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//===== Hercules Script ======================================
//= Moscovia Dungeon Warp Script
//===== By: ==================================================
//= Kisuka, $ephiroth
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
//= Warp Points for Moscovia Dungeon
//===== Additional Comments: =================================
//= 1.0 Initial version [$ephiroth]
//= 1.1, 1.2 Updated from jA [$ephiroth]
//= 1.3 Added warp npcs. Removed place holder warps. [Kisuka]
//= 1.4 Fixed cords on milestone 1-3. [Kisuka]
//============================================================

mosk_fild02,190,257,0	warp	moscoviawarp0401	1,1,mosk_dun01,189,45
mosk_dun01,189,42,0	warp	moscoviawarp0501	1,1,mosk_fild02,190,254
mosk_in,215,36,0	warp	babayagaout		1,1,mosk_dun02,53,217

mosk_dun02,53,220,4	script	#babayagain	WARPNPC,1,1,{
	end;
OnTouch:
	if (mos_nowinter == 11) {
		donpcevent "Soldier1#mos::OnEnable";
		donpcevent "Soldier2#mos::OnEnable";
		donpcevent "Soldier3#mos::OnEnable";
		mes "[Soldier]";
		mes "Halt right there!";
		next;
		mes "[Soldier]";
		mes "We have information";
		mes "that you've been secretly";
		mes "communicating with";
		mes "Baba Yaga, the Horrible.";
		next;
		mes "[Soldier]";
		mes "If you have something to say,";
		mes "speak to the Csar.";
		mes "Come with us.";
		close2;
		donpcevent "Soldier1#mos::OnInit";
		donpcevent "Soldier2#mos::OnInit";
		donpcevent "Soldier3#mos::OnInit";
		set mos_nowinter,12;
		warp "mosk_in",125,92;
		end;
	}
	else if (mos_nowinter == 12) {
		donpcevent "Soldier1#mos::OnEnable";
		donpcevent "Soldier2#mos::OnEnable";
		donpcevent "Soldier3#mos::OnEnable";
		mes "[Soldier]";
		mes "We expected";
		mes "that you would appear again.";
		mes "What is your business with the Csar?";
		next;
		if(select("Run away.:Explain the situation.") == 1) {
			mes "["+strcharinfo(0)+"]";
			mes "I should get out of here...";
			close2;
			warp "mosk_dun02",100,100;
			donpcevent "Soldier1#mos::OnInit";
			donpcevent "Soldier2#mos::OnInit";
			donpcevent "Soldier3#mos::OnInit";
			end;
		}
		mes "-I explain what happend until now.-";
		next;
		mes "[Soldier]";
		mes "If you have something to say, speak";
		mes "to the Csar.";
		mes "If you leave to this place,";
		mes "you will be considered as our enemy.";
		close2;
		donpcevent "Soldier1#mos::OnInit";
		donpcevent "Soldier2#mos::OnInit";
		donpcevent "Soldier3#mos::OnInit";
		end;
	}
	else if (mos_nowinter == 13) {
		donpcevent "Soldier1#mos::OnEnable";
		donpcevent "Soldier2#mos::OnEnable";
		donpcevent "Soldier3#mos::OnEnable";
		mes "[Soldier]";
		mes "We expected";
		mes "that you would appear again.";
		mes "What is your business with the Csar?";
		next;
		if(select("Run away.:Explain the situation.") == 1) {
			mes "["+strcharinfo(0)+"]";
			mes "I should get out of here...";
			close2;
			warp "mosk_dun02",100,100;
			donpcevent "Soldier1#mos::OnInit";
			donpcevent "Soldier2#mos::OnInit";
			donpcevent "Soldier3#mos::OnInit";
			end;
		}
		mes "-I explain what happend until now.-";
		next;
		mes "[Soldier]";
		mes "If you have something to say, speak";
		mes "to the Csar.";
		mes "If you leave to this place,";
		mes "you will be considered as our enemy.";
		close2;
		donpcevent "Soldier1#mos::OnInit";
		donpcevent "Soldier2#mos::OnInit";
		donpcevent "Soldier3#mos::OnInit";
		end;
	}
	else {
		warp "mosk_in",215,41;
		end;
	}
}

mosk_dun02,53,215,3	script	Soldier1#mos	4_M_RUSKNIGHT,{
	mes "[Soldier]";
	mes "We're the Csar's soldiers.";
	mes "We're called out for emergencies,";
	mes "don't disturb us anymore.";
	close;
	
OnInit:
	hideonnpc "Soldier1#mos";
	end;

OnEnable:
	hideoffnpc "Soldier1#mos";
	end;
}

mosk_dun02,50,217,3	script	Soldier2#mos	4_M_RUSKNIGHT,{
	mes "[Soldier]";
	mes "We're the Csar's soldiers.";
	mes "We're called out for emergencies,";
	mes "don't disturb us anymore.";
	close;
	
