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-rw-r--r--npc/cities/moscovia.txt262
-rw-r--r--npc/mobs/dungeons/mosk_dun.txt7
-rw-r--r--npc/quests/quests_moscovia.txt10208
-rw-r--r--npc/scripts_athena.conf2
-rw-r--r--npc/scripts_monsters.conf3
-rw-r--r--npc/warps/cities/moscovia.txt2
-rw-r--r--npc/warps/dungeons/mosk_dun.txt277
7 files changed, 10382 insertions, 379 deletions
diff --git a/npc/cities/moscovia.txt b/npc/cities/moscovia.txt
index 68fc9e989..8f23acdad 100644
--- a/npc/cities/moscovia.txt
+++ b/npc/cities/moscovia.txt
@@ -3,13 +3,14 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= Moscovia Town Script
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
+//= 1.1 Removed villagers (they are part of a quest). [Kisuka]
//============================================================
// Moscovia Transportation
@@ -113,272 +114,19 @@ moscovia,166,53,4 script Moscovia P.R. Officer#2 960,{
// Generic Moscovia NPCs
//============================================================
-moscovia,149,112,4 script A man#mosk1 964,{
- mes "[Lev]";
- mes "I was once like you.";
- mes "with hot heart and cool reason";
- mes "adventuring everywhere and";
- mes "coping with all the troubles...";
- close;
-}
-
-moscovia,167,97,4 script A lady#mosk1 961,{
- mes "[Roza]";
- mes "Naughty boys are too excited in the warm days.";
- next;
- mes "[Roza]";
- mes "Where is the sun?";
- mes "Where is it hiding?";
- close;
-}
-
-moscovia,168,135,4 script A lady#mosk2 961,{
- mes "[Kyra]";
- mes "I've seen many people";
- mes "from other provinces recently.";
- next;
- mes "[Kyra]";
- mes "This is not";
- mes "a tourist town.";
- mes "What happened...?";
- close;
-}
-
-moscovia,192,80,4 script A lady#mosk3 959,{
- mes "[Sabina]";
- mes "Sunflowers are squeezed for oil and";
- mes "their bodies are used for medicinal purposes";
- mes "They are very useful.";
- close;
-}
-
-moscovia,196,71,4 script A young man#mosk1 968,{
- mes "[Fredek]";
- mes "The men here grow up";
- mes "after going through though waves in";
- mes "the vast sea.";
- next;
- mes "[Fredek]";
- mes "Do you like";
- mes "sailing?";
- close;
-}
-
-moscovia,228,80,4 script A little boy#mosk1 962,{
- mes "[Rurik]";
- mes "It's hard to look up at you.";
- mes "Come lower so I can see your eyes.";
- next;
- mes "[Rurik]";
- mes "Hmm, that's better.";
- mes "Children are the future.";
- mes "I won't have a future if I fall";
- mes "back and hurt my neck";
- mes "while looking up at you.";
- close;
-}
-
-moscovia,202,102,4 script A little boy#mosk2 962,{
- mes "[Feliks]";
- mes "This is the story";
- mes "about a terrible dragon.";
- next;
- mes "[Feliks]";
- mes "It is sleeping";
- mes "in its lair,";
- mes "but, it destroys everything";
- mes "around it when it awakes.";
- next;
- mes "[Feliks]";
- mes "This came from my grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma.";
- close;
-}
-
-moscovia,211,215,5 script A young man#mosk2 967,{
- mes "[Izlof]";
- mes "There is a old saying,";
- mes "'an opportunity is a chance.'";
- next;
- mes "[Izlof]";
- mes "It is best time to confess";
- mes "to ladies in the warm winter,";
- mes "when their minds wander";
- mes "right now!";
- close;
-}
-
-
-moscovia,204,188,5 script A maid#mosk1 959,{
- mes "[Katya]";
- mes "The spring has come~";
- next;
- mes "[Katya]";
- mes "A million sunflowers are blooming~";
- close;
-}
-
-moscovia,220,172,4 script A young man#mosk3 968,{
- mes "[Ilyav]";
- mes "I am going to adventure";
- mes "to experience new worlds";
- mes "as you do.";
- close;
-}
-
-moscovia,234,168,5 script A man#mosk2 964,{
- mes "[Gavrel]";
- mes "Don't you think that the castle is magnificent?";
- mes "It was built by my great great grandfather.";
- close;
-}
-
-moscovia,219,229,5 script A middle aged man#mosk1 964,{
- mes "[Viktor]";
- mes "Our people are very, very";
- mes "proud of their strength and";
- mes "invincible spirits.";
- next;
- mes "[Viktor]";
- mes "It doesn't matter to us";
- mes "how cold the winter is!";
- close;
-}
-
-moscovia,233,204,4 script A young man#mosk4 968,{
- mes "[Fedor]";
- mes "Finally, Winter is over.";
- mes "Spring is coming";
- mes "to my mind...";
- close;
-}
-
-moscovia,253,175,4 script A man#mosk3 964,{
- mes "[Orek]";
- mes "The present Csar is a bit strict and";
- mes "terrible, but";
- mes "he actually loves";
- mes "his people.";
- close;
-}
-
moscovia,253,166,4 script Soldier#mosk1 966,{
mes "[Soldier]";
- mes "Our dear Czar Alexsay III is in the palace.";
+ mes "Our dear Csar Alexsay III is in the palace.";
mes "He rules over Moscovia.";
mes "Please be careful not to cause him any trouble.";
close;
}
-moscovia,252,203,5 script A little girl#mosk1 958,{
- mes "[Yosefina]";
- mes "Babayaga, the Horrible Cannibal";
- mes "is living outside the town.";
- next;
- mes "[Yosefina]";
- mes "My mom tole me.";
- mes "that wat is real.";
- close;
-}
-
-moscovia,255,203,4 script A little boy#mosk3 962,{
- mes "[Vasili]";
- if (sex)
- mes "Wow, he is";
- else {
- mes "Wow, she is";
- }
- mes "an adventurer, an adventurer!!";
- next;
- mes "[Vasili]";
- mes "Tell me your exciting story.";
- mes "Have you fought a dragon?";
- mes "Where is your gold-shining";
- mes "sword and shield...?";
- mes "Where?";
- close;
-}
-
-moscovia,208,182,7 script Acorn Dealer#mosk 967,{
- mes "[Acorn Dealer]";
- mes "We have very fresh acorns. Everyone will like them!";
- mes "You can buy one acorn for 100zeny!";
- next;
- if(select("Buy one.:What can I use them for?") == 2) {
- mes "[Acorn Dealer]";
- mes "Well uh...";
- mes "You can grind them to make";
- mes "something to eat and you can feed squirrels.";
- next;
- mes "[Acorn Dealer]";
- mes "Someone can decorate their house";
- mes "with them but I don't know how...";
- mes "they've got to be highly talented.";
- mes "Haha.";
- close;
- }
- mes "[Acorn Dealer]";
- mes "I'll bet you that they are very fresh!";
- mes "How many acorns do you need?";
- next;
- while(.@input <= 0 || .@input > 500) {
- input .@input;
- if (.@input <= 0) {
- mes "[Acorn Dealer]";
- mes "Do you want to cancel this trade?";
- close;
- }
- if (.@input > 500) {
- mes "[Acorn Dealer]";
- mes "You can't buy more than 500.";
- next;
- }
-
- }
- if (!checkweight(1026, .@input)) {
- mes "[Acorn Dealer]";
- mes "Hello, I think you can't get acorns";
- mes "now. You're carrying too many";
- mes "items!";
- mes "Please use Kafra service. I'll be";
- mes "right here.";
- close;
- }
- set .@price, .@input * 100;
- if (Zeny < .@price) {
- mes "[Acorn Dealer]";
- mes "Hello? You've turned pale! Are you ok??";
- mes "Do you have enough money?";
- close;
- }else{
- mes "[Acorn Dealer]";
- mes "Oh, thank you...";
- mes "What do you think of them? They're fresh, aren't they?";
- set Zeny,Zeny - .@price;
- getitem 1026,.@input;
- close;
- }
-}
-
-// Inside Moscovia
-//============================================================
-mosk_in,141,212,4 script Pub Owner#mosk 964,{
- mes "[Pub Owner]";
- mes "Welcome to our pub.";
- mes "I'm Alexandre of ^0000FF'Stream Pub'^000000 But,";
- mes "everyone calls me 'Sasha'.";
- mes "It's a fine day today. I feel like";
- mes "going out.";
- close;
-}
-
// Moscovia Palace
//============================================================
-- script Soldier::MoscSoldier 966,{
+- script Soldier#mosk::MoscSoldier 966,{
mes "[Soldier]";
- mes "Please be silent or the Czar will be angry.";
+ mes "Please be silent or the Csar will be angry.";
close;
}
diff --git a/npc/mobs/dungeons/mosk_dun.txt b/npc/mobs/dungeons/mosk_dun.txt
index e9c040622..7918a6793 100644
--- a/npc/mobs/dungeons/mosk_dun.txt
+++ b/npc/mobs/dungeons/mosk_dun.txt
@@ -3,13 +3,14 @@
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Added spawns [Playtester]
//= 1.1 Swapped named according to mob db. [L0ne_W0lf]
//= 1.2 Fixed the mob names (iRO names) [Playtester]
+//= 1.2 Updated spawns kinda. [Kisuka]
//============================================================
//==================================================
@@ -17,8 +18,8 @@
//==================================================
mosk_dun01,64,236,100,100 monster Wood Goblin 1880,15,10000,0,1
mosk_dun01,64,236,100,100 monster Les 1881,7,10000,0,1
-mosk_dun01,86,183,100,100 monster Wood Goblin 1880,15,10000,0,1
-mosk_dun01,86,183,100,100 monster Les 1881,7,10000,0,1
+mosk_dun01,99,162,100,100 monster Wood Goblin 1880,15,10000,0,1
+mosk_dun01,99,162,100,100 monster Les 1881,7,10000,0,1
mosk_dun01,150,80,100,5 monster Wood Goblin 1880,30,10000,0,1
mosk_dun01,150,80,100,5 monster Les 1881,15,10000,0,1
mosk_dun01,241,177,10,10 monster Wood Goblin 1880,3,10000,0,1
diff --git a/npc/quests/quests_moscovia.txt b/npc/quests/quests_moscovia.txt
index 462be6be9..9b5df03ed 100644
--- a/npc/quests/quests_moscovia.txt
+++ b/npc/quests/quests_moscovia.txt
@@ -1,148 +1,10132 @@
-//===== eAthena Script =======================================
-//= Moscovia Town script
-//===== By: ==================================================
-//= $ephiroth
-//===== Current Version: =====================================
+//===== eAthena Script =======================================
+//= Moscovia Quests
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any eAthena Version
-//===== Description: =========================================
-//= Moscovia Town Npcs
-//===== Additional Comments: =================================
-//= 1.0 $ephiroth (from jA) Pre-quest dungeon entrances
-//============================================================
-
-//============================================================
-//= NPC Moscovia Dungeon
-//============================================================
-
-mosk_dun01,207,276,0 script Stone#mosk1 111,{
-
- mes "^009900-Square-shaped rocks on the surface";
- mes "are engraved on the characters.-^000000";
- next;
- mes "^3333FF~The person who advances, instead of being hurt.";
- mes "As for the person who receives courage, returns how long,";
- mes "it probably is safe.";
- mes "As for the person who has rash courage advancing.";
- mes "That's not good to be back.~^000000";
- next;
- if (select("Forward:Return") == 1) {
- mes "-Chose to go-";
+//===== Compatible With: =====================================
+//= eAthena SVN
+//===== Description: =========================================
+//= Quests for Moscovia.
+//= The Moving Island, Help Mikhail, Acorn Exchange,
+//= Banish Winter, Shafka Hat.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Kisuka]
+//============================================================
+
+//============================================================================
+// The Moving Island
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Berbayeff - Starting Point
+//----------------------------------------------------------------------------
+moscovia,171,71,3 script Berbayeff#npc 968,{
+ if (mos_whale_edq < 1) {
+ emotion e_an;
+ mes "[Berbayeff]";
+ mes "This..and..that...";
+ mes "All guys...are distrustful.";
+ mes "Makes me a braggart.";
+ next;
+ select("Do you have a problem?");
+ mes "[Berbayeff]";
+ mes "I haven't seen you before.";
+ mes "Are you a traveler?";
+ mes "If so, then you may have";
+ mes "seen many marvelous things";
+ mes "from near and far.";
+ next;
+ mes "[Berbayeff]";
+ mes "I'm sure you'll probably";
+ mes "be interested in my story.";
+ mes "All the villagers are blockheads,";
+ mes "so they treat me like an idiot.";
+ next;
+ if(select("I'm not interested in any story.:Tell me.") == 1) {
+ mes "[Berbayeff]";
+ mes "Indeed... You are not interested...";
+ mes "That's ok.";
+ next;
+ mes "[Berbayeff]";
+ mes "If you change your mind,";
+ mes "you can talk to me whenever.";
+ close;
+ }
+ emotion e_no1;
+ mes "[Berbayeff]";
+ mes "Good, I have been thinking that";
+ mes "I would tell you this story from the start.";
+ next;
+ mes "[Berbayeff]";
+ mes "You seem to have spent";
+ mes "only a few days here.";
+ mes "Have you ever heard";
+ mes "about The Moving Island?";
+ next;
+ mes "[Berbayeff]";
+ mes "In Moscovia,";
+ mes "a story is handed down";
+ mes "from the ancients, like legends.";
+ next;
+ mes "[Berbayeff]";
+ mes "It is said that";
+ mes "there is an island";
+ mes "which sometimes moves,";
+ mes "not far out at sea.";
+ next;
+ mes "[Berbayeff]";
+ mes "But, nobody has seen";
+ mes "the island before.";
+ mes "So, few people have";
+ mes "believed the legend.";
+ next;
+ mes "[Berbayeff]";
+ mes "Actually, I thought that";
+ mes "it might be a kind of";
+ mes "old story... nothing more.";
+ mes "But then... I saw...";
+ next;
+ mes "[Berbayeff]";
+ mes "Actually, I thought that";
+ mes "it might be a kind of";
+ mes "old story... nothing more.";
+ mes "But then... I saw...";
+ mes "The Moving Island!!!";
+ next;
+ mes "[Berbayeff]";
+ mes "Surprised? Right...";
+ mes "It is so surprising.";
+ mes "Frankly, you don't believe";
+ mes "any of this story either.";
+ next;
+ mes "[Berbayeff]";
+ mes "I saw the island";
+ mes "from the middle of";
+ mes "the village's south shore.";
+ next;
+ mes "[Berbayeff]";
+ mes "At first, I doubted my eyes.";
+ mes "I have never heard that that island";
+ mes "really existed here, even though I";
+ mes "have lived here all my life!";
+ next;
+ mes "[Berbayeff]";
+ mes "I tried to go up";
+ mes "to look at it from";
+ mes "higher ground, but";
+ mes "the island receded";
+ mes "and disappeared...";
+ mes "back to the sea.";
+ next;
+ select("The island doesn't appear any more?");
+ mes "[Berbayeff]";
+ mes "If it does,";
+ mes "one might just think";
+ mes "that they've looked";
+ mes "at an apparition.";
+ next;
+ mes "[Berbayeff]";
+ mes "But a few nights ago...";
+ mes "Finally, the island appeared";
+ mes "in front of me again,";
+ mes "while I was driving my ship to go home.";
+ next;
+ mes "[Berbayeff]";
+ mes "At that time, I tried to";
+ mes "get near the island again,";
+ mes "slowly, but it disappeared...";
+ mes "beyond the sea once more.";
+ next;
+ mes "[Berbayeff]";
+ mes "It was then, I couldn't help";
+ mes "to finally believe";
+ mes "in the existence of";
+ mes "The Moving Island!";
+ next;
+ mes "[Berbayeff]";
+ mes "Surely, this must be";
+ mes "a great discovery!";
+ mes "Don't you think??";
+ mes "Doesn't your heart shout out in";
+ mes "hopes of adventuring out to the island?";
+ next;
+ mes "[Berbayeff]";
+ mes "I haven't given up yet!";
+ mes "Certainly, it'll appear again";
+ mes "right in front of us!";
+ next;
+ mes "[Berbayeff]";
+ mes "And on that day,";
+ mes "I'll definitely go up to that";
+ mes "island... and verify it with my own eyes!";
+ set mos_whale_edq,1;
+ close;
+ }
+ else if (mos_whale_edq == 1) {
+ set .@speak,rand(1,5);
+ if (.@speak > 0 || .@speak < 3) {
+ mes "[Berbayeff]";
+ mes "Clearly, I want to prove";
+ mes "the existence of that island to everyone...";
+ next;
+ mes "[Berbayeff]";
+ mes "If the island appears again,";
+ mes "I should certify its identity.";
+ mes "Would you like to try it?";
+ close;
+ }
+ else if (.@speak > 2 || .@speak < 6) {
+ mes "[Berbayeff]";
+ mes "The best way to find the";
+ mes "island is by direct contact";
+ mes "with a ship in the sea.";
+ next;
+ mes "[Berbayeff]";
+ mes "Me?";
+ mes "Of course I have a ship.";
+ mes "I am a fisherman afterall...";
+ next;
+ mes "[Berbayeff]";
+ mes "Ah, you do? You need...";
+ mes "a ship? Hm...too bad.";
+ mes "I can't lend my ship to you...";
+ next;
+ mes "[Berbayeff]";
+ mes "But maybe Mr. Ibanoff";
+ mes "can lend his ship to you";
+ mes "He likes going around";
+ mes "adventuring like me.";
+ mes "He seems to enjoy his youth...";
+ next;
+ mes "[Berbayeff]";
+ mes "Mr. Ibanoff also traveled and";
+ mes "adventured all over the world";
+ mes "like you, so he might understand";
+ mes "your sentiments well.";
+ next;
+ mes "[Berbayeff]";
+ mes "If you want to find the island";
+ mes "by ship, go to Mr. Ibanoff";
+ mes "and ask for a favor.";
+ close;
+ }
+ else {
+ mes "um...What a beautiful day?";
+ mes "Hahahahahaha...";
+ close;
+ }
+ }
+ else if (mos_whale_edq > 12 && mos_whale_edq < 42) {
+ emotion e_omg;
+ mes "[Berbayeff]";
+ mes "Are you serious? Did you say";
+ mes "you've found The Moving Island?";
+ next;
+ emotion e_no1;
+ mes "[Berbayeff]";
+ mes "The legend is true!!";
+ mes "I was right, wasn't I?";
+ mes "You must be a great adventurer.";
+ close;
+ }else{
+ mes "[Berbayeff]";
+ mes "Welcome to Moscovia.";
+ mes "What's your impression thus far?";
+ mes "Looks gorgeous, huh?";
+ next;
+ mes "[Berbayeff]";
+ mes "Most travelers and strangers";
+ mes "like our village.";
+ mes "I want you to visit places here and";
+ mes "there. You'll probably love this town.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Mr. Ibanoff - Docks
+//----------------------------------------------------------------------------
+moscovia,135,49,5 script Mr. Ibanoff#npc 964,{
+ if (mos_whale_edq == 1 || mos_whale_edq == 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. Are you Mr. Ibanoff?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Yes. I am Mr. Ibanoff.";
+ mes "What's up?";
+ next;
+ if(select("Tell me an adventure story.:Lend me your ship.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "You are an adventurer, right?";
+ mes "You come from a strange land?";
+ mes "Well, well, well...";
+ mes "You are welcome here.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When I adventured around";
+ mes "Rune Midgarts, maybe it was";
+ mes "well before you were born.";
+ mes "Ah... I miss those days...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Now, I'm so tired;";
+ mes "my body and my heart.";
+ mes "I get reminded of fond";
+ mes "memories just by looking at the sea...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Um... Stories...";
+ mes "What to talk about first?";
+ mes "Right, I'll talk about that time I";
+ mes "fought against a huge flock of Porings...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hahaha...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You'll be happy that you";
+ mes "listened to the adventure story.";
+ mes "Well, well, well...";
+ mes "When I was 24 years old...";
+ mes "My colleagues and I were passing by";
+ mes "a forest near Payon...";
+ next;
+ mes "when...";
+ next;
+ mes "and....";
+ next;
+ mes "then.....";
+ next;
+ mes "Finally......";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I did a very good";
+ mes "job in the fight, so";
+ mes "my colleagues and I were";
+ mes "able to get back safely.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "What did you think?";
+ mes "Next... Let's talk about";
+ mes "the haunting of a Goblin mob...!";
+ next;
+ if(select("I'll listen next time...:Interesting. Keep talking.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "If not...Ooo, I can just";
+ mes "keep going and going...";
+ mes "No? Too bad... Hehe...";
+ mes "Let's talk next time.";
+ close;
+ }
+ mes "[Mr. Ibanoff]";
+ mes "Yeah? Ohohoh... my friend,";
+ mes "we are in sync with each other...!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Ok, this time I'll talk";
+ mes "about the bloody fight at the";
+ mes "haunting of a Goblin mob...";
+ next;
+ mes "You see...";
+ next;
+ mes "and....";
+ next;
+ mes "also.....";
+ next;
+ mes "Lastly......";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "So, the day's great bloody";
+ mes "fight was over like that...";
+ mes "Ohwee...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Hah! You are the first";
+ mes "to listen carefully to";
+ mes "my stories, for a long time.";
+ mes "Feels so good...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You absolutely have talent,";
+ mes "as a great adventurer.";
+ mes "You can become a good friend to me.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Next time, we talk about your";
+ mes "adventure story... eh? ~";
+ mes "If you ever need anything,";
+ mes "come talk to me whenever, hahaha!";
+ set mos_whale_edq,2;
+ close;
+ }
+ if (mos_whale_edq == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Ah! The good listener!";
+ mes "What will you do if you";
+ mes "borrow my ship? I wonder...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm going to adventure out";
+ mes "to sea, to find a moving";
+ mes "island which has brought";
+ mes "many a legend to this neighboring village.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The Moving Island?";
+ mes "I have never seen that really...";
+ mes "You are young! Hawhawhaw!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I hope that you find";
+ mes "the island without fail,";
+ mes "and that you bring back";
+ mes "surprising news to us!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Let it be so!";
+ mes "First, I should check";
+ mes "the state of the ship...";
+ mes "You have some work to do,";
+ mes "if you want to help me.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "She has not floated";
+ mes "for a long time,";
+ mes "so we should check";
+ mes "and repair the parts";
+ mes "that power her up.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Preparing the tools for repairs, in";
+ mes "this place, takes several days...";
+ mes "if you can possibly prepare them.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The materials needed are:";
+ mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When you've prepared all the";
+ mes "materials, bring them to me. I'll";
+ mes "repair the ship.";
+ set mos_whale_edq,3;
+ close;
+ }else{
+ emotion e_ag;
+ mes "[Mr. Ibanoff]";
+ mes "You want to borrow";
+ mes "my ship so spontaneously??";
+ mes "I don't even know you!!";
+ mes "You are more rude than you look.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I don't know, how you know";
+ mes "that I have a ship...";
+ mes "Anyway, I can't lend my ship";
+ mes "willingly to strangers.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Did you bring all the materials?";
+ mes "If we have all the materials,";
+ mes "we can prepare for departure!";
+ next;
+ if (countitem(7167) > 9 && countitem(7317) > 9 && countitem(7325) > 4 && countitem(7312) > 9) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh! You got the all materials.";
+ mes "It's enough.";
+ next;
+ delitem 7167,10; //Mystery_Iron_Bit
+ delitem 7317,10; //Screw
+ delitem 7325,5; //Tube
+ delitem 7312,10; //Jubilee
+ set mos_whale_edq,4;
+ mes "[Mr. Ibanoff]";
+ mes "Okay, we are at the ready.";
+ mes "When would you like to depart?";
+ mes "I'll say one thing...";
+ mes "It's difficult to keep this";
+ mes "ship afloat after the sun has set.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "In these neighboring waters,";
+ mes "there are many raging waves.";
+ mes "After the sun sets, the tide does";
+ mes "not get any easier... even for an";
+ mes "expert seaman.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Remember, the poor condition of";
+ mes "this ship also factors when";
+ mes "attempting to plow through the";
+ mes "raging waves.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If you are ready to depart, talk to";
+ mes "me before the sun sets.";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "These materials are insufficient.";
+ mes "Perhaps you forgot some of them?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The materials needed are:";
+ mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh. Are you ready to depart?";
+ mes "Good, let's see...";
+ next;
+ if (gettime(3)>=7 && gettime(3)<20) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "before the sun sets.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Gee. The sun has already set.";
+ mes "It's too dangerous to depart";
+ mes "at night because of the waves";
+ mes "getting too rugged.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When the sun rises again tomorrow,";
+ mes "you can come back. We can't depart";
+ mes "right now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq > 4 && mos_whale_edq < 15) {
+ mes "[Mr. Ibanoff]";
+ mes "That last sailing was tough...";
+ mes "But, all adventures";
+ mes "are like that...";
+ mes "Hahaha!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If you keep a mind to";
+ mes "depart again... tell me";
+ mes "before the sun sets.";
+ mes "while the sun rises.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Will you depart?";
+ next;
+ if(select("I'm not ready.:Let's go.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "When you are ready to depart, tell me.";
+ close;
+ }
+ if (gettime(3)>=7 && gettime(3)<20) {
+ set mos_whale_edq,4;
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "before the sun sets.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Gee. The sun has already set.";
+ mes "It's too dangerous to depart";
+ mes "at night because of the waves";
+ mes "getting too rugged.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When the sun rises again tomorrow,";
+ mes "you can come back. We can't depart";
+ mes "right now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 15) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey you... You are alive!";
+ mes "When you were swept away by the";
+ mes "waves, I thought that was the last";
+ mes "I would ever see of you!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Anyway, where were you all this time?";
+ next;
+ select("Explain the whole story.");
+ mes "[Mr. Ibanoff]";
+ mes "Oh... that's really marvelous.";
+ mes "Well I never...";
+ mes "The island truly exists...?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "What's more...";
+ mes "The island is not an island?!?";
+ mes "It's a gigantic whale???";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "And trees grow... and water";
+ mes "streams... along the whale's";
+ mes "back!!?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "That's unbelievable!";
+ mes "The most marvelous incident I have";
+ mes "ever heard in my lifetime!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Also, I am surprised at the";
+ mes "presence of an aged person on Whale";
+ mes "Island!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "He must be a man strong in";
+ mes "spirit... with experience and high";
+ mes "discipline.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The story of the island has";
+ mes "advanced enough until this part.";
+ mes "Why don't you announce your";
+ mes "findings to our dearest Csar";
+ mes "and receive aid to find Whale";
+ mes "Island?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Our dear Csar likes it very";
+ mes "much to hear stories about";
+ mes "valuable things, so if he";
+ mes "listens to your story, he may give";
+ mes "you a prize...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "And if you have any plans to go";
+ mes "back to the island, I want to go";
+ mes "together with you! Eh? Hahaha!";
+ set mos_whale_edq,16;
+ close;
+ }
+ else if (mos_whale_edq > 15 && mos_whale_edq < 18) {
+ mes "[Mr. Ibanoff]";
+ mes "If our dear Csar listens to this";
+ mes "kind of story, he would find it a";
+ mes "pleasure.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "He might even give you a prize...";
+ close;
+ }
+ else if (mos_whale_edq == 18) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. Our dear Csar requested";
+ mes "evidence of the whale island?...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "That may prove a little";
+ mes "difficult...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Do you have a guarantee that you";
+ mes "can find Whale Island again?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I think you won't give up.";
+ mes "How about if we depart";
+ mes "once more, and I will gladly help";
+ mes "you find Whale Island!";
+ next;
+ if(select("Try again to find Whale Island.:Give up.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "That does it! I expected it.";
+ mes "I knew you weren't the type to give up an adventure!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Again, let's get the ship ready and sail before the sun sets!";
+ set mos_whale_edq,19;
+ close;
+ }
+ mes "[Mr. Ibanoff]";
+ mes "I see...";
+ mes "Even though you like adventure,";
+ mes "it might be impossible to find";
+ mes "Whale Island again...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If you change your mind,";
+ mes "anytime, come tell me.";
+ mes "Frankly, I would love to see you";
+ mes "prove the existence of Whale Island";
+ mes "to our dear Csar.";
+ close;
+ }
+ else if (mos_whale_edq == 19) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh! Are you ready to depart?";
+ next;
+ if(select("I'm not ready.:Let's go.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "When you are ready to depart, tell me.";
+ close;
+ }
+ if (gettime(3)>=7 && gettime(3)<20) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "before the sun sets.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Gee. The sun has already set.";
+ mes "It's too dangerous to depart";
+ mes "at night because of the waves";
+ mes "getting too rugged.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When the sun rises again tomorrow,";
+ mes "you can come back. We can't depart";
+ mes "right now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq > 19 && mos_whale_edq < 32) {
+ mes "[Mr. Ibanoff]";
+ mes "What a surprise!!";
+ mes "Where have you been??";
+ mes "I was worried that you had";
+ mes "disappeared forever!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I don't care... Wherever you have";
+ mes "been, it's very good to see you";
+ mes "again.";
+ set mos_whale_edq,19;
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I can guess you'd like to go to";
+ mes "Whale Island once again...";
+ next;
+ if (gettime(3)>=7 && gettime(3)<20) {
+ mes "[Mr. Ibanoff]";
+ mes "Hmm. It's not a bad time.";
+ mes "We should hurry up";
+ mes "before the sun sets.";
+ mes "The ship is prepared already";
+ mes "at a dock nearby, so we can depart";
+ mes "right away.";
+ close2;
