; ===================================
; QGO Market Def NPC File : 9Ega-B106
; Gambling House - Room of the Cross (6th)
; -----------------------------------
; 4 July 2003 (Xerxes)
;   - Added New text
; ===================================
[@main]
#IF
	equal p9 0
#ACT
	goto @main-1
	BreakTimeRecall 
	break

#IF
	equal p9 1
#ACT
	goto @race
	BreakTimeRecall 
	break

#IF
	equal p9 2
#ACT
	goto @cube
	BreakTimeRecall 
	break

#IF
	equal p9 9
#ACT
	goto @quit
	BreakTimeRecall 
	break


; -----------------------------------
[@main-1]
#IF
#ACT
	mov p9 0
#SAY
		;! <$USERNAME> \
		;̰  6°, ڰ Դϴ \
		; ָ ڵ ο    ϸ鼭 \
		;ڵ Ƴ ֽϴ. ̸  ڵ  \
		;° ϴ.  󸶳 Ǯȴ Ȯ ֽ\
		;ڽϱ?   ż 3е Ƽ ƿ..\ \
;-------------NEW TEXT-------------------
Ah, there you are, <$USERNAME>! This is the Cross Room,\
the 6th room of Ma-Bang-Jin. The seal that keeps the Lord\
of Darkness imprisoned, is deteriorating rapidly and, when\
it disintegrates, the dead will become alive again. The\
monsters become stronger as night approaches.... Please\
check the seal, and report back here - you only have 3\
minutes to complete this task.\\
;-----------END NEW TEXT-----------------
		;<  /@Pena1>
<Check Seal/@Pena1>



; -----------------------------------
[@Quit]
#IF
#ACT
	map B011


; -----------------------------------
[@race]
		; ڰǹ ÷  ϼ̱.. \ 
		;  ֻ  ִ ȸ 帮ڽϴ. \
		;׷  ϴ. \ \
;-------------NEW TEXT-------------------
Good job there, friend! You have risen to your challenge!\
Very well, you may now use another gambling chip and\
throw your next dice! Good luck!\\
;-----------END NEW TEXT-----------------
		;<  /@pre_cube>
<Throw the Dice/@pre_cube>



; -----------------------------------
[@pena1]
#IF
	daytime day
#ACT
	mov p9 1
	TimeRecall 3
	map T1061
	break

#IF
	daytime night
#ACT
	mov p9 1
	TimeRecall 3
	map T1062
	break

#IF
	daytime sunrise
#ACT
	mov p9 1
	TimeRecall 3
	map T1063
	break

#IF
	daytime sunset
#ACT
	mov p9 1
	TimeRecall 3
	map T1063
	break


; -----------------------------------
[@pre_cube]
#IF
	checkitem GambleChip 1
#ACT
	take GambleChip 1
	mov p9 2
	movr d0 6
	inc d0 1
	playdice 1 @cube
#SAY
		;ֻ  ֽϴ. \ \
;-------------NEW TEXT-------------------
The dice has been thrown....\\
;-----------END NEW TEXT-----------------
		;<  /@cube>
<Continue/@cube>

#ELSESAY
	;<$USERNAME>, а Ѱ ó׿. \
	;  ϱ ؼ а ʿ ϰŵ \
	; а  ̻  Ҽ ׿.. \ 
	;а غ ǰŵ ٽ .. \ \
;-------------NEW TEXT-------------------
Oh dear, <$USERNAME>, you don't seem to have any gambling\
chips left... You cannot continue without them. Please return\
when you have acquired some more!\\
;-----------END NEW TEXT-----------------
		;<  /@Quit>
<Leave the Game/@Quit>

#ELSEACT
	mov p9 9



; -----------------------------------
[@cube]
		;ֻ  <$STR(D0)>  Դϴ. \
		; <$STR(D0)> ŭ  ̵  帮ڽϴ. \ \
;-------------NEW TEXT-------------------
The dice has stopped on a <$STR(D0)>! That means that you\
can move along <$STR(D0)> rooms!\\
;-----------END NEW TEXT-----------------
		;<  /@next_cube>
<Move/@next_cube>


; -----------------------------------
[@next_cube]
#IF
	equal d0 1 
#ACT
	goto @posi1
	break

#IF
	equal d0 2 
#ACT
	goto @posi2
	break

#IF
	equal d0 3 
#ACT
	goto @posi3
	break

#IF
	equal d0 4 
#ACT
	goto @posi4
	break

#IF
	equal d0 5
#ACT
	goto @posi5
	break

#IF
	equal d0 6 
#ACT
	goto @posi6
	break

; -----------------------------------
[@Posi1]
#IF
#ACT
	batchDelay 1
	addbatch B107
	batchmove

[@Posi2]
#IF
#ACT
	batchDelay 1
	addbatch B107
	addbatch B108
	batchmove

[@Posi3]
#IF
#ACT
	batchDelay 1
	addbatch B107
	addbatch B108
	addbatch B109
	batchmove

[@Posi4]
#IF
#ACT
	batchDelay 1
	addbatch B107
	addbatch B108
	addbatch B109
	addbatch B110
	batchmove

[@Posi5]
#IF
#ACT
	batchDelay 1
	addbatch B107
	addbatch B108
	addbatch B109
	addbatch B110
	addbatch B111
	batchmove

[@Posi6]
#IF
#ACT
	batchDelay 1
	addbatch B107
	addbatch B108
	addbatch B109
	addbatch B110
	addbatch B111
	addbatch B112
	batchmove