OnInit:
	hideonnpc "Soldier2#mos";
	end;

OnEnable:
	hideoffnpc "Soldier2#mos";
	end;
}


mosk_dun02,56,217,5	script	Soldier3#mos	4_M_RUSKNIGHT,{
	mes "[Soldier]";
	mes "We're the Csar's soldiers.";
	mes "We're called out for emergencies,";
	mes "don't disturb us anymore.";
	close;
	
OnInit:
	hideonnpc "Soldier3#mos";
	end;

OnEnable:
	hideoffnpc "Soldier3#mos";
	end;
}

mosk_dun01,170,164,3	script	Milestone#1	HIDDEN_NPC,{
	mes "- There is writing on a big rock. -";
	next;
	mes "^3131FF- Those who serve the Sun will die, Go to the North. -^000000";
	close;
}

mosk_dun01,207,276,3	script	Milestone#1-2	HIDDEN_NPC,{
	mes "- There is writing on a big rock. -";
	next;
	mes "^3131FF- Those who advance may get hurt but are courageous of heart and those who move back will remain safe.";
	mes "If you have courage, step forward. Otherwise, step backward. -^000000";
	next;
	if(select("Step forward.:Stay.") == 1) {
		mes "- You follow the way before you. -";
		close2;
		warp "mosk_dun02",165,30;
		end;
	}
	mes "- You won't advance. -";
	close;
}

mosk_dun01,264,191,3	script	Milestone#1-3	HIDDEN_NPC,{
	mes "- There is writing on a big rock. -";
	next;
	mes "^3131FF- Those who advance may get hurt but are brave of heart and those who move back will remain safe.";
	mes "If you are brave, then take a step forward. Otherwise, step back. -^000000";
	next;
	if(select("Step forward.:Stay.") == 1) {
		mes "- You follow the way before you. -";
		close2;
		warp "mosk_dun03",117,36;
		end;
	}
	mes "- You decide to stay. -";
	close;
}

mosk_dun02,168,28,3	script	Milestone#2-1	HIDDEN_NPC,{
	mes "- There is writing on a big rock. -";
	next;
	mes "^3131FF- Those who advance may get hurt but are valorous of heart and those who move back will remain safe.";
	mes "If you valorous, then take a step forward. Otherwise, step back. -^000000";
	next;
	if(select("Go back.:Stay.") == 1) {
		mes "- You sense danger and decide to go back -";
		close2;
		warp "mosk_dun01",201,269;
		end;
	}
	mes "- You decided to stay. -";
	close;
}

mosk_dun02,268,117,3	script	Milestone#2-3	HIDDEN_NPC,{
	mes "- There is writing on a big rock. -";
	next;
	mes "^3131FF- Those who step forward will gain honor but may die, those who step backward will have courage but may still get hurt.";
	mes "If you are truly brave, step forward. Otherwise, step back -^000000";
	next;
	if(select("Step forward.:Stay.") == 1) {
		mes "- You bravely step forward. -";
		close2;
		warp "mosk_dun03",32,135;
		end;
	}
	mes "- You decided to stay. -";
	close;
}

mosk_dun03,27,131,3	script	Milestone#3-2	HIDDEN_NPC,{
	mes "- There is writing on a big rock. -";
	next;
	mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
	mes "Those who have courage will go back, otherwise step forward and stay. -^000000";
	next;
	if(select("Go back.:Stay.") == 1) {
		mes "- You sense danger and decide to go back -";
		close2;
		warp "mosk_dun02",262,118;
		end;
	}
	mes "- You decide to stay. -";
	close;
}

mosk_dun03,119,46,3	script	Milestone#3-1	HIDDEN_NPC,{
	mes "There is writing on a big rock.";
	next;
	mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
	mes "Those who are afraid of the death will go back, otherwise step forward and stay. -^000000";
	next;
	if(select("Go back.:Stay.") == 1) {
		mes "- You sense danger and decide to go back -";
		close2;
		warp "mosk_dun01",257,190;
		end;
	}
	mes "- You decided to stay. -";
	close;
}

mosk_dun01,194,43,3	script	Milestone#1-1	HIDDEN_NPC,{
	mes "- There is writing on a big rock. -";
	next;
	mes "- If you want to protect your life, go back -";
	close;
}

mosk_fild02,198,53,3	script	Ship#mos_dun	HIDDEN_NPC,{
	mes "- You find a ship at anchor. -";
	next;
	if(select("Take the ship and go back to the village.:Explore more.") == 1) {
		mes "- You board the ship and pull at the oars. -";
		close2;
		warp "moscovia",140,54;
		end;
	}
	mes "- That unknown area arouses your interest. -";
	close;
}