourthline,rand(1,70);
	if ((.@fourthline > 0) && (.@fourthline < 11)) {
		set $@mon_r02_luk4,.@fourthline;
		enablenpc "Luk#race02_4_5";
		enablenpc "Luk#race02_4_6";
		set .@fourthtired,rand(50,60);
		if (.@fourthtired > 49) && (.@fourthtired < 61) {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
		}
	}
	else if ((.@fourthline > 10) && (.@fourthline < 31)) {
		set $@mon_r02_luk4,.@fourthline;
		enablenpc "Luk#race02_4_5";
		set .@fourthtired,rand(40,60);
		if (.@fourthtired > 49) && (.@fourthtired < 61) {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
		}
		else {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
		}
	}
	else if ((.@fourthline > 20) && (.@fourthline < 41)) {
		set $@mon_r02_luk4,.@fourthline;
		enablenpc "Luk#race02_4_1";
		set .@fourthtired,rand(30,50);
		if (.@fourthtired > 39) && (.@fourthtired < 51) {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
		}
		else {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
		}
	}
	else if ((.@fourthline > 40) && (.@fourthline < 51)) {
		set $@mon_r02_luk4,.@fourthline;
		enablenpc "Luk#race02_4_1";
		enablenpc "Luk#race02_4_2";
		set .@fourthtired,rand(20,40);
		if (.@fourthtired > 29) && (.@fourthtired < 41) {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
		}
		else {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
			enablenpc "Tire#race02_4_4";
		}
	}
	else if ((.@fourthline > 50) && (.@fourthline < 61)) {
		set $@mon_r02_luk4,.@fourthline;
		enablenpc "Luk#race02_4_1";
		enablenpc "Luk#race02_4_2";
		enablenpc "Luk#race02_4_3";
		set .@fourthtired,rand(10,30);
		if (.@fourthtired > 19) && (.@fourthtired < 31) {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
			enablenpc "Tire#race02_4_4";
		}
		else {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
			enablenpc "Tire#race02_4_4";
			enablenpc "Tire#race02_4_5";
		}
	}
	else if ((.@fourthline > 60) && (.@fourthline < 71)) {
		set $@mon_r02_luk4,.@fourthline;
		enablenpc "Luk#race02_4_1";
		enablenpc "Luk#race02_4_2";
		enablenpc "Luk#race02_4_3";
		enablenpc "Luk#race02_4_4";
		set .@fourthtired,rand(0,20);
		if (.@fourthtired > 9) && (.@fourthtired < 21) {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
			enablenpc "Tire#race02_4_4";
			enablenpc "Tire#race02_4_5";
		}
		else {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
			enablenpc "Tire#race02_4_4";
			enablenpc "Tire#race02_4_5";
			enablenpc "Tire#race02_4_6";
		}
	}
	else {
		set $@mon_r02_luk4,.@fourthline;
		enablenpc "Luk#race02_4_1";
		enablenpc "Luk#race02_4_2";
		enablenpc "Luk#race02_4_3";
		enablenpc "Luk#race02_4_4";
		set .@fourthtired,rand(0,20);
		if (.@fourthtired > 9) && (.@fourthtired < 21) {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
			enablenpc "Tire#race02_4_4";
			enablenpc "Tire#race02_4_5";
		}
		else {
			set $@mon_r02_tire4,.@fourthtired;
			enablenpc "Tire#race02_4_1";
			enablenpc "Tire#race02_4_2";
			enablenpc "Tire#race02_4_3";
			enablenpc "Tire#race02_4_4";
			enablenpc "Tire#race02_4_5";
			enablenpc "Tire#race02_4_6";
		}
	}
	//-------------------------------------------------------------
	// Monster No. 5, Deviruchi
	//-------------------------------------------------------------
	set .@fifthline,rand(1,70);
	if ((.@fifthline > 0) && (.@fifthline < 11)) {
		set $@mon_r02_luk5,.@fifthline;
		enablenpc "Luk#race02_5_5";
		set .@fifthtired,rand(50,60);
		if (.@fifthtired > 49) && (.@fifthtired < 61) {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
		}
	}
	else if ((.@fifthline > 10) && (.@fifthline < 31)) {
		set $@mon_r02_luk5,.@fifthline;
		enablenpc "Luk#race02_5_5";
		set .@fifthtired,rand(40,60);
		if (.@fifthtired > 49) && (.@fifthtired < 61) {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
		}
		else {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
		}
	}
	else if ((.@fifthline > 20) && (.@fifthline < 41)) {
		set $@mon_r02_luk5,.@fifthline;
		enablenpc "Luk#race02_5_1";
		set .@fifthtired,rand(30,50);
		if (.@fifthtired > 39) && (.@fifthtired < 51) {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
		}
		else {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
		}
	}
	else if ((.@fifthline > 40) && (.@fifthline < 51)) {
		set $@mon_r02_luk5,.@fifthline;
		enablenpc "Luk#race02_5_1";
		enablenpc "Luk#race02_5_2";
		set .@fifthtired,rand(20,40);
		if (.@fifthtired > 29) && (.@fifthtired < 41) {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
		}
		else {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
			enablenpc "Tire#race02_5_4";
		}
	}
	else if ((.@fifthline > 50) && (.@fifthline < 61)) {
		set $@mon_r02_luk5,.@fifthline;
		enablenpc "Luk#race02_5_1";
		enablenpc "Luk#race02_5_2";
		enablenpc "Luk#race02_5_3";
		set .@fifthtired,rand(10,30);
		if (.@fifthtired > 19) && (.@fifthtired < 31) {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
			enablenpc "Tire#race02_5_4";
		}
		else {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
			enablenpc "Tire#race02_5_4";
			enablenpc "Tire#race02_5_5";
		}
	}
	else if ((.@fifthline > 60) && (.@fifthline < 71)) {
		set $@mon_r02_luk5,.@fifthline;
		enablenpc "Luk#race02_5_1";
		enablenpc "Luk#race02_5_2";
		enablenpc "Luk#race02_5_3";
		enablenpc "Luk#race02_5_4";
		set .@fifthtired,rand(0,20);
		if (.@fifthtired > 9) && (.@fifthtired < 21) {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
			enablenpc "Tire#race02_5_4";
			enablenpc "Tire#race02_5_5";
		}
		else {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
			enablenpc "Tire#race02_5_4";
			enablenpc "Tire#race02_5_5";
			enablenpc "Tire#race02_5_6";
		}
	}
	else {
		set $@mon_r02_luk5,.@fifthline;
		enablenpc "Luk#race02_5_1";
		enablenpc "Luk#race02_5_2";
		enablenpc "Luk#race02_5_3";
		enablenpc "Luk#race02_5_4";
		set .@fifthtired,rand(0,20);
		if (.@fifthtired > 9) && (.@fifthtired < 21) {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
			enablenpc "Tire#race02_5_4";
			enablenpc "Tire#race02_5_5";
		}
		else {
			set $@mon_r02_tire5,.@fifthtired;
			enablenpc "Tire#race02_5_1";
			enablenpc "Tire#race02_5_2";
			enablenpc "Tire#race02_5_3";
			enablenpc "Tire#race02_5_4";
			enablenpc "Tire#race02_5_5";
			enablenpc "Tire#race02_5_6";
		}
	}
	//-------------------------------------------------------------
	// Monster No. 6, Baphomet Jr.
	//-------------------------------------------------------------
	set .@sixthline,rand(1,70);
	if ((.@sixthline > 0) && (.@sixthline < 11)) {
		set $@mon_r02_luk6,.@sixthline;
		enablenpc "Luk#race02_6_5";
		enablenpc "Luk#race02_6_6";
		set .@sixthtired,rand(50,60);
		if (.@sixthtired > 49) && (.@sixthtired < 61) {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
		}
	}
	else if ((.@sixthline > 10) && (.@sixthline < 31)) {
		set $@mon_r02_luk6,.@sixthline;
		enablenpc "Luk#race02_6_5";
		set .@sixthtired,rand(40,60);
		if (.@sixthtired > 49) && (.@sixthtired < 61) {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
		}
		else {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
		}
	}
	else if ((.@sixthline > 20) && (.@sixthline < 41)) {
		set $@mon_r02_luk6,.@sixthline;
		enablenpc "Luk#race02_6_1";
		set .@sixthtired,rand(30,50);
		if (.@sixthtired > 39) && (.@sixthtired < 51) {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
		}
		else {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
		}
	}
	else if ((.@sixthline > 40) && (.@sixthline < 51)) {
		set $@mon_r02_luk6,.@sixthline;
		enablenpc "Luk#race02_6_1";
		enablenpc "Luk#race02_6_2";
		set .@sixthtired,rand(20,40);
		if (.@sixthtired > 29) && (.@sixthtired < 41) {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
		}
		else {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
			enablenpc "Tire#race02_6_4";
		}
	}
	else if ((.@sixthline > 50) && (.@sixthline < 61)) {
		set $@mon_r02_luk6,.@sixthline;
		enablenpc "Luk#race02_6_1";
		enablenpc "Luk#race02_6_2";
		enablenpc "Luk#race02_6_3";
		set .@sixthtired,rand(10,30);
		if (.@sixthtired > 19) && (.@sixthtired < 31) {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
			enablenpc "Tire#race02_6_4";
		}
		else {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
			enablenpc "Tire#race02_6_4";
			enablenpc "Tire#race02_6_5";
		}
	}
	else if ((.@sixthline > 60) && (.@sixthline < 71)) {
		set $@mon_r02_luk6,.@sixthline;
		enablenpc "Luk#race02_6_1";
		enablenpc "Luk#race02_6_2";
		enablenpc "Luk#race02_6_3";
		enablenpc "Luk#race02_6_4";
		set .@sixthtired,rand(0,20);
		if (.@sixthtired > 9) && (.@sixthtired < 21) {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
			enablenpc "Tire#race02_6_4";
			enablenpc "Tire#race02_6_5";
		}
		else {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
			enablenpc "Tire#race02_6_4";
			enablenpc "Tire#race02_6_5";
			enablenpc "Tire#race02_6_6";
		}
	}
	else {
		set $@mon_r02_luk6,.@sixthline;
		enablenpc "Luk#race02_6_1";
		enablenpc "Luk#race02_6_2";
		enablenpc "Luk#race02_6_3";
		enablenpc "Luk#race02_6_4";
		set .@sixthtired,rand(0,20);
		if (.@sixthtired > 9) && (.@sixthtired < 21) {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
			enablenpc "Tire#race02_6_4";
			enablenpc "Tire#race02_6_5";
		}
		else {
			set $@mon_r02_tire6,.@sixthtired;
			enablenpc "Tire#race02_6_1";
			enablenpc "Tire#race02_6_2";
			enablenpc "Tire#race02_6_3";
			enablenpc "Tire#race02_6_4";
			enablenpc "Tire#race02_6_5";
			enablenpc "Tire#race02_6_6";
		}
	}
	end;

