//===== eAthena Script ======================================= //= Hugel Monster Races //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== //= 1.5 //===== Compatible With: ===================================== //= eAthena SVN (Trunk, r12752+) //===== Description: ========================================= //= [Aegis Conversion] //= - Hugel Monster Races (Single and Double) //= - Prize Medal Exchanging, and Monster Track NPCs. //= - Contains both euRO and iRO dialog. //= - There are no permenent variables. //===== Additional Comments: ================================= //= 1.0 First version. Please report bugs. [L0ne_W0lf] //= 1.1 Corrected a minor typo. [L0ne_W0lf] //= 1.2 Replaced effect numerics with constants. [L0ne_W0lf] //= 1.3 Ei'felle now gives Exercise. (Bugreport:4092) [L0ne_W0lf] //= 1.4 Fixed call to a non-existant event. [L0ne_W0lf] //= 1.5 Updated Dialog. [L0e_W0lf] //============================================================ //============================================================ // Monstrer Race - Single Monster Race //============================================================ hugel,51,61,0 script #race_timer1-1 -1,{ OnInit: enablenpc "#race_timer1-1"; set $@mon_time_1_1,2; initnpctimer; end; OnEnable: enablenpc "#race_timer1-1"; set $@mon_time_1_1,2; initnpctimer; end; OnDisable: disablenpc "#race_timer1-1"; stopnpctimer; end; OnTimer10000: mapannounce "hugel","The Single Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0x87ceeb"; end; OnTimer30000: mapannounce "hugel","The Single Monster Race Arena has just opened.",bc_map,"0x87ceeb"; set $@mon_time_1_1,1; donpcevent "Race Progress Timer::OnEnable"; end; OnTimer90000: mapannounce "hugel","The Single Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0x87ceeb"; end; OnTimer210000: mapannounce "hugel","The entrance to the Single Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0x87ceeb"; end; OnTimer270000: mapannounce "hugel","The Single Monster Race Arena's entrance will soon close.",bc_map,"0x87ceeb"; end; OnTimer272000: mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0x87ceeb"; end; OnTimer330000: mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0x87ceeb"; set $@mon_time_1_1,0; donpcevent "#race_timer1-1::OnDisable"; stopnpctimer; end; } p_track01,58,0,0 script Race Progress Timer -1,{ OnInit: disablenpc "Race Progress Timer"; end; OnEnable: enablenpc "Race Progress Timer"; initnpctimer; enablenpc "starting#1"; enablenpc "starting#2"; enablenpc "starting#3"; enablenpc "starting#4"; enablenpc "starting#5"; enablenpc "starting#6"; set .@1st_line,rand(1,70); if ((.@1st_line > 0) && (.@1st_line < 11)) { set $@mr_1_luk1,.@1st_line; enablenpc "Luk#5"; enablenpc "Luk#6"; set .@tired1,rand(50,60); if (.@tired1 > 49) && (.@tired1 < 61) { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; } } else if ((.@1st_line > 10) && (.@1st_line < 31)) { set $@mr_1_luk1,.@1st_line; enablenpc "Luk#5"; set .@tired1,rand(40,60); if (.@tired1 > 49) && (.@tired1 < 61) { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; } else { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; } } else if ((.@1st_line > 20) && (.@1st_line < 41)) { set $@mr_1_luk1,.@1st_line; enablenpc "Luk#1"; set .@tired1,rand(30,50); if (.@tired1 > 39) && (.@tired1 < 51) { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; } else { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; } } else if ((.@1st_line > 40) && (.@1st_line < 51)) { set $@mr_1_luk1,.@1st_line; enablenpc "Luk#1"; enablenpc "Luk#2"; set .@tired1,rand(20,40); if (.@tired1 > 29) && (.@tired1 < 41) { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; } else { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; } } else if ((.@1st_line > 50) && (.@1st_line < 61)) { set $@mr_1_luk1,.@1st_line; enablenpc "Luk#1"; enablenpc "Luk#2"; enablenpc "Luk#3"; set .@tired1,rand(10,30); if (.@tired1 > 19) && (.@tired1 < 31) { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; } else { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; enablenpc "Tire#5"; } } else if ((.@1st_line > 60) && (.@1st_line < 71)) { set $@mr_1_luk1,.@1st_line; enablenpc "Luk#1"; enablenpc "Luk#2"; enablenpc "Luk#3"; enablenpc "Luk#4"; set .@tired1,rand(0,20); if (.@tired1 > 9) && (.@tired1 < 21) { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; enablenpc "Tire#5"; } else { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; enablenpc "Tire#5"; enablenpc "Tire#6"; } } else { set $@mr_1_luk1,.@1st_line; enablenpc "Luk#1"; enablenpc "Luk#2"; enablenpc "Luk#3"; enablenpc "Luk#4"; set .@tired1,rand(0,20); if (.@tired1 > 9) && (.@tired1 < 21) { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; enablenpc "Tire#5"; } else { set $@mr_1_tire1,.@tired1; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; enablenpc "Tire#5"; enablenpc "Tire#6"; } } set .@2nd_line,rand(1,70); if ((.@2nd_line > 0) && (.@2nd_line < 11)) { set $@mr_1_luk2,.@2nd_line; enablenpc "Luk2#5"; enablenpc "Luk2#6"; set .@tired2,rand(50,60); if (.@tired2 > 49) && (.@tired2 < 61) { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#2"; } } else if ((.@2nd_line > 10) && (.@2nd_line < 31)) { set $@mr_1_luk2,.@2nd_line; enablenpc "Luk2#5"; set .@tired2,rand(40,60); if (.@tired2 > 49) && (.@tired2 < 61) { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; } else { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; } } else if ((.@2nd_line > 20) && (.@2nd_line < 41)) { set $@mr_1_luk2,.@2nd_line; enablenpc "Luk2#1"; set .@tired2,rand(30,50); if (.@tired2 > 39) && (.@tired2 < 51) { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; } else { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; } } else if ((.@2nd_line > 40) && (.@2nd_line < 51)) { set $@mr_1_luk2,.@2nd_line; enablenpc "Luk2#1"; enablenpc "Luk2#2"; set .@tired2,rand(20,40); if (.@tired2 > 29) && (.@tired2 < 41) { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; } else { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; enablenpc "Tire2#4"; } } else if ((.@2nd_line > 50) && (.@2nd_line < 61)) { set $@mr_1_luk2,.@2nd_line; enablenpc "Luk2#1"; enablenpc "Luk2#2"; enablenpc "Luk2#3"; set .@tired2,rand(10,30); if (.@tired2 > 19) && (.@tired2 < 31) { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; enablenpc "Tire2#4"; } else { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; enablenpc "Tire2#4"; enablenpc "Tire2#5"; } } else if ((.@2nd_line > 60) && (.@2nd_line < 71)) { set $@mr_1_luk2,.@2nd_line; enablenpc "Luk2#1"; enablenpc "Luk2#2"; enablenpc "Luk2#3"; enablenpc "Luk2#4"; set .@tired2,rand(0,20); if (.@tired2 > 9) && (.@tired2 < 21) { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; enablenpc "Tire2#4"; enablenpc "Tire2#5"; } else { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; enablenpc "Tire2#4"; enablenpc "Tire2#5"; enablenpc "Tire2#6"; } } else { set $@mr_1_luk2,.@2nd_line; enablenpc "Luk2#1"; enablenpc "Luk2#2"; enablenpc "Luk2#3"; enablenpc "Luk2#4"; set .@tired2,rand(0,20); if (.@tired2 > 9) && (.@tired2 < 21) { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; enablenpc "Tire2#4"; enablenpc "Tire2#5"; } else { set $@mr_1_tire2,.@tired2; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; enablenpc "Tire2#4"; enablenpc "Tire2#5"; enablenpc "Tire2#6"; } } set .@3rd_line,rand(1,70); if ((.@3rd_line > 0) && (.@3rd_line < 11)) { set $@mr_1_luk3,.@3rd_line; enablenpc "Luk3#5"; enablenpc "Luk3#6"; set .@tired3,rand(50,60); if (.@tired3 > 49) && (.@tired3 < 61) { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; } } else if ((.@3rd_line > 10) && (.@3rd_line < 31)) { set $@mr_1_luk3,.@3rd_line; enablenpc "Luk3#5"; set .@tired3,rand(40,60); if (.@tired3 > 49) && (.@tired3 < 61) { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; } else { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; } } else if ((.@3rd_line > 20) && (.@3rd_line < 41)) { set $@mr_1_luk3,.@3rd_line; enablenpc "Luk3#1"; set .@tired3,rand(30,50); if (.@tired3 > 39) && (.@tired3 < 51) { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; } else { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; } } else if ((.@3rd_line > 40) && (.@3rd_line < 51)) { set $@mr_1_luk3,.@3rd_line; enablenpc "Luk3#1"; enablenpc "Luk3#2"; set .@tired3,rand(20,40); if (.@tired3 > 29) && (.@tired3 < 41) { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; } else { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; enablenpc "Tire3#4"; } } else if ((.@3rd_line > 50) && (.@3rd_line < 61)) { set $@mr_1_luk3,.@3rd_line; enablenpc "Luk3#1"; enablenpc "Luk3#2"; enablenpc "Luk3#3"; set .@tired3,rand(10,30); if (.@tired3 > 19) && (.@tired3 < 31) { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; enablenpc "Tire3#4"; } else { set $@mr_1_tire3,.@tired3; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; enablenpc "Tire#5"; } } else if ((.@3rd_line > 60) && (.@3rd_line < 71)) { set $@mr_1_luk3,.@3rd_line; enablenpc "Luk3#1"; enablenpc "Luk3#2"; enablenpc "Luk3#3"; enablenpc "Luk3#4"; set .@tired3,rand(0,20); if (.@tired3 > 9) && (.@tired3 < 21) { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; enablenpc "Tire3#4"; enablenpc "Tire3#5"; } else { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; enablenpc "Tire3#4"; enablenpc "Tire3#5"; enablenpc "Tire3#6"; } } else { set $@mr_1_luk3,.@3rd_line; enablenpc "Luk3#1"; enablenpc "Luk3#2"; enablenpc "Luk3#3"; enablenpc "Luk3#4"; set .@tired3,rand(0,20); if (.@tired3 > 9) && (.@tired3 < 21) { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; enablenpc "Tire3#4"; enablenpc "Tire3#5"; } else { set $@mr_1_tire3,.@tired3; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; enablenpc "Tire3#4"; enablenpc "Tire3#5"; enablenpc "Tire3#6"; } } set .@4th_line,rand(1,70); if ((.@4th_line > 0) && (.@4th_line < 11)) { set $@mr_1_luk4,.@4th_line; enablenpc "Luk4#5"; enablenpc "Luk4#6"; set .@tired4,rand(50,60); if (.@tired4 > 49) && (.@tired4 < 61) { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; } } else if ((.@4th_line > 10) && (.@4th_line < 31)) { set $@mr_1_luk4,.@4th_line; enablenpc "Luk4#5"; set .@tired4,rand(40,60); if (.@tired4 > 49) && (.@tired4 < 61) { set $@mr_1_tire4,.@tired4; enablenpc "Tire#1"; } else { set $@mr_1_tire4,.@tired4; enablenpc "Tire#1"; enablenpc "Tire#2"; } } else if ((.@4th_line > 20) && (.@4th_line < 41)) { set $@mr_1_luk4,.@4th_line; enablenpc "Luk4#1"; set .@tired4,rand(30,50); if (.@tired4 > 39) && (.@tired4 < 51) { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; } else { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; } } else if ((.@4th_line > 40) && (.@4th_line < 51)) { set $@mr_1_luk4,.@4th_line; enablenpc "Luk4#1"; enablenpc "Luk4#2"; set .@tired4,rand(20,40); if (.@tired4 > 29) && (.@tired4 < 41) { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; } else { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; enablenpc "Tire4#4"; } } else if ((.@4th_line > 50) && (.@4th_line < 61)) { set $@mr_1_luk4,.@4th_line; enablenpc "Luk#1"; enablenpc "Luk#2"; enablenpc "Luk#3"; set .@tired4,rand(10,30); if (.@tired4 > 19) && (.@tired4 < 31) { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; enablenpc "Tire4#4"; } else { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; enablenpc "Tire4#4"; enablenpc "Tire4#5"; } } else if ((.@4th_line > 60) && (.@4th_line < 71)) { set $@mr_1_luk4,.@4th_line; enablenpc "Luk4#1"; enablenpc "Luk4#2"; enablenpc "Luk4#3"; enablenpc "Luk4#4"; set .@tired4,rand(0,20); if (.@tired4 > 9) && (.@tired4 < 21) { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; enablenpc "Tire4#4"; enablenpc "Tire4#5"; } else { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; enablenpc "Tire4#4"; enablenpc "Tire4#5"; enablenpc "Tire4#6"; } } else { set $@mr_1_luk4,.@4th_line; enablenpc "Luk4#1"; enablenpc "Luk4#2"; enablenpc "Luk4#3"; enablenpc "Luk4#4"; set .@tired4,rand(0,20); if (.@tired4 > 9) && (.@tired4 < 21) { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; enablenpc "Tire4#4"; enablenpc "Tire4#5"; } else { set $@mr_1_tire4,.@tired4; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; enablenpc "Tire4#4"; enablenpc "Tire4#5"; enablenpc "Tire4#6"; } } set .@5th_line,rand(1,70); if ((.@5th_line > 0) && (.@5th_line < 11)) { set $@mr_1_luk5,.@5th_line; enablenpc "Luk5#5"; enablenpc "Luk5#6"; set .@tired5,rand(50,60); if (.@tired5 > 49) && (.@tired5 < 61) { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; } } else if ((.@5th_line > 10) && (.@5th_line < 31)) { set $@mr_1_luk5,.@5th_line; enablenpc "Luk5#5"; set .@tired5,rand(40,60); if (.@tired5 > 49) && (.@tired5 < 61) { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; } else { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; } } else if ((.@5th_line > 20) && (.@5th_line < 41)) { set $@mr_1_luk5,.@5th_line; enablenpc "Luk5#1"; set .@tired5,rand(30,50); if (.@tired5 > 39) && (.@tired5 < 51) { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; } else { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; } } else if ((.@5th_line > 40) && (.@5th_line < 51)) { set $@mr_1_luk5,.@5th_line; enablenpc "Luk5#1"; enablenpc "Luk5#2"; set .@tired5,rand(20,40); if (.@tired5 > 29) && (.@tired5 < 41) { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; } else { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; enablenpc "Tire5#4"; } } else if ((.@5th_line > 50) && (.@5th_line < 61)) { set $@mr_1_luk5,.@5th_line; enablenpc "Luk5#1"; enablenpc "Luk5#2"; enablenpc "Luk5#3"; set .@tired5,rand(10,30); if (.@tired5 > 19) && (.@tired5 < 31) { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; enablenpc "Tire5#4"; } else { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; enablenpc "Tire5#4"; enablenpc "Tire5#5"; } } else if ((.@5th_line > 60) && (.@5th_line < 71)) { set $@mr_1_luk5,.@5th_line; enablenpc "Luk5#1"; enablenpc "Luk5#2"; enablenpc "Luk5#3"; enablenpc "Luk5#4"; set .@tired5,rand(0,20); if (.@tired5 > 9) && (.@tired5 < 21) { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; enablenpc "Tire5#4"; enablenpc "Tire5#5"; } else { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; enablenpc "Tire5#4"; enablenpc "Tire5#5"; enablenpc "Tire5#6"; } } else { set $@mr_1_luk5,.@5th_line; enablenpc "Luk5#1"; enablenpc "Luk5#2"; enablenpc "Luk5#3"; enablenpc "Luk5#4"; set .@tired5,rand(0,20); if (.@tired5 > 9) && (.@tired5 < 21) { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; enablenpc "Tire5#4"; enablenpc "Tire5#5"; } else { set $@mr_1_tire5,.@tired5; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; enablenpc "Tire5#4"; enablenpc "Tire5#5"; enablenpc "Tire5#6"; } } set .@6th_line,rand(1,70); if ((.@6th_line > 0) && (.@6th_line < 11)) { set $@mr_1_luk6,.@6th_line; enablenpc "Luk6#5"; enablenpc "Luk6#6"; set .@tired6,rand(50,60); if (.@tired6 > 49) && (.@tired6 < 61) { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; } } else if ((.@6th_line > 10) && (.@6th_line < 31)) { set $@mr_1_luk6,.@6th_line; enablenpc "Luk6#5"; set .@tired6,rand(40,60); if (.@tired6 > 49) && (.@tired6 < 61) { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; } else { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; } } else if ((.@6th_line > 20) && (.@6th_line < 41)) { set $@mr_1_luk6,.@6th_line; enablenpc "Luk6#1"; set .@tired6,rand(30,50); if (.@tired6 > 39) && (.@tired6 < 51) { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; } else { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; } } else if ((.@6th_line > 40) && (.@6th_line < 51)) { set $@mr_1_luk6,.@6th_line; enablenpc "Luk6#1"; enablenpc "Luk6#2"; set .@tired6,rand(20,40); if (.@tired6 > 29) && (.@tired6 < 41) { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; } else { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; enablenpc "Tire6#4"; } } else if ((.@6th_line > 50) && (.@6th_line < 61)) { set $@mr_1_luk6,.@6th_line; enablenpc "Luk6#1"; enablenpc "Luk6#2"; enablenpc "Luk6#3"; set .@tired6,rand(10,30); if (.@tired6 > 19) && (.@tired6 < 31) { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; enablenpc "Tire6#4"; } else { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; enablenpc "Tire6#4"; enablenpc "Tire6#5"; } } else if ((.@6th_line > 60) && (.@6th_line < 71)) { set $@mr_1_luk6,.@6th_line; enablenpc "Luk6#1"; enablenpc "Luk6#2"; enablenpc "Luk6#3"; enablenpc "Luk6#4"; set .@tired6,rand(0,20); if (.@tired6 > 9) && (.@tired6 < 21) { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; enablenpc "Tire6#4"; enablenpc "Tire6#5"; } else { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; enablenpc "Tire6#4"; enablenpc "Tire6#5"; enablenpc "Tire6#6"; } } else { set $@mr_1_luk6,.@6th_line; enablenpc "Luk6#1"; enablenpc "Luk6#2"; enablenpc "Luk6#3"; enablenpc "Luk6#4"; set .@tired6,rand(0,20); if (.@tired6 > 9) && (.@tired6 < 21) { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; enablenpc "Tire6#4"; enablenpc "Tire6#5"; } else { set $@mr_1_tire6,.@tired6; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; enablenpc "Tire6#4"; enablenpc "Tire6#5"; enablenpc "Tire6#6"; } } end; OnDisable: disablenpc "Race Progress Timer"; stopnpctimer; end; OnTimer1000: enablenpc "Ticket Helper#single"; end; OnTimer7000: mapannounce "p_track01","Welcome to the Monster Race Arena.",bc_map,"0xffb6c1"; end; OnTimer10000: mapannounce "p_track01","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0xffb6c1"; end; OnTimer120000: mapannounce "p_track01","The Single Monster Race will start in 3 minutes.",bc_map,"0xffb6c1"; end; OnTimer123000: mapannounce "p_track01","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0xffb6c1"; end; OnTimer240000: mapannounce "p_track01","The Single Monster Race will start shortly.",bc_map,"0xffb6c1"; end; OnTimer243000: mapannounce "p_track01","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0xffb6c1"; end; OnTimer300000: mapannounce "p_track01","The Monster Race has already begun. Good luck to all the participants.",bc_map,"0xffb6c1"; set $@mon_time_1_1,0; set $@monster_race,0; disablenpc "Ticket Helper#single"; donpcevent "Runner No. 1::OnEnable"; donpcevent "Runner No. 2::OnEnable"; donpcevent "Runner No. 3::OnEnable"; donpcevent "Runner No. 4::OnEnable"; donpcevent "Runner No. 5::OnEnable"; donpcevent "Runner No. 6::OnEnable"; stopnpctimer; end; } p_track01,73,22,1 script Ticket Helper#single 899,{ if (checkweight(908,200) == 0) { mes "[Ticket Helper]"; mes "Welcome to the"; mes "Monster Race Arena."; mes "If you'd like to participate"; mes "in the ^3131FFSingle Monster Race^000000,"; mes "then please select 1 out of"; mes "the 6 monsters from the list."; next; mes "[Ticket Helper]"; mes "Wait, wait..."; mes "I can't give you"; mes "anything right now."; mes "You're carrying way"; mes "too many things..."; close; } mes "[Ticket Helper]"; mes "Welcome to the"; mes "Monster Race Arena."; mes "If you'd like to participate"; mes "in the ^3131FFSingle Monster Race^000000,"; mes "then please select 1 out of"; mes "the 6 monsters from the list."; next; switch(select("Monster Status:Monster 1:Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) { case 1: mes "Monster 1 [^CC6600Luck^000000: " + $@mr_1_luk1 + "] [^EE0000HP^000000: " + $@mr_1_tire1 + "]"; mes "Monster 2 [^CC6600Luck^000000: " + $@mr_1_luk2 + "] [^EE0000HP^000000: " + $@mr_1_tire2 + "]"; mes "Monster 3 [^CC6600Luck^000000: " + $@mr_1_luk3 + "] [^EE0000HP^000000: " + $@mr_1_tire3 + "]"; mes "Monster 4 [^CC6600Luck^000000: " + $@mr_1_luk4 + "] [^EE0000HP^000000: " + $@mr_1_tire4 + "]"; mes "Monster 5 [^CC6600Luck^000000: " + $@mr_1_luk5 + "] [^EE0000HP^000000: " + $@mr_1_tire5 + "]"; mes "Monster 6 [^CC6600Luck^000000: " + $@mr_1_luk6 + "] [^EE0000HP^000000: " + $@mr_1_tire6 + "]"; close; case 2: if ($@mon_time_1_1 == 1) { if (monster_race_1 > 0) { mes "[Ticket Helper]"; mes "You have selected"; mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the"; mes "Single Monster Race."; mes "The start of the race"; mes "will be announced soon,"; mes "so please wait. Thank you."; close; } else { mes "[Ticket Helper]"; mes "You've chosen Monster 1?"; mes "Alright then, please wait"; mes "until the start of the race is"; mes "announced. If the monster you"; mes "picked wins, then please use this ticket to redeem your prize."; getitem 7514,1; //Monster_Ticket set monster_race_1,1; close; } } else { mes "[Ticket Helper]"; mes "I'm sorry, but a Monster"; mes "Race is now in progress."; mes "If you'd like to participate, then please wait for the next race."; close; } case 3: if ($@mon_time_1_1 == 1) { if (monster_race_1 > 0) { mes "[Ticket Helper]"; mes "You have selected"; mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the"; mes "Single Monster Race."; mes "The start of the race"; mes "will be announced soon,"; mes "so please wait. Thank you."; close; } else { mes "[Ticket Helper]"; mes "You've chosen Monster 2?"; mes "Alright then, please wait"; mes "until the start of the race is"; mes "announced. If the monster you"; mes "picked wins, then please use"; mes "this ticket to redeem your prize."; getitem 7514,1; //Monster_Ticket set monster_race_1,2; close; } } else { mes "[Ticket Helper]"; mes "I'm sorry, but a Monster"; mes "Race is now in progress."; mes "If you'd like to participate, then please wait for the next race."; close; } case 4: if ($@mon_time_1_1 == 1) { if (monster_race_1 > 0) { mes "[Ticket Helper]"; mes "You have selected"; mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the"; mes "Single Monster Race."; mes "The start of the race"; mes "will be announced soon,"; mes "so please wait. Thank you."; close; } else { mes "[Ticket Helper]"; mes "You've chosen Monster 3?"; mes "Alright then, please wait"; mes "until the start of the race is"; mes "announced. If the monster you"; mes "picked wins, then please use this ticket to redeem your prize."; getitem 7514,1; //Monster_Ticket set monster_race_1,3; close; } } else { mes "[Ticket Helper]"; mes "I'm sorry, but a Monster"; mes "Race is now in progress."; mes "If you'd like to participate, then please wait for the next race."; close; } case 5: if ($@mon_time_1_1 == 1) { if (monster_race_1 > 0) { mes "[Ticket Helper]"; mes "You have selected"; mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the"; mes "Single Monster Race."; mes "The start of the race"; mes "will be announced soon,"; mes "so please wait. Thank you."; close; } else { mes "[Ticket Helper]"; mes "You've chosen Monster 4?"; mes "Alright then, please wait"; mes "until the start of the race is"; mes "announced. If the monster you"; mes "picked wins, then please use this ticket to redeem your prize."; getitem 7514,1; //Monster_Ticket set monster_race_1,4; close; } } else { mes "[Ticket Helper]"; mes "I'm sorry, but a Monster"; mes "Race is now in progress."; mes "If you'd like to participate, then please wait for the next race."; close; } case 6: if ($@mon_time_1_1 == 1) { if (monster_race_1 > 0) { mes "[Ticket Helper]"; mes "You have selected"; mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the"; mes "Single Monster Race."; mes "The start of the race"; mes "will be announced soon,"; mes "so please wait. Thank you."; close; } else { mes "[Ticket Helper]"; mes "You've chosen Monster 5?"; mes "Alright then, please wait"; mes "until the start of the race is"; mes "announced. If the monster you"; mes "picked wins, then please use this ticket to redeem your prize."; getitem 7514,1; //Monster_Ticket set monster_race_1,5; close; } } else { mes "[Ticket Helper]"; mes "I'm sorry, but a Monster"; mes "Race is now in progress."; mes "If you'd like to participate, then please wait for the next race."; close; } case 7: if ($@mon_time_1_1 == 1) { if (monster_race_1 > 0) { mes "[Ticket Helper]"; mes "You have selected"; mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the"; mes "Single Monster Race."; mes "The start of the race"; mes "will be announced soon,"; mes "so please wait. Thank you."; close; } else { mes "[Ticket Helper]"; mes "You've chosen Monster 6?"; mes "Alright then, please wait"; mes "until the start of the race is"; mes "announced. If the monster you"; mes "picked wins, then please use this ticket to redeem your prize."; getitem 7514,1; //Monster_Ticket set monster_race_1,6; close; } } else { mes "[Ticket Helper]"; mes "I'm sorry, but a Monster"; mes "Race is now in progress."; mes "If you'd like to participate, then please wait for the next race."; close; } } close; OnInit: disablenpc "Ticket Helper#single"; end; } p_track01,30,38,0 script Runner No. 1 -1,1,0,{ end; OnInit: disablenpc "Runner No. 1"; end; OnEnable: emotion e_gasp; enablenpc "Runner No. 1"; monster "p_track01",58,38,"The 1st Racer",1725,1,"Runner No. 1::OnMyMobDead"; end; OnDisable: disablenpc "Runner No. 1"; killmonster "p_track01","Runner No. 1::OnMyMobDead"; end; OnTouchNPC: initnpctimer; set $@monster_race,1; donpcevent "Runner No. 2::OnDisable"; donpcevent "Runner No. 3::OnDisable"; donpcevent "Runner No. 4::OnDisable"; donpcevent "Runner No. 5::OnDisable"; donpcevent "Runner No. 6::OnDisable"; end; OnTimer1000: mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66"; end; OnTimer2000: mapannounce "p_track01","Monster 1 is the winner of this race!",bc_map,"0x33FF66"; end; OnTimer6000: mapannounce "p_track01","If you wagered on Monster 1 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66"; end; OnTimer8000: mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66"; end; OnTimer9000: donpcevent "Medal Distributor#single::OnEnable"; donpcevent "Runner No. 1::OnDisable"; killmonster "p_track01","Runner No. 1::OnMyMobDead"; stopnpctimer; end; } p_track01,30,36,0 script Runner No. 2 -1,1,0,{ end; OnInit: disablenpc "Runner No. 2"; end; OnEnable: emotion e_gasp; enablenpc "Runner No. 2"; monster "p_track01",58,36,"The 2nd Racer",1726,1,"Runner No. 2::OnMyMobDead"; end; OnDisable: disablenpc "Runner No. 2"; killmonster "p_track01","Runner No. 2::OnMyMobDead"; end; OnTouchNPC: initnpctimer; set $@monster_race,2; donpcevent "Runner No. 1::OnDisable"; donpcevent "Runner No. 3::OnDisable"; donpcevent "Runner No. 4::OnDisable"; donpcevent "Runner No. 5::OnDisable"; donpcevent "Runner No. 6::OnDisable"; end; OnTimer1000: mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66"; end; OnTimer2000: mapannounce "p_track01","Monster 2 is the winner of this race!",bc_map,"0x33FF66"; end; OnTimer6000: mapannounce "p_track01","If you wagered on Monster 2 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66"; end; OnTimer8000: mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66"; end; OnTimer9000: donpcevent "Medal Distributor#single::OnEnable"; donpcevent "Runner No. 2::OnDisable"; killmonster "p_track01","Runner No. 2::OnMyMobDead"; stopnpctimer; end; } p_track01,30,34,0 script Runner No. 3 -1,1,0,{ end; OnInit: disablenpc "Runner No. 3"; end; OnEnable: emotion e_gasp; enablenpc "Runner No. 3"; monster "p_track01",58,34,"The 3rd Racer",1727,1,"Runner No. 3::OnMyMobDead"; end; OnDisable: disablenpc "Runner No. 3"; killmonster "p_track01","Runner No. 3::OnMyMobDead"; end; OnTouchNPC: initnpctimer; set $@monster_race,3; donpcevent "Runner No. 1::OnDisable"; donpcevent "Runner No. 2::OnDisable"; donpcevent "Runner No. 4::OnDisable"; donpcevent "Runner No. 5::OnDisable"; donpcevent "Runner No. 6::OnDisable"; end; OnTimer1000: mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66"; end; OnTimer2000: mapannounce "p_track01","Monster 3 is the winner of this race!",bc_map,"0x33FF66"; end; OnTimer6000: mapannounce "p_track01","If you wagered on Monster 3 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66"; end; OnTimer8000: mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66"; end; OnTimer9000: donpcevent "Medal Distributor#single::OnEnable"; donpcevent "Runner No. 3::OnDisable"; killmonster "p_track01","Runner No. 3::OnMyMobDead"; stopnpctimer; end; } p_track01,30,32,0 script Runner No. 4 -1,1,0,{ end; OnInit: disablenpc "Runner No. 4"; end; OnEnable: emotion e_gasp; enablenpc "Runner No. 4"; monster "p_track01",58,32,"The 4th Racer",1728,1,"Runner No. 4::OnMyMobDead"; end; OnDisable: disablenpc "Runner No. 4"; killmonster "p_track01","Runner No. 4::OnMyMobDead"; end; OnTouchNPC: initnpctimer; set $@monster_race,4; donpcevent "Runner No. 1::OnDisable"; donpcevent "Runner No. 2::OnDisable"; donpcevent "Runner No. 3::OnDisable"; donpcevent "Runner No. 5::OnDisable"; donpcevent "Runner No. 6::OnDisable"; end; OnTimer1000: mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66"; end; OnTimer2000: mapannounce "p_track01","Monster 4 is the winner of this race!",bc_map,"0x33FF66"; end; OnTimer6000: mapannounce "p_track01","If you wagered on Monster 4 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66"; end; OnTimer8000: mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66"; end; OnTimer9000: donpcevent "Medal Distributor#single::OnEnable"; donpcevent "Runner No. 4::OnDisable"; killmonster "p_track01","Runner No. 4::OnMyMobDead"; stopnpctimer; end; } p_track01,30,30,0 script Runner No. 5 -1,1,0,{ end; OnInit: disablenpc "Runner No. 5"; end; OnEnable: emotion e_gasp; enablenpc "Runner No. 5"; monster "p_track01",58,30,"The 5th Racer",1730,1,"Runner No. 5::OnMyMobDead"; end; OnDisable: disablenpc "Runner No. 5"; killmonster "p_track01","Runner No. 5::OnMyMobDead"; end; OnTouchNPC: initnpctimer; set $@monster_race,5; donpcevent "Runner No. 1::OnDisable"; donpcevent "Runner No. 2::OnDisable"; donpcevent "Runner No. 3::OnDisable"; donpcevent "Runner No. 4::OnDisable"; donpcevent "Runner No. 6::OnDisable"; end; OnTimer1000: mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66"; end; OnTimer2000: mapannounce "p_track01","Monster 5 is the winner of this race!",bc_map,"0x33FF66"; end; OnTimer6000: mapannounce "p_track01","If you wagered on Monster 5 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66"; end; OnTimer8000: mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66"; end; OnTimer9000: donpcevent "Medal Distributor#single::OnEnable"; donpcevent "Runner No. 5::OnDisable"; killmonster "p_track01","Runner No. 5::OnMyMobDead"; stopnpctimer; end; } p_track01,30,28,0 script Runner No. 6 -1,1,0,{ end; OnInit: disablenpc "Runner No. 6"; end; OnEnable: emotion e_gasp; enablenpc "Runner No. 6"; monster "p_track01",58,28,"The 6th Racer",1729,1,"Runner No. 6::OnMyMobDead"; end; OnDisable: disablenpc "Runner No. 6"; killmonster "p_track01","Runner No. 6::OnMyMobDead"; end; OnTouchNPC: initnpctimer; set $@monster_race,6; donpcevent "Runner No. 1::OnDisable"; donpcevent "Runner No. 2::OnDisable"; donpcevent "Runner No. 3::OnDisable"; donpcevent "Runner No. 4::OnDisable"; donpcevent "Runner No. 5::OnDisable"; end; OnTimer1000: mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66"; end; OnTimer2000: mapannounce "p_track01","Monster 6 is the winner of this race!",bc_map,"0x33FF66"; end; OnTimer6000: mapannounce "p_track01","If you wagered on Monster 6 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66"; end; OnTimer8000: mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66"; end; OnTimer9000: donpcevent "Medal Distributor#single::OnEnable"; donpcevent "Runner No. 6::OnDisable"; killmonster "p_track01","Runner No. 6::OnMyMobDead"; stopnpctimer; end; } p_track01,67,45,5 script Medal Distributor#single 845,{ if (checkweight(908,200) == 0) { mes "[Medal Distributor]"; mes "I'm sorry, but I can't"; mes "reward you with any medals"; mes "until you make more space"; mes "available in your Inventory."; close; } set .@insa,rand(1,1000); if (countitem(7514) > 0) { mes "[Medal Distributor]"; mes "Hello there~"; mes "If you've wagered on the"; mes "winning monster in a recent"; mes "race, then you can exchange"; mes "your game ticket here for"; mes "some Prize Medals."; next; mes "[Medal Distributor]"; mes "Please remember that you can"; mes "only exchange winning Game"; mes "Tickets for Prize Medals right"; mes "after the race finishes. Prize"; mes "Medals may be given to Wayne"; mes "in Hugel in exchange for items."; next; if ($@monster_race == 1) { if (monster_race_1 == 1) { mes "[Medal Distributor]"; mes "Oh, congratulations, you"; mes "have a winning ticket for"; mes "a Single Monster Race! So "; mes "would you like to exchange your"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Let me see your ticket..."; mes "Oh! Congratulations, you"; mes "won! May I have your name?"; next; input .@input$; if (.@input$ == strcharinfo(0)) { mes "[Medal Distributor]"; mes "Ah, "+strcharinfo(0)+"."; mes "You can exchange this"; mes "ticket for a Prize Medal by"; mes "entering your ticket exchange"; mes "number now. Your ticket"; mes "exchange number is ^FF0000" + .@insa + "^000000."; next; input .@input; //,0,1000; if (.@input == 0) { mes "[Medal Distributor]"; mes "Oh? You don't want"; mes "to exchange your"; mes "winning ticket?"; close; } else if (.@input == .@insa) { mes "[Medal Distributor]"; mes "Thank you! You entered"; mes "the correct number..."; mes "Everything seems to"; mes "be in order. Alright!"; next; } else { mes "[Medal Distributor]"; mes "I'm sorry, but it seems"; mes "that you entered the"; mes "incorrect ticket number."; mes "Would you mind coming"; mes "back again in a while?"; close; } } else { mes "[Medal Distributor]"; mes "What's this...?"; mes "I think there's a problem..."; mes "Did you enter your name"; mes "incorrectly? Please check"; mes "your name, and then try again."; close; } mes "[Medal Distributor]"; mes "Now please accept your"; mes "Prize Medals! You can"; mes "exchange these with"; mes "Wayne in Hugel for some"; mes "interesting items. Thank you~"; delitem 7514,1; //Monster_Ticket set monster_race_1,0; getitem 7515,4; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if ($@monster_race == 2) { if (monster_race_1 == 2) { mes "[Medal Distributor]"; mes "Oh, congratulations, you"; mes "have a winning ticket for"; mes "a Single Monster Race! So "; mes "would you like to exchange your"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Let me see your ticket..."; mes "Oh! Congratulations, you"; mes "won! May I have your name?"; next; input .@input$; if (.@input$ == strcharinfo(0)) { mes "[Medal Distributor]"; mes "Ah, "+strcharinfo(0)+"."; mes "You can exchange this"; mes "ticket for a Prize Medal by"; mes "entering your ticket exchange"; mes "number now. Your ticket"; mes "exchange number is ^FF0000" + .@insa + "^000000."; next; input .@input; //,0,1000; if (.@input == 0) { mes "[Medal Distributor]"; mes "Oh? You don't want"; mes "to exchange your"; mes "winning ticket?"; close; } else if (.@input == .@insa) { mes "[Medal Distributor]"; mes "[Medal Distributor]"; mes "Thank you! You entered"; mes "the correct number..."; mes "Everything seems to"; mes "be in order. Alright!"; next; } else { mes "[Medal Distributor]"; mes "I'm sorry, but it seems"; mes "that you entered the"; mes "incorrect ticket number."; mes "Would you mind coming"; mes "back again in a while?"; close; } } else { mes "[Medal Distributor]"; mes "What's this...?"; mes "I think there's a problem..."; mes "Did you enter your name"; mes "incorrectly? Please check"; mes "your name, and then try again."; close; } mes "[Medal Distributor]"; mes "Now please accept your"; mes "Prize Medals! You can"; mes "exchange these with"; mes "Wayne in Hugel for some"; mes "interesting items. Thank you~"; delitem 7514,1; //Monster_Ticket set monster_race_1,0; getitem 7515,4; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if ($@monster_race == 3) { if (monster_race_1 == 3) { mes "[Medal Distributor]"; mes "Oh, congratulations, you"; mes "have a winning ticket for"; mes "a Single Monster Race! So "; mes "would you like to exchange your"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Let me see your ticket..."; mes "Oh! Congratulations, you"; mes "won! May I have your name?"; next; input .@input$; if (.@input$ == strcharinfo(0)) { mes "[Medal Distributor]"; mes "Ah, "+strcharinfo(0)+"."; mes "You can exchange this"; mes "ticket for a Prize Medal by"; mes "entering your ticket exchange"; mes "number now. Your ticket"; mes "exchange number is ^FF0000" + .@insa + "^000000."; next; input .@input; //,0,1000; if (.@input == 0) { mes "[Medal Distributor]"; mes "Oh? You don't want"; mes "to exchange your"; mes "winning ticket?"; close; } else if (.@input == .@insa) { mes "[Medal Distributor]"; mes "[Medal Distributor]"; mes "Thank you! You entered"; mes "the correct number..."; mes "Everything seems to"; mes "be in order. Alright!"; next; } else { mes "[Medal Distributor]"; mes "I'm sorry, but it seems"; mes "that you entered the"; mes "incorrect ticket number."; mes "Would you mind coming"; mes "back again in a while?"; close; } } else { mes "[Medal Distributor]"; mes "What's this...?"; mes "I think there's a problem..."; mes "Did you enter your name"; mes "incorrectly? Please check"; mes "your name, and then try again."; close; } mes "[Medal Distributor]"; mes "Now please accept your"; mes "Prize Medals! You can"; mes "exchange these with"; mes "Wayne in Hugel for some"; mes "interesting items. Thank you~"; delitem 7514,1; //Monster_Ticket set monster_race_1,0; getitem 7515,4; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if ($@monster_race == 4) { if (monster_race_1 == 4) { mes "[Medal Distributor]"; mes "Oh, congratulations, you"; mes "have a winning ticket for"; mes "a Single Monster Race! So "; mes "would you like to exchange your"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Let me see your ticket..."; mes "Oh! Congratulations, you"; mes "won! May I have your name?"; next; input .@input$; if (.@input$ == strcharinfo(0)) { mes "[Medal Distributor]"; mes "Ah, "+strcharinfo(0)+"."; mes "You can exchange this"; mes "ticket for a Prize Medal by"; mes "entering your ticket exchange"; mes "number now. Your ticket"; mes "exchange number is ^FF0000" + .@insa + "^000000."; next; input .@input; //,0,1000; if (.@input == 0) { mes "[Medal Distributor]"; mes "Oh? You don't want"; mes "to exchange your"; mes "winning ticket?"; close; } else if (.@input == .@insa) { mes "[Medal Distributor]"; mes "[Medal Distributor]"; mes "Thank you! You entered"; mes "the correct number..."; mes "Everything seems to"; mes "be in order. Alright!"; next; } else { mes "[Medal Distributor]"; mes "I'm sorry, but it seems"; mes "that you entered the"; mes "incorrect ticket number."; mes "Would you mind coming"; mes "back again in a while?"; close; } } else { mes "[Medal Distributor]"; mes "What's this...?"; mes "I think there's a problem..."; mes "Did you enter your name"; mes "incorrectly? Please check"; mes "your name, and then try again."; close; } mes "[Medal Distributor]"; mes "Now please accept your"; mes "Prize Medals! You can"; mes "exchange these with"; mes "Wayne in Hugel for some"; mes "interesting items. Thank you~"; delitem 7514,1; //Monster_Ticket set monster_race_1,0; getitem 7515,4; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if ($@monster_race == 5) { if (monster_race_1 == 5) { mes "[Medal Distributor]"; mes "Oh, congratulations, you"; mes "have a winning ticket for"; mes "a Single Monster Race! So "; mes "would you like to exchange your"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Let me see your ticket..."; mes "Oh! Congratulations, you"; mes "won! May I have your name?"; next; input .@input$; if (.@input$ == strcharinfo(0)) { mes "[Medal Distributor]"; mes "Ah, "+strcharinfo(0)+"."; mes "You can exchange this"; mes "ticket for a Prize Medal by"; mes "entering your ticket exchange"; mes "number now. Your ticket"; mes "exchange number is ^FF0000" + .@insa + "^000000."; next; input .@input; //,0,1000; if (.@input == 0) { mes "[Medal Distributor]"; mes "Oh? You don't want"; mes "to exchange your"; mes "winning ticket?"; close; } else if (.@input == .@insa) { mes "[Medal Distributor]"; mes "[Medal Distributor]"; mes "Thank you! You entered"; mes "the correct number..."; mes "Everything seems to"; mes "be in order. Alright!"; next; } else { mes "[Medal Distributor]"; mes "I'm sorry, but it seems"; mes "that you entered the"; mes "incorrect ticket number."; mes "Would you mind coming"; mes "back again in a while?"; close; } } else { mes "[Medal Distributor]"; mes "What's this...?"; mes "I think there's a problem..."; mes "Did you enter your name"; mes "incorrectly? Please check"; mes "your name, and then try again."; close; } mes "[Medal Distributor]"; mes "Now please accept your"; mes "Prize Medals! You can"; mes "exchange these with"; mes "Wayne in Hugel for some"; mes "interesting items. Thank you~"; delitem 7514,1; //Monster_Ticket set monster_race_1,0; getitem 7515,4; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if ($@monster_race == 6) { if (monster_race_1 == 6) { mes "[Medal Distributor]"; mes "Oh, congratulations, you"; mes "have a winning ticket for"; mes "a Single Monster Race! So "; mes "would you like to exchange your"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Let me see your ticket..."; mes "Oh! Congratulations, you"; mes "won! May I have your name?"; next; input .@input$; if (.@input$ == strcharinfo(0)) { mes "[Medal Distributor]"; mes "Ah, "+strcharinfo(0)+"."; mes "You can exchange this"; mes "ticket for a Prize Medal by"; mes "entering your ticket exchange"; mes "number now. Your ticket"; mes "exchange number is ^FF0000" + .@insa + "^000000."; next; input .@input; //,0,1000; if (.@input == 0) { mes "[Medal Distributor]"; mes "Oh? You don't want"; mes "to exchange your"; mes "winning ticket?"; close; } else if (.@input == .@insa) { mes "[Medal Distributor]"; mes "[Medal Distributor]"; mes "Thank you! You entered"; mes "the correct number..."; mes "Everything seems to"; mes "be in order. Alright!"; next; } else { mes "[Medal Distributor]"; mes "I'm sorry, but it seems"; mes "that you entered the"; mes "incorrect ticket number."; mes "Would you mind coming"; mes "back again in a while?"; close; } } else { mes "[Medal Distributor]"; mes "What's this...?"; mes "I think there's a problem..."; mes "Did you enter your name"; mes "incorrectly? Please check"; mes "your name, and then try again."; close; } mes "[Medal Distributor]"; mes "Now please accept your"; mes "Prize Medals! You can"; mes "exchange these with"; mes "Wayne in Hugel for some"; mes "interesting items. Thank you~"; delitem 7514,1; //Monster_Ticket set monster_race_1,0; getitem 7515,4; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else { mes "[Medal Distributor]"; mes "Hello there~"; mes "If you've wagered on the"; mes "winning monster in a recent"; mes "race, then you can exchange"; mes "your game ticket here for"; mes "some Prize Medals."; next; mes "[Medal Distributor]"; mes "Please remember that you can"; mes "only exchange winning Game"; mes "Tickets for Prize Medals right"; mes "after the race finishes. Prize"; mes "Medals may be given to Wayne"; mes "in Hugel in exchange for items."; close; } } else { mes "[Medal Distributor]"; mes "Hello there~"; mes "If you've wagered on the"; mes "winning monster in a recent"; mes "race, then you can exchange"; mes "your game ticket here for"; mes "some Prize Medals."; next; mes "[Medal Distributor]"; mes "Please remember that you can"; mes "only exchange winning Game"; mes "Tickets for Prize Medals right"; mes "after the race finishes. Prize"; mes "Medals may be given to Wayne"; mes "in Hugel in exchange for items."; close; } end; OnInit: disablenpc "Medal Distributor#single"; end; OnEnable: emotion e_gasp; enablenpc "Medal Distributor#single"; initnpctimer; end; OnTimer1000: mapannounce "p_track01","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00"; end; OnTimer4000: mapannounce "p_track01","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00"; end; OnTimer7000: mapannounce "p_track01","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00"; end; OnTimer10000: mapannounce "p_track01","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00"; end; OnTimer13000: mapannounce "p_track01","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00"; end; OnTimer240000: mapannounce "p_track01","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00"; end; OnTimer243000: mapannounce "p_track01","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00"; end; OnTimer246000: mapannounce "p_track01","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00"; end; OnTimer249000: mapannounce "p_track01","Thank you for your cooperation.",bc_map,"0xFFFF00"; end; OnTimer252000: mapannounce "p_track01","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00"; donpcevent "starting#1::OnDisable"; donpcevent "starting#2::OnDisable"; donpcevent "starting#3::OnDisable"; donpcevent "starting#5::OnDisable"; donpcevent "starting#6::OnDisable"; end; OnTimer300000: donpcevent "#race_timer1-1::OnEnable"; set $@mon_time_1_1,2; set $@monster_race,0; mapwarp "p_track01","hugel",63,73; end; OnTimer306000: donpcevent "Race Progress Timer::OnEnable"; end; OnTimer342000: disablenpc "Medal Distributor#single"; stopnpctimer; end; } p_track01,76,36,1 script Exit Guide#single 798,{ mes "[Exit Guide]"; mes "If you have a winning Racing"; mes "Ticket, please make sure that"; mes "you redeem it for Prize Medals"; mes "now. All Racing Tickets become"; mes "void once the next race begins."; next; mes "[Exit Guide]"; mes "If you wish to leave"; mes "the arena, then I can guide"; mes "you outside. Would you like"; mes "to leave the arena right now?"; next; switch(select("Yes:No")) { case 1: if (countitem(7514) == 0) { mes "[Exit Guide]"; mes "Thank you for"; mes "your patronage, and"; mes "I hope that you come"; mes "visit us again soon~"; } else { mes "[Exit Guide]"; mes "In accordance with our"; mes "policies, I must take your"; mes "Racing Ticket before you leave."; mes "Thank you for your patronage,"; mes "and I hope you enjoy your time"; mes "here in the Monster Race Arena."; delitem 7514,1; //Monster_Ticket } set monster_race_1,0; close2; warp "hugel",63,73; end; case 2: mes "[Exit Guide]"; mes "Alright, then."; mes "Just let me know"; mes "whenever you're"; mes "ready to leave."; close; } } hugel,58,72,6 script Eckar Ellebird#single 798,{ mes "[Eckar Ellebird]"; mes "Welcome to the biggest"; mes "attraction in Hugel, the"; mes "Monster Race Arena."; mes "How may I help you today?"; next; switch(select("Monster Race Info:Enter Monster Race")) { case 1: mes "[Eckar Ellebird]"; mes "Monster Races originated from"; mes "simple children's games in which"; mes "Cute Pets would race against each other. This grew into an adult"; mes "pastime that is so popular, we've built a racing arena in Hugel."; next; mes "[Eckar Ellebird]"; mes "Our Monster Race Arena hosts"; mes "two types of monster races. First, we have the Single Monster Race,"; mes "in which those that wagered on the 1st place monster are rewarded."; next; mes "[Eckar Ellebird]"; mes "Then, we have the Dual Monster"; mes "Race in which the house odds and rewards are greater than in Single"; mes "Monster Races: you must wager on 2 monsters, and they must place in"; mes "1st and 2nd for you to win."; next; mes "[Eckar Ellebird]"; mes "Although a small entrance"; mes "fee is required, we only use"; mes "the money to give rewards to"; mes "participants and maintain this"; mes "arena. Therefore, we're not"; mes "profiting from this enterprise."; next; mes "[Eckar Ellebird]"; mes "Also, we prohibit others"; mes "from making personal bets"; mes "and wagers, using items and"; mes "zeny, based on the outcomes"; mes "of these races. That kind of"; mes "gambling is illegal here..."; next; mes "[Eckar Ellebird]"; mes "Once you enter the Race Arena, you will receive a Racing Ticket."; mes "Keep in mind that winning Racing Tickets can only be exchanged for"; mes "Prize Medals during a 5 minute window after the end of the race."; next; break; case 2: break; } mes "[Eckar Ellebird]"; mes "The entrance fee for all races"; mes "in the Monster Race Arena is"; mes "2,000 zeny. If you'd like to wager on a Dual Monster Race, then"; mes "please ask my brother Erenes,"; mes "and he will help you."; next; mes "[Eckar Ellebird]"; mes "Otherwise, I'll help get you"; mes "started if you're interested"; mes "in a Single Monster Race."; mes "Would you like wager on"; mes "a Single Monster Race?