+ warp "mosk_ship",94,110;
+ end;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Gee. The sun has already set.";
+ mes "It's too dangerous to depart";
+ mes "at night because of the waves";
+ mes "getting too rugged.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "When the sun rises again tomorrow,";
+ mes "you can come back. We can't depart";
+ mes "right now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 32) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh. You came back!";
+ mes "So, how did you do?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You say...";
+ mes "If you bring the materials, the old";
+ mes "man makes the instrument...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "And he promised that he won't move";
+ mes "the island until you go back";
+ mes "again...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I see. I remember the exact";
+ mes "directions. Let's leave";
+ mes "immediately, as soon as you are";
+ mes "ready.";
+ set mos_whale_edq,33;
+ close;
+ }
+ else if (mos_whale_edq > 32 && mos_whale_edq < 39) {
+ mes "[Mr. Ibanoff]";
+ mes "Oh. Did you get all the";
+ mes "materials you needed?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If so, do you want to go now?";
+ next;
+ if(select("Not yet.:Let's go.") == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I see. I will wait.";
+ close;
+ }
+ mes "[Mr. Ibanoff]";
+ mes "Ok, let's go!";
close2;
- warp "mosk_dun02",165,30;
+ warp "mosk_fild01",93,94;
end;
}
- mes "-Chose to return-";
- close;
-}
+ else if (mos_whale_edq > 38 && mos_whale_edq < 41) {
+ mes "[Mr. Ibanoff]";
+ mes "Finally, everything has ended";
+ mes "successfully. With this, I add 1";
+ mes "more page to my... no, OUR adventure story!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Someday, I want to have another";
+ mes "chance to have another fantastic";
+ mes "adventure with a person like you!";
+ close;
+ }
+ else if (mos_whale_edq == 41) {
+ mes "[Mr. Ibanoff]";
+ mes "I heard that you played a great";
+ mes "performance, with the instrument";
+ mes "from Whale Island, at the Imperial";
+ mes "Palace. Eh? You must have quite the talent!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Finally, everything has ended";
+ mes "successfully. With this, I add 1";
+ mes "more page to my... no, OUR adventure story!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Someday, I want to have another";
+ mes "chance to have another fantastic";
+ mes "adventure with a person like you!";
+ close;
+ }
+ else if (mos_whale_edq > 90 && mos_whale_edq < 100) {
+ mes "[Mr. Ibanoff]";
+ mes "What's going on?";
+ mes "You should ride a ship now? Let's ready to leave hurry up.";
+ set mos_whale_edq,4;
+ close;
+ }
+ else if (mos_whale_edq > 200 && mos_whale_edq < 300) {
+ mes "[Mr. Ibanoff]";
+ mes "What's going on?";
+ mes "You should ride a ship now? Let's ready to leave hurry up.";
+ set mos_whale_edq,19;
+ close;
+ }
+ else{
+ mes "[Mr. Ibanoff]";
+ mes "You are also an adventurer from another province. I also was a great adventurer.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Uf...I just want to be 20 years younger, so I can travel here and there with invigorating youth such as you... Time is an enemy. Hahahahaha!";
+ close;
+ }
+}
-mosk_dun02,168,28,0 script Stone#mosk2 111,{
+//----------------------------------------------------------------------------
+// Mr. Ibanoff - Ship
+//----------------------------------------------------------------------------
+mosk_ship,98,110,3 script Mr. Ibanoff#npc2 964,{
+ if (mos_whale_edq == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "What a time for sailing!";
+ mes "The wind of the sea is so cool.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You didn't have to accompany me";
+ mes "through this dangerous sailing...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Such as I am, I know the";
+ mes "sea a lot better than you!";
+ mes "And this ship has been my";
+ mes "friend through all my life!";
+ mes "I wouldn't abandon a friend.";
+ mes "Would you? ~";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I will order you where to go, by";
+ mes "watching the seas.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You just adjust the direction of";
+ mes "the rudder by following my orders.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "At first, hold the rudder to go";
+ mes "forward, to the east.";
+ set mos_whale_edq,5;
+ close;
+ }
+ else if (mos_whale_edq == 5) {
+ mes "[Mr. Ibanoff]";
+ mes "Keep the direction by holding the";
+ mes "rudder to move forward to the";
+ mes "East.";
+ close;
+ }
+ else if (mos_whale_edq == 6) {
+ set .@ship1,rand(1,4);
+ if (.@ship1 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,7;
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this";
+ mes "heading for now.";
+ close;
+ }
+ }
+ else if ($@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "North, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+ set .@ship1,rand(1,3);
+ if (.@ship1 == 3) {
+ set .@ship2,rand(1,4);
+ if (.@ship2 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "East, to follow the currents.";
+ set mos_whale_edq,91;
+ close;
+ }
+ else if (.@ship2 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "West, to follow the currents.";
+ set mos_whale_edq,92;
+ close;
+ }
+ else if (.@ship2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "South, to follow the currents.";
+ set mos_whale_edq,93;
+ close;
+ }
+ else if (.@ship2 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,94;
+ close;
+ }
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "East, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "West, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "South, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "North, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 10 && $@mos1_edq == 0) {
+ set .@ship1,rand(1,3);
+ if (.@ship1 == 2) {
+ set .@ship2,rand(1,4);
+ if (.@ship2 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "East, to follow the currents.";
+ set mos_whale_edq,91;
+ close;
+ }
+ else if (.@ship2 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "West, to follow the currents.";
+ set mos_whale_edq,92;
+ close;
+ }
+ else if (.@ship2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "South, to follow the currents.";
+ set mos_whale_edq,93;
+ close;
+ }
+ else if (.@ship2 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,94;
+ close;
+ }
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 11) {
+ mes "[Mr. Ibanoff]";
+ mes "Look... Beyond the sea!";
+ mes "Do you see something moving";
+ mes "mysteriously?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Heheh... What is...";
+ mes "that... Hey! You...";
+ mes "Go around the deck to look more";
+ mes "carefully! Go!";
+ set mos_whale_edq,12;
+ donpcevent "#findship::OnEnable";
+ close;
+ }
+ else if (mos_whale_edq == 12) {
+ mes "[Mr. Ibanoff]";
+ mes "What are you doing...? Go around";
+ mes "the deck to look more carefully!";
+ mes "Go!";
+ donpcevent "#findship::OnEnable";
+ close;
+ return;
+ }
+ else if (mos_whale_edq == 19) {
+ mes "[Mr. Ibanoff]";
+ mes "This time, I hope to find that";
+ mes "whale island again without any";
+ mes "incidents...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "The method is the same as before.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I will order you where to go, by";
+ mes "watching the seas.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "You just adjust the direction of";
+ mes "the rudder by following my orders.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "At first, hold the rudder to go";
+ mes "forward, to the east.";
+ set mos_whale_edq,20;
+ close;
+ }
+ else if (mos_whale_edq == 20) {
+ mes "[Mr. Ibanoff]";
+ mes "Keep the direction by holding the";
+ mes "rudder to move forward to the";
+ mes "East.";
+ close;
+ }
+ else if (mos_whale_edq == 21) {
+ set .@ship1,rand(1,3);
+ if (.@ship1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,22;
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if ($@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "North, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+ set .@ship1,rand(1,5);
+ if (.@ship1 == 3) {
+ set .@ship2,rand(1,4);
+ if (.@ship2 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "East, to follow the currents.";
+ set mos_whale_edq,241;
+ close;
+ }
+ else if (.@ship2 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "West, to follow the currents.";
+ set mos_whale_edq,242;
+ close;
+ }
+ else if (.@ship2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "South, to follow the currents.";
+ set mos_whale_edq,243;
+ close;
+ }
+ else if (.@ship2 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,244;
+ close;
+ }
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "East, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "West, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "East, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey!";
+ mes "Did you not hear me?";
+ mes "Change the rudder forward to the";
+ mes "East, and follow the currents!";
+ close;
+ }
+ else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
+ set .@ship1,rand(1,4);
+ if (.@ship1 == 3) {
+ set .@ship2,rand(1,4);
+ if (.@ship2 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "East, to follow the currents.";
+ set mos_whale_edq,241;
+ close;
+ }
+ else if (.@ship2 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "West, to follow the currents.";
+ set mos_whale_edq,242;
+ close;
+ }
+ else if (.@ship2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "South, to follow the currents.";
+ set mos_whale_edq,243;
+ close;
+ }
+ else if (.@ship2 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "Hm. The sea currents have changed.";
+ mes "Adjust the rudder forward to the";
+ mes "North, to follow the currents.";
+ set mos_whale_edq,244;
+ close;
+ }
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Nothing yet... Nothing has changed";
+ mes "in the flow of water. There is";
+ mes "nothing to note...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "We had better keep sailing on this heading for now.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 26) {
+ mes "[Mr. Ibanoff]";
+ mes "Look there!";
+ mes "There is a moving island!";
+ mes "We have done well!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh...my...";
+ mes "It really is there...";
+ mes "A whale! It's unbelievable!";
+ mes "It is as true as that...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "I feel I can go anywhere with you!";
+ mes "Even through impossible things!";
+ mes "Haha! You are a friend who brings";
+ mes "good luck.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Okay, now that you have landed on";
+ mes "the island, I have to go back...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "If another wave crashes against";
+ mes "this boat, I feel she might break";
+ mes "into pieces!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Good luck. I hope you";
+ mes "can return without problems.";
+ mes "I will pray for you.";
+ mes "See you next time.";
+ set mos_whale_edq,30;
+ close2;
+ warp "mosk_fild01",93,94;
+ end;
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Don't adjust wheels now.";
+ mes "You can do that under my direction.";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Don't adjust wheels now.";
+ mes "You can do that under my direction.";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We must first repulse the";
+ mes "monsters!";
+ close;
+ }
+ else{
+ mes "[Mr. Ibanoff]";
+ mes "What? How did you get on";
+ mes "this ship?? You... No.";
+ mes "I'll forgive you this once, but go";
+ mes "back now.";
+ close2;
+ warp "moscovia",163,55;
+ end;
+ }
+}
- mes "^009900-Square-shaped rocks on the surface";
- mes "are engraved on the characters.-^000000";
- next;
- mes "^3333FF~The person who advances, instead of being hurt.";
- mes "Courage is received.";
- mes "As for the person who returns how long.";
- mes "it probably is safe.";
- mes "As for the person who is courage advancing,";
- mes "That's not good to be back.~^000000";
- next;
- if (select("Forward:Return") == 1) {
- mes "-Chose to go-";
+//----------------------------------------------------------------------------
+// Rudder
+//----------------------------------------------------------------------------
+mosk_ship,101,111,4 script rudder#ship 111,{
+ if (mos_whale_edq == 5) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,6;
+ close;
+ break;
+ case 2:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ break;
+ case 3:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ break;
+ case 4:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "You don't have to adjust the rudder for now.";
+ mes "Wait for my direction.";
+ close;
+ }
+ else if (mos_whale_edq == 6) {
+ mes "[Mr. Ibanoff]";
+ mes "Do not yet adjust the rudder.";
+ mes "Only when I order you to,";
+ mes "you adjust the rudder.";
+ close;
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,5);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,5);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,5);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,5);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,5);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,5);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,8;
+ close;
+ }
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Do not yet adjust the rudder.";
+ mes "Only when I order you to,";
+ mes "you adjust the rudder.";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon2,rand(1,4);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,10;
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@sship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon2,rand(1,4);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading west this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading west this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,10;
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon2,rand(1,4);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading south this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading south this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,10;
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon2,rand(1,4);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,10;
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 11 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq > 10 && mos_whale_edq < 13) {
+ mes "[Mr. Ibanoff]";
+ mes "Look... Beyond the sea!";
+ mes "Do you see something moving";
+ mes "mysteriously?";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Heheh... What is...";
+ mes "that... Hey! You...";
+ mes "Go around the deck to look more";
+ mes "carefully! Go!";
+ close;
+ }
+ else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 20) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,21;
+ close;
+ break;
+ case 2:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ break;
+ case 3:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ break;
+ case 4:
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 21) {
+ mes "[Mr. Ibanoff]";
+ mes "Do not yet adjust the rudder.";
+ mes "Only when I order you to,";
+ mes "you adjust the rudder.";
+ close;
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 4) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 4:
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,23;
+ close;
+ }
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "Do not yet adjust the rudder.";
+ mes "Only when I order you to,";
+ mes "you adjust the rudder.";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon2,rand(1,5);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading east this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,25;
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go East!";
+ mes "You should sail in the right";
+ mes "direction! To the east!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon2,rand(1,5);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading west this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading west this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,25;
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go West!";
+ mes "You should sail in the right";
+ mes "direction! To the west!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon2,rand(1,5);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading south this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading south this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,25;
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go South!";
+ mes "You should sail in the right";
+ mes "direction! To the south!";
+ close;
+ }
+ }
+ }
+ else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
+ mes "Which way?";
+ next;
+ switch(select("East:West:South:North")) {
+ case 1:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 2:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 3:
+ set .@ship_mon1,rand(1,4);
+ if (.@ship_mon1 == 1) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun1#ship::OnEnable";
+ close;
+ set .@ship_mon1,rand(1,4);
+ }
+ else if (.@ship_mon1 == 2) {
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Oh no! Monsters have appeared!";
+ mes "Let's get ready to fight! Hurry!";
+ set $@mos1_edq,$@mos1_edq+1;
+ donpcevent "Baehideun2#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "I said that we should go North!";
+ mes "You should sail in the right";
+ mes "direction! To the north!";
+ close;
+ }
+ break;
+ case 4:
+ set .@ship_mon2,rand(1,5);
+ if (.@ship_mon2 == 3) {
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Wait! Something has appeared in front of us...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Monsters!!!";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "These monsters are like none I have";
+ mes "ever encountered! Be careful! We";
+ mes "must repulse these monsters!";
+ set $@mos1_edq,$@mos1_edq+1;
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnEnable";
+ close;
+ }else{
+ mes "[Mr. Ibanoff]";
+ mes "Good. Firstly, we should";
+ mes "Keep heading north this way.";
+ mes "When I give the order,";
+ mes "please adjust the rudder again.";
+ set mos_whale_edq,25;
+ close;
+ }
+ }
+ }
+ else if ($@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
+ mes "[Mr. Ibanoff]";
+ mes "You can adjust the rudder,";
+ mes "under my direction.";
+ close;
+ }
+ else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
+ mes "[Mr. Ibanoff]";
+ mes "We should make sure to kill any";
+ mes "monsters onboard.";
+ close;
+ }
+ else if (mos_whale_edq == 26) {
+ mes "[Mr. Ibanoff]";
+ mes "Hey! Listen to what I am saying.";
+ mes "How come you go there without my";
+ mes "permission...";
+ next;
+ }
+ else{
+ mes "[Mr. Ibanoff]";
+ mes "What? How did you get on";
+ mes "this ship?? You... No.";
+ mes "I'll forgive you this once, but go";
+ mes "back now.";
+ close2;
+ //set mos_whale_edq,4; lol, why is this here?
+ warp "moscovia",162,56;
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Aged Stranger - Whale Island
+//----------------------------------------------------------------------------
+mosk_fild01,86,104,3 script Aged Stranger#npc 963,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "[Aged Stranger]";
+ mes "You're carrying too many items.";
+ mes "Please come after using kafra service.";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "[Aged Stranger]";
+ mes "You're carrying too many items.";
+ mes "Please come after using kafra service.";
+ close;
+ }
+ if (mos_whale_edq == 13) {
+ mes "[Aged Stranger]";
+ mes "Oh, your awake.";
+ mes "How do you feel? Are you ok??";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hm... where..is...";
+ mes "Eck! What happened...?";
+ next;
+ mes "[Aged Stranger]";
+ mes "Well... You were a bit";
+ mes "of a surprise! I haven't";
+ mes "talked for a long time...";
+ mes "with a person who lives on dry";
+ mes "land.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where am I?";
+ mes "Who are you old man?";
+ next;
+ mes "[Aged Stranger]";
+ mes "This is... well...";
+ mes "What can I say...";
+ mes "This is called a moving island, by";
+ mes "most people.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This is a small island that only I inhabit.";
+ next;
+ mes "[Aged Stranger]";
+ mes "I call it...";
+ mes "Whale Island.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This place is very famously known";
+ mes "as The Moving Island! But... This";
+ mes "island is... Maybe...";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now do you get it? Hahaha!";
+ mes "Right. We are standing on";
+ mes "the back of a gigantic whale!";
+ mes "That's why I call it Whale Island!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How...? How is it possible";
+ mes "that the water flows in streams";
+ mes "here? And trees grow! On the";
+ mes "whale's back!?!";
+ next;
+ mes "[Aged Stranger]";
+ mes "Heheheh. This is an island";
+ mes "of legend. Right now you are";
+ mes "experiencing greatness! Hahahaha!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you a real person?";
+ next;
+ mes "[Aged Stranger]";
+ mes "Heheh, as you can see,";
+ mes "I am just an aged man.";
+ mes "I've simply spent my lifetime here";
+ mes "leisurely, by breaking off";
+ mes "relations with any unworldly life.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Okay, now you get yourself";
+ mes "together. I will send you back to";
+ mes "dry land. If you don't go back";
+ mes "soon, some people may worry.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The island starts to move slowly";
+ mes "when the old man plays an";
+ mes "unfamiliar instrument...-";
+ next;
+ mes "[Aged Stranger]";
+ mes "In a few minutes, you will go back";
+ mes "to the land from whence you came.";
+ mes "You can relax.";
+ next;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ set mos_whale_edq,14;
+ close2;
+ donpcevent "#Island Control Tower::OnEnable";
+ end;
+ }
+ else if (mos_whale_edq == 14) {
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ set mos_whale_edq,15;
+ close;
+ }
+ else if (mos_whale_edq == 15) {
+ mes "[Aged Stranger]";
+ mes "Hm... Almost there...";
+ mes "Young man, you will arrive back on";
+ mes "the mainland in a few minutes. Go carefully.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Old man, if I want to come back";
+ mes "here again, how can I do it?";
+ next;
+ mes "[Aged Stranger]";
+ mes "Hehe... Do you want to come here";
+ mes "again? Here? Where I live alone? In";
+ mes "this small island? You are";
+ mes "funny...";
+ next;
+ mes "[Aged Stranger]";
+ mes "If we are preordained to meet,";
+ mes "we will meet here again,";
+ mes "won't we? Heheheh...";
+ next;
+ mes "[Aged Stranger]";
+ mes "It's time to... well,";
+ mes "go back safely. Someday, if you";
+ mes "want to come again to meet me, you";
+ mes "can endure the same seas as last";
+ mes "time. I won't stop you. Hehehe.";
+ close2;
+ warp "moscovia",163,54;
+ end;
+ }
+ else if (mos_whale_edq == 30) {
+ mes "[Aged Stranger]";
+ mes "Hahaha... I didn't know that I";
+ mes "would meet you again! How did you";
+ mes "return?";
+ next;
+ select("Explain the whole story.");
+ mes "[Aged Stranger]";
+ mes "Hm... just like that?";
+ mes "Whoever hasn't come here directly";
+ mes "would expect you to return like";
+ mes "that. Well.";
+ next;
+ mes "[Aged Stranger]";
+ mes "I just wanted to spend the rest of";
+ mes "my life here, leisurely... I'm";
+ mes "interested in the world... but I'm";
+ mes "no match for it...";
+ next;
+ mes "[Aged Stranger]";
+ mes "Do not look sorry for me.";
+ mes "When you went back I didn't ask you";
+ mes "not to say anything about this";
+ mes "island to others.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If I had decided to hide where";
+ mes "nobody can find... Well, you";
+ mes "needn't worry too much about that";
+ mes "now.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Anyway, are you troubled?";
+ mes "What are you going to do?";
+ next;
+ if(select("Think more.:Don't you have a way?") == 1) {
+ mes "[Aged Stranger]";
+ mes "Do that. Think carefully, the";
+ mes "answer is to be found...";
+ mes "Hoohoohoo!";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "To bring the Csar here and show him";
+ mes "everything?!? It's difficult...";
+ next;
+ mes "[Aged Stranger]";
+ mes "An evidence of whale island...";
+ mes "That's all you need if only it";
+ mes "existed in this island...";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The aged man closes his eyes and";
+ mes "starts to play his instrument, as";
+ mes "he falls in thought.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Old man, could you make one of";
+ mes "those instruments for me? That is a";
+ mes "marvelous thing that I've seen only";
+ mes "here.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Oh... That's a good idea.";
+ mes "There isn't an instrument like this";
+ mes "in all Moscovia! Absolutely...";
+ next;
+ mes "[Aged Stranger]";
+ mes "Hm... If you grent my request, I";
+ mes "will make this instrument for you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is your request?";
+ next;
+ mes "[Aged Stranger]";
+ mes "Just in time. I have always used";
+ mes "this instrument which is already";
+ mes "over 50 years old. The body is so";
+ mes "worn. It's not surprising that it's";
+ mes "falling apart...";
+ next;
+ mes "[Aged Stranger]";
+ mes "It is made with strings that only";
+ mes "exist in this place, but you can";
+ mes "get the other materials for it in";
+ mes "the mainland.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you bring the materials, I can";
+ mes "make a new one.";
+ next;
+ mes "[Aged Stranger]";
+ mes "The materials are ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+ next;
+ mes "[Aged Stranger]";
+ mes "I won't move the island, so you can";
+ mes "find it when you come back with the";
+ mes "materials.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Tell me whenever you're ready, and";
+ mes "I'll send you back to the";
+ mes "mainland.";
+ set mos_whale_edq,31;
+ close;
+ }
+ else if (mos_whale_edq == 31) {
+ mes "[Aged Stranger]";
+ mes "Okay, are you ready to go back to the mainland?";
+ next;
+ if(select("What are the materials?:I am ready.") == 1) {
+ mes "[Aged Stranger]";
+ mes "You should bring these materials:";
+ next;
+ mes "[Aged Stranger]";
+ mes "You should bring these materials:";
+ mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "I see. If so, let's go.";
+ next;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ set mos_whale_edq,32;
close2;
- warp "mosk_dun01",201,269;
+ warp "moscovia",162,56;
+ end;
+ }
+ else if (mos_whale_edq == 33) {
+ mes "[Aged Stranger]";
+ mes "Oh... Did you get all the";
+ mes "materials?";
+ next;
+ if (countitem(7201) > 29 && countitem(7197) > 19 && countitem(7106) > 19 && countitem(7065) > 9) {
+ mes "[Aged Stranger]";
+ mes "You found the right materials.";
+ mes "Okay, I will start to make the";
+ mes "instrument.";
+ next;
+ delitem 7201,30; //Log
+ delitem 7197,20; //Tough_Vines
+ delitem 7106,20; //Goat's_Horn
+ delitem 7065,10; //Sea_Otter_Leather
+ set mos_whale_edq,34;
+ mes "[Aged Stranger]";
+ mes "Wait for a moment until I make the";
+ mes "instrument successfully.";
+ close;
+ }else{
+ mes "[Aged Stranger]";
+ mes "Ugh... We need more materials...";
+ mes "We need ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+ next;
+ mes "[Aged Stranger]";
+ mes "What will you do? Will you go back";
+ mes "to the mainland to find the";
+ mes "materials?";
+ next;
+ if(select("What are the materials?:I am ready.") == 1) {
+ mes "[Aged Stranger]";
+ mes "You should bring these materials:";
+ next;
+ mes "[Aged Stranger]";
+ mes "You should bring these materials:";
+ mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "I see. If so, let's go.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ }
+ else if (mos_whale_edq == 34) {
+ set .@comple,rand(1,3);
+ if (.@comple == 2) {
+ mes "[Aged Stranger]";
+ mes "I have succeeded in making the";
+ mes "instrument! Here you are. It's yours.";
+ mes "This instrument is called a Gusli.";
+ mes "This is a traditional instrument";
+ mes "which comes from a faraway land of";
+ mes "the ancestors of Moscovia.";
+ getitem 2707,1;
+ set mos_whale_edq,35;
+ next;
+ mes "[Aged Stranger]";
+ mes "I am the last person who has";
+ mes "learned it in this land.";
+ next;
+ mes "[Aged Stranger]";
+ mes "So, indeed... This is a very";
+ mes "special item here, that only we";
+ mes "have.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you show this to the good Csar,";
+ mes "he can believe your story about the";
+ mes "island. Everything is going to be";
+ mes "well.";
+ next;
+ mes "So, what will you do now?";
+ next;
+ switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
+ case 1:
+ mes "[Aged Stranger]";
+ mes "You are my friend now,";
+ mes "and you have this instrument.";
+ mes "Whenever you want to come back";
+ mes "here again, just play the Gusli";
+ mes "at the docks of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ close;
+ break;
+ case 2:
+ mes "[Aged Stranger]";
+ mes "You really want to...";
+ mes "learn this instrument...";
+ mes "don't you?";
+ mes "Well... it's hard to learn";
+ mes "in such a short time...";
+ next;
+ mes "[Aged Stranger]";
+ mes "It's okay if you can't play this";
+ mes "instrument. I already made it for you.";
+ next;
+ mes "[Aged Stranger]";
+ mes "But I can teach you how";
+ mes "to play it anyway.";
+ mes "I can't be too sure, though";
+ mes "because I have never taught others.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Okay. If you are ready to play the";
+ mes "Gusli, let me know.";