OnDisable:
	disablenpc "TrapGlobal#race02";
	donpcevent "starting#race02_1::OnDisable";
	donpcevent "starting#race02_2::OnDisable";
	donpcevent "starting#race02_3::OnDisable";
	donpcevent "starting#race02_4::OnDisable";
	donpcevent "starting#race02_5::OnDisable";
	donpcevent "starting#race02_6::OnDisable";
	end;
}

p_track02,56,38,0	script	starting#race02_1	-1,0,0,{
	end;

OnInit:
	disablenpc "starting#race02_1";
	end;

OnDisable:
	disablenpc "starting#race02_1";
	disablenpc "Luk#race02_1_1";
	disablenpc "Luk#race02_1_2";
	disablenpc "Luk#race02_1_3";
	disablenpc "Luk#race02_1_4";
	disablenpc "Luk#race02_1_5";
	disablenpc "Luk#race02_1_6";
	disablenpc "Tire#race02_1_1";
	disablenpc "Tire#race02_1_2";
	disablenpc "Tire#race02_1_3";
	disablenpc "Tire#race02_1_4";
	disablenpc "Tire#race02_1_5";
	disablenpc "Tire#race02_1_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track02,33,38,0	script	Luk#race02_1_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_1_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,37,38,0	script	Luk#race02_1_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_1_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,53,38,0	script	Luk#race02_1_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_1_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,45,38,0	script	Luk#race02_1_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_1_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,49,38,0	script	Luk#race02_1_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_1_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,41,38,0	script	Luk#race02_1_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_1_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,43,38,0	script	Tire#race02_1_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_1_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,39,38,0	script	Tire#race02_1_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_1_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,35,38,0	script	Tire#race02_1_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_1_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,55,38,0	script	Tire#race02_1_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_1_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,51,38,0	script	Tire#race02_1_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_1_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,47,38,0	script	Tire#race02_1_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_1_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,56,36,0	script	starting#race02_2	-1,0,0,{
	end;

OnInit:
	disablenpc "starting#race02_2";
	end;

OnDisable:
	disablenpc "starting#race02_2";
	disablenpc "Luk#race02_2_1";
	disablenpc "Luk#race02_2_1";
	disablenpc "Luk#race02_2_1";
	disablenpc "Luk#race02_2_4";
	disablenpc "Luk#race02_2_5";
	disablenpc "Luk#race02_2_6";
	disablenpc "Tire#race02_2_1";
	disablenpc "Tire#race02_2_2";
	disablenpc "Tire#race02_2_3";
	disablenpc "Tire#race02_2_4";
	disablenpc "Tire#race02_2_5";
	disablenpc "Tire#race02_2_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track02,33,36,0	script	Luk#race02_2_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_2_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,37,36,0	script	Luk#race02_2_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_2_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,53,36,0	script	Luk#race02_2_3	-1,0,0,{
OnInit:
	disablenpc "Luk#race02_2_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,45,36,0	script	Luk#race02_2_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_2_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,49,36,0	script	Luk#race02_2_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_2_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,41,36,0	script	Luk#race02_2_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_2_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,43,36,0	script	Tire#race02_2_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_2_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,39,36,0	script	Tire#race02_2_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_2_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,35,36,0	script	Tire#race02_2_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_2_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,55,36,0	script	Tire#race02_2_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_2_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,51,36,0	script	Tire#race02_2_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_2_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,47,36,0	script	Tire#race02_2_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_2_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,56,34,0	script	starting#race02_3	-1,0,0,{
	end;

OnInit:
	disablenpc "starting#race02_3";
	end;

OnDisable:
	disablenpc "starting#race02_3";
	disablenpc "Luk#race02_3_1";
	disablenpc "Luk#race02_3_2";
	disablenpc "Luk#race02_3_3";
	disablenpc "Luk#race02_3_4";
	disablenpc "Luk#race02_3_5";
	disablenpc "Luk#race02_3_6";
	disablenpc "Tire#race02_3_1";
	disablenpc "Tire#race02_3_2";
	disablenpc "Tire#race02_3_3";
	disablenpc "Tire#race02_3_4";
	disablenpc "Tire#race02_3_5";
	disablenpc "Tire#race02_3_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track02,33,34,0	script	Luk#race02_3_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_3_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,37,34,0	script	Luk#race02_3_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_3_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,53,34,0	script	Luk#race02_3_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_3_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,45,34,0	script	Luk#race02_3_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_3_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,49,34,0	script	Luk#race02_3_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_3_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,41,34,0	script	Luk#race02_3_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_3_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,43,34,0	script	Tire#race02_3_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_3_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,39,34,0	script	Tire#race02_3_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_3_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,35,34,0	script	Tire#race02_3_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_3_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,55,34,0	script	Tire#race02_3_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_3_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,51,34,0	script	Tire#race02_3_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_3_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,47,34,0	script	Tire#race02_3_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_3_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,56,32,0	script	starting#race02_4	-1,0,0,{
	end;

OnInit:
	disablenpc "starting#race02_4";
	end;

OnEnable:
	enablenpc "starting#race02_4";
	end;

OnDisable:
	disablenpc "starting#race02_4";
	disablenpc "Luk#race02_4_1";
	disablenpc "Luk#race02_4_2";
	disablenpc "Luk#race02_4_3";
	disablenpc "Luk#race02_4_4";
	disablenpc "Luk#race02_4_5";
	disablenpc "Luk#race02_4_6";
	disablenpc "Tire#race02_4_1";
	disablenpc "Tire#race02_4_2";
	disablenpc "Tire#race02_4_3";
	disablenpc "Tire#race02_4_4";
	disablenpc "Tire#race02_4_5";
	disablenpc "Tire#race02_4_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track02,33,32,0	script	Luk#race02_4_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_4_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,37,32,0	script	Luk#race02_4_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_4_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,53,32,0	script	Luk#race02_4_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_4_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,45,32,0	script	Luk#race02_4_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_4_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,49,32,0	script	Luk#race02_4_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_4_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,41,32,0	script	Luk#race02_4_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_4_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,43,32,0	script	Tire#race02_4_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_4_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,39,32,0	script	Tire#race02_4_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_4_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,35,32,0	script	Tire#race02_4_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_4_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,55,32,0	script	Tire#race02_4_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_4_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,51,32,0	script	Tire#race02_4_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_4_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,47,32,0	script	Tire#race02_4_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_4_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,56,30,0	script	starting#race02_5	-1,0,0,{
	end;

OnInit:
	disablenpc "starting#race02_5";
	end;

OnEnable:
	enablenpc "starting#race02_5";
	end;

OnDisable:
	disablenpc "starting#race02_5";
	disablenpc "Luk#race02_5_1";
	disablenpc "Luk#race02_5_2";
	disablenpc "Luk#race02_5_3";
	disablenpc "Luk#race02_5_4";
	disablenpc "Luk#race02_5_5";
	disablenpc "Luk#race02_5_6";
	disablenpc "Tire#race02_5_1";
	disablenpc "Tire#race02_5_2";
	disablenpc "Tire#race02_5_3";
	disablenpc "Tire#race02_5_4";
	disablenpc "Tire#race02_5_5";
	disablenpc "Tire#race02_5_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track02,33,30,0	script	Luk#race02_5_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_5_1";
	end;