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: if (checkweight(908,700) == 0) { mes "[Eckar Ellebird]"; mes "Oh, wow. You're carrying"; mes "an awful lot of stuff... Yeah,"; mes "you better put some of it away"; mes "in Kafra Storage or something."; close; } if (Zeny > 1999) { if (countitem(7514) > 0) { mes "[Eckar Ellebird]"; mes "Hm? What are you doing"; mes "with an expired Racing Ticket?"; mes "Well, I better get rid of it for you before it can get mixed up"; mes "with your new Racing Ticket."; delitem 7514,1; //Monster_Ticket next; if ($@mon_time_1_1 == 1) { mes "[Eckar Ellebird]"; mes "Alright, I think you"; mes "should be all set. I hope"; mes "that you enjoy the race~"; mes "Let me guide you inside"; mes "the Monster Race Arena now."; set zeny,zeny-2000; set monster_race_1,0; close2; warp "p_track01",75,41; end; } else if ($@mon_time_1_1 == 2) { mes "[Eckar Ellebird]"; mes "We're still finishing our"; mes "preparations for the next"; mes "Single Monster Race, so"; mes "we ask that you please"; mes "wait a little while longer."; close; } else { if (.@monster_race == 0) { mes "[Eckar Ellebird]"; mes "Right now, a Monster Race"; mes "is in progress. It's too late to place a wager, but if you'd like"; mes "to watch, the fee is 500 zeny"; mes "for spectators. Would you like to enter the Monster Race Arena?"; next; switch(select("Enter:Cancel")) { case 1: if (Zeny > 499) { mes "[Eckar Ellebird]"; mes "Thank you~"; mes "I hope you enjoy"; mes "watching this race!"; set zeny,zeny-500; set monster_race_1,0; close2; warp "p_track01",75,41; end; } else { mes "[Eckar Ellebird]"; mes "I'm sorry, but you don't"; mes "have enough money to pay"; mes "the 500 zeny spectator fee."; close; } case 2: mes "[Eckar Ellebird]"; mes "Alright, then. If you'd like"; mes "to wager on a monster"; mes "race, please wait for the"; mes "current race to finish. I hope"; mes "that you enjoy your time here"; mes "in the Monster Race Arena~"; close; } } else { mes "[Eckar Ellebird]"; mes "I'm sorry, but a monster"; mes "race has just ended, so we're"; mes "having the 5 minute period in"; mes "which the winners can claim"; mes "their Prize Medals. The gate"; mes "will open soon, so please wait."; close; } } } else { if ($@mon_time_1_1 == 1) { mes "[Eckar Ellebird]"; mes "Thanks, I hope that"; mes "you enjoy this race."; mes "Let me guide you now"; mes "to the Monster Race Arena."; set zeny,zeny-2000; set monster_race_1,0; close2; warp "p_track01",75,41; end; } else if ($@mon_time_1_1 == 2) { mes "[Eckar Ellebird]"; mes "We're still finishing our"; mes "preparations for the next"; mes "Single Monster Race, so"; mes "we ask that you please"; mes "wait a little while longer..."; close; } else { if ($@monster_race == 0) { mes "[Eckar Ellebird]"; mes "Right now, a Monster Race"; mes "is in progress. It's too late to place a wager, but if you'd like"; mes "to watch, the fee is 500 zeny"; mes "for spectators. Would you like to enter the Monster Race Arena?"; next; switch(select("Enter:Cancel")) { case 1: if (Zeny > 499) { mes "[Eckar Ellebird]"; mes "Thank you~"; mes "I hope you enjoy"; mes "watching this race!"; set zeny,zeny-500; set monster_race_1,0; close2; warp "p_track01",75,41; end; } else { mes "[Eckar Ellebird]"; mes "I'm sorry, but you don't"; mes "have enough money to pay"; mes "the 500 zeny spectator fee."; close; } case 2: mes "[Eckar Ellebird]"; mes "Alright, then. If you'd like"; mes "to wager on a monster"; mes "race, please wait for the"; mes "current race to finish. I hope"; mes "that you enjoy your time here"; mes "in the Monster Race Arena~"; close; } } else { mes "[Eckar Ellebird]"; mes "I'm sorry, but a monster"; mes "race has just ended, so we're"; mes "having the 5 minute period in"; mes "which the winners can claim"; mes "their Prize Medals. The gate"; mes "will open soon, so please wait."; close; } } } } else { mes "[Eckar Ellebird]"; mes "I'm sorry, but you"; mes "don't have enough"; mes "money to pay the"; mes "2,000 zeny entrance fee. "; close; } case 2: mes "[Eckar Ellebird]"; mes "Very well. I hope that"; mes "you enjoy your time here"; mes "in the Monster Race Arena~"; close; } close; } p_track01,39,49,3 script Game Guide#single 845,{ mes "[Game Guide]"; mes "Welcome to the"; mes "Monster Race Arena."; mes "How can I help you?"; next; switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) { case 1: mes "[Game Guide]"; mes "Monster Races originated from"; mes "simple children's games in which"; mes "Cute Pets would race against each other. This grew into an adult"; mes "pastime that is so popular, we've built a racing arena in Hugel."; next; mes "[Game Guide]"; mes "Our Monster Race Arena hosts"; mes "two types of monster races. First, we have the Single Monster Race,"; mes "in which those that wagered on the 1st place monster are rewarded."; next; mes "[Game Guide]"; mes "Then, we have the Dual Monster"; mes "Race in which the house odds and rewards are greater than in Single"; mes "Monster Races: you must wager on 2 monsters, and they must place in"; mes "1st and 2nd for you to win."; next; mes "[Game Guide]"; mes "Although a small entrance"; mes "fee is required, we only use"; mes "the money to give rewards to"; mes "participants and maintain this"; mes "arena. Therefore, we're not"; mes "profiting from this enterprise."; next; mes "[Game Guide]"; mes "Also, we prohibit others"; mes "from making personal bets"; mes "and wagers, using items and"; mes "zeny, based on the outcomes"; mes "of these races. That kind of"; mes "gambling is illegal here..."; next; mes "[Game Guide]"; mes "Once you enter the Race Arena, you will receive a Racing Ticket."; mes "Keep in mind that winning Racing Tickets can only be exchanged for"; mes "Prize Medals during a 5 minute window after the end of the race."; next; break; case 2: mes "[Game Guide]"; mes "Before placing a wager, you"; mes "must get a free Racing Ticket"; mes "from the Ticket Helper. There,"; mes "I've marked the Ticket Helper"; mes "on your Mini-Map, so you can"; mes "find him pretty easily."; viewpoint 1,73,22,1,0xFF3355; next; break; case 3: mes "[Game Guide]"; mes "If you wagered on the winner"; mes "of a Single Monster Race, or"; mes "on the 1st or 2nd place winners"; mes "in a Dual Monster Race, then"; mes "you can exchange your Racing"; mes "Ticket for Prize Medals."; next; mes "[Game Guide]"; mes "However, you must exchange"; mes "your Racing Ticket with the"; mes "Medal Distributor within the"; mes "5 minute window after the end"; mes "of the race. ^FF0000Your ticket becomes^FFFFFF ^FF0000 void after these 5 minutes.^000000"; next; mes "[Game Guide]"; mes "When this 5 minute window"; mes "elapses, you will be teleported outside, and we will immediately"; mes "begin preparing for the next race. Make sure that you remember this"; mes "information when you wager."; next; mes "[Game Guide]"; mes "If you haven't received"; mes "your free Racing Ticket,"; mes "then please visit the Ticket"; mes "Helper. There, I've just marked"; mes "his location on your Mini-Map."; viewpoint 1,67,45,2,0xCE6300; next; break; } mes "[Game Guide]"; mes "Thank you, and"; mes "I hope you enjoy"; mes "your time here in the"; mes "Monster Racing Arena."; close; } p_track01,56,38,0 script starting#1 -1,0,0,{ end; OnDisable: enablenpc "Luk#1"; enablenpc "Luk#2"; enablenpc "Luk#3"; enablenpc "Luk#4"; enablenpc "Luk#5"; enablenpc "Luk#6"; enablenpc "Tire#1"; enablenpc "Tire#2"; enablenpc "Tire#3"; enablenpc "Tire#4"; enablenpc "Tire#5"; enablenpc "Tire#6"; set $@mr_1_luk1,0; set $@mr_1_tire1,0; end; OnInit: disablenpc "starting#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track01,33,38,0 script Luk#1 -1,0,0,{ end; OnInit: disablenpc "Luk#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,37,38,0 script Luk#2 -1,0,0,{ end; OnInit: disablenpc "Luk#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,53,38,0 script Luk#3 -1,0,0,{ end; OnInit: disablenpc "Luk#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,45,38,0 script Luk#4 -1,0,0,{ end; OnInit: disablenpc "Luk#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,49,38,0 script Luk#5 -1,0,0,{ end; OnInit: disablenpc "Luk#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,41,38,0 script Luk#6 -1,0,0,{ end; OnInit: disablenpc "Luk#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,43,38,0 script Tire#1 -1,0,0,{ end; OnInit: disablenpc "Tire#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,39,38,0 script Tire#2 -1,0,0,{ end; OnInit: disablenpc "Tire#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,35,38,0 script Tire#3 -1,0,0,{ end; OnInit: disablenpc "Tire#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,55,38,0 script Tire#4 -1,0,0,{ end; OnInit: disablenpc "Tire#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,51,38,0 script Tire#5 -1,0,0,{ end; OnInit: disablenpc "Tire#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,47,38,0 script Tire#6 -1,0,0,{ end; OnInit: disablenpc "Tire#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,56,36,0 script starting#2 -1,0,0,{ end; OnDisable: enablenpc "Luk2#1"; enablenpc "Luk2#2"; enablenpc "Luk2#3"; enablenpc "Luk2#4"; enablenpc "Luk2#5"; enablenpc "Luk2#6"; enablenpc "Tire2#1"; enablenpc "Tire2#2"; enablenpc "Tire2#3"; enablenpc "Tire2#4"; enablenpc "Tire2#5"; enablenpc "Tire2#6"; set $@mr_1_luk2,0; set $@mr_1_tire2,0; end; OnInit: disablenpc "starting#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track01,33,36,0 script Luk2#1 -1,0,0,{ end; OnInit: disablenpc "Luk2#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,37,36,0 script Luk2#2 -1,0,0,{ end; OnInit: disablenpc "Luk2#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,53,36,0 script Luk2#3 -1,0,0,{ end; OnInit: disablenpc "Luk2#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,45,36,0 script Luk2#4 -1,0,0,{ end; OnInit: disablenpc "Luk2#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,49,36,0 script Luk2#5 -1,0,0,{ end; OnInit: disablenpc "Luk2#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,41,36,0 script Luk2#6 -1,0,0,{ end; OnInit: disablenpc "Luk2#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,43,36,0 script Tire2#1 -1,0,0,{ end; OnInit: disablenpc "Tire2#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,39,36,0 script Tire2#2 -1,0,0,{ end; OnInit: disablenpc "Tire2#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,35,36,0 script Tire2#3 -1,0,0,{ end; OnInit: disablenpc "Tire2#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,55,36,0 script Tire2#4 -1,0,0,{ end; OnInit: disablenpc "Tire2#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,51,36,0 script Tire2#5 -1,0,0,{ end; OnInit: disablenpc "Tire2#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,47,36,0 script Tire2#6 -1,0,0,{ end; OnInit: disablenpc "Tire2#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,56,34,0 script starting#3 -1,0,0,{ end; OnDisable: enablenpc "Luk3#1"; enablenpc "Luk3#2"; enablenpc "Luk3#3"; enablenpc "Luk3#4"; enablenpc "Luk3#5"; enablenpc "Luk3#6"; enablenpc "Tire3#1"; enablenpc "Tire3#2"; enablenpc "Tire3#3"; enablenpc "Tire3#4"; enablenpc "Tire3#5"; enablenpc "Tire3#6"; set $@mr_1_luk3,0; set $@mr_1_tire3,0; end; OnInit: disablenpc "starting#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track01,33,34,0 script Luk3#1 -1,0,0,{ end; OnInit: disablenpc "Luk3#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,37,34,0 script Luk3#2 -1,0,0,{ end; OnInit: disablenpc "Luk3#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,53,34,0 script Luk3#3 -1,0,0,{ end; OnInit: disablenpc "Luk3#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,45,34,0 script Luk3#4 -1,0,0,{ end; OnInit: disablenpc "Luk3#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,49,34,0 script Luk3#5 -1,0,0,{ end; OnInit: disablenpc "Luk3#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,41,34,0 script Luk3#6 -1,0,0,{ end; OnInit: disablenpc "Luk3#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,43,34,0 script Tire3#1 -1,0,0,{ end; OnInit: disablenpc "Tire3#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,39,34,0 script Tire3#2 -1,0,0,{ end; OnInit: disablenpc "Tire3#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,35,34,0 script Tire3#3 -1,0,0,{ end; OnInit: disablenpc "Tire3#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,55,34,0 script Tire3#4 -1,0,0,{ end; OnInit: disablenpc "Tire3#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,51,34,0 script Tire3#5 -1,0,0,{ end; OnInit: disablenpc "Tire3#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,47,34,0 script Tire3#6 -1,0,0,{ end; OnInit: disablenpc "Tire3#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,56,32,0 script starting#4 -1,0,0,{ end; OnDisable: enablenpc "starting#4"; enablenpc "Luk4#1"; enablenpc "Luk4#2"; enablenpc "Luk4#3"; enablenpc "Luk4#4"; enablenpc "Luk4#5"; enablenpc "Luk4#6"; enablenpc "Tire4#1"; enablenpc "Tire4#2"; enablenpc "Tire4#3"; enablenpc "Tire4#4"; enablenpc "Tire4#5"; enablenpc "Tire4#6"; set $@mr_1_luk4,0; set $@mr_1_tire4,0; end; OnInit: disablenpc "starting#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track01,33,32,0 script Luk4#1 -1,0,0,{ end; OnInit: disablenpc "Luk4#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,37,32,0 script Luk4#2 -1,0,0,{ end; OnInit: disablenpc "Luk4#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,53,32,0 script Luk4#3 -1,0,0,{ end; OnInit: disablenpc "Luk4#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,45,32,0 script Luk4#4 -1,0,0,{ end; OnInit: disablenpc "Luk4#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,49,32,0 script Luk4#5 -1,0,0,{ end; OnInit: disablenpc "Luk4#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,41,32,0 script Luk4#6 -1,0,0,{ end; OnInit: disablenpc "Luk4#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,43,32,0 script Tire4#1 -1,0,0,{ end; OnInit: disablenpc "Tire4#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,39,32,0 script Tire4#2 -1,0,0,{ end; OnInit: disablenpc "Tire4#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,35,32,0 script Tire4#3 -1,0,0,{ end; OnInit: disablenpc "Tire4#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,55,32,0 script Tire4#4 -1,0,0,{ end; OnInit: disablenpc "Tire4#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,51,32,0 script Tire4#5 -1,0,0,{ end; OnInit: disablenpc "Tire4#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,47,32,0 script Tire4#6 -1,0,0,{ end; OnInit: disablenpc "Tire4#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,56,30,0 script starting#5 -1,0,0,{ end; OnDisable: enablenpc "Luk5#1"; enablenpc "Luk5#2"; enablenpc "Luk5#3"; enablenpc "Luk5#4"; enablenpc "Luk5#5"; enablenpc "Luk5#6"; enablenpc "Tire5#1"; enablenpc "Tire5#2"; enablenpc "Tire5#3"; enablenpc "Tire5#4"; enablenpc "Tire5#5"; enablenpc "Tire5#6"; set $@mr_1_luk5,0; set $@mr_1_tire5,0; end; OnInit: disablenpc "starting#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track01,33,30,0 script Luk5#1 -1,0,0,{ end; OnInit: disablenpc "Luk5#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,37,30,0 script Luk5#2 -1,0,0,{ end; OnInit: disablenpc "Luk5#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,53,30,0 script Luk5#3 -1,0,0,{ end; OnInit: disablenpc "Luk5#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,45,30,0 script Luk5#4 -1,0,0,{ end; OnInit: disablenpc "Luk5#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,49,30,0 script Luk5#5 -1,0,0,{ end; OnInit: disablenpc "Luk5#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,41,30,0 script Luk5#6 -1,0,0,{ end; OnInit: disablenpc "Luk5#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,43,30,0 script Tire5#1 -1,0,0,{ end; OnInit: disablenpc "Tire5#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,39,30,0 script Tire5#2 -1,0,0,{ end; OnInit: disablenpc "Tire5#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,35,30,0 script Tire5#3 -1,0,0,{ end; OnInit: disablenpc "Tire5#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,55,30,0 script Tire5#4 -1,0,0,{ end; OnInit: disablenpc "Tire5#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,51,30,0 script Tire5#5 -1,0,0,{ end; OnInit: disablenpc "Tire5#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,47,30,0 script Tire5#6 -1,0,0,{ end; OnInit: disablenpc "Tire5#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,56,28,0 script starting#6 -1,0,0,{ end; OnDisable: enablenpc "Luk6#1"; enablenpc "Luk6#2"; enablenpc "Luk6#3"; enablenpc "Luk6#4"; enablenpc "Luk6#5"; enablenpc "Luk6#6"; enablenpc "Tire6#1"; enablenpc "Tire6#2"; enablenpc "Tire6#3"; enablenpc "Tire6#4"; enablenpc "Tire6#5"; enablenpc "Tire6#6"; set $@mr_1_luk6,0; set $@mr_1_tire6,0; end; OnInit: disablenpc "starting#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track01,33,28,0 script Luk6#1 -1,0,0,{ end; OnInit: disablenpc "Luk6#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,37,28,0 script Luk6#2 -1,0,0,{ end; OnInit: disablenpc "Luk6#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,53,28,0 script Luk6#3 -1,0,0,{ end; OnInit: disablenpc "Luk6#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,45,28,0 script Luk6#4 -1,0,0,{ end; OnInit: disablenpc "Luk6#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track01,49,28,0 script Luk6#5 -1,0,0,{ end; OnInit: disablenpc "Luk6#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,41,28,0 script Luk6#6 -1,0,0,{ end; OnInit: disablenpc "Luk6#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track01,43,28,0 script Tire6#1 -1,0,0,{ end; OnInit: disablenpc "Tire6#1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,39,28,0 script Tire6#2 -1,0,0,{ end; OnInit: disablenpc "Tire6#2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,35,28,0 script Tire6#3 -1,0,0,{ end; OnInit: disablenpc "Tire6#3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,55,28,0 script Tire6#4 -1,0,0,{ end; OnInit: disablenpc "Tire6#4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,51,28,0 script Tire6#5 -1,0,0,{ end; OnInit: disablenpc "Tire6#5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track01,47,28,0 script Tire6#6 -1,0,0,{ end; OnInit: disablenpc "Tire6#6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } //============================================================ // Monstrer Race - Dual Monster Race //============================================================ hugel,47,56,0 script #race_timer2-1 -1,{ OnInit: enablenpc "#race_timer2-1"; set $@mon_time_2_1,2; initnpctimer; end; OnEnable: enablenpc "#race_timer2-1"; set $@mon_time_2_1,2; initnpctimer; end; OnDisable: disablenpc "#race_timer2-1"; stopnpctimer; end; OnTimer10000: mapannounce "hugel","The Dual Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0xffb6c1"; end; OnTimer30000: mapannounce "hugel","The Dual Monster Race Arena has just opened.",bc_map,"0xffb6c1"; set $@mon_time_2_1,1; donpcevent "#race_timer2-2::OnEnable"; enablenpc "Ticket Helper#2"; donpcevent "TrapGlobal#race02::OnEnable"; end; OnTimer90000: mapannounce "hugel","The Dual Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0xffb6c1"; end; OnTimer210000: mapannounce "hugel","The entrance to the Dual Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0xffb6c1"; end; OnTimer270000: mapannounce "hugel","The Dual Monster Race Arena's entrance will soon close.",bc_map,"0xffb6c1"; end; OnTimer272000: mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0xffb6c1"; end; OnTimer330000: mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0xffb6c1"; set $@mon_time_2_1,0; donpcevent "#race_timer2-1::OnDisable"; stopnpctimer; end; } p_track02,42,23,0 script #race_timer2-2 -1,{ OnInit: disablenpc "#race_timer2-2"; set $@mon_time_2_2,0; end; OnEnable: enablenpc "#race_timer2-2"; set $@mon_time_2_2,0; initnpctimer; end; OnDisable: disablenpc "#race_timer2-2"; stopnpctimer; end; OnTimer5000: mapannounce "p_track02","Welcome to the Monster Race Arena.",bc_map,"0x87ceeb"; end; OnTimer7000: mapannounce "p_track02","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0x87ceeb"; end; OnTimer120000: mapannounce "p_track02","The Dual Monster Race will start in 3 minutes.",bc_map,"0x87ceeb"; end; OnTimer122000: mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb"; end; OnTimer240000: mapannounce "p_track02","The Dual Monster Race will