+ set mos_whale_edq,36;
+ close;
+ break;
+ case 3:
+ mes "[Aged Stranger]";
+ mes "I see. Okay, let's go.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Whenever you want to come back here";
+ mes "again, play the Gusli at the docks";
+ mes "of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "It's not completed yet. Please wait a little longer.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 35) {
+ mes "[Aged Stranger]";
+ mes "So, what will you do now?";
+ next;
+ switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
+ case 1:
+ mes "[Aged Stranger]";
+ mes "You are my friend now,";
+ mes "and you have this instrument.";
+ mes "Whenever you want to come back";
+ mes "here again, just play the Gusli";
+ mes "at the docks of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ close;
+ break;
+ case 2:
+ mes "[Aged Stranger]";
+ mes "You really want to...";
+ mes "learn this instrument...";
+ mes "don't you?";
+ mes "Well... it's hard to learn";
+ mes "in such a short time...";
+ next;
+ mes "[Aged Stranger]";
+ mes "It's okay if you can't play this";
+ mes "instrument. I already made it for you.";
+ next;
+ mes "[Aged Stranger]";
+ mes "But I can teach you how";
+ mes "to play it anyway.";
+ mes "I can't be too sure, though";
+ mes "because I have never taught others.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Okay. If you are ready to play the";
+ mes "Gusli, let me know.";
+ set mos_whale_edq,36;
+ close;
+ break;
+ case 3:
+ mes "[Aged Stranger]";
+ mes "I see. Okay, let's go.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Whenever you want to come back here";
+ mes "again, play the Gusli at the docks";
+ mes "of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ }
+ else if (mos_whale_edq == 36) {
+ mes "[Aged Stranger]";
+ mes "Are you ready to learn the Gusli?";
+ mes "Please equip the Gusli.";
+ next;
+ if(getequipid(EQI_ACC_L || EQI_ACC_R) == 2707) {
+ mes "[Aged Stranger]";
+ mes "Hm... Very well.";
+ mes "At first, look at me how I play,";
+ mes "then you play it slowly.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "[Aged Stranger]";
+ mes "Do not hurry,";
+ mes "keep your composure,";
+ mes "just look carefully,";
+ mes "and follow me slowly.";
+ next;
+ if (Class == Job_Bard || Class == Job_Clown) {
+ mes "[Aged Stranger]";
+ mes "Oh! Ooh... Your hands are really good. You are surely talented with a music instrument.";
+ next;
+ mes "[Aged Stranger]";
+ mes "I heard that there are some adventurers in the mainland... that like playing instruments and singing songs! You must be one of them...";
+ next;
+ mes "[Aged Stranger]";
+ mes "This may go faster than I expected.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Okay, it's time for your turn. Play it. Play the song that I played.";
+ next;
+ set .@music_bard,rand(1,3);
+ if (.@music_bard == 2) {
+ soundeffect "mos_gusli1.wav",0;
+ emotion e_no1;
+ specialeffect2 7;
+ mes "[Aged Stranger]";
+ mes "Oh! You are good at playing the";
+ mes "Gusli! In such a short time... you";
+ mes "are great!";
+ next;
+ mes "[Aged Stranger]";
+ mes "You've done well. I don't need to";
+ mes "teach you any more. Your ability";
+ mes "will be improved with more practice.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now go back to the mainland and";
+ mes "play the Gusli for our dear Csar.";
+ next;
+ mes "[Aged Stranger]";
+ mes "With your ability to play, surely";
+ mes "you can win the admiration of all.";
+ set mos_whale_edq,38;
+ close;
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um, a little bit greenhorn...";
+ mes "Do not play that way.";
+ mes "Take more time to concentrate while";
+ mes "you play.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Practice more on your own.";
+ mes "I will check on you again.";
+ mes "If you practice, you will be good";
+ mes "at it in no time.";
+ set mos_whale_edq,37;
+ close;
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Okay, it's time for your turn. Play";
+ mes "it. Play the song that I played.";
+ next;
+ set .@music_etc,rand(1,6);
+ if (.@music_etc == 3) {
+ soundeffect "mos_gusli1.wav",0;
+ emotion e_no1;
+ specialeffect2 7;
+ mes "[Aged Stranger]";
+ mes "Oh! You are good at playing the";
+ mes "Gusli! In such a short time... you";
+ mes "are great!";
+ next;
+ mes "[Aged Stranger]";
+ mes "You've done well. I don't need to";
+ mes "teach you any more. Your ability";
+ mes "will be improved with more practice.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now go back to the mainland and";
+ mes "play the Gusli for our dear Csar.";
+ next;
+ mes "[Aged Stranger]";
+ mes "With your ability to play, surely";
+ mes "you can win the admiration of all.";
+ set mos_whale_edq,38;
+ close;
+ }else{
+ soundeffect "mos_gusli2.wav",0;
+ mes "[Aged Stranger]";
+ mes "Um, a little bit greenhorn...";
+ mes "Do not play that way.";
+ mes "Take more time to concentrate while";
+ mes "you play.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Practice more on your own.";
+ mes "I will check on you again.";
+ mes "If you practice, you will be good";
+ mes "at it in no time.";
+ set mos_whale_edq,37;
+ close;
+ }
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um... Your preparations are not";
+ mes "good. You're not holding the";
+ mes "instrument correctly. Equip it";
+ mes "properly, and then you can learn.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Tell me again when you are prepared";
+ mes "to play the Gusli correctly.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 37) {
+ mes "[Aged Stranger]";
+ mes "Are you ready to learn the Gusli?";
+ next;
+ if(getequipid(EQI_ACC_L || EQI_ACC_R) == 2707) {
+ mes "[Aged Stranger]";
+ mes "Um... You did well.";
+ next;
+ if (Class == Job_Bard || Class == Job_Clown) {
+ mes "[Aged Stranger]";
+ mes "with your ability, you can";
+ mes "absolutely play it wonderfully.";
+ mes "Cheer up.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Good. Let's play again. Play the";
+ mes "song that I played.";
+ next;
+ set .@music_bard,rand(1,3);
+ if (.@music_bard == 2) {
+ soundeffect "mos_gusli1.wav",0;
+ emotion e_no1;
+ specialeffect2 7;
+ mes "[Aged Stranger]";
+ mes "Oh! You are good at playing the";
+ mes "Gusli! In such a short time... you";
+ mes "are great!";
+ next;
+ mes "[Aged Stranger]";
+ mes "You've done well. I don't need to";
+ mes "teach you any more. Your ability";
+ mes "will be improved with more practice.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now go back to the mainland and";
+ mes "play the Gusli for our dear Csar.";
+ next;
+ mes "[Aged Stranger]";
+ mes "With your ability to play, surely";
+ mes "you can win the admiration of all.";
+ set mos_whale_edq,38;
+ close;
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um, a little bit greenhorn...";
+ mes "Do not play that way.";
+ mes "Take more time to concentrate while";
+ mes "you play.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Practice more on your own.";
+ mes "I will check on you again.";
+ mes "If you practice, you will be good";
+ mes "at it in no time.";
+ set mos_whale_edq,37;
+ close;
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Good. Let's play again. Play the";
+ mes "song that I played.";
+ next;
+ set .@music_etc,rand(1,6);
+ if (.@music_etc == 3) {
+ soundeffect "mos_gusli1.wav",0;
+ emotion e_no1;
+ specialeffect2 7;
+ mes "[Aged Stranger]";
+ mes "Oh! You are good at playing the";
+ mes "Gusli! In such a short time... you";
+ mes "are great!";
+ next;
+ mes "[Aged Stranger]";
+ mes "You've done well. I don't need to";
+ mes "teach you any more. Your ability";
+ mes "will be improved with more practice.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Now go back to the mainland and";
+ mes "play the Gusli for our dear Csar.";
+ next;
+ mes "[Aged Stranger]";
+ mes "With your ability to play, surely";
+ mes "you can win the admiration of all.";
+ set mos_whale_edq,38;
+ close;
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um, a little bit greenhorn...";
+ mes "Do not play that way.";
+ mes "Take more time to concentrate while";
+ mes "you play.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Practice more on your own.";
+ mes "I will check on you again.";
+ mes "If you practice, you will be good";
+ mes "at it in no time.";
+ set mos_whale_edq,37;
+ close;
+ }
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Um... Your preparations are not";
+ mes "good. You're not holding the";
+ mes "instrument correctly. Equip it";
+ mes "properly, and then you can learn.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Tell me again when you are prepared";
+ mes "to play the Gusli correctly.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 38) {
+ mes "[Aged Stranger]";
+ mes "So, what will you do now?";
+ next;
+ if(select("How would I get back here?:Go back to the mainland.") == 1) {
+ mes "[Aged Stranger]";
+ mes "You are my friend now,";
+ mes "and you have this instrument.";
+ mes "Whenever you want to come back";
+ mes "here again, just play the Gusli";
+ mes "at the docks of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "I see. Okay, let's go.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Whenever you want to come back here";
+ mes "again, play the Gusli at the docks";
+ mes "of Moscovia.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Even if it's difficult to play it";
+ mes "well, because you may not yet know";
+ mes "how to play it, it's not a problem.";
+ mes "Just make a sound.";
+ next;
+ mes "[Aged Stranger]";
+ mes "This island... this whale... can";
+ mes "perceive the sound of a Gusli from";
+ mes "an endless distance away.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you play this instrument,";
+ mes "wherever you are, I'll go to you";
+ mes "with this island. Only if you are a";
+ mes "friend... heheh.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ }
+ else if (mos_whale_edq > 38) {
+ mes "[Aged Stranger]";
+ mes "This is the Whale Island.";
+ mes "I don't know how you came here.";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you want, I can send you back";
+ mes "to the mainland. What'll it be?";
+ next;
+ switch(select("Look around.:Go back to the mainland.:Venture into the unkown.")) {
+ case 1:
+ mes "[Aged Stranger]";
+ mes "Well, well... Do as you please.";
+ mes "If so, I will take a rest.";
+ close;
+ break;
+ case 2:
+ mes "[Aged Stranger]";
+ mes "I see. If so, let's go.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "moscovia",162,56;
+ end;
+ break;
+ case 3:
+ mes "[Aged Stranger]";
+ mes "Oh, if you want, I can";
+ mes "guide you to a good place for you.";
+ next;
+ mes "[Aged Stranger]";
+ mes "There are some lands...";
+ mes "untouched and mysterious...";
+ mes "around Moscovia...";
+ next;
+ mes "[Aged Stranger]";
+ mes "If you want, I'll send you there. What do you think of that?";
+ next;
+ if(select("Consider it.:Ok, please send me there.") == 1) {
+ mes "[Aged Stranger]";
+ mes "Well, well... Do as you please.";
+ mes "If so, I will take a rest.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "I see. If so, let's go.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-The old man starts to play";
+ mes "his instrument, with eyes closed.";
+ mes "He is unresponsive...";
+ mes "like having fallen into a world";
+ mes "only his own.-";
+ close2;
+ warp "mosk_fild02",204,54;
+ end;
+ }
+ }else{
+ mes "[Aged Stranger]";
+ mes "Long time, no see!";
+ mes "You probably like the island, don't you?";
+ mes "Please stay and take a rest.";
+ next;
+ mes "[Aged Stranger]";
+ mes "Or if you want, I can send you back";
+ mes "to the mainland. What'll it be?";
+ next;
+ if(select("Look around.:Go back to the mainland.") == 1) {
+ mes "[Aged Stranger]";
+ mes "Well, well... Do as you please.";
+ mes "If so, I will take a rest.";
+ close;
+ }
+ mes "[Aged Stranger]";
+ mes "Good. I will go to the place";
+ mes "right way.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "A old man started to play a instrument";
+ mes "closing his eyes.";
+ mes "And then he didn't any answer so, looks like";
+ mes "falling down to only his world.";
+ close2;
+ warp "moscovia",162,56;
end;
}
- mes "-Chose to return-";
- close;
}
-mosk_dun02,268,117,0 script Stone#mosk3 111,{
+//----------------------------------------------------------------------------
+// Csar Alexsay III - Moscovia Palace
+//----------------------------------------------------------------------------
+mosk_in,131,92,3 script Csar Alexsay III#npc 965,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "[Csar Alexsay III]";
+ mes "You're carrying too many items.";
+ mes "Please come after using kafra service.";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "[Csar Alexsay III]";
+ mes "You're carrying too many items.";
+ mes "Please come after using kafra service.";
+ close;
+ }
+ if (mos_nowinter == 12) {
+ mes "[Csar Alexsay III]";
+ mes "You!!!";
+ mes "So many people saw you";
+ mes "meet with Baba Yaga!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "The guilt which must be felt, when";
+ mes "meeting secretly with a witch...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "For that, we indict capital";
+ mes "punishment without any just trial!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But you are a stranger to these";
+ mes "lands... So I will hold you in special trial.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you have anything to say...";
+ mes "spare me no detail.";
+ next;
+ select("Explain the circumstances.");
+ mes "-Talk about what happened with Baba";
+ mes "Yaga, and move forward with the plan.-";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm-hm, that's an embarrassing story...";
+ mes "But if you are telling the";
+ mes "truth, my people will be pleased.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Okay, Bring to me";
+ mes "any evidence, to believe";
+ mes "what you are saying.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "You killed the Baba Yaga!!";
+ mes "If this is true, bring";
+ mes "me Yaga's Pestles.";
+ mes "If you do, I will make";
+ mes "sure no one ever doubts you.";
+ next;
+ if (countitem(7762) > 39) {
+ if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
+ mes "[" + PcName + "]";
+ mes "Yes, Here you are.";
+ next;
+ mes "-Offered the Yaga's Pestles.-";
+ delitem 7762,40;
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm.. You do have them.";
+ mes "For the time being, I will admit";
+ mes "that you are coming and going to";
+ mes "hunt Baba Yaga.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But do not engage in doubtable";
+ mes "behavior that would instigate my";
+ mes "people to act in a strange way!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you do that, I will arrest you immediately!";
+ mes "So take care of yourself.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "And, when you succeed in";
+ mes "banishing winter with magic,";
+ mes "announce that to me immediately.";
+ set mos_nowinter,14;
+ close;
+ }
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ set mos_nowinter,13;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ set mos_nowinter,13;
+ close;
+ }
+ }
+ else if (mos_nowinter == 13) {
+ mes "[Csar Alexsay III]";
+ mes "Did you bring some evidence to";
+ mes "resolve your issue of doubt, traveler?";
+ next;
+ if(select("Yes, I did.:I am confused.") == 1) {
+ if (countitem(7762) > 39) {
+ delitem 7762,40;
+ mes "[Csar Alexsay III]";
+ mes "Good,";
+ mes "I won't doubt you any more.";
+ mes "Because you've proven yourself,";
+ mes "you can remain a free traveler.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Surely, I hate cooperating with Baba Yaga.";
+ mes "But if my people are happy";
+ mes "after the work you do,";
+ mes "I am also pleased.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "For the time being, I will admit";
+ mes "that you are coming and going to";
+ mes "hunt Baba Yaga.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But do not engage in doubtable";
+ mes "behavior that would instigate my";
+ mes "people to act in a strange way!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you do that, I will arrest you immediately!";
+ mes "So take care of yourself.";
+ set mos_nowinter,14;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "Your items do not match the";
+ mes "count of 40 Yaga's Pestles.";
+ mes "Did you forget the amount,";
+ mes "or did you wish to lie to me...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I will treat that as a joke!";
+ mes "A kind of sarcasm!";
+ mes "You go away now and bring some";
+ mes "evidence to certify your innocence.";
+ close;
+ }
+ }
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Are you here to tease me?";
+ close;
+ }
+ else if (mos_nowinter == 14) {
+ mes "[Csar Alexsay III]";
+ mes "It'd be great if I stayed put, for";
+ mes "the good of both me and my people.";
+ mes "I don't want to see the Baba Yaga";
+ mes "personally.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "So, I want you to ";
+ mes "take my place for that.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Please help Baba Yaga";
+ mes "to seize the summer.";
+ close;
+ }
+ else if (mos_nowinter == 20) {
+ mes "[Csar Alexsay III]";
+ mes "Are you here for...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I already heard about the";
+ mes "weather from the minister.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Actually, I was a little";
+ mes "dissatisfied with the doing";
+ mes "of witchcraft at the center";
+ mes "of the square...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But... I can admit it was good work.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Everyone hates the cold winter.";
+ mes "Now, the winter will not";
+ mes "come anymore! So, I'm very pleased.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Right.";
+ mes "I want to give you something";
+ mes "in the name of the people.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Here,take it.";
+ mes "I give it as an atonement";
+ mes "to make my people happy.";
+ set mos_nowinter,21;
+ getitem 603,1;
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Stay here as long as you want, and";
+ mes "enjoy yourself to the fullest this summer.";
+ close;
+ }
+ else{
+ if (mos_whale_edq < 16) {
+ mes "[Csar Alexsay III]";
+ mes "Welcome to Moscovia!";
+ mes "I am the ruler, Csar Aleksay III, of Moscovia.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Go back to your hometown and talk about the beauty of Moscovia! Talk about my great government to all the people of the lands!";
+ close;
+ }
+ else if (mos_whale_edq == 16) {
+ mes "[Csar Alexsay III]";
+ mes "A foreign traveler...?";
+ mes " Do you have something to tell me?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If it is not important,";
+ mes "have an audience with the Prime Minister first.";
+ close;
+ }
+ else if (mos_whale_edq == 17) {
+ mes "[Csar Alexsay III]";
+ mes "Oh, are you the traveler who told me about an interesting adventure story...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Not only are you not from Moscovia, but also... you have found the moving island, which only existed in legends! I want to hear details...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Let's hear it...";
+ mes "Tell me quickly.";
+ mes "I'm anxious to know the truth about the island...";
+ next;
+ select("Tell the story all the while.");
+ mes "...";
+ next;
+ mes "... ...";
+ next;
+ mes "... ... ...";
+ next;
+ mes "... ... ... ...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Surely, an interesting story... But it sounds so unbelievable! What do you think, Prime Minister?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "It doesn't sound like a lie,";
+ mes "but it's difficult to believe";
+ mes "completely. I mean, I've known";
+ mes "a whale to be huge, but...";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "a person living there...";
+ mes "water streaming...";
+ mes "and a tree growing on it...!!!";
+ mes "Hmm...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I agree. I have heard many kinds of mysterious adventure stories, but this sounds like an absurd story!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Not to mention that it's happened near my nation. Unbelievable!";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "But Csar... In my memory,";
+ mes "I heard that exactly, the";
+ mes "last time a story was told";
+ mes "about the mysterious moving island. But there was a musical instrument...which an old man played.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Really? Tell me the details.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Surely, I have heard the same";
+ mes "story, as told in the legends";
+ mes "of our ancestors; about an old man who lived there.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm. There are many doubtful points. Ordinarily, I would give you a big prize, but in this case, it is difficult to believe.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Bring me something to prove";
+ mes "the existence of the whale.";
+ mes "If you do, I will give you a big prize.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But if you don't,";
+ mes "I will punish you for your lies! Bring this instrument that supposedly an old man has.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Csar... This is a foreigner...";
+ mes "No disrespect was meant to you.";
+ mes "Perhaps a little more generosity is in order?.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "No way! If the story is not true, many other foreign travelers who pass by this land will disrespect me like this... What would you have me do?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "......";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "You got it, traveler?";
+ mes "You have a heavy responsibility.";
+ mes "Bring evidence of this whale island to me, to provide me with some relief. Now go.";
+ set mos_whale_edq,18;
+ close;
+ }
+ else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
+ mes "[Csar Alexsay III]";
+ mes "I'm tired... I want to take a rest, so... leave.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Just think about finding the whale island...";
+ close;
+ }
+ else if (mos_whale_edq == 35) {
+ mes "[Csar Alexsay III]";
+ mes "Oh. You've come back...";
+ mes "Hm. Did you find something to bring";
+ mes "to me from the whale island?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Did you bring the instrument?";
+ mes "A Gooselri? Which only exists";
+ mes "in the whale island? Let's see.";
+ next;
+ if (getequipid(EQI_ACC_L || EQI_ACC_R) == 2707 || countitem(2707) > 0) {
+ mes "[Csar Alexsay III]";
+ mes "Oh... Is this instrument... a Gooselri?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Actually, Csar, I believe it is";
+ mes "called a Gusli.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Oh. Prime Minister, is this the";
+ mes "correct instrument from the";
+ mes "legends, then?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I can't be sure, but this is";
+ mes "definitely an instrument never seen";
+ mes "in our lands before.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm. This is also my first time";
+ mes "seeing this kind of muscial";
+ mes "instrument. So mysterious... Hey!";
+ mes "Can you play it?";
+ next;
+ if(select("I can play.:I can't play it.") == 1) {
+ mes "[Csar Alexsay III]";
+ mes "You can play it!";
+ mes "Good, play it right away!";
+ next;
+ soundeffect "mos_gusli2.wav",0;
+ donpcevent "Csar Alexsay III#npc::OnEmoteAg";
+ donpcevent "Prime Minister Dmitree#m::OnEmoteAg";
+ mes "[Csar Alexsay III]";
+ mes "Um... What is this? Do you mock me?";
+ mes "You are so impudent... You...!";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Csar... Calm down, please.";
+ mes "If you are quick to anger by such a";
+ mes "lowly person, it will become a";
+ mes "problem of prestige for you.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Agh... I agree with you.";
+ mes "You. Give a proper prize to the";
+ mes "adventurer and send them on their way.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "How can I re...reward...?";
+ next;
+ emotion e_pif;
+ mes "[Csar Alexsay III]";
+ mes "I ordered you instead Prime";
+ mes "Minister, to make this poor player";
+ mes "disappear from in front of my eyes,";
+ mes "right now.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "You should be grateful for the";
+ mes "Csar's mercy... impudent";
+ mes "traveler...";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Even though I regard as your effort for the time so, award you. Take it and go out.";
+ getitem 12702,1;
+ getexp 500000,0;
+ set mos_whale_edq,39;
+ close;
+ }
+ mes "[Csar Alexsay III]";
+ mes "Um... That's too bad.";
+ mes "I see... Will I ever believe...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Thanks for your efforts.";
+ mes "Hey, Prime Minister,";
+ mes "reward this traveler.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "How can I reward the traveler?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I leave the matter in your hands;";
+ mes "it's up to you. I will take a";
+ mes "rest.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "The Csar didn't take pleasure in";
+ mes "your story, as I expected.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Even though I regard as your effort for the time so, award you. Take it.";
+ getitem 12702,1;
+ getexp 700000,0;
+ set mos_whale_edq,40;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "What are you doing? Can you play it";
+ mes "without even holding the muscial instrument???";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Don't be impudent with me! Do it right!";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 38) {
+ mes "[Csar Alexsay III]";
+ mes "Oh you come...hum did you find";
+ mes "something to satisfy me";
+ mes "at the whale island?";
+ next;
+ if (getequipid(EQI_ACC_L || EQI_ACC_R) == 2707 || countitem(2707) > 0) {
+ mes "[Csar Alexsay III]";
+ mes "Oh... Is this instrument... a Gooselri?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Actually, Csar, I believe it is called a Gusli.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Oh. Prime Minister, is this the";
+ mes "correct instrument from the";
+ mes "legends, then?";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I can't be sure, but this is";
+ mes "definitely an instrument never seen";
+ mes "in our lands before.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm. This is also my first time";
+ mes "seeing this kind of musical";
+ mes "instrument. So mysterious... Hey!";
+ mes "Can you play it?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes. I learned how to play it at Whale Island.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Oh! Oh!... You can play it!";
+ mes "Play it right away. I wonder about its sound.";
+ next;
+ soundeffect "mos_gusli1.wav",0;
+ mes "-When the music of the Gusli is";
+ mes "played, all the people in the";
+ mes "Csar's Palace fall in with the tune.-";
+ next;
+ donpcevent "Csar Alexsay III#npc::OnEmoteSob";
+ donpcevent "Prime Minister Dmitree#m::OnEmoteSob";
+ mes "[Csar Alexsay III]";
+ mes "Oh! I can't hear without tears.";
+ mes "That's a sad tune.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "That's right, Csar.";
+ mes "I have never heard a sad tune such as this.";
+ mes "Kh-huk. Sniff.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Huk... You. Give a big prize to";
+ mes "this traveler!";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Hukhuk... Sniff. How can I reward this?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "I leave this matter in your hands.";
+ mes "Give a proper prize to whom has";
+ mes "Shown me a great story and";
+ mes "beautiful music.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I express thanks to you on behalf";
+ mes "of our dear Csar and all the people";
+ mes "in his palace. I will reward your";
+ mes "efforts, in the name of the Csar.";
+ getitem 617,1;
+ getexp 1200000,0;
+ set mos_whale_edq,41;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "But you... Where do you keep the";
+ mes "instrument which you are to show me?";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Don't you need to be holding the instrument, in order to play it???";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm sorry. I will be ready now, and try again to play it.";
+ close;
+ }
+ }
+ else if (mos_whale_edq == 39) {
+ mes "[Csar Alexsay III]";
+ mes "What happen... If you have special things go out.";
+ close;
+ }
+ else if (mos_whale_edq == 40) {
+ mes "[Csar Alexsay III]";
+ mes "Um... You are a traveler as I saw.";
+ mes "If you have special things, don't interfere my rest.";
+ close;
+ }
+ else if (mos_whale_edq == 41) {
+ mes "[Csar Alexsay III]";
+ mes "Oh... You. ~";
+ mes "Nice to see you again.";
+ mes "I want for you to sometimes stop by here and play some music for me. ~";
+ close;
+ }
+ else{
+ mes "[Csar Alexsay III]";
+ mes "Welcome to Moscovia,";
+ mes "I am Csar Alexsay the Third.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Go back to your hometown and tell everyone about the beauty of Moscovia,";
+ mes "and my great government.";
+ close;
+ }
+ }
+
+ OnEmoteAg:
+ emotion e_ag;
+ end;
+
+ OnEmoteSob:
+ emotion e_sob;
+ end;
+}
- mes "^009900-Square-shaped rocks on the surface";
- mes "are engraved on the characters.-^000000";
- next;
- mes "^3333FF~The person who advances, instead of dying.";
- mes "Reputation is received.";
- mes "The person who returns obtains courage, but";
- mes "it probably will get injured.";
- mes "As for the person who has rash courage advancing.";
- mes "That's not good to be back.~^000000";
- next;