OnEnable:
	enablenpc "Luk#race02_5_1";
	end;

OnDisable:
	disablenpc "Luk#race02_5_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,37,30,0	script	Luk#race02_5_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_5_2";
	end;

OnEnable:
	enablenpc "Luk#race02_5_2";
	end;

OnDisable:
	disablenpc "Luk#race02_5_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,53,30,0	script	Luk#race02_5_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_5_3";
	end;

OnEnable:
	enablenpc "Luk#race02_5_3";
	end;

OnDisable:
	disablenpc "Luk#race02_5_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,45,30,0	script	Luk#race02_5_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_5_4";
	end;

OnEnable:
	enablenpc "Luk#race02_5_4";
	end;

OnDisable:
	disablenpc "Luk#race02_5_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,49,30,0	script	Luk#race02_5_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_5_5";
	end;

OnEnable:
	enablenpc "Luk#race02_5_5";
	end;

OnDisable:
	disablenpc "Luk#race02_5_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,41,30,0	script	Luk#race02_5_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_5_6";
	end;

OnEnable:
	enablenpc "Luk#race02_5_6";
	end;

OnDisable:
	disablenpc "Luk#race02_5_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,43,30,0	script	Tire#race02_5_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_5_1";
	end;

OnEnable:
	enablenpc "Tire#race02_5_1";
	end;

OnDisable:
	disablenpc "Tire#race02_5_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,39,30,0	script	Tire#race02_5_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_5_2";
	end;

OnEnable:
	enablenpc "Tire#race02_5_2";
	end;

OnDisable:
	disablenpc "Tire#race02_5_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,35,30,0	script	Tire#race02_5_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_5_3";
	end;

OnEnable:
	enablenpc "Tire#race02_5_3";
	end;

OnDisable:
	disablenpc "Tire#race02_5_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,55,30,0	script	Tire#race02_5_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_5_4";
	end;

OnEnable:
	enablenpc "Tire#race02_5_4";
	end;

OnDisable:
	disablenpc "Tire#race02_5_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,51,30,0	script	Tire#race02_5_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_5_5";
	end;

OnEnable:
	enablenpc "Tire#race02_5_5";
	end;

OnDisable:
	disablenpc "Tire#race02_5_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,47,30,0	script	Tire#race02_5_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_5_6";
	end;

OnEnable:
	enablenpc "Tire#race02_5_6";
	end;

OnDisable:
	disablenpc "Tire#race02_5_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,56,28,0	script	starting#race02_6	-1,0,0,{
	end;

OnInit:
	disablenpc "starting#race02_6";
	end;

OnEnable:
	enablenpc "starting#race02_6";
	end;

OnDisable:
	disablenpc "starting#race02_6";
	disablenpc "Luk#race02_6_1";
	disablenpc "Luk#race02_6_2";
	disablenpc "Luk#race02_6_3";
	disablenpc "Luk#race02_6_4";
	disablenpc "Luk#race02_6_5";
	disablenpc "Luk#race02_6_6";
	disablenpc "Tire#race02_6_1";
	disablenpc "Tire#race02_6_2";
	disablenpc "Tire#race02_6_3";
	disablenpc "Tire#race02_6_4";
	disablenpc "Tire#race02_6_5";
	disablenpc "Tire#race02_6_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 11) {
		sc_start SC_WALKSPEED,5000,60;
	}
	else if (.@start > 10) && (.@start < 21) {
		sc_start SC_WALKSPEED,5000,70;
	}
	else if (.@start > 20) && (.@start < 31) {
		sc_start SC_WALKSPEED,5000,80;
	}
	else if (.@start > 30) && (.@start < 41) {
		sc_start SC_WALKSPEED,5000,90;
	}
	else if (.@start > 40) && (.@start < 51) {
		sc_start SC_WALKSPEED,5000,100;
	}
	else if (.@start > 50) && (.@start < 61) {
		sc_start SC_WALKSPEED,5000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,5000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,5000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,5000,140;
	}
	else {
		sc_start SC_WALKSPEED,5000,150;
	}
	end;
}

p_track02,33,28,0	script	Luk#race02_6_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_6_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,37,28,0	script	Luk#race02_6_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_6_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,53,28,0	script	Luk#race02_6_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_6_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,45,28,0	script	Luk#race02_6_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_6_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_WALKSPEED,10000,110;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_WALKSPEED,10000,120;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_WALKSPEED,10000,130;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_WALKSPEED,10000,140;
	}
	else {
		sc_start SC_WALKSPEED,10000,150;
	}
	end;
}

p_track02,49,28,0	script	Luk#race02_6_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_6_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,41,28,0	script	Luk#race02_6_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Luk#race02_6_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_STUN,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_STUN,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_STUN,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_STUN,4000,0;
	}
	end;
}

p_track02,43,28,0	script	Tire#race02_6_1	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_6_1";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,39,28,0	script	Tire#race02_6_2	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_6_2";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,35,28,0	script	Tire#race02_6_3	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_6_3";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,55,28,0	script	Tire#race02_6_4	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_6_4";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,51,28,0	script	Tire#race02_6_5	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_6_5";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

p_track02,47,28,0	script	Tire#race02_6_6	-1,0,0,{
	end;

OnInit:
	disablenpc "Tire#race02_6_6";
	end;

OnTouchNPC:
	set .@start,rand(1,100);
	if (.@start > 0) && (.@start < 61) {
		sc_start SC_SLEEP,1000,0;
	}
	else if (.@start > 60) && (.@start < 71) {
		sc_start SC_SLEEP,2000,0;
	}
	else if (.@start > 70) && (.@start < 81) {
		sc_start SC_SLEEP,3000,0;
	}
	else if (.@start > 80) && (.@start < 91) {
		sc_start SC_SLEEP,4000,0;
	}
	end;
}