start shortly.",bc_map,"0x87ceeb"; end; OnTimer242000: mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb"; end; OnTimer300000: mapannounce "p_track02","The Monster Race is starting now. Good luck, everybody!",bc_map,"0x87ceeb"; set $@mon_time_2_2,1; set $@mon_race_2_1,0; set $@mon_race_2_2,0; disablenpc "Ticket Helper#2"; donpcevent "#poring1::OnEnable"; donpcevent "#lunatic1::OnEnable"; donpcevent "#savagebebe1::OnEnable"; donpcevent "#desertwolf1::OnEnable"; donpcevent "#deviruchi1::OnEnable"; donpcevent "#baphomet1::OnEnable"; stopnpctimer; end; } p_track02,80,43,0 script #race_timer2-3 -1,{ OnInit: disablenpc "#race_timer2-3"; end; OnEnable: enablenpc "#race_timer2-3"; initnpctimer; end; OnDisable: disablenpc "#race_timer2-3"; stopnpctimer; end; OnTimer3000: mapannounce "p_track02","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00"; end; OnTimer6000: mapannounce "p_track02","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00"; end; OnTimer9000: mapannounce "p_track02","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00"; end; OnTimer12000: mapannounce "p_track02","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00"; end; OnTimer15000: mapannounce "p_track02","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00"; end; OnTimer240000: mapannounce "p_track02","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00"; end; OnTimer243000: mapannounce "p_track02","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00"; end; OnTimer246000: mapannounce "p_track02","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00"; end; OnTimer249000: mapannounce "p_track02","Thank you for your cooperation.",bc_map,"0xFFFF00"; end; OnTimer252000: mapannounce "p_track02","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00"; end; OnTimer300000: mapwarp "p_track02","hugel",63,73; enablenpc "Medal Distributor#medal"; donpcevent "#race_timer2-1::OnEnable"; set $@mon_race_2_1,0; set $@mon_race_2_2,0; donpcevent "#race_timer2-3::OnDisable"; stopnpctimer; end; } hugel,62,69,1 script Eckar Erenes#double 798,{ mes "[Eckar Erenes]"; mes "Welcome to the"; mes "Monster Race Arena,"; mes "the pride and joy of"; mes "the village of Hugel!"; mes "How may I help you?"; next; switch(select("Monster Race Info:Enter Monster Race")) { case 1: mes "[Eckar Erenes]"; mes "Monster Races originated from"; mes "simple children's games in which"; mes "Cute Pets would race against each other. This grew into an adult"; mes "pastime that is so popular, we've built a racing arena in Hugel."; next; mes "[Eckar Erenes]"; mes "Our Monster Race Arena hosts"; mes "two types of monster races. First, we have the Single Monster Race,"; mes "in which those that wagered on the 1st place monster are rewarded."; next; mes "[Eckar Erenes]"; mes "Then, we have the Dual Monster"; mes "Race in which the house odds and rewards are greater than in Single"; mes "Monster Races: you must wager on 2 monsters, and they must place in"; mes "1st and 2nd for you to win."; next; mes "[Eckar Erenes]"; mes "Although a small entrance"; mes "fee is required, we only use"; mes "the money to give rewards to"; mes "participants and maintain this"; mes "arena. Therefore, we're not"; mes "profiting from this enterprise."; next; mes "[Eckar Erenes]"; mes "Also, we prohibit others"; mes "from making personal bets"; mes "and wagers, using items and"; mes "zeny, based on the outcomes"; mes "of these races. That kind of"; mes "gambling is illegal here..."; next; mes "[Eckar Erenes]"; mes "Once you enter the Race Arena, you will receive a Racing Ticket."; mes "Keep in mind that winning Racing Tickets can only be exchanged for"; mes "Prize Medals during a 5 minute window after the end of the race."; next; break; case 2: break; } mes "[Eckar Erenes]"; mes "The entrance fee for all races"; mes "in the Monster Race Arena is"; mes "2,000 zeny. If you'd like to wager on a Single Monster Race,"; mes "then please ask my brother"; mes "Ellebird to help you."; next; mes "[Eckar Erenes]"; mes "Otherwise, I'll help get you"; mes "started if you're interested"; mes "in a Dual Monster Race."; mes "Would you like to wager"; mes "on a Dual Monster Race?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: if (checkweight(909,700) == 0) { mes "[Eckar Erenes]"; mes "Hmm... You're toting"; mes "too many things with you"; mes "right now. You better put"; mes "some of your stuff away in"; mes "Kafra Storage before you can"; mes "wager on any monster races..."; close; } if (Zeny > 1999) { if (countitem(7514) > 0) { mes "[Eckar Erenes]"; mes "Hm? What are you doing"; mes "with an expired Racing Ticket?"; mes "Well, I better get rid of it for you before it can get mixed up"; mes "with your new Racing Ticket."; delitem 7514,1; //Monster_Ticket next; if ($@mon_time_2_1 == 1) { mes "[Eckar Erenes]"; mes "Alright, I think you"; mes "should be all set. I hope"; mes "that you enjoy the race~"; mes "Let me guide you inside"; mes "the Monster Race Arena now."; set zeny,zeny-2000; set monster_race_2_1,0; set monster_race_2_2,0; close2; warp "p_track02",75,41; end; } else if ($@mon_time_2_1 == 2) { mes "[Eckar Erenes]"; mes "We're still finishing our"; mes "preparations for the next"; mes "Double Monster Race, so"; mes "we ask that you please"; mes "wait a little while longer..."; close; } else { if (($@mon_time_2_1 == 0) || ($@mon_time_2_2 == 0)) { mes "[Eckar Erenes]"; mes "Right now, a Monster Race"; mes "is in progress. It's too late to place a wager, but if you'd like"; mes "to watch, the fee is 500 zeny"; mes "for spectators. Would you like to enter the Monster Race Arena?"; next; switch(select("Enter:Cancel")) { case 1: if (Zeny > 499) { mes "[Eckar Erenes]"; mes "Thank you~"; mes "I hope you enjoy"; mes "watching this race!"; set zeny,zeny-500; set monster_race_2_1,0; set monster_race_2_2,0; close2; warp "p_track02",75,41; end; } else { mes "[Eckar Erenes]"; mes "I'm sorry, but you don't"; mes "have enough money to pay"; mes "the 500 zeny spectator fee."; close; } case 2: mes "[Eckar Erenes]"; mes "Alright, then. If you'd like"; mes "to wager on a monster"; mes "race, please wait for the"; mes "current race to finish. I hope"; mes "that you enjoy your time here"; mes "in the Monster Race Arena~"; close; } } else { mes "[Eckar Erenes]"; mes "I'm sorry, but a monster"; mes "race has just ended, so we're"; mes "having the 5 minute period in"; mes "which the winners can claim"; mes "their Prize Medals. The gate"; mes "will open soon, so please wait."; close; } } } else { if ($@mon_time_2_1 == 1) { mes "[Eckar Erenes]"; mes "Thanks, I hope that"; mes "you enjoy this race."; mes "Let me guide you now"; mes "to the Monster Race Arena."; set zeny,zeny-2000; set monster_race_2_1,0; set monster_race_2_2,0; close2; warp "p_track02",75,41; end; } else if ($@mon_time_2_1 == 2) { mes "[Eckar Erenes]"; mes "We're still finishing our"; mes "preparations for the next"; mes "Double Monster Race, so"; mes "we ask that you please"; mes "wait a little while longer..."; close; } else { if (($@mon_time_2_1 == 0) || ($@mon_time_2_2 == 0)) { mes "[Eckar Erenes]"; mes "Right now, a Monster Race"; mes "is in progress. It's too late to place a wager, but if you'd like"; mes "to watch, the fee is 500 zeny"; mes "for spectators. Would you like to enter the Monster Race Arena?"; next; switch(select("Enter:Cancel")) { case 1: if (Zeny > 499) { mes "[Eckar Erenes]"; mes "Thank you~"; mes "I hope you enjoy"; mes "watching this race!"; set zeny,zeny-500; set monster_race_2_1,0; set monster_race_2_2,0; close2; warp "p_track02",75,41; end; } else { mes "[Eckar Erenes]"; mes "I'm sorry, but you don't"; mes "have enough money to pay"; mes "the 500 zeny spectator fee."; close; } case 2: mes "[Eckar Erenes]"; mes "Alright, then. If you'd like"; mes "to wager on a monster"; mes "race, please wait for the"; mes "current race to finish. I hope"; mes "that you enjoy your time here"; mes "in the Monster Race Arena~"; close; } } else { mes "[Eckar Erenes]"; mes "I'm sorry, but a monster"; mes "race has just ended, so we're"; mes "having the 5 minute period in"; mes "which the winners can claim"; mes "their Prize Medals. The gate"; mes "will open soon, so please wait."; close; } } } } else { mes "[Eckar Erenes]"; mes "I'm sorry, but you"; mes "don't have enough"; mes "money to pay the"; mes "2,000 zeny entrance fee. "; close; } case 2: mes "[Eckar Erenes]"; mes "Very well. I hope that"; mes "you enjoy your time here"; mes "in the Monster Race Arena~"; close; } } p_track02,73,22,1 script Ticket Helper#2 899,{ if (checkweight(908,200) == 0) { mes "[Ticket Helper]"; mes "Welcome to the"; mes "Monster Race Arena."; mes "If you'd like to participate"; mes "in the ^3131FFDouble Monster Race^000000,"; mes "then please select 1 out of"; mes "the 6 monsters from the list."; next; mes "[Ticket Helper]"; mes "Wait, wait..."; mes "I can't give you"; mes "anything right now."; mes "You're carrying way"; mes "too many things..."; close; } if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Ticket Helper]"; mes "Hello there!"; mes "Interested in wagering on"; mes "the Dual Monster Race?"; mes "I'm here to help you if you've"; mes "got any questions, or if you"; mes "want to place your wager."; next; switch(select("Check Monster Status:Wager on Race:Monster Race?:Cancel")) { case 1: mes "Monster 1 [^CC6600Luck^000000: " + $@mon_r02_Luk1 + "] [^EE0000HP^000000: " + $@mon_r02_tire1 + "]"; mes "Monster 2 [^CC6600Luck^000000: " + $@mon_r02_Luk2 + "] [^EE0000HP^000000: " + $@mon_r02_Tire2 + "]"; mes "Monster 3 [^CC6600Luck^000000: " + $@mon_r02_Luk3 + "] [^EE0000HP^000000: " + $@mon_r02_Tire3 + "]"; mes "Monster 4 [^CC6600Luck^000000: " + $@mon_r02_Luk4 + "] [^EE0000HP^000000: " + $@mon_r02_Tire4 + "]"; mes "Monster 5 [^CC6600Luck^000000: " + $@mon_r02_Luk5 + "] [^EE0000HP^000000: " + $@mon_r02_Tire5 + "]"; mes "Monster 6 [^CC6600Luck^000000: " + $@mon_r02_Luk6 + "] [^EE0000HP^000000: " + $@mon_r02_Tire6 + "]"; close; case 2: mes "[Ticket Helper]"; mes "Alright, please choose which"; mes "two monsters that you think"; mes "will win 1st and 2nd place."; mes "If both your monsters come"; mes "in 1st and 2nd, in any order,"; mes "you'll win the wager."; next; mes "[Ticket Helper]"; mes "Now, please tell me"; mes "your first choice for one"; mes "of the monsters that"; mes "will win this race."; next; switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) { case 1: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 1^000000, a friendly"; mes "Poring type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: mes "[Ticket Helper]"; mes "Now, please make"; mes "your second choice"; mes "for the monster that"; mes "you think will place"; mes "1st or 2nd in this race."; next; switch(select("Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) { case 1: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 2^000000, an adorable"; mes "Lunatic type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 1^000000 and ^0000FFMonster 2^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,1; set monster_race_2_2,2; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 2: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 3^000000, a darling"; mes "Savage Bebe monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 1^000000 and ^0000FFMonster 3^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,1; set monster_race_2_2,3; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 3: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 4^000000, a gentle Baby"; mes "Desert Wolf monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 1^000000 and"; mes "^0000FFMonster 4^000000."; mes "I wish you good luck."; emotion e_kis; set monster_race_2_1,1; set monster_race_2_2,4; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } break; case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 4: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 5^000000, a small, yet"; mes "demonic, Deviruchi."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 1^000000 and ^0000FFMonster 5^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,1; set monster_race_2_2,5; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 5: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 6^000000, a naughty"; mes "Baphomet Jr. monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 1^000000 and ^0000FFMonster 6^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,1; set monster_race_2_2,6; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 2: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 2^000000, an adorable"; mes "Lunatic type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: mes "[Ticket Helper]"; mes "Now, please make"; mes "your second choice"; mes "for the monster that"; mes "you think will place"; mes "1st or 2nd in this race."; next; switch(select("Monster 1:Monster 3:Monster 4:Monster 5:Monster 6")) { case 1: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 1^000000, a friendly"; mes "Poring type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 2^000000 and ^0000FFMonster 1^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,2; set monster_race_2_2,1; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 2: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 3^000000, a darling"; mes "Savage Bebe monster."; mes "Are you sure you want"; mes "to choose this monster?."; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 2^000000 and ^0000FFMonster 3^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,2; set monster_race_2_2,3; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 3: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 4^000000, a gentle Baby"; mes "Desert Wolf monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 2^000000 and ^0000FFMonster 4^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,2; set monster_race_2_2,4; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 4: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 5^000000, a small, yet"; mes "demonic, Deviruchi."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 2^000000 and ^0000FFMonster 5^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,2; set monster_race_2_2,5; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 5: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 6^000000, a naughty"; mes "Baphomet Jr. monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 2^000000 and ^0000FFMonster 6^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,2; set monster_race_2_2,6; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 3: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 3^000000, a darling"; mes "Savage Bebe monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: mes "[Ticket Helper]"; mes "Now, please make"; mes "your second choice"; mes "for the monster that"; mes "you think will place"; mes "1st or 2nd in this race."; next; switch(select("Monster 1:Monster 2:Monster 4:Monster 5:Monster 6")) { case 1: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 1^000000, a friendly"; mes "Poring type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 3^000000 and ^0000FFMonster 1^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,3; set monster_race_2_2,1; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 2: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 2^000000, an adorable"; mes "Lunatic type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 3^000000 and ^0000FFMonster 2^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,3; set monster_race_2_2,2; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 3: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 4^000000, a gentle Baby"; mes "Desert Wolf monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 3^000000 and ^0000FFMonster 4^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,3; set monster_race_2_2,4; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 4: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 5^000000, a small, yet"; mes "demonic, Deviruchi."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 3^000000 and ^0000FFMonster 5^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,3; set monster_race_2_2,5; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 5: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 6^000000, a naughty"; mes "Baphomet Jr. monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 3^000000 and ^0000FFMonster 6^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,3; set monster_race_2_2,6; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 4: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 4^000000, a gentle Baby"; mes "Desert Wolf monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: mes "[Ticket Helper]"; mes "Now, please make"; mes "your second choice"; mes "for the monster that"; mes "you think will place"; mes "1st or 2nd in this race."; next; switch(select("Monster 1:Monster 2:Monster 3:Monster 5:Monster 6")) { case 1: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 1^000000, a friendly"; mes "Poring type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 4^000000 and ^0000FFMonster 1^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,4; set monster_race_2_2,1; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 2: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 2^000000, an adorable"; mes "Lunatic type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 4^000000 and ^0000FFMonster 2^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,4; set monster_race_2_2,2; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 3: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 3^000000, a darling"; mes "Savage Bebe monster."; mes "Are you sure you want"; mes "to choose this monster?."; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 4^000000 and ^0000FFMonster 3^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,4; set monster_race_2_2,3; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } break; case 4: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 5^000000, a small, yet"; mes "demonic, Deviruchi."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 4^000000 and ^0000FFMonster 5^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,4; set monster_race_2_2,5; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 5: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 6^000000, a naughty"; mes "Baphomet Jr. monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 4^000000 and ^0000FFMonster 6^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,4; set monster_race_2_2,6; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 5: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 5^000000, a small, yet"; mes "demonic, Deviruchi."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: mes "[Ticket Helper]"; mes "Now, please make"; mes "your second choice"; mes "for the monster that"; mes "you think will place"; mes "1st or 2nd in this race."; next; switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 6")) { case 1: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 1^000000, a friendly"; mes "Poring type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 5^000000 and ^0000FFMonster 1^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,5; set monster_race_2_2,1; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 2: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 2^000000, an adorable"; mes "Lunatic type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 5^000000 and ^0000FFMonster 2^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,5; set monster_race_2_2,2; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 3: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 3^000000, a darling"; mes "Savage Bebe monster."; mes "Are you sure you want"; mes "to choose this monster?."; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 5^000000 and ^0000FFMonster 3^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,5; set monster_race_2_2,3; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 4: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 4^000000, a gentle Baby"; mes "Desert Wolf monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 5^000000 and ^0000FFMonster 4^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,5; set monster_race_2_2,4; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 5: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 6^000000, a small, yet"; mes "demonic, Deviruchi."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 5^000000 and ^0000FFMonster 6^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,5; set monster_race_2_2,6; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 6: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 6^000000, a naughty"; mes "Baphomet Jr. monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: mes "[Ticket Helper]"; mes "Then, please pick your 2nd choice."; next; switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 5")) { case 1: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 1^000000, a friendly"; mes "Poring type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 6^000000 and ^0000FFMonster 1^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,6; set monster_race_2_2,1; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 2: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 2^000000, an adorable"; mes "Lunatic type monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 6^000000 and ^0000FFMonster 2^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,6; set monster_race_2_2,2; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 3: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 3^000000, a darling"; mes "Savage Bebe monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 6^000000 and ^0000FFMonster 3^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,6; set monster_race_2_2,3; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 4: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 4^000000, a gentle Baby"; mes "Desert Wolf monster."