;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[@Ma1]
{
#ACT
breaktimerecall
#SAY
Welcome, there are no traps in this room, just a nice welcome\
and we wish you lots of luck\\
<[ Shake the Dice.. ]/@Ma1_pre_cube>\\\

[@Ma1_pre_cube]
#IF
checkitem GambleChip 1
#ACT
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma1_cube
#SAY
Rolls the dice...\\ 
#ELSEACT
map 10_000

[@Ma1_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_002
DelayGoto [grobal] 1 @Ma1_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_003
DelayGoto [grobal] 1 @Ma1_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_004
DelayGoto [grobal] 1 @Ma1_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

#IF
equal d0 4 
#ACT
Mov  A1  D1701_005
DelayGoto [grobal] 1 @Ma1_cubeMapMove
break
#SAY
Moving 4 Rooms Forward...

#IF
equal d0 5
#ACT
Mov  A1  D1701_006
DelayGoto [grobal] 1 @Ma1_cubeMapMove
break
#SAY
Moving 5 Rooms Forward...

#IF
equal d0 6 
#ACT
Mov  A1  D1701_007
DelayGoto [grobal] 1 @Ma1_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...

[@Ma1_cubeMapMove]
#ACT
mapmove %A1 10 16

}

[@Ma2]
{
#ACT
breaktimerecall
movr d0 3
#SAY
Welcome, we want to help you on your way.... Fnar Fnar.. \
We have a prize for you!!\ 
<[ OK, What did I win? ]/@Ma2_penalty>\\\

[@Ma2_Penalty]
#IF
equal d0 0
#ACT
goto @Ma2_pre_cube
give LargeTorch 1
break

#IF
equal d0 1
#ACT
goto @Ma2_pre_cube
give RandomTeleport 1
break

#IF
equal d0 2
#ACT
goto @Ma2_pre_cube
give BlueDrug 1
break

[@Ma2_pre_cube]
#IF
checkitem GambleChip 1
#ACT
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma2_cube
#SAY
Rolls the dice...\\ 
#ELSEACT
mapmove 10_000

[@Ma2_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_003
DelayGoto [grobal] 1 @Ma2_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_004
DelayGoto [grobal] 1 @Ma2_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_005
DelayGoto [grobal] 1 @Ma2_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

#IF
equal d0 4 
#ACT
Mov  A1  D1701_006
DelayGoto [grobal] 1 @Ma2_cubeMapMove
break
#SAY
Moving 4 Rooms Forward...

#IF
equal d0 5
#ACT
Mov  A1  D1701_007
DelayGoto [grobal] 1 @Ma2_cubeMapMove
break
#SAY
Moving 5 Rooms Forward...

#IF
equal d0 6 
#ACT
Mov  A1  D1701_008
DelayGoto [grobal] 1 @Ma2_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...

[@Ma2_cubeMapMove]
#ACT
mapmove %A1 10 16

}

[@Ma3]
{

#IF
check [390] 0
#ACT
MonClear D1702_011
breaktimerecall
#SAY
Welcome, this is the room of the Shepherd Boy,\
Some sheep have run amock in Bichon\
We have managed to gather them all together,\
but we need them to be exterminated!\
You have 1 minute to clear the sheep!\
<[ Let me at em!! ]/@Ma3_game>
#ELSEACT
goto @Ma3_race

[@Ma3_game]
#ACT
SET [390] 1
mongenP "D1702_011,20,20,18" Sheep 30
TimeRecall 1
mapmove D1702_011 21 21

[@Ma3_race]
#IF
checkmonmap D1702_011 1
#ACT
mapmove 10_000
#ELSEACT
goto @Ma3_pre_cube

[@Ma3_pre_cube]
#IF
checkitem GambleChip 1
#ACT
set [390] 0
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma3_cube
#SAY
Rolls the dice...\\ 
#ELSEACT
mapmove 10_000

[@Ma3_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_004
DelayGoto [grobal] 1 @Ma3_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_005
DelayGoto [grobal] 1 @Ma3_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_006
DelayGoto [grobal] 1 @Ma3_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

#IF
equal d0 4 
#ACT
Mov  A1  D1701_007
DelayGoto [grobal] 1 @Ma3_cubeMapMove
break
#SAY
Moving 4 Rooms Forward...