//============================================================
// NPCs for Redeeming Price Medals (Einbroch and Hugel)
//============================================================
ein_in01,85,208,5	script	Ei'felle#repay01	854,{
	if (ein_medal01 < 1) {
		mes "[Ei'felle]";
		mes "Curses! We need to deliver";
		mes "what our customers ordered,";
		mes "but we've been making nothing";
		mes "but shipshod products! If we";
		mes "only had that metal, we could";
		mes "pump up our product quality!";
		next;
		select("What metal are you talking about?");
		mes "[Ei'felle]";
		mes "There's a small village";
		mes "at the outskirts of the";
		mes "Schwaltzvalt Republic that";
		mes "gives these special medals";
		mes "that are made of this metal";
		mes "which we desperately need...";
		next;
		mes "[Ei'felle]";
		mes "We've sent one of our best";
		mes "guildsmen to get some of those";
		mes "medals for us, but he hasn't";
		mes "reported back to us quite yet.";
		mes "I'm getting pretty anxious...";
		next;
		mes "[Ei'felle]";
		mes "I mean, we need a whole";
		mes "lot of that metal to fill out";
		mes "our orders and finish our";
		mes "manufacturing research,";
		mes "but so far, none of us have";
		mes "been able to get any medals...";
		next;
		if (countitem(7515) > 0) {
			mes "["+ strcharinfo(0) +"]";
			mes "Oh! Are you talking";
			mes "about the medals that";
			mes "they give as rewards in";
			mes "the Monster Race Arena?";
			mes "I have some of those.";
			next;
			mes "[Ei'felle]";
			mes "Huh? Show them to me...";
			mes "Yes! That's exactly what";
			mes "we need! Would you please";
			mes "donate your medals so that we";
			mes "can finally make some quality";
			mes "products for our customers?";
			next;
			callsub S_Reward;
			end;
		}
		else {
			mes "[Ei'felle]";
			mes "If you happen to obtain any";
			mes "medals from the Monster";
			mes "Race Arena in Hugel, then";
			mes "please bring some of them";
			mes "to me. I'll be sure to repay";
			mes "you for your kindness...";
			close;
		}
	}
	else if ((ein_medal01 > 499) && (ein_medal01 < 1000)) {
		if (checkweight(1201,1) == 0) {
			mes "[Ei'felle]";
			mes "Goodness, you're carrying";
			mes "so many things with you!";
			mes "You'd better put some of";
			mes "it away in Kafra Storage";
			mes "before you're overwhelmed";
			mes "by the bulk of your items!";
			close;
		}
		mes "[Ei'felle]";
		mes "Ah, welcome back! I've finally";
		mes "made a breakthrough in my";
		mes "metal research! Look, I've";
		mes "developed this Glittering";
		mes "Jacket! It's lightweight and";
		mes "very durable, you see?";
		next;
		mes "[Ei'felle]";
		mes "I wouldn't be able to have";
		mes "completed this without your";
		mes "help. Now, would you like to";
		mes "receive this Glittering Jacket";
		mes "as my way of repaying you?";
		next;
		switch(select("Accept:Wait for Further Development")) {
		case 1:
			callsub S_BonusReward,500,2319;
			end;
		case 2:
			mes "[Ei'felle]";
			mes "Ah, I see. You'd rather wait";
			mes "until we develop something";
			mes "more to your liking. In that";
			mes "case, would you please donate";
			mes "more medals to my research?";
			mes "We're always low on them...";
			next;
			break;
		}
		if (countitem(7515) > 0) {
			mes "[Ei'felle]";
			mes "The other Blacksmith";
			mes "Guildsmen are doing their";
			mes "best to collect Prize Medals";
			mes "in Hugel, but they keep failing";
			mes "to win them! If you have any";
			mes "medals, then may I have some?";
			next;
			callsub S_Reward;
			end;
		}
		else {
			mes "[Ei'felle]";
			mes "If you happen to obtain any";
			mes "medals from the Monster";
			mes "Race Arena in Hugel, then";
			mes "please bring some of them";
			mes "to me. I'll be sure to repay";
			mes "you for your kindness...";
			close;
		}
	}
	else if ((ein_medal01 > 999) && (ein_medal01 < 1500)) {
		if (checkweight(1201,1) == 0) {
			mes "[Ei'felle]";
			mes "Goodness, you're carrying";
			mes "so many things with you!";
			mes "You'd better put some of";
			mes "it away in Kafra Storage";
			mes "before you're overwhelmed";
			mes "by the bulk of your items!";
			close;
		}
		mes "[Ei'felle]";
		mes "Oh, you're back!";
		mes "Thanks to all the medals";
		mes "that you've donated, I'm now";
		mes "able to manufacture a set";
		mes "of slotted armor imbued";
		mes "with a property of your choice.";
		next;
		mes "[Ei'felle]";
		mes "If you'd like, I can repay you";
		mes "now by creating a set of slotted elemental armor for you, or we";
		mes "can wait for you to donate more";
		mes "medals until I can develop";
		mes "something else for you.";
		next;
		switch(select("Accept Armor:Can I have something else?:Wait for Further Development")) {
		case 1:
			mes "[Ei'felle]";
			mes "I can manufacture one set of";
			mes "slotted Armor imbued with the";
			mes "Fire, Earth, Wind, or Water";
			mes "property. Which property would";
			mes "you like your armor to have?";
			next;
			switch(select("Fire Property:Earth Property:Wind Property:Water Property")) {
			case 1:
				callsub S_BonusReward,1000,2345;
				end;
			case 2:
				callsub S_BonusReward,1000,2351;
				end;
			case 3:
				callsub S_BonusReward,1000,2349;
				end;
			case 4:
				callsub S_BonusReward,1000,2347;
				end;
			}
		case 2:
			mes "[Ei'felle]";
			mes "Something else...?";
			mes "Oh, you must mean";
			mes "the Glittering Jacket that";
			mes "I developed earlier. After";
			mes "all, I have any other items";
			mes "to offer you for now...";
			next;
			callsub S_BonusReward,500,2319;
			end;
		case 3:
			mes "[Ei'felle]";
			mes "Ah, I see. You'd rather wait";
			mes "until we develop something";
			mes "more to your liking. In that";
			mes "case, would you please donate";
			mes "more medals to my research?";
			mes "We're always low on them...";
			next;
			break;
		}
		if (countitem(7515) > 0) {
			mes "[Ei'felle]";
			mes "The other Blacksmith";
			mes "Guildsmen are doing their";
			mes "best to collect Prize Medals";
			mes "in Hugel, but they keep failing";
			mes "to win them! If you have any";
			mes "medals, then may I have some?";
			next;
			callsub S_Reward;
			end;
		}
		else {
			mes "[Ei'felle]";
			mes "If you happen to obtain any";
			mes "medals from the Monster";
			mes "Race Arena in Hugel, then";
			mes "please bring some of them";
			mes "to me. I'll be sure to repay";
			mes "you for your kindness...";
			close;
		}
	}
	else if (ein_medal01 > 1499) {
		if (checkweight(1201,1) == 0) {
			mes "[Ei'felle]";
			mes "Goodness, you're carrying";
			mes "so many things with you!";
			mes "You'd better put some of";
			mes "it away in Kafra Storage";
			mes "before you're overwhelmed";
			mes "by the bulk of your items!";
			close;
		}
		mes "[Ei'felle]";
		mes "Ah, you're back! I've";
		mes "extracted all the metal";
		mes "from the medals you've";
		mes "given me, and I think I have";
		mes "enough to create a Level 4";
		mes "Weapon. Isn't that incredible?";
		next;
		mes "[Ei'felle]";
		mes "If you like, I can create";
		mes "one of these weapons for you";
		mes "as my way of repaying you for";
		mes "your help. What do you think?";
		next;
		switch(select("Yes, I want a Level 4 Weapon.:Can I have something else?")) {
		case 1:
			mes "[Ei'felle]";
			mes "Great, great!";
			mes "Now, which kind of";
			mes "Level 4 Weapon would";
			mes "you like? It won't do";
			mes "you much good if you";
			mes "can't equip it, right?";
			next;
			switch(select("Dagger:One Handed Sword:Two Handed Sword:Axe:Mace:Bow:Staff:Book:Spear:Katar:Knuckle:Whip:Musical Instrument")) {
			case 1:
				mes "[Ei'felle]";
				mes "So you want a Dagger?";
				mes "Which Level 4 Dagger";
				mes "would you like me to create?";
				next;
				switch(select("Ginnungagap:Grimtooth:Dragon Killer:Mail Breaker:Bazerald:Sword Breaker:Ice Pick:Sucsamad:Kitchen Knife:Azoth:Exorciser:Assassin Dagger:Moonlight Dagger:Weeder Knife:Cursed Dagger:Dagger of Counter:Combat Knife:Fortune Sword:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,13002;
					end;
				case 2:
					callsub S_BonusReward,1500,1237;
					end;
				case 3:
					callsub S_BonusReward,1500,13001;
					end;
				case 4:
					callsub S_BonusReward,1500,1225;
					end;
				case 5:
					callsub S_BonusReward,1500,1231;
					end;
				case 6:
					callsub S_BonusReward,1500,1224;
					end;
				case 7:
					callsub S_BonusReward,1500,1230;
					end;
				case 8:
					callsub S_BonusReward,1500,1236;
					end;
				case 9:
					callsub S_BonusReward,1500,1229;
					end;
				case 10:
					callsub S_BonusReward,1500,1235;
					end;
				case 11:
					callsub S_BonusReward,1500,1233;
					end;
				case 12:
					callsub S_BonusReward,1500,1232;
					end;
				case 13:
					callsub S_BonusReward,1500,1234;
					end;
				case 14:
					callsub S_BonusReward,1500,1227;
					end;
				case 15:
					callsub S_BonusReward,1500,1241;
					end;
				case 16:
					callsub S_BonusReward,1500,1242;
					end;
				case 17:
					callsub S_BonusReward,1500,1228;
					end;
				case 18:
					callsub S_BonusReward,1500,1223;
					end;
				case 19:
					break;
				}
				break;
			case 2:
				mes "[Ei'felle]";
				mes "So you'd like to have";
				mes "a One Handed Sword?";
				mes "Please choose which";
				mes "Level 4 Weapon that";
				mes "you want me to create.";
				next;
				switch(select("Nagan:Immaterial Sword:Mysteltainn:Byeollungum:Star Dust Blade:Caesar's Sword:Ice Falchion:Excalibur:Edge:Cutlus:Solar Sword:Tirfing:Fireblend:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1130;
					end;
				case 2:
					callsub S_BonusReward,1500,1141;
					end;
				case 3:
					callsub S_BonusReward,1500,1138;
					end;
				case 4:
					callsub S_BonusReward,1500,1140;
					end;
				case 5:
					callsub S_BonusReward,1500,1148;
					end;
				case 6:
					callsub S_BonusReward,1500,1134;
					end;
				case 7:
					callsub S_BonusReward,1500,1131;
					end;
				case 8:
					callsub S_BonusReward,1500,1137;
					end;
				case 9:
					callsub S_BonusReward,1500,1132;
					end;
				case 10:
					callsub S_BonusReward,1500,1135;
					end;
				case 11:
					callsub S_BonusReward,1500,1136;
					end;
				case 12:
					callsub S_BonusReward,1500,1139;
					end;
				case 13:
					callsub S_BonusReward,1500,1133;
					end;
				case 14:
					break;
				}
				break;
			case 3:
				mes "[Ei'felle]";
				mes "So you'd like to have";
				mes "a Two Handed Sword?";
				mes "Please choose which";
				mes "Level 4 Weapon that";
				mes "you want me to create.";
				next;
				switch(select("Dragon Slayer:Masamune:Muramasa:Schweizersabel:Executioner:Zweihander:Katzbalger:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1166;
					end;
				case 2:
					callsub S_BonusReward,1500,1165;
					end;
				case 3:
					callsub S_BonusReward,1500,1164;
					end;
				case 4:
					callsub S_BonusReward,1500,1167;
					end;
				case 5:
					callsub S_BonusReward,1500,1169;
					end;
				case 6:
					callsub S_BonusReward,1500,1168;
					end;
				case 7:
					callsub S_BonusReward,1500,1170;
					end;
				case 8:
					break;
				}
				break;
			case 4:
				mes "[Ei'felle]";
				mes "So you'd like to have";
				mes "an Axe? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Great Axe:Guillotine:Light Epsilon:Bloody Axe:Sabbath:Slaughter:Cleaver:Tomahawk:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1364;
					end;
				case 2:
					callsub S_BonusReward,1500,1369;
					end;
				case 3:
					callsub S_BonusReward,1500,1366;
					end;
				case 4:
					callsub S_BonusReward,1500,1363;
					end;
				case 5:
					callsub S_BonusReward,1500,1365;
					end;
				case 6:
					callsub S_BonusReward,1500,1367;
					end;
				case 7:
					callsub S_BonusReward,1500,1305;
					end;
				case 8:
					callsub S_BonusReward,1500,1368;
					end;
				case 9:
					break;
				}
				break;
			case 5:
				mes "[Ei'felle]";
				mes "So you'd like to have";
				mes "a Mace? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Golden Mace:Grand Cross:Long Mace:Spike:Slash:Quadrille:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1524;
					end;
				case 2:
					callsub S_BonusReward,1500,1528;
					end;
				case 3:
					callsub S_BonusReward,1500,1525;
					end;
				case 4:
					callsub S_BonusReward,1500,1523;
					end;
				case 5:
					callsub S_BonusReward,1500,1526;
					end;
				case 6:
					callsub S_BonusReward,1500,1527;
					end;
				case 7:
					break;
				}
				break;
			case 6:
				mes "[Ei'felle]";
				mes "So you'd like to have";
				mes "a Bow? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Roguemaster's Bow:Dragon Wing:Rudra's Bow:Ballista:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1719;
					end;
				case 2:
					callsub S_BonusReward,1500,1724;
					end;
				case 3:
					callsub S_BonusReward,1500,1720;
					end;
				case 4:
					callsub S_BonusReward,1500,1722;
					end;
				case 5:
					break;
				}
				break;
			case 7:
				mes "[Ei'felle]";
				mes "So you'd like to have";
				mes "a Staff? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Wing Staff:Wizardry Staff:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1616;
					end;
				case 2:
					callsub S_BonusReward,1500,1473;
					end;
				case 3:
					break;
				}
				break;
			case 8:
				mes "[Ei'felle]";
				mes "So you'd like to have";
				mes "a Book? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Legacy of Dragon:Book of the Apocalypse:Girl's Diary:Hardcover Book:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1559;
					end;
				case 2:
					callsub S_BonusReward,1500,1557;
					end;
				case 3:
					callsub S_BonusReward,1500,1558;
					end;
				case 4:
					callsub S_BonusReward,1500,1561;
					end;
				case 5:
					break;
				}
				break;
			case 9:
				mes "[Ei'felle]";
				mes "So you'd like to have a";
				mes "Spear? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Gae Bolg:Gelerdria:Gungnir:Skewer:Longinus's Spear:Brionac:Bill Guisarme:Zephyrus:Crescent Scythe:Tjungkuletti:Hellfire:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1474;
					end;
				case 2:
					callsub S_BonusReward,1500,1414;
					end;
				case 3:
					callsub S_BonusReward,1500,1413;
					end;
				case 4:
					callsub S_BonusReward,1500,1415;
					end;
				case 5:
					callsub S_BonusReward,1500,1469;
					end;
				case 6:
					callsub S_BonusReward,1500,1470;
					end;
				case 7:
					callsub S_BonusReward,1500,1467;
					end;
				case 8:
					callsub S_BonusReward,1500,1468;
					end;
				case 9:
					callsub S_BonusReward,1500,1466;
					end;
				case 10:
					callsub S_BonusReward,1500,1416;
					end;
				case 11:
					callsub S_BonusReward,1500,1471;
					end;
				case 12:
					break;
				}
				break;
			case 10:
				mes "[Ei'felle]";
				mes "So you'd like to have a";
				mes "Katar? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Infiltrator:Bloody Roar:Unholy Touch:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1261;
					end;
				case 2:
					callsub S_BonusReward,1500,1265;
					end;
				case 3:
					callsub S_BonusReward,1500,1263;
					end;
				case 4:
					break;
				}
				break;
			case 11:
				mes "[Ei'felle]";
				mes "So you'd like to have a";
				mes "Knuckle? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Hatii Claw:Berserk:Kaiser Knuckle:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1815;
					end;
				case 2:
					callsub S_BonusReward,1500,1814;
					end;
				case 3:
					callsub S_BonusReward,1500,1813;
					end;
				case 4:
					break;
				}
				break;
			case 12:
				mes "[Ei'felle]";
				mes "So you'd like to have a";
				mes "Whip? Please choose";
				mes "which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Lariat:Rapture Rose:Blade Whip:Chemeti:Queen's Whip:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1962;
					end;
				case 2:
					callsub S_BonusReward,1500,1963;
					end;
				case 3:
					callsub S_BonusReward,1500,1969;
					end;
				case 4:
					callsub S_BonusReward,1500,1964;
					end;
				case 5:
					callsub S_BonusReward,1500,1970;
					end;
				case 6:
					break;
				}
				break;
			case 13:
				mes "[Ei'felle]";
				mes "So you'd like to have a";
				mes "Musical Instrument? Please";
				mes "choose which Level 4 Weapon";
				mes "that you want me to create.";
				next;
				switch(select("Oriental Lute:Electric Guitar:Cancel")) {
				case 1:
					callsub S_BonusReward,1500,1918;
					end;
				case 2:
					callsub S_BonusReward,1500,1913;
					end;
				case 3:
					break;
				}
				break;
			}
			break;
		case 2:
			mes "[Ei'felle]";
			mes "Something else?";
			mes "Oh, alright then, would";
			mes "you like to have a Glittering";
			mes "Jacket, or a set of slotted";
			mes "elemental Armor? Please go";
			mes "ahead and make your choice~";
			next;
			switch(select("Glittering Jacket:Fire Property Armor:Earth Property Armor:Wind Property Armor:Water Property Armor:Cancel")) {
			case 1:
				callsub S_BonusReward,500,2319;
				end;
			case 2:
				callsub S_BonusReward,1000,2345;
				end;
			case 3:
				callsub S_BonusReward,1000,2351;
				end;
			case 4:
				callsub S_BonusReward,1000,2349;
				end;
			case 5:
				callsub S_BonusReward,1000,2347;
				end;
			case 6:
				break;
			}
			break;
		}
	}
	else {
		mes "[Ei'felle]";
		mes "Oh, how have you been?";
		mes "Thank you so much for";
		mes "donating so many medals,";
		mes "they've been helpful in my";
		mes "research. Still, I need more";
		mes "and more of them everyday...";
		next;
		if (countitem(7515) > 0) {
			mes "[Ei'felle]";
			mes "The other Blacksmith";
			mes "Guildsmen are doing their";
			mes "best to collect Prize Medals";
			mes "in Hugel, but they keep failing";
			mes "to win them! If you have any";
			mes "medals, then may I have some?";
			next;
			callsub S_Reward;
			end;
		}
		else {
			mes "[Ei'felle]";
			mes "If you happen to obtain any";
			mes "medals from the Monster";
			mes "Race Arena in Hugel, then";
			mes "please bring some of them";
			mes "to me. I'll be sure to repay";
			mes "you for your kindness...";
			close;
		}
	}
	close;