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 6^000000 and ^0000FFMonster 4^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,6; set monster_race_2_2,4; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } case 5: mes "[Ticket Helper]"; mes "You've chosen"; mes "^0000FFMonster 5^000000, a small, yet"; mes "demonic, Deviruchi."; mes "Are you sure you want"; mes "to choose this monster?"; next; switch(select("Yes:No")) { case 1: if ($@mon_time_2_2 == 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster 6^000000 and ^0000FFMonster 5^000000"; mes "to win this race. Good luck!"; mes "I really hope that the odds"; mes "work out in your favor~"; emotion e_kis; set monster_race_2_1,6; set monster_race_2_2,5; getitem 7514,1; //Monster_Ticket close; } else { mes "[Ticket Helper]"; mes "I'm very sorry, but a"; mes "monster race is underway."; mes "Please wait, and then place"; mes "your wager for the next race."; close; } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } } case 2: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } } case 3: mes "[Ticket Helper]"; mes "Monster Races originated from"; mes "simple children's games in which"; mes "Cute Pets would race against each other. This grew into an adult"; mes "pastime that is so popular, we've built a racing arena in Hugel."; next; mes "[Ticket Helper]"; mes "Our Monster Race Arena hosts"; mes "two types of monster races. First, we have the Single Monster Race,"; mes "in which those that wagered on the 1st place monster are rewarded."; next; mes "[Eclar Ellbird]"; mes "Then, we have the Dual Monster"; mes "Race in which those that wagered on the 1st and 2nd place monsters"; mes "are equally rewarded. The house"; mes "odds and wager rewards are greater in Dual Races than Single Races."; next; mes "[Ticket Helper]"; mes "Although a small entrance"; mes "fee is required, we only use"; mes "the money to give rewards to"; mes "participants and maintain this"; mes "arena. Therefore, we're not"; mes "profiting from this enterprise."; next; mes "[Ticket Helper]"; mes "Also, we prohibit others"; mes "from making personal bets"; mes "and wagers, using items and"; mes "zeny, based on the outcomes"; mes "of these races. That kind of"; mes "gambling is illegal here..."; next; mes "[Ticket Helper]"; mes "Once you enter the Race Arena, you will receive a Racing Ticket."; mes "Keep in mind that winning Racing Tickets can only be exchanged for"; mes "Prize Medals during a 5 minute window after the end of the race."; next; mes "[Ticket Helper]"; mes "You're already here"; mes "inside the Monster Race"; mes "Arena, so you may as well"; mes "try placing a wager. It's"; mes "more fun than you'd think~"; close; case 4: mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; mes "I understand. Perhaps"; mes "you'd feel more comfortable"; mes "checking the monsters first?"; close; } } else { if (countitem(7514) > 0) { mes "[Ticket Helper]"; mes "You've wagered on"; mes "^0000FFMonster " + monster_race_2_1 + "^000000 and ^0000FFMonster " + monster_race_2_2 + "^000000"; mes "for this Dual Monster Race."; next; mes "[Ticket Helper]"; mes "The start of the race will be"; mes "announced through a broadcast."; mes "You can refer to your Mini-Map"; mes "to track the monsters' race"; mes "positions. Thank you, and"; mes "have a good time!"; viewpoint 1,43,35,0,0xFF0000; close; } else { mes "[Ticket Helper]"; mes "The start of the race will be"; mes "announced through a broadcast."; mes "You can refer to your Mini-Map"; mes "to track the monsters' race"; mes "positions. Thank you, and"; mes "have a good time!"; viewpoint 1,43,35,0,0xFF0000; close; } } OnInit: disablenpc "Ticket Helper#2"; end; } p_track02,39,49,3 script Game Guide#double 845,{ mes "[Game Guide]"; mes "Welcome to the"; mes "Monster Race Arena."; mes "How can I help you?"; next; switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) { case 1: mes "[Game Guide]"; mes "Monster Races originated from"; mes "simple children's games in which"; mes "Cute Pets would race against each other. This grew into an adult"; mes "pastime that is so popular, we've built a racing arena in Hugel."; next; mes "[Game Guide]"; mes "Our Monster Race Arena hosts"; mes "two types of monster races. First, we have the Single Monster Race,"; mes "in which those that wagered on the 1st place monster are rewarded."; next; mes "[Game Guide]"; mes "Then, we have the Dual Monster"; mes "Race in which the house odds and rewards are greater than in Single"; mes "Monster Races: you must wager on 2 monsters, and they must place in"; mes "1st and 2nd for you to win."; next; mes "[Game Guide]"; mes "Although a small entrance"; mes "fee is required, we only use"; mes "the money to give rewards to"; mes "participants and maintain this"; mes "arena. Therefore, we're not"; mes "profiting from this enterprise."; next; mes "[Game Guide]"; mes "Also, we prohibit others"; mes "from making personal bets"; mes "and wagers, using items and"; mes "zeny, based on the outcomes"; mes "of these races. That kind of"; mes "gambling is illegal here..."; next; mes "[Game Guide]"; mes "Once you enter the Race Arena, you will receive a Racing Ticket."; mes "Keep in mind that winning Racing Tickets can only be exchanged for"; mes "Prize Medals during a 5 minute window after the end of the race."; next; break; case 2: mes "[Game Guide]"; mes "Before placing a wager, you"; mes "must get a free Racing Ticket"; mes "from the Ticket Helper. There,"; mes "I've marked the Ticket Helper"; mes "on your Mini-Map, so you can"; mes "find him pretty easily."; viewpoint 1,73,22,1,0xFF3355; next; break; case 3: mes "[Game Guide]"; mes "If you wagered on the winner"; mes "of a Single Monster Race, or"; mes "on the 1st or 2nd place winners"; mes "in a Dual Monster Race, then"; mes "you can exchange your Racing"; mes "Ticket for Prize Medals."; next; mes "[Game Guide]"; mes "However, you must exchange"; mes "your Racing Ticket with the"; mes "Medal Distributor within the"; mes "5 minute window after the end"; mes "of the race. ^FF0000Your ticket becomes^FFFFFF ^FF0000 void after these 5 minutes.^000000"; next; mes "[Game Guide]"; mes "When this 5 minute window"; mes "elapses, you will be teleported outside, and we will immediately"; mes "begin preparing for the next race. Make sure that you remember this"; mes "information when you wager."; next; mes "[Game Guide]"; mes "If you haven't received"; mes "your free Racing Ticket,"; mes "then please visit the Ticket"; mes "Helper. There, I've just marked"; mes "his location on your Mini-Map."; viewpoint 1,67,45,2,0xCE6300; next; break; } mes "[Game Guide]"; mes "Thank you, and"; mes "I hope you enjoy"; mes "your time here in the"; mes "Monster Racing Arena."; close; } p_track02,67,45,5 script Medal Distributor#medal 845,{ if (checkweight(909,20) == 0) { mes "[Medal Distributor]"; mes "I'm sorry, but I can't"; mes "reward you with any medals"; mes "until you make more space"; mes "available in your Inventory."; close; } if (countitem(7514) > 0) { mes "[Medal Distributor]"; mes "Hello there~"; mes "If you've wagered on the"; mes "winning monster in a recent"; mes "race, then you can exchange"; mes "your game ticket here for"; mes "some Prize Medals."; next; mes "[Medal Distributor]"; mes "Please remember that you can"; mes "only exchange winning Game"; mes "Tickets for Prize Medals right"; mes "after the race finishes. Prize"; mes "Medals may be given to Wayne"; mes "in Hugel in exchange for items."; next; if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 2)) || (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 1)) { if ((monster_race_2_1 == 1) && (monster_race_2_2 == 2)) || ((monster_race_2_1 == 2) && (monster_race_2_2 == 1)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 3)) || (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 1)) { if ((monster_race_2_1 == 1) && (monster_race_2_2 == 3)) || ((monster_race_2_1 == 3) && (monster_race_2_2 == 1)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 1)) { if ((monster_race_2_1 == 1) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 1)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 1)) { if ((monster_race_2_1 == 1) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 1)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 1)) { if ((monster_race_2_1 == 1) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 1)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 3)) || (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 2)) { if ((monster_race_2_1 == 2) && (monster_race_2_2 == 3)) || ((monster_race_2_1 == 3) && (monster_race_2_2 == 2)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 2)) { if ((monster_race_2_1 == 2) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 2)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 2)) { if ((monster_race_2_1 == 2) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 2)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 2)) { if ((monster_race_2_1 == 2) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 2)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 3)) { if ((monster_race_2_1 == 3) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 3)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 3)) { if ((monster_race_2_1 == 3) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 3)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 3)) { if ((monster_race_2_1 == 3) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 3)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 4)) { if ((monster_race_2_1 == 4) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 4)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 4)) { if ((monster_race_2_1 == 4) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 4)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else if (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 5)) { if ((monster_race_2_1 == 5) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 5)) { mes "[Medal Distributor]"; mes "Congratulations! It's really"; mes "difficult to guess the winners"; mes "of a Dual Monster Race, so you"; mes "must be really lucky! Would you"; mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; switch(select("Yes, please.:No, thanks.")) { case 1: mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; mes "If you want to trade these"; mes "medals for items, please"; mes "visit Wayne in Hugel. We hope"; mes "you enjoyed the Monster Race~"; delitem 7514,1; //Monster_Ticket set monster_race_2_1,7; set monster_race_2_2,7; getitem 7515,15; //Marvelous_Medal close; case 2: mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; mes "Racing Ticket for Prize Medals"; mes "for a short time after the race. If you made a mistake, you"; mes "should ask me again quickly."; close; } } else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) { mes "[Medal Distributor]"; mes "Well, better luck next time..."; mes "Although you can't always"; mes "be lucky, it's always fun to"; mes "wager on the monster races!"; close; } else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) { mes "[Medal Distributor]"; mes "Thanks for visiting the"; mes "Monster Race Arena, and"; mes "I hope you enjoy your time"; mes "here. I'll see you next time~"; close; } else { mes "[Medal Distributor]"; mes "You may not have wagered"; mes "on the winning monster in"; mes "the last race, but I hope that"; mes "you get lucky next time~"; close; } } else { mes "[Medal Distributor]"; mes "Hello there~"; mes "If you've wagered on the"; mes "winning monster in a recent"; mes "race, then you can exchange"; mes "your game ticket here for"; mes "some Prize Medals."; next; mes "[Medal Distributor]"; mes "Please remember that you can"; mes "only exchange winning Game"; mes "Tickets for Prize Medals right"; mes "after the race finishes. Prize"; mes "Medals may be given to Wayne"; mes "in Hugel in exchange for items."; close; } } else { mes "[Medal Distributor]"; mes "Hello there~"; mes "If you've wagered on the"; mes "winning monster in a recent"; mes "race, then you can exchange"; mes "your game ticket here for"; mes "some Prize Medals."; next; mes "[Medal Distributor]"; mes "Please remember that you can"; mes "only exchange winning Game"; mes "Tickets for Prize Medals right"; mes "after the race finishes. Prize"; mes "Medals may be given to Wayne"; mes "in Hugel in exchange for items."; close; } OnInit: disablenpc "Medal Distributor#medal"; end; } p_track02,76,38,1 script Exit Guide#double 798,{ mes "[Exit Guide]"; mes "If you have a winning Racing"; mes "Ticket, please make sure that"; mes "you redeem it for Prize Medals"; mes "now. All Racing Tickets become"; mes "void once the next race begins."; next; mes "[Exit Guide]"; mes "If you wish to leave"; mes "the arena, then I can guide"; mes "you outside. Would you like"; mes "to leave the arena right now?"; next; switch(select("Yes:No")) { case 1: if (countitem(7514) == 0) { mes "[Exit Guide]"; mes "Thank you for"; mes "your patronage, and"; mes "I hope that you come"; mes "visit us again soon~"; } else { mes "[Exit Guide]"; mes "In accordance with our"; mes "policies, I must take your"; mes "Racing Ticket before you leave."; mes "Thank you for your patronage,"; mes "and I hope you enjoy your time"; mes "here in the Monster Race Arena."; delitem 7514,1; //Monster_Ticket } set monster_race_2_1,0; set monster_race_2_2,0; close2; warp "hugel",63,73; end; case 2: mes "[Exit Guide]"; mes "Alright, then."; mes "Just let me know"; mes "whenever you're"; mes "ready to leave."; close; } } p_track02,30,38,0 script #poring1 139,0,0,{ OnInit: disablenpc "#poring1"; end; OnEnable: enablenpc "#poring1"; monster "p_track02",58,38,"Monster 1",1725,1,"#poring1::OnMyMobDead"; end; OnDisable: killmonster "p_track02","#poring1::OnMyMobDead"; disablenpc "#poring1"; end; OnTouchNPC: if ($@mon_race_2_1 == 0) { emotion e_lv; specialeffect EF_MVP; mapannounce "p_track02","Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_1,1; donpcevent "#poring1::OnDisable"; } else { emotion e_lv; specialeffect EF_MVP; mapannounce "p_track02","The race is over! Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_2,1; donpcevent "#poring1::OnDisable"; donpcevent "#lunatic1::OnDisable"; donpcevent "#savagebebe1::OnDisable"; donpcevent "#desertwolf1::OnDisable"; donpcevent "#deviruchi1::OnDisable"; donpcevent "#baphomet1::OnDisable"; donpcevent "TrapGlobal#race02::OnDisable"; enablenpc "Medal Distributor#medal"; donpcevent "#race_timer2-3::OnEnable"; } end; OnMyMobDead: end; } p_track02,30,36,0 script #lunatic1 139,0,0,{ OnInit: disablenpc "#lunatic1"; end; OnEnable: enablenpc "#lunatic1"; monster "p_track02",58,36,"Monster No. 2",1726,1,"#lunatic1::OnMyMobDead"; end; OnDisable: killmonster "p_track02","#lunatic1::OnMyMobDead"; disablenpc "#lunatic1"; end; OnTouchNPC: if ($@mon_race_2_1 == 0) { emotion e_ho; specialeffect EF_MVP; mapannounce "p_track02","Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_1,2; donpcevent "#lunatic1::OnDisable"; } else { emotion e_ho; specialeffect EF_MVP; mapannounce "p_track02","The race is over! Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_2,2; donpcevent "#lunatic1::OnDisable"; donpcevent "#poring1::OnDisable"; donpcevent "#savagebebe1::OnDisable"; donpcevent "#desertwolf1::OnDisable"; donpcevent "#deviruchi1::OnDisable"; donpcevent "#baphomet1::OnDisable"; donpcevent "TrapGlobal#race02::OnDisable"; enablenpc "Medal Distributor#medal"; donpcevent "#race_timer2-3::OnEnable"; } end; OnMyMobDead: end; } p_track02,30,34,0 script #savagebebe1 139,0,0,{ OnInit: disablenpc "#savagebebe1"; end; OnEnable: enablenpc "#savagebebe1"; monster "p_track02",58,34,"Monster No. 3",1727,1,"#savagebebe1::OnMyMobDead"; end; OnDisable: killmonster "p_track02","#savagebebe1::OnMyMobDead"; disablenpc "#savagebebe1"; end; OnTouchNPC: if ($@mon_race_2_1 == 0) { emotion e_heh; specialeffect EF_MVP; mapannounce "p_track02","Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_1,3; donpcevent "#savagebebe1::OnDisable"; } else { emotion e_heh; specialeffect EF_MVP; mapannounce "p_track02","The race is over! Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_2,3; donpcevent "#savagebebe1::OnDisable"; donpcevent "#poring1::OnDisable"; donpcevent "#lunatic1::OnDisable"; donpcevent "#desertwolf1::OnDisable"; donpcevent "#deviruchi1::OnDisable"; donpcevent "#baphomet1::OnDisable"; donpcevent "TrapGlobal#race02::OnDisable"; enablenpc "Medal Distributor#medal"; donpcevent "#race_timer2-3::OnEnable"; } end; OnMyMobDead: end; } p_track02,30,32,0 script #desertwolf1 139,0,0,{ OnInit: disablenpc "#desertwolf1"; end; OnEnable: enablenpc "#desertwolf1"; monster "p_track02",58,32,"Monster No. 4",1728,1,"#desertwolf1::OnMyMobDead"; end; OnDisable: killmonster "p_track02","#desertwolf1::OnMyMobDead"; disablenpc "#desertwolf1"; end; OnTouchNPC: if ($@mon_race_2_1 == 0) { emotion e_kis; specialeffect EF_MVP; mapannounce "p_track02","Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_1,4; donpcevent "#desertwolf1::OnDisable"; } else { emotion e_kis; specialeffect EF_MVP; mapannounce "p_track02","The race is over! Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_2,4; donpcevent "#desertwolf1::OnDisable"; donpcevent "#poring1::OnDisable"; donpcevent "#lunatic1::OnDisable"; donpcevent "#savagebebe1::OnDisable"; donpcevent "#deviruchi1::OnDisable"; donpcevent "#baphomet1::OnDisable"; donpcevent "TrapGlobal#race02::OnDisable"; enablenpc "Medal Distributor#medal"; donpcevent "#race_timer2-3::OnEnable"; } end; OnMyMobDead: end; } p_track02,30,30,0 script #deviruchi1 139,0,0,{ OnInit: disablenpc "#deviruchi1"; end; OnEnable: enablenpc "#deviruchi1"; monster "p_track02",58,30,"Monster No. 5",1730,1,"#deviruchi1::OnMyMobDead"; end; OnDisable: killmonster "p_track02","#deviruchi1::OnMyMobDead"; disablenpc "#deviruchi1"; end; OnTouchNPC: if ($@mon_race_2_1 == 0) { emotion e_gg; specialeffect EF_MVP; mapannounce "p_track02","Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_1,5; donpcevent "#deviruchi1::OnDisable"; } else { emotion e_gg; specialeffect EF_MVP; mapannounce "p_track02","The race is over! Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_2,5; donpcevent "#deviruchi1::OnDisable"; donpcevent "#poring1::OnDisable"; donpcevent "#lunatic1::OnDisable"; donpcevent "#savagebebe1::OnDisable"; donpcevent "#desertwolf1::OnDisable"; donpcevent "#baphomet1::OnDisable"; donpcevent "TrapGlobal#race02::OnDisable"; enablenpc "Medal Distributor#medal"; donpcevent "#race_timer2-3::OnEnable"; } end; OnMyMobDead: end; } p_track02,30,28,0 script #baphomet1 139,0,0,{ OnInit: disablenpc "#baphomet1"; end; OnEnable: enablenpc "#baphomet1"; monster "p_track02",58,28,"Monster No. 6",1729,1,"#baphomet1::OnMyMobDead"; end; OnDisable: killmonster "p_track02","#baphomet1::OnMyMobDead"; disablenpc "#baphomet1"; end; OnTouchNPC: if ($@mon_race_2_1 == 0) { emotion e_pif; specialeffect EF_MVP; mapannounce "p_track02","Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_1,6; donpcevent "#baphomet1::OnDisable"; } else { emotion e_pif; specialeffect EF_MVP; mapannounce "p_track02","The race is over! Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC"; set $@mon_race_2_2,6; donpcevent "#baphomet1::OnDisable"; donpcevent "#poring1::OnDisable"; donpcevent "#lunatic1::OnDisable"; donpcevent "#savagebebe1::OnDisable"; donpcevent "#desertwolf1::OnDisable"; donpcevent "#deviruchi1::OnDisable"; donpcevent "TrapGlobal#race02::OnDisable"; enablenpc "Medal Distributor#medal"; donpcevent "#race_timer2-3::OnEnable"; } end; OnMyMobDead: end; } p_track02,19,48,0 script TrapGlobal#race02 -1,{ OnInit: set $@mon_r02_luk1,0; set $@mon_r02_luk2,0; set $@mon_r02_luk3,0; set $@mon_r02_luk4,0; set $@mon_r02_luk5,0; set $@mon_r02_luk6,0; set $@mon_r02_tire1,0; set $@mon_r02_tire2,0; set $@mon_r02_tire3,0; set $@mon_r02_tire4,0; set $@mon_r02_tire5,0; set $@mon_r02_tire6,0; end; OnEnable: enablenpc "TrapGlobal#race02"; enablenpc "starting#race02_1"; enablenpc "starting#race02_2"; enablenpc "starting#race02_3"; enablenpc "starting#race02_4"; enablenpc "starting#race02_5"; enablenpc "starting#race02_6"; //------------------------------------------------------------- // Monster No. 1, Poring //------------------------------------------------------------- set .@firstline,rand(1,70); if ((.@firstline > 0) && (.@firstline < 11)) { set $@mon_r02_luk1,.@firstline; enablenpc "Luk#race02_1_5"; enablenpc "Luk#race02_1_6"; set .@firsttired,rand(50,60); if (.@firsttired > 49) && (.@firsttired < 61) { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; } } else if ((.@firstline > 10) && (.@firstline < 31)) { set $@mon_r02_luk1,.@firstline; enablenpc "Luk#race02_1_5"; set .@firsttired,rand(40,60); if (.@firsttired > 49) && (.@firsttired < 61) { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; } else { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; } } else if ((.@firstline > 20) && (.@firstline < 41)) { set $@mon_r02_luk1,.@firstline; enablenpc "Luk#race02_1_1"; set .@firsttired,rand(30,50); if (.@firsttired > 39) && (.@firsttired < 51) { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; } else { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; } } else if ((.@firstline > 40) && (.@firstline < 51)) { set $@mon_r02_luk1,.@firstline; enablenpc "Luk#race02_1_1"; enablenpc "Luk#race02_1_2"; set .@firsttired,rand(20,40); if (.@firsttired > 29) && (.@firsttired < 41) { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; } else { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; enablenpc "Tire#race02_1_4"; } } else if ((.@firstline > 50) && (.@firstline < 61)) { set $@mon_r02_luk1,.@firstline; enablenpc "Luk#race02_1_1"; enablenpc "Luk#race02_1_2"; enablenpc "Luk#race02_1_3"; set .@firsttired,rand(10,30); if (.@firsttired > 19) && (.@firsttired < 31) { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; enablenpc "Tire#race02_1_4"; } else { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; enablenpc "Tire#race02_1_4"; enablenpc "Tire#race02_1_5"; } } else if ((.@firstline > 60) && (.@firstline < 71)) { set $@mon_r02_luk1,.@firstline; enablenpc "Luk#race02_1_1"; enablenpc "Luk#race02_1_2"; enablenpc "Luk#race02_1_3"; enablenpc "Luk#race02_1_4"; set .@firsttired,rand(0,20); if (.@firsttired > 9) && (.@firsttired < 21) { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; enablenpc "Tire#race02_1_4"; enablenpc "Tire#race02_1_5"; } else { set $@mon_r02_tire1,.@firsttired; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; enablenpc "Tire#race02_1_4"; enablenpc "Tire#race02_1_5"; enablenpc "Tire#race02_1_6"; } } else { set $@mon_r02_luk1,.@firstline; enablenpc "Luk#race02_1_1"; enablenpc "Luk#race02_1_2"; enablenpc "Luk#race02_1_3"; enablenpc "Luk#race02_1_4"; set .@firsttired,rand(0,20); if (.@firsttired > 9) && (.@firsttired < 21) { set $@mon_r02_tire1,.@firstline; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; enablenpc "Tire#race02_1_4"; enablenpc "Tire#race02_1_5"; } else { set $@mon_r02_tire1,.@firstline; enablenpc "Tire#race02_1_1"; enablenpc "Tire#race02_1_2"; enablenpc "Tire#race02_1_3"; enablenpc "Tire#race02_1_4"; enablenpc "Tire#race02_1_5"; enablenpc "Tire#race02_1_6"; } } //------------------------------------------------------------- // Monster No. 2, Lunatic //------------------------------------------------------------- set .@secondline,rand(1,70); if ((.@secondline > 0) && (.@secondline < 11)) { set $@mon_r02_luk2,.@secondline; enablenpc "Luk#race02_2_5"; enablenpc "Luk#race02_2_6"; set .@secondtired,rand(50,60); if (.@secondtired > 49) && (.