#IF
equal d0 5
#ACT
Mov  A1  D1701_008
DelayGoto [grobal] 1 @Ma3_cubeMapMove
break
#SAY
Moving 5 Rooms Forward...

#IF
equal d0 6 
#ACT
Mov  A1  D1701_009
DelayGoto [grobal] 1 @Ma3_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...

[@Ma3_cubeMapMove]
#ACT
mapmove %A1 10 16

}

[@Ma4]
{
#ACT
movr d0 6
breaktimerecall
#SAY
Welcome, this is the (Un)Lucky Room\
what happens is down to fate...\
We apologise in advance\\
<[ Lets see what happens ]/@Ma4_game>\

[@Ma4_game]
#IF
equal d0 0
#ACT
goto @Ma4_pre_cube
take GambleChip 6
break

#IF
equal d0 1
#ACT
goto @Ma4_pre_cube
give GambleChip 6
break

#IF
equal d0 2
#ACT
goto @Ma4_pre_cube
take GambleChip 9
break

#IF
equal d0 3
#ACT
goto @Ma4_pre_cube
take Gold 250000
break

#IF
equal d0 4
#ACT
goto @Ma4_pre_cube
Give Gold 250000
break

#IF
equal d0 5
#ACT
goto @Ma4_pre_cube
give BlueDrug 2
give Ginseng 2
break

[@Ma4_pre_cube]
#IF
checkitem GambleChip 1
#ACT
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma4_cube
#SAY
Rolls the dice...\\ 
#ELSEACT
mapmove 10_000

[@Ma4_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_005
DelayGoto [grobal] 1 @Ma4_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_006
DelayGoto [grobal] 1 @Ma4_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_007
DelayGoto [grobal] 1 @Ma4_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

#IF
equal d0 4 
#ACT
Mov  A1  D1701_008
DelayGoto [grobal] 1 @Ma4_cubeMapMove
break
#SAY
Moving 4 Rooms Forward...

#IF
equal d0 5
#ACT
Mov  A1  D1701_009
DelayGoto [grobal] 1 @Ma4_cubeMapMove
break
#SAY
Moving 5 Rooms Forward...

#IF
equal d0 6 
#ACT
Mov  A1  D1701_010
DelayGoto [grobal] 1 @Ma4_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...

[@Ma4_cubeMapMove]
#ACT
mapmove %A1 10 16

}

[@Ma5]
{
#IF
check [390] 0
#ACT
breaktimerecall
MonClear D1702_012
ClearItemMap "D1701_005, 40, 40, 40"  CannibalLeaf 
ClearItemMap "D1702_012, 40, 40, 40"  CannibalLeaf 
take CannibalLeaf 100
#SAY
Welcome, You know I just fancy....\
A CannibalLeaf Skirt, it will look nice on my Partner :D\
You have 2 minutes to fetch me 2 leaves\
<[ I will try! ]/@Ma5_game>\

#ELSEACT
goto @Ma5_race

[@Ma5_game]
#ACT
set [390] 1
ClearItemMap "D1701_005, 40, 40, 40"  CannibalLeaf 
ClearItemMap "D1702_012, 40, 40, 40"  CannibalLeaf 
take CannibalLeaf 100
mongenP "D1702_012,40,40,35" CarnivorousPlant69 30
TimeRecall 2
map D1702_012

[@Ma5_race]
#IF
checkitem CannibalLeaf 2
#ACT
Take CannibalLeaf 1000
goto @Ma5_pre_cube
#ELSEACT
mapmove 10_000

[@Ma5_pre_cube]
#IF
checkitem GambleChip 1
#ACT
set [390] 0
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma5_cube
#SAY
Rolls the dice...\\ 

#ELSEACT
mapmove 10_000

[@Ma5_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_006
DelayGoto [grobal] 1 @Ma5_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_007
DelayGoto [grobal] 1 @Ma5_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_008
DelayGoto [grobal] 1 @Ma5_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

#IF
equal d0 4 
#ACT
Mov  A1  D1701_009
DelayGoto [grobal] 1 @Ma5_cubeMapMove
break
#SAY
Moving 4 Rooms Forward...