- if (select("Forward:Return") == 1) {
- mes "-Chose to go-";
+//----------------------------------------------------------------------------
+// Prime Minister Dmitree - Moscovia Palace
+//----------------------------------------------------------------------------
+mosk_in,127,89,3 script Prime Minister Dmitree#m 967,{
+ if (mos_nowinter > 11 && mos_nowinter < 14) {
+ mes "[Prime Minister Dmitree]";
+ mes "You are in trouble if";
+ mes "you conspire against the Csar,";
+ mes "so, make your actions carefull,";
+ mes "and if you want to clean yourself";
+ mes "from suspicion... do everything you";
+ mes "can to prove your innocence.";
+ close;
+ }
+ else if (mos_nowinter == 14) {
+ mes "[Prime Minister Dmitree]";
+ mes "You have just cleared your name,";
+ mes "but... we don't trust you wholly yet.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I can't trust you, but...";
+ mes "if you succeed in taking hold of";
+ mes "the summer... I might be able to.";
+ close;
+ }
+ else if (mos_nowinter == 20) {
+ mes "[Prime Minister Dmitree]";
+ mes "We know that you mean well.";
+ mes "But we can't fully trust you,";
+ mes "so we kept an eye on your movements.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I heard that you performed";
+ mes "witchcraft at the palace square...";
+ mes "so, I ordered scholars to";
+ mes "investigate the weather.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "The results from taking observation";
+ mes "of the weather, are the reducing";
+ mes "change of temperature, and that the";
+ mes "highest temperature is now stabilized.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I don't know what this may mean, by";
+ mes "way of principle, but I've decided";
+ mes "to admit the facts.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Already, our dear Csar knows.";
+ mes "I finished the report.";
+ mes "Go and announce it to him.";
+ close;
+ }
+ else{
+ if (mos_whale_edq < 16) {
+ mes "[Prime Minister Dmitree]";
+ mes "You are a foreign traveler. This is the Moscovia Palace, home of Csar Aleksay the Third. Extending your every courtesy here... is not bad manners.";
+ close;
+ }
+ else if (mos_whale_edq == 16) {
+ mes "[Prime Minister Dmitree]";
+ mes "Traveler, why have you come to the Csar's Palace?";
+ next;
+ if(select("Just to look around.:To see the dear Csar.") == 1) {
+ mes "[Prime Minister Dmitree]";
+ mes "If so... look around with caution. Do not bother the Csar.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Moscovia welcomes all travelers such as yourself!";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "Marvelously, our dear Csar likes it very much when interesting stories are often told to him.";
+ close;
+ }
+ mes "[Prime Minister Dmitree]";
+ mes "Did you come to see our dear Csar? If so, tell me your business with him in advance.";
+ next;
+ if(select("I'd like to say hello.:I have an adventure story for him.") == 1) {
+ mes "[Prime Minister Dmitree]";
+ mes "I will tell him directly about your business. You don't need to worry yourself with the Csar.";
+ close;
+ }
+ mes "[Prime Minister Dmitree]";
+ mes "I wonder what sort of things have happened to you... The Csar will be very pleased to hear your stories.";
+ next;
+ mes "[Prime Minister Dmitree]";
+ mes "I will admit you. If our dear Csar is satisfied with your story, he will give you a big prize.";
+ set mos_whale_edq,17;
+ close;
+ }
+ else if (mos_whale_edq == 17) {
+ mes "[Prime Minister Dmitree]";
+ mes "I already announced you,";
+ mes "so go see him and speak to him directly.";
+ close;
+ }
+ else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
+ mes "[Prime Minister Dmitree]";
+ mes "Now, our dear Csar needs a rest.";
+ mes "You should do your duty and go find the whale island.";
+ close;
+ }
+ else if (mos_whale_edq == 35) {
+ mes "[Prime Minister Dmitree]";
+ mes "Ah! You've come back.";
+ mes "I will request for you to see him immediately.";
+ close;
+ }
+ else if (mos_whale_edq == 38) {
+ mes "[Prime Minister Dmitree]";
+ mes "Ah! You've come back.";
+ mes "I will request for you to see him immediately.";
+ close;
+ }
+ else if (mos_whale_edq == 39) {
+ mes "[Prime Minister Dmitree]";
+ mes "I don't want to hear your terrible ";
+ mes "performance any more so, go out away.";
+ close;
+ }
+ else if (mos_whale_edq == 40) {
+ mes "[Prime Minister Dmitree]";
+ mes "What's up? Dear Chare is taking a rest.";
+ mes "If you have nothing special, go out.";
+ close;
+ }
+ else if (mos_whale_edq == 41) {
+ mes "[Prime Minister Dmitree]";
+ mes "Your Gusli performance was so touching.";
+ mes "Unforgettable! Whenever you are here, please allow us to hear that tune again.";
+ close;
+ }else{
+ mes "[Prime Minister Dmitree]";
+ mes "You are a foreign traveler. This is a palace";
+ mes "which lives Alexei the Third.";
+ mes "Extend you every courtesy don't not bad manner.";
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Island Trigger - Docks
+//----------------------------------------------------------------------------
+moscovia,136,46,4 script Find#ship 844,4,4,{
+ end;
+
+OnTouch:
+ if (mos_whale_edq > 34) {
+ mes "-Watching the sea from the docks,";
+ mes "it suddenly dawns upon you that you";
+ mes "have memories from Whale Island.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Stop by the whale island?";
+ next;
+ if(select("Go to Whale Island.:Stay put.") == 1) {
+ if (getequipid(EQI_ACC_L || EQI_ACC_R) == 2707) {
+ soundeffect "mos_gusli2.wav",0;
+ mes "-Slowly, your hands are on the";
+ mes "Gusli, and the playing starts...";
+ mes "reminding you of the melody which";
+ mes "the aged stranger had played...-";
+ next;
+ mes "[Village resident]";
+ mes "So...something is rising from the sea!!!";
+ next;
+ mes "[Village Youth]";
+ mes "What...What is that...??";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Ohohoh!... That's the whale";
+ mes "island...!!! Someday, I hope to go there! Hahaha.";
+ next;
+ warp "mosk_fild01",95,93;
+ }else{
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh my goodness... Slipped right out";
+ mes "of my mind... to forget equipping the Gusli.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The aged stranger said that when I";
+ mes "want to go to Whale Island again, I";
+ mes "should play the Gusli from this place...";
+ close;
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I can go some other time.";
+ mes "I will do other work now.";
+ close;
+ }else{
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Triggers
+//----------------------------------------------------------------------------
+
+mosk_ship,1,1,4 script Baehideun#ship -1,{
+OnInit:
+ set $@mos1_edq,0;
+ end;
+}
+
+mosk_ship,81,110,0 script #findship 844,5,5,{
+OnInit:
+ disablenpc "#findship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "#findship";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "#findship";
+ set $@mos1_edq,0;
+ end;
+
+OnTouch:
+ if (mos_whale_edq == 12) {
+ mes "seeewaaaaaaaaaaa";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Hey "+strcharinfo(0)+"! Look!";
+ mes "It's dangerous! Hide! Hurry!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That... that is...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Something... something is rising...";
+ next;
+ mes "[Mr. Ibanoff]";
+ mes "Watch out! "+strcharinfo(0)+"!";
+ mes "Ah... That... That is... What...";
+ set mos_whale_edq,13;
close2;
- warp "mosk_dun03",32,135;
+ warp "mosk_fild01",95,93;
+ end;
+ }else{
end;
}
- mes "-Chose to return-";
- close;
+ end;
+
+OnTimer300000:
+ donpcevent "#findship::OnDisable";
+ end;
}
-mosk_dun03,27,131,0 script Stone#mosk4 111,{
+mosk_ship,2,2,4 script Baehideun1#ship -1,{
+OnInit:
+ disablenpc "Baehideun1#ship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Baehideun1#ship";
+ monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
+ monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
+ initnpctimer;
+ end;
- mes "^009900-Square-shaped rocks on the surface";
- mes "are engraved on the characters.-^000000";
- next;
- mes "^3333FF~The person who remains, instead of being hurt.";
- mes "Reputation is received.";
- mes "As for the person who returns getting large injured,";
- mes "Courage probably will be learned.";
- mes "by the return of courage.";
- mes "As for the person who is courage the return.~^000000";
+OnDisable:
+ set $@mos1_edq,0;
+ stopnpctimer;
+ disablenpc "Baehideun1#ship";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
+ set $@mos1_edq,0;
+ mes "[Mr. Ibanoff]";
+ mes "Now that all the monsters are gone,";
+ mes "we can start sailing again";
+ mes "normally.";
+ donpcevent "Baehideun1#ship::OnDisable";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mosk_ship","Baehideun1#ship::OnMyMobDead";
+ set $@mos1_edq,0;
+ donpcevent "Baehideun1#ship::OnDisable";
+ end;
+}
+
+mosk_ship,3,3,4 script Baehideun2#ship -1,{
+OnInit:
+ disablenpc "Baehideun2#ship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Baehideun2#ship";
+ monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
+ monster "mosk_ship",80,110,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
+ monster "mosk_ship",83,114,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
+ monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@mos1_edq,0;
+ stopnpctimer;
+ disablenpc "Baehideun2#ship";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mosk_ship","Baehideun2#ship::OnMyMobDead") < 1) {
+ set $@mos1_edq,0;
+ mes "[Mr. Ibanoff]";
+ mes "Now that all the monsters are gone,";
+ mes "we can start sailing again";
+ mes "normally.";
+ donpcevent "Baehideun2#ship::OnDisable";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mosk_ship","Baehideun2#ship::OnMyMobDead";
+ set $@mos1_edq,0;
+ donpcevent "Baehideun2#ship::OnDisable";
+ end;
+}
+
+mosk_ship,5,5,4 script Baehideun3#ship -1,{
+OnInit:
+ disablenpc "Baehideun3#ship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Baehideun3#ship";
+ monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun3#ship::OnMyMobDead";
+ monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
+ monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@mos1_edq,0;
+ stopnpctimer;
+ disablenpc "Baehideun3#ship";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mosk_ship","Baehideun3#ship::OnMyMobDead") < 1) {
+ set $@mos1_edq,0;
+ mes "[Mr. Ibanoff]";
+ mes "Now that all the monsters are gone,";
+ mes "we can start sailing again";
+ mes "normally.";
+ set mos_whale_edq,11;
+ donpcevent "Baehideun3#ship::OnDisable";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mosk_ship","Baehideun3#ship::OnMyMobDead";
+ set $@mos1_edq,0;
+ donpcevent "Baehideun3#ship::OnDisable";
+ end;
+}
+
+mosk_ship,15,15,4 script Baehideun4#ship -1,{
+OnInit:
+ disablenpc "Baehideun4#ship";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "Baehideun4#ship";
+ monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun4#ship::OnMyMobDead";
+ monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
+ monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@mos1_edq,0;
+ stopnpctimer;
+ disablenpc "Baehideun4#ship";
+ end;
+
+OnMyMobDead:
+ if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
+ set $@mos1_edq,0;
+ mes "[Mr. Ibanoff]";
+ mes "Now that all the monsters are gone,";
+ mes "we can start sailing again";
+ mes "normally.";
+ set mos_whale_edq,26;
+ donpcevent "Baehideun4#ship::OnDisable";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ killmonster "mosk_ship","Baehideun4#ship::OnMyMobDead";
+ set $@mos1_edq,0;
+ donpcevent "Baehideun4#ship::OnDisable";
+ end;
+}
+
+mosk_fild01,21,21,0 script #Island Control Tower -1,{
+OnInit:
+ disablenpc "#Island Control Tower";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "#Island Control Tower";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "#Island Control Tower";
+ stopnpctimer;
+ end;
+
+OnTimer20000:
+ set mos_whale_edq,15;
+ disablenpc "#Island Control Tower";
+ end;
+}
+
+//============================================================================
+// Help Mikhail
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Gallina - Starting Point
+//----------------------------------------------------------------------------
+mosk_in,144,279,5 script Gallina#mos 959,{
+ if (mos_swan == 0) {
+ mes "[Gallina]";
+ mes "Oh, where the heck is he?";
+ mes "I'll teach him a lesson.";
+ mes "He's timid like Dad.";
+ next;
+ mes "[Anna]";
+ mes "Mikhail, he's a coward, a crybaby.";
+ mes "Mikhail, he's a coward, a crybaby.";
+ next;
+ mes "[Gallina]";
+ mes "It's because you didn't look after your brother. So you clean the house, Anna?";
+ next;
+ donpcevent "Anna#mos::OnEmoteSob";
+ mes "[Anna]";
+ mes "Oh, my................";
+ next;
+ if(select("Talk to her.:Just pass by her") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello, there?";
+ next;
+ mes "[Gallina]";
+ mes "Oh, God!";
+ mes "I didn't see you there. Sorry!";
+ mes "You want to buy a hotcake, don't you?";
+ mes "I'm sorry but we're not ready to open the store..";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, that's ok.";
+ mes "Is there something that I can help with? What's the matter?";
+ next;
+ mes "[Gallina]";
+ mes "Oh, well...";
+ mes "My son, Mikhail broke our Matrushka while I was away from home.";
+ mes "He's afraid that I would punish him. So he ran away.";
+ next;
+ mes "[Gallina]";
+ mes "How timid the boy is!";
+ mes "I doubt that he'd be able to be a great general in the future";
+ next;
+ mes "[Gallina]";
+ mes "He used to come home at this time.";
+ mes "I'm worried that something bad has happened to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You look anxious. I'd like to help you to find your son.";
+ next;
+ mes "[Gallina]";
+ mes "Did you say I'm anxious?";
+ mes "I'm just anxious for him to get home.";
+ mes "...So I can punish him for what he did.";
+ next;
+ mes "[Gallina]";
+ mes "But it's not good that I refuse your kindness";
+ mes "Will you find Mikhail for me?";
+ next;
+ if(select("I was not serious.:Yes, I will!") == 1) {
+ mes "[Gallina]";
+ mes "You meanie! I'm not in the mood for jokes.";
+ close;
+ }
+ mes "[Gallina]";
+ mes "Oh, God, You're so kind";
+ mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
+ mes "Please bring him to me, then~";
+ set mos_swan,1;
+ close;
+ }
+ mes "[Gallina]";
+ mes "I'm worried that he's making trouble somewhere...";
+ close;
+ }
+ else if (mos_swan == 1) {
+ mes "[Gallina]";
+ mes "Mikhail, my timid son must still be in this village.";
+ mes "I'm sorry if he's shy and timid like his father.";
+ close;
+ }
+ else if (mos_swan > 1 && mos_swan < 25) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Mikhail hasn't come yet?";
+ next;
+ mes "[Gallina]";
+ mes "No, where on earth is he?";
+ close;
+ }
+ else if (mos_swan == 25) {
+ mes "[Gallina]";
+ mes "He came back with my Matrushka roughly pasted together and just left...";
+ next;
+ mes "[Gallina]";
+ mes "I'm sorry that I treated the little boy badly.";
+ mes "He did his best in his own way.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's ok. You will be a sweet mom to your little boy. haha";
+ next;
+ mes "[Gallina]";
+ mes "Yes. I'm sure I will. hoho..";
+ mes "Anna, my daughter made a mistake. She laid the blame upon her brother alone. I'll punish her too.";
+ next;
+ mes "[Gallina]";
+ mes "I appreciate your effort. You went to a dangerous place to find my son";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It often happens to me, hehe.";
+ next;
+ mes "[Gallina]";
+ mes "I can't afford to reward you with much but... I'll let you know how to make a delicious hotcake!";
+ next;
+ mes "[Gallina]";
+ mes "I have to work now but Larissa will tell you about that. She's our maid..";
+ mes "She's really a nice cook.";
+ next;
+ mes "[Gallina]";
+ mes "Hotcakes of Moscovia are so delicious!";
+ mes "Once you make it, I bet you that you'll love it.";
+ next;
+ mes "[Gallina]";
+ mes "Well, now I have to get to work!";
+ mes "I'll make you my hotcakes someday. Please visit me later";
+ set mos_swan,100;
+ getexp 1000000,0;
+ close;
+ }else{
+ mes "[Gallina]";
+ mes "I'm always trying to prepare a new dish.";
+ mes "What do you think of 'the most spicy chilli hotcake in the world'?";
+ mes "I think that will be great!";
+ close;
+ }
+
+ OnEmoteSob:
+ emotion e_sob;
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Anna - Sister
+//----------------------------------------------------------------------------
+mosk_in,148,274,1 script Anna#mos 958,{
+ if (mos_swan == 0) {
+ mes "[Gallina]";
+ mes "Oh, where the heck is he?";
+ mes "I'll teach him a lesson.";
+ mes "He's timid like Dad.";
+ next;
+ mes "[Anna]";
+ mes "Mikhail, he's a coward, a crybaby.";
+ mes "Mikhail, he's a coward, a crybaby.";
+ next;
+ mes "[Gallina]";
+ mes "It's because you didn't look after your brother. So you clean the house, Anna?";
+ next;
+ emotion e_sob;
+ mes "[Anna]";
+ mes "Oh, my................";
+ next;
+ if(select("Talk to her.:Just pass by her") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello, there?";
+ next;
+ mes "[Gallina]";
+ mes "Oh, God!";
+ mes "I didn't see you there. Sorry!";
+ mes "You want to buy a hotcake, don't you?";
+ mes "I'm sorry but we're not ready to open the store..";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, that's ok.";
+ mes "Is there something that I can help with? What's the matter?";
+ next;
+ mes "[Gallina]";
+ mes "Oh, well...";
+ mes "My son, Mikhail broke our Matrushka while I was away from home.";
+ mes "He's afraid that I would punish him. So he ran away.";
+ next;
+ mes "[Gallina]";
+ mes "How timid the boy is!";
+ mes "I doubt that he'd be able to be a great general in the future";
+ next;
+ mes "[Gallina]";
+ mes "He used to come home at this time.";
+ mes "I'm worried that something bad has happened to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You look anxious. I'd like to help you to find your son.";
+ next;
+ mes "[Gallina]";
+ mes "Did you say I'm anxious?";
+ mes "I'm just anxious for him to get home.";
+ mes "...So I can punish him for what he did.";
+ next;
+ mes "[Gallina]";
+ mes "But it's not good that I refuse your kindness";
+ mes "Will you find Mikhail for me?";
+ next;
+ if(select("I was not serious.:Yes, I will!") == 1) {
+ mes "[Gallina]";
+ mes "You meanie! I'm not in the mood for jokes.";
+ close;
+ }
+ mes "[Gallina]";
+ mes "Oh, God, You're so kind";
+ mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
+ mes "Please bring him to me, then~";
+ set mos_swan,1;
+ close;
+ }
+ mes "[Gallina]";
+ mes "I'm worried that he's making trouble somewhere...";
+ close;
+ }
+ else if (mos_swan == 1) {
+ mes "[Anna]";
+ mes "Mikhail, he's a coward, a crybaby.";
+ mes "Mikhail, he's a coward, a crybaby.";
+ close;
+ }
+ else if (mos_swan == 2) {
+ mes "[Anna]";
+ mes "Why are you here?";
+ next;
+ while(1) {
+ switch(select("About where Mikhail might be hiding:About their relationship:About the situation:Ask her about other things:End the conversation")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Where is Mikhail?";
+ mes "Do you know where he is?";
+ next;
+ emotion 39;
+ mes "[Anna]";
+ mes "If I had known that, I would have already found him, you fool.";
+ next;
+ emotion 4,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hahaha, you're right.";
+ next;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "How's your relationship with your brother?";
+ next;
+ mes "[Anna]";
+ mes "Mikhail always stays behind me and asks me to read books!";
+ mes "And he cries too much.";
+ mes "It annoys me.";
+ mes "And he only wants to play with me. That's why he has no friends.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You seem very courageous.";
+ mes "I can understand why your mother worries about him.";
+ next;
+ break;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "What were you doing when Mikhail broke your mother's Matrushka?";
+ next;
+ mes "[Anna]";
+ mes "I was there.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh were you?";
+ next;
+ mes "[Anna]";
+ mes "When my parents were out, they asked me to take care of Mikhail.";
+ mes "I didn't want to do that but I'm his sister so I was reading a book next to him.";
+ next;
+ mes "[Anna]";
+ mes "He began to tease me to read a book for him and later, he annoyed me saying that he's hungry!";
+ next;
+ mes "[Anna]";
+ mes "I was so bothered with him and I pretended not to hear him and kept reading. I guess it made him mad and so he broke the Matrushka.";
+ next;
+ mes "[Anna]";
+ mes "He made trouble and began to cry!";
+ mes "He's such a timid boy...";
+ mes "(giggling)";
+ next;
+ mes "[Anna]";
+ mes "And then I told him that we should glue the pieces together before Mom came back, so Mikhail went to get ^3131FFpaste^000000 but he hasn't come back yet.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where can you get it?";
+ mes "Why didn't you go with him?";
+ next;
+ mes "[Anna]";
+ mes "Do you think we kids know that?";
+ mes "He broke it and should get the thing by himself!";
+ mes "And Mom said that he should do his work for himself to become a great general.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't you have any idea of where he might be?";
+ next;
+ mes "[Anna]";
+ mes "No.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is there anyone who is close to him?";
+ next;
+ emotion 32;
+ mes "[Anna]";
+ mes "(giggle) He's a fool and has no friends.";
+ mes "But among our villagers, the lady of ^3131FFInn 'Sticky Herb Tree'^000000 has held Mikhail dear.";
+ next;
+ mes "[Anna]";
+ mes "I have no idea any more.";
+ next;
+ mes "- Anna sticks her tongue out. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's the only clue, I guess I'll go to ^3131FFInn 'Sticky Herb Tree'^000000?";
+ if (mos_swan == 2) {
+ set mos_swan,3;
+ }
+ next;
+ break;
+ case 4:
+ mes "["+strcharinfo(0)+"]";
+ mes "What am I going to ask her?";
+ next;
+ input .@AnnaInfo$;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anna,";
+ mes ""+.@AnnaInfo$+"?";
+ mes "Do you know what this is?";
+ next;
+ if (.@AnnaInfo$ == "Gravity") {
+ mes "[Anna]";
+ mes "I know that they have a game called RAGNAROK Online 2... and they like... what am I saying now... right?";
+ next;
+ }
+ else if (.@AnnaInfo$ == "Gallina") {
+ mes "[Anna]";
+ mes "Mom's hotcakes are so delicious! Oh, it's sweet flavor!";
+ mes "Everyone in this village likes Mom's hotcakes. Hehe.";
+ next;
+ }
+ else if (.@AnnaInfo$ == "Mikhail") {
+ mes "[Anna]";
+ mes "Mikhail is a timid fool!";
+ next;
+ }
+ else {
+ mes "[Anna]";
+ mes "I have no idea about that thing.";
+ next;
+ }
+ break;
+ case 5:
+ mes "[Anna]";;
+ mes "Hmm ~ ~ ~ ~ ";
+ next;
+ mes "- Anna frowns at me and sticks out her tongue.";
+ mes "She doesn't want to talk to me -";
+ close;
+ }
+ }
+ }
+ else if (mos_swan == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I got a clue from Anna and one thing that I have to do is go to ^3131FFInn 'Sticky Herb Tree'^000000.";
+ close;
+ }
+ else if (mos_swan > 3 && mos_swan < 12) {
+ mes "[Anna]";
+ mes "Mikhail is foolish, timid and a coward!";
+ close;
+ }
+ else if (mos_swan == 25) {
+ mes "[Anna]";
+ mes "Mik..ha..il";
+ mes "He tattled on me to mom...";
+ next;
+ mes "[Gallina]";
+ mes "Anna!";
+ next;
+ mes "[Anna]";
+ mes "....I'm sorry.";
+ close;
+ }
+ else if (mos_swan == 100) {
+ mes "[Anna]";
+ mes "Mik..ha..il";
+ mes "He tattled on me to mom...";
+ next;
+ mes "[Gallina]";
+ mes "Anna!";
+ next;
+ emotion e_sob;
+ mes "[Anna]";
+ mes "....I'm sorry.";
+ close;
+ }
+ else {
+ mes "[Anna]";
+ mes "....I'm bored.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Bed
+//----------------------------------------------------------------------------
+mosk_in,136,279,3 script Bed#mos1 111,{
+ if (mos_swan == 11) {
+ mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them. -";
+ next;
+ if(select("Check other things:Look it over ") == 1) {
+ mes "- You'll examine the bed later -";
+ close;
+ }
+ mes "- You come near the bed to look it over. -";
+ next;
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ next;
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ next;
+ mes "- You didn't find anything -";
+ close;
+ }else{
+ mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them -";
+ close;
+ }
+}
+
+mosk_in,161,279,3 duplicate(Bed#mos1) Bed#mos2 111
+
+//----------------------------------------------------------------------------
+// Fire pot + Mikhail
+//----------------------------------------------------------------------------
+mosk_in,205,268,3 script Fire pot#mos 111,{
+ if (mos_swan == 0) {
+ mes "- It's a fire pot to heat the room or bake something -";
+ close;
+ }
+ else if (mos_swan == 1) {
+ mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+ mes "It seems that this has not been used for a long time.";
+ mes "I think I should ask his family where he might have fun off to -";
+ set mos_swan,2;
+ close;
+ }
+ else if (mos_swan > 1 && mos_swan < 11) {
+ mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+ mes "It seems that it was used a long time ago. -";
+ close;
+ }
+ else if (mos_swan == 11) {
+ mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+ mes "It seems that it was used a long time ago. -";
+ next;
+ if(select("Check other things:Look it over") == 1) {
+ mes "- You decide to check out other things -";
+ close;
+ }
+ mes "- You come near the pot to look it over. -";
+ next;
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ next;
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ mes " .............. ";
+ next;
+ mes "- As you look it over very carefully, you find some pieces of bread on the floor around the fire pot! -";
+ next;
+ switch(select("Mikhail is in the fire pot.:Mikhail is around the fire pot.:There's nothing between pieces of bread and Mikhail.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "I finally found him.";
+ next;
+ mes "- You put your arm into the hole of the fire pot. -";
+ next;
+ mes "- Something makes a rustling sound. -";
+ next;
+ mes "- You call Mikhail with a low voice. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mik-ha-il-.";
+ next;
+ mes "- .......................... -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mikhail.";
+ mes "I know you're there, please come out.";
+ next;
+ mes "- .......................... -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Your mom and sister are worried about you.";
+ next;
+ mes "[???]";
+ mes ".......hey.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?????";
+ next;
+ mes "[Mikhail]";
+ mes ".......No, I can't............";
+ mes "I'll.... be punished........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, you won't, Mikhail.";
+ mes "Your mom is worried about you so much.";
+ mes "Your sister, too.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You broke your mom's Matrushka by mistake, didn't you?";
+ mes "I'll tell her about your mistake. Please come out.";
+ next;
+ mes "[Mikhail]";
+ mes "Oh.. ma.. matrushka..";
+ mes "I didn't break..it.. it..wasn't.. just me!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "And?";
+ next;
+ mes "[Mikhail]";
+ mes "Anna pushed me and bumped me......";
+ mes "But she told Mom that it was just me who broke it....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, dear! You and Anna did that but she put all the blame on you?";
+ next;
+ mes "[Mikhail]";
+ mes "Yes.....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You should come out and tell your mom the truth! Let's go Mikhail.";
+ next;
+ mes "[Mikhail]";
+ mes "No! No, I can't!!";
+ next;
+ mes "- A small-white hand comes out of the fire pot and grabs your ankle -";
+ next;
+ mes "[Mikhail]";
+ mes "No...I'm afraid that Mom will punish me...";
+ mes "Because Grandma's Matrushka is broken......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, my. Please don't cry little boy.";
+ mes "There's no way. I'll get a paste to bond all the pieces together. And then you can bring it back to your mom and apologize to her.";
+ next;
+ mes "[Mikhail]";
+ mes "Can you... get... a paste?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You don't believe me?";
+ mes "Ok, stay here. I'll be right back with the paste.";
+ next;
+ mes "- I need to know what's required for the paste.";
+ mes "I'll ask that guy ^3131FFMr. Victor^000000 about them. -";
+ set mos_swan,12;
+ close;
+ break;
+ case 2:
+ mes "- I guess he's near the fire pot. Where can I find him? -";
+ close;
+ break;
+ case 3:
+ mes "- I guess pieces of bread have nothing to do with Mikhail. -";
+ close;
+ }
+ }
+ else if (mos_swan == 12) {
+ mes "- Ok, what I have to do first is ask Mr.Victor what I need for the paste. -";
+ close;
+ }
+ else if (mos_swan == 24) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, Mikhail. I've got the paste!.";
+ next;
+ mes "[Mikhail]";
+ mes "......Really? are you serious?";
+ next;
+ donpcevent "Mikhail#mos::OnEnable";
+ mes "- You hand over the paste from Victor to Mikhail. -";
+ next;
+ mes "[Mikhail]";
+ mes "Wow! Great!";
+ next;
+ mes "- He begins working on the broken Matrushka as if he was piecing together a puzzle. -";
+ next;
+ mes "[Mikhail]";
+ mes "I've done it!!!!!!!";
+ mes "Thank you so much!!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You're welcome, haha.";
+ mes "Anyway, can you promise me one thing?";
+ next;
+ mes "[Mikhail]";
+ mes "What?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Bring back the Matrushka to your mother, and promise me that you will be a brave general in the future.";
+ next;
+ mes "[Mikhail]";
+ mes ".............";
+ next;
+ mes "[Mikhail]";
+ mes "OK, I will!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hoohoo, you're good boy.";
+ next;
+ mes "[Mikhail]";
+ mes "Now I'm gonna give this back to Mom.";
+ donpcevent "Mikhail#mos::OnInit";
+ set mos_swan,25;
+ delitem 7764,1;
+ close;
+ }
+ else{