S_Reward:
	switch(select("Sure:No")) {
	case 1:
		mes "[Ei'felle]";
		mes "Oh, thank you so much!";
		mes "I can use the metal in those";
		mes "medals to produce some high";
		mes "quality products. Now, how";
		mes "shall I repay you for giving me";
		mes "some of your Prize Medals?";
		next;
		switch(select("Base Experience:Job Experience:No, I'm just glad to help.:How's your research progressing?")) {
		case 1:
			mes "[Ei'felle]";
			mes "You just want to improve";
			mes "yourself, huh? Well, I dunno";
			mes "if you want to get stronger,";
			mes "smarter, or faster, but I can";
			mes "coach you on some visualization if you like. Now, relax with me~";
			mes "physical development.";
			next;
			mes "[Ei'felle]";
			mes "Focus... and believe.";
			mes "Believe that you are";
			mes "becoming what you want";
			mes "to be! B-believe... with";
			mes "all of your freakin' heart!";
			emotion e_omg,1;
			emotion e_omg;
			next;
			mes "[Ei'felle]";
			mes "*Phew* How's that?";
			mes "Now do you see the";
			mes "power of hope?";
			delitem 7515,1; //Marvelous_Medal
			if (BaseLevel < 21)
				getexp 150,0;
			else if ((BaseLevel > 20) && (BaseLevel < 31))
				getexp 300,0;
			else if ((BaseLevel > 30) && (BaseLevel < 41))
				getexp 2000,0;
			else if ((BaseLevel > 40) && (BaseLevel < 51))
				getexp 8000,0;
			else if ((BaseLevel > 50) && (BaseLevel < 61))
				getexp 25000,0;
			else if ((BaseLevel > 60) && (BaseLevel < 71))
				getexp 47000,0;
			else if ((BaseLevel > 70) && (BaseLevel < 81))
				getexp 55000,0;
			else
				getexp 65000,0;
			close;
		case 2:
			mes "[Ei'felle]";
			mes "You want to become more";
			mes "competent in your job? Um...";
			mes "Alright, we can do that. Just";
			mes "meditate with me, and we'll go";
			mes "do some imagery work together.";
			mes "I'm real good at this you know.";
			next;
			mes "[Ei'felle]";
			mes "J-just... visualize";
			mes "yourself... being...";
			mes "t-totally... awesome!";
			mes "You've gotta see it, and";
			mes "you've gotta feel it in your";
			mes "freakin' heart and mind!";
			emotion e_omg,1;
			emotion e_omg;
			next;
			mes "[Ei'felle]";
			mes "Yeap, it doesn't matter";
			mes "if it's real or imagined...";
			mes "Your mind will work on";
			mes "whatever you feed it.";
			mes "Placebos and psychosomatic symptoms-- it all ties together.";
			delitem 7515,1; //Marvelous_Medal
			if (Upper != 2 && Class < Job_SuperNovice) {
				if (BaseJob == Job_Novice)
					getexp 0,30;
				else if (((BaseJob >= Job_Swordman) && (BaseJob <= Job_Thief)) || (Class == Job_Taekwon)) {
					if (JobLevel < 11)
						getexp 0,50;
					else if ((JobLevel > 10) && (JobLevel < 21))
						getexp 0,250;
					else if ((JobLevel > 20) && (JobLevel < 31))
						getexp 0,1500;
					else if ((JobLevel > 30) && (JobLevel < 41))
						getexp 0,7000;
					else
						getexp 0,20000;
				}
				else if ((BaseJob >= Job_Knight) && (BaseJob <= Job_Crusader2)) {
					if (JobLevel < 11)
						getexp 0,80;
					else if ((JobLevel > 10) && (JobLevel < 21))
						getexp 0,2000;
					else if ((JobLevel > 20) && (JobLevel < 31))
						getexp 0,10000;
					else if ((JobLevel > 30) && (JobLevel < 41))
						getexp 0,25000;
					else
						getexp 0,38000;
				}
			}
			else if (Upper == 2) {
				if (Class == Job_Novice_High) {
					getexp 0,40;
				}
				else if ((Class >= Job_Swordman_High) && (Class <= Job_Thief_High)) {
					if (JobLevel < 11)
						getexp 0,65;
					else if ((JobLevel > 10) && (JobLevel < 21))
						getexp 0,300;
					else if ((JobLevel > 20) && (JobLevel < 31))
						getexp 0,2500;
					else if ((JobLevel > 30) && (JobLevel < 41))
						getexp 0,10000;
					else
						getexp 0,25000;
				}
				else if ((Class >= Job_Lord_Knight) && (Class <= Job_Paladin_2)) {
					if (JobLevel < 11)
						getexp 0,150;
					else if ((JobLevel > 10) && (JobLevel < 21))
						getexp 0,2200;
					else if ((JobLevel > 20) && (JobLevel < 31))
						getexp 0,13000;
					else if ((JobLevel > 30) && (JobLevel < 41))
						getexp 0,27000;
					else if ((JobLevel > 40) && (JobLevel < 51))
						getexp 0,38000;
					else
						getexp 0,40000;
				}
			}
			else {
				if (JobLevel < 11)
					getexp 0,50;
				else if ((JobLevel > 10) && (JobLevel < 21))
					getexp 0,250;
				else if ((JobLevel > 20) && (JobLevel < 31))
					getexp 0,1500;
				else if ((JobLevel > 30) && (JobLevel < 41))
					getexp 0,7000;
				else if ((JobLevel > 40) && (JobLevel < 51))
					getexp 0,20000;
				else if ((JobLevel > 50) && (JobLevel < 61))
					getexp 0,30000;
				else
					getexp 0,38000;
			}
			close;
		case 3:
			mes "[Ei'felle]";
			mes "What th--?! You sure";
			mes "you don't want anything?";
			mes "Hm, well, I think it's kind";
			mes "of bad karma if I don't give";
			mes "you anything in return, so...";
			mes "Think of something. Quick.";
			next;
			mes "["+ strcharinfo(0) +"]";
			mes "Er, just use the medals";
			mes "to further your manufacturing";
			mes "research, and then you can";
			mes "pay me back if your develop";
			mes "something new. It's, um, like";
			mes "an investment in your work!";
			next;
			mes "[Ei'felle]";
			mes "Yeah... Yeah.";
			mes "Okay, I see where";
			mes "you're coming from.";
			mes "That's pretty smart.";
			mes "Okay, I'll repay you when";
			mes "we develop something new!";
			next;
			mes "[Ei'felle]";
			mes "Anyway, I need as many";
			mes "medals as I can get as";
			mes "soon as I can. How many";
			mes "medals do you think you";
			mes "can give me right now?";
			next;
			switch(select("Take them all.:How about this much?:No, I changed my mind.")) {
			case 1:
				mes "[Ei'felle]";
				mes "Th-thank you!";
				mes "Thank you so much!";
				mes "Your help will greatly";
				mes "advance my research,";
				mes "and I promise to repay";
				mes "you as soon as I can!";
				set .@medals,countitem(7515);
				delitem 7515,.@medals; //Marvelous_Medal
				set ein_medal01,ein_medal01+.@medals;
				close;
			case 2:
				mes "[Ei'felle]";
				mes "Alright, please enter the";
				mes "number of medals that";
				mes "you're willing to give me.";
				mes "Please don't enter any";
				mes "number greater than 100.";
				next;
				while(1) {
					input .@input;
					if (.@input == 0) {
						mes "[Ei'felle]";
						mes "Aw, so you've decided";
						mes "to cancel? Well, it's your";
						mes "choice, but I'm still so";
						mes "disappointed. Please come";
						mes "back if you change your mind...";
						close;
					}
					else if (.@input < 0 || .@input > 100) {
						mes "[Ei'felle]";
						mes "Remember, you can only";
						mes "enter a number from 1 to 100.";
						mes "If you want to give me more";
						mes "medals, then perhaps you";
						mes "should just give them all to me~ ^FFFFFF ^000000";
						next;
					}
					else
						break;
				}
				if (countitem(7515) < .@input) {
					mes "[Ei'felle]";
					mes "I'm sorry, but I don't";
					mes "think you have that many";
					mes "medals with you. Make sure";
					mes "that you offer me an amount of";
					mes "medals that you actually have.";
					emotion e_heh;
					close;
				}
				else {
					mes "[Ei'felle]";
					mes "Th-thank you!";
					mes "Thank you so much!";
					mes "Your help will greatly";
					mes "advance my research,";
					mes "and I promise to repay";
					mes "you as soon as I can!";
					delitem 7515,.@input; //Marvelous_Medal
					set ein_medal01,ein_medal01+.@input;
					close;
				}
			case 3:
				mes "[Ei'felle]";
				mes "Oh, alright...";
				mes "Still, I really need";
				mes "those medals, so if you";
				mes "change your mind, please";
				mes "come back as soon as you can.";
				close;
			}
			delitem 7515,1; //Marvelous_Medal
			set ein_medal01,1;
			close;
		case 4:
			mes "[Ei'felle]";
			mes "Well, I've been able to";
			mes "create a "+getitemname(getarg(0));
			mes "using the medals that you've";
			mes "brought to me. But I just know";
			mes "I can make something better";
			mes "if you'd bring me more!";
			next;
			mes "[Ei'felle]";
			mes "As of now, I have the metal";
			mes "from ^FF0000"+ ein_medal01 +"^000000 Prizes Medals that";
			mes "you've donated to me. The more";
			mes "that you bring, the closer I can get to making a new breakthrough!";
			close;
		}
	case 2:
		mes "[Ei'felle]";
		mes "Oh, alright...";
		mes "Still, I really need";
		mes "those medals, so if you";
		mes "change your mind, please";
		mes "come back as soon as you can.";
		emotion e_sob;
		close;
	}