#IF
equal d0 5
#ACT
Mov  A1  D1701_010
DelayGoto [grobal] 1 @Ma5_cubeMapMove
break
#SAY
Moving 5 Rooms Forward...

#IF
equal d0 6 
#ACT
Mov  A1  D1701_011
DelayGoto [grobal] 1 @Ma5_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...

[@Ma5_cubeMapMove]
#ACT
mapmove %A1 10 16

}

[@Ma6]
{
#IF
check [390] 0
#ACT
breaktimerecall
MonClear D1702_021
ResetMapAttr "D1702_021"
#SAY
Welcome, this is the Training Ground for the\
Numa Warriors, all who pass through here\
must undergo a gruelling experience!\
You must last 3 minutes in this room.. or perish!\
<[ I can do this.... Really I can.. ]/@Ma6_game>
#ELSEACT
goto @Ma6_pre_cube

[@Ma6_game]
#IF
daytime day
#ACT
set [390] 1
MongenP "D1702_021,20,20,19" NumaMonk69 10
MongenP "D1702_021,20,20,19" NumaCaptain69 10
TimeRecall 3
SetEventDamage D1702_021 8
map D1702_021
break

#IF
daytime night
#ACT
set [390] 1
MongenP "D1702_021,20,20,190" ArmouredNuma69 10
MongenP "D1702_021,20,20,19" NumaRaider69 10
TimeRecall 3
SetEventDamage D1702_021 8
map D1702_021
break

#ELSEACT
set [390] 1
SetEventDamage D1702_021 8
MongenP "D1702_021,20,20,19" NumaRaiderChief69 10
TimeRecall 3
SetEventDamage D1702_021 8
map D1702_021
break

[@Ma6_pre_cube]
#IF
checkitem GambleChip 1
#ACT
set [390] 0
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma6_cube
#SAY
Rolls the dice...\\ 
#ELSEACT
mapmove 10_000

[@Ma6_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_007
DelayGoto [grobal] 1 @Ma6_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_008
DelayGoto [grobal] 1 @Ma6_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_009
DelayGoto [grobal] 1 @Ma6_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

#IF
equal d0 4 
#ACT
Mov  A1  D1701_010
DelayGoto [grobal] 1 @Ma6_cubeMapMove
break
#SAY
Moving 4 Rooms Forward...

#IF
equal d0 5
#ACT
Mov  A1  D1701_011
DelayGoto [grobal] 1 @Ma6_cubeMapMove
break
#SAY
Moving 5 Rooms Forward...

#IF
equal d0 6 
#ACT
Mov  A1  D1701_012
DelayGoto [grobal] 1 @Ma6_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...

[@Ma6_cubeMapMove]
#ACT
mapmove %A1 10 16

}

[@Ma7]
{
#ACT
breaktimerecall
#SAY
Welcome, this is the Rec Room. \
Take your time now and relax while gambling!\
You have a chance of increasing your\
chips playing Dice!!!\
<[ Play Dice.. ]/@Ma7_presen> \
<[ No Thanks, I want to move on ]/@Ma7_pre_cube>\
[@Ma7_presen]
#CALL [\\mabangjin\game.txt] @Game

[@Ma7_pre_cube]
#IF
checkitem GambleChip 1
#ACT
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma7_cube
#SAY
Rolls the dice...\\ 
#ELSEACT
mapmove 10_000

[@Ma7_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_008
DelayGoto [grobal] 1 @Ma7_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_009
DelayGoto [grobal] 1 @Ma7_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_010
DelayGoto [grobal] 1 @Ma7_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

#IF
equal d0 4 
#ACT
Mov  A1  D1701_011
DelayGoto [grobal] 1 @Ma7_cubeMapMove
break
#SAY
Moving 4 Rooms Forward...

#IF
equal d0 5
#ACT
Mov  A1  D1701_012
DelayGoto [grobal] 1 @Ma7_cubeMapMove
break
#SAY
Moving 5 Rooms Forward...

#IF
equal d0 6 
#ACT
Mov  A1  D1701_013
DelayGoto [grobal] 1 @Ma7_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...