+ mes "- It's a fire pot to heat the room or bake something -";
+ close;
+ }
+}
+
+mosk_in,202,269,5 script Mikhail#mos 962,{
+ end;
+OnInit:
+ hideonnpc "Mikhail#mos";
+ end;
+
+OnEnable:
+ hideoffnpc "Mikhail#mos";
+ end;
+}
+
+//----------------------------------------------------------------------------
+// Sticky Herb Tree Inn NPCs
+//----------------------------------------------------------------------------
+mosk_in,135,191,5 script Landlord#mos 961,{
+ mes "[Landlord]";
+ mes "Oh, welcome to the Inn 'Sticky Herb Tree'.";
+ mes "It is the most comfortable and calmest place in all of Moscovia.";
next;
- if (select("Forward:Return") == 1) {
- mes "-Fear, chose to return-";
- close2;
- warp "mosk_dun02",262,118;
+ if (mos_swan == 3) {
+ switch(select("Save:Stay the night - 5000z:Ask her about Mikhail.")) {
+ case 1:
+ mes "[Landlord]";
+ mes "Your respawn point has been saved.";
+ mes "Hope we can see you again next time hoho.";
+ savepoint "mosk_in",142,189;
+ close;
+ break;
+ case 2:
+ if (Zeny > 4999) {
+ mes "[Landlord]";
+ mes "Ok, I'll bring you the best room.";
+ mes "Please have a rest, young adventurer.";
+ close2;
+ set Zeny,Zeny-5000;
+ percentheal 100,100;
+ warp "mosk_in",215,181;
+ end;
+ }else{
+ mes "[Landlord]";
+ mes "The service charge is 5000z.";
+ mes "Please make sure you have enough money for the service.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Landlord]";
+ emotion 3;
+ if (sex) {
+ mes "Oh~! You look great! Look at the solid muscle!";
+ mes "But you look tired. Is it because of a long journey?";
+ next;
+ mes "[Landlord]";
+ mes "We've got a room available just for you. It's the best in town. How about staying the night?";
+ mes "I'll charge you at reasonable price for you, handsome guy.";
+ }else{
+ mes "Oh, you look great! Look at your fair skin! ";
+ mes "But you look tired. Is it because of a long journey?";
+ next;
+ mes "[Landlord]";
+ mes "We've got a room available just for you. It's like a princess' room.";
+ mes "How about staying the night? I'll mark down the price for you, beautiful lady.";
+ }
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I'm sorry but I didn't come to stay here.";
+ mes "I'm looking for a kid and I've got something to ask you...";
+ next;
+ emotion e_omg;
+ mes "[Landlord]";
+ mes "What!?!?";
+ next;
+ mes "[Landlord]";
+ mes "Hey~ You've heard about 'give and take'?";
+ mes "Haven't you?";
+ mes "If you're my customer, I could offer you what you want but you're not!";
+ next;
+ mes "[Landlord]";
+ mes "If you promise me to stay overnight, I'll tell you about what you want to know. Deal?";
+ next;
+ if(select("Refuse.:Stay overnight and get the info. - 5000z") == 1) {
+ emotion 7;
+ mes "[Landlord]";
+ mes "Well, get the info by yourself then.";
+ close;
+ }
+ if (Zeny < 5000) {
+ mes "[Landlord]";
+ mes "No way. You don't have enough money.";
+ mes "Go away! I can't offer you a room.";
+ close;
+ }else{
+ mes "[Landlord]";
+ mes "Oh, God! You're as great as you look~";
+ mes "Ok, I'll bring you to the room in a bit!!";
+ next;
+ mes "[Landlord]";
+ mes "Come on, please follow me with your luggage.";
+ mes "Oh, let me carry them. Hohoho, you must be exhausted.";
+ mes "I wish you a good night's rest. Hohoho.";
+ set mos_swan,4;
+ close2;
+ set Zeny,Zeny-5000;
+ percentheal 100,100;
+ warp "mosk_in",215,181;
+ end;
+ }
+ }
+ }
+ else if (mos_swan == 4 || mos_swan == 5) {
+ mes "[Landlord]";
+ mes "You're up already?";
+ mes "Well since you're young you've probably already recovered all of your strength.";
+ mes "Hohoho.";
+ next;
+ while(1) {
+ switch(select("Ask her about the inn:Ask her about Mikhail.:End the conversation")) {
+ case 1:
+ mes "[Landlord]";
+ mes "The name of our inn came from a big apple tree which is outside of the village.";
+ mes "I hope our inn will be the most famous place in Moscovia like the apple tree that distinguishes itself in the thick wood.";
+ next;
+ break;
+ case 2:
+ mes "[Landlord]";
+ mes "Mikhail?";
+ mes "Ah! You're talking about a cute boy, Mr. Ibanoff's son?";
+ mes "Yes I saw him. He was here a few hours ago.";
+ next;
+ mes "[Landlord]";
+ mes "He looked pale and asked me for a high-strength adhesive. He might've broken something important.";
+ next;
+ mes "[Landlord]";
+ mes "I felt sorry for him because he was so tense. He's such a sweet boy. I'd like to make him my son.";
+ mes "Hohoho";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what happened?";
+ mes "Did Mikhail get it?";
+ next;
+ mes "[Landlord]";
+ mes "Hoho, I don't really know. Maybe my husband does...";
+ mes "He's not much to look at, but he's good at repairing and making stuff! hoho";
+ next;
+ mes "[Landlord]";
+ mes "But it's been a long time since he was out of Moscovia so I can't ask him how to make adhesives now...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......And then?";
+ next;
+ mes "[Landlord]";
+ mes "I told him to go to the pub over there.";
+ mes "I also told him not to drink what those guys offer to him!";
+ mes "Cause he's such a cute boy!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So, did he go there?";
+ next;
+ mes "[Landlord]";
+ mes "Yes he did-.";
+ mes "As he's a good boy, he would go there.";
+ mes "He's really gentle.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "OK. Thank you for your answers!";
+ next;
+ mes "[Landlord]";
+ mes "I was unkind to make you stay here but wasn't it easier for you? hoho.";
+ mes "When it gets dark, promise me to come here again. Hoho";
+ set mos_swan,7;
+ close;
+ break;
+ case 3:
+ mes "[Landlord]";
+ mes "When you need to take a rest, where will you go?";
+ next;
+ mes "[Landlord]";
+ mes "You should come back here to Inn 'Sticky Herb Tree'. Ok?";
+ mes "I'll offer you better service next time.";
+ close;
+ }
+ }
+ }
+ else{
+ if(select("Save:Stay the night - 5000z") == 1) {
+ mes "[Landlord]";
+ mes "Your respawn point has been saved.";
+ mes "Hope we can see you again next time hoho.";
+ savepoint "mosk_in",142,189;
+ close;
+ }
+ if (Zeny> 4999) {
+ mes "[Landlord]";
+ mes "Please be comfortable.";
+ close2;
+ set Zeny,Zeny-5000;
+ percentheal 100,100;
+ warp "mosk_in",215,181;
+ end;
+ }else{
+ mes "[Landlord]";
+ mes "The service charge is 5000z.";
+ mes "Please make sure you have enough money for the service.";
+ close;
+ }
+ }
+}
+
+mosk_in,141,212,3 script Pub Owner#mos 964,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here!! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if (mos_swan == 7) {
+ mes "[Pub Owner]";
+ mes "We've got another wanderer here";
+ mes "Welcome to our pub.";
+ mes "I'm Alexandre of ^3131FF'Pub Stream'^000000. You can call me 'Sasha'.";
+ next;
+ if(select("Ask him about Mikhail.:Order a drink.") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Sasha, has a little boy called 'Mikhail' came here?";
+ next;
+ mes "[Pub Owner]";
+ mes "Are you talking about the cute little boy? Yes he has came here.";
+ mes "He looked pale and needed a high-strength adhesive .";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what did you say ?";
+ next;
+ mes "[Pub Owner]";
+ mes "I don't know well about that thing.";
+ mes "However, I know a person who may know about that so I introduced him to Mikhail.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who's that person?";
+ next;
+ mes "[Pub Owner]";
+ mes "It's Victor over there.";
+ mes "He's very careful about details so we call him ^3131FF'hedgehog Victor'^000000.";
+ mes "No one knows about it well except him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sasha, thanks a lot!";
+ next;
+ mes "[Pub Owner]";
+ mes "You're welcome.";
+ set mos_swan,8;
+ close;
+ }
+ mes "[Pub Owner]";
+ mes "Although you may be an experienced adventurer, you look so young.";
+ mes "I recommend you these drinks. Which one will you take?";
+ next;
+ switch(select("Milk - 1000z:Sticky_Herb juice - 1000z:They are all expensive!")) {
+ case 1:
+ if (Zeny > 999) {
+ set Zeny,Zeny-1000;
+ set mos_swan,9;
+ getitem 519,1;
+ mes "[Pub Owner]";
+ mes "Here you are. This is what you ordered.";
+ mes "How do you like Moscovia?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, it's beautiful and gorgeous.";
+ mes "Sasha, most of all, can you answer one question?";
+ next;
+ mes "[Pub Owner]";
+ mes "About what?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Has Mikhail come here?";
+ next;
+ mes "[Pub Owner]";
+ mes "Yes he has.";
+ mes "He looked pale and needed a high-strength adhesive.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what happened?";
+ next;
+ mes "[Pub Owner]";
+ mes "I don't know much about adhesives.";
+ mes "But, I know a person who may know about them so I introduced Mikhail to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who's this person?";
+ next;
+ mes "[Pub Owner]";
+ mes "It's Victor over there.";
+ mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
+ mes "No one knows adhesives as well as he does.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sasha, thanks a lot!";
+ next;
+ mes "[Pub Owner]";
+ mes "You're welcome.";
+ close;
+ }else{
+ mes "[Pub Owner]";
+ mes "You'll need a lot of money while you're traveling.";
+ mes "If you don't have enough money, I'll offer you a glass of water.";
+ close;
+ }
+ break;
+ case 2:
+ if (Zeny > 999) {
+ set Zeny,Zeny-1000;
+ set mos_swan,9;
+ getitem 531,1;
+ mes "[Pub Owner]";
+ mes "Here you are. This is what you ordered.";
+ mes "How do you like Moscovia?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, it's beautiful and gorgeous.";
+ mes "Sasha, most of all, can you answer one question?";
+ next;
+ mes "[Pub Owner]";
+ mes "About what?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Has Mikhail come here?";
+ next;
+ mes "[Pub Owner]";
+ mes "Yes he has.";
+ mes "He looked pale and needed a high-strength adhesive.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So what happened?";
+ next;
+ mes "[Pub Owner]";
+ mes "I don't know much about adhesives.";
+ mes "But, I know a person who may know about them so I introduced Mikhail to him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who's this person?";
+ next;
+ mes "[Pub Owner]";
+ mes "It's Victor over there.";
+ mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
+ mes "No one knows adhesives as well as he does.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sasha, thanks a lot!";
+ next;
+ mes "[Pub Owner]";
+ mes "You're welcome.";
+ close;
+ }else{
+ mes "[Pub Owner]";
+ mes "You'll need a lot of money while you're traveling.";
+ mes "If you don't have enough money, I'll offer you a glass of water.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Pub Owner]";
+ mes "Hahaha, too much for you eh cheapskate.";
+ close;
+ }
+ }
+ else if (mos_swan == 8) {
+ mes "[Pub Owner]";
+ mes "While I work in this pub, I can hear stories from all around the world.";
+ mes "They are all heroes of their life.";
+ next;
+ mes "[Pub Owner]";
+ mes "Each story interests me so a day passes quick.";
+ mes "That's why I love my job.";
+ next;
+ mes "[Pub Owner]";
+ mes "Well, do you have some stories for me? or you've got something to ask me.";
+ mes "I recommend you those drinks.";
+ next;
+ switch(select("Milk - 1000z:Apple juice - 1000z:They are all expensive!")) {
+ case 1:
+ if (Zeny > 999) {
+ set Zeny,Zeny-1000;
+ set mos_swan,9;
+ getitem 519,1;
+ mes "[Pub Owner]";
+ mes "Here you are. This is what you ordered.";
+ mes "Enjoy yourself.";
+ close;
+ }else{
+ mes "[Pub Owner]";
+ mes "You'll need a lot of money while you're traveling.";
+ mes "If you don't have enough money, I'll offer you a glass of water.";
+ close;
+ }
+ break;
+ case 2:
+ if (Zeny > 999) {
+ set Zeny,Zeny-1000;
+ set mos_swan,9;
+ getitem 531,1;
+ mes "[Pub Owner]";
+ mes "Here you are. This is what you ordered.";
+ mes "Enjoy yourself.";
+ close;
+ }else{
+ mes "[Pub Owner]";
+ mes "You'll need a lot of money while you're traveling.";
+ mes "If you don't have enough money, I'll offer you a glass of water.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Pub Owner]";
+ mes "Hahaha, Here is the sightseeing place.";
+ close;
+ }
+ }
+ else if (mos_swan == 9) {
+ mes "[Pub Owner]";
+ mes "Have you spoken to Victor?";
+ close;
+ }
+ else {
+ mes "[Pub Owner]";
+ mes "Welcome to our pub.";
+ mes "I'm Alexandre of ^3131FF'Stream Pub'^000000. But, everyone calls me 'Sasha'.";
+ mes "It's a fine day today. I feel like going out.";
+ close;
+ }
+}
+
+mosk_in,147,202,3 script Victor#mos 968,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here!! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if (mos_swan == 8) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me.";
+ mes "Could you spare a few minutes for me?";
+ next;
+ mes "[Victor]";
+ mes "Who are you?";
+ mes "What gives you the right to say such a thing?";
+ mes "I'm busy appreciating wine in this glass.";
+ close;
+ }
+ else if (mos_swan == 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me.";
+ mes "Could you spare a few minutes for me?";
+ next;
+ mes "[Victor]";
+ mes "Who are you?";
+ mes "What gives you the right to say such a thing?";
+ mes "I'm busy appreciating wine in this glass.";
+ next;
+ mes "[Victor]";
+ mes "Pardon? You're drinking too.";
+ mes "Ok, it's lonely to drink alone. I but I've gotten used to it.";
+ next;
+ mes "[Victor]";
+ mes "Well, tell me what you have on your mind. I'm listening.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Have you seen a little boy who was looking for paste?";
+ next;
+ mes "[Victor]";
+ mes "..................";
+ next;
+ mes "[Victor]";
+ mes "You're talking about Mikhail?";
+ mes "He's such a sentimental boy. I was troubled by him";
+ next;
+ mes "[Victor]";
+ mes "By the way, how did you know that he came to see me? Did he say anything to you?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Mikhail hasn't come back yet since he left to get the paste. He broke his mother's Matrushka..";
+ next;
+ mes "[Victor]";
+ mes "............What?";
+ mes "Hmm.. Oh dear.....";
+ mes "I doubt he went there.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "There?";
+ next;
+ mes "[Victor]";
+ mes "Yes. Baba Yaga 'The Terrible' and other scary animals live there.";
+ next;
+ mes "[Victor]";
+ mes "The little boy came here crying a few hours ago.";
+ mes "He's got something that needs to be stuck together, so he needed a high-strength adhesive.";
+ next;
+ mes "[Victor]";
+ mes "But I don't carry such a thing. So I told him to bring me some stuff for it.";
+ next;
+ mes "[Victor]";
+ mes "To get the stuff for a high-strength adhesive, you need to go to an isolated swamp. You can reach it by boat and it takes a long time.";
+ next;
+ mes "[Victor]";
+ mes "But the way to the swamp is very dangerous. There are horrible monsters around it, all hunting with eager eyes.";
+ next;
+ mes "[Victor]";
+ mes "Especially, the old lady Baba Yaga who attacks anyone she sees. She especially likes youngsters like you. haha!";
+ mes "heeheehee!!";
+ next;
+ mes "[Victor]";
+ mes "...You turned pale! hahaha!!";
+ next;
+ mes "[Victor]";
+ mes "But...";
+ mes "I'm exaggerating a little, it's true that there are scary things.";
+ mes "But, I don't believe that a little and timid boy like Mikhail would go there. It's impossible!";
+ next;
+ mes "[Victor]";
+ mes "I said to him, 'you can never, ever go there' and told him to go back home.";
+ mes "He asked for the impossible so I calmed him down with some bread.";
+ next;
+ mes "[Victor]";
+ mes "He was already white with fear that he broke his mother's matrushka. Do you think that he would go there?";
+ next;
+ mes "[Victor]";
+ mes "He might've just hidden himself somewhere, haha!";
+ set mos_swan,10;
+ close;
+ }
+ else if (mos_swan == 10 || mos_swan == 11) {
+ mes "[Victor]";
+ mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there. ";
+ next;
+ mes "[Victor]";
+ mes "If you go deep into it's forest, you can find a swamp where sticky weeds are growing.";
+ next;
+ mes "[Victor]";
+ mes "The way to go there is full of danger. Do think that a timid boy like Mikhail can go there?";
+ close;
+ }
+ else if (mos_swan == 12) {
+ mes "[Victor]";
+ mes "You came back. Hmm, are you about to make me responsible that he's gone?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, I found him. You don't have to worry.";
+ next;
+ mes "[Victor]";
+ mes "So, what do you want with me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I promised him I'd make the high-strength adhesive. What do I have to do for that?";
+ next;
+ mes "[Victor]";
+ mes "Why are you so eager to make it? How important is the stuff?";
+ mes "Well, I don't care...";
+ next;
+ mes "[Victor]";
+ mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there.";
+ next;
+ mes "[Victor]";
+ mes "If you go deep into it's forest, you can find a swamp where sticky weeds are growing.";
+ next;
+ mes "[Victor]";
+ mes "You should bring ^3131FF'10 sticky herbs'^000000 and ^3131FF 1 medicine bowl^000000 to me.";
+ set mos_swan,13;
+ close;
+ }
+ else if (mos_swan > 12 && mos_swan < 23) {
+ mes "[Victor]";
+ mes "If you want to make adhesives";
+ mes "get 10 sticky herbs and";
+ mes "1 medicine bowl for me.";
+ mes "Those sticky herbs are growing in the swamp. It may be dangerous but that shouldn't be a problem for you?";
+ close;
+ }
+ else if (mos_swan == 23) {
+ mes "[Victor]";
+ mes "What do you want with me this time??";
+ mes "Oh, you said you wanted an adhesive...";
+ mes "You're bothering me so much!";
+ next;
+ if (countitem(7763) > 9 && countitem(7134) > 0) {
+ mes "[Victor]";
+ mes "Give me the stuff! I'll make it quickly. You're annoying me!";
+ next;
+ mes "- He's making adhesive with a crunching sound -";
+ mes "- He's making adhesive with a crunching sound -";
+ mes "- He's making adhesive with a crunching sound -";
+ next;
+ mes "- And he may be rubbing something -";
+ mes "- And he may be rubbing something -";
+ mes "- And he may be rubbing something -";
+ mes "- And he may be rubbing something -";
+ next;
+ mes "[Victor]";
+ mes "Ok, done!";
+ mes "I don't want you to bother me any longer!";
+ mes "Please leave!";
+ delitem 7763,10;
+ delitem 7134,1;
+ set mos_swan,24;
+ getitem 7764,1;
+ close;
+ }else{
+ mes "[Victor]";
+ mes "He's annoying me so much. Give me the materials!";
+ mes "Oh dear? What are those things? I said 10 sticky herbs and 1 medicine bowl!!";
+ next;
+ mes "[Victor]";
+ mes "Even though I'm always in the pub, I have my own business... !";
+ next;
+ mes "[Victor]";
+ mes ".............!!!!";
+ next;
+ mes "[Victor]";
+ mes "..................";
+ mes "What are you staring at? Bring them to me right now!";
+ close;
+ }
+ }
+ else{
+ mes "[Victor]";
+ mes "What did you say? I just want to drink peacefully!";
+ close;
+ }
+}
+
+mosk_in,215,181,0 script #swan_inn -1,1,1,{
+ end;
+
+OnTouch:
+ if (mos_swan == 4) {
+ mes "..................";
+ mes "..................";
+ next;
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ next;
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ mes "..................";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I got a good night's sleep. How long did I sleep?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Althought I was forced to stay here, it's true that it's got great facilities.";
+ mes "I feel refreshed.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I guess I will go to the landlord to get some info.";
+ set mos_swan,5;
+ close;
+ }else{
end;
}
- mes "-Chose to return-";
- close;
}
-mosk_dun01,264,191,0 script Stone#mosk5 111,{
+//----------------------------------------------------------------------------
+// Swamp
+//----------------------------------------------------------------------------
+mosk_dun03,153,90,3 script Bubbling Swamp#mos1 844,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Your bag is very heavy today -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Your bag is very heavy today -";
+ close;
+ }
+ if (mos_swan == 10) {
+ mes "- You feel sticky just looking at this swamp. -";
+ next;
+ mes "- Gas bubbles are rising. The atomosphere here is pretty scary -";
+ next;
+ mes "["+PcName+"]";
+ mes "I don't see any traces of Mikhail. I think I should go back and check his house one more time.";
+ set mos_swan,11;
+ close;
+ }
+ else if (mos_swan == 11 && mos_swan == 12) {
+ mes "- You can see a small muddy swamp -";
+ next;
+ mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+ close;
+ }
+ else if (mos_swan > 12 && mos_swan < 23) {
+ mes "- You feel sticky just looking at the swamp. -";
+ next;
+ mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+ next;
+ mes "- You stretch out to find sticky herbs. -";
+ next;
+ set .@leaf_mos,rand(1,10);
+ if (.@leaf_mos < 6) {
+ mes "- You have pricked your finger on a Sticky Herb. -";
+ if (mos_swan == 22) {
+ getitem 7763,1;
+ set mos_swan,23;
+ close;
+ }else{
+ getitem 7763,1;
+ close;
+ }
+ }else{
+ mes "- You have pricked your finger on a Green Herb. -";
+ getitem 511,1;
+ close;
+ }
+ }
+ else {
+ mes "- You can see a small swamp which seems very muddy. -";
+ next;
+ mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Larissa - Hotcake Quests
+//----------------------------------------------------------------------------
+mosk_in,211,259,5 script Larissa#mos_01 960,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if (mos_swan == 100) {
+ mes "[Larissa]";
+ mes "Oh, you're the adventurer that Madame told me about .";
+ mes "Did you find her son?";
+ mes "I'm so glad. He's a good kid.";
+ next;
+ mes "[Larissa]";
+ mes "Here you are. This special pancake is for you.";
+ mes "It will be very delicious.";
+ set mos_swan,101;
+ getitem 592,5;
+ getitem 593,5;
+ next;
+ mes "[Larissa]";
+ mes "Whenever you'd like to eat these pancake, you come on by.";
+ mes "I'll bake you the most delicious one.";
+ close;
+ }
+ else if (mos_swan > 100) {
+ mes "[Larissa]";
+ mes "Did the pancake taste good?";
+ mes "Would you like another pancake?";
+ next;
+ if(select("Yes:No") == 1) {
+ if (countitem(7031) > 0 && countitem(519) > 1 && countitem(504) > 1 && countitem(548) > 0 && countitem(1019) > 0 && countitem(518) > 0) {
+ mes "[Larissa]";
+ mes "Let me check if you have all the ingredients.";
+ mes "A frying pan, milk... potion that softens the dough, cheese..honey..and firewood.";
+ mes "Perfect!";
+ next;
+ mes "[Larissa]";
+ mes "Let us begin by kneading the dough.";
+ mes "I'll add sugar and baking powder.";
+ mes "It can be mixed well with this sieve.";
+ next;
+ mes "[Larissa]";
+ mes "What should I do with the wheat flour?";
+ next;
+ switch(select("Turn it down.:Pass it through a sieve.:Press it with your fist.")) {
+ case 1:
+ mes "[Larissa]";
+ mes "Oh, my! What are you doing now?";
+ mes "I'm going to do that from the beginning.";
+ mes "Look, pass it through a sieve.";
+ next;
+ break;
+ case 2:
+ mes "[Larissa]";
+ mes "There you go. Just do it slowly while tapping the sides, sifting the sugar and baking powder through the sieve together.";
+ next;
+ break;
+ case 3:
+ mes "[Larissa]";
+ mes "If we don't have the sieve, we can use our fist but we've got one. So we might as well use it right?";
+ next;
+ }
+ mes "[Larissa]";
+ mes "That way, it will mix well.";
+ mes "And then I'm adding an egg, some milk and a white potion.";
+ mes "What next?";
+ next;
+ if(select("Stir it up with great speed.:Do the same as she said.") == 1) {
+ mes "[Larissa]";
+ mes "No, you don't have to do that way. It won't rise properly if you stir it too fast.";
+ next;
+ }else{
+ mes "[Larissa]";
+ mes "You're very good at this!";
+ next;
+ }
+ mes "[Larissa]";
+ mes "It'll rise while baking if you stir it properly";
+ mes "Ok, let me bake now. Let's pour it on our pan and spread it around.";
+ next;
+ mes "[Larissa]";
+ mes "Cook in low temperature. It'll rise and have bubbles on it.";
+ mes "When you see the bubbles, you can turn it over.";
+ next;
+ if(select("Cook in high temperature.:Can I turn it over now?") == 1) {
+ mes "[Larissa]";
+ mes "No, you don't do that.";
+ mes "You'll burn it up.";
+ mes "Wait for a while.";
+ next;
+ }else{
+ mes "[Larissa]";
+ mes "Hmm let's see. It's good.";
+ mes "You were good at it.";
+ next;
+ }
+ mes "[Larissa]";
+ mes "Ok, turn it over. Oh it looks delicious";
+ mes "What should I top it with? First I put some cheese but the rest is up to you...";
+ next;
+ switch(select("Caviar:Mushrooms:Honey:Strawberry jam:Sour cream")) {
+ case 1:
+ mes "[Larissa]";
+ mes "Ok. you want caviar. Forturnately, I still have a little left.";
+ mes "Hoohoo, this'll be luxurious..";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 591,1;
+ close;
+ break;
+ case 2:
+ mes "[Larissa]";
+ mes "Ok. you want mushrooms.. It has an earthly flavor.";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 595,1;
+ close;
+ break;
+ case 3:
+ mes "[Larissa]";
+ mes "Ok, honey syrup goes perfectly with pancakes.";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 593,1;
+ close;
+ break;
+ case 4:
+ mes "[Larissa]";
+ mes "Who could get sick of pancakes with strawberry jam?";
+ mes "Hoohoo it tastes sweet too.";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 592,1;
+ close;
+ break;
+ case 5:
+ mes "[Larissa]";
+ mes "You want sour cream.. you will feel as if you fly in the sky.";
+ mes "It can help reduce stress.";
+ mes "Here we go. It's all done!";
+ delitem 7031,1;
+ delitem 519,2;
+ delitem 504,2;
+ delitem 548,1;
+ delitem 1019,1;
+ delitem 518,1;
+ getitem 594,1;
+ close;
+ }
+ }else{
+ mes "[Larissa]";
+ mes "That's good. I have ingredients and several toppings but...";
+ mes "It's still not enough. You need to get all of the things that we don't have now.";
+ next;
+ mes "[Larissa]";
+ mes "I need ^4d4dff1 old frying pan , 2 bottles of milk , 2 white potion, 1 cheese, 1 Trunk, 1 Honey ^000000.";
+ mes "We can bake our pancake when we get all of those.";
+ close;
+ }
+ }
+ mes "[Larissa]";
+ mes "Ok we can bake it next time.";
+ mes "I'm always available.";
+ close;
+ }
+ else{
+ mes "[Larissa]";
+ mes "Young lady is a practical joker and her brother is tenderhearted.";
+ mes "By the way, I haven't seen him for quite some time.";
+ close;
+ }
+}
+
+//============================================================================
+// Acorn Exchange
+//============================================================================
- mes "^009900-Square-shaped rocks on the surface";
- mes "are engraved on the characters.-^000000";
+//----------------------------------------------------------------------------
+// Acorn Dealer - Sells Acorns
+//----------------------------------------------------------------------------
+moscovia,208,182,7 script Acorn Dealer#mos 967,{
+ mes "[Acorn Dealer]";
+ mes "We have very fresh acorns. Everyone will like them!";
+ mes "You can buy one acorn for 100zeny!";
next;
- mes "^3333FF~The person who advances, instead of dying.";
- mes "Reputation is received.";
- mes "As for the person who returns how long,";
- mes "It probably is safe.";
- mes "As for the person who does not fear death advancing,";
- mes "That's not good to be back.~^000000";
+ if(select("Buy one.:What can I use them for?") == 2) {
+ mes "[Acorn Dealer]";
+ mes "Well uh...";
+ mes "You can grind them to make";
+ mes "something to eat and you can feed squirrels.";
+ next;
+ mes "[Acorn Dealer]";
+ mes "Someone can decorate their house";
+ mes "with them but I don't know how...";
+ mes "they've got to be highly talented.";
+ mes "Haha.";
+ close;
+ }
+ mes "[Acorn Dealer]";
+ mes "I'll bet you that they are very fresh!";
+ mes "How many acorns do you need?";
next;
- if (select("Forward:Return") == 1) {
- mes "–Chose to go-";
- close2;
- warp "mosk_dun03",117,36;
- end;
+ while(.@input <= 0 || .@input > 500) {
+ input .@input;
+ if (.@input <= 0) {
+ mes "[Acorn Dealer]";
+ mes "Do you want to cancel this trade?";
+ close;
+ }
+ if (.@input > 500) {
+ mes "[Acorn Dealer]";
+ mes "You can't buy more than 500.";
+ next;
+ }
+
+ }
+ if (!checkweight(1026, .@input)) {
+ mes "[Acorn Dealer]";
+ mes "Hello, I think you can't get acorns";
+ mes "now. You're carrying too many";
+ mes "items!";
+ mes "Please use Kafra service. I'll be";
+ mes "right here.";
+ close;
+ }
+ set .@price, .@input * 100;
+ if (Zeny < .@price) {
+ mes "[Acorn Dealer]";
+ mes "Hello? You've turned pale! Are you ok??";
+ mes "Do you have enough money?";
+ close;
+ }else{
+ mes "[Acorn Dealer]";
+ mes "Oh, thank you...";
+ mes "What do you think of them? They're fresh, aren't they?";
+ set Zeny,Zeny - .@price;
+ getitem 1026,.@input;
+ close;
}
- mes "-Chose to return-";
- close;
}
-mosk_dun03,119,46,0 script Stone#mosk6 111,{
+//----------------------------------------------------------------------------
+// Big Squirrel - Trade Acorns for Gems
+//----------------------------------------------------------------------------
+mosk_fild01,113,108,3 script Big Squirrel#mos 111,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here!! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ mes "- It's an extroardinary big squirrel. -";
+ next;
+ mes "- When the animal comes across you, it starts to sniffle and purse up it's lips. -";
+ next;
+ if (countitem(1026) > 19) {
+ switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
+ case 1:
+ mes "- You take one of acorns out and hold it out to the squirrel. -";
+ next;
+ mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
+ next;
+ mes "- It makes a crunching sound -";
+ mes "- It makes a crunching sound -";
+ mes "- It makes a crunching sound -";
+ next;
+ mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
+ delitem 1026,20;
+ set .@cyworld,rand(1,1000);
+ set .@stworld,rand(1,150);
+ if (.@cyworld > 0 && .@cyworld < 100) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 100) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7289,1;
+ }