S_BonusReward:
	mes "[Ei'felle]";
	if (getarg(1) == 2319) {
		mes "Do you really want";
		mes "this "+getitemname(getarg(1))+"?";
		mes "You may want to forego this";
		mes "reward in favor of getting";
		mes "something better later...";
	}
	else if ((getarg(1) == 2345) || (getarg(1) == 2347) || (getarg(1) == 2349) || (getarg(1) == 2351)) {
		mes "Are you sure that you want";
		mes "to accept this set of slotted";
		if (getarg(1) == 2345)
			mes "Fire property Armor? If you do,";
		else if (getarg(1) == 2351)
			mes "Earth property Armor? If you do,";
		else if (getarg(1) == 2349)
			mes "Wind property Armor? If you do,";
		else if (getarg(1) == 2347)
			mes "Water property Armor? If you do,";
		mes "I'll need more medals from you";
		mes "to make further advancements";
		mes "in my manufacturing research.";
	}
	else {
		mes "So you wish to have a";
		mes getitemname(getarg(1))+"? If you choose";
		mes "to have this Level 4 Weapon,";
		mes "I'll need to melt many of the";
		mes "medals that you've donated";
		mes "to me. Shall we proceed?";
	}
	next;
	switch(select("Decline:Accept")) {
	case 1:
		mes "["+ strcharinfo(0) +"]";
		mes "W-wait, I changed my";
		mes "mind. Would it be fine";
		mes "if I asked you to give";
		mes "me a reward later?";
		next;
		mes "[Ei'felle]";
		if (!getiteminfo(getarg(1),13)) { //use item level to determine if the item is armor (no weapon level)
			mes "Of course, of course.";
			mes "Remember, if you donate";
			mes "more medals to me, then";
			mes "I'll be able to create items";
			mes "of higher quality for you~";
		}
		else {
			mes "I don't think I can develop";
			mes "anything better than these Level 4 Weapons, but after making";
			mes "such a big investment, you should decide on what you want carefully.";
		}
		close;
	case 2:
		mes "[Ei'felle]";
		if (getarg(1) == 2319) {
			mes "Here you are, I trust that";
			mes "this "+getitemname(getarg(1))+" will";
			mes "serve you well. Thank you";
			mes "for your help, and I hope that";
			mes "you'll continue to donate your";
			mes "medals for my metal research~";
		}
		else if ((getarg(1) == 2345) || (getarg(1) == 2347) || (getarg(1) == 2349) || (getarg(1) == 2351)) {
			mes "Great choice! I'm sure";
			if (getarg(1) == 2345)
				mes "that this set of slotted Fire";
			else if (getarg(1) == 2351)
				mes "that this set of slotted Earth";
			else if (getarg(1) == 2349)
				mes "that this set of slotted Wind";
			else if (getarg(1) == 2347)
				mes "that this set of slotted Water";
			mes "property Armor will serve you";
			mes "well. Thank you for your help,";
			mes "and if you get more medals,";
			mes "please donate them to me~";
		}
		else {
			mes "Once again, I'd like to";
			mes "thank you for providing";
			mes "me with all of those medals.";
			mes "I imagine it must have been";
			mes "difficult. In any case, I would";
			mes "appreciate your continued help~";
		}
		set ein_medal01,ein_medal01-getarg(0);
		getitem getarg(1),1;
		close;
	}