[@Ma7_cubeMapMove]
#ACT
mapmove %A1 10 16

}

[@Ma8]
{
#ACT
breaktimerecall
#SAY
Welcome to the Wind Room... Simply roll a number\
4 or above and we will send you forward SIX Rooms!\
If below 4 you will move the standard number of rooms\
<[ Shake the Dice.. ]/@Ma8_next>\\

[@Ma8_next]
#IF
checkitem GambleChip 1
#ACT
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma8_cube
#SAY
Rolls the dice...\\ 
#ELSEACT
mapmove 10_000

[@Ma8_cube]
#IF
large d0 3
#ACT
Mov  A1  D1701_014
DelayGoto [grobal] 1 @Ma8_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...
#ELSEACT
goto @Ma8_next_cube

[@Ma8_next_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_009
DelayGoto [grobal] 1 @Ma8_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_010
DelayGoto [grobal] 1 @Ma8_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_011
DelayGoto [grobal] 1 @Ma8_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

[@Ma8_cubeMapMove]
#ACT
mapmove %A1 10 16

}

[@Ma9]
{
#IF
check [390] 0
#ACT
Take HealerDrug 50
MonClear D1702_022
ClearItemMap "D1701_009, 40, 40, 40"  HealerDrug
ClearItemMap "D1702_022, 40, 40, 40"  HealerDrug
breaktimerecall
#SAY
Welcome to the Infirmary Room. \
You have arrived just in time, we are\
in need of a HealerDrug to heal one of\
our patients, the only way of getting this\
drug is from an AxeHurler.  You have 3 Minutes!\
<[ I will try to help ]/@Ma9_game>\

#ELSEACT
goto @Ma9_pre_cube

[@Ma9_game]
#ACT
SET [390] 1
Take HealerDrug 50
ClearItemMap "D1701_009, 40, 40, 40"  HealerDrug
ClearItemMap "D1702_022, 40, 40, 40"  HealerDrug
mongenP "D1702_022,40,40,38" AxeHurler62 50
TimeRecall 3
map D1702_022

[@Ma9_pre_cube]
#IF
checkitem HealerDrug 1
checkitem GambleChip 1
#ACT
set [390] 0
take HealerDrug 50
take GambleChip 1
movr d0 6
inc d0 1
playdice 1 @Ma9_cube
#SAY
Rolls the dice...\\ 
#ELSEACT
mapmove 10_000

[@Ma9_cube]
#IF
equal d0 1 
#ACT
Mov  A1  D1701_010
DelayGoto [grobal] 1 @Ma9_cubeMapMove
break
#SAY
Moving 1 Room Forward...

#IF
equal d0 2 
#ACT
Mov  A1  D1701_011
DelayGoto [grobal] 1 @Ma9_cubeMapMove
break
#SAY
Moving 2 Rooms Forward...

#IF
equal d0 3 
#ACT
Mov  A1  D1701_012
DelayGoto [grobal] 1 @Ma9_cubeMapMove
break
#SAY
Moving 3 Rooms Forward...

#IF
equal d0 4 
#ACT
Mov  A1  D1701_013
DelayGoto [grobal] 1 @Ma9_cubeMapMove
break
#SAY
Moving 4 Rooms Forward...

#IF
equal d0 5
#ACT
Mov  A1  D1701_014
DelayGoto [grobal] 1 @Ma9_cubeMapMove
break
#SAY
Moving 5 Rooms Forward...

#IF
equal d0 6 
#ACT
Mov  A1  D1701_015
DelayGoto [grobal] 1 @Ma9_cubeMapMove
break
#SAY
Moving 6 Rooms Forward...

[@Ma9_cubeMapMove]
#ACT
mapmove %A1 10 16
}

[@Ma10]
{
#IF
checkitem GambleChip 1
#ACT
breaktimerecall
take GambleChip 1
#SAY
Welcome to the Tornado Room!  You now get to move 14 Rooms Forward!\
<[ Woo Hoo!! 14 rooms!! ]/@Ma10_move>\
#ELSEACT
breaktimerecall
mapmove 10_000

[@Ma10_move]
#ACT
Mov  A1  D1701_024
DelayGoto [grobal] 1 @Ma10_cubeMapMove
break
#SAY
Moving 14 Rooms Forward...

[@Ma10_cubeMapMove]
#ACT
mapmove %A1 10 16
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;