+ else if (.@cyworld > 100 && .@cyworld < 200) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 200) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ set .@stonez1,rand(1,10);
+ if (.@stonez1 < 6)
+ getitem 7290,1;
+ else if (.@stonez1 > 5 && .@stonez1 < 8)
+ getitem 7297,1;
+ else
+ getitem 7292,1;
+ }
+ else if (.@cyworld > 200 && .@cyworld < 300) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 300) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ set .@stonez2,rand(1,10);
+ if (.@stonez2 < 6)
+ getitem 7291,1;
+ else
+ getitem 7294,1;
+ }
+ else if (.@cyworld > 300 && .@cyworld < 400) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 400) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7295,1;
+ }
+ else if (.@cyworld > 400 && .@cyworld < 500) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 500) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ getitem 7293,1;
+ }
+ else if (.@cyworld > 500 && .@cyworld < 600) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 600) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ getitem 7292,1;
+ }
+ else if (.@cyworld > 600 && .@cyworld < 700) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 700) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7290,1;
+ }
+ else if (.@cyworld > 700 && .@cyworld < 800) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 800) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ getitem 7296,1;
+ }
+ else if (.@cyworld > 800 && .@cyworld < 900) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 900) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ getitem 7297,1;
+ }
+ else if (.@cyworld == 1000) {
+ getitem 727,1;
+ }
+ else {
+ getitem 724,1;
+ }
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "It's so cute.";
+ close;
+ break;
+ case 3:
+ mes "[Aged Man]";
+ mes "Is it bigger than an ordinary one?";
+ mes "I found it one day and was barely able to save it...";
+ next;
+ mes "[Aged Man]";
+ mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
+ next;
+ mes "[Aged Man]";
+ mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
+ mes "That's why it's bigger than ordinary ones hahaha.";
+ close;
+ }
+ }else{
+ mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
+ close;
+ }
+}
- mes "^009900-Square-shaped rocks on the surface";
- mes "are engraved on the characters.-^000000";
+mosk_fild01,113,108,5 script #mos_sq 1104,2,2,{
+ end;
+
+OnTouch:
+ if (checkweight(1201,1) == 0 ) {
+ mes "- Please stop here !! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ if ((MaxWeight-Weight) < 2000) {
+ mes "- Please stop here!! -";
+ mes "- You're carrying too many items -";
+ mes "- Please try again -";
+ mes "- after using the kafra service -";
+ close;
+ }
+ mes "- It's an extroardinary big squirrel. -";
next;
- mes "^3333FF~The person who remains, instead of dying.";
- mes "Reputation is received.";
- mes "As for the person who returns how long,";
- mes "It probably is safe.";
- mes "As for the person who does not fear death the return,";
- mes "is not a good forward.~^000000";
+ mes "- When the animal comes across you, it starts to sniffle and purse up it's lips. -";
next;
- if (select("Forward:Return") == 1) {
- mes "-Fear, chose to return-";
+ if (countitem(1026) > 19) {
+ switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
+ case 1:
+ mes "- You take one of acorns out and hold it out to the squirrel. -";
+ next;
+ mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
+ next;
+ mes "- It makes a crunching sound -";
+ mes "- It makes a crunching sound -";
+ mes "- It makes a crunching sound -";
+ next;
+ mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
+ delitem 1026,20;
+ set .@cyworld,rand(1,1000);
+ set .@stworld,rand(1,150);
+ if (.@cyworld > 0 && .@cyworld < 100) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 100) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7289,1;
+ }
+ else if (.@cyworld > 100 && .@cyworld < 200) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 200) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ set .@stonez1,rand(1,10);
+ if (.@stonez1 < 6)
+ getitem 7290,1;
+ else if (.@stonez1 > 5 && .@stonez1 < 8)
+ getitem 7297,1;
+ else
+ getitem 7292,1;
+ }
+ else if (.@cyworld > 200 && .@cyworld < 300) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 300) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ set .@stonez2,rand(1,10);
+ if (.@stonez2 < 6)
+ getitem 7291,1;
+ else
+ getitem 7294,1;
+ }
+ else if (.@cyworld > 300 && .@cyworld < 400) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 400) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7295,1;
+ }
+ else if (.@cyworld > 400 && .@cyworld < 500) {
+ getitem 733,1;
+ }
+ else if (.@cyworld == 500) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ getitem 7293,1;
+ }
+ else if (.@cyworld > 500 && .@cyworld < 600) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 600) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ getitem 7292,1;
+ }
+ else if (.@cyworld > 600 && .@cyworld < 700) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 700) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 730,1;
+ else
+ getitem 7290,1;
+ }
+ else if (.@cyworld > 700 && .@cyworld < 800) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 800) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 731,1;
+ else
+ getitem 7296,1;
+ }
+ else if (.@cyworld > 800 && .@cyworld < 900) {
+ getitem 724,1;
+ }
+ else if (.@cyworld == 900) {
+ if (.@stworld > 0 && .@stworld < 10)
+ getitem 718,1;
+ else if (.@stworld > 9 && .@stworld < 20)
+ getitem 719,1;
+ else if (.@stworld > 19 && .@stworld < 30)
+ getitem 720,1;
+ else if (.@stworld > 29 && .@stworld < 40)
+ getitem 721,1;
+ else if (.@stworld > 39 && .@stworld < 50)
+ getitem 722,1;
+ else if (.@stworld > 49 && .@stworld < 60)
+ getitem 723,1;
+ else if (.@stworld > 59 && .@stworld < 70)
+ getitem 725,1;
+ else if (.@stworld > 69 && .@stworld < 80)
+ getitem 728,1;
+ else if (.@stworld > 79 && .@stworld < 90)
+ getitem 729,1;
+ else if (.@stworld > 89 && .@stworld < 100)
+ getitem 732,1;
+ else
+ getitem 7297,1;
+ }
+ else if (.@cyworld == 1000) {
+ getitem 727,1;
+ }
+ else {
+ getitem 724,1;
+ }
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "It's so cute.";
+ close;
+ break;
+ case 3:
+ mes "[Aged Man]";
+ mes "Is it bigger than an ordinary one?";
+ mes "I found it one day and was barely able to save it...";
+ next;
+ mes "[Aged Man]";
+ mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
+ next;
+ mes "[Aged Man]";
+ mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
+ mes "That's why it's bigger than ordinary ones hahaha.";
+ close;
+ }
+ }else{
+ mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
+ close;
+ }
+}
+
+//============================================================================
+// Banish Winter
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Baba Yaga, the Horrible - Starting Point
+//----------------------------------------------------------------------------
+mosk_in,215,46,5 script #babayaga -1,7,7,{
+ end;
+
+OnTouch:
+ if (mos_nowinter == 0) {
+ if (countitem(7762) > 39 && BaseLevel > 59) {
+ set mos_nowinter,2;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who the hell are you?";
+ mes "You want me to kick your ass!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "No. They are...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You have our Yaga Pestles!";
+ mes "You have so many of them...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who, who are you?";
+ close;
+ }
+ else if (countitem(7762) > 39 && BaseLevel < 60) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Hohoho~";
+ mes "You cannot beat my friends!";
+ mes "I don't know where you got";
+ mes "those Yaga Pestles, but";
+ mes "give them back to me!";
+ set mos_nowinter,1;
+ set .@getback,rand(1,20);
+ delitem 7762,.@getback;
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who the hell are you?";
+ mes "You want me to kick your ass!";
+ set mos_nowinter,1;
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ }
+ else if (mos_nowinter == 1) {
+ if (countitem(7762) > 39 && BaseLevel > 59) {
+ set mos_nowinter,2;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who the hell are you.";
+ mes "You want me to kick your ass!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "No. They are...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You have our Yaga Pestles!";
+ mes "You have so many of them...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Who, who are you?";
+ close;
+ }
+ else if (countitem(7762) > 39 && BaseLevel < 60) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "You, chicken,";
+ mes "I need to kick your ass more.";
+ next;
+ if (Sex) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "I will bewitch";
+ mes "and enslave you.";
+ mes "Come here, Heeee!";
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Recently, I have no appetite.";
+ mes "But you will be";
+ mes "a good appetizer.";
+ mes "Come here, Heeeeeeeee.";
+ }
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ else {
+ mes "[Baba Yaga, the Horrible]";
+ mes "I need to kick your ass more.";
+ mes "Come here";
+ mes "to play a game";
+ mes "Heeeeeeeeeeee";
+ close2;
+ warp "mosk_dun02",53,217;
+ end;
+ }
+ }
+}
+
+mosk_in,215,46,5 script Baba Yaga, the Horrible 970,{
+ if (mos_nowinter == 0 || mos_nowinter == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Hohoho";
+ mes "I need to kick your ass more.";
+ mes "Come here,";
+ mes "to play a game.";
+ mes "Heeeeeeeee.";
close2;
- warp "mosk_dun01",257,190;
+ warp "mosk_dun02",53,217;
end;
}
- mes "-Chose to return-";
- close;
+ else if (mos_nowinter == 2) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me live, leave me alone, and don't come near me.";
+ mes "Stop, I am hungry and scared.";
+ next;
+ mes "-She is blabbing something weird.-";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Yes, if you let me live, I will compensate you";
+ mes "with a present, how about that?";
+ next;
+ if(select("A present?:I don't need.") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Yes, if you let me live";
+ mes "I will give you the Yaga Pestles";
+ mes "Aren't you gathering them?";
+ next;
+ select("I don't need them anymore.");
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "Kaaaaaaaaaak!";
+ mes "Please, let me live,";
+ mes "I will do anything you want.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Don't you need any cream for wounds";
+ mes "or indigestion?";
+ mes "They are a bit dirty,";
+ mes "but very useful.";
+ next;
+ select("Well...");
+ mes "[Baba Yaga, the Horrible]";
+ mes "How about this?";
+ mes "I bewitch this country so that";
+ mes "the winter will never come here again.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I guess that people will like it and";
+ mes "I'm sure that the Csar";
+ mes "will award you for it.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah? You seem";
+ mes "interested... ya?";
+ mes "What do you think about that?";
+ next;
+ if(select("Good, but I think you're lying.:I am not interested.") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Sure, you can trust me.";
+ mes "It is so complicated that I cannot";
+ mes "perform it on my own";
+ mes "I am not a liar.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "But, the problem is...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am not able to get the materials neccessary";
+ mes "because I don't feel good.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "So,";
+ mes "if you give me a hand,";
+ mes "I can use the magic that";
+ mes "stops winter from returning. Will you help me?";
+ next;
+ if(select("Ok, I will.:No. I don't like it.") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, do you accept?";
+ mes "Thank you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, I thank you for your kindness.";
+ mes "Let's cooperate and";
+ mes "make my Secret Medicine.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see... Ah...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is not used often.";
+ mes "I don't remember";
+ mes "where it is.";
+ mes "Could you please come back later?";
+ set mos_nowinter,5;
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Heeeek,";
+ mes "Just, just I need a little help.. It is really little.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Please, don't kill me...";
+ next;
+ mes "'Hmmm, what should I do...'";
+ set mos_nowinter,4;
+ close;
+ }
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Akkk... What on earth did you do to me...";
+ next;
+ mes "Hmm... What do you want...";
+ set mos_nowinter,3;
+ close;
+ }
+ }
+ else if (mos_nowinter == 3) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Akkkk!";
+ mes "You came back..";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "If you tell the Csar that";
+ mes "winter won't come back again";
+ mes "he will reward you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Isn't that better for you";
+ mes "than hurting me?";
+ next;
+ if(select("Ok, tell me the story.:Let me think...") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Certainly, trust me.";
+ mes "It is so complicated that I cannot";
+ mes "perform it on my own";
+ mes "I am not a liar.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "The problem is...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am not able to get the materials neccessary";
+ mes "because I don't feel good.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "So,";
+ mes "if you give me a hand.";
+ mes "I can use the magic that";
+ mes "stops winter from returning. Will you help me?";
+ next;
+ if(select("Ok, I will.:No. I don't like it.") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, do you accept?";
+ mes "Thank you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, I thank you for your kindness.";
+ mes "Let's cooperate and";
+ mes "make my Secret Medicine.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see... Ah...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is not used often.";
+ mes "I don't remember";
+ mes "where it is.";
+ mes "Could you please come back later?";
+ set mos_nowinter,5;
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Heeeeek,";
+ mes "Just, just I need a little help.. It is really little.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Please, don't kill me...";
+ next;
+ mes "'Hmm... what should I do...'";
+ set mos_nowinter,4;
+ close;
+ }
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "You think more...";
+ mes "What do you want from me...";
+ close;
+ }
+ else if (mos_nowinter == 4) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "You just need to help little,";
+ mes "really little...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, did you change your mind?";
+ next;
+ if(select("Ok, let's try.:Let me think more...") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, do you accept?";
+ mes "Thank you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, I thank you for your kindness.";
+ mes "Let's cooperate and";
+ mes "make my Secret Medicine.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see... Ah...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is not used often.";
+ mes "I don't remember";
+ mes "where it is.";
+ mes "Could you please come back later?";
+ set mos_nowinter,5;
+ close;
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "You think more...";
+ mes "What do you want from me...";
+ close;
+ }
+ else if (mos_nowinter == 5) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see...where the season spell...";
+ next;
+ mes "rummaging..";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, here it is... I found it!";
+ mes "Hoook~ Hoook~";
+ next;
+ mes "-What a dusty old book!-";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, open your ears.";
+ mes "It is so rare around here that";
+ mes "it is not easy for you to remember at once.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Above all,";
+ mes "I need 20 Grasshopper's Legs...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough,";
+ mes "Kaaak, Kaaaaak";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Sniff, sniff.";
+ mes "5 Spawn...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "eh... and...";
+ mes "20 Wings Of Red Bat...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see...";
+ mes "a glue, no, to cast a spell";
+ mes "10 Sticky Mucus...";
+ next;
+ if(select("...Are you sure?:A glue? You want me to kill you?!") == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Yes, yes, I am certain. Why don't you trust me...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough,";
+ mes "I am coughing now, so do not disturb me,";
+ mes "you write them down.";
+ set .@plus1,1;
+ next;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "No, It just...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhh, terrible.";
+ mes "Hey, relax your hand and";
+ mes "keep writing.";
+ mes "Forget the Sticky Mucus...";
+ next;
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "Where were we...";
+ mes "Cough, cough, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, yes. Next elements are";
+ mes "essential.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "10 Witched Starsand";
+ mes "10 Fine Grits...";
+ mes "Hooook, hooook~";
+ mes "Ekkkk, what a dusty book!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Next is for";
+ mes "someting hot.";
+ mes "1 Detonator";
+ mes "5 Red Blood,";
+ mes "and 10 Burning Hearts.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ah, and I need";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff0000Diamond^000000.";
+ next;
+ if (.@plus1 == 1) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ok, I am repeating the items.";
+ mes "Eh, they are...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000020 Grasshopper's Legs,";
+ mes "5 Spawn,";
+ mes "20 Wing Of Red Bat,";
+ mes "10 Sticky Mucus,";
+ mes "10 Witched Starsand^000000...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000010 Fine Grit,";
+ mes "1 Detonator,";
+ mes "5 Boody Red,";
+ mes "10 Burning Heart^000000 and,";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff00001 Diamond^000000.";
+ set mos_nowinter,6;
+ next;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ok, I am repeating the items.";
+ mes "Eh, they are...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000020 Grasshopper's Legs,";
+ mes "5 Spawn,";
+ mes "20 Wing Of Red Bat,";
+ mes "10 Witched Starsand^000000...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000010 Fine Grit,";
+ mes "1 Detonator,";
+ mes "5 Bloody Red,";
+ mes "10 Burning Heart^000000 and,";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff0000Diamond^000000.";
+ set mos_nowinter,7;
+ next;
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am preparing to make it,";
+ mes "you should get me them quickly. Cough, cough!";
+ close;
+ }
+ else if (mos_nowinter == 6) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhh... You came back early.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I'm almost prepared..";
+ mes "Did you get";
+ mes "all of the items?";
+ next;
+ if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(938) > 9 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
+ delitem 940,20;
+ delitem 908,5;
+ delitem 7006,20;
+ delitem 1061,10;
+ delitem 7041,10;
+ delitem 938,10;
+ delitem 1051,1;
+ delitem 990,5;
+ delitem 7097,10;
+ if (countitem(730) > 0) {
+ delitem 730,1;
+ }else{
+ if (countitem(731) > 0) {
+ delitem 731,1;
+ }else{
+ delitem 732,1;
+ }
+ }
+ set mos_nowinter,8;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Right, you got them all.";
+ mes "With this amount.. For some time...";
+ mes "No, to make the Secret Medicine,";
+ mes "These are enough, cough.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see, we have all";
+ mes "that we need...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhhh...";
+ mes "Huk!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough, cough!";
+ mes "Eh... I mean...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Have you heard the story of";
+ mes "a dragon sleeping for a long time?";
+ mes "Next thing that I need is";
+ mes "something from that dragon, kkkk.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You can find a funny-shaped bottle";
+ mes "in the dragon's lair.";
+ mes "It's a gourd bottle, that can";
+ mes "contain people's speech.";
+ mes "I must have this.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I don't know how strong you are,";
+ mes "but I would like to recommend that";
+ mes "you avoid fighting that dragon, Kaaaaak~";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Then, release me.";
+ mes "I want to do something,";
+ mes "...but, my life is the priority. Yes, it is... Cough, cough!";
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "I think";
+ mes "I need more, cough, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am not able to do";
+ mes "anything without them.";
+ mes "I am repeating the items in the list,";
+ mes "you should get them all, kaaaaak!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000020 Grasshopper's Legs,";
+ mes "5 Spawn,";
+ mes "20 Wings Of Red Bat";
+ mes "10 Sticky Mucus,";
+ mes "10 Witch Starsand^000000...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000010 Fine Grit,";
+ mes "1 Detonator,";
+ mes "5 Boody Red";
+ mes "10 Burning Hearts^000000 and";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff0000Diamond^000000.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough.";
+ mes "Hu, I talked so much";
+ mes "that it hurts me, Kaaaak~";
+ close;
+ }
+ }
+ else if (mos_nowinter == 7) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhh... You came back earlier.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I almost prepared";
+ mes "Did you get";
+ mes "all of them?";
+ next;
+ if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
+ delitem 940,20;
+ delitem 908,5;
+ delitem 7006,20;
+ delitem 1061,10;
+ delitem 7041,10;
+ delitem 1051,1;
+ delitem 990,5;
+ delitem 7097,10;
+ if (countitem(730) > 0) {
+ delitem 730,1;
+ }else{
+ if (countitem(731) > 0) {
+ delitem 731,1;
+ }else{
+ delitem 732,1;
+ }
+ }
+ set mos_nowinter,8;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Right, you got them all.";
+ mes "With this amount.. For some time......";
+ mes "No, to make the Secret Medicine.";
+ mes "These are enough, cough.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see, we have all";
+ mes "that we need...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehhh...";
+ mes "Huk!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough, cough!";
+ mes "Eh... I mean...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Have you heard the story of";
+ mes "a dragon sleeping for a long time?";
+ mes "Next thing that I need is";
+ mes "somwthing from that dragon, kkkk.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You can find a funny-shaped bottle";
+ mes "in the dragon's lair.";
+ mes "It's a gourd bottle, that can";
+ mes "contain people's speech.";
+ mes "I must have this.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I don't know how strong you are,";
+ mes "but I would like to recommend that";
+ mes "you avoid fighting that dragon, Kaaaaak~";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Then, release me.";
+ mes "I want to do something,";
+ mes "...but, my life is the priority. Yes, it is... Cough, cough!";
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "I think";
+ mes "I need more, cough, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I am not able to do";
+ mes "anything without them.";
+ mes "I am repeating the items in the list,";
+ mes "you should get them all, kaaaaak!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000020 Grasshopper's Legs,";
+ mes "5 Spawn,";
+ mes "20 Wings Of Red Bat,";
+ mes "10 Witch Starsand^000000...";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "^ff000010 Fine Grit,";
+ mes "1 Detonator,";
+ mes "5 Boody Red,";
+ mes "10 Burning Hearts^000000 and";
+ mes "a 1, 2, or 3 carat";
+ mes "^ff0000Diamond^000000.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Cough, cough.";
+ mes "Hu, I talked so much";
+ mes "that it hurts me, Kaaaak~";
+ close;
+ }
+ }
+ else if (mos_nowinter == 8) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is very, very hard to return alive";
+ mes "from a lair of a dragon";
+ mes "without strength and courage.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Unless you want to be killed,";
+ mes "you'd better forget";
+ mes "the magic gourd bottle, cough!";
+ close;
+ }
+ else if (mos_nowinter == 9) {
+ if (countitem(7761) > 0) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Akkkk?";
+ mes "Did you really bring it";
+ mes "from the lair of the dragon...?";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You are superbly great.";
+ mes "I don't know whether";
+ mes "you killed the dragon or";
+ mes "you just stole it from the dragon,";
+ mes "either way I don't care.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is great that";
+ mes "you've returned alive";
+ mes "from the lair of the dragon, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Here, I told you before that";
+ mes "this gourd bottle can";
+ mes "contain people's speech";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "The next thing that we have to do";
+ mes "is to recieve sincere speechs from";
+ mes "people with this bottle.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "The important thing is that";
+ mes "you cannot force them to speak.";
+ mes "For example, you cannot tell them";
+ mes "to say 'I don't want winter to come.'";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You should have them";
+ mes "speak naturally.";
+ mes "Ah, one more thing that";
+ mes "you have to take care to remember.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "You need to have the";
+ mes "voices of three people.";
+ mes "From a child, a young person and a";
+ mes "middle aged person.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "The magic is not just witchcraft";
+ mes "This type of magic is effective";
+ mes "only by embodying the desires of people.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Take care of yourself, cough, cough.";
+ set mos_nowinter,10;
+ close;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is very, very hard to return alive";
+ mes "from a lair of a dragon";
+ mes "without strength and courage.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Unless you want to be killed";
+ mes "you'd better forget";
+ mes "the magic gourd bottle, cough!";
+ close;
+ }
+ }
+ else if (mos_nowinter == 10) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "To make the magic,";
+ mes "I need you to contain";
+ mes "the wish phrase 'I don't want winter to come.'";
+ mes "from the three people, kkk.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "But, one thing that you need to remember";
+ mes "is, do not force them to say it!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Next,";
+ mes "you should contain the word from";
+ mes "a child, a young man and a middle aged man.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, take care of yourself.";
+ mes "Cough, cough, cough!";
+ close;
+ }
+ else if (mos_nowinter > 10 && mos_nowinter < 14) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "My place has been revealed, cough, cough.";
+ mes "because of you!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "What did you do outside?";
+ mes "The soldiers of the Csar are";
+ mes "surrounding here so that";
+ mes "I cannot go out.";
+ close;
+ }
+ else if (mos_nowinter == 14) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Did you do";
+ mes "what I told";
+ mes "you to do?";
+ next;
+ if (countitem(7761) > 0) {
+ delitem 7761,1;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Anyway, give me the bottle and";
+ mes "think about";
+ mes "what to do, cough!";
+ next;
+ }else{
+ mes "[Baba Yaga, the Horrible]";
+ mes "Where is the Gourd Bottle?";
+ mes "I can't do anything without it.";
+ mes "Cough, cough!";
+ close;
+ }
+ mes "[Baba Yaga, the Horrible]";
+ mes "This bottle will be";
+ mes "used later and now,";
+ mes "the last step remains";
+ mes "to complete the work.";
+ mes "Pass me the book.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "My abilities are deteriorating";
+ mes "and magic should only be";
+ mes "done by a single person.";
+ mes "So, you must compound the materials yourself,";
+ mes "kaaaaak!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "I know it is hard to do,";
+ mes "but it is the magic that";
+ mes "embodies and reveals";
+ mes "people's desires.";
+ mes "It is useless unless you put your";
+ mes "full effort into it, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ok, you see that book??";
+ mes "The letters on the book ";
+ mes "are illegible,";
+ mes "But you'll be able to read it 'cuz";
+ mes "I added comments under the lines for you.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Read carefully and just follow what";
+ mes "it tells you.";
+ mes "The magic is complete.";
+ mes "Do your best,";
+ mes "Cough!";
+ set mos_nowinter,15;
+ close;
+ }
+ else if (mos_nowinter == 15 || mos_nowinter == 16) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Magic does not come from";
+ mes "something mysterious.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "It is your effort";
+ mes "that makes magic.";
+ mes "There is a saying,";
+ mes "if you really want it,";
+ mes "it will happen, cough!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Here, according to the book";
+ mes "put the materials in the pot and";
+ mes "boil them for some time.";
+ close;
+ }
+ else if (mos_nowinter == 17) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Ehmmm...";