}
	
hugel,71,83,4	script	Wayne	900,{
	if (checkweight(1201,1) == 0) {
		mes "[Wayne]";
		mes "Hold on a second...";
		mes "If you want to exchange";
		mes "your Prize Medals for items,";
		mes "you'd better free up more space";
		mes "in your Inventory first. Why don't you use your Kafra Storage?";
		close;
	}
	mes "[Wayne]";
	mes "Hello, there! Ever wonder";
	mes "what you could do with all";
	mes "the Prize Medals you can win";
	mes "in Monster Race Arena? You";
	mes "can donate them in Einbroch";
	mes "to the Blacksmith Guild...";
	next;
	mes "[Wayne]";
	mes "...Or you can exchange them";
	mes "for items, right here and right";
	mes "now, with me. As always, the";
	mes "choice is really up to you.";
	next;
	switch(select("Prize Medal Exchange:Cancel")) {
	case 1:
		if (checkweight(909,550) == 0) {
			mes "[Wayne]";
			mes "Hold on a second...";
			mes "If you want to exchange";
			mes "your Prize Medals for items,";
			mes "you'd better free up more space";
			mes "in your Inventory first. Why don't you use your Kafra Storage?";
			close;
		}
		else {
			mes "[Wayne]";
			mes "Now, how many Prize Medals";
			mes "would you like to exchange?";
			mes "It doesn't take a genius to";
			mes "figure out that you can get";
			mes "more valuable items by trading";
			mes "more Prize Medals at a time.";
			next;
			switch(select("1 Prize Medal:3 Prize Medals:7 Prize Medals:8 Prize Medals:16 Prize Medals:25 Prize Medals:42 Prize Medals:59 Prize Medals")) {
			case 1:
				mes "[Wayne]";
				mes "Now, please choose";
				mes "which of the following item";
				mes "sets that you'd like to receive";
				mes "in exchange for 1 Prize Medal.";
				next;
				switch(select("2 Hinale Leaflets:2 Aloe Leaflets:1 Mastela Fruit:5 Witch Starsands:4 Condensed Red Potions")) {
				case 1:
					if (countitem(7515) < 1) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,1; //Marvelous_Medal
						getitem 520,2; //Leaflet_Of_Hinal
						close;
					}
				case 2:
					if (countitem(7515) < 1) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,1; //Marvelous_Medal
						getitem 521,2; //Leaflet_Of_Aloe
						close;
					}
				case 3:
					if (countitem(7515) < 1) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,1; //Marvelous_Medal
						getitem 522,1; //Fruit_Of_Mastela
						close;
					}
				case 4:
					if (countitem(7515) < 1) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,1; //Marvelous_Medal
						getitem 1061,5; //Starsand_Of_Witch
						close;
					}
				case 5:
					if (countitem(7515) < 1) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,1; //Marvelous_Medal
						getitem 545,4; //Red_Slim_Potion
						close;
					}
				}
			case 2:
				mes "[Wayne]";
				mes "Now, please choose";
				mes "which of the following item";
				mes "sets that you'd like to receive";
				mes "in exchange for 3 Prize Medals.";
				next;
				switch(select("1 Royal Jelly:6 Holy Waters")) {
				case 1:
					if (countitem(7515) < 3) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,3; //Marvelous_Medal
						getitem 526,1; //Royal_Jelly
						close;
					}
				case 2:
					if (countitem(7515) < 3) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,3; //Marvelous_Medal
						getitem 523,6; //Holy_Water
						close;
					}
				}
			case 3:
				mes "[Wayne]";
				mes "Now, please choose";
				mes "which of the following item";
				mes "sets that you'd like to receive";
				mes "in exchange for 7 Prize Medals.";
				next;
				switch(select("1 Cookie Bag:1 First Aid Kit")) {
				case 1:
					if (countitem(7515) < 7) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,7; //Marvelous_Medal
						getitem 12130,1; //Cookie_Bag
						close;
					}
				case 2:
					if (countitem(7515) < 7) {
						mes "[Wayne]";
						mes "Hey, you don't have";
						mes "enough Prize Medals with";
						mes "you. Go and get some more";
						mes "if you want to exchange";
						mes "them with me for anything.";
						close;
					}
					else {
						mes "[Wayne]";
						mes "There you go~";
						mes "Thanks for using my";
						mes "service, and I hope that";
						mes "you come visit me again";
						mes "soon. Enjoy the monster";
						mes "races, fair adventurer~";
						delitem 7515,7; //Marvelous_Medal
						getitem 12110,1; //First_Aid_Kit
						close;
					}
				}
			case 4:
				mes "[Wayne]";
				mes "Now, please choose";
				mes "which of the following item";
				mes "sets that you'd like to receive";
				mes "in exchange for 8 Prize Medals. Well, we have only 1 set, but...";
				next;
				select("1 Gift Box");
				if (countitem(7515) < 8) {
					mes "[Wayne]";
					mes "Hey, you don't have";
					mes "enough Prize Medals with";
					mes "you. Go and get some more";
					mes "if you want to exchange";
					mes "them with me for anything.";
					close;
				}
				else {
					mes "[Wayne]";
					mes "There you go~";
					mes "Thanks for using my";
					mes "service, and I hope that";
					mes "you come visit me again";
					mes "soon. Enjoy the monster";
					mes "races, fair adventurer~";
					delitem 7515,8; //Marvelous_Medal
					getitem 644,1; //Gift_Box
					close;
				}
			case 5:
				mes "[Wayne]";
				mes "Now, please choose";
				mes "which of the following item";
				mes "sets that you'd like to receive";
				mes "in exchange for 16 Prize Medals. Well, we have only 1 set, but...";
				next;
				select("1 Old Blue Box");
				if (countitem(7515) < 16) {
					mes "[Wayne]";
					mes "Hey, you don't have";
					mes "enough Prize Medals with";
					mes "you. Go and get some more";
					mes "if you want to exchange";
					mes "them with me for anything.";
					close;
				}
				else {
					mes "[Wayne]";
					mes "There you go~";
					mes "Thanks for using my";
					mes "service, and I hope that";
					mes "you come visit me again";
					mes "soon. Enjoy the monster";
					mes "races, fair adventurer~";
					delitem 7515,16; //Marvelous_Medal
					getitem 603,1; //Old_Blue_Box
					close;
				}
			case 6:
				mes "[Wayne]";
				mes "Now, please choose";
				mes "which of the following item";
				mes "sets that you'd like to receive";
				mes "in exchange for 25 Prize Medals. Well, we have only 1 set, but...";
				next;
				select("1 Taming Gift Set");
				if (countitem(7515) < 25) {
					mes "[Wayne]";
					mes "Hey, you don't have";
					mes "enough Prize Medals with";
					mes "you. Go and get some more";
					mes "if you want to exchange";
					mes "them with me for anything.";
					close;
				}
				else {
					mes "[Wayne]";
					mes "There you go~";
					mes "Thanks for using my";
					mes "service, and I hope that";
					mes "you come visit me again";
					mes "soon. Enjoy the monster";
					mes "races, fair adventurer~";
					delitem 7515,25; //Marvelous_Medal
					getitem 12105,1; //Set_Of_Taiming_Item
					close;
				}
			case 7:
				mes "[Wayne]";
				mes "Now, please choose";
				mes "which of the following item";
				mes "sets that you'd like to receive";
				mes "in exchange for 42 Prize Medals. Well, we have only 1 set, but...";
				next;
				select("1 Old Purple Box");
				if (countitem(7515) < 42) {
					mes "[Wayne]";
					mes "Hey, you don't have";
					mes "enough Prize Medals with";
					mes "you. Go and get some more";
					mes "if you want to exchange";
					mes "them with me for anything.";
					close;
				}
				else {
					mes "[Wayne]";
					mes "There you go~";
					mes "Thanks for using my";
					mes "service, and I hope that";
					mes "you come visit me again";
					mes "soon. Enjoy the monster";
					mes "races, fair adventurer~";
					delitem 7515,42; //Marvelous_Medal
					getitem 617,1; //Old_Violet_Box
					close;
				}
			case 8:
				mes "[Wayne]";
				mes "Now, please choose";
				mes "which of the following item";
				mes "sets that you'd like to receive";
				mes "in exchange for 59 Prize Medals. Well, we have only 1 set, but...";
				next;
				select("1 Poring Box");
				if (countitem(7515) < 59) {
					mes "[Wayne]";
					mes "Hey, you don't have";
					mes "enough Prize Medals with";
					mes "you. Go and get some more";
					mes "if you want to exchange";
					mes "them with me for anything.";
					close;
				}
				else {
					mes "[Wayne]";
					mes "There you go~";
					mes "Thanks for using my";
					mes "service, and I hope that";
					mes "you come visit me again";
					mes "soon. Enjoy the monster";
					mes "races, fair adventurer~";
					delitem 7515,59; //Marvelous_Medal
					getitem 12109,1; //Poring_Box
					close;
				}
			}
		}
	case 2:
		mes "[Wayne]";
		mes "Well, just keep in mind";
		mes "that you can always come";
		mes "to me to trade in your Prize";
		mes "Medals for consumable items.";
		mes "That guy in Einbroch? Not sure";
		mes "what he'd give you for them...";
		next;
		mes "[Wayne]";
		mes "All I know is that he";
		mes "needs a whole lot of medals";
		mes "for the work that he's doing.";
		mes "Still, I hear that he just may";
		mes "make your donations worth";
		mes "all your effort, you know?";
		close;
	}
}

