//===== eAthena Script ======================================= //= Moscovia Quests //===== By: ================================================== //= Kisuka //===== Current Version: ===================================== //= 1.1 //===== 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] //= 1.1 Small fixes on The Moving Island. [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_fild01",93,94; end; } 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; } } //---------------------------------------------------------------------------- // 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; } } //---------------------------------------------------------------------------- // 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 "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) || getequipid(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) || getequipid(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; } } //---------------------------------------------------------------------------- // 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) || getequipid(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) || getequipid(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; } //---------------------------------------------------------------------------- // 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) || getequipid(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_fild01",95,93; end; }else{ end; } end; OnTimer300000: donpcevent "#findship::OnDisable"; end; } 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; 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 (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; } } //---------------------------------------------------------------------------- // 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 "["+strcharinfo(0)+"]"; 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; set mos_swan,mos_swan+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 //============================================================================ //---------------------------------------------------------------------------- // 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; 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; } } //---------------------------------------------------------------------------- // 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; } } 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 "- 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; } } //============================================================================ // 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_dun02",53,217; end; } 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; } }