@secondtired < 61) { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; } } else if ((.@secondline > 10) && (.@secondline < 31)) { set $@mon_r02_luk2,.@secondline; enablenpc "Luk#race02_2_5"; set .@secondtired,rand(40,60); if (.@secondtired > 49) && (.@secondtired < 61) { set $@mon_r02_tire2,.@secondline; enablenpc "Tire#race02_2_1"; } else { set $@mon_r02_tire2,.@secondline; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; } } else if ((.@secondline > 20) && (.@secondline < 41)) { set $@mon_r02_luk2,.@secondline; enablenpc "Luk#race02_2_1"; set .@secondtired,rand(30,50); if (.@secondtired > 39) && (.@secondtired < 51) { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; } else { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; } } else if ((.@secondline > 40) && (.@secondline < 51)) { set $@mon_r02_luk2,.@secondline; enablenpc "Luk#race02_2_1"; enablenpc "Luk#race02_2_2"; set .@secondtired,rand(20,40); if (.@secondtired > 29) && (.@secondtired < 41) { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; } else { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; enablenpc "Tire#race02_2_4"; } } else if ((.@secondline > 50) && (.@secondline < 61)) { set $@mon_r02_luk2,.@secondline; enablenpc "Luk#race02_2_1"; enablenpc "Luk#race02_2_2"; enablenpc "Luk#race02_2_3"; set .@secondtired,rand(10,30); if (.@secondtired > 19) && (.@secondtired < 31) { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; enablenpc "Tire#race02_2_4"; } else { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; enablenpc "Tire#race02_2_4"; enablenpc "Tire#race02_2_5"; } } else if ((.@secondline > 60) && (.@secondline < 71)) { set $@mon_r02_luk2,.@secondline; enablenpc "Luk#race02_2_1"; enablenpc "Luk#race02_2_2"; enablenpc "Luk#race02_2_3"; enablenpc "Luk#race02_2_4"; set .@secondtired,rand(0,20); if (.@secondtired > 9) && (.@secondtired < 21) { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; enablenpc "Tire#race02_2_4"; enablenpc "Tire#race02_2_5"; } else { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; enablenpc "Tire#race02_2_4"; enablenpc "Tire#race02_2_5"; enablenpc "Tire#race02_2_6"; } } else { set $@mon_r02_luk2,.@secondline; enablenpc "Luk#race02_2_1"; enablenpc "Luk#race02_2_2"; enablenpc "Luk#race02_2_3"; enablenpc "Luk#race02_2_4"; set .@secondtired,rand(0,20); if (.@secondtired > 9) && (.@secondtired < 21) { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; enablenpc "Tire#race02_2_4"; enablenpc "Tire#race02_2_5"; } else { set $@mon_r02_tire2,.@secondtired; enablenpc "Tire#race02_2_1"; enablenpc "Tire#race02_2_2"; enablenpc "Tire#race02_2_3"; enablenpc "Tire#race02_2_4"; enablenpc "Tire#race02_2_5"; enablenpc "Tire#race02_2_6"; } } //------------------------------------------------------------- // Monster No. 3, Savage Babe //------------------------------------------------------------- set .@thirdline,rand(1,70); if ((.@thirdline > 0) && (.@thirdline < 11)) { set $@mon_r02_luk3,.@thirdline; enablenpc "Luk#race02_3_5"; enablenpc "Luk#race02_3_6"; set .@thridtired,rand(50,60); if (.@thridtired > 49) && (.@thridtired < 61) { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; } } else if ((.@thirdline > 10) && (.@thirdline < 31)) { set $@mon_r02_luk3,.@thirdline; enablenpc "Luk#race02_3_5"; set .@thridtired,rand(40,60); if (.@thridtired > 49) && (.@thridtired < 61) { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; } else { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; } } else if ((.@thirdline > 20) && (.@thirdline < 41)) { set $@mon_r02_luk3,.@thirdline; enablenpc "Luk#race02_3_1"; set .@thridtired,rand(30,50); if (.@thridtired > 39) && (.@thridtired < 51) { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; } else { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; } } else if ((.@thirdline > 40) && (.@thirdline < 51)) { set $@mon_r02_luk3,.@thirdline; enablenpc "Luk#race02_3_1"; enablenpc "Luk#race02_3_2"; set .@thridtired,rand(20,40); if (.@thridtired > 29) && (.@thridtired < 41) { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; } else { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; enablenpc "Tire#race02_3_4"; } } else if ((.@thirdline > 50) && (.@thirdline < 61)) { set $@mon_r02_luk3,.@thirdline; enablenpc "Luk#race02_3_1"; enablenpc "Luk#race02_3_2"; enablenpc "Luk#race02_3_3"; set .@thridtired,rand(10,30); if (.@thridtired > 19) && (.@thridtired < 31) { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; enablenpc "Tire#race02_3_4"; } else { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; enablenpc "Tire#race02_3_4"; enablenpc "Tire#race02_3_5"; } } else if ((.@thirdline > 60) && (.@thirdline < 71)) { set $@mon_r02_luk3,.@thirdline; enablenpc "Luk#race02_3_1"; enablenpc "Luk#race02_3_2"; enablenpc "Luk#race02_3_3"; enablenpc "Luk#race02_3_4"; set .@thridtired,rand(0,20); if (.@thridtired > 9) && (.@thridtired < 21) { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; enablenpc "Tire#race02_3_4"; enablenpc "Tire#race02_3_5"; } else { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; enablenpc "Tire#race02_3_4"; enablenpc "Tire#race02_3_5"; enablenpc "Tire#race02_3_6"; } } else { set $@mon_r02_luk3,.@thirdline; enablenpc "Luk#race02_3_1"; enablenpc "Luk#race02_3_2"; enablenpc "Luk#race02_3_3"; enablenpc "Luk#race02_3_4"; set .@thridtired,rand(0,20); if (.@thridtired > 9) && (.@thridtired < 21) { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; enablenpc "Tire#race02_3_4"; enablenpc "Tire#race02_3_5"; } else { set $@mon_r02_tire3,.@thridtired; enablenpc "Tire#race02_3_1"; enablenpc "Tire#race02_3_2"; enablenpc "Tire#race02_3_3"; enablenpc "Tire#race02_3_4"; enablenpc "Tire#race02_3_5"; enablenpc "Tire#race02_3_6"; } } //------------------------------------------------------------- // Monster No. 4, Baby Desert Wolf //------------------------------------------------------------- set .@fourthline,rand(1,70); if ((.@fourthline > 0) && (.@fourthline < 11)) { set $@mon_r02_luk4,.@fourthline; enablenpc "Luk#race02_4_5"; enablenpc "Luk#race02_4_6"; set .@fourthtired,rand(50,60); if (.@fourthtired > 49) && (.@fourthtired < 61) { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; } } else if ((.@fourthline > 10) && (.@fourthline < 31)) { set $@mon_r02_luk4,.@fourthline; enablenpc "Luk#race02_4_5"; set .@fourthtired,rand(40,60); if (.@fourthtired > 49) && (.@fourthtired < 61) { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; } else { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; } } else if ((.@fourthline > 20) && (.@fourthline < 41)) { set $@mon_r02_luk4,.@fourthline; enablenpc "Luk#race02_4_1"; set .@fourthtired,rand(30,50); if (.@fourthtired > 39) && (.@fourthtired < 51) { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; } else { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; } } else if ((.@fourthline > 40) && (.@fourthline < 51)) { set $@mon_r02_luk4,.@fourthline; enablenpc "Luk#race02_4_1"; enablenpc "Luk#race02_4_2"; set .@fourthtired,rand(20,40); if (.@fourthtired > 29) && (.@fourthtired < 41) { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; } else { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; enablenpc "Tire#race02_4_4"; } } else if ((.@fourthline > 50) && (.@fourthline < 61)) { set $@mon_r02_luk4,.@fourthline; enablenpc "Luk#race02_4_1"; enablenpc "Luk#race02_4_2"; enablenpc "Luk#race02_4_3"; set .@fourthtired,rand(10,30); if (.@fourthtired > 19) && (.@fourthtired < 31) { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; enablenpc "Tire#race02_4_4"; } else { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; enablenpc "Tire#race02_4_4"; enablenpc "Tire#race02_4_5"; } } else if ((.@fourthline > 60) && (.@fourthline < 71)) { set $@mon_r02_luk4,.@fourthline; enablenpc "Luk#race02_4_1"; enablenpc "Luk#race02_4_2"; enablenpc "Luk#race02_4_3"; enablenpc "Luk#race02_4_4"; set .@fourthtired,rand(0,20); if (.@fourthtired > 9) && (.@fourthtired < 21) { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; enablenpc "Tire#race02_4_4"; enablenpc "Tire#race02_4_5"; } else { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; enablenpc "Tire#race02_4_4"; enablenpc "Tire#race02_4_5"; enablenpc "Tire#race02_4_6"; } } else { set $@mon_r02_luk4,.@fourthline; enablenpc "Luk#race02_4_1"; enablenpc "Luk#race02_4_2"; enablenpc "Luk#race02_4_3"; enablenpc "Luk#race02_4_4"; set .@fourthtired,rand(0,20); if (.@fourthtired > 9) && (.@fourthtired < 21) { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; enablenpc "Tire#race02_4_4"; enablenpc "Tire#race02_4_5"; } else { set $@mon_r02_tire4,.@fourthtired; enablenpc "Tire#race02_4_1"; enablenpc "Tire#race02_4_2"; enablenpc "Tire#race02_4_3"; enablenpc "Tire#race02_4_4"; enablenpc "Tire#race02_4_5"; enablenpc "Tire#race02_4_6"; } } //------------------------------------------------------------- // Monster No. 5, Deviruchi //------------------------------------------------------------- set .@fifthline,rand(1,70); if ((.@fifthline > 0) && (.@fifthline < 11)) { set $@mon_r02_luk5,.@fifthline; enablenpc "Luk#race02_5_5"; set .@fifthtired,rand(50,60); if (.@fifthtired > 49) && (.@fifthtired < 61) { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; } } else if ((.@fifthline > 10) && (.@fifthline < 31)) { set $@mon_r02_luk5,.@fifthline; enablenpc "Luk#race02_5_5"; set .@fifthtired,rand(40,60); if (.@fifthtired > 49) && (.@fifthtired < 61) { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; } else { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; } } else if ((.@fifthline > 20) && (.@fifthline < 41)) { set $@mon_r02_luk5,.@fifthline; enablenpc "Luk#race02_5_1"; set .@fifthtired,rand(30,50); if (.@fifthtired > 39) && (.@fifthtired < 51) { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; } else { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; } } else if ((.@fifthline > 40) && (.@fifthline < 51)) { set $@mon_r02_luk5,.@fifthline; enablenpc "Luk#race02_5_1"; enablenpc "Luk#race02_5_2"; set .@fifthtired,rand(20,40); if (.@fifthtired > 29) && (.@fifthtired < 41) { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; } else { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; enablenpc "Tire#race02_5_4"; } } else if ((.@fifthline > 50) && (.@fifthline < 61)) { set $@mon_r02_luk5,.@fifthline; enablenpc "Luk#race02_5_1"; enablenpc "Luk#race02_5_2"; enablenpc "Luk#race02_5_3"; set .@fifthtired,rand(10,30); if (.@fifthtired > 19) && (.@fifthtired < 31) { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; enablenpc "Tire#race02_5_4"; } else { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; enablenpc "Tire#race02_5_4"; enablenpc "Tire#race02_5_5"; } } else if ((.@fifthline > 60) && (.@fifthline < 71)) { set $@mon_r02_luk5,.@fifthline; enablenpc "Luk#race02_5_1"; enablenpc "Luk#race02_5_2"; enablenpc "Luk#race02_5_3"; enablenpc "Luk#race02_5_4"; set .@fifthtired,rand(0,20); if (.@fifthtired > 9) && (.@fifthtired < 21) { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; enablenpc "Tire#race02_5_4"; enablenpc "Tire#race02_5_5"; } else { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; enablenpc "Tire#race02_5_4"; enablenpc "Tire#race02_5_5"; enablenpc "Tire#race02_5_6"; } } else { set $@mon_r02_luk5,.@fifthline; enablenpc "Luk#race02_5_1"; enablenpc "Luk#race02_5_2"; enablenpc "Luk#race02_5_3"; enablenpc "Luk#race02_5_4"; set .@fifthtired,rand(0,20); if (.@fifthtired > 9) && (.@fifthtired < 21) { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; enablenpc "Tire#race02_5_4"; enablenpc "Tire#race02_5_5"; } else { set $@mon_r02_tire5,.@fifthtired; enablenpc "Tire#race02_5_1"; enablenpc "Tire#race02_5_2"; enablenpc "Tire#race02_5_3"; enablenpc "Tire#race02_5_4"; enablenpc "Tire#race02_5_5"; enablenpc "Tire#race02_5_6"; } } //------------------------------------------------------------- // Monster No. 6, Baphomet Jr. //------------------------------------------------------------- set .@sixthline,rand(1,70); if ((.@sixthline > 0) && (.@sixthline < 11)) { set $@mon_r02_luk6,.@sixthline; enablenpc "Luk#race02_6_5"; enablenpc "Luk#race02_6_6"; set .@sixthtired,rand(50,60); if (.@sixthtired > 49) && (.@sixthtired < 61) { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; } } else if ((.@sixthline > 10) && (.@sixthline < 31)) { set $@mon_r02_luk6,.@sixthline; enablenpc "Luk#race02_6_5"; set .@sixthtired,rand(40,60); if (.@sixthtired > 49) && (.@sixthtired < 61) { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; } else { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; } } else if ((.@sixthline > 20) && (.@sixthline < 41)) { set $@mon_r02_luk6,.@sixthline; enablenpc "Luk#race02_6_1"; set .@sixthtired,rand(30,50); if (.@sixthtired > 39) && (.@sixthtired < 51) { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; } else { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; } } else if ((.@sixthline > 40) && (.@sixthline < 51)) { set $@mon_r02_luk6,.@sixthline; enablenpc "Luk#race02_6_1"; enablenpc "Luk#race02_6_2"; set .@sixthtired,rand(20,40); if (.@sixthtired > 29) && (.@sixthtired < 41) { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; } else { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; enablenpc "Tire#race02_6_4"; } } else if ((.@sixthline > 50) && (.@sixthline < 61)) { set $@mon_r02_luk6,.@sixthline; enablenpc "Luk#race02_6_1"; enablenpc "Luk#race02_6_2"; enablenpc "Luk#race02_6_3"; set .@sixthtired,rand(10,30); if (.@sixthtired > 19) && (.@sixthtired < 31) { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; enablenpc "Tire#race02_6_4"; } else { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; enablenpc "Tire#race02_6_4"; enablenpc "Tire#race02_6_5"; } } else if ((.@sixthline > 60) && (.@sixthline < 71)) { set $@mon_r02_luk6,.@sixthline; enablenpc "Luk#race02_6_1"; enablenpc "Luk#race02_6_2"; enablenpc "Luk#race02_6_3"; enablenpc "Luk#race02_6_4"; set .@sixthtired,rand(0,20); if (.@sixthtired > 9) && (.@sixthtired < 21) { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; enablenpc "Tire#race02_6_4"; enablenpc "Tire#race02_6_5"; } else { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; enablenpc "Tire#race02_6_4"; enablenpc "Tire#race02_6_5"; enablenpc "Tire#race02_6_6"; } } else { set $@mon_r02_luk6,.@sixthline; enablenpc "Luk#race02_6_1"; enablenpc "Luk#race02_6_2"; enablenpc "Luk#race02_6_3"; enablenpc "Luk#race02_6_4"; set .@sixthtired,rand(0,20); if (.@sixthtired > 9) && (.@sixthtired < 21) { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; enablenpc "Tire#race02_6_4"; enablenpc "Tire#race02_6_5"; } else { set $@mon_r02_tire6,.@sixthtired; enablenpc "Tire#race02_6_1"; enablenpc "Tire#race02_6_2"; enablenpc "Tire#race02_6_3"; enablenpc "Tire#race02_6_4"; enablenpc "Tire#race02_6_5"; enablenpc "Tire#race02_6_6"; } } end; OnDisable: disablenpc "TrapGlobal#race02"; donpcevent "starting#race02_1::OnDisable"; donpcevent "starting#race02_2::OnDisable"; donpcevent "starting#race02_3::OnDisable"; donpcevent "starting#race02_4::OnDisable"; donpcevent "starting#race02_5::OnDisable"; donpcevent "starting#race02_6::OnDisable"; end; } p_track02,56,38,0 script starting#race02_1 -1,0,0,{ end; OnInit: disablenpc "starting#race02_1"; end; OnDisable: disablenpc "starting#race02_1"; disablenpc "Luk#race02_1_1"; disablenpc "Luk#race02_1_2"; disablenpc "Luk#race02_1_3"; disablenpc "Luk#race02_1_4"; disablenpc "Luk#race02_1_5"; disablenpc "Luk#race02_1_6"; disablenpc "Tire#race02_1_1"; disablenpc "Tire#race02_1_2"; disablenpc "Tire#race02_1_3"; disablenpc "Tire#race02_1_4"; disablenpc "Tire#race02_1_5"; disablenpc "Tire#race02_1_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track02,33,38,0 script Luk#race02_1_1 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_1_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,37,38,0 script Luk#race02_1_2 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_1_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,53,38,0 script Luk#race02_1_3 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_1_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,45,38,0 script Luk#race02_1_4 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_1_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,49,38,0 script Luk#race02_1_5 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_1_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,41,38,0 script Luk#race02_1_6 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_1_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,43,38,0 script Tire#race02_1_1 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_1_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,39,38,0 script Tire#race02_1_2 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_1_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,35,38,0 script Tire#race02_1_3 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_1_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,55,38,0 script Tire#race02_1_4 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_1_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,51,38,0 script Tire#race02_1_5 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_1_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,47,38,0 script Tire#race02_1_6 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_1_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,56,36,0 script starting#race02_2 -1,0,0,{ end; OnInit: disablenpc "starting#race02_2"; end; OnDisable: disablenpc "starting#race02_2"; disablenpc "Luk#race02_2_1"; disablenpc "Luk#race02_2_1"; disablenpc "Luk#race02_2_1"; disablenpc "Luk#race02_2_4"; disablenpc "Luk#race02_2_5"; disablenpc "Luk#race02_2_6"; disablenpc "Tire#race02_2_1"; disablenpc "Tire#race02_2_2"; disablenpc "Tire#race02_2_3"; disablenpc "Tire#race02_2_4"; disablenpc "Tire#race02_2_5"; disablenpc "Tire#race02_2_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track02,33,36,0 script Luk#race02_2_1 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_2_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,37,36,0 script Luk#race02_2_2 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_2_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,53,36,0 script Luk#race02_2_3 -1,0,0,{ OnInit: disablenpc "Luk#race02_2_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,45,36,0 script Luk#race02_2_4 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_2_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,49,36,0 script Luk#race02_2_5 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_2_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,41,36,0 script Luk#race02_2_6 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_2_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,43,36,0 script Tire#race02_2_1 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_2_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,39,36,0 script Tire#race02_2_2 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_2_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,35,36,0 script Tire#race02_2_3 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_2_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,55,36,0 script Tire#race02_2_4 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_2_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,51,36,0 script Tire#race02_2_5 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_2_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,47,36,0 script Tire#race02_2_6 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_2_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,56,34,0 script starting#race02_3 -1,0,0,{ end; OnInit: disablenpc "starting#race02_3"; end; OnDisable: disablenpc "starting#race02_3"; disablenpc "Luk#race02_3_1"; disablenpc "Luk#race02_3_2"; disablenpc "Luk#race02_3_3"; disablenpc "Luk#race02_3_4"; disablenpc "Luk#race02_3_5"; disablenpc "Luk#race02_3_6"; disablenpc "Tire#race02_3_1"; disablenpc "Tire#race02_3_2"; disablenpc "Tire#race02_3_3"; disablenpc "Tire#race02_3_4"; disablenpc "Tire#race02_3_5"; disablenpc "Tire#race02_3_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track02,33,34,0 script Luk#race02_3_1 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_3_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,37,34,0 script Luk#race02_3_2 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_3_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,53,34,0 script Luk#race02_3_3 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_3_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,45,34,0 script Luk#race02_3_4 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_3_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,49,34,0 script Luk#race02_3_5 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_3_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,41,34,0 script Luk#race02_3_6 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_3_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,43,34,0 script Tire#race02_3_1 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_3_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,39,34,0 script Tire#race02_3_2 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_3_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,35,34,0 script Tire#race02_3_3 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_3_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,55,34,0 script Tire#race02_3_4 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_3_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,51,34,0 script Tire#race02_3_5 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_3_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,47,34,0 script Tire#race02_3_6 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_3_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,56,32,0 script starting#race02_4 -1,0,0,{ end; OnInit: disablenpc "starting#race02_4"; end; OnEnable: enablenpc "starting#race02_4"; end; OnDisable: disablenpc "starting#race02_4"; disablenpc "Luk#race02_4_1"; disablenpc "Luk#race02_4_2"; disablenpc "Luk#race02_4_3"; disablenpc "Luk#race02_4_4"; disablenpc "Luk#race02_4_5"; disablenpc "Luk#race02_4_6"; disablenpc "Tire#race02_4_1"; disablenpc "Tire#race02_4_2"; disablenpc "Tire#race02_4_3"; disablenpc "Tire#race02_4_4"; disablenpc "Tire#race02_4_5"; disablenpc "Tire#race02_4_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track02,33,32,0 script Luk#race02_4_1 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_4_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,37,32,0 script Luk#race02_4_2 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_4_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,53,32,0 script Luk#race02_4_3 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_4_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,45,32,0 script Luk#race02_4_4 