+ mes "Don't you think that";
+ mes "something is wrong?";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Well, try it again.";
+ mes "We still have enough materials.";
+ set mos_nowinter,16;
+ close;
+ }
+ else if (mos_nowinter == 18) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Let me see, hmm!";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Hmm, this might be your first time, but";
+ mes "this is good.";
+ mes "You may be talented, kkkk.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Now then, we are in the final step.";
+ mes "I'll put the medicine in the bottle,";
+ mes "you break it by dropping it";
+ mes "in the center of the town.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "If you do this, what the viallagers want";
+ mes "will be happeing,";
+ mes "forever.";
+ set mos_nowinter,19;
+ getitem 7765,1;
+ close;
+ }
+ else if (mos_nowinter == 19) {
+ mes "[Baba Yaga, the Horrible]";
+ mes "You just drop the bottle";
+ mes "in the middle of the village";
+ mes "to break it.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "And then,";
+ mes "It doesn't matter to me";
+ mes "if you tell the whole town or";
+ mes "report to the Csar to be praised.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "But, don't come back to me, cough, cough.";
+ close;
+ }
+ else {
+ mes "[Baba Yaga, the Horrible]";
+ mes "Hey,";
+ mes "I told you";
+ mes "to never come back, cough.";
+ next;
+ mes "[Baba Yaga, the Horrible]";
+ mes "Stop disturbing me.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Book
+//----------------------------------------------------------------------------
+mosk_in,217,45,0 script #book_russia 111,{
+ if (mos_nowinter == 15) {
+ mes "-Beside the pot,";
+ mes "There is an unusually large book.";
+ mes "The letters are in disarray and";
+ mes "some of them, I can't understand.";
+ mes "The comments by Baba Yaga";
+ mes "help me read some of them.-";
+ next;
+ mes "-Ok, time to read it.-";
+ next;
+ mes "...Therefore, this spell is";
+ mes "particularly good among our mighty ones.";
+ mes "Usually, the magic is considered";
+ mes "as a contract with evil.";
+ mes "But, the following is not the power";
+ mes "of Hell but of Nature and the spirit of humans.";
+ mes "I already told you that this spell";
+ mes "has 2 features as follows.";
+ mes "First, it changes natural phenomenon.";
+ mes "Unlike the idea from foolish scholars,";
+ mes "this world is composed of invisable and precise orders.";
+ mes "The things that people call";
+ mes "miracles are made by stimulating";
+ mes "them or simply altering their arrangement.";
+ mes "Most of the spells for weather";
+ mes "changing are included in them and";
+ mes "they require a high level of comprehension.";
+ mes "The orders of this world are not simply aligned.";
+ mes "It is amost impossible to observe";
+ mes "the smallest and detailed part of";
+ mes "them and completely understand their structure";
+ mes "However, it is not that difficult";
+ mes "to repeat the spells that are already made.";
+ mes "This thick spell book is for that purpose.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That? That's just the preface?!";
+ next;
+ mes "...The second feature is";
+ mes "This spell book represents the desire of mankind.";
+ mes "Their spirit is so great,";
+ mes "sometimes flames in their hearts";
+ mes "are embodied and become reality.";
+ mes "Now, practice one of the spells for weather.";
+ mes "You have to go to a damp and deserted place,";
+ mes "and have a pot of melting materials";
+ mes "along with the spirit of the caster.";
+ mes "The next spells should be conducted";
+ mes "through the exact process.";
+ mes "If you realize that something is";
+ mes "wrong, you'd MUST stop immediately.";
+ mes "To prevent the ordinary from";
+ mes "abusing the magic,";
+ mes "the narratives of the materials are metaphors,";
+ mes "but, whoever understands this can";
+ mes "read everything in it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It just accounts for the spell.";
+ mes "What a long preface.";
+ mes "I'll mark this spot.";
+ mes "so I can easily find the mixing";
+ mes "process next time...";
+ set mos_nowinter,16;
+ next;
+ mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+ mes "First of all, you need to put and";
+ mes "mix the first 3 things in a pre-heated pot.";
+ mes "The extended arms of those who stalk at night,";
+ mes "The rotten mixture of plants and animals,";
+ mes "and the limbs of one going forward,";
+ mes "who wants to run backward.";
+ mes "This first stage should be complete.";
+ mes "Just after this stage, the mixture";
+ mes "will barely show any alteration.";
+ mes "After this, you must add the liquid";
+ mes "that aids all life and stir 20 times.";
+ mes "At this point you will certainly";
+ mes "see its color and smell changing.";
+ mes "Remember that if you realize that";
+ mes "something is wrong, you must stop and start over.";
+ mes "Following these precise steps are";
+ mes "most important when working on magic.";
+ mes "Next, 2 things must be put in the pot.";
+ mes "First, objects that are seen when";
+ mes "looking at the night sky.";
+ mes "Second the pretty mass of earth,";
+ mes "slipping through even when watered.";
+ mes "You should check if it's smell has changed.";
+ mes "Then stir it well 15 times.";
+ mes "It's color will change.";
+ mes "The final ingredients will be those";
+ mes "that contain heat.";
+ mes "You must follow the order.";
+ mes "Stones that have the attribute of sun,";
+ mes "brains of a marine sphere,";
+ mes "the organ of passion,";
+ mes "and a stone that cannot be cut.";
+ mes "Once the final ingredient is placed in the pot,";
+ mes "It will be over.";
+ mes "The solution must be sprinkled at";
+ mes "the place where you want to affect,";
+ mes "the changing of the seasons.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'll mark this page so that I";
+ mes "know where to read next time.";
+ close;
+ }
+ else if (mos_nowinter == 16) {
+ if(select("Read from the preface.:Read from the marked page.") == 1) {
+ mes "...Therefore, this spell is";
+ mes "particularly good among our mighty ones.";
+ mes "Usually, the magic is considered";
+ mes "as a contract with evil.";
+ mes "But, the following is not the power";
+ mes "of Hell but of Nature and the spirit of humans.";
+ mes "I already told you that this spell";
+ mes "has 2 features as follows.";
+ mes "First, it changes natural phenomenon.";
+ mes "Unlike the idea from foolish scholars,";
+ mes "this world is composed of invisable and precise orders.";
+ mes "The things that people call";
+ mes "miracles are made by stimulating";
+ mes "them or simply altering their arrangement.";
+ mes "Most of the spells for weather";
+ mes "changing are included in them and";
+ mes "they require a high level of comprehension.";
+ mes "The orders of this world are not simply aligned.";
+ mes "It is amost impossible to observe";
+ mes "the smallest and detailed part of";
+ mes "them and completely understand their structure";
+ mes "However, it is not that difficult";
+ mes "to repeat the spells that are already made.";
+ mes "This thick spell book is for that purpose.";
+ next;
+ mes "...The second feature is";
+ mes "This spell book represents the desire of mankind.";
+ mes "Their spirit is so great,";
+ mes "sometimes flames in their hearts";
+ mes "are embodied and become reality.";
+ mes "Now, practice one of the spells for weather.";
+ mes "You have to go to a damp and deserted place,";
+ mes "and have a pot of melting materials";
+ mes "along with the spirit of the caster.";
+ mes "The next spells should be conducted";
+ mes "through the exact process.";
+ mes "If you realize that something is";
+ mes "wrong, you'd MUST stop immediately.";
+ mes "To prevent the ordinary from";
+ mes "abusing the magic,";
+ mes "the narratives of the materials are metaphors,";
+ mes "but, whoever understands this can";
+ mes "read everything in it.";
+ next;
+ mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+ mes "First of all, you need to put and";
+ mes "mix the first 3 things in a pre-heated pot.";
+ mes "The extended arms of those who stalk at night,";
+ mes "The rotten mixture of plants and animals,";
+ mes "and the limbs of one going forward,";
+ mes "who wants to run backward.";
+ mes "This first stage should be complete.";
+ mes "Just after this stage, the mixture";
+ mes "will barely show any alteration.";
+ mes "After this, you must add the liquid";
+ mes "that aids all life and stir 20 times.";
+ mes "At this point you will certainly";
+ mes "see its color and smell changing.";
+ mes "Remember that if you realize that";
+ mes "something is wrong, you must stop and start over.";
+ mes "Following these precise steps are";
+ mes "most important when working on magic.";
+ mes "Next, 2 things must be put in the pot.";
+ mes "First, objects that are seen when";
+ mes "looking at the night sky.";
+ mes "Second the pretty mass of earth,";
+ mes "slipping through even when watered.";
+ mes "You should check if it's smell has changed.";
+ mes "Then stir it well 15 times.";
+ mes "It's color will change.";
+ mes "The final ingredients will be those";
+ mes "that contain heat.";
+ mes "You must follow the order.";
+ mes "Stones that have the attribute of sun,";
+ mes "brains of a marine sphere,";
+ mes "the organ of passion,";
+ mes "and a stone that cannot be cut.";
+ mes "Once the final ingredient is placed in the pot,";
+ mes "It will be over.";
+ mes "The solution must be sprinkled at";
+ mes "the place where you want to affect,";
+ mes "the changing of the seasons.";
+ close;
+ }
+ mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+ mes "First of all, you need to put and";
+ mes "mix the first 3 things in a pre-heated pot.";
+ mes "The extended arms of those who stalk at night,";
+ mes "The rotten mixture of plants and animals,";
+ mes "and the limbs of one going forward,";
+ mes "who wants to run backward.";
+ mes "This first stage should be complete.";
+ mes "Just after this stage, the mixture";
+ mes "will barely show any alteration.";
+ mes "After this, you must add the liquid";
+ mes "that aids all life and stir 20 times.";
+ mes "At this point you will certainly";
+ mes "see its color and smell changing.";
+ mes "Remember that if you realize that";
+ mes "something is wrong, you must stop and start over.";
+ mes "Following these precise steps are";
+ mes "most important when working on magic.";
+ mes "Next, 2 things must be put in the pot.";
+ mes "First, objects that are seen when";
+ mes "looking at the night sky.";
+ mes "Second the pretty mass of earth,";
+ mes "slipping through even when watered.";
+ mes "You should check if it's smell has changed.";
+ mes "Then stir it well 15 times.";
+ mes "It's color will change.";
+ mes "The final ingredients will be those";
+ mes "that contain heat.";
+ mes "You must follow the order.";
+ mes "Stones that have the attribute of sun,";
+ mes "brains of a marine sphere,";
+ mes "the organ of passion,";
+ mes "and a stone that cannot be cut.";
+ mes "Once the final ingredient is placed in the pot,";
+ mes "It will be over.";
+ mes "The solution must be sprinkled at";
+ mes "the place where you want to affect,";
+ mes "the changing of the seasons.";
+ close;
+ }
+ else if (mos_nowinter > 14) {
+ mes "-This book is the magic book that";
+ mes "helped me make the medicine, but,";
+ mes "I never want to read it again.-";
+ close;
+ }
+ else {
+ mes "-It's an unusually large book laid down, open.-";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Mixing Pot
+//----------------------------------------------------------------------------
+mosk_in,221,43,0 script #bowl 111,{
+ if (mos_nowinter == 16) {
+ mes "-It is a very dirty pot.";
+ mes "Something is boiling";
+ mes "Baba Yaga might have done something";
+ mes "with it.";
+ mes "Well, let's get it started.-";
+ next;
+ while(1) {
+ mes "-Something is still being boiled in the pot.";
+ mes "What am I going to do?-";
+ next;
+ switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+ case 1:
+ switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
+ case 1:
+ if (.@bat > 0) {
+ mes "-I put the Powder Of Wing Of Bat in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ }else{
+ mes "-I put the Powder Of Wing Of Bat in the pot.";
+ mes "It's color slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@bat,.@bat+1;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ }
+ next;
+ break;
+ case 2:
+ if (.@mush > 0) {
+ mes "-I put the Liquid Of Spawn in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ }else{
+ mes "-I put the Liquid Of Spawn in the pot.";
+ mes "It's color slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@mush,.@mush+1;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ }
+ next;
+ break;
+ case 3:
+ if (.@locker > 0) {
+ mes "-I put the Grasshopper's Leg in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ }else{
+ mes "-I put the Grasshopper's Leg in the pot.";
+ mes "It's color slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@locker,.@locker+1;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ }
+ next;
+ break;
+ case 4:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its smell slightly changes.-";
+ next;
+ break;
+ case 5:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Fine Grit in the pot.";
+ mes "Its smell slightly changes.-";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I pour water in the pot a little.";
+ mes "The liquid has become thin.";
+ mes "No other remarkable changes";
+ mes "have happened.-";
+ next;
+ break;
+ case 3:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I stir it up";
+ mes "with a stick several times.";
+ mes "No other remarkable changes";
+ mes "have happened.-";
+ next;
+ break;
+ case 4:
+ specialeffect EF_POISONATTACK;
+ mes "["+strcharinfo(0)+"]";
+ mes "I will tell Baba Yaga that";
+ mes "the work has been done.";
+ set mos_nowinter,17;
+ close;
+ }
+ if (.@nankai == 3) {
+ }
+ }
+ specialeffect EF_BUBBLE;
+ mes "-The liquid has been changed";
+ mes "and is now bubbling.";
+ mes "It seems to have shrunk,";
+ mes "but not by much.-";
+ next;
+ mes "-Anyway, the first step is done";
+ mes "let's go on the next stage.-";
+ next;
+ while(1) {
+ mes "-Well, What am I going to do?-";
+ next;
+ switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+ case 1:
+ switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
+ case 1:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Powder Of Wing Of Bat in it.";
+ mes "It's smell drastically changes.-";
+ next;
+ break;
+ case 2:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Liquid Of Spawn in the pot.";
+ mes "It's smell drastically changes.-";
+ next;
+ break;
+ case 3:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Grasshopper's Leg in the pot.";
+ mes "It's smell drastically changes.-";
+ next;
+ break;
+ case 4:
+ if (.@nankai == 5 || .@nankai == 6) {
+ if (.@star > 0) {
+ specialeffect EF_POISONHIT;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its color slightly changes.-";
+ next;
+ }else{
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@star,.@star+1;
+ next;
+ }
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its color slightly changes.-";
+ set .@star,.@star+1;
+ next;
+ }
+ set .@nankai,.@nankai+1;
+ break;
+ case 5:
+ if (.@nankai == 5 || .@nankai == 6) {
+ if (.@sand > 0) {
+ specialeffect EF_POISONHIT;
+ mes "-I put the Fine Grit in the pot.";
+ mes "Its color slightly changes.-";
+ next;
+ }else{
+ mes "-I put the Fine Grit in the pot.";
+ mes "Its smell slightly changes.-";
+ specialeffect EF_SMOKE;
+ set .@sand,.@sand+1;
+ set .@maho,.@maho+1;
+ next;
+ }
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Fine Grit in the pot.";
+ mes "Its color slightly changes.-";
+ set .@sand,@sand+1;
+ next;
+ }
+ set .@nankai,.@nankai+1;
+ }
+ break;
+ case 2:
+ if (.@nankai == 3) {
+ mes "-I pour water in the pot a little.";
+ mes "The boiling sounds stronger as if";
+ mes "something in the cloudy liquid";
+ mes "has changed.-";
+ specialeffect EF_DRAGONSMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I pour water in the pot and, the liquid gets thin.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 3:
+ if (.@nankai == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I will stir it up this time.";
+ mes "How many times should I..?";
+ next;
+ input .@input;
+ if (.@input == 20) {
+ mes "-It must be 20 times.-";
+ next;
+ specialeffect EF_WIND;
+ mes "-Stirring up makes it";
+ mes "brighter and";
+ mes "its smell gets";
+ mes "more bearable.";
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ else if (.@input == 0) {
+ mes "-I won't stir it up.-";
+ next;
+ }
+ else if (.@input > 100) {
+ mes "-It won't be able";
+ mes "to stir so many times.";
+ mes "Let me think again.-";
+ next;
+ }
+ else {
+ mes "-Yes, it must be " + .@input + " times.-";
+ next;
+ mes "-I stir it up really hard.";
+ mes "It is boiled.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ }else{
+ mes "-Bubble, bubble-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Something changed?";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 4:
+ mes "["+strcharinfo(0)+"]";
+ mes "I will tell Baba Yaga that";
+ mes "it has been done.";
+ set mos_nowinter,17;
+ specialeffect EF_POISONATTACK;
+ close;
+ }
+ if (.@nankai == 7) {
+ }
+ }
+ mes "-I am sure that the book told me";
+ mes "to wait for some time.-";
+ next;
+ mes "............";
+ next;
+ mes "............";
+ next;
+ mes "-The smell of the liquid boiling in";
+ mes "the pot has changed enough.";
+ mes "Let's go on to the next stage.-";
+ next;
+ while(1) {
+ mes "-Well, What am I going to do?-";
+ next;
+ switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+ case 1:
+ if (.@nankai != 11) {
+ switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart")) {
+ case 1:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "Its smell slightly changes.-";
+ next;
+ break;
+ case 2:
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ mes "I put the Fine Grit in the pot.";
+ mes "Its smell slightly changes.-";
+ next;
+ break;
+ case 3:
+ if (.@nankai == 9) {
+ mes "-I put the Detonator in the pot.";
+ mes "The smell has been changed a little.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Detonator in the pot.";
+ mes "The smell gets worse.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 4:
+ if (.@nankai == 8) {
+ mes "-I put the Boody Red in the pot.-";
+ mes "The smell has been changed a little.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Boody Red in the pot.";
+ mes "The smell gets worse.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 5:
+ if (.@nankai == 10) {
+ mes "-I put the Burning Heart in the pot.";
+ mes "The smell has been changed a little.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }else{
+ specialeffect EF_POISONHIT;
+ mes "-I put the Burning Heart in the pot.";
+ mes "The smell gets worse.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ }
+ }else{
+ switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart:Piece Of Diamond")) {
+ case 1:
+ set .@nankai,.@nankai+1;
+ specialeffect EF_POISONHIT;
+ mes "-I put the Starsand Of Witch in the pot.";
+ mes "The smell gets worse.-";
+ next;
+ break;
+ case 2:
+ set .@nankai,.@nankai+1;
+ specialeffect EF_POISONHIT;
+ mes "I put the Fine Grit in the pot.";
+ mes "The smell gets worse.-";
+ next;
+ break;
+ case 3:
+ mes "-I put the Detonator in the pot.";
+ mes "The smell gets worse.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ next;
+ break;
+ case 4:
+ mes "-I put the Boody Red in the pot.";
+ mes "The smell gets worse.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ next;
+ break;
+ case 5:
+ mes "-I put the Burning Heart in the pot.";
+ mes "The smell gets better.-";
+ specialeffect EF_POISONHIT;
+ set .@nankai,.@nankai+1;
+ next;
+ break;
+ case 6:
+ mes "-I put a Piece Of Diamond in the pot.";
+ mes "The solution alters in color.-";
+ specialeffect EF_SMOKE;
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ break;
+ }
+ }
+ break;
+ case 2:
+ set .@nankai,.@nankai+1;
+ mes "-I pour water in the pot a little.";
+ mes "The smell gest better.-";
+ next;
+ break;
+ case 3:
+ if (.@nankai == 7) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I will stir it up this time.";
+ mes "How many times should I...?";
+ next;
+ input .@input;
+ if (.@input == 15) {
+ mes "-It must be 15 times.-";
+ next;
+ specialeffect EF_WIND;
+ mes "-Stirring up makes it";
+ mes "brighter.-";
+ set .@maho,.@maho+1;
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ else if (.@input == 0) {
+ mes "-I won't stir it up.-";
+ next;
+ }
+ else if (.@input > 100) {
+ mes "-It won't be to";
+ mes "stir so many times.";
+ mes "Let me think again.-";
+ next;
+ }
+ else {
+ mes "-Yes, it must be " + .@input + " times.-";
+ next;
+ mes "-I stir it up really hard.";
+ mes "It is boiled.-";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ }else{
+ mes "-Bubble, bubble-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Something changed?";
+ set .@nankai,.@nankai+1;
+ next;
+ }
+ break;
+ case 4:
+ if (.@maho == 12) {
+ mes "-It seems that the work is over.";
+ mes "I need to show this to Baba Yaga.-";
+ set mos_nowinter,18;
+ specialeffect EF_GASPUSH;
+ close;
+ }else{
+ mes "-It seems that the work is over.";
+ mes "I need to show this to Baba Yaga.-";
+ specialeffect EF_POISONATTACK;
+ set mos_nowinter,17;
+ close;
+ }
+ }
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Center of Town
+//----------------------------------------------------------------------------
+moscovia,224,190,0 script #nowinterplz 844,{
+ if (mos_nowinter == 19) {
+ if (countitem(7765) > 0) {
+ mes "["+strcharinfo(0)+"]";
+ mes "This place must be";
+ mes "the center of town...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, let's do it!";
+ next;
+ mes "-I drop the magic bottle";
+ mes "containing Baba Yaga's";
+ mes "Secret Medicine.-";
+ delitem 7765,1;
+ specialeffect EF_BARRIER;
+ set mos_nowinter,20;
+ next;
+ mes "-You feel like your";
+ mes "body is heating up.";
+ mes "It's much hotter";
+ mes "than before.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm sure that the season has changed";
+ mes "But how can I confirm this?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "First I'm going to see the Csar.";
+ mes "He would like to hear about this.";
+ close;
+ }else{
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, where did I place";
+ mes "the magic bottle that Baba Yaga gave to me...";
+ close;
+ }
+ }else{
+ end;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Villagers
+//----------------------------------------------------------------------------
+moscovia,252,203,5 script A Little Girl#mos1 958,{
+ if (mos_nowinter == 10) {
+ if (mos_kid == 1) {
+ mes "[Yosefina]";
+ mes "Baba Yaga, the Horrible Cannibal";
+ mes "is living outside the town.";
+ next;
+ mes "[Yosefina]";
+ mes "My mom told me.";
+ mes "that she is real.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("Do you like the warm weather, little girl?");
+ if (.@kid > 70) {
+ mes "[Yosefina]";
+ mes "Yes, I like it very much~";
+ mes "I never want it to leave. I don't want winter to come.";
+ specialeffect2 EF_SUMMONSLAVE;
+ set mos_kid,1;
+ if (mos_middle == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Yosefina]";
+ mes "Yes, I like it very much~";
+ mes "But, as soon as the sun sets I must go back home.";
+ next;
+ mes "[Yosefina]";
+ mes "Baba Yaga kidnaps";
+ mes "bad kids wandering";
+ mes "in the night, I heard.";
+ close;
+ }
+ }
+ }else{
+ mes "[Yosefina]";
+ mes "Baba Yaga, the Horrible Cannibal";
+ mes "is living outside the town.";
+ next;
+ mes "[Yosefina]";
+ mes "My mom told me.";
+ mes "that she is real.";
+ close;
+ }
+}
+
+moscovia,233,204,3 script A Young Man#mos2 968,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Fedor]";
+ mes "Finally, winter is over.";
+ mes "Spring is coming";
+ mes "to my mind...";
+ close;
+ }else{
+ select("You don't like winter, do you?");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Fedor]";
+ mes "No, I don't like the cold winter.";
+ mes "And I get angry when";
+ mes "seeing couples.";
+ specialeffect2 EF_SUMMONSLAVE;
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Fedor]";
+ mes "Huuuu, I wish I could have a girlfriend";
+ mes "I would be able to enjoy the warm sunlight better...";
+ next;
+ mes "[Fedor]";
+ mes "Who are you?";
+ mes "Don't make matters worse!";
+ close;
+ }
+ }
+ }else{
+ mes "[Fedor]";
+ mes "Finally, winter is over.";
+ mes "Spring is coming";
+ mes "to my mind...";
+ close;
+ }
+}
+
+moscovia,219,229,5 script A Middle-Aged Man#mos3 964,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Viktor]";
+ mes "Our people are very, very";
+ mes "proud of their strength and";
+ mes "invincible spirits.";
+ next;
+ mes "[Viktor]";
+ mes "It doesn't matter to us";
+ mes "how cold the winter is!";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("Who ever likes the winter?");
+ if (.@kid > 70) {
+ mes "[Viktor]";
+ mes "Tell me about it!";
+ mes "Everyone will be sad";
+ mes "when it comes again.";
+ mes "I don't want winter to come.";
+ specialeffect2 EF_SUMMONSLAVE;
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Viktor]";
+ mes "Hmm, do you think so...";
+ mes "I am too familar with both";
+ mes "summer and winter to care much for";
+ mes "one over the other.";
+ close;
+ }
+ }
+ }else{
+ mes "[Viktor]";
+ mes "Our people are very, very";
+ mes "proud of their strength and";
+ mes "invincible spirits.";
+ next;
+ mes "[Viktor]";
+ mes "It doesn't matter to us";
+ mes "how cold the winter is!";
+ close;
+ }
+}
+
+moscovia,255,203,3 script A Little Boy#mos4 962,{
+ if (mos_nowinter == 10) {
+ if (mos_kid == 1) {
+ mes "[Vasili]";
+ mes "Wow, he is";
+ mes "an adventurer, an adventurer!!";
+ next;
+ mes "[Vasili]";
+ mes "Tell me your exciting story.";
+ mes "Have you fought a dragon?";
+ mes "Where is your gold-shining sword and shield?";
+ mes "Where?";
+ close;
+ }else{
+ mes "[Vasili]";
+ mes "Wow, he is";
+ mes "an adventurer, an adventurer!!";
+ next;
+ mes "[Vasili]";
+ mes "Why did you come here?";
+ mes "Don't you have any colleague?";
+ mes "I heard that the heroes in epics were tall,";
+ mes "but, why are you so small?";
+ mes "Where is your gold-shining sword?";
+ mes "I heard that the armor gliterred white,";
+ mes "but, why don't you have on the armor?";
+ mes "Won't you go for aonther adventure?";
+ mes "How can you do it in the cold and snowy winter?";
+ next;
+ set .@kid,rand(1,100);
+ select("I will go if it gets warm.");
+ if (.@kid > 70) {
+ mes "[Vasili]";
+ mes "Will you? I will also";
+ mes "go out for adventures";
+ mes "with shining armor and";
+ mes "a long and heavy sword";
+ mes "some day.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Vasili]";
+ mes "If winter is gone,";
+ mes "it is much easier to go on adventures.";
+ set mos_kid,1;
+ if (mos_middle == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Vasili]";
+ mes "Ah, when are you leaving?";
+ mes "Where are you going this time?";
+ next;
+ mes "[Vasili]";
+ mes "Will you go to slay the dragon,";
+ mes "that breathes fire and can";
+ mes "exterminates 10 men by flapping";
+ mes "its wings once?";
+ close;
+ }
+ }
+ }else{
+ mes "[Vasili]";
+ mes "Wow, he is";
+ mes "an adventurer, an adventurer!!";
+ next;
+ mes "[Vasili]";
+ mes "Tell me your exciting story.";
+ mes "Have you fought a dragon?";
+ mes "Where is your gold-shining sword and shield?";
+ mes "Where?";
+ close;
+ }
+}
+
+moscovia,204,188,5 script A Lady#mos5 959,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Katya]";
+ mes "The spring has come~";
+ next;
+ mes "[Katya]";
+ mes "A million sunflowers are blooming~";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("You look good today.");
+ if (.@kid > 70) {
+ mes "[Katya]";
+ mes "Yes, I feel good.";
+ mes "When it gets warm, sunflowers bloom.";
+ mes "The sunflower is the symbol";
+ mes "of this province.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Katya]";
+ mes "I wish that winter never comes back and";
+ mes "I could see sunflowers everyday.";
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Katya]";
+ mes "Yes, I feel good.";
+ mes "When it gets warm, sunflowers bloom.";
+ mes "The sunflower is the symbol";
+ mes "of this province.";
+ close;
+ }
+ }
+ }else{
+ mes "[Katya]";
+ mes "The spring has come~";
+ next;
+ mes "[Katya]";
+ mes "A million sunflowers are blooming~";
+ close;
+ }
+}
+
+moscovia,167,97,3 script A Lady#mos6 961,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Roza]";
+ mes "Naughty children get too";
+ mes "excited in the warm days.";
+ next;
+ mes "[Roza]";
+ mes "Where is the sun?";
+ mes "Where is it hiding?";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("The weather is getting warmer.");
+ if (.@kid > 70) {
+ mes "[Roza]";
+ mes "Yes, kids like it and";
+ mes "flowers are blooimg.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Roza]";
+ mes "Who ever likes the cold and dark winter?";
+ mes "I hope this weather last forever.";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Roza]";
+ mes "In the warm days,";
+ mes "I'm in trouble.";
+ mes "It's too hard to control";
+ mes "the children.";
+ next;
+ mes "[Roza]";
+ mes "I think";
+ mes "I need winter again.";
+ close;
+ }
+ }
+ }else{
+ mes "[Roza]";
+ mes "Naughty children get too";
+ mes "excited in the warm days.";
+ next;
+ mes "[Roza]";
+ mes "Where is the sun?";
+ mes "Where is it hiding?";
+ close;
+ }
+}
+
+moscovia,202,102,3 script A Little Boy#mos7 962,{
+ if (mos_nowinter == 10) {
+ if (mos_kid == 1) {
+ mes "[Feliks]";
+ mes "This is the story";
+ mes "about a terrible dragon.";
+ next;
+ mes "[Feliks]";
+ mes "It is sleeping";
+ mes "in its lair,";