//============================================================
// Monstrer Race Affiliated NPCs
//============================================================
airplane,246,47,1	script	Eocatt#decoy01	878,{
	mes "[Eocatt]";
	mes "There's an old, humble";
	mes "village on the outskirts of";
	mes "the Schwaltzvalt Republic.";
	mes "It was just a tiny blip on the";
	mes "map until they opened up";
	mes "their Monster Race Arena!";
	next;
	mes "[Eocatt]";
	mes "If you win wagers on the";
	mes "monster race games, you'll";
	mes "be rewarded with these Prize";
	mes "Medals that are made of some";
	mes "really rare metal. I hear this metal's in demand in Einbroch...";
	next;
	mes "[Eocatt]";
	mes "Right, right...";
	mes "I remember now, the";
	mes "town was named Hugel.";
	mes "I'm sure there's other fun";
	mes "things to do there, but I'm sure that the Race Arena is a must!";
	close;
}

hugel,85,93,5	script	Mudie#dummy01	866,{
	mes "[Mudie]";
	mes "The Monster Races";
	mes "are probably the biggest";
	mes "attraction here in Hugel.";
	mes "We don't have much else";
	mes "going on here, I'm afraid.";
	next;
	mes "[Mudie]";
	mes "If you want to go visit";
	mes "the Monster Race Arena,";
	mes "just head towards the";
	mes "7 'o clock direction on";
	mes "your Mini-Map, and look for";
	mes "the hill surrounded by a fence.";
	next;
	mes "[Mudie]";
	mes "You should find the arena";
	mes "somewhere around that area.";
	mes "Anyway, if you want to wager";
	mes "or just watch the races, just";
	mes "ask one of the Eckar brothers. I hope you enjoy our little town~";
	close;
}

p_track02,32,45,5	script	Eccentric Scholar#double	755,{
	mes "[Eccentric Scholar]";
	mes "Let's see now...";
	mes "Monster 1's average speed";
	mes "and luck, as affected by";
	mes "wind resistance, fatigue...";
	mes "What's the approximate";
	mes "probability of winning...?";
	next;
	mes "[Eccentric Scholar]";
	mes "Crunch it into my";
	mes "algorithm... Carry the two...";
	mes "Wait, how many significant";
	mes "figures should I be using?";
	mes "Ah, right, 7, to account for x,";
	mes "a value representing--";
	next;
	mes "["+ strcharinfo(0) +"]";
	mes "Excuse me, but";
	mes "what are you doing?";
	next;
	mes "[Eccentric Scholar]";
	mes "S-silence!";
	mes "I must complete";
	mes "my calculations!";
	mes "Now, where was I...?";
	specialeffect EF_CLAYMORE;
	emotion e_an;
	close;
}

p_track02,69,31,1	script	Blacksmith Guildsman#dou	726,{
	if ($@mon_time_2_2 == 0) {
		mes "[Blacksmith Guildsman]";
		mes "How many times must";
		mes "I wager on these races?!";
		mes "I haven't won even once!";
		mes "Oh, I must have the worst";
		mes "luck in wagering history!";
		emotion e_sob;
		next;
		mes "[Blacksmith Guildsman]";
		mes "I've been assigned by my";
		mes "guild to bring back some";
		mes "Prize Medals to Einbroch...";
		mes "They're apparently made";
		mes "with some rare metal, but...";
		mes "It's too hard for me to win~!";
		emotion e_swt2;
		close;
	}
	else {
		mes "[Blacksmith Guildsman]";
		mes "Run! Go go go!";
		mes "I need to win some";
		mes "medals! Otherwise, I'll";
		mes "be too ashamed to return";
		mes "home to Einbroch! F-faster!";
		emotion e_korea;
		close;
	}
}

p_track02,53,45,3	script	Valiant Knight#double	733,{
	mes "[Valiant Knight]";
	mes "Hey, have you been";
	mes "wagering on the races?";
	mes "If you've got a hot tip, then";
	mes "would you share it with me?";
	mes "I've won some wagers... But";
	mes "I really wanna win more!";
	next;
	mes "[Valiant Knight]";
	mes "Hah hah! It's like I tell";
	mes "those Blacksmiths! If they";
	mes "don't wanna lose all the time,";
	mes "then they should just bet on the same monster. Me? I always";
	mes "bet on the black Deviruchi~";
	next;
	mes "[Valiant Knight]";
	mes "You too...!";
	mes "Always bet";
	mes "on Deviruchi!";
	emotion e_no1;
	close;
}

p_track01,27,47,5	script	Drunkard#single	853,{
	mes "[Familiar Drunkard]";
	mes "Grrr...! ^333333*Hiccup*^000000";
	mes "I just gotta win this";
	mes "next game! I hafta do it!";
	mes "Hey, you! Which number is";
	mes "your lucky number? Huh?";
	next;
	mes "["+ strcharinfo(0) +"]";
	mes "I, er...";
	next;
	mes "[Familiar Drunkard]";
	mes "C'mon, I need your";
	mes "lucky number cuz I ran";
	mes "out of mine! Tell me!";
	mes "Tell me! ^333333*Hiccup~*^000000";
	close;
}

p_track01,69,31,1	script	Blacksmith Guildsman#sin	107,{
	mes "[Blacksmith Guildsman]";
	mes "How can this be so hard?";
	mes "Why can't I win at least";
	mes "one of these races? Argh!";
	mes "I can't go back until I get";
	mes "at least one Prize Medal!";
	next;
	mes "[Blacksmith Guildsman]";
	mes "Yeah, I've been assigned";
	mes "by the Einbroch Factory to";
	mes "get some Prize Medals since";
	mes "they're made of this rare medal. But it looks like they picked";
	mes "the wrong guy for this job...";
	next;
	mes "[Blacksmith Guildsman]";
	mes "I mean, I've been here";
	mes "forever and I haven't won";
	mes "anything yet! Hey, do me";
	mes "a favor and give any extra";
	mes "Prize Medals you might have";
	mes "to the Einbroch Factory, okay?";
	close;
}

p_track01,45,42,3	script	Absent Minded Man#single	881,{
	mes "[Absent Minded Man]";
	mes "Say, are you here to bet";
	mes "on the monster races? I've";
	mes "come all the way here, just";
	mes "because some strange man";
	mes "asked me to win medals. It's";
	mes "the only reason I'm in Hugel...";
	next;
	mes "[Absent Minded Man]";
	mes "But I've made more than";
	mes "100 wagers, and haven't won";
	mes "any of them! I mean, if I bet";
	mes "on the same monster 6 times,";
	mes "I should win at least once,";
	mes "right? What's going on?!";
	close;
}