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_4_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,49,32,0 script Luk#race02_4_5 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_4_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,41,32,0 script Luk#race02_4_6 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_4_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,43,32,0 script Tire#race02_4_1 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_4_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,39,32,0 script Tire#race02_4_2 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_4_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,35,32,0 script Tire#race02_4_3 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_4_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,55,32,0 script Tire#race02_4_4 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_4_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,51,32,0 script Tire#race02_4_5 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_4_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,47,32,0 script Tire#race02_4_6 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_4_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,56,30,0 script starting#race02_5 -1,0,0,{ end; OnInit: disablenpc "starting#race02_5"; end; OnEnable: enablenpc "starting#race02_5"; end; OnDisable: disablenpc "starting#race02_5"; disablenpc "Luk#race02_5_1"; disablenpc "Luk#race02_5_2"; disablenpc "Luk#race02_5_3"; disablenpc "Luk#race02_5_4"; disablenpc "Luk#race02_5_5"; disablenpc "Luk#race02_5_6"; disablenpc "Tire#race02_5_1"; disablenpc "Tire#race02_5_2"; disablenpc "Tire#race02_5_3"; disablenpc "Tire#race02_5_4"; disablenpc "Tire#race02_5_5"; disablenpc "Tire#race02_5_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track02,33,30,0 script Luk#race02_5_1 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_5_1"; end; OnEnable: enablenpc "Luk#race02_5_1"; end; OnDisable: disablenpc "Luk#race02_5_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,37,30,0 script Luk#race02_5_2 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_5_2"; end; OnEnable: enablenpc "Luk#race02_5_2"; end; OnDisable: disablenpc "Luk#race02_5_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,53,30,0 script Luk#race02_5_3 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_5_3"; end; OnEnable: enablenpc "Luk#race02_5_3"; end; OnDisable: disablenpc "Luk#race02_5_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,45,30,0 script Luk#race02_5_4 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_5_4"; end; OnEnable: enablenpc "Luk#race02_5_4"; end; OnDisable: disablenpc "Luk#race02_5_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,49,30,0 script Luk#race02_5_5 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_5_5"; end; OnEnable: enablenpc "Luk#race02_5_5"; end; OnDisable: disablenpc "Luk#race02_5_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,41,30,0 script Luk#race02_5_6 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_5_6"; end; OnEnable: enablenpc "Luk#race02_5_6"; end; OnDisable: disablenpc "Luk#race02_5_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,43,30,0 script Tire#race02_5_1 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_5_1"; end; OnEnable: enablenpc "Tire#race02_5_1"; end; OnDisable: disablenpc "Tire#race02_5_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,39,30,0 script Tire#race02_5_2 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_5_2"; end; OnEnable: enablenpc "Tire#race02_5_2"; end; OnDisable: disablenpc "Tire#race02_5_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,35,30,0 script Tire#race02_5_3 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_5_3"; end; OnEnable: enablenpc "Tire#race02_5_3"; end; OnDisable: disablenpc "Tire#race02_5_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,55,30,0 script Tire#race02_5_4 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_5_4"; end; OnEnable: enablenpc "Tire#race02_5_4"; end; OnDisable: disablenpc "Tire#race02_5_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,51,30,0 script Tire#race02_5_5 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_5_5"; end; OnEnable: enablenpc "Tire#race02_5_5"; end; OnDisable: disablenpc "Tire#race02_5_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,47,30,0 script Tire#race02_5_6 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_5_6"; end; OnEnable: enablenpc "Tire#race02_5_6"; end; OnDisable: disablenpc "Tire#race02_5_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,56,28,0 script starting#race02_6 -1,0,0,{ end; OnInit: disablenpc "starting#race02_6"; end; OnEnable: enablenpc "starting#race02_6"; end; OnDisable: disablenpc "starting#race02_6"; disablenpc "Luk#race02_6_1"; disablenpc "Luk#race02_6_2"; disablenpc "Luk#race02_6_3"; disablenpc "Luk#race02_6_4"; disablenpc "Luk#race02_6_5"; disablenpc "Luk#race02_6_6"; disablenpc "Tire#race02_6_1"; disablenpc "Tire#race02_6_2"; disablenpc "Tire#race02_6_3"; disablenpc "Tire#race02_6_4"; disablenpc "Tire#race02_6_5"; disablenpc "Tire#race02_6_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 11) { sc_start SC_WALKSPEED,5000,60; } else if (.@start > 10) && (.@start < 21) { sc_start SC_WALKSPEED,5000,70; } else if (.@start > 20) && (.@start < 31) { sc_start SC_WALKSPEED,5000,80; } else if (.@start > 30) && (.@start < 41) { sc_start SC_WALKSPEED,5000,90; } else if (.@start > 40) && (.@start < 51) { sc_start SC_WALKSPEED,5000,100; } else if (.@start > 50) && (.@start < 61) { sc_start SC_WALKSPEED,5000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,5000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,5000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,5000,140; } else { sc_start SC_WALKSPEED,5000,150; } end; } p_track02,33,28,0 script Luk#race02_6_1 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_6_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,37,28,0 script Luk#race02_6_2 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_6_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,53,28,0 script Luk#race02_6_3 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_6_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,45,28,0 script Luk#race02_6_4 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_6_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_WALKSPEED,10000,110; } else if (.@start > 60) && (.@start < 71) { sc_start SC_WALKSPEED,10000,120; } else if (.@start > 70) && (.@start < 81) { sc_start SC_WALKSPEED,10000,130; } else if (.@start > 80) && (.@start < 91) { sc_start SC_WALKSPEED,10000,140; } else { sc_start SC_WALKSPEED,10000,150; } end; } p_track02,49,28,0 script Luk#race02_6_5 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_6_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,41,28,0 script Luk#race02_6_6 -1,0,0,{ end; OnInit: disablenpc "Luk#race02_6_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_STUN,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_STUN,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_STUN,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_STUN,4000,0; } end; } p_track02,43,28,0 script Tire#race02_6_1 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_6_1"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,39,28,0 script Tire#race02_6_2 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_6_2"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,35,28,0 script Tire#race02_6_3 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_6_3"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,55,28,0 script Tire#race02_6_4 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_6_4"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,51,28,0 script Tire#race02_6_5 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_6_5"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } p_track02,47,28,0 script Tire#race02_6_6 -1,0,0,{ end; OnInit: disablenpc "Tire#race02_6_6"; end; OnTouchNPC: set .@start,rand(1,100); if (.@start > 0) && (.@start < 61) { sc_start SC_SLEEP,1000,0; } else if (.@start > 60) && (.@start < 71) { sc_start SC_SLEEP,2000,0; } else if (.@start > 70) && (.@start < 81) { sc_start SC_SLEEP,3000,0; } else if (.@start > 80) && (.@start < 91) { sc_start SC_SLEEP,4000,0; } end; } //============================================================ // NPCs for Redeeming Price Medals (Einbroch and Hugel) //============================================================ ein_in01,85,208,5 script Ei'felle#repay01 854,{ if (ein_medal01 < 1) { mes "[Ei'felle]"; mes "Curses! We need to deliver"; mes "what our customers ordered,"; mes "but we've been making nothing"; mes "but shipshod products! If we"; mes "only had that metal, we could"; mes "pump up our product quality!"; next; select("What metal are you talking about?"); mes "[Ei'felle]"; mes "There's a small village"; mes "at the outskirts of the"; mes "Schwaltzvalt Republic that"; mes "gives these special medals"; mes "that are made of this metal"; mes "which we desperately need..."; next; mes "[Ei'felle]"; mes "We've sent one of our best"; mes "guildsmen to get some of those"; mes "medals for us, but he hasn't"; mes "reported back to us quite yet."; mes "I'm getting pretty anxious..."; next; mes "[Ei'felle]"; mes "I mean, we need a whole"; mes "lot of that metal to fill out"; mes "our orders and finish our"; mes "manufacturing research,"; mes "but so far, none of us have"; mes "been able to get any medals..."; next; if (countitem(7515) > 0) { mes "["+ strcharinfo(0) +"]"; mes "Oh! Are you talking"; mes "about the medals that"; mes "they give as rewards in"; mes "the Monster Race Arena?"; mes "I have some of those."; next; mes "[Ei'felle]"; mes "Huh? Show them to me..."; mes "Yes! That's exactly what"; mes "we need! Would you please"; mes "donate your medals so that we"; mes "can finally make some quality"; mes "products for our customers?"; next; callsub S_Reward; end; } else { mes "[Ei'felle]"; mes "If you happen to obtain any"; mes "medals from the Monster"; mes "Race Arena in Hugel, then"; mes "please bring some of them"; mes "to me. I'll be sure to repay"; mes "you for your kindness..."; close; } } else if ((ein_medal01 > 499) && (ein_medal01 < 1000)) { if (checkweight(1201,1) == 0) { mes "[Ei'felle]"; mes "Goodness, you're carrying"; mes "so many things with you!"; mes "You'd better put some of"; mes "it away in Kafra Storage"; mes "before you're overwhelmed"; mes "by the bulk of your items!"; close; } mes "[Ei'felle]"; mes "Ah, welcome back! I've finally"; mes "made a breakthrough in my"; mes "metal research! Look, I've"; mes "developed this Glittering"; mes "Jacket! It's lightweight and"; mes "very durable, you see?"; next; mes "[Ei'felle]"; mes "I wouldn't be able to have"; mes "completed this without your"; mes "help. Now, would you like to"; mes "receive this Glittering Jacket"; mes "as my way of repaying you?"; next; switch(select("Accept:Wait for Further Development")) { case 1: callsub S_BonusReward,500,2319; end; case 2: mes "[Ei'felle]"; mes "Ah, I see. You'd rather wait"; mes "until we develop something"; mes "more to your liking. In that"; mes "case, would you please donate"; mes "more medals to my research?"; mes "We're always low on them..."; next; break; } if (countitem(7515) > 0) { mes "[Ei'felle]"; mes "The other Blacksmith"; mes "Guildsmen are doing their"; mes "best to collect Prize Medals"; mes "in Hugel, but they keep failing"; mes "to win them! If you have any"; mes "medals, then may I have some?"; next; callsub S_Reward; end; } else { mes "[Ei'felle]"; mes "If you happen to obtain any"; mes "medals from the Monster"; mes "Race Arena in Hugel, then"; mes "please bring some of them"; mes "to me. I'll be sure to repay"; mes "you for your kindness..."; close; } } else if ((ein_medal01 > 999) && (ein_medal01 < 1500)) { if (checkweight(1201,1) == 0) { mes "[Ei'felle]"; mes "Goodness, you're carrying"; mes "so many things with you!"; mes "You'd better put some of"; mes "it away in Kafra Storage"; mes "before you're overwhelmed"; mes "by the bulk of your items!"; close; } mes "[Ei'felle]"; mes "Oh, you're back!"; mes "Thanks to all the medals"; mes "that you've donated, I'm now"; mes "able to manufacture a set"; mes "of slotted armor imbued"; mes "with a property of your choice."; next; mes "[Ei'felle]"; mes "If you'd like, I can repay you"; mes "now by creating a set of slotted elemental armor for you, or we"; mes "can wait for you to donate more"; mes "medals until I can develop"; mes "something else for you."; next; switch(select("Accept Armor:Can I have something else?:Wait for Further Development")) { case 1: mes "[Ei'felle]"; mes "I can manufacture one set of"; mes "slotted Armor imbued with the"; mes "Fire, Earth, Wind, or Water"; mes "property. Which property would"; mes "you like your armor to have?"; next; switch(select("Fire Property:Earth Property:Wind Property:Water Property")) { case 1: callsub S_BonusReward,1000,2345; end; case 2: callsub S_BonusReward,1000,2351; end; case 3: callsub S_BonusReward,1000,2349; end; case 4: callsub S_BonusReward,1000,2347; end; } case 2: mes "[Ei'felle]"; mes "Something else...?"; mes "Oh, you must mean"; mes "the Glittering Jacket that"; mes "I developed earlier. After"; mes "all, I have any other items"; mes "to offer you for now..."; next; callsub S_BonusReward,500,2319; end; case 3: mes "[Ei'felle]"; mes "Ah, I see. You'd rather wait"; mes "until we develop something"; mes "more to your liking. In that"; mes "case, would you please donate"; mes "more medals to my research?"; mes "We're always low on them..."; next; break; } if (countitem(7515) > 0) { mes "[Ei'felle]"; mes "The other Blacksmith"; mes "Guildsmen are doing their"; mes "best to collect Prize Medals"; mes "in Hugel, but they keep failing"; mes "to win them! If you have any"; mes "medals, then may I have some?"; next; callsub S_Reward; end; } else { mes "[Ei'felle]"; mes "If you happen to obtain any"; mes "medals from the Monster"; mes "Race Arena in Hugel, then"; mes "please bring some of them"; mes "to me. I'll be sure to repay"; mes "you for your kindness..."; close; } } else if (ein_medal01 > 1499) { if (checkweight(1201,1) == 0) { mes "[Ei'felle]"; mes "Goodness, you're carrying"; mes "so many things with you!"; mes "You'd better put some of"; mes "it away in Kafra Storage"; mes "before you're overwhelmed"; mes "by the bulk of your items!"; close; } mes "[Ei'felle]"; mes "Ah, you're back! I've"; mes "extracted all the metal"; mes "from the medals you've"; mes "given me, and I think I have"; mes "enough to create a Level 4"; mes "Weapon. Isn't that incredible?"; next; mes "[Ei'felle]"; mes "If you like, I can create"; mes "one of these weapons for you"; mes "as my way of repaying you for"; mes "your help. What do you think?"; next; switch(select("Yes, I want a Level 4 Weapon.:Can I have something else?")) { case 1: mes "[Ei'felle]"; mes "Great, great!"; mes "Now, which kind of"; mes "Level 4 Weapon would"; mes "you like? It won't do"; mes "you much good if you"; mes "can't equip it, right?"; next; switch(select("Dagger:One Handed Sword:Two Handed Sword:Axe:Mace:Bow:Staff:Book:Spear:Katar:Knuckle:Whip:Musical Instrument")) { case 1: mes "[Ei'felle]"; mes "So you want a Dagger?"; mes "Which Level 4 Dagger"; mes "would you like me to create?"; next; switch(select("Ginnungagap:Grimtooth:Dragon Killer:Mail Breaker:Bazerald:Sword Breaker:Ice Pick:Sucsamad:Kitchen Knife:Azoth:Exorciser:Assassin Dagger:Moonlight Dagger:Weeder Knife:Cursed Dagger:Dagger of Counter:Combat Knife:Fortune Sword:Cancel")) { case 1: callsub S_BonusReward,1500,13002; end; case 2: callsub S_BonusReward,1500,1237; end; case 3: callsub S_BonusReward,1500,13001; end; case 4: callsub S_BonusReward,1500,1225; end; case 5: callsub S_BonusReward,1500,1231; end; case 6: callsub S_BonusReward,1500,1224; end; case 7: callsub S_BonusReward,1500,1230; end; case 8: callsub S_BonusReward,1500,1236; end; case 9: callsub S_BonusReward,1500,1229; end; case 10: callsub S_BonusReward,1500,1235; end; case 11: callsub S_BonusReward,1500,1233; end; case 12: callsub S_BonusReward,1500,1232; end; case 13: callsub S_BonusReward,1500,1234; end; case 14: callsub S_BonusReward,1500,1227; end; case 15: callsub S_BonusReward,1500,1241; end; case 16: callsub S_BonusReward,1500,1242; end; case 17: callsub S_BonusReward,1500,1228; end; case 18: callsub S_BonusReward,1500,1223; end; case 19: break; } break; case 2: mes "[Ei'felle]"; mes "So you'd like to have"; mes "a One Handed Sword?"; mes "Please choose which"; mes "Level 4 Weapon that"; mes "you want me to create."; next; switch(select("Nagan:Immaterial Sword:Mysteltainn:Byeollungum:Star Dust Blade:Caesar's Sword:Ice Falchion:Excalibur:Edge:Cutlus:Solar Sword:Tirfing:Fireblend:Cancel")) { case 1: callsub S_BonusReward,1500,1130; end; case 2: callsub S_BonusReward,1500,1141; end; case 3: callsub S_BonusReward,1500,1138; end; case 4: callsub S_BonusReward,1500,1140; end; case 5: callsub S_BonusReward,1500,1148; end; case 6: callsub S_BonusReward,1500,1134; end; case 7: callsub S_BonusReward,1500,1131; end; case 8: callsub S_BonusReward,1500,1137; end; case 9: callsub S_BonusReward,1500,1132; end; case 10: callsub S_BonusReward,1500,1135; end; case 11: callsub S_BonusReward,1500,1136; end; case 12: callsub S_BonusReward,1500,1139; end; case 13: callsub S_BonusReward,1500,1133; end; case 14: break; } break; case 3: mes "[Ei'felle]"; mes "So you'd like to have"; mes "a Two Handed Sword?"; mes "Please choose which"; mes "Level 4 Weapon that"; mes "you want me to create."; next; switch(select("Dragon Slayer:Masamune:Muramasa:Schweizersabel:Executioner:Zweihander:Katzbalger:Cancel")) { case 1: callsub S_BonusReward,1500,1166; end; case 2: callsub S_BonusReward,1500,1165; end; case 3: callsub S_BonusReward,1500,1164; end; case 4: callsub S_BonusReward,1500,1167; end; case 5: callsub S_BonusReward,1500,1169; end; case 6: callsub S_BonusReward,1500,1168; end; case 7: callsub S_BonusReward,1500,1170; end; case 8: break; } break; case 4: mes "[Ei'felle]"; mes "So you'd like to have"; mes "an Axe? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Great Axe:Guillotine:Light Epsilon:Bloody Axe:Sabbath:Slaughter:Cleaver:Tomahawk:Cancel")) { case 1: callsub S_BonusReward,1500,1364; end; case 2: callsub S_BonusReward,1500,1369; end; case 3: callsub S_BonusReward,1500,1366; end; case 4: callsub S_BonusReward,1500,1363; end; case 5: callsub S_BonusReward,1500,1365; end; case 6: callsub S_BonusReward,1500,1367; end; case 7: callsub S_BonusReward,1500,1305; end; case 8: callsub S_BonusReward,1500,1368; end; case 9: break; } break; case 5: mes "[Ei'felle]"; mes "So you'd like to have"; mes "a Mace? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Golden Mace:Grand Cross:Long Mace:Spike:Slash:Quadrille:Cancel")) { case 1: callsub S_BonusReward,1500,1524; end; case 2: callsub S_BonusReward,1500,1528; end; case 3: callsub S_BonusReward,1500,1525; end; case 4: callsub S_BonusReward,1500,1523; end; case 5: callsub S_BonusReward,1500,1526; end; case 6: callsub S_BonusReward,1500,1527; end; case 7: break; } break; case 6: mes "[Ei'felle]"; mes "So you'd like to have"; mes "a Bow? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Roguemaster's Bow:Dragon Wing:Rudra's Bow:Ballista:Cancel")) { case 1: callsub S_BonusReward,1500,1719; end; case 2: callsub S_BonusReward,1500,1724; end; case 3: callsub S_BonusReward,1500,1720; end; case 4: callsub S_BonusReward,1500,1722; end; case 5: break; } break; case 7: mes "[Ei'felle]"; mes "So you'd like to have"; mes "a Staff? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Wing Staff:Wizardry Staff:Cancel")) { case 1: callsub S_BonusReward,1500,1616; end; case 2: callsub S_BonusReward,1500,1473; end; case 3: break; } break; case 8: mes "[Ei'felle]"; mes "So you'd like to have"; mes "a Book? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Legacy of Dragon:Book of the Apocalypse:Girl's Diary:Hardcover Book:Cancel")) { case 1: callsub S_BonusReward,1500,1559; end; case 2: callsub S_BonusReward,1500,1557; end; case 3: callsub S_BonusReward,1500,1558; end; case 4: callsub S_BonusReward,1500,1561; end; case 5: break; } break; case 9: mes "[Ei'felle]"; mes "So you'd like to have a"; mes "Spear? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Gae Bolg:Gelerdria:Gungnir:Skewer:Longinus's Spear:Brionac:Bill Guisarme:Zephyrus:Crescent Scythe:Tjungkuletti:Hellfire:Cancel")) { case 1: callsub S_BonusReward,1500,1474; end; case 2: callsub S_BonusReward,1500,1414; end; case 3: callsub S_BonusReward,1500,1413; end; case 4: callsub S_BonusReward,1500,1415; end; case 5: callsub S_BonusReward,1500,1469; end; case 6: callsub S_BonusReward,1500,1470; end; case 7: callsub S_BonusReward,1500,1467; end; case 8: callsub S_BonusReward,1500,1468; end; case 9: callsub S_BonusReward,1500,1466; end; case 10: callsub S_BonusReward,1500,1416; end; case 11: callsub S_BonusReward,1500,1471; end; case 12: break; } break; case 10: mes "[Ei'felle]"; mes "So you'd like to have a"; mes "Katar? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Infiltrator:Bloody Roar:Unholy Touch:Cancel")) { case 1: callsub S_BonusReward,1500,1261; end; case 2: callsub S_BonusReward,1500,1265; end; case 3: callsub S_BonusReward,1500,1263; end; case 4: break; } break; case 11: mes "[Ei'felle]"; mes "So you'd like to have a"; mes "Knuckle? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Hatii Claw:Berserk:Kaiser Knuckle:Cancel")) { case 1: callsub S_BonusReward,1500,1815; end; case 2: callsub S_BonusReward,1500,1814; end; case 3: callsub S_BonusReward,1500,1813; end; case 4: break; } break; case 12: mes "[Ei'felle]"; mes "So you'd like to have a"; mes "Whip? Please choose"; mes "which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Lariat:Rapture Rose:Blade Whip:Chemeti:Queen's Whip:Cancel")) { case 1: callsub S_BonusReward,1500,1962; end; case 2: callsub S_BonusReward,1500,1963; end; case 3: callsub S_BonusReward,1500,1969; end; case 4: callsub S_BonusReward,1500,1964; end; case 5: callsub S_BonusReward,1500,1970; end; case 6: break; } break; case 13: mes "[Ei'felle]"; mes "So you'd like to have a"; mes "Musical Instrument? Please"; mes "choose which Level 4 Weapon"; mes "that you want me to create."; next; switch(select("Oriental Lute:Electric Guitar:Cancel")) { case 1: callsub S_BonusReward,1500,1918; end; case 2: callsub S_BonusReward,1500,1913; end; case 3: break; } break; } break; case 2: mes "[Ei'felle]"; mes "Something else?"; mes "Oh, alright then, would"; mes "you like to have a Glittering"; mes "Jacket, or a set of slotted"; mes "elemental Armor? Please go"; mes "ahead and make your choice~"; next; switch(select("Glittering Jacket:Fire Property Armor:Earth Property Armor:Wind Property Armor:Water Property Armor:Cancel")) { case 1: callsub S_BonusReward,500,2319; end; case 2: callsub S_BonusReward,1000,2345; end; case 3: callsub S_BonusReward,1000,2351; end; case 4: callsub S_BonusReward,1000,2349; end; case 5: callsub S_BonusReward,1000,2347; end; case 6: break; } break; } } else { mes "[Ei'felle]"; mes "Oh, how have you been?"; mes "Thank you so much for"; mes "donating so many medals,"; mes "they've been helpful in my"; mes "research. Still, I need more"; mes "and more of them everyday..."; next; if (countitem(7515) > 0) { mes "[Ei'felle]"; mes "The other Blacksmith"; mes "Guildsmen are doing their"; mes "best to collect Prize Medals"; mes "in Hugel, but they keep failing"; mes "to win them! If you have any"; mes "medals, then may I have some?"; next; callsub S_Reward; end; } else { mes "[Ei'felle]"; mes "If you happen to obtain any"; mes "medals from the Monster"; mes "Race Arena in Hugel, then"; mes "please bring some of them"; mes "to me. I'll be sure to repay"; mes "you for your kindness..."; close; } } close; S_Reward: switch(select("Sure:No")) { case 1: mes "[Ei'felle]"; mes "Oh, thank you so much!"; mes "I can use the metal in those"; mes "medals to produce some high"; mes "quality products. Now, how"; mes "shall I repay you for giving me"; mes "some of your Prize Medals?"; next; switch(select("Base Experience:Job Experience:No, I'm just glad to help.:How's your research progressing?")) { case 1: mes "[Ei'felle]"; mes "You just want to improve"; mes "yourself, huh? Well, I dunno"; mes "if you want to get stronger,"; mes "smarter, or faster, but I can"; mes "coach you on some visualization if you like. Now, relax with me~"; mes "physical development."; next; mes "[Ei'felle]"; mes "Focus... and believe."; mes "Believe that you are"; mes "becoming what you want"; mes "to be! B-believe... with"; mes "all of your freakin' heart!"; emotion e_omg,1; emotion e_omg; next; mes "[Ei'felle]"; mes "*Phew* How's that?"; mes "Now do you see the"; mes "power of hope?"; delitem 7515,1; //Marvelous_Medal if (BaseLevel < 21) getexp 150,0; else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 300,0; else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 2000,0; else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 8000,0; else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 25000,0; else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 47000,0; else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 55000,0; else getexp 65000,0; close; case 2: mes "[Ei'felle]"; mes "You want to become more"; mes "competent in your job? Um..."; mes "Alright, we can do that. Just"; mes "meditate with me, and we'll go"; mes "do some imagery work together."; mes "I'm real good at this you know."; next; mes "[Ei'felle]"; mes "J-just... visualize"; mes "yourself... being..."; mes "t-totally... awesome!"; mes "You've gotta see it, and"; mes "you've gotta feel it in your"; mes "freakin' heart and mind!"; emotion e_omg,1; emotion e_omg; next; mes "[Ei'felle]"; mes "Yeap, it doesn't matter"; mes "if it's real or imagined..."; mes "Your mind will work on"; mes "whatever you feed it."; mes "Placebos and psychosomatic symptoms-- it all ties together."; delitem 7515,1; //Marvelous_Medal if (Upper != 2 && Class < Job_SuperNovice) { if (BaseJob == Job_Novice) getexp 0,30; else if (((BaseJob >= Job_Swordman) && (BaseJob <= Job_Thief)) || (Class == Job_Taekwon)) { if (JobLevel < 11) getexp 0,50; else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,250; else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,1500; else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,7000; else getexp 0,20000; } else if ((BaseJob >= Job_Knight) && (BaseJob <= Job_Crusader2)) { if (JobLevel < 11) getexp 0,80; else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,2000; else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,10000; else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,25000; else getexp 0,38000; } } else if (Upper == 2) { if (Class == Job_Novice_High) { getexp 0,40; } else if ((Class >= Job_Swordman_High) && (Class <= Job_Thief_High)) { if (JobLevel < 11) getexp 0,65; else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,300; else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,2500; else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,10000; else getexp 0,25000; } else if ((Class >= Job_Lord_Knight) && (Class <= Job_Paladin_2)) { if (JobLevel < 11) getexp 0,150; else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,2200; else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,13000; else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,27000; else if ((JobLevel > 40) && (JobLevel < 51)) getexp 0,38000; else getexp 0,40000; } } else { if (JobLevel < 11) getexp 0,50; else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,250; else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,1500; else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,7000; else if ((JobLevel > 40) && (JobLevel < 51)) getexp 0,20000; else if ((JobLevel > 50) && (JobLevel < 61)) getexp 0,30000; else getexp 0,38000; } close; case 3: mes "[Ei'felle]"; mes "What th--?! You sure"; mes "you don't want anything?"; mes "Hm, well, I think it's kind"; mes "of bad karma if I don't give"; mes "you anything in return, so..."; mes "Think of something. Quick."; next; mes "["+ strcharinfo(0) +"]"; mes "Er, just use the medals"; mes "to further your manufacturing"; mes "research, and then you can"; mes "pay me back if your develop"; mes "something new. It's, um, like"; mes "an investment in your work!"; next; mes "[Ei'felle]"; mes "Yeah... Yeah."; mes "Okay, I see where"; mes "you're coming from."; mes "That's pretty smart."; mes "Okay, I'll repay you when"; mes "we develop something new!"; next; mes "[Ei'felle]"; mes "Anyway, I need as many"; mes "medals as I can get as"; mes "soon as I can. How many"; mes "medals do you think you"; mes "can give me right now?"; next; switch(select("Take them all.:How about this much?:No, I changed my mind.")) { case 1: mes "[Ei'felle]"; mes "Th-thank you!"; mes "Thank you so much!"; mes "Your help will greatly"; mes "advance my research,"; mes "and I promise to repay"; mes "you as soon as I can!"; set .@medals,countitem(7515); delitem 7515,.@medals; //Marvelous_Medal set ein_medal01,ein_medal01+.@medals; close; case 2: mes "[Ei'felle]"; mes "Alright, please enter the"; mes "number of medals that"; mes "you're willing to give me."; mes "Please don't enter any"; mes "number greater than 100."; next; while(1) { input .@input; if (.@input == 0) { mes "[Ei'felle]"; mes "Aw, so you've decided"; mes "to cancel? Well, it's your"; mes "choice, but I'm still so"; mes "disappointed. Please come"; mes "back if you change your mind..."; close; } else if (.@input < 0 || .@input > 100) { mes "[Ei'felle]"; mes "Remember, you can only"; mes "enter a number from 1 to 100."; mes "If you want to give me more"; mes "medals, then perhaps you"; mes "should just give them all to me~ ^FFFFFF ^000000"; next; } else break; } if (countitem(7515) < .@input) { mes "[Ei'felle]"; mes "I'm sorry, but I don't"; mes "think you have that many"; mes "medals with you. Make sure"; mes "that you offer me an amount of"; mes "medals that you actually have."; emotion e_heh; close; } else { mes "[Ei'felle]"; mes "Th-thank you!"; mes "Thank you so much!"; mes "Your help will greatly"; mes "advance my research,"; mes "and I promise to repay"; mes "you as soon as I can!"; delitem 7515,.@input; //Marvelous_Medal set ein_medal01,ein_medal01+.@input; close; } case 3: mes "[Ei'felle]"; mes "Oh, alright..."; mes "Still, I really need"; mes "those medals, so if you"; mes "change your mind, please"; mes "come back as soon as you can."; close; } delitem 7515,1; //Marvelous_Medal set ein_medal01,1; close; case 4: mes "[Ei'felle]"; mes "Well, I've been able to"; mes "create a "+getitemname(getarg(0)); mes "using the medals that you've"; mes "brought to me. But I just know"; mes "I can make something better"; mes "if you'd bring me more!"; next; mes "[Ei'felle]"; mes "As of now, I have the metal"; mes "from ^FF0000"+ ein_medal01 +"^000000 Prizes Medals that"; mes "you've donated to me. The more"; mes "that you bring, the closer I can get to making a new breakthrough!"; close; } case 2: mes "[Ei'felle]"; mes "Oh, alright..."; mes "Still, I really need"; mes "those medals, so if you"; mes "change your mind, please"; mes "come back as soon as you can."; emotion e_sob; close; } S_BonusReward: mes "[Ei'felle]"; if (getarg(1) == 2319) { mes "Do you really want"; mes "this "+getitemname(getarg(1))+"?"; mes "You may want to forego this"; mes "reward in favor of getting"; mes "something better later..."; } else if ((getarg(1) == 2345) || (getarg(1) == 2347) || (getarg(1) == 2349) || (getarg(1) == 2351)) { mes "Are you sure that you want"; mes "to accept this set of slotted"; if (getarg(1) == 2345) mes "Fire property Armor? If you do,"; else if (getarg(1) == 2351) mes "Earth property Armor? If you do,"; else if (getarg(1) == 2349) mes "Wind property Armor? If you do,"; else if (getarg(1) == 2347) mes "Water property Armor? If you do,"; mes "I'll need more medals from you"; mes "to make further advancements"; mes "in my manufacturing research."; } else { mes "So you wish to have a"; mes getitemname(getarg(1))+"? If you choose"; mes "to have this Level 4 Weapon,"; mes "I'll need to melt many of the"; mes "medals that you've donated"; mes "to me. Shall we proceed?"; } next; switch(select("Decline:Accept")) { case 1: mes "["+ strcharinfo(0) +"]"; mes "W-wait, I changed my"; mes "mind. Would it be fine"; mes "if I asked you to give"; mes "me a reward later?"; next; mes "[Ei'felle]"; if (!getiteminfo(getarg(1),13)) { //use item level to determine if the item is armor (no weapon level) mes "Of course, of course."; mes "Remember, if you donate"; mes "more medals to me, then"; mes "I'll be able to create items"; mes "of higher quality for you~"; } else { mes "I don't think I can develop"; mes "anything better than these Level 4 Weapons, but after making"; mes "such a big investment, you should decide on what you want carefully."; } close; case 2: mes "[Ei'felle]"; if (getarg(1) == 2319) { mes "Here you are, I trust that"; mes "this "+getitemname(getarg(1))+" will"; mes "serve you well. Thank you"; mes "for your help, and I hope that"; mes "you'll continue to donate your"; mes "medals for my metal research~"; } else if ((getarg(1) == 2345) || (getarg(1) == 2347) || (getarg(1) == 2349) || (getarg(1) == 2351)) { mes "Great choice! I'm sure"; if (getarg(1) == 2345) mes "that this set of slotted Fire"; else if (getarg(1) == 2351) mes "that this set of slotted Earth"; else if (getarg(1) == 2349) mes "that this set of slotted Wind"; else if (getarg(1) == 2347) mes "that this set of slotted Water"; mes "property Armor will serve you"; mes "well. Thank you for your help,"; mes "and if you get more medals,"; mes "please donate them to me~"; } else { mes "Once again, I'd like to"; mes "thank you for providing"; mes "me with all of those medals."; mes "I imagine it must have been"; mes "difficult. In any case, I would"; mes "appreciate your continued help~"; } set ein_medal01,ein_medal01-getarg(0); getitem getarg(1),1; close; } } hugel,71,83,4 script Wayne 900,{ if (checkweight(1201,1) == 0) { mes "[Wayne]"; mes "Hold on a second..."; mes "If you want to exchange"; mes "your Prize Medals for items,"; mes "you'd better free up more space"; mes "in your Inventory first. Why don't you use your Kafra Storage?"; close; } mes "[Wayne]"; mes "Hello, there! Ever wonder"; mes "what you could do with all"; mes "the Prize Medals you can win"; mes "in Monster Race Arena? You"; mes "can donate them in Einbroch"; mes "to the Blacksmith Guild..."; next; mes "[Wayne]"; mes "...Or you can exchange them"; mes "for items, right here and right"; mes "now, with me. As always, the"; mes "choice is really up to you."; next; switch(select("Prize Medal Exchange:Cancel")) { case 1: if (checkweight(909,550) == 0) { mes "[Wayne]"; mes "Hold on a second..."; mes "If you want to exchange"; mes "your Prize Medals for items,"; mes "you'd better free up more space"; mes "in your Inventory first. Why don't you use your Kafra Storage?"; close; } else { mes "[Wayne]"; mes "Now, how many Prize Medals"; mes "would you like to exchange?"; mes "It doesn't take a genius to"; mes "figure out that you can get"; mes "more valuable items by trading"; mes "more Prize Medals at a time."; next; switch(select("1 Prize Medal:3 Prize Medals:7 Prize Medals:8 Prize Medals:16 Prize Medals:25 Prize Medals:42 Prize Medals:59 Prize Medals")) { case 1: mes "[Wayne]"; mes "Now, please choose"; mes "which of the following item"; mes "sets that you'd like to receive"; mes "in exchange for 1 Prize Medal."; next; switch(select("2 Hinale Leaflets:2 Aloe Leaflets:1 Mastela Fruit:5 Witch Starsands:4 Condensed Red Potions")) { case 1: if (countitem(7515) < 1) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,1; //Marvelous_Medal getitem 520,2; //Leaflet_Of_Hinal close; } case 2: if (countitem(7515) < 1) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,1; //Marvelous_Medal getitem 521,2; //Leaflet_Of_Aloe close; } case 3: if (countitem(7515) < 1) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,1; //Marvelous_Medal getitem 522,1; //Fruit_Of_Mastela close; } case 4: if (countitem(7515) < 1) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,1; //Marvelous_Medal getitem 1061,5; //Starsand_Of_Witch close; } case 5: if (countitem(7515) < 1) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,1; //Marvelous_Medal getitem 545,4; //Red_Slim_Potion close; } } case 2: mes "[Wayne]"; mes "Now, please choose"; mes "which of the following item"; mes "sets that you'd like to receive"; mes "in exchange for 3 Prize Medals."; next; switch(select("1 Royal Jelly:6 Holy Waters")) { case 1: if (countitem(7515) < 3) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,3; //Marvelous_Medal getitem 526,1; //Royal_Jelly close; } case 2: if (countitem(7515) < 3) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,3; //Marvelous_Medal getitem 523,6; //Holy_Water close; } } case 3: mes "[Wayne]"; mes "Now, please choose"; mes "which of the following item"; mes "sets that you'd like to receive"; mes "in exchange for 7 Prize Medals."; next; switch(select("1 Cookie Bag:1 First Aid Kit")) { case 1: if (countitem(7515) < 7) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,7; //Marvelous_Medal getitem 12130,1; //Cookie_Bag close; } case 2: if (countitem(7515) < 7) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,7; //Marvelous_Medal getitem 12110,1; //First_Aid_Kit close; } } case 4: mes "[Wayne]"; mes "Now, please choose"; mes "which of the following item"; mes "sets that you'd like to receive"; mes "in exchange for 8 Prize Medals. Well, we have only 1 set, but..."; next; select("1 Gift Box"); if (countitem(7515) < 8) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,8; //Marvelous_Medal getitem 644,1; //Gift_Box close; } case 5: mes "[Wayne]"; mes "Now, please choose"; mes "which of the following item"; mes "sets that you'd like to receive"; mes "in exchange for 16 Prize Medals. Well, we have only 1 set, but..."; next; select("1 Old Blue Box"); if (countitem(7515) < 16) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,16; //Marvelous_Medal getitem 603,1; //Old_Blue_Box close; } case 6: mes "[Wayne]"; mes "Now, please choose"; mes "which of the following item"; mes "sets that you'd like to receive"; mes "in exchange for 25 Prize Medals. Well, we have only 1 set, but..."; next; select("1 Taming Gift Set"); if (countitem(7515) < 25) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,25; //Marvelous_Medal getitem 12105,1; //Set_Of_Taiming_Item close; } case 7: mes "[Wayne]"; mes "Now, please choose"; mes "which of the following item"; mes "sets that you'd like to receive"; mes "in exchange for 42 Prize Medals. Well, we have only 1 set, but..."; next; select("1 Old Purple Box"); if (countitem(7515) < 42) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,42; //Marvelous_Medal getitem 617,1; //Old_Violet_Box close; } case 8: mes "[Wayne]"; mes "Now, please choose"; mes "which of the following item"; mes "sets that you'd like to receive"; mes "in exchange for 59 Prize Medals. Well, we have only 1 set, but..."; next; select("1 Poring Box"); if (countitem(7515) < 59) { mes "[Wayne]"; mes "Hey, you don't have"; mes "enough Prize Medals with"; mes "you. Go and get some more"; mes "if you want to exchange"; mes "them with me for anything."; close; } else { mes "[Wayne]"; mes "There you go~"; mes "Thanks for using my"; mes "service, and I hope that"; mes "you come visit me again"; mes "soon. Enjoy the monster"; mes "races, fair adventurer~"; delitem 7515,59; //Marvelous_Medal getitem 12109,1; //Poring_Box close; } } } case 2: mes "[Wayne]"; mes "Well, just keep in mind"; mes "that you can always come"; mes "to me to trade in your Prize"; mes "Medals for consumable items."; mes "That guy in Einbroch? Not sure"; mes "what he'd give you for them..."; next; mes "[Wayne]"; mes "All I know is that he"; mes "needs a whole lot of medals"; mes "for the work that he's doing."; mes "Still, I hear that he just may"; mes "make your donations worth"; mes "all your effort, you know?"; close; } } //============================================================ // Monstrer Race Affiliated NPCs //============================================================ airplane,246,47,1 script Eocatt#decoy01 878,{ mes "[Eocatt]"; mes "There's an old, humble"; mes "village on the outskirts of"; mes "the Schwaltzvalt Republic."; mes "It was just a tiny blip on the"; mes "map until they opened up"; mes "their Monster Race Arena!"; next; mes "[Eocatt]"; mes "If you win wagers on the"; mes "monster race games, you'll"; mes "be rewarded with these Prize"; mes "Medals that are made of some"; mes "really rare metal. I hear this metal's in demand in Einbroch..."; next; mes "[Eocatt]"; mes "Right, right..."; mes "I remember now, the"; mes "town was named Hugel."; mes "I'm sure there's other fun"; mes "things to do there, but I'm sure that the Race Arena is a must!"; close; } hugel,85,93,5 script Mudie#dummy01 866,{ mes "[Mudie]"; mes "The Monster Races"; mes "are probably the biggest"; mes "attraction here in Hugel."; mes "We don't have much else"; mes "going on here, I'm afraid."; next; mes "[Mudie]"; mes "If you want to go visit"; mes "the Monster Race Arena,"; mes "just head towards the"; mes "7 'o clock direction on"; mes "your Mini-Map, and look for"; mes "the hill surrounded by a fence."; next; mes "[Mudie]"; mes "You should find the arena"; mes "somewhere around that area."; mes "Anyway, if you want to wager"; mes "or just watch the races, just"; mes "ask one of the Eckar brothers. I hope you enjoy our little town~"; close; } p_track02,32,45,5 script Eccentric Scholar#double 755,{ mes "[Eccentric Scholar]"; mes "Let's see now..."; mes "Monster 1's average speed"; mes "and luck, as affected by"; mes "wind resistance, fatigue..."; mes "What's the approximate"; mes "probability of winning...?"; next; mes "[Eccentric Scholar]"; mes "Crunch it into my"; mes "algorithm... Carry the two..."; mes "Wait, how many significant"; mes "figures should I be using?"; mes "Ah, right, 7, to account for x,"; mes "a value representing--"; next; mes "["+ strcharinfo(0) +"]"; mes "Excuse me, but"; mes "what are you doing?"; next; mes "[Eccentric Scholar]"; mes "S-silence!"; mes "I must complete"; mes "my calculations!"; mes "Now, where was I...?"; specialeffect EF_CLAYMORE; emotion e_an; close; } p_track02,69,31,1 script Blacksmith Guildsman#dou 726,{ if ($@mon_time_2_2 == 0) { mes "[Blacksmith Guildsman]"; mes "How many times must"; mes "I wager on these races?!"; mes "I haven't won even once!"; mes "Oh, I must have the worst"; mes "luck in wagering history!"; emotion e_sob; next; mes "[Blacksmith Guildsman]"; mes "I've been assigned by my"; mes "guild to bring back some"; mes "Prize Medals to Einbroch..."; mes "They're apparently made"; mes "with some rare metal, but..."; mes "It's too hard for me to win~!"; emotion e_swt2; close; } else { mes "[Blacksmith Guildsman]"; mes "Run! Go go go!"; mes "I need to win some"; mes "medals! Otherwise, I'll"; mes "be too ashamed to return"; mes "home to Einbroch! F-faster!"; emotion e_korea; close; } } p_track02,53,45,3 script Valiant Knight#double 733,{ mes "[Valiant Knight]"; mes "Hey, have you been"; mes "wagering on the races?"; mes "If you've got a hot tip, then"; mes "would you share it with me?"; mes "I've won some wagers... But"; mes "I really wanna win more!"; next; mes "[Valiant Knight]"; mes "Hah hah! It's like I tell"; mes "those Blacksmiths! If they"; mes "don't wanna lose all the time,"; mes "then they should just bet on the same monster. Me? I always"; mes "bet on the black Deviruchi~"; next; mes "[Valiant Knight]"; mes "You too...!"; mes "Always bet"; mes "on Deviruchi!"; emotion e_no1; close; } p_track01,27,47,5 script Drunkard#single 853,{ mes "[Familiar Drunkard]"; mes "Grrr...! ^333333*Hiccup*^000000"; mes "I just gotta win this"; mes "next game! I hafta do it!"; mes "Hey, you! Which number is"; mes "your lucky number? Huh?"; next; mes "["+ strcharinfo(0) +"]"; mes "I, er..."; next; mes "[Familiar Drunkard]"; mes "C'mon, I need your"; mes "lucky number cuz I ran"; mes "out of mine! Tell me!"; mes "Tell me! ^333333*Hiccup~*^000000"; close; } p_track01,69,31,1 script Blacksmith Guildsman#sin 107,{ mes "[Blacksmith Guildsman]"; mes "How can this be so hard?"; mes "Why can't I win at least"; mes "one of these races? Argh!"; mes "I can't go back until I get"; mes "at least one Prize Medal!"; next; mes "[Blacksmith Guildsman]"; mes "Yeah, I've been assigned"; mes "by the Einbroch Factory to"; mes "get some Prize Medals since"; mes "they're made of this rare medal. But it looks like they picked"; mes "the wrong guy for this job..."; next; mes "[Blacksmith Guildsman]"; mes "I mean, I've been here"; mes "forever and I haven't won"; mes "anything yet! Hey, do me"; mes "a favor and give any extra"; mes "Prize Medals you might have"; mes "to the Einbroch Factory, okay?"; close; } p_track01,45,42,3 script Absent Minded Man#single 881,{ mes "[Absent Minded Man]"; mes "Say, are you here to bet"; mes "on the monster races? I've"; mes "come all the way here, just"; mes "because some strange man"; mes "asked me to win medals. It's"; mes "the only reason I'm in Hugel..."; next; mes "[Absent Minded Man]"; mes "But I've made more than"; mes "100 wagers, and haven't won"; mes "any of them! I mean, if I bet"; mes "on the same monster 6 times,"; mes "I should win at least once,"; mes "right? What's going on?!"; close; }