+ mes "but, it destroys everything";
+ mes "around it when it awakes.";
+ next;
+ mes "[Feliks]";
+ mes "This came from my grandma's";
+ mes "grandma's grandma's";
+ mes "grandma's grandma's";
+ mes "grandma's grandma.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("Do you like mysterious stories?");
+ if (.@kid > 70) {
+ mes "[Feliks]";
+ mes "Yes, I love them.";
+ mes "But, in winter,";
+ mes "nobody comes out of their homes.";
+ mes "So its not very fun.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Feliks]";
+ mes "If winter never comes";
+ mes "I can have";
+ mes "fun all the time...";
+ set mos_kid,1;
+ if (mos_middle == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Feliks]";
+ mes "Yes, my Grandma told me";
+ mes "fairy-tales.";
+ mes "The winter is cold, but";
+ mes "it is fun to hear them.";
+ close;
+ }
+ }
+ }else{
+ mes "[Feliks]";
+ mes "This is the story";
+ mes "about a terrible dragon.";
+ next;
+ mes "[Feliks]";
+ mes "It is sleeping";
+ mes "in its lair,";
+ mes "but, it destroys everything";
+ mes "around it when it awakes.";
+ next;
+ mes "[Feliks]";
+ mes "This came from my grandma's";
+ mes "grandma's grandma's";
+ mes "grandma's grandma's";
+ mes "grandma's grandma.";
+ close;
+ }
+}
+
+moscovia,220,172,3 script A Young Man#mos8 968,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Ilyav]";
+ mes "I am going to adventure";
+ mes "to experience new worlds";
+ mes "as you do.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ mes "[Ilyav]";
+ mes "I am going to adventure";
+ mes "to experience new worlds";
+ mes "as you do.";
+ next;
+ select("When do you feel good?");
+ if (.@kid > 70) {
+ mes "[Ilyav]";
+ mes "When the weather is as good as recently";
+ mes "I feel an impulse to adventure";
+ mes "many times a day.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Ilyav]";
+ mes "But, I don't want to in the cold winter.";
+ mes "Hu, if the weather everday was as good as lately,";
+ mes "I would like to go out a lot more.";
+ mes "I hate winter...";
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Ilyav]";
+ mes "Well...";
+ mes "I don't know.";
+ mes "I just am sometimes.";
+ close;
+ }
+ }
+ }else{
+ mes "[Ilyav]";
+ mes "I am going to adventure";
+ mes "to experience new worlds";
+ mes "as you do.";
+ close;
+ }
+}
+
+moscovia,253,175,3 script A Man#mos9 964,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Orek]";
+ mes "The present Csar is a bit strict and";
+ mes "terrible, but";
+ mes "he actually loves";
+ mes "his people.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("What do you usually do in winter?");
+ if (.@kid > 70) {
+ mes "[Orek]";
+ mes "It is too cold in winter so I don't go outside.";
+ mes "There's so much snow that it makes it hard to go";
+ mes "around here and there.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Orek]";
+ mes "In winter, fishing is more difficult,";
+ mes "anyway, it is bad for us.";
+ mes "I think it would be ok if we never had winter again.";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Orek]";
+ mes "It snows a lot in winter and";
+ mes "gets too cold.";
+ mes "So, we don't go outside";
+ mes "without a particular reason.";
+ next;
+ mes "[Orek]";
+ mes "My family just sits beside the pechka and talks,";
+ mes "hoping that winter passes by soon.";
+ close;
+ }
+ }
+ }else{
+ mes "[Orek]";
+ mes "The present Csar is a bit strict and";
+ mes "terrible, but";
+ mes "he actually loves";
+ mes "his people.";
+ close;
+ }
+}
+
+moscovia,168,135,3 script A Lady#mos10 961,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Kyra]";
+ mes "I've seen many people";
+ mes "from other provinces recently.";
+ next;
+ mes "[Kyra]";
+ mes "This used to not";
+ mes "be a tourist town.";
+ mes "What happend...?";
+ close;
+ }else{
+ mes "[Kyra]";
+ mes "I've seen many people";
+ mes "from other provinces recently.";
+ next;
+ mes "[Kyra]";
+ mes "This used to not";
+ mes "be a tourist town.";
+ mes "What happend...?";
+ next;
+ select("Here it is warm and good.");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Kyra]";
+ mes "Hohoho, that may be true now.";
+ mes "But, you don't even know how cold it gets here in winter.";
+ mes "You wouldn't even want to go outside.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Kyra]";
+ mes "It is good to stay with my family, but";
+ mes "nobody likes the cold winter.";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Kyra]";
+ mes "Hohoho, that may be true now.";
+ mes "But, you don't even know how cold it gets here in winter.";
+ mes "You wouldn't even want to go outside.";
+ close;
+ }
+ }
+ }else{
+ mes "[Kyra]";
+ mes "I've seen many people";
+ mes "from other provinces recently.";
+ next;
+ mes "[Kyra]";
+ mes "This used to not";
+ mes "be a tourist town.";
+ mes "What happend...?";
+ close;
+ }
+}
+
+moscovia,192,80,3 script A Lady#mos11 959,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Sabina]";
+ mes "Sunflowers are squeezed for oil and";
+ mes "their bodies are used for medicianl purposes.";
+ mes "They are very useful.";
+ close;
+ }else{
+ mes "[Sabina]";
+ mes "Sunflowers are squeezed for oil and";
+ mes "their bodies are used for medicianl purposes.";
+ mes "They are very useful.";
+ next;
+ select("When do sunflowers bloom?");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Sabina]";
+ mes "They start to bloom";
+ mes "from the late summer.";
+ mes "You cannot help being";
+ mes "attracted to sunflowers,";
+ mes "if you see the spectacluar scene";
+ mes "of a field filled up with them.";
+ next;
+ mes "[Sabina]";
+ mes "If the summmer continues to last,";
+ mes "I can see them all the time...";
+ specialeffect2 EF_SUMMONSLAVE;
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Sabina]";
+ mes "They start to bloom";
+ mes "from the late summer.";
+ mes "You cannot help being";
+ mes "attracted to sunflowers,";
+ mes "if you see the spectacluar scene";
+ mes "of a field filled up with them.";
+ close;
+ }
+ }
+ }else{
+ mes "[Sabina]";
+ mes "Sunflowers are squeezed for oil and";
+ mes "their bodies are used for medicianl purposes.";
+ mes "They are very useful.";
+ close;
+ }
+}
+
+moscovia,211,215,5 script A Young Man#mos12 967,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Izlof]";
+ mes "There is a old saying,";
+ mes "'an opportunity is a chance.'";
+ next;
+ mes "[Izlof]";
+ mes "It is best to confess";
+ mes "to ladies in the warm weather,";
+ mes "when their minds wander";
+ mes "like right now!";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ mes "[Izlof]";
+ mes "There is a old saying,";
+ mes "'an opportunity is a chance.'";
+ next;
+ mes "[Izlof]";
+ mes "It is best to confess";
+ mes "to ladies in the warm weather,";
+ mes "when their minds wander";
+ mes "right now!";
+ next;
+ select("It's good to have warm weather.");
+ if (.@kid > 70) {
+ mes "[Izlof]";
+ mes "Of course.";
+ mes "From now on, it is my golden age of apportunity!";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Izlof]";
+ mes "If it is the summer all the time,";
+ mes "my life will be in an amorous mood.";
+ mes "Hahaha!";
+ mes "I don't want winter to come.";
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Izlof]";
+ mes "Of course.";
+ mes "The cold winter has gone.";
+ mes "From now on, it is my golden age!";
+ close;
+ }
+ }
+ }else{
+ mes "[Izlof]";
+ mes "There is a old saying,";
+ mes "'an opportunity is a chance.'";
+ next;
+ mes "[Izlof]";
+ mes "It is best to confess";
+ mes "to ladies in the warm weather,";
+ mes "when their minds wander";
+ mes "right now!";
+ close;
+ }
+}
+
+moscovia,149,112,3 script A Man#mos13 964,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Lev]";
+ mes "I was once like you,";
+ mes "with a hot heart and cool reason,";
+ mes "adventuring everywhere and";
+ mes "coping with all the troubles...";
+ close;
+ }else{
+ mes "[Lev]";
+ mes "I was once like you,";
+ mes "with a hot heart and cool reason,";
+ mes "adventuring everywhere and";
+ mes "coping with all the troubles...";
+ next;
+ set .@kid,rand(1,100);
+ select("You need to take a rest.");
+ if (.@kid > 70) {
+ mes "[Lev]";
+ mes "Yes, under the warm sunlight,";
+ mes "I like to rest.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Lev]";
+ mes "I hope that this warm weather";
+ mes "will last forever.";
+ mes "I hate the cold winter.";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Lev]";
+ mes "Yes, under the warm sunlight,";
+ mes "I like to rest.";
+ next;
+ mes "[Lev]";
+ mes "But, I am still alive!";
+ mes "I don't want to hear talk";
+ mes "like that from you.";
+ close;
+ }
+ }
+ }else{
+ mes "[Lev]";
+ mes "I was once like you,";
+ mes "with a hot heart and cool reason,";
+ mes "adventuring everywhere and";
+ mes "coping with all the troubles...";
+ close;
+ }
+}
+
+moscovia,196,71,3 script A Young Man#mos14 968,{
+ if (mos_nowinter == 10) {
+ if (mos_middle == 1) {
+ mes "[Fredek]";
+ mes "The men here grow up";
+ mes "after going through tough waves in";
+ mes "the vast sea";
+ next;
+ mes "[Fredek]";
+ mes "Do you like";
+ mes "sailing?";
+ close;
+ }else{
+ mes "[Fredek]";
+ mes "The men here grow up";
+ mes "after going through tough waves in";
+ mes "the vast sea";
+ next;
+ select("However, if winter comes...");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Fredek]";
+ mes "Yes, in winter the";
+ mes "sea is frozen, so it";
+ mes "is impossible to sail.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Fredek]";
+ mes "I hope that winter never comes.";
+ mes "It is my dream.";
+ set mos_middle,1;
+ if (mos_kid == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Fredek]";
+ mes "Although I won't be able";
+ mes "to sail, my passion is not";
+ mes "cooled down from winter.";
+ close;
+ }
+ }
+ }else{
+ mes "[Fredek]";
+ mes "The men here grow up";
+ mes "after going through tough waves in";
+ mes "the vast sea";
+ next;
+ mes "[Fredek]";
+ mes "Do you like";
+ mes "sailing?";
+ close;
+ }
+}
+
+moscovia,234,168,5 script A Man#mos15 964,{
+ if (mos_nowinter == 10) {
+ if (mos_elder == 1) {
+ mes "[Gavrel]";
+ mes "Don't you think that the castle is magnificent?";
+ mes "It was built by my great great grandfather.";
+ close;
+ }else{
+ mes "[Gavrel]";
+ mes "Don't you think that the castle is magnificent?";
+ mes "It was built by my great great grandfather.";
+ next;
+ mes "[Gavrel]";
+ mes "It is very strong and";
+ mes "it is warm inside of it.";
+ mes "I am very proud of it.";
+ next;
+ select("Is it cold much in winter?");
+ set .@kid,rand(1,100);
+ if (.@kid > 70) {
+ mes "[Gavrel]";
+ mes "Yes, it is very cold.";
+ mes "If you didn't prepare,";
+ mes "it would be hard for you.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Gavrel]";
+ mes "It would be a lot better";
+ mes "if winter never came again.";
+ mes "But, design of coldness is";
+ mes "winter itself, isn't it?";
+ set mos_elder,1;
+ if (mos_kid == 1 && mos_middle == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Gavrel]";
+ mes "Yes, it is very cold.";
+ mes "If you didn't prepare,";
+ mes "it would be hard for you.";
+ close;
+ }
+ }
+ }else{
+ mes "[Gavrel]";
+ mes "Don't you think that the castle is magnificent?";
+ mes "It was built by my great great grandfather.";
+ close;
+ }
+}
+
+moscovia,228,80,3 script A Little Boy#mos16 962,{
+ if (mos_nowinter == 10) {
+ if (mos_kid == 1) {
+ mes "[Rurik]";
+ mes "It's hard to look up at you.";
+ mes "Come lower so I can see your eyes.";
+ next;
+ mes "[Rurik]";
+ mes "Hmm, that's better.";
+ mes "Children are the future.";
+ mes "I won't have a future if I fall";
+ mes "back and hurt my neck";
+ mes "while looking up at you.";
+ close;
+ }else{
+ set .@kid,rand(1,100);
+ select("Do you like summer?");
+ if (.@kid > 70) {
+ mes "[Rurik]";
+ mes "Ah, move a bit to the side.";
+ mes "a bit more... Yes.";
+ mes "Ah, stop there.";
+ next;
+ mes "[Rurik]";
+ mes "I certainly like the summer.";
+ mes "Unless the sunlight is too strong,";
+ mes "it is much better than the cold winter.";
+ next;
+ specialeffect2 EF_SUMMONSLAVE;
+ mes "[Rurik]";
+ mes "By the way, what is this for?";
+ mes "It is natural to like the summer.";
+ mes "Do you think";
+ mes "the winter should come again?";
+ set mos_kid,1;
+ if (mos_middle == 1 && mos_elder == 1) {
+ set mos_nowinter,11;
+ }
+ close;
+ }else{
+ mes "[Rurik]";
+ mes "Sure, I like the summer.";
+ mes "Why are you asking";
+ mes "such a question so suddenly?";
+ close;
+ }
+ }
+ }else{
+ mes "[Rurik]";
+ mes "It's hard to look up at you.";
+ mes "Come lower so I can see your eyes.";
+ next;
+ mes "[Rurik]";
+ mes "Hmm, that's better.";
+ mes "Children are the future.";
+ mes "I won't have a future if I fall";
+ mes "back and hurt my neck";
+ mes "while looking up at you.";
+ close;
+ }
+}
+
+//----------------------------------------------------------------------------
+// Magic Bottle
+//----------------------------------------------------------------------------
+mosk_dun03,225,233,0 script Pile of skeletons#mosk 111,{
+ if (mos_nowinter == 8) {
+ mes "-There are ugly skulls";
+ mes "all over here but, ";
+ mes "this is the only place that I can stay.-";
+ next;
+ mes "-Get closer to see";
+ mes "more carefully.-";
+ close;
+ }else{
+ mes "-The ugly skulls are gathered.-";
+ close;
+ }
+}
+
+mosk_dun03,225,233,0 script #Magic_Bottle -1,5,5,{
+ end;
+
+OnTouch:
+ if (mos_nowinter == 8) {
+ mes "-She said that the Magic Gourd Bottle that";
+ mes "can hold people's speech";
+ mes "is around here.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is probably the only place";
+ mes "where the bottle is hidden,";
+ mes "but there are bones all over.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway, why am I here?";
+ mes "It would be trouble if";
+ mes "the dragon came back...";
+ next;
+ while(1) {
+ if(select("Look for it.:I will try next time.") == 1) {
+ set .@findout,rand(1,20);
+ if (Class == THIEF || Class == THIEF_H || Class == ROGUE || Class == ROGUE_H || Class == ASSASSIN || Class == ASSASSIN_H) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Here it is.";
+ mes "That was easy to find.";
+ set mos_nowinter,9;
+ getitem 7761,1;
+ close;
+ }else{
+ if (.@findout > 14) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, I got it!";
+ mes "I better get out of here quickly.";
+ set mos_nowinter,9;
+ getitem 7761,1;
+ close;
+ }else{
+ mes "............";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where the hell is it?!";
+ mes "It has to be in here somewhere!";
+ next;
+ }
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I will try later.";
+ close;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+// Csar Alexsay III
+//----------------------------------------------------------------------------
+mosk_in,131,92,3 script #Csar -1,7,7,{
+ if (mos_nowinter == 12) {
+ mes "[Csar Alexsay III]";
+ mes "You!!!";
+ mes "So many people saw you";
+ mes "meet with Baba Yaga!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "The guilt which must be felt, when";
+ mes "meeting secretly with a witch...";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "For that, we indict capital";
+ mes "punishment without any just trial!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But you are a stranger to these";
+ mes "lands... So I will hold you in special trial.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you have anything to say...";
+ mes "spare me no detail.";
+ next;
+ select("Explain the circumstances.");
+ mes "-Talk about what happened with Baba";
+ mes "Yaga, and move forward with the plan.-";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm-hm, that's an embarrassing story...";
+ mes "But if you are telling the";
+ mes "truth, my people will be pleased.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Okay, Bring to me";
+ mes "any evidence, to believe";
+ mes "what you are saying.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "You killed the Baba Yaga!!";
+ mes "If this is true, bring";
+ mes "me Yaga's Pestles.";
+ mes "If you do, I will make";
+ mes "sure no one ever doubts you.";
+ next;
+ if (countitem(7762) > 39) {
+ if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
+ mes "[" + PcName + "]";
+ mes "Yes, Here you are.";
+ next;
+ mes "-Offered the Yaga's Pestles.-";
+ delitem 7762,40;
+ next;
+ mes "[Csar Alexsay III]";
+ mes "Hm.. You do have them.";
+ mes "For the time being, I will admit";
+ mes "that you are coming and going to";
+ mes "hunt Baba Yaga.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "But do not engage in doubtable";
+ mes "behavior that would instigate my";
+ mes "people to act in a strange way!";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "If you do that, I will arrest you immediately!";
+ mes "So take care of yourself.";
+ next;
+ mes "[Csar Alexsay III]";
+ mes "And, when you succeed in";
+ mes "banishing winter with magic,";
+ mes "announce that to me immediately.";
+ set mos_nowinter,14;
+ close;
+ }
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ set mos_nowinter,13;
+ close;
+ }else{
+ mes "[Csar Alexsay III]";
+ mes "I said to bring me";
+ mes "40 Yaga's Pestles";
+ mes "from the Baba Yaga.";
+ set mos_nowinter,13;
+ close;
+ }
+ }
+}
+
+//============================================================================
+// Shafka Hat
+//============================================================================
+moscovia,211,93,3 script Irina#edq 958,{
+ if (checkweight(1201,1) == 0 ) {
+ mes "Wait a moment!!";
+ mes "You have too many items.";
+ mes "You can't receive this.";
+ mes "Lighten your weight and";
+ mes "try again.";
+ close;
+ }
+ mes "[Irina]";
+ mes "Hello, foreign traveler!";
+ mes "Have you had good day";
+ mes "in Moscovia?";
+ next;
+ mes "[Irina]";
+ mes "A special souvenir for visiting Moscovia...?";
+ next;
+ mes "[Irina]";
+ mes "For you, let's make a Shafka hat.";
+ mes "The Shafka has practicality and";
+ mes "it's spruce! Do you want one?";
+ next;
+ if(select("Learn about the Shafka.:Make a Shafka hat.") == 1) {
+ mes "[Irina]";
+ mes "When I look at you, you seem to";
+ mes "want to put on something of a thick";
+ mes "fur hat on your head, out in this";
+ mes "temperature. A Shafka!";
+ next;
+ mes "[Irina]";
+ mes "If you've come here for the first";
+ mes "time, you might not know... that";
+ mes "winter here is famous for being so";
+ mes "long and cold in Moscovia.";
+ next;
+ mes "[Irina]";
+ mes "A Shafka hat is especially";
+ mes "necessary to live here during the";
+ mes "cold seasons. Without this hat, you";
+ mes "may not endure a winter!";
+ next;
+ mes "[Irina]";
+ mes "Now, the long, long winter has";
+ mes "ended and the sun is shining... But";
+ mes "someday the winter will come again.";
+ mes "So, for preparation, you should";
+ mes "keep a Shafka hat handy.";
+ next;
+ mes "[Irina]";
+ mes "Don't worry about keeping warm if";
+ mes "you're wearing a Shafka hat. Even";
+ mes "during the coldest weather... You";
+ mes "can roll around in the snow and the";
+ mes "Shafka still keeps you warm!";
+ close;
+ }
+ mes "[Irina]";
+ mes "Do you want to make a Shafka hat?";
+ mes "Heheh. Good idea!";
+ mes "That's a good task.";
+ mes "You will be grateful forever.";
+ next;
+ mes "[Irina]";
+ mes "If you bring the materials,";
+ mes "we can make one immediately!";
+ mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
+ next;
+ if (countitem(1022) > 19 && countitem(7038) > 9 && countitem(7166) > 9 && countitem(7065) > 19 && countitem(7217) > 0) {
+ mes "[Irina]";
+ mes "You did well.";
+ mes "Give me the materials. I will make the Shafka.";
+ next;
+ delitem 1022,20; //Fox_Tail
+ delitem 7038,10; //Yarn
+ delitem 7166,10; //Soft_Silk_Cloth
+ delitem 7065,20; //Sea_Otter_Leather
+ delitem 7217,1; //Spool
+ getitem 5243,1; //Chullos
+ mes "[Irina]";
+ mes "Good, I made it. So, how about it?";
+ mes "Do you like it?";
+ next;
+ mes "[Irina]";
+ mes "If you need a Shafka hat,";
+ mes "come to me whenever,";
+ mes "with the materials.";
+ mes "I will make it.";
+ next;
+ mes "[Irina]";
+ mes "Okay?";
+ mes "Okay, so... Bye-bye!~";
+ close;
+ }else{
+ mes "[Irina]";
+ mes "Ah... You lack some materials. We";
+ mes "can't make the Shafka hat with just";
+ mes "these materials.";
+ next;
+ mes "[Irina]";
+ mes "If you bring the right materials, I";
+ mes "will make a Shafka immediately.";
+ next;
+ mes "[Irina]";
+ mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
+ close;
+ }
} \ No newline at end of file
diff --git a/npc/scripts_athena.conf b/npc/scripts_athena.conf
index 2c78b00fe..4e93bb2fa 100644
--- a/npc/scripts_athena.conf
+++ b/npc/scripts_athena.conf
@@ -78,7 +78,7 @@ npc: npc/quests/quests_lighthalzen.txt
npc: npc/quests/quests_louyang.txt
npc: npc/quests/quests_lutie.txt
npc: npc/quests/quests_morocc.txt
-//npc: npc/quests/quests_moscovia.txt
+npc: npc/quests/quests_moscovia.txt
npc: npc/quests/quests_nameless.txt
npc: npc/quests/quests_niflheim.txt
npc: npc/quests/quests_payon.txt
diff --git a/npc/scripts_monsters.conf b/npc/scripts_monsters.conf
index efa67117b..cdc8c7bc2 100644
--- a/npc/scripts_monsters.conf
+++ b/npc/scripts_monsters.conf
@@ -17,6 +17,7 @@ npc: npc/mobs/fields/louyang.txt
npc: npc/mobs/fields/lutie.txt
npc: npc/mobs/fields/mjolnir.txt
npc: npc/mobs/fields/morocc.txt
+npc: npc/mobs/fields/moscovia.txt
npc: npc/mobs/fields/niflheim.txt
npc: npc/mobs/fields/payon.txt
npc: npc/mobs/fields/prontera.txt
@@ -49,7 +50,7 @@ npc: npc/mobs/dungeons/lou_dun.txt
npc: npc/mobs/dungeons/mag_dun.txt
npc: npc/mobs/dungeons/mjo_dun.txt
npc: npc/mobs/dungeons/moc_pryd.txt
-//npc: npc/mobs/dungeons/mosk_dun.txt
+npc: npc/mobs/dungeons/mosk_dun.txt
npc: npc/mobs/dungeons/odin.txt
npc: npc/mobs/dungeons/orcsdun.txt
npc: npc/mobs/dungeons/pay_dun.txt
diff --git a/npc/warps/cities/moscovia.txt b/npc/warps/cities/moscovia.txt
index 3a0d88f23..0b97f511a 100644
--- a/npc/warps/cities/moscovia.txt
+++ b/npc/warps/cities/moscovia.txt
@@ -43,5 +43,3 @@ moscovia,205,98,0 warp moskwarp1021 1,1,mosk_in,214,255
mosk_in,214,252,0 warp moskwarp1022 1,1,moscovia,203,96
mosk_in,220,273,0 warp moskwarp1023 1,1,mosk_in,152,275
mosk_in,152,272,0 warp moskwarp1024 1,1,mosk_in,220,270
-
-mosk_in,215,36,0 warp moskwarp1025 1,1,mosk_dun02,53,217
diff --git a/npc/warps/dungeons/mosk_dun.txt b/npc/warps/dungeons/mosk_dun.txt
index 8ca0fe42a..0dd551b0d 100644
--- a/npc/warps/dungeons/mosk_dun.txt
+++ b/npc/warps/dungeons/mosk_dun.txt
@@ -1,9 +1,9 @@
//===== eAthena Script =======================================
//= Moscovia Dungeon Warp Script
//===== By: ==================================================
-//= $ephiroth
+//= Kisuka, $ephiroth
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= Any Athena Version
//===== Description: =========================================
@@ -11,8 +11,279 @@
//===== Additional Comments: =================================
//= 1.0 Initial version [$ephiroth]
//= 1.1, 1.2 Updated from jA [$ephiroth]
+//= 1.3 Added warp npcs. Removed place holder warps. [Kisuka]
//============================================================
mosk_fild02,190,257,0 warp moscoviawarp0401 1,1,mosk_dun01,189,45
-mosk_dun02,53,220,0 warp moscoviawarp0101 1,1,mosk_in,215,41
mosk_dun01,189,42,0 warp moscoviawarp0501 1,1,mosk_fild02,190,254
+mosk_in,215,36,0 warp babayagaout 1,1,mosk_dun02,53,217
+
+mosk_dun02,53,220,4 script #babayagain 45,1,1,{
+ end;
+OnTouch:
+ if (mos_nowinter == 11) {
+ donpcevent "Soldier1#mos::OnEnable";
+ donpcevent "Soldier2#mos::OnEnable";
+ donpcevent "Soldier3#mos::OnEnable";
+ mes "[Soldier]";
+ mes "Halt right there!";
+ next;
+ mes "[Soldier]";
+ mes "We have information";
+ mes "that you've been secretly";
+ mes "communicating with";
+ mes "Baba Yaga, the Horrible.";
+ next;
+ mes "[Soldier]";
+ mes "If you have something to say,";
+ mes "speak to the Csar.";
+ mes "Come with us.";
+ close2;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ set mos_nowinter,12;
+ warp "mosk_in",125,92;
+ end;
+ }
+ else if (mos_nowinter == 12) {
+ donpcevent "Soldier1#mos::OnEnable";
+ donpcevent "Soldier2#mos::OnEnable";
+ donpcevent "Soldier3#mos::OnEnable";
+ mes "[Soldier]";
+ mes "We expected";
+ mes "that you would appear again.";
+ mes "What is your business with the Csar?";
+ next;
+ if(select("Run away.:Explain the situation.") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I should get out of here...";
+ close2;
+ warp "mosk_dun02",100,100;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ end;
+ }
+ mes "-I explain what happend until now.-";
+ next;
+ mes "[Soldier]";
+ mes "If you have something to say, speak";
+ mes "to the Csar.";
+ mes "If you leave to this place,";
+ mes "you will be considered as our enemy.";
+ close2;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ end;
+ }
+ else if (mos_nowinter == 13) {
+ donpcevent "Soldier1#mos::OnEnable";
+ donpcevent "Soldier2#mos::OnEnable";
+ donpcevent "Soldier3#mos::OnEnable";
+ mes "[Soldier]";
+ mes "We expected";
+ mes "that you would appear again.";
+ mes "What is your business with the Csar?";
+ next;
+ if(select("Run away.:Explain the situation.") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I should get out of here...";
+ close2;
+ warp "mosk_dun02",100,100;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ end;
+ }
+ mes "-I explain what happend until now.-";
+ next;
+ mes "[Soldier]";
+ mes "If you have something to say, speak";
+ mes "to the Csar.";
+ mes "If you leave to this place,";
+ mes "you will be considered as our enemy.";
+ close2;
+ donpcevent "Soldier1#mos::OnInit";
+ donpcevent "Soldier2#mos::OnInit";
+ donpcevent "Soldier3#mos::OnInit";
+ end;
+ }
+ else {
+ warp "mosk_in",215,41;
+ end;
+ }
+}
+
+mosk_dun02,53,215,3 script Soldier1#mos 966,{
+ mes "[Soldier]";
+ mes "We're the Csar's soldiers.";
+ mes "We're called out for emergencies,";
+ mes "don't disturb us anymore.";
+ close;
+
+OnInit:
+ hideonnpc "Soldier1#mos";
+ end;
+
+OnEnable:
+ hideoffnpc "Soldier1#mos";
+ end;
+}
+
+mosk_dun02,50,217,3 script Soldier2#mos 966,{
+ mes "[Soldier]";
+ mes "We're the Csar's soldiers.";
+ mes "We're called out for emergencies,";
+ mes "don't disturb us anymore.";
+ close;
+
+OnInit:
+ hideonnpc "Soldier2#mos";
+ end;
+
+OnEnable:
+ hideoffnpc "Soldier2#mos";
+ end;
+}
+
+
+mosk_dun02,56,217,5 script Soldier3#mos 966,{
+ mes "[Soldier]";
+ mes "We're the Csar's soldiers.";
+ mes "We're called out for emergencies,";
+ mes "don't disturb us anymore.";
+ close;
+
+OnInit:
+ hideonnpc "Soldier3#mos";
+ end;
+
+OnEnable:
+ hideoffnpc "Soldier3#mos";
+ end;
+}
+
+mosk_dun01,170,164,3 script Milestone#1 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who serve the Sun will die, Go to the North. -^000000";
+ close;
+}
+
+mosk_dun01,207,276,3 script Milestone#1-2 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who advance may get hurt but are courageous of heart and those who move back will remain safe.";
+ mes "If you have courage, step forward. Otherwise, step backward. -^000000";
+ next;
+ if(select("Step forward.:Stay.") == 1) {
+ mes "- You follow the way before you. -";
+ close2;
+ warp "mosk_dun02",165,30;
+ end;
+ }
+ mes "- You won't advance. -";
+ close;
+}
+
+mosk_dun01,164,191,3 script Milestone#1-3 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who advance may get hurt but are brave of heart and those who move back will remain safe.";
+ mes "If you are brave, then take a step forward. Otherwise, step back. -^000000";
+ next;
+ if(select("Step forward.:Stay.") == 1) {
+ mes "- You follow the way before you. -";
+ close2;
+ warp "mosk_dun03",117,36;
+ end;
+ }
+ mes "- You decide to stay. -";
+ close;
+}
+
+mosk_dun02,168,28,3 script Milestone#2-1 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who advance may get hurt but are valorous of heart and those who move back will remain safe.";
+ mes "If you valorous, then take a step forward. Otherwise, step back. -^000000";
+ next;
+ if(select("Go back.:Stay.") == 1) {
+ mes "- You sense danger and decide to go back -";
+ close2;
+ warp "mosk_dun01",201,269;
+ end;
+ }
+ mes "- You decided to stay. -";
+ close;
+}
+
+mosk_dun02,268,117,3 script Milestone#2-3 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who step forward will gain honor but may die, those who step backward will have courage but may still get hurt.";
+ mes "If you are truly brave, step forward. Otherwise, step back -^000000";
+ next;
+ if(select("Step forward.:Stay.") == 1) {
+ mes "- You bravely step forward. -";
+ close2;
+ warp "mosk_dun03",32,135;
+ end;
+ }
+ mes "- You decided to stay. -";
+ close;
+}
+
+mosk_dun03,27,131,3 script Milestone#3-2 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
+ mes "Those who have courage will go back, otherwise step forward and stay. -^000000";
+ next;
+ if(select("Go back.:Stay.") == 1) {
+ mes "- You sense danger and decide to go back -";
+ close2;
+ warp "mosk_dun02",262,118;
+ end;
+ }
+ mes "- You decide to stay. -";
+ close;
+}
+
+mosk_dun03,119,46,3 script Milestone#3-1 111,{
+ mes "There is writing on a big rock.";
+ next;
+ mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
+ mes "Those who are afraid of the death will go back, otherwise step forward and stay. -^000000";
+ next;
+ if(select("Go back.:Stay.") == 1) {
+ mes "- You sense danger and decide to go back -";
+ close2;
+ warp "mosk_dun01",257,190;
+ end;
+ }
+ mes "- You decided to stay. -";
+ close;
+}
+
+mosk_dun01,194,43,3 script Milestone#1-1 111,{
+ mes "- There is writing on a big rock. -";
+ next;
+ mes "- If you want to protect your life, go back -";
+ close;
+}
+
+mosk_fild02,198,53,3 script Ship#mos_dun 111,{
+ mes "- You find a ship at anchor. -";
+ next;
+ if(select("Take the ship and go back to the village.:Explore more.") == 1) {
+ mes "- You board the ship and pull at the oars. -";
+ close2;
+ warp "moscovia",140,54;
+ end;
+ }
+ mes "- That unknown area arouses your interest. -";
+ close;
+}